"Smooth words and a charming smile can open doors." — The Schmoozer's slogan In the intricate world of heist crews, social connections and persuasive communication are invaluable assets. The Schmoozer is the master of charm, negotiation, and relationship-building. You possess a natural ability to win over others with your charismatic personality and impeccable social skills. Whether it's striking deals with potential partners, securing lucrative contracts, or navigating delicate social situations, your expertise lies in creating and maintaining favorable relationships for the franchise.
As The Schmoozer, you excel at networking and building a vast web of influential contacts. You possess an innate understanding of social dynamics and can adapt your approach to connect with people from all walks of life. Your ability to read people's intentions, motivations, and desires allows you to tailor your interactions and sway them in the franchise's favor. Furthermore, you possess excellent negotiation skills, striking the right balance between assertiveness and diplomacy to achieve favorable outcomes.
- Skill Proficiencies: (choose two) Persuasion, Intimidation, Deception
- Tool Proficiencies: (none)
- Languages: Three of your choice
- Equipment:
Equipment
The Golden Vault grants you the use of a Pyramid of Deciding. Roll a D4 on the following table to determine the message.
The Pyramid of Deciding D4 Result 1 Lucrative 2 Brand Appeal 3 Indeterminate 4 Ruinous The pyramid has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you rolls the pyramid, (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature rolling the pyramid can detect your manipulation with a successful Insight check against your deception roll.
You can attempt to forge items such as invitations and jewelry. As a bonus action, make a DC15 Deception check. On a success, you are able to create a convincing forgery of any Tiny item. This forgery stands up to any inspection except by an expert on the item. The forgery lasts 24 hours or until you use this feature to forge another item. Once you use this feature, you can't use it again until you finish a long rest. You may use this feature on the same item after a long rest to reset its timer to 24 hours.
Role Proficiency
In addition to the proficiencies noted above, you can add your proficiency bonus to an ability check to convince someone to let you do something you are not supposed to do.
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