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FLAVOR CLASSES: They're Ba-ack!!!
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<blockquote data-quote="Iron_Chef" data-source="post: 828746" data-attributes="member: 4530"><p>ARCANE MANIPULATOR (Flavor Class)</p><p></p><p>The arcane manipulator uses his powers of</p><p>suggestion to influence others to do his bidding.</p><p>This can be for good or evil ends, although there</p><p>are more evil arcane manipulators than good</p><p>and the class has a sinister reputation as a result.</p><p>The stereotypical arcane manipulator is an evil</p><p>court wizard secretly ruling a kingdom through</p><p>an unsuspecting puppet leige. Enchantment</p><p>school specialists are especially drawn to the</p><p>path of the arcane manipulator.</p><p></p><p>BAB: +0 Fort: +0 Ref +0 Will: +2</p><p></p><p>Special: The arcane manipulator must choose</p><p>an arcane spellcasting class. He must either</p><p>already have a level in that class or take it as his</p><p>next class. He gains +1 caster level in that class.</p><p></p><p>Class Skills: Bluff, Concentration, Diplomacy,</p><p>Intimidate, Gather Information, Knowledge</p><p>(Arcana), Scry, Spellcraft.</p><p>Skill Points: 6 + Int mod.</p><p></p><p>Manipulate (sp): Once per week, the Court</p><p>Mage may cast an undetectable quickened</p><p>suggestion on any one target he can</p><p>communicate with verbally or telepathically. A</p><p>save is allowed as normal. The arcane</p><p>manipulator adds both his Intelligence and</p><p>Charisma modifiers (if positive) to the DC of</p><p>this ability.</p><p></p><p>ARTISAN (Flavor Class)</p><p></p><p>The Artisan makes a living of creating beautiful</p><p>pieces of art, though they are of little practical</p><p>value.</p><p></p><p>BAB: +0 Fort: +0 Ref: +0 Will: +2</p><p></p><p>Skills: Craft (any five), Knowledge(Arts &</p><p>Artisans)</p><p>Skill Points: 6 + Int mod.</p><p></p><p>Craft Masterpiece (ex): When using his craft</p><p>skills to create a non-functional object, the</p><p>Artisan may, provided the object’s base price in</p><p>gp does not exceed 500 per character level,</p><p>choose one of the following: doing so in half the</p><p>normal time, or spending only half the normal</p><p>amount of raw material.</p><p>COURT MAGUS (Flavor Class)</p><p></p><p>The Court Magus has spent at least a year as in</p><p>a court, serving as an advisor, or an assistant to</p><p>an advisor, on matters arcane and otherwise. In</p><p>addition to traditional european style courts,</p><p>other possibilities include the courts of a</p><p>priest-king ruling a theocracy, a barbarian</p><p>warlord, an appointed ruler, a magocracy or</p><p>even a coucil of ruling noble families.</p><p></p><p>BAB: +0 </p><p>Saves: Fort: +0 Ref +0 Will: +2</p><p>HD: d4</p><p></p><p>Special: The court magus must choose a</p><p>spellcasting class. He must either already have a</p><p>level in that class or take it as his next class.</p><p>Any spell caster type, divine or arcane, is</p><p>acceptable.</p><p></p><p>Class Skills: Bluff, Concentration, Diplomacy,</p><p>Gather Information. Innuendo, Knowledge</p><p>(Administration, Arcana, Court, Geography,</p><p>Nobility), Scry, Sense Motive, Spellcraft.</p><p></p><p>Skill Points: 8 + Int modifier (x4 if Court</p><p>Magus is the character’s first character level)</p><p></p><p>Knowledge (Court): This skill applies to a</p><p>specific institution, which is one of the primary</p><p>bodies (if not the primary body) of rulership of a</p><p>country. The court will often be centered around</p><p>a specific individual, family or other select</p><p>group. This skill encompases the history,</p><p>individuals, power groups, heraldy, fashion,</p><p>customs, laws and procedures of the court in</p><p>question. </p><p>Special: 5+ ranks in Knowledge (Court) of +5</p><p>provides a +2 synergy bonus to Knowledge</p><p>(Nobility) skills possessed by the character.</p><p></p><p>CLASS FEATURES </p><p>Magical Training: A court magus continues (or</p><p>developes) their magical training, while</p><p>focusing on understanding the intricacies of the</p><p>court. While they do not progess as far in their</p><p>power as if they focused solely on magic they do</p><p>improve. A court magus is considered 1 caster</p><p>level higher for determining spell effects,</p><p>including damage, duration, range, etc as well</p><p>as caster level for dispelling and the creation of</p><p>magical items. Their number of spells known (if</p><p>applicable) and spells per day do not improve.</p><p>(Ex: Goran Stoutfinger, a dwarven Court</p><p>Magus/sorc 5, casts an endurance spell on</p><p>himself, it lasts for 6 hours and otherwise</p><p>functions as a spell cast by a 6th level caster. He</p><p>does not know fireball or any other 3rd level</p><p>spells, however, until he advances to 6th level</p><p>sorc, when he gains spells as a normal 6th level</p><p>caster.)</p><p>Exception: A 1st level character whose only</p><p>level is Court Magus gains the spells per level &</p><p>spells known of an apprentice character (forget</p><p>what they're called, from the DMG), and cast</p><p>spells as 1st level casters. From second level on</p><p>they function as normal.</p><p></p><p>Apprehend The Invisible Thread: A court</p><p>magus has been trained to be keenly attuned to</p><p>the tell-tale signs of magical influence. After</p><p>interacting with someone who is, or has been,</p><p>under the influence of a spell with the charm or</p><p>compulsion descriptor within the last 24 hours,</p><p>the court magus may automatically make a</p><p>Sense Motive check (rolled by the DM) to notice</p><p>something is amiss. The difficulty is the original</p><p>DC of the spell + the influencing caster's</p><p>Charisma modifier (if positive). If a magus who</p><p>is aware of magical influence (through this</p><p>ability or other means) may spend a minute in</p><p>conversation with the affected person to</p><p>determine the extent and sort of influence</p><p>exercised. The DC is equal to the DC to notice</p><p>the effect +5. They may also attempt to</p><p>determine who the influencing individual is, at a</p><p>DC is equal to the DC to notice the effect +10.</p><p></p><p>Cool Facade: The Court Magus can fall back on</p><p>their courtly experience to remain in control of</p><p>themselves and unruffled even in trying</p><p>circumstances. They receive a +2 bonus to resist</p><p>mind effecting spells. Any attempt to intimidate</p><p>them has the DC raised by two as well.</p><p></p><p>Permanent Skills: A court magus gains access</p><p>to two skills of their choice from the Court</p><p>Magus skill list as permenent class skills.</p><p></p><p></p><p>DECEIVER (Flavor Class)</p><p></p><p>This flavor class is a little less specific in its</p><p>nature than most, but can be used to represent</p><p>any swindler/con man, schemer, spy,</p><p>gold-digger or lothario. Basically anyone who</p><p>makes a living by deceiving others of their true</p><p>intentions.</p><p></p><p>BAB: +0</p><p>HD: d4</p><p>Saves: Fort +0, Ref +0, Will +2</p><p></p><p>Class Skills: Bluff, Diplomacy, Disguise,</p><p>Gather Information, Intimidate, Sense Motive.</p><p></p><p>Skill Points: 8 + Int mod.</p><p></p><p>Class Abilities: </p><p>Quick Tongue, Clever Mind: The deceiver is</p><p>practiced in the art of manipulating others and</p><p>reading their emotions. She gains a +2</p><p>competence bonus to Bluff, Diplomacy, Gather</p><p>Information, Intimidate and Sense Motive.</p><p></p><p>Permanent Skills (ex): Your Deceiver class</p><p>skills remain class skills regardless of class.</p><p></p><p></p><p>GLADIATOR (Flavor Class)</p><p></p><p>BAB: +1</p><p>HD: d10</p><p>Saves: Fortitude +1, Reflex +1, Will +0.</p><p></p><p>Class Skills: Bluff, Intimidate. These become</p><p>class skills regardless of class.</p><p></p><p>Skill Points: 4 + Int mod.</p><p></p><p>Weapons & Armor: The gladiator is proficient</p><p>with all simple and martial weapons (except</p><p>bows), light armor and shields.</p><p></p><p>Class Abilities:</p><p>Exotic Weapon Master (ex): The gladiator</p><p>gains the exotic weapon proficiency in any one</p><p>exotic weapon of his choice, which is considered</p><p>his "trademark" weapon in the mind of the</p><p>crowd.</p><p></p><p>Center of Attention (ex): If there one or more</p><p>sentient creatures watching him fight (and not</p><p>participating in the battle themselves), the</p><p>gladiator receives a +2 circumstance bonus to</p><p>attack and damage rolls. </p><p></p><p>Permanent Skills (ex): Your class skills remain</p><p>class skills regardless of class.</p><p></p><p></p><p>HERALD (Flavor Class) </p><p></p><p>The Herald travels to faraway lands as diplomat</p><p>and messenger in personal union, braving the</p><p>dangers of the road.</p><p></p><p>BAB: +1</p><p></p><p>Saves: Fort +1, Will +1</p><p></p><p>Class Skills: Bluff, Diplomacy, Intimidate,</p><p>Sense Motive, Knowledge (Nobility),</p><p>Knowledge (History). Skill Points: 6 + Int mod.</p><p></p><p>Permanent Skills: The Herald may choose any</p><p>four skills from the above list to be permanent</p><p>class skills.</p><p></p><p>Herald's Call (sp): The Herald can draw upon</p><p>the power of his lord. Once per day per 4</p><p>character levels, the Herald may, as a free action</p><p>stun one person of fewer HD for one round (Will</p><p>save DC 10 + 1/2 Herald's character levels +</p><p>Cha Modifier) or add a +4 bonus to a Intimidate</p><p>check. The Herald must be able to speak and</p><p>gesture to use this ability.</p><p></p><p></p><p>LEGIONNAIRE (Flavor Class)</p><p></p><p>Alignment: Any lawful</p><p></p><p>HD: d10</p><p></p><p>BAB: +1</p><p></p><p>Saves: Fort +1, Ref +0, Will +1</p><p></p><p>Class Skills: Knowledge (any military),</p><p>Profession (mercenary or soldier) </p><p></p><p>Skill points per level: 4 + Int mod.</p><p></p><p>Weapons & Armor: As fighter.</p><p></p><p>Class Abilities:</p><p></p><p>Formation Fighting (ex): When fighting in</p><p>formation, all members of the formation receive</p><p>a +2 morale bonus to attack rolls and +2</p><p>circumstance bonus to AC. Formation is defined</p><p>as anytime two or more legionaires are fighting</p><p>adjacent to each other (within 5 ft.). When the</p><p>entire formation launches a thrown weapon,</p><p>each of them receives a +2 bonus to their ranged</p><p>attack roll. Facing is not important so long as</p><p>they remain within 5 ft. of each other.</p><p>Legionaires can fight alongside those without</p><p>this class, but in that case, their bonuses are all</p><p>halved (reduced to +1).</p><p></p><p>Permanent Skills (ex): Your class skills remain</p><p>class skills regardless of class.</p><p></p><p></p><p>LIBRARIAN (Flavor Class) </p><p>The librarian is any individual who writes</p><p>things down, keeps track of books, or suchlike.</p><p></p><p>BAB: +0</p><p>Saves: +0 Fort, +0 Ref, +1 Will</p><p>Skills: 6 + Int mod skill points. Craft, Decipher</p><p>Script, Knowledge (Any, bought individually),</p><p>Profession.</p><p></p><p>Book Lore (Ex): The librarian gains a +1 bonus</p><p>to Decipher Script, Profession (Scribe), and any</p><p>Knowledge skill of their choice. In addition, the</p><p>librarian learns one new language for free.</p><p></p><p>Arcane Writings (Sp): The librarian can cast</p><p>read magic three times per day as a spell-like</p><p>ability.</p><p></p><p></p><p>MASTER CHEF (Flavor Class)</p><p>A master chef is a character thoroughly devoted</p><p>to the culinary arts. They often act as the heads</p><p>of staff at castles, culinary academies and</p><p>mansions. Some master chefs have even turned</p><p>their skills into a performance art.</p><p></p><p>HD: d6</p><p>Saves: Fort +1, Ref +0, Will +1</p><p>Class Skills: Appraise, Concentration, Craft</p><p>(foodstuffs), Knowledge (Culinary Arts),</p><p>Profession (chef)</p><p>Skill Points: 6 + Int mod.</p><p></p><p>Weapon & Armor Proficiency: All master</p><p>chefs are proficient in the cleaver (tiny simple</p><p>weapon, 1d4 slashing, Crit. 20/x4), dagger, and</p><p>club. Master chefs are not proficient in armor or</p><p>shields of any kind.</p><p></p><p>Class Skills: Appraise, Concentration, Craft</p><p>(foodstuffs), Knowledge (culinary) and</p><p>Profession (chef) are forever class skills of the</p><p>master chef.</p><p></p><p>Iron Gut: Master chefs are accustomed to</p><p>tasting unusual spices and bizarre plants in</p><p>order to find the perfect ingredients. All master</p><p>chefs get a +2 bonus to Fortitude saves made</p><p>against poison.</p><p></p><p>Skill Under Pressure: Master chefs are skilled</p><p>at producing excellent results under conditions</p><p>other chefs would buckle in. They gain a +2</p><p>bonus to all Profession (chef) checks made</p><p>within a strict time limit, and a +2 bonus to</p><p>Craft (foodstuffs) checks made with restricted,</p><p>or required, ingredients.</p><p></p><p>NOBLE (Flavor Class)</p><p>A Noble is a member of the landed gentry, one</p><p>who achieves a position of political influence</p><p>through birth or through deeds. A Noble always</p><p>begins their career in nobility as a Lord of the</p><p>Manor, meaning they own and control the</p><p>smallest unit of defined land, a Manor.</p><p></p><p>A new noble’s title is “Lord” and he swears</p><p>allegiance and fealty to the Count in charge of</p><p>the county in which his manor lies.</p><p></p><p>Adventuring:</p><p>Most nobles feel their place is at home,</p><p>managing their holdings, participating in local</p><p>intrigues, and growing rich. Other nobles,</p><p>particularly the younger ones, feel stifled by</p><p>their castle or mansion walls and yearn to</p><p>adventure. These traveling nobles appoint a</p><p>lieutenant or viscount to manage their affairs</p><p>while they are abroad.</p><p></p><p>Adventuring nobles generally do not flaunt their</p><p>position, though it is likely that they will be</p><p>recognized (at least near their home lands)</p><p>unless traveling incognito.</p><p></p><p>Abilities:</p><p>Nobles rely upon their charisma more than any</p><p>other skill; their social interactions are key to</p><p>their ability to retain their noble position. Nobles</p><p>also pride themselves on their intellect,</p><p>particularly because they tend to have a wide</p><p>variety of interests and skills, and a high</p><p>intelligence allows them to dabble in their</p><p>worldly interests more. Wisdom is important to</p><p>a noble because those with strong willpowers are</p><p>less likely to corrupt themselves and alienate or</p><p>denigrate their constituents. A noble can gain</p><p>respect among his people by appearing sound of</p><p>body, so a decent constitution score is desirable.</p><p>Likewise, strength and grace can sway those not</p><p>easily swayed by words alone.</p><p></p><p>Alignment: any Lawful</p><p></p><p>Hit Die: d6</p><p></p><p>Class Skills: Diplomacy (Cha)*, Intimidate</p><p>(Cha)*, Knowledge (Economics) (Int)*,</p><p>Knowledge (Politics) (Int)*, Listen (Wis), </p><p>Profession (Noble) (Wis)*, Ride (Dex), Use</p><p>Rope (Dex), Sense Motive (Wis)*, Spot (Wis),</p><p>Swim (Str)</p><p></p><p>Base Attack Bonus: +0</p><p>Saves: Fortitude: +0, Reflex: +0, Will: +2</p><p></p><p>Weapon and Armor Proficiency: Nobles are</p><p>proficient with simple weapons and one martial</p><p>weapon of their choice, as well as with light</p><p>armor, but not shields.</p><p></p><p>1st Level Skill Points: (6 + Int modifier) x 4</p><p>Higher-Level Skill Points: 6 + Int modifier</p><p></p><p>Starting Gold: 6d6 x 10</p><p></p><p>Benefits: </p><p>Benefice (ex): A noble is a Lord of the Manor,</p><p>and controls a piece of arable land and a small</p><p>village. An adventuring noble will likely appoint</p><p>a viscount to manage the Manor in the noble’s</p><p>absence. The noble also has the opportunity to</p><p>advance within the political structure of the</p><p>Kingdom, possibly as high as a Duke or</p><p>Marquis. It is doubtful that a “common” noble</p><p>would ever become King.</p><p></p><p>Born To Lead (ex): A noble is a born leader,</p><p>and receives the leadership feat for free as soon</p><p>as he achieves a total character level of 6. This</p><p>is a bonus feat in addition to the standard feat a</p><p>character receives at 6th level and any other</p><p>bonus feats granted by other classes.</p><p></p><p>Favor (ex): A noble has contacts in the political</p><p>domain of the Kingdom to which he swears</p><p>fealty, and can call upon his peers and superiors</p><p>for a favor. This ability works both ways,</p><p>however, and a noble’s liege or peer may ask a</p><p>favor in return.</p><p></p><p>Intimidate (ex): Where others rely on brawn or</p><p>the threat of violence to intimidate, the noble</p><p>can use his political influence as a catalyst for</p><p>the intimidate skill. The noble does not receive</p><p>any bonuses to his intimidate skill check because</p><p>of his status.</p><p></p><p>Noble Income (ex): A noble can make a</p><p>profession (noble) skill check to collect income</p><p>based on his holdings. The result of this check,</p><p>multiplied by 10, is the amount in gold pieces</p><p>the noble may collect each week. The noble</p><p>must be in his home Manor to collect this</p><p>income. The income does not “save up” in the</p><p>noble’s absence. This income is assumed to be</p><p>the noble’s net profit after any and all expenses</p><p>related to his holdings.</p><p></p><p>Skill Affinity (ex): Some of a noble’s class skills</p><p>remain class skills regardless of the future class</p><p>progression of the character. The noble’s class</p><p>skills with which he maintains an affinity are</p><p>marked with an asterisk (*).</p><p></p><p></p><p>PIRATE (Flavor Class)</p><p></p><p>HD: d8</p><p>BAB:+0</p><p>Saves: Fort +1, Ref +1, Will, +0</p><p>Skills: 6 + Int; Balance, Climb, Intimidate,</p><p>Intuit Direction, Jump, Profession (sailor), Rope</p><p>Use, Swim</p><p></p><p>Permanent Class Skills (ex): A Pirate may</p><p>choose any six skills from the class skill list for</p><p>this class to be permanent class skills.</p><p></p><p>Sea Legs (ex): A Pirate gains a +2 bonus to</p><p>Balance, Climb, and Jump checks when on</p><p>board a ship or other water vessel.</p><p></p><p>Rascally Reputation (ex): A Pirate's fearsome</p><p>reputation grants him a +2 bonus to Intimidate</p><p>checks.</p><p></p><p></p><p>RAT CATCHER (Flavor Class)</p><p></p><p>A rat catcher makes his living catching rats and</p><p>is payed a sum in copper per rat killed, by the</p><p>community.</p><p></p><p>BAB +0</p><p>Saves: Fort +1, Ref +1, Will +0</p><p></p><p>Weapon & Armor Proficiency: All simple</p><p>weapons and the hand crossbow, as well as light</p><p>armor. The rat catcher is not proficient in the</p><p>use of shields.</p><p></p><p>Hit points: d8 </p><p></p><p>Skill points: 6 + Int mod.</p><p></p><p>Class skills: Climb, Handle Animal, Knowledge</p><p>(local), Spot, Wilderness Lore. (4+1 skills)</p><p></p><p>Permanent skills (ex): The Rat Catcher may</p><p>choose any four skills from the above list to be</p><p>permanent class skills.</p><p></p><p>Disease Immunity (ex): A Rat Catcher is</p><p>immune to all diseases. This does not include</p><p>magical diseases such as Mummy's rot or</p><p>Lycanthropy.</p><p></p><p>Favored Enemy (Vermin) (ex): Due to his</p><p>extensive study of his foes and training in the</p><p>proper techniques for combating them, the rat</p><p>catcher gains a +1 bonus to Bluff, Listen, Sense</p><p>Motive, Spot, and Wilderness Lore checks when</p><p>using these skills against this type of creature.</p><p>Likewise, he gets the same bonus to weapon</p><p>damage rolls against creatures of this type. A rat</p><p>catcher also gets the damage bonus with ranged</p><p>weapons, but only against targets within 30 feet</p><p>(the rat catcher cannot strike with deadly</p><p>accuracy beyond that range). The bonus doesn't</p><p>apply to damage against creatures that are</p><p>immune to critical hits. </p><p></p><p></p><p>THE SLAVER (Flavor Class)</p><p></p><p>Alignment: Any evil (most tend toward lawful</p><p>evil)</p><p></p><p>BAB: +0</p><p></p><p>Saves: Fort +0, Reflex +0, Will +2</p><p></p><p>HD: d6</p><p></p><p>Class Skills: Appraise, Intimidate, Profession</p><p>(slaver), Use Rope.</p><p></p><p>Skill points: 6 + Int mod.</p><p></p><p>Weapons and Armor: Proficient in all simple</p><p>weapons, plus the sap, scourge, spiked chain,</p><p>whip. Proficient in light armor but not shields.</p><p></p><p>Class Abilities:</p><p>Appraise Slave (ex): The slaver receives a +4</p><p>competence bonus to his Appraise checks to</p><p>judge the worth of any creature as a potential</p><p>slave.</p><p></p><p>Break Slave (ex): Given two hours training</p><p>minimum per day, a slaver can break the will of</p><p>a captive over a thirty day period, less 1 day per</p><p>character level). The captive receives a Will</p><p>save with a DC equal to 10 + slaver's character</p><p>level + slaver's Cha mod + slaver's Intimidate</p><p>modifier. A slaver automatically succeeds at all</p><p>Intimidate checks against broken slaves (former</p><p>captives). A slaver can attempt to</p><p>simultaneously break an amount of captives</p><p>equal to his character level. </p><p></p><p>Permanent Skills (ex): Appraise, Intimidate,</p><p>Sense Motive and Use Rope become class skills</p><p>regardless of your current class.</p><p></p><p>Terrifying Visage (ex): When holding a whip</p><p>or other item of punishment, the slaver receives</p><p>a +1 circumstance bonus to Intimidate checks</p><p>equal to their character level.</p><p></p><p></p><p>TOUCHED (Flavor Class)</p><p></p><p>HD: d6</p><p>BAB:+0</p><p>Saves: Fort +0, Ref +0, Will, +2</p><p>Skills: 6 + Int; Concentration, Knowledge(any,</p><p>picked separately), Spellcraft, Scry</p><p></p><p>Permanent Class Skills: The Touched may</p><p>choose any four skills from the class skill list for</p><p>this class to be permanent class skills.</p><p></p><p>Susceptibility: Due to the familiarity of mental</p><p>visions, the Touched suffer a -4 penalty to Will</p><p>saves against Mind-Affecting Illusions and</p><p>Enchantments.</p><p></p><p>Vision: The Touched may Scry as the spell</p><p>Scrying once per day for one minute, but cannot</p><p>cast spells through the vision. The visions come</p><p>to the Touched as mental images, and require no</p><p>focus.</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 828746, member: 4530"] 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. [/QUOTE]
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