XP 4,800
Human Sorcerer 9
N Medium humanoid (human)
Init +2; Senses Perception +9
DEFENSE
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)
hp 75 (9d6+41)
Fort +5, Ref +8, Will +9
Resist acid 10, cold 10
OFFENSE
Speed 30 ft.
Melee mwk morningstar +4 (1d8–1)
Ranged javelin +6 (1d6–1) or ray +7 (by spell)
Bloodline Spell-Like Abilities (CL 9th; concentration +13)
7/day—heavenly fire (1d4+4 divine energy)
Sorcerer Spells Known (CL 9th; concentration +13)
4th (5/day)—remove curse, summon monster IV, wall of fire
3rd (7/day)—dispel magic, lightning bolt (DC 17), magic circle against evil, ray of exhaustion (DC 17)
2nd (7/day)—acid arrow, false life, resist energy, scorching ray, shatter
1st (7/day)—bless, mage armor, magic missile, ray of enfeeblement (DC 15), shield, true strike
0th (at will)—daze (DC 14), detect magic, light, mage hand, mending, ray of frost, read magic, resistance
Bloodline celestial
TACTICS
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer casts summon monster IV to summon a celestial giant wasp, then shoots ray spells at her foes.
Base Statistics
Without false life and mage armor, the sorcerer's statistics are AC 15, touch 14, flat-footed 12; hp 61.
STATISTICS
Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Base Atk +4; CMB +3; CMD 17
Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Mobility, Point-Blank Shot, Toughness, Weapon Focus (ray)
Skills Diplomacy +5, Handle Animal +5, Heal +6, Knowledge (arcana) +10, Knowledge (religion) +1, Linguistics +1, Perception +9, Spellcraft +10, Survival +3
Languages Celestial, Common
SQ bloodline arcana (summoned creatures gain DR 4/evil), wings of heaven (9 minutes/day)
Combat Gear potion of cure serious wounds, scroll of confusion, wand of bull's strength (25 charges), holy water (2); Other Gear javelins (4), masterwork morningstar, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 988 gp