XP 400
Female human diviner 2
NG Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 10, touch 10, flat-footed 10
hp 11 (2d6+2)
Fort +1, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged light crossbow +1 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day--diviner’s fortune (+1)
Diviner Spells Prepared (CL 2nd; concentration +5)
1st--comprehend languages, identify, mage armor
0 (at will)--acid splash, detect magic, disrupt undead, read magic
Opposition Schools Evocation, Illusion
TACTICS
During Combat The diviner prefers to use her diviner’s fortune on her allies or employ the aid another action. When applicable, she keeps her wits about her and uses her Knowledge skills to try to determine her opponents’ strengths and weaknesses, communicating this information to her allies. If needed, she uses her bonded amulet to spontaneously cast protection from evil, true strike, sleep, feather fall, or the other spells in her spellbook.
Morale She flees from a battle if she’s on her own and is brought below 5 hit points, but if she’s with allies, she fights to the death to protect them.
STATISTICS
Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 15
Base Atk +0; CMB +1; CMD 10
Feats Improved Iron Will, Iron Will, Scribe Scroll
Skills Craft (alchemy) +8, Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Spellcraft +8, Use Magic Device +4
Languages Aklo, Common, Celestial, Draconic, +3 additional
SQ arcane bond (amulet), forewarned
Combat Gear potion of cure light wounds, scroll of protection from evil, silversheen, alchemist’s fire, 3 alchemical silver bolts, antitoxin, 3 cold iron bolts, holy water, smokestick; Other Gear light crossbow with 10 bolts, dagger, journal, magnifying glass, scroll case, spellbook (contains all prepared spells plus feather fall, protection from evil, sleep, and true strike), sun rod, 23 gp