BisectedBrioche
2008-03-23, 10:03 AM
The Shadow's Advocate
The young rogue moved silently through the cave, the guards had spotted him on his way in but as he always said (quietly, to himself) "If they see you, then you're the last person they see". He had been promised an excellent pay-off if he managed to steal some items from his employer's rival. He'd already dodged many of the traps and he'd disarmed the rest, ready to reset before he left. As he approached the first chest and effortlessly opened the lock he realised something felt wrong. Moments later his suspicions where confirmed when he was sent flying by a blast. He looked up from the ground to see a familiar figure looking over him.
"Why did you bother sending me here if you could get in anyway?", he stuttered.
"Occasionally, I like to test my security tested. It keeps the guards on their toes and weeds out the poorer ones.", came the reply, "Now, I'm afraid I like to keep descriptions of myself to a minimum...."
He was the last person the rogue ever saw.
Hit Die: d6
Class Skills:
Bluff, Spot, Liston, Gather Information, Craft (trap), Profession (Con Man), Knowledge (any 3), Move Silently, Hide, Sleight of Hand, Speak Language, Disguise, Forgery, Diplomacy, Intimidate
Skill Points at Each Level: 6 + Int modifier
Requirements
Alignment: Any non-chaotic
Feats: Deceptive, Persuasive
Skills: 8 ranks in either Bluff, Sense Motive or Forgery and at least 5 ranks in the other two
Special: Must have defeated an opponent purely through trickery rather than attacking them directly. Must have successfully built and used a trap on a foe.
The Shadow's Advocate
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+1|+2|Conceal Morals
2nd|+1|+1|+1|+3|Backstab, Analysis, Manipulator
3rd|+1|+2|+2|+3|Set up, Innocent Suggestion
4th|+2|+2|+2|+4|Master Bluffer, Conceal Philosophy
5th|+2|+3|+3|+4|Exactly as I planned, False Leadership
6th|+3|+3|+3|+5|Thanks for the help fool!
7th|+3|+3|+3|+5|Fall Guy
8th|+4|+4|+4|+6|Exactly as I planned 2/day
9th|+4|+4|+4|+6|I'll be back!
10th|+5|+5|+5|+7|You're too clever for me[/table]
Conceal Morals/Conceal Philosophy (Ex) The Shadow's Advocate may make their alignment appear to be any other on the good/evil axis at will, should they choose. This fools all supernatural and spell-like abilities however it may be identified by a sense motive check opposed to the Shadow's Advocates character level plus their ranks in sense motive. Starting at level 4 they may also do this on the law/chaos axis.
Backstab (Ex) If the Shadow's Advocate already has sneak attack as a class feature then its progression continues as if they had gained another level in whatever class they took. If they do not have it then they gain it and progress as a level one rogue from this point.
Analysis (Ex) The Shadow's Advocate may spend a day studying someone, making a gather information check equal to the target's charisma plus their character level. If successful then they gain a +2 bonus on all Bluff, Disguise, Forgery, Diplomacy and Intimidate checks made against the target. They must make a successful check each day after to continue benefiting from this bonus. If they fail a check then the target becomes suspicious of them and they take a -1 penalty for these checks.
Manipulator (Sp) The Shadow's Advocate may add half their levels in Shadow's Advocate (rounded down) to all Bluff, Disguise, Forgery, Diplomacy, and Craft (Trap) checks.
Set up (Sp) Whenever they make a skill check, the shadow's advocate may delay the effect for up to 1 hour, they may choose any length of time as long as it does not exceed this but they may not cancel the effect. This is a spell-like ability and can be suppressed by anti-magic effects, in which case the effect happens immediately. The effects include but are not limited to; people's behaviour being influence by bluff, diplomacy, etc, items being crafted are prepared but will not function until the duration has ended.
Innocent Suggestion (Sp) A number of times per day equal to their charisma modifier the advocate may use suggestion as a spell-like ability with a caster level equal to their levels in shadow's advocate.
Master Bluffer (Sp) An advocate may give up one use of innocent suggestion to use charm person as a spell-like ability with a caster level equal to their levels in shadow's advocate.
