Loot:
Scrolls or potions used this chronicle:
Wand of Infernal Healing uses this chronicle:
Wand of Heightened Awareness, uses this chronicle:
Wand of Mage Armor uses this chronicle:
Elemental ray 1d6+7 (11/day) uses:
Elemental Blast uses (1/day), 60’, 14d6, 20’ radius, DC 24 (1/day):
Lesser Metamagic Rod of Toppling uses (3/day):
Lesser Metamagic Rod of Selective uses (3/day):
Metamagic Rod of Piercing uses (3/day):
1st level spell uses (8/day): mage armor
2nd level spell uses (8/day): false life
3nd level spell uses (8/day):
4th level spell uses (6/day):
5th level spell uses (4/day):
Portfolio reroll (1/chronicle):
Standard Operating procedures:
Solstice travels with her lesser metamagic rod of toppling in hand, unless it looks like she is going to be facing something with spell resistance in which case she switches to the metamagic rod of piercing.
Solstice casts heightened awareness on herself from her wand when entering dangerous territory unless it's going to be form more than 10 minutes.
Solstice was born on winter solstice to the Tamiir-Quah (The Wind Clan) of Shoanti Varisia in the middle of a volcanic eruption. Her parents made much of it, particularly when she developed sorceress powers of fire tied to the storm. All her life she has been fed grandiose lectures about her future. You have to do this Solstice, to prepare for your rise; you can’t do that. And the only powers she has manifested is the ability to heal and squeal. Some powerful sorceress! Its time she stopped playing at being a sorceress and start doing!
Solstice is a mixture of pride stemming from the constant compliments and self-degradation arising from her pathetic level 1 sorceress abilities (at least pathetic compared to what she was led to expect), cynicism brought on by high expectations with no results and optimism because of her recent choice to actually break from her parents and try an adventure. She doesn’t know whether to be a hero or a joke.
Solstice is a northerner, with a moderate Shoanti accent. She bears the earmarks of an ifrit outsider. Her skin is brass in color and her hair is white, but iridescent, almost gnomishly. Rather than the jewelry typical for most of her kind, she sports elaborate and very colorful tattoos more in line with her Shoanti ancestry, though the two small nubbins that poke from her brow are pierced and anchor the two ends of a thin gold strand with small tasteful but glittering dangling jewels.
Note: The jewelry changes from time to time. A girl's got to accessorize.
Main Stats:
Solstice Rain (141936-8) C/N Female Ifrit Sorceress(Elemental/Fire)/10
Faction Sovereign Court
B - Burning Hands, 15' cone, reflex ST for half damage, 5d4 {1d4/level, max 5d4} fire damage, DC +4 {+2[Greater Spell Focus] +1[Affinity for the Elements] +1[elemental focus]}
Ear-piercing Scream, short range, fort ST for half damage and no daze, 4d6 {1/2 level d6} sonic damage, DC +4(2) {+2[Greater Spell Focus] (+1)[Affinity for the Elements] (+1)[elemental focus]}
Burst of Radiance, long range, 10' radius, DC +2 {+2[Greater Spell Focus]} reflex ST or blinded for 1d4 rounds, dazzled for 1d4 rounds if save made. 5d4 {1d4/level, max 5d4} damage to evil creatures with no save, DC +2 {+2[Greater Spell Focus]}
False Life, personal, 1 hour/level, 1d10 +9[lvl,max 10] HP
Pyrotechnics Replaced with Oppressive Boredom at 6th level
Invisibility, touch (no more that 11 lbs/level if object), 1 min/level
Oppresive Boredom, close, one creature, 1 r/lvl, Will ST each round, prevents any actions
B - Scorching Ray, close range, 2 {(level+1)/4} 4d6 rays, DC +4 {+2[Greater Spell Focus] +1[Affinity for the Elements] +1[elemental focus]}
Acid Pit, creation/acid, medium range 10x10' hole, 10' deep/2 levels (max 100'), 1 round + 1 round/lvl +1 round[darkwood], falling damage into yielding surface plus 2d6 per turn. Exposed items may be harmed. DC 30 climb, reflex ST to avoid falling, DC (+2) {(+1)[Affinity for the Elements] (+1)[elemental focus]}
Greater Aggressive Thundercloud, medium range, 1 round/lvl, 6d6, 5' sphere, reflex ST to avoid damage, fort save to avoid being stunned, DC +4(2) {+2[Greater Spell Focus] (+1)[Affinity for the Elements] (+1)[elemental focus]} replaced with Enervation at level 10
B - Elemental Body I, personal, 1 min/lvl, small fire elemental (+2 dex, +2 natural armor, darkvision 60', resist fire 20, vulnerability to cold, and the burn ability
Muleback Cord (+8 str to carrying capacity)
Backpack
Belt pouch
Flint and steel
Pendant of Vast Intelligence, +2, UMD (Beacon Below Chronicle)
Headband of Alluring Charisma, +4
Circlet of Persuasion, +3 competence bonus on Charisma-based checks
Cloak of Resistance, +2
Lesser Metamagic Rod of Toppling
Lesser Metamagic Rod of Selective
Metamagic Rod of Piercing (-5 spell resistance)
Robe of Arcane Heritage
4 scrolls of Shield
1 Scrolls of 5 Lesser Restoration
1 Scroll of Breath of Life
4 Scrolls of Comprehend Languages
Wand of Infernal Healing (45 ch)
Wand of Mage Armor (41 ch)
Wand of Heightened Awareness (42 ch)
Page of Spell Knowledge (Mage Armor)
Potion of Lesser Restoration
Black Powder (1 doses), +1 energy damage evocation
Brimstone (2 doses), +1 acid damage
Darkwood (5 doses), +1 CL duration conjuration
2 Dweomer’s Essence (-5 spell resistance)
2 Saltpeter (1 dose), +1 fire damage
Antiplague
Antitoxin
Air Crystals
Sun rod
Traveller's Any-Tool
Wayfinder
1,144.00 gp
Pack Pony with
Bit and bridle
Saddle bags
4 days of pony feed
Medium tent
Sorcerer's kit
Climber's Kit
Waterskin
Explorer’s outfit
Cold-weather outfit
5 day trail rations
Jar of Maple Syrup
5 Mug of Linnorm Mead
Jar of Honey
Bar of Chocolate
Traits:
Racial Traits
Native Outsider
Fire Affinity - Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Languages (Inguan)
Hypnotic (replaces spell-like ability)
Wildfire Heart (replaces fire resistance)
Starting Traits
Affinity for the Elements (Religion, ISG, must worship elemental lord) - Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship. You must choose a single elemental lord when you take this trait; once chosen, it cannot be changed.