Soltaar Nim
human Sorcerer 6
CR 6
hp 20
Move 30 ft (six spaces)
AC 16 (+2 Dex, +4 magic)
Melee Staff +2 (1d6+1/crit 19-20/x2)
Ranged crossbow +3 (1d8/crit 19-20/x2)
SA spells
SQ summon familiar
SV Fort +3, Ref +3, Will +3
Str 12,
Dex 14,
Con 14,
Int 12,
Wis 10,
Cha 16.
Skills and Feats: Diplomacy +4, Concentration +6, Bluff +4, Innuendo +4, Listen +4, Hide +2; Empower Spell, Point Blank Shot, Create Magic Tattoo.
Equipment: +1 Masterwork Crossbow, +2 Staff of Elemental Summoning (fire), Ring of Protection +2, Ring of Elements (fire), Leather leggings +2,
Storm Blood's Spellbook.
Sorcerer Spells Known (cast 6/6/6/2):
- 0: Flare, Ghost Sound, Identify, Light, Mage Hand, Read Magic
- 1: Charm Person, Handfire, Magic Missile, Scatterspray
- 2: Aura Against Flame, Flamedagger, Flight, Invisibility
- 3: Fireball
Mischka the Rat
(Familiar: +2 bonus on Fortitude saves
Size/Type: Tiny Animal
Hit Dice: ¼ d8 (4 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +12, Swim +10
Feats: Stealthy, Weapon Finesse
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Soltaar possesses
Storm Blood's Spellbook
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