My own revised 3.75 rules :)

Discussing Masque of the Red Death
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My own revised 3.75 rules :)

Post by Jonathan Winters »

Let me welcome you to what I have tentatively called Masque of the Red Death v. 3.75. (Yes, it is meant as a joke.)

As much as I love, the MotRD setting, to say that the Third Edition version was flawed would be a bit of an understatement. There were very good things about it in regards to the setting and its history and some very good ideas about what it should be, but not everything came out satisfactorily (for me at least).

Some things that bothered me reside in the fact that, for example, some character classes have nothing new going on for them past the 10th level except adding skill ranks (or even worse, 3rd level for the Physician or Scholar/Scientist) or that when you sat down to play, you couldn’t make sense of some of the rules or some even contradicted others flagrantly.

So I have started revising the classes, their abilities and their skills. Here is a quick example of what I am working on. It will be for my players who do not own the book. I have only listed the differences. If something isn't mentioned, feel free to assume that it stays the same.

If anybody is interested in the final version, please let me know. (It will also be "wordier", with more explanations and comments. And my MotRD campaign has more to do with League of Extraordinary Gentlemen at the moment. So there is a bias.

Feel free to comment!

Patrick


Adept :
The Adept is often self-taught and considered a dabbler by more serious magic users. An Adept is probably more intuitive in her approach to magic than a Metaphysician or an Occultist

Class
level
1st Detect magic, read magic, starting spells.
5th Bonus metamagic feat
10th Bonus metamagic feat
15th Bonus metamagic feat
20th Bonus metamagic feat
Hit dice: D6
Class skills:
Concentration (Con), Knowledge (ancient languages, forbidden lore) (Int), Hypnosis (Cha). And a choice of two other skills one being amongst Profession.

(Dropped skills: Prognostication, Psychometry and Sixth Sense.)
* * *
ADEPT - Charlatan :
The Charlatan is the closest thing to a Bard one might find in the way someone casts spells on Gothic Earth. Being an innate spellcaster, the Charlatan has no spellbook. Their knowledge originates partly from some research the Charlatan might have done, but comes mostly from her intuition. The Charlatan can feel magic, or magic is attracted to the Charlatan. No one seems quite certain. Even the Charlatan herself… All she might know is that one day she pretended to be a magician and the next day, she was.


Class
level

1st Skill focus: Sleight of hand.
5th Spell focus: Illusion
8th Ranged legerdemain 1/day
10th Bonus feat *
14th Ranged legerdemain 3/day
15th Greater spell focus: Illusion
17th Shadow illusion
20th Bonus feat*
* To be chosen from the following list: Deft Hands, Empower Spell, Enlarge Spell, Lightning Reflexes, Maximize Spell, Mimicry Sounds, Mimicry Voices, Negotiator, Persuasive, Spell Focus, Spell Penetration.

Hit Dice: D6

Class skills:
Bluff (Cha), Concentration (Con), Escape Artist (Dex), Hypnosis (Cha), Knowledge (ancient languages, forbidden lore), Perform (Cha), Open Lock (Dex), and Sleight of Hand (Dex). And a choice of one other skill.

(Dropped skills: Prognostication, Psychometry and Sixth Sense)

Constitution (Ex):
The Fortitude save remains the same (DC 10 + spell level), but the non-lethal damage is 1D2 + ½ spell level rounded down ( ½ becomes 0 so 0 and 1st level spells are 1D2 non-lethal damage).
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Intellectual - Parson

Post by Jonathan Winters »

Here is a first draft of the Parson class.

Intellectual - Parson:
Special

1st Bonus skill focus feat (religion)
2nd Iron will feat
5th Turn undead
8th Make blessed water
11th Improved blessed water (1D6 + twice Cha bonus)
13th Bonus feat
16th Greater blessed water (2D6 + twice Cha bonus)
19th Bonus skill focus feat (religion)
20th

Hit Die: D10

Class skills:

Academician, Connoisseur, Diplomacy, First aid, Gather Information, Intimidate, Knowledge(ancient languages, cryptology, etiquette, forbidden lore, government, history, local, , religion) Listen, Perform, Profession Sense Motive and Spot.

Dropped: Hypnosis, Knowledge (archeology, science).

Class features:
Bonus skill focus feat: Knowledge (religion) at 1st level.

