Tempestfury
2015-04-07, 02:39 PM
The Gentleman Adventurer, a classic archetype in the world of fantasy. But not quite as often seen as others are. A rich and flashy adventure. Smooth and slick, polite yet with a strong wit as sharp and deadly are their swords. Its quite hard to play as a Gentleman Adventure. Both in terms of theme, and in terms of mechanics. The Swashbuckler comes close, but close is not good enough my friends. Not good enough at all.
So when the system does not provide, we turn to homebrew. I could not see anything that fit the gentleman adventurer, thus I have decided to dedicate a class entirely to them. Whenever you play as a charismatic gentleman who can who women with a flash of his smile, or a scholar whose cunning plans make his enemies tremble. Or perhaps you're a rash young-blood, bold, adventurous and daring... and then of course, there is the villain. Moustache twirling, diabolically evil and love it. This class should cover them all.
Gentleman Adventurer
MAKING A GENTLEMAN ADVENTURER
Attributes: Intelligent and/or Charisma are the main attributes for a Gentleman Adventurer, as its fuels their class features. Constitution are secondary, for fortitude and health. With Strength or Dexterity usable to supplement their melee ability
Races: Masters of mixing class with danger, humans are far and away the most common of the Gentleman Adventurers. Half-Elves that were raised by humans, tend to make effective Charismatic Gentleman Adventurers as well. Other races can become Gentleman Adventurers, but are likely to be looked on strangely by their kin,
Alignment: Any. Due to the the wide variety of the Gentleman Adventurers, you could have a loyal soldier to the crown, a swashbuckling freedom fighter, a noble that cares little about others, yet keeps themselves out of trouble, or the famous moustache twirling diabolically evil villain.
Class Skills
The Gentleman Adventurer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skill Points at first level: (6 + Int Modifier)x4
Skill Points at each additional level: 6 + Int Modifier.
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+1
+1
+1Performer vs Tactician, A Gentleman’s Education
2nd
+1
+2
+2
+2Monster Lore, Flourishing Style
3rd
+2
+2
+2
+2Tricky Combat, Bonus Feats
4th
+3
+3
+3
+3Reckless Assault, Explorer’s Knack
5th
+3
+3
+3
+3Skilled Defence
6th
+4
+3
+3
+3Snazzy Suit
7th
+5
+3
+3
+3Fancy Style, Bonus Feats
8th
+6/+1
+4
+4
+4Flashy Combat
9th
+6/+1
+4
+4
+4Gentleman’s Manners
10th
+7/+2
+5
+5
+5Connection Network
11th
+8/+3
+5
+5
+5Master Suit, Bonus Feats
12th
+9/+4
+6
+6
+6A Master’s Style
13th
+9/+4
+6
+6
+6Master’s Combat
14th
+10/+5
+6
+6
+6A Gentleman’s Investment
15th
+11/+6/+1
+6
+6
+6Noble Defence, Bonus Feats
16th
+12/+7/+2
+7
+7
+7Perfect Suit
17th
+12/+7/+2
+7
+7
+7Perfect Style
18th
+13/+8/+3
+8
+8
+8Perfect Combat
19th
+14/+9/+4
+8
+8
+8A Gentleman’s Ally, Bonus Feats
20th
+15/+10/+5
+9
+9
+9A Gentleman’s Perfection
Class Features
All of the following are class features of the Gentleman Adventurer.
Weapon and Armour Proficiency: Gentleman Adventurer are proficient with all simple and martial weapons, as well as one light or one-handed exotic weapon of choice. They are proficient with light and medium armour, and with all shields (except tower shields)
So, the skills give the GA a wide range of physical, social and intellectual choices, though I don’t think they quite have the same skill-range as a bard, rogue or factotum. Still, there a proper solid skill monkey. BAB was obvious, their Skills over Combat, but still Combat heavy so they get Medium BAB. Saves wer a little tricky trick, as they could easily have full saves. However, I went for medium saves instead, as the Gentleman isn't quite as good as other adventureres in terms of toughness, reflexes or willpower as others... but quite good all around.
As for Weapon and Armour proficiencies? Well, a Gentleman Adventurer is a trained fighter, so simple and martial weapons. Of course, their education is beyond that of a fighter, so they gain an exotic weapon as well. Armour wise, they lose heavy because its rather undignified and troublesome, nothing like a good old leather shirt or breastplate.
Performer vs Tactician
Whilst there are many different types of Gentleman Adventurers, they can all be split into two different categories. The Charismatic Performer, and the Intelligent Tactician. At first level, you chose to either become a Performer or a Tactician. If you chose to be a Performer, you gain Gather Information, Handle Animal and Perform as class skills. If you chose to be a Tactician, you gain Decipher Script, Forgery, Spellcraft as class skills.
Due to the flexibility of the Gentleman Adventurers, it is possible for a Performer to have some skills as a Tactician, and a Tactician to have some of the Performer’s flair. Though they lose some of their potency in order to gain these abilities. For every two abilities you select is the same as your choice for this class feature, you gain a +1 Bonus to either Charisma (for Performers), or Intelligence (for Tacticians)
This right here is the Lynchpin of the class, as it decides whenever or not you are focused on Intelligence of Charisma. Most importantly however, it let you decide how much you want to focus on Intelligence on Charisma. As it doesn’t tie you down to all those options once you’ve chosen it. If you chose Performer, but like a Tactician option for a class feature, then you can take it.
That being said, it does encourage and reward you for sticking to your first choice. A stacking increase to either Intelligence or Charisma is quite a reward, especially with how few and far between ability score increases come, and how expensive they can be. So you have to think carefully before you make your every decision.
A Gentleman’s Education
Gentleman Adventurers are slick and well-trained, no matter where they come from. Chose either Performer Skills or Tactician’s Skills. You gain 2 skills points at every level, (and x4 at first level) that you can spend only on skills derived from Charisma (for Performers), or Intelligence (for Tacticians).
