Realms of Chaos
2013-03-28, 01:26 PM
Noble
Wherever society springs forth, it always seems as though someone is ready to claim control. From kings to chiefdoms to grand hierophants, leaders of civilization take nearly every form. Spreading off from many of these leaders, often through birth, adoption, and marriage are webs of aristocracy and nobility that engulf entire nations in their grasp. While many would view these nobles as posh and inbred lapdogs for their distant sovereign, a rare few manage to separate themselves from the rest of the aristocracy. Filled with potential and guided by wanderlust, these rare nobles act upon their own behalf, increasing their own standing as they see and experience most of the world. The most active among these nobles, whether seeking adventure or kept from the quiet life of home through mistake or disaster, may even join or fund adventurers out in the world. While not as strong or smart as others, the presence of a noble is felt everywhere that they go.
Alignment: Any
Starting Age: As rogue
Hit Die: d8
Class Skills:
Appraise, Bluff, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spot
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Noble
{table=head]Level|BAB|Fort|Ref|Will|Special |
Royal Purse
1st|+0|+2|+0|+2|Servant, Noble Heritage|
--
2nd|+1|+3|+0|+3|Influence (Fame), Social Currency|
--
3rd|+2|+3|+1|+3|Noble Heritage|
--
4th|+3|+4|+1|+4|Leader of Men|
2,000 gp
5th|+3|+4|+1|+4|Diplomatic Ties +4|
3,000 gp
6th|+4|+5|+2|+5|Influence (Leader)|
4,000 gp
7th|+5|+5|+2|+5|Noble Heritage|
5,000 gp
8th|+6/+1|+6|+2|+6|Leader of Men|
6,000 gp
9th|+6/+1|+6|+3|+6|Diplomatic Ties +6|
7,500 gp
10th|+7/+2|+7|+3|+7|Influence (Untouchable)|
9,000 gp
11th|+8/+3|+7|+3|+7|Noble Heritage|
10,500 gp
12th|+9/+4|+8|+4|+8|Leader of Men|
12,000 gp
13th|+9/+4|+8|+4|+8|Diplomatic Ties +8|
14,000 gp
14th|+10/+5|+9|+4|+9|Influence (Representative)|
16,000 gp
15th|+11/+6/+1|+9|+5|+9|Noble Heritage|
18,000 gp
16th|+12/+7/+2|+10|+5|+10|Leader of Men|
20,000 gp
17th|+12/+7/+2|+10|+5|+10|Diplomatic Ties +10|
22,500 gp
18th|+13/+8/+3|+11|+6|+11|Influence (Invaluable)|
25,000 gp
19th|+14/+9/+4|+11|+6|+11|Noble Heritage|
27,500 gp
20th|+15/+10/+5|+12|+6|+12|True Leader, Leader of Men|
30,000 gp
[/table]
Class Features
Weapon and Armor Proficiencies: All nobles are proficient with light weaponry and one martial weapon of his or her choice, chosen at 1st level. The noble is proficient with light armor, but not with shields.
Noble Heritage: While nobility may appear widespread at a cursory glance, it can occur in a staggeringly large array of forms. At 1st level, a noble may select two skills representing his or her house or upbringing. Those two skills are treated as class skills for the noble. Alternately, one or both of these skills may be switched for proficiency with medium armor or with martial weapons or both of these skills may be traded for the skill focus feat in one noble class skill.
Furthermore, each noble inherits some tricks, secrets, and means of ruling others through their noble line, granting them certain benefits. At 1st level, each noble selects a single noble heritage, gaining the appropriate abilities at 1st level, 3rd level, and every 4 levels afterwards. Once this decision has been made, it cannot be later altered.
Third, while a noble doesn’t necessarily have the authority to make and enforce laws within his or her home nation, the prestige of noble blood does carry some weight, granting a +2 bonus to all Bluff, Diplomacy, and Intimidate skill checks made within his or her nation of origin. Within a community at least the size of a large town (over 2,000 residents) within that nation, the noble and a number of companions up to his or her Charisma score (including party members and servitors) are further entitled to an average lifestyle without paying anything out of their own pockets, barring extraordinary conditions (such as siege, aftermath of a natural disaster, mass mind control, etc.).
Finally, while most nobles who would be travelling are kept from the full wealth expected of nobility (whether they have run from home, they are kept from their inheritance by woes of legality or procession, or they simply come from a line of landless nobility), they do possess more than the average traveler, starting play with 300 additional gold pieces.
Noble Heritages:
Martial Heritage:
A good many kingdoms are ruled through raw martial might rather than magic or trickery. While some lineages control the armies that oppose their enemies or that keep their own people in line, others have gained power through their good fortune or skill on the battlefield. Others still, though gaining power through martial means, need not necessarily obtain power through war. In certain societies, for example, only the rich and powerful can afford to organize larger hunts and provide for the community.
Martial Strike: While most nobles are trained in combat to varying degrees, one from a more martial heritage can strike hard and true when it counts. Whenever the noble makes an attack, he or she may declare it to be a martial strike. When making a martial strike, the noble gains a +1 insight bonus to the attack and damage roll. These bonuses increase by +1 at 5th level and every 4 levels afterwards. This ability may be used a number of times each day up to 3 + 1/2 of the noble’s class level. This ability counts as possessing a fighter level equal to half of the noble’s class level for the purpose of meeting prerequisites.
Martial Training: Beyond simple capability in combat, nobles acquire a good deal of experience to help them out in the fray. At 3rd level, the noble acquires a bonus fighter feat for which it meets all prerequisites. The noble gains an additional fighter feat both at 11th level and at 19th level.
Martial Aura: Starting at 7th level, a noble possesses the power to effectively lead others out on the field of combat. The noble gains an aura out to 60 feet, affecting all allies capable of hearing and understanding him or her. Where relevant, X equals one third of the noble’s class level, rounded down. The noble benefits from the ability lent out as well. The noble may switch which ability is lent out as a swift action:
Allies gain an X x 5% miss chance on all attacks made against them.
Allies gain a +X bonus to critical confirmation rolls, damage rolls, and to trip, disarm, sunder, bull rush, overrun, and grapple checks.
Allies gain Damage Reduction X/-, stacking with similar forms of damage reduction
Allies increase their speed for all modes of movement by X x 5 ft.
Martial Mastery: Starting at 15th level, a noble attains the height of their martial skill. Whenever he or she uses martial strike, only a single use is needed to affect all attacks made as part of a full-attack action. Furthermore, whenever a noble uses martial strike as part of a full attack, he or she may make an additional attack at his or her full base attack bonus.
Arcane-Blooded Heritage:
With the strength that arcane magic holds, it is unsurprising that lineages with arcane power could take power. Some lineages run kingdoms and nations as part of a magocracy, possessing enough power to lay claim to the throne and far more skill at political matters than most others who would rule such a community. Others with arcane power come from monarchies, using their spells to prove that they have descended from the ruling lineage or even claiming to have descended from dragons.
