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Noble's Stirring words, Help I have an existential dilemma.
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<blockquote data-quote="Fanaelialae" data-source="post: 6949446" data-attributes="member: 53980"><p>I gave them 1 extra starting skill (to me noble seems like it should be a skill class and this "balances" the change to expertise). I also gave them 7d4 x 10 starting gold, since it felt appropriate that the noble should have the most starting gold, and it didn't seem like it would do any harm. I changed Expertise to grant its benefit to two skills/tools instead of three (just personal preference).</p><p></p><p>I used the original version of Overwhelming Strike, where the save is based off of Charisma. It's a powerful ability if you can land the hits, so I didn't see a need to make it easy to maximize the DC. It can be justified by saying the noble strikes with conviction.</p><p></p><p>I changed Noncombatant to the following. I felt like the loss of proficiencies worked but would be difficult to justify in-game, and I didn't care for the ban on casting damaging spells. This change maintains their roles as a support character while still giving the the option to cast something like Ice Storm for the control benefits rather than damage:</p><p>Whenever you would roll for damage, you instead deal the minimum amount possible. This only applies to attacks you make, not those you grant others.</p><p></p><p>For Path of the Heart's Bonus Proficiencies, I added musical instrument as one of the options (it just felt appropriate).</p><p></p><p>I renamed Cries to Shouts. Personal preference. Cry for Life was renamed to Shout of Defiance. </p><p>I removed the part in Cry/Shout for Attention that grants advantage against the Noble (in my version that creature simply doesn't suffer disadvantage on attacks against the Noble). To balance the change I made it an action to use. </p><p></p><p>I changed the first sentence in Force of Personality to:</p><p>At 6th level, you gain proficiency in the Persuasion skill, or double your proficiency bonus if you already are proficient in Persuasion.</p><p>I figured that 99% of Noble's will probably start proficient in Persuasion (it seems a very Noble-esque skill), so I thought there should be a benefit to a Noble who starts with Persuasion trained.</p><p></p><p>I moved Loved by the People to 6th level. I also added the following ribbon to what it grants:</p><p>Additionally, while there [in civilization] you and your allies are provided with basic food and shelter at no cost.</p><p></p><p>I moved Tear of the Pure-Hearted to level 11 because it seems most similar to the 6th level Heal spell, and renamed it to Touch of the Pure-Hearted because I don't want to make my players cry. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Since, unlike Heal, it requires the target to spend hit dice, I expanded the list of conditions healed as follows (since it is a once per day ability, I don't expect it to be a big issue):</p><p>...and if he or she is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned the condition ends. Additionally, the creature’s exhaustion level, if any, is reduced by 2. </p><p></p><p>I moved Stirring Words to 14th level, and changed + attack to + damage.</p><p></p><p>I changed the Path of the Tactician's Rules of Engagement ability to only affect the Noble. I felt like granting it to all/most of the party might be a bit much. Plus, this way Tactical Adaptability may see more use.</p><p></p><p>For Tactical Mastery, I removed the part about maximizing the superiority dice. It seemed a bit much given that the entire party benefits from the bonus, which could be up to +36 damage on every attack for one round. +6d6 is still pretty amazing but less likely to kill a boss in a single round.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6949446, member: 53980"] I gave them 1 extra starting skill (to me noble seems like it should be a skill class and this "balances" the change to expertise). I also gave them 7d4 x 10 starting gold, since it felt appropriate that the noble should have the most starting gold, and it didn't seem like it would do any harm. I changed Expertise to grant its benefit to two skills/tools instead of three (just personal preference). I used the original version of Overwhelming Strike, where the save is based off of Charisma. It's a powerful ability if you can land the hits, so I didn't see a need to make it easy to maximize the DC. It can be justified by saying the noble strikes with conviction. I changed Noncombatant to the following. I felt like the loss of proficiencies worked but would be difficult to justify in-game, and I didn't care for the ban on casting damaging spells. This change maintains their roles as a support character while still giving the the option to cast something like Ice Storm for the control benefits rather than damage: Whenever you would roll for damage, you instead deal the minimum amount possible. This only applies to attacks you make, not those you grant others. For Path of the Heart's Bonus Proficiencies, I added musical instrument as one of the options (it just felt appropriate). I renamed Cries to Shouts. Personal preference. Cry for Life was renamed to Shout of Defiance. I removed the part in Cry/Shout for Attention that grants advantage against the Noble (in my version that creature simply doesn't suffer disadvantage on attacks against the Noble). To balance the change I made it an action to use. I changed the first sentence in Force of Personality to: At 6th level, you gain proficiency in the Persuasion skill, or double your proficiency bonus if you already are proficient in Persuasion. I figured that 99% of Noble's will probably start proficient in Persuasion (it seems a very Noble-esque skill), so I thought there should be a benefit to a Noble who starts with Persuasion trained. I moved Loved by the People to 6th level. I also added the following ribbon to what it grants: Additionally, while there [in civilization] you and your allies are provided with basic food and shelter at no cost. I moved Tear of the Pure-Hearted to level 11 because it seems most similar to the 6th level Heal spell, and renamed it to Touch of the Pure-Hearted because I don't want to make my players cry. ;) Since, unlike Heal, it requires the target to spend hit dice, I expanded the list of conditions healed as follows (since it is a once per day ability, I don't expect it to be a big issue): ...and if he or she is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned the condition ends. Additionally, the creature’s exhaustion level, if any, is reduced by 2. I moved Stirring Words to 14th level, and changed + attack to + damage. I changed the Path of the Tactician's Rules of Engagement ability to only affect the Noble. I felt like granting it to all/most of the party might be a bit much. Plus, this way Tactical Adaptability may see more use. For Tactical Mastery, I removed the part about maximizing the superiority dice. It seemed a bit much given that the entire party benefits from the bonus, which could be up to +36 damage on every attack for one round. +6d6 is still pretty amazing but less likely to kill a boss in a single round. [/QUOTE]
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