18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +

NELANTHAN MINOTAUR: Started with basic DLA minotaurs and changed to suit

At home both on land and at sea, Nelather Isle Minotaurs live in an anarchy-based society where strength and prowess determines the pecking order in society and their daily lives.

Personality: Minotaurs believe in the strength of their race making them superior to others. They believe that is it their right to own and control whatever they can take and control through strength and force of arms. From youth the minotaurs are trained to sail the seas where they prey upon those they view as weak and inferior, taking their possessions and enslaving the survivors. As a result of their lifestyle and socity the Nelanthan minotaurs learn from a very young age to fight. The minotaurs have respect only for the strong and they despise weakness as a quality, believing that it must be removed from the gene pool. Nelanthan minotaurs are not feral like their common cousins the minotaurs most adventurers encounter. The Nelanthan minotaurs are intelligent, with a well established culture that is built around the concept of the Strongest and Healthiest rule, but only when backed up with intelligence and cunning. A strong survival instinct is perhaps the most valued of all traits to a Minotaur.
They continually strive to improve their culture through selective breeding for choice traits meant to improve the bloodline, which is reflected in their belief that family is everything. Minotaurs continually strive to establish themselves and achieve recognition so that choice females will choose them to breed and that they can establish their own bloodlines that will carry their legacy on to the next generation.

Physical Description: Nelanthan minotaurs are physically imposing, standing between 6 ½ and 7 ½ feet in height and weighing between 300 to 450 pounds, still making them smaller than their feral cousins by a little. A minotaurs upper body is humanoid with broad shoulders, a deep chest, and strong arms ending in fully articulate hands. For the most part, the legs are also humanlike, although their feet end in cleft hooves. Their powerful bodies are covered with short, thick fur, ranging in hue from red to brown, with rare occurrences of black tan or white-furred individuals. Minotaur heads are clearly bovine in nature. They have large, deep-set eyes in shades of brown and black. Minotaurs have short, yellow-white horns that grow from their temples, 6 to 12 inches long for females, and anywhere from 1 to 2 feet long for males. Minotaurs are a shade or two darker than their fur.
To nonminotaurs the physical differences between males and females may not be immediately apparent, since both sexes are equally powerfully built and there is no role distinction between the sexes. Minotaurs dress tends to be austere and simple, nothing more than a harness or leather skirt, although those in positions of power may wear loose fitting robes. The harness carries weapons as well as providing a place for the Minotaur to hang trophies. Nelanthan minotaurs are considered adults around the age of 17, and can live to be over 150 years of age.

Relations: To the minotaurs, all the other races on Faerun are weak and inferior. They view some individuals with a modicum more respect once they display evidence of the strength, prowess and survivability. Nelanthan minotaurs have a fairly uncompromising opinion of gnomes and Halflings whom they view as little more than soft and weak prey. It should be noted also that although the Nelanthan minotaurs prey on humans perhaps more than any other species, it is also humans for whom they have the most respect due to their continual conflicts and adaptability that has allowed them to survive as a species for so long.

Alignment: Minotaur’s are fairly chaotic, their society is roughly organised and those in power change quite often, the first moment they show any sign of weakness; families vie against each other position and respect. Nelanthan Minotaurs are loyal to their friends only so long as they show no sign of weakness, the moment they appear inferior again as Minotaur with often part company. By the same token the minotaurs are implacable to their enemies showing no mercy, but a Minotaur will respect them if they prove their powess and desire to survive even if that doesn’t prevent them from slaying them.

Minotaur Lands: Nelanthan minotaurs are so named for their point of origin, the Nelanther Isle, which is in truth a series of islands and home to many humanoids, from which they all ply their trade as pirates and reavers scourging the Sea of Swords, the Trackless Sea and the Sword Coast and its coastlines.
Religion: The Nelanthan minotaurs have two chief deities Talos and Tempus and all families either worship one or the other. This also leads to a great deal of infighting among their clans as Tempus worshippers clash with Talos worshippers in order to prove whose god is the greatest. Ironic then, that such conflict between factions is much to the satisfaction of both the gods of war. The Nelanthan minotaurs are brutal and unforgiving in stamping out any other religion that may find its way to their shores.

Language: Minotaur’s speak Common, Chondathan, and may also speak Alzhedo, Goblin, Giant, Illuskan, Lantanese, Orc, Shaaran, and Terran as bonus languages.

Names: Minotaur choose names based on a variety of factors. Firstly their clans name, that which their bloodline is known is often named for its founder. His or her descendants take on the name as their own, doing their best to live up to and improve upon the ideals and strengths laid down by their ancestor. So Goran Skullcracker finally founds a bloodline after successfully making his name as a reaver in the Sea of Swords becoming known as Goran Skullcracker of Clan Goran. Once a mate chooses him and he father a family his son Kre’as is thereafter known as Kre’as Skullcracker of Clan Goran. For their actual birth name all Nelanthan minotaurs are given a name by their mothers.

Adventures: Minotaur’s glory in strength and prowess, so adventuring as a means to exercise and improve those traits comes naturally to them. Nelanthan adventurers tend to be a little more accepting than most of their kind due to their tendency to mix more openly with inferior races, as a result it is most often the outcasts or survivors or destroyed clans that most often end up as adventurers, and do so as a means to find a way to prove to their kind once more their strength and right to have a family. A lucky few adventurers after a successful adventuring career are either accepted into an existing clan or found a new one of their own.
Nelanthan minotaurs are born sailors and venture out into the world as reavers and pirates, for although they view other species as inferior they are more than happy to take their goods and enslave them.

Nelanthan Minotaur Racial Traits
· +4 Strength, -2 Dexterity, -2 Charisma: Minotaurs are large and powerful but not very agile. From youth they focus on developing their physique over their interpersonal skills and their aggression and arrogance often offends other races.

· Large: As Large creatures Minotaurs suffer a -1 size penalty to Armour Class and attack rolls, and a -4 size penalty to all Hide checks. They also have double the lifting and carrying limits of a medium creature.

· Minotaur base speed is 30 feet.

· Natural Armour: Nelanthan minotaurs have exceptionally tough hides, which give them a +2 natural armour bonus to AC.

· Gore Attack: Nelanthan minotaurs have a gore attack with their horns, which deals 1d6+strength modifier damage. This counts as a natural attack and does not provoke an attack of opportunity.

· Dark Vision (Ex): A Minotaur can see in the dark up to 60 feet. Dark vision is black and white only; but it is otherwise like normal sight, and minotaurs can function just fine with no light at all.

· Powerful Charge (Ex): If the Nelanthan Minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his strength modifier. A nelanthan Minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half strength bonus to damage roll).

· All Minotaurs gain a +2 racial bonus to all Intimidate, Listen and Spot checks due to their intimidating size and nature and good senses.

· A Nelanthan Minotaur may take the Scent special quality (see MM) as a feat.

· Automatic Languages: Common, Chondathan. Bonus Languages: Alzhedo, Goblin, Giant, Illuskan, Lantanese, Orc, Shaaran, and Terran.

· Favoured Class: Fighter. A multiclass Minotaur’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

· Effective Level Adjustment: +2

Minotaur Paragon
Minotaur Paragons are the epitome of strength and physical prowess, they embrace their strength that is so abundantly part of their nature and learn to use it to their best advantage.
Minotaur paragons are almost always warriors of great prowess and ferocious intensity, cutting a bloody swathe through their foes like some avatar on a rampage.

Game Rule Information
Minotaur Paragons have the following game statistics

Abilities: Strength is by far the most important attribute to a Minotaur, affecting their skill at arms and ability to land telling blows. Constitution comes a close second, providing them the means to soak any punishment, which may come their way. Wisdom can be important as the Minotaur paragon is cunning and attuned to their surroundings thanks to their good senses. However their bulk makes Dexterity less important and few minotaurs ever develop their interpersonal skill much, which combined with their arrogance and aggression makes Charisma a very low priority also.

Alignment: Any Chaotic

Hit Die: d10

Class Skills
The Minotaur Paragon class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex). See Chapter 4: Skills for descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Minotaur Paragon

Weapon and Armour Proficiency: An n Minotaur paragon is proficient with all simple and martial weapons, and shields.

Ferocious presence (Ex): At 1st level, a Minotaur paragon can channel its innate ferocity, resulting in a +4 racial bonus on Intimidate checks.

Natural Armour (Ex): At 1st level, a Minotaur paragons gain a +1 Natural Armour bonus to their armour class as their hide toughens a little more.

Rage (Ex): At 2nd level, a Minotaur paragons comes to understand and draw upon the natural ferocity that courses through his blood. He gains the ability to let loose his rage and go into a furious frenzy once per day (or one additional time per day if he already has a rage ability). The effect of this ability is identical with the effect of a barbarian’s rage (see page 25 of the PHB). If a minotaur paragon has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by the Minotaur paragon class as well.

Ability Boost (Ex): At 3rd level, a Minotaur paragon may raise their Strength score by +2 points.

Table 2-0: The Minotaur Paragon
Level Attack Fort Ref Will Special

1st +1 +2 +0 +0 Ferocious Presence, Natural Armour bonus (+1)

2nd +2 +3 +1 +1 Rage 1/day

3rd +3 +3 +1 +1 Ability boost (+2 Strength)
 

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WOODLAND SPRITE:
In the deepest forests and most tranquil sylvan glades there reside numerous races of fey, grigs, nixies, pixies, quicklings, borwnies and more, but perhaps the most numerous and commonly encountered of the diminutive fey are the sprites.
The Woodland sprite as with all its kind is mischievous and playful but although the fey in general are curious and commonly seek out and play tricks on other species. They also just as quickly vanish into the background once the joke is over. However woodland sprites are filled with curiosity and in that regard are much like Halflings, they wander through their woodland homes flitting from place to place taking in the wonders of their surroundings. On the occasions they encounter someone they may shadow them for days watching curiously from a distance. If they feel it is safe to approach they commonly do so for they also love to hear stories. A sure sign a woodland sprite is near by are diminutive laughter and giggles or the rapid flutter of small wings nearby.
Woodland sprites are very protective of their own kind and communities of woodland sprites are very close knit and will muster together to face any threats posed against them. Should a threat be too great they as a community pack up and vanish into the woods.

Personality: Woodland Sprite’s are playful and mischievous but without the malicious sense of humour some fey are known to possess. They love singing, dancing, and frolicking often by moonlight and have a deep-rooted love of natural places. But perhaps their most driving personality trait is their burning curiosity; it is this, which drives them to do most things.

Physical Description: Woodland Sprite’s in appearance are tiny measuring usually between 1 and 2 feet in height. The average weight of a Woodland sprite is around 3 or 4 pounds. They have pale skin tones and hair ranging from deep green to shining gold in colouration. They are of basic humanoid form, slim and comely with many elfin features. Woodland sprites also have transparent dragonfly like wings that hum slightly as they fly gracefully from place to place. They wear light, loose clothing so as not to encumber or hinder their movements.

Relations: The Woodland Sprites have good relations with most races, they get on especially well with elves and Halflings, and many humans have a fondness for them. Half Orcs find them annoying pest and the woodland sprites prefer to steer clear of them where possible having a strong hatred of all Orcs and Goblins and other defilers of the woods. Dwarves find woodland sprites to be a nuisance and have no time for them, which just encourages the sprites to pester the gruff, dour demi-humans that much more.

Alignment: Woodland Sprite’s are invariably of good or neutral outlook being largely innocent, peaceful and non aggressive as a species. Evil woodland sprites do exist but they are certainly not numerous and are viewed as insane and driven away by other sprites when encountered, preferring not to harm even an evil member of their species if possible.

Woodland Sprite Lands: Woodland Sprite’s have numerous small, remote treetop communities across Faerun, hidden amongst the treetops of many, deep woodland’s such as Cormanthor, The High Forest and even in the smaller woodlands such as the Cloak Woods or Hullack forest.

Religion: Woodland Sprite can tend to worship the elven god Rillifane Rallathil.

Language: Woodland Sprite’s speak Common, Sylvan and may also speak other languages.

Names: Woodland Sprite choose names that are largely similar to elven and Halfling naming conventions. Some woodland sprites take names that reflect some physical attribute like Shimmerwing, Flutter or Melody, whereas others are named after the world around them, for instance Moonglow, Goldenstar, or Quickwing.

Adventures: Woodland Sprite’s most often end up adventuring due to their natural curiosity, it inevitably leads them to places and people, which without it they would never encounter. Those woodland sprites who do adventure most often becomes bards, sorcerers and druids.

Woodland Sprite Racial Traits
· +2 Dexterity, -2 Strength: Woodland Sprites are extremely agile, but due to their size they are not very strong at all.

· Tiny: As Tiny creatures Woodland Sprites gains a +2 size bonus to Armour Class and attack rolls, and a +8 size bonus to all Hide checks. They must use Tiny-sized weapons and equipment, and can only lift and carry one half as much as a Medium sized character. Despite being Tiny, woodland sprites still occupy a 5-foot by 5-foot area, threaten the area around them, and do not need to enter another’s area to make a melee attack.

· Woodland Sprite base speed is 20 feet. They also have thin, transparent wings that allow them to fly with a speed of 30, with average manoeuvrability.

· Fey Bloodline (Ex): Woodland sprites are considered creatures of the fey type when enchantment magic is directed against them. For example, the charm person spell does not affect a woodland sprite, but charm monster affects them normally. Woodland sprites can also activate magic items restricted to fey creatures.

· Fey Magic (Sp): All woodland sprites have the following Innate spell-like abilities, which may each be used once per day each as a sorcerer of the characters level: Charm person, Ghost sound, Dancing lights and Detect magic

· Low Light Vision (Ex): A woodland sprite can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The half-nymph retains the ability to distinguish colour and detail under conditions.

· All woodland sprites gain a +2 racial bonus to all Listen, Search and Spot checks.

· Woodland Sprites are extremely agile and as such they gain the Dodge feat as a free bonus feat at 1st level.

· Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Halfling, Gnome and Terran.

· Favoured Class: Bard. A multiclass Woodland Sprite’s bard class does not count when determining whether he suffers an XP penalty for multiclassing.

· Effective Level Adjustment: +2

Woodland Sprite Paragon
Woodland Sprite Paragons are those sprites who have come to embody all it means to be fey, they wholeheartedly accept their nature and their place within the universe. The Woodland Sprite paragon learns to harness their natural fey abilities to the maximum potential, awakening as yet unknown limits within their diminutive forms.
A woodland sprite paragon often feels that they have become one with the natural order and spend their lives guarding their woodland homes or communities from any and all that would do them harm. They still however remain intensely curious.

Game Rule Information
Woodland Sprite Paragons have the following game statistics

Abilities: Dexterity is by far the most important attribute to a woodland sprite, affecting their movement, ability to avoid harm and general agility. Charisma comes a close second, helping them to deal with others and adding to their magical potential. Strength is the least important statistic to a woodland sprite for obvious reasons.

Alignment: Any Neutral

Hit Die: d6

Class Skills
The Woodland Sprite Paragon class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge – Nature (Int) and Move Silently (Dex). See Chapter 4: Skills for descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Woodland Sprite Paragon

Weapon and Armour Proficiency: An n Woodland Sprite paragon is proficient with all simple weapons, light armour and wooden shields.

Improved Flight (Ex): At 1st level, a Woodland Sprite paragon gains perfect manoeuvrability for their flight.

Natural Armour (Ex): At 1st level, a Woodland Sprite paragons gain a +1 Natural Armour bonus to their armour class.

Invisibility (Sp): At 2nd level, a Woodland Sprite paragons gain the ability to cast Invisibility (self only) once per day as a spell-like ability with a caster level equal to his Woodland Sprite paragon level.

Ability Boost (Ex): At 3rd level, a Woodland Sprite paragon may raise their Dexterity score by +2 points.

Table 2-0: The Woodland Sprite Paragon
Level Attack Fort Ref Will Special

1st +0 +0 +2 +0 Improved Flight, Natural Armour bonus (+1)

2nd +1 +0 +3 +1 Invisibility (self only)

3rd +2 +1 +3 +1 Ability boost (+2 Dexterity)
 

FEATS:

Armour Focus
General
You are so used to wearing armour of a specified type that you do not suffer so much when performing physical activities with it on.
Prerequisite: Proficiency with selected armour, base Reflex save bonus +1.
Benefit: When this feat is taken the character chooses one type of armour with, which he is proficient (Leather, Chain mail or Tower Shields) and from that point on the character when wearing or using the specified armour of this type suffers 1 less point of check penalty than normal.
Special: A character may take this feat multiple times, but each time they do it applies to a different type of armour.
A fighter may select Armour Focus as one of his fighter bonus feat. He must have armour focus with a type of armour to gain the Armour Specialisation feat for that Armour.

Greater Armour Focus
General
You are so used to wearing armour of a specified type that you do not suffer so much when performing physical activities with it on.
Prerequisite: Proficiency with selected armour, Armour Focus for selected armour type, Fighter level 8th.
Benefit: When this feat is taken the character chooses one type of armour with, which he is proficient (Leather, Chain mail or Tower Shields) and from that point on the character when wearing or using the specified armour of this type suffers an additional point less of check penalty than they normally suffer. This bonus stacks with the other bonuses to check penalty such as from masterwork quality, including Armour Focus.
Special: A character may take this feat multiple times, but each time they do it applies to a different type of armour.
A fighter may select Greater Armour Focus as one of his fighter bonus feat. He must have armour focus with a type of armour to gain the Greater Armour Specialisation feat for that Armour.

Armour Specialisation
General
Choose one type of armour, such as Chain mail, for which you have already selected the Armour Focus feat. You gain extra agility when wearing this armour.
Prerequisite: Proficiency with selected armour, Armour Focus with selected armour, Fighter level 4th.
Benefit: You gain a +1 bonus to the Maximum Dexterity bonus allowed for the selected armour.
Special: A character may take this feat multiple times, but each time they do it applies to a different type of armour.
A fighter may select Armour Specialisation as one of his bonus feats.

Greater Armour Specialisation
General
Choose one type of armour, such as Chain mail, for which you have already selected the Armour Specialisation feat. You gain extra agility when wearing this armour.
Prerequisite: Proficiency with selected armour, Greater Armour Focus with selected armour, Weapon Focus with the selected armour, Armour specialisation with the selected armour, Fighter level 12th.
Benefit: You gain a +2 bonus to the Maximum Dexterity bonus allowed for the selected armour.
Special: A character may take this feat multiple times, but each time they do it applies to a different type of armour.
A fighter may select Greater Armour Specialisation as one of his bonus feats.

Armoured Sentinel (NEW)
General
Character is able to sleep in medium and heavier armour for longer than usual before becoming fatigued.
Prerequisite: Endurance, Proficiency with Medium or Heavy armour.
Benefit: You are able to sleep for up to Constitution modifier in days in Medium or Heavy armour before Fatigue sets in. At the end of this period they must make a Fort save DC 10 + number of days, failure meaning they become exhausted instead of the usual fatigued.
Normal: When a character normally sleeps in Medium or Heavy armour is automatically fatigued the following day.
Special: A fighter may select Armoured Sentinel as one of his bonus feats.

Armour Attunement
General
You have learned a small measure of familiarity with spellcasting while armoured makes the task easier than usual.
Prerequisite: Proficient with armour of selected type, Armour focus, and Armour specialisation.
Benefit: The spell failure percentage for your armour is reduced by 5% when wearing armour of the specified type (chain mail, or scale mail for example).
Normal: They receives the listed percentage of failure when spellcasting any arcane spell.
Special: A character may take this feat multiple times, but each time they do it applies to a different type of armour.
A fighter may select Armour Attunement as one of his bonus feats.

