Noble’s Influence (Ex): Fueled by reputation, charisma and self-confidence, a noble is capable of amazing feats that some would call magic. Influences are effects that mimic spells, but are not spells at all. To use an inf luence, a noble must first be successful on a Diplomacy skill check DC 10 + influence level. If successful, the noble may use any of his influences. Influences work just like the spells of the same name, but always have the verbal component and always are languagedependant. Influences never need material components. The noble’s selection of influences is very limited. A noble begins play knowing two 1stlevel influences. At each new noble level, he gains one or more new influences, in the same rate as a bard gains spells. He cannot learn influences from scrolls, spellbooks and similar as they are not spells. For the same reason influence effects are immune to effects like detect magic and ignores spell resistance. Using an influence always takes at least a full-round action. Their effects last only one turn unless the noble spends a move action to maintain it. During this time, the target must still be able to hear and comprehend the noble. Influences may be maintained up to the influence’s maximum duration. The Difficulty Class for a saving throw against a noble’s influence is 10 + the influence level + the noble’s Charisma modifier.
Fast-talk (Ex): A noble knows how to use words to create spell-like effects on his peers much like a bard do his performances. To use this ability, the noble must use Bluff, Diplomacy or Intimidate, as described by the related ability. Using Fast-talk is a full-round action that may be maintained as long as the noble desires and is capable of.
Rhetoric (Ex): At 2nd level, the noble is capable of influencing those he speaks to. He adds a bonus equal to half his noble level to Bluff, Diplomacy and Intimidate skill checks.
Mind Wall (Ex): At 2nd level, the noble learns from his own powers. He gains a +4 bonus on saving throws made against mindeffecting and language-dependent effects.
Heraldic Expertise (Ex): A noble gains a bonus equal to half his noble level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the noble can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.
Jack-of-All-Trades (Ex): At 5th level, a noble can us any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed.
Demagogue (Ex): At 10th level, the noble can maintain an ongoing influence as a swift action.