GregarianHit Die: d8Starting Wealth: 4D8 × 10 gp (average 195 gp.) In addition, each character begins play with an outfit worth 10 gp or less.Class Skills
The Gregarian’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Tech (Int)
Skill Ranks Per Level: 6 + Int modifier.
Table: GregarianLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | Hive knowledge, Hive Tongues, Hive Walker |
2nd | +1 | +0 | +0 | +3 | Social Talent, Charming, Disruptive |
3rd | +2 | +1 | +1 | +3 | Connections, Duelist, Bonus Feat |
4th | +3 | +1 | +1 | +4 | Pulse of the Hive, Ability Point, Barter |
5th | +4 | +2 | +1 | +4 | Influence, Wealth |
6th | +5 | +2 | +2 | +5 | Suggestion, Bonus Feat |
7th | +6/+1 | +3 | +2 | +5 | Social Talent |
8th | +7/+2 | +3 | +2 | +6 | Jack of all trades, Ability Point |
9th | +8/+3 | +4 | +3 | +6 | Queen Bee, Bonus Feat |
10th | +9/+4 | +4 | +3 | +7 | Influence |
11th | +10/+5 | +5 | +3 | +7 | Inspiring, Social Talent |
12th | +11/+6/+1 | +5 | +4 | +8 | Ability Point, Bonus Feat |
13th | +12/+7/+2 | +6 | +4 | +8 | Influence |
14th | +13/+8/+3 | +6 | +4 | +9 | Social Telent |
15th | +14/+9/+4 | +7 | +5 | +9 | Social Juggernaut, Dominate |
16th | +15/+10/+5 | +7 | +5 | +10 | Influence |
17th | +16/+11/+6/+1 | +8 | +5 | +10 | Holdings |
18th | +17/+12/+7/+2 | +8 | +6 | +11 | Mass suggestion |
19th | +18/+13/+8/+3 | +9 | +6 | +11 | Nobility |
20th | +19/+14/+9/+4 | +9 | +6 | +12 | Deadly Presence |
Class TraitsClass Features
All of the following are class features of the Gregarian.
Weapon and Armor Proficiency
A Gregarian is proficient with all simple weapons, plus the short and long blades, short barrel firearms, as well was light armor.
Hive KnowledgeA Gregarian adds half his class level (minimum 1) to all Knowledge skill checks except Warp, and may make all Knowledge skill checks untrained.
Hive WalkerThe Gregarian gains the Favored Terrain (As per Waste Walker) for the Hive she lives in. The Gregarian gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A Gregarian traveling through her home turf normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).
In addition, the Survival Skill may now be used normally in urban enviorments, and the Perception Skill may be used to Track in this terrain (following clues)
Hive TonguesThe Gregarian can communicate all the languages that are spoken openly in the hive, as if she had the languages learned for each of them. She can decipher those languages with a knowledge roll DC 20
Social TalentThe Gregarian gains access to Social Maneuvers and Talents. At levels 2, 7, 11, and 14, she may pick a talent from the list below.
Assault Leader: When you miss, allow a flanking ally to make a single melee attack
Black Market Tech: You have access to limited forms of Tech parts or schematics
Coax Information: Substitute Bluff or Diplomacy for Intimidate
Convincing Lie: Those who believe your lies use your Bluff skill when repeating the lies
Demand Attention: The first round of combat you may make a Charisma check (DC 15) against the will saves of all opponents in your line of sight. If they fail, they automatically go last in the initiative order (for the duration of all combat) and lose their first action. If this is performed during a sneak attack round, they lose their first two actions after the sneak attack round (for a total of 3)
Distracting taunt: Make a Bluff check (DC 20) if successful, target of the check becomes flatfooted
False Attacker: Make a Bluff check as an immediate action (opposed by the target's Sense Motive or Perception check, whichever has a higher bonus) to convince the target that another target of the Gregarian's choice was the attacker (even the foe's own allies)
Hard to Fool: Roll two dice when making a Sense Motive check and take the better result
Heads Up: When you make a Perception check, as an immediate or swift action you can allow one adjacent ally to act as if they had also made a Perception check with the same result.
Hollow Leg: Gain a +5 to Fortitude checks made against becoming drunk
Gambler: Gain +2 competence bonus on WIS checks when you gamble. May take multiple times, stacking bonuses.
Avert Disaster: Once per encounter may turn a critical hit against you into a normal hit
Fortune's Favor: When you score a critical hit, gain 1 free standard action (use that turn or its lost)
Flee: As a standard action you may designate one opponent and move up to your speed away from them, this movement does not provoke attacks of opportunity from them though it may provoke from others. In addition your speed increases by 2 until the end of your next turn.
Social Assassin: Gain the Sneak attack ability as per Rogue class
Walk the Line: Make an intimidate check DC 15. All enemies within line of sight (negated if / when broken) receive a -2 penalty to all defenses until start of your next turn.
CharmingThe Gregarian may roll two skill checks for any Charisma based skill check, or entertainment based skill checks (such as singing or dancing) she makes. Both rolls are standard, and the Gregarian keeps the better of the two.
DisruptiveThe Gregarian's presence causes distraction. As long as foes can see her, and the Gregarian succeeds on a Charisma check at DC 15, they must make a Will check (DC 15+ Gregarian's Charisma Modifier) to continue performing the task they are attempting. For enemy Psyker's, this invokes a concentration check (Will save + Charisma Modifier DC 15 + Gregarian's Charisma Modifier) or the power they are invoking fails.
ConnectionsThrough social networking, the Gregarian gains contacts through the Hive City. This grants an increasing bonus to Gather Information checks and an increasing bonus to Stealth checks while within the Hive City, showing her ability to get allies and contacts to conceal her movements from others. For every 3 levels the character has in Gregarian, this bonus increases by +1.
DuelistThe Gregarian gains the Weapon Finesse Feat for short and medium blades.
Pulse of the Hive
The Gregarian knows where to get things, from goods, to weapons, to gear. She adds 1/2 her Gregarian level's to Gather Information checks and Persuasion checks in order to find information out about where to get such items.
BarterThe Gregarian knows the ins and outs of a good deal, adding 1/2 her Gregarian levels to Persuasion checks meant to negotiate the cost of goods and services.
Pulse of the HiveShe knows where things go down, nowhere that has been frequented in the hive more than a few times is secret from her. Including frequent drop spots for illicit activity, new bars, new clubs, where the arbites are doing routine checks, any groups coming and going out of the Hive. She can take 10 on any Knowledge skill check that he has ranks in that involve the Hive she lives in. In addition she knows all the routes commonly taken, and some not so commonly taken, travel times through the hive are reduced by 10% and she can gain transportation from any point higher than the underhive to any other point without much more than a blocks worth of walking.
InfluenceThe Gregarian selects one aspect of Urban society, and gains Influence over this group. Members of this group are all automatically considered friendly when interacting with the Gregarian, unless actions are taken against them. She gains intimate knowledge of the group, and may add it to her known Knowledge Skills as if she had 5 ranks in it's use without spending Skill ranks into it. For each level there after she may spend ranks into normally.
In addition, the Gregarian add's 1/2 her character levels in Greagarian to any Skill checks made when dealing with members or aspects of her Influence. She may also call upon members of this group for favors, information, goods and services, or even a play to lay low. She can take 20 on any roll in obtaining these services, even if the roll usually cannot benefit from the take 20 rule.
Influences List
Underworld (Black market ties, Organized Crime members)
Gangs (Street thugs, Gang leaders)
Nobility (Citizens of the Upper Spire)
Arbites (Local Law)
Utilities (power station workers, transportation workers, etc)
Underspire (citizens that dwell beneath the hive)
Outskirts (those living in the outskirts of the hive)
WealthThe Gregarian can gain funds and gold each week through her own enterprises or through connections she has that owe her. Each week the Gregarian adds 1D10 gold to her wealth.
