Well, apparently this character's fine, but she shares quite a bit (including some background) with Miroque's wizardess. Still, a sorceress is totally different, right?
If we're split into two groups due to huge game interest that's certainly not an issue, but what do people think about having two arcane casters in this small party? Perhaps a friendly rivalry with the "book-learnin'" type?
Note that Bremorel here "looks" more like a rogue, and she may have to pretend to be one, or a light fighter generally, since without a tattoo she can't reveal her magic openly. Revealing it to those about to be killed by it is presumably fine.
For the image, of course she's not wearing armour, just clothing perhaps appearing as shown (and no whip!).
Female Half-Elf Sorcerer 2
Strength 8 (-1)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 8 (-1)
Charisma 16 (+3)
Height: 5' 9"
Skin: Light tan
Total Hit Points: Max at 1st level, roll thereafter, + CON bonus. Haven't rolled yet!
Speed: 30 feet
Armor Class: 12 = 10 + 2 [dexterity]
Touch AC: 12
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: + 2 = 3 [base] -1 [wisdom]
Attack (handheld): + 0 = 1 [base] -1 [strength]
Weapon Finesse: + 3 = 1 [base] + 2 [dexterity]
Attack (missile): + 3 = 1 [base] + 2 [dexterity]
CMB: + 0 = 1 [base] -1 [strength]
CM Defense: + 12 = 10 + 1 [base] -1 [strength] + 2 [dexterity]
Languages: Common, elven, gnoll, goblin
Elven curve blade [1d10, crit 18-20/x2, 7 lb., slashing]
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
This half-elf chose +2 to charisma (already included)
Immune to magical sleep
+ 2 racial bonus on saves vs. enchantments
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Ancestral Arms (Elven curve blade profiency, replaces Adaptability)
Charming: +1 on Bluff or Diplomacy on character that could be sexually attracted, +1 on save DC of language-dependent
spells cast on such characters
Gifted Adept (Scorching Ray): Cast this spell as one level higher than actual
History of Heresy: +1 on saving throws against divine spells
Naive: -2 to AC against attacks with improvised weapons, -2 to CMD against dirty trick combat maneuvers. (drawbacK)
Concentration check: d20 + sorcerer level + charisma modifier vs. DC
Elemental bloodline (fire) sorcerers can choose an element, change a spell that deals energy to match the type
Elemental Ray (Sp): Standard Action, 30' ranged touch attack, Damage = d6 + 1 per 2 levels. Use 3 + cha mod / day.
At 3rd level, gain 10 resistance against fire. Gain spells at levels 3 & 5.
(name ability value base ranks other bonuses)
Acrobatics Dex 2 = +2
Appraise Int 2 = +2
Bluff Cha 7 = +3 + 1 + 3 [class skill]
Climb Str -1 = -1
Craft (weapn) Int 3 = +2 + 1
Craft (other) Int 2 = +2
Diplomacy Cha 5 = +3 + 2 [half-elf]
Disable Dvc Dex 3 = +2 + 1
Disguise Cha 3 = +3
Escape Artist Dex 2 = +2
Fly Dex 2 = +2
Heal Wis -1 = -1
Intimidate Cha 3 = +3
Know (arcn) Int 7 = +2 + 2 + 3 [class skill]
Know (plane) Int 6 = +2 + 1 + 3 [class skill]
Perception Wis 1 = -1 + 2 [half-elf]
Perform (any) Cha 3 = +3
Ride Dex 2 = +2
Sense Motive Wis -1 = -1
Spellcraft Int 6 = +2 + 1 + 3 [class skill]
Stealth Dex 3 = +2 + 1
Survival Wis -1 = -1
Swim Str -1 = -1
Zero-level Sorcerer spells: Cantrips can be used at will. 7 known (5 + 2 favored class bonus).
Spark (close range, ignite "fine" flammable object
First-level Sorcerer spells: 5 (4 + 1) per day. 2 known.
Coins: none left (8 sp, but apparently lost in background?)
Sling bullets (group of 10) x1
Case (for map or scroll)
Rations (1 day) x2
Bremorel, the daughter of an elvish father and a human mother, lived most of her life in relative seclusion among her
mother's extended family in a free hamlet just south of Gimir. The "freethinkers" of this hamlet advocated tolerance for
all, welcoming the mixed relationship of Bremoral's parents, but were distrustful or even hostile to attempts to preach the
orthodoxy of any one religion, or to prosletyze for any god. As a result the young half-elf is generous, open and trusting,
but has an ingrained resistance to the words and "miracles" of any faith.
Likewise, her parents saw no need, once their daughter's sorcerous talents became evident, to submit her to the judgement and
training of the Citadel of Nine Winds. Instead they guided her themselves, her mother having experience with the fire
elemental blood that ran through her veins from some long-forgotten ancestor, her father being a minor dabbler in the arcane
arts. Bremorel was an avid pupil, quickly learning some of the easier and more entertaining cantrips.
While they sought to shield her from the world, her parents did not wholly neglect Bremorel's martial training. It was clear
that, with her exceptional natural talents far beyond her parents or any others known to them, she would some day be called
upon to protect the village, or - though they hoped not - perhaps she would go further, seeking her own part in the wars that
raged across Aussa. Her father taught her the use of the curve blade, handing his own, best blade to her when she was ready
to leave the safe, somewhat coddling arms of the village.
She didn't immediately go to war - at first she tried to go from village to village, offering her services either as a "fake"
prestidigitator, or to help drive off wild animals, minor beast incursions, or the bandits that crop up wherever authority is
stretched too thin. But eventually, with her magical ability and passable fighting skill, Bremorel was recruited into Lady
Paladin Yustissa's army, distinguishing herself there sufficiently to be one of those chosen for the assault on the Spire of
Truth. Within the army, there was no need to hide her magical talent, which was quite a liberating experience for her.