Students of arcane magic, legerdemain, and stealth, eldritch scoundrels are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires.
Guild agents are members of a thieves’ guild or other shadowy organization. What they lose in independence, they more than make up for in benefits gained due to their association’s infrastructure. Guild agents come at all levels of the organization, from a lowly recruit all the way up to the guildmaster himself.
A guild agent must remain a member in good standing of a thieves’ guild (he starts at rank 1 with her guild when using the organizational influence system on pages 109–117). If the guild agent leaves his guild, he loses all of the abilities granted by this archetype and does not gain their replacements. If he joins a new guild, the guild agent regains his abilities, though depending on how he joins the guild, he may regain his abilities all at once or gradually over time. Even if the guild in question operates in multiple locations, the guild agent chooses a settlement as a base of operations for his own activities.
Furthermore, he can ask his guild for tips about the local scene, granting him a bonus equal to half his rogue level on Knowledge (local) checks and Diplomacy checks to gather information, as long as the information in question pertains to the guild agent’s base of operations.
At 4th level, the guild agent also gains the gossip collector vigilante social talent, and his base of operations counts as his area of renown for the purpose of determining the effects of gossip collector.
At 8th level, a guild agent has attained sufficient rank to call in lesser guild members to assist him with a job. He can call lesser members of a number and level equal to the number of followers he would have if he had the Leadership feat (including the +2 bonus for his guildhouse), to a maximum of a number of lesser members equal to his rogue level. If the guild agent possesses the Leadership feat, he gains twice as many followers as normal. If he spends a favor, he can combine this with the command team organizational influence benefit to gain even more lesser members for a particularly difficult job. Each time the guild agent uses the lesser members recklessly and gets them killed, he loses at least 1 influence with his guild.
This ability replaces Improved Uncanny Dodge.
At 20th level, except in an unusually powerful guild, a guild agent has become the true power behind the guild. The guild agent has built up a nearly worldwide reputation under a particular criminal epithet (such as “The Silver Shadow”), known by criminals and law enforcement officers everywhere. This works like the renown vigilante social talent except as follows. It applies in all towns and cities on the same continent as the guild agent’s base of operations, without requiring him to select a particular settlement.
He has only one identity, and only other criminals and members of the underworld treat their attitudes toward the guild agent as one step closer to helpful at all times (rather than while only in his social identity), while the bonus on Intimidate checks applies against everyone at all times (rather than while only in his vigilante identity).
This ability replaces master strike.
Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.