Greater Armour Attunement
General
You have learned a small measure of familiarity with spellcasting while armoured makes the task easier than usual.
Prerequisite: Proficient with armour of selected type, Armour focus, Greater Armour Focus, Armour specialisation and Greater Armour Specialisation.
Benefit: The spell failure percentage for your armour is reduced by a further 5% when wearing armour of the specified type (chain mail, or scale mail for example). This bonus stacks with the bonus provided by Armour Attunement.
Special: A character may take this feat multiple times, but each time they do it applies to a different type of armour.
A fighter may select Greater Armour Attunement as one of his bonus feats.

Elven Blademastery
General
You are an expert in the graceful fighting forms of the elves when it comes to using the longsword.
Prerequisite: Elf or Half Elf, Weapon Finesse and a Base Attack Bonus of +3.
Benefit: The character may in much the same way as weapon finesse use their Dexterity modifier instead of their Strength modifier on any attack rolls made with any longswords.
Normal: The character normally cannot use finesse with a medium weapon except rapiers, and elven thinblades.
Special: A fighter may select Elven Blademastery as one of his bonus feats.

Pinpoint Finesse
General
You are skilled at placing your weapon strikes accurately, finding the weak points and uncovered areas of any foes armour. Allowing a character to cause more harm through accuracy over pure physical strength.
Prerequisite: Weapon Finesse and a Base Attack Bonus of +1.
Benefit: The character may replace their Strength modifier with their Dexterity modifier for purposes of damage bonus with any weapon they can use via weapon finesse.
Normal: The character adds their Strength modifier as a damage bonus with Finesse weapons just like with any melee weapon.
Special: A fighter may select Pinpoint Finesse as one of his bonus feats.

Wealthy
General
You begin your career richer than most. This money could be a dowry, savings, gift from wealthy parents, inheritance, and so forth.
Benefit: The character begins play with twice the normal amount of starting gold.
Special: A character may only take this feat at first level.

Divine Favour
General
It seems the gods smile upon you and that your patron is keeping an eye on you.
Prerequisite: Wis 13+, Knowledge (religion) 2 ranks or more, Must have a Patron Deity.
Benefit: The character may once per day choose to reroll any single dice roll they make. Such a decision must be made on their turn and whatever result the reroll brings good or bad must be accepted.
Special: A character may choose the Divine Favour feat multiple time, each additional time it is taken adds one use per day to the number of re-rolls they may make.

Planar Familiar
General
Your familiar is an outsider.
Benefit: Your familiar is an outsider version of a normal animal, having either the Celestial (Good), Fiendish (Evil), Axiomatic (Lawful), Wood (True Neutral), Shadow (Lawful Evil), Element (Neutral), Anarchic (Chaotic) template applied to it. Note you cannot convert an existing non-planar familiar to a Planar version of a familiar by taking this feat. As an outsider the familiar does not eat or sleep, and should it die it cannot be raised, reincarnated or resurrected. Only magic such as limited wish, wish, miracle or true resurrection will restore them to life.

Signature Move
General
You have developed a move that has become synonymous with you.
Prerequisite: Base attack bonus +3, Str 13 +, must name the signature move.
Benefit: Once per day while fighting, you can perform your signature move with one normal melee attack. When attacking in this manner, you get to add your strength modifier to damage again.
Special: You may take this feat multiple times. Each time you take it, you gain another daily use of the feat, but you must name the subsequent move.

Seer
General
You receive flashes of insight from your god.
Prerequisite: Wis 13 must have a patron deity
Benefit: Once per day for 1d3 rounds you can call upon your god to provide you a limited flash of the future. This vision takes the form of a Yes or No question, which the player may ask the DM which he will answer truthfully. The character is able to ask one such question for each round that the vision lasts. Using this ability is a full round action and leaves the character Fatigued.

Taint Spell
Metamagic
Your magic is so steeped in the powers of death that your other spells become partially infused with necromantic energy.
Prerequisite: Spell focus (necromancy), any one other metamagic feat.
Benefit: Whenever you cast a spell with an energy descriptor that causes damage, half of the damage resulting from that spell is caused by negative energy and the other half of the damage is caused by the spells normal energy descriptor. A tainted spell uses up a spell slot one level higher than the spells actual level.

Holy Spell
Metamagic
Your magic is so steeped in the powers of life that your other spells become partially infused with divine energy.
Prerequisite: Spell focus (conjuration), any one other metamagic feat.
Benefit: Whenever you cast a spell with an energy descriptor that causes damage, half of the damage resulting from that spell is caused by positive energy and the other half of the damage is caused by the spells normal energy descriptor. A holy spell uses up a spell slot one level higher than the spells actual level.

Additional Domain
Divine
A character is entitled to choose one more domain from those commonly available to them.
Prerequisite: Wis 15+, Knowledge Religion 4 ranks, Cleric 1st level.
Benefit: You gain an additional domain from those available to your religion, beyond the two you already have.
Normal: A character gains two domains, chosen from those available to their religion and no more.
Special: This feat may only be taken at 1st level.

Light Sleeper
General
You are a very light sleeper, and can awaken at a moments notice.
Prerequisite: Alertness.
Benefit: The character suffers no penalty to their Listen rolls for being asleep.
Normal: A character normally suffers a –10 penalty to their listen check if asleep.
 
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NEW MAGIC ITEMS:

Wizard’s Staff (NEW)
Wizard’s staves vary a lot in appearance as per the preference of the creating wizard. Unlike most magical staffs however a wizard staff does not cast charged spells. Instead these +1 magical weapons provide a +1 insight bonus to all the wielders saving throws, +2 deflection bonus to AC. In addition to this the wizards staff allows its owner to recall a 1st level spell used back into memory 2/day. Finally a wizard’s staff may call into affect a Daylight effect from its top 3/day, each use lasting for one hour. Note this staff may only be used by those of the Wizard class, to anyone else it simply functions as a non-magical masterwork quarterstaff.
Caster level 6th; Craft Arms & Armour; Daylight, Rary’s mnemonic enhancer
Market Price: 23,988gp; Cost to make: 11,844gp; XP Cost: 948; Time to Make: 20 days

Scabbard of Enchanting (NEW)
These plain looking magical scabbards are of elven design, dating back to the time of Cormanthor. These scabbards come in a variety of strengths but the power is the same, namely that 3/day the wielder can cause any melee weapon within the scabbard to be provided an enhancement bonus to attack rolls and damage. The exact bonus depends on the kind of scabbard. The enhancement bonus lasts for one hour for every caster level of the item.
Caster level 5th/8th/12th/16th/20th; Craft Wondrous Item; Greater Magic Weapon
Market Price: 16,200gp (+1)/ 25,920gp (+2)/ 38,880gp (+3)/ 51,840gp (+4)/ 64,800gp (+5); Cost to make: 8,100gp (+1)/ 12,960gp (+2)/ 19,440gp (+3)/ 25,920gp (+4)/ 32,400gp (+5); XP Cost: 648 (+1)/ 1,037 (+2)/ 1,555 (+3)/ 2,047 (+4)/ 2,592 (+5); Time to Make: 16 days (+1), 26 days (+2), 39 days (+3), 52 days (+4), 65 days (+5).

