The Mini-Guide to the Sor-acle


Advice


5 people marked this as a favorite.

Also Eleanor Lokrien Savat's guide to being just like Eleanor Lokrien Savet.

Please let me know what you think, and I will update/alter/improve as we go!


Updated skill section, explaining what the limitations are, where I would put ranks, and why.


You have con twice listed under your stats, should be charisma first


Fixed Con/Cha goof up.


An introductory sentence or two would be great. I had to read two pages before I had even a rough idea what you were trying to build.


Added a better intro.


Added a Roc by Level area, let my Spreadsheet do the math, so I will have to double check it all later.


Blueluck wrote:
An introductory sentence or two would be great. I had to read two pages before I had even a rough idea what you were trying to build.

Oooo! Excellent!

Silver Crusade RPG Superstar 2014 Top 16

I really love your mini-guide (and I can't help but be super flattered that you called out my two guides as helpful :-D). Keep up the great work!


Eleanor Lokrien wrote:
Please let me know what you think, and I will update/alter/improve as we go!

I like the idea of having a character who can fly at first level. Interesting build concept. If you already have this character in PFS play, let us know how the build goes.


Updated because:

Michael Brock wrote:


Yes. Magical Knack is a legal option when the web team gets Additional Resources up.

WOOOT!

EDIT: Zenith, I noticed when I looked for this today, that the guide description on the Guide to Builds has this listed as a Human.

This build is Gnome :) Danke!


Wow, this looks great! Hopefully nobody in my local PFS circle will notice it before I get a chance to try it out. And a great time for Magical Knack to come back for PFS and this build!


Dot.


Add to guide to guides!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I got bored before I made it to the end. Could someone please show me an actual stat block build rather than a bunch of notes?


3 people marked this as a favorite.

Hey Ravingdork, you're pretty good at building statblocks, right? Eleanor is pretty new to this, and young, and has put a great deal of effort into the concept. How about you take a few minutes, look at the build again, and get it worked up into your standard statblock format? Add it to either your thread of builds, or to Eleanor's google doc.

Some offense meant, your comment was rather dickish.


1 person marked this as a favorite.

It is intended as a path towards a goal, not a cookie cutter print and go. Theory-craft v. reality.

If you need preen, it would look like this:

Level 1:

Eleanor
Female Gnome Sorcerer (Wildblooded) 1
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (5/day) Silent Image (DC 17), Color Spray (DC 17)
0 (at will) Acid Splash, Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -4; CMD 8
Feats Additional Traits, Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +6, Diplomacy +6, Fly +4, Handle Animal +9, Knowledge (nature) +7, Ride +7, Spellcraft +5, Stealth +6
Languages Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), share spells with companion
Other Gear Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 113 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

--------------------

Roxie
Roc
N Medium Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 9 (+1)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +2 (1d6+1/x2) and
. . Talon x2 (Roc) +2 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness +3
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+0 jump), Fly +9
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Assumptions at Level 4:
~6000 gold.
~14 PP

Level 4:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 3
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 24 (1d8+3d6+8)
Fort +3, Ref +3, Will +4; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 4):
1 (7/day) Silent Image (DC 18), Mage Armor, Color Spray (DC 18), Entangle (DC 17)
0 (at will) Acid Splash, Ghost Sound (DC 17), Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 23
Base Atk +1; CMB -3; CMD 9
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +7, Diplomacy +11, Fly +4, Handle Animal +13, Knowledge (arcana) +5, Knowledge (nature) +7, Linguistics +2, Perception +3, Ride +10, Spellcraft +8, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -6), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Handy haversack (empty), Headband of alluring charisma +2, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as 6 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Medium Animal
Init +5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 16 ()
Fort +3, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +4 (1d6+1/x2) and
. . Talon x2 (Roc) +4 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Combat Reflexes (6 AoO/round), Toughness +4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +5 (+1 jump), Fly +12
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Assumption
~30,000gp
[Spoiler = Level 7]
Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 6
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 42 (1d8+6d6+14)
Fort +6, Ref +6, Will +8; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 7):
3 (5/day) Spiked Pit (DC 21)
2 (7/day) Hypnotic Pattern (DC 20), Invisibility, Hideous Laughter (DC 19)
1 (8/day) Silent Image (DC 19), Mage Armor, Color Spray (DC 19), Entangle (DC 18), Snowball (DC 19)
0 (at will) Acid Splash, Daze (DC 17), Ghost Sound (DC 18), Mage Hand, Detect Magic, Dancing Lights, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 25
Base Atk +3; CMB -1; CMD 11
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Spell Focus (Conjuration)
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +11, Diplomacy +15, Disguise +10, Fly +4, Handle Animal +17, Intimidate +10, Knowledge (arcana) +5, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +3, Perception +6, Ride +13, Spellcraft +11, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Ignan, Sylvan, Terran
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -7), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Circlet of persuasion, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +4, Ring of feather falling, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 3500 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -7 (Su) Your Illusion (pattern) spells treat observers as 7 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 21 (+4 Dex, -1 size, +12 natural)
hp 37 (+12)
Fort +6, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +9 (1d8+6/x2) and
. . Talon x2 (Roc) +9 x2 (1d6+6 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11
Base Atk +4; CMB +11 (+15 Grappling); CMD 25
Feats Combat Reflexes (5 AoO/round), Power Attack -2/+4, Toughness +6
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +4 (+0 jump), Fly +11, Stealth +0
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stay [Trick] The animal will stay where it is.
[/Spoiler]

Assumption:
~130,000 GP

Level 12:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 11
N Small Humanoid (gnome)
Init +7; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 deflection)
hp 84 (1d8+11d6+36)
Fort +10, Ref +10, Will +12; +2 vs. illusions
Resist oracle's curses (tongues [celestial, aquan])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 12):
5 (5/day) Tree Stride, Summon Monster V, Magic Jar (DC 23)
4 (8/day) Black Tentacles, Rainbow Pattern (DC 23), Poison (DC 22), Summon Monster IV
3 (8/day) Deep Slumber (DC 21), Spiked Pit (DC 22), Summon Monster III, Loathsome Veil (DC 22), Tiny Hut
2 (8/day) Hypnotic Pattern (DC 21), Invisibility, Hideous Laughter (DC 20), Hideous Laughter (DC 20), Glitterdust, Lipstitch (DC 20)
1 (8/day) Silent Image (DC 20), Mage Armor, Color Spray (DC 20), Grease (DC 20), Entangle (DC 19), Snowball (DC 20)
0 (at will) Acid Splash, Daze (DC 18), Ghost Sound (DC 19), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 18), Light, Scrivener's Chant
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 16, Int 16, Wis 8, Cha 26
Base Atk +5; CMB +2; CMD 17
Feats Additional Traits, Augment Summoning, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Improved Initiative, Spell Focus (Conjuration), Superior Summoning
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +3 (-1 jump), Bluff +20, Diplomacy +20, Disguise +11, Fly +5, Handle Animal +20, Intimidate +11, Knowledge (arcana) +18, Knowledge (nature) +10, Knowledge (planes) +18, Knowledge (religion) +10, Linguistics +5, Perception +10, Ride +14, Spellcraft +13, Stealth +7, Use Magic Device +15
Languages Aquan, Auran, Celestial, Common, Draconic, Gnome, Goblin, Ignan, Kelish, Sylvan, Terran, Varisian
SQ animal companion link, fey wings (15 minutes/day), fleeting glance (15 rounds/day), illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -8), share spells with companion, woodland stride
Combat Gear Quicken metamagic rod (lesser) (3/day), Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Belt of physical might (Dex & Con +2), Boots of speed (10 rounds/day), Circlet of persuasion, Cloak of resistance +4, Handy haversack (empty), Headband of mental prowess (Int & Cha +4) (Knowled, Ring of feather falling, Ring of protection +2, Robe of arcane heritage, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Boots of speed (10 rounds/day) - 0/10
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Fey Wings (15 minutes/day) - 0/15
Fleeting Glance (15 rounds/day) (Su) - 0/15
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Quicken metamagic rod (lesser) (3/day) - 0/3
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Awesome Display -8 (Su) Your Illusion (pattern) spells treat observers as 8 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Wings (15 minutes/day) At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level
Fleeting Glance (15 rounds/day) (Su) Greater Invisibility.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial, Aquan) You can only understand and speak two languages in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +6; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 25 (+6 Dex, -1 size, +16 natural)
hp 63 (+20)
Fort +8, Ref +13, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +13 (1d8+7/x2) and
. . Talon x2 (Roc) +13 x2 (1d6+7 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 24, Dex 22, Con 13, Int 3, Wis 13, Cha 11
Base Atk +7; CMB +15 (+17 Bull Rushing, +19 Grappling, +17 Sundering); CMD 31 (33 vs. Bull Rush, 33 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Improved Bull Rush, Improved Sunder, Multiattack, Power Attack -2/+4, Toughness +10
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +6 (+2 jump), Fly +16, Perception +5, Stealth +2
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], multiattack / extra attack, perform [trick], seek [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


It is intended as a path towards a goal, not a cookie cutter print and go. Theory-craft v. reality.

