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Glantrian Noble

by Nathan Elling

Most nobles of Glantri have worked long and hard to get where they are, studying musty tomes and developing their arcane powers. However, their children have had the best of everything all their pampered lives. In addition there are many ambitious and wealthy merchants that have paid enormous sums to ensure that their children will also inherit political power. Glantri is also home to many monsters and their offspring with humans as well as the two magical outsider races the Flaems and the Alphatians. Recent wars have created conditions where healing magic is necessary and some of the typical magical (Wizard) training has been replaced with a less magical but more capable ruling class, the Glantrian Noble. There is still some friction with the old guard Wizards because of this.

Alignment:

Most Glantrian Nobles are (but not all) are Lawful, reflecting the fact that they are the lawmakers and the movers and shakers in Glantrian society. Align: Any

Religion:

Since religion is outlawed in Glantri, Glantrian Nobles may never openly follow a deity, but some do donate to the Adepts of Rad or even follow a religion in secret cults.

Background:

A Glantrian Noble is born to a pampered but lonely life. His parents are likely to be caught up in worldly or otherworldly matters most of the time and leave his rearing to the best tutors and sages they can afford. In this world of privilege he learns magical theory, how the kingdom is run and to defend and take care of himself. Glantrian Nobles adventure to protect their lands and their charges, as a lark to relieve boredom or to gain new experience or magic items and spells. They have some martial training; some magical training and several skills that help them rule a land of complicated and corrupt political manoeuvring. A Glantrian Noble brings forth magic from his long pedigree of magical family and perhaps through the close association with the mysterious magical force that permeates Glantri, the Radiance. In addition he inspires the people under him and sways political opponents. Glantrian Noble is always considered a favoured class, you are born to or marry nobility. Starting Gold: 6d8 x 10 dc[1].

Races & Other Classes:

Glantrian Nobles are commonly human, elf (but not Drow), half-elf, outsider (usually Tiefling) or other half-breeds. Gnomes have little standing in Glantri and would be uncommon nobles – perhaps wealthy merchants children who married well. There are no dwarves or halflings in Glantri so they may not become Glantrian Nobles. Glantrian Nobles usually have an entourage of others; porters, servants, even bards. They always assume charge of a group as a reflection of their station in society.

Abilities:

Charisma determines how many spells a Glantrian Noble can cast, how powerful it is and how hard it is to resist. Charisma and Intelligence are important to many of the Glantrian Noble’s class skills. HD: d6

Glantrian Noble
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1 +0 +1 +1 +1 Peerage, Halls of Power 3 1          
2 +1 +1 +1 +1   4 2          
3 +2 +2 +2 +2   5 3          
4 +3 +2 +2 +2   5 4 1        
5 +3 +3 +3 +3 Halls of Power (2nd Group) 6 5 2        
6 +4 +3 +3 +3 Leadership 6 6 3        
7 +5 +4 +4 +4   6 6 4 1      
8 +6/+1 +4 +4 +4   6 6 5 2      
9 +6/+1 +5 +5 +5   6 6 6 3      
10 +7/+2 +5 +5 +5 Halls of Power (3rd Group) 6 6 6 4 1    
11 +8/+3 +6 +6 +6 Leader Feat 6 6 6 5 2    
12 +9/+4 +6 +6 +6   6 6 6 6 3    
13 +9/+4 +7 +7 +7   6 6 6 6 4 1  
14 +10/+5 +7 +7 +7   6 6 6 6 5 2  
15 +11/+6/+1 +8 +8 +8 Leader Feat, Halls of Power (4thGroup) 6 6 6 6 6 3  
16 +12/+7/+2 +8 +8 +8   6 6 6 6 6 4 1
17 +12/+7/+2 +9 +9 +9   6 6 6 6 6 5 2
18 +13/+8/+3 +9 +9 +9   6 6 6 6 6 6 3
19 +14/+9/+4 +10 +10 +10 Leader Feat 6 6 6 6 6 6 4
20 +15/+10/+5 +10 +10 +10 Halls of Power (5th Group) 6 6 6 6 6 6 5

Class Skills:

The Glantrian Noble’s class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft [any] (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge [all skills except Religion, taken individually] (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis) and Swim (Str) Initial Skill Points: (4+Int.) x 4. Skill Points per level: 4+ INT Bonus Languages: Common, plus whatever dialect the noble is from (such as High Caelic or High Flaemish, Traladaran, High Wood Elf, Alphatian, etc.) and any racial languages.

Class Features:

Weapon and armour proficiency: A Glantrian Noble is proficient with all simple weapons plus all crossbows, lance, longsword, rapier, sabre (scimitar), and the whip. A Glantrian Noble is proficient with light and medium armour and shields (but not tower shields). A Glantrian Noble who wears armour subtracts 15% from his arcane spell failure penalty due to his training and the fact that Bard spells have easier somatics.

Spells:

A Glantrian Noble casts spells from the Noble (Bard) spell list. To learn a spell a Glantrian Noble must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw is 10 + spell level + Cha modifier. He receives bonus spells for a high Charisma, but he records spells and memorises daily exactly as a Wizard does. A Glantrian Noble begins with all PHB 0 level spells and 3 1st level spells.

