Tideborn Ashkurlea ("Ash")Mary Raugh
CHARACTER BIO
Tideborn Ashkurlea ("Ash") is a 20 year old, Medium sized, Female Illumian, with blue eyes and none hair. She stands 5' 11" tall and weighs 140 pounds. Her world view is Lawful Neutral in nature.

CHARACTER LEVELCLASSES and LEVELS
16Sorcerer 16

CURRENT EXPERIENCENEXT LEVEL ATNEEDED TO MAKE LEVELEXPERIENCE GAINED IN PLAY
120,999136,00015,001


Character Sheet (Art) - v. 2.0.14

HP
TRACK

NON
LETHAL

AC
TRACK



ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
11
+0


DEX
17
+3


CON
11
+0


INT
14
+2


WIS
10
+0


CHA
20
+5


TOTAL HIT DIE TYPE DAMAGE
REDUCTION
MOVEMENT TYPES and RATES
HP
POINTS
6416d4
SPEED
MOVE
30
AC
ARMOR
181513=10+0+0+3+0+0+5




NORMAL FLAT
FOOTED
TOUCH
AC
BASE ARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
% SPELL
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST
TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
FORTITUDE
CON
+5=5+0+0+0+ + 
REFLEX
DEX
+10=5+3+0+2+ 
WILL
WIS
+10=10+0+0+0+ 
BASE ATTACK
+8/3
INITIATIVE
MODIFIER
+3=3+0
TOTAL DEX MOD MISC
GRAPPLE
ATTACK BONUS
+8=8+0
+0
+0
+
MELEE
ATTACK BONUS
+8/3=8+0
+0
+0
+
RANGED
ATTACK BONUS
+11/6=8
+3
+0
+0
+
TOTAL BASE
ATTACK
ABILITY
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMP
MODIFIER

Weapons (SIZE/DMG TYPE)

Attack
Bonus

Damage

Critical

Lbs

I2

Quarterstaff (M/B)

8/3

1d6

x2

4



I

Dagger (M/P)

8/3

1d4

19-20/x2

1



I

Dagger (M/P)

1d4

19-20/x2



0 – 9 ft

10 – 19 ft

20 – 29 ft

30 – 39 ft

40 – 49 ft

11/6

9/4

7/2

5/0

3/-2



I2

Sling (M/B)

1d4

x2



0 – 49 ft

50 – 99 ft

100 – 149 ft

150 – 199 ft

200 – 249 ft

11/6

9/4

7/2

5/0

3/-2



I — Main hand (Primary)w — Off hand (Secondary)I2 — Two-handed

SKILLSMAX RANKS 19/9.5

NAME (KEY ABILITY)TOT
RNK
ABL
MSC
w
Appraise (Int)2 =
+2
w
Balance (Dex)*3 =
+3
w
Bluff (Cha)7 =2+5
w
Climb (Str)*0 =
+0
w
Concentration (Con)18 =18+0
w
Control Shape (Wis)0 =
+0
w
Craft–Light Metalwork (Int)3 =1+2
w
Diplomacy (Cha)5 =
+5
w
Disguise (Cha)5 =
+5
w
Escape Artist (Dex)*3 =
+3
w
Forgery (Int)2 =
+2
w
Gather Information (Cha)5 =
+5
w
Heal (Wis)0 =
+0
w
Hide (Dex)*3 =
+3
w
Intimidate (Cha)5 =
+5
w
Jump (Str)*0 =
+0

Knowledge–Arcana (Int)21 =19+2

Knowledge–Geography (Int)4 =2.5+2

Knowledge–The Planes (Int)4 =2.5+2
w
Listen (Wis)0 =
+0
w
Literacy ()0 =
+0
w
Move Silently (Dex)*3 =
+3

Profession–Scribe (Wis)3 =3+0
w
Ride (Dex)3 =
+3
w
Search (Int)2 =
+2
w
Sense Motive (Wis)0 =
+0

Speak Language ()1 =1+0

Spellcraft (Int)23 =19+2+2
w
Spot (Wis)0 =
+0
w
Survival (Wis)0 =
+0
w
Swim (Str)*1 =1+0
w
Use Rope (Dex)3 =
+3

w Can be used untrained * Armor Check penalty** -1 per 5 lbs gear

Equipment Description

Value
Each

Qty

Lbs

Equipment Description

Value
Each

Qty

Lbs

yArtisan`s tools5 g1(5)ySpell component pouch5 g12
yBackpack2 g12yWaterskin (full)1 g14
yBedroll1 s15yWhetstone2 c1(1)
yCase, map or scroll1 g1!Wand of Swim (CL3) (Charges: 18)1,620 g1(—)
yCoin: cp (8)8 c1(0.2)°Dagger2 g11
yCoin: gp (1116)1,116 g1(22.3)°Dagger, shark tooth50 g11
yCoin: sp (5)5 s1(0.1)°Quarterstaff0 g14
yCrystal Prism650 g1°Sling0 g1
yFlint and steel1 g1¬Bracers of Armor +39,000 g1(1)
yInk (vial)8 g1¬Dyrr`s Impervious Vestment34,000 g1(3)
yLantern, hooded7 g12¬Gills of Hamachi7,500 g1
yOil (pint) (3)3 s13
yParchment (sheet) (3)6 s1
yPouch, belt1 g1
ySack (2)2 s11
yScale, merchant`s2 g11

Carried Weight

27 lbs

1-38

39-76

77-115

115

230

575

Light

Medium

Heavy

Over
Head

Off
Grnd

Push
Drag

u Armor² Gem|Arty Goods6 Potion¡ Ringd Rod
b Scrollv Shieldf Staff! Wand° Weapon¬ Wondrous


Feats

Armor
Light

Armor
Medium

Armor
Heavy

Weapon
Simple

Weapon
Martial

Shield


Proficient

Arcane Mastery — 

Combat Casting — You get a +4 bonus to Concentration checks made to cast a spell while on the defensive (PH92).

Empower Spell — All variable, numeric effects of spell increase by one-half. Prepare spell as if two levels higher (PH93).

Energy Admixture:Sonic — 

Energy Substitution:Sonic — 

Repeat Spell — 


Protective Items

Bonuses
Provided

Lbs

Dyrr`s Impervious Vestment

Armor +5

3

This black silk robe is embroidered with adamantine thread conferring a +5 armor bonus to its wearer, and 1/day can create a blade barrier (MIC112)

Gills of Hamachi

Allows the wearer to breathe air or water interchangeably. (Custom)




Class Features

Sorcerer

Proficiency: Simple Weapons: All

Spells

Summon Familiar

Special Qualities

+2 Saves vs. Spells with the shadow descriptor.

Final Utterance (Ex)

Glyphic Resonance (Ex)

Illumian Words (Su)

Luminous Sigils (Su)

Power Sigils (Su)


Languages

Aquan, Common, Draconic, Elven, Illumian


Coins

New Coins
Gained in Play

8 cp 
5 sp  
1,116 gp  
0 pp  
1,117 gp Total gp equivilent (approximate)



Animal (size/race)

Str

Dex

Con

Int

Wis

Chr

For

Ref

Wil

Init

Tak (T/Weasel)

3

15

10

13

12

10

+5

+7

+11

+2

Align

Speeds

AC-Base

AC-Flat

AC-Tch

Hit Die

HP

LN

20; Climb 20

46

44

14

16d8

32

Attack

Attack Bonus

Damage

Crit

Bite

+11

1d3-4

20/x2

Special Attacks: Attach (Ex)

Special Qualities: Scent (Ex), Low-light Vision (Ex),

Features: Empathic Link, Share Spells, Improved Evasion, Alertness, Deliver Touch Spells, Speak with Master, Speak with Animals of its Type, Spell Resistance, Scry on Familiar

Feats: Weapon Finesse

Skills: Bluff +7, Swim +1, Spot +3, Hide +11, Move Silently +8, Concentration +18



SORCERER SPELLS

LEVELS0123456789
Known:955444321
Per Day:687777653

0 LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Acid Splash
V,S15
No
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Conjuration / You fire a small orb of acid at a target dealing 1d3 points of damage (PH196)

Detect Magic
V,S15
No
1 Action
60 ft.
Concentration, up to 1 minute/level (D)
None

School of Divination / Detects spells and magic items within 60 ft (PH219)

Launch Bolt
V,S,M15
No
1 Action
Touch
Instantaneous
None

School of Transmutation / You cause a crossbow bolt to fly at a target as if fired from a light crossbow. [SC130]

Mage Hand
V,S15
No
1 Action
25 ft.+5 ft./2 levels
Concentration
None

School of Transmutation / 5-pound telekinesis (PH249).

Message
V,S,F15
No
1 Action
100 ft.+10 ft./level
10 minutes/level
None

School of Transmutation / Whispered conversation at distance (PH253).

Read Magic
V,S,F15
-
1 Action
Personal
10 minutes/level
Will Negates

School of Divination / Read scrolls and spellbooks (PH269).

Resistance
V,S,M/DF15
Harmless
1 Action
Touch
1 minute
Will Negates

School of Abjuration / Subject gains +1 on saving throws (PH272).
1st LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Corrosive Grasp
V,S16
Yes
1 Action
Touch
Instantaneous
None

School of Conjuration / A touch attack does 1d8 acid damage; you get 1 use/level [SC53]

Familiar Pocket
V,S,M16
No
1 Action
Touch
1 hour/level (D)
None

School of Universal / A garment or container becomes a safe haven for your familiar. [SC 88]

Identify
V,S,M/DF16
No
1 Hour
Touch
Instantaneous
None

School of Divination / Determines all features of magic item (PH243).

Magic Missile
V,S16
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
None

School of Evocation / 1d4+1 damage; +1 missile/two levels above 1st (max +5) (PH251).

Protection from Evil
V,S,M/DF16
Special
1 Action
Touch
1 minute/level (D)
Will Negates

School of Abjuration / +2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266).
2nd LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Baleful Transposition
V17
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Will Negates

School of Conjuration / Two creatures connected by a solid object instantly swap positions. [SC23]

Darkvision
V,S,M17
Harmless
1 Action
Touch
1 hour/level
None

School of Transmutation / The subject gains the ability to see (in black and white only) 60 feet even in total darkness (PH216)

False Life
V,S,M17
-
1 Action
Personal
Special; See Text
None

School of Necromancy / You gain 1d10+1 temporary HP (Max +10) (PH229).

Knock
V17
No
1 Action
100 ft.+10 ft./level
Instantaneous
None

School of Transmutation / Opens locked or magically sealed door (PH246).

Scorching Ray
V,S17
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Evocation / You fire up to 3 fire rays dealing 4d6 points of fire damage (PH274)
3rd LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Dispel Magic
V,S18
No
1 Action
100 ft.+10 ft./level
Instantaneous
None

School of Abjuration / Dispel magic can end ongoing spells, suppress the abilities of an item, or to counter another spellcasters spell (PH223)

Fireball
V,S,M18
Yes
1 Action
400 ft.+40 ft./level
Instantaneous
Reflex Half

School of Evocation / An explosion of flame detonates with a low roar and deals 1d6 fire damage/level (max 10d6) (PH231)

Protection from Energy
V,S,DF18
Harmless
1 Action
Touch
10 minutes/level (D)
Fortitude Negates

School of Abjuration / Immune to damage from one kind of energy (PH266).

Scintillating Sphere
V,S,M18
Yes
1 Action
400 ft.+40 ft./level
Instantaneous
Reflex Half

School of Evocation / Massive electrical discharge does 1d6/level (max 10d6) to everything in area (SC181)
4th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Battle Hymn
V,S19
Harmless
1 Action
30 ft.
1 round/level
Will Negates

School of Enchantment / Inspires allies; they can reroll one failed Will save each round. [SC25]

Enlarge Person, Mass
V,S,M19
Yes
1 Action
25 ft.+5 ft./2 levels
1 minute/level (D)
Fortitude Negates

School of Transmutation / Causes instant growth of a humanoid creature (1 per level), increasing their size category to the next larger one(PH227)

Know Vulnerabilities
V,S19
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Will Negates

School of Divination / You learn the target`s special qualities, vulnerabilities, and resistances. [SC129]

Vortex of Teeth
V,S,M19
Yes
1 Action
100 ft.+10 ft./level
1 round/level (D)
None

School of Evocation / A huge school of transparent force piranhas fills the area doing 3d8/rd. [SC232]
5th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Cone of Cold
V,S,M/DF20
Yes
1 Action
60 ft.
Instantaneous
Reflex Half

School of Evocation / Creates an area of extreme cold that drains heat, dealing 1d6 cold damage/caster level (max 15d6) (PH212)

Contact Other Plane
V20
-
10 Minutes
Personal
Concentration
None

School of Divination / You send your mind to another plane of existence in order to receive advice and information from powers there (PH212)

Earth Reaver
V,S20
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Reflex Partial

School of Transmutation / Creatures/objects take 4d6 from rocks, 3d6 fire, no save; Reflex save or knocked prone. [SC75]

Firebrand
V,S,M20
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
Reflex Half