If you need preen, it would look like this:

Level 1:

Eleanor
Female Gnome Sorcerer (Wildblooded) 1
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (5/day) Silent Image (DC 17), Color Spray (DC 17)
0 (at will) Acid Splash, Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -4; CMD 8
Feats Additional Traits, Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +6, Diplomacy +6, Fly +4, Handle Animal +9, Knowledge (nature) +7, Ride +7, Spellcraft +5, Stealth +6
Languages Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), share spells with companion
Other Gear Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 113 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

--------------------

Roxie
Roc
N Medium Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 9 (+1)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +2 (1d6+1/x2) and
. . Talon x2 (Roc) +2 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness +3
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+0 jump), Fly +9
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Assumptions at Level 4:
~6000 gold.
~14 PP

Level 4:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 3
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 24 (1d8+3d6+8)
Fort +3, Ref +3, Will +4; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 4):
1 (7/day) Silent Image (DC 18), Mage Armor, Color Spray (DC 18), Entangle (DC 17)
0 (at will) Acid Splash, Ghost Sound (DC 17), Mage Hand, Detect Magic, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 23
Base Atk +1; CMB -3; CMD 9
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +7, Diplomacy +11, Fly +4, Handle Animal +13, Knowledge (arcana) +5, Knowledge (nature) +7, Linguistics +2, Perception +3, Ride +10, Spellcraft +8, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Sylvan
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -6), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Handy haversack (empty), Headband of alluring charisma +2, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as 6 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Medium Animal
Init +5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 16 ()
Fort +3, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +4 (1d6+1/x2) and
. . Talon x2 (Roc) +4 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 19
Feats Combat Reflexes (6 AoO/round), Toughness +4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +5 (+1 jump), Fly +12
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Assumption
~30,000gp
Level 7:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 6
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 42 (1d8+6d6+14)
Fort +6, Ref +6, Will +8; +2 vs. illusions
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 7):
3 (5/day) Spiked Pit (DC 21)
2 (7/day) Hypnotic Pattern (DC 20), Invisibility, Hideous Laughter (DC 19)
1 (8/day) Silent Image (DC 19), Mage Armor, Color Spray (DC 19), Entangle (DC 18), Snowball (DC 19)
0 (at will) Acid Splash, Daze (DC 17), Ghost Sound (DC 18), Mage Hand, Detect Magic, Dancing Lights, Light
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 25
Base Atk +3; CMB -1; CMD 11
Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Spell Focus (Conjuration)
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +2 (-2 jump), Bluff +11, Diplomacy +15, Disguise +10, Fly +4, Handle Animal +17, Intimidate +10, Knowledge (arcana) +5, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +3, Perception +6, Ride +13, Spellcraft +11, Stealth +6
Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Ignan, Sylvan, Terran
SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -7), share spells with companion, woodland stride
Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Circlet of persuasion, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +4, Ring of feather falling, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 3500 GP, 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Awesome Display -7 (Su) Your Illusion (pattern) spells treat observers as 7 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial) You can only understand and speak one language in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 21 (+4 Dex, -1 size, +12 natural)
hp 37 (+12)
Fort +6, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +9 (1d8+6/x2) and
. . Talon x2 (Roc) +9 x2 (1d6+6 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11
Base Atk +4; CMB +11 (+15 Grappling); CMD 25
Feats Combat Reflexes (5 AoO/round), Power Attack -2/+4, Toughness +6
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +4 (+0 jump), Fly +11, Stealth +0
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], stay [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stay [Trick] The animal will stay where it is.


Assumption:
~130,000 GP
Level 12:

