Bard – Noble


While some depend on music and showmanship to work their spells, others learn to manipulate with words and charisma alone. The noble does magic his own way: by influencing weak minds.

Noble’s Influence (Ex): Fueled by reputation, charisma and self-confidence, a noble is capable of amazing feats that some would call magic. Influences are effects that mimic spells, but are not spells at all. To use an influence, a noble must first be successful on a skill check(See Below) DC 10 + influence caster level(as if cast by a bard of the nobles level). If successful, the noble may use any of his influences. Influences work just like the spells of the same name, but always have the verbal component and always are language-dependent. Influences never need material components.

The noble’s selection of influences is very limited. A noble begins play knowing two 1st-level influences. At each new noble level, he gains one or more new influences, in the same rate as a bard gains spells. He cannot learn influences from scrolls, spellbooks and similar as they are not spells. For the same reason influence effects are immune to effects like detect magic and ignores spell resistance.

Using an influence always takes at least a full-round action. Their effects last only one turn unless the noble spends a move action to maintain it. During this time, the target must still be able to hear and comprehend the noble. Influences may be maintained up to the influence’s maximum duration.

The Difficulty Class for a saving throw against a noble’s influence is 10 + the influence level + the noble’s Charisma modifier. He may use any known influence spontaneously.

Unmarked influences use diplomacy for casting and any caster level checks. If the influence is marked with a # it would use bluff instead, and if marked with a * it uses intimidate instead.

Whenever a Noble puts a rank in linguistics, he may gain two languages.

This ability replaces spells and cantrips.

Fast-talk: A noble knows how to use words to create spell-like effects on his peers much like a bard do his performances. To use this ability, the noble must use Bluff, Diplomacy or Intimidate, as described by the related ability, in place of perform. Otherwise they function exactly as the bard ability of the same name. Using Fast-talk is a standard that may be maintained as a standard action as long as the noble desires and is capable of. This ability replaces Bardic Performance.

Table 05: Noble’s abilities and skills

Ability Related skill
Countersong Diplomacy
Distraction Diplomacy
Fascinate Bluff
Inspire Courage Diplomacy
Inspire Competence Diplomacy
Suggestion Bluff
Dirge of Doom Intimidate
Inspire Greatness Diplomacy
Soothing Performance Diplomacy
Frightening Tune Intimidate
Inspire Heroics Diplomacy
Mass Suggestion Bluff
Deadly Performance Intimidate

Rhetoric (Ex): At 2nd level, the noble is capable of influencing those he speaks to. He adds a bonus equal to half his noble level to Bluff, Diplomacy and Intimidate skill checks. This ability replaces Versatile Performance.

Mind Wall (Ex): At 2nd level, the noble learns from his own powers. He gains a +4 bonus on saving throws made against mind-effecting and language-dependent effects. This ability replaces Well-versed.

Heraldic Expertise (Ex): A noble gains a bonus equal to half his noble level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the noble can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces Bardic Knowledge.

Jack-of-All-Trades (Ex): At 5th level, a noble can us any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces Lore Master.

Demagogue (Ex): At 10th level, the noble can maintain an ongoing influence as a swift action. This ability replaces Jack-of-all-trades.


Noble Influences

1st-level Noble Influences beguiling gift#, cause fear*, charm person#, command, daze#, detect chaos/law, disguise self#, doom*, hideous laughter#, hypnotism, innocence#, invigorate#, lesser confusion#, memory lapse, remove fear, restful sleep, sanctuary*, unwitting ally#

2nd-level Noble Influences aid, calm emotions, daze monster#, castigate#, confess#, gallant inspiration, heroism, hidden speech#, honeyed tongue#, perceive cues, rage*, scare*, suggestion

3rd-level Noble Influences charm monster#, confusion#, coordinated effort, fear*, glibness#, good hope, mass invigorate#, overwhelming grief

4th-level Noble Influences break enchantment, coward’s lament*, denounce, discern lies#, mass daze#, modify memory#, primal scream,

5th-level Noble Influences foe to friend#, greater command, greater heroism, mass castigate#, mass suggestion, song of discord#, vengeful outrage*


Domcur By Under A Bleeding Sun underableedingsun