The difference between zero and hero is good PR and support. When most parties go looking for NPC or henchmen, they tend to pick up another sword or a healer, when what they need is a Herald or Lawyer.
Heralds are much more than criers, they announce the party with style. They are made of moxie, poise and flair. They improve the standing of a party and positively affect morale and reactions. Lawyers often do the same. Since both speak on the behalf of the party first, each can provide a "fail safe" or "cutout" should the random dice go wrong. Players can counter their pronouncements with fairness and humility, gaining another reaction or morale roll. An uppity lawyer of herald can speak quietly with the lady or master on the behalf other henchmen to prevent walkouts.
Where lawyers differ from heralds is lawyers must not tell a falsehood. They do not have to tell the thruth, but good ones are poor liars. When things go wrong, lawyers tend to go formal. They dress and speak formally, which enables a fair amount of bluffing. Lawyers are apt judges of both character and situations, which can be a second set of eyes and ears for a party adventuring in a foreign land. The can guess the underlying reasons for most traditions, laws and policies which should help the party.
Heralds tend to dress and speak as needed by the goals of the party. They can wear any armor, including none at all. They may carry any weapon, but usage is limited to the lightest arms: daggers, foils, etc. Lawyers are limited to knives and daggers, and will resist all suggestions of wearing armor. They will fall back on their official robes and poise for protection. Sometimes, that can work.
These NPC types exploit their social status, portraying themselves as sacrosanct. Enemies wishing to have good standing with the general public or to hide evil plots for the future often perpetuate this idea. However, if chaos and evil ever reign, lawyers and heralds will be the second against the wall, right after the PCs.
For most campaigns, lawyers and heralds are well versed in oration, history, and tradition besides the more expected talents for showmanship and legal proweness. Should the party become imprisioned, the captor may view locking the lawyer or herald up as bad press or form.
You can read all about these NPC character classes and more than 50 more in my book, Zero to Hero: Uncommon Commoners, available at DriveThruRPG.