Zaydos
2013-09-23, 09:13 AM
Sometimes I want to play a character who is a diplomat, a noble, a prince. When I do I don’t want to be a magical musician vagabond, or a master of stabbing things. Sometimes I just want to see an aristocrat as a PC class. I can’t say if I’m alone or not, but Wizards did make a character for this in d20 Star Wars which was ported into the Dragonlance Campaign Setting book. This has problems. The Noble class in Star Wars was limited (in my experience) to a dip before going into the Scoundrel class to round out certain social skills and that was bad enough but porting it to 3.5 where power levels are much higher (Scoundrel is a worse Rogue, Jedi might work as a low tier PC class and it or a ranged Soldier i.e. Fighter is the strongest class in the game) it has problems. This is coupled with that it has no class features that allow you to do anything meaningful in combat means it doesn’t work well. So I decided to make one of my own. I changed the name to Courtier because, well it’s not a re-tool, it’s not supposed to be the Noble it’s a class few enough people know and it did the job worse than a marshal (which I also think needs a re-tool for several of the same reasons). In fact the class shares more with Marshal (Skill Focus at 1st level and the ability to grant actions) than with Noble.
I didn’t write the fluff section because, quite frankly it’s a courtier most people know what one is and I wanted to go ahead and get it posted for mechanical critiques. Some of the abilities I felt I needed to explain my reasoning and some of this includes some of my ideas on the fluff role of a courtier but other than Role and Other Classes (what I had written before I decided to rush and post it) the rest will have to wait or show up only on request. While I largely describe a noble or member of the court, and they are my main aim with the class, hopefully the class is versatile enough to also represent a wealthy merchant or similar.
As far as balance goes I’m aiming for Tier 4 in a dungeon delving situation, and being better than that in a dedicated social situation. I aimed at able to contribute in a party against a non-speaking enemy but be significantly stronger against more human foes. If it ends up Tier 3 I'm still happy as Mid tier 3 to mid tier 4 tends to be my preferred balance point.
Other Classes: As people from the courts at the hearts of civilizations courtiers know how to get along well with most others. They appreciate the power of those skilled at arms as bodyguards and soldiers, though they consider many of them to be brutish. Most courtiers dislike being associated with rangers, the skilled warriors representing a group which exists on the fringes of civilization, but are more split in opinion on the true outsiders, barbarians. Some courtiers find barbarians exotic and interesting, like a rare pet, others find them to represent the most brutish and worst of humanity. Good courtiers find paladins a shining example of the heights that civilization can achieve a pinnacle of action to inspire the king and common folk, evil courtiers know that there is no threat worse than a truly righteous man.
When dealing with arcane casters courtiers tend to openly follow the dictates of their society. In private most courtiers are at least somewhat accepting of arcanists, most dabbling in the arcane arts themselves. They can get along well enough with wizards, it is from them that they pick up their smattering of the arcane arts, but a courtier knows enough of the nature of wizards to know the countless dangerous plots they can concoct when unobserved. They are more trusting of sorcerers, understanding their powers to be more limited, and appreciating a sorcerer’s flair for the dramatic and force of personality. When dealing with more distrusted, and weaker, types of arcanists *cough*warlocks*cough* courtiers treat them more brusquely and abrasively.
Courtiers judge divine casters primarily on their god. In a theocracy courtiers have no better friend than a cleric, and no more bitter foe than a cleric heretic. Outside a theocracy courtiers still know enough that it is often best to court the friendship of the gods’ chosen, but many find themselves at odds with clerics for control over the hearts of the people. Courtiers get along poorly with druids, and many courtiers would not be caught dead associating with one of the unwashed, stinking, city-hating tree worshipers.
When dealing with rogues and other underworld elements courtiers are split. Most courtiers understand the need for such under the table dealings, and the less savory among the courtiers often are the masterminds of guilds and networks of criminals. In bards courtiers find their social equals, and the two often enjoy each other’s company in small doses; they find such similarly controlling personalities to be grating as the two must match manipulation for manipulation.
Role: In an adventuring party a courtier serves to buff and coordinate allies, providing benefits to the group instead of directly opposing the enemy. Their social skills also allow them to guide their group through non-combat situations and even turn potential enemies into allies in combat.
HD type: d6.
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (-), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skill points per Class Level: 8 + Int (x4 at 1st level)
Explanation: You are skill based. Your casting is worse than a bard’s (being equivalent to a paladin’s) and while you do not have to cover nearly as many bases as a rogue I wanted them to have more than bard or ranger. They could probably do with a lower number of skill points, though. I also gave them Craft for artistic crafts, this is why they lack Profession which tends to be more lower class (though I guess Profession Sommelier or similar would be possibly appropriate). Thought about giving them Craft (any artistic) but that requires defining what is and is not art.
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
1st
+0
+0
+0
+2
Inspire Ally +1, Pulse of the Realm, Skill Focus (Diplomacy)
-
-
-
-
-
2nd
+1
+0
+0
+3
Charming Words, Revenue
-
-
-
-
-
3rd
+2
+1
+1
+3
Courtier’s Talents, Retainers
-
-
-
-
-
4th
+3
+1
+1
+4
Inspire Ally +2, Steeled Mind
2
0
-
-
-
5th
+3
+1
+1
+4
Inspire Action 1/encounter
3
0
-
-
-
6th
+4
+2
+2
+5
Honeyed Words, Safe Passage
3
1
-
-
-
7th
+5
+2
+2
+5
Greater Revenue, Retinue
3
1
-
-
-
8th
+6/+1
+2
+2
+6
Greater Courtier’s Talents, Inspire Ally +3
3
1
0
-
-
9th
+6/+1
+3
+3
+6
Greater Charming Words, Silvered Tongue
3
1
0
-
-
10th
+7/+2
+3
+3
+7
Inspire Action 2/encounter, Inspiring Words
4
1
1
-
-
11th
+8/+3
+3
+3
+7
Horde of Followers
4
1
1
0
-
12th
+9/+4
+4
+4
+8
Inspire Ally +4, Overflowing Coffers
4
1
1
1
-
13th
+9/+4
+4
+4
+8
Shielded Mind
4
1
1
1
-
14th
+10/+5
+4
+4
+9
Gilded Tongue, Safe Passage (free action)
4
2
1
1
0
15th
+11/+6/+1
+5
+5
+9
Inspire Action 3/encounter
4
2
1
1
1
16th
+12/+7/+2
+5
+5
+10
Inspire Ally +5, Leader of the Masses
4
2
2
1
1
17th
+12/+7/+2
+5
+5
+10
Coffers of the Realm, Mass Safe Passage
4
2
2
2
1
18th
+13/+8/+3
+6
+6
+11
Swift Inspiration
4
3
2
2
1
19th
+14/+9/+4
+6
+6
+11
True Charming Words
4
3
3
3
2
20th
+15/+10/+5
+6
+6
+12
Inspire Action 4/encounter, Inspire Ally +6, True King
4
3
3
3
3
Weapon and Armor Proficiencies: A courtier is proficient in simple weapons and 3 martial weapons of choice. They are proficient in light and medium armor and shields.
Explanation: A noble dabbles in things and is traditionally expected to be able to use certain weapons of rank so I gave them a few martial weapons. They got medium armor for the purpose of being able to wear fancy breastplate, but again are not truly trained warriors and lack the dedicated training for heavy armor.
Inspire Ally (Ex): A Courtier’s words serve to encourage and advice allies granting them an improved chance of success in and out of battle. As a standard action you may grant an ally within 60-ft of you that can hear you and shares a language a morale bonus to one of the following. This bonus lasts for 1 round. You may not grant yourself a bonus with this ability. At 1st level the base (listed) bonus is +1, increasing by +1 at 4th level and 4 levels thereafter. A Courtier may use this ability at will.
Attack: You grant the target twice the listed bonus to attack and damage rolls.
Power: You grant the target one-half the listed bonus (round down) to Caster Level, Manifester Level, Effective Binder Level, Meldshaper Level, or Initiator Level. This does not allow the target to learn abilities as if they had this increased level only activate them.
Resistance: You grant the target the listed bonus to saving throws.
Talents: You grant the target twice the listed bonus to Skill checks.
Explanation: This gives you some meaningful impact on combat. The bonus should hopefully not completely outshine a bard’s Inspire Courage because it is single target and lacks optimization options. It is a little sad/boring of an ability (my turn is making player A’s more awesome) but if you enjoy being the buffer and leader it can work out. Might have the numbers too high.
Pulse of the Realm (Ex): A Courtier takes pains to always be abreast of any rumors or information circulating within their region. To represent this breadth of knowledge, rumors, and secrets, 1/day per Courtier level you may make a Gather Information check as a free action, and gain information as if you had made a check of that DC (paying all normal costs) to obtain information in every place that you spent at least 1 hour of downtime within the last week.
Explanation: A noble is well informed but doesn’t know what is completely unknown in the region. I’d like something that helps them learn secrets easier (for blackmail) so suggestions would be appreciated even if they are higher level abilities.
Skill Focus (Diplomacy): A courtier is a diplomat of the finest quality; all courtiers gain Skill Focus (Diplomacy) as a bonus feat.
Charming Words (Ex): A Courtier’s silvered words have an almost magical effect. Beginning at 2nd level a Courtier may duplicates the effects of a Charm Person spell against a creature of his own creature type (even if they are not humanoid) by talking to target creature as a standard action. The save DC for this effect is 10 +1/2 your Courtier level + your Charisma modifier, and the duration is determined with your Courtier level acting as its caster level. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1/day). This is a mind-affecting, language dependent effect, but is not a spell, or enchantment ability and is not blocked by Protection from Evil. A creature which successfully saves against a Courtier’s Charming Words, or any ability that expends uses of Charming Words is immune to that Courtier’s Charming Words and all abilities derived from it (including Honeyed Words) for 24 hours.
Explanation: It gives you a means of representing being a Charismatic speaker, and of convincing creatures to be your allies, in a combat/adventure situation without using RAW diplomacy rules. It also gives you another combat option that lets you feel like you’re personally contributing and at the same time should be no more than a Sorcerer’s 1st level spells per day.
Revenue: A Courtier has sources of revenue other than those obtained through being a murderous hobo an adventurer. Beginning at 2nd level a Courtier needs never pay out of pocket for ordinary taxes or maintenance of a house (this ability does not extend to castles) and is assumed to have an income sufficient to pay for basic meals and lodgings for themselves in any civilized area without dipping into their personal adventuring funds. In addition this ability provides basic living expenses for any followers the Courtier gains through the Retainers class feature and other Courtier class features that grant followers (but not any extra gear).
Explanation: You’re a noble, courtier, or merchant you need a source of wealth other than murdering monsters. This is ultimately a fluff ability at this point with very little in game effect (I’ve never seen maintenance costs/taxes actually come into play and usually seen food/lodging costs ignored). It eventually grows large enough to have game impact as it improves with level.
Courtier’s Talents (Ex): A Courtier is a master of social manipulations, and each excels in some part of the dance. Beginning at 3rd level choose either Bluff, Intimidate, or Sense Motive, you gain an untyped bonus to Diplomacy and the chosen skill equal to one half your Courtier level.
Retainers: You gain followers as if you had the Leadership feat. If your Leadership score is less than 10 you still gain 1st level followers equal to half your Leadership score. These followers must be selected from Follower List I below. When you gain Retinue you may replace the followers from this ability with ones from List II, and again with List III when you gain Horde of Followers and List IV when you gain Leader of the Masses. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: While not all nobles in fantasy fiction gather a large personal following, they do tend to have various unimportant hanger-ons and the number of servants and men-at-arms in a noble’s employ tend to number in amounts far beyond the Leadership feat. I tried to curb some of the worst abuses of followers by reinstating 3.0 style class limits on them initially slowly being removed as you gained more followers but only for an elite core. At high levels this is still capable of ridiculous feats such as “My 200 Lv 1 wizard followers Magic Missile the dragon” but it’s really odd if your followers would be willing to follow you to a dragon’s lair in the first place. The ability to get a bunch of Lv 1 warriors at 3rd level might still be strong but they ought to be limited to 3 or 4 and take time to replace and you need to not get them killed so it shouldn’t be too bad; it’s fully within a Lv 3 character’s capability to hire some cheap men at arms for the same effect (at a cost of 2 SP a day, assuming they don’t keep their money on their lootable soon to be corpses).
Follower List I:
Commoner
Expert
Warrior
Follower List II:
Samurai
Aristocrat
Fighter
Monk
Ninja
Swashbuckler
Soulknife
Paladin
Knight
Barbarian
Rogue
Spellthief
Barbarian
Ranger
Hexblade
Warlock
Adept
Healer
Magewright
Scout
Follower List III:
Warmage
Beguiler
Dread Necromancer
Crusader
Bard
Swordsage
Binder
Duskblade
Factotum
Warblade
Psionic Warrior
Follower List IV:
Any official base class
Steeled Mind: A Courtier’s mind is steeled towards the manipulations of the court, and to control both sorcerous and diplomatic. Beginning at 4th level a Courtier is immune to charm and dominate effects as well as any ability that duplicates their effects even if they are extraordinary abilities (such as Charming Words). In addition the DC to improve a Courtier’s attitude through Diplomacy is increased by the Courtier’s level, if RAW Diplomacy rules are used.
Explanation: A ruler needs some resistance to mind control in a setting like D&D, so I decided to give them a continuous Protection from Evil level protection from them. I weakened it a bit (no umbrella defense against compulsions) and threw in something to make RAW Diplomacy harder but I honestly just added it as an afterthought, I don’t really like the implementation but RAW Diplomacy is a shoddy implementation in general.
Spells: A Courtier is able to cast arcane spells, with a number of spells per day as given on the table above. A Courtier casts these spells as a wizard, basing them off of Intelligence, using spellbooks, and selecting spells from the wizard spell list. At 4th level they gain a spell book with all cantrips, and 3 + Int modifier 1st level spells, and each level thereafter they can add 2 spells of a level they can cast to their spellbook for free.
Explanation: A noble has access to the finest education in the world and while their business and social responsibilities prevents them from becoming true experts on the arcane I can think of no finer education than the arcane arts in a fantasy world. The adaptation allows for a use of this class by people who disagree, though I do not think all three are of equal power (theocrat might be stronger because it lets you still wear armor and you don’t get enough spells to go for invincibility, low magic is probably weaker).
