NPC Class NPCs
NPC Classes
The Pathfinder Roleplaying Game may be about heroes and monsters, but the game world also has thousands or even millions of completely normal people living in it—innkeepers, town guards, bakers, and so on. When the PCs are around, trouble happens, and sometimes you need stat blocks for those NPCs—perhaps because you need to know how many rounds the innkeeper will survive inside a burning building, or how many hits the mind-controlled city guard can take from a reluctant PC. This section gives you example NPC stat blocks for the five NPC classes presented in the Core Rulebook. Even though those classes go up to level 20, in most campaigns even the most worldly peasant, merchant, or king is no more than 10th level, and anything higher than that is the realm of legendary heroes and player characters. Consequently, this section presents these NPC classes from only levels 1 to 10.
The stat blocks presented here are not meant to represent specific named NPCs; rather, they are used for common roles these sorts of characters play in the game—shopkeepers, minor cultists, swineherds, and so on. You should be able to use these stat blocks for most NPCs in a particular role, or make only a simple change to do so, such as changing the Profession skill of the journeyman carpenter from carpentry to stonemasonry to use the stat block as a mason.
All of the NPCs in this section use the "basic" set of base ability scores (13, 12, 11, 10, 9, 8). Because the NPC classes have no significant class abilities, it is easy to assign different roles to these NPCs by altering their skills or feats.
You can also customize the NPCs by adding limited forms of certain PC-class abilities, such as giving the miner (commoner 4) a +1 damage bonus when flanking an opponent, the brigand (warrior 2) 1 round of barbarian rage per day, or the doom prophet (adept 4) a 1/day usage of an appropriate 1st-level domain power. Compared to PC classes and monsters, the NPC classes are weak and intentionally generic, and giving the NPCs a taste of a 1st-level PC class ability makes them more interesting in play without affecting their overall CR.
NPC Class Gear
The NPCs in this chapter have gear according to the Basic Level column of the NPC Gear table. However, keep in mind that the table is designed for adventuring NPCs, not common townsfolk. Just because the table says a 2nd-level commoner has 390 gp doesn't mean every 2nd-level pig farmer actually has 390 gp worth of portable valuables on his person or at his home! The farmer owns a few pigs, some miscellaneous farm tools, a handful of gold and silver coins, and (in a country where peasants can own land) a few acres and a cozy shack, but otherwise doesn't have any assets of interest to adventurers. For the sake of following the table, the characters in this chapter are listed with appropriate gear (and perhaps some livestock) according to their professions, and the remainder of their level-appropriate gold is listed, but it would be exceedingly rare for these normal people to have savings equivalent to multiple years of work stored in a mattress or buried under the house. Given that a character working for a week can earn gp equal to half the result of a Craft or Profession check, a typical NPC-class character is probably carrying one-tenth of that amount (at most) at any particular time. Attacking farmers for their gold is not profitable for adventurers!
There are exceptions, of course. For example, adepts in hostile tribes or bandit gangs tend to have treasure indicated by the table, as do aristocrats (who are generally wealthy or have access to significant resources) and warriors (who are paid and equipped in anticipation of battle). Members of those three classes usually have armor, weapons, and magic items that PCs would consider treasure. Some experts, such as skilled artisans or merchants, may have valuable merchandise or a stash of coin intended for buying more supplies. Use common sense to decide whether an NPC's listed "surplus" gold is reasonable or not, and award treasure accordingly.
How to Use This Section
The four most common uses for NPCs in this section are as allies, enemies, minions, and player characters.
Allies
As with the NPCs in the other chapters, these characters have a role to play in the campaign story, though normally in a subservient or secondary manner. A village's constable (commoner 9) is tough enough to keep the peace for routine squabbles, but must defer to the PCs when a tribe of orcs begins raiding. The PCs might hire the local blacksmith (expert 6) to arm their hired guards (warriors 3) who'll protect the old fort the heroes just recaptured, but the PCs are still the focus of the campaign and the NPC-class characters are less important to the story than the PCs. You can even use these NPCs as mentors or teachers for low-level characters, with the PCs exceeding the capabilities of their trainers and becoming local legends as "the greatest students I ever had."
Enemies
You can use these NPCs as opponents for your campaign, though they lack the special powers that make combat interesting and most PCs won't find them a challenge except in large numbers. In a low-magic or gritty campaign, humanoid opponents are the norm and skilled opponents and monsters are rare exceptions; the villain of the campaign may have levels in a PC class, but the rest of his minions are experts and warriors. An evil adversary might use deception or magic to turn a mob against the PCs, forcing the heroes to dispatch their misguided opponents, preferably in a nonlethal way that doesn't give them a reputation as casual murderers.
Minions
If an NPC-class character has a recurring role in the campaign, a player might want to make that character a permanent addition to the group by using the Leadership feat or offering a ridiculously high wage (offering an NPC a 1,000 gp bonus for taking a job is roughly equivalent to 4 years of normal pay). Whether the player intends the NPC to be a cohort, an important follower, or just a reliable lackey, few NPCs are likely to refuse the opportunity to associate with an incredibly wealthy patron. If the NPC overcomes many challenges and gains levels, it is fair to allow the PC to suggest class levels, feats, and skills for the minion to pursue (including PC-class levels, if the PC provides suitable training for that purpose).
Player Characters
In some campaigns, the PCs start out as normal people who encounter extraordinary circumstances; the PCs begin play with NPC classes and only later take levels in PC classes (if at all). In other campaigns, the main heroes could each have a minion, and some game sessions focus on what the minions are doing while the heroes are off saving the world. You can use these sample NPCs for these kinds of campaigns, but keep in mind that NPC classes are much less powerful than PC classes and have few or no special class abilities that allow them to deal with special monster attacks and defenses; the characters will have to rely on wits and skills to overcome challenges, and combats should be limited to other NPC-class characters and common animals, or else the PCs may die quickly.
Human Names
The Core Rulebook lists sample names for all PC races except humans, as human names vary by region and many fantasy games, including the Pathfinder RPG, take their inspiration from a wide variety of regions and traditions. A sampling of human names representing numerous cultures is given below.
To get a feel for creating human names that reflect different cultural traditions, languages, and flavors, try searching online for names from real-world nations and cultures more akin to your setting. Even if your setting doesn't have a direct cultural analogue in the real world, baby name websites that allow you to filter by origin and ethnicity can often introduce you to names you're unfamiliar with, as well as naming conventions and constructions that sound realistic and organic. Such sites are great places to harvest NPC names when you're in a hurry.
Female Names
Alerdene, Alinza, Aula, Bach Hien, Belka, Beshkee, Chammady, Chao, Do Quyen, Eshe, Eudomia, Gerda, Hiriko, Ilinica, Indah, Ingirt, Izora, Jalket, Jayazi, Kaede, Kalizama, Kamshi, Lestari, Leyli, Marisan, Me'amesa, Meilin, Mirelinda, Mpaandi, Nalmida, Nanya, Narantuyaa, Ntisi, Pasara, Pontia, Que Xuan, Revhi, Runa, Sahba, Shirin, Shivkah, Sinkitah, Surenchinua, Udara, Umie, Valki, Waajida, Xemne, Xue, Zalika, Zova.
Male Names
Aakif, Andrezi, Arasmes, Bahram, Baolo, Barid, Batsaikhan, Belor, Budi, Darvan, Dolok, Eilif, Garidan, Gellius, Hadzi, Hamengku, Harisko, Iacobus, Jaali, Jianguo, Kjell, Kousei, Kronug, Menas, Mitabu, Narsius, Nonek, Pateba, Pratavh, Qorchi, Ragnar, Rubani, Seckor, Shokamb, Shuo, Sunaki, Suryo, Tabansi, Teruawa, Thanh Liem, Toan Hao, Tomorbataar, Tuong Kinh, Ursion, Vachedi, Viorec, Yekskya, Zaiho, Zhen.
Adepts
Init: +1. Senses: Perception +1. Ac: 14, touch 11, flat-footed 13 (+3 armor, +1 Dex).
Hp: 5 (1d6+2).
Fortitude: –1. Reflex: +1. Will: +3.
