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Fate-Bound Mage (Human Sorcerer 19)

Fate-Bound Mage
CR 18

XP 153,600
Human Sorcerer 19
N Medium humanoid (human)
Init +5; Senses Perception +21

DEFENSE

AC 24, touch 17, flat-footed 22 (+4 armor, +3 deflection, +1 Dex, +1 dodge, +2 insight, +3 natural); never surprised or flat-footed
hp 122 (19d6+53)
Fort +10, Ref +14, Will +18; +5 vs. spells and spell-like abilities
Defensive Abilities fated +5, spell turning, within reach 1/day;
DR 10/adamantine (150 points)

OFFENSE

Speed 30 ft.
Melee staff of fire +8/+3 (1d6–1)
Special Attacks it was meant to be (2/day)
Bloodline Spell-Like Abilities (CL 19th; concentration +26)

10/day—touch of destiny (+9)

Sorcerer Spells Known (CL 19th; concentration +26)

9th (4/day)crushing hand, foresight, time stop
8th (6/day)greater shout (DC 27), moment of prescience, power word stun, protection from spells
7th (7/day)limited wish, mage’s magnificent mansion, mage’s sword, spell turning
6th (7/day)chain lightning (DC 25), disintegrate (DC 23), globe of invulnerability, mislead
5th (7/day)baleful polymorph (DC 22), break enchantment, cone of cold (DC 24), dominate person (DC 22), teleport
4th (7/day)bestow curse (DC 21), charm monster (DC 21), dimension door, freedom of movement, stoneskin
3rd (8/day)dispel magic, fly, lightning bolt (DC 22), phantom steed, protection from energy
2nd (8/day)acid arrow, blur, false life, fog cloud, knock, scorching ray
1st (8/day)alarm, burning hands (DC 20), mage armor, magic missile, shield, true strike
0th (at will)acid splash, arcane mark, detect magic, detect poison, light, mending, open/close, prestidigitation, read magic

Bloodline destined

TACTICS

Before Combat The sorcerer casts false life, foresight, freedom of movement, mage armor, moment of prescience, protection from spells, spell turning, and stoneskin.

During Combat The sorcerer first casts mislead and globe of invulnerability.

Base Statistics

Without false life, foresight, mage armor, protection from spells, spell turning, and stoneskin, the sorcerer’s statistics are AC 18, touch 15, flat-footed 16; hp 107; Ref +12; DR none.

STATISTICS

Str 8, Dex 13, Con 12, Int 14, Wis 15, Cha 24
Base Atk +9; CMB +8; CMD 25
Feats Combat Casting, Combat Expertise, Diehard, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Mobility, Quicken Spell, Silent Spell, Spell Focus (evocation)
Skills Bluff +20, Diplomacy +17, Fly +11, Intimidate +20, Knowledge (arcana, history) +15, Perception +21, Spellcraft +24
Languages Celestial, Common, Draconic, Elven, Infernal
SQ bloodline arcana (gain luck bonus to saves when casting personal-range spells)
Combat Gear potion of cure moderate wounds, potion of cure serious wounds; Other Gear amulet of natural armor +3, cloak of resistance +3, glove of storing, headband of mental prowess +4 (Int, Wis), ring of protection +3, staff of fire (10 charges), diamond dust (worth 500 gp), 7,800 gp

DESCRIPTION

Believing he’s destined for greatness, this mage will do anything to succeed.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.