Ravenloft and AU: An Alternative

Post/Author/DateTimePost
#1

hida_jiremi

Nov 12, 2003 8:28:32
Hi everyone,

I'm a long-time poster of this board, and an infrequent poster on the old Kargatane boards, so I'm both happy and somewhat melancholy about the traffic on this board - happy because it's increased, and melancholy because of the reasons. "One eye uplifted, and one dropping eye," to quote Shakespeare...

Regardless, I'm reposting something of mine here from the Kargatane boards, partly because I never remembered to bring it over here and partly because... well... they're gone, so I won't get much feedback now.

I'm not sure how much anyone here knows about Monte Cook's Arcana Unearthed, but I personally find it to be the best thing for D20 since D20 was created. It's innovative and retools the ideas of not just *how* the system should work, but brings up the essential *whys* of the system's methods as well. Since I'm completely unenthused about 3.5, I find that AU is one step ahead of pretty much everyone else on the market. Naturally, with Ravenloft as my favorite setting, I decided to work on bringing the two together, system-wise. To that end, I've begun (and nearly completed) an AU/Ravenloft system hybrid, which I will begin previewing on these very boards. Some of my notes are up online (and I may post the link to them at some point), but for now, I'll settle with showing off. ;)

I hope to hear feedback from the folks on these boards - constructive criticism is always my friend.

Long live Ravenloft!


Hida Jiremi
#2

hida_jiremi

Nov 12, 2003 8:31:03
Here's the first preview for the hybrid system, and one of the most thoroughly retooled: the Bard!

***

BARD
“Stories for breakfast, intrigue for lunch, and songs for supper. The possibilities of life are limitless, and I can express all of them to you.”

It is said that music and words have a special magic, and bards prove that statement true. Wandering across the land, gathering lore, telling stories, working magic with his art, and living on the gratitude of his patrons; such is the life of a bard. When chance or opportunity draws them into conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.
A bard’s magic comes from the heart. If his heart is noble, a bard brings hop and courage to the downtrodden and uses his tricks to thwart the schemes of evildoers. If the government of a land is corrupt, the bard becomes the enemy of the state, cunningly evading capture and raising the spirits of the oppressed. Music can spring from an evil heart as well, however, and dread bards tend to eschew blatant violence in favor of manipulation, holding sway over the hearts and minds of other and taking what enraptured audiences “willingly” give.
In the lands of the Core, bards often serve as the only reliable means of communication between nations and domains. They brave the darkened highways and roads of the continent, traveling from town to town—hopefully arriving before dark. Bards are the masters of public opinion, convincing the righteous to rise up, or the hopeless to become ground yet further into the dirt. Rumors begin and end with bards, and no sane noble would wish to run a kingdom without at least one bard serving him loyally—as loyally as possible, anyway.


Adventures: Bards see adventures as opportunities to learn new things. They practice their many skills and abilities, and they especially relish the chance to travel to exotic places and to build their repertoire of songs and stories. Bards love to accompany heroes—and villains—joining their entourage to witness their deeds firsthand. A bard who can tell a marvelous story or sing an epic song from personal experience earns renown among his fellows. Indeed, after relating so many stories about mighty deeds, many bards take these themes to heart and assume the role of hero or villain themselves.

Background: An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young runaways or orphans, befriended by wandering bards who became their new mentors. Since bards occasionally congregate in informal “colleges,” the apprentice bard may meet many of the more prominent bards in the region. Still, the bard has no strong alliance to bards as a whole, and some bards are jealously competitive with other bards, coveting their reputations and territory.

Races: Bards are commonly human, elven, or helf-elven. Humans take well to the wandering life and adapt easily to new lands and customs. Elves are talented at both music and magic, so the career of the bard comes naturally to them. A bard’s wandering ways suit many half-elves, who often feel like strangers even when at home. There are no bardic traditions among dwarves, gnomes, or halflings, though occasional individuals of these races find teachers to train them in the way of the bard. Half-vistani find the bardic lifestyle especially interesting, as it mirrors in many ways the life of their gypsy parent.

View of Magic: As dabblers in magic themselves, bards view magic as inherent in all things to some degree, though they will be the first to admit they know comparatively little about its nuances. Bards are intrigued by powerful magic, especially as it relates to history and legend, and frequently follow an alternate path to more magical power as well as honing their social abilities. They view wizards and clerics with confusion, not really understanding their dedication to a single facet of life, but are fascinated by sorcerers and witches.

Other Classes: A bard works well with companions of other classes. He often serves as the spokesman of the party, using his social skills for the party’s benefit. In a party without a wizard or sorcerer, the bard relies on his magic. In a party without a rogue or expert, he relies on his skills. A bard is curious about the ways of more dedicated or focused adventurers, often trying to pick up tips from fighters, sorcerers, and rogues.

NPCs: The wizened old storyteller in the rocking chair in front of the inn is a bard. The cheerful clown juggling balls and singing at the same time is a bard. The dark-cloaked woman whispering cruelty in the king’s ear and befouling the reputations of his court is a bard.


