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.

 

 

 

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