Characters

Tribal Seer

CR: 5 XP: 1,600


N Medium humanoid (human, orc)


Init: +8 Senses: darkvision 60 ft., see invisibility Perception: +7


Defense

AC: 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)


HP: 41 (6d6+18)


Fort: +5 Ref: +4 Will: +7


Defensive Abilities: orc ferocity


Offense

Speed: 30 ft.


Melee: mwk falchion +3 (2d4–1/18–20)


Ranged: light crossbow +4 (1d8/19–20)


Spell-Like Abilities: (CL 6th; concentration +10) 7/day—diviner's fortune (+3)


Spells Prepared: (CL 6th; concentration +10) 3rd—clairaudience/clairvoyance, deep slumber (DC 18), haste (DC 17), hold person (DC 18) 2nd—flaming sphere (DC 16), fox’s cunning, pyrotechnics (DC 16), see invisibility, touch of idiocy 1st—charm person (DC 16), detect undead, mage armor, magic missile, shield 0 (at will)—dancing lights, detect magic, detect poison, message Opposition Schools illusion, necromancy


Statistics

Str: 8 Dex: 12 Con: 14 Int: 18 Wis: 13 Cha: 10


Base Atk: +3 CMB: +2 CMD: 14


Feats: Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment)


Skills: Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography, history, local, nature) +8, Knowledge (religion) +9, Perception +7, Sense Motive +3, Spellcraft +12, Survival +3


SQ: arcane bond (falchion), forewarned, orc blood, weapon familiarity


Languages: Auran, Common, Draconic, Dwarven, Giant, Orc


Combat Gear: potions of cat’s grace (2), potions of cure light wounds (2), potion of cure moderate wounds, potion of protection from arrows, scroll of comprehend languages, scrolls of mage armor (2), scroll of mount, wand of enlarge person (20 charges)


Other Gear: light crossbow with 20 bolts, masterwork falchion, cloak of resistance +1, ring of protection +1, spellbook, 239 gp


Description

Half-orc diviner 6

Before Combat: The wizard casts mage armor and see invisibility. If she has a few rounds to prepare, she casts fox’s cunning on herself and uses her wand of enlarge person on her allies.

During Combat: The wizard casts haste on her allies, hold person on her most dangerous opponent, and touch of idiocy on a spellcaster.

Base Statistics: Without mage armor, the wizard’s statistics are AC 12, touch 12, flat-footed 11.

The tribal seer speaks to hostile spirits and interprets omens that affect her tribe.

Greshek the Sighted: Greshek was trained by her father, the tribe’s previous seer, and inherited his role when he died in a battle with an angry ghost. She tries to avoid violence and conflict, and would rather pacify an enemy to learn what it knows than kill it outright.

Combat Encounters: Greshek counsels her tribe to capture the PCs because of information she learned from an omen or by spying on them.

Roleplaying Suggestions: Greshek might have seen an omen or heard from a spirit that foretold that the PCs are vital to her or her tribe’s survival.

Source: NPC Codex, p. 181