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3 New Character Classes for D&D/d20

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The three classes here, Master, Peasant Hero and Noble aren’t typical character classes. They were adapted from the
d20 Star Wars RPG and the Wheel of Time RPG to fill roles that obviously exist in a fantasy world, but aren’t represented in
the Player’s Handbook.

The “Master” class is adapted from the Star Wars RPG Tech Specialist class. It is intended to represent sages &
scholars who are not spellcasters, as well as master craftsmen and healers and physicians who do are not necessarily members
of the clergy. They get huge bonuses to skills related to their profession as well as a choice of special abilities that grant great
knowledge, the ability to create magical items without spellcasting, or heal wounds through basic surgery instead of magic.
While it may often be best used as an NPC, in fact it is in many ways a PC Class version of the Expert NPC class, it can be a
valuable addition to adventuring party if they learn that Masters are not exceptional at combat, but wonderful in non-combat
situations.

The “Peasant Hero” class is adapted from the Star Wars RPG Fringer class. It is intended to represent average
commoners who have had to take up an adventuring life without formal or thorough training. It is the person who was one day
working on their farm or in their workshop and the next day found themselves swept up in great adventures. Peasant Heroes
are great at trade skills, passable combatants, and generally good at dealing with life among the lower classes. It is effectively
a PC Class derived from the Commoner NPC class. They can be good members of an adventuring party as second-line fighters
alongside Clerics and Rogues, and as a durable and adaptable general adventurer.

The “Noble” Class is adapted from the Wheel of Time RPG and the Star Wars RPG Noble character classes. It is
meant to represent a character who is a member of the ruling class. As a PC class, Nobles are a more powerful version of the
Aristocrat NPC class. Powerful friends, strong social standing, and leadership training are the marks of the Noble class.
Nobles are good support characters, who are dealmakers and can open many doors for any party. They also are not
inconsiderable in a fight. The Noble class can also be used to represent powerful merchants, high-class con-men and powerful
military leaders who are better at negotiating and issuing orders than actually swinging a sword.

Master Character Class for D&D/d20


Adapted from the Star Wars Revised Core Rules Game Tech Specialist.

Masters combine expert training with natural genius to reach the top of their chosen field. Masters can be dedicated
healers, curious sages, brilliant smiths and craftsmen, or great professionals. They seek to help people or gain knowledge, to
create great masterpieces or discover new bits of lore. Every adventuring party benefits from the talents of the Master. The
Master is a PC class that is to Expert what Fighter is to Warrior, an upgraded and improved version designed for an
adventuring character that is not a typical adventurer.

Masters sometimes multiclass with other, more conventional character classes. Masters who focus on being sages
and masters of knowledge and magic sometimes become Wizards, or occasionally Bards. Of course, a Wizard or Bard who
focuses away from magic to more non-magical learning may adopt the Master class. Craftsmen who are experts at creating a
specific item may adopt a class which uses that item well, like master smiths becoming Fighters, or poisonmakers becoming
Rogues (or even Assassins). Members of other classes that wish to focus on crafting and knowledge would be well served to
consider adopting the path of the Master.

Exploits: Some Masters become adventurers for the gold and glory. Others see the world as the best place to test
their skills and add to their body of knowledge. Some believe it is their duty to provide the kind of help that is available
nowhere else. A Master may be an Alchemist, a Healer or a Sage, a Master Craftsman, a Master Scribe or almost any other
profession or trade.

Characteristics: Masters have the best all-around knowledge and creation skills, and an individual Master
develops skills and abilities that set him apart from his peers. A given Master might be especially capable in a certain field of
study, another trained to use a specific set of tools or equipment. As Masters gain expertise, they get more opportunities to
develop their academic and professional abilities.

Background: Most Masters start out in decidedly unheroic careers. They train to reach the top of their chosen
field, eventually offering their services to an adventuring party. Unlike most of the other examples of PC classes, the average
Master can’t wait to get back to his workshop, laboratory or library. He does what is necessary while it is necessary, but the
call of research and development make the Master long to return to his primary profession.

