Conspiracist
Creature 0 — human, humanoid
WeaverLANDhumanoid
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
Languages common
Skills Conspiracy Lore +11, deception +10, occultism -1, performance +10, society +11
Str
+0
Dex
+2
Con
+0
Int
+3
Wis
+0
Cha
+4
Items Signal Whistle, Writing Set
AC 14
Fort +4
Ref +6
Will +10
HP 15
Speed 25 feet
Offense
Melee Fist (agile, finesse, nonlethal, unarmed) +4, Damage 1d4 bludgeoning
Abilities
Compulsive Liar — The conspiracist can use Deception instead of Diplomacy to Make An Impression or Request. 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.
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.
WORKS WELL WITH
AnvilLANDAn Anvil draws enemy attention in melee while the conspiracist sows doubt and manipulates from safety.
ShadeLANDA Shade exploits the distraction of social manipulation to position for ambush.
FlankerLANDA Flanker capitalizes on enemies confused by the conspiracist's deceptive arguments.
PUNISHES
✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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