Class: Noble (Updated to PFRPG) Looking for Comments and Suggestions.


Conversions


Source material: Star Wars D20 Revised Edition and Dragonlance Campaign setting.

Okay first let me say, I understand that there is an aristocrat NPC class. Second I understand that this class fills a very specific niche/role and unless your campaigns allow characters to be from the noble ranks of society then this class may or may not find much use.

Still I'm looking for input on updating this to Pathfinder standards. I pulled the majority of it from the Star Wars D20 book.

This is what I have come up with so far:
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The Noble

Alignment: Any (though most lean toward some form of Lawful)
Key Abilities: Charisma is undoubtedly a Noble's most important ability score as the Noble's skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Intelligence and Wisdom form the basis of other important skills so these abilities scores should also be significant.
Hit Die: D8
BAB: Medium progression (LVL 20: +15/+10/+5)
Saves: Fort (Poor)/ Reflex (Good)/Will (Good)
Skill Points: 6+Int per level
Skills: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (all skills taken individually), Linguistics, Perception, Perform, Ride, Sense Motive.
**Special Multiclass Note: While other classes such as Monk and Paladin restrict in terms of what happens after you multiclass out of them, the Noble faces a similar if somewhat reversed restriction. No one can multiclass into noble, you must start off as a noble from "CHARACTER LEVEL: 1". While any person can gain "noble status", this class represents a life style and up bringing that cannot and should not be gained through leveling. The Noble, unlike the Paladin or Monk, is free to Multiclass between his Noble class and any other class, but no one who has no Noble levels can ever multiclass into Noble.

1st: Bonus Skill, Favor +1
2nd: Inspire Confidence 1/per day
3rd: Favor +2, Resource Access
4th: Coordinate +1
5th: Presence +1**
6th: Bonus Feat, Inspire Confidence 2/per day
7th: Favor +3
8th: Coordinate +2
9th: Bonus Feat
10th: Presence +2**, Inspire Confidence 3/per day
11th: Inspire Greatness 1/per day (1 ally)
12th: Favor +4
13th: Coordinate +3
14th: Bonus Feat, Inspire Confidence 4/per day. Inspire Greatness (2 Allies)
15th: Presence +3**
16th: Favor +5
17th: Inspire Greatness (3 Allies)
18th: Coordinate +4, Inspire Confidence 5/per day
19th: Bonus Feat
20th: Inspire Greatness (4 Allies), Presence +4**
** = ability I added to class to fill dead level.

Weapon and Armor Proficiencies:
The Noble is proficient in the use of all Simple and Marital Weapons, light and Medium armors, and all shields (except Tower shields).

Bonus Class skill: At first level the noble may pick any one cross class skill not normally on their skill list and permanently designate it as a class skill. This represents the noble area of expertise outside of his/her normal training. Once the choice is made it cannot be changed.

Favor: The noble has the ability to call in favors from those she knows. By making a favor check the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also 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 characters favor bonus (+1 at first level, +2 at 3rd level and so on). The GM sets the difficulty based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 or 30 for highly dangerous, expensive, or illegal favors. The noble cannot take 10 or 20 on this check, nor can the noble retry this check for the same or (virtually the same) favor.
-A Noble can call in a number of favors equal to half his/her noble levels rounded down, minimum of 1 at first level/per week.

Inspire Confidence:
Beginning at 2nd level the Noble can us oratory (give a speech) to inspire confidence in her allies, bolstering them and improving their chances of success. An ally must listen and observe the noble for a full round, and be within 30 feet, for the inspiration to take hold. The effects last for a number of rounds equal to the half the Noble's class levels + his/her charisma Modifier. The Noble can Inspire Confidence in a number of allies equal to half her noble levels rounded down. The Noble can use Inspire confidence 1 per day at 2nd level and gains an additional use for every four levels there after. An ally under the effects of Inspire Confidence gains a +2 morale bonus on all saving throws and a +1 morale bonus on all attack and weapon damage rolls. The Noble cannot Inspire Confidence within him/herself. This ability can only be used on the Noble's allies.

Resource Access:
Beginning at 3rd level a Noble has access to an array resources (usually from family, influential friend, or patrons). Once per Adventure the Noble can make a check to use those resources during the adventure.
-The value of the resources gained equal the Noble's class level multiplied by the result of a Charisma Check multiplied by 20. Thus: A 3rd Level Noble who gets the result of 16 on a Charisma Check would have access to a value 960gp worth of resources to use for that adventure. {3 X 16 X 20 = 960} Gold.
-The resources can take almost any form (within reason) of value the Noble desires, he/she is not restricted to just gold pieces, and they are his/hers to do with as they please. He/She can keep them, use them, give them or way, or use them however he/she sees fit. The resources gained arrive 1D8 hours after she makes the check. While these resources may take any form, they must be reasonably available from where the Noble chooses to make the check. For instance, a Noble in the middle of a major urban city will have access to a much wider array of resources, while a Noble stranded on a deserted Island isn't going to have access to many resources at all.
-For The purpose of further distinguishing these abilities: Resource access tends to represent a Noble's ability to obtain and use a vast amount of wealth and money. Where as Favor checks represent the noble's ability to ask for assistance in a form that cannot be so easily measured by a GP value.

