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    Default Silly Idea: T1 Aristocrat

    Abilities: The single-most important attribute for an Aristocrat is their Charisma, which fuels their class features and the skills most often associated with their social and economic class. Outside of that, Aristocrats vary from one to another. One might be a noble knight (...well, noble in the aristocratic sense, not the moral one), and thus might boast great Strength and Constitution. Another might practice the art of war more delicately, mastering techniques for fencing, iaijutsu, or archery, and find themselves with substantial Dexterity. Still another might eschew combat in favor of higher education, with the Intelligence appropriate for such a scholarly background. Of course, many nobles might value the situational awareness and critical-thinking skills that come from a high Wisdom...although there is no short supply of Aristocrats ready to prove you can thrive in this world with more money than sense.

    Alignment: Any.

    Hit Die: d8

    Starting Cash: 6d8 x 10 gp (270 gp)

    Level BAB Fort Ref Will Class Features Bullion Bootstraps
    1 +0 +0 +0 +2 Bonus Feat, Bullion Bootstraps, Nobility 54
    2 +1 +0 +0 +3 Bonus Feat 126
    3 +2 +1 +1 +3 360
    4 +3 +1 +1 +4 Bonus Feat 540
    5 +3 +1 +1 +4 720
    6 +4 +2 +2 +5 Bonus Feat 800
    7 +5 +2 +2 +5 1200
    8 +6/+1 +2 +2 +6 Bonus Feat 1600
    9 +6/+1 +3 +3 +6 1800
    10 +7/+2 +3 +3 +7 Bonus Feat 2600
    11 +8/+3 +3 +3 +7 3400
    12 +9/+4 +4 +4 +8 Bonus Feat 4400
    13 +9/+4 +4 +4 +8 4400
    14 +10/+5 +4 +4 +9 Bonus Feat 8000
    15 +11/+6/+1 +5 +5 +9 10000
    16 +12/+7/+2 +5 +5 +10 Bonus Feat 12000
    17 +12/+8/+3 +5 +5 +10 16000
    18 +13/+9/+4 +6 +6 +11 Bonus Feat 20000
    19 +14/+9/+4 +6 +6 +11 28000
    20 +15/+10/+5 +6 +6 +12 Bonus Feat 36000

    Class Skills: The aristocrat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Survival (Wis), and Use Magic Device (Cha).
    Skill Points: 6 + Intelligence modifier (x4 at first level)

    Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.

    Bonus Feats: An aristocrat has a wide variety of talents. At class level 1, and every even class level, an aristocrat may select a bonus feat from the following list: Alertness, Apprentice, Business Savvy, Combat Expertise, Combat Panache, Combat Reflexes, Deceitful, Diligent, Dive For Cover, Dodge, Exotic Weapon Proficiency, Extra Followers, Fade Into Violence, Favored In Guild, Force Of Personality, Goad, Great Captain, Great Fortitude, Guildmaster, Hindering Opportunist, Improved Cohort, Improved Diversion, Improved Initiative, Indomitable Soul, Inspirational Leadership, Iron Will, Jack Of All Trades, Landlord, Leadership, Master Manipulator, Mentor, Mercantile Background, Might Makes Right, Negotiator, Open Minded, Persuasive, Practiced Cohort, Quick Reconnoiter, Skill Focus, Urban Tracking, Versatile Performance, Wanderer's Diplomacy. Additionally, you can select a bonus feat from any of the feats detailed in this post.

    (If you can think of existing feats that feel like they should be on this list but aren't mentioned, point them out and I'll think about adding them. I probably just forgot about them.)

    Bullion Bootstraps: Whether inheritance, trust fund, success in business, a knack for finding deals, or just inordinate luck, you reliably have more money than anyone else of similar experience. The first time you gain any Aristocrat level, you gain extra gold equal to your Charisma modifier multiplied by the number in the table for that level. Access to this new money is not dependent on access to settlements; it can be assumed you've had the money since the last settlement you were at and just haven't found a reason to spend it yet. This ability does not alter your ability to purchase goods in any way other than providing money; if a settlement isn't large enough to reasonably have a given piece of gear, having a million gold pieces in your pocket doesn't change that fact (same as everyone else).

    Nobility: You're part of a higher class of person, and it shows. A number of times per day equal to your class level, you may add your Charisma modifier as a bonus on any d20 roll. Additionally, a number of times per day equal to your Charisma modifier, you can invoke your family name or business or whatever makes sense in order to make yourself more credible, gaining a bonus on a Charisma-based check; this latter bonus cannot be applied to Disguise, Handle Animal, Iaijutsu Focus, or Use Magic Device without DM permission, as these skills are generally used in situations where leaning on your social reputation is unhelpful, useless, or even outright counterproductive.

    Multiclass Note: As this is intended as a PC replacement for the NPC class of the same name, there is no limit on multiclassing into or out of Aristocrat.

    Spoiler: ACFs
    Show
    As usual, ACFs that alter the same thing can't be combined.

    Delegator
    Some nobles take advantage of their wealth to study a wide variety of topics, from weaponry to law to magic. But why bother, when you can just pay someone else to do it for you?

    You roll d4s for Hit Dice instead of d8s.

    You have poor BAB.

    You get 4 + Intelligence modifier skill points per level (x4 at level 1).

    You lose proficiency with martial weapons, medium armor, heavy armor, and shields.

    You may take Leadership multiple times, gaining all benefits for each feat taken. Any effect that would affect Leadership affects all instances of the Leadership feat equally.

    Nouveau Riche
    You're new to the lifestyle, flush with cash and noone to share it with. Unfortunately, news of your success hasn't been echoing in the ears and minds of the populace for decades or centuries, the way it has for more established gentry.

    You receive 50% more base money from Bullion Bootstraps at all levels.

    You can use your Nobility bonuses half as many times per day each (rounded down).

    Old Money
    Your family has been nobility for quite a long time, and has gotten quite large. Your cut of the pie, as it were, may be smaller, but your name carries more weight.

    You receive 50% less base money from Bullion Bootstraps at all levels.

    You can use your Nobility bonuses twice as many times per day each.

    Pack Rat
    You might come from a wealthy background, but you seem to have trouble holding onto extra cash. You seem to buy every little curiosity that catches your eye. Lucky for you, you live a life where oddities come in handy surprisingly quickly.

    You receive 50% less base money from Bullion Bootstraps at all levels.

    When you gain money from Bullion Bootstraps, you may declare any amount of it to be part of your Pack Rat fund (from 0 gp to "all of it" or anywhere in between); make note of how much money is in your fund at a given moment. You may not invest money into your Pack Rat Fund unless the money originated from Bullion Bootstraps. At any time, you may spend a full round action searching through your supplies to "find" the perfect item for the job, having "already" been purchased on one of your many shopping trips; items such as a Handy Haversack do not reduce the time needed to "find" these items. The market value of the item produced is subtracted from your Pack Rat fund. You may not produce an item of greater value than half the total value gained from Bullion Bootstraps at your most recent level-up.

    For example, an Aristocrat (Pack Rat) with effective Charisma 28 and 30000 gp in his Pack Rat fund levels up to Aristocrat 14. He gains 36000 gp, and decides to put it all in his Pack Rat Fund (bringing the total to 66000 gp). At any point throughout the next dungeon, he could spend a full round action to pull out an Iridescent Spindle Ioun Stone (market price 18000 gp, sustains user without need to breathe). In fact, he could do that three times, each time pulling out yet another of the same item. However, he could not do so a fourth time, as doing so thrice would reduce his Pack Rat Fund to 12000 gp. Additionally, even if he had never drawn any Ioun Stones, he could never draw Bracers Of Armor +8 as a full round action; while the total size of the Fund would allow for it, this would exceed the 18000 gp maximum currently imposed by the ability.

