https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Ewokdruid&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T21:35:31ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:The_Quintessential_Aristocrat&diff=496237Talk:The Quintessential Aristocrat2010-12-01T23:31:20Z<p>Ewokdruid: /* Chapter one */ new section</p>
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<div>First chapter is up I stink at formating so someon please fix this of this site you can acess the material and copy paste it help is appreciated http://grandwiki.wikidot.com/qari Ewokdruid 15:48, 30 November 2010 (MST)<br />
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== Chapter one ==<br />
<br />
=Character Concepts=<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
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==Borderlands Noble==<br />
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A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
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Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
<br />
==Church Patron==<br />
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Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
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Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
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Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
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Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
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==Court Spy==<br />
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Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
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Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
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Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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==Diplomat==<br />
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In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
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Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
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Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
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==Herald==<br />
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Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
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Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
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Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
<br />
Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
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Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
<br />
==Magistrate==<br />
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An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
<br />
Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
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Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
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Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
<br />
Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
<br />
==Merchant Magnate==<br />
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The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
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Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
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Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
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Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
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Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
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==Military Commander==<br />
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Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
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Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
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Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
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Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
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Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
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==Noble Knight==<br />
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Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
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Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
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Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
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Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
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Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
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==Occult Society Member==<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
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Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
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Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
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Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
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Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
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==Wealthy Vigilante==<br />
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Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
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Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
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Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
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Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
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Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.<br />
<br />
== Chapter one ==<br />
<br />
=Character Concepts=<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
<br />
==Borderlands Noble==<br />
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A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
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Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
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==Church Patron==<br />
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Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
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Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
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Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
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Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
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==Court Spy==<br />
<br />
Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
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Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
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Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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==Diplomat==<br />
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In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
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Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
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Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
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==Herald==<br />
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Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
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Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
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Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
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Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
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Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
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==Magistrate==<br />
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An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
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Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
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Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
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Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
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Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
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==Merchant Magnate==<br />
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The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
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Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
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Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
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Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
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Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
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==Military Commander==<br />
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Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
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Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
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Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
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Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
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Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
<br />
==Noble Knight==<br />
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Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
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Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
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Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
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Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
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Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
<br />
==Occult Society Member==<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
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Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
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Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
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Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
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Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
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==Wealthy Vigilante==<br />
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Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
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Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
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Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
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Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
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Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:The_Quintessential_Aristocrat&diff=496236Talk:The Quintessential Aristocrat2010-12-01T23:31:15Z<p>Ewokdruid: /* Chapter one */ new section</p>
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<div>First chapter is up I stink at formating so someon please fix this of this site you can acess the material and copy paste it help is appreciated http://grandwiki.wikidot.com/qari Ewokdruid 15:48, 30 November 2010 (MST)<br />
<br />
== Chapter one ==<br />
<br />
=Character Concepts=<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
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==Borderlands Noble==<br />
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A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
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Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
<br />
==Church Patron==<br />
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Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
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Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
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Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
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Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
<br />
==Court Spy==<br />
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Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
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Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
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Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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==Diplomat==<br />
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In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
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Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
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Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
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==Herald==<br />
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Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
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Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
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Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
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Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
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Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
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==Magistrate==<br />
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An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
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Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
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Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
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Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
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Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
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==Merchant Magnate==<br />
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The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
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Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
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Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
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Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
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Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
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==Military Commander==<br />
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Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
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Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
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Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
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Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
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Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
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==Noble Knight==<br />
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Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
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Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
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Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
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Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
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Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
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==Occult Society Member==<br />
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While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
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Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
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Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
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Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
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Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
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==Wealthy Vigilante==<br />
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Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
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Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
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Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
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Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
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Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496223The Quintessential Aristocrat2010-12-01T20:20:46Z<p>Ewokdruid: </p>
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<div>Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
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The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
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=Character Concepts=<br />
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A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
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==Borderlands Noble==<br />
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A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
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Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
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==Church Patron==<br />
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Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
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Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
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Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
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Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
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==Court Spy==<br />
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Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
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Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
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Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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==Diplomat==<br />
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In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
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Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
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Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
<br />
==Herald==<br />
<br />
Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
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Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
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Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
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Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
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Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
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==Magistrate==<br />
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An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
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Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
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Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
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Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
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Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
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==Merchant Magnate==<br />
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The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
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Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
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Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
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Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
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Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
