Quickleaf
Legend
My goal is to make a group of nobles who have a "smear campaign" feel to them - most of them are dirty and underhanded, but they'd never directly put a knife in the back (of course they'd do it politically), that's what assassins are for. They aren't all evil though, so their abilities must be able to be used for good...albeit a manipulative angle on good. I felt the Aristocrat class didn't do them justice, and I wanted more of a non-magical character than a bard feel, though more subversive, think "nobility with a bite." What do you think of this class? As an NPC class? As a PC class?
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Dehqan (Noble)
When the twin-tailed comet fell from the sky, a group of wise Magian followed its trail. This was in the days before shooting stars became a bad omen. They wandered through the desert and were nearly lost, but found their way using a cluster of stars which they called dehqans, meaning "guiding stars." At the end of the star trail, they found a family unlike any other, surpassing fair, bold of voice, and possessing of great charism. The sons of this family began the noble houses of Ayeer. Today the dehqan are not the great warriors and heads of state they once were. Indeed, they are fallen stars...
-- Spoken by Royal Vizier Manu to guests at the Shah's court
In Ayeer, the landed nobility are called "dehqan." They are educated and literate aristocrats with connections to the royal court, merchant houses, military leadership, and temple hierarchy. They have access to excellent resources and education. Nobles are trained in the essential arts of horsemanship, archery, swordplay, oratory, poetry, and calligraphy. They are considered heirs of Ayeer, both its political leadership, and its culture and history. It is their duty to be pillars of the Ayeeran community.
Unfortunately, the reality is that many nobles are corrupt and only interested in their own well being. As long as they are fed, they don't care if the commoners starve. Most are petty tyrants only interested in feigning piety just enough to win the people over. That said, some rise above the wickedness that haunts the noblility of Ayeer and aspire to become truly great leaders of their land.
Hit Die: d6
Saves: Good Will, poor Fort and Reflex
Attack Bonus: As Rogue
Reputation: +1 reputation bonus every 3 levels
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Langauge, Spot (Wis).
Skills at Each Level: 6 + Intelligence modifier (x4 at 1st level)
Weapon and Armor Proficiency: Nobles are proficient with light armor, shields, and simple and martial weapons.
Starting Gold: 6d4 x40 gp
Becoming a Dehqan: If a character does not begin as a 1st level Dehqan, they may only enter this class with sponsorship by a member of the greater nobility of Ayeer, usually following a heroic deed. Often, considerable wealth and reputation must be amassed first. Much like a prestige class, typical requirements include:
Reputation: 8 or greater
Sponsorship: A Dehqan must sponsor you, vouching for your pure blood and standing in the community of Ayeer. For a foreigner, finding a sponsoring Dehqan can be quite challenging. A sponsor might require a character prove they have a distant Ayeeran ancestor, uphold honorable values (at least in lip service), or perform a test to prove themselves.
Wealth: 4000 gold pieces and some form of land-ownership.
Special: The character must have one of these feats: Boastful Lineage, Fame, Lead by Example, or Leadership. If the character has more than one, subtract 1000 gp from the wealth requirement per extra feat.
Curse of the Stars: Characters born into a noble Dehqan family have a weakness that dates back to ancient times. A curse was placed upon the first sinner among the nobles: Ever shall the stars betray you, jealous of the name you bear. Anyone with Knowledge (nobility) can make a DC 30 check to see if they know of this weakness. If they have, they may make a DC 15 Knowledge (astronomy/astrology/nature) check can use the stars to track down a Dehqan. This acts as a find the path spell leading to the Dehqan. This spell is limited in that if the Dehqan is in a city, the spell can only indicate such, not the exact location of the Dehqan. Thus, a Dehqan with enemies learns to hide in a city, where being surrounded by people requires that their enemies rely on urban tracking.