    This item is exactly as functional as if it had been purchased normally, as the idea is that you did purchase it when you had the chance, and it's only coming up now that you realize that's the thing you really needed. Generally speaking, this means you need to confer with your DM on what is appropriate to produce. For example, if you have never been near a city that had a snowball's chance in hell of selling you a vorpal sword, then you can't draw a vorpal sword out of your pack even if this ability would otherwise allow it.

    Self Made Man
    You have opted to make a name for yourself rather than relying on your connections and nepotism. You haven't entirely given up the benefits of your higher class life, in no small part because the superior nutrition and education such an upbringing afforded you through childhood and puberty is not a gift that can be returned, and partly because it's hard to complete reject the allure of a lavish lifestyle, but you have done your best to rely on yourself more than the average noble.

    You roll d12s for Hit Dice instead of d8s.

    You have full BAB.

    You have all Good saving throws.

    You get 8 + Intelligence modifier skill points per level (x4 at level 1).

    All skills are class skills for you.

    You gain proficiency in tower shields. You may start with proficiency in one exotic weapon or armor of your choice.

    You may use your Aristocrat Bonus Feats to take feats from the Fighter Bonus Feats category.

    You receive 50% less base money from Bullion Bootstraps at all levels.

    You can use your Nobility bonuses half as many times per day each (rounded down).


    Spoiler: New Feats
    Show
    Note: all [Legacy] feats are designed with multiclassing in mind. Taking them in a gestalt setup requires DM permission and adjudication.

    Collegiate Alumnus [Legacy]
    Between access to the family library, the best tutors, and the most prestigious colleges, you've gained an education most can only dream of. Even if a great deal of the magical education was pure theory, you're still far more informed than the layman.
    Prerequisites: Nobility
    Benefit: Add your Charisma modifier as an untyped bonuses to any five Intelligence-based skills of your choice.
    Special: If you have the Noble Legacy (Wizard) feat, add your Aristocrat level to your Wizard level for purposes of determining caster level and familiar progression. Additionally, you gain one extra spell whenever you gain a level in Wizard. Finally, when determining your Nobility benefits, add your full Wizard level to effective Aristocrat level, instead of half your Wizard level rounded down. This does not change the effect on effective Charisma, however.

    Divine Right Of Kings
    Some royalty lays claim to a divine bloodline. Whether that's true of you or not is irrelevant, because the gods, the Weave, or the universe itself has recognized your right to pull social rank in most any situation.
    Prerequisites: Nobility class feature
    Benefit: Select one attribute. You may apply the second benefit of Nobility to checks based on that attribute. If you choose Charisma, you gain access to the four Charisma skills explicitly excluded by the base ability.
    Special: You may take this feat multiple times, selecting a different attribute each time.

    Family Road Trip
    Mother made you bring your cousins along. One's actually rather useful, but you'll never let her know you said that.
    Prerequisites: Nobility class feature, Leadership feat
    Benefit: If your cohort or followers are Aristocrats, they gain an additional +1 on their Nobility bonuses. If your cohort is an Aristocrat, you gain a +1 on your Nobility bonuses. If you have multiple cohorts that are Aristocrats, you gain +1 per cohort.

    Hopeless Gossip [Legacy]
    You sit at the center of a web of intrigue and rumor. It's hardly your fault, there's just little else of interest to do growing up if you're not as interested in books or swordplay!
    Prerequisites: Nobility class feature
    Benefit: You gain bardic knowledge, as a bard of a level equal to your Aristocrat level. Additionally, if you would gain a synergy bonus from or to a Charisma-based skill, increase the synergy bonus by 1. If it is both from and to a Charisma-based skill, increase the synergy bonus by 2 instead.
    Special: If you have the Noble Legacy (Bard) feat, add your Aristocrat level to your Bard level for the following purposes: determining bardic knowledge benefits, determining bard caster level, determining bardic music effects and frequency. Additionally, when determining your Nobility benefits, add your full Bard level to effective Aristocrat level, instead of half your Bard level rounded down. This does not change the effect on effective Charisma, however.

