Myriade (Dranelle Kupros)
Female human (Varisian) dragon disciple 1/sorcerer 5
CG Medium humanoid (human)
Init +5; Senses Perception +5
AC 18, touch 15, flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +3 natural)
hp 41 (6 HD; 5d6+1d12+12)
Fort +4, Ref +4, Will +4
Resist acid 5
Speed 30 ft.
Melee sickle +2 (1d6) or
2 claws +2 (1d4)
Ranged light crossbow +6 (1d8+1/19-20)
Special Attacks claws (2, 1d4, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 5th; concentration +11)
2nd (5/day)—acid arrow, resist energy, summon monster II
1st (7/day)—burning hands (DC 15), mage armor, magic missile, touch of the sea[APG] (DC 15), true strike
0 (at will)—acid splash, daze (DC 14), detect magic, disrupt undead, mage hand, mending
Str 11, Dex 16, Con 14, Int 12, Wis 8, Cha 19
Base Atk +2; CMB +2; CMD 17
Feats Combat Casting, Dodge, Eschew Materials, Point-blank Shot, Precise Shot
Traits focused mind, reactionary
Skills Appraise +5, Bluff +8, Diplomacy +9, Intimidate +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Profession (fortune-teller) +3, Sense Motive +0, Sleight of Hand +4, Spellcraft +7, Stealth +5, Swim +1, Use Magic Device +10
Languages Common, Draconic, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear elemental metamagic rod (lesser, acid), potion of bull's strength, potion of cure moderate wounds (2), scroll of summon monster ii, scroll of summon monster iii, wand of cure light wounds, wand of grease (50 charges), wand of magic missile; Other Gear crossbow bolts (30), light crossbow, sickle, amulet of natural armor +1, belt of physical might +2 (Dex, Con), goblet of quenching, muleback cords, nightdrops, ring of protection +1, wayfinder, backpack, bedroll, belt pouch, cold weather outfit, courtier's outfit, fishhook, flint and steel, hooded lantern, silk rope (50 ft.), waterskin, 649 gp, 8 sp
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental metamagic rod (lesser, acid, 3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Requirements Craft Rod, Elemental Spell; Cost 1,500 gp
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Mind +2 to Concentration checks
Magic Claws (7 rounds/day) (Ex) As a free action, gain 2 claw attacks.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Dranelle is the daughter of nomad fortune tellers. There are rumours of a greatgreatetc...grandmother having a daliance with a dragon. These rumours have always been firmly denied by the elders of the family. But it became harger to ignore when Dranelle was born with bright copper hair and green vertically slitted eyes.
Growing up, she was bullied by her two brothers (she is the middle kid) because of her weird appearance. On top of that, she didn't understand the magical powers that started growing inside her at puberty. Her parents forbid her to study those powers and started training her for the family business.
At 16, she ran away from home after injuring her younger brother with newly grown claws while defending herslef from more bullying.
After travelling around she joined the Pathfinder Society where she was able to develop her sorceress powers to becoma a combat mage.
She has added to her several tattoos, a copper dragon on her right shoulder.
- left upper arm: 7 pointed star with 1 circle around arm (will have circle per level of spells she can cast)
- small of back: butterfly
- right thigh: intricate circular pattern
- left shoulder: copper dragon
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