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| D.K.R.07-17-04, 08:30 PM | Charlatan The Charlatan is a socially oriented character, one who focuses on manipulation of others and mental attacks instead of on physical combat and brute force. Merchants, Spies, Diplomats, Traveling Performers, these and many other similar lifestyles may select the Charlatan as their core class. Class Features: Alignment: Any Non-Lawful Hit Die: d6 Skills: The Charlatan’s class skills (and the key ability score for each) are; Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), 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), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), and Use Magic Device (Cha). Skill Points at first level: 8 + Intelligence modifier x 4 Skill points at each additional level: 8 + Intelligence modifier Weapon and Armor Proficiency: The Charlatan is proficient in the use of any single chosen melee weapon and any single chosen ranged weapon, and in the use of light armor. Class Base Fort Ref Will Level Attack Save Save Save Special 1 +0 +0 +2 +2 Wealth, Fake it, Manipulation, Barter, Charm 2 +1 +0 +3 +3 Feign Innocence 3 +1 +1 +3 +3 Inspire Competence 4 +2 +1 +4 +4 Bonus Feat 5 +2 +1 +4 +4 Weapon Panache 6 +3 +2 +5 +5 Suggestion, Tongues 7 +3 +2 +5 +5 8 +4 +2 +6 +6 Bonus Feat 9 +4 +3 +6 +6 Detect Thoughts 10 +5 +3 +7 +7 Master of Deception 11 +5 +3 +7 +7 12 +6/+1 +4 +8 +8 Bonus Feat, Mass Charm 13 +6/+1 +4 +8 +8 14 +7/+2 +4 +9 +9 15 +7/+2 +5 +9 +9 Mass Suggestion 16 +8/+3 +5 +10 +10 Bonus Feat 17 +8/+3 +5 +10 +10 18 +9/+4 +6 +11 +11 Dominate 19 +9/+4 +6 +11 +11 20 +10/+5 +6 +12 +12 Bonus FeatSpells / Day0 1 2 3 4 5 6 2 - - - - - - 2 0 - - - - - 3 1 - - - - - 3 2 0 - - - - 3 3 1 - - - - 3 3 2 - - - - 3 3 2 0 - - - 3 3 3 1 - - - 3 3 3 2 - - - 3 3 3 2 0 - - 3 3 3 3 1 - - 3 3 3 3 2 - - 3 3 3 3 2 0 - 4 3 3 3 3 1 - 4 4 3 3 3 2 - 4 4 4 3 3 2 0 4 4 4 4 3 3 1 4 4 4 4 4 3 2 4 4 4 4 4 4 3 4 4 4 4 4 4 4 Wealth (Ex): The Charlatan starts with 4d4 x 20 (an average of 200 GP) at first level; or double the wealth for a character of his level if starting above first level. If he is starting above first level, more than one half the character levels must be in this class to gain this benefit. A full fourth (25%) of all wealth obtained as the Charlatan adventures must be spent on decorous supplies, such as clothing, jewelry, profession kits or craft tools, etc. Spells: The Charlatan gains a limited ability to cast spells. His spells are spontaneously cast much like a bard or sorcerer, using his Charisma to determine saving throw DC and bonus spells per day, but unlike those classes, he automatically knows all spells on the Charlatan spell list. Fake it (Ex): The Charlatan’s bread and butter is appearing as if he is something which he is not. By spending all his time pretending to be something other than what he is, he gains skill in ‘faking’ various skills. Once per day, the Charlatan may add his class level to any single die roll. (This can be used for attack rolls, damage rolls, saving throws, or other similar mechanics, but is intended to be most often applied to skill and ability checks.) Manipulation (SL / Su): The Charlatan is well versed in the subtle arts of warping other’s views to his own, in making others believe that they have come up with ideas he has planted, or otherwise bending the will of others to his own devices. The Manipulation class ability works quite similarly to the bard’s Bardic Music ability, as it is tied to the perform skill (Perform[Manipulation] to be precise), and has varying possible effects dependant upon the character’s ranks in that skill as well as upon his class levels. Following are detailed those effects (note that unless otherwise stated, all spell-like effects use the Charlatan’s class levels as the caster level, where applicable); Barter (Su) (1st level / 3 ranks): By succeeding a Perform [Manipulation] skill check (DC 20), the cost of an item being purchased is altered in the favor of the Charlatan (lowered for purchases made by the Charlatan, increased when the Charlatan is the salesperson) by 20% plus 5% per 3 levels of the Charlatan (25% at 3rd, 30% at 6th, 35% at 9th, etc.; to a maximum of 50% at 18th and higher levels.) The DC of the Perform [Haggle] check increases by 5 for every additional 5% alteration; and a failed attempt usually ends the dealings. This effect is calculated separate from and after any other effects which alter the price of the exchange. Example: Wyvern, a 12th level Charlatan, is selling her used mithral chain bikini. It has a market value of 11,500 gold pieces new, and a used value of 5,750 gold pieces. She decides to go for bust, and on her first interested merchant tried to barter him up an additional 40% or 2,300 more gold, the maximum she could sway him. Rolling the Perform [Manipulation] check, she gets a lower than average result of 33, 7 points shy of the DC (40). Had she only tried for a 30% increase (DC 30), an extra 1,725 more gold; she would have succeeded. As it is, the merchant is better than her at dealing, and sticks to his initial offer of 5,750 gold pieces. She cannot try again with the same merchant, but luckily Wyvern is in Amn, the land of merchants, and simply moves on to the next vendor. Charm (SL) (1st level / 3 ranks): To use this ability the Charlatan makes a Perform skill check. The result is the Will Save DC for a target to resist being charmed as per the Charm Person spell. This ability follows all the same guidelines as presented for the Fascinate bardic music ability, regarding the validity and number of targets. Inspire Competence (Su) (3rd level / 6 ranks): As the standard bardic music ability. Suggestion (SL) (6th level / 9 ranks): As the standard bardic music ability, however the target must have been Charmed (as above) instead of Fascinated. Tongues (SL) (6th level / 9 ranks): The Charlatan may gain the effects of the Tongues spell in one conversation, by expending a single use of his Manipulation ability. Detect Thoughts (SL) (9th level / 12 ranks): By expending a single use of his Manipulation ability, the Charlatan gains the benefit of the Detect Thoughts spell. Mass Charm (SL) (12th level / 15 ranks): The Charlatan’s Charm ability expands to affect multiple people, as per the Mass Charm Monster spell. Mass Suggestion (SL) (15th level / 18 ranks): The Charlatan’s Suggestion ability expands to become a Mass Suggestion (note that all creatures to be affected must have been charmed via the Charlatan’s Charm or Mass Charm ability). Dominate (SL) (18th level / 21 ranks): The Charlatan may dominate one person as per the spell Dominate Person. The Charlatan's perform check is the Will save DC. A Charlatan may dominate only a single person in any given day. Feign Innocence (Ex): The Charlatan has been caught red handed often enough to know how to slip out of potentially hazardous situations. He adds his Charisma score as a dodge bonus to his Armor Class when unarmored or lightly armored. Bonus Feat (Ex): At 4th level and every additional four levels, the Charlatan gains a bonus feat from the following list. He must meet all prerequisites for the feat, if any, and all the normal restrictions for the feat must be followed. Alternately, the Charlatan may select a new language instead of gaining a new feat. Bonus Feat list: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self Sufficient, Skill Focus*, Stealthy. *can be selected multiple times, each time applied to a different skill. Weapon Panache (Ex): The Charlatan is so practiced in using his wits and his charm to both attack others and defend himself with, that he readily applies them in combat situations as well as social. He may now use his Charisma modifier in place of his Strength or Dexterity modifier for all attack rolls with the two weapons selected for this class' proficiencies. Master of Deception (Su): The Charlatan has become so practiced in the art of falsehoods that even magical methods of detection cannot force the truth from him. Because of this, extracting the truth from a 10th level Charlatan is all but impossible. He becomes immune to all alignment detecting spells and effects as well as any spell or effect that would usually compel him to reveal the truth, or that would reveal his words to be false (including but not necessarily limited to a Discern Lies spell, a Zone of Truth spell, a Potion of Truth, etc.) Spells: (Need to develop the spells list; basically enchantments and illusions – only those spells that would befit a charlatan, preferably a small list; no more than 4 or 5 spells of any given level.) |
| D.K.R.07-18-04, 10:31 PM | :bump: |
| D.K.R.07-31-04, 03:55 PM | I think 2 weeks is more than long enough to wait for a second :bump: |