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Noble Core Class
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<blockquote data-quote="Nifft" data-source="post: 2229591" data-attributes="member: 6562"><p>Here it is, reprinted as above, but legible:</p><p></p><p></p><p></p><p>Noble</p><p>Hit Die: d8.</p><p>Class Skills</p><p>The aristocrat’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). </p><p>Skill Points at 1st Level: (6 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 6 + Int modifier.</p><p></p><p>Table: The <s>Rogue</s> Aristocrat</p><p>[code][u]</p><p>L BAB F / R / W Special[/u]</p><p>1 +0 +0 /+2 /+2 Influence +1, Wealth</p><p>2 +1 +0 /+3 /+3 Special Ability</p><p>3 +2 +1 /+3 /+3 </p><p>4 +3 +1 /+4 /+4 Special Ability</p><p>5 +3 +1 /+4 /+4 Influence +2</p><p>6 +4 +2 /+5 /+5 Special Ability</p><p>7 +5 +2 /+5 /+5 </p><p>8 +6 +2 /+6 /+6 Special Ability</p><p>9 +6 +3 /+6 /+6 Influence +3</p><p>10 +7 +3 /+7 /+7 Special Ability</p><p>11 +8 +3 /+7 /+7 </p><p>12 +9 +4 /+8 /+8 Special Ability</p><p>13 +9 +4 /+8 /+8 Influence +4</p><p>14 +10 +4 /+9 /+9 Special Ability</p><p>15 +11 +5 /+9 /+9 </p><p>16 +12 +5 /+10/+10 Special Ability</p><p>17 +12 +5 /+10/+10 Influence +5</p><p>18 +13 +6 /+11/+11 Special Ability</p><p>19 +14 +6 /+11/+11 </p><p>20 +15 +6 /+12/+12 Special Ability</p><p>[/code]</p><p></p><p>Class Features</p><p>The following is a class feature of the Noble class.</p><p><strong>Weapon and Armor Proficiency:</strong> The Noble is proficient in the use of all simple, his choice of 2 martial weapons, with light and medium armor, and all shields (except tower shields).</p><p></p><p><strong>Influence:</strong> The Noble gains a circumstance bonus to Bluff, Diplomacy, and Intimidate checks when the noble’s affiliation might effect the situation. This bonus starts at +1 at first level, and increases by 1 every 4 levels thereafter (5th, 9th, 13th, and 17th).</p><p></p><p><strong>Wealth:</strong> Generally, a noble has access to greater wealth than other characters. Every level, the Noble is given access to an additional 200 G.P. per level that is placed in a resource pool. This pool may only be used to acquire gear, land, or other resources available in an area where the noble has influence. Any money not used remains in the pool, and can be built up as the noble gains levels. This represents the Noble’s access to money and income, and can be replaced if there is some other system for this in place approved by the GM.</p><p></p><p><strong>Special Ability:</strong> Every other level starting at 2nd, the Noble gains a special ability. This ability can be selected from the list below. Some special abilities require the noble to be at least a certain level or have other special abilities. Abilities granted by other classes can be used to fill requirements for Noble special abilities.</p><p></p><p><strong>Bonus Feat:</strong></p><p>The Noble may select a bonus feat instead of a special ability. The Noble must be able to qualify for the feat normally. This may be selected multiple times.</p><p></p><p><strong>Bonus Class Skill:</strong></p><p>A Noble may select a skill to become a bonus class skill for the Noble class. This does not grant any ranks in the skill, nor does it give back any skill points in the skill previously spent as cross class. This may be selected multiple times.</p><p></p><p><strong>Call in a Favor:</strong></p><p>A noble may select the ability to call in a favor. This can allow the noble to gain access to information he might normally not be allowed to get, gain passage to places he might normally be allowed to go, gain access to equipment or resources without otherwise paying for it, or anything else the DM might find appropriate. Favors do not expire, and can be used openly (Who the favor is owed from is not determined until when it is used). A noble may select this special ability multiple times and have multiple favors owed to him.</p><p></p><p><strong>Inspire Courage (Ex):</strong></p><p>Requires: Minimum 4th level</p><p>A noble who selects this ability can inspire courage in his companions. To do so, the he makes a perform: oratory check as a full round action with a DC of 10 + number of people the noble is trying to inspire. Those inspired gain a +1 morale bonus to hit, damage, and saves for a number of rounds equal to the noble’s level + his charisma bonus. To do this, a noble must be visible (not hiding or invisible, though not necessarily seen), audible (must be heard by the targets), and understandable (speaking a language the targets understand). A noble can select this ability again at 10th and 16th levels to gain an additional +1 to the morale bonus (up to a total of +3) </p><p></p><p><strong>Inspire Army (Ex):</strong></p><p>Requires: Minimum 10th Level, Leadership Feat, Inspire Courage</p><p>A noble who selects this ability may use the inspire courage ability to inspire an army (not simply allies). The DC check becomes 10 + 1 per 100 people addressed, and the bonus lasts for 1 hour per noble level, plus the noble’s charisma bonus. The morale bonus granted is the same as the one granted my the noble’s inspire courage ability. At 18th level, this ability may be selected again to change the DC to 10 + 1 per 500 people addressed.</p><p></p><p><strong>Uncanny Dodge (Ex): </strong> </p><p>Requires: Minimum 6th level</p><p>A Noble who selects this feat can react to danger before her senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.</p><p></p><p><strong>Evasion (Ex):</strong> </p><p>Requires: Uncanny Dodge special ability</p><p>A Noble with the Evasion special ability can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion</p><p></p><p><strong>Improved Uncanny Dodge (Ex):</strong> </p><p>Requires: Minimum 12th Level, Uncanny Dodge special ability</p><p>A Noble with this special ability can no longer be flanked.</p><p>This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at more rogue levels than the target does.</p><p>If a character already has uncanny dodge or improved uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</p><p></p><p><strong>Swift Tracker (Ex):</strong> </p><p>Requirements: Minimum 12th level, Tracking feat.</p><p>A noble can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.</p><p></p><p><strong>Improved Leadership</strong>:</p><p>Requirements: Leadership Feat</p><p>A Noble can add his influence ability bonus to his leadership score.</p><p></p><p><strong>Warrior’s Training:</strong></p><p>A noble with the Warrior’s Training special ability gains proficiency with all martial weapons, heavy armor, and the tower shield.</p><p></p><p></p><p>Comments once I've actually read it.</p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 2229591, member: 6562"] Here it is, reprinted as above, but legible: Noble Hit Die: d8. Class Skills The aristocrat’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). Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier. Table: The [s]Rogue[/s] Aristocrat [code][u] L BAB F / R / W Special[/u] 1 +0 +0 /+2 /+2 Influence +1, Wealth 2 +1 +0 /+3 /+3 Special Ability 3 +2 +1 /+3 /+3 4 +3 +1 /+4 /+4 Special Ability 5 +3 +1 /+4 /+4 Influence +2 6 +4 +2 /+5 /+5 Special Ability 7 +5 +2 /+5 /+5 8 +6 +2 /+6 /+6 Special Ability 9 +6 +3 /+6 /+6 Influence +3 10 +7 +3 /+7 /+7 Special Ability 11 +8 +3 /+7 /+7 12 +9 +4 /+8 /+8 Special Ability 13 +9 +4 /+8 /+8 Influence +4 14 +10 +4 /+9 /+9 Special Ability 15 +11 +5 /+9 /+9 16 +12 +5 /+10/+10 Special Ability 17 +12 +5 /+10/+10 Influence +5 18 +13 +6 /+11/+11 Special Ability 19 +14 +6 /+11/+11 20 +15 +6 /+12/+12 Special Ability [/code] Class Features The following is a class feature of the Noble class. [B]Weapon and Armor Proficiency:[/B] The Noble is proficient in the use of all simple, his choice of 2 martial weapons, with light and medium armor, and all shields (except tower shields). [B]Influence:[/B] The Noble gains a circumstance bonus to Bluff, Diplomacy, and Intimidate checks when the noble’s affiliation might effect the situation. This bonus starts at +1 at first level, and increases by 1 every 4 levels thereafter (5th, 9th, 13th, and 17th). [B]Wealth:[/B] Generally, a noble has access to greater wealth than other characters. Every level, the Noble is given access to an additional 200 G.P. per level that is placed in a resource pool. This pool may only be used to acquire gear, land, or other resources available in an area where the noble has influence. Any money not used remains in the pool, and can be built up as the noble gains levels. This represents the Noble’s access to money and income, and can be replaced if there is some other system for this in place approved by the GM. [B]Special Ability:[/B] Every other level starting at 2nd, the Noble gains a special ability. This ability can be selected from the list below. Some special abilities require the noble to be at least a certain level or have other special abilities. Abilities granted by other classes can be used to fill requirements for Noble special abilities. [B]Bonus Feat:[/B] The Noble may select a bonus feat instead of a special ability. The Noble must be able to qualify for the feat normally. This may be selected multiple times. [B]Bonus Class Skill:[/B] A Noble may select a skill to become a bonus class skill for the Noble class. This does not grant any ranks in the skill, nor does it give back any skill points in the skill previously spent as cross class. This may be selected multiple times. [B]Call in a Favor:[/B] A noble may select the ability to call in a favor. This can allow the noble to gain access to information he might normally not be allowed to get, gain passage to places he might normally be allowed to go, gain access to equipment or resources without otherwise paying for it, or anything else the DM might find appropriate. Favors do not expire, and can be used openly (Who the favor is owed from is not determined until when it is used). A noble may select this special ability multiple times and have multiple favors owed to him. [B]Inspire Courage (Ex):[/B] Requires: Minimum 4th level A noble who selects this ability can inspire courage in his companions. To do so, the he makes a perform: oratory check as a full round action with a DC of 10 + number of people the noble is trying to inspire. Those inspired gain a +1 morale bonus to hit, damage, and saves for a number of rounds equal to the noble’s level + his charisma bonus. To do this, a noble must be visible (not hiding or invisible, though not necessarily seen), audible (must be heard by the targets), and understandable (speaking a language the targets understand). A noble can select this ability again at 10th and 16th levels to gain an additional +1 to the morale bonus (up to a total of +3) [B]Inspire Army (Ex):[/B] Requires: Minimum 10th Level, Leadership Feat, Inspire Courage A noble who selects this ability may use the inspire courage ability to inspire an army (not simply allies). The DC check becomes 10 + 1 per 100 people addressed, and the bonus lasts for 1 hour per noble level, plus the noble’s charisma bonus. The morale bonus granted is the same as the one granted my the noble’s inspire courage ability. At 18th level, this ability may be selected again to change the DC to 10 + 1 per 500 people addressed. [B]Uncanny Dodge (Ex): [/B] Requires: Minimum 6th level A Noble who selects this feat can react to danger before her senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. [B]Evasion (Ex):[/B] Requires: Uncanny Dodge special ability A Noble with the Evasion special ability can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion [B]Improved Uncanny Dodge (Ex):[/B] Requires: Minimum 12th Level, Uncanny Dodge special ability A Noble with this special ability can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at more rogue levels than the target does. If a character already has uncanny dodge or improved uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. [B]Swift Tracker (Ex):[/B] Requirements: Minimum 12th level, Tracking feat. A noble can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. [B]Improved Leadership[/B]: Requirements: Leadership Feat A Noble can add his influence ability bonus to his leadership score. [B]Warrior’s Training:[/B] A noble with the Warrior’s Training special ability gains proficiency with all martial weapons, heavy armor, and the tower shield. Comments once I've actually read it. -- N [/QUOTE]
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