Mercenary Magician CR 1/2
XP 200
Human sorcerer 1
LN Medium humanoid (human)
Init +2; Senses Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +3
Offense
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged dart +2 (1d4)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—color spray (DC 14), magic missile
0 (at will)—daze (DC 13), detect magic, ray of frost, read magic
Bloodline arcane
Tactics
During Combat The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing.
Statistics
Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Casting, Eschew Materials, Iron Will
Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, Sense Motive +1, Spellcraft +5
Languages Common, Draconic
SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Combat Gear potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist's fire (2); Other Gear darts (5), quarterstaff, 33 gp
The mercenary magician serves whoever can pay her, but is not particularly loyal to her employers.
Though she's fond of gambling, Maron doesn't always have the best luck. When the odds turn against her, she leaves town in a hurry to avoid paying her debts, and picks jobs that get her quickly out of range of collectors, even if those jobs are dangerous.
Gem Sorcerer CR 1
XP 400
Dwarf sorcerer 2
LE Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +2
Defense
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 18 (2d6+9)
Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee spiked gauntlet +3 (1d4+2) or heavy mace +3 (1d8+2)
Ranged mwk heavy crossbow +2 (1d10/19–20)
Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids
Bloodline Spell-Like Abilities (CL 2nd; concentration +3)
4/day—elemental ray (1d6+1 fire)
Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell failure 10%)
1st (5/day)—burning hands (DC 12), shocking grasp (fire)
0 (at will)—acid splash (fire), dancing lights, mending, read magic, touch of fatigue (DC 11)
Bloodline elemental (fire)
Tactics
During Combat The sorcerer uses burning hands and shocking grasp to scorch his foes.
Statistics
Str 14, Dex 10, Con 15, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)
Feats Eschew Materials, Toughness
Skills Appraise +5 (+7 to assess metals or gemstones), Craft (jewelry) +5, Perception +2 (+4 to notice unusual stonework), Spellcraft +5, Use Magic Device +5
Languages Common, Dwarven, Giant
SQ bloodline arcana (change energy damage spells to fire)
Combat Gearpotion of cure light wounds, scroll of flaming sphere, acid (2), alchemist's fire (3); Other Gear leather armor, heavy mace, masterwork heavy crossbow with 20 bolts, spiked gauntlet, uncut gems (worth 100 gp), 23 gp
The gem sorcerer is unusual among dwarves, using arcane magic to satisfy his insatiable greed for gems.
Whiteclaw Sorcerer CR 2
XP 600
Elf sorcerer 3
NE Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +7
Defense
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 19 (3d6+6)
Fort +2, Ref +5, Will +2; +2 vs. enchantments
Immune sleep; Resist cold 5
Offense
Speed 30 ft.
Melee 2 claws +1 (1d4) or mwk longsword +2 (1d8/19–20)
Ranged longbow +3 (1d8/×3)
Special Attacks claws (2, 1d4, 5 rounds/day)
Sorcerer Spells Known (CL 3rd; concentration +5)
1st (6/day)—cause fear (DC 13), endure elements, mage armor, magic missile
0 (at will)—bleed (DC 12), detect magic, light, ray of frost, read magic
Bloodline draconic (white)
Tactics
Before Combat The sorcerer casts mage armor.
During Combat The sorcerer casts cause fear at any dangerous-looking opponent, then casts magic missile at her foes. When her spells are exhausted, she casts bull's strength from a scroll and attacks with her claws or longsword.
Base Statistics Without mage armor, the sorcerer's statistics are AC 13, touch 12, flat-footed 11.
Statistics
Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting, Eschew Materials, Lightning Reflexes
Skills Intimidate +8, Knowledge (arcana) +8, Perception +7, Spellcraft +8 (+10 to identify magic item properties)
Languages Common, Draconic, Elven, Goblin
SQ bloodline arcana (cold spells deal +1 damage per die), elven magic, weapon familiarity
Combat Gearpotion of cure light wounds, potion of fly, scrolls of bull's strength (2), scroll of fog cloud; Other Gear longbow with 20 arrows, masterwork longsword, 10 gp
The whiteclaw sorcerer revels in her draconic blood, using her powers to terrify and kill enemies in her territory.
Tainted Sorcerer CR 3
XP 800
Gnome sorcerer 4
CE Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
Defense
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 28 (4d6+12)
Fort +3, Ref +2, Will +6; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee mwk spear +5 (1d6+1/×3)
Ranged light crossbow +4 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, long limbs (+5 ft.)
Bloodline Spell-Like Abilities (CL 4th; concentration +8)
7/day—acidic ray (1d6+2 acid)
Gnome Spell-Like Abilities (CL 4th; concentration +8)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Sorcerer Spells Known (CL 4th; concentration +8)
2nd (4/day)—alter self
1st (7/day)—enlarge person (DC 16), reduce person (DC 16), shield, shocking grasp
0 (at will)—acid splash, bleed (DC 14), detect magic, mage hand, read magic, touch of fatigue (DC 14)
Bloodline aberrant
Tactics
During Combat The sorcerer casts shield, targets approaching enemies with acidic ray, then uses her long limbs ability to deliver touch spells. In melee, she casts enlarge person on herself and attacks with her spear.
Statistics
Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 13
Feats Eschew Materials, Iron Will, Spell Focus (transmutation)
Skills Bluff +8, Craft (alchemy) +5, Disguise +5, Perception +2, Use Magic Device +8
Languages Common, Gnome, Sylvan
SQ bloodline arcana (+50% duration on polymorph spells), gnome magic
Combat Gearpotion of spider climb, scrolls of cat's grace (2), scroll of slow, acid, tanglefoot bag; Other Gear light crossbow with 10 bolts, masterwork spear, bracers of armor +1, collection of dolls' heads, 28 gp
The tainted sorcerer's mind and body have been warped by alien or extraplanar magic.
