Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 1 of 1
  1. - Top - End - #1
    Barbarian in the Playground
     
    Dragonexx's Avatar

    Join Date
    Feb 2011
    Location
    Behind you!
    Gender
    Male

    Default Noble - Reimagined

    Noble

    As long as there has been civilization, there have been those who lead it. Some achieve their position through deed and strength. Some are chosen by the people. Some are born into their position.

    Hit Die: d8
    BAB: Average
    Saves: Good Fort and Will
    Skills: 6+int
    Class Skills: Any


    Abilities:

    Weapon and Armor Proficiencies: A Noble is proficient in light and medium, as well as simple and martial weapons, as well as any weapon with "whip" in it's name. The base whip deals 1d6 damage for Medium, can damage an opponent regardless of armor or natural armor, threatens out to it's reach and does not provoke attacks of opportunity for using.

    Orders (Su): When a noble talks, others listen. When they give commands, others follow. A noble may use Command at will as a supernatural ability (Will Save DC 10+1/2HD+Cha).

    Use Magic Device: When attempting to activate a magic item, a Noble counts as the appropriate race/class/ect equal to their level for the purpose of activating that item. A Noble who multiclasses loses this ability. A noble with 4 or more levels of Noble keeps this ability regardless.

    Favor (Ex): A Noble is an influential individual and has access to connections, allies, and resources. By making a favor check, they can gain access to things that may help them on their quests. For example this could be loans or gifts of equipment or money, access to restricted areas, invites to exclusive events, the assistance of allies or reinforcement, or audiences with important figures.
    To make a favor check, a noble rolls 1d20+class level+1/2 levels in other classes. At 10th level, this becomes 1d20+3+character level.
    The DC's for such checks vary. For a simple favor, a DC of 10 is acceptable, for a more elaborate or larger favor DC20 and for a grand or unbelievable favor the DC is 30.
    There is no limit to the number of Favor checks a noble can make save that making one in the same day as a previous check carries a cumulative -2 penalty. A favor check that has been failed cannot be retried. Even if a check is successful, they might not have the ability to comply with a request, even though they are willing (for example if there's nobody capable of casting spells of that level). Though considering they actually want to help you, they should provide some lesser form of assistance.
    Examples: Here are some example favors to give a good context for how this ability can be used.
    Simple: Gain an audience with an important figure on the fly, gain access to a mildly restricted area (like a library, fortress, or forest). Request minor aid in a battle that's not very costly (recieve encounter CR-2 in help). Request temporary lodgings (up to a week). Request assistance with transport to non-dangerous area. Request the casting a 0th-3rd level spell without a costly material component unless you supply the cost yourself. Borrow a non-consumable lesser magic item.
    Elaborate: Request lodgings (up to a month). Request significant or extended aid for an adventure ("help defend our city from pirate attacks until the pirates are all defeated"). Request the casting of a spell of up to 6th level without costly material components unless covering the cost yourself, or a spell of 0th-3rd with a costly material component. Request transport to or through a moderately dangerous area ("help us pass through the valley of dragons"). Gain access to a highly restricted area ("May I enter the tomb only members of the royal family are allowed to enter?"). Borrow a non-consumable intermediate magic item. Receive a lesser magic item.
    Grand: Request permanent lodgings. Request immense aid, like going to war with a kingdom they weren't originally intending to fight. Request transport to or through an extremely dangerous area ("come with us to the Plane of Fire"). Request the casting of any spell without costly material components unless supplying the costs yourself or 0th-6th level spells with costs. Borrow a greater magic item. Receive an intermediate magic item.
    Requesting a Simple Favor takes a minimum of 1 minute. An Elaborate Favor takes at least 10 minutes, and requesting a Grand Favor takes a minimum of 1 hour.

    Inspiration (Ex): A 2nd level noble is able to inspire their allies to greatness. As a standard action a noble can grant allies within close range a bonus equal to half their Charisma bonus (but no higher than their noble level) to attacks, damage, checks, saves, or armor class (to which the bonus applies can be changed at the beginning of that allies turn). This lasts for 1 round per character level.

    Elegant Grace: A noble adds their charisma modifier as a grace bonus to their saving throws. Grace bonuses do not stack with similar abilities (like a paladin's divine grace), only the highest applies.

    Force of Personality: A noble may use their charisma modifier in place of whatever other ability score they would use on melee and ranged attack and damage as well as combat maneuvers.

    Attention Whore (Ex): As a standard action, a noble can cause any number of creatures within close range to be fascinated (will negates, cha-based). This lasts as long as noble keeps spending standard actions. Any hostile action or threat towards a fascinated subject breaks the effect.

    Reputation: At 3rd level, a noble has attained quite a reputation. All non-hostile creatures who could plausibly know about the noble are treated as one step friendlier to the noble, to a maximum of fanatic. This is only an initial reaction, and any actions that would change their perception of the noble, do.

    Defiance (Ex): A noble doesn't have do what other people tell them. That's simply not how things work. At 3rd level, a noble gains immunity to [Compulsion] effects.

    Conscription (Su): A noble is nothing without servants to do their bidding for them on command. Also at 3rd level, a noble may use Unseen Servant as an at will ability, save that it summons 1d4 servants per use. The servants are treated as having Str 10, and may be visible, appearing however the noble wishes them to appear.

    At will as a standard action, the Noble may use Summon Monster as a supernatural ability. It's spell level is equal to 1/2 your character level (round up).

    Beginning at 5th level, the Servants can perform more complex tasks for the noble. They are capable of making Craft, Disable Device, Heal, Perform, Search, and Use Rope checks. They are treated as having a modifier of (character level +3) for these skills, or they may use the nobles modifier if it is higher. Likewise, the servants become stronger, more durable and able to survive hostile conditions. They gain Resist 30 to all energies, DR30/-, and their strength score is equal to the nobles charisma modifier if better. The servant may travel out to long range from the noble without vanishing.

    At 9th level, the Noble may use Servant Horde with the same benefits as Unseen Servant. And the Noble may use Summon Horde, following the same pattern.

    Assassination (Ex): Poison is subtle, difficult to notice, difficult to trace, and deadly. It's no wonder it's the nobles weapon of choice. At 4th level whenever using a poison of any type, the poison's DC is increased by 2, and any damage it deals is increased by 1 die size (1-d3-d4-d6-d8-d10-d12-d20) to a maximum of d20. Additionally, they never risk poisoning themselves when applying poison to a weapon. Finally they gain 2d6 sneak attack die, that stack with any other source of sneak attack.

    Family Secrets: At fourth level, the Noble receives a bonus feat. This may be any feat they meet the prerequisites for, and they count as a monster, celestial, fiend, or elemental for the purpose of meeting prerequisites. They receive another such feat every fourth level after this.

    Master: At fifth level, the noble gains a group of followers. They gain a leadership feat of their choice.

    Bossy (Su): Also at fifth level, the Noble may use Greater Command at will.

    Belittle (Ex): Again at fifth level, a noble can use scathing remarks and carefully tailored insults to crush a foe's esteem. As a standard action they can focus their mockery on one opponent, who must make a will save (10+1/2HD+Cha) or take a penalty to attacks, damage, checks, saves, or AC (chosen by the noble at the beginning of their turn) equal to half the nobles Cha bonus (maximum equal to nobles level) for a number of rounds equal to the nobles level.

    Reflexive Command (Su): At 6th level whenever anyone attempts to use a [Compulsion] effect on the Noble, they may turn the effect back on the originator as if the Noble had cast it (at a caster level equal to their level).

    Do As I Say (Sp): At seventh level, a noble may use Suggestion at will as a Spell-Like Ability. A creature who succeeds on their save cannot be affected again by the Noble for 1 hour.

    Hammer of Your Betters (Su): Also at seventh level should one of the nobles [Mind-affecting] effects fail (whether due to a successful save or immunity) the noble may instead cause the victim to suffer 1d6 nonlethal damage per level.

    Family Techniques: At 8th level, the noble gains basic access to a sphere of their choice, or upgrades access to a sphere they already had.

    Recruitment (Su): At 9th level, the Noble may use Planar Binding/Ally and the Lesser versions thereof as supernatural abilities. Regardless of what additional classes they take after this point, at 14th level they may use Greater Planar Ally/Binding and at 18th level, they may use Gate (calling version only).

    Legion: At 10th level, the number of followers the noble has by any means are multiplied by 10.

    The Party Never Stops (Sp): Also at 10th level, the Noble may use Mordenkainen's Magnificent Mansion, albeit with a 1 minute casting time. The mansion exists between castings. The layout of the manor is decided upon acquiring this ability (with all numbers multiplied by ten) and additional space may be added upon leveling up. The Mansion's servants receive the same benefits as the Noble's other servants (and are also multiplied) and finally, 1/day, the banquet can duplicate the effects of a Feast of Champions. The only limit to the number of people it can feed is the number of people that can fit in the Mansion.

    So I saw this in the Dragonlance sourcebook, and was unimpressed by it. So I made a better version. May add more flavor text later.
    Last edited by Dragonexx; 2021-01-21 at 05:32 PM.
    Pokemon Mystery Dungeon D20: A system designed for adventuring in a Pokemon Mystery Dungeon world.

    The Review/Analysis Thread: In-depth reviews of various games and RPG products.

    The New/Redone Monsters Thread: Taking bad or bland monsters and making them more interesting and challenging.

    Yu-Gi-Oh!: Realms of Myth: In the world of monsters, Winda and Wynn go on an "epic" journey to find the legendary Dark Magician.

    Keys to the Contract: A crossover between Madoka and Kingdom Hearts.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •