Barber (5A)

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A barber is a people person who develops a clientele of customers who he helps to remain healthy and as beautiful as they can be. Entertaining customers with outlandish tales and a sampling of many kinds of lore are also in the barber's line of work. This gives the barber an unequaled net of contacts and acquaintances.

Bonus Proficiencies

At 3rd level when you pick this archetype, you gain proficiency with the disguise kit and in two of the following skills: Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Performance, Persuasion, Religion, or Sleight of Hand. From now on you can select the disguise kit with your expertise feature.

Jack of All Talk

Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that involves a tool kit, instrument, Intelligence, or Charisma check that doesn't already include your proficiency bonus.

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Enthrall (Ex)

Benefit: By speaking continuously, the barber can enthrall creatures within 30 ft., as the spell. The Will saving throw DC is 10 + half the barber's class level + the barber's Charisma modifier. The barber can use this ability as often as she likes, but a target that passes the Saving throw is immune to further enthrall or suggestion attempts from her for 24 hours.

If the barber is currently grooming or operating on a target, that target's save DC is increased by 4, and they can't get out of the enthrallment automatically in case of danger. After all, they have a razor at their throat. They do get a chance to save each round while in danger.

Suggestion (Ex)

Prerequisite: Enthrall

Benefit: By clever wording and verbal trickery, the barber can make almost any proposition seem reasonable. In this way, the barber can use suggestion (duration 1 hour per class level) on anyone he has first enthralled for three rounds or more. The Will Saving throw DC is 10 + half the barber's class level + the barber's Charisma modifier. The barber can use this ability as often as he likes, but a target that passes the Saving throw is immune to further suggestion attempts for 24 hours.

Grooming (Ex)

Benefit: By spending fifteen minutes and making a Heal skill check with a difficulty equal to the target's Charisma score, the barber gives that creature +1 alchemical bonus to all Charisma-based skill checks. For every ten points of margin on the skill check, the bonus increases by one. This lasts until the recipient's next rest period (never more than 24 hours).

A barber is not completely occupied while grooming, she can converse or gather information meanwhile. However, he cannot engage in combat or other strenuous activity without spoiling the grooming attempt.

Makeup Artist (Ex)

Benefit: If the barber helps someone put on a disguise (including herself), there is a +4 circumstance modifier to all disguise checks as long as that disguise is in use, up to a maximum of 24 hours. A disguise can be touched up to extend the duration.

By taking 6 hours to build a specific disguise (whig, mask etc), a makeup artist can give a specific person who uses this kit a +4 Disguise for a specific role. The beneficiary can don the kit as a full-round action without aid from the makeup artist.