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

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<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Expert Manipulator
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|name=Master Manipulator
|types=Tactical
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|types=
|summary=You are an expert at using words to trap creatures and convey hidden messages.
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|summary=You are a master of lying by not-lying, convincing people of difficult lies and can aid your allies's bluff.
|prereqs=Cha 13+, [[SRD:Bluff Skill|Bluff]] and [[SRD:Diplomacy Skill|Diplomacy]] 6 ranks
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|prereqs=[[SRD:Deceitful|Deceitful]] or [[SRD:Persuasive|Persuasive]], [[SRD:Bluff Skill|Bluff]] and [[SRD:Sense Motive|Sense Motive]] 4 ranks
 
|fluff=
 
|fluff=
|benefit=This feat grant you the following tactical maneuvers:
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|benefit=You are a conniving observer and manipulator, allowing you to know when a creature roll a 5 or below on their d20 when making a [[SRD:Bluff Skill|Bluff]] and [[SRD:Sense Motive Skill|Sense Motive]]. You must be within at least 30 feet of the creature and be capable of hearing and observing it. You are so skilled with [[SRD:Bluff Skill|Bluff]] that you may roll when you 'take 10', if the roll is higher than 10 treat it as the result.
  
''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 [[SRD:Diplomacy Skill|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 [[SRD:Sense Motive|sense motive]] check. Each creatures who fail are [[SRD:Fascinated|fascinated]] for as long as you speak, although each minute they may attempt to free themselves by making a new check. This [[SRD:Fascinated|fascination]] effect is extremely fragile, automatically breaking whenever a new will save would be allowed or at any event disturbing the conversation.
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Additionally this feat give you access to several abilities when bluffing:
  
You may affect one creature plus one additional for each point of [[charisma]] bonus you have.
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''Immediate Catch:'' As an immediate action you can aid an allies who is putting their feet in their mouth. If you make a [[SRD:Bluff Skill|Bluff]] check DC 15 you can allow that ally to reroll it own [[SRD:Bluff Skill|Bluff]] with a +2 bonus. This ability is usable once per day per creature. 
  
''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.
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''Lie Without Lying:'' If you are under the effect of a [[SRD:Zone of Truth|''zone of truth'']] or similar ability, you are still capable of lying. Altough you take a -8 penalty to such check
 
 
''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. 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.
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''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.  
  
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''Under Duress:'' If you are questioned under duress, such as torture or when your lie could get you killed. You may 'take 10' on [[SRD:Bluff Skill|Bluff]] checks even if such situation would make it impossible to do so.
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
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Latest revision as of 22:30, 5 July 2019

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Author: Leziad (talk)
Date Created: 31st December 2014
Status: Finished
Editing: Clarity edits only please
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Master Manipulator [General] Prerequisites: Deceitful or Persuasive, Bluff and Sense Motive 4 ranksBenefit: You are a conniving observer and manipulator, allowing you to know when a creature roll a 5 or below on their d20 when making a Bluff and Sense Motive. You must be within at least 30 feet of the creature and be capable of hearing and observing it. You are so skilled with Bluff that you may roll when you 'take 10', if the roll is higher than 10 treat it as the result.

Additionally this feat give you access to several abilities when bluffing:

Immediate Catch: As an immediate action you can aid an allies who is putting their feet in their mouth. If you make a Bluff check DC 15 you can allow that ally to reroll it own Bluff with a +2 bonus. This ability is usable once per day per creature.

Lie Without Lying: If you are under the effect of a zone of truth or similar ability, you are still capable of lying. Altough you take a -8 penalty to such check

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.

Under Duress: If you are questioned under duress, such as torture or when your lie could get you killed. You may 'take 10' on Bluff checks even if such situation would make it impossible to do so.



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Leziad's Homebrew (4518 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Identifier3.5e Feat +
PrerequisiteDeceitful or Persuasive + and Bluff and Sense Motive 4 ranks +
RatingUndiscussed +
SummaryYou are a master of lying by not-lying, convincing people of difficult lies and can aid your allies's bluff. +
TitleMaster Manipulator +
TypeGeneral +