[="Kgauck"]Kgauck[/] » [="Kgauck/Class"]Kgauck/Class[/] » [="KGauck/Noble"]KGauck/Noble[/]
This variant Noble class is the one I use for my campaign. It's suitable for any leader character, not just landed realm leaders. Temple and Guilder rulers will take this Noble class as well for its skills and abilities for leading and directing others.

[top]Overview

The noble is a character educated to lead. They have a duty to serve as well as a birthright to command. Often wealthy, frequently well educated, they are raised as natural providers of protection, justice, and prosperity. In Anuire, they often seem to be as comfortable in knightly armor as they are in judicial robes. In Rjurik they stand with the warriors of the community but add a knowledge of their history and government as well. In Brechtür, they are worldy sophisticates at ease in the halls of governance as well as the guild hall. In Khinasi realms, they are schooled not only in the military and political arts, but the cultural arts as well. Khinasi nobles are noted for the ability to cultivate sayim.

[top]Game Rule Information

Restrictions: Being an noble is a position you are born into, so characters must start as nobles only. They cannot multi-class into this class, but rather must take it as their original class.
Abilities: Charisma is important to nobles as their role in society involves a great deal of social interaction. Intelligence not only forms the basis of many important skills, but also contributes to additional skills for high intelligence. Wisdom is also important as the basis of important skills, but is also part of the bonus (with Charisma) for the Willpower save modifier. For the noble to best serve his community he must be able to resist the enchantments of spellcasters, the seductions of rival's agents, and the flattery of courtiers.
Hit Dice: d8

[top]Class Skills

The class skills of the noble are Administration (Wis), Appraise (Int), Bluff (Cha), Diplomacy (Cha),
Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Perform (Cha), Read Lips (Int), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int bonus) x 4.

Skill Points at each level 4 + Int modifier

[top]Class Features Table


Table: the noble
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 st+0+0+0+2Leadership, Rank, Title, Education
2nd+1+0+0+3Noble Action
3rd+2+1+1+3Bonus Feat
4th+3+1+1+4
5th+3+1+1+4Bonus Feat
6th+4+2+2+5Noble Action
7th+5+2+2+5
8th+6/+1+2+2+6Direction
9th+6/+1+3+3+6Leadership
10th+7/+2+3+3+7Strength of Purpose
11th+8/+3+3+3+7Bonus Feat, Noble Action
12th+9/+4+4+4+8Rally
13th+9/+4+4+4+8
14th+10/+5+4+4+9
15th+11/+6/+1+5+5+9Bonus Feat
16th+12/+7/+2+5+5+10Noble Action
17th+12/+7/+2+5+5+10Excellent Stewardship
18th+13/+8/+3+6+6+11
19th+14/+9/+4+6+6+11Bonus Feat
20th+15/+10/+5+6+6+12

Class Features

Armor and Weapon Proficiency: Even as a background class, nobles are prorficient in the use of all simple and martial weapons and with all types of armor and shields. As a background class, noble offers no class AC bonus, if declared as a professional class, noble offers a +3 AC bonus.

Leadership: The noble is born to lead. As soon as this charatcer has six character levels, he aquires the Leadership feat for free. The character does not have to be a 6th level noble. As a 9th level noble, the character gains a +3 bonus to his leadership score.

Rank: An noble is entitled to certain privleges. Some of these vary by culture, but generally include the right to a unique coat of arms, the right to bear arms, and the right to have liveried retainers. Other more important and universal rights include the right to attend his overlord's court, the right of hospitality in the home of another noble, and the right to a trial of his peers.

Title: nobles are all entitled to honorific titles or hold offices, and owners of some estates bear titles of nobility.

Education: nobles get a bonus to Perform (Etiquette) and Knowledge (Nobility) checks +1 per class level.

Noble Action: nobles recieve one of these special abilities at 2nd, 6th, 11th, and 16th levels. nobles have the ability to aquire additional Action Points by their conduct. nobles can take any of the following Personality Feats: Ambitious, Architect, Leader, Manipulator, Mediator, Opportunist, Protector, Samaritan, Schemer, or Soldier.

Bonus Feat: nobles tend to be very able. At 3rd, 5th, 11th, 15th, and 19th levels, the noble may select a bonus feat. These bonus feats must be selected from the following list: Alertness, Animal Affinity, Athletic, Commanding Voice, Elegant, Information Network, Innocent Smile, Inspired Leader, Iron Will, Man About Town, Lasting Alliance, Paragon, Mounted Combat, Negotiator, Persuasive, or Track.

Direction: An noble can cooperate with another charcter performing a skill check, providing a +2 circumstance bonus. The noble gets to take 10 on their cooperation skill check. The noble cooperates by offering advice and direction, so does not have to be right next to the character performing the skill check. The noble does have to be see or hear what is going on so the noble can offer useful direction. The noble can offer assistance in advance of the primary skill check if he has precise knowledge of what is involved.

Strength of Purpose: The bond between an noble and his realm is a strong one. He cannot easily be swayed into actions harmful to his realm, his dynasty, or his office. Starting at 10th level, the noble gains a +2 morale monus to resist any attempt to turn him away from these duties. This bonus may apply to contested skill rolls such a Sense Motive to detect a Bluff, or it might apply to saving throws against mind control.

Rally: Starting at 12th level, an noble who is not suffering a fear effect can spend a full round action to rally his companions. Allies who are within 30 feet and can hear the noble use his rally ability and understand him are allowed any immediate Will saveing throw at the DC of the fear effect with the addition of the nobles Charisma modifier. When rally abilities from other classes are combined, their range of effect stacks.

Excellent Stewardship: At 17th level, an noble has gained confidence and authority in the stewardship of his realm. Once per day the noble can take 20 on any task related to his realm's governance. Alternatly, the noble can take 20 on any skill check used to improve any realm turn action. If an noble choses to improve a realm action, he is presumed to be using this ability on that action only and may not use this skill during that month, unless the action is being role played and then the skill check can be used only in pursuit of that realm action.

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