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D&D Older Editions
Noble PC class (SW/3e hybrid to make viable PC choice)
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<blockquote data-quote="peterka1" data-source="post: 97749" data-attributes="member: 3121"><p>I posy again with more blance with rogue- please compare both classes... I changed Star Wars abilities a little bit, thus... </p><p></p><p></p><p></p><p>Hit Die: </p><p>Nobles gain 1d6 hit points per level. The character's Constitution modifier applies. </p><p></p><p></p><p>Class Skills </p><p>The noble's class skills, and the key ability for each, are as follows (see PHB, Chapter </p><p>Four: Skills for skill descriptions). </p><p>Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), </p><p>Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), </p><p>Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession </p><p>(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language </p><p>(Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis). </p><p></p><p>Skill Points at 1st Level: (8 + Int modifier) x 4. </p><p>Skill Points at Each Additional Level: 8 + Int modifier. </p><p></p><p>Class Features </p><p>All of the following are class features of the noble: </p><p></p><p>Weapon and Armor Proficiency </p><p>The noble may be proficient in the use of all simple and martial weapons and with all types of </p><p>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. </p><p></p><p>Bonus Feats (any) or lower (non combat feats, except leadership; extra saves is non-combat). Confidence and greatness are lower feats- may stack</p><p></p><p>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). </p><p></p><p>The noble may cash half the difference with the next level starting gear (for the character level) as a lower feat, full as bonus. First level: multiply by charisma bonus </p><p></p><p>Status: A noble get an extra + 1 * charisma bonuses per character level to rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: diplomacy rolls to get hospitality from the wary peasant, aware there are werewolfs lurking around). Ex: level 12 duke Elron with ch 14 get a +24 bonus. DMs rule determines if titles are gifts or must be taken as a bonus feat.</p><p></p><p>Inspire Confidence (bless- equivalent)</p><p>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. 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. It’s a bonus feat.</p><p></p><p>Coordinate </p><p>A noble has a knack for getting people to work together. When the noble can aid others </p><p>and give directions, she provides a bonus to the task at hand by making an aid another </p><p>check. This bonus is in addition to the normal aid another bonus (+2), and it increases </p><p>every four noble class levels. So, the noble provides a total +3 bonus at 4th level (+2 aid </p><p>another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc. This ability can't be</p><p> used to assist in combat. It’s a bonus feat</p><p></p><p>Inspire Greatness (prer. inspire confidence)</p><p>Beginning at 5th level, a noble can inspire greatness in an ally, granting extra fighting </p><p>capability. This works similar to inspire confidence, except it affects but a single ally. An </p><p>ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on </p><p>attacks, and a +2 morale bonus to saving throws. The effect lasts for 8 rounds + charisma bonus. The noble </p><p>can inspire greatness once per day. For every three class levels attained beyond 5th level, the noble can inspire greatness in one additional ally. The noble can't inspire greatness in herself. The ability only aids her allies. it’s a bonus feat.</p><p></p><p></p><p>Leadership </p><p>At 6th level, the noble can gain the Leadership feat. A +2 to leadership counts as a lower feat</p><p></p><p></p><p>Table 1-1: The Noble bab: as rogue save: as wizard </p><p></p><p>Level rogue vs noble/merchant </p><p>1st Traps, rogue martial, sneak attack </p><p></p><p> replace by: 2 bonus feats(wealth, inspire confidence, status or +2 diplomacy, sense motive and bluff) and fighter proficiencies for nobles or militia + +2 appraise for merchants </p><p> </p><p></p><p>2nd evasion ............................. bonus feat</p><p>3rd uncanny, sneak............................ bonus feat</p><p>4th </p><p>5th sneak............................ lower feat </p><p>6th. uncanny........................... bonus feat</p><p>7th sneak............................ lower feat</p><p>8th </p><p>9th sneak............................ bonus feat </p><p>10th special............................ special</p><p>11th sneak lower feat</p><p>12th </p><p>13th sneak, special ............................ special, bonus feat</p><p>14th traps +2 </p><p>15th sneak............................ lower feat</p><p>16th special............................ special</p><p>17th sneak, traps+3............................ bonus feat</p><p>18th </p><p>19th sneak............................ lower feat, special</p><p>20th traps +4............................ bonus feat</p></blockquote><p></p>
[QUOTE="peterka1, post: 97749, member: 3121"] I posy again with more blance with rogue- please compare both classes... I changed Star Wars abilities a little bit, thus... 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), Wilderness Lore (Wis). Skill Points at 1st Level: (8 + Int modifier) x 4. Skill Points at Each Additional Level: 8 + Int modifier. 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. Bonus Feats (any) or lower (non combat feats, except leadership; extra saves is non-combat). Confidence and greatness are lower feats- may stack 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 may cash half the difference with the next level starting gear (for the character level) as a lower feat, full as bonus. First level: multiply by charisma bonus Status: A noble get an extra + 1 * charisma bonuses per character level to rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: diplomacy rolls to get hospitality from the wary peasant, aware there are werewolfs lurking around). Ex: level 12 duke Elron with ch 14 get a +24 bonus. DMs rule determines if titles are gifts or must be taken as a bonus feat. Inspire Confidence (bless- equivalent) 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. 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. It’s a bonus feat. Coordinate 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 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc. This ability can't be used to assist in combat. It’s a bonus feat Inspire Greatness (prer. inspire confidence) Beginning at 5th 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 three class levels attained beyond 5th level, the noble can inspire greatness in one additional ally. The noble can't inspire greatness in herself. The ability only aids her allies. it’s a bonus feat. Leadership At 6th level, the noble can gain the Leadership feat. A +2 to leadership counts as a lower feat Table 1-1: The Noble bab: as rogue save: as wizard Level rogue vs noble/merchant 1st Traps, rogue martial, sneak attack replace by: 2 bonus feats(wealth, inspire confidence, status or +2 diplomacy, sense motive and bluff) and fighter proficiencies for nobles or militia + +2 appraise for merchants 2nd evasion ............................. bonus feat 3rd uncanny, sneak............................ bonus feat 4th 5th sneak............................ lower feat 6th. uncanny........................... bonus feat 7th sneak............................ lower feat 8th 9th sneak............................ bonus feat 10th special............................ special 11th sneak lower feat 12th 13th sneak, special ............................ special, bonus feat 14th traps +2 15th sneak............................ lower feat 16th special............................ special 17th sneak, traps+3............................ bonus feat 18th 19th sneak............................ lower feat, special 20th traps +4............................ bonus feat [/QUOTE]
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