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Nobles

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 Starting Benefits


Nobles start with a number of hit points equal to 12 + their Constitution Bonus.
Nobles receive a number of hit points at each level beyond first equal to 4 + their
Constitution Bonus.
Nobles receive a +1 bonus to their Reflex Defense and a +2 bonus to their Will Defense.
Nobles start with the following feats: Linguist, Weapon Proficiency (pistols), Weapon
Proficiency (simple weapons).
Nobles receive a number of trained skills equal to (6+Int Modifier).
Nobles treat the following skills as class skills: Academics, Computers, Deception,
Endurance, Focus, Initiative, Medicine, Networking, Perception, Persuasion, Pilot, Ride,
Science, Tactics.
Nobles start play with 4,000 credits.

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.

Disgrace Talent Tree


Scandal fouls your family name, forcing you to live among the fringes of society and
teaching you that honor is overrated when victory is on the line.
Ambush: During a surprise round, before combat begins, if you are not surprised you
can opt to give up your Standard action to allow all non-surprised allies within your line
of sight to take an extra Move action during the surprise round. Allies can spend this
Move action to instead re-roll their Initiative check and take the better result as a Free
action before the combat begins. Prerequisite: Dirty Tricks.
Castigate: You deliver a scathing rebuke against a target to erode its will and fill it with
doubt Make a Persuasion check as a Standard action. If your check result equals or
exceeds the targets Will Defense, you impose a -2 penalty on all the targets defenses
until the end of your next turn. you can use this ability only against targets that can
clearly hear you and understand your language.
Dirty Tricks: Once per encounter, as a Standard action, you can grant a tactical
advantage to all allies within your line of sight. When an ally flanks an opponent, that
ally gains an additional +2 bonus on melee attack rolls against that opponent. Allies lose
this benefit immediately if line of sight to you is broken, or if you are unconscious or
dead, or at the end of the encounter.
Misplaced Loyalty: Once per turn as a Swift action you can make a Persuasion check
against the Will Defense of all opponents within your line of sight. If successful, a target
cannot attack you if one of your allies is within 6 squares of you. You may not use this
talent in the same round as you use the soldiers Draw Fire talent. This effect lasts until
the beginning of your next turn. Prerequisite: Dirty Tricks.
Two-Faced: Blah blah blah.
Unreadable: You gain a +4 bonus to your Will Defense against skill checks made to read
your emotions and influence your attitude or behavior. In addition, whenever you
succeed at the Feint action in combat, that target grants you Combat Advantage until the
end of your next turn.

Fencing Talent Tree


In the days of the old republic, the fine art of swordplay was stylish among nobles. A
particular style arose mixing martial precision with forceful panache.
Demoralizing Defense: As a Standard action, make a single melee attack. If
successful, your attack deals one-half its normal damage and your opponent suffers a -4
penalty to attack rolls made against you until the end of your next turn. This is a [mind
affecting] ability. Prerequisite: Noble Fencing Style.
Leading Feint: When you make a successful melee attack against an opponent, you
may make a Feint attempt as a Swift action. If your Feint attempt is successful, you may
transfer the benefit of the Feint to one ally within 12 squares. Prerequisite: Noble
Fencing Style.
Noble Fencing Style: You taunt and distract your opponent with feints, misdirection,
and deception. When using a light melee weapon or a lightsaber that you are proficient
with, you can use either your Dexterity modifier or your Charisma modifier on attack
rolls. Prerequisite: Trained in Deception and Persuasion.
Personal Affront: Once per encounter, as a Reaction, you may make a single melee
attack against an adjacent enemy who just damaged you. Prerequisite: Noble Fencing
Style, Level 8+.
Transposing Strike: As a Standard action, make a single melee attack. If successful, in
addition to dealing normal damage, you may switch places with the target. Your
opponent must be no more than one size category than you, and you must end up
occupying a space that was previously occupied by your target (and vice versa) to use
this talent. This movement does not provoke opportunity attacks. Prerequisite: Noble
Fencing Style, Level 8+

Gambling Leader Talent Tree


You arent afraid to take chances when leading your allies, and you risk defeat in
exchange for a shot at even the most unlikely victories. You put yourself on the front
lines to encourage your allies to overcome long odds.
Assault Gambit: One per turn, as a Standard action, you can designate one ally and
one enemy that have line of sight to each other. the ally and the enemy make opposed
Initiative checks, and the winner can make a single immediate melee or ranged attack
against the loser. No character can benefit from this talent more than once per round.
Direct Fire: Once per turn, as a Swift action, you can designate one ally and one target
that does not have cover from you. Until the start of your next turn, the ally that you
designate ignores that targets cover bonus to Reflex Defense. Prerequisite: Assault
Gambit.
Face the Foe: If you do not have cover from a target, you gain a +2 bonus on attack
rolls against that target.

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.

Influence Talent Tree


One of your greatest strengths is your ability to exert influence over your opponents.
Fluster: You get under an opponents skin. Once per encounter, you may make a
Persuasion check to intimidate an opponent. If successful, instead of the normal effect,
the affected creature can take only a single Swift action on its next turn. If the target is
higher level than you, it gains a +5 bonus to its Will Defense against the skill check. This
is a [mind-affecting] ability. Prerequisite: Presence, Trained in Persuasion.
Demand Surrender: Once per encounter, you can make a Persuasion check as a
Standard action to demand surrender from one opponent who has been reduced to onehalf or less of his total hit points. If your check result equals or exceeds the target's Will
Defense, he surrenders to you and your allies, drops any weapons he is holding, and
takes no hostile actions.
If the target is higher level than you, he gains a +5 bonus to his Will Defense. If you or
any of your allies attack the target, he no longer submits to your will and can act
normally. This is a mind-affecting ability. Prerequisite: Presence.
Improved Weaken Resolve: As weaken resolve (below), except that the target doesn't
stop fleeing from you if it is wounded. Prerequisite: Weaken resolve.
Intimidating Defense: Once per encounter, when you are attacked by a creature within
12 squares and within your line of sight, you can make a Persuasion check to intimidate
an opponent as a Reaction. If successful, instead of the normal effect, the affected
creature suffers a -5 penalty to the attack roll that triggered this talent. If the attacker is
higher level than you, it gains a +5 bonus to its Will Defense against the skill check. This
is a [mind affecting] ability. Prerequisite: presence, Trained in Persuasion.
Presence: You can make a Persuasion check to intimidate a creature as a Standard
action instead of a Full action.

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.

Inspiration Talent Tree


Nobles are renowned for their ability to inspire their followers and urge them to
greatness. You can often get results out of friends, allies, and followers that other
leaders cannot.
All of the talents in this tree are mind-affecting abilities. Moreover, you cannot use any
of these talents on yourself.
Bolster Ally: As a Swift action, you can bolster one ally within line of sight, moving him
one step up the condition track. Further, if he's at one-half of his maximum hit points or
less, you give him a number of bonus hit points equal to twice his character level.
Damage is subtracted from the bonus hit points first, and any bonus hit points remaining
at the end of the encounter go away. You cannot bolster the same ally more than once in
a single encounter. Bonus hit points do not stack.
Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can
use a Free action to give one ally within your line of sight a bonus to damage on his next
attack equal to his character level. Once his fervor has been ignited, the affected ally
doesn't need to remain within line of sight of you; if his next attack misses, he loses the
bonus to damage granted by this talent. Prerequisite: Bolster Ally, Inspire Confidence.
Inspire Confidence: As a Standard action, you can inspire confidence on all allies in
your line of sight. Make a Persuasion check vs DC 10; with success, you give them a +1
morale bonus on attack rolls and a +1 morale bonus on skill checks. For every 5 points
by which your check result exceeds DC 10, you grant your allies an additional +1 morale
bonus on attack rolls and an additional +1 morale bonus on skill checks. This bonus lasts
for the rest of the encounter or until you are rendered unconscious or dead. Once
inspired, your allies do not need to remain within line of sight of you.
Inspire Haste: As a Swift action, you can encourage one of your allies within line of
sight to make haste on a skill check. On that ally's turn, that ally can make a skill check
that requires a Standard action as a Move action instead.
Inspire Zeal: Whenever an ally within line of sight of you makes an attack that moves
an opponent down the condition track (such as by dealing damage that equals or exceed
the target's damage threshold), that ally moves the target one additional step down the
condition track. Prerequisite: Bolster Ally, Inspire Confidence, Ignite Fervor.

Leadership talent Tree


A born leader, you know how to take charge and lead your companions and followers to
success.
All of the talents in this tree are mind-affecting abilities. Moreover, you cannot use any
of these talents on yourself.
Born Leader: Once per encounter, as a Standard action, make a Tactics check, vs DC
10; with success, you grant all allies within line of sight a +1 insight bonus on attack
rolls. For every 5 points by which your check result exceeds DC 10, you grant your allies
an additional +1 insight bonus on attack rolls. This effect lasts for the remainder of the
encounter, as long as they remain within line of sight of you. An ally loses this bonus
immediately if line of sight is broken or if you are unconscious or dead.
Coordinate: A noble with this talent may use a Standard action to increase the efficacy
of his allies coordinated efforts. All allies within line of sight grant an additional +1 bonus
when using the Aid Another, Aid Attack, or Aid Defense actions until the beginning of
your next turn. you may select this ability multiple times. Each time you do, the bonus
granted by the coordinate ability increases by +1 (to a maximum of +5).
Distant Command: Any ally who gains the benefit of your born Leader talent does not
lose the benefit if their line of sight to you is broken. Prerequisite: born leader.
Hold the Line: 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 gain a +2 morale bonus to all
of their Defenses until the start of your next turn.
Fearless Leader: As a Swift action, you can provide a courageous example for your
allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their
Will Defense against any fear effect. Your allies lose the benefit if they lose line of sight
to you, or if you are rendered unconscious or dead. Prerequisite: Born Leader.
Rally: Once per encounter, you can rally your allies and bring them back from the edge
of defeat. As a Swift action, any allies within your line of sight who have less than onehalf of their total hit points gain a +2 morale bonus on their Reflex Defense and Will
Defense and a +2 bonus to all damage rolls for the remainder of the encounter.
Prerequisite: Born Leader.
Reactionary Attack: Once per encounter, when you or an ally within 6 squares of you is
the target of an attack, you can direct an ally within 6 squares of you to make an
immediate attack against the opponent that triggered this talent as a Reaction.
Prerequisite: Born Leader, Trained in Persuasion.
Trust: You can give up your Standard action to give one ally within your line of sight an
extra Standard action on his next turn, to do with as he pleases. The ally does not lose
the action if line of sight is later broken. Prerequisite: Born Leader, Coordinate.

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.

Lineage Talent Tree


You lead a privileged life and reap the benefits of an upbringing beyond most citizens of
the galaxy.
Connections: You are able to obtain licensed, restricted, military, or illegal equipment
without having to pay a license fee or endure a background check, provided the total cost
of the desired item is equal to or less than your character level x 1,000 credits. In
addition, when obtaining equipment or services through the black market, you reduce
the black market cost multiplier by 1.
Educated: You may make Expert Knowledge check in skills in which you are untrained.
Further, you gain a +5 bonus when making any Expert Knowledge check.
Spontaneous Skill: Once per day, you may make an untrained skill check as though
you were trained in the skill. Exception: You cannot use this talent to make Use the
Force checks unless you have the Force Sensitivity feat.
You can select this talent multiple times. Each time you do, you can use it one additional
time per day.
Wealth: Each time you gain a level (including the level at which you take this talent),
you receive an amount of credits equal to 5,000 x your noble level. You can spend these
credits as you see fit. The credits appear in a civilized, accessible location of your choice
or in your private bank account.

Master of Intrigue Talent Tree


You are a skilled manipulator and have mastered the art of working behind the scenes to
accomplish your goals. Flash and spectacle are inferior tools, only suitable for those
without your unique abilities.
Advanced Planning: When you use the start battle application of the Initiative skill,
choose one willing ally within your line of sight. You and that ally swap initiative results.
Blend In: You know how to blend into a variety of cultures and groups with ease. As a
Swift action, you gain total concealment when you are adjacent to at least to other
creatures. This benefit does not apply to attacks from adjacent creatures.

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.

Provocateur Talent Tree


As a provocateur, you specialize in turning your enemies against one another, giving your
allies the advantage. This is accomplished through a combination of gaining an enemys
confidence, making careful use of deception, and coordinating your allies attacks.
Cast Suspicion: As a Swift action, you can select one enemy within your line of sight.
That enemy loses all morale and insight bonuses on attack rolls and cannot benefit from
the Aid Attack, Aid Defense, or Aid Another actions by its allies until the end of your next
turn.
Distress to Discord: You encourage your allies to sow discord among your enemies by
fighting with renewed vigor. Whenever an ally within your line of sight uses the Second
Wind action, all enemies within 2 squares of that ally grant Combat Advantage until the
end of your next turn.
Friend or Foe: Once per round, as a Reaction whenever an ally within your line of sight
is missed by a ranged attack, you can designate one opponent adjacent to that ally.
Compare the attack roll of the missed attack to the Reflex Defense of that enemy; if the
attack would hit, the attack targets that opponent and is resolved as normal.
Prerequisite: Cast Suspicion.
Seize the Moment: Once per round, as a Reaction when an enemy within your line of
sight is reduced to 0 hit points or is moved down the condition track by any means, you
allow one ally within your line of sight to immediately use the Second Wind action as a
Reaction. Further, when that ally uses the Second Wind action, it regains a number of
additional hit points equal to your character level. Prerequisite: Distress to Discord.

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.

Superior Skills Talent Tree


Youre not just good at what you do, youre the best. Failure is but a stumbling block ,
and great success always follows.
Assured Skill: When you select this talent, choose one skill for which you possess the
Skill Focus feat. Whenever you make a skill check using this skill, you can choose to
forgo the +4 bonus gained from the Skill Focus feat and instead roll 2 dice, keeping the
better result. You can select this talent multiple times. Each time you do so, it applies to
a different skill for which you possess the Skill Focus feat. Prerequisite: Skill Focus in
the chosen skill.
Critical Skill Success: Whenever you roll a natural 20 on a skill check, choose one other
skill. One time before the end of your next turn, you can choose to gain a +4
competence bonus to a check with that skill as a Reaction.
Exceptional Skill: When you select this talent, choose one skill in which you are trained.
Whenever you roll a skill check with that skill, a result of 2 - 7 on the die is always
treated as though you had rolled an 8. You can select this talent multiple times. Each
time you do so, it applies to a different skill that you are trained in. Prerequisite: Skill
Training in the chosen skill.
Skillful Recovery: When you select this talent, choose one skill in which you are
trained. Whenever you fail a skill check with that skill, you gain one temporary Force
point. That Force point can only be used to gain a check bonus or to improve a roll for
the chosen skill. If the Force point is not spent before the end of the encounter, it is lost.
You can select this talent multiple times. Each time you do so, it applies to a different
skill in which you are trained. Prerequisite: Trained in the chosen skill

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