Mercenary HealerMercenary Healer CR 1/2Source NPC Codex pg. 44 XP 200 Human cleric of Abadar 1 LE Medium humanoid (human) Init +1; Senses Perception +2DefenseAC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 9 (1d8+1) Fort +3, Ref +1, Will +4OffenseSpeed 30 ft. Melee morningstar –1 (1d8–1) Ranged light crossbow +2 (1d8/19–20) Special Attacks channel negative energy 6/day (DC 13, 1d6) Spell-Like Abilities (CL 1st; concentration +3) 5/day—inspiring word (1 round) Cleric Spells Prepared (CL 1st; concentration +3) 1st—cure light wounds, longstriderD, protection from good 0 (at will)—detect magic, mending, read magic D Domain spell; Domains Nobility, TravelTacticsDuring Combat The cleric uses channeled energy, tanglefoot bags, and longstrider to escape.StatisticsStr 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17 Base Atk +0; CMB –1; CMD 10 Feats Selective Channeling, Weapon Focus (light crossbow) Skills Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4 Languages Common SQ 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
Mercenary healers exploit loopholes in laws for their own profit.Zened MircesZened 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.
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