Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Cole Farsen, AdvisorCreature 5

Source Pathfinder Society Scenario #3-11: No Time For Treason
Perception +14
Languages Common
Skills Deception +15, Diplomacy +15, Lore +11, Occultism +9, Performance +11, Society +11
Str +0, Dex +2, Con +2, Int +0, Wis +4, Cha +4

AC 21; Fort +9; Reflex +11; Will +15;
HP 56
Speed 25 feet

Whip One Action +11 (+6, +1) to hit (disarm, finesse, nonlethal, reach, trip) 1d4+2 Slashing
Dagger One Action +11 (+7, +3) to hit (agile, thrown 10, versatile s) 1d4+2 Piercing


As an advisor, Cole is well versed in soothing agitated nobles. His calming voice gives him a +2 circumstance bonus to Deception and Diplomacy checks when dealing with members of the nobility.

Occult Spontaneous Spells (DC 22, +13 to hit)

Cantrips (3rd Level): Chill Touch, Daze, Light, Prestidigitation, Shield
1st Level (3 slots): Charm, Mage Armor, Magic Missile, Soothe
2nd Level (3 slots): Augury, Restoration, Touch of Idiocy
3rd Level (2 slots): Mind Reading, Zone of Truth

Bard Composition Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Inspire Competence, Inspire Courage, Inspire Defense
1st Level: Counter Performance

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.

Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.