Faceman Theme – Modern Assembly

Me? I’m a nightclub singer. . . and a security guard. . . and a local politician. Don’t believe me? Just give me a few seconds to convince you.

Lust - CLose up by Anita Claven

A diplomatic leader who strives towards bi-partisan laws, or regularly entreats with foreign dignitaries. A charismatic rogue who smiles at you just so to keep you off balance, before he shoots you. The faceman represents the type of hero that can talk their way through anything.

Whether you’re a well trained agent or you just have natural charm, you’re party depends on you to speak for the group, negotiate in tense situations, and sometimes even infiltrate the enemies ranks.

Examples include James Bond, Templeton “Face” Peck, and Elizabeth Lochley.

Starting Feature

Most people feint with their weapons. A false thrust can cause an enemy to dodge one way and open themselves to your real attack. You know how to feint using your body as weapon. A seductive wink, a change in posture, or a sly word can make your target let down their guard and make your blow land all the easier.

Benefit: When making a Bluff check to gain combat advantage, the target may be within a close burst 5, as long as you have line of sight.

Additional Features

Level 5 Feature
All the world’s a lie and you’re its top player. You know the sweetest words, the meaning of body language and all the master tricks.

Benefit: You gain a +2 bonus to Bluff and Insight.

Level 10 Feature
Facemen are often called into situations where they need to know an answer, whether it’s their specialty or not. Those with the skill and experience develop an ability to produce an answer so convincing it actually works. This ability to wing it is often the difference between a crucial success or failure.
Benefit: Once per day, you may make a Bluff check with a +2 bonus in place of an Arcana, Dungeoneering, Mechanics, Nature, Science, Streetwise, or Religion check.

Optional Powers

Level 2 Utility Power
Just as you can use your charisma to open up an opponents defenses, you’ve learned how to throw your opponent off balance when they attack. When it seems like you’re about to be taken down a notch, you slow them down with the power of your being.

Innocence Maneuver Faceman Utility 2
As they blade arcs toward you, a sudden flash of surprise or concern crosses your face, forcing your attackers aim purposefully away.
Encounter * Martial
Immediate Interrupt Personal
Trigger: Your AC is targeted by an attack
Effect: The attack instead targets your Will defence.

Level 6 Utility Power
When things are getting hot and all guns are blazing ,you need to get where you’re skills are best, even if that’s the heck out of here. You make yourself seem small and less imposing so that no one gives you a second thought as you pass by.

Nothing to See Here Faceman Utility 6
In the chaos of battle you quickly pass through the ranks of friend and foe.
Daily * Martial
Move Action Personal
Effect: You move up to your speed. You do not provoke Opportunity Attacks when moving out a threatened square for this movement.

Level 10 Utility Power
When people are at their weakest you are at your best. Whether working with a partner or solo, you know how take a confused opponent and knock the world out from under them.

Staggering Finish Faceman Utility 10
With a shove or a demoralizing look you send your confused foe staggering backwards and onto his ass.
Encounter * Martial
Free Action Melee 1
Trigger: An adjacent enemy becomes Dazed or Stunned
Target: The triggering enemy
Effect: You push the enemy back 3 and knock it prone.


Filed under D&D 4E, Modern Assembly