# 105836-13
Emersohn Blizzard
Male Halfling Sorcerer 2
N Small humanoid (halfling)
Init +3; Senses Perception +2
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
hp 12 (2d6 + 2)
Fort +0, Ref +3, Will +3; +2 vs. fear
+1 saving throws vs. spells and spell-like abilities of humans
OFFENSE
Speed 20 ft.
Melee dagger +1 (1d3) or light mace +1 (1d4) or club +1 (1d3) or morningstar +1 (1d6)
Ranged sling +4 (1d3) or dagger +4 (1d3) or club +4 (1d3)
Bloodline Spell-Like Abilities (CL 2; concentration +6)
7/day Minute Meteors range 30' Reflex save negates DC 16 1d4+1 fire damage
Sorcerer Spells Known (CL 2; concentration +6)
1st (5/day)—mage armor, magic missile
0th (at will)—daze, flare, light, ray of frost (DC 14), read magic
Bloodline Starsoul
TACTICS
Before Combat Casts mage armor on self.
During Combat Avoids melee and casts magic missile and ranged attacks such as sling, thrown club, or thrown dagger.
Base Statistics
Without mage armor, the sorcerer's statistics are AC 15, touch 14, flat-footed 11.
STATISTICS
Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD 15
Feats Dodge
Skills Bluff +8, Knowledge (Arcana) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Spellcraft +5, Use Magic Device +8
Languages Common, Halfling, Auran
SQ Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Combat Gear wand of spyglass, dagger, 3 clubs, morningstar, light mace, sling, 20 sling bullets, explorer's outfit, compass, small steel mirror, quart of good quality apple jack, alchemist's fire flask, acid flask, liquid ice flask.