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Table 1–2: The Entertainer (Ent) Class

In document Aberrant D20 Sourcebook (Page 109-111)

Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat:

Bonus Feat: An entertainer begins play with one of the follow- ing feats: Acrobatic, Agile, Deceitful, Deft Hands, Negotiator, Nimble Fingers or Persuasive.

Stories from the Road: Stories from the Road: Stories from the Road: Stories from the Road:

Stories from the Road: The entertainer can pick up useful tidbits of information while traveling the world on promotional tours, location shoots, book signings or other circumstance appropriate to his area of accomplishment. He may make a special check with a bonus equal to his entertainer level + Intelligence modifier to know an ordinary fact that he might have learned. This may involve knowing that there’s a network of underground fight clubs in a given city, or that the authorities in a particular place can be bought in return for favors of cash or drugs. The DC depends on the type of knowledge involved.

courage people to disperse, stick together, remain calm, defend them- selves, run for their lives, behave in an orderly fashion, and so on. The entertainer must spend at least one full round performing or otherwise showing off before the crowd and must make a successful Perform check. The DC depends on the crowd size, as indicated below.

Inspire Competence (Ex): Inspire Competence (Ex): Inspire Competence (Ex): Inspire Competence (Ex):

Inspire Competence (Ex): At 1st level, the entertainer can in- spire his allies to excel at a task at hand. The entertainer must make a successful DC 10 Charisma check and spend one full round using en- couraging words, snappy patter, or another means of encouragement. All allies within sight and/or earshot (as appropriate to the enter- tainment) gain a +2 bonus on attack rolls and skill checks for a num- ber of rounds equal to the entertainer’s Charisma modifier.

The entertainer can inspire a number of allies equal to one-half his entertainer level, rounded down (to a minimum of one ally). The entertainer can’t inspire himself.

Background Feats: Background Feats: Background Feats: Background Feats:

Background Feats: The entertainer gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. He must meet all the usual crite- ria for the feat, and must choose from one of the following trees: Allies, Contacts, Mentor, Nemesis, Reputation or Resources.

Inspire Courage (Ex): Inspire Courage (Ex): Inspire Courage (Ex): Inspire Courage (Ex):

Inspire Courage (Ex): At 3rd level, an entertainer can inspire allies to feats of great courage. By making a successful DC 10 Cha- risma check and performing, telling stories or showing off for a full round for those allies who listen to and observe him, the entertainer grants each a +2 bonus on attack rolls, damage rolls and saving throws against fear. The bonus increases to +3 at 6th level and to +4 at 9th level, and lasts a number of rounds equal to his Charisma modifier.

The entertainer can inspire a number of allies equal to one- half his entertainer level, rounded down. The entertainer can’t in- spire himself.

Sway Crowd (Ex): Sway Crowd (Ex): Sway Crowd (Ex): Sway Crowd (Ex):

Sway Crowd (Ex): At 5th level, an entertainer with 8 or more ranks in Perform can sway an entire crowd to follow his urging — en-

Fascinate (Ex): Fascinate (Ex): Fascinate (Ex): Fascinate (Ex):

Fascinate (Ex): At 7th level, an entertainer with 8 or more ranks in Perform can use his talent to fascinate a number of targets equal to one-half his entertainer level, rounded down. Each creature must be within 90 feet, able to see and hear the entertainer, and able to pay attention to him. Likewise, the entertainer must be aware of each creature. This ability cannot be used with the distraction of nearby combat or other dangers.

The entertainer makes a Perform check; the result serves as the DC for a Will save that each target creature must make to avoid be- coming fascinated. On a successful save, the entertainer cannot at- tempt to fascinate that creature again for 24 hours. On a failed save, the creature is enthralled with the performance, taking no other ac- tions, for as long as the entertainer continues to concentrate and perform (for a maximum number of rounds equal to the entertainer’s class level + Charisma modifier). Any attack breaks the effect auto- matically.

While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the entertainer to make another Perform check and allows the creature a new saving throw against the new result.

Worldwide Renown: Worldwide Renown: Worldwide Renown: Worldwide Renown:

Worldwide Renown: By 9th level, the character achieves an ac- complishment that thrusts him into the international limelight — a platinum record, a box-office-topping movie, an XWF title bout, a World Series championship or similar success. From this point on- ward, the GM should assume that almost anyone the entertainer meets anywhere in the civilized world has at least heard his name, and will respond to his tremendous fame accordingly (including being influ- enced by any feats or powers the entertainer may have).

