urbanfractal
First Post
Greetings!
This is an attempt to import my favourite Riddlemaster (yes, AD&D Bard's Kit) to Pathfinder. I hope it is not broken as it is, but please comment and/or suggest anything to improve it.
There are some portions right of the Complete Bard's Handbook and the Pathfinder Core Rules book.
With no further ado, the Puzzle-master of Riddleport:
A Puzzle-master's repertoire is comprised of riddles, rhymes, and puzzles. These rather strange individuals conceive life as an intricate and challenging puzzle waiting to be solved. They seek to develop the supreme mind, thus devoting their entire intellect to maximizing favourable outcomes for themselves and their friends. To flaunt their skills, Puzzle-masters often speak in riddles or rhymes, causing others to stop and think in order to understand them. They love to pose questions, in the form of riddles which often conceal lessons or useful observations, to everyday people.
Whereas evil Puzzle-masters seek to demean and put down others in order to rise above them, good Puzzle-masters make their way through society attempting to educate the "less fortunate." Others simply travel around, enjoying the sport of poking fun at others while advancing their own intellectual understanding. Adventuring Puzzle-masters enjoy the supreme tests of judgement and intelligence that must be passed in order to survive perilous quests. Besides this, their input on decisions is nearly invaluable.
Master of Enigmas(Ex): Whenever a riddle or puzzle is involved, the player of the Puzzle-master can make twice as many attempts to solve it. In case it has a time limit, the Puzzle-master is granted twice the allotted time to find the solution.
Poser of Riddles (Ex): The Puzzle-master adds her Int modifier to the Perform: Oratory (Riddles) skill. This ability replaces Countersong.
Bardic Performance: A Puzzle-master gains the following types of barding performance:
Mystify (Su):At 1st level a Puzzle-master can use performance to discombobulate her audience. Each creature to be mystified must be within 90 feet, able to hear and understand the Puzzle-master, and capable of paying attention to him. The Puzzle-master must also be able to see the creatures affected. For every three levels the Puzzle-master has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Puzzle-master cannot attempt to mystify that creature again for 4 hours. If its saving throw fails, the creature sits quietly and listens to the riddle, trying to solve it, as long as the Puzzle-master continues to repeat it in an eerie manner.
While mystified, a target takes a penalty equal to the Puzzle-master's Int modifier on all skill checks made as reactions, such as Perception checks. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, allows the target to make a new saving throw against the effect. A successful attack automatically breaks the effect.
Mystify is an enchantment (compulsion), mind affecting ability. Mystify relies on audible components in order to function. This performance replaces Fascinate.
Augment Perception (Su):A 1st-level Puzzle-master can use his unparalleled awareness to augment the perception of his allies (not himself), enabling them to exploit the weaknesses of their enemies, improving their combat abilities. To be affected, an ally must be able to perceive the Puzzle-master’s performance. An affected ally receives a +1 insight bonus on all Reflex and Will saving throws and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Puzzle-master levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Augment Perception is a mind-affecting ability and uses audible components only. This performance replaces Inspire Courage
Insinuate(Sp):A Puzzle-master of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already mystified (see above), by suggesting a possible (but, alas, wrong) answer to the creature. Using this ability does not disrupt the mystify effect, but it does require a standard action to activate (in addition to the free action to continue the mystify effect). A Puzzle-master can use this ability more than once against an individual creature during an individual performance.
Making an insinuation does not count against a Puzzle-master’s daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) negates the effect. This ability affects only a single creature.
Insinuate is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components. This performance replaces Suggestion.
Perplexing Puzzle (Sp): A Puzzle-master of 8th level or higher can use his performance to baffle his opponent by posing her with a surreal puzzle, causing the creature to be dazed. To be affected, an enemy must be within 30 feet and able to see and hear the Puzzle-master’s performance. The effect persists for as long as the enemy is within 30 feet and the Puzzle-master continues his performance.
Perplexing Puzzle is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components. This performance replaces Dirge of Doom.
