Exalted Aristocrat

Exalted class — see Classes for the full list.

Prime Requisite:STR, CHA
Requirements:11+ in all stats
Hit Dice:1d6
Maximum Level:14

Humans descended from the nobility or saints of Sair are sometimes blessed by the goddess Numilvara or her son, the Tiger Prince. While some of these Exalted Sairans dedicate their lives to spreading the bounty of Numilvara or the glory of Talavosh, others use their blessings to pursue temporal power, dedicating their talents to the management of the Sairan Empire.

Exalted Aristocrat Level Progression

ExperienceTitleLevelHit DiceDamage Bonus
0Attendant11d6+1
1,875Courtier22d6+1
3,750Aristocrat33d6+2
7,500Noble44d6+2
15,000Exemplar55d6+2
30,000Patrician66d6+3
60,000Dignitary77d6+3
120,000Consul88d6+3
280,000Lord99d6+4
440,000Lord, 10th Level109d6+2+4
600,000Lord, 11th Level119d6+4+4
760,000Lord, 12th Level129d6+6+5
920,000Lord, 13th Level139d6+8+5
1,080,000Lord, 14th Level149d6+10+5

Exalted Aristocrat Saving Throws and Attack Bonus

LevelParalysisDeathBlastImplementSpellsAttack Bonus
111+12+13+14+15++0
2-310+11+12+13+14++1
49+10+11+12+13++2
5-68+9+10+11+12++3
77+8+9+10+11++4
8-96+7+8+9+10++5
105+6+7+8+9++6
11-124+5+6+7+8++7
133+4+5+6+7++8
142+3+4+5+6++9

Combat Characteristics

Exalted aristocrats are exceptionally skilled combatants, trained in the use of all arms and armor

Combat Proficiencies: Aristocrats have weapon proficiency with all weapons, armor proficiency with all armor, and fighting style proficiency with the dual weapon, two-handed weapon, and weapon and shield styles.

Combat Progression: Aristocrats advance in attack throws and saving throws by two points every three levels. They increase their base damage from successful missile and melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe up to once per round per class level.

Starting Class Powers

Inspiring Leadership: By shouting slogans, reciting patriotic verses, or giving a rousing speech, the exalted aristocrat can inspire up to 30 allies within 50’. An inspired creature gains a +1 bonus to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster) and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). An aristocrat can inspire courage once per day per class level. (Even the most inspired epic gets stale if you hear it twice in the same day.) An aristocrat cannot inspire courage on characters who are already engaged in combat.

Political Network: Aristocrats naturally make connections and contacts wherever they go and always seem to know the right person for the job. Whenever aristocrats hire retainers or make passive investments in a market they have previously recruited in, they can treat the market as if it were one market class larger than its actual size (Class I markets remain Class I markets). Additionally, their good reputation is hard to tarnish, and when those they attempt to hire instead “refuse and slander” them, it is treated as a simple refusal. Likewise, characters performing Slandering hijinks targeting an aristocrat take a -4 penalty to their throws.

Prince Among Princes: The exalted aristocrat is an august figure who inspires great loyalty in Sairans. The character can hire two additional henchman beyond what his CHA would normally permit, and the base loyalty score of each of his henchmen is increased by 1. Additionally, the base morale score of any domain he personally rules is increased by 1. This ability is an enhanced version of the Leadership proficiency and does not stack with Leadership.

Additional Class Powers

Market ClassMax Capital / Month
I100,000gp*
II25,000gp
III10,000gp
IV5,000gp
V2,000gp
VI1,000gp
*Per 20,000 families

Access to Capital (4th): The aristocrat’s status as a celebrity and authority figure aids him in securing financing. He can borrow money from the merchant guild at an interest rate of 3% per month without collateral or at an interest rate of 1% per month with collateral. There is no limit to how much he can borrow in total, but each market only has a limited pool of capital for use each month, shown on the adjoining table. If the aristocrat fails to pay interest each month, he becomes disreputable in that market. If the character allows interest payments to build up such that he owes more in gp than his total XP, then his former business partners will begin to send rival adventurers after him, with wages by level that total the monthly interest payment. A henchman will not use this ability on behalf of his employer, but a player character can do so on behalf of his fellow party members.

Battlefield Prowess (5th): The aristocrat’s presence inspires the troops he leads. Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the aristocrat’s Charisma, proficiencies, or other abilities.

Lion-Hearted Leader (5th): Any forces the aristocrat personally commands in battle will automatically stand firm on their first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of a battle if the character himself routs, flees, or leads from the rear.

Castle (9th): By acquiring a castle or fort worth at least 15,000gp, the fighter can attract followers to his service. 5d6 x 10 0th level troops and 1d6 fighters of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the castle. If the fighter already has a castle, the followers arrive to serve him within 1d3 months of him reaching 9th level. The fighter must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. In time, the fighter might become a great lord, commanding armies to conquer vast realms. Additional rules for castles are detailed in Campaigns.

