Aristocrat modified for PCs [Archive] - Wizards Community

Post/Author/DateTimePost
Violet Typhoon

01-01-05, 03:59 PM
Hey everyone. These are my rules for making a PC class based on the Aristocrat in the DMG. The class emphasizes social skills and a support/coordination role in combat, as well as having a lot of money. I'll post supplemental material later, but I'm curious what you all think of the abilities I invented and whether anybody would ever want to take this class (besides my brother). I apologize for the crappy-looking table, but I don't know how to make it look any different.

Aristocrat Core Class


Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Practiced Association 1, Bonus Language
2 +1 +0 +0 +3 Eccentric Study
3 +2 +1 +1 +3 Inspirational Direction
4 +3 +1 +1 +4 Windfall
5 +3 +1 +1 +4 Practiced Association 2
6 +4 +2 +2 +5 Eccentric Study, Tactical Direction
7 +5 +2 +2 +5 Jack Of All Trades, Contacts
8 +6/+1 +2 +2 +6 Windfall, Reflexive Aid
9 +6/+1 +3 +3 +6 --
10 +7/+2 +3 +3 +7 Practiced Association 3, Eccentric Study
11 +8/+3 +3 +3 +7 Flair
12 +9/+4 +4 +4 +8 Windfall
13 +9/+4 +4 +4 +8 --
14 +10/+5 +4 +4 +9 Flair
15 +11/+6/+1 +5 +5 +9 Practiced Association 4
16 +12/+7/+2 +5 +5 +10 Windfall
17 +12/+7/+2 +5 +5 +10 Flair
18 +13/+8/+3 +6 +6 +11 Aid All
19 +14/+9/+4 +6 +6 +11 --
20 +15/+10/+5 +6 +6 +12 Practiced Association 5, Unlimited Resources

Game Rule Information:
Abilities: Charisma is extremely important to an aristocrat, as it modifies many of their skills and is the basis of most of their abilities. Intelligence increases their number of skill points, a crucial part of their development. Wisdom is also useful for improving some social skills. Aristocrats who desire to engage in combat often would find it advantageous to have a high score in at least one of the physical ability scores.
Alignment: Aristocrats may be of any alignment. They have no tendency toward either good or evil. Aristocrats that are a part of the ruling establishment are slightly inclined toward law; conversely, a free-spirited rogue noble is just as likely to be chaotic.
Hit Die: d8
Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis).
Skill Points at 1st level: (4+ Int modifier)x4
Skill Points at Each Additional Level: 4+Int
Starting Gold: 6d8x10

