Pathfinder: Kingmaker // Position: Ruler
Aasimar (yhohm heritage) - Phoenix-blooded Sorcerer - Lvl. 15
eyes: red-pink - hair: white - height: 5'1 - weight: 121lb
age: 20 (at start of game), currently 26 or 27
Linette CR 14 XP –
Aasimar sorcerer 15
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +3 Dex, +1 dodge)
hp 120 (15d6+24)
Fort +12, Ref +13, Will +15
Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft.; fly 60ft (good)
Melee dagger +6/+1 (1d4) or +1 cold-iron quarter staff +11/+5 (1d6)
Ranged light crossbow +9/+4 (1d8/19–20)
Special Attacks spontaneous immolation (1d6 fire, 5ft radius, 28 rounds/day)
Spell-Like Abilities (CL 15th)
1/day–daylight, greater restoration
Sorcerer Spells Known (CL 15th; concentration +24)
- 7th (5/day)—firebrand, greater shadow conjuration, subjective reality; (DC 26)
- 6th (7/day)—greater shadow enchantment, greater shadow enchantment, path off the winds, shadow transmutation; (DC 25)
- 5th (7/day)—break enchantment, mask from divination, passwall, permanency, shadow evocation; (DC 24)
- 4th (8/day)—obsidian flow, wall of fire, warp metal, shadow conjuration, telekinetic throw; (DC 23)
- 3rd (8/day)—fireball, haste, invisibility sphere, magic circle against evil, shadow enchantment; (DC 22)
- 2nd (8/day)—arcane disruption, flaming sphere, glitterdust, see invisibility, spontaneous immolation, suppress charms and compulsions; (DC 21)
- 1st (8/day)—burning disarm, burning hands, color spray, magic missile, shield, windy escape; (DC 20)
- 0th (at will)—detect magic, disrupt undead, flare, light, mage hand, message, open-close, prestidigitation, ray of frost, read magic, spark; (DC 19)
Bloodline phoenix
TACTICS
Before Combat Linette casts Mage Armor before battle. If she’s expecting to fight invisible enemies, she also casts See Invisibility.
During Combat The sorcerer prefers to heal allies with her fire damage or create openings for them by hindering opponents rather than commit harm against others. Due to most of her offensive spells dealing aoe damage, she tries to avoid catching her allies in the blast radius. When forced to the offensive, the sorcerer is naturally inclined to use spells which deal fire damage, like Fireball. If her opponent is not weak to fire, she’ll rely on her various Shadow spells to get through their defenses. If forced into melee combat, the sorcerer will cast Invisibility Sphere and fly into the air to gain distance. If grappled, she’ll use spontaneous immolation to try and make them let go. If she's truly fearing for her life, she'll use greater shadow enchantment to replicate Antithetical Constraint, Crushing Despair, or Overwhelming Grief to immobilize her opponent.
Base Statistics
Without mage armor or magic items boosting her stats, the sorcerer’s statistics are AC 14, touch 10, flat-footed 10; hp 126; Fort +6, Ref 7, Will 9; spontaneous immolation (21 rounds/day), concentration 18, DCs -3, Cha 22; Bluff +10, Intimidate +10, Use Magic Device +15
STATISTICS
Str 11, Dex 16, Con 14, Int 13, Wis 13, Cha 28
Base Atk +7; CMB +7; CMD 21
Feats Dodge, Eschew Materials, Leadership, Magic Trick (fireball), Magical Aptitude, Maximize Spell, Natural Leader, Selective Spell, Skill Focus [arcana], Solid Shadows, Spell Focus [illusion]
Skills Acrobatics +3, Bluff +9, Diplomacy +11, Fly +15, Intimate +13, Knowledge (arcana) +25, Knowledge (nobility) +3, Linguistics +2, Perception +3, Sense Motive +15, Spellcraft +23, Survival +6, Use Magic Device +24
Languages Common, Celestial, Varisian, French
SQ arcane eyes, arcane voice, bloodline arcana (fire spells can deal 1/2 their damage in healing)
Traits orphaned, outcast’s intuition
Combat Gear Briar (+1 cold iron quarterstaff), scroll of repair undead (CL 3, x2), wand of mage armor (CL 1), wand of mount (CL 7); Other Gear belt of incredible dexterity +6, bracers of armor +4, cloak of resistance +5, discretion charm, handy haversack (containing a bag of holding (type I), expedition pavilion, greater replenishing aquarium ball, kinsight goggles, and a rod of splendor), handy haversleeves +4 (custom magic item combining a handy haversack, bracers of armor, and sleeves of many garments), headband of alluring charisma +6, laurel of command, mirror of guarding reflections, quill of passage, ring of feather falling, ring of force shield, robe of arcane heritage, treasure hunter's goggles, weirding watch
SPECIAL QUALITIES
Arcane Eyes (Sp) Linette has permanently applied multiple eyesight spells on her person. These effects include detect enchantment (60ft), detect magic (120ft),read magic, and see invisibly
Arcane Voice (Sp) Linette has permanently applied the Tongues spell permanent to her person. This effect allows her to understand all known spoken languages, and speak all spoken languages, albeit she can only speak one at a time.
ECOLOGY
Treasure explorer’s outfit, dagger, light crossbow with 20 bolts, other treasure
Phoenix Sorcerer
One of your ancestors bore witness to a phoenix’s resurrection and formed a bond with the magical creature. The resurrecting flames still course through your veins, surging with power.
- Class Skill: Knowledge (Arcana).
- Bonus Spells: Color spray (3rd), see invisibility (5th), magic circle against evil (7th), wall of fire (9th), break enchantment (11th), path of the winds (13th), firebrand (15th), prismatic wall (17th), fiery body (19th).
- Bonus Feats: Dodge, Elemental Focus (fire), Fast Healer, Improved Initiative, Iron Will, Mobility, Quicken Spell, Skill Focus (Knowledge [arcana]).
- Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
- Bloodline Powers: The phoenix is an elemental creature of sky and primal fire, and its blood within you sings with a similar power.
Obtained
- The Unseen World (Su) At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.
- Immolation (Su) At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.
- Vermilion Wings (Su) At 9th level, you gain the ability to grow a pair of phoenix wings from your back as a standard action. The wings grant you a fly speed of 60 feet with good maneuverability. You can dismiss the wings as a free action.
- Restoring Flames (Sp) At 15th level, you can cast greater restoration once per day as a spell-like ability.
Will Be Obtained Early Via Robe of Arcane Heritage (one more level)
- Rebirth (Su) At 20th level, the full power of a phoenix erupts from within you if you perish. When you die, you are brought back to life, as true resurrection, after 1 minute. This ability can be used only once every 24 hours, and if you are slain again within this period, your death is permanent.
Magic Items
Cloak of Resistance +3
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Robe of Arcane Heritage
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. 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.
Headband of Alluring Charisma +6
This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Ring of Feather Falling
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Ring of Force Shield
This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Kinsight Goggles
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
Digression Charm
These magical baubles were originally created to aid nobles in slipping away to engage in trysts with fellow party-goers, but the Silver Ravens have seized upon them as an excellent way to baffle foes in public areas without resorting to combat. A discretion charm usually comes in the form of a cuff link, an earring, or another small piece of jewelry. Pressing the face of the charm (a standard action) activates it, after which it remains active for up to 5 minutes.
Once it has been activated, the wearer can drop the charm as a free action to render herself invisible, as per vanish. Simultaneously, the dropped charm generates an illusory duplicate of the user in the square, as per programmed image. This image repeats whatever activities the user performed between the time the charm was activated and the time it was dropped. Unlike programmed image, the illusory duplicate of the user can react to external stimuli to a limited degree. It can turn to face those who speak to it and respond by nodding and smiling, but otherwise cannot say anything that it did not record before being dropped. If the charm was dropped less than 1 minute after being activated, anyone interacting with the illusion gains a +5 bonus on the Will save to disbelieve the programmed image effect.
This illusory duplicate lasts for 10 minutes, whereas the vanish effect on the user lasts only 5 rounds. Once the illusion effect ends, the discretion charm loses its powers and becomes a worthless, non-magical piece of costume jewelry.
Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Bag of Holding (Type 1)
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed Amount.
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.