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The Noble

Monday June 07, 2004

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**The vast majority of this text is transcribed from the Noble booklet by Mongoose Publishing.  A few things of my own have been added to achieve the unique flavor of the Lorenvale campaign, and these I have clearly marked.  I decided to type this one out because it stood alone in a small pamphlet, which is not something I wanted to keep up with.

 

The noble is master of the social scene.  Through his training and upbringing, together with his status, he excels at taking command of any situation and turning it to his advantage.  Nobles often function as leaders of society, the cream of the crop who direct others to carry out their goals, taking part themselves only when it is expedient or the matter is of some great concern to them.  Their training in etiquette, hunting, tactics and the simple way of how society hangs together makes them perfect leaders for adventuring parties.

While the status of the noble is his greatest asset, so it is also his greatest flaw.  Nobles must constantly be on their guard both for the inevitable attempts to denigrate them by their rivals, as well as for their own actions, lest they imperil their standing with society and family.  To the noble, family is all-important, for it is from their family and antecedents that they draw their position and privilege.  Moreover, it is through their family and the hopes of betterment that they remain in a position of strength, hoping to improve the lot of their next generation.  The most experience nobles are masters of the status game, currying and accruing favors with a ready ease so that they are seldom, if ever, without an asset or a method of turning a disadvantage into benefit.

A noble makes a truly dangerous enemy, able to draw upon his allies, family and retainers.  An insult to one can become an insult to hundreds of individuals, all blood-sworn to avenge their lord.  Perhaps even more dangerous than their command of others is the ease with which a noble can destroy the reputation and standing of another individual.  Well-respected, feared or even loved, a noble can wither another’s reputation with a word.  This, when combined with their position in society, makes the noble a deadly opponent.

Adventures:  The noble might appear, at first, to be a poor candidate for adventures.  Restricted by oaths of fealty and tradition, the noble would seem to be hidebound and moribund compared to less wellborn adventurers.  Nobles do not adventure—they quest, do daring deeds and, more importantly, get others to adventure for them.  A noble character tends to lead adventuring parties, possibly all comprised of retainers, and has them undertake missions and quests to the betterment of the noble and his family line.  A noble who is somewhat removed from his family, as the black sheep, has a somewhat easier time adventuring, although still restricted by the boundaries of society and propriety.  He is just less experience to spend his days at court or improving the family estates.  A good reason for a noble to quest might be marriage, whether to build his standing in the eyes of his bride-to-be and her family, or to escape an unwelcome marriage for as long as possible.  Nobles excel at the social side of adventures and with their grasp for the political climate, they make excellent party leaders, if not the best combatants.

Characteristics:  Social expertise is the main characteristic of every noble.  They should excel at the social side of any game and bring a touch of the higher classes to any party.  They are also effective at being skillful and well rounded, as well as providing leadership and using their wealth and standing to the advantage of all.

Alignment:  While a noble can be of any alignment, most, given their own place in society and their need to defend “the natural order,” tend to be lawful neutral.  Despite this tendency, there are a great many pious and moral nobles, as there are those ruthless and heartless.  The latter tend to be found most often in less tolerant societies, though even the most refined and enlightened kingdom has its share of vultures nesting within it.

Religion:  Most nobles tend towards a lawful religion, though this is by no means an absolute.  If there is a state-sponsored church in their land, then they will at least pay lip service to it even if in secret they hold fealty to a different deity.

Background:  All nobles come from an exalted background, that of the highest society and a position of power.  While some might be impoverished compared to others, land is their strength and provides a ready buttress against hunger or need.  A noble might be from a family recently raised to the peerage, and as such he will doubtless be looked upon with slightly less than awe by his fellow nobles, while some commoners might even still consider him to be “one of them,” though it would never do for the noble’s peers to find out.

Races:  Humans are the most common nobles, with the preponderance within their societies for titles and status.  Any race can be a noble, however.  Half-orcs are perhaps the least common.  Most often the result of rape, a half-orc noble would have the greatest struggle to be accepted, and the greatest reward if they could attain such.  Elves and half-elves make excellent nobles, whether within their own communities, or raised as such by some deed for another society, and they present a fair and noble appearance to peers and commoners alike.  Dwarves rarely have extended social structures, though in a large dwarven society there may be many clan-chieftains or battle-leaders who have the trappings of nobility.  Those few gnomes and halflings who are born as nobles are an exception.  Sometimes elevated as such fro some great deed done by one of their forebears in a human culture, they are considered an oddity, albeit not so maligned a one as the half-orc.

Other Classes:  Nobles lead the other classes, and expect that they will follow, as retainers if they must.  They set the example, for good or for ill, and are responsible for the party’s success or failure.  The warrior classes are drawn naturally to his power in society.  Clerics find service to him as a natural extension of service to their god.  Rogues have their own reasons to follow a noble, usually ones of great riches galore.  Bards are equally drawn to the position of influence and see opportunity to spread their own name as a “rider” to his.  The more earthy types—barbarian, druid, ranger—are not so easily impressed, and the arcane spellcasters will associate with a noble as well as not.  (This paragraph is not included in the original text.)

Abilities:  Charisma is of paramount importance to the noble as it is used for his most important skill, Diplomacy.  A high intelligence is also extremely vital, allowing the noble to acquire a broad range of skills, follow his plans down to the final detail and ensure the best profit for his family.  For the noble who frequently engages in battle, a high strength can ensure his first blow will be a telling one.  Wisdom is useful to the noble to ensure his plans are complete and his mind can remain free of influence by others, whether mundane or magical.  Finally, dexterity is useful for a noble to ensure he appears graceful and composed at all times.

Hit Die:  d6

Restrictions/Requirements:  CHA 14+; cannot multi-class with any other class.

Skill Points/Level:  At first level: (6+INT mod) x4 (+4).  Thereafter: 6+INT mod (+1) per level.

Skills:  Bluff, Climb, Craft, Decipher Script, Diplomacy, First Impression, Gather Information, Intimidate, Jump, Knowledge (architecture), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility), Listen, Profession, Ride, Search, Sense Motive, Spot, Swim, and Use Rope.  (Several changes made here.)

Starting Gold:  6d10 x 10  (The original text says 6d6 x 10.)

Weapon & Armor Proficiency:  A noble is proficient with all simple weapons, all martial melee weapons of medium size and all ranged martial weapons.  He is also proficient with light and medium armor and all shields.

 

The Noble’s Table

Lvl

Title

Base Attack

Fort

Ref

Will

Class Feats

1

Gentleman

+0

+0

+0

+2

Title; Rank Hath Its Privileges; Wealth

2

Peer

+1

+0

+0

+3

Iron Will

3

Blue Blood

+2

+1

+1

+3

Gossip

4

Patrician

+3

+1

+1

+4

Taunt

5

Aristocrat

+3

+1

+1

+4

Social Skills

6

Thoroughbred

+4

+2

+2

+5

Bonus Feat; Enhanced Leadership

7

Grandee

+5

+2

+2

+5

 

8

Magnate

+6; +1

+2

+2

+6

Lead by Example, +4

9

Optimate

+6; +1

+3

+3

+6

Rally

10

Nobleman

+7; +2

+3

+3

+7

Social Skills

11

Daimio

+8; +3

+3

+3

+7

Do You Know Who I Am?

12

Esquire

+9; +4

+4

+4

+8

Bonus Feat

13

Baronet

+9; +4

+4

+4

+8

Lead from the Front

14

Atheling

+10; +5

+4

+4

+9

 

15

Regent

+11; +6; +1

+5

+5

+9

Social Skills

16

Armiger

+12; +7; +2

+5

+5

+10

 

17

Palsgrave

+12; +7; +2

+5

+5

+10

Lead by Example, +6

18

Walsgrave

+13; +8; +3

+6

+6

+11

Bonus Feat

19

Margrave

+14; +9; +4

+6

+6

+11

Power Corrupts

20

Grand Marquis

+15; +10; +5

+6

+6

+12

Social Skills, Absolute Power

 

Title:  The noble bears a title of nobility within his native country.  He comes of noble birth and family and if in the direct line of succession, can expect to ascend to his father’s title.  If not in the direct line, he can still better his title by deeds of note, martial or diplomatic.  Sample titles suitable for a PC include knight, baronet and lord (direct heir or child of a landed noble).  It is not recommended for a beginning PC to be a landed noble, such as a baron, count, marquis, earl viscount or duke.  A landed noble has little time for adventuring, being more concerned with his position in court and his lands.  His relative, however, has for more freedom and mobility and makes an excellent adventurer, albeit one who is likely to look down on less than salubrious inns and taverns.

Rank Hath Its Privileges:  The noble possesses all benefits and privileges entitled to one of noble birth and title.  Such benefits might include the right to bear arms, the right to have armed and liveried retainers, the right of hospitality in another noble’s domain, the right to attend the King’s court, and the right of trial by peers.  Along with these benefits, however, comes the responsibility to uphold them.  The noble is expected to uphold the nobility of the land and support the King (or Queen, Emperor, Shogun, Prince, Duke, etc.).  As such, he must behave in a manner fitting his station, to remain free of the suspicion of treason and to appear, in all ways, to be a peer of the realm.  Should the noble fail to uphold this status, then at the best he will become a social outcast, and at the worst be detained for treason.

Wealth:  The noble starts with amazing wealth for a 1st-level character.  In addition to his normal starting gold (which is higher than anyone else’s), the noble receives 500 gp for every point of CHA modifier he has (if positive).  (The original text says 50 gp per CHA modifier.)  This money is a stipend from the noble’s family, and is provided to ensure the noble does not drag the family’s name into the mud by appearing unkempt.  Each year, the noble receives another allowance of the same amount.  However, should the money be judged to be squandered, then the noble will receive no more.

Iron Will:  At 2nd level, the noble receives the Iron Will feat for free.

Gossip:  The noble gains this ability at 3rd level.  Nobles tend to hear a lot of rumors, gossip and general chatter about a great many subjects from both their social equals and the lower classes.  A noble can make a Gather Information check concerning a place, item or individual that is associated within their native society (must be associated with the country of birth or title for the noble).  By succeeding at a DC of 10, the noble learns things that are common and well known to the general population.  On a DC of 20, he gathers information about things that are known by many but not widely spread.  On a DC of 30, he picks up a hidden secret.  On a DC of 35, he learns a well-kept secret.  And on a DC of 40, he becomes privy to a very well-kept secret.

Taunt:  Beginning at 4th level, the noble can take a full-round action to taunt and demean his opponents, highlighting their weaknesses and faults.  One enemy per three levels of the noble is affected as if by a doom spell.  The affected opponents must be able to see and hear the noble, as well as understand him.  This spell-like effect is treated as if cast by a sorcerer of the noble’s level.  If the noble is attacked while using this ability, he must make a Concentration check (DC = damage received) or the taunt is ineffective.

Social Skills:  The noble receives a social ability from the list below at 5th, 10th, 15th, and 20th levels.  All such abilities must be supported by role-playing and cannot be chosen without the approval of the DM.

Ally:  You have a close relationship with a powerful individual who will go out of his way to aid you.  The ally holds some position of power, whether a noble title, by influence within a church or guild, or some other rank that gives him strength over others.  To gain the ally’s aid, you must address him personally, or get word to him of your need for assistance.  The DM makes an “Ally check” base on d20 + your CHA modifier + any applicable circumstance modifiers.  These might include whether you have recently assisted the ally (+2), whether you have risked your life for the ally (+4), or whether you have personally save the ally’s life (+6 or higher).  The DC for the check depends upon the time of assistance requested.  If it is a simple request, such as for an invitation to a social function, loan of a small amount of money or the like, the DC will be 10.  Asking your ally to introduce you to someone of equal status to your ally might be a DC 15.  A request for physical aid, such as soldiers loyal to your ally, might be DC 25 or higher.  The DM is the final arbitrator as to the DC of any “Ally check.”  You may request aid from your ally once per month, but for each request in successive months, the DC rises by two.

Comeliness:  You take a pride in your appearance and are naturally well dressed and groomed.  You receive a +2 circumstance bonus to all CHA-based skill checks in situations where your appearance plays a part.  (In the Lorenvale campaign, this is actually a Comeliness bonus, and affects the skills Diplomacy, Gather Information, Perform, and First Impression.)

Etiquette:  You may attempt to smooth over bad feelings from a social faux pas or vulgar breach of etiquette, committed either by you or by your companions.  You cannot undo the mistake, but you can erase the social stigma from whoever committed the error.  If someone is intentionally trying to cause a social incident, make opposed Diplomacy checks.  Those with the Etiquette ability gain a +2 bonus to this check.  You can use your Etiquette ability a number of times per day equal to your CHA modifier.

Family Ties:  You have strong ties to your blood kin, such that they would delay important tasks to come to your aid.  Of course, this cuts both ways, and if someone kills your brother, you will be expected to hunt him down to the furthest reaches of the realm and beyond.  To gain your family’s aid, you must address a member personally or get a message to him.  The DM makes a “Family Ties check” based on d20 + your CHA modifier + any applicable circumstance modifier.  If you have recently done a favor for your family, you might get a +2 bonus to the check.  If you have recently risked you life for them, you might get a +4 or +6 bonus to the check (DM’s discretion).  The DC for the check is based on the type of aid asked for.  Asking to stay at a relative’s house while you and your companions recover from an adventure might be a 10 or 15, depending on how well you know them.  Requesting a cousin to meet you with armed retainers for a midnight raid on a bandit camp might be a 15 or 20, depending on whether the bandits affected your cousin personally.  Asking them to help you kidnap a baron and hold him for ransom would be a 35 or 40 and might get you, and them, disowned and attainted if you fail.  Your family might not have the high status of power that your Allies provide, buy they tend to be more loyal and persistent.

Refuge:  You have some hidden place where you will be welcomed and where you can feel safe.  Your refuge might be the home of another noble, within a traveling merchant caravan, or just a cave outfitted for your comfort.  Whatever the case, it is almost always open to you—unless someone else gets there first.

Reputation:  Most adventurers eventually build up a reputation.  Your reputation, however, becomes more important the higher up the social ladder you climb.  While most in your homeland might recognize you as a hero, there are certainly some who see otherwise and hate you for your deeds of note.  Likewise, a cad may be acclaimed as such, but also respected for his dashing wit.  If you have a good reputation, you gain a +2 bonus to any CHA checks you make to determine or change others’ attitudes towards you, or when trying to gain a 5% discount on any merchandise you purchase.  If you are known as a cad, however, you gain a +2 bonus on CHA checks to Intimidate others into doing what you want them to, or to keep them from alerting the authorities when you help yourself to a 5% discount on their merchandise.  Reputation may be selected more than once, and its effects will stack.  For example, when chosen twice, the CHA check bonus is +4 and the merchandise discount rises to 10%.  (In the Lorenvale campaign, this ability also increases your Reputation score by +2.)

Savoir-faire:  You have a certain flair, dashing style, élan, or bravura that marks you as someone special.  Everything you do is done with style, whether it be entering a room and turning heads, carving your initials into a tapestry with your rapier, or even savoring a meal at a banquet to impress the host.  You can intentionally attempt to impress others with your style in any task.  You may make any required checks normally, but if your result is five or more points higher than the required DC to succeed, you have performed the deed with stunning flair.  The DM is free to dictate any rules effects from this, but possible outcomes may include gaining an Initiative bonus on successive actions or a bonus to your CHA-based skills to further impress those who witnessed your deed.  It is very hard to embarrass you, for you can turn even a fall into an elegant dance.  Anytime you fail badly at something, you can make a Bluff check as a free action to mitigate the failure and make it look intentional.  The DC depends on the nature of what you’ve done wrong, but will usually be 15 or 20.  The higher your result, the better your reaction to failure appears.  As a free action, you may make a Diplomacy check to oppose anyone trying to embarrass you, even if you are unaware of what is going on (the DM will make this check in secret for you).

 

New Attitude

Initial Attitude

Hostile

Unfriendly

Indifferent

Friendly

Unfriendly

15

--

--

--

Indifferent

20

15

--

--

Friendly

25

20

15

--

Helpful

30

25

20

15

 

Smear Others:  You can attempt to ruin another’s good name or instill hostility toward him with certain people.  It usually takes at least one night of socializing with the targeted audience, similar to a Gather Information check, in order to change their minds concerning the object of your smear campaign.  Characters normally make CHA checks to alter someone’s attitude for the better.  You can alter it for the worse with your own CHA check, using the DC listed on the above table.  Whenever the object of your smear campaign arrives, people’s initial attitude toward him is whatever you influenced them toward.  The audience does not need to know the person personally; reputation and name is enough.  But if they do know him personally, add +5 to the DC.

