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97 lines
5.9 KiB
Plaintext
97 lines
5.9 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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From: MRM122@PSUVM.BITNET
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Subject: The Demagogue
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Hello hello hello! It is me, once more, with another class for your perusal.
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First we had the Warlock, an odd type of spellcaster, and next there was the
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Survivor, based on Constitution. And now.... The Demagogue, the class based on
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Charisma! (riotous applause from the crowds)
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The Demagogue
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Requirements: Cha 9
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Prime Requisite: Charisma
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Demagogues make saving throws as priests but have their own THAC0 table.
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LVL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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THAC0 20 20 19 19 19 18 18 17 17 17 16 16 15 15 15 14 14 13 13 13
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If you go through the trouble of the basic math, you will see that this
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improves on a 2/5 scale, which is slightly worse than Rogue, but slightly
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better than Wizard.
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The Demagogue is an Orator, a Debator, a Leader, a Diplomat, a Fast Talker
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and a controller of the masses.
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The Demagogue is not a strong combat character, however. They have no
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armor restrictions, due to the fact that they need to look impressive on
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occasions, and wearing the right armor is one way to do that. They do have a
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limited weapon choice, however. They can use Staff, Dagger, Dart, Knife,
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Sling, Staff Sling, Short Sword and any Fencing Blade.
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Demagogues are used to dealing with mind changing tactics, therefore
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the have partial immunity to Enchantment/Charm spells (10% + 3% per level),
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Psionics using telepathic powers against them suffer -2 to their power score
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rolls, and they recieve a +3 bonus against the Fast Talking of swindlers and
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other Demagogues.
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Demagogues have Hypnotism powers. Their percentage chance to hypnotize is
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their Charisma + 5% per level. Thus a 7th level Demagogue with a 17 Charisma
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would have a 52% chance to hypnotize. Hypnotism CAN be used on an unwilling
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victim, but they get a saving throw versus Pet/Poly. The hypnotized person
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must be within line of sight and in hearing distance (however telepathic
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communication will work). With hypnosis, visual and audial illusions can be
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implanted in the mind of the victim. If the percentile roll is made at a -5%
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penalty, a suggestion can be placed in the victim. This suggestion must be
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immediate, however. Post-hypnotic illusions and suggestions can be made with a
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roll made at -25%. These require some form of trigger, which is set at the
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hypnosis. Hypnosis can remove curses or bestow curses that affect the mind if
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their hypnotism roll is made at -30%. Other types of curses can't be affected,
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such as curses that change someone's form. With a Hypnotism roll made at -50%,
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the Demagogue can Geas or Remove Geas on the victim. The Demagouge can make
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the victim forget about the hypnotism session with another successful roll.
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Demagogues get the Fast Talk proficiency or the Ettiquette proficiency for
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free (player's choice).
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At 4th level, the Demagogue gets either Incite Beserker Rage or Soothing
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Word as the Priest powers (again, player's choice).
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A Demagogue can influence reactions with his speechs, changing the
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reactions of the listeners one rank (same as Bards- see in the PH). They can
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also do Crowd Control once per day per three levels and can make the crowd feel
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or do what the Demagogue wants them to. This,
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however, requires using the psycholgies that are only applicable in crowds, so
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it requires more than 20 people listening, and they get a group saving throw
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against it (however DM's may give specific PC's and NPC's personal saving
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throws). Note that Crowd Control cannot make crowds do something that they are
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completely and fundamentally against (like make Druids burn down forests), but
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DM judgement should be used... apply penalties or bonuses to the saving throw
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as you see fit.
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When a Demagogue is travelling in a party, his Loyalty Base is added to
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all NPC morale checks in the party. When one is leading an army (or is at
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least a figure head in it), morale checks for that army have his Loyalty Base
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doubled added to it.
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Demagogues have one power that is useful for combat: Confuse. With this
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power, the Demagogue simply yells confusing statements at a single enemy very
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quickly, which can make the enemy stand confused for some time. This acts as
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a stun for 1d4 rounds. For this, use the same table that Priests use for
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Turning Undead, using the Hit Dice of the creature. The creature must have at
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least Low Intelligence and speak the language the Demagogue is speaking.
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Creatures with high Wisdom can add their Mental Save bonus to what the
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Demagogue needs to roll. A T result means the creature is stunned for 2d4
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rounds and a D result means the creature is stunned for 4d4 rounds.
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Note: Hypnotism CAN be used in combat, but it takes a full round. If the
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Demagogue is struck any time during that round, the Hypnotism is ruined. Note
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also that the Demagogue must stay still and concentrate on his victim when he
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does this, so his AC is penalized by three and he is easily backstabbed. If he
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gets through the round and the victim fails his save, then the Victim stops
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doing anything until the Demagogue instructs him. He will follow the
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Demagogue's commands.
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The Demagogue must have some form of Neutral Alignment, and has the same
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experience table as Paladins. They roll d8 for hit points (+2 after 9th level)
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Demagogues have their own NWP table, which has Fast Talk, Read/ Write,
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Modern Languages, Local History, Ancient History, Gaming, Religion, Diplomacy,
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Local Customs, Military Tactics, Cultural Identification and others. Write if
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you want more info on that.
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Well, I hope you enjoyed the Demagogue! More classes will come later!
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Marsh
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