Armor Class: 12 [10base+2dex+]
Base Attack Bonus: +0
CMB: +0 [0bab+0str]
Knowledge Arcana +7 [1rank+2int+3inclass+1trait]
Harrow Chosen (Human):
All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck.
Benefit: You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
Scholar of the Ancients:
Growing up with your nose
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.
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Zelladania, (often called Zella for short), has spent the vast majority of her life in a caravan full of Varisians and kindred vagabonds. Never staying in one place for longer than a couple months and passing through many cities, multiple times (such as Sandpoint).
Zell's learned how to read the Harrow cards and tell people's fortune's from both her mother and grandmother. Occasionally taking great creative license with whatever she saw in order to receive more coins from her customers. Her great-grandmother was the historian and lore-keeper for her caravan and found an eager and interested student in her great-granddaughter. Zella loves hearing stories of all the things that had once been and would always visit every ruin and ancient site that the caravan's would pass by on it's endless travels.
Appearance and Personality:
Zella stands at 5'4" and her highly active lifestyle has left more fit and slender than most other spellcasters.
Her thick, wavy hair is such a deep black that it shines with blue highlights and reaches all the way down the base of her spine. Her eyes are a very deep brown and her skin is tanned from countless hours spent outside.
Her back is covered with a very ornate symbol of Desna Butterfly that reaches from the tip of each shoulder and reaches down to her lower back. Tattoos of constellations run up and down her arms and a single star graces the center of her forehead in silvery ink.
Zella favors long flowing garments in all shades of purple and yellow/gold. The same colors usually depicted in the butterfly shaped holy symbols of Desna.
Though serious about her historical studies, Zella is typically a carefree individual who enjoys flitting across the countryside like the butterflies depicted in her tattoo do. She is typically friendly in nature who enjoys meeting new people and visiting old places.
Gear and Wealth:
Gold Pieces - 68
Silver Pieces - 4
Copper Pieces -
Begins play with Heirloom Harrow Deck
Backpack (empty) / 2 gp / 2 lbs.
Carried gear and weapon weight / 42 lbs
Class and Bloodline:
The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
All of the following are class features of the sorcerer.
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).
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.
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.
Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer’s spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer’s spell slots.
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. The list of bloodline mutations can be found here.
Just as knowledge of the harrow has passed from generation to generation since time immemorial, so too has a deep spiritual connection to the otherworldly forces bound by the harrow passed through the ages. Your connection to the mysterious deck grants you magical power over the cards of the harrow, visions of the future, and the ability to call down ephemeral forces.
Class Skills: Knowledge (history).
Bonus Spells: ill omen (3rd), augury (5th), harrowing (7th), shadow conjuration (9th), contact other plane (11th), legend lore (13th), greater harrowing (15th), moment of prescience (17th), weird (19th).
Bonus Feats: Alertness, Craft Wondrous Item, Extend Spell, Fortune Teller, Harrowed, Mage’s Tattoo, Skill Focus (Knowledge [history]).
Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.
Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
See It Coming (Su) At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.
Invoke the Harrow (Su) At 9th level, you can draw a random harrow card from a complete harrow deck you own as a standard action and channel the aspects of the card into your body. You take on superficial traits featured on the card and gain a +4 enhancement bonus to the ability score associated with the card’s suit. You can invoke the harrow for a number of minutes per day equal to your sorcerer level; the duration need not be continuous, but it must be used in 1-minute increments.
Harrowed Home (Sp) At 15th level, your otherworldly connection is so strong that your subconscious cleaves off a small portion of the Harrowed Realm for use as your own private sanctuary. Your harrowed home is created the first time you use this ability, and is decorated as a garish reflection of your personality. Thereafter, you always visit this same home. You can place a portal to your harrowed home once every 24 hours, but placing a new portal destroys the previous one, and you can not move the entrance while you are inside. As long as you are not in your harrowed home, time ceases to pass for anything and anyone still in your pocket dimension; creatures cannot move, objects do not decay, and everything remains exactly the same as you left it the last time you visited the plane. Time continues as normal whenever you are inside your harrowed home. This ability is otherwise identical to mage’s magnificent mansion.
Kin to the Old Tales (Su) At 20th level, your soul becomes host to the otherworldly energies of the harrow. You gain DR 10/cold iron and immunity to curses, paralysis, and sleep. You can always act in the surprise round of combat, and you cannot be caught flat-footed. You gain unlimited use of your invoke the harrow ability.