Sneaky Cultist (Human Rogue 7)

Sneaky Cultist
CR 6

XP 2,400
Male human rogue 7
NE Medium humanoid (human)
Init +8; Perception +11


AC 21, touch 17, flat-footed 16 (+4 armor, +2 deflection, +4 Dex, +1 dodge)
hp 38 (7d8+7)
Fort +3, Ref +9, Will +3
Defensive Abilities evasion, uncanny dodge


Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Ranged mwk light crossbow +10 (1d8/19-20)
Special Attacks sneak attack +3d6


Before Combat If he hears the PCs coming before they spot him, he gathers up his violet venom and hides behind the central pillar in the pool of shallow water, hoping to ambush the PCs.

During Combat He opens combat with a ranged sneak attack, then resorts to throwing vials of violet venom as grenade-like missiles (affecting struck targets and all within 5 feet). If engaged in melee, he relies on Improved Feint to maximize his sneak attacks with his rapier.

Morale Keeper He fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice and sliding down. If he survives the journey, he hides in there and prepares another sneak attack with his ranged weapon. If cornered here, he’ll fight to the death.


Str 10, Dex 18, Con 12, Int 16, Wis 13, Cha 8
Base Atk +5; CMB +5; CMD 22
Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, Mobility, Skill Focus (Knowledge [history])
Skills Bluff +9, Climb +10, Craft (poison) +13, Diplomacy +4, Disable Device +14, Heal +2, Intimidate +9, Knowledge (history) +13, Knowledge (planes) +5, Knowledge (religion) +5, Perception +11, Sense Motive +11, Sleight of Hand +14, Stealth +14
Languages Common, one other
SQ fast stealth, trapfinding, trap sense +2, trap spotter
Combat Gear rapier, masterwork light crossbow, bolts (20), violet venom; Other Gear +1 studded leather, ring of protection +2, belt of incredible dexterity +2, key, 475 gp


Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Section 15: Copyright Notice

Pathfinder Module: Carrion Hill. Copyright 2009, Paizo Publishing, LLC. Author: Richard Pett.

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