AC 12, Tch 12, FF 10
resist fire 5
Fort +1, Ref +2, Will +3
BAB +1, CMB +1,
Melee: Dagger, +1 (1d4, 19-20/x2, P or S)
Club, +1 (1d6, 20/x2, B)
Ranged: Longbow, +3 (1d8, 20/x3, 100ft, P or B)
Languages: Common, Elven, Sylvan
(Includes elf adjustment(s): Dex+2, Con-2, Int+2)
Feats & Traits:
Feats: Eschew Materials, Toughness
Dilettante Artist: You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you. Diplomacy as class skill; Perform (oratory) as Perform.
Indomitable Faith: You gain a +1 trait bonus on Will saves.
Alternate Racial Traits: Elemental Resistance (fire): Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Envoy: Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
Martyred Bloodline Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.
Verdant Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Tanglevine (Sp; +5, 6/day): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.