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Bramble Sorcerer

Bramble Sorcerer CR 4

Source NPC Codex pg. 162
XP 1,200
Half-elf sorcerer 5
LE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7

Defense

AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
hp 30 (5d6+10)
Fort +3, Ref +6, Will +4; +2 vs. enchantments
Resist acid 5, fire 10

Offense

Speed 30 ft.
Melee mwk light mace +3 (1d6) or 2 claws +2 (1d4)
Ranged mwk light crossbow +5 (1d8/19–20)
Special Attacks claws (2, 1d4, treated as magic, 7 rounds/day)
Sorcerer Spells Known (CL 5th; concentration +9)
2nd (5/day)—acid arrow, mirror image, resist energy
1st (7/day)—cause fear (DC 15), charm person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15)
0 (at will)—acid splash, detect magic, ghost sound (DC 14), mage hand, message, read magic
Bloodline draconic (green)

Tactics

Before Combat The sorcerer casts mage armor and resist energy (fire).
During Combat The sorcerer casts mirror image, then entangles opponents with his wand of entangle (using the Use Magic Device skill). He uses one of his scrolls of levitate to avoid melee combat, and casts cause fear to remove opponents threatening him.
Base Statistics Without mage armor and resist energy, the sorcerer’s statistics are AC 14, touch 13, flat-footed 11; Resist acid 5.

Statistics

Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
Base Atk +2; CMB +2; CMD 15
Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Focus (Use Magic Device)
Skills Intimidate +10, Knowledge (arcana) +7, Perception +7, Spellcraft +7, Use Magic Device +13
Languages Common, Draconic, Elven
SQ bloodline arcana (acid spells deal +1 damage per die), elf blood
Combat Gear potion of cure moderate wounds, potion of invisibility, scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent image, wand of entangle (20 charges), smokestick; Other Gear masterwork light crossbow with 10 bolts, masterwork light mace, cloak of resistance +1, 190 gp

The bramble sorcerer serves the interests of green dragons, walking where his masters cannot and speaking on their behalf to other forest dwellers.

Amriel Thask

Amriel is a hollow shell of a man. He was raised to believe dragons are the true masters of the world, and his will is so broken that he cannot believe otherwise. When in the presence of a dragon, he hangs on the creature’s every word, and is greatly tempted to grovel like a slave. When away from dragons, he is arrogant and condescending, knowing that the dragons have chosen him to interact with lesser races so they do not have to. His greatest hope is to become a dragon disciple so that he can become closer in flesh and spirit to his masters.

Combat Encounters: Amriel could be the guardian of or advisor to a young dragon, an agent of a more mature dragon, or the leader of a kobold tribe.

Roleplaying Encounters: Amriel might be a liaison between the PCs and a nearby dragon, an agent of a secretive group of druids, or the last survivor of a dragon cult that was wiped out by a hostile force.