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==Military Commander==<br />
<br />
Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
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Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
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Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
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Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
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Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
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==Noble Knight==<br />
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Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
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Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
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Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
<br />
Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
<br />
Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
<br />
==Occult Society Member==<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
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Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
<br />
Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
<br />
Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
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Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
<br />
==Wealthy Vigilante==<br />
<br />
Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
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Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
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Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
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Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
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Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.<br />
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{{DnD Publication Footer}}<br />
[[Category:Publication]]<br />
[[Category:Mongoose Publishing]]<br />
[[Category:3.5e]]<br />
[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496222The Quintessential Aristocrat2010-12-01T20:19:48Z<p>Ewokdruid: </p>
<hr />
<div>'''Item Code''' MGP9992<br/><br />
'''Release Date''' 2004<br/><br />
'''Format''' Softback (98 pages)<br/><br />
'''ISBN''' ?<br/><br />
'''Price''' ?<br/><br />
<br />
Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
<br />
The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
<br />
=Character Concepts=<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
<br />
==Borderlands Noble==<br />
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A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
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Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
<br />
==Church Patron==<br />
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Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
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Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
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Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
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Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
<br />
==Court Spy==<br />
<br />
Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
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Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
<br />
Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
<br />
==Diplomat==<br />
<br />
In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
<br />
Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
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Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
<br />
==Herald==<br />
<br />
Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
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Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
<br />
Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
<br />
Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
<br />
Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
<br />
==Magistrate==<br />
<br />
An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
<br />
Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
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Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
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Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
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Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
<br />
==Merchant Magnate==<br />
<br />
The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
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Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
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Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
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Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
<br />
Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
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==Military Commander==<br />
<br />
Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
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Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
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Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
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Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
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Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
<br />
==Noble Knight==<br />
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Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
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Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
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Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
<br />
Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
<br />
Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
<br />
==Occult Society Member==<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
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Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
<br />
Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
<br />
Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
<br />
Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
<br />
==Wealthy Vigilante==<br />
<br />
Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
<br />
Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
<br />
Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
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Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
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Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.<br />
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{{DnD Publication Footer}}<br />
[[Category:Publication]]<br />
[[Category:Mongoose Publishing]]<br />
[[Category:3.5e]]<br />
[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496221The Quintessential Aristocrat2010-12-01T20:17:00Z<p>Ewokdruid: </p>
<hr />
<div>'''Item Code''' MGP9992<br/><br />
'''Release Date''' 2004<br/><br />
'''Format''' Softback (98 pages)<br/><br />
'''ISBN''' ?<br/><br />
'''Price''' ?<br/><br />
<br />
Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
<br />
The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
<br />
=Character Concepts=<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
<br />
==Borderlands Noble==<br />
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A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
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Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
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1.2 Church Patron<br />
<br />
Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
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Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
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Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
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Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
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1.3 Court Spy<br />
<br />
Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
<br />
Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
<br />
Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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1.4 Diplomat<br />
<br />
In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
<br />
Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
<br />
Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
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1.5 Herald<br />
<br />
Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
<br />
Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
<br />
Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
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Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
<br />
Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
<br />
1.6 Magistrate<br />
<br />
An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
<br />
Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
<br />
Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
<br />
Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
<br />
Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
<br />
1.7 Merchant Magnate<br />
<br />
The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
<br />
Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
<br />
Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
<br />
Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
<br />
Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
<br />
1.8 Military Commander<br />
<br />
Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
<br />
Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
<br />
Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
<br />
Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
<br />
Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
<br />
1.9 Noble Knight<br />
<br />
Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
<br />
Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
<br />
Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
<br />
Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
<br />
Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
<br />
1.10 Occult Society Member<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
<br />
Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
<br />
Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
<br />
Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
<br />
Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
<br />
1.11Wealthy Vigilante<br />
<br />
Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
<br />
Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
<br />
Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
<br />
Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
<br />
Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.<br />
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{{DnD Publication Footer}}<br />
[[Category:Publication]]<br />
[[Category:Mongoose Publishing]]<br />
[[Category:3.5e]]<br />
[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496169The Quintessential Aristocrat2010-12-01T01:51:47Z<p>Ewokdruid: </p>
<hr />
<div>'''Item Code''' MGP9992<br/><br />
'''Release Date''' 2004<br/><br />
'''Format''' Softback (98 pages)<br/><br />
'''ISBN''' ?<br/><br />
'''Price''' ?<br/><br />
<br />
Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
<br />
The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
<br />
1 Character Concepts<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
<br />
1.1 Borderlands Noble<br />
<br />
A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
<br />
Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
<br />
Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
<br />
Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
<br />
Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
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1.2 Church Patron<br />
<br />
Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
<br />
Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
<br />
Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
<br />
Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
<br />
Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
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1.3 Court Spy<br />
<br />
Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
<br />
Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
<br />
Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
<br />
Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
<br />
Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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1.4 Diplomat<br />
<br />
In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
<br />
Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
<br />
Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
<br />
Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
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1.5 Herald<br />
<br />
Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
<br />
Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
<br />
Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
<br />
Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
<br />
Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
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1.6 Magistrate<br />
<br />
An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
<br />
Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
<br />
Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
<br />
Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
<br />
Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
<br />
1.7 Merchant Magnate<br />
<br />
The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
<br />
Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
<br />
Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
<br />
Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
<br />
Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
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1.8 Military Commander<br />
<br />
Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
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Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
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Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
<br />
Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
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Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
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1.9 Noble Knight<br />
<br />
Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
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Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
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Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
<br />
Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
<br />
Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
<br />
1.10 Occult Society Member<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
<br />
Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
<br />
Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
<br />
Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
<br />
Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
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1.11Wealthy Vigilante<br />
<br />
Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
<br />
Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
<br />
Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
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Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
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Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.<br />
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[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:The_Quintessential_Aristocrat&diff=496138Talk:The Quintessential Aristocrat2010-11-30T22:48:52Z<p>Ewokdruid: Created page with "First chapter is up I stink at formating so someon please fix this of this site you can acess the material and copy paste it help is appreciated http://grandwiki.wikidot.com/qari..."</p>
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<div>First chapter is up I stink at formating so someon please fix this of this site you can acess the material and copy paste it help is appreciated http://grandwiki.wikidot.com/qari Ewokdruid 15:48, 30 November 2010 (MST)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496136The Quintessential Aristocrat2010-11-30T22:45:15Z<p>Ewokdruid: </p>
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<div>{{stub|Needs to use the publication template. (OGL) Needs to be transcribed.}}<br />
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'''Item Code''' MGP9992<br/><br />
'''Release Date''' 2004<br/><br />
'''Format''' Softback (98 pages)<br/><br />
'''ISBN''' ?<br/><br />
'''Price''' ?<br/><br />
<br />
Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
<br />
The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
<br />
1 Character Concepts<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
<br />
1.1 Borderlands Noble<br />
<br />
A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
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Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
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Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
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Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
<br />
Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
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1.2 Church Patron<br />
<br />
Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
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Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
<br />
Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
<br />
Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
<br />
Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
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1.3 Court Spy<br />
<br />
Aristocrats are in an excellent position to be spies at court, given that their birthright gains them access to people and places from which others are barred. By using her, or her family’s, good reputation, a court spy works her way into the daily politics of her home city, county, or even country. Many different types of people are interested in the type of information gathered by the court spy. She must be careful with whom she trusts, for she never knows if her best friend is also a court spy sent to spy on her.<br />
<br />
Adventuring: Court spies live a life of adventure on a daily basis. Whether doing a good deed by spying on an evil emperor or having ‘gone rogue’ to work for the local Thieves’ Guild, a court spy relies on her adventuring companions. They exist to keep her out of scrapes, track down enemies of her employer, and provide her with magic to enhance her natural spying abilities. However, many a court spy has been known to actually spy upon her own friends and companions as insurance should these associated one day decide to disclose her activities to the public. Such turncoats are likely to keep quiet once they learn that their own skeletons in the closet will be revealed if they insist on trying to expose the court spy.<br />
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Role-Playing: A court spy tends to be at the forefront of the political scene, simply because this allows her access to the greatest amount of information. As such, she must be extremely knowledgeable and worldly, able to talk about many different subjects all at the same time. She often appears very sure of herself and will not hesitate at a moment’s notice to protect her undercover identity by turning on one of her companions. The court spy is not stupid, however, and if possible she will use her skills to help these unfortunate companions escape justice. Whether or not these betrayed companions will be appreciative of her efforts is debatable.<br />
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Bonuses: The court spy excels at blending in and passing herself off as something she is not. At first level, she receives four additional skill points that may be distributed as she chooses among the following skills: Bluff, Disguise, Forgery, Gather Information, Listen and Spot. In addition, Hide and Move Silently become class skills of the court spy.<br />
<br />
Penalties: Weapons and armour make people nervous and less willing to entrust the court spy with their innermost secrets. The court spy is proficient only in light armour and with the following weapons: crossbow (light), dagger, dart, rapier and staff. The court spy must also buy at least one rank per level in the Knowledge (nobility and royalty) skill to maintain her ability to converse about courtly subjects with her victims.<br />
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1.4 Diplomat<br />
<br />
In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.<br />
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Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.<br />
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Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.<br />
<br />
Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.<br />
