Seren Arc | |
Aliases: | Dragon-boy, Seren Arc of the Platinum Flame, The Holy Golden Dragon Prince, The Dragon Prince, The Gold Dragon Prince |
Age: | 17 (Immortal) |
Hair: | Teal |
Eyes: | Gold |
Height: | 5'2" |
Weight: | 95 lbs |
Race: | Gold Dragon |
Class: | Sorcerer 9 / Initiate of the Sevenfold Veil 6 |
Alignment: | Lawful Good |
Deity: | Bahamut/Tamara |
Level: | 15 |
Experience: | 106,014/120,000 |
Hit Points: | 164/164 |
Gold: | 149,260gp |
Silver: | 5 |
MIL: | 105,000 |
Current Status: | Active |
Played by Blackshade |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Tattoo's
- Scrolls
- Wands
- Spells
- Background
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 18 | +4 | +0 | +0 |
Dexterity | 16 | +3 | 20 | +5 |
Constitution | 22 | +6 | 24 | +7 |
Intelligence | 16 | +3 | 18 | +4 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 30 | +10 | 36 | +13 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 5(Dex) + 8(NA) + 2(Def) +6(Ar) +3(Shi) = 34 |
Flat-Footed | 22 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +5 | +10 | +15 |
Reflex | +5 | +11 | +16 |
Will | +10 | +6 | +16 |
BAB | Mod | Total Range/Melee |
+7/+2 | +4/+5 | +11/+12 |
Initiative |
Dex = 5 + 2 = +7 |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
- | U | Climb (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Jump (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Swim (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Balance (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Escape Artist (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Hide (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Move Silently (Dex) | + 0 | + 4 | + 0 | + 0 | + 5 | + 9 |
- | - | Open Lock (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Ride (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | - | Sleight of Hand (Dex) | + 0 | + 4 | + 0 | + 2 | + 0 | + 6 |
- | - | Tumble (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Use Rope (Dex) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Concentration (Con) | + 12 | + 7 | + 0 | + 0 | + 10 | + 29 |
- | U | Appraise (Int) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Craft (Tattoo) (Int) | + 4 | + 4 | + 0 | + 0 | + 0 | + 8 |
- | - | Decipher Script (Int) | + 0 | + 4 | + 0 | + 0 | + 0 | + 8 |
- | - | Disable Device (Int) | + 0 | + 4 | + 0 | + 0 | + 0 | + 8 |
- | U | Forgery (Int) | + 0 | + 4 | + 0 | + 0 | + 0 | + 8 |
- | - | Knowledge (Arcana) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Religion) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Nature) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Planes) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Local) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Nobility) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Dungeon) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (History) (Int) | + 18 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Architecture) (Int) | + 17 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | - | Knowledge (Geography) (Int) | + 17 | + 4 | + 0 | + 0 | + 0 | + 22 |
- | U | Search (Int) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | - | Spellcraft (Int) | + 17 | + 4 | + 2 | + 3 | + 0 | + 26 |
- | U | Heal (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Listen (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Profession (Courtesan) (Wis) | + 7 | + 0 | + 0 | + 0 | + 0 | + 7 |
- | U | Sense Motive (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Spot (Wis) | + 10 | + 0 | + 0 | + 0 | + 0 | + 10 |
- | U | Survival (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Bluff (Cha) | + 11 | + 13 | + 0 | + 0 | + 0 | + 24 |
- | U | Diplomacy (Cha) | + 0 | + 13 | + 0 | + 4 | + 0 | + 17 |
- | U | Disguise (Cha) | + 0 | + 13 | + 0 | + 2 | + 0 | + 15 |
- | U | Gather Information (Cha) | + 0 | + 13 | + 0 | + 0 | + 0 | + 13 |
- | - | Handle Animal (Cha) | + 0 | + 13 | + 0 | + 0 | + 0 | + 13 |
- | U | Intimidate (Cha) | + 4 | + 13 | + 2 | + 0 | + 0 | + 19 |
- | U | Perform (Cha) | + 0 | + 13 | + 0 | + 0 | + 0 | + 13 |
- | - | Use Magic Device (Cha) | + 17 | + 13 | + 0 | + 0 | + 0 | + 30 |
- | - | Speak Language | + 0 |
Where C is Cross Class and X is a Class Skill
Languages Known:
Common
Draconic
Ignan
Sylvan
Literate
Celestial
Skill Tricks:
False Theurgy
Swift Concentration
Skill Point Total: 126
1st: 28
2nd: 35
3rd: 42
4th: 49
5th: 56
6th: 63
7th: 70
8th: 77
9th: 84
10th: 91
11th: 98
12th: 105
13th: 112
14th: 119
15th: 126
16th:
17th:
18th:
19th:
20th:
Feats:
DRAGON TAIL
Your draconic ancestry manifests as a muscular tail you
can use in combat.
