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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 |
|
Hostile |
Unfriendly |
Indifferent |
Friendly |
|
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.
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