d20 System

Noble | Character Class
by Otterpooka

Bonuses by Level

Level Base Attack Fortitude Reflex Will Special
1 + 0 + 0 + 0 + 2 Talent, Illicit Skill, Allowance
2 + 1 + 0 + 0 + 3 Call in a Favor, Allowance
3 + 2 + 1 + 1 + 3 Allowance
4 + 3 + 1 + 1 + 4 Illicit Skill, Inspire +1, Allowance
5 + 3 + 1 + 1 + 4 Call in a Favor, Allowance
6 + 4 + 2 + 2 + 5 Allowance
7 + 5 + 2 + 2 + 5 Inspire +2, Allowance
8 + 6/+ 1 + 2 + 2 + 6 Illicit Skill, Call in a Favor, Allowance
9 + 6/+ 1 + 3 + 3 + 6 Allowance
10 + 7/+ 2 + 3 + 3 + 7 Inspire +3, Allowance
11 + 8/+ 3 + 3 + 3 + 7 Call in a Favor, Allowance
12 + 9/+ 4 + 4 + 4 + 8 Illicit Skill, Allowance
13 + 9/+ 4 + 4 + 4 + 8 Inspire +4, Allowance
14 + 10/+ 5 + 4 + 4 + 9 Call in a Favor, Allowance
15 + 11/+ 6/+ 1 + 5 + 5 + 9 Allowance
16 + 12/+ 7/+ 2 + 5 + 5 + 10 Illicit Skill, Inspire +5, Allowance
17 + 12/+ 7/+ 2 + 5 + 5 + 10 Call in a Favor, Allowance
18 + 13/+ 8/+ 3 + 6 + 6 + 11 Allowance
19 + 14/+ 9/+ 4 + 6 + 6 + 11 Inspire +6, Allowance
20 + 15/+ 10/+ 5 + 6 + 6 + 12 Illicit Skill, Call in a Favor, Allowance

GAME RULE INFORMATION

Nobles have the following game statistics.

Abilities: Charisma primarily. Intelligence and Wisdom are also very important. Adventuring nobles will likely want a good Constitution.

Alignment: Any.

Hit Die: d8.

Class Skills:

The noble's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Knowledge* (architecture, geography, history, local, nobility & royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Read Lips (Int), Ride (Dex), Seduction (Cha), Sense Motive (Wis), Speak Language. See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Note: Any other non-magical knowledge should be in-class at the DM's approval.

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features:

All of the following are class features of the Noble.

Weapon and Armor Proficiency: A noble is proficient with all simple weapons, one martial weapon of choice, light armor and medium armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Talent: When a noble applies the Skill Focus feat to a Charisma, Wisdom, or Intelligence based skill the bonus received is +4 instead of +2.

Illicit Skills: Nobles commonly have things they like to do that are considered improper. These illicit interests are reflected in the noble class. At 1st Level and every 4th Level (4th, 8th, 12th, etc.) they gain a new skill to count as in-class. Any skill that is non-Exclusive can be selected. These skills only count as in-class for the noble (unless they are already in-class for another class the character possesses). Skills selected with this ability are subject to storyteller approval.

Allowance: Every level the noble receives recognition and respect (or assistance) from his family in the form of money, special or magic items, or perhaps transportation (horses, carts, etc.). This will only continue as long as the noble continues to aid his families interests and brings respect to his family in his deeds. Otherwise they may decide he needs to show a little respect and have a little humility.

Allowance is Class level + Cha. modifier x 100 gold (or equivalent).

Calling in Favors: At 2nd Level and every 3rd Level afterward a noble can call in a favor. This favor does not have to be redeemed immediately but must be used before the next level the noble gains a favor (they cannot be hoarded).

Inspire Confidence: The noble can deliver an inspiring comment or speech that drives his audience to greater achievements. Starting at 4th Level and improving every 3rd Level afterward (7th, 10th, etc.) the noble can inspire to greater heights than before. This bonus is applied to bonuses to attack, skill checks, and Will saves for 10 minutes for each round the noble speaks. This ability can only be used once a day.