Ever Glowing Stone (NEW)
This otherwise normal globe of clear crystal has a continuous flame spell cast upon it. An ever-glowing stone clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. This illumination is commonly white in colouration, but the colour of the crystals illumination varies with the colour of the crystal itself. As such they can be found in clear (white), Blue, Green, Red and Purple also. Cost: 110gp Weight: 1 lb.

NEW MATERIAL
Silverwood (NEW)
Silverwood trees are rare indeed these days, however back when the forest kingdom of Cormanthor covered most of Faerun, as we know it today they were relatively commonplace. The Silverwood trees grew up to some 300 feet in height and grew straight and relatively branch free all the way to the full, expansive leafy tops. The bark of the Silverwood trees are what give them their name and have a frosty silver sheen to them, the actual wood itself is grey in colour and is extremely strong, while retaining a great flexibility. It is because of these properties that the Silverwood trees were commonly used by the elves to manufacture bows.
A bow made of Silverwood has its Range increased 10 feet and its threat range increased one step (i.e. 19-20/x2 becomes 18-20/x2 etc.). Silverwood has a hardness of 8 and grants 12 hit points/inch of thickness. The market price modifier of a bow made of Silverwood is +4,000gp
 

Well they were one of my favourite creatures in 2nd Edition, so I revised them for 3.5 traditionalists will note they have a slightly varied spell choice, but more appropriate I think.

MOON HORSE (Revised for 3.5)
Large Size Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +2 (Dex)
Speed: 60 ft. (12 squares)
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Attack: hoof +7 Melee (1d8+4)
Full Attack: 2 hooves +7 melee (1d8+4) and bite +2 melee (1d4+2)
Face/Reach: 10 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilitiy
Special Qualities: Immunities, Dark vision 60 ft., low-light vision
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 18, Dex 15, Con 18, Int 12, Wis 13, Cha 13
Skills: Diplomacy (Cha) +4, Listen (Wis) +12*, Sense Motive (Wis) +5, Spot (Wis) +12*.
Feats: Alertness, Endurance
Climate/Terrain: Temperate Plains, meadows (Evermeet)
Organisation: Solitary or herd (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Good
Advancement: 5-8 HD (Large)
Level Adjustment: +2 (Cohort)

Moon-horses, also known as teu’kelytha, are a race of highly intelligent, magic-using horses that are unique to Evermeet. The last herds of moon-horses on Faerun were transported to the isle during the retreat, and most continue to run free through Evermeet’s forests and meadows, serving the elves as needed.
These magnificent animals vary from white to silvery-gray in colour, with manes ranging from white to black. A moon-horse’s eyes are deep and highly intelligent, and its facial expressions reflect a wide variety of moods.
Moon-horses are similar in temperament to the elves whom they serve. They roam Evermeet freely, but voluntarily serve as cavalry mounts for Evermeet’s cavalry. All moon-horse’s has Low-light vision and Dark vision to a range of 60 feet.
Moon-horses suffer from many of the same fertility problems as elves. Typically, a given moon-horse female has only one or two foals during her entire lifetime. Moon-horses are quite long-lived, with a lifespan of 200 years or more. Because of the rarity of foals among the moon-horses, births are momentous events, celebrated by elves and horses alike.
A typical moon-horse stands 6 feet high at the shoulder, and weighs 1,500 pounds.
Moon-horses cannot speak, but understand perfectly Common and Elven.

Combat
Moon-horses are tough fighters, and far less flighty than ordinary horses. Moon-horse’s attack with their sharp hooves and powerful bite. Mated pairs and herds attack as a team and employ tactic’s as one would expect of an intelligent foe. Moon-horse will fight to the death to protect their young or their riders.

Spell-Like Abilities: all moon-horse have a single spell they may use once per day. Caster level 5th. The spells is determined by rolling a d10 on consulting below:
D10 Spell
1 True Strike
2 Magic Missile
3 Shield
4 Sleep
5 Obscuring Mist
6 Knock
7 Expeditious Retreat
8 Resist Energy
9 Blur
10 Gust of Wind

Immunities: All moon-horse’s are immune to Paralysis, Death effects, Disease, Energy Drain and Ability draining attacks and effects.

Skills: Moon-horses have a +4 racial bonus on Listen and Spot checks.

Moonhorse Society
Moon-horse’s normally travel in herds of as many as 20 individuals. However, many associate voluntarily with elves, serving as companions and mounts and forming life long friendships.
The horses association with the elves is a very old one. Ancient legends tell of heroes who rode wise and mighty moon-horses into battle, and of moon-horses who saved their masters at the cost of their own lives.
The alliance between the two races continues to this day, with moon-horses serving the riders of Queen Amlaruil of Evermeet.

Carrying Capacity: A light load for a moon-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A moon-horse can drag 4,500 pounds.
 

Here is my version of the noble as a core class I use in my campaign.

I use a variant system based off the one provided in Green Ronins Nobles Handbook to determine Noble Houses, thier power and structure and so forth that I tweaked and altered to be a bit more wieldy. I also added a system for determining a Noble Families members.

NOBLE: (NEW CLASS)
The nobles are the movers and the shakers of the world, they are the merchants, the wealthy the royalty, those raised with a silver spoon in their mouths who want for nothing. They are the best educated, the most influential and the best instructed individuals within society generally.
While swords and strategies are the tools of a warrior, a nobles uses his mind and his charm, they struggle every day to stay ahead of the competition, those who would threaten their power, their influence or their fortunes. Nothing a noble does or says is without some hidden agenda or meaning attached.

GAME RULE INFORMATION
Nobles have the following game statistics

Abilities: Charisma is by far the most important statistic for nobles as it deals with their charm and wit and the interpersonal skills they are required to use. Wisdom and Intelligence also plays an important part for their guile and common sense and the smarts to stay ahead of the competition, which always occurs between nobles vying for influence and power.

