Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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