Here's how I'd do it.
I just used the default aray for stats, but the order BiggusGeekus reccomended is perfect.
Swap feats, gear and spells as your campaign requires.
Hope this helps!
Seph (CR 12, HD 12d4+24)
Human Sor12
N Medium Humanoid
Init +6 Spd 30
Listen -1, Spot -1
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AC 17 (FF 15, Touch 14)
hp 56 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +6, Ref +6, Will +7
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Atk +6/+1 base melee, +8/+3 base ranged; Grapple +6;
+7/+2 Melee (+1 Longspear 1d8+1/crit 19-20/x3)
+6/+1 Ranged (+2 Crossbow, light 1d8+2/crit 19-20/x2)
Sorcerer Features: Summon Familiar, Spells,
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Abilities: STR 10, DEX 14, CON 14, INT 12, WIS 8, CHA 19
Feats: Craft Wand, Craft Wondrous Item, Energy Admixture:Sonic, Energy Substitution:Sonic, Explosive Spell, Improved Initiative, Simple Weapon Proficiency.
Skills: Bluff +19, Concentration +17, Diplomacy +6, Intimidate +6, Knowledge (Arcana) +16, Spellcraft +18.
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Sorcerer Spells Known (6/7/13/7/7/5/3): 0- Acid Splash, Daze, Detect Magic, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic, Touch of Fatigue ; 1-Burning Hands, Magic Missile, Orb of Acid, Lesser, Shocking Grasp, Sonic Orb, Lesser; 2-Fireburst, Flaming Sphere, Melf`s Acid Arrow, Mirror Image, Web; 3-Dispel Magic, Fireball, Lightning Bolt, Resonating Bolt; 4-Defenestrating Sphere, Enervation, Orb of Sound; 5-Cone of Cold, Prismatic Ray; 6-Chain Lightning.
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Weapons: +1 Longspear: Keen; +2 Crossbow, light: Seeking. Goods: Coin: gp (360). Magic: Amulet of Natural Armor +1; Bracers of Armor +2; Cloak of Charisma +2; Wand of Magic Missile (4) (Charges: 50); Ring of Protection +2; Ring of Wizardry II.