Nembit the Vicious
Size/Type: Small Humanoid (Kobold, dragonblood) Battle Sorcerer 5/Dragonheart Mage 5
Hit Dice: 5d8 + 5d6 + 10 (50 hp)
Initiative: +2 (+2 dex)
Speed: 30'
Armor Class: 17 (+2 dex, +1 small, +1 kobold, +3 leather), touch 13, flat-footed 15
Base Attack/Grapple: +5/-1
Attack: Spell +7 ranged (per spell) or mwk shortspear +4 melee (1d4-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells. draconic breath, draconic flight, draconic presence
Special Qualities: Draconic power
Spells per day: 5, 6, 6, 6, 3
Spell DC: 13 + spell level; 14 + spell level for cold spells
Spells Known:
0: Ray of Frost❄, Dancing Lights, Daze, Detect Magic, Message, Open/close, Touch of Fatigue
1: Ice Dagger❄, Lesser Orb of Cold❄, Lesser Shivering Touch❄, Path of Frost❄, Obscuring Mist
2: Heat Leech❄, Ice Darts❄, Leomund's Tiny Igloo❄
3: Arctic Haze❄, Hailstones❄, Sleet Storm❄
4: Orb of Cold❄, Wall of Ice❄
Saves: Fort +6, Ref +6, Will +7
+6 vs. magical sleep, paralysis, and cold
Abilities: Str 6, Dex 14, Con 12, Int 14, Wis 8, Cha 16
Skills: Concentration +14, Craft (trapmaking) +4, Hide +14, Intimidate +11, Knowledge (arcana) +15, Move Silently +12. Profession (miner) +1, Search +4, Spot +4
Feats: Draconic Heritage, Draconic Legacy, Draconic Breath, Draconic Flight, Draconic Presence, Draconic Power
Gear: +1 studded leather armor of silent moves, mwk shortspear,
Alignment: NE
Languages: Common, Undercommon, Draconic, Orc
Draconic Heritage (white)
You gain the dragonblood subtype. Hide is a sorcerer class skill for you. You gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with the cold descriptor.
Draconic Legacy (white)
Add obscuring mist, sleet storm, and wall of ice to your list of spells known. Each spell is added at the spell level where a spellcaster normally gains it.
Draconic Breath (white)
As a standard action, you can convert an arcane spell slot into a breath weapon. The breath weapon is a 30-foot cone of cold that deals 2d6 points of damage per level of the spell slot you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Chamodifi er) for half damage. This is a supernatural ability.
Draconic Flight
After you cast an arcane spell with a casting time of 1 standard action, you gain a fly speed equal to 10 feet per level of the spell you just cast for the remainder of your turn.
Draconic Presence
Whenever you cast an arcane spell, opponents within 10 feet of and with fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. A Will save (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.
Draconoic Power
Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the descriptor or subschool associated with your draconic heritage.