The Noble - a PC-rated Aristocrat

A character class for 3.5e D&D

The Noble is a genuine Aristocrat, a truly superior specimen, descended from an ancient line of impeccable breeding and character. In bearing, demeanour and ancestry, he strides above the common herd.

Adventures: Nobles are occasionally forced by circumstance or honour to quest for their birthright, to avenge wrongs or to defend their vassals. In doing so, they may take on some of the characteristics of the more lowly "adventurer".

Characteristics: Nobles are bold and able combatants, but rely as much on diplomacy, leadership and innate superiority as on force of arms.

Alignment: Nobles can be of any alignment, though the more laissez-faire Neutral characters tend to be mere Aristocrats.

Religion: Whilst paying lip service to the whims of gods and demigods, Nobles know that a gentleman or lady of a fine family is as good as any deity.

Background: Most Nobles come from established and wealthy families, but many of those engaged in quests (ie PCs) may be dispossessed or otherwise fallen on hard times.

Races: Almost all races include some Nobles, though they are extremely rare among the half-breeds and lesser species such as orcs and goblins. Many Nobles are rumoured to be Planetouched.

Other classes: All other classes might find themselves drawn to the Noble's side. Martial characters find a kinship, rogues appreciate the honour that they themselves may lack, and clerics know a higher power when they see it. Wizards acknowledge in the Noble the character and strength they miss. The Noble in his turn knows that while his course may sometimes take him down a lonely path, his destiny is to shape the lives of others in his image, and he welcomes the opportunity to lead.

Game Rule Information

Nobles have the following game statistics:

Abilities: Charisma is the Noble's primary requirement, on which is based much of her authoritative mien. Good Strength and Constitution will prove useful time and again as she strives to lead by example.

Alignment: Any.
Hit Dice: d8
Combat: Base Attack Bonus as a fighter (+Level).
Saving Throws: Fortitude and Will are good (+2+L/2, down), Reflex bad (L/3, down).

Class Skills

The noble's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis).

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: the Noble
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Fine Breeding, Voice of Authority
2nd +2 +3 +0 +3 Self-assured
3rd +3 +3 +1 +3 Voice of Command
4th +4 +4 +1 +4  
5th +5 +4 +1 +4 Fine Breeding, Aura of Courage
6th +6/+1 +5 +2 +5  
7th +7/+2 +5 +2 +5 Natural Leader, Aura (of alignment)
8th +8/+3 +6 +2 +6  
9th +9/+4 +6 +3 +6 Speak Loudly and Clearly
10th +10/+5 +7 +3 +7 Fine Breeding
11th +11/+6/+1 +7 +3 +7 Inspiring Leader
12th +12/+7/+2 +8 +4 +8  
13th +13/+8/+3 +8 +4 +8 Rebuke
14th +14/+9/+4 +9 +4 +9  
15th +15/+10/+5 +9 +5 +9 Fine Breeding, Ancestral Knowledge
16th +16/+11/+6/+1 +10 +5 +10  
17th +17/+12/+7/+2 +10 +5 +10 Great Command
18th +18/+13/+8/+3 +11 +6 +11  
19th +19/+14/+9/+4 +11 +6 +11 Divine Right
20th +20/+15/+10/+5 +12 +6 +12 Fine Breeding

Class Features

All of the following are class features of the noble.
Armour and Weapon Proficiency: A Noble is proficient with all simple and martial weapons, and all shields and armour.

Fine Breeding (Ex): The noble gains a permanent +1 to any attribute of her choice. This is essentially the same as (and in addition to) the attribute bonus gained every 4th character level.

Voice of Authority (Ex): The noble gains a bonus equal to her class level to any Diplomacy or Intimidate check, and a similar penalty to any attempt to pretend to be one of the common throng (eg by Disguise or Bluff).

Self-assured (Ex): Beginning at 2nd level, a noble gains a Resistance bonus equal to half her class level (round down) on saving throws against any mind-affecting effect.

Aura of Courage (Su): Beginning at 5th level, a noble is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Voice of Command (Sp): Beginning at 5th level, a Noble can cast the Command spell a number of times per day equal to 3 + her Charisma bonus. The save DC is 10 + half her class level + her Charisma bonus. This does not work on Nobles of equal or higher level.

Natural Leader: At 7th level, a noble gains the Leadership feat. If she already has it, she adds her Class Level to her Leadership score.
In practice, this just increases her number of followers, or allows her to abuse her cohorts mercilessly...

Aura (Ex): Beginning at 7th level, the noble's bearing is so unambiguous that she radates an Alignment Aura as though a cleric of half her class level. A True Neutral noble has no detectable aura.

Speak Loudly and Clearly (Ex): Beginning at 9th level, the Noble's authority is so undeniable that she can be understood by any creature of Int 3 or better. This applies only to speech, and does not enable the noble to understand the other creature. It does include her Voice of Command ability.
This is the Englishman Abroad, the way the British Empire was built. Sir Basil Pith-Helmet is able to stride into the bush and tell the Pygmies and Hottentots what to do, and by Jove they'll do it, what?

Inspiring Leader (Su): Beginning at 11th level, the noble can Inspire Courage (+1 bonus) or Inspire Competence (+2 bonus) (as the Bardic Music ability) a total number of times per day equal to 3 + her Charisma bonus. This requires a brief speech (1 round ME action, no AoO). The effect lasts one round per class level.

Rebuke (Su): Beginning at 13th level, a noble may Rebuke any living creature in the same way that an evil cleric of half her level (round down) rebukes undead. She can do this a number of times per day equal to 3 + her Charisma bonus. This is a mind-affecting ability.

Ancestral Knowledge (Sp): Beginning at 15th level, a noble can draw on the knowledge of her ancestors. This is equivalent to the Legend Lore spell, and can be performed once per day. Casting time 10 minutes; no material component or focus is required.

Great Command (Sp): Beginning at 17th level, a noble's Voice of Command acts as the Greater Command spell.

Divine Right (Su): Beginning at 19th level, a noble's aura of pre-eminent authority is so great that she is immune to any alignment-based damage or effects (eg she is unaffected by spells such as Blasphemy and Holy Smite, and takes no damage from Smite Evil). She can use any relic or intelligent item without penalty, regardless of its alignment or divine allegiance. She is unaffected by Divine Aura from any deity
Or something? I don't have the DDG, so have no idea about how gods work. This is Aragorn facing down Sauron via Palantir. It's largely a matter of being able to ignore the other party: If you're the Emperor of a continent-spanning empire, you're not going to kowtow to a stick made of a few bones scavenged from the decomposing corpse of an ex-deity, or a trumped-up self-declared demigod. You're used to being in charge, and will brook no argument. End of discussion. Now grovel, you despicable peasant, or be flogged.


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Aaargh home Last Revised 21/12/06