Serpentfolk Wizard

Tata Sisbil's page

54 posts. Organized Play character for Nerak the Numb.

Full Name

Tata Sisbil


Nagaji| HP 7/7 | Init+2; Per +2 | AC 13, T 12, FF 11 | F +1, R +2, W+4|4/4 1st level spells


Sorcerer (seeker) 1








Chaotic Good




Common, Draconic, Nagaji



Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 16

About Tata Sisbil

Tata Sisbil
Male nagaji sorcerer (seeker) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Bestiary 4 199)
CG Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +2
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +4; +2 vs. mind-affecting effects and poison
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—hypnotic gaze[ARG]
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—entangling ectoplasm
Sorcerer (Seeker) Spells Known (CL 1st; concentration +4)
1st (4/day)—bungle[UM] (DC 15), sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, disrupt undead, read magic
Bloodline Ectoplasm
Str 10, Dex 14, Con 12, Int 12, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Spell Focus (enchantment)
Traits bully, classically schooled
Skills Disable Device +7, Intimidate +8, Knowledge (arcana) +5, Spellcraft +6
Languages Common, Draconic, Nagaji
SQ bloodline arcana: ectoplasm, resistant, trapfinding +1
Combat Gear potion of mage armor; Other Gear crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], spell component pouch, thieves' tools, torch (2), trail rations (3), waterskin, 533 gp, 8 sp, 9 cp
Special Abilities
Bloodline Arcana: Ectoplasm Incorporeal creatures take 75% damage from your damaging spells and must save twice against the others.
Your family has a connection with the ethereal substance known as ectoplasm, whether from communing with the spirits or battling the spiritual undead. The power of the Ethereal Plane thrums in your mind and pulls at your flesh.
Entangling Ectoplasm (6/day) (Sp) Hurl ectoplasm as a tanglefoot bag
Hypnotic Gaze (1/day, DC 14) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Scenarios completed Slave Ships of Absalom, Wounded Wisp
XP 2
PP 4
Boons: Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a
free or immediate action, you may consider whether a particular action you name—such as subduing
but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize
the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be
positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the
secondary success condition), or negligible (neither contributes to nor opposes the secondary success
condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of
the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use
this boon, cross it off your Chronicle sheet.
Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society
can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an
adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind
your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully
fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the
adventure (0.5 XP if you use the slow track advancement option).

Background overview:
Tata Sisbil was adopted by a rich family in Absalom after being found in an alley and turned over to an orphanage. He enjoyed a spoiled childhood and proved to be an overly curious but well mannered child. He showed an innate knack for getting his way, though his parents would not realize until later that he was using his dormant powers of suggestion to aid this. After being turned back over the orphanage at 11, Tata spent time in a street gang in the Coins district. He has studied briefly at the Arcanamirium, but was thrown out after being caught stealing some potions. Tata is fascinated by all things arcane as well as the occult, seeks knowledge in all its forms and has not spent much time outside Absalom. He has recently been recruited into the Pathfinder Society, hoping to put his skills to use and see the world.

Tata is quite tall, handsome and well spoken, something which most people who meet him do not expect upon first introduction. He has quite a temper but manages to keep it in check most of the time. He dresses in current fashions, carries a dagger and crossbow on his hip and has deep green, alluring eyes.