Riddle Fantastique (Sp):A Puzzle-master of 14th level or higher can use his performance to stun his enemies. To be affected, an enemy must be able to hear the Puzzle-master perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 12 hours. If the save fails, the target becomes stunned while trying to solve the impossible riddle asked by the Puzzle-master. Riddle Fantastique relies on audible components. This performance replaces Frightening Tune.
Baleful Truth (Su):A Puzzle-master of 20th level or higher can use his performance to cause one enemy to die from despair. To be affected, the target must be able to see and hear the Puzzle-master perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the Puzzle-master cannot use Baleful Truth on that creature again for 24 hours. If a creature’s saving throw fails, it dies from the magnitude of the Puzzle-master’s profound revelation.
Baleful Truth is a mind-affecting death effect that relies on audible and visual components. This performance replaces Deadly Performance.
Common Sense (Ex): At 2nd level and every 5 levels thereafter the Puzzle-master gains +1 insight bonus to her Will saves and to the following skills: Bluff, Diplomacy, Perception and Sense Motive. This ability replaces Well Versed.
Probable Path (Ex): At 4th level and beyond, Puzzle-masters can put their great intellects to practical use. When a decision must be made concerning multiple options the Puzzle-master can use her analytical nature to discern the best one. The DM secretly rolls a d20 adding half the Puzzle-master’s level + Int modifier, with a penalty equal to the twice the number of previous probable path decisions made that day (representing mental fatigue) .
If the roll succeeds, the DM tells the player all significant clues that the Puzzle-master has gathered during her evaluation. If there are no clues, no information is gained; Puzzle-masters aren't lucky, they're just very intelligent. If the roll is a botch, the information gained is misleading. Unless a given situation changes somehow, using this ability multiple times in the same situation gives identical results.
Lightning Thought (Ex): At 6th level the Puzzle-master gains insight bonus to her Initiative and Reflex save equal to her Int modifier. This ability replaces Versatile Performance.
Analytical Mind (Ex): At 10th level, the Puzzle-master adds her Int modifier to her AC and gains equal insight bonus to her attack. This ability replaces Jack -of-all-Trades.
Cheers!
This is an attempt to import my favourite Riddlemaster (yes, AD&D Bard's Kit) to Pathfinder. I hope it is not broken as it is, but please comment and/or suggest anything to improve it.
There are some portions right of the Complete Bard's Handbook and the Pathfinder Core Rules book.
With no further ado, the Puzzle-master of Riddleport:
A Puzzle-master's repertoire is comprised of riddles, rhymes, and puzzles. These rather strange individuals conceive life as an intricate and challenging puzzle waiting to be solved. They seek to develop the supreme mind, thus devoting their entire intellect to maximizing favourable outcomes for themselves and their friends. To flaunt their skills, Puzzle-masters often speak in riddles or rhymes, causing others to stop and think in order to understand them. They love to pose questions, in the form of riddles which often conceal lessons or useful observations, to everyday people.
Whereas evil Puzzle-masters seek to demean and put down others in order to rise above them, good Puzzle-masters make their way through society attempting to educate the "less fortunate." Others simply travel around, enjoying the sport of poking fun at others while advancing their own intellectual understanding. Adventuring Puzzle-masters enjoy the supreme tests of judgement and intelligence that must be passed in order to survive perilous quests. Besides this, their input on decisions is nearly invaluable.
Master of Enigmas(Ex): Whenever a riddle or puzzle is involved, the player of the Puzzle-master can make twice as many attempts to solve it. In case it has a time limit, the Puzzle-master is granted twice the allotted time to find the solution.
Poser of Riddles (Ex): The Puzzle-master adds her Int modifier to the Perform: Oratory (Riddles) skill. This ability replaces Countersong.
Bardic Performance: A Puzzle-master gains the following types of barding performance:
Mystify (Su):At 1st level a Puzzle-master can use performance to discombobulate her audience. Each creature to be mystified must be within 90 feet, able to hear and understand the Puzzle-master, and capable of paying attention to him. The Puzzle-master must also be able to see the creatures affected. For every three levels the Puzzle-master has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Puzzle-master cannot attempt to mystify that creature again for 4 hours. If its saving throw fails, the creature sits quietly and listens to the riddle, trying to solve it, as long as the Puzzle-master continues to repeat it in an eerie manner.
