Sorcerer

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“You know fire is beautiful – it can hurt but it can also purify. If I were an artist, fire would be my medium…”
Spaceholder 1Spaceholder 1Spaceholder 1Gnome mage
Gnome Sorcerer
Elemental Bloodline (Fire)

Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 17

AC 13 Touch AC 12 Flatfoot AC 10
HP 7 Stability 12
Initiative + 2 Perception + 2 Sense Motive + 0
Gnomes can see twice as far as humans in conditions of dim light.
Base Atk + 0; CMB – 2; CMD 10 (incl. size modifier)
Fort + 1 Ref + 2 Will + 2
+2 racial bonus on saving throws against fear and despair effects.
Move 20
Carrying Capacity (Adj for Masterwork Pack): 30lbs Light 60lbs Medium 90lbs Heavy

Weapons
Longspear – 1 (1d6 – 1) [Reach]
Light Mace + 2 (1d4 – 1)
Dagger + 2 (1d3 – 1)
Fire Elemental Ray + 2 (1d6 + 1) [ + 1 to hit & damage at 30ft or less]
Produce Flame Attack + 2 (1d6 + 1) [ + 1 to hit & damage at 30ft or less]
Ray of Frost/Fire + 2 (1d3) [ + 1 to hit & damage at 30ft or less]
Disrupt Undead + 2 (1d6) [ + 1 to hit & damage at 30ft or less]

Languages: Common, Gnome, Sylvan and Elvish

Feats: Point Blank Shot
[Eschew Materials, Simple Weapon Proficiency]

Traits: Teacher’s Pet ( + 2 Knowledge Planes), Naturally Gifted (additional use of a daily Spell Like Ability)

Skills (Incl. Fav class) (4): Bluff 1 + 7, Diplomacy 1 + 4, Knowledge (Arcana) 1 + 7, Spellcraft 1 + 5
Bonus Skill: Knowledge (Planes) 1 + 7

Racial Abilities
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, and using the bloodline powers of the fire elemental bloodline. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day — dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces the normal gnome magic and illusion resistance abilities.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any Knowledge skill (Arcana). This racial trait replaces the normal gnome obsessive racial ability.
Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred abilities that Gnomes normally get.
Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Gnomes receive a +2 racial bonus on Perception checks.
Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Class Abilities:
Bloodline Arcana
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline (Fire). This also changes the spell’s type to match the type of your bloodline (Fire).

Bloodline Power Rays per Day: 6
Fire Elemental Ray: Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type (Fire) + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells
Spell Like Ability 1/day each: dancing lights, flare, prestidigitation, produce flame (Use any one 2/day)
Spells Per Day: 1st – 3
Cantrips (at will): Ray of Frost (or Fire), Detect Magic, Disrupt Undead, Read Magic
1st-command (DC 14): Burning Hands, Grease

Combat Gear: Longspear (5gp), Light Mace (5gp), Dagger (2gp)
Price 12 gp; Weight 7 lbs.
*Halve the weight of Small weapons and armour

Non Combat Gear: Kit, Sorcerer’s with Masterwork Pack1 and 3 vials Alchemist fire
This kit includes a masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Price 116 gp 17 lbs. (2/3rds of 21 lbs = 14) + 3
Encumbrance for Small creatures is ×3/4 of medium creatures

22 Gp Remaining

1 When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

Pivotal Background
You’ve always been unusual gnome, with an unnatural affinity to fire. Where other gnomes are gifted in illusion magic, fire magic is your gift. Unfortunately after one too many accidental fires it was made known that it would be advantageous if you were to travel – always welcome back for a stay from time to time, but best away most of the time.

It was on your travels that you found your way into Ustalav and its capital Caliphas. There you happened to hear a lecture from Professor Lorrimor. It was intriguing enough for you to push for a personal meeting and not long after you two became fast friends. You hung around the capital for the last few years meeting him periodically to continue some personal research into the Elemental Lords of fire, with whom you suspect you are related to.

Now you have received news of his death. You’ve always known that he dabbled in dangerous matters, though you were never were asked to become involved in them. Saddened by his passing you’ve traveled to Ravengro to participate in his funeral.

Faith:
Feronia is a little-known demigoddess native to the Plane of Fire who briefly took the archdevil Dispater as a spouse. Even though their union was relatively short (lasting only a few centuries), it produced the empyreal lord Ragathiel. Your worship of Feronia is more due to a suspicion that you are distantly related to her, something that Professor Lorrimor was helping you research.


Teacher’s Pet
Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world.

Benefit: You gain a +2 trait bonus to one Knowledge skill of your choosing (Planes) and it becomes a class skill for you

Naturally Gifted (Gnome)
For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness.

Benefit: Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Sorcerer

The Carrion Crown Helaman