Alignment: Any

Hit Die: d6

Class Skills
The Nobles class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Int), Intimidate (Str or Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Speak Language.

Skill Points at 1st Level: (6+Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the Noble
Weapon and Armour Proficiency: A noble is proficient with all simple and martial weapons, light armour, and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Good Upbringing: All Nobles experience many benefits due to their position and wealth that the working classes are never exposed too, as such all who enter this class of 1st level receive this benefit. This represents an area of interest or expertise outside their normal day-to-day knowledge in which they are instructed. The Noble can choose from one of the following benefits.

Additional Education: Also gains access to a Cross Class skill, which thereafter counts as a class skill to them.

Arcane Tutelage: With this benefit the character may choose one 0-level wizard spell. From this point onward the Noble may cast that spell once per day as a spell-like ability (caster level equal to noble level, saving throw if any is Charisma based).

Courtly Instruction: The noble receives a +4 competence bonus to all Diplomacy checks and may choose one additional bonus language, which they may speak. This language does not have to be from those, which are normally only available as bonus languages.

Martial Training: The noble receives additional combat instruction, effectively gaining the weapon focus feat free with regards to one weapon with which they are already proficient.
Social Deference: All nobles know their station in life, nobility and social circles are like hierarchies, representing the many layers of society that make up the population. All people are required to show appropriate respect and deference to their peers and so forth. As such a noble receives a +2 circumstance to all checks to Bluff, Diplomacy or Intimidate someone below them on the social ladder. This is because people of a lower station are less likely to question their peers because it is inappropriate for them to do so.

Resources: A noble of 1st level has access to greater resources than normal be it from his family’s resources or business interests. As such once per adventure they may call on these resources in order to purchase goods or services of up to level + Charisma modifier x 20 gold. Thus a 10th level Noble with a 14 Charisma could attempt to call upon resources to attain up to 240 gp’s worth of goods and services (10 + 2 x 20 = 240). In addition no noble need pay for food and lodgings in the City of their birth due to a large circle of friends and relatives upon whom they can call on.

Noble House: At 1st level all Nobles gain the Noble House feat as a bonus feat regardless of whether or not they meet the requirements.

Inspire Confidence: Beginning at 2nd level and then again at 6th, 10th, 14th and finally at 18th, a noble can use his oratory skills to inspire his allies. To do this the noble must speak (and his allies must hear him) for at least 1 round and the noble must then make a Diplomacy check with a DC equal to 10 + 1 per five allies being inspired (including the noble). An ally inspired by the noble gains a +1 bonus to attacks, +1 to all skill checks, and a +1 to Will saves (all competence bonuses). The effect begins as soon as the noble ends an inspirational speech and lasts for 1 hour per round the noble spent inspiring the allies, to a maximum of 5 hours for 30 rounds spend inspiring. Whether or not the Diplomacy check succeeds the noble may not attempt to inspire confidence again for at least 24 hours. The bonuses provided increase each time the ability increases to a maximum of +5 at 18th.

Contacts: Starting at 3rd level and then every three levels thereafter (6, 9. 12. 15 and 18) the nobles gain’s a contact. The player should work with the Gm to decide who this contact is, typically a contact can provide information or expertise to the noble, however the more influential the contact typically the less time they have for the noble and the more they may require in return. Typically to get a contact to do a favour for the noble the noble must make a Charisma check adding his level in this class against a DC roll the GM assigns (10 for simple favours, 25 for illegal or expensive favours and so on).

Retinue: Upon reaching 3rd level, a noble attracts a retinue of followers, similar to those provided by the Leadership feat. The Noble attracts a number of followers whose total levels equal the nobles class level, and who have levels only in NPC classes. For example, an 8th level noble may have eight 1st level commoner servants, or a 3rd level warrior bodyguard, 2nd level Adept physician, and three 1st level warrior guards, or any other combination whose total levels do not exceed the nobles level. Any individual member of the nobles retinue may be no higher than 5th level and no higher than half his level rounded down. Each time the noble gains a level he may choose to increase the level of one of his retinue, or he may discard any or all members of his retinue for a new combination of followers. Note a retinue’s contingent does not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the nobles family), they do require food and lodgings however. Also any retinue members slain cannot be replaced until the noble next goes up a level in this class.

Natural Born Leader: A noble of 4th level and then again every four levels thereafter (8, 12, 16, and 20) has grown so accustomed to being in a position to direct others that they have developed a knack for it and actually possess the skills to make a significant impact on how others perform, providing he is directing activities. To do this, the noble makes a Charisma check (Dc 15 + number of people being instructed). This increases the bonus granted by Aiding another by +2, increases by a further +2 at each its increments (+4 at 8th, +6 at 12th and so on). In order to do this it takes as long as the task takes to perform to a minimum of a full round action. The noble cannot instruct others in this way to provide a bonus to a skill check that cannot be used untrained, which they do not have ranks in.

Leadership: A noble of 6th level gains the leadership feat free and begins to attract followers and a cohort.

Ex-Nobles: A Noble who loses his station or properties can no longer gain levels as a noble. Also no one may multi-class into the noble class unless the role-play exists to warrant it, no one simply decides to be a noble.

Table: The Noble
Level Attack Fort Ref Will Special
1st +0 +0 +0 +2 Good Upbringing, Social Deference, Resources, Noble House

2nd +1 +0 +0 +3 Inspire Confidence +1

3rd +2 +1 +1 +3 Contact, Retinue

4th +3 +1 +1 +4 Natural Born Leader +2

5th +3 +1 +1 +4 -

6th +4 +2 +2 +5 Contact, Inspire Confidence +2, Leadership

7th +5 +2 +2 +5 -

8th +6/+1 +2 +2 +6 Natural Born leader +4

9th +6/+1 +3 +3 +6 Contact

10th +7/+2 +3 +3 +7 Inspire Confidence +3

11th +8/+3 +3 +3 +7 -

12th +9/+4 +4 +4 +8 Contact, Natural Born leader +6

13th +9/+4 +4 +4 +8 -

14th +10/+5 +4 +4 +9 Inspire Confidence +4

15th +11/+6/+1 +5 +5 +9 Contact

16th +12/+7/+2 +5 +5 +10 Natural Born leader +8

17th +12/+7/+2 +5 +5 +10 -

18th +13/+8/+3 +6 +8 +11 Contact, Inspire Confidence +5

19th +14/+9/+4 +6 +8 +11 -

20th +15/+10/+5 +6 +9 +12 Natural born leader +10
 

Very much inspired by some of the notions Pendragon put forward for determining families.. I adapted these for Noble Family purposes.

