Cult Leader (Human Cleric 10/Rogue 2)
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Society sees cults as a clear example of how communes are recipes for disaster and chaos.
It not just of groups of excess and decadence. Several cults and sects have begun to splinter from the main religions, with Cult Leaders denouncing the worship of the Gods. Some of these Cult Leaders also want to create a society with no class system and overall equality.
Cult Leader CR 11 |
XP 12,800 Human cleric 10/rogue 2 NE Medium humanoid Init +2; Senses Perception +10 |
DEFENSE |
AC 24, touch 14, flat-footed 22 (+6 armor, +2 deflection, +2 Dexterity, +4 shield) hp 83 (12d8+29) Fort +10, Ref +9, Will +13 Defensive Abilities evasion |
OFFENSE |
Speed 30 ft. Melee +1 human bane Morningstar +10/+5 (1d8+2) Ranged dagger +10 (1d4+1/19-20) Special Attacks channel negative energy 5/day (DC 15, 5d6), Scythe of evil (5 rounds, 1/day), sneak attack +1d6 Domain Spell-Like Abilities (CL 10th; Concentration +15) 8/day- rebuke death (1d4+5), touch of evil (5 rounds) Cleric Spells Prepared (CL 10th; Concentration +15) 5th- breath of Life D, mass cure light wounds, righteous might, summon monster V 4th- air walk, cure critical wounds, dismissal (DC 19), divine power, unholy blight D (DC 19) 3rd-cure serious wounds (2), dispel magic, magic circle against good D, prayer 2nd-aid, cure moderate wounds D, death knell (DC 17), silence (DC 17), spiritual weapon, undetectable alignment1st-command (DC 16), cure light wounds D, deathwatch, divine favor, obscuring mist, remove fear, shield of faith 0 (at will)-create water, guidance, light, purify food & drink D domain spell; Domains Evil, Healing |
STATISTICS |
Strength 12, Dexterity 14, Constitution 14, Intelligence 8, Wisdom 21, Charisma 10 Base Atk +8; CMB +9; CMD 23 Feats Channel Smite, Combat Casting, command undead, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Vital Strike Skills Bluff +5, Diplomacy +5, Heal +10, Knowledge (history) +3, Knowledge (local) +3, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +5, Perception +10, Profession (any one) +10, Sense Motive +10, Spellcraft +10 Languages Abyssal, Common, Infernal, Terran SQ aura, healer’s blessing, rogue talent (combat trick), trapfinding Combat Gear scroll of Invisibility Purge, alchemist’s fire (2); Other Gear +2 chain shirt, +2 heavy wooden shield, +1 human bane Morningstar, cold iron dagger, cloak of resistance +1, elemental gem (earth), headband of inspired wisdom +2, Ring of Counterspells (dispel magic), ring of protection +2, robe of bones, silver Unholy Symbol Boon A cult leader can bind a planar ally for the PCs, send a pair of cultists to assist with a task, or trade a good-aligned magical item she has taken for an evil one she could use. |
Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.