At level 5, and every 5 levels afterwards. You gain an additional skill point per level to spend on the skills, taking into account previous levels.. If you can no longer take any skills derived from your attribute, then you can spend those skill points freely.
This is the first feature that properly makes the GA a skill-monkey. They Rogue has Trapmaking, the Bard, Bardic Knowledge or Knack, and the Factotum... has every single skill. This class feature however, is what allows the GA to full call itself to be a skill monkey. Having a total of eight base skills at level 1, but also having that base skill increase, up to a full, impressive, 12 skill points per level base. Of course, half of them are restricted to certain skills, but you’ll likely be taking quite a few of them anyway. Still, keeping them restricted as they are, should help the Gentleman Adventurer from having too diverse a skill set... and the levels in which you gain more can easily be tweaked.
Monster Lore
A Gentleman Adventurer is smooth, slick and very well educated. Whilst his fellow man might be flexible beyond belief, monsters follow a general template that can be studied and learned, and this is something all Gentleman Adventurer’s learn about. At level 2, when making any knowledge check about monsters (including for feats like Knowledge Devotion), a Gentleman Adventurer can chose not to use the normal knowledge skill required, but make a special Monster Lore Knowledge check with a bonus equal to his Gentleman Adventurer level + his Intelligence modifier.
For every 5 ranks in the appropriate knowledge skill for the monster, the Gentleman Adventurer gains a +2 bonus towards his Monster Lore checks. If though multiclassing or other means, the Gentleman Adventurer has the favored enemy class feature, he can apply the bonus to his Monster Lore checks against the specific monsters.
A Gentleman is well-educated, and what better way than to reflect this education, that having its own unique knowledge check? It might share its name with the Pathfinder’s Inquisitor's class feature, but this is much stronger in my mind. What I like best about this however, is that putting ranks into your knowledge skills make it stronger, unlike other knowledge checks. The favored class thing is because I felt like it fits, I don’t see it being used much, but its there.
Flourishing Style
Gentleman Adventurers are skilled combatants, and have unique fighting styles born from their spectacular education that a mere fighter cannot easily replicate. At 2nd level, choose one of the following.
Swashbuckler: This Gentleman Adventurer is a master fencer. Their class features only work when they are wielding a single weapon in one hand, either a buckler or nothing at all in the other hand. Swift and nimble, this Gentleman Adventurer gains Weapon Finesse as a bonus feat.
Florentine: Whilst as Swashbuckler might use a buckler at best, this Gentleman Adventurer has learned the art of using a second, lighter weapon in conjunction with the other, as such their class features only work when wielding a light weapon in their off-hand. You gain Two-Weapon Fighting as a bonus feat.
Kung-Fu: Having learned the secrets of the ancient arts of Kung-Fu, a Gentleman Adventurer abandons weaponry and turns their very body into a deadly weapon, because of this, they only gain their class-features when fighting unarmed. You gain Improved Unarmed Strike as a bonus feat.
Knight: Solid and strong, a Knight wields the traditional sword and shield combo, giving him a strong defence to back up his offense. This Gentleman Adventurer gains Shield Specialization and Shield Ward as bonus feats.
Juggler: The only Gentleman Adventurer that fights at range, the Juggler wields a light-throwing weapons with deadly accuracy and ability, whilst still being sufficient at close range combat. They gain Point Blank Shot and Precise Shot as bonus feats
So, Combat Styles. First appearing from the Ranger, these are normally seen as just a way to give players a package of bonus feats that they gain through-out their levels, sometimes they can chose which feats at certain points, whilst others are just basically ‘You get Feat X and Y Level’. Pretty boring in all honestly
Which is why I’m happy to announce that this isn’t Wizards of the Coast Combat Styles. But T.G Oskar’s Combat Styles. Instead of simply giving you packages of feats, his material gives you interesting and unique abilities, that are different not just for the different styles, but his different classes as well. Check out his Retooled Ranger and Samurai to understand what I mean. Then go check out the rest of his stuff, as its awesome.
Bonus Feats
At 3rd level and every 4 levels thereafter, a Gentleman Adventurer gains a bonus feat. The Gentleman Adventurer may choose from the list of fighter bonus feats or luck feats. A Gentleman Adventurer is considered as a fighter of his class level minus four for feats that have a fighter level prerequisite.
Tricky Combat
At 3rd level, the Gentleman Adventurer has experienced combat enough to know the little tricks and skills that can give him an edge in combat, beyond the normal stabby slashing business. Chose either Performer Combat or Tactician Combat. Performers gain Improved Feint and Improved Disarm as Bonus Feats. Whilst a Tactician gains Improved Trip and Improved Sunder as Bonus Feats.
A Gentleman Adventurer knows there is much more to fighting than just clobbering each other until one falls down. However, a Gentleman Adventurer, also doesn’t have the training and abilities of a martial adept. So how do they do more than just clobber opponents? Simple, they use combat maneuvers such as trip and feint. Of course, Disarm and Sunder aren’t all that great, but I’ve got plans to make them useable.
Reckless Assault
At 4th level, the Gentleman Adventurer knows that sometimes, in order to get results. One must be willing to take risks, risks that to others might appear reckless. Indeed, perhaps they are, or perhaps they know they are not. Even though calculated decision or gut instinct. When wielding a one-handed weapon, a Gentleman Adventurer can take a -2 penalty to their attack, in order to added +1d8 to the base damage of their weapon until the end of your turn. This can be used whilst dual-wielding.
At 8th Level, and every four levels afterwards. The Gentleman Adventurer can reduce his attack by a further -1, and add another +1d8 to the base damage of their weapon. Reckless Assault is treated as Power Attack for all intents and purposes, meaning that it cannot be used in conjunction of Power Attack.
So. Rogues have Sneak-Attack and Swashbucklers have Inspiring Strike. As I didn’t want to do the boring, +Ability to damage, I decided to make something a little different. I wanted to add extra dice similarly to sneak-attack, but not needed difficult requirements to get it. So the actual extra damage will be lower. So I decided to base it of that one feat that all melee users have. Power Attack.
As I actually wanted this to be multiplied by an critical hit, I decided to have the attack increase the base-weapon damage of the weapon, but this also opens it up to other abilities. You know two-weapon rend? The feat that does damage equal to the base damage of yours weapons and 1.5x Str? Well, it also deals the Reckless Assault Damage as well. So its actually worth taking.
Not to mention, as its treated as Power-Attack, you can use Leap-Attack to increase the damage granted by it. Which fits the imagery of the Gentleman Adventurer. Other homebrew classes and feats can also affect it, but I won’t talk about any I know. Finally, its a -2 attack at the start, but it currently only increases by -1 attack per extra dice, so it scales exponentially, though I can change it if its too powerful. Still, -6 attack for +5d8 damage seems more appropriate than -10 for the same results
Explorer’s Knack
At level 4, a Gentleman Adventurer likely has a quest or two under his belt, and has come to an realization. The ability to properly traverse and survive in all environment without aid is a rather important to have, as one never knows when one might be imprisoned, stripped of your possessions and dumped onto a desert island to die, amongst other scenarios.
When making a Balance, Climb, Jump, Swim or Survival check, a Gentleman Adventurer can treat himself as having ranks in that skill equal to 1/2 his level. Furthermore, the ACP penalty that applies to these checks is reduced by 1 for light armours, 2 for medium armours and 3 for heavy armours. This cannot reduce the ACP penalty to 1.
I admit, this is a bit of an odd one. Balance tends to be a skill where you put 5 into it and then forget, whilst the other skills... lets be honest guys. They don’t really get touched. But, those skills are quite commonly used in game (at least in my experience), and a Gentleman Adventurer knows this. Despite how undignified it might be, one needs to live. Thus, the reasoning behind this feature. Not to mention that the Gentleman Adventurer is getting a liiiittle top-heavy, and I didn’t want this class feature to be to powerful
Skilled Defence
At level 5, a Gentleman Adventurer learns that relying solely on armour and agility is not always enough to keep them safe. Chose either Performer Defence or Tactician Defence. If you chose Performer Defence, once per turn as an Immediate Action, when targeted by an attack. You can use either a Bluff or Perform check in place of your AC. If you chose Tactician Defence, once per turn Immediate Action, when you would take damage. You can use an appropriate knowledge check against the enemy that dealt damage to you. Reduce the damage dealt by the attack, equal to the knowledge check. Neither of these abilities can be used on consecutive turns.
An interesting little ability like this. I wanted to increase the defences of the Gentleman Adventurer, but again. I didn’t want to do the boring ‘You gain ability X to your AC’. The Performer Defence isn’t that inspired, and a pretty standard skill in place of AC. I’m proud of the Tactician’s Defence, reducing damage dealt by any attack is a more flexible and clever thing to do. A Tactician knows he can’t avoid all damage (fireball anyone?), so he focuses on keeping himself protected when he does get damaged.
Snazzy Suit
The most important item for a Gentleman Adventurer, is not their weapon or a magical item of power. But their smart and slick clothing. Styling and comfortable, a Gentleman Adventurer is simply not a Gentleman unless they have a suit that matches the current fashion. At level 6, the Gentleman Adventurer finally gains a suit that is not only all of the above, but an armour that can aid them in battle, and stay together through thick and thin.
The Snazzy Suit is an outfit that is treated as Light Armour when beneficial, that gives +2 AC, and has no max dexterity, ASF or ACP. The Snazzy Suit cannot be sundered, and only the Gentleman Adventurer can wear it. The Snazzy Suit cannot be sold, but it can be enchanted through the normal means. Additionally, the Snazzy Suit all Charisma and Intelligence based skills an untyped bonus, equal to 1/2 of its AC.
What is a Gentleman without a suit? Not a Gentleman is the answer to that. And thus, the Snazzy Suit was born to represent how a Gentleman Adventurer always wears their suit, even in combat and it remains immaculate and stylish at all times. +2 AC isn’t much currently, and so you might not see a point to wearing it above other armours, and honestly, its kinda the point. Its a free, un-sunderable armour that gives you a skill bonus. So, it has low AC. At least for now, at higher levels, its going to be increasing and bringing other abilities to the table.
That being said, it is an outfit first and foremost, so if you have multi classed with a monk, or get a monk’s belt, you still get your wisdom to AC whilst wearing this, alongside other similar abilities. So, it does have a rather strong niche upgrade.
Fancy Style
At 7th Level, a Gentleman Adventurer has practiced enough with their unique combat styles so that they can evolve to the next level of their abilities.
Swashbuckler: Quick on his feet and with his sword, the Gentleman Adventurer gains a +10 bonus to their base speed. Additionally, they gain the Combat Reflexes feat for free. If you already have Combat Reflexes, instead increase the bonus AoO’s by 50%.
Florentine: The master of the Florentine fencing style knows how to wield his two weapons effectively, and especially using the second weapon to supplement their defences. The Gentleman Adventurer’s penalties when fighting with two weapons are reduced by 2. When wielding two weapons, the Gentleman Adventurer gains a Shield AC equal to the base AC of the Snazzy Suit.
Kung-Fu: As they begin to master the art of Kung-Fu, the Gentleman Adventurer begins to hit harder, as well as pushing their bodies towards amazing feats. The Gentleman Adventurer gains Leap of Heavens and Superior Unarmed Strike as bonus feats. Additionally, they can now invest points granted by the ‘A Gentleman’s Education’ class feature into Jump.
Knight: Stranding strong with shield and sword, the Gentleman Adventurer is steadily becoming more and more resilient. They gain Toughness and Improved Toughness as bonus feats, and gain a bonus to Fortitude Saves equal to their Shield AC bonus.
Juggler: A master weapon-thrower needs more than simple accuracy, but also distance and speed. The range increment of all thrown weapons used by the Gentleman Adventurer increases by 30 feet. Furthermore, they may attack in with any ranged weapon without provoking attacks of opportunity if they are in a threatened area.
So, I mentioned that I’m doing the Combat Style the way of T.G Oskar and not the Wizards of the Coat, and this is showing it right here. Yes, this section here is still giving one or two feats, but that should be the very last time you get any feats from this section, unless my plans horribly horribly wrong.
Swashbuckler’s wear light armour so they can be swifter and more agile than their heavy-armour counterparts. And whilst full-plate isn’t as restrictive as one might imagine, leather armour still gives you better speed and agility. So, faster speed and reaction times reflect this. Again, the 50% increase is to avoid the ‘X bonus to Y’ that is quite common, and something I’ve done myself. But I feel like it works, with the Swashbuckler’s emphasis on agility and speed.
Florentine... okay, the penalty reduction, I just straight out stole that from T.G’s stuff. The other one... well, the Florentine style is about having a parrying dagger in the off-hand, so an increase to AC reflects that quite well, and it will be increasing throughout the levels as well.
Kung-Fu was hard, because I wanted to keep up in terms of damage, but at the same time wasn’t sure how to do so. Superior Unarmed Strike seemed like a solid choice, but alone it wasn’t enough. But in Kung-Fu films... there’s a lot of jumping normally and similar tricks. So, I gave them greater jumping ability, and will be developing them in the future.
Knight, is the resilient and tough guy. So HP and Fortitude? Perfect sense. Juggler... okay I admit, T.G Oskar just managed to do it so well with the Ranger, that I honestly couldn’t think of anything else for them to do. I’m will be doing something different for the next one, I promise.
Flashy Combat
A Gentleman Adventurer knows that one needs more than skill in order to be a master fighter, but style. Show. Pizzazz. Even the most tactical and reserved of the Gentleman Adventurer’s know the need to perform, though they still go about it in a reserved way. At 8th Level, chose either Flashy Performer or Flashy Tactician.
If you chose Performer, as a swift action once per turn after you have hit an enemy, you may attempt to stagger all enemies in 10ft for a number of rounds equal to your Intelligence Modifier (minimum 1). Make a d20 roll, + your Charisma Modifier and ranks in Perform against their Will Save. If you surpass their Will, they are staggered, if you do not, you have no effect.
If you chose Tactician, as a swift action once per turn after you have hit an enemy. You may attempt to daze the struck enemy for a number of rounds equal to half your Charisma Modifier (minimum 1). Make a d20 roll, + your Intelligence Modifier and highest ranks in knowledge against their Will Save. If you surpass their Will, they are dazed. If you do not, you have no effect.
Finally giving you something to do with those swift actions of yours (Immediate Action from Skilled Defence not counting), with a fun little feature to boot. Swashbucklers - which are having a heavy influence on this class I shall admit - always come across as flashy, acrobatic fighters. Whilst you can most certainly be acrobatic, flashy is a little harder to reach. So, hence this little class feature. Complete with two different styles of flash!
Will your quick wit and flashy sword play amazing the view enemies? Or shall you confuse and befuddle you chosen opponent with efficient strikes and technique lecturing? Or do you have other ways to get the same effects?
I admit, I had first thought of doing shaken and frightened instead of staggered and daze... but fear effects have a lot of resistances, so I went for these two instead. Hopefully, the DC’s aren’t to high either... I was wondering if I should have it as a static 7 or 5 instead of a d20 roll, though I will admit that element of randomness honesty fits the Gentleman Adventurer very well.
Gentleman’s Manners
A Gentleman Adventurer is not just a slick and stylish adventurer, but a person that would be at home in even the most cut-throat of ballrooms. Because of this, a Gentleman Adventurer has mastered a few tricks in order to help win them an advantage in mire of politics. At level 9, the DC of the following skill checks is reduced by 5:
Using Diplomacy to increase the attitude of an NPC up to Friendly. Using a Bluff Check to lie to someone, or to pass on a secret message. Sense Motive against opposing Bluff Checks, as a Hunch or to Discern a Secret Message.
Additionally, a Gentleman Adventurer can chose a Performer's Manners or a Tactician's Manners. If they chose Performer, then all normal skill checks using a Perform Skill (not class features, or other checks that user Peform) have their DC reduced by 5. If the chose Tactician, then the DC for all History and Nobility & Royalty Knowledge checks are reduced by 5.
So, I just realized that its been almost five levels since I’ve had a non-combat class feature... and I don’t want a Gentleman Adventurer to only be able to bring the overwhelming majority of their class features to combat. The Rogue and Factotum have out of combat class features, so to does the GA. Hence, I had given you this, to improve the Gentleman’s ability in being a face.
The DC lowering might be a bit too high, so I might tweak it so its only a lowering of 3 or something. I decided to do DC lowering instead of adding a flat bonus to Diplomacy, Bluff and Sense Motive, is because I was unsure what the bonus would be, plus only those skills really fit what I have in mind. Not to mention that I feel that DC lowering benefits any Gentleman Adventurer, no matter how they are built.
There's also quite a few homebrew (or Pathfinder) disciplines out there, using a wide variety of skills... and gestalt is most definitely a thing. Don’t want this skill bumping up the use of those disciplines through a skill boost.
Connection Network
At level 10, a Gentleman Adventurer is a well established Gentleman and Adventurer... and like all good Gentleman and Adventurers, he has connections. Quite a few of them actually, and these connections have connections of their own which he can sometimes call on, giving a few little boons in certain situations.
When making a Gather Information check, the DC is reduced by 5. Additionally, the Gentleman’s connections allows him to sell items at 70% of the base price, as well as buy items and services at 80% of their base price. Finally, if using the Reputation Variant Campaign Rule, a Gentleman Adventurer has a +3 bonus to their Reputation.
Yeah... I admit this one is a little weird, especially for a 10th level character. I’ll admit, I was struggling quite a bit for this one, and I’m honestly not happy with it. I like the idea of a GA having connections, and being able to find items better, as well as sell and buy items better than most. But... I don’t know... it just doesn’t feel like a level ten ability. Suggestions would be welcome.
So when the system does not provide, we turn to homebrew. I could not see anything that fit the gentleman adventurer, thus I have decided to dedicate a class entirely to them. Whenever you play as a charismatic gentleman who can who women with a flash of his smile, or a scholar whose cunning plans make his enemies tremble. Or perhaps you're a rash young-blood, bold, adventurous and daring... and then of course, there is the villain. Moustache twirling, diabolically evil and love it. This class should cover them all.
Gentleman Adventurer
MAKING A GENTLEMAN ADVENTURER
Attributes: Intelligent and/or Charisma are the main attributes for a Gentleman Adventurer, as its fuels their class features. Constitution are secondary, for fortitude and health. With Strength or Dexterity usable to supplement their melee ability
Races: Masters of mixing class with danger, humans are far and away the most common of the Gentleman Adventurers. Half-Elves that were raised by humans, tend to make effective Charismatic Gentleman Adventurers as well. Other races can become Gentleman Adventurers, but are likely to be looked on strangely by their kin,
Alignment: Any. Due to the the wide variety of the Gentleman Adventurers, you could have a loyal soldier to the crown, a swashbuckling freedom fighter, a noble that cares little about others, yet keeps themselves out of trouble, or the famous moustache twirling diabolically evil villain.
Class Skills
The Gentleman Adventurer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skill Points at first level: (6 + Int Modifier)x4
Skill Points at each additional level: 6 + Int Modifier.
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+1
+1
+1Performer vs Tactician, A Gentleman’s Education
2nd
+1
+2
+2
+2Monster Lore, Flourishing Style
3rd
+2
+2
+2
+2Tricky Combat, Bonus Feats
4th
+3
+3
+3
+3Reckless Assault, Explorer’s Knack
5th
+3
+3
+3
+3Skilled Defence
6th
+4
+3
+3
+3Snazzy Suit
7th
+5
+3
+3
+3Fancy Style, Bonus Feats
8th
+6/+1
+4
+4
+4Flashy Combat
9th
+6/+1
+4
+4
+4Gentleman’s Manners
10th
+7/+2
+5
+5
+5Connection Network
11th
+8/+3
+5
+5
+5Master Suit, Bonus Feats
12th
+9/+4
+6
+6
+6A Master’s Style
13th
+9/+4
+6
+6
+6Master’s Combat
14th
+10/+5
+6
+6
+6A Gentleman’s Investment
15th
+11/+6/+1
+6
+6
+6Noble Defence, Bonus Feats
16th
+12/+7/+2
+7
+7
+7Perfect Suit
17th
+12/+7/+2
+7
+7
+7Perfect Style
18th
+13/+8/+3
+8
+8
+8Perfect Combat
19th
+14/+9/+4
+8
+8
+8A Gentleman’s Ally, Bonus Feats
20th
+15/+10/+5
+9
+9
+9A Gentleman’s Perfection
Class Features
All of the following are class features of the Gentleman Adventurer.
Weapon and Armour Proficiency: Gentleman Adventurer are proficient with all simple and martial weapons, as well as one light or one-handed exotic weapon of choice. They are proficient with light and medium armour, and with all shields (except tower shields)
So, the skills give the GA a wide range of physical, social and intellectual choices, though I don’t think they quite have the same skill-range as a bard, rogue or factotum. Still, there a proper solid skill monkey. BAB was obvious, their Skills over Combat, but still Combat heavy so they get Medium BAB. Saves wer a little tricky trick, as they could easily have full saves. However, I went for medium saves instead, as the Gentleman isn't quite as good as other adventureres in terms of toughness, reflexes or willpower as others... but quite good all around.
As for Weapon and Armour proficiencies? Well, a Gentleman Adventurer is a trained fighter, so simple and martial weapons. Of course, their education is beyond that of a fighter, so they gain an exotic weapon as well. Armour wise, they lose heavy because its rather undignified and troublesome, nothing like a good old leather shirt or breastplate.
Performer vs Tactician
Whilst there are many different types of Gentleman Adventurers, they can all be split into two different categories. The Charismatic Performer, and the Intelligent Tactician. At first level, you chose to either become a Performer or a Tactician. If you chose to be a Performer, you gain Gather Information, Handle Animal and Perform as class skills. If you chose to be a Tactician, you gain Decipher Script, Forgery, Spellcraft as class skills.
Due to the flexibility of the Gentleman Adventurers, it is possible for a Performer to have some skills as a Tactician, and a Tactician to have some of the Performer’s flair. Though they lose some of their potency in order to gain these abilities. For every two abilities you select is the same as your choice for this class feature, you gain a +1 Bonus to either Charisma (for Performers), or Intelligence (for Tacticians)
This right here is the Lynchpin of the class, as it decides whenever or not you are focused on Intelligence of Charisma. Most importantly however, it let you decide how much you want to focus on Intelligence on Charisma. As it doesn’t tie you down to all those options once you’ve chosen it. If you chose Performer, but like a Tactician option for a class feature, then you can take it.
That being said, it does encourage and reward you for sticking to your first choice. A stacking increase to either Intelligence or Charisma is quite a reward, especially with how few and far between ability score increases come, and how expensive they can be. So you have to think carefully before you make your every decision.
A Gentleman’s Education
Gentleman Adventurers are slick and well-trained, no matter where they come from. Chose either Performer Skills or Tactician’s Skills. You gain 2 skills points at every level, (and x4 at first level) that you can spend only on skills derived from Charisma (for Performers), or Intelligence (for Tacticians).
At level 5, and every 5 levels afterwards. You gain an additional skill point per level to spend on the skills, taking into account previous levels.. If you can no longer take any skills derived from your attribute, then you can spend those skill points freely.
