Noble

Most nobles lead or hire groups of adventurers. Few will accept anything less than the position of party leader and front man. They are, however, eminently well suited for this role and unless the group contains an especially charismatic sorcerer, the noble will usually lead it. Sórilian nobles are born into rank and privilege in the most civilized countries, yet they are political animals and the schemes of themselves and others will often lead them into adventure. Some nobles take up the life of an adventurer simply because they have little or nothing better to do. They are not usually sufficiently skilled to earn a living doing a regular trade or craft and their training and relatively wealthy background can make them both well-equipped and ready to face a life of adventure. Others quest for specific reasons, such as to revenge themselves on an old family enemy or retrieve a lost hereditary artifact Some nobles are exiles from their rightful estates, left to wander the world and avoid pursuing assassins’ daggers. Some are usurpers, positioning themselves to have the money and influence to make a strike at power.

        Role: Nobles are the most courtly of characters and are often accompanied by a retinue. They frequently favor brains over brawn and will use others to achieve goals. They dislike being disobeyed. The nobles of each nation have slightly different characteristics, reflecting the particular expectations that each nation has for its leaders. In addition, every noble may select a number of different social abilities during his career, which further ensure that each noble is different from each other noble. Noble characters then can represent everything from pampered courtiers to battle-hardened border lords, with characteristics to match. What they do have in common is their powerful leadership qualities and the ability to command a certain degree of respect.

        Alignment: Any.

        Hit Dice: d8.

Game Rule Information

        Abilities: As born leaders, nobles usually rely on Charisma above all other attributes. For those nobles wishing to concentrate on political intrigues, high Wisdom and Intelligence scores will also be vital, whereas for more martial nobles Dexterity, Strength and Constitution can all be very useful indeed.

The Noble

Level

Base

Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+2

Prestigious influence, rallying presence 1d6, savoir-faire, title

2nd

+1

+0

+3

+3

Noble talent

3rd

+2

+1

+3

+3

Rallying presence 2d6

4th

+3

+1

+4

+4

Noble talent

5th

+3

+1

+4

+4

Rallying presence 3d6, weapons training

6th

+4

+2

+5

+5

Noble talent

7th

+5

+2

+5

+5

Rallying presence 4d6

8th

+6/+1

+2

+6

+6

Noble talent

9th

+6/+1

+3

+6

+6

Rallying presence 5d6, weapons training

10th

+7/+2

+3

+7

+7

Advanced talents, noble talent

11th

+8/+3

+3

+7

+7

Rallying presence 6d6

12th

+9/+4

+4

+8

+8

Noble talent

13th

+9/+4

+4

+8

+8

Rallying presence 7d6, weapons training

14th

+10/+5

+4

+9

+9

Noble talent

15th

+11/+6/+1

+5

+9

+9

Rallying presence 8d6

16th

+12/+7/+2

+5

+10

+10

Noble talent

17th

+12/+7/+2

+5

+10

+10

Rallying presence 9d6, weapons training

18th

+13/+8/+3

+6

+11

+11

Noble talent

19th

+14/+9/+4

+6

+11

+11

Art of Diplomacy, rallying presence 10d6

20th

+15/+10/+5

+6

+12

+12

Courtly Masque, noble talent

Class Skills

The noble's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

        Skill Ranks at Each Level: 6 + Int modifier.

Variant Class Skills

        At the GM's descretion, the following rules may be used for determining a noble's class skills:

        The noble's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

        Not all nobles are trained or have practice in the same skills. At 1st level, a noble chooses 1 skill package (these become class skills) from the below list:

        Artistic: The noble adds Linguistics and Perform to the noble class skill list.

        Coastal: The noble adds Acrobatics and Profession (sailor) to the noble class skill list.

        Dilettante: The noble adds Knowledge (any) and Linguistics to the noble class skill list.

        Exile: The noble adds Knowledge (geography), Stealth, and Climb to the noble class skill list.

        Intrigue: The noble adds Craft (alchemy), Disable Device, and Sleight of Hand to the noble class skill list.

        Military: The noble adds Heal, Knowledge (engineering), and Stealth to the noble class skill list.

        Savage: The noble adds Acrobatics, Stealth, and Climb to the noble class skill list.

