Rise of the rune lords
Everything can be fire, if you try hard enough and believe in yourself.
Level Up to Level 4
|Class: Sorcerer (Draconic) 3||Race: Gnome||Alignment: Chaotic Good|
|Age: 52||Gender: Female||Height: 3’5"||Weight: 36 lbs|
|Eyes: Red||Hair: Pink||Skin: Light Tan|
Maximum HP: 21
B.A.B.: + 1
Feats & Racial/Class Features
|Feat Or Feature||Level Acquired||Notes|
|Bloodline Arcana: Draconic (Brass)||Sorcerer 1||Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.|
|Bloodline Power: Claws||Sorcerer 1||Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.|
|Eschew Materials||Sorcerer 1||Cast spells without material components|
|Antagonize||1st Level Character||You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature makes a melee attack against you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
|Gnome Features||1st Level Character||By virtue of being a gnome, and therefore awesome, Seraffit has the following traits: Low-light vision, +4 dodge bonus against monsters of the Giant type, +1 attack bonus against humanoid creatures of goblin and reptilian subtypes, +2 to Perception, +2 to Craft or Profession.|
|Alternative Gnome Feature: Pyromaniac||1st Level Character||Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.|
|Skill||TOTAL||Ranks||Skill Modifier||Misc Modifier||Class Skill|
|Craft: Glass||8||1||2||2 (Obsessed)||3|
|Intimidate||9||3||4||-4 (size) +1 (Bully) +2 (Persuasive)||3|
|Perception||2||2 (Draconic Bloodline)|
|Use Magic Device||10||3||4||3|
Languages Spoken – Common, Gnome, Sylvan, Draconic, Goblin
|Bully||You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.|
|Lore Seeker||The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You’ve come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.|
|0 lbs to 43 lbs||44 lbs to 87 lbs||88 lbs to 131 lbs|
|Entertainer’s Outfit||Seraffit does not consider herself an entertainer, but she definitely shares their love of sequins and breathable pantaloons.|
|Kite||“When I was little, a lot of people would tell me to go fly a kite. But I didn’t have one. Now I do, and to be honest, it’s pretty cool.” Seraffit’s kite is made of finely-painted canvas, made to look like a dragon.|
|Glass Cutter||Seraffit uses this implement when her craft requires a more delicate approach than a hammer or fire can provide.|
|Backpack||“This is where I keep the body parts! Just kidding. This is where my hoard will go!”|
|Waterproof Sack||“This bag would be way better for not getting blood everywhere. Um, I guess you could probably put stuff in here to keep the blood off of it, too? Oh, or water. Yeah, that sounds way more likely.”|
|Belt Pouch||“I used to keep my confetti collection in here, but then my cousin Wrekur, he told me, a collection is something you keep, and you don’t throw it at people. So now I keep my collection of really small, shiny, non-throwable things in here. Like this rock I found yesterday that’s kinda purple, and this piece of glass I found last week that kinda looks like a goblin’s toe if you scrunch your eyes up tight and tilt your head to the left, no, my left…”|
|Waterskin||This is for holding water, and no other liquid should ever go in it. Nope. Not ever.|
|Obsession Log||A small journal-like book with the words “The Glass I Know: An Authoritative Ranking by Seraffit Spellslinger” scrawled on the cover.
Sample entry: 2.7.4705 AR: Broke a vial (repeated tapping with claw, minimal force, 3,235 taps). Spider-webby cracks. Mostly clean edges. No dust. Pieces all between 2 and 4 cm in size. Slight color change upon breakage.
2.7.4705 AR: Broke a vial (hammer). Some dust. Jagged edges. No uniformity in size. No discernible color change.
2.7.4705 AR: Broke a vial (dropped from roof of an inn). Mostly dust. Poky edges. Everything is the size of dirt. Might mostly be dirt. No discernible color, except the color of dirt. There was a lot of dirt on the cobblestones, find cleaner landing surface for next experiment. Get new vial.
|Sickle||Somehow there’s glitter adhered to the handle.
1d4, crit x2, Slashing, trip
|Glass Vials||These three vials bear no sign of the abuse they have endured in the name of science.|
|Artisan’s Tools||The tools Seraffit needs to make glass. Inspiration not included.|
|0||Mage Hand||You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.||Range: close (25 ft. + 5 ft./2 levels)|
|0||Mending||This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.||Range: 10 ft, Casting Time: 10 Minutes|
|0||Message||You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
|Range: medium (100 ft. + 10 ft./level)|
|0||Prestidigitation||Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
|Range: 10 ft.|
|0||Spark||You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.||Range: close (25 ft. + 5 ft./2 levels)|
|1||Mage Armor||An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor..
|Duration: 1 hr./level|
|1||Burning Hands||A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.||Range: 15 ft.; Reflex save for 1/2 dmg|
|1||Magic Missile||1d4+1 damage; +1 missile per two levels above 1st (max 5).||Range: medium (100 ft. + 10 ft./level).|
|1||Grease||Makes 10-ft. square or one object slippery.||Range: close (25 ft. + 5 ft./2 levels); Target: one object or 10-ft. square; 1 min./level (D)|
“When a brass dragon and a mad sorcerer love each other very much,” Seraffit begins. She holds in her tiny hands small glass figurines.
“Well, that’s when most people start running. And my great-great-great-great-great-great… uhm… great-great-great…” She pauses to count on her fingers. “Great-great-GREAT Aunt Fijit did run. But towards the fiery thing. And that,” she smashes the figurines together, breaking them and marveling distractedly over the glittery debris, “is how babies are made.”