Author Topic: The Noble Reborn (mostly a Factotum variant)  (Read 1336 times)

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bkdubs123

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The Noble Reborn (mostly a Factotum variant)
« on: January 08, 2011, 08:28:16 PM »
The Noble
(Inspired by the Highborn class by GitP's Irving)

Alignment: Any
Hit Die: 1d8

Lvl    BAB          Fort  Ref  Will     Insp     Special
1st   +0          +0   +0   +2      2      Inspiration, Cunning Knowledge, Style and Grace, Wealth
2nd   +1          +0   +0   +3      3      Bonus Feat, Compel
3rd   +2          +1   +1   +3      3      Sneak Attack +1d6, Gossip
4th   +3          +1   +1   +4      3      Highborn Dilettante (1st)
5th   +3          +1   +1   +4      4      Bonus Feat, Compel (+1 use)
6th   +4          +2   +2   +5      4      Highborn Dilettante (2nd)
7th   +5          +2   +2   +5      4      Sneak Attack +2d6
8th   +6/+1       +2   +2   +6      5      Compel (+1 use), Majesty
9th   +6/+1       +3   +3   +6      5      Highborn Dilettante (3rd)
10th  +7/+2       +3   +3   +7      5      Bonus Feat
11th  +8/+3       +3   +3   +7      6      Compel (+1 use), Cunning Surge
12th  +9/+4       +4   +4   +8      6      Sneak Attack +3d6
13th  +9/+4       +4   +4   +8      6      Highborn Dilettante (4th)
14th  +10/+5      +4   +4   +9      7      Compel (+1 use), Regal Presence
15th  +11/+6/+1   +5   +5   +9      7      Bonus Feat
16th  +12/+7/+2   +5   +5   +10     7      Cunning Dodge
17th  +12/+7/+2   +5   +5   +10     8      Compel (+1 use), Highborn Dilettante (5th)
18th  +13/+8/+3   +6   +6   +11     8      Sneak Attack +4d6
19th  +14/+9/+4   +6   +6   +11     8      Cunning Brilliance
20th  +15/+10/+5  +6   +6   +12     10     Bonus Feat, Compel (+1 use)


Class Skills (8 + Int modifier): All skills.

Proficiencies: All simple and martial weapons, all light and medium armor, and light shields.

Inspiration: As Factotum.

Cunning Knowledge (Ex): As Factotum.

Style and Grace (Ex): Nobles add their Charisma bonus to AC up to 1 point per class level. Additionally, by spending 1 inspiration point a Noble may take 10 on any Diplomacy or Bluff check.

Wealth (Ex): Nobles begin play with a single masterwork weapon of their choice, a single set of masterwork armor of their choice, a single masterwork tool of their choice, a noble's outfit, and 50gp worth of jewelry. These items are in addition to their standard starting wealth.

Additionally at each character level after 1st a Noble receives a number of gold pieces equal to 50 x Noble's Charisma modifier x Noble's class level. Starting at 5th level a Noble receives double this amount of gold each level. Starting at 10th level a Noble receives triple this amount of gold each level. Starting at 15th level a Noble receives quadruple this amount of gold each level.

Bonus Feats: At 2nd, 5th, 10th, 15th, and 20th level a Noble gains a single bonus feat which can be any feat he qualifies for.

Compel (Ex): Starting at 2nd level a Noble gains the ability to Turn or Rebuke any Humanoid creature as a Cleric would Turn or Rebuke Undead, except that a Noble may never destroy Humanoids using this ability. A Noble may use this ability a number of times per day equal to 1+his Wisdom modifier. He also gains additional uses of this ability every three levels after 2nd. Each use of this ability costs the Noble 1 inspiration point.

Sneak Attack (Ex): As Rogue.

Gossip (Ex): At 3rd level, you have learned enough of the gossip at court to be able to produce some information on most subjects of the realm. A Noble may make a special knowledge check with a bonus equal to his Noble level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Noble has 5 or more ranks in a relevant Knowledge skill, he gains a +2 bonus on this check.) A successful check will not reveal the powers of a magic item but may give a hint as to its general function. A highborn may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Highborn Dilettante (Ex/Sp/Su): Beginning at 4th level a Noble may spend 1 inspiration point in order to cast a 1st level spell from the Noble's spell list, or to initiate a 1st level maneuver or enter a 1st level stance from the Noble's martial discipline. Casting a spell in this way reduces his number of Inspiration points by 1 for the rest of the day. A Noble may only spend up to 10 consecutive rounds in a stance. Though he doesn't learn spells, maneuvers, or stances, nor has spell slots per day, nor readies maneuvers the Noble does have a caster level and initiator level both equal to his Noble level.

At 6th level a Noble is able to cast 2nd level spells this way, and may initiate 2nd level maneuvers or enter 2nd level stances this way. At 9th level a Noble is able to cast 3rd level spells this way, and may initiate 3rd level maneuvers or enter 3rd level stances this way. At 13th level a Noble is able to cast 4th level spells this way, and may initiate 4th level maneuvers or enter 4th level stances this way. At 17th level a Noble is able to cast 5th level spells this way, and may initiate 5th level maneuvers or enter 5th level stances this way.

Majesty (Ex): By 8th level such is the Noble's grandeur that lying to him is nearly impossible. By spending 1 inspiration point a Noble may take 20 on a Sense Motive check.

Cunning Surge (Ex): Starting at 11th level, as Factotum.

Regal Presence (Ex): By 14th level, the Noble has become so exalted that striking him becomes unthinkable. He benefits at all times from an effect identical to the Sanctuary spell. If the Noble deliberately breaks the effect by acting in a hostile manner toward an opponent, the effect automatically reestablishes itself at the end of combat.

Cunning Dodge (Ex): As Factotum.

Cunning Brilliance (Ex): As Factotum.

Noble Spell List
[spoiler]
1st - Alarm, Bane, Bless, Cause Fear, Charm Person, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Good/Evil/Law/Chaos, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Hypnotism, Identify, Jump, Lesser Confusion, Magic Weapon, Mount, Obscuring Mist, Protection from Good/Evil/Law/Chaos, Ray of Enfeeblement, Remove Fear, Sanctuary, Shocking Grasp, Summon Monster I, True Strike

2nd - Align Weapon, Alter Self, Arcane Lock, Augury, Calm Emotions, Cure Moderate Wounds, Detect Thoughts, Eagle's Splendor, Enthrall, Fog Cloud, Fox's Cunning, Gust of Wind, Hideous Laughter, Hold Person, Invisibility, Make Whole, Owl's Wisdom, Protection from Arrows, Resist Energy, Scare, Silence, Status, Summon Monster II, Touch of Idiocy, Undetectable Alignment, Whispering Wind, Zone of Truth

3rd - Clairaudience/Clairvoyence, Cure Serious Wounds, Dispel Magic, Fly, Greater Magic Weapon, Haste, Invisibility Purge, Lightning Bolt, Locate Object, Magic Circle, Magic Vestment, Nondetection, Phantom Steed, Prayer, Protection from Energy, Ray of Exhaustion, Shout, Slow, Speak with Dead, Suggestion, Summon Monster IV, Tongues, Water Walk, Wind Wall

4th - Charm Monster, Confusion, Cure Critical Wounds, Death Ward, Dimension Door, Dimensional Anchor, Dismissal, Divination, Divine Power, Fire Shield, Freedom of Movement, Greater Invisibility, Fear, Lesser Globe of Invulnerability, Locate Creature, Repel Vermin, Scrying, Sending, Solid Fog, Summon Monster VI

5th - Atonement, Blade Barrier, Break Enchantment, Contingency, Dominate Person, Find the Path, Greater Command, Greater Dispel Magic, Heroes' Feast, Hold Monster, Mark of Justice, Mass Suggestion, Plane Shift, Righteous Might, Slay Living, Summon Monster VIII, Teleport, True Seeing, Wind Walk
[/spoiler]

Noble Discipline
[spoiler]
1st - Blistering Flourish, Wind Stride, Stance of Clarity, Counter Charge, Step of the Wind, Sudden Leap, Bolstering Voice, Leading the Attack, Leading the Charge

2nd - Flashing Sun, Emerald Razor, Disarming Strike, Baffling Defense, Clever Positioning, Battle Leader's Charge

3rd - Defensive Rebuke, Insightful Strike, Pearl of Black Doubt, Absolute Steel Stance, Strength Draining Strike, White Raven Tactics

4th - Bounding Assault, Entangling Strike, Lightning Recovery, Covering Strike, White Raven Strike

5th - Daunting Strike, Rapid Counter, Shifting Defense, Step of the Dancing Moth, Flanking Maneuver
[/spoiler]
« Last Edit: January 08, 2011, 08:52:37 PM by bkdubs123 »