Post by Malcadon on Jun 12, 2014 16:27:58 GMT -6
Here are some ideas on creating more classes for Crimson Blades. In this case it is about nobility. I have not added any stats or tables (I don't have energy to do that today). These classes are inspired by the Noble and Temptress classes for the Conan D20 RPG, by Mongoose Publishing, plus much viewing of Game of Thrones.
Pardon any spelling errors and the disjointed pronouns. This is just an attempt to get the ideas out quickly, for better refinement.
The Noble
Nobles (or Aristocrats) are members of the ruling warrior class of feudal cultures. They are fairly good warriors (not as good as Fighters, but not as average as Thieves), but their real strength comes from their authority (giving them abilities akin to Mountebanks). As members of high society, they have some unusual restrictions.
Rank and Privileges: As a member of the ruling class, you have privileges not afforded to the common man. People would give you berth, avoid trouble with out, and so on. Figures of authority (Judges, Constables, etc.) would take your word over a commoner. At the some time, you are expected to avoid "slumming it" or act as a lowlife.
Wealth: You are rich. You have an initial fund of 3d6 x 1,000 gp. You can get a weakly allowance of 3d6 x 10 gp, as long as you don't act in a way that would bring embarrassment to the family (roll for Family Ties). You are also expected to act and dress in attire appropriate to your social standing, otherwise you suffer a -1 to the Family Ties roll.
Honor: If you choose to be honorable (or perceived as such), you can get a +1 bonus to all CHA-based rolls where trust and honesty is important, and a -1 penalty for situations where your honest, loyal nature could hurt (like being trusted with a plot to overthrow the King). On the other hand, a dishonorable character suffers a -1 penalty for most CHA-based rolls, as no one trusts you.
Here are some skills appropriate to this class:
Diplomacy: You can negotiate with enemies, garner major allies, entertain guests at parties—you can effect reaction on a larger political level.
Leadership: You are the leader of men, and you can use this skill to rally the troops. If you are playing as a military General, then this (along with Diplomacy) is the skill you should prioritize.
Family Ties: This roll is used to get any kind of support form you kin. This could be money, retainers, a place to stay, etc.
Savoir-faire: This skill allows you to make a "Save vs Rudeness" throw. Basically, if the Noble committed a social faux pas, or acted foolish, he could right the situation by saying that it was a joke or simple misunderstanding.
Spycraft: This is the art of gathering blackmail fodder, maintaining networks of spies, and the spreading (and backtracking) of nasty little rumors.
Support: This is your ability to get help on a local level—form those with lesser standings. It most cases, people would follow you commands, but you'll have to roll if the request is risky or costly. This could be finding sympathizers during civil unrest, a lawyer who would defend you over accusations of misdeeds, etc.
Noble Variant: The Courtesan
This is a lesser noble with no chance of getting a seat of power. They are classy prostitutes with the blood of nobility. They are not warriors in anyway. They have social-based abilities of a Noble and a Kapwera, but none of the combat skills that goes with them.
Unlike a Noble, they do not benefit form Honor (or lake there of) or Family Ties. They still have Rank and Privileges, and Wealth. Instead of Family Ties, they have support form patrons and boyfriends. When rolling for an weakly weakly allowance, she rolls on Patrons.
They may have a secret side-interest:
Witch: You have learned the dark arts. You can use summoning and/or spells, but not at the same degree as a Sorcerer.
Assassin/Spy: You have learned the art of spycraft. You have the ability to back-stab as a Thief, and you have made yourself immune to one type of undetectable poison (you may poison your own wine cup to make your lips toxic with a kiss).
Here are some skills appropriate to this class:
Diplomacy: Your grace and beauty can move the hearts (and some other organs) of most men. With this, you can handle negotiations for yourself, or on behalf of an important ally or patron.
Performance: Courtesans do not think of themselves as common harlots. They see themselves as entertainers—sex just a small part of entertainment. Though music, stores, and dance, they can attract and hold an audience. Affected creatures take a -2 penalty to Notice checks (as they are so distracted). This is useful as a distraction for various purposes.
Patrons: This is her ability to get men to do things for her. This includes using their resources (money, retainers, a place to stay, etc.).
Savoir-faire: This skill allows you to make a "Save vs Rudeness" throw. Basically, if the Courtesan committed a social faux pas, or acted foolish, she could right the situation by saying that it was a joke or simple misunderstanding.
Spycraft: This is the art of gathering blackmail fodder, maintaining networks of spies, and the spreading (and backtracking) of nasty little rumors.
Support: This is your ability to get help on a local level—form those with lesser standings. It most cases, people would follow you commands, but you'll have to roll if the request is risky or costly. This could be finding sympathizers during civil unrest, a lawyer who would defend you over accusations of misdeeds, etc.
Pardon any spelling errors and the disjointed pronouns. This is just an attempt to get the ideas out quickly, for better refinement.
The Noble
Nobles (or Aristocrats) are members of the ruling warrior class of feudal cultures. They are fairly good warriors (not as good as Fighters, but not as average as Thieves), but their real strength comes from their authority (giving them abilities akin to Mountebanks). As members of high society, they have some unusual restrictions.
Rank and Privileges: As a member of the ruling class, you have privileges not afforded to the common man. People would give you berth, avoid trouble with out, and so on. Figures of authority (Judges, Constables, etc.) would take your word over a commoner. At the some time, you are expected to avoid "slumming it" or act as a lowlife.
Wealth: You are rich. You have an initial fund of 3d6 x 1,000 gp. You can get a weakly allowance of 3d6 x 10 gp, as long as you don't act in a way that would bring embarrassment to the family (roll for Family Ties). You are also expected to act and dress in attire appropriate to your social standing, otherwise you suffer a -1 to the Family Ties roll.
Honor: If you choose to be honorable (or perceived as such), you can get a +1 bonus to all CHA-based rolls where trust and honesty is important, and a -1 penalty for situations where your honest, loyal nature could hurt (like being trusted with a plot to overthrow the King). On the other hand, a dishonorable character suffers a -1 penalty for most CHA-based rolls, as no one trusts you.
Here are some skills appropriate to this class:
Diplomacy: You can negotiate with enemies, garner major allies, entertain guests at parties—you can effect reaction on a larger political level.
Leadership: You are the leader of men, and you can use this skill to rally the troops. If you are playing as a military General, then this (along with Diplomacy) is the skill you should prioritize.
Family Ties: This roll is used to get any kind of support form you kin. This could be money, retainers, a place to stay, etc.
Savoir-faire: This skill allows you to make a "Save vs Rudeness" throw. Basically, if the Noble committed a social faux pas, or acted foolish, he could right the situation by saying that it was a joke or simple misunderstanding.
Spycraft: This is the art of gathering blackmail fodder, maintaining networks of spies, and the spreading (and backtracking) of nasty little rumors.
Support: This is your ability to get help on a local level—form those with lesser standings. It most cases, people would follow you commands, but you'll have to roll if the request is risky or costly. This could be finding sympathizers during civil unrest, a lawyer who would defend you over accusations of misdeeds, etc.
Noble Variant: The Courtesan
This is a lesser noble with no chance of getting a seat of power. They are classy prostitutes with the blood of nobility. They are not warriors in anyway. They have social-based abilities of a Noble and a Kapwera, but none of the combat skills that goes with them.
Unlike a Noble, they do not benefit form Honor (or lake there of) or Family Ties. They still have Rank and Privileges, and Wealth. Instead of Family Ties, they have support form patrons and boyfriends. When rolling for an weakly weakly allowance, she rolls on Patrons.
They may have a secret side-interest:
Witch: You have learned the dark arts. You can use summoning and/or spells, but not at the same degree as a Sorcerer.
Assassin/Spy: You have learned the art of spycraft. You have the ability to back-stab as a Thief, and you have made yourself immune to one type of undetectable poison (you may poison your own wine cup to make your lips toxic with a kiss).
Here are some skills appropriate to this class:
Diplomacy: Your grace and beauty can move the hearts (and some other organs) of most men. With this, you can handle negotiations for yourself, or on behalf of an important ally or patron.
Performance: Courtesans do not think of themselves as common harlots. They see themselves as entertainers—sex just a small part of entertainment. Though music, stores, and dance, they can attract and hold an audience. Affected creatures take a -2 penalty to Notice checks (as they are so distracted). This is useful as a distraction for various purposes.
Patrons: This is her ability to get men to do things for her. This includes using their resources (money, retainers, a place to stay, etc.).
Savoir-faire: This skill allows you to make a "Save vs Rudeness" throw. Basically, if the Courtesan committed a social faux pas, or acted foolish, she could right the situation by saying that it was a joke or simple misunderstanding.
Spycraft: This is the art of gathering blackmail fodder, maintaining networks of spies, and the spreading (and backtracking) of nasty little rumors.
Support: This is your ability to get help on a local level—form those with lesser standings. It most cases, people would follow you commands, but you'll have to roll if the request is risky or costly. This could be finding sympathizers during civil unrest, a lawyer who would defend you over accusations of misdeeds, etc.