Cultist
Creature 1 — human, humanoid
CrasherLANDhumanhumanoid
Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form. 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.
Source: pathfinder-npc-core
Perception +4
Languages common
Skills Cult Lore (for the cultist's own cult) +8, deception +3, intimidation +3, occultism +4, society +4, stealth +6
Str
+4
Dex
+3
Con
+2
Int
+1
Wis
-1
Cha
+0
Items Dagger, Cultist Garb (Functions as Leather Armor), Occult Text
AC 17
Fort +7
Ref +8
Will +4 ((or +2 vs. higher-ranking members of the cult))
(Will +2 vs. higher-ranking members of the cult)
HP 20
Speed 25 feet
Offense
Melee Dagger (agile, versatile-s) +7, Damage 1d4+4 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +6, Damage 1d4+4 piercing
Melee Fist (agile, nonlethal, unarmed) +7, Damage 1d4+4 bludgeoning
Abilities
Will +2 vs. Higher Ranking Members of the Cult —
Fanatical Frenzy —
WORKS WELL WITH
AnvilLANDAn Anvil draws enemy attacks away from the lightly-armored Crasher while it charges into melee.
WeaverLANDA Weaver controls enemy positioning so the Crasher reaches priority targets without spending extra actions on movement.
PUNISHES
✖ demoralize✖ focus fire
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Cultist in the encounter builder — free, no install.
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