Irving
2011-01-07, 05:03 PM
Hi folks! I'm toying with an "aristocrat" class that uses all the favorite toys from the current popular source books. I'm not going to bother telling you to PEACH; I'm grown up enough to take heat and ignore trolls. See what you think.
Highborn
The aristocrats of the realm are the living, breathing heart of the kingdom. It is here at the heart of the Queen's Court that wars are made, feuds declared, duels fought, and alliance sealed. The highborne can take his family to the heights of power or the depths of ignominy with a few words, and his influence in the world around him cannot be overestimated.
Adventures: The harsh environment of this kingdom does not lend itself to the type of blushing hothouse flower often found in other highborn courts. A voyage from one baron's estate to the next can often be an adventure in and of itself. Nobles often find themselves as the voice and mind of a party, providing intelligence on the world around them, tools for negotiation around the court, and a rapid supply of healing or offensive power in times of necessity.
Game Information
Alignment: Any
Hit die: d6
Class skills: Bluff, Decipher Script, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Perform, Ride, Search, Slight of Hand, Sense Motive, Spot, Use Magic Device.
BaB and saving throws: As per the Bard (see SRD.)
Skill Points at 1st level: (8+Intelligence modifier)x4.
Skill points per additional level: 8+Intelligence modifier
Class Features
Weapons and Armor: Highborn are proficient with all simple weapons. In addition, they are proficient with the rapier, longbow, shortbow, longsword, and whip. They are proficient with light armor and all shields (except tower shields).
Wealth: Beginning at 1st level, highborn receive a masterwork weapon, armor, or tool of their choice. The also receive a noble's outfit and 50 gp of jewelry. Every level after 1st, a highborn receives (50gp x their Charisma modifier) x their level in gold as income from their lands and gifts from their family. The highborn is expected to work on behalf of his family in court and maintain a good name and reputation in order to continue receiving this stipend.
Talent: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language. In addition, having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description, instead of the normal +2.
Style and Grace: You can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty. (Normally, a rushed Diplomacy check requires a full-round action and imposes a –10 penalty on the check.)
Breeding: You are considered to be a member of a “guild” - in actuality, a noble house. The focus and nature of a noble house can vary considerably based on their history, reputation, and character. Upon character creation, it is the player's responsibility to create a name, short background, and history for his noble house. In exchange, the player gets to choose whether his family qualifies as an Arcane, Government, Mercantile, Mercenary, Religious, or Scholastic “guild”.
Bonus Feat: At 2nd, 5th, 10th, 15th, and 20th level the courtier may choose one of the following bonus feats. The highborn must meet all prerequisites for the given feat before taking it: Combat Expertise, Goad, Improved Disarm, Improved Feint, Improved Trip, Intimidating Strike, Master Manipulator, Mounted Archery, Mounted Combat, Ride-by Attack, Spirited Charge, Trample, Wanderer's Diplomacy.
Gossip: At 3rd level, you have learned enough of the gossip at court to be able to produce some information on most subjects in the kingdom. A highborn may make a special knowledge check with a bonus equal to his highborn level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the highborn has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A highborn may not take 10 or take 20 on this check; this sort of knowledge is essentially random. (NB: This is, in essence, the Bardic Knowledge ability reflavored.)
Favored Son: At 6th level, you automatically gain the Favored in Guild feat.
Lord of the Realm: At 11th level, you automatically gain the Guildmaster feat. If you do not qualify for it, you automatically gain the feat as soon as you meet the qualifications.
Leadership: At ninth level, the highborn receives this ability for free. If he already has it, his leadership score is increased by three. The cohort obtained from this feat is always a crusader, fighter, warblade, or ranger – an armsman and personal bodyguard. Most highborn put their lesser followers to work as servants, guards, informants, or members of their entourage.
Majesty: at 12th level, it becomes almost impossible to lie in the presence of one so regal. The highborn may take 20 on a Sense Motive check as an immediate action.
Regal Presence: At 18th level, the idea of striking one so exalted becomes unthinkable. The highborn manifests a constant effect identical to the sanctuary spell (although this is an extraordinary ability, not a magical effect). If the highborn deliberately breaks the effect by acting in a hostile manner toward an opponent, the effect automatically reestablishes itself at the end of combat.
Spells per day: Beginning at 4th level, a highborn gains the ability to cast a small number of divine spells, which are drawn from the Noble spell list. A highborn must choose and prepare her spells in advance, and learns her spells using the same spell progression list as the Paladin.
To prepare or cast a spell, a highborn must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a highborn’s spell is 10 + the spell level + the highborn’s Charisma modifier.
Like other spellcasters, a highborn can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. When indicated that the highborn gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The highborn does not have access to any domain spells or granted powers, as a cleric does.
A highborn prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A highborn may prepare and cast any spell on the highborn spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a highborn has no caster level. At 4th level and higher, her caster level is one-half her highborn level.
Maneuvers and Stances: A highborn is nowhere near as skilled in the blade as a professional warrior, but he does know some tricks of the trade. Beginning at 1st level, the highborn knows two maneuvers and one stance from the Tome of Battle, and may prepare 1 maneuver per day. He may choose his maneuvers and stances from the Diamond Mind, Iron Heart, and White Raven disciplines. In all regards to preparing, using, and recovering maneuvers and stances, the highborn is identical to a warblade. However, highborn cannot learn the higher level maneuvers available to a true student of the Sublime Way. (NB: Once I figure out how to import a table, I will do so. Suffice to say that one additional maneuver is learned at 2nd level, a second can be readied at 3rd, another learned at 4th, et al. One new stance is learned every five levels, just like the warblade. Highborn learn 1st level manuevers and stances at levels 1-4, 2nd leve1 at 5-9, 3rd at 10-14, and 4th at 15-20.)
Starting gold: 6d4x10 (plus Wealth ability) gold.
Highborne spell list:
1st) Bane, Bless, Charm Person, Cause Fear, Conviction, Command, Deathwatch, Doom, Lesser Vigor, Remove Fear, Sanctuary
2nd) Bear's Endurance, Bull's Strength, Calm Emotions, Delay Poison, Eagle's Splendor, Enthrall, Owl's Wisdom, Rebuke, Status, Zone of Truth
3rd) Cloak of Bravery, Conviction(Mass), Heroism, Lesser Vigor(Mass), Prayer, Rage, Suggestion, Vigor
4th) Charm Monster, Crushing Despair, Discern Lies, Geas(Lesser), Rebuke(Greater), Recitation
Highborn
The aristocrats of the realm are the living, breathing heart of the kingdom. It is here at the heart of the Queen's Court that wars are made, feuds declared, duels fought, and alliance sealed. The highborne can take his family to the heights of power or the depths of ignominy with a few words, and his influence in the world around him cannot be overestimated.
Adventures: The harsh environment of this kingdom does not lend itself to the type of blushing hothouse flower often found in other highborn courts. A voyage from one baron's estate to the next can often be an adventure in and of itself. Nobles often find themselves as the voice and mind of a party, providing intelligence on the world around them, tools for negotiation around the court, and a rapid supply of healing or offensive power in times of necessity.
Game Information
Alignment: Any
Hit die: d6
Class skills: Bluff, Decipher Script, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Perform, Ride, Search, Slight of Hand, Sense Motive, Spot, Use Magic Device.
BaB and saving throws: As per the Bard (see SRD.)
Skill Points at 1st level: (8+Intelligence modifier)x4.
Skill points per additional level: 8+Intelligence modifier
Class Features
Weapons and Armor: Highborn are proficient with all simple weapons. In addition, they are proficient with the rapier, longbow, shortbow, longsword, and whip. They are proficient with light armor and all shields (except tower shields).
Wealth: Beginning at 1st level, highborn receive a masterwork weapon, armor, or tool of their choice. The also receive a noble's outfit and 50 gp of jewelry. Every level after 1st, a highborn receives (50gp x their Charisma modifier) x their level in gold as income from their lands and gifts from their family. The highborn is expected to work on behalf of his family in court and maintain a good name and reputation in order to continue receiving this stipend.
Talent: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language. In addition, having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description, instead of the normal +2.
Style and Grace: You can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty. (Normally, a rushed Diplomacy check requires a full-round action and imposes a –10 penalty on the check.)
Breeding: You are considered to be a member of a “guild” - in actuality, a noble house. The focus and nature of a noble house can vary considerably based on their history, reputation, and character. Upon character creation, it is the player's responsibility to create a name, short background, and history for his noble house. In exchange, the player gets to choose whether his family qualifies as an Arcane, Government, Mercantile, Mercenary, Religious, or Scholastic “guild”.
