| Mr. Nomington |
Classes Available
Highborn
Hit Dice: d8
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str)
Skill Ranks: 4 + Int modifier
3/4 BAB, Poor Fort/Reflex, Good Will
Weapon and Armor Proficiency: The Highborn is proficient in the use of all simple and martial weapons and with all types of armor and shields
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Factotum
Hit Dice: d8
The Factotum can choose any 10 skills to be class skills
Skill Ranks: 6 + Int modifier
3/4 BAB, Poor Fort, Good Reflex, Poor Will
Weapon and Armor Proficiency: The Factotum is proficient in the use of all simple weapons and with light armor, but not with any type of shield
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Cerberus
Hit Dice: d10
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge: Local (Int), Knowledge: Nobility (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Ranks: 2 + Int modifier
Full BAB, Good Fort, Poor Reflex/Will
Weapon and Armor Proficiency: The Cerberus is proficient in the use of all simple and martial weapons and with all types of armor and shields
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Parson
Hit Dice: d6
Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Lingustics (Int), Profession (Wis), and Survival (Wis)
Skill Ranks: 4 + Int modifier
1/2 BAB, Good Fort/Reflex/Will
Weapon and Armor Proficiency: The Parson is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield
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| Mr. Nomington |
Descriptions
Highborn: Born into the rich life of enjoyment and pleasure. You were offered a lifestyle few could even imagine. You enjoyed the silver platter lifestyle. Indulging in activities that sculpted you into a true noble. You were schooled in the names and sigils of other houses. Along with other information not so easily obtained by lesser folk. You were also trained how to speak in court, how to dress and of course how to fight. Though you prefer your Cerberus to take that front. You never shy away from a direct challenge. For you have your families honor to uphold.
Factotum: Through cleverness and talent and maybe a little luck. These cunning few can unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration, but also can have the ability to be exceptional at trade or possibly even ride the line of morality. The jack of all trades. Or those that wish to be good at the lesser used, but still lucrative skill sets.
Cerberus: Harsh training and conditioning await those chosen or wishing to become a Cerberus. Paid extremely well. These knights of sorts are personal bodyguards to the Highborn. Tasked with upholding the house's honor, but without question protecting the son or daughter they were ordered to safeguard. A Cerberus isn't a dog on a leash however and should never be thought as such by a Highborn. Their opinion is to be respected by all. Not many survive the training they undertook to become what they are.
Parson: The healers of noble houses. Whether they be priests, clerics, battlefield surgeons or perhaps a alchemist on the run. Something you did impressed the nobles of a house and have been granted this title. With this title comes a special honor that dwarfs most. The Parson Tabard & Brand. This is a ceasefire that is only waved by the most savage of men. However it does not stop your prosecution. It's simply means you are a healer of a house. Harming you without a cause is like harming a houses own noble blood. Those who try to imitate this great honor however, are at the mercy of that houses Cerberuses.