Noble PF1e Conversion

Converted from Dragonlance Campaign Setting 3.5e

Nobles are illustrious because of their rank, title, or birth. Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in their day-to-day lives. An elven princess, a Masked Lord of Waterdeep, or a dwarven thane are examples of the noble class. While the motivations and goals of such characters vary widely, each is capable of masking his true intentions behind the veil of etiquette, and of using his charm and wit to gain what he desires.

Adventuring nobles might be abroad at the behest of their families or working for a more powerful lord, such as a prince or king. Nobles are also 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.

While nobles are trained to defend themselves and 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 food and drink. Even impoverished nobles attempt to appear at their best. Nobles abhor crude behavior and may chastise those who demonstrate a lack of good manners.

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

Many of cultures of Toril have a defined aristocracy, including human, elven, and dwarven cultures. Racial societies with a shifting, pastoral, or nonexistent social structure — such as halflings, gnomes, or halfelves who aren’t a part of elven society — produce few (if any) nobles.

The noble class may normally be taken only at 1st level. This reflects the idea that one is born to this class. In rare exceptions (determined by DM), one might acquire eligibility to enter into this class.

Alignment: Any.

Hit Die: d8.

Class Skills
The noble’s class skills are Appraise, Bluff, Diplomacy, Intimidate, Knowledge (any), Linguistics, Perception, Perform, Ride, Sense Motive

Skill Points per Level: 4 + Int modifier.

Table: The Noble
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Bonus class skill, bonus feat, inspire confidence 1/day, social acumen
2nd +1 +0 +3 +3 Coordinator +1
3rd +2 +1 +3 +3 Social feat
4th +3 +1 +4 +4 Social talent
5th +3 +1 +4 +4 Inspire confidence 2/day, social skills
6th +4 +2 +5 +5 Coordinator +2
7th +5 +2 +5 +5 Leadership, social feat
8th +6/+1 +2 +6 +6 Social talent
9th +6/+1 +3 +6 +6 Inspire confidence 3/day
10th +7/+2 +3 +7 +7 Coordinator +3, Social skills
11th +8/+3 +3 +7 +7 Inspire greatness, social feat
12th +9/+4 +4 +8 +8 Social talent
13th +9/+4 +4 +8 +8 inspire confidence 4/day
14th +10/+5 +4 +9 +9 Coordinator +4
15th +11/+6/+1 +5 +9 +9 Social feat, social skills
16th +12/+7/+2 +5 +10 +10 Social talent
17th +12/+7/+2 +5 +10 +10 inspire confidence 5/day
18th +13/+8/+3 +6 +11 +11 Coordinator +5,
19th +14/+9/+4 +6 +11 +11 Social feat
20th +15/+10/+5 +6 +12 +12 Social skills, social talent

Class Features

Weapon and Armor Proficiency: The noble is proficient in the use of all simple and martial weapons, light armor, and shields except tower shield.

Bonus Class Skill: At 1st level, a noble may designate any one additional skill as a class skill. This represents an area of study the noble character has pursued on his own or handed down by tutors from his family.

Bonus Feat: At 1st level the noble also gains a bonus feat for which he qualifies, which also represents the noble character’s own individual education and background.

Social Acumen: Whether he likes it or not, a noble has to keep up with the social norms and customs of the society he’s a part of. He’s trained in etiqutte and social posturing, because one faux pas can mean scandal or even ridicule coming to his house. The noble gains a bonus equal to half his class level on the following skill checks: Bluff, Diplomacy, Intimidate, Knowledge (History or Nobility), and Sense Motive.

Inspire Confidence (Ex): At 1st level, a noble can use Perform (Oratory) to inspire confidence in allies, bolstering them and improving their chances of success. An ally must be able to see and hear the noble, and must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for a number rounds equal to the noble’s Charisma bonus (minimum 1). The noble can inspire a number of allies equal to half his noble level. An ally inspired with confidence gains a +1 morale bonus on Fortitude and Reflex saving throws, attack rolls, and skill checks; these bonuses increase by +1 every six levels after 1st, to a maximum of +4 at 19th level. The noble can’t inspire confidence in himself, only his allies. The noble can use this ability once per day at 1st level, and an additional time per day at 5th level, and every 4 levels thereafter. This is a language-dependent ability with audible and visual components.

Coordinator (Ex): A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. At 2nd level, the noble adds +1 to the bonus granted by a successful aid another check. This bonus increases by +1 for every 5 levels after 3rd, to a maximum of +5 at 18th level. This ability can’t be used to assist in combat.

Social Feats: At 3rd level, the noble chooses a bonus feat from the following list to reflect his growing social acumen: Blustering Bluff, Confabulist, Cutting HumiliationIntoxicating FlatteryIronclad LogicNerve-Racking NegotiatorOratorPersuasive BriberyPlay to the CrowdQuick FavorRhetorical Flourish, or Sense Assumptions. Ever four levels thereafter, he chooses another feat from this list.

Social Talents: At 4th level, the noble may select a talent from the following vigilante social talents: Always Prepared, Celebrity Discount, Celebrity Perks, Entrepreneur, Gossip Collector, Great Reknown, In Vogue, Incredible Reknown, Instant Recognition, Loyal Aid, Reknown, Social Grace, and Triumphant Return. He selects another talent at 8th level, and every fourth level thereafter.

Social Skills: The noble’s social graces continue to florish as he gains experience and builds his social circle. At 5th level, he selects one of the skills granted a bonus from his social acumen ability. and gains the skill unlocks granted by that feat depending on his ranks in the skill, as if he had the signature skill feat for that skill. At 10th level and every 5 levels thereafter, the noble gains the skill unlocks for another of these skills of his choosing.

Inspire Greatness: Beginning at 11th level, a noble can use his oratory skill, to inspire greatness in an ally. The effects of this are the same as the bardic inspire greatness performance, except that it functions like the inspire confidence ability above: the creature to be affected must listen and observe the noble for a full round action, at which point the benefits last a number of rouds equal to the noble’s Charisma bonus (minimum 1). The noble can affect one such creature at 11th level, and an additional creature for every three levels beyond 11th, to a maximum of four at 20th level. The noble can’t inspire greatness in himself, only his allies. He can use this ability once per day at 11th level, and an addtional time per day every three levels thereafter to a maximum of 4/day at 20th level.