Table: The Dehqan's special abilities
1- Bonus feat, Noble Upbringing, Oratory (fascinate, authority)
2-
3- Oratory (taunt, soothe)
4- Inheritance
5- Bonus feat
6- Oratory (satirize, suggestion)
7-
8- Inheritance
9- Oratory (delegate, sow distrust)
10- Bonus feat
11-
12- Inheritance, Oratory (incite, mass fascinate)
13-
14-
15- Bonus feat, Oratory (lesser geas)
16- Inheritance
17-
18- Oratory (mass suggestion)
19-
20- Bonus feat, Inheritance
Noble Feats:
Nobles select bonus feats at 1st, 5th, 10th, 15th, and 20th levels from the following list: Apprehend the invisible thread*, Boastful Lineage*, Champion*, Commanding Voice (D), Dangerous Insinuations (D), Diplomacy, Double-Tongued*, Elegant (D), Fame (notoriety)*, Hidden Lesson*, Information Network (D), Inspire Frenzy (D), Inspired Leader (D), Lasting Alliance (D), Leadership, Lead by Example*, Negotiator, Noble’s Enemy*, Patronage (D), Persuasive, Rabble Rouser (D), Read Character*, Reputation Broker (D), Secret (D). The noble must meet all prerequisites of the feat.
* Denotes a new feat
(D) Denotes a feat found in Dynasties & Demagogues
Noble Upbringing (Ex): Knowledge (nobility) is always a class skill for you. In addition, the noble gains three bonus class skills, languages, or weapon proficiencies.
Inheritance [4/8/12/16/20]: At each of these levels, a noble receives an inheritance, as long as he has maintained good standing in his family. These gifts take the form of an inherited title, a family heirloom, retainers, or ancestral land.
Heirloom: The noble gets a gift. This inheritance cannot be worth more than their current level x 1000 worth in gold. Some heirlooms are magical, though a stable of horses or jeweled crown are more likely. Selling or losing one's heirloom puts the noble out of good standing with their family until atonement is made, and results in a -3 penalty to their Reputation until the heirloom is recovered. If the heirloom is a multi-part thing (such as a stable of horses), theft of some part of the heirloom incurs just a -1 penalty to Reputation.
Land: The noble gets a monthly tax income of 1d6 x 100 gold. The income increases by 1d6 each time this option is taken. Each time the noble receives an inheritance of land, he must declare a province where the land is located, or that an old estate is simply growing. A noble must physically visit the land (or send a representative) in order to collect their tax money. If the noble doesn’t re-invest at least half the tax money they receive back into the province itself, they suffer a -3 penalty to their Reputation until they give a gift to the community and resume investing half of the tax money back into the land.
Retainers: The noble gains a +2 bonus on their Leadership score, increasing the number of followers they have. These followers may be from their home court, or they could be acquired in distant lands, depending on the noble’s circumstances. Maintaining your retainers costs money. A noble must pay 50 gold per month (x the number of times they've received retainers as inheritance). Failure to do so results in them losing this bonus to their Leadership score and immediately losing those followers they had gained.
Title: The noble gains a title which confers a +2 bonus to their Reputation whenever the noble truthfully identifies themself using the title.
Oratory: Once per day per class level, the Dehqan can use Perform (oratory) to produce special effects. Given the right circumstances, a Dehqan may be able to use a different Perform sub-skill, such as Dance or Poetry. Starting an oratory effect is a standard action. Many require Perform skill checks, and some require concentration, meaning the Dehqan must take a standard action each round to maintain the ability. Even while using oratory abilities that don’t require concentration, the Dehqan cannot attack, cast spells, or activate magic items. A Dehqan’s oratory ability requires the ability to speak and the ability to be understood. Thus, a Dehqan who is gagged or who does not speak the language of their target cannot use oratory.
