Manipulator
STILL UNDER CONSTRUCTION
Role:
Alignment: Any.
Hit Dice: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The manipulator’s class abilities are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Table: Manipulator
Class Features
The following are the class features of the manipulator.
Weapon and Armor Proficiency: The manipulator is proficient with all simple weapons and with light armor. A manipulator is not proficient with medium armor, heavy armor, or with shields. Medium and heavy Armor interferes with a manipulator’s gestures, which can cause his spells with somatic components to fail.
Table: Manipulator Spells Known
Spells: A manipulator casts arcane spells drawn from the manipulator spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a manipulator must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a manipulator’s spell is 10 + the spell level + the manipulator’s Charisma modifier.
A manipulator can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Manipulator. In addition, he receives bonus spells per day if he has a high Charisma.
A manipulator’s selection of spells is extremely limited. A manipulator begins play knowing four 0-level spells and two 1st-level spells of the manipulator’s choice. At each new manipulator level, he gains one or more new spells as indicated on Table: Manipulator Spells Known. (Unlike spells per day, the number of spells a manipulator knows is not affected by his Charisma score. The numbers on Table: Manipulator Spells Known are fixed.)
Upon reaching 5th level, and at every third manipulator level thereafter (8th, 11th, and so on), a manipulator can choose to learn a new spell in place of one he already knows. In effect, the manipulator “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level manipulator spell he can cast. A manipulator may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A manipulator learns a number of cantrips, or 0-level spells, as noted on Table: Manipulator Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Fascinate (Su): At 1st level, a manipulator can cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the manipulator, and capable of paying attention to him. The manipulator must also be able to see the creatures affected. The distraction of a nearby combat or another danger prevents this ability from working. For every three levels the manipulator has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the manipulator’s level + the manipulator’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the manipulator cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the manipulator for 1 round per manipulator level. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. A manipulator can use this ability a number of times per day equal to 3 + his Charisma modifier.
Powerful Influence (Ex): At 1st level, a manipulator gains a competence bonus equal to 1/2 his level on all Bluff, Diplomacy, and Intimidate skill checks.
Manipulator’s Touch (Sp): A manipulator can cast mending at will, using his manipulator level as the caster level to repair damaged objects. In addition, the manipulator can cause damage to objects and construct creatures by altering their molecular composition with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two levels the manipulator possesses. This attack bypasses an amount of damage reduction and hardness equal to the manipulator’s level. The manipulator can use this ability a number of times per day equal to 3 + the manipulator’s Charisma modifier.
Feather Step (Sp): At 2nd level, a manipulator can use feather step (as the spell) for 10 minutes per manipulator level. These minutes do not need to be consecutive, but must be used in 1-minute increments.
Difficult Terrain (Su): Starting at 2nd level, a manipulator can create difficult terrain in a 10-foot radius centered on him, as a standard action. Every three levels thereafter, the effect’s radius increases by 5 feet, up to a maximum of a 40-foot radius at 20th level. The manipulator is unaffected by his own difficult terrain. This effect lasts for 10 minutes per manipulator level. This ability can be used once per day at 2nd level, plus an additional time per day every six levels thereafter, to a maximum of 4 times per day at 20th level.
Charm Person (Sp): At 3rd level, a manipulator can use charm person (as the spell) on a humanoid creature that he has already fascinated (see Fascinate). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A manipulator can use this ability more than once against an individual creature that has been fascinated. A Will saving throw (DC 10 + 1/2 the manipulator’s level + the manipulator’s Charisma modifier) negates the effect. This ability affects only a single creature. Charm person is an enchantment (charm), mind-affecting, language-dependent ability and relies on audible components. This ability expends one use of his fascinate ability.
Transmutation Pool (Su): At 4th level, the manipulator gains a reservoir of mystical arcane energy that he can draw upon to augment himself or create matter from nothing. This transmutation pool has a number of points equal to 1/2 his manipulator level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the manipulator prepares his spells.
By spending 1 point from his transmutation pool as a swift action to grant himself a +1 enhancement bonus to a single ability score of his choice or a +1 bonus to natural armor that stacks with any natural armor that he possesses for 1 minute. For every four levels beyond 1st, the manipulator gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses stack with existing enhancement or natural armor bonuses to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 7th level, a manipulator can spend 1 point from his transmutation pool to change the metallic properties of a single suit of armor or weapon that he touches into cold iron or silver (alchemical) for 1 minute per level of the manipulator. At 10th level, he can change the metallic properties of a single suit of armor or weapon into adamantine or mithral for 1 minute.
Master of Creation (Sp): At 5th level, a manipulator can cast minor creation once per day as a spell-like ability, plus an additional time per day every three levels thereafter. The manipulator can have no more than one minor creation active at a time. If the manipulator casts the spell again, the previous casting immediately ends. At 9th level, this ability improves to major creation.
