Phosphate
2011-12-02, 04:01 PM
So, this is pretty much the reason why I'm doing this. I'm very much tired of shenanigans. I'm tired of characters with very high Diplomacy checks, I'm tired of teleporting straight into the king's room and decapitating him, I'm tired of enchanting leaders or shapeshifting as them to get an army basically for free. I feel this is an area of the game that can't be corrected by fixing individual abilities. Or banning specific strategies.
No, here we have to remove the root of the problem: the fact that Aristocrat is an unapologetically useless class :smallmad:. And as much as the approach of making people with high authority stronger is pretty unrealistic, it makes sense from a gameplay point of view. So, here's what I have in mind:
The High Noble
http://img.wallpaperstock.net:81/king-arthur-man-2-wallpapers_1248_1024.jpg"Strange as it may seem, Sir Samuel, I am occasionally capable of governing this city for minutes at a time without seeking your advice and guidance." - Lord Vetinari
While lowly royals do nothing but waste their time in petty fights and intrigue over who gets what inheritance, there are those members of nobility who actually have the power, training and influence to make a difference. Warlords, sires, dukes, kings, even emperors that are first in the heat of battle and last to return to their fortress have the honor of calling themselves High Nobles, rightful bearers of positions of command.
Background: High Nobles are grown in castle keeps, being given a vast education in the arts, sciences, history and weapons of the land, being erudite rulers with a keen tactical mind. Moreover, their experience in battle and with the intricate structures of international politics make them an invaluable catalyst both in times of peace and war.
Race: All races that embrace the system of monarchy have High Nobles.
Alignment: Any non-chaotic
Class Restrictions: You can only be a High Noble if your first character level is in this class. Also, a High Noble cannot multiclass, except as regulated by the Eccentricity feature.
Age: moderate
Gold: as fighter X 5
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +2 | Ruling Clause, Noble Allure, Savvy
2nd | +2 | +3 | +3 | +3 | Uncanny Dodge, Habitual Armor Wear
3rd | +3 | +3 | +3 | +3 | Eccentricity
4th | +4 | +4 | +4 | +4 | Bonus Feat
5th | +5 | +4 | +4 | +4 | Resolve, Leadership
6th | +6/+1 | +5 | +5 | +5 | -
7th | +7/+2 | +5 | +5 | +5 | Chain of Failed Assassinations, Multicultural Army
8th | +8/+3 | +6 | +6 | +6 | Bonus Feat
9th | +9/+4 | +6 | +6 | +6 | -
10th | +10/+5 | +7 | +7 | +7 | Sublime General, Rallying Cry
11th | +11/+6/+1 | +7 | +7 | +7 | For King and Country, Unflinching
12th | +12/+7/+2 | +8 | +8 | +8 | Bonus Feat
13th | +13/+8/+3 | +8 | +8 | +8 | Divine Right to Rule, Frightful Presence
14th | +14/+9/+4 | +9 | +9 | +9 | Primal Devotion, Retribute
15th | +15/+10/+5 | +9 | +9 | +9 | -
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Bonus Feat
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Inherited Mystery
18th | +18/+13/+8/+3 | +11 | +11 | +11 | -
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Legendary General
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Bonus Feat
[/table]
Class Features
Hit Dice: d10
Skill Points: 6+int mod (x4 at first level)
Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), and Survival (Wis)
Weapon and Armor Proficiencies: The High Noble is proficient with all simple and martial weapons, and one exotic weapon of his choice; all armors, and all shields.
Ruling Clause: The High Noble must be in a position of active authority. If he steps down from position willingly (magical manipulation doesn't count), he automatically loses all class features (except for BAB, saves, and proficiencies) until he returns to his position.
Noble Allure: Naturally distinguished, a High Noble treats all his ability scores as 2 points higher for the purpose of meeting feat prerequisites.
Savvy: A High Noble is constantly aware of his own intentions and interest. Anyone using a Diplomacy check on him takes a penalty equal to class level/3 (minimum 1).
