geordiekimbo
Mongoose
I've had a look through the boards and can't find a topic to cover this. So I thought i might create a new topic concerning any new character classes that readers have created. Post them in this topic for people to comment on and use.
I'll start the ball rolling by pasting a character class I wrote up and posted in a different topic.
COURTIER
Adventures: Most courtiers will be seldom found in an adventuring group, Often a courtier will demand that he lead a group of adventurers unless there is a noble or courtier of greater ability than himself. He will often demand that he do the talking for such a group in most social situations. Often the scheming of a courtier will land him into an adventuring role especially if fame and fortune are at stake.
Characteristics: Along with the Noble character class, a Courtier is the most aristocratic and social of characters and are often found adventuring with a retinue of followers. They favour brain over physical might even more than that of the Noble character class. The courtiers of each nation have slightly different characteristics, reflecting the roles courtiers play in such societies has for its leaders. Similarly female courtiers may have a different range of skills to their male counterparts. In addition each courtier may select a number of different social abilities during his career, which help make each courtier different than the rest of his peers.
Religion: Courtiers almost always follow the same state religion or other main religion from their land of origin, at least in public. Sometimes a courtier may practise a religion which are less than orthodox. In a similar manner to the Noble character class, courtiers are often not devoutly pious, as like Nobles, priests are their political rivals.
Background: Courtiers, in a similar manner to the Noble character class are often titled aristocrats, but are just as likely to be other upper class characters such as poets and the idle rich. All begin their careers with the potential to be highly influential both locally and in their home country as a whole, though most will not achieve that potential for some time. Typically, a courtier is a more socially aware younger son of a landed aristocrat, rather than a direct heir.
GAME RULE INFORMATION
Abilities: As born leaders, courtiers will usually rely on Charisma above all other attributes. For those courtiers who wish to concentrate on political intrigue, a high Wisdom is also favourable.
Hit Die: d6.
CLASS SKILLS
The courtiers class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Move Silently (Dex), Perform (Cha), Ride (Dex), Sense Motive (Wis) and Spot (Wis).
Skill points at 1st level: (6 + Int modifier) x 4
Skill points each additional level: 6 + Int modifier.
CLASS FEATURES
All of the following are class features of the courtier.
Level Progression: The courtier uses the same level progression chart as the noble. However his special abilities are as follows.
Level Special
1 Social Ability, Negotiation
2 Special Regional Feature +1/+1d6
3
4 Social Ability
5 Lead By Example +2
6 Enhanced Leadership
7 Special Regional Feature +2/+2d6
8
9 Social Ability
10 Lead By Example +4
11 Do You Know Who I Am?
12 Special Regional Feature +3/+3d6
13
14 Social Ability
15 Lead By Example +6
16 Rally
17 Special Regional Feature +4/+4d6
18
19 Social Ability
20 Lead By Example +8
Weapon and Armour Proficiency: A courtier is proficient with simple weapons. Note that armour check penalties for wearing medium or heavy armour apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight-of-Hand and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.
Title: The courtier bears a title of nobility within his native country. He comes from noble birth and family and can expect to ascend to his father’s title if he is in the direct line of succession. If not in the direct line, he can still better his title by deeds of note, diplomatic or possibly martial and still retains his title and status. Sample titles suitable for a character include:
Knight
Baronet
Lord (Direct heir or child of a landed noble)
It is not recommended for a beginning player character to be a landed noble, such as a Patrician, Baron, Duke, or Count. A landed noble has little time to devote to adventuring, being even more devoted to maintaining his position in court and his lands than a courtier. A relative, however, has far more freedom and mobility and makes an excellent adventurer, albeit one who is likely to look down on less than salubrious inns and taverns. This is an extraordinary ability.
Rank Hath Its Privileges: The character is a noble within his native land. As such he possesses all benefits and privileges entitled to one of noble birth or title. Depending on his country, such benefits might include: the right to bear arms, the right to have armed and liveried retainers, the right of hospitality in another nobles domain, the right to attend the King’s court and the right of trial by his peers. Along with these benefits, however, comes the responsibility to uphold them. The character is expected to uphold the nobility of the land and support the King (Queen, Khan, Prince. Duke as may be appropriate). As such he is expected to behave in a manner befitting his station, to remain free of the suspicion of treason and to appear, in all ways, to be a peer of the realm. Should the character fail to uphold his status then at the best he will become a social outcast, at the worst he will be executed for treason. This is an extraordinary ability.
Wealth: The courtier starts with amazing wealth for a first level character. In addition to his normal starting money and equipment, the courtier receives 200sp + 200sp for every point of Charisma modifier he possesses, if positive. Some or all of this initial bonus money can be added to the courtier’s starting equipment budget if desired. This money is a stipend from the courtier’s family and is provided to ensure the courtier does not drag the family’s name into disrepute by appearing unkempt. Each year, the courtier receives another allowance of the same amount. If he publicly squanders this money, however, he will receive no more. This is an extraordinary ability.
Special Regional Feature: At 2nd level, the courtier gains a special regional feature, representing additional training or other bonuses he gain by virtue of his regional origins. As courtiers are expected to be exemplars of their nation and race. Similarly all female courtiers have additional abilities and restrictions due to their status in court. See the Courtier Special Regional and Gender Features table listed below for full information. All special regional features are extraordinary abilities.
At 7th level and every five levels thereafter all the bonuses associated with the special regional feature increase by +1, and in the case of a female courtiers sneak attack this goes up by an additional +1d6 with each increase.
Courtier Special Regional and Gender Features table
Region: followed by Special Regional Feature
Hyboria: +1 bonus to attack rolls with hunting bow. +1 bonus to any two class skills.
Hyrkania: +1 bonus to all Intimidate and Ride checks.
Khitai: +1 bonus to all Magic attack rolls. +1 to all Knowledge checks.
Kush: +1 bonus to all Perform (ritual) and Craft (alchemy) checks.
Shem: +1 bonus to Fortitude, Reflex and Will saving throws.
Stygia: +1 bonus to all magic attack rolls. +1 bonus to Knowledge (arcana) checks.
Vendhya: +1 bonus to all Diplomacy, Knowledge (nobility) Gather Information and Sense Motive checks.
Zamora: +1 bonus to attack rolls with dagger. +1 bonus to Reflex saving throws.
Zingara: +1 bonus to Parry Defence. +1 bonus to attack rolls with an arming sword.
All female courtiers: +1 bonus to Diplomacy and Gather information checks. -1 to all attack rolls. Sneak attack +1d6
Social Ability: The courtier gains a social ability from the same list as shown in the Noble character class section at levels 1, 4, 9, 14 and 19. At the Games Master’s discretion, a courtier may declare he has simply been spending time socialising freely, in which case he may choose a bonus feat from the following choices: Skill Focus (Bluff, Diplomacy, Gather Information or Perform (Dance)).
Negotiation: The courtier is skilled at conciliation and bargaining with others. He gains the Negotiator feat for free, as a class ability.
All other abilities match those of the same name in the Noble character class.
MULTICLASSING AND COURTIERS
Although there is no particular restriction on characters starting the game as courtiers other than the usual prohibited class restrictions for certain character races (which are the same as nobles), it is not possible for a non-courtier, non-noble to gain a level in the courtier class once play has begun, except by special dispensation of the Games Master. This can happen if the character somehow becomes ennobled by game play, such as seizing power or by being knighted for valiant service to a local lord.
EX-COURTIERS
This ruling matches that of the Ex-Nobles entry as written in the noble class section of the main rule book.
Starting Equipment by Character Class
Courtier
Starting Budget 500 + 10d6sp
Starting Equipment Package*
1) Dagger, doublet and hose, riding boots, shirt and braes, belt pouch, belt.
2) Dagger, stiletto, noble’s outfit (all of noble quality i.e. cost is 50 times normal: coat, hat, doublet and hose, riding boots, shirt and braes, belt pouch, knight’s belt).