School of Evocation / One 5` radius burst of lava per level; d6/level, then d6/2 lev [SC93]
6th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Howling Chain
V,S,F21
Yes
1 Action
100 ft.+10 ft./level
1 round/level
See text

School of Evocation / Chain of force attacks enemies. [SC116]

Stone Body
V,S,M21
No
1 Action
Personal
1 minute/level (D)
None

School of Transmutation / Your body becomes living stone, gain DR10/adamantine + immunities. [SC206]

Veil
V,S21
Special
1 Action
400 ft.+40 ft./level
Concentration +1 hour/level (D)
Special; See text

School of Illusion / Changes appearance of group of creatures (PH298).
7th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Bigby`s Grasping Hand
V,S,F/DF22
Yes
1 Action
100 ft.+10 ft./level
1 round/level
None

School of Evocation / As Bigby`s interposing hand, except the hand can also grapple or bull rush one opponent that you select (PH204)

Teleport, Greater
V22
Special
1 Action
Personal and Touch
Instantaneous
None and Will Negates

School of Conjuration / As teleport, but no off-target arrival (PH293).
8th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Field of Icy Razors
V,S,F23
Yes
1 Action
100 ft.+10 ft./level
1 round/level
Reflex Partial

School of Evocation / Ice crystal cause 1d6/level, half cold/half slashing; may slow. [SC90]

Personal History

Firewing Cabal, an eclipse cabal, was one of several Illumian cabals that existed in Sauria. The Emir, concerned that Illumians seemed to have too much knowledge of the workings of his realm and were gaining too much influence ordered the destruction of all known Illumian centers within Sauria. Firewing received just enough advance notice to entrust a small group with the contents of the cabal’s library and, most important of all, Firewing’s segment of the Ritual of Words Made Flesh. The group was sent forth to establish a new cabal somewhere beyond the Emir’s reach.

After a short period of wandering, while they considered their options, the group made its way to the city of Marhaven. The city was known to be tolerant of most humanoid types. It was located in the middle of the ocean, and any attempt by one of the land-based realms to take it by force could be seen in plenty of time for the cabal to pick up and move to a new location. Although the presence of an Illumian cabal would not go unnoticed and unremarked by the people of Marhaven, this loss of the secrecy they would have preferred was considered to be more than compensated for by the benefits. The group sailed to Marhaven, razed an abandoned warehouse, and built the Tideborn cabal in 1042.

Tideborn Cabal keeps itself very much to itself, avoiding even the appearance of any interest in city politics. The city council defers to the cabal arbiter, Tideborn Hedren, in criminal and civil matters involving cabal members. Tideborn wizards keep a careful watch on the seas around Marhaven, but this is not generally known outside of the cabal. If an impending attack were to be spotted, Tideborn would most likely inform the city council, but in the meantime what the city council doesn’t know about Tideborn activities won’t hurt them. The cabal supports itself through handcrafts sold in the local marketplace. While not directly involved with the city’s library, the cabal is generally willing to provide information from their own store of knowledge to anyone outside of the cabal who asks nicely. It’s their own way of offering something to the community that has taken them in and not bothered them too much.

While wizards and most arcane spellcasters are very common in Illumian society, sorcerers are very rare. Tideborn Ashkurlea’s magical abilities began to manifest themselves as she entered puberty. She was enrolled in magical training under Tideborn Moran. Although pleased with Ashkurlea’s devotion to her studies, Moran found her inborn ability to cast spells without advance preparation unnatural and unsettling. (Even Illumians have only so much tolerance for smart-asses.) Ashkurlea attempted to compensate for this by throwing herself into extra studies in the cabal’s library and being especially diligent in even the most menial of tasks assigned to her.

Ashkurlea has never really gotten over the feeling of being different from the others around her. She recently got permission to become an Agent Outside the Tideborn Cabal in order to take up the adventurer’s life. Although still living in her room at the Cabal, she intends to move out as soon as she can afford suitable lodgings within the city.


Miscellaneous Notes

Power Sigils:

- Vaul: Grants +2 to Charisma checks and Charisma-related skill checks)

- Uur: Grants bonus to DEX checks and DEX-based skills checks

Power word:

- Vaul-uur: In lieu of a spell slot, add 1d6/level of spell to sneak attack and unarmed damage rolls. (2x/day)

Note: The Gills of Hamachi cannot be worn with the Amulet of Natural Armor. (Both use the neck slot.)