Prerequisites: Dragonblood subtype, 1st level only.
Benefi t: You have a tail that you can use to make a
secondary natural attack in combat. This attack deals
bludgeoning damage according to your size, as shown
on the table below. If you already have a tail slap attack
when you take this feat, use the value from the table or
your existing damage value, whichever is greater.
Draconic Heritage(Gold)
Type: Draconic
Source: Complete Arcane
You have greater connection with your distant draconic bloodline.
Prerequisite: Arcane Spellcaster level 1st.
Benefit: Choose one dragon from the Draconic Heritage list below and gain the indicated skill as a class skill. This is your draconic heritage, which cannot be changed once the feat has been taken. Half-dragons must choose the same dragon kind as their dragon parent.
In addition, you gain a bonus on saving throws against sleep and paralysis, as well as spells and abilities with the energy type of your Draconic Heritage. This bonus is equal to the number of draconic feats you have.
Draconic Breath
Type: Draconic
Source: Complete Arcane
You can convert your arcane spells into a breath weapon.
Prerequisite: Draconic Heritage.
Benefit: As a standard action, you can change arcane spell energy into a breath weapon of your draconic heritage energy type. The breath weapon is a 30-foot cone (fire or cold) or a 60-foot line (acid or electricity) that deals 2d6 points of damage per level of the spell that you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage. This is a supernatural ability.
Spell Focus
Type: General
Source: Player's Handbook v.3.5
Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a new school of magic.
Special: Warlocks may take this ability and apply it to either Invocations or Eldritch
Spell Focus
Type: General
Source: Player's Handbook v.3.5
Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a new school of magic.
Special: Warlocks may take this ability and apply it to either Invocations or Eldritch
Quicken Spell
Type: Metamagic
Source: Player's Handbook v.3.5
You can cast a spell with a moment's thought.
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level.
Craft Wondrous Item [Item Creation]
Prerequisite
Caster level 3rd.
Benefit
You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Choose a skill.
Benefit
You get a +3 bonus on all checks involving that skill.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
Forge Ring [Item Creation]
Prerequisite
Caster level 12th.
Benefit
You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
Class Abilities:
Illiteracy: Sorcerers begin play illiterate. (Literacy bought as bonus Language)
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline: Dragon(Gold)
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the spells given on the above table. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Dragon Bloodline abilities:
Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Class Features
All the following are class features of the Initiate of the Sevenfold Veil prestige class.
Weapon and Armor Proficiency: Initiates of the Sevenfold Veil gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level, an Initiate of the Sevenfold Veil gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an Initiate of the Sevenfold Veil, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Warding (Sp): An Initiate of the Sevenfold Veil can create a warding. She can choose one veil she knows (see below) to be imbued in the warding. A warding lasts for a certain amount of time as indicated in its description, unless it is dismissed (the same way a spell is dismissed; see page 176 of the Player’s Handbook). The save DC for an initiate’s warding is equal to 18 + her primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and bards, and so on). The spell level equivalent of a warding depends on which veil is integrated into it. When she creates a warding, she can choose one of three types.
