ELIRA DRAKAR

Elf Nephilim • Sorcerer 5

Elira Drakar
🐉 Draconic Bloodline

ATTRIBUTES

STR 10 +0
DEX 16 +3
CON 12 +1
INT 18 +4
WIS 10 +0
CHA 19 +4
🛡 AC 20
HP 48
👣 Speed 45 ft

COMBAT QUICK REF

Fort
+10
Ref
+10
Will
+9
Ranged
+11
Spell Atk
+11
Spell DC
21

INITIATIVE

Perception +7
Stealth +10
Deception/Diplomacy/Intimidation +13
Best: Social skills start with interaction!

SPELLS

Spell Attack: +11 • Spell DC: 21

Cantrips (at will, heighten to 3rd)

Electric Arc
2 actions • 30 ft • 4d4 elec
Actions
2 (S, V)
Range
30 ft
Targets
1-2 creatures
Save
Basic Reflex

Arc of lightning leaps between 1-2 targets. Each takes 4d4 electricity (Basic Reflex).

Base 2d4, auto-heightened to rank 3 at level 5.

Heighten (+1): +1d4 damage
DamageElectricity
Frostbite
2 actions • 60 ft • 4d4 cold
Actions
2 (S, V)
Range
60 ft
Save
Basic Fort
Damage
4d4 cold

Orb of biting cold freezes target. Crit Fail: Also gains Weakness 3 to bludgeoning until your next turn.

Base 2d4, auto-heightened to rank 3 at level 5.

Heighten (+1): +1d4 damage, +1 weakness
DamageCold
🔥
Eat Fire
Reaction • Resist 15 fire • Belch Smoke
Actions
Reaction
Trigger
Would take fire damage
Resistance
15 fire (this turn)

You consume and ingest fire, gaining resistance 15 to fire until end of turn.

Belch Smoke (1 action): Exhale smoke in 5-ft burst within 20 ft. All creatures in smoke are concealed. Lasts 1 minute or until dispersed.

Spell ends if you fall unconscious, inhale, or exhale (including speaking).

Base Resist 5, auto-heightened to rank 3 at level 5.

Heighten (+1): Resistance +5
DefenseFire
🛡
Shield
1 action+1 AC • Block: H10
Actions
1 (V)
Duration
Until next turn
AC Bonus
+1 circ
Shield Block
Hardness 10

+1 AC until next turn. Can use Shield Block reaction (Hardness 10).

After blocking, can't recast for 10 min. Auto-heightened to rank 3 at level 5.

Heighten: 1st: H5 | 3rd: H10 | 5th: H15
Defense
👁
Detect Magic
2 actions • 30 ft cone • detect auras
Actions
2 (S, V)
Area
30 ft cone

Detect presence and school of magical auras in the area.

Detection
🌀
Void Warp
2 actions • 30 ft • 4d4 void
Actions
2 (S, V)
Range
30 ft
Target
1 living creature
Save
Basic Fort

Call upon the Void to harm life force. Target takes 4d4 void damage (Basic Fortitude).

Crit Fail: Also enfeebled 1 until start of your next turn.

Note: Void damage heals undead, harms living.

Base 2d4, auto-heightened to rank 3 at level 5.

Heighten (+1): +1d4 damage
DamageVoid

1st Level (4 slots/day)

👻
Fear
2 actions • 30 ft • Frightened 1-2
Actions
2 (S, V)
Range
30 ft
Targets
1 creature
Save
Will

Crit Success: Unaffected

Success: Frightened 1

Failure: Frightened 2

Crit Fail: Frightened 3 + fleeing 1 rd

Heighten (3rd): Target up to 5 creatures
DebuffFearMental
🔥
Breathe Fire
2 actions • 15 ft cone • 2d6 fire
Actions
2 (S, V)
Area
15 ft cone
Save
Basic Reflex
Damage
2d6 fire
Heighten (+1): +2d6 damage
DamageFireAoE
💤
Sleep
2 actions • 5 ft burst • Unconscious
Actions
2 (S, V)
Range
30 ft
Area
5 ft burst
Save
Will

Creatures with lowest HP fall unconscious first. Incapacitation trait.

Heighten (4th): +10 HP threshold
DebuffIncapacitation
💖
Charm
2 actions • 30 ft • target friendly
Actions
2 (S, V)
Range
30 ft
Duration
1 hour
Save
Will

Target views you as friendly. Incapacitation trait.

Heighten (4th): Duration 1 day
DebuffMentalIncapacitation

2nd Level (4 slots/day)

👻
Invisibility
2 actions • touch • Invisible 10 min
Actions
2 (S, V)
Range
Touch
Duration
10 minutes

Target invisible. Ends if target uses hostile action. Great for Aisa!