Adaptation:
Theocrat: In a theocratic society replace the Courtier’s arcane spellcasting with divine spellcasting from the cleric spell list cast as a cleric with the same spells per day.
Low Magic: In a low magic setting, or a country that hates arcane magic but has no particular predilection for the divine replace a courtier’s spellcasting with a bonus feat at Lv 4, 8, 11, and 14.
Demonic Pact: For a particularly diabolic courtier you might grant them a Least Invocation (as a warlock) at 4th and 8th level, a lesser invocation at 11th, and finally a greater invocation at 15th instead of their spellcasting. This is unlikely to be a common choice unless fluff for Warlocks is changed, but can work for a noble in a court connected with infernal powers or the fey.
Inspire Action (Ex): A Courtier acts through others, even on the battlefield. Beginning at 5th level 1/encounter a Courtier may, as a standard action, allow one creature within 60-ft which can hear and understand the courtier to take a move or attack action during their turn (this does not change the target’s initiative count). The target of this ability may not be flat-footed.
At 10th level, and every 5th level thereafter, a Courtier gains an extra use of this ability each encounter.
Explanation: Again an active “I make someone else more awesome” ability. Courtier, as designed, is not made for the player who wants to get glory, or be the one that deals 300 damage in a round causing the balor to explode! But I hope it works for a more tactically minded player who enjoys weighing the benefits of making a spell harder to resist against giving the wizard an extra spell, or giving the fighter an extra full attack against giving the fighter an extra +10 to attack and damage for one round (actually this is more likely to be used to move the fighter into position than give them an extra full attack because the bonus to hit and damage is usually going to outweigh an extra full attack).
Honeyed Words (Ex): A Courtier’s words are convincing, able to manipulate even the strong willed into following their desires. Beginning at 6th level a Courtier may expend one use of their Charming Words ability to attempt, as a Standard action, to affect a target creature within 60-ft as through the use of a Suggestion spell. This is a language dependent, mind-affecting extraordinary ability.
Explanation: Another combat option where you actively do something and a representation of you having a skill with words that is going beyond the human. It’s 6th level and while I think it’s a little early to be completely leaving the human behind, I’ve seen the arguments made for doing so and admit they have some validity.
Safe Passage (Ex): A Courtier’s words and pleads can cause even the vilest of enemies to halt their hands against him. A Courtier may, through talking to foes, create an effect equivalent to a Sanctuary spell with a Will save DC of 10 + ½ Courtier Class level + Courtier’s Charisma modifier. Activating, and maintaining, this ability is a Move action each round. Unlike Sanctuary this is a mind-affecting, language-based ability, a creature unable to hear or understand the Courtier ignores this ability completely. If you perform an action which breaks this Sanctuary effect (not dropping it, but something like attacking a creature) you may not benefit from it again that encounter.
At 14th level a Courtier may use and maintain this ability as a free action, and any creature which can hear the Courtier but not understand him must still make a Will save but gains a +5 bonus to their save.
Explanation: You get a defensive ability and invoke your right as a diplomat. Oddly enough I’m for some reason really worried about this ability.
Greater Revenue: A Courtier’s holdings increase as his fame and power spread. Beginning at 7th level a Courtier’s Revenue now provides basic gear (non-Mw, non-magical gear no single item of which costs more than 200 GP) to his followers gained through class features as well as providing him with the regular maintenance costs and taxes of a mansion or estate, and the cost of fine meals and lodgings while in civilized regions. Finally during any week in which the Courtier spends at least 3 days within civilized regions they may make a Diplomacy check and gain gold equal to half their result (rounded down).
Retinue: A Courtier of standing has need of a greater number of hanger-ons, servants and men-at-arms than their lesser peers. A Courtier gains additional level 1 followers equal to those they would receive from the Leadership feat. These followers must be selected from Follower List I below. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: By this point if Leadership is allowed everyone can get it. This lets you represent a larger base of servants and followers I’d expect a noble to maintain and gives you a baseline competence without seeking it out with RP. I like seeking out followers and cohorts through RP but if a class is supposed to be for an archetype it must maintain baseline competency with what it has built in and this ability (coupled with Revenue’s improvements) means you have a baseline as a merchant prince, or noble and can instead focus on improving your holdings beyond the class granted ones using them as a seed investment. This is probably when your followers are strongest as you could actually have a base of operations, a reputation for fairness and generosity, great renown and maybe even special power by this point giving you 14 + Charisma quite possibly 20 for your Leadership Score. This gives you a Lv 5 Warrior and a Lv 5 Fighter though you’re likely to have Lv 4 ones (no base of operations) or lower depending upon power level of the world (you’re unlikely to qualify for “special power” and while you might qualify for “great renown” it’s no guarantee in a world where 8th level is common) and could only have Lv 1 and 2 followers depending upon how the DM determines modifiers. This lets the DM regulate its power in campaigns where Leadership is banned and this class is allowed.
Greater Courtier’s Talent: A Courtier’s words carry a weight that borders on the magical. Beginning at 8th level a Courtier gains one of the following abilities based upon their choice of Courtier’s Talent. Each of these abilities is usable once per encounter.
Bluff: As a standard action a Courtier can weave a lie so vivid that the target believes it completely trapping themselves in a world of illusion. The target must make a Will save (DC 10 + ½ Courtier Class level + Courtier’s Charisma modifier) or be confused as per the spell for a number of rounds equal to half your Charisma modifier (minimum 1 round). This is a mind-affecting, language dependent ability.
Intimidate: As a standard action a Courtier can wordlessly glare at foes causing them to quake. A courtier’s glare creates a 30-ft cone in which enemies that can see the Courtier must make a Will save (DC 10 + ½ Courtier Class level + Courtier’s Charisma modifier) or be frightened for a number of rounds equal to one-third your Charisma modifier (minimum 1 round). This is a mind-affecting, fear effect.
Sense Motive: As a standard action a Courtier can attempt to force a target that can hear him to answer one question completely honestly. The target must make a Will save (DC 10 + ½ Courtier Class Level + Courtier’s Charisma modifier) or answer the question as truthfully as possible (they may not Bluff or withhold information). This is a mind-affecting, language dependent effect.
Explanation: I wanted to make your choice for Courtier’s Talent matter more and I wanted to give you some extra activated ability for combat. Bluff and Intimidate are nerfed spells available at this level while Sense Motive gives you a unique ability that even if it is the non-combat choice seems like it ought to be able to be used to fun effect.
Greater Charming Words: A Courtier’s words grow ever more persuasive. Beginning at 9th level a Courtier may expend 2 daily uses of their Charming Words ability to increase its effect to one equivalent to Charm Monster affecting creatures regardless of type and with a duration of 1 day per Courtier class level. This may affect creatures which do not share a language with you (such as animals) but they gain a +5 bonus to their Will save.
Silver Tongue (Ex): A Courtier’s words can give pause to even the most aggressive creature. Beginning at 9th level a Courtier may, once per encounter, attempt to talk down a creature as a standard action. The Courtier makes a Diplomacy check against a DC of 10 + 1.5 times the creature’s CR and the target must make a Will save (DC 10 +1/2 Courtier level + Courtier’s Charisma modifier). If the target fails their save they may not take any directly offensive action against the Courtier or the courtier’s allies for 1 round. They may still take defensive actions, summon allies, create walls to prevent the Courtier and his allies from reaching them, etc.
