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Conspiracist

Creature 0 — human, humanoid

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.

Source: pathfinder-npc-core

Perception +8
Skills deception +10, occultism -1, performance +10, society +11
Str
+0
Dex
+2
Con
+0
Int
+3
Wis
+0
Cha
+4
AC 14 Fort +4 Ref +6 Will +10
HP 15
Speed 25 feet

Offense

Melee Fist +4, Damage 1d4 bludgeoning

Abilities

Compulsive Liar — The conspiracist can use Deception instead of Diplomacy to or . 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 (auditory, concentrate, emotion, linguistic, mental) —
Sow Doubt (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.

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