The Courtier

Kilmore

First Post
The Courtier

NOTE: This class is made as a core class, playable from level one. But it will probably be more useful for NPC’s than for PC’s. However, an effort has been made to make this class playable at about the same level of capability as the standard classes, making it something that may interest players. This is just the first draft, and if it’s perfectly playable as is, I will be as shocked as anyone.

In the courts of kings and barons, magi and prelates, and in senates and forums around the world, educated ladies and gentlemen facilitate courtly life by acting as advisors, diplomats, artisans and entertainers. Some expand their influence in courtly life by traveling the world, often in service to some lord or leader, but just as often dispensing their expertise to whoever can increase their own value just by being around them.
Adventures: A courtier may adventure at the will of the lord he serves. He may be sent to travel to foreign lands to open contacts with the nobility of that land or just learn a thing or two about the place that interests his lord.
Or he may travel freely, collecting his own experience that increases his influence in the social circles that he travels in. In time, the courtier may gain enough influence that he becomes the voice and arm of the one he serves, or maybe even a lord himself.

Characteristics: Courtiers are very similar to bards in several ways. They travel and adventure for the sheer experience and to learn about things they never could by staying in the castle. Their primary focus is in dealing with others by wit rather than with weapons.
But the courtier is at an utter lack of supernatural abilities, other than a certain knack at staying out of harms way when the chips are down. Instead, the courtier is forced to rely more on his skills, influence, and his not inconsiderable combat ability.

Alignment: Courtiers may be of any alignment, though since they thrive in a courtly setting, at least an appearance of lawfulness is necessary.

Religion: (Greyhawk): Courtiers across Oerth follow a variety of deities according to their own conscience. Both St. Cuthbert and Oldammara are common, depending on whether the courtier serves because he believes in upholding the law, or for his own personal interests. Fharlanghn is common as the god of travelers also. Boccob, Corellon, Garl Glittergold, and Pelor are not uncommon as well.

Religion: (Edyleine, my own game world): Courtiers across Edyleine follow a variety of deities according to their own conscience. Lharis is quite common, as she governs both luck and travel. Gondovor, representing justice and government is common as well. Courtiers may in fact be in service to a temple of some other god. Courtiers that serve demon lords are not unheard of, Arucabel the Deceiver being the most common.

Races: Any race that values education in the court as well as or rather than simple military prowess, magical ability, or entertainment value can have courtiers. Human courtiers are the most common, but elven and gnomish courts sport a good number of courtiers as well. Dwarven courts tend to be served by their military class, but courtiers among them are not unheard of. Half-elf courtiers are not uncommon, often serving as liaisons between human and elven cultures. Aside from this, half-elves are less inclined to grow strong attachments to any one area, making them ideal as a traveling courtier. Half-orc courtiers are quite uncommon aside from those who serve orcish or other monstrous leaders. Exceptions do occur. Halflings rarely have courts, but they may serve with other races.

Classes: Courtiers regard bards rather well, as their roles and attitudes coincide nicely. But in adventuring situations, courtiers would rather have the backup of a good solid fighter-mage-rogue-priest adventuring party. Rogues are especially useful, but courtiers are wary of being around them, both for the safety of themselves and their property, and the damage to their influence if they were caught with them. A great many courtiers find it advantageous to multiclass, expanding their own capabilities and enhancing their usefulness and influence.

Level BAB FS RS WS Special
1 +0 +0 +2 +2 Influence +1
2 +1 +0 +3 +3 Quick or Clever 1/day
3 +2 +1 +3 +3
4 +3 +1 +4 +4 Influence +2, Quick or Clever 2/day
5 +3 +1 +4 +4 Going Native
6 +4 +2 +5 +5 Quick or Clever 3/day
7 +5 +2 +5 +5 Influence +3
8 +6/+1 +2 +6 +6 Quick or Clever 4/day
9 +6/+1 +3 +6 +6
10 +7/+2 +3 +7 +7 Influence +4, Quick or Clever 5/day
11 +8/+3 +3 +7 +7
12 +9/+4 +4 +8 +8 Quick or Clever 6/day
13 +9/+4 +4 +8 +8 Influence +5
14 +10/+5 +4 +9 +9 Quick or Clever 7/day
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10 Influence +6 Quick or Clever 8/day
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11 Quick or Clever 9/day
19 +14/+9/+4 +6 +11 +11 Influence +7
20 +15/+10/+5 +6 +12 +12 Quick or Clever 10/day


GAME RULE INFORMATION
Courtiers have the following game statistics.
Abilities: A courtier relies strongly on his skills, and a lot of his skills are based on his Charisma. Charisma also affects his influence, and is therefore his most valued ability. Intelligence is also important for the number of skills he may learn.
Alignment: Any
Hit Dice: D8

Class Skills: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Innuendo, Knowledge (any), Listen, Move Silently, Perform, Profession, Read Lips, Ride, Sense Motive, Speak Language,
Skill points at first level: (4+Int modifier) x 4.
Skill points at each additional level: 4+Int modifier.


Class Features
Weapon and Armor Proficiency: Simple weapons, three martial weapons, light and medium armor and shield.


Influence: By his own reputation and the reputations of those he knows, the courtier may influence NPC’s that he comes into contact with. Apply the courtier’s influence bonus to any Bluff, Diplomacy, Gather Information, and Perform checks he makes, and also add this number to reaction rolls made by characters and creatures aware of the courtier’s influence. This influence bonus may be used a number of times per day equal to the character’s Influence plus his Charisma modifiers.

Quick or Clever: A courtier may face many dangers in his travels, few of which he chooses to face head on. The courtier has developed an uncanny knack at avoiding those occasions when a saving throw is necessary. A courtier may automatically declare a successful save as soon as the DM requires that he make one, without having to make the roll. He may not declare Quick or Clever for a save that has already failed! He may do this a number of times per day as indicated on the above chart. Other characters may attribute this to a lack of courage.

Going Native: In the courtier’s travels, he has gotten enough knowledge about a specific location that he is able to apply what he knows about that locale to enrich his own life. What this amounts to is this: the courtier is able to learn skills, feats, exotic weapons, and even prestige classes normally limited to natives of that locale provided he meets with all other requirements for that which is being learned. In addition, he learns the spoken and written language of that locale for free.

This class has been created as Open Game Content for a project of mine that I hope to publish. If you like it, feel free to use it. Just give me (Michael Lee Viviano) a little bit of credit for it and let me know so I can go around with a big snarky grin because someone actually liked it that much. More formal declarations of license and such will be published upon commercial sale of my project and consultation with an attorney. If I live to see it done in my lifetime.
 

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Yoink!!!

This will fit nicely into my world...Thanks

Now all I say is more more more

I love bard classes and have told my Players that if they can find a good class Prestige or otherwise that is related to Bards or Types of Bards I will allow it ( within some reason...of Course)

I would love to see a Gypsy Bard, or a Guild Bard, or A Free Bard ( I am Inspired by the Bardic Voices series by Mercedes Lackey)
 

I've made some courtier characters multiclassing between aristocrat and bard: the aristocrat has really good skills, and with a nice int bonus and maybe being human you can get really a lot of them (diplomacy +11 at lvl 2 with cha 14 !). I know that the Ari is a little underpowered (it's a NPC class) but is still good.

If you want to design a courtier class you could also take some inspiration from the Noble class from Star Wars d20 (the page with the class description is among the sample pages on the web, if I remember well).
 

Yes, I'm familiar with the Noble in SW. Actually, it's just about the same in WoT as well. Personally, I'm not big on the "Favor" thing, and as far as I know, the Noble class isn't OGC. So I'll prolly end up making my own.

I was wanting to make this class a cut above the aristocrat because I wanted it to be playable as a major player in the campaign (possibly as a PC if someone would let me).

Of course, the courtier himself is not a noble...
 

Hey-ya.

Kilmore,
you wouldn't be overpowering the class if you gave it all martial weapons, heavy armor and shields; after all the wussy Aristocrat has them.
Concerning the noble class from WoT/SW: you may incorporate the 'bonus class skill' they get at 1st level; seems to make more sense then all Courtiershaving hide, move silently and read lips.
The 'Going Native' ability, while extremely cool, doesn't really do much. They can already take the language with one skill point and a good GM isn't going to bar a Courtier player a PrC if they have been indoctrinated into the culture needed.
Something that you may consider adding: The Courtier class that AEG created for the Legend of the Five Rings books have an ability that makes it that when you take Skill Focus in any 'social skill' you gain a +4 instead of +2. That is over balanced for 3E D&D, I think, you may lower it to a +3 but it's a cool idea, thought you may be interested.
Soon I well be posting my rewrite of the Noble class for Core 3E, I hope you will look out for it and give me a critique!:D
All in all good job, HAVE FUN!
 