This is the first feature that properly makes the GA a skill-monkey. They Rogue has Trapmaking, the Bard, Bardic Knowledge or Knack, and the Factotum... has every single skill. This class feature however, is what allows the GA to full call itself to be a skill monkey. Having a total of eight base skills at level 1, but also having that base skill increase, up to a full, impressive, 12 skill points per level base. Of course, half of them are restricted to certain skills, but you’ll likely be taking quite a few of them anyway. Still, keeping them restricted as they are, should help the Gentleman Adventurer from having too diverse a skill set... and the levels in which you gain more can easily be tweaked.
Monster Lore
A Gentleman Adventurer is smooth, slick and very well educated. Whilst his fellow man might be flexible beyond belief, monsters follow a general template that can be studied and learned, and this is something all Gentleman Adventurer’s learn about. At level 2, when making any knowledge check about monsters (including for feats like Knowledge Devotion), a Gentleman Adventurer can chose not to use the normal knowledge skill required, but make a special Monster Lore Knowledge check with a bonus equal to his Gentleman Adventurer level + his Intelligence modifier.
For every 5 ranks in the appropriate knowledge skill for the monster, the Gentleman Adventurer gains a +2 bonus towards his Monster Lore checks. If though multiclassing or other means, the Gentleman Adventurer has the favored enemy class feature, he can apply the bonus to his Monster Lore checks against the specific monsters.
A Gentleman is well-educated, and what better way than to reflect this education, that having its own unique knowledge check? It might share its name with the Pathfinder’s Inquisitor's class feature, but this is much stronger in my mind. What I like best about this however, is that putting ranks into your knowledge skills make it stronger, unlike other knowledge checks. The favored class thing is because I felt like it fits, I don’t see it being used much, but its there.
Flourishing Style
Gentleman Adventurers are skilled combatants, and have unique fighting styles born from their spectacular education that a mere fighter cannot easily replicate. At 2nd level, choose one of the following.
Swashbuckler: This Gentleman Adventurer is a master fencer. Their class features only work when they are wielding a single weapon in one hand, either a buckler or nothing at all in the other hand. Swift and nimble, this Gentleman Adventurer gains Weapon Finesse as a bonus feat.
Florentine: Whilst as Swashbuckler might use a buckler at best, this Gentleman Adventurer has learned the art of using a second, lighter weapon in conjunction with the other, as such their class features only work when wielding a light weapon in their off-hand. You gain Two-Weapon Fighting as a bonus feat.
Kung-Fu: Having learned the secrets of the ancient arts of Kung-Fu, a Gentleman Adventurer abandons weaponry and turns their very body into a deadly weapon, because of this, they only gain their class-features when fighting unarmed. You gain Improved Unarmed Strike as a bonus feat.
Knight: Solid and strong, a Knight wields the traditional sword and shield combo, giving him a strong defence to back up his offense. This Gentleman Adventurer gains Shield Specialization and Shield Ward as bonus feats.
Juggler: The only Gentleman Adventurer that fights at range, the Juggler wields a light-throwing weapons with deadly accuracy and ability, whilst still being sufficient at close range combat. They gain Point Blank Shot and Precise Shot as bonus feats
So, Combat Styles. First appearing from the Ranger, these are normally seen as just a way to give players a package of bonus feats that they gain through-out their levels, sometimes they can chose which feats at certain points, whilst others are just basically ‘You get Feat X and Y Level’. Pretty boring in all honestly
Which is why I’m happy to announce that this isn’t Wizards of the Coast Combat Styles. But T.G Oskar’s Combat Styles. Instead of simply giving you packages of feats, his material gives you interesting and unique abilities, that are different not just for the different styles, but his different classes as well. Check out his Retooled Ranger and Samurai to understand what I mean. Then go check out the rest of his stuff, as its awesome.
Bonus Feats
At 3rd level and every 4 levels thereafter, a Gentleman Adventurer gains a bonus feat. The Gentleman Adventurer may choose from the list of fighter bonus feats or luck feats. A Gentleman Adventurer is considered as a fighter of his class level minus four for feats that have a fighter level prerequisite.
Tricky Combat
At 3rd level, the Gentleman Adventurer has experienced combat enough to know the little tricks and skills that can give him an edge in combat, beyond the normal stabby slashing business. Chose either Performer Combat or Tactician Combat. Performers gain Improved Feint and Improved Disarm as Bonus Feats. Whilst a Tactician gains Improved Trip and Improved Sunder as Bonus Feats.
A Gentleman Adventurer knows there is much more to fighting than just clobbering each other until one falls down. However, a Gentleman Adventurer, also doesn’t have the training and abilities of a martial adept. So how do they do more than just clobber opponents? Simple, they use combat maneuvers such as trip and feint. Of course, Disarm and Sunder aren’t all that great, but I’ve got plans to make them useable.
Reckless Assault
At 4th level, the Gentleman Adventurer knows that sometimes, in order to get results. One must be willing to take risks, risks that to others might appear reckless. Indeed, perhaps they are, or perhaps they know they are not. Even though calculated decision or gut instinct. When wielding a one-handed weapon, a Gentleman Adventurer can take a -2 penalty to their attack, in order to added +1d8 to the base damage of their weapon until the end of your turn. This can be used whilst dual-wielding.
At 8th Level, and every four levels afterwards. The Gentleman Adventurer can reduce his attack by a further -1, and add another +1d8 to the base damage of their weapon. Reckless Assault is treated as Power Attack for all intents and purposes, meaning that it cannot be used in conjunction of Power Attack.
So. Rogues have Sneak-Attack and Swashbucklers have Inspiring Strike. As I didn’t want to do the boring, +Ability to damage, I decided to make something a little different. I wanted to add extra dice similarly to sneak-attack, but not needed difficult requirements to get it. So the actual extra damage will be lower. So I decided to base it of that one feat that all melee users have. Power Attack.
