6/day—elemental ray (1d6+3 electricity)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—lightning bolt (DC 17)
2nd (6/day)—gust of wind (DC 16), scorching ray (electricity), spectral hand
1st (7/day)—burning hands (electricity; DC 15), mage armor, magic missile, obscuring mist, shocking grasp
0th (at will)—acid splash (electricity), dancing lights, detect magic, light, mage hand, ray of frost (electricity), read magic
Bloodline elemental (air)
Before Combat The sorcerer casts mage armor.
During Combat The sorcerer favors his electricity spells, casting lightning bolt or scorching ray, or using his spectral hand to deliver shocking grasp attacks. He prefers ranged combat, using a scroll of fly or levitate to avoid opponents on the ground.
Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (evocation)
Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, Spellcraft +10 (+12 to identify magic item properties)
Languages Auran, Common, Draconic, Elven
SQ bloodline arcana (change energy damage spells to electricity), elven magic, weapon familiarity
Combat Gear scroll of fly, scroll of gaseous form, scroll of levitate; Other Gear masterwork longbow with 20 arrows, spear, cloak of resistance +1, ring of protection +1; 375 gp
DESCRIPTIONThe storm sorcerer battles his enemies with wind and lightning, reveling in nature’s destructive power.
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.