Fixer
When people are facing problems they cannot handle, you are the person who finds a way through the mess. When subtlety and discretion are required, you supply that in spades. When you need to slip in and then out of a situation without being recognized, no problem. You may be called on to speak publicly to represent someone else, or you may be undercover and unknown to all. Threats, blackmail, abuse, criminality -- some fixers solve those kinds of problem; other fixers use those tools as needed. Rescue, assassination, leadership, stealth, spying, and just plain common sense are your specialties.
You help your friends, or your friends of friends, or just maybe anyone with the right amount of coin. You may work for powerful people or the common folk, for a higher purpose or yourself. Although people have specialized in fixing problems in every culture, the fixer is not a common fantasy trope; you may find it useful to preuse this Wikipedia article on fixers.
Role: Within an adventuring party, some fixers are team captains or guides, leading their parties through whatever it takes to fix the latest snafu. Or you may focus as an individual on fixing the problems your friends make for themselves! Rogues, bards, and rangers -- people with a diversity of useful skills -- make great fixers, but any class can have the wit and gumption to step into the breach when things go wrong.
Requirements: The Universal System tends to offer the Fixer prestige class to characters who have had remarkable experiences ...
- When faced with misadventures, you are the one who works out the solutions.
- You are ready for a range of challenges, from traps to terrain, from fast talking to fast shooting.
- You have an intuition for what makes people tick, and you know how to push their buttons.
- You have a skill for any eventuality, the right piece of gear for each challenge, the smarts to make a plan.
- You have a can-do attitude that others can sense. You exude confidence that you can handle it. And your track record has more wins than losses.
Base Attack Bonus: +0.50 / level.
Caster Level: Similar to +0.75 / level, see below.
Will Save: +0.50 / level.
Fort Save: +0.50 / level.
Reflex Save: +0.50 / level.
Hit Die: d6.
Table: Fixer Advancement Level Base Attack Bonus Caster Level Will Save Fort Save Refx Save Special 1st +0.50 +1.0 +0.50 +0.50 +0.50 Prestige Signature: Fixer's Stand 2nd +1.00 +2.0 +1.00 +1.00 +1.00 Intimidating Posture or Tenacious 3rd +1.50 +2.0 +1.50 +1.50 +1.50 Lock Down or Lunge 4th +2.00 +3.0 +2.00 +2.00 +2.00 Spot Malefactor or Eternal Watch 5th +2.50 +4.0 +2.50 +2.50 +2.50 Prestige Tier Choice 6th +3.00 +5.0 +3.00 +3.00 +3.00 Master Signature: Defense Master 7th +3.50 +5.0 +3.50 +3.50 +3.50 Leader or Inspire Trust 8th +4.00 +6.0 +4.00 +4.00 +4.00 Last Word or Shield Allies 9th +4.50 +7.0 +4.50 +4.50 +4.50 Xyzzy or Bust Out 10th +5.00 +7.5 +5.00 +5.00 +5.00 Master Tier Choice
Skill Proficiencies
The fixer's proficient skills (and the ability scores used to boost each skill) are Break (Str), Climb (Str), Intimidate (Chr), Jump (Str), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tactics (Int).
Skill Ranks per Level: 8 + Int modifier.
Weapon and Armor Proficiencies
You gain no new proficiency with weapons, armor, or shields.
Spells and Spell Casting
Prestige classes do not add the usual fractional increase to caster level each time you advance. Instead, at some levels you add a full caster level, and at other levels you add none. The spell level of fixer spells varies from fixer to fixer -- see these rules on prestige class spell aquisition. When you cast spells gained through this prestige class, those spells are inherent in nature, and they follow the rules for inherent spells. The casting ability score for this prestige class is intelligence, which is used to set fixer spell DCs, and, if it is your highest casting ability score, to set concentration checks and bonus spells per day.
KNOWN SPELLS LIST: When you add a caster level, the spells you add to your known spells list are pre-selected:
- At level 1, add Charm Person and Mislead.
- At level 2, add Clairaudience/Clairvoyance and Invisibility.
- At level 4, add Detect Scrying and Teleport
- At level 5, add True Seeing and Antimagic Field.
- At level 6, add Scrying Major and Heart-To-Heart Chat.
- At level 8, add Lost Legacy and Discern Location.
- At level 9, add Limited Wish and Mind Blank.
- At level 10, add 0.5 to your caster level, and if that results in a whole number caster level increase, choose two spells known from your other class(es).