Class Features

All of the following are class features of the noble.

        Weapon and Armor Proficiency: A noble is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields).

        Title (Ex) The noble bears a title or position of nobility within his native country, clan, or tribe. The noble comes from a family in a position of power and can expect to ascend to to the parent's title or position either through direct line of succession or in some other fashion. If not the direct heir, the noble can still gain a better title or position by deeds of note, be they martial or diplomatic. As such the noble possesses all benefits and privileges entitled to one of noble birth and title. Depending on the nobles country, clan, or tribe, such benefits might include: the right to bear arms, the right to have armed and liveried retainers, the right of hospitality in another noble’s domain, the right to attend the King’s court and the right of trial by one's peers. Along with these benefits, however, comes the responsibility to uphold them. The character is expected to uphold the nobility of the land and support the King (or Queen, Khan, Prince, Duke, Chieftan as may be appropriate). As such, the noble is expected to behave in a manner befitting the noble's station, to remain free of the suspicion of treason and to appear, in all ways, to be a peer of the realm. Should the character fail to uphold these requirements, then at the best the noble will become a social outcast, and at the worst the noble will be executed for treason.

        It is not recommended for a beginning player character to be a landed noble, such as a Patrician, Baron, Count, or Duke. A landed noble has little time for adventuring, being more concerned with one's position in court and the safety of one's lands. A relative, however, has far more freedom and mobility and makes an excellent adventurer, albeit one who is likely to look down on less than salubrious inns and taverns.

        Prestigious Influence (Ex) At 1st level, a noble can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 5 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

        Services and non-material goods available to a noble include:

  • Pay for lodgings, stabling, taxes, and tolls.
  • Improve his lifestyle quality.
  • Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
  • Obtain invitations to exclusive events, or entry into privileged locations.
  • Spread rumors or start a whispering campaign.
  • Purchase spellcasting services.
  • Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).

        A noble cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion.

        Rallying Presence (Ex) At 1st level, the noble's presence on the battlefield inspires others. By spending 1 point of Savoir-faire as a standard action that does not provoke an attack of opportunity, all allies within a 30-foot radius centered on the noble gain 1d6 temporary hit points, plus 1d6 additional points for every two noble levels beyond 1st. These temporary hit points last for a number of rounds equal to 3 + his Charisma modifier. For every two noble levels beyond 1st, a noble's rallying presence lasts for 1 additional round. Temporary hit points from this (and any other sources) do not stack.

        Savoir-faire (Ex) At 1st level, a noble gains a pool of Savoir-faire which may be used to power the nobles abilities in a variety of ways. The maximum number of points in the noble's Savoir-faire pool is equal to one-half the noble's level + the noble's Charisma modifier. A noble's Savoir-faire is replenished to maximum every 24 hours, at the same time each day. As long as the noble has at least one point of Savoir-faire, the noble gains a +2 bonus on Charisma-based skill checks.

        Noble Talents As a noble gains experience, she learns a number of talents that aid her. Starting at 2nd level, a noble gains one noble talent. She gains an additional noble talent for every 2 levels of noble attained after 2nd level. A noble cannot select an individual talent more than once.

        Animal Trainer (Ex) A noble learns to train animals and mounts with great skill. The noble receives a bonus on Handle Animal and Ride skill checks equal to 1/2 her noble level.

        Prerequisite: Trained in Handle Animal.

        Anticipate the Move (Ex) The character may designate a new opponent each round. If that opponent takes a five foot step, the character may choose to immediately follow him with his own five foot step even if he has already moved this round.

        Prerequisite: Noble fencing style, base attack bonus +5.

        Aristocratic Erudition (Ex) A noble gains a bonus equal to 1/2 his noble class level (minimum +1) on Knowledge (local) and Knowledge (nobility) checks. This ability also reduces the DCs of Knowledge (local) and Knowledge (nobility) checks others make to gather publicly known information about the noble by the same amount.

        Armor Training (Ex) The noble gains the Armor Proficiency (heavy) feat.

        Armor Training, Improved (Ex) A noble learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a noble can also move at his normal speed while wearing medium armor. A noble must be at least 4th level to select this talent.

