Chapter 1 - Class - Character Kits - Warrior Kits
Noble Warrior
Note: This kit is taken from the Complete Fighter's Handbook.
This character is of the nobility, and theoretically represents everything
the ruling class stands for. In classic medieval fantasy, this means chivalry, the protection
of women (those who want to be protected, that is—it's a bad idea to try to protect a
woman warrior anxious to prove herself in combat), and (especially) upholding the rights
of the ruling class to rule (and upholding the rights of the other classes to serve . . . ). Noble Warriors in most campaigns are called Knights or Squires, though specific
campaigns may have different designations and be based on different sources than
medieval European history.
To be a Noble Warrior, a character must have Strength and Constitution scores of 13
or better—it's what comes of being forced to train in heavy plate armor for so many
years.
Role: - In a campaign, the Noble Warrior is a romantic ideal which most of society
looks up to. The Noble Warrior is supposed to be courageous, gallant, protective of the
defenseless, dedicated to honorable ideals.
But that's just what society expects of the Noble Warrior. Some theoretically Noble
Warriors are mere brutes in shiny armor, warriors who take what they want, murder the
innocent, and continually betray the oaths they took when they first won their spurs. So
it's up to an individual player to decide what alignment his Noble Warrior takes and how
well he lives up to the pertinent ideals.
Whether the Noble Warrior character is a Knight or a Squire (or some other
designation) depends on the campaign and its DM. From the viewpoint of convenience,
it's best for Noble Warrior characters to begin play as young knights who have just won
their spurs; this will account for the fact that they have little money (they're just starting
out as free-lancers) or followers, and for the fact that they're wandering around
adventuring; they're anxious to prove their mettle. If the DM prefers, the starting Noble
Warrior could be the squire for an NPC knight, one who is aging and needs the stout
sword-arm of a young squire; but here, the DM has to run the NPC knight until it's time
for the squire character to leave his knight.
Secondary Skills: - All Noble Warrior characters must take the Groom skill. Squires
are expected to care for their knights' horses, and don't forget this skill when they
themselves become knights.
Weapon Proficiencies: - Unless the campaign deals with a culture unlike medieval
Europe, all Noble Warriors must take the following proficiencies: long sword or bastard
sword (player choice), lance (player choice of type, usually jousting lance), and
horseman's flail or horseman's mace (player choice). The last proficiency may be used for
a weapon of the warrior's choice or to specialize in one of the required choices.
Nonweapon Proficiencies: - Bonus Proficiencies: (General) Etiquette, Heraldry,
Riding (Land-Based). Recommended: (General) Animal Training, Dancing, (Warrior)
Blind-Fighting, Gaming, Hunting, Tracking, (Priest, cost double slots unless Paladin)
Local History, Musical Instrument, Reading/Writing.
Equipment: - The Noble Warrior may spend his gold pretty much as he chooses—but
there are certain minimum standards he cannot violate. He cannot buy armor less
protective than brigandine or scale mail. Before starting play, he must buy a suit of armor,
a shield, at least one weapon larger than a dagger, a horse (at least a riding horse), riding
saddle, bit & bridle, horseshoes and shoeing, halter and saddle blanket.
Special Benefits: - The Noble Warrior starts with more gold than other Warrior Kits;
see below under Wealth Options. The Noble Warrior receives a +3 reaction from anyone
of his own culture. When travelling, he can demand shelter from anyone in his own
nation who is of lower social status than he. Most people of his own status or higher will
offer him shelter when he is travelling—up to two persons times the Noble Warrior's
experience level. (That is, if the Noble Warrior is fifth level, the patron will offer shelter for the Noble Warrior and up to nine of his companions). In his own land, the Noble
Warrior can administer low justice upon commoners—act as judge, jury and executioner
for minor crimes he comes across (the definition of "minor crimes" is necessarily up to
the DM of the campaign, but in general should include things like assault, petty theft,
etc.).
Special Hindrances: - In order to become a Noble Warrior, the character has sworn an
oath of loyalty to some greater noble. If he's squire to a knight, he has an oath to his
knight. If he's a knight himself, he's sworn an oath to his king or some other noble—or
perhaps to both. He'll be expected to live up to that oath from time to time: Accompany
his lord into combat, provide troops to his lord, even beggar his own household in order
to support his lord's needs.
Additionally, the Noble Warrior is expected to live well. After he is created, he must
add +10% to the base cost of goods, equipment, and services he is buying—for each
experience level he has—to reflect his noble tastes and requirements.
This extra cost is not just a tip. The character is buying higher-quality goods. Here's
how it works.
And so on . . .
If the Noble Warrior is unable to spend this extra money because of lack of funds, he
can settle for lesser goods . . . but his bonus to Reaction rolls will be reduced, at –1 per
such incident, until it reaches +0, to reflect the fact that people are seeing that he is
settling for shabbier goods and otherwise not living up to their expectations of how a
noble warrior should live. At the DM's discretion, other problems may follow this:
Nobles fail to offer him shelter or help because he's such a shabby specimen, he gets a
reputation as a penny-pincher, etc.
To retain his bonus, when the Noble Warrior is once again in the money he must do
whatever it takes to upgrade his situation (buy new clothes, go on a buying spree, etc., at
the DM's discretion) and his +3 reaction will return.
If a Noble Warrior gets a bad reputation, deservedly or undeservedly, his +3 reaction
becomes a –6 reaction from everybody who knows of the reputation.
And just as other nobles are expected to extend shelter to the Noble Warrior, he is
expected to offer other nobles shelter when they are travelling through his territory—or
when they meet on the road while he is encamped and they are not, etc. Whenever a
Noble Warrior character is getting too cocky, the DM can have him visited by a nice,
large crowd of nobles to whom he is expected to offer shelter and food . . . and who
proceed to eat him out of house and home.
Wealth Options: - The Noble Warrior begins play with more gold than other Warrior
Kits; he receives 225 gp plus the standard 5d4x10 gp. But do not forget that he is required
to spend a large portion of that on specific items described above . . .
Races: - It's appropriate for any sort of demihuman race to have a class of Noble
Warriors.