Class Abilities
PRESTIGE TIER
Level 1 Fixer Prestige Tier Signature Ability: Fixer's Stand (Su) Once you have rolled initiative and entered combat, you can take a stand in defense of a position. You gain combat bonuses the longer you stand in one place without moving. Standing in place for the first round offers no bonus. On the second round, you gain a +1 sacred bonus to attack, to armor class (but not CMD), to damage reduction, and to Will saving throws. On the third round, the bonuses rise to +2; on the fourth round, to +3, and finally, on the fifth round, to +4, that is, +4 to attacks, +4 AC, +4 Will saves, and 4/- damage reduction. If you voluntarily move, even a five-foot step, your bonus resets to +0.
Level 2 Fixer Prestige Tier Interaction Ability (pick one):
- Intimidating Posture (Ex): Without saying a word, your presence can be intimidating when you want it to be. You gain a +4 competence bonus on Intimidate skill checks, which you can make through body language, without speaking.
- Tenacious (Ex): It is hard to change your mind. You gain a +4 competence bonus on saving throws against charm as well as against being shaken, frightened, and panicked. The DC to demoralize you rises by 4; you are not affected by other intimidate checks nor by diplomacy checks to change your attitude (for NPC fixers).
Level 3 Fixer Prestige Tier Combat Ability (pick one):
- Lock Down (Su): Every time a foe not more than one size bigger than you tries to leave a square you threaten, you can make a melee attack with whatever weapon you have at hand (even an unarmed attack will do). If you hit, you inflict no damage, but the foe cannot move for the rest of the round. If you would prefer to use an attack of opportunity instead, you may.
- Lunge (Ex): You gain the Lunge feat, even if you would not otherwise qualify to take it.
Level 4 Fixer Prestige Tier Exploration Ability (pick one):
- Spot Malefactor (Su): You gain the Spot Malefactor I ability of the Warrior secondary class. However, the scope of the ability expands -- in addition to spotting those who who intend to harm just you, the ability also covers those who intend to harm you and your allies. This ability stacks if you already have a warrior's Spot Malefactor I, II, or III ability.
- Eternal Watch (Su): You do not need natural sleep if you stand watch during the time you would have slept. You gain the same restful benefits you would have gained if you had slept instead. Nonetheless, you must get at least one good night's sleep (of at least eight hours) once each fortnight.
Level 5 Fixer Prestige Tier Choice: Select a Fixer Prestige Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat from the Fixer or Hard-Ass Feat Trees for which you qualify, treating your own tier as if it were one step higher.
MASTER TIER
Level 6 Fixer Master Tier Signature Ability: Defense Master (Su) You gain a +1 competence bonus to your Combat Maneuver Defefense (CMD); in addition, when you are using your fixer's stand, that bonus to CMD increases to +2 on the second round, then +4, then +6, then +8. In addition, you may take a five foot step once per round while maintaining your fixer's stand.
Level 7 Fixer Master Tier Interaction Ability (pick one):
- Leader (Ex): You gain a +4 competence bonus on tactics skill checks to secure camp, organize withdrawal, and extend aid. You gain the same bonus on survival skill checks to get along in the wild, gain a bonus on fortitude saves against severe weather, and to hide a campsite; when helping others with your survival skill, you can assist ten times the normal number.
- Inspire Trust (Su): After you have defended creatures from a significant danger, you gain a +10 bonus on diplomacy and bluff skill checks with those creatures. This bonus decreases by 1 per day, but never drops below +2.
Level 8 Fixer Master Tier Combat Ability (pick one):
- Last Word (Ex): Once per day as a free action, you can make one melee attack at +5 to hit against an opponent within reach in response to an attack by that foe that reduces you to negative hit points, knocks you unconscious, or kills you. You automatically confirm critical hits when you make a last word attack. Once your last word attack is resolved, you suffer the normal effect of the attack that provoked this ability.
- Shield Allies (Ex): Allies within your threatened area gain a +2 circumstance bonus to AC and CMD.
Level 9 Fixer Master Tier Exploration Ability (pick one):
- Xyzzy (Sp): Once per day as a standard action, you can teleport with up to five medium creatures as a Teleport spell, with no chance of error. back to the last location in which you used your fixer's stand ability..
- Bust Out (Ex): You gain a +4 competence bonus making break skill attempts to break through doors and walls. If you have a running start of at least 20 feet, this bonus rises to +8 -- but if you fail to break through with a running start, you take 1d6 nonlethal damage.
Level 10 Fixer Master Tier Choice: Select a fixer Master or Prestige Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat from the Fixer or Hard-Ass Feat Trees for which you qualify, treating your own tier as if it were one step higher.