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About Meria MeridoathStats:
HP 4/8 AC 12 T12 FF10 CMD 12 F/R/W 2/2/1 Arcane Bond 1/1 Scale from Terendelev * 2/3 Spells 1st - 2/4 Effects Name Meria Meridoath Female, Human, Arcane-Blooded Sorcerer, 1
Init +2; Perception -1 DEFENSE AC 12, touch 12, flat-footed 10
OFFENSE Speed 30' Melee
Ranged
STATISTICS Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 18 Base Attack +0; CMB +0; CMD 12 Feats
Traits
Trained Skills
*Armor Check Penalty -0 Languages
EQUIPMENT
Armor Other Gear
Wealth
Carrying Capacity
SPELLCASTING
Abilities:
Skill Ranks per Level: 2 + Int modifier. The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). 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 (see Arcane Spells and Armor). 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 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. 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. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Arcane Bloodline Class Skill: Knowledge (Planes). Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th). Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell. 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. 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 MaterialsA sorcerer gains Eschew Materials as a bonus feat at 1st level.
Background:
Jeselaine Meridoath was a knight during the fourth Mendevian Crusade. While she fought in many battles, she did little to separate herself from the many others who fought alongside her. But her story came to an end towards the last days of the crusade. Fighting against the demons inside a small town, she had become separated from her unit. Attempting to make her way back, she heard the sound of a young child crying. Expecting some form of demonic trickery, she nevertheless investigated the sound to find a child, probably not more than two, hiding in an abandoned home. She cautiously approached when suddenly the house began to shake. Throwing herself forward, she embraced the child, trying to shield it from harm as the structure came down around them. Uncertain of how longed passed, Jeselaine began to regain consciousness as the timbers were being pulled away. Her unit had found her. Looking down the child had also managed to survive the ordeal, a thankful sign. Though as the final timbers were pulled away, Jeselaine was able to see the damage that was caused. Her leg had been crushed, unable to be used again. Making their way to Kenabres, Jeselaine knew she would not be a knight again. Instead she decided to raise the young girl she found. With the support of several of those she had fought alongside, plus a small bit of money she herself had earned, she managed to open a small tavern with a couple rooms for rent. It wasn’t much but enough to support her and her adopted daughter Meria. As the years passed, Jeselaine hoped to teach Meria the teachings of Iomedae, how to use a sword, and possibly have her join in defending against the Worldwound. Sadly while Meria was fit from the many chores she performed, she never developed the strength needed to become a knight. On the otherhand, it came to be learned that Meria did possess a small amount of magical talent, accidentally setting a small fire during an argument between the two of them. Jeselaine eagerly allowed Meria to be taught how to control her gift by another of her former comrades, hoping she would still be able to help the Crusaders as she once had. Recently, Jeselaine produced another item to Meria. While clearing the wreckage, they found a half charred journal in the house. Most of it’s contents unreadable, Meria was able to learn a few things. She learned her parents were Riftwardens. She learned they had been sent on a mission to the Worldwound shortly after her birth, her care trusted to her uncle, though his fate his unknown. And most importantly she learned they her parents cared for her. Knowing in her heart they still yet lived, Meria has decided she would join the Crusades if the opportunity should present itself.
Appearance:
Meria is fairly short, a mere 5'3" tall, with an athletic build. She keeps her black hair long, but usually with some form of ornamentation. On her left hand she bears her arcane focus, a ring etched with the symbol of Iomedae. She often rubs the ring when nervous. On her back right shoulder is the Sign of the Seeker's Spiral, usually covered.
Riftwarden Orphan:
You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents. Scale from Terendelev:
As you pick up the scale you instantly know that it grants a magical power. Three times per day as a standard action, a scale can be used to cast consecrate. If used by a lawful good character, the sacred bonus on positive channeled energy DC's granted by the scale increases by +1.
Furthermore you understanding of the scales indicates that only one scale can be carried by a person at a time, if multiple are carried they cease to function until they find different carriers. The powers of the scales appear tied to some gestalt with your identity and you intuit that swapping scales won't swap what power you have access to. Important Links
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