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Traveling Priest of DesnaCreature 9


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +19
Languages Common, Elven, Empyrean
Skills Acrobatics +17, Diplomacy +17, Religion +21, Society +16, Survival +19
Str +2, Dex +4, Con +1, Int +1, Wis +4, Cha +2

AC 27; Fort +16; Reflex +19; Will +19;
HP 140
Speed 30 feet

Starknife One Action +20 (+16, +12) to hit (agile, deadly d6, finesse, magical, versatile s) 2d4+8 Piercing
Starknife One Action +20 (+16, +12) to hit (agile, deadly d6, magical, thrown 20, versatile s) 2d4+8 Piercing
Fist One Action +19 (+15, +11) to hit (agile, finesse, nonlethal, unarmed) 1d4+8 Bludgeoning

Path of the Faithful

The pilgrim can evangelize their religious teachings to use their Religion modifier instead of Diplomacy to [/act gather-information skill=religion] or [/act make-an-impression skill=religion].

Traveler's Lesson

Creatures that engage in conversation with the traveling priest gain a +2 circumstance bonus to all Recall Knowledge checks and Gather Information checks for 4 hours related to any topics discussed with the traveling priest.

Messenger's Amnesty (divine)

A traveling priest with a message to deliver is continually protected by a DC 25 Sanctuary spell. If the traveling priest breaks the sanctuary, the effect returns if the traveling priest ceases hostility for 10 minutes.

Blessing of Travel

If the traveling priest takes an action with the move trait, their Strikes deal an extra 2d8 spirit damage until the end of their turn.

Zealous Rush Reaction

Trigger The traveling priest casts a spell that takes 1 or more actions and affects only them


Effect The traveling priest Strides up to 10 feet, or up to their full Speed if the triggering spell took 2 actions or more to cast.


Divine Prepared Spells (DC 27, +19 to hit)

Cantrips (5th Level): Detect Magic, Divine Lance, Know the Way, Light, Read Aura
1st Level: Alarm, Create Water, Heal, Sleep, Ventriloquism
2nd Level: Create Food, Environmental Endurance, Silence, Spiritual Armament
3rd Level: Dream Message, Holy Light, Safe Passage
4th Level: Translocate, Unfettered Movement
5th Level: Sending

Cleric Domain Spells (DC 27, +19 to hit)

1st Level: Agile Feet
4th Level: Traveler's Transit


Deities and their religions are only as strong as the belief of their faithful. Traveling priests spread word to all corners of Golarion, building the numbers devoted to their denomination through their journeys. No matter where they may be headed or found, a traveling priest is likely to be healing someone with a spell, delivering a message, or simply trying to ensure their faith is spread.


Religions inspire devout individuals to uphold their tenets.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.