Enigmatic Conspiracist
Powerful organizations work out of public view, shaping lives while facing few consequences. Searching for these secret societies, whether to join them or destroy them, has given the enigmatic conspiracist uncanny insight.
Medium Human Humanoid
Source NPC Core pg. 98
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 20 • Humanoid (Society)
Perception +12; (12 to Sense Motive)
Languages Aklo, Common, Elven, Sakvroth
Skills Acrobatics +14, Deception +11, Intimidation +13, Occultism +14, Secret Society Lore +16, Society +14, Stealth +12
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +3
Items everlight crystal, leather armor, rapier, shortbow (20 arrows)
AC 23; Fort +10, Ref +14, Will +14
HP 75; Resistances mental 5
Knowing Glance [reaction] (concentrate, emotion, fear, visual, mental) Trigger The enigmatic conspiracist is targeted by a melee Strike or touch spell; Effect With an uncanny look, the enigmatic conspiracist Demoralizes the creature that targeted them. Demoralize loses the auditory trait and gains the visual trait, and the conspiracist doesn't take a penalty if the creature doesn't understand their language. If the Intimidation check critically succeeds, the conspiracist disrupts the triggering action.
Speed 25 feet
Melee [one-action] rapier +16 [+11/+6] (deadly d8, disarm, finesse), Damage 1d8+2+6 piercing plus spill secretsMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+6 bludgeoningRanged [one-action] shortbow +16 [+11/+6] (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2+6 piercing plus spill secretsSpill Secrets (mental, occult) When the conspiracist critically hits with a Strike, the target must succeed at a DC 23 Will save or the enigmatic conspiracist perceives the target's surface thoughts for 1 round, as mind reading. This grants the conspiracist a +1 circumstance bonus to AC and saving throws against any creature whose mind they're reading.Unbelievable Connection [two-actions] (auditory, concentrate, occult) The enigmatic conspiracist recites a convoluted conspiracy theory about a creature within 30 feet, then attempts an Occultism check against the Will DC of that creature. On a success, the target is stupefied 1 for 1 minute and off-guard against the conspiracist's attacks until no longer stupefied.
Mystic Organizations
Golarion has numerous secretive societies. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. The Knights of the Aeon Star search for secret lore. Followers of Rivethun, dwarven animism, reach out to spirits to gain knowledge and earn favors.All Monsters in "Mystic"
Source NPC Core pg. 96Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using
alternative spell lists to adjust their themes.
Crossover Ancestry NPCs
Several of the NPCs elsewhere in NPC Core can fit well in this group:
Bone mother (level 6),
gourd leshy witch (level 6),
tripkee fiend keeper (level 7)
Guests Beware
Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.
Mystic Protection
Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the
bodyguard (level 1),
archer sentry (level 2),
musketeer (level 3),
tournament combatant (level 5),
knight (level 7), or
hero hunter (level 13).
Mystic Rituals
The following are rituals sometimes cast by mystic groups. Those from
Monster Core are available only to appropriate celestials and fiends within the organizations.
Sinister Rituals
Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.