Male human sorcerer 17
NG Medium humanoid (human)
Senses darkvision 60 ft.; Perception +7
AC 19, touch 15, flat-footed 17 (+2 armor, +3 deflection, +2 Dex, +2 natural)
hp 158 (15d6+95)
Fort +13, Ref +10, Will +17; +2 vs. spells with emotion descriptor, exhaustion and fatigue, +2 vs. fear effects
Speed 30 ft.
Melee +1 dagger +10/+5 (1d4+2/19-20)
Ranged ray +9, +1 light crossbow +10 (1d8+1/x2)
Sorcerer Spells Known (CL 17th, concentration +24)
8th (4/day) — horrid wilting (DC 24), prediction of failureB, protection from spells
7th (6/day) — banishment (DC 23), greater age resistanceB, greater teleport, limited wish
6th (7/day) — chain lightning (DC 22), greater dispel magic, greater heroism, repulsionB (DC 22)
5th (7/day) — cone of cold (DC 21), greater command (DC 21)B, overland flight, suffocation (DC 21), wall of stone (DC 21)
4th (7/day) — ball lightning (DC 20), dimension door, shout (DC 20), threefold aspectB
3rd (7/day) — dispel magic, fireball (DC 19), haste, heroismB, hold person (DC 19)
2nd (8/day) — cat's grace, eagle's splendorB, hideous laughter (DC 18), invisibility, resist energy (20 points), scorching ray (3 rays)
1st (8/day) — charm person (DC 16), mage armor, magic missile (5 missiles), moment of greatnessB, protection from evil, shield
Cantrips (6/day) — detect magic, disrupt undead, light, mage hand, prestidigitation, read magic, spark
Str 13, Dex 14, Con 20 (16), Int 18 (16), Wis 18 (16), Cha 22 (18)
Base Atk +7; CMB +8; CMD 22
Feats Combat Casting, Dauntless Destiny, Dispel Focus, Eschew Materials, Fast Learner, Fearless Curiosity, Improved Improvisation, Improved Initiative, Improved Spell Penetration, Improvisation, Lingering Spell, Noble Scion (War), Spell Penetration
Skills Athletics +7 , Bluff +302 , Diplomacy +291, 2 , Heal +4 , Intimidate +29 , Knowledge (arcana) +23 , Knowledge (dungeoneering) +17, Knowledge (history) +131 , Knowledge (local) +171 , Knowledge (nobility) +241 , Knowledge (planes) +18 , Linguistics +101 , Sense Motive +21 , Spellcraft +26 
Traits Charming, Dropout, Halt!, Now I Remember!, Wormsign
Languages Ancient Thassilonian, Draconic, Infernal, Orc, Shoanti, Taldan
SQ Harrow points (0; Landlord – reroll Wis-based skill check; raise the DC of an ally's channel energy by 2), heroic echo, heroic legends, student of humanity, take your best shot
On person +1 dagger (1 lb.), bracers of armor +2, amulet of natural armor +2, cloak of resistance +3, ring of protection +3, unfettered shirt, headband of mental prowess (Int & Wis; Knowledge [dungeoneering]) +2, belt of mighty constitution +4, goggles of the night, dusky rose ioun stone, 18 bolts, backpack (2 lb.), Endrin signet ring, wand of ghoul touch (31 charges), rod of wonderCore489, circlet of persuasion, rod of splendor, staff of conjuration (6 charges), scroll of freezing sphere, scroll of analyze dweomer, explorer's outfit
In backpack shaving kit (½ lb.)
At apartment courtier's outfit with jewels
Wealth 1,548 gp, light horse with saddle
Encumbrance x lb. without backpack, x lb. with backpack (x lb. light/x lb. medium/x lb. heavy)
Bloodline Arcana (Su) Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely affected by that spell until the end of your next turn. Adversely affected typically means damage, but it can also mean debilitating effects or conditions.
Charming (Ex) Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus to the save DC of any language-dependent spell you cast on a character that is (or could be) sexually attracted to you.
Dauntless Destiny (Ex) Once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you.
Heroic Echo (Su) When you receive a morale or competence bonus from any spell, spell-like ability or magic item, including those you cast on yourself, that bonus increases by +1.
Heroic Legends (Su) You may inspire greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell’s level; this duration is doubled for human recipients.
Improved Improvisation (Ex) You gain a +4 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.
Fearless Curiosity (Ex) For any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of the your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
Now I Remember (Ex) When using the aid another action, you grant a bonus of +3 instead of +2.
Take Your Best Shot (Su) If you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can make an Intimidate check to demoralize the creature that produced the effect, but only if the creature that used the harmful effect is within 30 feet and can clearly see and hear you.
1 +6 insight bonus on Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility) and Linguistics checks to learn, study, or gather information about humans.
2 +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you.
See also: Karamaz the Buff