LordErebus12
2013-11-06, 10:54 AM
The Gentleman (or Lady)
http://i.imgur.com/pPTkm35.jpg
"If the gentleman has ability, he is magnanimous, generous, tolerant, and straightforward, through which he opens the way to instruct others."
-Xun Zi
"A gentleman is simply a patient wolf."
-Lana Turner
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Requirements
To qualify to become a Gentleman/Lady, a character must fulfill all the following criteria.
Alignment
Any, Generally Lawful
Skills
Diplomacy 8 ranks, Knowledge (Nobility and Royalty) 4 ranks
Feats
Combat Expertise, Persuasive.
Special
Show a fair amount of respect, kindness and courtesy to others.
Hold oneself to certain moral standards to which the character, group or society values as important.
One's words and promises should carry meaning and should be kept and honored whenever possible.
Abstain from greed and gluttony while conducting oneself in all things.
Consider yourself secondary in important situations involving others.
Attempt to offer aid whenever possible.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
Hit Die
d8.
Class Skills
The Gentleman's/Lady’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (All Skills, Taken Individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis) and Tumble (Dex).
Skill Points at Each Level
6 + Int modifier.
{table=head] Level |BAB |Fort Save |Ref Save |Will Save |Special
1st|+1|+0|+2|+2|After You, Reputation
2nd|+2|+0|+2|+2|Insightful Reflexes, Poise
3rd|+3|+0|+3|+3|Bonus Feat, Diplomat
4th|+4|+1|+3|+3|Deceptive Strike
5th|+5|+1|+4|+4|Bonus Feat, Uncanny Dodge
6th|+6|+1|+4|+4|Evasion, Renown
7th|+7|+2|+5|+5|Bonus Feat, Helpful Hand
8th|+8|+2|+5|+5|Improved Deceptive Strike
9th|+9|+2|+6|+6|Bonus Feat,
10th|+10|+3|+6|+6|
[/table]
Class Features
All of the following are Class Features of the Gentleman/Lady prestige class.
Weapon and Armor Proficiency
A Gentleman/Lady gains no new armor proficiencies, but gains proficiency in all simple weapons, plus the bladed fan, rapier, swordstick, and whip. If firearms are allowed, they also gain proficiency in those, by the DM's discretion.
1st - After You (Ex):
Politeness and patience has its advantages. If he/she so chooses to, the Gentleman/Lady can automatically go last in the initiative order of combat. If he/she does, the Gentleman/Lady is not flat-footed on the surprise round and can make a full round action in that round, instead of the normal standard action. In addition, the Gentleman/Lady automatically gains 1 reputation point at the beginning of combat.
2nd - Insightful Reflexes (Ex):
When not wearing armor or using a shield, a Gentleman/Lady may choose to add his/her Intelligence modifier instead of his/her Dexterity modifier as a bonus to Reflex saves.
2nd - Poise (Ex):
When not wearing armor or using a shield, a Gentleman/Lady adds his Charisma bonus (if any) as a dodge bonus to modify his/her Armor Class. If a Gentleman/Lady is caught flat-footed, loses all reputation points or otherwise denied his/her Dexterity bonus, he/she also loses this bonus.
3rd, 5th, 7th, 9th - Bonus Feat (Ex):
The gentleman/Lady gains a bonus feat. All prerequisites of this bonus feat must still be met.
3rd - Diplomat (Ex):
Being polite and persuasive is what a Gentleman/Lady is best at. A Gentleman/Lady can now roll twice on diplomacy skill checks, taking the higher of two rolls.
4th - Deceptive Strike (Ex):
As a standard action, a Gentleman/Lady may make an elaborate feinting attack, striking in such a way as to trick and catch the opponent off guard. When making a deceptive strike, a gentleman/lady must attack with a weapon that qualifies for the weapon finesse feat.
The Gentleman/Lady makes a bluff check opposed by the opponent's sense motive check before rolling the attack roll. If successful on the feint attempt, the opponent is denied their dexterity modifier to their AC for the deceptive strike. If not, the opponent keeps his dexterity to AC for the attack. Whether successful or not on the feint, the Gentleman/Lady adds their Dexterity modifier (if any) to their damage roll on the attack.
