Noble (3.5e Template)

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A Dwarven Nobleman

This template represents the higher education and ideals of the gentry class. As a noble, you understand wealth, power, and privilege. You may or may not carry a noble title, and your family likely owns land, collects taxes, and wields significant political influence in your homeland. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Alternatively, you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Creating a Noble[edit]

"Noble" is an inherited or acquired template that can be added to any fey, humanoid, or other appropriate creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature). The creature must be in a position to which either inheriting or acquiring a noble title is a possibility, either having it passed on through their family lineage or being granted it by another high-ranking noble.

A noble uses all the base creature’s statistics and special abilities except as noted here.

Size and Type[edit]

Same as the base creature.

Special Attacks[edit]

Same as the base creature.

Special Qualities[edit]

A noble has all the special qualities of the base creature, plus the following special qualities.

  • Gifted Leader: If a noble possesses the Leadership feat or its equivalence, they gain a +5 bonus to their leadership score and gain 50% more followers than normal. In addition, any cohort they attract can have an ECL equal to their character level -1 instead of the usual character level -2.
  • Position of Privilege: Thanks to their elevated status, people are inclined to think the best of a noble character. They are welcome in high society, and people assume they have the right to be wherever they are. People of high birth treat a noble as a member of the same social sphere, allowing them to do things such as securing an audience with another local noble if they need to, or being offered the hospitality (within reason) of other nobles whilst traveling. Should another member of high society refuse to do these things, they risk having their own reputations sullied; itself a grave offense amongst the gentry. However, while a noble must be respected and treated as equals by the higher classes, nothing forces them to be liked or given special favors.
  • Socialite: When making Bluff or Diplomacy rolls in a social situation, a noble can roll 2d20 instead of the normal 1d20, using the better result to determine the outcome of their skill check.

Abilities[edit]

Change from the base creature as follows: Str -2, Dex +4, Int +4, Wis -2, and Cha +4. Nobles are well educated in academia, sport, and social etiquette.

Abilities[edit]

Nobles gain their Intelligence modifier as a racial bonus to Bluff, Diplomacy, and Sense Motive checks. They also use their Charisma modifier in place of their Wisdom modifier when making Sense Motive checks.

Feats[edit]

Same as the base creature.

Equipment[edit]

Nobles begin play with a signet ring, either a courtier's outfit or noble's outfit (including the minimum amount of jewelry that goes along with it), the maximum amount of starting gold available plus an additional 300gp, and a fully kitted-out horse or other mount appropriate to their station, race, and situation.

Environment and Organization[edit]

Same as the base creature, but most often found amongst the gentry class in more civilized regions.

Challenge Rating[edit]

As base creature.

Alignment[edit]

Same as the base creature.

Level Adjustment[edit]

+1.


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