Bonus Feat: At 2nd, 5th, 10th, 15th, and 20th level the courtier may choose one of the following bonus feats. The highborn must meet all prerequisites for the given feat before taking it: Combat Expertise, Goad, Improved Disarm, Improved Feint, Improved Trip, Intimidating Strike, Master Manipulator, Mounted Archery, Mounted Combat, Ride-by Attack, Spirited Charge, Trample, Wanderer's Diplomacy.
Gossip: At 3rd level, you have learned enough of the gossip at court to be able to produce some information on most subjects in the kingdom. A highborn may make a special knowledge check with a bonus equal to his highborn level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the highborn has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A highborn may not take 10 or take 20 on this check; this sort of knowledge is essentially random. (NB: This is, in essence, the Bardic Knowledge ability reflavored.)
Favored Son: At 6th level, you automatically gain the Favored in Guild feat.
Lord of the Realm: At 11th level, you automatically gain the Guildmaster feat. If you do not qualify for it, you automatically gain the feat as soon as you meet the qualifications.
Leadership: At ninth level, the highborn receives this ability for free. If he already has it, his leadership score is increased by three. The cohort obtained from this feat is always a crusader, fighter, warblade, or ranger – an armsman and personal bodyguard. Most highborn put their lesser followers to work as servants, guards, informants, or members of their entourage.
Majesty: at 12th level, it becomes almost impossible to lie in the presence of one so regal. The highborn may take 20 on a Sense Motive check as an immediate action.
Regal Presence: At 18th level, the idea of striking one so exalted becomes unthinkable. The highborn manifests a constant effect identical to the sanctuary spell (although this is an extraordinary ability, not a magical effect). If the highborn deliberately breaks the effect by acting in a hostile manner toward an opponent, the effect automatically reestablishes itself at the end of combat.
Spells per day: Beginning at 4th level, a highborn gains the ability to cast a small number of divine spells, which are drawn from the Noble spell list. A highborn must choose and prepare her spells in advance, and learns her spells using the same spell progression list as the Paladin.
To prepare or cast a spell, a highborn must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a highborn’s spell is 10 + the spell level + the highborn’s Charisma modifier.
Like other spellcasters, a highborn can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. When indicated that the highborn gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The highborn does not have access to any domain spells or granted powers, as a cleric does.
A highborn prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A highborn may prepare and cast any spell on the highborn spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a highborn has no caster level. At 4th level and higher, her caster level is one-half her highborn level.
Maneuvers and Stances: A highborn is nowhere near as skilled in the blade as a professional warrior, but he does know some tricks of the trade. Beginning at 1st level, the highborn knows two maneuvers and one stance from the Tome of Battle, and may prepare 1 maneuver per day. He may choose his maneuvers and stances from the Diamond Mind, Iron Heart, and White Raven disciplines. In all regards to preparing, using, and recovering maneuvers and stances, the highborn is identical to a warblade. However, highborn cannot learn the higher level maneuvers available to a true student of the Sublime Way. (NB: Once I figure out how to import a table, I will do so. Suffice to say that one additional maneuver is learned at 2nd level, a second can be readied at 3rd, another learned at 4th, et al. One new stance is learned every five levels, just like the warblade. Highborn learn 1st level manuevers and stances at levels 1-4, 2nd leve1 at 5-9, 3rd at 10-14, and 4th at 15-20.)
Starting gold: 6d4x10 (plus Wealth ability) gold.
Highborne spell list:
1st) Bane, Bless, Charm Person, Cause Fear, Conviction, Command, Deathwatch, Doom, Lesser Vigor, Remove Fear, Sanctuary
2nd) Bear's Endurance, Bull's Strength, Calm Emotions, Delay Poison, Eagle's Splendor, Enthrall, Owl's Wisdom, Rebuke, Status, Zone of Truth
3rd) Cloak of Bravery, Conviction(Mass), Heroism, Lesser Vigor(Mass), Prayer, Rage, Suggestion, Vigor
4th) Charm Monster, Crushing Despair, Discern Lies, Geas(Lesser), Rebuke(Greater), Recitation