SuggestionThe Gregarian can influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Jack of All Trades
The Gregarian can use any skill, even if the skill normally requires him to be trained. At 16th level, the Gregarian considers all skills to be class skills. At 19th level, she can take 10 on any skill check, even if it is not normally allowed.
Queen BeeThe Gregarian now attracks loyal followers to her. The Gregarian has one follower for every 5 levels she has in any class. These followers are NPC's, and will carry out any task the Gregarian asks they do, as long as it is within the realm of reason, for instance they will not sacrifice their own lives, or do any task that is impossible, or highly improbable for them to accomplish.
The Gregarian can lose a follower if she abuses them, treats them especially poorly, or frequently asks them to do dangerous or extremely difficult tasks.
InspiringThe Gregarian can inspire others to greatness, or failure. The Gregarian may select one of the following effects, once per day for every 3 Gregarian levels she possesses. The target must be within her line of sight for this effect to work.
Greatness: She may add her Gregarian levels to any single skill check that ally makes within the same round, this ability can bypass initiative, but if the ally goes before the Gregarian in the initiative order, the Gregarian loses her standard action. If they go after, this action takes a swift action.
Awe: The gregarian can inspire awe in one target. If the target resists, they must make a Will save, DC of 15 + Gregarian's Charisma Modifier + 1/2 Gregarian levels. Awe struck characters focus only on the Gregarian and take no other actions save to defend themselves (They do not lose their Defense, nor Saving Throws). The effect is held as long as the Gregarian holds the Awe.
Terror: The Gregarian can inspire fear in one target. The target must make a Will save, DC of 15 + Gregarian's Charisma Modifier + 1/2 Gregarian levels. Frightened characters must flee from the Gregarian until they are no longer in line of sight of her.
Brutality: The Gregarian gives an ally a bonus to their attack roll. This bonus is equal to 1/2 the levels the Gregarian has in their class.
Social JuggernautThe Gregarian can now bolster an allies damage inflicted. The Ally receives a number of dice equal to 1/2 the Gregarian's class levels, each dice is a D4, so if the Gregarian is level 4, the ally benefits with an additional 2D4 to their damage roll made for a single attack that round.
DominateThe Gregarian can control the actions of any target that she can see, and that target must be able to hear and see the Gregarian at the start of the effect. The target resists with a Will save at a DC of 15 + The Gregarian's Charisma Modifier + 1/2 the Gregarian's level in her class.
If she and the subject have a common language, the Gregarian can generally force the subject to perform as they desire, within the limits of its abilities. If no common language exists, she can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still."
Once the Gregarian has given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an effect (see the Sense Motive skill description).
Changing orders or giving a dominated creature a new command is a move action.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If the Gregarian doesn't spend at least 5 rounds in company of the dominated target each day, the subject receives a new saving throw to throw off the domination.
HoldingsThe Gregarian now has assets. She has a sizeable estate in the Upper Spire, regular transportation, lodgings for guests and retainers (including her followers)
Mass SuggestionThe Gregarian can now use her Suggestion ability on entire crowds of people.
NobilityThe Gregarian has ascended from the lower ranks of society and is now considered one of the Nobility in her Hive City. She commands a small personal security force, has multiple retainers, and a sizable fortune.
Deadly PresenceThe Gregarian can now kill a target with her sheer force of Charisma and Presence, sending them into fatally euphoric fits of bliss, or crushing pits of dispair. One Foe within 30 Feet of the Gregarian must make a Will save (DC 10 + 1/2 the Gregarians’s level + the her Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the Gregarian cannot use deadly Presence on that creature again for 24 hours. If a creature's saving throw fails, it dies. The target must be able to hear the Gregarian and be in line of sight of her, and the Gregarian must address the target directly for this effect to work.