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Members of the noble class use their intelligence and natural charisma to make their way
in the galaxy. From true royalty to elected officials, military commanders to crime lords,
traders, merchants, ambassadors, holovid stars, and influential corporate magnates,
character types who appear in the noble class are varied and numerous. Some bring
honor to the name. Others are sly, treacherous, and dishonorable to the core. With a
winning smile, a golden tongue, a powerful message, or a knack for making
compromises, the noble commands respect, makes friends, and inevitably influences
events in the galaxy.
Noble Talents
Anticipation Talent Tree
You have studied the ways of your enemies and have learned how to read the actions
and motives of others. You can predict what they will do, and you gain advantage over
them by anticipating their every move.
Anticipate Movement: Once per round, as a Reaction to an enemy within your line of
sight moving, you can enable one ally within your line of sight to Move as a Reaction.
Forewarn Allies: All allies within 12 squares of you gain a +2 insight bonus on attack
and damage rolls when making Opportunity Attacks.
Get Down: As a Reaction, when an ally is targeted by a ranged attack, you can enable
that ally to drop prone immediately (imposing the normal -2 penalty for a ranged attack
against a prone target to the triggering attack roll) as a Reaction.
Heavy Fire Zone: Once per round, as a Swift action, you may designate a 3 x 3 square
area within your line of sight. Until the beginning of your next turn, if an opponent
moves into that area, you can enable one ally within your line of sight to make an
opportunity attack against that target. The ally you choose must be armed with a
weapon normally capable of making opportunity attacks, and one with which he can
make an attack against the target. This counts towards the allys normal opportunity
attacks for the round. Prerequisite: Forewarn Allies.
Summon Aid: Once per round, as a Reaction, when an enemy moves adjacent to you,
you can enable one ally within your line of sight to immediately make a Charge attack
against the triggering enemy. The ally that you choose must be able to charge the
enemy from his or her current square. Prerequisite: Anticipate Movement.
Lead from the Front: If you do not have cover from a target that you damage with a
ranged attack, all your allies gain a +2 morale bonus to attack rolls against that target
and a +4 circumstance bonus to opposed Initiative checks against that target until the
end of your next turn. Prerequisite: Face the Foe.
Luck Favors the Bold: If at least one enemy in your line of sight is aware of you, and
you do not have cover against that enemy, at the start of your turn, if you are conscious,
you gain a number of bonus Hit Points equal to 5 + one-half your level. Damage is
subtracted from bonus hit points first, and any bonus hit point remaining at the end of
the encounter are lost. Bonus hit points do not stack. Prerequisite: Face the Foe.
Weaken Resolve: Once per round, when you deal damage equal to or greater than the
target's damage threshold, make a Persuasion check as a Free action; if the check result
equals or exceeds the target's Will Defense, you fill the target with terror, causing it to
flee from you at top speed for one minute. The target can't use any actions except to
move or facilitate movement (such as opening a door through which to flee). The target
may spend a Force Point as a Free action to negate the effect. The effect ends
automatically if the creature takes any damage. The effect is negated if the target's level
equals or exceeds your own. This is a mind-affecting ability.
Turn the Tide: Once per encounter, as a Standard action, make a single melee or
ranged attack against any target within your range. If your attack hits, in addition to
dealing normal damage, all allies within 12 squares of you can immediately move up to
one-half their Speed as a Reaction.
Unwavering Ally: Once per turn, as a Swift action, you can designate one ally within
your line of sight who can hear and understand you. Until the start of your next turn,
that ally becomes immune to all effects that render the ally flat-footed or that grant
Combat Advantage.
Done it All: When you select this talent, choose two talents (non-advanced talents) that
you do not possess, but for which you meet the prerequisites. Once per round, you may
spend a Force point as a Free action to gain the benefits of one of those talents until the
end of your next turn.
Exceptional Control: Once per encounter as a Swift action, roll 1d20 and note the
result. At any time during the encounter, you may choose one enemy or ally within your
line of sight, replacing the result of one of his d20 rolls with your roll.
Get into Position: Once per encounter, at the start of your first turn, choose two allies
within 12 squares and within your line of sight. Each ally can immediately move up to
his Speed as a Reaction.
Retaliation: Whenever you are pushed down the condition track as a result of taking
damage that equals or exceeds your damage threshold, if you make a successful attack
against a droid or living creature before the end of your next turn, in addition to dealing
normal damage, you push the target -1 step down the condition track. Prerequisite:
Advanced Planning.
Stolen Advantage: Once per round, as a Reaction whenever an enemy within your line
of sight uses the Aid Attack action to grant one of its allies a bonus, you can designate
one ally within your line of sight. The enemy automatically fails to aid its ally, and the
ally that you designate gains a +2 bonus on its next attack roll made before the end of
your next turn. Prerequisite: Cast Suspicion.
True Betrayal: As a Standard action, make a Persuasion check versus the Will Defense
of one opponent within your line of sight that can hear and understand you. If your
check result equals or exceeds the targets Will Defense, the target immediately makes
an attack against another target of your choice as a Reaction. This can be a melee
attack against an adjacent target or a ranged attack against a target within the attackers
point blank range. The target gains a +5 bonus to its Will Defense if it is higher level
than you. This is a mind-affecting ability. Prerequisite: Cast Suspicion, Friend or Foe.