Noble Heir

Nature: Prestige Class

Whether from a privileged upbringing or social elevation through worthy deeds, nobility is a station to which many aspire. To some noble heirs, their mantle is one of responsibility and the duties of governance. To others, the privileges of rank are rewards to flaunt and lavish upon themselves, without consideration of the commoners, peasants, and other underlings who exist wholly beneath their notice.

The aristocracies of Khorvaire's many countries are as varied as the lands they reside within. An Aundairian viceroy on his way to the opera, bedecked in spectacularly gaudy evening attire complete with an exquisite silk evening-gloves, is a far cry from a face-veiled Valenar elf-princess in riding apparel of finest mithril astride a priceless thoroughbred battle-stallion, wielding her ancestral scimitars.

That said, all heirs of nobility have a number of features in common:
power, servants, wealth, and the firm certainty that their place is at the apex of society.


Skills: Bluff 2, Diplomacy 2, Knowledge (nobility) 2, Sense Motive 2
Feats: "Noble Scion", "Favored in House", or "Skill Focus" in one of the Class Skills of this PrC.
Special: Must have been granted noble rights, be part of the aristocracy, or have been born, married, or adopted into a noble family. Being an official and accepted member of a Dragonmarked House fulfills this requriement.

Level Progression

lvl Class Features Affluence (added/total) Inflnc.
1 ●Affluent 750 gp
2 ●Greater Leadership +1'500 gp = 2'250 gp
3 ●Aristocratic Erudition +2'250 gp = 4'500 gp
4 ●Prestigious Influence ●Regional Expertise nr 1 +3'000 gp = 7'500 gp 190 "gp"
5 ●Dilettante Studies nr 1 +3'750 gp = 11'250 gp 200 "gp"
6 ●Regional Expertise nr 2 +4'500 gp = 15'750 gp 210 "gp"
7 ●Servitor +5'250 gp = 21'000 gp 220 "gp"
8 ●Regional Expertise nr 3 +6'000 gp = 27'000 gp 230 "gp"
9 ●Dilettante Studies nr 2 +6'750 gp = 33'750 gp 240 "gp"
10 ●Superior Leadership ●Peerless Patrician +7'500 gp = 41'250 gp 250 "gp"

Class Traits

Hit Dice: d8. Skill Ranks: 6 +Int mod.
BaB: Medium. High Saves: Will.

Class Skills: Appraise (int), Bluff (cha), Diplomacy (cha), Disguise (cha), Intimidate (Cha), Knowledge (history, geograpy, local, religion, nobility) (Int), Perception (Wis), Perform (choose 2) (Cha), Ride (Dex) & Sense Motive (Wis).

Class Features

Proficiencies: All simple & martial weapons, all forms of armor & shields (except tower shields).

1.Affluent: At each level, a noble heir gains a stipend worth a number of gold pieces = (750 × his class level). F.ex: He gains 750 gp at 1st level, an additional 1,500 gp at 2nd lvl, and so on.

2.Greater Leadership (Ex): Gains the ''Leadership'' feat as a bonus feat. Also, they can recruit a cohort up to 1 level lower than their own level.

3.Aristocratic Erudition (Ex): Gains a bonus = (1/2 class level) on Diplomacy, Knowledge (local), & Knowledge (nobility) checks. This also reduces the DCs of Diplomacy & K(local) checks others make to gather publicly known information about the noble heir by the same amount.

4.Prestigious Influence (Ex): Can use his influence to receive special treatment, favors, & other services. He effectively has a pool of virtual gold pieces = (150 gp +10 gp per class level) to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Services and nonmaterial goods available to a noble heir include:
●Pay for lodgings, stabling, taxes, and tolls.
●Improve his lifestyle quality (Core Rulebook 405).
●Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
●Obtain invitations to exclusive events, or entry into privileged locations.
●Spread rumors or start a whispering campaign.
●Purchase spellcasting services.
●Employ an expert hireling to make a skill check with a check bonus of +10 +his class level (50 gp)

A noble heir cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion.

4/6/8.Regional Expertise (Ex): Gains 1 bonus feat from one of the lists below, depending on where he is from. These feats must be taken from the same list at each level (except for feats under the “general” category, which can be taken by nobles from any region). A noble heir need not meet the prerequisites for these feats. At their discretion, GMs may add other feats to these regions or create lists for other regions.

5/9.Dilettante Studies: Get 2 different dilettante studies chosen from the list below. At 9th level, he again chooses 2 different dilettante studies to get. If either of these are duplicates of those chosen at 5th level, the bonuses stack.

Dilettante Performer (Su): Treats effective bard lvl as +2 higher for purpose of bardic performance class ability. Must have the ''bardic performance'' class ability to choose this dilettante study.

Dilettante Scholar (Su): Gains new spells per day as if had also gained +1 lvl in a spellcasting class they belonged to before they added this PrC.

Dilettante Scoundrel (Ex): Gains a +1d6 sneak attack bonus (as per rogue's class trait). If they ever gets a sneak attack bonus from another source, the bonuses on damage stack.

Dilettante Warrior (Ex): Gains a +1 bonus on attack & damage rolls.

7.Servitor (Ex): Gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes (Core Rulebook 446) and comes equipped with gear appropriate for a character 1 level lower than the servitor’s actual level. The servitor does not follow the noble heir as would a cohort or follower, but instead can run various errands for his master while the noble heir is adventuring, such as delivering messages or maintaining the heir’s manor in his stead.

10.Peerless Patrician (Ex):
●Can roll twice on any Bluff, Diplomacy, Intimidate, K(nobility), or Sense Motive check and take the better roll, once per round.
●Once per day, instead of rolling one of these skill checks, they can assume the roll resulted in a natural 20.

10.Superior Leadership (Ex): They can now recruit a cohort of the same level as themselves.

Regional Expertise


Acrobatic: +2 on Acrobatics & Fly (if you have 10 ranks in skill, get +4 instead)
Alertness: +2 on Perception & Sense Motive (if you have 10 ranks in skill, get +4 instead)
Athletic: +2 on Climb & Swim (if you have 10 ranks in skill, get +4 instead)
Deceitful: +2 on Bluff & Disguise (if you have 10 ranks in skill, get +4 instead)
Deft Hands: +2 on Disable Device & Sleight of Hand (if you have 10 ranks in skill, get +4 instead)
Persuasive: +2 on Diplomacy & Intimidate (if you have 10 ranks in skill, get +4 instead)
ProdigyUM: +2 on two Craft, Perform, or Profession skills.
Both skills must be same type (f.ex. 2 craft skills).
If you have 10 ranks in one of these skills, it gets +4 instead.
ScholarISWG: +2 on any two Knowledge skills (if you have 10 ranks one of these skills, it gets +4 instead)

AntagonizeUM: Can use Diplomacy or Intimidate to goad creatures, provoking them into lashing out
CosmopolitanAPG: ●Get 2 new mental Class Skills. ●Learn to read & speak 2 extra languages.
Fleet: Get +5 feet base speed.
Improved Initiative: +4 on initiative checks.
Ostentatious Display: Get a skill bonus from visibly wearing very costly non-magic fashion (f.ex. blingy belt, hat, boots, etc)
Rhetorical FlourishUC: Can make Bluff check to get +4 on Diplomacy to change target's attitude or make request of them in next minute (but –4 if Bluff fails by 5). Or if Diplomacy check fails, can do Bluff at –4 to get to re-try Diplomacy against target, if within 1 minute of first attempt.
Run: You run at 5 × normal speed.


Combat Reflexes: Can make additional AoO's in a round = dex bonus.

Directed Disarm: Whenever you successfully use a maneuver to ''disarm'' an opponent,
the disarmed weapon lands up to 15 feet away from its wielder, in the direction you choose.

Alternatively, you can make a ranged attack as an Immediate action with the disarmed weapon against another opponent, as long as the disarmed weapon is a light- or 1-handed weapon. If the weapon is not a thrown weapon, you take a –4 penalty on the attack roll. You take a –4 penalty on your attack roll if you don't have a free hand.

Mounted Combat: ●If mount is hit in combat, can try to prevent that attack.
●Make a Ride check as an Immediate action, at difficulty = (the attack roll).
●If this succeeds, it negates the attack entirely. ●Can do this once per round.

Shared Manipulation: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for rounds = your Charisma modifier (minimum 1 round)


Skill focus (any): +3 bonus on one skill of your choice (+6 at 10 ranks)
Heroic Spirit: Get +3 action points each level.
So a player character now gets (8 +1/2 lvl +Cha bonus),
while an NPC with this feat now gets (3 +Cha bonus).
Solid Education: ●All Knowledge skills are Class Skills for you.
●Select 2 knowledge skills. You get a +1 bonus on all checks made with them.

Divert Harm: Whenever you are the target of an area-of-effect attack that normally deals 1/2 damage on a successful Reflex save (f.ex. a "fireball" spell or dragon's breath weapon), you may as an Immediate action wrestle an adjacent foe into harm's way. This doesn't alter the position of you or your foe, but your opponent must attempt a Reflex save against the attack in your place.

If your opponent fails, it takes 1/2 damage from the attack and you take none; if it succeeds, it takes no damage and you take damage as normal as though you'd failed your saving throw (though this damage is still reduced by abilities such as "improved evasion").

This feat works even if the opponent was already in the affected area of the attack (so it is possible that an unlucky opponent could take as much as 1.5 times the damage normally possible from the attack). You can use this ability only on a foe within one size category of yourself.


Master Craftsman: Choose 1 Craft or Profession skill.
●Get a +2 bonus to the Craft / Profession skill selected.
●Ranks in chosen skill count as CL for qualifying for "Craft Magic Arms & Armor" and "Craft Wondrous Item" feats.
●Can substitute ranks in the skill for Caster Level when crafting Magical Arms & Armor or Wondrous Items,
but you must then use the skill when making the final crafting check for the item.

Multitalented Mastery: All of your classes are considered favored classes.

Sociable: As a Move action, you grant all friendly creatures within 30 ft who can see or hear you
(including yourself) a +2 bonus on Diplomacy checks for rounds = your Cha modifier (min 1 round).

Strong Comeback: Whenever you are allowed to reroll an ability check,
skill check, or saving throw, you gain a +2 circumstance bonus on the reroll.


Combat Expertise: Can take penalty on attacks to get bonus on AC.

Diehard: When your HP total is below 0, but you aren't dead, you automatically stabilize.
You don't need to make a Constitution check each round to avoid losing additional HP.
You may choose to act as if you were ''disabled'', rather than ''dying''.

You must make this decision as soon as you are reduced to negative HP (even if it isn’t your turn).
If you don't choose to act as if you were ''disabled'', you immediately fall unconscious.

When using this feat, you are ''staggered''. You can take a Move action without further injuring yourself,
but if you do any Standard action (or any other action deemed as strenuous, including some Swift actions,
f.ex. casting a quickened spell) you take 1 damage after completing the act.

If your negative HP are equal to or greater than your Constitution score, you immediately die.

Dirty Fighting: When you attempt a maneuver check against a foe you're flanking, you can forgo the +2 flanking bonus on attack roll to instead have the maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an AoO, you can instead increase the flanking bonus on your attack to +4 for the maneuver check.

Special: This feat counts as having Dex 13, Int 13, Str 13, "Combat Expertise", "Improved Unarmed Strike" & "Power Attack", for the purposes of meeting the prerequisites of the various improved maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Focused DisciplineISWG: ●Get a +2 on all saves against fear effects.
●When a fear effect targets you & fails to affect you (either from successful save or from fear immunity), you get a +2 morale bonus on attacks, weapon damage rolls, and Maneuver checks against the creature that attempted to use the fear affect on you, for 1 round.


Covering Fire (teamwork): You can use the ''Aid Another'' action with a ranged attack against an opponent,
regardless of whether the opponent threatens an ally.
●Range penalties apply to this attack roll.
●Choose 1 ally when making the attack.
●If the attack succeeds, that ally gains a +2 bonus to AC against that opponent's next attack,
as long as the attack comes before the beginning of your next turn.
●All allies who have this feat also gain this bonus against that opponent.

Fiend Hunter: Choose 1 type of fiends (rakshasa, demon, or devil)
●Get +2 bonus on Knowledge (planes) checks to know the powers & abilities of a fiend of the chosen type.
●You gain a +2 morale bonus on all attack rolls & +2 morale bonus on CL checks to penetrate SR,
when made against creatures with the chosen fiend subtype, that you recognize as such a creature.

Siphon Poison: Can remove an injury poison from a helpless or willing creature's bloodstream.
●This is a Full-round action.
●Requires a successful Heal check. The DC of this check = the poison's DC.
●You can only draw out poison this way within the first 2 rounds of when the target was poisoned.
●If the check is successful, the creature no longer suffers any additional effects from the poison.
●By performing this action, you do not risk poisoning yourself

Stayed Blade: If you deal an amount of damage to a creature that would slay it outright,
you can ''pull'' that attack, instead dealing only enough damage to reduce its HP to –1, and leave it stable.


Agile Maneuvers: Use your Dex bonus when calculating your Maneuver Bonus, instead of your Str modifier.
Breadth of ExperienceAPG: (must be 100+ years old) +2 on all Knowledge & Profession checks.
Right of Counsel: Can visit undying ancestor for advice and/or assistance.

Stabbing Shot: When adjacent to an opponent & making a Full-attack action with a longbow or shortbow (even composite ones), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it.
●If the attack hits (whether or not it does damage), the target is pushed back 5 feet away from you.
●You can then fire arrows from your bow normally, whether at the original target or any other target within range.
●All of your attack rolls for the round (the melee attack & the ranged attacks) take a –2 penalty.
●If your initial attack leaves you with no enemies threatening you,
you can make the subsequent ranged attack or attacks without provoking AoO.
●If you have the "Rapid Shot" feat, you can't combine it with this one
(the first stab-attack counts "replaces" the extra attack from "Rapid Shot").


Ancestral Guidance: Any time you use an action point to modify a d20 roll,
you can also choose to reroll 1 single action die.
You must accept the result of the second roll, even if it's worse than the initial roll.

Special: This benefit represents the favor of your ancestral spirit.
If the GM determines that you have dishonored or angered your patron spirit,
you lose the benefit of this feat until you have atoned for your actions.

Elven Battle Style: While wielding a longsword, a rapier, or any melee weapon that has "elven" (or "Valenar") in its name, Combat Maneuver checks attempted with that weapon as an AoO don't themselves provoke AoO's.

Mounted Combat: ●If mount is hit in combat, can try to prevent that attack.
●Make a Ride check as an Immediate action, at difficulty = (the attack roll).
●If this succeeds, it negates the attack entirely. ●Can do this once per round.

Valenar Bladebearer:
●You treat the Valenar double scimitar as a martial weapon.
●Deal extra +1 damage when on melee attacks with scimitar, falchion, or Valenar double scimitar, while mounted.
●If you have weapon-specific feats spent on any of these ones,
feats that only work for 1 chosen type of weapon (f.ex. ''weapon focus''),
you can apply these feats’ effects to all 3 of these weapons.
●Also, if you spend 1 Action Point to improve an attack roll made with one of the listed weapons,
you also add the result of the action point die to the damage for that attack.

