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Darekun

Noble

Nov 12th, 2020
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  1. Noble
  2.  
  3. HD Type: D4
  4. BAB Factor: ×½
  5. Fort: High
  6. Ref: High
  7. Will: High
  8. SP/Lev: 8
  9. Class Skills: Appraise(INT), Bluff(CHA), Diplomacy(CHA), Disguise(CHA), Forgery(INT), Gather Information(CHA), Handle Animal(CHA), Intimidate(CHA), Knowledge: *(INT), Listen(WIS), Perform: *(CHA), Ride(DEX), Sense Motive(WIS), Speak Language(INT), Spot(WIS), Survival(WIS), Swim(STR)
  10. Proficiency: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shields
  11.  
  12. Talent Slots: Each level, a noble gains a talent slot, which can hold any Noble talent, subject to prereqs as usual.
  13.  
  14. Talents
  15.  
  16. Call To Action <Leveled>
  17. Benefit: The noble can direct and motivate their allies to act immediately. [Level] times per day, as a standard action, they can grant an extra move action to any or all of their allies within 30'(but not to themself). Each affected ally takes this extra move action immediately, acting in their current initiative order.
  18. This extra action does not affect the allies' initiative count; the round continues normally after the noble's turn is over. (This may mean, for example, that an ally who immediately follows the noble in initiative may get an extra move action from the noble, followed directly by a full round worth of actions on their own turn.)
  19. A character can benefit from this only once per round. Two nobles can't use this ability on the same ally in the same round. If an ally chooses not to take the extra move action, then it's lost.
  20.  
  21. Captivating Oratory
  22. Prereq: Suggestive Oratory (Persuasive Oratory, Oratory)
  23. Benefit: During oratory that tells a parable or other story, as a free action, the noble can spend 8 subdual HP and make a Perform: Oratory check to inspire the audience to lose themselves in the story. Those enthralled for over a minute must save as against the oratory itself or believe themselves to be in the tale, and thus vulnerable to being manipulated by the teller of the tale. The noble can't directly give orders this way, but those affected react as they will to the scenario presented, so the noble must author the story to elicit the desired reaction.
  24. If an action within the story would in reality be very hazardous to part of the audience, or go against their usual code of behavior(GM’s decision), then the noble must roll Perform: Oratory anew and those audience members can save as against the oratory itself to escape the effect. If the noble attacks an audience member, or an audience member is otherwise attacked outside the context of the story, or an audience member loses half their HP to injuries, then they immediately escape the effect without needing to roll. Finally, if the noble stops telling the story, then the effect ends for the entire audience.
  25.  
  26. Demesne
  27. Benefit: You are personally landed. Choose where your land is, what it's best at, what it's worst at, and what its general aesthetic is like.
  28. Normal: A noble without Demesne either has not yet inherited the land connected to their title(recommended), or has a title not connected to land.
  29.  
  30. Dilettante
  31. Benefit: The noble can make a CHA check in place of any skill check. Other modifiers apply, but ranks and base attribute are replaced. This effectively places a lower bound on their skills.
  32.  
  33. Diplomatic
  34. Benefit: The noble has a way with people, granting a +3 untyped bonus on Diplomacy checks.
  35.  
  36. Emotive Oratory
  37. Prereq: Persuasive Oratory (Oratory)
  38. Benefit: As a free action during oratory, the noble can spend 4 subdual HP to instill the audience with any single emotion. They pick an emotion and make a Perform: Oratory check. Those enthralled for over a minute must save as against the oratory itself or feel the instilled emotion for 1 hour. How they act on the emotion is up to them.
  39. Single emotions include anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy, love, lust, patriotism, peace, sadness, and unrest.
  40.  
  41. Idle Pursuits <Split>
  42. Split: Choose a skill. Knowledge counts as a single skill for this purpose, as does Perform, and as do the other "group skills".
  43. Benefit: +3 «Interest» bonus on checks with the chosen skill.
  44.  
  45. Major Aura <Leveled>
  46. Prereq: Minor Aura (CHA Mod: +1)
  47. Benefit: The noble can project a major aura in addition to a minor aura. Activating a minor aura replaces any minor aura they were projecting, but leaves a major aura active; likewise, activating a major aura replaces any major aura but leaves a minor aura. A major aura's bonus is +[Level].
  48. When they first take this talent, the noble learns one major aura of their choice. At each additional Noble level, they can learn one major aura of their choice, although they can't learn a minor aura and a major aura at the same level. Major auras are as follows:
  49. • Hardy Vassals — bonus Damage Reduction /——
  50. • Motivate Ardor — bonus on damage rolls
  51. • Motivate Caution — bonus to Armor Class
  52. • Motivate Urgency — +[Bonus × 5]' bonus on base land speed
  53. • Resilient Vassals — bonus on all saves
  54. • Steady Hand — bonus on ranged attack rolls
  55. • Up Close And Personal — bonus on melee attack rolls
  56.  
  57. Minor Aura
  58. Prereq: CHA Mod: +1
  59. Benefit: The noble exerts a salutary effect on nearby allies. They learn to produce different effects, or auras, over the course of their career. Projecting an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. The noble sizes up the enemy, allies, and the terrain, then gives allies the support they need to do their best.
