The_Spider
First Post
Hi, I just recently became a member of En world.
Im looking for help coming up with ideas for an aristocrat pc class based off the one in the dmg. I am Looking for fresh ideas, your thoughts and opinions. Hopefully we can come up with something good that everyone can use. I want to balance the additional feats/abilities with the rest of the classes in the players handbook so that the aristocrat is not overpowered. So be sure to give thought to what level the feats/abilities should be gained. So here is the aristocrat from the dmg. with some ideas at the end for feats/abilites to get things started. I will be referring to the aristocrat as a noble most of the time. My thoughts will be in color.
Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
6/ each additional level might be good here, 2nd to the rogue. Though 4/ seems good too after all aristocrats tend to get lazy with all that wealth and adventuring stuff . Increased starting to 6, to represent the noble’s early education and skil growth being superior to others.
Class Skills: The aristocrat s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Swim (Str)
I removed survival, spot and disguise
Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and light armor.
reduced armor to light
The Noble
Saves
Level BAB Fort Reflex Will Special
1 +0 +0 +0 +2 Wealth, Influence +1, Inspire Courage, Nobility Feat
2 +1 +0 +0 +3 Nobility Feat
3 +2 +1 +1 +3 Inspire Competence
4 +3 +1 +1 +4 Influence +2, Frighten,
5 +3 +1 +1 +4 Nobility Feat
6 +4 +2 +2 +5 Leadership, Suggestion,
7 +5 +2 +2 +5 Influence +3
8 +6/+1 +2 +2 +6 Leader +1, Nobility Feat
9 +6/+1 +3 +3 +6 Inspire Greatness
10 +7/+2 +3 +3 +7 Influence +4,
11 +8/+3 +3 +3 +7 Nobility Feat
12 +9/+4 +4 +4 +8 Leader +2,
13 +9/+4 +4 +4 +8 Influence +5
14 +10/+5 +4 +4 +9 Nobility Feat
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10 Leader +3, Influence +6,
17 +12/+7/+2 +5 +5 +10 Nobility Feat
18 +13/+8/+3 +6 +6 +11 Mass suggestion,
19 +14/+9/+4 +6 +6 +11 Influence +7
20 +15/+10/+5 +6 +6 +12 Leader +4, Nobility Feat
I don’t think we should modify the saves, I see no reason a Noble should have good fortitude or reflex so intend to balance this another way.
So what we have here is ¾ bab and 1 good save. D8 hit die, and good skill progression.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Special Abilities:
· Wealth: If the character takes Aristocrat as her first level, she gains this as a free bonus Feat. If not, she must earn this Feat before taking a level of Aristocrat. What does the wealth feat provide Nift? Does anyone know how this feat works?
· Leaders Voice: I like this idea but the noble here shouldn’t get all the abilities of Gez’s Aristocrat who is a great inspirational speaker. Frighten, suggestion, mass suggestion, can only be used in situations where you can use your influence bonus.
· Influence: At 1st and every 3 levels. The Aristocrat gains the indicated bonus to Circumstance bonus to Diplomacy and Intimidate checks when dealing with those who move in the circles relating to her Wealth.
· Leadership: The Aristocrat gains the Leadership Feat for free at 6th level. Do to various input decided to go full version of leadership.
· Leader: The Aristocrat adds the indicated bonus to her Leadership Score.
· Bonus Nobility Feats: At first level, the aristocrat gets a bonus feat in addition to the feat that any first-level character gets and the bonus feat granted to humans. The aristocrat gains an additional bonus feat at second level and every three levels thereafter (5th, 8th, 11th, etc.). These bonus feats must be drawn from the following list: Alertness, Artist, Cosmopolitan, Education, Great Fortitude, Iron Will, Lightning Reflexes, Luck of Heroes, Resist Poison, Smooth Talk. Considering adding the mounted combat, ride by attack, and skill focus in politics, geography and history feats.
· Contacts: You receive 1 contact at 6th and 1 more every 4 levels. You can use your wealth to purchase items or favors if you are in your native country, in the form of letters of credit even if the funds are far away if the Dm allows it. Edited to 6th, Wish’s imput
· Privileged: Literacy in native language. At no cost. This is not free in my games for other classes, other DM’s may wish to allow a bonus language due to the Noble’s education.
· Wealth: At 2nd level and up an aristocrat automatically gains 6d8x10x Aristocrat’s levels in gold. He must return to his homeland and collect this wealth.
Leader's Voice: Once per day per level, an aristocrat can use his knowledge of diplomacy to produce magical effects with bolstering, peremptory, or disheartening speeches. Depending on the ranks he has in the Diplomacy skill, he can inspire courage in allies, counter magical effects that depends on sound, frighten enemies to make them flee or surrender, inspire competence, make a magical suggestion, inspire greatness, make a magical lesser geas or rally creatures to his causes. An (multiclassed) aristocrat can't cast a spell with a verbal (V) component when performing a speech, but he can otherwise perform other actions that do not rely on voice while speaking. Creatures must hear and see the aristocrat to be affected. As with casting a spell with a verbal (V) component, a deaf aristocrat suffers a 20% chance to fail with leader's voice. If he fails, the attept still count against his daily limit. Unless otherwise stated, all applications of leader's voice are mind-affecting, language-dependant supernatural effects that lasts as long as the aristocrat is speaking; and an aristocrat can make a speech last for up to 1 round per aristocrat level.
Inspire Courage: A 1st-level aristocrat with 3 or more ranks in Diplomacy can use his bolstering voice to inspire courage in his allies. To be affected, an ally must hear the aristocrat for a full round. The effect last as long as the aristocrat speech (up to 1 round per aristocrat level), plus one full round thereafter. Affected allies receive a +1 morale bonus to attack rolls, weapon damage rolls, and saving throws against charm and fear effects. Every six aristocrat levels after the fist (7th, 13th, 19th), the bonus increases by +1.
Inspire Competence: A 3rd-level aristocrat with 6 or more ranks in Diplomacy can use his voice to increase an ally's self-confidence and give him a greater sense of duty. The ally gets a +2 morale bonus on his skill checks with a particular skill as long as he continue to hear the aristocrat's encouragements (thus, for up to 1 round per aristocrat level). The DM may rule that certain uses of that ability are infeasible.
Frighten: A 4th-level aristocrat with 7 or more ranks in Diplomacy can use his voice to dishearten enemies by promising them their doom if they don't surrender or flee. Every enemy within 90 feet of the aristocrat must succeed at a Will save opposed (DC 10 + half the aristocrat's class levels + the aristocrat's Charisma modifier) or become frightened and be forced to flee or to passively wait to be manacled (at the aristocrat's option). Any actual attack against surrendering enemies instantly break the effect. This is a supernatural fear, mind-affecting, language-dependant effect that lasts as up to 1 round per aristocrat level.
Suggestion: A 6th-level aristocrat with 9 or more ranks in Diplomacy can use his peremptory voice to give an order that can't be disobeyed to a creature within 90 by speaking for three full rounds. A Will saving throw (DC 13 + the aristocrat's Charisma modifier) negate this spell-like, mind-affecting charm effect. If the save is failed, the victim is affected by a suggestion, as the spell. The effect lasts for 1 hour per character level, or until completed.
Inspire Greatness: A 9th-level aristocrat with 12 or more ranks in Diplomacy can use his bolstering voice to inspire greatness to another creature, granting extra fighting capability. For every three levels the aristocrat attains beyond ninth, he can inspire greatness to another creature. This otherwise works like inspire courage. A creature inspired with greatness gains the following boosts (all bonuses are competence bonuses):
· +2 Hit Dice (d10 that grant temporary hit points).
· +2 competence bonus on attacks.
· +1 competence bonus on all Fortitude saves.
Apply the target's Constitution modifier, if any, to each bonus Hit Dice. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell.
Rally: A 12th-level aristocrat with 15 or more ranks in Diplomacy can use his convincing voice to rally NPCs to his cause by speaking to them for five full rounds. Once the speech is made, he gains a +5 bonus on his Diplomacy check to influence these NPC's attitude toward him and his companion (see NPC Attitude, page 149 in the Dungeon Master's Guide).
Mass suggestion: A 18th-level aristocrat with 21 or more ranks in Diplomacy can use his peremptory voice to give an order that can't be disobeyed to one creature per two levels within 90 by speaking for five full rounds. A Will saving throw (DC 16 + the aristocrat's Charisma modifier) negate this spell-like, mind-affecting charm effect. If the save is failed, the victims are affected by a mass suggestion, as the spell. The effect lasts for 1 hour per character level, or until completed.
So this is what I got so far, ideas and help credited to Wish, Gez and Nift.
Im looking for help coming up with ideas for an aristocrat pc class based off the one in the dmg. I am Looking for fresh ideas, your thoughts and opinions. Hopefully we can come up with something good that everyone can use. I want to balance the additional feats/abilities with the rest of the classes in the players handbook so that the aristocrat is not overpowered. So be sure to give thought to what level the feats/abilities should be gained. So here is the aristocrat from the dmg. with some ideas at the end for feats/abilites to get things started. I will be referring to the aristocrat as a noble most of the time. My thoughts will be in color.
Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
6/ each additional level might be good here, 2nd to the rogue. Though 4/ seems good too after all aristocrats tend to get lazy with all that wealth and adventuring stuff . Increased starting to 6, to represent the noble’s early education and skil growth being superior to others.
Class Skills: The aristocrat s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Swim (Str)
I removed survival, spot and disguise
Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and light armor.
reduced armor to light
The Noble
Saves
Level BAB Fort Reflex Will Special
1 +0 +0 +0 +2 Wealth, Influence +1, Inspire Courage, Nobility Feat
2 +1 +0 +0 +3 Nobility Feat
3 +2 +1 +1 +3 Inspire Competence
4 +3 +1 +1 +4 Influence +2, Frighten,
5 +3 +1 +1 +4 Nobility Feat
6 +4 +2 +2 +5 Leadership, Suggestion,
7 +5 +2 +2 +5 Influence +3
8 +6/+1 +2 +2 +6 Leader +1, Nobility Feat
9 +6/+1 +3 +3 +6 Inspire Greatness
10 +7/+2 +3 +3 +7 Influence +4,
11 +8/+3 +3 +3 +7 Nobility Feat
12 +9/+4 +4 +4 +8 Leader +2,
13 +9/+4 +4 +4 +8 Influence +5
14 +10/+5 +4 +4 +9 Nobility Feat
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10 Leader +3, Influence +6,
17 +12/+7/+2 +5 +5 +10 Nobility Feat
18 +13/+8/+3 +6 +6 +11 Mass suggestion,
19 +14/+9/+4 +6 +6 +11 Influence +7
20 +15/+10/+5 +6 +6 +12 Leader +4, Nobility Feat
I don’t think we should modify the saves, I see no reason a Noble should have good fortitude or reflex so intend to balance this another way.
So what we have here is ¾ bab and 1 good save. D8 hit die, and good skill progression.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Special Abilities:
· Wealth: If the character takes Aristocrat as her first level, she gains this as a free bonus Feat. If not, she must earn this Feat before taking a level of Aristocrat. What does the wealth feat provide Nift? Does anyone know how this feat works?
· Leaders Voice: I like this idea but the noble here shouldn’t get all the abilities of Gez’s Aristocrat who is a great inspirational speaker. Frighten, suggestion, mass suggestion, can only be used in situations where you can use your influence bonus.
· Influence: At 1st and every 3 levels. The Aristocrat gains the indicated bonus to Circumstance bonus to Diplomacy and Intimidate checks when dealing with those who move in the circles relating to her Wealth.
· Leadership: The Aristocrat gains the Leadership Feat for free at 6th level. Do to various input decided to go full version of leadership.
· Leader: The Aristocrat adds the indicated bonus to her Leadership Score.
· Bonus Nobility Feats: At first level, the aristocrat gets a bonus feat in addition to the feat that any first-level character gets and the bonus feat granted to humans. The aristocrat gains an additional bonus feat at second level and every three levels thereafter (5th, 8th, 11th, etc.). These bonus feats must be drawn from the following list: Alertness, Artist, Cosmopolitan, Education, Great Fortitude, Iron Will, Lightning Reflexes, Luck of Heroes, Resist Poison, Smooth Talk. Considering adding the mounted combat, ride by attack, and skill focus in politics, geography and history feats.
· Contacts: You receive 1 contact at 6th and 1 more every 4 levels. You can use your wealth to purchase items or favors if you are in your native country, in the form of letters of credit even if the funds are far away if the Dm allows it. Edited to 6th, Wish’s imput
· Privileged: Literacy in native language. At no cost. This is not free in my games for other classes, other DM’s may wish to allow a bonus language due to the Noble’s education.
· Wealth: At 2nd level and up an aristocrat automatically gains 6d8x10x Aristocrat’s levels in gold. He must return to his homeland and collect this wealth.
Leader's Voice: Once per day per level, an aristocrat can use his knowledge of diplomacy to produce magical effects with bolstering, peremptory, or disheartening speeches. Depending on the ranks he has in the Diplomacy skill, he can inspire courage in allies, counter magical effects that depends on sound, frighten enemies to make them flee or surrender, inspire competence, make a magical suggestion, inspire greatness, make a magical lesser geas or rally creatures to his causes. An (multiclassed) aristocrat can't cast a spell with a verbal (V) component when performing a speech, but he can otherwise perform other actions that do not rely on voice while speaking. Creatures must hear and see the aristocrat to be affected. As with casting a spell with a verbal (V) component, a deaf aristocrat suffers a 20% chance to fail with leader's voice. If he fails, the attept still count against his daily limit. Unless otherwise stated, all applications of leader's voice are mind-affecting, language-dependant supernatural effects that lasts as long as the aristocrat is speaking; and an aristocrat can make a speech last for up to 1 round per aristocrat level.
Inspire Courage: A 1st-level aristocrat with 3 or more ranks in Diplomacy can use his bolstering voice to inspire courage in his allies. To be affected, an ally must hear the aristocrat for a full round. The effect last as long as the aristocrat speech (up to 1 round per aristocrat level), plus one full round thereafter. Affected allies receive a +1 morale bonus to attack rolls, weapon damage rolls, and saving throws against charm and fear effects. Every six aristocrat levels after the fist (7th, 13th, 19th), the bonus increases by +1.
Inspire Competence: A 3rd-level aristocrat with 6 or more ranks in Diplomacy can use his voice to increase an ally's self-confidence and give him a greater sense of duty. The ally gets a +2 morale bonus on his skill checks with a particular skill as long as he continue to hear the aristocrat's encouragements (thus, for up to 1 round per aristocrat level). The DM may rule that certain uses of that ability are infeasible.
Frighten: A 4th-level aristocrat with 7 or more ranks in Diplomacy can use his voice to dishearten enemies by promising them their doom if they don't surrender or flee. Every enemy within 90 feet of the aristocrat must succeed at a Will save opposed (DC 10 + half the aristocrat's class levels + the aristocrat's Charisma modifier) or become frightened and be forced to flee or to passively wait to be manacled (at the aristocrat's option). Any actual attack against surrendering enemies instantly break the effect. This is a supernatural fear, mind-affecting, language-dependant effect that lasts as up to 1 round per aristocrat level.
Suggestion: A 6th-level aristocrat with 9 or more ranks in Diplomacy can use his peremptory voice to give an order that can't be disobeyed to a creature within 90 by speaking for three full rounds. A Will saving throw (DC 13 + the aristocrat's Charisma modifier) negate this spell-like, mind-affecting charm effect. If the save is failed, the victim is affected by a suggestion, as the spell. The effect lasts for 1 hour per character level, or until completed.
Inspire Greatness: A 9th-level aristocrat with 12 or more ranks in Diplomacy can use his bolstering voice to inspire greatness to another creature, granting extra fighting capability. For every three levels the aristocrat attains beyond ninth, he can inspire greatness to another creature. This otherwise works like inspire courage. A creature inspired with greatness gains the following boosts (all bonuses are competence bonuses):
· +2 Hit Dice (d10 that grant temporary hit points).
· +2 competence bonus on attacks.
· +1 competence bonus on all Fortitude saves.
Apply the target's Constitution modifier, if any, to each bonus Hit Dice. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell.
Rally: A 12th-level aristocrat with 15 or more ranks in Diplomacy can use his convincing voice to rally NPCs to his cause by speaking to them for five full rounds. Once the speech is made, he gains a +5 bonus on his Diplomacy check to influence these NPC's attitude toward him and his companion (see NPC Attitude, page 149 in the Dungeon Master's Guide).
Mass suggestion: A 18th-level aristocrat with 21 or more ranks in Diplomacy can use his peremptory voice to give an order that can't be disobeyed to one creature per two levels within 90 by speaking for five full rounds. A Will saving throw (DC 16 + the aristocrat's Charisma modifier) negate this spell-like, mind-affecting charm effect. If the save is failed, the victims are affected by a mass suggestion, as the spell. The effect lasts for 1 hour per character level, or until completed.
So this is what I got so far, ideas and help credited to Wish, Gez and Nift.
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