ARCANE MANIPULATOR (Flavor Class)
The arcane manipulator uses his powers of
suggestion to influence others to do his bidding.
This can be for good or evil ends, although there
are more evil arcane manipulators than good
and the class has a sinister reputation as a result.
The stereotypical arcane manipulator is an evil
court wizard secretly ruling a kingdom through
an unsuspecting puppet leige. Enchantment
school specialists are especially drawn to the
path of the arcane manipulator.
BAB: +0 Fort: +0 Ref +0 Will: +2
Special: The arcane manipulator must choose
an arcane spellcasting class. He must either
already have a level in that class or take it as his
next class. He gains +1 caster level in that class.
Class Skills: Bluff, Concentration, Diplomacy,
Intimidate, Gather Information, Knowledge
(Arcana), Scry, Spellcraft.
Skill Points: 6 + Int mod.
Manipulate (sp): Once per week, the Court
Mage may cast an undetectable quickened
suggestion on any one target he can
communicate with verbally or telepathically. A
save is allowed as normal. The arcane
manipulator adds both his Intelligence and
Charisma modifiers (if positive) to the DC of
this ability.
ARTISAN (Flavor Class)
The Artisan makes a living of creating beautiful
pieces of art, though they are of little practical
value.
BAB: +0 Fort: +0 Ref: +0 Will: +2
Skills: Craft (any five), Knowledge(Arts &
Artisans)
Skill Points: 6 + Int mod.
Craft Masterpiece (ex): When using his craft
skills to create a non-functional object, the
Artisan may, provided the object’s base price in
gp does not exceed 500 per character level,
choose one of the following: doing so in half the
normal time, or spending only half the normal
amount of raw material.
COURT MAGUS (Flavor Class)
The Court Magus has spent at least a year as in
a court, serving as an advisor, or an assistant to
an advisor, on matters arcane and otherwise. In
addition to traditional european style courts,
other possibilities include the courts of a
priest-king ruling a theocracy, a barbarian
warlord, an appointed ruler, a magocracy or
even a coucil of ruling noble families.
BAB: +0
Saves: Fort: +0 Ref +0 Will: +2
HD: d4
Special: The court magus must choose a
spellcasting class. He must either already have a
level in that class or take it as his next class.
Any spell caster type, divine or arcane, is
acceptable.
Class Skills: Bluff, Concentration, Diplomacy,
Gather Information. Innuendo, Knowledge
(Administration, Arcana, Court, Geography,
Nobility), Scry, Sense Motive, Spellcraft.
Skill Points: 8 + Int modifier (x4 if Court
Magus is the character’s first character level)
Knowledge (Court): This skill applies to a
specific institution, which is one of the primary
bodies (if not the primary body) of rulership of a
country. The court will often be centered around
a specific individual, family or other select
group. This skill encompases the history,
individuals, power groups, heraldy, fashion,
customs, laws and procedures of the court in
question.
Special: 5+ ranks in Knowledge (Court) of +5
provides a +2 synergy bonus to Knowledge
(Nobility) skills possessed by the character.
CLASS FEATURES
Magical Training: A court magus continues (or
developes) their magical training, while
focusing on understanding the intricacies of the
court. While they do not progess as far in their
power as if they focused solely on magic they do
improve. A court magus is considered 1 caster
level higher for determining spell effects,
including damage, duration, range, etc as well
as caster level for dispelling and the creation of
magical items. Their number of spells known (if
applicable) and spells per day do not improve.
(Ex: Goran Stoutfinger, a dwarven Court
Magus/sorc 5, casts an endurance spell on
himself, it lasts for 6 hours and otherwise
functions as a spell cast by a 6th level caster. He
does not know fireball or any other 3rd level
spells, however, until he advances to 6th level
sorc, when he gains spells as a normal 6th level
caster.)
Exception: A 1st level character whose only
level is Court Magus gains the spells per level &
spells known of an apprentice character (forget
what they're called, from the DMG), and cast
spells as 1st level casters. From second level on
they function as normal.
Apprehend The Invisible Thread: A court
magus has been trained to be keenly attuned to
the tell-tale signs of magical influence. After
interacting with someone who is, or has been,
under the influence of a spell with the charm or
compulsion descriptor within the last 24 hours,
the court magus may automatically make a
Sense Motive check (rolled by the DM) to notice
something is amiss. The difficulty is the original
DC of the spell + the influencing caster's
Charisma modifier (if positive). If a magus who
is aware of magical influence (through this
ability or other means) may spend a minute in
conversation with the affected person to
determine the extent and sort of influence
exercised. The DC is equal to the DC to notice
the effect +5. They may also attempt to
determine who the influencing individual is, at a
DC is equal to the DC to notice the effect +10.
Cool Facade: The Court Magus can fall back on
their courtly experience to remain in control of
themselves and unruffled even in trying
circumstances. They receive a +2 bonus to resist
mind effecting spells. Any attempt to intimidate
them has the DC raised by two as well.
Permanent Skills: A court magus gains access
to two skills of their choice from the Court
Magus skill list as permenent class skills.
DECEIVER (Flavor Class)
This flavor class is a little less specific in its
nature than most, but can be used to represent
any swindler/con man, schemer, spy,
gold-digger or lothario. Basically anyone who
makes a living by deceiving others of their true
intentions.
BAB: +0
HD: d4
Saves: Fort +0, Ref +0, Will +2
Class Skills: Bluff, Diplomacy, Disguise,
Gather Information, Intimidate, Sense Motive.
Skill Points: 8 + Int mod.
Class Abilities:
Quick Tongue, Clever Mind: The deceiver is
practiced in the art of manipulating others and
reading their emotions. She gains a +2
competence bonus to Bluff, Diplomacy, Gather
Information, Intimidate and Sense Motive.
Permanent Skills (ex): Your Deceiver class
skills remain class skills regardless of class.
GLADIATOR (Flavor Class)
BAB: +1
HD: d10
Saves: Fortitude +1, Reflex +1, Will +0.
Class Skills: Bluff, Intimidate. These become
class skills regardless of class.
Skill Points: 4 + Int mod.
Weapons & Armor: The gladiator is proficient
with all simple and martial weapons (except
bows), light armor and shields.
Class Abilities:
Exotic Weapon Master (ex): The gladiator
gains the exotic weapon proficiency in any one
exotic weapon of his choice, which is considered
his "trademark" weapon in the mind of the
crowd.
Center of Attention (ex): If there one or more
sentient creatures watching him fight (and not
participating in the battle themselves), the
gladiator receives a +2 circumstance bonus to
attack and damage rolls.
Permanent Skills (ex): Your class skills remain
class skills regardless of class.
HERALD (Flavor Class)
The Herald travels to faraway lands as diplomat
and messenger in personal union, braving the
dangers of the road.
BAB: +1
Saves: Fort +1, Will +1
Class Skills: Bluff, Diplomacy, Intimidate,
Sense Motive, Knowledge (Nobility),
Knowledge (History). Skill Points: 6 + Int mod.
Permanent Skills: The Herald may choose any
four skills from the above list to be permanent
class skills.
Herald's Call (sp): The Herald can draw upon
the power of his lord. Once per day per 4
character levels, the Herald may, as a free action
stun one person of fewer HD for one round (Will
save DC 10 + 1/2 Herald's character levels +
Cha Modifier) or add a +4 bonus to a Intimidate
check. The Herald must be able to speak and
gesture to use this ability.
LEGIONNAIRE (Flavor Class)
Alignment: Any lawful
HD: d10
BAB: +1
Saves: Fort +1, Ref +0, Will +1
Class Skills: Knowledge (any military),
Profession (mercenary or soldier)
Skill points per level: 4 + Int mod.
Weapons & Armor: As fighter.
Class Abilities:
Formation Fighting (ex): When fighting in
formation, all members of the formation receive
a +2 morale bonus to attack rolls and +2
circumstance bonus to AC. Formation is defined
as anytime two or more legionaires are fighting
adjacent to each other (within 5 ft.). When the
entire formation launches a thrown weapon,
each of them receives a +2 bonus to their ranged
attack roll. Facing is not important so long as
they remain within 5 ft. of each other.
Legionaires can fight alongside those without
this class, but in that case, their bonuses are all
halved (reduced to +1).
Permanent Skills (ex): Your class skills remain
class skills regardless of class.
LIBRARIAN (Flavor Class)
The librarian is any individual who writes
things down, keeps track of books, or suchlike.
BAB: +0
Saves: +0 Fort, +0 Ref, +1 Will
Skills: 6 + Int mod skill points. Craft, Decipher
Script, Knowledge (Any, bought individually),
Profession.
Book Lore (Ex): The librarian gains a +1 bonus
to Decipher Script, Profession (Scribe), and any
Knowledge skill of their choice. In addition, the
librarian learns one new language for free.
Arcane Writings (Sp): The librarian can cast
read magic three times per day as a spell-like
ability.
MASTER CHEF (Flavor Class)
A master chef is a character thoroughly devoted
to the culinary arts. They often act as the heads
of staff at castles, culinary academies and
mansions. Some master chefs have even turned
their skills into a performance art.
HD: d6
Saves: Fort +1, Ref +0, Will +1
Class Skills: Appraise, Concentration, Craft
(foodstuffs), Knowledge (Culinary Arts),
Profession (chef)
Skill Points: 6 + Int mod.
Weapon & Armor Proficiency: All master
chefs are proficient in the cleaver (tiny simple
weapon, 1d4 slashing, Crit. 20/x4), dagger, and
club. Master chefs are not proficient in armor or
shields of any kind.
Class Skills: Appraise, Concentration, Craft
(foodstuffs), Knowledge (culinary) and
Profession (chef) are forever class skills of the
master chef.
Iron Gut: Master chefs are accustomed to
tasting unusual spices and bizarre plants in
order to find the perfect ingredients. All master
chefs get a +2 bonus to Fortitude saves made
against poison.
Skill Under Pressure: Master chefs are skilled
at producing excellent results under conditions
other chefs would buckle in. They gain a +2
bonus to all Profession (chef) checks made
within a strict time limit, and a +2 bonus to
Craft (foodstuffs) checks made with restricted,
or required, ingredients.
NOBLE (Flavor Class)
A Noble is a member of the landed gentry, one
who achieves a position of political influence
through birth or through deeds. A Noble always
begins their career in nobility as a Lord of the
Manor, meaning they own and control the
smallest unit of defined land, a Manor.
A new noble’s title is “Lord” and he swears
allegiance and fealty to the Count in charge of
the county in which his manor lies.
Adventuring:
Most nobles feel their place is at home,
managing their holdings, participating in local
intrigues, and growing rich. Other nobles,
particularly the younger ones, feel stifled by
their castle or mansion walls and yearn to
adventure. These traveling nobles appoint a
lieutenant or viscount to manage their affairs
while they are abroad.
Adventuring nobles generally do not flaunt their
position, though it is likely that they will be
recognized (at least near their home lands)
unless traveling incognito.
Abilities:
Nobles rely upon their charisma more than any
other skill; their social interactions are key to
their ability to retain their noble position. Nobles
also pride themselves on their intellect,
particularly because they tend to have a wide
variety of interests and skills, and a high
intelligence allows them to dabble in their
worldly interests more. Wisdom is important to
a noble because those with strong willpowers are
less likely to corrupt themselves and alienate or
denigrate their constituents. A noble can gain
respect among his people by appearing sound of
body, so a decent constitution score is desirable.
Likewise, strength and grace can sway those not
easily swayed by words alone.
Alignment: any Lawful
Hit Die: d6
Class Skills: Diplomacy (Cha)*, Intimidate
(Cha)*, Knowledge (Economics) (Int)*,
Knowledge (Politics) (Int)*, Listen (Wis),
Profession (Noble) (Wis)*, Ride (Dex), Use
Rope (Dex), Sense Motive (Wis)*, Spot (Wis),
Swim (Str)
Base Attack Bonus: +0
Saves: Fortitude: +0, Reflex: +0, Will: +2
Weapon and Armor Proficiency: Nobles are
proficient with simple weapons and one martial
weapon of their choice, as well as with light
armor, but not shields.
1st Level Skill Points: (6 + Int modifier) x 4
Higher-Level Skill Points: 6 + Int modifier
Starting Gold: 6d6 x 10
Benefits:
Benefice (ex): A noble is a Lord of the Manor,
and controls a piece of arable land and a small
village. An adventuring noble will likely appoint
a viscount to manage the Manor in the noble’s
absence. The noble also has the opportunity to
advance within the political structure of the
Kingdom, possibly as high as a Duke or
Marquis. It is doubtful that a “common” noble
would ever become King.
Born To Lead (ex): A noble is a born leader,
and receives the leadership feat for free as soon
as he achieves a total character level of 6. This
is a bonus feat in addition to the standard feat a
character receives at 6th level and any other
bonus feats granted by other classes.
Favor (ex): A noble has contacts in the political
domain of the Kingdom to which he swears
fealty, and can call upon his peers and superiors
for a favor. This ability works both ways,
however, and a noble’s liege or peer may ask a
favor in return.
Intimidate (ex): Where others rely on brawn or
the threat of violence to intimidate, the noble
can use his political influence as a catalyst for
the intimidate skill. The noble does not receive
any bonuses to his intimidate skill check because
of his status.
Noble Income (ex): A noble can make a
profession (noble) skill check to collect income
based on his holdings. The result of this check,
multiplied by 10, is the amount in gold pieces
the noble may collect each week. The noble
must be in his home Manor to collect this
income. The income does not “save up” in the
noble’s absence. This income is assumed to be
the noble’s net profit after any and all expenses
related to his holdings.
Skill Affinity (ex): Some of a noble’s class skills
remain class skills regardless of the future class
progression of the character. The noble’s class
skills with which he maintains an affinity are
marked with an asterisk (*).
PIRATE (Flavor Class)
HD: d8
BAB:+0
Saves: Fort +1, Ref +1, Will, +0
Skills: 6 + Int; Balance, Climb, Intimidate,
Intuit Direction, Jump, Profession (sailor), Rope
Use, Swim
Permanent Class Skills (ex): A Pirate may
choose any six skills from the class skill list for
this class to be permanent class skills.
Sea Legs (ex): A Pirate gains a +2 bonus to
Balance, Climb, and Jump checks when on
board a ship or other water vessel.
Rascally Reputation (ex): A Pirate's fearsome
reputation grants him a +2 bonus to Intimidate
checks.
RAT CATCHER (Flavor Class)
A rat catcher makes his living catching rats and
is payed a sum in copper per rat killed, by the
community.
BAB +0
Saves: Fort +1, Ref +1, Will +0
Weapon & Armor Proficiency: All simple
weapons and the hand crossbow, as well as light
armor. The rat catcher is not proficient in the
use of shields.
Hit points: d8
Skill points: 6 + Int mod.
Class skills: Climb, Handle Animal, Knowledge
(local), Spot, Wilderness Lore. (4+1 skills)
Permanent skills (ex): The Rat Catcher may
choose any four skills from the above list to be
permanent class skills.
Disease Immunity (ex): A Rat Catcher is
immune to all diseases. This does not include
magical diseases such as Mummy's rot or
Lycanthropy.
Favored Enemy (Vermin) (ex): Due to his
extensive study of his foes and training in the
proper techniques for combating them, the rat
catcher gains a +1 bonus to Bluff, Listen, Sense
Motive, Spot, and Wilderness Lore checks when
using these skills against this type of creature.
Likewise, he gets the same bonus to weapon
damage rolls against creatures of this type. A rat
catcher also gets the damage bonus with ranged
weapons, but only against targets within 30 feet
(the rat catcher cannot strike with deadly
accuracy beyond that range). The bonus doesn't
apply to damage against creatures that are
immune to critical hits.
THE SLAVER (Flavor Class)
Alignment: Any evil (most tend toward lawful
evil)
BAB: +0
Saves: Fort +0, Reflex +0, Will +2
HD: d6
Class Skills: Appraise, Intimidate, Profession
(slaver), Use Rope.
Skill points: 6 + Int mod.
Weapons and Armor: Proficient in all simple
weapons, plus the sap, scourge, spiked chain,
whip. Proficient in light armor but not shields.
Class Abilities:
Appraise Slave (ex): The slaver receives a +4
competence bonus to his Appraise checks to
judge the worth of any creature as a potential
slave.
Break Slave (ex): Given two hours training
minimum per day, a slaver can break the will of
a captive over a thirty day period, less 1 day per
character level). The captive receives a Will
save with a DC equal to 10 + slaver's character
level + slaver's Cha mod + slaver's Intimidate
modifier. A slaver automatically succeeds at all
Intimidate checks against broken slaves (former
captives). A slaver can attempt to
simultaneously break an amount of captives
equal to his character level.
Permanent Skills (ex): Appraise, Intimidate,
Sense Motive and Use Rope become class skills
regardless of your current class.
Terrifying Visage (ex): When holding a whip
or other item of punishment, the slaver receives
a +1 circumstance bonus to Intimidate checks
equal to their character level.
TOUCHED (Flavor Class)
HD: d6
BAB:+0
Saves: Fort +0, Ref +0, Will, +2
Skills: 6 + Int; Concentration, Knowledge(any,
picked separately), Spellcraft, Scry
Permanent Class Skills: The Touched may
choose any four skills from the class skill list for
this class to be permanent class skills.
Susceptibility: Due to the familiarity of mental
visions, the Touched suffer a -4 penalty to Will
saves against Mind-Affecting Illusions and
Enchantments.
Vision: The Touched may Scry as the spell
Scrying once per day for one minute, but cannot
cast spells through the vision. The visions come
to the Touched as mental images, and require no
focus.