This also bestows a free feat from the Reputation feat tree. The entertainer may take a different feat if he has all the Reputation feats already, although he must justify the new feat with his reputation or entertainment prowess.

Table 1–2: The Entertainer (Ent)

Class

Class Class Class

Class BaseBaseBaseBaseBase ACACACACAC FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill Level

Level Level Level

Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial

1st +0 +0 +0 +2 +2 Bonus feat, stories from the road, inspire competence

2nd +1 +1 +0 +3 +3 Background feat

3rd +2 +1 +1 +3 +3 Inspire courage +2

4th +3 +1 +1 +4 +4 Background feat

5th +3 +2 +1 +4 +4 Sway crowd

6th +4 +2 +2 +5 +5 Background feat, inspire courage +3

7th +5 +2 +2 +5 +5 Fascinate

8th +6/+1 +3 +2 +6 +6 Background feat

9th +6/+1 +3 +3 +6 +6 Worldwide renown, inspire courage +4

10th +7/+2 +3 +3 +7 +7 Background feat

DC DC DC DC

DC Crowd SizeCrowd SizeCrowd SizeCrowd SizeCrowd Size

15 Small (10–20 people) 20 Medium (21–50 people) 25 Large (51–200 people) 30 Huge (200+ people) DC DCDC

DCDC Type of KnowledgeType of KnowledgeType of KnowledgeType of KnowledgeType of Knowledge

10 Common, known by at least a substantial minority of an audience. 20 Uncommon but available, details known by a few.

ABERRANT

Investigator

Description: Description:Description: Description:

Description: The investigator works to uncover the root causes of crimes and conflicts between individuals. She may be a private eye, a consulting detective, a police investigator, an intrepid reporter or even an attorney with an itch for sleuthing. The investigator has a keen eye for details that others miss and a flair for describing events (even better than those who were involved with the occurrence).

Young (low-level) investigators may be rookie cops or freelance photographers. Older (high-level) ones might be hard-bitten private eyes, cynical police detectives or investigative (or entertainment) journalists.

Allegiance: Allegiance:Allegiance: Allegiance:

Allegiance: Project Utopia (and their rumored shadowy cousin, Proteus) and the Directive are known to make extensive use of inves- tigators as they track nova eruptions worldwide.

Abilities: Abilities:Abilities: Abilities:

Abilities: Wisdom — particularly because of its impact on per- ception — is critical to an investigator.

Hit Die: Hit Die:Hit Die: Hit Die: Hit Die: d8. Class Skills: Class Skills:Class Skills: Class Skills:

Class Skills: The investigator’s class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Disable Device (Int), Drive (Dex), Forgery (Int), Gather Information (Cha), Intimi- date (Cha), Investigate (Int), Knowledge (behavioral sciences, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Research (Int), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis).

Skill Points at 1st Level: Skill Points at 1st Level:Skill Points at 1st Level: Skill Points at 1st Level:

Skill Points at 1st Level: (8 + Int bonus) x 4. Skill Points at Each Additional Level: Skill Points at Each Additional Level:Skill Points at Each Additional Level: Skill Points at Each Additional Level:

Skill Points at Each Additional Level: 8 + Int bonus. Wealth Bonus:

Wealth Bonus:Wealth Bonus: Wealth Bonus: Wealth Bonus: +1.

Class Features

Bonus Feats: Bonus Feats:Bonus Feats: Bonus Feats:

Bonus Feats: An investigator begins play with Personal Firearms Proficiency and Persuasive.

Sweep the Scene (Ex): Sweep the Scene (Ex):Sweep the Scene (Ex): Sweep the Scene (Ex):

Sweep the Scene (Ex): An investigator can size up an area at a glance, noting likely clues and getting a read on possible suspects. This sweep covers a 30-foot area around the investigator (except directly behind her). The character states at the beginning of an encounter if she’s making a sweep, thereby gaining a +2 bonus on Spot checks and Sense Motive checks for the rest of the encounter in that area.

Background Feats: Background Feats:Background Feats: Background Feats:

Background Feats: The investigator gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. She must meet all the usual criteria for the feat, and must choose from one of the following trees: Backing, Contacts, Influence, Mentor, Nemesis or Reputation.

