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Noble

Level Advancement: Noble
Level B.A. Fort Ref Will Special Abilities
1st +0 +0 +2 +2 noble's confidence, noble knack
2nd +1 +0 +3 +3 noble knack
3rd +2 +1 +3 +3 resources, noble knack
4th +3 +1 +4 +4 noble knack
5th +3 +1 +4 +4 leadership, noble knack
6th +4 +2 +5 +5 noble knack
7th +5 +2 +5 +5 impressive leadership, noble knack
8th +6/+1 +2 +6 +6 noble knack
9th +6/+1 +3 +6 +6 improved leadership, noble knack
10th +7/+2 +3 +7 +7 noble knack
11th +8/+3 +3 +7 +7 advanced knacks, noble knack
12th +9/+4 +4 +8 +8 noble knack
13th +9/+4 +4 +8 +8 noble knack
14th +10/+4 +4 +9 +9 noble knack
15th +11/+6/+1 +5 +9 +5 great leadership, noble knack
16th +12/+7/+2 +5 +10 +10 noble knack
17th +12/+7/+2 +5 +10 +10 noble knack
18th +13/+8/+3 +6 +11 +11 noble knack
19th +14/+9/+4 +6 +11 +11 noble knack
20th +15/+10/+5 +6 +12 +12 noble's decree, noble knack
Alignment: Any.

Hit Die: d8.

Class Skills
The nobles's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (any)(Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), and Sense Motive (Wis).
Skill Ranks per Level: 6 + Int modifier.

Class Features

The following are class features of the noble.

Weapon and Armor Proficiency: The noble is proficient in the use of all simple and marital Weapons, light and medium armors, and all shields (except tower shields).

Noble's Confidence: A noble uses to use the Diplomacy skill to create inspiring effects on those around him, including himself if desired. He gains a number of confidence points equal to 4 + his Charisma modifier. At each level after 1st a noble gains 1 additional confidence point. As long as the noble has at least 1 confidence point remaining, making Diplomacy checks is one action easier for the noble (1 minute becomes full-round, a standard action becomes a move action, etc.). Each round, the noble can expend points to produce any one of the types of noble confidence that he has mastered (selected as a noble knack).

Noble Knack: A noble is a product of higher education and innate authority. As such, he learns certain knacks to exploit these traits. A noble can select one knack from the following list at each level. Unless otherwise noted, no knack can be selected more than once.

Bonus Feat (Ex): The noble may select any feat for which he qualifies.

Bonus Skill (Ex): The noble may select any skill to treat as a class skill.

Command (Su): The noble can cast command as a spell-like ability (caster level equals the noble's level) by expending 2 confidence points.

Coordinate (Ex): The noble can coordinate others' actions and give directions. By expending a confidence point while making an aid another check, the noble provides a +2 confidence bonus to the task at hand. This bonus is stacks with the bonus provided by an aid another check. This bonus increases by +1 for every five levels the noble has attained, to a maximum of +6 at 20th level.

Deep Pockets (Ex): The noble can take 20 on his Diplomacy check made to gather resources. A noble must be at least 8th level to select this knack.

Elegant Strike (Ex): The noble is trained in elegant combat; he may expend a confidence point as a swift action in order to add his Charisma bonus (if any) to damage with a light weapon for 1 round.

Favor (Ex): The noble has the ability to call in favors from vassals, compatriots, friends and other nobles. The noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a Diplomacy check. For each confidence point the noble expends in conjunction with this roll, add a +1 to the roll. The noble can expend up to his noble level in confidence points on a single favor roll. The GM sets the difficulty based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 or 30 for highly dangerous, expensive, or illegal favors. The noble cannot take 10 or 20 on this check, nor can the noble retry this check for the same or (virtually the same) favor. A noble can call in a number of favors equal to ½ his noble level per week (minimum 1).

Inspire Confidence (Su): The noble can inspire confidence in himself and any allies within 30 feet who can clearly hear the noble by expending one confidence point as a standard action. An affected character receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. The noble can continue inspiring confidence each turn by expending one confidence point as a free action.

