Female Goblin Sorcerer 1
CE Small Humanoid (Goblinoid)
Init +4;
Senses Darkvision (60 feet); Perception +1
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DEFENSE
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AC 15, touch 15, flat-footed 11. . (+4 Dex, +1 size)
hp 6 (1d6-1)
Fort -1,
Ref +4,
Will +3
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OFFENSE
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Spd 30 ft.
Melee Club +0 (1d4-1/20/x2) and
. . Unarmed Strike +0 (1d2-1/20/x2)
Special Attacks Elemental Ray (4/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +5 ranged touch):
1 (4/day)
Ear-Piercing Scream (DC 12), Snapdragon Fireworks (DC 13)
0 (at will)
Daze (DC 11), Bleed (DC 11), Sotto Voce (DC 11), Spark (DC 11)
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STATISTICS
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Str 8,
Dex 18,
Con 8,
Int 12,
Wis 13,
Cha 13
Base Atk +0;
CMB -2;
CMD 12
Feats Elemental Focus: Fire, Eschew Materials
Traits Power of Suggestion
Skills Bluff +5, Intimidate +5, Ride +8, Stealth +12, Use Magic Device +5
Languages Goblin
SQ Elemental: Fire, Leeching Kit
Combat Gear Club;
Other Gear Fortune-Teller's Deck, Common, Leeching Kit, Oil (1-pint flask) (6), Perfume/Cologne, Pickle extractor, Sack (empty), Sack (empty), Wide-brimmed hat, Wig
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SPECIAL ABILITIES
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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 (4/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Elemental: Fire You may change any energy spell to use [Fire] energy.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Leeching Kit +2 Heal to treat poison.
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