Male Half-Orc Sorcerer 1
CN Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +1
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +4, Ref +1, Will +3
OFFENSE
Spd 30 ft.
Melee Longspear +0 (1d8/20/x3) and
Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Special Attacks Elemental Ray (6/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Shocking Grasp, Burning Hands (DC 15)
0 (at will) Ray of Frost, Mage Hand, Prestidigitation (DC 13), Light
STATISTICS
Str 11, Dex 13, Con 18, Int 11, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Elemental Focus: Fire, Eschew Materials
Skills Bluff +7, Intimidate +5, Use Magic Device +7
Languages Common, Orc
SQ Elemental: Fire, Orc Ferocity (1/day)
Combat Gear Crossbow, Light, Longspear; Other Gear Backpack (empty), Spell component pouch
SPECIAL ABILITIES
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Elemental: Fire You may change any energy spell to use [Fire] energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
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