The Fop

So, something a little different. A repost, from an old website of ours, now gathering dust, edited slightly and given a fancy new image but otherwise pretty much all that it had ever been.

We don’t fancy ourselves expert D&D 4E designers, so things like “balance” and “playability” are distant concerns compared to things like “awesome” and “woooooo”.  We don’t fancy ourselves as patient designers, so we’re stopping at the bare necessities for level one because utility powers seem too dull to be interested in. But we do fancy ourselves as fancy, and that’s what’s most important. Presenting…

The Fop

“That is such a fascinating sword you have there. I’ve always admired Elven craftsmanship. It’s a shame they’re never the same once you get blood on them.”

CLASS TRAITS

  • Role: Controller. You use guile, flattery, manipulation, and pure applied cowardiThe Fopce to distract opponents, move them where you want them, or turn them against one another. You lean toward defender as a secondary role.
  • Power Source: Martial. Technically. You use quick thinking, a deft tongue, and a well-chosen frock rather than, say, your arms, but your power nonetheless comes from within.
  • Key Abilities: Charisma, Intelligence, Dexterity
  • Armor Proficiencies: Cloth, leather, hide
  • Weapon Proficiencies: Dagger, rapier, crossbow
  • Bonus to Defense: +2 Reflex
  • Hit Points at 1st Level: 8+Constitution score
  • Hit Points per Level Gained: 4
  • Healing Surges per Day: 8+Constitution Modifier
  • Trained Skills: Diplomacy and Streetwise. From the class skills below, choose three more trained skills at 1st level. Class Skills: Bluff (Cha), History (Int), Insight (Wis), Perception (Wis), Stealth (Dex)
  • Build Options: Snivelling fop, scandalous fop
  • Class Features: Sartorial Appreciation, False Friendship, Social Recovery, Expressive Expressions, Cosmopolitan Linguist

In large cities, where the rich get inevitably richer and are thus allowed to be idle and the only escape from the excesses of hedonism or terminal boredom is in attending dinner parties, fops are inevitable. They come into being unbidden, trained in the most difficult social obstacle courses, they have raised the process of attending dinner parties not just to an art, but to a competition. Fops are experts on seeing, being seen, and seeing how others are being seen.

As a fop there are innumerable ways you can influence people. You could be a lesser noble with the most fashionably-cut frock coat and definite opinions on what is Done or Not Done in society, or the upwardly mobile in a neat black suit most concerned with making sure you’re out of the way when it would behoove you to be, or even a trusted servant practiced in high society long enough that he can be all things to all people to get his master’s, or his own, way.

Put on your finest clothes, read up on all the scandals in the neighborhood, put on a little more make-up (just a touch more blush, honestly, you can never overdo it), and venture forth, little fop, into the world.

CREATING A FOP

Depending on their background and the particular nature of their social identity, fops tend to fall into one of two categories: sniveling or scandalous. All fops rely on Charisma to get their voices heard, secondarily Intelligence or Dexterity, and perhaps Constitution (as they tend to be slapped a lot).

Sniveling Fop- You prefer staying out of the way, holding on to your social situation through professionally applied cowardice. Oddly, this tends to make you the center of attention, as enemies would prefer to gang up on the weaker opponent, but you take advantage of this by making them feel bad about themselves for hurting you. Charisma is your most important attribute, followed by Dexterity (which will help you in avoiding attacks and taking potshots with your crossbow if the opportunity avails itself). Since you’ll be hit a lot, you may wish to make Constitution your third best score, because you need all the healing surges you can get. Pick the pathetic recovery class feature, and use it often. Keeping enemy eyes on you keep them off your allies, so don’t be afraid to select powers which work to your disadvantage.

  • Suggested Feat: Fetal Position (Human feat: Extremely Friendly)
  • Suggested Skills: Bluff, Perception, Stealth
  • Suggested At-Will Powers: Plead Excuses, Shriek of Terror
  • Suggested Encounter Power: Feign Death
  • Suggested Daily Power: Insufferable Wag

Scandalous Fop- You enjoy playing people against one another, manipulating situations to your advantage and creating a bloody pile-up out of which you will emerge unscathed. In battle, this means you get others to do the dirty work for you. Charisma is your most important attribute for manipulation, followed by Intelligence, which is necessary for making all of the most cutting remarks. Dexterity should be your third best score, for those rare times when you need to stop making catspaws and actually hit somebody. Pick the aggressive recovery class feature, and remember that you may need to dissolve one of your friendships in order to latch onto somebody more useful, which is in the finest fop tradition. Select powers which benefit from your false friendship.

  • Suggested Feat: Schadenfreude (Human feat: Clinginess)
  • Suggested Skills: Bluff, History, Insight
  • Suggested At-Will Powers: Baseless Accusations, Snide Aside
  • Suggested Encounter Power: Advice
  • Suggested Daily Power: Backstab

FOP CLASS FEATURES

Fops have the following class features.

