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Iconic Sorcerer 1

Born into a nomadic tribe, the Iconic Sorcerer is gifted with magic and driven by dreams to explore the mysteries of her supernatural heritage. She is adorned with dozens of runic tattoos that indicate her high status in her tribe and aid her spellcasting.

Iconic Sorcerer 1 CR 1

XP 400
Female Human Sorcerer 1
LN Medium humanoid (human)
Init +2; Senses Perception +3

DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3

OFFENSE

Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged dagger +2 (1d4/19–20)
Sorcerer Spells Known (CL 1st; concentration +5)

1st (4/day)mage armor, magic missile
0th (at will)
acid splash, detect magic, flare (DC 15), read magic

Bloodline arcane

TACTICS

Before Combat The Iconic Sorcerer casts mage armor on herself.

During Combat In combat, the Iconic Sorcerer serves as artillery from range, blasting foes with acid splash and magic missile.

Base Statistics

Without mage armor, her statistics are AC 13, flat-footed 10.

STATISTICS

Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Dodge, Eschew Materials, Spell Focus (evocation)
Skills Bluff +8, Climb +3, Knowledge (planes) +4, Perception +3, Sense Motive +3, Spellcraft +4
Languages Common, one other
SQ arcane bond (familiar, blue-tailed skink [lizard])*, bloodline arcana (+1 DC for metamagic spells that increase spell level)
Combat Gear scroll of color spray; Other Gear dagger, quarterstaff, backpack, smokestick, sunrods (5), trail rations (4), 9 gp


Skink Familiar

Effective Wizard level 1

N Tiny magical beast
Init +2; Senses low-light vision; Perception +1

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp
Fort -1, Ref +2, Will +3
Defensive abilities improved evasion

OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +2 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +14; Racial Modifiers +8 Acrobatics
SQ 
Alertness, improved evasion, share spells, empathic link

SPECIAL ABILITIES

Familiar

The master of a lizard familiar gains a +3 bonus on Climb checks.