Halls of Power: At 1st level you are trained in the ins and outs of politics which you have studied in depth. You may choose an organizational type from the list below. Due to your knowledge of how the organisation works you gain a +2 bonus on Bluff, Diplomacy, Intimidate and Sense Motive checks when dealing with anyone from the organisations (you must be aware that they are part of an organisation to make the attempt). At 5th level and every 5 levels thereafter you may select one more organisation type and gain an additional +2 to the organisations you’ve already selected (stacks, up to +10 for the 1st organisation chosen). This applies to any organisation that fits the type (not just the ones listed).

Organisation Type Example
Mercantile Merchants Consortium, Marketplace, Publicans and Hostelries (Barkeepers and Innkeepers)
Political Ambassador’s and Minister’s Solidarity (Bureaucrats), House of Lords (Parliament), Spokesman’s Guild (Executive)*
Underworld Beggar’s Court, Fellowship of the Pouch, Sister’s of the Private House, Thug’s Guild/Assassin’s Guild
Labour/ Employment Free Anachronic Society of Aalban, Free Fundamentalist Farmers, People’s Spellcaster Company, Mover’s Guild, Monster Handlers Syndicate
Racial Followers of the Claymore, Elven Liberation Front, Free Armed Elven Resistant Youth, Followers of the Fire, 10,000 Fists of Khan, Boldavian Liberation Organisation, Canine Protection Society
Legal City Watch/Village Constabulary (Police), Hall of Magistrates (Courts), Tower of Sighs (Jail)
Magical 7 Secret Crafts, Alchemists Corporation, Brotherhood of the Radiance, Great School of Magic*
Adventuring The Expeditionary League, Monster Hunter’s Union, Deep Delvers Exploration Guild
Religious Hospice of Mystic Healers, Temples of Rad, any unsanctioned cults
Professional Architects Cadre, Sages League, Scholar’s Fraternity, Scribe’s Association, United Artist’s Guild, Great School of Magic*, Spokesman’s Guild (Executive)*
Military The Grand Army of Glantri

*   Must have both to gain influence on teachers at the Great School or administrators for the Council, but bonuses do not stack, they average (e.g. if you have +8 on Magical and +4 on Professional you do not gain +12 at the Great School, only the average score counts, so you gain +6). Note that in my campaign the Spokesman’s Guild speaks mainly for the Princes and some other important nobles so influence with it represents wether a bill from the House of Lords is enacted or not.

Leadership: as the feat

Leader Feat: You can chose one of the following feats (from Heroes of Battle) that you meet the prerequisite for.

Feat Prerequisite Benefit
Extra Followers CHA 13 Lead twice as many followers
Natural Leader CHA 13 +4 bonus on rally checks
Improved Cohort CHA 15 Your cohort’s maximum level increases by 1
Inspirational Leadership CHA 15 Your cohort and followers have exceptional morale
Practiced Cohort CHA 17 Your cohort shares your teamwork benefits

Peerage: All Nobles are loyal to a house. The Noble must choose any 1 peerage (one house you derive your nobility from) from the following list, reflecting the traditional gifts/traits that each noble house is known for and the traditional allies and foes of each House. You are now loyal to that house. You may choose 2 if you wish (a marriage of two houses) but your house loyalty must be one of them, and the second House may not be a Foe of the first. You can choose the same one twice (marriage of cousins), bonuses stack, but never more than 2 (as you cannot have more than 2 parents). You cannot change loyalties without serious repercussions. Your first meeting begins Friendly to Allies, Unfriendly to Foes.

Peerage Description Allies Foes
Singhabad +2 bonus on Appraise and Bluff House Krinagar House Ritterburg, House Linden
Kol +2 bonus on Survival and Swim House Hillsbury House Sylaire, Clan Ellerovyn
Linden +2 Save for all fire effects, +2 to DC of your fire spells (stacks with Spell Focus) House Haaskinz House Silverston, Clan Alhambra
Haaskinz +2 bonus on Concentration House Linden, House Ritterburg House Crownguard
Krinagar +2 bonus on Sense Motive and Gather Information House Singhabad House Linden, House Ritterburg
Ritterburg -5% Arcane Spell Failure chance with armour House Haaskinz House Singhabad, House Sirecchia
Hillsbury +2 bonus on any 2 Knowledge skills House Kol House Marais
Alhambra +2 bonus on Heal House Sirecchia Clan Ellerovyn, House Sylaire
Marais For the purpose of bonus spells, treat your CHA as 2 higher than it is. House Sylaire House Hillsbury
Sirecchia +2 bonus on Craft [Alchemy] Clan Alhambra, House Igorov House Ritterburg
Sylaire Gain Mage Hand, Dancing Lights, and Daze 1/day each, in addition to your other spells House Marais, House Crownguard House Sirecchia, House Igorov
Crownguard +2 bonus on Spellcraft House Sylaire House Sylaire, House Igorov
Ellerovyn +2 bonus on Handle Animal and Ride checks House Silverston Clan Alhambra, House Linden
Silverston For the purpose of Leadership treat your CHA as 2 higher than it is House Ellerovyn, House Silverston House Igorov, House Linden
Igorov Low-light vision 120’, (if chosen twice Low-Light vision 240’) House Sirecchia House Silverston, House Crownguard

[1] dc stands for ducat, 1 gp = 1dc (ducat is always rendered in lower case)