Uncanny Dodge (Ex): At 2nd level, a High Noble retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a High Noble already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Habitual Armor Wear (Ex): A High Noble is so much used with wearing restrictive armor that the max dex to AC of his armors is treated as higher by 2.
Eccentricity: Due to most of his time being occupied by ruling matters, a High Noble cannot multiclass normally. Instead, at level 3 and every 3 levels thereafter, while gaining a level in this class he also gains a level in another class (his ECL is still treated as increasing only by 1). He gains all the benefits of the level gained in the other class, except for the saves progression, BaB and hit dice: those are all still taken from the High Noble table.
Bonus Feat: At levels 4, 8, 12, 16, and 20, a High Noble may gain a bonus feat. This feat must be a General feat, and the High Noble must meet all the prerequisites. If he chooses to spend it on a Fighter Bonus Feat, he may also choose to gain a(n) Exotic Weapon Proficiency, Rapid Reload, Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus or Greater Weapon Specialization. A High Noble is treated as a fighter of his level for the purpose of meeting the prerequisites for these feats.
Resolve (Ex): A High Noble adds his Cha mod to his Sense Motive checks and Will saves, but only when saving against mind-affecting effects.
Leadership: A level 5 High Noble gains Leadership as a bonus feat.
Chain of Failed Assassinations (Ex): A level 7 High Noble has been through enough failed assassinations to know what to expect from his assailants. He gains the Alertness feat and becomes immune to poison.
Multicultural Army (Ex): A level 7 High Noble ignores all alignment restrictions of Leadership.
Sublime General: A level 10 High Noble is such distinguished a general that he gets double the number of followers from Leadership, and a +2 permanent gain to Wisdom.
Rallying Cry: Exciting his troops in battle as a full round action, a High Noble can make all followers within 300 feet of himself gain his cha modifier to all saves for 5 rounds.
For King and Country: Fearless in battle, if a High Noble would be frightened or panicked, he becomes shaken for twice as many rounds instead.
Unflinching (Ex): A level 11 High Noble knows how to stand his ground, and is treated as one size larger for the purpose of resisting bull rushes, overruns and trips.
Divine Right to Rule (Su): A High Noble of high enough importance is eventually recognized as such by the outer planes. He is treated as being under the constant effects of Protection from Good, Protection from Evil, Protection from Law and Protection from Chaos. If those are dispelled on him, they take 24 hours to return. Otherwise, they can be suppressed and reactivated as a swift action.
Frightful Presence (Ex): Every time a High Noble charges or kills an opponent, creatures within 60 feet that are not under his command must make a will save against a DC of 10+class level/2+Cha mod. If they succeed, they may not be affected by Frightful Presence for 24 hours. If they fail, they are shaken for 5d6 rounds. If a High Noble makes a successful Intimidate check against such a creature, it becomes Panicked instead for the remainder of the duration.
Primal Devotion: Regardless of the magic they are subjected to, a High Noble's followers can never attack him directly.
Retribute (Ex): This ability can be used once per encounter. When performing a ranged or melee physical attack against an opponent, the damage is multiplied by the number of followers that opponent killed in that particular encounter.
Inherited Mystery: At level 17, a High Noble receives a well kept secret of his family. He may gain any one of the abilities below:
Long Live the King (Su): The High Noble stops aging and becomes immune to disease.
Blood of Legends (Ex): The High Noble gains Fast Healing 5.
Extreme Darwinism (Ex): The High Noble is immune to critical hits and sneak attacks.
Ward of Security (Su): Teleporting within 1 mile of the High Noble becomes impossible.
Fate Defier (Su): The High Noble cannot be scryed and divination predictions completely ignore his very existence.
Knowledge of Solomon: The High Noble can use Augury at will as a spell-like ability.
Greatness of the Goa'uld (Psi): A High Noble can use True Mind Switch as a psion of his level, without paying any power points (he must still pay the XP cost).
