Mediator

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The Mediator
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Talk, Languages, Quick Talker, Talk Skills (2)
2 +1 +0 +0 +3 Talk Skill
3 +2 +1 +1 +3 Talk Skill
4 +3 +1 +1 +4 Talk Skill, Finger Guard +2
5 +3 +1 +1 +4 Talk Skill
6 +4 +2 +2 +5 Talk Skill
7 +5 +2 +2 +5 Talk Skill
8 +6/+1 +2 +2 +6 Monster Talk, Talk Skill, Finger Guard +4
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 Talk Skill, Seasoned Talker
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 Talk Skill, Finger Guard +6
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9 Talk Skill
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10 Talk Skill, Finger Guard +8
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11 Talk Skill
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Talk Skill, Finger Guard +10

Mediator

Mediators

The mediator is a master of the spoken word, solving problems and manipulating others to whatever ends the mediator sees fit. Some mediators are servants of a government or similar body, sent out into the world to ensure that peace is maintained, while others are sly tricksters who use others to accomplish their ends.

Game Rule Information

Mediators have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Charisma is important for mediators, as it controls how well they Talk to others. Perception is also important, as mediators are trained with guns in case a situation gets out of hand. Wisdom is also important, if they happen to run into someone who can bluff as well as they.

Hit Die: d8.

Class Skills: The mediator's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Listen (Per), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Per).

Skill Points at Each Level: 6 + Int.

Alignment: Any.

Starting Age: As a rogue.

Starting Gold: 5d4 x 10gp.

Favored By: Clavat.

Class Features

All of the following are class features of the mediator core class.

Weapon and Armor Proficiency: The mediator is proficient with all light simple weapons, basic firearms, one advanced firearm of his choice, and all light armor, but not shields.

Languages: At first level, the mediator gains a number of bonus languages known equal to his Intelligence modifier. Any language can be chosen for those bonus languages, except secret languages.

Quick Talker: The mediator focuses on talking, and sometimes he must make a point quickly. To this end, he hones his speech and tongue, and learns the art of quick-talking. The mediator can make a diplomacy check as a full-round action at no penalty.

Talk (Ex): A mediator's primary weapon is his voice, and he can use it well. Mediators can make themselves heard even in the din of battle. The skills a mediator learns are useful both in combat and in social situations, making him a rather versatile individual. Talk skills are all sonic, language-dependent, mind-affecting effects, and must be performed within Close range (25 feet + 5 feet/2 mediator levels). Talk skills cannot affect creatures with an Intelligence less than 3.

A mediator can use his Talk skill a number of times per day equal to his mediator level + his Charisma modifier. Using a Talk skill requires a standard action. The saving throw DC, if applicable, is set at 10 + 1/2 mediator level + his Charisma modifier. If the target makes a save, he knows what the mediator was trying to do.

A mediator can target himself with his Talk skills.

At the indicated levels above, a mediator learns a new talk skill. In order to learn a talk skill, he must have the listed number of ranks in the appropriate skill. Talk skills are organized into three groups - minor, lesser, and greater - based upon the number of ranks required to learn them.

Minor Talk Skills

  • Command (Ex): Requires at least 3 ranks in Diplomacy. With a strong word, the mediator can force the target to take an action, as per the spell command. The target gets a Will save to resist this effect.
  • Lecture (Ex): Requires at least 3 ranks in Diplomacy. The mediator gives a long and flowery oratory speech, directed at a small group. This ability affects a 10-foot radius, and requires a full-round action to perform. All creatures within the affected area must make a Will save or fall asleep for 1 minute per mediator level.
  • Manipulate (Ex): Requires at least 3 ranks in Bluff. Through twists of words and loops in logic, the mediator can convince someone that he is their friend. The affected creature is affected as though by a charm person spell for for 1 round per mediator level.
  • Negotiate (Ex): Requires at least 3 ranks in Diplomacy. Through convincing, the mediator can attempt to force a creature to improve its attitude towards another target. This is treated as a normal Diplomacy check, but allows the mediator to improve the target's attitude towards any target, rather than just himself.
  • Praise (Ex): Requires at least 3 ranks in Diplomacy. The mediator inspires courage in his target, bolstering him against fear. The target gains a morale bonus on his saving throws against charm, fear, and Talk skills equal to +1/four mediator levels, and gains the same bonus on attack and weapon damage rolls. This effect lasts for 5 rounds + 1 round per mediator level.
  • Preach (Ex): Requires at least 3 ranks in Bluff. The mediator reinforces the target's belief in the supernatural. Effects of the Trinity of Philosophy (Divine, Nature, and Void) that target the creature are treated as though they were one level higher for 1 round per mediator level. This effect doesn't stack with itself. A Will save allows the target to ignore this effect.
  • Rebuttal (Ex): Requires at least 3 ranks in Diplomacy. The mediator rebuts an argument, allowing him to cancel out another's Talk skill. A creature targeted by this is allowed another save against a Talk skill, and may use the mediator's skill check for Rebuttal instead of his own saving throw.
  • Remember (Ex): Requires at least 3 ranks in Bluff. The mediator calls upon the target to remember some event, strengthening his faith in causality and reminding him of the dangers of forgetfulness. Effects of the Trinity of Remembrance (Blue, Time, and Chaos) that target the creature are treated as though they were one level higher for 1 round per mediator level. This effect doesn't stack with itself. A Will save allows the target to ignore this effect.
  • Scare (Ex): Requires at least 3 ranks in Intimidate. The mediator uses fierce words at a target in an attempt to scare him. If the target fails at a Will save, the target becomes shaken; if the target fails by 10 or more, he becomes frightened; if the target fails by 20 or more, he becomes panicked. This effect lasts for 1 round per mediator level.
  • Solution (Ex): Requires at least 3 ranks in Bluff. Through logic and reasoning, the mediator reduces the target's belief in the supernatural. Effects of the Trinity of Reality (Magic, Psionics, and Technology) that target the creature are treated as though they were one level higher for 1 round per mediator level. This effect doesn't stack with itself. A Will save allows the target to ignore this effect.
  • Threaten (Ex): Requires at least 3 ranks in Intimidate. The mediator threatens his target, using harsh words and menacing gestures. If the target fails a Will save, the target gets a morale penalty on his saving throws against charm, fear, and Talk skills equal to -2/four mediator levels, and a similar penalty on attack and weapon damage rolls. This effect lasts for 1 round per mediator level.

