Name: Amara "Nex" Octarias Age: 24 Gender: Female Race: Human (+2 Dex) Class: Sorcerer (+2 Cha) Level: 2 One Unique Thing: A ritual she performed secretly while at the Archmage's University gave her a connection with a powerful demon. It speaks to her in her dreams and is convinced she's destined to get the demon out of its prison. ## Backgrounds: demon dreamer +3 interested in magical oddities +3 Archmage's University dropout +2 con magician +2 ## Icon relationships: Diabolist - Conflicted - 2 Prince of Shadows - Positive - 1 ## Abilities (and modifiers): Str 10 +0 Con 14 +2 Dex 16 +3 Int 12 +1 Wis 8 -1 Cha 18 +4 ## Stats(calculated): HP: 32 AC: 14 PD: 15 MD: 13 In: +5 Dm: 2d6+0 (with weapon) Re: d6+2, 8 ## Racial Power: Quick to Fight At the start of each battle, roll initiative twice and choose the result you want. ## Class Features: Access to Wizardry - Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell that is 2 levels higher than it. For example, you can take a 1st level wizard spell in place of a 3rd level sorcerer spell. Breath Weapon - When you cast a spell with the breath weapon keyword, there’s a good chance you’ll be able to re-use it later in the battle. Each breath weapon spell lists the chance of re-using it during the same battle (usually 16+). Make the re-use roll at the start of each of your turns: success indicates that you can use that spell again that round as a standard action, if you wish. You don’t get to stockpile uses—whether you use the spell again or not, you must make the re-use roll during each round of the battle. After the battle, the breath weapon power is expended. You don’t get to keep rolling all day. You can have only one breath weapon spell active at a time. If you cast a different breath weapon spell when you have an earlier spell active, the new spell cancels the earlier spell. (See the Chromatic Destroyer Heritage talent for the path to multiple breath weapon spells.) Failing a death save cancels any breath weapon spells you have active. Chain - When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy within range. Keep on rolling attacks as long as you get even rolls and don’t run out of new targets (each enemy can be targeted only once). Dancing Lights - All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard’s light cantrip, the sorcerer’s dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes. Gather Power - Once initiative has been rolled and a battle is underway, a sorcerer can spend a standard action to gather magical power, preparing themselves for casting a double-strength spell with their next standard action. Gathering power is loud and flashy, involving crackling lightning, rumbling thunder, and the flicker of magical light. Sorcerers who want to gather power before initiative has been rolled can go through the motions but won’t get any benefit for the act; you can fool yourself but you can’t fool magic. Gather power: When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks, for example. In addition, because you spend your standard action to gather power, you generate a small magical benefit. Like many of your powers, this benefit is chaotic rather than perfectly reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult the appropriate table below. If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, fire, lightning, or thunder). * Chaotic Benefit, Adventurer Tier (levels 1–4) 1–2: You gain a +1 bonus to AC until the start of your next turn. 3–4: Deal damage equal to your level to all nearby staggered enemies. 5–6: Deal damage equal to your level to one nearby enemy. ## Talents: Arcane Heritage (Archmage) - Although magic is in the blood of every sorcerer, you have a greater understanding of magic than most sorcerers and even some wizards. You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit. You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal- level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described on the previous page. Infernal Heritage (Diabolist) - Once per day, as a quick action when the escalation die is 1+, you can enter a spell frenzy until the end of the battle. While in a spell frenzy, you roll 2d20 for each of your sorcerer spell attacks. Use the highest die as your attack roll, but track whether the other die hits. For each die that misses, you take damage equal to double the level of the target of your attack. Sorcerer's Familiar - You have a familiar much like a wizard’s familiar (page 149), but more changeable. Unlike the wizard, you don’t choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar’s nature; the only limitation is that you can’t choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up. * Familiar: Black cat, Wise (+2 bonus to Wis skill checks). Name is Luna. ## Feats: ## Spells: Breath of the White - Close-quarters spell Daily Target: 1d2 nearby enemies in a group; breath weapon Attack: Charisma + Level vs. PD Hit: 3d6 + Charisma cold damage. Miss: Half damage. Burning Hands - Close-quarters spell At-Will Targets: Up to two nearby enemies in a group Attack: Charisma + Level vs. PD Hit: 1d6 + Charisma fire damage. Chaos Bolt - Ranged spell At-Will Special: The first time you use chaos bolt each battle, determine a random energy type. The spell deals that type of damage each time you use it that battle. Target: One nearby enemy OR one far away enemy with a –2 attack penalty Attack: Charisma + Level vs. PD Hit: 1d8 + Charisma random energy damage, and if the natural attack roll was even, you gain a chaotic benefit as if you had gathered power. Miss: Damage equal to your level. Lightning Fork - Ranged spell Recharge 16+ after battle Target: One nearby enemy; chain spell Attack: Charisma + Level vs. PD Hit: 3d6 + Charisma lightning damage. Miss: Half damage. Resist Energy - Ranged spell Recharge 16+ after battle Target: You or one nearby ally Effect: Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire, lightning, thunder. ## Equipment: - Hooded red robe - Black shirt and pants - Fancy white staff (small 2h, 1d6) - white theatre mask, not worn - 50 gp - Standard traveling gear ## Appearance: Nex has a white skin, black hair and brown eyes. She looks quite attractive, enough to be able to seduce those who lack will. Her hair is somewhat long, but usually not seen well behind hood. When She goes on stage, she wears a theatre mask for effect and so people don't recognize her. Of course, the bright red robe, fancy white staff and the black cat that's always around her would be enough to clear and doubt of her identity. ## History: Nex was born to a well-to-do family in Horizon called Octarias. She was admitted to the Archmage's university at age 18, where she started an education that would have taken 30 years to complete. She, however, wasn't as interested in the subjects, and dropped out a year later, at age 19. That's not to say she wasn't interested in magic, though. Far from it, she loved reading about magical oddities, so she spent her time reading a lot of books about how magic shouldn't be used. One time, she tried to perform one of the rituals from a book she had read, which later turned out to be a big mistake. In her university time, she also befriended a magical black cat she named Luna. Luna became attached to Nex and chose to follow her around, whether she wanted it to or not. A year after dropping out, at 20, she decided to use some of the money from her parents to journey around the world. When she was sleeping in a hotel in New Port, the effect of the ritual she performed a year earlier finally started showing. She started having dreams of an unseen demon who spoke to her. She felt certain that her dream conversations with the demon were real, and that the demon was immensely powerful, to the point that it could destroy the world if it ever rose up. It taught her much demonic and magical knowledge, and asked of her to free it from its bonds in return. She never accepted it, but every night the demon returns to her dreams and asks again. Perhaps one day it will convince her to do so. It certainly believes she is destined to set it free, whether she likes it or not. After running out of money during her journey, she decided using her magic to put up a travelling magic show through the world's cities. It did not get her much money, until a member of the thieves guild made a deal with her to use her magical shows as a ruse to steal money. She then became a traveling con magician and a friend of the thieves. She recently was asked to perform a con magic show in Shadow Port, which she did. She found some odd fellows there. One person who stood out was a bearded unkept man who seemed to belong to some weird religion. Apparently, the magic show wasn't all that the thieves guild in Shadow Port was interested in. They had a much more profitable task for her, and they knew she was the perfect person for it.