Cell Leader (Apath)

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Resistance, political, and sometimes even criminal groups faced with persecution organize into cells, small clusters of individuals who are sympathetic to the cause and organize to work together without knowing enough to endanger their fellows in other groups. A cell leader is a master at leading such groups, assuming command for as long as the task takes and then disappearing. Common tasks involve sabotage, liberation of prisoners or slaves, and organizing underground railways to smuggle both goods and people.

Class Information

This is a prestige archetype.

Prestige Class: Bellflower tiller from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Rogue.

Role: Cell leaders turn ragtag bands of civilians into a viable group, or trained professionals into a commando squad. Their part of the mission focuses on getting everyone into and out of the mission area - on site experts in other fields may take over.

Alignment: Any. Cell leaders don't really conform to alignment norms. They are anti-establishment, which would make them chaotic. But they are also highly organized, which would make them lawful. Either can be good or evil depending their goals and on how much ends justify means. In the end, it is the methods and goals of the individual cell leader that decides their alignment. Opportunistic cell leaders with vague goals are chaotic, while deliberate cell leaders with definite goals are lawful. Most fall somewhere in between.

Hit Die: d8.

Class Skills

The cell leader's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

The cell leader has the class features of the rogue, except as follows.

Covert Cell (Ex)

At second level, as a standard action, a cell leader may designate a number of allies (excluding herself) up to 3 + her Charisma modifier as part of her cell. Members of a group must remain within 30 feet of the cell leader in order to gain the benefits granted by a cell leader's other class abilities, detailed below; if they leave this range, the cell leader must designate these allies again for them to be included in her group.

When designating members for a covert cell, the cell leader can grant one teamwork feat he knows to all members of the newly-formed cell. Cell members do not need to meet the prerequisites of these bonus feats, and retain the bonus as long as they remain cell members. It is possible to re-form a covert cell just to change what teamwork feat it confers.

At 11th level, this range increases to 60 feet. At level 13 designating members is a move action. At 17th level, this range increases to 90 feet. At level 19, designating a group member is a swift action.

This replaces the level 2 rogue talent.

Swift Traveler (Ex)

At 2nd level cell leader's base land speed is treated as being +10 feet faster when determining her overland travel speed while traveling long distances and while outside of combat. Members of her group may use either the cell leader's overland travel speed or their own, whichever is better.

At 10th level, the bonus to speed increases to +20 feet. This replaces the rogue talents at level 4 and advanced talents gained at level 10.

Group Defense (Ex)

At 3rd level, a cell leader is dedicated to ensuring the safety and success of those she leads. The cell leader receives a +1 morale bonus on attack rolls made against creatures that threaten members of her group. Whenever she uses the aid another action for a member of her group, she adds the group defense bonus to the normal +2 bonus of aid other.

At 6th level and every three levels thereafter, these bonuses increase by +1, to a maximum of +6 at 18th level. This replaces trap sense.

Teamwork Feat

At 6th level, and every 4 levels after level 6, a cell leader gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be selected from those listed as teamwork feats, and the cell leader must meet the prerequisites of the selected bonus feat. Members of the cell leader's covert cell are treated as if they possessed the same teamwork feats as the cell leader for the purpose of determining whether the cell leader receives a bonus from her teamwork feats. Her covert cell members do not receive any bonuses from these feats unless they actually possess or have been granted the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the cell leader to receive the listed bonus. This replaces the rogue talents gained at level 6, 10, 14, and 18.

Favored Community (Ex)

At 8th level, a cell leader grows familiar with and develops trusted contacts in a particular community. While inside the limits of this area, she gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival checks. Any ally designated as part of the group receives a bonus on these skills equal to half the leader's bonus. A cell leader traveling through her favored community leaves no trail and cannot be tracked (although she may leave a trail if she so desires).

Provided she isn't in immediate danger (such as fleeing from pursuers right on her heels), a cell leader can always find a safe place for her and members of her group to rest in her chosen community At such a location, she and her allies are fed, clothed, and provided with basic medical attention (as if attended by a person with a Heal bonus of +10).

At 12th level, and again at 16th level, the cell leader may select an additional community in which to receive these bonuses. Each time she selects a new community, the skill bonus and initiative bonus in any one chosen community (including the one just selected, if so desired) increases by +2. At 20th level, all communities are considered favored communities, and one previously selected favored community's bonus increases by +2, but in all the new ones the bonus is only +2.

For the purposes of this ability, a community is considered any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are considered part of a community. A community can be a county, township, small city, or a district in a large city.

This replaces the rogue talents gained at level 8, 12, 16, and 20.

Call to Rebellion

At 20th level, a cell leader can make an open call for rebellion as a full-round action, briefly explaining his goals and asking for support. All creatures within 300 ft. who can understand and sympathizes with this message can choose to join the cell leaders covert cell and remain part of the cell as long as they remain in this range. Upon first joining the rebellion, these cell members are inspired to greatness, and this inspiration lasts as long as they remain cell members but cannot be rekindled again until the next day.

A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

This replaces master strike.

Table: Cell Leader

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Covert cell, evasion
3rd +2 +1 +3 +1 Group defense +1, sneak attack +1d6
4th +3 +1 +4 +1 Swift traveler +10 ft., uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Group defense +2, teamwork feat
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 1st favored community, Improved uncanny dodge
9th +6/+1 +3 +6 +3 Group defense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Swift traveler +20 ft. , teamwork feat
11th +8/+3 +3 +7 +3 Covert cell (60 ft.), sneak attack +6d6
12th +9/+4 +4 +8 +4 2nd favored community , group defense +4
13th +9/+4 +4 +8 +4 Covert cell (move action), sneak attack +7d6
14th +10/+5 +4 +9 +4 Teamwork feat
15th +11/+6/+1 +5 +9 +5 Group defense +5, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 3rd favored community
17th +12/+7/+2 +5 +10 +5 Covert cell (90 ft.), sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Group defense +6, teamwork feat
19th +14/+9/+4 +6 +11 +6 Covert cell (swift action), sneak attack (+10d6)
20th +15/+10/+5 +6 +12 +6 Call to rebellion, favored community (universal)

Summary of Changed Class Features

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Rogue Talents (all)
  • Advanced Talent
  • Master Strike
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