Hello everyone, and welcome to another exciting edition of Extraordinary Feats, where we bring you the best in new feats each and every week. It’s Nobility Week here at Necromancers of the Northwest, and that means today’s feat offering is geared to those stuffy noble types running around. So let’s not waste any more time talking about it – here are the feats!
Class Distinction
While not adept at relating to the common rabble, you are an expert socialite when dealing with the upper crust of society.
Prerequisite: Diplomacy 1 rank.
Benefit: You suffer a -2 penalty on all Charisma-based skill checks made to influence the attitude of characters who do not have a level in aristocrat, but gain a +5 bonus to all Charisma-based skill checks made to influence the attitude of characters who only have levels in the aristocrat class. At 10th level, this bonus increases to +10.
Command of Nobility
Your noble upbringing has prepared you for being in charge of others and you use those skills to better lead your allies.
Prerequisite: Leadership.
Benefit: You gain a +3 bonus to your Leadership score.
Cruel Aristocrat
Your people might not respect you, but they do fear you, and that fear inspires their loyalty.
Prerequisites: Leadership, 1st-level aristocrat.
Benefit: You no longer suffer negative modifiers to your Leadership score when determining the maximum number of followers you can attract. Additionally, since your followers are more afraid of you than of anything else, they each gain a +1 moral bonus on Will saving throws made to resist fear effects.
Dilettante
Because of your noble blood, you didn’t have to learn a trade or craft, and thus you were able to concentrate on more satisfying pursuits.
Benefit: You suffer a -2 penalty on all Craft and Profession checks, but you gain a +1 bonus on all Knowledge and Perform skill checks. At 10th level this bonus increases to +2.
House Retainers
As a noble you command powerful and loyal followers.
Prerequisites: Command of Nobility, Leadership score 20, character level 10th.
Benefit: You can gain up to four 8th-level followers; however, for each such follower you have, your Leadership score is reduced by -1 for the purposes of determining the power of your cohort.
Inspire Followers
Your noble upbringing has taught you how to rally those who follow your leadership.
Prerequisite: Leadership.
Benefit: You can make a rallying speech to your followers in order to increase their effectiveness in combat. In order to use this ability, you must spend at least 10 minutes talking to your followers and succeed on a special Diplomacy check (DC 10 + the number of followers to be influenced). If you succeed on this check, your followers gain a morale bonus equal to your Charisma modifier to their attack rolls and on Will saving throws made to resist fear effects. This effect lasts one hour per point of Charisma bonus you possess. You may choose to use this ability on only a small portion of your followers or on all of them, but each follower to be affected must be able to see and hear you when you deliver your speech. Characters affected by this ability cannot be affected by it again until 1 week has passed or your Leadership score has increased. You may only affect your followers (such as those granted by the Leadership feat or similar abilities) with this speech.
Lord of the Land
Your leadership abilities extend directly from your authority as a noble.
Prerequisites: Leadership, 1st-level aristocrat.
Benefit: The number of followers of any given level that you may attract is increased by 10% (rounded up). These extra followers represent men and women from your land and holdings who will follow you regardless of your personal history. As such, their numbers are determined as though you had no special modifiers to your Leadership score, such as for having been responsible for the death of some of your followers.
Noble Merchant
Your noble background means you don’t have to pay full price for common goods, though sometimes you must convince others of that fact.
Prerequisite: Diplomacy 1 rank.
Benefit: You get a 5% discount when buying goods with merchants whose attitude is helpful towards you. For more information on influencing NPC attitudes, see the Diplomacy skill.
Social Intimidation
Simply because you don’t resort to shouting like a common barbarian doesn’t mean you can’t make your foes quake with a word.
Prerequisite: Diplomacy 1 rank.
Benefit: You can use Diplomacy to demoralize opponents. This works exactly like using Intimidate to demoralize your foes, except that the check requires 1 minute to make and the effects last for 1d4 days.
Tutelage
As a noble, you have received a vastly superior education, making you more competent at intellectual tasks than other learned men.
Prerequisite: 1st-level aristocrat.
Benefit: You immediately gain a bonus on all Intelligence- and Charisma-based skills equal to 1 + 1 for every 4 levels of aristocrat you possess.