Half-Elf Sorcerer, Level 3


Female Half-Elf Sorcerer 3
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +3


AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 29 (3d6+11)
Fort +3, Ref +3, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities


Speed 20 ft.
Melee boar spear -1 (1d8-2/×2) and
   dagger -1 (1d4-2/19-20/×2) and
   javelin -5 (1d6-2/×2)
Ranged sling +3 (1d4-2/×2)
Spell-Like Abilities
   7/day—laughing touch
Sorcerer Spells Known (CL 3rd; concentration +7):
1st (6/day)—magic missile, entangle (DC 15), feather fall (DC 15), summon monster i
0 (at will)—acid splash, open/close (DC 14), detect magic, ghost sound (DC 14), read magic


Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 18
Base Atk +1; CMB -1; CMD 10
Feats Eschew Materials, Improved Initiative, Skill Focus (Spellcraft), Toughness
Traits dangerously curious, serpent runner (intimidate)
Skills Bluff +8, Intimidate +8, Knowledge (arcana) +5, Perception +3, Spellcraft +9, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan
SQ bloodlines (fey), elf blood, woodland stride
Other Gear Boar spear, Dagger, Javelin, Sling, Sling bullets (10), Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Mess kit, Pot, Soap, Spell component pouch, Torch (10), Trail rations (5), Waterskin, 23 GP, 45 SP, 70 CP

Special Abilities

Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Serpent Runner (Intimidate) +2 trait bonus to demoralize opponents.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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