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About Narciso the SorcererNarciso Description:
5’11”, 168 lbs. Black hair, green eyes. No facial hair. Sharp features. His nose has definitely been broken years ago (Gaedren that bastard). Background:
Narciso is a half-elven bastard, a byproduct of the licentious behaviour of the Mierani embassy under Perishial Kalissreavil. Fathered on Zeldana Cucuteni, he is somewhat of an embarrasment to the Cucuteni family. He ended up on the streets as one of Lamm’s lambs, where he spent several years. His natural sorcerous talents were just making themselves known (and thus, Narciso useful), when he ended up with an illustrated version of The Book of Joy (Calistrian holy text). Just entering puberty, the boy was intrigued... He joined the faith, and Gaedren dissapproved, beating him within an inch of his life. Narciso fled to the Calistrians, who took him in. In a stroke of good fortune, this brought him back into the orbit of his father (Talathel Nirgassan), who arranged an anonymous stipend to care for his bastard. That money was spent putting Narciso into the Theumanexus College, where his quick mind was fully put to work for the first time. It is also where he met the Varisian sorcerer Ionacu Brerofil, who introduced him to the tradition of the tattooed sorcerer. Now, it is almost graduation day and Narciso is unsure what he will do next...
Stats:
Narciso
Defense
CMD : 14=10 +2 (bab)+0 (str) + 2 (dex) Offense BAB : +2
Spells L0 (DC 14): Detect Magic, Message, Prestidigitation, ( Stats
Feats: Spell Focus (Evocation) (1st) Varisian Tattoo (Evocation) (Tattooed Sorcerer 1), Alertness (Familiar when available), Greater Spell Focus (Evocation) (3ed) Traits: Scholar of the Great Beyond (Faith), Unhappy Childhood (Religious, Campaign) Skills 4*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP) Spellcraft 4 rank +3 trained +4 int +2 bloodline,
Background Skills (4*2 = 8 ranks)
Languages: Common, Elven, Draconic (int), Sylvan/Fey (int), Thassilonian (int), Shoanti (int), Varisisan (Linguistics), Infernal (linguistics) Class Abilities:
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. 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. Wildblooded (Sage) Class Skill: Knowledge (Religion). 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). Possible Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell. Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. 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.
Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat. Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs. 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. Race Abilities:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, [b]Knowledge (nature), Perception[b], Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). FCB: +3 HP, +1 spell known (lvl 1)
Equipment:
Magic: Wand of Magic Missile (23 charges, lvl 1), Wand of Acid Splash (23 charges, lvl 1), Cloak of Resistance +1 Weapons (49 gp): Longspear (5 gp), Light Crossbow (35 gp), Cestus (5 gp), Dagger (2 gp), 20 bolts (2 gp)
Familiar:
, Bun-bun ,Tattooed familiar, Hare Equipment: Leather Familiar Barding
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