Determining Noble House Members

Noble houses are made up of family’s not singular individuals, as such in order to determine the size and nature of a noble family the following tables have been provided for your convenience. Ignore the first two parts if a PC noble family.


Step 1: Leader of a Noble House

1-3 Male
4-6 Female

Step 2: Leaders Status

1-3 Married
4-5 Single
6 Widowed

Step 3: Determine Number of Siblings
Roll d6 three times, the first is for the number of siblings on your mothers side, the second is for the number on your fathers side, the final dice is to determine the number of brothers and sisters you have.
Once this is done roll a d6 for each sibling where an even number means they are male and an odd number means they are female.

Step 4: Determine Parents Siblings
Next roll a d6 to determine who each of your father and mothers siblings are.

1-2 You Parents Older Brother/Sister
3-4 Your Parents Younger Brother/Sister
5 Parents Illegitimate Older Brother/Sister
6 Parents Illegitimate Younger Brother/Sister

Step 5: Determine Your Siblings
Then roll a d20 to determine the relation of each of your siblings to you.

1-4 Your Younger Brother/Sister
5-8 Your Older Brother/Sister
9-10 Your Younger Illegitimate Brother/Sister
11-12 Your Older Illegitimate Brother/Sister
13-14 Brother/sister In Law (must have at least one brother or sister who is married to apply)
15-17 First Cousin, Fathers Side
18-20 First Cousin, Mothers Side

Step 6: Determine Siblings Status
Then roll a d8 for each and consult this table to determine their current status.

1-2 Alive, unmarried
3-4 Alive, unmarried
5-6 Dead, was married
7-8 Dead, was never married

Step 7: Determine Cause of Death (if any), Male
Roll a d20 for each deceased male sibling in order to determine how they died.

1-3 Sickness
4-6 Old Age (reroll where appropriate)
7-9 Accident
10 Murdered
11-12 Killed by Monsters
13 Captured by Monsters
14-15 Died in battle, Personal Feud
16-17 Died in battle, Family Adversary
18-19 Died in Battle, For Country
20 Mystery

Step 8: Determine Cause of Death (if any), Female
Roll a d20 for each deceased female sibling in order to determine how they died.

1-3 Sickness
4-6 Old Age (reroll where appropriate)
7-9 Accident
10 Murdered
11-12 Killed by Monsters
13 Captured by Monsters
14-15 Kidnapped
16-17 Murdered, Family Adversary
18-19 Entered Clergy
20 Mystery

Step 9: Determine Class of Siblings
Next roll a d12 in order to determine what class the sibling has levels in.

1-2 Commoner
3-4 Expert
5-7 Aristocrat
8-9 Adept
10-11 Warrior
12 Core Class (Roll on core Class table)

Step 9a: Determine Core Class
For those siblings who have levels in a Core Class they roll a d20 on the following table to determine which one.

1 Barbarian
2-3 Bard
4-5 Cleric
6 Druid
7-9 Fighter
10 Monk
11-13 Noble
14 Paladin
15 Ranger
16-17 Rogue
18 Sorcerer
19-20 Wizard

Step 10: Determine Level
Level for Younger siblings is 1d4-1, levels for Older siblings (or younger parents siblings) is 1d6+1, levels for Older parents siblings is 2d6+2.

1-4 Single Class
5-6 Multiclassed
 

Increasing Strength Rating

The primary way that a noble house grows in power is through the experience of its leader. The house strength rating always starts at 1, except when the leader is taking over an existing organisation. When the leader first gains the Noble House feat this strength is increased by 2 provided he is the founder or leader of the house. Should the character be joining an existing noble house as opposed to founding or leading one, thereby being one of the noble houses family members the house strength rating increases by 1. This represents the houses growing strength and influence through its members.. Additionally the house strength can be raised or lowered in a variety of ways as laid out below. As a houses strength grows certain effects are granted to it and its members. As laid out on the table below.

Raising House Strength

Found Noble House +2
Member of an existing House +1
Birth of Leaders first son (Heir) +1
Gain significant assets +1 per 50k
Each Member Married for politics +1
Gain Regents Favour/Support +1or more
Further Political Support For House
(such as in Senate or the like) +1 or more
Alliance with a Major House/Faction +3
Alliance with a Moderate House/Faction +2
Alliance with a Minor House/Faction +1
Support of Countries Primary Religion +2

Decreasing House Strength

Loss of any male Heirs -1
Disfavour/Loss of support of Regent -1 or more
Death of Family member -1
Loss of Assets -1 per 50k
Cause Political Opposition against house -1 or more
Conflict with a Major House/Faction -3
Conflict with a Moderate House/Faction -2
Conflict with a Minor House/Faction -1
Opposition of Countries Primary Religion -2
Being linked to a Criminal Activity/Criminal -1 or more
 
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House Strength Effects Table
Rating Added Effects
1 -
2 -
3 -
4 -
5 Family Ties
6 -
7 -
8 Influence +1
9 -
10 Adversary (x1)
11 -
12 Skill Focus
13 -
14 Manor
15 Gossip Network
16 -
17 -
18 Influence +2
19 -
20 Adversary (x2)
21 -
22 Sensechal
23 -
24 Land
25 In the Know
26 -
27 -
28 Influence +3
29 -
30 Adversary (x3)
31 -
32 Bonus Feat
33 -
34 Estate
35 Political Favours
36 -
37 -
38 Influence +4
39 -
40+ Adversary (x4)


Noble House Effects
The following effects are the result of increases in house strength rating. When the house strength rating reaches a number as described on the above table, certain effects are applied to its leader and the members of that house. Listed below are the effects granted by a house strength rating.

Family Ties
The noble’s houses have the ties of blood kin and as such where necessary will delay other tasks in order to come to each other’s aid. To gain their families aid a noble must either address another member personally or get a message to them. The DM then makes a Family Ties check, rolling a d20+10+Charisma modifier + any situational modifiers. If the noble asking for a favour has recently done a favour for another member of his family himself, then they may add a +2 bonus to the check (+5 if it was life threatening). The DC for the roll depends upon the type of aid being requested. Asking to vacation at a relatives house might be DC 10-15, whereas requesting your brothers and sisters to meet you in a specific city with weapons for a night raid on a rival nobles family might be 15 if it is against a family with whom there is a feud, or DC20 if not. Asking them to help kidnap a local lord and hold him ransom may be DC30-35, and could result in you being disowned if it failed. A family will not risk everything on a request and there are always limits that not even your kin will cross. No more than one request of your family may be made in a single month. If requests occur in two successive months then the DC’s increase marginally to reflect the family feeling their errant member is becoming a little too dependent upon their aid. If bad things occur as a result of requests made by a family member then they may well end up the black sheep of the family. It should be noted requests are a two way street, a players siblings may make requests of them from time to time also.

