Initiate of Flame
Defense
AC: 14, touch 10, flat-footed 14 (+4 armor)
HP: 15 (1d8+7)
Fort: +5 Ref: +0 Will: +4, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed: 20 ft.
Melee: spear +2 (1d8+3/×3)
Ranged: sling +0 (1d4+2)
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids
Spell-Like Abilities: (CL 1st; concentration +3) 5/day—fire bolt
Spells Prepared: (CL 1st; concentration +3) 1st—burning handsD (DC 13), endure elements, faerie fire 0 (at will)—detect poison, flare (DC 12), stabilize D Domain spell, Domain Fire
Statistics
Str: 15 Dex: 10 Con: 16 Int: 12 Wis: 15 Cha: 6
Base Atk: +0 CMB: +2 CMD: 12 (16 vs. bull rush or trip)
Feats: Toughness
Skills: Climb +4, Handle Animal +2, Knowledge (geography) +5, Knowledge (nature) +3, Perception +6 (+8 to notice unusual stonework), Survival +8
SQ: nature bond (Fire domain), nature sense, wild empathy –1
Languages: Common, Druidic, Dwarven, Giant
Combat Gear: alchemist’s fire (2), smokesticks (2)
Other Gear: masterwork hide armor, sling with 20 bullets, spear, climber’s kit, healer’s kit, holly and mistletoe, spell component pouch, 8 gp
Description
Dwarf druid 1
Before Combat: The druid casts endure elements each day.
During Combat: The druid casts faerie fire, then drops a smokestick at his feet, letting foes come to him, and possibly sets his spear against a charge. He then fights with his spear or casts burning hands.
These hostile guardians of volcanic mountain regions have tempers to match their fiery environs, and tolerate no intruders.
Source: NPC Codex, p. 62