Sartorial Appreciation-  Fops care a great deal about their clothing, and have a capacity for preserving it from damage which borders on the uncanny. A fop gains a +3 AC bonus when wearing cloth armor which he considers to be extremely stylish. In addition, because weaponry does so ruin the line of one’s trousers, a fop who does not have a weapon equipped gains a +2 AC bonus.

False Friendship- A fop may, as a Standard Action, pay a multitude of compliments to an adjacent opponent who can understand him, in order to befriend that opponent. Fops may only have one befriended opponent at a time, and may only befriend an opponent who they have not attacked this encounter (though a fop may befriend someone who has attacked him). The befriended state lasts until the fop befriends a new opponent or attacks his friend with a non-friendly attack. A befriended opponent is more vulnerable to certain attacks; in addition, a befriended opponent who attacks you, whether successful or not, takes 1d6 psychic damage (increase to 2d6 at level 11 and 3d6 at level 21) for daring to hurt his friend. If this damage would reduce the opponent to 0 or fewer hit points, it instead reduces him to 1 hit point.

Social Recovery- You have learned how to save face in social situations, and are able to use this knowledge to bolster yourself even in battle. Choose one of the following social recovery methods.

  • Pathetic Recovery: Your expertise hinges on cowering. You gain +1 to all defenses when adjacent to your befriended enemy.
  • Aggressive Recovery: Your expertise hinges on revenge. When you are bloodied, your attacks get a +1 bonus to hit.

Expressive Expressions- Your long history of bohemian socialization has given you lots of experience communicating with people you cannot, actually, speak with. You may perform attacks with the keyword social on enemies whose language you cannot speak at a -5 penalty to hit.

Cosmopolitan Linguist- As a city-dweller, you have been exposed to many, many tourists and many, many languages. You gain Linguist as a bonus feat, even if you do not meet the prerequisites.

FOP POWERS

Your powers are technically martial in nature, built off of a lifetime of socializing and using your naturally silvered tongue. Fop powers are called epigrams. Some attacks use the keyword friendly: friendly attacks can be performed on befriended opponents without losing their friendship. Most attacks use the keyword social: social attacks may only be performed on enemies who can hear and understand you. Additionally, if a social attack were to reduce a target to 0 HP or below, it will instead leave them with 1 HP. Social attacks may not be made on opponents with 0 HP or less.

Level 1 At-Will Epigrams

Plead Excuses (Fop Attack 1)
You drop to your knees and explain, in heartfelt and teary detail, why, contrary to all obvious evidence, you aren’t actually aligned with those dreadful adventurers, you weren’t even supposed to be here at all.
At-Will | Martial, Friendly, Social
Immediate Reaction | Ranged 10
Trigger: An enemy successfully attacks you
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage.
Increase damage to 2d6 + Charisma modifier at 21st level.
Pathetic Recovery: Twice per encounter, when you successfully use this power, you may spend a healing surge.

Baseless Accusations (Fop Attack 1)
You explain, through supposition and hearsay, just what one of your friend’s allies has been saying about him behind his back.
At-Will | Martial, Friendly, Social
Standard Action | Melee touch
Target: Your befriended enemy
Attack: Charisma vs. Will
Hit: Your target, as an immediate reaction, performs a standard melee or ranged attack against the character of your choice. If this attack hits, the target takes a -2 penalty to hit any target except your befriended enemy until the beginning of your next turn. Agressive Recovery: Twice per encounter, when you successfully use this power, you may spend a healing surge.

Shriek of Terror (Fop Attack 1)
Taking in the situation, you yelp and quiver and moan in fright. The sight is so pathetic even your enemies want to protect you, though they hate themselves for it.
At-Will | Martial, Friendly, Social
Standard Action | Close burst 3
Target: One creature
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier psychic damage and you may pull the target one square.

Snide Aside (Fop Attack 1)
You offhandedly comment upon upon the cut of an opponent’s coat, the state of his armor, or the fashion of her hat. The comment is cutting precisely because it’s so true.
At-Will | Martial, Social
Standard Action | Ranged 5
Target: Any enemy in range
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier psychic damage and the target takes an AC penalty equal to your Intelligence modifier until the start of your next turn.

Helpful Correction (Fop Attack 1)
“Er, you there! Hello, sorry, hello, ah… is that how you’re wearing those bracers? Because, I know it’s not my place to say, but they’re upside-down. And, ah, reversed. You should remedy that; you look a fool, frankly. No, take your time; the look is the thing, after all.”
At-Will | Martial, Friendly, Social
Standard Action | Ranged 5
Target: Any enemy in range
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is Slowed until the end of your next turn.

Pathetic Flailing (Fop Attack 1)
Is that how you think a weapon works? If you hit anyone with that it’ll either be because you’re very lucky or extremely skilled at looking like you have no idea what you’re doing.
At-Will | Martial, Weapon
Standard Action | Melee
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity Modifier Damage

Level 1 Encounter Epigrams

Feign Death (Fop Attack 1)
As you see the deadly blow approach, you fall to the ground, explaining as you go that that last wound truly was the last one you could bear. Your opponents, over-eager to believe you out of their hair, buy it entirely.
Encounter | Martial, Healing
Immediate Interrupt | Personal
Trigger: An enemy’s attack would take you to 0 HP or below.
Effect: The attack does not take place. You are considered to be dead for all purposes (including immediate reaction to an enemy or ally dying, as well as effects for which you would make ongoing saves) until the start of your next turn. At the start of your next turn, you may spend a healing surge. You begin your next turn prone.
Pathetic Recovery: You gain additional HP equal to your Intelligence modifier.

Advice (Fop Attack 1)
You create some sound advice which your friend can’t help but see the logic of.
Encounter | Martial, Friendly, Charm, Social
Standard Action | Close burst 1
Target: Your befriended enemy
Attack: Charisma vs. Will
Hit: Your target does not take his next turn; instead, you move him his speed, and make a ranged or melee basic attack.
Aggressive Recovery: Your target gets a bonus to its attack equal to your Intelligence modifier.

Unfortunate Implications (Fop Attack 1)
“So, at the end of the day, how exactly is the money being split? I mean, if you’re willing to kill us for it, who’s to say you won’t kill each other?”
Encounter | Martial, Friendly, Zone, Social
Standard Action | Close burst 6
Target: All enemies in range
Attack: Charisma vs. Will
Hit: Targets take 1d4 + Charisma modifier psychic damage
Effect: Targets do not get a bonus for flanking until the start of your next turn.

Cower (Fop Attack 1)
You cringe, and shake, and beg for mercy, and otherwise make an embarrassment of yourself. The phrase “not in the face” may be involved. It’s very distracting.
Encounter | Martial, Friendly
Standard Action | Close blast 3
Effect: All allies in range gain a +2 power bonus to all defenses and you take -4 to all defenses until the end of your next turn. In addition, anyone who attempts to attack you before the start of your next turn takes 1d6 + Charisma modifier psychic damage.

Level 1 Daily Epigrams

Insufferable Wag (Fop Attack 1)
During an opportune moment, when a momentary hush descends upon the battlefield, you let forth the joke which you’ve been holding in all evening. Your opponents are less than amused.
Daily | Martial, Charm, Healing, Social, Friendly
Standard Action | Close burst 10
Target: All enemies in range
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage. Each target must shift half its speed directly toward you if possible. Until the end of your next turn, targets take 1d4 psychic damage every time they attack a target who is not you.
Miss: half damage, and the targets are shifted one square.
Secondary target: All allies in range
Effect: Targets gain temporary hit points equal to your Intelligence modifier.

Backstab (Fop Attack 1)
Just when they thought they could trust you, your friend finds your dagger in their ribs, and that same ingratiating smile on your face.
At-Will | Martial, Weapon
Standard Action | Melee
Target: Your befriended enemy
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage and the target is stunned (save ends)
Miss: Half damage and the target is stunned until the end of your next turn.

FOP FEATS

  • Speak with Your Hands- Prerequisites: Fop. Benefits: You may perform attacks with the keyword Social when unable to speak, at a -5 penalty. You must have both hands empty. This penalty does not stack with the penalty from using Expressive Expressions.
  • Shadenfreude- Prerequisites: Fop, Aggressive Recovery class feature. Benefits: Whenever your befreinded enemy takes damage, gain temporary hit points equal to your Intelligence modifier.
  • Clinginess- Prerequisites: Fop. Benefits: You gain an AC bonus equal to your Dexterity modifier against opportunity attacks when moving directly toward your befriended enemy.
  • Tailored Pockets- Prerequisites: Fop, Sartorial Appreciation class feature, Dex 12. Benefits: You may draw and sheathe daggers as a free action. You cannot draw and sheathe in the same turn.
  • Language Training- Prerequisites: Fop, Int. 11. Benefits: You learn two new languages.
  • Animal Ken- Prerequisites: Fop, Int. 11. Benefits: You may use attacks with the keyword social on natural beasts at a -5 penalty.
  • Fetal Position- Prerequisites: Fop, Pathetic Recovery class feature. Benefits: You may drop prone as a free action. Being prone does not grant combat advantage, and gives you an addition +1 to all defenses.
  • Extremely Friendly- Prerequisites: Fop, False Friendship class feature. Benefits: Increase the damage befriended opponents take from attacking you to 1d8 (2d8 at level 11, 3d8 at level 21).
  • Sneaky Socialite [Multiclass Fop] Prerequisites: Cha. 13. Benefits: You gain training in Diplomacy. You can use the fop’s False Friendship class feature. Choose a 1st-level fop At-Will power with the keyword friendly. You may use that power once per encounter. In addition, you look fabulous.
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One response to “The Fop

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