Prime Minister

Level 0
Creature· humanMediumRemaster
AC 14
HP 15
Speed 25 ft.
Fort +6
Ref +3
Will +19
Perc +9
Size Medium
Common
Languages common
Skills deception +22, diplomacy +22, society +22, intimidation +19
Recall Knowledge society DC 14

Attacks

Melee Rapier +5/+0/-5(deadly d8, disarm, finesse)
Damage: 1d6 piercing
Melee Fist +5/+1/-3(agile, finesse, nonlethal, unarmed)
Damage: 1d4 bludgeoning

Abilities

+10 to Sense Motiveinteraction
Political Specialistinteraction

For encounters involving politics, the prime minister is a 10th-level challenge.

Unshakable Confidenceinteraction

All attempts to Coerce the prime minister have a result one degree worse.

Cutting Counterpointdefensive

Trigger The prime minister hears a creature attempt a Deception, Diplomacy, or an Intimidation check against any creature other than the prime minister Effect The prime minister interrupts with a witty barb, cutting the credibility of the creature's argument. The prime minister attempts their own check of the same type. If the result is higher than that of the triggering check, the triggering check is considered a failure regardless of its roll. In extended negotiations, like a Victory Point challenge, the prime minister can't use this ability again until every creature in the discussion has had an opportunity to attempt a check (even if they decide not to make one).

Description

The prime minister is the leader of a nation's bureaucracy. They are experienced politicians in charge of the laws and regulations of their territory, answering only to a monarch, if there is one. Often, though, a vote of "No Confidence" or similar legal procedure exists for removing the prime minister.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.