Barber


Conversions


I want to incorporate some Al-Qadim elements into an upcoming Legacy of Fire game I'll be running. I spent this morning converting the Barber prestige class written by Dean Poisso in Dragon Magazine #321 and I figured I would share it on here. I decided to give it spellcasting as a bard as part of the conversion. Any critique is welcome.
Thank you.

.
BARBER

Barber Advancement
Lvl BAB Fort Ref Will Special
1st +0 +0 +0 +1 Gentle touch, craft tonics, Poison use
2nd +1 +1 +1 +1 Charm person, +1 saves vs poison,+1 level of existing class
3rd +2 +1 +1 +2 Chameleon, +2 saves vs poison, +1 level of existing class
4th +3 +1 +1 +2 Potent tonics, +3 saves vs poison, +1 level of existing class
5th +3 +2 +2 +3 Suggestion, +4 saves vs poison, +1 level of existing class

Barber Requirements
To qualify for a barber, a character must fulfill all the following criteria.
BAB: Bonus: +3
Skills: Bluff 5 ranks, Diplomacy 5 ranks, Disguise 5 ranks, Heal 2 ranks, Profession (barber) 2 ranks
Feats: Investigator or Negotiator

Barber Class Skills
The barber’s class skills (and the ability for each skill) are Appraise (Int). Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all)(Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Sleight of Hand (Dex).

Skills Ranks at Each level: 6 + Int modifier

Class Features
All of the following are class features of the barber prestige class.

Weapon and Armor Proficiency: Barbers gain no proficiency with any weapon or armor.

Gentle Touch (Ex): The touch of the barber is the hallmark of their trade. At 1st level, she learns to calm her clients with a caress that is soothing yet not intrusive. Whenver a barber can make physical contact with a creature of Intelligence 3 or higher, the barber doubles her Charisma modifier when making Bluff, Diplomacy, Intimidate, and Perform checks against the creature. A barber also gains a +2 on any Sleight of Hand checks made against the person she is touching.

Craft Tonics (Ex): In their mundane jobs, barbers must make hair tonics, lotions, and shaving creams. They are able to apply this talent to such a degree that they gain a +2 bonus to Craft (alchemy).

Poison Use: Barbers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Save Bonus against Poison: Barbers train with poisons and slowly grow more resistant to their effects. At 2nd level barbers gain a +1 bonus on saving throws vs poisons. This bonus increases every additional barber level.

Spellcasting: At levels 2–5, the barber gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before. She adds the level of barber to the level of whatever other spellcasting class she has for the purposes of determining her caster level. If she does not have levels in a spell casting class, she gains spells as a bard of her barber level -1.

Charm Person (Ex): Beginning at 2nd level, a barber’s tongue is sharper than her blade. A barber of this level or higher may use charm person as a spell-like ability. She can use this ability a number of times per day equal to her Charisma bonus (at least once per day). If the barber touches her target when using this ability, the save DC increases by +2.

Chameleon (Ex): The barber can fall into the role of whatever disguise she may adopt, and can aid those whom she disguises to act more believably in their adopted roles. The barber receives a +2 morale bonus on Disguise checks to act in character. Furthermore, anyone wearing a disguise the barber creates also gains a +2 morale bonus on Disguise checks to act in character, as the barber ably details how to act when in the disguise.

Potent Tonics (Su): By 4th level, a barber’s poison mastery has reached its peak. She knows how to brew more potent poisons and also how to apply them for maximum effect. Damage-dealing poisons the barber creates and applies deal additional samage equal to 1 point per die rolled. Thus, a poison that normally deals 3d6 points of Constitution damage instead deals 3d6+3 points of Constitution damage when created and applied by a barber. A damage dealing poison that only deals 1 point of ability damage deals 2 points instead. Poisons with non-damaging effects have their duration increased by one additional die. Thus, paralysis from a potent tonic poison lasts for 3d6 minutes or unconsciousness lasts for 2d3 hours, instead of the normal 2d6 minutes or 1d3 hours, respectively. For poisons with a set duration and frequency, the time is doubled. this ability does not work with poisons the barber uses that she didn’t create, nor for others who might use poison she creates.

Suggestion (Sp): At 5th level, a barber’s guile and wordcraft is so strong she can ably coerce others. A barber of this level or higher may use the spell suggestion as a spell-like ability. She can use this ability a number of times per day equal to her Charisma modifier (at least once per day). If the barber touches the target when using this ability, the save DC is increased by +2.


Here are the feats:
Investigator [General]
+2 bonus to Diplomacy & Search checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Negotiator [General]
+2 bonus to Diplomacy & Sense Motive checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Barber All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions