lunar2
2011-12-03, 01:42 PM
Hit Die: d8.
Class Skills
The Noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Estate, Tutoring (trained)|
2nd|+2|+3|+0|+3|Mettle|
3rd|+3|+3|+1|+3|Tutoring (+1)|
4th|+4|+4|+1|+4|Training (+1)|
5th|+5|+4|+1|+4|Bodyguard|
6th|+6/+1|+5|+2|+5|Tutoring (+2)|
7th|+7/+2|+5|+2|+5|Mount|
8th|+8/+3|+6|+2|+6|Training (+2)|
9th|+9/+4|+6|+3|+6|Tutoring (+3)|
10th|+10/+5|+7|+3|+7|Tutoring (mastery)|
11th|+11/+6/+1|+7|+3|+7|Improved Mettle|
12th|12/+7/+2|+8|+4|+8|Training (+3) Tutoring (+4)|
13th|+13/+8/+3|+8|+4|+8||
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|Tutoring (+5)|
16th|+16/+11/+6/+1|+10|+5|+10|Training (+4)|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|Tutoring (+6)
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Training (+5)
[/table]
Weapon and Armor Proficiencies: The Noble is proficient with all simple and martial weapons, light, medium and heavy armor, and shields (except tower shields).
Estate (Ex): The Noble gains an allowance from the holdings of their family, equal to 500gp times their class level every class level (500 at 1, 1000 at 2, etc.). the currency and method of delivery may vary by noble family and level. example: at first or second level, a courier carrying actual gold or platinum pieces may arrive, delivering the payment, while at higher levels, valuable gems may simply be teleported to the Noble's location.
Tutoring (Ex): A Noble has access to the best teachers in the region. They are treated as trained in all skills, even if they have no ranks in them. At 3rd level, and every 3rd level after that, they gain a +1 competence bonus to all skill and ability checks. At 10th level, they have mastered the use of skills, and can take ten even when normally not allowed to. additionally, they take no penalties for rushing skill checks.
Mettle (Ex): The Noble has been trained to resist assaults on their body and mind. Whenever they succeed on a fortitude or will save that results in a partial or halved effect, they instead negate the effect.
Training (Ex): The Noble has been taught by masters of combat. They gain a +1 competence bonus on attack roles and AC at every 4th level.
Bodyguard (Ex): The Noble gains an NPC bodyguard, paid for by his family. This bodyguard is a fighter of the same race and alignment as the Noble. It is always 2 levels lower than the Noble, and has gear appropriate for an NPC of its level.
Mount (Ex): The Noble gains a combat trained mount. this mount is a light or heavy warhorse (or similar creature for small or large Nobles) with HD advanced equal to the Noble's class level.
Improved Mettle: The Noble's Mettle improves. Now the Noble only takes the partial or halved effect on a failed save.
Ok, this is what I've got so far. I don't really like the mount special (2 minions!? bleh), but I'm kind of running out of ideas. I do want to incorporate "slippery mind" and poison immunity, but don't know where to put them. Also, should Training maybe apply to damage and/or saves, as well?
note that i want this to be a completely non-magical class. no SLAs, no supernatural abilities.
an alternate route would be to remove the bodyguard and the tutoring, do something better with the mount, and make this a knight type guy, instead. in that case, Training would need to be improved to every 3rd level, maybe.
Class Skills
The Noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Estate, Tutoring (trained)|
2nd|+2|+3|+0|+3|Mettle|
3rd|+3|+3|+1|+3|Tutoring (+1)|
4th|+4|+4|+1|+4|Training (+1)|
5th|+5|+4|+1|+4|Bodyguard|
6th|+6/+1|+5|+2|+5|Tutoring (+2)|
7th|+7/+2|+5|+2|+5|Mount|
8th|+8/+3|+6|+2|+6|Training (+2)|
9th|+9/+4|+6|+3|+6|Tutoring (+3)|
10th|+10/+5|+7|+3|+7|Tutoring (mastery)|
11th|+11/+6/+1|+7|+3|+7|Improved Mettle|
12th|12/+7/+2|+8|+4|+8|Training (+3) Tutoring (+4)|
13th|+13/+8/+3|+8|+4|+8||
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|Tutoring (+5)|
16th|+16/+11/+6/+1|+10|+5|+10|Training (+4)|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|Tutoring (+6)
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Training (+5)
[/table]
Weapon and Armor Proficiencies: The Noble is proficient with all simple and martial weapons, light, medium and heavy armor, and shields (except tower shields).
Estate (Ex): The Noble gains an allowance from the holdings of their family, equal to 500gp times their class level every class level (500 at 1, 1000 at 2, etc.). the currency and method of delivery may vary by noble family and level. example: at first or second level, a courier carrying actual gold or platinum pieces may arrive, delivering the payment, while at higher levels, valuable gems may simply be teleported to the Noble's location.
Tutoring (Ex): A Noble has access to the best teachers in the region. They are treated as trained in all skills, even if they have no ranks in them. At 3rd level, and every 3rd level after that, they gain a +1 competence bonus to all skill and ability checks. At 10th level, they have mastered the use of skills, and can take ten even when normally not allowed to. additionally, they take no penalties for rushing skill checks.
Mettle (Ex): The Noble has been trained to resist assaults on their body and mind. Whenever they succeed on a fortitude or will save that results in a partial or halved effect, they instead negate the effect.
Training (Ex): The Noble has been taught by masters of combat. They gain a +1 competence bonus on attack roles and AC at every 4th level.
Bodyguard (Ex): The Noble gains an NPC bodyguard, paid for by his family. This bodyguard is a fighter of the same race and alignment as the Noble. It is always 2 levels lower than the Noble, and has gear appropriate for an NPC of its level.
Mount (Ex): The Noble gains a combat trained mount. this mount is a light or heavy warhorse (or similar creature for small or large Nobles) with HD advanced equal to the Noble's class level.
Improved Mettle: The Noble's Mettle improves. Now the Noble only takes the partial or halved effect on a failed save.
Ok, this is what I've got so far. I don't really like the mount special (2 minions!? bleh), but I'm kind of running out of ideas. I do want to incorporate "slippery mind" and poison immunity, but don't know where to put them. Also, should Training maybe apply to damage and/or saves, as well?
note that i want this to be a completely non-magical class. no SLAs, no supernatural abilities.
an alternate route would be to remove the bodyguard and the tutoring, do something better with the mount, and make this a knight type guy, instead. in that case, Training would need to be improved to every 3rd level, maybe.