Natural Arcanist (Halfling Sorcerer 16)

Natural Arcanist CR 15

XP 51,200
Halfling Sorcerer 16
NE Small humanoid (halfling)
Init +3; Senses Perception +12


AC 23, touch 18, flat-footed 19 (+3 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 137 (16d6+79)
Fort +11, Ref +12, Will +16; +2 vs. fear
Defensive Abilities spell turning; DR 10/adamantine (150 points)


Speed 20 ft.
Melee mwk spear +8/+3 (1d6–2/×3)
Ranged mwk sling +13/+8 (1d3–2)
Sorcerer Spells Known (CL 16th; concentration +23)

8th (3/day)prismatic wall (DC 25)
7th (6/day)grasping hand, greater teleport, spell turning
6th (7/day)acid fog, chain lightning (DC 25), globe of invulnerability, greater dispel magic, true seeing
5th (7/day)break enchantment, cone of cold (DC 24), mage’s faithful hound, mind fog (DC 22), overland flight
4th (7/day)dimension door, enervation, phantasmal killer (DC 21), resilient sphere (DC 23), stoneskin
3rd (8/day)dispel magic, displacement, fly, hold person (DC 20), lightning bolt (DC 22), protection from energy (DC 20)
2nd (8/day)false life, glitterdust (DC 19), invisibility, knock, resist energy, scorching ray
1st (8/day)alarm, grease, identify, magic missile, ray of enfeeblement (DC 18), shield
0th (at will)acid splash, arcane mark, detect magic, detect poison, light, mage hand, ray of frost, read magic, resistance

Bloodline arcane


Before Combat The sorcerer casts false life, stoneskin, and spell turning.

During Combat The sorcerer casts prismatic wall between himself and his enemies on the first round of combat, then casts displacement and globe of invulnerability. He attacks with area damage spells such as acid fog, chain lightning, and cone of cold.

Base Statistics

Without false life, spell turning, and stoneskin, the sorcerer’s statistics are hp 122; Defensive Abilities none; DR none.


Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 24
Base Atk +8; CMB +5; CMD 22
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Improved Counterspell, Iron Will, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Toughness
Skills Acrobatics +5 (+1 when jumping), Bluff +18, Climb +0, Fly +9, Knowledge (arcana) +12, Knowledge (local) +9, Perception +12, Spellcraft +12, Use Magic Device +18
Languages Common, Dwarven, Halfling
SQ arcane bond (ring of protection), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (+2 DC for evocation spells)
Combat Gear potion of cure serious wounds, scroll of mislead, scroll of shadow walk; Other Gear masterwork sling with 20 bullets, masterwork spear, amulet of natural armor +2, bracers of armor +3, cloak of resistance +3, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 1,848 gp


The natural arcanist is a conduit for magical power, always on the brink of releasing too much energy.

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.

scroll to top