Mercenary Healer (Human Cleric 1)


Mercenary Healer CR 1/2

XP 200
Human Cleric 1
LE Medium humanoid (human)
Init +1; Senses Perception +2

DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 9 (1d8+1)
Fort +3, Ref +1, Will +4

OFFENSE

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)
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, longstriderD, protection from good
0th (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.

STATISTICS

Str 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

DESCRIPTION

Mercenary healers exploit loopholes in laws for their own profit.


Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.