Arcane Power: The noble possesses some rough ability to cast arcane spells, though neither like a wizard nor a sorcerer. At 1st level, a noble selects whether it will possess access to the necromancy school or enchantment school of magic. The noble may only learn spells from the chosen school of magic plus the abjuration, conjuration, and divination schools. The noble starts play with 3 1st-level spells and learns an additional spell at each even level, none of which may possess a higher spell level than 1 + 1/4 of the noble’s class level. No spell may be chosen more than once. Each spell must be selected from the sorcerer/wizard spell list and is usable 1/day as an arcane spell with a caster level equal to the noble’s class level. The saving throw to resist, if any, equals 10 + spell level + Cha modifier. Metamagic feats may not be used with this spell. This class feature counts as possessing a sorcerer level equal to half of the noble’s class level for the purpose of meeting the prerequisites for draconic feats and other heritage feats.
Arcane Training: Beyond simple skill with arcane power, a noble gains skill at using this spellcasting potential. At 3rd level, the noble gains a bonus feat that must be an item creation feat, reserve feat, draconic feat, or other heritage feats The noble must meet all prerequisites. The noble gains an additional such bonus feat both at 11th level and at 19th level.
Arcane Journeyman: Starting at 7th level, a noble can call forth a magical minion to serve them, a sign of their dominance over arcane energies. The noble gains a familiar that benefits as if the noble possessed a wizard level equal to its class level. Furthermore, the noble gains the improved familiar feat, allowing for stronger creatures to be called forth as this minion.
Quickened Casting: Starting at 15th level, a noble can call upon magic in hardly any time at all. Once per day, after casting an arcane spell gained through the noble’s arcane power class feature, it may cast a second such spell at least two spell levels lower as a swift action.
Divine-Blooded Heritage:
While many monarchs claim a divine right to rule, a few nobles truly seem to have divine energy running through their blood. Even outside of a raw theocracy where such power may entitle one to rule, others have used their latent divine powers to claim status as a living god or as the descendant to a grand deific force. Even in less organized communities, those with stronger ties to the world around them may be seen as favored by ancestors or animist spirits, giving them some claim to rule.
Divine Power: The noble possesses some rough ability to cast divine spells, though unlike most other divine casters. At 1st level, a noble selects whether it will possess access to druid spell list or the cleric spell list. The noble may only learn spells from the chosen spell list. The noble starts play with 3 1st-level spells and learns an additional spell at each even level, none of which may possess a higher spell level than 1 + 1/4 of the noble’s class level. No spell may be chosen more than once. Each spell is usable 1/day as a divine spell with a caster level equal to the noble’s class level. The saving throw to resist, if any, equals 10 + spell level + Cha modifier. Metamagic feats may not be used with these spells. This class feature counts as turning or rebuking undead for the purpose of meeting the prerequisites of divine feats and devotion feats and is treated as the wildshape class feature for the purpose of meeting the prerquisites of wild feats if the noble can cast spells of at least 3rd level. Any spell may be expended as if it were a use of turn or rebuke undead for the purpose of these feats and any spell of at least 3rd level may be expended for the purpose of a wild feat.
Divine Training: Beyond simple skill with divine power, a noble gains skill at using this spellcasting potential. At 3rd level, the noble gains a bonus feat that must be an item creation feat, devotion feat, divine feat, or wild feats. The noble must meet all prerequisites. The noble gains another bonus feat both at 11th level and at 19th level.
Divine Journeyman: Starting at 7th level, a noble gains some greater sign of divine power depending on what source of magic it wields, signifying the noble’s divine favor. If casting spells from the cleric spell list, the noble gains access to a single divine domain of his or her god (or that suits the ideal he or she worships). The noble gains the granted power and may cast one of the spells from that domain each day by sacrificing a spell of equal or higher level gained through his or her divine power class feature. If casting spells from the druid spell list, the noble instead gains an animal companion, using his or her noble level in place of his or her druid level to determine the benefits.
Quickened Casting: Starting at 15th level, a noble can call upon magic in hardly any time at all. Once per day, after casting a divine spell gained through the noble’s arcane power class feature, it may cast a second such spell at least two spell levels lower as a swift action.
Canny Heritage:
While some rulers rely on martial might or magic, some achieve and maintain power through sheer cunning and insight. Knowing the system better than anyone else can hope, these rulers know how to best address the issues at hand to build popular support or how to keep enemies at each other’s throats while redirecting blame for anything that goes on. Often emerging from families so entrenched in politics that they need little else than wit to keep power, few could hope to out-think these nobles.
Uncanny Skill: while most nobles may seem quite skilled, one from a canny heritage rarely runs across a task that he or she lacks even some proficiency in. Whenever a noble would make a skill check, he or she may choose to utilize uncanny skill. When utilizing uncanny skill, the noble may treat his or her ranks in the skill as equaling his or her class level if otherwise lower. This ability can be used a number of times per day equal to 3 + 1/2 of the Noble’s class level. The noble is treated as possessing ranks in all skills at least equal to half of his or her class feature for the purpose of meeting prerequisites. Furthermore, whenever a noble uses a skill trick (complete scoundrel), he or she may spend a use of this ability rather than expending that trick for the encounter (or for the day, depending on the skill trick).
Dilettante Training: Rather than focusing talents on any particular area, a noble from a canny lineage learns a bit of just about everything. At 3rd level, the noble gains any two general feats as bonus feats so long as they possess no prerequisites. Furthermore, the noble gains a bonus skill trick (complete scoundrel) it meets all prerequisites for without spending skill points. This skill trick doesn’t count towards the limit of how many the noble may possess. The noble gains another two feats and a skill trick at 11th level and again at 19th level.
Quick Skills: Starting at 7th level, a noble can perform most tasks with great speed. The noble no longer takes penalties to skill checks for speeding them or for moving more quickly when using certain skills like climb or tumble (though the maximum speed movable while using such skills doesn’t change).
Skill Mastery: Starting at 15th level, a noble can nearly ensure success at most tasks apart from combat. Whenever the noble rolls a result of under 10 when making a skill check, he or she may treat the result of the roll as a 10.
Notes and Explanation:Yep, there’s a whole lot going on right here. Just through this ability, a noble gains a couple of skills AND/OR proficiencies OR a feat AND some social bonuses AND a decent lifestyle AND a special ability AND some wealth that is relevant at 1st level. None of it looks to be too much here, however. As for the giant elephant in the room, it is glaringly obvious that the two magic options are superior to the two non-magic options. Barring a rewrite of the magic system, there isn’t much I could have done to prevent that. I liked the idea that a team of four nobles could have the basic roles of combatant/divine caster/arcanist/skill monkey filled I decided to go with it.
And, to address the next question, I have no intention of allowing this class to cross-specialize (start as divine blooded and move into canny, for example). While this is for 3.5 and I’ve heard mixed opinions on Pathfinder notions like sorcerer bloodlines, this seems like a pretty basic distinction to make and I just don’t believe in allowing classes to “theurge” within themselves. If you want pieces of two different roles, multiclass or take a PrC. It isn’t as though I’ve packed the specializations with tons of unique and highly desirable powers anyways so… yeah.
Servant: At 1st level, a noble gains the service of a plain if loyal servant and assistant to help you with most mundane matters. The servant is an expert of your race with levels equal to the noble’s class level, possessing feats and skills of the player’s choice. The servitor is an NPC under the control of the DM, however, and it does all that it can to avoid entering dungeons, fighting in battles, or putting itself in other dangerous situations. The servant requires no formal form of pay, remaining out of loyalty to the noble and receiving a +4 bonus to all saves against mind-affecting effects, though the noble is responsible for providing for the servant (including equipment) and will leave if repeatedly mistreated or tricked into danger. A replacement for a lost or slain servant may be obtained after a month has passed.
