BUZZEE GENTLEMAN “A gentleman would be ashamed should his deeds not match his words.” A Gentleman is usually well to do, and a paragon of manners and virtue. One is held in higher esteem by virtue of being in their company.
BECOMING A BUZZEE GENTLEMAN Buzzees who have the appropriate skills, alignment and dedication can become Gentlemen.
ENTRY REQUIREMENTS Race: Buzzee
Class Abilities: Advanced Hivemind
Skills: Diplomacy 4 ranks, Knowledge (Local) 4 ranks
Feats: Master Manipulator, Royalty
Alignment: Must be Lawful Good, Lawful Evil or Neutral Good
Class Skills The Buzzee Gentlemen's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, History, Local. Nobility) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Gentleman's Reputation +1, +1 Level of Existing Arcane Casting Class
2. +1 +0 +0 +3 Gentleman's Education, +1 Level of Existing Arcane Casting Class
3. +1 +1 +1 +3 A Gentleman's Word, +1 Level of Existing Arcane Casting Class
4. +2 +1 +1 +4 Gentleman's Reputation +2, +1 Level of Existing Arcane Casting Class
5. +2 +1 +1 +4 Gentleman's Education, +1 Level of Existing Arcane Casting Class
6. +3 +2 +2 +5 A Gentleman's Word, +1 Level of Existing Arcane Casting Class
7. +3 +2 +2 +5 Gentleman's Reputation +3, +1 Level of Existing Arcane Casting Class
8. +4 +2 +2 +6 Gentleman's Education, +1 Level of Existing Arcane Casting Class
9. +4 +3 +3 +6 A Gentleman's Word, +1 Level of Existing Arcane Casting Class
10.+5 +3 +3 +7 A Most Honorable Gentleman, +1 Level of Existing Arcane Casting Class
Weapon Proficiencies: A Gentleman gains no new Weapon or Armor Proficiencies.
Gentleman's Reputation (Ex): The stories that arise from your deeds are just as important to you as the deeds them- selves. A good Gemtleman hopes that her example encourages others to lead righteous lives. So long as you maintain your reputation, you gain certain bonuses. At 1st Level you get a +1 Sacred Bonus to Armor Class and Saving Throws. This increases to +2 at Level 4, and +3 at Level 7. To maintain this Bonus (and your reputation) you must obey the following:
A Gentleman knows his manners, and is never rude, crass or vulgar. Be courteous in all things, and observe proper etiquette no matter how undeserving others may be. Standards of etiquette are based entirely on the culture the Gentleman was raised in, but she is allowed to make concessions when in foreign cultures that are alien to her (this still does not mean she can violate the standards set forth below). Knowingly violating this is a minor infraction. It does not need to be witnessed, as the Gentlemen themselves know they broke the rules.
A Gentleman does not lie, except under the most dire circumstances. Lying to prevent an innocent being executed when you are unable to prevent that execution is acceptable. Lying to powerful monsters like Fiends is acceptable. Lying to protect a party member who has broken the law in a just society is not. Knowingly violating this is a minor infraction. Note the Gentleman is not necessarily obligated to speak, she can simply keep her mouth shut.
A Gentleman always keeps his word. Knowingly violating this is a major infraction. Additionally, a Gentleman must be actively attempting too fulfill his word. Honor does not allow for slacking, but it does allow for shenanigans. For example if a Gentleman swears she will "see to it the tyrannous King is toppled", she does not need to topple the King personally. She can do it by participating in resistance, setting a coup in motion, etc., so long as she does not use dishonorable means
A Gentleman does not provoke fights, save for challenging an equal who has insulted or assaulted him. Nor can he attack an unprepared or helpless opponent (dangerous monsters, such as those who spread disease like Undead are exempt from this). Equals are intelligent beings who also ascribe to some code of honor. The Gentleman also agrees to the rules of the challenge made and does not escalate. For example, if challenged to fisticuffs the Gentleman doesn't use any weapon but his fists. Honorless and unintelligent beings can be defended against, but the Gentleman does not normally instigate attacks against these unless their mere presence is somehow dangerous. He is, however, obligated to defend those who cannot defend themselves. A Gentleman does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so is a major infraction. A Gentleman only assists this way when someone is fighting monsters, or a powerful and dishonorable being that a single person cannot be expected to face alone. A Gentleman never strikes a flat-footed or helpless /paralyzed opponent. Instead, you allow your foe to ready himself before attacking. Knowingly violating this is a major infraction.
A Gentleman obeys legitimate authority. Legitimate is generally described in this case as being honorable and lacking in wickedness. There is some leeway in foreign places alien to the Gentleman, wherein obeying the law would compromise her honor, or require her to commit an act she considers immoral. Knowingly violating this is a major infraction.
A Gentleman cannot knowingly associate with Evil beings such as Undead or Fiends, or anything similar that poses a threat to the world. Knowingly violating this is a major infraction.
A Gentleman cannot let insults to her honor pass unchallenged. If the offending party does not apologize, the Gentleman must challenge them to a duel no later than the following day (assuming circumstances allow for this, otherwise it must be done as soon as possible). If the offending party is not an honorable peer, it's a fight. Unlike duels, fights generally don't have rules such as what weapons can be used, etc. A Gentleman must also defend the honor of the weak, the innocent, and honorable parties who are absent when they are being besmirched. The Gentleman accepts a public apology and admission of guilt if it is given, and does not pursue further in such cases unless the insult was truly grievous, such as accusations of truly despicable crimes. Knowingly violating this is a major infraction.
A Gentleman does not shirk necessary danger, nor does she place others unnecessarily in danger unless they are capable of confronting it. Honorable beings must not display cowardice, and knowingly doing do id a major infraction.
If a Gentleman discerns that her behavior has been in error or dishonorable, she must publicly apologize and withdraw without carrying a grudge. Knowingly violating this is a major infraction.
Committing a minor infraction loses her Reputation Bonus for 24 hours. Committing more than 1 minor infraction in 24 hours is a major infraction. A Gentleman who commits a major infraction loses her Reputation Bonus until she atones (see the Atonement sell description) in an appropriate manner.
A Gentleman whose Alignment changes to an inappropriate one loses their Reputation Bonus until their Alignment changes back.
Gentleman's Education (Ex): At Levels 3, 5 and 8 you may choose any three skills, even if you do not have ranks in them. You gain a Competence Bonus equal to your Gentleman's Reputation Bonus.
A Gentleman's Word (Su): At Level 3 if someone of 7 HD or less gives you their word, they are effectively under a Lesser Geas spell forcing them to abide by that promise. This ability does not work against Good or honorable beings. In other words if the opponent has not committed anything that would be considered an infraction under the Gentleman's Reputation ability above, they are immune to this ability.
At Level 6 this is upgraded to a Geas/Quest spell.
At Level 9 Limited Wish, Wish and Miracle will only end the Geas effect if the opponent succeeds in an Opposed Caster Level Check.
A Most Honorable Gentleman (Ex): At 10th Level you can add the Bonus from your Reputation to the Save DC of a spell you cast 3/day.
PLAYING A BUZZEE GENTLEMEN You serve to remind people that all disputes can be decided in a just and honorable manner. You eschew vulgarity and decadence, and conduct yourself in what is regarded as a 'proper' manner.
Combat: You will perform as a participant or second in honorable duels, but otherwise you prefer more courteous and humane ways to settle differences. Diplomacy is preferable to violence.
Advancement: Gentlemen can be varied as they care more about keeping their word and honor than their powers.
Resources: Many Gentlemen are the sons or daughters of minor nobility, or have connections to the landed gentry.
BUZZEE GENTLEMEN IN THE WORLD “The final test of a gentleman is his respect for those who can be of no possible service to him.” Gentlemen live an honest and moral life, which mean they frustrate some people to no end. Even Evil Gentlemen have a sense of honor and fair play.
Daily Life: You live a life of adventure, sticking up for those who cannot stick up for themselves. Unlike most adventurers you aren't a violent murderer though. Nor are you generally in it for the money, unless you intend to donate that money to a worthy cause.
Notables:
Organizations: Most Gentlemen are fairly well connected.
NPC Reaction So long as you maintain your reputation, people generally assume you're honest and trustworthy.
BUZZEE GENTLEMEN IN THE GAME This class requires a Gentleman to retain his reputation to be effective. Something that won't jibe well with certain party types. Be sure you want to play one.
Adaptation: This is meant for light hearted campaigns, but Gentlemen lend themselves to tragedy as well.
Encounters: When interacting with any 'polite society', one invariably finds Gentlemen.
Sample Encounter EL 12: The PC's leader has been challenged to a duel, and when they ask around for a second (because he is apparently required to have one and none of the PC's qualify), their request is granted by a giant hyper-intelligent bee with an upper crust British accent.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC BUZZEE GENTLEMAN Hit Die: d6
Skills Points at Each Level : 6 + int
Gentleman's Reputation At Level 21 the Bonus from this ability increases to +4.
Spellcasting The Epic Buzzee Gentleman Caster level continues to increase with her class level. Her number of spells per day does not increase after 20th level, but each new level she gains she can learn 2 new spells of any level she can cast
Bonus Feats: The Epic Buzzee Gentleman gains a Bonus Feat every 4 levels higher than 20th