Noble Soul (3.5e Class)

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I have sailed the eight seas, seen wonders great and small, and even spent a season as the guest of royalty. But in all my travels, through all my years I have never met anyone with as noble a spirt as that man has. He almost makes me want to be a better person. Almost.
—Krellek the Black, Mercenary Lord, to one of his subordinates upon encountering a nameless wanderer along the road.


The Noble Soul[edit]

Some men and women meet power with power. Some with treachery and subterfuge. Others still seek to use money as a way to influence the world. But there are some who seek a different path. They believe that there's still good in the world - and that it's worth fighting for. These Noble Souls are able to inspire others simply by their presence and lead by the example they set. Their calm and pleasing demeanor can be misleading, however. Because when the going gets tough they are quite willing to take up the call and set things to right by the strength of their swordarms. The world is worth fighting for. And they mean to.


Abilities: Charisma, and Strength are the most important abilities for a Noble Soul, while Dexterity and Intelligence are often second-hand abilities they can rely on.

Alignment: Any Good, though most often Lawful Good.



Table: The Noble Soul

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +2 Adaptive Learning, Gallant Mantle, Smite Evil 1/Day
2nd +2 +1 +3 +3 Divine Grace, Healing Wave
3rd +3 +2 +3 +3 Noble Blade
4th +4 +2 +4 +4
5th +5 +2 +4 +4 Shock 1/day
6th +6/+1 +3 +5 +5 Smite Evil 2/Day
7th +7/+2 +3 +5 +5 Noble Bulwark
8th +8/+3 +3 +6 +6
9th +9/+4 +3 +6 +6 Shock 2/day
10th +10/+5 +3 +7 +7 Strength of Purpose
11th +11/+6/+1 +3 +7 +7 Noble Bearing
12th +12/+7/+2 +4 +8 +8
13th +13/+8/+3 +4 +8 +8 Smite Evil 3/Day
14th +14/+9/+4 +4 +9 +9 Noble Resistance
15th +15/+10/+5 +5 +9 +9 Hope is Not Lost
16th +16/+11/+6/+1 +5 +10 +10
17th +17/+12/+7/+2 +5 +10 +10 Shock 3/day
18th +18/+13/+8/+3 +6 +11 +11 Noble Barrier
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Gallant Shock


Noble Soul Class Features[edit]


All of the following are class features of the Noble Soul.


Skill Points Per Level: Noble Souls gain 8 + INT modifier skill points per level, x4 at First Level.


Noble Soul Class Skills: The following skills are Class Skills for Noble Souls: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge, Listen, Perform (Oratory), Ride, Search, Sense Motive, Spot.


Weapon and Armor Proficiency: Noble Souls gain Simple, Martial, and two Exotic Weapons of their choice in proficiencies. Noble Souls have no proficiency in armor or shields.


Adaptive Learning (Ex: At 1st level, a Noble Soul may select one additional skill and designate it as an Adaptive Skill. This skill is treated as a Class Skill in all respects for all classes that the character has levels in, both current and future. For example, if a Noble Soul chooses Spot as an Adaptive Skill, they treat Spot as a Class Skill for all future Class Levels they gain, even if it is not normally a Class Skill for the class in question.


Gallant Mantle (Ex): Noble Souls eschew the use of armor, instead wrapping themselves in the certainty of their cause. As long as a Noble Soul wears no type of body armor they gain DR/- and a Natural Armor bonus equal to their Charisma modifier.


Smite Evil (Su): Once per day as a Swift Action, a Noble Soul may charge their weapon with radiant power. The Noble Soul chooses one target within weapon range to Smite. They may add their Charisma modifier as a bonus to their attack rolls against this target. If the attack hits and the target is Evil, it takes additional damage equal to their Class Level. The effect of Smite Evil remains active until the target of the Smite is defeated, until the end of combat, or until the Noble Soul designates a different target for the attack via an additional use of the ability. Regardless of the target, Smite Evil attacks automatically bypass any DR a creature might possess. Levels of other classes that grant the Smite Evil Class Feature stack for the purpose of determining uses per day and additional damage dealt.


Healing Wave (Su): Once per day as a Full Round Action, a Noble Soul with a Charisma score of 12 or higher may summon forth a burst of pure light that heals themselves and all living creatures within 20ft for 1d8 points of healing per two Character Levels.