Notes and Explanation:And you get a servant. This is just a way to have someone else to run servants and small stuff outside of battles and combat so it shouldn’t create too many more problems than unseen servant would.
Social Currency (Ex): At 2nd level, a noble can use his or her influence to receive special treatment, favors, and other services. The noble effectively has a pool of virtual gold pieces equal to 150 plus 10 gp per class level to spend on services and non-material. This pool replenishes at the start of each week. The types of services and nonmaterial goods available to a noble may include:
Pay for lodgings, stabling, taxes, and tolls.
Improve his lifestyle quality.
Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
Obtain invitations to exclusive events, or entry into privileged locations.
Spread rumors or start a whispering campaign.
Purchase spellcasting services.
Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).
A noble cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to DM discretion.
Notes and Explanation:This is the only class feature that I did not personally create, taken from the Noble Scion (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/noble-scion) PrC, the class that inspired me to write this up. When I first read it, I thought that it was a brilliant way to give a character more or less unlimited wealth without totally breaking the system. With that said, how much some of that stuff (invitations and rumors in particular) costs is kind of in the air so that type of cost is more for DM discretion than anything else.
Influence (Ex): Starting at 2nd level, the name and face of a noble start to gain some degree of fame and influence among others. The noble may add half of his or her class level as a bonus to bluff, diplomacy, and intimidate checks when dealing with leaders. The same value is decreased from the DCs of Knowledge (local), Knowledge (royalty and nobility), and Gather Information checks made to gather publically available information about the noble.
Starting at 6th level, the influence of a noble is sufficient to smooth over most of life’s difficulties. The noble and a number of chosen allies up to his or her Charisma score are exempt from paying taxes, tithes, tariffs, or similar costs. Furthermore, with 1d4 hours of working in a community at least indifferent towards the noble and his or her causes, the noble can muster a work force of up to 1% of the town’s population (minimum of 1, maximum of 10/class level). All recruited citizens are level 1 experts of the most populous race in town and they are willing to work for up to 24 hours so long as the work does not involve battle or put them in any serious danger. This ability may not be used more than once per week in a single community.
Starting at 10th level, a noble’s influence makes them all but untouchable in many ways. The noble and a number of chosen allies up to his or her Charisma score are treated to a limited degree of diplomatic immunity, excusing them from most legal limitations (such as bans on magic, armor, or weaponry within settlements) and excusing them from most crimes short of treason or murder. Furthermore, any entity acting openly against the noble or his or her chosen allies earns the enmity of the noble’s allies such as his or her nation of origin and all additional nations or organizations he or she is linked to through the noble’s diplomatic ties class feature, making all such allies unfriendly (if not already hostile) towards the offending group.
Starting at 14th level, a noble becomes a political voice, speaking on behalf of entire nations and communities. As such, with 1d4 hours of work within a community, a noble can come into contact with any leader of that community, up to and including those who are hostile towards the noble and/or the groups that the noble represents. Furthermore, a noble can make diplomacy checks against or on behalf of entire groups and nations. The noble may only make diplomacy checks against a group or nation if capable of communicating with one of its leaders and the new attitude takes 2d4 days to carry over.
Starting at 18th level, the life of a noble has taken on a great deal of value, both to allies and enemies. Any creature with an Intelligence score of 3 or more intending to kill the noble and aware of who the noble is gains some awareness of how valuable the noble would be as a hostage (though it is under no compulsion to act on this awareness). Conversely, allies of the noble now possess a vested interest in keeping him or her alive and well. In effect, the noble possesses a pool of 100,000 gold pieces as if through social currency, though this wealth may only be utilized to heal, protect, or rescue the noble. Only the noble, his or her fellow party members, or direct servants of the noble may call upon this wealth. Unlike Social Currency, this wellspring of wealth is never refilled. Once this aid is used, it is gone forever.
Notes and Explanation:And what would a noble class be without way to gain and abuse social status within a campaign. Most of this stuff is pretty simple and hopefully level appropriate. I’m particularly proud of the final ability for some reason, but that’s probably just me.
Leader of Men (Ex): Regardless of their precise means and actions, all nobles possess a certain force of personality that draws in others and makes them want to listen. At 4th level and every 4 levels afterwards, a noble may select one of the following abilities. No ability may be selected more than once and all selected abilities may be used in any combination a number of times per day equal to 3 + the Noble's Charisma modifier. Each of these abilities require a move action to activate and last for 5 rounds unless mentioned otherwise. The noble must be capable of speech to use any of these abilities and only allies within 100 feet who can hear and understand the noble are affected (including the noble). Each of these abilities is linked more closely with two PC classes, though any creature could potentially benefit.
Furthermore, a noble can acquire suitable minions when the situation requires it. At 4th level, the noble may acquire a minion. A minion is an NPC of a level up to the noble's level -3. At least half of all levels a Minion possesses (rounded up) must be in NPC classes while the remaining may be in any PC class linked to one or more selected abilities. A minion functions in most ways as a cohort gained through the leadership feat, though it does not divide experience rewards further with its presence in encounters. Minions can only be acquired in communities of at least 5,000 citizens. A lost or slain minion may be replaced after a week has passed.
Abilities:
Strengthen Prayer: Whenever the noble uses this ability, the next divine spell each ally casts within the next round gains a +1 insight bonus to its caster level for every 4 class levels the noble possesses. Spells cast from items like potions, scrolls, and staves do not receive this bonus.
Related Classes: Druid and Cleric
Restore Resolve: Whenever the noble uses this ability, all affected allies gain 5 temporary hit points for every 4 class levels the noble possesses and fight as though they possess the diehard feat.
Related Classes: Cleric and Paladin
Condition Purity: Whenever the noble uses this ability, all affected allies gain Spell Resistance 8 + Noble’s class level. This spell resistance may be willingly lowered to allow allied spell effects without spending an action to do so.
Related Classes: Paladin and Monk
Maintain Discipline: Whenever the noble uses this ability, the noble may select a single ally to be affected who must hear and understand that noble. That ally may make an additional saving throw against any noninstantaneous spell or effect is has failed a saving throw against within the past round, gaining a +1 morale bonus to the roll for every 4 class levels the noble possesses and ending the effect early with success. Only one additional chance at success can be granted in this way.
Related Classes: Monk and Fighter
Inspire Courage: Whenever the noble uses this ability, affected allies gain a +1 morale bonus to attack rolls, damage rolls, and Will saves against fear effects for every 4 class levels the noble possesses.
Related Classes: Fighter and Barbarian
Wilderness Guide: Whenever the noble uses this ability, affected allies may ignore natural sources of difficult terrain and halve all penalties and damage taken from mundane weather or environmental hazards. This ability can be utilized consistently during overland movement as well, effectively providing a +10 foot bonus to the overland speed of all affected creatures for every 4 class levels the noble possesses. This speed bonus even applies to unintelligent mounts, so long as they are guided or ridden. This ability functions for 1 hour per use instead of 5 rounds.
