Human Sorcerer 15
LE Medium humanoid (human)
Init +6; Senses Perception +12
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural) (+2 deflection vs. good)
hp 85 (15d6+30)
Fort +7, Ref +11, Will +15; +4 vs. poison
DR 10/adamantine (150 points); Resist fire 10
Speed 30 ft.
Melee mwk quarterstaff +7/+2 (1d6–1)
Bloodline Spell-Like Abilities (CL 15th; concentration +21)
9/day—corrupting touch (7 rounds)
1/day—hellfire (15d6 fire, DC 23)
Sorcerer Spells Known (CL 15th; concentration +21)
7th (4/day)—delayed blast fireball (DC 24), greater teleport, summon monster VII
6th (7/day)—disintegrate (DC 22), globe of invulnerability, mass suggestion (DC 22), planar binding (devils/fiendish creatures only, DC 22)
5th (7/day)—cone of cold (DC 22), dismissal (DC 21), dominate person (DC 21), polymorph, wall of force
4th (7/day)—black tentacles, charm monster (DC 22), dimension door, stoneskin, wall of fire
3rd (7/day)—dispel magic, fireball (DC 20), hold person (DC 19), suggestion (DC 19), vampiric touch
2nd (8/day)—acid arrow, darkness, false life, invisibility, scorching ray, web (DC 18)
1st (8/day)—burning hands (DC 18), charm person (DC 19), magic missile, protection from good, shield, true strike
0th (at will)—acid splash, bleed (DC 16), daze (DC 16), detect magic, open/close, prestidigitation, ray of frost, read magic, touch of fatigue (DC 16)
Before Combat The sorcerer casts false life and stoneskin, and uses her wand of mage armor.
During Combat The sorcerer uses hellfire on the first round of combat, then uses controlling spells like dominate person, or damaging attacks such as black tentacles or cone of cold.
Without false life, mage armor, and stoneskin, the sorcerer’s statistics are AC 17, touch 15, flat-footed 14; hp 70; DR none.
Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 23
Base Atk +7; CMB +6; CMD 21
Feats Combat Casting, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Persuasive, Quicken Spell, Spell Focus (evocation), Spell Penetration
Skills Bluff +19, Diplomacy +23, Fly +10, Intimidate +23, Knowledge (arcana) +9, Knowledge (planes) +6, Perception +12, Spellcraft +9
Languages Common, Infernal
SQ bloodline arcana (+2 DC for charm spells), infernal resistances, on dark wings
Combat Gear potions of cure serious wounds (2), scrolls of invisibility (2), scroll of nondetection, wand of mage armor (20 charges); Other Gear masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of alluring charisma +4, ring of counterspells, ring of protection +2, diamond dust (worth 500 gp), 1,675 gp