Updated: 19 March 2006


“It is now clear that we are facing implcabale enemies whose avowed objectives are world domination, world destruction and worse, by whatever means, and at whatever cost. There are no rules in such a game. Hitherto acceptable norms of sentient conduct do not apply. If the Sunterranse Federation is to survive, cherished revolutionary concepts of fair-play must be reconsidered. We must learn to subvert, sabotage and destroy our enemies by more effective methods than those used against us. It may become necessary that the Sunterran people be made acquainted with, understand, and support this fundamentally repugnant philosophy.”
                                                                       - General Xana Doolittle
                                                                                   Co-Founder of the Unspoken

Truly, to tell lies is not honorable;
but when the truth entails tremendous ruin,
To speak dishonorably is pardonable.
                                                        - Sophocles


  
Description: 
The Unspoken are the secret security service of the Sunterranse Federation. They protect the Federation against all manner of intrigues: sacred and profane; political and arcane; Sentarean, extradimensional and beyond. They deal in lies, double crosses, shadows, puzzles and mysteries. The Unspoken were established 40 years ago, after the first Stone Druid Seal was broken in Axes Bithtat. This event was linked to the first time the forces of magic were biefly disrupted, then for only a day, and not quite so seriously as diuring the Doom's Eye Eclipse. The Unspoken helped to minimize the fear that came from the battle between two Nephilim that ensued on that day, ripping through the war-weary and susperstitious refugee-dominated city of Riot's Gate. They investigated the attack, the origins of the Nephilim and many other things, besides. They take their oath of loyalty to the state, and therefore to the Maddock. They do not serve the "person" of the Maddock, as do the Claimers, but rather, the Office itself. Their budget, and their duties are delineated , however, by the Interior Authority.
  
Prerequisites: 
• Must be a Sunterran Citizen with a record of sincerity and loyalty to the Federation
• Must undergo training
Base Attack Bonus: +5
Skills: Bluff 5 ranks, Gather Information 5 ranks, Sense Motive 5 ranks
• 3 ranks in any two of the following = Diplomacy, Disguise, Forgery, Hide, Search
Feat: Skill Focus (Bluff)
  
Hit Dice: 
1d6/ level
  
Skill Points: 
8 + Int Adj / level
  
Class Skills: 
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (any)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any)(Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Profession (any)(Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Technological Device (Int) and Use Rope (Dex)
 
Weapon &
Armour:
• Light & Medium Armour
• All Simple & Martial Weapons
 
Other: 
Contacts: Unspoken may draw upon a web of contacts throughout the Federation
Code: Unspoken are adept at communicating in code. A message coded by a member of the Unspoken requires a DC 25+1/level of the writer Sense Motive check to notice that there is a coded message inside a text without prior knolwedge. To decipher a code requires the reader know the language in which the codes is written and a Decipher Script check DC 25+1/level of the writer. Other members of teh Unspoken are able to recognize Unspoken codes, but, regardless, require keys, known only to them, to decipher them.

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Level
Special
Attack
Fort
Reflex
Will
1
Intelligence Analysis, Required Ranks, Sneak Attack +1d6, Tradecraft
+0
+0
+2
+2
2
Cover Tracks, Required Ranks, Surveillance
+1
+0
+3
+3
3
Fake It, Bonus Language, Required Ranks
+2
+1
+3
+3
4
Required Ranks, Façade, Tradecraft
+3
+1
+4
+4
5
Adaptable, Sneak Attack +2d6, Slippery Mind, Undetectable Alignment
+3
+1
+4
+4
6
Cold Read, Bonus Language, Required Ranks
+4
+2
+5
+5
7
Required Ranks, Spot Scrying, Tradecraft
+5
+2
+5
+5
8
Hear Subharmonics, Required Ranks, Unremarkable
+6
+2
+6
+6
9
Bonus Language, Detection Damper, Required Ranks
+6
+3
+6
+6
10
Mind Blank, Sneak Attack +3d6, Required Ranks, Tradecraft
+7
+3
+7
+7

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Adaptable (Ex) When the Unspoken spend an Action Point to add to a Charisma or Wisdom based skill check, two dice are added instead of just one.
 
Bonus Language (Ex) The work of the Unspoken requires that they become the masters of several languages. The language chosen this way always begins at the Fluent level (not simply accented).
 
Cold Read (Ex) The Unspoken understand human nature so well they may use their Sense Motive check to detect alignment, class, skill levels, feats and other characterstics. They may make one check for every full round they observe the traget. The DC is equal to 15 + the target's Bluff Rank.
 
Cover Tracks (Ex) It is very difficult to track the Unspoken or to notice that they have passed through a placed. DCs are automatically increased by +5 to Track, Search, Spot or any other check to notice where and whether an Unspoken has passed through an area. This DC increases an extra +5 for each additional round the agent takes to cover his tracks.
 
Detection Damper (Su) Unspoken can subconsciously create interference that hampers detect magic spells. The aura strengths for all magic items in the possession of Unspoken registers as two categories weaker than they normally would: strong auras become faint; faint auras become undetectable.
 
Façade (Ex) The Unspoken are immune to Sense Motive checks made by others, unless the agent actually wants to convey something. If someone attempts to Sense Motive, Unspoken may use Bluff to convey any state they wish. A failed Unspoken Bluff vs. a successful opposed Sense Motive will generally convey to the perceiver that something is being deliberately hidden from them.
 
Fake It (Ex) The Unspoken can pretend to have skills he does not actually possess. This does not allow him to use the skill, it merely allows him to act like he can. Thus he could stand next to a surgeon and act like he knows what is going on, without actually performing surgery. When required to make a Bluff check to fake having this skill, the Unspoken gains a +4 Bonus. If the Unspoken has any ranks in a related skill, particularly a Craft, Knowledge or Profession, the Unspoken may add their rank in that skill to his Bluff check.
 
Hear Subharmonics (Ex) Being so familial with peoples' character, Unspoken can determine the true motives of others by listening carefully to the subtle inflections of their voices. +4 Bonus to Sense Motive checks.
 
Intelligence Analysis (Ex) The Unspoken can quickly sift through large amounts of data and materials to find information on a relevant topic. If he speaks the language, the agent can effectively sift through 100 pages worth of material in 10 minutes. When reading material, he adds his Wisdom and Intelligence modifiers to his the Gather Information check to find important information (Base DC 15 if he knows what he is looking for, Base DC 25 if he does not), unless the DM decides it is patently obvious.
 
Mind Blank (Su) The Unspoken can rigorously quiet their minds, rendering themselves immune to mind-affecting spells . Using mind blank is a standard action and can be used as many times per day as 3 + the character's Int modifier. This works like a mind blank spell cast by a 15th level Sorcerer, except that it only affects Unspoken and it lasts 10 minutes. The Unspoken is immune to divination spells, the only information being revealed is that appropriate to his cover.
 
Required Ranks Knowledge is power. Unspoken make it a point to know what they are doing while pretending to be what they are not, and they make it their business to know as much as possible. At every level, Unspoken must spend at least two skill points on any Knowledge, Craft or Profession skill.
 
Slippery Mind (Ex) The Unspoken may use the Slippery Mind ability as a Rogue, if the character does not already have it.
 
Sneak Attack As a Rogue, Unspoken gain the sneak attack ability. The damage bonus stacks if the character already has the Sneak Attack ability from a previous class.
 
Spot Scrying (Ex) The Unspoken are intensely aware of their surroundings and automatically notice the magical sensor created by arcane eye, scrying, a crystal ball.
 
Surveillance (Ex) If the Inspoken has been watching someone for a week, they become very familiar with his habits and quirks. When it comes to their quarry, Unspoken can Track as a Ranger, reading the signs in any area a Target has pased. Unspoken who were once Rangers, gain +8 to skill checks to Track an indidviual that has been under surveillance a week.
 
Tradecraft (Ex) Select any Charisma, Dexterity, Intelligence or Wisdom based class skill for a +4 bonus (stacks with Skill Focus feat). Must Choose a new Skill each time.
 
Undetectable Alignment (Ex) Unspoken are capable of being so duplicitous and cool-headed, that they are able to disguise their alignment. This ability functions like an undetectable alignment spell, except that it is always active. Only deviations are confounded; dpells that only function against a certain alignments affect the Unspoken normally.
 
Unremarkable (Ex) Unspoken can blend into any crowd and any setting where people are expected to be seen. In a crowded room, they may add their entire Bluff bonus to their bonus to their Hide checks to go utterly unnoticed, effectively allowing them to hide in plain sight.
Based on the Spymaster Prestige Class in Song + Silence (WOTC) & Spycraft (AEG)

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