Post by king of hyrule on Aug 29, 2005 21:39:27 GMT -5
Noble
On the battlefields, warriors and wilderfolk are unmatched. With inventions and creativity, no one matches the genius of artisans. Academics are experts of knowledge and lore almost forgotten by the common populace. Performers reign supreme amongst the mysterious and dramatic, wizzrobes command the energies of the Tri-Force directly, and drifters are the unchallenged masters of the open road and survival. When it comes to the courts of intrigue and politics, no one can touch the noble. Sweeping through the grand halls, lodges, palaces and temples of the world, nobles are the enigmatic cream of society. They are born and bred into stations of power, whether a lowly noble House, or the Princess of Hyrule, nobles are the undisputed masters of their world. Moreover, it is a world as fierce as any battlefield, rife with intrigue, power and
corruption, where a single misplaced word or ill-judged coup can have worse effects than the mere loss of life.
Adventures: Why would a noble, no matter how lowly, risk life and limb to travel out into the world? Why bother when wealth, shelter, and all the necessities of life are provided for you? Well, some nobles are not so lucky. Whether an
invading force has displaced them, or they have set out in search of a different path in life, nobles do in fact
adventure. Perhaps they do it less than other classes, but they do it all the same. Perhaps the noble has been betrayed by his liege or Lord and must flee from banishment, exile, or worse. Perhaps the noble simply wishes to travel in disguise and see the world through the eyes of the common folk. Whatever the reason, adventure awaits, and some nobles seem destined to find it no matter what they do.
Characteristics: Nobles are, by definition, well-born folk. They are granted a higher station in life than most folk by birth, blood, or some other reason that holds claim to significant power. Not all nobles are Princesses or Lords though. Some may only be minor Houses of a dynasty or Empire. Others may simply be one step above the common folk, raised on the merits of generations of the ancestry working for a common goal. By routine, nobles tend to favor luxury. They seek comforts and are familiar with the good things in life.
Focus: Nobles are a wildly varied group. Almost all nobles are extremists in their focus. Examples range from all races and nations. The noble Houses of Hyrule, for example, have traditionally favored a strong light focus while the gerudo rulers have usually leaned towards shadow and
dark. A great deal of a noble’s focus depends on their upbringing and surrounding.
Background: Nobles are, to put it bluntly, noble. They come from lands where a clear distinction exists between various economic and social categories, and they are the upper strata.
Races: Nearly every race has some distinction of nobility within its make-up. A noble may come from any race, though there are some limiting restrictions among some races. For example, females almost exclusively rule gerudos, with a male having the opportunity to become a king amongst them only once every 100 years (provided there is a male amongst them at the time). Dekus are notorious for following a patriarchal line, nearly always having a king on the throne of their lands. One of the few races that do not have nobles as such is the kokiri, who
do not form such thickly layered political hierarchies. Amongst the kokiri, nobles are the village or tribal elders or the sons and daughters of shamans.
Other Classes: Nobles get along with almost every class equally. The noble’s skills in and out of combat make them a fair addition to any party, and their leadership abilities are unmatched. If there is a discordant match to be made, it is with drifters. Often, the two classes’ backgrounds are so incredibly different that it is difficult for the two to find common ground.
Game Rule Information
Abilities: Charisma is by far the most important ability for a noble, as it is his main weapon in the deadly realm of politics. As backup, a high Intelligence will allow him to think him way around his opponent. Lastly, without the failsafe of a high Wisdom, the noble will often fall prey to
the very tricks he often uses on his enemies.
Hit Die: d8
Starting Rupees: 7d4 x 10
Class Skills
The noble’s class skills (and the key abilities for each) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Forgery (Int), Intimidate (Cha), Knowledge (history) (Int), Knowledge (law) (Int),
Knowledge (nobility and royalty) (Int), Profession (Wis), Read Lips (Int), Sense Motive (Wis). Skill Points at First Level: (6 + Int mod) x 6 Skill Points at Each Additional Level: 6 + Int mod
Class Features
Weapon and Armor Proficiencies: A noble is proficient in all simple and weapons, light armor types and shields.
Natural Diplomat: Nobles are born to haggle with others. Starting at 1st level, they receive a +2 competence bonus to any Diplomacy checks. The bonus increases by +1 every four levels.
Inspire: Nobles inspire confidence in those they command or assist. By orating to allies, who must be within hearing range of the noble, the noble can grant morale bonuses to his comrades. The noble must pass a Diplomacy check (DC 10 + 1 per 3 allies inspired), and spend at least one round orating. All who are affected gain a +1 morale bonus to attack rolls, skill checks, saving throws, and skill checks for 5 rounds per round the noble orated. The bonuses increase by +1 every four levels.
Synergy: The nobles commanding presence can be a great boon to his comrades in times of stress. Any time the noble is either involved in a coordinated effort with more than one other person, or directly supervises (and can direct verbally) the efforts of others, he grants them a +2 morale bonus to the die roll. Common cooperative tasks include skills that are being used (such as two comrades attempting a Heal check on a wounded party member), combat (flanking or ganging up – bonus is added to the
attack rolls), or even ability checks (2 people trying to ram down a door). Every four levels the bonus increases by +1. To use the ability requires a full round action of either exemplary action or oratory direction. The noble can do
nothing else during this time, and for each round the noble wishes to continue granting the bonuses, he must continue to use the ability as a full round action.
Regal Bearing: The noble’s heritage and command of himself is a powerful attribute. In times of great stress, the noble almost literally uses the force of his personality to bail him out of hazardous situations. At 9th level, the
noble may substitute his Charisma bonus for any other ability score bonus on a skill check. Thus, a noble attempting to make a Climb check may use his Charisma bonus instead of his Strength bonus. At 14th level, the noble may substitute his Charisma bonus for his Strength and Dexterity bonus on attack and damage rolls. The
noble may use this ability a number of times per day
equal to half his current noble level.
Magical Command:Eventually, the noble gains a
greater insight into his own powers of persuasion and command. At 13th level, the noble may spend any number
of magic points to add to any Charisma based skill check or action. This ability does not stack with his Regal Bearing ability. The noble may also permanently spend magic points to increase his Leadership score (see the Leadership feat,
Player’s Handbook). For every five permanent magic points the noble spends, he may increase his Leadership score by 1 point. Doing so grants all the benefits that an increase in a Leadership score normally would.
On the battlefields, warriors and wilderfolk are unmatched. With inventions and creativity, no one matches the genius of artisans. Academics are experts of knowledge and lore almost forgotten by the common populace. Performers reign supreme amongst the mysterious and dramatic, wizzrobes command the energies of the Tri-Force directly, and drifters are the unchallenged masters of the open road and survival. When it comes to the courts of intrigue and politics, no one can touch the noble. Sweeping through the grand halls, lodges, palaces and temples of the world, nobles are the enigmatic cream of society. They are born and bred into stations of power, whether a lowly noble House, or the Princess of Hyrule, nobles are the undisputed masters of their world. Moreover, it is a world as fierce as any battlefield, rife with intrigue, power and
corruption, where a single misplaced word or ill-judged coup can have worse effects than the mere loss of life.
Adventures: Why would a noble, no matter how lowly, risk life and limb to travel out into the world? Why bother when wealth, shelter, and all the necessities of life are provided for you? Well, some nobles are not so lucky. Whether an
invading force has displaced them, or they have set out in search of a different path in life, nobles do in fact
adventure. Perhaps they do it less than other classes, but they do it all the same. Perhaps the noble has been betrayed by his liege or Lord and must flee from banishment, exile, or worse. Perhaps the noble simply wishes to travel in disguise and see the world through the eyes of the common folk. Whatever the reason, adventure awaits, and some nobles seem destined to find it no matter what they do.
Characteristics: Nobles are, by definition, well-born folk. They are granted a higher station in life than most folk by birth, blood, or some other reason that holds claim to significant power. Not all nobles are Princesses or Lords though. Some may only be minor Houses of a dynasty or Empire. Others may simply be one step above the common folk, raised on the merits of generations of the ancestry working for a common goal. By routine, nobles tend to favor luxury. They seek comforts and are familiar with the good things in life.
Focus: Nobles are a wildly varied group. Almost all nobles are extremists in their focus. Examples range from all races and nations. The noble Houses of Hyrule, for example, have traditionally favored a strong light focus while the gerudo rulers have usually leaned towards shadow and
dark. A great deal of a noble’s focus depends on their upbringing and surrounding.
