Gentry+Heroic+Path

Gentry
Born to the upper class families, a Gentry is given all the luxuries he could ask for. Lesser aristocracy and gentle birth, they were raised with servants and tutors, and inherited lands that have been in their family for centuries. They're highly educated and accomplished in mathematics, history, and literate in a myriad of languages. They learned how to ride a horse, know when they're being cheated at the market, and can find a way to compromise with anyone in nearly any situation. A Gentry has fine tastes, a sharp eye, and can sometimes come off as snobby, if not pompous. It is not entirely uncommon for them to brush elbows with royalty; in fact, they are probably on excellent terms with the ruling class. He may not have worked the lands as his tenants did, but he knows the importance of each class and their place in the world.

__**Advantages by Level**__

1 - Highly Knowledgeable +2 2 - Charisma +1 3 - Noble Contact 1 4 - Aiding Colleague 5 5 - Leader, Gentry at Arms 6 - Highly Knowledgeable +4, Generalist 7 - Charisma +2 8 - Noble Contact 2 9 - Aiding Colleague 10 10 - Diplomat 11 - Highly Knowledgeable +6 12 - Charisma +3 13 - Noble Contact 3 14 - Aiding Colleague 15 15 - Personable 16 - Highly Knowledgeable +8 17 - Charisma +4 18 - Noble Contact 4 19 - Aiding Colleague 20 20 - Ruler


 * Highly Knowledgeable** - The Gentry was schooled for many years by the best tutors money could buy. They receive the listed bonuses on the following skills: Appraise, Diplomacy, Knowledge (Geography, History, Nobility) and Ride. The Gentry receives this advancement at levels 2, 6, 12, and 16.


 * Charisma Bonus** - The Gentry is in good standing not only with the nobility, but with the common folk and merchants as well.


 * Noble Contacts** - The Gentry is in personal confidence with a member of the Royal Court. This is rarely the King or Queen, but is more likely to be a cousin, nephew, or even the master of the guard. They may use this contact to gain information, imbue their own wisdom, or simply to ask for advice. They are not considered friends necessarily, but rather courtly companions with the same goals in mind. If seen together in the presence of others, the Gentry receives a +4 reaction bonus when dealing with the onlookers at any point up to one year later. They gain another contact at levels 3, 8, 13, and 18th.


 * Aiding Companions** - The Gentry will gain the listed number of companions to help him in whatever he needs. He gains a +4 competency bonus when dealing with them, and in return they gain the Gentry's level as a Morale bonus. The Aiding Companions may be of any class and rank in society. They are considered loyal to the Gentry, and will do whatever is in their power to help him. They know, without a doubt, that the Gentry will repay them.


 * Gentry at Arms** - The people born into the gentry class have been taught the ways of dueling and sparring for play or courtly fun. They gain a +1 competence bonus when wielding each of the following weapons: Dagger, Firearms, Lance, [|Rapier], Smallsword.


 * Generalist** - The Gentry's mind is so receptive to learning that they count every skill as a class-skill, regardless of the classes they have. The only exception is Craft-skills and Profession.


 * Leader** - The Gentry will gain the Leadership bonus feat one level early.


 * Diplomat** - The Gentry will gain the Negotiator and Persuasive feats for free. They are also able to command the obedience and fealty of people within 15 feet when he speaks for one round. Creatures totaling 30 Hit Dice can be ruled with a DC 10 Will save to negate the effect. Ruled creatures obey the wielder as if he was their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken.


 * Personable** - The Gentry is seen as a very likable person. They are able to command the obedience and fealty of creatures within 60 feet when he speaks to them for one round. Creatures totaling 100 Hit Dice can be ruled, but creatures with Intelligence scores of 10 or higher are entitled to a DC 14 Will save to negate the effect. This ability supersedes and replaces Diplomat ability.


 * Ruler** - The people see the Gentry as a hero and a person whom they can loyally serve. The character can command the obedience and fealty of creatures within 120 feet when she activates this power (a standard action). Creatures totalling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. This ability supersedes and replaces the Diplomat and Personable abilities.