Guild Devil

Guild devils are steeped in the lore and mystery of their home city.

Hit Die: d8.

Requirements

To qualify to become a Guild Devil, a character must fulfill the following criteria.

Alignment: Any nonlawful.

Feats: Weapon Finesse plus any one of the following: Alertness, Athletic, Deceitful, Deft Hands, Magical Aptitude, Persuasive, or Stealthy.

Skills: Knowledge (local) 5 ranks, 5 ranks each in any three of the following skills: Acrobatics, Bluff, Climb, Disable Device, Knowledge (history), Knowledge (nobility), Sense Motive, Sleight of Hand, Stealth, or Use Magic Device.

Class Skills

The Guild devil’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 6 + Int modifier.

Table: Guild Devil
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Classically trained, founders’ favor (eye of the seer [devices])
2nd +1 +1 +1 +1 Council’s secret
3rd +2 +1 +2 +1 Founders’ favor (guidance), sneak attack +1d6
4th +3 +1 +2 +1 Council’s secret, Founders’ favor (eye of the seer [barriers])
5th +3 +2 +3 +2 Founders’ favor (craftsmanship)
6th +4 +2 +3 +2 Council’s secret, sneak attack +2d6
7th +5 +2 +4 +2 Founders’ favor (bounty)
8th +6 +3 +4 +3 Council’s secret, founders’ favor (craftsmanship, recovery)
9th +6 +3 +5 +3 Founders’ favor (shroud), sneak attack +3d6
10th +7 +3 +5 +3 Council’s secret, founders’ favor (avatar)

Class Features

The following are class features of the Guild Devil prestige class.

Weapon and Armor Proficiency

A Guild Devil gains proficiency with longswords.

Classically Trained (Ex)

A Guild Devil can use Weapon Finesse with a longsword sized for him when he wields it one-handed, even though it is not a light weapon.

Founders’ Favor (Su)

A Guild Devil learns to call upon the founders’ spiritual power, enjoying a Mastery of the city matched by few.

At 1st level, a Guild Devil gains a pool of favor points equal to his class level + his Intelligence, Wisdom, or Charisma modifier (whichever is highest). In addition to the powers inspired by specific founders (see below), the Guild Devil can spend one favor point to add a bonus equal to half her class level (minimum +1) on a skill check without spending an action. The Guild Devil must use this ability before learning the result of the check, and he can add this additional bonus only once per skill check. The pool of favor is replenished each morning after 8 hours of rest.

As the Guild Devil gains levels, he learns to call upon powers inspired by specific founders. The caster level of spell-like abilities used this way is equal to the character’s class level. Effects (including spell-like abilities) that allow a saving throw have a DC equal to 10 + the Guild devil’s class level + the Guild devil’s Intelligence, Wisdom, or Charisma modifier (whichever is highest).

Eye of the Seer (Su)

At 1st level, as a full-round action that costs 1 favor point, the Guild Devil can see the internal workings of a lock, trap, or similar device that he touches. He gains a +4 bonus on Disable Device checks to disable this device. At 4th level, he can use eye of the seer to see through a section of any door or wall he is adjacent to and touches, as though a section of that wall or door no larger than 5 square feet were transparent. This effect works only on walls or doors that are no thicker than 6 inches. This effect lasts 1 round per class level.

Council’s Guidance (Su)

The patron of navigation guides the Guild Devil while hindering any pursuit. At 3rd level, when in an urban environment, the Guild Devil can spend 1 favor point as a swift action to gain a +10-foot enhancement bonus to his base speed and a +4 insight bonus on Acrobatics and Stealth checks for 1 minute. Whenever the Guild Devil spends favor to improve a skill check as part of a chase or pursuit, he adds 2d6 to his check instead of 1d6.

Council’s Craftsmanship (Sp)

The patron of woodcraft imparts Mastery over such creations. At 5th level, as a standard action, the Guild Devil can spend 1 favor point to use warp wood or meld into wood (as per meld into stone, except that the wood can be of any size or dimensions). If the Guild Devil is 8th level or higher, he can use this ability as passwall through wooden barriers or statue to assume the form of a statue made of wood (hardness 5) instead.

Council’s Bounty (Sp)

Calling upon the patron of the bounty of deep waters allows for safe navigation of underwater regions. At 7th level, the Guild Devil can spend 1 favor point as an immediate action to grant the benefits of water breathing for 24 hours. When he activates this ability, he can affect other creatures he can touch by spending 1 additional favor point for each added creature.

Council’s Recovery (Sp)

The patron of renewal grants access to powerful healing. At 8th level, as a standard action, a Guild Devil can spend 1 favor point to use cure serious wounds or lesser restoration. He can spend 3 favor points in a 1-minute ritual to use break enchantment or restoration (requiring expensive material components as appropriate).

Council’s Shroud (Su)

Experienced Guild devils gain the favor of the city guards. At 9th level, the Guild Devil gains a +5 insight bonus on all skill checks opposed by or targeting city guards, a +2 dodge bonus to his AC against attacks from city guards, and a +2 insight bonus on all saving throws against effects created by city guards. This ability is constant and applies only while the Guild Devil has at least 1 favor point remaining.

Council’s Avatar (Su or Sp): At 10th level, the Guild Devil can use his favor ability to improve attack rolls with longswords as if they were skill checks. In addition, as a full-round action, the Guild Devil can spend 2 favor points to issue a suggestion, or spend 5 favor points to issue a mass suggestion. These function as the spells of the same name except that they affect only humans.

Council’s Secret: At 2nd level and every 2 levels thereafter, a Guild Devil gains a rogue talent, selected from those available to rogues. The Guild Devil treats his character level as his rogue level for the purpose of determining the talents’ effects. At 6th level, whenever the Guild Devil would select a rogue talent, he can select an advanced talent instead.

Alternatively, the Guild Devil can focus on occult studies instead. If he chooses this option, when he would gain a talent via this ability, his spellcasting ability in a psychic spellcasting class he has increases by 1 level instead.

The Guild Devil can gain a level of spellcasting in this way once, plus one additional time at 6th and 10th levels.

Sneak Attack (Ex)

At 3rd level, a Guild Devil gains sneak attack as per the rogue class feature. The extra damage is 1d6 at 3rd level, and it increases to 2d6 at 6th level, and to 3d6 at 9th level.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.

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