Faerûnian Prestige Class : Noble Adventurer
The civilized nations of Amn, Cormyr, Damara, Impiltur, Lantan, Sembia, Silverymoon, Tethyr, and Waterdeep are all known for their aristocratic warriors, the gentlemen and lady adventurers. Noble adventurers are educated, wealthy, and politically influential dilettantes often born into high position. Unlike aristocrats, however, noble adventurers are not necessarily real nobility; they might be wealthy merchants, adventurers who have earned or bought their way into the circles of power, or the scions of the same. With access to the best goods and opportunities, many noble adventurers become formidable individuals.
Most noble adventurers are single-classed or multiclassed aristocrats, with an ample number of bards, experts, fighters, paladins, rangers, rogues, and warriors also represented among the class. These men and women see adventure as a calling, a necessity, a way to prove themselves, or a lark. Some are more civic-minded and use their skills to protect those less privileged. Whatever their initial motivations however, noble adventurers often wind up living for the thrill of danger.
In Cormyr, independent adventurers are frowned upon. Cormyreans see adventurers as eccentrics, and to them the notion of adventuring for profit or fame is a throwback to more barbarous days. However, a warrior who fights to right wrongs and brings a civilizing influence to others is accepted. Many of these warriors become noble adventurers of unquestionable principles with grace and skill enough to silence critics. Even if they are not all paragons of virtue, noble adventurers conduct themselves with honor, pride, and style, which includes knowledge of social etiquette to serve them in any social or political situation. Indeed, many members of Suzail's famed Society of Stalwart Adventurers, particularly noble-born members, have become noble adventurers. Unfortunately, Cormyrean warriors also tend to be arrogant, talking down to those who they consider less refined or civilized. Oftentimes, this arrogance is unintentional and not meant as an insult.
To qualify to become a Noble Adventurer, a character must fulfill all the following criteria:
- Skills: Diplomacy 4 ranks, Knowledge (nobility and royalty) 4 ranks, Ride 4 ranks
- Base Attack Bonus: +4.
- Special: Must have equipment and treasure with a value greater than the starting equipment for a PC of their level, as determined by Table 2-24 in the DUNGEON MASTER's Guide. Must be literate.
The noble adventurer's class skills are Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Jump, Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Swim, and Use Rope.
Skill Points at Each Level: 6 + Int modifier.
All of the following are Class Features of the noble adventurer.
Weapons and Armor Proficiency: A noble adventurer is proficient with all simple and martial weapons and with light armor.
Courtier (Ex): To the versatile and daring noble adventurer, the ways of court come naturally. At 1st level, a noble adventurer gains a +2 insight bonus on all Bluff, Diplomacy, Knowledge (nobility and royalty), and Sense Motive checks.
Bonus Feat (Ex): At 2nd level and again at 4th level, a noble adventurer gains a bonus feat of his choice. This feat may be any feat for which the character has met the necessary prerequisites.
Valiant (Ex): Bold, dashing, and resolute, noble adventurers unflinchingly hurl themselves into battle to great acclaim. At 3rd level, a noble adventurer gains a +4 morale bonus on Will saves against fear effects and, if he has the Leadership feat or takes it later, a +2 bonus to his Leadership score.
|Noble Adventurer||Hit Die: d8|
Source: Dragon #307