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=====Noble===== While there are many snotty, snobbish, snooty nobles in the world, there are a few who still feel the call for adventure despite their landing. These nobles become generals who lead armies, or diplomats who travel from country to country, or scholars who become entangled in sorcerous politics. No matter their destination, a noble is never without their wealth, their dignity, and their natural pride from their heritage. These resources are what gives them their own edge when it comes to traveling the world, either for adventure or leisure. :'''Aligntment''': Any :'''Hit Die''': d8 :'''Class Skills''': Bluff(CHA), Craft(INT), Diplomacy(CHA), Disguise(CHA), Gather Information(CHA), Intimidate(CHA), Knowledge(all skills taken individually)(INT), Perform(CHA), Profession(WIS), Reputation(CHA), Ride(DEX), Sense Motive(WIS), Swim(STR), Taunt(CHA) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Points at Each Additional Level''': 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, and with light and medium armor and shields (except tower shields) ::'''Fascinate''': As long as the noble has 3 or more ranks in a Perform skill, they can use Fascinate to perform a speech to cause fascination one or more creatures. Each creature must be within 90 feet, be able to hear the noble, and have enough intelligence to pay attention to the speech. Both the creature and noble must have line of sight with each other. Nearby distractions may prevent the ability from succeeding. While Perform(Oratory) is the preferred skill, at the GM's discretion other Perform skills may be used. The number of targets that can be affected is up to or equal to the noble's class level. ::'''Inspire Courage''': As long as the noble has 3 or more ranks in a Perform skill, they can use Inspire Courage to perform a speech to bolster a targeted ally. The target must be able to hear the noble, and lasts for as long as the noble can be heard and for 5 rounds thereafter. Allies affected by Inspire Courage get a +1 morale bonus on charm, domination, and fear saving throws, as well as on attack and weapon damage rolls. At 8th level and every six noble levels thereafter, Inspire Courage gains an additional +1 morale bonus to rolls. ::'''Recognition''': The player can make a Reputation check as a free action. If the Reputation check result is less than 10, the noble receives neither a bonus nor penalty. A successful recognition check can be used, at the GM's discretion, to bypass normal conventions such as rules, regulations, or to gain special favors. ::'''Inspire Competence''': A noble of at least 3rd level with at least 6 ranks in a Perform skill can inspire an ally to succeed at a given task. The ally must be within earshot and have sight of the noble. The ally gains a +2 competence bonus on skill checks with a specific skill as long as they continue to hear the noble. The effect lasts as long as the noble concentrations, up to a maximum of 2 minutes, and cannot be used on the self. ::'''Line of Credit''': A noble of at least 4th level allows the noble to make purchases without having to spend money, relying on their funds from home. Within their domain, these purchases are automatic and implied. Outside of their domain, Line of Credit may require a Diplomacy or Intimidate skill check, or be simply unavailable. If the noble's kingdom is bankrupt or destroyed, there may not be a Line of Credit at all. At the GM's discretion, some items may not be available for a Line of Credit because they are too expensive. Also, the noble will be required to pay the debt off at a later date. Failure to do so can, at the GM's discretion, result in disasterous consequences when the debtors come to collect. ::'''Leadership''': Gain Leadership as a bonus feat at 5th level, regardless of prerequisites. ::'''Impressive Argument''': A noble of at least 6th level with 9 or more ranks in a Perform skill can force their target to do as commanded. Impressive Argument requires a successful Fascinate. A Will saving throw (DC 10+half noble's level+noble's Charisma modifier) negates the effect. If the command puts the target in harm's way, a second saving throw can be attempted with a +2 or +4 modifier, as appropriate. ::'''Inspire Greatness''': At 9th level or higher, and with 12 or more ranks in a Perform skill, the noble can move themselves or an ally within 30 feet to greater feats. For every three levels a noble gains beyond 9th level, they can target an additional ally with a single use of this ability. Inspire Greatness requires the ally to hear the noble, and to be able to speak. This effect lasts as long as they hear the noble, and for 5 rounds thereafter. A creature affected by Inspire Greatness gains 2 bonus hit dice (d10s) as well as their temporary hit points (apply the target's Constitution modifier to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. ::'''Inspirational Leader''': At 12th level or higher, a noble can improve their Inspire features. Using an Inspire ability that benefits an ally, increase that effect by 50%, rounded up. ::'''Inspire Heroics''': At 15th level or higher and with 18 or more ranks in a Perform skill, the noble can push themselves or an ally within 30 feet to tremendous acts, no matter the odds. For every three levels a noble gainst beyond 15th, they can use this ability on an additional creature. The noble must be able to speak and be heard by their ally for a full round. This inspiration grants a +4 morale bonus on saving throws, and a +4 dodge bonus to AC. This effect lasts for as long as the noble is heard, and for up to 5 rounds afterwards. ::'''Great Leadership''': A noble of at least 18th level gains more followers than other nobles. They may have an additional cohort, and twice as many followers of each level.
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