False Priest

Level 4
Creature· humanMediumRemaster
AC 21
HP 50
Speed 25 ft.
Fort +11
Ref +12
Will +10
Perc +10
Size Medium
Common
Languages common
Skills deception +12, performance +12, acrobatics +10, athletics +8, religion +8, society +6
Recall Knowledge society DC 19

Attacks

Melee Rapier +12/+7/+2(deadly d8, disarm, finesse)
Damage: 1d6+8 piercing
Melee Fist +12/+8/+4(agile, finesse, nonlethal, unarmed)
Damage: 1d4+8 bludgeoning
Ranged Hand Crossbow +12/+7/+2 (range 60 ft.)(reload 1 ft.)
Damage: 1d6+4 piercing

Abilities

Deceiver's Surpriseoffensive

On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are Off-Guard to the false priest.

Fickle Prophecyoffensive(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. Effect: Fickle Prophecy

Sneak Attackoffensive

The false priest deals an extra 1d6 precision damage to Off-Guard creatures. This increases to 2d6 precision damage against creatures off-guard due to the false priest's Feint or deceiver's surprise.

The Jig Is Upoffensive

Frequency once per hour Trigger The false priest critically fails a Deception or Performance check Effect The false priest Strides.

Description

Belief is perhaps the strongest force in the universe. Instilling belief only to use it against someone in deceit, however, is the purview of a false priest.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.