Chaotic Good, Male, Human, Sorcerer, 3

Str: 12 ( +1 )
Dex: 13 ( +1 )
Con: 13 ( +1 )
Int: 10 ( +0 )
Wis: 14 ( +2 )
Chr: 17 ( +3 )

AC 11 (Size +0, Dex +1, Armour +0, Natural +0, Dodge +0, Ench +0) FF 10, Touch 11

Move: 30 Visions: (Normal). Perception 2
Initiative: 2 (+1 Dex, +1 Story)

HP 12 @ 2nd lvl

Fort: 2 (Base +1, Con +1)
Ref: 2 (Base +1, Dex +1)
Will: 5 (Base +3, Wis +2)

CMB: 2 (Size 0, Str 1, BAB 1)
CMD: 13 (10 + CMB 2, Dex 1)
BAB: 1 (
1 / +0 / +0)


Hanbo, (Att: 2, 1d61 [x2 / 20] [N/A])
Dagger, (Att: 2, 1d41 [x2 / 19/20] [10ft])
Bite, (Att: 2, 1d41 [x2 / 20] [N/A])

POISON: DC 12 (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save)

Human Racial Traits

+2 to One Ability Score
Medium Size
Normal Speed
Bonus Feat

Common, Polyglot, All Reptilian Animals

Skills (12) (Class +2, Int +1, Favored Class + 0, Racial +1)

#denotes Class Skill 3 to class skill with 1 or more rank in
Skills with Ranks in:
#Bluff (Rank 2) – (CHR) +11 (
3 from Viper Familiar)
#Diplomacy (Rank 2) – (CHR) +8
#Intimidate (Rank 2) – (CHR) +8
#Sense Motive (Rank 3) – (WIS) +8
#Use Magic Device (Rank 2) – (CHR) +8
#Spellcraft (Rank 1) – (INT) +4

Other Useful Skills
Perception (Rank 0) – (WIS) +2
Stealth (Rank 0) – (DEX) +1

*Sorcerer Spells Known *
(CL 3; Concentration 6 / +10; DC 13lvl, Enchantment DC 14+ lvl, Charm DC 15+ lvl)

1st (5+1) Mage Armor, Magic Missile, Comprehend Languages, Hypnotism, Charm Person
0 (@will) Detect Magic, Detect Poison, Daze, Prestidigitation, Mage Hand

Feats and Traits by Level

*Boarded in the Mwangi Expanse (Trait) *
Speak Language – Polyglot. Gain +1 Knowledge Nature (Jungle only)

Suspicious (Trait)
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.Gain +1 Sense Motive Checks

Eschew Materials (Class)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Combat Casting (Racial – Human)
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Expanded Arcana (Level 1)
Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.

Spell Focus – Enchantment (Level 3)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Sorcerer Class Features

Cantrips (Class) Current Effect (N/A)
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Bonus Spells (Bloodline) Current Effect (1)
hypnotism (3rd), delay poison (5th), summon monster III (reptiles only) (7th), poison (9th), hold monster (11th), mass suggestion (13th), summon monster VII (reptiles only) (15th), irresistible dance (17th), dominate monster (19th).

Bonus Feats (Bloodline) Current Effect (0)
Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff ), Stealthy

Bloodline Arcana (Bloodline) Current Effect (N/A)
Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Serpent’s Fang (Bloodline)
Current Effect – (6/Day. DC 12 Effect 1 Con Damage 1/Round 6 Rounds)
(Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Serpentfriend (Bloodline) Current Effect (1st Level Familiar)
At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level. (Vipers Grant +3 to Bluff Checks)


Carry Capacity: Medium: 44–86 lbs. Heavy: 87–130 lbs.
Current Load: 30 lbs

Traveler’s Outfit, 5 lb
Backpack, 2 lb
Hanbo, 2lb
Dagger, 1 lb
Bedroll, 5 lb
Blanket, Common 1 lb
Flint and Tinder, -
Belt Pouch, .5 lb
Torch (x1), 1 lb
Water skin, 4 lbs
Whetstone (x1), 1 lb
Waterproof bag, .5 lb
Earplugs, -
Rope, Silk (50ft), 5lb
Wrist Sheath, 1lb
Wide Brimmed Hat, 5lb
Wand of Vampiric Touch. ½ Lb

Money 47 gp, 1sp, 5cp



Serpent's Skull Ithuriel