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Adept | Aristocrat | Commoner | Expert | Warrior


Initiate

Initiate CR 1

Source NPC Codex pg. 245
XP 400
Human adept 3
CE Medium humanoid (human)
Init +0; Senses Perception +1

Defense

AC 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good
hp 16 (3d6+6)
Fort +4, Ref +1, Will +4; +2 vs. good

Offense

Speed 30 ft.
Melee spear +1 (1d8/×3) or mwk cold iron dagger +2 (1d4/19–20)
Ranged dart +1 (1d4)
Adept Spells Prepared (CL 3rd; concentration +4)
1st—burning hands (DC 12), detect good, protection from good
0 (at will)—detect magic, light, read magic

Tactics

Before Combat The adept casts protection from good.
During Combat The adept casts burning hands whenever she can catch two or more foes in the area. When she runs out of spells, scrolls, and acid, she fights with her spear.
Base Statistics Without protection from good, the adept’s statistics are AC no bonus vs. good; Saves no bonus vs. good.

Statistics

Str 10, Dex 11, Con 12, Int 8, Wis 13, Cha 11
Base Atk +1; CMB +1; CMD 11
Feats Combat Casting, Great Fortitude, Scribe Scroll
Skills Knowledge (arcana, local, planes) +3, Knowledge (religion) +5, Spellcraft +5
Languages Common
SQ summon familiar (toad)
Combat Gear scrolls of burning hands (2, CL 3rd), scrolls of cure light wounds (2), scroll of obscuring mist (CL 3rd), scroll of sleep (CL 3rd), acid (2); Other Gear leather armor, darts (6), masterwork cold iron dagger, spear, belt pouch, masterwork manacles, scroll case, silver holy symbol (cracked moon), spell component pouch, 9 gp

The initiate never knew her true calling until strange visions opened her eyes to the terrors beyond reality. Now touched by madness, she tries to bring others into the darkness.