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PFS LimitedFalse Priest

Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

False PriestCreature 4

Legacy Content

N Medium Human Humanoid 
Source Gamemastery Guide pg. 229
Perception +10
Languages Common
Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6
Str +0, Dex +4, Con +3, Int +0, Wis +2, Cha +4
Items wooden religious symbol, alchemical tools (used as "blessed items" to fool marks), backpack, cloak, collection of fake relics, hand crossbow (20 bolts), rapier, studded leather armor
AC 21; Fort +11, Ref +12, Will +10
HP 51
Speed 25 feet
Melee [one-action] rapier +12 [+7/+2] (deadly 1d8, disarm, finesse), Damage 1d6+8 piercingRanged [one-action] hand crossbow +12 [+7/+2] (range increment 60 feet, reload 1), Damage 1d6+4 piercingDeceiver's Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest.Fickle Prophecy [one-action] (emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.Sneak Attack The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or deceiver's surprise.The Jig Is Up [reaction] Frequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides.

All Monsters in "Mystics"

NameLevel
Adept-1
Cult Leader7
Cultist1
Demonologist7
False Priest4
Harrow Reader-1
Necromancer5

Mystics

Source Gamemastery Guide pg. 228
Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.

Sidebar - Advice and Rules Dark Rituals

Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.

Sidebar - Additional Lore Forms Of Fortune-Telling

Anthomancy: Flowers.
Astrology: The cosmic caravan.
Demonomancy: Asking demons.
Harrowing: Harrow card readings.
Haruspicy: Entrails.
Ichthyomancy: The next fish caught.
Mazomancy: A nursing babe.
Oneiromancy: Dreams.
Tyromancy: Coagulation of cheese.

Sidebar - Additional Lore Mystic Cadres

Golarion has several mystic groups. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. Knights of the Aeon Star search for secret lore. Followers of Rivethun, dwarven animism, reach out to spirits to gain knowledge and earn favors.

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from the Bestiary are available only to appropriate celestials and fiends within the organizations.