As I actually wanted this to be multiplied by an critical hit, I decided to have the attack increase the base-weapon damage of the weapon, but this also opens it up to other abilities. You know two-weapon rend? The feat that does damage equal to the base damage of yours weapons and 1.5x Str? Well, it also deals the Reckless Assault Damage as well. So its actually worth taking.
Not to mention, as its treated as Power-Attack, you can use Leap-Attack to increase the damage granted by it. Which fits the imagery of the Gentleman Adventurer. Other homebrew classes and feats can also affect it, but I won’t talk about any I know. Finally, its a -2 attack at the start, but it currently only increases by -1 attack per extra dice, so it scales exponentially, though I can change it if its too powerful. Still, -6 attack for +5d8 damage seems more appropriate than -10 for the same results
Explorer’s Knack
At level 4, a Gentleman Adventurer likely has a quest or two under his belt, and has come to an realization. The ability to properly traverse and survive in all environment without aid is a rather important to have, as one never knows when one might be imprisoned, stripped of your possessions and dumped onto a desert island to die, amongst other scenarios.
When making a Balance, Climb, Jump, Swim or Survival check, a Gentleman Adventurer can treat himself as having ranks in that skill equal to 1/2 his level. Furthermore, the ACP penalty that applies to these checks is reduced by 1 for light armours, 2 for medium armours and 3 for heavy armours. This cannot reduce the ACP penalty to 1.
I admit, this is a bit of an odd one. Balance tends to be a skill where you put 5 into it and then forget, whilst the other skills... lets be honest guys. They don’t really get touched. But, those skills are quite commonly used in game (at least in my experience), and a Gentleman Adventurer knows this. Despite how undignified it might be, one needs to live. Thus, the reasoning behind this feature. Not to mention that the Gentleman Adventurer is getting a liiiittle top-heavy, and I didn’t want this class feature to be to powerful
Skilled Defence
At level 5, a Gentleman Adventurer learns that relying solely on armour and agility is not always enough to keep them safe. Chose either Performer Defence or Tactician Defence. If you chose Performer Defence, once per turn as an Immediate Action, when targeted by an attack. You can use either a Bluff or Perform check in place of your AC. If you chose Tactician Defence, once per turn Immediate Action, when you would take damage. You can use an appropriate knowledge check against the enemy that dealt damage to you. Reduce the damage dealt by the attack, equal to the knowledge check. Neither of these abilities can be used on consecutive turns.
An interesting little ability like this. I wanted to increase the defences of the Gentleman Adventurer, but again. I didn’t want to do the boring ‘You gain ability X to your AC’. The Performer Defence isn’t that inspired, and a pretty standard skill in place of AC. I’m proud of the Tactician’s Defence, reducing damage dealt by any attack is a more flexible and clever thing to do. A Tactician knows he can’t avoid all damage (fireball anyone?), so he focuses on keeping himself protected when he does get damaged.
Snazzy Suit
The most important item for a Gentleman Adventurer, is not their weapon or a magical item of power. But their smart and slick clothing. Styling and comfortable, a Gentleman Adventurer is simply not a Gentleman unless they have a suit that matches the current fashion. At level 6, the Gentleman Adventurer finally gains a suit that is not only all of the above, but an armour that can aid them in battle, and stay together through thick and thin.
The Snazzy Suit is an outfit that is treated as Light Armour when beneficial, that gives +2 AC, and has no max dexterity, ASF or ACP. The Snazzy Suit cannot be sundered, and only the Gentleman Adventurer can wear it. The Snazzy Suit cannot be sold, but it can be enchanted through the normal means. Additionally, the Snazzy Suit all Charisma and Intelligence based skills an untyped bonus, equal to 1/2 of its AC.
What is a Gentleman without a suit? Not a Gentleman is the answer to that. And thus, the Snazzy Suit was born to represent how a Gentleman Adventurer always wears their suit, even in combat and it remains immaculate and stylish at all times. +2 AC isn’t much currently, and so you might not see a point to wearing it above other armours, and honestly, its kinda the point. Its a free, un-sunderable armour that gives you a skill bonus. So, it has low AC. At least for now, at higher levels, its going to be increasing and bringing other abilities to the table.
That being said, it is an outfit first and foremost, so if you have multi classed with a monk, or get a monk’s belt, you still get your wisdom to AC whilst wearing this, alongside other similar abilities. So, it does have a rather strong niche upgrade.
Fancy Style
At 7th Level, a Gentleman Adventurer has practiced enough with their unique combat styles so that they can evolve to the next level of their abilities.
Swashbuckler: Quick on his feet and with his sword, the Gentleman Adventurer gains a +10 bonus to their base speed. Additionally, they gain the Combat Reflexes feat for free. If you already have Combat Reflexes, instead increase the bonus AoO’s by 50%.
Florentine: The master of the Florentine fencing style knows how to wield his two weapons effectively, and especially using the second weapon to supplement their defences. The Gentleman Adventurer’s penalties when fighting with two weapons are reduced by 2. When wielding two weapons, the Gentleman Adventurer gains a Shield AC equal to the base AC of the Snazzy Suit.
Kung-Fu: As they begin to master the art of Kung-Fu, the Gentleman Adventurer begins to hit harder, as well as pushing their bodies towards amazing feats. The Gentleman Adventurer gains Leap of Heavens and Superior Unarmed Strike as bonus feats. Additionally, they can now invest points granted by the ‘A Gentleman’s Education’ class feature into Jump.
Knight: Stranding strong with shield and sword, the Gentleman Adventurer is steadily becoming more and more resilient. They gain Toughness and Improved Toughness as bonus feats, and gain a bonus to Fortitude Saves equal to their Shield AC bonus.
Juggler: A master weapon-thrower needs more than simple accuracy, but also distance and speed. The range increment of all thrown weapons used by the Gentleman Adventurer increases by 30 feet. Furthermore, they may attack in with any ranged weapon without provoking attacks of opportunity if they are in a threatened area.
