Cultist (Human Cleric 3)

Cultist CR 2

XP 600
Human cleric 3
NE Medium humanoid (human)
Init +6; Senses Perception +2

DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (3d8+3)
Fort +4, Ref +3, Will +5

OFFENSE

Speed 30 ft.
Melee mwk short sword +5 (1d6+1/19–20)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks channel negative energy 3/day (DC 11, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +5)

5/day—bleeding touch, copycat (3 rounds)

Spells Prepared (CL 3rd; concentration +5)

2ndcat’s grace, invisibilityD, undetectable alignment
1st—command, disguise selfD, poisoned egg, shield of faith
0 (at will)—bleed (DC 12), guidance, light, mending

D Domain spell; Domains Death, Trickery

STATISTICS

Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +4, Bluff +5, Escape Artist +4, Knowledge (local) +3, Knowledge (religion) +4, Sleight of Hand +4, Stealth +9
Languages Common
SQ aura
Combat Gear acid flask (3); Other Gear +1 studded leather, heavy crossbow with 10 bolts, masterwork short sword, black mask, egg

ABOUT

As the most proactive worshipers, the Cult embraces its patron’s role as god of murder. Many members hold conventional jobs and social positions, staying close to those they slaughter in the guise of business partners, maids, or military commanders.

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