Exactly as I planned (Sp) Once per day the advocate may give up a use of Innocent suggestion in order to predict otherwise random events, as long as said event will take place within a week. They may choose one event determined (mechanically) by the roll of a d20. The DM must then make the roll and use the result (which they inform the player of). Just because the advocate is aware of the result of the event doesn't mean it will happen. For example the player could ask "What will the result of the disarm attempt be when someone tries to disarm the trap just outside my door" however it does not mean that anyone will actually try to disarm the trap within a week, it will only give them the result if they do. At level 8 they gain an extra use per day.
False Leadership (Ex) The advocate gains the advantages of the leadership feat with some exceptions;
The advocate uses his cohort as a proxy to deliver orders to followers
Their cohort and followers may be of an opposing alignment to the advocate but may not be of opposing alignments to one another.
The followers are not aware that they are following the advocate and will not answer to direct orders from him, unless the cohort pretends the advocate is his cohort.
Thanks for the help fool! (Ex) When an advocate makes a skill check he may add half the ranks of any single individual within 30ft + (5 x Cha modifier) to his own for the purpose of that check.
Fall Guy (Sp) The advocate may designate any of his followers or his cohort as a "fall guy". All of his followers will believe he is the real boss regardless of evidence to the contrary (the fall guy included). This is a spell like, mind affecting enchantment. They will still take orders given to the cohort however they believe that they come from the fall guy rather than the advocate. When confronted with evidence that they are not quite in control of their actions then the fall guy is entitled to a will save to shake off the effects with a DC equal to the advocate level plus his charisma score.
I'll be back! (Su) If the advocate is reduced to 0 hp or less then he may immediately drop to -10. At this point he appears to be dead, however after 1d6 hours, days or weeks (at his own discretion) he regains 1 point of help and starts returning to health as if he was at negative hit points and stable.
You're too clever for me (Su) The advocate has told so many fake stories and lies that all knowledge checks made in regards to an advocate will result in false information 99% of the time. If a 1% is rolled then it will be clear (although the information gatherers are not aware quite how) that the information is accurate.
The young rogue moved silently through the cave, the guards had spotted him on his way in but as he always said (quietly, to himself) "If they see you, then you're the last person they see". He had been promised an excellent pay-off if he managed to steal some items from his employer's rival. He'd already dodged many of the traps and he'd disarmed the rest, ready to reset before he left. As he approached the first chest and effortlessly opened the lock he realised something felt wrong. Moments later his suspicions where confirmed when he was sent flying by a blast. He looked up from the ground to see a familiar figure looking over him.
"Why did you bother sending me here if you could get in anyway?", he stuttered.
"Occasionally, I like to test my security tested. It keeps the guards on their toes and weeds out the poorer ones.", came the reply, "Now, I'm afraid I like to keep descriptions of myself to a minimum...."
He was the last person the rogue ever saw.
Hit Die: d6
Class Skills:
Bluff, Spot, Liston, Gather Information, Craft (trap), Profession (Con Man), Knowledge (any 3), Move Silently, Hide, Sleight of Hand, Speak Language, Disguise, Forgery, Diplomacy, Intimidate
Skill Points at Each Level: 6 + Int modifier
Requirements
Alignment: Any non-chaotic
Feats: Deceptive, Persuasive
Skills: 8 ranks in either Bluff, Sense Motive or Forgery and at least 5 ranks in the other two
Special: Must have defeated an opponent purely through trickery rather than attacking them directly. Must have successfully built and used a trap on a foe.
The Shadow's Advocate
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+1|+2|Conceal Morals
2nd|+1|+1|+1|+3|Backstab, Analysis, Manipulator
3rd|+1|+2|+2|+3|Set up, Innocent Suggestion
4th|+2|+2|+2|+4|Master Bluffer, Conceal Philosophy
5th|+2|+3|+3|+4|Exactly as I planned, False Leadership
6th|+3|+3|+3|+5|Thanks for the help fool!
7th|+3|+3|+3|+5|Fall Guy
8th|+4|+4|+4|+6|Exactly as I planned 2/day
9th|+4|+4|+4|+6|I'll be back!
