Revolutionary (3.5e NPC Class)
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The revolutionary is often mistaken for the criminal due to his severe dislike of the local law and his rather caustic behavior. Revolutionaries tend to be incredibly charismatic, and fairly destructive to many things that they do not approve of. They are the most unusual of NPCs, relying on a combination of wit and leadership to fight those that oppose them. Their key skill is Charisma. The tend to lead, having many people working under their strength and passion.
Many revolutionaries dislike religion, but some will follow oppressed religions, or merely take up main religions of the populace. It is just as common for a revolutionary to do his work in the name of a God as it is for him to despise the gods.
The more oppressed a race is, the more likely it will be able to produce a revolutionary.
Revolutionaries like most classes, with the exception of people who protect the current order (paladins and templar, as well as knights who honor local nobles, or are nobles) He also has a certain disdain for aristocrats, but may often recruit them into his retinue as spies and thieves.
The Revolutionary appreciates and tends to favor bards, and knows that a few good rogues are essential to maintaining the underground. however, the most common friend and ally of a revolutionary is the commoner and the peasant warrior. It is his duty and attitude to incite, to enrage, to make the humble commoner and experts, and even the occasional adept, take up arms in the name of themselves.
No required, but usually Non-lawful.
- Starting Age
|3rd||+2||+1||+1||+3||Enemy of the state 1|
|4th||+3||+1||+1||+4||The people's weapon|
|6th||+4||+2||+2||+5||Enemy of the state 2|
|8th||+6/+1||+2||+2||+6||Call to arms|
|10th||+7/+2||+3||+3||+7||Enemy of the state 3|
|13th||+9/+4||+4||+4||+8||The people's strength|
|15th||+11/+6/+1||+5||+5||+9||Leadership among the commoners|
|18th||+13/+8/+3||+6||+6||+11||The people's courage|
Class Skills (5 + Int modifier per level)
All of the following are class features of the revolutionary:
- A revolutionary has proficiencies with three common weapons and two martial weapons. He may substitute either all simple or martial weapon proficiencies with an exotic weapon proficiency. He is proficient with light armor, but no shields.
- Intriguing Arguments
- A revolutionary gains a +2 to any Charisma based skill involving rhetoric, persuading people to ally with him, inciting riots, or any other behavior that encourages the opposition of the current power structure. This will not work on bluff checks unless they are specifically intended to guard the movement by either making it look different than it is in nature, or spreading hateful rumors about the government.
- Sharp tongue
- A revolutionary at second level gains +2 to any Charisma based skill check when it involves inciting anger in people, regardless of friends or enemies.
- Enemy of the State(ex)
- A revolutionary will inevitably become a hero to the masses and an enemy of those who maintain the status quo.
- At level 3, The revolutionary is deemed a nuisance. His bounty may range form 100 gp to 2,000 gp. He gains a +2 circumstantial bonus to Charisma checks of any skill made against a peasant. he takes a -2 with any government or government controlled forces. he suffers a -2 to all disguise checks. he gains a +2 to all intimidate checks, as both the powerful and the powerless have learned to fear him.
- At level 6, All the check bonuses and minuses become either +4 or -4. He also takes -4 to Hide checks, and bluff Checks to say he's not himself. He gains +4 in any perform feat he has taken.
- At level 10, All the checks become +6 or -6. In addition, a Revolutionary of tenth level or higher must make a second check for hide and disguise checks. If he fails either check, he fails, but gets a surprise round to run or attack. If he fails both, then the person he failed against gets a surprise round of attack.
- The People's Weapon
- Once per day, a Revolutionary may emit a screaming battle cry. This will have the effect of casting the spell Magic Weapon on every ally that is a commoner, warrior, peasant warrior, rogue, expert, or bard within twenty feet. The effect of the spell lasts 1d3/level of revolutionary.
- Inspire Courage
- A revolutionary may use inspire courage as a bard. The perform Check is an DC=15+every ally in radius-every enemy in radius. His radius is fifty feet, but cannot pass through walls. He may be heard over them (DM's discretion).
- Call To Arms
- Once per day, a Revolutionary may attempt to convert a room full of peasants to the Cause. All commoners and experts within roll a resisting will save against his perform check. If they fail, or if they willingly decide to join, They will become an equivalent level in Peasant warrior, lasting 1d6 hours. The minimum requirement to make this effect work is the number of targets times 2.5. They are not particularly loyal, they will instead attack the first sign of authority they see (whether or not it was the intended target of the Revolutionary. The will not attack well-known components of the resistance, however.
- Inspired Passion
- At this point, a Revolutionary's influence is contagious. He gains a +3 to all charisma-based skill checks used on non-locals.
- The People's strength
- A Revolutionary may add his charisma modifier to any strength-based check, but not a fortitude save, once per day.
- Leadership among the commoners
- As per the "Leadership feat," but a Revolutionary may only take cohorts of NPC classes. He may convince and train other Revolutionaries to join him as well.
- Fierce believers
- When a revolutionary becomes popular enough, his believers will truly gain strength beyond normal. At will, a revolutionary may use up an "inspire courage" in order to incite chaos in his supporters. Any NPC who is currently on the side of the revolutionary must roll a d4. He will be frenzied equivalent to a barbarian of one level per every five levels of NPC class if an even number is rolled. If a 1 is rolled, the NPC must have a save against the "Call To Arms" (see above) if a 3 is rolled, the affect NPCs will believe erratically, attacking friend and foe alike until either half of the people present are dead or unconscious, or they are dead or unconscious, or have endured enough shock or emotional jarring to return back to sanity.
- The people's courage
- A revolutionary may add his charisma modifier to his will save, or double it on any check where courage is useful (decrying the king to his face, for example) He also gains +1 to saves against fear effects, and a +1 to hit. This technique only functions if the Revolutionary feels the people are truly behind him (at least 35% supporting his ideals).