Weisenheimer (Apath)

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Unofficial rules compendium

The weisenheimer grew up in wiseacre and is a graduate of the smart alec school of know-it-all. He isn't just a well-read scholar with a big mouth and an attitude, he is also out to prove to the world that he can provide a solution to any problem, from the most minor to the most grandiose. He can make any issue so overblown that his advice is the only relief.

Class Information

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

A weisenheimer's class skills are: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8+ Int per level

Class Features

Except as noted, the weisenheimer has all the kingpin's class features.

Deeds (Ex)

The following deeds replace some of the kingpins' deeds. All weisenheimer deeds that affect enemies are language-dependent, mind-affecting effects. Each creature to be affected must be within the area of the weisenheimer's gang ability and able to hear the weisenheimer. A Will save (DC of 10 + 1/2 the weisenheimer's class level + his Intelligence modifier) is allowed to negate the effect, but since it is not magic, dispel magic and similar remedies have no effect. Once a creature succeeds at a save against such an ability, it cannot be affected by that ability from this weisenheimer for 24 hours.

Endless Discussion

From 1st level, the weisenheimer can keep up a never-ending tirade about almost any subject, a flow of words that is hard for listeners to bow out of. Activating this ability is a full-round action that costs a point of cunning. It requires a full-round action each round to maintain the effect. Victims of this charm effect are fascinated and will take no actions other than arguing with the weisenheimer. These arguments generally become loud affairs and are an excellent distraction. If new listeners come into the area, they must save or be affected as well. The Distraction of a nearby combat or other clear and present danger negates fascination. The weisenheimer can elect not to include particular creatures in the effect. This replaces the gang alertness deed.

Dire Mutterings

At 7th level the weisenheimer can utter a dire-sounding pronouncement that leave listeners worried. This is a standard action that costs one point of cunning and is a mind-affecting fear effect. Listeners that fail their saving throws are shaken for ten minutes, and the effect lingers even if they leave the gang radius. The weisenheimer can combine using this ability and maintaining endless discussion as a single full-round action. Dire mutterings does not break fascination and victims cannot pinpoint the weisenheimer as the source of their fear. Scared victims may ask the weisenheimer to clarify, slink away, or (most likely) continue as they were, pretending not to hear. Listeners that are in combat or in a clear and present danger gain a +4 bonus on their saving throws. This replaces the uncanny alertness deed.

Rumor of Doom

At 15th level, the weisenheimer can start a rumor of doom. This works like dire mutterings above, but has a duration of 24 hours. Any person that spends 1 minute conversing with a creature affected by rumor of doom must save against the ability or also be affected. In about an hour, every creature in the neighborhood will have been exposed to the rumor. When a leader fails a saving throw against rumor of doom, those of his subordinates who are also affected give in to paranoia and cease to act in an organized manner. Creating a rumor of doom takes one minute talking to the creatures to be affected and costs 3 points of cunning. By spending another minute talking to victims, the weisenheimer can placate these fears and negate his own use of the ability (at no cost in cunning), and this counter-rumor will spread throughout a community in about an hour. This replaces the getaway deed.

Table: Weisenheimer

Level Base
Special Gang Radius
1st +0 +0 +2 +2 Kingpins' cunning, deeds (endless discussion, gang, plots within plots), teamwork feat 20 ft.
2nd +1 +0 +3 +3 Bonus feat, skill trick 20 ft.
3rd +2 +1 +3 +3 Deeds (exemplar of skills, mob flanking, teamwork) 30 ft.
4th +3 +1 +4 +4 Skill trick 30 ft.
5th +3 +1 +4 +4 Teamwork feat 30 ft.
6th +4 +2 +5 +5 Skill trick 30 ft.
7th +5 +2 +5 +5 Deeds (coax self, confidence under stress, dire mutterings) 40 ft.
8th +6/+1 +2 +6 +6 Skill trick 40 ft.
9th +6/+1 +3 +6 +6 Bonus feat 40 ft.
10th +7/+2 +3 +7 +7 Skill trick 40 ft.
11th +8/+3 +3 +7 +7 Deeds (coax action, hands-on leadership, uncanny coordination) 50 ft.
12th +9/+4 +4 +8 +8 Skill trick 50 ft.
13th +9/+4 +4 +8 +8 Teamwork feat 50 ft.
14th +10/+5 +4 +9 +9 Skill trick 50 ft.
15th +11/+6/+1 +5 +9 +9 Deeds (coordinate skill tricks, rumor of doom, skill supremacy) 60 ft.
16th +12/+7/+2 +5 +10 +10 Skill trick 60 ft.
17th +12/+7/+2 +5 +10 +10 Bonus feat 60 ft.
18th +13/+8/+3 +6 +11 +11 Skill trick 60 ft.
19th +14/+9/+4 +6 +11 +11 Deeds (coax the gang, inspire skill supremacy, team spirit) 70 ft.
20th +15/+10/+5 +6 +12 +12 Skill trick, supreme mastery 70 ft.
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