Bramble Sorcerer CR 4
XP 1,200
Half-elf sorcerer 5
LE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
Defense
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
hp 30 (5d6+10)
Fort +3, Ref +6, Will +4; +2 vs. enchantments
Resist acid 5, fire 10
Offense
Speed 30 ft.
Melee mwk light mace +3 (1d6) or 2 claws +2 (1d4)
Ranged mwk light crossbow +5 (1d8/19–20)
Special Attacks claws (2, 1d4, treated as magic, 7 rounds/day)
Sorcerer Spells Known (CL 5th; concentration +9)
2nd (5/day)—acid arrow, mirror image, resist energy
1st (7/day)—cause fear (DC 15), charm person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15)
0 (at will)—acid splash, detect magic, ghost sound (DC 14), mage hand, message, read magic
Bloodline draconic (green)
Tactics
Before Combat The sorcerer casts mage armor and resist energy (fire).
During Combat The sorcerer casts mirror image, then entangles opponents with his wand of entangle (using the Use Magic Device skill). He uses one of his scrolls of levitate to avoid melee combat, and casts cause fear to remove opponents threatening him.
Base Statistics Without mage armor and resist energy, the sorcerer's statistics are AC 14, touch 13, flat-footed 11; Resist acid 5.
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
Base Atk +2; CMB +2; CMD 15
Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Focus (Use Magic Device)
Skills Intimidate +10, Knowledge (arcana) +7, Perception +7, Spellcraft +7, Use Magic Device +13
Languages Common, Draconic, Elven
SQ bloodline arcana (acid spells deal +1 damage per die), elf blood
Combat Gear potion of cure moderate wounds, potion of invisibility, scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent image, wand of entangle (20 charges), smokestick; Other Gear masterwork light crossbow with 10 bolts, masterwork light mace, cloak of resistance +1, 190 gp
The bramble sorcerer serves the interests of green dragons, walking where his masters cannot and speaking on their behalf to other forest dwellers.
Amriel is a hollow shell of a man. He was raised to believe dragons are the true masters of the world, and his will is so broken that he cannot believe otherwise. When in the presence of a dragon, he hangs on the creature's every word, and is greatly tempted to grovel like a slave. When away from dragons, he is arrogant and condescending, knowing that the dragons have chosen him to interact with lesser races so they do not have to. His greatest hope is to become a dragon disciple so that he can become closer in flesh and spirit to his masters.
Combat Encounters: Amriel could be the guardian of or advisor to a young dragon, an agent of a more mature dragon, or the leader of a kobold tribe.
Roleplaying Encounters: Amriel might be a liaison between the PCs and a nearby dragon, an agent of a secretive group of druids, or the last survivor of a dragon cult that was wiped out by a hostile force.
Storm Sorcerer CR 5
XP 1,600
Elf sorcerer 6
NE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +4
Defense
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 35 (6d6+12)
Fort +4, Ref +5, Will +7; +2 vs. enchantments
Immune sleep; Resist electricity 10
Offense
Speed 30 ft.
Melee spear +2 (1d8–1/×3)
Ranged mwk longbow +6 (1d8/×3)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
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
0 (at will)—acid splash (electricity), dancing lights, detect magic, light, mage hand, ray of frost (electricity), read magic
Bloodline elemental (air)
Tactics
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.
Base Statistics Without mage armor, the sorcerer's base statistics are AC 14, touch 14, flat-footed 11.
Statistics
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 Gearscroll 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
The storm sorcerer battles his enemies with wind and lightning, reveling in nature's destructive power.
Valendron hails from an elven village in the high mountains. When he was an infant, he and his mother were caught outside in a storm and struck by a bolt of lightning. Though his mother died, he survived, and as a youth he began to develop arcane powers. He believes that storms and natural disasters eliminate the weak, allowing the strong to survive. He struck out on his own to find others like himself.
Combat Encounters: Valendron might join with air mephits, air elementals, or jann trying to open a portal to or increase the influence of the Plane of Air. He may share a lair with electricity-using creatures such as behirs, shocker lizards, or blue dragons.
Roleplaying Encounters: Valendron may be looking for survivors in a village or town wrecked by a powerful storm, or could instead be searching for magic items relating to air, weather, and electricity.
Bloodfire Sorcerer CR 6
XP 2,400
Half-orc sorcerer 7
NE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
Defense
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
Offense
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
0 (at will)—bleed (DC 13), dancing lights, detect magic, flare (DC 14), light, ray of frost (fire), read magic
Bloodline elemental (fire)
Tactics
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.
Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 13, touch 11, flat-footed 12; hp 48.
Statistics
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
The bloodfire sorcerer withers her enemies with flame and quickens her allies with hot-blooded ferocity.
Sindriza was born to a shaman in an efreet-worshiping orc tribe. Her magic manifested early, burning anyone who tried to harm her and keeping her warm when the chief tried to abandon her to die in the cold. She embraced her tribe's love of violence and fire, and loves to use her powers to maim, torture, and kill. She believes she is blessed by the fire gods and meant to use her magic to conquer and destroy. She is a pyromaniac, and has difficulty resisting her urge to ignite flammable objects, creatures, and buildings.
Combat Encounters: Sindriza readily allies with bandits, raiders, or mercenaries, especially if they are prone to needless violence and arson. She may lead a fire cult, or serve an efreet or a gang of fire giants.
Roleplaying Encounters: Sindriza can be a valuable ally if she's allowed to satiate her destructive urges. She grows restless if kept on a short leash, even by a strong master, and is prone to verbally lash out at dwarves and elves if she can't physically attack them.
Trickster Mage CR 7
XP 3,200
Gnome sorcerer 8
CE Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +10
Defense
AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size)
hp 46 (8d6+16)
Fort +3, Ref +4, Will +10; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee sickle +3 (1d4–2)
Ranged mwk light crossbow +8 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 8th; concentration +12)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 8th; concentration +12)
7/day—laughing touch
Sorcerer Spells Known (CL 8th; concentration +12)
4th (4/day)—phantasmal killer (DC 21)
3rd (6/day)—deep slumber (DC 19), major image (DC 20), suggestion (DC 19)
2nd (7/day)—hideous laughter (DC 18), hypnotic pattern (DC 19), mirror image, scorching ray
1st (7/day)—charm person (DC 15), color spray (DC 18), entangle (DC 15), magic missile, shield, ventriloquism (DC 18)
0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage hand, message, ray of frost, read magic, touch of fatigue (DC 14)
Bloodline fey
Tactics
During Combat The sorcerer casts mirror image, then attempts to control or humiliate opponents with charm person, hideous laughter, suggestion, or his wand of grease.
Statistics
Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18
Base Atk +4; CMB +1; CMD 14
Feats Dodge, Eschew Materials, Greater Spell Focus (illusion), Iron Will, Mobility, Spell Focus (illusion)
Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, Perception +10, Spellcraft +8, Use Magic Device +11
Languages Common, Elven, Gnome, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, woodland stride
Combat Gearpotion of cure moderate wounds, screaming bolts (3), wand of grease (20 charges), wand of invisibility (21 charges); Other Gear masterwork light crossbow with 10 bolts, sickle, bracers of armor +2, book of pressed fairy wings, 168 gp
The trickster mage thinks everyone deserves to be the butt of his jokes, even if they don't want to be.
Qualzar's heritage includes mischievous fey who tie shoelaces, curdle milk, and generally make nuisances of themselves. He claims to not understand why other creatures find his humor malicious, but in truth he doesn't care. He's willing to hurt others for the sake of a pun or punch line, and has a book of plucked fairy wings to prove it.
Combat Encounters: Qualzar may try to annoy the PCs in a city or woodland, either for spite or as part of some elaborate, cruel joke. If one of his victims is injured in a funny way, he laughs even harder. His actions could be incidental to another encounter—he might appear just long enough to make trouble during a fight, then leave and not be seen again for weeks.
Roleplaying Encounters: Qualzar could lead a troupe of gnomes or be a recent outcast from a famous circle of allies. He might make catcalls at PCs to undermine their diplomatic efforts, or arrange to humiliate them at a time when they can't retaliate.
Sacred Sorcerer CR 8
XP 4,800
Human sorcerer 9
N Medium humanoid (human)
Init +2; Senses Perception +9
Defense
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)
hp 75 (9d6+41)
Fort +5, Ref +8, Will +9
Resist acid 10, cold 10
Offense
Speed 30 ft.
Melee mwk morningstar +4 (1d8–1)
Ranged javelin +6 (1d6–1) or ray +7 (by spell)
Bloodline Spell-Like Abilities (CL 9th; concentration +13)
7/day—heavenly fire (1d4+4 divine energy)
Sorcerer Spells Known (CL 9th; concentration +13)
4th (5/day)—remove curse, summon monster IV, wall of fire
3rd (7/day)—dispel magic, lightning bolt (DC 17), magic circle against evil, ray of exhaustion (DC 17)
2nd (7/day)—acid arrow, false life, resist energy, scorching ray, shatter
1st (7/day)—bless, mage armor, magic missile, ray of enfeeblement (DC 15), shield, true strike
0 (at will)—daze (DC 14), detect magic, light, mage hand, mending, ray of frost, read magic, resistance
Bloodline celestial
Tactics
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer casts summon monster IV to summon a celestial giant wasp, then shoots ray spells at her foes.
Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 15, touch 14, flat-footed 12; hp 61.
Statistics
Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Base Atk +4; CMB +3; CMD 17
Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Mobility, Point-Blank Shot, Toughness, Weapon Focus (ray)
Skills Diplomacy +5, Handle Animal +5, Heal +6, Knowledge (arcana) +10, Knowledge (religion) +1, Linguistics +1, Perception +9, Spellcraft +10, Survival +3
Languages Celestial, Common
SQ bloodline arcana (summoned creatures gain DR 4/evil), wings of heaven (9 minutes/day)
Combat Gear potion of cure serious wounds, scroll of confusion, wand of bull's strength (25 charges), holy water (2); Other Gear javelins (4), masterwork morningstar, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 988 gp
The sacred sorcerer is an agent of the gods, less constrained than a priest and armed with magic rarely used by other servants of the divine.
Evangeline is blessed by divine magic, but not quite willing to devote herself to the causes of good and order. Instead, she uses her powers to protect herself, travel, and learn more about the world. Though she seeks balance in her life, the innate goodness within her finds overt evil and cruelty to be repugnant, and she distances herself from such people and things that exhibit them.
Blackscale Sorcerer CR 9
XP 6,400
Half-orc sorcerer 10
CE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +7
Defense
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural)
hp 82 (10d6+45)
Fort +8, Ref +5, Will +7
Defensive Abilities orc ferocity; DR 10/adamantine; Resist acid 10
Offense
Speed 30 ft.
Melee mwk greataxe +8 (1d12+3/×3) or 2 claws +7 (1d6+2)
Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20, 1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 10th; concentration +15)
5th (4/day)—cloudkill (DC 20)
4th (6/day)—fear (DC 19), shout (DC 21), stoneskin
3rd (7/day)—fireball (DC 20), fly, rage, stinking cloud (DC 18)
2nd (7/day)—acid arrow, bull's strength, false life, resist energy, scorching ray
1st (8/day)—burning hands (DC 18), endure elements, mage armor, magic missile, ray of enfeeblement (DC 16), shield
0 (at will)—acid splash, arcane mark, bleed (DC 15), detect magic, flare (DC 17), ray of frost, read magic, resistance, touch of fatigue (DC 15)
Bloodline draconic (black)
Tactics
Before Combat The sorcerer casts false life, mage armor, and stoneskin on himself.
During Combat The sorcerer casts fly on the first round of combat along with a quickened magic missile. He maneuvers so he can catch as many opponents as possible with his breath weapon. If pressed into melee, he casts bull's strength and rage, then attacks with his greataxe or claws.
