Half-orc Sorcerer 7
NE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)
hp 60 (7d6+33)
Fort +3, Ref +3, Will +7
Defensive Abilities orc ferocity; Resist fire 10
Speed 30 ft.
Melee mwk falchion +7 (2d4+4/18–20)
Ranged mwk heavy crossbow +5 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 7th; concentration +10)
6/day—elemental ray (1d6+3 fire)
Sorcerer Spells Known (CL 7th; concentration +10)
3rd (5/day)—fireball (DC 17), haste, protection from energy
2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray
1st (7/day)—burning hands (DC 15), mage armor, magic missile, magic weapon, ray of enfeeblement (DC 14), shield
0th (at will)—bleed (DC 13), dancing lights, detect magic, flare (DC 14), light, ray of frost (fire), read magic
Bloodline elemental (fire)
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer casts haste before targeting her foes with fireball or scorching ray. In melee combat, she casts shield on herself, and magic weapon on her falchion.
Without false life and mage armor, the sorcerer’s statistics are AC 13, touch 11, flat-footed 12; hp 48.
Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, Spell Focus (evocation), Toughness
Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, Perception +7, Spellcraft +4
Languages Common, Ignan, Orc
SQ bloodline arcana (change energy damage spells to fire), orc blood, weapon familiarity
Combat Gear potion of cure moderate wounds, scroll of fly (2); Other Gear masterwork falchion, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, ring of protection +1, 225 gp