False Priest Creature 4

NMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 229; family: Mystics

Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic.


Perception +10

Languages Common

Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6

Str +0, Dex +4, Con +3, Int +0, Wis +2, Cha +4

Items alchemical tools (used as “blessed items” to fool marks), backpack, cloak, hand crossbow (20 bolts), collection of fake relics, wooden religious symbol, studded leather armor, rapier

AC 21; Fort +11, Ref +12, Will +10

HP 51

Speed 25 feet

Melee  rapier +12 (deadly 1d8, disarm, finesse), Damage 1d6+8 piercing

Ranged  hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6+4 piercing

Deceiver’s Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven’t acted yet are flat-footed to the false priest.

Fickle Prophecy  (emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature’s Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.

Sneak Attack The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest’s Feint or deceiver’s surprise.

The Jig Is UpFrequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides.