Bellflower Tiller
Perhaps no group has done more to sow the seeds of freedom in devil-haunted Cheliax than the Bellflower Network, and no agents of that network do or risk more than its dedicated bellflower tillers. Charged with freeing slaves from the infernal nation's many plantations and escorting them to the safety of Andoran and Rahadoum, bellflower tillers are a constant thorn in the side of House Thrune and its diabolical minions. These elite liberators practice their craft all across Cheliax, from the darkened streets of Egorian and Westcrown to the wilds of the Whisperwood. Tillers employ farming euphemisms to mask their activities from unfriendly ears—referring to their secret hideouts as “barns,” the slaves they escort as their “crops,” and the secret paths they take as “rows.” Excessive contact between tillers is discouraged by the Bellflower Network's leadership, lest they risk exposing the organization to the authorities. Despite this, tillers often meet in secret to discuss which routes are safest to take, how much to bribe certain officials, and what tactics for organizing groups of slaves work best, and so improve each other's chances of evading capture.
A bellflower tiller's duty relies in part on her ability to establish a believable and viable cover identity. Tillers often pose as traveling merchants or tinkerers—occupations that give them the freedom to travel where they need to, when they need to, and provide a solid excuse for their presence on the road should they be confronted by a Chelish patrol. Other tillers join mercenary bands or adventuring groups, using their organizational and survival skills to help their companions in exchange for some extra muscle should a particular slave breakout proceed poorly.
Bellflower Tiller Class Details
Nearly all bellflower tillers are halfling rogues, though some particularly zealous members are rogue/inquisitors, and savvy hunters among their ranks might be rogue/rangers. Non-halflings are usually only admitted after proving their allegiance to the anti-slavery movement and their friendliness toward halflings.
Hit Die: d8.
Requirements
To qualify to become a bellflower tiller, a character must fulfill all of the following criteria.
Alignment: Chaotic good.
Feats: Any two teamwork feats.
Skills: Disguise 5 ranks, Knowledge (local) 3 ranks, Stealth 5 ranks, Survival 5 ranks.
Special: Sneak attack +2d6.
Class Skills
The bellflower tiller's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis).
Skill Ranks at Each Level: 6 + Int modifier.
Table: Bellflower Tiller
Class Features
The following are class features of the bellflower tiller prestige class.
Weapon and Armor Proficiency: A bellflower tiller gains no additional weapon or armor proficiencies.
Bellflower Crop (Ex)
As a standard action, a bellflower tiller may designate a number of allies up to 3 + her Charisma modifier as part of her bellflower crop. Members of a bellflower crop must remain within 30 feet of the bellflower tiller in order to gain the benefits granted by a bellflower tiller's other class abilities, detailed below; if they leave this range, the bellflower tiller must designate these allies again for them to be included in her crop.
At 7th level, this range increases to 60 feet.
Swift Sower (Ex)
A bellflower tiller's base land speed is treated as being +10 feet faster when determining her overland travel speed while traveling long distances and while outside of combat. Members of her bellflower crop may use either the bellflower tiller's overland travel speed or their own, whichever is better.
At 6th level, the bonus to speed increases to +20 feet.
Crop Guardian (Ex)
At 2nd level, a bellflower tiller is dedicated to ensuring the safety and success of those she guides. Whenever she uses the aid another action for a member of her bellflower crop, she grants a +3 bonus instead of the normal +2.
Scarecrow (Ex)
At 2nd level, a bellflower tiller receives a +1 morale bonus on attack and damage rolls made against creatures that threaten members of her bellflower crop.
At 4th level and every two levels thereafter, these bonuses increase by +1, to a maximum of +5 at 10th level.
Teamwork Feat
At 2nd level, a bellflower tiller gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be selected from those listed as teamwork feats, and the bellflower tiller must meet the prerequisites of the selected bonus feat.
At 6th level and again at 10th, the bellflower tiller gains an additional bonus teamwork feat.
Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every two levels (3rd, 6th, and 9th). If a bellflower tiller gets a sneak attack bonus from another source, the bonuses on damage stack.
Favored Barn (Ex)
At 5th level, a bellflower tiller grows familiar with and develops trusted contacts in a particular community. While inside the limits of this community, she gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival checks. Any ally designated as part of the bellflower tiller's crop receives a bonus on these skills equal to half the tiller's bonus. A bellflower tiller traveling through her favored community leaves no trail and cannot be tracked (although she may leave a trail if she so desires).
Provided she isn't in immediate danger (such as fleeing from pursuers right on her heels), a bellflower tiller can always find a safe place for her and members of her crop to rest in her chosen community. At such a location, she and her allies are fed, clothed, and provided with basic medical attention (as if attended by a person with a Heal bonus of +10).
At 7th level, and again at 9th level, the bellflower tiller may select an additional community in which to receive these bonuses. Each time she selects a new community, the skill bonus and initiative bonus in any one chosen community (including the one just selected, if so desired) increases by +2.
For the purposes of this ability, a community is considered any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are considered part of a community.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.