Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*);
Sorcerer, Half-Elf, Elemental - Water TEMPLATE; CR: 1/2; XP: 200; Half-elf sorcerer (elemental (water)) 1, Align: CN;
Init: ; Senses: Low-light Vision, Perception +2
DEFENSE: AC: ; TAC: ; FFAC: ; HD: 1d6+1; HP: 7; Saves: For: , Ref: , Will: ;+2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: ; Ranged: ;
Bloodline Spell-Like Abilities (CL <>; concentration <>)
3+Cha/day - elemental ray (cold) (1d6+1)
Sorcerer Spells Known (CL 1st, concentration +);
1st - 2 - (3/day) -
0 - 4 - (at will) -
Bloodline Elemental (water), B bonus spell, * elemental damage as cold
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: +; CMB: ; CMD:
Feats: Eschew Materials
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c), Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c), Knowledge (planes) (Int)(c), Perception (W) +2, Profession (Wis)(c), Ride (Dex), Spellcraft (Int)(c), and Stealth (Dex), Swim (S) +1, Use Magic Device (Cha)(c) Racial Modifiers: +2 Perception
Special Abilities:
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Languages: Common, Elven
Special Qualities: , bloodline elemental (water) (elemental ray) Bloodline Arcana (Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline),
Elven Immunities (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects, Adaptability (receive Skill Focus as a bonus feat at 1st level), Keen Senses (+2 racial bonus on Perception checks), Low-Light Vision (can see twice as far as humans in conditions of dim light). Elf Blood (count as both elves and humans for any effect related to race), Multitalented (choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes)
Treasure: NPC Gear (potion of cure light wounds, scrolls - disguise self (2), scrolls - shield (2), wand of sleep (11 charges), alchemist's fire (2), darts (5), quarterstaff), 33 gp