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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= The Noble was born into a role of leadership and rule. He is expected to command and delegate their household and vassals while their own loyalty to their country and the status quo is obligatory. As members of the ruling class, Nobles receive the best education available and often combine witty intel-lect and charismatic demeanor. Nobles are experts in the field of diplomacy and dealing with the aristocracy. While they are leaders, they normally concentrate stronger on the social networks and administration than the leadership on the battlefield. The Noble is primary a social character, and the class that is certainly best in this role. Manipulating and scheeming are as easy for a noble as leading and administrating. It is one of the classes which were created for interesting roleplay and general fun, not tremendous power, and in a campaign were character power or combat abilities are the primary purpose, a Noble will probably fall behind. On the other hand, this class can easily dominate most social encounters and situations and gives a sense of nobility and honor to every group of adventurers. '''Class Skills''' The Noble's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?) (only honorable artistic skills, such as Architecture, Calligraphy or Painting), Handle Animals (Wis+Cha), Intrigue (2xCha), Intimidate (Str+Cha), Knowledge (all skills taken individually) (2xInt), Languages(Int+Cha), Perform (any) (Cha+?), Perception (Con+Wis), Ride (Dex + Cha) Sense Motive (Wis + Cha), Survival (Wis+Con) and Use Magical Device (Con+Cha). '''Skill Points at 1st Level''': (6 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 6 + Int modifier. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier. {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +1 | +0 | +2 | Bonus Feat, Noble Grace +1 |- |2nd | +1 | +1 | +1 | +0 | +3 | Lay on Hands |- |3rd | +2 | +1 | +2 | +1 | +3 | Noble Grace +2 |- |4th | +3 | +2 | +2 | +1 | +4 | Greater Aid, simple Art of War |- |5th | +3 | +2 | +3 | +1 | +4 | Bonus Feat, Honey Tongue |- |6th | +4 | +3 | +3 | +2 | +5 | Leadership, Noble Grace +3 |- |7th | +5/+0 | +3 | +3 | +2 | +5 | Untouchable Ruler |- |8th | +6/+1 | +4 | +4 | +2 | +6 | Delegate, simple Art of War |- |9th | +6/+1 | +4 | +4 | +3 | +6 | Noble Grace +4 |- |10th | +7/+2 | +5 | +5 | +3 | +7 | Bonus Feat |- |11th | +8/+3 | +5 | +5 | +3 | +7 | Skill Mastery, Irrefragable argument |- |12th | +9/+4 | +6 | +6 | +4 | +8 | Noble Grace +5, advanced Art of War |- |13th | +9/+4 | +6 | +6 | +4 | +8 | Guarded Mind |- |14th | +10/+5/+0 | +7 | +6 | +4 | +9 | Mettle |- |15th | +11/+6/+1 | +7 | +7 | +5 | +9 | Bonus Feat, Noble Grace +6 |- |16th | +12/+7/+2 | +8 | +7 | +5 | +10 | Superior Aid, advanced Art of War |- |17th | +12/+7/+2 | +8 | +8 | +5 | +10 | Harbinger of Terror |- |18th | +13/+8/+3 | +9 | +8 | +6 | +11 | Noble Grace +7 |- |19th | +14/+9/+4 | +9 | +9 | +6 | +11 | Improved Mettle |- |20th | +15/+10/+5/+0 | +10 | +9 | +6 | +12 | Bonus Feat, complex Art of War |- |} =Class Features= * '''Weapon and Armor Proficiency''': The Noble is proficient in the use of all simple and martial weapons and with all types of armor and shields (except tower shields) * '''Bonus Feats''': At 1st, 5th, 10th, 15th and 20th level, the Noble can chose a Bonus Feat from the following list. A noble must still meet all prerequisites for a bonus feat, including ability score minimums. The noble's bonus feats include Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Nego-tiator, Persuasive, Run, Self-Sufficient, Skill Focus, and Stealthy. * '''Noble Grace (ex)''': The Noble may add the listed Bonus as a competence bonus to all skill checks with Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (nobility and royalty) and Sense Motive. Starting on 6th level, he also gains the listed bonus to his leadership score. * '''Lay on Hands (Su)''': Beginning at 2nd level, a Noble with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. This ability works like a ''Heal Light Wounds'' spell, but does not require a casting check or any spellpoints. Lay on Hands can be used once per day per points of Charisma bonus. Using Lay on Hands is a standard action that does not provoke an Attack of Opportunity. * '''Art of War''': at level 4, and every 4 level after that, the Adventurer gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Adventurer must possess the prerequisite abilities to take the ability in question. * '''Greater Aid (ex)''': Nobles of at least 4th level can use the aid another action to assist multiple allies si-multaneously. Each time he or she uses the aid another action successfully, the Noble may choose