Frostmarrow
First Post
CITIZEN
In the sprawling cities of the civilized world many dangers can be found and met by those brave enough. Cults and thieves' guilds thrive where there are lots of people to feed on, and screen them from their illegal activities. In the cities there are also people who have grown up with the very best of educations, sponsored by affluent and influential parents. These are the citizens. Some citizens take upon them selves to fight cults and thieves but others seek to gain money and power by helping them.
Adventures:
A citizen is a gentleman/lady warrior bred and educated by the finest teachers money can buy. Sometimes a citizen decides to follow in his parents' footsteps and sometimes the citizen may feel confined by his upbringing, striking out on his own. In any case, the citizen is well bred and entirely capable of taking on any challenges a metropolis can present.
Characteristics:
A citizen is trained in a variety of weapons and is quite capable in combat. His skills allow him to excel in urban areas. He knows who's who and where to get the best price. The citizen knows how to deal with people of all layers of society. Citizens are often well dressed and groomed. Their professional nature affords them to buy what finest civilization has to offer.
Alignment:
Citizens can be of any alignment. Their privileged upbringing however gives them a slight lawful bent. Many citizens live by a code of honor, but this is not mandatory. They are free to act as they chose in life.
Religion:
Citizens can be of any religion but they tend to stay with those who have churches in town. This means citizens rarely become followers of wilderness-oriented faiths, for example. It is also common among citizens to pledge allegiance to several different orders.
Background:
Citizens are the sons and daughters of those who have made it in an urban setting. They can be the heirs of nobles, wealthy merchants, or city officials. They have benefited from all the knowledge civilization, by way of teachers and scholars, can pass on to them. Citizens have gained a first rate combat education, as is befitting a duke's heir or niece of the Captain of the watch. They have also been trained in a wide variety of skills needed to make civilization work, such as trade, bookkeeping, or what currently is comme il faut.
Races:
Humans, elves and dwarves are the most common citizens. They have the stable societies necessary to breed such a privileged class. Half-elves, gnomes, and halflings might become citizens in human cities. Half-orcs on the other hand are rarely given such an opportunity.
Other Classes:
Citizens get along favourably with paladins, clerics and bards. They have little in common with rangers and druids and so tries to stay out of their way. Some citizens enjoy the company of rogues yet others feel rogues are the scum of the earth. Fighters and monks have a lot in common with the citizen so they treat each other with respect. Most classes, but perhaps barbarians the most, find the citizen's obvious lack of wilderness skills embarrassing, at best.
Role:
The best role of the citizen is that of scholar and secondary combatant. Citizens make for good leaders as they have way with people and often know several languages.
Abilities:
Citizens benefit from having a high intelligence since many of their skills are depend on it. Since citizens frequently find themselves in combat, strength is also important.
Alignment: Any.
Hit Die: d8.
Class Skills: The citizen's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (architecture and engineering) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: A citizen is proficient with all simple and martial weapons, light armor, medium armor, and shields.
TABLE: The Citizen
Base...................Fort...Ref...Will
Level.Attack Bonus.....Save...Save..Save..Special
1.....+1................+2....+0....+2....Bonus feat, Private Tutoring, Tenderfoot
2.....+2................+3....+0....+3....Bonus feat..............................
3.....+3................+3....+1....+3............................................
4.....+4................+4....+1....+4............................................
5.....+5................+4....+1....+4............................................
6.....+6/+1.............+5....+2....+5....Bonus feat..............................
7.....+7/+2.............+5....+2....+5............................................
8.....+8/+3.............+6....+2....+6............................................
9.....+9/+4.............+6....+3....+6............................................
10...+10/+5.............+7....+3....+7....Bonus feat..............................
11...+11/+6/+1..........+7....+3....+7............................................
12...+12/+7/+2..........+8....+4....+8............................................
13...+13/+8/+3..........+8....+4....+8............................................
14...+14/+9/+4..........+9....+4....+9....Bonus feat..............................
15...+15/+10/+5.........+9....+4....+9............................................
16...+16/+11/+6/+1.....+10....+5...+10............................................
17...+17/+12/+7/+2.....+10....+5...+10............................................
18...+18/+13/+8/+3.....+11....+6...+11....Bonus feat..............................
19...+19/+14/+9/+4.....+11....+6...+11............................................
20...+20/+15/+10/+5....+12....+6...+12............................................
Bonus feat: At 1st level, a citizen gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The citizen gains an additional bonus feat at 2nd level and every four citizen levels thereafter (6th, 10th, 14th, 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A citizen must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A citizen is not limited to the list of fighter bonus feats when choosing these feats.
Private Tutoring: At 1st level, a citizen gets a bonus feat chosen from the following list to represent the excellent education a citizen has been given: Deceitful, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, or Skill Focus applied to any one Knowledge.
Tenderfoot: Citizens are the only characters who cannot use the Survival skill untrained. If a citizen is forced to make a Survival check, the citizen is assumed to have failed. A citizen who spends two skill points to gain 1 rank in cross-class Survival can use the skill as normal.
