DEVIOUS MANIPULATOR [SOCIAL]
You excel at deceiving others. You craft your lies with such expert attention to detail that even the sharpest minds have trouble telling your deceptions from truth. Whether in combat or in a refined social situation, your talent for lies serves you well.
Base Mastery: 1
Prerequisite: This feat relies on the Bluff skill. You do not need ranks in Bluff to use Devious Manipulator, but it is far more effective with them.
Benefit: You gain access to deception tokens you can use to force others to take actions based on your lies. You gain 1 deception token against a specific target by making a successful Bluff check opposed by his Sense Motive. You may have a total number of unspent tokens equal to your level + 10, but you must accumulate tokens against only one target at a time. If you switch to a different target, you lose your built-up tokens. You can accept a skill challenge (see Chapter Five) to increase the tokens you gain. For every – 5 penalty you take on the check, you gain 1 additional deception token on a success.
In combat, you can spend deception tokens to interfere with your target’s efforts. You use your Bluff skill to trick him into misreading your attacks and defense. On your action, you can spend 1 token to gain a +1 bonus to attacks against your target or impose a –1 penalty to his attacks against you. These benefits apply only to attacks from or against your chosen target. They last until the start of your next turn, and you can choose a mixture of bonuses and penalties. You may spend up to 5 tokens per round in this manner.
Outside of combat, you can spend deception tokens to enhance a Bluff check. For each token you spend, you gain a +2 bonus to a single Bluff check. You can also increase the amount of time a target believes your lies by 1 round per token spent. You may spend up to 5 tokens as part of a single Bluff check.
Expanded Mastery: 2. In noncombat situations you can craft lies so compelling and plausible that others have trouble discerning the truth behind them. If you succeed in a Bluff check against a single person, you can spend 1 deception token per round to force him to continue believing your bluff. You can keep spending tokens as long as you remain in the target’s presence and can speak to him. If the target finds compelling evidence to contradict your story, you can attempt another Bluff check as a standard action to prevent him from believing it.
Expanded Mastery: 3. In combat you can use your Bluff skill to confuse an opponent. When you use Bluff to feint, you may force a foe to lose his active bonus to defense against an ally of your choice. In this case, your target retains his active bonus against you.
Expanded Mastery: 4. You can plant lies and cover stories in a target’s mind, to the advantage of you and your allies. You create a seemingly trusting relationship built on lies and deception. When you succeed at a Bluff check against an opponent, you can invest the deception tokens you would normally gain from him in a special fund linked to that target. This fund remains available for future use even if you change the target of your deception pool. When you or an ally attempts a Bluff check against the target, you or your ally can spend the invested tokens. Each token spent causes a –1 penalty to the target’s Sense Motive check.
A single target’s fund can include a number of invested tokens equal to your level. When you first use this ability, you must designate a maximum number of allies equal to 1 + your Charisma modifier who can take advantage of it—these allies are the ones you work into your lies, giving them an easy cover story to draw upon.
Expanded Mastery: 6. In a noncombat situation you can use Bluff to gain temporary control of a target’s actions.
Make a Bluff check as normal. As part of this bluff, give the target an order of one sentence (no more than 20 words). This command cannot be dangerous, suicidal, or harmful to the target or his allies. Should your Bluff check succeed, the target obeys this command for a number of rounds equal to your Charisma bonus + 1. You can increase this duration by 1 round per 2 deception tokens spent. If the target encounters any violent resistance to his actions, your control over him immediately ends.
You are used to fighting in front of an audience. The roar of the crowd drives you to overcome near impossible odds.
Base Mastery: 1
Benefit: You gain a gladiatorial token pool. This pool represents the energy and strength you draw from the motivational power of a cheering crowd. Any character who can see you fighting
may use an action on his turn to shout support and encouragement to you. You must be able to see and hear the character doing the encouragement. The encouragement must be aimed at you specifically, not at your allies in general. You gain a number of gladiatorial tokens depending on the action the character uses to cheer you.
Move action Standard action Full-round action
1 2 4
You can also psych yourself up for battle: you stomp your feet, gesticulate insultingly, shout challenges or war cries, batter yourself on the forehead with your shield, or the like. You may choose to do this as a move, standard, or full- round action to gain gladiatorial tokens as shown above, just as if another character had cheered you on. You can accumulate a maximum numberof tokens equal to 10 + your level. You can spend the tokens in order to perform great feats of endurance and skill in combat. You lose your accumulated gladiatorial tokens at the end of the encounter.
You use the crowd’s energy to help you overcome the pain of your injuries. You can spend gladiatorial tokens to restore vitality points. Each token you spend allows you to convert 1 token to 1 vitality point.
Expanded Mastery: 2. Your attacks are filled with bravado and ostentation as you play to your audience. You may apply your Charisma modifier instead of your Strength modifier on attack rolls.
Expanded Mastery: 3. You can use the roar of the crowd to keep you on your feet. When you are reduced to negative hit points, you can spend 1 gladiatorial token to remain conscious until the end of your next turn. You must choose whether to spend tokens as soon as you are reduced to negative hit points (even if it is not your turn). You can continue to spend tokens each round thereafter. If you cannot pay the token cost, or choose not to do so, you immediately fall unconscious and are dying.
Each round in which you spend a token, you can take either a standard action or a move action each round, but not both, You cannot take a full- round action. You can perform a move action without harming yourself, but if you perform a standard action (or any other action deemed as strenuous, including some free actions, such as using Quick Draw to draw a weapon), you take 1 point of damage after completing the action.
There is no limit to how far negative your hit points can go while using this ability: you remain conscious as long as you have tokens to spend. However, you run the usual risk of death whenever you are negative more hit points than your constitution score. Make your Fortitude save at the end of your turn each round. If you fail, you die instantly.
You cannot stabilize while using this ability.
Expanded Mastery: 4. You develop a potent, not to mention flashy move that functions as your “signature attack.” If you spend 2 gladiatorial
tokens, you may make your signature attack as a full-attack action. You may move up to half your base speed as part of this action; this movement can occur either before or after the attack itself, and you receive the benefits of Mobility feat mastery 3 until the end of your turn (even if you do not have the prerequisites for that feat).
Make a single attack roll. You may spend additional tokens to gain a bonus to this attack roll, if you wish. Each token you spend grants you a +1 bonus to the attack roll. If your signature attack is successful, you gain a number of gladiatorial tokens equal to your Charisma bonus before rolling your damage. Additionally, your attack deals double damage.
You can spend tokens gained as part of a successful signature attack immediately. For instance, if you have expanded mastery 6 of this feat, you can spend the tokens on additional damage for the signature attack.
Expanded Mastery: 5. You may apply your Charisma modifier instead of your Strength modifier on damage rolls.
Expanded Mastery: 6. The roar of the crowd adds fervor to your blows. When you strike an opponent, you can choose to spend gladiatorial tokens to increase the damage. You can decide to spend tokens after you know whether your attack has succeeded, but before you make the damage roll. Each token you spend gives you a +2 bonus to damage for that attack only. This damage is multiplied if applied to a critical hit.
Expanded Mastery: 7. When you spend gladiatorial tokens to restore vitality points, every token you spend allows you to restore 3 vitality points, rather than just 1.
Expanded Mastery: 8. The crowd spurs you into a frenzy of attacks. You may spend gladiatorial tokens to gain additional attacks. If you spend 4 tokens, you may immediately make an extra attack at your highest attack bonus. You can activate this ability as many times during your turn as you have tokens to do so, but must have made at least one attack as part of your normal actions in order to activate this ability.
Expanded Mastery: 9. You are expert at psyching yourself up for combat. When you an action to gain gladiatorial tokens for yourself, you may add your Charisma bonus to the number of tokens you gain.
OVERWHELMING PRESENCE [SOCIAL]
With a single glare, you strike terror into others. Your mere presence is enough to make the timid recoil. While others use gilded words and clever stratagems to manipulate others, your personality strikes with the raw force of an avalanche.
Base Mastery: 1
Prerequisite: Overwhelming Presence relies on the Intimidate skill. You do not need ranks in Intimidate to use it, but the feat proves far more effective with them.
Benefit: At the start of an encounter, you may use a move action to adopt a menacing demeanor. Doing so grants you your Charisma bonus as an active bonus to defense. You do not gain this bonus against creatures that are immune to fear. The bonus stops at the end of the encounter.
Expanded Mastery: 2. You can use the “browbeat target” form of Intimidate as a free action against one opponent. However, the effects of a successful use of Intimidate last only until the end of your next action. You cannot attempt to use Intimidate in this manner against the same target more than once per encounter. (This applies whether your check succeeds or fails.)
Expanded Mastery: 3. Your mere presence strikes terror into your foes. You can use the Intimidate skill as a move action whenever you could normally do so as a standard action. Other aspects of the skill remain unchanged. For example, if an ability requires you to use Intimidate as a full-round action, it still takes that long to use.
Expanded Mastery: 5. Your intimidating presence causes others to grow tentative and nervous when they face you in battle. Any opponent in your threatened area must attempt a Will save (DC 10 + half your level + your Charisma modifier). Those who fail suffer a penalty to attacks against you equal to your Charisma bonus. A foe must save against this ability only once per combat. Its effects last until the end of the encounter. To keep the game flowing, it’s usually best to make a save before the creature attacks.
Expanded Mastery: 7. Your terrifying presence can strike stark fear into your enemies. Make an Intimidate check against a shaken opponent with fewer Hit Dice or levels than you. The target opposes this check with a Will save, base attack check, or Intimidate check. If he fails, he becomes frightened.
Expanded Mastery: 8. You can use the Intimidate skill as a free action once per round rather than as a move or standard action. Other aspects of the skill remain unchanged.
Expanded Mastery: 10. Your terrifying presence terrorizes your foes. You may make an Intimidate check against a shaken opponent with fewer Hit Dice or levels than you. The target opposes this check with a Will save, base attack check, or Intimidate check. If he fails, he becomes panicked.
POLITICAL MASTERMIND [SOCIAL]
With your personality and cunning, you can manipulate others to your will. Not only can you win their favor, you can dictate their actions, influence their attitudes and beliefs, and slowly turn them into your puppets.
Base Mastery: 1
Prerequisite: Political Mastermind relies on the Diplomacy skill. You do not need ranks in Diplomacy to use it, but the feat proves far more effective with them.
Benefit: When making a Diplomacy check to influence a creature, you gain 2 manipulation tokens if you improve the creature’s attitude to friendly or helpful. Thereafter, you gain 2 additional manipulation tokens against him for each day that you interact with the target for more than an hour and succeed at a Diplomacy check (DC 10 + creature’s Will save modifier). Spending 1 manipulation token decreases this Difficulty Class by 5. You can spend more than one token, though obviously spending 2 tokens to gain 2 tokens makes little sense.
If the target of this ability changes his attitude for any reason, you can immediately spend manipulation tokens to improve it by one category per token spent. The target’s attitude might drop again if you take further actions. You do not have to be present to spend these tokens. For example, you can designate a standing effort to immediately improve the target’s attitude to friendly if he should ever drop below it. In this case, you work to buffer your influence with the target through promises and flattery. Otherwise, you must be able to see and speak with the target to improve his attitude.
You can spend manipulation tokens to force the target of this ability to take certain actions. The token cost depends on the nature of the action.
1 token: A favor or action that requires some effort on the target’s part but does not go against his nature, interests, or goals. For example, asking a warlord to give you shelter and food in his fortress.
3 tokens: A favor or action that demands intense focus, work, and resources, but one that does not violate his nature, interests, or goals. For example, asking the warlord to fund an expedition to the unexplored forests to the north.
5 tokens: A minor favor or action that works against the target’s ideals, interests, or goals. For example, asking the warlord to fund an expedition while his realm teeters on the edge of bankruptcy.
10 tokens: An important and critical decision or favor that directly opposes the target’s morals, goals, or ideals. For example, convincing the warlord to do nothing while his hated enemy launches attacks into his land.
As with any token pool, you can accumulate a maximum number of unspent tokens equal to your level + 10. These tokens do not expire,
allowing you to build up your influence with another over a long period.
Special: You can build up token pools against different targets at the same time with this feat. Track your available tokens against each target. Someone attempting to counter one of your manipulations must make an opposed Diplomacy check against you to succeed. For example, say you convince the warlord to fund your treasure- seeking expedition by spending manipulation tokens. His wife opposes your plans by spending an equal number of tokens. To succeed, she must make a Diplomacy check opposed by one from you.
Needless to say, almost every politician and aristocrat of any political acumen chooses this feat.
Expanded Mastery: 2. You can designate an entire city or district as the target of this feat. In this case, you work to create a broad range of contacts among common folk, merchants, and so forth. Each day you may attempt a Diplomacy check after spending four hours of work. The Difficulty Class derives from the city’s size. Reduce the Difficulty Class by 5 if you target only one district in town. See the table below for Diplomacy DC by city size:
Tiny (village) 15 Small (town) 20 Medium (city) 25 Large (metropolis) 30
Each day that your check succeeds, you gain 1 popularity token. While you remain within the city or district, you can spend 1 popularity token to change an indifferent person to helpful. This benefit lasts for one hour and conveys the idea that the subject is someone you met at a bar, an old friend from your childhood, or someone else that you interacted with and won over while canvassing the city.
Expanded Mastery: 3. You can control large groups of people with a carefully composed oration. You might incite fear, anger, or calm. You may make a Diplomacy check as a full-round action, provided that the crowd is not hostile to you. The Difficulty Class of this check equals the number of people in the crowd divided by 5. On a success you alter the group’s attitude toward you by one category. If the members of the group become helpful, you can coax them into one of the states described below.
Anger: The crowd grows ugly. They may attack a single person or group of your choice, though they stop attacking if the target slays or drops more than 10 percent of the crowd. In this case, the crowd reacts according to the fear response below. Otherwise, they riot and smash windows, loot, start fires, and otherwise spread destruction. Once a crowd is angry, you can only attempt to calm it.
Calm: The crowd peacefully disperses. Once calmed, all Diplomacy attempts to incite it to further action face a +10 modifier to the Difficulty Class.
Fear: The crowd panics and flees. It is now impossible to use Diplomacy to change the crowd’s attitude unless escape is impossible. In that case, the people in the crowd try to find cover and hide. Otherwise, the crowd disperses.
Motivated: The crowd takes a course of action of your choice. You could motivate the group to help repair a leaky dam, douse a fire, man the walls against attackers, and so forth. The crowd takes any action you request, provided that it is not obviously suicidal.
Anyone in the crowd with Hit Dice that exceed half your level proves immune to this effect.
Expanded Mastery: 4. You can now spend manipulation tokens to gain virtual control of someone. For every 5 tokens you spend, you dictate a basic course of action or an attitude toward a subject or person. This attitude persists for a number of weeks equal to 1 + your Charisma modifier. It may last longer if you spend 2 manipulation tokens against the target each additional week. You must be present with the target to extend the duration, and can do so only within two days of the end of this effect’s duration.
You cannot impart suicidal, obviously ruinous, or foolish attitudes to your target. The idea must be reasonable given his position, attitude, and goals.
A person you control in this way is considered a puppet. This is a special state that other Political Mastermind abilities utilize (see below).
Expanded Mastery: 7. You exercise increasing control on a person over whom you have slowly gained a powerful social and emotional hold. Against a target who has become your puppet (see above), you may spend 5 manipulation tokens and make a Diplomacy check opposed by your target’s Will save. A success causes your target to develop a single attitude that violates his normal beliefs and goals. For example, you could turn a warlord against one of his allies.
This belief lasts one week, though its consequences could linger far longer. You can spend another 2 tokens each week and make another Diplomacy check opposed by the target’s Will save. If you manage this for 5 weeks in a row, the idea you implanted becomes permanent, and you can try to introduce another. In addition, the target is now considered your thrall. This state opens up additional options to you with a higher mastery ability.
Expanded Mastery: 10. You can exercise greater control over a single person. You may spend 5 manipulation tokens per week to direct the actions of a target who has become your thrall. You must spend at least two hours per day with the target. There are no limits to the control you exercise— it is near complete. However, your target may attempt a Will save once per week, opposed by your Diplomacy check. If this save succeeds, the target regains his own mind but remains subject to your other abilities. In addition, he does not become suspicious or angry toward you unless you give him an obvious reason to do so. Your attempts at control are not enough to rouse his ire.
Others can attempt to break your control once per week with an opposed Diplomacy check. You cannot have more than one thrall at any given time.