Personal: This warding is a sphere whose diameter is equal to an initiate’s space (5 feet for Small or Medium creatures, 10 feet for Large, and so on) and encapsulates the initiate. It moves with her, but she cannot force another creature to pass through it (for example, by attempting to grapple an enemy). If she does force a creature to pass through, the warding has no effect on that creature. Any creature striking at her with a melee weapon or natural attack is subject to the veil’s effect (although creatures using reach weapons are not). The warding provides concealment to the initiate, but she can see out with no hindrance. It lasts for 1 minute per level or until dismissed.
Wall: This warding takes the form of a wall, up to 10 feet long and 5 feet high per initiate class level. For example, a 3rd-level Initiate of the Sevenfold Veil could create a warding wall 30 feet long and 15 feet high. The wall can be made smaller, but it is not otherwise shapeable. The wall must begin within 30 feet of the initiate, but can extend beyond that distance. The wall is immobile once created. An initiate may choose to make crossing through the wall in one direction safe, if she chooses. In any event, she can pass through her own warding wall with no danger. This warding provides concealment to creatures on either side. It lasts for 10 minutes per level or until dismissed.
Area: An area warding affects an initiate’s space and all adjacent squares (a sphere 15 feet in diameter for a Small or Medium initiate, 20 feet in diameter for a Large initiate, and so on). Any creature who remains adjacent to the initiate gains the benefi t of the warding’s protection, even if part of its body lies outside the sphere. Moving out of the warding (stepping away from the initiate) is completely safe, but anyone attempting to enter the warding—even someone who was formerly inside it and left—becomes subject to the effects of the chosen veil. The warding moves with the initiate, but she cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If she does force a creature to pass through, the warding has no effect on that creature. This warding provides concealment to all within from creatures outside, but anyone inside the warding can see out with no hindrance. It lasts for 1 minute per level or until dismissed.
Veils: When an initiate creates a warding, she can choose and imbue the warding with any one veil she knows how to create. These veils duplicate the layers of a prismatic wall and are described below. An initiate’s caster level for these veils is equal to her arcane spellcaster level.
Red Veil: The first veil an initiate learns is the red veil. A warding imbued with this veil blocks all nonmagical ranged attacks and missiles. A creature crossing a red veil takes 20 points of fi re damage (Refl ex half). A cone of cold spell or effect destroys a warding with this veil but is negated in the process. A warding with this veil is the equivalent of a 4th-level spell.
Orange Veil: At 2nd level, an initiate learns the secret of the orange veil. A warding with this veil halts magical ranged attacks, including spells that conjure missiles (such as Melf’s acid arrow) or create rays (such as disintegrate or a beholder’s eye rays) but not spells that do not require a ranged attack (such as magic missile). A creature crossing an orange veil takes 40 points of acid damage (Reflex half). A gust of wind spell or similar effect destroys the veil but is negated in the process. A warding with this veil is the equivalent of a 5th-level spell.
Yellow Veil: An initiate of 3rd level or higher can create a yellow veil. This veil prevents gases or clouds from entering the warded area, and it defeats petrification attacks. In addition, a character inside a personal or area warding imbued with a yellow veil has immunity to poison introduced from outside the warding (such as from a creature with an envenomed weapon striking through the barrier). A creature crossing a yellow veil takes 80 points of electricity damage (Reflex half). A disintegrate spell destroys the veil but is negated in the process. A warding with this veil is the equivalent of a 6th-level spell.
Green Veil: A 4th-level initiate masters the green veil. This veil stops the passage of breath weapons. A creature crossing a green veil must succeed on a Fortitude save or die; on a successful save, the creature takes 1d6 points of Constitution damage. This veil is a poison effect. A passwall spell destroys a green veil. A warding with this veil is the equivalent of a 6th-level spell.
Blue Veil: At 5th level, an initiate learns the blue veil. This veil blocks all divinations and mind-affecting spells and abilities. Any creature crossing a blue veil must succeed on a Fortitude save or be petrified. A magic missile spell destroys a blue veil but is negated by it. A warding with this is the equivalent of a 6th-level spell.
Indigo Veil: A 6th-level initiate can create the mighty indigo veil. This veil prevents the passage of all spells or spell-like abilities. Any creature crossing an indigo veil must succeed on a Will save or become confused, as if by an insanity spell. A daylight spell negates and is negated by an indigo veil. A warding with this veil is the equivalent of a 7th-level spell.
Violet Veil: At 7th level, an initiate masters the seventh and final veil: the violet veil. This barrier destroys all objects and effects that cross it, as if they were disintegrated. Living creatures passing a violet veil must succeed on a Will save or be shifted to a random place on a random plane (as the plane shift spell). A violet veil is destroyed by a successful dispel magic spell. A warding with this veil is the equivalent of an 8th-level spell.
Unimpeachable Abjuration (Ex): An initiate’s abjuration spells are particularly difficult to defeat with spells or effects that dispel them. An initiate can add her class level to the DC to dispel any abjuration spell or effect she creates.
Unanswerable Strike (Ex): Due to her study of magical defenses, an initiate learns how to defeat them more easily. At 2nd level and higher, she gains a +2 bonus on caster level checks to counter or dispel abjuration spells. At 6th level, this bonus increases to a +4 bonus.
Reactive Warding (Sp): At 4th level, an initiate learns to create a warding (see above) in response to an attack. She can raise a warding as an immediate action (see page 86), after an opponent begins an action but before it is completed. For example, if she sees an enemy warrior charging her, she can raise a warding to protect herself. The opponent can choose to continue the charge through the warding or can halt outside it. The results from the veil are resolved first should the charging assailant continue to charge.
Double Warding: At 6th level and higher, an initiate can raise two veils at once any time she creates a warding. This still counts as only one use of her warding ability. The less powerful effect (progressing from red up through violet) is always considered to be “outside” the more powerful effect, so a double warding consisting of a blue veil and a green veil would subject any creature passing through to the green veil first, followed by the blue veil. To negate the entire warding, the outermost veil must be negated before the inner veil can be negated.
Kaleidoscopic Doom (Sp): At 7th level, an Initiate of the Sevenfold Veil learns the secret of the awesome kaleidoscopic doom. Once per day as a standard action, she designates one creature within 60 feet and turns magical effects currently affecting the creature against it. This effect functions like a targeted greater dispel magic, except that for every spell or effect negated on the target, the effect of one veil (see above) is visited on the victim as if the subject had crossed it. The veils created around the victim proceed through the spectrum from red to violet, with one veil activated per spell or effect negated. Thus, a creature with three spells or effects negated would be subject to the effects of the red, orange, and yellow veils. The subject is still entitled to the normal saving throws allowed by each veil. This ability is the equivalent of a 9th level spell.
Racial Abilities:
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Touch | +11 | +0 | 19/20 x2 | - |
Light Crossbow | +11 | 1d8 | 19-20/x2 | Piercing |
Claws | +10 | 1d6+4 | x2 | Slashing/Piercing |
Bite | +10 | 1d6+6 | x2 | Piercing |
Tail | +10 | 1d6+8 | x2 | Bludgeoning |
Special Attacks | Description | DC |
Breath Weapon | A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once every 1d4 rounds in combat. A half-dragon’s breath weapon deals 1d6 points of damage per HD the character possess. A successful Reflex save (DC 10 + ½ half-dragon’s HD + half-dragon’s Con modifier) reduces damage by half | 24 Reflex Save |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
The Armor of the Platinum Abjurer | +6 | +6 | -0 | 0% | 30ft | 15lbs |
The Dragon Bulwark | +3 | +0 | -0 | 0% | 30ft | 2.5lbs |
Slot | Item | Description |
Head | Hairpin of Focus | Ornate hairpins |
Face | Goggles of Foe-Finding | A pair of dark blue goggles |
Neck | Amulet of Natural Armor +2 | Dark red ruby choker |
Shoulders | Cloak of Charisma +6/Resistance +3 | A sapphire scarf, wrapped around his neck and ankle length |
Body | Armor of the Platinum Abjurer | Platinum colored armor with various plates and chain covering his body |
Torso | Aegis of the Dragon King | A magic spell pattern burned into his flesh with Platinum fire, when magic is being cast, it glows brightly |
Arms | Item name goes here | Brief item description |
Hands | Gauntlets of Dexterity +4 | Twilight colored metal gauntlets ending in sharp claws |
Right Ring | Ring of Protection +2 | Golden band |
Left Ring | Ring of Mystic Fire | Smooth, perfect ruby ring |
Waist | Iron Dragon Belt of Battle | Dark blue half-robe that cuts down each side, ends just below the knee's, light blue draconic markings along the seems, with strong metal holding it to his hips |
Feet | Boots of the Cat | Dark blue boots made with tough and comfortable leather |
Pack | Bag of Holding I | A blue silk bag |
List of Items Here:
Aegis of the Dragon King: Allows shift to Gold Dragon form up to the highest level shape altering spell with a duration of 1 hour/Cl or HD, whichever is higher.
Chaos Gem (Cure Serious Wounds or Inflict Serious Wounds once)
Shiftweave outfits(Five outfits)
One Sphinx favor
Potion of Invisibility
Potion of Cure Light Wounds
Potion of Cure Moderate Wounds
Light Crossbow
Alchemists Fire x 3
Kissed by a Nymph, and considered feyfriend (good fey only)
Wand of Rust Ray(25 Charges)
Dragon Spirit Cincture
Forge of Thaumium (Gives Craft Arms and Armor)
Floating Torch
Slotless Empowered Spellshard 1st level(Ray of Enfeeblement)
Statistics of Items Here:
Iron Dragon Belt of Battle(Dragon Spirit Cincture + Belt of Battle + Constitution +2): +1d6 to breath weapon and +1 DC if wielding weapon of that element. Extra actions by expenditure of charges(1 charge: Move action, 2 charges: Standard action, 3 charges: Full Round action)
Boots of the Cat: +5 to Move Silently
Ring of Protection: +2 Deflection to AC
Gauntlets of Dexterity +4: +4 Enhancement bonus to Dexterity
Hairpins of Focus: +10 to Concentration checks
Necklace of Natural Armor: +2 to Natural Armor bonus
Cloak of Charisma and Resistance: +4 to Charisma and +3 to all saves
Shiftweave outfits: Five changeable outfits
Armor of the Platinum Abjurer: +1 Twilight Mithral Feycraft Ringmail (( Twilight: -10% AFC Mithral: -10% ACF Feycraft: -5% ACF))
Ring of Mystic Fire: +1 CL to fire spells
Pale Lavender Ioun Stone: Absorb 20 levels of spells, up to 4th level.
Permanent Telepathic Bond with Eve White and Liadan
Tattoo of Detect Evil | Sharp and angular, dark red in color, located above the eyebrow. | Detect Evil at-will |
Tattoo of Endure Elements | Dark Red bands above the hips, circling around | Constant Endure Elements |
Tattoo of the Red Veil | A Red large circle on his back | Immunity to Red Veil, +1d6 fire damage for successful Fire spell 3/day |
Tattoo | Design | Effect |
Knowledge Scrolls: Take 20 on all, updated every level. Current DC met: 41
Seren has 2 duplicates of every scroll.
Parchment scroll wrapped around scroll-holder with black ends | Religion | Scroll of a dark demigod(Sin) |
Parchment scroll wrapped around scroll-holder with ornate platinum blue ends | Religion | Scroll of a Holy Dragon deity(Bahamut) |
Parchment scroll wrapped around scroll-holder with bright silver ends | Religion | Scroll of Merciful Dragon Deity(Tamara) |
Parchment scroll wrapped around scroll-holder with dark green ends | Arcana | Scroll of Green Chromatic Dragons |
Parchment scroll wrapped around scroll holder with dark red ends | Arcana | Scroll of Red Chromatic Dragons |
Parchment scroll wrapped around scroll holder with gold ends | Arcana | Scroll of Gold Metallic Dragons |
Parchment scroll wrapped around scroll holder with silver ends | Arcana | Scroll of Silver Metallic Dragons |
Parchment scroll wrapped around scroll holder with bronze ends | Arcana | Scroll of Bronze Metallic Dragons |
Parchment scroll wrapped around scroll holder with copper ends | Arcana | Scroll of Copper Metallic Dragons |
Parchment scroll wrapped around scroll holder with brass ends | Arcana | Scroll of Brass Metallic Dragons |
Scroll | Subject | Details |
Scroll | Subject | Details |
Scroll | Subject | Details |
Magic Scrolls:
Scroll of Greater Mage Armor | Arcane | +6 Armor Bonus |
Scroll | Subject | Details |
Scroll | Subject | Details |
Scroll | Subject | Details |
Scroll | Subject | Details |
Rust Ray | Transmutation | 25 |
Scorching Ray(Eternal Wand) | Evocation | 2 per day |
Family |
Name | Relation |
Eve White | Consort |
Liadan Arc | Sister |
Iothdrax Lissinari | Birth Mother |
Godiva Arc | Adoptive Mother |
Asil Arc | Adoptive Father |
Moxt Fewhihl | Prismatic Dragon/Little Pupil |
Fei Yen Wong | Sister to him |
Friends |
Name | Relation |
Hussam Arbouqa | Friend and Peer |
Kara'nynadress | Friend and Gold Dragon Peer |
Liliana | Friend |
Miro | Friend |
Perada Maer | Friend and Business Partner |
Thirku | Druid Neighbor |
Other |
Kosjaurix | Pet Cat |
Character History:
Seren Arc was born in the "Witch City" of Nemminus, born among the wealthier class of magi. His life was filled with a rather dull time of his parents attempting to teach him to be a Wizard, coming up with very little progress in any manner. The boy simply couldn't hold the information well, becoming far too bothersome and too energetic. He was far more interested in running about the city, entertaining himself in a variety of ways. His young life was filled with playing, and avoiding studies. As he grew older, that life was replaced by one of a more mature nature. The first day he experienced that joyful time of pleasure with someone was when he was completely embroiled in it.
As the next few years passed, his family learned as to a different magic of his nature- his innate capacity of Sorcery. The power seemed to simply come to him, becoming more advanced as he simply experienced life, his family backing away from him to allow him space to grow. During this time, he continued his debauchery, eventually coming to the conclusion that this way of life was simply the way he wanted to live, becoming a courtesan of the city, floating from social event to social event, each one ending somewhere more private(and sometimes, public).
One day, he found himself in the long-term employment of a wealthy businesswoman who had very… exotic tastes. Seren spent day after day sating those tastes, becoming a permanent resident of her home with how much she paid him. Over the next year he spent there, he mostly kept to his own affairs, but one day he stumbled upon something he should not have. He witnessed a "business" dealing of his patron, ending in the murder of a very influential politician. Unfortunuately, though he meant to flee quietly, he was caught, being forced to flee the mage country, heading for the land of Arcadia, spending the large amount of gold that he'd made to simply disappear.
And now, he makes it to this new city, where he can hopefully have a life with, hopefully, the same pleasures.
More recently, Seren has faced powerful discrimination for both his beliefs and behaviors, and after fighting with the desire to leave Avalon, he was fortunate enough to be turned aside from fleeing by a Cleric of Bahamut, finding a new home, and joining the Clergy of Bahamut, becoming a Holy Dragon Sorcerer.
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you.
(Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Seren Arc is a young human, with very unusual qualities. He’s male, though looks very, very feminine. He is 16 years old. He is a medium creature, though barely so, standing at a diminutive 5’ tall and weighing only 95 lbs. His skin is an exotic tan, accompanied with unusual teal hair, and shining gold eyes. Unsurprisingly, he’s incredibly attractive. His skin is flawless, with an exceptionally attractive face. His dress differs based on the weather, listed below based on season.
Summer: Seren’s favorite outfit is easily his summer outfit. It consist of clothing arrayed in such a way to attract the eyes of both men and women in an incredibly alluring way. His top consists of a sleeveless low-cut blue shirt; though it could hardly be called that with how little it covered. It’s completely backless with the exception of the strings used to tighten the top against his chest. It leaves his stomach and lower torso completely exposed.
His pants are easily the most revealing part of his outfit however. This pair of silk dance pants, blue like most of his clothing, very fine, is held onto Seren’s hips by a nice leather belt, the cloth of the pants connected via gold clasps. Notably, the pants have no back by the ass, leaving it completely exposed unless he clasps it onto his belt. He sometimes clasps it up if he knows he’ll be moving a lot, or if combat looks ready to start.
Spring: Rarely different from summer, sometimes wears boots if it’s muddy out.
Winter: As above, except his top covers his back and has long sleeves. He wears gloves on his hand. In addition, he wears a very heavy cloak, hooded and blue. He wears boots as well.
Fall: Much like Winter.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Notably, they’d notice that Seren has a somewhat elvish tinge to his ears, angling backwards. He’s covered in tattoos across his body, and his skin has a very fine scale covering. He has no scars.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Seren is very polite and flirtatious, and tends to move in a very provocative fashion.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Off the coast of the Shatterlands, several leagues beneath the sea. No. Yes, Gold Dragons around the world all felt a shift in the plane. They associate the birth of Seren with this shift.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Seren has a mother and father who raised him in the Council of Wands. His actual Mother is a Gold Dragon, impregnated via magic she cast upon herself to circumvent a curse laid upon her by a Great Red Wyrm.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Yes, Liadan Arc. Character sheet has info on it. =)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Yes. Though currently not full developed. Seren is blood-related to many gold dragons.
5) How did you get along with your family?
Well enough. Parents didn’t always approve of his debauchery.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Seren served as an apprentice under a teacher, only for his courtesan time. He served for six months. His Sorcery is natural.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
N/A
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Seren’s teacher was an experienced Courtesan. She was a human like him, female, stunningly attractive and very playful. She is indeed still alive. Seren was treated very well, even lovingly, and left the Council of Wands on excellent terms with his mistress.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
Yes, several. They were a variety of young people around his age, couple years apart in some cases, and he got along with them quite well.
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Very, Seren was taught how to read and write, as his teacher found that educated Courtesan’s were much more highly valued than uneducated whores.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Yes, Seren self-employs, working as a Courtesan selling his company and his flesh. He typically spends a good amount of time during the week attracting customers.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Seren had several friends when he was young. It was with his first friends that he got lost in debauchery, losing his virginity in a sudden orgy among his sexualized friends. They largely stayed the same until he moved to Avalon, where he began to make friends among the local adventurers.
2) How many of these people are still alive? How many are you still friends with?
They are all still alive, and he considers them all friends, even if he hasn’t seen them in a long, long time.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Seren’s best friend was a girl around his age, a little older, who pulled him into the world he became one with. Memorably, she took his virginity. ((Leaving this blank for potential character ties. =) ))
4) What do you look for in a friend?
Good heartedness and a sense of fun!
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than
one? Are you looking for one? What do you look for in a romantic partner?
