falloutimperial
2012-09-14, 06:43 PM
The merchant. The fast-talker. The Con. These are roles generally encompassed by rogues and bards, but I was looking for something with a little more bounce to it. A player with this class would be a little over their head in combat, but to be aware of that and roleplay it seems fun. It also has other fun ways of manifesting. Perhaps people in a small town recognize the salesman from a previous visit, and want their money back.
This is my first homebrew submission, so feedback is appreciated.
The Traveling Salesman
Level BAB Ftd Ref Will Special
1st +0 +0 +2 +0 Traveler’s knowledge
2nd +1 +0 +3 +0 Sneak attack +1d6
3rd +2 +1 +3 +1
4th +3 +1 +4 +1 Force of Personality
5th +3 +1 +4 +1
6th +4 +2 +5 +2 Combat Expertise
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2
9th +9/+1 +3 +6 +3 Improved feint
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Sneak attack +3d6
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 That’s real power.
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5
18th +18/+8/+3 +6 +11 +6 Signature beast
19th +14/+19/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Sneak attack +5d6
Alignment: Any.
Hit Die: d6.
Class Skills: The salesman’s class skills (and the key ability for each skill) are Appraise, Bluff, Craft, Diplomacy, Disguise, Forgery, Gather Information, Knowledge (local, history, nobility, architecture, geography) Perform (Oratory), Sense Motive, Sleight of Hand, Speak Language, Use Rope
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency: A salesman is proficient with all simple weapons and with light armor.
Traveler’s Knowledge: As Bardic knowledge.
Sneak attack: As Rogues’ ability
Force of Personality, Combat Expertise, Improved Feint: The feat. Acquired even if criteria isn’t met.
That’s Real Power: Once per day per intelligence bonus, a salesman may counter one spell, using diplomacy instead of a spellcraft check.
Mascot: The salesman may gain either a familiar or an animal companion. He or she must select one from the basic lists in the players handbook and may not improve them with familiar- or animal companion-specific feats.
This is my first homebrew submission, so feedback is appreciated.
The Traveling Salesman
Level BAB Ftd Ref Will Special
1st +0 +0 +2 +0 Traveler’s knowledge
2nd +1 +0 +3 +0 Sneak attack +1d6
3rd +2 +1 +3 +1
4th +3 +1 +4 +1 Force of Personality
5th +3 +1 +4 +1
6th +4 +2 +5 +2 Combat Expertise
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2
9th +9/+1 +3 +6 +3 Improved feint
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Sneak attack +3d6
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 That’s real power.
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5
18th +18/+8/+3 +6 +11 +6 Signature beast
19th +14/+19/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Sneak attack +5d6
Alignment: Any.
Hit Die: d6.
Class Skills: The salesman’s class skills (and the key ability for each skill) are Appraise, Bluff, Craft, Diplomacy, Disguise, Forgery, Gather Information, Knowledge (local, history, nobility, architecture, geography) Perform (Oratory), Sense Motive, Sleight of Hand, Speak Language, Use Rope
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency: A salesman is proficient with all simple weapons and with light armor.
Traveler’s Knowledge: As Bardic knowledge.
Sneak attack: As Rogues’ ability
Force of Personality, Combat Expertise, Improved Feint: The feat. Acquired even if criteria isn’t met.
That’s Real Power: Once per day per intelligence bonus, a salesman may counter one spell, using diplomacy instead of a spellcraft check.
Mascot: The salesman may gain either a familiar or an animal companion. He or she must select one from the basic lists in the players handbook and may not improve them with familiar- or animal companion-specific feats.