    Knight In Shining Armor [Legacy]
    You're officially a knight in the service of your lord (who you probably happen to be related to).
    Prerequisites: Nobility class feature
    Benefit: Add your Charisma modifier as an untyped bonus to one of the following of your choice: AC, all saves, initiative, three physical skills of your choice, melee attack rolls, melee damage. If any effect increases your effective Charisma score for the purposes of the Nobility class feature, it counts for this as well.
    Special: If you have the Noble Legacy (Paladin) feat, you may select a second benefit from the list. Additionally, when determining your Nobility benefits, add your full Paladin level to effective Aristocrat level, instead of half your Paladin level rounded down. This does not change the effect on effective Charisma, however.

    Legitimate Businessman [Legacy]
    Adventurers take great risks delving dungeons. You prefer to make money slowly in a way that builds up wealth over generations. You've gotten quite good at managing the books.
    Prerequisites: Nobility class feature
    Benefit: Select one type of business. Add half your Aristocrat class level (rounded down) as a bonus on all profit checks made involving that business type.
    Special: If you have the Noble Legacy (Rogue) feat, and you selected Criminal for your business type, add your full character level instead of half your Aristocrat class level rounded down. Additionally, when determining your Nobility benefits, add your full Rogue level to effective Aristocrat level, instead of half your Rogue level rounded down. This does not change the effect on effective Charisma, however.

    Magical Heritage I [Legacy]
    Some nobles claim a special heritage - usually, that they are descended from gods or angels or dragons or...well, something like that. Your claim is stronger than most.
    Prerequisites: Nobility class feature, character level 1
    Benefit: Select one 0th level spell from any base class spell list. You can use that spell a number of times per day equal to your Charisma modifier. Your spellcasting modifier is Charisma.
    Special: You may select this feat multiple times, choosing a different spell each time.
    Special: If you have the Noble Legacy (Sorcerer) feat, add your Sorcerer level to your Aristocrat level to determine the spell's caster level, and add your Aristocrat level to your Sorcerer level to determine your caster level for all sorcerer spells. Additionally, you may take [Heritage] feats with Aristocrat bonus feats, and the spell becomes a sorcerer spell known to you. Finally, when determining your Nobility benefits, add your full Sorcerer level to effective Aristocrat level, instead of half your Sorcerer level rounded down. This does not change the effect on effective Charisma, however.

    Magical Heritage II [Legacy]
    Prerequisites: Magical Heritage I, character level 5
    Benefit: Select one 1st level spell from any base class spell list. You can use that spell once per day. You gain an additional daily use of the spell selected for Magical Heritage I (or for each of them, if you gained that feat multiple times). Your spellcasting modifier is Charisma.
    Special: You may select this feat multiple times, choosing a different spell each time.
    Special: If you have the Noble Legacy (Sorcerer) feat, add your Sorcerer level to your Aristocrat level to determine the spell's caster level. Additionally, the spell becomes a sorcerer spell known to you.

    Magical Heritage III [Legacy]
    Prerequisites: Magical Heritage II, character level 9
    Benefit: Select one 2nd level spell from any base class spell list. You can use that spell once per day. You gain an additional daily use of the spells selected for Magical Heritage I and II (or for each of them, if either feat has been gained multiple times). Your spellcasting modifier is Charisma.
    Special: You may select this feat multiple times, choosing a different spell each time.
    Special: If you have the Noble Legacy (Sorcerer) feat, add your Sorcerer level to your Aristocrat level to determine the spell's caster level. Additionally, the spell becomes a sorcerer spell known to you.

    Magical Heritage IV [Legacy]
    Prerequisites: Magical Heritage III, character level 13
    Benefit: Select one 3rd level spell from any base class spell list. You can use that spell once per day. You gain an additional daily use of the spells selected for Magical Heritage I, II, and III (or for each of them, if any of those feats has been gained multiple times). Your spellcasting modifier is Charisma.
    Special: You may select this feat multiple times, choosing a different spell each time.
    Special: If you have the Noble Legacy (Sorcerer) feat, add your Sorcerer level to your Aristocrat level to determine the spell's caster level. Additionally, the spell becomes a sorcerer spell known to you.

    Magical Heritage V [Legacy]
    Prerequisites: Magical Heritage IV, character level 17
    Benefit: Select one 4th level spell from any base class spell list. You can use that spell once per day. You gain an additional daily use of the spells selected for Magical Heritage I, II, III, and IV (or for each of them, if any of those feats has been gained multiple times). Your spellcasting modifier is Charisma.
    Special: You may select this feat multiple times, choosing a different spell each time.
    Special: If you have the Noble Legacy (Sorcerer) feat, add your Sorcerer level to your Aristocrat level to determine the spell's caster level. Additionally, the spell becomes a sorcerer spell known to you.

    Noble Legacy [Legacy]
    You lean into your family's legacy more than most. Your career will benefit from surrounding yourself with examples of excellence in your field of study (not to mention from any monetary gifts sent your way as reward for following in their footsteps).
    Prerequisites: Bullion Bootstraps class feature, Nobility class feature, at least one level in a class other than Aristocrat
    Benefit: Pick one class or PrC you possess at least one level in other than Aristocrat. For the purposes of calculating Nobility and all future Bullion Bootstraps benefits (including the one gained at the same level as this feat, if any), add half your class level in the chosen class to your effective Aristocrat level, as well as to your effective Charisma score. For example, an Aristocrat 4/Fighter 1 with Charisma 17 levels up and takes another level of Fighter (selecting this feat for their HD feat). They gain Bullion Bootstraps benefits as if they had gained a 5th level of Aristocrat with Charisma 18 (for a total of 2880 gp gained). Additionally, they would be able to gain +4 5/day and +5 4/day from Nobility.
    Special: This feat may be taken multiple times, selecting a different class every time. The effects otherwise stack. For example, if the aforementioned character went on to become Aristocrat 4/Fighter 6/Rogue 2 and took this feat a second time for Rogue as their 12 HD feat, then at lvl 12 they would gain Bullion Bootstraps benefits as if they had gained an 8th lvl in Aristocrat with effective Charisma 21 (for a total of 8000 gp gained). Additionally, they would gain +5 8/day and +8 5/day from Nobility.

    Of The Cloth [Legacy]
    Your childhood was steeped in rhetoric and metaphor. You learned how to proselytize from the best, and now you're so devoted you've felt the barest touch of the divine.
    Prerequisites: Nobility class feature.
    Benefit: Pick one cleric domain. You gain the domain power of that domain as if you were a cleric of a level equal to your Aristocrat level. If you worship a deity, it must be a domain available to that deity. This does not grant you the ability to cast any spells of that domain.
    Special: If you have the Noble Legacy (Cleric) feat, add your cleric and aristocrat levels together to determine domain power benefits for all domains you possess. Additionally, you may prepare spells from the selected domain in your domain slots. Finally, when determining your Nobility benefits, add your full Cleric level to effective Aristocrat level, instead of half your Cleric level rounded down. This does not change the effect on effective Charisma, however.

    Pedigree
    What can I say? Blood will tell.
    Prerequisites: Nobility class feature
    Benefit: Add 1 to your effective Aristocrat class level and effective Charisma score for the purposes of calculating Nobility.
    Special: This feat may be taken multiple times. Its effect stacks.

    Wealthy
    Your wealth exceeds expectations.
    Prerequisites: Bullion Bootstraps class feature
    Benefit: Add 2 to your effective Charisma score for the purpose of calculating all future Bullion Bootstraps benefits (including the one gained at the same level as this feat, if any).
    Special: This feat may be taken multiple times. Its effect stacks. You may not have more iterations of this feat than your Charisma modifier unmodified by nonpermanent bonuses.


    Spoiler: Dungeon Master PrC
    Show
    Prerequisites
    Class Feature: Bullion Bootstraps
    Feat: Landlord

    Level BAB Fort Ref Will Class Features
    1 +0 +0 +0 +2 Landed Gentry, Bonus Feat
    2 +1 +0 +0 +3 Bonus Feat
    3 +2 +1 +1 +3 Bonus Feat
    4 +3 +1 +1 +4 Bonus Feat
    5 +3 +1 +1 +4 Bonus Feat
    6 +4 +2 +2 +5 Bonus Feat
    7 +5 +2 +2 +5 Bonus Feat
    8 +6 +2 +2 +6 Bonus Feat
    9 +6 +3 +3 +6 Bonus Feat
    10 +7 +3 +3 +7 Bonus Feat

    Hit Die: d8

    Class Skills: The dungeon master’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Survival (Wis), and Use Magic Device (Cha).
    Skill Points: 6 + Intelligence modifier

    Landed Gentry: The dungeon master is the owner of all they survey, or at least near enough. At 1st level, you gain Noble Legacy (Dungeon Master) as a bonus feat. Additionally, you are permitted to take Landlord multiple times. The effects stack. For example, if you level up to character level 15 and acquire your fourth iteration of the Landlord feat, you would gain an allowance of 200,000 gp to be spent on strongholds; additionally, any money spent beyond your allowance on strongholds will be effectively quintupled, as each feat matches your contribution.

    Bonus Feat: At every level of dungeon master, you gain an iteration of the Landlord feat.
    Last edited by AvatarVecna; 2023-08-21 at 07:44 AM.


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  2. - Top - End - #2
    Colossus in the Playground
     
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    Default Re: Silly Idea: T1 Aristocrat

    I absolutely hate that this is T1 if built right.

    But yeah-mission accomplished! :P
    I have a LOT of Homebrew!

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    Default Re: Silly Idea: T1 Aristocrat

    Screw the Rules, I Have Money and Screw the Rules, I Make Them: the class? Yeah, I always knew you were Evil.

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    Default Re: Silly Idea: T1 Aristocrat

    This is awesome. By which I mean I'm in awe, but damn does this class seem to slow the game, especially with that Leadership ACF.
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    Default Re: Silly Idea: T1 Aristocrat

    Having stumbled into a YouTube channel covering ancient D&D-related material, the thought comes to mind for a slightly less silly variant shifting some of the budget into bloating the Profit rules into a substitute for crafting-related wealth expansion, somewhat reflecting the older-edition Merchant NPC class that as best I can tell is the origins of Merchant Prince. Dragon #136 and Gazetter 11: Republic of Darokin would be the two printings of the concept as a class brought up in the video, but it starts with pre-D&D Blackmoor discussion and Supplement II.

    As-is, it's nearly unplayable from being almost purely about exploitable but not codified wealth-creation and follower-accretion, which fits with being a slightly higher effort form of the Lightning Warrior joke. It would be nice to see the abuses more properly codified shy of the fully degenerate peak to have a plausible skill floor without obtuse micromanagement.

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    Default Re: Silly Idea: T1 Aristocrat

    A few notes:

    1. It's unclear what would happen with Bullion Bootstraps if you lose a level.
    2. The second bonus granted by Nobility isn't defined, although it seems like it's supposed to be your Aristocrat level.
    3. I'm assuming that the Magical Heritage feats grant SLAs, but they're not explicitly defined. Also, CL isn't defined. Also, saying that you need a minimum level of 1 for Magical Heritage I is kinda silly.
    Last edited by Kalkra; 2023-09-05 at 10:52 AM.

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    Default Re: Silly Idea: T1 Aristocrat

    Quote Originally Posted by Morphic tide View Post
    which fits with being a slightly higher effort form of the Lightning Warrior joke.
    (Huh. You're right! This one doesn't have a familiar either!)

