SEONI
Female human sorcerer 4
LN Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 15, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1
natural)
hp 26 (4d6+8)
Fort +2, Ref +3, Will +5; +2 vs. fear
OFFENSE
Speed 30 ft.
Melee quarterstaff +2 (1d6)
Ranged dagger +4 (1d4/19–20)
Sorcerer Spells Known (CL 4th; concentration +8 [+12 to cast
defensively])
2nd (4/day)—scorching ray
1st (7/day)—burning hands (DC 16), identify, mage armor, magic
missile, I
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 15),
light, read magic Bloodline arcane
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 19
Base Atk +2; CMB +2; CMD 16
Feats Alertness*, Combat Casting*, Dodge*, Eschew Materials,
Spell Focus (evocation)*
Skills Bluff +11, Climb +3, Knowledge (planes) +7, Perception +3,
Sense Motive +4, Spellcraft +7
Traits courageous*, world traveler*
Languages Common, Varisian
SQ arcane bond* (familiar)
Combat Gear potions of cure light wounds (3), scroll of glitterdust, scroll
of invisibility, wand of magic missile (CL 3rd, 33 charges), smokestick; Other Gear quarterstaff, dagger, amulet of natural armor +1, ring of protection +1, sunrod (5), backpack, trail rations (4), 29 gp
* The effects of these abilities are already calculated into Seoni’s statistics.
SPECIAL ABILITIES
Arcane Bond Seoni has a familiar, a blue-tailed skink named
Dragon. Most of its effects are already calculated into her statistics. As long as Dragon is within arm’s reach, Seoni gains the Alertness feat (already calculated into her statistics).
Combat Casting Seoni gets a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
Eschew Materials Seoni can cast any spell with a material component costing 1 gp or less without needing that component. Spells Seoni knows the following spells 1st- and 2nd-level spells or
has them as scrolls. For full spell descriptions, see Chapter 10 of the Pathfinder RPG Core Rulebook.
Burning Hands: 15-foot cone of fire deals 4d4 fire damage to all within (Reflex half).
Glitterdust: Golden particles cover everything in a 10-foot- radius spread, blinding creatures (Will negates) and outlining invisible things.
Identify: Detect magic and more easily identify the properties of an item.
Invisibility: Turn a creature or object invisible for 4 minutes or until it attacks.
Mage Armor: Gives subject +4 armor bonus for 1 hour.
Magic Missile: Dart of force automatically hits target within 110 feet, dealing 1d4+1 damage.
Scorching Ray: Ranged touch attack (+4 to hit, range 35 feet) deals 4d6 points of fire damage.