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General (commander) class

trepanier

First Post
New general (or noble) class. please comment

Hit Die:
Nobles gain 1d6 hit points per level. The character's Constitution modifier applies.


Class Skills
The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter
Four: Skills for skill descriptions).
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int),
Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha),
Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession
(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language
(Int), Spot (Wis), Swim (Str), Use magical device (Ch, exclusive skill), Wilderness Lore (Wis).

Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
All of the following are class features of the noble:

Weapon and Armor Proficiency
The noble may be proficient in the use of all simple and martial weapons and with all types of
armor and . Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble.

Wealth: A noble earns extra monetary wealth. In essence, this can represent any number of things in the game world: An inheritance, a grant, an increase in the aristocrat's station, a lucky trade affair, or simply the continuing growth in value of existing domains. The DM and player should work together to determine the form the new wealth takes each time this option is used. Suggested forms include landed wealth (a manor, rich city house, farmlands, mines, etc), monetary wealth (gems, money) or magical items (should not occur often, but not too rarely either).

At level 1, the noble starts with 900 gp. The noble always have the starting gear for pc as non-gear value. It can be used for mercenaries who to be paid with land but not for merchants.


Status: A noble get an extra + 2* level to diplomacy (or others) rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: to get hospitality from the wary peasant, aware there are werewolfs lurking around). Ex: level 12 duke Elron get a +24 bonus.

DMs rule determines if titles are gifts or must be taken as a feat.


New intimidate

Will test. Dc is intimidate total.
Works on same level or less
If compelled to attack, contest of intimidate
-5 per difference of size
+ (x2 parties ratio). Ex:100 vs 10 = +20) for commoners and those 5 levels + less than you.




Remove Fear (prer Intimidate/command 5, as the spell)

At level 3, can only cure frightened state. At level 5, panic. At level 10, everyone within 30’.
Roll: 10 shaken, 15 frightened, 25 panicked. Take 10 rounds to protect and 1 round to grant another save.

Coordinate (prer diplomacy 5)
A noble has a knack for getting people to work together. When the noble can aid others
and give directions, she provides a bonus to the task at hand by making an aid another
check. A noble get and extra This bonus is in addition to the normal aid another bonus (+2), and it increases
every six noble class levels. So, the noble provides a total +3 bonus at 2nd level (+2 aid
another bonus, +1 cooperation bonus), a +4 bonus at 8th level, +5 at 14 and +6 at 20. This ability can't be
used to assist in combat.

Leadership
At 6th level, the noble gain the Leadership feat. Bonuses apply at later levels.

Tactician (prer diplomacy or knowlegde(military) 5)
The noble talent as a tactician give an extra circumstance bonus to coordinate people in combat. Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the noble tactics (can take 10, one roll a day) get and extra +1 (minimum +3) to their aid check.of +2 par level. This bonus raise +1 at level 13 and 19.

Cause Fear (Prer: intimidate 10)
As the spell (save vs intimidate total). Shaken: same as cause fear, only cause a shaken state


Scare (Prer: intimidate 10)
As the spell (save vs intimidate total)

Daze (prer. Intimidate 15)
As the n0 spell. Duration: 1 round/level. Save vs intimidate total. Mass daze: affect any enemy 10’ around the noble.


Table 1-1: The Noble bab: as rogue; saves: Good Will


noble

1 Wealth, status and fighter proficiencies

2 Coordinate +3
3 Remove Fear, shaken
4
5 Cause fear
6 Leadership, shaken (area of scare)
7 tactician +3, feat
8 coordinate +4
9 scare
10 Scare (no 6HD limit), remove fear (anyone within 30’),
11 splippery mind
12 Leadership +1, tactician +4, feat
13
14 tactician +4 , daze, feat
15 Leadership +2, coordinate +5
16 Mass daze
17 feat
18 Leadership +3
19 tactician +5, feat
20 coordinate +6
 
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