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Political Upstart

Fiery and heady, a political upstart actively pushes against the status quo.

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

Elite | Normal | Weak
Proficiency without Level

Political UpstartCreature 0

Medium Human Humanoid 
Source NPC Core pg. 76
Perception +8; (11 to Sense Motive)
Languages Common
Skills Deception +8, Diplomacy +10, Legal Lore +11, Performance +10, Society +11
Str +0, Dex +1, Con +0, Int +2, Wis +2, Cha +3
Rhetoric Specialist For social encounters involving debate and legal logic, the political upstart is a 3rd-level challenge.
Items long coat (functions as leather armor), political pamphlets, soapbox, writing set
AC 14; Fort +4, Ref +7, Will +10
HP 15
Retort [reaction] Trigger A creature fails a Charisma-based skill check against the political upstart; Effect The political upstart targets the creature with Fiery Rhetoric.
Speed 25 feet
Melee [one-action] fist +5 [+1/-3] (agile, finesse, nonlethal, unarmed), Damage 1d4 bludgeoningFiery Rhetoric [one-action] (auditory, concentrate, emotion, linguistic, mental) The upstart rattles off talking points at an enemy within 30 feet. The target takes a –2 status penalty to Perception and Will saves for 1 minute.Fascinating Speech [two-actions] (auditory, concentrate, emotion, linguistic, mental) The political upstart begins a rousing speech which they can Sustain up to 1 minute. Any creature within 30 feet that can hear the speech, must attempt a DC 17 Will save.
Success The creature is unaffected.
Failure The creature is fascinated with the upstart for 1 round.
Critical Failure The creature is fascinated with the upstart as long as the speech lasts.

All Monsters in "Maverick"

NameLevel
Arms Dealer2
Gunwitch7
High Roller11
Musketeer3
Peerless Duelist12
Political Upstart0
Runaway Blueblood3
Unsanctioned Sheriff5

Maverick

Source NPC Core pg. 76
These lone wolves have an aura of mystery, bravado, and swagger.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bill-band (level 5), gambling companion (level 3), goblin get gang (level 5)

Sidebar - Advice and Rules Draw!

Multiple mavericks carry the explosive ranged weapons called firearms. Many of these NPCs can be adapted to other ranged weapons, such as crossbows or bows, with minimal changes if you choose not to include firearms in your game. More firearms and the gunslinger class appear in Pathfinder Guns & Gears.

Sidebar - Additional Lore Dueling Etiquette

Some mavericks meet to size each other up before deciding whether or not to duel. Then, if they decide to challenge one another, the face-off's rules (or lack thereof) are agreed upon beforehand to prevent any ill will afterward. Being a sore loser is highly frowned on, even more than a duel to the death.

Sidebar - Additional Lore Familiar Firearms

Many gunwitches wield weapons that are both firearms and magic weapons or implements in some form, which serves in place of a regular witch's familiar. As most gunwitches—rare as they are—make their own weaponry, it's speculated that the gunwitch's patron is the one who provides the blueprints for their sophisticated magical firearm.

Sidebar - Advice and Rules Mavericks And Duels

Mavericks tend to jump into duels at the drop of a hat, ready for a true test of their intuition and reflexes. A duel encounter uses the duels subsystem. A peerless duelist is truly exceptional (and already has all the dueling actions used in the subsystem due to their skills). If you want another NPC to have more options in duels, you can swap one of their existing skills for Deception or Intimidation.