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<blockquote data-quote="dungeon blaster" data-source="post: 2256308" data-attributes="member: 30575"><p><strong>The Noble Knight</strong></p><p></p><p>NOBLE KNIGHT</p><p>Alignment: Any.</p><p>Hit Die: d8.</p><p></p><p>BAB: High</p><p>Saves: Good Fort, Good Will</p><p></p><p><strong>Class Skills</strong></p><p>The noble’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Inspire (Cha), Intimidate (Wis), Jump (Str), Perform (Cha), Profession (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), and Swim (Str).</p><p>Skill Points: 6 + Int modifier</p><p></p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the noble knight.</p><p>Weapon and Armor Proficiency: A noble knight is proficient with all simple and martial weapons, with all armor (light, medium, and heavy), and with all shields (including tower shields).</p><p><strong>Bonus Feats:</strong> At 3rd level, a noble knight gets a bonus feat. The noble gains an additional bonus feat at 7th level and every four noble knight levels thereafter (11th, 15th, and 19th). A noble knight must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.</p><p>These bonus feats are in addition to the feat that a character of any class gets from advancing levels. </p><p><strong>Inspire Courage (Su):</strong> A noble knight can inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the noble speak. The effect lasts for as long as the ally hears the noble speak and for 10 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every four noble levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 9th, and +4 at 13th, and +5 at 20th). Inspire courage is a mind-affecting ability.</p><p><strong>Divine Grace (Su):</strong> At 2nd level, a noble knight gains a bonus equal to his Charisma bonus (if any) on all saving throws.</p><p><strong>Smite (Su):</strong> Once per day, a noble knight may attempt to smite his enemy with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per noble level.</p><p>At 8th level, and at every four levels thereafter, the noble may smite his enemies one additional time per day, as indicated on Table: The Noble Knight, to a maximum of five times per day at 20th level.</p><p><strong>Leadership:</strong> Noble knights are natural-born leaders, automatically gaining the Leadership feat at 6th level and receiving a +1 bonus to their leadership scores. This bonus increases +1 point every four levels after 6th (10th, 14th, and 18th level) to a maximum of +4 at 18th level.</p><p><strong>Majesty:</strong> Not sure what this does yet.</p></blockquote><p></p>
[QUOTE="dungeon blaster, post: 2256308, member: 30575"] [b]The Noble Knight[/b] NOBLE KNIGHT Alignment: Any. Hit Die: d8. BAB: High Saves: Good Fort, Good Will [b]Class Skills[/b] The noble’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Inspire (Cha), Intimidate (Wis), Jump (Str), Perform (Cha), Profession (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), and Swim (Str). Skill Points: 6 + Int modifier [b]Class Features[/b] All of the following are class features of the noble knight. Weapon and Armor Proficiency: A noble knight is proficient with all simple and martial weapons, with all armor (light, medium, and heavy), and with all shields (including tower shields). [b]Bonus Feats:[/b] At 3rd level, a noble knight gets a bonus feat. The noble gains an additional bonus feat at 7th level and every four noble knight levels thereafter (11th, 15th, and 19th). A noble knight must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. [b]Inspire Courage (Su):[/b] A noble knight can inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the noble speak. The effect lasts for as long as the ally hears the noble speak and for 10 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every four noble levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 9th, and +4 at 13th, and +5 at 20th). Inspire courage is a mind-affecting ability. [b]Divine Grace (Su):[/b] At 2nd level, a noble knight gains a bonus equal to his Charisma bonus (if any) on all saving throws. [b]Smite (Su):[/b] Once per day, a noble knight may attempt to smite his enemy with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per noble level. At 8th level, and at every four levels thereafter, the noble may smite his enemies one additional time per day, as indicated on Table: The Noble Knight, to a maximum of five times per day at 20th level. [b]Leadership:[/b] Noble knights are natural-born leaders, automatically gaining the Leadership feat at 6th level and receiving a +1 bonus to their leadership scores. This bonus increases +1 point every four levels after 6th (10th, 14th, and 18th level) to a maximum of +4 at 18th level. [b]Majesty:[/b] Not sure what this does yet. [/QUOTE]
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