Human Sorcerer Human
LEMedium Humanoid (human)
Init ; Senses Listen +7, Spot +7
Languages Common, Goblin, Undercommon
AC21, touch 15, ff 18
hp 87, Temp 150 (19 HD), DR 10/adamantine
Fort +6 Ref +9 Will +18
Speed 30ft.
Melee +4 Mace, Heavy / ( /×2) or
Melee +2 Quarterstaff / ( /×2) or
Ranged +1 Javelin / ( /×2) or Base Atk +9, Grp +8
Attack Options Fiery Burst DC 26
Special Actions Empower Spell, Energy Substitution, Fiery Burst, Force of Personality, Maximize Spell, Twin Spell
Combat Gear Potion of cure serious wounds ,
Sorcerer Spells 6/8/8/8/7/7/7/7/6/4 DC 17+ spell level, CL 19
9th - Meteor Swarm, foresight
8th - , power word petrify, maze, antimagic field
7th - Spell turning , delayed blast fireball, grasping hand
6th - Circle of death, greater dispel magic, chain lightning
5th - Teleport, cloud kill, hold monster, cone of cold
4th - Dimensional Anchor, black tenticals, stoneskin, wall of fire
3rd - Fireball, dispel magic, blindness/deafness, stinking cloud
2nd - Glitterdust, scorching ray, blindness/deafness, blur, ghoul touch
1st - Magic Missile, burning hands, grease, color spray, shield
Cantrips - Minor illusion, prestidigitation, daze, light
Abilities Str 9 Dex 16 Con 15 Int 10 Wis 12 Cha 25
Feats Empower Spell, Energy Substitution, Fiery Burst, Force of Personality, Improved Familiar, Maximize Spell, Twin Spell, Weapon Focus (touch)
Skills Bluff +12, Concentration +24, Craft (alchemy) +3, Knowledge (arcana) +14, Profession +0, Spellcraft +22
Equipment +4 mace, heavy, +2 quarterstaff, +1 javelin, amulet of natural armor +2, ring of protection +2, cloak of charisma +6, gloves of dexterity +2, bracers of armor +4, 11pp, 53985.26g (banked)
Empower Spell
All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Energy Substitution
Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell.
Fiery Burst
As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Maximize Spell
All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate BENEFITS: of each feat: the maximum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 15th-level wizard deals points of damage equal to 60 plus one half of 10d6.
Twin Spell
Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable). A spell whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the Player's Handbook). For example, a twinned charm person doesn't create a more potent or long-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell. A twinned spell uses up a spell slot four levels higher than the spell's actual level.
Raven Familiar
Tiny Magical BeastInit ; Senses Listen +5, Spot +7, Low-light vision
AC 24, T 12, FF 22
hp 43(19 HD)
Fort +6, Ref +8, Will +13
Speed 10 ft. (2 squares), fly 40 ft. (average)
Melee Claws ()
Base Atk +9, Grp +3
SQ Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance, Scry on familiar
Abilities Str 1, Dex 15, Con 10, Int 15, Wis 14, Cha 6
Feats Alertness, Weapon FinesseB
Skills Listen +5, Spot +7