1st Level
FASCINATE (as per Bard)
AUTHORITY: You project your voice in a short statement, such as: “Hear me!” You interrupt all conversations within 5 feet/level and draw attention to yourself. If used to speak, such as during negotiations or in a crowded hall, you gain a +2 bonus to Diplomacy or Intimidate checks. Any spellcasting going on (such as a ritual) within 5 feet/level may be disrupted. All spellcasters must make a Concentration check opposed by your Perform (oratory) check or lose their spell. A noble's oratory ability and a bard's music ability can both be interrupted using Authority; this is resolved as an opposed Perform check. Authority can be readied as an action.
3rd Level
TAUNT: By poking fun of another, the noble can provoke their target to commit a fatal blunder. A noble can choose one target, or simply target all opponents within earshot. The target(s) make a Will save against a DC of 5 + the result of the noble's Perform(oratory) check. If the target succeeds the save, it is unaffected. If the target fails, it must make one of the following blunders (the target chooses which one):
Ashamed: If the taunt occurs before an audience, the target becomes dazed and unable to speak for one round. The target cannot attack the noble for the remainder of the scene unless they succeed their Will (same DC as above); the save may be re-tested every round (though each failed attempt increases the DC of subsequent attempts by 2). If the target does attack, they act as if provoked (see below).
Provocation: Losing control of itself, the target attacks the noble in an all-out attack. This attack lasts until the noble is defeated, the attacker is talked down, the attacker is defeated, or the attacker is restrained. While attacking, the target makes an all-out attack every round (full attack option), unless they succeed at a Will save (same DC as above). If their Will save succeeds, they may employ a variety of strategies in their attack, but must keep pressing on until one of the conditions above is met. In most nations, assault is against the law, and witnesses will attest to the target attacking unprovoked if brought to court.
Slip Up: The target comes up with a blustering defense, accidentally letting slip a secret. This secret either condemns the target in the eyes of the audience ("I couldn't have been at the murder scene cause I was with the prince's wife!") or otherwise provides the noble with an edge over the target. The exact nature of the accidental slip up is left up to the GM and player to decide.
SOOTHE: A noble can perform either of the following actions on a successful Perform (oratory) check. This requires a full round of talking to the target.
1. Soothe the beguiled mind: Remove rage, fear, or a similar emotion from an ally or an opponent willing to listen. This requires a Perform (oratory) check made against the DC of the rage/fear/emotion effect. This check may not be re-tested.
2. Counter oratory: Counter the effects of another noble's taunt, sow distrust, or incite power. This requires an opposed Perform (oratory) check, and if the rival noble isn't present, simply use the result of their initial check to affect the target. This check may not be re-tested.
6th Level
SATIRIZE: A noble can satirize another, making fun of their deeds and personality, on a Perform (oratory) check. The DC of this check is 25 + the target's reputation.
Succeeds/Fails By.....Result
Fails by 11+................The noble loses 1d4 + target's Charisma modifier reputation. The noble may no longer satirize the target. Base reaction in the community towards the noble shifts negatively (e.g. friendly becomes indifferent).
Fails by 6-10...............The noble loses 1d4 reputation. Subsequent attempts to satirize the target suffer a -10 penalty (until you succeed).
Fails by 1-5.................Target loses no reputation. Subsequent attempt to satirize the target suffer a -4 penalty (until you succeed).
Succeeds by 0-5..........Target loses reputation points equal to 1d4 + noble's Charisma modifier. It takes 2d4 days for the satire takes effect.
Succeeds by 6-10........Target loses reputation points equal to 1d4 + noble's Charisma modifier. It takes 1d4 days for the satire to take effect.
Succeeds by 11+.........Target loses reputation points equal to 2d4 + noble's Charisma. It takes just 6 hours for the satire to take effect.
Once a noble has satirized a target, they may not further satirize them, unless the target happens to repair the effects of the satire. A noble may only satirize someone who is recognized by the population as a whole. This is determined on a Reputation check made by the community, albeit using the noble's Intelligence. If the community has heard of the target, they are fair game for being satirized. Lost reputation can only be gained by performing a quest, either rising above the slander, or incriminating the noble responsible.
