Landless Lord (3.5e Class)

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Landless Lord[edit]

These are the lords who, by some means or another, have completely lost their inheritance and land. They were raised in the life of the noble class and must learn to apply these to the real world. Some lords may abandon the gentle life for the adventure permanently, while others may be doing it long enough to regain their old life's wealth to reestablish themselves.

Making a Landless Lord[edit]

They are masters in the art's of speech craft, for they were meant to sway the masses, and have adequate fighting skills, yet despite this, they are not the best in any practical crafts or work, and should never fight more than 1 or 2 enemies at a time without backup.

Ability's :The most important stats for a Lord would be Con for the HP, Dex for the armor class, and then Cha for your speech craft. You would want Int or Wis for more practical matters, or you can take Str for the lords of warrior society.

Races:All races with lords could be this. Because where there are lords, there are landless lords.

Alignment: All Lords, one way or another, are supported by the law, and land under the Lawful alignments. They may be Good neutral or Evil though depending on their intent.

Starting Gold: 5d6*10 (average 150)

Starting Age: "Simple"

Table: The Landless Lord

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special

Fort Ref Will
1st 1 2 0 2 Preferred weapon
2nd 2 2 0 2 Born to rule
3rd 3 3 1 3
4th 4 3 1 3 "Peoples man", Superiority
5th 5 4 2 4
6th 6/1 4 2 4 Royal Guard
7th 7/2 5 3 5 Way To Rule
8th 8/3 5 3 5
9th 9/4 6 4 6 Noble Connections,
10th 10/5 6 4 6 Imrpoved way to rule
11th 11/6 7 5 7
12th 12/6/1 7 5 7 Diplomatic Immunity
13th 13/7/2 8 6 8 <-any class features gained at this level->
14th 14/8/3 8 6 8 <-any class features gained at this level->
15th 15/9/4 9 7 9 <-any class features gained at this level->
16th 15/10/5 9 7 9 <-any class features gained at this level->
17th 15/11/6 10 8 10 <-any class features gained at this level->
18th 15/12/7 10 8 10 <-any class features gained at this level->
19th 15/13/8 11 9 11 <-any class features gained at this level->
20th 15/14/9 11 9 11 Ascend (To be explained)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Knowledge History, Knowledge Nobility, Diplomacy, Bluff, Disguise, Appraise, Intimidate, Ride, Sense motive, Slight of hand

Class Features[edit]

All of the following are class features of the Landless Lord.

Weapon and Armor Proficiency: Proficient with Light armor and Simple Weapons.

Preferred Weapon: In training to be a lord, he must choose a weapon to specialize it. At level 1 the lord may pick 1 martial weapon type, gaining proficiency with all weapons of that type. (Polearms, Crossbows, Bows, One Handed swords, etc...)

Born to Rule: The Ex-Lord was meant to lead and this is the result. At level 2 you get the Leadership perk for the purpose of gathering followers and prerequisites are not required. Picking this up again will not add additional benefits.

If you are Lord of lords take

If you are a spellcaster lord etc. take

If you are warrior Lord etc. take

If you are a Religious Lord etc. take

If you are Monk Lord etc. take

If you are druid Lord etc. take

If you are undead Lord take

"Peoples man": At level 4 You get the benefit based on which axis your are (Good, neutral, evil) Good: You are the pinnacle of what people hope to achieve, and they love you for your dedication and honor. You gain plus 3 to your leadership score, and with a successful diplomacy check (dc 10+targets level), can persuade someone to join you as a follower. Neutral: You do what is right for your people and companions, and you gain reputation as a honorable man. You gain plus 3 to your leadership score, and with a a diplomacy check, can make a friendly target (dc 10+ targets level) can turn them into a cohort. Evil: When someone speaks your name, the room goes a little more quite. You gain plus 3 to your leadership score, and you add your level to any dialogue check.

Superiority: You were born noble and you must occasional enforce this fact. Once per day for every 4 landless lord levels, you gain the ability to force anyone lower than the rank of noble in a civilized area to do as you say for 1 hour. They will preform menial labor and answer any questions you ask, but will only help you commit minor crimes (destruction of property, minor theft, etc). They will not fight and will run if engaged. This can be used on up to 5 people but they must be all together when use this. Military personnel do not count, but town guards do.

Royal Guard: At the 6th level people have been taking notice of you, and some even admire you. With this ability, you can have 2 cohorts of 3 levels below you. (6 level = 3 level cohort, 7 level = 4 level cohort) They must also be at least one step on the alignment axis as you in any direction. You may fire and hire men as you see fit provided that you can convince them to join you.

Way to rule: At level 7 you have realized that you need to be able to adapt to any situation, whether in the throne room or on the battle field. You pick one of the two paths of leadership.

Way of the sword: You think the best way to get rid of a problem is to kill it, and sometimes you need another way to do that. You may pick another martial weapon type to become proficient in, and all weapons of your original type are treated as +1 masterwork for combative means.

Way of the Pen: You think the best way to solve a problem is to talk about it openly. You learn 2 new languages of your choice. You also gain the ability to calm any sentient creature that you speak the language of that is hostile to you, and talk them into surrender or peace treaty once a day for every 5 levels you have in landless lord.

Improved Way to rule: At level 12 you have mastered your style of bureaucracy and have become something fierce to reckon when encountered in your respective "field" of "battle"

Way of the sword: You have honed the way of the blade and are a fearsome sight on the battle field. You may add all martial weapons to your proficiency, along with 2 exotic weapons of your choice, and your first 2 martial weapons are considered +2 masterwork for combative means

Way of the Pen: Your words flow from your mouth like honey on silk. You gain twice the number of uses of your talks and in addition, are also able to persuade non-hostile creatures of any class into situation that is not suicidal. From anything to arranging a trade agreement against rival merchants, to talking a young noble into stealing family secrets.

Connections: By the time you reach this point, you are well ventured and well established in the minds of the aristocracy of the surrounding lands. Once a week you may reach out to a friendly contact you have at a designation location, and request a piece of rare information they may know, a item of value they might have, or a favor they can preform. You must preform a scaling Diplomacy check to succeed. DC 10: Standard. DC 15: Dangerous/Rare request for a favor/item. DC 25: Suicidal/Extraordinary request for a favor/item

Diplomatic Immunity: You have gained enough prestige and power within certain circles, you are immune to minor crimes, such as petty theft, harassment, lollygagging, trespassing anywhere outside of royal grounds, and the like. You also gain the right to enter any place of government so long as you are in good relations with the government that owns it, and are not wanted for serious crimes as rape, murder, arson, and the like.

<-class feature->: <-class feature game rule information->

Campaign Information[edit]

Playing a Landless Lord[edit]

Religion: Lords come form all races and regions and value each their own faith. Good lords tend to value gods of justice or wealth. Neutral Lords tend to value no or balanced/nature gods. While evil tend to favor those with tyrannical or warlike tendencies, possibly even declaring themselves gods.

Other Classes: The lord works well with classes that can be found in a noble court. The valiant fighter to be a knight or a cleric to be the castle priest. They normally detest druids and rogues for their unclean and disregard for authority on a regular basis.

Combat: Their role in combat can vary depending on how they are played. They can be played as a hive mind ordering lower level NPCs to fight for him, while putting out decent damage himself . Or they could be played in the backline, attempting to ease the fight into a peaceful resolution, or support allies with inspiring cries.

Advancement: Taking a level in the class that compliments your planned leader ship tends to reinforce the role that you play in that position.

Lords in the World[edit]

"To take a throne is easy, to keep it is the hard part.
—Orland Archenmen, Dwarf Fighter

You can often find lords loitering about in a king or landed lord hall attempting to win favors and earn connections. Or you can find them going through populace yet remote towns, trying to build up support to declare independence from the mother nation.

Daily Life: Most Good and Neutral lords avoid conflict, as killing should be a final option. Evil ones will do all they can to strike fear into other evil aligned NPCs and the good NPCs alike. Whether through obliterating everyone in a gang hideout single handedly, and then threaten the civilians to pay extra lest he rally the gang under his banner.

NPC Reactions: Peasants (if they know whats good for them) respect all nobility even landless lords. Other nobles will regonoize their once great heritage but will look down on them regardless of the reason for the loss.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 This man is of the aristocracy.
10 He clearly is down on his luck.
15 They often still have sway with the other nobles of the region.
20 They might be involved in some insidious or righteous plot to overthrow the government.

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