The noble is the master of social interaction; he is the political elite, the commander of soldiers, and the broker of information all rolled into one. In many fantasy campaigns, the noble is a member of the ruling class who, by birthright, has been tasked with governing the commoners under his influence. However, nobles can be anyone in a position of leadership who has received special training to perform in such a capacity.
More than just wealthy landowners, nobles are heads of organizations, military commanders, and perhaps even in some cases natural-born leaders drawn from the lower classes, who may function as nobles even though they lack actual standing. By far the vast majority of nobles, however, are members of a noble bloodline, based on the conventional authority of a family that exerts great influence over the politics and the people around them.
Creating a Noble
The noble is an exceptional leader. Whether manipulating others into doing his will or steeling the resolve of outnumbered troops, the noble is always in control of himself and his followers. A master of subtlety and social interaction, the noble reads emotions and actions like words on a page and uses that knowledge as a weapon or a reward, depending on the situation.
Abilities: Charisma is the most important ability for the noble, as almost all social skills depend on it. Intelligence and Wisdom can both be of great benefit to a noble, as they expand his skills and enhance his perception. Nobles with an emphasis on combat need good physical skills, as with any martial character.
Races: Any. Humans are perhaps the most common race to choose the noble class. Really, though, any race has its share of commanders and leaders who use their talents at interaction to succeed. Less likely nobles are half-elves and half-orcs, who are often outcast from society rather than rulers of it. However, members of these races could easily become military leaders or senior officials, giving them an entry into the noble class that way.
Alignment: Any. Since a noble prefers to be in control of himself and those around him, he tends toward lawful alignments, although chaotic nobles aren’t unheard of.
Hit Die: d8
Starting Gold: 8d6 × 10 (280 gp)
Starting Age: As rogue
Class Skills
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis)
Skill Ranks per Level: 6 + Int modifier
Class Features
All of the following are class features of the noble class.
Weapon and Armor Proficiency
The noble is proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).
Area of Expertise (Ex)
The noble’s breeding and station creates more opportunities to learn and study under a variety of masters, giving him advanced training in a variety of areas. At 1st level, he selects one area of expertise. He gains that expertise’s novice ability. At 2nd level and then every three levels thereafter, he may improve an existing area of expertise (gaining the next level of master—student, master, and finally savant) or select a new area of expertise, gaining the novice ability of that discipline.
Arcane Training
Nobles often say power is the ultimate currency, and there is no question that magic is power. When the noble first selects this ability, he must decide if he has trained under a sorcerer, witch, or wizard. To select this type of training, he must have an Intelligence or Charisma score of 13 or higher, as appropriate. Nobles with arcane training suffer the usual arcane spell failure chances while wearing armor. A noble who takes this area of expertise at 1st level can opt out of proficiency with armor and shields. If he does, he gains Combat Casting, Extra Cantrips, and Magical Aptitude as bonus feats.
Novice: The noble gains Spellcraft and Use Magic Device as class skills.
Sorcerer: The noble selects three 0-level spells from the sorcerer/wizard spell list. He may cast these cantrips an unlimited number of times per day, and his caster level is equal to half his noble level (minimum 1st). Any save DCs are determined using the noble’s Charisma bonus.
Witch or Wizard: The noble selects five 0-level spells from either the witch spell list or the sorcerer/wizard spell list. He may prepare two of these spells each day, casting them an unlimited number of times per day once they are prepared. His caster level is equal to half his noble level (minimum 1st). Any save DCs are determined using the noble’s Intelligence bonus.
Student: If the noble also has sorcerer, witch, or wizard class levels, he may add one-third of his noble level to that spellcasting class level when determining how many spells he knows and can cast or prepare each day. He also gains the following benefits, depending on his arcane class of choice.
Sorcerer: He selects a bloodline and gains the 1st level power of that bloodline, using half his noble level as his caster level. If he also has sorcerer levels, they stack for this purpose.
Witch: He gains a familiar, using half his noble level as his witch level. If he also has witch levels, they stack for this purpose.
Wizard: He selects an arcane school and gains the 1st level power of that school, using half his noble level as his caster level. If he also has wizard levels, they stack for this purpose.
Master: The benefits of this ability depend on whether the noble trained under a sorcerer, witch, or wizard.
Sorcerer: He selects three 1st-level spells from the sorcerer/wizard list that he may cast once per day each. His caster level is equal to half his noble level.
Witch or Wizard: He selects four 1st-level spells from either the witch spell list or the sorcerer/wizard list. He may prepare and cast two of these spells per day. His caster level is equal to half his noble level.
Savant: If the noble also has sorcerer, witch, or wizard class levels, he may add half of his noble level to that spellcasting class level when determining how many spells he knows and can cast or prepare each day. He also gains the following benefits, depending on the class of his arcane mentorship.
Sorcerer: He selects two 2nd-level spells from the sorcerer/wizard list that he may cast once each per day. His caster level is equal to half his noble level.
Witch or Wizard: He selects three 2nd-level spells from either the witch spell list or the sorcerer/wizard list. He may prepare and cast one of these spells per day. His caster level is equal to half his noble level.
Diplomatic Training
The noble has been trained in the arts of diplomacy and negotiation. He must have a Charisma score of 13 or higher to select this area of expertise. A noble who takes this area of expertise at 1st level can opt out of proficiency with heavy armor. If he does, he gains any one of the following as a bonus feat: Alertness, Deceitful, Persuasive, or Skill Focus.
Novice: The noble gains fluency in three additional languages (except secret languages such as Druidic). Additionally, he can gather information using the Diplomacy skill in 10 minutes, rather than the normal 1d4 hours.
Student: The noble adds half his class level as a competence bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
Master: The noble can attempt to sway a creature quickly, using Diplomacy to change its attitude as a full-round action, rather than over the course of 1 minute. The DC of this check remains the same as a normal Diplomacy check to change a creature’s attitude. The noble can affect a specific creature only once every 24 hours in this way.
Savant: As a full-round action, the noble may make a Sense Motive check to gain a gut feeling about a creature he can see and hear. The DC for this check is 10 + the target’s total Hit Dice + the target’s Wisdom modifier + the target’s Cha modifier. On a successful check, the noble may learn one of the following things:
The target’s approximate level relative to the noble (“high level” if the target’s HD are 3 or more greater than the noble’s, “low level” if the target has fewer HD than the noble, or otherwise “about the same level”)
What character class the target has the most levels in (if any)
Whether or not the target shares any common ground or interests with the noble, granting the noble a +5 competence bonus on his next Diplomacy check against that target. A noble may make only one Sense Motive check of this type, per target, within any 24-hour period.
Illicit Training
The noble gains an unconventional education from criminal and unsavory people likely far below his station, or perhaps he was trained in courtly intrigue by professional spies and assassins. He must have Intelligence and Dexterity scores of 11 or higher to select this area of expertise. A noble who takes this area of expertise at 1st level can opt out of proficiency with medium and heavy armor and with shields. If he does, he gains any two of the following as bonus feats: Acrobatic, Athletic, Deceitful, Deft Hands, Stealthy, Skill Focus.
Novice: The noble gains Disguise, Disable Device, Escape Artist, Sleight of Hand, and Stealth as class skills.
Student: The noble gains sneak attack +1d6. This ability functions exactly as the rogue ability of the same name.
Master: The noble increases his sneak attack by +1d6. In addition, he gains one rogue talent, as the rogue class feature. He uses his noble level as his rogue level for this talent, and must meet all its other prerequisites.
Savant: The noble increases his sneak attack by +1d6. In addition, he gains one rogue talent, as the rogue class feature. He uses his noble level as his rogue level for this talent, and must meet all its other prerequisites.
Military Training
The noble has been trained in “diplomacy by other means.” He has developed martial abilities focused largely on strategy, tactics, and leading men in battle. He must have a Strength or Charisma score of 11 or higher to select this area of expertise. A noble who takes this area of expertise at 1st level gains proficiency with tower shields.
