Sunday, 12 May 2019

5e Seoni, the Sorceress of Varisia, Pathfinder

Seoni (Sorcerer 12)

Seoni, the Sorceress of Varisia
Female Human Sorcerer 12
PB+4 
LN Medium humanoid (human)
Init +3; Senses 
Perception +6, Passive Per 16
AC 18  (13 mage armor,  +3 Dex, +1 ring, +1 robe) > AC 23 with Shield
hp 58 (12d6+8)
Speed 30 ft.
Melee 
quarterstaff +4/d8
Ranged 
dagger +7 (1d4+3)
Sorcerer Spells SAVE DC 17, ATTACK +9
Spells Known: 12
Spells/LR: 4   3         3          3          2          1
6th (1/LR)chain lightning (150' DEX 10d8 lightning. 4 targets, all within 30' of first target)
5th (2/LR)
cone of cold (DEX, 8d8 cold, 60' cone), 
4th (3/LR)
dimension door
3rd (3/LR)
dispel magicfireball (150' DEX 8d6 fire)haste,  Counterspell (60', cancel lvl 1-3 or roll ), Fly
2nd (3/LR)
invisibility
1st (4/LR) comprehend languages,
mage armorshield
0th (6)
detect magic,  fire bolt, lightmage handmendingprestidigitation
Bloodline arcane
TACTICS
Before Combat Seoni casts mage armor
During Combat In combat, Seoni serves as artillery from range, blasting foes with chain lightning
cone of cold, and fireball; and supports her allies with spells such as haste.
STATISTICS
Str 10 (+0) , Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 20 (+5)
Good Saves CON (+7), CHA (+11); All saves +2: STR +2 DEX +5 INT+2 WIS +4

Skills Deception +9, Persuasion +9, 
Perception +6, Insight +6, Arcana +4
Languages Common, Varisian
SQ arcane bond (
familiar, blue-tailed skink named Dragon), 
Combat Gear potions of healing (3), scroll of flywand of magic missile  c.7 (recharges, 120', d4+1 x 3 to x9); 
Other Gear daggerquarterstaff (focus),  robe of resistance, ring of protection; goggles of night
backpack, trail rations (4), 494 gp
Dragon, Skink Familiar
N Tiny magical beast
Init +2; Senses low-light vision; 
Perception +1 , PP 11
AC 15 hp 20 Str 3, Dex 15, Con 8, Int 11, Wis 12, Cha 2 Atk +4


DESCRIPTION
A member of the wanderers known as Varisians, Seoni wears the magical markings of her culture in the elaborate tattoos that crisscross her body. But her path was not to be the path of tradition. A caravan master's daughter who spent much of her youth traveling, she was expected to one day either lead her own caravan or perhaps develop a talent for reading the harrow, the fortune-telling cards of her people. One night, while her family camped at the edge of the mysterious Lurkwood, young Seoni wandered out of sight of her people's cooking fires. There she found a great white tree, its ancient roots twisted around a ring of rune-carved stone. As she investigated, the tree's bark fell away, revealing elaborate symbols and images that related a brief tale—that of her own short life. Seoni fled, but returned with her kin soon after to find nothing more than a normal old tree and a strange rock.
Regardless, the images upon the wood carved themselves into Seoni's mind, and she promised that she would never submit to letting another choose her destiny. From that point onward, she delved into the mysteries of her homeland, eventually even unlocking sorcerous power within herself—an ancient sorcery unlike the common magic of her people. When she came of age, she sought to continue her wandering life, but this time along routes she chose and in pursuit of her own ambitions.

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