Administrant Artiste [Archive] - Wizards Community

Post/Author/DateTimePost
D.K.R.

06-16-05, 04:54 PM
Okay, I was in quest of a non-spellcasting bard, and by combining the flavor of a bard and some of their abilities, with some of the concept of the Marshall (Mini HB) class, along with quite a few original bits and pieces, I came up with the...

Administrant Artiste

The Administrant Artiste (AArt) is a character who, whether they know the saying or not, firmly believe that “all the world’s a stage...” and they have perfected (or are in the process of perfecting) their act. They gain strength and power by manipulating others. Often enough, those around them are willing to be manipulated, and it is more of an official form of leadership they offer; having inspired trust in those whom they lead. Sometimes it is a backhanded manipulation, and through duplicitous means the Administrant Artiste gains control over those who don’t realize they are being controlled.

It is not uncommon for a person with these abilities to be found as a court jester, or an advisor, sometimes those who have studied magic will be court magicians. In this way, they retain the control they desire but remove themselves from the direct responsibility that comes with office. Or, there are many Administrant Artiste’s who shirk even that level of politico, and simply are content to control those few around them; these people can be found as guild leaders, wealthy merchants, slave traders, or even a more meager front, such as a wandering performer (or the leader of a troupe of performers).

They make wonderful entertainers because of their innate understanding of Human nature (or Elven nature, Dwarven nature, etc.), and their natural bent towards charismatic manipulations. They can toy with an audience’s emotions and senses, be it an audience of one in political negotiations, or a massive crowd in a packed auditorium. Their quick wits and much treasured knowledge of various types of lore make them excellent strategists as well, allowing them to command an army (or even a small band of adventurers) on the field of battle.

Though their lifestyle reeks of manipulation of others, many Administrative Artiste’s are truly doing what they believe to be good, and often will use their skills to genuinely assist those around them, manipulating their friends and companions only where needed to ‘save them from themselves’. Others are decidedly evil, and relish the devious machinations they employ to bring about the ruin of others. Some follow and enforce the letter of the law while others seek every opportunity to bend or break each and every law they encounter. This lifestyle is indeed open to any outlook on altruism or justice.

Class Features

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Tumble (Dex), and Use Magic Device (Cha).

Skill points at first level: 8 + Int x 4
Skill points at each additional level: 8 + Int

Weapon and Armor Proficiencies: The AArt is proficient in the use of all simple weapons and a single martial or exotic weapon of his choice. He is proficient with the use of light armors and with bucklers. An AArt may only use his performances, uncanny dodge, and evasion class abilities when wearing light or no armor, and a buckler or no shield.

Level Attack Fort Ref Will Special
1 +0 +2 +2 +2 Sage Knowledge, Performance
2 +1 +3 +3 +3 Skill Mastery
3 +2 +3 +3 +3 Evasion
4 +3 +4 +4 +4 Multiple Performances (2)
5 +3 +4 +4 +4 Uncanny Dodge
6 +4 +5 +5 +5 Skill Mastery
7 +5 +5 +5 +5
8 +6 +6 +6 +6 Improved Uncanny Dodge
9 +6 +6 +6 +6 Multiple Performances (3)
10 +7 +7 +7 +7 Skill Mastery
11 +8 +7 +7 +7
12 +9 +8 +8 +8 Improved Evasion
13 +9 +8 +8 +8
14 +10 +9 +9 +9 Skill Mastery
15 +11 +9 +9 +9 Multiple Performances (4)
16 +12 +10 +10 +10
17 +12 +10 +10 +10
18 +13 +11 +11 +11 Skill Mastery
19 +14 +11 +11 +11
20 +15 +12 +12 +12

Sage Knowledge (Ex): The AArt spends much of his time studying people, items, places, and histories. Because of this, they have a wealth of knowledge which can be used to understand that which many others may not. This ability is identical to the Bard’s Bardic Knowledge, and if that class ability is possessed, add together levels and treat as if they were the same ability.

Performance (Su): The AArt gains the ability to affect others with a performance in a supernatural way. Some effects are similar to spells or spell-like abilities; others seem to be nothing more than skillful application of their personality and knowledge. The AArt may perform once per day per point of his charisma modifier at first level, and adds his charisma modifier to this number at each level (# of performances = CHA x Level).

Performing in combat is possible, but depending on the performance desire, not always feasible. Any performance which is listed as ongoing takes a standard action to initiate and a move action each round afterwards to maintain. Full round performances take the entire round and cannot be maintained (unless otherwise noted in the performance description). Any action with a performance time listed in minutes or hours may not be performed in combat situations. Unless otherwise listed, all performances affect a number of individual targets within 60 feet of the AArt, who must be able to see and/or hear (though not necessarily understand) the AArt.

At first level the AArt knows three of the listed performances which he qualifies for. At each level after first, the AArt may select any one of the listed performances which he qualifies for. To qualify, the AArt must have a minimum class level and a minimum number of ranks in a perform skill. These are listed as (Nth / X) where Nth is the minimum level and X is the minimum number of ranks in Perform.
(1st/4) Barter: A minimum of one minute is required for this performance, which can be applied to the negotiations for exchanging anything of value for any other thing of value, whether it is money, goods, services. For example, in negotiating the terms for payment for a quest, or exchanging a gem for a weapon, the cost of lodging for a night, or a sale or purchase of food, this performance can be used.
Each minute the performance is continued, a Performance skill check is rolled, which is the DC for a will saving throw. Each minute after the first, the target gains a cumulative +1 bonus to their will saving throw. A failed save means the AArt benefits from his performance by 10% per minute (if the AArt is selling, the price rises by 10% per minute; if he is buying, it is reduced by 10% per minute). A successful saving throw worsens the reaction of the target by one step, and negotiations must begin anew. This performance can reduce a purchase by half (5 minutes or 50%), or double the profit from a sale (10 minutes, or 100%).
(1st/4) Discouragement: With this short (full-round) performance, the AArt discourages and disheartens his foes. The audience affected may be any number of selected individuals up to the AArt’s charisma modifier (minimum 1) – all of whom must be within 30 feet and able to see and/or hear the AArt. Each affected individual receives a will saving throw (DC = performance skill check), if they succeed then nothing happens. On failure, that individual gains a penalty equal to one half the AArt’s class level (minimum +1) on their next die roll. This can be applied to attack rolls, damage rolls, skill checks, saving throws, or any other single die roll.
(1st/4) Elocution: With this ongoing performance, the AArt may understand and speak any single language he has heard spoken in the last minute. This performance can last up to one minute per class level. The language understood may be changed up to once per minute, but only a single language he does not normally speak can be affected at any single time. This ability does not allow the AArt to read or write any languages he normally cannot read or write.
(1st/4) Encouragement: With this short (full-round) performance, the AArt encourages and rallies his friends. The audience affected may be any number of selected individuals (including himself, if desired) up to the AArt’s charisma modifier (minimum 1) – all of whom must be within 30 feet and able to see and/or hear the AArt. Each affected individual gains a bonus equal to one half the AArt’s class level (minimum +1) on their next die roll. This can be applied to attack rolls, damage rolls, skill checks, saving throws, or any other single die roll.
(1st/4) Relief: The AArt can relieve an individual of their pain and fatigue with select words and a performance engineered to pull their mind away from their negative situation. By spending at least one full minute in such a performance, the AArt grants the target the benefits of one hour’s rest. Each additional minute spent in performance, up to 8 minutes total, can grant the benefit of another hour’s rest. This is in addition to any actual rest the target may receive that day. By gaining the full 8 hours of rest, the target is healed one hit point per level. This performance does not have any effect on the target’s ability to prepare or cast spells.
(2nd/5) Combat Directives: The AArt initiates an ongoing performance with a full round of performance followed by the normal ongoing maintenance, in which he directs the actions of a group in battle. This could be applied to comrades at arms (including the AArt), or to a squadron of warriors under his command. Up to one person per level can benefit from this performance per daily performance spent. For example, a 3rd level AArt can direct himself and 2 others (3 total) by spending one performance, or a squadron of 12 by spending 4 performances.
The benefits are gained after the first full round of performance has concluded, and last for as long as the AArt maintains the performance. They include a +1 to all attack and damage rolls and a +1 to armor class for every 5 ranks in perform (+1 with 5-9 ranks, +2 with 10-14 ranks, +3 with 15-19 ranks, +4 with 20-24 ranks, etc.)
(2nd/5) Combat Distractions: Just as Combat Directives, but instead of a bonus, the AArt causes a penalty which affects one creature per performance spent. Targets receive a will save (DC = Perform check) to negate the effect.
(2nd/5) Fascination: This full round performance allows the AArt to fascinate a number of individuals whose total hit dice are equal to or less than twice the number of performances he expends. By spending a single performance, up to 2 hit dice of individuals may be affected; by spending 5 up to 10 hit dice of individuals may be affected. All individuals to be affected must be within 90 feet of the AArt and be able to see and/or hear him. The distraction of a nearby combat or other danger will prevent this performance from working. Each affected individual receives a will saving throw (DC = performance skill check), if they succeed then nothing happens.
Failure means that they are fascinated as long as the AArt continues the performance, and for 5 rounds thereafter. A fascinated creature will simple watch and listen to the AArt as long as the performance is continued, taking no other actions. While fascinated, a target receives a -4 penalty to any skill checks made as reactions (such as spot or listen). Any potential threat (such as the AArt or his companions approaching the fascinated creatures) requires the AArt to make another performance check and allows the fascinated creature(s) to make a new will save against this new DC. Any obvious threat (such as an attack) will end the fascination.
(3rd/6) Sickening Aura: The AArt initiates an ongoing performance with a full round of performance followed by the normal ongoing maintenance, a performance which allows the AArt to sicken a number of individuals whose total hit dice are equal to or less than twice the number of performances he expends. By spending a single performance, up to 2 hit dice of individuals may be affected; by spending 5 performances up to 10 hit dice of individuals may be affected. All individuals to be affected must be within 30 feet of the AArt and be able to see and/or hear him. A fortitude saving throw (DC = performance skill check) is required to avoid the effects. A failed saving throw drains the target of one hit point per round. The damage begins after the first full round of performance has concluded, and last for as long as the AArt maintains the performance.
(3rd/6)
(3rd/6)
(4th/7)
(4th/7)
(4th/7)
(5th/8)
(5th/8)
(6th/9)
(6th/9)
(7th/10)
(7th/10)
(8th/11)
(8th/11)
(9th/12)
(10th/13)
(11th/14)
(12th/15)
(14th/16)
(16th/17)
(18th/18)
(20th/20)

Skill Mastery (Ex): At second and every 4th level thereafter, the AART masters any single class skill of his choice. Mastery provides a +4 bonus to all skill rolls, and allows the AArt to reliably use that skill in adverse conditions. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. This applies even if the skill is one which normally does not allow the character to take 10 in any conditions.

Evasion (Ex): As the rogue ability. Increases to Improved Evasion at 12th.

Multiple Performances (Su): At 4th level the AArt can simultaneously create the affect of 2 performances with one actual performance (a single skill check). The different affects begin at the same time, and last for their normal duration. At 9th level this increases to 3 performances at a time, and at 15th it once more increases to 4 performances at once. If one of the effects is an ongoing performance, when the other performance’s effect has ended, the same one that just expired can be renewed, or a new performance can be initiated in its place. Each performance used in multiple performances counts against the daily allotment of performances as if they were all done separately.

Uncanny Dodge (Ex): As the rogue ability; Dex to AC at 5th, can’t be flanked at 8th (Improved Uncanny Dodge).
D.K.R.

06-16-05, 04:54 PM
Additional Performances
Prerequisite: Performance class ability
Benefits: You learn two additional performances (which you qualify for).
Normal: You begin with 3 performances and learn one more at each level.

I didn't think a feat for more performances a day is needed, since at CHA x Level, you would be getting at least 80 at 20th, if not closer to 160 or 200. At 4th level, you should get a minimum of 8, and probably 12 or 16. Seems reasonable enough to me.