The Sleazy Dandy "To live and die before a mirror" Historically a dandy is a man who takes great care with his appearance and mannerisms, often dressed in flamboyant clothing and affecting cultured or aristocratic mannerisms, hobbies, and language. Dandy's are not Fops. Fops are a French court craze and can be identified by their white face makeup and wigs and carefree behavior . Dandy's are serious and demand respect; Fops are irreverent and demand attention The Sleazy Dandy takes the style and sensibilities of a Dandy and puts them to use making a profit from gambling, favors, and good old fashioned conning and thievery. Beautiful on the outside, ugly on the inside.
Sleazy Dandy
Prime Requ: Charisma Exp: As Thief HD: 1d6 Save: As Thief Attack: As Thief Armor: Leather. No shield. Weapons: Cane, dagger/knife, light crossbow, pistol, rapier, razor, razor edged cards, sap, shortsword/sword-cane, throwing knife, whip. Class Abilities
Hear noise, open locks, pick pockets, and backstab as a Thief of equivalent level.
Gambler: adds +1 to gambling checks (1d6, high roll wins) at first level, an extra +1 at levels 3, 6, 12, and 20.
Contacts: With a successful Charisma check the Sleazy Dandy may ask one favor of a contact for things such as information, access to restricted information or areas, etc. The favor will be things not generally available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Dandy is difficult or unpleasant. The Sleazy Dandy adds a bonus of +1 to the check at levels 4, 8, 12, 16, and 20. The SleazyDandy can use this ability once per adventure at level one and an extra time at levels 5, 10, 15, and 20.
Schmooze: Equivalent to a Charm Person spell once per day and one extra time at levels 4, 9, and 16.
Limitations The SleazyDandy has a reputation of being fashionable, well groomed, and obsessive over his appearance and mannerisms. To maintain this he must spend at least 50 gp per level per month on clothing, fine cigarettes, alcohol, gambling, etc to maintain his lifestyle. If he fails to do so his Charisma and bonuses for his Contact rolls are halved and those he tries to Schmooze receive a bonus of +4 to their Saving Throws. If his clothing is damaged or his appearance dirty or disheveled the above penalties apply until he gets himself cleaned up and in fresh fashionable clothes. To maintain his appearance his equipment must cost at least twice the normal prices due to fine tooling, gold inlay, etc. Of the rack is not an option for the SleazyDandy.
POWER METALIST Prime Requ: Chs Exp: As Cleric HD: 1d6, +1 after ninth level Save: As Cleric Attack: As Cleric Weapons: Any one-handed melee, ranged weapons. Armor: Studded leather or lighter, shield.
This is not a subtle class. It is a garish spectacle of shock, awe, and rock. The Power Metalist must be able to sing and usually loudly to use his abilities. If silenced he is just another mortal man. His voice is his life and his salvation. Power Metalists travel seeking gold, glory, and babes. They relish the spotlight a hero receives and their ultimate goal is to enter Metal Valhalla upon death to rock with Metal Legends of the Past but can only do so if they die famous, rich, and epic. The measure of what is 'epic' is left up to the Metal Gods, and they can be fickle. The Power Metalist lives to sing. The louder and more brutal the song the better. A part of the cult of Metal (known as Metalheads) he has achieved a state of metalosity above the average singer and wordsmith with his craft and can physically effect the world and those around him with his voice. Power Metalists prefer black leathers adorned with spikes, chains, mail, and an assortment of bracers and grieves often with skull motifs. At first glance they are often mistaken for Necromancers. They can use any one-handed weapon and any ranged weapon. They often combine their holy guitars with axes to create a versatile instrument/holy item/weapon. These Holy Metal Axes have the stats of battle axes with the cost times five. They will also seek out legendary musical weapons, even across time and space if necessary, such as the fabled Metal Axe rumored to be lost in Universe ASE2_3.
Power Metalist Special Abilities Voice of Doom The Power Metalist can focus his voice to damage a target. He can do nothing else in the round except for normal combat movement; the Voice of Doom takes all of his focus. The attack is a straight line with a maximum range of 30'. The Metalist must roll a ranged attack to hit the foe; cover bonuses do apply. If succssful the damage is 1d6. Metal Wind The Power Metalist can use his voice to create a wind strong enough extinguish torches, disperse gases, and move object smaller than one pound. The Metal Wind is a cone effect as shown below. Metal Storm Increasing the power of his voice the Power Metalist can create winds strong enough to move objects up to one pound per level of the Metalist and batter enemies caught in the path of the Storm. Those caught in the Storm must make a Saving Throw or take 1d4 damage per two Metalist levels (round up) for each round they are battered by the voice and flying objects. Those caught in the Storm attempting to attack the Power Metalist suffer a penalty of -1 to melee attacks and -2 to missile attacks. The Power Metalist can do nothing else in the round except for normal combat movement. He can only maintain this effect for up to 1d6 rounds + 1 round per every three levels of the Metalist; he can end the Storm at any time prior to this. The Metal Storm is projected as a cone just like the Metal Wind. He must rest his voice for 1 round for every two the Metal Storm was used. He cannot talk nor use voice abilities until this rest is taken. If is so stressful on the Metalist's voice that he can only use the ability once per day at first level and once again at levels 4, 8, 12, 16, and 20. Metal Wind/Storm Cone Level Feet 1-310x15 4-615x20 7-920x25 10-1225x30 13+30x30 Power Metalist Powers (Identical to spells) Level One: Pick three powers. Usable 1/day. At Level Two, Four, Six etc pick a new Power or increase a current one by one use per day (up to a maximum of 3/day.) There are four Power Levels. Each is available at certain Character Levels. The Powers are not true spells but are spell-like abilities and are treated as spells in every way except for duration. The Power only lasts as long as the Metalist is singing at the target. If he stops singing, for any reason (Silence spells, gagged, etc), the Power immediately ends. He can have multiple Powers enabled at once, but they all end the moment he cannot sing. If hit with a disruptive attack such as a tackle, breath weapon, etc the DM may call for a Saving Throw to see if the Metalist can maintain his song. Character Level: Available Power Level 1-5: PL I 6-10: PLII 11-15: PL III 16-20: PL IV Power Level I Charm Person Hold Portal Knock Protection from Evil Shield Sleep Power Level II Charm Monster Confusion Hold Person Fear Protection from Evil 10' Slow Suggestion Power Level III Death Disintegrate Feeblemind (Affects all classes. Duration is 1 hour + 10 minutes per Mentalist Level.) Hold Monster Repulsion Power Word, Stun Power Lever IV Mass Charm Power Word, Blind Power Word, Kill Time Stop