Faceman
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Diplomats are facemen, so are con artists. The distance between the two is not as wide as one might think. He seldom fights, preferring to talk others into doing it for him. Most don't know what a faceman is really like, as his disposition and personality hides behind many facades and few know the real one underneath. Assume several identities. A faceman either starts his life as a criminal or salesman, as both rely on firing the same patterns of brain cells. Some may choose life in the military where they take a prestigious role in one of the many intelligence agencies formed by the governments, including counter-intelligence groups.

The faceman may walk in full combat gear, gleaning information from sources, or enter a hostile area perfectly hidden as a member of the opposition. This same personality sometimes turns rebellious. He may be drummed out of the military for running games of chance from the barracks or smuggling weapons from armories. Regardless, the faceman believes his strength relies in his mind and not brute force. He is the best techan class as he often leads the group into the outlands. He fronts conversations, and often dedicates the group to many dangerous tasks.

Role: A faceman often leads the techan party. He is required for diplomacy with the echans the group will encounter in their travels. He keeps the group inline and if in the military, often undertakes training at the bastion's OCC (Officer Command College). If he is independent, the faceman is required to barter deals and haggle with buyers. The faceman usually speaks the most languages and knows the most customs to prevent any unnecessary insults. As he often speaks for the group, outsiders assume he is in charge even if he isn't.

GAME RULE INFORMATION

Abilities: The faceman must be smart. He must have a good instinct for dealing with others as well as being charismatic enough to convince others of his good intent. A high intelligence and wisdom as well as a good charisma are vital.
Alignment: Any
Hit Die: d6.

Class Skills

Skill Points at 1st Level: (8 + Int Modifier) x 4
Skill Points at Each Additional level: 8 +Int Modifier.

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disguise, Drive (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str)

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1 0 0 2 2 Skill Bonus 1
2 1 0 3 3 Inspire Courage +2 1
3 2 1 3 3 Captivate1 2
4 3 1 4 4 React First 2
5 3 1 5 5 Integration 3
6 4 2 5 5 Fast Talk 3
7 5 2 5 5 Conceal Motive 4
8 6/1 2 6 6 Talk Down 4
9 6/1 3 6 6 Dazzle 5
10 7/2 3 7 7 Inspire Courage +4, Flawless Disguise 5
11 8/3 4 7 7 No Sweat 6
12 9/4 4 8 8 Taunt 6
13 9/4 4 8 8 Coordinate 7
14 10/5 4 9 9 Skill Bonus 7
15 11/6/1 5 9 9 Bonus Feat 8
16 12/7/2 5 10 10 Sow Distrust 8
17 12/7/2 5 10 10 Inspiration 9
18 13/8/3 6 11 11 Inspire Courage +6 9
19 14/9/4 6 11 11 Bonus Feat 10
20 15/10/5 6 12 12 Perfect Disguise, Talk Down 10

CLASS FEATURES
Weapon and Armor Proficiencies: A faceman begins play with the Simple Weapons proficiency feat and the personal firearms feat. He is also proficient in light and medium armor.

Skill Bonus: The faceman can choose a number of skills equal to his Intelligence modifier and gain a +2 bonus to those skills. They may be cross class or cross culture skills.

At 14th level, he may again choose a number of skills equal to his Int modifier. He may then take 10 with these skills even if stress and distractions would normally prevent him from doing so.

Inspire Courage: At 2nd level, the faceman looks like a leader and speaks like a leader. Not only does he receive a +2 to all Diplomacy skills to all Humans, the faceman can also inspire them to hold steadfast in danger. If the faceman is able to give a speech for a full minute before a conflict, all allies who hear the speech receive a +2 morale bonus to all fear checks. At 10th level this bonus increases to +4 and at 18th level, it increases to +6. The speech is assumed great; the player is not required to actually give it.

Captivate: The faceman at 3rd level gains the ability to temporarily fascinate a target using words and intimidation. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the character, and must be able to see, hear, and understand the faceman. To captivate, the faceman must use an attack action and make a Charisma check (DC 15). If the roll succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + faceman's class level + faceman's Cha bonus). If the saving throw fails, the faceman becomes the target's sole focus. The target pays no attention to anyone else for 1 round. This focusing of the target's attention allows other characters to take actions of which the captivated target is unaware. The effect
ends immediately if the target is attacked or threatened.

A faceman can concentrate to keep a target captivated for additional rounds. The faceman concentrates all his effort on the task, and the target gets to make a new Will save each round. The effect ends when the character stops concentrating, or when the target succeeds on the save.

React First: Starting at 4th level, a faceman gains the ability to react first when trying to make a deal or mediate a settlement. The faceman must make contact and speak to the participants before the start of combat. If he does this, he gains a free readied action that allows the faceman to make either a move or attack action if either side in the negotiation (other than the faceman) decides to start hostilities. The faceman gets to act before any initiative checks are made, in effect giving him the benefit of surprise.

Integration: The faceman at 5th level knows so much about other cultures, including echan ones, that he receives no penalty when dealing with any echan cultures. The penalty for forgery, disguise, and diplomacy are nullified. He must speak the language and master regional accents.

Fast-Talk: At 6th level, the faceman's eloquence with words allows him to deceive others with easy. He applies half his level as a bonus on any Bluff or Diplomacy checks the faceman makes while attempting to lie, cheat, or otherwise bend the truth.

Conceal Motive: A faceman at 7th level gets to add a bonus equal to his faceman level whenever he opposes a Sense Motive check or resists spell effects to reveal his thoughts or the truth. The faceman is allowed to attempt a save even when the effect denies such a save.

Talk Down: A faceman of 8th level or higher can talk his way out of trouble. Either prior to the start of hostilities or during combat, the faceman can talk down a single opponent within 15 feet of his position or otherwise able to hear the faceman's voice. The target must be able to understand the faceman. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the faceman and the situation in general. Any hostile action by the faceman or by one of the faceman's allies directed at the opponent allows the opponent to act as he sees fit.

To initiate this talent, the faceman must spend a full-round action talking to his opponent. The opponent makes a Will saving throw. The DC is equal to 10 + 1/2 faceman's class level + faceman's Charisma bonus. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal. At 15th level, a faceman can talk down a number of opponents equal to his Charisma bonus within 15 feet of his position or within 15 feet of a television, radio, or telephone broadcasting the faceman's message. At 20th level, the range extends to 30 feet and covers all opponents who can hear and understand the faceman's voice. This ability only affects humans and humanoids of civil disposition.

Dazzle: At 9th level, the faceman has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the faceman, and must be able to see, hear, and understand the faceman. To dazzle a target, the faceman must use an attack action and make a Charisma check (DC 15), adding 1/2 his faceman level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + faceman's class level + faceman's Cha bonus). If the save fails, the target receives a -1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character's level.

Flawless Disguise: At 10th level, the faceman's ability to alter his appearance is near flawless. He can change himself to resemble almost any medium sized humanoid, although no one specific. He gains a +5 to all Disguise rolls.

No Sweat: Starting at 11th level, once a day, a faceman can roll an additional 1d6 to add to any d20 roll desired.

Taunt: The faceman at 12th level has the ability to temporarily rattle a target using insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the character and must be able to hear and understand the character. To taunt a target, the faceman must use an attack action and makes a Charisma check (DC 15), adding 1/2 his faceman level as a bonus. If the check succeeds, the target can try to resist.

The target resists the taunt by making a Will saving throw (DC 10 + 1/2 faceman's class level + faceman's Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.

Coordinate: The faceman at 13th level has a knack for getting people to work together. When the faceman can spend a full round directing his allies and makes a Charisma check (DC 15), the character provides any of his allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the faceman's Charisma modifier. The faceman can coordinate a number of allies equal to one-half his level, rounded down (to a minimum of one ally).

Sow Distrust: A faceman of 16th level or higher can turn one character against another. The faceman must spend a full-round action and know the name of the character he is attempting to persuade as well as the name of the character toward which the target's distrust will be directed. The target must be able to hear and understand the faceman. The target makes a Will save. The DC is equal to 10 + 1/2 faceman's class level + faceman's Charisma bonus. If the target fails the save, his attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile (see the Diplomacy skill). The target makes a Will save whenever the faceman uses this talent against him. As long as the target continues to fail the Will save, the faceman can continue taking full-round actions to worsen the target's attitude toward a designated character. When the target's attitude drops to hostile, he attacks the designated character. A successful Will save doesn't restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the faceman to sow distrust. The faceman can't use this talent on his allies.

Inspiration: The faceman at 17th level can inspire his allies, bolstering them and improving their chances of success. An ally must listen to and observe the faceman for a full round for the inspiration to take hold, and the faceman must make a Charisma check (DC 15). The effect lasts for a number of rounds equal to the faceman's Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A faceman cannot inspire himself. The faceman can inspire a number of allies equal to one-half his faceman level, rounded down (to a minimum of one ally).

Perfect Disguise: At 20th level, the faceman's discipline allows him to resemble any humanoid of medium sized. With the use of makeup and voice alteration, the faceman can be made to look like anyone in those parameters, even someone specific. He receives a +10 to all Disguise rolls.

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