Exorcist
Creature 8 (rare) — human, humanoid
Source: season-of-ghosts-bestiary
Perception +16
Skills diplomacy +14, intimidation +16, medicine +16, occultism +15, religion +18
Str
+2
Dex
+2
Con
+3
Int
+1
Wis
+4
Cha
+2
AC 24
Fort +15
Ref +14
Will +18
HP 135
Speed 25 feet
Offense
Melee Torch +16, Damage 1d4+5 bludgeoning plus 1d6 fire
Melee Naginata +17, Damage 2d8+5 slashing
Abilities
Purifying Flames (divine, fire) — The exorcist attempts to Strike a creature with their torch, attacking with great precision and causing the torch's fires to flare up. This Strike gains a +2 status bonus to its attack roll and inflicts an additional 2d6 fire damage on a hit instead of just 1d6 fire damage. An undead, spirit, or transmigrated creature hit by this attack must also attempt a DC 26 Will save.
**Critical Success** The creature is unaffected by this additional effect, and some of the fire flares back onto the exorcist, inflicting 2d6 fire damage to them (DC 26 Reflex save).
**Success** The creature is unaffected by this additional effect but still takes normal torch damage.
**Failure** The purifying flames cause the creature to become Clumsy 1 and Stupefied 1 until the end of its next turn.
**Critical Failure** As failure, but Clumsy 2 and Stupefied 2 for 1 minute.
Torch Wielder — The exorcist treats a torch as a light mace that deals an additional 1d6 fire damage on a hit.
Spells
Divine Wrath (rank 4)
Talking Corpse (rank 4)
Holy Light (rank 3)
Consecrate (rank 2)
Dispel Magic (rank 2)
Peaceful Rest (rank 2)
Spiritual Armament (rank 2)
Bane (rank 1)
Command (rank 1)
Detect Magic (rank 1)
Divine Lance (rank 1)
Heal (rank 1)
Read Aura (rank 1)
Sanctuary (rank 1)
Sigil (rank 1)
Vitality Lash (rank 1)
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