Noble

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, golden tongue, a powerful message, or a knack for making compromises, the Noble commands respect, makes friends, and inevitably influences people.

Adventurers

Most Nobles wind up in dangerous situations because of something they believe in or because their job calls for it. Others hope to use their negotiating talents to navigate a course through the troubles around them, or seek to find profit in the troubles of others. Whatever their initial motivations, Nobles usually wind up taking to a cause and a goal that sustains them through the roughest missions. An adventuring Noble might be a senator's aide, a free trader, a diplomat, a true prince or princess, or an outlaw's lieutenant. Nobles often feel responsible for others, though some consider themselves to be better than those around them.

Characteristics

The Noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed. Where other Heroic Classes shoot first, the Noble starts out asking questions and hopes to finish by negotiating a deal. The Noble believes he or she can be more effective with words and deeds than with violence, though some draw a blaster when push comes to shove. The Noble is more comfortable in civilized regions of space, where law and order have some meaning. Of all the Heroic Classes, Nobles have the best diplomatic and bargaining skills. They're good talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make good leaders. Noble Base Class Stat Modifiers.
  • Base Clase Hit Points: 16 + Con modifier for 1st lvl. 6HP plus their Consitution modifier.
  • Attribute Saves: +2 Intelligence & +1 Wisdom.
  • Special Defenses: +2 Reflex & +2 Will.
  • Base Attack Bonus: Current Hero lvl - 1.
  • Force Points: 5 + Hero lvl/2 rounded down.
  • A Noble starts the game with 3d4 x 400 +800 Credits.
Noble Base Class Starting Languages
  • Galactic Basic
  • Arkanian
  • Binary (must have Intelligence 13+ & be Trained in Mechanics)
  • Bocce (Trade Language)
  • Bothese
  • High Galactic
  • Huttese
  • Old Corellian
  • Snivvian
Noble Base Class Starting Feats
  1. Linguist
  2. Weapon Proficiency (Sidearms & Simple Weapons)
  3. Noble Education: You may ignore the Attribute prerequisites and gain an additional General Feat of your choosing.
Noble Prestige Class Levels All Noble class levels 10 and higher are Prestige Class levels and follow their own leveling bonuses listed below.   Noble Class Skills The following list of skills is the Class Skills for the Noble. Base Level Noble may choose a number of Class Skills to become Trained in equal to; 8 + their Intelligence Modifier.

Noble Base Class Feats

At each even-numbered level (2nd, 4th, 6th, etc.), a Noble gains a Bonus Feat. This Feat must be selected from the following list, and a Noble must meet any prerequisites for that Feat.

AI Thinking

  • Benefit: Whenever you provide a beneficial, Mind-Affecting effect to your allies, you may select a number of Droids, within the range of the effect, equal to your Intelligence modifier (Minimum 1). These Droids gain the benefits of your 'Mind-Affecting ' effect.

Armor Proficiency (Light)

  • Benefit: You can wear Light Armor without the untrained penalty. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).

Biotech Specialist

Prerequisite: Trained in Mechanics
  • Benefit: You can modify a Biotech device, suit of armor, weapon, or Vehicle so that it gains a specific trait. You can perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, or Vehicle, and you cannot apply the same benefit more than once.

Brilliant Defense

Prerequisite: Intelligence 13
  • Benefit: Once per encounter, you can add your Intelligence modifier to your Reflex Defense as a Reaction; this benefit lasts until the start of your next turn.

Class Skill Training

  • Benefit: Choose 1 + (your Intelligence modifier) untrained skills from your list of class skills. You become trained in those skills.
 

Combat Trickery

  Prerequisites: Wisdom 13 & Trained in Deception
  • Benefit: You can spend two successive Swift Actions on the same turn to make a Deception check against a target's Will Defense. If the check is successful, the target is Flat-Footed against your next attack made before the end of your next turn. Additionally, you can spend a Force Point to extend your target's penalties, to your attacks, until the end of the encounter.

Cornered

  • Benefit: Whenever you are Threatened by an opponent and at risk of an Attack of Opportunity, you gain a +2 bonus on attack rolls against any opponents that threaten you.

Cut the Red Tape

Prerequisite: Trained in Knowledge (Bureaucracy)
  • Benefit: You can use your Knowledge (Bureaucracy) modifier instead of your Gather Information (Cha) modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (Bureaucracy) check instead (subject to the same circumstances and limitations). You are considered Trained in the Gather Information (Cha) skill for the purposes of this check.

Cybernetic Surgery

Prerequisite: Trained in Treat Injury
  • Benefit: You can install a cybernetic prosthesis on a living being. The procedure takes 1 hour of uninterrupted work; before, during, and after which you must make a series of Treat Injury Checks, DC 15, increasing by 5 for each check. If all three checks are successful the prosthesis is installed correctly and cannot jam or malfunction. If two out of three checks succeed, the prosthesis is installed correctly but will jam or malfunction on critical failures involving the limb. If only one or none of the checks succeed the prosthesis is not installed correctly and the surgery must be reattempted. You can try again after another hour and a half of surgery and one less check. If you fail the second surgery you may try one last time, after a three-hour surgery, for guaranteed success. You can install cybernetics to yourself but you must make a DC 20 Endurance check after each check or take Disadvantage on all your next check.

Demoralizing Strike

Prerequisite: Charisma 13
  • Benefit: When you successfully deal damage to an opponent with an Attack of Opportunity, you can immediately make a Persuasion check to Intimidate the opponent as a Free Action.

Disturbing Presence

Prerequisite: Trained in Deception
  • Benefit: If you succeed on a DC 15 Deception check, you can move through the Threatened area or Fighting Space of an enemy as part of your move action without provoking an attack of opportunity. Each Threatened space or occupied space that you move through in this manner counts as 2 squares of movement.

Expert Briber

Prerequisite: Charisma 13
  • Benefit: When using the Haggle or Bribery applications of the Persuasion skill, you reduce the DC to reduce the price of the item haggled over by 10.

Expert Defender Training

  • Benefit: When you fight with any Defensive Combat Focus, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.

Field Surgeon

  Prerequisite: Trained in Treat Injury
  • Benefit: You can perform Surgery on a number of creatures equal to your Intelligence modifier (minimum 2) simultaneously. You make Treat Injury checks for each individual creature as normal.

Flèche

Prerequisite: Base Attack Bonus +3
  • Benefit: Once per encounter, when you Charge, you can turn any Melee attack roll of 17+ into a Critical Hit.

Flurry

  • Benefit: When wielding only Light weapons or Lightsabers, you can make a flurry of attacks as a Full-Round Attack. You take a -5 penalty to your General Defense and Attack rolls, but you may make an additional attack during your Full-Round Attack. This penalty to your Defense and Attack rolls applies until the start of your next turn.

Follow-Through Attack

Prerequisite: Rapid Strike
  • Benefit: When you damage a target with both attacks while using the Rapid Strike Feat, once per turn on your turn, you can immediately make a second attack at a -2 penalty against a second target within your reach. If this attack hits, you deal half of the original attack's damage to that target.

Force of Personality

Prerequisite: Charisma 14
  • Benefit: You can use your Charisma modifier to determine your Will Defense.

Hasty Modification

Prerequisite: Tech Specialist
  • Benefit: You can exchange a Trait you have applied to a piece of Equipment or Droid for another Trait by spending 1 minute making a DC 20 Mechanics check. If you succeed, the Equipment loses the old Trait and gains a new Trait until the end of the encounter, at which point the device loses all Traits previously acquired through the Tech Specialist Feat.

Indomitable Personality

Prerequisite: Charisma 13
  • Benefit: Once per encounter, you can add your Charisma modifier to your General Defense as a Reaction; this benefit lasts until the start of your next turn.

Informer

Prerequisite: Trained in Perception
  • Benefit: Choose one Gather Information skill, you can use your Perception skill modifier instead of the modifier of the chosen Gather Information skill when making a Gather Information check. You are considered Trained in that Gather Information skill. If you are entitled to a Gather Information check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). Additionally, when you have favorable conditions for your Gather Information check, you reduce by half the time it takes to make a Gather Information check.
Special: You may take this feat multiple times, each time choosing a different Gather Information skill.

Intimidator

Prerequisite: Trained in Persuasion
  • Benefit: When you successfully use the Intimidate application of the Persuasion skill against a creature, instead of the normal results, the creature takes a -5 penalty to all Skill Checks (including Use the Force) and a -2 penalty to all attacks when you are within its line of sight, until the end of your next turn. If aboard another Vehicle, your enemy must be able to see or detect your Vehicle.
Special: You cannot use this Feat with the Maniacal Charge feat.

Ion Specialist

  • Benefit: When making an attack with an Ion Weapon against a Droid, Shield, Vehicle, or another type of machine, you gain one of the following benefits, depending on the kind of weapon you use.
Ion Assault Weapon
When you use an Ion Assault the critical threat of the weapon is increased by 1.
Ion Blade/Charge
When you use an Ion melee weapon you may treat your target's Damage Resistance as though it is 3 points lower.
Ion Explosive
When you use an Ion Explosive, the Explosive's Splash radius is increased by 1 square.
Ion Heavy Weapon
Ion Attacks target the target's Reflex Defense and treat it 5 points lower.
Ion Sidearm
When you use an Ion Sidearm, the damage dice increase by 1 step.

Iron Resolve

Prerequisite: Trained in Perception
  • Benefit: You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks.

Linguist

Prerequisites: Intelligence 13
  • Benefit: You gain a number of bonus languages equal to 1 plus your Int bonus {minimum of 1}. You can take this feat more than once each time you take it you gain a number of bonus languages equal to 1 plus your Int bonus {minimum of 1}.

Master of Disguise

Prerequisites: Trained in Disguise & Charisma 13
  • Benefit: You gain a +5 insight bonus to your Disguise check when creating a Deceptive Appearance or Forging Documents. In addition, you can rush the process by taking a -2 penalty to the Disguise check.

Melee Defense

Prerequisite: Intelligence 13
  • Benefit: When you use a standard action for a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number {up to +5} as a dodge bonus to your General & Reflex Defense. This number may not exceed your Base Attack Bonus. The changes to Attack rolls & Reflex Defense last until the start of your next turn.

Mind Over Matter

  • Benefit: You can use your Will Defense instead of your Fortitude Defense when determining your Damage Threshold.

Mounted Combat

Prerequisite: Trained in Ride
  • Benefit: You can make a DC 20 Ride check as a Swift Action to spur your living Mount to move faster than its normal speed. If the check fails, your Mount's Speed does not increase and it moves -1 step on the Condition Track. If the check succeeds, your Mount's Speed increases by 2 squares until the start of your next turn. You cannot Take 10 on this check. Your Mount must succeed on a DC 20 Endurance check prior to each subsequent attempt to use this Feat in the same encounter.
Additionally, once per round, as a Reaction, when you are riding a Mount, you can negate a weapon hit against either you or the Mount by making a successful Ride check. The DC of the Skill Check is equal to the result of the attack roll you want to negate.

Opportunistic Retreater

Prerequisite: Combat Reflexes
  • Benefit: Whenever an opponent provokes an Attack of Opportunity from you, once per turn you can sacrifice the attack to move a number of squares equal to one-half your Speed. Moving in this way does not provoke Attacks of Opportunity.

Philosopher

Prerequisite: Skill Focus (Knowledge (Galactic History)) or Skill Focus (Knowledge (Social Sciences))
  • Benefit: Once per encounter, you can substitute a Knowledge (Galactic Lore) or Knowledge (Social Sciences) check for a Wisdom Save or Gather Information (Wisdom) check.

Predictive Defense

Prerequisite: Intelligence 15
  • Benefit: You can use your Intelligence modifier to determine your Reflex Defense.

Quick Skiller

  • Benefit: Once per encounter, you can Take 10 when rushed on a single Skill Check for a Skill you are Trained in, unless the Skill description explicitly forbids it. Alternatively, you can Take 20 when using a Skill you are Trained in at half the normal time required. You may take this feat multiple times to gain additional uses per encounter.

Rapid Reaction

Prerequisite: Dexterity 13 & Trained in Initiative.
  • Benefit: Once per encounter, you can use two different Reactions in response to the same trigger. For example, if you use the Deflect Talent and fail to negate the attack, you can also use Negate Energy as a response to the same attack.

Rapid Withdrawal

  • Benefits: When you Withdraw from an enemy you may first take a 5-foot step before using any of your Movement to Withdrawal. This step ignores any difficult terrain movement penalties.

Rapport

Prerequisite: Wisdom 13
  • Benefit: When using the Aid Another Action, you grant an additional +2 insight bonus on Skill Checks and attack rolls to the character you are assisting.

Recall

Prerequisite: Trained in at least one Knowledge Skill
  • Benefit: Once per day, you can roll any check for a Knowledge Skill that you are Trained in with Advantage. This feat can be taken multiple times, each time gaining an additional use of this feat per day.

Recovering Surge

Prerequisites: Constitution 15 & Trained in Endurance
  • Benefit: When you catch a Second Wind, you move +2 steps on the Condition Track & recover 2 Hit Die (from your most recent class) in Bonus Hit Points.

Return Fire

Prerequisites: Dexterity 15, Quick Draw, & Weapon Proficiency (Chosen Group/Exotic Weapon)
  • Benefit: Select one Weapon for which you possess the Weapon Proficiency feat. Once per encounter as a Reaction, you can make a single ranged attack with the chosen weapon against an enemy that misses you with a ranged attack (at half your normal Ranged Attack bonus), provided you have line of sight to the enemy.
Special: If you're making this attack with a Heavy Weapon you only have a quarter of your normal Ranged Attack bonus. This Feat does not apply to Vehicle Weapons. You must have your weapon in hand to use this Feat. You can take this Feat multiple times. Each time you take this Feat, it applies to a different Weapon Group or Exotic Weapon.

Sidearm Specialist

Prerequisite: Weapon Proficiency (Sidearms), Legendary Weapon Proficiency (any Sidearm), or Exotic Weapon Proficiency (any Sidearm)
  • Benefit: When you make a ranged attack with a Sidearm with which you are proficient, you gain one of the following benefits, depending on the kind of Sidearm you use.
Blaster Pistol
You may choose to make your attacks against your Target's Reflex Defense.
*Hold-Out Blaster Pistol*
If you fire a Hold-Out Blaster Pistol at a target that has not yet acted in combat, you gain a +5 bonus to your attack rolls with that weapon against that target. this bonus applies to all such attacks until the target attacks.
Magnum Blaster
You treat your target's Damage Resistance as though it's 5 points lower.
Subrepeater
Your Autofire attacks include Point-Blank as an optimal range. Your Burstfire attacks include Medium-Range as an optimal range.
Slugthrower Pistol
You may treat your target's Damage Threshold as though it's 5 points lower.
Slugthrower Revolver
When your weapon damage would move your target -1 down the Condition Track, they move an additional step.
Submachine Gun
Your Auto or Burstfire penalty only increases after your first missed attack.

Signature Device

Prerequisite: Tech Specialist
  • Benefit: You designate a single weapon, suit of armor, vehicle, or another item as your Signature Item. When making Mechanics checks to modify that piece of Equipment, you can Take 10 on the check. In addition, you can allow the device to gain two Traits from the Tech Specialist feat.
To install the second Trait, you must succeed on a DC 30 Mechanics check. Once installed, the device can use only one Trait at a time, and switching from one Trait to the other requires a Swift Action to adjust the item's settings.
  • You can have only one Signature Device at a time, but you can designate another device as your Signature Item (the former item loses all benefits gained from this Feat).

Silver Tongue

Prerequisite: Trained in Persuasion
  • Benefit: You can Intimidate or Charm as a Standard Action.

Skilled Specialist

Prerequisite: Charisma 13.
  • Benefit: Choose one Skill in which you are Trained. Allies who are not Trained in that Skill gain a +3 competence bonus to the Skill while they are within your Line of Sight.

Skill Focus

  • Benefit: You gain a +3 Insight bonus on skill checks made with one Trained skill of your choice. This can not be used on the same skill more than once.
Special: You may take this feat multiple times, each time it may apply to a new skill.

Stand Tall

Prerequisite: Trained in Endurance & Performance.
  • Benefit: Once per encounter (per Ally), when an opponent successfully damages you, it provokes an Attack of Opportunity from said Ally.

Surgical Expertise

Prerequisite: Trained in Treat Injury & Intelligence 14
  • Benefit: You can perform Surgery in a quarter of the normal time needed for the procedure.

Superior Tech

Prerequisite: Intelligence 17, Tech Specialist, & Hero Level 9
  • Benefit: Select one of the following item categories: Armor, Weapons, Droids, Vehicles, or Devices. You can install advanced Traits when modifying equipment belonging to the category you chose. These Traits replace the Traits granted by the Tech Specialist Feat. You may still use the Tech Specialist options if you so choose. If you choose an item for a Signature Device that fits into the category you choose you may give that item 2 advanced Traits, but the DC for the Mechanics check to install them increases by 10.

Swift Recovery

  • Benefit: On your turn, you can catch a Second Wind as a Free Action instead of a Swift Action.

Tactical Advantage

Prerequisite: Combat Reflexes
  • Benefit: When you successfully damage an opponent using an Attack of Opportunity, you gain a +5 circumstance bonus on your next Attack of Opportunity attack roll. This bonus does not stack with itself.

Tech Specialist

Prerequisite: Trained in Mechanics
  • Benefit: You can modify a device, suit of Armor, Weapon, Droid, or Vehicle so that it gains a special trait. Specific traits are shown in the table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of Armor, Weapon, Droid, or Vehicle, and you cannot apply the same benefit more than once.

The Friends You Know

Prerequisite: Trained in Gather Information (Cha)
  • Benefit: Whenever you would use a Gather Information (Cha) check you may spend half the time and roll with Advantage.

Weapon Finesse

Prerequisites: Base Attack Bonus +1
  • Benefit: When using a small melee weapon or One-Handed Lightsabers, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

Weapon Proficiency

  • Benefit: Choose one of the following Weapon Types: Assualt Weapons, Melee Weapons, Sidearms, or Simple Weapons. You become proficient with all weapons of that type, no matter the class. You also can take advantage of any of the weapon's abilities, integrated equipment, and upgrades. You can take this feat multiple times to gain proficiency in an additional Weapon Type.

Noble Class Talent Trees

At every odd-numbered level (1st, 3rd, 5th, and so on), a Noble gains a Talent. A Noble may choose a Talent from any of the Talent Trees below, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.  

Anticipation Talent Tree

You have studied the ways of your enemies and have learned how to read the actions and thoughts of others. You can predict what they will do, and you gain advantage over them by anticipating their every move.

Anticipate Movement

  • Benefit: 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 up to their speed as a Free Action.

Anticipate Action

Prerequisite: Anticipate Movement
  • Benefit: When targeted for an attack or effect, as a Reaction, you may spend an Attack of Opportunity to either; grant your attacker Disadvantage & a -5 circumstance penalty, or make an opposing Attribute Save where upon your success the attack or effect is negated.

Forewarn Allies

  • Benefit: All allies within 12 squares of you gain a +2 insight bonus on attack rolls and damage rolls for Attacks of Opportunity.

Heavy Fire Zone

Prerequisite: Forewarn Allies
  • Benefit: Once per turn, as a Swift Action, designate a 3x3 square area within your line of sight. Until the end of your next turn, if a target moves into that area you can enable one ally within your line of sight to make an Attack of Opportunity against that target. The ally you choose must be armed with a Weapon capable of making Attacks of Opportunity, and this counts toward the ally's normal limitations for Attacks of Opportunity made in a round.

Get Down

  • Benefit: As a Reaction, when an ally is targeted by a ranged attack, you can enable that ally to drop Prone immediately (imposing the normal -5 penalty for a ranged attack against a Prone target to the triggering attack roll) as a Free Action.

Summon Aid

Prerequisite: Get Down
  • Benefit: 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 you choose must be able to Charge the enemy from his or her current square under normal Charge rules.

Collaborator Talent Tree

Some Nobles learn to work both sides of the conflict in war and can manipulate their enemies into believing they are allies.

Double Agent [Mind-Affecting]

  • Benefit: When you roll Initiative at the beginning of combat, also roll a Deception check, comparing the result to the Will Defense of all enemies in line of sight. If your Deception check is successful, that target cannot attack you and does not believe you to be an enemy (though they do not consider you an ally) while this effect is active.
Special: If you attack or otherwise obviously harm or hinder a target under the effect of this Talent, or one of that target's allies, this effect ends. This is a Mind-Affecting effect.
  • Special: The first attack you make while this talent is active counts as coming from Concealment.

Order of Protection

Prerequisite: Double Agent
  • Benefit: As a Standard Action, you can designate yourself or one ally & one enemy and make a Persuasion check, comparing the result against the Will Defense of all enemies in your line of sight who can hear and understand you. If your check result equals or exceeds a target's Will Defense, that target cannot attack the people you designated until the beginning of your next turn.
Special: Characters that use this Talent or the Draw Fire Talent cannot be targeted by or benefit from this Talent. You may not benefit from this Talent at the same time as the Misplaced Loyalty Talent.

Enemy Sipher

  • Benefit: Whenever an enemy within 12 squares of you and in your line of sight receives an insight or morale bonus from any source, you can also gain that bonus, subject to all the same limitations as the bonus provided to that enemy.

Friendly Fire

Prerequisite: Enemy Sipher
  • Benefit: If you are engaged in melee combat with an adjacent enemy and are the target of a ranged attack that misses you, compare the attack roll to the Reflex Defense of one adjacent enemy; if the attack equals or exceeds the target's Reflex Defense, that enemy becomes the new target of the attack, which is resolved as normal.

Feed Information

  • Benefit: As a Swift Action, you can grant one enemy a +1 bonus on their next attack roll made before the beginning of your next turn. Additionally, until the beginning of your next turn, you can designate one ally who receives a +3 bonus on its next attack roll.

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.

Crowned Guerillas

  • Benefit: 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 a +5 Flanking bonus on attack rolls instead of the normal +2 bonus.
Special: Allies lose this benefit immediately if line of sight is broken or if you are unconscious or dead, or at the end of the encounter.

Ambush

Prerequisite: Crowned Guerillas
  • Benefit: During a Surprise Round, before combat begins, if you are not Surprised you can 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
Special: Allies can spend this Move Action to instead reroll their Initiative checks with Advantage before combat begins.

Castigate

  • Benefit: 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 against the target's Will Defense. If successful, you impose a -2 penalty to all the target's Defenses until the end of your next turn.
Special: You can use this ability only against targets that can clearly hear and understand your language.

False Security

  • Benefit: Make a single melee or ranged attack against a target within your Range. At any time before the beginning of your next turn, you can make a single attack against that target as a Reaction if that target attacks you.

Misplaced Loyalty

Prerequisite: Crowned Guerillas
  • Benefit: As a Swift Action once per turn, 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.
Special: You may not gain the benefit of this Talent if another character within 6 squares of you has used this talent since the end of your last turn.
  • Special: You may not use this Talent in the same round as the Soldier's Draw Fire Talent.

Two-Faced

Prerequisites: Misplaced Loyalty
  • Benefit: You have mastered the art of saying one thing and doing another, allowing you to deceive your enemies to keep your machinations hidden. You can use each of the following actions once per encounter as a Standard Action:
Nonthreatening [Mind-Affecting]
Make a single melee or ranged attack against a target within your Optimal Range. Until the beginning of your next turn, that opponent cannot make any attacks against you except for Attacks of Opportunity. This is a Mind-Affecting effect.
Tricky Target
Make a single melee or ranged attack against a target within your range that has not attacked you since the end of your last turn. You gain a +2 bonus on your attack roll and damage roll for this attack.
Unreadable
You gain a +5 bonus to your Will Defense against Skill Checks made to read your emotions and influence your Attitude. In addition, whenever you successfully Feint a target in combat, that target is Flat-Footed against all your attacks until the end of your next turn.  

Exile Talent Tree

You have broken with your family, world, or organization and cannot rely on its aid or support. Whether forced or self-imposed, your exile allows you to adapt in new ways to the galaxy at large.

Arrogant Bluster [Mind-Affecting]

Prerequisite: Trained in Persuasion
  • Benefit: You take on an air of arrogance, allowing you to distract and sway others with your apparent knowledge and experience. When you make a successful Persuasion check to change an enemy's Attitude, the enemy takes a -5 penalty to its Will Defense until the end of your next turn. If you spend a Force Point, the duration is extended to the end of the encounter.

Galactic Guidance

Prerequisite: Trained in Knowledge (Galactic History)
  • Benefit: You share your considerable galactic knowledge to inform others' actions and decisions. Once per encounter, as a Reaction, if you succeed on a DC 25 Knowledge (Galactic History) check, you enable one ally within 6 squares of you to reroll a failed Intelligence or Wisdom based Skill Check (other than Perception).

Rant

Prerequisite: Trained in Persuasion
  • Benefit: You are a master of voicing your opinion loudly, continuously, and distractingly. If you succeed in making a Persuasion check to Intimidate an enemy that is within 6 squares of you and that can hear, see, and understand you, you can deny that enemy the use of a Move Action on its next turn, instead of gaining the normal Intimidation results. You grant one ally a Move Action to use immediately (the ally uses the Move Action as a Reaction).

Self-Reliant

Prerequisite: At least one Talent from the Inspiration Talent Tree
  • Benefit: You need not rely on others when the going gets tough. Once per encounter, you can use one Talent that you possess from the Inspiration Talent Tree on yourself, despite not normally being able to do so.

Band Together

Prerequisites: Galactic Guidance, Self-Reliant, Trained in Persuasion, & Trained in Knowledge (Galactic History)
  • Benefit: You can inspire disparate beings to temporarily ally for a common cause. You can use each of the following Actions once per encounter:
Directed Attack
As a Swift Action, designate one enemy character or Vehicle as the target of this Talent. Until the end of your next turn, whenever an ally within 12 squares of you hits the target, add 1d6 points of damage to each hit.
Strength in Numbers
Your allies gain confidence in numbers. As a Swift Action, you grant all allies within 12 squares of you and within your line of sight a +5 bonus to their Will Defense until the end of your next turn. You must have a minimum of two allies to use this Action.
Temporary Allies [Mind-Affecting]
With a successful Persuasion check, you can turn a Helpless NPC with an Attitude toward you of Unfriendly or Indifferent into an ally willing to aid you and follow your direction for the remainder of the encounter. As a Swift Action, you direct the NPC to attack a target, aid another character, or use a Skill to aid you or your allies.

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.

Noble Fencing Style

Prerequisites: Trained in Athletics, Deception, and Persuasion
  • Benefit: This style of swordplay uses wit and force of personality to increase accuracy, taunting and distracting an opponent with feints, misdirection, and deception. When using a small melee weapon or a Lightsaber that you are proficient with, you can use your Charisma modifier instead of your Strength modifier on attack rolls.

Demoralizing Defense

Prerequisite: Noble Fencing Style
  • Benefit: As a Reaction, you can designate an enemy you have just hit with a melee attack. The enemy takes only half damage from the attack, but takes a -5 penalty on attacks made against you until the end of your next turn. A single target may only be affected by this Talent once per round. This is a Mind-Affecting effect.

Fencing Beat

Prerequisite: Noble Fencing Style
  • Benefit: As a Standard Action, you may make a Sunder attack against a target’s weapon. If your attack is successful you deal half damage to the weapon but deplete all Attacks of Opportunities your target can take until the end of their next turn.

Fencing Defense

Prerequisite: Noble Fencing Style
  • Benefit: As a swift action you can gain a +1 parry bonus to your General & Reflex Defenses until the start of your next turn. You must have your melee weapon drawn to use this Talent. You do not gain the bonus if you are, or become, Flat-Footed. You can take this talent multiple times increasing the bonus by 1 {Maximum 5}.

Fleche

Prerequisite: Noble Fencing Style
  • Benefit: Once per Encounter, you may replace your Charge Action with a Fleche. A Fleche provides you with a +5 to your attack roll but you still only take a -2 to your General Defense.

En Garde

Prerequisite: Fencing Defense
  • Benefit: While Fencing Defense is active, you may change your Combat Focus as a Move Action.

Fencing Block

Prerequisite: Fencing Defense
  • Benefit: As a reaction, you may spend an Attack of Opportunity, to negate a melee attack by making an opposing Melee attack {the DC of the check is equal to the Attack roll you wish to negate.} You take a -5 penalty on your next Melee attack every time you've used Block since the beginning of your last turn. You must have a light Melee weapon drawn to use this talent, and you must be aware of the attack and not Flat-Footed.

Fencing Clash

Prerequisite: Fencing Block
  • Benefit: As a reaction, once per encounter, make an Attack Roll against a character whose attack you negated using Fencing Block, if your attack roll meets or surpasses theirs you lock them in a Clash. While in a Clash you may make a Full Round Action to make two attack rolls against them with no penalty. To disengage from a Clash the character must make an Attack Roll against your Clash Attack Roll, on a successful check they may make the rest of their turn freely. During a Clash, you may not take any Reactions or Movements without disengaging your Clash.

Fencing Riposte

Prerequisite: Fencing Block
  • Benefit: As a reaction, once per encounter, make a melee attack against a character whose attack you negated using Block. Only non-area melee attacks can be riposted in this manner.

Leading Feint

Prerequisite: Noble Fencing Style
  • Benefit: Whenever you successfully damage an opponent with a melee attack, you can make a Deception check to Feint against that target as a Swift Action. If successful, you designate an ally within 12 squares; your target is designated Flat-Footed against the first attack that ally makes against your target before the beginning of your next turn.

Point-in-Line

Prerequisite: Leading Feint
  • Benefit: After dealing damage to an opponent, you may select one target that is outside of your weapon’s Reach, that opponent is counted as Threatented by you and you may spend a Reaction to move 1 square closer to that target and make an Attack of Opportunity once within Reach.

Personal Affront

Prerequisites: Noble Fencing Style & Base Attack Bonus +5
  • Benefit: Once per encounter, as a Reaction, you can make a single melee attack against an adjacent enemy who just damaged you.

Transposing Strike

Prerequisites: Noble Fencing Style & Base Attack Bonus +5
  • Benefit: When you hit a character with a melee attack, you can choose to have the attack deal only half damage and switch places with that foe. Your foe must be no more than one size category larger 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 Attacks of Opportunity.

Gambling Leader Talent Tree

You aren't 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

  • Benefit: Once per turn, as a Standard Action, you can designate one ally and one enemy that have line of effect 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

Prerequisite: Assault Gambit
  • Benefit: Once per encounter, 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 you designate ignores the target's Cover bonuses to their target’s Defenses.

Safe Bet

Prerequisite: Assault Gambit
  • Benefit: When you use the Assault Gambit you may grant your designated ally Advantage or inflict Disadvantage on the designated Enemy.

House Always Wins

Prerequisite: Assault Gambit
  • Benefit: If your designated ally loses the Assault Gambit, you may, as a Reaction, make an Attack of Opportunity against the target that won. If your damage exceeds the target’s Damage Threshold they may take no more actions this turn.

The Duel Master

Prerequisite: Attack Gambit & Lightning Attack
  • Benefit: Once per Encounter, when targeted for an attack, while you are unarmed with a ranged weapon holstered, you may make an Initiative check to oppose your target’s Attack roll. If your check meets or exceeds their attack roll you may make a Coup de Grace attack against them, as a Reaction.

Bluff Call

  • Benefit: When you take damage that is above your Damage Threshold, you may (as a Reaction) make a Performance check, DC damage taken. If you meet or exceed the DC of the check you only take a quarter of the damage dealt, if you fail to meet the DC you take maximum non-critical damage.

Dead Men Tell No Tells

Prerequisite: Bluff Call
  • Benefit: When you take damage that would qualify for Massive Damage or reduce you to 0 Hit Points, you may (as a Reaction) make a Performance check, DC damage taken. If you meet or exceed the Damage dealt you will only take half and not move down the Condition Track. If you fail to meet the DC you will take critical damage.

Catch the Bullet

  • Benefit: When targeted by a non-energy & non-area Ranged Attack you may attempt a Sleight of Hand check (DC your enemy’s attack roll) to negate the attack. If your roll is successful you may attempt an Intimidate check (as a Free Action) against the target.

Face the Foe

  • Benefit: If you do not have Cover from a target, you gain a +1 morale bonus to attack rolls against that target.

Insurance Policy

Prerequisite: Face the Foe
  • Benefit: Your first attack made without Cover has Advantage on the Attack and Damage roll.

Leader’s Luck

Prerequisite: Face the Foe
  • Benefit: If you do not have Cover from a target that you damaged with a ranged attack, all your allies gain a +2 morale bonus to attack rolls against that target and a +5 circumstance bonus to opposed Initiative checks against that target until the start of your next turn.

Luck Favors the Bold

Prerequisite: Face the Foe
  • Benefit: If at least one enemy within 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 Heroic Level. Damage is subtracted from Bonus Hit Points first, and any Bonus Hit Points remaining at the end of the encounter are lost. Bonus Hit Points do not stack.
 

Luck is for Losers

Prerequisite: Assault Gambit, Bluff Call, Catch the Bullet, or Face the Foe.
  • Benefit: Once per Day, if you miss an Attack roll or fail a Skill check as part of a Gambler Leader talent you may, as a Reaction, make the check again and Take 20.
 

Ideologue Talent Tree

Your zeal and dedication to your cause is inspirational. It motivates your allies and demoralizes your enemies.

Instruction

  • Benefit: Once per encounter, as a Standard Action, you can boost the competence of one of your allies within 6 squares. That individual gains the ability to make a single Skill Check using your Skill modifier (except Use the Force this Skill Check must be made before the end of the encounter, or the benefit is lost.
You can select this Talent multiple times. Each time you do so, you gain one additional use of this Talent per encounter.

Know Your Enemy

  • Benefit: You are well-versed in the strengths and weaknesses of the enemies of your cause. As a Swift Action, you can select a single enemy within line of sight and make a Knowledge (Galactic Lore) check against a DC equal to 15 + the target's CL. If the check is successful, you immediately learn any two (your choice) of the following pieces of information:
  1. Target's attack bonus with a particular weapon
  2. General Defense score, Special Defense scores, or Devastating Injury Defense & Damage Resistance score.
  3. Target’s Hit Points & Bonus Hit Points
  4. One group of Skill modifiers chosen by attribute modifier.
  5. The presence of any one Talent or Feat (you choose the Talent or Feat, and the Gamemaster reveals whether or not it is present).

Known Dissendent [Mind-Affecting]

Prerequisite: Know Your Enemy
  • Benefit: You are a well-know opponent of a large and influential government or organization (such as the Empire or the Corporate Sector Authority). Officials of any level are loath to take action against you, lest they inadvertently promote your cause. As a Standard Action, you can make a Persuasion check against the Will Defense of a single opponent within line of sight that can hear and understand you.
If the Persuasion check succeeds, that opponent may not attack you or any Vehicle you occupy until the start of your next turn. If the target is a higher level than you, they gains a +5 bonus to its Will Defense for each level higher than you, and the target must be able to hear and understand you. If the target is attacked, the effect of this Talent ends.

Lead by Example

  • Benefit: Your bravery and skill inspires others to follow your lead. Once per encounter when you successfully deal damage to an enemy, you can choose to grant all allies a +1 circumstance bonus on attack rolls and +1 die of damage on non-Area Attacks against that target for the remainder of the encounter.

Idealist

Prerequisite: Charisma 13
  • Benefit: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma modifier in place of your Wisdom modifier to your Will Defense.

Influence Talent Tree

One of your greatest strengths is your ability to exert influence over your opponents.

Allure

  • Benefit: You may Take 10 on any roll to Change Attitude, Charm, Seduce or any other Deception, Persuasion, or Performance check to influence someone’s attitude or feelings toward you.

Captivate

Prerequisite: Allure
  • Benefit: As a Full-Round Action, you can beguile one or more targets of your choice within 6 squares and line of sight, making a Persuasion check against their Will Defense. If successful, the targets suffer a -5 penalty to Perception checks for one round. You can keep the targets captivated as a Full-Round Action each subsequent round, making a new Persuasion check each time. The effect immediately ends if the targets are attacked or threatened.

Master Debater

  • Benefit: When making an opposed Deception or Persuasion check, you receive a +2 circumstance bonus to the check. Additionally, in the case of a tie in the opposed check, your result is victorious. If your opponent also has this Talent, normal resolution rules apply.

Persuasive

  • Benefit: You receive a +2 competence bonus to all Deception and Persuasion checks. Additionally, you are also considered Trained in those skills if not already.

Presence

  • Benefit: You can make a Persuasion check to Intimidate a creature as a Standard Action (instead of a Full-Round Action).

Demand Surrender [Mind-Affecting]

Prerequisite: Presence
  • Benefit: Once per encounter, you can make a Persuasion check as a Standard Action to demand surrender from an opponent who has been reduced to one-half or less of its hit points. If your check result equals or exceeds the target's Will Defense, it surrenders to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the target is higher level than you, it gains a +5 bonus to its Will Defense. If you or any of your allies attack it, it no longer submits to your will and can act normally. You can only use this Talent against a particular target once per encounter. This is a Mind-Affecting effect.
Special: Unlike other Mind-Affecting effects, you need only to hail a Vehicle to Demand Surrender. You can demand surrender of a vehicle that has been reduced to one-half or fewer of its hit points, even if the crew is uninjured. You make your check against the Vehicle's Commander; all Nonheroic crews are assumed to have a Will Defense of 10. If the CL of the target Vehicle is greater than your Heroic Level or the CL of your Vehicle, the target gains a +5 bonus to its Will Defense. You can't use this Talent to Demand Surrender from a Vehicle that is more than one size larger than yours under any circumstances- Star Destroyers don't surrender to X-Wings.

Weaken Resolve [Mind-Affecting]

Prerequisite: Presence
  • Benefit: Once per round, when you deal damage equal to or greater than the target's Damage Threshold, you can make a Persuasion check as a Free Action; if the 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 1 minute. The target can't take Standard Actions, Swift Actions, or Full-Round Actions while fleeing, but the target stops fleeing and can act normally if it is wounded. As a Free Action or Reaction, the target can spend a Force Point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your Character Level. This is a Mind-Affecting fear effect.
Special: Unlike with other Mind-Affecting effects, you need only to hail a Vehicle to weaken the crew's resolve. When you deal damage that equals or exceeds a Vehicle's Damage Threshold, you may use this Talent; in addition, you may Ready an Action to use this Talent after any Gunner on your Vehicle deals damage that equals or exceeds a Vehicle's Damage Threshold. You make your check against the Vehicle's Commander; all Nonheroic crews are assumed to have a Will Defense of 10. The effect is automatically negated if the target Vehicle's Challenge Level is greater than your Heroic Level or your Vehicle's Challenge Level.

Improved Weaken Resolve [Mind-Affecting]

Prerequisite: Weaken Resolve
  • Benefit: Once per round, when you deal damage equal to or greater than the target's Damage Threshold, you can make a Persuasion check as a Free Action; if the 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 1 minute. The target can't take Standard Actions, Swift Actions, or Full-Round Actions while fleeing. As a Free Action or Reaction, the target can spend a Force Point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your Character Level. This is a Mind-Affecting fear effect.
Special: Unlike with other Mind-Affecting effects, you need only to hail a Vehicle to weaken the crew's resolve. When you deal damage that equals or exceeds a Vehicle's Damage Threshold, you may use this Talent; in addition, you may Ready an Action to use this Talent after any Gunner on your Vehicle deals damage that equals or exceeds a Vehicle's Damage Threshold. You make your check against the Vehicle's Commander; all Nonheroic crews are assumed to have a Will Defense of 10. The effect is automatically negated if the target Vehicle's Challenge Level is greater than your Heroic Level or your Vehicle's Challenge Level.

Fluster [Mind-Affecting]

Prerequisites: Presence & Trained in Persuasion
  • Benefit: You get under an opponent's skin. Once per encounter, make a Persuasion check to Intimidate one creature within line of sight as a Standard Action. On a success, instead of the normal effect of an Intimidate application of the Persuasion skill, the affected creature can take only a single Swift Action on its next turn. If the target is a higher level than you, it gains a +5 bonus to its Will Defense against the Intimidate check.

Intimidating Defense [Mind-Affecting]

Prerequisites: Presence & Trained in Persuasion
  • Benefit: Once per encounter, as a Reaction, you can make a Persuasion check to Intimidate one creature that is making a melee or ranged attack against you, and is within your line of sight. If you succeed, you impose a -5 penalty to that attack roll. If the target is a higher level than you, it gains a +5 bonus to its Will Defense against the Intimidate check.

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 their friends, allies, and followers that other leaders cannot. All of the Talents in this Tree are Mind-Affecting effects. Moreover, you can't use any of these Talents on yourself.

Bolster Ally

  • Benefit: As a Standard Action, you can bolster an ally within line of sight, moving them +1 step along the Condition Track, and giving them a number of Bonus Hit Points equal to their Character Level, if they're at one-half their maximum Hit Points or less. Damage is subtracted from the Bonus Hit Points first, and any Bonus Hit Points remaining at the end of the encounter go away.
You can't Bolster the same ally more than once in a single encounter, and you can't Bolster yourself.

Inspire Confidence

  • Benefit: As a Standard Action, you can inspire confidence in all allies in your line of sight, granting them a +1 morale bonus on attack rolls, and a +1 morale bonus on Skill Checks for the rest of the encounter, or until you're unconscious or dead. Once Inspired, your allies don't need to remain within line of sight of you.
You can't Inspire Confidence in yourself.

Willpower

Prerequisite: Inspire Confidence
  • Benefit: You can share your strength of will with your allies. Once per encounter as a Swift Action, you can grant all allies within line of sight a +2 morale bonus to their Will Defense. This bonus lasts for the remainder of the encounter, and once it is granted your allies need not remain within line of sight of you to retain this bonus.
Willpower does not effect yourself.

Beloved

Prerequisites: Bolster Ally, Inspire Confidence
  • Benefit: Your allies hold you in such esteem that when you are threatened or injured, you can impel them to action. You can use each of the following actions once per encounter:
Guardian
Choose one ally as a Swift Action. As long as you remain within 6 squares of the ally, you gain a +2 bonus to your General Defense until the start of your next turn.
Reprisal
Make a single melee or ranged attack against any target within your Optimal Range as a Standard Action. If your attack roll succeeds and if that target attacks you before the end of your next turn, one ally within 6 squares can make an Attack of Opportunity against that target as a Reaction.
To Me!
Spend a Swift Action. Whenever you take any damage before the beginning of your next turn, each ally within line of sight can move 2 squares as a Reaction. This movement does not provoke Attacks of Opportunity.

Ignite Fervor

Prerequisites: Bolster Ally, Inspire Confidence
  • Benefit: Whenever you hit an opponent with a melee or ranged attack, you can (as a Free Action) choose to give one ally within your line of sight a bonus to damage on their next attack equal to their Character Level. Once their fervor has been ignited, the affected ally doesn't need to remain within line of sight of you; if their next attack misses, they lose the bonus to damage granted by this Talent.
You can't Ignite Fervor on yourself.

Inspire Haste

  • Benefit: As a Swift Action, you can encourage one of your allies within line of sight to make haste with a Skill Check. On that ally's next turn, that ally can make a Skill Check that normally requires a Standard Action, as a Move Action instead.

Inspire Zeal

Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor
  • Benefit: Whenever an ally within line of sight of you makes an attack that moves an opponent down the Condition Track (such as dealing damage that equals of exceeds the target's Damage Threshold), that ally moves the target an additional -1 step down the Condition Track.

