Sera
Sprite Sorcerer
After spending 2 years getting her bearings and learning the local customs, she became ready to start her adventure to get even stronger and make her way back to the Realm of Fire.
Sera acts very childish, being easily excited at anything relating to fire or the Realm of Fire. She has a phobia of bodies of water such as a river or lake (but even a puddle is large to her), and tries to avoid them whenever possible.
She is incredibly proud of her Ifrit heritage, leading her to overestimate her abilities. She is very naive and trusting of others, making her easily fooled.
Sera is not particularly religious, but she loves to learn about anything relating to fire spirits or fire gods. She likes Sarenrae because she's the god of the sun and the sun is a giant ball of fire.
Sera simply wanted to go an adventure at the beginning of her campaign, but she could not find a suitable party for it. After being tortured and betrayed by the only person she considered a friend, she left the ramshackle party she formed and current whereabouts are unknown.
Sera's flyer looking for adventurers.
SeraSorcerer 1
Languages Aklo, Common, Draconic, Ignan, Sylvan
Skills Acrobatics +2, Arcana +6, Athletics -1, Diplomacy +7, Intimidation +7, Lore: Fire Plane +6, Medicine +4, Nature +4, Occultism +6, Society +6, Stealth +5
Str -1, Dex +2, Con +0, Int +3, Wis +1, Cha +4
Items Explorer's Clothing, Backpack, Bedroll, Healer's Tools, Waterskin, Soap, Rations (3), Material Component Pouch, Steel Shield (Hardness 5, HP 20, BT 10)
AC 15 (+17 with shield raised); Fort +3, Ref +5, Will +6
HP 12; Resistances fire 1
Speed 20 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Primal Known Spells DC 17, attack +7; 1st Heal, Charm, Burning Hands ☆ (3 slots); Cantrips Daze, Light, Shield, Telekinetic Projectile, Produce Flame
Focus Spells (1 points) Elemental Toss Range 30 feet; Targets 1 creature With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait. Heightened (+1) The damage increases by 1d8.
Additional Feats Dubious Knowledge, Evanescent Wings, Ifrit
Additional Specials Bloodline (Elemental), Magical Strikes, Select Elemental Bloodline Type (Fire)