A custom PC class, the Noble; critiques please?

Arkhandus

First Post
(Edit: Slightly shortened the intro, fixed the skill list, added the jitte to
proficiencies since it symbolizes the magistrate position which some nobles
take up, enlarged text for that section, moved level progression chart up
near the top, added space between descriptions, clarified some
descriptions, fixed Sly Tongue, fixed Rumor Mongering, fixed Social
Grace, and fixed Guarded Mind. Will alter a few other things later and will
replace a few of the extra feats with special abilities to use in combat.)

Hullo, I wanted to get your opinions/critiques of this Noble PC class I made
a while back, unsatisfied with the Aristocrat NPC class and Courtier PC
class (from Rokugan) as the only proper choices for a member of the
nobility (I don't own a lot of supplements, and don't have the money to
buy anything I'm not gonna use a lot for certain). This is a PC class to
represent members of the nobility in D&D and such who don't take to
combat training and instead stick to the courts, palaces, and forums of
politics, at least for the most part. Some may be leaders, even generals,
but those are the ones who multiclass as Fighters, Paladins, Samurai, or
the like.

This is intended initially for an oriental adventures campaign I want to run,
but the only parts specific to this Noble class' oriental setting are their
proficiency in the wakizashi (easily substituted for any other appropriate
small or tiny weapon that signifies the nobility of the region), and terms
like yojimbo mentioned in the description of Leadership (again easily
substituted). This Noble is a master politician and, in gamer terms, "skill
monkey", and also a powerful leader, very skilled in what he or she does
and able to instruct their minions and allies in such matters, or at least
inspire them to try harder.

Also, at the end of this class' description is also my description for the
benefits of having Oriental Noble Blood in the same campaign, as all
characters in the campaign will belong to some general social caste or
bloodline. So the benefits of the Oriental Noble Blood trait are essentially
possessed by all characters of this Noble class, at least in the campaign
I designed it for. The skill list and such are made with 3E in mind, but it's
simple enough to remove those that don't exist in 3.5E. Anyway, I ramble
as usual, so moving on.....

NOBLE
HD: d6.
Alignment: Any.
Class Skills: Appraise, Balance, Battle (from Rokugan), Bluff,
Craft (only honorable artistic skills, such as Architecture, Calligraphy,
Flower Arranging, Landscape Gardening, Origami, and Painting)
,
Decipher Script, Diplomacy, Disguise, Forgery, Games (from Rokugan),
Gather Information, Innuendo, Intimidate, Knowledge (all skills, taken
individually)
, Listen, Mimic (from Rokugan), Perform (only
honorable performance types, such as Noh/Kabuki, Oratory, Poetry,
Rhetoric, Storytelling, and Tea Ceremony, as well as honorable musical
instruments such as the Biwa, Kokyu, Koto, Samisen, and Shakuhachi)
,
Profession (only the Courtier profession), Read Lips, Ride, Search,
Sense Motive, Speak Language, Spot.
Skill Points: 8 + Int mod.
Proficiencies: All simple weapons, plus either the jitte or the wakizashi
(or other light weapon indicative of nobility). No armor or shield proficiency.

Class__Base_________Fort___Ref___Will___Special
Level__Attack Bonus__Save__Save__Save__Abilities
1_____+0___________+0____+0____+2___Skill Focus, Sly Tongue,
_____________________________________Rumor Mongering
2_____+1___________+0____+0____+3___Bonus Feat
3_____+1___________+1____+1____+3___Greater Aid
4_____+2___________+1____+1____+4___Social Grace
5_____+2___________+1____+1____+4___Bonus Feat
6_____+3___________+2____+2____+5___Leadership
7_____+3___________+2____+2____+5___Skill Focus
8_____+4___________+2____+2____+6___Bonus Feat
9_____+4___________+3____+3____+6___Delegate
10____+5___________+3____+3____+7___Skill Mastery, Greater Sly Tongue
11____+5___________+3____+3____+7___Bonus Feat
12____+6/+1________+4____+4____+8___Improved Leadership
13____+6/+1________+4____+4____+8___Skill Focus
14____+7/+2________+4____+4____+9___Bonus Feat
15____+7/+2________+5____+5____+9___Guarded Mind
16____+8/+3________+5____+5____+10__Superior Aid
17____+8/+3________+5____+5____+10__Bonus Feat
18____+9/+4________+6____+6____+11__Greater Leadership
19____+9/+4________+6____+6____+11__Skill Focus
20____+10/+5_______+6____+6____+12__Bonus Feat

Skill Focus: A Noble gains Skill Focus as a bonus feat at 1st-level, and
again every six levels beyond 1st. As normal with the feat, a different skill
must be chosen for it each time.

