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Brian Rogers ([personal profile] subplotkudzu) wrote2007-06-15 03:22 pm
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The New Aristocracy

Finally following up on a post from February I have worked out what new special abilities the Aristocrat class has in Emirikol. It's likely still not quite on par with the other PC classes, but it has it's benefits. Many of the following are modified by Chris Aylott's Dynasties & Demagogues.

* Estate Income: The Aristocrat begins with a higher amount of starting currency (6d8*10 GP) and receives a monthly income of 15 GP per class level. At the lower levels this merely allows the Aristrocrat a commoners existance without the need to work, but at higher levels it allows for an opulent lifestyle.

* Patron: the Aristocrat can, if he chooses, select a patron (with that patron's consent). When the Aristocrat evokes his patron's name he gains a +2 circumstance bonus on Bluff, Diplomacy, Intimidate or Perform (Oratory) with people who would recognize the name. The aristocrat must follow his patron's orders - disobeying a patron is a DC 15 Will check, and successfully doing so severs the relationship (unless the aristocrat somehow makes amends). Once he has severed a patronage arrangement, the Aristocrat cannot choose a new patron for a month. 

* Capable Servants: starting at 2nd level the Aristocrat develops a network of capable servants, giving him a +1 circumstance bonus on Appraise, Gather Information and Knowledge checks when he can get his servants to do research for him. In addition, the check takes no time on the aristocrat's part, as the servants do all of the legwork. This bonus increases to +2 at 6th level, +3 at 10th, +4 at 14th and +5 at 18th. 

* Word of Honor: at 4th level the Aristocrat is able to establish bonding handshake agreements between himself and another party in which both sides have obligations. Once the deal is struck, both the aristocrat and his partner make diplomacy checks - that becomes the DC of the other members Will save to violate the agreement. If one side breaks the deal, the other side is still bound unless they too can make the Will save. 

* Leadership: Aristocrats gain this feat automatically at 6th level. 

* Authority: at 8th level the Aristocrat gains a +2 on Bluff, Diplomacy, Intimidate, Perform (Oratory) and Sense Motive checks with his followers. This increases by +1 every 4 levels thereafter, up to a +5 at 20th level

* Raise Troops: Once per year the Aristocrat can double his number of followers for one month or for a specific, pre-stated goal (whichever comes first). His followers level ratios remain unchanged. This increases to x3 at 15th level and x4 at 20th. 


This gives the Aristocrat some added heft when it comes to troops, political clout , connections and steady income - combining nicely with it's 6 skill points/level, d8 hit dice and broad weapon and armor choices. It's likely a little weak at the higher levels, but I don't really expect the game to get there or for a PC to pursue it for more than 6 levels. 

I'd be interested in any suggestions or ideas.

(Anonymous) 2007-06-16 03:25 am (UTC)(link)
You could give Aristocrats some legal authority -- often they acted as judges, etc. This could be balanced by various duties required of them.

[identity profile] brianrogers.livejournal.com 2007-06-16 10:50 am (UTC)(link)
I'd rather not, though I can certainly see your point.

In Emirikol at least the transition from Empire to Republic was made in part to strengthen the law and strip Aristocrats of their already dwindling right to act and judge and jury.
mylescorcoran: (Default)

[personal profile] mylescorcoran 2007-06-16 07:41 am (UTC)(link)
I like these ideas, particularly the 'Capable Servants'. It's a nice mechanic for hangers-on, servants and more generally a network of assistants, without any fussy accounting.

As you say, the Aristo isn't really on par with the other PC classes, particularly at high level, but a lot depends on the circumstances of the campaign. An intrigue-heavy society game would benefit the Aristo greatly, while the probably more typical hack-fest doesn't really help any of the more social or skills-based classes.

[identity profile] brianrogers.livejournal.com 2007-06-16 10:55 am (UTC)(link)
Caught two things myself -

Raise Troops kicks in at 10th level - it is not an automatic part of their free Leadership feat.

I should probably change Estate Income from a 1st level bonus to the roll to a flat +150 GP when you first take a level in Aristo. Just enough to 'inherit' a suit of Masterwork armor.