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. 

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. 

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. 

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. 

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. 

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. 

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:

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. 

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.