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Propagandist

Creature 3 — human, humanoid

WeaverLANDhuman

The misleadings, half-facts, and effortless spin propagandists cast over events create proof of whatever their bosses need them to prove. Villains pursue selfish and cruel goals, trampling over anyone in their way.

Source: pathfinder-npc-core

Perception +10; (+12 to Sense Motive)
Languages common
Skills diplomacy +11, Legal Lore +8, performance +10, society +10
Str
+0
Dex
+2
Con
+1
Int
+1
Wis
+3
Cha
+4
Items Dagger (3), Shortsword, Lute, Writing Set
AC 17 Fort +6 Ref +9 Will +12
HP 40
Speed 25 feet

Offense

Melee Dagger (agile, finesse, versatile-s) +9, Damage 1d4+4 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +9, Damage 1d4+4 piercing
Melee Shortsword (agile, finesse, versatile-s) +9, Damage 1d6+4 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +9, Damage 1d4+4 bludgeoning

Abilities

+2 to Sense Motive
Nuanced Spin — The propagandist phrases everything loosely and vaguely enough that, though it's always misleading, none of it is false. The propagandist can use Diplomacy instead of Deception to Create a Diversion or Feint, and instead of Intimidation to Coerce. A creature attempting to Sense Motive against the propagandist gets a result one degree of success worse than they rolled.
No Hard Feelings (auditory, concentrate, emotion, linguistic, mental) — The propagandist offers amnesty and other benefits to all who choose to join them. All enemies who can hear the propagandist must attempt a DC 19 Will save. If any of the propagandist's allies is currently benefiting from one of the propagandist's bard composition spells, any enemy who is aware of that takes a –2 circumstance penalty to the save.

Critical Success The creature sees through the propagandist's pitch and is temporarily immune for 24 hours.

Success The creature is unaffected.

Failure The creature's conviction stumbles. Until the end of its next turn, the creature must succeed at a DC 5 Flat to target the propagandist with a hostile action.

Critical Failure The creature finds the propagandist's offer too good to pass up, switching sides in the combat and instantly gaining any benefits the propagandist is currently granting their allies. At the end of each of its turns, the creature can attempt another DC 19 Will save to snap out of it and rejoin their allies.
Occult Spontaneous Spells DC 21, attack +13
2nd Blistering Invective, Paranoia
1st Concordant Choir, Fear, Sanctuary
Cantrips (2nd) Bullhorn, Detect Magic, Haunting Hymn, Message, Summon Instrument
Occult Focus Spells DC 21, attack +13; 2 Focus Points
1st Hymn of Healing, Lingering Composition
Cantrips (1st) Rallying Anthem, Courageous Anthem

WORKS WELL WITH

CrasherLANDAggressive frontliners capitalize on Will-debuffed enemies who have been turned or misdirected, exploiting the compromised defensive coordination.
FlankerLANDMobile strikers flank enemies affected by diversions and mental effects, exploiting the flat-footed condition created by divided attention.
SniperLANDRanged attackers target enemies who fail Will saves against diversion effects, capitalizing on momentarily exposed positioning.

PUNISHES

✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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