Arstense
2011-01-28, 02:22 AM
The Aristocrat
Alignment: Aristocrats may be of any alignment.
Hit Die: d6
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Aristocratic Birth
2nd|
+1|
+0|
+0|
+3|Favors, Bribes & Cash
3rd|
+2|
+1|
+1|
+3|Boon
4th|
+3|
+1|
+1|
+4|Connections
5th|
+3|
+1|
+1|
+4|Servant
6th|
+4|
+2|
+2|
+5|Charismatic
7th|
+5|
+2|
+2|
+5|Connections
8th|
+6/+1|
+2|
+2|
+6|Boon
9th|
+6/+1|
+3|
+3|
+6|Connections
10th|
+7/+2|
+3|
+3|
+7|Connections
11th|
+8/+3|
+3|
+3|
+7|More Favors, Bigger Bribes & Tons of Cash
12th|
+9/+4|
+4|
+4|
+8|Boon
13th|
+9/+4|
+4|
+4|
+8|Retinue
14th|
+10/+5|
+4|
+4|
+9|Boon
15th|
+11/+6/+1|
+5|
+5|
+9|Sovereign
16th|
+12/+7/+2|
+5|
+5|
+10|Mighty Keep
17th|
+12/+7/+2|
+5|
+5|
+10|Mighty Keep
18th|
+13/+8/+3|
+6|
+6|
+11|Mighty Keep
19th|
+14/+9/+4|
+6|
+6|
+11|Mighty Keep
20th|
+15/+10/+5|
+6|
+6|
+12|Sovereign Supreme[/table]
Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Survival (Wis)
Skill Points at 1st Level: (6+ Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Many of the Aristocrat's class features are based on a character's "class level". All mentions of "class level" refer exclusively to a character's total levels in this Aristocrat class.
Aristocratic Birth
Your noble birthright gives you an advantage over those common plebs. Select one of the following:
Educated
You gain an additional number of skill points equal to your Int bonus plus 10. These skill points must be spent in the Knowledge skills. In addition, you gain one extra skill point per class level, to be spent on any class skills.
Legacy
You gain one Heritage feat for which you qualify. You gain another Heritage feat for the same Heritage at levels 9 and 15.
Martial
You gain an additional 2 HP per class level.
Wealthy
Each time you gain a class level, you immediately gain an amount of gp equal to one-tenth the recommended Wealth-By-Level (DMG, Table 5-1) for that level.
Favors, Bribes & Cash
You gain a gp pool containing your class level x 100 gp. This pool is replenished each month. The gp in this pool may only be spent on services, drink, food, lodgings and transport.
Boon
When you're in power, good things just seem to fall into your lap. Pick one of the following:
Bodyguard Team
When residing in a building or estate owned by yourself or your family/organisation, you have a personal bodyguard team. This team periodically canvasses the building or estate with wands, casting Mind Blank on guests, residents and staff, casting Arcane Lock on all windows and doorways and casting Alarm spells across the grounds. Four Fighters of one-half your class level form a 'response group' that reacts to any triggered Alarm spell or an alarm raised by you or a member of your group. These Fighters are equipped with studded leather armor, masterwork short swords.
Mount
You gain a mount with a value no higher than your class level x 50 gp. If this mount is killed or lost, you gain another mount at the next appropriate opportunity.
Personal Servants
When residing in a building or estate owned by yourself or your family/organisation, you and guests you invite are attended to by personal servants. Whilst being attended to in this way, a character's natural healing rate is doubled.
Title Deed
You gain ownership of a single building, as determined by the GM. You may take this boon multiple times, gaining a new building each time.
Windfall
You gain your class level x 1d6 x 100 gp. You may take this boon multiple times.
Connections
You have friends in many, many places. Each time you gain this class feature, you gain one of the following:
Information Network
You may take 20 with a Gather Information check in the same time as a single regular check and without suffering the consequences of failed checks.
Merchant Connections
When purchasing mundane or magic items, you may make a DC20 Gather Information check to gain a 10% reduction in cost. (You may use Information Network with this Connection.)
Royal Connections
You may gain an audience with a local noble within 1d4 minutes of asking, with a greater noble within 1d4 hours or with a member of royalty within 1d6 hours. At the GM's discretion, you may freely gain immediate membership in any private member's club.
Shady Connections
After spending at least two full days in one location, you can automatically pass any DC20 or lower Gather Information check to learn about illegal activities in that location.
Spy Ring
You may direct your spy ring to infiltrate a country, government or organisation. A roll of a natural one in this check results in your spy ring being discovered and rooted out. It takes 3d6 weeks for your spy ring to reform.
Traveller's Aid Society
You may gain one night's lodging of Good or lower quality for your group for free. You may not claim this free lodging again at the same establishment for a week.
Servant
A loyal servant accompanies you on your adventures. Your servant does not gain Starting Gear from his or her class, but carries his or her own equipment and may be further outfitted at your own expense. Your servant's pay is handled by your family, house or estate and has no appreciable game effects. If your family, house or estate has collapsed or is unable to pay, a well-treated servant will remain loyal to you. If a servant is killed, you may replace him or her with another servant; this servant may be of a different type.
You must pick the type of servant who is accompanying you:
Butler
This servant is an Aristocrat of a level two less than your class level. A Butler may not gain a Servant, nor does he or she gain gp from any Aristocrat class features. A Butler's presence allows you to reroll a failed skill check, taking the best result, a number of times per day equal to one-half your class level (rounding down).
A Butler's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12.
He or she is equipped with a courtier's outfit.
Consultant
This servant is an Expert of a level one less than your class level.
An Expert's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 10.
He or she is equipped with a courtier's outfit.
Man-At-Arms
This servant is a Fighter of a level two less than your class level.
A Consultant's starting ability scores are as follows: Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10.
He or she is equipped with masterwork half-plate, a masterwork heavy steel shield and a melee weapon costing no more than 20gp.
Priest
This servant is a Cleric of a level four less than your class level.
A Priest's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 10, Wis 14, Cha 12.
He or she is equipped with a cleric's vestments and a holy symbol.
Retained Arcanist
This servant is a Wizard of a level four less than your class level.
A Retained Arcanist's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 15, Wis 10, Cha 10.
He or she is equipped with a scholar's outfit and a spellbook.
Spy
This servant is a Rogue of a level three less than your class level.
A Spy's starting ability scores are as follows: Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 12.
He or she is equipped with a courtier's outfit, a dagger and doses of poison with a total value of your class level x 10 gp.
Charismatic
You may gain the effects of the Eagle's Splendor spell a number of times a day equal to your Cha bonus (minimum 1/day). This is an Immediate action. The effect lasts for a number of minutes equal to your class level.
More Favors, Bigger Bribes & Tons of Cash
Your monthly gp pool increases by 2d6 x 100 gp per month. This amount is rolled anew each month.
Retinue
You may have a number of Servants with you equal to your Cha bonus. You may have multiple servants of the Consultant, Man-At-Arms and Spy type. You may not have multiple servants of any other type.
Sovereign
You gain an appropriate amount of land, a mighty keep from which to rule, 150,000gp and a number of lackeys and servants.
Mighty Keep
Whilst you have been adventuring, your mighty keep has been undergoing further construction. Your mighty keep gains one of the following features:
Armory - Your Armory is stocked with 40 masterwork weapons and 10 magic weapons or sets of ammunition, each of a value equal to or less than 4000gp. You may add to this at your own expense.
Exotic Stables - You can safely keep any monstrous or exotic mounts you tame within these stables without further cost or problem.
Feasting Hall - With only three hours notice, you can host a Feast. This feast grants the benefits of a Hero's Feast spell to 100 individuals.
Grand Library - Whilst in your keep, you can use the Grand Library to gain a +5 equipment bonus to any Knowledge check.
Magical Location - Your keep gains a Magical Location on or within it's grounds. You may select this feature more than once, choosing a different Magical Location each time.
Steward - Your keep gains a level 14 Aristocrat to command and defend it whilst you are away.
Temple - Your keep serves as a temple to a particular god. It is led by one 10th level Cleric of that god, staffed 3 4th level Clerics and maintained by 8 1st level Clerics.
Unscalable Walls - Your mighty keep is surrounded by vast walls. These walls are 50ft high and 5ft thick. high You must pick a material (which may entail an extra cost): Adamantine (+100,000gp), Alchemical Glass (http://www.dandwiki.com/wiki/Glass_(3.5e_Equipment)) (+15,000gp), Deep Crystal (+100,000gp), Iron (+35,000gp), Mithral (+50,000gp), Mundane Crystal (+30,000gp), Obsidian (http://www.dandwiki.com/wiki/Obsidian_(3.5e_Equipment)) (+15,000gp), Steel (+40,000gp), Stone (+0gp)
Wonderous Architecture - Your keep gains one piece of Wonderous Architecture from the Stronghold Builders Guide. You may select this feature more than once, choosing a different piece of Wonderous Architecture each time.
Sovereign Supreme
You gain supernatural powers from your lands. Whilst on land you can be considered to own or control, you gain immunity to all diseases and poisons (including those that are magical or supernatural in nature), Fast Healing 10 and a continuous Mind Blank effect.
Starting Gear: 6d8 x 10 gp worth of equipment. It is expected that you purchase noble garb and signet ring (175gp), or at least a courtier's outfit with jewellery (80gp).
---
This is just a first draft of a PC Aristocrat class (although I'm sure it's been done before). It gets ridiculous from level 15+, but then what campaign doesn't?