The target need not be present when the noble satirizes them, as it is how the community views the target that determines their reputation. A target can make a Gather Information check to learn that the satire about them is spreading and what its nature is.
SUGGESTION (as per Bard)
9th Level
DELEGATE: The noble is skilled at getting others to do things. With a successful Perform (Oratory) check (DC 25) while performing the aid another action, the noble can delegate a task to a group of people (equal to or less than their noble class level). These people gain the aid another bonus (+2) until they complete the task the noble set out for them. It takes one round per five people you delegate to (e.g. 2 rounds for 6 people).
Succeeds By.....Result
0-5.....................You may delegate to a number of people equal 1/2 your noble class level. The task may not take longer than one day to complete. For example: "Break into the palace dungeon." +2 Move Silently for everyone who is being delegated to the task using move silently in the direct accomplishment of the mission. Once they're inside the dungeon (or they fail to reach it in 1 day) the aid another bonus ends.
6-10...................You may delegate to a number of people equal to your noble class level. The task may not take longer than one week to complete. In addition, each person may be given a unique task. For example: "Our goal is to enter the palace dungeon. Knathaiti, you distract the prince with your feminine ways. Tavik, you get the door open." Knathaiti gets +2 Bluff. Tavik gets +2 Open Locks. These bonuses apply only to directly accomplishing the mission and last until they mission is complete (or they fail to complete it in 1 week).
11+....................You may delegate to a number of people equal to your noble class level. The task may not take longer than one month to complete. You no longer delegate a specific task; rather you let the individuals shift the bonus as they see fit. For example: Jahandir directs Knathaiti and Tavik to break into the palace dungeon. Knathaiti uses the +2 bonus on a Bluff check to seduce the prince and on a Listen check to hear some approaching guards. Tavik uses the +2 bonus to Hide. However, he decides to steal a fat looking purse from a passing guard. Since this doesn't directly relate to the mission, he doesn't get the bonus for his Sleight of Hand check. Both Knathaiti and Tavik benefit from the bonus until their mission is complete (or they fail to penetrate the dungeon within 1 month).
SOW DISTRUST: The noble can turn one character against another. The noble requires a full round, and must know the name of both the person he is speaking to and the name of the target to whom the person's distrust will be directed (the GM may rule otherwise in special circumstances). The target makes a Will save (DC 5 + noble's Perform(Oratory). If the target fails, her attitude toward the other designated character worsens one step: friendly turns to indifferent, indifferent to unfriendly, etc. A noble who succeeds in sowing distrust can continue in a subsequent round, attempting to worsen their target's attitude even more. If the target becomes hostile, they usually don't outright attack the subject of their mistrust, rather they will begin plotting in some manner to "protect themselves." Often such "protection" involves plotting the other's downfall. A successful Will save doesn't restore previous attitudinal shifts, but it does render the target immune to the noble's sow distrust power for 24 hours.
12th Level
INCITE: A noble is an expert at manipulating public opinion. All people hearing the noble must make a Will save opposed by the noble's Perform (Oratory) skill or be compelled to attack whomever the noble directs them toward. This ability requires the noble to be physically present and does not work through magicks such as clairaudience. Certain individuals who would be extremely opposed to attacking the target gain a +4 circumstantial modifier to their save, this includes pacifists and relatives. After the noble stops speaking the the mob has a 50% of regaining their senses in 1d4 rounds and stop attacking, otherwise the continue on an uncontrolled rampage (this percentage should be adjusted by GM according to circumstances). Anyone making a successful sense motive check (DC 15) realizes they were duped and will be hostile towards the noble. If the noble used real misdeeds of the targeted group to incite the crowd the sense motive DC check is 20.
MASS FASCINATE: As Fascinate, except it affects all targets within 120', except those the noble specifies.
