Kaptain_Kantrip
First Post
I've meshed the new improved noble from the revised edition of Star Wars (web preview here http://www.wizards.com/starwars/article.asp?x=sw20020228bnobles&c=rpg) and the DMG aristocrat NPC class with a few ideas of my own to make what I hope to be a viable PC class. The new improved SW noble is still too weak, IMO, hence my changes. Please comment!
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THE NOBLE PC CLASS FOR 3E
Members of the noble class use their intelligence and natural charisma to make their way
in the world. From true royalty to elected officials, military commanders to crime lords,
traders, merchants, and ambassadors, character types who appear in the noble class are
varied and numerous. Some bring honor to the name. Others are sly, treacherous, and
dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a
knack for making compromises, the noble commands respect, makes friends, and
inevitably influences people.
Exploits
Most nobles wind up in dangerous situations because of something they believe in or
because their job calls for it. Others hope to use their negotiating talents to navigate a
course through the troubles around them, or seek to find profit in the troubles of others.
Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that
sustains them through the roughest missions. An adventuring noble might be a member of
a powerful guild or trading coster, a diplomat, an aide to a high-ranking noble, or one who
stands to inherit little from his father’s estate and seeks to make his own name for himself.
Nobles often feel responsible for others, though some consider themselves to be better
than those around them.
Characteristics
The noble fosters feelings of good will and honesty, or at least the illusion of such, to
succeed. Where other classes shoot first, the noble starts out asking questions and hopes
to finish by negotiating a deal. The noble believes she can be more effective with words
and deeds than with violence, though some draw a sword when push comes to shove. The
noble is more comfortable in civilized regions, where law and order have some meaning.
Of all the classes, nobles have the best diplomatic and bargaining skills. They're good
talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make
good leaders.
Background
Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their
duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and
power often associated with the positions they aspire to. Power-hungry nobles take
advantage of the system and wind up helping others only to help themselves. The halls of
power are calling. How the noble answers can make all the difference.
Game Rule Information
Nobles have the following game statistics:
Abilities
Charisma is undoubtedly a noble's most important ability score, as the noble's skill at
interacting with others and projecting a sense of confidence is crucial for his or her
success. Wisdom and Intelligence form the basis of other important skills, so these ability
scores are also significant.
Hit Die:
Nobles gain 1d8 hit points per level. The character's Constitution modifier applies.
Class Skills
The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter
Four: Skills for skill descriptions).
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int),
Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha),
Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession
(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language
(Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis).
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
The noble is proficient in the use of all simple and martial weapons and with all types of
armor and shields. Note that armor check penalties for armor heavier than leather apply to
the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble.
Bonus Class Skill
Favors
The noble has the ability to call in favors from those she knows. By making a favor check,
the noble can call upon contacts to gain important information without going through the
time and trouble of doing a lot of research. Favors can also be used to acquire the loan of
equipment or documents from influential acquaintances. Favors may also take the form of luxurious and extended hospitality, invitations to
exclusive fancy dress balls or dinner parties, introductions to important social, business or
marriage contacts, consultations, etc.
To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor
bonus (+1 at 1st level, +2 at 3rd level, and so on). The GM sets the DC based on the
scope of the favor being requested. The DC ranges from 10 for a simple favor to as high
as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20
on this check, nor can she retry the check for the same (or virtually the same) favor. (See
Chapter Four: Skills for information on taking 10 and taking 20.) Note that favors should
help advance the plot of an adventure. A favor that would enable a character to
circumvent an adventure should always be unavailable to the character, regardless of the
results of a favor check.
A noble can try to call in a favor a number of times in a week of game time that's equal to
half her noble levels, rounded up. So, as a 1st-level noble, Arani can attempt to call in a
single favor, while as a 7th-level noble she can attempt to call in favors as many as four
times from different contacts.
The GM should carefully monitor the noble's use of favors to ensure that this ability isn't
abused. The success or failure of a mission shouldn't hinge on the use of a favor, and
calling in favors shouldn't replace good roleplaying or the use of other skills. The GM may
disallow any favor deemed to be disruptive to the game.
Inspire Confidence
Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering
them and improving their chances of success. An ally must listen to and observe the noble
for a full round for the inspiration to take hold. The effect lasts for 5 rounds. The noble
can inspire a number of allies equal to half her noble levels, rounded up. She can inspire
confidence once per day for every four levels of noble she possesses (once per day from
1st to 4th level, twice per day from 5th to 8th level, and so on).
