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Please comment, modifications for the aristocrat class
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<blockquote data-quote="Cyronax" data-source="post: 107056" data-attributes="member: 822"><p>I once posted a somewhat overpowered idea for an aristocrat class on the old boards that I ended up not using. I've been tinkering again with aristocrat class after looking at my friends Wheel of Time book, and I put what you see below together.</p><p></p><p>I didn't add any of the Command or Inspire Cooperation abilities, because I didn't really see those mechanics being very good for roleplaying. I add the Call in a Favor idea, because it (like the Leadership feat) can be a rationalization for roleplaying on the PC's part.</p><p></p><p>Anyway, I'd appreciate any comments and criticisms, and here it is:</p><p></p><p>Aristocrat: Aristocrats are a great class for diplomacy, and they also aren't bad in combat. Characters cannot take aristocrat as a multiclass unless aristocrat is the class chosen first. Being a aristocrat isn't so much a choice a choice as a position you=re born into. The class is identical to the one presented in the DMG along with a few benefits gleaned from the Wheel of Time RPG. Only humans, dwarves (Visted clansmen), half-orcs, and tieflings (usually of Tyradian descent) can become aristocrats (at least from the player character races allowed). </p><p> </p><p>In addition to the rules in the DMG, aristocrats gain the following benefits:</p><p>Call in a Favor: At 1st level and every odd-leveled level thereafter, the aristocrat gains the ability to call in a single favor. This favor is heavily based on roleplaying, the character's background, and other campaign specific matters. For more information on calling in favors, take a look at the Noble character class in the Wheel of Time or ask me.</p><p></p><p>Etiquette: At 1st level, aristocrats of even rival families or nations still follow a highly refined sense of mores and manners, and are usually willing to lend a hand to each other (or at least have a certain measure of mutual understanding) based off their shared priveleges. Aristocrats gain a +2 competence bonus to Diplomacy and Knowledge (nobility and royality) checks made to influence members of the upper class. This usually only applies to other nobility, but it could sometimes extend to other groups like certain members of the clergy if such priests have strong ties to aristocratic society. </p><p></p><p>Bonus Class Skill: Also at 1st level, an aristocrat may designate one cross-class skill and change it to a class skill. This represents an area of "illicit" or "unapproved" knowledge. </p><p></p><p>Natural Leader: Also due to their upbringing, many aristocrats can become leaders of men even at a relatively young age. Due to their social status and upbringing, an aristocrat automatically gains the Leadership feat at 4th level. The aristocrat receives a +1 bonus to his Leadership score at 8th, 12th, 16th, and 18th levels. No matter how high the aristocrat=s Leadership score becomes, his cohort will always remain below him in level. </p><p></p><p>C.I.D.</p></blockquote><p></p>
[QUOTE="Cyronax, post: 107056, member: 822"] I once posted a somewhat overpowered idea for an aristocrat class on the old boards that I ended up not using. I've been tinkering again with aristocrat class after looking at my friends Wheel of Time book, and I put what you see below together. I didn't add any of the Command or Inspire Cooperation abilities, because I didn't really see those mechanics being very good for roleplaying. I add the Call in a Favor idea, because it (like the Leadership feat) can be a rationalization for roleplaying on the PC's part. Anyway, I'd appreciate any comments and criticisms, and here it is: Aristocrat: Aristocrats are a great class for diplomacy, and they also aren't bad in combat. Characters cannot take aristocrat as a multiclass unless aristocrat is the class chosen first. Being a aristocrat isn't so much a choice a choice as a position you=re born into. The class is identical to the one presented in the DMG along with a few benefits gleaned from the Wheel of Time RPG. Only humans, dwarves (Visted clansmen), half-orcs, and tieflings (usually of Tyradian descent) can become aristocrats (at least from the player character races allowed). In addition to the rules in the DMG, aristocrats gain the following benefits: Call in a Favor: At 1st level and every odd-leveled level thereafter, the aristocrat gains the ability to call in a single favor. This favor is heavily based on roleplaying, the character's background, and other campaign specific matters. For more information on calling in favors, take a look at the Noble character class in the Wheel of Time or ask me. Etiquette: At 1st level, aristocrats of even rival families or nations still follow a highly refined sense of mores and manners, and are usually willing to lend a hand to each other (or at least have a certain measure of mutual understanding) based off their shared priveleges. Aristocrats gain a +2 competence bonus to Diplomacy and Knowledge (nobility and royality) checks made to influence members of the upper class. This usually only applies to other nobility, but it could sometimes extend to other groups like certain members of the clergy if such priests have strong ties to aristocratic society. Bonus Class Skill: Also at 1st level, an aristocrat may designate one cross-class skill and change it to a class skill. This represents an area of "illicit" or "unapproved" knowledge. Natural Leader: Also due to their upbringing, many aristocrats can become leaders of men even at a relatively young age. Due to their social status and upbringing, an aristocrat automatically gains the Leadership feat at 4th level. The aristocrat receives a +1 bonus to his Leadership score at 8th, 12th, 16th, and 18th levels. No matter how high the aristocrat=s Leadership score becomes, his cohort will always remain below him in level. C.I.D. [/QUOTE]
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