Coordinate:
A Noble has a knack for getting people to work together. When a 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 (stacks with) to the normal bonuses provided by an aid another check and increases as the Noble gains levels. So a Noble provides a total +3 bonus with an aid another check (+2 bonus from Aid another) and +1 from coordinate. At 8th level the total bonus would be +4 (+2 from aid another) and (+2 from coordinate).
-This ability cannot be used to assist someone in combat.

Presence**
Presence represents a Noble's ongoing development when it Comes to shear personal Magnetism. Yes, almost any character can have a High Charisma score, but a Noble's constant use and refinement of this ability is reflected in the form of a Presence bonus. A Noble with a Presence bonus adds this bonus to any Charisma based skill check, class ability, or function. For example a 10th level Noble with a Charisma score of 16 (Normally a +3 modifier) is treated as having a total +5 Charisma Modifier for the purposes of determining skill based Charisma checks, DC for any Charisma based class abilities and so on. This bonus starts off a +1 at 5th level and improves by one for every five levels there after.

Bonus Feats:
At 6th, 9th, 14th, and 19th level a Noble may select a bonus feat from the following list:
Alertness, Armor Proficiency (Heavy), Combat Expertise, Deceitful, Defensive Combat Training, Dodge, Exotic Weapon Proficiency, Intimidating Prowess, Leadership, Mounted combat, Persuasive, Quick Draw, Rapid Reload, Self Sufficient, Skill Focus, Weapon Finesse.
-The Noble must meet all prerequisites for taking a bonus feat.

Inspire Greatness
Beginning at 11th level a Noble can Inspire Greatness within an ally, granting extra fighting capability. This ability is similar to Inspire Confidence, Except it only affects a single ally at first. An ally under the effects of Inspire Greatness gains +2d10 Temporary Hit Points, a +2 Competence Bonus on Attack Rolls, and a +2 Morale bonus on all Saving Throws. The Effects last for a Number of rounds equal to Half the Noble's class levels, rounded down, + his/her Charisma Modifier. The Noble can Inspire Greatness 1 per day. For every 3 levels gained beyond 11th the Noble can inspire Greatness in one addition ally when he/she uses this ability. The Noble cannot inspire Greatness in his/herself. This ability can only be used on his/her allies.
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Questions Comments or suggestions are welcome.

-Currently looking for a "Capstone" ability @ 20th level. If anyone has any suggestions please feel free to comment.
-Please let me know if you feel the class is over-powered or under-powered.

Thanks
-AK

RPG Superstar 2010 Top 32

This class is incredibly weak. It's a worse skill-monkey and face than a rogue and it's worse than a bard at buffing people. I don't know what this character is expected to bring to the group but everything it does other classes get "for free" on top of their main abilities.

SW Saga base classes get to choose from a huge list of rather awesome talents and get a ton of combat mojo from their feats and are expected to PrC out of their base classes as soon as possible. This class benefits from none of these perks.

On top of all of this, I don't understand why you have the multiclassing restriction. A rogue can't multiclass into noble when he marries the duke's daughter and becomes involved in courtly intrigue? Why not?


A Man In Black wrote:
On top of all of this, I don't understand why you have the multiclassing restriction. A rogue can't multiclass into noble when he marries the duke's daughter and becomes involved in courtly intrigue? Why not?

Because learning how to be a noble takes a lifetime, as opposed to learning to become a wizard, which takes the better part of an afternoon. ;-)

I agree with the Man in Black -- if you're creating a new class, don't be afraid to give it good class features!

Scarab Sages

They've got the right of it - needs more power. Plus the 3.5 noble had the same problems.

Here's how I solved the noble problem (more-or-less the same noble I've been using for years, plus a few new abilities thanks to Pathfinder), but if you're not interested in examining, here are my suggestions:

Diplomacy: Make it his thing - enhance it and make it easier.
Inspire Whatever: Update it to a PFRPG mechanic, maybe like bardic performance. Use/day with a duration is way limiting (especially as a standard action).
Combat: He needs *something* to make him combat-interesting.


Tom Baumbach wrote:
Diplomacy: Make it his thing - enhance it and make it easier.

I also wanted to focus on a particular skill or skills with my Con Artist. Without breaking maximum skill ranks or simply giving another bonus. Ideas I came up with, allow the class to take 10 with their skill(s) and/or allow the class to make a re-roll. A one time re-roll may be too week. Maybe one re-roll per Cha bonus? I am still debating.


Tom Baumbach wrote:

They've got the right of it - needs more power. Plus the 3.5 noble had the same problems.

Here's how I solved the noble problem (more-or-less the same noble I've been using for years, plus a few new abilities thanks to Pathfinder), but if you're not interested in examining, here are my suggestions:

Diplomacy: Make it his thing - enhance it and make it easier.
Inspire Whatever: Update it to a PFRPG mechanic, maybe like bardic performance. Use/day with a duration is way limiting (especially as a standard action).
Combat: He needs *something* to make him combat-interesting.

Sweet Jesus...

Do you mind if I shanghi this creation of yours for my game. You've more or less answered all my questions with this. Its flexible, keeps things true to the original class, and greatly expands the Noble's abilities.

Tom Baumbach wrote:


Diplomacy: Make it his thing - enhance it and make it easier.

Now I was trying to do this with the Presence ability that kept boosting his Charisma Modifier without inflating his score.

For those of you who asked about the Multi-classing restriction here is my reasoning: Ultimately, it prevents people from "Munchkin-ing". You know the type, they just look for pluses. This prevents .fighter from looking at noble at 2nd level and going, you know what I could use 2 more good saves and a few class features.

Yes you can by pass this restriction by starting off as a 1st level Noble, but if there's one thing I've learned, LV1 says a lot about who your character is from the beginning. A person building a 1st Level Noble will have almost an entirely different character concept than if building a 1st level fighter.

Granted it seems pretty silly that you can learn to be a wizard over the course of an afternoon. But think about that for a moment. You can argue in game that your character has been studying arcane rights, discovered his sorcerer heritage, found god or what have you.

But anyone will tell you. There is a difference between being born with a silver spoon in your mouth, and fighting your way to a noble status. Those born into said position are "Nobles" and elite circle that do not let in many outsiders, and of the few commoners who manage to make their way into these ranks, while they may be given noble titles they will never be considered "true nobles".

Thus the restriction on multi-classing into Noble.

Scarab Sages

Anthony Kane wrote:

Sweet Jesus...

Do you mind if I shanghi this creation of yours for my game. You've more or less answered all my questions with this. Its flexible, keeps things true to the original class, and greatly expands the Noble's abilities.

S'all yours. (Just linkback if you put it online anywhere, eh?)

As to multiclass restriction: I don't agree, but I absolutely can see that point of view and its validity. In other words, if it suits your game, by all means.

Edit: I threw in your presence ability too, so thanks for that.


Here is my go at a Nobleman character class

The Nobleman

Role: The Nobleman excels at social interaction, where his natural confidence earns him respect and deference. He is also a very tenacious combatant and a skilled and fearless leader of men. On the battlefield he is usually one of the first to charge the opponent, leading his men from the front and inspiring them to live up to his example.
Alignment: Any (usually lawful)
Hit Die: d12

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Composure +2, Inspire Courage +2, Inheritance
2 +2 +3 +3 +3 Bonus Feat
3 +3 +3 +3 +3 Dreadful Mien
4 +4 +4 +4 +4 Inspire Courage +3
5 +5 +4 +4 +4 Composure +3
6 +6/+1 +5 +5 +5 Leading from the Front
7 +7/+2 +5 +5 +5 Inspiring Presence 1/day
8 +8/+3 +6 +6 +6 Bonus Feat
9 +9/+4 +6 +6 +6 Inspire Courage +4
10 +10/+5 +7 +7 +7 Composure +4
11 +11/+6/+1 +7 +7 +7 Improved Charge
12 +12/+7/+2 +8 +8 +8 Inspiring Presence 2/day
13 +13/+8/+3 +8 +8 +8 Bonus Feat
14 +14/+9/+4 +9 +9 +9 Inspire Courage +5
15 +15/+10/+5 +9 +9 +9 Composure +5
16 +16/+11/+6/+1 +10 +10 +10 Poise
17 +17/+12/+7/+2 +10 +10 +10 Inspiring Presence 3/day
18 +18/+13/+8/+3 +11 +11 +11 Bonus Feat
19 +19/+14/+9/+4 +11 +11 +11 Inspire Courage +6
20 +20/+15/+10/+5 +12 +12 +12 Composure +6

Class Skills: The Nobleman’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks per Level: 6 + Intelligence modifier.
Weapon and Armor Proficiency: A Nobleman is proficient with all simple and martial weapons and with all armor (light, medium and heavy) and shields (not including tower shields).

Composure (Ex): A Nobleman’s upbringing instils him with a confidence in his abilities and rightful superiority. This translates in him receiving a +2 competence bonus to all Diplomacy, Intimidate and Sense Motive skill checks, as well as to Will saves against Fear, Compulsion and Charm effects. At level five and every five levels beyond that, this bonus increases by and additional point, to a maximum of +6 at level 20.

Inspire Courage (Ex): This ability is identical to the Bard ability of the same name, with the following changes. The Nobleman can use this ability for a number of rounds per day, equal to 8 + his Charisma modifier. Also he can activate this ability only using Perform (Oratory).

Inheritance (Ex): A Nobleman’s starting wealth is 10d6 x 10 gp.

Bonus Feat (Ex): The Nobleman gains a bonus feat at level 2 and again at level 8, 13 and 18. His must choose these feats from the following list: Alertness, Deceitful, Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Leadership, Lightning Reflexes, Persuasive, Skill Focus or Toughness. The Nobleman must live up to the normal prerequisites to the feats to qualify for them.

Dread Mien (Ex): At level 3 the Nobleman may add his Charisma modifier (if any), to his AC as a dodge bonus, as a swift action.

Leading from the Front (Ex): Whenever a character aids the Nobleman in combat, using the Aid Another action, the Nobleman receive a +4 bonus to his next attack roll or his AC instead of the normal +2.

Inspiring Presence (Ex): As a standard action, the Nobleman may remove from all allies with 25 feet + 5 feet per two levels, all Confused, Cowering, Dazed, Fascinated, Fatigued, Frightened, Panicked or Shaken effects. This ability can be used once per day at level 7 and an additional time per day at level 12 and 17.

Improved Charge (Ex): When a Nobleman charges in combat, he adds his Charisma modifier to his attack roll (in addition to the bonus from the charge action) and his Class Level to the damage roll.

Poise (Ex): The Nobleman adds his Charisma modifier to all saving throws, as well as his CMD.


You all might like the Sycophant - the not-quite-noble hangers on at court - NPC class that's coming out in Paths of Power by 4 Winds Fantasy Gaming. It's a unique NPC class that might pair quite well with this Noble class.


