FoolishFrost
Hero
I was tinkering with the idea of a template design for offering recommended abilities for a profession. These were posted over at the M&M site, but I didn't get any opinions. Perhaps I should just take that as a hint, but I'm dense that way...
Here are two examples:
Any thoughts on this method of offering guidlines to a group or profession?
(Just so you know, the two listed here are based on a fantasy setting...)
Sample Advocates

Here are two examples:
Advocate
An Advocate is a combination of lawyer, politician, and business mediator. They are usually in the employ of either a wealthy individual or guild, though some few act independently. Advocates are trained to use their skills to negotiate a better deal in a given situation, such as proving someone innocent in a lord’s court, or at least negotiating a light sentence.
Required Skills: Diplomacy, Gather Information, Knowledge (Civics), Profession (Advocate).
Recommended Skills: Bluff, Investigate, Knowledge (Behavioral), Perform (for those rousing filibusters), Sense Motive.
Recommended Feats: Connected (to call in favors from past clients), Contacts, Eidetic Memory, Fascinate (to make sure people are paying attention), Master Plan (to help an Advocate’s chances of getting the best deal), Taunt (for getting a witness to make a mistake), Well Informed (knowledge is power).
Minister
These individuals are healers of the highest order. Using magic and knowledge gleaned from generations of Ministers behind them, they are able to heal injuries, cure the ill, and ease suffering. Some few Ministers can even restore those who have recently died back to the living.
Required Skills: Knowledge (Theology, Life), Medicine, Profession (Minister).
Recommended Skills: Concentration (for when interruptions can be deadly), Knowledge (Arcane), Craft (Alchemical).
Recommended Feats: Inspire (good for assisting other Ministers), Equipment (devices and potions to assist in healing), Master Plan (to prepare for operations and special healing), Second Chance (for Medicine skill), Artificer (to make potions and the like), Ritualist (for special healing attempts), Skill Mastery (for Medicine skill).
Any thoughts on this method of offering guidlines to a group or profession?
(Just so you know, the two listed here are based on a fantasy setting...)
Sample Advocates
Advocate Assistant, Power Level 1 (15 points)
STR: 10
DEX: 10
CON: 10
INT: 13
WIS: 12
CHA: 12
Skills: Diplomacy (+3), Gather Information (+3),Investigate (+3), Knowledge-Civics (+3), Profession-Advocate (+5), Sense Motive (+5)
Feats: Well Informed (perhaps due to having access to a law library, or due to having a knack for law), Connected (his Advocacy group), Master Plan (helps to develop debate cases for senior Advocates)
Equipment: N/a
Combat: attack +0, damage +0, defense +0, initiative +0
Saving Throws: Tough +0, Fort +0, Reflex +0, Will +2
Drawbacks: None
Totals: attributes 7 + skills 4 + Feats 3 + Combat 0 + Saves 1 = 15
The Advocate Assistant is an Advocate in training. His skills are being honed in study as he supports other, more experienced Advocates with research projects and debate preparation. It should be noted that some Advocate Assistants may have other skills and abilities not listed here, including possible arcane or combat training.
Field Advocate, Power Level 3 (45 points)
STR: 10
DEX: 12
CON: 10
INT: 13
WIS: 12
CHA: 14
Skills: Bluff (+8), Diplomacy (+6), Gather Information (+7), Investigate (+4), Knowledge-Civics (+6), Knowledge-Behavioral (+6), Profession-Advocate (+8), Sense Motive (+8)
Feats: Contacts, Well Informed (perhaps due to having access to a law library, or due to having a knack for law), Connected (his Advocacy group), Master Plan (helps to develop debate cases for senior Advocates)
Equipment: N/a
Combat: attack +2, damage +0, defense +2, initiative +1
Saving Throws: Tough +1, Fort +1, Reflex +3, Will +3
Drawbacks: None
Totals: attributes 11 + skills 10 + Feats 4 + Combat 8 + Saves 6 = 35 (6 available)
Field Advocates are usually leaders in actual fieldwork, such as examining crime sites or negotiating with possibly dangerous opponents. Their slightly increased combat skills are due to training and experience, but are not meant to replace their ability to debate their way out of a situation.
Senior Advocate, Power Level 5 (75 points)
STR: 10
DEX: 12
CON: 10
INT: 14
WIS: 14
CHA: 15
Skills: Bluff (+8), Diplomacy (+7), Gather Information (+7), Investigate (+6), Knowledge-Civics (+9), Knowledge-Behavioral (+6), Profession-Advocate (+8), Sense Motive (+10), Perform (+7)
Feats: Contacts, Well Informed (perhaps due to having access to a law library, or due to having a knack for law), Connected (his Advocacy group), Master Plan (helps to develop debate cases for senior Advocates), Fascinate, Taunt
Equipment: N/a
Combat: attack +2, damage +0, defense +3, initiative +1
Saving Throws: Tough +1, Fort +1, Reflex +3, Will +5
Drawbacks: None
Totals: attributes 15 + skills 13 + Feats 6 + Combat 10 + Saves 7 = 51 (24 available)
A Senior Advocate is a man of power and wealth in most places. His skills are extensive, as is his list of people who owe him favors. While some continue to work in the field, most retire to organizing and training less experienced Advocates. Many judges, diplomats, and lords are Senior Advocates that were rewarded for work they did for the local government.