InitiateInitiate CR 1Source NPC Codex pg. 245 XP 400 Human adept 3 CE Medium humanoid (human) Init +0; Senses Perception +1DefenseAC 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good hp 16 (3d6+6) Fort +4, Ref +1, Will +4; +2 vs. goodOffenseSpeed 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 magicTacticsBefore 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.StatisticsStr 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.
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