Arisen Sorcerer (Human Sorcerer 20)

Arisen Sorcerer CR 19

XP 204,800
Human Sorcerer 20
LE Medium humanoid (human)
Init +6; Senses Perception +16

DEFENSE

AC 30, touch 17, flat-footed 27 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +9 natural)
hp 217 (20d6+145)
Fort +16, Ref +11, Will +18; +4 morale bonus vs. undead spells and spell-like abilities
DR 5/—; Immune cold, nonlethal damage, paralysis, sleep

OFFENSE

Speed 30 ft.
Melee quarterstaff +9/+4 (1d6–1)
Bloodline Spell-Like Abilities (CL 20th; concentration +28)

11/day—grave touch (10 rounds)
3/day—grasp of the dead (20d6 slashing, DC 28)
1/day—incorporeal form (20 rounds)

Sorcerer Spells Known (CL 20th; concentration +28)

9th (6/day)energy drain (DC 29), imprisonment (DC 27), power word kill, wail of the banshee (DC 29)
8th (7/day)create greater undead, horrid wilting (DC 28), polar ray, protection from spells
7th (7/day)finger of death (DC 27), mass hold person (DC 25), prismatic spray, waves of exhaustion
6th (7/day)circle of death (DC 26), create undead, flesh to stone (DC 24), undeath to death (DC 26)
5th (7/day)cloudkill (DC 23), cone of cold (DC 23), dominate person (DC 23), teleport, waves of fatigue
4th (8/day)animate dead, contagion (DC 24), crushing despair (DC 22), solid fog, wall of ice (DC 22)
3rd (8/day)dispel magic, fireball (DC 21), gaseous form, ray of exhaustion (DC 23), vampiric touch
2nd (8/day)blindness/deafness (DC 22), false life, invisibility, mirror image, scorching ray, spectral hand
1st (8/day)chill touch (DC 21), mage armor, magic missile, ray of enfeeblement (DC 21), shield, shocking grasp
0th (at will)acid splash, bleed (DC 20), detect magic, disrupt undead, ghost sound (DC 18), prestidigitation, ray of frost, read magic, touch of fatigue (DC 20)

Bloodline undead

TACTICS

Before Combat The sorcerer casts false life and mage armor.

During Combat The sorcerer casts energy drain, power word kill, and wail of the banshee. She may deter opponents with solid fog, waves of exhaustion, or her grasp of the dead ability.

Base Statistics

Without false life and mage armor, the sorcerer’s statistics are AC 26, touch 17, flat-footed 23; hp 202.

STATISTICS

Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 27
Base Atk +10; CMB +9; CMD 26
Feats Blind-Fight, Combat Casting, Dodge, Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Mobility, Quicken Spell, Silent Spell, Spell Focus (necromancy), Still Spell, Toughness
Skills Fly +10, Intimidate +21, Knowledge (arcana, religion) +13, Perception +16, Spellcraft +13, Use Magic Device +21
Languages Common
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), one of us
Combat Gear scrolls of darkvision (2), scrolls of fly (2), scroll of see invisibility, wand of cure moderate wounds (25 charges); Other Gear quarterstaff, amulet of natural armor +4, belt of mighty constitution +6, cloak of resistance +3, headband of alluring charisma +6, ring of protection +4, robe of bones, diamonds for protection from spells (worth 1,500 gp), onyx gems (worth 2,000 gp), 4,650 gp

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.

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