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SibylCreature 3


UncommonMediumHumanHumanoid
Source Pathfinder NPC Core
Perception +9 (lifesense (precise) 60 feet)
Languages Common
Skills Diplomacy +9, Occultism +9, Performance +9, Religion +11
Str +0, Dex +3, Con -1, Int +2, Wis +2, Cha +4

AC 18; Fort +6; Reflex +8; Will +12;
HP 40
Speed 25 feet

Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4+4 Piercing
Fist One Action +10 (+6, +2) to hit (agile, finesse, nonlethal, unarmed) 1d4+4 Bludgeoning

Induce Awe

The sibyl can use Religion instead of Intimidation to [/act coerce skill=religion] or [/act demoralize skill=religion].

Foresight Reaction

Trigger The sibyl becomes the target of a spell with the detection, prediction, revelation, or scrying trait


Effect The sibyl's oracular awareness alerts them to danger. They gain a +2 circumstance bonus to their saving throw or AC against the spell.

Divine Frenzy One Action (concentrate, divine, emotion, mental)

Requirements The sibyl isn't Fatigued or in a frenzy


Effect The sibyl enters into a divine frenzy that lasts 1 minute. The sibyl can't voluntarily stop frenzying. While in a divine frenzy, the sibyl takes a –2 penalty to Perception checks and Will saves and gains a +2 status bonus to their spell DC and spell attack modifier. During a divine frenzy, the sibyl can't use actions with the concentrate trait unless they're Casting a Spell or Seeking. The frenzy lasts for 1 minute, until the sibyl falls Unconscious, or the encounter ends, whichever comes first. The sibyl can't voluntarily end the frenzy.


Divine Spontaneous Spells (DC 19, +11 to hit)

Cantrips (2nd Level): Detect Magic, Divine Lance, Guidance, Haunting Hymn, Know the Way
1st Level (4 slots): Command, Concordant Choir, Fear, Mindlink
2nd Level (3 slots): Augury, Darkness, Sudden Blight

Oracle Focus Spells (DC 19, +11 to hit)

1st Level: Brain Drain


Sibyls are oracular diviners who often fall deep into trances with their oracular curses to spur a frenzied mental state. In this trance, they connect with gods and spirits, albeit in a disorganized haze. Some false sibyls will use substances to try and attempt to bring on this same frantic connection, often with deadly results.


Religions inspire devout individuals to uphold their tenets.


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.