Spiteful, critical, or simply unkind, aristarchs eschew their ability to connect with others around them, and instead sharpening their wit and ability to discourage those that draw their ire. Offering more intensity than most envoys do, aristarchs are more akin to a sledgehammer to an individual’s ego and confidence; leaving it shattered and difficult to rebuild.
Fleeting Influence (Ex)
The aristarch can only gain influence over a creature by outwitting them, and not through any other means. Additionally, at 1st level, the aristarch can attempt to gain influence over a creature by outwitting them as a move action.
At 5th level, whenever the aristarch attempts to gain influence over a creature by outwitting them, he can increase the DC to do so by 10 to make the attempt as a swift action.
At 15th level, the aristarch does not increase the DC to gain influence over a creature when attempting to outwit them as a swift action.
At 20th level, the aristarch can attempt to gain influence over a creature by outwitting them as a free action that is usable once per turn.
This alters influence, rapid persuasion, mercurial influence, and epic socialite, and replaces the trusted words influence use. If a forte ability would require a replaced influence use, the aristarch instead gains a bonus flair.
Critic
The aristarch gains the following [phrase] abilities:
Powerful Words (Ex) (requires 5th level)
The creature suffers a penalty to the chosen ability score equal to the aristarch’s dispiriting words ability for as long as they are dispirited. The creature can attempt a Will saving throw at the end of each of their turns to reduce the duration of the dispirited status by 2 rounds.
Diminishing Words (Ex) (requires 10th level)
The dispirited penalty also applies to the creature’s concentration checks, spell resistance (if any), and to the DC of any of their abilities. Additionally, the range and area of the creature’s abilities are halved (minimum 5 feet). The dispirited creature can attempt a Will save at the end of each of their turns to reduce the penalties associated with being
If the aristarch possesses the resounding words flair, if the creature fails their saving throw against the damage dealt the subsequent round, the damage dealt on the following round is treated as continuous for the purposes of concentration checks until the start of their next turn.
Divisive Words (Su) (requires 15th level)
The creature becomes confused, cannot be considered willing to any effect they are affected by (even if beneficial), and cannot confer or benefit from flanking bonuses. Additionally, the creature must attempt attacks of opportunity against the actions of their allies. The target may attempt a Will saving throw at the start of their turn to ignore this effect (but not the dispirited status itself) until the beginning of their next turn.
Aristarch’s Flairs
The aristarch gains a number of flairs that are unique to the aristarch archetype.
Dismissing Words [phrase] (Su) (requires aristarch 11)
If the dispirited creature is an animal companion, familiar, summoned creature (or any other creature that is generally controlled by an ability or class feature, such as raised undead or a controlled construct), they must succeed at a Will saving throw or be returned to their home plane (for summoned creatures) or flee (for an animal companion or familiar). When the dispirited status ends, the creature returns; either to the space it was before it was dismissed or by running back to its owner.
This is a mind-affecting effect.
Resounding Words (Ex) (requires aristarch 5)
If a creature fails their saving throw against the aristarch’s weakening words [phrase], the target suffers half the suffered damage the following round.
Dispiriting Presence (Ex)
At 9th level, the aristarch’s mere presence is enough to dissuade and demoralize. The aristarch can spend a move action to emit a 30-foot aura of discouragement for 1 round. All enemies within this area suffer the penalties of the aristarch’s dispiriting words ability for as long as they remain within the area. The aristarch can instead use this ability as a fullround action to apply a single phrase to this ability.
Once per round, if an enemy fails an ability check or skill check within this area, the duration of the presence increases by 1 round. This ability only functions while the aristarch is conscious, not if he is unconscious or dead.
At 16th level, the aristarch can apply two phrases when he uses this ability as a full-round action. Additionally, the duration of the presence increases by 1 round if an enemy fails an attack roll or saving throw within the area, as well as an ability check or skill check (still only once per round).
This replaces personable presence and stabilizing presence.
Daunting Presence (Ex)
At 12th level, an aristarch exudes an emotionally exhausting and draining aura, causing all enemies within 20 feet to take a -4 penalty on saving throws against emotion effects.
Creatures that are normally immune to emotion effects lose that immunity while within this area, instead gaining a +4 bonus to their saving throw (and not suffering the above penalty). This ability only functions while the aristarch is conscious, not if he is unconscious or dead.
This replaces calming presence.
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