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Initiate of Flame

Initiate of Flame CR 1/2

Source NPC Codex pg. 62
XP 200
Dwarf druid 1
LN Medium humanoid (dwarf)
Init +0; Senses Perception +6

Defense

AC 14, touch 10, flat-footed 14 (+4 armor)
hp 15 (1d8+7)
Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.
Melee spear +2 (1d8+3/×3)
Ranged sling +0 (1d4+2)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Spell-Like Abilities (CL 1st; concentration +3)
5/day—fire bolt
Druid Spells Prepared (CL 1st; concentration +3)
1st—burning handsD (DC 13), endure elements, faerie fire
0 (at will)—detect poison, flare (DC 12), stabilize
D Domain spell; Domain Fire

Tactics

Before Combat The druid casts endure elements each day.
During Combat The druid casts faerie fire, then drops a smokestick at his feet, letting foes come to him, and possibly sets his spear against a charge. He then fights with his spear or casts burning hands.

Statistics

Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush or trip)
Feats Toughness
Skills Climb +4, Handle Animal +2, Knowledge (geography) +5, Knowledge (nature) +3, Perception +6 (+8 to notice unusual stonework), Survival +8
Languages Common, Druidic, Dwarven, Giant
SQ nature bond (Fire domain), nature sense, wild empathy –1
Combat Gear alchemist’s fire (2), smokesticks (2); Other Gear masterwork hide armor, sling with 20 bullets, spear, climber’s kit, healer’s kit, holly and mistletoe, spell component pouch, 8 gp

These hostile guardians of volcanic mountain regions have tempers to match their fiery environs, and tolerate no intruders.