Lix Lorn
2014-03-19, 04:14 PM
Socialite
‘I don’t know any elves called Primrose…’ – An orc named Primrose.
Background: Socialites are the ultimate con-artists, many of them getting through life with some form of high speed shell game. Manipulating others is an art to them, whether with magic or simple with words, and they are the greatest practitioners there are.
Races: Gnomes make excellent Socialites, as do less morally inclined elves. Crystallines find that their natural talents blend perfectly with the class. Obviously, as with the vast majority of classes, humans are by far the most common, simply for numbers. Apart from them, races that are less accepted by society, or that dislike elements of their own nature, might take this path purely to escape those traits. Socialites are uncommon to some extent amongst more martial races, such as orcs and hobgoblins, but on the other hand, who else would desire to be a different race than a cunning orc?
Other Classes: Rogues and Socialites make excellent teams, while few Paladins condone their actions. Beguilers share a lot in common with them, while many wizards would scoff at their limited repertoire.
Role: A Socialite is a party face, but their spells and abilities should allow them a vague amount of combat ability.
Socialites in the World: Socialites belong in urban situations. Whether the dirty urchin taking everyone for all they have with a game of poker, or the recently appeared noblewoman who steals ancient jewels, they’re rarely good news.
Inspiration: The class came from the Second Form and Formshift abilities
Alignment: Any, but with a strong tendency against law, and a slight tendency against good.
Hit Die: d6
Starting Gold: 6d6x10 (210gp)
Starting Age: As Rogue
Class Skills-The Socialite’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st level: (6 + Int Modifier) x4
Skill Points per Level: 6 + Int Modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Armoured Mage, Second Form
5
3
2nd
+1
+0
+0
+3
Honeyed Words and Silver Tongue
6
4
3rd
+2
+1
+1
+3
Advanced Learning
6
5
4th
+3
+1
+1
+4
Third Form
6
6
3
5th
+3
+1
+1
+4
Just a Touch
6
6
4
6th
+4
+2
+2
+5
Advanced Learning
6
6
5
3
7th
+5
+2
+2
+5
Fourth Form
6
6
6
4
8th
+6/+1
+2
+2
+6
Inspired Disguise (2nd)
6
6
6
5
3
9th
+6/+1
+3
+3
+6
Advanced Learning
6
6
6
6
4
10th
+7/+2
+3
+3
+7
Formshift 2/day
6
6
6
6
5
3
11th
+8/+3
+3
+3
+7
Eye Contact
6
6
6
6
6
4
12th
+9/+4
+4
+4
+8
Advanced Learning
6
6
6
6
6
5
3
13th
+9/+4
+4
+4
+8
Formshift 3/day
6
6
6
6
6
6
4
14th
+10/+5
+4
+4
+9
Inspired Disguise (4th)
6
6
6
6
6
6
5
3
15th
+11/+6/+1
+5
+5
+9
Advanced Learning
6
6
6
6
6
6
6
4
16th
+12/+7/+2
+5
+5
+10
Formshift 4/day
6
6
6
6
6
6
6
5
3
17th
+12/+7/+2
+5
+5
+10
Trust No-one
6
6
6
6
6
6
6
6
4
18th
+13/+8/+3
+6
+6
+11
Advanced Learning
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+6
+6
+11
Formshift 5/day
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+6
+6
+12
Inspired Disguise (6th)
6
6
6
6
6
6
6
6
6
5
Weapon and Armour Proficiency: A Socialite is proficient with all simple and martial weapons, as well as light armour.
Spellcasting: A Socialite casts spontaneous Arcane spells which are drawn from the Socialite spell list. She may cast any spell she knows without preparing it ahead of time, like a wizard or cleric must. When a Socialite gains access to a new level of spells, she automatically knows all Socialite spells of that level. Essentially, her spells list is the same as her spells known list. The Socialite can also add spells to her list via the Advanced Learning class feature.
A 1st level Socialite chooses either Intelligence or Charisma as their Casting stat. To cast a spell, they must have a Casting Ability score of 10+the spells level.
Any DC for a spell they cast is equal to 10+the spells level+their Casting modifier.
The Socialite can recieve bonus spells per day for a high Casting score.
Armoured Mage (Ex): Socialites often try to hide the fact that they cast magic at all, and can find themselves in desperate situations. They can cast Socialite spells regardless of ACF from light armour. Greater armour is unaffected.
Other spells cast by the character are affected only if of equal or lesser level to the highest level Socialite spell the Socialite can cast.
Second Form (Su): A Socialite always has a disguise ready. Their signature ability, they create a new persona. This persona shares all their traits and ability, but can differ in appearance, height, gender, and even race. The persona’s race cannot have a higher LA than the Socialite’s, and must be one available to PCs, although its type is irrelevant. Adopting a different form requires a move action, and replaces all physical racial traits of their current race with that of the chosen form. Physical racial traits vary, but always include bonuses and penalties to physical skills and ability scores, usually include bonuses to spot and listen, usually include immunities, but rarely include social or mental skill bonuses. A trait is not changed if it is mental or cultural.
Honeyed Words and Silver Tongue (Ex): A Socialite of second level is a master of manipulation. They gain a +2 competence bonus on all bluff, diplomacy, gather information, and intimidate checks. At 4th level, and every 4 levels thereafter, this bonus increases by 1.
Advanced Learning: While Socialites are masters of disguise, transformation, and persuasion, everyone has their idiosyncrasies. At third level, and each third level thereafter, a Socialite chooses a single sorcerer/wizard spell, of level no higher than the higher level spell the Socialite can currently cast, and adds it to their spells known.
Third/Fourth Form (Su): When one begins to be infamous, it’s best to have a disguise. When the disguise gets infamous, you have an issue.
A fourth level Socialite creates a second persona, exactly as in Second Form, except that the form’s LA can be one point higher than their own. At 7th level, they create a third persona, with LA up to two points higher. At 13th level, 19th level, and each sixth level thereafter, they create a new persona, maximum LA increasing by one each time.
Just a Touch: A Socialite often casts spells without wanting them to be obvious as spells. Starting at fifth level, they may apply the Silent Spell metamagic feat to any spell they cast, without an increase in spell level or casting time.
Inspired Disguise: An eighth level Socialite has discovered that as her disguises become more impressive, she needs to be able to prove her point. Choose a single spell, maneuver, psionic power, or similar ability of no higher than 2nd level for each of your forms. You may use that ability once per encounter while using that form. A form must meet prerequisites this way, but always has the relevant level (caster/manifester/initiator) equal to the Socialites class level. The relevant ability is the Socialite’s casting ability.
At fourteenth level, they choose another ability, of up to 4th level, and another at twentieth of up to 6th level. Every sixth level thereafter, they may choose another ability, adding one to the maximum level available each time.
Formshift (Su): A tenth level Socialite has vastly improved their ability to change shape, and no longer has but a handful of shapes. While their personal identities remain the best, they can adopt any shape they need.
Two times per day, as a standard action, the Socialite may adopt any humanoid or monstrous humanoid shape with LA no higher than that she could choose for her most recent extra form. The form they choose is locked in for the rest of the day – they may change to and from that shape repeatedly, taking a standard action each time. The limit/day in the table is the number of unique forms they may take.
At fourteenth level, the Socialite may adopt Construct, Fey and Giant forms with the same rules, as long as they appear vaguely humanoid. The DM is the final arbiter as to whether a creature is a valid target – a pixie, warforged or centaur is an intended option, while a spider shaped assault-mechanoid is clearly not.
At eighteenth level, the Socialite may adopt a form of any type, as long as they appear vaguely humanoid.
If a creature does not have a given LA, it is not intended for PC use, and is an invalid target of this ability without explicit DM permission.
Eye Contact: By eleventh level, a Socialite doesn’t need to move to persuade their foes. They may apply the Still Spell metamagic feat to any spell they cast, without an increase in spell level or casting time.
Trust No-One (Sp): A seventeenth level Socialite is a master manipulator. With but a few words, he can turn friends against another.
As a full round action, he forces two foes with whom he can communicate to take a will save, with DC 10+1/2 class level+casting modifier. Each one who fails is convinced that the other has committed the most grave of treachery. In combat, this almost always leads to them trying to kill one another, though they may be more reasonable when their blood is not up. This is a language-dependent, mind affecting ability, and can be used once per encounter. This may be used once per day per point of the Socialite's casting modifier.
Feats
Instinctive Manipulation
Prerequisites: About to take or have already taken at least one level of Socialite.
Benefit: All class features and spells normally based on Intelligence or Charisma are instead based on Wisdom.
Normal: You need smarts or charisma to deceive people.
Specialised Forms
Prerequisites: Inspired Disguise class feature.
