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=== Noble === [[File:StarWars.Noble.jpg | 300px | right]] '''HIT POINTS''' :'''Hit Dice''': 1d6 :'''Hit Points at 1st level''': 18 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d6 (or 4) + your Constitution modifier '''PROFICIENCIES''' :'''Weapons''': Pistols, Simple weapons :'''Saving Throws''': Wisdom and Charisma :'''Skills''': Choose six from among Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Pilot, Religion, Supernatural and Technology. :'''Bonus Feat''': ''Skill Expertise'' in one skill you are proficient with. :'''Bonus Languages''': Chose any two. '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * Blaster pistol with an extra power cell and a simple weapon. * (a) extra blaster pistol with an extra powercell or (b) astromech droid or (c) protocol droid or (d) landspeeder. * (a) medical kit or (b) electrobinoculars. * (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink. * An additional 500 credits on your credstik '''Noble Saving Throw''': Talents that require a target to make a saving throw vs. a '''DC''' of 8 + your proficiency bonus + your Charisma modifier. '''TALENTS'''</br> INFLUENCE TALENT TREE *'''Coordinate'''. You have a knack for getting people to work together. When you grant advantage on an Ability skill check, they also gain a bonus equal to your Charisma modifier to the final total. Because of your talent you can coordinate with an ally, granting him advantage, even if you are not proficiency with the skill in question (see Houserules). *'''Demand Surrender'''. Prerequisite: Presence. As an Action you can demand surrender from one target, that can hear and understand you, who has been reduced to ½ or less its’ hit points. The target makes a Charisma save. If it fails, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level than you are, it has advantage on this save. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a rest. *'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus. *'''Helpful'''. Prerequisite: Coordinate, Noble level 3+. You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage. *'''Persuasive Charmer'''. The Noble can charm others with her presence. You can force one target within 10 feet to make a Charisma save vs. your Noble Save DC. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect. *'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks. *'''Team Work'''. Prerequisite: Coordinate, Helpful, Noble level 5+. Your skills can really make your allies shine. You use the Help action as a reaction or bonus action, and you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. *'''Weaken Resolve'''. Prerequisite: Presence. If a successful attack roll is also equal to or greater than the target’s Damage Threshold you can use your Reaction to force the target to make a Wisdom save. If it fails, you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear affect. INSPIRATION TALENT TREE</br> All of these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Inspire Hope, see below). *'''Bolster Ally'''. As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling condition and giving it a number of temporary hit points equal to your Noble level plus Charisma modifier. You cannot bolster the same ally until after it has completed a short or long rest. *'''Inspire Confidence'''. As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls, Ability and Skill checks for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if only via a comlink). You can use this ability again after a short or long rest. *'''Ignite Fervor'''. Prerequisite: Inspire Confidence. Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next successful attack, equal to ½ your Noble level (round up) plus your Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you. They must have a successful attack before the start of next turn or the bonus is lost. *'''Inspire Hope'''. Prerequisite: Charisma 13+. You spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to 5 + your heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest. *'''Inspire Zeal'''. Prerequisite: Noble level 5+. Whenever an allying you can see, who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). You can use this ability again after a short or long rest. LEADERSHIP TALENT TREE</br> All these talents are mind-affecting effects and you can’t use any of these talents on yourself. *'''Born Leader'''. As a Bonus action, you grant all allies who can see and hear and understand you, a +2 insight bonus on attack rolls. This affect lasts for 1 minute (10 rounds) so long as your allies can see and hear you. Allies lose this bonus if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 HP. You can use this ability again after a short or long rest. *'''Distant Command'''. Prerequisite: Born Leader. Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. *'''Fearless Leader'''. Prerequisite: Noble level 5+. You can provide a courageous example for your allies. As a Bonus Action, you can remove the Frightened Condition from a number of allies who can see and who can hear you and can understand you, equal to your Charisma modifier. *'''Rally'''. Prerequisite: Noble level 5+. You can rally your allies and bring them back from the edge. As a Bonus action, any ally who can see, hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier and ½ (round up) your levels in Noble, in temporary hit points. They also gain additional bonuses: a +1 moral bonus to all saving throws and a +2 moral bonus to all damage rolls they make for the next 1 minute (10 rds). Allies lose these secondary bonuses if you are Incapacitated or reduced to 0 hit points. Temporary hit points last until they are use or the subjects next rest. You can use this ability again after a short or long rest. *'''Trust'''. As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. No matter the number of attacks you have you cannot grant this ability to more then one subject a round. MILITARY OFFICE TALENT TREE *'''Assault Tactics'''. Prerequisite: Intelligence 13+, Noble level 3+. You know how to direct fire down on your enemies. As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional insight bonus damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. This is a mind-affecting effect. *'''Command Cover'''. Prerequisite: Charisma 13+. You can use your allies to shield you from harm. You gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to a maximum bonus equal to your Heroic level (maximum of +5). *'''Deployment Tactics'''. Prerequisite: Intelligence 13+, Noble level 5+. You use your tactical knowledge to direct allies in battle. As an Action you and all allies who can see, hear and understand you add ½ your Proficiency as an insight bonus to all attack and saving throws and you impose Disadvantage from Opportunity Attacks directed against them, until the start of your next turn. This is a mind-affecting effect. *'''Field Tactics'''. Prerequisite: Noble level 3+. You know how to use existing terrain to the best advantage. With a Bonus action, you and all your allies whom can hear and understand you within 100 feet improve any Cover bonus they have by your Intelligence modifier as an insight bonus (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn. *'''One for the Team'''. Prerequisite: Intelligence 13+, Noble level 5+. As a Reaction, you can choose to take one-half of the damage dealt to an adjacent ally from a single attack (it take the remaining). Similarly, as a Reaction, an adjacent ally you choose takes one-half of the damage dealt to you by a single attack (even if it does not have this talent). You take the remaining damage. *'''Read the Battlefield'''. Prerequisite: Intelligence 13+, Noble level 3+. You have an eye for when hostilities are about to being. When rolling for initiative, you and each ally that can see and hear you gain an insight bonus equal to your Intelligence modifier to all Dexterity (Initiative) skill checks, whether you are proficient with Initiative or not. *'''Reverse Course of Action'''. Prerequisite: Deployment Tactics, Noble level 7+. An officer has learned to counter the tactics of his enemies. As an Action, all enemies that you can see lose all insight and moral bonuses until the end of your next turn. *'''Shift Battle Theater'''. Prerequisite: Intelligence 13+, Deployment Tactics, Noble level 7+.As a bonus action, select one ally that you can see and who can hear and see and understand you. That ally can either make Disengage action as a free on its turn or it can move immediately up to its normal Speed as an immediate Reaction. If you instead use your Action you and a number of allies who you can see and who can see and hear and understand you, up to a Heroic level can instead take the Disengage action as a free action on their turns or they can move up to their normal Speed as an immediate Reaction. PROFESSIONAL TALENT TREE</br> Not every noble is a leader of other sentients but instead are leaders in their field of study. *'''Flash of Genius'''. You can re-roll any one saving throw, skill or ability check and take the better of the two results. You must complete a short or long rest before you can reuse this ability. You can take this talent multiple times, each time allowing you to use this ability before requiring a rest. *'''Master Plan'''. Prerequisite: Plan, Noble level 7+. When you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately. *'''Plan'''. You can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn. You must complete a short or long rest before you can use this ability again. *'''Polymath'''. You can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or holonet access. *'''Subject Analysis'''. Prerequisite: Noble level 7+. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Alternatively you may use this feature without expending any uses when you spend one minute (10 rounds) or more concentrating on observing a creature or object. '''Bonus Feats''': Action Surge, Actor, Armor Proficiency (light, medium), Bravery, Careful Shot, Cutting Words, Cybernetic Surgery, Determined, Defensive Duelist, Distracting Strike, Dogfighter, Double Tap, Do Science on it!, First Aid, Feinting Attack, Frigging love Science, Full Throttle, Goading Attack, Improved Second Wind, Linguist, Lucky, Medic, Melee Defense, Not a Soldier, Outwit and Outthink, Point Blank Shot, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Surgical Expertise, Suspicious, Tech Specialist, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, rifles).
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