Explanation: Again a combat option that shows your skill with words. I’m a little worried about its power level, and really Safe Passage was originally a nerfed replacement for this (it was also a level 7 ability at the time). I originally had it simply have a Will save DC of ½ your Diplomacy check since I wanted to actually use a Diplomacy check for some class feature but due to synergy bonus the DC got too high (without it the DC was just harder to increase without custom items averaging at a little lower than normal). So I made it CR based and with your class bonus to Diplomacy you should never be failing checks against level appropriate encounters (at Lv 9 you have a +25 before Charisma assuming +6 synergy bonus and max ranks so can reliably use it on CR 12 creatures and at Lv 20 you have a +42 before Charisma with the same assumptions).
Inspiring Words (Ex): A Courtier learns how to speak not just to one creature but to the masses, encouraging them and coordinating their efforts. As a standard action a Courtier may attempt to inspire all allies within 120-ft that can hear them. Doing so grants the targets one-half the morale bonus granted by the Courtier’s Inspire Ally ability to all things affected by a Courtier’s Inspire Ally ability (Attack, Intensity, Power, Resistance, and Talent) at the same time.
Explanation: You get a bunch of followers you ought to have a class feature that actually benefits multiple allies instead of feeling like some chess-style manipulator and these followers are no longer that powerful for your level (though beginning at next level some of them can be Tier 3 classes, but they will also be ). The halved benefits makes it something that you will use some times but other times prefer the single target ability, and it adds another layer of tactical choice (buff the mage’s save DC? Buff attack and damage for the fighter? Do both not as well? Give the mage an extra action?).
Horde of Followers: A Courtier of your standing attracts followers and people eager to enter your service and receive your patronage. Beginning at 11th level you gain additional followers equal to the amount granted by the Leadership feat. These followers must be selected from Follower List I below. When you gain Leader of the Masses you may replace the followers from this ability with ones from List II, and again with List III when you gain True King. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: By this point you could realistically have Lv 6 followers but the ability to have a Lv 6 Warblade is also far less impressive at Lv 11 than it could be. Your Inspiring Words can make them relevant but you’ll only have 4 Lv 6 characters at most and probably the same for Lv 5 and can’t reliably use them for combat (they die too easy and take time to replace). So it’s mostly a fluffy thing, though the hordes of Lv 1 adepts and warlocks could prove somewhat disruptive.
Overflowing Coffers: A Courtier’s holdings grow truly vast, granting them an ever increasing flow of wealth. You no longer must ever pay normal maintenance or taxes on any lands and holdings out of pocket, it is assumed that your various mercantile ventures make enough money to recoup the expenses of your holdings and if you have the Landlord feat you gain an additional 25% gold usable within the limitations of the Landlord feat unlike the feat this bonus wealth does not match gold you spend on a fortress. Your followers gained from this class chosen from List II or higher gain 1000 GP worth of gear per level they have without you needing to pay to provide it. In addition you need not pay for even luxurious food or lodging out of pocket. Finally when you make a Diplomacy check to gain money as described in the Greater Revenue ability you gain gold equal to twice the Diplomacy check instead of ½.
Explanation: The gold gain is still marginal (about 90 GP a week) but the equipment for your followers is now more meaningful. I’ve never actually been sure whether followers got free NPC level gear or not, and this was a way of making sure they have relevant gear regardless of DM ruling. I could base it directly off NPC wealth by level and probably should. Finally the increase to Landlord feat is because it exists to represent the same basic independent wealth and resources in a game more focused on their effects.
Shielded Mind (Ex): A Courtier’s mind is accustomed to both magical and mundane probing, and a Courtier has many secrets which they hide behind an anfractuous labyrinth which keeps mortal attempts at control and prying at bay. Beginning at 13th level a Courtier is protected from effects as if they had a continuous Mindblank ability.
Explanation: Building off my belief that in a world like D&D a ruler must be immune to magical mind control. This gives them a powerful defensive ability earlier than even a caster gets it, and from a fluff perspective you’re dealing with high level characters, edging into the mythical. At this point you’re Havelock Vetinari and far beyond Princess Leia (at least in a New Hope), you’re a major politician. You’re so used to lying and double think that even magic has to throw up its hands in confusion. Mechanically a dread necromancer got this 6 levels ago through their familiar if they wanted it.
Gilded Tongue: Beginning at 14th level a Courtier may use their Silver Tongue ability twice per encounter and it may affect creatures which do not share a language although you take a -10 on your Diplomacy check to do so.
Explanation: An expansion on Silver Tongue. Even with the -10 you’re almost assured to overcome the Diplomacy DC and it serves to make it minimally harder to affect them and feels thematically appropriate.
Leader of the Masses: A Courtier’s fame and prestige draws hundreds to his banner and estates. Beginning at 16th level you gain additional followers equal to two times the amount granted by the Leadership feat. These followers must be selected from Follower List I below. When you gain True King you may replace the followers from this ability with ones from List II. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: It’s 16th level even if you were merely a wealthy merchant by this point you should lead a mercantile empire that stretches across the country. This lets you have almost an army (1350 total Lv 1 followers) of craftsmen, mercenaries, and minor casters in your employ. At this point a pair of Lv 6 wizards shouldn’t be game breaking unless it’s a world where they don’t exist at which point… they don’t exist.
Coffers of the Realm: A Courtier’s wealth is unrivaled except by the most powerful kings and merchants. If you have the Landlord feat you gain an additional 75% gold usable within the limitations of the Landlord feat unlike the feat this bonus wealth does not match gold you spend on a fortress (coupled with Overflowing Coffers this doubles the gold provided by that feat). Your followers gained from this class chosen from List II or higher gain 2000 GP worth of gear per level they have without you needing to pay to provide it. In addition you need not pay for even extravagant food or lodging for yourself out of pocket and luxurious food and lodgings for your Charisma modifier in companions. Finally when you make a Diplomacy check to gain money as described in the Greater Revenue ability you gain gold equal to ten times the Diplomacy check instead of ½.
Mass Safe Passage (Ex): A Courtier can extend his protection even to his allies. This requires a Standard action and functions like Safe Passage but protects up to your Charisma modifier in creatures. If any of them do an action that breaks this protection it breaks it for you and all other creatures protected this way and you cannot benefit from Safe Passage again this encounter.
Explanation: You can get a Mass Sanctuary effect at a relatively high level…except mindless creatures are immune.
Swift Inspiration (Ex): A Courtier can inspire an ally with a single word and an appropriate expression or gesture. Beginning at 18th level a Courtier can use Inspire Ally (but not Inspiring Words) as a Swift action. As all bonuses from Inspire Ally and Inspiring Words are Morale bonuses if a Courtier uses both they do not stack.
Explanation: A high level ability that represents a major change to play style. You can now use Inspire Action on a character you’ve already given a large bonus to damage to (possibly too large) or a caster with a buffed save DC.
