ShamanShaman CR 1/2Source NPC Codex pg. 244 XP 200 Half-orc adept 2 NE Medium humanoid (human, orc) Init –1; Senses darkvision 60 ft.; Perception +2DefenseAC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex) hp 11 (2d6+4) Fort +1, Ref +1, Will +5 Defensive Abilities orc ferocityOffenseSpeed 30 ft. Melee dagger +0 (1d4–1/19–20) Ranged dart +0 (1d4–1) 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)TacticsDuring 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.StatisticsStr 9, Dex 8, Con 12, Int 10, Wis 15, Cha 11 Base Atk +1; CMB +0; CMD 9 Feats Combat Casting Skills Heal +9, Intimidate +2, Knowledge (religion) +5 Languages Common, Orc SQ 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
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).
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