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<blockquote data-quote="Jack Daniel" data-source="post: 46183" data-attributes="member: 694"><p><strong>How much can I post before I get a reply, I wonder?</strong></p><p></p><p><span style="font-size: 15px">The Noble</span> </p><p></p><p> Adventuring aristocrats are an uncommon sight, since so many members of the gentry prefer a life of ease to, well, anything else. Some gentleman, though, feel a need to make a difference in the world. These altruistic warriors sometimes operate as the commander of an elite contingent of musketeers, or perhaps as a masked dragoon, putting some swash in the buckle of a villain before disappearing into the night. Noble adventurers have one thing in common, though: they are always courteous to the opposite sex and generally don't harm the weak or innocent. Many nobles harbor a secret desire put power into the hands of the common people, but because the so often find themselves in the company of elitist snobs and bigoted squires, these secret heroes must keep their opinions to themselves... until the sun sets.</p><p><strong>Abilities:</strong> Charisma is definitely the most important ability of the noble, as they must be able to deal with people in many situations. From affairs of state to affairs of the heart, nobles do better if they are able to "wow the crowd." Acting as a leader also requires high Charisma. Intelligence and Wisdom are also important, for the noble often cannot fall back on sword or spell; more so than any other class, nobles must be able to think their way though situations. </p><p><strong>Alignment:</strong> Nobles have no constraints on moral convictions, and do not lean one way or the other on matters of honor. A noble may just as easily be an evil traditionalist who acts like a gentleman towards widows and will kill to keep from being dishonored as an individualistic hero with a sharp rapier and a sharper wit, slinging insults and bullets alike at the established aristocracy.</p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>Class Skills</strong> </p><p>The noble's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Nobility & Royalty, Int), Listen (Wis), Perform (Cha), Read Lips (Int, exlcusive skill), Ride (Dex), Sense Motive (Wis), Speak Language (any, Int), Spot (Wis), and Swim (Str).</p><p></p><p><strong>Skill Points:</strong> 4 + Int bonus/level.</p><p> </p><p> </p><p><strong>The Noble</strong>[code][color=white][b]</p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special[/b]</p><p>1 0 0 +1 +2 Call in a favor, Secret Skill</p><p>2 +1 0 +2 +3 Inspire Confidence +1</p><p>3 +2 +1 +2 +3 Call in a favor</p><p>4 +3 +1 +2 +4 Backstab +1d4</p><p>5 +3 +1 +3 +4 Call in a favor</p><p>6 +4 +2 +3 +5 Inspire Confidence +2, Leadership</p><p>7 +5 +2 +4 +5 Call in a favor</p><p>8 +6/+1 +2 +4 +6 Backstab +2d4</p><p>9 +6/+1 +3 +4 +6 Call in a favor</p><p>10 +7/+2 +3 +5 +7 Inspire Confidence +3</p><p>11 +8/+3 +3 +5 +7 Call in a favor</p><p>12 +9/+4 +4 +6 +8 Backstab +3d4, Leadership +4</p><p>13 +9/+4 +4 +6 +8 Call in a favor</p><p>14 +10/+5 +4 +6 +9 Inspire Confidence +4</p><p>15 +11/+6/+1 +5 +7 +9 Call in a favor</p><p>16 +12/+7/+2 +5 +7 +10 Backstab +4d4</p><p>17 +12/+7/+2 +5 +8 +10 Call in a favor</p><p>18 +13/+8/+3 +6 +8 +11 Inspire Confidence +5, Leadership +8</p><p>19 +14/+9/+4 +6 +8 +11 Call in a favor</p><p>20 +15/+10/+5 +6 +9 +12 Backstab +5d4[/color][/code]</p><p></p><p> </p><p><strong>Class Features</strong></p><p>All of the following are class features of the noble.</p><p><strong>Weapon and Armor Proficiency:</strong> Nobles are proficient in all simple and martial weapons, light and medium armors, and shields.</p><p><strong>Secret Skill:</strong> At first level, the noble chooses one extra skill as a class skill, representing some area of illicit knowledge.</p><p><strong>Call in a favor:</strong> At every odd level, the noble earns one favor he can call in to gain knowledge or resources otherwise unavailable to a party. The contacts used to fulfill the noble's request can range from an aristocratic relative to an illegitimate crime lord, depending on the nature of the noble and the sort of company he keeps.</p><p> Calling in a favor requires the noble to make a Charisma-modified level check, with the DC set by the DM at somewhere between 10 and 20 based on the scope and complexity of the favor requested. The DM may, of course, deny favors that are impossible ("Say, Bob ol' buddy, seen any vorpal falchions lately?). Nobles need not use their favors immediately, or even at all; sometimes, simply having somebody who "owes you one" can be as useful as the favor he might provide.</p><p><strong>Inspire Confidence:</strong> By using a stirring oration or some other "pep talk," a noble can grant a bonus to all attack rolls, skill checks, and Will saves made by himself and any allies. He must spend a round talking, after which he makes a Diplomacy check vs. DC 10 +1 per five allies present, including the noble himself. The morale bonus gained increases with the level of the noble, to a maximum of +5. </p><p><strong>Backstab:</strong> Nobles, thanks to a combination of courtly intrigue and the occasional desire to swashbuckle something, pick up a weaker version of the Sneak Attack which is identical to the rouge ability in all respects, excepting that it deals less damage and it only works when an opponent is denied his Dexterity bonus to AC; the flanking situation does not allow Backstabs.</p><p><strong>Leadership:</strong> Nobles gain the Leadership feat for free at 6th level. As they advance, they gain the listed bonus to their leadership score.</p><p></p><p><span style="font-size: 15px">Vicar</span></p><p>An alternate druid for a monotheistic campaign setting. My own world is based heavily on Arthurian legend and the lore surrounding the Crusades, so this class was naturally required for my games. </p><p></p><p> Not all priests are crusading knights or mystical monks. Some are content merely to watch over their local communities and deal with their everyday needs. When such a priest proves to have special divine powers, he usually has two options: either stay and be flocked to by the needy masses, or take to traveling abroad and using his powers to serve a greater purpose, fighting evil wherever it may lurk. A surprising number of vicars follow in the path of the more knightly miracle-workers, becoming adventurers in the name of those three men they admire most: the Father, Son, and the Holy Ghost (naturally, Don McLean songs only exist in the campaign setting if the DM says so). Vicars find that their goals and methods often coincide with those of rangers, who possess a similar connection to the earthly and natural aspects of worship.</p><p><strong>Abilities:</strong> Wisdom is the single most important ability of the vicar, since his ability to work divine miracles is tied to a sense of when they should be properly used. Charisma is also important, because like any priest, one needs to be a shepherd to the flock, and though the vicars do not turn away the undead, their animal empathy is tied to the Charisma statistic.</p><p><strong>Alignment:</strong> Being a priest with miraculous power, all vicars must remain Good in alignment.</p><p><strong>Hit Die:</strong> d8.</p><p></p><p> </p><p> </p><p><strong>The Vicar</strong>[code][color=white][b]</p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special [/b]</p><p>1 0 +1 0 +2 Divine Gift, Vicar Miracles </p><p>2 +1 +2 0 +3 </p><p>3 +2 +2 +1 +3 </p><p>4 +3 +2 +1 +4 Divine Gift </p><p>5 +3 +3 +1 +4 </p><p>6 +4 +3 +2 +5 </p><p>7 +5 +4 +2 +5 </p><p>8 +6/+1 +4 +2 +6 Divine Gift </p><p>9 +6/+1 +4 +3 +6 </p><p>10 +7/+2 +5 +3 +7 </p><p>11 +8/+3 +5 +3 +7 </p><p>12 +9/+4 +6 +4 +8 Divine Gift </p><p>13 +9/+4 +6 +4 +8 </p><p>14 +10/+5 +6 +4 +9 </p><p>15 +11/+6/+1 +7 +5 +9 </p><p>16 +12/+7/+2 +7 +5 +10 Divine Gift </p><p>17 +12/+7/+2 +8 +5 +10 </p><p>18 +13/+8/+3 +8 +6 +11 </p><p>19 +14/+9/+4 +8 +6 +11 </p><p>20 +15/+10/+5 +9 +6 +12 Divine Gift[/color][/code]</p><p> </p><p></p><p> </p><p><strong>Class Skills</strong></p><p>The vicar's class skills are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Faith (Wis), Handle Animal (Cha), Heal (Wis), Intuit</p><p>Direction (Wis), Knowledge (Local, Nature, Religion, Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Swim (Str), and Wilderness Lore (Wis).</p><p><strong>Skill Points:</strong> 4 + Int bonus/level</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the vicar.</p><p><strong>Weapon and Armor Proficiency:</strong> Vicars are proficient in simple weapons, light and medium armors, and shields.</p><p><strong>Divine Miracles:</strong> A vicar works divine miracles, using the same progression as the standard cleric or druid. A vicar may request and work any miracle on the druid spell list (see the <em>Player's Handbook</em>) other than those with the [evil] descriptor. Miracles are prepared and then worked in the same way a cleric's are, with the vicar automatically gaining knowledge of all the miracles of a given level once the vicar has enough levels to use them. To request and work a miracle, a vicar must have a Wisdom score of at least 10 + the level of the miracle. The Difficulty Class to save against a vicar miracle is 10 + the miracle's level + the vicar's Wisdom modifier. Bonus miracles per day for the vicar are based on Wisdom.</p><p><strong>Faith Healing:</strong> A vicar may lose a prepared miracle to work a <em>cure</em> miracle of the same level or lower. Take note that vicars get some <em>cure</em> miracles later than clerics do: <em>cure moderate wounds</em> is a 3rd level miracle for vicars, so they can only channel a prepared 2nd level miracle into <em>cure light wounds</em> or <em>cure minor wounds</em>.</p><p><strong>Divine Gift:</strong> At first level and every four levels after that, the vicar is granted a new divine power to help him on his travels.</p><p><em>Divine Health:</em> You are immune to all diseases, like a paladin. In addition, you gain a +2 luck bonus to saves against poisons of all kinds.</p><p><em>Guardian Angel:</em> You've got a guardian angel who protects you from snipers. You gain a +4 bonus to your AC vs. ranged attacks.</p><p><em>Hardy as Heaven:</em> You recover your hit points and mortal points twice as fast as other characters.</p><p><em>Gregorian Chant:</em> You gain a +2 luck bonus to all saves vs. spells cast by evil magic-users. </p><p><em>Lion-Hearted:</em> You are a particularly imposing individual who doesn't scare easily. You gain a +4 bonus to Intimidate checks and Will saves against fear effects.</p><p><em>Manna in the Desert:</em> You can identify whether water is safe to drink or dangerous, and you no longer need to make Wilderness Lore checks to provide food for yourself in the wild (the rest of the party must still make a check).</p><p><em>Old as Methuselah:</em> You no longer suffer penalties for aging, like a monk with Timeless Body.</p><p><em>Step of the Seraphim:</em> You leave no trail and cannot be tracked.</p><p><em>Strength of Samson:</em> You gain a +1 bonus to your Strength score.</p><p><em>The Way Parts:</em> You can move through natural terrain without suffering damage or being otherwise impaired. Magical plants and terrain effects that impede motion still affect you.</p><p><em>Wisdom of Solomon:</em> You gain a +1 bonus to your Wisdom score.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 46183, member: 694"] [b]How much can I post before I get a reply, I wonder?[/b] [size=4]The Noble[/size] Adventuring aristocrats are an uncommon sight, since so many members of the gentry prefer a life of ease to, well, anything else. Some gentleman, though, feel a need to make a difference in the world. These altruistic warriors sometimes operate as the commander of an elite contingent of musketeers, or perhaps as a masked dragoon, putting some swash in the buckle of a villain before disappearing into the night. Noble adventurers have one thing in common, though: they are always courteous to the opposite sex and generally don't harm the weak or innocent. Many nobles harbor a secret desire put power into the hands of the common people, but because the so often find themselves in the company of elitist snobs and bigoted squires, these secret heroes must keep their opinions to themselves... until the sun sets. [b]Abilities:[/b] Charisma is definitely the most important ability of the noble, as they must be able to deal with people in many situations. From affairs of state to affairs of the heart, nobles do better if they are able to "wow the crowd." Acting as a leader also requires high Charisma. Intelligence and Wisdom are also important, for the noble often cannot fall back on sword or spell; more so than any other class, nobles must be able to think their way though situations. [b]Alignment:[/b] Nobles have no constraints on moral convictions, and do not lean one way or the other on matters of honor. A noble may just as easily be an evil traditionalist who acts like a gentleman towards widows and will kill to keep from being dishonored as an individualistic hero with a sharp rapier and a sharper wit, slinging insults and bullets alike at the established aristocracy. [b]Hit Die:[/b] d6. [b]Class Skills[/b] The noble's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Nobility & Royalty, Int), Listen (Wis), Perform (Cha), Read Lips (Int, exlcusive skill), Ride (Dex), Sense Motive (Wis), Speak Language (any, Int), Spot (Wis), and Swim (Str). [b]Skill Points:[/b] 4 + Int bonus/level. [b]The Noble[/b][code][color=white][b] Base Fort Ref Will Level Attack Bonus Save Save Save Special[/b] 1 0 0 +1 +2 Call in a favor, Secret Skill 2 +1 0 +2 +3 Inspire Confidence +1 3 +2 +1 +2 +3 Call in a favor 4 +3 +1 +2 +4 Backstab +1d4 5 +3 +1 +3 +4 Call in a favor 6 +4 +2 +3 +5 Inspire Confidence +2, Leadership 7 +5 +2 +4 +5 Call in a favor 8 +6/+1 +2 +4 +6 Backstab +2d4 9 +6/+1 +3 +4 +6 Call in a favor 10 +7/+2 +3 +5 +7 Inspire Confidence +3 11 +8/+3 +3 +5 +7 Call in a favor 12 +9/+4 +4 +6 +8 Backstab +3d4, Leadership +4 13 +9/+4 +4 +6 +8 Call in a favor 14 +10/+5 +4 +6 +9 Inspire Confidence +4 15 +11/+6/+1 +5 +7 +9 Call in a favor 16 +12/+7/+2 +5 +7 +10 Backstab +4d4 17 +12/+7/+2 +5 +8 +10 Call in a favor 18 +13/+8/+3 +6 +8 +11 Inspire Confidence +5, Leadership +8 19 +14/+9/+4 +6 +8 +11 Call in a favor 20 +15/+10/+5 +6 +9 +12 Backstab +5d4[/color][/code] [b]Class Features[/b] All of the following are class features of the noble. [b]Weapon and Armor Proficiency:[/b] Nobles are proficient in all simple and martial weapons, light and medium armors, and shields. [b]Secret Skill:[/b] At first level, the noble chooses one extra skill as a class skill, representing some area of illicit knowledge. [b]Call in a favor:[/b] At every odd level, the noble earns one favor he can call in to gain knowledge or resources otherwise unavailable to a party. The contacts used to fulfill the noble's request can range from an aristocratic relative to an illegitimate crime lord, depending on the nature of the noble and the sort of company he keeps. Calling in a favor requires the noble to make a Charisma-modified level check, with the DC set by the DM at somewhere between 10 and 20 based on the scope and complexity of the favor requested. The DM may, of course, deny favors that are impossible ("Say, Bob ol' buddy, seen any vorpal falchions lately?). Nobles need not use their favors immediately, or even at all; sometimes, simply having somebody who "owes you one" can be as useful as the favor he might provide. [b]Inspire Confidence:[/b] By using a stirring oration or some other "pep talk," a noble can grant a bonus to all attack rolls, skill checks, and Will saves made by himself and any allies. He must spend a round talking, after which he makes a Diplomacy check vs. DC 10 +1 per five allies present, including the noble himself. The morale bonus gained increases with the level of the noble, to a maximum of +5. [b]Backstab:[/b] Nobles, thanks to a combination of courtly intrigue and the occasional desire to swashbuckle something, pick up a weaker version of the Sneak Attack which is identical to the rouge ability in all respects, excepting that it deals less damage and it only works when an opponent is denied his Dexterity bonus to AC; the flanking situation does not allow Backstabs. [b]Leadership:[/b] Nobles gain the Leadership feat for free at 6th level. As they advance, they gain the listed bonus to their leadership score. [size=4]Vicar[/size] An alternate druid for a monotheistic campaign setting. My own world is based heavily on Arthurian legend and the lore surrounding the Crusades, so this class was naturally required for my games. Not all priests are crusading knights or mystical monks. Some are content merely to watch over their local communities and deal with their everyday needs. When such a priest proves to have special divine powers, he usually has two options: either stay and be flocked to by the needy masses, or take to traveling abroad and using his powers to serve a greater purpose, fighting evil wherever it may lurk. A surprising number of vicars follow in the path of the more knightly miracle-workers, becoming adventurers in the name of those three men they admire most: the Father, Son, and the Holy Ghost (naturally, Don McLean songs only exist in the campaign setting if the DM says so). Vicars find that their goals and methods often coincide with those of rangers, who possess a similar connection to the earthly and natural aspects of worship. [b]Abilities:[/b] Wisdom is the single most important ability of the vicar, since his ability to work divine miracles is tied to a sense of when they should be properly used. Charisma is also important, because like any priest, one needs to be a shepherd to the flock, and though the vicars do not turn away the undead, their animal empathy is tied to the Charisma statistic. [b]Alignment:[/b] Being a priest with miraculous power, all vicars must remain Good in alignment. [b]Hit Die:[/b] d8. [b]The Vicar[/b][code][color=white][b] Base Fort Ref Will Level Attack Bonus Save Save Save Special [/b] 1 0 +1 0 +2 Divine Gift, Vicar Miracles 2 +1 +2 0 +3 3 +2 +2 +1 +3 4 +3 +2 +1 +4 Divine Gift 5 +3 +3 +1 +4 6 +4 +3 +2 +5 7 +5 +4 +2 +5 8 +6/+1 +4 +2 +6 Divine Gift 9 +6/+1 +4 +3 +6 10 +7/+2 +5 +3 +7 11 +8/+3 +5 +3 +7 12 +9/+4 +6 +4 +8 Divine Gift 13 +9/+4 +6 +4 +8 14 +10/+5 +6 +4 +9 15 +11/+6/+1 +7 +5 +9 16 +12/+7/+2 +7 +5 +10 Divine Gift 17 +12/+7/+2 +8 +5 +10 18 +13/+8/+3 +8 +6 +11 19 +14/+9/+4 +8 +6 +11 20 +15/+10/+5 +9 +6 +12 Divine Gift[/color][/code] [b]Class Skills[/b] The vicar's class skills are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Faith (Wis), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (Local, Nature, Religion, Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Swim (Str), and Wilderness Lore (Wis). [b]Skill Points:[/b] 4 + Int bonus/level [b]Class Features[/b] All of the following are class features of the vicar. [b]Weapon and Armor Proficiency:[/b] Vicars are proficient in simple weapons, light and medium armors, and shields. [b]Divine Miracles:[/b] A vicar works divine miracles, using the same progression as the standard cleric or druid. A vicar may request and work any miracle on the druid spell list (see the [i]Player's Handbook[/i]) other than those with the [evil] descriptor. Miracles are prepared and then worked in the same way a cleric's are, with the vicar automatically gaining knowledge of all the miracles of a given level once the vicar has enough levels to use them. To request and work a miracle, a vicar must have a Wisdom score of at least 10 + the level of the miracle. The Difficulty Class to save against a vicar miracle is 10 + the miracle's level + the vicar's Wisdom modifier. Bonus miracles per day for the vicar are based on Wisdom. [b]Faith Healing:[/b] A vicar may lose a prepared miracle to work a [i]cure[/i] miracle of the same level or lower. Take note that vicars get some [i]cure[/i] miracles later than clerics do: [i]cure moderate wounds[/i] is a 3rd level miracle for vicars, so they can only channel a prepared 2nd level miracle into [i]cure light wounds[/i] or [i]cure minor wounds[/i]. [b]Divine Gift:[/b] At first level and every four levels after that, the vicar is granted a new divine power to help him on his travels. [i]Divine Health:[/i] You are immune to all diseases, like a paladin. In addition, you gain a +2 luck bonus to saves against poisons of all kinds. [i]Guardian Angel:[/i] You've got a guardian angel who protects you from snipers. You gain a +4 bonus to your AC vs. ranged attacks. [i]Hardy as Heaven:[/i] You recover your hit points and mortal points twice as fast as other characters. [i]Gregorian Chant:[/i] You gain a +2 luck bonus to all saves vs. spells cast by evil magic-users. [i]Lion-Hearted:[/i] You are a particularly imposing individual who doesn't scare easily. You gain a +4 bonus to Intimidate checks and Will saves against fear effects. [i]Manna in the Desert:[/i] You can identify whether water is safe to drink or dangerous, and you no longer need to make Wilderness Lore checks to provide food for yourself in the wild (the rest of the party must still make a check). [i]Old as Methuselah:[/i] You no longer suffer penalties for aging, like a monk with Timeless Body. [i]Step of the Seraphim:[/i] You leave no trail and cannot be tracked. [i]Strength of Samson:[/i] You gain a +1 bonus to your Strength score. [i]The Way Parts:[/i] You can move through natural terrain without suffering damage or being otherwise impaired. Magical plants and terrain effects that impede motion still affect you. [i]Wisdom of Solomon:[/i] You gain a +1 bonus to your Wisdom score. [/QUOTE]
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