| Full Name |
Korva Crispin |
| Race |
Human |
| Classes/Levels |
Sorcerer 1. |
| Gender |
Female |
| Size |
Med |
| Age |
18 |
| Alignment |
NG |
| Deity |
Shelyn |
| Location |
Cheliax |
| Languages |
Common, Draconic |
| Strength |
10 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
10 |
| Charisma |
18 |
About Marni Torsdottor
KORVA CRISPIN
Female Human (Chelaxian) sorcerer 1. NG medium humanoid (human)
Init +2; Senses Perception +5, Languages Common, Draconic
AC 12, touch 12, flat-footed 10
hp 7 (1HD). Fort +1, Ref +2, Will +2, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +1 trait bonus on all saving throws against illusion effects.
Speed 30 ft. (6 squares)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Ranged sling +2 (1d4), within 30 ft. +3 (1d4+1)
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Base Atk +0; CMB +0; CMD 12
Special Actions Beguiling Voice 7/day (1 HD),
Known Sorcerer Spells (CL 1st):
1st (4/day) - color spray (DC 15) , mage armor (DC 15)
0th (at will) - dancing lights , detect magic , mage hand , prestidigitation (DC 14)
Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Special Qualities Bloodline Arcana (+1 caster level to spells with only verbal components),
Bonus Feat, Cantrips, Maestro Bloodline, Skilled, Spells, Weapon and Armor Proficiency,
Feats Eschew Materials, Point-Blank Shot, Precise Shot
Skills
Acrobatics +2,
Appraise +1,
*Bluff +8,
Craft (Untrained) +1,
Diplomacy +4,
Disguise +4,
Escape Artist +2,
Fly +2,
Intimidate +4,
*Knowledge (Arcana) +5,
*Perception +5,
*Perform (Sing) +8,
Perform (Untrained) +4,
Ride +2,
*Spellcraft +5,
Stealth +2,
Possessions Backpack, Common [ Grooming Kit; Mess Kit; Survival Kit (Common); ]; Belt Pouch [ String (50 ft.); Soap; Sewing Needle; ]; Wrist Sheath [ Cold Iron Dagger; ]; Canteen ; Sling ;
Beguiling Voice (Ex) You can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature with no more than 1 Hit Dice. You can use this ability 7 times per day.
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.
Bloodline Powers You hear music whenever you cast spells, and can use the songs in your head to create magic effects.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. 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.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Maestro Bloodline The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, your family's artistic bent shows itself strongly in your magic.
Maestro Bloodline ~ Bonus Spells
Pattern Seeker There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you've uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil's Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil's Bells? You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
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Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14 + the spell level.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.