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Mad Prophet

Mad Prophet CR 12

Source NPC Codex pg. 233
XP 19,200
Gnome cleric of the Old Cults 9/Pathfinder chronicler 4
CE Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +17

Defense

AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 natural, +1 size)
hp 97 (9d8+4d8+35)
Fort +11, Ref +7, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), live to tell the tale (2/day)

Offense

Speed 20 ft.
Melee +1 heavy mace +9/+4 (1d6–1)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, aura of madness (DC 18, 9 rounds/day), bardic performance 7 rounds/day (countersong, distraction, epic tales, fascinate, inspire courage +1), channel negative energy 8/day (DC 17, 5d6)
Spell-Like Abilities (CL 9th; concentration +13)
At will—lore keeper, remote viewing (9 rounds/day)
7/day—vision of madness
Gnome Spell-Like Abilities (CL 13th; concentration +16)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Cleric Spells Prepared (CL 9th; concentration +13)
5th—slay living (DC 20), true seeingD
4th—chaos hammer (DC 18), confusionD (DC 18), summon monster IV, tongues
3rd—blindness/deafness (DC 18), invisibility purge, prayer, rageD, searing light
2nd—cure moderate wounds, hold person (2, DC 16), resist energy, spiritual weapon, touch of idiocyD
1st—cause fear (DC 16), doom (DC 16), entropic shield, lesser confusionD (DC 15), obscuring mist, shield of faith
0 (at will)—bleed (DC 15), detect poison, light, read magic
D Domain spell; Domains Knowledge, Madness

Tactics

During Combat The Pathfinder chronicler drinks his potion of fly. While flying above his enemies, he activates his aura of madness, casts chaos hammer, and swoops down to cast slay living on spellcasters.

Statistics

Str 6, Dex 12, Con 12, Int 14, Wis 19, Cha 16
Base Atk +9; CMB +6; CMD 17
Feats Combat Casting, Command Undead, Extra Channel, Great Fortitude, Improved Initiative, Spell Focus (necromancy), Toughness
Skills Bluff +11, Diplomacy +11, Heal +12, Intimidate +11, Knowledge (arcana, dungeoneering, history) +12, Knowledge (planes, religion) +17, Linguistics +8, Perception +17, Perform (oratory) +11, Profession (scribe) +14
Languages Abyssal, Aklo, Common, Draconic, Gnome, Sylvan
SQ aura, bardic knowledge +2, deep pockets (400 gp), improved aid, master scribe, pathfinding
Combat Gear potion of cure serious wounds, potion of fly, scroll of flame strike, scroll of summon monster V, scroll of summon monster VI; Other Gear +2 studded leather, +1 heavy mace, amulet of natural armor +2, brooch of shielding, cloak of resistance +1, headband of inspired wisdom +2, 363 gp

These Pathfinders know some paths are twisted and mad.

Talminus the Esoteric

Talminus believes the religions and cults of the past favored modes of thought that offer more truths about the nature of the universe than the uninspired religions popular today. Obsessed with discovering and understanding these cults’ ancient beliefs, he desires to disseminate their teachings and herald a return to their profound truths.