3) Dagger, stiletto, light mace, hunting bow, 20 arrows, cloak, hood, costrel, doublet and hose, riding boots, shirt and braes, belt pouch, knight’s belt.
I'll start the ball rolling by pasting a character class I wrote up and posted in a different topic.
COURTIER
Adventures: Most courtiers will be seldom found in an adventuring group, Often a courtier will demand that he lead a group of adventurers unless there is a noble or courtier of greater ability than himself. He will often demand that he do the talking for such a group in most social situations. Often the scheming of a courtier will land him into an adventuring role especially if fame and fortune are at stake.
Characteristics: Along with the Noble character class, a Courtier is the most aristocratic and social of characters and are often found adventuring with a retinue of followers. They favour brain over physical might even more than that of the Noble character class. The courtiers of each nation have slightly different characteristics, reflecting the roles courtiers play in such societies has for its leaders. Similarly female courtiers may have a different range of skills to their male counterparts. In addition each courtier may select a number of different social abilities during his career, which help make each courtier different than the rest of his peers.
Religion: Courtiers almost always follow the same state religion or other main religion from their land of origin, at least in public. Sometimes a courtier may practise a religion which are less than orthodox. In a similar manner to the Noble character class, courtiers are often not devoutly pious, as like Nobles, priests are their political rivals.
Background: Courtiers, in a similar manner to the Noble character class are often titled aristocrats, but are just as likely to be other upper class characters such as poets and the idle rich. All begin their careers with the potential to be highly influential both locally and in their home country as a whole, though most will not achieve that potential for some time. Typically, a courtier is a more socially aware younger son of a landed aristocrat, rather than a direct heir.
GAME RULE INFORMATION
Abilities: As born leaders, courtiers will usually rely on Charisma above all other attributes. For those courtiers who wish to concentrate on political intrigue, a high Wisdom is also favourable.
Hit Die: d6.
CLASS SKILLS
The courtiers class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Move Silently (Dex), Perform (Cha), Ride (Dex), Sense Motive (Wis) and Spot (Wis).
Skill points at 1st level: (6 + Int modifier) x 4
Skill points each additional level: 6 + Int modifier.
CLASS FEATURES
All of the following are class features of the courtier.
Level Progression: The courtier uses the same level progression chart as the noble. However his special abilities are as follows.
Level Special
1 Social Ability, Negotiation
2 Special Regional Feature +1/+1d6
3
4 Social Ability
5 Lead By Example +2
6 Enhanced Leadership
7 Special Regional Feature +2/+2d6
8
9 Social Ability
10 Lead By Example +4
11 Do You Know Who I Am?
12 Special Regional Feature +3/+3d6
13
14 Social Ability
15 Lead By Example +6
16 Rally
17 Special Regional Feature +4/+4d6
18
19 Social Ability
20 Lead By Example +8
Weapon and Armour Proficiency: A courtier is proficient with simple weapons. Note that armour check penalties for wearing medium or heavy armour apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight-of-Hand and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.
Title: The courtier bears a title of nobility within his native country. He comes from noble birth and family and can expect to ascend to his father’s title if he is in the direct line of succession. If not in the direct line, he can still better his title by deeds of note, diplomatic or possibly martial and still retains his title and status. Sample titles suitable for a character include:
Knight
Baronet
Lord (Direct heir or child of a landed noble)
It is not recommended for a beginning player character to be a landed noble, such as a Patrician, Baron, Duke, or Count. A landed noble has little time to devote to adventuring, being even more devoted to maintaining his position in court and his lands than a courtier. A relative, however, has far more freedom and mobility and makes an excellent adventurer, albeit one who is likely to look down on less than salubrious inns and taverns. This is an extraordinary ability.
Rank Hath Its Privileges: The character is a noble within his native land. As such he possesses all benefits and privileges entitled to one of noble birth or title. Depending on his country, such benefits might include: the right to bear arms, the right to have armed and liveried retainers, the right of hospitality in another nobles domain, the right to attend the King’s court and the right of trial by his peers. Along with these benefits, however, comes the responsibility to uphold them. The character is expected to uphold the nobility of the land and support the King (Queen, Khan, Prince. Duke as may be appropriate). As such he is expected to behave in a manner befitting his station, to remain free of the suspicion of treason and to appear, in all ways, to be a peer of the realm. Should the character fail to uphold his status then at the best he will become a social outcast, at the worst he will be executed for treason. This is an extraordinary ability.