Charm Monster (Sp): This ability functions just like charm person, but allows a manipulator of 6th level or higher to charm one creature that he has already fascinated, regardless of creature type. Charm monster is an enchantment (charm), mind-affecting, language-dependent ability and relies on audible components. This ability expends one use of his fascinate ability
Conjure Wall (Sp): At 7th level, a manipulator can create a wall of energy, as a standard action, that lasts for a number of rounds per day equal to the manipulator’s level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when it is created. This wall otherwise functions like wall of fire. As the manipulator increases in levels, he can create a variety of different wall effects. At 10th level, a manipulator can create a wall of stone or a wall of thorns (as the spells). At 13th level, a manipulator can create a wall of force (as the spell). At 16th level, a manipulator can create a wall of iron (as the spell). The manipulator can use this ability once per day at 7th level, and an additional time per day every three levels thereafter, to a maximum of five times per day at 19th level.
Dominate Person (Sp): At 9th level, a manipulator can force others to do your bidding. As a standard action, a manipulator can attempt to dominate a humanoid creature (as the dominate person spell) that he has already fascinated (see Fascinate), in place of charm person. The creature must have a number of Hit Dice equal to or less than the manipulator’s level. The targeted creature receives a Will saving throw (DC 10 + 1/2 the manipulator’s level + the manipulator’s Charisma modifier). A manipulator can dominate creatures for a number of minutes per day equal to his manipulator level. These minutes do not need to be consecutive. The manipulator must concentrate as a standard action to maintain control over a dominated creature. This ability affects only a single creature. Dominate person is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. This ability expends two uses of his fascinate ability.
Master of Forms (Su): At 11th level, a manipulator gains the ability to turn himself into any Small or Medium creature of the monstrous humanoid type as the monstrous physique I spell This effect lasts for 1 minute per manipulator level. These minutes do not need to be consecutive but must be spent in 1-minute increments. Changing form (to monstrous humanoid or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of a humanoid the manipulator is familiar with.
A manipulator can continue to use any of his other abilities while in monstrous humanoid form because he is not limited in his gestures or actions like nonhumanoid creatures can be. However, he is limited to the languages he knows, and can only communicate normally with creatures of the form he assumes if he knows their language. As a manipulator gains in levels, this ability allows the manipulator to take on the form of larger and smaller monstrous humanoids, and even dragons or giants.
At 14th level, a manipulator can use master of forms to change into a Tiny or Large monstrous humanoid. When taking the form of a monstrous humanoid, the manipulator's master of forms now functions as monstrous physique II.
At 17th level, a manipulator can use master of forms to change into a Medium chromatic or metallic dragon or a Huge or Diminutive monstrous humanoid creature. When taking the form of a dragon, the manipulator's master of forms now functions as form of the dragon I. When taking the form of a monstrous humanoid, the manipulator's change shape now functions as monstrous physique III.
At 20th level, a manipulator can use master of forms to change into a Large chromatic or metallic dragon or a Large giant. When taking the form of a dragon, the manipulator's master of forms now functions as form of the dragon II. When taking the form of a giant, the manipulator's master of forms now
Perilous Terrain (Su): At 12th level, a manipulator can add the anchor stone, choke spores, fey mist, fire or flames, ice/slippery surface, razor rubble, or tentacle mold special terrain to an area of difficult terrain he has just created (see Special Terrain at d20PFSRD.com). Only one of these special terrains can be added at a time. A special terrain lasts for as long as the difficult terrain remains in effect.
Mass Charm Monster (Sp): This ability functions just like charm monster, but allows a manipulator of 15th level or higher to simultaneously charm any number of creatures that he has already fascinated. Mass charm monster is an enchantment (charm), mind-affecting, language-dependent ability and relies on audible components. This ability expends two uses of his fascinate ability.
Master of Ruin (Su): At 17th level, a manipulator can grant a single bludgeoning weapon that he touches the properties of a mace of smiting once per day. The weapon gains a +3 enhancement bonus against constructs. This enhancement bonus stacks with any existing enhancement bonuses up to a maximum +5. In addition, whenever the weapon deals a successful critical hit to a construct, it completely destroys the construct (no saving throw). If a critical hit is dealt to an outsider, its critical multiplier increases to ×4 damage. This mace of smiting effect lasts for 1 round per manipulator level.
Dominate Monster (Sp): This ability functions just like dominate person, but allows a manipulator of 18th level or higher to dominate a creature that he has already fascinated, regardless of creature type. Dominate monster is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. This ability expends three uses of his fascinate ability.
Master of Manipulation (Su): At 20th level, a manipulator can release a burst of energy in a 40-foot radius that frees creatures from transmutation effects (including polymorph effects). For each such effect, a manipulator makes a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell or effect. This affects even spells that cannot be dispelled by dispel magic or stone to flesh. This effect otherwise functions as the break enchantment spell, but affects only transmutations. A manipulator can use this ability once per day as an immediate action. In addition, a manipulator gains a bonus equal to his Charisma modifier to all saving throws against enchantment spells and effects.
MANIPULATOR SPELL LIST
manipulators gain access to the following spells.
0-Level Manipulator Spells—breeze, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, spark.
1st-Level Manipulator Spells—adjuring step, alter winds, animate rope, blurred movement, body capacitance, bouncy body, break, bungle, burning hands, charm person, comprehend languages, corrosive touch, cultural adaptation, delusional pride, disguise self, endure elements, enlarge person, expeditious retreat, feather fall, forced quiet, gentle breeze, grease, hypnotism, keep watch, lighten object, lock gaze, mage armor, magic weapon, memorize page, memory lapse, moment of greatness, obscuring mist, ray of enfeeblement, reduce person, shocking grasp, sleep, stumble gap, stunning barrier, sundering shards, touch of combustion, touch of the sea, unprepared combatant, unseen servant, ventriloquism.
2nd-Level Manipulator Spells—accelerate poison, acid arrow, adoration, alter self, arcane disruption, arrow eruption, bear’s endurance, bestow insight, blur, bull’s strength, burst of radiance, cat’s grace, compassionate ally, continual flame, daze monster, disrupt link, eagle’s splendor, eldritch conduit, embrace destiny, euphoric cloud, fog cloud, fox’s cunning, frost fall, gust of wind, haunting mists, hideous laughter, hypnotic pattern, invisibility, levitate, locate object, mad hallucination, make whole, masterwork transformation, misdirection, obscure object, oppressive boredom, owl’s wisdom, pilfering hand, protection from arrows, qualm, resist energy, seducer’s eyes, share language, shatter, slipstream, spider climb, tactical acumen, twilight haze, unnatural lust, warding weapon, whispering wind.
3rd-Level Manipulator Spells—air breathing, arcane sight, burdened thoughts, charitable impulse, contingent action, deep slumber, dispel magic, displacement, distracting cacophony, draconic reservoir, enter image, explosive runes, fins to feet, fly, gaseous form, haste, heroism, hold person, hostile levitation, keen edge, luver’s vengeance, magic weapon (greater), mindlocked messenger, monstrous extremities, monstrous physique I, nixie’s lure, nondetection, protection from energy, psychic leech, pugwampi’s grace, rage, reckless infatuation, shifting sand, sleet storm, slow, stunning barrier (greater), suggestion, tongues, unadulterated loathing, water breathing, wind wall.
4th-Level Manipulator Spells—antithetical constraint, aura of the unremarkable, charm monster, confusion, control summoned creature, daze (mass), dimension door, dream shield, earth glide, elemental body I, enchantment foil, enlarge person (mass), eyes of the void, geas (lesser), globe of invulnerability (lesser), hallucinatory terrain, illusory wall, locate creature, make whole (greater), malicious spite, minor creation, monstrous physique II, overwhelming grief, rainbow pattern, reduce person (mass), ride the waves, river of wind, scrying, share senses, stone shape, terrible remorse, vermin shape I, wall of fire, wall of ice, ward shield.
5th-Level Manipulator Spells—apparent master, augmenting wall, baleful polymorph, break enchantment, calm air, cloudkill, covetous aura, curse of disgust, daywalker, dominate person, elemental body II, fabricate, false vision, hold monster, hostile juxtaposition, life bubble, lighten objects (mass), major creation, mind fog, monstrous physique III, overland flight, passwall, planar adaptation, planar blinding (lesser), plant shape I, polymorph, runic overload, secret chest, sending, siphon magic, smug narcissism, spell absorption, telekinesis, telepathic bond, teleport, transmute mud to rock, transmute rock to mud, vermin shape II, wall of force, wall of light, wall of stone, waves of fatigue.
6th-Level Manipulator Spells—acid fog, analyze dweomer, bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), cloak of dreams, control water, dispel magic (greater), eagle’s splendor (mass), elemental body III, flesh to stone, fox’s cunning (mass), geas/quest, getaway, globe of invulnerability, heroism (greater), legend lore, mislead, monstrous physique IV, owl’s wisdom (mass), path of the winds, planar binding, serenity, sirocco, stone to flesh, suggestion (mass), transformation, true seeing, unconscious agenda, unwilling shield, utter contempt, veil, vengeful outrage, wall of iron.