Game Rule Information
Abilities: Charisma denotes how powerful a spell a bard can cast, as well as other variables for those spells, such as number per day and difficulty to resist. As an expert in personal interaction, a bard needs a high Charisma for reasons other than his spells. A good Intelligence score is also a requisite for most bards, as they survive on their wits.
Hit Die: d6
Skill Points: 6 + Int modifier
Money: 4d4x10 gp


Class Skills: Appraise (Int), Awareness (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Games (varies), Gather Information (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Scry (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language (none), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha)

Class Features

Armor and Weapon Proficiencies:
A bard is proficient with all simple weapons. Additionally, a bard is proficient with one of the following weapons: longbow, longsword, rapier, sap, shortbow, short sword, or whip. Bards are proficient with light armor, medium armor, and shields.

Spells: A bard casts arcane spells, as do wizards and sorcerers. A bard has access to simple spells, as well as all spells with the sonic or language-dependent descriptors. A bard is limited to a certain number of spells of each spell level per day, according to his class level. He readies spells ahead of time, any of which he can cast according to the maximum number of spell slots available to his for each given level. To ready or cast a spell, a bard must have a Charisma score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell’s level + the bard’s Charisma modifier. Bonus spells for bards rely on Charisma.
Bard spells always have verbal components, which cannot be eschewed by any means. However, as they do not have somatic components, a bard does not suffer spell failure chance while wearing armor. Bards never gain access to 7th through 9th level spells.

Bardic Performance: Once per day per bard class level, a bard can use a vibrant performance to produce magical effects on those about him. Depending on his class level and his ranks in the Perform skill, he can encourage his allies, reflect or negate sonic attacks, hypnotize his enemies, or inspire fear in attackers. These performances can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with verbal components, a deaf bard suffers a 20% chance to fail with bardic performance. If he fails, the attempt still counts against his daily limit. The following are the initial abilities enjoyed through bardic performance; additional abilities may be gained through bardic special abilities. All bardic performance abilities have the sonic descriptor.
Inspire Courage (Su): A bard with 3 or more ranks in Perform can use his performance ability to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear a bard perform for a full round. The effect lasts as long as the bard performs and for 5 rounds after the performance ends (or 5 rounds after the ally can no longer hear the bard). While performing, the bard can fight but cannot cast spells, activate magic items by spell-completion, or activate magic items by spell-activation. Affected allies receive a +1 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus to attack rolls and weapons damage rolls. This bonus increases by one for every six full bard levels (+2 at 6th, +3 at 12th, and +4 at 18th). This is a mind-affecting ability.
Fascinate (Su): A bard with 3 or more ranks in Perform can use his performance to cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also be able to see the creature. The creature must be able to pay attention to the bard; the distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effects with a Will save (DC equal to the bard’s Perform check result). If the save succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the performance for up to 1 round per bard level. While fascinated, the target’s Awareness checks suffer a –4 penalty. Any potential threat allows the fascinated creature a second save against a new Perform check result. Any obvious threat automatically breaks the effect. For every three levels beyond 1st, the bard can fascinate an additional target within range with a single use of this ability. While fascinating a target, the bard must concentrate, as if casting or maintaining a spell. This is a mind-affecting charm ability.
Tales of Death and Madness (Ex): A bard is the bearer of stories and songs that touch the heart of their audience. A bard with darkness in his heart can use this doorway into a crowd’s emotions to inflict terror and even insanity on his audience. If the bard has at least 3 ranks in Perform, he may cause all audience members to make a Fear check against his Perform check result minus 10. Any affected individual that makes the saving throw is immune to this effect for one day. Inflicting a Fear check in this manner is cause for a Dark Powers check against a percent equal to half of his Perform check result.
Tales of Hope and Light (Ex): The songs and stories of the bard can bear hope for the future as easily as they can the terror of the past. A bard that wishes to enlighten or enliven his audience uses bardic performance normally, but a bard can also attempt to soothe the maladies of the mind by spending time alone with an afflicted individual. The bard must have at least 3 ranks in Perform to attempt this. He may spend a number of days with a person suffering from an ongoing Fear, Horror, or Madness effect equal to the number of weeks since the failed check to try and bring them out of their private hell. The bard must make a Perform check result at least 10 higher than the save DC of the failed check; if this is done, the victim may make another save against the original DC with a morale bonus equal to the bard’s class level. The bard can choose to continue to aid someone who fails this save, but can gain no further effect until at least 1 rank has been added to the Perform skill with which the bard attempted the check.

Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. Starting at 2nd level, a bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about notable local people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or 20 on this roll, just like a normal Knowledge skill check. The GM determines the Difficulty Class of the check by referring to the table below.

