Kuma Kode
2011-08-09, 10:56 PM
http://i.imgur.com/stQhV.jpg (http://princendymion.deviantart.com/art/Noble-Blood-Noble-Heart-34324699)
"Noble Blood, Noble Heart" by princeendymion
SYCOPHANT
"I don't have sob stories like all of you. I could sit here and complain how our mom liked Zuko more than me. But I don't really care. My own mother... thought I was a monster... She was right of course, but it still hurt."
Azula, from Avatar : The Last Airbender
This is a class I've made specifically built around social interaction, which I perceived as being a typical throw-away feature set. The occasional Diplomacy and Intimidate on a class skill list doesn't really make the class "roleplay focused" so I decided to whip something up as a thought experiment. I know that making mechanics related to social interaction is a very unpopular idea, but I just wanted to see if it could be done.
Below is the Sycophant, a character class designed to be a master manipulator. It can make people feel good, make them feel bad, crush their soul with its words, and lie like the best of them. It is particularly terrible for a typical dungeoneering campaign, but it can make an excellent villain in a court-intrigue-style game.
This class is designed to work with Rich Burlew's Diplomacy fix (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2). Otherwise, this class would win everything forever with Diplomancy.
I'd like to know what you think. I've been told repeatedly it's not possible to build a social-based class. They may be right; this may be nothing more than a jumbled mess.
This is just a rough draft, though. Is there anything missing? Any iconic manipulator abilities it's missing? Anything I could do to make this the de-facto manipulator class?
The resistance mechanics are something I'm try to work with. Skill check vs. Save sounds imbalanced, but so does a level check. I don't really want to go with static DC vs. Save and have the skill check be meaningless, though. Suggestions?
Alignment
Any.
Hit Die
d6.
{table=head; width=80%]
Level|
Base Attack
Bonus|
Fort
Save|
Ref
Save|
Will
Save|
Special
1st|
+0|
+0|
+0|
+2|Charming, Narcissistic Elation (Action)
2nd|
+1|
+0|
+0|
+3|Narcissistic Blow
3rd|
+1|
+1|
+1|
+3|Gossip
4th|
+2|
+1|
+1|
+4|Exploit, Manipulative Awareness
5th|
+2|
+1|
+1|
+4|Lie to Your Face, Reprieve
6th|
+3|
+2|
+2|
+5|Cohort
7th|
+3|
+2|
+2|
+5|Narcissistic Injury
8th|
+4|
+2|
+2|
+6|Exploit, Narcissistic Rage
9th|
+4|
+3|
+3|
+6|Narcissistic Elation (Defense)
10th|
+5|
+3|
+3|
+7|Exploit, Lie to the Gods
11th|
+5|
+3|
+3|
+7|Mirror Mind, Diplomatic Immunity
12th|
+6 / +1|
+4|
+4|
+8|Exploit
13th|
+6 / +1|
+4|
+4|
+8|Narcissistic Elation (Legend)
14th|
+7 / +2|
+4|
+4|
+9|Exploit
15th|
+7 / +2|
+5|
+5|
+9|Narcissistic Mortification I
16th|
+8 / +3|
+5|
+5|
+10|Exploit
17th|
+8 / +3|
+5|
+5|
+10|Mastermind
18th|
+9 / +4|
+6|
+6|
+11|Exploit
19th|
+9 / +4|
+6|
+6|
+11|Narcissistic Mortification II
20th|
+10 / +5|
+6|
+6|
+12|Lie to the World, Exploit[/table]
Class Skills
The sycophant's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2) (Cha), Disguise (Cha), Forgery (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Use Magic Device (Cha).
Skill Points at 1st Level
(8 + Int modifier) ×4.
Skill Points at Each Additional Level
8 + Int modifier.
Class Features
All of the following are class features of the sycophant.
Weapon and Armor Proficiency
Sycophants are proficient with all simple weapons and with light armor. They are not proficient with shields.
Charming
Sycophants tend to have particular talents in utilizing the psychological quirks unique to a gender. At 1st level, a sycophant may choose to be charming to men or to women. From then on, against a member of her chosen gender, her lies are considered one step more believable when using the Bluff skill, and her relationship is considered one step better for purposes of the Diplomacy skill. The charm isn't necessarily sexual (although it can be) and so it is acceptable to select her own gender. A male sycophant who is charming to men would be considered a "man's man," for instance.
Note that gender identity is not linked to biology. A warforged, for instance, could identify as and possess the quirks of a male or female individual, even if it is biologically neuter. Similarly, a biologically gendered character may, in rare cases, identify and function as a member of the other gender.
A male halfling who loves fashion, intimate conversations, and spending time with "his girls" could be considered a female for purposes of this class feature, instead of male.
Once selected, the sycophant's target gender cannot be changed.
