Seoni (Iconic Sorcerer 7) |
CR 7 |
XP 3,200
Female Human Sorcerer 7
LN Medium humanoid (human)
Init +6; Senses Perception +3
DEFENSE
AC 25, touch 15, flat-footed 22 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +4 shield)
hp 41 (7d6+14)
Fort +3, Ref +4, Will +6
OFFENSE
Speed 30 ft.
Melee quarterstaff +3 (1d6)
Ranged dagger +5 (1d4/19–20)
Sorcerer Spells Known (CL 7th; concentration +12)
3rd (5/day)—dispel magic, haste, lightning bolt (DC 20)
2nd (7/day)—glitterdust (DC 17), invisibility, scorching ray, web (DC 17)
1st (8/day)—burning hands (DC 18), enlarge person (DC 16), identify, mage armor, magic missile, shield
0th (at will)—acid splash, detect magic, disrupt undead, flare (DC 17), light, prestidigitation, read magic
Bloodline arcane
TACTICS
Before Combat Seoni casts mage armor and extended shield (using her metamagic adept ability) before the start of the encounter.
During Combat In combat, Seoni serves as artillery from range, blasting foes with magic missile, lightning bolt, and scorching ray.
Base Statistics
Without mage armor and shield, Seoni's statistics are AC 17, touch 15, flat-footed 14.
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21
Base Atk +3; CMB +3; CMD 18
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation)
Skills Bluff +15, Climb +3, Knowledge (planes) +10, Perception +3, Sense Motive +3, Spellcraft +10
Languages Common, Varisian
SQ arcane bond (familiar, blue-tailed skink [lizard] named Dragon)*, bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (2/day)
Combat Gear potion of cat's grace, potions of cure light wounds (3), scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, 50 charges); Other Gear dagger, quarterstaff, amulet of natural armor +2, headband of alluring charisma +2, ring of protection +2, backpack, trail rations (4), 44 gp
Dragon, Skink Familiar
Dragon
Effective Wizard level 7
N Tiny magical beast
Init +2; Senses low-light vision; Perception +1
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 20
Fort +1, Ref +4, Will +6
Defensive abilities improved evasion
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 2
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +14; Racial Modifiers +8 Acrobatics
SQ Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with lizards
SPECIAL ABILITIES
Familiar
The master of a lizard familiar gains a +3 bonus on Climb checks.
| |