Conspiracist

Level 0
Creature· humanMediumRemaster
AC
14
HP
15
Speed
25 ft.
Perception
+8
Fort
+4
Ref
+6
Will
+10
Languages common
Skills society +11, deception +10, performance +10
Recall Knowledge DC 14 (society)

Attacks

Melee Fist +4 (agile, finesse, nonlethal, unarmed), Damage 1d4 bludgeoning

Abilities

Compulsive Liarinteraction

The conspiracist can use Deception instead of Diplomacy to or . Any creature attempting a Perception check to Sense Motive against the conspiracist gets a result one degree of success worse than they rolled.

Social Specialistinteraction

For encounters involving deception and social manipulation, the conspiracist is a 4th-level challenge.

Evoke Pity

Trigger An enemy reduces the conspiracist to below half their maximum HP


Effect The conspiracist begs their assailants to "see reason" and let them live. The conspiracist attempts a single performance check against the Will DCs of all enemies in a 30-foot emanation. Any creature the attempt succeeds against takes a –2 circumstance penalty to damaging attacks without the nonlethal trait they make against the conspiracist for 10 minutes

Sow Doubt◆◆

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,

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.