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    Default Re: Silly Idea: T1 Aristocrat

    Finally, a class that lets me play as the protagonist from a harem anime.

    Does the Aristocrat need to meet the prerequisites of the bonus feats?

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    Default Re: Silly Idea: T1 Aristocrat

    Quote Originally Posted by Maat Mons View Post
    Finally, a class that lets me play as the protagonist from a harem anime.

    Does the Aristocrat need to meet the prerequisites of the bonus feats?
    Yes it does need to meet prereqs.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
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    Default Re: Silly Idea: T1 Aristocrat

    Where is the Landlord feat?
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    Default Re: Silly Idea: T1 Aristocrat

    Quote Originally Posted by Bohandas View Post
    Where is the Landlord feat?
    Stronghold Builders Guidebook


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
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    Default Re: Silly Idea: T1 Aristocrat

    Why does the Bullion Straps number stall at 13th level? The progression is quite a good fit to an exponential curve except for that one spot. It would fit the curve better if the number were 5400 (instead of 4400) at 13th level.
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    Default Re: Silly Idea: T1 Aristocrat

    Quote Originally Posted by jqavins View Post
    Why does the Bullion Straps number stall at 13th level? The progression is quite a good fit to an exponential curve except for that one spot. It would fit the curve better if the number were 5400 (instead of 4400) at 13th level.
    The progression is based on WBL, specifically it's like 1/5th of the difference between this levels WBL and the previous levels. It so happens that at those particular levels, WBL increases by the same amount, and thus so does Bullion Bootstraps.


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    Default Re: Silly Idea: T1 Aristocrat

    Quote Originally Posted by Bohandas View Post
    Where is the Landlord feat?
    If you're curious about what it does, it gives an allowance that only applies to stronghold purchases (25K gp/level for level 9-12, 50K for 13-16, 100K for 17-19, 200K for level 20). It's free money, but it only matches what you spend with your non-Landlord cash (effectively doubling its buying power for stronghold stuff, up to a limit).

    Ten levels of Dungeon Master will net you 6,750,000gp's worth of allowance at level 20, with the eleven copies of Landlord meaning that any purchase is 11x more effective. If you splurge at level 20, that means that you only need to spend 613,637gp to get the full discount. (That seed money is, of course, trivial with Bullion Bootstraps.)
    For reference, the most expensive example stronghold in the book costs just 2,600,000gp.


    (...Here's one funky detail, though: Landlord is taken at level 9, so the "purest" build is Aristocrat 9/Dungeon Master 10/Aristocrat +1 and that feels kind of weird and funky. Oh well, it is what it is.)

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    Default Re: Silly Idea: T1 Aristocrat

    Do you get more money from Bullion Bootstraps for having a high temporary charisma bonus. IE when you level up you have eagle's charisma active? (Perhaps a persisted buff?).
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    Default Re: Silly Idea: T1 Aristocrat

    Quote Originally Posted by Silva Stormrage View Post
    Do you get more money from Bullion Bootstraps for having a high temporary charisma bonus. IE when you level up you have eagle's charisma active? (Perhaps a persisted buff?).
    Intention is just permanent stuff (so probably not even including magic items), but tbh it'd be up to whatever DM made the mistake of allowing this class regardless of what I say, so ask your DM.

    EDIT: I could see allowing temporary stuff, if only because the actual mechanics of going from lvl X to lvl X+1 aren't clear. Is it automatic? Do you need to rest? Do you need a level trainer? Answer to that question is probably pretty relevant to answering yours.
    Last edited by AvatarVecna; 2023-09-19 at 09:29 AM.


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    Default Re: Silly Idea: T1 Aristocrat

    I like!, lol

    Would be cool playing a game where all players were rival, of sorts nobles, vying with each other, but also having to work together simultaniously against outside evil forces, heh!.

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