High Priest of Pharasma

Level 9
Creature· humanMediumRemaster
AC
26
HP
150
Speed
25 ft.
Perception
+20
Fort
+16
Ref
+17
Will
+21
Languages common, requian
Skills religion +26, diplomacy +25, medicine +18, intimidation +17, performance +17
Recall Knowledge DC 26 (society)

Attacks

Melee Dagger +18 (agile, finesse, magical, versatile-s), Damage 2d4+7 piercing plus 1d10 spirit
Melee Dagger +17 (agile, magical, thrown 10 ft., versatile-s), Damage 2d4+7 piercing plus 1d10 spirit
Melee Fist +17 (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoning plus 1d10 spirit
Melee Hand Crossbow +17 (reload 1 ft.), Damage 1d6+7 piercing plus 1d10 spirit

Abilities

Religious Specialistinteraction

For encounters involving religious debates, church politics, and conflicts of doctrine, the high priest is a 13th-level challenge.

Steward of the Faithfulinteraction

30 feet.

Each ally in the aura who worships Pharasma gains resistance 5 to void and a +1 status bonus to Will saves, Diplomacy checks, and Medicine checks.

Unshakable Faith

During a religious debate, clash of church politics, or similar conflict, the high priest gains a +4 circumstance bonus to Perception check to Sense Motive and to their Perception DC against attempt to Lie to them.

Healing Hands

When the high priest casts Heal, they roll d10s instead of d8s.

Restorative Channel

The high priest can sacrifice one prepared Heal spell to instead cast Cleanse Affliction, Clear Mind, Sound Body, or Sure Footing at the same spell rank.

High priests are the leaders of larger churches and similar religious establishments, watching over the lower-ranking clergy and ensuring the surrounding community is taken care of. This can be a highly political position, as the leader of the faith in an area has a powerful influence over everyday citizens.


Religions inspire devout individuals to uphold their tenets.