Kendra Lorrimor

Female Human Diviner


Kendra Lorrimor CR 1
XP 400
Female human diviner 2
NG Medium humanoid (human)
Init 1; Senses Perception +1
AC 10, touch 10, flat-footed 10
hp 11 (2d6
Fort +1, Ref +0, Will +6
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 (
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
During Combat Kendra 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 Kendra 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.
Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 15
Base Atk +1; CMB +0; 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, Ancient Osiriani, Azlanti,
Common, Celestial, Draconic, Varisian
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


Kendra Lorrimor

Carrion Crown Adventure Path wadehone