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<blockquote data-quote="tompetruc" data-source="post: 1750330" data-attributes="member: 24013"><p>Here is the Noble class I've made.</p><p></p><p>Noble</p><p>Alignment: Any.</p><p>Hit Die: d8.</p><p>Class Skills: The noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis). See Chapter 4: Skills for skill descriptions.</p><p>Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier.</p><p>Lvl BAB Fort Refl Will Special </p><p>1 +0 +0 +0 +2 Bonus class skill</p><p>2 +1 +0 +0 +3 Inspire confidence (1/day)</p><p>3 +2 +1 +1 +3 </p><p>4 +3 +1 +1 +4 Leadership bonus feat</p><p>5 +3 +1 +1 +4 Inspire confidence (2/day)</p><p>6 +4 +2 +2 +5</p><p>7 +5 +2 +2 +5 </p><p>8 +6/+1 +2 +2 +6 Leadership score bonus</p><p>9 +6/+1 +3 +3 +6 Inspire confidence (3/day), Inspire greatness (1 ally)</p><p>10 +7/+2 +3 +3 +7 Landlord</p><p>11 +8/+3 +3 +3 +7 </p><p>12 +9/+4 +4 +4 +8 Leadership score bonus, Inspire greatness (2 allies)</p><p>13 +9/+4 +4 +4 +8 Inspire confidence (4/day)</p><p>14 +10/+5 +4 +4 +9 </p><p>15 +11/+6 /+1 +5 +5 +9 Inspire greatness (3 allies)</p><p>16 +12/+7 /+2 +5 +5 +10 Leadership score bonus</p><p>17 +12/+7 /+2 +5 +5 +10 Inspire confidence (5day)</p><p>18 +13/+8 /+3 +6 +6 +11 Inspire greatness (4 allies)</p><p>19 +14/+9 /+4 +6 +6 +11</p><p>20 +15/+10/+5 +6 +6 +12 Leadership score bonus</p><p></p><p>Class Features</p><p>All of the following are class features of the noble.</p><p>Weapon and Armor Proficiency: Nobles are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).</p><p>Bonus class skill: At 1st level, a noble may designate any one cross-class skill as a class skill. </p><p>Inspire Confidence: Beginning at 2nd level a noble can inspire confidence in allies. The ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies, equal to half his noble levels, rounded up. An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls. The noble can’t inspire confidence in himself. The ability only aids his allies. </p><p>Leadership bonus feat: At 4th level the noble gets Leadership as a bonus feat. If he has it already he has a +1 bonus on his Leadership score.</p><p>Leadership score bonus: Beginning at 8th level, everytime the noble takes this ability he has +1 to his leadership score.</p><p>Inspire Greatness: Beginning at 9th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, excepts it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 moral bonus on saving throws. The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally. The noble can’t inspire greatness in himself. The ability only aids his allies.</p><p>Landlord: at 10th level or later the noble receives some lands, or funds to build a castle or stronghold (at DM’s discreption).</p><p></p><p>And this is my version of the loremaster.</p><p></p><p>Loremaster</p><p>Alignment: Any.</p><p>Hit Die: d6.</p><p>Class Skills: any 10 chosen at 1st level, plus Decipher Script (Int) and Knowledge (all skills, taken individually) (Int).See Chapter 4: Skills for skill descriptions.</p><p>Skill Points at 1st Level: (8 + Int modifier) x4. Skill Points at Each Additional Level: 8 + Int modifier.</p><p>Lvl BAB Fort Refl Will Special </p><p>1 +0 +0 +0 +2 Lore</p><p>2 +1 +0 +0 +3 Skill Focus</p><p>3 +1 +1 +1 +3 Expert Skill +1</p><p>4 +2 +1 +1 +4</p><p>5 +2 +1 +1 +4 Skill Mastery</p><p>6 +3 +2 +2 +5 </p><p>7 +3 +2 +2 +5</p><p>8 +4 +2 +2 +6 Expert Skill +2</p><p>9 +4 +3 +3 +6 Skill Focus</p><p>10 +5 +3 +3 +7 </p><p>11 +5 +3 +3 +7</p><p>12 +6/+1 +4 +4 +8 Skill Mastery</p><p>13 +6/+1 +4 +4 +8 Expert Skill +3</p><p>14 +7/+2 +4 +4 +9</p><p>15 +7/+2 +5 +5 +9 </p><p>16 +8/+3 +5 +5 +10 Skill Focus</p><p>17 +8/+3 +5 +5 +10</p><p>18 +9/+4 +6 +6 +11 Expert Skill +4</p><p>19 +9/+4 +6 +6 +11 Skill Mastery</p><p>20 +10/+5 +6 +6 +12 </p><p></p><p>Class Features</p><p>All of the following are class features of the loremaster.</p><p>Weapon and Armor Proficiency: Loremasters are proficient with all simple weapons. They are not proficient with any type of armor or shield. </p><p>Lore: A loremaster may make a special lore check with a bonus equal to his loremaster level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the loremaster has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)</p><p>A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A loremaster may not take 10 or take 20 on this check; this sort of knowledge is essentially random. </p><p></p><p>DC Type of Knowledge</p><p>10 Common, known by at least a substantial minority drinking; common legends of the local population.</p><p>20 Uncommon but available, known by only a few people legends.</p><p>25 Obscure, known by few, hard to come by.</p><p>30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.</p><p></p><p>Skill Focus: The loremaster gains the Skill Focus bonus feat in one of his class skills.</p><p>Expert Skill: when the loremaster gaines this ability he chooses a number of skills equal to his Intelligence modifier. His maximum number of ranks in those skills is 1 rank higer than normal, or more (+2, +3 or +4) at higer levels.</p><p>Skill Mastery: The loremaster becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.</p><p>Everytime she gaines this ability, she selects two skills. 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.</p></blockquote><p></p>
