Hi all-
I’ve been thinking that the Guilder deserves to be a full class. I mean, if the noble can make it into the 3E rules, a guilder can too. Yes, the rogue has plenty of skills. But not all guilders should be able to sneak attack.
So, i’ve thought up some ideas for people to consider. Clearly this is no where near done, but just a starting point.
The Guilder:
Hit Die: d6
Base Attack Bonus: Moderate (as a rogue)
Weapons: Proficient with light armor, simple weapons, plus 2 martial weapons of his choosing.
Saves: Good Will, Good Reflex?, Fort Poor
Class Skills
Administrate (Wis), Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (all), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Use Rope (Dex)
Plus, the guilder chooses 3 other skills to be class skills.
Skill Points: 10
Class Features:
Expert: The guilder is not constrained by the maximum ranks as other classes are. The maximum ranks he may have in a given skill is equal to 3 + 1.5 times his level. Thus, at 2nd level his max ranks would be 6 instead of the usual 5. At 10th he could have 18 ranks, instead of 13. At 20th he could have 33 instead of 23. (This emulates the 2nd Ed guilder ability of having extra nonweapon proficiency slots.)
Silver Tongue: Constant dealing with others gives the guilder a keen sense of how to make them believe his lies. He may attempt a retry of the Bluff skill, but with a –5 penalty.
Pidgin: Guilders have a knack for communicating despite barriers of an uncommon language. He can communicate and understand simple concepts, such as the need for food, desire to trade, warnings, etc. This works similar to the Decipher Script skill. The guilder makes a Pidgin check equal to d20 plus his Intelligence modifier plus his level. The DC varies with the complexity of information that is trying to be conveyed.
Improvised Tools: The guilder can select any two skills that require tools. With these two skills, the penalty for using improvised tools is halved.
Skill Mastery: As the rogue special ability. (Probably gained a couple times.)
Slippery Mind: As the rogue special ability
I’m not sure if these should all be standard abilities (Expert definitely should be) or optional abilities that he chooses as he advances, the way a rogue gains some special abilities at higher levels.
I’m sure others have some further ideas that would flesh it out a bit more. What does everybody think?
-Fizz