DC Type of Knowledge Example
10 Common, known by at least a substantial minority of the local population The mayor’s drinking habit; common legends about a powerful place of mystery
20 Uncommon but available, known by only a few people in the area A local priest’s shady past; legends about a powerful magic item
25 Obscure, known by few, hard to come by A knight’s family history; legends about a minor place of mystery or magic item
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge A mighty wizard’s childhood nickname; the history of a petty magic item; the seminal creation event of a domain

At character creation, a bard is familiar with his home domain and one other neighboring domain for purposes of bardic knowledge. A bard must apply a +10 circumstance penalty to the DC of all bardic knowledge checks concerning domains with which he is not familiar. This penalty drops by 1 point for each month the bard spends in a given domain, until the penalty drops to nothing. (When creating a bard NPC or bard PC higher than 1st level, assume that the bard is familiar with one domain per bard level.)

Bardic Abilities: As the bard increases in level, he gains a greater grasp of his own innate magic and harnesses his myriad skills into a cohesive front. A bard gains special abilities as he goes up in level, ranging from parlor tricks to impressive sonic attacks. While there are a great number of abilities, the bard ends up with four from each category: minor, lesser, and greater. Some abilities have prerequisite ranks of the Perform skill or other requirements, all of which must be met before the ability may be selected.

Minor Abilities: At 4th, 5th, 7th, and 8th level, the bard gains a minor bardic ability. No minor ability may be selected more than once.
Bonus Feat (Ex): The bard may select any feat for which he meets the prerequisites.
Creature Loresight (Sp): The bard can use the spell creature loresight a number of times per day equal to his Charisma bonus as a spell-like ability. If he does not have a Charisma bonus, he can use this ability once per week.
Countersong (Su): A bard with at least 3 ranks on Perform may gain the bardic performance ability of countersong. He can now use his bardic performance ability to counter magical effects that depend on sound (but not spells that simply have verbal components). A bard may perform a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, he makes Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of his saving throw. This choice does not have to be made until after the save is rolled, and the target may choose the better of the two. The bard may keep up the countersong for 10 rounds.
Inspire Competence (Su): A bard with 6 or more ranks in Perform may gain the bardic performance ability of inspire competence. The bard may use his bardic performance to help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also be able to see the target. The ally gains a +2 competence bonus to his checks with a particular skill as long as he continues to hear the bard’s music. The GM may rule that certain uses of this ability are unfeasible—performing to make a character sneak more quietly, for instance. The bard can maintain this effect fo 2 minutes (long enough for the ally to take 20 on most skills). This is a mind-affecting ability.
Learn Secret (Sp): The bard may use the spell learn secret (lesser) once per day as a spell-like ability.
Object Loresight (Sp): The bard can use the spell object loresight a number of times per day equal to his Charisma bonus as a spell-like ability. If he does not have a Charisma bonus, he can use this ability once per week.
Sneak Attack (Ex): Any time the bard’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the bard flanks a target, the bard’s attack deals +1d6 extra points of damage. Should the character score a critical hit with the attack, do not multiply this damage. Targets immune to critical hits or with no discernable anatomy are also immune to this extra damage. The bard can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the bard gains more dice of sneak attack, from another class or from a lesser or greater ability, the extra damage stacks.

Lesser Abilities: At 10th, 11th, 13th, and 14th level, the bard gains a lesser bardic ability. No lesser ability may be selected more than once.
Bonus Feat (Ex): The bard may select any feat for which he meets the prerequisites.
Impersonate (Ex): Using his facility at acting and studying the activities of others, the bard can impersonate other living creatures’ mannerisms, speech patterns, knowledge, and overall demeanor. The bard must see the creature to be impersonated, and must be within at least 30 feet of the creature at some point while the creature is active, to use this ability. The bard gains a +5 bonus to Disguise checks when impersonating the target.
Inspire Greatness (Su): A bard with 12 or more ranks in Perform may gain the bardic performance ability of inspire greatness. The bard can now use his performance ability to grant extra fighting capability to another creature. For every three levels beyond 9th, the bard can inspire greatness in one extra creature. To inspire greatness, the creature must be able to hear the bard perform for one full round and must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he hears the bard perform and for 5 rounds thereafter. The target gains the following: +2 Hit Dice (d10s that grant temporary hit points; add Constitution bonus to each); +2 competence bonus to attack; +1 competence bonus to Fortitude saves. This is a mind-affecting enchantment ability.
Learn Secret (Sp): The bard may use the spell learn secret (greater) once per day as a spell-like ability.
Lingering Song (Ex): If you use bardic performance to inspire courage, inspire competemce, inspire greatness, or inspire heroism, the effects last twice as long as they normally would.
Location Loresight (Sp): The bard can use the spell location loresight a number of times per day equal to his Charisma bonus as a spell-like ability. If he does not have a Charisma bonus, he can use this ability once per week.
Sneak Attack (Ex): Any time the bard’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the bard flanks a target, the bard’s attack deals +1d6 extra points of damage. Should the character score a critical hit with the attack, do not multiply this damage. Targets immune to critical hits or with no discernable anatomy are also immune to this extra damage. The bard can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the bard has gained more dice of sneak attack, from another class or from a minor or greater ability, the extra damage stacks.
Subsonics (Ex): A bard with 10 or more ranks of Perform can gain the ability of subsonics. He can choose to play so softly that opponents do not hear it, but his allies gain all the usual benefits from bardic performance. Similarly, he can affect opponents within range with bardic performance, and unless they can see the bard performing or have some other means of discovering it, they cannot determine the source of the effect.
Suggestion (Sp): A bard with 9 or more ranks of Perform can gain the bardic performance ability of suggestion. The bard must first fascinate a target creature, as per the fascination bardic performance ability. The fascination attempt counts against his daily bardic performance limits, but the ensuing suggestion does not. The suggestion works as per the spell of the same name, and is negated by a Will saving throw (DC 13 + the bard’s Charisma modifier). This is an enchantment (compulsion), mind-affecting, language-dependent ability.