While mystified, a target takes a penalty equal to the Puzzle-master's Int modifier on all skill checks made as reactions, such as Perception checks. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, allows the target to make a new saving throw against the effect. A successful attack automatically breaks the effect.
Mystify is an enchantment (compulsion), mind affecting ability. Mystify relies on audible components in order to function. This performance replaces Fascinate.
Augment Perception (Su):A 1st-level Puzzle-master can use his unparalleled awareness to augment the perception of his allies (not himself), enabling them to exploit the weaknesses of their enemies, improving their combat abilities. To be affected, an ally must be able to perceive the Puzzle-master’s performance. An affected ally receives a +1 insight bonus on all Reflex and Will saving throws and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Puzzle-master levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Augment Perception is a mind-affecting ability and uses audible components only. This performance replaces Inspire Courage
Insinuate(Sp):A Puzzle-master of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already mystified (see above), by suggesting a possible (but, alas, wrong) answer to the creature. Using this ability does not disrupt the mystify effect, but it does require a standard action to activate (in addition to the free action to continue the mystify effect). A Puzzle-master can use this ability more than once against an individual creature during an individual performance.
Making an insinuation does not count against a Puzzle-master’s daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) negates the effect. This ability affects only a single creature.
Insinuate is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components. This performance replaces Suggestion.
Perplexing Puzzle (Sp): A Puzzle-master of 8th level or higher can use his performance to baffle his opponent by posing her with a surreal puzzle, causing the creature to be dazed. To be affected, an enemy must be within 30 feet and able to see and hear the Puzzle-master’s performance. The effect persists for as long as the enemy is within 30 feet and the Puzzle-master continues his performance.
Perplexing Puzzle is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components. This performance replaces Dirge of Doom.
Riddle Fantastique (Sp):A Puzzle-master of 14th level or higher can use his performance to stun his enemies. To be affected, an enemy must be able to hear the Puzzle-master perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 12 hours. If the save fails, the target becomes stunned while trying to solve the impossible riddle asked by the Puzzle-master. Riddle Fantastique relies on audible components. This performance replaces Frightening Tune.
Baleful Truth (Su):A Puzzle-master of 20th level or higher can use his performance to cause one enemy to die from despair. To be affected, the target must be able to see and hear the Puzzle-master perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the Puzzle-master’s level + the Puzzle-master’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the Puzzle-master cannot use Baleful Truth on that creature again for 24 hours. If a creature’s saving throw fails, it dies from the magnitude of the Puzzle-master’s profound revelation.
Baleful Truth is a mind-affecting death effect that relies on audible and visual components. This performance replaces Deadly Performance.
Common Sense (Ex): At 2nd level and every 5 levels thereafter the Puzzle-master gains +1 insight bonus to her Will saves and to the following skills: Bluff, Diplomacy, Perception and Sense Motive. This ability replaces Well Versed.
Probable Path (Ex): At 4th level and beyond, Puzzle-masters can put their great intellects to practical use. When a decision must be made concerning multiple options the Puzzle-master can use her analytical nature to discern the best one. The DM secretly rolls a d20 adding half the Puzzle-master’s level + Int modifier, with a penalty equal to the twice the number of previous probable path decisions made that day (representing mental fatigue) .
If the roll succeeds, the DM tells the player all significant clues that the Puzzle-master has gathered during her evaluation. If there are no clues, no information is gained; Puzzle-masters aren't lucky, they're just very intelligent. If the roll is a botch, the information gained is misleading. Unless a given situation changes somehow, using this ability multiple times in the same situation gives identical results.
Lightning Thought (Ex): At 6th level the Puzzle-master gains insight bonus to her Initiative and Reflex save equal to her Int modifier. This ability replaces Versatile Performance.
Analytical Mind (Ex): At 10th level, the Puzzle-master adds her Int modifier to her AC and gains equal insight bonus to her attack. This ability replaces Jack -of-all-Trades.
Cheers!
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