Bramble Sorcerer
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)
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)
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
SQ: bloodline arcana (acid spells deal +1 damage per die), elf blood
Languages: Common, Draconic, Elven
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
Description
Half-elf sorcerer 5
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.
The bramble sorcerer serves the interests of green dragons, walking where his masters cannot and speaking on their behalf to other forest dwellers.
Amriel Thask: 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.
Source: NPC Codex, p. 162
