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.

Starting Gold: 6d8+10 gp (average 270 gp)

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

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, which also represents the noble character’s own individual education and background. This can be any feat for which the noble qualifies.

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 etiquette 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.

Oration (Ex): At 1st level, a noble can use Perform (Oratory) to exhort allies and bolster their abilities. An ally must be able to see and hear the noble, and observe the noble for a full round for an oration to take effect and it is a language dependent ability. The noble cannot effect himself with this ability. Should an affected ally lose sight of the noble, the effects for that ally end immediately; the effects also end immediately for all affected allies if the noble is killed or rendered unconscious. The effects of the noble’s oration last a number of rounds equal to the noble’s Charisma modifier (minimum 1), and the effects of multiple orations are not cumulative. The noble can use this ability 1/day at first level, and another time per day for every four levels after first.

Inspire Confidence: At 1st level, a noble can use his oration ability to inspire confidence in allies and improve their chances of success. The noble can inspire a number of allies equal to half his level + his Charisma modifier. Allies affected by this oration gain a +1 morale bonus on Fortitude saves, attack rolls, and skill checks; at 5th level, and every 4 levels thereafter, this bonus increases by +1, to a total of +5 at 17th level.

Resolute Exhortation: Beginning at 8th level, the noble can use his oration ability to bolster the resolve of an ally. An ally affected by this oration gains a bonus of +1 to Will saves against fear and compulsion effects, and attempts to demoralize the targeted ally suffer a penalty of this same amount. If a targeted ally is already suffering from one of these effects, then they are granted a new save at the beginning of their turn with this bonus. If the ally was already demoralized and the Intimidate roll would have failed with the penalty to the check, the ally is no immediately no longer demoralized. The bonus increases by +1 every 4 levels after 8th to a total of +4 at 20th level. The noble can affect one ally this way at 9th level, and another every 3 levels thereafter to a maximum of four at 18th level.

Inspire Greatness: Beginning at 11th level, a noble can use his oration ability to inspire greatness in an ally. The effects of this are the same as the bardic inspire greatness performance, except that it is an extraordinary ability and functions as per the oration ability. 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.

Collaborator (Ex): A noble has a knack for coordinating people to work in groups. At 2nd level, when making an aid another check to a creature making a skill check, the bonus he provides on a successful attempt increases by +1. Any other allies who can also see and hear the noble make a successful aid another attempt who also make an aid another attempt to the same creature add this bonus to their check. At 6th level, and every 4 levels thereafter, this bonus increases by +1, to a maximum of +5 at 18th level.

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 Flattery, Honeyed Words, Intimidating Performance, Ironclad LogicNerve-Racking NegotiatorOrator, Ostentatious Display, Persuasive BriberyPlay to the CrowdQuick FavorRhetorical Flourish, or Sense Assumptions. Every 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, treating his noble level as his vigilante level: Always Prepared, Celebrity Discount, Celebrity Perks, Entrepreneur, Gossip Collector, Great Renown, In Vogue, Incredible Renown, Instant Recognition, Loyal Aid, Renown, 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 flourish 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 skill 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.

Leadership: The noble gains the Leadership feat as a bonus feat at 7th level.

Triumphant Rally (Ex): The noble has reached the pinnacle of his commanding presence. He may use his oration ability a number of times per day equal to his 3+ Charisma bonus, and when using his oration ability, he may apply the affects of any or all of his orations at once if he chooses.

Suggested