Shaman
Defense
AC: 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
HP: 11 (2d6+4)
Fort: +1 Ref: +1 Will: +5
Defensive Abilities: orc ferocity
Offense
Speed: 30 ft.
Melee: dagger +0 (1d4–1/19–20)
Ranged: dart +0 (1d4–1)
Spells Prepared: (CL 2nd; concentration +4) 1st—burning hands (DC 13), sleep (DC 13) 0 (at will)—ghost sound (DC 12), read magic, touch of fatigue (DC 12)
Statistics
Str: 9 Dex: 8 Con: 12 Int: 10 Wis: 15 Cha: 11
Base Atk: +1 CMB: +0 CMD: 9
Feats: Combat Casting
Skills: Heal +9, Intimidate +2, Knowledge (religion) +5
SQ: orc blood, summon familiar (weasel), weapon familiarity
Languages: Common, Orc
Combat Gear: scroll of bless, scrolls of cure light wounds (2), scroll of darkness, scroll of protection from good, alchemist’s fire (2)
Other Gear: leather armor, dagger, darts (10), healer’s kit, smokestick, spell component pouch, tindertwig, unholy symbol (bone-and-tooth necklace worth 5 gp), 2 gp
Description
Half-orc adept 2
During Combat: If fighting foes that lack darkvision, the adept reads his scroll of darkness. He looks for groups to target with burning hands or sleep, resorting to darts or alchemist’s fire otherwise.
A shaman serves a small tribe as a visionary and source of wisdom—the sole authority on supernatural matters, and the only one who can communicate with the worlds beyond. His familiar may be a representation of his spirit animal or a spy who allows him to learn more about other tribesfolk and appear wiser than he is.
This stat block can also be used as a lesser adept apprenticed to an initiate (adept 3), doom prophet (adept 4), or guru (adept 6).
Source: NPC Codex, p. 244
