Azure Bolt Sorcerer
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)
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)
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
SQ: bloodline arcana (electricity spells deal +1 damage per die)
Languages: Common, Draconic
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
Description
Human sorcerer 13
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.
An azure bolt sorcererbelieves she is smarter than she actually is, and spins wild schemes to make herself feel important.
Sesserand: 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.
Source: NPC Codex, p. 170
