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The Charlatan-Another new base class
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<blockquote data-quote="Ahnehnois" data-source="post: 2031899" data-attributes="member: 17106"><p>This is still not a full list; I am continuing to add to this mechanic. Any comments on what's here now (or on what isn't but could be) would be appreciated.</p><p></p><p><span style="font-size: 18px">Charlatan Tricks:</span></p><p></p><p></p><p>Tricks have certain similarities to spells. They may have range, duration, target, or save entries, as well as certain descriptors such as Language-Dependent or Mind-Affecting. These terms operate for tricks the same way they do in any other circumstance.</p><p>Tricks have a default target of 1 creature, and a default range of 5 ft. If no range or target entry is in the trick’s description, use these defaults as needed.</p><p></p><p></p><p>Daze (Int or Cha) [Mind-Affecting]</p><p>Use DC: 12</p><p>Range: 30 ft.</p><p>Duration: 1 round</p><p>Save: Will negates</p><p>The character performs a befuddling act of sleight of hand, feinting, ventriloquism, or otherwise confounds the target. If the target fails its save, it is dazed for 1 round. It can’t take actions, but can defend itself normally.</p><p>Special: Charlatans know the Daze trick automatically. The character using the trick chooses to use his Intelligence or Charisma modifier for the level check and to determine the DC. It is not a Charisma and Intelligence based trick at the same time for the purposes of feats such as Clever Trickster and Trickster’s Charm, the character must choose one of the two ability scores.</p><p></p><p><strong>Lesser Tricks:</strong></p><p></p><p>Confuse (Cha) [Language-Dependent, Mind-Affecting]</p><p>Use DC: 17</p><p>Range: 60 ft.</p><p>Duration: 1 round</p><p>Save: Will negates</p><p>The character gets into the target’s head, affecting its actions. If the target fails its save, it is confused for one round. Its behavior for that round is determined randomly by rolling d% and consulting the following table:</p><p>d% Behavior </p><p>01–10 Attack the character using the trick with melee or ranged weapons (or close with character using the trick if attack is not possible). </p><p>11–20 Act normally. </p><p>21–50 Do nothing but babble incoherently. </p><p>51–70 Flee away from caster at top possible speed. </p><p>71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).</p><p></p><p>Dazzle (Int)</p><p>Use DC: 15</p><p>Duration: 1 minute</p><p>Save: Fortitude negates</p><p>The character shines a bright light in the target’s eyes (the target must have a sense of sight and obvious eyes for the trick to work). If the creature fails its save, it is dazzled, taking a -1 penalty to attacks for 1 minute.</p><p>Material Requirement: The charlatan must have a mirror or other suitable reflective object, as well as a light source at least as powerful as a torch (bright sunlight may be used instead).</p><p></p><p>Delay (Int)</p><p>Use DC: 15</p><p>Duration: 1d4 rounds</p><p>Save: Will negates</p><p>By getting in the target’s way or otherwise interfering, the character delays the target’s actions a little bit. If the target fails its will save, it takes a -4 penalty to initiative, possibly changing the initiative order. After the duration of 1d4 rounds, the target regains its bearings and returns to its normal spot in the initiative order.</p><p></p><p>Demean (Cha) [Language-Dependent, Mind-Affecting]</p><p>Use DC: 17</p><p>Range: 60 ft.</p><p>Duration: 1 minute or less (see text)</p><p>Save: Will negates</p><p>The character hurls insults or otherwise gets into the target’s head. If the target fails the will save for this trick, it takes a -2 morale penalty on its next will save. If the target has not rolled another will save in one minute, the duration of the effect expires and the penalty no longer applies.</p><p></p><p>Disrupt Concentration (Cha) [Mind-Affecting]</p><p>Use DC: 17</p><p>Range: 60 ft.</p><p>Duration: 1 round</p><p>Save: Special (see text).</p><p>The character mocks the target creature’s actions, shouts out distracting insults at inopportune times, or otherwise breaks the creature’s concentration. If the targeted creature casts a spell (or does anything else that requires concentration) within 1 round, it must make a Concentration check against the trick’s save DC or lose the spell.</p><p></p><p>Distract (Int) [Mind-Affecting]</p><p>Use DC: 17</p><p>Range: 60 ft.</p><p>Duration: 1 round (see text)</p><p>The creature targeted by this trick takes a -2 penalty on its next attack (if the attack takes place within 1 round), as the character creates some kind of distraction, usually either verbally or by throwing something at the target (an object may be used, but is not required).</p><p></p><p>Frighten (Cha) [Fear, Mind-Affecting]</p><p>Use DC: 17</p><p>Range: 30 ft.</p><p>Duration: 1d4 rounds or one round (see text)</p><p>Save: Will partial (see text)</p><p>The character suddenly produces a weapon, shouts threats, or otherwise strikes fear into the target. If the target fails its save, it is frightened for 1d4 rounds. If it succeeds its save, it is shaken for 1 round.</p><p></p><p>Hinder (Int)</p><p>Use DC: 15</p><p>Duration: 1 round</p><p>Save: Reflex negates</p><p>The character wraps an object (see below) around the target, or similarly uses it to hinder his movement. If the target fails its reflex save, it is entangled for one round. It moves at half speed, cannot run or charge, and takes a -2 penalty on attack rolls and a -4 penalty to its effective Dexterity score. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell.</p><p>The creature may attempt to break through the hindrance by making a strength check to break the object in question or by using attacks to destroy it. Otherwise, the object is on the ground in the creature’s space after the duration has expired</p><p>Material Requirement: A net, large piece of cloth, rope, or other similar object that the DM allows that can briefly entangle the target.</p><p></p><p>Joke (Cha) [Language-Dependent, Mind-Affecting]</p><p>Use DC: 19</p><p>Range: 60 ft.</p><p>Duration: 1d4 rounds</p><p>Save: Will negates</p><p>The character gets the target off-guard through some act of hilarity. If the target fails its save, it laughs uncontrollably for 1d4 rounds, falling prone and unable to take actions, although it is not considered helpless. If the target is actively engaged in combat or is being threatened with a fight it gains a +5 bonus to the save. If the creature is of a different type than the character using the trick, it gains a +4 bonus to the save, because humor doesn’t translate well. These bonuses stack, if both apply.</p><p></p><p>Provoke (Cha) [Language-Dependent, Mind-Affecting]</p><p>Use DC: 21</p><p>Range: 60 ft.</p><p>Duration: 1 round</p><p>Save: Will negates</p><p>By using some very unpleasant language, the character provokes the target into attacking. If the target fails its will save and makes any attack during the next round (not just with a weapon, but any spell or other ability that constitutes an attack), the attack must affect the character using the trick. For example, if the target fires a bow, all arrows must target the character using Provoke, if the target uses the fireball spell, the area must include the character as well. This does not prevent the target from taking actions other than attacks, such as healing an ally or moving.</p><p></p><p>Smokescreen (Int)</p><p>Use DC: 19</p><p>Range: Personal</p><p>Target: The character using the trick</p><p>In a matter of seconds, the character disappears into a cloud of smoke. In the course of the standard action needed for this trick, he produces the materials needed (see below) uses them (either ignites the smokestick or casts the fog cloud spell, for instance), and doesn’t provoke an attack of opportunity. He may take a move action, as normal, which also does not provoke an attack of opportunity because the character is now concealed behind the smoke.</p><p>If a magical source of smoke is used, the normal rules apply. For instance, using a wand of fog cloud still requires a Use Magic Device check if the character cannot normally use it, and using a wand provokes an attack of opportunity as normal.</p><p>Material Requirement: A smokestick along with flint and steel, a tindertwig, flame or other comparable ignition source allowed by the DM. An equivalent source of smoke (such as a wand of fog cloud) may be used instead.</p><p></p><p>Ventriloquism (Cha) [Mind-Affecting]</p><p>Use DC: 21</p><p>Range: 120 ft.</p><p>Duration: 1 round</p><p>Save: Will negates</p><p>The target hears the character’s voice behind him, and thinks someone is there. If the target fails its save, it is considered flanked by any opponent within melee reach, even if the opponent does not meet the normal conditions for flanking. Any melee attacks made against the target creature for the next round gain a +2 bonus, and characters with the sneak attack ability may use it against the target (including the character using the trick, during his next turn).</p><p></p><p><strong>Greater Tricks:</strong></p><p></p><p>Blind (Int)</p><p>Use DC: 27</p><p>Range: 10 ft.</p><p>Duration: Permanent or 1d4 rounds (see text)</p><p>Save: Fortitude partial</p><p>The character hurls a splash weapon, making a normal thrown weapon attack against the target (if the trick fails, the character may not attack because he has spent the time waiting for an opening in the creature’s defenses). If the attack is a direct hit, it does damage normally but also hits the creature in the eyes (the creature must have functional eyes for this trick to work). The target must make a fortitude save. If it fails, it is permanently blinded; on a success, it is blinded for 1d4 rounds.</p><p>Material Requirement: A vial of acid, or any other splash weapon that deals at least 1d6 damage to the target on a direct hit.</p><p></p><p>Greater Confuse (Cha) [Language-Dependent, Mind-Affecting]</p><p>Use DC: 25</p><p>Range: 90 ft.</p><p>Duration: 4d6 rounds</p><p>As Confuse, except the range and duration are greater.</p><p>Prerequisite Trick: Confuse.</p><p></p><p>Entangle (Int)</p><p>Use DC: 23</p><p>Duration: 1d4 minutes</p><p>As Hinder, except the duration is longer.</p><p>Prerequisite Trick: Hinder</p><p></p><p>Humble (Cha) [Language-Dependent, Mind-Affecting]</p><p>Use DC: 29</p><p>Range: 90 ft.</p><p>Save: Will negates</p><p>As Demean, except that the range is greater, and if the creature fails its will save it takes a morale penalty on its next will save equal to the charisma bonus (if any) of the character using the trick.</p><p>Prerequisite Trick: Demean</p><p></p><p>Terrify (Cha) [Fear, Mind-Affecting]</p><p>Use DC: 27</p><p>Range: 30 ft.</p><p>Area: A 30 ft. burst</p><p>Duration: 1d4 minutes or 1 round (see text)</p><p>Save: Will partial (see text)</p><p>As Frighten, except that it affects all creatures within 30 ft. of the character using the trick. Any creature that fails its will save is panicked for 1d4 minutes, running away or cowering if cornered. A creature that succeeds its save is shaken for 1 round.</p><p>Prerequisite Trick: Frighten</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 2031899, member: 17106"] This is still not a full list; I am continuing to add to this mechanic. Any comments on what's here now (or on what isn't but could be) would be appreciated. [SIZE=5]Charlatan Tricks:[/SIZE] Tricks have certain similarities to spells. They may have range, duration, target, or save entries, as well as certain descriptors such as Language-Dependent or Mind-Affecting. These terms operate for tricks the same way they do in any other circumstance. Tricks have a default target of 1 creature, and a default range of 5 ft. If no range or target entry is in the trick’s description, use these defaults as needed. Daze (Int or Cha) [Mind-Affecting] Use DC: 12 Range: 30 ft. Duration: 1 round Save: Will negates The character performs a befuddling act of sleight of hand, feinting, ventriloquism, or otherwise confounds the target. If the target fails its save, it is dazed for 1 round. It can’t take actions, but can defend itself normally. Special: Charlatans know the Daze trick automatically. The character using the trick chooses to use his Intelligence or Charisma modifier for the level check and to determine the DC. It is not a Charisma and Intelligence based trick at the same time for the purposes of feats such as Clever Trickster and Trickster’s Charm, the character must choose one of the two ability scores. [B]Lesser Tricks:[/B] Confuse (Cha) [Language-Dependent, Mind-Affecting] Use DC: 17 Range: 60 ft. Duration: 1 round Save: Will negates The character gets into the target’s head, affecting its actions. If the target fails its save, it is confused for one round. Its behavior for that round is determined randomly by rolling d% and consulting the following table: d% Behavior 01–10 Attack the character using the trick with melee or ranged weapons (or close with character using the trick if attack is not possible). 