Aristocrat

[Description--what is this class?]

Features by Level:

Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save
1st Noble Privilege, Literacy, Leadership +0 +2 +0 +1 +2 +1
2nd Refined Training +1 +3 +0 +1 +3 +1
3rd Noble Charisma +1, Trusted Follower +2 +3 +1 +2 +3 +2
4th

Skilled Leader, Dilettante

+3 +4 +1 +2 +4 +2
5th Bonus Feat, Noble Charisma +2 +3 +4 +1 +2 +4 +2
6th Unshakable Confidence +4 +5 +2 +3 +5 +3

Class Features:

Hit Points:

Recovery Dice: 1D8 per aristocrat level
Hit Points at first level: 8 + Constitution modifier
Hit Points at higher levels: 5 + Constitution modifier

Proficiencies:

Class Skills: Bluff, Diplomacy, Forgery, Gather Information, Intimidate, Lore, Perform, Profession, Ride, Search, Sense Motive.
Background Skills: Choose any 4.

Skill Points at 1st Level: (6+Int modifier) * 4
Skill Points at Later Levels: 6+Int modifier

Equipment: Aristocrats are proficient with all simple weapons as well as flails, lances, and maces, all swords except the falchion, and with medium armor and shields.

Noble Privilege

In the course of adventuring, a common man-at-arms can attain fame, wealth, and power. But though he may wear their noble finery, dine with them, and compete in their byzantine intrigues, he will never be one of them. Aristocrats are born to power, marked to all who know them as above the common folk. Beyond simple wealth, aristocrats possess privilege.

In civilized lands, they possess dignity, authority, and usually great wealth. Where upstarts will be snubbed and resented by the nobility, their noble names demand respect. Naturally, this reputation is less useful in uncivilized lands, and when travelling incognito.

Literacy

Knowledge is power, and aristocrats are well trained in the exercise of power. Aristocrats are automatically literate, able to read and write all their starting languages.

Leadership

At first level, Aristocrats gain We Must Go On as a bonus feat. They need not meet the prerequisite.

Refined Training

At second level, aristocrats improve their skills in a suitably honorable style of fighting. You gain proficiency with heavy armor OR the Dodge feat (your choice). You must still meet the prerequisites. If you already have Dodge, you may select Riposte instead.

Noble Charisma

At 3rd level, and again at 5th level, your Charisma score increases by 1.

Trusted Follower

An aristocrat is only as good as their servants. At third level, you can obtain the service of a reliable and effective follower. This follower is most often a bodyguard or advisor, or else a steward to manage your holdings while you are away. Your follower is an NPC one character level behind you. They advance alongside you, though rarely past 5th level. If you should ever part ways with your lieutenant, finding another such loyal servant will be difficult, but not impossible.

Dilettante

An aristocrat’s position affords them the time and resources to learn new skills. You immediately gain 5 skill points, to be spent as normal.

Skilled Leader

With experience comes true skill in the craft of leadership. Choose one of the following abilities:

  • Expert Administrator: +4 bonus on checks to run an organization or bureaucracy.
  • Leader of Men: +4 bonus on checks to command and organize troops.
  • Master of Secrets: +4 bonus on checks to build and maintain an intelligence network.
Bonus Feat

Dabbling doesn’t preclude mastering a few tricks. At 5th level, gain a bonus feat of your choice.

Unshakable Confidence

At 6th level, an aristocrat’s confidence has become one of their most powerful tools. As long as you are conscious, you can apply your Charisma bonus to all saving throws. Once per day, you may re-roll a Bluff, Diplomacy, Intimidate, or Sense Motive check you have just rolled.