These are very good versions of the Noble. My suggestion would first forget Dragonlances Noble, Hey I love their Mystic, but the noble was just too plain. Not sure about Star Wars noble, although I like the concept of talent trees. I've always used GR Noble for 3.5 and updating would not be too hard as I recal the class gets something every level, or very close too every level.

By my way of thinking, and this ist just a thought all the ablities mentioned so far could be folded into a system for nobel Houses. Something like Bloodlines, in fact bloodlines would be a good name for it had not the Sorcerers already taken it. In such a system such things as knacks would be folded into a certain ablities given to certain members of a nobel House. Think Dune (in fact I did such a homebrew dune game with just such a concept).

In such a model you might have

House Caceres:

House Traits: Inspire, nobles oblige, Landed, Great Courage.

or

House Clinton: Backstab, Snake Tounge, Elks Enderance, Rats Grace.

With each Trait having a number of possible ablities Within. Thus not everyone in a single house would get everything associated with their House, but the would gain something from their noble upbringing.

I don't have a full class put together, hell I'm still working a a witch, and archer, but this is how I'd start putting together a noble. Its not really a question of is he good at combat really, the very fact that a player would want to play a noble means combat may not be on his mind. However Each House should have at lest one combat or combat support trait on their list.

Just a cp

TTFN DRE

RPG Superstar 2010 Top 32

Anthony Kane wrote:
For those of you who asked about the Multi-classing restriction here is my reasoning: Ultimately, it prevents people from "Munchkin-ing". You know the type, they just look for pluses. This prevents .fighter from looking at noble at 2nd level and going, you know what I could use 2 more good saves and a few class features.

There's no logical reason anyone can't become a noble later in life, and great examples of situations where someone would want to level up as a noble for reasons that have nothing to do with powergaming. You yourself admit that this doesn't even limit the most obvious powergaming "abuses" by pointing out that someone can simply take noble at level 1; instead, it punishes organic concepts and prevents nothing.


A Man In Black wrote:
Anthony Kane wrote:
For those of you who asked about the Multi-classing restriction here is my reasoning: Ultimately, it prevents people from "Munchkin-ing". You know the type, they just look for pluses. This prevents .fighter from looking at noble at 2nd level and going, you know what I could use 2 more good saves and a few class features.
There's no logical reason anyone can't become a noble later in life, and great examples of situations where someone would want to level up as a noble for reasons that have nothing to do with powergaming. You yourself admit that this doesn't even limit the most obvious powergaming "abuses" by pointing out that someone can simply take noble at level 1; instead, it punishes organic concepts and prevents nothing.

Okay... I'm going to explain this only once, and after that we are going to agree to disagree about this issue.

So here we go:

3 character created at 1st level, human, epic stats. One is a Fighter, one is a rogue, one is a noble.

Fighter @ LVL1
Stats (after adjustments): Str: 18, Dex: 14, Con: 16, Int: 10, Wis: 10, Cha: 10.
Feats: Weapon Focus (H), Power Attack (1st), Quick Draw (F:1)
2+Int+(racial) skill points
+1 BAB, +2 Fort
(concept: bruiser/tank)
Fighter @ LVL2 Picks up: Cleave (F:2) and 2+Int+(racial skill points)
+2 BAB, +3 Fort
**Now decides to go Noble**
Fighter 2/Noble 1 (based on Dorkistan)
Picks up: 3rd Level Feat, Noble Knack (Bonus Feat: Combat Oriented), Doesn't care about Noble's ability: Noble's Confidence because Charisma is in the toilet.
Plus gains: +2 Reflex, +2 Will Power and 6+Int+racial
This equals: MUNCHKIN. This is not organic. Its not even a veiled attempt to be conceptual. Fighter decided he wanted to min/max said system and sacked +1 BAB for 2 good saves, skill points, and an extra feat. He'll never take another level in this class, but why should he when this just shored up 9/10th of his early level weaknesses.
(Multiclass Restriction prevents this from happening)
This is power gaming.

Rogue @ LV1
Stats after Adjustments: Str: 14, Dex: 16, Con: 14, Int: 16, Wis: 10, Cha: 10
Feats: Improved Initiative (H), Dodge (1st)
8+Int+Racial skill points
+0 BAB, +2 Reflex
1D6 SA, Trap Finding
(concept: Swiss Army knife aka all round utility character considering going Fighter/Rogue)
Rogue 1/Fighter 1
Feat: Quick Draw (fighter 1), picks up Marital Weapon & Armor Prof
2+Int+racial skill points
+1 BAB, +2 Fort, +2 Reflex
Rogue 2/fighter 1
Feat: Weapon Finesse (3rd), Rogue Talent (bonus feat: Weapon Focus)
8+Int+racial skill points
+2 BAB, +2 Fort, +3 Reflex
Evasion
This equals: Follows Character concept, using classes to build character to that concept. Competent Fighter, with enough skills to be useful outside of battle.

Noble @ LV1
Stats after Adjustments: Str: 13, Dex: 12, Con: 14, Int: 14, Wis: 14, Cha: 16
Feats: Skill Focus: Diplomacy (H), Toughness (1st),
6+Int+racial skill points
Noble's Confidence, and Noble Knack: Elegant Strike
+0 BAB, +2 Reflex, +2 Willpower
Concept: Courtly Defender (noble with some martial training)
-Possibly multiclassing into Fighter to further develop concept.
Noble 1/Fighter 1
Fighter 1 bonus Feat: (Weapon Focus)
2+Int+racial skill points
+1 BAB, +2 Fort, +2 Reflex, +2 Willpower
Gained Heavy armor proficiency
Noble 2/Fighter 1
Feat: Quick Draw (3rd)
6+Int+Racial skill points
+2 BAB, +2 Fort, +3 Reflex, +3 Willpower.
Noble Knack: Noble's Training (The noble can add ½ his noble level to one other class's levels for determining one ability of that class.)
This equals: Follows Character concept, using classes to build character to that concept. While will continue to evolve as a Martial and Social character, this character will never have the same range of combat options as a Fighter.
This requires foresight, conceptual thinking, character development.

And to further push the point, there are ALOT of feats that only Martial characters (those with a +1 BAB at 1st level) can take advantage of. So its much harder for someone building a noble or rogue that decides to go down a martial path because they could not take advantage of all those feats requiring a +1BAB at first level when they would have 2 feat slots to spend.

There are conceptual differences in how you approach character building from level one. If you have a +1 BAB you have many more options. If you don't it forces you to build differently.

Unless your DM is just saying start at level 3, pick any classes you want, and here's your X number of feats, have at it. That's a common mistake because it give people a "feat pool" to take advantage of and thus they build according to the sum of their total bonuses and class features when if they had been built from level 1, they could only work with what they had as they progressed in levels.

And no one is saying your character can't become part of the nobility later in life. But the basis of this class literally stems from the fact that characters with Levels in Noble are Noble's by birth, and this class and its features represent a certain upbringing.

A spoiled child born with a silver spoon in his mouth is going to be very different from a working class child who had to toil just to get by.

Look at real life. If you're daddy is CEO at Major corporation, you think said son of that CEO is going to have it hard in life. NO! He knows the secret hand shake, the people to talk to, and has the automatic in to a cushy job with perks and a salary even if he fails out of college.

Mean while working class dad's son has to go to public schools, try to excel and be the best of his class, gets swamped with college debt, must interview for a position at a corporation just to get a crappy entry level job at minimum wage, working nights and weak ends for years while he watches the Kid who's dad is president of the company get the pass to being a Vice President of a department after only being there 6 months.

Yeah if your a one in a million person you may be able to climb the corporate ladder and better you position in society. But what is given people born in that position will take you a life time to even come close to.

And that's what the restriction represents. The fact that Noble class characters were born into that role in society. They know their parents friends, have access to their parents contacts, have been brought up in and around the whole political, social, financial scene, and thus they have the experience and know how to take advantage of it because they've lived it they're whole lives.

Your fighter may get dubbed a Knight or even marry into Nobility, but can you honestly say that said Fighter will ever have the courtly social training that the Nobleman or Woman he/she married has had access to for their entire life.

You wanted my reasoning on this, there it is, all of it.

If you still don't agree with me, that's fine, its your business.

And we can just continue to agree to disagree.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

By your logic then nobody should be able to multi-class into Barbarian.

A barbarian is someone raised in a barbaric civilisation, taught the ways of the tribe and prone to grand rages. A barbarian isn't what one does, it's what one is.

Yet a perfectly good character concept is a rogue (prone to fits of violence) who is run out of town. He lives in the wild and multiclasses into Barbarian.

The multiclassing restriction just seems arbitrary.

RPG Superstar 2012 Top 32

Here's a homebrew Pathfinder version of the Noble I've been working on.

Noble

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Nobles are proficient in all Simple and Martial Weapons, All Armors, and Shields (except Tower Shields).

LEVEL ABILITY
1. Baron's Influence, Noble Pool, Noble Will
2. Noble Talent
3. Noble Skill Use
4. Noble Talent
5. Viscount's Influence
6. Noble Talent
7. Noble Skill Use
8. Noble Talent
9. Earl's Influence
10. Noble Talent
11. Noble Skill Use
12. Noble Talent
13. Marquis's Influence
14. Noble Talent
15. Noble Skill Use
16. Noble Talent
17. Duke's Influence
18. Noble Talent
19. Noble Skill Use
20. Noble Talent

Baron's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Baron's Influence uses up one point from the character's Noble Pool (see below).

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Attack and Damage Rolls, +1 circumstance bonus on all Saving Throws, or +1 circumstance bonus to all Skill Checks. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble grants the one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Attack and Damage Rolls, -1 circumstance penalty on all Saving Throws, or -1 circumstance penalty to all Skill Checks. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Noble Pool (Ex). The Noble possesses a Noble Pool with a number of Noble Points equal to his Noble class level plus his Charisma bonus (minimum 1), which is replenished each day at dawn. The Noble may spend these points to activate some of his class abilities.

Noble Will (Ex). As long as the Noble has at least 1 Noble Point in his Noble Pool, he adds his Charisma bonus (if any) to his Will Saves.

Noble Talent. At 2nd level, and every even level thereafter, the Noble gains one of the following Noble Talents. Each Noble Talent may only be selected once unless otherwise noted in its description.

Ancestral Knowledge (Su). By spending 1 Noble Point as a free action, you add your class level to a single Knowledge skill check.

Charm (Ex). Choose one sex. You add 1/2 your class level to all Charisma based checks to members of the chosen sex.

Combat Talent. You gain 1 Combat Feat that you qualify for.

Commanding Presence (Ex). Spend 1 Noble Point as a free action and add your class level to a single Diplomacy or Intimidate skill check.

Curse of Regicide (Su). As long as you have at least Noble Point in your Noble Pool, whenever an opponent drops you to negative hit points, or kills you, it must make a Will Save with a DC of 20 + your class level + your Charisma modifier or be subjected to a Bestow Curse effect that can only be removed by a Miracle or Wish.

Extra Class Skill. Choose one cross-class skill. It is now a class skill for you. You may select this Noble Talent multiple times, each time choosing a different skill.

Favor (Ex). Spend 1 Noble Point and you can make a Favor check (1d20 + 1/2 your class level + your Charisma bonus) and gain a Favor as described under the Charismatic Hero Talent of the same name in d20 Modern.

Feat. You gain 1 bonus feat that you qualify for. You must be 10th level to select this Talent.

Great Ally (Ex). When using or targeted with an Aid Another action, you gain an additional +1 bonus. When you flank a creature, you gain an additional +2 bonus on your attack rolls.

Knowledge Talent (Ex). You gain a bonus equal to 1/2 your class level on all Knowledge skill checks.

Leadership. You gain the Leadership feat. You must be 6th level or higher to select this Talent.

Lesser Magic Talent (Sp). Choose one 0 level spell. You can cast it a number of times per day eqyal to your Charisma bonus.

Magic Talent (Sp). Choose 1 spell from the following list with a level that does not exceed 1/2 your class level. By spending a number of Noble Points equal to double the spell level, you may cast that spell. The Save DC, if any, is equal to 10 + the spell level + your Charisma modifier. You must have an Intelligence score of at least 10 + the spell level to choose that spell. You must have the Lesser Magic Talent before choosing this talent.

1. Cause Fear, Charm Person, Command, Doom, Lesser Confusion, Sanctuary.
2. Augury, Calm Emotions, Enthrall, Scare.
3. Nondetection, Rage, Suggestion.
4. Charm Monster, Crushing Despair, Discern Lies, Fear, Lesser Geas.
5. Dominate Person, Greater Command.
6. Eyebite, Geas/Quest, Mass Suggestion, Repulsion.
7. Insanity.
8. Mass Charm Monster, Mindblank
9. Dominate Monster.

Noble Fate (Ex). When you fall below 0 hit points, you may spend 1 Noble Point as an immediate action and gain a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute.

Noble Smite (Ex). Spend 1 Noble Point as a swift action and add your Charisma bonus to your next attack roll and your class level to your damage roll if you successfully hit.

Skill Mastery. Select a number of skills equal to 3 + your Intelligence modifier. You make take 10 on the selected skills even if doing so is not normally permitted. You must be at least 10th level to select this talent.

Skill Talent. Select either Skill Focus or a +2/+2 feat.

Slippery Mind (Ex). If you fail a Will Save, you may make a single additional Will Save 1 round later.

Taunt (Ex). You target 1 creature that can see and hear you and understand the language you are speaking. As a move action, you spend 1 Noble Point and the target creature must make a DC 10 + 1/2 your Noble level + your Charisma modifier or attack you for 1 round.

Weapon Talent. You gain Weapon Focus in a weapon of your choice that you are proficient in.

Noble Skill Use (Ex). At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), the Noble learns a special use of a class skill.

Appraise. By spending 1 Noble Point and making an Appraise skill check with a DC of 20 + the caster level, the Noble gains the benefit of an Identify spell for the object in question. This takes 1 minute.

Bluff. You can use the Bluff skill to sow distrust amongst your enemies. You must know the name of the target you are seeking to influence, as well as the name of the character you are seeking to sow distrust against. As a full round action, you spend 1 Noble Point and make a Bluff skill check opposed by the Sense Motive skill check of your target. If you are successful, your target's attitude towards the designated character worsens by 1 step (from helpful to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile). If you succeeded, you may continue to use a full round action to continue to influence your target by making additional Bluff checks opposed by his Sense Motive checks. When the target's attitude towards the designated character becomes hostile, the target attacks the designated character. Once the target succeeds on a Sense Motive check, he cannot be affected by this ability for 24 hours.

Diplomacy. The Noble can spend 1 point from his Noble Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Noble for 1 round. If the Diplomacy check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round.

Disguise. The Noble can emulate another alignment. If an opponent attempts a magical means to determine the Noble's alignment, the opponent must succeed on a caster level check opposed by the Noble's Disguise skill check to get an accurate reading. If the opponent loses the opposed roll, he detects the alignment that the Noble has designated.

Handle Animal. The Noble can spend 1 point from his Noble Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Noble for 1 round. If the Handle Animal check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round. The Noble can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check. The Noble can use this ability against any other creature type with an Intelligence of 1 or 2, but takes a -8 penalty to his Handle Animal check. Creatures with an Intelligence score of 3 or more, or without an Intelligence score, are immune to this ability.

Intimidate. The Noble can spend 1 point from his Noble Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Noble's Charisma bonus (minimum +1). At 7th level, the Noble can spend 2 points from his Noble Pool and cause affected characters within 60 feet to be frightened. At 11th level, the Noble can spend 3 points from his Noble Pool and cause affected creatures within 120 feet to be panicked.

Linguistics. By spending 1 point from your Noble Pool and observing a creature for 1 round, you gain an instinctive insight into briefly communicating with it. This allows you to use a language-dependent effect against the creature even if you are unable to communicate in a language it knows. The language-depedent effect must be used or begun the round immediately after you activate this ability.