Background: Nobles are, to put it bluntly, noble. They come from lands where a clear distinction exists between various economic and social categories, and they are the upper strata.
Races: Nearly every race has some distinction of nobility within its make-up. A noble may come from any race, though there are some limiting restrictions among some races. For example, females almost exclusively rule gerudos, with a male having the opportunity to become a king amongst them only once every 100 years (provided there is a male amongst them at the time). Dekus are notorious for following a patriarchal line, nearly always having a king on the throne of their lands. One of the few races that do not have nobles as such is the kokiri, who
do not form such thickly layered political hierarchies. Amongst the kokiri, nobles are the village or tribal elders or the sons and daughters of shamans.
Other Classes: Nobles get along with almost every class equally. The noble’s skills in and out of combat make them a fair addition to any party, and their leadership abilities are unmatched. If there is a discordant match to be made, it is with drifters. Often, the two classes’ backgrounds are so incredibly different that it is difficult for the two to find common ground.
Game Rule Information
Abilities: Charisma is by far the most important ability for a noble, as it is his main weapon in the deadly realm of politics. As backup, a high Intelligence will allow him to think him way around his opponent. Lastly, without the failsafe of a high Wisdom, the noble will often fall prey to
the very tricks he often uses on his enemies.
Hit Die: d8
Starting Rupees: 7d4 x 10
Class Skills
The noble’s class skills (and the key abilities for each) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Forgery (Int), Intimidate (Cha), Knowledge (history) (Int), Knowledge (law) (Int),
Knowledge (nobility and royalty) (Int), Profession (Wis), Read Lips (Int), Sense Motive (Wis). Skill Points at First Level: (6 + Int mod) x 6 Skill Points at Each Additional Level: 6 + Int mod
Class Features
Weapon and Armor Proficiencies: A noble is proficient in all simple and weapons, light armor types and shields.
Natural Diplomat: Nobles are born to haggle with others. Starting at 1st level, they receive a +2 competence bonus to any Diplomacy checks. The bonus increases by +1 every four levels.
Inspire: Nobles inspire confidence in those they command or assist. By orating to allies, who must be within hearing range of the noble, the noble can grant morale bonuses to his comrades. The noble must pass a Diplomacy check (DC 10 + 1 per 3 allies inspired), and spend at least one round orating. All who are affected gain a +1 morale bonus to attack rolls, skill checks, saving throws, and skill checks for 5 rounds per round the noble orated. The bonuses increase by +1 every four levels.
Synergy: The nobles commanding presence can be a great boon to his comrades in times of stress. Any time the noble is either involved in a coordinated effort with more than one other person, or directly supervises (and can direct verbally) the efforts of others, he grants them a +2 morale bonus to the die roll. Common cooperative tasks include skills that are being used (such as two comrades attempting a Heal check on a wounded party member), combat (flanking or ganging up – bonus is added to the
attack rolls), or even ability checks (2 people trying to ram down a door). Every four levels the bonus increases by +1. To use the ability requires a full round action of either exemplary action or oratory direction. The noble can do
nothing else during this time, and for each round the noble wishes to continue granting the bonuses, he must continue to use the ability as a full round action.
Regal Bearing: The noble’s heritage and command of himself is a powerful attribute. In times of great stress, the noble almost literally uses the force of his personality to bail him out of hazardous situations. At 9th level, the
noble may substitute his Charisma bonus for any other ability score bonus on a skill check. Thus, a noble attempting to make a Climb check may use his Charisma bonus instead of his Strength bonus. At 14th level, the noble may substitute his Charisma bonus for his Strength and Dexterity bonus on attack and damage rolls. The
noble may use this ability a number of times per day
equal to half his current noble level.
Magical Command:Eventually, the noble gains a
greater insight into his own powers of persuasion and command. At 13th level, the noble may spend any number
of magic points to add to any Charisma based skill check or action. This ability does not stack with his Regal Bearing ability. The noble may also permanently spend magic points to increase his Leadership score (see the Leadership feat,
Player’s Handbook). For every five permanent magic points the noble spends, he may increase his Leadership score by 1 point. Doing so grants all the benefits that an increase in a Leadership score normally would.