KAZOKU (Nobleman)

 

    Raised among the comforts and constrains of civilization, Kazokus are usually educated, wealthy individuals born into a high rank in society. Kazokus are concerned with a wide range of societal activities, including the use of arms, the administration of laws, mercantile enterprise, and other highly skilled trades.

    The Kazoku class is the PC class counterpart to the NPC Aristocrat class presented in the Dungeon Masterís Guide. Just as the warrior class represents experience, but not the sophisticated training in fighting possessed by Fighters, the aristocrat class represents experience, but not sophisticated training in the art of command. Courtiers, functionaries, and minor diplomats are members of the NPC aristocrat class. The Kazoku class represents characters with sophisticated training in the art of command and in the garnering and managing of political influence.

    The Kazoku class should generally be reserved for the ruling regents of long dynasties and their family members.

    Kazokus are trained to defend the interests of their family by both strength of arm and quickness of wit. Kazokus must be at ease on both the battlefield and on the dance floor. They are familiar with most martial weaponry and armour and furthermore, have both the freedom and the finances to train in the skills of their choice. As they gain experience, Kazokus get more opportunities to develop their skills. Some chose to focus on combat manoeuvres, others choose to develop skills that are useful in more subtle endeavours. Kazokus are exceptionally flexible and each develops those skills and abilities they feel most useful in meeting their duties and obligations.

    Kazoku is a class that a character is born into and hence a character must start out with the class in order to gain the benefits of it. The character must take a level of Kazoku as his first class if he is to claim being derived from nobility to the extent that he gains the class features. After taking a level in Kazoku the character is free to take levels in other classes and return to advance in Kazoku following the normal rules for multi-classing.

    Kazokus may be of any alignment. Most seem to lean toward lawful alignments, however, as self-indulgent or inconsistent Kazokus are more likely to fail than those strongly committed to their duties.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Kazoku collect RP from the following holding types at the indicated rates:

-          Province: Full

-          Law: Full

-          Manor: Full

 

Class Action: Diplomacy, Rule: Holding: Manor, or Rule: Province.

 

CHARACTER-LEVEL INFORMATION

Alignment: Any

 

Status: High

 

Class Hit Die: d8

 

Class Skills: The Kazoku's class skills (and the key ability for each) are Administrate (Wis), Appraise (Int), Bluff (Cha), Diplomatic (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Lead (Cha), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Survival (Wis), Swim (Str), Warcraft (Int).

 

Skill Points at 1st Level: (6 + Int bonus) x 4.

 

Skill Points at Each Additional Level: 6 + Int bonus.

 

TABLE: THE KAZOKU

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

+0

+0

+2

1st favoured region, Bonus class skill

2nd

+1

+0

+0

+3

Resources x1

3rd

+2

+1

+1

+3

Born to lead

4th

+3

+1

+1

+4

Coordinate +2, inspiring leader

5th

+3

+1

+1

+4

2nd favoured region, bonus feat

6th

+4

+2

+2

+5

Resources x2

7th

+5

+2

+2

+5

 

8th

+6/+1

+2

+2

+6

Inspire loyalty +1

9th

+6/+1

+3

+3

+6

Presence +2

10th

+7/+2

+3

+3

+7

3rd favoured region, bonus feat

11th

+8/+3

+3

+3

+7

Resources x3

12th

+9/+4

+4

+4

+8

Coordinate +4

13th

+9/+4

+4

+4

+8

Inspire Loyalty +2

14th

+10/+5

+4

+4

+9

Presence +4

15th

+11/+6/+1

+5

+5

+9

4th favoured region, bonus feat

16th

+12/+7/+2

+5

+5

+10

Resources x4

17th

+12/+7/+2

+5

+5

+10

 

18th

+13/+8/+3

+6

+6

+11

Inspire loyalty +3

19th

+14/+9/+4

+6

+6

+11

Presence +6

20th

+15/+10/+5

+6

+6

+12

5th favoured region, bonus feat

 

Class Features

The following are class features of the Kazoku.

Weapon and Armour Proficiency: The Kazoku is proficient in the use of all simple and martial weapons, light armour, and tessen. The Kazoku is also proficient in the daisho (katana & wakizashi) as seperate weapons. Note that armour check penalties for armour heavier than leather apply to all applicable skills.

 

Favoured Region (Ex): At 1st level, a Kazoku may select one of the five regions of Zaidan. Due to his extensive experience with the people, customs, and attitudes of the Kazokus and training in techniques for manipulating the nobility of this region, the Kazoku gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility and Royalty), and Sense Motive checks when using these skills in relation to regents and members of the upper class of this region.

    At 5th level and every five levels thereafter (10th, 15th, and 20th), the Kazoku may select an additional favoured region. In addition, at each such interval the bonus in any one favoured region (including the one just selected, if desired) increases by 2.

 

Bonus Class Skill: At 1st level, a noble may designate any one cross-class skill as a class skill. This represents an area of study the noble character has pursued on his own.

 

Resources (Ex): A Kazoku gains the ability to requisition resources and information by drawing on their reputation, personal wealth, and the promise of future favours. To successfully use their influence to gain access to resources, the Kazoku rolls 1d20 and adds his Kazoku level plus Charisma modifier to determine the resources check result. The DM sets the checkís DC. Simple favours have a DC 10, while expensive or illegal favours have a DC of 25 or higher.

    A Kazoku can only throw around so much influence before exhausting their goodwill. At 2nd level, a Kazoku may requisition resources a number of times per domain turn equal to his Charisma modifier plus one (minimum once per turn). At 6th, 11th, and 16th level the Kazoku gains the ability to make an additional resources check per Domain turn. A failed check doesnít expend any of the Kazokuís influence, but the Kazoku cannot attempt to access the same resource or contact that turn, and suffers a cumulative Ė2 penalty to every subsequent attempt made to gain the same benefit from other sources. The DM should carefully monitor the use of this ability to ensure that it isnít abused.

    Resources are comprised of physical holdings that generate income, and individuals and organizations in which the Kazoku has influence. The income that can be accessed is equal to (100 gp x Kazoku level) per domain turn per economic resource. Accessing these monetary assets is considered a simple favour if performed when the Kazoku is physically present in his home province. The difficulty of this action is increased when the Kazoku is farther away. These assets should be carefully documented between the player and DM.

-          How to handle a Kazokuís contacts: A Kazokuís resources are all physical resources. The contacts are individuals and it is important to have them identified in order to prevent this from being reduced to simple die roll. By using this philosophy a failed resource check can actually be an indication of trouble brewing on the horizon.

For example one of the Kazokuís contacts is an administrator in a rival Lordís court, who happens to Ďoweí the Kazoku a favour. When the Kazoku taps this resource to find out whether or not the rival Lord is attempting to muster up his troops, by checking correspondences or supplies, the resource check fails.

It would be up to the DM to decide if this failure is a result of no information being available, or if in fact the Kazokuís contact has been compromised leading to future political ramifications. Regardless of how this is handled the individuality of the contacts should be emphasized.

 

Born to Lead (Ex): At 3rd level, the Kazokuís inherent ability to lead starts to shine through. The Kazoku gains the ability to attract followers and cohorts as if he had the leadership feat.

 

Coordinate (Ex): At 4th level, the Kazoku gains the ability to guide the cooperation of other characters by making a Charisma check (DC 10 + the number of characters being guided). If successful, this increases the bonus granted by cooperation (i.e., aid another) by +2. This bonus increases to +4 at 12th level.

 

Inspiring Leader (Ex): When a Kazoku appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. At 4th level, the Kazoku and those that look to him for guidance (such as his employees, followers, or sworn subjects) gain a +1 morale bonus to attack and weapon damage rolls, Will saving throws against fear and mind influencing enchantments (such as charm person), and to all skill checks made.

    Presenting himself is a free action but entails standing tall and proud along with shouting (or forcefully giving) directions, and the bonuses last a number of rounds equal to the Kazokuís Charisma modifier. This ability may be used a number of times per day equal to the Kazokuís Charisma modifier.

 

Bonus Feat: At 5th level the Kazoku gains a bonus feat from the following list. He gains an additional bonus feat from this list at every 5th level following (i.e., 10th, 15th and 20th levels). He must meet all of the required prerequisites for any feat selected.

-          Kazoku bonus feats:  Armour Proficiency (Light, Medium, Heavy), Great Leader, Iron Will, Master Administrator, Master Diplomat, Master of the Arcane, Master Merchant, Military Genius, Mounted Combat Negotiator, Persuasive, Regent Focus, Court Training, Self Sufficient, Skill Focus, Spymaster, or Weapon Focus.

Inspire Loyalty (Ex): Beginning at 8th level, the Kazoku can use oratory to inspire long lasting confidence in his loyal followers. To inspire loyalty, the Kazoku must speak for at least one round and make a Lead check with a DC equal to 10 +1 per five allies to be inspired (including the Kazoku). An ally so inspired gains a +1 morale bonus to attacks and damage, a +1 morale bonus on Will saving throws against fear and mind-influencing enchantments, and a +1 bonus to all skill checks. The effect begins with the conclusion of the Kazokuís oratory, and lasts for 1 minute per round the Kazoku spent inspiring the allies, to a maximum of 1 hour for 60 rounds of inspirational speech. This ability is an enhancement of the Kazokuís Inspiring Leader ability; each use of Inspire Loyalty counts as one use of the Inspiring Leader ability. Both abilities may be used in any combination a total number of times per day equal to the Kazokuís Charisma modifier. The confidence inspired by the Kazoku increases as the Kazoku attains levels. For every five levels after 8th, the bonus increases by +1, to a maximum of +3 at 18th level.

    Application of this ability to units in battle is slightly different. At 8th level a Kazoku can grant a +1 morale bonus to attacks, damage and morale saving throws to a unit he personally commands (i.e., the unit he is physically present in) with a successful Lead check against a DC of 20. The DM can apply circumstance bonuses to this check depending on the nature of the battle, for instance in a war against a traditional enemy a circumstance bonus of +2 to +4 would not be inappropriate. The bonus to attack and damage applies to the first attack made by the unit so affected while the morale saving throw bonus applies as long as the Kazoku is present on the field of battle (i.e., not in the reserve). At 13th level the Kazoku can inspire all units located on the same area of the battle field granting them the same +1 morale bonus. At 18th level the Kazoku can inspire all of his troops that start the battle located on the battlefield but not in the reserve with the same +1 morale bonus with a successful Lead check against DC 20 + 3 for every additional unit being targeted.

 

Presence (Ex): Beginning at 9th level, the Kazoku has mastered the art of manipulation and command. For the purposes of Kazoku class special abilities, skill checks, charisma checks, and leadership score, treat him as having a Charisma score 2 points higher than it actually is. This bonus increases by 2 points at 14th level and 19th level.

 

 

 Based on the Noble class from the d20 BRCS (Birthright.net) and the Dragonlance Campaign Setting.