Benefit: For each additional form you possess, choose a feat that form qualifies for. You are treated as possessing that feat for all purposes (and use it), but only while in that form. Each feat must be of a different kind (General, Psionic/Metapsionic, Metamagic, Crafting)
Normal: Your master warrior form is flimsy under close examination, due to not being able to wield a sword.
Spell List
(Uses: Core, Spell Compendium, plus two from Races of the Dragon.)
Level 0
Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ghost Sound, Mage Hand, Message, Open/Close, Mending, Prestidigitation, Amanuensis, Silent Portal, Stick
Level 1
Mage Armor, Charm Person, Hypnotism, Sleep, Disguise Self, Ventriloquism, Magic Aura, Feather Fall, Magic Weapon, Jump, Distract, Dead End, Net of Shadows, Cheat, Cutting Hand, Greater Mage Hand, Command
Level 2
Daze Monster, Invisibility, Misdirection, Phantom Trap, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendour, Fox’s Cunning, Owl’s Wisdom, Rope Trick, Whispering Wind, Entice Gift, Rebuke, Reflective Disguise, Extend Tentacles, Enthrall
Level 3
Nondetection, Tongues, Deep Slumber, Hold Person, Suggestion, Invisibility Sphere, Blink, Fly, Gaseous Form, Keen Edge, Greater Magic Weapon, Shrink Item, Mesmerizing Glare
Level 4
Charm Monster, Confusion, Crushing Despair, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Flight of the Dragon, Greater Rebuke, Good Hope
Level 5
Dominate Person, Hold Monster, Overland Flight, Sending, Shadow Form, Greater Blink, Mass Fly, Greater Command, Black Tentacles
Level 6
Mass Suggestion, Mislead, Shadow Walk, Veil, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Eagle’s Splendour, Mass Fox’s Cunning, Mass Owl’s Wisdom, Transformation, Mass Reflective Disguise, Stone Body
Level 7
Insanity, Mass Invisibility, Simulacrum, Statue, Hiss of Sleep, Transfix, Body of War
Level 8
Mass Charm Monster, Demand, Scintillating Pattern, Iron Body, Maddening Whispers, Shifting Paths, Superior Invisibility, True Domination
Level 9
Dominate Monster, Mass Hold Monster, Shapechange, Time Stop, Programmed Amnesia, Monstrous Thrall
Design Notes
Con Artist: The class.
‘I don’t know any elves called Primrose…’ – An orc named Primrose.
Background: Socialites are the ultimate con-artists, many of them getting through life with some form of high speed shell game. Manipulating others is an art to them, whether with magic or simple with words, and they are the greatest practitioners there are.
Races: Gnomes make excellent Socialites, as do less morally inclined elves. Crystallines find that their natural talents blend perfectly with the class. Obviously, as with the vast majority of classes, humans are by far the most common, simply for numbers. Apart from them, races that are less accepted by society, or that dislike elements of their own nature, might take this path purely to escape those traits. Socialites are uncommon to some extent amongst more martial races, such as orcs and hobgoblins, but on the other hand, who else would desire to be a different race than a cunning orc?
Other Classes: Rogues and Socialites make excellent teams, while few Paladins condone their actions. Beguilers share a lot in common with them, while many wizards would scoff at their limited repertoire.
Role: A Socialite is a party face, but their spells and abilities should allow them a vague amount of combat ability.
Socialites in the World: Socialites belong in urban situations. Whether the dirty urchin taking everyone for all they have with a game of poker, or the recently appeared noblewoman who steals ancient jewels, they’re rarely good news.
Inspiration: The class came from the Second Form and Formshift abilities
Alignment: Any, but with a strong tendency against law, and a slight tendency against good.
