Article-At-A-Glance
- The Prophet of the Old Ones[1] is renowned for its masteries and abilities, as we will explore in this guide.
- Explores an application Pathfinder 1E Medium Builds for character creation and development.
- Integrate spell combinations to enhance gameplay and supremely elevate character strength.
- Detailed strategies on using spells and abilities like ‘Improved Grapple’ and ‘Greater Spirit’ effectively.

Click on the level for more information
At level 1, this Human Medium (Voice of the Void) focuses on strength, featuring a quirky but effective melee build. Utilizing improved unarmed strike alongside ‘Catch Off-Guard’ for dealing with unarmed foes, the character initiates with average combat capability and skills in both intimidation and magic device use.
Stat Block Level 1:
Prophet of the Old Ones[1]: male, human medium (Voice of the Void) 1; CR 1; Medium humanoid (human); HD 1d8; hp 9; Init +3; Spd 30 ft.; AC 11, touch 10, flat-footed 11; Base Atk +0; Grp +2; Atk unarmed strike +2 melee (1d3+2) or improvised weapon +2 melee (variable damage); Full Atk unarmed strike +2 melee (1d3+2) or improvised weapon +2 melee (variable damage); SA Spirit Surge; SQ Channel Damage, Connection; AL CN; SV Fort +2, Ref +0, Will +3; Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 16.
Skills, Abilities, and Feats:
Use Magic Device +7, Diplomacy +7; Improved Unarmed Strike, Catch Off-Guard.
Special Attacks and Qualities:
Spirit Surge (re-roll one attack roll, skill check, or saving throw once per day).
Possessions: Basic clothing, small pouch with personal effects.
At level 5, this human medium is all about ferocity and unpredictability, channeling the chaotic power of the Great Old Ones. With a decent Charisma score enhancing spirit interactions, it uses the Voice of the Void archetype to highlight Lovecraftian themes. Its Combat Maneuver build focuses on unarmed combat and improvised weaponry with skills like Power Attack and Dirty Fighting, allowing it to keep enemies off balance and terrified.
Stat Block Level 5:
Prophet of the Old Ones[1]: male, human medium 5; CR 5; Medium humanoid (human); HD 5d8+10; hp 37; Init +5; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Base Atk +3; Grp +5; Atk Improved Unarmed Strike +5 melee (1d8+3) or improvised weapon; Full Atk +5 melee (1d8+3) or Power Attack; SA Spirit Surge, Channel Damage; SQ Voice of the Void, Spirit Bonus; AL CN; SV Fort +5, Ref +2, Will +4; Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 18.
Skills, Abilities, and Feats:
Use Magic Device +10, Diplomacy +8, Perception +8, Spellcraft +8, Intimidate +8; Improved Unarmed Strike, Catch Off-Guard, Dirty Fighting, Power Attack.
Special Attacks and Qualities:
The character channels chaos and unpredictability, becoming proficient with improvised weapons. When executing combat maneuvers, it terrifies foes and makes them flat footed.
Possessions: Simple armor, improvised weapons, basic gear.
At level 10, the Prophet of the Old Ones[1] build is an intimidating host of Lovecraftian power. This character manipulates enemies via combat maneuvers, showering foes with fearsome debuffs. With powerful spells like Haste and Scrying, combined with combat feats such as Improved Grapple and Cornugon Smash, the build dominates in melee while infusing madness into foes.
Stat Block Level 10:
Prophet of the Old Ones[1]: Male, Human Medium 10; CR 10; Medium humanoid (human); HD 10d8+30; hp 80; Init +6; Spd 30 ft.; AC 20, touch 10, flat-footed 20; Base Atk +7; Grp +14; Atk Unarmed Strike +15 (1d6+6) or Power Attack +13 (1d6+9); Full Atk Unarmed Strike +15/+10 (1d6+6) or Power Attack +13/+8 (1d6+9); SA Channel Energy 3d6, Spirit Surge +3; SQ Connection to the Old Ones, Spirit Mastery, Taboo; AL CN; SV Fort +8, Ref +4, Will +11; Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 18.
Skills, Abilities, and Feats:
Diplomacy +12, Intimidate +15, Perception +10, Spellcraft +10, Use Magic Device +15; Improved Unarmed Strike, Catch Off-Guard, Dirty Fighting, Power Attack, Cornugon Smash.
Special Attacks and Qualities:
Possesses greater abilities to debilitate opponents in combat, enhanced medium versatility with spells such as Haste and Contact Entity III.
Possessions: Medium armor providing +5 AC, miscellaneous magical components necessary for spellcasting.
A level 15 Medium (Voice of the Void) focusing on wild combat maneuvers and spellcasting that instills fear and enhances battlefield control. Exceptional with improvised weapons, utilizing various Combat Maneuvers like Improved Grapple and Improved Trip. Spell list includes Contact Entity III and Dimension Door, enhancing utility and offensive capabilities. Capable of significant damage through Channel Damage, causing Confusion to enemies.
Stat Block Level 15:
Prophet of the Old Ones[1]: male, human Medium (Voice of the Void) 15; CR 15; Medium humanoid (human); HD 15d8+30; hp 127; Init +6; Spd 30 ft.; AC 22, touch 14, flat-footed 20; Base Atk +11; Grp +15; Atk Unarmed Strike +15 (1d6+5) or Improvised Weapon +17 (1d6+7); Full Atk Unarmed Strike +15/+10/+5 (1d6+5) or Improvised Weapon +17/+12/+7 (1d6+7); SA Channel Damage, Spirit Surge; SQ Voice of the Void, Influence, Spirit Connection; AL CN; SV Fort +12, Ref +10, Will +13; Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 18.
Skills, Abilities, and Feats:
Use Magic Device +22, Diplomacy +22, Perception +18, Spellcraft +18, Intimidate +25; Improved Unarmed Strike, Catch Off-Guard, Dirty Fighting, Power Attack, Cornugon Smash, Improved Disarm, Improved Steal, Improved Grapple, Greater Grapple, Improved Trip, Improved Dirty Trick.
Special Attacks and Qualities:
Channel Damage to all non-aberrations causing confusion, Spirit Surge for increased effects, Combat Maneuvers for battlefield control.
Possessions: Sturdy armor, assortment of improvised weapons.
At level 20, the Human Medium (Voice of the Void) build excels in battlefield control using improvised weapons and a plethora of combat maneuvers such as Improved Grapple, Improved Trip, and Improved Dirty Trick. With high Charisma, it’s adept at influencing others, while utilizing spells to create strategic advantages. The bonus feats and spellcasting from the Medium class make this build a terrifying adversary, causing fear and confusion among enemies.
Stat Block Level 20:
Prophet of the Old Ones[1]: Male, Human Medium 20; CR 20; Medium humanoid (human); HD 20d8; hp 142; Init +2; Spd 30 ft.; AC 20, touch 10, flat-footed 20; Base Atk +15; Grp +25; Atk +25 melee (1d8+10, improvised weapon) or +23 melee (1d3+10, unarmed strike); Full Atk +25/+20/+15 melee (1d8+10, improvised weapon) or +23/+18/+13 melee (1d3+7, unarmed strike); SA Channel Damage, Confusion; SQ Spirit Surge, Influence, Shared Seance; AL Chaotic Neutral; SV Fort +12, Ref +8, Will +14; Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 18.
Skills, Abilities, and Feats:
Use Magic Devices +23, Diplomacy +23, Perception +23, Spellcraft +20, Intimidate +23; Improved Unarmed Strike, Catch Off-Guard, Dirty Fighting, Power Attack, Cornugon Smash, Improved Disarm, Improved Steal, Improved Grapple, Greater Grapple, Improved Trip, Improved Dirty Trick.