Base Statistics Without false life, mage armor, and stoneskin, the sorcerer's statistics are AC 15, touch 12, flat-footed 14; hp 67; DR —.
Statistics
Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation)
Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7
Languages Common, Draconic, Orc
SQ bloodline arcana (acid spells deal +1 damage per die), orc blood, weapon familiarity
Combat Gearpotion of cure serious wounds, wand of acid arrow (15 charges); Other Gear masterwork greataxe, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp), 825 gp
The blackscale sorcerer channels the powers of corruption and sloth.
Brax was born in an inbred human village tainted by swamp magic and a forgotten legacy of despicable acts. He is primarily driven by hunger and the urge to corrupt others, though his sloth often gets the better of him. He is equally comfortable sleeping in a bed, in a sewer, or on a pile of corpses. When his laziness overcomes his violent tendencies, he is talkative but dull, concerned more with his inflated ego than anything of consequence.
Combat Encounters: Brax is usually a loner, but he may browbeat simple creatures, such as boggards, orcs, or trolls, into serving him.
Roleplaying Encounters:When Brax is feeling particularly sated, flattery could convince him to work with the PCs, especially if their goal is removing threats to his territory.
Lucky Mage CR 10
XP 9,600
Halfling sorcerer 11
N Small humanoid (halfling)
Init +3; Senses Perception +13
Defense
AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size)
hp 63 (11d6+22)
Fort +9, Ref +11, Will +10; +2 vs. fear
Defensive Abilities fated +3; Immune fire (120 points)
Offense
Speed 20 ft.
Melee mwk longspear +5 (1d6–2/×3)
Ranged mwk light crossbow +10 (1d6/19–20)
Special Attacks it was meant to be (1/day)
Bloodline Spell-Like Abilities (CL 11th; concentration +16)
8/day—touch of destiny (+5)
Sorcerer Spells Known (CL 11th; concentration +16)
5th (5/day)—break enchantment, interposing hand, teleport
4th (7/day)—bestow curse (DC 19), dimension door, freedom of movement, greater invisibility
3rd (7/day)—dispel magic, fireball (DC 18), hold person (DC 18), protection from energy, ray of exhaustion (DC 18)
2nd (7/day)—acid arrow, blindness/deafness (DC 17), blur, scorching ray, see invisibility, spider climb
1st (8/day)—alarm, charm person (DC 16), floating disk, mage armor, magic missile, true strike
0 (at will)—arcane mark, detect magic, light, mage hand, message, prestidigitation, ray of frost, read magic, resistance
Bloodline destined
Tactics
Before Combat The sorcerer casts freedom of movement, mage armor, and protection from energy (fire).
During Combat The sorcerer uses interposing hand or hold person to keep opponents from reaching her while she uses ranged attack spells such as fireball and ray of exhaustion.
Base Statistics Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 16, flat-footed 13; Immune none.
Statistics
Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 21
Base Atk +5; CMB +2; CMD 23
Feats Combat Casting, Combat Expertise, Defensive Combat Training, Dodge, Eschew Materials, Great Fortitude, Lightning Reflexes, Mobility
Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9, Knowledge (arcana, history) +9, Perception +13, Spellcraft +10
Languages Common, Gnome, Halfling
SQ bloodline arcana (gains a luck bonus to saves when casting personal-range spells)
Combat Gearpotion of cure moderate wounds, potion of cure serious wounds, potion of eagle's splendor, potion of fly, potion of invisibility, wand of shield (44 charges); Other Gear masterwork light crossbow with 10 bolts, masterwork longspear, amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 649 gp
The lucky mage uses her magic, innate talents and good fortune to survive incredible odds with barely a scratch. Rather than depend on this strange fortune, however, the lucky mage constantly strives to understand and harness her unique abilities.
Amaryllis, a relaxed and personable halfling, tries not to upset the apple cart too much, mainly because she doesn't like seeing other people get hurt. She trusts her powers to get her through danger alive, but carries a burden of guilt over friends she wasn't able to save. She hides this underneath a veneer of constant cheerfulness and good humor, and is fond of using her magic to delight others and make friends—though anyone who underestimates her because of her love of clowning and children may find themselves in desperate straits should they rile her anger.
Combat Encounters: Amaryllis might fight the PCs if she believes they are responsible for harming her friends or threatening a person or place she cares about. She has a strong sense of fairness, and may attack the PCs to right an affront against someone else. She is quick to jump to conclusions, but also quick to talk if the PCs try to explain themselves.
Roleplaying Encounters: Amaryllis can be recruited as an ally easily, especially if the PCs look like they can take care of themselves. The PCs may meet her in the midst of a deadly situation—an opportune meeting she sees as her luck delivering the right people at the right time.
Fey Enchantress CR 11
XP 12,800
Elf sorcerer 12
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +12
Defense
AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +1 natural)
hp 56 (12d6+12)
Fort +5, Ref +10, Will +12; +2 vs. enchantments
Immune sleep
Offense
Speed 30 ft.
Melee mwk rapier +10/+5 (1d6–1/18–20)
Ranged mwk shortbow +10/+5 (1d6/×3)
Bloodline Spell-Like Abilities (CL 12th; concentration +17)
8/day—laughing touch
12 rounds/day—fleeting glance
Sorcerer Spells Known (CL 12th; concentration +17)
6th (3/day)—mass suggestion (DC 25)
5th (6/day)—dominate person (DC 24), mind fog (DC 24), tree stride
4th (7/day)—bestow curse (DC 19), charm monster (DC 21), crushing despair (DC 23), poison (DC 19)
3rd (7/day)—deep slumber (DC 22), fly, hold person (DC 22), lightning bolt (DC 18), suggestion (DC 22)
2nd (7/day)—false life, glitterdust (DC 17), hideous laughter (DC 21), scorching ray, spectral hand, touch of idiocy
1st (8/day)—charm person (DC 18), entangle (DC 16), mage armor, magic missile, shield, ventriloquism (DC 16)
0 (at will)—dancing lights, daze (DC 19), detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, ray of frost, read magic
Bloodline fey
Tactics
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer uses her fleeting glance ability to turn invisible, then casts mind fog before using her enchantment spells. She casts spectral hand to deliver touch spells such as bestow curse, poison, or touch of idiocy.
Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 17, touch 16, flat-footed 13; hp 44.
Statistics
Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 20
Base Atk +6; CMB +5; CMD 21
Feats Dodge, Eschew Materials, Greater Spell Focus (enchantment), Improved Iron Will, Iron Will, Lightning Reflexes, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +18, Diplomacy +15, Fly +7, Intimidate +18, Knowledge (arcana) +6, Knowledge (nature) +5, Perception +12, Spellcraft +9 (+11 to identify magic item properties)
Languages Common, Elven, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), elven magic, weapon familiarity, woodland stride
Combat Gearelixir of love (2), scroll of wall of force; Other Gear masterwork rapier, masterwork shortbow with 20 arrows, cloak of resistance +1, hat of disguise, headband of alluring charisma +2, ring of protection +2, jewelry (worth 300 gp), 1,825 gp
The fey enchantress uses her powers to manipulate others, acquire power, and gain wealth.
Elindria believes she is the descendant of an exiled faerie queen. She plans to gather sycophants under her banner, claim a stretch of primordial forest, and rule over a court where her minions flatter her and dance for her pleasure.
Azure Bolt Sorcerer CR 12
XP 19,200
Human sorcerer 13
LE Medium humanoid (human)
Init +6; Senses see invisibility; Perception +11
Defense
AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural)
hp 141 (13d6+93)
Fort +10, Ref +10, Will +9
Resist electricity 10
Offense
Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or mwk morningstar +8/+3 (1d8+1)
Ranged mwk javelin +9 (1d6+1)
Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as magic weapons, 8 rounds/day), breath weapon (60-foot line, 13d6 electricity, DC 21, 1/day)
Sorcerer Spells Known (CL 13th; concentration +18)
6th (4/day)—acid fog, chain lightning (DC 23), form of the dragon I
5th (7/day)—cone of cold (DC 22), feeblemind (DC 20), overland flight, spell resistance
4th (7/day)—black tentacles, charm monster (DC 19), dimension door, fear (DC 19), ice storm
3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), slow (DC 18)
2nd (7/day)—bear's endurance, false life, gust of wind (DC 19), resist energy, scorching ray, see invisibility
1st (8/day)—grease, mage armor, magic missile, ray of enfeeblement (DC 16), shield, shocking grasp
0 (at will)—acid splash, bleed (DC 15), detect magic, flare (DC 17), light, mage hand, mending, ray of frost, read magic
Bloodline draconic (blue)
Tactics
Before Combat The sorcerer casts bear's endurance, false life, fly, mage armor, and see invisibility.
During Combat The sorcerer prefers to fight with her electricity spells, such as chain lightning and lightning bolt, and saves her breath weapon until her foes are lined up so she can catch as many as possible in its effect. She uses spells such as black tentacles, grease, and ice storm to hinder her opponents. If forced into melee combat, the sorcerer casts haste and form of the dragon I.
Base Statistics Without bear's endurance, false life, fly, and mage armor, the sorcerer's statistics are AC 18, touch 15, flat-footed 15; hp 126; Fort +8; Speed 30 ft.
Statistics
Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21
Base Atk +6; CMB +7; CMD 22
Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Quick Draw, Spell Focus (evocation), Toughness
Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, Linguistics +1, Perception +11, Spellcraft +7
Languages Common, Draconic
SQ bloodline arcana (electricity spells deal +1 damage per die)
Combat Gear potions of cure serious wounds (2), wand of vampiric touch (10 charges); Other Gear masterwork javelins (2), masterwork morningstar, amulet of natural armor +1, bag of holding (type I), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, 1,839 gp
An azure bolt sorcererbelieves she is smarter than she actually is, and spins wild schemes to make herself feel important.
Sesserand has always been a small person, a lackey to others, only coming into her own when her magic awakened. Now she makes up for years of insults by preparing and memorizing cutting remarks for every possible slight, not realizing her power and inner strength are more than enough to garner respect despite her shortcomings.
Combat Encounters: Sesserand prefers to have lackeys engage enemies so she can freely choose targets to destroy. She might serve as a lieutenant to a wittier person who can make her feel important.
Roleplaying Encounters: Sesserand might work for a charismatic person who values her abilities, or might tell herself that she's the "power behind the throne" in an unequal partnership.
Ice Mage CR 13
XP 25,600
Half-elf sorcerer 14
NE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +19
Defense
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural)
hp 79 (14d6+28)
Fort +6, Ref +6, Will +12; +2 vs. enchantments
Immune fire (120 points), sleep; Resist cold 20
Offense
Speed 30 ft.
Melee mwk spear +7/+2 (1d8–1/×3)
Ranged mwk light crossbow +10 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 14th; concentration +20)
9/day—elemental ray (1d6+7 cold)
1/day—elemental blast (14d6 cold, DC 23)
Sorcerer Spells Known (CL 14th, concentration +20)
7th (3/day)—delayed blast fireball (cold, DC 25)
6th (6/day)—chain lightning (cold, DC 24), elemental body III, freezing sphere (DC 24)
5th (7/day)—baleful polymorph (DC 21), cone of cold (DC 23), elemental body II, summon monster V
4th (7/day)—elemental body I, ice storm, resilient sphere (DC 22), solid fog, wall of ice (DC 22)
3rd (7/day)—fly, lightning bolt (cold, DC 21), protection from energy, ray of exhaustion (DC 19), sleet storm
2nd (8/day)—acid arrow (cold), blindness/deafness (DC 18), fog cloud, gust of wind (DC 20), mirror image, scorching ray (cold)
1st (8/day)—burning hands (cold, DC 19), endure elements, mage armor, magic missile, obscuring mist, shield
0 (at will)—acid splash (cold), bleed (DC 16), detect magic, detect poison, mage hand, ray of frost, read magic, resistance, touch of fatigue (DC 16)
Bloodline elemental (water)
Tactics
Before Combat The sorcerer casts mage armor and protection from energy (fire).
