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Dilettante


Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

AC Bonus

Special

Spells per Day

0 level

1st

+0

+0

+2

+2

+1

Bardic Knowledge, Urban Bonus +1,

0

2nd

+1

+1

+3

+3

+1

Urban Companion

0

3rd

+2

+1

+3

+3

+1

Uncanny Dodge

0

4th

+3

+1

+4

+4

+2

 

0

5th

+3

+2

+4

+4

+2

Haggling, Urban Bonus +2

1

6th

+4

+2

+5

+5

+2

Evasion

1

7th

+5

+2

+5

+5

+3

 

1

8th

+6/+1

+3

+6

+6

+3

Face in the Crowd

1

9th

+6/+1

+3

+6

+6

+3

Reputation +4

2

10th

+7/+2

+3

+7

+7

+4

Improved Uncanny Dodge, Urban Bonus +3

2

11th

+8/+3

+4

+7

+7

+4

 

2

12th

+9/+4

+4

+8

+8

+4

Reputation

2

13th

+9/+4

+4

+8

+8

+5

 

3

14th

+10/+5

+5

+9

+9

+5

 

3

15th

+11/+6/+1

+5

+9

+9

+5

Reputation, Urban Bonus +4

3

16th

+12/+7/+2

+5

+10

+10

+6

Improved Evasion

3

17th

+12/+7/+2

+6

+10

+10

+6

 

4

18th

+13/+8/+3

+6

+11

+11

+6

Reputation

4

19th

+14/+9/+4

+6

+11

+11

+7

 

4

20th

+15/+10/+5

+7

+12

+12

+7

Urban Bonus  +5

4



Hit Die: d8.

Class Skills

The dilettante’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the dilettante.

Weapon and Armour Proficiency: Dilettantes are proficient with all simple and martial weapons. As part of their unusual training they will also know one exotic weapon of choice. As their martial training has been more focussed on speed than brute strength, dilettantes are only able to wear light armour.
All spells a dilettante casts are arcane spells and thus the casting of the spell can be affected by armour. All dilettantes wearing armour have an arcane spell failure percentage equal to the amount listed with the armour.

Spells: Dilettantes can cast a small number of arcane cantrips. To cast spells a dilettante must have an Intelligence score of 10 + spell level. Intelligence is also the score that determines if a dilettantes has bonus spells. At 1st level a dilettante can only cast spells if they are capable of casting a bonus spell. Saving throws for any spell a dilettante casts is equal to 10 + Int mod + spell level.
Unless a dilettante takes the Magic Dilettante class feat, they can only cast 0 level cantrips. A dilettante begins play knowing four + Int mod cantrips. They can learn new cantrips the same way a wizard does – by writing them into a spellbook. In the case of the dilettante though the spellbook takes the shape of a diary in which the dilettante writes his thoughts, notes and cantrips.
A dilettante can only prepare cantrips after a good night’s rest. They then take one hour to prepare the cantrips they wish to use.

Bardic Knowledge: A dilettante has a chance to know obscure bits of knowledge the same way a bard does. This is exactly the same as the class ability of the same name for bards. Further information can be found under the bard description.

Urban Bonus: Just as a ranger or outdoorsman is at home in the wilds, a dilettante is at home in a city or town. Any time a dilettante has to make a Diplomacy, Bluff, Gather Information or Sense Motive check in the boundaries of a city or town, they gain a +1 class bonus. This bonus increases as indicated on the class table above.

Armour Class Bonus: Due to the style of martial training they receive, dilettantes have learnt to survive with little armour by using their brains. They gain a bonus to AC equal to the number listed in the class table above. This is a dodge bonus and the dilettante will lose this bonus anytime they are denied their Dex modifier. The AC bonus a dilettante receives can never exceed their Int mod.

Urban Companion: As dilettantes spend or try to spend most of their time in cities, they get to know some of the locals very well. In fact due to the dilettante’s charm and wit, they usually have a contact in every town or city that they have visited or spent some time in.
For each class level a dilettante achieves, they know one contact in a different town/city. This contact has to be a permanent resident in the town or city, but does not have to be popular, well-known or respected. A dilettante can make use of the contact in a few ways.
The contact will nearly always be up to date with the local gossip and rumours. A dilettante can add a +10 class bonus on Gather Information when talking to their contact without paying anything. The dilettante will always have a place to stay when in town. This may or may not extend to any associates of the dilettante depending on the person and how much room they have available.

Uncanny Dodge (Ex): Starting at 3rd level, a dilettante can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a dilettante already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.

Haggling: Due to the amount of time they spend in a city or town, dilettantes have learnt how to try and decrease the price on anything they want to buy or increase the price on anything they try to sell. All characters and classes can attempt to haggle when it comes to prices, but the dilettante excels at this skill.
A dilettante adds a class bonus of half their class level (rounded down) to the Diplomacy check when haggling. The price is decreased or increased (depending on the situation) by a percentage equal to the difference between the two Diplomacy checks. Even on a failed roll, a dilettante gets a price better than normal equal to a 10% discount off the original price.

Evasion (Ex): At 6th level and higher, a dilettante can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the dilettante is wearing light armour or no armour. A helpless dilettante (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Face in the Crowd: Dilettantes are used to crowds and now how to best blend in when they want to stay unnoticed. At 8th level, any time a dilettante is within 10 ft of a group of six or more people, they can use their Sneak skill to remain unnoticed. When part of a group, the dilettante adds +5 to their Sneak check to be unseen.

Reputation: For better or worse, a dilettante from 9th level is well-known in one town or city of their choice. This is normally their primary residence. Any time a dilettante needs to make a Diplomacy check within the city to make a favourable impression, they add a +4 class bonus to their check. Also there is a greater chance of the dilettante being invited to official parties or delegations from any party within the city. The chance of this occurring is 40% + 1%/class level. The GM should only use this to encourage roleplaying aspects.
Every three levels after 9th (12th, 15th and 18th) the dilettante must decide whether to increase the bonus modifier to +2 or choose an additional city to increase their reputation and chance of invitation to social gatherings. A dilettante can only choose another city if they have resided in that town or city for at least a 6 month permanent stay. The reputation from any previous settlements still applies, but only when they reside within that town.

Improved Uncanny Dodge (Ex): A dilettante of 10th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defence denies another dilettante the ability to sneak attack the character by flanking her, unless the attacker has at least four more dilettante levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex):This ability works like evasion, except that while the dilettante still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless dilettante (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.