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Habololy Main
NOBLE
Those who are born into power, those whose skill lie in the simple mastery
of using one’s own notoriety and station, they are the nobles. It is rare
to find a noble who does not learn some other skill, but it is equally rare
to find a wealthy or royal person that does not take some advantage of their
natural position in their community.
Those Nobles that have fallen on hard times or that have something to prove
go into the adventuring life style. It is uncommon that a Noble would
choose to start adventuring unless they had to. Adventuring Nobles do so to
defend their people from danger, returning to a normal lifestyle when the
danger has passed.
The Noble has a great deal of knowledge and
resources. They have connections that they take advantage of to survive.
They can often supply companions with the best equipment and provide them
with comfortable lodging and travel.
Nobles come in all alignments.
A Noble will often retain the most notable religion of her
culture. It is very advantageous for a Noble to appear to be representative
of her people.
Most Nobles inherit their title, and hence come from a background of esteem
and wealth, although those things are relative to their culture.
Not all races have nobles. The Lizardfolk, Vishtoo, Gremlin, and Barbarian
cultures find the idea very foreign, for a variety of reasons. Humans have
the most nobles.
THE NOBLE
|
Level |
Base Attack Bonus |
Fortitude Save |
Reflex Save |
Willpower Save |
Special |
|
1 |
0 |
0 |
0 |
+2 |
Friends in High
Places |
|
2 |
+1 |
0 |
0 |
+3 |
Bonus Feat |
|
3 |
+1 |
+1 |
+1 |
+3 |
Symbol of the People |
|
4 |
+2 |
+1 |
+1 |
+4 |
Growing Reputation |
|
5 |
+2 |
+1 |
+1 |
+4 |
Rally the Masses |
|
6 |
+3 |
+2 |
+2 |
+5 |
Friends in High
Places |
|
7 |
+3 |
+2 |
+2 |
+5 |
Bonus Feat |
|
8 |
+4 |
+2 |
+2 |
+6 |
|
|
9 |
+4 |
+3 |
+3 |
+6 |
Growing Reputation |
|
10 |
+5 |
+3 |
+3 |
+7 |
Rally the Masses |
|
11 |
+5 |
+3 |
+3 |
+7 |
Friends in High
Places |
|
12 |
+6/+1 |
+4 |
+4 |
+8 |
Bonus Feat |
|
13 |
+6/+1 |
+4 |
+4 |
+8 |
|
|
14 |
+7/+2 |
+4 |
+4 |
+9 |
Growing Reputation |
|
15 |
+7/+2 |
+5 |
+5 |
+9 |
|
|
16 |
+8/+3 |
+5 |
+5 |
+10 |
Friends in High
Places |
|
17 |
+8/+3 |
+5 |
+5 |
+10 |
Bonus Feat |
|
18 |
+9/+4 |
+6 |
+6 |
+11 |
Rally the Masses |
|
19 |
+9/+4 |
+6 |
+6 |
+11 |
|
|
20 |
+10/+5 |
+6 |
+6 |
+12 |
Growing Reputation |
GAME RULE
INFORMATION
Charisma is the most important
ability score for a noble. The ability to naturally command and influence
are paramount to a Noble.
A Noble may be of any alignment.
Class
Skills
The Noble’s class skills are: Appraise (Int),
Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int),
Perform (Cha), Profession (any), Sense Motive (Wis), Speak Language, Literacy.
Skill points at first level:
(6+ intelligence modifier) x 4.
Skill points at each
additional level: 6+ intelligence modifier.
Class
Features
 |
The Noble is proficient in all simple weapons and
all light armor. The Noble is also proficient with one martial or exotic
weapon. This weapon must be directly related to her culture. |
 |
Once per day, the Noble may call on an acquaintance
to aid her in some way. This may be a free night at the inn, a free meal, a
borrowed weapon or armor, a free spell casting, information, advice, or
anything that the DM sees fit to grant. The Noble only has to be able to
communicate with the friend from whom he is getting the assistance, and no
check to see if the friend will help is needed (A good rule of thumb for
spells is to allow the assistance if a spellcaster of the same level as the
Noble could cast the spell asked for). This ability is only usable in the
area in which the Noble is known. This may be a city, a town, a Nation, a
part of the world, or whatever the DM decides. Every time this ability is gained after the first, the Noble may call on
another friend in the same day to grant assistance. The same friend may not
be called on twice in the same day using this ability. The DM should keep
in mind that overuse of this ability on the same friend may cause them to no
longer be a friend of the Noble. |
 |
This feat must be taken from the list of regional or racial feats for
nationality or race type of the Noble. For example, a Halfling Noble from
Yellowia may pick her bonus feat from the Yellowian or Halfling list.
|
 |
The Noble is known to be a representative of her
people. By presenting her case to her people, the Noble can persuade them
to aid her. She can also use this ability to inspire followers that are
already aiding her cause. The Noble must make a Perform check. The result
is the number of people she rallies to her cause. For inspiration, the
result divided by five is the bonus her followers add to their morale and to
one other role type of the Noble’s choice; such as a saving throw, a skill
check, attack rolls, damage rolls. |
 |
As the Nobles reputation grows, she is able to
use her Friends in High Places ability in other places. Every time this
ability is gained, she may choose another town, city, nation, location, etc.
in which she can use this ability. Her choices must be reasonable and the
DM has final decision on where she may and may not pick. |
 |
The number of people the Noble can immediately rally
to her cause by using the Symbol of the People ability doubles the first
time this ability is gained, triples the second time, and quadruples the
third time. |
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