Cult Leader (Human Cleric 10/Rogue 2)

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

Source: Pathfinder

Cult Leader CR 11
XP 12,800
Human cleric 10/rogue 2
NE Medium humanoid
Init +2; Senses Perception +10
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
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 LifeD, mass cure light wounds, righteous might, summon monster V

4th—air walk, cure critical wounds, dismissal (DC 19), divine power, unholy blightD (DC 19)

3rd—cure serious wounds (2), dispel magic, magic circle against goodD, prayer

2nd—aid, cure moderate woundsD, death knell (DC 17), silence (DC 17), spiritual weapon, undetectable alignment

1st—command (DC 16), cure light woundsD, 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
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.





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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.


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