Bonus Feat:  The noble receives a bonus feat at 6th, 12th, & 18th levels.  This feat must be chosen from the following list:  Alertness, Armor Proficiency (heavy), Combat Expertise, Dodge, Improved Initiative, Mounted Combat, and Skill Focus.  These bonus feats are in addition to the feat that a character of any class gains every three levels.  A noble is not limited to feats from this list when choosing his normal feats.

Enhanced Leadership:  The noble receives the Leadership feat for free at 6th level.  However, given his natural status as a leader of men and peer of the realm, he uses the table below, rather than the Leadership chart presented in the Dungeon Master's Guide.

 

Score

Cohort

Level

No. of Followers by Level

1st

2nd

3rd

4th

5th

6th

1 or less

--

--

--

--

--

--

--

2

2nd

--

--

--

--

--

--

3

3rd

--

--

--

--

--

--

4

4th

--

--

--

--

--

--

5

4th

--

--

--

--

--

--

6

5th

--

--

--

--

--

--

7

5th

--

--

--

--

--

--

8

6th

--

--

--

--

--

--

9

6th

3

--

--

--

--

--

10

7th

6

--

--

--

--

--

11

7th

9

--

--

--

--

--

12

8th

12

1

--

--

--

--

13

9th

15

1

--

--

--

--

14

10th

20

2

1

--

--

--

15

10th

25

2

1

--

--

--

16

11th

30

3

1

1

--

--

17

12th

35

3

2

1

--

--

18

12th

40

4

2

1

1

--

19

13th

50

5

2

2

1

--

20

14th

60

6

3

2

1

1

21

15th

75

7

3

2

2

1

22

15th

90

9

4

3

2

1

23

16th

110

11

5

3

2

1

24

17th

135

13

6

4

2

2

25+

17th

150

15

7

4

3

2

 

Lead by Example:  Beginning at 8th level, when the noble performs the “aid another” action, he performs it particularly well.  If the noble’s attack roll is successful, his allies may receive a +4 bonus to their attack, or a +4 bonus to their defense, at the noble’s choice.  At 17th level, this bonus increases to +6 to attack or defense.

Rally:  Starting at 9th level, as a full-round action, the noble can rally his allies.  Allies within a 30-foot radius are affected as if by a bless spell and may remake any saving throws against fear-type effects currently affecting them.  This spell-like ability is treated as if cast by a sorcerer of the noble’s level.  If the noble is attacked while using this ability, he must make a Concentration check (DC + damage received) or the Rally is ineffective.

Do You Know Who I Am?:  The noble receives this ability at 11th level.  As a full-round action, the noble may loudly declare his name, titles and heritage to all who listen.  Following this declaration, any who wish to attack the noble, whether physically or verbally, must make a Willpower save (DC 10 + the noble’s level + his CHA modifier).  Should they fail this save, then they will be unable to assault the noble.  Those affected must be able to see, hear, and understand the noble for this extraordinary ability to take effect.  Furthermore, those affected must have some reason to be afraid of the power of the noble.  Bandits, humanoid ruffians and the like should all have some fear for the rule of law within the noble’s native land and rightfully be concerned about the consequences of assaulting him.  However, confirmed traitors to the throne or agents of a foreign power might have little to fear, or at least little more to fear when adding the death of the noble to the their list of crimes.  The DM decides whether a listener is affected by this power or not.

Lead from the Front:  At 13th level, should another character attempt to replicate in the same round, a task already undertaken by the noble, that character receives a +2 bonus to his attempt as the noble has already “shown the way.”  Such tasks might include attacking an opponent (in the same manner as the noble, either with a martial or a ranged weapon, depending on the noble’s method of attack), bargaining with a merchant, or riding across a narrow log.

Power Corrupts:  The noble at 19th level is now able to convince others to do his bidding with but a few words.  Once per day the noble may sway individuals to his cause by speaking a few honeyed words into their ears.  This attempt functions as a charm person spell cast by a sorcerer of the noble’s level.  The noble may affect multiple individuals with this spell-like ability.  However, for each individual beyond the first that the noble tries to affect, the save DC drops by one.

Absolute Power:  The noble at 20th level is now in such a position of power as to be all but inviolate.  The noble receives the benefits of the 11th-level ability Do You Know Who I Am? without having to spend the full-round action to declare his name and heritage.  (He merely walks in the room.)  This is an extraordinary ability.

 

This site was last updated 04/02/04