Eleanor
Female Gnome Oracle 1 Sorcerer (Wildblooded) 11
N Small Humanoid (gnome)
Init +7; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 deflection)
hp 84 (1d8+11d6+36)
Fort +10, Ref +10, Will +12; +2 vs. illusions
Resist oracle's curses (tongues [celestial, aquan])
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1):
1 (5/day) Liberating Command, Bless, Cure Light Wounds
0 (at will) Stabilize, Read Magic, Create Water, Guidance
Sorcerer (Wildblooded) Spells Known (CL 12):
5 (5/day) Tree Stride, Summon Monster V, Magic Jar (DC 23)
4 (8/day) Black Tentacles, Rainbow Pattern (DC 23), Poison (DC 22), Summon Monster IV
3 (8/day) Deep Slumber (DC 21), Spiked Pit (DC 22), Summon Monster III, Loathsome Veil (DC 22), Tiny Hut
2 (8/day) Hypnotic Pattern (DC 21), Invisibility, Hideous Laughter (DC 20), Hideous Laughter (DC 20), Glitterdust, Lipstitch (DC 20)
1 (8/day) Silent Image (DC 20), Mage Armor, Color Spray (DC 20), Grease (DC 20), Entangle (DC 19), Snowball (DC 20)
0 (at will) Acid Splash, Daze (DC 18), Ghost Sound (DC 19), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 18), Light, Scrivener's Chant
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 16, Int 16, Wis 8, Cha 26
Base Atk +5; CMB +2; CMD 17
Feats Additional Traits, Augment Summoning, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Improved Initiative, Spell Focus (Conjuration), Superior Summoning
Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
Skills Acrobatics +3 (-1 jump), Bluff +20, Diplomacy +20, Disguise +11, Fly +5, Handle Animal +20, Intimidate +11, Knowledge (arcana) +18, Knowledge (nature) +10, Knowledge (planes) +18, Knowledge (religion) +10, Linguistics +5, Perception +10, Ride +14, Spellcraft +13, Stealth +7, Use Magic Device +15
Languages Aquan, Auran, Celestial, Common, Draconic, Gnome, Goblin, Ignan, Kelish, Sylvan, Terran, Varisian
SQ animal companion link, fey wings (15 minutes/day), fleeting glance (15 rounds/day), illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -8), share spells with companion, woodland stride
Combat Gear Quicken metamagic rod (lesser) (3/day), Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Belt of physical might (Dex & Con +2), Boots of speed (10 rounds/day), Circlet of persuasion, Cloak of resistance +4, Handy haversack (empty), Headband of mental prowess (Int & Cha +4) (Knowled, Ring of feather falling, Ring of protection +2, Robe of arcane heritage, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
--------------------
TRACKED RESOURCES
--------------------
Boots of speed (10 rounds/day) - 0/10
Dancing Lights (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Fey Wings (15 minutes/day) - 0/15
Fleeting Glance (15 rounds/day) (Su) - 0/15
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Quicken metamagic rod (lesser) (3/day) - 0/3
Snapleaf - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Awesome Display -8 (Su) Your Illusion (pattern) spells treat observers as 8 HD lower than their actual HD.
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Wings (15 minutes/day) At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level
Fleeting Glance (15 rounds/day) (Su) Greater Invisibility.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Tongues (Celestial, Aquan) You can only understand and speak two languages in combat.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Roxie
Roc
N Large Animal
Init +6; Senses low-light vision; Perception +5
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Defense
--------------------
AC 31, touch 15, flat-footed 25 (+6 Dex, -1 size, +16 natural)
hp 63 (+20)
Fort +8, Ref +13, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +13 (1d8+7/x2) and
. . Talon x2 (Roc) +13 x2 (1d6+7 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 24, Dex 22, Con 13, Int 3, Wis 13, Cha 11
Base Atk +7; CMB +15 (+17 Bull Rushing, +19 Grappling, +17 Sundering); CMD 31 (33 vs. Bull Rush, 33 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Improved Bull Rush, Improved Sunder, Multiattack, Power Attack -2/+4, Toughness +10
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +6 (+2 jump), Fly +16, Perception +5, Stealth +2
Languages
SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], multiattack / extra attack, perform [trick], seek [trick], stay [trick]
Other Gear You have no money!
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TRACKED RESOURCES
--------------------
. . -none-
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Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thank you. :D

I did something somewhat similar before.


You should mention that it is Wildblooded/ Sylvan.


Eleanor:

I read the guide all the way through and it's really an interesting character concept. Thank you for sharing the deailed writeup.

Now I'm going to get greedy (or perhaps the correct term is "obnoxious") and ask for even more. Since your guide is about a very focused character concept (rather than something broader like "bards") you might be able to do something that wouldn't be feasable in a normal guide: discuss strategy.

There was a bit of this already, for instance in your discussion of casting "pit" spells while your mount is charging or the suggestions for ways to use Silent Illusion. But you could potentially take it a bit further and create a "Tactics" section in which you list a few particular tactics (like those) that are especially effective with this build. Even details like which save-or-suck spells you would use for particular categories of enemies would be great. I have not seen anything like that in other guides, but then other guides have been more broadly focused so that it might not really be possible.

Anyway, just wanted to toss out the idea... and mention again that I really enjoyed reading this.


any reason you chose roc over something with pounce?

Shadow Lodge

Came up with a nearly identical concept to this build, and truthfully, it is right now a guide to one build.

Would love to see an expansion that covered. I for example, am not going with the companion as mount, more as a bodyguard. I also think, in PFS that having a few more skills is useful. I would therefore go with a 12-14 int.

Here is a link to my thread with a simular concept.

Liberty's Edge

Mini-Guide wrote:
Magical Knack gives you a 6th level spell. Amazing.

Magical Knack lets you treat your Sorcerer CL as 12, but you still have the spells known of an 11th level Sorcerer. So, no 6th level spell.


I would take dual cursed oracle. Blackened limbs since you are not attacking. The making the save twice is rough.

My level 8 gnome uses a rod of peristence and can bump his color spray to a 24 dc that the poor bloke needs to make 3 times while his level is considered 9 levels lower.

I also use auqeous orb instead of the spiked pit. Unconsious is rough is you are in a ball of water.


Sorry to necro this... I was thinking of using this in a PFS game, but I had two questions:

-Did you intentionally leave off a saddle? As I understand it, the ride checks are more difficult without one and I would assume casting and riding is hard enough as it is.

-The Roc, at level 1, can only carry ~43lbs as a light load iirc. A naked gnome weighs around 35lbs. With your gear, it looks like you're close or over the light load of the Roc. Since creatures can't fly if they're carrying more than a light load, how does this character still work?

Grand Lodge

My assumption was that the character had almost no gear the first two sessions, and then got an ant haul wand for 2 PP.

As for the saddle, I would leave it off too. It is 30 pounds, with no reduction in weight for small characters. You have to go bare back. You may be able to use the level 1 rewrite rules to start out with feather fall as a spell and just change it out before level 2.

I would have chosen different boots, though. Boots of the Cat are less expensive than a ring of feather fall. Either that, or... get a page of spell known for 1000g for feather fall so that when you do fall, you can feather fall more than one person.

Other things that I would get as soon as possible: a 5 pack scroll of Carry Companion for 2pp so that you can take your Roc with you into tight spaces, past wary caravan guards or any place where they might look askance at you bringing in a giant bird.

Hmm


Hmm wrote:

My assumption was that the character had almost no gear the first two sessions, and then got an ant haul wand for 2 PP.

As for the saddle, I would leave it off too. It is 30 pounds, with no reduction in weight for small characters. You have to go bare back. You may be able to use the level 1 rewrite rules to start out with feather fall as a spell and just change it out before level 2.

I would have chosen different boots, though. Boots of the Cat are less expensive than a ring of feather fall. Either that, or... get a page of spell known for 1000g for feather fall so that when you do fall, you can feather fall more than one person.

Other things that I would get as soon as possible: a 5 pack scroll of Carry Companion for 2pp so that you can take your Roc with you into tight spaces, past wary caravan guards or any place where they might look askance at you bringing in a giant bird.

Hmm

Great suggestions and thanks for your help. I was looking into scrolls of ant haul so that I could still use a saddle yesterday. For 25g per 2hr spell, it'll be expensive but effective.

Another question I had was how the Gnome was able to accomplish Darkvision... I've finally gotten Hero Lab and after the initial setup posted for level 1, I'm still showing the normal low light vision.


anSTD wrote:
Hmm wrote:

My assumption was that the character had almost no gear the first two sessions, and then got an ant haul wand for 2 PP.

As for the saddle, I would leave it off too. It is 30 pounds, with no reduction in weight for small characters. You have to go bare back. You may be able to use the level 1 rewrite rules to start out with feather fall as a spell and just change it out before level 2.

I would have chosen different boots, though. Boots of the Cat are less expensive than a ring of feather fall. Either that, or... get a page of spell known for 1000g for feather fall so that when you do fall, you can feather fall more than one person.

Other things that I would get as soon as possible: a 5 pack scroll of Carry Companion for 2pp so that you can take your Roc with you into tight spaces, past wary caravan guards or any place where they might look askance at you bringing in a giant bird.

Hmm

Great suggestions and thanks for your help. I was looking into scrolls of ant haul so that I could still use a saddle yesterday. For 25g per 2hr spell, it'll be expensive but effective.

Another question I had was how the Gnome was able to accomplish Darkvision... I've finally gotten Hero Lab and after the initial setup posted for level 1, I'm still showing the normal low light vision.

Gnomes have Darkvision as an alternate racial, in exchange for Keen Senses and Low Light vision.

Grand Lodge

1 person marked this as a favorite.

anSTD --

Do you have the advanced race guide license bought for Hero Lab? If so, enable it on the character so that you can see all the options available for your gnome.

To Eleanor Lokrien --

I want to thank you for posting your build. Although I think there were some small errors (as noted, the magical knack trait does not net you a sixth level spell) I found it pretty inspirational. I am also looking into creating a flying character -- whether gnome, halfling or grippli -- and was very excited by some of the ideas in your build. I realized that while I had read through your document multiple times, I never thanked you on this thread. If you are still around, thanks!

Hmm


Wu Nakitu wrote:
Gnomes have Darkvision as an alternate racial, in exchange for Keen Senses and Low Light vision.

Again, much thanks.

Hmm wrote:

anSTD --

Do you have the advanced race guide license bought for Hero Lab? If so, enable it on the character so that you can see all the options available for your gnome.

I'm still very new to Hero Lab and I'm working out the books I have and don't have. Thanks for the info on the sourcebook.

Grand Lodge

If you need assistance with Herolab, just ask. My boyfriend (who I am happily volunteering for this -- yes, I know how to delegate) has figured out quite a few of its quirks.

Good luck with your character. Is it for PFS?

Hmm

The Exchange

Don't forget your dc 10 fly to take an action while you're moving less then half speed and your hover checks when you full attack. Also your ride check to guide with your knees at dc 5, dc 10 to direct your mount to attack and make your attacks normally. Flying bareback puts a straight -5 to all those ride checks.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

I don't know if you looked at this, but Advanced Class Guide has the Burdenless ability for armor. If you put this on the barding for the Roc, it would increase carrying capacity by 50%.

For less than

5.5k:
(4*3 +150 + 1000 + 4000)
you can put +1 Burdenless Haramaki armor on the Roc and carry from 85 (level 7) to 110 pounds (level 12) more than without the armor.

The fame requirements and cost would make it difficult to get before that level.


Wow, this is back... I will try to update this eventually. Glad to see interest!


Hmm wrote:

If you need assistance with Herolab, just ask. My boyfriend (who I am happily volunteering for this -- yes, I know how to delegate) has figured out quite a few of its quirks.

Good luck with your character. Is it for PFS?

Hmm

Thanks for the offer; if I can't get something figured out I have a friend (the same one who introduced me back into D&D via PFS) who has it to answer questions. Though if he gets stumped I'll definitely shoot you a PM. And my character is for PFS, which is why I'm so grateful that Eleanor created it with PFS in mind =)

Just a Mort wrote:
Don't forget your dc 10 fly to take an action while you're moving less then half speed and your hover checks when you full attack. Also your ride check to guide with your knees at dc 5, dc 10 to direct your mount to attack and make your attacks normally. Flying bareback puts a straight -5 to all those ride checks.

This is why I was so scared to run the first few levels without a saddle. It's hard enough for 1st level characters, the last thing I need is to fall out of my saddle...

BretI wrote:

I don't know if you looked at this, but Advanced Class Guide has the Burdenless ability for armor. If you put this on the barding for the Roc, it would increase carrying capacity by 50%.

For less than ** spoiler omitted ** you can put +1 Burdenless Haramaki armor on the Roc and carry from 85 (level 7) to 110 pounds (level 12) more than without the armor.

The fame requirements and cost would make it difficult to get before that level.

Holy hell; I misread the barding description. I thought that barding only started at medium armor (excluding light for w/e reason). I read that flying mounts in medium + barding could no longer fly, therefore flying mounts couldn't wear barding at all. I went back and re-read the description after your post and I now have it straight =)

That barding would be a godsend if I could get it before the Roc grows Large at lvl 7; otherwise it's not entirely necessary by then. Thanks for the tip.

Eleanor Lokrien wrote:
Wow, this is back... I will try to update this eventually. Glad to see interest!

I've caused a bit of a commotion at the first two tables I've been at with this guy (the first scenario I did was a forest scenario lol). I have to say, the amount of utility a character with 80' movement has is unparalleled (I didn't cast a single spell or shoot a single crossbow bolt my first game, yet I saved the party from a swarm that entangled as well as managed to secure the quest item). Thank you so much for sharing this build, giving a guide to playing her, and updating it as much as you've done. My first foray into Pathfinder Society was beyond enjoyable due in large part to the fun play-style this build lends itself toward.

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