Alignment: Masters may be any alignment.

Game Rule Information: Masters have the following game statistics.

Abilities: Intelligence, by far, is the most important ability for a Master. Wisdom and Dexterity serve the Master
well, providing the ability to better perceive the world around him and to interact with it at an advanced level.

Hit Die: d6

Class Skills: Alchemy (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis),
Knowledge (All skills, taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (None), Search (Int).

Skill Points at 1st Level: (4 + Int modifier) x 4


Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All the following are class features of the Master Class:
Weapon and Armor Proficiency: The Master is proficient with all simple weapons and light armor.

Skill Focus: At 1st Level, the Master gains the Skill Focus feat. This feat must be applied to a skill from the
following list.
Alchemy, Craft (Select One), Heal, Knowledge (Select One)

Research: The Master has a knack for finding information of all types. Starting at 2nd level, he gets to add his
Master level to any Knowledge check whenever he searches through records, libraries, archives or similar sources when
seeking information.

Instant Mastery: At 3rd and 16th level the Master gains 4 ranks in any Intelligence based skill that he currently has
no ranks in.

Mastery: At 4th, 8th, 11th, 17th and 19th level, the Master gains a Mastery. Each time the Master selects a different
specialty from among those described below. It can be a different specialty each time, or the Master can choose the same
specialty as many as three times over the course of the six selections.

Sage: Receive a +1 bonus on all Knowledge checks. Additional selections of this Mastery can improve the bonus
to +2 and +3. Note that this does not let you make an unskilled check, you must either possess at least half a rank in the skill or
the Jack of All Trades feat to make a check on a Knowledge skill.

Lore: Gaining this Mastery means that you have a broad and widespread knowledge of many things. It is
effectively the same thing as the Bardic Knowledge class ability of the Bard class. However this does not automatically
improve as you go up in level, you can only add your Intelligence bonus + 4, plus any bonuses from any feats like Obscure
Lore that may apply. Each time you select this ability, you gain an additional +4 bonus to your Lore checks.

Masterpiece: Applying this specialty means that you can imbue items you crafted yourself with magical properties.
You can effectively create Magic Items through raw skill and investment of personal energies. With each selection of this
ability, choose a type of item. You can make the listed magical version of the item, this ability automatically fulfils any
creation requirements for the item. If you select the skill over again, you can give it the second and later the third listed ability.
You must still spend the required time and pay all related gold and experience costs to make the item as if it was being created
through spellcasting. The items that can be produced as Masterpieces, and the related skill and magical effects are as follows:

Item (Skill): First Effect: Second Effect: Third Effect:


• Potions (Alchemy) Any potion of 50 gp. value or less. Any potion of 500 gp. value or less. Any potion of 750 gp. value or less.
• Armor/Shields (Craft: Armorsmithing) +1 Enhancement Bonus +2 Enhancement Bonus +3 Enhancement Bonus
• Weapons (Craft: Weaponsmithing) +1 Enhancement Bonus +2 Enhancement Bonus +3 Enhancement Bonus
• Clothing (Craft: Tailoring) Cloak of Resistance +1 Cloak of Resistance +2 Cloak of Resistance +3
• Jewelry (Craft: Jeweler) Ring of Protection +1 Ring of Protection +2 Ring of Protection +3
• Scrolls (Craft: Calligraphy) Any 1st Level Sor/Wiz spell (CL 1) Any 2nd Level Sor/Wiz spell (CL 3) Any 3rd Level Sor/Wiz spell (CL 5)
Masterpiece Clothing and Jewelry can be items other than Cloaks and Rings, but they have the same game effect
and take up the magic item slot of the place on the body where they are worn.

Creating a Masterpiece item requires great skill. Like usual, any created object that is to be magical must be
masterwork. As such, the difficulty of the related skill check to complete the item is 20. If the skill check fails, then half the
gold cost and experience points invested in the craft are lost.