Public Education (9th): Any domain the aristocrat personally rules will see a 1gp/family increase in its monthly service revenue. However, if this revenue is not re-invested in agricultural or urban investments each month, the domain’s morale is decreased by 1 for that month.

Oneness of Land and Lord (10th): At 10th level, the aristocrat develops a spiritual connection with the people and land of his personal domain. The character’s max hp is increased by twice the current morale score of his domain (an unhappy domain will thus reduce the character’s hp). Provided the character remains Lawful, happy, and free of disease and magical corruption, the domain’s land value is increased by 2gp/family as if benefiting from a Harvest ritual.

Racial Traits

Divine Grace: Exalted Sairans are blessed by Numilvara with a divine grace, reducing the target number for their saving throws by 2. This benefit is already factored into the saving throw table above.

Unconventional Talent: Sairan culture is rooted in its love of the provocative, the avant-garde, and the unconventional. The character can learn a class proficiency from any class; a thief skill (excluding backstab); a venturer class power (excluding mercantile network); or other class power approved by the Judge, excluding spellcasting powers. The character cannot select a class power that is not available to 1st level characters. Note that some selections might not be useful, e.g. a non-spellcasting Exalted shouldn’t ever choose Contemplation.

Class Proficiencies:

Proficiency Progression: At 1st level, aristocrats gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.

Exalted Aristocrat Proficiency List: Alertness, Arcane Dabbling, Art, Beast Friendship, Combat Reflexes, Combat Trickery (disarm, knock down, sunder), Command, Diplomacy, Eavesdropping, Fighting Style Specialization, Knowledge, Laying on Hands, Magical Music, Manual of Arms, Military Strategy, Mounted Combat, Mystic Aura, Performance, Precise Shooting, Riding, Running, Skirmishing, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus

Aristocrat Templates

3d6TemplateProficienciesStarting Equipment
3 – 4DilettanteEavesdropping Gambling LoremasterySlightly notched short sword, dagger, leather armor, shabby linen tunic and pants, embossed leather belt, low boots, belt pouch, pair of dice carved from bone, waterskin, 1 week’s iron rations, 1gp (3 5/6 st)
5 – 6PhilanthropistLaying on Hands Healing Bright Lore of IrianSlender short sword, stiletto, scale armor, silvery white cloak, white linen tunic and pants, embossed leather belt, low boots, backpack, 1lb comfrey, waterskin, 2 weeks’ iron rations (enc 5 5/6 st)
7 – 8ColonizerSwashbuckling Seafaring PathfindingGracefully curved short sword, leather armor, mariner’s tunic and pants, well-stitched sash, embroidered low boots, backpack, 50’ rope, grappling hook, wineskin, 2 weeks’ iron rations, 15gp (enc 5 2/3 st)
9 – 10RakeMagical Music Performance (singing) Divine HealthSlender short sword, stiletto, scale armor, sunset red cloak embroidered with gold flowers, crimson linen tunic and pants, high boots, aulos, backpack, waterskin, 2 weeks’ iron rations, 15gp (enc 6 2/3 st)
11 – 12ScionCommand Military Strategy Divine BlessingGracefully curved sword, light steel shield with house crest, well-made chain mail armor, sapphire blue cloak embroidered with teal vines, armiger’s tunic and pants, high boots, backpack, 1 week’s iron rations, 39gp (enc 6 3/6 st)
13 – 14HoundmasterBeast Friendship Animal Husbandry Friend of Birds and BeastsSlightly chewed tunic and pants, leather belt, high boots, leather gloves, sturdy spear, sword, leather-backed scale armor, backpack, pouch of doggy treats, 2 weeks’ iron rations, waterskin, trained hunting dog, trained war dog (enc. 6 4/6 stone)
15 – 16IntriguerEavesdropping Lip-Reading SneakingComposite bow, quiver with 20 arrows, long slender sword, stiletto, light steel shield, form-fitting chain mail armor, midnight blue cloak embroidered with silvery, midnight blue cassock, high boots, backpack, waterskin, 1 week’s iron rations, 44gp (8 1/6 st)
17 – 18PatricianCommand Riding Mounted CombatWhitewood lance, gracefully curved sword, light steel shield with house crest, gleaming banded plate armor, winged heavy helmet, silvery white cloak embroidered with Sairan motif, sunset red armiger’s tunic and pants, high boots, medium riding horse, riding tack and saddle, saddlebags, waterskin, 2 weeks’ iron rations, 9gp (7 3/6 st with rations on horse)

Notes: The aristocrat’s unconventional talent selection is in bold. The stiletto is a type of dagger. The aulos is a type of musical instrument.