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Sejanus Corvus's page

261 posts. Alias of Tanner Nielsen.

Full Name

Sejanus Corvus




Sorcerer (Arcane) 2 -- HP 22 : AC 13 CMD 13 TAC 12 FAC 11 : dagger+2; 1d4+1 : F+5 R+3 W+4 : INIT+2 Perc+6 CMB+1









Strength 10
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Sejanus Corvus


Hair: Bald
Eyes: Blue
Height: 5'10"
Weight: 120lb
Ethnicity: Chelaxian

You see a well-groomed man, with a cleanly shaven head and face. His eyes are an icy blue, with flecks of silver near the iris. His skin taut against his frame, with an angular face and stern looks. He is in a black courtier's outfit, with red trim. His left leg below the knee is an ornately-carved darkwood peg leg. He is medium-height, with a lanky frame and straight posture.


Sejanus was born the third son of a viscount in a coastal trading city in Cheliax. Which viscount and which city are of little importance. All you need to know is that the family already had their heir-and-a-spare, and had little use for Sejanus. He was purposely steered away from leadership, and received none of the grooming in politics, trade, and stewardship bestowed on his brothers. Sejanus was encouraged to develop scholarly pursuits, with the intent that someday he would serve the family admirably as a barrister or an accountant.

Sejanus rebelled against their mediocre goals. Using his endowment, he arranged for arcane tutors rather than musty sages. He admired the power of the Thrune dynasty, and pursued knowledge of spellcasting and planar entities. His studies were long and difficult. Knowing that his family would offer no path to advancement, he threw caution to the wind and chartered a one-way trip to the Shackles. He dreams one day of assuming his own noble title, particularly one that surpasses that held by his brothers.

The trip was a disaster. He was knocked overboard during a storm, attacked by a shark, and lost his left leg. The ship's surgeon managed to fashion him a peg leg and he pushed himself to practice walking until the trip was finished. He decided he wouldn't let any setback stop him. He would succeed!

He arrived at the Formidably Maid and promptly regretted his decision. The entire city stank and was populated by profligates. He resolved to find a more civilized land to begin his ascension. He would head out on a ship, first thing in the morning…


Sejanus leads personal interactions with a no-nonsense, business-like attitude that comes from several years of disciplined study. He is loathe to harm the innocent (it's wasteful), but does not mind getting his hands dirty when dealing with opponents. He is loyal and courageous to those who have his friendship - while terrible and vindictive to those who attack or betray him.

Racial Abilities:

Bonus feat
Bonus skill point

Resistance +1
Armor attunement +1, weapon attunement +1

Equipment and Money:

dagger (2gp, 1lb), darkwood peg leg (25gp, 2.5lb), oil (5) (5sp, 5lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), belt pouch (1gp, 0.5lb), signal whistle (8sp, --lb), iron holy symbol (Dispater) (5gp, --lb).

57.09gp (stored in peg leg hidden compartment)

Weight: 9.0lb
Load: Light

Combat Statistics:

HP 12 (6+3+3)
Spd 30ft
Initiative +2
CMB +1 (+1 BAB, +0 Str)
Base Attack +1

dagger +2, 1d4+1/19-20x2

dagger +4, 1d4+1/19-20x2

AC 13, touch 12, flat-footed 11 (+2 Dex)
CMD 13 (10 base, +1 BAB, +0 Str, +2 Dex, +0 Size)
Fortitude +5 (+0 base, +3 Con, +1 trait +1 auto)
Reflex +3 (+0 base, +2 Dex, +1 auto)
Will +4 (+3 base, +0 Wis, +1 auto)


Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Illuminator - You gain a +2 trait bonus to Diplomacy, and Diplomacy is always a class skill for you.
Peg Leg - You've had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

Class Abilities:

Cantrips - Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials - A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Class Skill - Knowledge (planes)

Bloodline Arcana - Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers - Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su) - At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.


Spells per Day: -- / 6

Spells Known: 5 / 2
0 (DC 14) - detect magic, light, mage hand, mending, prestidigitation
1 (DC 15) - burning hands (4d4, DC16), mage armor


[2 class, 1 race, 1 favored, 2 background]

Diplomacy +11 (2 ranks, 3 class, 4 Cha, 2 trait)
Knowledge (arcana) +5 (2 ranks, 3 class, 0 Int)
Knowledge (planes) +5 (2 ranks, 3 class, 0 Int)
Knowledge (religion) +1 (1 ranks, 0 class, 0 Int)
Perception +6 (2 ranks, 3 class, 0 Wis, 1 trait)
Spellcraft +5 (2 ranks, 3 class, 0 Int)
Use Magic Device +8 (1 ranks, 3 class, 4 Cha)


Race - Toughness
Class - Eschew Materials
1 - Spell Focus (evocation)
1 - Spell Specialization (burning hands)
2 - Greater Spell Focus (evocation)

Future Plans:

2 - Sorcerer 2 - 1 rank Knowledge (religion), Greater Spell Focus (evocation)
3 - Sorcerer 3 - 1 rank Knowledge (religion), Craft Wondrous Item, Augment Summoning
4 - Sorcerer 4 - 1 rank Knowledge (religion), Summon Evil Monster
5 - Sorcerer 5 - 1 rank Linguistics (Infernal), Superior Summons, Steadfast Personality
6 - Diabolist 1 - 1 rank UMD, Damned
7 - Diabolist 2 - 1 rank UMD, Maleficium I, Intensified Spell
8 - Diabolist 3 - 1 rank UMD, Maleficium II
9 - Diabolist 4 - 1 rank UMD, Spell Focus (conjuration), Spell Penetration
10 - Diabolist 5 - 1 rank UMD, Augment Calling
11 - Diabolist 6 - 1 rank UMD, Empower Spell, Greater Spell Penetration
12 - Diabolist 7 - 1 rank UMD, Craft Wand
13 - Diabolist 8 - 1 rank UMD, Skill Focus (Diplomacy), Craft Rod
14 - Diabolist 9 - 1 rank UMD, Quicken Spell
15 - Diabolist 10 - 1 rank UMD, Spell Perfection (fireball), Skill Focus (Knowledge [planes])

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