STAR WARS ROLE PLAY
Would you like to react to this message? Create an account in a few clicks or log in to continue.

STAR WARS ROLE PLAY

star wars the old republic d20 role play, what is your character's story?
 
HomeSearchLatest imagesRegisterLog inDiscord

Share
 

 NOBLE

View previous topic View next topic Go down 
AuthorMessage
Pax Holocron
Admin
Pax Holocron

Posts : 904
Experience : 1128
Join date : 2016-12-07

Character Sheet
Health Points:
NOBLE Left_bar_bleue100/100NOBLE Empty_bar_bleue  (100/100)
Shield Points:
NOBLE Left_bar_bleue75/100NOBLE Empty_bar_bleue  (75/100)
Armor Percentage:
NOBLE Left_bar_bleue50/100NOBLE Empty_bar_bleue  (50/100)

NOBLE Empty
PostSubject: NOBLE   NOBLE EmptyFri 29 Dec - 19:12

NOBLE

NOBLE Noble10

"Noble" was a term often used as a category for those individuals that served as the dignitaries of the galaxy. Nobles were typically members of the upper parts of galactic society. Sometimes, they were born into the upper classes and were from families of noble or similar status on their home planets. Others worked their way up the social ladder via their political, diplomatic, military, commercial, artistic, media, and sometimes even criminal careers.

Privileges associated with their social state could constitute substantial advantages over or relative to non-nobles, or could be largely honorary, but were apparently maintained, or officially acknowledged, by law or governments. Nobles would often use intelligence or charisma rather than brute force and direct confrontation. They were typically well-versed in the arts of rhetoric and negotiation and were highly socially skilled. Some nobles were truly honest and honorable people as exemplified by Bail Prestor Organa while others were sly and treacherous like the young Palpatine.

They were, due to their status as dignities and their social skills, typically influential people who were well-suited for leadership. Popular conception of nobles would see them as staying as far as possible from warfare, but many nobles steeled themselves for battles, coordinating tactics and sometimes leading the charges from the front lines. In fact, many noble families had a proud history of military service, and more than a few of those houses had laid the foundations of their business empires by working as part of mercenary units.

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. The Noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed. Where other 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 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.

CLASS FEATURES

Hit Points Per Level: 10
Base Attack Bonus: Medium
High Saves: Reflex
Weapon Proficiency: Pistol
Armor Proficiency: Light Armor
Force Points Progression: None
Feat Points Progression: Medium
Tech Points Progression: Medium
Skill Points: 4 per level
Class Skills: Aim, Apprise, Medicine, Persuade, Piloting, Xenology


CLASS ABILITIES

Level 1: 1d6 Tech+1, Reflex+1, Affection Word Rank 1
Level 2: Feat+1, BAB+1 Reflex+1
Level 3: 2d6 Reflex+1
Level 4: Tech+1, BAB+1, Reflex+1
Level 5: Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Affection Word Rank 2
Level 6: Feat+1, Reflex+1
Level 7: BAB+1, Reflex+1
Level 8: Tech+1, Reflex+1
Level 9: Feat+1, BAB+1, Reflex+1
Level 10: Noble Evolution Rank 1, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Affection Word Rank 3
Level 11: Reflex+1
Level 12: Tech+1, BAB+1 Reflex+1
Level 13: Feat+1, Reflex+1
Level 14: BAB+1, Reflex+1
Level 15: Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Affection Word Rank 4
Level 16: Tech+1, Reflex+1
Level 17: Feat+1, BAB+1, Reflex+1
Level 18: Reflex+1
Level 19: Tech+1, BAB+1, Reflex+1
Level 20: Noble Evolution Rank 2, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Affection Word Rank 5
Level 21: Feat+1, Fortitude+1
Level 22: BAB+1, Reflex+1
Level 23: Tech+1, Fortitude+1
Level 24: Feat+1, BAB+1, Reflex+1
Level 25: Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1
Level 26: Reflex+1
Level 27: Tech+1, BAB+1, Reflex+1
Level 28: Feat+1, Reflex+1
Level 29: BAB+1, Reflex+1
Level 30: Noble Evolution Rank 3, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1

AFFECTION WORD - At level 1, 5, 10, 15, 20, Noble gains Affection Word talent as a class free feature, even if he/she does not meet requirement. Affection Word grants many active and passive bonuses and features to the noble and those that follow him/her.

Rank 1: Born Leader
Once per encounter, as a Free Action, you grant all allies within your line of sight a +5 insight bonus on attack and damage 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. Establishing line of sight again restores the bonus. For every 6 levels in Noble class, this bonus increases by 1, to maximum of +10 at Noble level 30. This bonus does not affect the Noble itself. However, Nobles never automatically fail when using a social skill.

Rank 2: Coordinate
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 are grant an additional +1 bonus turn in the same round after your current turn ends. If all ally turns do not fail, then you gain a bonus turn yourself, before rotation in the round restores to default. Coordinate can be used once in 4 rounds.

Rank 3: Inspire Confidence
As a Standard Action, you can inspire confidence in all allies in your line of sight, granting them a +5 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. For every 6 levels in Noble class, this bonus increases by 1, to maximum of +10 at Noble level 30. Inspired allies can never automatically fail when rolling 1 for any rolls, even if they are not skill rolls. You can't Inspire Confidence in yourself but you gain access to Demand Surrender instead. 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 it's hit points. If your check result equals or exceeds the target's Will Save, 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 it's 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.

Rank 4: Trust
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. This still counts as a Standard Action.
Evolution A: When you are unable to perform a Standard Action because you are under a hostile effect or a debuff, Trust automatically activates on an ally with highest influence.
Evolution B: Trust also grants Move and Full round actions.

Rank 5: Rally
You can rally your allies granting them +5 bonus to all saves for number of rounds equal to your charisma bonus.
Evolution A: Rally bonus adds your Charisma Modifier.
Evolution B: Rally bonus applies to attack and damage rolls.
Evolution C: Rally bonus applies to DC of Tech and Force powers.

Noble Evolution - At level 10, 20, 30, Noble  is strong enough to evolve into a new stage. At those levels Noble can select one of the 3 evolution perks. In which order Scoundrel is going to select them is up to the player, but can select only one at the time. You can have 1 evolution perk at level 10, 2 evolution perks at level 20, and 3 evolution perks at level 30.

(PERK A) WEALTH: Each encounter now grants credits as if entire mission|episode has been completed. Each defeated enemy grants 10 credits multiple by your charisma modifier, and then by your Noble class level. For example you are Level 6 Noble with 16 Charisma (+3 mod). Each time your party defeats enemy, 180 credits will be added to your account. Nobles also have all sort of connections, receiving discount on everything. Discount equals to 5% per Noble's Charisma Modifier.

(PERK B) EDUCATED: Cross Class Skills are now class skills. You also receive +2 Skill Points per Noble class level, and these skill points can be spent retroactively. Educated Nobles passively grant bonus to all skills of all their allies. This pasive bonus equals Nobles intelligence modifier.

(PERK C) HOSTAGE: Enemies will perceive the Noble as a VIP target, and avoid harming him or her in combat, because a capture is more logical choice. Hostage perk affects every creature that has base intelligence score of 4 or higher.
Back to top Go down
https://swtorrpd20.forumotion.com
 
NOBLE
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
STAR WARS ROLE PLAY :: Koh-to-ya :: Welcome :: Classes-
Jump to: