New Prestige Class: Interpreter
Posted: Sat Feb 26, 2005 12:25 am
Hey everybody, in a few of my sessions, some of the players have expressed some concerns over how many languages there are in Ravenloft. Many of them had to translate for another member in the party due to bad language choices so I got thinking. Is there a class that can fix this problem? Well a loremaster, kind of. But is there one that specifically deals with the language issue? Now there is.
Let me know what you guys think of it and if you think something should be changed. I will consider all criticism. Enjoy!
The Interpreter
Coming from all sorts of places and backgrounds, interpreters have always been helpful in negotiating ones way through the Land of the Mists. Most interpreters typically begin as spellcasters that find many ancient tomes that they are unable to decipher. They then spend years of study to learn the language of the text, and then the languages of the texts referenced by the original tomes, and then the languages of the manuscripts referenced by those texts. Many interpreters find work in socially sophisticated realms where their services may be needed for business, politics or research. In realms such as Borca, Richemulot, Dementlieu, and Mordent, there is word that the ruling families hold many skilled interpreters on retainer. This is not to say that the rulers of other domains do not have any interpreters of their own, but that maybe in these other places, their knowledge makes them dangerous enough to be coerced or even forced into servitude.
Any arcane spellcaster can become an interpreter, however, it is more natural for bards to become interpreters as they usually learn additional languages to supplement their repertoires of ballads and songs. Divine spellcasters such as clerics can also become interpreters, but they usually do so to spread the word of their faith to those in other parts of the dread realms.
Hit Die: d4
Requirements
To qualify to become an interpreter (Ipt), a character must fulfill all the following criteria.
Spells: Must be able to cast tongues.
Special: Must be literate or have the Literacy feat. Must speak at least five (5) languages.
Class Skills
The interpreters class skills (and the key ability for each skill are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge: (Arcana) (Int), Knowledge: (History) (Int), Knowledge: (Lore) (Int), Knowledge: (Religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (Int), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Interpreter
Level 1
Base Attack Bonus: +0
Fortitude Save: +0
Reflex Save: +0
Will Save: +2
Special: Bonus Language, Eschew the Silence
Spells: +1 to previous arcane/divine spellcasting class
Level 2
Base Attack Bonus: +1
Fortitude Save: +0
Reflex Save: +0
Will Save: +3
Special: Bonus Language, Comprehend Languages, Choice of Words
Spells: +1 to previous arcane/divine spellcasting class
Level 3
Base Attack Bonus: +1
Fortitude Save: +1
Reflex Save: +1
Will Save: +3
Special: Bonus Language, Master Linguist
Spells: +1 to previous arcane/divine spellcasting class
Level 4
Base Attack Bonus: +2
Fortitude Save: +1
Reflex Save: +1
Will Save: +4
Special: Bonus Language, Choice of Words
Spells: +1 to previous arcane/divine spellcasting class
Level 5
Base Attack Bonus: +2
Fortitude Save: +1
Reflex Save: +1
Will Save: +4
Special: Bonus Language, Master Communicator, Words of Power
Spells: +1 to previous arcane/divine spellcasting class
Class Features
All of the following are features of the interpreter prestige class.
Weapon and Armor Proficiency: An interpreter gains no proficiency in any weapon or armor.
Spells: The interpreter continues to gain spells as if they leveled in their previous arcane spellcasting class.
Bonus Language (Ex): At each level, an interpreter may add one language to their repertoire as if they gained them through having a high Intelligence score. Any language that the interpreter has been exposed to, no matter how minute the exposure may be chosen, showing the interpreter’s knack for picking up languages.
Eschew the Silence (Ex): Starting at first level, an interpreter may never again benefit from the Silent Spell feat as per a Bard.
Comprehend Languages (Su): Starting at 2nd level, the interpreter is considered always under the effect of the comprehend languages spell. The interpreter may not suppress this ability.
Choice of Words (Su): At 2nd level and again at 4th, the interpreter gains the ability to manipulate creatures because of his/her way with words. Each time this ability is taken, one of the effects below must be chosen. The target of this ability is entitled to a saving throw to resist the effects. The saving throw DC = 10 + 1/2 of the interpreter's total character level + the interpreter's Charisma Mod. This is a mind-affecting, language-dependant ability. Note: The interpreter need not know the spell of any given effect to choose it.
Rage: The interpreter can use his/her wide vocabulary to force a target to enter a barbarian rage either by frustrating the target or insulting the target in obscene or sophisticated ways.
Sleep: The interpreter can use its vast knowledge to drone on and on and on boring the target to sleep as per the spell.
Befriend: The interpreter can tell someone exactly what they want to hear and ensure their friendship. The target of this ability is under the effect of the charm person spell.
Jovial: The interpreter, because of its travels has picked up many a joke. When a target hears one of these jokes, they come under the effect of the spell, Tasha's hideous laughter.
Vocal Practice: The interpreter, due to years of practice, can "throw his voice" as per the ventriloquism spell.
Persuasion: In all of its wheelings and dealings, the interpreter picked up the ability to influence people. The target of this ability is under the effect of a suggestion as per the spell.
Master Linguist (Ex): At 3rd level, the interpreter becomes more eloquent and articulate in his speech and this benefits him/her when communicating with others. The interpreter gains a +6 bonus to all skill checks involving speaking when it is used to interact with others. For example, this bonus would apply to a disguise check used to imitate a voice, but not for dressing up as another person.
Master Communicator (Ex): At 5th level, the interpreter gains the ability to communicate telepathically with any creature that has a language.