Cluehound (Ex): Cluehound (Ex):Cluehound (Ex): Cluehound (Ex):

Cluehound (Ex): At 3rd level, the investigator can determine with certainty a particular clue’s importance to an investigation. The char- acter designates which potential clue she’s considering and makes an Investigate check. The DC depends on how obvious the clue is in the context of the investigation (crime scene modifiers listed under the Investigate skill are halved for this check).

DC DC DC DC

DC Clue ContextClue ContextClue ContextClue ContextClue Context ExampleExampleExampleExampleExample

10 Obvious Murder weapon dropped at scene; email con- fession

15 Unclear Phone number on answering machine; wet over- coat in closet

20 Obscure Name in address book with no identifiable alias; class ring

25 Cryptic Lines of poetry; non sequitur uttered with dy- ing breath

ABERRANT

CHAPTER ONE: CHARACTER

109

A relevant clue provides a modifier that the investigator may apply on subsequent Gather Information, Knowledge, Research, Search and Sense Motive checks she makes in the course of the investigation. The character can use this ability to look at multiple clues at the same scene, but multiple cluehound modifiers do not stack.

Clever Plan (Ex): Clever Plan (Ex):Clever Plan (Ex): Clever Plan (Ex):

Clever Plan (Ex): As of 5th level, prior to either a combat- or skill-related dramatic situation, the investigator can develop a plan of action. This requires preparation; an investigator can’t hatch a clever plan when surprised or otherwise unprepared for a particular situation.

The investigator makes a DC 10 Intelligence check with a bonus equal to her investigator levels (she cannot take 10 or 20). The result of the check provides the investigator and her allies with a bonus as indicated below.

The investigator and her allies can apply the resulting bonus on all skill checks and attack rolls for a number of rounds equal to the investigator’s Intelligence modifier. The bonus is then reduced by 1 point (to a minimum of +0) for every additional round the situation continues.

Discern Secrets (Ex): Discern Secrets (Ex):Discern Secrets (Ex):

Discern Secrets (Ex):Discern Secrets (Ex): Once each day a 7th-level investigator can deduce a suspect’s possible motive for committing a crime or being involved in some form of conspiracy. The investigator must spend at least 15 consecutive minutes in the target’s presence before mak- ing a Sense Motive check (DC = 10 + the target’s Will save). If suc- cessful, the investigator discerns any viable motive the suspect has relating to the crime or conspiracy. This gives the character a bonus equal to one-half her investigator level (round down) on any subse- quent Gather Information, Knowledge, Research, Search and Sense Motive checks for investigating that subject’s ties to the current in- vestigation. Note that this does not divulge the subject’s actual in- volvement; rather, it provides a solid working theory that may be used to gain a confession or to line up related evidence to make an airtight case. This ability can stack with modifiers gained from cluehound.

Tarnish Reputation (Ex): Tarnish Reputation (Ex):Tarnish Reputation (Ex): Tarnish Reputation (Ex):

Tarnish Reputation (Ex): By 9th level, the investigator has earned enough respect from her exploits that she can tarnish another’s repu- tation simply by suggesting that that individual is under investigation. Once per (game) month, the investigator may suggest to a reporter or other public figure that she is investigating a particular person. That person suffers an immediate reputation loss until the investiga- tor makes a formal accusation or exonerates the subject, or a full month passes with no further news. The reputation loss incurs a –4 penalty on all of the subject’s Charisma-based checks, and the loss of access to the target’s highest level in the Reputation background feat tree (if the target’s reputation is based on anything other than being a rogue and a criminal).

Relevance Relevance Relevance Relevance

Relevance DescriptionDescriptionDescriptionDescriptionDescription ModifierModifierModifierModifierModifier

None Not relevant to investigation —

Minor Little investigative value, but might help +1 discover a moderate clue

Moderate Indicative of means, motive, or opportunity, +2 but not conclusive on its own

Critical Clear indication of means, motive, +3 and/or opportunity

Check Result Check ResultCheck Result

Check ResultCheck Result BonusBonusBonusBonusBonus

9 or lower +0 (check failed)

10–14 +1

15–24 +2

25 or higher +3

Table 1–3: The Investigator (Inv)

In document Aberrant D20 Sourcebook (Page 109-111)