| Basillicum |
Looking over the Skinsaw Cultists at the Seven's Sawmill, I felt they needed a boost for our party. At the same time, I've started to consider emphasising teamwork in their case, and swapping out their cleric level with an inquisitor archetype.
Let me know what you think.
Human inquisitor (sanctified slayer) of Norgorber 1/rogue (unchained) 3
NE medium humanoid (human)
Init +4, Senses Perception +10
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DEFENSE
AC 17, touch 15, flat-footed 12 (+4 Dex, +2 armor, +1 dodge)
hp 36 (4d8+4)
Fort +4, Ref +7, Will +5; +1 vs traps
Defensive Abilities danger sense +1, evasion
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OFFENSE
Speed 30 ft
Base Atk +2, CMB +1; CMD 16
Melee mwk shortsword +7 (1d6+4/19-20), or war razor +2 (1d4-1/19-20)
Ranged hand crossbow +6 (1d4/19-20)
Special Attacks precise strike (+1d6 when flanking), sneak attack +2d6, studied target (+1 attack/damage)
Spell-Like Abilities (CL 1; concentration +3)
5/day—copycat (1 round)
Inquisitor Spells Known (CL 1; concentration +3)
1st (3/day)—divine favor, shield of faith
0 (at will)—bleed (DC 12), light, mending, resistance
Domains trickery
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TACTICS
Before Combat If the cultists are aware that combat is imminent, they will cast shield of faith, divine favor and resistance (if there is time). Otherwise they use shield of faith and copycat on the first round of combat.
During Combat Their goal is to flank a foe, which grants them both precise strike and sneak attack, which in turn grants the studied target bonus to attack and damage immediately. If flanking is not possible (or too dangerous), two cultist work together to feint and hit.
Morale If one of the cultists is slain, the remaining cultists will prefer to attempt to flee upstairs, joining larger numbers. The cultists drink a potion of cure light wounds if brought below 10 hp.
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STATISTICS
Str 8, Dex 18, Con 12, Int 10, Wis 14, Cha 13
Feats Dodge, Feint Partner, Precise Strike, Weapon Finesse
Skills Acrobatics +11, Bluff +8, Climb +5, Disguise +8, Escape Artist +11, Intimidate +7, Knowledge (local) +6, Perception +9, Sleight of Hand +11, Stealth +11; Conditional Modifiers +1 Bluff, Knowledge, Perception, Sense Motive, Survival (studied target)
Languages Common
SQ finesse training (shortsword), monster lore, orisons, rogue talents (bleeding attack +2), stern gaze +1, trapfinding +1
Combat Gear potion of cure light wounds; Other Gear disguise kit (1d8 uses), leather armor, hand crossbow with 10 bolts, masterwork shortsword, skinsaw mask, war razor, 1d20 gp
But I've not yet tried running as big an encounter as this is likely to become. I may be overlooking something and giving them too much power in the way of teamwork feats, or too little.