Related Classes: Barbarian and Ranger
Cat and Mouse: Whenever the noble uses this ability, he or she may either lend the benefits of the darkstalker feat to all allies within range (Lords of Madness, p. 179) or grant all such allies blindsense out to a range of 10 feetfor every 4 class levels the noble possesses. Unlike other abilities, the noble need not speak or be heard or understand to utilize this power, though all allies to benefit from this ability must be capable of seeing the noble. This ability functions for 10 minutes instead of 5 rounds.
Related Classes: Ranger and Rogue
Reinforce Competence: Whenever the noble uses this ability, he or she selects a single skill. Whenever an affected ally rolls a skill check with the chosen skill, they may take a -4 penalty to their check to use the noble’s ranks in that skill in place of their own. Certain skills (such as move silently or bluff) may be impossible to aid in this way.
Related Classes: Rogue and Bard
Monstrous Lore: Whenever the noble uses this ability, you may grant your allies a +1 insight bonus to AC against the natural attacks of a specific type of creature and to saving throws against its racial supernatural and spell-like abilities for every 4 class levels the noble possesses.
Related Classes: Bard and Wizard
Bolster Arcana: Whenever the noble uses this ability, the next arcane spell each ally casts within the next round gains a +1 insight bonus to its caster level for every 4 class levels the noble possesses. Spells cast from items like potions, scrolls, and staves do not receive this bonus.
Related Classes: Wizard/Sorcerer
Notes and Explanation:And here we have another huge ability. One thing about noble classes in just about every form they have taken is that they are (even on the battlefield) “leaders”. As such, giving the noble a small stable of semi-usable minions and some combat buffs seems necessary. The buffing is a bit over what a bard can accomplish seeing as this class will likely require these features to be useful in the battlefield. If you people think that the buffs are too much and that they should be pruned back, each will be limited to a number of daily uses equal to 3 + Cha per day.
As for the minions, they are kind of in an interesting place. They aren’t really strong enough to take the place of pre-existing party members but they can fill any blank spaces in the party roster that needs to be filled (a rogue/expert can act as a secondary skill monkey or a barbarian/warrior can help fight if you lack strong fighters while spellcasters can help reinforce the party. To be perfectly clear, not having options for every class here is partially due to the amount of effort involved but is also partially on purpose (I’d NEVER make an artificer ability, for example). If the number of minions is viewed as being too high, there will only be one at a time and the noble will be able to “switch out” at any civilization large enough.
Oh, and yeah, I couldn't quite finish the cycle with a druid/sorcerer ability (no clue what it would look like) but I think that I came close enough, all things considered.
Royal Purse: Starting at 4th level, a noble has earned the right to borrow permanent material goods from your nation or other nations with which you have established diplomatic relations (see diplomatic ties class feature, below). The total value of all items you can have borrowed at a time is listed in the table above. Items can only be borrowed from communities at least the size of a large town (over 2,000 residents) within or belonging to such a nation. Most items are available within 1d4 hours but exceptionally unusual requests (such as requesting a sailboat in the middle of a desert) instead require 1d4 days or weeks depending on availability and ease of delivery (DM discretion). While magic items are available, items (magical or otherwise) that are expended or that possess charges are never lent out in this way. Any item lost, stolen, or broken subtracts its value from that given on the table above for a year and a day and items sold or traded subtract their value permanently if news of this is discovered. Returning a borrowed item follows a similar process, except that it only ever requires 1 hour and the noble can’t borrow against the value of that object for 24 hours.
Notes and Explanation:This is another class feature I am particularly proud of for some reason. Most noble or “I have lots of money” classes I’ve seen simply get large lump sums of money as class features, giving a single boost to gear before meaning nothing. This feature, however, has you effectively borrowing gear and lets you return it when you’re done to get new gear. Because of this ability to trade, having the noble around instead of just what they buy you actually has some relevance and a smaller amount of money can still be made to feel relevant even at higher levels.
Diplomatic Ties: As a noble grows in influence and social stature, the area over which the noble possesses influence grows as this increasing realm of influence increases his or her value to all of his or her allies. At 5th level and every 4 levels afterwards, a noble may select a nation or similar entity. The bonuses that the noble possesses within his or her nation of origin due to his or her noble heritage class feature now apply to the new nation and those bonuses increase by +2. Alternately, the noble may choose a single organization (such as the Westmark Trading Company or the Church of Pelor) and apply the bonus when dealing with that organization (stacking with the bonus for operating within an allied nation), increasing the bonus by +2 as normal. A noble may not select a nation or organization that is actively hostile towards him or herself or his or her preexisting allies.
Notes and Explanation:And now for the political equivalent of favored enemies, getting bigger bonuses in more places to aid with the diplomancy angle. If I’m overlooking something important here, be sure to let me know.
True Leader: At 20th level, a noble has gained enough experience out in the world to truly claim control over a large number of people, regardless of his or her heritage. The noble effectively gains the leadership feat as a bonus feat. If the noble already possesses the leadership feat, the noble instead gains a +4 bonus to his or her leadership score and doubles the number of 1st-level followers he or she possesses.
Notes and Explanation:I’ve always thought that leadership sounds more like a capstone than anything else and so I’ve decided to grant it as one. It’s as awesome as it ever is but I feel that it feels right as the capstone to a noble class.
OTHER MATTERS
When Nations Fall:
Over the course of a campaign, the biggest problem that a noble may run into is the fall of his or her nation or an allied nation or if it should be taken over by a hostile force. If this should happen, a noble may re-establish him or herself in a new nation with 1d4 weeks of work, so long as the new nation is not actively aggressive towards his current or previous allies.
The Inactive Noble:
While this class is made more for an adventuring noble, it is quite possible that a DM would require an inactive noble with more clout than a common aristocrat. In such a case, replace the 300 bonus gold at 1st level with the ability to maintain a wealthy lifestyle within the nation of origin for the noble and allies rather than an average lifestyle. The noble furthermore trades the servant class feature to gain a number of level 1 commoners (of any race without level adjustment or racial hit dice) equal to the Noble’s class level x his or her Charisma modifier, representing serfs and/or slaves. These servants never grow in strength, possess little loyalty to the noble (though they won’t strive to run away unless actively mistreated), and won’t put themselves in danger if at all avoidable. The wealth that they make on behalf of the noble effectively goes towards maintaining the wealthy lifestyle they possess (with less money coming in from other sources as the noble gains self-sufficiency with more serfs). Lost or slain commoners may be replaced at a rate of 1d4 per day.
Inheritance: If the 1st level of noble isn’t gained during character creation, the initial 300 gp of wealth is gained at an inheritance, which can be acquired at any community containing at least 5,000 individuals within the noble’s nation or origin.
Rural Nobility: Some people may want to know how certain noble abilities work if no communities within the noble’s nation are large enough. Put simply, if a nation lacks any sort of community that large, nobles such as the class presented here probably don’t exist.
Should There Be a Noble Class?: I have seen it questioned in the past whether nobles should even be a class at all rather than a simple position of power. I think that I’ve built a decent niche built on skills, political influence, wealth, and buffs with minions but if you were against the idea to begin with, I doubt that this class would do anything to change your mind. Not trying to say that you’re wrong or anything but know that I am aware of that viewpoint and that this was made for people who want to represent aristocracy through their selection in class.
