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Iconic Sorcerer 7

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 7 CR 7

XP 3,200
Female Human Sorcerer 7
LN Medium humanoid (human)
Init +6; Senses Perception +3

DEFENSE

AC 25, touch 15, flat-footed 22 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +4 shield)
hp 41 (7d6+14)
Fort +3, Ref +4, Will +6

OFFENSE

Speed 30 ft.
Melee quarterstaff +3 (1d6)
Ranged dagger +5 (1d4/19–20)
Sorcerer Spells Known (CL 7th; concentration +12)

3rd (5/day)dispel magic, haste, lightning bolt (DC 20)
2nd (7/day)glitterdust (DC 17), invisibility, scorching ray, web (DC 17)
1st (8/day)burning hands (DC 18), enlarge person (DC 16), identify, mage armor, magic missile, shield
0th (at will)acid splash, detect magic, disrupt undead, flare (DC 17), light, prestidigitation, read magic

Bloodline arcane

TACTICS

Before Combat The Iconic Sorcerer casts 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 magic missile, lightning bolt, and scorching ray.

Base Statistics

Without mage armor and shield, her statistics are AC 17, touch 15, flat-footed 14.

STATISTICS

Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21
Base Atk +3; CMB +3; CMD 18
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation)
Skills Bluff +15, Climb +3, Knowledge (planes) +10, Perception +3, Sense Motive +3, Spellcraft +10
Languages Common, one other
SQ arcane bond (familiar, blue-tailed skink [lizard]), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (2/day)

Combat Gear potion of cat's grace, potions of cure light wounds (3), scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, 50 charges); Other Gear dagger, quarterstaff, amulet of natural armor +2, headband of alluring charisma +2, ring of protection +2, backpack, trail rations (4), 44 gp

Skink Familiar

Effective Wizard level 7

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

DEFENSE

AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 20 
Fort +1, Ref +4, Will +6
Defensive abilities improved evasion

OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +5 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 2
Base Atk +3; CMB +3; CMD 9 (13 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

SPECIAL ABILITIES

Familiar

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