Mrs. Book came into her powers and a ripe old age of 50 while working in the library at Fort Inevitable. Her real name is Hermilda Pulchy, a name she hates, and has gone by Mrs. Book for so many years only her closest family know her real name. During her tenure as a schoolteacher her nickname was The Old Battle-Axe. Her power manifested during a moment of frustration over a heavy book and a high shelf and levitated it with a mage hand spell. She became a pathfinder because she was practically kidnapped by a bunch of whippersnappers that thought her talent wasted, though creating a servant that can move heavy books hardly sounds like a superpower to her. Still, the library's funding was close to drying up and if she could make some money she might be able to save it. So, there it is. Maybe some day she will write her own book if the tales those boys told her have any truth to them at all.
Quirks: Blames things on haunts.
Mrs. Book(141936-22) L/N Female Human Sorcerer(Arcane)/5
Faction Grand Lodge
Init +4 {+2[dex] +2[reactionary]} Senses Normal
Perception +5
Speed 30 ft.
Base Attack +2
Languages Common, Hallit, Kelish[int], Ignan[linguistics], Aquan[linguistics]
Defense:
HP 42 {+22[4d6] +10[con] +5[favored class] +5[toughness]}
CMD 12 {10 +2[BAB] -1[str] +2[dex]}
AC normal 16, touch 12, flat-footed 14 {10 +2[dex] +4[mage armor]}
Fort +4 {+2[con] +1[sorcerer] +1[cloak]} Ref +4 {+2[dex] +1[sorcerer] +1[cloak]} Will +6 {+0[wis] +4[sorcerer] +1[indomitable faith] +1[cloak]} Special Saving Throw Bonuses:
+1 ST vs Ex of reptilian humanoids[Troglodyte Friend]
Offense:
CMB +1 {+2[BAB] -1[str]}
Normal Attacks
+1/1d4-1 Hanbo (cane)[crit 20/x2; B, monk, trip) {+2[BAB] -1[str]/1d4 -1[str]}
[dice = to hit hanbo]1d20+0[/dice]
[dice = bludgeoning damage]1d4[/dice]
Explorer's Outfit
Magic quill (arcane bond)
Cane (Hanbo)
Belt Pouch
Handy haversack
Cloak of Resistance, +1
Headband of Alluring Charisma, +2
Wand of Infernal Healing (50 ch) Not core
Wand of CLW (49 ch)
Wand of Magic Missile (29 ch)
Wand of summon Monster I (50 ch)
2 Potion of CLW
1 Oil of Bless Weapon
2 Scroll of Expeditious Retreat
2 Scroll of Protection from Evil
2 Scroll of Comprehend Languages
4 Scroll of Identify
2 Scroll of Knock
1 Scroll of Spider Climb
2 Scroll of Alter Self, scribed on something, like wood that would be usable underwater, if allowed.
1 Scroll with 4 Lesser Restoration
1 Antiplague
1 Antitoxin
4 Acid Flask
2 Sunrod (with a twine neckless for hanging)
1 Holy Water
Sorcerer's Kit (-2 torch)
Climber's Kit
+2 to One Ability Score (cha): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
favored class: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. Not in core.
Starting Traits
Reactionary (combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Ease of Faith (Faith): You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
- Obtained from a boon [Councilor of Time] in The Sky Key solution from character Deluge.
Magical Lineage: Pick spell (Magic Missile), level is one less for metamagic.
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
- 1) 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 (a quill). This ability does not allow you to have both a familiar and a bonded item. 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).
- 3) Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Feats:
Feats
1S - Eschew Materials
1 - Spell focus (Creation)
1H - Improved spell focus (Creation)
3 - Toughness
5 - Spell Penetration
? - Extend Spell
? - Swift Spell
7B - Improved Initiative
Chronicles:
See Google docs for Mrs. Book for chronicles.
The Emerald Spire: The Tower Ruins The Emerald Spire: The Cellars The Emerald Spire: Splinterden The Emerald Spire: Godhome
- Troglodyte Friend: +1 ST vs Ex, +2 diplomacy vs. reptilian humanoids
The Emerald Spire: The Drowned Level
- Touch of Planar Waters: Swift action to gain touch of the sea (CL 6).
Emerald Spire Level Progression:
Adventure Legal Character Levels
Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5
Level 5: The Drowned Level 3–5
Level 6: The Clockwork Maze 4–6
Level 7: Shrine of the Awakener 5–7
Level 8: The Circle of Vissk-Thar 6–8
Level 9: The Spire Axis 7–9
Level 10: The Magma Vault 8–10
Level 11: The Tomb of Yarrix 8–10
Level 12: The Automaton Forge 9–11
Level 13: The Pleasure Gardens 9–11
Level 14: The Throne of Azlant 10–12
Level 15: Order and Chaos 10–12
Level 16: The Emerald Root 11–13