Mulletmanalive
2010-08-08, 01:38 PM
Quite a while ago, I had one of those discussions with a friend. You know the one, the discussion that goes "I don't want to play a character who can fight" and you're there patiently trying to explain that the nature of the D&D game means that we'll end up in combat with irritating regularity and you need something to DO...
Anyway, this discussion resurfaces while i'm GMing an intrigue based campaign about 2 years ago, which led to my ongoing spate of design. It came up again with the fact that fairies are not often described as fighting but leading you round the reikin in a manner that can't be done easily with spells [see my Fae-o-matic thread in my signature].
These are some feats i've been working on to give talky characters something to do when the shooting starts, without optimising like crazy or designing one of those builds that really doesn't function as the character you want to play but works...
Please read them, consider their impact and grant me some constructive criticism. They're most likely going to be offered as bonus feats on some of my talky, non-spellcaster character classes.
Blistering Annoyance [Social]:
It's surprising how much effect on combat a stream of inane comments and irritating noises can have…
Prerequisites: Cha 13+, Manipulation 4 ranks
Description: As a Swift action, you produce a constant cloud of irritating noise that inflicts a -1 Morale penalty on all checks that your enemies make that aren't geared towards approaching, attacking or otherwise interferring with your actions, for the rest of the round.
Fierce Words [Social, Tactical]:
You have the skills necessary to drag folks around by the nose and make them act in specific ways.
Prerequisites: Cha 13+, Manipulation 8 ranks, Goad, Siren, Skill Focus [Manipulation]
Description: A character possessing this feat gains access to the following feats of manipulation. Each ability can function on a given target only once per day and all saves are set to 10 + half Manipulation Skill bonus.
[B]Chide: As an Immediate action, you can accuse a target in vocal range of being predictable and stupid. He must make a Will save or be forced to choose another action from the one he declared.
Grab Attention: You say something that makes the target's train of thought jump the tracks. As a Standard action, you speak to a target within vocal range and the target must make a Will save or pay too much attention to you and lose their Threatened area except in relation to you until their next turn.
Hesitate: As an Immediate action, you can tell a target to mind their step, causing their movement to halt after they make it half way, rounded up to the nearest 5ft. This can sometimes be useful to protect allies from hidden pitfalls.
Goad [Social]:
Your tongue is so horrible that folks can't help but try to cut it out; usually to their detriment.
Prerequisites: Cha 13+, Manipulation 4 ranks
Description: As a Standard action, you can spew a stream of insults, jibes and general foulness at one target within 30ft [this is a vocal ability], allowing you to make a Manipulation check against them. If you beat their Psyche, the target takes a penalty equal to your Charisma modifier to all checks except attacking you in melee during its next round.
For every full 6 Ranks of Manipulate you possess, the duration of this ability increases by one round, to 2 rounds at 6 ranks, 3 at 12, and so on.
Siren [Social]:
You are adept at making things seem attractive to others, to the point where it is in their detriment to accept.
Prerequisites: Manipulation 6 ranks, Skill Focus [Manipulation]
Description: As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a Will save, DC 11+ your Charisma modifier, to stop.
Note:
Manipulation is an extra social skill that i came up with because the normal Bluff/Diplomacy/Intimidate trio didn't really cover everything. Manipulation is for changing emotions. Below is a D&D version of the Siren feat so that you can see it without the Psyche mechanic:
Siren [General]:
You are Adept at making things look so provocative as to draw folks to them, even against their better judgement.
Prerequisites: Bluff 6 ranks, Skill Focus
[B]Benefit: As a Standard action, you may attempt to draw an opponent to you. Make a Bluff check with a -1 penalty per 5ft apart you are from the target and compare it to a Sense Motive Check from the target. If you win, the target moves half their speed towards you. If they encounter an obstacle, they may make a Will save, DC 11+ Cha to realise the danger and stop.
Anyway, this discussion resurfaces while i'm GMing an intrigue based campaign about 2 years ago, which led to my ongoing spate of design. It came up again with the fact that fairies are not often described as fighting but leading you round the reikin in a manner that can't be done easily with spells [see my Fae-o-matic thread in my signature].
These are some feats i've been working on to give talky characters something to do when the shooting starts, without optimising like crazy or designing one of those builds that really doesn't function as the character you want to play but works...
Please read them, consider their impact and grant me some constructive criticism. They're most likely going to be offered as bonus feats on some of my talky, non-spellcaster character classes.
Blistering Annoyance [Social]:
It's surprising how much effect on combat a stream of inane comments and irritating noises can have…
Prerequisites: Cha 13+, Manipulation 4 ranks
Description: As a Swift action, you produce a constant cloud of irritating noise that inflicts a -1 Morale penalty on all checks that your enemies make that aren't geared towards approaching, attacking or otherwise interferring with your actions, for the rest of the round.
Fierce Words [Social, Tactical]:
You have the skills necessary to drag folks around by the nose and make them act in specific ways.
Prerequisites: Cha 13+, Manipulation 8 ranks, Goad, Siren, Skill Focus [Manipulation]
Description: A character possessing this feat gains access to the following feats of manipulation. Each ability can function on a given target only once per day and all saves are set to 10 + half Manipulation Skill bonus.
[B]Chide: As an Immediate action, you can accuse a target in vocal range of being predictable and stupid. He must make a Will save or be forced to choose another action from the one he declared.
Grab Attention: You say something that makes the target's train of thought jump the tracks. As a Standard action, you speak to a target within vocal range and the target must make a Will save or pay too much attention to you and lose their Threatened area except in relation to you until their next turn.
Hesitate: As an Immediate action, you can tell a target to mind their step, causing their movement to halt after they make it half way, rounded up to the nearest 5ft. This can sometimes be useful to protect allies from hidden pitfalls.
Goad [Social]:
Your tongue is so horrible that folks can't help but try to cut it out; usually to their detriment.
Prerequisites: Cha 13+, Manipulation 4 ranks
Description: As a Standard action, you can spew a stream of insults, jibes and general foulness at one target within 30ft [this is a vocal ability], allowing you to make a Manipulation check against them. If you beat their Psyche, the target takes a penalty equal to your Charisma modifier to all checks except attacking you in melee during its next round.
For every full 6 Ranks of Manipulate you possess, the duration of this ability increases by one round, to 2 rounds at 6 ranks, 3 at 12, and so on.
Siren [Social]:
You are adept at making things seem attractive to others, to the point where it is in their detriment to accept.
Prerequisites: Manipulation 6 ranks, Skill Focus [Manipulation]
Description: As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a Will save, DC 11+ your Charisma modifier, to stop.
Note:
Manipulation is an extra social skill that i came up with because the normal Bluff/Diplomacy/Intimidate trio didn't really cover everything. Manipulation is for changing emotions. Below is a D&D version of the Siren feat so that you can see it without the Psyche mechanic:
Siren [General]:
You are Adept at making things look so provocative as to draw folks to them, even against their better judgement.
Prerequisites: Bluff 6 ranks, Skill Focus
[B]Benefit: As a Standard action, you may attempt to draw an opponent to you. Make a Bluff check with a -1 penalty per 5ft apart you are from the target and compare it to a Sense Motive Check from the target. If you win, the target moves half their speed towards you. If they encounter an obstacle, they may make a Will save, DC 11+ Cha to realise the danger and stop.