Difference between revisions of "Master Manipulator (3.5e Feat)"
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|benefit=This feat grant you the following tactical maneuvers: | |benefit=This feat grant you the following tactical maneuvers: | ||
− | ''Captivating Speech:'' You gain the ability to fascinate creature as a bard of your level, using your [[SRD:Bluff Skill|Bluff]] rather than Perform. | + | ''Captivating Speech:'' You gain the ability to fascinate creature as a bard of your level, using your [[SRD:Bluff Skill|Bluff]] rather than Perform. You may use this ability once per hour and it does not count as bardic music. |
''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. |
Revision as of 05:10, 13 July 2017
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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 gain the ability to fascinate creature as a bard of your level, using your Bluff rather than Perform. You may use this ability once per hour and it does not count as bardic music.
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.
Feint of Word: You gain the ability to say something so outrageous that it leave your opponent open for a coming strike or simply leave them aghast. As a 1 round action you may make a Feint against up to one creature per point of Charisma modifier you have. If you do not take an attack against them, they are left aghast by your comment and are unable to speak for 1d4+1 rounds. If you fail or succeed without attacking they do not see the feint as an hostile action, but may react badly at what you said.
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 or wisdom (whichever is higher) 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 or wisdom (whichever is higher) 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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Leziadv |
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Article Balance | High + |
Author | Leziad + |
Identifier | 3.5e Feat + |
Prerequisite | Cha 13+ + and Bluff and Diplomacy 6 ranks + |
Rating | Undiscussed + |
Summary | You are an expert at using words to trap creatures and convey hidden messages. + |
Title | Master Manipulator + |
Type | Tactical + |