Hey Playground, I've decided to create my first homebrew, and though it's based on an admittedly ridiculous premise I saw in the Request a Homebrew thread, I'd really like to hear opinions, mainly because I see this as more of a test that I understand the fundamentals of homebrewing as a prelude to me creating more serious entries. If possible, please provide advice on actual requirements to make this a viable class in-game, as well as any other criticism you may have
. Anyway, here you go: Her Majesty's Gentlemen.
Her Majesty’s Gentleman
Honor dictates I challenge you to a duel. Consider yourself challenged.
–Edward Laughton III, Ninth Duke of Kent and Earl of Hardwick
Her Majesty’s Gentlemen are, above all else, protectors of the Queen, willingly laying down their lives to defend her. Still, some of Her Majesty’s Gentlemen are…rough
around the edges when trouble comes by.
BECOMING A Her Majesty’s Gentlemen
Becoming a Her Majesty’s Gentleman is no easy task, and many spend their entire lives in the pursuit of it, only to fail time and again. Her Majesty’s Gentlemen must prove their loyalty, intelligence, and ability to the crown and must be recognized by other members of the nobility as deserving of the title. Though technically anyone can become a Her Majesty’s Gentleman, few indeed are those who actually manage to do so.
To qualify to become a Her Majesty’s Gentleman, you must fulfill all the following criteria.
Any non-chaotic, non-evil.
Bearing of Nobility, Calm Under Pressure, Loyalty to the Crown
Knowledge (Nobility) 7 Ranks, Diplomacy 8 Ranks, Sense Motive 8 Ranks
Must have been granted a title of nobility by a ruling monarch in honor of their exemplary service.
Must be able to cast third level spells.
Knowledge (Nobility), Knowledge (Arcana), Knowledge (Local), Listen, Spot, Concentration, Use Magic Device, Heal, Spellcraft, Sense Motive, Diplomacy, Decipher Script, Diplomacy, Ride
Skills Points at Each Level:
6 + int
Her Majesty's Gentlemen
|1st||+0||+0||+1||+2||Redirected Hooliganism, Noble Bearing|
|2nd||+1||+0||+1||+3||Lovely Weather We’re Having|
|3rd||+2||+1||+2||+3||Care for a Spot of Tea (2/day)|
|4th||+3||+1||+2||+4||We Call it Football|
|6th||+4||+2||+3||+5||Greater Redirected Hooliganism, Care for a Spot of Tea (3/day)|
|7th||+5||+2||+3||+5|| I Daresay…, Elementary my Dear|
|8th||+6/+1||+2||+4||+6|| I Insist on that Tea, Care for a Spot of Tea (5/day)|
|9th||+6/+1||+3||+4||+6|| Care for a Pint?, Hooligan’s Rage|
|10th||+7/+2||+3||+5||+7|| Regal Bearing|
: A Her Majesty’s Gentleman is proficient with all simple and martial weapons, and automatically gains Exotic Weapon Proficiency: Sword Cane, as a bonus feat at 1st Level, regardless of whether they would naturally qualify for it. They are also proficient with light armor and medium armor, though it affects their spellcasting normally.
: Given their heritage, it is no surprise that Her Majesty's Gentlemen are excellent at understanding the arcane arts. At each level as a Her Majesty's Gentleman, characters progress in whatever spell casting class they were in upon entering the prestige class. They also gain access to all spells of the [Good] and [Law] descriptor as long as they are of the appropriate level, meaning that all spells of the above descriptors are added to their spell list, regardless of class. Furthermore, they may choose one spell from the [Protection] domain per day, to use as a 3/day Spell-like ability, as long as they would normally be able to cast it based on their level.
Redirected Hooliganism (Ex):
Her Majesty’s Gentlemen have learned, through long practice, to subdue their more brutish tendencies and redirect such energy to nobler pursuits. As such, Her Majesty’s Gentlemen may add their Wisdom or Intelligence modifier to attack rolls, chosen at the time they gain this ability.
Noble Bearing (Su):
Becoming a Her Majesty’s Gentleman is no easy feat, and all those that have achieved such heights have the bearing of nobility. Her Majesty’s Gentlemen project an aura of nobility
out to 10 feet. During combat, all hostile entities must make a DC15 Will save or be humbled
for 1d4 rounds. The will save is boosted to 25 at 5th level.
Humbled: Humbled beings are overwhelmed by the sheer presence projected by Her Majesty's Gentleman. They take -4 to attack rolls made against the Her Majesty's Gentleman, take -3 AC, and cannot perform full-round actions against him.
Lovely Weather We’re Having (Ex):
By 2rd level, Her Majesty’s Gentlemen are masters of chit chat. As a swift action during combat, Her Majesty’s Gentlemen may, once per encounter, withdraw themselves and a single enemy from combat for a chat
. To resist, the being must make a [DC=10+˝ECL+Wis. or Int. (Whichever is higher)]. Affected enemies are removed from combat along with the Her Majesty’s Gentleman for 1d6 rounds. Neither may be harmed by any ill-effects. At the end of the time limit, the Her Majesty’s Gentleman may make a Diplomacy check (DC 20+(ECL+3)). If they succeed, the enemy will fight for the party for 1d6 rounds.
Care for a Spot of Tea (Ex):
At 3rd level, Her Majesty’s Gentlemen know that tea is the sovereign remedy for all ills. They may, 2/day, as a full-round action, give tea to another being, healing that person or creature all damage they may have sustained in the past two rounds. This ability can never be used by the Her Majesty’s Gentleman on himself. This becomes usable 3/day at 5th level, and 5/day at 8th level.