Greater Abilities: At 16th, 17th, 19th, and 20th level, the bard gains a greater bardic ability. No greater ability may be selected more than once.
Bonus Feat (Ex): The bard may select any feat for which he meets the prerequisites.
Disguise Spell (Ex): The bard has mastered the art of casting spells unobtrusively, mingling verbal components into his performances so skillfully that others rarely catch him in the act. A disguised spell cannot be identified through a Spellcraft check. The bard’s performance is obvious to everyone in the vicinity, but the fact that he are casting a spell is not. Unless the spell visibly emanates from the bard or observers have some other means of determining its source, they do not know where the effect came from. The spell’s casting time doubles.
Green Ear (Su): A bard with 10 or more ranks in Perform can gain this ability. The bard can alter any of his mind-affecting bardic performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.
Inspire Heroism (Su): A bard with 18 or more ranks of Perform can gain the bardic performance ability to inspire heroism. The bard can use bardic performance to instill tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely, even against overwhelming odds. For every three bard levels past 15th, the bard can inspire heroism in one additional creature. To inspire heroism, the target must be able to hear the bard perform for one full round. The affected creature gains a +4 morale bonus to saving throws and a +4 dodge bonus to Armor Class. The effect lasts as long as the creature can hear the bard perform and for 5 rounds thereafter. The bard can take mundane actions while inspiring heroism, but not magical ones.
Mass Suggestion (Sp): A bard with 21 or more ranks of Perform can gain the bardic performance ability of mass suggestion. This ability works as suggestion, above, but allows the bard to make the same suggestion, simultaneously, to any number of creatures he has fascinated. This is an enchantment (compulsion), mind-affecting, language-dependent ability.
Requiem (Su): A bard with 12 or more ranks in Perform can gain this ability. The bard can extend his mind-affecting bardic performance effects so that they influence even the undead. All bardic performance effects on undead creatures have only half the duration they normally would against the living.
Sneak Attack (Ex): Any time the bard’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the bard flanks a target, the bard’s attack deals +1d6 extra points of damage. Should the character score a critical hit with the attack, do not multiply this damage. Targets immune to critical hits or with no discernable anatomy are also immune to this extra damage. The bard can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the bard has gained more dice of sneak attack, from another class or from a minor or lesser ability, the extra damage stacks.
Steal Identity (Ex): The bard can now impersonate any creature without having ever been near that creature, as long as the bard can receive a basic description of the creature’s appearance and habits. This ability works like impersonate, except with a +10 bonus to Disguise checks. This ability can be used once per day.


The Bard
Level Base Fortitude Reflex Will
Attack Bonus Save Save Save Special
1 +0 +0 +2 +2 Bardic performance
2 +1 +0 +3 +3 Bardic knowledge
3 +2 +1 +3 +3
4 +3 +1 +4 +4 Minor bardic ability
5 +3 +1 +4 +4 Minor bardic ability
6 +4 +2 +5 +5
7 +5 +2 +5 +5 Minor bardic ability
8 +6/+1 +2 +6 +6 Minor bardic ability
9 +6/+1 +3 +6 +6
10 +7/+2 +3 +7 +7 Lesser bardic ability
11 +8/+3 +3 +7 +7 Lesser bardic ability
12 +9/+4 +4 +8 +8
13 +9/+4 +4 +8 +8 Lesser bardic ability
14 +10/+5 +4 +9 +9 Lesser bardic ability
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10 Greater bardic ability
17 +12/+7/+2 +5 +10 +10 Greater bardic ability
18 +13/+8/+3 +6 +11 +11
19 +14/+9/+4 +6 +11 +11 Greater bardic ability
20 +15/+10/+5 +6 +12 +12 Greater bardic ability


Spell Slots
Level 0 1 2 3 4 5 6
1 2 0 - - - - -
2 2 1 - - - - -
3 2 2 - - - - -
4 3 2 0 - - - -
5 3 2 1 - - - -
6 3 2 2 - - - -
7 3 3 2 0 - - -
8 4 3 2 1 - - -
9 4 3 2 2 - - -
10 4 3 3 2 0 - -
11 4 4 3 2 1 - -
12 4 4 3 2 2 - -
13 4 4 3 3 2 0 -
14 4 4 4 3 2 1 -
15 4 4 4 3 2 2 -
16 4 4 4 3 3 2 0
17 4 4 4 4 3 2 1
18 4 4 4 4 3 2 2
19 4 4 4 4 3 3 2
20 4 4 4 4 4 3 2


Spells Readied
Level 0 1 2 3 4 5 6
1 2 0 - - - - -
2 3 1 - - - - -
3 3 2 - - - - -
4 3 3 0 - - - -
5 4 3 1 - - - -
6 4 3 2 - - - -
7 4 4 3 0 - - -
8 5 4 3 1 - - -
9 5 4 3 2 - - -
10 5 5 4 3 0 - -
11 6 5 4 3 1 - -
12 6 5 4 3 2 - -
13 6 6 5 4 3 0 -
14 6 6 5 4 3 1 -
15 6 6 5 4 3 2 -
16 6 6 6 5 4 3 0
17 6 6 6 5 4 3 1
18 6 6 6 5 4 3 2
19 6 6 6 6 5 4 3
20 6 6 6 6 5 4 3

***

I know that the tables show up a little rough on the boards, but let me know what you think!


Hida Jiremi
#3

bob_the_efreet

Nov 12, 2003 15:26:56
It looks pretty good, I like your take on things. I might have to pick up Arcana Unearthed now..
#4

hida_jiremi

Nov 14, 2003 7:10:11
I'm back with the second Hybrid system preview: a PC-playable version of the aristocrat. Mucho props to Rokugan d20 for design help, and all love to people who thought that nobles should have their own PC class.

***

ARISTOCRAT
“Rank hath privilege. My position of birth makes me perfectly suited to both carry the rank and enjoy the privilege.”


Aristocrats are usually wealthy, educated individuals born into high position. They are not just the highborn, but also the wealthy or politically influential people in the world. They are given the freedom to train in the field of their choice, for the most part, and to travel widely. With access to all the best goods and opportunities, many aristocrats become formidable individuals. Some even become adventurers for a time, although typically such activities are no more than a lark or passing craze.
Though nobility always seeks to depict itself in the best possible light, every light has a corresponding shadow, and many are the aristocrats who use their power and prestige to abuse the common folk around them or turn their wealth to the satisfaction of dire urges. Nothing can change the fact that in most places throughout the world, the aristocracy has a standard of living many times better than that of the people over whom they rule, a system that perpetuates itself from generation to generation.
Being an aristocrat is not a position one can simply select, however, so much as a position one is born into. Characters should generally not be allowed to take aristocrat levels unless aristocrat is the first class level chosen. After all, nobles don’t let just anyone into the ranks of power they have developed through the years, and just having money or being famous isn’t enough to become true nobility. Exceptions should be made only in unusual circumstances, such as the long-lost prince being discovered and trained to his true heritage, or a common warrior being named to the throne of a dying king.


Adventures: Young nobles frequently spend a year or two traveling outside of their family’s lands and learning more about the world in which they live. During this time, they prefer to surround themselves with competent and skilled individuals to bolster their chances of returning home after a bit of excitement, and not finding an early grave after that excitement. These larks can sometimes catch the imagination of an aristocrat for much longer, though, and a few eccentric nobles spend much of their lives outfitting adventuring groups and even traveling with them.

Background: Aristocrats have noble backgrounds, naturally, though these can range from currently rich and powerful to declining families steeped in their own decadence and gradual decay. The latter frequently are found out in the world seeking to rebuild their family fortunes, or just to escape the dreadful destiny they see for themselves if they remain among their “noble” relatives.

Races: Humans and elves have long-lasting family dynasties that rule by right of birth (elven nobility being longer-ruling, of course), and aristocrats form a significant, if small, part of both of their populations. Dwarves place more emphasis on age than on birth, and hold the skilled who learned their trade dearly more valuable than the lucky who were born into wealth. Halflings rarely hold positions of power, especially long-lasting positions of power. The few gnomish aristocrats typically hold positions influential in human society but of little value to one another.

Other Classes: Aristocrats frequently use fighters as bodyguards to protect their royal personages and often grow to both respect and admire their martial guardians. Religious patrons try to keep a cleric or ascetic on hand in case of spiritual dilemma. The wealth and information potential of the aristocrat attracts rogues like flies to honey, either as sycophants, advisors, or unofficial agents of the crown, and few aristocrats are foolish enough to turn away their skills. Berserkers and rangers are regarded as uncouth savages and unkempt bumpkins, hardly worthy of their attention.

NPCs: The king on his polished throne of ebony and gold is an aristocrat. His son who secretly wears a mask and opposes the king’s tax collectors by night is also an aristocrat. The debonair noblewoman holding political power with honeyed smiles and intricate networks of bribery and secrets is an aristocrat.


