Noble

A Pathfinder Roleplaying Game update of the noble base class from the Dragonlance Campaign Setting. The great thing about the noble and the other new base classes from the various Dragonlance sourcebooks is that they work just fine in non-Dragonlance campaigns.

This is a work in progress. I’m considering making the inspire confidence and inspire greatness abilities work more like the bard’s abilities of the same name, and maybe giving it more bard-like abilities. It definitely needs a boost to bring it up to Pathfinder-level power.

NOBLE

Alignment: Any.
Hit Die: d8.

Class Skills

The noble’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), and Sense Motive (Wis).
Skill Ranks Per Level: 4 + Int modifier.

Class Features

All of the following are class features of the noble.
Weapon and Armour Proficiency: A noble is proficient with all simple and martial weapons. Nobles are also proficient with light armour and shields (except tower shields).
Bonus Class Skill: At 1st level, a noble may designate any one non-class skill as a class skill. This represents an area of study the noble character has pursued on his own.
Favour: The noble has the ability to call in favours from those he knows. By making a favour check, the noble can call upon contacts to gain important information without going through the time and trouble of a Diplomacy check to gather information. Favours can also be used to acquire the loan of equipment or documents from influential acquaintances.
To call in a favour, the noble makes a favour check. Roll a d20 and add the character’s favour bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favour being requested. The DC ranges from 10 for a simple favour to as high as 25 for highly dangerous, expensive, or illegal favours. The noble can’t take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favour. Favours should help advance the plot of an adventure. A favour that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favour check.
A noble can try to call in a favour a number of times in a week of game time that’s equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favour per week, while a 7th-level noble can attempt to call in favours as many as three times from different contacts.
The DM should carefully monitor the noble’s use of favours to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favour, and calling in favours shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favour deemed to be disruptive to the campaign.
Inspire Confidence: Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up.
An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
The noble can’t inspire confidence in himself. The ability only aids his allies.
Coordinate: 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. This bonus is in addition to the normal aid another bonus of +2, and it increases as the noble gains levels. Therefore, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.
This ability can’t be used to assist in combat.
Inspire Greatness: Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 moral bonus on saving throws. The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally.
The noble can’t inspire greatness in himself. The ability only aids his allies.

Table: Noble

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Bonus class skill, favour +1
2nd +1 +0 +3 +3 Inspire confidence 1/day
3rd +2 +1 +3 +3 Favour +2
4th +3 +1 +4 +4 Coordinate +1
5th +3 +1 +4 +4 Inspire confidence 2/day
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Favour +3
8th +6/+1 +2 +6 +6 Coordinate +2
9th +6/+1 +3 +6 +6 Inspire confidence 3/day
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7 Inspire greatness (1 ally)
12th +9/+4 +4 +8 +8 Favour +4
13th +9/+4 +4 +8 +8 Coordinate +3, inspire confidence 4/day
14th +10/+5 +4 +9 +9 Inspire greatness (2 allies)
15th +11/+6/+1 +5 +9 +9
16th +12/+5/+2 +5 +10 +10 Favour +5
17th +12/+7/+2 +5 +10 +10 Inspire confidence 5/day, inspire greatness (3 allies)
18th +13/+8/+3 +6 +11 +11 Coordinate +4
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Coordinate +5, inspire greatness (4 allies)