Speed: 30 ft.. Melee: morningstar +0 (1d8) or
silver dagger +0 (1d4/19–20)
. Ranged: silver dagger +1 (1d4/19–20). Strength: 10. Dexterity: 12. Constitution: 8. Intelligence: 9. Wisdom: 13. Charisma: 10.Base Attack: +0. Cmb: +0. Cmd: 11.
Feats: Skill Focus (Handle Animal), Toughness.
Skills: Handle Animal +7, Heal +7, Spellcraft +3.
Languages: Common. Combat Gear: scroll of cure light wounds, scroll of sleep, alchemist's fire. Other Gear: studded leather, morningstar, silver dagger, guard dog, healer's kit, silver holy symbol, smokestick, spell component pouch, tindertwig, 9 gp.
adept spells prepared: (CL 1st; concentration +2)
0 (at will)-guidance, light, mending
Tactics
During Combat The adept reads her scroll of sleep and commands her dog to attack. She then casts bless and attacks with her morningstar.
An acolyte has just begun to unravel the mysteries of her faith, and lacks the fervent zeal that more indoctrinated members of her religion have. She is eager to learn, but her incomplete teachings mean she is more easily swayed by contrary rhetoric.
Settlements that have adepts rather than clerics are often primitive or remote. Their religious practices may be a strange or heretical offshoot of a main religion, weaker than the common form but giving access to spells that are normally unavailable to true clerics (such as minor creation and sleep). A person trained by a cleric who instead manifests adept abilities may be cast out as a blasphemer or witch.
Init: –1. Senses: darkvision 60 ft.; Perception +2. Ac: 11, touch 9, flat-footed 11 (+2 armor, –1 Dex).
Hp: 11 (2d6+4).
Fortitude: +1. Reflex: +1. Will: +5. Defensive Abilities: orc ferocity.
Speed: 30 ft.. Melee: dagger +0 (1d4–1/19–20). Ranged: dart +0 (1d4–1). Strength: 9. Dexterity: 8. Constitution: 12. Intelligence: 10. Wisdom: 15. Charisma: 11.
Base Attack: +1. Cmb: +0. Cmd: 9.
Feats: Combat Casting.
Skills: Heal +9, Intimidate +2, Knowledge (religion) +5.
Languages: Common, Orc. Special Qualities: orc blood, summon familiar (weasel), weapon familiarity. 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.
adept 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)
Tactics
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).
Init: +0. Senses: Perception +1. Ac: 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good.
Hp: 16 (3d6+6).
Fortitude: +4. Reflex: +1. Will: +4; +2 vs. good.
Speed: 30 ft.. Melee: spear +1 (1d8/×3) or mwk cold iron dagger +2 (1d4/19–20). Ranged: dart +1 (1d4). Strength: 10. Dexterity: 11. Constitution: 12. Intelligence: 8. Wisdom: 13. Charisma: 11.
Base Attack: +1. Cmb: +1. Cmd: 11.
Feats: Combat Casting, Great Fortitude, Scribe Scroll.
Skills: Knowledge (arcana, local, planes) +3, Knowledge (religion) +5, Spellcraft +5.
Languages: Common. Special Qualities: summon familiar (toad). Combat Gear: scrolls of burning hands (2, CL 3rd), scrolls of cure light wounds (2), scroll of obscuring mist (CL 3rd), scroll of sleep (CL 3rd), acid (2). Other Gear: leather armor, darts (6), masterwork cold iron dagger, spear, belt pouch, masterwork manacles, scroll case, silver holy symbol (cracked moon), spell component pouch, 9 gp.
adept spells prepared: (CL 3rd; concentration +4)
1st-burning hands (DC 12), detect good, protection from good
0 (at will)-detect magic, light, read magic
Tactics
Before Combat The adept casts protection from good.
During Combat The adept casts burning hands whenever she can catch two or more foes in the area. When she runs out of spells, scrolls, and acid, she fights with her spear.
Base Statistics Without protection from good, the adept's statistics are
AC no bonus vs. good
Saves no bonus vs. good.
The initiate never knew her true calling until strange visions opened her eyes to the terrors beyond reality. Now touched by madness, she tries to bring others into the darkness.