Narcissistic Elation
A sycophant can compliment and praise others into a state of constant, buzzing happiness. To use this ability, the target must be able to hear the sycophant. Activating this ability is a standard action, and lasts until the sycophant stops praising her target or until the subject can no longer hear her. Narcissistic Elation can affect a number of allies up to one-half the sycophant's class level.
Once activated, maintaining Narcissistic Elation requires only a free action every round.
A sycophant cannot use any other Narcissistic abilities while maintaining an Elation effect, but she can stop Elation, use a different ability, and return to Elation later.
She cannot use Narcissistic Elation on herself.
Action: All subjects gains a morale bonus on attack rolls, weapon damage rolls, and skill checks equal to the sycophant's Charisma modifier.
Defense: All subjects gains a morale bonus on saving throws and a dodge bonus to AC equal to the sycophant's Charisma modifier.
Legend: All subjects gain Damage Reduction equal to the sycophant's Charisma modifier. For example, if her Charisma modifier was +5, all subjects would gain DR 5/-.
Narcissistic Blow
Sycophants treat others as tools and materials to be manipulated and crafted. While these skills can be used to build-up, a sycophant of 2nd level can also tear down her enemies with pointed words. A sycophant must succeed on a Sense Motive check opposed by a special level check to read her opponent's current mental state. This check is a d20 roll, to which is added the target's level and Charisma modifier.
If the sycophant wins, she may berate her opponent, inflicting a morale penalty equal to her Charisma modifier on all attack rolls, saves, and checks as long as her opponent can hear and understand the sycophant. This can be done to a number of creatures equal to one-half the sycophant's class level at any one time. Even when the sycophant stops, the effect lingers for 1d4+1 rounds afterward.
If the Sense Motive check fails, she must wait 1d4 rounds before she can try again.
Gossip
At 3rd level, a sycophant learns to sow rumors like seeds, whether for good or ill. The sycophant can use her skills to alter an NPC's relationship with a character other than herself.
To raise the NPC's relationship with another character, the sycophant uses Diplomacy, while Intimidate is used to lower the relationship. The sycophant's relevant skill check is opposed by a special level check on the part of the influenced character identical to the one used for Narcissistic Blow. If the sycophant is successful, the NPC's relationship with the other character shifts one step in the chosen direction. If the sycophant fails, she cannot try again until the NPC has had another substantial interaction with the character.
A sycophant cannot make an NPC a personal foe, nemesis, friend, or intimate.
The subject of the rumors need not be present or even fully known to the NPC. A sycophant can even use this ability multiple times; however, the character must have some interaction with the influenced NPC to confirm the new relationship before she can manipulate further.
For instance, a dashing noble sycophant could spread rumors about the heroes before they arrive at a party, speaking about their heroic deeds and how kind they are. If he were successful on his checks, he might raise the partygoer's attitudes from "just met" to a positive acquaintance of the heroes before they even meet firsthand. After the party, he could use his gossip ability again to reaffirm his earlier words, utilizing the new social encounter as evidence and converting those who were resistant to his first attempt.
Exploit
Sycophants pick up particular talents and social skills dependent upon their style. At certain levels as indicated on the class table, the sycophant gains an exploit. The exploit must be chosen from the following list, and the sycophant must meet all prerequisites at the time of gaining the exploit.
Unless otherwise specified, an exploit cannot be taken multiple times.
Pass The Buck
Whenever the sycophant successfully Bluff a target, and the target later finds out about the ruse, she may make a second Bluff check to blame someone else for the lie. If she succeeds, the target redirects their anger to her chosen person, as if that individual had been the one to make the original Bluff check.
Requires: Bluff 6 Ranks
Laugh it Off
If the sycophant fails a Bluff check, she can immediately make a Diplomacy check with a -4 penalty, opposed by a second Sense Motive check. If she succeeds, her Bluff is ignored with no negative consequences.
Requires: Bluff 6 Ranks, Diplomacy 6 ranks
Insidious Insinuation
Whenever the sycophant makes an Intimidate check, her opponent must make a Sense Motive check. If they fail, they are not aware that she intentionally manipulated them, and she suffers no negative shift in their attitude.
Requires: Intimidate 8 ranks, Diplomacy 6 ranks
Cheerleader
The sycophant's Charisma modifier is considered 1 point higher for all purposes related to Narcissistic Elation. This Exploit can be taken multiple times, each time increasing the effective modifier by 1.
Requires: Diplomacy 8 ranks, Charisma 15+
Acid Tongue
The sycophant's Charisma modifier is considered 1 point higher for all purposes related to Narcissistic Blow, Narcissistic Injury, Narcissistic Rage, and Narcissistic Mortification. This Exploit can be taken multiple times, each time increasing the effective modifier by 1.
Requires: Intimidate 12 ranks, Insidious Insinuation
Mask of Trust
Whenever someone uses Sense Motive to gain a "hunch" about the sycophant, they must oppose her Disguise check in addition to the standard DC of 20. If the sycophant wins, they see her as trustworthy or as who she says she is, regardless of the truth.
