Seoni (Iconic Sorcerer 12)

Born into a nomadic tribe, Seoni is gifted with magic and driven by dreams to explore the mysteries of her supernatural heritage. She is adorned with dozens of runic tattoos that indicate her high status in her tribe and aid her spellcasting.

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.

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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.