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Enchanting RitualistCreature 18


UncommonMediumHumanHumanoid
Source Pathfinder NPC Core
Perception +31
Languages Common, Diabolic, Empyrean, Fey
Skills Arcana +34, Deception +35, Diplomacy +31, Nature +34, Occultism +36, Religion +34
Str +4, Dex +3, Con +1, Int +6, Wis +6, Cha +8

AC 40; Fort +27; Reflex +28; Will +33;
HP 320
Speed 25 feet
Resistances Mental 20

Club One Action +30 (+25, +20) to hit (magical) 3d6+12 Bludgeoning + 2d6 Mental
Club One Action +28 (+23, +18) to hit (magical, thrown 10) 3d6+12 Bludgeoning + 2d6 Mental
Fist One Action +28 (+24, +20) to hit (agile, magical, nonlethal, unarmed) 1d4+12 Bludgeoning + 2d6 Mental
Enchanting Wisps One Action +30 (+25, +20) to hit (magical, mental) 9d6 Mental

+2 Circumstance to Skill Checks for RitualsAura of Contentment (aura, emotion, incapacitation, mental, occult)

30 feet. A creature that enters or starts its turn in the aura must succeed at a DC 38 will save or lose the desire to do anything except rest and relax. Hostile actions taken against creatures affected by the aura end the effect. If a creature in the aura succeeds on their Will save or is the subject of a hostile action, it's temporarily immune to the aura of contentment for 24 hours. The enchanting ritualist can exempt creatures from the aura's effects.

Fool's Feast

Recipients of the ritualist's generosity pay dearly if the ritualist decides to turn against them. The ritualist gets a +4 circumstance bonus to attack rolls against any creature that has willingly participated in or benefited from one of their spells or rituals conducted in the last 12 hours. A creature that didn't help conduct a ritual still qualifies if it benefited in other ways, such as drinking a serving of Fortifying Brew.

When the enchanting ritualist damages such a creature with a Strike, the target is affected by a 9th-rank Cursed Metamorphosis spell (DC 42). If the Strike was a critical hit, the creature gets a degree of success one worse than it rolled. Once a creature succeeds at a save against this spell, it is temporarily immune for 24 hours.


Occult Spontaneous Spells (DC 42, +34 to hit)

Cantrips (9th Level): Daze, Detect Magic, Light, Read Aura, Telekinetic Hand
1st Level (4 slots): Alarm, Fear, Ill Omen, Illusory Disguise, Illusory Object
2nd Level (4 slots): Augury, Darkvision, See the Unseen, Status
3rd Level (4 slots): Dream Message, Hypnotize, Levitate
4th Level (4 slots): Confusion, Fly, Honeyed Words, Translocate
5th Level (4 slots): Dreaming Potential, Hallucination, Scouting Eye, Sending, Synesthesia, Truespeech, Wave of Despair
6th Level (4 slots): Mislead, Repulsion, Truesight, Zealous Conviction
7th Level (4 slots): Mask of Terror, Project Image
8th Level (4 slots): Canticle of Everlasting Grief, Quandary, Spirit Song, Uncontrollable Dance
9th Level (4 slots): Foresight, Overwhelming Presence, Telepathic Demand


Rituals

Heartbond, Geas, Atone, Rest Eternal, Astral Projection, Call Spirit, Fortifying Brew, Planar Servitor, Resurrect, Binding Circle, Commune, Collective Memories, Planar Displacement, Fantastic Facade


Possessing great stores of knowledge on mental magic and rituals, enchanting ritualists can also be solitary and capricious, tricking and transforming their visitors. The GM can change the selection of rituals this NPC knows freely, choosing any rituals of 9th rank or lower.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.


Traits

Uncommon

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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.