Characters

Hermit

CR: 5 XP: 1,600


N Medium humanoid (human)


Init: +0 Senses: Perception +3


Defense

AC: 13, touch 11, flat-footed 13 (+1 deflection, +2 natural)


HP: 38 (7d6+14)


Fort: +6 Ref: +3 Will: +9


Offense

Speed: 30 ft.


Melee: quarterstaff +2 (1d6–1)


Ranged: sling +3 (1d4–1)


Spells Prepared: (CL 7th; concentration +10) 2nd—animal trance (DC 15), invisibility, web (DC 15) 1st—cause fear (DC 14), cure light wounds, endure elements, obscuring mist 0 (at will)—light, mending, purify food and drink


Statistics

Str: 9 Dex: 10 Con: 12 Int: 11 Wis: 16 Cha: 8


Base Atk: +3 CMB: +2 CMD: 13


Feats: Endurance, Great Fortitude, Skill Focus (Knowledge [arcana], Survival), Toughness


Skills: Heal +7, Knowledge (arcana) +13, Knowledge (nature) +9, Stealth +10, Survival +16


SQ: summon familiar (cat)


Languages: Common


Combat Gear: potion of barkskin, scroll of comprehend languages, scrolls of cure moderate wounds (2), +1 shock bullets (6)


Other Gear: dagger, quarterstaff, sling with 10 bullets, cloak of resistance +1, ring of protection +1, spell component pouch, wooden holy symbol, 21 gp


Description

Human adept 7

Before Combat: The adept casts endure elements at the start of each day. He drinks his potion of barkskin if expecting a fight.

During Combat: The adept casts web, then hurls shock bullets with his sling at any exposed foes, all the while uttering vile epithets.

Base Statistics: Without barkskin, the adept’s statistics are AC 11, touch 11, flat-footed 11.

This filthy, ill-mannered hermit wants nothing but to be left alone. He knows many secrets that others have forgotten, but will fight anyone who dares to ask about them.

Source: NPC Codex, p. 247