Double Agent: When you roll initiative at the beginning of combat, make a Deception skill check, comparing the result to the Will Defense of all enemies in line of sight. If your Deception skill check is successful, that target cannot attack you and does not believe you to be an enemy (though they do not belive you to be an ally) whil this effect is active. If you attack or otherwise obviously harm of hinder a target under the effect of this talent, or the target's allies, this effect ends.
This is a mind-affecting effect.
Enemy Tactics: Whenever an enemy within 12 squares of you and in your line of sight recieves 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 the enemy.
Feed Information: As a swift action, you can grant one enemy a +1 bonus on its next attack roll made before the beginning of its next turn. Additionally, you can designate one ally who gains a +2 on their next attack roll.
Friendly Fire: 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 and resolve the attack as normal.
Prerequisite: Enemy Tactics.
Protection: As a standard action, you can designate a single ally ad make a persuasion skill check, comparing the result against the Will Defense of all enemies in your line of sight who can hear and understand you. If you skill check equals of exceeds the target's Will Defense, the target cannot attack that ally until the beginning of your next turn.
Prerequisite: Double Agent.
Ambush: During a surprise round, before combat begins, if you are not surprised, you can give up your standard action to allow all nonsurprised allies in line of sight to take an extra move action during the surprise round. Allies can instead spend this move action to reroll their Initiative check and take the better result.
Prerequisite: Dirty Tactics.
Dirty Tactics: Once per encounter, as a standard action, you can grant all allies in line of sight a +4 flanking bonus on melee attack rolls instead of the normal +2. Allies lose this benefit immediately if they lose line of sight to you or if you are killed or knocked unconscious.
Misplaced Loyalty: As a swift action once per turn, you can make a Persuasion check against the Will Defense of all opponents within line of sight. If successful, an opponent cannot attack you if one of your allies is within 6 squares of you. You may not use this talent in the same round as the Soldier Talent Draw Fire. This effect lasts until the beginning of your next turn.
Prerequisite: Dirty Tactics.
Two-Faced: 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.
*False Security: Make an attack. At any time before the beginning of your next turn, you can make a single against that target against that target as a reaction if that target attacks you.
*Nonthreatening: Make an attack. Until the beginning of your next turn, that opponent cannot make any attacks against you except attacks of opportunity. This is a mind- affecting effect.
*Tricky Target: Make an attack against a target that has not attacked since your last turn. You gain a +2 bonus to attack and damage.
Prerequisites: Dirty Tactics, Misplaced Loyalty.
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 succesfully feint a target in combat, the target is flat-footed against all of your attacks until the end of your next turn.
Instruction: 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 additional times to gain addiotional times per encounter.
Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charsima bonus instead of your Wisdom bonus to Will Defense.
Prerequisite: CHA 13
Know Your Enemy: You are well versed in the stregths and weaknesses of the enemies of your cause. As a swift action, you can choose a single opponent within line of sight and make a Knowledge (Galactic Lore) at a DC of 15 + (Target's CL). With a successful check, you immediately learn any two
- Target's BAB / attack bonus with particular weapon
- Any one Defense score.
- Any one skill modifier.
- Any one Talent or Feat (you choose the talent or feat, and the gamemaster reveals whether it is present).
Known Dissident: You are a well known opponent of a large and well known organization (such as the Empire or 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 in line of sight that can hear and understand you. If your persuasion check succeeds, that opponent cannot attack you or any vehicle you occupy until the start of your next turn. It the target is higher level than you, they receive a +5 bonus to their Will Defense. If the target is more than twice your level, they receive +10 to their Will Defense. If the target is attacked, the effect of this talent ends. This is a mind-affecting effect,
Prerequisite: Know Your Enemy
Lead By Example: Your bravery and skill inspires others to follw your lead. Once per encounter, when you successfully deal damage to an enemy, you 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.
Castigate: 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. You can use this ability only against targets that can clearly hear you and understand you and understand your language.
Presence: You can make a persuasion check to intimidate a creature as a standard action instead of a full-round action.
Demand Surrender: Once per Encounter, you can make a Persuasion check as a standard action to demand surrender from an opponent who has less than half their hit points remaining. If your check result equals or exceeds the target's Will Defense, they surrender to you and your allies, drops any weapons they are holding, and take no hostile actions. If the Target is higher level than you, they get a +5 bonus to its Will Defense. If the target is twice your level or more, they get a +10 bonus to their will defense. If you or any of your allies attack them they may act normally.
Improved Weaken Resolve: As Weaken Resolve, except that the target doesn't stop fleeing from you if wounded.
Prerequisite: Weaken Resolve.
Weaken Resolve: Once per round, when you deal damage equal to or greater than the target's damage threshold, 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 in terror from you at top speed for 1 minute. The target stops fleeing and can act normally if it is wounded. As a free action or as a reaction, the target can spend a Force Point to negate the effect. The effect is automatically negated if the target's heroic level is equal to or higher than your character level. This is a min-affecting fear effect.
Beloved: 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 abilities once per encounter:
*Guardian: Choose one ally as a swift action. As long remain within 6 squares of that ally, you gain a +2 bonus to your Reflex defense until the start of your next turn.
