Konran

Konrans are ninjas that hold the belief that the best way to defeat an opponent is to defeat him psychologically.

Note: This archetype uses the psychological maneuvers rules found in Psychological Combat and Ultimate Charisma, by Everyman Gaming, LLC.

Psychological Assault (Ex)

At 1st level, when a konran hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Bluff, Diplomacy, Intimidate, or Handle Animal check to antagonize or demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.

This ability replaces poison use.

Psychological Tormentor (Ex)

At 2nd level, a konran gains one of the following feats as a bonus feat: Improved Antagonize, Improved Demoralize, or Improved Feint, ignoring the feat’s prerequisites. Whenever the konran would gain a ninja trick, she can select another improved psychological maneuver feat or a greater psychological maneuver feat as a bonus feat instead.

In addition, a konran can ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require an improved or greater psychological maneuver feat.

This ability replaces the ninja trick gained at 2nd level.

Venomous Words (Ex)

At 3rd level, a konran can effortlessly unseat her opponents with her words alone. She gains a +1 insight bonus on Charisma checks and Charisma-based skill checks made as part of a psychological maneuver. In addition, her Psychology DC increases by +1. Every three levels thereafter, the bonus on Charisma checks and Charisma-based skill checks and to her Psychology DC increases by 1.

This ability replaces no trace.

Section 15: Copyright Notice

Everyman Unchained: Unchained Cunning © 2015 by Everyman Gaming, LLC.; Author: Alexander Augunas.

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