False Priest (Human Sorcerer 6/False Priest 4)

False Priest CR 9

XP 6,400
Human Sorcerer 6/False Priest 4
LE Medium humanoid (human)
Init +2; Senses Perception +10


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 61 (10 HD; 6d6+4d8+20)
Fort +6, Ref +6, Will +8


Speed 30 ft.
Melee mwk heavy mace +6/+1 (1d8–1)
Special Attacks false channel* (2d6, 8/day), staff of order (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 9th; concentration +14)

8/day—touch of law

Bloodline Spell-Like Abilities (CL 9th; concentration +14)

8/day—touch of destiny (+3)

Sorcerer Spells Known (CL 9th; concentration +14)

4th (5/day)confusion (DC 19), enervation
3rd (7/day)lightning bolt (DC 18), ray of exhaustion (DC 18), suggestion (DC 18)
2nd (7/day)bless, blindness/deafness (DC 17), blur, cure light wounds, detect thoughts (DC 17), invisibility, scorching ray
1st (8/day)alarm, charm person (DC 16), disguise self, mage armor, magic missile, ray of enfeeblement (DC 16)
0th (at will)detect magic, ghost sound (DC 15), light, mage hand, mending, prestidigitation, ray of fatigue, read magic

Bloodline destined


Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Base Atk +6; CMB +5; CMD 17
Feats Combat Casting, Empower Spell, Eschew Materials, False Casting, Magical Aptitude, Silent Spell, Weapon Focus (ray)
Skills Bluff +21, Diplomacy +12, Intimidate +18, Knowledge (history) +5, Knowledge (religion) +10, Perception +10, Sense Motive +7, Sleight of Hand +3, Spellcraft +10, Use Magic Device +25
Languages Common, +1 additional
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells), domain access* (Law), fated (+1), first ritual*, master of lies*
Combat Gear scroll of prayer, scroll of shield (CL 3rd), scroll of spiritual weapon (CL 6th), wand of cure light wounds (15 charges), wand of shield of faith (CL 6th, 21 charges); Other Gear mwk heavy mace, circlet of persuasion, cloak of resistance +1, headband of alluring charisma +2, iron holy symbol (worth 5 gp), 73 gp
Domain Access: The false priest gains access to the domain powers granted by the listed (Law) domain as if he were a cleric of his sorcerer level. He does not gain any bonus spells from this domain.


False Casting

A false priest can trick observers into believing spells he casts from magic implements were instead cast by the priest, and that he was using the implement only as a focus component.

He attempts a Bluff check opposed by any observers’ Spellcraft checks. Observers with no ranks in Spellcraft are automatically fooled. Regardless of the success or failure of an observer’s Spellcraft check, she can use the result of that check to identify the spell being cast, only the DC to identify the spell is 20 + the spell’s level instead of 15 + the spell’s level. In addition, when the false priest uses False Casting to cast a 0- or 1st-level spell on the cleric spell list, he receives a +10 circumstance bonus on any opposed Bluff check made when casting the spell.


False Channel (Su)

A false priest can channel positive energy to heal living creatures like a cleric. The hit points healed by this ability are treated as temporary hit points, and last for 10 minutes per false priest level. These hit points do not stack with themselves, although they do stack with those granted by casting cure light wounds using the first ritual class feature. This ability cannot be used to harm undead creatures.

First Ritual (Su)

The false priest adds bless and cure light wounds to his spell list and list of spells known, but treats both as 2nd-level spells. Whenever he casts cure light wounds using this ability, the hit points healed are instead treated as temporary hit points that last 10 minutes per false priest level. The subject of the spell does not notice this different until the duration expires. Temporary hit points from any subsequent cure spells do not stack.

Master of Lies (Ex)

The false priest adds his false priest class level to any Bluff check made as part of a lie or deception. In addition, whenever he is subject to a spell or special ability that can discern whether or not he is telling the truth, he is automatically aware of such magic. He is not immune to such spells or abilities, but he can choose to remain silent or avoid answering questions.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.

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