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Pilgrim (Human Commoner 5)

By Rudolf Schiestl - Horst Ludwig u.a., Münchner Maler im 19./20. Jh., Band 6 (1994), Seite 283, Public Domain, https://commons.wikimedia.org/w/index.php?curid=10121103, Pilgrim
By Rudolf Schiestl – Horst Ludwig u.a., Münchner Maler im 19./20. Jh., Band 6 (1994), Seite 283, Public Domain, https://commons.wikimedia.org/w/index.php?curid=10121103

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Pilgrims are religious mendicants who roam the long roads visiting shrines, temples, and other places sacred to their faith. They are ordinary folk, little trained in formal theology but with a passion for spreading their religion through their travels, being of service to all that they meet, and healing the hurts of a sad and lonely world. Pilgrims can serve as lay priests, common healers, or village wise women in settlements too small for a formal temple or full cleric. A pilgrim might also be found on a battlefield, pressed into service to make up for an army’s lack of divine healers. Replacing one of the pilgrim’s commoner levels with a level of adept creates a healer that has at least limited access to healing magic. Hit Dice, hit points, base attacks bonus, and skills don’t change, but the pilgrim’s Will save increases to +6.

DESCRIPTION

A pilgrim often works alone, but two or three might staff a remote clinic (CR 5 or 6). Pilgrims can also be found in groups of four, often accompanied by four caravan guards or eight acolytes (CR 8). A single pilgrim may be served by a guard, caravan guard, or pair of acolytes (CR 4). A pilgrim in turn might serve under a shaman (CR 6), while an evil pilgrim may work with a torturer, helping to keep prisoners alive (CR 6).

Pilgrim CR 3  
XP 800

Human commoner 5

NG Medium humanoid

Init +0; Senses Perception +7
DEFENSE
AC 11, touch 10, flat-footed 11 (+1 armor)

hp 17 (5d6)

Fort +1, Ref +1, Will +4
OFFENSE
Speed 30 ft.

Melee spear +2 (1d8/x3)

Ranged spear +2 (1d8/x3)
STATISTICS
Strength 10, Dexterity 10, Constitution 11, Intelligence 13, Wisdom 12, Charisma 10

Base Atk +2; CMB +2; CMD 12

Feats Alertness, Endurance, Iron Will, Skill Focus (Heal)

Skills Handle Animal +5, Heal +10, Knowledge (religion) +5, Perception +7, Perform (sing) +5, Profession (midwife) +5, Ride +5, Sense Motive +7, Swim +5

Languages Common

Combat Gear potions of cure light wounds, neutralize poison, remove blindness/deafness, remove disease, and sanctuary; vial of Holy Water; Other Gear Padded armor, spear, healer’s kit, wooden Holy symbol, mule

Boon A pilgrim will tend the wounds of injured PCs with her Heal skill or one of her healing potions if the need is great or if the PCs make a donation to her church of at least half the potion’s price.

Section 15: Copyright Notice – Pathfinder RPG Game Mastery Guide

Pathfinder RPG Game Mastery 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.

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