Noble Creature 3

NMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 206; family: Courtiers

Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles’ favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion.


Perception +11

Languages Common

Skills Deception +10, Diplomacy +10, Gambling Lore +8, Intimidation +9

Str +2, Dex +3, Con +1, Int +1, Wis +2, Cha +4

Items fashionable fine clothes, loaded dice, rapier, silver flask, signet ring

Lip Reader After years of sticking their nose where it doesn’t belong, the noble has learned to read lips from afar, with the effects of the Lip Reader feat (Core Rulebook 265).

AC 18; Fort +6, Ref +10, Will +11

HP 45

Speed 25 feet

Melee ◆ rapier +12 (deadly 1d8, disarm, finesse), Damage 1d6+5 piercing

Melee ◆ fist +12 (agile, finesse, nonlethal), Damage 1d4+5 bludgeoning

Noble’s Ruse ◆Frequency once per round; Effect The noble Feints. On a success, the noble Strikes the target.

Sneak Attack The noble deals an extra 1d6 precision damage to flat-footed creatures.