Bonus feat: Iron Will at 2nd level.

Turn Undead: Same as in MotRD.

Make Blessed Water: Same as in MotRD

Improved Blessed Water: At 11th level, the Blessed Water made by the Parson character inflicts 1D6 + twice her Cha modifier to undead creatures.

Bonus Feat: At 13th level, the Parson gains a bonus feat to be chosen from the following list: Ancient Knowledge Expert, Courage, Jaded, Open Mind, Knowledge: Ancient languages (a choice of two languages at the cost of two for one, meaning for example that with one skill rank spent, you gain one rank in Babylonian and one rank in ancient Hebrew) or Wrath of God (use the Voice of Wrath feat in the Ravenloft Campaign setting book).

Greater Blessed Water: At 16th level, the Blessed Water made by the Parson character inflicts 2D6 + twice her Cha modifier to undead creatures.

Bonus skill focus feat (religion): The Parson may choose another religion of interest if not of worship to her.

Dedication: Same as in MotRD.


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Post by Guardian of Twilight »

I am rereading the MotRD sourcebook, and find this really helpful. Thanks!
Last edited by Guardian of Twilight on Wed Dec 20, 2006 11:57 pm, edited 1 time in total.
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Post by Jonathan Winters »

Guardian,

You are so welcome!

Glad I can help.

The Adept classes are done. I imagine the Mystic classes might be over tonight. Intellectuals are almost done too. Athletes are 50% or more...

Gotta get to the Sleuths, (Dandy: Appraise +10!?!?! That's it?!?!) :)
And the Tradesman, big time!

And Psychometry, Prognos and 6th Sense... I'm kinda proud of those. Almost done too.

And I've cranked up everybody's Hit Dice by one.

If the FoS is interested, I'd be more than happy to share my final document. Obviously, in copyright friendly file of course!

Out of curiousity, How are people doing with the Mystic Domain Spells?

I have tweaked around with them and made them playable, but I am tempted to get rid of them. Just use them as specialist schools or something. But out of respect for the previous work, I kept them, in a way...

I'm not sure what I'll do in my game though..

Patrick


Here is the Metaphysician

ADEPT - Metaphysician:
The Metaphysician knows something is out there. He doesn’t know what it is yet, but he will find out and explain it to you in terms that will make sense out of the apparent chaos. His point of view towards magic is scientific rather than esoteric.


Levels
1st Detect magic, read magic, starting spells.
Bonus skill focus feat (Knowledge)
Methodical bonus +1

5th Bonus skill focus feat (Knowledge)
Methodical bonus +2


10th Bonus skill focus feat (Knowledge)

15th Bonus skill focus feat (Knowledge)
Methodical bonus +3

20th Bonus skill focus feat (Knowledge)

Hit Die: D6
Class skills:
Academician (Wis), Concentration (Con), Hypnosis (Cha), Knowledge (ancient languages, forbidden lore, sciences, earth sciences) (Int).

And a choice of one other Knowledge skill out of: Archeology, Cryptology or History.

Class features:
Arcane weave, Analytical weakness and Spells are the same as in MotRD.

Skill Focus Feats:
The Metaphysician gains Skill Focus (Knowledge) at 1st level and every five levels after that instead of a meta-magic feat like the Adept.

Methodical Bonus:
The same as in MotRD except that st 1st level, because the Metaphysician is so thorough in his spellcasting he gains a +1 bonus to his spell DC. This bonus increases to +2 at 5th level and +3 at 15th level. But, being so precise means his spellcasting time is doubled.
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Post by Guardian of Twilight »

Jonathan Winters wrote:Guardian,

You are so welcome!

Glad I can help.
Thank you sir. If I may ask, are there any MotRD specific 3.5 character sheets? Also, I have recently found some pretty sweet Ravenloft character sheets if anyone is interested. If you are, just let me know. :)
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Forbidden Lore checks to cast spells

Post by Jonathan Winters »

Here is how you do a Knowledge (forbidden lore) check to cast spells (in my game).