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 effects. Moreover, you can't use any of these Talents on yourself.

Born Leader

  • Benefit: Once per encounter, as a Swift Action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or you are unconscious or dead.

Distant Command

Prerequisite: Born Leader
  • Benefit: 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.

Rally

Prerequisite: Distant Command
  • Benefit: 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 half their total hit points remaining gain a +2 morale bonus to their Special Defenses and a +2 bonus to all damage rolls for the remainder of the encounter.
Special: Unlike other Mind-Affecting Talents, Rally affects both allied Vehicles and characters with less than half their Hit Points. The Vehicle gains a +2 bonus to its Reflex Defense, all crewmembers gain a +2 bonus to their Will Defense so long as they are on board, and all Gunners gain a +2 bonus on damage with Weapon Systems (before multiplier, if any). Any crewmember who has less than half its Hit Points also gains the normal benefits of this Talent even if it leaves the Vehicle, but note that these bonuses do not stack.

Fearless Leader

Prerequisite: Born Leader
  • Benefit: 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 this benefit if they lose line of sight to you, or you are killed or knocked unconscious.

Tactical Savvy

Prerequisite: Born Leader
  • Benefit: When an ally whom you can see spends a Force Point to enhance an attack roll, the ally gains a bonus to the Force Point roll equal to your Intelligence modifier.

Commanding Presence

Prerequisite: Tactical Savvy
  • Benefit: You excel at leading others into battle, issuing quick commands, demonstrating a gift for strategy, decimating your enemies, and impressing your peers. You can use each of the following Actions once per encounter as a Standard Action:
Hold the Line!
Make a single melee or ranged attack against any target within your range. If your attack hits, all allies within 6 squares of you gain a +2 morale bonus to their Defenses until the end of your next turn.
Lead the Assault
Make a single melee or ranged attack against any target within your range. If your attack hits, all allies within 6 squares of you gain a +2 morale bonus to their attack rolls and damage rolls until the end of your next turn.
Turn the Tide
Make a single melee or ranged attack against any target within your range. If you successfully damage the target, a number of allies equal to your Charisma modifier (minimum 1) can immediately move up to half their Speed as a Free Action.

Coordinate

  • Benefit: A Noble with this talent has a knack for getting people to work together. When you use this Talent as a Standard Action, all allies within your line of sight grant an additional +1 bonus when they use the Aid Another Action until the start of your next turn.
Special: You may select this Talent multiple times; each time you do, the bonus granted by the coordinate ability increases by 1 (to a maximum of +5).

Trust

Prerequisites: Born Leader, Coordinate
  • Benefit: You can give up your Standard Action to give one ally within your line of sight an extra Standard Action or Move Action on their next turn, to do with as they please. The ally does not lose the Action if line of sight is later broken.

Unwavering Ally

  • Benefit: 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 deny the ally a Dexterity bonus to their General & Reflex Defense.

Reactionary Attack

Prerequisites: Born Leader, Trained in Persuasion
  • Benefit: Once per encounter, as a Reaction to an attack made against you or an ally, you can direct an ally within 6 squares to make an immediate attack as a Reaction against the attacking enemy. The ally you choose must be capable of making an attack against the target.

Lineage Talent Tree

You lead a privileged life and reap the benefit of an upbringing beyond most citizens of the galaxy.

Connections

  • Benefit: You are able to obtain Licensed, Restricted, Military, or Illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired Equipment 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

  • Benefit: Thanks to your well-rounded education, you may make any Knowledge check Untrained.

Spontaneous Skill

Prerequisite: Educated
  • Benefit: Sometimes you surprise others with your skill. Once per day, you may make an Untrained skill check as though you were Trained in the Skill. You cannot use this Talent to make an Untrained Use the Force check as though you were Trained in the skill, unless you have the Force Sensitivity feat.
Special: You can select this Talent multiple times; each time you do, you can use it one additional time per day.

Wealth

  • Benefit: Each time you gain a level (including the level at which you select this Talent), you receive a number of credits equal to 10,000 x your Class 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.

Engineering Family

Prerequisites: Educated, Trained in Knowledge (Technology)
  • Benefit: You are Trained in the Mechanics skill. Additionally, when installing new systems into a Vehicle, the efficiency of your designs reduces the time it takes to install the system by 25%.

Influential Friends

Prerequisite: Connections
  • Benefit: You have Influential Contacts within a certain organization, planet, or region who can provide concrete information to you on certain subjects. Once per day, you can have one of these contacts make a Skill Check on your behalf. The contact always Takes 20 on the Skill Check (even if the Skill would normally not allow Taking 20) and has a Skill modifier equal to 5 + one-half your Heroic Level.
Contacting your Influential Contacts and receiving the benefit of the Skill Check takes a number of minutes equal to 10 x the Skill Check result.

Powerful Friends

Prerequisite: Connections, Influential Friends
  • Benefit: You have a powerful contact who has an extended sphere of influence. The contact could be an Imperial Senator, a high-level military officer, a regional governor, an infamous crime lord, or another person of similar significance. Once per encounter, you can invoke the name or office of your powerful contact and Take 20 on one Persuasion check, with no increase in the time needed to make the check.

Cross-Training

Prerequisites: Educated, Intelligence 13
  • Benefit: Select a number of Skills equal to your Intelligence modifier that you are not Trained in. You may now use Trained-only applications of those Skills.
You are not considered Trained in those Skills for any other purposes, and must still satisfy any other requirements in order to use the skill.

Gifted Entertainer

  • Benefit: Select one type of performance, such as acting, dancing, singing, or playing a musical instrument. You gain a +5 bonus on Performance checks to entertain for that type of performance.

Favors

Prerequisites: Educated, Intelligence 13
  • Benefit: You have the ability to acquire aid and information from a long list of people. You may reroll any Gather Information check, with Advantage. Additionally, the DC for any Persuasion checks made to reduce the cost of Bribery is reduced by 5.

Loyal Protector Talent Tree

As a result of your station, occupation, or even just your natural charisma, you can convince one or more of your allies to become faithful Followers.

Inspire Loyalty

  • Benefit: You may designate a willing ally as a Follower. This Follower gains the benefits of any Combat Talent that affects you.
Special: You can select this Talent multiple times. Each time you do, you gain one additional Follower (maximum of 3 Followers).

Protective Actions

Prerequisite: Inspire Loyalty
  • Benefit: You and your Followers have learned to work together to great effect, ensuring to take down anyone who threatens you in the field. You may grant the following bonus actions on your turn:
Bodyguard
As a Standard Action, you can make a melee or ranged attack against a target within Optimal Range. Until the end of your next turn, if that target damages you with an attack or Force Power, as a Reaction you can choose to redirect the attack or Force Power to an adjacent follower or yourself; the attack or Force Power is resolved against that person as normal.
Diversion Attack
As a Standard Action, you can make a melee or ranged attack against a target within Optimal Range. If that target attacks you or one of your allies before the beginning of your next turn, your Followers may move up to their speed toward that target.
The Best Defense
As a Standard Action, you can make a melee or ranged attack against a target within Optimal Range. For each of your followers armed with a ranged weapon and having line of sight to the target, that target takes a -1 penalty on attack rolls until the beginning of your next turn.

Undying Loyalty

Prerequisite: Inspire Loyalty
  • Benefit: Each of your Followers may gain either the Extra Second Wind, Shake it Off, or Toughness until the end of the Encounter.

