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This Hume has a better control over her elements and uses her terrain to her own advantage.

Hume Geomancer (CR 4)

XP 1,200
Female Hume Geomancer 5
CN Medium Humanoid
Init -1; Senses Low-Light Vision, Eye of the Storm; Perception +12

DEFENSE

AC 15, touch 9; flat-footed 15 (+4 armor, -1 dex, +2 shield)
HP 32 [50] (5d8+10)
MP 22
Fort +6, Ref +2, Will +7
Resist Earth/fire/ice/lightning/water/wind 2

OFFENSE

Speed 30 ft.
Melee Mwk Battleaxe +5 (1d8+1/x3)
Range Mwk Sling +3 (1d4/x2)
Special Attacks Geomancy (9/day, 2d6)
Special Abilities Geomancy Tricks (Able Explorer, Infiltration), Homefield Advantage (1/day, 5 rounds), Terrain Movement (6/day)
Geomancer Spells Known (Geomancer CL 5th, Concentration +8)

0th (DC 13) – Create Water, Detect Magic, Elemental Orb, Read Magic
1st (DC 14) – Air Bubble, Burning Disarm, Frostbite, Rain, Stone Fist, Water Blast, Wind Armor
2nd (DC 15) – Frost Fall, Groundswell, Stone Call, Wind Barrier
3rd (DC 16) – Call Lightning, Ice Spears

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 and wind barrier before if she can.

STATISTICS

Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Combat Casting, Extra MP, Extend Spell, Lightning Reflexes, Precise Shot*
Skills Knowledge (Geography) +7, Perception +12, Spellcraft +7, Survival +12; Racial Modifiers +1 Bluff, +1 Disguise, +1 Knowledge (local)
Languages Common
SQ Armored Mage (light), Clear Mind, Curiosity, Endure Elements, Favored Terrain (Plains, +2), Geosynchronous, Ley Lines (plains) +1, Nature Sense, Skilled, Sociable, Spell Proficiency
Gear Cure Potion x2, Mwk Battleaxe, +1 Studded Leather, Mwk Heavy Steel Shield, Mwk Sling, 20 bullets, 495 gil