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Wallfahrt nach Gößweinstein, Fembohaus Nürnberg Date (1927) Rudolf Schiestl
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Pilgrim CR 3
Human commoner 5
NG Medium humanoid
Init +0; Senses Perception +7
| AC 11, touch 10,
flat-footed 11 (+1 armor)
hp 17 (5d6)
Fort +1, Ref +1, Will +4
| Speed 30 ft.
Melee spear +2 (1d8/x3)
Ranged spear +2 (1d8/x3)
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
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, healers 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 potions price.
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 armys lack of divine healers. Replacing one of the pilgrims 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 dont change, but the pilgrims Will save increases to +6.
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,
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).
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.
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