Additional Campaign Information

NEW CLASS: NOBLE

Nobility in Amthydor can be gained in one of two ways; by birth and by being elevated to that status by the Lord Monarch. While Nobles enjoy a somewhat lofty lifestyle, they have inherent responsibilities towards the city that cannot be ignored. Each Noble House has earned its position one way or another in the past years. Each Noble House has a different area of expertise in which they contribute to the city. At the same time, Nobles tend to have their own agendas. A Noble is always addressed by the title "Lord" or "Lady."

 

Being a noble is not only a privilege, but also a duty. A noble must do anything he can in the service of his own House. The noble is a representative of his House at all times and must make an effort to bring his House to greater glory. There is only a certain amount of "embarrassment" that a House will endure before taking steps to distance itself from the offending noble. So it is always in the noble's best interest to do right by his House at all times.

In addition, all Noble Houses have sworn an oath to support the city in times of need. The noble is not above these responsibilities and must step forward whenever the city calls for assistance. Services to the city in this nature are done without mention of pay, though there are sometimes rewards for a successful completion of their mission

 

Table: The Noble

Level Base Attack Bonus Fort Save Ref Save Will Save Special Abilities
1st +0 +0 +0 +2 Title, Rank Hath its Privileges, Wealth, Breeding
2nd +1 +0 +0 +3 Inspire 1/day
3rd +2 +1 +1 +3 Gossip, Influence +1
4th +3 +1 +1 +4 Inspire 2/day
5th +3 +1 +1 +4 Political Intrigue +1, Social Skills
6th +4 +2 +2 +5 Breeding, Inspired 3/day
7th +5 +2 +2 +5 Leadership
8th +6/+1 +2 +2 +6 Influence +2, Inspire 4/day
9th +6/+1 +3 +3 +6 Political Intrigue +2
10th +7/+2 +3 +3 +7 Inspire 5/day, Social Skills
11th +8/+3 +3 +3 +7 Breeding
12th +9/+4 +4 +4 +8 Inspire 6/day
13th +9/+4 +4 +4 +8 Influence +3, Political Intrigue +3
14th +10/+5 +4 +4 +9 Inspire 7/day
15th +11/+6/+1 +5 +5 +9 Social Skills
16th +12/+7/+2 +5 +5 +10 Breeding, Inspire 8/day
17th +12/+7/+2 +5 +5 +10 Political Intrigue +4
18th +13/+8/+3 +6 +6 +11 Influence +4, Inspire 9/day
19th +14/+9/+4 +6 +6 +11  
20th +15/+10/+5 +6 +6 +12 Inspire 10/day, Social Skills

 

 

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 are crucial to his or her success. Wisdom and Intelligence form the basis of other important skills, so these ability scores are also significant.

 

Restrictions: The Noble must be a character's starting class. If another class is selected at first level, the player cannot select noble as a multi-class option (even if the player has a Noble certificate). Only by the act of the Lord Monarch (LSJ Campaign Coordinators) can an existing character be given the title of Noble. A noble may multi-class freely into any other available class.

 

Requirements:  Must have certified LSJ campaign documentation allowing this Core Class. Must take at least one rank in Knowledge: Local skill at 1st level.  In addition, the noble has exquisite taste and enjoys a privileged lifestyle. With that in mind, the noble requires the BEST of everything. He will spend a minimum of 20% more (to base cost) for an item to "personalize" it to reflect his personality. This could vary from elaborate embroidery to intricate craftsmanship. The only exception to this rule would be the purchase of masterwork items. This would only be 10% more to the base cost as opposed to 20%.

 

Alignment: Any, predominantly Lawful

Hit Die: d8.

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

Starting Gold: 8d6*10

 

Class Skills

The noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha),Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (any except Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis),  Spellcraft (Int), Spot (Wis), Swim (Str), and Survival (Wis).

 

Weapon and Armor Proficiency: The noble is proficient in the use of all simple and martial weapons, with light and medium armor, and all shields.

 

 

Class Features

The following is a class feature of the noble class.

 

Title: Character bears a title of nobility within his native country.

 

High Lifestyle (40 gp): Nobles stay at the most expensive hotels in town, eat out at the fanciest restaurants, and buy only the finest clothes and accoutrements. You may enjoy luxuries such as exotic foods, fresh flowers delivered to your home every day, and expensive and lengthy vacations to the countryside. PCs who take this option enjoy a +1 circumstance bonus to all Charisma-based ability and skill checks. This lifestyle is available only to Aristocrats and Nobles.

 

Slumming: Nobles are expected to maintain a high standard of living, and that costs gold. Aristocrats who take less than High Lifestyle suffer an additional -1 penalty on the listed Charisma-based checks for any lifestyle lower than High that they take. Nobles have it even worse, suffering an additional -2 penalty on the listed checks for the lifestyle chosen. This stacks with the penalty already listed for Low and Medium Lifestyles.

 

Rank Hath its Privileges: The character possesses all benefits and privileges entitled to one of noble birth and title.  Along with these benefits, however, comes the responsibility to uphold them.  As such, they must behave in a manner fitting his station, to remain free of the suspicion of treason and to appear, in all way, to be a peer of the realm.  Should the character fail to uphold this status, then at best he will become a social outcast, at the worst he will be detained for treason.

 

Wealth: In addition to his normal starting money, the noble receives 50 gp plus 50 gp for every point of Charisma modifier he possesses (if positive).  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.  In addition, at first level the character receives one masterwork weapon of choice, although it must be a weapon with which the character is proficient.

 

Breeding:  Nobles are often given special training and tutoring over the years, which gives them certain advantages over the uneducated and less fortunate commoners.  Each time the noble gains Breeding, he may choose one ability from the following list.

  • Arcane Training:  When this ability is selected, the noble may choose one wizard spell (at 1st or 6th level, the noble may choose a 0-level spell.  At 11th or 16th level, the noble may choose a 1st-level spell.).  From that point on, the noble may cast the chosen spell once per day as a spell like ability (caster level equal to noble class level, Charisma based save DC).  You can select this ability multiple times.  You may either choose the same spell, granting the ability to use it one additional time per day, or you may choose a new spell.

  • Education: When this ability is selected, the noble gains a +4 competence bonus on all checks with one chosen knowledge skill.  You can select this ability multiple times.  A different Knowledge skill must be chosen each time if this ability is taken more than once.

  • Diplomacy: When this ability is selected, the noble gains a +4 competence bonus to Diplomacy skill checks.  This ability can only be taken once.

  • Bonus Language: When this ability is selected, the noble gains the ability to speak one new language.  This ability can be taken more than once.

  • Martial Training: When this ability is selected, the noble gains Exotic Weapon Proficiency as a bonus feat.

Inspire:  Using the inspire ability requires a standard action.  Additionally, the target of the inspire ability must be able to observe and hear the noble and must be within 60 feet.  The noble may target a number of enemies or allies equal to one-half his class level and the effects lasts for a number of rounds equal to his class level.  The noble may not target himself with this ability.  Each time the noble uses the inspire ability, he may select one of the following effects.

  • Inspire Awe: Creatures targeted by this effect suffer a -2 morale penalty to all Reflex saves and a -1 morale penalty to all armor class.  This is a language-dependant ability

  • Inspire Complacency: Characters targeted by this effect suffer a -2 circumstance penalty to Listen and Spot checks for the duration of this ability’s use.  This is a language-dependant ability

  • Inspire Confidence: Characters targeted by this ability gain a +1 morale bonus to all attack rolls and saving throws.  This is a language-dependant ability.

  • Inspire Fear: This ability causes targets to suffer a -1 morale penalty to attack rolls and saving throws. This is a language-dependant ability

  • Inspire Valor: This ability causes targets to gain a +2 morale bonus to Will saves and an additional +1 to saves vs. fear effects.  This is a language-dependant ability.

  • Inspire Zeal: Characters targeted by this ability gain a +2 bonus to all damage rolls for the duration of the effect.  This is a language-dependant ability.

Gossip: A nobler may make a Gather Information check upon meeting or hearing of any individual, place or item that regularly associates with nearby society.  The DM makes this check secretly and gives the courtier information based on the results.

 

DC Type of Knowledge
10 Common, well known to the general populace.
25 Known by only a select few.
30 Hidden, known to an elite few.
35 Very well kept secret, potential blackmail fodder.
45 Incredibly well kept secret, only the subject and one or two others are aware.
55 A secret so well kept that perhaps even the subject himself is unaware.

 


Gossip is not always a reliable source of information.  The base chance of the courier coming up with a truthful rumor is 50%+1% per level.  The DM makes this percentile roll secretly.  If the skill check itself fails, the courier turns up nothing.

 

Influence: Using a noble’s influence ability requires an influence check. Roll 1d20 and add the noble’s current level and Charisma modifier.  You cannot take 10 or 20 with this ability.  No retries are allowed.

 

DC Influence Attempt
10 Borrow another noble's coach and horse team, get a private dining room at an inn, convince a blacksmith to forge a special sword.
15 Gain entrance to an exclusive dinner, convince the innkeeper to move commoners out of a room and give it to the party instead, book passage on a smuggling ship.
20 Gat an ally out of jail, have an enemy thrown in jail.
25 Gain entrance to a fortified city during wartime, bypass customs and security when entering a port by ship
30 Get an audience with the king on the spur of the moment, have an enemy assassinated.
    

 

Political Intrigue:  Beginning at 5th-level, a noble gains a bonus to all Bluff, Diplomacy and Sense Motive skills due to their ability to recognize (and reciprocate) gossip, rumors, and political dealings.  The bonus to these skills increase +1 for each additional four levels thereafter.

 

Leadership: At 7th level, the noble gains the Leadership feat as a bonus feat.

 

Social Skills:  The noble receives a social ability from the list below.  All such abilities must be supported by roleplaying.  Effects are not stackable unless indicated.

  • Ally: You have a close relationship with a powerful individual who will go out of his way to aid you.  Your ally holds some position of power.  To gain the ally’s aid you must address him personally or get word to him of your need for assistance.  The Games Master makes an Ally check based on 1d20 + your Charisma modifier + any applicable circumstance modifiers.  The DC for the check depends on the type of assistance requested.  If it is a simple request, the DC is 10.  Asking your ally to introduce you to someone of equal status of your ally might be a DC 15.  A request for physical aid might be a DC 25 or higher.  You may request aid from your ally once per month.  Each request in successive months raises the DC by 2.

  • Comeliness: You receive a +2 circumstance bonus to all Charisma-based skill checks in situations where your appearance plays a part.

  • Etiquette: You may attempt to smooth over bad feelings from a social faux pas or vulgar breach of etiquette, committed by you or your companions.  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 this Etiquette ability a number of times equal to your Charisma 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 works both ways and if someone kills your brother, you will be expected to hunt him down to the farthest 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 Games Master makes a Family Ties check based on a 1d20 + your Charisma modifier + any applicable circumstance modifiers.  The DC for the check is based on the type of aid you 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.  Asking them to help you kidnap a baron and hold him for ransom might be a 35 to 40.

  • Refuge: You have some hidden place where you will be welcomed and feel safe.  It is almost always open to you – unless someone gets there first.

  • Savoir-Faire: 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 levels higher than the required DC to succeed at the task, you have performed the deed with stunning flair.  The GM is free to dictate any rules effects from this.  It is also very hard to embarrass you.  Any time you fail badly at something, you can make a Bluff skill check as a free action to make it look intentional.  The DC depends on the nature of what you’ve done wrong, but will usually be a 15 or 20.  The higher your result, the better you 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.

Note: Certain skills, such as Gossip and Influence are not available to the Noble PC when venturing outside of his home city.

 

Ex-Nobles: A noble who has his nobility revoked can no longer progress in levels as a noble.  He loses Rank, Wealth, Inspire, Leadership, and Influence abilities.  He retains the remainder of his noble abilities.