NakedCelt
2007-10-12, 06:07 PM
TEMPTER
The tempter is a sly master of persuasion, an expert in the art of manipulating others to her own ends. All tempters have spellcasting talent, but they forgo the versatility of the wizard or even the sorcerer in order to gain nigh-unlimited control over others.
Hit Die: d6.
Requirements
To qualify to become a tempter, a character must fulfill all of the following criteria.
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks.
Spells: Ability to cast charm person and at least two enchantment spells of 2nd level or higher.
Class Skills
The tempter's class skills (and the ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
THE TEMPTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Least spell-like ability
2nd|+1|+0|+0|+3|Least spell-like ability, wild empathy
3rd|+2|+1|+1|+3|Grace
4th|+3|+1|+1|+4|Lesser spell-like ability
5th|+3|+1|+1|+4|Heightened feinting, lesser spell-like ability
6th|+4|+2|+2|+5|Hidden thought
7th|+5|+2|+2|+5|Greater spell-like ability
8th|+6|+2|+2|+6|Greater spell-like ability
9th|+6|+3|+3|+6|Charismatic boost
10th|+7|+3|+3|+7|Greatest spell-like ability[/table]
Class Features
All of the following are class features of the tempter.
Weapon and Armour Proficiency: Tempters gain no proficiency with any weapon or armour.
Spell-like abilities (Sp): At 1st, 2nd, 4th, 5th, 7th, 8th and 10th level, a tempter gains a new spell-like ability, much like the warlock's invocations. These spell-like abilities can be used at will, with no limit on uses per day; each has a Will save DC equal to 10 + effective spell level + tempter's Charisma modifier. At 4th, 7th and 10th level, the tempter may choose a new spell-like ability of a higher power level than she previously had access to; or, if she so chooses, she may gain an additional spell-like ability of a power level that was already available. Once chosen, spell-like abilities cannot be changed.
The following spells are available to the tempter as spell-like abilities:
{table]Power Level|Spell-Like Abilities|Effective Spell Level
Least|Attraction (as the psionic power)|1
|Charm Person|1
|Enthrall|2
|Hypnotism|1
|Suggestion|3
Lesser|Charm Monster|4
|Glibness|3
|Hold Person|3
|Modify Memory|4
Greater|Dominate Person|5
|Hold Monster|5
|Symbol of Persuasion|6
Greatest|Demand|8
|Sympathy|8[/table]
Wild Empathy (Ex): At 2nd level and higher, the tempter can attempt to improve the demeanour of an animal just as a ranger or druid can (d20 + level + Cha modifier).
Grace (Su): At 3rd level and higher, the tempter adds her Charisma modifier to all saving throws.
Heightened Feinting (Ex): At 5th level and higher, when a tempter uses the Bluff skill to feint in combat, she gains a +2 competency bonus on her Bluff check and a +2 circumstance bonus on her next attack roll if the feint is successful.
Hidden Thought (Su): At 6th level and higher, the tempter is immune to the effects of spells such as detect thoughts and discern lies, as well as to any magical means of determining her alignment.
Charismatic Boost (Su): At 9th level and higher, the tempter may add her Charisma modifier to any one of her ability scores (including Charisma) three times a day for one round per level. Only one charismatic boost may be applied at a time.
The tempter is a sly master of persuasion, an expert in the art of manipulating others to her own ends. All tempters have spellcasting talent, but they forgo the versatility of the wizard or even the sorcerer in order to gain nigh-unlimited control over others.
Hit Die: d6.
Requirements
To qualify to become a tempter, a character must fulfill all of the following criteria.
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks.
Spells: Ability to cast charm person and at least two enchantment spells of 2nd level or higher.
Class Skills
The tempter's class skills (and the ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
THE TEMPTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Least spell-like ability
2nd|+1|+0|+0|+3|Least spell-like ability, wild empathy
3rd|+2|+1|+1|+3|Grace
4th|+3|+1|+1|+4|Lesser spell-like ability
5th|+3|+1|+1|+4|Heightened feinting, lesser spell-like ability
6th|+4|+2|+2|+5|Hidden thought
7th|+5|+2|+2|+5|Greater spell-like ability
8th|+6|+2|+2|+6|Greater spell-like ability
9th|+6|+3|+3|+6|Charismatic boost
10th|+7|+3|+3|+7|Greatest spell-like ability[/table]
Class Features
All of the following are class features of the tempter.
Weapon and Armour Proficiency: Tempters gain no proficiency with any weapon or armour.
Spell-like abilities (Sp): At 1st, 2nd, 4th, 5th, 7th, 8th and 10th level, a tempter gains a new spell-like ability, much like the warlock's invocations. These spell-like abilities can be used at will, with no limit on uses per day; each has a Will save DC equal to 10 + effective spell level + tempter's Charisma modifier. At 4th, 7th and 10th level, the tempter may choose a new spell-like ability of a higher power level than she previously had access to; or, if she so chooses, she may gain an additional spell-like ability of a power level that was already available. Once chosen, spell-like abilities cannot be changed.
The following spells are available to the tempter as spell-like abilities:
{table]Power Level|Spell-Like Abilities|Effective Spell Level
Least|Attraction (as the psionic power)|1
|Charm Person|1
|Enthrall|2
|Hypnotism|1
|Suggestion|3
Lesser|Charm Monster|4
|Glibness|3
|Hold Person|3
|Modify Memory|4
Greater|Dominate Person|5
|Hold Monster|5
|Symbol of Persuasion|6
Greatest|Demand|8
|Sympathy|8[/table]
Wild Empathy (Ex): At 2nd level and higher, the tempter can attempt to improve the demeanour of an animal just as a ranger or druid can (d20 + level + Cha modifier).
Grace (Su): At 3rd level and higher, the tempter adds her Charisma modifier to all saving throws.
Heightened Feinting (Ex): At 5th level and higher, when a tempter uses the Bluff skill to feint in combat, she gains a +2 competency bonus on her Bluff check and a +2 circumstance bonus on her next attack roll if the feint is successful.
Hidden Thought (Su): At 6th level and higher, the tempter is immune to the effects of spells such as detect thoughts and discern lies, as well as to any magical means of determining her alignment.
Charismatic Boost (Su): At 9th level and higher, the tempter may add her Charisma modifier to any one of her ability scores (including Charisma) three times a day for one round per level. Only one charismatic boost may be applied at a time.