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<blockquote data-quote="Neo" data-source="post: 1543026" data-attributes="member: 4139"><p>Here is my version of the noble as a core class I use in my campaign.</p><p></p><p>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.</p><p></p><p><strong>NOBLE: (NEW CLASS)</strong> </p><p>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. </p><p>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. </p><p></p><p><strong>GAME RULE INFORMATION </strong></p><p>Nobles have the following game statistics </p><p></p><p><strong>Abilities:</strong> 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. </p><p></p><p><strong>Alignment:</strong> Any </p><p></p><p><strong>Hit Die:</strong> d6 </p><p></p><p><strong>Class Skills </strong></p><p>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. </p><p></p><p><strong>Skill Points at 1st Level:</strong> (6+Int modifier) x 4. </p><p><strong>Skill Points at Each Additional Level:</strong> 6 + Int modifier. </p><p></p><p><strong>Class Features </strong></p><p>All of the following are class features of the Noble </p><p>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. </p><p></p><p><strong>Good Upbringing:</strong> 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.</p><p></p><p><em>Additional Education:</em> Also gains access to a Cross Class skill, which thereafter counts as a class skill to them.</p><p></p><p><em>Arcane Tutelage:</em> 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).</p><p></p><p><em>Courtly Instruction:</em> 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.</p><p></p><p><em>Martial Training:</em> The noble receives additional combat instruction, effectively gaining the weapon focus feat free with regards to one weapon with which they are already proficient.</p><p>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. </p><p></p><p><strong>Resources:</strong> 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.</p><p></p><p><strong>Noble House:</strong> At 1st level all Nobles gain the Noble House feat as a bonus feat regardless of whether or not they meet the requirements.</p><p></p><p><strong>Inspire Confidence:</strong> 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. </p><p></p><p><strong>Contacts:</strong> 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). </p><p></p><p><strong>Retinue:</strong> 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.</p><p></p><p><strong>Natural Born Leader:</strong> 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. </p><p></p><p><strong>Leadership:</strong> A noble of 6th level gains the leadership feat free and begins to attract followers and a cohort.</p><p></p><p><strong>Ex-Nobles:</strong> 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. </p><p></p><p><strong>Table: The Noble</strong> </p><p><strong>Level Attack Fort Ref Will Special </strong></p><p>1st +0 +0 +0 +2 Good Upbringing, Social Deference, Resources, Noble House </p><p></p><p>2nd +1 +0 +0 +3 Inspire Confidence +1 </p><p></p><p>3rd +2 +1 +1 +3 Contact, Retinue </p><p></p><p>4th +3 +1 +1 +4 Natural Born Leader +2 </p><p></p><p>5th +3 +1 +1 +4 -</p><p></p><p>6th +4 +2 +2 +5 Contact, Inspire Confidence +2, Leadership </p><p></p><p>7th +5 +2 +2 +5 -</p><p></p><p>8th +6/+1 +2 +2 +6 Natural Born leader +4 </p><p></p><p>9th +6/+1 +3 +3 +6 Contact </p><p></p><p>10th +7/+2 +3 +3 +7 Inspire Confidence +3 </p><p></p><p>11th +8/+3 +3 +3 +7 -</p><p></p><p>12th +9/+4 +4 +4 +8 Contact, Natural Born leader +6 </p><p></p><p>13th +9/+4 +4 +4 +8 -</p><p></p><p>14th +10/+5 +4 +4 +9 Inspire Confidence +4 </p><p></p><p>15th +11/+6/+1 +5 +5 +9 Contact </p><p></p><p>16th +12/+7/+2 +5 +5 +10 Natural Born leader +8 </p><p></p><p>17th +12/+7/+2 +5 +5 +10 -</p><p></p><p>18th +13/+8/+3 +6 +8 +11 Contact, Inspire Confidence +5 </p><p></p><p>19th +14/+9/+4 +6 +8 +11 -</p><p></p><p>20th +15/+10/+5 +6 +9 +12 Natural born leader +10</p></blockquote><p></p>
[QUOTE="Neo, post: 1543026, member: 4139"] 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. [b]NOBLE: (NEW CLASS)[/b] 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. [b]GAME RULE INFORMATION [/b] Nobles have the following game statistics [b]Abilities:[/b] 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. [b]Alignment:[/b] Any [b]Hit Die:[/b] d6 [b]Class Skills [/b] 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. [b]Skill Points at 1st Level:[/b] (6+Int modifier) x 4. [b]Skill Points at Each Additional Level:[/b] 6 + Int modifier. [b]Class Features [/b] 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. [b]Good Upbringing:[/b] 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. [i]Additional Education:[/i] Also gains access to a Cross Class skill, which thereafter counts as a class skill to them. [i]Arcane Tutelage:[/i] 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). [i]Courtly Instruction:[/i] 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. [i]Martial Training:[/i] 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. [b]Resources:[/b] 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. [b]Noble House:[/b] At 1st level all Nobles gain the Noble House feat as a bonus feat regardless of whether or not they meet the requirements. [b]Inspire Confidence:[/b] 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. [b]Contacts:[/b] 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). [b]Retinue:[/b] 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. [b]Natural Born Leader:[/b] 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. [b]Leadership:[/b] A noble of 6th level gains the leadership feat free and begins to attract followers and a cohort. [b]Ex-Nobles:[/b] 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. [b]Table: The Noble[/b] [b]Level Attack Fort Ref Will Special [/b] 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 [/QUOTE]
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