Wealth: The courtier starts with amazing wealth for a first level character. In addition to his normal starting money and equipment, the courtier receives 200sp + 200sp for every point of Charisma modifier he possesses, if positive. Some or all of this initial bonus money can be added to the courtier’s starting equipment budget if desired. This money is a stipend from the courtier’s family and is provided to ensure the courtier does not drag the family’s name into disrepute by appearing unkempt. Each year, the courtier receives another allowance of the same amount. If he publicly squanders this money, however, he will receive no more. This is an extraordinary ability.
Special Regional Feature: At 2nd level, the courtier gains a special regional feature, representing additional training or other bonuses he gain by virtue of his regional origins. As courtiers are expected to be exemplars of their nation and race. Similarly all female courtiers have additional abilities and restrictions due to their status in court. See the Courtier Special Regional and Gender Features table listed below for full information. All special regional features are extraordinary abilities.
At 7th level and every five levels thereafter all the bonuses associated with the special regional feature increase by +1, and in the case of a female courtiers sneak attack this goes up by an additional +1d6 with each increase.
Courtier Special Regional and Gender Features table
Region: followed by Special Regional Feature
Hyboria: +1 bonus to attack rolls with hunting bow. +1 bonus to any two class skills.
Hyrkania: +1 bonus to all Intimidate and Ride checks.
Khitai: +1 bonus to all Magic attack rolls. +1 to all Knowledge checks.
Kush: +1 bonus to all Perform (ritual) and Craft (alchemy) checks.
Shem: +1 bonus to Fortitude, Reflex and Will saving throws.
Stygia: +1 bonus to all magic attack rolls. +1 bonus to Knowledge (arcana) checks.
Vendhya: +1 bonus to all Diplomacy, Knowledge (nobility) Gather Information and Sense Motive checks.
Zamora: +1 bonus to attack rolls with dagger. +1 bonus to Reflex saving throws.
Zingara: +1 bonus to Parry Defence. +1 bonus to attack rolls with an arming sword.
All female courtiers: +1 bonus to Diplomacy and Gather information checks. -1 to all attack rolls. Sneak attack +1d6
Social Ability: The courtier gains a social ability from the same list as shown in the Noble character class section at levels 1, 4, 9, 14 and 19. At the Games Master’s discretion, a courtier may declare he has simply been spending time socialising freely, in which case he may choose a bonus feat from the following choices: Skill Focus (Bluff, Diplomacy, Gather Information or Perform (Dance)).
Negotiation: The courtier is skilled at conciliation and bargaining with others. He gains the Negotiator feat for free, as a class ability.
All other abilities match those of the same name in the Noble character class.
MULTICLASSING AND COURTIERS
Although there is no particular restriction on characters starting the game as courtiers other than the usual prohibited class restrictions for certain character races (which are the same as nobles), it is not possible for a non-courtier, non-noble to gain a level in the courtier class once play has begun, except by special dispensation of the Games Master. This can happen if the character somehow becomes ennobled by game play, such as seizing power or by being knighted for valiant service to a local lord.
EX-COURTIERS
This ruling matches that of the Ex-Nobles entry as written in the noble class section of the main rule book.
Starting Equipment by Character Class
Courtier
Starting Budget 500 + 10d6sp
Starting Equipment Package*
1) Dagger, doublet and hose, riding boots, shirt and braes, belt pouch, belt.
2) Dagger, stiletto, noble’s outfit (all of noble quality i.e. cost is 50 times normal: coat, hat, doublet and hose, riding boots, shirt and braes, belt pouch, knight’s belt).
3) Dagger, stiletto, light mace, hunting bow, 20 arrows, cloak, hood, costrel, doublet and hose, riding boots, shirt and braes, belt pouch, knight’s belt.