Tyche's Favourites/New Classes

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There are three new classes for use in the game, two of which come from the Autarch site, the third is a spin on the Bard.

Diplomat[edit]

(based on the Diplomat)

Diplomats are minor aristocrats who have chosen the path of diplomacy and intrigue to make their way in the world.

  • Prime Requisite: CHA.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

At first level, diplomats hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fast as fighters), but use the saving throws of thieves. They may fight with all weapons, and may fight with a weapon in each hand, weapon and shield, or two-handed. They may wear mail or lighter armor, and use shields.

When hiring people (employees, mercenaries, henchmen, contracting a sage, and so on), diplomats treat the market class of the city as one better (Class I markets remain Class I).

Diplomats start with an additional Language, Performance (Rhetoric) and one of Diplomacy, Intimidate, or Seduction.

Level-linked features:

  • At third level, diplomats gain the ability to Move Silently and Hear Noise as a thief of the same level; and a second choice from Diplomacy, Intimidate, or Seduction.
  • At fifth level, the diplomat gains the third choice from Diplomacy, Intimidate, or Seduction. In addition, any henchmen and mercenaries hired by the diplomat gain a +1 bonus to their morale score if the character is there to witness and talk about their deeds.
  • At seventh level, the diplomat gains command of voice: The diplomat 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 diplomat's presence. Creatures with a WIS greater than the diplomat's CHA are immune to this power (the diplomat will know they are immune).
  • Diplomats at seventh level are immune to non-spell charm effects, including those of other diplomats.
  • Also at seventh level, diplomats learn to Hide in Shadows.
  • At ninth level, diplomats can build a castle in the same fashion as a fighter.
  • Also at ninth level, the diplomat gains the ability to perceive intentions: The diplomat 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 diplomat's WIS are immune to this power (and the diplomat will know they are immune).
  • At 12th level, the diplomat gains Leadership.


Proficiency list: Acrobatics, Art, Bargaining, Bribery, Combat Trickery (disarm), Eavesdropping, Fighting Style, Gambling, Healing, Knowledge, Language, Lip Reading, Performance, Precise Shooting, Profession (advocate, merchant), Riding, Running, Seafaring, Skirmishing, Swashbuckling, Theology, Weapon Finesse, Weapon Focus.


Expert[edit]

(based upon the Bard)

Experts are scholars, philosophers, artisans and craftsmen, skilled people who make a living from their mastery of a trade or their knowledge. They also include criminals, grifters and those who make a living by relieving other people of their money

  • Prime Requisite: INT.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

Experts advance in attack throws and saving throws as a thief, by two points every four levels of experience, but advance in Proficiencies as a Fighter. At first level, experts hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight with any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, but may use shields. All experts are literage and well-versed in a particular area of knowledge or crafting. They may choose any one of Art, Craft, Engineering, Healing, Knowledge, Performance or Profession to represent this area of expertise, which begins at two ranks. Alternatively, they may choose any two of Climbing, Disable Device and Pick Pockets. Experts begin with one additional Class Proficiency.

More scholarly types may choose to trade their Hit Dice down to 1d4 and their attack throws to that of a mage for an additional Class and General Proficiency. They may trade off their use of shields for a General Proficiency.

When hiring specialists, experts treat the market class of the city as one better (Class I markets remain Class I).

Experts facility with their chosen area of expertise gives them a bonus to all Proficiency checks relating to that topic of +1 at first level. This increases by an additional +1 at 3rd, 6th, 9th and 12th level. Furthermore, as their knowledge base grows, they gain a +1 bonus to more distantly associated topics at 5th level, increasing to +2 at 10th level.

Because of their study of ancient texts and contact with other specialists, experts possess loremastery. This knowledge allows them to decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, an expert must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.

Upon attaining 4th level, the expert gains the ability to read languages, including ciphers, treasure maps, and dead languages, but not magical writings. A proficiency throw of 5+ on 1d20 is required. If the roll does not succeed, the expert may not try to read that particular piece of writing until he reaches a higher level of experience.

When an expert reaches 5th level, his aura of unflappable competence inspires his hirelings to strive for glory. Any henchmen and mercenaries hired by the expert gain a +1 bonus to their morale score if they are able to witness the fruits of the expert's skill. This bonus stacks with any modifiers from the expert's Charisma or proficiencies.

Upon reaching 9th level, an expert can build an academy or workshop (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mercenaries and 1d6 experts of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for mercenaries.


Proficiency list: Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Bribery, Climbing, Craft, Diplomacy, Disable Device, Engineering, Healing, Knowledge, Land Surveying, Language, Manual of Arms, Military Strategy, Naturalism, Navigation, Performance, Pick Pockets, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Wakefulness.


Warlord[edit]

(based upon the Aristocrat)

Warlords are minor aristocrats who have chosen the path of a warrior to make their way in the world.

  • Prime Requisite: STR and CHA.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

At first level, warlords hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fast as fighters), and use the saving throws of fighters. They may fight with all melee and missile weapons, and may fight with a weapon in each hand, weapon and shield, or two-handed weapon. They can wear any kind of armor, and use shields.

Warlords start with the Command proficiency, plus one of Diplomacy, Intimidate, or Seduction.

When hiring people (employees, mercenaries, henchmen, contracting a sage, and so on), warlords treat the market class of the city as one better (Class I markets remain Class I).

Level-linked features:

  • At third level, warlords automatically gain a second choice from Diplomacy, Intimidate, and Seduction.
  • At fifth level, battlefield prowess inspires followers. Any henchmen and mercenaries hired by the warlord gain a +1 bonus to their morale score whenever the warlord personally leads them. This bonus stacks with any modifiers from the Charisma or proficiencies.
  • At seventh level, warlords become immune to all natural and magical fear effects.
  • At ninth level, warlords can build a castle in the same fashion as a fighter. In addition, the aristocrat gains the Leadership proficiency automatically.
  • At 11th level, warlords gain the last choice from Diplomacy, Intimidate, and Seduction.
  • At 13th level, warlords are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it.


Proficiency list: Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Healing, Intimidation, Land Surveying, Leadership, Manual of Arms, Military Strategy, Performance (Rhetoric), Precise Shooting, Riding, Running, Seafaring, Siege Engineering, Skirmishing, Survival, Wakefulness, Weapon Finesse, Weapon Focus


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