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Prime Minister

Creature 0 — human, humanoid

The prime minister is the leader of a nation's bureaucracy. They are experienced politicians in charge of the laws and regulations of their territory, answering only to a monarch, if there is one. Often, though, a vote of "No Confidence" or similar legal procedure exists for removing the prime minister. Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on

Source: pathfinder-npc-core

Perception +9
Skills deception +22, diplomacy +22, intimidation +19, society +22
Str
+0
Dex
+2
Con
+1
Int
+3
Wis
+3
Cha
+4
AC 14 Fort +6 Ref +3 Will +19
HP 15
Speed 25 feet

Offense

Melee Rapier +5, Damage 1d6 piercing
Melee Fist +5, Damage 1d4 bludgeoning

Abilities

+10 to Sense Motive
Political Specialist — For encounters involving politics, the prime minister is a 10th-level challenge.
Unshakable Confidence — All attempts to Coerce the prime minister have a result one degree worse.
Cutting Counterpoint — In extended negotiations, like a Victory Point challenge, the prime minister can't use this ability again until every creature in the discussion has had an opportunity to attempt a check (even if they decide not to make one).

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