Female human sorcerer 6/Archmage 1
NG Medium humanoid (human)
Init +9; Senses Perception +10
. . Level 1 Spells: 1/8 (Daily)
. . Level 2 Spells: 3/6 (Daily)
. . Level 3 Spells: 4/4 (Daily)
. . Piercing Metamagic Rod (Lesser): 0/3 (Daily)
. . Searing Ray: 7/8 (Daily)
. . Terendelev's Scale of Cloudwalking: 3/3 (Daily)
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 46 (6d6+15)
Fort +4, Ref +5, Will +6
Defensive Abilities hard to kill; Immune dazzled, patterns
Speed 30 ft.
Special Attacks eldritch breach[MA], mythic power (5/day, surge +1d6), wild arcana[MA]
Sorcerer Spell-Like Abilities (CL 6th; concentration +13)
. . 8/day・searing ray (+6 ranged touch/3d6+3 fire)
Sorcerer Spells Known (CL 6th; concentration +13; Rolls Twice And Takes Higher To Overcome SR, Dispel, and Determine If Spell Affects Target; +4 to Overcome Demon's SR)
. . 3rd (4/day)・wall of nausea[ACG]
. . 2nd (6/day)・burst of radiance (DC 17), glitterdust (DC 17), hypnotic pattern (DC 17), invisibility
. . 1st (8/day)・color spray (DC 16), floating disk, mage armor, magic missile, shield, silent image (DC 16), unwelcome halo (DC 16)
. . 0 (at will)・arcane mark, dancing lights, detect fiendish presence, detect magic, light, mage hand, mending, prestidigitation, read magic, spark[APG] (DC 15)
Versus Spell Resistance: Higher of 2d20 + Level + 2 (Spell Penetration) + 4 (vs Demons only)
Str 8, Dex 17, Con 15, Int 15, Wis 13, Cha 21
Base Atk +3; CMB +2; CMD 15
Feats Craft Wondrous Item, Eschew Materials, Improved Initiative, Persistent Spell[M], Spell Penetration
Traits reactionary, riftwarden orphan
Skills Appraise +11, Bluff +9, Diplomacy +10, Knowledge (arcana) +9, Knowledge (planes) +4, Perception +10, Perform (sing) +11, Spellcraft +11, Survival +4, Use Magic Device +11
Languages Abyssal, Celestial, Common
SQ bloodline arcana: hyperborean, incandescent soul
Combat Gear lesser piercing metamagic rod[UE], potion of cure light wounds, potion of cure moderate wounds, potion of lesser restoration; Other Gear terendelev's scales (cloudwalking), 80 gp
Bloodline Arcana: Hyperborean (Ex) Immune to dazzle effects and illusion (pattern) effects.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hyperborean Immune to dazzle effects and illusion (pattern) effects.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Patterns You are immune to illusions of the pattern subschool.
Improved Initiative +4 to Initiative.
Incandescent Soul (60 minutes/day) (Su) Sacrifice spell slot to counterspell/dispel darkness spells.
Persistent Spell [Mythic] Foes must succeed at 2 saves or suffer the spell's full effects. Selected target takes -2 penalty on second saving throw to resist spell. 1 MP: cast spell as normal persistent spell w/o preparing in advance.
Searing Ray (8/day) (Sp) Ray of light deals 3d6+3 fire damage
Spell Penetration You get a +2 to Caster Level checks to overcome Spell Resistance
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Serena was born and raised in Kenabres, courtesy of a foster family that took her in after her parents vanished in the Worldwound. Even from a young age, however, it was fairly obvious that Serena had inherited their talent for magic. Along with the Sign of the Seeker's Spiral, she manifested a light cantrip at an early age, and from there her power continued to grow in often-flashy ways.
Assuming this was a sign, Serena began to use her natural (and, frankly, somewhat inhuman) charisma to settle fights and rally troops. To her regret, this was all she could effectively do. Her most notable attack - a searingly-bright ray of fire - was basically useless against demons, though she at least had a good chance of knocking out quasits with her Color Spray.
Accordingly, rather than having her join the fight, the local commander shut down her efforts to join the army (and find out what had happened to her parents). Ever since, Serena has been supporting troops as best she can from inside Kenabres.
Abilities and Combat
Serena's magic trends toward the bright and flashy. Most of this is due to her Hyperborean bloodline - the power of light quite literally infuses her, and she has a natural affinity for shiny spells like the Light cantrip, the Color Spray spell, and her Searing Ray talent. Thanks to her training over the years, Serena is also good at concentrating on spells and piercing foes' spell resistance. (This may have something to do with all the beams she's thrown at things.)
Serena has also picked up on a bit of the speed of light. She's almost frighteningly quick at reacting to danger, often opening combat with a bolt of fire or a spray of color.
Skill-wise, she's adept at diplomatic speaking, singing, and working with the intricacies of spellcraft. She's also more capable than most at using magic devices - although the fact that most of said devices have been put towards the war efforts mean she rarely gets a chance to show off that way. To help as best she could, Serena did learn how to appraise objects, and she made sure to stay perceptive and on the lookout for trouble.
That said, while most of her abilities are distinctly above the human norm - she's exceptionally charismatic and dextrous, as well as smarter and more vital than most realize - she's not as strong as she'd like to be even after years of training. Her inability to carry heavy packs was one of the factors stopping her from being able to go onto the front lines, and the conclusion is that her affinity for light-based magic has quite literally made her a little... untethered... to the physical world.
As expected of someone with such flashy magic, Serena is a bright and friendly person. She's optimistic even when things seem at their darkest, believing it's her duty to (literally) be the light for others. It often surprises people that she's not a cleric of some kind, since she doesn't fit the normal idea of an arcane caster. Rather than locking up inside a tower and reading books, she'd prefer to head out and encourage people. As she puts it, even a little candlelight is enough to keep the dark at bay.
That said, she is religious - and when asked, usually just tells people she worships the goddess of the dawn. It doesn't usually come up that often, though. She's highly tolerant of all good and most neutral faiths - something she doesn't shy away from, but that has also earned her a bit of ire from some of Kenabres' Witch Hunters (who often don't like *anyone* worshipping a deity other than Iomedae).