A Master with the Masterpiece (Scroll) ability can use any scroll they could make, even if they didn’t make it or it
wasn’t made by a master. Although they are not spellcasters, they have an understanding of magical script equal to any mage,
at least of basic magic. With this ability they are intended to only be able to create basic spells (like spells from the Player’s
Handbook), creating scrolls of more exotic spells is purely at the DM’s discretion.

Professional: Receive a +1 bonus on all Profession checks, additional selections of this ability can increase the
bonus to +2 and +3. Note that this does not let you make an unskilled check, you must either possess at least half a rank in the
skill or the Jack of All Trades feat to make a check on a Profession skill.

Craftsman: Receive a +1 bonus on all Craft checks, additional selections of this ability can increase the bonus to +2
and +3.

Healer: Receive a +1 bonus on Heal checks, additional selections of this ability can increase the bonus to +2 and
+3.

Surgeon: You can use the Heal skill to restore hit points to a wounded character. You must have proper equipment
(a Healers Kit will suffice, although it takes up one use of the kit per hour of surgery). You can’t Take 10 or Take 20 while
performing this check. You can’t perform Surgery in a combat situation. You cannot restore more hit points to a character
than the characters normal full total.

Surgery takes time; it requires 10 minutes per hit point lost to perform surgery on a patient, to a maximum of 500
minutes, which is 8 Hours and 20 Minutes for 50 lost Hit points. Surgery can be performed on a patient with more than 50 Hit
Points worth of damage, it just doesn’t lengthen the length of time.

The result of the Heal check determines the number of hit points restored. A character who has his wounds healed
through Surgery is Fatigued for a number of hours equal to the number of Hit Points restored.

A character cannot have Surgery performed on him more than once per day, and cannot (successfully) undergo
surgery while still Fatigued from a prior use of Surgery.

This ability cannot be taken multiple times.

Heal Check Result: Hit Points Restored:


5-9 1d4
10-14 2d4
15-19 3d4
20-24 4d4
25-29 5d4
30-34 6d4
35+ 7d4

Expert: At 5th, 10th, 15th and 20th level, the Master selects a single specific Craft, Knowledge or Profession skill, or
the Alchemy skill. Each time he must select a different skill. For example, a Master might select Craft (Weaponsmithing) at
5th level, Craft (Armorsmithing) at 10th level, and Knowledge (Architecture and Engineering) at 15th Level.
You receive a +2 Expert Bonus on checks made using the selected skill, Note that Expert bonuses do not stack.

Starting Money: 5d4 x 10 Gold Pieces.


Table M-1: Master Class Information
Level: Base Fortitude Reflex Will
Attack Bonus Save Save Save Special
1 +0 +0 +1 +1 Skill Focus
2 +1 +0 +2 +2 Research
3 +2 +1 +2 +2 Instant Mastery
4 +3 +1 +2 +2 Mastery
5 +3 +1 +3 +3 Expert
6 +4 +2 +3 +3
7 +5 +2 +4 +4
8 +6/+1 +2 +4 +4 Mastery
9 +6/+1 +3 +4 +4
10 +7/+2 +3 +5 +5 Expert
11 +8/+3 +3 +5 +5 Mastery
12 +9/+4 +4 +6 +6
13 +9/+4 +4 +6 +6
14 +10/+5 +4 +6 +6 Mastery
15 +11/+6/+1 +5 +7 +7 Expert
16 +12/+7/+2 +5 +7 +7 Instant Mastery
17 +12/+7/+2 +5 +8 +8 Mastery
18 +13/+8/+3 +6 +8 +8
19 +14/+9/+4 +6 +8 +8 Mastery
20 +15/+10/+5 +6 +9 +9 Expert

Peasant Hero Class for D&D/d20


Adapted from the Star Wars Revised Core Rules Game Fringer.

