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Beyond the world of the mundane lie truths and mysteries veiled from mortal eyes. Yet some possess the insight and art to gaze past the veneer of supposed reality, taking in realms both wondrous and terrible. Touched by the gods, magic, or madness, these seers stand apart from other mortals, viewing their powers as blessings or curses even as they explore the interweaving threads of fate and treat with the powers of realms beyond.
Doomsayer CR 1
XP 400
Human adept 3
N Medium humanoid
Init –1; Senses Perception +5
Defense
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 10 (3d6)
Fort +1, Ref +0, Will +5
Offense
Speed 30 ft.
Melee sickle +1 (1d6)
Ranged dart +0 (1d4)
Adept Spells Prepared (CL 3rd; concentration +5)
1st—bless, burning hands (DC 13), obscuring mist
0—ghost sound (DC 12), guidance, touch of fatigue (DC 12)
Statistics
Str 11, Dex 9, Con 10, Int 8, Wis 15, Cha 12
Base Atk +1; CMB +1; CMD 10
Feats Persuasive, Scribe Scroll, Skill Focus (Intimidate)
Skills Diplomacy +4, Heal +6, Intimidate +7, Knowledge (religion) +3, Perception +5, Perform (oratory) +2, Profession (scribe) +6, Sense Motive +4, Spellcraft +3, Survival +6
Languages Common
SQ summon familiar (toad)
Combat Gear scrolls of cause fear (4), command (4), cure light wounds (4), sleep (4); Other Gear leather armor, sickle, darts (4)
Boon A doomsayer can spread word of the party's fearsome reputation, granting a +2 circumstance bonus on Intimidate checks in that community for 1 week. A doomsayer can also scribe scrolls for PCs at a 10% discount.
Doomsayers are ranting demagogues who continuously predict doom, cataclysm, and ruin, crying in the town square and distributing pamphlets in literate communities. A doomsayer may build up a cult of personality, but they are happiest when they can ensure that others are miserable.
Doomsayers can be used as primitive witch doctors or shamans, dark cultists, witches, or rough frontier "priests" in remote villages or other areas without organized clergy.
A doomsayer often keeps a pair of acolytes or beggars as disciples (CR 3 or 4), or works with a group of three wanderers or cultists (CR 6). A doomsayer might also be apprenticed to a hedge wizard (CR 5), while an urban doomsayer could partner with a gang of four pickpockets (CR 4) who work the crowd that gathers to hear the doomsayer speak. Replacing Skill Focus (Intimidate) with Skill Focus (Heal) creates a lay healer who might be found with a pilgrim (CR 4).
Medium CR 4
XP 1,200
Human cleric 5
N Medium humanoid
Init +1; Senses Perception +8
Defense
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 22 (5d8)
Fort +5, Ref +3, Will +8
Offense
Speed 20 ft.
Melee light mace +2 (1d6–1)
Ranged dart +4 (1d4–1)
Special Attacks channel positive energy 7/day (DC 14, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +8) 6/day—calming touch (1d6+5 nonlethal), gentle rest
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—bestow curse (DC 16), helping hand, speak with deadD
2nd—augury, gentle reposeD, silence (DC 15), spiritual weapon
1st—bless, command (DC 14), comprehend languages, deathwatchD, sanctuary (DC 14)
0 (at will)—detect magic, guidance, light, read magic
D domain spell; Domains Community, Repose
Statistics
Str 8, Dex 12, Con 10, Int 14, Wis 17, Cha 14
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Extra Channel, Shield Focus, Turn Undead
Skills Diplomacy +10, Heal +11, Knowledge (planes) +9, Knowledge (religion) +9, Perception +8, Profession (midwife) +9, Sense Motive +13, Spellcraft +6
Languages Celestial, Common, Infernal
Gear +1 chainmail, heavy wooden shield, light mace, darts (2), cloak of resistance +1, silver holy symbol, augury focus
Boon A medium can cast augury, speak with dead, or gentle repose at no charge, or magical healing at a 10% discount.
A medium is a speaker who bridges the worlds of the living and the dead. She proclaims rest and blesses gravesites, ushering in birth and consigning the dead to the ground, yet it is also her seance that recalls the shades of the lost and ensures the continuity of a community's past, present, and future.
A medium could be a village priestess or wise woman, or can simply be used as a generic wandering cleric, or one of many low-to-mid-level priests staffing a temple.
A medium might be accompanied by two acolytes or a doomsayer (CR 5), or two cultists (CR 6). A medium and hedge wizard (CR 6), hermit (CR 7), or conjurist (CR 7) could preside over a forest oracle or be traveling mendicant mystics. A medium and two acolytes might accompany a priest (CR 9), while five or six mediums could form the entourage for a saint (CR 12) or high priest (CR 13).
Fortune Teller CR 5
XP 1,600
Human bard 3/sorcerer 3
CN Medium humanoid
Init +1; Senses Perception +5
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 23 (6 HD; 3d8+3d6)
Fort +3, Ref +6, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Offense
Speed 30 ft.
Melee dagger +2 (1d4–1/19–20)
Ranged dagger +4 (1d4–1/19–20)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1)
Bloodline Spell-Like Abilities (CL 3rd; concentration +7) 7/day—laughing touch
Bard Spells Known (CL 3rd; concentration +7)
1st (4/day)—cure light wounds, hideous laughter (DC 17), silent image (DC 15), ventriloquism (DC 15)
0 (at will)—ghost sound (DC 14), know direction, mage hand, message, read magic, resistance
Sorcerer Spells Known (CL 3rd; concentration +7)
1st (6/day)—charm person (DC 15), entangle (DC 15), hypnotism (DC 17), mage armor
0 (at will)—arcane mark, daze (DC 16), detect magic, ray of frost, prestidigitation
Bloodline fey
Statistics
Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Eschew Materials, Extra Performance, Magical Aptitude, Skill Focus (Perform [act]), Skill Focus (Sleight of Hand)
Skills Bluff +16, Diplomacy +10, Disguise +16, Intimidate +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (act) +16, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +13, Spellcraft +10, Use Magic Device +15
Languages Aklo, Common, Draconic, Sylvan
SQ bardic knowledge +1, bloodline arcana, versatile performance (act), woodland stride
Combat Gear scrolls of animate rope, comprehend languages (4), erase, magic aura, magic mouth; wand of unseen servant (50 charges); smokesticks (2); thunderstones (2); Other Gear daggers (2), cloak of resistance +1, non-magical crystal ball, tarot cards, augury focus
Boon A fortune teller could advise PCs on the best ways to trick those in a particular community, granting them a +2 circumstance bonus on Bluff and Intimidate checks in that area for 1 week.