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Mythic Vistas: SpirosBlaak - Property Is Theft!

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82<br />

Those nobles upholding religion get along especially well with<br />

paladins and clerics, whose service to the church gives them an<br />

understanding of social hierarchies and the subtle workings of<br />

civilization. Nobles also appreciate bards for their informationgathering<br />

talents.<br />

Rejecting the authority of noble lineages, barbarians and druids<br />

rarely work well with nobles. And the unpredictability of prophets<br />

makes nobles wary of relying on them in the same way they do<br />

other court wizards.<br />

Game Rule Information<br />

Nobles have the following game statistics.<br />

Abilities: Charisma is the most important ability for the noble,<br />

as almost all leadership and social interaction depends on it.<br />

Intelligence and Wisdom can both be of great benefit to a noble as<br />

well. Dexterity, Constitution, and Strength are more important for<br />

those nobles who come to their titles through martial means, than to<br />

those who are born to the class.<br />

Alignment: Any.<br />

Hit Die: d8.<br />

Starting Gold: 8d4 x 10.<br />

Class Skills<br />

The noble’s class skills (and the key ability for each skill) are Appraise<br />

(Int), Bluff (Cha), Concentration (Con), Cra (Int), Diplomacy (Cha),<br />

Gather Information (Cha), Intimidate (Cha), Knowledge (all skills,<br />

taken individually) (Int), Listen (Wis), Perform (Cha), Profession<br />

(Wis), Ride (Dex), Sense Motive (Wis), and Speak Language (n/a). See<br />

Chapter Four: Skills in the PHB for skill descriptions.<br />

Skill Points at 1st Level: (6 + Int modifier) x 4.<br />

Skill Points at Each Additional Level: 6 + Int modifier.<br />

Class Features<br />

All of the following are class features of the noble.<br />

Weapon and Armor Proficiency<br />

A noble is proficient with all simple and martial weapons, light and<br />

medium armor, and all shields (except tower shields).<br />

Breeding<br />

Nobles receive special training and tutoring to give them advantages<br />

over uneducated and less fortunate commoners. Considered to be<br />

noble breeding, this extra education oen manifests itself as useful<br />

knowledge gleaned from endless hours of classes and training. The<br />

noble gains breeding at 1st level, and again at 9th and 17th level.<br />

Each time, he may select one ability from the following.<br />

Arcane Training (Sp): The noble was trained by wizards in his<br />

youth, learning the rudiments of magic. Upon selecting this ability,<br />

the noble may select any three 0-level spells (cantrips) from the<br />

Sorcerer/Wizard list. He may cast these spells each once/day. The<br />

noble’s caster level equals his class level. The save DC equals 10 + the<br />

noble’s Charisma modifier.<br />

The noble may take this ability multiple times. Each time he may<br />

select three new 0-level spells.<br />

Education (Ex): Many nobles spend years of their lives taking<br />

classes and undergoing tutoring by the most advanced scholars of<br />

their region. Upon selecting this ability, the noble gains a +2 bonus<br />

on all Knowledge skill checks in skills in which he has ranks. The<br />

noble can take this ability multiple times; the effects stack.<br />

Diplomat (Ex): An integral part of many nobles’ lives is learning<br />

the intricacies of dealing with outsiders and rivals. When this ability<br />

is selected, the noble gains a +2 bonus on Bluff, Diplomacy, Gather<br />

Information, and Sense Motive skill checks. This ability may be<br />

selected multiple times; the effects stack.<br />

Chapter Eight: Character Classes<br />

Martial Training (Ex): Some nobles specialize in enhancing<br />

their martial skills, training under some of the best warriors in the<br />

Archduchy. Upon selecting this ability, the noble gains a bonus feat.<br />

The feat must be drawn from the following list: Armor Proficiency<br />

(heavy), Exotic Weapon Proficiency, Tower Shield Proficiency, Two-<br />

Weapon Fighting, Weapon Finesse, or Weapon Focus. A noble must<br />

meet all prerequisites for a bonus feat, including ability score and<br />

base aack bonus minimums. See Chapter Five: Feats in the PHB<br />

for feat descriptions. You may select this ability multiple times. Each<br />

time you select a different feat.<br />

Linguist (Ex)<br />

The noble is adept at picking up languages. At 1st level, the noble<br />

has an open language “slot.” When he first encounters a language<br />

he does not know, if he makes a DC 20 Concentration check, he<br />

automatically gains this language. At first, he has difficulty in using<br />

this new-found knowledge, taking a –4 penalty to all Charismabased<br />

skill checks when using this language. Aer a number of days<br />

(10 – the noble’s Intelligence modifier), he gains total mastery of this<br />

language and may use it without penalty.<br />

At 7th level, and again at 13th and 16th level, the noble gains an<br />

additional open language slot.<br />

Inspire (Ex)<br />

A noble’s facility at interacting with others allows him to evoke<br />

various emotional responses in both friends and enemies.<br />

Using any inspire ability requires a standard action. Additionally,<br />

the target of the inspire ability must be able to observe and hear the<br />

noble and must be within 60 feet. The noble may target a number<br />

of enemies or allies equal to half his noble class level, and the effect<br />

lasts for a number of rounds equal to his class level. The noble may<br />

not target himself with this ability. When used against enemies (or<br />

friends who don’t want to be affected), the targets are allowed a<br />

Will save (DC 10 + 1/2 the noble’s class level + the noble’s Charisma

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