Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Noble PC class (SW/3e hybrid to make viable PC choice)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="peterka1" data-source="post: 98741" data-attributes="member: 3121"><p>Any Middle Ages noble was trained as a youth as a warrior. here a new version of my own noble, (merchant, notable, etc).</p><p></p><p>Noble </p><p></p><p>Hit Die: </p><p>Nobles gain 1d6 hit points per level. The character's Constitution modifier applies. </p><p></p><p></p><p>Class Skills </p><p>The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter </p><p>Four: Skills for skill descriptions). </p><p>Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), </p><p>Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), </p><p>Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession </p><p>(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language </p><p>(Int), Spot (Wis), Swim (Str), Use magical device (Ch, exclusive skill), Wilderness Lore (Wis). </p><p></p><p>Skill Points at 1st Level: (8 + Int modifier) x 4. </p><p>Skill Points at Each Additional Level: 8 + Int modifier. </p><p></p><p>A noble that multiclass is still a noble, he just doesn't get his charisma to higher reach.</p><p></p><p>Class Features </p><p>All of the following are class features of the noble: </p><p></p><p>Weapon and Armor Proficiency </p><p>The noble may be proficient in the use of all simple and martial weapons and with all types of </p><p>armor and shields or not as militia (simple, medium armor, 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. </p><p></p><p></p><p>Starting Wealth: A noble earns extra monetary wealth. In essence, this can represent any number of things in the game world: An inheritance, a grant, an increase in the aristocrat's station, a lucky trade affair, or simply the continuing growth in value of existing domains. The DM and player should work together to determine the form the new wealth takes each time this option is used. Suggested forms include landed wealth (a manor, rich city house, farmlands, mines, etc), monetary wealth (gems, money) or magical items (should not occur often, but not too rarely either). </p><p></p><p>The noble possess as non-gear starting assets 1000 * charisma bonus (from parents) . Only half the money may be gear. They have the wealth feat.</p><p></p><p>Wealth feat: Any character may cash the difference between next pc level starting gear (as in DMG, p 43) and actual character level as a feat. Ex: level 1: +900; level 2: level 3 2000- level 2 900</p><p></p><p></p><p>Status: A noble get an extra character level + charisma bonuses to diplomacy or intimidation rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: to get hospitality from the wary peasant from your estates, aware there are werewolfs lurking around, not dealing with a bandit). Ex: level 12 duke Elron with ch 14 get a +14 bonus. </p><p></p><p>Taken at first level: born noble- get martial proficiencies… and more consideration from nobles.</p><p></p><p>For other classes: DMs rule determines if titles are gifts or must be taken as a feat.</p><p></p><p>Inspire Confidence (bless- equivalent, exceptionnal; prer 5 ranks in diplomacy</p><p>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 3 rounds + charisma bonus and may used charisma bonuses times a day (min 1). She may inspire a number of allies equal to half her noble levels, rounded up. 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. At higher levels, a noble gets more applications a day.</p><p></p><p>Coordinate (exceptionnal); prer 6 ranks in diplomacy</p><p>A noble has a knack for getting people to work together. When the noble can aid others </p><p>and give directions, she provides a bonus to the task at hand by making an aid another </p><p>check. This bonus is in addition to the normal aid another bonus (+2), and it increases </p><p>every four noble class levels. So, the noble provides a total +3 bonus at 5th level (+2 aid </p><p>another bonus, +1 cooperation bonus), a +4 bonus at 9th level, etc. (+4). This ability can't be</p><p> used to assist in combat. </p><p></p><p>Leadership </p><p>At 6th level, the noble gain the Leadership feat. Bonuses apply at later levels.</p><p></p><p>Inspire Greatness (exceptionnal); prer 7 ranks in diplomacy</p><p>Beginning at 7th level, a noble can inspire greatness in an ally, granting extra fighting </p><p>capability. This works similar to inspire confidence, except it affects but a single ally. An </p><p>ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on </p><p>attacks, and a +2 morale bonus to saving throws. The effect lasts for 8 rounds + charisma bonus. The noble </p><p>can inspire greatness once per day. For every two class levels attained beyond 7th level, the noble can inspire greatness in one additional ally. The noble can't inspire greatness in herself. The ability only aids her allies. At higher levels, a noble gets more applications a day.</p><p></p><p>Entrall (exceptionnal); prer 8 ranks in diplomacy</p><p>As cleric spell. Saves vs 10 + ½ noble levels rounded up + charisma bonuses. Can be use one a day. At higher levels, a noble gets more applications a day.</p><p></p><p>New class (noble )</p><p> </p><p>Wealth, status and fighter proficiencies for nobles or militia for those not born nobles </p><p></p><p>2nd +2 diplomacy, sense motive and bluff</p><p>3rd inspire confidence</p><p>4th </p><p>5th Coordinate +3</p><p>6th Leadership</p><p>7th Inspire greatness </p><p>8th </p><p>9th Enthrall, coordinate +4</p><p>10th special</p><p>11th +1 Extra abilities use/day, Leadership +1</p><p>12th </p><p>13th Special, +1 Extra abilities use/day, coordinate +5</p><p>14th Leadership +2</p><p>15th +1 Extra abilities use/day</p><p>16th special</p><p>17th bonus feat, Leadership +3, coordinate +6</p><p>18th Coordinate +5</p><p>19th +1 Extra abilities use/day, special</p><p>20th Leadership +4</p></blockquote><p></p>
[QUOTE="peterka1, post: 98741, member: 3121"] Any Middle Ages noble was trained as a youth as a warrior. here a new version of my own noble, (merchant, notable, etc). Noble Hit Die: Nobles gain 1d6 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), Use magical device (Ch, exclusive skill), Wilderness Lore (Wis). Skill Points at 1st Level: (8 + Int modifier) x 4. Skill Points at Each Additional Level: 8 + Int modifier. A noble that multiclass is still a noble, he just doesn't get his charisma to higher reach. Class Features All of the following are class features of the noble: Weapon and Armor Proficiency The noble may be proficient in the use of all simple and martial weapons and with all types of armor and shields or not as militia (simple, medium armor, 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. Starting Wealth: A noble earns extra monetary wealth. In essence, this can represent any number of things in the game world: An inheritance, a grant, an increase in the aristocrat's station, a lucky trade affair, or simply the continuing growth in value of existing domains. The DM and player should work together to determine the form the new wealth takes each time this option is used. Suggested forms include landed wealth (a manor, rich city house, farmlands, mines, etc), monetary wealth (gems, money) or magical items (should not occur often, but not too rarely either). The noble possess as non-gear starting assets 1000 * charisma bonus (from parents) . Only half the money may be gear. They have the wealth feat. Wealth feat: Any character may cash the difference between next pc level starting gear (as in DMG, p 43) and actual character level as a feat. Ex: level 1: +900; level 2: level 3 2000- level 2 900 Status: A noble get an extra character level + charisma bonuses to diplomacy or intimidation rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: to get hospitality from the wary peasant from your estates, aware there are werewolfs lurking around, not dealing with a bandit). Ex: level 12 duke Elron with ch 14 get a +14 bonus. Taken at first level: born noble- get martial proficiencies… and more consideration from nobles. For other classes: DMs rule determines if titles are gifts or must be taken as a feat. Inspire Confidence (bless- equivalent, exceptionnal; prer 5 ranks in diplomacy 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 3 rounds + charisma bonus and may used charisma bonuses times a day (min 1). She may inspire a number of allies equal to half her noble levels, rounded up. 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. At higher levels, a noble gets more applications a day. Coordinate (exceptionnal); prer 6 ranks in diplomacy 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 5th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 9th level, etc. (+4). This ability can't be used to assist in combat. Leadership At 6th level, the noble gain the Leadership feat. Bonuses apply at later levels. Inspire Greatness (exceptionnal); prer 7 ranks in diplomacy Beginning at 7th 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 8 rounds + charisma bonus. The noble can inspire greatness once per day. For every two class levels attained beyond 7th level, the noble can inspire greatness in one additional ally. The noble can't inspire greatness in herself. The ability only aids her allies. At higher levels, a noble gets more applications a day. Entrall (exceptionnal); prer 8 ranks in diplomacy As cleric spell. Saves vs 10 + ½ noble levels rounded up + charisma bonuses. Can be use one a day. At higher levels, a noble gets more applications a day. New class (noble ) Wealth, status and fighter proficiencies for nobles or militia for those not born nobles 2nd +2 diplomacy, sense motive and bluff 3rd inspire confidence 4th 5th Coordinate +3 6th Leadership 7th Inspire greatness 8th 9th Enthrall, coordinate +4 10th special 11th +1 Extra abilities use/day, Leadership +1 12th 13th Special, +1 Extra abilities use/day, coordinate +5 14th Leadership +2 15th +1 Extra abilities use/day 16th special 17th bonus feat, Leadership +3, coordinate +6 18th Coordinate +5 19th +1 Extra abilities use/day, special 20th Leadership +4 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Noble PC class (SW/3e hybrid to make viable PC choice)
Top