False Priest
A false cleric preys on belief itself, and a convincing opening act can leave an unsuspecting foe off-guard before the first blow lands.
Belief is perhaps the strongest force in the universe. Instilling belief only to use it against someone in deceit, however, is the purview of a false priest.
Deceiver'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 off-guard to them.
Level 4
Perception +10 · Languages Common · Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +0 | +4 | +3 | +0 | +2 | +4 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 21 | +11 | +12 | +10 |
HP 50
Speed 25 feet
Actions
- Melee Rapier [Single Action] +12 (deadly d8, Disarm, Finesse), Damage 1d6+8 piercing
- Melee Fist [Single Action] +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning
- Ranged Hand crossbow [Single Action] +12 (range 60 ft, reload 1), Damage 1d6+4 piercing
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