MANIPULATOR
The
fastest path into this advanced class is from a combination of the Charismatic
and Dedicated hero basic classes, though other paths are possible. The
Manipulator is from the Urban Arcana SRD (glamourist).
Requirements
To qualify
to become a Manipulator, a character must fulfill the following criteria.
Skills: Bluff 6 ranks,
Sense Motive 6 ranks.
CLASS
INFORMATION
The
following information pertains to the Manipulator advanced class.
Hit Die
Manipulators
gain 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
Manipulators
gain a number of action points equal to 6 plus one-half their character level,
rounded down, every time they advance a level in this class.
Class Skills
The
Manipulator’s class skills are as follows: Bluff (Cha), Concentration (Con),
Diplomacy (Cha), Decipher Script (Int), Disguise (Cha), Forgery (Int), Gamble (Wis),
Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences,
current events, popular culture, streetwise) (Int), Listen (Wis), Perform (act,
sing) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis),
Speak Language (none), Spot (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.
|
Table:The Manipulator |
|||||||
|
Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
|
1st |
+0 |
+0 |
+2 |
+0 |
Self-confidence |
+1 |
+0 |
|
2nd |
+1 |
+0 |
+3 |
+0 |
Hidden
motives |
+1 |
+0 |
|
3rd |
+1 |
+1 |
+3 |
+1 |
Bonus
feat |
+2 |
+1 |
|
4th |
+2 |
+1 |
+4 |
+1 |
Hidden
allegiance |
+2 |
+1 |
|
5th |
+2 |
+1 |
+4 |
+1 |
Audience |
+3 |
+1 |
|
6th |
+3 |
+2 |
+5 |
+2 |
Bonus
feat |
+3 |
+2 |
|
7th |
+3 |
+2 |
+5 |
+2 |
Daze |
+4 |
+2 |
|
8th |
+4 |
+2 |
+6 |
+2 |
Utterly
convincing |
+4 |
+2 |
|
9th |
+4 |
+3 |
+6 |
+3 |
Bonus
feat |
+5 |
+3 |
|
10th |
+5 |
+3 |
+7 |
+3 |
Charm
person |
+5 |
+3 |
CLASS
FEATURES
The following
features pertain to the Manipulator advanced class.
Self-Confidence
The
Manipulator may treat her Manipulator levels as Charismatic levels for any
talent where Charismatic levels are used (favor, captivate, fast-talk, dazzle,
taunt).
Hidden Motives
At 2nd
level, the Manipulator increases her ability to hide her motives and
intentions. She gains a circumstance bonus equal to her Manipulator levels when
using Bluff against a Sense Motive skill. In addition, the DC for Bluff checks
against her is increased by her levels of Manipulator.
Bonus Feats
At 3rd,
6th, and 9th level, the Manipulator gets a bonus feat. The bonus feat must be
selected from the following list, and the Manipulator must meet all of the
prerequisites for the feat to select it.
Alertness,
Attentive, Builder, Confident, Creative, Deceptive, Improved Initiative, Iron
Will, Low Profile, Renown, Trustworthy, Windfall.
Hidden Allegiance
At 4th
level, the Manipulator gains the supernatural ability to suppress her
loyalties, even from spells and abilities. In cases where such divinations are
made, the Manipulator gains a Will save (DC 15 + the character level of the
individual making the attempt) to negate the attempt. Negated attempts reveal
either no allegiance or a lack of the sought-for allegiance, as applicable for
the ability or spell.
Audience
At 5th
level, the Manipulator may extend any Charismatic hero talents to a number of
targets equal to her total of Charismatic and Manipulator levels. Individual
targets are otherwise affected as described under the Charismatic hero basic
class.
Daze
At 7th
level, the Manipulator gains the spell-like ability to daze an individual of
her choice. This ability may be used once per day, and functions identically to
the daze psionic power.
Utterly Convincing
At 8th
level, the Manipulator is a master at convincing people. Whenever the
Manipulator spends an action point to improve some Charisma-based skill checks
(see below), she adds an additional 1d6 to the result. The skills that utterly
convincing applies to are: Bluff, Diplomacy, Disguise, Gather Information,
Intimidate, and Perform.
Charm Person
At 10th
level, the Manipulator gains the psychic-like ability to charm person once per
day. This ability functions identically to the charm person psychic power.
SAMPLE
MANIPULATORS
Imperial Magistrate or Pontifex, tau Water Caste Envoy, tau
Ethereal Caste Prince, perhaps the most archetypical though is an Eldar spy,
one who travels to human worlds for information posing as a human.