Noble

NOBLE

Hero Level Attack Bonus Class Features
1 0 Defense Bonus, Starting Feats, talents, skills
2 1 Bonus Feat
3 2 Talent : Train Skill
4 3 Bonus Feat : Attribute +
5 3 Talent
6 4 Bonus Feat
7 5 Talent : Train Skill
8 6 Bonus Feat : Attribute +
9 6 Talent
10 7 Bonus Feat
11 8 Talent : Train Skill
12 9 Bonus Feat : Attribute +
13 9 Talent
14 10 Bonus Feat
15 11 Talent : Train Skill
16 12 Bonus Feat : Attribute +
17 12 Talent
18 13 Bonus Feat
19 14 Talent : Train Skill
20 15 Bonus Feat : Attribute +

Nobles start with  3d4 x 400 credits to start

Class Skills : At level 1 train in 5 + Int modifier. 
Deception Gather Information Initiative Jump Knowledge (all) Perception
Persuasion(all) Pilot Ride Treat Injury Use Computer(all)

Abilities : Charisma is a noble's most important stat, as a noble's skill at interacting with others and projecting a sense of  confidence are crucial for their success.
Wisdom and Intelligence form the basis of other important skill, so these ability scores are also significant.




Each level you can distribute 6 + Int modifier in skill ranks to any available skill.
  • You may not have a higher training or skill ranking than your character level

Hit Points  : level 1 receive  18  hitpoints + constitution modifier.
  •      Further levels gain 1d6 + con modifier

The Force : Receive 5 points.

Class Features : 

Defensive bonus : at  level 1 gain + 1 to  Reflex Defense, and +2 to Will Defense.
At level 1 gain either 1 extra feat or train in 1 extra skill

Starting Feats: at level 1 gain these Feats -
     Dive for Cover
     Linguist
     Weapon Proficiency (pistol) & (simple weapons)

Talents :

At first level and every odd level you may choose from any of the following talent trees but you must meet the prerequisites of any chosen talent

Influence: One of your greatest strengths is to exert your influence over your opponents
  1. Presence:  You can make a persuasion check to intimidate a creature as a standard action (instead of a full round action)
  2. Demand Surrender:  Once per encounter, you can do a persuasion check as a standard action to demand surrender from an opponent who has been reduced to 1/2 or less of its hit points.  If successful they will surrender to you or your allies.  This means they drop any weapons they have and will take no more hostile actions towards you and your allies.
  3. You can only use this once against a target per encounter. (target will no longer submit if you or an ally attack them)
    1. Prerequisite: Presence
  4. Weaken Resolve:  Once per round, if you deal damage equal or greater than the target's damage threshold, make a persuasion check as a free action.  If successful the target flee's for 4 rounds, and must be out of line of sight before stopping.   (the target may use a force point to negate the effect if they haven't already used a force point this round)
    1. Prerequisite: Presence
  5. Improved Weaken Resolve : Same as Weaken resolve except the target does not stop fleeing.  If cornered the target will do its best to hide and avoid hostiles.  If the target is attacked the noble must make another persuasion check to keep the effect active.  (-5 each round the target is attacked is applied to the persuasion check)
    1. Prerequisite: Weaken Resolve
                                  
Inspiration: Nobles are known for inspiring their followers  (note - you can not inspire yourself)
  1. Bolster Ally: as a standard action, you can bolster an ally within line of sight, moving him +1 on the condition track.  This will also add bonus HP equal to the allies level if they have less than 1/2 their max health.  Bonus points are lost first  before natural HP. (You can't bolster an ally more than once an encounter.  Bonus HP is lost at the end of the encounter)
  2. Inspire Confidence:  As a standard action, you can inspire confidence in all allies in your line of sight, granting them a +1 moral bonus on attack rolls and a +1 bonus to any skill checks for the rest of the encounter.
  3. Ignite Fervor:  Hitting an opponent with an attack, you can (free action) choose to give an ally within your line of sight a bonus on their damage on their next attack.  Bonus is equal to characters level.  If the ally misses an attack the bonus is lost.
    1. Prerequisite: Bolster Ally, Inspire Confidence
  4. Inspire haste:  As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check.  On that allies next turn they can make a skill check that quicker.  Changing a full round action to Standard Action, or Standard Action to Move action.
  5. Inspire Zeal:  Whenever an ally within line of sight makes an attack that exceeds the targets damage threshold, the target moves -2 spaces down the condition track rather than the normal -1
Leadership:  As a leader, you know how to take charge.
  1. Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls.  The effect last as long as the ally remains in line of sight.
  2. Distant Command:  Any ally retains the bonus from Born leader even if they are no longer in line of sight
    1. Prerequisite: Born Leader
  3. Fearless leader:  As a swift action you can provide a courageous example for all your allies.  For the remainder of the encounter your allies receive a +5 moral bonus to Will Defense.  Allies must be within line of sight or they loose the bonus.
    1. Prerequisite: Born Leader
  4. Rally:  Once per encounter, you can rally your allies and bring them back from defeat.  As a swift action, any allies within line of sight who have 1/2 or less of their max HP gain a +2  moral bonus to Reflex and Will Defense and a +2 bonus to all damage rolls for the remainder of the encounter.
    1. Prerequisite: Born Leader, Distant Command
  5. Coordinate:  You know how to get people to work together.  Taken as a standard action all allies within your line of sight receive an additional +1 bonus when they use aid on another action until the start of your next turn
  6. Trust:  You give up your standard action and give an ally within line of sight an extra standard action on their next turn.  You may only use this once per ally in an encounter.
    1. Prerequisite: Born Leader, Coordinate

Lineage:  You reap the benefits of being brought up in a privileged life.
  1. Connections:  You are able to obtain licensed, restricted, military or illegal equipment without paying a licensing fee or endure a background check Black market cost multiplier is reduced by 1 x.
  2. Education:  Thanks to your well rounded education you may make any knowledge check untrained (you don't get the +3 bonus unless the skill is trained).
  3. Spontaneous Skill:  Sometimes your surprise others with your skill.  Once a day you may make an untrained skill check as though you were trained in the skill.
  4. Notoriety:  Once a day you may use a Perception skill to get a discount on purchasing an item.  Item may not cost more than 1000 time the character level.  discount amount is determined by how much over the threshold you rolled (1-4 is a 10% discount, 5-9 a 20% and greater than 10 a 35% discount

No comments:

Post a Comment