Hit Die: d6
Starting Gold: 6d6x10 (210gp)
Starting Age: As Rogue
Class Skills-The Socialite’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st level: (6 + Int Modifier) x4
Skill Points per Level: 6 + Int Modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Armoured Mage, Second Form
5
3
2nd
+1
+0
+0
+3
Honeyed Words and Silver Tongue
6
4
3rd
+2
+1
+1
+3
Advanced Learning
6
5
4th
+3
+1
+1
+4
Third Form
6
6
3
5th
+3
+1
+1
+4
Just a Touch
6
6
4
6th
+4
+2
+2
+5
Advanced Learning
6
6
5
3
7th
+5
+2
+2
+5
Fourth Form
6
6
6
4
8th
+6/+1
+2
+2
+6
Inspired Disguise (2nd)
6
6
6
5
3
9th
+6/+1
+3
+3
+6
Advanced Learning
6
6
6
6
4
10th
+7/+2
+3
+3
+7
Formshift 2/day
6
6
6
6
5
3
11th
+8/+3
+3
+3
+7
Eye Contact
6
6
6
6
6
4
12th
+9/+4
+4
+4
+8
Advanced Learning
6
6
6
6
6
5
3
13th
+9/+4
+4
+4
+8
Formshift 3/day
6
6
6
6
6
6
4
14th
+10/+5
+4
+4
+9
Inspired Disguise (4th)
6
6
6
6
6
6
5
3
15th
+11/+6/+1
+5
+5
+9
Advanced Learning
6
6
6
6
6
6
6
4
16th
+12/+7/+2
+5
+5
+10
Formshift 4/day
6
6
6
6
6
6
6
5
3
17th
+12/+7/+2
+5
+5
+10
Trust No-one
6
6
6
6
6
6
6
6
4
18th
+13/+8/+3
+6
+6
+11
Advanced Learning
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+6
+6
+11
Formshift 5/day
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+6
+6
+12
Inspired Disguise (6th)
6
6
6
6
6
6
6
6
6
5
Weapon and Armour Proficiency: A Socialite is proficient with all simple and martial weapons, as well as light armour.
Spellcasting: A Socialite casts spontaneous Arcane spells which are drawn from the Socialite spell list. She may cast any spell she knows without preparing it ahead of time, like a wizard or cleric must. When a Socialite gains access to a new level of spells, she automatically knows all Socialite spells of that level. Essentially, her spells list is the same as her spells known list. The Socialite can also add spells to her list via the Advanced Learning class feature.
A 1st level Socialite chooses either Intelligence or Charisma as their Casting stat. To cast a spell, they must have a Casting Ability score of 10+the spells level.
Any DC for a spell they cast is equal to 10+the spells level+their Casting modifier.
The Socialite can recieve bonus spells per day for a high Casting score.
Armoured Mage (Ex): Socialites often try to hide the fact that they cast magic at all, and can find themselves in desperate situations. They can cast Socialite spells regardless of ACF from light armour. Greater armour is unaffected.
Other spells cast by the character are affected only if of equal or lesser level to the highest level Socialite spell the Socialite can cast.
Second Form (Su): A Socialite always has a disguise ready. Their signature ability, they create a new persona. This persona shares all their traits and ability, but can differ in appearance, height, gender, and even race. The persona’s race cannot have a higher LA than the Socialite’s, and must be one available to PCs, although its type is irrelevant. Adopting a different form requires a move action, and replaces all physical racial traits of their current race with that of the chosen form. Physical racial traits vary, but always include bonuses and penalties to physical skills and ability scores, usually include bonuses to spot and listen, usually include immunities, but rarely include social or mental skill bonuses. A trait is not changed if it is mental or cultural.
Honeyed Words and Silver Tongue (Ex): A Socialite of second level is a master of manipulation. They gain a +2 competence bonus on all bluff, diplomacy, gather information, and intimidate checks. At 4th level, and every 4 levels thereafter, this bonus increases by 1.
Advanced Learning: While Socialites are masters of disguise, transformation, and persuasion, everyone has their idiosyncrasies. At third level, and each third level thereafter, a Socialite chooses a single sorcerer/wizard spell, of level no higher than the higher level spell the Socialite can currently cast, and adds it to their spells known.
Third/Fourth Form (Su): When one begins to be infamous, it’s best to have a disguise. When the disguise gets infamous, you have an issue.
A fourth level Socialite creates a second persona, exactly as in Second Form, except that the form’s LA can be one point higher than their own. At 7th level, they create a third persona, with LA up to two points higher. At 13th level, 19th level, and each sixth level thereafter, they create a new persona, maximum LA increasing by one each time.
Just a Touch: A Socialite often casts spells without wanting them to be obvious as spells. Starting at fifth level, they may apply the Silent Spell metamagic feat to any spell they cast, without an increase in spell level or casting time.
Inspired Disguise: An eighth level Socialite has discovered that as her disguises become more impressive, she needs to be able to prove her point. Choose a single spell, maneuver, psionic power, or similar ability of no higher than 2nd level for each of your forms. You may use that ability once per encounter while using that form. A form must meet prerequisites this way, but always has the relevant level (caster/manifester/initiator) equal to the Socialites class level. The relevant ability is the Socialite’s casting ability.