Knowledge: Forbidden lore (Int)

When used in conjunction with Mystic Weave or Arcane Weave, knowledge (forbidden lore) counts as a cross-class skill (its ranks are halved and rounded down). So a 10th level Adept with 13 ranks in Knowledge (forbidden lore) and an intelligence of 15 would have to make a Knowledge skill check DC 20 to cast a 5th level spell (Base 15 + 5 [spell level]) and would roll like this: D20 + 6 (half of Forbidden lore ranks rounded down) + 2 (Int Mod). The character would need at least 12 on her die to cast the spell. And a 1st level spell would only need a DC 16 forbidden lore check to cast, therefore the same Adept would need 8 on her roll.

This way, spellcasting for higher level spells is harder, but not impossible. And this method accentuates the need and value of a Feat such as Skill focus.

(As a side note, to compare with v. 3.5, the same Adept would only need 5 on her die to cast a 5th level spell.)


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Psychometry...

Post by Jonathan Winters »

I'd really like some feedback on this one...


Psychometry (Wis)

Psychometry is always a cross-class skill. DCs may also be changed to reflect the needs of the story and the item.

(The main problem with this skill in MotRD is that there are no guidelines. Here is what I came up with. It is simple, but efficient in my opinion.)

A person with the Psychometry skill is usually called a Reader. A Reader can use her ability a number of times equal to her Wisdom modifier + 1 (minimum 1).

To be read, any item has a Base DC of 35. This does not mean that every household item carries a sordid past (sometimes a butter knife is just that: A butter knife…). The item’s history modifies the DC making it easier or harder to read.

-Ancestral item. (The item has been passed down by at least five generations.) DC: - 5

-Magic item: DC: - 5

-Highly traumatic or emotional event associated with item. (Murder, rape, suicide, wedding, gift, etc.)
DC: - 10

-Item was made for a specific person. (Crafter’s lover, enemy, child, etc.)
DC: - 5

-Item was made by a historical figure having influenced the reader’s culture. (This book belonged to Leonardo Da Vinci…)
DC: - 5

-Item belonged to someone close to you. (Brother, parent, lover, child, etc.) DC: - 2

Other modifications to Psychometry affect natural rolls of a 1 or a 20.

On a natural 20: The character relives the major traumatic scene associated with the item (or one the scenes if there are more than one). The Reader might make an appropriate Fear or Horror save.

If she misses her save by 10 or more, she must make a Fortitude save equal to the Fear/Horror save or faint. If she misses the Fortitude save by 10 or more, the reader suffers a heart attack and dies within 1D10 + 1 rounds unless properly attended to. Even if she succeeds the Fear/Horror/Fortitude saves, the Reader suffers a -2 penalty to all rolls for 1D10 + 5 minutes

If she needed to do both a Fear and a Horror save, than the Fortitude DC is equal to the highest of the two saves + 5.

If she misses her save (or saves) and survives, the Reader suffers a -10 penalty to ALL rolls associated with Psychometry for her next reading.

SPECIAL: For a natural 20 roll, let’s not forget that it is possible to relive happy moments too. For example, if the wedding band of a happy housewife was read after her death (DC 20: 35 - 5 [made for a specific person] - 10 [wedding]), the Reader may relive the wedding with major events of the marriage. The feeling of love and happiness could influence the Reader for a while in the same way a traumatic event would. This could translate in an appropriate +2 Will save bonus or +2 to a skill for 24 hours. The bonus should reflect the feeling of the reading.

On top of any bonus, if she rolls a natural 20 with her next reading, the Reader has a “spiritual buffer”, a strength left over from her previous reading which allows her to not suffer from any Fear/Horror effects. She relives an event from the next item read but detaches herself from any feelings that might taint her. This also exempts her from making a Powers Check. If, instead, she rolls a natural 1 (see below), she ignores any foul effects and can try to read the item the next day.

On a natural 1: Instead of getting a sense of the item in her hand, the Reader went too far and shifted involuntarily her focus “outwards” of everything else.

So the Reader cannot sense anything from that item for 1D4 weeks and the Powers Check for this reading and the next one is 3%. In other words, the Reader painted a target on herself and the Red Death will pay more attention to her for a while…


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Post by Spiteful Crow »

I like your re-write of Psychometry, but I think the heart attack save is unecessary.
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Post by Jonathan Winters »

Thanks for the reply Crow! I really appreciate it!

You think so for the heart attack?

That's why it's set that if you miss your roll by 10 or more. I felt there needed to be some degree of danger associated with these skills... Hum...

But nothing is set in stone yet. I am seriously taking your comment into consideration for my final draft.

***

Here's where I'm at right now.

The Adepts are finished, the Mystics too. (Just need to proof-read this stuff.)

Sleuths are almost over. I need to work on the Journalist mostly...

Athletes are getting there, mostly the Shootist left.

Intellectuals: Mostly the Scientist left.

The Tradesmen are somewhat trickier than I thought... (To make them more interesting to me.)

And I've done most of my notes for Knowledge (Forbidden Lore) and other Feats and what-not's

Patrick
Please keep the comments coming.

Positive or not!

I should post a couple more things soon. Maybe tomorrow at the latest.

If you're afraid to embarass me on the boards, send me a PM! :)
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Post by Jonathan Winters »

Just thought of this now...

I do not make my living as a game designer, so if anybody notices something truly out of whack with game balance (or rules for that matter) please let me know.

And, my mother tongue is French (Québec), so if some of my English sounds really funny within my MotRD conversion and I missed it, you may correct me on that too.

Cheers!

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Post by Spiteful Crow »

I think just a normal fear check is all that's really necessary. I mean, all that really happens is that the character lives out the items traumatic past as though it were really happening. There's no rules for characters dropping over from heart attacks when they fail a fear check in real life, so reliving an event shouldn't be any more fatal.
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Post by Jonathan Winters »

Guardian of Twilight!

Hi!

I THINK there are MotRD character sheets somewhere on this site to download. I forget.
(I forgot to answer you before sorry.)

Here is a first draft of the ADEPT - Occultist. I haven't caught up with this stuff yet... Holidays, work, kids, etc.

Actually, I didn't think it would be so long to do... :)
Surprise!
But for those following this thread, thanks for your attention and comments (and PMs). Once I am done, whoever wants a complete file, just let me know, cos this project is for my players.

Patrick


ADEPT - Occultist:
The Occultist studies magic to get to the bottom of magical things. They are spellcasters whose studies are concentrated in a specific field.

Class
level

1st Detect magic, read magic, starting spells,
Spell Focus (specialist school)
2nd
3rd
4th
5th Bonus metamagic feat
6th
7th + 2 bonus on saves vs. opposed school
8th
9th
10th Bonus metamagic feat
11th
12th
13th + 2 bonus on saves vs. 2nd opposed school
(OR +3 bonus on saves vs. opposed school if unique)
14th
15th Bonus metamagic feat
16th
17th + 3 bonus on saves vs. 1st opposed school
18th
19th
20th + 3 bonus on saves vs. 2nd opposed school
(OR +4 bonus on saves vs. opposed school if unique)

Hit Die: D6

Class skills:

Academician (Wis), Concentration (Con), Hypnosis (Cha), Knowledge (ancient languages, cryptology, history, forbidden lore) (Int).
And a choice of two other skills one being amongst Profession.

Class features:
Arcane weave, Spells and School Specialization are the same as in MotRD.

Bonus Feats:
The bonus feats gained by the Occultist are taken from the metamagic list.

Social Consequences:
On top of what is listed on p. 61 of MotRD, the Occultist also has a -4 penalty to the Bluff skill when dealing with people who do not believe in magic.

But, depending on the situation, the Occultist may have a +2 bonus to Intimidate / Perform checks while telling a ghost story or trying to influence people who don’t believe in magic to do something for him.

Saves vs. opposed schools of magic:
- At 7th level, the Occultist gains a +2 bonus on saves vs. an opposed school of magic of her choice (if she has more than one).

- At 13th level, the Occultist gains a + 2 bonus on saves vs. her 2nd opposed school of magic. Or, if she only has one prohibited school, she gains a +3 bonus on saves vs. her opposed school.

- At 17th level, the Occultist gains a + 3 bonus on saves vs. her 1st opposed school of magic. If she only has one prohibited school, she doesn’t get any other benefits.

- At 20th level, the Occultist gains a + 3 bonus on saves vs. her 2nd opposed school of magic. Or, if she only has one prohibited school, she gains a +4 bonus on saves vs. her opposed school.
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The Sleuth

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Here we go...

