Noble

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Nobles are a very heavy support class and are best for a campaign with a mix of combat and political intrigue. In order to get the most out of this class it may be smart to multiclass as while the static bonuses are nice and their save progression isn't awful, in combat they can only do so much unless you build them with enough combat feats to keep things fresh.

Role: Utility Support

Characteristics: A class for inspiring and coordinating people while calling in favors

Source: Dragonlance Campaign Setting

Game Rule Information

The Noble has the following game statistics.

Abilities: Having strong Charisma and Intelligence is good for the class skills you have and influencing people. High dexterity will help your Noble stay alive in combat

Alignment: Any

Hit Die: d8

Starting Gold: 6d4 x 10

Class Skills

The Noble's class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge(all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Noble.

Weapon and Armor Proficiency: A Noble is proficient with The noble is proficient in the use of all simple and martial weapons, light armor, and shields.

Bonus Class Skill: At 1st level, a noble may designate any one cross-class skill as a class skill. This represents an area of study the noble character has pursued on his own.

Favor: The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.

A noble can try to call in a favor a number of times in a week of game time that's equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favor per week, while a 7th-level noble can attempt to call in favors as many as three times from different contacts.

The DM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.

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 effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up.

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 himself. The ability only aids his allies.

Coordinate: A noble has a knack for getting people to work together. When the noble can aid others and give directions, he 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 of +2, and it increases as the noble gains levels. Therefore, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.

This ability can't be used to assist in combat.

Inspire Greatness: Beginning at 11th 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 moral bonus on saving throws.

The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally.

The noble can't inspire greatness in himself. The ability only aids his allies.

Table 1-1: Noble Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +0 +2 +2 Bonus class skill, favor +1
2nd +1 +0 +3 +3 Inspire confidence 1/day
3rd +2 +1 +3 +3 Favor +2
4th +3 +1 +4 +4 Coordinate +1
5th +3 +1 +4 +4 Inspire confidence 2/day
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Favor +3
8th +6/+1 +2 +6 +6 Coordinate +2
9th +6/+1 +3 +6 +6 Inspire confidence 3/day
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7 Inspire greatness (1 ally)
12th +9/+4 +4 +8 +8 Favor +4
13th +9/+4 +4 +8 +8 Coordinate +3, inspire confidence 4/day
14th +10/+5 +4 +9 +9 Inspire greatness (2 allies)
15th +11/+6/+1 +5 +9 +9
16th +12/+7/+2 +5 +10 +10 Favor +5
17th +12/+7/+2 +5 +10 +10 Inspire confidence 5/day, inspire greatness (3 allies)
18th +13/+8/+3 +6 +11 +11 Coordinate +4
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Coordinate +5, inspire greatness (4 allies)