Azlanti Sorcerer
CREATURE 6 +11
Azlanti, Common, Thassilonian
Arcana +13, Deception +15, Gambling Lore +13, Society +13, Stealth +11
Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +5
AC 21; Fort +11, Ref +14, Will +17
HP 70
25 feet
Melee Dagger +12 (agile, finesse, versatile s), Damage 2d4+7 piercing
Melee Dagger +12 (agile, thrown 10, versatile s), Damage 2d4+7 piercing
Arcane Spontaneous Spells DC 24, attack +16; 3rd (4 slots) Haste, Lightning Bolt, Stinking Cloud, Wall of Wind; 2nd (4 slots) Dispel Magic, Flaming Sphere, Hideous Laughter, Knock; 1st (4 slots) Fear, Feather Fall, Grease, Magic Missile; Cantrips (3rd) Electric Arc, Ray of Frost, Shield, Tangle Vine, Telekinetic Projectile
Blood Magic
A surge of ancestral memories grants an Azlanti novice sorcerer or one target a +1 status bonus to skill checks for 1 round.
Effect: Imperial Blood Magic
Reach Spell (spellshape)
An Azlanti novice sorcerer can extend the range of their spells. If the next action they use is to Cast a Spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, a Two-Timer sorcerer extend its range to 30 feet.
Pathfinder Society Scenario #5-03: Heidmarch HeistOGL