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NOBLE

 

           

Those who are born into power, those whose skill lie in the simple mastery of using one’s own notoriety and station, they are the nobles.  It is rare to find a noble who does not learn some other skill, but it is equally rare to find a wealthy or royal person that does not take some advantage of their natural position in their community.

 

Adventures:  Those Nobles that have fallen on hard times or that have something to prove go into the adventuring life style.  It is uncommon that a Noble would choose to start adventuring unless they had to.  Adventuring Nobles do so to defend their people from danger, returning to a normal lifestyle when the danger has passed.

 

Characteristics:  The Noble has a great deal of knowledge and resources.  They have connections that they take advantage of to survive.  They can often supply companions with the best equipment and provide them with comfortable lodging and travel.

 

Alignment:  Nobles come in all alignments.

 

Religion:  A Noble will often retain the most notable religion of her culture.  It is very advantageous for a Noble to appear to be representative of her people.

 

Background:  Most Nobles inherit their title, and hence come from a background of esteem and wealth, although those things are relative to their culture.

 

Races:  Not all races have nobles.  The Lizardfolk, Vishtoo, Gremlin, and Barbarian cultures find the idea very foreign, for a variety of reasons.  Humans have the most nobles.

 

Other Classes:  Many nobles take up another class.  It is most common to see them as Fighters, Clerics, Wizards, and Crafters.  A Noble becoming a Berserker, Sorcerer, Psion, or Shaman is rare.

 

THE NOBLE

Level

Base Attack Bonus

Fortitude Save

Reflex Save

Willpower Save

Special

1

0

0

0

+2

Friends in High Places

2

+1

0

0

+3

Bonus Feat

3

+1

+1

+1

+3

Symbol of the People

4

+2

+1

+1

+4

Growing Reputation

5

+2

+1

+1

+4

Rally the Masses

6

+3

+2

+2

+5

Friends in High Places

7

+3

+2

+2

+5

Bonus Feat

8

+4

+2

+2

+6

 

9

+4

+3

+3

+6

Growing Reputation

10

+5

+3

+3

+7

Rally the Masses

11

+5

+3

+3

+7

Friends in High Places

12

+6/+1

+4

+4

+8

Bonus Feat

13

+6/+1

+4

+4

+8

 

14

+7/+2

+4

+4

+9

Growing Reputation

15

+7/+2

+5

+5

+9

 

16

+8/+3

+5

+5

+10

Friends in High Places

17

+8/+3

+5

+5

+10

Bonus Feat

18

+9/+4

+6

+6

+11

Rally the Masses

19

+9/+4

+6

+6

+11

 

20

+10/+5

+6

+6

+12

Growing Reputation

 

GAME RULE INFORMATION

            Abilities:  Charisma is the most important ability score for a noble.  The ability to naturally command and influence are paramount to a Noble.

                Alignment:  A Noble may be of any alignment.

                Hit Dice: A Noble receives 1d6 hit points plus his constitution modifier every level.

 

Class Skills

The Noble’s class skills are: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int), Perform (Cha), Profession (any), Sense Motive (Wis), Speak Language, Literacy.

                Skill points at first level: (6+ intelligence modifier) x 4.

                Skill points at each additional level: 6+ intelligence modifier.

 

Class Features

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Weapon and Armor Proficiency: The Noble is proficient in all simple weapons and all light armor.  The Noble is also proficient with one martial or exotic weapon.  This weapon must be directly related to her culture.

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Friends in High Places:  Once per day, the Noble may call on an acquaintance to aid her in some way.  This may be a free night at the inn, a free meal, a borrowed weapon or armor, a free spell casting, information, advice, or anything that the DM sees fit to grant.  The Noble only has to be able to communicate with the friend from whom he is getting the assistance, and no check to see if the friend will help is needed (A good rule of thumb for spells is to allow the assistance if a spellcaster of the same level as the Noble could cast the spell asked for).  This ability is only usable in the area in which the Noble is known.  This may be a city, a town, a Nation, a part of the world, or whatever the DM decides.  Every time this ability is gained after the first, the Noble may call on another friend in the same day to grant assistance.  The same friend may not be called on twice in the same day using this ability.  The DM should keep in mind that overuse of this ability on the same friend may cause them to no longer be a friend of the Noble.

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Bonus Feat:  This feat must be taken from the list of regional or racial feats for nationality or race type of the Noble.  For example, a Halfling Noble from Yellowia may pick her bonus feat from the Yellowian or Halfling list.

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Symbol of the People: The Noble is known to be a representative of her people.  By presenting her case to her people, the Noble can persuade them to aid her.  She can also use this ability to inspire followers that are already aiding her cause.  The Noble must make a Perform check.  The result is the number of people she rallies to her cause.  For inspiration, the result divided by five is the bonus her followers add to their morale and to one other role type of the Noble’s choice; such as a saving throw, a skill check, attack rolls, damage rolls.

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Growing Reputation:  As the Nobles reputation grows, she is able to use her Friends in High Places ability in other places.  Every time this ability is gained, she may choose another town, city, nation, location, etc. in which she can use this ability.  Her choices must be reasonable and the DM has final decision on where she may and may not pick.

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Rally the Masses:  The number of people the Noble can immediately rally to her cause by using the Symbol of the People ability doubles the first time this ability is gained, triples the second time, and quadruples the third time.

 

 

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