[QUOTE="tompetruc, post: 1750330, member: 24013"] Here is the Noble class I've made. Noble Alignment: Any. Hit Die: d8. Class Skills: The noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis). See Chapter 4: Skills for skill descriptions. Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier. Lvl BAB Fort Refl Will Special 1 +0 +0 +0 +2 Bonus class skill 2 +1 +0 +0 +3 Inspire confidence (1/day) 3 +2 +1 +1 +3 4 +3 +1 +1 +4 Leadership bonus feat 5 +3 +1 +1 +4 Inspire confidence (2/day) 6 +4 +2 +2 +5 7 +5 +2 +2 +5 8 +6/+1 +2 +2 +6 Leadership score bonus 9 +6/+1 +3 +3 +6 Inspire confidence (3/day), Inspire greatness (1 ally) 10 +7/+2 +3 +3 +7 Landlord 11 +8/+3 +3 +3 +7 12 +9/+4 +4 +4 +8 Leadership score bonus, Inspire greatness (2 allies) 13 +9/+4 +4 +4 +8 Inspire confidence (4/day) 14 +10/+5 +4 +4 +9 15 +11/+6 /+1 +5 +5 +9 Inspire greatness (3 allies) 16 +12/+7 /+2 +5 +5 +10 Leadership score bonus 17 +12/+7 /+2 +5 +5 +10 Inspire confidence (5day) 18 +13/+8 /+3 +6 +6 +11 Inspire greatness (4 allies) 19 +14/+9 /+4 +6 +6 +11 20 +15/+10/+5 +6 +6 +12 Leadership score bonus Class Features All of the following are class features of the noble. Weapon and Armor Proficiency: Nobles are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). Bonus class skill: At 1st level, a noble may designate any one cross-class skill as a class skill. Inspire Confidence: Beginning at 2nd level a noble can inspire confidence in allies. The ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies, equal to half his noble levels, rounded up. An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls. The noble can’t inspire confidence in himself. The ability only aids his allies. Leadership bonus feat: At 4th level the noble gets Leadership as a bonus feat. If he has it already he has a +1 bonus on his Leadership score. Leadership score bonus: Beginning at 8th level, everytime the noble takes this ability he has +1 to his leadership score. Inspire Greatness: Beginning at 9th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, excepts it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 moral bonus on saving throws. The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally. The noble can’t inspire greatness in himself. The ability only aids his allies. Landlord: at 10th level or later the noble receives some lands, or funds to build a castle or stronghold (at DM’s discreption). And this is my version of the loremaster. Loremaster Alignment: Any. Hit Die: d6. Class Skills: any 10 chosen at 1st level, plus Decipher Script (Int) and Knowledge (all skills, taken individually) (Int).See Chapter 4: Skills for skill descriptions. Skill Points at 1st Level: (8 + Int modifier) x4. Skill Points at Each Additional Level: 8 + Int modifier. Lvl BAB Fort Refl Will Special 1 +0 +0 +0 +2 Lore 2 +1 +0 +0 +3 Skill Focus 3 +1 +1 +1 +3 Expert Skill +1 4 +2 +1 +1 +4 5 +2 +1 +1 +4 Skill Mastery 6 +3 +2 +2 +5 7 +3 +2 +2 +5 8 +4 +2 +2 +6 Expert Skill +2 9 +4 +3 +3 +6 Skill Focus 10 +5 +3 +3 +7 11 +5 +3 +3 +7 12 +6/+1 +4 +4 +8 Skill Mastery 13 +6/+1 +4 +4 +8 Expert Skill +3 14 +7/+2 +4 +4 +9 15 +7/+2 +5 +5 +9 16 +8/+3 +5 +5 +10 Skill Focus 17 +8/+3 +5 +5 +10 18 +9/+4 +6 +6 +11 Expert Skill +4 19 +9/+4 +6 +6 +11 Skill Mastery 20 +10/+5 +6 +6 +12 Class Features All of the following are class features of the loremaster. Weapon and Armor Proficiency: Loremasters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Lore: A loremaster may make a special lore check with a bonus equal to his loremaster level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the loremaster has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A loremaster may not take 10 or take 20 on this check; this sort of knowledge is essentially random. DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. Skill Focus: The loremaster gains the Skill Focus bonus feat in one of his class skills. Expert Skill: when the loremaster gaines this ability he chooses a number of skills equal to his Intelligence modifier. His maximum number of ranks in those skills is 1 rank higer than normal, or more (+2, +3 or +4) at higer levels. Skill Mastery: The loremaster becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Everytime she gaines this ability, she selects two skills. 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. [/QUOTE]
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