to provide the aid another bonus for up to one additional ally per point of positive Charisma modifier, but each of the allies he or she aids must be within 60 feetand must be able to hear the Noble providing advice. Also, whenever the Noble uses the aid another action, the bonus provided is increased by +2. * '''Honey Tongue (ex)''': Through sweet words and compliments, a Noble can manipulate and fascinate weaker minds, This works like the ''Enthrall'' spell, but can be used at will and uses the Noble’s Bluff skill for the Casting check (DC 20). The result of the Bluff check is also used as the DC for the Saving Throw against this ability. * '''Leadership''': Nobles of 6th level gain the Leadership feat for free. Further, at every six levels in this class (6th, 12th, and 18th), the Noble gains a bonus cohort, which does not count towards their normal limit of one cohort. Each bonus cohort starts at half the maximum level, rounded down, allowed for a cohort appropriate to the Noble's character level and Leadership Score. These cohorts are, like the main cohort, usually Fighters serving under the Noble and, to a lesser degree, the Noble's main cohort. These extra cohorts are often warriors of the nobility who have pledged their lives to serving the Noble, attach-ing themselves to the Noble's reputation and glory while serving as auxiliary bodyguards. * '''Untouchable Ruler (ex)''': A Noble of 7th level and higher may add his Charisma bonus (if any) to all Saving Throws. * '''Delegate (Ex)''': Nobles of 8th-level and higher are exceptionally capable at delegating tasks to others. When using the aid another action, the Noble can simply make an Intelligence or Wisdom check instead of the normally appropriate roll or check. Also when taking the aid another action, if successful, the Noble's aid provides a bonus for one additional round per 5 points rolled above the DC with that aid another action, and the extra duration of the bonus does not require additional actions. * '''Skill Mastery''': At 11th level the Noble selects a number of skills equal to 3 + their Intelligence modifier, to apply Skill Mastery with. The Noble must possess at least 5 ranks in each skill chosen for this Skill Mastery ability. The Noble may take 10 on checks with those skills regardless of distractions, threats, stress, or being rushed. * '''Irrefragable Argument (ex)''': The noble can make completely convincing arguments and can make their opposites doing things they never intended through superior rhetoric. This works like the ''Suggestion'' spell, but can be used at will and uses the Noble’s Diplomacy skill for the Casting check (DC 25). The result of the Diplomacy check is also used as the DC for the Saving Throw against this ability. * '''Guarded Mind (ex)''': By 13th-level, the Noble has developed such a complex and guarded mind that he or she is almost invulnerable to mental effects. The Noble gains a +5 bonus on saves and checks against mind-affecting effects, and a +3 bonus on checks to conceal whether they are being sincere, honest, or truthful. He or she is immune to fear and intimidation. * '''Mettle (Ex)''': Starting at 14th level, a Noble has mastered a stronger resistance against magic. She can resist magical attacks with her great willpower and fortitude. If she makes a successful fortitude or will save against an attack that normally would have a lesser effect (such as any spell with a saving throw entry of will half or fortitude partial) she instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle. * '''Superior Aid (ex)''': Nobles of 16th level and higher are incredibly capable at assisting others with advice and expertise earned in their long career. Each time he or she uses the aid another action success-fully, the Noble may choose to provide the aid another bonus for any number of allies within 60 feet who are able to hear the Noble's advice. Also, whenever the Noble uses the aid another action, the bonus provided is increased by +2, which stacks with the bonus from Greater Aid. * '''Harbinger of Terror (ex)''': The incredible social empathy and ability to manipulate other people allow the Noble to scare any opponent into deep depression and desperation. This works like the ''Crushing Despair'' spell, but can be used at will and uses the Noble’s Intimidate skill for the Casting check DC 30). The result of the Intimidate check is also used as the DC for the Saving Throw against this ability. * '''Improved Mettle (Ex)''': This ability works like Mettle, except that while the Noble still takes no dam-age on a successful saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Noble does not gain the benefit of improved evasion.
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