Sleuth:

1st Concealed weapons +2, Influence +1,Investigator / Negotiator
2nd
3rd
4th Influence +2 (+1)
5th Concealed weapons +3, Evasion
6th Influence +3 (+1)
7th
8th Bonus skill focus feat, Influence +4 (+2)
9th
10th Concealed weapons +4, Influence +5 (+2)
11th Trap sense +1
12th
13th
14th Special ability
15th Concealed weapons +5, Trap sense +2
16th
17th Special ability
18th
19th Trap sense +3
20th Concealed weapons +6 (+3)
Hit Die: D8
Class Skills:
Appraise (Int), Bluff (Cha), Craft (Gunsmith) (Int), Diplomacy (Cha), Disable Device (Dex), First Aid (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (Criminology, Cryptology, Etiquette, Government, History, Local [city]) (Int), Listen (Wis), Open Lock (Dex), Profession (detective) (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Rope (Dex).

Class Features:
Weapons are the same as in MotRD.

Lawfulness:
A Sleuth must be of Lawful alignment.

Concealed Weapons:
The Sleuth’s bonus for concealed weapons is changed as follows: +2 at 1st level, +3 at 5th level, +4 at 10th level, +5 at 15th level and +6 at 20th level.

Influence:
Influence is applied the same way as in MotRD except that bonuses are as follow: + 1 for every two Sleuth levels (minimum +1) (maximum +5). Outside of her hometown, this bonus is halved and rounded down (so from 1st to 3rd level, the Sleuth does not get any bonus outside of his hometown).

Investigator / Negotiator:
This is the same as in MotRd except it is a 1st level class feature.

Evasion:
At 5th level, the Sleuth gets the Rogue Evasion ability.

Bonus Skill Focus Feat:
At 8th level, the Sleuth gets a skill focus feat for one class skill.

Trap Sense:
At 11th level, the Sleuth gets the Rogue ability trap sense at +1, this increases to +2 at 15th level and +3 at 19th level.

Special Ability:
At 14th and 17th level, the Sleuth may take a Rogue special ability (as found in the Player’s Handbook) from the following list: Defensive Roll, Improved Evasion, Skill Mastery or Slippery Mind.
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The Criminal

Post by Jonathan Winters »

You'll notice this one is a Cat Burglar mostly because of how I pictured her skills... (And that's the one class that I didn't need to tinker with that much.)

As a side note, the Powers Checks DC are brought down in most of my conversions because I felt every second person you'd meet would probably have a third eye because of failed checks... :)


Sleuth – Criminal (Cat Burglar):
Classlevel Special

1st Trapfinding, Influence +1
2nd Sneak Attack +1D6
3rd
4th Evasion
5th Influence +2
6th Sneak Attack +2D6
7th
8th Trap sense +1
9th
10th Sneak Attack +3D6, Influence +3
11th
12th Trap sense +2
13th
14th Sneak Attack +4D6
15th Influence +4
16th Trap sense +3
17th
18th Sneak Attack +5D6
19th
20th Trap sense +4

Hit die: D8

Class Skills:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Gunsmith) (Int), Disable Device (Dex), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local [city]) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features:
Trapfinding, Sneak Attack, Evasion and Trap Sense are the same as in MotRD.

Unlawful:
A criminal, by definition, cannot be Lawful.

Powers Checks:
The percentages for Powers Checks are not modified for a Criminal. The Criminal does not have any penalty or bonus to her Powers Checks.

Influence:
The Influence class feature bonus is the same as in MotRD except for its bonus. It is changed as follows: at 1st level +1, at 5th level +2, at 10th level +3 and at 15th level +4.
Last edited by Jonathan Winters on Tue Jan 23, 2007 9:43 pm, edited 1 time in total.
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The Dandy

Post by Jonathan Winters »

The Dandy. Kinda long... Sort of grew by itself. VERY INTERESTED IN FEEDBACK FOR THIS. (Considering I thought the Dandy was pretty lame, I like how this turned out!)

Sleuth - Dandy :
ClassLevel Special

1st Background / Influence, Appraise +1
2nd
3rd
4th Appraise +2
5th
6th
7th
8th Appraise +3
9th
10th
11th
12th Appraise +4
13th
14th
15th
16th Appraise +5
17th
18th
19th
20th Appraise +6

Hit die: D8

Class Skills:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Gunsmith) (Int), Diplomacy (Cha), Disable Device (Dex), Equestrian (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Cryptology, Etiquette, Government, History, Local [city]) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features:
Weapons and Intimidation Bonus are the same as in MotRD.

Apparaise:
The Dandy gets the following bonus to the Appraise skill: 1st level +1, 4th level +2, 8th level +3, 12th level +4, 16th level +5 and 20th level +6.

Background / Influence:
The Dandy character should choose a specific background for her character. This background will explain how she fits in the upper echelons of society (the daughter of a diplomat, the son of a respected banker, etc.).

The Background feature allows the Dandy to call up a favour from any person at any moment, whether it’s asking a guard to get into a building outside of opened hours or asking Mrs. Burroughs to borrow that peculiar statuette her husband brought back from Africa two days before she found him dead in their living room.

The Dandy can only contact someone that is no more than 5 levels higher than her. So a 12th level Dandy could ask a favour from someone as high as 17th level.

The Dandy makes a level check with a base DC of 15 (D20 + Dandy level + Charisma modifier).

The following modifiers apply to the DC:

+ HD of the person you are trying to convince.

+ 2 for every favour you have asked this person in the last month.

- number of favours you have rendered this person / institution in the last six months.

+ 5 to + 20 (DM call): If the person feels you “haven’t delivered the goods” in the past and had a bad experience because of you (+5) and holds you responsible (+5) or you never brought back a borrowed item of great value (+10) or returned it damaged in some way (+5), etc.

+3 for every contact used in the previous week (this means it’s getting harder to think of people who may help you).

Depending on how the Dandy uses the Influence the following synergies may apply to the roll:

5 ranks in Diplomacy: +1 (‘’I am appealing to your sense of justice here Mrs. Burroughs, I need to examine this statuette before more people are hurt.’’) With 10 ranks the bonus increases to +2.

8 ranks in Bluff: +2 (‘’Mrs. Burroughs, I hate to say it, but you may also be in grave danger if I don’t get to this item to see what the fuss is all about.’’ Even though I know full well the spirit only targets men, a little white lie will help me stop this Evil.) With 13 ranks the bonus increases to +3.

10 ranks in Intimidate: +4 (‘’Well, Mrs. Burroughs, you leave me no choice, I’m afraid. Either you hand me the statuette right away and I won’t bother you or knowledge of your indiscretions while your husband was away might just make it to the ears of some of our mutual friends in high places. What’s that you say? … Oh, I know there are no indiscretions to talk about. And you know it too. But our friends don’t, now, do they?’’)

Obviously, how one uses her influence will affect one’s future relations…

Note on Background / Influence:
Obviously, a player will use her influence in a spur of the moment way. This is fine. But the DM should not be the only one making up NPCs to suit the needs of the Dandy character. This ability has been conceived with the intent of players creating interesting NPCs to bring into the game. The more defined the background of the Dandy character, the easier this will be to introduce and play. BUT, a player may never decide that the NPC who just walked into the room (yes the one trying to secretly conjure the ghost of the Black Flame) is her second cousin’s girlfriend. The DM’s NPCs are his, unless the DM introduces the NPC as someone known to the player.

This class feature is meant to cut both ways…

«Wait a minute! We need to get into the Halifax Hunter’s Lodge you said? I used to play Polo with Sir Paul Smith when I was younger. He used to be a member of the Lodge a couple of years ago. Maybe if I dropped by his house, see if he’s still a member. Try to get us a visit of the place, we can pretend we’d like to apply for membership.»

But then again…

Just as you thought you’d have a quiet evening drinking brandy at home after destroying the Chaos Cult of the Everlasting just a couple of nights ago… Alfred, your butler, announces Sir Paul Smith is downstairs at the door and he wants to see you. You tell Alfred to let him into the library, that you will join him in a minute.

As you meet Paul, you notice he looks upset. You are about to ask him what is wrong when he just blurts it out: «Oh, I’m so sorry to come by unannounced old friend, but I need your help. It’s mother… She hasn’t been the same since father passed away. Last night, she started speaking in tongues and literally ripping her hair out. I had to restrain her with some help from the maid. And, well, I know we haven’t seen each other since that Halifax Lodge incident, but one hears things… And I thought you might be able to help me… And since I helped you that one time…»

And, it would be ok for the DM to drop previously unknown NPCs into the game to get the ball rolling. As long as it is understood by both parties that this ability is not meant to be abused but enjoyed because it adds an element of uncertainty. (It might not be everyone’s cup of tea obviously, but I really felt like the Dandy was getting the short end of the stick…)
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