XP 6,400
Half-orc Sorcerer 10
CE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural)
hp 82 (10d6+45)
Fort +8, Ref +5, Will +7
Defensive Abilities orc ferocity; DR 10/adamantine; Resist acid 10
OFFENSE
Speed 30 ft.
Melee mwk greataxe +8 (1d12+3/×3) or 2 claws +7 (1d6+2)
Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20, 1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 10th; concentration +15)
5th (4/day)—cloudkill (DC 20)
4th (6/day)—fear (DC 19), shout (DC 21), stoneskin
3rd (7/day)—fireball (DC 20), fly, rage, stinking cloud (DC 18)
2nd (7/day)—acid arrow, bull's strength, false life, resist energy, scorching ray
1st (8/day)—burning hands (DC 18), endure elements, mage armor, magic missile, ray of enfeeblement (DC 16), shield
0th (at will)—acid splash, arcane mark, bleed (DC 15), detect magic, flare (DC 17), ray of frost, read magic, resistance, touch of fatigue (DC 15)
Bloodline draconic (black)
TACTICS
Before Combat The sorcerer casts false life, mage armor, and stoneskin on himself.
During Combat The sorcerer casts fly on the first round of combat along with a quickened magic missile. He maneuvers so he can catch as many opponents as possible with his breath weapon. If pressed into melee, he casts bull's strength and rage, then attacks with his greataxe or claws.
Base Statistics
Without false life, mage armor, and stoneskin, the sorcerer's statistics are AC 15, touch 12, flat-footed 14; hp 67; DR —.
STATISTICS
Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation)
Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7
Languages Common, Draconic, Orc
SQ bloodline arcana (acid spells deal +1 damage per die), orc blood, weapon familiarity
Combat Gear potion of cure serious wounds, wand of acid arrow (15 charges); Other Gear masterwork greataxe, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp), 825 gp