5th - Uncanny Dodge (Ex):
A Gentleman/Lady retains his/her Dexterity bonus to AC (if any) even if he/she is caught flat-footed or struck by an invisible attacker. However, he/she still loses his/her Dexterity bonus to AC if immobilized. If a Gentleman/Lady already has uncanny dodge from a different class, he/she automatically gains improved uncanny dodge (see spoiler below) instead.
Improved Uncanny Dodge (Ex):
A Gentleman/Lady can no longer be flanked. This defense denies a rogue the ability to sneak attack the Gentleman/Lady by flanking him/her, unless the attacker has at least four more rogue levels than the target has Gentleman/Lady levels.
If a character already has uncanny dodge (see above) from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
6th - Evasion (Ex):
A Gentleman/Lady can avoid even magical and unusual attacks with great agility. If he/she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she instead takes no damage. Evasion can be used only if the Gentleman/Lady is wearing light armor or no armor. A helpless Gentleman/Lady does not gain the benefit of evasion. If a Gentleman/Lady already has evasion from a different class, he/she automatically gains improved evasion (see spoiler below) instead.
Improved Evasion (Ex):
This ability works like evasion, except that while the Gentleman/Lady still takes no damage on a successful Reflex saving throw against attacks. Henceforth, he/she takes only half damage on a failed save. A helpless Gentleman/Lady does not gain the benefit of improved evasion.
6th - Renown (Ex): Borrowed from Grod_The_Giant's Myth.
Your reputation preceeds itself. When meeting new NPCs, their initial attitudes are one step more extreme than normal; unfriendly NPCs become hostile, and friendly characters become helpful. Indifferent NPCs become either friendly or unfriendly.
In addition, the Gentleman/Lady gains a bonus to Diplomacy and Intimidate checks equal to one-half his/her level, but takes an equal penalty to Disguise checks and Bluff checks made to conceal his/her identity.
7th - Helping Hand (Ex):
When you successfully perform an Aid Another action, you grant a +4 bonus, rather than the normal +2 bonus. This applies to both the combat and skill versions of this action.
8th - Improved Deceptive Strike (Ex):
The Gentleman/Lady can now use his/her deceptive strike ability as part of a full attack action, rather than just single attack as a standard action.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
Reputation
Reputation Maximum: Charisma Modifier + Total Character Level
Reputation is vitally important to a Gentleman/Lady. Without it, they are no different from any other person. They quickly become lost without it, reaching almost depraved levels of fear and loathing to get it back. Its a slippery slope, with each use of their abilities, they put their reputation on the line, risking everything for that big payout.
While they can slowly gain it back over time from following their code of conduct, their are faster methods of gaining it. Good or noble deeds can increase their reputation just as quickly as bad or foolish deeds can decrease it. With reputation, life is a gamble, and some are just trying to keep their heads above the waters.
When drained of reputation, a Gentleman/Lady becomes shaken and loses all benefit from all class special features (with the exception of bonus feats) but abilities that grant reputation still function for that purpose. Their reputation can be restored, but until they do, they suffer from the consequences.
Certain actions innately drain reputation. Murdering innocent people or stealing someone else's items cuts their reputation points in half. Extreme rudeness or selfish behavior lowers their points by two for each time they behave that way. While a certain amount of rudeness and selfishness is acceptable with any individual, a Gentleman/Lady must actively refrain from such behavior.
A varying number of points can be spent to activate several abilities or bonuses, most of which function as a swift action. Once activated, these last for 1d4 rounds.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
New Hidden Weapons
Many cities have laws against carrying arms, and even where this is not the case, certain institutions disallow weapons within their halls. The items described below may get around such restrictions (and are illegal in many communities).
In addition to standard attributes, the hidden weapons listed below include a Search DC. Anyone who fails this check, or who does not specifically search the bearer, does not recognize these items as weapons.
Masterwork versions of these weapons, in addition to adding the normal benefits, also increase the Search DC by 5.