Perception. The Noble is keenly aware of attempts to assassinate him. As an immediate action, the Noble makes a Perception check with a bonus equal to his class level against an opponent who is using Stealth or Invisiblity to hide from the Noble just prior to an attack; when an opponent uses Sleight of Hand to slip poison into the Noble's drink, etc. If the Perception check beats the opponent's Stealth check, the Noble is not considered flat-footed against that opponent's attack.

Perform. The Noble is able to use the Perform skill check instead of the Knowledge (nobility) skill check when using his Baron's Influence, Viscount's Influence, Earl's Influence, Marquis's Influence, and Duke's Influence abilities.

Profession (noble). The Noble is adept at handling his personal finances. Every time the Noble gains an additional Noble level (including the level that this ability is chosen), he makes a Profession (noble) check and gains 200 gp per point of the Profession (noble) check.

Ride. The Noble gains an animal companion as if he were a druid of his Noble class level. The selected animal companion must be a suitable mount for the Noble.

Sense Motive. As an immediate action, the Noble can spend 1 point from his Noble Pool and make a Sense Motive check opposed by the attack roll of an opponent that is adjacent to the Noble. If the Sense Motive check is successful, the opponent's attack roll misses.

Survival. The Noble is an expert tracker and huntsman. He adds one half his Noble class level on Survival checks made to track.

Swim. You add half your Noble class level on all Swim checks and to Constitution checks to determine how long you can hold your breath. You can hold your breath for a number of rounds equal to Constitution score plus your Noble class level.

Viscount's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Viscount's Influence uses up 2 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Armor Class, Damage Reduction 1/-, or +5 foot circumstance bonus to Speed. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Armor Class, when damaged, take an additional 1 point of damage, or -5 foot circumstance penalty to speed. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Earl's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Earl's Influence uses up 3 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to the Save DC of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), +1 circumstance bonus to caster level checks, or fast healing 1. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to the Save DCs of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), suffer a -1 circumstance penalty to their caster level checks (if any), or suffer 1 point of damage per round. This effect persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Marquis's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Marquis's Influence uses up 4 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the Knowledge nobility check, one of the Noble's allies gain 1 extra standard, move, or swift action that must be used before the Noble's next turn; for every 10 points of the Knowledge nobility check, each ally gains a number of hit points equal to the ally's Hit Dice, or for every 10 points of the Knowledge nobility check, one of the Noble's allies gains the benefits of evasion and mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. The Noble's opponents are limited to a single move or standard action for 1 round for every 10 points of the Knowledge skill check; for every 10 points of the Knowledge skill check the Noble's opponents take an amount of non-lethal damage equal to the target's HD; or the Noble's opponents lose the ability to use evasion or mettle for 1 round for every 10 points of the Knowledge skill check.

Duke's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Duke's Influence uses up 5 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the Knowledge nobility check, one of the Noble's allies gain 1 full round action that must be used before the Noble's next turn, restore one negative level, or gain SR equal to 20 + 2 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. The targets are dazed or stunned (Noble's choice) for 1 round per for every 10 points of the Knowledge skill check, gain 1 negative level for every 10 points of the Knowledge skill check for a number of hours equal to the Noble's Charisma bonus (minimum 1 hour), or have their Spell Resistance reduced by 2 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).


DM_aka_Dudemeister wrote:

By your logic then nobody should be able to multi-class into Barbarian.

A barbarian is someone raised in a barbaric civilisation, taught the ways of the tribe and prone to grand rages. A barbarian isn't what one does, it's what one is.

Yet a perfectly good character concept is a rogue (prone to fits of violence) who is run out of town. He lives in the wild and multiclasses into Barbarian.

The multiclassing restriction just seems arbitrary.

I tend to handle Multi-classing on a case by case basis. When I was first thinking about introducing the noble to my group I over heard several players discussing about how it would so be worth the 1 level dip just to get the saves. So I placed the restriction on it.

And Honestly Barbarian is another core class that I have some house rules on. Because its a class that is not just a profession, but a life style.

While I can understand the concept of a Rogue who gets run out of town, and then lives in the wilderness. To me Scout or even Ranger seems like a more likely path of development because the three classes share similar skills, abilities, ect.

As for the Rogue being prone to fits of violence, and thus the "Rage" issue, I have a trick up my several tricks up my sleeve for this.
-1.) I have access to the D20 Past book, Which has the Jeckle/Hyde Template that gives the character a "rage" like ability. Granted this comes with its own set of drawbacks.
-2.) If a PC doesn't want to do the Jeckle/Hyde Template, then I often suggest rather than multi-classing into Barbarian, The Rogue could choose to sacrifice a MAJOR class ability, like evasion or uncanny dodge.
-3.) Same class two different names:
-Barbarian = Savage wild man raised in the wilderness amongst a tribe prone to grand rages, ect. This being due to a life style.
-Berserker = A Warrior who has discovered he has a predisposition to flying into a fit of uncontrollable rage, no necessarily uncivilized. This being due to a predisposed disposition. And this works just fine, you don't really have to change any of the class skills, or abilities. Really all you have to change just the textual "Flavor" of the name.

When you come down to it, its a matter of opinion. Personally I believe there are some classes you are "born into", and some classes you train to get into. The Noble is an example of both cases, a person born into that role and trained from birth to be that role.

