Characters

Guru

CR: 4 XP: 1,200


LN Medium humanoid (dwarf)


Init: +0 Senses: darkvision 60 ft. Perception: +3


Defense

AC: 10, touch 10, flat-footed 10


HP: 27 (6d6+6)


Fort: +7 Ref: +2 Will: +8, +2 vs. poison, spells, and spell-like abilities


Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)


Offense

Speed: 20 ft.


Melee: quarterstaff +2 (1d6–1)


Special Attacks: +1 on attack rolls against goblinoid and orc humanoids


Spells Prepared: (CL 6th; concentration +9) 2nd—invisibility, mirror image 1st—bless, cure light wounds, obscuring mist 0 (at will)—create water, guidance, mending


Statistics

Str: 8 Dex: 10 Con: 12 Int: 9 Wis: 16 Cha: 10


Base Atk: +3 CMB: +2 CMD: 12 (16 vs. bull rush or trip)


Feats: Eschew Materials, Great Fortitude, Skill Focus (Knowledge [religion])


Skills: Diplomacy +6, Knowledge (religion) +11


SQ: summon familiar (rat)


Languages: Common, Dwarven


Combat Gear: potion of gaseous form, scroll of cure moderate wounds


Other Gear: quarterstaff, ring of sustenance, book (describes personal meditations and philosophy), wooden holy symbol, 34 gp


Description

Dwarf adept 6

During Combat: The adept attacks for nonlethal damage only (the attack penalty for this is not included in her melee entry). She tries to escape combat entirely with her spells and items.

The guru achieved inner peace and developed magical talents through meditating and abandoning her attachment to physical burdens and obligations. She lives on the street, seeking students to enlighten and free from their bonds, and though most people ignore her as a beggar, she is wise and content.

Source: NPC Codex, p. 246