Conspirator

Conspirators often begin as minor criminals before discovering their psionic talent, which they quickly develop as a way to use others for their own ends. Conspirators heartlessly manipulate others as mere pawns, often willingly sacrificing them for personal gain. Despite their social nature and reliance on others, they have few true friends and resist joining any organizations they don’t personally control.

They are known to use their mental prowess to befriend others, building an extensive network of contacts, informants, and patsies, sometimes even establishing their own thieves’ guilds or criminal enterprises. However, conspirators are rarely trusted and are often targeted by law enforcement and the enforcement agencies of guilds for their habit of forcing others to commit crimes on their behalf.

Entry Requirements

Base Attack Bonus: +3.
Skills:
Deception 5 ranks, Stealth 3 ranks, Psi Lore 5 ranks.
Psionics: Must be able to manifest 2nd-level powers, including cloud mind.

Table: The Conspirator

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialActivated AbilitiesManifesting
1st+0+0+1+1Unwitting agentLocate, Sense Link+1 level of existing class
2nd+1+0+1+1Sneak attack +1d6Subliminal Prompting
3rd+2+1+2+2NondetectionRead Thoughts+1 level of existing class
4th+3+1+2+2Sneak attack +2d6False Sensory Input
5th+3+1+3+3Sleeper agentMind Control+1 level of existing class
Hit Die: d6
Class Skills (6 + Int modifier per level): Acrobatics, Athletics, Deception, Engineering, Insight, Perception, Profession, Psi Lore, Stealth, and Streetwise.

Class Features

Weapon and Armor Proficiency

A Conspirator gains no proficiency with any type of weapon, armor, or shield.

Manifesting

At each odd-numbered class level, you progress a psionic manifesting class you already possess. If you possess more than one such class, you must decide to which class you add each new level of progression.

In addition, you can manifest cloud mind at a reduced power point cost once per day. The cost of cloud mind is reduced by your class level, to a minimum of 1 power point. The effect of this power is still restricted by your manifester level.

Unwitting Agent

A conspirator’s most powerful ability is subtly co-opting an individual into a unwitting spy. As a standard action, you can expend your psionic focus to infiltrate a creature’s mind and mark them as your agent. The creature must be within close range (25 ft. + 5 ft./2 manifester levels), and a successful Will save (DC 10 + your class level + your key ability modifier) negates this ability. On a failed save, the new agent is unaware that they have been marked.

Once marked, a creature remains an agent for 10 minutes per class level. You may only have one agent at a time and must dismiss your current agent (or wait for the duration to expire) before marking a new agent. You can dismiss a marked agent as an immediate action.

You gain access to a number of activated abilities which can be used through your agent, allowing you unparalleled ability to gather information and perform clandestine operations. You must expend your psionic focus to activate one of these abilities. Each activated ability has a time cost associated with it; activating one of these abilities reduces the duration of the agent mark by that amount. If the duration is reduced to zero, the agent mark expires immediately with no effect from the activated ability. The duration of any activated ability immediately ends when the duration of the agent mark expires.

There is no maximum range when using these abilities on a marked agent, as long as you and your agent are both on the same plane. Traveling to a different plane suppresses this ability but does not dismiss the mark. You do not need line of effect to your agent to use these activated abilities. These abilities affect only your agent unless otherwise specified.

Marking an agent is not a mind-affecting ability, though all of the activated abilities except Locate are. If your agent is immune to mind-affecting effects, you are not able to use any activated abilities on them except for Locate. Your agent makes saving throws against these abilities as normal.

An agent mark can be removed using break enchantment, remove curse, and similar abilities but is unaffected by dispel psionics. Treat the agent mark as a supernatural curse with an effective level equal to your class level for the purpose of removing it.

Activated Abilities

Locate

Cost: none.

You gain general information about your agent’s location as a feeling or presentiment. The information is usually no more detailed than a summary that locates the agent according to a prominent local or regional site. You also gain a sense of where your agent believes they are, though this is usually simplified to feelings such as “at home,” “at work,” or “out shopping.” This ability is similar to the know direction and location power.

Sense Link

Cost: 1 minute.

You can manifest sense link on your agent as a psi-like ability, allowing you to perceive through their senses. Your agent is considered willing but remains unaware of this power being used. You cannot share your senses with the agent using this ability.

Subliminal Prompting

Cost: 5 minutes.

At 2nd level, you can manifest subliminal prompting on your agent as a psi-like ability, allowing you to implant a suggested course of action.

Read Thoughts

Cost: 10 minutes.

Beginning at 3rd level, you can manifest read thoughts through your agent as a psi-like ability. The power’s area of effect emanates from your agent as if they were the manifester, except that your agent is also considered to be affected. All other aspects of the power are determined as normal, including your ability to redirect the cone as you choose.

False Sensory Input

Cost: 10 minutes.

When you reach 4th level, you can manifest false sensory input on your agent as a psi-like ability. This might allow you to convince your agent into acting in a way they may not otherwise behave.

Mind Control

Cost: 20 minutes

At 5th level, you can manifest mind control on your agent as a psi-like ability. If your agent is not a humanoid, your manifester level must be high enough to augment the power to affect their creature type, otherwise this ability fails.

Protection from alignment spells and similar effects do not protect your agent or prevent you from exercising control

Sneak Attack

At 2nd level, you gain additional sneak attack damage. This functions exactly like the rogue ability of the same name and stacks with other sources of sneak attack damage. The extra damage  increases by +1d6 at 4th-level.

Nondetection

At 3rd level, you slip away and become untraceable as if under the effect of a nondetection spell. Your caster level for this effect is equal to your manifester level, and the effect is treated as if you cast it on yourself. You may activate or disable this ability as a free action, and it remains active until you choose to deactivate it.

Sleeper Agent

When you reach 5th level, you discover the secret of creating sleeper agents whose marks have not yet been activated. When marking a creature as an agent, you can designate them as a sleep agent. Their agent mark is not active and remains in place until you activate it.

You may activate a sleeper agent by taking one minute to focus and reestablish the telepathic link. Once activated, the duration of the mark is determined as normal. An agent mark cannot be returned to an inactive state once it has been activated.

You may have up to 5 sleeper agents but are still limited to having only one active agent at a time.

The DC of any check to remove an inactive agent mark is increased by +4.