Mercenary Healer
Defense
AC: 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP: 9 (1d8+1)
Fort: +3 Ref: +1 Will: +4
Offense
Speed: 30 ft.
Melee: morningstar –1 (1d8–1)
Ranged: light crossbow +2 (1d8/19–20)
Special Attacks: channel negative energy 6/day (DC 13, 1d6)
Spell-Like Abilities: (CL 1st; concentration +3) 5/day—inspiring word (1 round)
Spells Prepared: (CL 1st; concentration +3) 1st—cure light wounds, longstriderD, protection from good 0 (at will)—detect magic, mending, read magic D Domain spell, Domains Nobility, Travel
Statistics
Str: 8 Dex: 12 Con: 13 Int: 10 Wis: 14 Cha: 17
Base Atk: +0 CMB: –1 CMD: 10
Feats: Selective Channeling, Weapon Focus (light crossbow)
Skills: Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4
SQ: aura, +10 base speed from Travel domain, agile feet (5/day)
Languages: Common
Combat Gear: potion of cure light wounds, tanglefoot bags (2)
Other Gear: chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp
Description
Human cleric of Abadar 1
During Combat: The cleric uses channeled energy, tanglefoot bags, and longstrider to escape.
Mercenary healers exploit loopholes in laws for their own profit.
Zened Mirces: Zened adventures to gain seed money to start a business.
Combat Encounters: Zened works best with several bodyguards or in a low-level adventuring party.
Roleplaying Suggestions: Zened does nothing for free (including healing allies) and often attempts to renegotiate contracts precisely when his "comrades" need him most.
Source: NPC Codex, p. 44