During Combat The sorcerer casts empowered area damage spells such as cone of cold, freezing sphere, and chain lightning. If forced into melee, she casts elemental body III and transforms into a Large water elemental.
Base Statistics Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 15, flat-footed 14; Immune sleep.
Statistics
Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 22
Base Atk +7; CMB +6; CMD 21
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation)
Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8, Linguistics +1, Perception +19, Spellcraft +8, Swim +4
Languages Aquan, Common, Elven
SQ bloodline arcana (change energy damage spells to cold), elf blood
Combat Gear potion of fly; Other Gear masterwork light crossbow with 10 bolts, masterwork spear, amulet of natural armor +2, headband of alluring charisma +4, ring of protection +2, 1,413 gp
The ice mage bends liquid and solid water to her will, killing with the efficiency of a sudden frost.
As a child, Matherie was buried alive by an avalanche for 3 days. After she dug herself free, she found the ordeal had given her power over ice and snow. She abandoned her old life and embraced the coldness and cruelty in her heart.
Diabolical Charmer CR 14
XP 38,400
Human sorcerer 15
LE Medium humanoid (human)
Init +6; Senses Perception +12
Defense
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
Offense
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
0 (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)
Bloodline infernal
Tactics
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.
Base Statistics Without false life, mage armor, and stoneskin, the sorcerer's statistics are AC 17, touch 15, flat-footed 14; hp 70; DR none.
Statistics
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 Gearpotions 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
The diabolical charmer uses magic and honeyed words to convince mortals and fiends to do her bidding.
Natural Arcanist CR 15
XP 51,200
Halfling sorcerer 16
NE Small humanoid (halfling)
Init +3; Senses Perception +12
Defense
AC 23, touch 18, flat-footed 19 (+3 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 137 (16d6+79)
Fort +11, Ref +12, Will +16; +2 vs. fear
Defensive Abilitiesspell turning; DR 10/adamantine (150 points)
Offense
Speed 20 ft.
Melee mwk spear +8/+3 (1d6–2/×3)
Ranged mwk sling +13/+8 (1d3–2)
Sorcerer Spells Known (CL 16th; concentration +23)
8th (3/day)—prismatic wall (DC 25)
7th (6/day)—grasping hand, greater teleport, spell turning
6th (7/day)—acid fog, chain lightning (DC 25), globe of invulnerability, greater dispel magic, true seeing
5th (7/day)—break enchantment, cone of cold (DC 24), mage's faithful hound, mind fog (DC 22), overland flight
4th (7/day)—dimension door, enervation, phantasmal killer (DC 21), resilient sphere (DC 23), stoneskin
3rd (8/day)—dispel magic, displacement, fly, hold person (DC 20), lightning bolt (DC 22), protection from energy (DC 20)
2nd (8/day)—false life, glitterdust (DC 19), invisibility, knock, resist energy, scorching ray
1st (8/day)—alarm, grease, identify, magic missile, ray of enfeeblement (DC 18), shield
0 (at will)—acid splash, arcane mark, detect magic, detect poison, light, mage hand, ray of frost, read magic, resistance
Bloodline arcane
Tactics
Before Combat The sorcerer casts false life, stoneskin, and spell turning.
During Combat The sorcerer casts prismatic wall between himself and his enemies on the first round of combat, then casts displacement and globe of invulnerability. He attacks with area damage spells such as acid fog, chain lightning, and cone of cold.
Base Statistics Without false life, spell turning, and stoneskin, the sorcerer's statistics are hp 122; Defensive Abilities none; DR none.
Statistics
Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 24
Base Atk +8; CMB +5; CMD 22
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Improved Counterspell, Iron Will, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Toughness
Skills Acrobatics +5 (+1 when jumping), Bluff +18, Climb +0, Fly +9, Knowledge (arcana) +12, Knowledge (local) +9, Perception +12, Spellcraft +12, Use Magic Device +18
Languages Common, Dwarven, Halfling
SQ arcane bond (ring of protection), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (+2 DC for evocation spells)
Combat Gearpotion of cure serious wounds, scroll of mislead, scroll of shadow walk; Other Gear masterwork sling with 20 bullets, masterwork spear, amulet of natural armor +2, bracers of armor +3, cloak of resistance +3, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 1,848 gp
The natural arcanist is a conduit for magical power, always on the brink of releasing too much energy.
Nar is a troubled halfling whose innate magic has always caused inadvertent destruction in his home. He was born in a quiet halfling district of a human city, but his friends and family chased him out in his teen years, fearing for their safety. Forced to live like a hermit, Nar grew bitter and angry. His odd speech patterns and personality make him difficult to read.
Fiery Dragonkin CR 16
XP 76,800
Dwarf sorcerer 17
CE Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +18
Defense
AC 26, touch 14, flat-footed 26 (+8 armor, +3 deflection, +1 insight, +4 natural)
hp 147 (17d6+85)
Fort +15, Ref +9, Will +14; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (150 points); Resist fire 10
Offense
Speed 20 ft., fly 60 ft. (average)
Melee mwk battleaxe +11/+6 (1d8+2/×3) or 2 claws +10 (1d6+2 plus 1d6 fire)
Ranged mwk heavy crossbow +9 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, breath weapon (30-foot cone, 17d6 fire, DC 23, 2/day), claws (2, 1d4+2 plus 1d6 fire, treated as magic weapons, 8 rounds/day)
Sorcerer Spells Known (CL 17th; concentration +22)
8th (4/day)—form of the dragon III, greater shout (DC 25), incendiary cloud (DC 23)
7th (6/day)—delayed blast fireball (DC 24), form of the dragon II, mass hold person (DC 22), reverse gravity
6th (6/day)—chain lightning (DC 23), flesh to stone (DC 21), form of the dragon I, transformation
5th (7/day)—cloudkill (DC 20), cone of cold (DC 22), spell resistance, telekinesis, wall of force
4th (7/day)—crushing despair (DC 19), fear (DC 19), fire shield, stoneskin, wall of fire
3rd (7/day)—dispel magic, fireball (DC 20), fly, greater magic weapon, ray of exhaustion (DC 18)
2nd (7/day)—blur, flaming sphere (DC 19), invisibility, resist energy (DC 17), scorching ray, web (DC 17)
1st (8/day)—burning hands (DC 18), expeditious retreat, mage armor, magic missile, shield, ventriloquism (DC 16)
0 (at will)—acid splash, bleed (DC 15), dancing lights, detect magic, flare (DC 17), mage hand, ray of frost, read magic, touch of fatigue (DC 15)
Bloodline draconic (red)
Tactics
Before Combat The sorcerer casts stoneskin.
