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  Concept and Execution
  by Chris A. Field
  Stock Art by Ig Barros
  (LPJD Image Portfolio)
  Jeremy Mohler, Sade,
  Richard Spake
  APEX Strikefile
  takes its inspiration from the
  sealed booster packs of
  roleplaying miniatures. Each
  APEX Strikefile includes
  complete statistics, tactics
  and roleplaying hooks for a
  small, thematic group of
  adversaries. At least one
  character per strike file is
  designed for use as pre-gen
  starting character.
  This Strikefile
  includes statistics for a
  group of four low to mid-
  level Lifer soldiers. They
  can be used together as a
  rescue-cell, be pre-gen
  characters or supporting
  cast for a Lifer-centric
  campaign, or be used
  independently as individual
  threats. The Game Master
  can also infinitely re-use
  these characters as stan-
  dard Lifer grunts. They also
  provide gamers with some
  concrete examples of the
  diverse, effective characters
  that can be built using tools
  in various Otherverse
  Games releases.
  
  3
  Codename: Hopper
  Evan Darrow, Lifer Fast Hero 1 (CR 1)
  Medium Humanoid- Patriot Mechanic (Psionic)
  Init +3 Senses low light vision Aura none
  Languages English
  Defense 16, touch 16, flat-footed 13 (+3 DEX,
  +3 class)
  HD (1d8+) (HP)
  Fort +1, Ref +4, Will +1
  Speed 30 ft
  Melee Space 5 ft x 5 ft.; Reach 5 ft
  Base Atk +0; Grp +0
  Atk Options +0 collapsible baton (1d6 bludgeon-
  ing, 19-20/x2)
  +3 Skorpion machine pistol (2d4 ballistic,
  20/x2, 40 ft range increment, semi auto, 20 round
  box mag)
  Abilities STR 10 DEX 17 CON 13 INT 16 WIS
  13 CHA 11
  Starting Occupation Criminal
  Additional Class Skills Disable Device, Knowl-
  edge (streetwise)
  Feats Gearhead (racial), Simple Weapons Profi-
  ciency, Personal Firearms Proficiency, Aircraft
  Operation (heavy aircraft)
  Skills Balance +5, Computer Use +9*, Craft
  (mechanical) +7, Drive +11*, Knowledge
  (streetwise) +8, Knowledge (tactics) +4, Knowl-
  edge (technology) +5, Knowledge: theology &
  philosophy +4, Pilot +11*, Repair +7, Speak/Read
  English, Tumble +7
  *includes bonus from Mag-Link Headjack
  Talents Evasion
  Possessions Car opening kit, deluxe electrical tool
  kit, mechanical tool kit, deluxe, multipurpose tool,
  digital camera x2, Skorpion machine pistol,
  Cyber Implants and Smartlights Smartlight
  Palmtop (upgraded +2; acts as laptop),
  Dreamscape Smartseed Messenger (acts as
  cellphone and PDA), Nightvision Optics (lowlight
  vision), Mag-Link Headjack (bonus on high-tech
  skills)
  Action Points 5
  “Hopper grew up poor white trash in the
  Anchorage Enclave, and according to his own
  words, didn’t even meet a Choicer or a real-life
  pagan until he was in 16. Hopper got his start as
  a joyrider, boosting mak-tic sports cars from
  wealthy Lifers. He did about 2 years in an
  Enclave juvie for car jacking, hooked up with
  the Alaskan AOG when he got out. My best
  guess: he’s Lifer not out of some weepy, B-S
  commitment to the preborn, but because they’ve
  got the best planes and let him fly ‘em.
  He’s Patriot Mechanic, and has a head
  full of piloting neuro-cybernetics. Hopper is rated
  expert on the Lifer “Baby Bouncer” VTOL,
  which is why he picked up the name Hopper. He’s
  usually the guy in the cockpit delivering troops
  on a ‘combat-hop.’”
  -Personal Datastack, MSGT Eric A.
  Castillo, Warname: Toledo
  Evasion (EX): If Darrow is exposed to any effect
  that normally allows a character to attempt a REF
  Save for half damage, Darrow suffers no damage on
  a successful saving throw. This ability can only be
  used when Darrow is wearing light armor or no
  armor.
  Racial Skill (EX): Darrow is especially skilled with
  Repair, and may always take 10, take 20 or take
  any number between 10 and 20 on any Repair
  check. Repair is always a class skill for Darrow.
  Mechanic’s Telekinesis (SU): Darrow’s teleki-
  netic gifts are uniquely focused on manipulating metal
  and plastic. Merely by touching a Huge or smaller
  mechanical object for one minute, Darrow can
  perform routine cleaning and maintenance (such as
  cleaning and disassembling a gun, sharpening a
  blade, or degreasing an engine block).
  Darrow can telekinetically manipulate
  unattended objects made mostly of glass or plastic
  weighing up to 20 lbs at will, as if using the mage
  hand spell. Patriot Mechanics can manipulate
  objects telekinetically within 30 ft.
  
  4
   Darrow can perform skill checks remotely
  at no penalty, due to the fine control the mutate has
  over inorganics, but suffers a -8 circumstance
  penalty if he uses this ability to launch an attack
  (such as by telekinetically firing a handgun).
  Finally, as a full round action, Darrow can
  touch a Medium or smaller metal or plastic object
  and physically transform the object into any type of
  Improvised Tool Kit. Doing so destroys the object,
  ruining it for its original purpose.
  The Least You Need to Know:
  Patriot Mechanics
  The Patriot Mechanics are a psionically
  gifted, artificially evolved species detailed fully in the
  APEX America sourcebook. They are low-level
  telekinetics who can manipulate machines with a
  touch. These mutates are one of the most common
  human subspecies in the Otherverse America
  campaign world, and serve with every faction as
  mechanics, hackers, lab techs, pilots and combat
  engineers.
  Codename: none used
  Randall Guice, Lifer Dedicated Hero 1 (CR 1)
  Medium Human (Psionic)
  Init +2; Senses lowlight vision (NV goggles) Aura
  none
  Languages English, Spanish
  Defense 13, touch 13, flat-footed 11 (+2 DEX,
  +1 class)
  HD 1d6+1 (7 HP); DR 10/- ballistic (when Anti-
  Ballistic Shell is active)
   Fort +2, Ref +2, Will +4
  Speed 30 ft
  Melee Space 5 ft x 5 ft.; Reach 5 ft.
  Base Atk +0; Grp +1
  Atk Options +1 combat knife (1d4+1 piercing, 19-
  20/x2)
  +1 stun gun (1d3 electrical plus paralysis
  1d6 rounds / FORT DC 15 negates)
  + 3 Griffin Arms .32 Machine Pistol (2d4
  ballistic, 20/x2, 40’ range increment, full auto, 32
  round box mag)
  Psionic Abilities Anti-Ballistic Shell (no action,
  automatic response- gains DR 10/- against Ballistic
  weapons- field shuts down after absorbing 100 HP
  worth of damage within a 24 hour period)
  Abilities STR 13 DEX 15 CON 13 INT 12 WIS
  16 CHA 11
  Starting Occupation Termite (Otherverse America
  Campaign Setting)
  Additional Class Skills: Demolitions, Disable
  Device
  Feats Simple Weapons Proficiency, Personal
  Firearms Proficiency, Lightning Reflexes, Anti-
  Ballistic Shell (Psi-Watch Campaign Setting)
  Skills Craft (visual arts) +3, Demolitions +5,
  Disable Device +8, Knowledge: streetwise +5,
  Knowledge: theology & philosophy +2, Listen +7,
  Spot +7, Speak/Read Language (English, Spanish),
  Treat Injury +4
  Talents Skill Emphasis: Disable Device
  Possessions Nightvision Goggles, Bolt Cutter,
  Multi-tool, Electrical tool Kit, Lock Release Gun,
  Chemical Light Sticks x4, pen flashlight, Combat
  Knife, Stun Gun, Griffin Arms .32 machine pistol
  Cyber Implants and Smartlights Dreamscape
  Smartseed/Messenger (functions as cellphone and
  PDA)
  Action Points 5
  “Randall Guice is small time, just mani-
  fested his powers, and is trying to follow his
  uncle Joseph into the AOG. He’s a little smarter
  than the average Lifer troop, and he’s got a
  pretty decent handle on his psi-talent.
  The AOG’s got the kid tapped for bigger things-
  if we don’t get this kid soon, he’s gonna earn
  himself a Warname and really be trouble. Might
  be tougher than it looks- we’ve had agents on
  him in Dallas and Baton Rogue, and he’s gotten
  away clean both times. Wedge thinks he tagged
  
  5
  him in the shoulder
  at Baton Rogue, so
  he might be sporting
  a fresh scar.
  Maybe.”
  -Personal
  Datastack, MSGT
  Eric A. Castillo,
  Warname: Toledo
  Skill Emphasis
  (EX): Guice receives
  a +3 bonus on all
  Disable Device
  checks. He is a skilled
  infiltrator and sabo-
  teur, a decent shooter
  and passable medic.
  He’s a good support
  member / generalist
  for any rescue-cell.
  Anti-Ballistic Shell
  (SU): The ballistic
  field provides Damage
  Reduction 10/-
  against ranged weap-
  ons, which stacks with
  DR from other
  sources, such as
  Tough Hero class
  levels for the purpose
  of resisting bullets,
  arrows and other
  missiles.
  Once the
  Anti-Ballistic Shell absorbed 100 hit points worth of
  damage within a 24 hour period, the shield shatters,
  and this feat becomes temporarily inactive. A
  shattered Anti-Ballistic Shell field regenerates within
  a day. Guice is shaken for 1d6 minutes after his field
  shatters, due to neural feedback.
  
  6
  Codename: Mad Momma 13
  Jessica “Nina” Munoz,
  Lifer Powered Hero 3, Soldier 1
  (CR 4)
  Medium Human (Psionic)
  Init +3 Senses normal Aura none
  Languages English, Spanish
  Defense 18, touch 15, flat-
  footed 15
  (+3 DEX, +2 class, +2 medium
  combat armor (non proficient), +1
  shield)
  HD (3d8+1d10+4) (23 HP)
  Fort +5, Ref +6, Will +2
  Speed 30 ft
  Melee Space 5 ft x 5 ft.
   Reach 5 ft
  Base Atk +3; Grp +5
  Atk Options +7 combat knife
  (1d4+6*  piercing, 19-20/x2)
  +7 collapsible baton
  (1d6+6* bludgeoning, 19-20/x2)
  +7 Shooter Type Energy
  Blast (2d6 force, 20/x2, 25 ft range
  increment)
  Tear Gas Grenade (10 ft
  radius burst, targets stunned for
  2d6 rounds, FORT DC 25 ne-
  gates)
  Abilities STR 19 DEX 17 CON
  14 INT 11 WIS 12 CHA 12
  Starting Occupation Block
  Mother (Otherverse America
  campaign setting)
  Additional Class Skills Spot,
  Listen (+1 competence bonus in
  each)
  Feats Simple Weapons Profi-
  ciency, Personal Firearms Profi-
  ciency, Combat Reflexes, Power
  Attack, Meaningful Ink, Weapon
  Focus (Shooter-Type Energy
  Blast)
  
  7
  Skills Balance +5, Climb +7(+2 in armor), Demoli-
  tions +2 Hide +10, Intimidate +4, Jump +6, Knowl-
  edge: tactics +3, Listen +5, Spot +5, Speak/Read
  (English, Spanish)
  Talents Ability Push (DEX) Shooter Type I,
  Shooter Type II
  Possessions medium combat armor (D20 Future),
  gas mask, collapsible baton, combat knife, zip tie
  handcuffs, digital camera, 3x tear gas grenades
  Cyber Implants and Smartlights Dreamscape
  Smartseed/Messenger (functions as cellphone and
  PDA), Kevlar Replacement Muscle Groups (in-
  creases strength and flexibility), Integral Combat
  Bracers (shields in forearms)
  Action Points 25 Maximum 10+1d6 remaining for
  use
  “There’s been a “Mad Momma” serving
  with the Lifer AOG since the mid 1980s, when an
  early anti-choice terrorist named Shelly Shannon
  created the codename. Jessica Munoz is the 13th
  woman to take up the identity. Born and raised
  in Pensacola, she’s following in her mother’s
  footsteps proudly. She became a mom at 14, a
  Block Mother at 17, and she was implicated in
  the murder of her first abortion doctor, a
  Gardnerian priestess from Choicer Miami named
  Mina Astara by the time she was 19.
  HUMINT puts Mad Momma somewhere in the
  Jacksonville Enclave. She’s been quiet for about
  a year now, recovering from minor cybernetic
  upgrades. She was born Powered, and her
  natural energy weapons impress even me, but
  now she’s strong enough to punch through a
  brick wall. The Lifer nation must be equally
  impressed with Munoz if they’re willing to spend
  that kind of money upgrading her.”
  -Personal Datastack, Major Maggie
  Newhope, Warname: Pinpoint
  Genetic Enhancement Package (EX): Mad
  Momma has the typical civilian Genemods: AgeWell,
  Cornucopia, Freshen, and Geno-receptor. She is
  vulnerable to any Genefeat (such as Metabolism
  Burn), which specifically exploits those genemods.
  The major in-game effect of these genemods
  is that Mad Momma requires roughly half the food
  of an unmodified human of similar build, and lives
  significantly longer. It is also much easier for Mad
  Momma to undergo additional genetic enhancement
  than it would be for a normal human.
  Ability Push (EX): Once per day, Mad Momma
  can increase her Dexterity score by +2. This en-
  hancement lasts for one hour, and requires a full
  round action to activate.
  Meaningful Ink (EX): Mad Momma’s breasts and
  shoulders are covered by greyscale images of
  sleeping cherubs, and a beatific gestating fetus is
  inked on her toned belly. Her extensive Lifer-style
  tattoos grant Mad Momma a +2 morale bonus on
  melee damage rolls against those directly opposed
  to her Lifer allegiance- usually Choicer and Fed-
  Gov soldiers and abortion providers.
  Shooter-Type Energy Blast (SU): Mad Momma
  can fire a blast of energy which inflicts 2d6 points of
  force damage on a successful hit. This energy blast
  has a 25 ft range increment. This natural weapon is
  usable at will, as a standard action.
  
  8
  Codename: none used
  Lily Rose Chakyin, Lifer Sidewalk Counselor
  5, Personality 1 (CR 6)
  Medium Human (Psionic)
  Init +1 Senses normal Aura none
  Languages English, Spanish, Chinese, Russian
  Defense 10, touch 10, flat-footed 10 (+1 DEX,
  +2 class)
  Resist Fire 10, Electricity 10, +4 bonus on WILL
  Saves vs dangerous smartlights
  HD (6d6+6) (27 HP)
  Fort +3, Ref +4, Will +3
  Speed 30 ft
  Melee Space 5 ft x 5 ft.; Reach 5 ft
  Base Atk +2; Grp +3
  Atk Options +2 unarmed strike (1d4+1 subdual)
  +3 Griffin HighUV laser pistol (2d8 fire, 20/
  x3, 30 ft range increment, 50 shot energy cell)
  Abilities STR 12 DEX 13 CON 10 INT 15 WIS
  13 CHA 19
  Starting Occupation Targeted Idol (Otherverse
  America campaign setting)
  Additional Class Skills Perform (sing), Knowl-
  edge (theology & philosophy) (competence bonus
  chosen in both skills)
  
  9
  Feats Trustworthy, Intellectual Mastermind, Re-
  nown, Simple Weapons Proficiency, Alertness,
  Natural Empath, Meaningful Ink, Personal Firearms
  Proficiency
  Skills Bluff +13, Diplomacy +17, Gather Informa-
  tion +6, Knowledge (popular culture) +12, Knowl-
  edge (theology & philosophy) +5, Listen +5 Per-
  form (sing) +18*, Sense Motive +4, Spot +5,
  Speak/Read English, Spanish, Speak Chinese,
  Russian
  Possessions palmtop computer, digital camera,
  Griffin Arms HighUV Laser Pistol
  Cyber Implants and Smartlights Dreamscape
  Smartseed/Messenger (acts as cellphone and PDA),
  Thermal Umbra II (protective fields grant Fire and
  Electricity Resistance 10), Provalactic Mirror (+4 to
  WILL Saves vs smartlights and thought viruses)
  Action Points 39 Maximum 18 +1d8 remaining for
  use
  “Ms. Chaykin is an vital part of the Lifer
  pseudo-nation’s memetic warfare efforts. Lily
  Rose Chaykin is a talented singer, signed to
  Three Nails Media. She’s released two albums
  (Shook With Shockwaves and Lifepoint) and
  personally hosts an ‘abortion recovery’ Mesh-site
  in collaboration with top Lifer psychologists.
  She is attractive, intelligent, vivacious,
  confident and personable, with endless reserves
  of compassion even to her Choicer adversaries.
  In short she’s everything the common stereotype
  tells us Lifers, especially Lifer females, can’t be.
  In short, to the Lifers on the ground, she might
  just be the second coming of Ellen Dacoveney. I
  sincerely hope she never lives up to that poten-
  tial.”
  -Personal Datastack, LT Devin Atlanta
  977-45, Warname: Rift
  Intellectual Mastermind (SU): Lily
  Chakyin’s latent psi-talents allow her to add her INT
  modifier as an untyped bonus on CHA-based skill
  checks. She is an excellent diplomat and compelling
  performer- even Choicer audiences are in awe of
  her grace, beauty and style.
  Natural Empath (SU): Each day, Lily
  Chaykin receives a pool of bonus points equal to her
  total character level plus her ranks in Sense Motive
  (6th level + 3 ranks or 9 points). She may spend up
  to 6 of these bonus points to improve the result of
  any of the following skill checks:
  Bluff, Diplomacy, Handle Animal, Knowl-
  edge: behavioral sciences, Perform (any), Sense
  Motive
  She may spend points to improve a check
  result at any time, even after the results of the check
  are announced, reflecting her supernatural skill at
  reading a target’s ever changing moods and modu-
  lating her approach.
  Convincing Argument (EX): Four times
  per day, Lily Chakyin may add her ranks in Knowl-
  edge (popular culture) as a competence bonus (+9)
  on any Bluff or Diplomacy check.
  Awaken Grief (EX): When interacting with
  any sentient creature, Lily Chaykin renders that
  creature shaken for one round any time she rolls a
  natural 20 on a Bluff or Diplomacy check. The
  target must creature must have a Choicer or similar
  allegiance, or must have undergone, seriously
  considered a performed an abortion.
  This ability does not affect creatures immune
  to fear or mind-influencing effects. By spending an
  action point, Chaykin can choose to activate this
  ability on any successful Bluff or Diplomacy check.
  Choose Life (EX): After spending a full
  round in conversation with a sentient creature, and
  spending an action point, Lily Chaykin can attempt
  to temporarily change that creature’s primary
  allegiance to the Lifer pseudo-nation.
  The target may resist the attempt by making
  a DC 16 WILL Save (charisma based). The target
  must be sentient with an INT score above 5, must
  be within 30 ft of the Sidewalk Counselor, and must
  be able to clearly see and hear him.
  The effects of this ability last for 1d4+1
  rounds. While Chaykin has no specific control over
  
  10
  the target, nor will the target act in any way against
  his basic personality, the temporary allegiance
  change might cause the target to look more favor-
  ably at Chaykin, change a planed action, or even
  cease hostilities.
  The temporary allegiance change may
  render certain class abilities or feats useless for the
  duration, and in modern magic campaigns, might
  prevent spell casting or require an atonement spell to
  be cast afterward. The effect ends immediately if
  Chaykin or her allies make any hostile gestures
  toward the target.
  Unlimited Access (EX): Lily Chaykin is a
  major Lifer celebrity, with a multi-million dollar
  recording contract with a top-flight Lifer label. When
  she, as a first level Personality buys any time of
  ticket for entertainment, transportation or anything
  else, she can attempt a Diplomacy check to get that
  ticket upgraded and receive special privileges.
  Meaningful Ink (EX): Lily Chaykin has
  undergone extensive tattooing. Both arms are
  covered in intricate lily and vine patterns, rendered in
  nano-active ink, which moves and shifts with her
  mood. Her extensive Lifer-style tattoos grant
  Chaykin a +2 morale bonus on any Perform checks
  made against anyone with a Lifer allegiance.
  The Sidewalk Counselor Intermediary Class
  was originally presented in Choice and Blood (LPJ
  Designs, 2006). It is reprinted here for ease of use.
  As an Intermediary class, it is an option for first level
  characters, as an alternative to an attribute based
  Hero Class. Once a character decides to take an
  Intermediary Class, he or she must complete all
  levels of the class before multi-classing.
  The Sidewalk Counselor Intermediary Class
  You’ve been gifted by God with a head for
  Scripture, for debate, and for conversion. You’re a
  street corner evangelist, winning converts and using
  your words, your faith, your mind and your cunning
  voice to help end the horror of abortion. Part grief
  Counselor, part old school preacher, part politician,
  you are the smooth voice of the pro-life movement.
  The Sidewalk Counselor is a slower path into the
  Negotiator advanced class than a typical Charis-
  matic hero. A third level Charismatic hero can
  become a Negotiator, while it takes the Sidewalk
  Counselor two additional levels to make the transi-
  tion, a sacrifice the highly motivated, deeply faithful
  Sidewalk Counselor is glad to make. The Sidewalk
  Counselor is an expert at one on one debate,
  capable of incredible feats of oratory, brining a
  unique faith and interesting social-combat abilities to
  the Negotiator advanced class.
  Requirements: Like their opposite numbers in the
  pro-choice camp, Sidewalk Councilors are drawn
  from the young and strong in the pro-life camp, the
  passionate, articulate believers. At least one of the
  Sidewalk Counselor’s allegiances must be towards
  an established pro-life organization, conservative
  political group or cause, or a similar ethos or reli-
  gion.
  Transition:  For the Sidewalk Counselor, there is
  no transition. They’ve been called to witness and
  to save the preborn, something they will do for
  their entire careers. They make no distinction
  between a gawky 14 year old convert attending
  his first rescue and a nationally respected conser-
  vative politician; both bring something special and
  irreplaceable to the movement.
  Class Information
  The following information pertains to the
  Sidewalk Counselor intermediary class.
  Keyed Advanced Class: Negotiator (from the
  D20 Modern core rulebook)
  
  11
  Hit Die
  The Sidewalk Counselor gains d6 hit points per
  level. The character’s Constitution modifier applies.
  Sidewalk Counselors are impressive debaters and
  self-taught psychologists, but they are drawn from
  ranks of physically average humanity. A first level
  Sidewalk Counselor receives 6 HP plus his CON
  modifier.
  Action Points
  The Sidewalk Counselor gains a number of action
  points equal to 5 + one-half of his character level,
  rounded down every time he attains a new level in
  this class.
  Class Skills
  The Sidewalk Counselor’s class skills are as fol-
  lows.
  Bluff (CHA), Computer Use (INT), Con-
  centration (CON), Craft (visual art, writing) (CHA),
  Demolitions (INT), Diplomacy (CHA), Disguise
  (CHA), Gather Information (CHA), Intimidate
  (CHA), Investigate (INT), Knowledge (behavioral
  sciences, civics, current events, streetwise, tactics,
  theology & philosophy) (INT), Perform (act, sing)
  (CHA), Read/Write Language, Research (INT),
  Sense Motive (WIS), Spot (WIS)
  Skill Points at Each Level: 7 + INT Modifier. A
  first level Sidewalk Counselor receives four times
  this amount.
  Bonus Feat: At 2nd and 4th level, the
  Sidewalk Counselor receives a bonus feat, which
  must be chosen from the following list.
  Alertness, Aligned Zealot, Attentive, Brawl,
  Combat Expertise, Compassionate, Cleric, Decep-
  tive, Educated, Evangelist, Faith Healing, Heroic
  Surge, Grifter, Improved Initiative, Iron Will, Mob
  Violence, Meaningful Ink, Parental Demeanor,
  Personal Firearms Proficiency, Point Blank Shot,
  Street Demonstration, Renown, Trustworthy,
  Windfall
  Convincing Argument (EX): The Side-
  walk Counselor uses pro-life science and faith as
  twin weapons, blending fact, faith and outright fiction
  into one emotionally compelling whole. A number of
  times per day equal to his CHA modifier (minimum
  once daily), the Sidewalk Counselor can add his
  ranks in his highest ranked Knowledge skill as a
  competence bonus on any Bluff or Diplomacy
  check.
  Simple Weapons Proficiency (EX): In
  addition to the two feats all characters start with, a
  first level Sidewalk Counselor is proficient with all
  simple weapons.
  Training Regimen (EX): The Sidewalk
  Counselor must place maximum ranks in Bluff and
  Diplomacy until he has 6 ranks in each. Additionally,
  he must place maximum ranks in Knowledge:
  theology & philosophy until he has 6 ranks. The
  Sidewalk Counselor must select Alertness prior to
  selecting any other feat.
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  12
  Awaken Grief (EX): The Sidewalk Coun-
  selor knows how to twist the knife emotionally. He
  calls it awakening women to the horror they under-
  went in the clinic; pro-Choicers call it cruel emo-
  tional blackmail. Anytime the Sidewalk Counselor
  critically succeeds on a Bluff or Diplomacy check
  (by rolling a natural 20) when confronting any one
  with a pro-choice allegiance, or who has ever had or
  is considering an abortion, the target is considered
  shaken for one round.
  Characters immune to fear effects or mind
  influencing effects are immune to this class ability.
  Action Enhancement: By spending an
  action point, the Sidewalk Counselor can activate
  this ability on any successful Bluff or Diplomacy
  check made against an eligible target.
  Choose Life (EX): A few well chosen
  words can bring almost one around the Sidewalk
  Counselor’s way of
  thinking, and the
  Counselor is an
  articulate spokesman
  for his faith, con-
  stantly winning new
  converts.
  By spending
  a full round in con-
  versation with the
  target, and spending
  an action point, the
  Sidewalk Counselor
  can temporarily alter
  that target’s alle-
  giances to match his
  own. The target may
  resist the attempt by
  making a WILL save
  (DC 12 + the
  Sidewalk
  Counselor’s CHA
  modifier). The target
  must be sentient with
  an INT score above
  5, must be within 30 ft of the Sidewalk Counselor,
  and must be able to clearly see and hear him.
  The effects of this ability last for 1d4+1
  rounds. During that time, the target’s allegiances
  change to match the Sidewalk Counselor’s. While
  the Sidewalk Counselor has no specific control over
  the target, nor will the target act in any way against
  his basic personality, the temporary allegiance
  change might cause the target to look more favor-
  ably on the Sidewalk Counselor, change a planed
  action, or even cease hostilities.
  The temporary allegiance change may
  render certain class abilities or feats useless for the
  duration, and in modern magic campaigns, might
  prevent spell casting or require an atonement spell to
  be cast afterward. The effect ends immediately if the
  Sidewalk Counselor makes any hostile gestures
  toward the target.
  
  13
  APEX Strikefile: Low Level Rescuers, (C) 2009
  Otherverse Games
  Choice and Blood, 2007, LPJ Designs
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Otherverse Games/Otherverse Games - Apex Strike File Low Level Rescuers.pdf