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Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.<br />
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1.5 Herald<br />
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Heralds are aristocrats who specialise in the art of heraldry in order to make sure that their lords can identify each other while on the battlefield. In an era when combatants are covered nearly head-to-toe with armour, it can be difficult to tell one another apart on the battlefield save for identifying marks such as heraldic devices displayed on shields and standards. Even these symbols can become confusing, however, given the sheer number of different devices that may appear on a battlefield or at a tournament. Heralds are the masters of this craft, having memorised hundreds of symbols and patterns and remembering the name of the lord or lady associated with each one. They also keep genealogical records and act as a spokesperson, announcer, and official record keeper for their patron lords.<br />
<br />
Adventuring: A herald takes up adventuring usually to accompany her patron as he goes off to war or sets out to complete a task assigned to him by the church or the king. In this case, a herald acts like an aide to her patron, providing extensive knowledge, information gathering, and interpersonal skills that her patron can use to his advantage. Other heralds adventure simply as a way to gather more information about key topics so as to make themselves more useful to current and future patrons.<br />
<br />
Role-Playing: Heralds typically have very jovial and outgoing personalities which they put to good use for their patrons. The herald uses her sharp wit and cheerful disposition to advance the cause of her patron, and ultimately to make her patron look better among other courtiers and nobles at court and during tournaments. Given their vast array of interpersonal skills, heralds often enjoy being in the limelight. They make excellent party spokespeople during encounters with new and unfamiliar Non-Player Characters. Of course, if travelling with her patron, the herald will usually take a subservient, behind-the-scenes role.<br />
<br />
Bonuses: Heralds have memorized a great deal of information relating to the noble and royal families of the day, and receive a +2 competence bonus to all Knowledge (nobility & royalty) skill checks. Additionally, they gain a +2 competence bonus to all Perform (storytelling) checks, as they are trained to announce their liege at tournaments and at court functions. Lastly, heralds may add Decipher Script to their list of class skills; they use this skill to evaluate the various symbols, designs and patterns on other people’s heraldic devices.<br />
<br />
Penalties: The limited focus of the herald’s duties results in less time for training in other areas. Heralds count Handle Animal, Swim and Survival as cross-class skills, and they are proficient in light and medium armour only.<br />
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1.6 Magistrate<br />
<br />
An elite core of highly schooled and skilled aristocrats, magistrates act on behalf of their lord to maintain justice and enforce law and order in the realm. Only those aristocrats who show exceptional honour and devotion to their lord are selected for this esteemed position. Magistrates<br />
can often be founding travelling throughout the kingdom, dispensing justice among its citizens. Typically, though, they are assigned to a particular city or county, and represent the highest legal authority in their domain.<br />
<br />
Adventuring: While a magistrate is not normally an adventurer in the classical sense, he is often assigned to travel to far-reaching areas of the kingdom to hear a particular case and provide her judgment. These magistrates can encounter many types of adventures as they travel to less-civilised areas of the kingdom between cities. As a personal representative of the king or emperor, the magistrate is expected to dispense his law throughout the kingdom, whether by word or by sword. As such, a magistrate will encounter plenty of opportunities for adventure.<br />
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Role-Playing: A highly intelligent and very educated person, the magistrate will often be on the same level as a party wizard in terms of raw intelligence. However, the magistrate’s social skills give him the edge over the wizard in dealing with people, however, thus making him an excellent party spokesperson. A persuasive individual, the magistrate often sways the opinions of his fellow party members to follow his lead. Ultimately, the magistrate’s goal is to serve his lord and maintain law and order throughout the kingdom. If his fellow party members can help him with this task, all the better. If not, they may be the magistrate’s next targets for judgment.<br />
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Bonuses: Magistrates receive Profession as a class skill, and receive a +2 competence bonus to all Knowledge (law) and Profession (barrister/lawyer) checks that they are required to make. This bonus represents the immense amount of schooling that a magistrate undertakes to learn the details of his occupation. Also, as a direct representative of the king, the magistrate is<br />
above provincial justice in his home realm. A magistrate character may only be accused of a crime by another magistrate or by the king himself.<br />
<br />
Penalties: Magistrates gain only light and medium armour proficiency. They are not trained in shields. When allocating their skill points each level, they must put maximum ranks into either Knowledge (law) or Profession (barrister/lawyer). All magistrates must be lawful in alignment, whether good, neutral, or chaotic. Lastly, magistrates are very likely to make enemies easily because they will often be forced to pick one side over another. These enemies have a way of staying in the background for months or even years at a time, only to surprise the magistrate when he least expects it.<br />
<br />
1.7 Merchant Magnate<br />
<br />
The wealthy financiers behind large trading guilds, merchant magnates are not the hands-on traders and workers but rather the managers, directors, and officers of a guild. Most are born into wealthy families and trained to take over the family business when they get older. A select few, however, make their own way in the world, starting with little more than a small urban outpost of goods and they build their business over time to compete with the largest guilds of the day. Involved in a wide variety of businesses from importing and exporting goods and services to banking, the merchant magnate is probably the wealthiest individual in a given area aside from the nobility. A successful merchant magnate will own a fleet of ships or large caravans of wagons, warehouses and other storage facilities, and plush offices in major urban areas.<br />
<br />
Adventuring: Given their need to move large quantities of goods throughout a kingdom or even across borders, many merchant magnates take to adventuring to help facilitate this movement. Particularly ambitious merchant magnates will travel the trade routes themselves over and over to get to know the best ways of moving goods for the least amount of money. Adventuring merchant magnates are likely to encounter highwaymen, smugglers, immoral taxmen, pirates and even monsters intent on stealing their goods. A careful merchant magnate learns to avoid these pitfalls only through trial and error, and when successful he can greatly increase his profits.<br />
<br />
Role-Playing: Merchant magnates are obviously very wealthy individuals, and most delight in an ostentatious display of this wealth. Rich, imported fabrics, fine jewels and the latest in foreign fashions are the domain of the merchant magnate. This mixture of styles often has the opposite effect for the merchant magnate; the nobility view him as a necessary evil but certainly an embarrassment to the upper classes. Less well-off individuals may look on the merchant magnate as a self-important fop. Despite these attitudes, merchant magnates are often called upon by the nobility to help finance their construction and warfare efforts, and quite a few merchants have been able to use their wealth to propel themselves into the upper echelons of society.<br />
<br />
Bonuses: A merchant magnate needs to have a good eye for evaluating the quality of goods and services, and receives a +2 competence bonus to all Appraise skill checks. He constantly seeks to lower the amount that he needs to pay for transportation, storage, bribes, and raw materials, and has learned the art of haggling, receiving a +2 competence bonus to all Bluff checks he makes. The merchant magnate also counts Profession (merchant) as a class skill.<br />
<br />
Penalties: By focusing on his business skills, the merchant often neglects other areas of study. He receives proficiency in light and medium armour only. Also, he may only count Knowledge (economics & business) and Knowledge (geography) as class skills. All other Knowledge skills are considered cross-class for him.<br />
<br />
1.8 Military Commander<br />
<br />
Often a minor son of a noble house, military commanders are typically not in the direct line of inheritance of their family. With little to expect in the way of money or titles, many of these young men choose the honourable career of war. They study military tactics and strategy, learning the ideal way to conduct military campaigns. These professional strategists often lead their nation’s armies during war, using their vast knowledge of logistics to keep their army fed and to keep morale high. Often, however, these commanders have more education about warfare than they do first-hand experience. Some of these commanders use the opportunities afforded to them to gain practical experience and respect in the eyes of their men, while others act as knaves, leading from the rear of the army in the safety and comfort of a wellappointed campaign tent.<br />
<br />
Adventuring: Although very schooled in the theory of warfare, many military commanders have limited practical experience. For this reason, quite a few become adventurers, desiring to test their schooling first-hand against brigands, humanoids, and even monsters. As the military commander continues gaining experience, he may find that theoretical knowledge of fighting and warfare bears very little resemblance to the actual act. These more experienced adventuring commanders are more respected by their troops than leaders who obtain their command merely by virtue of having a noble title.<br />
<br />
Role-Playing: Due to their comprehensive schooling, some military commanders have large egos because of their immense pride in their education and knowledge. These confident commanders may believe that they know the best way of doing things, and may argue incessantly with other party members when there is a disagreement. Most military commanders eventually cease this superiority complex once they suffer their first few defeats in actual combat and become useful and important party members.<br />
<br />
Bonuses: By virtue of his extensive schooling, the military commander gains a +2 competence bonus to all Knowledge (military tactics) skill checks that he makes. His confidence in his superior knowledge and education also provides him with a +2 circumstance bonus to all<br />
Intimidate checks.<br />
<br />
Penalties: The strict focus on military strategy and warfare means that the military commander has had little time for other pursuits. He must put maximum ranks into Knowledge (military tactics) for each level of aristocrat gained. Additionally, the military commander’s focus on warfare as the best solution for all conflicts results in a -2 circumstance penalty to all Diplomacy checks he is required to make.<br />
<br />
1.9 Noble Knight<br />
<br />
Noble knights represent the less martial, more diplomatic side of knighthood. While also skilled in the arts of warfare and combat, the noble knight seeks to hone his skills off the battlefield while adhering to the ideals of courtly love and chivalry. This means that the noble knight must have an understanding of a broad area of topics including science, arts and entertainment, politics, and religion. Noble knights also have a keen understanding of people and what motivates them, making them the ideal leader.<br />
<br />
Adventuring: Noble knights are groomed for courtly life, but additionally they make excellent adventurers. Not all skills can be displayed in a social environment, and the noble knight will be expected to prove his mettle on the battlefield. In an adventure setting, the noble knight will predictably take over the leadership position of the party and call upon the various skills and abilities of the other party members to help him achieve his goals. Some noble knights adventure for the pure sport of it, seeking to improve their status in the eyes of their peers by capturing a sacred animal or by destroying a group of brigands who have invaded the noble knight’s realm. Others take to adventuring to help protect the defenceless commoners who refer to the noble knight as lord. These noble knights adventure often by leading companies of followers to defeat any humanoids, monsters or invaders who may threaten their domain.<br />
<br />
Role-Playing: Noble knights represent some of the highest levels of aristocracy in the land. While still owing allegiance to their own lord or emperor, the noble knight is the symbol of the nobility to the common people of the land. He provides a shining example of the ideals of chivalry, and adheres to a strict code of honour. While some may view the behaviour of the noble knight as arrogant, this is usually very far off the mark. The noble knight may at times appear overbearing, but he is typically using his skills as he sees best for the greater good. Charismatic and well respected, a noble knight is a fine addition to any party of heroes.<br />
<br />
Bonuses: As a skilled mounted combatant, the noble knight receives a +2 competence bonus to all Ride skill checks due to his extensive training. Just by being a member of the nobility, he also receives free at first level a superior weapon common among the nobility of his area (such as a longsword or rapier; the player must consult with the Games Master for final approval - superior weapons are described in the Tools of the Trade section).<br />
<br />
Penalties: As honourable members of the aristocracy, noble knights must maintain a strict sense of chivalry and fair play. He does not count Bluff, Disguise or Forgery as class skills. Seeking to maintain his status among his peers, the noble knight requires the absolute best quality of armour, weapons, and equipment, paying extra for decorative scabbards, expensive<br />
fabrics, and other precious adornments. More specifically, the noble knight must pay an additional 10% on top of the normal price of goods listed in SRD (but not including the magic items listed in SRD). Lastly, the noble knight must adhere to a code of conduct similar to the paladin but without<br />
the alignment restrictions and penalties. He must respect officially recognized authorities, act honourably, help the helpless and hunt down those who seek to harm the innocent.<br />
<br />
1.10 Occult Society Member<br />
<br />
While many members of the aristocracy keep themselves busy with the administration of a family estate, or with the studies of warfare, religion, art and science, there are those among the well born who soon grow bored of the tedium of a noble’s life. Usually not in the direct line of succession, they may find themselves attracted by the mysteries of the occult. There are dozens of secret societies purporting to know the secrets of eternal life, ultimate power and of the universe itself. These promises are sometimes too much for the curious and bored aristocrat to avoid, and they begin to study the forbidden arts, either independently or as part of a group of like-minded occultists.<br />
<br />
Adventuring: Occult members main purpose for adventuring is to gain access to more hidden and illicit information, seeking to improve their power. As part of a secret society, or as a test to join one, the occultist may be sent on a quest to retrieve an ancient book of power or a special crystal for use in a secret ritual. Most often, an occult society member will keep his affiliation with the occult a secret, and may join a band of adventurers under the pretext of simply wishing to explore life outside of his protected estate. Other times, the occult member’s organisation may be well known and even tolerated in certain lands. In these instances, the occultist may recruit like-minded individuals to travel with him as he seeks out the precious mysteries of the past.<br />
<br />
Role-Playing: Occult society members do not share power easily. Whether working alone or as part of a secret society, the occultist is most likely on a quest to achieve more power through access to forbidden knowledge. Similar to the wealthy vigilante character concept (described next), there is a high chance that the occult society member’s fellow adventurers may not even be aware of his true plans. Secretive in personality, the occultist contributes to the adventuring party while at the same time quietly pursuing and pushing his own agenda. While this quest for forbidden knowledge gains the occultist powers and knowledge beyond most mortals, in the long run the price he pays may be his very soul.<br />
<br />
Bonuses: The occult society member gains a familiar as though he were a sorcerer of the same level, but his familiar does not have the ‘Share Spells’ or ‘Touch’ abilities. His familiar gains the abilities as the aristocrat gains levels, as per the table for Familiars in Core Rulebook I. His association with a secret society also gives the occult society member access to a grimoire, a secret book of magical recipes. This book lets the occultist add Use Magic Device as a class skill and gives the occult society member a +2 competence bonus to Use Magic Device skill checks as long as he has his magical grimoire in his possession when making the check.<br />
<br />
Penalties: Because the occult society member spends all of his time researching the occult, he has no time to train in the martial arts. He is only proficient in light armour, and only has weapon proficiency in simple weapons. Lastly, the occult society member may only be of non-good alignment.<br />
<br />
1.11Wealthy Vigilante<br />
<br />
Often, a member of the aristocracy seeks a higher purpose in life than just attending society functions. Many wish for an opportunity to use their wealth, status and skills to aid those less fortunate than themselves. These aristocrats may live in corrupt societies, where graft, bribery, and extortion run rampant among the official government. While taking up the mantle of a vigilante, these crusaders assume a dual identity. By way she acts as a regular member of the aristocracy, using her status to gain information concerning potential misdeeds that are about to occur. By night, she dons the cloak of an avenger and protector, disguising herself to maintain her secret identity and uses her access to wealth to buy special weapons and equipment, maintain secret hideouts, and pay informants.<br />
<br />
Adventuring: The wealthy vigilante’s agenda is a source of many adventures. Constantly on the prowl to punish wrongdoers, she must also be wary to maintain her secret identity. Frequently, the very power she fights against is the legitimate government of the area, and they will spare no expense to try to bring the mysterious crusader to justice. When she is not using her powers of disguise and persuasion to stay one step ahead of the local authorities, she will be tracking down corrupt government officials, immoral members of the aristocracy, and common criminals to bring them to justice.<br />
<br />
Role-Playing: A wealthy vigilante works hard to maintain two separate identities and sometimes may carry her secret so far as to almost appear to have two different personalities. As part of an adventuring party, it is conceivable that a wealthy vigilante’s own party members may not even know of her secret identity and may assume that she is just another privileged member<br />
of society. She lives by her own personal code of justice, serving as judge, jury, and sometimes even as executioner. A hero and legend to the downtrodden, the wealthy vigilante takes care to mark her victims with her own distinguishing symbol, almost daring the local authorities to try to catch her.<br />
<br />
Bonuses: Needing to be quick on her feet to stay ahead of her pursuers, the wealthy vigilante has trained herself to be fast and agile. Her Reflex save progression advances as a typical aristocrat’s Will save would progress, starting at +2 at first level. As a master of keeping two separate identities, she also receives a +2 competence bonus to all Bluff and Disguise checks.<br />
<br />
Penalties: While improving her reflexes, the wealthy vigilante has not maintained the strict regimen of mental training that is characteristic of other nobles. Her Will save progression advances at the same rate as her Fortitude save, starting at +0 at first level. Constantly on the run from the authorities, there are many nights when a wealthy vigilante cannot allow herself to get a full night’s rest. Every night when she goes to rest, there is a 30% chance that the wealthy vigilante will not be able to sleep, and instead ends up staying awake all night while fearing capture. This counts as not receiving any rest and affects hit point and spell recovery. Note that the wealthy vigilante cannot avoid this condition through any means, not even if her companions offer to keep watch for her. Magical sleep (such as via a sleep spell) still does not allow the wealthy vigilante to recover her spells and hit points.<br />