Heighten (4th): Doesn't end on hostile action
BuffIllusion
Dispel Magic
2 actions • 120 ft • counteract d20+11
Actions
2 (S, V)
Range
120 ft
Counteract
d20+11

Attempt to counteract one spell effect on target.

Abjuration
Blazing Bolt
1-3 actions • 60 ft • spell attack 4d6 fire
Actions
1-3 variable
Range
60 ft
Attack
Spell +11
Damage
4d6 fire (2+ actions)

1 action: 2d6 fire, 1 target

2 actions: 4d6 fire, 1 target

3 actions: 4d6 fire, up to 3 targets (separate attacks)

MAP applies after all attacks are made.

Heighten (+1): +1d6 (1 action) or +2d6 (2-3 actions)
DamageFire
💨
Tailwind
2 actions • allies 30 ft • +10 ft Speed
Actions
2 (S, V)
Range
30 ft
Duration
8 hours
Effect
+10 ft Speed

All allies in range gain +10 ft status bonus to Speed for 8 hours.

Buff

3rd Level (3 slots/day)

🔥
Fireball
2 actions • 500 ft, 20 ft burst • 6d6 fire
Actions
2 (S, V)
Range
500 ft
Area
20 ft burst
Save
Basic Reflex

Classic AoE. 6d6 fire (avg 21). Signature - heighten freely.

Heighten (+1): +2d6 | 4th: 8d6 | 5th: 10d6
DamageFireAoE
🐢
Slow
2 actions • 30 ft • Slowed 1 (1 min)
Actions
2 (S, V)
Range
30 ft
Duration
1 minute
Save
Fortitude

Crit Success: Unaffected

Success: Slowed 1 for 1 round

Failure: Slowed 1 for 1 minute

Crit Fail: Slowed 2 for 1 minute

Slowed = lose that many actions each turn

Heighten (6th): Target up to 10 creatures
DebuffTransmutation
Haste
2 actions • touch • Quickened (1 min)
Actions
2 (S, V)
Range
Touch
Duration
1 minute
Effect
Quickened

Target gains extra action (Strike or Stride only). Best on Miyako or Aisa!

Heighten (7th): Target up to 6 creatures
Buff

Focus Spells ◉ 1 FP

🐉
Flurry of Claws
1 action • 2 Strikes • 3d6+4 slash each
Actions
1 (S)
Duration
1 minute
Attack
Spell +11
Damage
3d6+4 per claw

Grow dragon claws. Make 2 Strikes with single action, each deals 3d6+4 slashing. Agile, finesse.

Heighten (+1): +1d6 per Strike
DamageFocus

EQUIPMENT

🪄
Staff of Impossible Visions
Magical Staff • 1d4 B • 5 charges/day
Damage
1d4 Bludgeoning
Charges
5 / day

Spells Available:

Daze (1 charge) — Cantrip
◆◆ 2 actions • Range 60 ft • Will save
Target takes 5 mental damage (cantrip scales with level). On critical fail, target is also stunned 1.

Color Spray (2 charges) — Rank 1
◆◆ 2 actions • 15-ft cone • Will save
Crit Success: Unaffected.
Success: Dazzled 1 round.
Failure: Stunned 1, Blinded 1 round, Dazzled 1 minute.
Crit Fail: Stunned 1 round, Blinded 1 minute.

Hypnotic Pattern (3 charges) — Rank 3
◆◆ 2 actions • Range 120 ft • 10-ft burst • Will save
Success: Unaffected.
Failure: Fascinated by the pattern (flat-check DC 5 to use hostile actions, -2 to Perception). Ends if attacked or threatened.
Crit Fail: Fascinated and can't use hostile actions.

magical two-hand d8 illusion
🗡
Dagger
Melee/Thrown • 1d4+3 P • +10
Attack
+10 to hit
Damage
1d4+3 Piercing
Range
Thrown 10 ft
Hands
1 hand

Traits: Finesse (use DEX), Agile (-4/-8 MAP), Thrown 10 ft, Versatile S (can deal Slashing).

finesse agile thrown versatile s
🏹
+1 Heavy Crossbow
Range 120 ft • 1d10 P • +11
Attack
+11 to hit (+1 potency)
Damage
1d10 Piercing
Range
120 ft
Reload
2 actions

Usage: 1 action to Strike, 2 actions to Reload.

+1 Potency Rune: Grants +1 item bonus to attack rolls.

magical ranged two-hand
🎒
Adventurer's Pack
Gear • 4 Bulk capacity

Contents:

• Bedroll (L bulk)

• Rations ×2 (L bulk each)

• Rope 50 ft (L bulk)

• Torches ×5 (L bulk each)

• Waterskin (L bulk)

• Chalk ×10

• Flint and Steel

gear consumables
15 gp

SKILLS

Deception E +13
Diplomacy E +13
Intimidation E +13
Society E +13
Arcana T +11
Performance T +11
Stealth T +10
Athletics T +7
Medicine T +7
Nature T +7
Survival T +7
Elf Lore E +13
Gossip Lore T +11
A City Lore T +11

FEATS

🌿
Elven Lore
Ancestry 1

Traits: Elf

You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You gain the Additional Lore general feat for Elf Lore.

🌿
Elven Persistence
Ancestry 5

Traits: Elf, Fortune

Frequency: Once per day

Trigger: You fail a skill check you're at least trained in.

Elves don't give up easily on their pursuits. Instead of the result you received for the triggering skill check, you receive a result of 12 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers).

Familiar
Class 1

Traits: Magus, Sorcerer, Thaumaturge, Wizard

You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar (see Familiars for more information).

Cantrip Expansion
Class 2

Traits: Bard, Cleric, Magus, Oracle, Psychic, Sorcerer, Witch, Wizard

A greater understanding of your magic broadens your range of simple spells.

Effect (Spontaneous Casters): Add two additional cantrips from your spell list to your repertoire.

💬
Charming Liar
Skill 1

Prerequisites: Trained in Deception

Traits: General, Skill

Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve.

You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.

💬
Bon Mot
Skill 1

Prerequisites: Trained in Diplomacy

Traits: Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill

Action: 1 action

You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against that target's Will DC.

Critical Success: The target takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end this effect early by using a single action, which has the concentrate trait, to attempt a DC 15 flat check. On a success, the effect ends.

Success: As critical success, but the penalty is –2.

Critical Failure: Your quip backfires. You take the same penalty you would have imposed on the target for 1 minute.

Fleet
General 1

Traits: General

You move more quickly on foot. Your Speed increases by 5 feet.

🎩
Dandy Dedication
Archetype 2

Prerequisites: Trained in Diplomacy

Traits: Archetype, Dedication

You are a consummate student of dignity, etiquette, and fashion. You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity, which allows you to manipulate rumors over at least one day by succeeding at a Diplomacy check (DC varies by community size: 15 for village, 20 for town, 30 for city, 40 for metropolis).

Special: You cannot select another dedication feat until you have gained two other feats from the Dandy archetype.

🎩
Gossip Lore
Archetype 4

Prerequisites: Dandy Dedication

Traits: Archetype

You've mastered the art of gossip and conversation. You become trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.

If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.

👑
Ears that Hear the Truth
Mythic 2 (Homebrew)

Traits: Divine, Mythic, Revelation, Detection

Note: This is a homebrew/campaign-specific feat.

Your divine nature grants you supernatural insight into the words of others. You gain an innate sense for deception that transcends mundane perception.

Effect: You automatically know when a creature within 30 feet speaks a deliberate falsehood. This doesn't reveal what the truth is, only that they're lying. This ability works even if you don't share a language with the speaker, as you sense the spiritual discord of untruth.

This ability doesn't detect omissions, exaggerations, or misleading statements that are technically true. Creatures with immunity to divination effects or similar protections can block this ability.

Special: This is a constant effect that doesn't require an action or concentration.

👑
Fiery Rebirth
Mythic 4 (Homebrew)

Traits: Fire, Healing, Mythic

Frequency: Once per day

Trigger: You would be reduced to 0 Hit Points but not immediately killed.

Cost: 1 Mythic Point

Note: This is a homebrew/campaign-specific feat.

When death reaches for you, your draconic bloodline ignites in a spectacular burst of flame, revitalizing you while scorching your enemies.

Effect: Instead of being reduced to 0 HP, you're healed to half your maximum Hit Points (rounded down). Simultaneously, you unleash a 10-foot burst of draconic fire centered on you.

Each creature in the area takes fire damage equal to twice your level (basic Reflex save against your spell DC). You're immune to this damage. The flames are clearly supernatural, appearing as the color associated with your draconic bloodline.

Special: After using this ability, you gain temporary immunity to fire damage equal to your level for 1 minute.

👼
Nephilim
Versatile Heritage

Traits: Lineage, Nephilim

You descend from celestials, fiends, or monitors, which imbues you with supernatural abilities. Choose a lineage: angelkin, lawbringer, musetouched (celestial); grimspawn, hellspawn, pitborn (fiendish); or other planar heritage.

You gain the nephilim trait in addition to your ancestry traits. You gain low-light vision, or darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.

📜
Multilingual
Skill 1

Prerequisites: Trained in Society

Traits: General, Skill

You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special: You can select this feat multiple times. Each time, you learn additional languages.

📜
Additional Lore
Skill 1

Traits: General, Skill

Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Special: You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Languages

Common Draconic Elven Empyrean Fey Necril Orcish