Special Attacks and Qualities:
Channel Damage causing confusion, powerful integration of Lovecraftian spells like Contact Entity series, battlefield control through combat maneuvers.
Possessions: Sturdy armor for defense.
Milestones Of Character Development
- Levels 1-5: Establish foundation with Improved Unarmed Strike and Catch Off-Guard. Enhance tactical capabilities via Dirty Fighting and Power Attack, increasing damage potential significantly.
- Levels 6-10: Develop battlefield control through Cornugon Smash and Improved Disarm. Acquire skills for dealing with threats using Improved Steal, expanding strategic options during combat.
- Levels 11-15: Enhance close combat prowess with Improved Grapple and Greater Grapple. Utilize Improved Trip and Improved Dirty Trick to destabilize opponents, asserting dominance in encounters.
- Levels 16-20: Master combat strategies with Improved Dirty Trick, cementing their role as a formidable and chaotic force. Exploit abilities like Channel Damage and Spirit Surge for powerful offensive and debuffing actions.
Core Abilities & Features
As a Medium with the Voice of the Void archetype, you channel the arcane and strange energies of the Great Old Ones. This provides you with unique spells and abilities that can confuse and debilitate your foes while buffing your talents. The core ability is Spirit Surge, allowing you to bolster your actions by expending influence points. This can turn the tide during tense moments, increasing attack rolls or adding to saving throws when most needed.
Master of Improvised Warfare
This build uses unconventional tactics, focusing on Improved Unarmed Strike and feats like Catch Off-Guard. These make you deadly with improvised weapons, leaving adversaries flat-footed. Combining Power Attack and Cornugon Smash, you dole out massive damage while imposing fear. Grappling and disarming strategies are enhanced through a series of combat maneuvers, keeping opponents off-balance and ensuring relentless pressure.
Manipulation and Deception
Your spellcasting list is versatile, offering spells like Contact Entity and Compel Hostility. These spells allow for battlefield manipulation and opponent disorientation. The added benefit of spells such as Invisibility and Dimension Door give you significant versatility on the field, enabling you to reposition or set traps for unsuspecting enemies. These spells combined with your combat prowess make you unpredictable and extremely hard to counter.
Battlefield Control and Fear Induction
The Prophet of the Old Ones[1] builds fear through various debuffs, leveraging Improved Dirty Trick and Cornugon Smash while employing damaging spells. Your ability to induce fear and confusion among enemy ranks grants your team a strategic advantage, often turning the tide in your favor. Coupled with a solid armor choice, you remain resilient, ensuring enemy focus is consistently disrupted while you maintain battlefield dominance.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Monk’s Robe | Enhances unarmed combat capabilities, providing an AC and unarmed damage boost. |
| L6-10 | Amulet of Mighty Fists | Provides a bonus to attack and damage, essential for an unarmed combat style. |
| L11-15 | Belt of Physical Perfection +2 | Boosts Strength, Dexterity, and Constitution, crucial for combat maneuvers and survivability. |
| L16-20 | Ring of Freedom of Movement | Prevents grapples and other movement impairing conditions, ideal for maintaining mobility during combat. |
Combat Scenarios
- Dungeon Crawls:
- Leverage your excellent improvised weapon skills when opponents are up close. Use spells like ‘Invisibility’ or ‘Unseen Servant’ to scout ahead, avoiding traps or ambushes. When enemies get too close, ‘Improved Grapple’ and ‘Cornugon Smash’ help control their movements. ‘Detect Psychic Significance’ can reveal hidden threats, turning darkness into an ally.
- Open Fields:
- On an open field, maintaining range is crucial. Start with spells like ‘Haste’ to enhance movement, keeping foes at a distance. Use ‘Ghost Sound’ to create auditory diversions. If caught in melee, rely on ‘Power Attack’ combined with ‘Improved Disarm’ to cripple opponents. ‘Daze’ can incapacitate key targets, giving you the edge over larger groups.