Novice: The noble gains Climb, Survival, and Swim as class skills. Additionally, he may use the aid another action in combat to assist any ally within 30 feet who can see and hear him.
Student: The noble gains a teamwork feat as a bonus feat. He must meet all this feat’s prerequisites. Once per day, as a standard action, the noble may allow all allies within 30 feet who can see and hear him to gain this teamwork feat for 1 minute, even if they do not meet its prerequisites.
Master: The noble gains a combat or teamwork feat as a bonus feat. He must meet all this feat’s prerequisites. The noble can now grant allies the use of any teamwork feat he knows (as in the student-level ability of this area of expertise), and he can do so once per day for every three noble levels he possesses.
Savant: The noble gains a combat or teamwork feat as a bonus feat. He must meet all this feat’s prerequisites. All of the noble’s class features that normally extend to 30 feet now work out to 60 feet. This does not change the number of creatures that can be affected (abilities that function on just one creature still have a single target), nor does it change any need to see or hear the noble.
Religious Training
The noble received extensive religious training, learning the intricacies of his faith. He may be an important functionary of his religion, or just see religion as another means to achieving political power. When the noble first selects this ability, he must decide if he has trained under a cleric, druid, or oracle. To select this type of training, he must have a Wisdom or Charisma score of 13 or higher, as appropriate. A noble who takes this area of expertise at 1st level can opt out of proficiency with heavy armor. If he does, he gains any one of the following as a bonus feat: Cosmopolitan, Extra Orisons, Skill Focus.
Novice: The noble gains Heal and Spellcraft as class skills.
Cleric or Druid: The noble selects five 0-level spells from either the cleric/oracle spell list or the druid spell list. He may prepare two of these spells each day, casting them an unlimited number of times per day once they are prepared. His caster level is equal to half his noble level (minimum 1st). Any save DCs are determined using the noble’s Wisdom bonus.
Oracle: The noble selects three 0-level spells from the cleric/oracle spell list. He may cast these cantrips an unlimited number of times per day, and his caster level is equal to half his noble level. Any save DCs are determined using the noble’s Charisma bonus.
Student: If the noble also has cleric, druid, or oracle class levels, he may add one-third of his noble level to that spellcasting class level when determining how many spells he knows and can cast or prepare each day. He also gains the following benefits, depending on the class of his religious mentorship.
Cleric: He can channel energy once per day as the cleric class feature, using half his noble level as his cleric level.
Druid: He gains nature bond (animal companion) as the druid class feature, using half his noble level as his druid level.
Oracle: He selects a mystery and gains a single revelation from that mystery, using half his noble level as his oracle level.
Master: The benefits of this ability depend on whether the noble trained under a cleric, druid, or oracle.
Cleric or Druid: He selects four 1st-level spells from either the cleric/oracle spell list or the druid list. He may prepare and cast two of these spells per day. His caster level is equal to half his noble level.
Oracle: He selects three 1st-level spells from the cleric/oracle list that he may cast once per day each. His caster level is equal to half his noble level.
Savant: If the noble also has cleric, druid, or oracle class levels, he may add half of his noble level to that spellcasting class level when determining how many spells he knows and can cast or prepare each day. He also gains the following benefits, depending on the class of his religious mentorship.
Cleric or Druid: He selects three 2nd-level spells from either the cleric/oracle spell list or the druid list. He may prepare and cast one of these spells per day. His caster level is equal to half his noble level.
Oracle: He selects two 2nd-level spells from the cleric/oracle list that he may cast once per day. His caster level is equal to half his noble level.
Scholarly Training
The noble has received an excellent education and is learned about a great many subjects. He must have an Intelligence score of 13 or higher to select this area of expertise. A noble who takes this area of expertise at 1st level can opt out of proficiency with medium and heavy armor and with shields. If he does, he gains any two of the following as bonus feats: Cosmopolitan, Persuasive, Prodigy, Skill Focus.
Novice: The noble may select any one skill to be a class skill, and he gains an additional 2 skill ranks per noble class level. These skill ranks are not retroactive to class levels gained before this area of expertise is taken.
Student: The noble adds half his class level as a competence bonus to all Knowledge and Linguistics checks.
Master: The noble gains a +2 inherent bonus to his Intelligence score.
Scholar: The noble’s inherent bonus to Intelligence increases to +4.
Bonus Noble Feat
At 1st level, the noble gains one of the following feats as a bonus feat: Alertness, Animal Affinity, Antagonize, Aura of Nobility*, Brilliant Tactician*, Coordinated Defense, Coordinated Maneuvers, Cry Havoc*, Deceitful, Defensive Combat Training, Great Fortitude, Favored by Fortune*, Find Opening*, Iron Will, Mounted Combat, Persuasive, Rallying Cry*, Razor Tongue*, Shield Wall, Skill Focus, Skill Mentor*, Swap Places, Voice of the Sibyl. He does not need to meet this feat’s prerequisites. The noble gains an additional bonus noble feat from the list above at 6th level, and again at 10th, 15th, and 19th.
*These feats can be found in Chapter XVIII: Supplemental Rules.
Influence (Ex)
At 3rd level, the noble’s social power has expanded to grant him a pool of influence points equal to his Charisma bonus + half his class level. This pool represents both the character’s social capital and his increasing skill at commanding and organizing others. He may spend points from his influence pool to accomplish any of a number of tasks, as detailed below. A noble’s influence pool refills at the beginning of each day, after the noble has at least 6 hours of sleep (or equivalent rest). A noble can spend 1 influence point to do any of the following:
Gain an extra use of any one of his bonus noble feats he has already used for the day.
For the next 24 hours, treat a settlement as one size larger to determine the base value of goods that can be bought there and how much gold the settlement has available to buy items from the noble.
Hire an expert NPC for one day or pay for daily services (but not tangible goods) for 75% of the normal cost.
Sell an item for 75% of its normal value. (Items are normally sold for 50% of their value.)
Claim free room and board for a day from a fellow noble or ally. (Normally a settlement with a positive Law or Society modifier, or one of lawful alignment, has at least one individual or group who feel obliged to honor such a request from the noble, in addition to any ally designated by the GM.) The noble can claim such housing for a number of additional creatures equal to his Charisma bonus. (Larger parties may be housed if the noble spends multiple points of influence.)
Additionally, if the noble has the Leadership feat, his normal maximum influence pool is added to his leadership score.
Power Base
At 4th level, the noble has a growing sphere of influence, allowing him to command the loyalty of others, learn from experts who normally do not take students, and pay for access to knowledge and techniques it is difficult for others to learn. When he gains this class feature, the noble may choose to improve one skill or gain a bonus feat, as shown below. The noble’s power base expands enough to grant him an additional selection at 9th level, and again at 13th and 18th level.
If the noble chooses to improve a skill and he does not already have the selected skill as a class skill, he gains it as a class skill. If it is already a class skill for him, then he gains a competence bonus to all checks with that skill equal to half his class level. He may not select the same skill more than once.
Alternately, instead of improving a skill, the noble may choose to gain any one of the following feats as a bonus feat. He must meet the prerequisites for any feat below, except Leadership. (He may take Leadership even if he does not meet its prerequisites.) The noble may select the Leadership feat more than once. He does not gain additional cohorts, but does multiply his total followers by the number of times he has taken the feat. Power Base Feats: Acrobatic, Acrobatic Steps, Additional Traits, Athletic, Betrayer, Breadth of Experience, Combat Casting, Cosmopolitan, Deceptive Exchange, Deft Hands, Dilettante, Disposable Weapon, Eldritch Heritage, Endurance, Expert Driver, Diehard, Field Repair, Fleet, Friendly Switch, Greater Eldritch Heritage, Gunsmithing, Improved Eldritch Heritage, Leadership, Learn Ranger Trap, Magical Aptitude, Master Alchemist, Master Craftsman, Nimble Moves, Prodigy, Rhetorical Flourish, Run, Sea Legs, Self-Sufficient, Skilled Driver, Stealthy, Sure Grasp, Toughness.
