Hermit
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
