Aristocrats - Courtier (Grim Hollow) Image

Aristocrats are the rulers and wielders of law, and use their position at the top of the social hierarchy to compel others to further their interests.
Whether feared or respected, aristocrats make excellent negotiators, diplomats, and schemers.

From notable socialites to distant noble family members and trusted servants, Courtiers represent the members of the aristocracy who are employed or invited by a ruler to make up their court. Courtiers live in close proximity to the ruling class to assist them and be part of their world. However, Courtiers are more often seen as schemers and manipulators than helpful assistants. The life of a Courtier is one of dangerous plots, uneasy political alliances, and the occasional act of betrayal – when it benefits them.

Rank 1 - Chamber Keeper
You have secured a title as a minor Courtier attending to the needs of the court through menial duties such as fetching wine, or more demanding tasks such as hosting foreign visitors of lesser influence. As a Chamber Keeper you are the unnoticed eyes of the court, making you a valuable informant for court plots.
Holdings:
A room or lodging provided by your patron within their estate.
A scandalous secret relating to a member of your court.
Progression:
Obtain a minor title from your patron that reflects your station.
Rank 2 - Court Official
You have proven yourself to be a valuable asset to your patron, political allies, and other courtiers.
You have been promoted to an official, granting you a minor title and the responsibilities that accompany it. These titles vary, including cofferer, master of the hunt, or any other title befitting your station.
Holdings:
The authority and resources associated with your minor title. For example, a cofferer would control financial records, and perhaps even bank access.
Up to half a dozen servant hirelings to assist in your daily responsibilities.
Progression:
To be granted a greater court title by your patron that reflects your station.
Rank 3 - Court Patrician
With a greater court title, you have become an essential and respected member of the court. You may have been promoted to steward, cupbearer, master of ceremonies, or some other position of considerable influence in the court.
Holdings:
A greater court title and all the privileges that accompany it. For example, the master of ceremonies would have personal access to their patrons’ family for event-planning purposes.
A team of servants and lesser Courtiers sworn to you either through authority or intrigue.
A private suite within your patron’s estate that provides easy access to court and extravagant luxury.
Informants and spies throughout the court who report intrigue and valuable information to you.
Progression:
To progress in this profession, you must achieve complete control of your Court, through coercion, deception, or any other means.
Additionally, you must attain an honorable title.
Rank 4 - Royal Chamberlain
You have become the most influential member at court. Whether through earnest reputation or political manipulation, you have attained an honourable title of considerable power such as spymaster, regent, or majordomo. Your powerful connections and political alliances make you the unofficial leader at court, arguably with greater power over practical matters than your patron.
Holdings:
Complete control of the court’s resources, such as finances, hirelings, and establishments.
Incriminating information relating to each member at court and their possible weaknesses.
Informants and spies across the region, who feed you intrigue regarding your court and others.

Select a talent upon choosing this advanced background, and one at each rank up of progression.

 
Skill Proficiencies: Gain Deception then choose one from History, Insight, Performance, Persuasion, or Religion.
Tool Proficiencies:
Languages: Choose one standard language.
Equipment: Equipment: A quill and ink, a letter opener, parchment, a piece of fine jewelry that displays your status, a medallion or pin displaying the house of your patron, court clothing, and 25 gp.
 
Academic Background Talents

Born In the Saddle - Whenever you make a Wisdom (Animal Handling) check while riding an animal or interacting with your mount, you can add your Profession Die to the roll.
Copycat
- Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Court Schemer
- Whenever you make a Charisma (Deception) check when conversing with Aristocrats, you can add your Profession Die.
Disciplinarian
- Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Drunkard
- Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Elusive
- Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Figure of Authority -
Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.
Gambler
- Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Impressionist -
Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.
Local Historian
- Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Problem Solver
- Whenever you make an Intelligence (Investigation) check to decipher a coded message or puzzle, you can add your Profession Die to the roll.
Quick Fingers
- Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.
Translato
r - Whenever you make an Intelligence check to communicate with a creature who doesn’t share a language with you, you can add your Profession Die to the result.

 
Feature: Political Maneuvering

Upon spending an hour speaking to various people at court, and succeeding on a medium-DC Charisma (Deception) check, you can conjure and spread a rumor or piece of gossip within a court or political structure. A subject of your choice, whether it be true or false, becomes a topic of hot conversation within the court or political structure where you planted the rumor.

Level 1 [roll]1d4[/roll] + Intelligence (History)

Level 2 [roll]1d6[/roll] + Intelligence (History)

Level 3 [roll]1d8[/roll] + Intelligence (History)

Level 4 [roll]1d10[/roll] + Intelligence (History)

 
Aristocrats - Courtier (Grim Hollow) Image

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