{table=head]Martial Weapon|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type|Size|Search DC
Swordstick (Blade)|50 gp|1d4|1d6|18-20x2|---|2 lbs.|Piercing|One-Handed|---
Swordstick Sheath (Cane)|10 gp|1d4|1d6|20x2|---|1 lb.|Bludgeoning|Light|25
Swordstick Sheath (Umbrella)|50 gp|1d3|1d4|20x2|---|2 lbs.|Bludgeoning*|Light|30
Bladed Fan (Gunsen)|45 gp|1d3|1d4|19-20x2|10 ft.|1 lb.|Bludgeoning or Slashing|Light|20
{colsp=10}*Deals nonlethal damage.
[/Table]
Swordstick:
This is the classic "rapier hidden in a cane or umbrella." Although it is considered one weapon, each part of the weapon (Blade and Sheath) can be enchanted and used separately. Depending on which sheath you use (Cane or Umbrella), you get a different benefit.
With the cane sheath, you gain a +1 shield bonus to AC. This stacks with any feat that offers a shield bonus for wielding two weapons, such as two weapon defense. With the umbrella sheath, you gain a +2 bonus to bluff checks when feinting in combat.
Bladed Fan:
Also commonly called the Gunsen, the bladed fan is made of tipped metal spokes with either thin sheets of razor-sharp metal or silk for webbing. Although they are often decorated with silks and other fabrics to disguise them further, most are quite plain, since these delicate materials often become ruined after being used in battle.
The bladed fan grants you a +2 bonus on disarm checks. If two are used together, you also gain a +2 bonus to bluff checks when feinting in combat.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
New Feats
Martial Thug [Fighter Bonus Feat, General]
Your background on the streets have taught to you seize every opportunity possible to achieve your goals. Even now that base method of thinking reflects itself in your training and combat style.
Prerequisite:
Proficiency with all martial weapons, Sneak Attack +1d6
Benefit:
Your fighter and rogue levels stack for the purpose of determining your sneak attack damage and your trap sense modifier. Your fighter and rogue levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.
For example, a 5th-level fighter/1st-level rogue with this feat could deal +3d6 damage on a successful sneak attack, would have a +2 on their trap sense ability and would treat themselves as a 6th level fighter for feat prerequisites.
Special:
A fighter can select Martial Thug as one of his fighter bonus feats (PH 38).
http://i.imgur.com/pPTkm35.jpg
"If the gentleman has ability, he is magnanimous, generous, tolerant, and straightforward, through which he opens the way to instruct others."
-Xun Zi
"A gentleman is simply a patient wolf."
-Lana Turner
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
Requirements
To qualify to become a Gentleman/Lady, a character must fulfill all the following criteria.
Alignment
Any, Generally Lawful
Skills
Diplomacy 8 ranks, Knowledge (Nobility and Royalty) 4 ranks
Feats
Combat Expertise, Persuasive.
Special
Show a fair amount of respect, kindness and courtesy to others.
Hold oneself to certain moral standards to which the character, group or society values as important.
One's words and promises should carry meaning and should be kept and honored whenever possible.
Abstain from greed and gluttony while conducting oneself in all things.
Consider yourself secondary in important situations involving others.
Attempt to offer aid whenever possible.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
Hit Die
d8.
Class Skills
The Gentleman's/Lady’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (All Skills, Taken Individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis) and Tumble (Dex).
Skill Points at Each Level
6 + Int modifier.
{table=head] Level |BAB |Fort Save |Ref Save |Will Save |Special
1st|+1|+0|+2|+2|After You, Reputation
2nd|+2|+0|+2|+2|Insightful Reflexes, Poise
3rd|+3|+0|+3|+3|Bonus Feat, Diplomat
4th|+4|+1|+3|+3|Deceptive Strike
5th|+5|+1|+4|+4|Bonus Feat, Uncanny Dodge
6th|+6|+1|+4|+4|Evasion, Renown
7th|+7|+2|+5|+5|Bonus Feat, Helpful Hand
8th|+8|+2|+5|+5|Improved Deceptive Strike
9th|+9|+2|+6|+6|Bonus Feat,
10th|+10|+3|+6|+6|
[/table]
Class Features
All of the following are Class Features of the Gentleman/Lady prestige class.
Weapon and Armor Proficiency
A Gentleman/Lady gains no new armor proficiencies, but gains proficiency in all simple weapons, plus the bladed fan, rapier, swordstick, and whip. If firearms are allowed, they also gain proficiency in those, by the DM's discretion.
