Priest of Pharasma Creature 6
NMediumHumanHumanoidPathfinder Gamemastery Guide (Second Edition), page 213; family: Devotees
Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god’s tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation.
Perception +14
Languages Common
Skills Diplomacy +12, Medicine +14, Religion +14, Society +11, Survival +12
Str +3, Dex +3, Con +1, Int +0, Wis +4, Cha +2
Items +1 dagger, religious symbol of Pharasma
AC 21; Fort +11, Ref +11, Will +14
HP 80
Speed 25 feet
Melee ◆ dagger +13 (agile, magical, versatile S), Damage 1d6+5 piercing
Ranged ◆ dagger +13 (agile, magical, thrown 10 feet, versatile S), Damage 1d6+5 piercing
Divine Prepared Spells DC 24, attack +16; 3rd circle of protection, heal (×3), searing light (×2); 2nd gentle repose, silence, spiritual weapon;
1st disrupting weapons, mindlink, spirit link; Cantrips (3rd) detect magic, disrupt undead, light, read aura, shield
Cleric Domain Spells 1 Focus Point, DC 24; 3rd death’s call (Core Rulebook 391)
Divine Rituals DC 24; consecrate
Healing Hands When the priest casts heal, they roll d10s instead of d8s.
Steady Spellcasting If another creature’s reaction would disrupt the priest’s spellcasting action, the priest attempts a DC 15 flat check. If the priest succeeds, their action isn’t disrupted.
