During the First Flowering, the Crown Wars, and most of the Founding Times, both the Coronal and his clan heads were supposed to be War-leaders, as well as Judge, Sage, and (minor) initiate in the Art. Although fights between elven kingdoms were rare during the Flowering, Orcs, Dragons, Giants, and other dangers forced any leader to be trained in battle. If this training had a flaw, it was that it did not create an expert, but somebody trained in many different fields.
During the Crown Wars the importance of Warleader became more and more the focus of this training, but during the Founding Times Lore, Law, and Art again were part of the curiculum. This long tradition was broken in Cormanthy where select houses of a Clan led with a seperate WarLeader-Judge and Mage-Sage. Now-a-days only a few Clans follow this ancient custom: some Copper elves in the forest of Thetyr, some Gold elves from lost Illefarn (now living on Evermeet), and some Silver elf Clans scattered around the Sword Coast.
Hit Die: 1d8
Special: This class is a prefered elven class and as such is used identically to the wizard class when computing multi-class xp penalties.
Class Skills: Appraise (Int), Balance (dex), Bluff (Cha) or Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha) or Perform (Cha), Jump, Knowledge (Arcana, Geography, History, Nobility) (Int), Knowledge (Nature) (Int) or Spellcraft (Int), Listen (Wis), Ride (Dex) or Swim (Str), Search (Int), Sense Motive (Wis), Speak Language or Survival (Wis), Spot (Wis), and Tumble (Dex)
Note that several skills are choices, depending on elven sub race and Clan.
A bossy Gold elven Clan in deep forests would take Bluff, Intimidate, Knowledge
(Nature) and Survival, while a Moon elf near human, gnome, and dwarven
settlements would select Craft, Perform, Spellcraft, and Speak Languages.
Skill Points: 6+Int modifier
Lvl Attack Fort Rflx Will Special 1 +1 +2 +2 +0 Weapon Focus, Politician 2 +2 +3 +3 +0 Familiar, Magic-1 3 +3 +3 +3 +1 Lore 4 +4 +4 +4 +1 Arcane Defense 5 +5 +4 +4 +1 Magic-2 6 +6/+1 +5 +5 +2 Bonded Familiar 7 +7/+2 +5 +5 +2 Movement 8 +8/+3 +6 +6 +2 Recognise Imposter, Magic-3 9 +9/+4 +6 +6 +3 Iron Will 10 +10/+5 +7 +7 +3 11 +11/+6/+1 +7 +7 +3 Magic-4 12 +12/+7/+2 +8 +8 +4 13 +13/+8/+3 +8 +8 +4 Leadership 14 +14/+9/+4 +9 +9 +4 Magic-5 15 +15/+10/+5 +9 +9 +5 16 +16/+11/+6/+1 +10 +10 +5 17 +17/+12/+7/+2 +10 +10 +5 Arcane Mastery, Magic-6 18 +18/+13/+8/+3 +11 +11 +6 19 +19/+14/+9/+4 +11 +11 +6 20 +20/+15/+10/+5 +12 +12 +6 Magic-7
Politician: either Negotiator or Persuasive
Magic: Mage or Sorcerer caster level +1 (standard exclusion rules),
Familiar: If the character can get a familiar through another class, and she doesn't have a familiar yet, she can instead take an 'Improved Familiar'.
Elven Noble levels stacks with Mage/Sorcerer levels for familiar improvements.
Lore: qv Bardic Lore, modified by Int and class level
Movement: either Mounted Combat or Run or Treetopper
Derived from the Ranger class.
It shouldn't be any more powerfull than that.
The ranger has 19 skills, 1d8 HD, best BAB, 2 good saves, favorite
opponents, favorite fighting style, favorite environment, minor spell power,
minor unique capability (track), and evasion on 9th level.
The Noble has slow Wizard/Sorcerer progression (max CL 7), better spell selection, but fewer high(er) level spells.
These skills enhanced the elven senses (Spot, Listen), how to move with speed and grace through the forest (Balance, Jump, Tumble, Swim, Ride), Judging and Ruling (Gather Info, Sense Motive, Diplomacy, Appraise), Sage on applicable fields (Arcana, Geography, History, Nobility, Nature or Spellcraft) and choices to adapt this class to different clans/circumstances.
Druids are common in the western lands of Faerun, but they are very rare in Shou and its neighboors. True, shamans follow the path of spirits, Shugenja are close to the five elements, and the Heavenly Emperor has servants taking care of rivers, rice fields, and rain, but to become one of nature, to not listen but be, is a rarity.