Noble Blade ( (Su): Noble Blade gives a +2 bonus to Attack rolls to all allies within 20 feet of the Noble Soul. This bonus is raised by an additional +1 at 10th, 15th, and 20th Level. This effect activates as a Standard Action and functions as an Aura. Noble Blade remains in effect until the Noble Soul is knocked unconscious or enters an area where magic is rendered ineffective. Auras do not work in Nullify Magic zones, and only one Noble Aura effect may be active at a time. Activating another Aura cancels the previous one. Noble Souls gain the benefit of their own Auras.


Shock (Ex): Noble Souls are no strangers to sacrifice. Starting at Level 5, as a Full Round Action, the Noble Soul may, by flourishing their blade and swinging it upward, cause an explosive rift of energy to erupt up from the ground centered on themselves and expanding outward. Sacrificing as many of their current Hit Points as they choose, the Noble Soul deals damage equal to this amount to all other creatures within 10 feet of the blast radius. Those affected may make a Reflex Save (DC 10 + Class Level + Charisma Modifier) to take half damage.


Noble Bulwark ( (Su): Noble Bulwark gives allies within 20 feet 2 to DR/-. This bonus increases at 10th, 15th, and 20th levels by +1 each. This effect activates as a Standard Action and functions as an Aura. Noble Bulwark remains in effect until the Noble Soul is knocked unconscious or enters an area where magic is rendered ineffective. Auras do not work in Nullify Magic zones, and only one Noble Aura effect may be active at a time. Activating another Aura cancels the previous one. Noble Souls gain the benefit of their own Auras.


Noble Bearing (Ex): Allies within 20 feet of the Noble Soul gain Spell Penetration, and if allies already have Spell Penetration, they gain an additional +2. This effect activates as a Standard Action and functions as an Aura. Noble Bearing remains in effect until the Noble Soul is knocked unconscious or enters an area where magic is rendered ineffective. Auras do not work in Nullify Magic zones, and only one Noble Aura effect may be active at a time. Activating another Aura cancels the previous one. Noble Souls gain the benefit of their own Auras.


Strength of Purpose ( (Su): At 10th Level, Noble Souls gain Holy Strike as a Bonus Feat.


Noble Resistance (Ex): At 14th level a Noble Soul must choose between Fire or Cold damage. When they choose this, they may only use this Aura, not the other. Their choice grants immunity to either Fire, and fire-based damage, or Cold, and cold-based damage for themselves and all allies within 20 feet. This effect activates as a Standard Action and functions as an Aura. Noble Resistance remains in effect until the Noble Soul is knocked unconscious or enters an area where magic is rendered ineffective. Auras do not work in Nullify Magic zones, and only one Noble Aura effect may be active at a time. Activating another Aura cancels the previous one. Noble Souls gain the benefit of their own Auras.


Hope is Not Lost ( (Su): At 15th Level, Noble Souls gain the Resurrection spell as a Daily use ability. This spell functions as it would for an appropriate Level spellcaster. No material components, or costs are exhumed by the Noble Soul, but they are exhausted for the next 1d6 hours. a Full Night's Rest is required to recharge this ability. This ability -is- subject to a full day's worth of cool-down before it may be used again.


Noble Barrier (Ex):All allies within 20 feet of the Noble Soul gain +10 to saves VS. Magical effects. This effect activates as a Standard Action and functions as an Aura. Noble Barrier remains in effect until the Noble Soul is knocked unconscious or enters an area where magic is rendered ineffective. Auras do not work in Nullify Magic zones, and only one Noble Aura effect may be active at a time. Activating another Aura cancels the previous one. Noble Souls gain the benefit of their own Auras.


Gallant Shock (Ex): At 20th level, Noble Souls who use their Shock ability recover half of the damage they sacrifice to activate this power. This health returns after damage has been resolved.




Playing a Noble Soul[edit]


Noble Souls are kind and compassionate individuals, easily seeing the good in others and trying their best to understand and empathize with those whom they don't. Don't let their warm natures fool you however. When times get rough and evil rears its ugly head, these men and women are ferocious warriors, doing their utmost to bolster their friends and allies and bring the full force of good down upon their enemies. Inspiring others comes naturally to Noble Souls, and they will gladly lay their life down for their friends and loved ones.




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