Traveling Priest of Desna
Creature 9 — human, humanoid
FlankerWeaverLANDhumanhumanoid
Deities and their religions are only as strong as the belief of their faithful. Traveling priests spread word to all corners of Golarion, building the numbers devoted to their denomination through their journeys. No matter where they may be headed or found, a traveling priest is likely to be healing someone with a spell, delivering a message, or simply trying to ensure their faith is spread. Religions inspire devout individuals to uphold their tenets.
Source: pathfinder-npc-core
Perception +19
Languages common, elven, empyrean
Skills acrobatics +17, diplomacy +17, religion +21, society +16, survival +19
Str
+2
Dex
+4
Con
+1
Int
+1
Wis
+4
Cha
+2
Items Starknife, Shining Symbol
AC 27
Fort +16
Ref +19
Will +19
HP 140
Speed 30 feet
Offense
Melee Starknife (agile, deadly-d6, finesse, magical, versatile-s) +20, Damage 2d4+8 piercing
Ranged Starknife (agile, deadly-d6, magical, thrown-20, versatile-s) +20, Damage 2d4+8 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +19, Damage 1d4+8 bludgeoning
Abilities
Path of the Faithful — The pilgrim can evangelize their religious teachings to use their Religion modifier instead of Diplomacy to Gather Information or Make An Impression.
Traveler's Lesson — Creatures that engage in conversation with the traveling priest gain a +2 circumstance bonus to all Recall Knowledge checks and Gather Information checks for 4 hours related to any topics discussed with the traveling priest.
Messenger's Amnesty (divine) — A traveling priest with a message to deliver is continually protected by a DC 25 Sanctuary spell. If the traveling priest breaks the sanctuary , the effect returns if the traveling priest ceases hostility for 10 minutes.
Blessing of Travel — If the traveling priest takes an action with the move trait, their Strikes deal an extra 2d8 spirit damage until the end of their turn.
Zealous Rush —
Divine Prepared Spells DC 27, attack +19
5th Sending
4th Translocate, Unfettered Movement
3rd Dream Message, Holy Light, Safe Passage
2nd Create Food, Environmental Endurance, Silence, Spiritual Armament
1st Alarm, Create Water, Heal (×5), Sleep, Ventriloquism
Cantrips (5th) Detect Magic, Divine Lance, Know the Way, Light, Read Aura
Divine Focus Spells DC 27, attack +19; 2 Focus Points
4th Traveler's Transit
1st Agile Feet
WORKS WELL WITH
AnvilLANDA durable front-liner holds a choke point while this fast striker weaves in and out delivering movement-triggered damage.
MenderLANDAnother support-minded ally frees this priest to spend actions moving and striking instead of self-sustaining.
SnareLANDA controller that pins the party's front line lets this priest freely reposition for repeated move-triggered strikes.
PUNISHES
✖ low Will✖ static positioning
Avoid pairing with another highly mobile Flanker; both want the same open terrain to maneuver in and will crowd each other's lines.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Traveling Priest of Desna in the encounter builder — free, no install.
Open in PathfinderGM →