Wherever society springs forth, it always seems as though someone is ready to claim control. From kings to chiefdoms to grand hierophants, leaders of civilization take nearly every form. Spreading off from many of these leaders, often through birth, adoption, and marriage are webs of aristocracy and nobility that engulf entire nations in their grasp. While many would view these nobles as posh and inbred lapdogs for their distant sovereign, a rare few manage to separate themselves from the rest of the aristocracy. Filled with potential and guided by wanderlust, these rare nobles act upon their own behalf, increasing their own standing as they see and experience most of the world. The most active among these nobles, whether seeking adventure or kept from the quiet life of home through mistake or disaster, may even join or fund adventurers out in the world. While not as strong or smart as others, the presence of a noble is felt everywhere that they go.
Alignment: Any
Starting Age: As rogue
Hit Die: d8
Class Skills:
Appraise, Bluff, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spot
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Noble
{table=head]Level|BAB|Fort|Ref|Will|Special |
Royal Purse
1st|+0|+2|+0|+2|Servant, Noble Heritage|
--
2nd|+1|+3|+0|+3|Influence (Fame), Social Currency|
--
3rd|+2|+3|+1|+3|Noble Heritage|
--
4th|+3|+4|+1|+4|Leader of Men|
2,000 gp
5th|+3|+4|+1|+4|Diplomatic Ties +4|
3,000 gp
6th|+4|+5|+2|+5|Influence (Leader)|
4,000 gp
7th|+5|+5|+2|+5|Noble Heritage|
5,000 gp
8th|+6/+1|+6|+2|+6|Leader of Men|
6,000 gp
9th|+6/+1|+6|+3|+6|Diplomatic Ties +6|
7,500 gp
10th|+7/+2|+7|+3|+7|Influence (Untouchable)|
9,000 gp
11th|+8/+3|+7|+3|+7|Noble Heritage|
10,500 gp
12th|+9/+4|+8|+4|+8|Leader of Men|
12,000 gp
13th|+9/+4|+8|+4|+8|Diplomatic Ties +8|
14,000 gp
14th|+10/+5|+9|+4|+9|Influence (Representative)|
16,000 gp
15th|+11/+6/+1|+9|+5|+9|Noble Heritage|
18,000 gp
16th|+12/+7/+2|+10|+5|+10|Leader of Men|
20,000 gp
17th|+12/+7/+2|+10|+5|+10|Diplomatic Ties +10|
22,500 gp
18th|+13/+8/+3|+11|+6|+11|Influence (Invaluable)|
25,000 gp
19th|+14/+9/+4|+11|+6|+11|Noble Heritage|
27,500 gp
20th|+15/+10/+5|+12|+6|+12|True Leader, Leader of Men|
30,000 gp
[/table]
Class Features
Weapon and Armor Proficiencies: All nobles are proficient with light weaponry and one martial weapon of his or her choice, chosen at 1st level. The noble is proficient with light armor, but not with shields.
Noble Heritage: While nobility may appear widespread at a cursory glance, it can occur in a staggeringly large array of forms. At 1st level, a noble may select two skills representing his or her house or upbringing. Those two skills are treated as class skills for the noble. Alternately, one or both of these skills may be switched for proficiency with medium armor or with martial weapons or both of these skills may be traded for the skill focus feat in one noble class skill.
Furthermore, each noble inherits some tricks, secrets, and means of ruling others through their noble line, granting them certain benefits. At 1st level, each noble selects a single noble heritage, gaining the appropriate abilities at 1st level, 3rd level, and every 4 levels afterwards. Once this decision has been made, it cannot be later altered.
Third, while a noble doesn’t necessarily have the authority to make and enforce laws within his or her home nation, the prestige of noble blood does carry some weight, granting a +2 bonus to all Bluff, Diplomacy, and Intimidate skill checks made within his or her nation of origin. Within a community at least the size of a large town (over 2,000 residents) within that nation, the noble and a number of companions up to his or her Charisma score (including party members and servitors) are further entitled to an average lifestyle without paying anything out of their own pockets, barring extraordinary conditions (such as siege, aftermath of a natural disaster, mass mind control, etc.).
Finally, while most nobles who would be travelling are kept from the full wealth expected of nobility (whether they have run from home, they are kept from their inheritance by woes of legality or procession, or they simply come from a line of landless nobility), they do possess more than the average traveler, starting play with 300 additional gold pieces.
Noble Heritages:
Martial Heritage:
A good many kingdoms are ruled through raw martial might rather than magic or trickery. While some lineages control the armies that oppose their enemies or that keep their own people in line, others have gained power through their good fortune or skill on the battlefield. Others still, though gaining power through martial means, need not necessarily obtain power through war. In certain societies, for example, only the rich and powerful can afford to organize larger hunts and provide for the community.
Martial Strike: While most nobles are trained in combat to varying degrees, one from a more martial heritage can strike hard and true when it counts. Whenever the noble makes an attack, he or she may declare it to be a martial strike. When making a martial strike, the noble gains a +1 insight bonus to the attack and damage roll. These bonuses increase by +1 at 5th level and every 4 levels afterwards. This ability may be used a number of times each day up to 3 + 1/2 of the noble’s class level. This ability counts as possessing a fighter level equal to half of the noble’s class level for the purpose of meeting prerequisites.
Martial Training: Beyond simple capability in combat, nobles acquire a good deal of experience to help them out in the fray. At 3rd level, the noble acquires a bonus fighter feat for which it meets all prerequisites. The noble gains an additional fighter feat both at 11th level and at 19th level.
Martial Aura: Starting at 7th level, a noble possesses the power to effectively lead others out on the field of combat. The noble gains an aura out to 60 feet, affecting all allies capable of hearing and understanding him or her. Where relevant, X equals one third of the noble’s class level, rounded down. The noble benefits from the ability lent out as well. The noble may switch which ability is lent out as a swift action:
Allies gain an X x 5% miss chance on all attacks made against them.
Allies gain a +X bonus to critical confirmation rolls, damage rolls, and to trip, disarm, sunder, bull rush, overrun, and grapple checks.
Allies gain Damage Reduction X/-, stacking with similar forms of damage reduction
Allies increase their speed for all modes of movement by X x 5 ft.
Martial Mastery: Starting at 15th level, a noble attains the height of their martial skill. Whenever he or she uses martial strike, only a single use is needed to affect all attacks made as part of a full-attack action. Furthermore, whenever a noble uses martial strike as part of a full attack, he or she may make an additional attack at his or her full base attack bonus.
Arcane-Blooded Heritage:
With the strength that arcane magic holds, it is unsurprising that lineages with arcane power could take power. Some lineages run kingdoms and nations as part of a magocracy, possessing enough power to lay claim to the throne and far more skill at political matters than most others who would rule such a community. Others with arcane power come from monarchies, using their spells to prove that they have descended from the ruling lineage or even claiming to have descended from dragons.
