Zherog
2004-07-20, 05:24 PM
The Z Man
"Good morning, babes."
"Good morning, Z!"
Such is the official greeting between a Z Man and his Babes. Z Men work behind the scenes, directing their babes on secret missions that often have a great importance to the safety of the world. They possess a rare combination of skills that allows them to lead as well as gain tactical information. A typical Z Man lays down his sword or spellbook in favor of his wit and charm. He coaxes, manipulates and directs as required to ensure the success of his Babes.
Z Men always have 3 Babes directly under his control. He does everything in his power to protect and care for his Babes. Often times, a Z Man will assign his Cohort to help his babes, using the Cohort as a face man so he himself can remain anonymous to his Babes.
As a Z Man advances in level, he often learns of other Z Men, but rarely does he ever learn who are Babes, other than those who report directly to him.
Due to the stringent skill requirements, rogues and bards most often become Z Men. Other classes can qualify if they put in the effort, but rarely due so.
To qualify as a Z Man, a character must meet all of the following requirements:
Alignment: non-lawful, non-evil
Skllls: Diplomacy 8 ranks, Gather Info: 8 Ranks, Sense Motive: 8 ranks
Feats: Leadership, Persuasive
Abiliites: Charisma: 15 or higher without magical items
Sex: Male
Special: Must be initiated by an existing member of the class
Hit Points: d6 per level
BAB: Medium (as cleric)
Saves: Will and Fort good; reflex bad
The following are class skills for the Z Man:
Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A)
Skill Points per Level: 4 + Int mod
Level 1: Alias; Contacts
Level 2: Charisma Bonus +1; Leadership Bonus +1
Level 3: Charm Person; Bonus Language
Level 4: Charisma Bonus +2; Leadership Bonus +2
Level 5: Nondetection
Level 6: Charisma Bonus +3; Leadership Bonus +3
Level 7: Knowledge is Power
Level 8: Charisma Bonus +4; Leadership Bonus +4
Level 9: Mind Blank; Bonus Language
Level 10: Charisma Bonus +5; Leadership Bonus +5
Weapon and Armor Proficiencies: A Z Man gains no additional weapon, armor or shield proficiencies.
Alias: Upon adopting this class, a character must change his name to something beginning with Z. He abondons his past name completely; should a Z Man ever divulge to anybody his past name, he may not progress any further in this class and loses all class abilities except for Charisma bonuses.
Contacts (Ex): A Z Man knows many people from many backgrounds. This myriad of contacts grants him a circumstance bonus on all Gather Information checks equal to his Z Man class level.
Charisma Bonus (Ex): Beginning at 2nd level, and every even level thereafter, the Z Man gains an inherent bonus to his Charisma score. The bonus begins at +1 at 2nd level and rises by one every level until the bonus is a +5 inherent bonus at 10th level.
Leadership Bonus (Ex): Beginning at 2nd level, and every even level thereafter, the Z Man gains a bonus equal to half his class level on his Leadership Score for determining followers. This bonus has no effect on the Cohort the Z Man may attract, and all other bonuses and penalties apply as normal.
Charm Person (Sp): The Z Man is a master of influencing others. Beginning at 3rd level, he can cast the spell Charm Person a number of times per day equal to his charisma modifier (minimum 1). The save DC against this effect is equal to 10 + 1/2 class level + the Z Man's Charisma modifier.
Bonus Language: At 3rd level and again at 9th level, the Z Man may choose a bonus language.
Nondetection (Sp): Beginning at 5th level, a Z Man becomes almost impossible to scry upon. He is constantly under the effects of a Nondetection spell. His caster level for overcoming the effect is half his total character level.
Knowledge is Power (Ex): A Z Man understands that knowledge of trivia and other tidbits sometimes makes his job easier. Beginning at 7th level, the Z Man may pick any two knowledge skills and he then receives a competence bonus equal to his class level on those two skills. Once selected, the skills may not be changed.
Mind Blank (Sp): At 9th level, the Z Man's protection against divination spells and similar abilities improves. The Z Man is constantly warded by a Mind Blank effect. His effective cast level for this ability is his total character level.
"Good morning, babes."
"Good morning, Z!"
Such is the official greeting between a Z Man and his Babes. Z Men work behind the scenes, directing their babes on secret missions that often have a great importance to the safety of the world. They possess a rare combination of skills that allows them to lead as well as gain tactical information. A typical Z Man lays down his sword or spellbook in favor of his wit and charm. He coaxes, manipulates and directs as required to ensure the success of his Babes.
Z Men always have 3 Babes directly under his control. He does everything in his power to protect and care for his Babes. Often times, a Z Man will assign his Cohort to help his babes, using the Cohort as a face man so he himself can remain anonymous to his Babes.
As a Z Man advances in level, he often learns of other Z Men, but rarely does he ever learn who are Babes, other than those who report directly to him.
Due to the stringent skill requirements, rogues and bards most often become Z Men. Other classes can qualify if they put in the effort, but rarely due so.
To qualify as a Z Man, a character must meet all of the following requirements:
Alignment: non-lawful, non-evil
Skllls: Diplomacy 8 ranks, Gather Info: 8 Ranks, Sense Motive: 8 ranks
Feats: Leadership, Persuasive
Abiliites: Charisma: 15 or higher without magical items
Sex: Male
Special: Must be initiated by an existing member of the class
Hit Points: d6 per level
BAB: Medium (as cleric)
Saves: Will and Fort good; reflex bad
The following are class skills for the Z Man:
Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A)
Skill Points per Level: 4 + Int mod
Level 1: Alias; Contacts
Level 2: Charisma Bonus +1; Leadership Bonus +1
Level 3: Charm Person; Bonus Language
Level 4: Charisma Bonus +2; Leadership Bonus +2
Level 5: Nondetection
Level 6: Charisma Bonus +3; Leadership Bonus +3
Level 7: Knowledge is Power
Level 8: Charisma Bonus +4; Leadership Bonus +4
Level 9: Mind Blank; Bonus Language
Level 10: Charisma Bonus +5; Leadership Bonus +5
Weapon and Armor Proficiencies: A Z Man gains no additional weapon, armor or shield proficiencies.
Alias: Upon adopting this class, a character must change his name to something beginning with Z. He abondons his past name completely; should a Z Man ever divulge to anybody his past name, he may not progress any further in this class and loses all class abilities except for Charisma bonuses.
Contacts (Ex): A Z Man knows many people from many backgrounds. This myriad of contacts grants him a circumstance bonus on all Gather Information checks equal to his Z Man class level.
Charisma Bonus (Ex): Beginning at 2nd level, and every even level thereafter, the Z Man gains an inherent bonus to his Charisma score. The bonus begins at +1 at 2nd level and rises by one every level until the bonus is a +5 inherent bonus at 10th level.
Leadership Bonus (Ex): Beginning at 2nd level, and every even level thereafter, the Z Man gains a bonus equal to half his class level on his Leadership Score for determining followers. This bonus has no effect on the Cohort the Z Man may attract, and all other bonuses and penalties apply as normal.
Charm Person (Sp): The Z Man is a master of influencing others. Beginning at 3rd level, he can cast the spell Charm Person a number of times per day equal to his charisma modifier (minimum 1). The save DC against this effect is equal to 10 + 1/2 class level + the Z Man's Charisma modifier.
Bonus Language: At 3rd level and again at 9th level, the Z Man may choose a bonus language.
Nondetection (Sp): Beginning at 5th level, a Z Man becomes almost impossible to scry upon. He is constantly under the effects of a Nondetection spell. His caster level for overcoming the effect is half his total character level.
Knowledge is Power (Ex): A Z Man understands that knowledge of trivia and other tidbits sometimes makes his job easier. Beginning at 7th level, the Z Man may pick any two knowledge skills and he then receives a competence bonus equal to his class level on those two skills. Once selected, the skills may not be changed.
Mind Blank (Sp): At 9th level, the Z Man's protection against divination spells and similar abilities improves. The Z Man is constantly warded by a Mind Blank effect. His effective cast level for this ability is his total character level.