True Charming Word: A Courtier’s words sway the heart leaving a permanent impact on the listener. Once per day when using their Charming Word ability a Courtier may expend 4 daily uses of that ability to attempt to cause the effect to be an instantaneous change in the creature’s thoughts; this ability affects any type of creature(but does not overcome type based mind-affection immunity).
Explanation: I almost think this should cost XP or have a HD limit of total targets.
True King: A Courtier attracts nearly countless people who seek his patronage, giving him a massive base of followers to draw upon. Beginning at 20th level you gain additional level 1 followers equal to six times the amount granted by the Leadership feat. These followers must be selected from Follower List I below. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
I didn’t write the fluff section because, quite frankly it’s a courtier most people know what one is and I wanted to go ahead and get it posted for mechanical critiques. Some of the abilities I felt I needed to explain my reasoning and some of this includes some of my ideas on the fluff role of a courtier but other than Role and Other Classes (what I had written before I decided to rush and post it) the rest will have to wait or show up only on request. While I largely describe a noble or member of the court, and they are my main aim with the class, hopefully the class is versatile enough to also represent a wealthy merchant or similar.
As far as balance goes I’m aiming for Tier 4 in a dungeon delving situation, and being better than that in a dedicated social situation. I aimed at able to contribute in a party against a non-speaking enemy but be significantly stronger against more human foes. If it ends up Tier 3 I'm still happy as Mid tier 3 to mid tier 4 tends to be my preferred balance point.
Other Classes: As people from the courts at the hearts of civilizations courtiers know how to get along well with most others. They appreciate the power of those skilled at arms as bodyguards and soldiers, though they consider many of them to be brutish. Most courtiers dislike being associated with rangers, the skilled warriors representing a group which exists on the fringes of civilization, but are more split in opinion on the true outsiders, barbarians. Some courtiers find barbarians exotic and interesting, like a rare pet, others find them to represent the most brutish and worst of humanity. Good courtiers find paladins a shining example of the heights that civilization can achieve a pinnacle of action to inspire the king and common folk, evil courtiers know that there is no threat worse than a truly righteous man.
When dealing with arcane casters courtiers tend to openly follow the dictates of their society. In private most courtiers are at least somewhat accepting of arcanists, most dabbling in the arcane arts themselves. They can get along well enough with wizards, it is from them that they pick up their smattering of the arcane arts, but a courtier knows enough of the nature of wizards to know the countless dangerous plots they can concoct when unobserved. They are more trusting of sorcerers, understanding their powers to be more limited, and appreciating a sorcerer’s flair for the dramatic and force of personality. When dealing with more distrusted, and weaker, types of arcanists *cough*warlocks*cough* courtiers treat them more brusquely and abrasively.
Courtiers judge divine casters primarily on their god. In a theocracy courtiers have no better friend than a cleric, and no more bitter foe than a cleric heretic. Outside a theocracy courtiers still know enough that it is often best to court the friendship of the gods’ chosen, but many find themselves at odds with clerics for control over the hearts of the people. Courtiers get along poorly with druids, and many courtiers would not be caught dead associating with one of the unwashed, stinking, city-hating tree worshipers.
When dealing with rogues and other underworld elements courtiers are split. Most courtiers understand the need for such under the table dealings, and the less savory among the courtiers often are the masterminds of guilds and networks of criminals. In bards courtiers find their social equals, and the two often enjoy each other’s company in small doses; they find such similarly controlling personalities to be grating as the two must match manipulation for manipulation.
Role: In an adventuring party a courtier serves to buff and coordinate allies, providing benefits to the group instead of directly opposing the enemy. Their social skills also allow them to guide their group through non-combat situations and even turn potential enemies into allies in combat.
HD type: d6.
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (-), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skill points per Class Level: 8 + Int (x4 at 1st level)
Explanation: You are skill based. Your casting is worse than a bard’s (being equivalent to a paladin’s) and while you do not have to cover nearly as many bases as a rogue I wanted them to have more than bard or ranger. They could probably do with a lower number of skill points, though. I also gave them Craft for artistic crafts, this is why they lack Profession which tends to be more lower class (though I guess Profession Sommelier or similar would be possibly appropriate). Thought about giving them Craft (any artistic) but that requires defining what is and is not art.
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
1st
+0
+0
+0
+2
Inspire Ally +1, Pulse of the Realm, Skill Focus (Diplomacy)
-
-
-
-
-
2nd
+1
+0
+0
+3
Charming Words, Revenue
-
-
-
-
-
3rd
+2
+1
+1
+3
Courtier’s Talents, Retainers
-
-
-
-
-
4th
+3
+1
+1
+4
Inspire Ally +2, Steeled Mind
2
0
-
-
-
5th
+3
+1
+1
+4
Inspire Action 1/encounter
3
0
-
-
-
6th
+4
+2
+2
+5
Honeyed Words, Safe Passage
3
1
-
-
-
7th
+5
+2
+2
+5
Greater Revenue, Retinue
3
1
-
-
-
8th
+6/+1
+2
+2
+6
Greater Courtier’s Talents, Inspire Ally +3
3
1
0
-
-
9th
+6/+1
+3
+3
+6
Greater Charming Words, Silvered Tongue
3
1
0
-
-
10th
+7/+2
+3
+3
+7
Inspire Action 2/encounter, Inspiring Words
4
1
1
-
-
11th
+8/+3
+3
+3
+7
Horde of Followers
4
1
1
0
-
12th
+9/+4
+4
+4
+8
Inspire Ally +4, Overflowing Coffers
4
1
1
1
-
13th
+9/+4
+4
+4
+8
Shielded Mind
4
1
1
1
-
14th
+10/+5
+4
+4
+9
Gilded Tongue, Safe Passage (free action)
4
2
1
1
0
15th
+11/+6/+1
+5
+5
+9
Inspire Action 3/encounter
4
2
1
1
1
16th
+12/+7/+2
+5
+5
+10
Inspire Ally +5, Leader of the Masses
4
2
2
1
1
17th
+12/+7/+2
+5
+5
+10
Coffers of the Realm, Mass Safe Passage
4
2
2
2
1
18th
+13/+8/+3
+6
+6
+11
Swift Inspiration
4
3
2
2
1
19th
+14/+9/+4
+6
+6
+11
True Charming Words
4
3
3
3
2
20th
+15/+10/+5
+6
+6
+12
Inspire Action 4/encounter, Inspire Ally +6, True King
4
3
3
3
3
Weapon and Armor Proficiencies: A courtier is proficient in simple weapons and 3 martial weapons of choice. They are proficient in light and medium armor and shields.
Explanation: A noble dabbles in things and is traditionally expected to be able to use certain weapons of rank so I gave them a few martial weapons. They got medium armor for the purpose of being able to wear fancy breastplate, but again are not truly trained warriors and lack the dedicated training for heavy armor.
Inspire Ally (Ex): A Courtier’s words serve to encourage and advice allies granting them an improved chance of success in and out of battle. As a standard action you may grant an ally within 60-ft of you that can hear you and shares a language a morale bonus to one of the following. This bonus lasts for 1 round. You may not grant yourself a bonus with this ability. At 1st level the base (listed) bonus is +1, increasing by +1 at 4th level and 4 levels thereafter. A Courtier may use this ability at will.
