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COURTIER

Adventures: Most Courtiers will be seldom found in an adventuring group,


Often a Courtier will demand that he lead a group of adventurers unless there is a
Noble or Courtier of greater ability than himself. He will often demand that he do
the talking for such a group in most social situations. Often the scheming of a
Courtier will place him into an adventuring role especially if fame and fortune are
at stake.

Characteristics: Along with the Noble


Character Class, a Courtier is the most
aristocratic and social of Characters and are
often found adventuring with a retinue of
followers. They favour intelligence over
physical might even more than that of the
Noble Character Class. The Courtiers of each
nation have slightly different characteristics,
reflecting the roles Courtiers play in such
societies and how it's People epect their
leaders to behave. Similarly Female Courtiers
may have a different range of skills to their
Male counterparts. In addition each Courtier
may select a number of different Social
Abilities during his career, which help make
each Courtier different than the rest of his
peers.

Religion: Courtiers almost always follow the


same state religion or other main religion
from their land of origin, at least in public.
Sometimes a Courtier may practise a religion
which are less than orthodox. In a similar
manner to the Noble Character Class,
Courtiers are often not devoutly pious, as like
Nobles, priests are their political rivals.

Background: Courtiers, in a similar manner to the Noble Character Class are


often titled aristocrats, but are just as likely to be other upper class characters
such as poets and the idle rich. All begin their careers with the potential to be
highly influential both locally and in their home country as a whole, though most
will not achieve that potential for some time. Typically, a Courtier is a more
socially aware younger son of a landed aristocrat, rather than a direct heir.

GAME RULE INFORMATION


Abilities: As born leaders, Courtiers will usually rely on Charisma above all
other attributes. For those Courtiers who wish to concentrate on political
intrigue, a high Wisdom is also favourable.

Hit Die: d6 to 10th level; +1/ level


thereafter.

Class Skills:
The Courtiers class skills (and the
key ability for each skill) are
Appraise (Int), Bluff (Cha),
Diplomacy (Cha), Disguise (Cha),
Gather Information (Cha), Hide
(Dex), Intimidate (Cha), Knowledge
(History) (Int), Knowledge (Local)
(Int), Knowledge (Nobility) (Int),
Knowledge (Religion) (Int),
Knowledge (Warfare) (Int), Move
Silently (Dex), Perform (Cha), Ride
(Dex), Sense Motive (Wis) and Spot
(Wis).

Skill points at 1st level: (6 + Int modifier) x 4


Skill points each additional level: 6 + Int modifier.
Courtier
Level Base Attack Bonus Base Base Magic Fort Ref Will Special
Dodge Parry Attack Save Save Save
Bonus Bonus Bonus
1 +0 +0 +0 +0 +0 +0 +2 Title, Wealth, Rank Hath its
Privileges, Social Ability,
Negotiation
2 +1 +0 +1 +0 +0 +0 +3 Special Regional Feature +1

3 +2 +1 +1 +0 +1 +1 +3
4 +3 +1 +2 +1 +1 +1 +4 Social Ability

5 +3 +1 +2 +1 +1 +1 +4 Lead By Example +2

6 +4 +2 +3 +1 +2 +2 +5 Enhanced Leadership

7 +5 +2 +3 +1 +2 +2 +5 Special Regional Feature +2

8 +6/+1 +3 +4 +2 +2 +2 +6
9 +7/+2 +3 +4 +2 +3 +3 +6 Social Ability

10 +7/+2 +3 +5 +2 +3 +3 +7 Lead By Example +4

11 +8/+3 +4 +5 +2 +3 +3 +7 Do You Know Who I Am?

12 +9/+4 +4 +6 +3 +4 +4 +8 Special Regional Feature +3

13 +9/+4 +4 +6 +3 +4 +4 +8
14 +10/+5 +5 +7 +3 +4 +4 +9 Social Ability

15 +11/+6/+1 +5 +7 +3 +5 +5 +9 Lead By Example +6

16 +12/+7/+2 +6 +8 +4 +5 +5 +10 Rally

17 +12/+7/+2 +6 +8 +4 +5 +5 +10 Special Regional Feature +4

18 +13/+8/+3 +6 +9 +4 +6 +6 +11
19 +14/+9/+4 +7 +9 +4 +6 +6 +11 Social Ability

20 +15/+10/+5 +7 +10 +5 +6 +6 +12 Absolute Power,


Lead By Example +8

CLASS FEATURES
All of the following are class features of the Courtier.