- Ambushes:
- Use ‘Detect Thoughts’ to sense an ambush ahead of time. If attacked, ‘Freedoms of Movements’ lets you evade and reposition. ‘Compel Hostility’ can confuse assailants into targeting each other, while ‘Murderous Command’ directs allies towards a strategic retreat or counter attack. In tight situations, ‘Dimension Door’ facilitates rapid escape, ensuring survival.
- Defensive Stands:
- In defense, setting traps with ‘Open/Close’ and ‘Prestidigitation’ can disrupt enemy approaches. Your combat maneuvers, like ‘Improved Trip’ and ‘Greater Grapple’, thrive when holding a strong defensive position. If reinforcements are needed, ‘Contact Entity’ through various levels can summon aid. Preserving resources by using ‘Dreadscape’ to instill fear into attackers can open a break in their ranks.
- Urban Encounters:
- Cityscapes are your playground. Use ‘Ventriloquism’ and ‘Dancing Lights’ to deceive enemies, leading them into disadvantageous positions. With ‘Improved Steal’ and ‘Modified Memory’, disarm opponents or erase knowledge crucial to their strategy. In crowded spaces, ‘Scrying’ is perfect for maintaining awareness of enemy positions while sidestepping skirmishes unnoticed.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Dexterity | Invest in items like Gloves of Dexterity (+2 to Dexterity) to improve reflex saves and Initiative. |
| Relies on Melee Combat | Carry a ranged weapon like Sling for versatility in battles where physical engagement isn’t feasible. |
| Susceptible to Mental Manipulations | Use spells like Protection from Evil to gain bonuses against mind control effects. |
| Resource Intensive Abilities | Aquire magic items like Ring of Revelation to enhance stamina, or spells such as Restoration to recover quickly. |
| Equipment Dependence | Obtain enchanted armors like Mithril Chain Shirt to maintain mobility and defense without excessive gear reliance. |
Roleplaying
Embrace the Madness
As the Medium channeling the incomprehensible Old Ones, you’re not just another spellcaster. You’re a vessel for their insanity. Let this reflect in your behavior. Occasionally, act befuddled or captivated by unseen forces. This can be intimidating or humorous, depending on your group’s dynamics.
In the thick of battle, laugh maniacally when your improvised weapons hit. Inspire fear with your unpredictable style. Emphasize this chaos by using your spells and maneuvers to confuse enemies, reflecting your own disruption.
Driven by Voices
Your character experiences constant whispers from beyond. This drives them to uncomfortable truths and whispered secrets. Let this influence every decision. Perhaps your mission conflicts with others, but only you know why it’s necessary.
The Old Ones might reveal hints of past events or warnings of future peril. Use these to enrich interactions with party members, providing cryptic advice that pays off later.
A Reluctant Prophet
Emphasize the duality of power and curse. Present yourself as both a figure of awe and a recipient of pity. You are aware of the burden you carry, channeling entities feared by most. This can create tension or depth in the narrative as you struggle with this burden.
During rests, take time to perform eerie rituals or communions, seeking clues or understanding. These moments can add an air of mystery and awe, enhancing your party’s experience.

FAQ
What are the core abilities of the Prophet of the Old Ones[1]?
The Prophet of the Old Ones[1] excels in rituals and influencing elders. This class channels formidable power from the mysterious Old Ones. You can anticipate strong spells, dark vision, and enchanting charisma. Use these attributes to sway encounters, spread dread, and lure opponents into traps.
How can I optimize spells for maximum impact?
Focus on abilities that enhance mind control and summon creatures. Incorporate items that boost your casting, like rods that augment spell range. Select spells that incapacitate many foes to support your strategy. You should regularly adapt your spell list based on the challenge ahead, ensuring adaptability.
What is the best strategy for building the Prophet?
Create your Prophet to influence groups of enemies and dominate the battlefield. Maximize your Charisma and Intelligence for superior spellcasting. Items like Circlets of Persuasion should be prioritized early. Such tactics allow you to control and predict enemy actions effectively.
How does teamwork impact this build?
Your Prophet thrives among those who can protect and enhance his spell power. Warriors should draw enemy attention, while healers ensure longevity in prolonged battles. Other spellcasters can capitalize on enchanted conditions you create. It’s teamwork that turns the Prophet’s visions into reality.
Can the Prophet of the Old Ones[1] be undefeated?
No build is truly all powerful due to diverse Pathfinder challenges. A Prophet’s success lies in preparation and adaptability. Tailor your skills to combat various threats, and don’t underestimate enemy strategies. While formidable, the Prophet depends on wise play decisions and a cooperative party.
Join us at Stellar Dragons with the Prophet of the Old Ones!
Consider experimenting with a Prophet of the Old Ones[1] in your next Pathfinder 1E campaign. Engage with fellow enthusiasts at the Stellar Dragons Discord community at https://discord.gg/uAPvgEq6Z7. Join the conversation and share your adventures!
Prophet of the Old Ones
Okay so the Voice of the Void let’s you channel Great Old Ones and the things that live between the stars and of course I had to make a build with that archetype because I love love Lovecraftian stuff, sue me I guess.
Class
Medium (Voice of the Void) 20
Race
Human, putting our floating bonus into Charisma
Ability Scores
Put everything in Strength. I know. Whack. Wait for it.
15Point-Buy
Str 14/Dex 10/Con 14/Int 10/Wis 10/Cha 16
20Point-Buy
Str 14/Dex 10/Con 14/Int 10/Wis 10/Cha 18
25Point-Buy
Str 16/Dex 10/Con 14/Int 10/Wis 10/Cha 18
Traits
Reactionary for better Initiative, Heavy Hitter for better unarmed damage.
Favored Class Bonus
Hit. Points.
Skills
Use Magic Devices, Diplomacy, Perception, Spellcraft, Intimidate will be your skills.
Feats by Level
1-Improved Unarmed Strike
Human Bonus-Catch Off-Guard
3-Dirty Fighting
5-Power Attack
7-Cornugon Smash
9-Improved Disarm
11-Improved Steal
13-Improved Grapple
15-Greater Grapple
17-Improved Trip
19-Improved Dirty Trick
Yup. We are doing a ravenous maniac build that should probably be put in an asylum. Catch Off-Guard makes us proficient with improved weapons and make unarmed opponents we attack with improved weapons flat-footed. We double down on this via Improved Disarm and Improved Steal. And with Power Attack+Cornugon Smash, the hurts and debuffs keep coming. We are also great at wrestling the asylum staff via Improved Grapple, Improved Trip and Improved Dirty Trick as we really don’t want to go back to our cell where the voices are especially strong.
Spells Learned by Level
1-Daze, Open/Close
2-Prestidigitation
3-Dancing Lights
4-Ventriloquism, Unseen Servant
5-Ghost Sound, Murderous Command
6-Contact Entity I
7-Detect Psychic Significance, Invisibility, Contact Entity II
8-Haste
9-Compel Hostility, Darkvision
10-Contact Entity III, Scrying
11-Dimension Door
12-Enlarge Person, Detect Thoughts, Dispel Magic
13-Contact Entity IV, Invoke Deity
14-Freedom of Movements
15-Bull’s Strength, Dreadscape, Modify Memory
18-Dream, Nightmare
Equipment
You don’t really need anything, but I guess a good armor is not a bad idea.
Final Thoughts on the Build
This build is wild, you are excellent with improvised weapons, can make enemies become terrified of you, your spell list is surprisingly great, you’ve got a beefed up Spirit Surge, and you can Channel Damage to all non-aberrations that deal fairly good damage and makes them Confused too. Plus you are a great battlefield controller via your various Combat Maneuvers. You are completely insane, but in my book that’s a plus, not a negative.
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