paizo.com Recent Posts in Old Spice 'Gentleman' Classpaizo.com Recent Posts in Old Spice 'Gentleman' Class2018-12-24T09:11:32Z2018-12-24T09:11:32ZRe: Forums: Homebrew and House Rules: Old Spice 'Gentleman' ClassWarriorking9001https://paizo.com/threads/rzs2uv87&page=2?Old-Spice-Gentleman-Class#562018-12-20T14:29:09Z2018-12-20T14:29:09Z<p>Admittedly this class has made me realize that I have a weird and unhealthy assumption of what power players have in an RPG. to the point that "I want to add this little narrative detail" is a whole major class feature of a class because I assumed that GMs took all the power because of the common assumptions that you give players any narrative control then they will use it to become the god of the orc tribe or something.</p>Admittedly this class has made me realize that I have a weird and unhealthy assumption of what power players have in an RPG. to the point that "I want to add this little narrative detail" is a whole major class feature of a class because I assumed that GMs took all the power because of the common assumptions that you give players any narrative control then they will use it to become the god of the orc tribe or something.Warriorking90012018-12-20T14:29:09ZRe: Forums: Homebrew and House Rules: Old Spice 'Gentleman' ClassWarriorking9001https://paizo.com/threads/rzs2uv87&page=2?Old-Spice-Gentleman-Class#552018-12-18T16:28:32Z2018-12-18T16:28:32Z<p>you know what? screw it, let's make this playable!</p>
<p>To some travelers, the innermost secret caverns of the humanoid heart are the most intrepid non-jewel-encrusted caverns to explore. These travelers are sometimes called Old Spice Gentlemen, other times Old Spice Gentle-ladies. They are comedians and jokesters wrapped in the skin of heartthrobs and Casanovas (not literally, that would be gross). These charming travelers and purveyors of romantic miracles depend on their charm and good humor to see themselves through to the next all-you-can-eat pancake breakfast. Whether it be a charming smile, a clever quip, or a catchphrase that dangerously dips its toes into the clear, cool waters of annoying repetition, the Gentlemen will always find a way to rise above any challenge and inspire their companions to greaterf eats, all in the name of selling more Old Spice deodorant than Old Spice is already selling.</p>
<p>Role: The Old Spice Gentleman is designed to be a jack of all trades with a martial bend. The Gentleman's Greatest ability is how all the world is a stage for them. They have an uncanny knack for drama to the extent that the universe plays along. Otherwise they might be seen as a cheap amalgamation of other classes.</p>
<p>Fancy Clothes: Due to the nature of the Gentleman, many have learned that armor does not suit them. The gentleman gains a unique suit of 'armor' (High society clothing more like) that allows them to add their Charisma Modifier to their Armor Class and CMD, and a +3 flat bonus to AC. This bonus increases by 1 for every four gentleman levels thereafter, up to a maximum of +5 at 20th level. similar to the Monk's Armor Bonus, this applies to Touch Attacks And when Flat Footed, but not when helpless, and they lose this ability when they wear any kind of armor. However, at GM fiat, anything that might 'ruin' the fancy clothes such as excessive mud or gore may destroy the benefits the fancy clothes have until it is cleaned and redone. Although detriments like water or fire do not affect the suit (this does not give you any sort of immunity to fire though). It takes as much time to don your fancy suit as a suit of heavy armor does, and can be assisted in the same manner.</p>
<p>Catchphrase (ex): A 1st-level Gentleman can use a catchphrase which inspires allies and strikes fear into the hearts of enemies. The Gentleman may use this ability on themselves or an ally to give them an extra 1d6+ the Gentleman's Charisma Modifier to one attack roll, saving throw, or skill check they make within the next round. This ability increases by 1d6 at fourth level and every 4 levels after.</p>
<p>Something Dumb: The Gentleman's Wit seems to entrance the very universe around him to play in the act. Once per game session the Gentleman may slightly alter the reality of events in a way that benefits him. For example, if the gentleman is jailed, he might use this ability to get his captors to allow him to keep his fancy clothes on whilst in jail, or a contrived coincidence makes it that the gentleman is a distant relative of a somewhat significant NPC. the GM is the final arbiter of what is allowed and not allowed, but generally try to have fun with the situation (just don't try to break the game with it guys) Also, generally the more interesting and theatrical the Gentleman's player can make it, the more likely it is to succeed. the Gentleman gains the ability to use this ability a second time at 10th level and a third at 20th level.</p>
<p>After You: The Gentleman when rolling initiative may add his Charisma Modifier to Initiative checks, and gains the ability to switch his initiative order with any ally, so long as it makes it that the Gentleman goes After that player. If the gentleman does this, they gain a bonus to all rolls made for the first round the gentleman is in (and to his Armor Class) equal to 2x the number of characters he allowed to go before him.</p>
<p>Strong Convictions: The Gentleman adds their Charisma modifier to their Will Saves, and if the gentleman critically succeeds a will save, the creature forcing them to save is Dazzled for one round. at 9th level when they critically succeed at a Knowledge check they may choose for one minor fact of their choice to be true (with GM fiat of course) as Something Dumb, without spending a use of Something Dumb. Generally these things will not have massive repercussions on the game or setting, but they may give the gentleman an edge. </p>
<p>I'm On A Horse (Ex, Su): At 5th level, The Old Spice Gentleman gains a Mount as the Cavalier class feature of the same name. at 9th level they can speak in a loud clear voice "I'm on a Horse" and summon their mount to them as a standard action.</p>
<p>Bachelor's in Marketing: at 5th level, the Gentleman's business skills show themselves. they retroactively gain 5 ranks in Appraise and one Profession or Craft skill of their choice, and can choose to add their Charisma modifier in place of the normal stat used for that skill. They gain 1 more skill rank in these two skills at each gentleman level.</p>
<p>I’d Take a Bullet for You, Man (sn): At 6th level, and during an ally’s or enemy’s turn, as a reaction, the Gentleman may dive between the ally and the enemy’s attack, resolving the attack against his own Flat Footed AC (but this does not activate precision abilities like Sneak Attack. You are Purposely putting yourself in front of the attack after all). The Gentleman may dive from any location within sight, but must remain in his new location. Gentlemen may use this feature once per day. At level 15, the Gentleman becomes the king of chivalrous deeds and gains several benefits. 1: if the blow was a Critical Hit, it is instead resolved as a normal hit. If it was Not a critical hit, the gentleman only takes half damage.</p>
<p>Pleasurable Smells (sp): At 7th level, pleasurable
<br />
aromas emerge from the dry localities of the Gentleman’s body. Once per day + 1/2 your Gentleman level, the Gentleman may heal a companion 1d6+your charisma modifier+your Gentleman Level HP, or allow them to reroll any Fortitude save as a standard action. They must be within 'smelling range' (GM discretion).</p>
<p>I know it's not done but I thought just send what I have so far</p>you know what? screw it, let's make this playable!
To some travelers, the innermost secret caverns of the humanoid heart are the most intrepid non-jewel-encrusted caverns to explore. These travelers are sometimes called Old Spice Gentlemen, other times Old Spice Gentle-ladies. They are comedians and jokesters wrapped in the skin of heartthrobs and Casanovas (not literally, that would be gross). These charming travelers and purveyors of romantic miracles depend on their charm and good humor...Warriorking90012018-12-18T16:28:32ZRe: Forums: Homebrew and House Rules: Old Spice 'Gentleman' ClassDarius Darkblade aka Legionare (alias of divineshadow)https://paizo.com/threads/rzs2uv87&page=2?Old-Spice-Gentleman-Class#542018-05-06T20:51:25Z2018-05-06T20:51:25Z<p>They forgot Bruce Campbell's red bathrobe</p>They forgot Bruce Campbell's red bathrobeDarius Darkblade aka Legionare (alias of divineshadow)2018-05-06T20:51:25ZRe: Forums: Homebrew and House Rules: Old Spice 'Gentleman' ClassWarriorking9001https://paizo.com/threads/rzs2uv87&page=2?Old-Spice-Gentleman-Class#532018-04-26T13:52:05Z2018-04-26T13:52:05Z<div class="messageboard-quotee">Fmats wrote:</div><blockquote> Can people edit this pdf? i mean is it legal to edit this homebrew? </blockquote><p>I don't know if we can legally edit the PDF, but the designers of this class obviously were just doing it for the lols anyway, so I think taking the idea and running with it is fine.Fmats wrote:Can people edit this pdf? i mean is it legal to edit this homebrew?
I don't know if we can legally edit the PDF, but the designers of this class obviously were just doing it for the lols anyway, so I think taking the idea and running with it is fine.Warriorking90012018-04-26T13:52:05ZRe: Forums: Homebrew and House Rules: Old Spice 'Gentleman' ClassFmatshttps://paizo.com/threads/rzs2uv87&page=2?Old-Spice-Gentleman-Class#522018-04-26T01:22:04Z2018-04-26T01:22:04Z<p>Can people edit this pdf? i mean is it legal to edit this homebrew?</p>Can people edit this pdf? i mean is it legal to edit this homebrew?Fmats2018-04-26T01:22:04ZRe: Forums: Homebrew and House Rules: Old Spice 'Gentleman' Classdarth_borehdhttps://paizo.com/threads/rzs2uv87&page=2?Old-Spice-Gentleman-Class#512018-04-23T15:55:40Z2018-04-23T15:55:40Z<p>Pleasurable Smells should be the ability to ignore effects from gases like Stinking Cloud or inhaled poisons.</p>Pleasurable Smells should be the ability to ignore effects from gases like Stinking Cloud or inhaled poisons.darth_borehd2018-04-23T15:55:40Z