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About Syeira CretuBasics:
AC: 12
Touch: 11 Flat: 11 CMD: 9 HP: 8/8 (dead at -14) BAB: +0
Init: +1 (+5 with Familiar Nearby)
Racial traits:
Bonus Skill Point Bonus Feat FCB: +1 spell Known Class Features:
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Arcane Bond(Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Feats and Traits:
Feats
Spell Specialization (Magic Missile): [/bSelect one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. [b]Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select Eschew Materials:
Scholar of the Ancients: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Basic Attacks:
Dagger: +0, 1d4 damage, crit 19-20x2, P/S Light Crossbow (range '): +3, 1d8 damage, crit 19-20x2, pierce Skills (*class):
+1 Acrobatics +2 Appraise* +4 Bluff* -12Climb +5 Diplomacy* 1r -D Disable Device +4 Disguise +1 Escape Artist +1 Fly* -1 Heal +4 Intimidate +7 Knowledge (Arcana)* 1r -I Knowledge (Dungeoneering) -6 Knowledge (Local)* 1r -I Knowledge (Nature) -I Knowledge (Planes) -I Knowledge (Religion) -1 Perception +1 Ride -1 Sense Motive +6 Spellcraft* +1 Stealth +W Survival -2 Swim +C Use Magic Device* +6 Craft (alchemy)* 1r
Spells:
Spells/Day: 4/1st
Concentration: +5 Spells Known: 0th - DC 14 - Acid Splash, Detect Magic, Prestidigitation, Read Magic, Mage Hand 1st - DC 15 - Magic Missile, Color Spray Equipment:
Encumbrance: lbs Gear: Haramaki [1 lbs] (3g) Light Crossbow [4 lbs] (35g) Dagger [1 lbs] (2g) 10 Bolts [2 lbs] (2g) Bedroll [5 lbs] (.1g) Ink [-] (8g) Ink Pen [-] (.1g) Journal [1 lbs] (10g) Acid Flask (10g) Money:
Background:
Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own. This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood. She was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl. As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk. While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out for what she was looking. This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her to a different small town (though bigger than her home) of Sandpoint. Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?” Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly side stepped out of his way before smacking him on the back of the head, causing him to fall into a drunken unconcious heap with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron. That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. She has a standing challenge at the Inn to anyone that wants to attempt beat her at a game of darts. (So far she has a twenty-two and three record). Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her. Appearance and Personality:
Syeira stands at 5'8" and has a slight build. She has long flowing jet black hair and piercing blue eyes. She has mystical tattoos up and down her arms. Across her back is stylized tattoo of a greensting scorpion. As you look at the tattoo, you swear that you can see it move across her back. Syeira has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it. Level Up Info:
Level 1: Bonus Spell known FCB | Skills: Knowledge (Arcana), Spellcraft, Diplomacy, Knowledge (Local); Craft (Alchemy), | Familiar: Greensting Scorpion, Feats: Spell Focus (evocation), Spell Specialization (Magic Missile) |