Fate-Bound MageFate-Bound Mage CR 18Source NPC Codex pg. 176 XP 153,600 Human sorcerer 19 N Medium humanoid (human) Init +5; Senses Perception +21DefenseAC 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)OffenseSpeed 30 ft. Melee staff of fire +8/+3 (1d6–1) Special Attacks it was meant to be (2/day) 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 0 (at will)—acid splash, arcane mark, detect magic, detect poison, light, mending, open/close, prestidigitation, read magic Bloodline destinedTacticsBefore 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.StatisticsStr 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
Believing he’s destined for greatness, this mage will do anything to succeed.
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