<br />
{{DnD Publication Footer}}<br />
[[Category:Publication]]<br />
[[Category:Mongoose Publishing]]<br />
[[Category:3.5e]]<br />
[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496130The Quintessential Aristocrat2010-11-30T22:27:12Z<p>Ewokdruid: </p>
<hr />
<div>{{stub|Needs to use the publication template. (OGL) Needs to be transcribed.}}<br />
<br />
'''Item Code''' MGP9992<br/><br />
'''Release Date''' 2004<br/><br />
'''Format''' Softback (98 pages)<br/><br />
'''ISBN''' ?<br/><br />
'''Price''' ?<br/><br />
<br />
Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
<br />
The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
<br />
1 Character Concepts<br />
<br />
A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.<br />
<br />
1.1 Borderlands Noble<br />
<br />
A minor member of the nobility, the borderlands noble has been sent to the frontier as a representative of the king. He has been given his own territory to govern, however the vast majority of his time will be spent repelling invaders, be they barbarians, monsters, or armies from an enemy state. While possessing a noble title and his own territory to rule, assignment to the borders is often seen unfavourably among the rest of the nobility. Many borderlands nobles are actually not well liked at court, and are sent by the king to the farthest reaches of the kingdom to get them out of the way. Given the amount of warfare on the borderlands, it is expected that the border lord may meet with an “unfortunate accident” in the course of his duties.<br />
<br />
Adventuring: Border lords are adventurers from the moment they are assigned their task by the king. The border lord is constantly adventuring, often as the party<br />
leader, to sweep through his territory and clear away bandits and other raiders. An adventuring company fighting invaders on the borderlands will benefit greatly from the border lord’s intimate knowledge of the terrain and enemies in his realm.<br />
Role-Playing: The life of the border lord is a tough one. Stripped away from the luxury of court-life and thrust into a daily battle for survival on the farthest reaches of the kingdom, the border lord must often learn to make do with a lack of equipment, personnel and information. Gone from the capital for months to years at a time, the border lord slowly begins to lose touch with the courtly lifestyle of parties, rich foods and fine attire. Eventually when he returns to report to the king in person, many of his former friends and even relatives may not recognize the border lord, weathered by the environment and months of constant warfare.<br />
Bonuses: Border lords learn to adapt to their surroundings quickly, receiving a +2 competence bonus to all Survival checks while in the territory over which they rule. He also receives a +2 competence bonus to all Ride skill checks. Lastly, while he is a very minor noble, his family rules a small area of land along the borderlands, and he is able to call upon the wealth generated by this land. At first level the borderlands noble receives the maximum amount of starting money for an aristocrat at first level (480 gold pieces).<br />
Penalties: Living in the wild borderlands keeps the border lord out of touch with the current happenings at court and bestows upon him a brusque demeanour, generating a –2 circumstance penalty to Bluff, Diplomacy and Gather Information skill checks. He also loses Perform as a class skill, as there is little time for him to devote to the performing arts while on the borderlands fighting invaders. Lastly, if following the rules for Status presented in Chapter 9, the borderlands noble suffers a –2 penalty to his status score due to being relegated to the wild frontier.<br />
<br />
1.2 Church Patron<br />
<br />
Using his aristocratic background and wealth to gain status in the church, the church patron is a very influential individual. Allying himself with what he thinks is the most powerful religion in his region, the church patron makes large donations to help pay for the building of temples and the salaries of the clergy. With these donations come many benefits, as the church patron will typically have a whole section of the temple devoted solely for his and his family’s use. He has immediate access to the head priest of the temple for counsel and even for the casting of spells. Of course, with these benefits come many responsibilities. The patron is expected to continue making donations for the temple’s upkeep and expenses, and will be expected to attend services as often as they take place, usually weekly.<br />
<br />
Adventuring: The cost to maintain the church patron’s status within the church is very high. For this reason, many church patrons take to the adventuring life in order to acquire more wealth, which they then contribute to their temple. These patrons are often very ostentatious with their wealth, wearing the finest clothes and displaying elaborate and expensive holy symbols of their chosen faith. Others actually begin adventuring as a way to increase the holdings of their church, acting as noble representatives and missionaries of the true faith. These devout patrons may actually be called upon to lead, or at least fund, a religious crusade.<br />
Role-Playing: Although contributing substantial amounts of money toward a specific religion, some church patrons are not actually devout worshippers of the faith. These patrons see the church as a tool for advancing their political careers rather than as a way to achieve spiritual enlightenment. Most church patrons, however, strongly believe that they should use their influence and wealth to help their church create a more pious society. This second type of church patron may exhibit a level of spirituality nearly as strong as that of a paladin.<br />
Bonuses: Church patrons receive expert tutelage in the history and tenets of his faith, and receive a +2 competence bonus to all Knowledge (religion) checks they make. Additionally, church patrons are shrewd and learned politicians and receive a +2 circumstance bonus to both Diplomacy and Sense Motive checks.<br />
Penalties: The hours of religious study the patron undertakes tend to preclude martial training. Church patrons receive proficiency in simple weapons only. Additionally, to maintain his status and influence at his chosen temple, the church patron must tithe 10% of his income to his home temple, or arrange to have it delivered there once a month if he is not able to return home.<br />
<br />
{{DnD Publication Footer}}<br />
[[Category:Publication]]<br />
[[Category:Mongoose Publishing]]<br />
[[Category:3.5e]]<br />
[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=The_Quintessential_Aristocrat&diff=496128The Quintessential Aristocrat2010-11-30T22:24:19Z<p>Ewokdruid: </p>
<hr />
<div>{{stub|Needs to use the publication template. (OGL) Needs to be transcribed.}}<br />
<br />
'''Item Code''' MGP9992<br/><br />
'''Release Date''' 2004<br/><br />
'''Format''' Softback (98 pages)<br/><br />
'''ISBN''' ?<br/><br />
'''Price''' ?<br/><br />
<br />
Skillfully moving his way through the intrigues of Imperial society, the Imperial Senator gains power and prestige, eventually receiving a blessing of wealth that he uses to build a new estate. Discovering that magical blood flows through his veins, the Priest-King uses his new powers to either frighten or encourage his subjects to sacrifice gold, animals, and other precious items to him, allowing him to grow even more powerful. Noticing that his tribesmen followers have begun to waver in their resolve against the enemy, the half-orc War Chief uses the strength of his personality to literally intimidate his warriors to stand their ground or fear his wrath. All of these are examples of the aristocrat, the cream of high society.<br />
<br />
The Quintessential Aristocrat is a sourcebook for aristocrat characters, designed to expand the class and make it a playable character class that can stand alongside any of the core classes. These ideas will also be useful for Game Masters who wish to create new and unique liege lords for their players.<br />
<br />
{{DnD Publication Footer}}<br />
[[Category:Publication]]<br />
[[Category:Mongoose Publishing]]<br />
[[Category:3.5e]]<br />
[[Category:Publications Missing Cover Art]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Hydras_(3.5e_Race)&diff=483999Hydras (3.5e Race)2010-07-31T16:44:24Z<p>Ewokdruid: </p>
<hr />
<div>{{x0<br />
|la= +0<br />
|ecl= 1<br />
|type= [[SRD:Humanoid Type|Humanoid]] ([[SRD:Reptilian Subtype|Reptilian]])<br />
|ability_adjust=+2 [[SRD:Dexterity|Dex]], &minus;2 [[SRD:Constitution|Con]]<br />
|size=Medium<br />
|favored_class= [[Rogue]]<br />
|desc= Cruel and calculating reptilians.<br />
}}<br />
<br />
= Hydras =<br />
<br />
==Personality==<br />
<br />
Hydras are an evil race. They are cold, calm, calculating, and cruel. They do not go out of their way to hurt others, but kill those who interfere with them. The only time they laugh is when someone who tried to kill them dies. Their societies are highly charged with subtle competition. Many hydras feel the need for conquest and domination. If so, they usually recruit armies to take control of entire countries. Occasionally a hydra will feel a desire to explore away from his or her community. These adventurers are rare, and usually undertake only adventures with a high gold potential. When they come home with lots of gold they gain power. When they come home without much gold, they are shunned. Assassination is an interesting profession to some hydras, and they take to it well. They make good rogues, as they are very limber.<br />
<br />
==Physical Description==<br />
<br />
Hydras usually stand 5'8", with males and females being the same height. They are light, weighing in at about 90 pounds. They have scales all over them, typically green, purple, or deep red. Their eyes are always somewhere between red and yellow, without ever quite being orange, and glow softly in the dark. Hydras have 5 scaly digits resembling humans, with curving claws up to 2 inches long in the place of nails. Protruding from their wrists are longer, thicker claws. Their ears are merely tiny holes on the sides of their heads, with a scaly flap that can close over them. Where human hair would be they have long, tightly packed ridges trailing down their backs. These change color depend upon the hydra’s mood. When dead, they turn black and fall off. <br />
<br />
==Relations==<br />
<br />
As a result of their constant conquests, no one likes hydras. When they must enter a city or meet with someone from another race, they wear bulky disguises. In particular, gnomes and dwarves hate hydras. If faced with such a conflict a hydra will flee, and return with sophisticated equipment or heavy backup from friends. He or she will then sit by and laugh. <br />
<br />
==Alignment==<br />
<br />
Invariably, hydras are [[SRD:Lawful Evil|Lawful Evil]].<br />
<br />
==Lands==<br />
<br />
Hydras love swamps and bogs, and are pretty comfortable in forests. They take serious pains to avoid deserts, and love dark, wet environments. They also love the night.<br />
<br />
==Religion==<br />
<br />
Most hydras believe that the only “Supreme Being” is themselves. A few worship evil deities, but they find neutral and good gods laughable. <br />
<br />
==Language==<br />
<br />
Hydras speak Shsentrate and Common, and can learn any language as a bonus one.<br />
<br />
==Names==<br />
<br />
Hydras have a complicated system of titles, and everyone has two names. One is their chosen name, chosen when they turn 13. These can be anything, but tend to be an animal that the hydra admires. Examples include Falcon, Lion, and Hawk. The second is their enemy name. When the hydra in question acquires an enemy who she feels is her most powerful opponent, they choose her name. The hydra captures the enemy, and asks them. If she cannot do this, her enemy name is Failure until she succeeds. Anyone who leaves home with the purpose of adventuring is considered outside the world of titles forever. <br />
<br />
==Racial Traits==<br />
<br />
* +2 [[SRD:Dexterity|Dexterity]] +2 [[SRD:Intelligence| Intelligence]], &minus;2 [[SRD:Constitution|Constitution]]: Hydras are agile, but frail. <br />
* [[SRD:Humanoid Type|Humanoid]] ([[SRD:Reptilian Subtype|Reptilian]])<br />
* [[Medium]]<br />
* Natural armor +1<br />
* Hydras base land speed is 30 feet.<br />
* Darkvision: Hydras can see up to 60 feet in complete darkness, and retain the ability to distinguish color under these circumstances. <br />
* Skills: +2 to move silently and hide checks<br />
* Two Natural weapons claws 1d4<br />
* Automatic Languages: Common, Shsentrate. Bonus Languages: Any.<br />
* Favored Class: [[Rogue]].<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Hydra Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 13 years || +1d4 || +1d6 || +2d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Hydra Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 35 years || 50 years || 75 years || +90 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Hydra Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 4" || +2d6|| 80 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 4" || +2d6 || 80 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Reptilian Subtype]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Elves,_Variant_Jungle_(3.5e_Race)&diff=483998Elves, Variant Jungle (3.5e Race)2010-07-31T16:34:25Z<p>Ewokdruid: </p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=[[Category:Humanoid]][[Category:Elf]]<br />
|ability_adjust=+2Str, Dex -2 Int,Cha<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=Some race<br />
}}<br />
<br />
=Elves, Jungle=<br />
<br />
==Personality==<br />
<br />
Jungle Elves are a tribal based people. They often live in tribes that number from 10-30 members. Their families are the number one priority. They are a patriarchal civilization. The males greatest role is to provide and to protect. It is the greatest dishonor for a male to fail his family. However many males stay in their communities to teach the young while the females hunt and gather. Females are treated with great respect and honor. A female is more attractive if she is a good huntress. Tribes are run by a head shaman who is selected by a shamanic family. Only males can be a leader shaman and it is very rare that two shamans live in one tribe. Jungle elves are very loyal to their tribe. Once a pair has coupled they mate for life and to leave a kinship is a great taboo, commonly punishable by death or banishment. <br />
Jungle elves hate [[Youst]], a monstrous plant race that resembles a large bear. However they live in harmony with other races of nature.<br />
<br />
==Physical Description==<br />
<br />
Jungle elves have dark brown skin that is lined with natural stripes like those of a tiger. They have a slim build like that of their elf brethren. Their hair is always black and curled. Their eyes are commonly yellow or orange and are cat like. Their ears point like elves however they are slightly uneven commonly. They grow out their finger nails and decorate them with black paints to resemble claws of a tiger. They often wear Hide and clothes made of tiger fur. They all have masks of a tiger, which every jungle elf must kill in order to reach adulthood. Their teeth are filed down to be sharp like those of the tiger.<br />
<br />
==Relations==<br />
<br />
Jungle elves hate [[Youst]], a monstrous plant race that resembles a large bear. However they live in harmony with other races of nature. "Civilized" races make jungle elves uneasy, and relations are often tense.<br />
<br />
==Alignment==<br />
<br />
Their strange cat like nature makes these peoples mildly chaotic. However they are commonly very in tune with order and peace in the universe and wish to do the world good.<br />
<br />
==Lands==<br />
They find themselves most comfortable in the deepest parts of the thickest jungles. Jungle elves are often seen in tree houses connected by vines and bridges. <br />
<br />
==Religion==<br />
<br />
Jungle elves often worship the spirit of the tiger. They model much of their lives after the large cat. <br />
<br />
==Language==<br />
<br />
Jungle elves speak Elven and any other normal language of the material plane.<br />
<br />
==Names==<br />
<br />
Male names might be Juubi, Kilog, Hentiru, Yeewi, Guaw, female names might be Tamila, Theela, Kealusa, Urlea, Mearn. Also their names are always followed by their home tribe so an example would be Kilog of the Sharptooth tribe or Urlea of the FeatherStripe tribe.<br />
<br />
==Racial Traits==<br />
<br />
* Abilities: (+2 Dex +2 Str -2 Int -2 Cha -2 Con -2 Wis) Life in the jungle has made these elves very good at hunting and fighting however they have become more primitive than their elf cousins.<br />
* Species: Humanoid (Elves)<br />
* Size: Medium size<br />
* Speed: Jungle elves have a base land speed of 30ft and a climb speed of 10ft<br />
* Guardians of the Wood: Jungle elves have a natural kinship to the jungle. They take no negatives to movement while in jungles or forests.<br />
* Low Light Vision: Jungle elves have low light vison (x2)<br />
* Skills: Jungle elves recieve a +2 Circumstance on all hide and move silently checks<br />
* Natural climbers: Jungle elves take a +8 on all climb checks and ability to take 10 on all climb checks even when threatened<br />
* Weapon Proficiency: Jungle elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.<br />
* [[Automatic Languages]]:Elven <br />
* [[Bonus Languages]]: Any languages of the material plane<br />
* [[Favored Class]]: Ninja and monks<br />
* [[Level Adjustment]]: +0<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Jungle elve's Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 60 years || +0 age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +10 age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +20 age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Jungle elves Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 250 years || 400 years || 550 years || 800 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Jungle Elves Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 6'2 || +1d4|| 75 lb. ||times 1d4 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5'9 || +1d4 || 65 lb. || &times;1d4 lb.<br />
|}<br />
<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Elves,Jungle]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Frog_(3.5e_Creature)&diff=471276Talk:Frog (3.5e Creature)2010-05-26T01:49:14Z<p>Ewokdruid: </p>
<hr />
<div>== Hit Dice ==<br />
Shouldn't you just change the Hit Dice to 1d2, it would make more sense.--[[User:Io|Io]] 10:17, 28 June 2009 (MDT)<br />
<br />
:Animals must have HD that are XD8. While fractional HD are pretty bizarre, it's how it's done rules-wise. [[User:Dragon Child|Dragon Child]] 10:36, 28 June 2009 (MDT)<br />
<br />
::It also matters for things that affect X HD of creatures. So a spell that affects 10 HD of monsters would be able to be cast on 40 frogs. --[[User:Aarnott|Aarnott]] 11:34, 28 June 2009 (MDT)<br />
<br />
<br />
== Image ==<br />
Done.--[[User:Storm Elf5|Storm Elf5]] 13:41, 28 June 2009 (MDT)<br />
needs aquatic Ewokdruid 01:49, 26 May 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Feymage_(3.5e_Prestige_Class)&diff=463261Talk:Feymage (3.5e Prestige Class)2010-04-13T23:38:48Z<p>Ewokdruid: </p>
<hr />
<div>== Ex, Su, or Sp ==<br />
<br />
The class features need to be labeled as Ex, Su, or Sp. &mdash;[[User:Sledged|Sledged]] 10:59, 26 September 2006 (MDT)<br />
<br />
:...now done (I think: not sure about some). --[[User:Findail|Findail]] 10:20, 19 October 2006 (MDT)<br />
<br />
==Category?==<br />
This seems to fit the description of "Moderate Spellcasting" better than "Strong Spellcasting": they get 2/3 caster progression, losing out on 4 caster levels over 10 class levels, and getting loads of goodies in return. --[[User:Findail|Findail]] 10:34, 18 October 2006 (MDT)<br />
<br />
:Too true, thanks for changing that. --[[User:Green Dragon|Green Dragon]] 22:54, 18 October 2006 (MDT)<br />
<br />
== Spellcasting ==<br />
<br />
* This class increases ranger spellcasting (full) and a spellcasting class (2/3) of the character's choice. Can the other spellcasting class also be ranger? At 10th level can the character's ranger spellcasting be increased by 16 levels?<br />
* The spellcasting text should probably include the "if the character had more than one spellcasting class . . ." clause.<br />
* It says in the beginning that the class may be either arcane or divine. Then further down it say "she adds the level of Feymage to the level of whatever other '''arcane''' spellcasting class the character has."<br />
<br />
&mdash;[[User:Sledged|Sledged]] 16:56, 6 November 2006 (MST)<br />
<br />
:...Fixed, thank you. And, yes, I don't see why the Ranger spell ability couldn't be advanced by this means: 5/3 progression on the Ranger table doesn't seem overpowered (caster level won't be an issue, as Rangers have an effective caster level that's half their actual level: this will become 5/6). --[[User:Findail|Findail]] 04:33, 7 November 2006 (MST)<br />
<br />
::It seems... overpowered. This class grants good abilities, and a better spellcasting class than many normal magic-user choice. I don't see why a magic-user would not choose something like this. Ideally a character would be a level 1 wizard, and then go Ranger until he meats the prerequisites, and advance with faster than normal ranger spellcasting. Maybe something needs to be fixed. --[[User:Green Dragon|Green Dragon]] 16:44, 7 November 2006 (MST)<br />
<br />
:::Well, that option ''could'' be disallowed. But a character taking this route (Wiz1/Rgr3/Feymage...) would get 1st level Ranger spells at 5th level (i.e. 1st level of Feymage), 2nd level spells at 7th level, 3rd level spells at 9th level, and 4th level spells at 11th level: eventually, at 14th level (the last Feymage level), he'd have the spells of a 19th level Ranger, with a caster level of half that (i.e. 9th).<br />
