Members of the noble class use their intelligence and charisma to make their way in the world. True royalty, nobility, elected officials, merchants so wealthy that they effectively function as nobles, military commanders and crime lords are the types of people who belong to the noble class. Some bring honor to the name while others are sly an treacherous. With a winning smile, a golden tongue or a powerful message the noble commands respect, forges alliances and inevitably influences people.

Adventures: An adventuring noble might be an aide or companion of a more powerful noble, a wealthy merchant who has bought himself a title but still likes to go on trading journeys, a diplomat, a crusading reformer, a military commander, to the child of a noble who wish for their offspring to experience the world before they become entrapped by court politics. Nobles often feel responsible or others or believe they should be in charge by birthright an coming from ‘superior’ stock.

Characteristics: The noble fosters feeling of good will and honesty, or at least the illusion of such, to succeed. Where other classes would charge into a fight, the noble would attempt end the confrontation by negotiation, or by exploiting the respect that others feel for his position. Most believe they can accomplish more with words and deals than with violence, though they also know a single dagger at night is worth a thousand swords at dawn. The noble is most comfortable in the civilized regions of the world, where law and the established social order have value. Nobles tend to be smooth talkers (successful nobles anyway), negotiators, and bluffers. The military training many of them receive makes them worthy adversaries in combat. They have a knack for inspiring others and make good leaders.

Origin: Nobles come to their profession in a variety of ways. Most are born into a noble or royal family, then trained from their earliest days to assume the mantle of responsibility which is their ‘burden’. Altruistic nobles believe it is their duty to serve and lead for the benefit of those who follow them. More selfish nobles seek fame, power and wealth, often associated with their positions. Power hungry nobles take advantage of the system and wind up helping others only to help themselves. The courts of power call, how a noble responds is up to them. Background: Every kingdom in the westlands has its nobles. Even the Aiel, Atha’an Miere and Ogier have their own “upper-class” or leaders who qualify as a noble in some sense. Cairhien and Arad Doman, with their extensive noble lineages and emphasis on the Game of Houses, have the best know groups of nobles, but Andor, Illian, Tear, and other realms have broad and power peerages as well. No region is barred from having nobles.


Nobles have the following game statistics.
Alignment: Any
Hit Die: d8
Skill Points per Level: 6 + Int modifier

Abilities: Charisma is undoubtedly a noble’s most important ability score, as the noble’s skill at interacting with others and projecting a sense of confidence are a crucial part of his success. Wisdom and Intelligence form the basis of other important skills, so these ability scores are also significant. Military commanders benefit from high Strength, Dexterity and Constitution scores as well.

Table 2-7: Noble
Level Base Attack Bonus Fort Save Ref Save Will Save Def Bonus Reputation Score Special
1st +0 +0 +0 +2 +3 3 Educated, call in a favor +1
2nd +1 +0 +0 +3 +4 4 Inspire confidence +1 , noble presence
3rd +2 +1 +1 +3 +4 4 Call in a favor +2, force of personality
4th +3 +1 +1 +4 +4 5 Noble presence
5th +3 +1 +1 +4 +5 5 Call in a favor +3, command +2
6th +4 +2 +2 +5 +5 6 Inspire confidence +2, noble presence
7th +5 +2 +2 +5 +6 6 Call in a favor +4, force of personality
8th +6/+1 +2 +2 +6 +6 7 Noble presence
9th +6/+1 +3 +3 +6 +6 7 Call in a favor +5, command +4
10th +7/+2 +3 +3 +7 +7 8 Inspire confidence +3, noble presence, advanced learning
11th +8/+3 +3 +3 +7 +7 8 Call in a favor +6, force of personality
12th +9/+4 +4 +4 +8 +8 9 Noble presence
13th +9/+4 +4 +4 +8 +8 9 Call in a favor +7, command +6
14th +10/+5 +4 +4 +9 +8 10 Inspire confidence +4, noble presence
15th +11/+6/+1 +5 +5 +9 +9 10 Call in a favor +8, force of personality
16th +12/+7/+2 +5 +5 +10 +9 11 Noble presence
17th +12/+7/+2 +5 +5 +10 +10 11 Call in a favor +9, command +8
18th +13/+8/+3 +6 +6 +11 +10 12 Inspire confidence +5, noble presence
19th +14/+9/+4 +6 +6 +11 +10 12 Call in a favor +10, force of personality
20th +15/+10/+5 +6 +6 +12 +11 13 Noble presence, Master of the Game

Class Skills: The nobles class skills are: Appraise (Int), Bluff (Cha), Composure (Wis), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), and Sense Motive (Wis).

Class Features: All of the following are class features of the noble.

Weapon and Armor Proficiency: A noble is proficient with all simple weapons and martial weapons and are proficient with light armor and shields.

Educated: Noble have access to a wide variety of resources and teachers while growing up. As a result they are able to spend some of their starting wealth to purchase additional skill points at 1st level. The cost of each skill point is 5 mark and these may be placed in any skill (note the restriction that no skill may have more ranks that your HD is still in effect). In addition for 10 marks the noble may purchase the Weapon Focus feat for a weapon in which they are proficient or the Exotic Weapon Proficiency feat for one in which they are not.

Call in a favor: Starting at 1st level and every two levels after (3rd , 5th , 7th ….) the noble gains more clout within his social circles . A number of times per week-equal to the level of this ability-when dealing with nobles or people who recognize noble status the noble may add their reputation score to any Charisma based rolls.

In addition you may a once per month request a favor from another noble to gain access to resources and contacts you do not normally have. This allows you to gain information without spending the normal amount of time required for a Dipolmacy check to gather information, or to requisition resources without paying for them.

To successfully call in a favor you must make a Charisma check adding your noble level to the roll (this roll may be influenced by the above ability). Simple favors have a DC of 10 while illegal favors have a DC of 25 or more (the DC is at the discretion of the GM). The noble cannot take a 10 or 20 on this check and must roll the die. If a favor is not used for in a particular month or the roll is failed it is expended and cannot be used. (You may not call in a favor twice in a month because you did not use one in the previous month). True extreme favors such as getting plans for the Stone of Tear are generally impossible, but the call of what can and cannot be gotten is up to the GM.

The GM should keep a close eye on the use of this ability. Nobles who use their favors often will find people call on them to collect more often as well.

Inspire Confidence: Beginning at second level, once per day a noble may use their oratory skills to inspire confidence in their comrades. To inspire confidence a noble must talk for at least 2 rounds (talking in this way is a standard action an provokes an attack of opportunity in combat), at the end of which they make a Diplomacy check DC 10 + 1 for every 5 allies inspired, including the noble (if this ability is used in combat and damage is take add the damage to the DC of the diplomacy check).

An inspired ally gains a +1 moral bonus on all attack rolls, saves, and skill checks. This bonus increases by one at 6th level and every 4 levels after that to a maximum of +5 at 18th level. The effect begins after the noble finishes speaking and lasts for 10 minutes per 2 rounds the noble spent talking to a maximum of 5 hours if the noble spends 60 rounds (or 6 minutes) making their speech. The noble may attempt this speech once per day even if they fail the Diplomacy check to activate the effect.

Command: At 5th level, the noble is able to command a group of people at any task in which he has 1 skill rank. He does so by making Charisma check (DC 15 + 1 per person being commanded) success gives all people affect by the command a +2 bonus on skill checks for as long as the nobles is supervising them (this bonus is only gained on skills which the noble possess 1 rank in). this increase by two for every four levels the noble attains beyond 5th. Commanding others takes as long as the task requires.

Noble Presence: Starting at 2nd level and ever two levels after that a noble begins to learn the social subtleties of the world. As a result they gain one of the following abilities ever two levels.

Icebreaker (Ex): By sharing a brief witticism, strange or flirtatious comment, or a funny face, you can make any character smile, laugh, giggle, or blush in spite of themselves. Doing is a swift action that affects anyone who sees or hears what you have said. For 1 round you receive a +2 bonus to any Diplomacy or Bluff checks with those affected. You may use this ability a number of times per day equal to your Charisma modifier +1.

Friends Everywhere (Ex): The nobles is so charismatic, she has friends everywhere. Once per week, the noble may make a Gather Information check (DC 10 + an amount determined by the GM based on how remote the location is from an ‘friends’ of the noble) to cause a friendly person to enter the location. The person is generally always inclined to be helpful to the noble until she leaves the location or the NPC excuses themselves. Who exactly the noble finds and how helpful they really are is determined by the GM, the wheel weaves as the wheel wills.

Speaking Without Interruption (Ex): The noble has such presence of character that two warring sides will sit down and listen to what they have to say, or at least stop crushing each other’s brains long enough for him to finish. The noble may talk for a number of minutes equal to their Charisma modifier + 1. Anyone who can hear him speak must make a Will save (DC 10 + the nobles Charisma modifier) or be unable to act while the noble speaks. A successful save means that the creature has a -2 penalty on any attack rolls while the noble is speaking (attacking and hitting the noble ends the effect). If anyone attacks or threatens a creature under this effect the spell of the nobles enchanting voice is broken and they may defend themselves normally. The creature must be able to understand the noble to be affected by this ability.

Baneful Gaze (Ex): This allows a noble to focus all his anger and hatred toward a creature in a single gesture or look. The noble can activate the ability as a standard action. She then selects one creature, and makes a Charisma Check (DC is the creatures Will save). The creature suffers a penalty; equal to the nobles Charisma modifier, on all attack roll, saves, and skill checks made against the noble for 1d4 +1 rounds The noble can only use this once per day.

Bait into Response (Ex): The noble is very adept at the use of language to goad those he is speaking to into being unable resist framing a response, regardless of how much they want to just ignore him. He is so provocative that even the most temperate individual feels the urge to argue. The noble uses a standard action to say something to evoke a response for one creature they must make a Will save (DC 5 + noble level + Charisma modifier) or be goaded into responding to what the noble is saying, and will desire to argue any points he disagrees with, even if it is in his best interests to shut up and say nothing. The creature will not just be dismissive either – he will do his best to frame a rational counter-response, and will find himself getting drawn into debates whether he wants to be or not. The noble may do this once per day.

Never Say Die (Ex): Nobles often inspire those around them to greater heights, many who become successful military commanders are able to keep their men fighting even through the grimmest times. When the noble or one of their allies within 10 ft is reduced to 0 or fewer hit points as an immediate action the noble sends up a rallying cry. All allies within 40 ft of the noble receive a circumstance bonus equal to ½ the nobles Charisma modifier (minimum 1) on all saves and attack roll for a number of rounds equal to the nobles level(only levels in the noble class count when determining the number of rounds). If the noble was the character that took the damage this ability is initiated after damage is dealt but before its effects are resolved. This ability may be used once per encounter.

The Light’s Honest (Ex): The noble is exceptional at deceiving those around them. When they activate this ability they are able convince a group of people almost anything is true. Once per day you gain +10 competence bonus to a bluff check.

Forceful Order (Ex): The noble is able to bread the full weight of their regal nature to bear against those of lower station. He is able to give an order to anyone with NPC class levels and expect them to obey. This ability may be used a number of times per day equal to the nobles reputation score. The NPC may attempt to resist with a Will save (DC 5 + noble’s level + Charisma modifier)

Takes One to Know One (Ex): The Game of Houses is full of liars and scoundrels looking out only for themselves. In order to survive in such a cutthroat environment the noble has become adept at spotting liars. Once per day you gain a +10 competency bonus to a single Sense Motive check to determine if a creature is lying to you. You must be able to understand the creature to use this ability.