So, I mentioned that I’m doing the Combat Style the way of T.G Oskar and not the Wizards of the Coat, and this is showing it right here. Yes, this section here is still giving one or two feats, but that should be the very last time you get any feats from this section, unless my plans horribly horribly wrong.
Swashbuckler’s wear light armour so they can be swifter and more agile than their heavy-armour counterparts. And whilst full-plate isn’t as restrictive as one might imagine, leather armour still gives you better speed and agility. So, faster speed and reaction times reflect this. Again, the 50% increase is to avoid the ‘X bonus to Y’ that is quite common, and something I’ve done myself. But I feel like it works, with the Swashbuckler’s emphasis on agility and speed.
Florentine... okay, the penalty reduction, I just straight out stole that from T.G’s stuff. The other one... well, the Florentine style is about having a parrying dagger in the off-hand, so an increase to AC reflects that quite well, and it will be increasing throughout the levels as well.
Kung-Fu was hard, because I wanted to keep up in terms of damage, but at the same time wasn’t sure how to do so. Superior Unarmed Strike seemed like a solid choice, but alone it wasn’t enough. But in Kung-Fu films... there’s a lot of jumping normally and similar tricks. So, I gave them greater jumping ability, and will be developing them in the future.
Knight, is the resilient and tough guy. So HP and Fortitude? Perfect sense. Juggler... okay I admit, T.G Oskar just managed to do it so well with the Ranger, that I honestly couldn’t think of anything else for them to do. I’m will be doing something different for the next one, I promise.
Flashy Combat
A Gentleman Adventurer knows that one needs more than skill in order to be a master fighter, but style. Show. Pizzazz. Even the most tactical and reserved of the Gentleman Adventurer’s know the need to perform, though they still go about it in a reserved way. At 8th Level, chose either Flashy Performer or Flashy Tactician.
If you chose Performer, as a swift action once per turn after you have hit an enemy, you may attempt to stagger all enemies in 10ft for a number of rounds equal to your Intelligence Modifier (minimum 1). Make a d20 roll, + your Charisma Modifier and ranks in Perform against their Will Save. If you surpass their Will, they are staggered, if you do not, you have no effect.
If you chose Tactician, as a swift action once per turn after you have hit an enemy. You may attempt to daze the struck enemy for a number of rounds equal to half your Charisma Modifier (minimum 1). Make a d20 roll, + your Intelligence Modifier and highest ranks in knowledge against their Will Save. If you surpass their Will, they are dazed. If you do not, you have no effect.
Finally giving you something to do with those swift actions of yours (Immediate Action from Skilled Defence not counting), with a fun little feature to boot. Swashbucklers - which are having a heavy influence on this class I shall admit - always come across as flashy, acrobatic fighters. Whilst you can most certainly be acrobatic, flashy is a little harder to reach. So, hence this little class feature. Complete with two different styles of flash!
Will your quick wit and flashy sword play amazing the view enemies? Or shall you confuse and befuddle you chosen opponent with efficient strikes and technique lecturing? Or do you have other ways to get the same effects?
I admit, I had first thought of doing shaken and frightened instead of staggered and daze... but fear effects have a lot of resistances, so I went for these two instead. Hopefully, the DC’s aren’t to high either... I was wondering if I should have it as a static 7 or 5 instead of a d20 roll, though I will admit that element of randomness honesty fits the Gentleman Adventurer very well.
Gentleman’s Manners
A Gentleman Adventurer is not just a slick and stylish adventurer, but a person that would be at home in even the most cut-throat of ballrooms. Because of this, a Gentleman Adventurer has mastered a few tricks in order to help win them an advantage in mire of politics. At level 9, the DC of the following skill checks is reduced by 5:
Using Diplomacy to increase the attitude of an NPC up to Friendly. Using a Bluff Check to lie to someone, or to pass on a secret message. Sense Motive against opposing Bluff Checks, as a Hunch or to Discern a Secret Message.
Additionally, a Gentleman Adventurer can chose a Performer's Manners or a Tactician's Manners. If they chose Performer, then all normal skill checks using a Perform Skill (not class features, or other checks that user Peform) have their DC reduced by 5. If the chose Tactician, then the DC for all History and Nobility & Royalty Knowledge checks are reduced by 5.
So, I just realized that its been almost five levels since I’ve had a non-combat class feature... and I don’t want a Gentleman Adventurer to only be able to bring the overwhelming majority of their class features to combat. The Rogue and Factotum have out of combat class features, so to does the GA. Hence, I had given you this, to improve the Gentleman’s ability in being a face.
The DC lowering might be a bit too high, so I might tweak it so its only a lowering of 3 or something. I decided to do DC lowering instead of adding a flat bonus to Diplomacy, Bluff and Sense Motive, is because I was unsure what the bonus would be, plus only those skills really fit what I have in mind. Not to mention that I feel that DC lowering benefits any Gentleman Adventurer, no matter how they are built.
There's also quite a few homebrew (or Pathfinder) disciplines out there, using a wide variety of skills... and gestalt is most definitely a thing. Don’t want this skill bumping up the use of those disciplines through a skill boost.
Connection Network
At level 10, a Gentleman Adventurer is a well established Gentleman and Adventurer... and like all good Gentleman and Adventurers, he has connections. Quite a few of them actually, and these connections have connections of their own which he can sometimes call on, giving a few little boons in certain situations.
When making a Gather Information check, the DC is reduced by 5. Additionally, the Gentleman’s connections allows him to sell items at 70% of the base price, as well as buy items and services at 80% of their base price. Finally, if using the Reputation Variant Campaign Rule, a Gentleman Adventurer has a +3 bonus to their Reputation.
Yeah... I admit this one is a little weird, especially for a 10th level character. I’ll admit, I was struggling quite a bit for this one, and I’m honestly not happy with it. I like the idea of a GA having connections, and being able to find items better, as well as sell and buy items better than most. But... I don’t know... it just doesn’t feel like a level ten ability. Suggestions would be welcome.