| Razmiran PriestRazmiran Priest CR 9Source Inner Sea NPC Codex pg. 46XP 6,400
 Human sorcerer 6/Razmiran priest 4
 LE Medium humanoid (human)
 Init +2; Senses Perception +10
 DefenseAC 12, touch 12, flat-footed 10 (+2 Dex)hp 61 (10 HD; 6d6+4d8+20)
 Fort +6, Ref +6, Will +8
 OffenseSpeed 30 ft.Melee mwk heavy mace +6/+1 (1d8–1)
 Special Attacks false channel* (2d6, 8/day), staff of order (4 rounds, 1/day)
 Spell-Like Abilities (CL 9th; concentration +14)
 8/day—touch of law
 Bloodline Spell-Like Abilities (CL 9th; concentration +14)
 8/day—touch of destiny (+3)
 Sorcerer Spells Known (CL 9th; concentration +14)
 4th (5/day)—confusion (DC 19), enervation
 3rd (7/day)—lightning bolt (DC 18), ray of exhaustion (DC 18), suggestion (DC 18)
 2nd (7/day)—bless, blindness/deafness (DC 17), blur, cure light wounds, detect thoughts (DC 17), invisibility, scorching ray
 1st (8/day)—alarm, charm person (DC 16), disguise self, mage armor, magic missile, ray of enfeeblement (DC 16)
 0 (at will)—detect magic, ghost sound (DC 15), light, mage hand, mending, prestidigitation, ray of fatigue, read magic
 Bloodline destined
 StatisticsStr 8, Dex 14, Con 14, Int 12, Wis 10, Cha 20Base Atk +6; CMB +5; CMD 17
 Feats Combat Casting, Empower Spell, Eschew Materials, False Casting, Magical Aptitude, Silent Spell, Weapon Focus (ray)
 Skills Bluff +21, Diplomacy +12, Intimidate +18, Knowledge (history) +5, Knowledge (religion) +10, Perception +10, Sense Motive +7, Sleight of Hand +3, Spellcraft +10, Use Magic Device +25
 Languages Common, Hallit
 SQ bloodline arcana (gain luck bonus on saves when casting personalrange spells), domain of Razmir* (Law domain), fated (+1), first ritual*, master of lies*
 Combat Gear  scroll of prayer, scroll of shield (CL 3rd), scroll of spiritual weapon (CL 6th), wand of cure light wounds (15 charges), wand of shield of faith (CL 6th, 21 charges); Other Gear mwk heavy mace, circlet of persuasion, cloak of resistance +1, headband of alluring charisma +2, iron holy symbol of Razmir (worth 5 gp), 73 gp
 
 Razmiran priests serve the same role as the clergy of most religions: spreading their faith and punishing heresy. Razmir’s priests are quick to unleash their power on any who deny his divinity, or worse, who actually have evidence that would expose his ruse. Though they are primarily isolated in the nation of Razmiran itself, priests of the Living God have begun travelling throughout Avistan, particularly the nations on Lake Encarthan, with increasing regularity, leading some to believe that Razmir has some sinister plan in the works beyond simply converting more followers into the fold through intimidation and force.
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