Words of Power (Ex): At 5th level, the interpreter's speech becomes so powerful, it influences his/her spellcasting ability. The DC to all spells that the interpreter casts with a vocal component is increased by +2.
Let me know what you guys think of it and if you think something should be changed. I will consider all criticism. Enjoy!
The Interpreter
Coming from all sorts of places and backgrounds, interpreters have always been helpful in negotiating ones way through the Land of the Mists. Most interpreters typically begin as spellcasters that find many ancient tomes that they are unable to decipher. They then spend years of study to learn the language of the text, and then the languages of the texts referenced by the original tomes, and then the languages of the manuscripts referenced by those texts. Many interpreters find work in socially sophisticated realms where their services may be needed for business, politics or research. In realms such as Borca, Richemulot, Dementlieu, and Mordent, there is word that the ruling families hold many skilled interpreters on retainer. This is not to say that the rulers of other domains do not have any interpreters of their own, but that maybe in these other places, their knowledge makes them dangerous enough to be coerced or even forced into servitude.
Any arcane spellcaster can become an interpreter, however, it is more natural for bards to become interpreters as they usually learn additional languages to supplement their repertoires of ballads and songs. Divine spellcasters such as clerics can also become interpreters, but they usually do so to spread the word of their faith to those in other parts of the dread realms.
Hit Die: d4
Requirements
To qualify to become an interpreter (Ipt), a character must fulfill all the following criteria.
Spells: Must be able to cast tongues.
Special: Must be literate or have the Literacy feat. Must speak at least five (5) languages.
Class Skills
The interpreters class skills (and the key ability for each skill are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge: (Arcana) (Int), Knowledge: (History) (Int), Knowledge: (Lore) (Int), Knowledge: (Religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (Int), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Interpreter
Level 1
Base Attack Bonus: +0
Fortitude Save: +0
Reflex Save: +0
Will Save: +2
Special: Bonus Language, Eschew the Silence
Spells: +1 to previous arcane/divine spellcasting class
Level 2
Base Attack Bonus: +1
Fortitude Save: +0
Reflex Save: +0
Will Save: +3
Special: Bonus Language, Comprehend Languages, Choice of Words
Spells: +1 to previous arcane/divine spellcasting class
Level 3
Base Attack Bonus: +1
Fortitude Save: +1
Reflex Save: +1
Will Save: +3
Special: Bonus Language, Master Linguist
Spells: +1 to previous arcane/divine spellcasting class
Level 4
Base Attack Bonus: +2
Fortitude Save: +1
Reflex Save: +1
Will Save: +4
Special: Bonus Language, Choice of Words
Spells: +1 to previous arcane/divine spellcasting class
Level 5
Base Attack Bonus: +2
Fortitude Save: +1
Reflex Save: +1
Will Save: +4
Special: Bonus Language, Master Communicator, Words of Power
Spells: +1 to previous arcane/divine spellcasting class
Class Features
All of the following are features of the interpreter prestige class.
Weapon and Armor Proficiency: An interpreter gains no proficiency in any weapon or armor.
Spells: The interpreter continues to gain spells as if they leveled in their previous arcane spellcasting class.
Bonus Language (Ex): At each level, an interpreter may add one language to their repertoire as if they gained them through having a high Intelligence score. Any language that the interpreter has been exposed to, no matter how minute the exposure may be chosen, showing the interpreter’s knack for picking up languages.
Eschew the Silence (Ex): Starting at first level, an interpreter may never again benefit from the Silent Spell feat as per a Bard.
Comprehend Languages (Su): Starting at 2nd level, the interpreter is considered always under the effect of the comprehend languages spell. The interpreter may not suppress this ability.
Choice of Words (Su): At 2nd level and again at 4th, the interpreter gains the ability to manipulate creatures because of his/her way with words. Each time this ability is taken, one of the effects below must be chosen. The target of this ability is entitled to a saving throw to resist the effects. The saving throw DC = 10 + 1/2 of the interpreter's total character level + the interpreter's Charisma Mod. This is a mind-affecting, language-dependant ability. Note: The interpreter need not know the spell of any given effect to choose it.
Rage: The interpreter can use his/her wide vocabulary to force a target to enter a barbarian rage either by frustrating the target or insulting the target in obscene or sophisticated ways.
Sleep: The interpreter can use its vast knowledge to drone on and on and on boring the target to sleep as per the spell.
Befriend: The interpreter can tell someone exactly what they want to hear and ensure their friendship. The target of this ability is under the effect of the charm person spell.
Jovial: The interpreter, because of its travels has picked up many a joke. When a target hears one of these jokes, they come under the effect of the spell, Tasha's hideous laughter.
Vocal Practice: The interpreter, due to years of practice, can "throw his voice" as per the ventriloquism spell.
Persuasion: In all of its wheelings and dealings, the interpreter picked up the ability to influence people. The target of this ability is under the effect of a suggestion as per the spell.
Master Linguist (Ex): At 3rd level, the interpreter becomes more eloquent and articulate in his speech and this benefits him/her when communicating with others. The interpreter gains a +6 bonus to all skill checks involving speaking when it is used to interact with others. For example, this bonus would apply to a disguise check used to imitate a voice, but not for dressing up as another person.
Master Communicator (Ex): At 5th level, the interpreter gains the ability to communicate telepathically with any creature that has a language.
Words of Power (Ex): At 5th level, the interpreter's speech becomes so powerful, it influences his/her spellcasting ability. The DC to all spells that the interpreter casts with a vocal component is increased by +2.