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[[category:Trinity]]
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|+'''The Mediator'''
 
|+'''The Mediator'''
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=Mediator=
 
=Mediator=
[[Image:Tactics_mediators.jpg|thumb|250px|right|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.
 
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.
  
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'''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.
 
'''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.  
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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 and a skill check, which is the same as the skill which is required to use the ability; this skill check is then used as the saving throw DC for the target, if one is allowed. If the target makes a save, he knows what the mediator was trying to do.  
  
 
A mediator can target himself with his Talk skills.
 
A mediator can target himself with his Talk skills.
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* ''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.
 
* ''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.
 
* ''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.
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* ''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. The target adds his level in addition to any other bonuses to his Will saving throw to resist this effect. 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''.
 
* ''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''.
  
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'''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.
 
'''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.
 
[[category:Trinity]]
 

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