The
Politician
by
Leomund
|
|
|
|
|
|
|
|
|
|
THE POLITICIAN is a sub-class of bureaucrat.
To become a
politician, the character rolls up scores
just as for a bureaucrat,
except that physical abilities have a
base score of 9, not 10, and
non-physical abilities have a base score
of 12, not 11.
(See the
bureaucrat class description, page 8,
for an explanation of dice
rolling.)
[The politician tends to be hopelessly
average. To determine
his or her characteristics, roll 2d6 of
different colors (let's say
red
and white).
All physical characteristics (strength, dexterity and
constitution) use a base of 9,
while non-physical characteristics
(intelligence, wisdom and charisma) use
a base of 12. If the red
die comes up 1 or 2, add the result of
the white die to 9 or
12, as
applicable; if the red die comes up 3
or 4, subtract the white die
from 9 or 12; if the red
die comes up 5 or 6, the white die is
ignored and the characteristic remains
at 9 or 12, as applicable.
A politician must have intelligence
or wisdom of at least 12 to
rise any higher than first level (Reliever).]
A politician must have a score in INT,
WIS,
or CHA of 15, and must have this score
in two of the three
abilities in order to advance beyond 4th
level.
Not all countries will have elections,
and therefore might have
little use for politicians. The most common
elective offices in a
town are the aldermen and perhaps a mayor.
A few countries
might elect sheriffs and other "county"
officials, who would be
members of the politician class. A sheriff
is 85% likely to be a
former member of an adventuring class,
with some type of fighter
being the most common (80%).
Different special
skills
Politicians have none of the special skills
of their parent class.
If they are to succeed, politicians cannot
afford to have it appear
as though they are confusing or infuriating
the public the way a
bureaucrat does. Instead, certain other
particular abilities are
available to them.
Politicians who are not ex-adventurer types
have a 45% resistance
to charm spell attacks, and those who
win office have a
chance to cast a suggestion spell in any
speech they make before
a group of five or more people. The audience
(each member considered
separately) is only 35% likely to be susceptible.
Those in
the audience who are susceptible still
obtain a normal saving
throw against the suggestion. Those who
fail the saving throw
will make every effort to act out the
suggestion if it is possible.
Suggestions to give up more than 100 g.p.
(in money, goods, or
services) allow the victim a +2 bonus
on the saving throw. Any
suggestions to give up a magic item or
more than 250 g.p. in
currency allows the victim(s) a +5 bonus
to the save. Politicians
generally will suggest that the listener(s)
contribute to his or her
next campaign fund.
Politicians who have won three elections
(not necessarily all
for the same office) gain the ability
to perform these skills:
Stuff the ballot box: This ability will
add 10% to the politician's vote total in any election when it is tried,
and it can only
be detected by examination of the individual
ballots. The person(s) looking at the ballots must make a saving throw
vs. spell
to notice the fraud.
Enthrall:
Similar to the suggested new cleric spell enthrall
described
in issue #58 of DRAGON Magazine.
The politician can
enthrall all members of an audience who
can understand the
language the politician is using, and
who fail to make a saving
throw vs. spell. The ability is activated
after the politician has
spoken for one full round; all listeners
eligible to become
enthralled must make a saving throw each
round thereafter, for
as long as the politician continues speaking,
to avoid being
taken in. The enthrallment is broken as
soon as the politician
stops talking. It cannot affect anyone
with 4 or more hit dice, or
anyone with a wisdom of at least 15.
Those who fail a saving throw and become
enthralled will
stand in awe of the politician, treating
him or her as if the
speaker had a charisma of 21. However,
enthralled figures will
not undertake action, such as they might
if they were under the
effect of a suggestion.
Sixth sense:
This is an ability that manifests itself in several
specific ways. First, an accomplished
politician has a way of
"knowing" where and when a noteworthy
event will occur, and
will make him or herself available in
the hopes of being seen
favorably and thus have a chance to gain
votes, recognition and
perhaps donations. The chance to employ
the "sixth sense" successfully
for the purpose of being in the right
place is 5% per
level, one attempt per day.
Politicians can employ their sixth sense
to see through clouds
of smoke and fog, including such things
as a cloudkill spell, a
stinking cloud, smoke from a fire,
a wall of fog, a fog cloud,
pyrotechnics, and the like. The chance
of success is 10% per level,
once per cloud, twice per day maximum.
POLITICIANS EXPERIENCE TABLE
Experience | Experience Level | 4-sided dice for accumulated hit
points level points |
Title |
0 -- 1,200 | 1 | 1 + 2 | Reliever |
1,201 -- 2,400 | 2 | 1 + 4 | Party member |
2,401 -- 4,800 | 3 | 1 + 6 | Speaker |
4,801 -- 9,600 | 4 | 1 + 8 | Orator |
9,601 -- 20,000 | 5 | 2 + 8 | Politician |
20,001 -- 60,000 | 6 | 2 + 11 | Chairman |
60,001 -- 120,000 | 7 | 2 + 14 | Leader |
120,001 -- 240,000 | 8 | 2 + 17 | Vice-president |
240,001 + | 9 | 3 + 17 | President |
Politicians have a 7% chance per level
to detect lie and an
equal chance to successfully manage an
undetectable lie, just as
for the 4th level cleric spell of the
same name.
Other abilities
and characteristics
A politician can be of any alignment except
true neutral. A
politician attacks as a magic-user at
all times and obtains the
saving throws of a magic-user as well.
He or she may fight with
dagger, club, blackjack, or mace, beginning
with one weapon
and obtaining a new weapon of proficiency
at 7th level. The politician
?s non-proficiency penalty is ?5.
A politician can wear protection items
but not armor, except
for a breastplate that can be employed
to make him resistant to
fired missiles. The politician cannot
wield most magic items,
though he or she can use the following
specifically:
Potions ? those of animal control, clairvoyance,
clairaudience,
delusion, dragon control, ESP, extra healing,
gaseous
form, healing, human control, longevity,
oil of slipperiness,
philter of love, philter of persuasiveness,
plant control, treasure
finding, and undead control.
Scrolls -- None, although neither will
any kind of scroll have
an effect on the politician. A cursed
scroll, for instance, would be
gibberish to the politician and would
not work against him.
Rings -- those of djinni summoning, contrariness,
delusion,
human influence, mammal control, protection,
and X-ray vision.
Rods, staves, or wands -- none but the
rod of beguiling, rod of
rulership, stuff of command, and wand
of enemy detection.
Miscellaneous magic items ? only the amulet
of proof against
detection and location, bracers of defense,
brooch of shielding,
crystal ball, cube of force, cubic gate,
eyes of charming, any type
of dust, helm of comprehending languages
(but cannot read
magic with the helm), medallion of ESP,
medallion of thought
projection, rug of smothering, rug of
welcome, tome of clear
thought, tome of understanding, and tome
of leadership and
influence.
Magic armor and weapons ? No magical armor
or swords
allowed; however, a politician can employ
any magical dagger or
mace, except for a mace of disruption.
Politicians gain experience from two sources:
votes, and $ taken in during campaigns.
* Money found in a dungeon or similar
sort of adventuring environment can count toward
experience for a politician, but killing
an enemy (monster) gains
a politician nothing.
* Election experience is awarded at the
rate
of one experience point for each vote
received; however, a politician
can never gain more experience points
from one election
than the minimum necessary to advance
to the next level.
Thus,
a first-level politician could gain no
more than 1,201 experience
points from winning an election, even
if he received more votes
than that. Politicians who lose elections
always lose experience
points and drop back to the midpoint of
the next lower level.
Gold pieces found (contributed) also are
equated to experience
points on a one-for-one basis, again limited
by the fact that gold
can only "buy" one level at a time. And
for gold to be counted as
experience, it must be spent by the politician
in an effort to be
elected to some office (a campaign within
the campaign). Excess
money can be used any way the politician
sees fit. Politicians of
non-good alignment can make and take bribes
at any time.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
A politician must have
a score in INT, WIS,
or CHA of 15, and must
have this score in two of the three
abilities in order
to advance beyond 4th level.
STRENGTH =
INTELLIGENCE =
WISDOM =
DEXTERITY =
CONSTITUTION =
CHARISMA =
COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
=
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
zb
12.
11.
10.
9.
7.
6.
5.
4.
3.
2.
1.
Quote:
Originally Posted by zypherillius
I just had another quick
question for you.
If I ever had the opportunity
to play in a campaign run by yourself, would you allow me to come in as
a 10th level Vice President?
Or would I have to start
at first level and work my way up?
Thanks
Andy
You could start as a 1st
level Representative and work your way up, then switch classes to Senator
or VP at about 8th level...
Cheers,
Gary