<br />
:::For comparison, the arcane spellcasting abilities of a Wiz4/Feymage (who chooses to advance his Wizard casting) gives 1st level spells at 1st level, 2nd level spells at 3rd level, 3rd level spells at 6th level, 4th level spells at 9th level, and 5th level spells at 12th level. He'd end up (at 14th) with the spells and caster level of a 10th level Wizard.<br />
<br />
:::The "accelerated Ranger" Feymage would have 3rd level Ranger abilities and a BAB that's 1 point higher than the Wizard Feymage (but still 4 points behind an actual Ranger). --[[User:Findail|Findail]] 03:54, 8 November 2006 (MST)<br />
<br />
::::I don't know, it might be balanced, it might not be. Anyway, it's your class you should make the decision whether or not is it balanced enough. --[[User:Green Dragon|Green Dragon]] 16:33, 8 November 2006 (MST)<br />
<br />
:::::Sort-of related note: Feymage domain spell lvl 8: Irresistible Dance or Otto's Irresistible Dance? [[User:Armond|Armond]] 15:03, 6 March 2007 (MST)<br />
<br />
::::::SRD rules don't allow us to use the name "Otto's". It's the same spell. --[[User:Findail|Findail]] 03:29, 7 March 2007 (MST)<br />
<br />
:::::::What? :o I need to go learn about SRD. [[User:Armond|Armond]] 11:41, 7 March 2007 (MST)<br />
<br />
== Rating - 4/10 ==<br />
<br />
This is a very powerful class, no doubt about it. The bonus spells kind of pushes it over the edge, but not quite; what really pushes it over is the fact that you can effectively get the casting power of a 17th level ranger, the Bardic Music of a 5th level bard, and DR 5/cold iron just by taking this class. Add to that the fact that you can put everything you've got into Charisma and the Charismatic Magic ability and you can be casting Cleric, Wizard, and Sorcerer spells with equal power. Holy shit. (Oh, and you get +2 cha, an extra domain, and a bunch of free metamagic by the time you're level 10. Woot.) Spell Resistance gives the character a huge defensive boost, which stacks with the DR. And, with Invisibility and Fey and Aquatic Transformation, you can survive in a lot of environments you wouldn't normally. Needs some serious overhaul. --[[User:Armond|Armond]] 15:15, 6 March 2007 (MST)<br />
<br />
::Original rating was 3/10; upped one point in response to post below. [[User:Armond|Armond]] 11:39, 7 March 2007 (MST)<br />
<br />
:...Hmmm. "The casting power of a 17th level ranger" doesn't actually amount to much, especially when compared to (for instance) a Mystic Theurge, which adds the casting power of a 13th level Cleric to a Wiz/Sorc with fewer lost levels. And it's 10th level, not 17th (unless you're advancing Ranger at the expense of another spellcasting class): that's barely capable of 2nd level spells. And how is the ability to cast "Cleric, Wizard, and Sorcerer spells with equal power" relevant, if only one of these can be advanced at a time? A Cleric/Druid or Sorcerer/Bard would have the same advantage (a shared casting stat), except for the +2 boost. --[[User:Findail|Findail]] 03:24, 7 March 2007 (MST)<br />
<br />
::Argh. Had a good post going and then hit backspace twice after accidentally clicking outside the submission box. Anyway, you make a good point; I suppose I should have said Ranger spells as well as one of Cleric, Sorcerer, or Wizard spells (and generally you'll have Sorcerer or Wizard spells anyway when you enter the class). I did mean that all seventeen levels would be thrown into the ranger, but I forgot that they cast at half caster level for some reason.<br />
<br />
::Gaining more caster levels than class levels always makes me nervous, to be honest. The Mystic Theurge makes up for its casting levels by not having too many class abilities (I think; don't have my DMG with me to check), but this class gets a free domain, invisibility, metamagic, stat boosts, bardic music, wild empathy, water adaption, 3/4 HD BAB, strong Ref and Will saves, and - most importantly - solid SR and DR as well. (I don't think I've ever seen a class in one of the books that had SR and DR, though I may have missed one.)<br />
<br />
::Still, I'm upping the balance one point because of things I missed that you pointed out. [[User:Armond|Armond]] 11:39, 7 March 2007 (MST)<br />
<br />
:::Well, the "accelerated Ranger" option was an afterthought: I originally intended the Ranger-casting ability to give some very minor nature-oriented magic to those that would otherwise entirely lack it (Wiz/Sorc etc), for thematic reasons. I'd be quite happy to ditch the "accelerated Ranger" option. It doesn't really seem ''overpowered'', but it does look a bit strange, and there might be some way of abusing it that I haven't spotted. --[[User:Findail|Findail]] 03:24, 8 March 2007 (MST)<br />
<br />
:::Update: "accelerated Ranger" is now gone. --[[User:Findail|Findail]] 03:41, 8 March 2007 (MST)<br />
<br />
give amphibious with aquatic suptype otherwise can't breathe air and instead grant fair land speed for already aquatic characters and air breathing from savage species instead of water breathing (same thing only air) Ewokdruid 23:38, 13 April 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Nymph%27s_Sanctuary_(3.5e_Equipment)&diff=462970Talk:Nymph's Sanctuary (3.5e Equipment)2010-04-11T01:26:07Z<p>Ewokdruid: </p>
<hr />
<div>So.....like my other items....any comments? [[User:Narrssuras Stalking Leopard|Omen]] 20:22, 1 July 2009 (MDT)<br />
<br />
what is required cl and usually creation cost is 1/2 price 1/25 price is xp Ewokdruid 01:25, 11 April 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Nymph%27s_Sanctuary_(3.5e_Equipment)&diff=462969Talk:Nymph's Sanctuary (3.5e Equipment)2010-04-11T01:25:50Z<p>Ewokdruid: </p>
<hr />
<div>So.....like my other items....any comments? [[User:Narrssuras Stalking Leopard|Omen]] 20:22, 1 July 2009 (MDT)<br />
<br />
what is required cl and usually creation cost is 1/2 price 1/25 price is xpEwokdruid 01:25, 11 April 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Nymph%27s_Sanctuary_(3.5e_Equipment)&diff=462968Talk:Nymph's Sanctuary (3.5e Equipment)2010-04-11T01:25:24Z<p>Ewokdruid: </p>
<hr />
<div>So.....like my other items....any comments? [[User:Narrssuras Stalking Leopard|Omen]] 20:22, 1 July 2009 (MDT)<br />
<br />
what is required cl and usually creation cost is 1/2 price 1/25 price is xp::::</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Nymph%27s_Sanctuary_(3.5e_Equipment)&diff=462967Talk:Nymph's Sanctuary (3.5e Equipment)2010-04-11T01:25:07Z<p>Ewokdruid: </p>
<hr />
<div>So.....like my other items....any comments? [[User:Narrssuras Stalking Leopard|Omen]] 20:22, 1 July 2009 (MDT)<br />
<br />
what is required cl and usually creation cost is 1/2 price 1/25 price is xp</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Treant,_Specific_(3.5e_Template)&diff=461117Talk:Treant, Specific (3.5e Template)2010-03-24T19:08:21Z<p>Ewokdruid: </p>
<hr />
<div>== Powerful Build ==<br />
<br />
First of all, I hate Powerful Build, just to put it out there and make sure you know I probably have a bias. All the benefits of a size category larger without any of the drawbacks? That's broken, if you ask me.<br />
<br />
More to the point, I don't think treants should have it. It means they have a naturally hight muscle tone for their size, and since treants don't have muscles, being tress and all, I don't think it's appropriate. -[[User:Valentine the Rogue|Valentine the Rogue]] 17:10, 13 April 2009 (MDT)<br />
<br />
:Well, it's fair enough to dislike the quality, seeing as it gives you several benifits while lacking any real drawback. Though, I personally thought that powerful build meant that they were in the gray regions of size, to the point that, should they simply stand there and not do anything, they'd be considered one size category, yet, if they stand tall, reach out, and try and fill up as much space as possible, they'd be considered one size category larger than otherwise. But hey, to each his own. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 17:50, 13 April 2009 (MDT)<br />
<br />
just saying you may want to give ginkgo trees ancient body because ginkgo's have been around as a species longer than many other trees and you also may want to give it gender specific traits because ginkgo trees have genders and only one gender has the odor Ewokdruid 19:08, 24 March 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Treant,_Specific_(3.5e_Template)&diff=461116Talk:Treant, Specific (3.5e Template)2010-03-24T19:08:05Z<p>Ewokdruid: </p>
<hr />
<div>== Powerful Build ==<br />
<br />
First of all, I hate Powerful Build, just to put it out there and make sure you know I probably have a bias. All the benefits of a size category larger without any of the drawbacks? That's broken, if you ask me.<br />
<br />
More to the point, I don't think treants should have it. It means they have a naturally hight muscle tone for their size, and since treants don't have muscles, being tress and all, I don't think it's appropriate. -[[User:Valentine the Rogue|Valentine the Rogue]] 17:10, 13 April 2009 (MDT)<br />
<br />
:Well, it's fair enough to dislike the quality, seeing as it gives you several benifits while lacking any real drawback. Though, I personally thought that powerful build meant that they were in the gray regions of size, to the point that, should they simply stand there and not do anything, they'd be considered one size category, yet, if they stand tall, reach out, and try and fill up as much space as possible, they'd be considered one size category larger than otherwise. But hey, to each his own. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 17:50, 13 April 2009 (MDT)<br />
<br />
just saying you may want to give ginkgo trees ancient body because ginkgo's have been around as a species longer than many other trees and you also may want to give it gender specific traits because ginkgo trees have genders and only one gender has the odorEwokdruid 19:08, 24 March 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Warmask_of_the_Dragon_(3.5e_Equipment)&diff=458448Talk:Warmask of the Dragon (3.5e Equipment)2010-02-25T22:50:53Z<p>Ewokdruid: </p>
<hr />
<div>maybe instead you can use dragon breath from draconomicon instead as required spell Ewokdruid 22:50, 25 February 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Warmask_of_the_Dragon_(3.5e_Equipment)&diff=458447Talk:Warmask of the Dragon (3.5e Equipment)2010-02-25T22:49:50Z<p>Ewokdruid: Created page with 'maybe instead you can use dragon breath from draconomicon instead as required spell ~~~~'</p>
<hr />
<div>maybe instead you can use dragon breath from draconomicon instead as required spell Ewokdruid 22:49, 25 February 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Bishop_(3.5e_Class)&diff=450973Talk:Bishop (3.5e Class)2010-01-12T21:43:26Z<p>Ewokdruid: </p>
<hr />
<div>== Ex-Bishop ==<br />
<br />
If the Bishop ever moves in a non-diagonal fashion, he loses all class abilities and spellcasting. --[[User:TK-Squared|TK-Squared]] 14:32, 26 June 2009 (MDT)<br />
<br />
:Niice. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 15:01, 26 June 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 5/5'''</s> I give this class a 5 out of 5 because it represents a mastery of the divine energy that surrounds everything in the D&D world. --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
:Rating nullified because the class has changed since the rating was given. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:11, 13 July 2009 (MDT)<br />
<br />
<s>'''Wording - 4/5'''</s> I give this class a 4 out of 5 because it wasn't as good as your usual, it was more like Frank and K's crap. I think you could improve it by giving it some thought on how it interacts with the world --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
:Well, if you read the top of the page, just above the picture, it says, "'''Status:''' WIP" and "'''Editing:''' Please Discuss before Editing. (No editing while I am away)". Now then, you may have missed these when you passed through the page the first time, and there isn't anything wrong with that, though, as you can see, I've attempted to make it clear that I will not be able to edit this page for a while, and, in fact, I've already thought of a few idea's for this class, and I'm more than likely going to change the mechanics themselves whenever I actually get a chance to do so. Thanks for the interest. Also, Frank & K classes aren't crap, they simply work on a different system than most. Not knowing this system, will usually make them seem overpowered. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 15:53, 3 July 2009 (MDT)<br />
<br />
::Rating nullified because the class has changed since the rating was given. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:11, 13 July 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because you havn't finished the class yet and i know that when you do it will be flawless. --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because I like Divine stuff and this is a great example of how the D&D universe is constently changing (and i always thought that the cleric was a bit under-powered). --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 3.5/5'''</s> I give this class a 3.5 out of 5 because in many ways it strikes me as inferior to a standard [[cleric]]. It draws from the same spell list and has the same spells per day, but looking at first level, you trade armor proficiency, one more good save, turning ability (not that big of a deal), and better melee ability for a divine grace equivalent. Divine grace is definitely very nice and it probably overcomes the presence of a singular high save, but if I'm looking at level one, you look pretty squishy to me (especially with those d4 hit dice). Divine Fate would be a nice offset to the lack of armor, but you give it sort of late (I'm thinking getting it really early would be better, like level one, two, or three, to offset the lack of armor proficiency). The bonus feats are nice, but nothing special. Gods Power is very nice, although only once per day seems a little restrictive. I'm thinking you could make it scale a little (up to maybe three times per day or so) to help fill in those dead levels (if you wanted to, you could also give it a little earlier, I think, without hurting the balance). Sacred Aura is sweet, but I would also suggest making it scale. For example, you have sixth or below at 19, but what if you have fifth or below at 17, fourth or below at 15, and so on.<br />
<br />
In short, it seems like the wizard and the cleric had a baby, and she got the wizard's frailty with the cleric's spellcasting. The substitute abilities are nice, but I don't think they bridge the void where armor would be at lower levels, or the possibility of divine metamagic (if you're using it) at higher levels (I mean, Sacred Aura pretty much is divine metamagic, but you're getting it so late, where the right cleric build can set up Persistent Spell at level one). --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
:Well, when I wrote this class, I was a little rushed, and new that I was going to be giving this class incredible survivability. Knowing that, I did not want to make it overpowered (considering how much freaking power spellcasters have already), so, I tuned it down a bit. The end result, I now see, may be considered a little weak. That being said, I beleive I shall up the HD to d6, and change the fortitude save to good. I will also make Gods Power scaling in uses, but I don't want people shooting out 4 fireballs that ignore spell resistance and don't provoke attacks of opportunity a day either, Sacred Aura will stay the way it is now, since it is already almost broken, the level restriction is there so that it isn't too powerful in fact. Also, don't want to stagger the class features around too much, because it has a pattern as it is now, a class feature at 1st level, and every 6 levels afterwards. Thanks for the interest in the class btw, Jota. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 15 July 2009 (MDT)<br />
<br />
::I understand where you're coming from with the spellcasters pooping on kids and why you would dial it back a bit, but that's just less incentive to be a bishop and more incentive to be a cleric, from a player's perspective. With regard to God's Power, I forgot about the supernatural abilities not drawing AoOs, so yeah, you have a point there. With Sacred Aura, I understand what you're saying, but if you're allowing divine metamagic, then while Sacred Aura isn't redundant, players can duplicate its effects at significantly lower levels. If you're not allow divine metamagic then yeah, it's broken. I guess it depends on your DM. With the changes you made and the arguments presented, I will change my rating to a '''4.25/5'''. -- [[User:Jota|Jota]] 17:28, 15 July 2009 (MDT)<br />
<br />
:::Actually, sacred aura is quite a bit more powerful than divine metamagic for a two straightforward reasons: One, the class feature cannot be dispelled for more than three rounds, making it a short step away from being an etraordinary ability, and Two, the class feature makes a spell that has a range of 'personal' be capable of being cast at great range, far more in fact, than any feat would ever allow. Sacred aura is much more than simply a divine metamagicked persisted spell. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 18:03, 15 July 2009 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5. I don't really like the opening sentence. It would probably be better read as two separate ideas. I don't think you really need that 'Though' toward the end of the intro paragraph. I also don't think you need to separate damnation with a comma in that last sentence (words of salvation or damnation) unless damnation is supposed to be a noun (a little confusing the way it is structured). I was going to go down through the whole thing, but there's a lot of fluff and I have other things to do shortly. In general, I think you get a little comma happy. Because of this, much of your writing might be a little clearer if you would use shorter sentences on occasion, rather than some of the multi-clause, comma-laden beasts you have in places (sort of like this sentence). There were a few spelling things that I noticed, too, although I can only tell you the few I noticed as I don't have time (at the moment) to fully dissect the fluff. One, I think Gods Power should be possessive. Two, impossbile. If you would like, I can just go through and make the grammatical changes myself (when I get back), and you could revert what you don't like. --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
:Well, I shall try and clarify some of the wording, but I simply write long sentences. Nothing is 'bad grammar' that relates to how many words there are, as long as the thought is clear, and I hope to think that you can understand what I'm saying throughout my works. Though, if you could just do some grammar edits, I would be very happy with you, I have no eye for those kinda things. (also, it's referring to the 'words of damnation', as the subject in that line) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 15 July 2009 (MDT)<br />
<br />
::For the most part I understand what you're saying, it just looks a little awkward to see it typed out. I'll make a few small changes, nothing that would significantly change anything. -- [[User:Jota|Jota]] 17:28, 15 July 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it's got everything. It follows the preload to the letter, has comprehensive inter-wiki linking, and even has an NPC to boot. --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
<s>'''Flavor - 4/5'''</s> I give this class a 4 out of 5 because this strikes me as a wizard with a cleric spell list. Overall I like the feel of it, and the fluff is fantastic, but the fact that I'm not sure whether I'd ever play one over a cleric or a wizard detracts from it's niche a little bit. And yeah, I know flavor ≠ power, but in this case I think it has some bearing. --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
:Feel free to refute me if you see it a different way. -- [[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
::Well, the common argument is that flavor is a subjective value, and, therefore, only a 5 is acceptable, but, if you wanna give it a 4, then give it a 4. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 15 July 2009 (MDT)<br />
<br />
:::Yeah, it's subjective, but that's why multiple people can rate something. The minor power boosts make it a little more attractive, so I'll up this one to <s>'''4.5/5'''</s>. -- [[User:Jota|Jota]] 17:28, 15 July 2009 (MDT)<br />
<br />
::::Actually, I just saw the lack of alignment restriction, and while I don't get it, that quirk will bump it to '''5/5''', along with the nice picture, hereto unmentioned. -- [[User:Jota|Jota]] 17:38, 15 July 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because over all this class seems weaker than other base classes. One big reason is that early on most healing spells are touch based, this got me killed some at early levels. The ability's are nice but some seem to just come to late. Finally this classes spell casting seems a bit under powered since they do not get the spells outright like a cleric. I think one way to fix this would be to move the AC ability to an earlier level with some limits on it,Also I feel like we should gain something for having to basically keep our spells in a spell book, possibly the ability to scribe some very restricted wizard spells that would have to be listed ahead of time so as to avoid real abuse. Things like Repair damage or other buff like spells. --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because The wording is almost perfect, I only find issue with the way the AC ability (divine fate) is phrased it sounds as if you can add the entire ability score and not the bonus to your ac, making for one heck of an ac score. --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because I see no reason to give anything but a 5 here --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because I LOVE the idea behind this class. First off in all religions there is a person or group of people that for whatever reason don't fit in. They may be hypocrites, or doing things like the witch trails, so it makes a great deal of sense to allow the alignments, I also love the way you choose the ability score because your very right in thinking that different people lead in different ways. You can picture the Wise old priest giving good advise, the charismatic young man speaking in a way to make anyone believe and even the preacher who very calmly tells you about the horrible things that will happen or good things that will happen using logic to appeal to you. GREAT idea and this class was a ton of fun to role play --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
