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Iconic Sorcerer 12

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 12 CR 12

XP 19,200
Female Human Sorcerer 12
LN Medium humanoid (human)
Init +7; Senses Perception +4

DEFENSE

AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex, +1 dodge, +1 insight, +4 natural, +4 shield)
hp 80 (12d6+36)
Fort +8, Ref +10, Will +13

OFFENSE

Speed 30 ft.
Melee quarterstaff +6/+1 (1d6)
Ranged dagger +9 (1d4/19–20)
Sorcerer Spells Known (CL 12th; concentration +19)

Bloodline arcane

TACTICS

Before Combat The Iconic Sorcerer casts displacement, mage armor, and extended shield (using her metamagic adept ability) before the start of the encounter.

During Combat In combat, The Iconic Sorcerer serves as artillery from range, blasting foes with chain lightning, cone of cold, and scorching ray; supports her allies with spells such as haste and enlarge person; and controls the battlefield with walls of force and fire, web, and darkness.

Base Statistics

Without mage armor and shield, her statistics are AC 23, touch 19, flat-footed 19.

STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24
Base Atk +6; CMB +6; CMD 25
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
Skills Bluff +22, Climb +3, Knowledge (planes) +15, Perception +4, Sense Motive +4, Spellcraft +15
Languages Common, one other
SQ arcane bond (familiar, blue-tailed skink), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (3/day), new arcana
Combat Gear potions of cure moderate wounds (3), scroll of fly, scroll of protection from energy, wand of magic missile (CL 7th, 32 charges); Other Gear dagger, quarterstaff, amulet of natural armor +4, belt of incredible dexterity +2, cloak of resistance +3, dusty rose prism ioun stone, headband of alluring charisma +4, ring of counterspells (contains magic missile), ring of protection +4, backpack, trail rations (4), granite and diamond dust worth 250 gp, 734 gp

Skink Familiar

Effective Wizard level 12

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

DEFENSE

AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 40 
Fort +3, Ref +6, Will +9
Defensive abilities improved evasion, SR 17

OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +8 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 11, Wis 12, Cha 2
Base Atk +6; CMB +6; CMD 12 (16 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +14; Racial Modifiers +8 Acrobatics
SQ 
Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with lizards, spell resistance

SPECIAL ABILITIES

Familiar

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