"Yo Z, the Babes are good and all, but they can't do that. It requires a guy!"
"That's where you come in, Zherogley."


Part administrator, part con-man, part planner, part detective - and a bunch of other parts you don't want to know about. They're masters of disguise, smart, witty, charming. They're Zherogleys.

A Zherogley functions as a go-between for a Z-Man and the Babes. He handles the passing of messages from a Z-Man, arranges meetings, runs interference for the babes - and a thousand other tasks, all in the name of his job. Often - but not always - a Zherogley is a Z-Man's cohort, faithfully serving his mentor.

A Zherogley has intimate knowledge of both Z-men and Babes. This knowledge allows him to perform his tasks quickly and efficiently. It's also a weak point in the entire organizational structure. A Zherogley gone rogue is a dangerous enemy, and will be hunted down and dealt with quickly and efficiently.

Early in their careers, a Zherogley is focused entirely on assisting the Z-Man and Babes. As he gains levels, however, he becomes a valuable field resource for the organization, gaining many useful spell like abilities and other bonuses.

Due to the focus on skills, Rogues and Bards are the most likely to take up the task of a Zherogley. Multiclass characters (especially with either of those classes) also qualify easily for the job, and often make the best Zherogleys as they bring a wide variety of skills and talents to the job. Paladins and Monks cannot qualify, though a fair number of ex-paladins and ex-monks end up serving Justice through the Zherogley class.

To qualify to become a Zherogley, a character must fulfill all the following requirements:

Alignment: non-lawful, non-evil
Skills: Disguise 4 ranks; Bluff 4 ranks; Diplomacy 8 ranks; Sense Motive 4 ranks
Feats: Alertness, Skill Focus in either Disguise, Bluff, Diplomacy or Sense Motive
Languages: Must be able to speak at least 3 languages
Special: Must be initiated into the Z-Man organization

Hit Points: d6 per level
BAB: Medium (as rogue)
Saves: Will and Reflex good; Fortitude bad

The following are class skills for a Zherogley:

Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Local), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spot (Wis), Use Magic Device (Cha)

Skill Points per Level: 8 + Int mod

level 1: Bonding Oath; Create Interface
level 2: Master of Disguise
level 3: Charm Person
level 4: Lay of the Land
level 5: Rally the Team
level 6: Distraction
level 7: Smooth Talker
level 8: Break Enchantment
level 9: Devious Negotiator
level 10: You're goin' down


Weapon and Armor Proficiencies: Zherogleys are proficient in all simple weapons as well as the rapier. They are proficient with light armor. A Zherogley's Supernatural and Spell-like abilities do not function when he is wearing armor heavier than light or when he is carrying a load heavier than light.

Bonding Oath: Upon entering the Z-Man organization, a Zherogley undergoes an initiation ceremony that culminates in his taking an oath. The Ceremony is short and is almost always attended by the Zherogley's Z-man. The ceremony includes the casting of a powerful Geas spell upon the Zherogley, cast by a 20th level wizard. The effect of the geas prevents the Zherogley from revealing information about the organization or it's members to anyone not within the organization. Unlike a typical geas, this one alerts the casting wizard whenever the commands of the spell have been violated.

Given the chaotic nature of many Zherogleys, the oath is simple and straightforward. Assist the Babes as needed, and protect them at all costs. A Zherogley who violates his geas or oath losses all abilities from this class until he is the subject of an atonement spell.

Create Interface (Su): A Z-Man's appearance is always kept secret from the Babes. To facilitate communication between the two, a Zherogley is able to channel certain aspects of his Z-Man. The Z-Man is able to take over the speech and senses of his Zherogley; during this time, however, the Zherogley is unable to move, as though under the effects of a Hold Person spell. Initiating the interface requires a full round action. It can be performed any number of times per day; however, both the Z-Man and the Zherogley must be willing to undergo this effect.

Master of Disguise (Ex): A Zherogley is often relied upon to help get the Babes into someplace secure. Beginning at 2nd level, he receives a competence bonus to Disguise and Forgery skills equal to his class level.

Charm Person (Sp): Sometimes, all a Zherogley needs is a friend in the right location. A number of times per day equal to his class level, he may cast Charm Person as a spell like ability. This ability is a standard action to activate and the save DC is 10 + class level + the Zherogley's charisma modifier.

Lay of the Land (Ex): Zherogleys meet many people and go many places during the course of their work. Beginning at 4th level, they gain a competence bonus on all Gather Information and Knowledge (Local) checks equal to their class level.

Rally the Team (Sp): As he gains levels, the Zherogley becomes a master at boosting the morale of the Babes he's been charged to protect. Once per day, he may Rally the Team. This ability requires a full round action to activate. It functions like the bard spell Good Hope except the duration is equal to one hour per class level.

Distraction (Sp): A Zherogley is sometimes called on to extract the Babes from a dangerous situation. Once per day a Zherogley can use the spell Confusion as a spell like ability. Babes are immune to this effect. Targets are entitled to a Will saving throw with a DC equal to 10 + class level + the Zherogley's charisma modifier.

Smooth Talker (Ex): A Zherogley becomes a master of negotiation - whether honest or not. Beginning at 7th level he gains a competence bonus equal to his class level on all his Bluff and Diplomacy checks.

Break Enchantment (Sp): Sometimes, Babes get themselves in trouble. When they do, it's the Zherogley's job to get them out of it. Sometimes, that trouble is magical in nature. Beginning at 8th level, the Zherogley is able to cast Break Enchantment once per day. His caster level for this ability is equal to his character level. Activating this ability is a standard action.

Devious Negotiator (Sp): Sometimes when negotiating, his skill and charm aren't enough. Once per day, a Zherogley is able to cast Mass Suggestion as a spell like ability. Targets are entitled to a will save, with a DC equal to 10 + class level + the Zherogley's charisma modifier. Activating the ability is a standard action.

You're Going Down (Sp): When the Babes and a Zherogley bring a criminal to justice, it's the Zherogley's job to ensure the criminal doesn't escape. Once per day, the Zherogley may cast the Imprisonment spell as a spell like ability. This ability requires a standard action. A Will save by the target can prevent the Imprisonment. The saving throw DC is 10 + class level + the Zherogley's charisma modifier. Note that the -4 penalty outlined in the spell description will almost always apply to targets of a Zherogley's You're Going Down ability.

***

edits:

-- added text, "A Zherogley's Supernatural and Spell-like abilities do not function when he is wearing armor heavier than light or when he is carrying a load heavier than light." to the armor/weapon proficiency line