Blackmoor’s nobles form the ruling classes of their respective races. Each race has its own rules regarding admission to the noble class, but generally a race’s wealthiest and strongest members are granted the privilege. Becoming a noble is but one step in a long progression to power. Each culture contains a distinct hierarchy of power, and each progression requires the mastery of a combination of both diplomacy and deceit.
The Regency Council has concurred with the king’s mandate that requires all noble-blooded individuals of races loyal to Blackmoor to spend five or more years traveling the land that they intend to rule. Most believe such a journey to be a mark of superiority as well as a mechanism to continue the noble’s training.
Adventures: Nobles found in adventuring parties are usually serving out their maturation period of travel or are on some mission important to their people. They sometimes disguise themselves so as not to attract the attention of thieves or others who would do them harm. Other nobles proudly ride into town with their standards held high for all to see. When nobles are found in an adventuring party, they are often trying to right some wrong or bring non-violent peace to an area.
Characteristics: A noble’s strength comes from his extraordinary ability to use language and diplomacy to achieve his goals. Most nobles do not make good fighters; they can often completely avoid fights through negotiation. This skill is not only politically beneficial to a ruler, but it also aids his survival in a hostile environment.
Background: The nobles’ rise to power has been well- recorded throughout history. They have brought victory to their peoples and proven to be competent leaders. Nobles are natural leaders and can inspire all around them to greatness, a skill that serves them well. Bound to their family names, nobles are tied to their people’s service. Some among them have tired of the responsibility and fled the burdens of their noble names for the seclusion of the frontier.
Quote above taken from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. This class has been adapted from d20 rules in that book. For additional details, pick up a copy of the source book.
Ability Scores
Paladins gain a +2 class bonus to Wisdom or Charisma, as long as it isn't the same ability you increase with your +2 racial bonus.
Backgrounds
Possible backgrounds include: Daughter of a Baron, Heir to an Estate in Blackmoor, Fifth Son of Svenny
At 1st level, a paladin starts with a longsword (probably with a family crest), medium armor, a shield, a signet ring, a few luxury items (like a mirror) and standard non-magical gear that is suggested by the character's backgrounds.
Gold Pieces
Paladins may start with either 100 gp or 3d6 x 10 gp.
Armor
Melee Weapons
Ranged Weapons
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and Talents are level dependent.
Melee attack
At-Will
Target: One enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + STR or DEX damage (must use the same modifier used for the attack roll)
Miss: Damage equal to your level
Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level
Noble Blood
You get a +4 on all Charisma checks made with allies of your house as well as a +2 bonus Charisma checks made with neutral or indifferent parties. You take a –4 penalty on Charisma checks made against enemies of your house or race.
Secret Language
Each noble establishment maintains its own secret language for use among its membership. This secret language centers around hand gestures, body language, and double entendre, allowing the noble to speak plainly but still give important information to others who understand the language. The specific techniques vary from house and culture, but the premise is similar in all houses. This language is never taught to those outside the nobility’s trusted circle. With a successful DC 15 INT check (nobility-related backrounds apply) and an understanding of the language used, a noble may identify that a secret language is being spoken but cannot translate it. Because this language uses an existing language as a carrier channel for more complex information exchange, it cannot be comprehended by normal or spell means.
Nobility Points
The amount of power a noble is able to wield in noble circles is dependent on his nobility points. A noble begins with a single point in recognition of his noble blood and gains 1 additional point for each noble experience level he gains. In some extreme cases, nobles may earn extra nobility points in respect to the performance of a great deed or through an effort that brings great honor to his house. In a similar manner, should a noble fail to complete a deed or bring shame to his house he may lose nobility points. A noble who has 0 nobility points cannot gain additional levels as a noble until he gains at least 1 nobility point.
When a noble has 10 or more nobility points, she is considered to be a legitimate authority in the region and her orders become law as long as they do not overturn the orders of the king or local baron. If a dispute occurs between nobles, the nobles’ sovereign normally determines the outcome. When pressing a case in court or deciding who is in position to make a final judgment on a given issue, a noble who has at least 2 nobility points more than his opposition is the clear winner. A difference of 1 or 2 points gives either noble the chance at success and requires a set of opposed Charisma checks or other GM determined skill check depending on the situation. Certain disputes are not open for discussion and may need to be decided by a duel.
Because of the potential for shifts in power related to a noble’s rise, some houses actively attempt to smudge or besmirch the reputation of rival houses. This is an attempt to keep the competing houses in check until they can be subdued or brought under the wing of an elder house. A noble house may fund allegations of wrongdoing against an opposing house.
The noble gains a +1 bonus to Charisma checks in most circumstances for every 2 Nobility Points (rounded up) to a maximum of +15.
Ex-Nobles
Should a noble ever bring permanent shame on his house or his people, she might become an ex-noble. An ex- noble cannot gain levels as a noble again until she earns at least one nobility point. Ex-nobles are not recognized or respected for their noble blood.
Racial Reputation
Select a race (such as the Cumasti, dwarves or goblins). You gain a +2 bonus to CHA checks when dealing with a member of that race. At 5th level, you may select another race to which you can apply this bonus, and may select another as well at 8th level.
Adventurer Feat You may select a second race when you take this feat for the first time to add to the list of races for whom this bonus applies.
Champion Feat You may automatically gain this bonus with other groups of a racial group (elves, halflings or humans) if you do not already have the bonus with them.
Epic Feat You may add +1 to Charisma checks with all races not already selected by this talent.
Cohort
Because they are a noble, the character attracts a loyal companion who will assist her. This will be a unique NPC, statted like a Standard monster, who will accompany the player character, serve her and fight for her. The cohort will be of an appropriate race and background as related to the noble's race and background--for example, a Cumasti nobile will not have a bugbear cohort. The GM gets final say in the nature of the PC's cohort.
The NPC increases in level as the player character does; the GM will be responsible to advance them on behalf of the player character.
Champion Feat The noble character may gain a second cohort.
Epic Feat The noble character may either increase a cohort to a double-strength monster statistically or add a third cohort.
Leadership
Because they are a noble, the character attracts followers. You acquire a number of 1st level NPCs equal to your character level, statted like a Standard monster, who will accompany the player character, serve her and fight for her. These NPCs never increase in level.
Champion Feat You acquire an additional number of 1st level NPCs equal to (level-4x8). Between adventures, if the noble has 15 or more followers, the noble may opt to have 5 fewer 1st level followers in return for a 2nd level follower or 10 fewer for a 3rd level follower. The noble may have one 2nd and one 3rd level NPC along with the first-level NPCs at the same time.
Epic Feat If the noble also has the Champion Feat, they may elect to have 15 fewer 1st-level followers in excahnge for one 4th level follower or 20 fewer for one 5th-level follower. There is no limit to followers like these of any level available.
Physical Superiority
When this talent is taken, the noble gains +1 to one physical attribute (STR, DEX, CON) of her choice. The normal max of 20 applies.
Adventurer Feat The noble may increase one other physical attribute of her choice by 1. The normal max of 20 applies.
Champion Feat The character gains +1 to one physical attribute of her choice. The normal max of 20 applies.
Epic Feat The character gains +1 to all three physical attributes. The normal max of 20 applies.
Intangible Superiority
When this talent is taken, the noble gains +1 to one non-physical attribute (INT, WIS, CHA) of her choice. The normal max of 20 applies.
Adventurer Feat The noble may increase their Charisma score to a maximum of 22. This feat does not actually increase the Charisma score but allows increase of the score beyond the normal limit.
Champion Feat The character gains +1 to one non-physical attributes of her choice. The normal max of 20 applies (except to Charisma, if the Adventurer feat was taken.)
Epic Feat The character gains +1 to all mental attributes. The normal max of 20 applies; if this would increase any stat above 20, this may only be applied to Charisma, to a max of 24.
Champion
The noble character may declare one other character as her champion. This may be a Cohort (see the Cohort Talent above) or another player character. The Champion gains +1 to attack rolls while in your presence (in other words, when Nearby), or +2 to attack rolls on a creature that just attacked you.
Adventurer Feat Once per battle, you may grant a damage bonus to your champion for one round equal to your character level. The bonus lasts until the end of your next turn.
Champion Feat If you have taken the Adventurer Feat, you may grant the bonus twice in the same battle.
Epic Feat If you have taken the Champion Feat, you may grant the bonus three times in the same battle.
Vassals
The noble character may declare a number of PCs and allies equal to her Intelligence modifier as Vassals (minimum of one). Vassals gain a bonus on their Recovery rolls equal to your Intelligence modifier and gain a +1 bonus to attribute checks made in situations to aid you. (It is up to the GM's discretion whether this applies.)
Adventurer Feat Once per battle, you may allow one Vassal to take a Recovery as a Quick action.
Champion Feat The bonus to recovery rolls increases to twice your Intelligence modifier (minimum 2) and the bonus to attribute checks increases to +3.
Epic Feat You may use the benefits of the Adventurer Feat three times per battle.
The noble's build strongly emphasizes their ability to persuade, deceive and intimidate in ways beyond anyone else's capabilities. These rules allow noble characters to increase their Charisma score beyond the normal limits of a 13th Age character. This should not be a destabilizing ability. It should have no direct affect on combat apart from that granted by class talents (and even that is limited to account for the Noble's potential Charisma score).
Even more importantly, this should not be an excuse for players to short-change roleplaying. If your player says they want to sweet-talk the evil wizard out to rule Blackmoor into becoming her vassal, no single roll--and probably no roll at all--would make that happen. Nobles can persuade better than everyone else, certainly, and should be encouraged to try to make speeches, rally allies and terrorize enemies creatively to take advantage of it. It is just not license to mind-control NPCs.
If your group of players can't cope with this, it is worthwhile to suppress the Charisma increase beyond 20 for your players so they're not tempted. At the end of the day, this is your game and the rules are meant to serve you.
Descriptive material about this class's abilities has been taken directly from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. . For full details on the class in its original d20, pick up a copy of the source book.