Aristocrats - Nobles (Grim Hollow) Image

Aristocrats are the rulers and wielders of law, and use their position at the top of the social hierarchy to compel others to further their interests.
Whether feared or respected, aristocrats make excellent negotiators, diplomats, and schemers.

Nobles are the blue-blooded rulers of any society, granted authority by birthright. Some are traditional feudal nobles, while others belong to ascendant merchant families. Regardless, nobles represent the highest level of authority within a social structure.

Rank 1 - Disheveled Noble
After some decline, your family name is barely spoken anymore. Perhaps the family lost everything in a war, or gambling debts claimed your once-proud noble estate. Despite your noble blood, you are a poor noble with little power or influence in the world. The only thing left is your title, which has gotten you out of trouble on more than one occasion. However, with hard work and some political dealings, you may climb back into prominence.
Holdings:
A ruined estate.
A noble title that carries little influence anymore.
Progression:
To be granted a barony, or holdings worthy of the title, by a Count or higher-ranking noble.
Additionally, you must restore your family household to a reputable state.
Rank 2 - Lord Baron
You have been titled Lord Baron of an estate.
Your barony is small, but you have high hopes for it. You have started to attend noble soirees, and can see your reputation within the aristocracy rise. You are the local authority within your barony, however you delegate much of it to administrators. With patience and good relations, a county could be yours.
Holdings:
A barony estate, including resources and hirelings.
A baron’s title, granting you authority and affirming your social status among other individuals of your region.
Progression:
To progress in this profession, you must be made a Count by a Duke or Monarch.
You must construct a noble estate befitting a Count.
Rank 3 - Count
Your reputation has risen to prominence. You walk the halls of powerful estates and hear passers-by whisper your name. You control an entire county, with multiple baronies under your influence. You are expected to represent them at court upon summons, and must navigate the political landscape of the aristocracy. While you wield considerable power, you find two-faced advisories and political masterminds wherever you turn.
Holdings:
A county estate, which includes resources and hirelings.
A count’s title, granting you authority and affirming your social status among other individuals of your region.
Progression:
To progress in this profession, you must be made a Duke by a Monarch.
You must construct a noble estate befitting a Duke.
Rank 4 - Duke
You have been appointed as a direct vassal of your Monarch, whether a king, queen, or emperor. You are invited to the greatest balls and soirees across the land, and feasts are held in your honor. With your family name restored to glory, you hold considerable influence throughout your region and the entire world. However, with such heights comes a great distance to fall. Political enemies will go to great lengths to tarnish your name and steal your titles.
Holdings:
A Duke’s estate, which includes resources and hirelings.
A Duke’s title, granting you authority and social status among other individuals of your region.

Select a talent upon choosing this advanced background, and one at each rank up of progression.

 
Skill Proficiencies: Gain Persuasion then choose one from History, Deception, Performance, Insight, or Religion.
Tool Proficiencies:
Languages: Choose one standard language.
Equipment: Equipment: A quill and ink, a letter opener, parchment, a piece of fine jewelry that displays your status, a signet ring engraved with your family crest, fine clothes, and 25 gp.
 
Academic Background Talents

Born In the Saddle - Whenever you make a Wisdom (Animal Handling) check while riding an animal or interacting with your mount, you can add your Profession Die to the roll.
Copycat
- Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Court Schemer
- Whenever you make a Charisma (Deception) check when conversing with Aristocrats, you can add your Profession Die.
Disciplinarian
- Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Drunkard
- Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Elusive
- Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Figure of Authority -
Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.
Gambler
- Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Impressionist -
Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.
Local Historian
- Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Problem Solver
- Whenever you make an Intelligence (Investigation) check to decipher a coded message or puzzle, you can add your Profession Die to the roll.
Quick Fingers
- Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.
Translato
r - Whenever you make an Intelligence check to communicate with a creature who doesn’t share a language with you, you can add your Profession Die to the result.

 
Feature: Position of Privelege

Upon spending an hour speaking in your defense, and succeeding on a medium-DC Charisma (Persuasion) check, you can exert your noble privilege to avoid the consequences of lawbreaking such as trespassing, theft, possession of contraband, unarmed assault, and other misdemeanors. You can also use this ability to reduce the consequences of more serious crimes that can’t be ignored entirely.

Level 1 [roll]1d4[/roll] + Intelligence (History)

Level 2 [roll]1d6[/roll] + Intelligence (History)

Level 3 [roll]1d8[/roll] + Intelligence (History)

Level 4 [roll]1d10[/roll] + Intelligence (History)

 
Aristocrats - Nobles (Grim Hollow) Image

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