Yes, Seren has fallen in love several times, and has often been reciprocated. Seren has numerous lovers, being a very polyamorous individual. Seren is always looking. He looks for eagerness to enjoy each other’s company, as well as a fun personality.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Seren is new to religion, never having explored it, but wants to learn more. He believes that all beings have some sort of after life, going where they belong. Seren finds deities of goodness and deity’s of pleasure and fertility and sex to be the most appealing types of deities. He hates deities who represent evil, pain, murder, and other vile things.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Seren believes they all play a part, or at least play a part in their own way, though finds the spirits of the dead that linger to be sad and tragic.
3) What gods, religions, or priesthoods will you have nothing to do with?
Any deities of evil, or those who champion such causes. They are wrong, vile, and must be stopped.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Seren is Neutral Good, and devotes to the cause of good regardless of how it is done. Seren will kill if it is absolutely necessary, but tends to subdue opponents nonlethally. He’ll steal if it is to help a good cause. He’ll lie as well. Seren finds violence without cause wrong, and finds that killing a helpless person one of the most evil things a person can do. Seren looks rather positively on magic, as he is a Sorcerer of great talent. Seren views sex as overwhelmingly positive, finding it one of the most fulfilling things one can do. Seren refuses to work with evil beings, but shows them mercy in hopes to convert them via example.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Fairly committed, Seren doesn’t usually drop things unfinished.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Power: Not too much.
Wealth: Gold, jewels, art… all of it is so very pleasant! Seren has a hoarding compulsion not unlike his Gold Dragon ancestor.
Fame: Not really important in his mind at the moment.
Honor: Not something he really thinks about.
Family: Important, he loves his family dearly.
Friends: Very important, you owe loyalty to your friends, and should help them when you can!
Love: Love. Love. And Love some more.
Knowledge: Knowledge is power, but so are giant spells of destruction.
Religion: Faith can do good things, but they can also do bad. Look here for inspiration, but don’t get lost in it.
My job: I love it.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Fairly often. Seren doesn’t usually pay them too much mind. They do all these things, Seren having a habit of seeing things in dreams that later make sense.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Seren is a Sorcerer, and naturally approves of magic. He appreciates magic and its users, but disapproves of abyssal magic. A monster is a monster, and unless it is intelligent, it’s really not that big of a deal to fight it. The unknown is meant to be ventured!
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Seren is very good at seduction, Sorcery, knowing good places to eat, knowledge of the arcane, sex, conversation, wine tasting, and a variety of other things. Apart from the rest of the world, Seren is quite happy with how he lives his life, even if others don’t approve. His skills are as above, with notable skill in Sorcery. He’s got an unusual knack for understanding sea charts. His style often has very draconic elements with loose clothing and seductive movements.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Seren is somewhat immature, not always taking things as seriously as he should, has a tendency for mood swings, and is very easily offended and insulted. He’s got a bad habit of invading personal space, though he doesn’t see this as a bad habit. He tends to obsess over people’s perceptions of him, even if he assures himself that he doesn’t care. On secrets, he saw a former employer murder an influential politician, which forced him to flee the Council of Wands to Avalon.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Yes, all forms of evil. They often provoke Seren’s wrath, invoking a primal and noble fury that people don’t expect.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Fish, water, warm weather, rain, storms, the sea, sex, dancing, drinking, partying, magic, and many other things.
2) What do you hate? How do you typically react to these hated things?
Slavery, evil, murder, rape, violence. He tends to respond with righteous fury.
3) What do you fear? What is your worst nightmare?
Seren fears death, fears losing life that he is not done with. His worst nightmare is losing his friends.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Seren’s first true monster encounter was against a Taint Elemental, a being of chaos that warped his form after he and others destroyed it.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Seren’s first use of magic was a Sleep spell he accidentally cast on his tutor(which he promptly snuck out on). Seren didn’t really expect it, but he sure as hell didn’t waste time taking advantage of the moment.
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards
you. (Loyal unto death, mischievous, lazy, etc)
N/A
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
Beyond his clothing and jewelry, Seren doesn’t have much in the way of unusual.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
((Background under background tab))