Summer Tanager

An addled youth with dreams of storybook wizards, but doomed with an explosive fate.


Alias: Summer Tanager
Level: 1
Race: Human
Class: Sorcerer

Age: 17
Gender: Eunuch
Height: 5’4" Weight: 110 lbs Build: Slight
Hair: Red Eyes: Red

One Unique Thing: A single spark from the First Flame has been grafted onto his soul.

Dragon Lord Experiment +5
Degree in Theoretical Magics +5

Archmage Conflicted 1
Dragon Lords Conflicted 2

Str: 8 Mod: -1
Con: 17 Mod: +3
Dex: 16 Mod: +3
Int: 8 Mod: -1
Wis: 9 Mod: -1
Cha: 18 Mod: +4

Health: 27
Recorveries: 8
Recovery Dice: 1d6 + 3

Initiative: +4

Armor Class: 16
Physical Defense: 15
Mental Defense: 10

Racial Power: Quick to Fight
At the start of each battle, roll initiative twice and choose the result you want.


Arcane Heritage:
Although magic is in the blood of every sorcerer, you have a greater understanding of magic than most sorcerers and even some wizards.
You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.
You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described on the previous page.

Infernal Heritage:
Once per day, as a quick action when the escalation die is 1+, you can enter a spell frenzy until the end of the battle.
While in a spell frenzy, you roll 2d20 for each of your sorcerer spell attacks. Use the highest die as your attack roll, but track whether the other die hits.
For each die that misses, you take damage equal to double the level of the target of your attack.

Spell Fist:
Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.
-You gain a +2 bonus to AC. Phrase it as dragon scales, tough skin, or fields of shimmering magic, as you choose.
-You can use ranged spells while engaged with enemies without taking opportunity attacks.
-You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.


Heat Siphon
Target: 1d2 grouped enemies
Attack: Cha+Lvl vs. PD
Hit: 3d6+Cha Cold
Miss: Half
Breath Weapon

Lightning Fork
Recharge: 16+
Target: one nearby, chain (even)
Attack: Cha+Lvl vs. PD
Hit: 3d6+Cha Lightning
Miss: Half

Scorching Ray
Target: one nearby
Attack: Cha+Lvl vs. PD
Hit: 1d6+Cha Fire, if even, additional 1d8 ongoing Fire.
Miss: Lvl

Hypnotic Flame
Target: 40 hp max
Attack: Cha+Lvl vs. MD
Hit: The target believes you are their friend until you or your
allies take hostile action against them (attacking their normal
allies is okay). The spell works best as a type of pacifier; if you
or your allies attack the target or order the target to attack its
normal allies, the target can roll a normal save to break the
charm effect during its turn each round.


Ritual Casting
Infernal Heritage A(1st):
You gain resist energy damage 12+ to fire, cold.


Summer Tanager

Crestfallen Anthelios MatHu