Azure Bolt Sorcerer
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CR 12 |
XP 19,200
Human Sorcerer 13
LE Medium humanoid (human)
Init +6; Senses see invisibility; Perception +11
DEFENSE
AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural)
hp 141 (13d6+93)
Fort +10, Ref +10, Will +9
Resist electricity 10
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or mwk morningstar +8/+3 (1d8+1)
Ranged mwk javelin +9 (1d6+1)
Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as magic weapons, 8 rounds/day), breath weapon (60-foot line, 13d6 electricity, DC 21, 1/day)
Sorcerer Spells Known (CL 13th; concentration +18)
6th (4/day)—acid fog, chain lightning (DC 23), form of the dragon I
5th (7/day)—cone of cold (DC 22), feeblemind (DC 20), overland flight, spell resistance
4th (7/day)—black tentacles, charm monster (DC 19), dimension door, fear (DC 19), ice storm
3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), slow (DC 18)
2nd (7/day)—bear's endurance, false life, gust of wind (DC 19), resist energy, scorching ray, see invisibility
1st (8/day)—grease, mage armor, magic missile, ray of enfeeblement (DC 16), shield, shocking grasp
0th (at will)—acid splash, bleed (DC 15), detect magic, flare (DC 17), light, mage hand, mending, ray of frost, read magic
Bloodline draconic (blue)
TACTICS
Before Combat The sorcerer casts bear's endurance, false life, fly, mage armor, and see invisibility.
During Combat The sorcerer prefers to fight with her electricity spells, such as chain lightning and lightning bolt, and saves her breath weapon until her foes are lined up so she can catch as many as possible in its effect. She uses spells such as black tentacles, grease, and ice storm to hinder her opponents. If forced into melee combat, the sorcerer casts haste and form of the dragon I.
Base Statistics
Without bear's endurance, false life, fly, and mage armor, the sorcerer's statistics are AC 18, touch 15, flat-footed 15; hp 126; Fort +8; Speed 30 ft.
STATISTICS
Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21
Base Atk +6; CMB +7; CMD 22
Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Quick Draw, Spell Focus (evocation), Toughness
Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, Linguistics +1, Perception +11, Spellcraft +7
Languages Common, Draconic
SQ bloodline arcana (electricity spells deal +1 damage per die)
Combat Gear potions of cure serious wounds (2), wand of vampiric touch (10 charges); Other Gear masterwork javelins (2), masterwork morningstar, amulet of natural armor +1, bag of holding (type I), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, 1,839