Sly Tongue: Nobles of 1st-level and higher may add either their Wisdom
modifier or their Intelligence modifier, whichever is highest, as a competence
bonus on all Charisma-based skill checks. A Noble of 10th-level and higher
instead adds both their Intelligence modifier and their Wisdom modifier,
combined, for this competence bonus. Only positive modifiers are applied,
so ignore any negative Intelligence or Wisdom modifiers for purposes of this
ability. At any given time, the competence bonus of Sly Tongue will not
exceed the Noble's level in this class.

Rumor Mongering: At 1st-level, the Noble gains the ability to use Gather
Information to find particularly obscure information, with the same Difficulty
Class as a Bard making a Bardic Knowledge check for similar information.
The time needed for such a Gather Information check can range from a
few hours to a few days spent meeting and speaking with their fellows in
the aristocracy, rather than spending time in a tavern or the like.
Instead of the usual cost for using Gather Information, this kind of check
costs 1 gold piece per 3 points of Difficulty Class. If the Noble uncovers
information about a rival, they gain a +5 circumstance bonus on any
checks to persuade that rival, if they let the rival know what kind of
information they uncovered, but only at the DM's discretion and only until
the rival no longer cares about that information.

Bonus Feats: The Noble gains a bonus feat of their choice at 2nd-level,
and acquires another bonus feat every three consecutive levels beyond
that. He or she must meet the usual prerequisites for these bonus feats.

Greater Aid: Nobles of at least 3rd-level can use the aid another
action to assist multiple allies simultaneously. Each time he or she uses the
aid another action successfully, the Noble may choose to provide the aid
another bonus for up to one additional ally per point of positive Charisma
modifier, but each of the allies he or she aids must be within 60 feet and
must be able to hear the Noble providing advice. Also, whenever the Noble
uses the aid another action, the bonus provided is increased by +2.

Social Grace: After achieving 4th-level as a Noble, the character may
use this ability a number of times per day equal to their positive Charisma
modifier. Each use lasts 1 minute, and the Noble gains a bonus equal to
one-half their level in this class, rounded down, on all skill checks for social
interaction. No action is required to activate this ability, the Noble simply
chooses at the beginning of their turn to use their Social Grace.

Leadership: Nobles of 6th-level gain the Leadership feat for free,
as a bonus feat. If they already possess the Leadership feat, then
instead they increase their Leadership Score by +2. The Noble's cohort
is nearly always a yojimbo bodyguard, generally a Samurai or Fighter.
Further, at every six levels in this class (6th, 12th, and 18th), the Noble
gains a bonus cohort which does not count towards their normal limit of
one cohort. Each bonus cohort starts at half the maximum level, rounded
down, allowed for a cohort appropriate to the Noble's character level and
Leadership Score. These cohorts are, like the main cohort, usually Samurai
and Fighters serving under the Noble and, to a lesser degree, the Noble's
main cohort. These extra cohorts are often warriors of the nobility who
have pledged their lives to serving the Noble, attaching themselves to the
Noble's reputation and glory while serving as auxillery bodyguards. Some
of these extra cohorts may actually be Shinobi, Rogues, Shugenja, or
other individuals with specialized talents, serving in matters that the
Noble's main bodyguard cohort isn't well-suited for.

In addition, for every six further levels in this class beyond 6th-level, thus
at 12th and 18th-level, the Noble increases their Leadership score by +1
and gains additional followers equal to one-sixth their new Leadership score
(rounded down). These bonus followers do not count towards the normal
limits on follower levels and numbers. Each of these bonus followers, at the
time they are gained, is of a level one higher than the highest-level follower
allowed the Noble with their new Leadership score. Each of these bonus
followers usually has levels in a PC class, such as Noble, Fighter, or Samurai,
and serves as a leader amongst the other followers, handling the tasks
necessary to manage and direct the lesser followers in their duties. These
bonus followers rarely travel with the Noble, instead maintaining the
operations of the Noble's manor, army, province, and so on.

Delegate: Nobles of 9th-level and higher are exceptionally capable at
delegating tasks to others. When using the aid another action, the Noble
can simply make an Intelligence or Wisdom check instead of the
normally-appropriate roll or check. Also when taking the aid another action,
if successful, the Noble's aid provides a bonus for one additional round per
5 points rolled above the DC with that aid another action, and the extra
duration of the bonus does not require additional actions.

Skill Mastery: At 10th-level the Noble selects a number of skills equal
to 3 + their Intelligence modifier, to apply Skill Mastery with. The Noble must
possess at least 5 ranks in each skill chosen for this Skill Mastery ability.
The Noble may take 10 on checks with those skills regardless of distractions,
threats, stress, or being rushed.

Guarded Mind: By 15th-level, the Noble has developed such a complex
and guarded mind that he or she is almost invulnerable to mental effects. The
Noble gains a +5 bonus on saves and checks against mind-affecting
effects, and a +3 bonus on checks to conceal whether they are being
sincere, honest, or truthful. He or she is immune to fear and intimidation.

Superior Aid: Nobles of 16th-level and higher are incredibly capable at
assisting others with advice and expertise earned in their long career. Each
time he or she uses the aid another action successfully, the Noble may
choose to provide the aid another bonus for any number of allies within
300 feet who are able to hear the Noble's advice. Also, whenever the Noble
uses the aid another action, the bonus provided is increased by +2, which
stacks with the bonus from Greater Aid.

Aristocrat Level Transparency: Treat Noble levels as Aristocrat levels
for purposes of feat, skill, and item prerequisites, when desired. May freely
multiclass between Noble and Aristocrat, even if the character did not
start as an Aristocrat, and vice versa.


Oriental Noble Blood
You are a member of the Orient nobility, privelaged and wealthy, but also
with extensive responsibilities and duties to family, emperor, and state.

Prerequisites: Descended from humans to some extent, whether
pure-blooded human, half-elven, half-orcish, spirit folk, or whatever.

Benefits: As a member of the nobility, you may take levels in the Samurai,
Aristocrat, Shugenja, and Noble classes, and even after 1st-level you may
still multiclass to any of these classes, unless you have broken ties to your
family (or vice versa). Members of other Castes may not take levels in the
above classes if they are of a human bloodline, and even those who have
no human blood may also be restricted in gaining such classes. If you begin
at 1st-level as an Aristocrat, Noble, Samurai, or Shugenja, you are required
to select this Caste. Diplomacy and Knowledge (Nobility & Royalty) are
always considered class skills for you, including at 1st-level. You are
provided room, board, and basic supplies from your family and lord as long
as you visit one or the other once a month or more, and as long as you
obey and serve them. Likewise, under the same conditions, each month
you may collect 10 gold pieces from the family coffers, to spend as you
please. Regardless, in place of the normal starting gold for your 1st-level
class, you may begin play with the following: 2d4x10 gold pieces, a
masterwork weapon of your choice (it must be a weapon you are proficient
with at 1st-level), and your choice of either a light warhorse or an
additional 2d4x10 gold pieces or a suit of masterwork partial armor (only
if you are proficient with it at 1st-level). Your free starting outfit is either
a noble's outfit or a courtier's outfit, your choice, complete with jewelry
or other adornments, instead of the usual selection for a starting outfit.

Special: This is not a feat, but rather a quality that the character
starts with. A character may only belong to one Caste, so they cannot
take multiple castes.
 
Last edited:

log in or register to remove this ad


I like your class and a lot of the ideas in it.

Just some random thoughts after glancing over it (I must be getting old - I had a lot of trouble reading the small type). :)

* No mention of armor proficiencies, but I'm assuming it's either Light or No Armor based on the weapon proficiencies

* I think it's a little weak as a PC class. Poor BAB, simple weapons only, and no spells or spell-like abilities. The Aristocrat as written in the DMG, with its moderate BAB and all armor and weapon proficiencies is probably a better adventuring class for a standard game (unless you don't really plan on having any combats).

* I'm not entirely sure about "Craft" and "Profession" as class skills. It really depends on what you mean by "noble" in your campaign. A profession, in a manner of speaking, would be something that the character would train in so that he could make money. Someone with Profession: Guide has the skills and abilities to make a living being a Guide. Nobles, as a general rule, don't usually have "jobs". They may have skills, but their expertise is most likely limited to Knowledge of a topic (in this case, Knowledge: Geography) versus practical application (Profession: Guide). That's a huge generalization, but you get the idea. Same thing with Craft, unless you're thinking of "artistic skills" like Craft: Painting or Craft: Sculpting and that kind of thing.

* While you mentioned not wanting to buy any more books that you're not sure you're going to use, you might want to at least check out the Quintessential Samurai. Read the reviews here at ENWorld to see if it's up your alley. There's a whole section on "Social Combat" that involves court intrigue in an Asian/Japanese setting (but applicable in any setting, really). It might give you a few ideas for dealing with that part of your game. I think that particular section is also repeated in the Ultimate Game Designer's Handbook.

* Nobles were typically nobles due to land ownership. You may be able to work some kind of angle like that into your class. Not a free castle or manor or anything, but maybe an influx of family wealth around 9th or 10th level to help get the character started on building one, which will then also increase his or her leadership score.
 

As the previous poster said, this class is probably overly weak for a traditional D&D campaign.