After reading this, my question is: How many saves do most people make in a single day? Especially if they're not adventurers? It seems to me like the courtier is practically getting automatic immunity/half damage from spells, especially at higher levels - every time he has to make a save he'll be able to use Quick or Clever.

Similarly, the Influence is usable so often (again at higher levels) that it's practically a steady bonus to those skills.

The ideas behind the abilities are sound, but you might want to consider a different mechanical interpretation (maybe allowing Int bonus to saves for QoC?)

Another question: for Going Native, do you choose a single location? That could be more clear.

Honestly, I think the character could do with a broader range of special abilities. After they hit 5th level they get nothing new, just bigger bonuses to what they already had - and as a player, I'd find that pretty boring. Fighters get new feats (that add capabilities), spellcasters get new, more powerful spells, rogues get their special abilities...

Plus, there's no room for differentiation in the class (with the exception of the skills). Two high-level courtiers are going to look nearly identical, because they're probably going to be taking the same skills anyway - the ones they get an Influence bonus on.

I would like to see the aforementioned abilities toned down and some new abilities added that would, if not allow a player to customize the class, at least give them something to look forward to as they go up in levels.

J
 

Nice concept - I don't mean to be cruel, but I don't like the abilities. As an NPC class it recieves way too many - and what courtier ends up saving 10 times a day? Influence is all right - though I would consider giving the aristocrat this ability as well, or drop it all together. Going native is a neat ability, though it makes litle sense for the style of this class and I don't see how its going to be used much.

Apart from that, reduce hit dice to d6, and maybe increase skill points to 6/level.
 

Well, I'm glad that everyone likes the concept at least. I think this is a class that can be useful in many campaigns. As far as criticisms go, keep them coming! There's a lot of class ideas that I have, and I want to get better at creating them.

Thysl, they already have sheild, but yes... I might slip them heavy armor as well. As far as martial weapons go, I tend to think that full martial proficiency is something that defines the warrior classes (fighter, barbie, ranger, paladin). Three martial weapons is not a bad selection, in my opinion. However, this class is still cast in jello, and a good reasoning could easily sway me.

As far as hide, move silently, and read lips go, the courtier may not be as espionage oriented as a dedicated spy (where can I find one of these?), but he's a bit closer in that direction than your typical noble. Also, these skills are not necessary for all courtiers.

Going Native: I was thinking of Marco Polo and the dude in Shogun with this one. I was also thinking that in this time period, even neighboring countries would be different enough to justify this ability. However, thinking about it, it's not something I can see for every courtier, and it's a little weak to boot. Suggestions?

There's a courtier in L5R?

Quick or Clever: Well, he lacks the combat power of most any other PC class, so I wanted to give him a combat related thing to help balance it. Being that a courtier may often annoy PC's, I didn't want to make him easily squishable. But I agree, one every two levels is a bit nuts.

Influence: Well, I see a high level courtier as having influence something on the level of Bismark, Disraeli, or Kissinger. However, I've been thinking that the courtiers' influence may not be a constant, owing to factors such as backing, gaffes, and time in station. So I'm thinking about making a modifier for this, with the listed influence score being the maximum. Opinions?

I agree that DrNuncheon that more choice in special abilities might be a way to go. Perhaps make Going Native one of a number of options the courtier can pick up along the way?

Hit Points: He's probably going to make a lot more enemies than your typical D6 character class and he can't sneak away like a rogue.

Anyway, I'll wait for a little more input then I'll post a revised version.
 

Okay, I'm working on fixing the "Influence" game mechanic. My first thought was to assign plusses and minuses according to years of service, diplomatic missions completed or failed, social blunders, and master quality crafts or performances done in the name of the Courter's patron.

But it looks like that's going to get hideously complicated. Maybe I should just stick with the minuses (that only last so long), assuming the courtier will regularly be doing the activities that provide his max bonus?
 


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