Imposter
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Spheres of Guile
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Imposter agents are experts at insinuating themselves among enemies with no one being the wiser. At times, even the imposter can forget who they ultimately work for, so thoroughly do they fall into their chosen role.

Ploy

The imposter must choose imposture as their ploy.

Connected (Ex)

The imposter must choose enterprise as their conspiracy at 2nd level, and must choose the (supply) package.

This alters conspiracy.

Unexpected Use [plan]

At 4th level, the imposter finds a source of cleverly modified items that can be used in unorthodox ways, and they can plan for these items to be delivered by their faction. The imposter can reveal this plan whenever they use a borrowed permanent item, revealing the object to function similarly to another piece of equipment of the same or lower price. The item must cost no more than the imposter’s permanent resource budget; if it costs more than half the budget, the imposter must pay 1 authorization as part of revealing the plan.

This could be anything from a mirror that doubles as a compass, a piton that can dispense a single use of oil, or a magnifying glass having an area map rolled up within the handle; this is ultimately up to the GMs discretion as to what can feasibly work as an alternate use of the item. This counts as a [plan] talent with the [utility] tag toward the number of plans the imposter can prepare.

This replaces efficient heist.

Distant Truths (Ex)

At 5th level, whenever the imposter is placed under an effect that would force them to tell the truth or would reveal when they are lying, instead the imposter takes a -10 penalty to any Bluff checks that they attempt, and the caster believes that the imposter had failed their saving throw until the imposter fails a Bluff check against the caster’s opposed Sense Motive check.

This replaces the web of secrets option from the agent’s conspiracy.

Always a Way Out (Ex)

At 10th level, the imposter can roll twice on any Escape Artist checks to break free from a grapple, pin, binding or similar restraint, in addition to any saving throws against effects that restrict movement or actions (such as the staggered and paralyzed conditions, the slow and web spells, etc.), taking the highest result.

Additionally, if a binding or effect requires 1 round or shorter to escape from, the imposter can attempt to break free as a swift action (or a free action if the action to break free was already a swift action). If a binding or effect requires more than 1 round to break free, they only take half the required time to break free from it.

This replaces devastating disclosure.

Manipulate Candor (Ex)

The imposter is not only an individual of subtlety, but also of gathering information, and is able to interrogate people without them even knowing it. At 12th level, the imposter can spend 1 minute or longer talking to a creature, forcing them to succeed at a Will saving throw (DC equal to 10 + 1/2 agent level + operative ability modifier) or make the creature uncertain for 1 minute, and have the creature be forced to answer a single question directly put to it as honestly as they can.

On a successful save, the creature does not become uncertain but still reveals a clue or similar piece of information to the question. This answer could be an off-handed joke that is relevant, becoming overly defensive about a line of questioning, or something similar. The creature is not aware of the attempt unless they succeed at a Sense Motive check opposed by the imposter’s Bluff check.

At 16th level, if a creature fails a saving throw against this ability, the imposter can force the creature to answer a second question as honestly as they can, and the creature forgets about the interaction with the imposter 1 minute afterwards. The memory can be recovered through the use of modify memory, greater restoration or a similar effect.

This replaces just a bad dream.

I Do Not Know Me (Ex)

At 16th level, the imposter is treated as if they had no alignment for the purposes of any effects that rely on it, although they can willingly allow an effect to bypass this restriction. Additionally, the imposter increases the skill check DC required to discover or invoke one of their motivations by an amount equal to onethird their agent level. The imposter also gains this as a competence bonus on saving throws against any abilities that rely on invoking their motivation.

This replaces you do not know me.

Mercurial Body and Mind (Ex)

At 20th level, the imposter’s mind and body prove almost impossible to control. The imposter automatically succeeds at any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The imposter automatically succeeds at saving throws to avoid effects that would control their actions, move them against their will, or impede their movement.

Additionally, the spy is immune to any effects that force them to tell the truth or read their memories; whenever the spy is affected by such an ability, they can choose to fabricate memories or truths in place of the actual information.

This replaces ghost.

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