10th|+5|+5|+5|+7|You're too clever for me[/table]
Conceal Morals/Conceal Philosophy (Ex) The Shadow's Advocate may make their alignment appear to be any other on the good/evil axis at will, should they choose. This fools all supernatural and spell-like abilities however it may be identified by a sense motive check opposed to the Shadow's Advocates character level plus their ranks in sense motive. Starting at level 4 they may also do this on the law/chaos axis.
Backstab (Ex) If the Shadow's Advocate already has sneak attack as a class feature then its progression continues as if they had gained another level in whatever class they took. If they do not have it then they gain it and progress as a level one rogue from this point.
Analysis (Ex) The Shadow's Advocate may spend a day studying someone, making a gather information check equal to the target's charisma plus their character level. If successful then they gain a +2 bonus on all Bluff, Disguise, Forgery, Diplomacy and Intimidate checks made against the target. They must make a successful check each day after to continue benefiting from this bonus. If they fail a check then the target becomes suspicious of them and they take a -1 penalty for these checks.
Manipulator (Sp) The Shadow's Advocate may add half their levels in Shadow's Advocate (rounded down) to all Bluff, Disguise, Forgery, Diplomacy, and Craft (Trap) checks.
Set up (Sp) Whenever they make a skill check, the shadow's advocate may delay the effect for up to 1 hour, they may choose any length of time as long as it does not exceed this but they may not cancel the effect. This is a spell-like ability and can be suppressed by anti-magic effects, in which case the effect happens immediately. The effects include but are not limited to; people's behaviour being influence by bluff, diplomacy, etc, items being crafted are prepared but will not function until the duration has ended.
Innocent Suggestion (Sp) A number of times per day equal to their charisma modifier the advocate may use suggestion as a spell-like ability with a caster level equal to their levels in shadow's advocate.
Master Bluffer (Sp) An advocate may give up one use of innocent suggestion to use charm person as a spell-like ability with a caster level equal to their levels in shadow's advocate.
Exactly as I planned (Sp) Once per day the advocate may give up a use of Innocent suggestion in order to predict otherwise random events, as long as said event will take place within a week. They may choose one event determined (mechanically) by the roll of a d20. The DM must then make the roll and use the result (which they inform the player of). Just because the advocate is aware of the result of the event doesn't mean it will happen. For example the player could ask "What will the result of the disarm attempt be when someone tries to disarm the trap just outside my door" however it does not mean that anyone will actually try to disarm the trap within a week, it will only give them the result if they do. At level 8 they gain an extra use per day.
False Leadership (Ex) The advocate gains the advantages of the leadership feat with some exceptions;
The advocate uses his cohort as a proxy to deliver orders to followers
Their cohort and followers may be of an opposing alignment to the advocate but may not be of opposing alignments to one another.
The followers are not aware that they are following the advocate and will not answer to direct orders from him, unless the cohort pretends the advocate is his cohort.
Thanks for the help fool! (Ex) When an advocate makes a skill check he may add half the ranks of any single individual within 30ft + (5 x Cha modifier) to his own for the purpose of that check.
Fall Guy (Sp) The advocate may designate any of his followers or his cohort as a "fall guy". All of his followers will believe he is the real boss regardless of evidence to the contrary (the fall guy included). This is a spell like, mind affecting enchantment. They will still take orders given to the cohort however they believe that they come from the fall guy rather than the advocate. When confronted with evidence that they are not quite in control of their actions then the fall guy is entitled to a will save to shake off the effects with a DC equal to the advocate level plus his charisma score.
I'll be back! (Su) If the advocate is reduced to 0 hp or less then he may immediately drop to -10. At this point he appears to be dead, however after 1d6 hours, days or weeks (at his own discretion) he regains 1 point of help and starts returning to health as if he was at negative hit points and stable.
You're too clever for me (Su) The advocate has told so many fake stories and lies that all knowledge checks made in regards to an advocate will result in false information 99% of the time. If a 1% is rolled then it will be clear (although the information gatherers are not aware quite how) that the information is accurate.