Attack: You grant the target twice the listed bonus to attack and damage rolls.
Power: You grant the target one-half the listed bonus (round down) to Caster Level, Manifester Level, Effective Binder Level, Meldshaper Level, or Initiator Level. This does not allow the target to learn abilities as if they had this increased level only activate them.
Resistance: You grant the target the listed bonus to saving throws.
Talents: You grant the target twice the listed bonus to Skill checks.
Explanation: This gives you some meaningful impact on combat. The bonus should hopefully not completely outshine a bard’s Inspire Courage because it is single target and lacks optimization options. It is a little sad/boring of an ability (my turn is making player A’s more awesome) but if you enjoy being the buffer and leader it can work out. Might have the numbers too high.
Pulse of the Realm (Ex): A Courtier takes pains to always be abreast of any rumors or information circulating within their region. To represent this breadth of knowledge, rumors, and secrets, 1/day per Courtier level you may make a Gather Information check as a free action, and gain information as if you had made a check of that DC (paying all normal costs) to obtain information in every place that you spent at least 1 hour of downtime within the last week.
Explanation: A noble is well informed but doesn’t know what is completely unknown in the region. I’d like something that helps them learn secrets easier (for blackmail) so suggestions would be appreciated even if they are higher level abilities.
Skill Focus (Diplomacy): A courtier is a diplomat of the finest quality; all courtiers gain Skill Focus (Diplomacy) as a bonus feat.
Charming Words (Ex): A Courtier’s silvered words have an almost magical effect. Beginning at 2nd level a Courtier may duplicates the effects of a Charm Person spell against a creature of his own creature type (even if they are not humanoid) by talking to target creature as a standard action. The save DC for this effect is 10 +1/2 your Courtier level + your Charisma modifier, and the duration is determined with your Courtier level acting as its caster level. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1/day). This is a mind-affecting, language dependent effect, but is not a spell, or enchantment ability and is not blocked by Protection from Evil. A creature which successfully saves against a Courtier’s Charming Words, or any ability that expends uses of Charming Words is immune to that Courtier’s Charming Words and all abilities derived from it (including Honeyed Words) for 24 hours.
Explanation: It gives you a means of representing being a Charismatic speaker, and of convincing creatures to be your allies, in a combat/adventure situation without using RAW diplomacy rules. It also gives you another combat option that lets you feel like you’re personally contributing and at the same time should be no more than a Sorcerer’s 1st level spells per day.
Revenue: A Courtier has sources of revenue other than those obtained through being a murderous hobo an adventurer. Beginning at 2nd level a Courtier needs never pay out of pocket for ordinary taxes or maintenance of a house (this ability does not extend to castles) and is assumed to have an income sufficient to pay for basic meals and lodgings for themselves in any civilized area without dipping into their personal adventuring funds. In addition this ability provides basic living expenses for any followers the Courtier gains through the Retainers class feature and other Courtier class features that grant followers (but not any extra gear).
Explanation: You’re a noble, courtier, or merchant you need a source of wealth other than murdering monsters. This is ultimately a fluff ability at this point with very little in game effect (I’ve never seen maintenance costs/taxes actually come into play and usually seen food/lodging costs ignored). It eventually grows large enough to have game impact as it improves with level.
Courtier’s Talents (Ex): A Courtier is a master of social manipulations, and each excels in some part of the dance. Beginning at 3rd level choose either Bluff, Intimidate, or Sense Motive, you gain an untyped bonus to Diplomacy and the chosen skill equal to one half your Courtier level.
Retainers: You gain followers as if you had the Leadership feat. If your Leadership score is less than 10 you still gain 1st level followers equal to half your Leadership score. These followers must be selected from Follower List I below. When you gain Retinue you may replace the followers from this ability with ones from List II, and again with List III when you gain Horde of Followers and List IV when you gain Leader of the Masses. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: While not all nobles in fantasy fiction gather a large personal following, they do tend to have various unimportant hanger-ons and the number of servants and men-at-arms in a noble’s employ tend to number in amounts far beyond the Leadership feat. I tried to curb some of the worst abuses of followers by reinstating 3.0 style class limits on them initially slowly being removed as you gained more followers but only for an elite core. At high levels this is still capable of ridiculous feats such as “My 200 Lv 1 wizard followers Magic Missile the dragon” but it’s really odd if your followers would be willing to follow you to a dragon’s lair in the first place. The ability to get a bunch of Lv 1 warriors at 3rd level might still be strong but they ought to be limited to 3 or 4 and take time to replace and you need to not get them killed so it shouldn’t be too bad; it’s fully within a Lv 3 character’s capability to hire some cheap men at arms for the same effect (at a cost of 2 SP a day, assuming they don’t keep their money on their lootable soon to be corpses).
Follower List I:
Commoner
Expert
Warrior
Follower List II:
Samurai
Aristocrat
Fighter
Monk
Ninja
Swashbuckler
Soulknife
Paladin
Knight
Barbarian
Rogue
Spellthief
Barbarian
Ranger
Hexblade
Warlock
Adept
Healer
Magewright
Scout
Follower List III:
Warmage
Beguiler
Dread Necromancer
Crusader
Bard
Swordsage
Binder
Duskblade
Factotum
Warblade
Psionic Warrior
Follower List IV:
Any official base class
Steeled Mind: A Courtier’s mind is steeled towards the manipulations of the court, and to control both sorcerous and diplomatic. Beginning at 4th level a Courtier is immune to charm and dominate effects as well as any ability that duplicates their effects even if they are extraordinary abilities (such as Charming Words). In addition the DC to improve a Courtier’s attitude through Diplomacy is increased by the Courtier’s level, if RAW Diplomacy rules are used.
Explanation: A ruler needs some resistance to mind control in a setting like D&D, so I decided to give them a continuous Protection from Evil level protection from them. I weakened it a bit (no umbrella defense against compulsions) and threw in something to make RAW Diplomacy harder but I honestly just added it as an afterthought, I don’t really like the implementation but RAW Diplomacy is a shoddy implementation in general.
Spells: A Courtier is able to cast arcane spells, with a number of spells per day as given on the table above. A Courtier casts these spells as a wizard, basing them off of Intelligence, using spellbooks, and selecting spells from the wizard spell list. At 4th level they gain a spell book with all cantrips, and 3 + Int modifier 1st level spells, and each level thereafter they can add 2 spells of a level they can cast to their spellbook for free.
Explanation: A noble has access to the finest education in the world and while their business and social responsibilities prevents them from becoming true experts on the arcane I can think of no finer education than the arcane arts in a fantasy world. The adaptation allows for a use of this class by people who disagree, though I do not think all three are of equal power (theocrat might be stronger because it lets you still wear armor and you don’t get enough spells to go for invincibility, low magic is probably weaker).
Adaptation:
Theocrat: In a theocratic society replace the Courtier’s arcane spellcasting with divine spellcasting from the cleric spell list cast as a cleric with the same spells per day.
Low Magic: In a low magic setting, or a country that hates arcane magic but has no particular predilection for the divine replace a courtier’s spellcasting with a bonus feat at Lv 4, 8, 11, and 14.
Demonic Pact: For a particularly diabolic courtier you might grant them a Least Invocation (as a warlock) at 4th and 8th level, a lesser invocation at 11th, and finally a greater invocation at 15th instead of their spellcasting. This is unlikely to be a common choice unless fluff for Warlocks is changed, but can work for a noble in a court connected with infernal powers or the fey.
Inspire Action (Ex): A Courtier acts through others, even on the battlefield. Beginning at 5th level 1/encounter a Courtier may, as a standard action, allow one creature within 60-ft which can hear and understand the courtier to take a move or attack action during their turn (this does not change the target’s initiative count). The target of this ability may not be flat-footed.
At 10th level, and every 5th level thereafter, a Courtier gains an extra use of this ability each encounter.
Explanation: Again an active “I make someone else more awesome” ability. Courtier, as designed, is not made for the player who wants to get glory, or be the one that deals 300 damage in a round causing the balor to explode! But I hope it works for a more tactically minded player who enjoys weighing the benefits of making a spell harder to resist against giving the wizard an extra spell, or giving the fighter an extra full attack against giving the fighter an extra +10 to attack and damage for one round (actually this is more likely to be used to move the fighter into position than give them an extra full attack because the bonus to hit and damage is usually going to outweigh an extra full attack).
Honeyed Words (Ex): A Courtier’s words are convincing, able to manipulate even the strong willed into following their desires. Beginning at 6th level a Courtier may expend one use of their Charming Words ability to attempt, as a Standard action, to affect a target creature within 60-ft as through the use of a Suggestion spell. This is a language dependent, mind-affecting extraordinary ability.
Explanation: Another combat option where you actively do something and a representation of you having a skill with words that is going beyond the human. It’s 6th level and while I think it’s a little early to be completely leaving the human behind, I’ve seen the arguments made for doing so and admit they have some validity.
Safe Passage (Ex): A Courtier’s words and pleads can cause even the vilest of enemies to halt their hands against him. A Courtier may, through talking to foes, create an effect equivalent to a Sanctuary spell with a Will save DC of 10 + ½ Courtier Class level + Courtier’s Charisma modifier. Activating, and maintaining, this ability is a Move action each round. Unlike Sanctuary this is a mind-affecting, language-based ability, a creature unable to hear or understand the Courtier ignores this ability completely. If you perform an action which breaks this Sanctuary effect (not dropping it, but something like attacking a creature) you may not benefit from it again that encounter.
At 14th level a Courtier may use and maintain this ability as a free action, and any creature which can hear the Courtier but not understand him must still make a Will save but gains a +5 bonus to their save.
Explanation: You get a defensive ability and invoke your right as a diplomat. Oddly enough I’m for some reason really worried about this ability.
Greater Revenue: A Courtier’s holdings increase as his fame and power spread. Beginning at 7th level a Courtier’s Revenue now provides basic gear (non-Mw, non-magical gear no single item of which costs more than 200 GP) to his followers gained through class features as well as providing him with the regular maintenance costs and taxes of a mansion or estate, and the cost of fine meals and lodgings while in civilized regions. Finally during any week in which the Courtier spends at least 3 days within civilized regions they may make a Diplomacy check and gain gold equal to half their result (rounded down).
Retinue: A Courtier of standing has need of a greater number of hanger-ons, servants and men-at-arms than their lesser peers. A Courtier gains additional level 1 followers equal to those they would receive from the Leadership feat. These followers must be selected from Follower List I below. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: By this point if Leadership is allowed everyone can get it. This lets you represent a larger base of servants and followers I’d expect a noble to maintain and gives you a baseline competence without seeking it out with RP. I like seeking out followers and cohorts through RP but if a class is supposed to be for an archetype it must maintain baseline competency with what it has built in and this ability (coupled with Revenue’s improvements) means you have a baseline as a merchant prince, or noble and can instead focus on improving your holdings beyond the class granted ones using them as a seed investment. This is probably when your followers are strongest as you could actually have a base of operations, a reputation for fairness and generosity, great renown and maybe even special power by this point giving you 14 + Charisma quite possibly 20 for your Leadership Score. This gives you a Lv 5 Warrior and a Lv 5 Fighter though you’re likely to have Lv 4 ones (no base of operations) or lower depending upon power level of the world (you’re unlikely to qualify for “special power” and while you might qualify for “great renown” it’s no guarantee in a world where 8th level is common) and could only have Lv 1 and 2 followers depending upon how the DM determines modifiers. This lets the DM regulate its power in campaigns where Leadership is banned and this class is allowed.
Greater Courtier’s Talent: A Courtier’s words carry a weight that borders on the magical. Beginning at 8th level a Courtier gains one of the following abilities based upon their choice of Courtier’s Talent. Each of these abilities is usable once per encounter.
Bluff: As a standard action a Courtier can weave a lie so vivid that the target believes it completely trapping themselves in a world of illusion. The target must make a Will save (DC 10 + ½ Courtier Class level + Courtier’s Charisma modifier) or be confused as per the spell for a number of rounds equal to half your Charisma modifier (minimum 1 round). This is a mind-affecting, language dependent ability.
Intimidate: As a standard action a Courtier can wordlessly glare at foes causing them to quake. A courtier’s glare creates a 30-ft cone in which enemies that can see the Courtier must make a Will save (DC 10 + ½ Courtier Class level + Courtier’s Charisma modifier) or be frightened for a number of rounds equal to one-third your Charisma modifier (minimum 1 round). This is a mind-affecting, fear effect.
Sense Motive: As a standard action a Courtier can attempt to force a target that can hear him to answer one question completely honestly. The target must make a Will save (DC 10 + ½ Courtier Class Level + Courtier’s Charisma modifier) or answer the question as truthfully as possible (they may not Bluff or withhold information). This is a mind-affecting, language dependent effect.
Explanation: I wanted to make your choice for Courtier’s Talent matter more and I wanted to give you some extra activated ability for combat. Bluff and Intimidate are nerfed spells available at this level while Sense Motive gives you a unique ability that even if it is the non-combat choice seems like it ought to be able to be used to fun effect.
Greater Charming Words: A Courtier’s words grow ever more persuasive. Beginning at 9th level a Courtier may expend 2 daily uses of their Charming Words ability to increase its effect to one equivalent to Charm Monster affecting creatures regardless of type and with a duration of 1 day per Courtier class level. This may affect creatures which do not share a language with you (such as animals) but they gain a +5 bonus to their Will save.
Silver Tongue (Ex): A Courtier’s words can give pause to even the most aggressive creature. Beginning at 9th level a Courtier may, once per encounter, attempt to talk down a creature as a standard action. The Courtier makes a Diplomacy check against a DC of 10 + 1.5 times the creature’s CR and the target must make a Will save (DC 10 +1/2 Courtier level + Courtier’s Charisma modifier). If the target fails their save they may not take any directly offensive action against the Courtier or the courtier’s allies for 1 round. They may still take defensive actions, summon allies, create walls to prevent the Courtier and his allies from reaching them, etc.
