Weak "Enlightened" Div Worshipper
CREATURE 1Variant cultist
+6
Common
Cult of Sezruth Lore +10, Deception +5, Intimidation +5, Occultism +5, Society +6, Stealth +8
Str +4, Dex +3, Con +3, Int +1, Wis -1, Cha +0
AC 16; Fort +7, Ref +8, Will +4 (or +2 vs. higher-ranking members of the cult)
HP 20
-2 to Will Saves vs. Higher Ranking Cult Members
25 feet
Melee Longsword +6 (agile, versatile s), Damage 1d8+2 piercing
Melee Dagger +5 (agile, thrown 10, versatile s), Damage 1d4+2 piercing
Ranged Lesser Alchemist's Fire +3 (range increment 30 feet), Damage 1 fire plus 1d8-2 fire plus 1 fire
Inexperienced Arsonist Requires Two Actions
Fanatical Frenzy
The cultist has taken damage and is neither Fatigued nor already in a frenzy
The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.
Pathfinder Society Quest #17: Escorting a MirageOGL