{ "ac": 21, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": 4, "constitution": 3, "creature_ability": [ "Deceiver's Surprise", "Fickle Prophecy", "Sneak Attack", "The Jig Is Up" ], "creature_family": "Mystics", "creature_family_markdown": "[Mystics](/MonsterFamilies.aspx?ID=191)", "dexterity": 4, "exclude_from_search": false, "fortitude_save": 11, "hp": 51, "hp_raw": "51", "id": "creature-928", "intelligence": 0, "language": [ "Common" ], "language_markdown": "[Common](/Languages.aspx?ID=1)", "level": 4, "markdown": "[False Priest](/NPCs.aspx?ID=928)\r\n\r\n\r\n\r\n\r\n\r\nBelief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 19\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 17\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 14\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[False Priest](/NPCs.aspx?ID=928)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 229\n\n**Perception** +10\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +10, [Athletics](/Skills.aspx?ID=3) +8, [Deception](/Skills.aspx?ID=5) +12, [Performance](/Skills.aspx?ID=12) +12, [Religion](/Skills.aspx?ID=13) +8, [Society](/Skills.aspx?ID=14) +6\r\n\r\n\r\n**Str** +0\r\n\r\n**Dex** +4\r\n\r\n**Con** +3\r\n\r\n**Int** +0\r\n\r\n**Wis** +2\r\n\r\n**Cha** +4\r\n\n\n**Items**\r\n[alchemical tools](/Equipment.aspx?ID=2) (used as \"blessed items\" to fool marks), [Backpack](/Equipment.aspx?ID=4), cloak, [Hand Crossbow](/Weapons.aspx?ID=69) (20 bolts), collection of fake relics, [wooden religious symbol](/Equipment.aspx?ID=41), [Studded Leather Armor](/Armor.aspx?ID=5), [Rapier](/Weapons.aspx?ID=36)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 21 \r\n\r\n**Fort** +11 \r\n\r\n**Ref** +12 \r\n\r\n**Will** +10 \n\n\r\n\r\n**HP** 51\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\nrapier +12 ([deadly 1d8](/Traits.aspx?ID=174), [Disarm](/Traits.aspx?ID=175), [Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 1d6+8 piercing\r\n\r\n**Ranged**\r\n\r\nhand crossbow +12 ([range increment 60 feet](/Traits.aspx?ID=248), [reload 1](/Traits.aspx?ID=254)),\r\n**Damage** 1d6+4 piercing\n\n**Deceiver's Surprise** On the first round of combat, if the false priest rolls [Deception](/Skills.aspx?ID=5) or [Performance](/Skills.aspx?ID=12) for initiative, creatures that haven't acted yet are [flat-footed](/Conditions.aspx?ID=16) to the false priest.\r\n\r\n**Fickle Prophecy** ([Emotion](/Traits.aspx?ID=60), [Mental](/Traits.aspx?ID=106)) The false priest convinces someone of their omnipotence by attempting a [Deception](/Skills.aspx?ID=5) 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.\r\n\r\n**[Sneak Attack](/MonsterAbilities.aspx?ID=34)** The false priest deals an extra 1d6 precision damage to [flat-footed](/Conditions.aspx?ID=16) creatures. This increases to 2d6 against creatures flat-footed due to the false priest's [Feint](/Actions.aspx?ID=48) or deceiver's surprise.\r\n\r\n**The Jig Is Up** **Frequency** once per hour; **Trigger** The false priest critically fails a [Deception](/Skills.aspx?ID=5) or [Performance](/Skills.aspx?ID=12) check; **Effect** The false priest Strides.\r\n\r\n\n\n", "name": "False Priest", "npc": true, "perception": 10, "pfs": "Limited", "rarity": "common", "reflex_save": 12, "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 229\r\n\r\n**Creature Family** [Mystics](/MonsterFamilies.aspx?ID=191)\r\n\r\n\r\n**HP** 51\r\n\r\n**AC** 21\r\n\r\n**Fort** +11\r\n\r\n**Ref** +12\r\n\r\n**Will** +10\r\n\r\n**Perception** +10\r\n\r\n\r\n\r\n---\r\n\r\n\r\nBelief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against …\r\n", "size": [ "Medium" ], "skill": [ "Acrobatics +10", "Athletics +8", "Deception +12", "Performance +12", "Religion +8", "Society +6" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +10, [Athletics](/Skills.aspx?ID=3) +8, [Deception](/Skills.aspx?ID=5) +12, [Performance](/Skills.aspx?ID=12) +12, [Religion](/Skills.aspx?ID=13) +8, [Society](/Skills.aspx?ID=14) +6", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 229" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 229", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "strength": 0, "strongest_save": [ "ref", "reflex" ], "summary": "Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against …", "summary_markdown": "Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against …", "text": " False Priest Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 False Priest Source Gamemastery Guide pg. 229 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 Single Action rapier +12 (deadly 1d8, Disarm, Finesse), Damage 1d6+8 piercing Ranged Single Action hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6+4 piercing 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 flat-footed to the false priest. Fickle Prophecy Single Action (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 deceiver's surprise. The Jig Is Up Reaction Frequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides. ", "trait": [ "Human", "Humanoid", "N", "Medium" ], "trait_markdown": "[Human](/Traits.aspx?ID=90), [Humanoid](/Traits.aspx?ID=91)", "trait_raw": [ "Human", "Humanoid" ], "type": "Creature", "url": "/NPCs.aspx?ID=928", "weakest_save": [ "will" ], "weakness": {}, "will_save": 10, "wisdom": 2 }