Doom Prophet
Init: +0. Senses: darkvision 60 ft.; Perception +2. Ac: 13, touch 10, flat-footed 13 (+3 armor).
Hp: 30 (4d6+16).
Fortitude: +3. Reflex: +1. Will: +6. Defensive Abilities: orc ferocity.
Speed: 30 ft.. Melee: mwk heavy mace +7 (1d8+4). Ranged: mwk sling +3 (1d4+4). Strength: 18. Dexterity: 10. Constitution: 15. Intelligence: 9. Wisdom: 14. Charisma: 8.
Base Attack: +2. Cmb: +6. Cmd: 16.
Feats: Skill Focus (Intimidate), Toughness.
Skills: Fly +3, Intimidate +7, Knowledge (religion) +3.
Languages: Common, Orc. Special Qualities: orc blood, summon familiar (bat), weapon familiarity. Combat Gear: scroll of bear's endurance, scroll of bull's strength, scroll of cure light wounds, scroll of scorching ray (3), alchemist's fire (2). Other Gear: masterwork studded leather, masterwork heavy mace, masterwork sling with 10 bullets, silver unholy symbol, spell component pouch, 118 gp.
adept spells prepared: (CL 4th; concentration +6)
2nd-darkness
1st-burning hands (DC 13), cause fear (DC 13), command (DC 13)
0 (at will)-detect magic, guidance, read magic
Tactics
Before Combat The adept reads his scrolls of bear's endurance and bull's strength.
During Combat The adept casts darkness on his mace, then casts scorching ray or burning hands.
Base Statistics Without bear's endurance and bull's strength, the adept's statistics are
hp 22
Fort +1
Melee mwk heavy mace +5 (1d8+2)
Ranged mwk sling +3 (1d4+2)
Str 14
Con 11
CMB +4
CMD 14.
A doom prophet preaches his dire portents to any who listen.
Init: +1. Senses: Perception +4. Ac: 15, touch 11, flat-footed 14 (+4 armor, +1 Dex).
Hp: 27 (5d6+10).
Fortitude: +2. Reflex: +5. Will: +7.
Speed: 30 ft.. Melee: mwk club +7 (1d6+6). Ranged: dagger +3 (1d4+4/19–20). Strength: 18. Dexterity: 12. Constitution: 11. Intelligence: 9. Wisdom: 14. Charisma: 8.
Base Attack: +2. Cmb: +6. Cmd: 17.
Feats: Cleave, Light Armor Proficiency, Power Attack, Toughness.
Skills: Intimidate +4, Knowledge (local) +4, Knowledge (religion) +3, Perception +4.
Languages: Common. Special Qualities: summon familiar (weasel). Combat Gear: scroll of cure moderate wounds, wand of burning hands (CL 5th, 9 charges), alchemist's fire (3), tanglefoot bag. Other Gear: chain shirt, dagger, masterwork club, cloak of resistance +1, belt pouch, manacles (2), silver holy symbol, spell component pouch, 2 gp.
adept spells prepared: (CL 5th; concentration +7)
2nd-bull's strength, mirror image
1st-cause fear (DC 13), command (DC 13), cure light wounds
0 (at will)-ghost sound (DC 12), light, stabilize
Tactics
Before Combat The adept casts bull's strength.
During Combat The adept casts mirror image, then attacks with his club. If he has trouble landing blows, he switches to his wand of burning hands.
Base Statistics Without bull's strength, the adept's statistics are
Melee mwk club +5 (1d6+3)
Ranged dagger +3 (1d4+2/19-20)
Str 14
CMB +4
CMD 15.
The enforcer uses threats and violence to serve a dual purpose: to intimidate enemies of his religion, and to pass judgment on members who believe they can betray or desert the holy cause.
Guru
Init: +0. Senses: darkvision 60 ft.; Perception +3. Ac: 10, touch 10, flat-footed 10.
Hp: 27 (6d6+6).
Fortitude: +7. Reflex: +2. Will: +8; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: quarterstaff +2 (1d6–1). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids. Strength: 8. Dexterity: 10. Constitution: 12. Intelligence: 9. Wisdom: 16. Charisma: 10.