A citizen who gains a level in any other class automatically overcomes this limitation. Any other character who gains a citizen level is not limited in this way.
Example Characters:
Amala, female Czn 1 (princess): CR 1; Medium Human (5 ft.3in. tall); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 12 (+1 dex, +1 dodge); Atks +3 (1d4, masterwork dagger) or +3 ranged (1d4, masterwork dagger); AL N; SV Fort +3, Ref +1, Will +3; Str 10, Dex 12, Con 13, Int 15, Wis 8, Cha 14.
Skills: Bluff +6, Disguise +8, Forgery +4, Intimidate +4 (cc), Knowledge (nobility and royalty) +6, Perform (sing) +6, Ride +6, Sense Motive +3. Feats: Deceitful, Dodge, Iron Will, Weapon Finesse. Traits: Tenderfoot
Ohrncroft, male Czn 4 (slave trader): CR 4; Medium Human (6 ft.1in. tall); HD 4d8+4; hp 25; Init +1; Spd 20 ft.; AC 16 (+1 dex, breastplate); Atks +9 (1d3§+3, masterwork whip); AL LE; SV Fort +8, Ref +2, Will +3; Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 14.
Skills: Appraise +7, Diplomacy +5, Bluff +9, Intimidate +4 (cc), Profession (trader) +6, Sense Motive +6. Feats: Exotic Weapon Proficiency (whip), Great Fortitude, Improved Grapple, Improved Unarmed Strike, Weapon Focus (whip), Persuasive. Traits: Tenderfoot
Carwen Silversteel, male Czn 12 (knight): CR 12; Medium Human (6 ft. tall); HD 12d8+24; hp 81; Init -1; Spd 20 ft.; AC 19 (-1 dex, +8 full plate, large steel shield +2); Atks +18/+13/+8 (1d8+4, masterwork longsword); AL LG; SV Fort +10, Ref +3, Will +8; Str 18, Dex 8, Con 14, Int 12, Wis 10, Cha 13.
Skills: Diplomacy +20, Handle Animal +8 (cc), Heal +15, Knowledge (nobility and royalty) +15, Perform (oratory) +16, Ride +16, Sense Motive +2, Survival +1 (cc). Feats: Cleave, Diehard, Endurance, Heavy Armor Proficiency, Mounted Combat, Negotiator, Power Attack, Ride by Attack, Spirited Charge, Weapon Focus (lance), Weapon Focus (longsword).
In the sprawling cities of the civilized world many dangers can be found and met by those brave enough. Cults and thieves' guilds thrive where there are lots of people to feed on, and screen them from their illegal activities. In the cities there are also people who have grown up with the very best of educations, sponsored by affluent and influential parents. These are the citizens. Some citizens take upon them selves to fight cults and thieves but others seek to gain money and power by helping them.
Adventures:
A citizen is a gentleman/lady warrior bred and educated by the finest teachers money can buy. Sometimes a citizen decides to follow in his parents' footsteps and sometimes the citizen may feel confined by his upbringing, striking out on his own. In any case, the citizen is well bred and entirely capable of taking on any challenges a metropolis can present.
Characteristics:
A citizen is trained in a variety of weapons and is quite capable in combat. His skills allow him to excel in urban areas. He knows who's who and where to get the best price. The citizen knows how to deal with people of all layers of society. Citizens are often well dressed and groomed. Their professional nature affords them to buy what finest civilization has to offer.
Alignment:
Citizens can be of any alignment. Their privileged upbringing however gives them a slight lawful bent. Many citizens live by a code of honor, but this is not mandatory. They are free to act as they chose in life.
Religion:
Citizens can be of any religion but they tend to stay with those who have churches in town. This means citizens rarely become followers of wilderness-oriented faiths, for example. It is also common among citizens to pledge allegiance to several different orders.
Background:
Citizens are the sons and daughters of those who have made it in an urban setting. They can be the heirs of nobles, wealthy merchants, or city officials. They have benefited from all the knowledge civilization, by way of teachers and scholars, can pass on to them. Citizens have gained a first rate combat education, as is befitting a duke's heir or niece of the Captain of the watch. They have also been trained in a wide variety of skills needed to make civilization work, such as trade, bookkeeping, or what currently is comme il faut.
Races:
Humans, elves and dwarves are the most common citizens. They have the stable societies necessary to breed such a privileged class. Half-elves, gnomes, and halflings might become citizens in human cities. Half-orcs on the other hand are rarely given such an opportunity.
Other Classes:
Citizens get along favourably with paladins, clerics and bards. They have little in common with rangers and druids and so tries to stay out of their way. Some citizens enjoy the company of rogues yet others feel rogues are the scum of the earth. Fighters and monks have a lot in common with the citizen so they treat each other with respect. Most classes, but perhaps barbarians the most, find the citizen's obvious lack of wilderness skills embarrassing, at best.
