[dice=Light Crossbow]1d20+3[/dice] for [dice=Bolt]1d8[/dice]
[dice=Ranged Touch Attack]1d20+3[/dice] for [dice=Acid]1d3[/dice]
[dice=Mind Thrust I, Will DC 16 halves]5d6[/dice]
[dice=Psychic Strike, Will DC 15 negates]1d6+1[/dice] [ooc ]And becomes shaken for 1 round.[/ooc]
Shambala
Male Human Sorcerer (Seeker) Psychic bloodline 3.0
CN Medium humanoid (Human)
Init +4 ; Senses Perception +1
Appearance:
A man arrives to join the party, walking in a strange pattern, as if he were not the one in command of his own body. He wears long robes colored in many different reds and purple. His head turns suddenly to look at you but his eyes are empty, as if his gaze was lost in the void. He speaks with a mechanical, almost frightening, voice.
Background:
Found alone as a mentally disabled child in the scorched desert of Osirion, Shambala grew in a small village but soon discovered his incredible powers. As an adult, after a revelation, he understands himself as a priest of The Lost Prince, the Melancholy Lord.
Defense AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
HP 20
Fort +3, Ref +4, Will +7 (+9 vs divination spells)
Offense Speed 30 ft.
Melee Dagger -1 (1d4-2/19-20/x2)
Ranged Light Crossbow +3 (1d8/19-20/x2), Ammo 20, 80ft.
Sorcerer Spells (CL 3rd, Concentration +7)
0 (at will) – Acid splash ; Dancing Lights ; Detect Magic ; Disrupt Undead ; Prestidigitation ; DC 14
1st (4/day) – Magic Missile (2 missiles) ; Mind Thrust I (CL 5, DC 16, +4 vs SR, +4 concentration) ; Silent Image ; Vanish (3 rounds) ; DC 15
Special Abilities Active
Psychic Strike (Su): At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Passive
Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Tinkering (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat.
Seeker Lore (Ex): By 3rd level, a seeker has already learned much about his mystery or bloodline, and is more comfortable using the bonus spells gained by that mystery or bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. For an oracle, this ability replaces the revelation gained at 3rd level. For a sorcerer, this ability replaces the bloodline power gained at 3rd level.
Statistics Str 7, Dex 14, Con 12, Int 14, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 10
Feats Spell focus (divination) ; Spell Specialization (Mind Thrust I) ; Iron Will ;
Consumables
Acid Flask x6
Liquid Ice x1
Wand of Infernal Healing (48 charges)
Scroll of Endure Elements x2
Other Gear
Dagger ; Light crossbow ; Silk rope ; Spring loaded wrist sheath (x2) ; Hot weather outfit ; Mithral Chain Shirt ; +1 Cloak of Resistance ;
Boons:
None!
PFS information for the GM:
PFS #93583-6
XP: 6 (normal advancement)
Faction: Scarab Sages
Fame: 12 / Prestige: 0
Shambala's additional resources can be scanned on demand for GMs, please ask via PM.
Chronicles applied:
#1 - 0-17 Perils of the Pirate Pact (1xp, 2 fame, GM Credit)
#2 - 5-01 The Glass River Rescue (1xp, 2 fame)
#3 - 5-08 The Confirmation (1xp, 2 fame, GM Credit)
#4 - 6-12 Scions of the Sky Key, Part 1: The Sharrowsmith trail (1xp, 2 fame)
#5 - 6-14 Scions of the Sky Key, Part 2: Kaava Quarry (1xp, 2 fame)
#6 - 6-16 Scions of the Sky Key, Part 3: The Golden Guardian (1xp, 2 fame)