At fourteenth level, they choose another ability, of up to 4th level, and another at twentieth of up to 6th level. Every sixth level thereafter, they may choose another ability, adding one to the maximum level available each time.
Formshift (Su): A tenth level Socialite has vastly improved their ability to change shape, and no longer has but a handful of shapes. While their personal identities remain the best, they can adopt any shape they need.
Two times per day, as a standard action, the Socialite may adopt any humanoid or monstrous humanoid shape with LA no higher than that she could choose for her most recent extra form. The form they choose is locked in for the rest of the day – they may change to and from that shape repeatedly, taking a standard action each time. The limit/day in the table is the number of unique forms they may take.
At fourteenth level, the Socialite may adopt Construct, Fey and Giant forms with the same rules, as long as they appear vaguely humanoid. The DM is the final arbiter as to whether a creature is a valid target – a pixie, warforged or centaur is an intended option, while a spider shaped assault-mechanoid is clearly not.
At eighteenth level, the Socialite may adopt a form of any type, as long as they appear vaguely humanoid.
If a creature does not have a given LA, it is not intended for PC use, and is an invalid target of this ability without explicit DM permission.
Eye Contact: By eleventh level, a Socialite doesn’t need to move to persuade their foes. They may apply the Still Spell metamagic feat to any spell they cast, without an increase in spell level or casting time.
Trust No-One (Sp): A seventeenth level Socialite is a master manipulator. With but a few words, he can turn friends against another.
As a full round action, he forces two foes with whom he can communicate to take a will save, with DC 10+1/2 class level+casting modifier. Each one who fails is convinced that the other has committed the most grave of treachery. In combat, this almost always leads to them trying to kill one another, though they may be more reasonable when their blood is not up. This is a language-dependent, mind affecting ability, and can be used once per encounter. This may be used once per day per point of the Socialite's casting modifier.
Feats
Instinctive Manipulation
Prerequisites: About to take or have already taken at least one level of Socialite.
Benefit: All class features and spells normally based on Intelligence or Charisma are instead based on Wisdom.
Normal: You need smarts or charisma to deceive people.
Specialised Forms
Prerequisites: Inspired Disguise class feature.
Benefit: For each additional form you possess, choose a feat that form qualifies for. You are treated as possessing that feat for all purposes (and use it), but only while in that form. Each feat must be of a different kind (General, Psionic/Metapsionic, Metamagic, Crafting)
Normal: Your master warrior form is flimsy under close examination, due to not being able to wield a sword.
Spell List
(Uses: Core, Spell Compendium, plus two from Races of the Dragon.)
Level 0
Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ghost Sound, Mage Hand, Message, Open/Close, Mending, Prestidigitation, Amanuensis, Silent Portal, Stick
Level 1
Mage Armor, Charm Person, Hypnotism, Sleep, Disguise Self, Ventriloquism, Magic Aura, Feather Fall, Magic Weapon, Jump, Distract, Dead End, Net of Shadows, Cheat, Cutting Hand, Greater Mage Hand, Command
Level 2
Daze Monster, Invisibility, Misdirection, Phantom Trap, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendour, Fox’s Cunning, Owl’s Wisdom, Rope Trick, Whispering Wind, Entice Gift, Rebuke, Reflective Disguise, Extend Tentacles, Enthrall
Level 3
Nondetection, Tongues, Deep Slumber, Hold Person, Suggestion, Invisibility Sphere, Blink, Fly, Gaseous Form, Keen Edge, Greater Magic Weapon, Shrink Item, Mesmerizing Glare
Level 4
Charm Monster, Confusion, Crushing Despair, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Flight of the Dragon, Greater Rebuke, Good Hope
Level 5
Dominate Person, Hold Monster, Overland Flight, Sending, Shadow Form, Greater Blink, Mass Fly, Greater Command, Black Tentacles
Level 6
Mass Suggestion, Mislead, Shadow Walk, Veil, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Eagle’s Splendour, Mass Fox’s Cunning, Mass Owl’s Wisdom, Transformation, Mass Reflective Disguise, Stone Body
Level 7
Insanity, Mass Invisibility, Simulacrum, Statue, Hiss of Sleep, Transfix, Body of War
Level 8
Mass Charm Monster, Demand, Scintillating Pattern, Iron Body, Maddening Whispers, Shifting Paths, Superior Invisibility, True Domination
Level 9
Dominate Monster, Mass Hold Monster, Shapechange, Time Stop, Programmed Amnesia, Monstrous Thrall
Design Notes
Con Artist: The class.