Cultist (Human Cleric 3)
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Cultists are members of secret societies, meeting hooded and masked in dark masses and unspeakable, blasphemous rites. They gather the lay cult members and lead them in their maledictions, channeling for them the shadowed powers of the nether planes.
Cultist CR 2 |
XP 600 Human cleric 3 NE Medium humanoid Init +1; Senses Perception +3 |
DEFENSE |
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dexterity, +1 shield) hp 16 (3d8+3) Fort +4, Ref +2, Will +5 |
OFFENSE |
Speed 20 ft. Melee mwk sickle +3 (1d6) Ranged dart +3 (1d4) Special Attacks channel negative energy 6/day (DC 14, 2d6) Domain Spell-Like Abilities (CL 3rd; Concentration +5) 6/day, rebuke death (1d4+1), touch of evil (1 round) Cleric Spells Prepared (CL 3rd; Concentration +5) 2nd – cure moderate woundsD, death knell (DC 14), hold person (DC 14) 1st – bane (DC13), cause fear (DC 13), cure light woundsD, doom (DC 13) 0 (at will) – bleed (DC 12), Guidance, light,resistance D domain spell; Domains Evil, Healing |
STATISTICS |
Strength 10, Dexterity 13, Constitution 12, Intelligence 8, Wisdom 15, Charisma 16 Base Atk +2; CMB +2; CMD 13 Feats Alignment Channel, Combat Casting, Selective Channeling Skills Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +3, Sense Motive +6, Spellcraft +3 Languages Abyssal, Common, Infernal Combat Gear bloodroot poison (1 dose), vials of unholy water (2); Other Gear chainmail, light steel shield, darts (4), masterwork sickle, silver Unholy Symbol Boon A cultist can hide the PCs or others they designate within a secret cult sanctuary for up to 3 days. They could also plant false evidence implicating an NPC as a cult member. |
Cultists can be found leading small cult cells or congregations of a half-dozen farmers, shipmates, bloodthirsty cannibals, or even misguided acolytes (CR 5). A pair of cultists might lead a larger cult of nine doomsayers or initiates (CR 8). Cultists might also serve as disciples of more powerful spellcasters. A pair of cultists can be acolytes of an evil medium (CR 6), three cultists might be apprenticed to a shaman (CR 7), four could follow a conjurist (CR 8), or up to a dozen cultists might follow a cult leader (CR 12).
Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide Pathfinder |