Banterer [Archive] - Wizards Community

Post/Author/DateTimePost
cleokatrah

07-21-05, 07:50 AM
I'm experimenting with a charisma based fighter-type.

Banterer
You don't mind being the center of attention and have learned to employ your high spirits and social articulation into keen and effective devices. Basically, you just talk alot.

HD: d8

Requirements:
BAB +5
Alignment: Any chaotic
Skills: Bluff 5 ranks, Diplomacy 5 ranks, Perform (oratory, comedy or acting) 3 ranks
Feats: Any cha skill raising feat (such as negotiator), Improved Feint
Special: Cha 15 (base score, without enhancements)

Class Skills:
Appraise (int), Balance(dex), Bluff(cha), Climb(str), Diplomacy(cha), Gather Information(cha), Handle Animal(cha), Intimidate(cha), Jump(cha), Knowledge(any four, taken individually), Listen(wis), Perform (oratory & comedy, others can be taken seperately) (cha), Profession(wis), Ride(dex), Sense Motive(wis)
Skill points at each level 6 + int modifier


1 +0 +0 +2 +2 Gifted Gab 1/day, Bonus Language
2 +1 +0 +3 +3 Goad, Adept Fabricator
3 +2 +1 +3 +3 Theatrics, Improved Intimidate
4 +3 +1 +4 +4 Gifted Gab 2/day, Bonus Language
5 +3 +1 +4 +4 Distract
6 +4 +2 +5 +5 Versatile Performer
7 +5 +2 +5 +5 Gifted Gab 3/day, Bonus Language
8 +6/+1 +2 +6 +6 Persistence
9 +6/+1 +3 +6 +6 Quick Intimidate
10 +7/+2 +3 +7 +7 Gifted Gab 4/day, Bonus Language

Class Features:
Weapon and Armor Proficiency:
Simple & Martial Weapons, Light Armor & Shields

Gifted Gab
Using the list below, a banterer may choose one effect (or two, if applying mass) and use it as a standard action as long as his/her cha mod meets the qualification. This is a language dependant, mind affecting, spell like ability and counts as a standard action in combat. DC=10+cha mod; treat banterer's class level as spellcaster level where applicable. When using this ability, the banterer must be able to be heard for the effects to take place.

CHA* Available Effects

14-15 Dispel Fear, Charm, Confuse (lesser), Command
16-17 Fluster, Fascinate, Calm Emotions, Remove Paralysis
18-19 Heroism, Suggestion, Enthrall
20-21 Break Enchantment, Remove Fatigue, Panic
22+ Mass: As one use of 'gifted gab', apply the mass descriptor (target: 1 creature/banterer level, no
two of which can be more than 30 ft. apart) to any effect as a free action.

* - Base charisma score, without enhancements

Dispel Fear: removes fear in any one target as long as the spell or ability that caused it is equal to the banterer's cha mod or lower.
Charm: as spell, except it cannot be used on targets with unfriendly or hostile attitudes.
Lesser Confusion: as spell.
Command: as spells, except unfriendly/hostile targets gain +4/+6 to save, respectively.
Fluster: target shaken 1 round/level. Will negates. Upon regaining confidence, subject becomes unfriendly or if unfriendly before targeted, becomes hostile.
Fascinate: as condition: fascinated, for 1 round/level. Unfriendly/hostile targets gain +4/+6 on save.
Calm Emotions: as spell, except duration is up to 1 round/level with a new save check by target each round. Unfriendly/hostile characters gain a +4/+6 bonus to save while the difficulty is lessened by -4 if the banterer is attempting to calm an ally.
Remove Paralysis: as spell but single target only
Remove Fatigue as spell, but requires a cooperation roll from the target (difficulty 20, will save, ally can apply banterer's cha bonus). Rested subjects do not gain benefits.
Heroism: as spell except affects all allies able to hear banterer.
Suggestion: as spells. Unfriendly/hostile subjects gains +4/+6 to save.
Enthrall: as spell.
Confuse: as confusion(lesser)/confusion spells, respectively.
Break Enchantment: as spell except the banterer adds his cha mod.
Panic: target is panicked for 1 round/level.

This needs tweaking


Goad
As a bonus feat.

Adept Fabricator
You are exceptionally good at fibbing. A banterer may add his/her charisma bonus to saving throws against truth seeking spells and abilities.

Theatrics
Add perform (acting) bonus to all bluff checks, including those made in battle

Improved Intimidate
Intimidate as move action. Also, if the creature speaks a language the banterer is efficient with, it takes a bonus of +2/size category larger instead of +4.

Distract
Upon a successful feint check, the banterer gains the option to force his/her opponent into provoking an attack of opportunity. The opponent is allowed a chance to roll a dexterity save (DC 10 + Banterer's cha mod). If the opponent succeeds, he/she regains their dexterity and the banterer loses the rest of his turn. If they fail, the banterer gains an attack of opportunity and is additionally allowed to finish his turn as normal. This is a language dependant, mind affecting ability.

Veratile Performer
As a bonus feat

Persistence
You have quick enough wit to conceal your mistakes and make additional attempts. Once per day, a banterer may reroll any charisma based skill check or ability check. The character must take the result of the roll, even if it is worse than the original roll.

Quick intimidate
Intimidate as free action.
red-gregor

07-21-05, 08:21 AM
this is a pretty good calls i like it
cleokatrah

07-21-05, 08:35 AM
Thanks. If anything, it would be fun to play one of these...

Yak yak, BAM, yak yak BAM :)

I had thought of a feat name "Yak Attack" but I couldn't figure out what to do for the feat, lol.