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Enforcer

Enforcer CR 3

Source NPC Codex pg. 246
XP 800
Human adept 5
NE Medium humanoid (human)
Init +1; Senses Perception +4

Defense

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 27 (5d6+10)
Fort +2, Ref +5, Will +7

Offense

Speed 30 ft.
Melee mwk club +7 (1d6+6)
Ranged dagger +3 (1d4+4/19–20)
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.

Statistics

Str 18, Dex 12, Con 11, Int 9, Wis 14, Cha 8
Base Atk +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
SQ 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

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.