Cult Subcommander CR 4
CE Medium Humanoid (Human)
, Senses ;
AC 17, touch 9, flat-footed 17 (-1 dex, +6 armor, +2 shield)
hp 32 (5d8+10 HD)
Spd 20 ft. (4 squares)
Melee Mwk warhammer +7 (1d8+2/x3)
Ranged Light crossbow +3 (1d8/19-20x2 - 80 ft.)
Base Atk +4;
Space 5 ft.; Reach 5 ft.
Atk Options smite (+4 atk, +3 dmg) 1/day
Spells Prepared (CL 3)
2nd — hold person, shatter (domain, CL +1), spiritual weapon
1st — bane, bless, command, protection from law (domain, CL +1)
Cantrips — guidance (x2), resistance, virtue
Domains chaos & destruction
Abilities, , , , ,
Feats combat casting, improved initiative, power attack
Skills, , ,
Possessions masterwork splint mail, masterwork heavy wooden shield, masterwork warhammer, light crossbow with 10 bolts
Organization Sample Cult
Treasure bag of holding type 'I with 6 potions of cure light wounds, 2 potions of shield of faith +2, 2 potions of mage armor, 2 oils of magic weapon, and a potion of lesser restoration. This bag is generally not on the Subcommander's person, but stashed away somewhere nearby for after combat.
The Subcommander's treasure is a little strange. After all, there is no way he would be able to us all of those potions in a single combat. It is his job in the organization to take care of the 'troops,' so he carries various potions around to be used by the other cultists after battles. The metagaming purpose of this is to provide the players with not only a useful bag of holding but also a plethora of potions.