Center of Attention (Ex): The noble knows how to make and entrance and turn the crowds head. This is most useful when the noble wishes to make himself known. The noble performs a full round action to draw everyone’s attention (if in combat this action provokes an attack of opportunity). All creatures with line of sight to the noble (allies included) must make a Will save (DC 15 + Charisma modifier) success means that on their next action they must forfeit their standard or move action as they resist the urge to look towards the noble anyone that fails the save must forfeit their next action but may defend themselves as normal. This ability is usable once per day.

Come Hither (Ex): Nobles have a way of drawing people towards them with body language alone. The noble is able to draw creatures to her with a nod of her head, a wink, flip of the hair or gesture of the hand. The creature must be able to see the noble and know that the signal is meant for them. Needless to say this cannot affect blind creatures. To use this ability the Noble uses a standard action (in combat this provokes an attack of opportunity) and targets a creature within 25 ft to which they have line of sight. The creature will use its next move action to move towards the noble (if it is hostile it may use a charge action or use its standard action to attack). The creature can make a Will save (DC 5 + noble’s level + Charisma modifier) success allows the creature to forfeit its next move action to not move towards the noble. This ability may be used once per day.

Solid Gaze (Ex): The noble locks eyes with a creature and holds their attention until the noble breaks eye contact or the creature is attacked. The noble targets a creature within 25 ft and makes a ranged touch attack. If successful the creature locks eyes with the noble and is unable to take any action other than speech. Each round on their turn the creature may make a Will save (DC 10 + Charisma modifier) in order to break the nobles gaze, success allows them to act normally that round. While the creature is locking eyes with the noble both are flat footed. This ability can be used once per day.

Master of Threats (Ex): The noble can intuitively find the right words to frighten someone, striking a chord with their fears, and pushing just the right buttons to intimidate them. The noble uses a swift action to active the ability and he selects a single creature within 25 ft, and intuitively knows just the right words and verbal posturing to intimidate the target gaining a +10 competence bonus on his next Intimidate check against the target. If the Intimidate check is successful the creature has a -2 penalty to all attack roll, Will saves and skill checks for the next 24 hrs while in the nobles presence (within 40 ft). This ability is usable once per day.

King to Pauper (Ex): This ability allows the noble to use his knowledge of how to appear regal, and noble to such an extent that he can apply this talent in reverse appearing absolutely normal, making it possible to pass as a completely mundane commoner. A noble using this ability gains a +5 competency bonus to their next disguise check. While disguised the noble’s reputation score is reduced to 3. The ability may only be used once per day, but the reduction in reputation is an effect that occurs whenever the noble disguises himself

Proactive Wake (Ex): Whether it’s due the noble’s rugged good looks or his terrifying demeanor, commoners tend to make way. No creature without character levels that are aware of you can step into your path without a very good reason. When you activate this ability such mundane folks won’t approach you at a party, and crowds automatically part for you walk between them. This benefit extends to anyone following immediately after you – which is good when guiding friends through a crowd, but bad when trying to escape pursuit. This is a swift action to active and last for 10 minutes per noble level. This ability may be used once per day.

Feat: The noble may take any feat they qualify for. This may only be selected by Nobles above 10th level. This may be taken multiple times….This ends the abilities the noble is granted by their presence.

Advanced Training: The noble know that life and experience are the greatest teachers. Every level after 10th the noble gains an additional skill point.

Force of Personality: The noble’s charismatic nature begins to affect all aspects of their life. Starting at 3rd level the noble adds their Charisma modifier if any to their will save. At 7th level the noble adds their Charisma modifier, if any, to their melee attack rolls. At 11th level the noble adds their Charisma modifier, if any, to their Fortitude save. At 14th level the noble doubles their Charisma modifier for the purposes of Charisma checks. At 17th the noble add their Charisma modifier if any to their Defense bonus.

Master of the Game: At 20th level the noble is a master of the subtleties of the Great Game of Houses. They received a number of re-rolls per day on any Charisma based ability as well as on Sense Motive checks. A check may only be re-rolled once. The noble may keep the original result if it is higher than the second.

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