A noble of 6th level or higher increases the bonuses granted by this ability by an additional +1. A noble of 9th level or higher can activate this ability as a move action. A noble of 12th level or higher increases the bonuses granted by this ability by an additional +1. A noble of 14th level or higher can activate this ability as a swift action. A noble of 18th level or higher increases the bonuses granted by this ability by an additional +1.

Mounted Combat: The noble gains Mounted Combat as a bonus feat.

Noble's Training (Ex): The noble can add his noble level to one other class's levels for determining one ability of that class. For example, a noble 4/wizard 5 can focus this ability on spellcasting, enabling the character to cast spells as an 7th level wizard. Or a noble 4/fighter 2 can focus this ability on feats, enabling the character to qualify for feats with a prerequisite of 4th level fighter.

Persuasive (Ex): The noble gains Persuasive as a bonus feat. A noble can select this knack twice (or if he already possesses the Persuasive feat); the second time allows the noble to take 10 on a Diplomacy or Intimidate check, even if he normally couldn't.

Presence (Ex): The noble can expend a confidence point as a swift action to add his noble level to any Charisma-based check.

Social Butterfly (Ex): The noble knows a number of additional languages equal to his Charisma bonus (if any). Additionally, once per day the noble can re-roll a Diplomacy check against a target that is not unfriendly or hostile. The noble must choose to re-roll before discovering if the check was a success.

Well-Read (Ex): The noble can make any Knowledge check untrained. In addition, the noble adds his noble level to all Knowledge checks.

Resources (Ex): Beginning at 3rd level a noble (usually) has access to an array of resources. Once per month the noble can make a Diplomacy check to gather resources. The gold piece value of the resources gained equal the result of the Diplomacy check times 20. The resources can take almost any form the GM allows, and it is not restricted to coinage. Resources could include: manpower, raw materials, coinage, consumables, services, or any other resource, so long as the resource can be obtained in the area.
The GM is the final arbiter of what can be attained with this abiltity, based on geographic location, the noble's social standing, availability of resources, and the frequency with which the noble gathers resources.

Leadership: The noble gains leadership as a bonus feat. At 7th level the noble's cohort no longer earns experience - he is automatically 2 levels lower than the noble. At 9th level the cohort is automatically 1 level lower than the noble. At 15th level, the noble doubles the number of 1st level followers he can have.

Advanced Knacks: At 11th level the noble's list of available knacks expands to include the following advanced knacks.

Aura of Confidence (Su): The noble emits an aura that boost the confidence of nearby allies. As long as the noble has at least 1 confidence point remaining, the noble's inspire confidence ability is always active. A noble must have the inspire confidence knack to select this knack.

Bonus Feat (Ex): The noble may select any feat for which he qualifies.

Bonus Skill (Ex): The noble may select any skill to treat as a class skill.

Greater Command (Su): The noble may cast greater command as a spell-like ability (caster level equals the noble's level) by expending 3 confidence points.

Inspire Greatness (Su): The noble can expend a confidence point as a swift action on one ally within 30 feet. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.

Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

A noble of at least 15th level can affect up to two targets with this ability. A noble of at least 18th level can affect up to three targets with this ability.

Landed (Ex): A noble receives a title commensurate with his prestige, position and accomplishments. He receives a parcel of land to which the title is attached. Most often this is a hereditary title of the nobles family, but it may also be bestowed upon the noble by a member of the monarchy or similar ruler. Aside from the obvious, the noble gains a +3 bonus to his Leadership score; this bonus overlaps (does not stack with) the base of operations bonus inherant to the Leadership score.

Noble's Decree (Su): A noble's proclimation carries the weight of tradition, justice, soveriegnity, or just plain confidence to see it through, striking a blow to the hearer's perception of reality. As a standard action, a noble can make a decree forcing a target within 60 feet to make a Will save (DC = 10 + the noble's Diplomacy modifier). If the target is hostile or unfriendly toward the noble, it receives a +5 bonus to its Will save. If the target's save fails, it is unwaveringly convinced of whatever decree the noble spoke. Once a creature has been targeted with a noble's decree (whether successful or not), it is immune for 24 hours.

This is a mind-affecting, language-based ability with audible components.
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