Requires: Diplomacy 8 Ranks, Disguise 8 ranks
Sex Sells
Whenever making a Diplomacy check, the sycophant's offer is considered one step better than it would normally be against a target of her chosen gender.
Requires: Diplomacy 8 Ranks, Charming
Psychologist
The sycophant may use her Intelligence modifier instead of her Wisdom modifier on Sense Motive checks. Additionally, she gain a +2 bonus on Sense Motive checks.
Requires: Sense Motive 6 Ranks, Intelligence 13+
Angels and Demons
The sycophant can increase an NPC's attitude from Ally to Friend or reduce it from Enemy to Personal Foe with Gossip if she beats their level check by 10 or more.
Requires: Diplomacy 12 ranks, Intimidate 12 ranks, Narcissistic Rage
Posse
The sycophant gains the Leadership feat. This does not grant her a second cohort, but she gains followers and a +2 bonus to her Leadership score.
Requires: Cheerleader, Cohort
True Lies
The sycophant becomes immune to any supernatural effect that would compel her to speak the truth.
Requires: Lie to the Gods, Bluff 12 ranks
Self-Assured
The sycophant may use her Charisma instead of her Wisdom when making Will saves.
Requires: Base Will save +5 or higher
Manipulative Awareness
A sycophant of 4th level and higher is skilled enough in the art of manipulation to know that others attempt to manipulate her, too. If the sycophant is an NPC, she gains the protections against manipulation that are afforded to player characters: Diplomacy and Intimidate cannot be used to change her attitude, even temporarily. Non-influence uses of the skills, such as Intimidate's demoralize use, function normally just as they do on player characters.
A player sycophant gains no benefits from this class feature (because he or she already has it).
Lie to Your Face
Sycophants quickly learn the ways of people and can turn social interaction into a dry, rehearsed technique. At 5th level, a sycophant gains the ability to take 10 on Bluff checks, even when threatened.
Reprieve
A 5th level sycophant's body language and silver tongue make it difficult to do her harm. She may add her Charisma modifier (if positive) as a deflection bonus to her AC against any enemy who can hear and understand her.
The sycophant does not gain this bonus if she is flat-footed, but retains it if she is immobilized or otherwise loses her Dexterity bonus. This ability depends heavily on the sycophant's ability to look harmless; if she is wearing armor, the ability is nullified.
Cohort
Upon achieving 6th level, a sycophant gains a cohort exactly as if she had taken the Leadership feat. The exact specifications of the cohort are up to the player and DM to decide together, but generally the cohort is someone the sycophant would find useful. Unlike a typical cohort, the NPC gained through this class feature may actually perceive himself as the leader with the sycophant as his side-kick, but his need for approval or his undeserved arrogance makes him clay in the hands of a skilled manipulator. Whether he knows it or not, he is taking orders from the sycophant with little question.
Regardless, the situation is profitable for both parties; the cohort gains all the approval and compliments he needs, and the sycophant gains a trusty companion.
The cohort cannot be a sycophant.
This ability does not grant followers. If the sycophant takes the Leadership feat, however, this ability grants a +2 bonus to her Leadership score.
Narcissistic Injury
Sycophants of 7th level and higher know to read others and identify psychological weaknesses. All it takes is a well-crafted line or phrase to touch a soft, tender spot of the opponent's memories to break them. Though the words the sycophant speaks seems directly related to the target, even to the point of seeming divinely revealed, the phrases are, in fact, generic enough that they can apply to a wide variety of people and situations. The subject simply interprets the sycophant's insults in a way directly relevant to them.
If the sycophant succeeds on a Sense Motive check against the special level check, they can get a read on their opponent and identify potential weaknesses. Doing so is a standard action.
Once read, the sycophant takes a stab in the psychological dark, causing painful secrets to be dug up in their target's mind. The target is considered shaken for the rest of the encounter with the sycophant and for 1 minute afterward. This even applies to creatures who are normally immune to fear; the effects result from the subject's own guilt and internal thoughts, not an external fear effect.
For example, Catarina the sycophant is a member of the noble court, who she has been manipulating against Katosho, a foreign paladin emissary. She succeeds on her Sense Motive check to read the paladin, and knows her opponent is battle-hardened and has many ghosts in his past. Later, during the dinner, she brushes past him, and quietly whispers, "She would still be alive if it weren't for you" before continuing on her way, as if the passing had never happened. Until he has a chance to step outside for a few minutes and clear his head, Katosho suffers penalties as if he were shaken, even though paladins are typically immune to fear, with every glance and sinister smirk she gives serving to remind him of his previous failures and the people he failed to save years ago.
If the sycophant can successfully identify the opponent with a Knowledge check, they gain a +4 bonus on the Sense Motive check.
This ability does not stack with itself, or with other fear effects.
Obviously, the subject must be able to hear and understand the sycophant's speech.
Narcissistic Rage
A sycophant of 8th level or higher can use her guile to insult and chide an opponent so deeply as to make them shake with anger. Use of this ability is a standard action, opposed by a special level check identical to that used by narcissistic blow.
If the sycophant succeeds, the opponent enters a state of narcissistic rage. Any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), any abilities that require patience or concentration, and spells or spell-like abilities require a Concentration check (DC 10 + ½ the sycophant's class level + her Charisma modifier) to perform.
While enraged, however, the target gains a morale bonus on attack rolls against the Sycophant equal to the Sycophant's Charisma modifier.
This rage lasts for a number of rounds equal to half the sycophant's class level or until the opponent successfully deals damage to the sycophant, whichever is sooner.
Lie to the Gods
The sycophant has become so good at keeping a straight face while lying that the talent filters down into the very essence of her being. A sycophant of 10th level or higher can pretend to be any alignment she chooses, fooling even magic and magic items with alignment restrictions. She can change her emulated alignment as a free action.
The sycophant's classes, feats, and other internal mechanical features still use her true alignment.
Mirror Mind
Sycophants are so adept at manipulation that they can learn to manipulate manipulation itself. Whenever a sycophant of 11th level or higher is targeted by a mind-affecting attack and succeeds on her saving throw, she can choose to falsify her save or to reflect the power.
If she chooses to falsify the save, she remains in full control of herself, but the ability's user is informed that she failed her save. She can play along and pretend to be affected as long as she chooses.
If she attempts to reflect the attack, the original caster must succeed on the same save, including the original DC and all modifiers. Success reveals to the caster that their spell was reflected and they were targeted, but a failure indicates that the caster is the new target, with the sycophant considered the caster. As if being charmed by their intended target is not enough, a successfully reflected spell informs the caster that the sycophant failed their save; the original caster believes their mind-affecting attack has succeeded, when instead it has been reversed.
All effects, such as duration, are calculated using the original caster's statistics, including any adjustments from metamagic feats.
Diplomatic Immunity
A sycophant of 11th level and higher can, with a standard action, speak with such force and authority that few would dare harm her, for fear of the retribution she could bring. This works exactly like a Sanctuary spell as cast by a cleric of the sycophant's level.
This ability is usable once per day per five levels of sycophant.
Narcissistic Mortification
A sycophant of 15th level or higher can destroy an opponent's sense of purpose and will to live with a mere suggestion. Using this soul-crushing ability is a standard action. The subject must be able to see, hear, and understand the sycophant, and the sycophant must succeed on an Intimidate check opposed by a special level check. This check is a d20 roll, plus the target's Hit Die, plus the target's Charisma and Wisdom modifiers.
If the sycophant wins the opposed roll, the target gains one negative level.
The sycophant can attempt this multiple times, but each time the target becomes more resistant. The sycophant suffers a -4 penalty on her Intimidate check for every previous attempt, regardless of whether or not the attempt succeeded or failed.
These usage penalties last for 24 hours, just like the negative levels.
These negative levels result from direct internal suppression of the soul and are not based on negative energy. Because of this, individuals cannot be slain by this ability (but see below). A character who acquires as many negative levels as they have Hit Die becomes catatonic, complacent, and rendered helpless, having lost its will to live and pursue its goals. It returns to normal when its Hit Die once again exceed its negative levels.
Negative levels inflicted by a sycophant are resisted by Will saves, unlike negative energy-based negative levels, which are resisted by Fortitude saves.
At 19th level, each use of this ability inflicts two negative levels instead of one. The target dies immediately if its negative levels equal or exceed its hit die, but does not rise as an undead.
Mastermind
At 17th level, a sycophant gains the ability to create a web of deceit and intrigue that goes far beyond their physical environment. The result of a Bluff check, a Forgery check, or Gossip can be distributed through a population like a virus.
Initially, the check is performed normally. If the check succeeds, the manipulated victim becomes "infected" by the sycophant's words. From then on, whenever the infected individual socially encounters an uninfected individual, the check is repeated, with all the modifiers of the original check, using the infected individual as a proxy for the sycophant. Success infects the new individual with the Bluff, Forgery, or Gossip, who can then go on to spread the information further.
This process can continue until an entire population has become infected with false (or true) information, but each generation of "infection" suffers a cumulative -2 penalty to the sycophant's check result.
Lie to the World
A 20th level sycophant's words are so easily believed that even the universe itself bends and conforms to her decree. Once a day, the sycophant can spend one minute crafting a beautiful, intricate story so filled with detail that even the world believes it to be true. This works exactly as a Miracle spell, cast as a cleric of the sycophant's level. A sycophant must succeed on a Bluff check (DC 25 + the replicated spell's level or equivalent level of the request), and may be required to pay experience, as well.
This is a spell-like ability.
"Noble Blood, Noble Heart" by princeendymion
SYCOPHANT
"I don't have sob stories like all of you. I could sit here and complain how our mom liked Zuko more than me. But I don't really care. My own mother... thought I was a monster... She was right of course, but it still hurt."
Azula, from Avatar : The Last Airbender
This is a class I've made specifically built around social interaction, which I perceived as being a typical throw-away feature set. The occasional Diplomacy and Intimidate on a class skill list doesn't really make the class "roleplay focused" so I decided to whip something up as a thought experiment. I know that making mechanics related to social interaction is a very unpopular idea, but I just wanted to see if it could be done.
Below is the Sycophant, a character class designed to be a master manipulator. It can make people feel good, make them feel bad, crush their soul with its words, and lie like the best of them. It is particularly terrible for a typical dungeoneering campaign, but it can make an excellent villain in a court-intrigue-style game.
This class is designed to work with Rich Burlew's Diplomacy fix (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2). Otherwise, this class would win everything forever with Diplomancy.
I'd like to know what you think. I've been told repeatedly it's not possible to build a social-based class. They may be right; this may be nothing more than a jumbled mess.
This is just a rough draft, though. Is there anything missing? Any iconic manipulator abilities it's missing? Anything I could do to make this the de-facto manipulator class?
The resistance mechanics are something I'm try to work with. Skill check vs. Save sounds imbalanced, but so does a level check. I don't really want to go with static DC vs. Save and have the skill check be meaningless, though. Suggestions?
Alignment
Any.
Hit Die
d6.
{table=head; width=80%]
Level|
Base Attack
Bonus|
Fort
Save|
Ref
Save|
Will
Save|
Special
1st|
+0|
+0|
+0|
+2|Charming, Narcissistic Elation (Action)
2nd|
+1|
+0|
+0|
+3|Narcissistic Blow
3rd|
+1|
+1|
+1|
+3|Gossip
4th|
+2|
+1|
+1|
+4|Exploit, Manipulative Awareness
5th|
+2|
+1|
+1|
+4|Lie to Your Face, Reprieve
6th|
+3|
+2|
+2|
+5|Cohort
7th|
+3|
+2|
+2|
+5|Narcissistic Injury
8th|
+4|
+2|
+2|
+6|Exploit, Narcissistic Rage
9th|
+4|
+3|
+3|
+6|Narcissistic Elation (Defense)
10th|
+5|
+3|
+3|
+7|Exploit, Lie to the Gods
11th|
+5|
+3|
+3|
+7|Mirror Mind, Diplomatic Immunity
12th|
+6 / +1|
+4|
+4|
+8|Exploit
13th|
+6 / +1|
+4|
+4|
+8|Narcissistic Elation (Legend)
14th|
+7 / +2|
+4|
+4|
+9|Exploit
15th|
+7 / +2|
+5|
+5|
+9|Narcissistic Mortification I
16th|
+8 / +3|
+5|
+5|
+10|Exploit
17th|
+8 / +3|
+5|
+5|
+10|Mastermind
18th|
+9 / +4|
+6|
+6|
+11|Exploit
19th|
+9 / +4|
+6|
+6|
+11|Narcissistic Mortification II
20th|
+10 / +5|
+6|
+6|
+12|Lie to the World, Exploit[/table]
Class Skills
The sycophant's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2) (Cha), Disguise (Cha), Forgery (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Use Magic Device (Cha).
Skill Points at 1st Level
(8 + Int modifier) ×4.
Skill Points at Each Additional Level
8 + Int modifier.
Class Features
All of the following are class features of the sycophant.
Weapon and Armor Proficiency
Sycophants are proficient with all simple weapons and with light armor. They are not proficient with shields.
Charming
Sycophants tend to have particular talents in utilizing the psychological quirks unique to a gender. At 1st level, a sycophant may choose to be charming to men or to women. From then on, against a member of her chosen gender, her lies are considered one step more believable when using the Bluff skill, and her relationship is considered one step better for purposes of the Diplomacy skill. The charm isn't necessarily sexual (although it can be) and so it is acceptable to select her own gender. A male sycophant who is charming to men would be considered a "man's man," for instance.
Note that gender identity is not linked to biology. A warforged, for instance, could identify as and possess the quirks of a male or female individual, even if it is biologically neuter. Similarly, a biologically gendered character may, in rare cases, identify and function as a member of the other gender.
A male halfling who loves fashion, intimate conversations, and spending time with "his girls" could be considered a female for purposes of this class feature, instead of male.
Once selected, the sycophant's target gender cannot be changed.
Narcissistic Elation
A sycophant can compliment and praise others into a state of constant, buzzing happiness. To use this ability, the target must be able to hear the sycophant. Activating this ability is a standard action, and lasts until the sycophant stops praising her target or until the subject can no longer hear her. Narcissistic Elation can affect a number of allies up to one-half the sycophant's class level.
Once activated, maintaining Narcissistic Elation requires only a free action every round.
A sycophant cannot use any other Narcissistic abilities while maintaining an Elation effect, but she can stop Elation, use a different ability, and return to Elation later.
She cannot use Narcissistic Elation on herself.
Action: All subjects gains a morale bonus on attack rolls, weapon damage rolls, and skill checks equal to the sycophant's Charisma modifier.
Defense: All subjects gains a morale bonus on saving throws and a dodge bonus to AC equal to the sycophant's Charisma modifier.
Legend: All subjects gain Damage Reduction equal to the sycophant's Charisma modifier. For example, if her Charisma modifier was +5, all subjects would gain DR 5/-.
Narcissistic Blow
Sycophants treat others as tools and materials to be manipulated and crafted. While these skills can be used to build-up, a sycophant of 2nd level can also tear down her enemies with pointed words. A sycophant must succeed on a Sense Motive check opposed by a special level check to read her opponent's current mental state. This check is a d20 roll, to which is added the target's level and Charisma modifier.
If the sycophant wins, she may berate her opponent, inflicting a morale penalty equal to her Charisma modifier on all attack rolls, saves, and checks as long as her opponent can hear and understand the sycophant. This can be done to a number of creatures equal to one-half the sycophant's class level at any one time. Even when the sycophant stops, the effect lingers for 1d4+1 rounds afterward.
If the Sense Motive check fails, she must wait 1d4 rounds before she can try again.
Gossip
At 3rd level, a sycophant learns to sow rumors like seeds, whether for good or ill. The sycophant can use her skills to alter an NPC's relationship with a character other than herself.
To raise the NPC's relationship with another character, the sycophant uses Diplomacy, while Intimidate is used to lower the relationship. The sycophant's relevant skill check is opposed by a special level check on the part of the influenced character identical to the one used for Narcissistic Blow. If the sycophant is successful, the NPC's relationship with the other character shifts one step in the chosen direction. If the sycophant fails, she cannot try again until the NPC has had another substantial interaction with the character.
A sycophant cannot make an NPC a personal foe, nemesis, friend, or intimate.
The subject of the rumors need not be present or even fully known to the NPC. A sycophant can even use this ability multiple times; however, the character must have some interaction with the influenced NPC to confirm the new relationship before she can manipulate further.
For instance, a dashing noble sycophant could spread rumors about the heroes before they arrive at a party, speaking about their heroic deeds and how kind they are. If he were successful on his checks, he might raise the partygoer's attitudes from "just met" to a positive acquaintance of the heroes before they even meet firsthand. After the party, he could use his gossip ability again to reaffirm his earlier words, utilizing the new social encounter as evidence and converting those who were resistant to his first attempt.
Exploit
Sycophants pick up particular talents and social skills dependent upon their style. At certain levels as indicated on the class table, the sycophant gains an exploit. The exploit must be chosen from the following list, and the sycophant must meet all prerequisites at the time of gaining the exploit.
Unless otherwise specified, an exploit cannot be taken multiple times.
Pass The Buck
Whenever the sycophant successfully Bluff a target, and the target later finds out about the ruse, she may make a second Bluff check to blame someone else for the lie. If she succeeds, the target redirects their anger to her chosen person, as if that individual had been the one to make the original Bluff check.
Requires: Bluff 6 Ranks
Laugh it Off
If the sycophant fails a Bluff check, she can immediately make a Diplomacy check with a -4 penalty, opposed by a second Sense Motive check. If she succeeds, her Bluff is ignored with no negative consequences.
Requires: Bluff 6 Ranks, Diplomacy 6 ranks
Insidious Insinuation
Whenever the sycophant makes an Intimidate check, her opponent must make a Sense Motive check. If they fail, they are not aware that she intentionally manipulated them, and she suffers no negative shift in their attitude.
Requires: Intimidate 8 ranks, Diplomacy 6 ranks
Cheerleader
The sycophant's Charisma modifier is considered 1 point higher for all purposes related to Narcissistic Elation. This Exploit can be taken multiple times, each time increasing the effective modifier by 1.
Requires: Diplomacy 8 ranks, Charisma 15+
Acid Tongue
The sycophant's Charisma modifier is considered 1 point higher for all purposes related to Narcissistic Blow, Narcissistic Injury, Narcissistic Rage, and Narcissistic Mortification. This Exploit can be taken multiple times, each time increasing the effective modifier by 1.
Requires: Intimidate 12 ranks, Insidious Insinuation
Mask of Trust
Whenever someone uses Sense Motive to gain a "hunch" about the sycophant, they must oppose her Disguise check in addition to the standard DC of 20. If the sycophant wins, they see her as trustworthy or as who she says she is, regardless of the truth.
Requires: Diplomacy 8 Ranks, Disguise 8 ranks
Sex Sells
Whenever making a Diplomacy check, the sycophant's offer is considered one step better than it would normally be against a target of her chosen gender.
Requires: Diplomacy 8 Ranks, Charming
Psychologist
The sycophant may use her Intelligence modifier instead of her Wisdom modifier on Sense Motive checks. Additionally, she gain a +2 bonus on Sense Motive checks.
Requires: Sense Motive 6 Ranks, Intelligence 13+
Angels and Demons
The sycophant can increase an NPC's attitude from Ally to Friend or reduce it from Enemy to Personal Foe with Gossip if she beats their level check by 10 or more.
Requires: Diplomacy 12 ranks, Intimidate 12 ranks, Narcissistic Rage
Posse
The sycophant gains the Leadership feat. This does not grant her a second cohort, but she gains followers and a +2 bonus to her Leadership score.
Requires: Cheerleader, Cohort
True Lies
The sycophant becomes immune to any supernatural effect that would compel her to speak the truth.
Requires: Lie to the Gods, Bluff 12 ranks
Self-Assured
The sycophant may use her Charisma instead of her Wisdom when making Will saves.
Requires: Base Will save +5 or higher
Manipulative Awareness
A sycophant of 4th level and higher is skilled enough in the art of manipulation to know that others attempt to manipulate her, too. If the sycophant is an NPC, she gains the protections against manipulation that are afforded to player characters: Diplomacy and Intimidate cannot be used to change her attitude, even temporarily. Non-influence uses of the skills, such as Intimidate's demoralize use, function normally just as they do on player characters.
A player sycophant gains no benefits from this class feature (because he or she already has it).
Lie to Your Face
Sycophants quickly learn the ways of people and can turn social interaction into a dry, rehearsed technique. At 5th level, a sycophant gains the ability to take 10 on Bluff checks, even when threatened.
Reprieve
A 5th level sycophant's body language and silver tongue make it difficult to do her harm. She may add her Charisma modifier (if positive) as a deflection bonus to her AC against any enemy who can hear and understand her.
The sycophant does not gain this bonus if she is flat-footed, but retains it if she is immobilized or otherwise loses her Dexterity bonus. This ability depends heavily on the sycophant's ability to look harmless; if she is wearing armor, the ability is nullified.
Cohort
Upon achieving 6th level, a sycophant gains a cohort exactly as if she had taken the Leadership feat. The exact specifications of the cohort are up to the player and DM to decide together, but generally the cohort is someone the sycophant would find useful. Unlike a typical cohort, the NPC gained through this class feature may actually perceive himself as the leader with the sycophant as his side-kick, but his need for approval or his undeserved arrogance makes him clay in the hands of a skilled manipulator. Whether he knows it or not, he is taking orders from the sycophant with little question.
Regardless, the situation is profitable for both parties; the cohort gains all the approval and compliments he needs, and the sycophant gains a trusty companion.
The cohort cannot be a sycophant.
This ability does not grant followers. If the sycophant takes the Leadership feat, however, this ability grants a +2 bonus to her Leadership score.
Narcissistic Injury
Sycophants of 7th level and higher know to read others and identify psychological weaknesses. All it takes is a well-crafted line or phrase to touch a soft, tender spot of the opponent's memories to break them. Though the words the sycophant speaks seems directly related to the target, even to the point of seeming divinely revealed, the phrases are, in fact, generic enough that they can apply to a wide variety of people and situations. The subject simply interprets the sycophant's insults in a way directly relevant to them.
If the sycophant succeeds on a Sense Motive check against the special level check, they can get a read on their opponent and identify potential weaknesses. Doing so is a standard action.
Once read, the sycophant takes a stab in the psychological dark, causing painful secrets to be dug up in their target's mind. The target is considered shaken for the rest of the encounter with the sycophant and for 1 minute afterward. This even applies to creatures who are normally immune to fear; the effects result from the subject's own guilt and internal thoughts, not an external fear effect.
For example, Catarina the sycophant is a member of the noble court, who she has been manipulating against Katosho, a foreign paladin emissary. She succeeds on her Sense Motive check to read the paladin, and knows her opponent is battle-hardened and has many ghosts in his past. Later, during the dinner, she brushes past him, and quietly whispers, "She would still be alive if it weren't for you" before continuing on her way, as if the passing had never happened. Until he has a chance to step outside for a few minutes and clear his head, Katosho suffers penalties as if he were shaken, even though paladins are typically immune to fear, with every glance and sinister smirk she gives serving to remind him of his previous failures and the people he failed to save years ago.
If the sycophant can successfully identify the opponent with a Knowledge check, they gain a +4 bonus on the Sense Motive check.
This ability does not stack with itself, or with other fear effects.