Peasant Heroes are the little guys who become greats. They don’t have a lot of formal education or training, and
aren’t very rich, but they make up for it with an abundance of life experience and knowledge learned in the school of hard
knocks. Peasant Heroes are to commoners what Fighters are to Warriors. They come from the small villages and farms of the
world, they work in mines and aboard sailing ships, or walk the streets of the big city. They use their gods-given abilities to
their fullest when they don’t have the benefit of spellcasting, advanced combat training, or the refined tactics of the
professional rogue. Peasant Heroes are tough, enduring, and adaptable. They are experts at surviving in adverse conditions,
due to a life lived in dangerous places, be it farms on the frontier or the mean streets.

Note: If a DM is treating Halflings in his game as closer to Tolkien-style Hobbits instead of the nomadic Halflings
of the 3rd Edition PHB, he may wish to consider changing the Halfling Favored Class to Peasant Hero.

Exploits: Most Peasant Heroes who become adventurers do so because of circumstances. They are farmers whose
families were killed by orcs, miners whose tunnels were invaded by drow or duergar, or grew up in rough & tumble backwater
villages or in the mean streets of a big city. Peasant Heroes usually have a dream they wish to fulfill or an idealistic view of
the world. They hope to find their fame and fortune closer to where the action is, viewing their hometown as insignificant and
well off the beaten path. Or they may dream of coming back home one day as the “local boy done good”, rich and powerful
and able to help out his family and childhood friends.

Characteristics: The Peasant Hero is the Jack of All Trades, learning a little bit of almost everything to increase
his or her chances of surviving in a tough world. Often, a Peasant Hero is a master craftsman, or knows the way around his
homeland better than anyone else. Where a Paladin or a Fighter has extensive formal training in crafts and warfare, a Peasant
Hero learns how to make things and fight because he must. He is accustomed to driving a hard bargain for what he needs and
making an honest living. This means that the Peasant Hero is better able to deal with non-adventurers, but less familiar with
the finer things in life. The Peasant Hero is at home in the hinterlands of the world, able to get by without the luxuries of
civilization. Of all the core classes, Peasant Heroes are best able to deal with whatever troubles the world throws their way.
They have excellent survival instincts and an enthusiasm that gets them through difficult circumstances.

Background: Peasant Heroes come to their class by seeking a better life, searching for excitement, escaping the
situation back home, or avenging an imagined (or real) wrong done by somebody against their people or home. Some seek
wealth and power, others escape and adventure. Others still are motivated by revenge. They may be lured from their home by
promises of riches. They may be escaping from slavery or servitude. They could be recruited to a cause they believe is worth
following, or driven from their homes by invaders. They usually think of themselves not as Peasant Heroes but as whatever
career they practice or aspire to, such as Farmer, Craftsman, Apothecary, or Sailor.

Alignment: Peasant Heroes may be any alignment.

Game Rule Information: Peasant Heroes have the following game statistics.

Abilities: Dexterity, Wisdom and Strength are the most important ability scores for the Peasant Hero class.

Hit Die: d8

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str),
Knowledge: Local (Wis), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Wilderness Lore (Wis), Rope
Use (Dex), Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x 4


Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All the following are class features of the Peasant Hero Class:
Weapon and Armor Proficiency: The Peasant Hero is proficient with all simple weapons, one martial weapon of
choice, light armor, and shields.

Bonus Feats: At 1st, 7th, 14th and 20th Level a Peasant Hero gains a bonus feat. This feat must be selected from the
following list, and the Peasant Hero must meet any prerequisites: Alertness, Athletic, Armor Proficiency (Medium), Dash,
Endurance, Jack of All Trades, Run, Skill Focus (Any Class Skill), Track, Trustworthy, Martial Weapon Proficiency, and any
Regional feat the character qualifies for.

Bonus Class Skill: At 1st, 4th, 8th, 12th and 16th Level, the Peasant Hero may designate any one cross-class skill
(which can be a class-exclusive skill but not a Psionic skill) as a class skill, this skill is considered a class skill ever time the
character adds a new level of Peasant Hero.

Barter: Beginning at 2nd level, the Peasant Hero gains a +5 competence bonus on Diplomacy checks made to buy
or sell equipment or services. Peasant Heroes are used to haggling in their everyday lives.

Tradesman: Beginning at 3rd Level a Peasant Hero gains a +2 competence bonus on Alchemy or any one Craft or
Profession skill (chosen at 3rd level when this ability is gained). This bonus increases by +2 at 6th, 9th, and 13th level.

Survival: Beginning at 5th level, the Peasant Hero gains a +2 competence bonus on any Wilderness Lore checks
made. This bonus increases by +2 at 10th and 18th level.

Starting Money: 2d4 x 10 Gold Pieces.


Table H-1: Peasant Hero Class Information
Level: Base Fortitude Reflex Will
Attack Bonus Save Save Save Special
1 +0 +2 +1 +0 Bonus Feat, Bonus Class Skill
2 +1 +3 +2 +0 Barter
3 +2 +3 +2 +1 Tradesman +2
4 +3 +4 +2 +1 Bonus Class Skill
5 +3 +4 +3 +1 Survival +2
6 +4 +5 +3 +2 Tradesman +4
7 +5 +5 +4 +2 Bonus Feat
8 +6/+1 +6 +4 +2 Bonus Class Skill
9 +6/+1 +6 +4 +3 Tradesman +6
10 +7/+2 +7 +5 +3 Survival +4
11 +8/+3 +7 +5 +3
12 +9/+4 +8 +6 +4 Bonus Class Skill
13 +9/+4 +8 +6 +4 Tradesman +8
14 +10/+5 +9 +6 +4 Bonus Feat
15 +11/+6/+1 +9 +7 +5
16 +12/+7/+2 +10 +7 +5 Bonus Class Skill
17 +12/+7/+2 +10 +8 +5
18 +13/+8/+3 +11 +8 +6 Survival +6
19 +14/+9/+4 +11 +8 +6
20 +15/+10/+5 +12 +9 +6 Bonus Feat

Noble Character Class for D&D/d20


Adapted from the Wheel of Time Roleplaying Game Noble and the Star Wars Revised Core Rules Game Noble

Noble
Members of the Noble character class use their intelligence and charisma to make their way in the world. True
royalty and nobility, important officials, merchants so rich and powerful they are effectively nobles, charismatic military
commanders or powerful crime lords - the types of people who belong to this class are varied and numerous. Some bring
honor to the name. Others are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, a
powerful message, or a knack for making compromises, the noble commands respect, makes friends, and inevitable influences
people. In most ways, Noble is a PC class equivalent to the Aristocrat NPC class, like Fighter is to Warrior or Cleric and
Wizard are to Adept.

Exploits: Most nobles wind up in dangerous situations because of something they believe in or because their job
calls for it. Others hope to use their negotiating talents to navigate a course through the troubles around them, or seek to find
profit in the troubles of others. Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that
sustains them through the roughest missions. An adventuring noble might be a courtier, a free trader, a diplomat, a true prince
or princess, or an officer of a Guild or Mercantile Company. Nobles often feel responsible for others, though some consider
themselves to be better than those around them.

Characteristics: The noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed.
Where other classes shoot first, the noble starts out asking questions and hopes to finish by negotiating a deal. The noble
believes she can be more effective with words and deeds than with violence, though some draw a sword when push comes to
shove. The noble is more comfortable in cities and civilized regions, where law and order have some meaning. Of all the
classes, nobles have the best diplomatic and bargaining skills. They're good talkers, negotiators, and bluffers. They have a
knack for inspiring others, and they make good leaders.

Background: Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their duty and
responsibility to serve and lead. More selfish nobles seek the fame, wealth, and power often associated with the positions they
aspire to. Power-hungry nobles take advantage of the system and wind up helping others only to help themselves. Some have
responsibility thrust upon them, and are just trying to avoid the political pitfalls. The halls of power are calling. How the noble
answers can make all the difference.
To take the Noble class a character should either be a genuine member of the nobility of a civilization, or someone
who comes from such a highly influential or very wealthy commoner background (such as a powerful and rich merchant
family). To multiclass into the Noble class a character should either be granted a legitimate title of nobility (Knighthood will
suffice) or create or join in a leadership capacity, such as an officer, a wealthy and politically influential organization such as a
Merchant House or a Guild. While these are not “hard” game mechanics requirements, the GM and PC should detail the
nobles source of income and power before taking this class.

More unusual nobles may be successful gamblers, confidence artists who specialize in faking their way in high
culture, powerful clerics who lead rich churches (or are clerics of deities of wealth or nobility) or bards who act as court
storytellers or entertainers.

Alignment: Nobles may not be Chaotic. Nobles are members of the upper social strata and must uphold the social
structure, or at least act reasonably respectable and law-abiding. Failure to act so may tarnish their reputation and
compromises their political power.

Ex-Nobles: Nobles may freely take levels in other classes, however a Noble who is stripped of their title or
disowned from their family lose the ability to take more levels in the Noble class and lose their Favor and Resource Access
class abilities. Nobles who become Chaotic may not gain more levels in the Noble class, but do not lose their class abilities
unless their chaotic actions cause them to lose their title or family.

Game Rule Information: Nobles have the following game statistics.

Abilities: Charisma is undoubtedly a noble's most important ability score, as the noble's skill at interacting with
others and projecting a sense of confidence is crucial for his or her success. Wisdom and Intelligence form the basis of other
important skills, so these ability scores are also significant.

Hit Die: d8

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Innuendo (Cha),
Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Speak Language (None)

Skill Points at 1st Level: (4 + Int modifier) x 4


Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All the following are class features of the Noble:
Weapon and Armor Proficiency: The Noble is proficient with all simple and martial weapons, light armor, and
shields.

Bonus Class Skill: At 1st Level, a Noble may designate any one cross-class skill (except for a class-exclusive skill)
as a class skill, this represents an area of expertise the Noble picks up outside her normal training.

Favor: The noble has the ability to call in favors from those she knows. By making a favor check, the noble can call
upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can
also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2
at 3rd level, and so on). The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a
simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this
check, nor can she retry the check for the same (or virtually the same) favor. Note that favors should help advance the plot of
an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character,
regardless of the results of a favor check.

A noble can try to call in a favor a number of times in a week of game time that's equal to half her noble levels,
rounded up. So a 1st-level noble can attempt to call in a single favor, while as a 7th-level noble she can attempt to call in favors
as many as four times from different contacts.
The GM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or
failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of
other skills. The GM may disallow any favor deemed to be disruptive to the game.

Inspire Confidence: Beginning at 2nd level, 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 5 rounds. The noble can inspire a number of allies equal to half her noble levels, rounded up. She can
inspire confidence once per day for every four levels of noble she possesses (once per day from 1st to 4th level, twice per day
from 5th to 8th level, and so on).

Resource Access: Beginning at 3rd level a Noble has access to an array of resources. These resources are usually
from powerful family, influential friends, taxation from granted lands, royal stipends, investments, patrons or similar sources.
Once per week the Noble can make a Charisma check to use these resources.

The value of the resources gained equals the Noble’s class level multiplied by the result of the Charisma check
times 5 in Gold Pieces. These resources can take virtually any form the Noble pleases, within reason. The resources gained
arrive in the Noble’s possession 1d6 hours after he makes the check. Thus, an 8th level Noble who rolled a 17 would gain 340
Gold worth of resources, which could be in the form of any weapons, armor, tools, equipment, luxury goods, magic items, and
treasure up to that value that could be obtained locally (whether locally produced or imported). The resources arrive 1d6 hours
after the Noble makes the check, if they are available. Resource Access tends to grant physical goods and things that can easily
be measured in terms of money, while Favors tend to be services or things that are harder to grant a cash value to.