<br />
<br />
to presererve its integrity as basically a divine wizard i tweaked it so there was rules against just taking a level in fighter so it gains armor use Ewokdruid 21:43, 12 January 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Bishop_(3.5e_Class)&diff=450972Talk:Bishop (3.5e Class)2010-01-12T21:37:25Z<p>Ewokdruid: </p>
<hr />
<div>== Ex-Bishop ==<br />
<br />
If the Bishop ever moves in a non-diagonal fashion, he loses all class abilities and spellcasting. --[[User:TK-Squared|TK-Squared]] 14:32, 26 June 2009 (MDT)<br />
<br />
:Niice. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 15:01, 26 June 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 5/5'''</s> I give this class a 5 out of 5 because it represents a mastery of the divine energy that surrounds everything in the D&D world. --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
:Rating nullified because the class has changed since the rating was given. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:11, 13 July 2009 (MDT)<br />
<br />
<s>'''Wording - 4/5'''</s> I give this class a 4 out of 5 because it wasn't as good as your usual, it was more like Frank and K's crap. I think you could improve it by giving it some thought on how it interacts with the world --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
:Well, if you read the top of the page, just above the picture, it says, "'''Status:''' WIP" and "'''Editing:''' Please Discuss before Editing. (No editing while I am away)". Now then, you may have missed these when you passed through the page the first time, and there isn't anything wrong with that, though, as you can see, I've attempted to make it clear that I will not be able to edit this page for a while, and, in fact, I've already thought of a few idea's for this class, and I'm more than likely going to change the mechanics themselves whenever I actually get a chance to do so. Thanks for the interest. Also, Frank & K classes aren't crap, they simply work on a different system than most. Not knowing this system, will usually make them seem overpowered. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 15:53, 3 July 2009 (MDT)<br />
<br />
::Rating nullified because the class has changed since the rating was given. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:11, 13 July 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because you havn't finished the class yet and i know that when you do it will be flawless. --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because I like Divine stuff and this is a great example of how the D&D universe is constently changing (and i always thought that the cleric was a bit under-powered). --[[User:Guardian|Guardian]] 13:29, 3 July 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 3.5/5'''</s> I give this class a 3.5 out of 5 because in many ways it strikes me as inferior to a standard [[cleric]]. It draws from the same spell list and has the same spells per day, but looking at first level, you trade armor proficiency, one more good save, turning ability (not that big of a deal), and better melee ability for a divine grace equivalent. Divine grace is definitely very nice and it probably overcomes the presence of a singular high save, but if I'm looking at level one, you look pretty squishy to me (especially with those d4 hit dice). Divine Fate would be a nice offset to the lack of armor, but you give it sort of late (I'm thinking getting it really early would be better, like level one, two, or three, to offset the lack of armor proficiency). The bonus feats are nice, but nothing special. Gods Power is very nice, although only once per day seems a little restrictive. I'm thinking you could make it scale a little (up to maybe three times per day or so) to help fill in those dead levels (if you wanted to, you could also give it a little earlier, I think, without hurting the balance). Sacred Aura is sweet, but I would also suggest making it scale. For example, you have sixth or below at 19, but what if you have fifth or below at 17, fourth or below at 15, and so on.<br />
<br />
In short, it seems like the wizard and the cleric had a baby, and she got the wizard's frailty with the cleric's spellcasting. The substitute abilities are nice, but I don't think they bridge the void where armor would be at lower levels, or the possibility of divine metamagic (if you're using it) at higher levels (I mean, Sacred Aura pretty much is divine metamagic, but you're getting it so late, where the right cleric build can set up Persistent Spell at level one). --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
:Well, when I wrote this class, I was a little rushed, and new that I was going to be giving this class incredible survivability. Knowing that, I did not want to make it overpowered (considering how much freaking power spellcasters have already), so, I tuned it down a bit. The end result, I now see, may be considered a little weak. That being said, I beleive I shall up the HD to d6, and change the fortitude save to good. I will also make Gods Power scaling in uses, but I don't want people shooting out 4 fireballs that ignore spell resistance and don't provoke attacks of opportunity a day either, Sacred Aura will stay the way it is now, since it is already almost broken, the level restriction is there so that it isn't too powerful in fact. Also, don't want to stagger the class features around too much, because it has a pattern as it is now, a class feature at 1st level, and every 6 levels afterwards. Thanks for the interest in the class btw, Jota. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 15 July 2009 (MDT)<br />
<br />
::I understand where you're coming from with the spellcasters pooping on kids and why you would dial it back a bit, but that's just less incentive to be a bishop and more incentive to be a cleric, from a player's perspective. With regard to God's Power, I forgot about the supernatural abilities not drawing AoOs, so yeah, you have a point there. With Sacred Aura, I understand what you're saying, but if you're allowing divine metamagic, then while Sacred Aura isn't redundant, players can duplicate its effects at significantly lower levels. If you're not allow divine metamagic then yeah, it's broken. I guess it depends on your DM. With the changes you made and the arguments presented, I will change my rating to a '''4.25/5'''. -- [[User:Jota|Jota]] 17:28, 15 July 2009 (MDT)<br />
<br />
:::Actually, sacred aura is quite a bit more powerful than divine metamagic for a two straightforward reasons: One, the class feature cannot be dispelled for more than three rounds, making it a short step away from being an etraordinary ability, and Two, the class feature makes a spell that has a range of 'personal' be capable of being cast at great range, far more in fact, than any feat would ever allow. Sacred aura is much more than simply a divine metamagicked persisted spell. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 18:03, 15 July 2009 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5. I don't really like the opening sentence. It would probably be better read as two separate ideas. I don't think you really need that 'Though' toward the end of the intro paragraph. I also don't think you need to separate damnation with a comma in that last sentence (words of salvation or damnation) unless damnation is supposed to be a noun (a little confusing the way it is structured). I was going to go down through the whole thing, but there's a lot of fluff and I have other things to do shortly. In general, I think you get a little comma happy. Because of this, much of your writing might be a little clearer if you would use shorter sentences on occasion, rather than some of the multi-clause, comma-laden beasts you have in places (sort of like this sentence). There were a few spelling things that I noticed, too, although I can only tell you the few I noticed as I don't have time (at the moment) to fully dissect the fluff. One, I think Gods Power should be possessive. Two, impossbile. If you would like, I can just go through and make the grammatical changes myself (when I get back), and you could revert what you don't like. --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
:Well, I shall try and clarify some of the wording, but I simply write long sentences. Nothing is 'bad grammar' that relates to how many words there are, as long as the thought is clear, and I hope to think that you can understand what I'm saying throughout my works. Though, if you could just do some grammar edits, I would be very happy with you, I have no eye for those kinda things. (also, it's referring to the 'words of damnation', as the subject in that line) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 15 July 2009 (MDT)<br />
<br />
::For the most part I understand what you're saying, it just looks a little awkward to see it typed out. I'll make a few small changes, nothing that would significantly change anything. -- [[User:Jota|Jota]] 17:28, 15 July 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it's got everything. It follows the preload to the letter, has comprehensive inter-wiki linking, and even has an NPC to boot. --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
<s>'''Flavor - 4/5'''</s> I give this class a 4 out of 5 because this strikes me as a wizard with a cleric spell list. Overall I like the feel of it, and the fluff is fantastic, but the fact that I'm not sure whether I'd ever play one over a cleric or a wizard detracts from it's niche a little bit. And yeah, I know flavor ≠ power, but in this case I think it has some bearing. --[[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
:Feel free to refute me if you see it a different way. -- [[User:Jota|Jota]] 14:41, 15 July 2009 (MDT)<br />
<br />
::Well, the common argument is that flavor is a subjective value, and, therefore, only a 5 is acceptable, but, if you wanna give it a 4, then give it a 4. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 15 July 2009 (MDT)<br />
<br />
:::Yeah, it's subjective, but that's why multiple people can rate something. The minor power boosts make it a little more attractive, so I'll up this one to <s>'''4.5/5'''</s>. -- [[User:Jota|Jota]] 17:28, 15 July 2009 (MDT)<br />
<br />
::::Actually, I just saw the lack of alignment restriction, and while I don't get it, that quirk will bump it to '''5/5''', along with the nice picture, hereto unmentioned. -- [[User:Jota|Jota]] 17:38, 15 July 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because over all this class seems weaker than other base classes. One big reason is that early on most healing spells are touch based, this got me killed some at early levels. The ability's are nice but some seem to just come to late. Finally this classes spell casting seems a bit under powered since they do not get the spells outright like a cleric. I think one way to fix this would be to move the AC ability to an earlier level with some limits on it,Also I feel like we should gain something for having to basically keep our spells in a spell book, possibly the ability to scribe some very restricted wizard spells that would have to be listed ahead of time so as to avoid real abuse. Things like Repair damage or other buff like spells. --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because The wording is almost perfect, I only find issue with the way the AC ability (divine fate) is phrased it sounds as if you can add the entire ability score and not the bonus to your ac, making for one heck of an ac score. --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because I see no reason to give anything but a 5 here --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because I LOVE the idea behind this class. First off in all religions there is a person or group of people that for whatever reason don't fit in. They may be hypocrites, or doing things like the witch trails, so it makes a great deal of sense to allow the alignments, I also love the way you choose the ability score because your very right in thinking that different people lead in different ways. You can picture the Wise old priest giving good advise, the charismatic young man speaking in a way to make anyone believe and even the preacher who very calmly tells you about the horrible things that will happen or good things that will happen using logic to appeal to you. GREAT idea and this class was a ton of fun to role play --[[User:Starcry|Starcry]] 07:17, 25 November 2009 (MST)<br />
<br />
<br />
<br />
to presererve its integrity as basically a divine wizard i tweaked it so there was rules against just taking a level in fighter so it gains armor use</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Bishop_(3.5e_Class)&diff=450970Bishop (3.5e Class)2010-01-12T21:34:00Z<p>Ewokdruid: </p>
<hr />
<div>====Class Features====<br />
<br />
All of the following are class features of the bishop.<br />
<br />
'''Weapon and Armor Proficiency:''' Bishops are proficient with the [[SRD:Club|club]], [[SRD:Dagger|dagger]], [[SRD:Heavy Crossbow|heavy crossbow]], [[SRD:Light Crossbow|light crossbow]], and [[SRD:Quarterstaff|quarterstaff]], but not with any type of armor or shield.if they wear armor or bear a sheild they lose use of magic and class abilities for 24 hours.<br />
<br />
'''Aura ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A bishop of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s [[SRD:Alignment|alignment]] (see the [[SRD:Detect Good|detect good]] spell for details). Bishops who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.<br />
<br />
'''{{#anc:Spells}}:''' A bishop casts divine spells, which are drawn from the [[SRD:Cleric Spell List|cleric spell list]].<br />
<br />
At first level, a bishop selects one of his mental ability scores ([[SRD:Intelligence|Intelligence]], [[SRD:Wisdom|Wisdom]], or [[SRD:Charisma|Charisma]]), in order for him to cast prepare or cast a spell, a bishop must have a score in the selected [[SRD:Ability Scores|ability score]] equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bishop’s spell is 10 + the spell level + the bishop’s selected [[SRD:Ability Scores|ability modifier]].<br />
<br />
Like other spellcasters, a bishop can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on [[#Table: The Bishop|Table: The Bishop]]. In addition, he receives bonus spells per day if he has a high score in his selected ability score. A bishop also gets one [[SRD:Cleric Domains|domain spell]] of each spell level he can cast, starting at 1st level. When a bishop prepares a spell in a domain spell slot, it must come from his domains (see [[#Deity, Domains, and Domain Spells|Deity, Domains, and Domain Spells]], below).<br />
<br />
Bishops keep track of their spells in a [[#Prayerbook|Prayerbook]] that was granted to they when they first began to follow the path of the bishop. Each bishop must choose a time at which he must spend 1 hour each day in quiet contemplation while meditating over this [[#Prayerbook|Prayerbook]] to regain his daily allotment of spells. Time spent resting has no effect on whether a bishop can prepare spells. While meditating, the bishop decides which spells to prepare.<br />
<br />
'''{{#anc:Deity, Domains, and Domain Spells}}:''' A bishop’s deity influences what magic he can perform and how others see him. A bishop chooses [[SRD:Cleric Domains|one domain]] from among those belonging to his deity. A bishop can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.<br />
<br />
If a bishop is not devoted to a particular deity, he still selects one domain to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.<br />
<br />
Each domain gives the bishop access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The bishop gets the granted powers of the domain selected.<br />
<br />
With access to one domain spell at a given spell level, a bishop prepares one spell from each level that he can cast from that domain each day, in his domain spell slot. If a domain spell is not on the [[SRD:Cleric Spell List|cleric spell list]], a bishop can prepare it only in his domain spell slot.<br />
<br />
'''{{#anc:Prayerbooks}}:''' A bishop must meditate over his prayerbook each day to prepare his spells. He cannot prepare any spell not recorded in his prayerbook, except for spells granted to him from his [[SRD:Cleric Domains|domain]], which he can prepare from memory.<br />
<br />
A bishop begins play with a prayerbook containing all 0-level [[SRD:Cleric|cleric]] spells plus four 1st-level spells of your choice. For each point of the bishops selected [[SRD:Ability Scores|ability score]] bonus the bishop has, the prayerbook holds one additional 1st-level spell of your choice. At each new bishop level, he gains two new spells of any [[SRD:Spell Level|spell level]] or levels that he can cast (based on his new bishop level) for his prayerbook. At any time, a bishop can also add spells found in other bishops’ spellbooks or written on religious text to his own.<br />
<br />
apply wizard rules for adding spells<br />
<br />
'''{{#anc:Grace of God}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Bishops are servants of the divine entities known as gods, and this makes them feared foes upon the battlefield. At first level, a bishop gains the ability to add the [[SRD:Ability Scores|ability score]] that they selected for their spellcasting ability as an ability modifier to all of their [[SRD:Saving Throw|saves]] (If a bishop selected [[SRD:Wisdom|Wisdom]] for their spellcasting ability, then this allows them to add their [[SRD:Wisdom|Wisdom]] to their [[SRD:Saving Throw|Will save]] twice).<br />
<br />
'''{{#anc:Bonus feat}}:''' At 5th, 10th, 15th, and 20th level, a bishop gains a bonus [[SRD:Feats|feat]]. At each such opportunity, he can choose a metamagic [[SRD:Feats|feat]] or an item creation [[SRD:Feats|feat]]. The bishop must still meet all prerequisites for a bonus [[SRD:Feats|feat]], including [[SRD:Caster Level|caster level]] minimums.<br />
<br />
These bonus [[SRD:Feats|feats]] are in addition to the [[SRD:Feats|feat]] that a character of any [[SRD:Class|class]] gets from advancing levels. The bishop is not limited to the categories of item creation [[SRD:Feats|feats]] or metamagic [[SRD:Feats|feats]] when choosing these [[SRD:Feats|feats]].<br />
<br />
'''{{#anc:Divine Fate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Bishops are nearly impossbile to stop in any battle they take part in. At seventh level, a bishop gains the ability to add the [[SRD:Ability Scores|ability score]] that they selected for their spellcasting ability to their [[SRD:Armor Class|AC]].<br />
<br />
'''{{#anc:Gods Power}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Bishops eventually gain the ability to focus themselves, and channel the force of their gods power with such conviction, that it seems nothing can bar their ability. At thirteenth level, a bishop gains the ability to, a number of times a day equal to ⅛ the bishops levels in bishop, sacrifice a single spell that they have prepared (of 6<sup>th</sup> level or lower) in order to, immediately afterwards, cast the sacrificed spell as a [[SRD:Special Abilities Overview#Supernatural|supernatural]] ability. For this [[SRD:Special Abilities Overview#Supernatural|supernatural]] casting of the spell, the [[SRD:Saving Throw|save]] [[SRD:DC|DC]] changes from (10 + the spell level + the bishop’s selected [[SRD:Ability Scores|ability modifier]]) to (DC 10 + half the bishop's Hit Die + the bishop’s selected [[SRD:Ability Scores|ability modifier]])<br />
<br />
'''{{#anc:Sacred Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A bishop eventually becomes a force to channel the divine energies of the universe, and this can be plainly seen in the way they affect the world around them. At nineteenth level, whenever the bishop prepares his daily spells in his [[#Prayerbook|Prayerbook]], he may select a single [[SRD:Spells|spell]] of 6th level or lower that has a [[SRD:Range (Spell Descriptor)|range]] of ‘[[SRD:Range (Spell Descriptor)#Personal|personal]]’, and prepare it in a special way. As long as a particular [[SRD:Spells|spell]] is prepared with this class feature, then the bishop is under its effects. If the bishop is struck with a [[SRD:Dispel Magic|dispel]] or enters an ''[[SRD:Antimagic Field|antimagic field]]'', then the spell temporarily ends, and reactivates again either three rounds after the [[SRD:Dispel Magic|dispelling]] occurred, or three rounds after the bishop leaves the ''[[SRD:Antimagic Field|antimagic field]]''. Additionally, the bishop can sacrifice the spell slot that the spell that has been prepared in, thereby ending the effects of this class feature, and have the [[SRD:Spells|spell]] be transferred to anyone within (100 feet + 10 feet/caster level) of the bishop, who he is aware of. The [[SRD:Spells|spell]] is treated as it normally would be if it is transferred this way.</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Silence_(3.5e_Equipment)&diff=450755Talk:Silence (3.5e Equipment)2010-01-10T13:33:04Z<p>Ewokdruid: </p>
<hr />
<div>this should be an epicmagic item not a major artifact because<br />
<br />
