Advisor

Level 5
Creature· humanMediumRemaster
AC
21
HP
60
Speed
25 ft.
Perception
+14
Fort
+8
Ref
+11
Will
+14
Languages common
Skills deception +14, diplomacy +14, performance +12, society +12, occultism +10
Recall Knowledge DC 20 (society)

Attacks

Melee Whip +11 (disarm, finesse, nonlethal, reach 10 ft., trip), Damage 1d4+4 slashing
Melee Dagger +11 (agile, thrown 10 ft., versatile-s), Damage 1d4+4 piercing
Melee Fist +11 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning

Abilities

Placateinteraction

An advisor is well versed in soothing agitated nobles. Their claming voice gives them a +2 circumstance bonus to Deception and Diplomacy checks when dealing with members of the nobility.

Trusted counselors of the court, advisors whisper words of guidance into the ears of those in power. Many nobles lean so heavily on their advisor's counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.