Trinia Sabor

Lanel Brandain's page

246 posts. Organized Play character for soulnova.


Full Name

Lanel Brandain

Race

CG Human Tattooed Draconic Bloodline Sorcerer 3 | HP:20/20 | AC:15/18 Mage Armor | F+2 R+3 W+3 | Init+2 | Per+6 Diplo+9 Bluff+8 Perform+5

Gender

Male

Size

Medium

Age

16

Special Abilities

Claws

Alignment

Chaotic Good

Deity

Desna

Location

Absalom

Languages

Common

About Lanel Brandain

Sorcerer (Tattooed Draconic Brass) 2
PAIZO ID 29065-2
CG Human (ulfen)
Init:+2 (+2 dex)

MYTH-WEAVER CHARACTER SHEET

--------------------
Defense
--------------------
AC 15/18, touch 12, flat-footed 13
(+1 hamaraki, +1 buckler, +2 dex, +1 natural /+3 mage armor)
HP 20
Fort +2, Ref +3, Will +3
DRAGON RESISTANCES:
--------------------
Offense
--------------------
Speed: 30 ft. 

Melee:
[dice=Longspear Reach]1d20[/dice]
[dice=Piercing dmg]1d8-1[/dice]

[dice=Light hammer silver]1d20[/dice]
[dice=Bludgeoning dmg]1d8-1[/dice]

[dice=Cold Iron Dagger]1d20[/dice]
[dice=Slashing/Piercing dmg]1d4-1[/dice]

Ranged:
[dice=Magic Missile]1d4+1[/dice]
110ft

[dice=Light Crossbow]1d20+4[/dice]
[dice=piercing dmg]1d8[/dice]80ft 
Cold Iron/Silver bolts

[dice=Ranged Touch Attack]1d20+4[/dice]

Space:5ft.; Reach 5ft (10ft)

--------------------
Statistics
--------------------
Str9, Dex14, Con13, Int13, Wis10, Cha18
Base Atk: +1
CMB +1; CMD 11

Feats:

*Spell Focus (evocation)
*Spell Specialization (Burning Hands)
*Intensify Spell

Traits:
*Magical Lineage (Burning Hands)
*Extremely Fashionable (Diplomacy)

Spells
Cantrips (DC14): Detect Magic, Light, Acid splash, Prestidigitation, Mage Hand
lvl 1, 6/day (DC15): Magic Missile, Burning Hands 5d4+5 (DC16), ear piercing scream 2d6(DC16)

[dice=Burning Hands DC16]5d4+5[/dice]

Languages: Common, Skald

-----------------------------------
Skills: 

[dice=Acrobatics]1d20+2[/dice]
[dice=Appraise]1d20[/dice]
[dice=Bluff]1d20+8+1[/dice]
[dice=Climb]1d20[/dice]
[dice=Diplomacy]1d20+8+2[/dice]
[dice=Disable Device]1d20+2[/dice]
[dice=Disguise]1d20+4[/dice]
[dice=Escape Artist]1d20+2[/dice]
[dice=Fly]1d20+2[/dice]
[dice=Handle Animal]1d20+4[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge Arcana]1d20+7[/dice]
[dice=Knowledge Dungeoneering]1d20[/dice]
[dice=Knowledge Engineering]1d20[/dice]
[dice=Knowledge Geography]1d20[/dice]
[dice=Knowledge History]1d20[/dice]
[dice=Knowledge Local]1d20[/dice]
[dice=Knowledge Nature]1d20[/dice]
[dice=Knowledge Nobility]1d20[/dice]
[dice=Knowledge Planes]1d20[/dice]
[dice=Knowledge Religion]1d20[/dice]
[dice=Linguistics]1d20[/dice]
[dice=Perception]1d20+6+2+3[/dice] Familiar/Alertness
[dice=Perform]1d20+5[/dice]
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+1[/dice]
[dice=Slight of Hand]1d20[/dice]
[dice=Spellcraft]1d20+5[/dice]
[dice=Stealth]1d20+2[/dice]
[dice=Survival]1d20[/dice]
[dice=Swim]1d20[/dice]
[dice=Use Magic Device]1d20+8[/dice]

Combat gear:Cracked Pink and Green Sphere (diplomacy), Leshy Token, Fashionable Gear (Adventurer's Sash. Reversible cloak, Courtier Outfit, Cuffs and belt), tangleburn bag, alchemist fires, acid flask
Other Gear: 1446.90 gp (Jan/2025)

PFS Tracking Sheet

======================

Bloodline: Draconic

Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled. // Bonus spell: 3rd lvl Mage Armor, Draconic Resistance +1 natural armor.

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic his Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

==============================================================

MAGGIE
Familiar Hawk
Init+3 Low-light vision, perception +14
AC17 (touch 15, FF 14)
hp 10
Fort+2, Ref+5, Will+5
Spd 10ft, (fly 60ft average)
Str6, Dex17, Con11, Int6, Wis14, Cha7
BAB+1, CMB+2, CMD 10
Weapon Finesse

2x Talons +6 1d4-2

Alertness
Deliver touch spells
Empathic Link
Improved Evasion
Share Spells
Low-light vision

SKILLS
Bluff-1
Climb+3
K.Arcana +1
Perception+16
Perform -1
Spellcraft +0
Stealth+11
Swim +3
UMD -1

BOT INSTRUCTIONS:

On regular encounters, Lanel tries to get at least two enemies with his SPECIALIZED+VARISIAN TATTOO Burning Hands for 5d4+5 fire. If it's only one, he rather save his magic and uses his crossbow instead, unless it's a very though guy giving the party trouble. Lanel tries to stay behind the beefier party members, reposition to find an opening.

[dice=Burning Hands DC16]5d4+5[/dice]

If facing a boss not immune to fire, he will use his Alchemist Fire reagent from his adventurer sash on his casting of Burning Hands which means one enemy who fails its Reflex saving throw (my choice is the boss) catches on fire as if it has been struck by alchemist’s fire. He has 5 alchemist fire at the start of the fight. If the enemy is immune to fire, he changes to magic missile.

If brought at 50% hp, Lanel falls back to heal. If things look bad, Lanel will flee for safety.