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Heretic (Cult Leader)

Heretic (Cult Leader) CR 11

Source GameMastery Guide pg. 279
XP 12,800
Human cleric 10/rogue 2
NE Medium humanoid
Init +2; Senses Perception +10

Defense

AC 24, touch 14, flat-footed 22 (+6 armor, +2 deflection, +2 Dex, +4 shield)
hp 83 (12d8+29)
Fort +10, Ref +9, Will +13
Defensive Abilities evasion

Offense

Speed 30 ft.
Melee +1 human bane morningstar +10/+5 (1d8+2)
Ranged dagger +10 (1d4+1/19–20)
Special Attacks channel negative energy 5/day (DC 15, 5d6), scythe of evil (5 rounds, 1/day), sneak attack +1d6
Spell-Like Abilities (CL 10th; concentration +15)
8/day—rebuke death (1d4+5), touch of evil (5 rounds)
Cleric Spells Prepared (CL 10th; concentration +15)
5th—breath of lifeD, mass cure light wounds, righteous might, summon monster V
4th—air walk, cure critical wounds, dismissal (DC 19), divine power, unholy blightD (DC 19)
3rd—cure serious wounds (2), dispel magic, magic circle against goodD, prayer
2nd—aid, cure moderate woundsD, death knell (DC 17), silence (DC 17), spiritual weapon, undetectable alignment
1st—command (DC 16), cure light woundsD, deathwatch, divine favor, obscuring mist, remove fear, shield of faith
0 (at will)—create water, guidance, light, purify food & drink
D domain spell; Domains Evil, Healing

Statistics

Str 12, Dex 14, Con 14, Int 8, Wis 21, Cha 10
Base Atk +8; CMB +9; CMD 23
Feats Channel Smite, Combat Casting, Command Undead, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Vital Strike
Skills Bluff +5, Diplomacy +5, Heal +10, Knowledge (history) +3, Knowledge (local) +3, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +5, Perception +10, Profession (any one) +10, Sense Motive +10, Spellcraft +10
Languages Abyssal, Common, Infernal, Terran
SQ aura, healer’s blessing, rogue talent (combat trick), trapfinding
Combat Gear scroll of invisibility purge, alchemist’s fire (2); Other Gear +2 chain shirt, +2 heavy wooden shield, +1 human bane morningstar, cold iron dagger, cloak of resistance +1, elemental gem (earth), headband of inspired wisdom +2, ring of counterspells (dispel magic), ring of protection +2, robe of bones, silver unholy symbol

Boon A cult leader can bind a planar ally for the PCs, send a pair of cultists to assist with a task, or trade a good-aligned magical item she has taken for an evil one she could use.