During Combat The sorcerer casts mass hold person, then uses his breath weapon and area spells against his paralyzed foes. If forced into melee, he casts greater magic weapon on his battleaxe and transformation on himself.
Base Statistics Without stoneskin, the sorcerer's statistics are DR none.
Statistics
Str 14, Dex 10, Con 18, Int 12, Wis 10, Cha 20
Base Atk +8; CMB +10; CMD 24 (28 vs. bull rush or trip)
Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Light Armor Proficiency, Medium Armor Proficiency, Maximize Spell, Quicken Spell, Spell Focus (evocation)
Skills Appraise +5 (+7 to assess nonmagical metals or gemstones), Fly +6, Intimidate +18, Knowledge (arcana) +13, Linguistics +2, Perception +18 (+20 to notice unusual stonework), Spellcraft +13
Languages Common, Draconic, Dwarven, Orc
SQ bloodline arcana (fire spells deal +1 damage per die), wings
Combat Gearpotions of bull's strength (2), potions of cure serious wounds (2), wand of shield (20 charges); Other Gear+2 red dragonhide breastplate, masterwork battleaxe, masterwork heavy crossbow with 10 bolts, belt of mighty constitution +2, brooch of shielding, cloak of resistance +4, dusty rose prism ioun stone, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), 6,240 gp
The fiery dragonkin embodies all the greedy, violent, and territorial impulses of red dragons. Heedless of the lives they crush in their rise to glory, the dragonkin sorcerers are born conquerors, and see in their noble draconic blood an undeniable right to rule over lesser beings.
Demon-Blooded Sorcerer CR 17
XP 102,400
Half-orc sorcerer 18
CE Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +10
Defense
AC 22, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 dodge, +4 natural)
hp 152 (18d6+87)
Fort +11, Ref +9, Will +13; +4 vs. poison
Defensive Abilities orc ferocity; DR 10/adamantine (150 points); Resist electricity 10
Offense
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +12 (1d6+3 plus 1d6 fire) or +1 flaming greataxe +13/+8 (1d12+5/×3 plus 1d6 fire)
Special Attacks claws (2, 1d6+7 plus 1d6 fire, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 18th; concentration +25)
9th (3/day)—meteor swarm
8th (5/day)—incendiary cloud (DC 27), summon monster VIII, unholy aura
7th (7/day)—delayed blast fireball (DC 24), greater teleport, power word blind, reverse gravity
6th (7/day)—acid fog, chain lightning (DC 23), transformation, true seeing
5th (7/day)—cloudkill (DC 24), cone of cold(DC 22), dismissal (DC 22), feeblemind (DC 22), summon monster V
4th (7/day)—black tentacles, confusion (DC 21), dimension door, phantasmal killer (DC 21), stoneskin
3rd (8/day)—dispel magic, fly, gaseous form, rage, slow (DC 20)
2nd (8/day)—acid arrow, bull's strength, darkness, false life, mirror image, scorching ray
1st (8/day)—burning hands (DC 18), cause fear (DC 18), enlarge person (DC 18), grease, ray of enfeeblement (DC 18), shield
0 (at will)—acid splash, bleed (DC 17), daze (DC 17), detect magic, light, mage hand, message, ray of frost, read magic
Bloodline abyssal
Tactics
Before Combat The sorcerer casts false life and stoneskin.
During Combat The sorcerer casts summon monster VIII to summon a hezrou, then alternates between casting area damage spells and summoning other demons. If he knows he is fighting good-aligned opponents, he casts unholy aura.
Base Statistics Without false life and stoneskin, the sorcerer's statistics are hp 137; DR none.
Statistics
Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 24
Base Atk +9; CMB +12; CMD 25
Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, Eschew Materials, Extend Spell, Great Fortitude, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Spell Focus (conjuration), Toughness
Skills Fly +6, Intimidate +14, Knowledge (arcana) +3, Knowledge (planes) +5, Linguistics +0, Perception +10, Spellcraft +3
Languages Abyssal, Common, Orc
SQ added summonings, bloodline arcana (summoned creatures gain DR 9/good), orc blood, strength of the Abyss, weapon familiarity
Combat Gearpotions of cure serious wounds (2), potion of haste, scroll of greater dispel magic, wand of shield (20 charges); Other Gear+1 flaming greataxe, amulet of natural armor +4, bracers of armor +5, cloak of resistance +1, headband of alluring charisma +4, ring of counterspells, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 4,480 gp
The demon-blooded sorcerer is a powerful mortal servant of the Abyss.
Ogrik remembers little about his origins other than darkness and hunger. He loves using his magic to destroy others, and considers himself a true demon. He has been known to eat his enemies, as well as underlings who displease him.
Fate-Bound Mage CR 18
XP 153,600
Human sorcerer 19
N Medium humanoid (human)
Init +5; Senses Perception +21
Defense
AC 24, touch 17, flat-footed 22 (+4 armor, +3 deflection, +1 Dex, +1 dodge, +2 insight, +3 natural); never surprised or flat-footed
hp 122 (19d6+53)
Fort +10, Ref +14, Will +18; +5 vs. spells and spell-like abilities
Defensive Abilities fated +5, spell turning, within reach 1/day; DR 10/adamantine (150 points)
Offense
Speed 30 ft.
