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Additional Campaign
Information NEW CLASS: NOBLENobility
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
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.
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.
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.
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.
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.
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. |
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