Orator

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Proficiencies

Level Proficiency
Bonus
Features Mnemonics
Preperation
1 2 Mnemonics 6 hours
2 2 Delegate Threat 5 hours
3 2 Strong Presence 4 hours
4 2 Incite Rumor 3 hours
5 3 Increase Proficiency Bonus 2.5 hours
6 3 Trader 2 hours
7 3 --- 1.5 hours
8 3 Commanding Presence 1 hour
9 4 Increase Proficiency Bonus 45 minutes
10 4 Greater Delegate Threat 30 minutes
11 4 --- 20 minutes
12 4 --- 15 minutes
13 5 Increase Proficiency Bonus 10 minutes
14 5 --- 8 minutes
15 5 --- 6 minutes
16 5 ---- 4 minutes
17 6 Increase Proficiency Bonus 3 minutes
18 6 --- 2 minutes
19 6 --- 1 minutes
20 6 Master Diplomat Instant

Features

Delegate Threat

Intimidation checks made on the behalf of friendly characters gain a +2 to their roll.

Greater Delegate Threat

With Greater Civil Intimidation the bonus is equal to the sum of strength modifiers for allies within 10 feet.

Mnemonics

Use an hour of free time to prepare a Persuasive or Deceitful argument. Incurs a +4 bonus, and whom you plan to speak to, as well as what you're trying to convince them of, must be written to the GM on use.

Trader

Can sell items to others for 1.5 times their worth. They must pass a Persuasion or Deception check versus the buyers relevant crafting skill or Wisdom save. If failed, they cannot buy goods from that person for 1d6 days.

Incite rumor

Orator may roll performance check in order to discreetly spread a chosen rumor. Action takes one hour.

Strong Presence

The orator may, at any time, divert the attention of all nearby non-hostile NPCs with a Performance check.

Commanding Presence

Roll a performance check to get everyone within 80 feet's attention. Anyone attempting to ignore must roll a wisdom save with a DC higher than the performance roll, or be distracted from whatever they were doing. Can be done once per day.

Master Diplomat

Once per day, you can decide to get a natural 20 on a Persuasion or Deception roll.