Arcane Power: The noble possesses some rough ability to cast arcane spells, though neither like a wizard nor a sorcerer. At 1st level, a noble selects whether it will possess access to the necromancy school or enchantment school of magic. The noble may only learn spells from the chosen school of magic plus the abjuration, conjuration, and divination schools. The noble starts play with 3 1st-level spells and learns an additional spell at each even level, none of which may possess a higher spell level than 1 + 1/4 of the noble’s class level. No spell may be chosen more than once. Each spell must be selected from the sorcerer/wizard spell list and is usable 1/day as an arcane spell with a caster level equal to the noble’s class level. The saving throw to resist, if any, equals 10 + spell level + Cha modifier. Metamagic feats may not be used with this spell. This class feature counts as possessing a sorcerer level equal to half of the noble’s class level for the purpose of meeting the prerequisites for draconic feats and other heritage feats.
Arcane Training: Beyond simple skill with arcane power, a noble gains skill at using this spellcasting potential. At 3rd level, the noble gains a bonus feat that must be an item creation feat, reserve feat, draconic feat, or other heritage feats The noble must meet all prerequisites. The noble gains an additional such bonus feat both at 11th level and at 19th level.
Arcane Journeyman: Starting at 7th level, a noble can call forth a magical minion to serve them, a sign of their dominance over arcane energies. The noble gains a familiar that benefits as if the noble possessed a wizard level equal to its class level. Furthermore, the noble gains the improved familiar feat, allowing for stronger creatures to be called forth as this minion.
Quickened Casting: Starting at 15th level, a noble can call upon magic in hardly any time at all. Once per day, after casting an arcane spell gained through the noble’s arcane power class feature, it may cast a second such spell at least two spell levels lower as a swift action.
Divine-Blooded Heritage:
While many monarchs claim a divine right to rule, a few nobles truly seem to have divine energy running through their blood. Even outside of a raw theocracy where such power may entitle one to rule, others have used their latent divine powers to claim status as a living god or as the descendant to a grand deific force. Even in less organized communities, those with stronger ties to the world around them may be seen as favored by ancestors or animist spirits, giving them some claim to rule.
Divine Power: The noble possesses some rough ability to cast divine spells, though unlike most other divine casters. At 1st level, a noble selects whether it will possess access to druid spell list or the cleric spell list. The noble may only learn spells from the chosen spell list. The noble starts play with 3 1st-level spells and learns an additional spell at each even level, none of which may possess a higher spell level than 1 + 1/4 of the noble’s class level. No spell may be chosen more than once. Each spell is usable 1/day as a divine spell with a caster level equal to the noble’s class level. The saving throw to resist, if any, equals 10 + spell level + Cha modifier. Metamagic feats may not be used with these spells. This class feature counts as turning or rebuking undead for the purpose of meeting the prerequisites of divine feats and devotion feats and is treated as the wildshape class feature for the purpose of meeting the prerquisites of wild feats if the noble can cast spells of at least 3rd level. Any spell may be expended as if it were a use of turn or rebuke undead for the purpose of these feats and any spell of at least 3rd level may be expended for the purpose of a wild feat.
Divine Training: Beyond simple skill with divine power, a noble gains skill at using this spellcasting potential. At 3rd level, the noble gains a bonus feat that must be an item creation feat, devotion feat, divine feat, or wild feats. The noble must meet all prerequisites. The noble gains another bonus feat both at 11th level and at 19th level.
Divine Journeyman: Starting at 7th level, a noble gains some greater sign of divine power depending on what source of magic it wields, signifying the noble’s divine favor. If casting spells from the cleric spell list, the noble gains access to a single divine domain of his or her god (or that suits the ideal he or she worships). The noble gains the granted power and may cast one of the spells from that domain each day by sacrificing a spell of equal or higher level gained through his or her divine power class feature. If casting spells from the druid spell list, the noble instead gains an animal companion, using his or her noble level in place of his or her druid level to determine the benefits.
Quickened Casting: Starting at 15th level, a noble can call upon magic in hardly any time at all. Once per day, after casting a divine spell gained through the noble’s arcane power class feature, it may cast a second such spell at least two spell levels lower as a swift action.
Canny Heritage:
While some rulers rely on martial might or magic, some achieve and maintain power through sheer cunning and insight. Knowing the system better than anyone else can hope, these rulers know how to best address the issues at hand to build popular support or how to keep enemies at each other’s throats while redirecting blame for anything that goes on. Often emerging from families so entrenched in politics that they need little else than wit to keep power, few could hope to out-think these nobles.
Uncanny Skill: while most nobles may seem quite skilled, one from a canny heritage rarely runs across a task that he or she lacks even some proficiency in. Whenever a noble would make a skill check, he or she may choose to utilize uncanny skill. When utilizing uncanny skill, the noble may treat his or her ranks in the skill as equaling his or her class level if otherwise lower. This ability can be used a number of times per day equal to 3 + 1/2 of the Noble’s class level. The noble is treated as possessing ranks in all skills at least equal to half of his or her class feature for the purpose of meeting prerequisites. Furthermore, whenever a noble uses a skill trick (complete scoundrel), he or she may spend a use of this ability rather than expending that trick for the encounter (or for the day, depending on the skill trick).
Dilettante Training: Rather than focusing talents on any particular area, a noble from a canny lineage learns a bit of just about everything. At 3rd level, the noble gains any two general feats as bonus feats so long as they possess no prerequisites. Furthermore, the noble gains a bonus skill trick (complete scoundrel) it meets all prerequisites for without spending skill points. This skill trick doesn’t count towards the limit of how many the noble may possess. The noble gains another two feats and a skill trick at 11th level and again at 19th level.
Quick Skills: Starting at 7th level, a noble can perform most tasks with great speed. The noble no longer takes penalties to skill checks for speeding them or for moving more quickly when using certain skills like climb or tumble (though the maximum speed movable while using such skills doesn’t change).
Skill Mastery: Starting at 15th level, a noble can nearly ensure success at most tasks apart from combat. Whenever the noble rolls a result of under 10 when making a skill check, he or she may treat the result of the roll as a 10.
Notes and Explanation:Yep, there’s a whole lot going on right here. Just through this ability, a noble gains a couple of skills AND/OR proficiencies OR a feat AND some social bonuses AND a decent lifestyle AND a special ability AND some wealth that is relevant at 1st level. None of it looks to be too much here, however. As for the giant elephant in the room, it is glaringly obvious that the two magic options are superior to the two non-magic options. Barring a rewrite of the magic system, there isn’t much I could have done to prevent that. I liked the idea that a team of four nobles could have the basic roles of combatant/divine caster/arcanist/skill monkey filled I decided to go with it.
And, to address the next question, I have no intention of allowing this class to cross-specialize (start as divine blooded and move into canny, for example). While this is for 3.5 and I’ve heard mixed opinions on Pathfinder notions like sorcerer bloodlines, this seems like a pretty basic distinction to make and I just don’t believe in allowing classes to “theurge” within themselves. If you want pieces of two different roles, multiclass or take a PrC. It isn’t as though I’ve packed the specializations with tons of unique and highly desirable powers anyways so… yeah.
Servant: At 1st level, a noble gains the service of a plain if loyal servant and assistant to help you with most mundane matters. The servant is an expert of your race with levels equal to the noble’s class level, possessing feats and skills of the player’s choice. The servitor is an NPC under the control of the DM, however, and it does all that it can to avoid entering dungeons, fighting in battles, or putting itself in other dangerous situations. The servant requires no formal form of pay, remaining out of loyalty to the noble and receiving a +4 bonus to all saves against mind-affecting effects, though the noble is responsible for providing for the servant (including equipment) and will leave if repeatedly mistreated or tricked into danger. A replacement for a lost or slain servant may be obtained after a month has passed.
