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Thread: The Noble (3.5 E6 base class, PEACH)

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    Default The Noble (3.5 E6 base class, PEACH)

    The Noble


    HD: d8
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+2|+2|+0|Archetype, Silver Tongue

    2nd|+1|+3|+3|+0|Lesser Archetype Power

    3rd|+2|+3|+3|+1|Gold Standard

    4th|+3|+4|+4|+1|Moderate Archetype Power

    5th|+3|+4|+4|+1|Commanding Presence

    6th|+4|+5|+5|+2|Greater Archetype Power, Impel[/table]

    Proficiencies: The noble is proficient with light armor, medium armor, and shields. He is proficient with simple weapons and martial weapons.

    Archetype: At 1st level, the noble chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

    Silver Tongue: At 1st level, the noble may take 10 on any Bluff, Diplomacy, or Intimidate check. He may also make rushed Diplomacy checks without taking a penalty to the roll, and demoralize foes as a move action. In addition, intimidation attempts made by the noble do not reduce the target's disposition to them afterwards.

    Lesser Archetype Power: At 2nd level, the noble gains the appropriate power for his archetype.

    Gold Standard: At 3rd level, the noble gains a 10% discount on all purchases. In addition, goods and services that costs 50 gold pieces or less (before discount) are considered free (they may not be resold, however), with the exception of magical and alchemical items. The noble may also identify magic items with a successful Appraise check, with the DC equal to 20, plus one for every 500 gp of the price of the item in question (so a magic item that costs 1,000 gp would require a DC of 22 for example).

    Moderate Archetype Power: At 4th level, the noble gains the appropriate power for his archetype.

    Commanding Presence: As a full-round action, the noble may emit an aura of command that lasts for one round - all allies within 30 feet of the noble act as if affected by a Good Hope spell, gain 5 temporary HP (which disappear at the start of the next round), and gain a ten foot bonus to their base land speed. This is an extraordinary mind-affecting effect.

    Greater Archetype Power: At 6th level, the noble gains the appropriate power for his archetype.

    Impel: Three times per day, as a standard action, the noble may allow one ally within 30 feet to take a full round's worth of actions. The ally acts immediately after the action, breaking initiative order if necessary.

    Archetypes:

    Dilettante

    Lesser Archetype Power: At 2nd level, a dilettante may choose from three focuses at the beginning of each day: Combat Focus, Stealth Focus, or Magic Focus. Combat Focus gives him a +1 bonus to attack and damage rolls, one bonus fighter feat (chosen at focus selection), and a +2 bonus to Climb, Jump, and Swim checks. Stealth focus gives him Trapfinding, +1d6 sneak attack damage, and a +2 bonus to Disable Device, Open Lock, and Search checks. Magic Focus allows him to cast a small amount of spells - he may cast cantrips or 1st-level spells from one mage class (excepting archetype bonus spells). He may only cast a number of spell levels per day equal to his Charisma modifier (cantrips count as 1/2 a spell level). He may choose a different mage class each day. His caster level is equal to half his class level, and the DC of his spells are equal to 10 + the spell level + half his Charisma modifier. He also gains a +2 bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
    Moderate Archetype Power: A dilletante gains a bonus on all skills he has no ranks in equal to half his class level, and is considered to be trained in their use.
    Greater Archetype Power: A dilletante's foci improve: he gains a +2 bonus to attack and damage rolls while in Combat Focus, +2d6 sneak attack damage while in Stealth Focus, and may cast 2nd-level spells while in Magic Focus (though he is still limited to a number of spell levels equal to his Charisma modifier). His skill bonuses from his foci increase to +4. In addition, he may change his focus once per day.

    Duelist

    Lesser Archetype Power: Once per round as a free action, a duelist may make one melee attack at his highest base attack bonus against an opponent that has just missed him with a melee attack. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. In addition, a duelist may add his Charisma modifier to his armor class as long as he wears light or no armor and does not equip a shield.
    Moderate Archetype Power: Once per encounter, a duelist can designate a specific opponent as his chosen foe. The duelist gains a bonus to attack rolls and damage equal to half his Charisma modifier (minimum of +1) against the chosen foe for as long as he remains in melee range with that foe (if the opponent moves away, the duelist has one round to close the gap before the bonuses disappear), If the chosen foe does not target him in kind refuses to engage him in combat, these bonuses are instead equal to the duelist's full Charisma modifier.
    Greater Archetype Power: If a duelist succeeds on a feint check against his chosen foe, his next melee attack has triple the chance to cause a critical hit. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. In addition, a duelist's Commanding Presence ability now affects himself as well.

