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Water Merchant

Water Merchant CR 9

Source NPC Codex pg. 69
XP 6,400
Gnome druid 10
NE Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +13

Defense

AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex, +3 natural, +3 shield, +1 size)
hp 88 (10d8+40)
Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant-targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 10

Offense

Speed 15 ft.
Melee 1 scimitar +7/+2 (1d4–1/18–20)
Ranged dart +11/+6 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 4/day
Spell-Like Abilities (CL 10th; concentration +14)
7/day—icicle
Gnome Spell-Like Abilities (CL 10th; concentration +11)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Druid Spells Prepared (CL 10th; concentration +14)
5th—call lightning storm (DC 19), ice stormD, wall of thorns
4th—control waterD, dispel magic, flame strike (2, DC 18), freedom of movement
3rd—call lightning (DC 17), cure moderate wounds, greater magic fang (2), water breathingD
2nd—barkskin (2), cat’s grace, fog cloudD, lesser restoration, resist energy
1st—cure light wounds (2), endure elements, faerie fire, obscuring mistD, speak with animals
0 (at will)—create water, detect poison, light, purify food and drink
D Domain spell; Domain Water

Tactics

Before Combat The druid casts barkskin and cat’s grace. She casts endure elements every morning.
During Combat The druid keeps her distance from opponents. She casts freedom of movement, then wild shapes into an air elemental to fly away. Once she feels she has the tactical advantage, she relies on summon spells and ranged abilities to avoid melee.
Base Statistics Without barkskin and cat’s grace, the druid’s statistics are Init +5; AC 23, touch 13, flat-footed 22; Ref +7; Ranged dart +9/+4 (1d3–2); Dex 12; CMD 16; Skills Fly +5.

Statistics

Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12
Base Atk +7; CMB +4; CMD 18
Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill Focus (Bluff), Toughness
Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +11, Linguistics +4, Perception +13, Profession (merchant) +15, Sense Motive +10, Spellcraft +12, Survival +17
Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan
SQ nature bond (Water domain), nature sense, trackless step, wild empathy +11, woodland stride
Combat Gear feather token (whip), scroll of longstrider; Other Gear +1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar, darts (5), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper (5 sheets), scroll case, spell component pouch, waterskin, 33 gp

Typically found in arid regions, these druids use magic to supply others with water for a price.

Sasrukutenek

Sasrukutenek sells water at a trade stop on the overland route between two desert cities. She overcharges for this commodity, but since it’s so scarce, her customers have very little choice.