Pathfinder 1e Archetype Rogue

Consigliere

Consiglieres act as trusted mediators and administrators for crime families and various criminal organizations, and many serve as the right hand to the leaders of such groups.

Class
Rogue
Kind
Archetype
Granted Spells
0 levels
Choices
50 consigliere teamwork feats

Consiglieres act as trusted mediators and administrators for crime families and various criminal organizations, and many serve as the right hand to the leaders of such groups. Other consiglieres prefer to work as independent operators and sell their advice and expertise to the highest bidder. Though some consiglieres insulate themselves from violence and criminal activities, many enjoy getting their hands dirty leading strike teams or gangs of hardened thugs.

Replaces

TrapfindingEvasionUncanny DodgeImproved Uncanny DodgeTrap Sense

Field Boss

Archetype Features

Class Skills Level 1

A consigliere adds Knowledge (nobility) to his list of class skills, instead of Knowledge (dungeoneering).

This alters the rogue's class skills.

Convincing Attitude Level 1

At 1st level, a consigliere gains Persuasive as a bonus feat.

At 2nd level, he gains the charmer rogue talent (or the certainty [Diplomacy] rogue talent if he is an unchained rogue).

At 3rd level, if a consigliere attempts a Diplomacy check and fails to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.

This ability replaces trapfinding and evasion.

Combat Advisor Level 4

At 4th level, whenever a consigliere misses with a melee attack against an opponent, he can designate an ally within 30 feet of the target to receive a +1 insight bonus on her next attack roll against that opponent before the consigliere's next turn.

At 8th level, the insight bonus increases to +2.

This ability replaces uncanny dodge and improved uncanny dodge.

Bonus Feats Level 4

↪ builds on Trap Sense (Rogue)

Starting at 4th level, a consigliere can choose to gain a single teamwork feat instead of a single rogue talent.

Starting at 12th level, the consigliere can choose to gain teamwork feats instead of rogue talents as many times as he chooses.

This ability replaces all instances of trap sense.

Field Boss Level 10

At 10th level, as a standard action, a consigliere can grant a teamwork feat to all allies within 30 feet who can see and hear her. This teamwork feat must be one the consigliere knows. Allies retain the use of this feat for 3 rounds plus 1 round for every 2 rogue levels the consigliere has. Allies do not need to meet the prerequisites of this teamwork feat. The consigliere can use this ability once per day at 10th level, plus 1 additional time per day every 4 rogue levels thereafter.

This ability replaces the rogue talent normally gained at 10th level.

Rogue Talents

The following rogue talents complement the consigliere archetype: assault leader, black market connections, coax information, honeyed words (or certainty [Bluff ] for an unchained rogue), and shades of gray.

Advanced Talents

The following advanced rogue talents complement the consigliere archetype: hard minded, opportunist, redirect attack, rumormonger, skill mastery, slippery mind, and unwitting ally.

Consigliere Teamwork Feats

Chosen as you gain archetype choices — 50 options.

Allied Spellcaster You and an adjacent ally who also has this feat each gain +2 (or +4, if the ally has the same spell) on caster level checks to overcome …
Back to Back +2 circumstance bonus to AC against flanking attackers while flanked and adjacent to an ally who also has this feat.
Broken Wing Gambit Grant a foe you hit +2 to attack and damage against you; if it takes the bait, it provokes attacks of opportunity from your allies who have this …
Cavalry Formation You and allied riders who also have this feat may share mount spaces (max two creatures per square) and charge through each other's mounts.
Combat Medic Provide first aid, treat poison, or treat caltrop wounds on an ally who also has this feat without provoking, and you may take 10 on the check.
Cooperative Disabling When you fail a Disable Device check against a trap, an adjacent ally who also has this feat and aided you may retry the check as an immediate …
Coordinated Charge When an ally who also has this feat charges a creature no farther from you than your speed, you may charge that creature as an immediate action.
Coordinated Defense +2 competence bonus to CMD (+4 against foes larger than both of you) while adjacent to an ally who also has this feat.
Coordinated Maneuvers +2 competence bonus on combat maneuver checks (+4 to escape a grapple) while adjacent to an ally who also has this feat.
Coordinated Shot +1 on ranged attacks (+2 if two allies flank) against a foe your ally who also has this feat threatens without giving it cover.
Distracting Charge +2 on your next attack against a foe an ally who also has this feat charged and hit (before that ally's next turn).
Duck and Cover Take an adjacent ally's Reflex save result instead of your own (falling prone if you do) and gain +2 cover AC vs. ranged attacks, while both of you …
Enfilading Fire +2 bonus on ranged attacks against a foe flanked by one or more allies who also have this feat.
Ensemble Allies within 20 ft. who also have this feat may aid your Perform checks (including bardic performance) as an immediate action, up to four allies.
Escape Route Allies who also have this feat provoke no attacks of opportunity for moving through your space or squares adjacent to you.
Feint Partner When an ally who also has this feat successfully feints a foe, that foe is also denied its Dex bonus to AC against your next attack.
Focusing Blow An ally who also has this feat may deal you 5+ points of damage to let you reroll a save against a mind-affecting effect, +1 per extra 5 …
Group Shared Spells You and allies who also have this feat can cast personal-range spells on each other's familiars as touch spells.
Harder They Fall When you aid an ally who also has this feat on a bull rush or trip, that ally may attempt the maneuver against foes two or more size …
Horde Charge When you charge in the same round as an ally who also has this feat, gain +2 on attack and damage rolls (first attack only) on top of …
Improved Back to Back While adjacent to a flanked ally who also has this feat, spend a swift action for +2 AC against all flankers until your next turn.
Improved Duck and Cover When you use Duck and Cover and your evasion-capable ally makes its save, half the damage you would have taken transfers to that ally.
Improved Feint Partner When an ally who also has this feat successfully feints a foe, that foe provokes an attack of opportunity from you.
Improved Spell Sharing Cast a personal-range spell on yourself and split its duration evenly with your adjacent companion creature that also has this feat.
Improved Swap Places Swap Places now works with an ally one size larger or smaller and no longer provokes when you move into their square.
Intercept Charge As an immediate action, move up to your speed into a charge aimed at an ally who has this feat, forcing the charger to stop and attack you …
Interweave Composite Blast Ready an action so your simple blast triggers with another character's who also has this feat, combining into a composite blast.
Lookout Act in the surprise round whenever an adjacent ally who also has this feat can; if you'd be denied, use the lower of your or the ally's initiative …
My Blade Is Yours While adjacent to an ally who also has this feat wielding a blocking, disarm, distracting, or trip weapon, your weapon gains one of those features (your choice each …
Out of the Sun When you hit in melee, feint as a move action so an adjacent ally who also has this feat (not you) denies the foe its Dex bonus to …
Outflank Your flanking bonus rises to +4 with an ally who also has this feat, and your critical hits on the flanked foe give that ally an attack of …
Pack Attack While adjacent to an ally who also has this feat, spend an immediate action to take a 5-foot step before your first melee attack, even if you already …
Pack Flanking You and your adjacent companion creature that also has this feat count as flanking a shared foe regardless of your actual positions.
Paired Opportunists +4 circumstance bonus on attacks of opportunity against foes you and an adjacent ally who also has this feat both threaten, and you get an AoO whenever that …
Precise Strike Deal +1d6 precision damage on melee attacks while flanking a foe with an ally who also has this feat (stacks with sneak attack; not multiplied on a crit).
Scion of the Land Extend your trackless-movement class feature to allies within 60 ft. who also have this feat; gain +1 on Knowledge (nature), Perception, and Survival when one reciprocates.
Seize the Moment When an ally who also has this feat confirms a critical hit on a foe you threaten, make an attack of opportunity against that foe.
Shake It Off +1 on saving throws per adjacent ally who also has this feat, to a maximum of +4.
Share Healing Split the hit points from a healing effect you receive with your adjacent companion creature that also has this feat.
Shield Wall Your shield's AC bonus increases by +1 or +2 (by the ally's shield type) while adjacent to a shield-wielding ally who also has this feat.
Shielded Caster +4 competence bonus on concentration checks (more if the ally wields a shield) while adjacent to an ally who also has this feat.
Stealth Synergy You and allies you can see who also have this feat all use the highest Stealth roll among you, each adding your own modifiers.
Swap Places While adjacent to a same-size ally who also has this feat, swap squares as part of your move; the ally moves as an immediate action without provoking.
Tag-Team Interrogation An ally who also has this feat may attempt to shift a creature's attitude alongside you, and you take the better of the two Diplomacy/Intimidate results.
Tandem Trip Roll twice and take the better result on trip attempts against a foe threatened by an ally who also has this feat.
Target of Opportunity When an ally who also has this feat hits a foe within 30 ft. with a ranged attack, spend an immediate action to make one ranged attack against …
Team Pickpocketing When an ally who also has this feat feints a foe you're adjacent to, spend an immediate action to pick its pocket with a +4 bonus on the …
Timely Coordination +1 on attack rolls and skill checks made as readied actions triggered by an ally who also has this feat.
Tribal Hunter You and an ally who also has this feat both count as flanking a larger opponent while both of you are adjacent to it.
Wounded Paw Gambit When a foe takes your Broken Wing Gambit bait, allies within 30 ft. who also have this feat may each make an immediate ranged attack against it.
Attribution

Paizo Inc. · Ultimate Intrigue · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 8, 2026.

Original content contributed by Ultimate Intrigue, designated as Open Game Content under the OGL-1.0a.

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Sources Used in This Record
  • Based on class: Rogue (Class) — core content under OGL 1.0a

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