Nobles are illustrious because of their rank, title or birth. Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in their day-to-day lives. An elven princess, the lord of Palanthas, a dwarven thane are examples of the noble class. While the motivations and goals of such characters vary widely, each is capable of masking his true intentions behind the veil of etiquette, and of using his charm and wit to gain what he desires.

Adventures: Adventuring nobles might be abroad at the behest of their families or working for a more powerful lord, such as a prince or king. Nobles are also effective diplomats, military commanders and politicians. In rare cases, a noble rebels against his heritage and responsibilities to work toward different goals, while still practicing the skills of his class. Nobles feel a sense of responsibility for those in their company.

Characteristics: While nobles are trained to defend themselves and fight to protect those for whom they hold responsibility, the noble's true battlefields are the throne room, the counsel chamber, the parlor, and the hallways – any place that people meet and interact. His tongue and charm are his most effective weapons.

Nobles prefer civilized areas, where laws are in effect and a clear social structure is defined. They often enjoy the finer things in life, including expensive clothes and good food and drink. Even impoverished nobles attempt to appear at their best. Nobles abhor crude behaviour and may chastise those who demonstrate a lack of good manners.

Alignment: Nobles tend toward lawful alignments, working within the rules for their own personal goals, whether good or evil.

Religion: Nobles revere any deity who matches their own moral alignment (good, evil or neutral) and whose motivations and methods match theirs. Being leaders themselves, they often honor deities that embody leadership.

Background: Almost every society has an upper class. Nobles are born with either wealth or long family lineage, usually both. Anyone raised in a life of privilege might be a noble, even if they are not termed nobility by society. Nobles may also gain rank and title by advantageous marriages.

Races: Nearly all races have a defined aristocracy. From orcish warchiefs to the leaders of the elven houses, nobles can emerge from nearly anywhere. Races that have a shifting or nonexistent social order will rarely produce nobles.

Other Classes: Nobles work well with those who are educated, such as wizards, knightly orders, clerics and bards. Noble characters sometimes have difficulty adjusting to crude or rough behaviour of those who have received their education in the streets or from nature, such as barbarians, rogues and rangers.

Game Rule Information

Nobles have the following game statistics.

Abilities: Charisma is the noble's most important ability, affecting his primary means of influencing others and positioning himself in a leadership role. Intelligence and Wisdom are also important, particularly for those nobles with a sense of obligation for their followers. Nobles who function as military leaders also benefit from high physical abilities (strength, dexterity and constitution).

Alignment: Any

Hit die: d8

Class skills: The noble's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis) and Speak Language (Int).

Skill points at first level: 6 + Intelligence modifier × 4

Skills per level: 6 + Intelligence modifier

Class Features

All of the following are class features of the noble.

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

Bonus Class Skill: At 1st level, a noble may designate any one cross-class skill as a class skill. This represents an area of study the noble character has pursued on his own.

Favor: The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.

A noble can try to call in a favor a number of times in a week of game time equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favour per week, while a 7th-level noble can attempt to call in favors as many as three times from different contacts.

The DM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the game.

Inspire Confidence: Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effect lasts for 5 rounds. The noble can inspire a number of allies equal to half her noble levels, rounded up.

An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
The noble can't inspire confidence in himself. The ability only aids his allies.

Coordinate: A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus +2, and it increases as the noble gains levels. Therefore, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.

This ability can't be used to assist in combat.

Inspire Greatness: Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 morale bonus to saving throws. The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three noble levels attained beyond 11th level, the noble can inspire greatness in one additional ally.
The noble can't inspire greatness in herself. The ability only aids his allies.

Level Progression

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Bonus Class Skill, Favor +1
2 +1 +0 +3 +3 Inspire Confidence 1/day
3 +2 +1 +3 +3 Favor +2
4 +3 +1 +4 +4 Coordinate +1
5 +3 +1 +4 +4 Inspire Confidence 2/day
6 +4 +2 +5 +5
7 +5 +2 +5 +5 Favor +3
8 +6/+1 +2 +6 +6 Coordinate +2
9 +6/+1 +3 +6 +6 Inspire Confidence 3/day
10 +7/+2 +3 +7 +7
11 +8/+3 +3 +7 +7 Inspire Greatness (1 ally)
12 +9/+4 +4 +8 +8 Favor +4
13 +9/+4 +4 +8 +8 Coordinate +3, Inspire confidence 4/day
14 +10/+5 +4 +9 +9 Inspire greatness (2 allies)
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10 Favor +5
17 +12/+7/+2 +5 +5 +10 Inspire confidence 5/day, Inspire greatness (3 allies)
18 +13/+8/+3 +6 +6 +11 Coordinate +4
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Coordinate +5, Inspire greatness (4 allies)
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