Mercenary Healer (Human Cleric 1)
Mercenary Healer CR 1/2
Human Cleric 1
LE Medium humanoid (human)
Init +1; Senses Perception +2
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 9 (1d8+1)
Fort +3, Ref +1, Will +4
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
During Combat The cleric uses channeled energy, tanglefoot bags, and longstrider to escape.
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
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.
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.