The Dandy is an adventurer who has no need for money. They are used to moving among high society and receive a +1 to all social rolls among high class people, kings, nobles, and other well off types. They receive a similar penalty to charisma checks among low-lifes, thugs, and criminals.
If the Dandy is wearing clothing and jewelry of value greater than 10 times their level in gold pieces, they may apply their Charisma bonus to their Armor Class as if it was a Dexterity bonus to Armor Class (i.e. 13+ is a 1 point bonus, 16+ is a 2 point bonus, etc.). This is in addition to their Dexterity bonus to Armor Class.
If a Dandy is present and involved in both for looting and sale of an item, they can gain a 10% bonus to the amount of gold received. This also increases appropriate experience gained for selling the item. They have the ability to appraise treasure and identify magic items on a 1-4 on a 1d6. At level five, this becomes 1-5 on a 1d6, and a Dandy of name level can automatically appraise and identify items.
As long as the Dandy is in his home area, he receives an income of 10 gp per month per level from investments. (e.g. a third level Dandy receives 30 gp/month in income). Every time a Dandy gains a level, they also receive 100 gp per level in items or gifts. This could be a single gift from a noble, a variety of small gifts and trinkets, or even a small magic item. The Dandy can make known what they would like by dropping hints, but the final decision is the Dungeon Masters.
The dandy receives a 90% reduction in cost associated with hiring henchmen (retainers). This does not apply to their ongoing cost, such as shares of treasure and such. Their level is treated as one higher for henchmen (retainer) level that will follow the Dandy i.e. they will not abandon the Dandy until they are one level higher than the Dandy. This plus their high charisma is the strength of the class, they can attract powerful and loyal followers.
At third level, the dandy gains the ability to Open Locks and Pick Pockets as a thief two levels lower than the Dandy. This ability increases as the Dandy gains levels.
They fight as a thief and save as a Dwarf/Halfling. The prime requisite for the Dandy is Charisma and if the Dandy has a Charisma of higher than 13, they gain bonus experience.
They can wear no armor and use no shields, but can use any light weapon and firearms (if available) .
|Level||Title||Exp. Points||Hit Dice||1||2||3||4||5||6|
|3||Man about Town||2,000||3d6||—||—||—||—||—||—|
|10||10th level Dandy||300,000||9d6+1||—||—||—||—||—||—|
|11||11th level Dandy||450,000||9dX+2||—||—||—||—||—||—|
|12||12th level Dandy||600,000||9dX+3||—||—||—||—||—||—|
|13||13th level Dandy||750,000||9dX+4||—||—||—||—||—||—|
|14||14th level Dandy||900,000||9dX+5||—||—||—||—||—||—|