Propagandist

Level 3
Creature· humanMediumRemaster
AC
17
HP
40
Speed
25 ft.
Perception
+10
Fort
+6
Ref
+9
Will
+12
Languages common
Skills diplomacy +11, performance +10, society +10
Recall Knowledge DC 18 (society)

Attacks

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

Abilities

+2 to Sense Motiveinteraction
Nuanced Spininteraction

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 , and instead of Intimidation to . A creature attempting to Sense Motive against the propagandist gets a result one degree of success worse than they rolled.

No Hard Feelings◆◆

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.

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.