  60. The noble can project one minor aura at a time. Once per turn as a free action, they can activate any aura they know. The aura remains in effect until they dismiss it(a free action) or activate another minor aura, or they're dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by their allies. They can have an aura active continually; an aura previously activated and left on will be in effect at the start of a combat encounter, even before the noble takes their first turn.
  61. Unless otherwise noted, the noble's aura affects all allies within 60'(including themself) who can hear them. An ally must have INT: 3+ and be able to understand the noble's language to gain the bonus. All boni granted by auras are «Presence» boni, and thus don't stack with each other. A minor aura's bonus is +[CHA Mod].
  62. When they first take this talent, the noble learns one minor aura of their choice. At each additional Noble level, they can learn one minor aura of their choice, although they can't learn a minor aura and a major aura at the same level. Minor auras are as follows:
  63. • Accurate Strike — bonus on rolls made to confirm critical hits
  64. • Brace Body — bonus on Fortitude saves
  65. • Brace Mind — bonus on Will saves
  66. • Brace To Move — bonus on Reflex saves
  67. • Determined Caster — bonus on rolls to overcome spell resistance
  68. • Master Of Opportunity — bonus to Armor Class against attacks of opportunity
  69. • Master Of Tactics — bonus on damage rolls when flanking
  70. • Motivate Charisma — bonus on Charisma checks and Charisma-based skill checks
  71. • Motivate Constitution — bonus on Constitution checks and Constitution-based skill checks
  72. • Motivate Dexterity — bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks
  73. • Motivate Intelligence — bonus on Intelligence checks and Intelligence-based skill checks
  74. • Motivate Strength — bonus on Strength checks and Strength-based skill checks
  75. • Motivate Wisdom — bonus on Wisdom checks and Wisdom-based skill checks
  76. • Over The Top — bonus on damage rolls when charging
  77. • Tooth And Nail — bonus on disarm, trip, bull rush, and sunder attempts
  78.  
  79. Oratory <Mind-Affecting>
  80. Benefit: The noble can capture a crowd's attention with their public speaking skills. When they begin, their player declares the topic and emotion of this speech, and they roll Perform: Oratory. (Untrained, this is just a CHA check.) Those who hear this must make a DC: [Check Result] Will save or be affected. A large crowd has a bonus on this save, per the Oratory Crowd table below. Someone who doesn't understand the language has a +5 untyped bonus. Someone who becomes able to hear a speech in progress rolls their save then.
  81. Those affected are compelled to listen, performing only free actions, unless someone unaffected is interacting with them to "anchor" them. Even anchored, they suffer a -4 distraction penalty on all active checks.
  82. After each minute, the noble must make a new Perform: Oratory check, and those who can hear make new saves.
  83. By itself this ability doesn't change the crowd's minds, although a good speech may convince them if they listen. Skills like Diplomacy and Bluff can be used as part of the speech.
  84.  
  85. Oratory Crowd
  86. Crowd Save Bonus(untyped)
  87. 1..8 <none>
  88. 9..16 +1
  89. 17..32 +2
  90. 33..64 +3
  91. 65..128 +4
  92. 129..256 +5
  93. 257..512 +6
  94. Etc. Etc.
  95.  
  96. Persuasive Oratory
  97. Prereq: Oratory
  98. Benefit: As a free action during oratory, the noble can spend 2 subdual HP and make a Perform: Oratory check to open up the audience to the noble's point of view. Those enthralled for over a minute must save as against the oratory itself or react at +4 to the noble's ideas thenceforth. On a successful save, not only are they not taken in, but they're no longer enthralled by the noble's oratory.
  99. This effect isn't bound by a duration, but if an audience member reevaluates their opinion of the noble, then this effect is lost.
  100.  
  101. Suggestive Oratory
  102. Prereq: Persuasive Oratory (Oratory)
  103. Benefit: As a free action during oratory, the noble can spend 6 subdual HP and make a Perform: Oratory check to give their audience a single, simple suggestion. A suggestion should have no complex grammatical clauses — just an imperative verb, an object or two, and maybe a modifier or two. “Kill the king!” is acceptable; “Kill the king if he doesn’t accede to our demands!” is not. Those enthralled for over a minute must save as against the oratory itself; an audience member gets an extra +5 if the suggestion goes against their personal safety, and +3 if it goes against their beliefs, convictions, or knowledge. Those who fail the save try to act on the suggestion to the best of their abilities — each assuming that the idea was their own.
  104. The suggestion lasts 10 minutes, although if you continue to orate then you can use Suggestive Oratory anew to refresh the suggestion or replace it with another. Once the suggestion lapses, audience members only wonder why they acted the way they did if the suggestion was something they wouldn't've done normally.
  105.  
  106. Superior
  107. Benefit: [Noble Level] times per day, the noble can take 12 on a check. This works whether or not they could take 10 and/or take 20. This doesn't consume any extra time.
  108.  
  109. Superlative
  110. Prereq: Superior
  111. Benefit: When using Superior, the noble takes 14 instead of taking 12.
  112.  
  113. The Fields Of Eton <Leveled>
  114. Benefit: +[Level] HP per Noble level, +[Level / 2] BAB.
  115.  
  116.  
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