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  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, 
  D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER 
  MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and other 
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  th 
  Edition 
  Game System License. All 4E References are listed in the 4E System 
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  DUNGEONS & DRAGONS 4
  th 
  Edition PLAYER’S HANDBOOK, written by Rob 
  Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, 
  written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, 
  Stephen Schubert and James Wyatt  
  © 2008 Wizards of the Coast, Inc. All rights reserved. 
  DESIGN 
  Joshua Raynack 
   
  EDITOR 
  Heather Raynack 
   
  COVER AND INTERIOR 
  ILLUSTRATION 
  Denise Garner 
   
  GRAPHIC DESIGN 
  Joshua Raynack 
  Ryan Rawls 
  Johannes Wiebel 
   
  WEB PRODUCTION  
  AND DEVELOPMENT 
  Ryan Rawls 
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  ©2008 Alea Publishing Group 
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  1 
  Multiclass Characters | Noble
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nobility is a government title, often denoting 
  privilege, usually issued for a lifetime or hereditary 
  entitlement.  Most nobles during the feudal age 
  held a fief under some term of vassalage with a 
  higher, more notable lord.  However, other 
  landless nobles might perform a service or duty, 
  such as household knights, for a privileged 
  opportunity to increase their social status. 
   
  The noble class, in the right campaign 
  setting, offers unique opportunities for characters 
  wishing to carry the mantle of nobility.  It adds 
  character and role-playing depth, as well as 
  numerous starting points for adventure.  You 
  might choose to expand your ancestral lands, fight 
  off rebellion, do a favor for the king or queen, or 
  even try to vie for the crown yourself.  Whichever 
  you choose, be careful for there are lesser family 
  members wishing to advance themselves with your 
  death, paranoid royalty always fearing shifty 
  usurpers, and never forget the discontented 
  peasantry.  
   
  ARISTOCRATIC FRAILTY 
  To meet the prerequisites of the Nobility 
  multiclass feat, allowing access to swap feats into 
  the noble class, you must first choose to possess 
  Aristocratic Frailty.  It is a choice you can make 
  during the character creation process or later, after 
  discussing the matter with your Game Master. 
  � Aristocratic Frailty: Minions have a +1 
  bonus to all attacks rolls against you the 
  round after you use a bloodline power. 
     
  NOBILITY [MULTICLASS NOBLE] 
   
  Prerequisite: Cha 13, you have Aristocratic 
  Frailty 
   
  Benefit: You gain training in either the 
  Diplomacy or Intimidate skill.  You meet the 
  criteria for the power swap feats found in the 
  D&D 4E PLAYER’S HANDBOOK, considering noble 
  as a multiclass character.  In addition, choose one 
  feature from the following list. 
  � Aristocratic Action: When you spend an 
  action point to take an extra action, you 
  gain a +1 bonus to attack rolls when using 
  a bloodline power during the extra action. 
  Noble 
  Denise Garner
  MULTICLASS CHARACTERS| Noble  
  
   
   
  2 
  Multiclass Characters | Noble
  � Noble Temperament: You gain resist 2 
  psychic and a +2 bonus to Diplomacy 
  checks. 
   Your resistance improves to 5 at 11th 
  level, and to 10 at 21st level.  
  � Self-Control: Once per encounter, you can 
  reroll a failed saving throw against a charm 
  or fear effect. 
   
   
   
  LEVEL ONE ENCOUNTER ENDEAVORS 
   
  Command of Nobility  
  Noble Attack 1
  You instruct those you deem lesser in station to go away 
  or answer your summons. 
  Encounter † Bloodline, Charm 
  Immediate Interrupt  
  Ranged 5 
  Trigger: A creature starting their move, and with a 
  lower Diplomacy modifier  
  Target: Triggering creature 
  Attack: Charisma vs. Will 
  Hit: You can either push or pull the target a number 
  of squares equal to your Charisma modifier. 
  Special: The target must hear you. 
   
  Tongue Lashing 
   
   
  Noble Attack 1
  You berate opponents into submission. 
  Encounter † Bloodline, Psychic 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 1d6 + Charisma modifier psychic damage.  For 
  each attack the target makes on its next turn, it 
  takes 5 psychic damage. 
  Special: The target must hear you. 
   
   
   
   
   
   
   
   
  LEVEL ONE DAILY ENDEAVORS 
   
  Aristocratic Strike  
   
  Noble Attack 1
  The strike of your weapon prostrates your foes before 
  you and forces them to recognize your greatness. 
  Daily † Bloodline, Fear, Psychic, Weapon
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 2[W] + Charisma modifier psychic damage and 
  target is prone.  If the target stands on its next turn, 
  it takes 5 psychic damage. 
  Miss: No damage, but target is prone.  If the target 
  stands on its next turn, it takes 5 psychic damage. 
   
  Courtier’s Retort
   
   
  Noble Attack 1
  A foe quickly regrets its attempt to strike you after an 
  angry commanding reply. 
  Daily † Bloodline, Fear, Psychic 
  Immediate Reaction   
  Close burst 2 
  Trigger: A creature misses you with a melee attack  
  Target: Triggering creature in burst 
  Attack: Charisma vs. Will 
  Hit: 2d10 + Charisma psychic damage, and push the 
  target a number of squares equal to your Charisma 
  modifier. 
  Miss: Half damage, and the target is not pushed.
   
  LEVEL TWO UTILITY ENDEAVORS 
   
  Bodyguard
   
   
  Noble Utility 2
  An ally leaps in the way of a hazardous blow.
  Encounter † Bloodline, Charm 
  Immediate Interrupt  
  Close burst 1 
  Trigger: A melee attack targets you 
  Target: One willing ally in burst  
  Effect: You and the target swap places, and ally is 
  now the target of the triggering attack.  The target 
  gains a +4 power bonus to all defenses until the start 
  of their next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
  BLOODLINE POWER SOURCE
   
  Bloodline powers, called endeavors, draw energy 
  from a prominent ancestral heritage within a 
  person to help accentuate their destiny.  
  Bloodline characters use their strength of will 
  and cult of personality, as well as deeds of their 
  ancestors, to overcome their foes.  
  
   
   
  3 
  Multiclass Characters | Noble
  Restoring Taunt 
   
   
  Noble Utility 2
  Your vicious sneer distracts a foe and bolsters you or an 
  ally. 
  Encounter † Bloodline, Fear, Healing 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Effect: Target suffers a -2 penalty to attack rolls 
  until the end of your next turn or until it misses with 
  an attack, whichever happens first.  If an attack from 
  the target misses, you or an ally within 5 squares can 
  spend a healing surge. 
  Sustain Minor: You may sustain this power until 
  the end of your next turn or until the target misses, 
  whichever happens first.   
  Special: The target must hear you. 
   
  LEVEL THREE ENCOUNTER ENDEAVORS 
   
  Mark of the Blue Blood 
  Noble Attack 3
  You mark and belittle your rival and inspire others to do 
  the same. 
  Encounter † Bloodline, Psychic, Weapon
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 1[W] + Strength damage.  Until the end of your 
  next turn, each successful attack against the target 
  by all of your allies causes an extra 5 psychic damage. 
   
  High-born Flourish  
   
  Noble Attack 3
  A deadly strike flaunts your illustrious lineage. 
  Encounter † Bloodline, Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 2[W] + 2[Charisma modifier] damage.
   
  LEVEL FIVE DAILY ENDEAVORS 
   
  Noble Stance  
   
   
  Noble Attack 5
  Your grand presence strikes an uneasy feeling of anxiety 
  to all who attempt to harm you with a melee attack. 
  Daily † Bloodline, Fear, Stance 
  Minor Action   
  Personal 
  Effect: An enemy that starts its turn adjacent to you 
  grants you combat advantage (save ends).  
   
   
   
   
   
   
  Wallop the Knave  
   
  Noble Attack 5
  You use your weapon to hamper your adversary as it 
  tries to rid itself of you. 
  Daily † Bloodline, Weapon 
  Immediate Interrupt   
  Melee weapon 
  Trigger: A creature shifts or moves from a square 
  adjacent to you 
  Target: Triggering creature 
  Attack: Charisma +2 vs. Reflex 
  Hit: 1[W] + Charisma modifier damage, and the 
  target is immobilized until the end of your next turn. 
  Miss: Half damage, and the target is not 
  immobilized. 
   
  LEVEL SIX UTILITY ENDEAVORS 
   
  Trail by Combat
   
   
  Noble Utility 6
  You challenge a rival to personal combat. 
  Daily † Bloodline
  Minor Action   
  Personal 
  Effect: Mark one enemy adjacent to you.  If the 
  marked enemy starts its turn adjacent to you, it is 
  immobilized (save ends or an ally targets the 
  adjacent enemy).  Furthermore, you receive a +1 
  power bonus to attack rolls against that enemy for 
  each other enemy adjacent to you. 
   
  Equanimity
   
   
  Noble Utility 6
  You take a moment to compose yourself or help an ally 
  regain their dignity. 
  Encounter † Bloodline
  Standard Action  
  Ranged 5 
  Target: You or an ally 
  Effect: Target ends one charm, psychic, or fear 
  effect that currently affects them. 
  Special: The target must hear you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MULTICLASS CHARACTERS| Noble  
  
   
   
  4 
  Multiclass Characters | Noble
  LEVEL SEVEN ENCOUNTER ENDEAVORS 
   
  Undermine Morale  
   
  Noble Attack 7
  A dauntless assault against an adversary provides hope
  for your allies as it snatches any immediate victory from 
  your foe.  
  Encounter † Bloodline, Healing, Psychic, 
  Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Primary Attack: Charisma vs. AC 
  Hit: 1[W] + Charisma damage, and you may spend a 
  healing surge and make a secondary attack against 
  the target. 
   
  Close burst 1 
   
  Secondary Attack: Charisma vs. Will 
   
  Hit: 2d10 psychic damage and you or target 
  adjacent ally gains temporary hit points equal to the 
  psychic damage dealt. 
   
  Sweep Away the Inferior 
  Noble Attack 7
  Meager minions offer no resistance as you move toward
  a more significant rival worthy of your greatness. 
  Encounter † Bloodline, Weapon 
  Standard Action  
  Close burst 1 
  Target: Each enemy you can see in burst 
  Attack: Strength vs. AC 
  Hit: 1[W] + Strength damage. 
  Effect: Move a number of squares equivalent to 
  your Dexterity modifier (minimum 1). 
   
  LEVEL NINE DAILY ENDEAVORS 
   
  Treacherous Assault 
   
  Noble Attack 9
  Taking your rival by surprise, you slip through his armor
  to deliver a deadly wound while regaining your 
  composure. 
  Daily † Bloodline, Poison, Reliable, Weapon
  Standard Action   
  Melee weapon 
  Prerequisite: You must be trained in Bluff  
  Target: One creature 
  Attack: Charisma vs. Reflex 
  Hit: 3[W] + Charisma modifier damage, and 5 
  ongoing poison damage (save ends).   
  Effect: Each time the target fails a saving throw 
  against this ongoing damage, you regain hit points 
  equal to the ongoing damage. 
  Artful Dodger: The ongoing poison damage is 10.
   
   
   
   
  Belittling Barrage  
   
  Noble Attack 9
  Your first attack upon your rival unleashes a volley of 
  verbal abuse as you strike with the blunt of your weapon 
  bruising his ego more than his skin. 
  Daily † Bloodline, Reliable, Psychic, Weapon
  Standard Action   
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 2[W] + Charisma modifier damage. 
  Sustain Minor: You belittle your target with verbal 
  abuse (save ends).  Until the target saves, you can 
  make another melee attack against it each time you 
  sustain the power. 
  Sustained Attack: Charisma vs. Will
  Hit: 1d10 psychic damage. 
   
  LEVEL TEN UTILITY ENDEAVORS 
   
  Bloodline Blade
   
        Noble Utility 10
  You infuse your great lineage into the weapon you wield 
  to ensure a critical wound.  
  Daily † Bloodline
  Minor Action   
  Personal 
  Effect: Choose one melee weapon you wield.  For a 
  number of melee attack rolls equal to you Charisma 
  modifier, your chosen weapon scores a critical hit 
  on a roll of 18-20.  
   
  Resistant to Rebellion       Noble Utility 10
  Your deep-rooted ancestry gives you strength and 
  protection during the most trying times.  
  Daily † Bloodline, Psychic, Stance 
  Minor Action   
  Personal 
  Effect: Any creature striking you with a melee 
  attack takes 1d6 psychic damage.  When bloodied, 
  the stance ends.  
   
  LEVEL THIRTEEN ENCOUNTER 
  ENDEAVORS 
   
  Backhanded Slap
   
  Noble Encounter 13
  You send your opponent reeling with a backhanded strike 
  across the face after he dares to harm you and fails. 
  Encounter † Bloodline
  Immediate Reaction 
   
  Melee 1 
  Trigger: A creature misses you with a melee attack 
  Target: Triggering creature 
  Attack: Strength +2 vs. Reflex  
  Hit: 2d6 + Strength modifier damage, and the target 
  is stunned until the end of your next turn. 
   
   
  
   
   
  5 
  Multiclass Characters | Noble
  Strike Down the Leader    Noble Attack 13
  You stand up to the leader and his followers crumble.
  Encounter † Bloodline, Psychic, Weapon
  Standard Action  
   
  Melee weapon 
  Target: One creature 
  Attack: Charisma vs. AC  
  Hit: 2[W] + Charisma modifier damage, and 
  enemies adjacent to the target take 1d6 + Charisma 
  modifier psychic damage. 
   
  LEVEL FIFTEEN DAILY ENDEAVORS 
   
  Death to Assassins  
       Noble Attack 15
  Paranoid or complete aware of your surroundings, 
  assassins have trouble striking you first. 
  Daily † Bloodline, Reliable, Weapon 
  Immediate Interrupt   
  Melee weapon 
  Prerequisite: You must be trained in Perception  
  Trigger: A creature targets you with a melee attack 
  and has combat advantage against you 
  Target: Triggering creature 
  Attack: Charisma vs. Reflex 
  Hit: 2[W] + Charisma modifier damage, and +3d6 
  extra damage.  Increase extra damage to +5d6 at 
  21st level. 
   
  Down to One Knee 
       Noble Attack 15
  With commanding authority, you beckon a creature 
  forward forcing them to bow before you and your 
  splendor.  
  Daily † Bloodline, Reliable, Psychic 
  Standard Action   
   
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: Pull target a number of squares equal to your 
  Charisma modifier, target becomes prone, and 
  immobilized until the end of your next turn. 
  Sustain Minor: You can sustain this power until 
  the end of your next turn.  The target can end this 
  power by taking 6d6 + Charisma modifier psychic 
  damage as a minor action. 
   
   
   
   
   
   
   
   
   
   
   
  LEVEL SIXTEEN UTILITY ENDEAVORS 
   
  Castling Move
             Noble Utility 16
  A rival launches an attack only to find it is not you but a 
  disguised ally in your place ready to strike. 
  Daily † Bloodline, Teleportation 
  Immediate Interrupt   
  Personal 
  Trigger: A creature targets you with an attack 
  Target: One willing ally 
  Effect: You swap places with a target within a 
  number of squares equal to your Charisma modifier.  
  The target can make a basic attack against the 
  triggering creature as an immediate interrupt. 
   
  Come to My Aid
             Noble Utility 16
  Allies rally around you to offer support. 
  Daily † Bloodline, Stance, Zone 
  Minor Action   
   
  Close burst 1 
  Effect: The burst creates a zone that lasts until the 
  end of your next turn or until you leave the zone.  
  Allies that start their turn in the zone receive a +2 
  bonus to attack and damage rolls.  While you remain 
  in the zone, you receive a +1 bonus to AC for each 
  ally in the zone. 
  Sustain Minor: The zone persists. 
   
  LEVEL SEVENTEEN ENCOUNTER 
  ENDEAVORS 
   
  Striking Surge of Morale   Noble Attack 17
  Your victorious blow revitalizes others to stay and fight.
  Encounter † Bloodline, Healing, Psychic, 
   
  Weapon 
  Standard Action  
  Melee weapon 
  Target: One creature 
  Primary Attack: Charisma vs. AC 
  Hit: 2[W] + Charisma damage, and you may spend a 
  healing surge and make a secondary attack against 
  the target. 
  Close burst 1
   
  Secondary Attack: Charisma vs. Will 
  Hit: 2d10 psychic damage and you or target 
  adjacent ally gain temporary hit points equal to twice 
  the psychic damage dealt. 
   
   
   
   
   
   
   
   
  MULTICLASS CHARACTERS| Noble  
  
   
   
  6 
  Multiclass Characters | Noble
  Bewildering Scowl             Noble Attack 17
  Your unyielding glare abates the resolve of an adversary.
  Encounter † Bloodline, Fear, Psychic 
  Standard Action  
   
  Close blast 2 
  Target: Each creature in blast you can see 
  Attack: Charisma vs. Will  
  Hit: 1d10 psychic damage, and target is dazed until 
  the end of your next turn.   
   
  LEVEL NINETEEN DAILY ENDEAVORS 
   
  Curse of the Blue Blood    Noble Attack 19
  Your attack bites hard delivering an ancestral curse.
  Daily † Bloodline, Weapon 
  Standard Action   
   
  Melee weapon 
  Target: One creature 
  Attack: Constitution vs. AC 
  Hit: 2[W] + Constitution modifier damage, and the 
  target is dazed and weakened (save ends both). 
  Miss: Half damage, and the target is not dazed or 
  weakened. 
   
  Might Makes Right          Noble Attack 19
  Your strength of conviction influences allies toward your 
  cause against a rival. 
  Daily † Bloodline, Weapon 
  Standard Action   
   
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3[W] + Strength modifier damage. 
  Effect: Until the end of your next turn, all your 
  allies gain an attack bonus equal to your Charisma 
  modifier against the target. 
  Sustain Minor: Sustain the bonus for another 
  round. 
   
  LEVEL TWENTY-TWO UTILITY 
  ENDEAVORS 
   
  Dying Breath  
   
        Noble Utility 22
  With your dying breath, you pass sentence upon your 
  killer. 
  Daily † Bloodline 
  Immediate Reaction 
    
  Personal 
  Trigger: An attack dropping you to 0 or fewer hit 
  points. 
  Target: Triggering creature 
  Effect: The target takes 15 ongoing damage (save 
  ends).  If the target saves, it takes 10 ongoing 
  damage (save ends).  If the target saves, it takes 5 
  ongoing damage (save ends). 
   
  Diplomatic Negotiations   Noble Utility 22
  Profound phrases resound to all listening as a silver-
  tongue and a hereditary skill in diplomacy wanes the 
  staunchest opposition.   
  Encounter † Bloodline
  Standard Action  
   
  Personal 
  Prerequisite: You must be trained in Diplomacy 
  Effect: Make two consecutive Diplomacy checks
  with a +5 power bonus to each.   
   
  During a skill challenge, each success counts 
  toward the number of success needed to overcome 
  the challenge.  Furthermore, any failed result does 
  not tally against you.   
   
  LEVEL TWENTY-THREE ENCOUNTER 
  ENDEAVORS 
   
  Glowering Grimace           Noble Attack 23
  You exude extreme anger upon your foes through a 
  glaring scowl. 
  Encounter † Bloodline, Fear, Psychic
  Standard Action  
   
  Close blast 4 
  Target: Each creature in blast you can see 
  Attack: Charisma vs. Will  
  Hit: 2d6 psychic damage, and target is dazed until 
  the end of your next turn.   
   
  Guardians of the Ancestral Bloodline     
  Noble Attack 23
  Ghostly, ancestral entities emanate from your body 
  becoming guardians wielding deadly blades and wearing 
  armament bearing your family crest. 
  Encounter † Bloodline, Fear, Psychic
  Standard Action  
   
  Close blast 1 
  Target: Each creature in blast 
  Attack: Charisma vs. Will  
  Hit: 2d6 psychic damage, pushed 1 square, and 
  weakened until the end of your next turn.  
  Furthermore, all creatures take psychic damage 
  equal to your Charisma modifier for each successful 
  ranged or melee attack against you until the end of 
  your next turn.   
   
   
   
   
   
   
   
   
   
   
  
   
   
  7 
  Multiclass Characters | Noble
  LEVEL TWENTY-FIVE DAILY ENDEAVORS 
   
  Mercenary’s Betrayal        Noble Attack 25
  Everyone has a price and once someone treks down the 
  path of betrayal, it is hard to return. 
  Daily † Bloodline, Charm 
  Standard Action   
   
  Ranged 10 
  Target: One enemy 
  Attack: Charisma vs. Will 
  Hit: Target is dominated (save ends).  The target 
  receives a -1 penalty to saving throws for each 
  previously failed saving throw.  Furthermore, the 
  dominated target gains a power bonus to attack rolls 
  equal to your Charisma modifier. 
  Miss: Target is dazed (save ends). 
   
  Warriors of the Ancestral Bloodline      
  Noble Attack 25 
  Your attack marks a foe for ancestral vengeance as 
  vaporous, wraithlike knights radiate from your body to 
  assail your enemy.   
  Daily † Bloodline, Weapon 
  Standard Action   
   
  Ranged weapon 
  Target: One enemy 
  Attack: Dexterity vs. AC 
  Hit: 
  6[W] 
  + 
  Dexterity 
  modifier 
  damage.  
  Furthermore, make a number of additional ranged 
  basic attacks against the target equal to your 
  Charisma modifier.  
  Miss: You make a number of additional ranged basic 
  attacks against the target equal to your Charisma 
  modifier. 
   
  LEVEL TWENTY-SEVEN ENCOUNTER 
  ENDEAVORS 
   
  Kneel Before Your Lord    Noble Attack 27
  A strong, compelling wave of admiration exudes from 
  your person forcing enemies to kneel before you. 
  Encounter † Bloodline, Charm, Psychic
  Standard Action  
   
  Close blast 10 
  Target: Each enemy in blast you can see 
  Attack: Charisma vs. Will  
  Hit: 1d6 + Charisma modifier psychic damage, and 
  target is prone.    
   
   
   
   
   
   
   
  Blood of my Ancestors      Noble Attack 27
  By sacrificing the blood of your enemy, you invoke the 
  power of the diminished bloodline of your allies.  
  Encounter † Bloodline, Weapon 
  Standard Action  
   
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC  
  Hit: 3[W] + Strength modifier damage, and you and 
  each ally within 10 squares gain a power bonus to 
  attack and damage rolls equal to your Charisma 
  modifier until the end of your next turn.    
   
  LEVEL TWENTY-NINE DAILY 
  ENDEAVORS 
   
  Intrinsic Renewing Strike  Noble Attack 29
  You call upon your ancestors to renew your strength with 
  each successful attack.   
  Daily † Bloodline, Weapon 
  Standard Action   
   
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 5[W] + Strength modifier damage.   
  Special: If you hit with your attack, you do not 
  expend the use of this power. 
   
  Mark of the Heir
   
       Noble Attack 29
  Summoning forth all of your bloodline strength, you etch 
  your crest upon your rival and bestow him his fate with 
  your ancestral might.    
  Daily † Bloodline, Weapon 
  Standard Action   
   
  Melee weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 6[W] + Strength modifier damage, and the 
  target is marked (save ends). 
  Miss: No damage, and the target is marked (save 
  ends). 
  Sustain Standard: You may repeat this attack 
  against the target.  You can sustain this power as 
  long as the target remains marked by this power. 
   
   
   
   
   
   
   
   
   
   
   
  MULTICLASS CHARACTERS| Noble  
  
   
   
  8 
  Multiclass Characters | Noble
   
  The following class template allows the Game 
  Master to give a specific class to a monster.  You 
  can find out more about class templates in the 
  D&D 4E DUNGEON MASTER’S GUIDE. 
   
  NOBLE 
  Power Source: Bloodline. 
   
  Noble     
   
   
    Elite Controller (leader)
  Defenses +2 Will 
  Saving Throws +2 
  Action Point 1 
  Hit Points +8 per level + Constitution score 
  Weapon Proficiency Simple melee, military melee, 
   
  simple ranged 
  Armor Training Cloth, leather, hide, chainmail, 
   
  scale mail, plate, light shield 
  Trained Skills Diplomacy, and one other from the 
   
  following list: Bluff, History, or Intimidate 
  Class Features Aristocratic Action, Noble 
   
  Temperament, Self-Control 
   
   
   
  MAKING ADJUSTMENTS 
  Feel free to make slight adjustments to this class 
  template.  For example, a noble lady or courtier 
  might have armor training only in cloth or leather. 
  On the other hand, noble outlaw, like Robin 
  Hood, who relies on hunting or thievery for 
  survival might train with military ranged weapons.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DESIGN NOTES 
   
  For some, it might seem odd most bloodline 
  powers deliver psychic damage.  We determined 
  of all the damage sources presently in the rule 
  system, it seemed the most appropriate. More 
  often than not, nobles locked in a battle of wills 
  to suppress the lower class or other rivals.  
  NOBLE AT-WILL POWERS 
  When making a NPC noble, choose either 
  command of nobility or tongue lashing as an at-
  will power.  The other power not chosen 
  remains an encounter power. 
  Noble Class Template 
   
  
   
   
  9 
  Multiclass Characters | Noble
   
  Typical human knights are noble lords in their 
  own right often earning coin through pillaging, 
  ransoming other knights, and warfare.  Most often, 
  they have their own agenda on the battlefield thus 
  rarely follow orders as a soldier would.  They 
  usually interpret any battlefield instruction as a 
  guideline rather than a command. 
   
   
  TYPICAL HUMAN KNIGHT 
  TACTICS 
  They rarely move about the battlefield usually 
  preferring to defend a strategic location.  They 
  quickly use their restraining bash to keep swift or 
  injured opponents close while controlling their 
  immediate area with their shield smash attack.  
  Human knights reserve their crushing pummel 
  attack against bloodied or dazed foes. 
   
   
  Typical Human Knight        Level 5 Elite Brute
  Medium natural humanoid                            XP 400 
  Initiative +3    Senses Perception +4 
  HP 150; Bloodied 75 
  AC 18; Fortitude 18, Reflex 16, Will 20 
  Speed 5 
  0 
  Bastard sword (standard; at-will) † Weapon 
   
  +8 vs. AC; 1d10 + 4 damage. 
  0 
  Restraining  Bash (immediate reaction; 
   
  when target shifts or moves from an adjacent 
   
  square; at-will) † Weapon 
   
  Ranged 10; +6 vs. Reflex; 2d8 + 4 damage and 
   
  the target is immobilized until the end of typical 
   
  human knight’s next turn. 
  3 
   Shield Smash (minor action; recharge 4, 5, 
   
  6) † Weapon        
   
  +6 vs. Fortitude; the target is dazed  until the 
   
  end of typical human knight’s next turn..  
  3 
   Crushing Pummel  (standard action; 
   
  recharge 5, 6) † Weapon            
   
  +8 vs. AC; 3d8 + 4 damage, 3d10 + 4 damage 
   
  against dazed targets.  
  Alignment Unaligned 
  Languages Common
  Skills Diplomacy +11, Intimidate +11 
  Str 16 (+5) 
  Dex 10 (+2) 
   
  Wis 14 (+4) 
  Con 15 (+4) 
  Int 12 (+3) 
   
  Cha 18 (+6) 
  Equipment chainmail, heavy shield, tabard
  Noble Adversaries 
  Noble Adversaries| Typical Human Knight  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Command of Nobility       Noble Attack 1 
  Encounter † Bloodline, Charm 
  Immediate Interrupt    Ranged 5 
  Trigger: A creature starting their move, 
   and with a lower Diplomacy modifier  
  Target: Triggering creature 
  Attack            : Charisma vs. Will 
  Hit: You can either push or pull the target a 
  number of squares equal to your Charisma 
  modifier. 
  Special: The target must hear you. 
  You instruct those you deem lesser in station to go 
  away or answer your summons. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Tongue Lashing      Noble Attack 1 
  Encounter † Bloodline, Psychic
  Standard Action       Ranged 10 
  Target: One creature 
  Attack            : Charisma vs. Will 
  Hit: 1d6 + Charisma modifier psychic damage.  
  For each attack the target makes on its next 
  turn, it takes 5 psychic damage. 
  Special: The target must hear you.
  You berate opponents into submission. 
  Combos/Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Aristocratic Strike     Noble Attack 1 
  Daily † Bloodline, Fear, Psychic, 
   Weapon 
  Standard Action     Melee weapon 
  Target: One creature 
  Attack            : Charisma vs. Will 
  Hit: 2[W] + Charisma modifier psychic 
  damage and target is prone.  If the target stands 
  on its next turn, it takes 5 psychic damage. 
  Miss: No damage, but target is prone.  If the 
  target stands on its next turn, it takes 5 
  psychic damage. 
  The strike of your weapon prostrates your foes 
  before you and forces them to recognize your 
  greatness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Courtier’s Retort    Noble Attack 1 
  Daily † Bloodline, Fear, Psychic 
  Immediate Reaction     Close burst 2 
  Trigger: A creature misses you with a 
   melee attack  
  Target: Triggering creature in burst 
  Attack            : Charisma vs. Will 
  Hit: 2d10 + Charisma psychic damage, and 
  push the target a number of squares equal to 
  your Charisma modifier. 
  Miss: Half damage, and the target is not 
  pushed. 
  A foe quickly regrets its attempt to strike you after 
  an angry commanding reply. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Bodyguard
   Noble Utility 2 
  Encounter † Bloodline, Charm
  Immediate Interrupt  Close burst 1 
  Trigger: A melee attack targets you 
  Target: One willing ally in burst 
  Effect: You and the target swap places, and 
  ally is now the target of the triggering attack.  
  The target gains a +4 power bonus to all 
  defenses until the start of their next turn. 
  Combos/Notes:
   
  An ally leaps in the way of a hazardous blow.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Restoring Taunt   
  Noble Utility 2
  Encounter † Bloodline, Fear, Healing
  Standard Action        Ranged 5 
  Target: One creature 
  Effect: Target suffers a -2 penalty to attack 
  rolls until the end of your next turn or until it 
  misses with an attack, whichever happens first.  
  If an attack from the target misses, you or an 
  ally within 5 squares can spend a healing surge. 
  Sustain Minor: You may sustain this power 
  until the end of your next turn or until the 
  target misses, whichever happens first.   
  Special: The target must hear you.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Mark of the Blue Blood  Noble Attack 3 
  Encounter † Bloodline, Psychic,Weapon 
  Standard Action     Melee weapon 
  Target: One creature 
  Attack            : Strength vs. AC 
  Hit: 1[W] + Strength damage.  Until the end of 
  your next turn, each successful attack against 
  the target by all of your allies causes an extra 5 
  psychic damage. 
  Combos/Notes:   
  You mark and belittle your rival and inspire others 
  to do the same. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  High-born Flourish     Noble Attack 3 
  Encounter † Bloodline, Weapon
  Standard Action     Melee weapon 
  Target: One creature 
  Attack            : Charisma vs. AC 
  Hit: 2[W] + 2[Charisma modifier] damage. 
  Combos/Notes:   
  A deadly strike flaunts your illustrious lineage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Noble Stance      Noble Attack 5 
  Daily † Bloodline, Fear, Stance
  Minor Action          Personal 
  Effect: An enemy that starts its turn adjacent 
  to you grants you combat advantage (save 
  ends). 
  Combos/Notes:   
  Your grand presence strikes an uneasy feeling of 
  anxiety to all who attempt to harm you with a 
  melee attack. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Wallop the Knave    Noble Attack 5 
  Daily † Bloodline, Weapon 
  Immediate Action     Melee Weapon 
  Trigger: A creature shifts or moves from a 
   square adjacent to you 
  Target: Triggering creature 
  Attack            : Charisma +2 vs. Reflex 
  Hit: 1[W] + Charisma modifier damage, and 
  the target is immobilized until the end of your 
  next turn. 
  Miss: Half damage, and the target is not 
  immobilized. 
  You use your weapon to hamper your 
  adversary as it tries to rid itself of you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Trail by Combat
  Noble Utility 6 
  Daily † Bloodline
  Minor Action   Personal 
  Effect: Mark one enemy adjacent to you.  If 
  the marked enemy starts its turn adjacent to 
  you, it is immobilized (save ends or an ally 
  targets the adjacent enemy).  Furthermore, you 
  receive a +1 power bonus to attack rolls 
  against that enemy for each other enemy 
  adjacent to you. 
  Combos/Notes: 
  You challenge a rival to personal combat.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Equanimity      
  Noble Utility 6 
  Encounter † Bloodline
  Standard Action        Ranged 5 
  Target: You or an ally 
  Effect: Target ends one charm, psychic, or fear 
  effect that currently affects them. 
  Combos/Notes: 
  You take a moment to compose yourself or help an 
  ally regain their dignity. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Undermine Morale    Noble Attack 7 
  Encounter † Bloodline, Healing, 
   Psychic, Weapon 
  Standard Action     Melee weapon 
  Target: One creature 
  Primary Attack            : Charisma vs. AC 
  Hit: 1[W] + Charisma damage, and you may 
  spend a healing surge and make a secondary 
  attack against the target. 
  Close burst 1 
  2nd Attack            : Charisma vs. Will 
  Hit: 2d10 psychic damage and you or target adjacent 
  ally gains temporary hit points equal to the psychic 
  damage dealt. Hit: 2d10 psychic damage and you or 
  target adjacent ally gains temporary hit points equal to 
  the psychic damage dealt. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Sweep Away the Inferior  Noble Attack 7 
  Encounter † Bloodline, Weapon
  Standard Action      Close burst 1 
  Target: Each enemy you can see in burst 
  Attack             : Strength vs. AC 
  Hit: 1[W] + Strength damage. 
  Effect: Move a number of squares equivalent 
  to your Dexterity modifier (minimum 1). 
  Meager minions offer no resistance as you move 
  toward a more significant rival worthy of your 
  greatness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Treacherous Assault  Noble Attack 9 
  Daily † Bloodline, Poison, Reliable, 
   Weapon 
  Standard Action      Melee weapon 
  Prerequisite: You must be trained in Bluff  
  Target: One creature 
  Attack             : Charisma vs. Reflex 
  Hit: 3[W] + Charisma modifier damage, and 5 
  ongoing poison damage (save ends).   
  Effect: Each time the target fails a saving 
  throw against this ongoing damage, you 
  regain hit points equal to the ongoing 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Sustained Attack        :    : Charisma vs. Will 
  Belittling Barrage    Noble Attack 9 
  Daily † Bloodline, Reliable, Psychic, 
   Weapon 
  Standard Action      Melee weapon 
  Target: One creature 
  Attack            : Charisma vs. Will 
  Hit: 2[W] + Charisma modifier damage. 
  Sustain Minor: You belittle your target 
  with verbal abuse (save ends).  Until the 
  target saves, you can make another melee 
  attack against it each time you sustain the 
  power. 
  Hit: 1d10 psychic damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  You infuse your great lineage into the weapon you 
  wield to ensure a critical wound. 
  Bloodline Blade          Noble Utility 10 
  Daily † Bloodline
  Minor Action   Personal 
  Effect: Choose one melee weapon you wield.  
  For a number of melee attack rolls equal to 
  you Charisma modifier, your chosen weapon 
  scores a critical hit on a roll of 18-20. 
  Combos/Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008
  Your deep-rooted ancestry gives you strength and 
  protection during the most trying times. 
  Resistant to Rebellion    Noble Utility 10 
  Daily † Bloodline, Psychic, Stance
  Minor Action   Personal 
  Effect: Any creature striking you with a melee 
  attack takes 1d6 psychic damage.  When 
  bloodied, the stance ends. 
  Combos/Notes: 
  Artful Dodger: The ongoing poison damage is 
  10.   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  © Alea Publishing Group, 2008 
  You send your opponent reeling with a backhanded 
  strike across the face after he dares to harm you 
  and fails. 
  Backhanded Slap  Noble Encounter 13 
  Encounter † Bloodline 
  Immediate Reaction    Melee 1 
  Trigger: A creature misses you with a 
   melee attack 
  Target: Triggering creature 
  Attack    : Strength +2 vs. Reflex 
  Hit: 2d6 + Strength modifier damage, and the 
  target is stunned until the end of your next 
  turn. 
  Combos/Notes: 
   
   
   
   
   
  Effect 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  You stand up to the leader and his followers 
  crumble.
  Strike Down the Leader   Noble Attack 13 
  Encounter † Bloodline, Psychic, 
   Weapon 
  Standard Action     Melee weapon 
  Target: One creature 
  Attack    : Charisma vs. AC 
  Hit: 2[W] + Charisma modifier damage, and 
  enemies adjacent to the target take 1d6 + 
  Charisma modifier psychic damage. 
  Combos/Notes: 
   
   
   
   
   
  Effect 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Combos/Notes: 
  Death to Assassins       Noble Attack 15 
  Daily † Bloodline, Reliable, Weapon
  Immediate Interrupt   Melee weapon 
  Prerequisite: You must be trained in 
   Perception  
  Trigger: A creature targets you with a 
   melee attack and has combat advantage 
   against you 
  Target: Triggering creature 
  Attack    : Charisma vs. Reflex 
  Hit: 2[W] + Charisma modifier damage, and 
  +3d6 extra damage.  Increase extra damage to 
  +5d6 at 21st level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Sustain Minor: You can sustain this power 
  until the end of your next turn.  The target 
  can end this power by taking 6d6 + 
  Charisma modifier psychic damage as a 
  minor action. 
  Down to One Knee      Noble Attack 15 
  Daily † Bloodline, Reliable, Psychic 
  Standard Action       Ranged 10 
  Target: One creature 
  Attack    : Charisma vs. Will 
  Hit: Pull target a number of squares equal to 
  your Charisma modifier, target becomes prone, 
  and immobilized until the end of your next 
  turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  A rival launches an attack only to find it is not you 
  but a disguised ally in your place ready to strike. 
  Combos/Notes:
  Castling Move             Noble Utility 16 
  Daily † Bloodline, Teleportation
  Immediate Interrupt      Personal 
  Trigger: A creature targets you with an 
   attack 
  Target: One willing ally 
  Effect: You swap places with a target within a 
  number of squares equal to your Charisma 
  modifier.  The target can make a basic attack 
  against the triggering creature as an immediate 
  interrupt. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Allies rally around you to offer support.
  Sustain Minor: The zone persists.
  Come to My Aid            Noble Utility 16 
  Daily † Bloodline, Stance, Zone
  Minor Action     
  Close burst 1
  Effect: The burst creates a zone that lasts until 
  the end of your next turn or until you leave the 
  zone.  Allies that start their turn in the zone 
  receive a +2 bonus to attack and damage rolls.  
  While you remain in the zone, you receive a +1 
  bonus to AC for each ally in the zone. 
  Combos/Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Encounter † Bloodline, Healing, 
   Psychic, Weapon 
  Standard Action     Melee weapon 
  Target: One creature 
  Primary Attack    : Charisma vs. AC 
  Hit: 2d10 psychic damage and you or target 
  adjacent ally gain temporary hit points equal to 
  twice the psychic damage dealt. 
  Close burst 1 
  2nd Attack     : Charisma vs. Will 
  Striking Surge of Morale  Noble Attack 17 
  Hit: 2[W] + Charisma damage, and you may 
  spend a healing surge and make a secondary 
  attack against the target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Encounter † Bloodline, Fear, Psychic
  Standard Action      Close blast 2 
  Target: Each creature in blast you can see 
  Attack    : Charisma vs. Will 
  Your unyielding glare abates the resolve of an 
  adversary. 
  Combos/Notes: 
  Bewildering Scowl          Noble Attack 17 
  Hit: 1d10 psychic damage, and target is dazed 
  until the end of your next turn.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Daily † Bloodline, Weapon
  Standard Action      Melee weapon 
  Target: One creature 
  Attack    : Constitution vs. AC 
  Your attack bites hard delivering an ancestral 
  curse.
  Miss: Half damage, and the target is not 
  dazed or weakened. 
  Curse of the Blue Blood 
    Noble Attack 19 
  Hit: 2[W] + Constitution modifier damage, 
  and the target is dazed and weakened (save 
  ends both). 
  Combos/Notes: 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Daily † Bloodline, Weapon 
  Standard Action      Melee weapon 
  Target: One creature 
  Attack    : Strength vs. AC 
  Sustain Minor: Sustain the bonus for another 
  round. 
  Effect: Until the end of your next turn, all 
  your allies gain an attack bonus equal to your 
  Charisma modifier against the target. 
  Might Makes Right          Noble Attack 19 
  Hit: 3[W] + Strength modifier damage. 
  Combos/Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Daily † Bloodline
  Immediate Reaction       Personal 
  Trigger: An attack dropping you to 0 or 
  fewer hit points. 
  Target: Triggering creature 
  With your dying breath, you pass sentence upon
  your killer.
  Combos/Notes: 
  Dying Breath
       
  Noble Utility 22 
  Effect: The target takes 15 ongoing damage 
  (save ends).  If the target saves, it takes 10 
  ongoing damage (save ends).  If the target 
  saves, it takes 5 ongoing damage (save ends). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Encounter † Bloodline
  Standard Action        Personal 
  Prerequisite: You must be trained in 
  Diplomacy 
  Combos/Notes: 
  Diplomatic Negotiations   
  Noble Utility 22 
  Effect: Make two consecutive Diplomacy 
  checks with a +5 power bonus to each.   
   During a skill challenge, each success counts 
  toward the number of success needed to 
  overcome the challenge.  Furthermore, any 
  failed result does not tally against you.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  You exude extreme anger upon your foes through 
  a glaring scowl. 
  Encounter † Bloodline, Fear, Psychic 
  Standard Action      Close blast 4 
  Target: Each creature in blast you can see 
  Attack    : Charisma vs. Will 
  Combos/Notes: 
  Glowering Grimace        Noble Attack 23 
  Hit: 2d6 psychic damage, and target is dazed 
  until the end of your next turn.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Encounter † Bloodline, Fear, Psychic
  Standard Action      Close blast 1 
  Target: Each creature in blast 
  Attack    : Charisma vs. Will 
  Combos/Notes: 
  Guardians of the Ancestral Bloodline             
  Noble Attack 23
  Hit: 2d6 psychic damage, pushed 1 square, and 
  weakened until the end of your next turn.  
  Furthermore, all creatures take psychic damage 
  equal to your Charisma modifier for each 
  successful ranged or melee attack against you 
  until the end of your next turn.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Everyone has a price and once someone treks 
  down the path of betrayal, it is hard to return. 
  Daily † Bloodline, Charm
  Standard Action        Ranged 10 
  Target: One enemy 
  Attack    : Charisma vs. Will 
  Miss: Target is dazed (save ends).
  Mercenary’s Betrayal     Noble Attack 25 
  Hit: Target is dominated (save ends).  The 
  target receives a -1 penalty to saving throws 
  for each previously failed saving throw.  
  Furthermore, the dominated target gains a 
  power bonus to attack rolls equal to your 
  Charisma modifier. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Your attack marks a foe for ancestral vengeance as 
  vaporous, wraithlike knights radiate from your body 
  to assail your enemy.   
  Daily † Bloodline, Weapon 
  Standard Action     Ranged Weapon 
  Target: One enemy 
  Attack    : Dexterity vs. AC 
  Miss: You make a number of additional 
  ranged basic attacks against the target equal 
  to your Charisma modifier. 
  Warriors of the Ancestral Bloodline             
  Noble Attack 25 
  Hit: 6[W] + Dexterity modifier damage.  
  Furthermore, make a number of additional 
  ranged basic attacks against the target equal to 
  your Charisma modifier. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  A strong, compelling wave of admiration exudes 
  from your person forcing enemies to kneel before 
  you. 
  Encounter † Bloodline, Charm, Psychic
  Standard Action      Close blast 10 
  Target: Each enemy in blast you can see 
  Attack    : Charisma vs. Will 
  Combos/Notes: 
  Kneel Before Your Lord      Noble Attack 27 
  Hit: 1d6 + Charisma modifier psychic damage, 
  and target is prone.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  By sacrificing the blood of your enemy, you invoke 
  the power of the diminished bloodline of your allies. 
  Encounter † Bloodline, Weapon
  Standard Action     Melee Weapon 
  Target: One creature 
  Attack    : Strength vs. AC 
  Combos/Notes: 
  Blood of my Ancestors      Noble Attack 27 
  Hit: 3[W] + Strength modifier damage, and 
  you and each ally within 10 squares gain a 
  power bonus to attack and damage rolls equal 
  to your Charisma modifier until the end of 
  your next turn.    
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  You call upon your ancestors to renew your 
  strength with each successful attack.   
  Encounter † Bloodline, Weapon 
  Standard Action     Melee Weapon 
  Target: One creature 
  Attack    : Strength vs. AC 
  Special: If you hit with your attack, you do 
  not expend the use of this power. 
  Intrinsic Renewing Strike    Noble Attack 29 
  Hit: 5[W] + Strength modifier damage.   
  Combos/Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Alea Publishing Group, 2008 
  Sustain Standard: You may repeat this attack 
  against the target.  You can sustain this power 
  as long as the target remains marked by this 
  power. 
  Encounter † Bloodline, Weapon
  Standard Action     Melee Weapon 
  Target: One creature 
  Attack    : Strength vs. AC 
  Miss: No damage, and the target is marked 
  (save ends). 
  Mark of the Heir
      Noble Attack 29 
  Hit: 6[W] + Strength modifier damage, and the 
  target is marked (save ends). 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alea Publishing Group/Feudal Characters - Noble.pdf