Blasphemer of Zon-Kuthon
Creature 2 — human, humanoid
WeaverShadeLAND
Blasphemers spread messages contrary to the tenets of their faith, often out of the belief that the gods are specifically targeting them to spread this message. In some cultures, such as Nidal, this is a heretical crime and can send a blasphemer on the run from the law. Religions inspire devout individuals to uphold their tenets.
Source: pathfinder-npc-core
Perception +8
Languages common, shadowtongue
Skills deception +9, intimidation +7, performance +7, religion +6, society +7
Str
+3
Dex
+1
Con
+0
Int
+1
Wis
+2
Cha
+3
Items Hand Crossbow, Spiked Chain, Religious Symbol of Zon-Kuthon
AC 17
Fort +6
Ref +7
Will +10
HP 35
Speed 25 feet
Offense
Melee Spiked Chain (disarm, trip) +9, Damage 1d8+5 slashing
Melee Fist (agile, nonlethal, unarmed) +9, Damage 1d4+6 bludgeoning
Ranged Hand Crossbow (reload-1) +7, range increment 60 feet, Damage 1d6+2 piercing
Abilities
Twisted Faith — When attempting a Religion skill check, the blasphemer can roll Deception instead, so long as they have an intelligent creature around as a witness. If the creature is a follower of the blasphemer's faith, the blasphemer receives a +2 circumstance bonus to the check.
False Blessing (manipulate) — The blasphemer attempts a DC 15 Religion check to attempt to cast the 1st-rank spell their deity grants to clerics (Phantom Pain for Zon-Kuthon). The spell must take 1, 2, or 3 actions to Cast. The blasphemer can use twisted faith to roll DC 15 Deception instead if they have a witness, as normal.
Critical Success The blasphemer successfully Casts the Spell, then is Stunned with a value equal to the number of actions the spell takes – 1.
Success As critical success, plus the blasphemer takes 1d6 mental damage.
Failure The blasphemer fails to Cast the Spell and takes 1d6 mental damage.
Critical Failure The blasphemer fails to Cast the Spell, takes 2d6 mental damage, and is Stunned 1.
Critical Success The blasphemer successfully Casts the Spell, then is Stunned with a value equal to the number of actions the spell takes – 1.
Success As critical success, plus the blasphemer takes 1d6 mental damage.
Failure The blasphemer fails to Cast the Spell and takes 1d6 mental damage.
Critical Failure The blasphemer fails to Cast the Spell, takes 2d6 mental damage, and is Stunned 1.
WORKS WELL WITH
AnvilLANDAn Anvil bodyguards the frail blasphemer while it attempts False Blessing to land Phantom Pain.
CrasherLANDA Crasher capitalizes on prone enemies the blasphemer trips with its spiked chain.
FlankerLANDA Flanker exploits the distraction created by the blasphemer's deceptions to strike from unexpected angles.
PUNISHES
✖ low Will✖ mobility✖ melee reliance
Stacking Weavers creates a fragile backline that folds to any creature that closes to melee.
Works well with · Punishes · Pairing advice
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