Seoni (Iconic Sorcerer 7)

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 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.

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.