Initiate of Flame CR 1/2
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 15 (1d8+7)
Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Druid Spells Prepared (CL 1st; concentration +3)
D Domain spell; Domain Fire
Before Combat The druid casts endure elements each day.
During Combat The druid casts faerie fire, then drops a smokestick at his feet, letting foes come to him, and possibly sets his spear against a charge. He then fights with his spear or casts burning hands.
Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush or trip)
Skills Climb +4, Handle Animal +2, Knowledge (geography) +5, Knowledge (nature) +3, Perception +6 (+8 to notice unusual stonework), Survival +8
Languages Common, Druidic, Dwarven, Giant
SQ nature bond (Fire domain), nature sense, wild empathy –1
Combat Gear alchemist’s fire (2), smokesticks (2); Other Gear masterwork hide armor, sling with 20 bullets, spear, climber’s kit, healer’s kit, holly and mistletoe, spell component pouch, 8 gp
These hostile guardians of volcanic mountain regions have tempers to match their fiery environs, and tolerate no intruders.
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.