15th Level
LESSER GEAS: Any loyal or captured creature who can hear the noble and who is within 90' may be spoken to for a full minute (using fascinate can help ensure one isn't interrupted). This works like suggestion, except after a minute, the Will save is DC 15+ the noble's Charisma. The effect is identical to a lesser geas spell.
18th Level
MASS SUGGESTION: This ability functions like suggestion, except that the noble can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
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Dehqan (Noble)
When the twin-tailed comet fell from the sky, a group of wise Magian followed its trail. This was in the days before shooting stars became a bad omen. They wandered through the desert and were nearly lost, but found their way using a cluster of stars which they called dehqans, meaning "guiding stars." At the end of the star trail, they found a family unlike any other, surpassing fair, bold of voice, and possessing of great charism. The sons of this family began the noble houses of Ayeer. Today the dehqan are not the great warriors and heads of state they once were. Indeed, they are fallen stars...
-- Spoken by Royal Vizier Manu to guests at the Shah's court
In Ayeer, the landed nobility are called "dehqan." They are educated and literate aristocrats with connections to the royal court, merchant houses, military leadership, and temple hierarchy. They have access to excellent resources and education. Nobles are trained in the essential arts of horsemanship, archery, swordplay, oratory, poetry, and calligraphy. They are considered heirs of Ayeer, both its political leadership, and its culture and history. It is their duty to be pillars of the Ayeeran community.
Unfortunately, the reality is that many nobles are corrupt and only interested in their own well being. As long as they are fed, they don't care if the commoners starve. Most are petty tyrants only interested in feigning piety just enough to win the people over. That said, some rise above the wickedness that haunts the noblility of Ayeer and aspire to become truly great leaders of their land.
Hit Die: d6
Saves: Good Will, poor Fort and Reflex
Attack Bonus: As Rogue
Reputation: +1 reputation bonus every 3 levels
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Langauge, Spot (Wis).
Skills at Each Level: 6 + Intelligence modifier (x4 at 1st level)
Weapon and Armor Proficiency: Nobles are proficient with light armor, shields, and simple and martial weapons.
Starting Gold: 6d4 x40 gp
Becoming a Dehqan: If a character does not begin as a 1st level Dehqan, they may only enter this class with sponsorship by a member of the greater nobility of Ayeer, usually following a heroic deed. Often, considerable wealth and reputation must be amassed first. Much like a prestige class, typical requirements include:
Reputation: 8 or greater
Sponsorship: A Dehqan must sponsor you, vouching for your pure blood and standing in the community of Ayeer. For a foreigner, finding a sponsoring Dehqan can be quite challenging. A sponsor might require a character prove they have a distant Ayeeran ancestor, uphold honorable values (at least in lip service), or perform a test to prove themselves.
Wealth: 4000 gold pieces and some form of land-ownership.
Special: The character must have one of these feats: Boastful Lineage, Fame, Lead by Example, or Leadership. If the character has more than one, subtract 1000 gp from the wealth requirement per extra feat.
Curse of the Stars: Characters born into a noble Dehqan family have a weakness that dates back to ancient times. A curse was placed upon the first sinner among the nobles: Ever shall the stars betray you, jealous of the name you bear. Anyone with Knowledge (nobility) can make a DC 30 check to see if they know of this weakness. If they have, they may make a DC 15 Knowledge (astronomy/astrology/nature) check can use the stars to track down a Dehqan. This acts as a find the path spell leading to the Dehqan. This spell is limited in that if the Dehqan is in a city, the spell can only indicate such, not the exact location of the Dehqan. Thus, a Dehqan with enemies learns to hide in a city, where being surrounded by people requires that their enemies rely on urban tracking.
