Advisor

CREATURE 5

n medium human humanoid 

Perception +14

Languages Common

Skills Deception +15, Diplomacy +15, Legal Lore +11, Occultism +9, Performance +11, Society +11

Str +0 Dex +2 Con +2 Int +0 Wis +4 Cha +4

Items dagger (2), fine clothes, small harp, minor healing potion, whip

Placate An advisor is well versed in soothing agitated nobles. Their calming voice gives them a +2 circumstance bonus to Deception and Diplomacy checks when dealing with members of the nobility.

AC  21; Fort +9, Ref +11, Will +15

HP 56

Speed 25 feet

Melee [>] whip +11 (disarm, finesse, nonlethal, reach, trip), Damage 1d4+2 slashing

Ranged [>] dagger +11 (agile, thrown 10 feet, versatile s), Damage 1d4+2 piercing

Occult Spontaneous Spells DC 22, attack +13; 3rd (2 slots) mind reading, soothe, zone of truth; 2nd (3 slots) augury, restoration, soothe, touch of idiocy; 1st (3 slots) charm, mage armor, magic missile, soothe; Cantrips (3rd) chill touch, daze, light, prestidigitation, shield

Gamemastery Guide, page 208.

Open Advisor in the interactive creatures list or browse all creatures starting with A.