Fetchling

Wendaug's page

39 posts. Alias of Michael Sumrall.


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Dashing up the stairs, Verim finds Wendaug and Tobongo standing over the bodies of the two cultists. Wendaug looks over and gestures frantically. We've got company incoming lover, a minute, maybe two before at least a dozen cultists show up.


Wendaug glares at Verim, So, that is how you pick up all your women? Perhaps Maxwell would make a more loyal dancing partner.


Pushing one of the ales towards Verim, Wendaug smiles. You sound like half the crusaders in here, so busy worrying about saving people that you don't want to do what needs to be done. If we are going to take down those outposts, we should do it tonight, before they move. When they realize Hossilla is dead, it won't take them long to start acting on their own.


Waiting an hour for Verim to calm down, Wendaug eventually comes over to join him, an ale in each hand. You can't protect her. The demons intend to kill everyone, and they will succeed eventually. Mia may as well be allowed to go out fighting. She has that right.


Looking nervous in the company of so many paladins and priests, Wendaug takes a seat at a table in a dark corner, back towards the wall. She seems intent on drinking as much ale as she can convince the waitress to bring her. Not right now, luv, I'm busy, though you are welcome to join me. Could always use some company and I've never heard of half these drinks before.


Stealth: 1d20 + 14 ⇒ (11) + 14 = 25


Wendaug scowls at Verim's antics, pushing his face out of her lap If one night of drinking turns you into a whining wreck, I'll be drinking alone from now on. When you pull yourself together, I'll be scouting ahead.

Shouldering her bow, Wendaug fades into the surrounding buildings, heading in a generally northward direction.


Wendaug moves up beside Verim before putting an arrow in the fleeing cultist's back. Bloodied and beaten, but still conscious, the man continues to run for his life.

Longbow: 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

The cultist is going to get away unless Verim wants to pursue him through the city streets. Eventually you would catch him, but may risk another encounter.


Tonbongo easily crushes the unholy symbol as the last cultist continues to run, harried by the spirits surrounding Verim. On the platform, Wendaug moves to send a final arrow towards the fleeing man. The arrow deflects harmlessly off his armor. This would be easier if you were not in my line of fire boy.

Longbow: 1d20 + 11 - 2 - 8 ⇒ (17) + 11 - 2 - 8 = 18


Taking careful aim, Wendaug lets fly an arrow, finding a chink in Hontor's armor. Clutching the arrow, Hontor slumps to the ground.

Longbow: 1d20 + 11 - 4 - 2 ⇒ (13) + 11 - 4 - 2 = 18
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Evil Eye saves the day


Stepping to one side, Wendaug takes the clear shot at Laris' already wounded opponent. Screaming, the man drops clutching the arrow protruding from his stomach.

Longbow: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Climbing up on the stage, Wendaug sends another arrow streaking towards Hontor, who steps to one side as the arrow passes.

Longbow: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8

Don't feel bad Luciana, the dice hate me too.


Moving forward, Wendaug sends an arrow whistling towards Hontor, only to watch it shatter against his armor.

Longbow: 1d20 + 11 - 4 - 2 ⇒ (14) + 11 - 4 - 2 = 19

Round 1

Hontor, Cultists
------------------------------
Tallina, Mia, Luciana, Tobongo, Laris, Wendaug, Maxwell, Verim


Wincing at Verim's scream, Wendaug chucks her empty wine bottle at him. Suck it up boy, or can you not hold your beer? Walking over to Tallina, Wendaug takes a cup of the offered coffee, grimacing at her first taste of the strange brew. This is supposed to help?

As Wendaug make stands sipping from her mug, Maxwell notices a gathering in the courtyard outside Gwerm Manor. A group of robed and hooded figures drag a struggling body along the ground towards an overturned cart, apparently intending to use it as an improvised alter.


Wendaug winces as she looks up from nursing her bottle of wine, Burn in hell.


