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ConspiracistCreature 0


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +8
Languages Common
Skills Lore +11, Deception +10, Occultism +-1, Performance +10, Society +11
Str +0, Dex +2, Con +0, Int +3, Wis +0, Cha +4

AC 14; Fort +4; Reflex +6; Will +10;
HP 15
Speed 25 feet

Fist One Action +4 (+0, -4) to hit (agile, finesse, nonlethal, unarmed) 1d4 Bludgeoning

Compulsive Liar

The conspiracist can use Deception instead of Diplomacy to [/act make-an-impression skill=deception] or [/act request skill=deception]. Any creature attempting a Perception check to Sense Motive against the conspiracist gets a result one degree of success worse than they rolled.

Social Specialist

For encounters involving deception and social manipulation, the conspiracist is a 4th-level challenge.

Evoke Pity Reaction (auditory, concentrate, emotion, linguistic, mental)

Trigger An enemy reduces the conspiracist to below half their maximum HP


Effect The conspiracist begs their assailants to "see reason" and let them live. The conspiracist attempts a single performance check against the Will DCs of all enemies in a 30-foot emanation. Any creature the attempt succeeds against takes a –2 circumstance penalty to damaging attacks without the nonlethal trait they make against the conspiracist for 10 minutes

Sow Doubt Two Actions (auditory, concentrate, emotion, linguistic, mental)

The conspiracist argues that their enemies have been hoodwinked into attacking them by nefarious powers. The conspiracist attempts a single deception check against the Will DCs of all enemies that can hear them.


Critical Success The enemy fully believes the conspiracist, becoming Stupefied 2 for 1 minute. If the creature was already stupefied 2, they become Controlled by the conspiracist until the end of the encounter.

Success The enemy has trouble disbelieving the conspiracist's logic, becoming Stupefied 1 for 1 minute. If they're already stupefied 1, they become stupefied 2.

Failure The enemy is unconvinced, but a seed of doubt remains.

Critical Failure The enemy sees through the conspiracist's act, becoming immune to Sow Doubt for 24 hours.


Conspiracists misinform and falsify facts to further their own causes. Though they pose little physical threat, conspiracists can have more powerful allies, such as a deluded mob that respond to the conspiracist's signal.


Villains pursue selfish and cruel goals, trampling over anyone in their way.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.