Enforcer
Defense
AC: 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP: 27 (5d6+10)
Fort: +2 Ref: +5 Will: +7
Offense
Speed: 30 ft.
Melee: mwk club +7 (1d6+6)
Ranged: dagger +3 (1d4+4/19–20)
Spells Prepared: (CL 5th; concentration +7) 2nd—bull’s strength, mirror image 1st—cause fear (DC 13), command (DC 13), cure light wounds 0 (at will)—ghost sound (DC 12), light, stabilize
Statistics
Str: 18 Dex: 12 Con: 11 Int: 9 Wis: 14 Cha: 8
Base Atk: +2 CMB: +6 CMD: 17
Feats: Cleave, Light Armor Proficiency, Power Attack, Toughness
Skills: Intimidate +4, Knowledge (local) +4, Knowledge (religion) +3, Perception +4
SQ: summon familiar (weasel)
Languages: Common
Combat Gear: scroll of cure moderate wounds, wand of burning hands (CL 5th, 9 charges), alchemist’s fire (3), tanglefoot bag
Other Gear: chain shirt, dagger, masterwork club, cloak of resistance +1, belt pouch, manacles (2), silver holy symbol, spell component pouch, 2 gp
Description
Human adept 5
Before Combat: The adept casts bull’s strength.
During Combat: The adept casts mirror image, then attacks with his club. If he has trouble landing blows, he switches to his wand of burning hands.
Base Statistics: Without bull’s strength, the adept’s statistics are Melee mwk club +5 (1d6+3); Ranged dagger +3 (1d4+2/19–20); Str 14; CMB +4; CMD 15.
The enforcer uses threats and violence to serve a dual purpose: to intimidate enemies of his religion, and to pass judgment on members who believe they can betray or desert the holy cause.
Source: NPC Codex, p. 246