11–20 Act normally. 21–50 Do nothing but babble incoherently. 51–70 Flee away from caster at top possible speed. 71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). Dazzle (Int) Use DC: 15 Duration: 1 minute Save: Fortitude negates The character shines a bright light in the target’s eyes (the target must have a sense of sight and obvious eyes for the trick to work). If the creature fails its save, it is dazzled, taking a -1 penalty to attacks for 1 minute. Material Requirement: The charlatan must have a mirror or other suitable reflective object, as well as a light source at least as powerful as a torch (bright sunlight may be used instead). Delay (Int) Use DC: 15 Duration: 1d4 rounds Save: Will negates By getting in the target’s way or otherwise interfering, the character delays the target’s actions a little bit. If the target fails its will save, it takes a -4 penalty to initiative, possibly changing the initiative order. After the duration of 1d4 rounds, the target regains its bearings and returns to its normal spot in the initiative order. Demean (Cha) [Language-Dependent, Mind-Affecting] Use DC: 17 Range: 60 ft. Duration: 1 minute or less (see text) Save: Will negates The character hurls insults or otherwise gets into the target’s head. If the target fails the will save for this trick, it takes a -2 morale penalty on its next will save. If the target has not rolled another will save in one minute, the duration of the effect expires and the penalty no longer applies. Disrupt Concentration (Cha) [Mind-Affecting] Use DC: 17 Range: 60 ft. Duration: 1 round Save: Special (see text). The character mocks the target creature’s actions, shouts out distracting insults at inopportune times, or otherwise breaks the creature’s concentration. If the targeted creature casts a spell (or does anything else that requires concentration) within 1 round, it must make a Concentration check against the trick’s save DC or lose the spell. Distract (Int) [Mind-Affecting] Use DC: 17 Range: 60 ft. Duration: 1 round (see text) The creature targeted by this trick takes a -2 penalty on its next attack (if the attack takes place within 1 round), as the character creates some kind of distraction, usually either verbally or by throwing something at the target (an object may be used, but is not required). Frighten (Cha) [Fear, Mind-Affecting] Use DC: 17 Range: 30 ft. Duration: 1d4 rounds or one round (see text) Save: Will partial (see text) The character suddenly produces a weapon, shouts threats, or otherwise strikes fear into the target. If the target fails its save, it is frightened for 1d4 rounds. If it succeeds its save, it is shaken for 1 round. Hinder (Int) Use DC: 15 Duration: 1 round Save: Reflex negates The character wraps an object (see below) around the target, or similarly uses it to hinder his movement. If the target fails its reflex save, it is entangled for one round. It moves at half speed, cannot run or charge, and takes a -2 penalty on attack rolls and a -4 penalty to its effective Dexterity score. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell. The creature may attempt to break through the hindrance by making a strength check to break the object in question or by using attacks to destroy it. Otherwise, the object is on the ground in the creature’s space after the duration has expired Material Requirement: A net, large piece of cloth, rope, or other similar object that the DM allows that can briefly entangle the target. Joke (Cha) [Language-Dependent, Mind-Affecting] Use DC: 19 Range: 60 ft. Duration: 1d4 rounds Save: Will negates The character gets the target off-guard through some act of hilarity. If the target fails its save, it laughs uncontrollably for 1d4 rounds, falling prone and unable to take actions, although it is not considered helpless. If the target is actively engaged in combat or is being threatened with a fight it gains a +5 bonus to the save. If the creature is of a different type than the character using the trick, it gains a +4 bonus to the save, because humor doesn’t translate well. These bonuses stack, if both apply. Provoke (Cha) [Language-Dependent, Mind-Affecting] Use DC: 21 Range: 60 ft. Duration: 1 round Save: Will negates By using some very unpleasant language, the character provokes the target into attacking. If the target fails its will save and makes any attack during the next round (not just with a weapon, but any spell or other ability that constitutes an attack), the attack must affect the character using the trick. For example, if the target fires a bow, all arrows must target the character using Provoke, if the target uses the fireball spell, the area must include the character as well. This does not prevent the target from taking actions other than attacks, such as healing an ally or moving. Smokescreen (Int) Use DC: 19 Range: Personal Target: The character using the trick In a matter of seconds, the character disappears into a cloud of smoke. In the course of the standard action needed for this trick, he produces the materials needed (see below) uses them (either ignites the smokestick or casts the fog cloud spell, for instance), and doesn’t provoke an attack of opportunity. He may take a move action, as normal, which also does not provoke an attack of opportunity because the character is now concealed behind the smoke. If a magical source of smoke is used, the normal rules apply. For instance, using a wand of fog cloud still requires a Use Magic Device check if the character cannot normally use it, and using a wand provokes an attack of opportunity as normal. Material Requirement: A smokestick along with flint and steel, a tindertwig, flame or other comparable ignition source allowed by the DM. An equivalent source of smoke (such as a wand of fog cloud) may be used instead. Ventriloquism (Cha) [Mind-Affecting] Use DC: 21 Range: 120 ft. Duration: 1 round Save: Will negates The target hears the character’s voice behind him, and thinks someone is there. If the target fails its save, it is considered flanked by any opponent within melee reach, even if the opponent does not meet the normal conditions for flanking. Any melee attacks made against the target creature for the next round gain a +2 bonus, and characters with the sneak attack ability may use it against the target (including the character using the trick, during his next turn). [B]Greater Tricks:[/B] Blind (Int) Use DC: 27 Range: 10 ft. Duration: Permanent or 1d4 rounds (see text) Save: Fortitude partial The character hurls a splash weapon, making a normal thrown weapon attack against the target (if the trick fails, the character may not attack because he has spent the time waiting for an opening in the creature’s defenses). If the attack is a direct hit, it does damage normally but also hits the creature in the eyes (the creature must have functional eyes for this trick to work). The target must make a fortitude save. If it fails, it is permanently blinded; on a success, it is blinded for 1d4 rounds. Material Requirement: A vial of acid, or any other splash weapon that deals at least 1d6 damage to the target on a direct hit. Greater Confuse (Cha) [Language-Dependent, Mind-Affecting] Use DC: 25 Range: 90 ft. Duration: 4d6 rounds As Confuse, except the range and duration are greater. Prerequisite Trick: Confuse. Entangle (Int) Use DC: 23 Duration: 1d4 minutes As Hinder, except the duration is longer. Prerequisite Trick: Hinder Humble (Cha) [Language-Dependent, Mind-Affecting] Use DC: 29 Range: 90 ft. Save: Will negates As Demean, except that the range is greater, and if the creature fails its will save it takes a morale penalty on its next will save equal to the charisma bonus (if any) of the character using the trick. Prerequisite Trick: Demean Terrify (Cha) [Fear, Mind-Affecting] Use DC: 27 Range: 30 ft. Area: A 30 ft. burst Duration: 1d4 minutes or 1 round (see text) Save: Will partial (see text) As Frighten, except that it affects all creatures within 30 ft. of the character using the trick. Any creature that fails its will save is panicked for 1d4 minutes, running away or cowering if cornered. A creature that succeeds its save is shaken for 1 round. Prerequisite Trick: Frighten [/QUOTE]
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