Enigmatic Conspirant
Creature 4 — human, humanoid
Powerful organizations work out of public view, shaping lives while facing few consequences. Searching for these secret societies, whether to join them or destroy them, has given the enigmatic conspiracist uncanny insight. Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
Source: pathfinder-npc-core
Perception +10
Skills acrobatics +12, deception +9, intimidation +11, occultism +12, society +12, stealth +10
Str
+0
Dex
+4
Con
+0
Int
+2
Wis
+2
Cha
+3
AC 21
Fort +8
Ref +12
Will +12
HP 60
Resistances mental 5
Speed 25 feet
Offense
Melee Rapier +14, Damage 1d8+6 piercing
Melee Fist +14, Damage 1d4+6 bludgeoning
Ranged Shortbow +14, Damage 1d6+6 piercing
Abilities
+2 to Sense Motive —
Knowing Glance (concentrate, emotion, fear, mental, visual) —
Spill Secrets (mental, occult) — When the conspiracist critically hits with a Strike, the target must succeed at a DC 21 Will save or the enigmatic conspiracist perceives the target's surface thoughts for 1 round, as mind reading. This grants the conspiracist a +1 circumstance bonus to AC and saving throws against any creature whose mind they're reading.
Unbelievable Connection (auditory, concentrate, occult) — The enigmatic conspiracist recites a convoluted conspiracy theory about a creature within 30 feet, then attempts an Occultism check against the Will DC of that creature. On a success, the target is Stupefied 1 for 1 minute and Off-Guard against the conspiracist's attacks until no longer stupefied.
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