Base Attack: +3. Cmb: +2. Cmd: 12 (16 vs. bull rush or trip).
Feats: Eschew Materials, Great Fortitude, Skill Focus (Knowledge [religion]).
Skills: Diplomacy +6, Knowledge (religion) +11.
Languages: Common, Dwarven. Special Qualities: summon familiar (rat). Combat Gear: potion of gaseous form, scroll of cure moderate wounds. Other Gear: quarterstaff, ring of sustenance, book (describes personal meditations and philosophy), wooden holy symbol, 34 gp.
adept spells prepared: (CL 6th; concentration +9)
2nd-invisibility, mirror image
1st-bless, cure light wounds, obscuring mist
0 (at will)-create water, guidance, mending
Tactics
During Combat The adept attacks for nonlethal damage only (the attack penalty for this is not included in her melee entry). She tries to escape combat entirely with her spells and items.
The guru achieved inner peace and developed magical talents through meditating and abandoning her attachment to physical burdens and obligations. She lives on the street, seeking students to enlighten and free from their bonds, and though most people ignore her as a beggar, she is wise and content.
Init: +0. Senses: Perception +3. Ac: 13, touch 11, flat-footed 13 (+1 deflection, +2 natural).
Hp: 38 (7d6+14).
Fortitude: +6. Reflex: +3. Will: +9.
Speed: 30 ft.. Melee: quarterstaff +2 (1d6–1). Ranged: sling +3 (1d4–1). Strength: 9. Dexterity: 10. Constitution: 12. Intelligence: 11. Wisdom: 16. Charisma: 8.
Base Attack: +3. Cmb: +2. Cmd: 13.
Feats: Endurance, Great Fortitude, Skill Focus (Knowledge [arcana], Survival), Toughness.
Skills: Heal +7, Knowledge (arcana) +13, Knowledge (nature) +9, Stealth +10, Survival +16.
Languages: Common. Special Qualities: summon familiar (cat). Combat Gear: potion of barkskin, scroll of comprehend languages, scrolls of cure moderate wounds (2), +1 shock bullets (6). Other Gear: dagger, quarterstaff, sling with 10 bullets, cloak of resistance +1, ring of protection +1, spell component pouch, wooden holy symbol, 21 gp.
adept spells prepared: (CL 7th; concentration +10)
2nd-animal trance (DC 15), invisibility, web (DC 15)
1st-cause fear (DC 14), cure light wounds, endure elements, obscuring mist
0 (at will)-light, mending, purify food and drink
Tactics
Before Combat The adept casts endure elements at the start of each day. He drinks his potion of barkskin if expecting a fight.
During Combat The adept casts web, then hurls shock bullets with his sling at any exposed foes, all the while uttering vile epithets.
Base Statistics Without barkskin, the adept's statistics are
AC 11, touch 11, flat-footed 11.
This filthy, ill-mannered hermit wants nothing but to be left alone. He knows many secrets that others have forgotten, but will fight anyone who dares to ask about them.
Init: +0. Senses: low-light vision; Perception +5. Ac: 13, touch 13, flat-footed 13 (+3 deflection).
Hp: 36 (8d6+8).
Fortitude: +4. Reflex: +3. Will: +12; +2 vs. enchantments.
Speed: 30 ft.. Melee: mwk spear +7 (1d8+3/×3). Ranged: mwk spear +5 (1d8+2/×3). Strength: 15. Dexterity: 10. Constitution: 12. Intelligence: 10. Wisdom: 16. Charisma: 8.
Base Attack: +4. Cmb: +6. Cmd: 19.
Feats: Combat Casting, Iron Will, Skill Focus (Knowledge [religion], Perform [oratory]), Spell Focus (evocation).
Skills: Acrobatics +3, Diplomacy +7, Knowledge (religion) +14, Perform (oratory) +10. Special Qualities: elf blood, summon familiar (monkey). Combat Gear: feather token (whip), potion of shield of faith (CL 6th), scroll of scorching ray (CL 7th), scroll of web, wand of cure moderate wounds (15 charges), wand of lightning bolt (7 charges). Other Gear: masterwork spear, cloak of resistance +1, silver holy symbol, spell component pouch, 443 gp.
adept spells prepared: (CL 8th; concentration +11)
3rd-lightning bolt (DC 17)
2nd-bull's strength, scorching ray, web (DC 15)
1st-bless, burning hands (DC 15), command, cure light wounds
0 (at will)-guidance, purify food and drink, stabilize
Tactics
Before Combat The adept casts bull's strength and drinks his potion of shield of faith.
During Combat The adept blasts his enemies with divine fire and lightning.
Base Statistics Without bull's strength and shield of faith, the adept's statistics are
AC 10, touch 10, flat-footed 10
Melee mwk spear +5 (1d8/×3)
Ranged mwk spear +5 (1d8/×3)
Str 11
CMB +4
CMD 14.
The heretic seeks to convert the faithful away from a church that blinds them with lies.
Init: +1. Senses: Perception +4. Ac: 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size).
Hp: 34 (9d6+3).
Fortitude: +6. Reflex: +5. Will: +11; +2 vs. fear.
Speed: 20 ft.. Melee: quarterstaff +3 (1d4–2). Ranged: sling +6 (1d3–2). Strength: 6. Dexterity: 13. Constitution: 10. Intelligence: 12. Wisdom: 14. Charisma: 12.
Base Attack: +4. Cmb: +1. Cmd: 12.
Feats: Brew Potion, Great Fortitude, Iron Will, Scribe Scroll, Skill Focus (Heal).
Skills: Acrobatics +3 (–1 when jumping), Appraise +4, Climb +0, Heal +19, Knowledge (local) +8, Knowledge (nature) +13, Linguistics +3, Perception +4, Profession (herbalist) +14, Survival +8.
Languages: Common, Elven, Gnome, Halfling, Sylvan. Special Qualities: summon familiar (toad). Combat Gear: potions of cure light wounds (2), potion of cure moderate wounds, potions of lesser restoration (2), potion of mage armor, restorative ointment, scroll of animal trance, scroll of cure moderate wounds, scroll of neutralize poison (CL 8th), scroll of remove curse (CL 8th), scroll of remove disease, wand of cure light wounds (29 charges), holy water, tanglefoot bag. Other Gear: quarterstaff, sling with 10 bullets, antitoxin (2), everburning torch, healer's kit, spell component pouch, wooden holy symbol, bit and bridle, pony (combat trained), saddle, saddlebags, 38 gp.
adept spells prepared: (CL 9th; concentration +11)
3rd-remove disease
2nd-cure moderate wounds, delay poison, web (DC 14)
1st-cure light wounds (2), endure elements, obscuring mist
0 (at will)-create water, read magic, stabilize
Tactics
Before Combat The adept drinks her potion of mage armor.
During Combat The adept catches as many foes as possible in her web, then heals her allies or seeks to escape. If she must fight, she prefers her sling.
Base Statistics Without mage armor, the adept's statistics are
AC 12, touch 12, flat-footed 11.
This wise woman knows many natural remedies for wounds and ailments, and supports this knowledge with a strange mix of spells, scrolls, and potions. She is midwife to many women, assists in the delivery of livestock, and is trusted for her ability to predict storms and droughts. The healer has a kind heart and hates to see any creature suffer. She is usually able to find alternative ways for poor folk to pay for her services, and as a result is beloved by her community. Once she is provided with sufficient food, water, and household supplies for her needs, she often directs payments above and beyond that to other needy people in the vicinity, creating a web of trust and reliance among the townsfolk or villagers.
If she helps adventurers with a curse, disease, or terrible injury, she is likely to ask them to build a stone wall, repair a house, or tend to a farmer's livestock in payment. This is the case even if there is a remote threat of monsters nearby, for she understands that the adventurers were likely to chase down that threat anyway, and therefore would be getting a service for free. She believes in generosity and altruism, but likes it when people remain humble and are willing to get their hands dirty doing "real work" that lacks the "glory" of bloodshed.
Many of her supplies were acquired from years of negotiating and trading, whether directly for the items (such as her wand of cure light wounds) or for rare or exotic materials she can use to make potions and scrolls. If adventurers wish to pay her in the form of these goods (or by questing for them) or offer her minor healing items the adventurers have outgrown but that would still be useful for helping villagers, she gratefully accepts.
