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Propaganist

The misleadings, half-facts, and effortless spin propagandists cast over events create proof of whatever their bosses need them to prove.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

PropaganistCreature 3

Medium Human Humanoid 
Source NPC Core pg. 154
Perception +10; (12 to Sense Motive)
Languages Common
Skills Diplomacy +11, Legal Lore +8, Performance +10, Society +10
Str +0, Dex +2, Con +1, Int +1, Wis +3, Cha +4
Nuanced Spin 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 Feint, and instead of Intimidation to Coerce. A creature attempting to Sense Motive against the propagandist gets a result one degree of success worse than they rolled.
Items dagger (3), lute, shortsword, writing set
AC 17; Fort +6, Ref +9, Will +12
HP 40
Speed 25 feet
Melee [one-action] shortsword +9 [+5/+1] (agile, finesse, versatile S), Damage 1d6+4 piercingMelee [one-action] dagger +9 [+5/+1] (agile, finesse, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] dagger +9 [+5/+1] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingOccult Spontaneous Spells DC 21, attack +13; 2nd blistering invective, paranoia (2 slots); 1st concordant choir, fear, sanctuary (3 slots); Cantrips (2nd) bullhorn, detect magic, haunting hymn, message, summon instrument
Bard Composition Spells DC 21, 2 Focus Points; 2nd hymn of healing, lingering composition; Cantrips (2nd) courageous anthem, rallying anthem
No Hard Feelings [two-actions] (auditory, concentrate, emotional, linguistic, mental) 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.
Failure The creature's conviction stumbles. Until the end of its next turn, the creature must succeed at a DC 5 flat check to target the propagandist with a hostile action.
Critical Failure The creature finds the propagandist's offer too good to pass up, switching sides in the combat and instantly gaining any benefits the propagandist is currently granting their allies. At the end of each of its turns, the creature can attempt another DC 19 Will save to snap out of it and rejoin their allies.

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.