Sibyl

Level 3
Creature· humanUncommonMediumRemaster
AC
18
HP
40
Speed
25 ft.
Perception
+9
Fort
+6
Ref
+8
Will
+12
Languages common
Senses lifesense 60 ft.
Skills religion +11, diplomacy +9, occultism +9, performance +9
Recall Knowledge DC 20 (society)

Attacks

Melee Dagger +10 (agile, finesse, versatile-s), Damage 1d4+4 piercing plus 1d6 spirit
Melee Dagger +10 (agile, thrown 10 ft., versatile-s), Damage 1d4+4 piercing plus 1d6 spirit
Melee Fist +10 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning plus 1d6 spirit

Abilities

Induce Aweinteraction

The sibyl can use Religion instead of Intimidation to or .

Foresight

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

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 siby

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.