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I want to offer a buffing class in the style of the Dragonlance noble or the 3.5 Marshal, so I smushed them together. This isn't a strict conversion of either class. The marshal abilites are ported strait in, but the noble class features I tried to rewrite to make use of the Pathfinder rules. I think at this point it is perhaps a little too powerful at the higher levels, but I think it is a reasonable class. Any feedback would be appreciated.
Noble Leader
Game Rule Information
Noble Leader’s have the following game statistics.
Alignment: Any.
Hit Die: d8.
Class Skills
The noble leader’s class skills (and the key ability for each skill) 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), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
TABLE: NOBLE LEADER
Level Base Attack Bonus Fort Save Ref Save Will Save Special Auras Known
Minor Major
1st +0 +0 +2 +2 Master Diplomat, Minor Aura 1 0
2nd +1 +0 +3 +3 Inspire confidence +1 1 0
3rd +2 +1 +3 +3 Major Aura +1 2 1
4th +3 +1 +4 +4 Coordinate +1 2 1
5th +3 +1 +4 +4 Inspire confidence _+2 3 2
6th +4 +2 +5 +5 3 2
7th +5 +2 +5 +5 Major Aura +2 4 2
8th +6/+1 +2 +6 +6 Coordinate +2 4 2
9th +6/+1 +3 +6 +6 Inspire confidence +3
5 3
10th +7/+2 +3 +7 +7 5 3
11th +8/+3 +3 +7 +7 Inspire Greatness (1 ally) 5 3
12th +9/+4 +4 +8 +8 6 3
13th +9/+4 +4 +8 +8 Coordinate +3, Inspire confidence +4 6 3
14th +10/+5 +4 +9 +9 Inspire Greatness (2 allies) 6 4
15th +11/+6/+1 +5 +9 +9 Major Aura +3 7 4
16th +12/+7/+2 +5 +10 +10 7 4
17th +12/+7/+2 +5 +10 +10 Inspire confidence +5, Inspire Greatness (3 allies) 7 4
18th +13/+8/+3 +6 +11 +11 Coordinate +4 7 4
19th +14/+9/+4 +6 +11 +11 Major Aura +4 8 4
20th +15/+10/+5 +6 +12 +12 Master Tactician
8 5
Class Features
All of the following are class features of the Noble Leader.
Weapon and Armor Proficiency: The noble is proficient in the use of all simple and martial weapons and with light armor and shields (except tower shields).
Bonus Class Skill: At 1st level, a noble may choose one additional skill as a class skill.
Master Diplomat: The noble leader gains a bonus equal to ½ his noble leader level on diplomacy checks. At * level, the Noble Leader knows where to find information and how to get it from people. He can use diplomacy checks to gather information in 1d4 minutes rather than 1d4 hours.
Auras (Ex): The noble leader exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The noble leader may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the noble leader uses a free action to dismiss it or activates another aura of the same kind (major or minor). A noble leader can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the noble leader takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A noble leader sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a noble leader's aura affects all allies within 60 feet (including himself) who can hear the noble leader. An ally must have an Intelligence score of 3 or higher and be able to understand the noble leader's language to gain the bonus. A noble leader's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A noble leader begins play knowing one minor aura of his choice. As his noble leader level increases, he gains access to new auras, as indicated on Table 1-5: The Noble leader.
All bonuses granted by a noble leader's auras are circumstance bonuses that do not stack with each other.
Minor Aura: A minor aura lets allies add the noble leader's Charisma bonus (if any) to certain rolls.
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Force of Will: Bonus on Will saves.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Watchful Eye: Bonus on Reflex saves.
Major Aura: Beginning at 3rd level, a noble leader can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.
Hardy Soldiers: The noble leader's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the noble leader is 10th level, everyone affected gains DR 2/-.
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level noble leader (+2 major aura) add 10 feet to their base land speed.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.
Inspire Confidence: A 2nd-level Noble Leader can use oratory to 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 Noble Leader. An affected ally receives a +1 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every four noble leader levels thereafter, this bonus increases by +1, to a maximum of +5 at 17th level. This bonus lasts for 1 round per level plus one round per point of Charisma bonus. Inspire confidence is a mind-affecting ability.
Coordinate: A noble has a knack for getting people to work together. When the noble makes an aid another check, he adds this bonus to the normal +2 bonus. The noble provides a +3 bonus at 4th level, a +4 bonus at 8th level, and so on.
Inspire Greatness: Beginning at 11th level, a noble can inspire greatness in a single ally. This is equivalent to a greater heroism spell with a caster level equal to the noble leader’s class level. At 14th and 17th level, this ability affects one additional ally.
Master Tactician: At 20th level, whenever the Noble Leader successfully uses the aid another action to assist an ally, all allies within 60 feet gain the benefit of the aid another.