An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1
morale bonus on attack and weapon damage rolls.
The noble can't inspire confidence in herself. The ability only aids her allies.
Resource Access
Beginning at 3rd level, a noble has access to an array of resources (usually from family,
influential friends, or patrons). Once per game session, the noble can make a Charisma
check to use those resources during the adventure.
The value of resources gained equals the noble's class level multiplied by the result of the
Charisma check multiplied by 20. Thus, a 3rd-level noble who gets a result of 16 on her
Charisma check would gain 960 credits' worth of resources to use in the adventure (3 x 16
x 20 = 960).
These resources can take almost any form the noble chooses (within reason) and are hers
to do with as she pleases. She can keep them, use them, give them away, or sell them as
she sees fit. The resources gained arrive in the noble's possession 1d8 hours after she
makes the check. These resources must be reasonably available when and where she
chooses to make the check. For instance, a noble trekking through the wilderness won't have access to many resources.
Resource access tends to be monetary, whereas favors tend to be benefits that can't
necessarily be measured in credits.
Coordinate
A noble has a knack for getting people to work together. When the noble can aid others
and give directions, she provides a bonus to the task at hand by making an aid another
check. This bonus is in addition to the normal aid another bonus (+2), and it increases
every four noble class levels. So, the noble provides a total +3 bonus at 4th level (+2 aid
another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc.
This ability can't be used to assist in combat.
Bonus Feats
At 1st, 4th, 9th, 12th, 14th, 16th, 18th and 20th level, the noble gains a bonus
feat. This feat must be selected from the following list, and the noble must meet any
prerequisites:
Alertness, Artist (FR), Barter (SW), Charlatan (S&S), Cosmopolitan
(FR), Endurance, Expert Tactician (S&S), Expertise, Fame (SW), Frightful Presence
(SW), Golden Tongue (AEG’s Dungeons), Illicit Barter (SW), Leadership (DMG),
Mercantile Background (FR), Obscure Lore (S&S), Persuasive (S&S), Quick Draw,
Silver Palm (FR), Skill Focus (any, +3 to one skill), Smooth Talk (FR), Street Smart (FR),
Trustworthy (S&S).
Influence
At 2nd level, the noble can judge the best way to influence a subject. The noble must
spend 1 minute speaking with the subject and studying their reactions and body language.
After 1 minute of studying, the noble receives a +2 insight bonus to bluff, diplomacy,
gather information, intimidate, listen, sense motive, and spot checks against that subject
for 24 hours. At 5th level and every three levels thereafter, the insight bonus improves by
+2, all the way up to a total of +12 at 20th level.
Inspire Greatness
Beginning at 5th level, a noble can inspire greatness in an ally, granting extra fighting
capability. This works similar to inspire confidence, except it affects but a single ally. An
ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on
attacks, and a +2 morale bonus to saving throws. The effect lasts for 10 rounds. The noble
can inspire greatness once per day. For every three class levels attained beyond 5th level,
the noble can inspire greatness in one additional ally.
The noble can't inspire greatness in herself. The ability only aids her allies.
Leadership
At 6th level, the noble gains the Leadership feat. At 9th level and every 2 class levels
thereafter, the noble’s Leadership score is improved by +1.
Starting Gear
A 1st-level noble starts play with 1d4 x 1,000 gp.
Table 1-1: The Noble
BAB Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +1 +2 Bonus feat, favor +1
2nd +1 +0 +2 +3 Influence, Inspire confidence
3rd +2 +1 +2 +3 Favor +2, resource access
4th +3 +1 +2 +4 Bonus feat, Coordinate
5th +3 +1 +3 +4 Inspire greatness
6th +4 +2 +3 +5 Leadership feat
7th +5 +2 +4 +5 Favor +3
8th +6/+1 +2 +4 +6 Bonus feat
9th +6/+1 +3 +4 +6 Leadership +1
10th +7/+2 +3 +5 +7 Bonus feat
11th +8/+3 +3 +5 +7 Leadership +2
12th +9/+4 +4 +6 +8 Bonus feat, Favor +4
13th +9/+4 +4 +6 +8 Leadership +3
14th +10/+5 +4 +6 +9 Bonus feat
15th +11/+6/+1 +5 +7 +9 Leadership +4
16th +12/+7/+2 +5 +7 +10 Bonus feat, Favor +5
17th +12/+7/+2 +5 +8 +10 Leadership +5
18th +13/+8/+3 +6 +8 +11 Bonus feat
19th +14/+9/+4 +6 +8 +11 Leadership +6
20th +15/+10/+5 +6 +9 +12 Bonus feat
________________________________________________
THE NOBLE PC CLASS FOR 3E
Members of the noble class use their intelligence and natural charisma to make their way
in the world. From true royalty to elected officials, military commanders to crime lords,
traders, merchants, and ambassadors, character types who appear in the noble class are
varied and numerous. Some bring honor to the name. Others are sly, treacherous, and
dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a
knack for making compromises, the noble commands respect, makes friends, and
inevitably influences people.
Exploits
Most nobles wind up in dangerous situations because of something they believe in or
because their job calls for it. Others hope to use their negotiating talents to navigate a
course through the troubles around them, or seek to find profit in the troubles of others.
Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that
sustains them through the roughest missions. An adventuring noble might be a member of
a powerful guild or trading coster, a diplomat, an aide to a high-ranking noble, or one who
stands to inherit little from his father’s estate and seeks to make his own name for himself.
Nobles often feel responsible for others, though some consider themselves to be better
than those around them.
Characteristics
The noble fosters feelings of good will and honesty, or at least the illusion of such, to
succeed. Where other classes shoot first, the noble starts out asking questions and hopes
to finish by negotiating a deal. The noble believes she can be more effective with words
and deeds than with violence, though some draw a sword when push comes to shove. The
noble is more comfortable in civilized regions, where law and order have some meaning.
Of all the classes, nobles have the best diplomatic and bargaining skills. They're good
talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make
good leaders.
Background
Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their
duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and
power often associated with the positions they aspire to. Power-hungry nobles take
advantage of the system and wind up helping others only to help themselves. The halls of
power are calling. How the noble answers can make all the difference.
Game Rule Information
Nobles have the following game statistics:
Abilities
Charisma is undoubtedly a noble's most important ability score, as the noble's skill at
interacting with others and projecting a sense of confidence is crucial for his or her
success. Wisdom and Intelligence form the basis of other important skills, so these ability
scores are also significant.
Hit Die:
Nobles gain 1d8 hit points per level. The character's Constitution modifier applies.
Class Skills
The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter
Four: Skills for skill descriptions).
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int),
Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha),
Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession
(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language
(Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis).
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
The noble is proficient in the use of all simple and martial weapons and with all types of
armor and shields. Note that armor check penalties for armor heavier than leather apply to
the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble.
Bonus Class Skill
Favors
The noble has the ability to call in favors from those she knows. By making a favor check,
the noble can call upon contacts to gain important information without going through the
time and trouble of doing a lot of research. Favors can also be used to acquire the loan of
equipment or documents from influential acquaintances. Favors may also take the form of luxurious and extended hospitality, invitations to
exclusive fancy dress balls or dinner parties, introductions to important social, business or
marriage contacts, consultations, etc.
To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor
bonus (+1 at 1st level, +2 at 3rd level, and so on). The GM sets the DC based on the
scope of the favor being requested. The DC ranges from 10 for a simple favor to as high
as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20
on this check, nor can she retry the check for the same (or virtually the same) favor. (See
Chapter Four: Skills for information on taking 10 and taking 20.) Note that favors should
help advance the plot of an adventure. A favor that would enable a character to
circumvent an adventure should always be unavailable to the character, regardless of the
results of a favor check.
A noble can try to call in a favor a number of times in a week of game time that's equal to
half her noble levels, rounded up. So, as a 1st-level noble, Arani can attempt to call in a
single favor, while as a 7th-level noble she can attempt to call in favors as many as four
times from different contacts.
The GM should carefully monitor the noble's use of favors to ensure that this ability isn't
abused. The success or failure of a mission shouldn't hinge on the use of a favor, and
calling in favors shouldn't replace good roleplaying or the use of other skills. The GM may
disallow any favor deemed to be disruptive to the game.
Inspire Confidence
Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering
them and improving their chances of success. An ally must listen to and observe the noble
for a full round for the inspiration to take hold. The effect lasts for 5 rounds. The noble
can inspire a number of allies equal to half her noble levels, rounded up. She can inspire
confidence once per day for every four levels of noble she possesses (once per day from
1st to 4th level, twice per day from 5th to 8th level, and so on).
An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1
morale bonus on attack and weapon damage rolls.
The noble can't inspire confidence in herself. The ability only aids her allies.
Resource Access
Beginning at 3rd level, a noble has access to an array of resources (usually from family,
influential friends, or patrons). Once per game session, the noble can make a Charisma
check to use those resources during the adventure.
The value of resources gained equals the noble's class level multiplied by the result of the
Charisma check multiplied by 20. Thus, a 3rd-level noble who gets a result of 16 on her
Charisma check would gain 960 credits' worth of resources to use in the adventure (3 x 16
x 20 = 960).
These resources can take almost any form the noble chooses (within reason) and are hers
to do with as she pleases. She can keep them, use them, give them away, or sell them as
she sees fit. The resources gained arrive in the noble's possession 1d8 hours after she
makes the check. These resources must be reasonably available when and where she
chooses to make the check. For instance, a noble trekking through the wilderness won't have access to many resources.
Resource access tends to be monetary, whereas favors tend to be benefits that can't
necessarily be measured in credits.
Coordinate
A noble has a knack for getting people to work together. When the noble can aid others
and give directions, she provides a bonus to the task at hand by making an aid another
check. This bonus is in addition to the normal aid another bonus (+2), and it increases
every four noble class levels. So, the noble provides a total +3 bonus at 4th level (+2 aid
another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc.
This ability can't be used to assist in combat.
Bonus Feats
At 1st, 4th, 9th, 12th, 14th, 16th, 18th and 20th level, the noble gains a bonus
feat. This feat must be selected from the following list, and the noble must meet any
prerequisites:
Alertness, Artist (FR), Barter (SW), Charlatan (S&S), Cosmopolitan
(FR), Endurance, Expert Tactician (S&S), Expertise, Fame (SW), Frightful Presence
(SW), Golden Tongue (AEG’s Dungeons), Illicit Barter (SW), Leadership (DMG),
Mercantile Background (FR), Obscure Lore (S&S), Persuasive (S&S), Quick Draw,
Silver Palm (FR), Skill Focus (any, +3 to one skill), Smooth Talk (FR), Street Smart (FR),
Trustworthy (S&S).
Influence
At 2nd level, the noble can judge the best way to influence a subject. The noble must
spend 1 minute speaking with the subject and studying their reactions and body language.
After 1 minute of studying, the noble receives a +2 insight bonus to bluff, diplomacy,
gather information, intimidate, listen, sense motive, and spot checks against that subject
for 24 hours. At 5th level and every three levels thereafter, the insight bonus improves by
+2, all the way up to a total of +12 at 20th level.
Inspire Greatness
Beginning at 5th level, a noble can inspire greatness in an ally, granting extra fighting
capability. This works similar to inspire confidence, except it affects but a single ally. An
ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on
attacks, and a +2 morale bonus to saving throws. The effect lasts for 10 rounds. The noble
can inspire greatness once per day. For every three class levels attained beyond 5th level,
the noble can inspire greatness in one additional ally.
The noble can't inspire greatness in herself. The ability only aids her allies.
Leadership
At 6th level, the noble gains the Leadership feat. At 9th level and every 2 class levels
thereafter, the noble’s Leadership score is improved by +1.
Starting Gear
A 1st-level noble starts play with 1d4 x 1,000 gp.
Table 1-1: The Noble
BAB Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +1 +2 Bonus feat, favor +1
2nd +1 +0 +2 +3 Influence, Inspire confidence
3rd +2 +1 +2 +3 Favor +2, resource access
4th +3 +1 +2 +4 Bonus feat, Coordinate
5th +3 +1 +3 +4 Inspire greatness
6th +4 +2 +3 +5 Leadership feat
7th +5 +2 +4 +5 Favor +3
8th +6/+1 +2 +4 +6 Bonus feat
9th +6/+1 +3 +4 +6 Leadership +1
10th +7/+2 +3 +5 +7 Bonus feat
11th +8/+3 +3 +5 +7 Leadership +2
12th +9/+4 +4 +6 +8 Bonus feat, Favor +4
13th +9/+4 +4 +6 +8 Leadership +3
14th +10/+5 +4 +6 +9 Bonus feat
15th +11/+6/+1 +5 +7 +9 Leadership +4
16th +12/+7/+2 +5 +7 +10 Bonus feat, Favor +5
17th +12/+7/+2 +5 +8 +10 Leadership +5
18th +13/+8/+3 +6 +8 +11 Bonus feat
19th +14/+9/+4 +6 +8 +11 Leadership +6
20th +15/+10/+5 +6 +9 +12 Bonus feat
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