XP 3,200
Halfling Adept 9
NG Small humanoid (halfling)
Init +1; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 34 (9d6+3)
Fort +6, Ref +5, Will +11; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee quarterstaff +3 (1d4–2)
Ranged sling +6 (1d3–2)
Adept Spells Prepared (CL 9th; concentration +11)
3rd—
remove disease
2nd—
cure moderate wounds,
delay poison,
web (DC 14)
1st—
cure light wounds (2),
endure elements,
obscuring mist
0th (at will)—
create water,
read magic,
stabilize
TACTICS
Before Combat The adept drinks her potion of mage armor.
During Combat The adept catches as many foes as possible in her web, then heals her allies or seeks to escape. If she must fight, she prefers her sling.
Base Statistics
Without mage armor, the adept's statistics are AC 12, touch 12, flat-footed 11.
STATISTICS
Str 6, Dex 13, Con 10, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +1; CMD 12
Feats Brew Potion, Great Fortitude, Iron Will, Scribe Scroll, Skill Focus (Heal)
Skills Acrobatics +3 (–1 when jumping), Appraise +4, Climb +0, Heal +19, Knowledge (local) +8, Knowledge (nature) +13, Linguistics +3, Perception +4, Profession (herbalist) +14, Survival +8
Languages Common, Elven, Gnome, Halfling, Sylvan
SQ summon familiar (toad)
Combat Gear potions of cure light wounds (2), potion of cure moderate wounds, potions of lesser restoration (2), potion of mage armor, restorative ointment, scroll of animal trance, scroll of cure moderate wounds, scroll of neutralize poison (CL 8th), scroll of remove curse (CL 8th), scroll of remove disease, wand of cure light wounds (29 charges), holy water, tanglefoot bag;
Other Gear quarterstaff, sling with 10 bullets, antitoxin (2), everburning torch, healer's kit, spell component pouch, wooden holy symbol, bit and bridle, pony (combat trained), saddle, saddlebags, 38 gp