We Call it Football (Ex):
Knowledgeable as they are, upon reaching 4th level, a Her Majesty’s Gentleman may gently correct the misconceptions of another creature a number of times per day equal to their ECL/3, minimum one. If the creature or person fails a DC25 Will save, any single piece of information they know is changed to fit the desires of the Her Majesty’s Gentleman, based on DM's discretion.
Ducal Bearing (Su):
By 5th level, a Her Majesty’s Gentleman is fully at home around nobility. Their aura of nobility
now extends to 30 feet.
Greater Redirected Hooliganism (Ex):
With greater practice, Her Majesty’s Gentlemen have become even more suited to noble pursuits, leaving their hooligan tendencies far behind. At 6th level, they may now add their Wisdom or Intelligence Modifier x 1.5 to their attack rolls and ˝ Wisdom or Intelligence modifier to damage rolls as originally selected for Redirected Hooliganism.
I Daresay… (Su):
By 7th level, Her Majesty’s Gentlemen have become an entrenched part of the nobility, and have come to understand what it means to be a noble. They can show no weakness or surprise. Her Majesty’s Gentlemen are now immune to sneak attack damage and gain a +5 to Diplomacy and Bluff checks.
Elementary My Dear (Su):
By 7th level, Her Majesty’s Gentlemen have gained extensive familiarity with the works of Sir Arthur Conan Doyle. With this knowledge, Her Majesty’s Gentlemen gain +5 on Gather Information, Search, and Spot checks. Further, they are able to discern an enemies weaknesses. As a standard action once per encounter, they may deduce
any elemental weaknesses possessed by an enemy, as well as their type, subtype, and species.
I Insist On That Tea (Ex):
By 8th level, Her Majesty’s Gentlemen have become diplomatic forces of nature. They may, as a swift action 3/day, force an enemy out of combat for 1d6 rounds (while remaining in combat themselves), based on: [DC=10+3/4ECL+Wis. or Int. (Whichever is higher)]. A save lowers the rounds out of combat to 1d3.
Care for a Pint? (Su):
By 9th level, Her Majesty’s Gentlemen have begun to miss the freedom of their younger days. When they consume alchohol, Her Majesty’s Gentlemen take -2 Int, -4 Cha per pint consumed. In exchange, they gain DR 3/-- and +2 on both attack and damage rolls. Further, they are immune to fatigue
. This stacks a maximum of four times.
After consuming four full pints, all thoughts of nobility and bearing are gone from the mind of Her Majesty’s Gentlemen. They enter a state of raw fury and are unaffected by mind-affecting, paralyzing, poisoning, entangling
effects and are automatically stabilized if they go under 0 health. They receive a further +4 to damage rolls.
Regal Bearing (Su):
At 10th level, the Her Majesty’s Gentleman has reached the upper echelons of the nobility. During combat, their aura of nobility
extends out to 60 feet and those affected must make a DC40 Will Save or be awed
for 1d6 rounds. Success leaves them dazed
for the same period.
Finally, Her Majesty’s Gentleman is henceforth treated as an Outsider with the lawful
subtype and gains DR 15/Anarchic and DR 10/Silver. They can also cast Protection from Chaos and Protection from Evil as at-will
PLAYING A Her Majesty's Gentleman
Her Majesty's Gentleman are dynamic and dedicated individuals. Their loyalty is without question and above all else, they seek to fulfill the tenants of their mission to protect not only the Queen, but those they hold dear. Any enemy of those people becomes an enemy of a Her Majesty's Gentleman. They adhere to this creed beyond all else.
In combat, Her Majesty's Gentlemen are unusual characters. With high wisdom or intelligence they can indeed deal large amounts of damage in battle, and though their hit dice are not high, they can take hits reasonably well. Still, it is with their unique battlefield abilities that a Her Majesty's Gentleman shines.
This is a section on different options and paths that the class can go down when they advance in power.
Her Majesty's Gentlemen almost universally have the backing and support of their nation's ruling class, as well as the monarch, to whom they have pledged undying loyalty. As such, they often are possessed of great wealth and societal power.
Her Majesty's Gentlemen IN THE WORLD
One minute we were drinking tea, the next minute he was standing there, sword drawn, ready for battle... the man really needs to learn to not take soccer so seriously.
----Jakkob Anders, Human Bartender
Her Majesty's Gentleman have a rather unique relationship with the rest of the world. They are often viewed as stuffy individuals, overly concerned with duty and honor. But they shrug off such opinions and maintain their commitment to protect those they hold dear, regardless of personal consequence.
Her Majesty's Gentlemen spend the majority of their time living among, and as, nobility. They attend court functions, but they also spend much of their time in libraries and on training fields, doing their utmost to prepare themselves in the event trouble comes to court.
NPC's will often look on Her Majesty's Gentlemen as interesting, though somewhat bothersome individuals. While not distaste per se, Her Majesty's Gentlemen are often seen as interesting from a distance, but unlikable up close. Her Majesty's Gentlemen will get along exceedingly well with courtiers and knights however, as well as any city guardsmen and paladins, making them very useful under such circumstances.
Her Majesty's Gentleman IN THE GAME
Her Majesty's Gentlemen fill a unique role as a viable support-caster, as well as being able to manipulate battlefield's in unusual and powerful ways. They are not heavily armed or defended however, so it may be wise to provide them with something or someone to serve as a defensive bulwark.
Her Majesty's Gentlemen by no means have to be British, they can easily fit in any setting that has monarchical societies and nations, adapting as required by the role. As long as their are Kings and Queens, there will be Her Majesty's Gentlemen.