Class Features:
Weapon and Armor Proficiency: Aristocrats are proficient with all simple and martial weapons, and with all types of armor and shields.
Bonus Language: An aristocrat’s cosmopolitan lifestyle teaches him an extra language (except secret languages, such as Druidic).
Practiced Association (Ex): An aristocrat is adept at dealing with certain types of people. Whether from intense study of a race’s cultural customs and language or just an inborn knack for getting along with those different from himself, the aristocrat has a definite edge in some social circles. At 1st level, the aristocrat may choose any subtype of Humanoid (aquatic, dwarf, elf, goblinoid, gnoll, gnome, halfling, human, orc, or reptilian) as his “favored associate.” The aristocrat gets a +2 competence bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with his favored associates.
At 5th level and every five levels thereafter, the aristocrat may choose a new favored associate. Also, he gets an additional +2 bonus to any favored associate already selected (including the one just picked, if so desired).
Also at 5th level, the aristocrat may choose from Monstrous Humanoid, Giant, or any subtype of Outsider (air, chaotic, earth, evil, fire, good, lawful, native, or water) in addition to any Humanoid subtype. At 10th level, the aristocrat may choose Dragon or Fey as a favored associate, as well as all other types previously mentioned.
An aristocrat may choose his own type as a favored associate. It should also be noted that an aristocrat’s favored associate need not be an ally. For example, a duplicitous character could study the sociology of elves in order to more efficiently swindle them out of their land, or a crusading character could choose Evil Outsiders in order to pit competing demon lords against each other.
Eccentric Study: Any self-respecting noble has an excellent education and a continual desire to acquire new knowledge and expertise. At 2nd, 6th, and 10th level, the aristocrat chooses one cross-class skill to be added to his aristocrat skill list.
Inspirational Direction (Ex): The 3rd level aristocrat has a commanding presence and can assist his allies more effectively than others. When using the aid another action for a skill or ability check, the aristocrat may make a charisma check (DC10) in addition to the standard aid another attempt (the aristocrat may not take 10 or 20 on this check). If the charisma check succeeds, the aristocrat adds his charisma bonus to his ally’s roll in addition to the standard +2 bonus from the aid another action. If the aid another attempt fails, the charisma bonus does not come into effect.
Windfall: In addition to adventuring, an aristocrat dabbles in various investments and business ventures. At 4th level and every four levels thereafter (except 20th), these interests generate a little extra cash. The aristocrat gains 6d8x10 gp.
Tactical Direction (Ex): At 6th level, an aristocrat’s ability to assist his friends extends onto the battlefield. When using the aid another action in combat to improve an ally’s attack roll, the aristocrat may make the same DC10 charisma check. If successful, he adds his charisma modifier to the standard +2 bonus.
Jack of All Trades: At 7th level, the aristocrat gains Jack of All Trades as a bonus feat, even if he does not meet the prerequisites. His extensive scholastic exploration has given him enough general knowledge to try anything from picking locks to blindly activating mystical artifacts.
Contacts(Ex): The aristocrat weaves an intricate web of social connections wherever he goes, and can access local gossip and secrets quickly and easily. Gather Information checks never take more than I hour for him to make, and never require any significant expenditure of cash.
Reflexive Aid(Ex): At 8th level, the aristocrat is so practiced at assisting his allies that it becomes second nature for him. When using the aid another action in combat, whether for skill checks, ability checks, or attack rolls, the aristocrat may aid another as a move action, rather than a standard action, allowing him to direct an ally and attack in the same round.
Flair(Ex): At 11th, 14th, and 17th level, the aristocrat discovers a special trick or talent he has that substantially improves his performance in certain endeavors. This has one of two effects of the aristocrat’s choosing:
-Gain a +3 competence bonus on checks of any class skill.
-or-
-Take any feat, regardless of any pre-requisites.
Competence bonuses from the Flair ability stack with any competence bonuses from feats, the Practiced Association ability, etc., but the aristocrat cannot choose the same skill twice for this ability.
Feats that have a progression of requirements do not provide the benefits of any feats previously mentioned in the progression. For example, if an aristocrat took the Greater Two-Weapon Fighting feat, he would gain one off-hand attack at a –10 penalty, not the three off-hand attacks provided by the full progression of feats.
Aid All(Ex): The 18th level aristocrat is so attuned to his allies that he can easily provide assistance to all of them with but a single word each. In any given combat round, the aristocrat can use the aid another action to affect every ally within 30 feet as per the Tactical Direction ability. The aristocrat makes a single attack roll against AC10, but must make a separate charisma check (DC10) for each ally he wishes to affect.
Unlimited Resources: At 20th level, the aristocrat is of such personal clout and financial standing that he no longer needs to worry about money. To purchase an item or service, the aristocrat can attempt a Diplomacy check with DC equal to 20+1 for each 1,000gp (or portion thereof) in its price. Success means that the item or service can be requisitioned, “borrowed indefinitely”, or bought on credit from the most convenient source.
The aristocrat may take 10 or 20 on this Diplomacy check. It is, however, entirely up to the DM to determine how much time is spent during a check for this ability. It is also up to the DM to monitor the use of this ability to ensure that it does not become unbalancing or overshadows the actions of other characters. Use of Unlimited Resources should never allow a character to avoid adventures or accomplish goals of an adventure with a simple skill check. The DM reserves the right to disallow any attempt of this ability that would break the above rules, is impossible due to the current campaign situation (there are not many stores on the Ethereal Plane, for example, so ordering a Ring of Protection shouldn’t be as easy as if the party were in a metropolis), or that stretches the bounds of logic too far (outfitting an entire army of mercenaries with +3 longswords, for example, is ridiculous).