Game Rule Information
Abilities: Charisma is the most important ability of an aristocrat, due to their frequent interaction with the higher classes of society. Adventurers respect strength and wealth, but without political acumen and sincerity, no noble will take another seriously. Intelligence is also vital for aristocrats seeking to advance their position.
Hit Die: d8
Skill Points: 4 + Int modifier
Money: 6d8x10 gp

Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Games (varies), Gather Information (Cha), Handle Animal (Cha), Innuendo (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Wilderness Survival (Wis)

Class Features

Armor and Weapon Proficiencies:
The aristocrat is proficient in the use of all simple and martial weapons, light and medium armor, and shields.

Bonus Feats: At 2nd level and every 5th level, aristocrats gain a bonus feat related to their training as leaders of men and skilled diplomats. These feats are drawn from the following list, and any prerequisites must be met normally: Alluring, Combat Coordinator, Cosmopolitan, Expert Tactician, Fame, Infamy, Iron Will, Jaded, Leadership (Ambitious Leader), Multicultural, Open Mind, Skill Focus, Versatile.

Aristocrat Ability: At each 4th level, aristocrats gain a special ability relating to the obligations and duties of nobility. The aristocrat
may choose from among the following, meeting all prerequisites:
The Better Part of Valor (Ex): This aristocrat has learned that the place of nobility is far from the field of battle. When executing the total defense action, the aristocrat gains an additional dodge bonus to his Armor Class equal to his Intelligence bonus.
Destiny is My Sword (Ex): An aristocrat’s strength is both potential and actual, spirit and
flesh. This ability is popular among nobles from countries famous for their bloody duels of honor. As a full attack action, the aristocrat may make a single attack that adds his Charisma modifier instead of his Strength modifier to melee attack and damage rolls.
The Eyes See the Heart (Ex): The aristocrat has learned to see beneath the veneer of lies coating polite society, making it nearly impossible to lie to him. Anyone attempting to lie in the aristocrat’s presence must make a Will saving throw (DC 10 + half the aristocrat’s level + the aristocrat’s Charisma modifier). If this save fails, the aristocrat is immediately aware that the subject is lying.
Heart of Storms (Ex): Aristocrats are typically known for their diplomatic nature, making a noble immersed in fury all the more terrifying. As a standard action, the aristocrat can make an Intimidate check against one target within 30 feet with a DC equal to 15 + the target’s Hit Dice. If the check is successful, the target must make a Will save against the aristocrat’s Intimidate check result or become shaken for a number of minutes equal to the aristocrat’s class level. This is a mind-affecting fear effect.
Invincible Mind (Ex): Many aristocrats learn techniques to keep their thoughts their own, making their mind unassailable by magic or trickery. The aristocrat gains a +5 bonus to all Will saves against mind-affecting effects.
No More Masks (Ex): A true master can fracture an opponent’s will with nothing more than a well-placed word. The aristocrat may spend a full minute insulting an opponent in a social situation. The opponent must make a Will saving throw (DC 10 + half the aristocrat’s level + the aristocrat’s Charisma modifier) or suffer 1d4 points of temporary Wisdom damage. This ability may be used a number of times per day equal to the aristocrat’s Charisma bonus; aristocrats with no bonus can use this ability once per week. A target can be reduced to 0 Wisdom with this ability, becoming so completely unhinged that they fall into a catatonic stupor. This ability may be selected multiple times, each time giving the aristocrat an additional number of uses equal to the initial number of uses.
Stipend: Upon selecting this ability, the aristocrat is entitled to a share of his inheritance or trust fund, a value of money set aside for him by his family that is his alone. This money can only be collected if the aristocrat is in his own nation and at least near his family lands; GMs may require the aristocrat to actually return to his family for the collection of the stipend. The actual origin of this money is up to the GM and the player to decide, but the amount is determined by this class. At each shown level, the aristocrat gains gold pieces equal to his Charisma modifier (not enhanced by magic) times his level, multiplied by 100. (Thus, an 8th-level aristocrat with a 16 Charisma would receive 2400 gold pieces.) This ability may be selected multiple times.
Voice of the Ages (Ex): Once per day, when making a Diplomacy or Bluff check during social interaction, the aristocrat gains a circumstance bonus to the check equal to his class level.
Weakness is My Strength (Ex): The aristocrat is skilled at exploiting his enemies’ frailties. When making an opposed Intelligence-, Wisdom-, or Charisma-based skill or ability check, the aristocrat’s opponent must use the lowest of these three abilities as his relevant modifier.
Your Life is Mine (Ex): This ability is very popular with aristocrats who prefer to turn enemies into allies rather than destroy them outright. Once per day per point of Charisma bonus, the aristocrat may attempt to sway a weak-willed individual to the aristocrat’s way of thinking. An aristocrat with no Charisma bonus may use this ability once per week. By spending 10 minutes in quiet conversation with an individual, the aristocrat can subject that individual to a suggestion effect, as per the spell cast at the aristocrat’s class level. The subject may attempt a Will saving throw (DC 13 + the aristocrat’s Charisma modifier). This ability may be selected multiple times, each time giving the aristocrat an additional number of uses equal to the initial number of uses.