You are free to make use any healing resources available before you retire. I'm not sure how many spells Mia, Laris and Maxwell had left.

Crawling out of bed soon after Verim has left, Wendaug makes her way down to the kitchen, rummaging through what if left of the previous nights supper for breakfast. As she walks past, she grabs Horgus' discarded bottle of wine. Hair of the rat.


Sitting down at the table, Wedaug grabs the whisky and pours a full glass, You'll match me drink-for-drink boy? Bottoms up. I may not have much experience with overworld drinks, but I reckon some of the stuff we mongrelmen brew is just as potent as anything you've ever had.

Wendaug gestures to everyone else, Care to join us. I'll wager 10 gold this boy passes out before I do. How about you Mia, you've got start somewhere and we may not live long enough for you to get another chance.


As Verim kisses Wendaug's fingers, a flicker of fear crosses her face. Pulling back, she pauses to take a deep breath. You've had your dance, it's time for that drink you promised me. I trust you've something a bit stronger that the pressed grapes served with supper.


Though normally graceful, Wendaug seems to grow increasingly frustrated as she attempts to keep in step with Verim. During the second dance she stumbles, tripping over the hem of her dress and land in Verim's arms. A few seconds of silence fall upon the room before a horrified expression crosses Wendaug's face and she begins to struggle to get free.

Are you happy now boy? You've managed to make a fool of me in front of all your friends.

Dance: 1d20 - 3 ⇒ (5) - 3 = 2


Wendaug frowns as Verim's choice of words to describe her, before momentarily blushing and turning her attention towards the food being placed in front of her. After carefully inspecting the strange fare she tries a small bite, chewing in silence.

Don't tease me, among the mongrelmen the word beautiful is used only as a form of mockery. None of us are pretty; it is the curse passed down upon us by our forefathers ignorance of the abyss.

Tallina, Mia, this fare is fit for a chieftain. We rarely have access to food from the overland and I have never heard of many of these things before.


Wendaug paces back and forth in front of the windows looking out over the ruins of Kenebras as Verim talks to her, occasionally stopping to stare out at the destruction of the surrounding area. This faith you talk about so freely is a difficult thing to accept. My forefathers faith was repaid with an inquisition when we were born differently. Your faith is repaid with treason as your fellow crusaders begin to worship the very demons seeking to consume you.

Turning to face Verim, Wendaug continues on, looking him in the eyes. I promised you one night and a drink, I'll keep my word, but no more. Go help your friends ready their meal. I will go see if Gwerm has anything more appropriate for dinner than armor I've been sleeping in for a week.

Wendaug disappears upstairs for over an hour, returning to dinning room just as the food is being laid out. Wendaug Laugh at me, and our next dance won't be as friendly as the last one.


Not trusting Gwerm, Wendaug remains in the sitting room, pacing nervously. I don't like this. It is too quiet here. Why was this place untouched and will it remain safe? It would be best if we skipped the drink and remained alert tonight


After Verim takes a seat, Wendaug begins to stitch his wound, though occasionally you could swear there was an extra jab of the needle.

Treat Deadly: 1d20 + 5 ⇒ (19) + 5 = 24

+3 hp


Critically examining Verim's injury, Wendaug nods in agreement. You're right, I do have something for that. Reaching into her bag, Wendaug pulls out a needle and thread. Since you seem to enjoy getting hurt, this should really excite you. Have a seat.


Putting more distance between her and the demon, Wendaug lets loose her arrow, nearly dropping her target.

Longbow: 1d20 + 9 ⇒ (15) + 9 = 24 for 1d8 + 1 ⇒ (6) + 1 = 7 points of damage.

GM:

t2 -28
t3 -33


We'll see whose demon goes down first lover.

Seeing all the demons are behind stalls, Wendaug moves where she will be more difficult to reach before unleashing an arrow towards her opponent, unfortunately, the arrow bounces harmlessly off one of the carts.

Longbow: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6


One of these days Gwerm, you're going to find arrows sprouting from your back and nobody will help you.


Wendaug accepts the mace with a wry grin. Where would I go if I left you? I would be hunted below ground and have no knowledge of the overworld.


You keep running ahead like that, I'm going to start thinking your trying to avoid buying me that drink Lover.

Wendaug moves to one side, sending an arrow into the tiefling responsible for the darkness.

Lonbow: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 ⇒ 8

Spoiler:

t1 -6
t2 f
t3 -8
Ch f


Wendaug steps forward, sending an arrow towards the man giving orders.

Longbow: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Shrugging her shoulders at Verim's comment, Wendaug paces back and forth watching the sky, bow held at the ready. Rush into another mob like that, and I'll put an arrow in you myself. You owe me, and I don't intend to let you forget it.


Wedaug steps up, unleashing an arrow and dropping the crusader wounded by Verim. Don't die on me yet boy. You still owe me a mead ..... and another dance.

Longbow: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Wendaug shrugs at Verim's attempt at friendship, before turning away, I don't think you're going to be offering me that mead any time soon boy, or much of anything else. From the looks of things, you would be safer going back underground. I'm sure your friends would find welcome within the tribes.

It's going to be a long night. Why don't you get a good nights sleep. I'll stand watch tonight. I doubt you could see much anyways.


Wendaug glare turns to ice as Verim drapes his arm over her, Remove your hand, before I remove it permanently, and I have no need for your potions. I've agree to accompany you, for now, but don't ever think you can take liberties with me.

Wendaug does not appear to be injured.

I've moved the party up to the next chamber, with Luciana in the lead. If you want to reposition yourselves, now is your chance.

The walls of this room are solidly constructed of evenly cut stone blocks, with graceful arches. Rising floor to ceiling in the middle of the room are more crudely constructed walls of black stone.


As Luciana ascends the ladder, the nearest rat hisses at her before scampering behind a pile of trash.

Wendaug gestures towards the next room, Beyond that chamber is an entrance into the sewers of Kenebras. I have only ventureed into the sewers a handful of times, and never entered the city proper.

Is Luciana going to lead the charge, and if so, who is following behind her?


Wendaug stares upwards, in the direction Maxwell went. There might be a few rather large rats I left at the top of the ladder. They won't attack if I am there.

After a brief pause, Wendaug continues. There may also be a few demons. Those I have no control over. They answered to Hosilla.


Everyone except Maxwell:

About a minute after Maxwell stalks out of the room, Wendaug smirks. I hope your friend is prepared for the pets I left guarding the exit. They're not very friendly. I would so hate myself if they were to accidentally hurt him.


Grimacing at Maxwell's attitude, Wendaug clutches her bow tightly but remains standing next to Luciana and Verim. I have no intention of remaining down here, the other tribes are unlikely to be as forgiving as you are. That one, however, had better watch his back.

I have never been above the sewers, our kind were driven from your world decades ago and are unwelcome there. We were promised a chance at revenge for our banishment, but I could care less. Until you killed by tribe, this was my home. Now I have nothing.


Standing up and dusting herself off, Wendaug turns to address Verim, I[ll come with you for now, there is no place left for me down here. As far as anything else, we'll have to see won't we. There's a good chance you won't survive what is left of your precious city.

On Hosilla you find: potion of cure moderate wounds, potion of invisibility, wand of spiritual weapon (7 charges), antitoxin, tanglefoot bag and an iron key.

On Uziel you find: masterwork chain shirt, masterwork heavy steel shield, longsword, 150 gp

Classes/Levels

Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Gender

The Emerald Spire: Level 1

About Tat Gnosor

Guide

Scenario Notes: NA

Shopping:

To Buy/Do: Dagger, cold iron (4g, 1lb);
To Buy:
- Headband of Charisma
- Circlet of Persuasion!
- Handy Haversack (2000g, 5lb);
- Deep Red Sphere (Cracked) Ioun Stone (200g, 0lb); +1 competence bonus on one Dexterity-based skill
- Pale Ruby Trillian (Cracked) Ioun Stone (200g, 0lb); +1 competence on stealth checks
- Dusty Rose Prism (Cracked) Ioun Stone (500g, 0lb); +1 competence to ini
- Pale Ruby Trillian (Normal) Ioun Stone (5000g, 0lb); +5 competence on stealth checks
- Dark Blue Rhomboid (Cracked) Ioun Stone (400g, 0lb); +1 competence bonus on Perception and Sense motive checks

To NOT Buy:
- Dusty Rose Prism (Cracked) Ioun Stone (500g, 0lb); (+1 ini)

already done shopping (chronicle #1): -

shopping (chronicle #2): Wand of Mage Armor (2PP, 0lb) (50/50);

shopping OR rebuild (chronicle #3): Wand of CLW (2PP, 0lb) (50/50);

shopping (chronicle #4): Wand of Infernal Healing (2PP, 0lb) (50/50);

shopping (chronicle #5): Wand of Comprehend Languages (2PP, 0lb) (50/50);

shopping (chronicle #6): Wand of Endure Elements (2PP, 0lb) (50/50);

Done: ...

To Do: BAB, Saves, CMB, CMD, ACP, Skills, Feats, Attacks, Equipment, Encumbrance

NOTE TO SELF:
-

---

Tat Gnosor is a hot-headed Gnome with tattoos... many, many tattoos.
...

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
__________________________________________________

CMD 7
AC 13, touch 12, flat-footed 12
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OFFENSE
__________________________________________________

CMB -4
Speed 20 ft. (20 ft. in light armor)
Ranged

acid splash (cantrip, alchemically enhanced) +2 (1d3+2/20/x2)
[dice=acid splash]1d20+2[/dice] for [dice=acid]1d3+2[/dice] (+1 force damage)

cold iron Dagger thrown +2 (1d4-3/19-20/x2)
[dice=cold iron Dagger thrown]1d20+2[/dice] for [dice=Piercing OR Slashing]1d4-3[/dice]

Melee

cold iron Dagger -2 (1d4-3/19-20/x2)
[dice=cold iron Dagger]1d20-2[/dice] for [dice=Piercing OR Slashing]1d4-3[/dice]

Unarmed Strike -2 (1d3-3/20/x2)
[dice=Unarmed Strike]1d20-2[/dice] for [dice=Bludgeoning non-lethal]1d3-3[/dice]

SLAs dancing lights(4/day), flare(1/day), prestidigitation(1/day), produce flame(1/day)

Sorcerer Spells known (CL 1; concentration +6)
. . 1st (2 known, 5 slots): magic missile[evoc], burning hands[evoc][fire] (DC 16)
. . 0 (4 known, at will): acid splash, detect magic, mending, read magic (DC 15)
[evoc] +1 CL
[fire] +1 CL, +1 point of damage per die rolled
All spells that deal damage: +1 force damage (total)
__________________________________________________

STATISTICS
__________________________________________________

Str 5, Dex 12, Con 14, Int 14, Wis 8, Cha 20
BAB +0; CMB -4; CMD 7
AC Calc 1 Armor, 1 Dex, 1 Size
HP Calc 1) 6, 2) 4, Con 2
Save Calc Base +0/+0/+2, Ability +2/+1/-1
Feats Noble Scion (Scion of War), Varisian Tattoo (Evocation), Alertness , Spell Focus (Evocation), Spell Specialization (Burning Hands)
Traits Seeker (Social), Havoc of the Society (Magic)
Traits Natural Negotiator (Faction), Magical Lineage (Magic)
Traits Reactionary (Combat), Indomitable Faith (Faith)???
Languages Common, Gnome, Sylvan; Draconic(B), Dwarven(B); Auran (T)
Favored Class Sorcerer 1) Skill Point
Familiar Greensting Scorpion (+4 Ini)

SKILLS:

(5 ranks/level)
[dice=Acrobatics - ACP]1d20+1-0[/dice]
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+5[/dice] (+1 trait to fool someone) x
[dice=Climb - ACP]1d20-3-0[/dice]
[dice=Craft: Anything]1d20+2[/dice]
[dice=Diplomacy]1d20+10[/dice] <1 rank, +1 trait>
[dice=Disable Device t - ACP]NA[/dice]
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist - ACP]1d20+1-0[/dice]
[dice=Fly - ACP]1d20+1-0[/dice]
[dice=Handle Animal t]1d20+5[/dice] NA
[dice=Heal]1d20-1[/dice]
[dice=Intimidate]1d20+5[/dice] L3x
[dice=Knowledge: Arcana t]1d20+8[/dice] <1 rank, +2 alternative racial trait> x
[dice=Knowledge: Dungeoneering t]NA[/dice]
[dice=Knowledge: Engineering t]NA[/dice]
[dice=Knowledge: Geography t]NA[/dice]
[dice=Knowledge: History t]NA[/dice]
[dice=Knowledge: Local t]NA[/dice]
[dice=Knowledge: Nature t]NA[/dice]
[dice=Knowledge: Nobility t]1d20+4[/dice] <0 rank, +2 feat> x
[dice=Knowledge: Planes t]NA[/dice]
[dice=Knowledge: Religion t]NA[/dice]
[dice=Linguistics t]NA[/dice]
[dice=Perception]1d20+5[/dice] <1 rank, +2 feat>
[dice=Perform: Any]1d20+5[/dice]
[dice=Profession: Any]1d20-1[/dice]
[dice=Ride - ACP]1d20+1-0[/dice]
[dice=Sense Motive]1d20+1[/dice] <0 ranks, +2 feat>
[dice=Sleight of Hand - ACP]1d20+1-0[/dice]
[dice=Spellcraft t]1d20+6[/dice] <1 rank>
[dice=Stealth - ACP]1d20+5-0[/dice] <0 rank, +4 size> x
[dice=Survival]1d20-1[/dice]
[dice=Swim - ACP]1d20-3-0[/dice]
[dice=UMD]1d20+9[/dice] <1 rank>

__________________________________________________

EQUIPMENT AND GOLD
__________________________________________________

On person
*Combat Gear Dagger, cold iron (4g, 0.5lb); Haramaki (3g, 0.5lb) - 1
*Other Gear Backpack (2g, 0.5lb); Spell Component Pouch (5g, 2lb); Explorer's Outfit (0g, 2lb); - 4 + 0.5 = 4.5
*Adventuring Gear (in Backpack) 1x Waterskin (1g, 1lb); Bedroll (1s, 1.25lb); 2x Trail Rations (5s, 0.25lb) - 2.75
Spell Book (15g, 3lb)
*Alchemical/Magic Gear 1x Acid, flask (10g, 1lb); 50x Brimstone (5s, 0lb); - 1
2x Alchemist's fire, flask (20g, 1lb); 1x Potion of CLW (50g, 0lb); Wand of Infernal Healing (50/50); Wand of CLW (50/50); Wand of Comprehend Languages (50/50); Wand of Endure Elements (50/50) - 2
*Alchemical/Magic Gear (in Backpack) 1x Acid, flask (10g, 1lb); Backup Spell Component Pouch (5g, 2lb) - 3
1x Acid (10g, 1lb); 1x Alchemist's fire (20g, 1lb) - 2
Left at Lodge 2x Trail Rations (5s, 0.25lb);
Starting GP 150 - 67.1 (shopping: 7+7+2.1+35+15+1) = 82.9
Starting GP 82.9
Weight Carried 12.25 lbs
Weight Carried (without backpack) 6 lbs
Carrying Capacity Light (15 lb), Medium (30 lb), Heavy (45 lb), LoH (45 lb), Lift (90 lb), Drag/Push (225 lb)
__________________________________________________

APPEARANCE
__________________________________________________

Height 3'3"
Weight 38 lb
Age 55
Eye Color Red
Hair Color White
Skin Tone Purple
Region of Origin Varisia
Deity Thisamet
__________________________________________________

SPECIAL ABILITIES
__________________________________________________

Class Features Sorcerer:

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).
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Mutations Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces.
Source: Pathfinder Player Companion: Magic Tactics Toolbox

Sorcerer Bloodline (Draconic: Gold):

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill Perception.
Bonus Spells mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.
Dragon Type: Gold; Energy Type: Fire; Breath Shape: 30-foot cone
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Class Features Sorcerer (Tattooed Sorcerer):

The tattooed sorcerer has embraced the ancient traditions of Varisian spellcasting, and uses colorful and intricate tattoos to enhance her magical powers. A tattooed sorcerer has the following class features.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.
Varisian Tattoo (Ex) At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.
Bloodline Tattoos (Ex) Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.
Create Spell Tattoo (Su) At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.
Enhanced Varisian Tattoo (Su) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.
Source: Inner Sea Magic pg. 40

Faction Rewards: none so far

Feats:

Alertness (Familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Varisian Tattoo (Evocation) Select a school of magic (other than divination) in which you have Spell Focus - you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Evocation (ragario): dancing lights
Noble Scion (Scion of War) You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Source: Inner Sea World Guide pg. 288
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Specialization Select 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.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Source: Ultimate Magic pg. 156
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Improved Initiative You get a +4 bonus on initiative checks.

Traits:

Trustworthy (Social) People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Source: Ultimate Campaign pg. 61
Havoc of the Society (Magic) Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Source: Shattered Star Player's Guide pg. 5, Faction Guide pg. 63
OR
Magical Lineage (Magic) One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Reactionary (Combat) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
??? Indomitable Faith (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
? (?)


Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed Gnomes have a base speed of 20 feet.
Languages Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Low-Light Vision Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.
Gnome Magic Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses Gnomes receive a +2 racial bonus on Perception checks.
Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.


Alternative Racial Traits:

Academian Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. ===> Knowledge (Arcana)
Source: Advanced Race Guide pg. 32, Advanced Player's Guide pg. 14
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Source: Advanced Race Guide pg. 32
Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Source: Advanced Race Guide pg. 32, Advanced Player's Guide pg. 14
Fey Fortitude Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.
Source: Heroes from the Fringe pg. 16
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Source: Advanced Race Guide pg. 33, Advanced Player's Guide pg. 15

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Tat Gnosor has ranks in the following skills: Diplomacy, Knowledge(Arcana), Perception, Spellcraft and UMD
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Use Cantrips (or Magic Missile, if guaranteed damage is necessary)
*
*If surrounded in melee: ...
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

1) #00-00 ???: 1 XP, 2 PP, ??? gold
Total XP: 0
Total Fame: 0 (0 gold cap / next level at Fame 5: 500 gold)
Current Prestige: 0 (-2 for shopping +2 earned(chronicle #1) = 0)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Tat Gnosor
PFS #: 331079-10
Faction: Silver Crusade
Day Job: none
Normal Progression

Test:

"Tat. Tat Gnosor."

Tat Gnosor is ...

Test2:

Feats at Level
1) Noble Scion, Varisian Tattoo, Alertness (Familiar)
2) -
3) Spell Focus (Evocation)
4) -
5) Spell Specialization?
6) -
7) ? MM-feat? impr. ini?
8) -
9) ?
10) ?
11) -
12) ?

https://aonprd.com/FeatDisplay.aspx?ItemName=Elemental%20Spell

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Ini +9 (5 Cha, 4 Familiar, 0 Trait)
BAB +0

Familiar: Greensting Scorpion (+4 Ini)

spells/day:
1st: 5

spells known:
cantrips: 4
1st: 2

Skills (5/level)
class skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
additional class skills (bloodline): Perception
additional class skills (feats): Knowledge (nobility)
additional class skills (traits): Diplomacy