Table: The Dehqan's special abilities
1- Bonus feat, Noble Upbringing, Oratory (fascinate, authority)
2-
3- Oratory (taunt, soothe)
4- Inheritance
5- Bonus feat
6- Oratory (satirize, suggestion)
7-
8- Inheritance
9- Oratory (delegate, sow distrust)
10- Bonus feat
11-
12- Inheritance, Oratory (incite, mass fascinate)
13-
14-
15- Bonus feat, Oratory (lesser geas)
16- Inheritance
17-
18- Oratory (mass suggestion)
19-
20- Bonus feat, Inheritance
Noble Feats:
Nobles select bonus feats at 1st, 5th, 10th, 15th, and 20th levels from the following list: Apprehend the invisible thread*, Boastful Lineage*, Champion*, Commanding Voice (D), Dangerous Insinuations (D), Diplomacy, Double-Tongued*, Elegant (D), Fame (notoriety)*, Hidden Lesson*, Information Network (D), Inspire Frenzy (D), Inspired Leader (D), Lasting Alliance (D), Leadership, Lead by Example*, Negotiator, Noble’s Enemy*, Patronage (D), Persuasive, Rabble Rouser (D), Read Character*, Reputation Broker (D), Secret (D). The noble must meet all prerequisites of the feat.
* Denotes a new feat
(D) Denotes a feat found in Dynasties & Demagogues
Noble Upbringing (Ex): Knowledge (nobility) is always a class skill for you. In addition, the noble gains three bonus class skills, languages, or weapon proficiencies.
Inheritance [4/8/12/16/20]: At each of these levels, a noble receives an inheritance, as long as he has maintained good standing in his family. These gifts take the form of an inherited title, a family heirloom, retainers, or ancestral land.
Heirloom: The noble gets a gift. This inheritance cannot be worth more than their current level x 1000 worth in gold. Some heirlooms are magical, though a stable of horses or jeweled crown are more likely. Selling or losing one's heirloom puts the noble out of good standing with their family until atonement is made, and results in a -3 penalty to their Reputation until the heirloom is recovered. If the heirloom is a multi-part thing (such as a stable of horses), theft of some part of the heirloom incurs just a -1 penalty to Reputation.
Land: The noble gets a monthly tax income of 1d6 x 100 gold. The income increases by 1d6 each time this option is taken. Each time the noble receives an inheritance of land, he must declare a province where the land is located, or that an old estate is simply growing. A noble must physically visit the land (or send a representative) in order to collect their tax money. If the noble doesn’t re-invest at least half the tax money they receive back into the province itself, they suffer a -3 penalty to their Reputation until they give a gift to the community and resume investing half of the tax money back into the land.
Retainers: The noble gains a +2 bonus on their Leadership score, increasing the number of followers they have. These followers may be from their home court, or they could be acquired in distant lands, depending on the noble’s circumstances. Maintaining your retainers costs money. A noble must pay 50 gold per month (x the number of times they've received retainers as inheritance). Failure to do so results in them losing this bonus to their Leadership score and immediately losing those followers they had gained.
Title: The noble gains a title which confers a +2 bonus to their Reputation whenever the noble truthfully identifies themself using the title.
Oratory: Once per day per class level, the Dehqan can use Perform (oratory) to produce special effects. Given the right circumstances, a Dehqan may be able to use a different Perform sub-skill, such as Dance or Poetry. Starting an oratory effect is a standard action. Many require Perform skill checks, and some require concentration, meaning the Dehqan must take a standard action each round to maintain the ability. Even while using oratory abilities that don’t require concentration, the Dehqan cannot attack, cast spells, or activate magic items. A Dehqan’s oratory ability requires the ability to speak and the ability to be understood. Thus, a Dehqan who is gagged or who does not speak the language of their target cannot use oratory.
1st Level
FASCINATE (as per Bard)
AUTHORITY: You project your voice in a short statement, such as: “Hear me!” You interrupt all conversations within 5 feet/level and draw attention to yourself. If used to speak, such as during negotiations or in a crowded hall, you gain a +2 bonus to Diplomacy or Intimidate checks. Any spellcasting going on (such as a ritual) within 5 feet/level may be disrupted. All spellcasters must make a Concentration check opposed by your Perform (oratory) check or lose their spell. A noble's oratory ability and a bard's music ability can both be interrupted using Authority; this is resolved as an opposed Perform check. Authority can be readied as an action.
3rd Level
TAUNT: By poking fun of another, the noble can provoke their target to commit a fatal blunder. A noble can choose one target, or simply target all opponents within earshot. The target(s) make a Will save against a DC of 5 + the result of the noble's Perform(oratory) check. If the target succeeds the save, it is unaffected. If the target fails, it must make one of the following blunders (the target chooses which one):
Ashamed: If the taunt occurs before an audience, the target becomes dazed and unable to speak for one round. The target cannot attack the noble for the remainder of the scene unless they succeed their Will (same DC as above); the save may be re-tested every round (though each failed attempt increases the DC of subsequent attempts by 2). If the target does attack, they act as if provoked (see below).
Provocation: Losing control of itself, the target attacks the noble in an all-out attack. This attack lasts until the noble is defeated, the attacker is talked down, the attacker is defeated, or the attacker is restrained. While attacking, the target makes an all-out attack every round (full attack option), unless they succeed at a Will save (same DC as above). If their Will save succeeds, they may employ a variety of strategies in their attack, but must keep pressing on until one of the conditions above is met. In most nations, assault is against the law, and witnesses will attest to the target attacking unprovoked if brought to court.
Slip Up: The target comes up with a blustering defense, accidentally letting slip a secret. This secret either condemns the target in the eyes of the audience ("I couldn't have been at the murder scene cause I was with the prince's wife!") or otherwise provides the noble with an edge over the target. The exact nature of the accidental slip up is left up to the GM and player to decide.
SOOTHE: A noble can perform either of the following actions on a successful Perform (oratory) check. This requires a full round of talking to the target.
1. Soothe the beguiled mind: Remove rage, fear, or a similar emotion from an ally or an opponent willing to listen. This requires a Perform (oratory) check made against the DC of the rage/fear/emotion effect. This check may not be re-tested.
2. Counter oratory: Counter the effects of another noble's taunt, sow distrust, or incite power. This requires an opposed Perform (oratory) check, and if the rival noble isn't present, simply use the result of their initial check to affect the target. This check may not be re-tested.
6th Level
SATIRIZE: A noble can satirize another, making fun of their deeds and personality, on a Perform (oratory) check. The DC of this check is 25 + the target's reputation.
Succeeds/Fails By.....Result
Fails by 11+................The noble loses 1d4 + target's Charisma modifier reputation. The noble may no longer satirize the target. Base reaction in the community towards the noble shifts negatively (e.g. friendly becomes indifferent).
Fails by 6-10...............The noble loses 1d4 reputation. Subsequent attempts to satirize the target suffer a -10 penalty (until you succeed).
Fails by 1-5.................Target loses no reputation. Subsequent attempt to satirize the target suffer a -4 penalty (until you succeed).
Succeeds by 0-5..........Target loses reputation points equal to 1d4 + noble's Charisma modifier. It takes 2d4 days for the satire takes effect.
Succeeds by 6-10........Target loses reputation points equal to 1d4 + noble's Charisma modifier. It takes 1d4 days for the satire to take effect.
Succeeds by 11+.........Target loses reputation points equal to 2d4 + noble's Charisma. It takes just 6 hours for the satire to take effect.
Once a noble has satirized a target, they may not further satirize them, unless the target happens to repair the effects of the satire. A noble may only satirize someone who is recognized by the population as a whole. This is determined on a Reputation check made by the community, albeit using the noble's Intelligence. If the community has heard of the target, they are fair game for being satirized. Lost reputation can only be gained by performing a quest, either rising above the slander, or incriminating the noble responsible.
The target need not be present when the noble satirizes them, as it is how the community views the target that determines their reputation. A target can make a Gather Information check to learn that the satire about them is spreading and what its nature is.
SUGGESTION (as per Bard)
9th Level
DELEGATE: The noble is skilled at getting others to do things. With a successful Perform (Oratory) check (DC 25) while performing the aid another action, the noble can delegate a task to a group of people (equal to or less than their noble class level). These people gain the aid another bonus (+2) until they complete the task the noble set out for them. It takes one round per five people you delegate to (e.g. 2 rounds for 6 people).
Succeeds By.....Result
0-5.....................You may delegate to a number of people equal 1/2 your noble class level. The task may not take longer than one day to complete. For example: "Break into the palace dungeon." +2 Move Silently for everyone who is being delegated to the task using move silently in the direct accomplishment of the mission. Once they're inside the dungeon (or they fail to reach it in 1 day) the aid another bonus ends.
6-10...................You may delegate to a number of people equal to your noble class level. The task may not take longer than one week to complete. In addition, each person may be given a unique task. For example: "Our goal is to enter the palace dungeon. Knathaiti, you distract the prince with your feminine ways. Tavik, you get the door open." Knathaiti gets +2 Bluff. Tavik gets +2 Open Locks. These bonuses apply only to directly accomplishing the mission and last until they mission is complete (or they fail to complete it in 1 week).
11+....................You may delegate to a number of people equal to your noble class level. The task may not take longer than one month to complete. You no longer delegate a specific task; rather you let the individuals shift the bonus as they see fit. For example: Jahandir directs Knathaiti and Tavik to break into the palace dungeon. Knathaiti uses the +2 bonus on a Bluff check to seduce the prince and on a Listen check to hear some approaching guards. Tavik uses the +2 bonus to Hide. However, he decides to steal a fat looking purse from a passing guard. Since this doesn't directly relate to the mission, he doesn't get the bonus for his Sleight of Hand check. Both Knathaiti and Tavik benefit from the bonus until their mission is complete (or they fail to penetrate the dungeon within 1 month).
SOW DISTRUST: The noble can turn one character against another. The noble requires a full round, and must know the name of both the person he is speaking to and the name of the target to whom the person's distrust will be directed (the GM may rule otherwise in special circumstances). The target makes a Will save (DC 5 + noble's Perform(Oratory). If the target fails, her attitude toward the other designated character worsens one step: friendly turns to indifferent, indifferent to unfriendly, etc. A noble who succeeds in sowing distrust can continue in a subsequent round, attempting to worsen their target's attitude even more. If the target becomes hostile, they usually don't outright attack the subject of their mistrust, rather they will begin plotting in some manner to "protect themselves." Often such "protection" involves plotting the other's downfall. A successful Will save doesn't restore previous attitudinal shifts, but it does render the target immune to the noble's sow distrust power for 24 hours.
12th Level
INCITE: A noble is an expert at manipulating public opinion. All people hearing the noble must make a Will save opposed by the noble's Perform (Oratory) skill or be compelled to attack whomever the noble directs them toward. This ability requires the noble to be physically present and does not work through magicks such as clairaudience. Certain individuals who would be extremely opposed to attacking the target gain a +4 circumstantial modifier to their save, this includes pacifists and relatives. After the noble stops speaking the the mob has a 50% of regaining their senses in 1d4 rounds and stop attacking, otherwise the continue on an uncontrolled rampage (this percentage should be adjusted by GM according to circumstances). Anyone making a successful sense motive check (DC 15) realizes they were duped and will be hostile towards the noble. If the noble used real misdeeds of the targeted group to incite the crowd the sense motive DC check is 20.
MASS FASCINATE: As Fascinate, except it affects all targets within 120', except those the noble specifies.
15th Level
LESSER GEAS: Any loyal or captured creature who can hear the noble and who is within 90' may be spoken to for a full minute (using fascinate can help ensure one isn't interrupted). This works like suggestion, except after a minute, the Will save is DC 15+ the noble's Charisma. The effect is identical to a lesser geas spell.
18th Level
MASS SUGGESTION: This ability functions like suggestion, except that the noble can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
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