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Lucky Mage (Halfling Sorcerer 11)

Lucky Mage
CR 10

XP 9,600
Halfling Sorcerer 11
N Small humanoid (halfling)
Init +3; Senses Perception +13


AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size)
hp 63 (11d6+22)
Fort +9, Ref +11, Will +10; +2 vs. fear
Defensive Abilities fated +3; Immune fire (120 points)


Speed 20 ft.
Melee mwk longspear +5 (1d6–2/×3)
Ranged mwk light crossbow +10 (1d6/19–20)
Special Attacks it was meant to be (1/day)
Bloodline Spell-Like Abilities (CL 11th; concentration +16)

8/day—touch of destiny (+5)

Sorcerer Spells Known (CL 11th; concentration +16)

Bloodline destined


Before Combat The sorcerer casts freedom of movement, mage armor, and protection from energy (fire).

During Combat The sorcerer uses interposing hand or hold person to keep opponents from reaching her while she uses ranged attack spells such as fireball and ray of exhaustion.

Base Statistics

Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 16, flat-footed 13; Immune none.


Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 21
Base Atk +5; CMB +2; CMD 23
Feats Combat Casting, Combat Expertise, Defensive Combat Training, Dodge, Eschew Materials, Great Fortitude, Lightning Reflexes, Mobility
Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9, Knowledge (arcana, history) +9, Perception +13, Spellcraft +10
Languages Common, Gnome, Halfling
SQ bloodline arcana (gains a luck bonus to saves when casting personal-range spells)
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of eagle's splendor, potion of fly, potion of invisibility, wand of shield (44 charges); Other Gear masterwork light crossbow with 10 bolts, masterwork longspear, amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 649 gp