Melee staff of fire +8/+3 (1d6–1)
Special Attacks it was meant to be (2/day)
Bloodline Spell-Like Abilities (CL 19th; concentration +26)
10/day—touch of destiny (+9)
Sorcerer Spells Known (CL 19th; concentration +26)
9th (4/day)—crushing hand, foresight, time stop
8th (6/day)—greater shout (DC 27), moment of prescience, power word stun, protection from spells
7th (7/day)—limited wish, mage's magnificent mansion, mage's sword, spell turning
6th (7/day)—chain lightning (DC 25), disintegrate (DC 23), globe of invulnerability, mislead
5th (7/day)—baleful polymorph (DC 22), break enchantment, cone of cold (DC 24), dominate person (DC 22), teleport
4th (7/day)—bestow curse (DC 21), charm monster (DC 21), dimension door, freedom of movement, stoneskin
3rd (8/day)—dispel magic, fly, lightning bolt (DC 22), phantom steed, protection from energy
2nd (8/day)—acid arrow, blur, false life, fog cloud, knock, scorching ray
1st (8/day)—alarm, burning hands (DC 20), mage armor, magic missile, shield, true strike
0 (at will)—acid splash, arcane mark, detect magic, detect poison, light, mending, open/close, prestidigitation, read magic
Bloodline destined
Tactics
Before Combat The sorcerer casts false life, foresight, freedom of movement, mage armor, moment of prescience, protection from spells, spell turning, and stoneskin.
During Combat The sorcerer first casts mislead and globe of invulnerability.
Base Statistics Without false life, foresight, mage armor, protection from spells, spell turning, and stoneskin, the sorcerer's statistics are AC 18, touch 15, flat-footed 16; hp 107; Ref +12; DR none.
Statistics
Str 8, Dex 13, Con 12, Int 14, Wis 15, Cha 24
Base Atk +9; CMB +8; CMD 25
Feats Combat Casting, Combat Expertise, Diehard, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Mobility, Quicken Spell, Silent Spell, Spell Focus (evocation)
Skills Bluff +20, Diplomacy +17, Fly +11, Intimidate +20, Knowledge (arcana, history) +15, Perception +21, Spellcraft +24
Languages Celestial, Common, Draconic, Elven, Infernal
SQ bloodline arcana (gain luck bonus to saves when casting personal-range spells)
Combat Gearpotion of cure moderate wounds, potion of cure serious wounds; Other Gearamulet of natural armor +3, cloak of resistance +3, glove of storing, headband of mental prowess +4 (Int, Wis), ring of protection +3, staff of fire (10 charges), diamond dust (worth 500 gp), 7,800 gp
Believing he's destined for greatness, this mage will do anything to succeed.
Arisen Sorcerer CR 19
XP 204,800
Human sorcerer 20
LE Medium humanoid (human)
Init +6; Senses Perception +16
Defense
AC 30, touch 17, flat-footed 27 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +9 natural)
hp 217 (20d6+145)
Fort +16, Ref +11, Will +18; +4 morale bonus vs. undead spells and spell-like abilities
DR 5/—; Immune cold, nonlethal damage, paralysis, sleep
Offense
Speed 30 ft.
Melee quarterstaff +9/+4 (1d6–1)
Bloodline Spell-Like Abilities (CL 20th; concentration +28)
11/day—grave touch (10 rounds)
3/day—grasp of the dead (20d6 slashing, DC 28)
1/day—incorporeal form (20 rounds)
Sorcerer Spells Known (CL 20th; concentration +28)
9th (6/day)—energy drain (DC 29), imprisonment (DC 27), power word kill, wail of the banshee (DC 29)
8th (7/day)—create greater undead, horrid wilting (DC 28), polar ray, protection from spells
7th (7/day)—finger of death (DC 27), mass hold person (DC 25), prismatic spray, waves of exhaustion
6th (7/day)—circle of death (DC 26), create undead, flesh to stone (DC 24), undeath to death (DC 26)
5th (7/day)—cloudkill (DC 23), cone of cold (DC 23), dominate person (DC 23), teleport, waves of fatigue
4th (8/day)—animate dead, contagion (DC 24), crushing despair (DC 22), solid fog, wall of ice (DC 22)
3rd (8/day)—dispel magic, fireball (DC 21), gaseous form, ray of exhaustion (DC 23), vampiric touch
2nd (8/day)—blindness/deafness (DC 22), false life, invisibility, mirror image, scorching ray, spectral hand
1st (8/day)—chill touch (DC 21), mage armor, magic missile, ray of enfeeblement (DC 21), shield, shocking grasp
0 (at will)—acid splash, bleed (DC 20), detect magic, disrupt undead, ghost sound (DC 18), prestidigitation, ray of frost, read magic, touch of fatigue (DC 20)
Bloodline undead
Tactics
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer casts energy drain, power word kill, and wail of the banshee. She may deter opponents with solid fog, waves of exhaustion, or her grasp of the dead ability.
Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 26, touch 17, flat-footed 23; hp 202.
Statistics
Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 27
Base Atk +10; CMB +9; CMD 26
Feats Blind-Fight, Combat Casting, Dodge, Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Mobility, Quicken Spell, Silent Spell, Spell Focus (necromancy), Still Spell, Toughness
Skills Fly +10, Intimidate +21, Knowledge (arcana, religion) +13, Perception +16, Spellcraft +13, Use Magic Device +21
Languages Common
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), one of us
Combat Gearscrolls of darkvision (2), scrolls of fly (2), scroll of see invisibility, wand of cure moderate wounds (25 charges); Other Gearquarterstaff, amulet of natural armor +4, belt of mighty constitution +6, cloak of resistance +3, headband of alluring charisma +6, ring of protection +4, robe of bones, diamonds for protection from spells (worth 1,500 gp), onyx gems (worth 2,000 gp), 4,650 gp