Cultist of SezelrianCreature 6
Source Pathfinder Society Scenario #5-15: Cleansing the Flame
Perception +13 (darkvision)
Languages Common, Orcish
Skills Athletics +13, Crafting +16, Religion +16
Str +4, Dex +6, Con +3, Int +4, Wis +1, Cha +0
AC 23; Fort +14; Reflex +17; Will +11;
HP 98
Speed 25 feet
Resistances Fire 8
Flaming Mace
+16 (+11, +6) to hit (magical, shove) 1d6+12 Bludgeoning + 1d6 FireAlchemist's Fire (Moderate)
+17 (+12, +7) to hit (bomb, consumable, splash) 2d8 Fire + 2 Fire + 2 FireAcid Flask (Moderate)
+17 (+12, +7) to hit (bomb, consumable, splash) 2d6 Acid + 2 AcidSacred Fire
Any non-consumable weapon the cultist wields gains the effects of the flaming rune in addition to a +1 weapon rune.
Sacred Sabotage
Frequency once per day
Effect The cultist of Sezelrian can draw a poison and quickly apply it to the weapon or unarmed attack of an adjacent ally.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
OrcA creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.