Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Noble PC class (SW/3e hybrid to make viable PC choice)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="peterka1" data-source="post: 95850" data-attributes="member: 3121"><p>my own revised version...</p><p></p><p></p><p>THE NOBLE PC CLASS FOR 3E </p><p>Members of the noble class use their intelligence and natural charisma to make their way </p><p>in the world. From true royalty to elected officials, military commanders to crime lords, </p><p>traders, merchants, and ambassadors, character types who appear in the noble class are </p><p>varied and numerous. Some bring honor to the name. Others are sly, treacherous, and </p><p>dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a </p><p>knack for making compromises, the noble commands respect, makes friends, and </p><p>inevitably influences people. </p><p></p><p>Exploits </p><p>Most nobles wind up in dangerous situations because of something they believe in or </p><p>because their job calls for it. Others hope to use their negotiating talents to navigate a </p><p>course through the troubles around them, or seek to find profit in the troubles of others. </p><p>Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that </p><p>sustains them through the roughest missions. An adventuring noble might be a member of </p><p>a powerful guild or trading coster, a diplomat, an aide to a high-ranking noble, or one who </p><p>stands to inherit little from his father's estate and seeks to make his own name for himself. </p><p>Nobles often feel responsible for others, though some consider themselves to be better </p><p>than those around them. </p><p></p><p>Characteristics </p><p>The noble fosters feelings of good will and honesty, or at least the illusion of such, to </p><p>succeed. Where other classes shoot first, the noble starts out asking questions and hopes </p><p>to finish by negotiating a deal. The noble believes she can be more effective with words </p><p>and deeds than with violence, though some draw a sword when push comes to shove. The </p><p>noble is more comfortable in civilized regions, where law and order have some meaning. </p><p>Of all the classes, nobles have the best diplomatic and bargaining skills. They're good </p><p>talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make </p><p>good leaders. </p><p></p><p>Background </p><p>Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their </p><p>duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and </p><p>power often associated with the positions they aspire to. Power-hungry nobles take </p><p>advantage of the system and wind up helping others only to help themselves. The halls of </p><p>power are calling. How the noble answers can make all the difference. </p><p></p><p>Game Rule Information </p><p>Nobles have the following game statistics: </p><p></p><p>Abilities </p><p>Charisma is undoubtedly a noble's most important ability score, as the noble's skill at </p><p>interacting with others and projecting a sense of confidence is crucial for his or her </p><p>success. Wisdom and Intelligence form the basis of other important skills, so these ability </p><p>scores are also significant. </p><p></p><p>Hit Die: </p><p>Nobles gain 1d8 hit points per level. The character's Constitution modifier applies. </p><p></p><p>Class Skills </p><p>The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter </p><p>Four: Skills for skill descriptions). </p><p>Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), </p><p>Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), </p><p>Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession </p><p>(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language </p><p>(Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis). </p><p></p><p>Skill Points at 1st Level: (6 + Int modifier) x 4. </p><p>Skill Points at Each Additional Level: 6 + Int modifier. </p><p></p><p>Class Features </p><p>All of the following are class features of the noble: </p><p></p><p>Weapon and Armor Proficiency </p><p>The noble is proficient in the use of all simple and martial weapons and with all types of </p><p>armor and shields. Note that armor check penalties for armor heavier than leather apply to </p><p>the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble. </p><p></p><p> </p><p>Bonus Feats </p><p>At 2nd, 6th, 10th and any 2 levels after, the noble gains a bonus feat (access to skilled masters). At 20th, she becomes emperor.</p><p></p><p>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). </p><p></p><p>Once every level, the aristocrat may cash in a maximum of 1000 gp * charisma bonus </p><p>* level attained at each aristocrat level. At 10th level: double. So, Starting gear is an extra 2,500 gp. A 15th-level aristocrat could earn extra 30000 gp * charisma worth of various forms of wealth. To get titles, just pay for it (not necessary real money). DM should rule how much it cost.</p><p></p><p>Status: A noble get an extra + 1 * charisma bonuses per noble levels to rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: diplomacy rolls to get hospitality from the wary peasant, aware there are werewolfs lurking around). Ex: level 12 duke Elron with ch 14 get a +24 bonus.</p><p></p><p></p><p>Inspire Confidence </p><p>Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering </p><p>them and improving their chances of success. An ally must listen to and observe the noble </p><p>for a full round for the inspiration to take hold. The effect lasts for 3 rounds + charisma bonus. She may inspire a number of allies equal to half her noble levels, rounded up. She can inspire confidence once per day for every four levels of noble she possesses (once per day from 1st to 4th level, twice per day from 5th to 8th level, and so on). </p><p>An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 </p><p>morale bonus on attack and weapon damage rolls. The noble can't inspire confidence in herself. The ability only aids her allies. </p><p></p><p>Coordinate </p><p>A noble has a knack for getting people to work together. When the noble can aid others </p><p>and give directions, she provides a bonus to the task at hand by making an aid another </p><p>check. This bonus is in addition to the normal aid another bonus (+2), and it increases </p><p>every four noble class levels. So, the noble provides a total +3 bonus at 4th level (+2 aid </p><p>another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc. </p><p>This ability can't be used to assist in combat. </p><p></p><p>Inspire Greatness </p><p>Beginning at 5th level, a noble can inspire greatness in an ally, granting extra fighting </p><p>capability. This works similar to inspire confidence, except it affects but a single ally. An </p><p>ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on </p><p>attacks, and a +2 morale bonus to saving throws. The effect lasts for 10 rounds. The noble </p><p>can inspire greatness once per day. For every three class levels attained beyond 5th level, </p><p>the noble can inspire greatness in one additional ally. </p><p>The noble can't inspire greatness in herself. The ability only aids her allies.