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Conspiracist

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.

Recall Knowledge - Humanoid (Society): DC 14
Unspecific Lore: DC 12
Specific Lore: DC 9

Elite | Normal | Weak
Proficiency without Level

ConspiracistCreature 0

Medium Human Humanoid 
Source NPC Core pg. 152
Perception +8
Languages Common
Skills Conspiracy Lore +11, Deception +10, Occultism -1, Performance +10, Society +11
Str +0, Dex +2, Con +0, Int +3, Wis +0, Cha +4
Compulsive Liar The conspiracist can use Deception instead of Diplomacy to Make an Impression or Request. Any creature attempting a Perception check to Sense Motive against the conspiracist gets a result one degree of success worse than they rolled.
Social Specialist For encounters involving deception and social manipulation, the conspiracist is a 4th-level challenge.
Items signal whistle, writing set
AC 14; Fort +4, Ref +6, Will +10
HP 15
Evoke Pity [reaction] (auditory, concentrate, emotion, linguistic, mental) 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.
Speed 25 feet
Melee [one-action] fist +4 [+0/-4] (agile, finesse, nonlethal, unarmed), Damage 1d4 bludgeoningSow Doubt [two-actions] (auditory, concentrate, emotion, linguistic, mental) 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, becoming stupefied 1 for 1 minute. If they're already stupefied 1, they become stupefied 2.
Failure The enemy is unconvinced, but a seed of doubt remains.
Critical Failure The enemy sees through the conspiracist's act, becoming immune to Sow Doubt for 24 hours.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.