The Aristocrat
Level Base Fortitude Reflex Will
Attack Bonus Save Save Save Special
1 +0 +0 +0 +2
2 +1 +0 +0 +3 Bonus feat
3 +2 +1 +1 +3
4 +3 +1 +1 +4 Aristocrat ability
5 +3 +1 +1 +4 Bonus feat
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6 Aristocrat ability
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 Bonus feat
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 Aristocrat ability
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9 Bonus feat
16 +12/+7/+2 +5 +5 +10 Aristocrat ability
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Bonus feat, aristocrat ability

***

Questions? Comments? Snide remarks?


Hida Jiremi
#5

hida_jiremi

Nov 18, 2003 8:15:15
Hi!

Here's the lastest preview for the AU/Ravenloft Hybrid I'm currently building: a look at the Paladin prestige class. As anyone who knows me can tell you, I despise the fact that the Paladin is a base class (if blackguard is PrC, then paladin should be PrC) and that it essentially peters out after five levels. The writeup herein is for a viable 10-level PrC paladin. Please let me know what you think!

***

PALADIN
“Justice will prevail. The cause of liberty and righteousness cannot be withheld forever, and we will never surrender so long as evil rules.”

[Just imagine some spiffy flavor text here!]

Hit Die: d10

Requirements
Base Attack Bonus: +6
Feats: Courage, Iron Will, Power Attack
Skills: Diplomacy 2 ranks, Knowledge (religion) 5 ranks, Sense Motive 2 ranks
Special: Must be ordained a paladin by a religion that supports paladins in their ranks. Can not be Tainted or Corrupted; a paladin who becomes Tainted loses all class abilities while Tainted, and a paladin who becomes Corrupted has all of his paladin levels become levels in his previous base class.

Class Skills: Awareness (Wis), Concentration (Con), Craft (Int), Diplomacy (Wis), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis)
Skill Points: 2 + Int modifier


Class Features

Weapon and Armor Proficiency: Paladins are proficient in all simple and martial weapons, as well as light armor, medium armor, and shields.

Spells: Paladins cast divine spells, the same type as those cast by clerics and shamans. Paladins have access to simple divine spells, and complex spells with the positive energy descriptor. A paladin is limited to a certain number of spells of each spell level per day, according to his class level. He readies spells ahead of time, any of which he can cast according to the maximum number of spell slots available to his for each given level. To ready or cast a spell, a paladin must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell’s level + the paladin’s Wisdom modifier. Bonus spells for paladins rely on Wisdom.
Paladin spells have verbal and mental components, and always require a divine focus object—the paladin’s holy symbol. Because they have no somatic components, paladin spells do not have a spell failure chance due to armor. If a paladin does not have his divine focus, he may still cast, though much less effectively. Without his holy symbol, treat his caster level as one lower and double casting times for all spells.
If a spellcasting character takes a level in a spellcasting prestige class, the levels stack for purposes of determining caster level (within the normal limitations of divine and arcane). Thus, a 10th level guardian that takes a level of paladin has a casting level of 11th.

Lay on Hands (Sp): From 1st level onward, a paladin can heal wounds by touch. Each day he can cure a total number of hit points equal to his Charisma bonus (if any) times his class level. The paladin can cure himself in this manner. He may choose to divide his curing among multiple recipients, and he doesn’t have to use it all at once. This ability requires a standard action to use and is a positive energy effect.

Divine Health (Su): A paladin is immune to all diseases, except those generated by magic, curses, or the influence of the Dark Powers (such as a darklord’s special abilities or the closing of domain borders).

Detect Virtue (Sp): At 1st level, with a successful Wisdom check (DC 20), the paladin can tell if a person within 60 feet of him is Innocent, Tainted, or Corrupt. If the check fails, the ability fails. The GM should roll the check in secret so that the character does not know which is the case. This ability requires a full-round action to use and does not reveal the numbers, location, or strength of the detected creatures.

Aura of Courage (Su): Beginning at 2nd level, the paladin and allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects (including Fear checks). The paladin himself is immune to magical fear effects. A paladin’s aura of courage negates a blackguard’s aura of despair, and vice versa.

Divine Grace (Su): A 2nd level and higher paladin applies his Charisma bonus (if any) as a divine bonus to all of his saving throws.

Turn Undead (Su): When a paladin reaches 3rd level, he gains the ability to turn undead. He turns undead as would a cleric of two levels lower.

Smite the Wicked (Su): Once per day, a paladin of 3rd level or higher may attempt to smite with a single normal melee attack. He adds his Charisma bonus (if any) to the attack roll, and adds his class level to the damage roll on a successful attack. This ability may not be used against a member of the same faith as the paladin. If the paladin accidentally smites a member of his own faith, the smite has no effect but the ability is still used up for the day. At 6th and 9th level, the paladin gains an additional use of this ability each day.

Servant of Light (Ex): A paladin is the hand of his faith, acting as both warden and soldier in the name of god. From 4th level on, the paladin gains a +4 circumstance bonus to Diplomacy and Gather Information checks with members of his own religion, and half that bonus at any other time.

Holy Companion: Upon or after reaching 5th level, a paladin can call a celestial cat, dog, eagle, hawk, horse, owl, pony, or wolf as a companion. This creature may willingly act as a guardian, a helper, or a mount. This companion gains Hit Dice and special abilities based on the paladin’s character level.
The paladin may only have one celestial companion at a time. Should the paladin’s companion die, he my call for another one after a year and a day. The new celestial companion has all of the accumulated abilities due a companion of the paladin’s current level.

Holy Companion Abilities
Character Bonus Natural Strength
Level HD Armor Adj. Intelligence Special
12 or less +2 +1 +1 6 Improved evasion, share spells, share saves, empathic link
13-15 +4 +3 +2 7 Speak with paladin
16-18 +6 +5 +3 8 Blood bond
19-20 +8 +7 +4 9 Spell resistance

Character Level: The total character level of the paladin.
Bonus HD: The number of total bonus Hit Dice gained by the celestial companion. Bonus Hit Dice increase hit points, attack bonus, saves, skill points, and so on as usual.
Natural Armor: This is a bonus to the companion’s natural armor bonus.
Strength Adj.: Add this number to the companion’s Strength score.
Intelligence: The companion’s Intelligence score.
Improved Evasion (Ex): If the companion is subjected to an effect that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and half damage even on a failed save.
Share Spells (Su): At the paladin’s option, he may have any spell he casts on himself also affect his companion. The companion must be within at least 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the companion if it moves farther than 5 feet away. The spell’s effect is not restored even if the companion returns to the liberator before the duration ends. Additionally, the liberator may cast a spell with that normally affects only himself on his companion (as a touch range spell) instead of on himself. The companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).
Empathic Link (Su): The paladin has an empathic link with the companion out to a distance of up to one mile. The liberator cannot see through the companion’s eyes, but the two of them can communicate telepathically. The low Intelligence of a companion initially limits what it is able to understand or communicate, and even intelligent companions see the world differently than a human. Because of the empathic link, the liberator has the same connection to an item or place as the companion does (so the paladin counts as having been anywhere or seen anything that the companion has).
Share Saves (Ex): The companion uses its own base save or the paladin’s, whichever is higher.
Speak with Paladin (Su): The paladin and the companion can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Blood Bond (Ex): The companion gains a +2 bonus on all attack rolls, skill and ability checks, and saving throws if it witnesses the paladin being harmed or threatened. The bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Su): The companion gains spell resistance equal to the paladin’s character level + 5.

Blaze of Glory (Sp): Twice per day, starting at 7th level, the paladin gains the ability to cast blinding light as a caster of his class level by focusing his faith in light and goodness to a point and then releasing it.

Sight of the Blessed (Ex): The 8th-level paladin gains a +4 competence bonus to Awareness, Search, and Sense Motive checks. Nothing can hide from the Light.

Protect the Light (Ex): A 10th level paladin has devoted himself utterly to the cause of holiness in the world. Whenever directly protecting an Innocent or fighting a Tainted or Corrupted creature, the paladin gains a +2 sacred bonus to attack and damage rolls, saving throws, and skill and ability checks.


The Paladin
Level Base Fortitude Reflex Will
Attack Bonus Save Save Save Special
1 +1 +2 +0 +0 Lay on hands, divine health, detect virtue
2 +2 +3 +0 +0 Aura of courage
3 +3 +3 +1 +1 Turn undead, smite the wicked (1/day)
4 +4 +4 +1 +1 Servant of light
5 +5 +4 +1 +1 Holy companion
6 +6 +5 +2 +2 Smite the wicked (2/day)
7 +7 +5 +2 +2 Blaze of glory
8 +8 +6 +2 +2 Sight of the blessed
9 +9 +6 +3 +3 Smite the wicked (3/day)
10 +10 +7 +3 +3 Protect the Light


Spell Slots
Level 0 1 2 3 4
1 2 0 - - -
2 2 1 - - -
3 2 1 - - -
4 2 1 0 - -
5 2 1 1 - -
6 3 1 1 0 -
7 3 2 1 1 -
8 3 2 1 1 0
9 3 2 2 1 1
10 3 2 2 2 1


Spells Readied
Level 0 1 2 3 4
1 2 0 - - -
2 3 1 - - -
3 3 1 - - -
4 3 2 0 - -
5 3 2 1 - -
6 4 2 1 0 -
7 4 3 2 1 -
8 4 3 2 1 0
9 4 3 2 2 1
10 4 4 3 3 2
#6

bob_the_efreet

Nov 18, 2003 15:47:31
Interesting. One of my friends took the opposite approach: if the paladin is a base class, the blackguard should be, too.