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 | Expert |
Languages | Common, (possibly other depending on situation) |
Skills | Deception Master , Diplomacy Master , Legal Lore Master , Occultism Expert , Performance Trained , Society Trained |
STR +0 , DEX +2 , CON +2 , INT +0 , WIS +4 , CHA +4 | |
Items | dagger (2), fine clothes, minor healing potion, small harp, whip |
AC | 21 |
Saving Throws | Fort +9, Ref +11, Will +15 |
HP | 56 |
Speed | 25 feet |
Melee | Whip: Expert / +6 / +1 (disarm, finesse, nonlethal, reach, trip) | Damage: slashing |
Ranged | Dagger : Expert / +7 / +3 (agile, thrown 10 feet, versatile S) | Damage Piercing |
Special Abilities | 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. |
Spells | Occult Spontaneous Spells DC 22, attack +13; 3rd mind reading, soothe, zone of truth (2 slots 2nd augury, restoration, soothe, touch of idiocy (3 slots 1st charm, mage armor, magic missile, soothe; Cantrips (3rd) chill touch, daze, light, prestidigitation, shield (3 slots) Bard Composition Spells DC 22, 1 Focus Point; 3rd counter performance; Cantrips (3rd) inspire competence, inspire courage, inspire defense |