Advisor Creature 5

NMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 207; family: Courtiers

Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom—for good or ill.


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

Bard Composition Spells 1 Focus Point, DC 22; 3rd counter performance, Cantrips

(3rd) inspire competence, inspire courage, inspire defense (Core Rulebook 386)