
Field PropagandistSource Battlecry! pg. 58Some might call you a journalist, while others might think of you as a town crier or deploy you as a herald. You know that you are so much more: the words you use and the stories you tell can sway the course of battles or turn the tides of war. You have studied the means to influence the beliefs and behaviors of those around you. You boost the morale of your allies, confound enemies, and influence neutral bystanders.
Whether you work as a journalist for a private organization, such as the Pathfinder Society, or are directly employed by a government body to reveal the best face of their actions, you’ve accepted a role that requires you to do more than just report events. You excel at inserting your own interpretation into the narrative and using that interpretation to sway the hearts and minds of your audience, for good or ill. Those whom you might speak against may not appreciate your words, referring to them as “lies” or “slander,” but you have come to understand that truth can be as changeable as the winds.
Archetype Dedication Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Charisma +2; trained in
Deception and
Diplomacy
Having devoted your life to crafting propaganda, you know that winning the hearts and minds of soldiers can be a deciding factor in securing the successful outcome of a war. You gain the Spread Propaganda exploration activity (see below). While you are not immune to propaganda, you are resistant to it. You gain a +2 circumstance bonus to your Perception DC against attempts made by others to Lie to you. If you have the
Lie to Me skill feat, you gain a +2 circumstance bonus to your Deception DC.
You become trained in
Society. If you were already trained, you become an expert instead.
Spread Propaganda (exploration, secret) You spread propaganda about a faction (which may include an army, organization, or other particular group of people). This takes as long as it would normally take for you to
Gather Information (typically 2 hours). At the end of this time, the GM rolls a secret Deception check to see how effective you were at spreading propaganda.
Critical Success Your propaganda spreads effectively, and for the next month, creatures that succeed on checks to Gather Information learn your propaganda over facts about the subject. It cannot be traced back to you. You also learn information as if you succeeded at a
Recall Knowledge check about the faction.
Success As critical success, but the propaganda persists for 1 week and can be traced back to you by a character who critically succeeds at the skill check to Gather Information.
Failure Your propaganda fails to take hold.
Critical Failure Your propaganda is stunningly ineffective, and you take a –4 circumstance penalty to Deception checks to spread propaganda about the same subject for 1 week. In addition, the subject and its enemies become aware that you attempted to spread propaganda.
Archetype Auditory Concentrate Emotion Linguistic Mental Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Field Propagandist Dedication
You invent a false truth by fast talking, switching arguments, shifting the standard of evidence, and generally confounding others. Choose a creature within 30 feet that you're aware of. Attempt a
Deception check against that target's Will DC. Regardless of your result, the target is temporarily immune to your attempts to Fabricate Truth for 10 minutes.
Critical Success The target becomes
stupefied 2 for 1 round.
Success The target becomes stupefied 1 for 1 round.
Archetype Downtime Skill Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Field Propagandist Dedication; expert in
Deception
You spend 7 days of downtime seeding propaganda through a settlement with a population of 2,500 or fewer. At 10th level, this increases to a settlement with a population of 10,000 or fewer, and at 16th level, you can affect settlements of any size.
Select a faction or organization (such as the Pathfinder Society, the Hellknights, or the Firebrands) that this propaganda targets and whether you are improving or decreasing the settlement's attitude toward that faction. After this period, attempt a Deception or Diplomacy check against the hard DC of the level of the settlement. These changes last for 1 week before the people return to their original attitudes.
Critical Success You adjust the starting attitude of the settlement's inhabitants toward the targeted faction by two steps. In addition, you gain a +1 circumstance bonus on initiative rolls made in encounters that include members of your targeted faction while in the settlement for 1 week.
Success As critical success, but the inhabitants' attitude is adjusted by one step.
Critical Failure The propaganda attempt backfires. The attitude of the settlement's inhabitants toward you decreases by one step.
Archetype Auditory Concentrate Linguistic Mental Source Battlecry! pg. 58Archetype Field PropagandistFrequency once per round
Prerequisites Field Propagandist Dedication
You list off the potential fears and weaknesses of an enemy you can see or hear, speaking with such certainty that they become real. Attempt a Deception check against the enemy's Will DC. Select bludgeoning, piercing, or slashing damage. Regardless of your result, the target is temporarily immune to Invented Vulnerability for 10 minutes.
Critical Success The target gains
weakness to the selected type of damage equal to 3 + half your level for 1 round.
Success The target gains weakness 5 to the selected type of damage for 1 round.
Archetype Auditory Concentrate Linguistic Mental Source Battlecry! pg. 58Archetype Field PropagandistFrequency once per round
Prerequisites Field Propagandist Dedication
You enumerate the many virtues and victories of your chosen allies, creating a story of their invincibility so convincing that it is as good as the truth. Choose an ally you can see and attempt a
Deception or
Diplomacy check against the hard DC for the target's level. On a success, the target gains
resistance 5 to either bludgeoning, piercing, or slashing damage, chosen when you use this ability; the type of damage resisted is usually tied to the story you tell about the character, such as giving them piercing resistance after telling a story about the time they rushed through a rain of arrows to take on an enemy encampment.
You can instead attempt your check against a very hard DC for the target's level to give them resistance to two damage types, adding acid, fire, cold, electricity, and sonic to the damage types you can grant resistance to.
Archetype Auditory Concentrate Linguistic Mental Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Field Propagandist Dedication
You recite a tale of prowess that rewrites the combat unfolding around you. You can attempt a
counteract check against a
mental effect that's currently affecting an ally within 30 feet, using
Deception for the counteract check and half your level as the counteract rank.
Archetype Auditory Concentrate Linguistic Mental Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Field Propagandist Dedication
When you seek to convince others of the worth of your cause, you are capable of unleashing such an entrancing torrent of rhetoric and metaphor that it is all but impossible to look away from you. When you begin a conversation or similar attempt with the goal of
Making an Impression, all creatures who are observing you become
fascinated unless they succeed at a Will save against the higher of your class DC or spell DC. Creatures who are familiar with you and your verbal techniques, such as allies you've known for at least several days, are immune to this effect, though newer allies who have not heard one of your speeches before might still be affected.
Affected creatures remain fascinated for as long as you continue your filibuster, though they can attempt a new save to end the effect at the end of each minute while your filibuster lasts. A creature who succeeds at a saving throw to end the fascinated condition from your filibuster is also unaffected by your attempt to Make an Impression.
You can continue your filibuster indefinitely, but after every 10 minutes you must attempt a Fortitude saving throw against a hard DC for your level. Failing this save results in your filibuster ending and prevents you from attempting another filibuster for 1 hour.
Archetype Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Field Propagandist Dedication
Your knack for spinning a believable reality from threads of story is so practiced that sometimes even you begin to believe what you're saying. When you use
Deception to Lie, you can carefully structure your deceits so that each individual statement you make is the truth, from a certain perspective. Once per day when using Deception to Lie, you can roll twice and take the better result. This is a
fortune effect.
You don't take a penalty to Deception checks while subject to the
ring of truth spell or similar effects. Whenever you are subject to
ring of truth or a similar effect, you can attempt a Deception check when you first begin speaking to
counteract the spell's effects, with a counteract rank equal to half your level (rounded up); succeeding at this check doesn't end the spell or effect, but it does cause it to indicate that you are speaking the truth, even when you are actually lying.
Archetype Source Battlecry! pg. 58Archetype Field PropagandistPrerequisites Field Propagandist Dedication
You wave around fabricated evidence that contradicts what your enemies know to be true. When you Fabricate Truth, you can affect all enemies within 30 feet of you. Compare your
Deception check result to the Will DCs of all targets. It is possible to get a different degree of success for each target.