Notes and Explanation:And you get a servant. This is just a way to have someone else to run servants and small stuff outside of battles and combat so it shouldn’t create too many more problems than unseen servant would.
Social Currency (Ex): At 2nd level, a noble can use his or her influence to receive special treatment, favors, and other services. The noble effectively has a pool of virtual gold pieces equal to 150 plus 10 gp per class level to spend on services and non-material. This pool replenishes at the start of each week. The types of services and nonmaterial goods available to a noble may include:
Pay for lodgings, stabling, taxes, and tolls.
Improve his lifestyle quality.
Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
Obtain invitations to exclusive events, or entry into privileged locations.
Spread rumors or start a whispering campaign.
Purchase spellcasting services.
Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).
A noble cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to DM discretion.
Notes and Explanation:This is the only class feature that I did not personally create, taken from the Noble Scion (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/noble-scion) PrC, the class that inspired me to write this up. When I first read it, I thought that it was a brilliant way to give a character more or less unlimited wealth without totally breaking the system. With that said, how much some of that stuff (invitations and rumors in particular) costs is kind of in the air so that type of cost is more for DM discretion than anything else.
Influence (Ex): Starting at 2nd level, the name and face of a noble start to gain some degree of fame and influence among others. The noble may add half of his or her class level as a bonus to bluff, diplomacy, and intimidate checks when dealing with leaders. The same value is decreased from the DCs of Knowledge (local), Knowledge (royalty and nobility), and Gather Information checks made to gather publically available information about the noble.
Starting at 6th level, the influence of a noble is sufficient to smooth over most of life’s difficulties. The noble and a number of chosen allies up to his or her Charisma score are exempt from paying taxes, tithes, tariffs, or similar costs. Furthermore, with 1d4 hours of working in a community at least indifferent towards the noble and his or her causes, the noble can muster a work force of up to 1% of the town’s population (minimum of 1, maximum of 10/class level). All recruited citizens are level 1 experts of the most populous race in town and they are willing to work for up to 24 hours so long as the work does not involve battle or put them in any serious danger. This ability may not be used more than once per week in a single community.
Starting at 10th level, a noble’s influence makes them all but untouchable in many ways. The noble and a number of chosen allies up to his or her Charisma score are treated to a limited degree of diplomatic immunity, excusing them from most legal limitations (such as bans on magic, armor, or weaponry within settlements) and excusing them from most crimes short of treason or murder. Furthermore, any entity acting openly against the noble or his or her chosen allies earns the enmity of the noble’s allies such as his or her nation of origin and all additional nations or organizations he or she is linked to through the noble’s diplomatic ties class feature, making all such allies unfriendly (if not already hostile) towards the offending group.
Starting at 14th level, a noble becomes a political voice, speaking on behalf of entire nations and communities. As such, with 1d4 hours of work within a community, a noble can come into contact with any leader of that community, up to and including those who are hostile towards the noble and/or the groups that the noble represents. Furthermore, a noble can make diplomacy checks against or on behalf of entire groups and nations. The noble may only make diplomacy checks against a group or nation if capable of communicating with one of its leaders and the new attitude takes 2d4 days to carry over.
Starting at 18th level, the life of a noble has taken on a great deal of value, both to allies and enemies. Any creature with an Intelligence score of 3 or more intending to kill the noble and aware of who the noble is gains some awareness of how valuable the noble would be as a hostage (though it is under no compulsion to act on this awareness). Conversely, allies of the noble now possess a vested interest in keeping him or her alive and well. In effect, the noble possesses a pool of 100,000 gold pieces as if through social currency, though this wealth may only be utilized to heal, protect, or rescue the noble. Only the noble, his or her fellow party members, or direct servants of the noble may call upon this wealth. Unlike Social Currency, this wellspring of wealth is never refilled. Once this aid is used, it is gone forever.
Notes and Explanation:And what would a noble class be without way to gain and abuse social status within a campaign. Most of this stuff is pretty simple and hopefully level appropriate. I’m particularly proud of the final ability for some reason, but that’s probably just me.
Leader of Men (Ex): Regardless of their precise means and actions, all nobles possess a certain force of personality that draws in others and makes them want to listen. At 4th level and every 4 levels afterwards, a noble may select one of the following abilities. No ability may be selected more than once and all selected abilities may be used in any combination a number of times per day equal to 3 + the Noble's Charisma modifier. Each of these abilities require a move action to activate and last for 5 rounds unless mentioned otherwise. The noble must be capable of speech to use any of these abilities and only allies within 100 feet who can hear and understand the noble are affected (including the noble). Each of these abilities is linked more closely with two PC classes, though any creature could potentially benefit.
Furthermore, a noble can acquire suitable minions when the situation requires it. At 4th level, the noble may acquire a minion. A minion is an NPC of a level up to the noble's level -3. At least half of all levels a Minion possesses (rounded up) must be in NPC classes while the remaining may be in any PC class linked to one or more selected abilities. A minion functions in most ways as a cohort gained through the leadership feat, though it does not divide experience rewards further with its presence in encounters. Minions can only be acquired in communities of at least 5,000 citizens. A lost or slain minion may be replaced after a week has passed.
Abilities:
Strengthen Prayer: Whenever the noble uses this ability, the next divine spell each ally casts within the next round gains a +1 insight bonus to its caster level for every 4 class levels the noble possesses. Spells cast from items like potions, scrolls, and staves do not receive this bonus.
Related Classes: Druid and Cleric
Restore Resolve: Whenever the noble uses this ability, all affected allies gain 5 temporary hit points for every 4 class levels the noble possesses and fight as though they possess the diehard feat.
Related Classes: Cleric and Paladin
Condition Purity: Whenever the noble uses this ability, all affected allies gain Spell Resistance 8 + Noble’s class level. This spell resistance may be willingly lowered to allow allied spell effects without spending an action to do so.
Related Classes: Paladin and Monk
Maintain Discipline: Whenever the noble uses this ability, the noble may select a single ally to be affected who must hear and understand that noble. That ally may make an additional saving throw against any noninstantaneous spell or effect is has failed a saving throw against within the past round, gaining a +1 morale bonus to the roll for every 4 class levels the noble possesses and ending the effect early with success. Only one additional chance at success can be granted in this way.
Related Classes: Monk and Fighter
Inspire Courage: Whenever the noble uses this ability, affected allies gain a +1 morale bonus to attack rolls, damage rolls, and Will saves against fear effects for every 4 class levels the noble possesses.
Related Classes: Fighter and Barbarian
Wilderness Guide: Whenever the noble uses this ability, affected allies may ignore natural sources of difficult terrain and halve all penalties and damage taken from mundane weather or environmental hazards. This ability can be utilized consistently during overland movement as well, effectively providing a +10 foot bonus to the overland speed of all affected creatures for every 4 class levels the noble possesses. This speed bonus even applies to unintelligent mounts, so long as they are guided or ridden. This ability functions for 1 hour per use instead of 5 rounds.
