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1) With each level gained, the member gains 1 rank in Know (Nobility) or Know (History) (pick one). This reflects smoozing with Club members (nobility) or knowledge gained of fights gone by (history).
 
1) With each level gained, the member gains 1 rank in Know (Nobility) or Know (History) (pick one). This reflects smoozing with Club members (nobility) or knowledge gained of fights gone by (history).
  
2) With each level gained, the member gains 1 rank in Know (Local) or Gather Info (pick one). This reflects a growing body of knowledge of local prospects and up and comers.
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2) With each level gained, the member gains 1 rank in Know (Local) or on Diplomacy checks to Gather Info (pick one). This reflects a growing body of knowledge of local prospects and up and comers.
  
 
'''Abilities:'''  Connoisseur weapon training is considered to be second to none. The advanced weapons training is probably the single biggest reason for the Connoissuer's phenomenal success. Because of this training all Connoiseurs are awarded a specific ability at each of the four Connoisseur ranks (Observer, Combatant, Master, Champion).  These abilities can only be gained if you are up to date with your dues; you may gain a lesser rank than the one to which you are entitled if your dues are only up to date for that rank. Also, at least one year or one complete module (whichever comes first) must pass between gaining a rank in the organization. For example, a 13th level PC joins and pays 1,000 gp, so she is an Observer and gains the Observer ability. A module later, she pays another 2,000 gp, gaining the Combatant rank and ability. And in another module, she pays another 3,000 gp, gaining the Master rank and ability. The abilities gained are:
 
'''Abilities:'''  Connoisseur weapon training is considered to be second to none. The advanced weapons training is probably the single biggest reason for the Connoissuer's phenomenal success. Because of this training all Connoiseurs are awarded a specific ability at each of the four Connoisseur ranks (Observer, Combatant, Master, Champion).  These abilities can only be gained if you are up to date with your dues; you may gain a lesser rank than the one to which you are entitled if your dues are only up to date for that rank. Also, at least one year or one complete module (whichever comes first) must pass between gaining a rank in the organization. For example, a 13th level PC joins and pays 1,000 gp, so she is an Observer and gains the Observer ability. A module later, she pays another 2,000 gp, gaining the Combatant rank and ability. And in another module, she pays another 3,000 gp, gaining the Master rank and ability. The abilities gained are:

Revision as of 14:17, 12 December 2010

Known throughout the Ellenian Peninsula, this exclusive group is made up of masters of arms and those who admire the highest levels of exquisite expertise those masters demonstrate. Many of the members are active or retired adventurers and soldiers; others are enthusiasts and aficionados. Young up-and-comers challenge one another to feats of combat. More mature members and moneyed nobles have started and are promoting gladiatorial combats in many of the larger cities, using their knowledge to find and train very specialized combat experts. Retired and wealthy old veterans sip port in the clubhouse, and reminisce about battles gone by and watch as their proteges and personal fighters make a name for themselves and money for them. Some (especially those who serve Flower) complain that the Connoisseurs have taken combat -- at best a necessary evil, and at worse, a cruel blood-sport -- and degraded civiization by making of it an art. But most people do think that there truly is an art to combat, and the Connoisseurs are the masters of that art.

Membership Requirements

Class: Almost exclusively martial artists make up the membership of the Connoisseurs. Bards, rogues and even barbarians are not uncommon. Mages, though, are almost unheard of, and very few clerics or druids seek admission.

Race: No restriction.

Alignment: Any.

Deity: Any, though Domi and Wardd are by far the most commonly worshipped. Of recent note there has been rumor of those worshipping Ga'al joining the organization.

Deed: Application for membership can be won through sponsorship by an existing member of at least two year's standing. This sponsorship will be based upon acknowledgement of the mastery of their chosen weapon, as well as a personal endorsement. The application is put before the Screening Committee, who has final say on all membership decisions.

Oath: None

Fee: There are Basic Dues and Ranking Dues. Basic Dues must be paid monthly or on advance, at a rate of 5 gold per month for inactive members, or 50 gp per month for active members. Active members are granted board privileges and box seats at matches, as well as free use of training and sparring facilities. Ranking Dues are based upon the potential member's ability and experience -- membership in the Connoisseur's Club is split into four broad ranks: Observer, Combatant, Master, and Perfectionist. All members must be Observers, but advancement to a new rank is not; many aficionado-style members remain Observers even at high level. If a member does wish to advance, that requires both a specific character level and the payment of higher Ranking Dues:

Level 1-5: Observer 1,000 gp Level 6-10: Combatant 2,000 gp Level 11-15: Master 3,000 gp Level 16-20: Perfectionist 4,000 gp

Background

Ethos: "To Achieve Mastery is to Live Perfection". The club membership has a particular outlook on life. Not for them the common drudge; to them life is an adventure, every day a call to a new challenge. They live for high adventure and martial prowess in the face of great risk. They consider themselves a martial elite, and there is a certain arrogance inherent in membership.

History: Belazar Grisom, Zong Melnir and Marcus Maggot founded the organization almost 20 years ago, some say as an offshoot of the Chancers' Club, some say as a reaction to that organization's mindless embrace of risk. Intended as a place where the best of the best could meet and train their students and just meet to discuss tactics as well as plan and undertake expeditions of exploration and adventure, membership grew fairly rapidly as other weapons masters were found and recruited, but then leveled out at around 150 members. After a while this number seemed to drop off as new recruits seemed to be getting harder and harder to find. At this point in time there were just at 100 members, though that number is growing again with the influx of a newer type of member, the elite gladiator. Different members have joined for different reasons, and the club became a big Dueling house for a while and along with that, high stakes gambling often occurred. This seems to be the place for the mature and seasoned martial expert with a taste for danger and 100-year-old wines.

Society

Sphere of Influence: The club is more than just a gathering place for adventurers and weapon masters of influence. It is a prestigious martial club and training facility, and its weekly gladiatorial events as well as their two annual events the Grand Championship and the Connoisseurs Combat Tournament are key dates in the social calendars of New Ellena's martial elite.

The Connoisseur's Combat Tourney: members of the general public are invited to attend an annual competition of martial prowess, and skill. Jousting, archery and dueling are popular attractions, and betting is an integral part of the games, however the hand to hand melee combats are the events that the Connoisseur's take the most pride in. Certain events include an element of risk, but serious injury, or death are rare in this public event.

Politics: Connoisseurs consider themselves the martial elite of the adventuring world, and have forged links with the some of the most powerful organizations in the Wold. The Connoisseurs largest sphere of influence comes from the number of aristocracy and royalty they have and continue to train. Hence the Connoisseurs are made up of some of the most influential people in New Elenna. As such, the Connoisseurs strive to be as neutral as possible. However, because of their quasi eletist attitudes and the fact that they tend look down upon such organizations as the WLA and the Mailed Fist, viewing them as being to uncultured and generalist in nature, there is quite a bit of competition between the three groups. At this juncture most of it has been of the friendly variety.

Finances: The club's financial standing is excellent, given income from dues, fees for training, and the operation of demonstration combats. Informal betting is sanctioned but strictly limited by an honor code: only those of means may bet; the minimum bet is 1 gold, to keep things interesting, and the maximum is 100 gold, to avoid the perils of high-stakes gambling.

Organization

Committees: Perhaps unsurprisingly for a group made up largely of those of a military bent, the more affluent members have a great fondness for forming important sounding committees. These are numerous, can spring up or disband overnight or grow to become significant powers within the club. Many Connoisseurs are members of multiple committees. Here are some of the most significant:

Screening Committee: Always made up of 13 members (12 voters and a chairperson). They vote on prospective candidates for membership and (more rarely) to vote on the expulsion of unsuitable members. The chairperson is Belazar Grisom, The captain in charge of training Sturtevant's personal guards. The other 12 members are usually made up of the Justicar's incharge of the twelve major Chapter Houses. All Connoisseur decision making is carried out by this committee.

Entertainments Committee: This group is charged with overseeing and controlling the internal duels, the gladiator fight circuits, the grand championship and the annual tourney. Of late this committee has been very busy and nearly overworked. Internal-only events tend to be far more dangerous than the Tourney. The chairperson is Marcus Maggot a formidable figure, and not one you tend to cross more than once and live.

The Training Committee: This group meets to offer or assign positions in various Woldian courts as maters of arms and personal weapons tutors to the various Woldian royalty and aristocracy. They also are responsible for issuing challenges and ultimatums to the membership. The chairperson is Lord Zong Melnir, considered by many to be Plateau City's most deadly bachelor.

Headquarters: While there are a number of different buildings owned and operated by the Connoisseurs, outposts exist in almost all reasonably sized settlements on the Peninsula. The main chapter house however, is located in Plateau City on the edge of the Gold and Gladiator Quarters. Any Connoisseur in good standing may call upon a local chapter house and receive: (1) Food and secure lodgings at reduced rates; (2) Healing, resurrections, etc. at reduced rates; (3) A local knowledge and history information source

Benefits

Knowledge: Connoisseur's members are considered the height of martial prowess and command extremely high fees for their training and hiring. And, because they often have contact with some of the Wold's prime movers and shakers coinnoiseurs gain some benefits.

1) With each level gained, the member gains 1 rank in Know (Nobility) or Know (History) (pick one). This reflects smoozing with Club members (nobility) or knowledge gained of fights gone by (history).

2) With each level gained, the member gains 1 rank in Know (Local) or on Diplomacy checks to Gather Info (pick one). This reflects a growing body of knowledge of local prospects and up and comers.

Abilities: Connoisseur weapon training is considered to be second to none. The advanced weapons training is probably the single biggest reason for the Connoissuer's phenomenal success. Because of this training all Connoiseurs are awarded a specific ability at each of the four Connoisseur ranks (Observer, Combatant, Master, Champion). These abilities can only be gained if you are up to date with your dues; you may gain a lesser rank than the one to which you are entitled if your dues are only up to date for that rank. Also, at least one year or one complete module (whichever comes first) must pass between gaining a rank in the organization. For example, a 13th level PC joins and pays 1,000 gp, so she is an Observer and gains the Observer ability. A module later, she pays another 2,000 gp, gaining the Combatant rank and ability. And in another module, she pays another 3,000 gp, gaining the Master rank and ability. The abilities gained are:

1) Observer: As a free action, after watching any one creature fight in melee for a round, you know the creature's BAB. If you watch the target as a standard action, you will know the numeric amount and type of each bonus to attack used. (For example, a +4 BAB, a -1 size mod, a +3 enhancement bonus, and a +2 Str bonus).

2) Combatant: You ignore ability score requirements when taking any feat listed as a Fighter Bonus feat. This gives you no feat per se, but it gives you the ability to ignore the feat ability score requirements.

3) Master: You gain the ability to take any single Sharpshooter or Fighter Bonus feat without meeting any of the prerequisites. For example, a paladin could take Weapon Specialization, or a character who does not have Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, and base attack bonus +4 could still take Whirlwind Attack.

4) Perfectionist: Once per day, as a free action in combination with a standard or full attack, you may take 20 on one attack roll.

There is one final benefit, of which only a select number take advantage: Members may pursue advanced combat studies by taking the prestige class known as a Connoisseur.

This organization was created by Kent, approved for Woldian content by Jerry on May 19, and approved for mechanics and balance by Cayzle on July 2, 2010.