Mror Holds

Mror Stalwart:
●If you don't move during the round in which you make the attacks,
you get a +1 bonus on the damage rolls of attacks with a battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh.
●If you have any of those 4 weapons as the option for weapon-specific feats (f.ex. ''weapon focus'' or ''improved critical''),
you can apply the effects of those feats to all 4 of the listed weapons.
●Also, if you spend 1 Action Point to improve an attack roll made with one of these 4 weapons,
you also add the result of the action point die to the damage for that attack

Dwarven Hatred Style: You apply your ''hatred'' racial trait's bonus on both attack rolls and
weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2.

Stone-FacedAPG: Get +4 bonus on Bluff checks to lie or conceal motives.

Stone SenseAPG: Develop Tremorsense 10 ft.

Eldeen Reaches

Animal Affinity: Get +2 on Handle Animal & Ride (+4 at 10 ranks)
Repel Aberration: Can channel nature's energy to keep aberrations at bay. Note: Requires character to be part of the Gatekeepers sect.



Lhazaar Principalities

Agile Maneuvers: Use your Dex bonus when calculating your Maneuver Bonus, instead of Str modifier.

Expert (Pilot/Driver/Captain): Choose 1 type a type of vehicle (air, land, or water). When steering that type, you can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.

Improved Dirty Trick:Dirty Trick combat maneuver doesn't provoke AoO.
●Get +2 on dirty trick checks & defense.


Breadth of ExperienceAPG: (must be 100+ years old) +2 on all Knowledge & Profession checks.

Careful SpeakerISWG: Get +2 on all Bluff checks made to fool someone or pass secret messages
(but not to feint in combat), and a +2 bonus on all Will saves against attempts to scry upon you or read your mind

illusive Gnome Style: Expend illusion spell or racial (Sp) to get bonus =
(1+spell lvl) on a Feint attempt made while wielding a melee ''gnome weapon''

Orator: Use linguistics instead of some Bluff, Diplomacy, & Intimidate checks.

New Feats

Noble Scion

You're a member of a proud noble family, whether or not you remain in good standing with them.

Prerequisites: Cha 13, must be of noble birth or otherwise accepted part of nobility.

Benefit: Get +2 bonus on all Knowledge (nobility) checks, and that skill is always a class skill. When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate:

Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have bardic performance, you can use that ability for an additional 3 rounds per day.

Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, Mabran, Sylvan, Syranian, or Irial. Once per day, as a free action, can get +2 on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.

Scion of Peace: When you take 10 on a Wis-based skill, treat result as if it rolled 13 instead of 10.

Scion of War: You use your Cha modifier to adjust Initiative checks instead of your Dex modifier.

Ostentatious Display

Your extravagant jewelry and accessories give you an air of importance you can use to your advantage in many social situations.

Benefit: As long as you are wearing a valuable nonmagical item in a magic item slot, you gain a +2 bonus on skill checks with a corresponding skill. Bonuses from wearing items that affect the same skill do not stack. Each item must be worth ≥ 5% of your wealth by lvl (see Pathfinder Corebook p399).

Item Slots Skill Boosted
Belt Chest Shoulders Intimidate
Body Feet Neck Diplomacy
Eyes Hands Headband Bluff
Head Ring Wrists Perform
F.ex: a 6th-level PC gains a +2 bonus on Bluff checks while wearing a gem-studded tiara (which fills the headband slot) worth at least 800 gp. When she reaches 7th level, she must wear an accessory in the appropriate slot worth at least 1'175 gp in order to continue gaining this bonus.

At 11th lvl the expected fortune is 82'000gp, of which 1%=820gp, so 5%= item worth 4'100gp or more.


Insult foe: DC=(target's HD+Wisdom modifier); swift action Sense Motive(DC20) for bonus on this = (Cha bonus) until end of your next turn.
Diplomacy flusters: Gives -2 to attack & 10% fail chance for spells, unless used against you, for 1min.
Intimidate enrages: target must melee attack you on its next turn, unless prevented from reaching you or trying will harm them. If they can't reach you, may repeat check as immediate action (once), so it lasts +1 round. 1 use/target/day.
Both: Doing is standard action & doesn't provoke AoO. Target must understand you & have Int > 3.

Known Noble Heirs

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License