Punishing Protection

Prerequisites: Inspire Loyalty & Base Attack Bonus +5
  • Benefit: As a Reaction to you being damaged by an attack or a Force Power, one of your followers can make an immediate Attack of Opportunity against the target that attacked you. Until the beginning of your next turn, any time you are damaged by an attack or Force Power, another one of your followers can make an Attack of Opportunity against the attacking target. This ability can be used once per encounter.

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 talents.

Advanced Planning

  • Benefit: When you roll Initiative for combat, choose one willing ally within your line of sight. You and that ally swap Initiative results.

Retaliation

Prerequisites: Advanced Planning
  • Benefit: Whenever you move down the Condition Track as a result of taking damage that equals or exceeds your Damage Threshold, the next time you hit and damage a creature or a Droid with a melee or a ranged attack before the end of your next turn, you automatically move the target -1 step on the Condition Track.

Blend In

  • Benefit: You know how to blend into a variety of cultures and groups with ease. As a Swift Action, you gain Total Concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures.

Demand Recovery

  • Benefit: Select one ally within 5 squares and in your line of sight. That ally moves +5 steps on the Condition Track and gains a +2 morale bonus to attack rolls and Skill Checks until the end of your next turn.

Done It All

  • Benefit: When you select this Talent, choose two Talents (from any non-Prestige Class) that you do not possess but for which you meet the prerequisites. Once per turn on your turn, you can 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

  • Benefit: Roll a d20 and note the result. Once before the end of the encounter, as a Reaction you can replace the result of an enemy's or ally's d20 roll with the result you rolled for this ability. The enemy or ally must be within your line of sight.

Get Into Position

  • Benefit: Once per encounter, at the start of your first turn, choose two allies within 12 squares and in your line of sight. Each ally can immediately move up to their Speed as a Reaction.

Master Manipulator

Prerequisites: Advanced Planning, Get Into Position
  • Benefit: You are a master of making things happen the way you want them to. You can use each of the following Actions once per encounter as a Swift Action on your turn:

Word of Warning

  • Benefit: Select one ally within 5 squares and in your line of sight. Once before the end of the encounter, as a Reaction to that ally having any Defense Score targeted by a Skill Check or an attack, you can replace that ally's Defense Score with your same Defense Score until the attack or the Skill Check is resolved.
 

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 enemy's confidence, making careful use of deception, and coordinating your allies' attacks.

Cast Suspicion

  • Benefit: 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 be aided (using the Aid Another Action) by its allies until the end of your next turn.

Friend or Foe

Prerequisite: Cast Suspicion
  • Benefit: Whenever an ally within your line of sight is missed by a ranged attack, you can (as a Reaction, once per turn) designate one enemy adjacent to that ally. Compare the attack roll of the missed attack to the General Defense of that enemy; if the attack would hit, the attack targets and hits that enemy, damage deal & taken is resolved as normal.

True Betrayal [Mind-Affecting]

Prerequisite: Friend or Foe
  • Benefit: As a Standard Action, make a Persuasion check against the Will Defense of one enemy within your line of sight that can hear and understand you. If your check result equals or exceeds the target's Will Defense, that target immediately makes an attack (as a Free Action) against another target of your choice.
This can be a melee attack against an adjacent target or a ranged attack against a target within the attacker's Point-Blank Range. The target gains a +5 bonus to its Will Defense for each level they are higher level than you.

Stolen Advantage

Prerequisite: Cast Suspicion
  • Benefit: Whenever an enemy within your line of sight uses the Aid Another Action to grant one of its allies a bonus, you can (as a Reaction) designate one ally within your line of sight. The enemy automatically fails to aid its ally and the ally you designate gains a +2 bonus on its next attack roll made before the end of your next turn.

Distress to Discord

  • Benefit: You encourage your allies to sow discord among your enemies by fighting with renewed vigor. Whenever an ally within your line of sight Rages, takes their Second Wind, or Uses the Force, all enemies within 2 squares of that ally lose their Dexterity bonuses to their Defenses until the end of your next turn.

Seize the Moment

Prerequisite: Distress to Discord
  • Benefit: Once per turn as a Reaction, when an enemy 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 make an Attack of Opportunity, Rage, or take their Second Wind immediately (as a Reaction).
Special: Furthermore, if your ally makes a roll, as a part of this Reaction, they gain a bonus equal to your Class Level on said roll.

Skill Challenge Talent Tree

You excel at complex tasks and are always called upon when your allies need something done quickly and done right.

Guaranteed Boon

  • Benefit: Whenever you spend a Force Point(s) to modify to a Skill Check in a Skill Challenge and fail that Skill Check, you regain spent Force Points.

Leading Skill

  • Benefit: Whenever you earn a success in a Skill Challenge, you gain a +2 insight bonus to your next Skill Check made with a different Skill in the same Skill Challenge. This ability will trigger from checks you past with its bonus.

Learn from Mistakes

  • Benefit: Whenever you fail in a Skill Challenge, you grant the next ally to take an Action in the Skill Challenge a +2 insight bonus to a Skill Check, provided that the ally takes a different Action (and uses a different Skill) than you did.

Try Your Luck

  • Benefit: Whenever you fail in a Skill Challenge, choose one ally. The next time that ally uses the same Skill that you used to before the end of the Skill Challenge, that ally rolls with Advantage.

Superior Skills Talent Tree

You're not just good at what you do, you're the best. Failure is but a stumbling block, and great success always follows.

Assured Skill

  • Benefit: When you select this Talent, choose one Skill. Once per day, you may roll that Skill check and replace any checks later that day with the earlier result. You can replace a number of results equal to your Intelligence modifier.

Critical Skill Success

  • Benefit: Whenever you roll a Natural 20 on a Skill Check, choose one other Skill. Once before the end of your next turn, you can choose to gain a +5 competence bonus to a check with that Skill as a Free Action.

Skill Confidence

Prerequisites: Critical Skill Success
  • Benefit: When you select this Talent, choose one Trained Skill. Whenever you roll a Natural 19 or a Natural 20 on a Skill Check with that Skill, you gain the benefits of the Critical Skill Success Talent and also gain Bonus Hit Points equal to your Charisma modifier. You can select this Talent multiple times. Each time you do so, you must choose a different Skill to gain the benefits of this Talent.

Exceptional Skill

Prerequisite: Assured Skill
  • Benefit: When you select this Talent, choose one Trained Skill. 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, you must choose a different Skill to gain the benefits of this Talent.

Reliable Boon

  • Benefit: Whenever you spend a Force Point to add to a Skill Check, you always reroll a result of 1 on any of your Force Point dice, and continue to reroll until you get a result of 2 or higher.

Skill Boon

  • Benefit: When you select this Talent, choose one Trained Skill. Whenever you spend a Force Point to add to that Skill, increase the die type of your Force Point by one step (i.e. from d6 to d8, d8 to d10, d10 to d12), to a maximum of d12. You can select this Talent multiple times. Each time you do so, you must choose a different Skill to gain the benefits of this Talent.

Skillful Recovery

  • Benefit: When you select this Talent, choose one Trained Skill. Whenever you fail a Skill Check with that Skill, you gain one temporary Force Point. That Force Point can only be spent to add to a Skill Check with the Skill you chose for this Talent. If the Force Point is not spent by the end of the encounter, it is lost.
For the purposes of this Talent, failing a Skill Check means failing to get the minimum possible result from the Skill Check. You can select this Talent multiple times. Each time you do so, you must choose a different Skill to gain the benefits of this Talent.

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