        Prerequisite: Armor Training.

        Coax Information (Ex) A noble with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.

        Combat Technique A noble that selects this talent gains a bonus combat feat (see Feats).

        Comeliness (Ex) You take a pride in your appearance and are naturally well dressed and groomed. You receive a +2 circumstance bonus to all Charisma-based skill checks in situations where your appearance might play a part.

        Convincing Lie (Ex) When a noble with this talent lies, she creates fabrications so convincing that others treat them as truth. When a noble with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the noble’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the noble’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the noble’s level + the noble’s Charisma modifier.

        Demoralizing Defense (Ex) As an immediate action, you can designate an enemy you just hit with a melee attack. The enemy takes half damage from the attack, but takes a -4 penalty on attacks made against you until the beginning of your next turn. This is a mind-affecting effect.

        Prerequisite: Noble Fencing Style.

        Educated (Ex) By spending 1 point of Savoir-faire, a noble with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill.

        Enhanced Leadership (Ex) The noble receives the Leadership feat as a bonus feat. The noble gains a +1 bonus to his Leadership score for every full three class levels he has attained (minimum +1); that is, +2 at 6th to 8th level, +3 at 9th to 11th level, +4 at 12th to 14th level, +5 at 15th to 17th level and +6 at 18th level or higher.

        If the noble already has the Leadership feat upon selecting this talent, he instead gains Skill Focus (Diplomacy) as a bonus feat in addition to the benefits granted by enhanced leadership.

        Prerequisite: 6th level, GM approval.

        Etiquette (Ex) By spending 1 point of Savoir-faire, you may attempt to smooth over bad feelings from a social faux pas or vulgar breach of etiquette, committed either by you, or your companions, or someone you take pity upon. You cannot undo the mistake but you can erase the social stigma from whoever committed the error.

         If someone is intentionally trying to cause a social incident, make opposed Diplomacy checks with all relevant modifiers. Characters with the Etiquette ability gain a +2 bonus to this check.

        Lead By Example (Ex) A noble may lead by example. When carrying out a successful use of the aid another action, the noble’s ally receives a +4 bonus to his attack roll, or a +4 bonus to his defense (noble’s choice).

        Leading Feint (Ex) Whenever you successfully damage an opponent with a melee attack, you can make Bluff check to feint against that target as a swift action. If successful, you designate an ally within 30 feet; your target is flat-footed against that ally's first attack, before the beginning of your next turn.

        Prerequisite: Noble Fencing Style.

        Mounted Combatant (Ex) A noble gains Mounted Combat as a bonus feat.

        Noble Fencing Style (Ex) When using a light or one-handed melee weapon that you are proficient with, you can use your Charisma modifier instead of your Strength modifier on attack rolls.

        Prerequisite: Trained in Bluff and Diplomacy.

        Obfuscate Story (Ex) While another individual attempts to give an account of an event, the noble makes an opposed Diplomacy check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle his ability to recall accurate or specific details. If the noble succeeds, her target remains unaware that the noble's interjections caused the confusion. However, if she fails, the target is allowed a Sense Motive check (DC equal to the noble's failed Diplomacy check) to figure out that she made deliberate attempts to confuse the story.

        Personal Affront (Ex) By spending 1 point of Savoir-faire, as an immediate action, you can make a single melee attack against an adjacent enemy who just damaged you.

        Prerequisite: Noble Fencing Style, base attack bonus +5.

        Poisoner (Ex) A noble is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon. A noble with this talent adds a bonus on craft (alchemy) skill checks equal to 1/2 her noble level.

        Prerequisite: Trained in the craft (alchemy) skill.

Variant Skill List

If the Variant Class Skill list is being used, replace the Poisoner Talent with the following version:

        Poisoner (Ex) A noble is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon. A noble with this talent adds craft (alchemy) to his list of class skills.

        Refuge (Ex) You have some hidden place where you will be welcomed and can feel safe. Your refuge might be the home of another noble, within a traveling merchant caravan or just a cave outfitted for your comfort. Whatever the case, it is almost always open to you, unless of course someone else gets there first.

        Savvy (Ex) A noble gains a bonus equal to 1/2 his noble class level (minimum +1) on Bluff and Diplomacy checks.

        Skill Confidence (Ex) By spending 1 point of Guile, a rogue may reroll any one Bluff, Diplomacy, Knowledge (local), Knowledge (Nobility), or Sense Motive check before the results of the roll are revealed. The rogue must take the result of the reroll, even if it's worse than the original roll.

        Skilled Rider (Ex) A noble gains Skill Focus (Ride) as a bonus feat.

        Spontaneous Skill (Ex) By spending 1 point of Savoir-faire, a noble may make an untrained skill check as if trained.

        Prerequisite: Educated talent.

        Steal the Story (Ex) After muddling another's account using obfuscate story, the noble may make another opposed Diplomacy check to alter the details further in order to discredit, insult, or humiliate the target. If the check succeeds, the target takes a penalty on Diplomacy and Intimidate checks against anyone who heard the altered story. This penalty is equal to the noble's Intelligence, Wisdom, or Charisma bonus (whichever is highest), and lasts until the target is able to repair his reputation or discredit the noble. The noble must have the obfuscate story talent to select this talent.

        Transposing Strike (Ex) Once per round, when you successfully hit a character with a melee attack, you can choose to have the attack deal only half damage and switch places with that foe without provoking attacks of opportunity. Your foe must be no more than one size category larger than you, and you must end up occupying the space that was previously occupied by your target (and vice versa).

        Prerequisite: Noble Fencing Style, base attack bonus +5.

        Weapon Training A noble that selects this talent gains Weapon Focus as a bonus feat.

        Advanced Talents At 10th level, and every two levels thereafter, a noble can choose one of the following advanced talents in place of a noble talent.

        Above Suspicion (Ex) A noble is effectively untouchable for lesser crimes and will not suffer arrest or interrogation for anything short of premeditated murder. Investigators will automatically assume the noble is an innocent party. If desired, the noble can shift the investigator toward another target by making a successful opposed Diplomacy check against the investigator’s Sense Motive roll. Failure has no adverse effect unless the crime is premeditated murder, in which case the investigator becomes sure the noble is the culprit.

        Armor Training, Greater (Ex) A noble's maneuverability while wearing armor improves. Whenever he is wearing armor, he reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2. At 15th level, a noble can also move at his normal speed while wearing heavy armor. These benefits replace those gained from the armor training talent.

        Prerequisite: Armor Training, Improved talent.

        Assured Skill (Ex) By spending 1 point of Guile, a rogue with this talent can roll two dice while making an Bluff, Diplomacy, Knowledge (local), Knowledge (Nobility), or Sense Motive check and take the better result. The rogue must choose to use this talent before making the skill check.

        Prerequisite: Skill Confidence.

        Bolster Ally (Ex) The noble may use this talent as an immediate action when an ally within 30 feet is hit with an attack or a combat maneuver. The ally’s AC and combat maneuver defense increase by +4 for the purposes of that attack. The ally must be able to see and hear the noble to benefit from this talent.

        Expert Trainer (Ex) A noble learns to train animals and mounts with speed and unsurpassed expertise. The noble receives a bonus equal to 1/2 the noble's level whenever using Handle Animal on an animal. In addition, the noble can reduce the time needed to teach a animal a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. The noble can also train more than one animal at once, although each animal after the first adds +2 to the DC. These benefits replace those granted by the Animal Trainer talent.

        Prerequisite: Animal Trainer.

        Feat A noble may gain any feat that she qualifies for in place of a noble talent.

        Information Network (Ex) The noble has a network of contacts and informants keeping him informed. The noble chooses a particular city to be the center of his network, earning a +2 competence bonus to Gather Information checks within his network’s reach. It normally takes 1d12 hours. If the noble has 13 ranks in Knowledge (local), the range of the network expands from city-sized to encompass an entire province. Information about the city now takes 1d6 hours and provincial knowledge takes up to a week. If the noble has 17 ranks in Knowledge (local), the range of the network expands from the province to an entire nation. At this point, city-wide information takes 1d3 hours to gather, provincial information takes 1d3 days and national information takes one week to reach the noble’s ear. If the noble has 22 ranks in Knowledge (local), the range of the network covers the whole of a continent. At this point, it takes but an hour to gather city information, a day to gather provincial information, 1d3 days to gather national information and two weeks to gather continental information.

        This is an expensive ability, and if the Monthly Cost of Living rules are used, the Extravagant lifestyle should be enforced.

        Master Poisoner (Ex) A noble can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined.

        Prerequisite: Poisoner, craft (alchemy) 5 ranks.

        Opportunist (Ex) Once per round, the noble can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a noble with the Combat Reflexes feat can't use the opportunist ability more than once per round.

        Read Between the Lines (Ex) The noble’s ability to quickly read other people’s mannerisms is almost perfect. The noble can take 20 on any Sense Motive check as a full round action or gain +4 on any Sense Motive check as a free action.

        Renown (Ex) The consequences of assaulting the noble become unsettling to her foes. The noble can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the noble must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the noble's class level + the noble’s Charisma modifier. If the noble has at least 4 more class levels than an opponent, that opponent becomes frightened instead. Foes with more levels or HD than the noble are immune to this effect. This is a mind-affecting fear effect. A noble must be at least 11th level before selecting this talent.

        Rumormonger (Ex) A noble with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.         Community Size (DC): Small town (18), Large town (20), Small city (25), Large City (30), or Metropolis (35).

        Secret (Ex) The noble has information that would embarrass or endanger someone she wishes to influence. The noble may choose an NPC to influence (the GM will work out exactly what that secret is if necessary). Once per game session, the noble may invoke that secret to gain a +4 circumstance bonus on one Diplomacy or Intimidate check opposed by the target character. The noble may also choose to “destroy the evidence” in order to automatically succeed at a single Diplomacy or Intimidate check opposed by the target character. If this is done, the noble loses the benefit of this ability. The benefit also is lost if the secret becomes public or otherwise irrelevant. Once the benefit is lost against one target, it takes the noble another 1d6 months to gain the benefit against another target.

        Skill Mastery The noble becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A noble may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

        Trusted Counselor (Ex) The noble chooses an organization, religion or government. The noble has routine access to sensitive information. Exactly what that information is depends on the organization supplying it including, but not limited to, military secrets, trade secrets, personal secrets or political secrets. The noble must have some sort of relationship with the organization or government chosen. Once per session, the noble automatically succeeds at a Gather Information check involving information available to the organization chosen. The information arrives in half the usual time required for the check. The GM decides if the information is available.

        Vengeance (Ex) The noble can use this talent as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The noble can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

        Weapons Training (Ex) At 5th level, a noble gains weapon training with a single weapons group (see Fighter).The noble’s weapon training bonus with the selected weapons group improves by +1 on attack rolls and +1 on damage rolls for every four levels beyond 5th (to a maximum of +4 on attack rolls and +4 on damage rolls at 17th level).

        The noble does not gain weapon training in any other groups as he increases in level.

        Art of Diplomacy (Ex) Diplomacy is more than saying or doing the right things at the right time, it is avoiding saying or doing the wrong things at any time and on occasion, the art of being able to say, "Parley?" until you have time to pick up a rock. At 19th level, as a standard action, any opponent attempting to directly attack the noble, even with a targeted spell, must attempt a Will save (DC 10 + the noble's class level + noble’s Charisma modifier). If the save succeeds, the opponent can attack normally and is unaffected by art of diplomacy. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the noble for the duration of this ability. Those not attempting to attack the subject remain unaffected. Dominion does not prevent the noble from being attacked or affected by area of effect spells. The noble cannot attack without ending the effect but may use non-attack spells or otherwise act.

        The noble may spend 1 point of Savoir-faire per ally (up to the noble's class level), no two of which can be more than 30 feet apart, to include the noble's allies in the affect. Creatures protected by dominion who attack end the affect for all targets, which otherwise lasts for a number of rounds equal to the noble's class level. This is a mind-affecting ability.

        Courtly Masque (Su) At 20th level, a noble has become a master of the deception and intrigue involved in court life. A noble gains the benefit of a constant mind blank spell at a caster level equal to her character level. The noble can suppress or resume this protection as a standard action. If dispelled, the noble cannot resume the mind blank for 1d4 rounds.