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View Full Version : The Gentleman [3.X, Base Class] (PEACH)



Waargh!
2012-09-29, 07:48 PM
The Gentleman
"But of course, you can always trust me"

http://s18.postimage.org/rb3ezw8bt/PZO9007_Bard_641x1024.jpg

Characteristics/Background: the Gentlemen are exceptional figures with extraordinary charisma and talent. They never play by the rules and will change their personality in a split of a second if it would enable them to avoid danger. For people that don't know their true self they appear as honest, innocent and charming people. The poor fools.

GAME RULE INFORMATION
Abilities: Charisma is the main ability of a Gentleman
Alignment: Any nonlawful
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Wizard

Class Skills
The Gentleman's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8


{table=head]Level|BAB|Fort|Ref|Will|Special|Spells

1st|+0|+0|+2|+2|Social Trick(1st)|Spells as Bard

2nd|+1|+0|+3|+3|Battle Trick(1st)|Spells as Bard

3rd|+2|+1|+3|+3|Magic Trick(1st)|Spells as Bard

4th|+3|+1|+4|+4|-|Spells as Bard

5th|+3|+1|+4|+4|Social Trick(2nd)|Spells as Bard

6th|+4|+2|+5|+5|Battle Trick(2nd)|Spells as Bard

7th|+5|+2|+5|+5|-|Spells as Bard

8th|+6/+1|+2|+6|+6|Magic Trick(2nd)|Spells as Bard

9th|+6/+1|+3|+6|+6|Social Trick(3rd)|Spells as Bard

10th|+7/+2|+3|+7|+7|-|Spells as Bard

11th|+8/+3|+3|+7|+7|Battle Trick(3rd)|Spells as Bard

12th|+9/+4|+4|+8|+8|Magic Trick(3rd)|Spells as Bard

13th|+9/+4|+4|+8|+8|-|Spells as Bard

14th|+10/+5|+4|+9|+9|Social Trick(4th)|Spells as Bard

15th|+11/+6/+1|+5|+9|+9|Battle Trick(4th)|Spells as Bard

16th|+12/+7/+2|+5|+10|+10|-|Spells as Bard

17th|+12/+7/+2|+5|+10|+10|Magic Trick(4th)|Spells as Bard

18th|+13/+8/+3|+6|+11|+11|Social Trick(5th)|Spells as Bard

19th|+14/+9/+4|+6|+11|+11|Battle Trick(5th)|Spells as Bard

20th|+15/+10/+5|+6|+12|+12|Magic Trick(5th)|Spells as Bard

[/table]

Weapon and Armor Proficiency
A Gentleman is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Gentlemen are proficient with light armor and shields (except tower shields). A Gentleman can cast spells while wearing light armor without incurring the normal arcane spell failure chance. A multiclass Gentleman still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells
As the Bard (http://www.d20srd.org/srd/classes/bard.htm). Her spells don't count as the bard's spells for any other purpose such as access to prestige classes and feats

Social genius
The Gentleman’s social education, natural charisma as well as his very nature assists her to succeed in society. At every indicated level he gains a Social Trick as described below.

SOCIAL TRICKS

1st trick - The Actor (EX): the Gentleman adjusts her personality to fit the situation. Right after entering a social encounter the Gentleman can choose a persona. She can choose to change her persona at any point by spending one trickery point, but she can have only one persona active. While a persona is active the Gentleman gains a bonus equal to half her Perform(Acting) skill points on a particular skill as shown in the list below.
Friend: Diplomacy. You act polite, gentle and friendly
Liar: Bluff. You built your story as you go, ignoring the truth all together
Bully: Intimidate. You are harsh, irritable and use threats to get your way
Investigator: Sense Motive. You know to ask the right questions and lead the discussion where you want

2nd trick - Natural charmer (EX): the Gentleman knows how to show his natural charm in any situation. He picks up quickly what people want to hear, what interests them and what to avoid saying. Creatures have one attitude more towards friendly (as described in the Diplomacy skill). This does not affect how her allies are perceived.

3rd trick - Figure of authority (EX): the Gentleman knows how to act as a person with power and wealth. She may impose as a figure of authority dressing accordingly and even forging the right papers and crafting the right symbols. This figure can be a real one or an imaginary one. If the authenticity of the figure is questioned, she gains half a bonus equal to half her Perform (Acting) skill points to her Bluff or Forgery skill checks.

4th trick - Tongues (SP): the Gentleman can cast Tongues as a spell-like ability at will.

5th trick - Manipulator (SU): if engaged in a social encounter for more than a minute she may attempt to cast a spell completely unnoticed. Whenever the Gentleman wins a Bluff, Diplomacy or Intimidate skill check against a target she may cast a compulsion or charm spell against them. If the spell allows a saving throw and the target succeeds, they don’t recognize that they have been targeted by a spell. This can be used only once per combatant. The combatant is also immune to this effect for a week afterwards. This ability doesn't prevent the spell to be recognized by any other means.


Trickster
The Gentleman does not play by the rules. Her maneuvers are simply unexpected by enemy combatants. She gains a Battle Trick at every indicated level as described below. For every encounter every combatant can be affected only once by a given trick and cannot be affected by the same trick in the same day.

BATTLE TRICKS

1st trick - Quick-feet (EX): the Gentleman knows when to move away from danger. By spending 1 LP when attacked by a melee or ranged attack from a given combatant she may chose to move 5ft as an immediate action without provoking attack of opportunities.

2nd trick - Cheap strike (EX): the Gentleman can make a feint attempt as a move action. If she succeeds and hits with her next attack she may deal Sneak attack damage as though she was a Rogue of the same level as her class level. The same rules that apply for a Rogue’s sneak attack apply for the Cheap Strike as well. This doesn't give her access to any other features that require the ability to perform a Sneak Attack.

3rd trick - Inspire (EX): the Gentleman knows what to say to get the best out of people. By a few sentences she may boost the morale of her allies. This trick gives the same bonuses as the Bard's Inspire courage (http://www.d20srd.org/srd/classes/bard.htm#inspireCourage) ability to all allies that can hear the Gentleman. This requires her to spend 1 LP by using a move action

4th trick - Lucky (SU):when affected by a spell or ability of a combatant that requires a saving throw she may choose to re-roll it before the result is announced. This costs 3 LP.

5th trick - Supernatural Charm (SU): as long as the Gentleman hasn't taken any hostile action against a creature, that creature’s attacks, ability and spell DC are lowered by an amount equal to the Gentleman’s Charisma modifier. Casting a spell to help her allies against that creature, trespassing a guarded area or any other action such action counts as a hostile action for the purposes of this ability.



Magician
Additionally of being able to cast spells similar to a Bard, the Gentleman has access to Magic Tricks and at any indicated level she gains one Magic Trick as indicated in the Magic Tricks table below.

MAGIC TRICKS

1st trick - Still Spell (SU): the Gentleman can spent an amount of LP equal to a level of a spell to cast it as thus she has used the Still Metamagic feat on it without altering the spell level or casting time.

2nd trick - Silent Spell (SU): the Gentleman can spent an amount of LP equal to a level of a spell to cast it as thus she has used the Silent Metamagic feat on it without altering the spell level or casting time.

3rd trick - Spell disruption (SU): as an immediate action, the Gentleman can attempt to disrupt a spell cast that requires verbal components. She needs to cast Dispel Magic or the same spell as per the Counterspell rules as well as spent an amount of LP equal to the level of the spell countered. She cannot negate the verbal components of her own spell by using the Still Spell trick or similar effects as the verbal components of her spells disrupt the ones of the countered spell.

4th trick - Master Magician (SU): the Gentleman can cast any spell from the Trickery and Luck domain by spending an amount of LP equal to the spell level. She may cast each spell only once on a given day.

5th trick - Gifted (SU): the Gentleman arcane magic reaches its peak. She can chose to learn spells from the Bard and Sorcerer/Wizard spell list. Upon acquiring this ability the Gentleman can replace one spell she knows for every spell level with a different one from the same spell level.



Luck points
The Gentleman is a man of many extraordinary tricks which require a lot of skill and luck. She gains an amount of Luck Points (LP) equal to her class level plus her Charisma modifier. The Gentleman can spend these LP for her various Social, Battle or Magic Tricks. Her LP pool replenishes at the same time she regains her spell slots.


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Notes
This is an attempt to provide a base class that will be the main spokesman of the party or the main character for any social interactions. Overall I feel the Gentleman is more focused and simple than a Bard and her abilities are more up to the point.

EDIT: fixed table, added Forgery on skill list, changed a couple of tricks. Welcome to more suggestions.