Deadspeak: A High Noble can see and have conversations with ghosts in the ethereal plane. This does not, however, allow him to see ethereal or invisible living things.
Legendary General: A level 19 High Noble gets quadruple the number of followers from Leadership, and a further +2 gain to Wisdom.
No, here we have to remove the root of the problem: the fact that Aristocrat is an unapologetically useless class :smallmad:. And as much as the approach of making people with high authority stronger is pretty unrealistic, it makes sense from a gameplay point of view. So, here's what I have in mind:
The High Noble
http://img.wallpaperstock.net:81/king-arthur-man-2-wallpapers_1248_1024.jpg"Strange as it may seem, Sir Samuel, I am occasionally capable of governing this city for minutes at a time without seeking your advice and guidance." - Lord Vetinari
While lowly royals do nothing but waste their time in petty fights and intrigue over who gets what inheritance, there are those members of nobility who actually have the power, training and influence to make a difference. Warlords, sires, dukes, kings, even emperors that are first in the heat of battle and last to return to their fortress have the honor of calling themselves High Nobles, rightful bearers of positions of command.
Background: High Nobles are grown in castle keeps, being given a vast education in the arts, sciences, history and weapons of the land, being erudite rulers with a keen tactical mind. Moreover, their experience in battle and with the intricate structures of international politics make them an invaluable catalyst both in times of peace and war.
Race: All races that embrace the system of monarchy have High Nobles.
Alignment: Any non-chaotic
Class Restrictions: You can only be a High Noble if your first character level is in this class. Also, a High Noble cannot multiclass, except as regulated by the Eccentricity feature.
Age: moderate
Gold: as fighter X 5
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +2 | Ruling Clause, Noble Allure, Savvy
2nd | +2 | +3 | +3 | +3 | Uncanny Dodge, Habitual Armor Wear
3rd | +3 | +3 | +3 | +3 | Eccentricity
4th | +4 | +4 | +4 | +4 | Bonus Feat
5th | +5 | +4 | +4 | +4 | Resolve, Leadership
6th | +6/+1 | +5 | +5 | +5 | -
7th | +7/+2 | +5 | +5 | +5 | Chain of Failed Assassinations, Multicultural Army
8th | +8/+3 | +6 | +6 | +6 | Bonus Feat
9th | +9/+4 | +6 | +6 | +6 | -
10th | +10/+5 | +7 | +7 | +7 | Sublime General, Rallying Cry
11th | +11/+6/+1 | +7 | +7 | +7 | For King and Country, Unflinching
12th | +12/+7/+2 | +8 | +8 | +8 | Bonus Feat
13th | +13/+8/+3 | +8 | +8 | +8 | Divine Right to Rule, Frightful Presence
14th | +14/+9/+4 | +9 | +9 | +9 | Primal Devotion, Retribute
15th | +15/+10/+5 | +9 | +9 | +9 | -
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Bonus Feat
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Inherited Mystery
18th | +18/+13/+8/+3 | +11 | +11 | +11 | -
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Legendary General
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Bonus Feat
[/table]
Class Features
Hit Dice: d10
Skill Points: 6+int mod (x4 at first level)
Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), and Survival (Wis)
Weapon and Armor Proficiencies: The High Noble is proficient with all simple and martial weapons, and one exotic weapon of his choice; all armors, and all shields.
Ruling Clause: The High Noble must be in a position of active authority. If he steps down from position willingly (magical manipulation doesn't count), he automatically loses all class features (except for BAB, saves, and proficiencies) until he returns to his position.
Noble Allure: Naturally distinguished, a High Noble treats all his ability scores as 2 points higher for the purpose of meeting feat prerequisites.
Savvy: A High Noble is constantly aware of his own intentions and interest. Anyone using a Diplomacy check on him takes a penalty equal to class level/3 (minimum 1).
Uncanny Dodge (Ex): At 2nd level, a High Noble retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a High Noble already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Habitual Armor Wear (Ex): A High Noble is so much used with wearing restrictive armor that the max dex to AC of his armors is treated as higher by 2.
Eccentricity: Due to most of his time being occupied by ruling matters, a High Noble cannot multiclass normally. Instead, at level 3 and every 3 levels thereafter, while gaining a level in this class he also gains a level in another class (his ECL is still treated as increasing only by 1). He gains all the benefits of the level gained in the other class, except for the saves progression, BaB and hit dice: those are all still taken from the High Noble table.
Bonus Feat: At levels 4, 8, 12, 16, and 20, a High Noble may gain a bonus feat. This feat must be a General feat, and the High Noble must meet all the prerequisites. If he chooses to spend it on a Fighter Bonus Feat, he may also choose to gain a(n) Exotic Weapon Proficiency, Rapid Reload, Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus or Greater Weapon Specialization. A High Noble is treated as a fighter of his level for the purpose of meeting the prerequisites for these feats.
Resolve (Ex): A High Noble adds his Cha mod to his Sense Motive checks and Will saves, but only when saving against mind-affecting effects.
Leadership: A level 5 High Noble gains Leadership as a bonus feat.
Chain of Failed Assassinations (Ex): A level 7 High Noble has been through enough failed assassinations to know what to expect from his assailants. He gains the Alertness feat and becomes immune to poison.
Multicultural Army (Ex): A level 7 High Noble ignores all alignment restrictions of Leadership.
Sublime General: A level 10 High Noble is such distinguished a general that he gets double the number of followers from Leadership, and a +2 permanent gain to Wisdom.
Rallying Cry: Exciting his troops in battle as a full round action, a High Noble can make all followers within 300 feet of himself gain his cha modifier to all saves for 5 rounds.
For King and Country: Fearless in battle, if a High Noble would be frightened or panicked, he becomes shaken for twice as many rounds instead.
Unflinching (Ex): A level 11 High Noble knows how to stand his ground, and is treated as one size larger for the purpose of resisting bull rushes, overruns and trips.
Divine Right to Rule (Su): A High Noble of high enough importance is eventually recognized as such by the outer planes. He is treated as being under the constant effects of Protection from Good, Protection from Evil, Protection from Law and Protection from Chaos. If those are dispelled on him, they take 24 hours to return. Otherwise, they can be suppressed and reactivated as a swift action.
Frightful Presence (Ex): Every time a High Noble charges or kills an opponent, creatures within 60 feet that are not under his command must make a will save against a DC of 10+class level/2+Cha mod. If they succeed, they may not be affected by Frightful Presence for 24 hours. If they fail, they are shaken for 5d6 rounds. If a High Noble makes a successful Intimidate check against such a creature, it becomes Panicked instead for the remainder of the duration.
Primal Devotion: Regardless of the magic they are subjected to, a High Noble's followers can never attack him directly.
Retribute (Ex): This ability can be used once per encounter. When performing a ranged or melee physical attack against an opponent, the damage is multiplied by the number of followers that opponent killed in that particular encounter.
Inherited Mystery: At level 17, a High Noble receives a well kept secret of his family. He may gain any one of the abilities below:
Long Live the King (Su): The High Noble stops aging and becomes immune to disease.
Blood of Legends (Ex): The High Noble gains Fast Healing 5.
Extreme Darwinism (Ex): The High Noble is immune to critical hits and sneak attacks.
Ward of Security (Su): Teleporting within 1 mile of the High Noble becomes impossible.
Fate Defier (Su): The High Noble cannot be scryed and divination predictions completely ignore his very existence.
Knowledge of Solomon: The High Noble can use Augury at will as a spell-like ability.
Greatness of the Goa'uld (Psi): A High Noble can use True Mind Switch as a psion of his level, without paying any power points (he must still pay the XP cost).
Deadspeak: A High Noble can see and have conversations with ghosts in the ethereal plane. This does not, however, allow him to see ethereal or invisible living things.
Legendary General: A level 19 High Noble gets quadruple the number of followers from Leadership, and a further +2 gain to Wisdom.