Characters

Acolyte

CR: 1/3 XP: 135


N Medium humanoid (human)


Init: +1 Senses: Perception +1


Defense

AC: 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)


HP: 5 (1d6+2)


Fort: –1 Ref: +1 Will: +3


Offense

Speed: 30 ft.


Melee: morningstar +0 (1d8) or silver dagger +0 (1d4/19–20)


Ranged: silver dagger +1 (1d4/19–20)


Spells Prepared: (CL 1st; concentration +2) 1st—bless, cure light wounds 0 (at will)—guidance, light, mending


Statistics

Str: 10 Dex: 12 Con: 8 Int: 9 Wis: 13 Cha: 10


Base Atk: +0 CMB: +0 CMD: 11


Feats: Skill Focus (Handle Animal), Toughness


Skills: Handle Animal +7, Heal +7, Spellcraft +3


Languages: Common


Combat Gear: scroll of cure light wounds, scroll of sleep, alchemist’s fire


Other Gear: studded leather, morningstar, silver dagger, guard dog, healer’s kit, silver holy symbol, smokestick, spell component pouch, tindertwig, 9 gp


Description

Human adept 1

During Combat: The adept reads her scroll of sleep and commands her dog to attack. She then casts bless and attacks with her morningstar.

An acolyte has just begun to unravel the mysteries of her faith, and lacks the fervent zeal that more indoctrinated members of her religion have. She is eager to learn, but her incomplete teachings mean she is more easily swayed by contrary rhetoric.

Settlements that have adepts rather than clerics are often primitive or remote. Their religious practices may be a strange or heretical offshoot of a main religion, weaker than the common form but giving access to spells that are normally unavailable to true clerics (such as minor creation and sleep). A person trained by a cleric who instead manifests adept abilities may be cast out as a blasphemer or witch.

Source: NPC Codex, p. 244