Characters

Shaman

CR: 1/2 XP: 200


NE Medium humanoid (human, orc)


Init: –1 Senses: darkvision 60 ft. Perception: +2


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