Conspiracist
CREATURE 0Conspiracists 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.
Villains pursue selfish and cruel goals, trampling over anyone in their way.
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.
For encounters involving deception and social manipulation, the conspiracist is a 4th-level challenge.
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.