Full Name |
Wilhelmina Cascadian |
Classes/Levels |
INACTIVE - GAME DIED |
Size |
Medium |
Age |
21 |
Special Abilities |
Minute meteors 6/day |
Alignment |
Neutral Good |
Deity |
Black Butterfly |
Languages |
Common (Taldane), Aklo |
Occupation |
Lesser noble |
Homepage URL |
Picture |
Strength |
10 |
Dexterity |
13 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
16 |
About Wilhelmina Cascadian
Wilhelmina Cascadian
Female human sorcerer (starsoul) 1
NG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 7 (1d6, +1 Con)
Fort +1 (+0 base, +1 Con), Ref +1 (+0 base, +1 Dex), Will +3 (+2 base, +1 Wis)
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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Sorcerer Spells Known (CL 1st; concentration +3)
Favored class bonus: +1 cantrip
• 1st-magic missile, protection from evil
• 0 (at will)- acid splash, dancing lights, detect magic, message, prestidigitation
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Statistics
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Str 10, Dex 13, Con 12, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 11
Languages: Common (Taldane), Aklo
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Feats
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Human
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: 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.
Chosen school of magic: Evocation
Sorcerer 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Level 1
Spell Specialization: Select one spell. You cast that spell with greater than normal power.
Prerequisites: Int 13, Spell Focus.
Benefit: 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.
Chosen spell: Magic missile
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Traits
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Lesser Noble (Regional): You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp—your “birthright,” such as it is.
Warded Against Witchery (Campaign): Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts.
You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
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Skills
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Diplomacy +5 (1 rank, +3 Cha, +1 trait)
Knowledge (arcana) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (nobility) +3 (1 rank, +1 Int, +1 trait)
Spellcraft +5 (1 rank, +1 Int, +3 class skill)
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Gear
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Starting wealth total: 170 gp
Traveler's outfit (free)
Courtier's outfit (30 gp, 6 lbs.)
Jewelry (50 gp)
Dagger (2 gp, 1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Ink (8 gp)
• Inkpen (1 sp)
• Journal (10 gp, 1 lb.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 15 gp, 3 sp
]
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sorcerer (starsoul) 1
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.
Chosen bloodline: Starsoul
Class Skill: Knowledge (nature)
Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Bloodline Powers: Your skyward gaze and communion with the heavens focus and enhance your magical talents.
Level 1: Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
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Backstory
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Description: Wilhelmina is a fair-skinned woman with simple wavy brown hair, often coiffed or styled, and haunted brown eyes. She seems to have a slow mannerism and often appears vexed or nervous.
Hair: Brown
Eyes: Brown
Height: 5' 6"
Weight: 130 lbs.
Personality: Chased by shadows and dreams from her family's dark past, Wilhelmina is often frightened of the strange revelations from her blood inheritance. She is nervous around arcane forces, and afraid of what her abilities portend. Still, she tries to put on a strong face among others, especially when dealing with other well-to-do folk from wealthy social strata. On the occasions when she has an opportunity to be free from worry and care she has a kind and engaging smile, and a lilting laugh, but all too soon events bring her back to her withdrawn and moody demeanor.
Concerns weigh heavily upon her and she sometimes seen withdrawn or introspective, but when disasters strike she does her best to display firm backbone and resolve in the face of adversity. How else could she survive her unwitting family heritage?
Background: The Cascadian family was once, to hear the tale, a wealthy and influential family with much prestige. Now, though, they are a pale shadow of their former selves. Some scandal almost a century ago brought their fortunes low, and they lost much of their property and prestige.
Wilhelmina is one of the inheritors of this mysterious family that now keeps itself ensconced on a family estate, rarely interacting with the outside world. She also inherited the strange fell curses and arcana that have seeped into their bloodline thanks to their old mysteries: The family once included many cultists in its number, all devoted to beings of the Dark Tapestry. It was this devotion that was the family's undoing, as those creatures have no love for humanity and were all too ready to wreak destruction upon their would-be supplicants.
Wilhelmina's odd abilities started to surface as a young girl, and at first she thought them amusing diversions. In her adolescence she learned from her grandmother that her abilities were not mere tricks or toys, but the result of some kind of forbidden drama in the family's past. Though the full details were never explained, it was made clear that her powers were the same kinds pursued by her ancestors - and that those black arts led to their utter ruin and the downfall of the family.
Now a grown woman, Wilhelmina has become increasingly concerned about her burgeoning talents. Unable to find any answers in the family's libraries and scrapbooks, she has packed her best dress, some sensible shoes, and a journal, and sallied out into the world to learn more about her fate - and whether she can escape the eventual curse of madness and death.