Air Goblin Sorcerer
Air Goblin Sorcerer 6
NE Small Humanoid (Goblinoid)
Init +3;
Senses Darkvision 60 ft.; Listen +3, Spot +3
Languages Common, Goblin
AC 14 (+3 Dex, +1 armor), touch 13, flat-footed 11
hp 24 (6 HD)
Immune drowning, suffocation, attacks that require inhalation
Fort +3,
Ref +5,
Will +6
Speed 30 ft.
Ranged mwk light crossbow +7 (1d6)
Melee morningstar +3 (1d6-1)
Base Atk +3;
Grp -2
Special Actions Energy Substitution (Electricity), Energy Admixture (Electricity)
Combat gear potion of cure light wounds, potion of Eagle's splendor
Spells known (CL 6th):
3rd (DC 17, 4/day) -
fly
2nd (DC 16, 6/day) -
gust of wind, Melf's acid arrow
1st (DC 15, 7/day) -
expeditious retreat, lesser orb of electricity, magic missle, shield
0 (DC 14, 6/day) -
acid splash, dancing lights, daze, detect magic, flare, mage hand, touch of fatigue
Abilities Str 8 Dex 16 Con 12 Int 8 Wis 13 Cha 18
SQ Air Goblin Traits, Breathless
Feats Alertness, Energy Admixture (Electricity), Energy Substitution (Electricity), Improved Familiar
Skills Concentration +4, Knowledge (Arcana) +2, Listen +3, Spellcraft +2, Spot +3
Possessions combat gear plus comabt gear plus
cloak of Charisma +2, bracers of armor +1, morningstar, mwk light crossbow, spell component pouch