Explanation: Again a combat option that shows your skill with words. I’m a little worried about its power level, and really Safe Passage was originally a nerfed replacement for this (it was also a level 7 ability at the time). I originally had it simply have a Will save DC of ½ your Diplomacy check since I wanted to actually use a Diplomacy check for some class feature but due to synergy bonus the DC got too high (without it the DC was just harder to increase without custom items averaging at a little lower than normal). So I made it CR based and with your class bonus to Diplomacy you should never be failing checks against level appropriate encounters (at Lv 9 you have a +25 before Charisma assuming +6 synergy bonus and max ranks so can reliably use it on CR 12 creatures and at Lv 20 you have a +42 before Charisma with the same assumptions).
Inspiring Words (Ex): A Courtier learns how to speak not just to one creature but to the masses, encouraging them and coordinating their efforts. As a standard action a Courtier may attempt to inspire all allies within 120-ft that can hear them. Doing so grants the targets one-half the morale bonus granted by the Courtier’s Inspire Ally ability to all things affected by a Courtier’s Inspire Ally ability (Attack, Intensity, Power, Resistance, and Talent) at the same time.
Explanation: You get a bunch of followers you ought to have a class feature that actually benefits multiple allies instead of feeling like some chess-style manipulator and these followers are no longer that powerful for your level (though beginning at next level some of them can be Tier 3 classes, but they will also be ). The halved benefits makes it something that you will use some times but other times prefer the single target ability, and it adds another layer of tactical choice (buff the mage’s save DC? Buff attack and damage for the fighter? Do both not as well? Give the mage an extra action?).
Horde of Followers: A Courtier of your standing attracts followers and people eager to enter your service and receive your patronage. Beginning at 11th level you gain additional followers equal to the amount granted by the Leadership feat. These followers must be selected from Follower List I below. When you gain Leader of the Masses you may replace the followers from this ability with ones from List II, and again with List III when you gain True King. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: By this point you could realistically have Lv 6 followers but the ability to have a Lv 6 Warblade is also far less impressive at Lv 11 than it could be. Your Inspiring Words can make them relevant but you’ll only have 4 Lv 6 characters at most and probably the same for Lv 5 and can’t reliably use them for combat (they die too easy and take time to replace). So it’s mostly a fluffy thing, though the hordes of Lv 1 adepts and warlocks could prove somewhat disruptive.
Overflowing Coffers: A Courtier’s holdings grow truly vast, granting them an ever increasing flow of wealth. You no longer must ever pay normal maintenance or taxes on any lands and holdings out of pocket, it is assumed that your various mercantile ventures make enough money to recoup the expenses of your holdings and if you have the Landlord feat you gain an additional 25% gold usable within the limitations of the Landlord feat unlike the feat this bonus wealth does not match gold you spend on a fortress. Your followers gained from this class chosen from List II or higher gain 1000 GP worth of gear per level they have without you needing to pay to provide it. In addition you need not pay for even luxurious food or lodging out of pocket. Finally when you make a Diplomacy check to gain money as described in the Greater Revenue ability you gain gold equal to twice the Diplomacy check instead of ½.
Explanation: The gold gain is still marginal (about 90 GP a week) but the equipment for your followers is now more meaningful. I’ve never actually been sure whether followers got free NPC level gear or not, and this was a way of making sure they have relevant gear regardless of DM ruling. I could base it directly off NPC wealth by level and probably should. Finally the increase to Landlord feat is because it exists to represent the same basic independent wealth and resources in a game more focused on their effects.
Shielded Mind (Ex): A Courtier’s mind is accustomed to both magical and mundane probing, and a Courtier has many secrets which they hide behind an anfractuous labyrinth which keeps mortal attempts at control and prying at bay. Beginning at 13th level a Courtier is protected from effects as if they had a continuous Mindblank ability.
Explanation: Building off my belief that in a world like D&D a ruler must be immune to magical mind control. This gives them a powerful defensive ability earlier than even a caster gets it, and from a fluff perspective you’re dealing with high level characters, edging into the mythical. At this point you’re Havelock Vetinari and far beyond Princess Leia (at least in a New Hope), you’re a major politician. You’re so used to lying and double think that even magic has to throw up its hands in confusion. Mechanically a dread necromancer got this 6 levels ago through their familiar if they wanted it.
Gilded Tongue: Beginning at 14th level a Courtier may use their Silver Tongue ability twice per encounter and it may affect creatures which do not share a language although you take a -10 on your Diplomacy check to do so.
Explanation: An expansion on Silver Tongue. Even with the -10 you’re almost assured to overcome the Diplomacy DC and it serves to make it minimally harder to affect them and feels thematically appropriate.
Leader of the Masses: A Courtier’s fame and prestige draws hundreds to his banner and estates. Beginning at 16th level you gain additional followers equal to two times the amount granted by the Leadership feat. These followers must be selected from Follower List I below. When you gain True King you may replace the followers from this ability with ones from List II. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.
Explanation: It’s 16th level even if you were merely a wealthy merchant by this point you should lead a mercantile empire that stretches across the country. This lets you have almost an army (1350 total Lv 1 followers) of craftsmen, mercenaries, and minor casters in your employ. At this point a pair of Lv 6 wizards shouldn’t be game breaking unless it’s a world where they don’t exist at which point… they don’t exist.
Coffers of the Realm: A Courtier’s wealth is unrivaled except by the most powerful kings and merchants. If you have the Landlord feat you gain an additional 75% gold usable within the limitations of the Landlord feat unlike the feat this bonus wealth does not match gold you spend on a fortress (coupled with Overflowing Coffers this doubles the gold provided by that feat). Your followers gained from this class chosen from List II or higher gain 2000 GP worth of gear per level they have without you needing to pay to provide it. In addition you need not pay for even extravagant food or lodging for yourself out of pocket and luxurious food and lodgings for your Charisma modifier in companions. Finally when you make a Diplomacy check to gain money as described in the Greater Revenue ability you gain gold equal to ten times the Diplomacy check instead of ½.
Mass Safe Passage (Ex): A Courtier can extend his protection even to his allies. This requires a Standard action and functions like Safe Passage but protects up to your Charisma modifier in creatures. If any of them do an action that breaks this protection it breaks it for you and all other creatures protected this way and you cannot benefit from Safe Passage again this encounter.
Explanation: You can get a Mass Sanctuary effect at a relatively high level…except mindless creatures are immune.
Swift Inspiration (Ex): A Courtier can inspire an ally with a single word and an appropriate expression or gesture. Beginning at 18th level a Courtier can use Inspire Ally (but not Inspiring Words) as a Swift action. As all bonuses from Inspire Ally and Inspiring Words are Morale bonuses if a Courtier uses both they do not stack.
Explanation: A high level ability that represents a major change to play style. You can now use Inspire Action on a character you’ve already given a large bonus to damage to (possibly too large) or a caster with a buffed save DC.
True Charming Word: A Courtier’s words sway the heart leaving a permanent impact on the listener. Once per day when using their Charming Word ability a Courtier may expend 4 daily uses of that ability to attempt to cause the effect to be an instantaneous change in the creature’s thoughts; this ability affects any type of creature(but does not overcome type based mind-affection immunity).
Explanation: I almost think this should cost XP or have a HD limit of total targets.
True King: A Courtier attracts nearly countless people who seek his patronage, giving him a massive base of followers to draw upon. Beginning at 20th level you gain additional level 1 followers equal to six times the amount granted by the Leadership feat. These followers must be selected from Follower List I below. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing.