Wise Guy

Class Skills: The wise guy adds Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), Knowledge (nobility), and Sense Motive to his list of class skills. If the wise guy is added to a base class that already has one or more of these skills, he may select an additional class skill for each duplicate.

Proficiencies: The wise guy has martial proficiency with all weapons.

Enforcer Training (Ex): Half of a wise guy’s levels in classes other than enforcer count as enforcer levels for the purpose of qualifying for feats.

Sucker Punch (Ex): When a wise guy does decide it’s time to get his hands bloody, he often strikes first and strikes hard, hoping one blow puts down his foe.When a wise guy makes an attack in a surprise round against a foe who has not yet acted he deals an additional 1d8 points of damage, +1d8 at 3rd level and every odd level thereafter. Abilities or effects that reduce or negate damage from critical hits or sneak attacks also reduce or negate damage from sucker punch.

Enigmatic (Ex): The wise guy’s ability to control his emotions also makes him hard to read and affect with emotional abilities.The wise guy receives a +1 bonus to saving throws against emotion spells and effects, as well as spells and effects that determine his thoughts or emotional state.Also the DC of any Bluff, Diplomacy, Intimidate or Sense Motive check made regarding him is +1 higher. These modifiers increase to +2 at 3rd level, and an additional +1 every three levels thereafter.

Beneath the Surface (Ex): The boiling ocean of emotional fury a wise guy keeps hidden just below his surface calm can sometimes be glimpsed by others, who are shocked by the chaotic mix of negative emotions they unexpectedly find. At 2nd level whenever the wise guy rolls a natural 20 on a saving throw against a mind-affecting spell or effect, or a target rolls a natural 1 on a skill check made for a Bluff, Diplomacy, Intimidate or Sense Motive check made regarding him, the creature creating the effect or failing the saving throw must make a Will save (DC 10 +1/2 wise guy level +wise guy Charisma modifier) or be shaken for 1d4 rounds.

Fearful Inspiration (Ex): The wise guy can warn his allies and minions how displeased he will be if they fail him, continually shouting veiled threats as needed to maintain the boost of adrenaline his warnings produce. Beginning at 5th level he can use this ability for a number of rounds per day equal to 10 + his Charisma modifier. At each level after 5th a wise guy can use fearful inspiration for 2 additional rounds per day.

Starting a fearful inspiration is a standard action, but it can be maintained each round as a free action. Fearful inspiration cannot be disrupted, but it ends immediately if the wise guy is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.

At 9th level, a wise guy can start a fearful inspiration as a move action instead of a standard action.At 13th level, a wise guy can start a fearful inspiration as a swift action.

Targets must be able to hear the wise guy for the fearful inspiration to have any effect, and it is language dependent. Deaf creatures, and those immune to fear, gain no benefits from a fearful inspiration. An ally may choose to take no benefit from a wise guy’s fearful inspiration.

Each round, all allies affected by a wise guy’s fearful inspiration may choose to use his Charisma bonus in place of one of their ability scores for a specific purpose. Allies may choose to use the wise guy’s bonus in place of their Strength or Dexterity modifier to calculate attack bonuses, in place of their Constitution, Dexterity, or Wisdom modifier (as appropriate) to calculate their Fort, Ref, or Will save, or in place of an ability modifier used to calculate a saving throw for one specific spell or ability.

Each round an ally may choose what specific modifier calculation to replace with the wise guy’s bonus as a free action at the start of the ally’s turn.An ally can only use the wise guy’s bonus for a single modifier – an ally using the wise guy’s Charisma bonus to calculate ranged attack rolls instead of the ally’s Dexterity does not also get to use the wise guy’s bonus for reflex saves.

Seeing people inspired by their concern for his wrath also boosts the wise guy’s morale.If he can see and hear at least one ally or follower taking a bonus from his fearful inspiration, the wise guy gains a +2 morale bonus to attack rolls, skill and ability checks, and saving throws. This bonus increases to +3 at 10th level, and by an additional +1 every 5 levels thereafter.

Flash of Rage (Ex): The calm veneer the wise guy uses to look civilized can sometimes slip very suddenly.At 6th level when the wise guy is the subject of a failed Intimidate check, or takes damage for the first time in an encounter, he gains a +2 bonus to his attack rolls, damage, armor class, and saving throws until the end of his next round. If the wise guy has the back to the wall class feature, he instead gains his bonus from that feature until the end of his next turn.

Wise Guy

Fallout: Echoes IonutRO