1st - After You (Ex):
Politeness and patience has its advantages. If he/she so chooses to, the Gentleman/Lady can automatically go last in the initiative order of combat. If he/she does, the Gentleman/Lady is not flat-footed on the surprise round and can make a full round action in that round, instead of the normal standard action. In addition, the Gentleman/Lady automatically gains 1 reputation point at the beginning of combat.
2nd - Insightful Reflexes (Ex):
When not wearing armor or using a shield, a Gentleman/Lady may choose to add his/her Intelligence modifier instead of his/her Dexterity modifier as a bonus to Reflex saves.
2nd - Poise (Ex):
When not wearing armor or using a shield, a Gentleman/Lady adds his Charisma bonus (if any) as a dodge bonus to modify his/her Armor Class. If a Gentleman/Lady is caught flat-footed, loses all reputation points or otherwise denied his/her Dexterity bonus, he/she also loses this bonus.
3rd, 5th, 7th, 9th - Bonus Feat (Ex):
The gentleman/Lady gains a bonus feat. All prerequisites of this bonus feat must still be met.
3rd - Diplomat (Ex):
Being polite and persuasive is what a Gentleman/Lady is best at. A Gentleman/Lady can now roll twice on diplomacy skill checks, taking the higher of two rolls.
4th - Deceptive Strike (Ex):
As a standard action, a Gentleman/Lady may make an elaborate feinting attack, striking in such a way as to trick and catch the opponent off guard. When making a deceptive strike, a gentleman/lady must attack with a weapon that qualifies for the weapon finesse feat.
The Gentleman/Lady makes a bluff check opposed by the opponent's sense motive check before rolling the attack roll. If successful on the feint attempt, the opponent is denied their dexterity modifier to their AC for the deceptive strike. If not, the opponent keeps his dexterity to AC for the attack. Whether successful or not on the feint, the Gentleman/Lady adds their Dexterity modifier (if any) to their damage roll on the attack.
5th - Uncanny Dodge (Ex):
A Gentleman/Lady retains his/her Dexterity bonus to AC (if any) even if he/she is caught flat-footed or struck by an invisible attacker. However, he/she still loses his/her Dexterity bonus to AC if immobilized. If a Gentleman/Lady already has uncanny dodge from a different class, he/she automatically gains improved uncanny dodge (see spoiler below) instead.
Improved Uncanny Dodge (Ex):
A Gentleman/Lady can no longer be flanked. This defense denies a rogue the ability to sneak attack the Gentleman/Lady by flanking him/her, unless the attacker has at least four more rogue levels than the target has Gentleman/Lady levels.
If a character already has uncanny dodge (see above) from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
6th - Evasion (Ex):
A Gentleman/Lady can avoid even magical and unusual attacks with great agility. If he/she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she instead takes no damage. Evasion can be used only if the Gentleman/Lady is wearing light armor or no armor. A helpless Gentleman/Lady does not gain the benefit of evasion. If a Gentleman/Lady already has evasion from a different class, he/she automatically gains improved evasion (see spoiler below) instead.
Improved Evasion (Ex):
This ability works like evasion, except that while the Gentleman/Lady still takes no damage on a successful Reflex saving throw against attacks. Henceforth, he/she takes only half damage on a failed save. A helpless Gentleman/Lady does not gain the benefit of improved evasion.
6th - Renown (Ex): Borrowed from Grod_The_Giant's Myth.
Your reputation preceeds itself. When meeting new NPCs, their initial attitudes are one step more extreme than normal; unfriendly NPCs become hostile, and friendly characters become helpful. Indifferent NPCs become either friendly or unfriendly.
In addition, the Gentleman/Lady gains a bonus to Diplomacy and Intimidate checks equal to one-half his/her level, but takes an equal penalty to Disguise checks and Bluff checks made to conceal his/her identity.
7th - Helping Hand (Ex):
When you successfully perform an Aid Another action, you grant a +4 bonus, rather than the normal +2 bonus. This applies to both the combat and skill versions of this action.
8th - Improved Deceptive Strike (Ex):
The Gentleman/Lady can now use his/her deceptive strike ability as part of a full attack action, rather than just single attack as a standard action.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
Reputation
Reputation Maximum: Charisma Modifier + Total Character Level
Reputation is vitally important to a Gentleman/Lady. Without it, they are no different from any other person. They quickly become lost without it, reaching almost depraved levels of fear and loathing to get it back. Its a slippery slope, with each use of their abilities, they put their reputation on the line, risking everything for that big payout.
While they can slowly gain it back over time from following their code of conduct, their are faster methods of gaining it. Good or noble deeds can increase their reputation just as quickly as bad or foolish deeds can decrease it. With reputation, life is a gamble, and some are just trying to keep their heads above the waters.
When drained of reputation, a Gentleman/Lady becomes shaken and loses all benefit from all class special features (with the exception of bonus feats) but abilities that grant reputation still function for that purpose. Their reputation can be restored, but until they do, they suffer from the consequences.
Certain actions innately drain reputation. Murdering innocent people or stealing someone else's items cuts their reputation points in half. Extreme rudeness or selfish behavior lowers their points by two for each time they behave that way. While a certain amount of rudeness and selfishness is acceptable with any individual, a Gentleman/Lady must actively refrain from such behavior.
A varying number of points can be spent to activate several abilities or bonuses, most of which function as a swift action. Once activated, these last for 1d4 rounds.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
New Hidden Weapons
Many cities have laws against carrying arms, and even where this is not the case, certain institutions disallow weapons within their halls. The items described below may get around such restrictions (and are illegal in many communities).
In addition to standard attributes, the hidden weapons listed below include a Search DC. Anyone who fails this check, or who does not specifically search the bearer, does not recognize these items as weapons.
Masterwork versions of these weapons, in addition to adding the normal benefits, also increase the Search DC by 5.
{table=head]Martial Weapon|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type|Size|Search DC
Swordstick (Blade)|50 gp|1d4|1d6|18-20x2|---|2 lbs.|Piercing|One-Handed|---
Swordstick Sheath (Cane)|10 gp|1d4|1d6|20x2|---|1 lb.|Bludgeoning|Light|25
Swordstick Sheath (Umbrella)|50 gp|1d3|1d4|20x2|---|2 lbs.|Bludgeoning*|Light|30
Bladed Fan (Gunsen)|45 gp|1d3|1d4|19-20x2|10 ft.|1 lb.|Bludgeoning or Slashing|Light|20
{colsp=10}*Deals nonlethal damage.
[/Table]
Swordstick:
This is the classic "rapier hidden in a cane or umbrella." Although it is considered one weapon, each part of the weapon (Blade and Sheath) can be enchanted and used separately. Depending on which sheath you use (Cane or Umbrella), you get a different benefit.
With the cane sheath, you gain a +1 shield bonus to AC. This stacks with any feat that offers a shield bonus for wielding two weapons, such as two weapon defense. With the umbrella sheath, you gain a +2 bonus to bluff checks when feinting in combat.
Bladed Fan:
Also commonly called the Gunsen, the bladed fan is made of tipped metal spokes with either thin sheets of razor-sharp metal or silk for webbing. Although they are often decorated with silks and other fabrics to disguise them further, most are quite plain, since these delicate materials often become ruined after being used in battle.
The bladed fan grants you a +2 bonus on disarm checks. If two are used together, you also gain a +2 bonus to bluff checks when feinting in combat.
------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------
New Feats
Martial Thug [Fighter Bonus Feat, General]
Your background on the streets have taught to you seize every opportunity possible to achieve your goals. Even now that base method of thinking reflects itself in your training and combat style.
Prerequisite:
Proficiency with all martial weapons, Sneak Attack +1d6
Benefit:
Your fighter and rogue levels stack for the purpose of determining your sneak attack damage and your trap sense modifier. Your fighter and rogue levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.
For example, a 5th-level fighter/1st-level rogue with this feat could deal +3d6 damage on a successful sneak attack, would have a +2 on their trap sense ability and would treat themselves as a 6th level fighter for feat prerequisites.
Special:
A fighter can select Martial Thug as one of his fighter bonus feats (PH 38).