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==Courtier== *Prime Requisite: WIS & CHA. *Requirements: None. *Hit Dice: 1d6. *Maximum Level: 14. Courtiers advance in attack throws and saving throws by two points and AC by one point every four levels of experience. At first level, Courtiers hit AC0 with an attack throw of 10+. Martial Skills: Courtiers have Basic rank in all Common and Major weapons, any 2 Military or Unusual weapons, and Unarmed. At levels 3 & 9 increase any 2 weapons by 1 rank. At levels 6 & 12 increase any 4 weapons by 1 rank. Courtiers may use light armor but may not use shields. Chi Powers: Courtiers begin play knowing Inner Eye & Perfect Action and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14. When hiring any people, Courtiers treat the market class of the city as one better (Class I markets remain Class I). Proficiencies: Courtiers gain Language (any one), Performance (any one) and one of: Diplomacy, Intimidate, or Seduction. Level-linked features: *3rd Level: Courtiers gain one of Art, Language or Performance and a second choice from Diplomacy, Intimidate, or Seduction. *5th Level: the Courtier gains the third choice from Diplomacy, Intimidate, or Seduction. In addition, any henchmen and mercenaries hired by the Courtier gain a +1 bonus to their morale score if the character is there to witness and recount their deeds. *7th Level: the Courtier gains command of voice: The Courtier gains a +2 bonus to reaction rolls when speaking. If this bonus results in a total of 12 or more, the subjects act as if charmed while they remain in the Courtier's presence. Characters may make a Water saving throw to negate this effect. The Courtier also gains a +4 to saving throws against all Charm effects. *9th Level: Courtiers gain Profession (Governor) and if they have a stronghold they gain (1d4+1)x10 0th-level and 1d6 1st-level Military and/or Civil Officers as followers *9th Level: The Courtier gains the ability to perceive intentions: The Courtier always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the Courtier's WIS are immune to this power (and the Courtier will know they are immune). *12th level: The Courtier gains Leadership. ''Proficiency list'': Acrobatics, Art, Bargaining, Bribery, Disguise, Eavesdropping, Gambling, Healing, Knowledge, Language, Lip Reading, Mimicry, Performance, Profession, Riding, Running, Seafaring, Skulking, Wakefulness {| {{table}} | align="center" style="background:#f0f0f0;"|'''Courtier''' | align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' | align="center" style="background:#f0f0f0;"|'''AC''' |- align="center" | '''1-2'''||16||13||15||14||13||10||0 |- align="center" style="background:#f0f0f0;" | '''3-4'''||15||12||14||13||12||9||1 |-align="center" | '''5-6'''||14||11||13||12||11||8||1 |- align="center" style="background:#f0f0f0;" | '''7-8'''||13||10||12||11||10||7||2 |- align="center" | '''9-10'''||12||9||11||10||9||6||2 |- align="center" style="background:#f0f0f0;" | '''11-12'''||11||8||10||9||8||5||3 |- align="center" | '''13-14'''||10||7||9||8||7||4||3 |- align="center" style="background:#f0f0f0;" | |}
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