Influence
At certain rating levels, a noble house’s prestige can grant benefits to its members when they invoke the house name. Being a member of a prominent house carries with it a certain degree of weight and credibility. Each time the house strength rating reaches a level where there is an influence effect, the listed bonus is applied to any Reaction checks and also Diplomacy, Intimidate or Gather Information checks where the character uses their name to influence the situation. Only the leader and members of this house can benefit from this bonus.

Adversary
One of the chief perils of having a powerful noble house is that there will always be those who are envious of or threatened by that power. Just as growth can draw allies to a nobles cause, it can likewise draw enemies who would seek to undermine and destroy a noble house. Each time the nobles house strength rating reaches a level with the adversary effect, the DM should create a rival NPC character who treats all members of the noble house as enemies. This is the opposite of the contact class ability, and should reflect the addition of adversaries to the campaigns roster of NPC’s.

Skill Focus
Leaders groom their followers over time. To represent this evolution in a noble’s house members, all of the noble’s followers (but not servants, hired employees, or the leader himself) gain the Skill Focus as a bonus feat. The skill chosen for this feat must be a skill in which the noble house’s leader has at least 5 ranks.

Manor
A noble must have a base of operations in order to have a treasury and a place to conduct business. Once the noble’s house strength rating progresses to the level with this effect, the nobles gains an allowance from their ruler with which to construct a Manor House (as per Stronghold Builders Guidebook). The amount the have at their disposal is 50,000gp’s, anything not spent may not be kept.

Gossip Network
All noble families develop networks of people whom they can get local gossip from, from servants, beggars, household guards and the like. They do this to stay ahead of the game, determine what their enemies are doing and planning and in order to know what is happening and why. Once a family has built up a Gossip Network then all the family members receive a +3 circumstance bonus to all Gather Information checks while within their Countries borders. Gossip may not always be accurate and takes a varying amount of time to filter back to the nobles as determined by the DM.

Seneschal
The seneschal is a special servant who acts as the personal assistant and scheduler for the head of the noble house. The seneschal conducts most of the day-to-day business, and schedules audiences and hearings for those wishing to petition the noble lord. When this effect is reached, the leader of the noble house gains an additional cohort of the aristocrat NPC class to serve as his advisor.

Land
In addition to a residential structure, most nobles own vast areas of land that they use for personal enjoyment or business like hunting or farming. Once the noble reaches this house strength rating level, he gains property equal to two square miles surrounding his base of operations. This land is the nobles to do with as he pleases, but must be maintained and protected. Within the first 1d6 months of a noble being given a land grant 1d2 Thorps to spring up as colonists rush to take advantage of this land and the nobles protection. These thorps have a populations of 2d4x10 working adults (another 10-40% of this number in children and elderly), will have the same power centre alignment as the noble’s and are of a conventional power centre type that answers to the noble directly. It’s community authorities; total characters of each class, and racial demographics, are determined by the DM (as per DMG page 138-9). Each month the noble makes two d4 rolls this is the percent of births and deaths that occur each month. Each adult pays a base tax of 3gp per month to the noble. The noble can change the tax rate for every 5sp it is reduced the d4 rolls to determine the percentage of births receives a +1 bonus. Likewise for every 5sp the tax is increased the Death rate receives a +1 bonus.

In the Know
It is perhaps not surprising that even the most respectable of noble houses have contact with or know how to reach the lowliest and most despicable of people. As a result any noble family “In the Know” may once per month call on or put out the word to be contacted by some one of less than honourable intent. The purpose of this contact may be the acquisition of some specific item, the kidnap of an opponent, the fencing of some less than legitimately obtained goods, the murder of a foe, planting of incriminating evidence or almost any other inconceivably despicable criminal activity. Once such word is put out it usually takes a few days for the shady contact to make contact with the noble and this is done on their terms at a time and place of their choosing. Such activities are always expensive and occasionally have a price other than gold such as property or arms, means of escape for a fugitive, laundering of dirty currency and so forth. It should be noted however that the arrangement of such a job does not guarantee success, only the attempt. This makes such dealings tenuous at best as few criminals would have any scruples about giving up their employers name in order to avoid the headsman’s block. Being linked to a crime successful or attempted can mean the end of a noble house, so such activities should be well planned and infrequent at best.

Bonus Feat
Continuing with the idea that a noble influence’s the lives of his followers, the leader of a noble house can train them in more than just skill prowess. As such, all followers but not (servants, hired employees, or the leader himself) gain a bonus feat when the house strength rating reaches this level. The house’s leader must already possess the chosen feat.

Estate
Very prestigious leaders and influential politicians are often able to expand their power in order to establish their presence in remote areas. When this effect is reached on the house strength rating table, the noble gains a secondary estate in another location far from the noble’s base of operations. This estate usually contains a smaller amount of land (one square mile) and is less extravagant in nature (50% chance of a single thorp springing up after 1d6 months), but should still serve as a safe area for the noble and his followers. In order to maintain control and lordship over this distant estate the noble’s house must ensure the land is protected.

Political Favours
The Noble House has gained such standing and repute that its members have come to have many dealings with many people and favours are owed and given on a daily basis in all circles of society, especially those of the political circle. As part of such daily political manoeuvrings the noble house members receive a +3 circumstance bonus to all Charisma based skill checks relating to Bureaucrats and politicians and may once per month if able to contact someone who owes them a favour either have a request granted. Such requests may involve some bureaucratic red tape being removed, some specific criminal charge dropped or access granted to an otherwise secure area, documents created such as border passes or citizenship papers and the like, or some transaction approved that requires a bureaucratic decision (such as the rights to ship arms for the country over a competitor and so on). A noble should be aware however that such favours do not come without a price, this may come in the form of a payoff, supporting a politicians views, providing support to their campaigns, removing a competitor, or even something such as allowing a elderly politician to call upon your youngest sister and arrange a marriage. In the political world of cut and thrust manoeuvrings there is no such thing as something for free.

Some of the above effects are from the Nobles Handbook, most are changed radically or expanded or entirely new, but those that arent are OGC and as such the below applies.

Nobles Handbook, Copyright 2003, Green Ronin Publishing, Author Rodney Thomson.
 

Looks pretty nice just one thing: Signature Move needs to have a Pre-Req of Str 13+ I guess because you need to have at least a +1 Str Bonus for it to do anything and feat requirement ability scores are always odd.
 

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