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No\_l

Hit Dice: d8

Class Skills
The gladiator’s class skills are: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gamble (Wis), Gather
Information (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge
(nobility and royalty) (Int), Knowledge (one illegal knowledge), Perception (Wis), Perform (Cha),
Linguistics (Int), Ride (Dex), Sense Motive (Wis),

Skill Ranks per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Wealth


Bonus Save Save Save

1st +0 +1 +1 +2 Bonus feat, inspiration (courage), Education +500 gp

2nd +1 +2 +2 +3 Diplomat, organize +3, +100 gp

3rd +2 +2 +2 +3 Inspiration (competence), Bonus feat +100 gp

4th +3 +2 +2 +4 Contact, Gossip +100 gp

5th +3 +3 +3 +4 Bonus feat, inspiration (complacency) +500 gp

6th +4 +3 +3 +5 Leadership, organize +4 +500 gp

7th +5 +4 +4 +5 Inspiration (confidence), Bonus feat +500 gp

8th +6/+1 +4 +4 +6 Contact +1,000 gp

9th +6/+1 +4 +4 +6 Inspiration (anxiety) +1,000 gp

10th +7/+2 +5 +5 +7 Bonus feat, organize +5 +1,000 gp

11th +8/+3 +5 +5 +7 Inspiration (valor) +5,000 gp

12th +9/+4 +6 +6 +8 Contact, legion of followers, Bonus feat +5,000 gp

13th +9/+4 +6 +6 +8 Inspiration (fear) +5,000 gp

14th +10/+5 +6 +6 +9 Organize +6 +10,000 gp

15th +11/+6/+1 +7 +7 +9 Bonus feat, inspiration (zeal) +10,000 gp

16th +12/+7/+2 +7 +7 +10 Contact +10,000 gp

17th +12/+7/+2 +8 +8 +10 Inspiration (greatness) +20,000 gp

18th +13/+8/+3 +8 +8 +11 Organize +7, Bonus feat +20,000 gp

19th +14/+9/+4 +8 +8 +11 Inspiration (heroics) +20,000 gp

20th +15/+10/+5 +9 +9 +12 Bonus feat, Contact +50,000 gp


CLASS FEATURES
All of the following are class features of the noble.

WEAPON AND ARMOR PROFICIENCY


Nobles are proficient with all simple and martial weapons, with light armor, and with shields (but
not tower shields).

BONUS FEATS
At 1st level, and so on... , a noble receives a bonus feat in addition to those he would normally receive.
He must meet all the prerequisites for a bonus feat, and must select these bonus feats from the
following:
Combat Reflexes, Deceitful, Diligent, Distinctive Title*, Dodge, Fame, Investigator, Iron Will,
Mounted Combat, Negotiator, Persuasive, Skill Focus, Toughness, Weapon Focus, and Well-
Connected*.
(other social, skill based, or unique Feats my be chosen with the GMs permission)
*New feats introduced in Chapter Five.

EDUCATION
+2 on all knowledge checks. Also the Nobel adds his Intelligence bonus to untrained knowledge skills to
discover common information.

INSPIRATION (EX)
Nobles are far more than simply landed gentry—they are leaders of nations and armies, trained from
birth to command and motivate. Whether through speeches, deeds, words of encouragement, prayers,
or simply sheer force of personality, a noble can inspire listeners to overcome adversity and excel in his
service, or can demoralize them to the point where they fall before him. He can even inspire himself
with his words in some cases, drawing upon hidden depths of character and resolve.

As a noble gains levels, he learns new ways to inspire those around him, and with new effects.
Inspiration can be used a total number of times per day equal to the noble’s class level + his Charisma
bonus (if any), no matter what effect is being evoked. Inspiration is a language-dependant mind-
affecting ability, and can only be used on targets who can hear the noble and who are within 30 feet
(although affected targets who move out of this range remain affected). Unless otherwise noted, it takes
a full-round action to inspire listeners, and the effects of inspiration last for a number of rounds equal to
one-half the noble’s class levels (minimum 1 round).

Courage: At 1st level, a noble may bolster himself and all allies within range, resisting fear while
fighting valiantly. The noble and his allies receives a +1 morale bonus on saving throws against
charm and fear effects, and a +1 morale bonus on attack and weapon damage rolls.

Competence: At 3rd level, a noble can coach and encourage an ally to succeed at a task.
The ally must be within range and must be able to see and hear the noble, while the noble
must be able to see his ally. The ally gets a +2 competence bonus on skill checks with a
particular skill as long as she continues to hear the noble’s inspiring words. Certain uses
of this ability might be considered infeasible at the GM’s discretion (a noble delivering
a rousing oratory in order to help a thief move silently, for example). The effect lasts as
long as the noble concentrates and offers words of encouragement, up to a maximum of
2 minutes. The noble can’t inspire competence in himself.
Complacency: At 5th level, a noble may convince any number of targets to let down
their guard for a time. The noble makes a Bluff or Diplomacy check, opposed by
the targets’ Sense Motive checks. For large groups, the GM may roll a single Sense
Motive check, at his option. Affected targets take a –2 penalty on all Listen and
Spot checks for a number of minutes equal to one-half the noble’s class level.
Confidence: At 7th level, the noble can steel the resolve of a number of allies
within 30 feet equal to his Charisma modifier. Allies affected by this ability
gain a +1 morale bonus on attack rolls, damage rolls, and saving throws. This is
a language-dependant mind-affecting ability.

Anxiety: At 9th level, a noble can demoralize any number of targets, leaving them distracted
and unsettled. The noble makes a Bluff or Intimidate check opposed by each target’s
modified level check (1d20 + target’s Hit Dice + target’s Wisdom modifier + target’s
modifiers on saves against mind-affecting effects and fear effects).
Against large groups, the GM may roll a single modified level check,
at his option. Affected targets take a –2 penalty on Reflex saves and
a –1 penalty to Armor Class.

Valor: At 11th level, a noble may help his allies shrug off fear and rise
to the challenge at hand. As a swift action (see page 155), the noble
may cancel all fear effects currently affecting himself and all allies
within range. All affected characters also gain a +2 morale bonus on
Will saves, or a +4 morale bonus on Will saves against fear effects.

Fear: At 13th level, a noble can strike terror into any number of
targets. The noble makes a Bluff or Intimidate check opposed by
the targets’ modified level check (1d20 + target’s Hit Dice + target’s
Wisdom modifier + target’s modifiers on saves against fear effects).
Against large groups, the GM may roll a single modified level check,
at his option. Affected targets become shaken for the duration of the
effect.

By taking a –5 penalty on his Bluff or Intimidate check, the noble


can attempt to simultaneously inspire anxiety and fear in his targets.
This requires two uses of his inspiration ability for the day, but only
requires one full-round action.

Zeal: At 15th level, a noble can inspire passionate anger in himself and
his allies. As a swift action, the noble grants himself and each ally a +2
morale bonus to Strength and Constitution, as well as a +5 bonus to
base speed. However, all affected characters take a –4 penalty to AC.
These bonuses and penalties stack with those from a barbarian’s rage
and similar abilities.

By taking a full-round action instead of a swift action, the noble can simultaneously inspire valor and
zeal in himself and his allies. This requires two uses of the noble’s inspiration ability for the day.
Greatness: At 17th level, a noble may push a single listener to the point
where she transcends her normal limits through sheer motivation. The
listener gains a +2 morale bonus on all attack rolls, damage rolls, saves,
skill checks, and casting checks. The target also gains 10 temporary
hit points and casts any spells or rituals at +2 caster level. The noble
cannot target himself with greatness.

At 20th level, the noble can affect two separate targets with a single
use of this ability, as long as they are both within range.

Heroics: At 19th level, a noble can inspire tremendous heroism in


himself or a single ally. The target gains a +4 morale bonus on all
saving throws and a +4 dodge bonus to AC.

DIPLOMAT (EX)
At 2nd level, the noble gains an intellectual edge over his political
rivals. He can add his Intelligence bonus (if any) on Bluff, Diplomacy,
Intimidate, and Sense Motive checks.

ORGANIZE (EX)
Starting at 2nd level, the noble can use his talents to
improve the efficiency of group efforts. Whenever two or
more characters use the aid another action to improve a
skill check, the noble may make the same check to lend
advice and words of encouragement. If he succeeds, the
character being aided gains a +3 bonus on the skill check.
This bonus increases every four levels (6th, 10th, and so
on) as indicated on Table 3–8. The noble may not use this
ability for any skills only usable trained unless he has ranks
in those skills, nor may he use it to affect attempts to aid
another in combat.
LEADERSHIP
At 6th level, the noble gains Leadership as a bonus feat. See Chapter
Four: Nonplayer Characters in the DMG for details on this feat.

LEGION OF FOLLOWERS (EX)


At 12th level, the noble’s fame and reputation attract even more
retainers to his service. The noble adds his Charisma bonus (minimum
+1) again to his Leadership score to determine how many followers
he gains from the Leadership feat. This does not affect the level of the
noble’s cohort.

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