Difference between revisions of "Interrogator"
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'''Feats''': Improved Initiative. | '''Feats''': Improved Initiative. | ||
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'''Skill Points''': 4 + Int modifier. | '''Skill Points''': 4 + Int modifier. | ||
− | '''Class Skills''': | + | '''Class Skills''': Diplomacy, Intimidate, Parry, Perception, Sabotage, Sense Motive, and Use Magic Device. |
'''Stunning Weapon''': The Interrogator can use the hilt of any two-handed weapon, or any bludgeoning weapon to attempt to stun a target. Upon a successful melee touch attack, if the target does not pass a fortitude save with a DC of (10 + Interrogator level), he is stunned for three rounds. Creatures immune to stunning, critical hits or sneak attacks are also immune to Stunning Weapon. The Interrogator can use this ability once per Interrogator level per day. | '''Stunning Weapon''': The Interrogator can use the hilt of any two-handed weapon, or any bludgeoning weapon to attempt to stun a target. Upon a successful melee touch attack, if the target does not pass a fortitude save with a DC of (10 + Interrogator level), he is stunned for three rounds. Creatures immune to stunning, critical hits or sneak attacks are also immune to Stunning Weapon. The Interrogator can use this ability once per Interrogator level per day. |
Latest revision as of 15:36, 22 September 2018
Base Classes | Prestige Classes |
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Though for whom Interrogators work for vary, from police forces, to churches, to seedy organizations, one thing remains constant, they are masters at retrieving information. Their methods run the spectrum as well, some Interrogators are masters of manipulation, others of diplomacy, and still other are said to use more...coercive means. Interrogators most often work alone or in pairs and are often tasked with bringing back prisoners alive, as Interrogators have become very proficient in disarming and disabling their opponents quickly. They frequently wish to appear as indistinct as possible and will often wield staves or canes as weapons.
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Requirements:
Alignment: Any Lawful or Neutral.
Skills: Intimidate: 5.
Skills: Diplomacy: 5.
Skills: Sense Motive: 5.
Base Attack Bonus: +6.
Feats: Improved Initiative.
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Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Fortitude.
Weapon Proficiencies: Simple weapons, Martial Weapons.
Armor Proficiencies: Light armor, Medium Armor, Heavy Armor.
Skill Points: 4 + Int modifier.
Class Skills: Diplomacy, Intimidate, Parry, Perception, Sabotage, Sense Motive, and Use Magic Device.
Stunning Weapon: The Interrogator can use the hilt of any two-handed weapon, or any bludgeoning weapon to attempt to stun a target. Upon a successful melee touch attack, if the target does not pass a fortitude save with a DC of (10 + Interrogator level), he is stunned for three rounds. Creatures immune to stunning, critical hits or sneak attacks are also immune to Stunning Weapon. The Interrogator can use this ability once per Interrogator level per day.
Interrogator Training: Once every other level (except fifth), the Interrogator can choose a skill focus feat for one of her class skills.
Disarm: The Interrogator has learned how to effectively disarm individuals, at level 2. This becomes Improved Disarm at level 10.
Interrogator Prestige: The Interrogator gains +5 to intimidate once every four levels, starting with the fourth.