Extras‎ > ‎Custom Creations‎ > ‎Veax's Archives‎ > ‎Corlaigne‎ > ‎Castes and Connections‎ > ‎

Noblesse masqué

Flavor text

Role: Role Info.

Alignment: Any.

Hit Die: d6.

Class Skills

The class name's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: Class Name
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 3
2nd +1 +0 +0 +3   4
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 5
4th +2 +1 +1 +4   6 3
5th +2 +1 +1 +4 Bloodline spell 6 4
6th +3 +2 +2 +5   6 5 3
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4
8th +4 +2 +2 +6   6 6 5 3
9th +4 +3 +3 +6 Bloodline power, bloodline spell 6 6 6 4
10th +5 +3 +3 +7   6 6 6 5 3
11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4
12th +6/+1 +4 +4 +8   6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4
14th +7/+2 +4 +4 +9   6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10   6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11   6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bloodline power 6 6 6 6 6 6 6 6 6

Class Features

All of the following are class features of the (class name.)

Weapon and Armor Proficiency

Class names are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a class name's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).


A class name casts arcane spells drawn primarily from the class name/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a class name must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a class name's spell is 10 + the spell level + the class name's Charisma modifier.

Like other spellcasters, a class name can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A class name's selection of spells is extremely limited. A class name begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new class name level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a class name knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the class name/wizard spell list, or they can be unusual spells that the class name has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered class name level after that (6th, 8th, and so on), a class name can choose to learn a new spell in place of one she already knows. In effect, the class name loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A class name may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a class name need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Class Feature (Ex/Su/Sp)

Class Specific Feats

The following class specific feats are available to a(n) character who meets the prerequisites.

  • ALinked feat name
  • BLinked feat name
  • CLinked feat name

Each class name has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a class name might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the class name gains levels. A class name must pick one bloodline upon taking her first level of class name. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a class name learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a class name receives one bonus feat, chosen from a list specific to each bloodline. The class name must meet the prerequisites for these bonus feats.

Other Class Features and Notes

The following bloodlines represent only some of the possible sources of power that a class name can draw upon. Unless otherwise noted, most class names are assumed to have the arcane bloodline.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have <classname> as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Race Bonus Source

3rd Party Publishers

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Sorcerer Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Cantrips Bloodline Power Eschew Materials Bloodline Bonus Spell Bloodline Bonus Class Skill Bloodline Bonus Feat Bloodline Arcana
1 3 9 15 20 3 5 7 9 11 13 15 17 19 7 13 19

C C (X) (X) (X) (X) (X)
(X) (X) (X) (X) (X) (X) (X) (X) (X) C C C C C
3rd Party Publishers
4 Winds Fantasy Gaming
Learned Sorcery

X=replaced, (X)=optional replacement, C=changed