Related Classes: Barbarian and Ranger
Cat and Mouse: Whenever the noble uses this ability, he or she may either lend the benefits of the darkstalker feat to all allies within range (Lords of Madness, p. 179) or grant all such allies blindsense out to a range of 10 feetfor every 4 class levels the noble possesses. Unlike other abilities, the noble need not speak or be heard or understand to utilize this power, though all allies to benefit from this ability must be capable of seeing the noble. This ability functions for 10 minutes instead of 5 rounds.
Related Classes: Ranger and Rogue
Reinforce Competence: Whenever the noble uses this ability, he or she selects a single skill. Whenever an affected ally rolls a skill check with the chosen skill, they may take a -4 penalty to their check to use the noble’s ranks in that skill in place of their own. Certain skills (such as move silently or bluff) may be impossible to aid in this way.
Related Classes: Rogue and Bard
Monstrous Lore: Whenever the noble uses this ability, you may grant your allies a +1 insight bonus to AC against the natural attacks of a specific type of creature and to saving throws against its racial supernatural and spell-like abilities for every 4 class levels the noble possesses.
Related Classes: Bard and Wizard
Bolster Arcana: Whenever the noble uses this ability, the next arcane spell each ally casts within the next round gains a +1 insight bonus to its caster level for every 4 class levels the noble possesses. Spells cast from items like potions, scrolls, and staves do not receive this bonus.
Related Classes: Wizard/Sorcerer
Notes and Explanation:And here we have another huge ability. One thing about noble classes in just about every form they have taken is that they are (even on the battlefield) “leaders”. As such, giving the noble a small stable of semi-usable minions and some combat buffs seems necessary. The buffing is a bit over what a bard can accomplish seeing as this class will likely require these features to be useful in the battlefield. If you people think that the buffs are too much and that they should be pruned back, each will be limited to a number of daily uses equal to 3 + Cha per day.
As for the minions, they are kind of in an interesting place. They aren’t really strong enough to take the place of pre-existing party members but they can fill any blank spaces in the party roster that needs to be filled (a rogue/expert can act as a secondary skill monkey or a barbarian/warrior can help fight if you lack strong fighters while spellcasters can help reinforce the party. To be perfectly clear, not having options for every class here is partially due to the amount of effort involved but is also partially on purpose (I’d NEVER make an artificer ability, for example). If the number of minions is viewed as being too high, there will only be one at a time and the noble will be able to “switch out” at any civilization large enough.
Oh, and yeah, I couldn't quite finish the cycle with a druid/sorcerer ability (no clue what it would look like) but I think that I came close enough, all things considered.
Royal Purse: Starting at 4th level, a noble has earned the right to borrow permanent material goods from your nation or other nations with which you have established diplomatic relations (see diplomatic ties class feature, below). The total value of all items you can have borrowed at a time is listed in the table above. Items can only be borrowed from communities at least the size of a large town (over 2,000 residents) within or belonging to such a nation. Most items are available within 1d4 hours but exceptionally unusual requests (such as requesting a sailboat in the middle of a desert) instead require 1d4 days or weeks depending on availability and ease of delivery (DM discretion). While magic items are available, items (magical or otherwise) that are expended or that possess charges are never lent out in this way. Any item lost, stolen, or broken subtracts its value from that given on the table above for a year and a day and items sold or traded subtract their value permanently if news of this is discovered. Returning a borrowed item follows a similar process, except that it only ever requires 1 hour and the noble can’t borrow against the value of that object for 24 hours.
Notes and Explanation:This is another class feature I am particularly proud of for some reason. Most noble or “I have lots of money” classes I’ve seen simply get large lump sums of money as class features, giving a single boost to gear before meaning nothing. This feature, however, has you effectively borrowing gear and lets you return it when you’re done to get new gear. Because of this ability to trade, having the noble around instead of just what they buy you actually has some relevance and a smaller amount of money can still be made to feel relevant even at higher levels.
Diplomatic Ties: As a noble grows in influence and social stature, the area over which the noble possesses influence grows as this increasing realm of influence increases his or her value to all of his or her allies. At 5th level and every 4 levels afterwards, a noble may select a nation or similar entity. The bonuses that the noble possesses within his or her nation of origin due to his or her noble heritage class feature now apply to the new nation and those bonuses increase by +2. Alternately, the noble may choose a single organization (such as the Westmark Trading Company or the Church of Pelor) and apply the bonus when dealing with that organization (stacking with the bonus for operating within an allied nation), increasing the bonus by +2 as normal. A noble may not select a nation or organization that is actively hostile towards him or herself or his or her preexisting allies.
Notes and Explanation:And now for the political equivalent of favored enemies, getting bigger bonuses in more places to aid with the diplomancy angle. If I’m overlooking something important here, be sure to let me know.
True Leader: At 20th level, a noble has gained enough experience out in the world to truly claim control over a large number of people, regardless of his or her heritage. The noble effectively gains the leadership feat as a bonus feat. If the noble already possesses the leadership feat, the noble instead gains a +4 bonus to his or her leadership score and doubles the number of 1st-level followers he or she possesses.
Notes and Explanation:I’ve always thought that leadership sounds more like a capstone than anything else and so I’ve decided to grant it as one. It’s as awesome as it ever is but I feel that it feels right as the capstone to a noble class.
OTHER MATTERS
When Nations Fall:
Over the course of a campaign, the biggest problem that a noble may run into is the fall of his or her nation or an allied nation or if it should be taken over by a hostile force. If this should happen, a noble may re-establish him or herself in a new nation with 1d4 weeks of work, so long as the new nation is not actively aggressive towards his current or previous allies.
The Inactive Noble:
While this class is made more for an adventuring noble, it is quite possible that a DM would require an inactive noble with more clout than a common aristocrat. In such a case, replace the 300 bonus gold at 1st level with the ability to maintain a wealthy lifestyle within the nation of origin for the noble and allies rather than an average lifestyle. The noble furthermore trades the servant class feature to gain a number of level 1 commoners (of any race without level adjustment or racial hit dice) equal to the Noble’s class level x his or her Charisma modifier, representing serfs and/or slaves. These servants never grow in strength, possess little loyalty to the noble (though they won’t strive to run away unless actively mistreated), and won’t put themselves in danger if at all avoidable. The wealth that they make on behalf of the noble effectively goes towards maintaining the wealthy lifestyle they possess (with less money coming in from other sources as the noble gains self-sufficiency with more serfs). Lost or slain commoners may be replaced at a rate of 1d4 per day.
Inheritance: If the 1st level of noble isn’t gained during character creation, the initial 300 gp of wealth is gained at an inheritance, which can be acquired at any community containing at least 5,000 individuals within the noble’s nation or origin.
Rural Nobility: Some people may want to know how certain noble abilities work if no communities within the noble’s nation are large enough. Put simply, if a nation lacks any sort of community that large, nobles such as the class presented here probably don’t exist.
Should There Be a Noble Class?: I have seen it questioned in the past whether nobles should even be a class at all rather than a simple position of power. I think that I’ve built a decent niche built on skills, political influence, wealth, and buffs with minions but if you were against the idea to begin with, I doubt that this class would do anything to change your mind. Not trying to say that you’re wrong or anything but know that I am aware of that viewpoint and that this was made for people who want to represent aristocracy through their selection in class.