Metastachydium
2021-05-16, 10:54 AM
And here's an incredibly distasteful prestige class I've just put together. Please do comment if you see fit.
Provocator
Hit Die
d6.
Requirements
To qualify to become a provocator, a character must fulfill all the following criteria.
Alignment
Any evil.
Skills
Bluff 8 ranks, Perform (oratory) 8 ranks, Knowledge (local) 4 ranks.
Feats
Persuasive.
Special
The character must have led a lynchmob before.
Class Skills
The provocator's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (None), Spot (Wis) and Use Rope (Dex).
Skill Points at Each Level
6+Int modifier
Table: The Provocator
Level
Base Attack Bonus
Fort
Ref
Will
Special
Malefic Ifluence
1st
+0
+0
+0
+2
Inspire hatred, undetectable alignment
1d4
2nd
+1
+0
+0
+3
Improved leadership
1d6
3rd
+1
+1
+1
+3
Inspire wrath
1d6
4th
+2
+1
+1
+4
Ability boost (+2 Cha)
1d8
5th
+2
+1
+1
+4
Rally
1d8
Class Features
All of the following are class features of the provocator prestige class.
Weapon and Armour Proficiency
Provocators are proficient with the dagger, punching dagger, club, dart and hand crossbow. Provocators are not proficient with any armour or shields.
Inspire Hatred (Ex)
Provocators are charismatic master manipulators who can easily convince those around them to turn against particular individuals or groups. Once per day, a provocator can make a Bluff check as a full-round action. Those within 25 ft. of the provocator who are able to hear him must make an opposed Sense Motive. On a failure, their attitude towards the designated individual or group becomes hostile and they gain a +2 morale bonus on attack rolls, damage rolls, Bluff and Intimidate checks made against the designated targets. The provocator's followers (if any) automatically fail the opposed check.
The provocator must make a succesful DC 20 Perform (oratory) check as a free action to maintain the effect.
At level 3 and thereafter, a provocator can Inspire Hatred 3 times per day.
Undetectable Alignment (Ex)
Provocators have powerful minds. Their sheer mental fortitude makes it impossible to detect their alignment through magical means.
Malefic Influence (Ex)
Provocators are extremely persuasive. A 1st level provocator adds 1d4 to any Bluff, Diplomacy, Intimidate and Perform check made to manipulate or influence others. At level 2 the bonus increases to 1d6 and at level 4 it increases again to 1d8.
Improved Leadership
At level 2 provocators gain all the benefits of the Leadership feat. Since a provocators followers are devoted to the causes he gives them rather than his person, the death of followers cannot reduce a provocator's leadership score.
Inspire Wrath (Ex)
Once per day a 3rd level provocator can fill his audience with burning fury. This ability functions exactly like Inspire Hatred with the following exceptions: the radius of the effect is 20 ft; the DC of the Perform checks necessary to maintain the effect increases to 25; instead of a +2 morale bonus to a specific set of rolls, Inspire Wrath confers to the affected creatures all the benefits and drawbacks of Rage. If an affected creature fails to take a hostile action against the designated target for two consecutive rounds, the effect ends.
At level 5, a provocator can Inspire Wrath 3 times per day.
Ability Boost (Ex)
At level 4, a provocator's Charisma score increases by 2.
Rally (Ex)
Once per day, a 5th level provocator can provoke an ecstatic frenzy in his audience wiith a succesful Perform (oratory) check (DC=30). Affected creatures attack a designated individual or group blindly and fiercely to the best of their ability. Maintaining the effect requires a DC 30 Perform (oratory) check as a standard action each round. This ability can be used in conjunction with Inspire Hatred or Inspire Wrath (but not both).
Provocator
Hit Die
d6.
Requirements
To qualify to become a provocator, a character must fulfill all the following criteria.
Alignment
Any evil.
Skills
Bluff 8 ranks, Perform (oratory) 8 ranks, Knowledge (local) 4 ranks.
Feats
Persuasive.
Special
The character must have led a lynchmob before.
Class Skills
The provocator's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (None), Spot (Wis) and Use Rope (Dex).
Skill Points at Each Level
6+Int modifier
Table: The Provocator
Level
Base Attack Bonus
Fort
Ref
Will
Special
Malefic Ifluence
1st
+0
+0
+0
+2
Inspire hatred, undetectable alignment
1d4
2nd
+1
+0
+0
+3
Improved leadership
1d6
3rd
+1
+1
+1
+3
Inspire wrath
1d6
4th
+2
+1
+1
+4
Ability boost (+2 Cha)
1d8
5th
+2
+1
+1
+4
Rally
1d8
Class Features
All of the following are class features of the provocator prestige class.
Weapon and Armour Proficiency
Provocators are proficient with the dagger, punching dagger, club, dart and hand crossbow. Provocators are not proficient with any armour or shields.
Inspire Hatred (Ex)
Provocators are charismatic master manipulators who can easily convince those around them to turn against particular individuals or groups. Once per day, a provocator can make a Bluff check as a full-round action. Those within 25 ft. of the provocator who are able to hear him must make an opposed Sense Motive. On a failure, their attitude towards the designated individual or group becomes hostile and they gain a +2 morale bonus on attack rolls, damage rolls, Bluff and Intimidate checks made against the designated targets. The provocator's followers (if any) automatically fail the opposed check.
The provocator must make a succesful DC 20 Perform (oratory) check as a free action to maintain the effect.
At level 3 and thereafter, a provocator can Inspire Hatred 3 times per day.
Undetectable Alignment (Ex)
Provocators have powerful minds. Their sheer mental fortitude makes it impossible to detect their alignment through magical means.
Malefic Influence (Ex)
Provocators are extremely persuasive. A 1st level provocator adds 1d4 to any Bluff, Diplomacy, Intimidate and Perform check made to manipulate or influence others. At level 2 the bonus increases to 1d6 and at level 4 it increases again to 1d8.
Improved Leadership
At level 2 provocators gain all the benefits of the Leadership feat. Since a provocators followers are devoted to the causes he gives them rather than his person, the death of followers cannot reduce a provocator's leadership score.
Inspire Wrath (Ex)
Once per day a 3rd level provocator can fill his audience with burning fury. This ability functions exactly like Inspire Hatred with the following exceptions: the radius of the effect is 20 ft; the DC of the Perform checks necessary to maintain the effect increases to 25; instead of a +2 morale bonus to a specific set of rolls, Inspire Wrath confers to the affected creatures all the benefits and drawbacks of Rage. If an affected creature fails to take a hostile action against the designated target for two consecutive rounds, the effect ends.
At level 5, a provocator can Inspire Wrath 3 times per day.
Ability Boost (Ex)
At level 4, a provocator's Charisma score increases by 2.
Rally (Ex)
Once per day, a 5th level provocator can provoke an ecstatic frenzy in his audience wiith a succesful Perform (oratory) check (DC=30). Affected creatures attack a designated individual or group blindly and fiercely to the best of their ability. Maintaining the effect requires a DC 30 Perform (oratory) check as a standard action each round. This ability can be used in conjunction with Inspire Hatred or Inspire Wrath (but not both).