Alignment: Aristocrats may be of any alignment.
Hit Die: d6
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Aristocratic Birth
2nd|
+1|
+0|
+0|
+3|Favors, Bribes & Cash
3rd|
+2|
+1|
+1|
+3|Boon
4th|
+3|
+1|
+1|
+4|Connections
5th|
+3|
+1|
+1|
+4|Servant
6th|
+4|
+2|
+2|
+5|Charismatic
7th|
+5|
+2|
+2|
+5|Connections
8th|
+6/+1|
+2|
+2|
+6|Boon
9th|
+6/+1|
+3|
+3|
+6|Connections
10th|
+7/+2|
+3|
+3|
+7|Connections
11th|
+8/+3|
+3|
+3|
+7|More Favors, Bigger Bribes & Tons of Cash
12th|
+9/+4|
+4|
+4|
+8|Boon
13th|
+9/+4|
+4|
+4|
+8|Retinue
14th|
+10/+5|
+4|
+4|
+9|Boon
15th|
+11/+6/+1|
+5|
+5|
+9|Sovereign
16th|
+12/+7/+2|
+5|
+5|
+10|Mighty Keep
17th|
+12/+7/+2|
+5|
+5|
+10|Mighty Keep
18th|
+13/+8/+3|
+6|
+6|
+11|Mighty Keep
19th|
+14/+9/+4|
+6|
+6|
+11|Mighty Keep
20th|
+15/+10/+5|
+6|
+6|
+12|Sovereign Supreme[/table]
Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Survival (Wis)
Skill Points at 1st Level: (6+ Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Many of the Aristocrat's class features are based on a character's "class level". All mentions of "class level" refer exclusively to a character's total levels in this Aristocrat class.
Aristocratic Birth
Your noble birthright gives you an advantage over those common plebs. Select one of the following:
Educated
You gain an additional number of skill points equal to your Int bonus plus 10. These skill points must be spent in the Knowledge skills. In addition, you gain one extra skill point per class level, to be spent on any class skills.
Legacy
You gain one Heritage feat for which you qualify. You gain another Heritage feat for the same Heritage at levels 9 and 15.
Martial
You gain an additional 2 HP per class level.
Wealthy
Each time you gain a class level, you immediately gain an amount of gp equal to one-tenth the recommended Wealth-By-Level (DMG, Table 5-1) for that level.
Favors, Bribes & Cash
You gain a gp pool containing your class level x 100 gp. This pool is replenished each month. The gp in this pool may only be spent on services, drink, food, lodgings and transport.
Boon
When you're in power, good things just seem to fall into your lap. Pick one of the following:
Bodyguard Team
When residing in a building or estate owned by yourself or your family/organisation, you have a personal bodyguard team. This team periodically canvasses the building or estate with wands, casting Mind Blank on guests, residents and staff, casting Arcane Lock on all windows and doorways and casting Alarm spells across the grounds. Four Fighters of one-half your class level form a 'response group' that reacts to any triggered Alarm spell or an alarm raised by you or a member of your group. These Fighters are equipped with studded leather armor, masterwork short swords.
Mount
You gain a mount with a value no higher than your class level x 50 gp. If this mount is killed or lost, you gain another mount at the next appropriate opportunity.
Personal Servants
When residing in a building or estate owned by yourself or your family/organisation, you and guests you invite are attended to by personal servants. Whilst being attended to in this way, a character's natural healing rate is doubled.
Title Deed
You gain ownership of a single building, as determined by the GM. You may take this boon multiple times, gaining a new building each time.
Windfall
You gain your class level x 1d6 x 100 gp. You may take this boon multiple times.
Connections
You have friends in many, many places. Each time you gain this class feature, you gain one of the following:
Information Network
You may take 20 with a Gather Information check in the same time as a single regular check and without suffering the consequences of failed checks.
Merchant Connections
When purchasing mundane or magic items, you may make a DC20 Gather Information check to gain a 10% reduction in cost. (You may use Information Network with this Connection.)
Royal Connections
You may gain an audience with a local noble within 1d4 minutes of asking, with a greater noble within 1d4 hours or with a member of royalty within 1d6 hours. At the GM's discretion, you may freely gain immediate membership in any private member's club.
Shady Connections
After spending at least two full days in one location, you can automatically pass any DC20 or lower Gather Information check to learn about illegal activities in that location.
Spy Ring
You may direct your spy ring to infiltrate a country, government or organisation. A roll of a natural one in this check results in your spy ring being discovered and rooted out. It takes 3d6 weeks for your spy ring to reform.
Traveller's Aid Society
You may gain one night's lodging of Good or lower quality for your group for free. You may not claim this free lodging again at the same establishment for a week.
Servant
A loyal servant accompanies you on your adventures. Your servant does not gain Starting Gear from his or her class, but carries his or her own equipment and may be further outfitted at your own expense. Your servant's pay is handled by your family, house or estate and has no appreciable game effects. If your family, house or estate has collapsed or is unable to pay, a well-treated servant will remain loyal to you. If a servant is killed, you may replace him or her with another servant; this servant may be of a different type.
You must pick the type of servant who is accompanying you:
Butler
This servant is an Aristocrat of a level two less than your class level. A Butler may not gain a Servant, nor does he or she gain gp from any Aristocrat class features. A Butler's presence allows you to reroll a failed skill check, taking the best result, a number of times per day equal to one-half your class level (rounding down).
A Butler's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12.
He or she is equipped with a courtier's outfit.
Consultant
This servant is an Expert of a level one less than your class level.
An Expert's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 10.
He or she is equipped with a courtier's outfit.
Man-At-Arms
This servant is a Fighter of a level two less than your class level.
A Consultant's starting ability scores are as follows: Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10.
He or she is equipped with masterwork half-plate, a masterwork heavy steel shield and a melee weapon costing no more than 20gp.
Priest
This servant is a Cleric of a level four less than your class level.
A Priest's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 10, Wis 14, Cha 12.
He or she is equipped with a cleric's vestments and a holy symbol.
Retained Arcanist
This servant is a Wizard of a level four less than your class level.
A Retained Arcanist's starting ability scores are as follows: Str 10, Dex 10, Con 10, Int 15, Wis 10, Cha 10.
He or she is equipped with a scholar's outfit and a spellbook.
Spy
This servant is a Rogue of a level three less than your class level.
A Spy's starting ability scores are as follows: Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 12.
He or she is equipped with a courtier's outfit, a dagger and doses of poison with a total value of your class level x 10 gp.
Charismatic
You may gain the effects of the Eagle's Splendor spell a number of times a day equal to your Cha bonus (minimum 1/day). This is an Immediate action. The effect lasts for a number of minutes equal to your class level.
More Favors, Bigger Bribes & Tons of Cash
Your monthly gp pool increases by 2d6 x 100 gp per month. This amount is rolled anew each month.
Retinue
You may have a number of Servants with you equal to your Cha bonus. You may have multiple servants of the Consultant, Man-At-Arms and Spy type. You may not have multiple servants of any other type.
Sovereign
You gain an appropriate amount of land, a mighty keep from which to rule, 150,000gp and a number of lackeys and servants.
Mighty Keep
Whilst you have been adventuring, your mighty keep has been undergoing further construction. Your mighty keep gains one of the following features:
Armory - Your Armory is stocked with 40 masterwork weapons and 10 magic weapons or sets of ammunition, each of a value equal to or less than 4000gp. You may add to this at your own expense.
Exotic Stables - You can safely keep any monstrous or exotic mounts you tame within these stables without further cost or problem.
Feasting Hall - With only three hours notice, you can host a Feast. This feast grants the benefits of a Hero's Feast spell to 100 individuals.
Grand Library - Whilst in your keep, you can use the Grand Library to gain a +5 equipment bonus to any Knowledge check.
Magical Location - Your keep gains a Magical Location on or within it's grounds. You may select this feature more than once, choosing a different Magical Location each time.
Steward - Your keep gains a level 14 Aristocrat to command and defend it whilst you are away.
Temple - Your keep serves as a temple to a particular god. It is led by one 10th level Cleric of that god, staffed 3 4th level Clerics and maintained by 8 1st level Clerics.
Unscalable Walls - Your mighty keep is surrounded by vast walls. These walls are 50ft high and 5ft thick. high You must pick a material (which may entail an extra cost): Adamantine (+100,000gp), Alchemical Glass (http://www.dandwiki.com/wiki/Glass_(3.5e_Equipment)) (+15,000gp), Deep Crystal (+100,000gp), Iron (+35,000gp), Mithral (+50,000gp), Mundane Crystal (+30,000gp), Obsidian (http://www.dandwiki.com/wiki/Obsidian_(3.5e_Equipment)) (+15,000gp), Steel (+40,000gp), Stone (+0gp)
Wonderous Architecture - Your keep gains one piece of Wonderous Architecture from the Stronghold Builders Guide. You may select this feature more than once, choosing a different piece of Wonderous Architecture each time.
Sovereign Supreme
You gain supernatural powers from your lands. Whilst on land you can be considered to own or control, you gain immunity to all diseases and poisons (including those that are magical or supernatural in nature), Fast Healing 10 and a continuous Mind Blank effect.
Starting Gear: 6d8 x 10 gp worth of equipment. It is expected that you purchase noble garb and signet ring (175gp), or at least a courtier's outfit with jewellery (80gp).
---
This is just a first draft of a PC Aristocrat class (although I'm sure it's been done before). It gets ridiculous from level 15+, but then what campaign doesn't?