SEONI
Female human sorcerer 4
LN Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 15, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1
natural)
hp 26 (4d6+8)
Fort +2, Ref +3, Will +5; +2 vs. fear
OFFENSE
Speed 30 ft.
Melee quarterstaff +2 (1d6)
Ranged dagger +4 (1d4/19–20)
Sorcerer Spells Known (CL 4th; concentration +8 [+12 to cast
defensively])
2nd (4/day)—scorching ray
1st (7/day)—burning hands (DC 16), identify, mage armor, magic
missile
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 15),
light, read magic
Bloodline arcane
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 19
Base Atk +2; CMB +2; CMD 16
Feats Alertness*, Combat Casting*, Dodge*, Eschew Materials,
Spell Focus (evocation)*
Skills Bluff +11, Climb +3, Knowledge (planes) +7, Perception +3,
Sense Motive +4, Spellcraft +7
Traits courageous*, world traveler*
Languages Common, Varisian
SQ arcane bond* (familiar)
Combat Gear potions of cure light wounds (3), scroll of glitterdust, scroll
of invisibility, wand of magic missile (CL 3rd, 33 charges), smokestick;
Other Gear quarterstaff, dagger, amulet of natural armor +1, ring of
protection +1, sunrod (5), backpack, trail rations (4), 29 gp
* The effects of these abilities are already calculated into
Seoni’s statistics.
SPECIAL ABILITIES
Arcane Bond Seoni has a familiar, a blue-tailed skink named
Dragon. Most of its effects are already calculated into her
statistics. As long as Dragon is within arm’s reach, Seoni gains
the Alertness feat (already calculated into her statistics).
Combat Casting Seoni gets a +4 bonus on concentration checks
made to cast a spell or use a spell-like ability when casting
defensively or while grappled.
Eschew Materials Seoni can cast any spell with a material
component costing 1 gp or less without needing that component.
Spells Seoni knows the following spells 1st- and 2nd-level spells or
has them as scrolls. For full spell descriptions, see Chapter 10 of
the Pathfinder RPG Core Rulebook.
Burning Hands: 15-foot cone of fire deals 4d4 fire damage to
all within (Reflex half).
Glitterdust: Golden particles cover everything in a 10-foot
radius spread, blinding creatures (Will negates) and outlining
invisible things.
Identify: Detect magic and more easily identify the properties of
an item.
Invisibility: Turn a creature or object invisible for 4 minutes or
until it attacks.
Mage Armor: Gives subject +4 armor bonus for 1 hour.
Magic Missile: Dart of force automatically hits target within
110 feet, dealing 1d4+1 damage.
Scorching Ray: Ranged touch attack (+4 to hit, range 35 feet)
deals 4d6 points of fire damage.
FEATS AND ABILITIES
ANCESTRY ABILITIES Adapted Cantrip, Adaptive Adept
CLASS FEATS Bespell Weapon, Blood Rising, Counterspell
GENERAL FEATS Toughness
SKILL FEATS Assurance (Arcana, Survival), Lie to Me
CLASS ABILITIES bloodline (imperial), blood magic, sorcerer spellcasting,
Sorcerous Potency, Tap Into Blood
* Abilities with an asterisk have already been calculated into Seoni’s
statistics and do not appear elsewhere.
EQUIPMENT
BULK Current 2, 9 L; Maximum 5 Bulk
WORN lesser antidote, backpack, crossbow (10 bolts), lesser elixir of life (2),
explorer’s clothing, mage’s hat, +1 mentalist’s staff, staff
STOWED bedroll, candle (10), flint and steel, rations (3 weeks), scroll case,
waterskin, writing set
WEALTH 2 gp, 5 sp
DEFENSES
Hp 51
AC 19 (20 with Shield)
Fort +11, Ref +10, Will +11