Nobility with a bite

Quickleaf

Legend
My goal is to make a group of nobles who have a "smear campaign" feel to them - most of them are dirty and underhanded, but they'd never directly put a knife in the back (of course they'd do it politically), that's what assassins are for. They aren't all evil though, so their abilities must be able to be used for good...albeit a manipulative angle on good. I felt the Aristocrat class didn't do them justice, and I wanted more of a non-magical character than a bard feel, though more subversive, think "nobility with a bite." What do you think of this class? As an NPC class? As a PC class?
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Dehqan (Noble)

When the twin-tailed comet fell from the sky, a group of wise Magian followed its trail. This was in the days before shooting stars became a bad omen. They wandered through the desert and were nearly lost, but found their way using a cluster of stars which they called dehqans, meaning "guiding stars." At the end of the star trail, they found a family unlike any other, surpassing fair, bold of voice, and possessing of great charism. The sons of this family began the noble houses of Ayeer. Today the dehqan are not the great warriors and heads of state they once were. Indeed, they are fallen stars...
-- Spoken by Royal Vizier Manu to guests at the Shah's court


In Ayeer, the landed nobility are called "dehqan." They are educated and literate aristocrats with connections to the royal court, merchant houses, military leadership, and temple hierarchy. They have access to excellent resources and education. Nobles are trained in the essential arts of horsemanship, archery, swordplay, oratory, poetry, and calligraphy. They are considered heirs of Ayeer, both its political leadership, and its culture and history. It is their duty to be pillars of the Ayeeran community.
Unfortunately, the reality is that many nobles are corrupt and only interested in their own well being. As long as they are fed, they don't care if the commoners starve. Most are petty tyrants only interested in feigning piety just enough to win the people over. That said, some rise above the wickedness that haunts the noblility of Ayeer and aspire to become truly great leaders of their land.

Hit Die: d6
Saves: Good Will, poor Fort and Reflex
Attack Bonus: As Rogue
Reputation: +1 reputation bonus every 3 levels
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Langauge, Spot (Wis).
Skills at Each Level: 6 + Intelligence modifier (x4 at 1st level)
Weapon and Armor Proficiency: Nobles are proficient with light armor, shields, and simple and martial weapons.
Starting Gold: 6d4 x40 gp

Becoming a Dehqan: If a character does not begin as a 1st level Dehqan, they may only enter this class with sponsorship by a member of the greater nobility of Ayeer, usually following a heroic deed. Often, considerable wealth and reputation must be amassed first. Much like a prestige class, typical requirements include:
Reputation: 8 or greater
Sponsorship: A Dehqan must sponsor you, vouching for your pure blood and standing in the community of Ayeer. For a foreigner, finding a sponsoring Dehqan can be quite challenging. A sponsor might require a character prove they have a distant Ayeeran ancestor, uphold honorable values (at least in lip service), or perform a test to prove themselves.
Wealth: 4000 gold pieces and some form of land-ownership.
Special: The character must have one of these feats: Boastful Lineage, Fame, Lead by Example, or Leadership. If the character has more than one, subtract 1000 gp from the wealth requirement per extra feat.

Curse of the Stars: Characters born into a noble Dehqan family have a weakness that dates back to ancient times. A curse was placed upon the first sinner among the nobles: Ever shall the stars betray you, jealous of the name you bear. Anyone with Knowledge (nobility) can make a DC 30 check to see if they know of this weakness. If they have, they may make a DC 15 Knowledge (astronomy/astrology/nature) check can use the stars to track down a Dehqan. This acts as a find the path spell leading to the Dehqan. This spell is limited in that if the Dehqan is in a city, the spell can only indicate such, not the exact location of the Dehqan. Thus, a Dehqan with enemies learns to hide in a city, where being surrounded by people requires that their enemies rely on urban tracking.

Table: The Dehqan's special abilities
1- Bonus feat, Noble Upbringing, Oratory (fascinate, authority)
2-
3- Oratory (taunt, soothe)
4- Inheritance
5- Bonus feat
6- Oratory (satirize, suggestion)
7-
8- Inheritance
9- Oratory (delegate, sow distrust)
10- Bonus feat
11-
12- Inheritance, Oratory (incite, mass fascinate)
13-
14-
15- Bonus feat, Oratory (lesser geas)
16- Inheritance
17-
18- Oratory (mass suggestion)
19-
20- Bonus feat, Inheritance

Noble Feats:
Nobles select bonus feats at 1st, 5th, 10th, 15th, and 20th levels from the following list: Apprehend the invisible thread*, Boastful Lineage*, Champion*, Commanding Voice (D), Dangerous Insinuations (D), Diplomacy, Double-Tongued*, Elegant (D), Fame (notoriety)*, Hidden Lesson*, Information Network (D), Inspire Frenzy (D), Inspired Leader (D), Lasting Alliance (D), Leadership, Lead by Example*, Negotiator, Noble’s Enemy*, Patronage (D), Persuasive, Rabble Rouser (D), Read Character*, Reputation Broker (D), Secret (D). The noble must meet all prerequisites of the feat.

* Denotes a new feat
(D) Denotes a feat found in Dynasties & Demagogues

Noble Upbringing (Ex): Knowledge (nobility) is always a class skill for you. In addition, the noble gains three bonus class skills, languages, or weapon proficiencies.

Inheritance [4/8/12/16/20]: At each of these levels, a noble receives an inheritance, as long as he has maintained good standing in his family. These gifts take the form of an inherited title, a family heirloom, retainers, or ancestral land.

Heirloom: The noble gets a gift. This inheritance cannot be worth more than their current level x 1000 worth in gold. Some heirlooms are magical, though a stable of horses or jeweled crown are more likely. Selling or losing one's heirloom puts the noble out of good standing with their family until atonement is made, and results in a -3 penalty to their Reputation until the heirloom is recovered. If the heirloom is a multi-part thing (such as a stable of horses), theft of some part of the heirloom incurs just a -1 penalty to Reputation.
Land: The noble gets a monthly tax income of 1d6 x 100 gold. The income increases by 1d6 each time this option is taken. Each time the noble receives an inheritance of land, he must declare a province where the land is located, or that an old estate is simply growing. A noble must physically visit the land (or send a representative) in order to collect their tax money. If the noble doesn’t re-invest at least half the tax money they receive back into the province itself, they suffer a -3 penalty to their Reputation until they give a gift to the community and resume investing half of the tax money back into the land.
Retainers: The noble gains a +2 bonus on their Leadership score, increasing the number of followers they have. These followers may be from their home court, or they could be acquired in distant lands, depending on the noble’s circumstances. Maintaining your retainers costs money. A noble must pay 50 gold per month (x the number of times they've received retainers as inheritance). Failure to do so results in them losing this bonus to their Leadership score and immediately losing those followers they had gained.
Title: The noble gains a title which confers a +2 bonus to their Reputation whenever the noble truthfully identifies themself using the title.

Oratory: Once per day per class level, the Dehqan can use Perform (oratory) to produce special effects. Given the right circumstances, a Dehqan may be able to use a different Perform sub-skill, such as Dance or Poetry. Starting an oratory effect is a standard action. Many require Perform skill checks, and some require concentration, meaning the Dehqan must take a standard action each round to maintain the ability. Even while using oratory abilities that don’t require concentration, the Dehqan cannot attack, cast spells, or activate magic items. A Dehqan’s oratory ability requires the ability to speak and the ability to be understood. Thus, a Dehqan who is gagged or who does not speak the language of their target cannot use oratory.

1st Level
FASCINATE (as per Bard)
AUTHORITY: You project your voice in a short statement, such as: “Hear me!” You interrupt all conversations within 5 feet/level and draw attention to yourself. If used to speak, such as during negotiations or in a crowded hall, you gain a +2 bonus to Diplomacy or Intimidate checks. Any spellcasting going on (such as a ritual) within 5 feet/level may be disrupted. All spellcasters must make a Concentration check opposed by your Perform (oratory) check or lose their spell. A noble's oratory ability and a bard's music ability can both be interrupted using Authority; this is resolved as an opposed Perform check. Authority can be readied as an action.

3rd Level
TAUNT: By poking fun of another, the noble can provoke their target to commit a fatal blunder. A noble can choose one target, or simply target all opponents within earshot. The target(s) make a Will save against a DC of 5 + the result of the noble's Perform(oratory) check. If the target succeeds the save, it is unaffected. If the target fails, it must make one of the following blunders (the target chooses which one):
Ashamed: If the taunt occurs before an audience, the target becomes dazed and unable to speak for one round. The target cannot attack the noble for the remainder of the scene unless they succeed their Will (same DC as above); the save may be re-tested every round (though each failed attempt increases the DC of subsequent attempts by 2). If the target does attack, they act as if provoked (see below).
Provocation: Losing control of itself, the target attacks the noble in an all-out attack. This attack lasts until the noble is defeated, the attacker is talked down, the attacker is defeated, or the attacker is restrained. While attacking, the target makes an all-out attack every round (full attack option), unless they succeed at a Will save (same DC as above). If their Will save succeeds, they may employ a variety of strategies in their attack, but must keep pressing on until one of the conditions above is met. In most nations, assault is against the law, and witnesses will attest to the target attacking unprovoked if brought to court.
Slip Up: The target comes up with a blustering defense, accidentally letting slip a secret. This secret either condemns the target in the eyes of the audience ("I couldn't have been at the murder scene cause I was with the prince's wife!") or otherwise provides the noble with an edge over the target. The exact nature of the accidental slip up is left up to the GM and player to decide.

SOOTHE: A noble can perform either of the following actions on a successful Perform (oratory) check. This requires a full round of talking to the target.
1. Soothe the beguiled mind: Remove rage, fear, or a similar emotion from an ally or an opponent willing to listen. This requires a Perform (oratory) check made against the DC of the rage/fear/emotion effect. This check may not be re-tested.
2. Counter oratory: Counter the effects of another noble's taunt, sow distrust, or incite power. This requires an opposed Perform (oratory) check, and if the rival noble isn't present, simply use the result of their initial check to affect the target. This check may not be re-tested.

6th Level
SATIRIZE: A noble can satirize another, making fun of their deeds and personality, on a Perform (oratory) check. The DC of this check is 25 + the target's reputation.

Succeeds/Fails By.....Result
Fails by 11+................The noble loses 1d4 + target's Charisma modifier reputation. The noble may no longer satirize the target. Base reaction in the community towards the noble shifts negatively (e.g. friendly becomes indifferent).
Fails by 6-10...............The noble loses 1d4 reputation. Subsequent attempts to satirize the target suffer a -10 penalty (until you succeed).
Fails by 1-5.................Target loses no reputation. Subsequent attempt to satirize the target suffer a -4 penalty (until you succeed).
Succeeds by 0-5..........Target loses reputation points equal to 1d4 + noble's Charisma modifier. It takes 2d4 days for the satire takes effect.
Succeeds by 6-10........Target loses reputation points equal to 1d4 + noble's Charisma modifier. It takes 1d4 days for the satire to take effect.
Succeeds by 11+.........Target loses reputation points equal to 2d4 + noble's Charisma. It takes just 6 hours for the satire to take effect.

Once a noble has satirized a target, they may not further satirize them, unless the target happens to repair the effects of the satire. A noble may only satirize someone who is recognized by the population as a whole. This is determined on a Reputation check made by the community, albeit using the noble's Intelligence. If the community has heard of the target, they are fair game for being satirized. Lost reputation can only be gained by performing a quest, either rising above the slander, or incriminating the noble responsible.
The target need not be present when the noble satirizes them, as it is how the community views the target that determines their reputation. A target can make a Gather Information check to learn that the satire about them is spreading and what its nature is.

SUGGESTION (as per Bard)

9th Level
DELEGATE: The noble is skilled at getting others to do things. With a successful Perform (Oratory) check (DC 25) while performing the aid another action, the noble can delegate a task to a group of people (equal to or less than their noble class level). These people gain the aid another bonus (+2) until they complete the task the noble set out for them. It takes one round per five people you delegate to (e.g. 2 rounds for 6 people).

Succeeds By.....Result
0-5.....................You may delegate to a number of people equal 1/2 your noble class level. The task may not take longer than one day to complete. For example: "Break into the palace dungeon." +2 Move Silently for everyone who is being delegated to the task using move silently in the direct accomplishment of the mission. Once they're inside the dungeon (or they fail to reach it in 1 day) the aid another bonus ends.
6-10...................You may delegate to a number of people equal to your noble class level. The task may not take longer than one week to complete. In addition, each person may be given a unique task. For example: "Our goal is to enter the palace dungeon. Knathaiti, you distract the prince with your feminine ways. Tavik, you get the door open." Knathaiti gets +2 Bluff. Tavik gets +2 Open Locks. These bonuses apply only to directly accomplishing the mission and last until they mission is complete (or they fail to complete it in 1 week).
11+....................You may delegate to a number of people equal to your noble class level. The task may not take longer than one month to complete. You no longer delegate a specific task; rather you let the individuals shift the bonus as they see fit. For example: Jahandir directs Knathaiti and Tavik to break into the palace dungeon. Knathaiti uses the +2 bonus on a Bluff check to seduce the prince and on a Listen check to hear some approaching guards. Tavik uses the +2 bonus to Hide. However, he decides to steal a fat looking purse from a passing guard. Since this doesn't directly relate to the mission, he doesn't get the bonus for his Sleight of Hand check. Both Knathaiti and Tavik benefit from the bonus until their mission is complete (or they fail to penetrate the dungeon within 1 month).

SOW DISTRUST: The noble can turn one character against another. The noble requires a full round, and must know the name of both the person he is speaking to and the name of the target to whom the person's distrust will be directed (the GM may rule otherwise in special circumstances). The target makes a Will save (DC 5 + noble's Perform(Oratory). If the target fails, her attitude toward the other designated character worsens one step: friendly turns to indifferent, indifferent to unfriendly, etc. A noble who succeeds in sowing distrust can continue in a subsequent round, attempting to worsen their target's attitude even more. If the target becomes hostile, they usually don't outright attack the subject of their mistrust, rather they will begin plotting in some manner to "protect themselves." Often such "protection" involves plotting the other's downfall. A successful Will save doesn't restore previous attitudinal shifts, but it does render the target immune to the noble's sow distrust power for 24 hours.

12th Level
INCITE: A noble is an expert at manipulating public opinion. All people hearing the noble must make a Will save opposed by the noble's Perform (Oratory) skill or be compelled to attack whomever the noble directs them toward. This ability requires the noble to be physically present and does not work through magicks such as clairaudience. Certain individuals who would be extremely opposed to attacking the target gain a +4 circumstantial modifier to their save, this includes pacifists and relatives. After the noble stops speaking the the mob has a 50% of regaining their senses in 1d4 rounds and stop attacking, otherwise the continue on an uncontrolled rampage (this percentage should be adjusted by GM according to circumstances). Anyone making a successful sense motive check (DC 15) realizes they were duped and will be hostile towards the noble. If the noble used real misdeeds of the targeted group to incite the crowd the sense motive DC check is 20.

MASS FASCINATE: As Fascinate, except it affects all targets within 120', except those the noble specifies.

15th Level
LESSER GEAS: Any loyal or captured creature who can hear the noble and who is within 90' may be spoken to for a full minute (using fascinate can help ensure one isn't interrupted). This works like suggestion, except after a minute, the Will save is DC 15+ the noble's Charisma. The effect is identical to a lesser geas spell.

18th Level
MASS SUGGESTION: This ability functions like suggestion, except that the noble can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
 
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You could just use the bard class. And have feats and skills for anything you think the Bard class is missing.
 

Thanks! I did the edits you suggested, both powering down the geas ability, and getting rid of duplicate Charisma bonus.

Here is the class posted for your review. What do you think?
 

Endur, the point was to go for a nonmagical bard meant to better represent a noble. Or at least mostly nonmagical. Stuff like geases and such I just can't see as mundane.

Quickleaf........well, it seems reasonably powerful so far, but some of the abilities are a bit unclear or might be too strong.......Lessee.

You never detailed the new feats for the class, so there's no way to evaluate if they're fair or not, or if they're even useful.

Authority should say "caster level" or "spellcasting class level" where it says "wizard level," unless the Wizard class is the only spellcasting class in your campaign.

Taunt needs to specify how the DC is made; does it use a Perform (Oratory) skill check, or the character's ranks in Perform (Oratory), or their total bonus on the P(O) skill? It also needs to specify how long a subject is considered taunted; does the Deqhan have to keep up the oratory to maintain the taunt, for instance? Etc. Also, I think the DC should be reduced based on the number of intended targets/range.... DC 10 + Perform (Oratory) ranks would be pretty high, for instance, beyond the first few levels (a 20th-level Deqhan wouldn't be able to resist except on a natural 20 with their Will save, if the taunting Deqhan had max ranks in Perform (Oratory), for instance). I'd say, reduce the DC to 5 + P(O), and have it reduced by 2 if affecting a 30-foot radius, 4 if 60-feet, or 6 if 90-feet. Maybe just make it 5 + P(O) with a 2-point reduction for 60 feet and 90 feet.

What is a "successful" Perform check for Soothe? It says it needs a successful check to work, but does not specify a DC. Only the second part of it specifies that it requires an opposed check, but for the first benefit, it has no listed DC. It should at least specify that the DC for the Perform check is equal to the DC of the fear, rage, or other emotion effect (or whatever DC you decide on).

The DC of Satirize is too low. A 6th-level Deqhan has a fair chance of +15 or so on Perform (Oratory) checks, easily. 9 ranks, +4 Charisma, +3 Skill Focus = +16 P(O), for instance. Reputation scores (I assume you use D20 Modern's Reputation rules) are generally as low as a weak saving throw or thereabouts, roughly. I'd set the DC to 25 + the target's Reputation bonus. In that case.....even a modestly effective Deqhan would have a bonus of +9 or so, and have a success on natural 16 or higher, for instance, but a more typical Deqhan will have a bonus of +12 and succeed a little under half the time, making it more fair, rather than virtually automatic.

You still need to set a DC for Delegate's Perform check. I'd suggest DC 25 or so, give or take a few points. Also, you need a little bit of clarification or possible revision for its benefits. The first option, commanding a group, should specify if there's a limited range at which he/she can command the group. The third option just seems a bit strong, at least compared to the second option.

The DC of Sow Distrust needs clarifiying, as with Taunt; is it based on Perform (Oratory) ranks, total bonus, or a skill check?

Incite has the same omission that needs filling. Also, does Incite work on folks who only hear the Deqhan through Scrying, Clairaudience, or other divinations? You should probably specify that as a no. Otherwise folks observing the Deqhan from a distance may suddenly teleport in to deal with his/her enemies, which would be rather......ahem.....out of hand. :) Does Incite require any actions to use? It doesn't seem to say so, but it looks like the intention is for it to require speech each round or something? Does that require any actions, like standard actions or move-equivalent actions or full-round actions or whatnot? Incite also seems like its DC should be reduced; typically, a 12th-level Deqhan will have a bonus of +15 to +20 on Perform (Oratory), making the Will save DC 25-30 something, well beyond what most non-casters could manage (only much higher-level warriors and rogues could manage the save 5-10% of the time, which is too little; it's like a nigh-impossible-to-resist Suggestion upon any number of people at once). It'd suggest making the DC just equal to the character's total P(O) bonus (or their ranks in it, alternatively), or equal to a Perform (Oratory) check. Anyway, would creatures in the area of effect have to save each round if they failed? What if they succeed? Would they then need to make further saves each round the speech continues? And regarding the Sense Motive check, do creatures attempt that after the effect has ended for them, or just when it first begins, or each round of it?

Regarding Lesser Geas......what does it mean by "any loyal or captured creature"? You'll have to be much more clear on that. Also, if it's like Lesser Geas, is it limited in hit dice like Lesser Geas?
 

Thank you Arkhandus! All your ideas for editing and improving are right on! I'm fixing it and will post my edits soon. :)

And here are some of the new feats...


Apprehend the Invisible Thread
Used to the tell-tale signs of magical influence, you quickly identify charm victims.
Prerequisite: Sense Motive 6 ranks
Benefit: After interacting with someone for 10 minutes who is or has been under the influence of a spell or ability with the charm or compulsion descriptor within the last 24 hours, you make a single Sense Motive check (rolled by GM) to notice something is amiss. The difficulty is the original DC of the spell + the influencing individual’s Charisma bonus. If you exceed the DC by 10 or more, you also learn who the influencing individual is (provided you already know of the individual, or the charmed person knows the individual).

Boastful Lineage
Somewhere in your past are epic heroes and leaders. You make sure to let others know this at the earliest opportunity, whether in battle, presenting yourself at court, or competing with others.
Prerequisites: 4 ranks Intimidate, 1 rank Perform (oratory)
Benefit: When you reveal your lineage, you may gain a bonus equal to your reputation score to a single Bluff, Diplomacy, Intimidation, or Perform (oratory) check against an opponent (or group of opponents) of equal or lesser HD/levels than you. This requires that you spend at least 3 rounds truthfully describing your lineage. Your speech requires that if you are fighting during this time, you may only fight defensively or adopt a complete defense. You may only use this ability once per scene, and only once per enemy.
Special Option: Substitute the prerequisites with 4 ranks in Bluff; this feat instead represents your great capacity for exaggeration. The truth is, you don’t have legendary ancestry and come from the simple stock of peasants. Anyone who finds your lie out is automatically immune to your use of this feat.

Champion
You are served by a powerful cohort.
Prerequisites: Leadership feat
Benefit: One of your cohorts may exceed normal level limitations by one; thus, your cohort may attain a level equal to your character level. If you have levels in Dehqan or Aristocrat, however, for every five such class levels, your cohort maximum level increases by one. Thus, a 15th level Dehqan could have a cohort of 18th level.
Normal: Your cohort may only attain a level equal to your character level minus one.

Double-Tongued
You are a master of innuendo.
Prerequisites: Bluff 6 ranks
Benefit: When using Bluff to innuendo, you gain a +4 on your check, while anyone attempting to decipher your innuendo (besides your intended target) suffers a -4 on their Sense Motive check.

Fame (Notoriety)
You are either particularly famous or infamous for something you did. Everyone who recognizes you mentions this deed and you may have earned a related title.
Prerequisite: Have performed a heroic (or dastardly) deed which earned you a reputation point.
Benefit: When recognized, you gain greater benefit from your reputation. If you are famous, you get +8 to Diplomacy, Gather Information, and Perform, and +5 to Bluff and Intimidate. If you are notorious, you get +10 to Bluff and Intimidate (though you still suffer -5 Diplomacy).
Normal: If you are recognized as famous you get +5 to Diplomacy, Perform, and Gather Information, and +2 to Bluff and Intimidate. If you are recognized as notorious you get +5 Bluff and Intimidate, but suffer -5 to Diplomacy since noone trusts you.

Hidden Lesson
You may conceal a hidden lesson in your stories and songs, such as an indictment of a king’s taxation policy hidden amidst flowery prose, or praise for an unsung hero disguised as rhetoric against traitors. While a few are struck by your true chord, most are none the wiser.
Prerequisites: Bardic Music or Oratory ability, Bluff 4 ranks
Benefit: When using your oratory ability before 2 or more people, you may make a Bluff check to innuendo to a target, either an individual or a group. If successful, this target is affected by a different oratory/music ability than the rest of those listening. Alternately, you may delay the effects of your oratory, requiring everyone who heard you to make an Intelligence check (DC 15 to 20) to get the lesson. If they succeed by 5 or more, they get the lesson in a few minutes. If they barely succeed by 4 or less, they get the lesson in a couple hours. At this point, the ability takes effect on them. Both of these powers may be used together, should you so desire.
Example: Sheya is a 6th level bard performing before a tyrannical king and his court. She uses her fascinate ability on everyone, save the king's vizier, who she targets with a delayed suggestion instead. Everyone applauds at her performance, save the vizier, who is unimpressed. As dinner is brought out, ten minutes later, the vizier is affected by Sheya's suggestion to council his king against declaring war on Sheya's homeland.

Information Network
You have a network of contacts and informants that keeps you up to date. When you need information, they can provide it for you. An information network can be expensive, but not knowing the latest can be far more costly.
Prerequisite: Two of the following: Leadership feat, Int 13+, Cha 13+, Gather Information 4 ranks, levels in the Aristocrat or Dehqan class.
Benefit: Choose a city to be the center of your network. You receive a +2 competence bonus to Gather Information checks made within your network’s reach. You may use Gather Information without spending your own time and effort. A lackey does the legwork for you.
This feat may be taken multiple times to expand your network’s reach and speed up its response time. Successive levels do not increase the Gather Information bonus.
The response time of a network may vary up to 25% (either shorter or longer) as determined by the GM. Gathering information is an art, not an exact science.
This table shows how far the network reaches, based on the number of times the feat has been taken. How quickly information can be gathered is measured in hours (h), days (d) or weeks (w).
Feat.......City/ Province/ Nation/ Continent/ World
1st........12 hours
2nd........6 hours/ 1 week
3rd........3 hours/ 3 days/ 1 week
4th........1 hour/ 1 day/ 3 days/ 2 weeks
5th........Immediately*/ 12 hours/ 1 day/ 1 week/ 2 weeks
* You’ve known since last week, and just remembered right now.
Special: An information network costs money to maintain. The more powerful you are, the larger and more expensive a network must be to be useful to you. For every level of this feat you have, your information network costs you 50 gp per month. If you fail to pay this expense, you lose the use of this feat until you catch up on the missed payments.

Lead By Example
Others are inspired by you when you take charge and pave the way ahead.
Prerequisites: Any one of the following: Leadership feat, Have successfully provided leadership simply though your own example, Reputation 6+.
Benefit: Anytime you successfully perform a task with allies witnessing you, your allies gain a +2 bonus when attempting the same task.

Noble’s Enemy
You are particularly devoted against a rival.
Benefit: Choose one of the enemies listed below. Against this foe you gain +2 Bluff, Gather Information, Intimidate, and Sense Motive checks. Likewise, you get +2 attack and damage against your choosen enemy.
Possible Enemies: Foreigners of a certain nation, Incompetent leaders, Noble house, Traitors, Tyrants, Unworthy commoners, Warlords.

Read Character
You’ve got a keen eye for sizing other people up, getting a sense of their capabilities and motives from subtle cues. The way the hold the spoon might reveal they’re a commoner or have peasant upbringing. A swagger and hard eyes might reveal a veteran soldier. You know what to look for, and more importantly, how to interpret it.
Prerequisite: Sense motive 4 ranks
Benefit: You can determine a character’s class, allegiance, social status, and experience by observing them. This requires a Sense Motive check, using the DC specified below. You may make one check in each category for each target you deal with; no retry is allowed. Each check requires at least 10 minutes of observation. An impulsive check is possible after a single round, but increases the DC by 10. The GM should make all checks secretly. If the check fails by 5 or less, you simply can’t form an opinion. If the check fails by more than 5, you misinterpret what you’re seeing and receive incorrect information.

Task.................................DC
Determine dominant class.....15
Determine social status........20
Determine experience...........25
Determine allegiance............30

Allegiance: You get a feel of the target’s main allegiance. This is in broad strokes only, such as “loyalist to the throne” or “revolutionary.” At the GM’s discretion this might include the name of a nation, organization, guild, faction, temple, or person.
Experience: You gauge the target’s rough level of experience: Amateur (1st-3rd level), Low (4th-7th), Talented (8th-11th), High (12th-15th), Old Hand (15th-19th), Epic (20th+).
Dominant Class: The target’s highest level character class. In the case of a prestige class associated with a particular group, you only get an idea of their capabilities, you do not determine the character’s allegiance. That requires a DC 30 check as normal.
Social Status: You pick up on clues that give away the target’s socioeconomic standing. Social classes in a culture can vary greatly. Here are some possibilities: Land-owner, Peasant, Merchant Prince, Untouchable, Clergy, Royalty, Craftsman, Artisan, and so forth.
Special: Your target may make a opposed Sense Motive check to pick up that you’re paying undue attention to them. Once your target is aware of what your up to, they may attempt to counter your Sense Motive with Bluff as normal.
 
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OK, I did major edits to Taunt, Soothe, Satirize, and Delegate powers. Lowered a lot of the DCs. Clarified clairaudience issue with incite.

I'd like to replace the Incite and Lesser Geas abilities with something less magical. Any ideas? I'm brainstorming...

Also, I just ran the Dehqan through the class construction engine, and it seems balanced.
It appears to be worth 224 pts, compared to the Bard which is 219. If the Bard had an equal reputation bonus, the classes would be perfectly balanced!

The breakdown...
Hit Dice (30)
BAB (45)
Saves (24)
Skill Points (30)
Class Skills (8)
Armor/Weapon Proficiency (17)
Reputation (5)
Oratory (48) --- I assumed each ability was about 4 pts (12 x 4)
5 bonus feats (10)
4 Inheritances (8)
Restrictions (-1) --- I figured the hefty requirements to entry are worth about -1, as is the curse of stars for anyone born into the class.
 
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