Characters

Storm Sorcerer

CR: 5 XP: 1,600


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


Resist: electricity 10


Immune: sleep


Offense

Speed: 30 ft.


Melee: spear +2 (1d8–1/×3)


Ranged: mwk longbow +6 (1d8/×3)


Spell-Like Abilities: (CL 6th; concentration +9) 6/day—elemental ray (1d6+3 electricity)


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)


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)


SQ: bloodline arcana (change energy damage spells to electricity), elven magic, weapon familiarity


Languages: Auran, Common, Draconic, Elven


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


Description

Elf sorcerer 6

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.

The storm sorcerer battles his enemies with wind and lightning, reveling in nature’s destructive power.

Valendron Oparal: 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.

Source: NPC Codex, p. 163