NPC Codex | Rules | Core Class NPCs | Cleric | Clerics | Mercenary Healer

Mercenary Healer

Super Race: human cleric 1. Cr: 1/2. Xp: 200. Alignment: LE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +1. Senses: Perception +2. Ac: 17, touch 11, flat-footed 16 (+6 armor, +1 Dex).
Hp: 9 (1d8+1).
Fortitude: +3. Reflex: +1. Will: +4.
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). Strength: 8. Dexterity: 12. Constitution: 13. Intelligence: 10. Wisdom: 14. Charisma: 17.
Base Attack: +0. Cmb: –1. Cmd: 10.
Feats: Selective Channeling, Weapon Focus (light crossbow).
Skills: Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4.
Languages: Common. Special Qualities: aura, +10 base speed from Travel domain, agile feet (5/day). Combat Gear: potion of cure light wounds, tanglefoot bags (2). Other Gear: chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp.
domain spell-like abilities: (CL 1st; concentration +3)

5/day-inspiring word (1 round)

cleric spells prepared: (CL 1st; concentration +3)

1st-cure light wounds, longstride rD, protection from good

0 (at will)-detect magic, mending, read magic

D Domain spell; Domains Nobility, Travel


Tactics

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.