Male Half-Orc sorcerer 7
Init +3; Senses Darkvision (60 ft.), Perception +0,
Languages Abyssal, Common, Draconic, Orc
AC 18, touch 14, flat-footed 14
Fort +3, Ref +5, Will +5
Speed 30 ft. (6 squares)
Melee +1 shortspear +3 (1d6)
Face 5 ft. Reach 5 ft.
Known Sorcerer Spells (CL 7th):
Abilities Str 8, Dex 16, Con 12, Int 17, Wis 10, Cha 18
Special Qualities Bloodline Arcana, Cantrips, Elemental Bloodline (Air), Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity,
Feats Arcane Strike, Dodge, Empower Spell, Eschew Materials, Heighten Spell, Simple Weapon Proficiency, Weapon Finesse
Skills Bluff +14, Intimidate +16, Knowledge (Arcana) +13, Spellcraft +13, Use Magic Device +14,
Possessions +1 shortspear; amulet of natural armor +1; bracers of armor +3; headband of mental prowess (int/cha) +2;
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.
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.
Charming Blessed with good looks, you've come to depend on the fact that others find you attractive.
Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury.
Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+3 points of electricity damage You can use this ability 7 times per day.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.