However, the guarded mind +20 to bluff checks is over the top and essentially makes Sense Motive a useless and obsolete skill. Since nobles have bluff as a class skill, and add their int, wis, and cha bonusses to bluff checks and has social grace, it's quite possible for a 15th level noble to make a bluff check at +67 (+18 ranks, +20 Guarded Mind, +15 social grace, +8 cha, +3 int, +3 wis). The best a character would be likely to do on Sense Motive would be an unusually wise paladin at +18 ranks, +6 wis, +5 from feats for +29. At that point, even using the -10/30 roll for natural 1s and natural 20's, the paladin needs to roll a 20 and the noble a natural 1 in order to be detected in anything but the most outrageous lie. And, since the noble can take 10 using skill mastery, he can do the whole Lammasu polymorphed into a halfling routine and even with +20, the paladin needs to roll an 18 in order to notice the lie.
 

Thanks for your comments!

Elder-Basilisk: Thanks for bringing that to my attention! I hadn't thought of how the +20 to conceal lies could be so overpowering....I was thinking it was a less-complete sort of immunity to lie-detection, not an absurd-but-impossible-to-disbelieve-Bluff. I'll drop it to +5 like the other bonus granted by Guarded Mind, or maybe +3. And I'll have to think of something to bolster the Noble's combat-effectiveness without giving them actual combat training or magic, neither of which would make sense with the class....

Samothdm: I didn't mention armor or shield proficiencies because the Noble has none, being mostly untrained for combat. They're the courtiers, magistrates, and leaders amongst the nobility, with subjects or servants to carry out tasks for them, while they just provide the motivation and leadership. If a Noble is going to fight, he or she is going to call out their bodyguard(s) to handle things while they just hang back with a smug look on their face and give a little motivational taunting and jeering. :cool: In battle the Noble just supports allies, and maybe backs them up with a crossbow or something. But aye, I do need to give the Noble something more than bonus feats and skill bonuses, if they're gonna be useful in battle.....I'll think about that. On the matter of Craft and Profession, you're right, I should probably remove those mundane skills, but will leave them with Craft (Painting), Craft (Poetry), Craft (Origami), Craft (Calligraphy), and whatnot. Maybe I'll pick up the Quintessential Samurai when I have some spending money. As for the whole land-ownership thing, I'll think about incorporating that somehow......I did put something like that into another class I made before, called the Royal Knight, which received a special reward from their liege every five levels that could be a magic item, a plot of land, a manor, a noble title/position, or the like.
 

somthing else to consider is that historically the aristocracy had acces to the best teachers availible. this included weapons training. they were not all fops and courtiers
 

Well, I'd be impossibly silly if I wouldn't notice the striking resemblance to Rokugan's Courtier class.

Overall interesting class although half of the abilities remind me of similiar ability the courtier class recieves. Sadly though, this class is much less powerful without the courtier Ability abilities (basically special abilities selected by the player from a filling list. Very powerful stuff there with great potential).

Personally, I'd rather play a female Scorpion seductress with the "Your Life is Mine" ability, or a Kitsuki investigator with the "Eyes see the Heart" ability. So far, AEG have been the only company to publish a courtier/noble/aristocrat class that players actually would consider using (in fact, I have one Crane duelist with levels in courtier. Deadly bastard, there).

But... don't let your hopes down. Play around with the class. See what you can come up with yourself. I'd offer my assistances if I wouldn't be up to my neck with other projects (including re-doing the samurai schools of Rokugan).

Good Luck ;)
 

You should say that the Skill mastery at first level can only be spent on the feat, I skipped over the name when I read it and got confused.

The Sly tongue ability seems (if only that) to be overpowered, maybe the higher of the two?

Other then that the formating isn't to easy on the eyes, maybe leting the board wrap the text it's self? And placing the table at the top.
 

Thanks for more feedback! I'll alter the format of my first post and change the text of some abilities for clarity. As noted in the foreward, I designed this Noble class to be a more balanced and realistic class than Rokugan's Courtier. The Courtier has too many abilities that should be magical due to their power and the type of effects they have, yet it is a mundane class (as it should be). And I've seen firsthand how overpowering the Courtier's massive social skill bonuses can be (in the Oriental Adventures campaign I ran, a 6th-level Courtier had a little over +20 on all Diplomacy checks, even when not using his Voice ability to add a further +6 on the check once per day). I do see now though that once one of my Nobles reaches 4th-level his or her Social Grace and Sly Tongue do become about as powerful as the Courtier's Voice, Talent, and Grace abilities....I'll have to fix that. I feel the Courtier class to be overpowered in social situations unless the player is forced to roleplay every bit of their early +20 or greater bonus on social skill checks, which would be all but impossible. The Courtier is also too mystical in its abilities even though they're technically mundane, somehow.
 

Remove ads

Top