Inspire (Ex)
At 7th level, the noble can begin to unlock the potential for greatness in those around him and overwhelm his enemies with feelings of inferiority and weakness. He may use all the inspire abilities described below. Targets must be within 60 feet and must be able to see or hear the noble clearly. The noble may use inspire a number of times per day equal to half his class levels. The noble may only have one inspire ability active at a time. If he activates a second ability, the first ends immediately. The effects of any ability last for a number of rounds equal to half the noble’s class level (minimum 1 round), unless otherwise noted. Using an inspire ability requires a standard action that does not provoke an attack of opportunity. The noble may use the ability as a swift action, but if he does so, then the effects last just 1 round. All inspire abilities are extraordinary, mind-affecting effects.
At 12th level, the noble may begin a new use of inspire without ending a previous, active use of the ability. At 18th level, the noble may affect all legitimate targets of his inspire within range.
Alacrity: The noble grants the target a bonus +10 feet to its speed. If the target has a form of movement other than ground movement (such as burrow, climb, fly, or swim), the noble may increase that movement rate instead.
Complacency: The noble causes a target to relax and let down his guard. The target takes a –5 penalty on Perception checks and a –2 penalty on saves against sleep spells and effects.
Courage: The noble can choose a number of allies within range equal to his Charisma modifier (minimum 1). Those affected gain a +1 morale bonus on saving throws against fear effects. If a target has already been affected by a fear effect, that target may immediately make a new saving throw with this bonus. On a successful save, the effect ends.
Hopelessness: The noble causes the target to lose all hope. The target can neither gain, nor grant, morale bonuses. Any morale bonuses the target has already granted are suspended for the duration of this ability. After 1 round, the creature may make a Will save (DC 10 +1/2 the noble’s class level + his Cha bonus) to end the effect.
Impatience: The noble can choose a number of enemies within range equal to his Charisma modifier (minimum 1). Those affected are overcome with a desire for action. Targets can neither delay nor ready any actions—they must use their full actions on their turn or lose any remaining actions. After 1 round, an affected creature may make a Will save (DC 10 +1/2 the noble’s class level + his Cha bonus) to end the effect.
Stronghold
At 20th level, the noble gains a stronghold to rule as he wishes, at no cost, appropriate to the kinds of political dealings he has had over the course of his career. Thus the “stronghold” can actually be a small keep, a captain’s ship, a thief ’s secret base, a crafter’s guildhall, a merchant’s manor, or any similar stronghold, as determined by the GM. This stronghold is in addition to any the noble has built or earned using his own resources, and if it is lost or destroyed the noble is offered rulership over another such stronghold within 60 days.
In addition, the noble also gains Leadership as a bonus feat. This is true even if he already has the Leadership feat, allowing the noble to have two cohorts and extra followers.
Noble Archetypes
Nobles can take many rogue archetypes, representing the influence of the noble’s associates and the kind of political maneuvers he attempts. A noble poisoner, for instance, might be a high court official who uses poison to eliminate rivals without direct confrontation, while a noble pirate could be an officer on board a pirate (or privateer) ship, or even the captain of such a vessel.
To add a rogue archetype, the noble must replace some of his class features in place of those a rogue would lose for taking the archetype. Any noble class feature gained at the same or earlier level the archetype gains an ability can be used in place of trapfinding, trap sense, a rogue talent, or uncanny dodge. If an archetype sacrifices evasion or sneak attack, the noble must give up a bonus noble feat, influence, or inspire gained at the same or lower level.
In some cases, a rogue archetype may grant benefits a noble cannot benefit from (such as martial weapon proficiencies) or an improved version of an ability rogues have but nobles do not (such as improved evasion). In these cases, the noble gains no benefit from the archetype ability. The GM has final say over what rogue archetypes may be used by a noble character.
With a little adjustment, some fighter or bard archetypes might also be appropriate for nobles.