XP 1,600
Elf Sorcerer 6
NE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +4
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 35 (6d6+12)
Fort +4, Ref +5, Will +7; +2 vs. enchantments
Immune sleep; Resist electricity 10
OFFENSE
Speed 30 ft.
Melee spear +2 (1d8–1/×3)
Ranged mwk longbow +6 (1d8/×3)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
6/day—elemental ray (1d6+3 electricity)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—lightning bolt (DC 17)
2nd (6/day)—gust of wind (DC 16), scorching ray (electricity), spectral hand
1st (7/day)—burning hands (electricity; DC 15), mage armor, magic missile, obscuring mist, shocking grasp
0th (at will)—acid splash (electricity), dancing lights, detect magic, light, mage hand, ray of frost (electricity), read magic
Bloodline elemental (air)
TACTICS
Before Combat The sorcerer casts mage armor.
During Combat The sorcerer favors his electricity spells, casting lightning bolt or scorching ray, or using his spectral hand to deliver shocking grasp attacks. He prefers ranged combat, using a scroll of fly or levitate to avoid opponents on the ground.
Base Statistics
Without mage armor, the sorcerer's base statistics are AC 14, touch 14, flat-footed 11.
STATISTICS
Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (evocation)
Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, Spellcraft +10 (+12 to identify magic item properties)
Languages Auran, Common, Draconic, Elven
SQ bloodline arcana (change energy damage spells to electricity), elven magic, weapon familiarity
Combat Gear scroll of fly, scroll of gaseous form, scroll of levitate; Other Gear masterwork longbow with 20 arrows, spear, cloak of resistance +1, ring of protection +1; 375 gp