</p><p></p><p></p><p>Leadership </p><p>At 6th level, the noble gains the Leadership feat. At 9th level and every 2 class levels thereafter, the noble's Leadership score is improved by +1. </p><p> </p><p></p><p>Table 1-1: The Noble bab: as rogue save: as wizard</p><p></p><p>Level Special </p><p>1st wealth, status </p><p>2nd bonus feat, Inspire confidence </p><p>3rd </p><p>4th Coordinate </p><p>5th Inspire greatness </p><p>6th bonus feat, Leadership feat </p><p>7th </p><p>8th </p><p>9th Leadership +1 </p><p>10th bonus feat </p><p>11th Leadership +2 </p><p>12th bonus feat</p><p>13th Leadership +3 </p><p>14th bonus feat</p><p>15th Leadership +4</p><p>16th bonus feat</p><p>17th Leadership +5 </p><p>18th bonus feat</p><p>19th Leadership +6 </p><p>20th bonus feat , Emperor</p><p>modified by peterka1</p><p></p><p>Note: </p><p>Noble levels means money, respect and social interactions bonuses. 1st level noble is nothing to an higher level character because 1-3000 gp is nothing to them.</p></blockquote><p></p>
[QUOTE="peterka1, post: 95850, member: 3121"] my own revised version... THE NOBLE PC CLASS FOR 3E Members of the noble class use their intelligence and natural charisma to make their way in the world. From true royalty to elected officials, military commanders to crime lords, traders, merchants, and ambassadors, character types who appear in the noble class are varied and numerous. Some bring honor to the name. Others are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a knack for making compromises, the noble commands respect, makes friends, and inevitably influences people. Exploits Most nobles wind up in dangerous situations because of something they believe in or because their job calls for it. Others hope to use their negotiating talents to navigate a course through the troubles around them, or seek to find profit in the troubles of others. Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that sustains them through the roughest missions. An adventuring noble might be a member of a powerful guild or trading coster, a diplomat, an aide to a high-ranking noble, or one who stands to inherit little from his father's estate and seeks to make his own name for himself. Nobles often feel responsible for others, though some consider themselves to be better than those around them. Characteristics The noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed. Where other classes shoot first, the noble starts out asking questions and hopes to finish by negotiating a deal. The noble believes she can be more effective with words and deeds than with violence, though some draw a sword when push comes to shove. The noble is more comfortable in civilized regions, where law and order have some meaning. Of all the classes, nobles have the best diplomatic and bargaining skills. They're good talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make good leaders. Background Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and power often associated with the positions they aspire to. Power-hungry nobles take advantage of the system and wind up helping others only to help themselves. The halls of power are calling. How the noble answers can make all the difference. Game Rule Information Nobles have the following game statistics: Abilities Charisma is undoubtedly a noble's most important ability score, as the noble's skill at interacting with others and projecting a sense of confidence is crucial for his or her success. Wisdom and Intelligence form the basis of other important skills, so these ability scores are also significant. Hit Die: Nobles gain 1d8 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), Wilderness Lore (Wis). Skill Points at 1st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier. Class Features All of the following are class features of the noble: Weapon and Armor Proficiency The noble is proficient in the use of all simple and martial weapons and with all types of armor and shields. 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. Bonus Feats At 2nd, 6th, 10th and any 2 levels after, the noble gains a bonus feat (access to skilled masters). At 20th, she becomes emperor. 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). Once every level, the aristocrat may cash in a maximum of 1000 gp * charisma bonus * level attained at each aristocrat level. At 10th level: double. So, Starting gear is an extra 2,500 gp. A 15th-level aristocrat could earn extra 30000 gp * charisma worth of various forms of wealth. To get titles, just pay for it (not necessary real money). DM should rule how much it cost. Status: A noble get an extra + 1 * charisma bonuses per noble levels to rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: diplomacy rolls to get hospitality from the wary peasant, aware there are werewolfs lurking around). Ex: level 12 duke Elron with ch 14 get a +24 bonus. Inspire Confidence Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effect lasts for 3 rounds + charisma bonus. She may inspire a number of allies equal to half her noble levels, rounded up. She can inspire confidence once per day for every four levels of noble she possesses (once per day from 1st to 4th level, twice per day from 5th to 8th level, and so on). An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls. The noble can't inspire confidence in herself. The ability only aids her allies. Coordinate 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. This bonus is in addition to the normal aid another bonus (+2), and it increases every four noble class levels. So, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc. This ability can't be used to assist in combat. Inspire Greatness Beginning at 5th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 morale bonus to saving throws. The effect lasts for 10 rounds. The noble can inspire greatness once per day. For every three class levels attained beyond 5th level, the noble can inspire greatness in one additional ally. The noble can't inspire greatness in herself. The ability only aids her allies. Leadership At 6th level, the noble gains the Leadership feat. At 9th level and every 2 class levels thereafter, the noble's Leadership score is improved by +1. Table 1-1: The Noble bab: as rogue save: as wizard Level Special 1st wealth, status 2nd bonus feat, Inspire confidence 3rd 4th Coordinate 5th Inspire greatness 6th bonus feat, Leadership feat 7th 8th 9th Leadership +1 10th bonus feat 11th Leadership +2 12th bonus feat 13th Leadership +3 14th bonus feat 15th Leadership +4 16th bonus feat 17th Leadership +5 18th bonus feat 19th Leadership +6 20th bonus feat , Emperor modified by peterka1 Note: Noble levels means money, respect and social interactions bonuses. 1st level noble is nothing to an higher level character because 1-3000 gp is nothing to them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Noble PC class (SW/3e hybrid to make viable PC choice)
Top