Abbot of Abadar
Creature 1 — human, humanoid
MenderLAND
Abbots are often the heads of religious institutions less focused on spellcasting, such as orphanages, religious schools, or charities. Religions inspire devout individuals to uphold their tenets.
Source: pathfinder-npc-core
Perception +7
Languages common, empyrean, utopian
Skills deception +6, diplomacy +8 (+10 With Members of Own Faith), religion +21, society +7
Str
+1
Dex
+1
Con
-2
Int
+2
Wis
+4
Cha
+3
Items Crossbow, Griffon Cane (Functions as a Staff), Religious Symbol of Abadar
AC 14
Fort +3
Ref +4
Will +11
HP 15
Speed 25 feet
Offense
Melee Griffon Cane (two-hand-d8) +6, Damage 1d4+3 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +6, Damage 1d4+3 bludgeoning
Ranged Crossbow (reload-1) +6, range increment 120 feet, Damage 1d8+2 piercing
Abilities
Religious Specialist — For encounters involving religious debates or conflicts of doctrine, the abbot is a 9th-level challenge.
True Faith — The abbot uses lessons from scripture to foil others trying to deceive them. They can use their Religion modifier to Sense Motive instead of Perception, and their Religion DC instead of their Perception DC against attempts to Lie to them.
Divine Protection (concentrate) — Frequency once per day
Effect The abbot beseeches their deity to protect someone in their charge, attempting a DC 25 Religion check. If it succeeds, a divine Sanctuary spell affects one of the abbot's allies within 60 feet. The Will DC is 17.
Effect The abbot beseeches their deity to protect someone in their charge, attempting a DC 25 Religion check. If it succeeds, a divine Sanctuary spell affects one of the abbot's allies within 60 feet. The Will DC is 17.
WORKS WELL WITH
AnvilLANDAnvil absorbs aggression while the Mender prioritizes defensive buffing over direct damage.
CrasherLANDCrasher provides the damage output the Mender lacks while the Mender prioritizes protection and support.
PUNISHES
✖ deception
Works well with · Punishes · Pairing advice
Unlock with Tactics
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