Role:
The best role of the citizen is that of scholar and secondary combatant. Citizens make for good leaders as they have way with people and often know several languages.
Abilities:
Citizens benefit from having a high intelligence since many of their skills are depend on it. Since citizens frequently find themselves in combat, strength is also important.
Alignment: Any.
Hit Die: d8.
Class Skills: The citizen's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (architecture and engineering) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: A citizen is proficient with all simple and martial weapons, light armor, medium armor, and shields.
TABLE: The Citizen
Base...................Fort...Ref...Will
Level.Attack Bonus.....Save...Save..Save..Special
1.....+1................+2....+0....+2....Bonus feat, Private Tutoring, Tenderfoot
2.....+2................+3....+0....+3....Bonus feat..............................
3.....+3................+3....+1....+3............................................
4.....+4................+4....+1....+4............................................
5.....+5................+4....+1....+4............................................
6.....+6/+1.............+5....+2....+5....Bonus feat..............................
7.....+7/+2.............+5....+2....+5............................................
8.....+8/+3.............+6....+2....+6............................................
9.....+9/+4.............+6....+3....+6............................................
10...+10/+5.............+7....+3....+7....Bonus feat..............................
11...+11/+6/+1..........+7....+3....+7............................................
12...+12/+7/+2..........+8....+4....+8............................................
13...+13/+8/+3..........+8....+4....+8............................................
14...+14/+9/+4..........+9....+4....+9....Bonus feat..............................
15...+15/+10/+5.........+9....+4....+9............................................
16...+16/+11/+6/+1.....+10....+5...+10............................................
17...+17/+12/+7/+2.....+10....+5...+10............................................
18...+18/+13/+8/+3.....+11....+6...+11....Bonus feat..............................
19...+19/+14/+9/+4.....+11....+6...+11............................................
20...+20/+15/+10/+5....+12....+6...+12............................................
Bonus feat: At 1st level, a citizen gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The citizen gains an additional bonus feat at 2nd level and every four citizen levels thereafter (6th, 10th, 14th, 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A citizen must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A citizen is not limited to the list of fighter bonus feats when choosing these feats.
Private Tutoring: At 1st level, a citizen gets a bonus feat chosen from the following list to represent the excellent education a citizen has been given: Deceitful, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, or Skill Focus applied to any one Knowledge.
Tenderfoot: Citizens are the only characters who cannot use the Survival skill untrained. If a citizen is forced to make a Survival check, the citizen is assumed to have failed. A citizen who spends two skill points to gain 1 rank in cross-class Survival can use the skill as normal.
A citizen who gains a level in any other class automatically overcomes this limitation. Any other character who gains a citizen level is not limited in this way.
Example Characters:
Amala, female Czn 1 (princess): CR 1; Medium Human (5 ft.3in. tall); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 12 (+1 dex, +1 dodge); Atks +3 (1d4, masterwork dagger) or +3 ranged (1d4, masterwork dagger); AL N; SV Fort +3, Ref +1, Will +3; Str 10, Dex 12, Con 13, Int 15, Wis 8, Cha 14.
Skills: Bluff +6, Disguise +8, Forgery +4, Intimidate +4 (cc), Knowledge (nobility and royalty) +6, Perform (sing) +6, Ride +6, Sense Motive +3. Feats: Deceitful, Dodge, Iron Will, Weapon Finesse. Traits: Tenderfoot
Ohrncroft, male Czn 4 (slave trader): CR 4; Medium Human (6 ft.1in. tall); HD 4d8+4; hp 25; Init +1; Spd 20 ft.; AC 16 (+1 dex, breastplate); Atks +9 (1d3§+3, masterwork whip); AL LE; SV Fort +8, Ref +2, Will +3; Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 14.
Skills: Appraise +7, Diplomacy +5, Bluff +9, Intimidate +4 (cc), Profession (trader) +6, Sense Motive +6. Feats: Exotic Weapon Proficiency (whip), Great Fortitude, Improved Grapple, Improved Unarmed Strike, Weapon Focus (whip), Persuasive. Traits: Tenderfoot
Carwen Silversteel, male Czn 12 (knight): CR 12; Medium Human (6 ft. tall); HD 12d8+24; hp 81; Init -1; Spd 20 ft.; AC 19 (-1 dex, +8 full plate, large steel shield +2); Atks +18/+13/+8 (1d8+4, masterwork longsword); AL LG; SV Fort +10, Ref +3, Will +8; Str 18, Dex 8, Con 14, Int 12, Wis 10, Cha 13.
Skills: Diplomacy +20, Handle Animal +8 (cc), Heal +15, Knowledge (nobility and royalty) +15, Perform (oratory) +16, Ride +16, Sense Motive +2, Survival +1 (cc). Feats: Cleave, Diehard, Endurance, Heavy Armor Proficiency, Mounted Combat, Negotiator, Power Attack, Ride by Attack, Spirited Charge, Weapon Focus (lance), Weapon Focus (longsword).
Last edited: