Socialite (3.5e NPC Class)

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Author: Leziad (talk)
Date Created: 20th November 2018
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A class for social oriented NPCs.

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Socialite[edit]

A socialite can be from any class of society, ranging from entertainer, barmaid, courtesans, or even a high class courtier. This class is for NPC who work with other people, and sometimes are good with them. A starting socialite is a capable enough talker, but as they grow in levels their ability to pull favor and tricks greatly increase. Despite this they are almost never suited for combat and are better left to their own lives, while they can talk well, it is much more difficult to talk down an orc warlord who can just take what they wish with no negotiation.

Making a Socialite[edit]

Table: The Socialite

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Social Proficiency +1, Trick
2nd +1 +0 +0 +3 Trick
3rd +1 +1 +1 +3 Bonus Feat
4th +2 +1 +1 +4 Trick, Wealth
5th +2 +1 +1 +4 Social Pull
6th +3 +2 +2 +5 Social Proficiency +2
7th +3 +2 +2 +5 Bonus Feat
8th +4 +2 +2 +6 Trick
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Trick
11th +5 +3 +3 +7 Bonus Feat
12th +6/+1 +4 +4 +8 Social Proficiency +3, Trick
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Trick
15th +7/+2 +5 +5 +9 Bonus Feat
16th +8/+3 +5 +5 +10 Trick
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Social Proficiency +4, Trick
19th +9/+4 +6 +6 +11 Bonus Feat
20th +10/+5 +6 +6 +12 Trick

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Socialite.

Weapon and Armor Proficiency: A socialite is proficient with all simple light weapons. She is not proficient with any armor or shield.

Social Proficiency (Ex):At 1st level, 6th level and each 6 levels thereafter a Socialite gain a +1 competence bonus on all Charisma-based skill checks (except User Magic Device in addition of Sense Motive.

Trick: At 1st, 2nd level, 4th level and each 4 levels thereafter a Socialite gains a single trick from the list below. She may only choose a particular trick once.

Gather Crowd (Ex): With 1d4x5 minutes of speech or performance, a socialite is capable of gathering a crowd of people. The size of the crowd depends on the local population but is usually dense enough to be considered difficult terrain. The crowd behaves as normal once it is gathered. You may only gather a crowd once per day per point of Charisma bonus you possess, to a minimum of once per day.

Ambiguous Wording (Ex): A number of times per day equal to her Charisma modifier, a socialite may roll a single d20 when interacting with a creature for at least 1 minute. After the result is revealed she may decide if the roll was a Bluff, Diplomacy check or Intimidate check. If the socialite possesses the Faux Pas Recovery trick she may decide on another type of check upon rerolling.

Brush Aside (Ex): You can make an opposed Diplomacy or Intimidate check against someone actively attempting to use one, if your check beats theirs their attempt fails and any further attempts they make on the same creature within 1d4 days suffer a penalty equal to your Charisma bonus.

Deceive (Ex): The socialite know how to words her lies, making anyone she successfully used Bluff against one step friendlier towards her (to a maximum of friendly) than normal, although it becomes one step less friendly than it originally was (so usually two step less friendly) if it discovers the deception. This does not apply to any combat-uses of bluff (such as feinting) and the deception must be meaningful in nature.

Distracting Stare (Ex): The socialite gain both Sexy Distraction and the Pretty Eyes skill tricks even if she does not meet the prerequisites and they do not count against her limit of tricks. When she successfully uses either skill trick she increases their duration by 1d4 rounds.

Extra Bonus Feat (Ex): The socialite gains an additional bonus feat from her bonus feat list, the bonus feat must not have any prerequisites.

Faux Pas Recovery (Ex): The socialite may reroll a single Charisma check or skill check as an immediate action, if the first check was a failure and the reroll was a success her interlocutor brushes it off as a misunderstanding or such. This ability is usable once per creature per day.

Favor (Ex): The socialite may use her wealth ability to generate twice the normal amount of currency in half the time, however she must perform a small favor for a powerful individual. The nature of the favor is depending on the GM, and it must usually be reasonable for the amount of money generated, if refused the attempt to use wealth simply fails. If used successfully, the socialite does not have any limits on what to buy with her favor ability money. This trick requires the Wealth class feature.

Gather Gossip (Ex): A socialite may Gather Information in half the time as normal, she may take 20 and not suffer any consequences for doing so by taking 2d4+1 hours simply listening to gossip in a tavern or other public spaces.

Poisoner (Ex): You no longer risk poisoning yourself when applying poison, additionally any ingested poison you use has their DC increase by +2.

Rehearse Lie (Ex): By taking an hour to think, doing non-strenuous activity, you may 'take 15' on a Bluff check made within the next 24 hours. You must know about what kind of lie you will need to make, any bluff check not related to the one you rehearsed in your head is not affected by this ability.

Seduction (Ex): The Socialite gain the gain Seduce to Deceive ability. If the socialite sleep with a target she successfully seduced, she may attempt to make a suggestion against it, DC 12 + her Charisma modifier to negate. The suggestion must be either reasonable or very reasonable and if the target succeed on it Will save it is not aware it made a Will save.

Sneak Attack (Ex): The Socialite gains Sneak Attack as a 1st level Rogue, if she has levels in rogue or later gain them she counts as one level higher for the purpose of sneak attack instead.

Talk Back (Ex): Once per day, the socialite may say something incredibly baffling, a daring insult or perhaps show some leg. As a result she cause the creature she directed it to to make a Will save (DC 10 +1/2 Class Level + Charisma modifier) or become stunned by shock for 1 round. This ignores the normal immunity to stun but is a [mind-affecting] effect. This is a language-dependent ability, but may be done with only somatic components at a -2 DC.

Wealth (Ex): A 2nd socialite is capable of gaining money and favors over the course of the day. Once per day the socialite may make a Charisma check, she gains her result x10 in pieces in the forms of favor, borrowed money and similar temporary 'currency'. These pieces must be spent the same day they are acquired or else they must be returned or become worthless. This allows the socialite to always have at least some temporary wealth. This extra money cannot be used to buy items with a value above 5 gp, although it may purchase any services.

If she spends 1d4+1 minute the result is in copper, if she spends 1d4+1x10 minutes it is in silver and if she spend 1d4+1 hours the result is in gold. This can only be performed in a settlement, and the amount of money gained may be capped depending on the wealth of the population.

Bonus Feat: At 3rd level and each 4 levels thereafter a Socialite gain a single bonus feat she meet the prerequisites from this list: Ability Mastery (Charisma), Beauty Queen, Cunning Deceiver, Communicator, Conniving Manipulator, Deceitful, Investigator, Leadership, Master Manipulator, Masterwork Body, Negotiator, Persuasive, Skill Advantage or Skill Focus.

Social Pull: A 5th level socialite knows what up in the social world, she can amass followers as per the Leadership feat. However these followers are only 'fans', 'helper' or similar. As a result they are not fully loyal and will not obey order, although they are all treated as helpful toward the socialite. If the socialite moves, these followers will disperse and she will gain a new following within 1d4 days at her new location. A socialite does not need to amass followers, this is a voluntary process.

This is in addition to any truly loyal followers the socialite has if she possess the Leadership feat.



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Leziad's Homebrew (4431 Articles)
Leziadv
Article BalanceModerate +
AuthorLeziad +
Base Attack Bonus ProgressionPoor +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e NPC Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryA class for social oriented NPCs. +
TitleSocialite +
Will Save ProgressionGood +