Single-Level Flavor (heh!) Classes

Iron_Chef said:
Um, wow! Well, thanks for the vote of confidence. :) I'd be interested in contributing or maybe even organizing such a project. Let's try to get the bugs worked out and get the basic class format agreed upon, then we can start developing the classes hog-wild.

I'd be up for organizing it. I tend to be better at organization than creating anyway. :)
 

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I disagree about having class skills limited to one per skill point. It leaves no diversity among the members of the class. I also think that if there are more skills, it gives the player an option as to which skills they would like to continue as permanent class skills.

Even though a certain someone may or may not be trolling the thread, the idea of a point system to build flavor classes might not be a bad idea, to help with balance, as well as standardization.

How about these costs?

HD:
d12=12 points
d10=10 points
d8=8 points
d6=6 points
d4=4 points

Saves: No more than 7 points in this category
+1 to any one save=2 points
+1 to any two saves=4 points
+1 to all saves=7 points
+2 to any one save=4 points

Skill Points:
1 SP=1 point

Skills:
1 regular skill=1 point
1 trained only skill=2 points
1 class exclusive skill=3 points

Permanent Skills:
1 permanent skill=1 point

Abilities:
1 featlike ability=5 points
1 level spellcasting=10 points
1 contingent skill boosting ability=5 points
+1 BAB=10 points
1 spell-like ability with limited use=5 points
1 spell-like ability with greater use=10 points
1 spell-like ability with unlimited use=15 points


I am sure that some of these are unbalanced, and that there are some I left out, but I love the idea of making this a distributable document. Also how many points should a class be built from?

edit:forgot something

~hf
 
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Okay, my first one. Took me a while, eh? Still needs some polish on it, but that's why I'm posting it to a forum.

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

Fortitude Save: +0
Reflex Save: +0
Will Save: +2

Weapon and Armor Proficiency: Nobles are proficient with simple weapons, as well as light armors, 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 (*).

The entire text of this post is Open Game Content, and hereby incorporates the Open Game License in full, which can be found at http://www.wizards.com/d20/files/OGLv1.0a.rtf with the following addition to Section 15: Power Classes - Noble, copyright 2002, Moongoose Publishing; Noble Flavor Class, copyright 2003, Bathtub Games aka TeeSeeJay.
 
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The Proconsul said:

@Graf: I admit, I disagree. A court is always a breeding place of intrigue and deception,
Funny, when I think about intrigue and deception I think about, well, intrigue and deception. Politicking, backroom dealings, blackmail, horsetrading, posturing, rumor-mongering, spreading information and dis-information, trickery and trechery, and so on.
(let's continue)

The Proconsul said:
and anyone who wants to take part more or less professionaly with it, will adopt these techniques sooner or later.
Participation in politics requires look into my eyes... style mind-control powers? I don't think so.

While a hedgemage trying to influence a petty lord in some backwater might resort to charm spells, an advisor at a court of any significance would find himself seriously disadvantaged using such a clumsy and obvious tactic.
Adroit politicial operators can avail themselves of much more subtle and effective methods of influence than simply detectable and easily nullified compulsion spells.

It's not that I don't like the idea of the class, it's just the mechanics and the focus on zappy-powers that trouble me. It's either really powerful (you could stop or start a war) or totally useless (if your sovereign has a simple magic item blocking charm spells).
Let me see if I can provide a more flexible, generally useful alternative.

Court Magus

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 mageocracy or even a coucil of ruling noble families.

BAB: +0 Fort: +0 Ref +0 Will: +2
hit point die: 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, Diplomacy, Gather Information. Innuendo, Knowledge (court), Sense Motive
Skill Points: 6+int modifier (x4 if Court Magus is the characters first character level)

Knowledge (court) 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.
Knowledge (court) of +5 or better provides a +2 synergy bonus to other knowledge (court) skills possessed by the character.
Unless that's really a dumb idea. I like it but I'm not sure....

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 teletail 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 they 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 Cha bonus.
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.

Permenent skills: A court magus gains access to two skills of their choice from the Court Magus skill list as permenent class skills.
**********************************
So there you have it... your average fireball thrower won't like the class but it would probably have appeal to characters wanting to develop their social skills (so to speak) and gain access to a few nifty tricks.
Honestly I think that the class is probably a bit powerful but a lot of these skills and relivant events turn up rarely enough even in high roleplaying games to be unbalancing.
It also allows a broader range of character classes taking the class than just arcane casters. (I can see divine advisors as easily as arcane) and is a good choice even if your character is actually loyal to your liege (i.e. isn't interested in trying to brain-zap him).

Kudos to SKR for the 1/2 a caster level advancement scheme; I haven't looked at it recently but that's where it comes from.

PS Proconsul while it may seem like I'm giving you a hard time I think it's a great idea and appriciate you bringing it up. I think it shows a lot of creativity, and definitely got me thinking about this whole aspect of the world a lot. I'm just a picky pain-in-the-butt. Hope you don't mind my back-seat hair-splitting.

[edits: last paragraph, particularly gratuitous spelling errors, clairty.]
 
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For what it's worth point systems aren't terribly useful. You wind up spending more time talking about the point values than making kewl stuff.

(and yes Bugaboo-the-troll has apparently come out of retirement.... don't pay him mind)

The one skill per point availible is a good system. It keeps the classes from just being chances to get lots of powerful skills. I don't think there is a requirement that the skills be split up with one point in each skill just that each skill should be directly applicable to the class as that the average member of the class should be able to have a point in each skill.
 

Graf said:
For what it's worth point systems aren't terribly useful. You wind up spending more time talking about the point values than making kewl stuff.

(and yes Bugaboo-the-troll has apparently come out of retirement.... don't pay him mind)

Oh, that's rich. I'm looking at a page that scrolls down the screen to my basement, filled with wild elaboration about what a single level of a "flavor class" (heh!) can do, and you have the audacity to suggest that a simple point system wastes more time?!

I'm gonna pray for you guys.

As for your second parenthetical comment, well ... I got your 'troll' right *here*.
 


Graf said:

Funny, when I think about intrigue and deception I think about, well, intrigue and deception. Politicking, backroom dealings, blackmail, horsetrading, posturing, rumor-mongering, spreading information and dis-information, trickery and trechery, and so on.
(let's continue)

(...)

PS Proconsul while it may seem like I'm giving you a hard time I think it's a great idea and appriciate you bringing it up. I think it shows a lot of creativity, and definitely got me thinking about this whole aspect of the world a lot. I'm just a picky pain-in-the-butt. Hope you don't mind my back-seat hair-splitting.

[edits: last paragraph, particularly gratuitous spelling errors, clairty.]

Don't worry, I'm not offended in the slightest :p .

In fact, I by now come to agree. The original ability indeed showed a certain lack of ... subtelity.
 


Bugaboo said:


Oh, that's rich. I'm looking at a page that scrolls down the screen to my basement, filled with wild elaboration about what a single level of a "flavor class" (heh!) can do, and you have the audacity to suggest that a simple point system wastes more time?!

I'm gonna pray for you guys.

As for your second parenthetical comment, well ... I got your 'troll' right *here*.

You're right. This is ridiculous. Let's go back to talking about how to fix the broken ranger, whining about the cost of the 3.5e books, and trying to turn armor class into damage reduction.

What were we thinking? That we could add a concept to a game instead of complaining about what we think is broken? Jesus, what gave us that kind of hubris?

Thanks, Bugaboo (heh!), we'll get out of your way now. If this thread gets bumped any more, it's just us calling each other names.
 

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