tsadkiel said:
You know, I've been wanting exactly this sort of class for a while now. If they throw in a non-musical and non-magical social munchkin class as well, I'm sold, typos and all.
There's a class in there called the courtier that should fit what you're looking for. I designed it, along with the wanderer (glad you liked it, Kaptain) and a few other new classes.
IIRC, the courtier's abilities are:
Can grant a competence bonus to allies like the bard class, though the courtier does this through encouragement and direction rather than song.
Competence bonus to social skills, plus a seduction special ability that can be used to force secret info out of NPCs who miss a Will save.
Ability to taunt an opponent, causing penalties to attacks and social skill checks.
Iron glare: can cause someone to pause momentarily and lose an action with a successful Intimidate check.
Improved Leadership: gains leadership for free and leadership score goes up by +2 at 14th and 19th level.
Command: The courtier can use the sheer force of her personality to control others much like the command spell.
Plus d8 hit points, cleric BAB, 4 skill points, and standard weapons for swashbuckling (firearms, rapier, simple weapons).
It pretty much completely replaces the noble in my own D&D campaigns. It kind of puts players in their place when they mess with the duchess and she uses Iron Glare to make them stop, shut up, and shuffle their feet awkardly.
(The wanderer is a personal favorite of mine. I always wanted to play a guy who wasn't necessarily the toughest guy in a fight or some sort of archmage, but always seemed to know how to get the party out of a tight spot.)
Once the d20 7th Sea book is out for a bit, I'll post D&D conversions of the classes to my (thoroughly neglected) web site. The D&D rules would revolve primarily around weapon proficiencies. I designed the classes on the assumption that heavy armor and weapons weren't appropriate for the setting.