Seoni (Iconic Sorcerer 12) |
CR 12 |
XP 19,200
Female Human Sorcerer 12
LN Medium humanoid (human)
Init +7; Senses Perception +4
DEFENSE
AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex, +1 dodge, +1 insight, +4 natural, +4 shield)
hp 80 (12d6+36)
Fort +8, Ref +10, Will +13
OFFENSE
Speed 30 ft.
Melee quarterstaff +6/+1 (1d6)
Ranged dagger +9 (1d4/19–20)
Sorcerer Spells Known (CL 12th; concentration +19)
6th (4/day)—chain lightning (DC 25)
5th (6/day)—cone of cold (DC 24), overland flight, wall of force
4th (7/day)—charm monster (DC 21), dimension door, resilient sphere (DC 23), stoneskin, wall of fire
3rd (8/day)—dispel magic, displacement, fireball (DC 22), haste, lightning bolt (DC 22)
2nd (8/day)—darkness, darkvision, glitterdust (DC 19), invisibility, scorching ray, web (DC 19)
1st (8/day)—burning hands (DC 20), enlarge person (DC 18), identify, mage armor, magic missile, shield
0th (at will)—acid splash, detect magic, disrupt undead, flare (DC 19), light, mage hand, mending, prestidigitation, read magic
Bloodline arcane
TACTICS
Before Combat Seoni casts displacement, 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 chain lightning, cone of cold, and scorching ray; supports her allies with spells such as haste and enlarge person; and controls the battlefield with walls of force and fire, web, and darkness.
Base Statistics
Without mage armor and shield, Seoni's statistics are AC 23, touch 19, flat-footed 19.
STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24
Base Atk +6; CMB +6; CMD 25
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
Skills Bluff +22, Climb +3, Knowledge (planes) +15, Perception +4, Sense Motive +4, Spellcraft +15
Languages Common, Varisian
SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (3/day), new arcana
Combat Gear potions of cure moderate wounds (3), scroll of fly, scroll of protection from energy, wand of magic missile (CL 7th, 32 charges); Other Gear dagger, quarterstaff, amulet of natural armor +4, belt of incredible dexterity +2, cloak of resistance +3, dusty rose prism ioun stone, headband of alluring charisma +4, ring of counterspells (contains magic missile), ring of protection +4, backpack, trail rations (4), granite and diamond dust worth 250 gp, 734 gp
Dragon, Skink Familiar
Dragon
Effective Wizard level 12
N Tiny magical beast
Init +2; Senses low-light vision; Perception +1
DEFENSE
AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 40
Fort +3, Ref +6, Will +9
Defensive abilities improved evasion, SR 17
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +8 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 11, Wis 12, Cha 2
Base Atk +6; CMB +6; CMD 12 (16 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, spell resistance
SPECIAL ABILITIES
Familiar
The master of a lizard familiar gains a +3 bonus on Climb checks.
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