*Reprisal: Make a single melee or ranged attack against any target within your 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 against that target as a reaction.
*To Me!: Spend a swift action. Whenever you take 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.
Prerequisites: Bolster Ally, Inspire Confidence.
Bolster Ally: As a standard action, you can bolster an ally within line of sight, moving them +1 step on the condition track, and giving them a number of temporary HP equal to their character level. If their at half their maximum Hp or less. You can't bolster the same ally more than once in the same encounter, and you can't bolster yourself.
Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can (as a free action) choose to give one ally within line of sight a bonus to damage on their next attack equal to their character level. Once their fervor has been ignited, they don't need to remain in line of sight to gain the damage bonus.
Prerequisite: Bolster Ally, Inspire Confidence
Inspire Confidence: As a standard action, you can inspire confidence in all allies in line of sight, granting a +1 morale bonus on attack rolls and skill checks for the rest of the encounter or until you're until you're unconscious or dead. Once inspired, your allies, don't need to remain in line of sight. You can't inspire yourself.
Inspire Haste: 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 requires a standard action as a move action instead.
Inspire Zeal: Whenever an ally within line of sight of you makes an attack that moves an opponent down the condition track that ally moves the target down the target an additional an additional -1 step down the condition track.
Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor
Willpower: 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 Will Defense. This bonus lasts for the remainder of the encounter, and once it is granted your allies do not need to remain in line of sight. You do not affect yourself.
Prerequisite: inspire Confidence.
All of the talents are mind-affecting effects which can't effect yourself.
Born Leader: Once per encounter, as a swift action, you grant all alles within line of sight a +1 insight bonus to attack rolls. This effect lasts as long as they remain in line of sight to you. This effect ends if you are killed or knocked unconscious.
Coordinate: A noble with this talent has knack for getting people to work together. When you use this talent as a standard action, all allies within line of sight your line of sight grant an additional +1 bonus with the aid another action until the start of 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: Any ally who gains the benefit of your Born Leader talent does not lose the benefit if line of sight is broken.
Prerequisite. Born Leader.
Fearless 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 of they lose line of sight to you, or if you are knock unconscious or killed.
Prerequisite: Born Leader
Rally: Once per encounter, you can rally your allies and bring them back from the brink of defeat. As a swift action, any allies in line of sight who has less than half their total HP remaining gain a+2 morale bonus to their Reflex and Will Defenses and a +2 bonus to all damage rolls for the remainder of the encounter.
Prerequisites: Born Leader, Distant Command
Trust: You can give up your standard action to give one ally in line of sight an extra standard action or move action on their next turn. The ally does not lose the action if line of sight is later broken.
Prerequisites: Born Leader, Coordinate.
Connections: You are able to obtain licensed, restriced, 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: Thakns to your well-rounded education, you may make any Knowledge skill check untrained.
Engineer: You are trained in the Mechanics skill. In addition, when installing new systems into s vehicle, the efficiency of your design reduces the time it takes to install the system by 25%.
Prerequisites: Educated, Training in Knowledge (Technology).
Influential Friends: You have influential contacts within a certain organization, planet, or region who can provide concrete information, to 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 not normally allow it) and has skill modifier of 5+1/2 your heroic level. Contacting your influential allies and receiving the benefit of the skill check takes a number of minutes equal to 10 x the skill check result.
Powerful Friends: You have a powerful contact who has an extended sphere of influence. The contact. 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 of your powerful friend and take 20 on your Persuasion check without the increased time (note that this only works in spheres where your powerful friend is powerful).
Prerequisites: Connections, Influential Friends.
Spontaneous Skill: 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 make Use the Force skill checks in this manner.
Wealth: Each time you gain a level (including the level you slect this talent), you receive an amount of credits equal to 5,000 x your Noble level. You can spend these credits as you see fit. The credtis appear in a civilized, accessible location of your choice or in your private bank account.
Inspire Loyalty: You gain a single follower. The follower gains one Armor Proficiency feat of you choice and becomes trained in the Perception skill. The follower must meet the prerequisites for the Armor Proficienct feat you select.
You can select this talent mltiple times. Each time you do, you gain one additional follower.
Undying Loyalty: Each of your followers gains the Toughness feat.
Prerequisite: Inspire Loyalty.
Punishing Protection: As a reaction to being damaged by an attack or Force power, one of your followers can make an immediate attack against the target that attacked you. Until the beginning of you next turn, any time that you are damaged by an attack of Force Power, another one of your followers can attack that target. This ability can be used once per encounter.
Prerequisite: Inspire Loyalty, BAB+5.
Protector Actions: You can use each of the following actions on you turn:
á Bodyguard: As a standard action, you make an attack. Until the end of your next turn, if your 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; the attack is resolved against thh follower normally.
á Diversion Attack: As a standard action, you make an attack. If that target attacks you or one of your allies before the beginning of your next turn, you can move one of your followers up to their speed directly towards that target.
á The Best Defense: As a standard action, you make an attack. For ecah of your followers armed with a ranged weapon and having line of sight to the target, or armed with a melee weapon and being adjacent to the target, the target takes a -1 penalty on attack rolls until the beginning of your next turn.
Prerequisite: Inspire Loyalty.