The nice part about this game:
-If something doesn't work tweak it
-If it still doesn't work, fix it.
-If it still doesn't work, ignore it.
The game will run just fine, unlike 4E. (LOL)

RPG Superstar 2010 Top 32

Except that nobles in the real world came by that status later in life all the time. (Plus this class is a worse dip than nearly any core class).


If you get a chance, check out the Noble class from the d20 Freeport Companion. I think it might be better for conversion than any other I have seen. It is from Green Ronin, and if I remember correctly, is identical to their version that was printed in a stand alone Master Class product.

Dark Archive

Pathfinder Roleplaying Game Superscriber

How about this? It's based on a few different examples I've seen on the boards (big thanks to everyone whose been sharing). I'm not really sure about it, but thought I'd see what others thought.

Noble
Alignment: Any.
Hit Die: d8.

Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Inheritance, inspire confidence +1, skill focus
2 +1 +0 +3 +3 Bonus feat, coordinate +1
3 +2 +1 +3 +3 Inspire competence +2
4 +3 +1 +4 +4 Bonus feat
5 +3 +1 +4 +4 Inspire confidence +2, Influence +1
6 +4 +2 +5 +5 Bonus feat, coordinate +2
7 +5 +2 +5 +5 Inspire competence +3
8 +6/+1 +2 +6 +6 Bonus feat
9 +6/+1 +3 +6 +6 Influence +2
10 +7/+2 +3 +7 +7 Bonus feat, coordinate +3, gift
11 +8/+3 +3 +7 +7 Inspire competence +4, inspire confidence +3
12 +9/+4 +4 +8 +8 Bonus feat
13 +9/+4 +4 +8 +8 Influence +3
14 +10/+5 +4 +9 +9 Bonus feat, coordinate +4
15 +11/+6/+1 +5 +9 +9 Inspire Competence +5
16 +12/+7/+2 +5 +10 +10 Bonus feat
17 +12/+7/+2 +5 +10 +10 Influence +4, inspire confidence +4
18 +13/+8/+3 +6 +11 +11 Bonus feat, coordinate +5
19 +14/+9/+4 +6 +11 +11 Inspire Competence +6
20 +15/+10/+5 +6 +12 +12 Bonus feat, noble’s decree

Class Skills
The noble’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

Class Features
All of the following are class features of the noble.

Weapon and Armor Proficiency: The noble is proficient in the use of all simple and martial weapons and with all types of armor and shields (except tower shields).

Inheritance (Ex): At 1st level, a noble gains one of the following inheritances, representing his family’s wealth and prestige: 300 gp, a masterwork weapon, or a masterwork suit of armor. This is in addition to the noble’s starting character wealth.

Inspire Confidence (Su): A 1st-level noble can inspire confidence in his allies, including himself, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the noble. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
The noble activates this ability as a standard action, but it can be maintained each round as a free action. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. This is a mind-affecting ability with audible or visual components, at the noble’s choosing. The noble must choose which when activating this ability.
At 5th level, and every six noble levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level, and can use this ability for 2 additional rounds per day (total 12 + Charisma modifier at 17th level).

Skill Focus: A noble gains Skill Focus as a bonus feat at 1st level.

Bonus Feats: At 2nd level, and every even level thereafter, a noble gains a bonus feat in addition to those gained from normal advancement. The noble must meet all prerequisites of the feat in order to select it.

Coordinate (Ex): Beginning at 2nd level, when a noble successfully uses the Aid Another action, he grants an additional +1 bonus to his ally (for a total +3 bonus).
At 6th level, and every four noble levels thereafter, this bonus increases by +1, to a maximum of +5 (total +7) at 18th level.

Inspire Competence (Su): A noble of 3rd level or higher can use his rousing words to help an ally succeed at a task. The ally must be within 30 feet and be able to hear the noble. The ally gets a +2 competence bonus on skill checks with a particular skill for either the duration of the time needed to complete the use of the skill or one hour, whichever is shorter. This is a standard action that can be used a number of times per day equal to 3 + the noble’s Charisma modifier.
This bonus increases by +1 for every four levels the noble has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of the ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A noble cannot inspire competence in himself. Inspire competence relies on audible components.

Influence (Ex): At 5th level, the noble’s bearing and reputation garner him reaching influence. When the noble declares his name, title, and heritage as part of the action to use the skill, he gains a +1 insight bonus to Diplomacy and Intimidate checks made to change the initial attitude of nonplayer characters or when forcing an opponent to act friendly towards him. This bonus also applies when attempting to gather information or when demoralizing an opponent. This is a language-dependent ability.
At 9th level, and every four noble levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

Gift (Ex): At 10th level, a noble receives a one-time 10,000 gp stipend. This can be in the form of arms and armor, goods, magic items, jewelry and art, land and holdings, or services, or any combination not exceeding 10,000 gp at the GM’s discretion.

Noble’s Decree (Su): As a standard action, a noble can make a decree forcing a target within 60 feet to make a Will save (DC = 10 + ½ the noble’s level + the noble’s Cha modifier). If the target's save fails, it is completely convinced of the course of action the noble set forth. If the save succeeds, the target is staggered for 1d4 rounds, and the noble cannot use noble’s decree on that creature again for 24 hours. Otherwise, this functions exactly as geas/quest. Noble’s decree is a mind-affecting, language-based ability with audible components.

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