CREATURE 4
Perception +10
Languages Common
Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6
Str +0 Dex +4 Con +3 Int +0 Wis +2 Cha +4
Items alchemical tools (used as "blessed items" to fool marks), backpack, cloak, hand crossbow (20 bolts), collection of fake relics, wooden religious symbol, studded leather armor, rapier
AC 21; Fort +11, Ref +12, Will +10
HP 51
Speed 25 feet
Melee rapier +12 (deadly 1d8, disarm, finesse), Damage 1d6+8 piercing
Ranged hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6+4 piercing
Thaisheir's Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest.
Fickle Prophecy (emotion, mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first.
Sneak Attack The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or thaisheir's surprise.
The Jig Is Up Frequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides.
Gamemastery Guide, page 229.
Open False Priest in the interactive creatures list or browse all creatures starting with F.