KAHOKU CR 9

Female Kobold (Modified) Sorcerer 10
CG Small humanoid (Draconic)
Init +6; Senses Darkvision (60 ft.), Perception +15,

DEFENSE

AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural, )
hp 23 (10d6)+2
Fort +3, Ref +5, Will +8

OFFENSE

Speed 30 ft.
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks Breath Weapon (4d6, Electric, 1/day), Elemental Spit,
Known Sorcerer Spells (CL 10th):
5th (4/day) - lightning arc (DC 20)
4th (6/day) - ball lightning (DC 19) , celestial healing, greater (DC 19) , fear (DC 19)
3rd (7/day) - clairaudience/clairvoyance , draconic malice (DC 18) , force punch (DC 18) , lightning bolt (DC 18) , fly (DC 18)
2nd (7/day) - aggressive thundercloud (DC 17) , air step (DC ) , detect magic (greater) , glitterdust (DC 17) , levitate , resist energy (DC 17)
1st (8/day) - cause fear (DC 16) , celestial healing (DC 16) , crafter's fortune (DC 16) , detect secret doors , hold portal , mage armor (DC 16)
0th (at will) - dancing lights , detect magic , ghost sound (DC 15) , haunted fey aspect (DC ) , light , mage hand , mending (DC 15) , open/close (DC 15) , spark (DC 15)

STATISTICS

Str 6, Dex 14, Con 11, Int 17, Wis 13, Cha 20
Base Atk +5; CMB +2; CMD 14
Feats Craft Wand, Craft Wondrous Item, Dark Sight, Eschew Materials, Extend Spell, Improved Initiative, Uncanny Concentration
Skills Acrobatics +7, Appraise +10, Bluff +11, Climb -2, Craft (Untrained) +3, Diplomacy +5, Disable Device +5, Disguise +5, Escape Artist +2, Fly +15, Heal +1, Intimidate +5, Knowledge (Arcana) +10, Perception +15, Perform (Untrained) +5, Ride +6, Sense Motive +1, Spellcraft +11, Stealth +15, Survival +1, Swim -2, Use Magic Device +15,
Languages Draconic, Goblin, Tien, Undercommon
Special Qualities Armor, Bloodline Arcana, Cantrips, Crafty, Darkvision, Draconic Bloodline, Dragon Resistances, Normal Speed, Spells, Weakness, Weapon and Armor Proficiency,
Possessions outfit (entertainer's/small); rations (trail/per day) (small) (x5);

Spells:

Sorcerer: Spells per Day: (0/8/7/7/6/4/0/0/0/ DC:16+spell level), Spells Known: 0th - Dancing Lights, Detect Magic, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Open/Close, Spark 1st - Cause Fear, Celestial Healing, Crafter's Fortune, Detect Secret Doors, Hold Portal, Mage Armor 2nd - Aggressive Thundercloud, Air Step, Detect Magic (Greater), Glitterdust, Levitate, Resist Energy 3rd - Clairaudience/Clairvoyance, Draconic Malice, Force Punch, Lightning Bolt, Fly 4th - Ball Lightning, Celestial Healing, Greater, Fear 5th - Lightning Arc

SPECIAL ABILITIES

Armor (Ex) Kobolds have a +1 natural armor bonus.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell that affects a creature with the shaken, frightened, or panicked condition, increase the spell's save DC by 1.

Bloodline Powers The power of dragons flows through you and manifests in a number of ways. A number of your abilities grant resistances and deal damage based on your dragon type.

Breath Weapon (Su) Lightning breath weapon 1/day that deals 4d6 points of Electric Damage

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Crafty (Ex) Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Kobolds can see in the dark up to 60 feet.

Distance Aptitude You were exposed to the magic of an elf gate, portal, or some other form of distance-spanning magic when you were young. This contact with ancient world-spanning magic has granted you insight into means to extend the range of your own spells. Treat your caster level as 1 higher for the purposes of determining the range of spells and spell-like abilities.

Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.(Imperial, Sky)

Draconic Bloodline ~ Bonus Spells

Dragon Resistances (Ex) You gain resist 10 against and a +2 natural armor bonus.

Elemental Spit (Su) You can fire an elemental ray of energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 + 5 points of damage. You can use this ability 8 times per day. This bloodline power replaces claws.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerfl personality, allows you to frce your way fee of spells that cloud the mind. You can use your Charisma modifer in place of your Wisdom modifer when attempting Will saving throws against charm and compulsion efects.

Normal Speed (Ex) Kobolds have a base speed of 30 feet.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 15 + the spell level.

Weakness (Ex) Dazzled in bright light.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.