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Hume Elementalist

This Hume learns to master her elemental arts and to control her mastery of each terrain.

Hume Elementalist (CR 2)

XP 600
Female Hume Geomancer 3
CN Medium Humanoid
Init -1; Senses Low-Light Vision, Eye of the Storm; Perception +8

DEFENSE

AC 13, touch 9; flat-footed 13 (+3 armor, -1 dex, +1 shield)
HP 16 [27] (3d8+3)
MP 11
Fort +4, Ref +0, Will +5
Resist Earth/fire/ice/lightning/water/wind 2

OFFENSE

Speed 30 ft.
Melee Mwk Battleaxe +3 (1d8/x3)
Range Sling +1 (1d4/x2)
Special Attacks Geomancy (5/day, 1d6)
Special Abilities Geomancy Tricks (Able Explorer)
Geomancer Spells Known (Geomancer CL 3rd, Concentration +5)

0th (DC 12) – Create Water, Detect Magic, Elemental Orb, Read Magic
1st (DC 13) – Air Bubble, Burning Disarm, Frostbite, Rain, Stone Fist, Water Blast, Wind Armor
2nd (DC 14) – Frost Fall, Stone Call

TACTICS

During Combat This Hume will fight her foes, up-close and personal with her battleaxe, using her spell combat to utilize her spells while casting defensively, but will also fling spells from a distance if the situation calls for it. She will try to buff herself with wind armor before if she can.

STATISTICS

Str 10, Dex 8, Con 12, Int 9, Wis 15, Cha 11
Base Atk +2; CMB +2; CMD 11
Feats Combat Casting, Extra MP, Extend Spell Precise Shot*
Skills Knowledge (Geography) +5, Perception +8, Spellcraft +5; Racial Modifiers +1 Bluff, +1 Disguise, +1 Knowledge (local)
Languages Common
SQ Armored Mage (light), Curiosity, Favored Terrain (Plains, +2), Ley Lines (plains) +1, Nature Sense, Skilled, Sociable, Spell Proficiency
Gear Cure Potion x2, Mwk Battleaxe, Mwk Hide Shirt, Buckler, Sling, 20 bullets, 195 gil