Noble PC class


New Rules Suggestions

Liberty's Edge

In my campaign, we replaced the Aristocrat NPC class with the Noble PC class. Inspiration for this varies, so I can't claim this as 100% my work. Use it if you like.

NOBLE
Nobles are illustrious because of their rank, title or birth. Nobles have the ability to use their background, education, natural charm and skill in social maneuvering to their advantage in their day-to-day lives. While motivations and goals of such characters vary, each is capable of masking his true intent behind a veil of etiquette, and of using charm and wit to gain what he desires.

Adventure: Adventuring nobles might be abroad at the behest of their families, or working for a powerful lord, such as a prince or king. Nobles are 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 to 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 where 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 drink and food. Even impoverished nobles attempt to appear at their best. Nobles abhor crude behavior 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 for good or evil.

Religion: Nobles revere any deity who matches their own moral alignment (good, neutral, or evil) and whose motivations and methods match theirs.

Background: Almost every society has an “upper class.” Noble characters are born with either wealth or a 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 titles by advantageous marriages.

Races: Many of the races have a defined aristocracy, including human, elven and dwarven cultures. Races with a shifting (or non-existent) social structure produce few if any nobles.

Other Classes: Nobles work best with those who are formally educated, such as wizards, clerics and bards. Noble characters sometimes have difficulty adjusting to the crude behavior of those who have received their education in the streets or form nature, such as rogues, barbarians, 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 commanders also benefit form high physical abilities (Strength, Dexterity or Constitution).

Alignment: Any (preferably Lawful)

Hit Dice: d6

Class Skills
The Noble’s class skills (and the relevant ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Handle Animals (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int),Perform (all skills, taken individually) (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis).

Skill Points: (4 + Int modifier) X 4

Level * BAB *Fort * Ref * Will Special
1 * +0 * 0 * 2 * 2 Bonus Class Skill, Favor +1
2 * +1 * 0 * 3 * 3 Inspire Confidence
3 * +2 * 1 * 3 * 3 Resource Access X 5
4 * +3 * 1 * 4 * 4 Favor+2
5 * +3 * 1 * 4 * 4 Coordinate+1
6 * +4 * 2 * 5 * 5 Bonus Feat
7 * +5 * 2 * 5 * 5 Resource Access X 10
8 * +6/+1` * 2 * 6 * 6 Favor +3
9 * +6/+1 * 3 * 6 * 6 Coordinate +2
10 * +7/+2 * 3 * 7 * 7 Bonus Feat
11 * +8/+3 * 3 * 7 * 7 Inspire Greatness
12 * +9/+4 * 4 * 8 * 8 Favor +4
13 * +9/+4 * 4 * 8 * 8 Coordinate +3
14 * +10/+5 * 4 * 8 * 9 Bonus Feat
15 * +11/+6/+1 * 5 * 9 * 9 Resource Access X 15
16 * +12/+7/+2 * 5 * 10 * 10 Favor +5
17 * +12/+7/+2 * 5 * 10 * 10 Coordinate +4
18 * +13/+8/+3 * 6 * 11 * 11 Bonus Feat
19 * +14/+9/+4 * 6 * 11 * 11 Resource Access X 20
20 * +15/+10/+5* 6 * 12 * 12 Coordinate +5

Class Features
All of the following are class features of the Noble:

Starting Gear: The Noble begins with 6d8 X 10 worth of equipment.

Weapon and Armor Proficiency: The Noble is proficient in the use of all simple weapons and martial weapons, and with all armor and shields (except tower shields). Some armor types incur armor check penalties to the skill Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble.

Bonus Class Skill: At 1st Level, a Noble may designate any one cross-class skill as a class skill. Thos represents and area of study the Noble character has pursued of 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 or trouble of a gather Information check. Favors can 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 4th Level, and so on). The DM sets the DC based on the scope of the favor 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 the 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 call in a favor as number of times in a week of game time that is equal to half his noble levels, rounded down (minimum of one). So a 1st level noble can attempt to call in a single favor 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 is not abused. The success or failure of a mission should not hinge on the use of a favor, and calling in favors should not replace good role-playing or the use of other skill. The DM may disallow any favor deemed to be disruptive to the campaign.

Inspire Confidence: Beginning at 2nd level, a Noble can use oratory to inspire confidence in his allies. To inspire confidence, the noble must speak (and allies must hear the noble speaking) for at least one round. The noble must then make a Bluff, Diplomacy or Perform: Oration check with a DC equal to 10 + 1 per ally to be inspired (including the noble).
An ally inspired with confidence gains a +1 attack bonus, a +1 to all skill checks, and a +1 to Will saves (these are considered competence bonuses). The effect begins as soon as the noble ends an inspirational speech, and lasts for as long as the noble continues his oration + 5 rounds. The Noble may attempt to do this multiple times per day, but each use regardless of success or failure, raises the DC by +5. Inspire confidence is a mind-affecting ability.

Resource Access: At 3rd level, the Noble has access to array of resources. Once per game session, a noble may make a Charisma check to use those resources during the game session.
The value of the resources gained equals in gold pieces the amount of levels of noble a character has times the amount of the Charisma check times 5. Thus a 4th level noble who rolled a 15 would gain (4 X 15 X 5) 300 pieces worth of resources. These resources can take the virtually any form the noble chooses – he may keep them, use them, give them away, or sell them as he sees fit. This multiplier increases by to X 10 at 7th Level, to X 15 at 15th level, and to X 20 at 19th level.
The resources gained arrive in the noble’s possession 1d6 hours after he makes the check. Note that these resources must be reasonably (though not necessarily common) available when and where he chooses to make the check. For example, a noble slogging through a swamp probably wouldn’t have access to many resources.

Coordinate: At 4th level, a Noble can guide the cooperation of other characters by making a Charisma check (DC 15 + the number of characters coordinated). This increases the bonus granted by cooperation by +1; this bonus increase to +2 at 9th level, to +3 at 13th level, to +4 at 18th level, and to +5 at 20th level.

Inspire Greatness: At 11th level, the Noble can use oratory to inspire greatness in himself or a willing ally within 30 feet. To inspire confidence, the noble must speak (and allies must hear the noble speaking) for at least one round. This effect lasts for as long as the ally can hear the noble and for 5 rounds thereafter. The noble must then make a Diplomacy or Perform: Oration check with a DC equal to 15 + 1 per ally to be inspired (including the noble). A creature targeted by Inspire Greatness gains 2 bonus Hit Dice, the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus hit dice), a +2 competence bonus on attack rolls, and a +1 competence bonus to Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Bonus Feat: At 6th level, a Noble gains a bonus feat from the following list: Force of Personality (CAv), Insightful Reflexes (CAv), Iron Will, Jack of All Trades (CAv), Legacy (New), Negotiator, Noble Bearing (New), Noble Blood (New), Noble Scion (New), Noble Pride (New), Persuasive, and Regal Bearing (New). Other feats may apply at the DM’s discretion. The noble gains an additional bonus feat from this list at 10th level, 14th level, and 18th level.

Liberty's Edge

Th following are the feats that go along with the Noble class.

Legacy
The blood of heroes runs through your veins.
Prerequisite: Iron Will
Benefit: You are treated as 2 levels higher for your ability to resist spells dependent on level (such as sleep and cloudkill).

Noble Bearing
Your aristocratic mannerisms and way of carrying yourself impresses others.
Prerequisite: Noble Blood, Cha 13+, or Cha 13+, Wis 13+, with access to frequently observation of nobility.
Benefit: You gain a +2 enhancement to Diplomacy and Intimidate checks. In addition, you gain a +2 to saves against any fear effects.

Noble Blood
You are descended from a lineage of nobility.
Benefit: You gain a +2 to saves against charm effects and to Fortitude checks to resist poison.

Noble Pride
Your great pride in the your noble blood grants you strength against the enemies of your nation.
Prerequisite: Noble Blood, Base Attack Bonus of +2
Benefit: Choose an hostile enemy nation or organization of the your home nation. Against those enemies you gain a +1 to attacks and damage. This bonus stacks with others such as Favored Enemy.
Special: This feat can be selected several times; each time it must be applied to a new hostile enemy nation or organization.

Regal Bearing
Your dominating presence is an almost tangible force.
Prerequisite: Noble Bearing, Cha +15
Benefit: Your bonus to diplomacy and Intimidate increases to +4. In addition, you cannot become shaken, and ignore the effects of the shaken condition.


I think there was a Noble Class in 3rd Ed. Dragonlance book, have to check this, updating later.

But yours looks nicet though, I like the idea of one of the players having or being Noble or of Nobleblood, altough I would propably only have like First Level of Noble/Aristocrat and than go to Other Classes to signify his birth and uprising but now that he is a adventurer his Noble days are over. Or do his Noble background with few Feats.

But I know people who love Idea of Noble characters so keep adding and polishing this.
=)

Liberty's Edge

I don't really care for a class ability that gets you money. Otherwise, it looks pretty decent. Here's the version of the Noble PC class I use in my game, though.

***

NOBLE
“Rank hath privilege. My position of birth makes me perfectly suited to both carry the rank and enjoy the privilege.”

Nobles are usually wealthy, educated individuals born into high position. They are not just the highborn, but also the wealthy or politically influential people in the world. They are given the freedom to train in the field of their choice, for the most part, and to travel widely. With access to all the best goods and opportunities, many nobles become formidable individuals. Some even become adventurers for a time, although typically such activities are no more than a lark or passing craze.
Though nobility always seeks to depict itself in the best possible light, every light has a corresponding shadow, and many are the nobles who use their power and prestige to abuse the common folk around them or turn their wealth to the satisfaction of dire urges. Nothing can change the fact that in most places throughout the world, the aristocracy has a standard of living many times better than that of the people over whom they rule, a system that perpetuates itself from generation to generation.
Being a noble is not a position one can simply select, however, so much as a position one is born into. Characters should generally not be allowed to take noble levels unless noble is the first class level chosen. After all, nobles don’t let just anyone into the ranks of power they have developed through the years, and just having money or being famous isn’t enough to become true nobility. Exceptions should be made only in unusual circumstances, such as the long-lost prince being discovered and trained to his true heritage, or a common warrior being named to the throne of a dying king.

Adventures: Young nobles frequently spend a year or two traveling outside of their family’s lands and learning more about the world in which they live. During this time, they prefer to surround themselves with competent and skilled individuals to bolster their chances of returning home after a bit of excitement, and not finding an early grave after that excitement. These larks can sometimes catch the imagination of a noble for much longer, though, and a few eccentric nobles spend much of their lives outfitting adventuring groups and even traveling with them.

Background: Nobles have noble backgrounds, naturally, though these can range from currently rich and powerful to declining families steeped in their own decadence and gradual decay. The latter frequently are found out in the world seeking to rebuild their family fortunes, or just to escape the dreadful destiny they see for themselves if they remain among their aristocratic relatives.

Races: Humans and elves have long-lasting family dynasties that rule by right of birth (elven nobility being longer-ruling, of course), and nobles form a significant, if small, part of both of their populations. Dwarves place more emphasis on age than on birth, and hold the skilled who learned their trade dearly more valuable than the lucky who were born into wealth. Halflings rarely hold positions of power, especially long-lasting positions of power. The few gnomish aristocrats typically hold positions influential in human society but of little value to one another.

Other Classes: Nobles frequently use warriors as bodyguards to protect their royal personages and often grow to both respect and admire their martial guardians. The wealth and information potential of the noble attracts hirelings of all sorts like flies to honey, either as sycophants, advisors, or unofficial agents of the crown, and few nobles are foolish enough to turn away the truly skilled. Nobles particularly often act as potential patrons to bards, whom they hope will improve their reputation and standing, and clerics, whose religious power rivals any noble’s social power.

NPCs: The king on his polished throne of ebony and gold is a noble. His son who secretly wears a mask and opposes the king’s tax collectors by night is also a noble. The debonair noblewoman holding political power with honeyed smiles and intricate networks of bribery and secrets is a noble.

NOBLE CLASS FEATURES

Abilities: Charisma is a noble's most important attribute, as it governs his ability to interact successfully with others. The ability to win hearts is far more important for a noble than the power to break heads. Many nobles also have a high Intelligence, the better to outwit their foes and devise clever strategies.

Alignment: Nobles may be of any alignment, though most are Lawful.

Hit Die: d8

Class Skills: Appraise (Int), Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (any) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)
Skill Ranks per Level: 8 + Intelligence modifier

Weapon and Armor Proficiencies: Nobles are proficient with simple and martial weapons, light and medium armor, and shields.

Elite Training: At 1st level, the noble may select a single additional class skill as a permanent class addition. This extra skill represents the broad training available to all nobility and pesudo-nobility.

Noble Ability: At 1st level and every fourth class level, nobles gain a special ability relating to the obligations and duties of nobility. The noble may choose from among the following, meeting all prerequisites:
Captivating Speech (Ex): Nobles are masters of compelling delivery and clever witticisms. With a successful Diplomacy check opposed by the target’s own Diplomacy check or Will save, the noble can impose a –4 penalty on the target’s Perception and Sense Motive checks so long as he continues speaking. The noble can affect a number of targets equal to 1 + his Charisma bonus (minimum 0), as long as they are all within 20 feet. This ability does not function during combat, and it requires at least one minute of uninterrupted social interaction to work.
Careful Coordinator (Ex): A noble has a knack for getting people to work together. When the noble can aid others and give directions, she 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, and it increases as the noble gains levels. The additional bonus from this ability is equal to one-fourth the noble’s class level, rounded down. This ability cannot be used to assist in combat. Minimum level: 4th.
Destiny is My Sword (Ex): A noble’s strength is both potential and actual, spirit and flesh. This ability is popular among nobles from countries famous for their bloody duels of honor. As a standard action, the noble may make a single attack that adds his Charisma modifier instead of his Strength modifier to melee attack and damage rolls.
Elite Bloodline (Ex): The noble comes from good breeding, and it shows. The noble gains a +1 bonus to one of his ability scores, precisely as the ability increase all characters gain every fourth character level. If the noble gains this ability at the same level as a level-based ability increase, it must be used on a different ability score than the level-based increase. This ability may not be selected multiple times.
Heart of Storms (Su): Nobles are typically known for their diplomatic nature, making a noble immersed in fury all the more terrifying. As a standard action, the noble can make an Intimidate check against one target within 30 feet. The target must make a Will save against the noble’s Intimidate check result or become shaken for a number of rounds equal to the noble’s class level. On a result of natural 1 on the saving throw, the target is instead frightened. This is a mind-affecting fear effect.
Inspire Confidence (Ex): A noble’s greatest talent lies in convincing others of their own true power. By delivering an impassioned speech the noble can inspire all allies within earshot to heights of fearlessness and combat prowess. The noble spends a standard action speaking, and the effects occur immediately. The effect lasts as long as the noble speaks and for 5 rounds after the speech ends (or 5 rounds after the ally can no longer hear the noble). While speaking, the noble can fight but cannot cast spells, activate magic items by spell-completion, or activate magic items by spell-activation; speaking requires only a free action each round to maintain. Affected allies receive a +1 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus to attack rolls and weapon damage rolls. This bonus increases by one for every six full noble levels. This is a mind-affecting charm ability. This ability may be used a number of times per day equal to the noble’s Charisma bonus (minimum 1).
Instant Mastery (Ex): The noble chooses a skill not currently on his class skill list to become a permanent addition to his class skill list. This ability may be selected multiple times, choosing a different skill each time.
Invincible Mind (Ex): Many nobles learn techniques to keep their thoughts their own, making their mind unassailable by magic or trickery. The noble gains a +4 bonus to saving throws against mind-affecting effects. Minimum level: 4th.
Mental Resistance (Ex): Nobles are better than everyone else, or so they believe. This self-confidence can buoy a noble up in the worst of times. A noble with this ability can use his Charisma modifier in place of his Wisdom modifier on Will saving throws. Minimum level: 8th.
No More Masks (Su): A true master can fracture an opponent’s confidence with nothing more than a well-placed word. The noble may spend a full minute insulting an opponent in a social situation. The opponent must make a Will saving throw (DC 10 + half the noble’s level + the noble’s Charisma modifier) or suffer 1d4 points of temporary Charisma damage. This ability may be used a number of times per day equal to the noble’s Charisma bonus (minimum 1). A target cannot be reduced to lower than 1 Charisma with this ability. Minimum level: 12th.
Poison Resistance (Ex): Many nobles have enemies, and those enemies are rarely of the sort to strike a noble openly. Poison is the subtle instrument of many evil aristocrats, so some nobles seek ways to avoid that doom whenever possible. The noble gains a +4 bonus to saving throws against poison and gains the poison use class ability (see the assassin prestige class).
Shield of Charm (Ex): The noble has such a captivating personality that his opponents are nearly mesmerized by his charm and find it difficult to strike him during combat. The noble may add his Charisma bonus to his Defense as an insight bonus. This bonus cannot exceed his noble class level.
Social Agility (Ex): Nobles are skilled at making friends and influencing people, and one of the first lessons a noble learns is getting his foot in the door. The noble can temporarily alter a creature’s attitude toward him. The noble can use Bluff against an unfriendly or less hostile creature in the same way he would use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target’s attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes, unless the noble spends that minute stabilizing the creature’s attitude with a Diplomacy check. This ability is primarily useful to calm down a creature long enough to get in a few words, or to confound an opponent with good cheer long enough to instigate a ploy.
The Better Part of Valor (Ex): This noble has learned that the place of nobility is far from the field of battle. When fighting defensively or executing the full defense action, or when using the Combat Expertise feat, the noble gains an additional dodge bonus to his AC equal to his Intelligence bonus. This bonus cannot exceed the noble’s class level.
The Eyes See the Heart (Ex): The noble has learned to see beneath the veneer of lies coating polite society, making it nearly impossible to lie to him. The noble gains a bonus on Sense Motive checks made to discern lies or falsehoods equal to one-half his class level. Minimum level: 8th.
Trap of Words (Ex): If a creature attempts and fails to successfully to use Bluff to lie to the noble, the character skillfully maneuvers the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on the Sense Motive check, the noble can then engage the target in conversation for at least one minute. At the end of this time, the noble makes a Diplomacy check opposed by the target’s Bluff check. If the noble succeeds, the target inadvertently reveals his lie and the reason behind it. Minimum level: 4th.
Voice of the Ages (Ex): Once per day, when making a Diplomacy or Bluff check during social interaction, the noble can gain a circumstance bonus to the check equal to one-half his class level (round down). The noble must choose to use this ability before the check is rolled. Minimum level: 4th.
Weakness is My Strength (Ex): The noble is skilled at exploiting his enemies’ frailties. When making an opposed Intelligence-, Wisdom-, or Charisma-based skill or ability check, the noble’s opponent must use the lowest of these three abilities as his relevant modifier. Minimum level: 8th.
Your Life is Mine (Su): This ability is very popular with nobles who prefer to turn enemies into allies rather than destroy them outright. Once per day per point of Charisma bonus (minimum 1), the noble may attempt to sway a weak-willed individual to the noble’s way of thinking. By spending 10 minutes in quiet conversation with an individual, the noble can subject that individual to a suggestion, as per the spell cast at the noble’s class level. The subject may attempt a Will saving throw (DC 10 + one-half noble’s class level + noble’s Charisma modifier). Minimum level: 12th.
Youthful Vigor (Ex): It is not uncommon for members of noble bloodlines to live far longer than those of lesser breeding. Indeed, many nations see nothing unusual at all for their nobility to live as long as a century — or even more. Upon taking this ability, the noble’s age category limits are increased by 50 percent. Additionally, aging penalties are reduced by 1 at each category (so reaching middle age has no penalties). Prerequisite: 1st level only.