A few of those that follow the Path of Enlightenment seek perfection by trying to fit within nature. Once they understand that, is their finding, to understand oneself is only a small step. So when in -551 DR (Kindred Spirits) Dhin Zhou, a Naturalist, found the hidden druidic circle of Jannath in Raumathar, a connection was made. It took almost 250 years, but in -312 DR (Jade Roses) the great-druid Brochlund traveled to Shou to welcome those who wished as brothers. It has to be noted that naturalists take a more 'natural' approach to combat than others on the Path of Enlightenment.
A Naturalist is a variant class of the Druid. The primary focus of a Naturalist is to become a better person, to fully understand why she acts like she does and then pick the right path. Helping and protecting nature and others is a close second, while becoming rich or famous has no priority at all. Naturalists are less 'primitive' than Druids, and focus some more suppleness, balance, and side stepping danger than harnessing 'the beast within'.
Naturalists have the following game statistics.
Abilities: Wisdom determines how powerful a spell a
naturalist can cast, how many spells she can cast per
day, and how hard those spells are to resist. To cast a
spell, a naturalist must have a Wisdom score of 10 +
the spell's level. A naturalist gets bonus spells based on
Wisdom. The Difficulty Class of a saving throw against
a naturalist's spell is 10 + the spell's level + the
naturalist's Wisdom modifier.
Alignment: Neutral good, lawful neutral, neutral, or
chaotic neutral.
Hit Die: d6.
Level BAB Frt Rfl Wil Special Spells per day 1st +0 +0 +2 +2 Seeing the Path 3 1 2nd +1 +0 +3 +3 Woodland stride 3 2 3rd +2 +1 +3 +3 Trackless step, 3 2 1 Evasion 4th +3 +1 +4 +4 4 3 2 5th +3 +1 +4 +4 Still mind 4 3 2 1 6th +4 +2 +5 +5 4 3 3 2 7th +5 +2 +5 +5 Purity of body 4 4 3 2 1 8th +6 +2 +6 +6 5 4 3 3 2 9th +6 +3 +6 +6 Venom immunity 5 4 4 3 2 1 10th +7 +3 +7 +7 Seeing the Path 5 4 4 3 3 2 11th +8 +3 +7 +7 5 5 4 4 3 2 1 12th +9 +5 +8 +8 5 5 4 4 3 3 2 13th +9 +4 +8 +8 6 5 5 4 4 3 2 1 14th +10 +4 +9 +9 6 5 5 4 4 3 3 2 15th +11 +5 +9 +9 Timeless body 6 5 5 5 4 4 3 2 1 16th +12 +5 +10 +10 6 6 5 5 4 4 3 3 2 17th +12 +5 +10 +10 6 6 5 5 5 4 4 3 2 1 18th +13 +6 +11 +11 6 6 6 5 5 4 4 3 3 2 19th +14 +6 +11 +11 Seeing the Path 7 6 6 5 5 5 4 4 3 2 20th +15 +6 +12 +12 Perfect self 7 6 6 6 5 5 4 4 3 3
Evasion (Ex): A successful Reflex saving throw
against an attack that normally deals half damage on a
successful save results instead in no damage. Evasion
can be used only when wearing no or light armor. A
helpless naturalist does not gain the benefit of evasion.
Still Mind (Ex): A naturalist of 5th level or higher
gains a +2 bonus on saving throws against 'mind
affecting' spells and effects, since her meditation and
training improve her resistance to such attacks.
Purity of Body (Ex): At 7th level, a naturalist gains
control over her body's immune system. She gains
immunity to all diseases except for supernatural and
magical diseases.
Venom Immunity (Ex): At 9th level, a naturalist
gains immunity to all poisons.
Timeless Body (Ex): Upon attaining 15th level, a
naturalist no longer takes penalties to her ability scores
for aging and cannot be magically aged. Any such
penalties that she has already taken, however, remain in
place. Bonuses still accrue, and the naturalist still dies
of old age when her time is up.
Perfect Self (Ex): At 20th level, a naturalist has tuned
her body with skill and quasi-magical abilities to the
point that she becomes a magical creature. She is
forevermore treated as an outsider. Unlike other
outsiders, the naturalist can still be brought back from
the dead as if she were a member of her previous
creature type.
Guan-Yin: (NG) Goddess of love, compassion and mercy; the protector of women and children, champion of the unfortunate, guardian of fishermen, and rice goddess. The central mantra of her faith is that giving is more important then receiving, that nobody is lost forever, and that self sacrifice is a virtue.
The 'church' of Guan-Yin doesn't exist as such. She's venerated in most households, and several temples exist, as do wandering mystics, but no central authority is needed (or wanted). Her goodness is so strong that even the infernal planes become better should she go there - she can break a karmic circle if she wants.
Domains: Compassion, Family, Ocean, Plant, Good
Granted Power: You gain Nonlethal Substitution as a bonus feat.