AC 11, T 11, FF 10 | hp 21/39 | Fort +3, Ref +2, Will +4; +2 vs. enchantments Immune sleep; Resist cold 5, fire 5
About Min Zuin
Female half-elf sorcerer 4
NG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 39 (4d6+15)
Fort +3, Ref +2, Will +4; +2 vs. enchantments
Immune sleep; Resist cold 5, fire 5
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +2 (1d8)
Ranged sling +3 (1d4)
Bloodline Spell-Like Abilities (CL 4th; concentration +10)
Sorcerer Spells Known (CL 4th; concentration +10)
1st (7/day)—burning hands (DC 15), enlarge person (DC 15), mage armor, magic missile, unseen servant
0 (at will)—detect magic, light, mending, prestidigitation, ray of frost, read magic
Str 10, Dex 13, Con 14, Int 14, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 13
Feats Arcane Strike, Eschew Materials, Skill Focus (Perception), Toughness
Traits focused mind
Skills Acrobatics -2 (-6 to jump), Bluff +8, Heal +1, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +7, Profession (astronomer) +4, Spellcraft +9, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Minkaian
SQ elf blood
Combat Gear potion of shield of faith +2, scroll of color spray, scroll of comprehend languages, acid, alchemist's fire (2), oil; Other Gear heavy mace, sling, sling bullets (30), bread (2), chalk, cheese (2), flint and steel, ink, inkpen, masterwork backpack[APG], meat (2), parchment (5), scroll case, silk rope (50 ft.), 15 gp, 6 sp, 5 cp
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Minute Meteors (1d4+2 fire damage, 7/day, DC 16) (Sp) Summon fiery column in 30 ft (5 ft wide and 30 ft high) that deals fire dam (Ref neg).
Starsoul Dazzle foes who fail a save vs. your Evocation spells for 1 rd/spell level.
Description and Personality, History:
Min Zuin is of average height and on the thin side. If you look closely you can see slightly pointed ears, and a smattering of sparkles in her eye. Her snow white hair is worn in an elaborate coils pulled to the back of her head. She appears to be in her late 20’s, but with half-elves you never know. Her clothing is well made. She wears a long coat sleeveless coat to give her ease of spellcasting movement over trousers, knee boots, and a crisp red long sleeved shirt.
She smiles readily, but doesn’t trust easily. Her life of looking to the stars wasn’t popular in her hometown. They wanted her to settle down and not take after her wild mother or look to the stars for her future. She found herself getting bitter about the attitudes of her fellow townsfolk.
She had nothing to do with the elven bard coming through town and sweeping her mother of her her feet, and breaking her heart and an engagement at the same time. That happened before she was born. Those stars twinkling in her eyes could have come from any one of her ancestors not just her elven father. She was on her way to a place she’d heard of, Harper’s Ferry, when she woke up in a very strange place. This is one way to get away from those judgemental townsfolk.
Min is looking for a place to belong. She wants and opportunity to study the stars she feels such an affinity for, and maybe make some friends who don’t expect make bad life choices at any moment.
You gain a "mythic feat":
Each time you traverse an interplanetary gate, you automatically
adapt and acclimate to a new world.
Prerequisite: Player character
Benefit: When passing through an interplanetary gate,you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.
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