Class: Face in Dawn of Others | World Anvil

Class: Face

She is all talk. Thankfully, her strengths depend on that. Some call her empathic, while others claim she just possesses good instincts. She can spot a liar by their puckering lips and lazy eyes. She sense the heat of attraction and the searing loathing of those obsessed with violence. Her words have been known to disarm, sooth, or enrage. When shooting is not the solution, she's the only one that can save the situation. She's the smooth talker, the negotiator, and the haggler. When a gun is pointed at her head or when dangling off a cliff, her first response is, “can’t we discuss this?”

Proficiencies

Armor. Light armor
Weapons. All simple weapons and one-handed small arms
Tools. Disguise kit, all ground vehicles and aircraft Skills. Perception, Insight, Intimidation, Performance, Persuasion, Stealth

Bulletproof Ego

As long as she wears light or no armor, she gains a bonus to AC equal to half her proficiency bonus (rounded down).
For Ultramax: if using the Dodge or Dash action, or if she has cover or concealment, she gains an additional +1 to AC.

Double Your Efforts

She is not a fighter. She's a… well… everything that’s not a fighter. Once per turn on her turn, she can make a DC 10 Wisdom (Perception) check as a free action; if she passes, she can take an additional action on top of her regular action. She cannot use the Attack action or cast spells with this extra action.

Life Insurance

She is not expecting to be in a fight, so best to use her resources more constructively. Spend a Hit Die on her turn, regain the hit points, and she gains all the following benefits (this requires no action). 
  • She automatically passes the Double Your Efforts skill check to gain the additional action.
  • She has advantage on all attack rolls, ability checks, and skill checks until the beginning of her next turn.
  • Any Charisma saving throws she forces a target to make before the end of her next turn gains a +3 bonus to the DC.
  • Her speed increases by 5 feet and she gains a +2 bonus to AC until the beginning of her next turn.
  • The bonus to Save DCs increase by +5.
  • She regains 2 to her Hustle Pool.

Way of Protagonist

She knows, deep in her heart that she is a hero. Even if her skill set is differnt then the usual hero, she still has something special. She has skills that enable her to manipulate people through force of while, a winning smile and the right sequence of words.
DC to resist her behaviors = 19

Winning Smile

Before making a skill check for a skill she is proficient with, she can instead set her roll to her ability score. When she can use winning smile twice then she cannot use it again until she finishes a long rest.

Veneer

A disguise kit is only the beginning; outside of clothing and make-up, she can alter her voice and mannerisms. She can also mimic specific people. If attempting a generic person, the disguise is near flawless (She has advantage on the disguise kit). Regardless, if she is mimicking a specific or generic person, if her ability check to create a visual disguise is less than her Charisma saving throw DC, she can use that instead. Possible Sociopath. She has resistance to psychic damage, as well as having advantage on saving throws against any effect that would sense her emotions or read her thoughts.

Polyglot.

She learns three additional languages. She also gains one additional language every three levels from now on.

Know the Signs.

She has advantage against any Charisma and Wisdom saving throws.

Hustle Pool

She is a born talker and loves to debate, regardless if its versus friends, enemies, or entities. She can alter the natural result of any non-attack d20 roll she makes. She gain a pool equal to double her Charisma modifier and can pull from said pool to modify the result of a d20 roll she just made. Her hustle pool refills after she finishes a long rest.

Make Them Flinch

She can force a creature that made a Charisma saving throw she imposed to re-roll. When she uses this feature, she cannot use it again until she finishes a long rest. If the target still succeeds on the saving throw, she recovers the use of make them flinch but cannot use it against the same target until she finishes a long rest.

Automatic Improvisation

She is really good at giving the illusion that she knows what she is doing. She has proficiency with all tools.

Comments

Author's Notes

Image from photostock provided by Adobe Express


Please Login in order to comment!