Note that the resources must be reasonably (though not necessarily commonly) available when and where the Noble
decides to make the check, and the Noble must have the means of communicating to his homeland or base of influence to
access his Resources. Presence of Teleportation Circles, gates or portals, diplomats from his homeland, an allied outpost or an
affiliated trade mission would all be examples of such contact with home. Thus a Noble deep in a dungeon, in a Kingdom far
from home with no relations with his homeland or on another plane of existence probably won’t have access to his resources
until he returns.

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 as the noble gains 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.

Bonus Feats: At 6th, 14th, and 19th Level a Noble gains a bonus feat. This feat must be selected from the following
list, and the noble must meet any prerequisites: Persuasive, Fame, Frightful Presence, Trustworthy, Alluring, Multicultural,
Leadership, Skill Focus (any class skill), and Alertness

Inspire Greatness: Beginning at 11th 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
+2d10 temporary hit points, a +2 competence bonus on attacks, and a +2 morale bonus to saving throws. The effect lasts for 5
rounds. The noble can inspire greatness once per day. For every three noble levels attained beyond 11th level, the noble can
inspire greatness in one additional ally.

The noble can't inspire greatness in herself. The ability only aids her allies.

Starting Money: 6d4 x 10 Gold Pieces


Table N-1: Noble Class Information
Level: Base Fortitude Reflex Will
Attack Bonus Save Save Save Special
1 +0 +0 +1 +2 Bonus Class Skill, Favor +1
2 +1 +0 +2 +3 Inspire Confidence
3 +2 +1 +2 +3 Favor +2, Resource Access
4 +3 +1 +2 +4 Coordinate +1
5 +3 +1 +3 +4
6 +4 +2 +3 +5 Bonus Feat
7 +5 +2 +4 +5 Favor +3
8 +6/+1 +2 +4 +6 Coordinate +2
9 +6/+1 +3 +4 +6 Bonus Feat
10 +7/+2 +3 +5 +7
11 +8/+3 +3 +5 +7 Inspire Greatness
12 +9/+4 +4 +6 +8 Favor +4
13 +9/+4 +4 +6 +8 Coordinate +3
14 +10/+5 +4 +6 +9 Bonus Feat
15 +11/+6/+1 +5 +7 +9
16 +12/+7/+2 +5 +7 +10 Favor +5
17 +12/+7/+2 +5 +8 +10
18 +13/+8/+3 +6 +8 +11 Coordinate +4
19 +14/+9/+4 +6 +8 +11 Bonus Feat
20 +15/+10/+5 +6 +9 +12 Coordinate +5

New Feats:
Fame
You are particularly well known, your reputation is generally positive and in most places you normally frequent, you are
favorably known as a leader, celebrity, or hero.
Benefit: You get a +3 circumstance bonus to all Diplomacy, Intimidate, Gather Information, Sense Motive and Bluff checks
whenever the DM decides that the character’s reputation would be a benefit (Such as a famous Wizard’s Guildmaster among
foreign wizards or a renowned adventurer trying to get to see the King). However, such checks suffer a -3 penalty when the
GM decides that your Fame would work against you (such as a famous noble among a band of thieves). If the people you are
dealing with don’t know or care who you are (such as a group of backwater locals in a faraway land, or the avatar of a God),
you get no bonus or penalty.

Frightful Presence
Your mere presence can terrify those around you
Prerequisite: Charisma 15+, Intimidate 9+ Ranks.
Benefit: Once per round you can, as a free action, use your Frightful Presence. All opponents within 30 feet who have fewer
levels or hit dice than you must make a Will saving throw (DC 10 + ½ your level + your Charisma modifier). An opponent
who fails his save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 +
your Charisma modifier.
A successful Save indicates that the opponent is immune to your Frightful Presence for one day. This ability can’t
affect creatures with an Intelligence below 3 or a nil Intelligence. This is considered an Extraordinary Mind-Affecting Fear
effect.

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