Noble

### Abilities\*

Charisma is undoubtedly the Noble's most important Ability Score, as the Noble's skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Wisdom and Intelligence form the basis of other important Skills, so these Ability Scores are also significant.

#### Force Points\*

Nobles gain a number of Force Points equal to 5 + one- half their character level (rounded down) at 1st level, and every time they gain a level in this Class. Any Force Points left over from previous levels are lost.

### Class Features\*

All the following are features of the Noble class.

#### Defense Bonuses\*

At 1st level, a Noble gains a +1 Class bonus to their Reflex Defense and a +2 Class bonus to their Will Defense

#### Starting Feats\*

Training in 6 skills

A Noble begins play with the following bonus Feats:

* Linguist\*
* Weapon Proficiency (Pistols)
* Weapon Proficiency (Simple Weapons)

\*You must meet the prerequisite of this Feat (minimum Intelligence 13) to gain it.

#### Talent Trees\*

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

#### Bonus Feats\*

At every even-numbered level (2nd, 4th, 6th, etc.), a Noble gains a bonus Feat.

Noble Class Table\*
 3
 2
 4
 5
 Et cedera

#### Credits

A 1st level Noble starts play with 2400 credits.

### Talents

#### Leadership

##### Born Leader\*

Once per encounter, as a Swift Action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. 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.

##### 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 grant an additional +1 bonus when they use the Aid Another Action until the start of your next turn.

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).

##### Distant Command

Prerequisite: Born Leader

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.

##### Fearless Leader\*

Prerequisite: Born Leader

As a Swift Action, you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their Will Defense against any Fear effect. Your allies lose this benefit if they lose line of sight to you, or you are killed or knocked unconscious.

##### Rally\*

Prerequisites: Born Leader, Distant Command

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 1 or more crippled body parts gain a +2 morale bonus to their Reflex Defense and Will Defense, and a +2 bonus to all damage rolls for the remainder of the encounter.

Unlike other Mind-Affecting Talents, Rally affects both allied Vehicles and characters. 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 1 or more crippled body parts also gains the normal benefits of this Talent even if it leaves the Vehicle, but note that these bonuses do not stack.

##### Trust\*

Prerequisites: Born Leader, Coordinate

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.

##### Commanding Presence\*

Reference Book: Star Wars Saga Edition Galaxy at War

Prerequisites: Born Leader, Tactical Savvy

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 spaces 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 spaces 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.

##### Coordinated Leadership\*

You coordinate your actions with other leaders. Choose one Talent you possess from the Leadership Talent Tree. The bonuses you provide with this Talent are now considered to be untyped bonuses, allowing them to stack with the bonuses granted by your allies.

##### Reactionary Attack\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisites: Born Leader, Trained in Persuasion

Once per encounter, as a Reaction to an attack made against you or an ally, you can direct an ally within 6 spaces 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.

##### Tactical Savvy\*

Reference Book: Star Wars Saga Edition Galaxy at War

Prerequisite: Born Leader

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.

##### Unwavering Ally\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

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 his or her Reflex Defense.