Sunday, November 20, 2016

Star Wars Shiz: The Aristocrat/Noble


Characteristics: Where other characters would shoot first, the Noble would start out by asking questions or negotiating a deal. They believe their words to be more effective than violence, though some will draw a blaster if push comes to shove. They’re excellent orators, and can often negotiate or bluff their way out of any situation.

Adventures: Why would a noble ever leave the comfort or safety of their homes? Most nobles wind up in dangerous situations because of something they believe in, or perhaps their job calls for it. Whatever their initial motivation, Nobles tend to stick to their cause and goals even through the roughest missions. Adventuring Nobles might be a senator’s aide, an ambassador, a free trader, or even a highborn prince or princess.

Game Stats

HP: Nobles gain 1d5 HP/Level

Saves: Nobles gain +2 on saves against attempts to influence them, and against any force powers that affect the mind (clouding, persuasion, etc).

Skill: Nobles gain add +2 on any skill roll that involves persuasion, intimidation, or otherwise using their golden tongues to get their way. This also applies to any attempt to call in a favor or access a resource.

Weapon/Armor Proficiencies: Nobles have minimal combat training/experience. They can use a blaster pistol if needed, but would rely on their body guards or other party members for protection. They aren’t typically trained in the use of armor.

 Starting Credits: Nobles/Aristocrats come from wealthy families. As such, they start play with 1d7+1 x 100 credits.


Level
BHB
SV
SK
1
+0
15
14
2
+0
14
13
3
+1
13
12
4
+1
12
11
5
+2
11
10
6
+2
10
9
7
+3
9
8
8
+3
8
7
9
+4
7
6
10
+4
6
6


Class Features
Favor/Resource Access: Aristocrats and Nobles have powerful allies throughout the galaxy. They may call upon these allies for favors during the course of their adventures. All Nobles/Aristocrats start play with 1 contact. This could be a rich uncle, an influential friend, a knowledgeable informant, etc.
To call in a favor or access resources, the Noble would roll 1d20 + CHA modifiers (if any), + their skill bonus.
In addition, starting at 2nd level, and every other level after that (2nd, 4th, 6th, etc.) they add a +1 bonus to this check. The target number is determined by the GM, but typically getting or beating your skill is enough to be successful. The target could be higher (asking for illegal goods) or lower (for simple information).
There isn’t a limit to how many times a Noble can make these requests, or how many contacts they can gain.
Keep in mind that most contacts will ask for something in return for their favors. Also, the galaxy is an ever moving place. Just because you have a contact doesn’t mean they’ll stay forever. Asking certain things (usually illegal) could either offend, or scare off a contact.
Be careful with who you trust as well.

Inspire: Nobles are master orators, and can inspire greatness in their allies. The noble spends 1 round giving a rousing speech, or to hearten fearful friends. At the end of this round all allies that can hear the Noble gain +1 to all rolls. This effect lasts for 1 hour. Starting at 3rd level, and every other level after (3rd, 5th, etc) this bonus increases by +1.

Entourage: Beginning at 5th level the noble draws the service of a bodyguard (typically a 1st or 2nd level Soldier or Brute), and a group (1d6+1) of regular folks who act as advisers, servants, or however the Noble sees fit.
I'll be working on all the classes over the coming week, and hope to have them all finished by at least Wednesday. After the classes are done, I'll be working on the equipment lists and force system. I've got a bare-bones idea of how it will work, just need to flesh it out a little.
Up next: The Scoundrel!

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