1. there can be multiples making it either a minor artifact of a magic item Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
2. it can be created by known non-divine means thus eliminating artifacts all together (plus you can use 180 cl increasing ioun stones) :) Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
3. above 20th caster level making it an epic magic item Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
4. you would need the epic version of the creation feat Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
<br />
<br />
Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
:ioun stones don't stack. they stack as well as casting death knell seventy-berjillion times. --[[User:130.214.9.245|130.214.9.245]] 11:48, 28 August 2009 (MDT)<br />
<br />
::by definition they are each slot less items not spells and as items they work together it is not like scabbard of keen edges which lists specifically that it doesn't stackEwokdruid 13:33, 10 January 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Silence_(3.5e_Equipment)&diff=450754Talk:Silence (3.5e Equipment)2010-01-10T13:32:40Z<p>Ewokdruid: </p>
<hr />
<div>this should be an epicmagic item not a major artifact because<br />
<br />
1. there can be multiples making it either a minor artifact of a magic item Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
2. it can be created by known non-divine means thus eliminating artifacts all together (plus you can use 180 cl increasing ioun stones) :) Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
3. above 20th caster level making it an epic magic item Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
4. you would need the epic version of the creation feat Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
<br />
<br />
Ewokdruid 10:01, 28 August 2009 (MDT)<br />
<br />
:ioun stones don't stack. they stack as well as casting death knell seventy-berjillion times. --[[User:130.214.9.245|130.214.9.245]] 11:48, 28 August 2009 (MDT)<br />
<br />
::by definition they are each slot less items not spells and as items they work together it is not like scabbard of keen edges which lists specifically that it doesn't stack</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Discere_Arcana_(3.5e_Equipment)&diff=450753Talk:Discere Arcana (3.5e Equipment)2010-01-10T13:23:14Z<p>Ewokdruid: Created page with 'is it possible to decline it level loss is a bitch?~~~~'</p>
<hr />
<div>is it possible to decline it level loss is a bitch?Ewokdruid 13:23, 10 January 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Seeker_of_the_Lost_Wizard_Traditions_(3.5e_Prestige_Class)&diff=450752Talk:Seeker of the Lost Wizard Traditions (3.5e Prestige Class)2010-01-10T13:11:34Z<p>Ewokdruid: Created page with 'i put in a edit to change 50gp and 2xp to 50gp and 4xp due to the fact that they are now materials for 100 gp worth of magic items ~~~~'</p>
<hr />
<div>i put in a edit to change 50gp and 2xp to 50gp and 4xp due to the fact that they are now materials for 100 gp worth of magic items Ewokdruid 13:11, 10 January 2010 (UTC)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Seeker_of_the_Lost_Wizard_Traditions_(3.5e_Prestige_Class)&diff=450751Seeker of the Lost Wizard Traditions (3.5e Prestige Class)2010-01-10T13:08:14Z<p>Ewokdruid: </p>
<hr />
<div><noinclude><br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=[[User:Frank and K|Frank and K]]<br />
|datecreated=<br />
|adopters=<br />
|dateadopted=<br />
|status=Completed<br />
|editing=Spelling and grammar only.<br />
|type=Strong Spellcasting<br />
|desc=Use the old ways of magic to destroy the new ways.<br />
|len=5<br />
|minlvl=6<br />
}}<br />
==Seeker of the Lost Wizard Traditions==</noinclude><includeonly>===Seeker of the Lost Wizard Traditions===</includeonly><br />
{{quote|The old ways are the best ways. Magic in the past was capable of things you can't even comprehend.}}<br />
<br />
Empires have risen and fallen many times in history, and each time new magics are discovered and old magics are lost. The Seeker of the Lost Wizard Traditions is a user of magic who is convinced that the way magic was used in the past is better in some important fashion. Whether they are correct or not is something that the Mages of the Arcane Order would probably be willing to argue for days or weeks. But it is undeniable that much of the magic used by the Seeker are beyond the comprehension of those who have not taken the time to explore its ancient ways.<br />
Previous generations have largely picked the surface clean of ancient magic power, and now those who wish to find the remnants of the ancient civilizations must journey deeper and deeper beneath the earth to find items that are protected from scrying.<br />
<br />
<noinclude>===Becoming a Seeker of the Lost Wizard Traditions===</noinclude><includeonly>====Becoming a Seeker of the Lost Wizard Traditions====</includeonly><br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| 9 ranks in [[Spellcraft]], 9 ranks in [[Knowledge]] (Dungeoneering)<br />
|-<br />
! Race:<br />
| [[Human]], [[Elf]] or [[Gnome]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 2nd level arcane spells.<br />
|-<br />
! Special:<br />
| Must not be specialized in a school of magic other than Illusion.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Seeker of the Lost Wizard Traditions}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Spell Reflection|Spell Reflection]], [[#Scroll Preparation|Scroll Preparation]]<br />
| class="left" | +1 Spellcasting Level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Uncapped Magic|Uncapped Magic]]<br />
| class="left" | +1 Spellcasting Level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | [[#Burst Conservancy|Burst Conservancy]]<br />
| class="left" | +1 Spellcasting Level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | [[#Harvest Magic|Harvest Magic]]<br />
| class="left" | +1 Spellcasting Level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | [[#Expanse of the Sky|Expanse of the Sky]]<br />
| class="left" | +1 Spellcasting Level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +2 || +5<br />
| class="left" | [[#Temporary Portal|Temporary Portal]]<br />
| class="left" | +1 Spellcasting Level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +2 || +2 || +5<br />
| class="left" | [[#Unbreachable Stone Defense|Unbreachable Stone Defense]]<br />
| class="left" | +1 Spellcasting Level <br />
|}<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Swim (Str).<br />
<br />
<noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly><br />
<br />
All of the following are class features of the Seeker of the Lost Wizard Traditions:<br />
<br />
'''Weapon and Armor Proficiency:''' A Seeker of the Lost Wizard Traditions gains no proficiency with any weapons or armor. However, a Seeker of the Lost Wizard Traditions is considered proficient with any magic sword he holds.<br />
<br />
'''Spellcasting:''' Every level, the Seeker of the Lost Wizard Traditions casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.<br />
<br />
'''{{#anc:Spell Reflection}} ([[Su]]):''' A Seeker of the Lost Wizard Traditions may reflect spells with a line area of effect off of walls. The spell may either bounce off at an appropriate angle (angle of incidence equals angle of refraction) or straight back towards the caster at his whim. Creatures whose spaces are entered twice by a bouncing spell effect are affected twice.<br />
<br />
'''{{#anc:Scroll Preparation}}:''' A Seeker of the Lost Wizard Traditions may prepare his daily spells from any magical writing that he has deciphered without harming himself or the magical writing. Many Seekers take magical scrolls and bind them together into book form because magical scrolls take up less room in a book than do normal pages of spell formulae.<br />
<br />
'''{{#anc:Uncapped Magic}}:''' At 2nd level, spells cast by a Seeker of the Lost Wizard Traditions do not have maximum level-dependent effects.<br />
<br />
'''{{#anc:Burst Conservancy}} ([[Su]]):''' At 3rd level, the spells cast by a Seeker of the Lost Wizard Traditions attempt to fill all available space. Every square that a spell with a burst area of effect is prevented from occupying because of a wall or similar obstruction is added to the other side of the effect's area. For example, a fireball takes up 44 squares when used without obstructions. When used in a long, 10' wide hallway by a Seeker of the Lost Wizard Traditions, the fireball would extend to be 110' long.<br />
<br />
'''{{#anc:Harvest Magic}} ([[Ex]]):''' A 4th level Seeker of the Lost Wizard Traditions can cut pieces out of recently killed monsters that are useful in item creation. An Aberration, Dragon, Magical Beast, Ooze, or Outsider that has been successfully identified with the appropriate knowledge skill by the Seeker of the Lost Wizard Traditions and killed within the last hour can have one of its organs harvested by the Seeker in a 10 minute procedure that preserves some of the magical power of the creature. The magical portions of such a creature are worth 50 gp and 4 XP towards item creation per CR of the monster.<br />
<br />
'''{{#anc:Expanse of the Sky}} ([[Su]]):''' At 5th level, a Seeker of the Lost Wizard Traditions may double the ranges and areas of his spell effects when he is outdoors. As long as the Seeker of the Lost Wizard Traditions has an open sky over his head, every 10' cube in a spell description is a 20' cube, every 30' cone is a 60' cone, and so on and so on. Essentially, all of his spells benefit from Widen and Enlarge Spell<br />
<br />
'''{{#anc:Temporary Portal}} ([[Su]]):''' When a 6th level Seeker of the Lost Wizard Traditions casts a [Teleportation] spell that would normally change his own location, he can create a portal from the target location to a location adjacent to himself instead of moving himself. This portal can be seen through and line of effect for spells can be drawn through it. The Seeker of the Lost Wizard Traditions may dismiss the portal at any time as a free action, and it otherwise lasts 1 round per caster level of the Seeker.<br />
<br />
'''{{#anc:Unbreachable Stone Defense}} ([[Su]]):''' When a 7th level Seeker of the Lost Wizard Traditions benefits from the spell [[SRD:Stone Skin|''stone skin'']], his damage reduction is increased to Unlimited/Adamantine. The hit point reserve of the stone skin is still only reduced by a maximum of 10 points per attack.<br />
<br />
<noinclude><br />
==See Also==<br />
* [[Dungeonomicon (DnD Other)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Tome]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
</noinclude></div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Morph_into_Toad_(3.5e_Spell)&diff=417745Talk:Morph into Toad (3.5e Spell)2009-10-06T20:14:08Z<p>Ewokdruid: New page: um insantaneous spells cant be disspelled ~~~~</p>
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<div>um insantaneous spells cant be disspelled Ewokdruid 14:14, 6 October 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Craft_Magic_Tattoo_(3.5e_Feat)&diff=412207Talk:Craft Magic Tattoo (3.5e Feat)2009-09-08T22:09:17Z<p>Ewokdruid: New page: druid mass awaken :) ~~~~</p>
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<div>druid mass awaken :) Ewokdruid 16:09, 8 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Inaz%27s_Helm_of_Neutrality_(3.5e_Equipment)&diff=412173Talk:Inaz's Helm of Neutrality (3.5e Equipment)2009-09-08T17:11:05Z<p>Ewokdruid: </p>
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<div>== Epic? ==<br />
<br />
Is this an epic item? Right now I have it as being magical, however, should it be labeled as epic? --[[User:Green Dragon|Green Dragon]] 14:49, 6 January 2007 (MST)<br />
<br />
it has to be able to be created by a character other wise this should be a minor artifact Ewokdruid 11:11, 8 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Crop_of_Animal_Taming_(3.5e_Equipment)&diff=411853Talk:Crop of Animal Taming (3.5e Equipment)2009-09-07T20:43:42Z<p>Ewokdruid: </p>
<hr />
<div>umm these items are twice as expensive as they should be dmg states items that grant skill bonuses is bonus squared multiplied by 100 gold pieces Ewokdruid 14:27, 7 September 2009 (MDT)<br />
<br />
this is fine nothing is wrong with it except the priceEwokdruid 14:43, 7 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Crop_of_Animal_Taming_(3.5e_Equipment)&diff=411848Talk:Crop of Animal Taming (3.5e Equipment)2009-09-07T20:27:13Z<p>Ewokdruid: New page: umm these items are twice as expensive as they should be dmg states items that grant skill bonuses is bonus squared multiplied by 100 gold pieces ~~~~</p>
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<div>umm these items are twice as expensive as they should be dmg states items that grant skill bonuses is bonus squared multiplied by 100 gold pieces Ewokdruid 14:27, 7 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Create_Wondrous_Creature_(3.5e_Feat)&diff=409653Talk:Create Wondrous Creature (3.5e Feat)2009-09-01T23:47:07Z<p>Ewokdruid: New page: so you can have a pet tarrasque now where to get 200,000 gp and 16000 xp :) ~~~~</p>
<hr />
<div>so you can have a pet tarrasque now where to get 200,000 gp and 16000 xp :) Ewokdruid 17:47, 1 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Elven_Archery_(3.5e_Feat)&diff=409556Talk:Elven Archery (3.5e Feat)2009-09-01T18:18:52Z<p>Ewokdruid: New page: i think this stacks with strength it might be a good idea to mention weither or not it applies ~~~~</p>
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<div>i think this stacks with strength it might be a good idea to mention weither or not it applies Ewokdruid 12:18, 1 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Social_Soul_(3.5e_Feat)&diff=409551Talk:Social Soul (3.5e Feat)2009-09-01T18:02:35Z<p>Ewokdruid: </p>
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<div>This feat is pretty useless, as it grants an ability you already have. Just use the Diplomacy skill. --[[User:Mkill|Mkill]] 07:56, 17 July 2007 (MDT)<br />
<br />
not if you combo with diplomacy it creates more friends :) Ewokdruid 12:02, 1 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Shadowfire_Dragon_(3.5e_Creature)&diff=409545Talk:Shadowfire Dragon (3.5e Creature)2009-09-01T17:35:03Z<p>Ewokdruid: </p>
<hr />
<div>== Issues ==<br />
<br />
First, here are some [[DnD Monster Template#Dragon Templates|dragon templates]] to use for formatting.<br />
<br />
Subtypes (if applicable), environments, organizations, challenge ratings, treasure, alignment, advancement, and level adjustments (optional) are all missing.<br />
<br />
Is this a [[Dragon, True (SRD Creature)|true dragon]] or an [[Dragon, Epic (SRD Epic Creature)|epic dragon]]? Why doesn't the HD progression follow the expected pattern for either (i.e. 3 HD per age category for true, or 5 HD per age category for epic)?<br />
<br />
:This seems like true it starts Ewokdruid 11:35, 1 September 2009 (MDT)<br />
<br />
Why do some of the ability scores increase by odd numbers? Ability scores for dragons have always increased by even numbers.<br />
<br />
Can the dragon cast cleric spells or any domain spells?<br />
<br />
Lastly, the text at the bottom describing the breath weapon does not match the table. --[[User:Sledged|Sledged]] 10:58, 19 July 2006 (MDT)<br />
<br />
: Size is also an issue. --[[User:Dmilewski|Dmilewski]] 16:32, 10 December 2006 (MST)<br />
<br />
::Seeing that this was started by a IP address, I think we may need to change this to make it work within the D&D rules. Anyway want to do this job? --[[User:Green Dragon|Green Dragon]] 18:20, 10 December 2006 (MST)<br />
<br />
dosent it need a template to become augmented? Ewokdruid 11:35, 1 September 2009 (MDT)<br />
== Update ==<br />
<br />
This entry has not been updated since July. With so many progression simply wrong for a dragon type (either too strong or weak), I gutted almost the entire entry. I have based the creature on the Red Dragon type. It still needs tweaking and updating, but it should be much closer to a proper True Dragon. {{Unsigned|Dmilewski|19:44, 10 December 2006 Dmilewski (MST)}}<br />
<br />
:Renamed the creature to Shadowfire Dragon. That has a far better ring to it. {{Unsigned|Dmilewski|10:33, 11 December 2006 (MDT)}}<br />
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:: Sounds good. I was going to suggest "Hellshadow Dragon" myself. &mdash;[[User:Sledged|Sledged]] 12:30, 11 December 2006 (MST)<br />
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:::I like the new name. --[[User:Green Dragon|Green Dragon]] 22:57, 11 December 2006 (MST)<br />
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::::I noticed you gave it the Outsider (Augmented Dragon, Fire, Incorporeal) type (subtypes). I recommend keeping its type as Dragon (Extraplanar, Fire, Incorporeal). All true dragons have the dragon type, including the planar dragons ([http://www.wizards.com/default.asp?x=products/dndacc/176680000 Draconomicon]) and the dragon gods ([http://www.wizards.com/default.asp?x=products/dndacc/881650000 Dieties and Demigods]), despite the [[SRD:Divine Ranks#Divine Characteristics|divine rules]] saying that most deities are creatures of the outsider type. &mdash;[[User:Sledged|Sledged]] 12:59, 11 December 2006 (MST)<br />
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:::::I'll switch it back. I'm all for standards. If you see any standards-based changes that need to happen in this entry, by all means, make them. Actually, any reasonable change is good. I'm only interested in bringing this entry up to snuff. It will need a bit of mangling and tweaking before it's fit. I could really use your estimate the CR for the creature's ages. I'm thinking it should be CR+2 across the board, as if a template was applied to a Red Dragon. That will also keep the number crunching to a minimum. --[[User:Dmilewski|Dmilewski]] 07:41, 12 December 2006 (MST)<br />
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::::::I did a bunch more updates. I made changes as indicated above, plus added Chaotic and Evil to its descriptors. I crunched out some of the abilities and made them far more thematic. I toned down the power. With so many invulnerabilities, I added vulnerability to positive energy/light and removed resistance to acid. This thing is starting to take coherent shape. Time to think about the abilities some. Should it touch attack like a shadow? How should we adjust physical damage, if it should have any at all? How to adjust CR? How easily can the PC's foil it through simple spells? Things to think about. --[[User:Dmilewski|Dmilewski]] 10:48, 12 December 2006 (MST)<br />
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:::::::When get my hands on the copies of various sources that have true dragons, I'll have a better idea of what's standard without exception and what's standard with exceptions. Within the SRD, true dragons don't gain DR until young adult. Epic dragons have it from wyrmling. From there it increases by 5 every other age category. For epic dragons the last increase is at very old. Also at young adult, instead of increasing by 5, the DR type changes from magic to epic. I think some of the non-SRD dragons have exceptions, but I'm not sure what they are or how often they occur. Also, at the age categories where the DR increases, they don't gain any other abilities. &mdash;[[User:Sledged|Sledged]] 12:30, 12 December 2006 (MST)<br />
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:::::::Made a few changes based on above. The dragon is non-epic. (It's based on a Red Dragon.) I toned down the powers a bit. It now looks a bit more appropriate to a red dragon's CR.--[[User:Dmilewski|Dmilewski]] 13:50, 13 December 2006 (MST)<br />
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== Unrelated ==<br />
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Anyone find it odd that [[Angel Subtype (SRD Creature Subtype)|angel]] and [[Archon Subtype (SRD Creature Subtype)|archon]] are subtypes, but [[Demon (SRD Creature)|demon]] and [[Devil (SRD Creature)|devil]] are not? &mdash;[[User:Sledged|Sledged]] 12:44, 12 December 2006 (MST)<br />
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:That is odd. Likewise, we have no Celestial or Fiend subtype. We have no words for lawful and chaotic extraplanar types. I think. I might be wrong in that. --[[User:Dmilewski|Dmilewski]] 13:25, 12 December 2006 (MST)<br />
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::Presumably, Axiomatic and Chaotic would be the extraplanar tag-words, but I can't think for sure of a place where they ever actually used them... you could try the inevitables, though. Would be there, if anywhere. --[[User:EldritchNumen|EldritchNumen]] 19:06, 13 December 2006 (MST)<br />
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:::Nm. Inevitables only have subtypes... --[[User:EldritchNumen|EldritchNumen]] 19:07, 13 December 2006 (MST)<br />
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::I would imagine that the reason why there is not celestial or fiend subtypes is because they're easily identified as extraplanar outsiders with the good and evil subtypes respectively. Whereas angels and archons are a specific subset of celestials. Similarly, not all outiders with the evil, lawful, and extraplanar subtypes are devils, just a select few.<br />
::Lawful and chaotic outsiders... orderlies and anarchists? —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:57, 5 September 2007 (MDT)<br />
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:Now I finally figure out why there's no demon and devil subtypes. What originally prompted me to comment on the above observation was the fact that there are listed traits for [[SRD:Demon (Creature)|demons]] and [[SRD:Devil (Creature)|devils]] just like angels and archons have listed traits, but unlike demons and devils, there is an [[angel subtype]] and an [[archon subtype]]. So I realized that in the MM the demon and devil traits are listed as "tanar'ri" traits and "baatezu" traits, and if you look at some of the devils in the MM they are presented with the "baatezu" subtype (and some demons have the "tanar'ri" subtype). However, since both terms are Product Identity, they just use "devil" and "demon" instead, but they didn't replace the subtypes in the creature entries. They just removed the subtypes altogether. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:57, 5 September 2007 (MDT)<br />
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::JFC on Crack! Brilliant. That means that we can call them subtypes, and even edit them in. (Yes, that's pushing the boundaries of the OGL, but I like to think that we are clarifying the text as intended.)--[[User:Dmilewski|Dmilewski]] 19:29, 5 September 2007 (MDT)<br />
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:::Sounds good to me. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:34, 7 September 2007 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Time_Dragon_(3.5e_Creature)&diff=409540Talk:Time Dragon (3.5e Creature)2009-09-01T17:05:42Z<p>Ewokdruid: New page: umm i thinks you should make this creature should have immunity to force~~~~</p>
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<div>umm i thinks you should make this creature should have immunity to forceEwokdruid 11:05, 1 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Gold_Dragon,_Cora_Variant_(3.5e_Creature)&diff=409538Talk:Gold Dragon, Cora Variant (3.5e Creature)2009-09-01T17:00:30Z<p>Ewokdruid: New page: gold dragons are one of the most powerful true dragons not lesser dragons it would be the WEAKEST lesser dragon save pseudo and fairy. Gold dragons at least need all stages of growth to be...</p>
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<div>gold dragons are one of the most powerful true dragons not lesser dragons it would be the WEAKEST lesser dragon save pseudo and fairy. Gold dragons at least need all stages of growth to be true dragons Ewokdruid 11:00, 1 September 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Ell%27s_Handy_Homunculus_(3.5e_Spell)&diff=408534Talk:Ell's Handy Homunculus (3.5e Spell)2009-08-30T02:00:41Z<p>Ewokdruid: </p>
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<div>==Thoughts==<br />
I really like this spell. Is it possible to create other types of Homunculi using different spells? --[[User:Lolki|Lolki]] 15:39, 22 September 2008 (MDT)<br />
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:Sure. I have not made a homonculus for every situation after all, restricting myself to cantrips, but I don't see why not. :) Just find a spell you like, base a creature off of it, and have fun. I might recommend then that it's 500g minimum per spell level to creature (1st lvl spells are 1000g, second are 1500g, etc). -- [[User:Eiji|Eiji]] 15:58, 22 September 2008 (MDT)<br />
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::Though, if you mean, did Wizards of the Coast do a [[SRD:Homunculus|homunculus]], because yes they did, and it too has directions on how to make one. --[[User:Ganteka|Ganteka]] 10:27, 23 September 2008 (MDT)<br />
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==Love it==<br />
Reminds of my [[Toymaker (3.5e Feat)|Toymaker]] feat --[[User:Calidore Chase|Calidore Chase]] 16:50, 26 July 2009 (MDT)<br />
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awesome this would be really intresting one question is do you think i can steal some via rod of control constructs to go over my limit (arms and equipment guide) ? Ewokdruid 20:00, 29 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Microhurler_Homunculus_(3.5e_Creature)&diff=408523Talk:Microhurler Homunculus (3.5e Creature)2009-08-30T01:54:57Z<p>Ewokdruid: New page: with flasks of acid :D ~~~~</p>
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<div>with flasks of acid :D Ewokdruid 19:54, 29 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:The_Predator%27s_Embrace_(3.5e_Equipment)&diff=407945Talk:The Predator's Embrace (3.5e Equipment)2009-08-28T16:11:05Z<p>Ewokdruid: </p>
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<div>I haven't tried The Predator's Embrace in a campaign yet (persuading DM at the moment), but I'm sure it would make rangers who have it much more formidable. Personally, I think that it is more like a Minor Artifact when compared to Major Artifacts like the Dragonkind Orbs, but from what I can tell most Minor Artifacts go away after all of the uses are up. So....any comments, questions, concerns? [[User:Narrssuras Stalking Leopard|Omen]] 15:47, 16 June 2009 (MDT)<br />
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'''Edit:''' I take back what I said about this item being more like a Minor Artifact; I detailed the stats a bit more to make it worthy of the Major Artifact title. Now I'll ''really'' have trouble convincing my DM to let me use it. Then again, he ''did'' give me a Death Rock in a very unexpected manner, so I don't doubt I can trade the Death Rock for it. [[User:Narrssuras Stalking Leopard|Omen]] 18:54, 16 June 2009 (MDT)<br />
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:Once you hit around 15th level, this item should be more than fair game for a ranger. I wouldn't even try convincing a DM before 13th. --[[User:Aarnott|Aarnott]] 19:30, 16 June 2009 (MDT)<br />
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::Well he did give my 6th level Ranger a Death Rock, ''and'' he permitted me to ask a very influential person to trade the Death Rock for another Major Artifact so I think I have some chance. But anything to comment on the item itself? Is it flawed in any way? Anything I should change as far as effects? [[User:Narrssuras Stalking Leopard|Omen]] 07:13, 17 June 2009 (MDT)<br />
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::: Well as far as a general comment goes: most of the text is rather windy. I wouldn't see anything bad with making this a ranger-only item.<br />
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:::Here are some examples of trimmed down text:<br />
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:::'''Ever''' - The cloak was created by the god, Uller; as such the cloak is indestructible unless Uller himself destroys it. If the cloak is pulled around the wearer, a swift action, all weapon damage dealt to the wearer is converted to bludgeoning damage; ending this protection is a free action. The wearer is also immune to precision damage (such as sneak attack damage). Furthermore, while under the cloak, the wearer gets a +5 sacred bonus to all saving throws and is treated as having Evasion and Mettle.<br />
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:::'''Endure Elements''' - When used in hotter areas the cloak cools the wearer and when used in colder areas the cloak keeps the wearer warm, exactly as the spell Endure Elements. In this way, the wearer cannot suffer from hypothermia, frostbite, sunburns or heat stroke by natural means.<br />
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:::'''Natural Bedroll''' – The cloak is big enough to be used as a regular bedroll and does not fatigue the wearer when slept in. It provides a standard 8 hour rest, including ranger spell regeneration and a bonus 2 hit points per character level, in 4 hours of rest. Sleeping in the cloak counts as both wearing it and covering the user with it for the purposes of the '''Ever''' and '''Endure Elements''' abilities.<br />
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:::'''Pact of the Hunter''' – The ranger's levels are treated as a druid of an equal level for the purposes of the Animal Companion ability. If a ranger removes the cloak and has a higher level animal companion than his effective druid level would permit without the cloak, the animal companion will stay until killed or dismissed.<br />
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:::'''Natural Instinct''' – Any feats, exceptional (Ex) special qualities, or exceptional (Ex) special attacks that the animal companion has are added to the player character’s feats, special attacks and qualities until the animal companion is either dismissed or killed. If a Weapon Proficiency is given to a character that does not have the necessary ability such as a human that gains the Weapon Proficiency (bite) from their wolf companion, they do not gain an extra bite attack. A PC that gains a feat in this way must still take the feat before being able to take another feat that requires it.<br />
:::For instance, a ranger with a wolf companion would gain the feats Track and Weapon Focus (bite), the special abilities low-light vision and Scent, and the special attack Trip. The ranger would still need to take Weapon Focus (bite) if they wanted to take Improved Critical (bite).<br />
:::''Note that I changed it to [[Ex]] abilities only. This gets around many potential abuses, keeps the spirit the same, and avoids the wordy stuff about dragon breath weapons. It is also good to give clarifying examples after the rules text, not within it.''<br />
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:::'''Dire Company''' – Once per day as a swift action a ranger can wildshape into a dire animal of the same form as his animal companion until he wishes to cancel the effect. When the character has 10 ranger levels, they may take on the form of a legendary animal of their animal companion 1/day.<br />
:::''I would give more uses, but scale the legendary back to level 15 (at least). Consider giving 1 use per 5 ranger levels and have the same uses pool be used for the legendary animal too.''<br />
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:::'''Uller's Promise''' --> leave it the same.<br />
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:::Anyways -- that's just an idea of what to do. As far as balance goes... Well it is an artifact. --[[User:Aarnott|Aarnott]] 08:19, 17 June 2009 (MDT)<br />
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:::: Thank you very much for the constructive help. Changing it to ranger only really helped with simplifying it. I kind of made the item late at night, so I wasn't thinking straight. Everything is very clear now, but I don't know what Mettle is or what it does. Everything has been modified since I was given comments and Uller's Promise is even better than before (hard-ish character decision decision). [[User:Narrssuras Stalking Leopard|Omen]] 15:32, 18 June 2009 (MDT)<br />
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::::: Mettle (Ex): If the creature makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.<br />
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::::: One nice thing about the balance of this artifact is that it puts a character more on par with wizards and clerics.<br />
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::::: Pact of the hunter evens out an ability that should have been even in the first place.<br />
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::::: Natural instinct is probably fine. It allows some cool builds for sure. You can get Rage from a [[SRD:Wolverine|Wolverine]], Sprint from a [[SRD:Cheetah|Cheetah]], Powerful Charge from a [[SRD:Rhinoceros|Rhinoceros]], etc. A useful one would certainly be the [[SRD:Leopard]]'s pounce ability (which also gives rakes). And for a humorous ability, the ranger with a [[SRD:Tyrannosaurus|Tyrannosaurus]] companion would gain swallow whole. You may want to include that feats and abilities gained from companion advancement don't get transferred to the ranger (only feats and abilities from the base creature).<br />
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::::: I actually noticed a problem with the "Ever" ability. The character could spend its move and standard action each turn and at the end of the turn pull the cloak over them. At the start of the next turn, as a free action, they could remove it and and act again.<br />
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::::: With Uler's promise, the ability score bonuses should have to be applied to the same stat. That way the ability always gives a +1 modifier (not +1 or +2 depending on the number of odd stats you have). --[[User:Aarnott|Aarnott]] 09:39, 22 June 2009 (MDT)<br />
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::::::Hmm, thanks for the feedback, but now for mine on yours hehe. Mettle ([[Ex]]) sounds exactly like how [[Evasion]] should work. Yeah I hated getting nuked every two seconds by the too high CR creatures my DM threw at me every time. I really don't know why the [[SRD:Druid|Animal Companion]] was made to be half of the [[druid]]'s, because as far as I can tell, a [[druid]] is far more powerful than a [[ranger]] even without the [[SRD:Druid|Animal Companion]]. Also, Natural Instinct does not allow you to take the feats of your animal companion that require certain physical aspects. A human can't gain the [[SRD:Weapon Focus|Weapon Focus (bite)]] feat because they don't have the necessary fangs, but a Catfolk could because they theoretically do. The only exception to this rule is the ability to fly in which case the cloak takes on the form of two wings. A ranger also gains the feats and abilities from the advancement of their [[SRD:Druid|animal companion]] because the cloak represents a constant bond between the two. Oh and with regards to the Ever ability...yeah that is a bit blah. I'll change a few things and tweak it a bit.[[User:Narrssuras Stalking Leopard|Omen]] 11:05, 23 June 2009 (MDT)<br />
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::::::: Mettle is Evasion for your other saving throws. It doesn't come up as often as you might think, however. Many, many spells don't have partial saves.<br />
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::::::: There is no point differentiating whether the wearer has a natural bite attack or not. Give humans Weapon Focus (bite); it just won't do anything. You want to make sure that bonus feats the companion gets from advancing HD '''don't''' get transferred to the ranger. Otherwise you are able to grant yourself a bunch of free bonus feats. Usually the player gets to pick the feats for his companion to advance, which causes this whole issue. You are obviously going to pick good feats (whereas base animals usually have suboptimal ones like alertness and toughness). --[[User:Aarnott|Aarnott]] 11:31, 23 June 2009 (MDT)<br />
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::::::::Mettle does sound like what I wanted to have happen. But a ranger with a Tyrannosaurus can't swallow a person whole unless they are large enough which means two or three sizes larger. Well I don't necessarily see what the problem with having your animal companion advance the way you want it to. Wouldn't a character choose their animal companion's feats for them anyway? And I thought an animal companion was an exception to the regular rules of animals; they obey you, do what you want, and still have a mind of their own. A DM can also just say that they will choose the feats for the ranger. Nevertheless, I will think of something.<br />
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::::::::'''Edit''' - "During animal companion advancement, the feats must be chosen as if benefiting the animal companion instead of the ranger." Sound good? [[User:Narrssuras Stalking Leopard|Omen]] 11:42, 23 June 2009 (MDT)<br />
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um minor artifact there are non unique multiples of this the only major artifact that is multiples of is unique for each one (orbs of dragonkind) Ewokdruid 10:11, 28 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Book_of_Orcus%27_Hate_(3.5e_Equipment)&diff=407944Talk:Book of Orcus' Hate (3.5e Equipment)2009-08-28T16:05:30Z<p>Ewokdruid: New page: write orcus ~~~~</p>
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<div>write orcus Ewokdruid 10:05, 28 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Silence_(3.5e_Equipment)&diff=407943Talk:Silence (3.5e Equipment)2009-08-28T16:01:47Z<p>Ewokdruid: New page: this should be an epicmagic item not a major artifact because 1. there can be multiples making it either a minor artifact of a magic item ~~~~ 2. it can be created by known non-divine me...</p>
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<div>this should be an epicmagic item not a major artifact because<br />
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1. there can be multiples making it either a minor artifact of a magic item Ewokdruid 10:01, 28 August 2009 (MDT)<br />
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2. it can be created by known non-divine means thus eliminating artifacts all together (plus you can use 180 cl increasing ioun stones) :) Ewokdruid 10:01, 28 August 2009 (MDT)<br />
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3. above 20th caster level making it an epic magic item Ewokdruid 10:01, 28 August 2009 (MDT)<br />
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4. you would need the epic version of the creation feat Ewokdruid 10:01, 28 August 2009 (MDT)<br />
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Ewokdruid 10:01, 28 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Magical_Game,_Jumanji_(3.5e_Other)&diff=407939Talk:Magical Game, Jumanji (3.5e Other)2009-08-28T15:20:44Z<p>Ewokdruid: </p>
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<div>== Idea ==<br />
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This one is totally up for debate and ideas. All effects - visual, audible, physical, magical, and sensory - produced as part of the manifestations of the game will be Greater Shadow Conjurations, and would be well-suited to basic magical principles of shadow, as well as Shadowcaster Mysteries in Tome of Magic. Aside from that fact, I am still pretty flexible on the statistics, manifestations, and player interactivity, but I was also thinking that the basic structure for a true rolling method for player characters would be as follows: players rolls in order to show that they have taken their turn in the game (2d6, possible 2-12; doubles or difference), plus roll on a d%, determining an effect drawn from the table of 'turn' instances, challenges, encounters, and effects. The effect rolled on this d% roll could be alterable based on the 2d6 roll's number(s) or double-difference to show lean/favor/flavor for variable player in-character 2d6 roll. Cheating or attempting to trick results in negative effects would result from the game as if it were aware of player intentions and motivations. Anything from the basic conjurations of a low-level encounter series to more advanced, epic-scale royal game-style variations could be possible for different level groups (ie, ACL 1-10, 11-20, 20+, etc.). Anything jungle-related is possible here. In the film, anything from jungle animals in small and large numbers to intelligent fast-growing plant life to a musket-bearing 1800s British hunter (who, in the modern world, ends up acquiring a high-powered, stealthy, long-range rifle that looks like it was issued straight from the US military special tactics forces... for the record).<br />
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In other words, just about anything cool is possible here. -- [[User:Xidoraven|xido]] 05:52, 8 June 2009 (MDT)<br />
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== Placement ==<br />
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I was adding this to the area where you had the breadcrumb link back to and this is not a magical item. I think you need to pick a area and stick with it. For example is this a magical item, major artifact, or a minor artifact? I added it to minor artifact; feel free to change it if you want. --[[User:Green Dragon|Green Dragon]] 15:01, 8 June 2009 (MDT)<br />
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i think this should be a major artifact because it seems unique and there are multiples of minor artifacts plus i also think this is a cursed item there can be cursed artifacts there is one in dungeon masters guide Ewokdruid 09:20, 28 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Iron_Book_of_Ald%27Ori_(3.5e_Equipment)&diff=407936Talk:Iron Book of Ald'Ori (3.5e Equipment)2009-08-28T15:18:13Z<p>Ewokdruid: </p>
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<div>How long will the heat damage remain with the book after the fire attack? Suggestion: based on hit die of damage dealt. e.g. a 4d6 fireball would heat the book for 4 rounds.<br />
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i think this should be a major artifact because it seems unique and there are multiples of minor artifacts Ewokdruid 09:18, 28 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Bellerophon%27s_Spear_(3.5e_Equipment)&diff=407935Talk:Bellerophon's Spear (3.5e Equipment)2009-08-28T15:16:37Z<p>Ewokdruid: New page: i think this should be a major artifact because it seems unique and there are multiples of minor artifacts ~~~~</p>
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<div>i think this should be a major artifact because it seems unique and there are multiples of minor artifacts Ewokdruid 09:16, 28 August 2009 (MDT)</div>Ewokdruidhttps://www.dandwiki.com/w/index.php?title=Talk:Heart_of_Water_(3.5e_Equipment)&diff=407932Talk:Heart of Water (3.5e Equipment)2009-08-28T14:57:32Z<p>Ewokdruid: </p>
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<div>== Important Information ==<br />
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Jethro is now staying away from any water based adventure. --[[User:TK-Squared|TK-Squared]] 06:52, 13 June 2009 (MDT)<br />
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:Suddenly, Jethro has an anti-Jethro... who has the Heart of Water. Also, a shotgun that fires disintegrates. -- [[User:Eiji|Eiji]] 07:17, 13 June 2009 (MDT)<br />
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:: Magic Jar. --[[User:TK-Squared|TK-Squared]] 10:31, 13 June 2009 (MDT)<br />
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waterbreating is probobly something that should be added Ewokdruid 08:57, 28 August 2009 (MDT)</div>Ewokdruid