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Enchanting Ritualist

Creature 18 (uncommon) — human, humanoid

Possessing great stores of knowledge on mental magic and rituals, enchanting ritualists can also be solitary and capricious, tricking and transforming their visitors. The GM can change the selection of rituals this NPC knows freely, choosing any rituals of 9th rank or lower. 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 +31
Skills arcana +34, deception +35, diplomacy +31, nature +34, occultism +36, religion +34
Str
+4
Dex
+3
Con
+1
Int
+6
Wis
+6
Cha
+8
AC 40 Fort +27 Ref +28 Will +33
HP 320
Resistances mental 20
Speed 25 feet

Offense

Melee Club +30, Damage 3d6+12 bludgeoning plus 2d6 mental
Ranged Club +28, Damage 3d6+12 bludgeoning plus 2d6 mental
Melee Fist +28, Damage 1d4+12 bludgeoning plus 2d6 mental
Ranged Enchanting Wisps +30, Damage 9d6 mental

Abilities

+2 Circumstance to Skill Checks for Rituals
Aura of Contentment (aura, emotion, incapacitation, mental, occult) — 30 feet. A creature that enters or starts its turn in the aura must succeed at a DC 38 Will save or lose the desire to do anything except rest and relax. Hostile actions taken against creatures affected by the aura end the effect. If a creature in the aura succeeds on their Will save or is the subject of a hostile action, it's temporarily immune to the aura of contentment for 24 hours. The enchanting ritualist can exempt creatures from the aura's effects.
Fool's Feast — Recipients of the ritualist's generosity pay dearly if the ritualist decides to turn against them. The ritualist gets a +4 circumstance bonus to attack rolls against any creature that has willingly participated in or benefited from one of their spells or rituals conducted in the last 12 hours. A creature that didn't help conduct a ritual still qualifies if it benefited in other ways, such as drinking a serving of Fortifying Brew. When the enchanting ritualist damages such a creature with a Strike, the target is affected by a 9th-rank Cursed Metamorphosis spell (DC 42). If the Strike was a critical hit, the creature gets a degree of success one worse than it rolled. Once a creature succeeds at a save against this spell, it is temporarily immune for 24 hours.

Spells

Fantastic Facade (rank 9)
Foresight (rank 9)
Overwhelming Presence (rank 9)
Telepathic Demand (rank 9)
Canticle of Everlasting Grief (rank 8)
Quandary (rank 8)
Spirit Song (rank 8)
Uncontrollable Dance (rank 8)
Collective Memories (rank 7)
Mask of Terror (rank 7)
Planar Displacement (rank 7)
Project Image (rank 7)
Binding Circle (rank 6)
Commune (rank 6)
Mislead (rank 6)
Repulsion (rank 6)
Truesight (rank 6)
Zealous Conviction (rank 6)
Astral Projection (rank 5)
Call Spirit (rank 5)
Dreaming Potential (rank 5)
Fortifying Brew (rank 5)
Hallucination (rank 5)
Planar Servitor (rank 5)
Resurrect (rank 5)
Scouting Eye (rank 5)
Sending (rank 5)
Synesthesia (rank 5)
Truespeech (rank 5)
Wave of Despair (rank 5)
Atone (rank 4)
Confusion (rank 4)
Fly (rank 4)
Honeyed Words (rank 4)
Rest Eternal (rank 4)
Translocate (rank 4)
Dream Message (rank 3)
Geas (rank 3)
Hypnotize (rank 3)
Levitate (rank 3)
Augury (rank 2)
Darkvision (rank 2)
Heartbond (rank 2)
See the Unseen (rank 2)
Status (rank 2)
Alarm (rank 1)
Daze (rank 1)
Detect Magic (rank 1)
Fear (rank 1)
Ill Omen (rank 1)
Illusory Disguise (rank 1)
Illusory Object (rank 1)
Light (rank 1)
Read Aura (rank 1)
Telekinetic Hand (rank 1)

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