Shackled Sorcerers
Clad in multicolored silks, this fierce-looking woman seems ready to unleash devastating sorcery upon enemy vessels and water-dwelling monsters alike.
Shackled Sorcerers (CR 5)
Human Sorcerer 6Medium Humanoid (Human)
Alignment: Chaotic Neutral
Initiative: +2
Senses: Perception +1
Speed: 30 feet, Swim 30 feet
Space: 5 feet
Defense
Armor Class: 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)Hit Points: 35 (6d6+12)
Saving Throws: Fort +4, Ref +5, Will +7
Offense
Melee: mwk dagger +3 (1d4-1/19-20)Reach: 5 feet
Ranged: mwk light crossbow +6 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 6th; Concentration +10):
- 7/day- dehydrating touch*
Spells Known (CL 6th; Concentration +10):
- 3rd (4/day) - Fireball (DC 19)
- 2nd (6/day) - Gust Of Wind (DC 18), Locate Object, Slipstream* 1st (7/day) - Alter Winds, Burning Hands (DC 17), Hydraulic Push*, Mage Armor, Magic Missile
- 0 (at will) - Arcane Mark, Dancing Lights, Detect Magic, Light, Message, Ray of Frost, Read Magic
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 18 (+4) |
CMB +2
CMD 14
Feats: Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus (evocation), Spell Focus (evocation)
Skills: Knowledge (arcana) +6, Profession (sailor) +6, Spellcraft +9, Swim +13, Use Magic Device +11
Languages: Common
Special Qualities: aquatic adaptation*, bloodline arcana
Special Abilities
NONEEcology
Environment: Any Oceans or CoastlinesOrganization: solitary, pair, or unit (3-7)
Treasure: NPC gear (masterwork light crossbow with 20 bolts, masterwork dagger, bracers of armor +1, cloak of resistance +1, potions of cure light wounds [2], potion of invisibility, scroll of misdirection, scroll of nondetection, scrolls of shield [2], wand of web [10 charges], other treasure)
For the vast majority of ships, the shackled sorcerer provides the main artillery in skirmishes, sending sheets of flame at enemy vessels or targeting burly, hostile sailors with blasts of arcane might from the rear of a boarding party. Most buccaneers give their sorcerers a wide berth, knowing their destructive power, and thus sorcerers sometimes find themselves ostracized from the rest of their crewmates, misunderstood by their less gifted and more superstitious compatriots. In battle, however, pirates do all they can to protect their magic-wielding allies from harm, knowing that their powers can mean the difference between victory and swinging from a gibbet.
The majority of shackled sorcerers are considered officers, but they rarely assume traditional positions of authority such as a captain's first mate. Instead, they are considered advisers as well as weapons, and powers such as the ability to locate treasure or change the direction of the winds are highly prized among sea-faring magic-wielders. While the bloodlines of shackled sorcerers are often connected in some way with life at sea-including the Aquatic or Stormborn bloodlines-any gifted arcane casters who can hurl destruction are welcomed aboard most ships.
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