    Patrician

    Lesser Archetype Power: If a patrician fails a Diplomacy check, he may instantly retry the roll at -5 penalty. Even if the second check fails, the disposition of the target cannot be reduced below unfriendly (unless already hostile).
    Moderate Archetype Power: Once per round, as a standard action, a patrician may make an opposed Diplomacy check against any opponent with an intelligence score of 3 or higher within hearing distance. If the patrician succeeds in this check, the opponent is unable to take standard actions for one round. The patrician may not use this ability if silenced or if he does not have a language in common with the target. If the target is attacked before its turn comes around, the effect is broken and it may take standard actions as normal.
    Greater Archetype Power: Before attacking a patrician, any opponent with a intelligence score of 3 or higher must make a Will save, with the DC equal to 10 + half the patrician's HD + the patrician's Charisma modifier. If the opponent fails the save, it must pick a new target - if no other valid opponents are within reach, the attack fails. In addition, a patrician may use Commanding Presence as a move action.

    Tyrant

    Lesser Archetype Power: A tyrant gains the ability to summon minions. He may summon standard goblins or orcs at 2nd level, gnolls or bugbears at 4th level, and ogres or worgs at 6th level (alternatively, he may summon any humanoid, monstrous humanoid, or giant from the Monster Manual with a CR no greater than half his level). Minions have the statistics, abilities, and equipment of a typical member of their race, as put forth in the Monster Manual, and act on the tyrant's initiative. A tyrant may command his minions as a free action, but may only give them complicated commands if he speaks the same language as they do - if not, minions may only attack the nearest opponent to the best of their ability. Minions of any kind only have one hit point, but they do not suffer partial or half damage from spells or effects on a successful save. The maximum number of minions a tyrant may have summoned at any one time is equal to his Charisma modifier (maximum of five), and he may summon one into an unoccupied square within ten feet of himself as a full-round action.
    Moderate Archetype Power: A tyrant may now summon a more substantial minion, a henchman. Summoning a henchman takes one minute of uninterrupted concentration (after which it appears in the closest unoccupied square to the tyrant), and a tyrant may only have one henchman at any one time, but the henchman remains indefinitely until killed or dismissed. Once summoned, a henchman will accompany the tyrant and follow his commands faithfully - commanding a henchman is a free action. While a henchman is summoned, a tyrant may not summon minions, and any minions in existence disappear upon the summoning of the henchman. Henchmen may not use magical items or wield magical equipment they do not possess when summoned. A henchman may be dismissed as a free action, allowing the tyrant to summon minions again if desired. If a henchman is killed, a tyrant may not summon another until the next day (he may even summon the henchman that was killed again, or at least a suspiciously similar one with the same name and abilities). A tyrant may summon any henchman on the given list below, though he may only summon one specific one each day. In addition, all minions gain half his Intimidate modifier as bonus hit points.
    Greater Archetype Power: As long as a tyrant has a living minion or henchman within ten feet, any attacks directed against the tyrant may be directed against his minions or henchman instead. In addition, all minions and henchmen receive the tyrant's Charisma modifier as a bonus to armor class and Will saves.

    Henchmen
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    Bushi, Hobgoblin Reaver
    Medium Humanoid (Goblinoid)
    Hit Dice:
    2d10+4 (19 hp)
    Initiative: +1
    Speed: 20 ft.
    Armor Class: 19 (+6 banded armor, +2 heavy steel shield, +1 Dex), touch 11, flat-footed 18
    Base Attack/Grapple: +2/+5
    Attack: Longsword +4 melee (1d8+2)
    Full Attack: Longsword +4 melee (1d8+2)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +5, Ref +1, Will +2
    Abilities: Str 15, Dex 12, Con 15, Int 12, Wis 8, Cha 14
    Skills: Climb +7, Heal +4, Intimidate +10, Jump +7, Knowledge (nobility and royalty) +6, Move Silently +5
    Feats: Skill Focus (Intimidate)
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Bushi is proficient with light, medium, and heavy armor as well as shields. He is proficient with all simple and martial weapons.

    Conviction: Bushi is immune to fear, charm, compulsion, and possession. Allies within 30 feet of him gain +4 to saves against those same effects.

    Steely-Eyed Glare: Bushi may demoralize an opponent as a swift action.

    Catsbane, Gnoll Sniper
    Medium Humanoid (Gnoll)
    Hit Dice:
    2d8+4 (16 hp)
    Initiative: +2
    Speed: 30 ft.
    Armor Class: 16 (+3 studded leather, +2 Dex, +1 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Composite longbow +5 melee (1d8+5) or bite +5 melee (1d6+2)
    Full Attack: Composite longbow +5 melee (1d8+5) or bite +5 melee (1d6+2)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 16, Dex 15, Con 15, Int 8, Wis 14, Cha 6
    Skills: Hide +7, Listen +7, Move Silently +7, Spot +7, Survival +7
    Feats: Point Blank Shot
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Catsbane is proficient with light armor and bucklers. He is also proficient with simple and martial weapons.

    Deadly Aim: At 1st level, Catsbane may add his Dexterity modifier to damage rolls when using ranged weapons. He may also, before attacking in a round choose to subtract a number from all ranged attack rolls and add that number to ranged damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage last until his next turn. If he is wielding a two-handed weapon, he may instead add twice the number subtracted to his damage rolls.

    Padded Feet: Catsbane only takes a -10 penalty when sniping, and may attempt to hide after making a ranged attack as a swift action. He may also attempt to move at his full speed while hiding without taking the normal -5 penalty on the check.

    Gortwog, Orc Brute
    Medium Humanoid (Orc)
    Hit Dice:
    2d12+4 (22 hp)
    Initiative: +1
    Speed: 40 ft.
    Armor Class: 16 (+5 breastplate, +1 Dex), touch 11, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3) or throwing axe +3 ranged (1d6+4)
    Full Attack: Greataxe +6 melee (1d12+6/x3) or throwing axe +3 ranged (1d6+4)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +5, Ref +1, Will -1
    Abilities: Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 6
    Skills: Balance +6, Intimidate +7, Jump +9, Tumble +6
    Feats: Power Attack, Cleave (Bonus)
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Gortwog is proficient with light and medium armor, all shields (except tower shields), simple and martial weapons, the bastard sword, the spiked chain, and the orc double axe.

    Combat Versatility: Gortwog qualifies for fighter feats as if he were a level 2 fighter, and receives one bonus fighter feat. When summoned for the first time on a particular day, Gortwog's master may swap his bonus feat out for another fighter feat for which Gortwog qualifies.

    Brutish Countenance: Gortwog may Rage as a barbarian of his level, three times per day. Gortwog may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10 foot bonus to his base land speed, and is no longer encumbered or slowed by medium armor.

    Nilbog, Goblin Silencer
    Small Humanoid (Goblinoid)
    Hit Dice:
    2d8+2 (14 hp)
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 17 (+3 studded leather, +3 Dex, +1 size), touch 14, flat-footed 14
    Base Attack/Grapple: +1/-2
    Attack: Shortsword +5 melee (1d6+1) or shortbow +5 ranged (1d6)
    Full Attack: Shortsword +5 melee (1d6+1) or shortbow +5 ranged (1d6)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +1, Ref +6, Will +0
    Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 6
    Skills: Balance +10, Disable Device, +6, Hide +12, Move Silently +12, Open Lock +8, Ride +7, Search +6, Sleight of Hand +8, Tumble +8
    Feats: Weapon Finesse
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Nilbog is proficient with light armor, bucklers, simple weapons, and the rapier, the longsword, the shortbow, the short sword, the sap, and the hand crossbow.

    Sneak Attack +1d6

    Trapfinding

    Toxic Aptitude: Nilbog is trained in the use of poison and never risks poisoning himself when applying it to a weapon. He may also apply poison as a swift action and does not provoke attacks of opportunity for doing so.

    Shuffles, Necropolitan Hexer
    Medium Undead
    Hit Dice:
    2d12 (18 hp)
    Initiative: -1
    Speed: 30 ft.
    Armor Class: 12 (+3 studded leather, -1 Dex), touch 9, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Morningstar +1 melee (1d8) or sling 0 ranged (1d4)
    Full Attack: Morningstar +1 melee (1d8) or sling 0 ranged (1d4)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities:
    Saves: Fort +0, Ref -1, Will +4
    Abilities: Str 10, Dex 8, Con 0, Int 15, Wis 13, Cha 14
    Skills: Concentration +5, Knowledge (arcana) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Spellcraft +9
    Feats: Spell Focus (necromancy)
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Spellcasting: Shuffles has the spellcasting ability of a 2nd-level Black Mage. He gains Karmic Aura and Power Word Pain as bonus spells.

    Rebuke Undead: Shuffles can rebuke undead as a 2nd-level cleric. He may do so a number of times per day equal to 3 + his Charisma modifier. He gains a +2 bonus to rebuke attempts due to his ranks in Knowledge (religion).

    Unsettling Visage: As a free action, Shuffles can exude fear in a 5 foot radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 11 + Shuffles' Charisma modifier.

    Necropolitan Traits: Shuffles has a +2 turn resistance, a +2 profane bonus to Will saves against Control Undead spells, and heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on him and he is healed by negative energy.


    Warchief

    Lesser Archetype Power: On his action, before making attack rolls for a round, a warchief may choose to subtract a number from all melee attack rolls. That same number is added to the attack and damage rolls of all allies with ten feet. This number may not exceed the warchief's base attack bonus. The penalty and bonuses remain until the warchief's next turn.
    Moderate Archetype Power: Whenever a warchief makes an attack of opportunity against an opponent, any number of allies up to his Charisma modifier who can reach that opponent may also make an attack of opportunity against it.
    Greater Archetype Power: Upon successfully demoralizing an opponent, the penalties inflicted by the warchief are equal to his Charisma modifier instead of simply -2, and any foe suffering from such penalties may not attack the warchief until no longer affected by them. This is a morale penalty and multiple warchiefs may not stack the effect.