Rich Kid (3.5e Prestige Class)
From D&D Wiki
- Hit Die: d4
- Skill Points: 8 + Int modifier
- Class Skills:
Weapon and Armor Proficiency: Rich Kids gain no proficiencies.
Coat of Arms: At level 1, a Rich Kid may create a Coat of Arms. Doing so grants the Rich Kid a +2 to all Bluff, Diplomacy, and Inimidate. This symbol shows up on your signet ring.
Expeditions: At level 1, the Rich Kid may choose to financialy aid groups of adventurers.
Subtle Manipulation: At level 3, the Rich Kid can host a Jousting Tournament, Party, etc, in order to gain the trust of his people. For every 1000g spent on the event, the Rich Kid recieves a +1 to all Bluff and Diplomacy.
Overlord: At level 10, the Rich Kid's followers get a +2 to attack rolls and saving throws if within 50ft of the Rich Kid.
From time to time, adventurers may come to the Rich Kid asking for financial aid. In return for 1000g, the group agrees to share a portion of the treasure they find. The results of the Expedition can either be good or bad. Examples may include:
- Good Result: The group returns after slaying a beast that has been tormenting travelers; the Rich Kid recieves the skin of a Large White Tiger that costs 1500g.
- Bad Result: While traveling the main road, the adventurers are captured by a group of bandits; the Rich Kid may choose whether or not to pay 1000g to release them.
The Bodyguard's motive for offering his service free is in hopes of gaining reputation for protecting a person of high power.