Difference between revisions of "Master Manipulator (3.5e Feat)"

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''Convey Hidden Intents:'' You can use bluff to deliver a secret message extremely subtly, you can slip such attempt in a conversation and every creature not meant to receive the message will be none the wiser. If you fail the check by 10 point or more however, each creature who heard the attempt may try a [[SRD:Sense Motive Skill|sense motive]] check at a -10 penalty, each successful creature know you attempted to convey a secret message but not it content.  
 
''Convey Hidden Intents:'' You can use bluff to deliver a secret message extremely subtly, you can slip such attempt in a conversation and every creature not meant to receive the message will be none the wiser. If you fail the check by 10 point or more however, each creature who heard the attempt may try a [[SRD:Sense Motive Skill|sense motive]] check at a -10 penalty, each successful creature know you attempted to convey a secret message but not it content.  
  
''Fooling the Fool:'' You can attempt to make a creature to believe the impossible, after at least 1 minute of conversation you may make [[SRD:Bluff Skill|bluff]] opposed to the target's [[SRD:Sense Motive Skill|sense motive]]. If you are successful you can make creature believe an otherwise unbelievable lie, for a time at least. You take a penalty to your bluff check equal to twice the creature [[intelligence]] modifier (or gain a bonus if it intelligence mod is negative). The creature will go on, believing your lie for 1 hour for each point of difference between your [[charisma]] bonus and it [[intelligence]] bonus (if the difference is 0 the creature is immune to this ability) or until the truth is outright demonstrated to it (whichever come first).  
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''Fooling the Fool:'' You can attempt to make a creature to believe the impossible, after at least 1 minute of conversation you may make [[SRD:Bluff Skill|bluff]] opposed to the target's [[SRD:Sense Motive Skill|sense motive]]. If you are successful you can make creature believe an otherwise unbelievable lie, for a time at least. You take a penalty to your bluff check equal to twice the creature [[intelligence]] modifier (or gain a bonus if it intelligence mod is negative). The creature will go on, believing your lie for 1 hour for each point of difference between your [[charisma]] bonus and it [[intelligence]] bonus (if the difference is 0 the creature is immune to this ability) or until the truth is outright demonstrated to it (whichever come first). The creature will not still not believe something demonstrably impossible or suicidal (like that swimming in lava is harmless).  
  
After the creature learn the truth it become one step more hostile to the liar and gain a +8 bonus on it [[SRD:Sense Motive Skill|sense motive]] against further use of this ability by that particular liar.  
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After the creature learn the truth it become one step more hostile to the liar and gain a +8 bonus on it [[SRD:Sense Motive Skill|sense motive]] against further use of this ability by that particular liar. The creature is under no compulsion of following the lie and will not perform any suicidal action (such as jumping off a cliff if you convinced them that the fall is survivable).
 
   
 
   
 
''Trap of Words:'' If a creature attempts and fails to successfully to use [[SRD:Bluff Skill|bluff]] to lie to you, you can skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your [[SRD:Sense Motive|sense motive]] check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a [[SRD:Bluff Skill|Bluff]] or [[SRD:Diplomacy Skill|Diplomacy]] check opposed by the target's [[SRD:Bluff Skill|Bluff]] check. If you succeed, the target inadvertently reveals his lie and the reason behind it.
 
''Trap of Words:'' If a creature attempts and fails to successfully to use [[SRD:Bluff Skill|bluff]] to lie to you, you can skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your [[SRD:Sense Motive|sense motive]] check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a [[SRD:Bluff Skill|Bluff]] or [[SRD:Diplomacy Skill|Diplomacy]] check opposed by the target's [[SRD:Bluff Skill|Bluff]] check. If you succeed, the target inadvertently reveals his lie and the reason behind it.

Revision as of 22:29, 2 January 2015

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Author: Leziad (talk)
Date Created: 31st December 2014
Status: Finished
Editing: Clarity edits only please
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Expert Manipulator [Tactical] Prerequisites: Cha 13+, Bluff and Diplomacy 6 ranksBenefit: This feat grant you the following tactical maneuvers:

Captivating Speech: You are able through the use of words to completely captivate a creature you are conversing with. After at least 1 minute of conversation you can attempt a diplomacy check against each creature that participated in the conversation (although you may decide to leave some out of the effect), each creature oppose this check with either their will save or an opposed sense motive check. Each creatures who fail are fascinated for as long as you speak, although each minute they may attempt to free themselves by making a new check. This fascination effect is extremely fragile, automatically breaking whenever a new will save would be allowed or at any event disturbing the conversation.

You may affect one creature plus one additional for each point of charisma bonus you have.

Convey Hidden Intents: You can use bluff to deliver a secret message extremely subtly, you can slip such attempt in a conversation and every creature not meant to receive the message will be none the wiser. If you fail the check by 10 point or more however, each creature who heard the attempt may try a sense motive check at a -10 penalty, each successful creature know you attempted to convey a secret message but not it content.

Fooling the Fool: You can attempt to make a creature to believe the impossible, after at least 1 minute of conversation you may make bluff opposed to the target's sense motive. If you are successful you can make creature believe an otherwise unbelievable lie, for a time at least. You take a penalty to your bluff check equal to twice the creature intelligence modifier (or gain a bonus if it intelligence mod is negative). The creature will go on, believing your lie for 1 hour for each point of difference between your charisma bonus and it intelligence bonus (if the difference is 0 the creature is immune to this ability) or until the truth is outright demonstrated to it (whichever come first). The creature will not still not believe something demonstrably impossible or suicidal (like that swimming in lava is harmless).

After the creature learn the truth it become one step more hostile to the liar and gain a +8 bonus on it sense motive against further use of this ability by that particular liar. The creature is under no compulsion of following the lie and will not perform any suicidal action (such as jumping off a cliff if you convinced them that the fall is survivable).

Trap of Words: If a creature attempts and fails to successfully to use bluff to lie to you, you can skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your sense motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Bluff or Diplomacy check opposed by the target's Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.



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Leziad's Homebrew (4520 Articles)
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Article BalanceHigh +
AuthorLeziad +
Identifier3.5e Feat +
PrerequisiteCha 13+ + and Bluff and Diplomacy 6 ranks +
RatingUndiscussed +
SummaryYou are an expert at using words to trap creatures and convey hidden messages. +
TitleMaster Manipulator +
TypeTactical +