The healer is especially interested in acquiring potions of cure light wounds, as she is not particularly fast on her feet (and is getting slower as the years pass), nor is she a skilled rider, so being able to hand a healing potion (which even a non-spellcaster can administer) to a fast rider or runner might make the difference between life and death for an injured farmer or rancher.
Init: +7. Senses: Perception +3. Ac: 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural).
Hp: 45 (10d6+10).
Fortitude: +5. Reflex: +6. Will: +12.
Speed: 30 ft., fly 60 ft. (good). Melee: mwk silver dagger +5 (1d4–1/19–20). Ranged: mwk silver dagger +9 (1d4–1/19–20). Strength: 8. Dexterity: 16. Constitution: 10. Intelligence: 9. Wisdom: 16. Charisma: 12.
Base Attack: +5. Cmb: +4. Cmd: 17.
Feats: Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Bluff), Toughness.
Skills: Appraise +2, Bluff +17, Fly +7, Knowledge (arcana) +6, Knowledge (planes) +9, Knowledge (religion) +5, Linguistics +0, Spellcraft +7.
Languages: Common, Aklo. Special Qualities: summon familiar (raven, speaks Aklo). Combat Gear: necklace of fireballs (type IV), potion of barkskin, potion of cat's grace, potion of fly, potion of mage armor, scrolls of lightning bolt (2, CL 8th), wand of burning hands (CL 5th, 16 charges), wand of cure light wounds (31 charges). Other Gear: masterwork silver dagger, scroll case, silver unholy symbol, 37 gp.
adept spells prepared: (CL 10th; concentration +13)
3rd-bestow curse (DC 16), cure serious wounds
2nd-invisibility, mirror image, web (DC 15)
1st-command (DC 14), cure light wounds, obscuring mist, protection from law
0 (at will)-detect magic, light, read magic
Tactics
Before Combat The adept drinks her potions of barkskin, cat's grace, fly, and mage armor, then rises up out of reach of enemy melee weapons.
During Combat The adept hurls fireballs and lightning bolts from the air, then returns to the ground to dispense her touch spells and use her wand of burning hands.
Base Statistics Without barkskin, cat's grace, fly, and mage armor, the adept's statistics are
Init +5
AC 11, touch 11, flat-footed 10
Ref +4
Speed 30 ft.
Ranged mwk silver dagger +7 (1d4-1/19-20)
Dex 12
CMD 15
Skills Fly +1.
The cultist is a smiling friend to all in her community, so few suspect she leads a second life dedicated to ushering in the apocalypse. The cultist spins falsehoods to conceal her true motives, presenting herself as a pious woman of the church, a research assistant for a sage, or the demure wife of the mayor or a local merchant—any role where she can be known but does not wield power, and is therefore not suspected of having any ambition. She uses her magic to spy on townsfolk, punish her enemies and those who would thwart her plans, direct suspicion away from her onto a scapegoat, and sow confusion and panic among the townsfolk so she can manipulate them more easily. If discovered using magic, she pretends to be less successful at it than she truly is and asks the witnesses not to tell her superiors of it, as they would disapprove and punish her for it.
Whether she serves demons, the god of destruction, or strange beings from the outer darkness, the cultist eagerly anticipates the ruin of the world. Much of her work involves placing secret marks around her village, sacrificing animals, burning strange herbs, and uttering guttural chants, all of which help power the apocalypse ritual taught to her by her dark masters. The culmination of these acts almost certainly requires human sacrifice—whether a direct act with a knife or a subtle massacre such as a burning building—and perhaps a celestial conjunction between stars and planets invisible to the naked eye.
The cultist may believe the masters of the apocalypse will reward her with power or divinity when the time comes, or will grant her a quick and merciful death. She may wish to see the world burn for some slight against her by a rival or lover, or simply because the secret madness within her throbs at the idea of such wanton destruction.
Her minions in town include secret alliances with enforcers (adepts 5), ruffians (commoners 7), or even a traitor (commoner 10). The members of this conspiracy may not know each other's identities, or may believe that someone other than the cultist is in charge.