Weapon and Armour Proficiency: A Courtier is proficient with simple


weapons. Note that armour check penalties for wearing medium or heavy armour
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight-of-Hand and Tumble. Also Swim checks suffer a -1 penalty for every 5
pounds of armour and equipment carried.
Title: The Courtier bears a title of
nobility within his native country. He
comes from noble birth and Family and
can expect to ascend to his Father’s title
if he is in the direct line of succession. If
not in the direct line, he can still better
his title by deeds of note, diplomatic or
possibly martial and still retains his title
and status. Sample titles suitable for a
Character include:

Knight
Baronet
Lord (Direct heir or progeny of a landed noble)

It is not recommended for a beginning


Player Character to be a landed noble,
such as a Patrician, Baron, Duke, or
Count. A landed noble has little time to
devote to adventuring, being even more
devoted to maintaining his position in
court and his lands than a Courtier. A
relative, however, has far more freedom
and mobility and makes an excellent
adventurer, albeit one who is likely to
look down on less than salubrious inns
and taverns. This is an extraordinary
ability.

Rank Hath Its Privileges: The Character is a noble within his native land. As
such he possesses all benefits and privileges entitled to one of noble birth or title.
Depending on his country, such benefits might include: the right to bear arms,
the right to have armed and liveried retainers, the right of hospitality in another
nobles domain, the right to attend the King’s court and the right of trial by his
peers. Along with these benefits, however, comes the responsibility to uphold
them. The Character is expected to uphold the nobility of the land and support
the King (Queen, Khan, Prince. Duke as may be appropriate). As such he is
expected to behave in a manner befitting his station, to remain free of the
suspicion of treason and to appear, in all ways, to be a peer of the realm. Should
the Character fail to uphold his status then at the
best he will become a social outcast, at the worst
he will be executed for treason. This is an
extraordinary ability.

Wealth: The Courtier starts with amazing wealth


for a 1st level Character. In addition to his normal
starting money and equipment, the Courtier
receives 200sp + 200sp for every point of Charisma modifier he possesses, if
positive. Some or all of this initial bonus money can be added to the Courtier’s
starting equipment budget if desired. This money is a stipend from the Courtier’s
family and is provided to ensure the Courtier does not drag the family’s name
into disrepute by appearing unkempt. Each year, the Courtier receives another
allowance of the same amount. If he publicly squanders this money, however, he
will receive no more. This is an extraordinary ability.

Negotiation: The Courtier is skilled at conciliation and bargaining with others.


He gains the Negotiator feat for free, as a Class ability at 1st level.

Social Ability: The Courtier gains a social ability from the same list as shown in
the Noble Character Class section at levels 1 st, 4th, 9th, 14th and 19th. At the Games
Master’s discretion, a Courtier may declare he has simply been spending time
socialising freely, in which case he may choose a bonus feat from the following
choices: Skill Focus (Bluff, Diplomacy, Gather Information or Perform (Dance)).

Special Regional Feature: At 2nd level, the Courtier gains a special regional
feature, representing additional training or other bonuses he gain by virtue of his
regional origins. As Courtiers are expected to be exemplars of their nation and
race. Similarly all Female Courtiers have additional abilities and restrictions due
to their status in court. See the Courtier Special Regional and Gender Features
table listed below for full information. All special regional features are
extraordinary abilities.

At 7th level and every five levels thereafter all the bonuses associated with the
special regional feature increase by +1, and in the case of a Female Courtiers
Sneak Attack this goes up by an additional +1d6 with each increase, but suffer the
continous decrease to their attack due to lack of training.

Courtier (Male) Special Regional and


Gender Features table

Region: Followed by Special Regional Feature for Males only.

Hyboria: +1 bonus to attack rolls with hunting bow.


+1 bonus to any two Class Skills.

Hyrkania: +1 bonus to all Intimidate and Ride checks.

Khitai: +1 bonus to all Magic attack rolls. +1 to all Knowledge checks.

Kush: +1 bonus to all Perform (Ritual) and Craft (Alchemy) checks.


Shem: +1 bonus to Fortitude, Reflex and
Will saving throws.
Stygia: +1 bonus to all Magic Attack rolls.
+1 bonus to Knowledge (Arcana)
checks.

Vendhya: +1 bonus to all Diplomacy,


Knowledge (Nobility), Gather
Information and Sense Motive
checks.

Zamora: +1 bonus to attack rolls with


dagger. +1 bonus to Reflex saving
throws.

Zingara: +1 bonus to Parry Defence.


+1 bonus to attack rolls with an
arming sword.

Important Note
on Females
All Female Courtiers: +1 bonus to
Diplomacy and Gather information checks.
-1 to all attack rolls. Sneak attack +1d6.

Lead by Example: At 5th level the Courtier may lead by example. When
carrying out the aid another action, the Courtier performs particularly well, but
only in courtly duties, acts of diplomacy or intrigue. If the Courtier's assist roll is
successful, the Courtier gains an additional +2 bonus for his ally a total +4 bonus
to one of his social skills: Appraise, Bluff, Diplomacy, Gather Information,
Intimidate, Knowledge (History), Knowledge (Local), Knowledge (Nobility),
Knowledge (Warfare), Perform (Oratory, Courtly Dance or some other gracious
act). At 10th level this bonus increases to +6, and a 15th level to +8, and at 20th
level to +10.

Enhanced Leadership: The Courtier gains this ability at 6 th level and it works
the exact same way as it does for Noble Characters.

Do You Know Who I am?: At 11th level the Courtier receives the Noble Ability
of the Same name. This ability function in the exact same way as the Noble
Ability of the same name.
Rally the Crowd: At 16th level, the Courtier can giving a short speech (ten
minutes minimum) to arouse the population of their own lands and that of allied
Countries, giving a morale bonus to those that hear his words of a +2 bonus vs
Fear (those in a state of terror, hearing his words can attempt another saving
throw to resist, once again). He also can raise his Reputation by +2 for as long as
the crowd maintain belief in his word (For Example: another Speaker could
reject his words and change the thoughts of the crowd to oppose the Courtier).
He also gains +2 to Diplomacy and Bluff for himself or/also any that he speaks
for concerning the crowd he is conversing with.

Absolute Power: At 20th level the Courtier as attained ultimate power and
receives the Special Ability describe in the Noble Class Feature of Absolute
Power. The Ability functions exactly like the Noble Ability of the same name.

MULTICLASSING AND COURTIERS


Although there is no particular restriction on Characters starting the game as
Courtiers other than the usual Prohibited Class restrictions for certain Character
Cultures (which are the same as Nobles), it is not possible for a Non-Courtier,
Non-Noble to gain a level in the Courtier Class once play has begun, except by
special dispensation of the Games Master. This can happen if the Character
somehow becomes ennobled by game play, such as seizing power or by being
Knighted for valiant service to a local Lord.

EX-COURTIERS
This ruling matches that of the Ex-Nobles entry as written in the Noble Class
section of the main rule book.

Starting Budget: 500 + 10d6 sp

Starting Equipment Package*


Males

1) High-quality dagger (cost 6 sp), noble’s outfit; doublet and hose (costs 125 sp),
riding boots (cost 300 sp), shirt and braes (cost 25 sp), belt pouch (cost 25 sp),
belt (cost 50 sp).
2) High-quality dagger (cost 6 sp), high-quality stiletto (cost 4 sp), noble’s outfit;
coat (cost 100 sp), hat (cost 50 sp), doublet and hose (Cost 125 sp), merchant
medium to high-quality riding boots (cost 96 sp), shirt and braes (cost 25 sp),
belt pouch (cost 25 sp), merchant high-quality
knight’s belt (cost 100 sp).
3) High-quality dagger (cost 6 sp), high-
quality stiletto (cost 4 sp), high-quality light
mace (cost 4 sp), high-quality hunting bow
(cost 6 sp), 20 arrows (cost 1 sp), merchant
high-quality cloak and hood (cost 40 sp),
merchant high-quality costrel (cost 10 sp),
merchant high-quality doublet and hose (cost
50 sp), merchant high-quality riding boots
(cost 120 sp), merchant high-quality shirt and
braes (cost 10 sp), merchant high-quality belt
pouch (cost 10 sp), merchant high-quality
knight’s belt (cost 100 sp), riding horse (cost
100 sp), merchant high-quality bit and bridle
(cost 20 sp), merchant medium-quality saddle
(cost 50 sp).

4) Noble khilat and kafieh (cost 375 sp),


merchant high-quality a'gal (cost 100 sp),
sandals (cost 25 sp), high-quality whip (cost 4
sp), high-quality jambiya (cost 12 sp), high-
quality hunting bow (cost 6 sp), 20 arrows
(cost 1 sp), high-quality war spear (cost 6 sp).

5) Noble silk white shirt (cost 100 sp), silk breeks (cost 250 sp), noble turban
(costs 50 sp), riding boots (cost 6 sp), riding horse (cost 100 sp), normal saddle
and bit and bridle (cost 6 sp), high-quality jambiya (cost 12 sp), High-quality
hunting bow (cost 6 sp), 20 arrows (cost 1 sp), high-quality war spear (cost 6 sp).

6) Noble dhoti (cost 50 sp), vest (cost 25 sp), turban (cost 50 sp), noble-quality
fine-silk shirt (cost 50 sp), sandals (cost 25 sp), jewellery worth 300 sp, silk sash
(cost 25 sp), high-quality kukri (cost 6 sp).
7) Noble robes (cost 200 sp), high-quality ornate staff (cost 50 sp), sandals (cost
25 sp), fine-quality loincloth (25 sp), silk breeks (cost 250 sp), high-quality sai
(cost 6 sp; treat as stiletto, but hilt guard gives a +1 parry bonus).
8) Noble Stygian pleated kilt (cost 12 sp), sandals (cost 25 sp), Stygian leopard-
skin (cost 30 sp), Stygian noble mantle (cost 12 sp), Stygian wig (cost 3 sp),
Stygian-male tunic (cost 12 sp), Stygian bow SR: +1 (cost 50 sp), arrows x40 (cost
8 sp), bronze great helm (cost 350 sp), jewellery worth 50 sp.

Females
1) Noble gown (cost 750 sp; special note; this
courtly Lady has taken from her stipend and
must take 550 sp from it's total amount),
merchant medium to high-quality ornate
girdle (cost 300 sp), sandals (cost 25 sp).

2) High-quality dagger (cost 6 sp), high-


quality stiletto (cost 4 sp), noble’s outfit;
coat (cost 100 sp), hat (cost 50 sp), noble
dress and stockings (Cost 125 sp), merchant
high-quality riding boots (cost 120 sp), shift
(cost 25 sp), belt pouch (cost 25 sp), noble
high-quality belt (cost 50 sp), jewellery
worth 45 sp.

3) Noble chainse (cost 100 sp), merchant


low-quality cote (cost 175 sp), pelicon (cost
25 sp), soft shoes (cost 25 sp), kirtle (cost
100 sp), stockings (cost 25 sp), shawl (cost
25 sp), high-quality dagger (cost 6 sp),
jewellery worth 50 sp.

4) Noble chador (cost 400 sp), sandals (cost


25 sp), make-up (cost 7 sp), attars: perfume
3oz (cost 30 sp), high-quality jambiya (cost 12 sp), jewellery worth 50 sp.

5) Noble khalat (cost 300 sp), veil (cost 25 sp), sandals (cost 25 sp), high-quality
stiletto (cost 4 sp), jewellery worth 175 sp.
6) Noble choli (cost 100 sp), noble sari (cost 50 sp), sandals (cost 25 sp), high-
quality knife (cost 4 sp), dhoti (cost 50 sp), jewellery worth 300 sp.

7) Noble silk pien-fu: skirt version (cost 350 sp), exquisite fan (75 sp), silk
slippers (cost 50 sp), silver hair-pins (cost 50 sp), high-quality sai (cost 6 sp; treat
as stiletto, but hilt guard gives a +1 parry bonus).

8) Noble Stygian outer garment


(cost 12 sp), white long Female
tunic (cost 12 sp), Stygian faience
bead net (cost 10 sp), Stygian dress
(12 sp), sandals (25 sp), Stygian
kohl (cost 3 sp), Stygian body sugar
(cost 15 sp), Stygian depilatory
(cost 3 sp), Stygian scented cone
(cost 3 sp), Stygian Henna (cost 2
sp), jewellery worth 450 sp.

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