Difference between revisions of "Manipulator"

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{{Classlevel
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{{Jpeg|Manipulator and Venomist|450px}}{{Classlevel
 
|name=Manipulator
 
|name=Manipulator
 
|tier=Legend
 
|tier=Legend
 
|prerequisites=[[Diplomat]].
 
|prerequisites=[[Diplomat]].
|adf=2 |gdf=2 |willf=8
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|bonus1=You get +1 to [[Agility]].
|attackf=4 |perceptionf=4
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|bonus2=When a creature who can see or hear you begins an action, you may use an [[Immediate action|Immediate Action]] to convince them to do something else instead. They cannot take an action with the same name as the action they were beginning for 2 rounds, and the action they were going to take is not performed, but the action is not wasted.
|bonus1=You get +2 to [[Initiative Bonus]].
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|bonus2=When a creature who can see or hear you begins an action, you may use an [[Immediate action|Immediate Action]] to convince them to do something else instead. They cannot take an action with the same name as the action they were beginning for 1 round, and the action they were going to take is not performed, but the action is not wasted.
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|bonus3=With approximately 5 minutes of conversation, you can implant a ''Suggestion'' in a creature. When a condition you now secretly specify comes to pass, the creature must make a [[Will Save]] or do what you told them to for 1 round. Either way, the ''Suggestion'' ends. Implanting a ''Suggestion'' in a creature removes all previous ''Suggestions'' from that creature.
 
|bonus3=With approximately 5 minutes of conversation, you can implant a ''Suggestion'' in a creature. When a condition you now secretly specify comes to pass, the creature must make a [[Will Save]] or do what you told them to for 1 round. Either way, the ''Suggestion'' ends. Implanting a ''Suggestion'' in a creature removes all previous ''Suggestions'' from that creature.
 
}}
 
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Latest revision as of 23:12, 15 February 2018

Manipulator and Venomist.jpg
Manipulator
Legend Tier Expertise
Prerequisites  Diplomat.
Bonuses:
♦ You get +1 to Agility.
♦ When a creature who can see or hear you begins an action, you may use an Immediate Action to convince them to do something else instead. They cannot take an action with the same name as the action they were beginning for 2 rounds, and the action they were going to take is not performed, but the action is not wasted.
♦ With approximately 5 minutes of conversation, you can implant a Suggestion in a creature. When a condition you now secretly specify comes to pass, the creature must make a Will Save or do what you told them to for 1 round. Either way, the Suggestion ends. Implanting a Suggestion in a creature removes all previous Suggestions from that creature.