Seoni

Liane the Wanderer's page

2 posts. Alias of Berenzen.


Full Name

Liane the Wanderer (of House Luan)

Race

Human

Classes/Levels

Sorcerer 4

Gender

Female

Size

Medium

Age

21

Alignment

Neutral Good

Languages

Celestial, Common, Draconic

Strength 7
Dexterity 15
Constitution 16
Intelligence 14
Wisdom 14
Charisma 20

About Liane the Wanderer

APPEARANCE:

Height: 5' 6"
Weight: 119 lbs.
Hair Colour: Deep brown
Eye Colour: Blue

Background:

BASIC STATS:

HP: 28
AC: 14= +1 AB +1 SB +2 DEX+ 10
TOUCH: 12
FLAT: 12

INIT: +6
BAB: +2
Speed: 30/x4
CONC: +9

CMB: +0
CMD: 14

FORT: +4
REF: +3
WILL: +6

SKILLS:

Bluff +13= 5+4+4
Diplomacy +14= 5+4+5
Fly +9= 2+4+3
Spellcraft +10= 2+4+4
Use Magic Device +12= 5+4+3

HUMAN RACIAL TRAITS:

• Cha: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• HUMAN HERITAGE (Charisma) : Humans get a +2 bonus on one ability score of
their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional
rank whenever they gain a level.
• Automatic Languages: Common
• Bonus Languages: Any

CLASS ABILITIES:

• FAVORED CLASS (Sorcerer) : You've gain the following bonuses: +4 additional Sorcerer spell known.
• BLOODLINE: You get your powers from your Arcane bloodline. It allows you to add the following spells to your known list:at this level - Identify. (PFCR 71).
• 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.(PFCR 73-74)
• BLOODLINE POWERS: You get the following powers from your Arcane bloodline at this level:
- Arcane Bond: You have selected 0 familiar. It grants +2 bonus on
initiative checks. See the rules for familiars in [PFA3 50]. (PFCR 73).

- Metamagic Adept: You can apply a metamagic feat without increasing casting time 1 times per day. (PFCR 73).
• ESCHEW MATERIALS: The sorcerer gains Eschew Materials as a bonus feat. (PFCR 71).
• SORCERER CANTRIPS: The sorcerer can cast known 0-level spells at will. (PFCR 71).
• SORCERER SPELLS: The sorcerer chooses spells from the sorcerer/wizard list according to the progression in PFCR 72. (PFCR 70-71).
• SORCERER WEAPONS AND ARMOR: All simple weapons. Armor and shields may
interfere with casting, requiring a Arcane Spell Failure roll (PFCR 83). (PFCR 70).

GENERAL FEATS:

• AUGMENT SUMMONING: Summons gain +4 Str and Con. (PFCR 118)
• ESCHEW MATERIALS: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. (PFCR 123)
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)
• SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. (PFCR 134)

TRAITS:

• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)
• PRINCESS (female): You gain a +1 trait bonus to Diplomacy and Intimidate checks, and Diplomacy is always a class skill for you.

GEAR:

Cloak of Resistance +1
Mithral Buckler
Armored Kilt
Cracked Dusty Rose Prism (+1 to initiative (competence))
Cracked Mulberry Pentacle (+1 to Diplomacy and Bluff (competence))
Cracked Scarlet and Blue Sphere (+1 to Spellcraft (competence))
Flask of Acid

Handy Haversack
Light Riding Horse (war-trained)
Silk Rope
Bedroll
Common Blanket
Winter Blanket
Hammock
Medium Tent

Marked Cards
Superior Loaded Dice

Signet Ring
Scarf
Explorer's Outfit
Tattoo
Adventurer's Sash

Trail Rations x5

820 gp

SPELLS:

Level 0- DC 15
Detect Magic
Prestidigitation
Acid Splash
Daze
Light
Ghost Sound
Resistance
Open/Close

Level 1- DC 16, 8/day
Mirror Strike
Vanish
Silent Image
Grease
Identify

Level 2- DC 17, 4/day
Glitterdust

FAMILIAR:

Mera, Greensting Scorpion

STR: 3
DEX 16
CON 10
INT 7
WIS 10
CHA 2

Speed 30

HP 14
AC 20
Touch 15
FLAT 17

Fort: +4
Ref: +4
Will: +6

BAB +2
CMB: -4
CMD: -1

Sting +7 (1d2-4/ 20/x2), Poison: 6 rounds, 1d2 Str damage, Fort save DC 12

Acrobatics +7
Climb +11
Perception +8
Stealth +19

"

–– SPECIAL QUALITIES ––
• DARKVISION 60 FT (Ex): Ability to see with no light source at all, out to the range specified. Darkvision is black-and-white
only (colors cannot be discerned). The presence of light does not spoil darkvision. (PFUM 118)
• RACIAL MODIFIER : +4 Climb, +4 Perception, +4 Stealth

–– SPECIAL ABILITIES ––
• ALERTNESS (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
• IMPROVED EVASION (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an familiar takes no
damage if it makes a successful saving throw and only half damage if the saving throw fails. (PFCR 53)
• SHARE SPELLS (Ex): Sorcerer may cast a spell with a target of “You” on this familiar. Sorcerer may cast spells on this familiar
even if the spells normally do not affect familiar type. (PFCR 52)
• EMPATHIC LINK (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate
emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be
shared. The master has the same connection to an item or place that his familiar does.
• DELIVER TOUCH SPELLS (Su): A familiar can deliver touch spells for him. If the master and the familiar are in contact at the
time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell
just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
• MASTER BONUS: The master of a 0 familiar gains a +2 bonus on initiative checks.

–– FEATS ––
• WEAPON FINESSE: With a light or natural weapons, you may use your Dexterity modifier instead of your Strength modifier on attack
rolls. (PFCR 136)