Bonus Feats: At 2nd level and every fifth class level, nobles gain a bonus feat of their choice. The noble must still meet all normal prerequisites to select a feat.

Rumormonger (Ex): The noble picks up many rumors and tidbits of information in his travels and during his time at court. Beginning at 6th level, the noble learns to turn these rumors into a veritable tapestry of possibilities. This information can be called on as a resource, though it is somewhat subject to fallibility. The noble gains a +3 bonus to Diplomacy checks made to gather information. Additionally, the noble selects a single Knowledge skill in which he has ranks; he gains a +3 bonus to checks made with that skill.

Dilettante (Ex): Starting at 13th level, the noble can call on his years of hobbies and casual pursuits to gain a decent chance to try nearly anything, even things that can normally only be done with training. The noble can roll any skill untrained, even skills that a character must normally have ranks in to use. The skill check is modified only by the relevant ability score.

Poise (Ex): The 18th-level noble is an expert at remaining calm in the direst of circumstances. The noble may select a number of class skills equal to his Charisma modifier on which he could normally take 10. From this point on, the noble may take 10 on these skills at any time, even in threatening or distracting circumstances. The skills chosen must be skills which the noble could normally take 10 on in non-stressful situations.

Master of Information (Ex): At 20th level, the noble is the undisputed master of information within his territory. By spending one hour each day in consultation with his various advisors and contacts, the noble automatically discerns any rumors in his region requiring a DC 30 or lower Diplomacy check. The GM and the noble’s player should work out ahead of time what “region” means in this context, but usually any rumor within the noble’s home country that would spread beyond the borders of its original origin. (For example, the noble would automatically learn that the goblins of the southern forests were becoming more brazen in their attacks on travelers, but would not necessarily hear that the mayor of a small hamlet far from the noble’s court had taken on a new mistress.)
Additionally, the noble may quash rumors he finds dangerous or seditious. During his consultation, he may counter rumors he does not want spread by spreading his own down his chain of information. The noble may take any single rumor he hears each day and replace the normal DC for a Diplomacy check to uncover that rumor with the result of his Bluff check (if it is higher).

Spoiler:
The Noble
Level Base Fort Reflex Will
Attack Bonus Save Save Save Special
1 +0 +0 +0 +2 Elite training, noble ability
2 +1 +1 +0 +3 Bonus feat
3 +2 +1 +1 +3
4 +3 +2 +1 +4 Noble ability
5 +3 +2 +1 +4 Bonus feat
6 +4 +3 +2 +5 Rumormonger
7 +5 +3 +2 +5
8 +6/+1 +3 +2 +6 Noble ability
9 +6/+1 +4 +3 +6
10 +7/+2 +4 +3 +7 Bonus feat
11 +8/+3 +5 +3 +7
12 +9/+4 +5 +4 +8 Noble ability
13 +9/+4 +6 +4 +8 Dilettante
14 +10/+5 +6 +4 +9
15 +11/+6/+1 +6 +5 +9 Bonus feat
16 +12/+7/+2 +7 +5 +10 Noble ability
17 +12/+7/+2 +7 +5 +10
18 +13/+8/+3 +8 +6 +11 Poise
19 +14/+9/+4 +8 +6 +11
20 +15/+10/+5 +9 +6 +12 Master of information, bonus feat, noble ability

***

Lemme know what you think.

Jeremy Puckett

Liberty's Edge

Some really good ideas there as well. I like the idea of Noble Class abilities. Maybe a increased access to them, like Rage Powers, would make this class appealing for a PC alll the way through to 20th level.

I have run an intrigue type campaign in the past where the Noble class seems to shine. Maybe this could be a good class for Pathfinder sometime in the future.

Liberty's Edge

I'm glad you like it. ^_^

Jeremy Puckett

Scarab Sages

There is a very good version of the Noble with Paradigm's Players Guide to Arcanis called the Patrician. It is a 20 level base class that I have seen used to great effect. Not a fighting machine, but then that's what minions are for.

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