Noble
The noble is a character educated to lead. They have a duty to serve as well as a birthright to command. Often wealthy, frequently well educated, they are raised as natural providers of protection, justice, and prosperity. In Anuire, they often seem to be as comfortable in knightly armor as they are in judicial robes. In Rjurik they stand with the warriors of the community but add a knowledge of their history and government as well. In Brectür, they are worldy sophisticates at ease in the halls of governance as well as the guild hall. In Khinasi realms, they are schooled not only in the military and political arts, but the cultural arts as well. Khinasi nobles are noted for the ability to cultivate sayim.
Game Rule Information
Restrictions: Being an noble
is a position you are born into, so characters must start as nobles
only. They cannot multi-class into this class, but rather must take it
as their original class.
Abilities: Charisma is important to nobles as their role in society involves a great deal of social interaction. Intelligence not only forms the basis of many important skills, but also contributes to additional skills for high intelligence. Wisdom is also important as the basis of important skills, but is also part of the bonus (with Charisma) for the Willpower save modifier. For the noble to best serve his community he must be able to resist the enchantments of spellcasters, the seductions of rival's agents, and the flattery of courtiers.
Hit Dice: d8
Class Skills
The class skills of the noble are
Administration
(Wis), Appraise (Int), Bluff (Cha), Diplomacy (Cha),
Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal
(Cha),
Innuendo (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis),
Perform
(Cha), Read Lips (Int), Ride (Dex), Sense Motive (Wis), Speak Language,
Spot
(Wis), Survival(Wis), and Swim (Str).
Skill Points at each level 4 + Int modifier
Level |
BAB |
Fort |
Ref |
Will |
Def |
Special |
| 1 | +0 | +0 | +0 | +2 | +0 |
Leadership, Rank, Title, Education |
| 2 | +1 | +0 | +0 | +3 | +0 |
Noble Action |
| 3 | +2 | +1 | +1 | +3 | +0 |
Bonus Feat |
| 4 | +3 | +1 | +1 | +4 | +0 |
|
| 5 | +3 | +1 | +1 | +4 | +0 |
Bonus Feat |
| 6 | +4 | +2 | +2 | +5 | +0 |
Noble Action |
| 7 | +5 | +2 | +2 | +5 | +0 |
|
| 8 | +6/+1 | +2 | +2 | +6 | +1 |
Direction |
| 9 | +6/+1 | +3 | +3 | +6 | +1 |
Leadership |
| 10 | +7/+2 | +3 | +3 | +7 | +1 |
Strength of Purpose |
| 11 | +8/+3 | +3 | +3 | +7 | +1 |
Bonus Feat, Noble Action |
| 12 | +9/+4 | +4 | +4 | +8 | +1 |
Rally |
| 13 | +9/+4 | +4 | +4 | +8 | +1 |
|
| 14 | +10/+5 | +4 | +4 | +9 | +1 |
|
| 15 | +11/+6/+1 | +5 | +5 | +9 | +2 |
Bonus Feat |
| 16 | +12/+7/+2 | +5 | +5 | +10 | +2 |
Noble Action |
| 17 | +12/+7/+2 | +5 | +5 | +10 | +2 |
Excellent Stewardship |
| 18 | +13/+8/+3 | +6 | +6 | +11 | +2 |
|
| 19 | +14/+9/+4 | +6 | +6 | +11 | +2 |
Bonus Feat |
| 20 | +15/+10/+5 | +6 | +6 | +12 | +2 |
Class Features
Armor and Weapon Proficiency: Even as a
background class, nobles are prorficient
in the use of all simple and martial weapons and with all types of
armor
and shields. As a background class, noble offers no class AC
bonus, if declared as a professional class, noble offers a +3 AC
bonus.
Leadership: The noble is born to lead. As soon
as
this charatcer has six character levels, he aquires the Leadership feat
for
free. The character does not have to be a 6th level noble. As a
9th
level noble, the character gains a +3 bonus to his leadership
score.
Rank: An noble is entitled to certain privleges. Some of
these
vary by culture, but generally include the right to a unique coat of
arms,
the right to bear arms, and the right to have liveried retainers.
Other
more important and universal rights include the right to attend his
overlord's
court, the right of hospitality in the home of another noble, and the
right
to a trial of his peers.
Title: nobles are all entitled to honorific titles
or hold offices, and owners of some estates bear titles of nobility.
Education: nobles get a bonus to Perform (Etiquette)
and
Knowledge (Nobility) checks +1 per class level.
Noble Action: nobles recieve one of these special
abilities
at 2nd, 6th, 11th, and 16th levels. nobles have the ability to aquire additional Action Points by their conduct. nobles can take any of the following Personality Feats: Ambitious, Architect, Leader, Manipulator, Mediator, Opportunist, Protector, Samaritan, Schemer, or Soldier.
Bonus Feat: nobles tend to be very able. At 3rd,
5th, 11th, 15th, and 19th levels, the noble may select a bonus feat.
These bonus feats must be selected from the following list: Alertness, Animal
Affinity, Athletic, Commanding Voice, Elegant, Information
Network, Innocent Smile, Inspired Leader, Iron Will, Man About Town, Lasting
Alliance, Paragon, Mounted Combat, Negotiator, Persuasive, or Track.
Direction: An noble can cooperate with another charcter
performing
a skill check, providing a +2 circumstance bonus. The noble gets
to
take 10 on their cooperation skill check. The noble
cooperates
by offering advice and direction, so does not have to be right next to
the
character performing the skill check. The noble does have to
be
see or hear what is going on so the noble can offer useful
direction.
The noble can offer assistance in advance of the primary
skill
check if he has precise knowledge of what is involved.
Strength of Purpose: The bond between an noble
and
his realm is a strong one. He cannot easily be swayed into actions
harmful
to his realm, his dynasty, or his office. Starting at 10th level, the noble
gains a +2 morale monus to resist any attempt to turn him away from
these
duties. This bonus may apply to contested skill rolls
such
a Sense Motive to detect a Bluff, or it might apply to saving throws
against
mind control.
Rally: Starting at 12th level, an noble who is
not
suffering a fear effect can spend a full round action to rally his
companions.
Allies who are within 30 feet and can hear the noble use his rally
ability
and understand him are allowed any immediate Will saveing throw at the
DC
of the fear effect with the addition of the nobles Charisma
modifier. When rally abilities from other classes are combined, their
range of effect
stacks.
Excellent Stewardship: At 17th level, an noble
has
gained confidence and authority in the stewardship of his realm. Once
per
day the noble can take 20 on any task related to his realm's
governance.
Alternatly, the noble can take 20 on any skill check used to
improve
any realm turn action. If an noble choses to improve a realm
action,
he is presumed to be using this ability on that action only and may not
use
this skill during that month, unless the action is being role played
and
then the skill check can be used only in pursuit of that realm action.
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