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Thread: Return of the Guilder
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01-28-2007, 04:21 AM #151
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OK, i've taken some of the ideas of the last few rounds and put them together. This is my favorite version thus far.
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THE GUILDER
Hit Die: d6
Saves: Good Ref and Wil
BAB: moderate (as a rogue)
Skill points: 8
Class Skills: Administrate, Appraise, Bluff, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Knowledge (all), Listen, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Survival, Use Rope.
Weapons: all simple weapons, plus light melee martial weapons, plus longsword, cutlass, rapier, main-gauche,
Armor: light and medium and all shields except tower shields.
Class features:
Favored Skill: Similar to rangers favored enemy- At 1st level the guilder gets +2 in a single skill of his choice. At every level divisible by 5, choose another skill- guilder gets +2 in this skill and another +2 in one of his previous favorite skills (including the one he just took).
Open-Minded: The guilder receives this as a bonus feat at 2nd level. (See feat description below.)
Expanded Skills: Beginning at 2nd level, the guilder can sacrifice 2 skill points to make any cross-class skill into a class skill. He can only do this once every level, and the 2 skill points sacrificed do not go towards creating a rank.
Flexible: At 4th level, the guilder has developed an intuition about how to do things despite not having the experience. He may use any skill untrained.
Trap Sense: At 7th level, as a rogue.
Guilder ability: At 8th, 11th, 14th, 17th, 20th level. See below
Special abilities:
Choose one at 8th level and every 3 levels thereafter
* Favored Market: (from Danip)
A guilder may select a market in which he is especially skilled from among those in the Table:Guilder Favored Markets. The guilder receives a +2 bonus on Gather Information and Knowledge(local) checks in those markets. The guilder also receives a +2 bonus on one skill related to the market selected. This additional skill bonus may be used outside of the region or culture of the market.
Favored Markets Bonus
Rjurik............................survival
Vosgaard ......................intimidate
Anuire ..........................knowledge(nobility and royalty)
Khinasi .........................knowledge(arcana)
Brechtur .......................profession(merchant)
Dwarven .......................any one craft skill
Goblin ...........................?
Elven ............................?
Sea-bourne Shipping ........profession(sailor)
Overland Caravans ..........handle animal
Blackmarket ...................intimidate
Banking .........................profession(bookkeeper)
* Guilder Knack: (from Danip) For any skill check you can use 1/2 your guilder level [rounded up] in place of the number of ranks you have in the skill [even if that number is 0].
You cant take 10 with guilder knack. If the skill does not allow untrained checks, you must have at least 1 actual rank to attempt the check. [taken from phb2 p35, bardic knack]
* Haggler: (from KGauck) The guilder gains a +3 competance bonus on any Diplomacy or Bluff check made when attempting a financial transaction of either a legel or illicit nature.
* Intellectual agility (from Danip): The guilder can channel her intellect to more physical needs. She adds her intelligence bonus [if any] to her initiative checks and reflex saves.
* Slippery Mind (as rogue)
* Improvised Tools: With 2 skills of the guilder's chosing, the penalty for not having proper tools is halved
* Silver Tongue: Constant dealing with others gives the guilder a keen sense of how to make them believe his lies. He may attempt a retry of the Bluff skill, but with a –5 penalty.
* Skill Mastery (as rogue)
* Supervisor: (from KGauck) When using the Aid Another option with any skill, the guilder's assistance grants a +4 bonus instead of the usual +2.
* Trapfinding (as rogue)
* Bonus feat: from the following list: Alertness, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Persuasive, Quick Draw; From BRCS: Black Strike, City Dweller, Erudition, Master Merchant; Open-Minded (below)
OPEN MINDED [GENERAL]
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.
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What's the verdict?
-Fizz
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01-28-2007, 07:34 PM #152
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First impression is that it seems a bit lite. Low density of moderate to weak abilities. With no killer app that grows and makes it worth to stay in guilder [like sneak attack dice or spell progression].
Skill focus seems like a good bonus feat, among others...
favored markets and favored skill are functionally similar. Maybe find some way to combine the two into a slightly beefier killer app that comes every 4 or so levels? Without the ranger's extra damage this is weaker than his favored enemy, so more often should be ok.
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01-29-2007, 10:41 AM #153
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Of the bonus BRCS feats you've listed only Master Merchant made the final cut for the Chapter one – the other feats are no longer part of the BRCS.
I would add Dwarven Artisan and Seafarer (from BRCS) to the list.Duane Eggert
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