The Face

Cha.png

HP at 1st level: 8+Con

HP at every level after 1st: 2+1d6+CON

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (behavioral sciences), Knowledge (earth and life sciences), Knowledge (pre-war), Knowledge (streetwise), Knowledge (technology), Linguistics (Int), Perform (Cha), Profession (Wis), and Sense Motive (Wis).

Skill Points per Level: 4 + Int modifier.

Table 1: The Face

Level Base Attack Bonus Dodge Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +0 +2 Archetype, influence
2 +1 +1 +0 +0 +3 Know your enemy +1
3 +2 +1 +1 +1 +3 Talent
4 +3 +1 +1 +1 +4 Bonus feat
5 +3 +2 +1 +1 +4 Know your enemy +2
6 +4 +2 +2 +2 +5 Talent
7 +5 +2 +2 +2 +5 Talent
8 +6/ +1 +3 +2 +2 +6 Bonus feat
9 +6/ +1 +3 +3 +3 +6 Know your enemy +3
10 +7/ +2 +3 +3 +3 +7 Talent
11 +8/ +3 +4 +3 +3 +7 Talent
12 +9/ +4 +4 +4 +4 +8 Bonus feat
13 +9/ +4 +4 +4 +4 +8 Know your enemy +4
14 +10/ +5 +5 +4 +4 +9 Talent
15 +11/ +6/ +1 +5 +5 +5 +9 Talent
16 +12/ +7/ +2 +5 +5 +5 +10 Bonus feat
17 +12/ +7/ +2 +6 +5 +5 +10 Know your enemy +5
18 +13/ +8/ +3 +6 +6 +6 +11 Talent
19 +14/ +9/ +4 +6 +6 +6 +11 Talent
20 +15/ +10/ +5 +7 +6 +6 +12 Charismata

Proficiencies

A Face has simple proficiency in all weapons.

Archetype

Not every hero has taken the same path. At 1st level, each hero selects an archetype to represent his focus and background training. Once selected, this choice cannot be changed. Each archetype provides a hero with special benefits, ranging from additional class skills and bonus feats to new talents and class powers.

Influence (Ex): A face’s powerful personality, compelling motivation, and keen understanding of what motivates people allow her to influence the actions of her allies and enemies. The influence of a Face is not a generic aura of encouragement that aids everything her friends do and hinders all her foes; instead it represents specific, measured moments when the Face exerts her persuasive demeanor (and possibly her celebrity) to drive her collaborators to great deeds, or to cause her foes to stumble and fail.

A Face may use her influence ability a number of times per day equal to half her level plus her Charisma modifier (minimum 1/day). Normally, a subject must be able to see and hear a Face in order to be affected by the influence ability. If a Face is aware that a target can only see or hear her, she may expend two daily uses of the influence ability to have it work anyway

A creature does not have to understand a Face to be affected by influence, but it must have an Int of at least 2. All uses of influence are considered mind-affecting effects.A Face cannot affect herself with her own influence ability.

A Face may create the following effects with her influence.

Harass. The Face can use her speech, tone of voice, gestures and timing to make it difficult for a foe to focus on what he is doing.As an immediate or swift action, the Face can force a foe to reroll any one successful concentration check, attack roll, skill check, saving throw, or damage roll. The Face may make this decision after the roll has been revealed to succeed, but before any consequences of that success are known. (Thus a Face can force a foe to reroll a successful attack roll with a sword after the attack is known to have hit, but before its damage has been rolled.)
Spur To Action. As an immediate or swift action the Face can grant an additional action to any ally. This may be a swift action (taken on the ally’s turn) or a +1 increase to the number of attacks of opportunity the ally may take before its next turn.At 4th level, the Face may instead grant an ally an additional move action taken on its turn or a swift action taken at any time.At 8th level, the Face may instead grant an ally an additional standard action taken on its turn or a move action taken at any time.At 12th level the Face may instead grant an ally an additional full-round of actions taken on its turn or a standard action taken at any time.At 16th level the Face may instead grant an ally an additional full-round of actions taken at any time. A creature cannot benefit from spur to action (even from multiple different luminaries) more than once per round.A Face cannot use this ability to grant herself more actions.
Steadfast Support. The Face can convince an ally that an apparently hopeless situation can, in fact, be overcome.As an immediate or swift action, the Face can allow an ally to reroll any one failed attack roll, skill check, saving throw, or damage roll. The Face may make this decision after the roll has been revealed to fail, but before any consequences of that failure are known. (Thus a Face can give an ally a reroll for a failed Reflex saving throw against a fireball, but only before the spell’s damage is known).
Unsettle. Through a combination of words, tone, gestures, and obvious attitude, a Face can throw a foe off his game.A Face instinctively customizes her unsettling to match her target – frightening cautious mooks, flirting with stalwart guardians, and enraging powerful warlords. The end result is the same– her manipulation of her targets’ emotions causes them to be temporarily unable to fully focus on what they are doing. As a standard action, the Face forces a foe to make a Will save (DC 10 +1/2 the Face’s class level + the Face’s Charisma modifier). If the foe fails its save, it suffers a penalty to all attack rolls, ability checks, concentration checks, skill checks, and saving throws for 1 round/2 Face levels (minimum 1 round). This bonus begins at -2, and increases to -3 at 5th level, and by an additional -1 for every 5 levels thereafter.

Know Your Enemy (Ex): A face’s ability to read people also extends to combat. At 2nd level, the Face receives a + 1 insight bonus to Defense against any attack or effect from a creature that she can see or hear. The insight bonus increases to + 2 at 5th level, and by an additional + 1 every 4 levels thereafter.

Talents

As a Face gains experience, she learns a number of talents that aid her in using her self-confidence to overcome adversity, encourage her allies, and disconcert her foes.At 3rd level, a Face gains one Face talent.She gains an additional talent at 6th level, and 7th level, and for every four levels of Face attained after each of those levels (10th and 11th, 14th and 15th, and so on). Unless otherwise specified, a Face cannot select an individual talent more than once.

Artiste (Ex): The Face is a mistress of the arts, and can use her artistic skills to control social situations and convey meaning without making her communications obvious.The Face may make a Perform check (for any kind of performance she wishes) any time a Diplomacy check is called for, and may use Perform checks to pass secret messages as if making a Bluff check.

Aura of Calm (Ex): As a move action, the Face is able to exude an aura of calm, putting other characters at ease. Characters within 15 feet of the Face who can see and hear her can take 10 on skill checks, even when stress and distractions would normally prevent them from doing so.At 5th level, the Face grants allies affected by her aura of calm a +1 bonus to skill checks when they take 10. This bonus increases to +2 at 9th level, and an additional +1 every 4 levels thereafter.A Face is aware that her aura of calm is an illusion, and does not benefit from her own aura.

The Face’s aura of calm lasts for one minute per Face level, and she may use it a number of times per day equal to 3 + her Charisma bonus (minimum 1/day).

Beguiling (Ex): The Face can weave a web of charm and seduction so thorough that she can actually befuddle a target’s better judgment and bring it under her influence. Once per day, if the Face can talk to a target without significant interruption for five minutes or more she can attempt to convince the target she is its true and trustworthy friend.

The target must make a will save (DC 10 + 1/2 Face’s class level + Face’s Charisma modifier) or have its attitude toward the Face switch to friendly for 24 hours. If the Face takes any action that would normally cause the target of her beguiling to change its attitude regarding a creature it was friendly toward, the target receives a new saving throw against the beguiling effect. When determining what a beguiled creature will and won’t do, the GM may treat the ability as similar to the charm person spell.

A Face may only have one creature beguiled at a time.A Face may attempt to keep the same creature beguiled for multiple days, but the target receives a cumulative +1 bonus to its saving throw for each day it is beguiled.If the target rolls a natural 1 on any of its subsequent saving throws, the GM may opt to have the creature move one step toward the Face’s alignment, and permanently consider her a valued friend.

Beguiling is a mind-affecting, language-dependent ability.A Face must have taken the charming talent before she can take the beguiling talent.

Catharsis (Ex): The Face’s force of personal magnetism increases to the point that, as a full-round action, she can arouse a single emotion of her choice in a target.A Face may select three of the emotions listed below when this talent is taken, which she may instill in targets with the catharsis ability. Once selected, these choices cannot be changed.The target must be able to see and hear the Face.The target makes a Will save (DC 10 + 1/2 Face’s class level + Face’s Charisma modifier). (As with most saving throws, the target may choose to fail this save.) If the target succeeds at the saving throw, he is immune to the Face’s catharsis ability for 24 hours. If the target fails, he reacts with a single emotion of the Face’s choice as described below for 1d4 rounds, +1 round per 2 Face levels, unless the specific emotion states otherwise.

Awe: The creature is dazed for 1 round.
Despair: The target takes a – 2 penalty on saving throws, ability checks, and skill checks. Despair dispels (and is dispelled by) all hope effects.
Fear: The target is shaken. Fear dispels (and is dispelled by) all joy effects.
Hope: The target gains a + 2 morale bonus on saving throws, ability checks, and skill checks. Hope dispels (and is dispelled by) all despair effects.
Lust: The Face selects a single person, place, or object within the target’s line of sight to be the subject of its lust. The target gains a + 20 foot bonus to its movement when moving closer to this subject, and moves at half speed when moving away from the subject of its lust. Similarly, the target gains a + 4 bonus on Strength and Dexterity-based ability and skill checks to move closer to the subject of its lust, and suffers a – 4 penalty to such checks made to move away from the subject.
Joy: The target gains a + 2 bonus to Defense and a number of temporary hit points equal to 1d8 + 1/2 the Face’s class level. Joy dispels (and is dispelled by) all fear effects.
Rage: The target gains a + 2 morale bonus on attack and damage rolls, but suffers a – 2 penalty to defense and may not use any Charisma, Dexterity, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

This ability is language-dependent. A Face may use catharsis a number of times per day equal to 3 + her Charisma bonus (minimum 1/day). A Face may take this talent more than once. Each time she may select two additional emotions she may instill with catharsis, and gains an additional two uses per day of the talent.

Charming (Ex): The Face has a bright smile, quick wit, dulcet laugh, or is otherwise just a delight to be in the presence of during social events.When dealing with subjects that are of at least indifferent attitude toward her (not unfriendly or hostile) while in a calm environment (one where distractions or stress would not prevent her from taking 10 on a skill check if she wished to), the Face adds half her class level to Charisma checks and Charisma-based skill checks.

Compelling (Ex): The Face’s personality is even more magnetic than it appears at first glance. Once per day, the Face may use an ability that has uses per day based on her Charisma bonus or modifier (such as influence class feature, or the catharsis talent) without it counting against her daily limit. She gains an additional free use of one of her Charisma powers for every 3 Face levels.

Dilettante (Ex): A Face often has access to offers for training from experts and instructors who don’t normally take students.As a result, the Face may add two skills to her list of class skills. This talent may be taken more than once. Each time the Face adds two additional skills.

Discern Motivation (Ex): The Face can often determine what creatures’ motivations are when engaged in social dealings. If the Face engages in talk or other social interaction with a creature for five minutes or more, the Face may make a Sense Motive check (DC 10 +target’s Bluff bonus, or 10 + target’s CR, whichever is higher) to determine what the target’s designs are with regard to its current statements and actions toward the Face and/or her allies.The Face may never take 10 on this check, and the check is made in secret by the GM.

If the check succeeds, the GM tells the Face if the target’s intentions are Helpful (to the best of its ability the target is genuinely attempting to assist the Face), Indifferent (the subject has no strong opinions about the Face, nor a vested interest in the Face’s actions), Evasive (the subject wishes to keep some noteworthy plan or fact secret from the Face), or Transparent (the subject is making no effort to hide its feelings or motives – everything it is saying may be taken as face value).

If the check fails, the GM tells the Face no motivation can be ascertained.If the Face fails the check by 10 or more, the Face gains the feeling the target is Transparent in its current dealings regardless of its true motivations.

Favors (Ex): Face often has colleagues, fans, mentors, patrons, protégées, and devotees who wish to do things for her. Once per day, when the Face has access to a population that is at least indifferent to her, she may call in a favor. This is a single act performed by a typical member of the population. When determining what favors are granted, the GM should treat this as an average NPC of the area acting as if it had an attitude of friendly towards the Face for purposes of a single effort on its part (see the Diplomacy skill).The Face may specify what favor she wants (access to an invitation-only party, a place to stash an injured friend, loan of a horse and wagon to move a pile of loot, an audience with a reclusive scholar), but not who gives the favor.

This talent may be used twice a day at 8th level, and three times per day at 16th level.

Flourish (Ex): The Face has learned a combat style that takes advantage of her ability to make grand gestures and postures look noble and dashing rather than silly or overblown. When attacking with such flourishes, the Face both makes attacks from unexpected angles and boosts her own self-confidence, making her attacks more accurate. Whenever the Face makes an attack roll she would normally be allowed to add her Dexterity modifier to, she may instead add her Charisma modifier.

Gift of Gab (Ex): The Face can make a Bluff check to deceive someone as a move action (rather than requiring at least 1 round to do so), and may make Bluff checks to deliver a secret message in the same time it would take to deliver normally.

Hearten (Ex): Through the use of inspiring speech and setting a stalwart example, the Face can reduce the power of fear effects and negative emotions on her allies. As a move action, the Face can cause all allies able to hear her who are suffering from the cowering, frightened, or panicked conditions to only suffer from the shaken condition. This reduction in the severity of the fear effect lasts a number of rounds equal to her Charisma modifier (minimum 1 round). Additionally, when the Face uses this ability, any ally able to hear her may also make a new saving throw to end any one effect with the emotion descriptor that is affecting it. Constantly cheerleading others is emotionally draining. The Face may use hearten a number of times per day equal to 3 + her Charisma bonus.

Impassioned Plea (Ex): Once per day, the Face may make a Diplomacy check to change the starting attitude of an individual as a full-round action. She may instead use this ability to influence a group’s attitude (see Group Diplomacy, in Chapter 5: Anachronistic Campaigns), if her Face level is as high as the penalty to Diplomacy checks for the group’s size. She still must be able to be heard by the majority of a group in order to attempt to influence the group’s attitude.

Inspired (Ex): The Face can sometimes inspire herself to achieve things that should by rights be beyond her.As a result, she may treat any ability score as a 13 when meeting feat prerequisites. She may also select one of the following feats as a bonus feat. She must meet the feat’s prerequisites. Acrobatics, Additional Traits, Alertness, Animal Affinity, Athletic, Blind-Fight, Catch-Off Guard, Combat Expertise, Cosmopolitan, Dodge, Enforcer, Fleet, Intimidating Prowess, Persuasive, Quick Draw, Run, Skill Focus, Stealthy.

A Face may select this talent more than once. Each time, she gains an additional bonus feat from the list, and may treat all her ability scores as being one higher than 13 for feat prerequisites (14 if selected twice, 15 if selected three times, and so on).

A Face may select this talent more than once. Each time, she gains an additional bonus feat from the list, and may treat all her ability scores as being one higher than 13 for feat prerequisites (14 if selected twice, 15 if selected three times, and so on).

Jeer (Ex): The Face can attempt to enrage a foe so it throws caution and tactics to the wind and attacks the Face, even when other choices might be wiser.The Face must either take a fullround action to insult the target (who must be able to hear and understand her), or must successfully hit the target with an attack that deals hp damage, and choose to deal half damage (in which case the wound itself is an insult – often from the Face carving her initials into the target).

The target of a jeer must make a Will save (DC 10 + 1/2 Face’s class level + Face’s Charisma modifier). On a failed save, the target is enraged at the Face, and wants to harm her.Any round the target does not attack the Face (using the definition of attack given in the invisibility spell), the target takes a penalty on all attack rolls, skill checks, concentration checks, and Will saving throws equal to the Face’s Charisma bonus (minimum -1). If it is not possible for the target to attack the Face (if the target cannot see or reach the Face, for example), but the target takes at least a move action to attempt to change circumstances so it can attack the Face on its next round (GM’s discretion), the target does not take penalties from the jeer ability.

The target remains affected for a number of rounds equal to 1d4 +1/2 the Face’s class level.A Face may use jeer a number of times per day equal to 3 + her Charisma modifier

Laugh It Off (Ex): As a standard action, the Face can mock a specific action or attack taken by a foe, convincing the enemy to cease using a specific tactic. The Face selects a weapon, combat maneuver, spell, or extraordinary, spelllike or supernatural ability the target used in the past round.The Face mocks the target’s choice of using the selected weapon, maneuver, or ability, and forces the target to make a Will save (DC 10 +1/2 the Face’s class level + the Face’s Charisma modifier) or be convinced not to use the weapon, maneuver, or ability for 1d4 rounds.The target is free to use similar abilities or weapons, he is only restricted from using exactly the weapon, maneuver, or ability selected by the Face. A Face may use laugh it off a number of times per day equal to 3 + her Charisma bonus (minimum 1/day).

Presence (Ex): The Face can focus the force of her personality so that one of her Face powers is particularly effective.Three times per day, the Face may choose to increase the save DC of any Face class feature she is using by +2.

Shrug It Off (Ex): As a standard action, the Face can convince an injured ally that the harm the ally sustained is not as serious as it first appeared, allowing the ally to access greater reserves of endurance and drive.This restores 1d6 hp of damage to the ally, +1d6 at 3rd level and every two levels thereafter.A creature cannot be healed above 50% of its hit point total by a use of shrug it off, and a creature can only benefit from a specific Face’s shrug it off once per day. A Face may use shrug it off a number of times per day equal to 3 + her Charisma bonus (minimum 1/day).

Charismata (Ex): A Face of 20th level or higher can use her influence class feature to cause one enemy to become an ally (at least temporarily) or be partially incapacitated by strong emotion. To be affected, the target must be within 30 feet of the Face and able to see and hear her.The target receives a Will save (DC 10 + 1/2 the Face’s level + the Face’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the Face cannot use luminous on that creature again for 24 hours. If a creature’s saving throw fails, its attitude toward the Face becomes Helpful for 24 hours, after which it resets to an attitude of indifferent (though actions toward it can cause its attitude to change normally after that). Luminous is a mind-effecting charm effect that relies on audible and visual components, and counts as a use of the influence class feature.

The Face

Fallout: Echoes IonutRO