|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+0||+2||Bonus class skill|
|2nd||+1||+0||+0||+3||Inspire confidence, Lucky 1/day|
|5th||+3||+1||+1||+4||Precise attack +1|
|8th||+6/ +1||+2||+2||+6||Coordinate +2|
|9th||+6/ +1||+3||+3||+6||Bonus feat|
|10th||+7/ +2||+3||+3||+7||Precise attack +2|
|11th||+8/ +3||+3||+3||+7||Inspire greatness|
|12th||+9/ +4||+4||+4||+8||Lucky 3/day|
|13th||+9/ +4||+4||+4||+8||Coordinate +3|
|14th||+10/ +5||+4||+4||+9||Bonus feat|
|15th||+11/ +6/ +1||+5||+5||+9||Precise attack +3|
|16th||+12/ +7/ +2||+5||+5||+10||Bonus class skill|
|17th||+12/ +7/ +2||+5||+5||+10||Lucky 4/day|
|18th||+13/ +8/ +3||+6||+6||+11||Coordinate +4|
|19th||+14/ +9/ +4||+6||+6||+11||Bonus feat|
|20th||+15/ +10/ +5||+6||+6||+12||Coordinate +5|
- Alignment: Any.
- Hit Die: d6.
- Class Skills
The noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), and Survival (Wis).
- Skill Points at 1st Level (6 + Int modifier) ×4.
- Skill Points at Each Additional Level 6 + Int modifier.
- Class Features
The following is a class feature of the noble class.
- Weapon and Armor Proficiency
The noble is proficient in the use of all simple and martial weapons and with all types of armor and shields except tower shields.
- Bonus class skill
at 1st and 16th level a noble may designate any one cross class skill as a class skill. once designated, the skill is considered a class skill every time he adds a new level of noble.
- Inspire confidence
A noble of 2rd level or higher can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the noble. the noble must also be able to see the ally.
The ally gets a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Certain uses of this ability are infeasible. The effect lasts as long as the Noble concentrates, up to a maximum of 2 minutes. A noble can’t inspire confidence in himself. Inspire confidence is a mind-affecting ability.
The noble is as often lucky as he is good at something. Therefore, starting at 2nd level, the noble can reroll any failed ability check, skill check, attack roll, or saving throw. (in other words, any task resolution die roll, which are die rolls using a d20.) The second result must be used, regardless of whether it is better or worse then the first. The noble can use this ability a number of times per day depending on his level, but only once in any given encounter. At 2nd level, the noble can use lucky one per day; at 17th level, he can use it four times in a day (but only once in any encounter)
- Resource access
Beginning at 3rd level, a noble has access to an array of resources (usually from family, influential friends, or patrons). Once per day, the noble can make a Charisma check to use those resources during the adventure. the value of resources gained equals the noble’s class level multiplied by the result of the Charisma check multiplied by 20. Thus, a 3rd level noble who gets a result of 16 on his Charisma check would gain 960 gold pieces worth of resources to use in the adventure (3×16×20=960). These resources can take almost any form the noble chooses (within reason) and are his to do with as he pleases. the resources gained arrive in the noble possession 1d8 hours after he makes the check. These resources must be reasonably available when and where he chooses to make the check. For instance, a noble trekking the wilderness won’t have access to many resources.
A noble has a knack for getting people to work. When the noble can aid others and give directions, he provides a bonus to the task at hand by making aid another check. This bonus is in addition to the normal aid another bonus of +2 and it increases as the noble gains levels. so, the noble provides a total +3 bonus at 4th, a +4 bonus at 8th level, etc. This ability can’t be used to assist in combat.
- Precise attack
Every round, the noble can add this bonus either to one attack roll or one damage roll using a Dexterity-based attack, but not both. (a Dexterity based attack is an attack made either with a ranged weapon or melee weapon using the Weapon Finesse feat.) You must declare where the bonus applies at the start of the attack action.
- Bonus feat
At 6th, 9th 14th and 19th level the noble gains a bonus feat which must be selected from the following list; Alertness, Dodge, Frightful Presence, Headstrong, Improved Initiative, Mimic, Persuasive, Sharp-eyed, Skill Focus, Trustworthy ,Weapon Finesse, Weapon Focus.
- Inspire greatness
beginning at 11th level, a noble can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a noble attains beyond 11th, he can target one additional ally with a single use of this ability (two at 14th level, three at 17th, and so on). To inspire greatness, a noble must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the noble sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability.