Prime Minister

Level 0
Creature· humanMediumRemaster
AC
14
HP
15
Speed
25 ft.
Perception
+9
Fort
+6
Ref
+3
Will
+19
Languages common
Skills deception +22, diplomacy +22, society +22, intimidation +19
Recall Knowledge DC 14 (society)

Attacks

Melee Rapier +5 (deadly-d8, disarm, finesse), Damage 1d6 piercing
Melee Fist +5 (agile, finesse, nonlethal, unarmed), Damage 1d4 bludgeoning

Abilities

+10 to Sense Motiveinteraction
Political Specialistinteraction

For encounters involving politics, the prime minister is a 10th-level challenge.

Unshakable Confidenceinteraction

All attempts to Coerce the prime minister have a result one degree worse.

Cutting Counterpoint

Trigger The prime minister hears a creature attempt a Deception, Diplomacy, or an Intimidation check against any creature other than the prime minister


Effect The prime minister interrupts with a witty barb, cutting the credibility of the creature's argument. The prime minister attempts their own check of the same type. If the result is higher than that of the triggering check, the triggering check is considered a failure regardless of its roll.

In extended negotiations, like a Victory P

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 anyone unable to pay for clemency.