Obviously, the subject must be able to hear and understand the sycophant's speech.
Narcissistic Rage
A sycophant of 8th level or higher can use her guile to insult and chide an opponent so deeply as to make them shake with anger. Use of this ability is a standard action, opposed by a special level check identical to that used by narcissistic blow.
If the sycophant succeeds, the opponent enters a state of narcissistic rage. Any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), any abilities that require patience or concentration, and spells or spell-like abilities require a Concentration check (DC 10 + ½ the sycophant's class level + her Charisma modifier) to perform.
While enraged, however, the target gains a morale bonus on attack rolls against the Sycophant equal to the Sycophant's Charisma modifier.
This rage lasts for a number of rounds equal to half the sycophant's class level or until the opponent successfully deals damage to the sycophant, whichever is sooner.
Lie to the Gods
The sycophant has become so good at keeping a straight face while lying that the talent filters down into the very essence of her being. A sycophant of 10th level or higher can pretend to be any alignment she chooses, fooling even magic and magic items with alignment restrictions. She can change her emulated alignment as a free action.
The sycophant's classes, feats, and other internal mechanical features still use her true alignment.
Mirror Mind
Sycophants are so adept at manipulation that they can learn to manipulate manipulation itself. Whenever a sycophant of 11th level or higher is targeted by a mind-affecting attack and succeeds on her saving throw, she can choose to falsify her save or to reflect the power.
If she chooses to falsify the save, she remains in full control of herself, but the ability's user is informed that she failed her save. She can play along and pretend to be affected as long as she chooses.
If she attempts to reflect the attack, the original caster must succeed on the same save, including the original DC and all modifiers. Success reveals to the caster that their spell was reflected and they were targeted, but a failure indicates that the caster is the new target, with the sycophant considered the caster. As if being charmed by their intended target is not enough, a successfully reflected spell informs the caster that the sycophant failed their save; the original caster believes their mind-affecting attack has succeeded, when instead it has been reversed.
All effects, such as duration, are calculated using the original caster's statistics, including any adjustments from metamagic feats.
Diplomatic Immunity
A sycophant of 11th level and higher can, with a standard action, speak with such force and authority that few would dare harm her, for fear of the retribution she could bring. This works exactly like a Sanctuary spell as cast by a cleric of the sycophant's level.
This ability is usable once per day per five levels of sycophant.
Narcissistic Mortification
A sycophant of 15th level or higher can destroy an opponent's sense of purpose and will to live with a mere suggestion. Using this soul-crushing ability is a standard action. The subject must be able to see, hear, and understand the sycophant, and the sycophant must succeed on an Intimidate check opposed by a special level check. This check is a d20 roll, plus the target's Hit Die, plus the target's Charisma and Wisdom modifiers.
If the sycophant wins the opposed roll, the target gains one negative level.
The sycophant can attempt this multiple times, but each time the target becomes more resistant. The sycophant suffers a -4 penalty on her Intimidate check for every previous attempt, regardless of whether or not the attempt succeeded or failed.
These usage penalties last for 24 hours, just like the negative levels.
These negative levels result from direct internal suppression of the soul and are not based on negative energy. Because of this, individuals cannot be slain by this ability (but see below). A character who acquires as many negative levels as they have Hit Die becomes catatonic, complacent, and rendered helpless, having lost its will to live and pursue its goals. It returns to normal when its Hit Die once again exceed its negative levels.
Negative levels inflicted by a sycophant are resisted by Will saves, unlike negative energy-based negative levels, which are resisted by Fortitude saves.
At 19th level, each use of this ability inflicts two negative levels instead of one. The target dies immediately if its negative levels equal or exceed its hit die, but does not rise as an undead.
Mastermind
At 17th level, a sycophant gains the ability to create a web of deceit and intrigue that goes far beyond their physical environment. The result of a Bluff check, a Forgery check, or Gossip can be distributed through a population like a virus.
Initially, the check is performed normally. If the check succeeds, the manipulated victim becomes "infected" by the sycophant's words. From then on, whenever the infected individual socially encounters an uninfected individual, the check is repeated, with all the modifiers of the original check, using the infected individual as a proxy for the sycophant. Success infects the new individual with the Bluff, Forgery, or Gossip, who can then go on to spread the information further.
This process can continue until an entire population has become infected with false (or true) information, but each generation of "infection" suffers a cumulative -2 penalty to the sycophant's check result.
Lie to the World
A 20th level sycophant's words are so easily believed that even the universe itself bends and conforms to her decree. Once a day, the sycophant can spend one minute crafting a beautiful, intricate story so filled with detail that even the world believes it to be true. This works exactly as a Miracle spell, cast as a cleric of the sycophant's level. A sycophant must succeed on a Bluff check (DC 25 + the replicated spell's level or equivalent level of the request), and may be required to pay experience, as well.
This is a spell-like ability.