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The Aristocrat in the DMG doesn't really work for characters like
Denethor. So here we have something with a bit more substance. I've
tried to imbue it with the sense of undefinable natural superiority
over the common herd.
Constructive comments are welcome.
The Noble
A PC-quality Aristocrat
d8 hp, 4 skill points, good BAB, good Will and Fort.
All armour & shield, all simple & martial weapons.
The aristocrat'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).
Level Shtick
1 Fine Breeding, Voice of Authority
2 Self-assured
3 Voice of Command
4
5 Fine Breeding, Aura of Courage
6
7 Natural Leader, Aura (of alignment)
8
9 Speak Loudly and Clearly
10 Fine Breeding
11 Inspiring Leader
12
13 Rebuke
14
15 Fine Breeding, Ancestral Knowledge
16
17 Dominate
18
19 Divine Right
20 Fine Breeding
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 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.
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.
Aura (Su): 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.
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.
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 (Sp): 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.
Dominate (Sp): Beginning at 17th level, a noble's Voice of Command
acts as the Dominate Person (or Dominate Monster) spell on the target.
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 Protection from Evil, 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].
--
Jim or Sarah Davies, but probably Jim
D&D and Star Fleet Battles stuff on http://www.aaargh.org
The Aristocrat in the DMG doesn't really work for characters like
Denethor. So here we have something with a bit more substance. I've
tried to imbue it with the sense of undefinable natural superiority
over the common herd.
Constructive comments are welcome.
The Noble
A PC-quality Aristocrat
d8 hp, 4 skill points, good BAB, good Will and Fort.
All armour & shield, all simple & martial weapons.
The aristocrat'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).
Level Shtick
1 Fine Breeding, Voice of Authority
2 Self-assured
3 Voice of Command
4
5 Fine Breeding, Aura of Courage
6
7 Natural Leader, Aura (of alignment)
8
9 Speak Loudly and Clearly
10 Fine Breeding
11 Inspiring Leader
12
13 Rebuke
14
15 Fine Breeding, Ancestral Knowledge
16
17 Dominate
18
19 Divine Right
20 Fine Breeding
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 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.
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.
Aura (Su): 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.
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.
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 (Sp): 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.
Dominate (Sp): Beginning at 17th level, a noble's Voice of Command
acts as the Dominate Person (or Dominate Monster) spell on the target.
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 Protection from Evil, 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].
--
Jim or Sarah Davies, but probably Jim
D&D and Star Fleet Battles stuff on http://www.aaargh.org