Any Middle Ages noble was trained as a youth as a warrior. here a new version of my own noble, (merchant, notable, etc).
Noble
Hit Die:
Nobles gain 1d6 hit points per level. The character's Constitution modifier applies.
Class Skills
The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter
Four: Skills for skill descriptions).
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int),
Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha),
Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession
(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language
(Int), Spot (Wis), Swim (Str), Use magical device (Ch, exclusive skill), Wilderness Lore (Wis).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
A noble that multiclass is still a noble, he just doesn't get his charisma to higher reach.
Class Features
All of the following are class features of the noble:
Weapon and Armor Proficiency
The noble may be proficient in the use of all simple and martial weapons and with all types of
armor and shields or not as militia (simple, medium armor, shields). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble.
Starting Wealth: A noble earns extra monetary wealth. In essence, this can represent any number of things in the game world: An inheritance, a grant, an increase in the aristocrat's station, a lucky trade affair, or simply the continuing growth in value of existing domains. The DM and player should work together to determine the form the new wealth takes each time this option is used. Suggested forms include landed wealth (a manor, rich city house, farmlands, mines, etc), monetary wealth (gems, money) or magical items (should not occur often, but not too rarely either).
The noble possess as non-gear starting assets 1000 * charisma bonus (from parents) . Only half the money may be gear. They have the wealth feat.
Wealth feat: Any character may cash the difference between next pc level starting gear (as in DMG, p 43) and actual character level as a feat. Ex: level 1: +900; level 2: level 3 2000- level 2 900
Status: A noble get an extra character level + charisma bonuses to diplomacy or intimidation rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: to get hospitality from the wary peasant from your estates, aware there are werewolfs lurking around, not dealing with a bandit). Ex: level 12 duke Elron with ch 14 get a +14 bonus.
Taken at first level: born noble- get martial proficiencies… and more consideration from nobles.
For other classes: DMs rule determines if titles are gifts or must be taken as a feat.
Inspire Confidence (bless- equivalent, exceptionnal; prer 5 ranks in diplomacy
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 effect lasts for 3 rounds + charisma bonus and may used charisma bonuses times a day (min 1). She may inspire a number of allies equal to half her 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 herself. The ability only aids her allies. At higher levels, a noble gets more applications a day.
Coordinate (exceptionnal); prer 6 ranks in diplomacy
A noble has a knack for getting people to work together. When the noble can aid others
and give directions, she 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 (+2), and it increases
every four noble class levels. So, the noble provides a total +3 bonus at 5th level (+2 aid
another bonus, +1 cooperation bonus), a +4 bonus at 9th level, etc. (+4). This ability can't be
used to assist in combat.
Leadership
At 6th level, the noble gain the Leadership feat. Bonuses apply at later levels.
Inspire Greatness (exceptionnal); prer 7 ranks in diplomacy
Beginning at 7th 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 morale bonus to saving throws. The effect lasts for 8 rounds + charisma bonus. The noble
can inspire greatness once per day. For every two class levels attained beyond 7th level, the noble can inspire greatness in one additional ally. The noble can't inspire greatness in herself. The ability only aids her allies. At higher levels, a noble gets more applications a day.
Entrall (exceptionnal); prer 8 ranks in diplomacy
As cleric spell. Saves vs 10 + ½ noble levels rounded up + charisma bonuses. Can be use one a day. At higher levels, a noble gets more applications a day.
New class (noble )
Wealth, status and fighter proficiencies for nobles or militia for those not born nobles
2nd +2 diplomacy, sense motive and bluff
3rd inspire confidence
4th
5th Coordinate +3
6th Leadership
7th Inspire greatness
8th
9th Enthrall, coordinate +4
10th special
11th +1 Extra abilities use/day, Leadership +1
12th
13th Special, +1 Extra abilities use/day, coordinate +5
14th Leadership +2
15th +1 Extra abilities use/day
16th special
17th bonus feat, Leadership +3, coordinate +6
18th Coordinate +5
19th +1 Extra abilities use/day, special
20th Leadership +4