Lesser Talk Skills

  • Advice (Ex): Requires at least 9 ranks in Diplomacy. Using his considerable combat experience, the mediator recommends a certain method of attack. The target improves his chance to get a critical hit with a weapon by one point (ie, from 20 to 19-20); this effect is not limited to a single weapon. This effect lasts for 1 round per mediator level.
  • Don't Interrupt (Ex): Requires at least 9 ranks in Intimidate. The mediator can bark this order at an individual, who must then succeed at a Will save, or else be rendered mute for 1 round per mediator level. A character affected by this skill cannot use any ability that requires them to speak - this includes spellcasting.
  • Insult (Ex): Requires at least 9 ranks in Diplomacy. The mediator screams and yells at the target, in an attempt to infuriate them. If the target fails a Will save, he is affected as though by a rage spell. The effect lasts for 1 round per mediator level.
  • Listen (Ex): Requires at least 9 ranks in Diplomacy. The mediator attempts to get a target to stop and simply listen to his words. If the target fails a Will save, he becomes fascinated with the mediator. Such a creature gets a -4 penalty on saving throws against further Talk skills made by the mediator. This effect lasts for 1 round per mediator level.
  • Perplex (Ex): Requires at least 9 ranks in Bluff and Diplomacy. Through an absurd mixture of logic and illogic, the mediator causes a target to become confused, as per the spell confusion. The target may make a Will save to resist this effect. The effect lasts for 1 round per mediator level.
  • Suggestion (Ex): Requires at least 9 ranks in Diplomacy. Through persuasion, the mediator forces a creature to take a specified action, as per the suggestion spell. The target gets a Will save to resist. This effect lasts for 1 round per mediator level.
  • Tell Me No Lies (Ex): Requires at least 9 ranks in Intimidate. Through demands, the mediator forces the target to be unable to tell untruths to the mediator; the target gets a Will save to avoid this effect. This effect is as per zone of truth, though it affects only a single target. This effect lasts for 1 hour per mediator level.
  • Warcry (Ex): Requires at least 9 ranks in Diplomacy. This functions as per Praise, above, but affects all targets within a 20-foot radius.

Greater Talk Skills

  • Death Sentence (Ex): Requires at least 15 ranks in Intimidate. The mediator speaks a word of doom at the opponent, proclaiming his death. If the target fails at a Fortitude save, the target is dealt subdual damage equal to its maximum hit points, due to the mediator's convincing argument.
  • Halt (Ex): Requires at least 15 ranks in Intimidate. The mediator can force a creature to stop; an affected creature can no longer move from the square he is in. The creature may make a Will save to avoid this effect, which lasts for 1 round per mediator level.
  • Invite (Ex): Requires at least 15 ranks in Diplomacy. Using convincing words and nigh-unbeatable logic, the mediator convinces one of his foes to befriend him. Should the saving throw fail, the target automatically becomes Helpful; if the target fails the save by 20 or more, he becomes Fanatical. However, either condition lasts for 1 round per mediator level, after which the target becomes Friendly. The ally is Friendly for 1 week per mediator level, after which the target reverts back to his original attitude.
  • Shout (Ex): Requires at least 15 ranks in Intimidate. The mediator uses the full force of his lungs to let forth a bellowing shout, which functions as per the spell shout.

Finger Guard: As the mediator deals in speaking, he learns how to defend himself against similar effects. A mediator gains the listed bonus on saving throws against sonic, language-dependent, and mind-affecting effects.

Monster Talk: As the mediator gains experience, he finds that not all things he must convince are humanoid, or even capable of speech. When a mediator gains this ability, his Talk skills can be used on creatures that have no speech, or that have an Intelligence less than 3. However, when he does so, the saving throw DC for his abilities are reduced by 5.

Seasoned Talker: As the mediator progresses through his career, he becomes confident enough in himself to always speak well, even in the midst of a combat situation. The mediator can now take 10 on Bluff, Diplomacy, and Intimidate checks, even in combat.