NobleCreature 3
Source Pathfinder NPC Core
Perception +11
Languages Common
Skills Lore +8, Deception +10, Diplomacy +10, Intimidation +9, Society +10
Str +2, Dex +3, Con +1, Int +1, Wis +2, Cha +4
AC 18; Fort +6; Reflex +10; Will +11;
HP 50
Speed 25 feet
Rapier
+10 (+5, +0) to hit (deadly d8, disarm, finesse) 1d6+6 PiercingFist
+10 (+6, +2) to hit (agile, finesse, nonlethal, unarmed) 1d4+6 BludgeoningLip Reader
After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar. If they're trying to read lips in an encounter or attempting a difficult feat of lip reading, they are Fascinated and Off-Guard, and might need to succeed at a society check with a DC determined by the GM.
Noble's Ruse
Frequency Once per round
Effect The noble Feints. On a success, the noble Strikes the target.
Sneak AttackThe noble deals an additional 1d6 precision damage to Off-Guard creatures.
Envied by many and detested by some, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Dayto-day life for a noble is usually 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.
The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.