Male Kobold sorcerer 4
LN small humanoid (reptilian)
Init +3; Senses Darkvision (60 ft.), Perception +4,
Languages Draconic
AC 16, touch 14, flat-footed 13
hp 18 (4HD)
Fort +2, Ref +5, Will +3
Resistances Electricity 5,
Speed 30 ft. (6 squares)
Ranged touch attack (ray) (small) +6 (1d1)
Melee claw +1/+1 (1d3-2)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +2; CMB -1; CMD 12
Known Sorcerer Spells (CL 4th):
1st (7/day) - burning hands (DC 16) , feather fall (DC 15) , mage armor (DC 15)
0th (at will) - acid splash , detect magic , detect poison , haunted fey aspect (DC ) , mage hand
Innate Spell-Like Abilities: dancing lights ( 3/day) Abilities Str 6, Dex 16, Con 10, Int 10, Wis 10, Cha 18
Special Qualities Armor, Bloodline Arcana, Bloodline Arcana, Bonus Sorcerer Damage Bonus (4x), Cantrips, Claws, Darkvision, Draconic Bloodline (Bronze), Dragon Resistances, Elemental Bloodline (Air), Jester, Normal Speed, Ragario, Weakness, Weapon and Armor Proficiency, , , ,
Feats Empower Spell, Eschew Materials, Spell Focus (Evocation), Varisian Tattoo
Skills Acrobatics +3, Bluff +8, Climb -2, Diplomacy +10, Disguise +4, Escape Artist +3, Fly +5, Intimidate +8, Perception +4, Perform (Untrained) +6, Ride +3, Spellcraft +4, Stealth +7, Swim -2, Use Magic Device +10,
Possessions silver stag lords pendant; touch attack (ray) (small); quick runner's shirt; cloak of resistance +1; outfit (cold-weather/small); Pouch (Belt) (Small) [ Coin (Gold Piece) (x136); Coin (Copper Piece) (x12); Coin (Silver Piece) (x9); ]; Pouch (Belt) (Small) [ Flint and Steel; Universal Solvent; Cave Whistle; Feather Token, Tree; Assorted Gems; Potion of Cure Light Wounds; Amethyst; ]; Dog (Riding) [ Saddle (Riding) (Small); Saddlebags (Small); ]; Saddlebags (Small) ; Chest, Large Treasure [ Court Jewelry (x2); Lock (Good); Outfit (Courtier's) (Small); Sack (Small) (x4); ]; Sack (Small) [ Coin (Platinum Piece) (x138); Coin (Gold Piece) (x1000); ]; Armor (Ex) Kobolds have a +1 natural armor bonus.
Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.
Bonus Sorcerer Damage Bonus (4x) Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Claws (Su)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Kobolds can see in the dark up to 60 feet.
Draconic Bloodline (Bronze) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Dragon Resistances (Ex) You gain Electricity Resistance 5 and a +1 natural armor bonus
Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury.
Elemental Pupil (Electricity) You have studied at the feet of the masters of Katheer's colleges of magic, and so increased your own mastery of the elements. Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
Eschew Materials
Jester (Ex) Gain a +2 racial bonus on Diplomacy and Perform checks; Diplomacy and Perform are class skills.
Normal Speed (Ex) Kobolds have a base speed of 30 feet.
Ragario You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Weakness (Ex) Dazzled in bright light.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.