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Hermit

Hermit CR 5

Source NPC Codex pg. 247
XP 1,600
Human adept 7
N Medium humanoid (human)
Init +0; Senses Perception +3

Defense

AC 13, touch 11, flat-footed 13 (+1 deflection, +2 natural)
hp 38 (7d6+14)
Fort +6, Ref +3, Will +9

Offense

Speed 30 ft.
Melee quarterstaff +2 (1d6–1)
Ranged sling +3 (1d4–1)
Adept Spells Prepared (CL 7th; concentration +10)
2nd—animal trance (DC 15), invisibility, web (DC 15)
1st—cause fear (DC 14), cure light wounds, endure elements, obscuring mist
0 (at will)—light, mending, purify food and drink

Tactics

Before Combat The adept casts endure elements at the start of each day. He drinks his potion of barkskin if expecting a fight.
During Combat The adept casts web, then hurls shock bullets with his sling at any exposed foes, all the while uttering vile epithets.
Base Statistics Without barkskin, the adept’s statistics are AC 11, touch 11, flat-footed 11.

Statistics

Str 9, Dex 10, Con 12, Int 11, Wis 16, Cha 8
Base Atk +3; CMB +2; CMD 13
Feats Endurance, Great Fortitude, Skill Focus (Knowledge [arcana], Survival), Toughness
Skills Heal +7, Knowledge (arcana) +13, Knowledge (nature) +9, Stealth +10, Survival +16
Languages Common
SQ summon familiar (cat)
Combat Gear potion of barkskin, scroll of comprehend languages, scrolls of cure moderate wounds (2), +1 shock bullets (6); Other Gear dagger, quarterstaff, sling with 10 bullets, cloak of resistance +1, ring of protection +1, spell component pouch, wooden holy symbol, 21 gp

This filthy, ill-mannered hermit wants nothing but to be left alone. He knows many secrets that others have forgotten, but will fight anyone who dares to ask about them.