Nobles are the aristocracy of the galaxy. They are generally well liked and well respected, if they aren’t a despot. A title of nobility grants the bearer exclusive access to events and venues. Nobles know other nobles and even strangers will grant each other certain privileges simply because of their nobility status. Nobles take on professions worthy of their aristocratic lifestyle, such as senators or envoys. They either use these positions to bring about the changes they wish to see in the galaxy or they use them to fulfill their personal aspirations. Whatever the purpose, nobles are not to be trifled. Behind the glitz and fame, lies an intelligent, resourceful, and strategic mind.

Starting Equipment

Proficiencies

  • Interstellar passport allowing freedom of movement to the fullest extent possible (1)

  • Diplomatic pouch protects anything inside from being seen or detected (CR 15) (1)

 

  • Embroidered vestments, with distinguishing markings and colors to identify your nation or planet (1)

  • The official seal of your government, authorizing you to sign official agreements on its behalf (1)
     

  • TUIL (1)

  • Noble Credits: 10D100+(Character Level)D8

  • Quantum Credits: 5D20+(Character Level)D4

  • Skills: Diplomacy and one additional: Astronomy, Deception, Intimidation, Performance, or Sociology

  • Kits: N/A

  • Armor: Energy

  • Weapons: Conventional Melee

Honing Skills

Ability Score Improvement (ASI)

When you reach 3rd level, 8th level, and again at 15th level, you can gain proficiency in one new skill or expertise in one skill in which you are proficient.

When you reach 3rd level, and again at 7th level, 9th level, 15th, and 20th level, you can increase one ability score of your choice by 1.

Experience With Kits

Specialty Points

When you reach 5th level, and again at 12th level and 16th level, you can gain proficiency in a kit or expertise in a kit you are already proficient.

All nobles have specialty points, which they use to determine how many times they can perform certain actions, such as negotiating or delegating. Noble specialty points are based on your Wisdom, Intelligence, and Charisma score.

Envoy

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Envoys are responsible for keeping the galactic peace. They work directly for the government of their home nation or planet, more often than not behind the scenes. They travel extensively on behalf of their government to establish treaties, agreements, or alliances, and work hard to maintain these relationships. They like the flexibility the job affords them and the benefit of being privy to extremely important information. They are highly intelligent, as they need to know a little about everything and they need to be able to recall this information almost immediately and accurately. They are masters of language, as the wrong words in the wrong tone could send the galaxy into war. They grow to be cunning and shrewd negotiators, allowing them the ability to get virtually anything they want without anyone realizing their true intentions.

Senator

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Senators are the political elite, generally descendants of nobility, and have decided to dedicate their life to political pursuits. They are decision makers whose opinions carry significant weight, thus making them well respected (or feared) by all. Senators are great orators and masters of persuasion. They are privy to well guarded secrets and use them to get what they want. Senators rarely, if ever, leave their home planet. They wield considerable power on their home planet and get practically anything they wish. Off world, a senator is only as influential as the planet or nation they represent.

Specialties

Critical Thinker

Envoys are critical thinkers and nimble in thought. At 2nd level choose a skill from the Intelligence ability, and you gain an advantage on its checks.

Linguist

When you reach 4th level you gain proficiency in another language of your choice. Any language you have heard, you can use a specialty point to speak it as if a native speaker. These benefits last for 1 hour per specialty point per language. You gain a +1 bonus to Sociology checks.

Specialty Points = Intelligence Score

Peacekeeper

At 7th level, with an action and with three specialty points, you are able to ease tension and establish a cease fire. All hostile creatures within 30 feet of you, and that can see you, must make a Wisdom check against you. On a fail, no creature can engage you or your allies. This ends once you or an ally engages any of the hostile creatures affected. The creatures can perform a check at the start of each of their turns. Any creature that succeeds can be engaged without provoking the other creatures. You can increase the area of effect by 30 feet by expending an additional specialty point, up to a maximum of 150 feet.

Specialty Points = Wisdom Score

Negotiator

Envoys are highly skilled negotiators. They have the ability to diffuse tense situations and potentially get anything that they want. To help accomplish this, you have advantage on all Diplomacy and Deception checks at 8th level. You are able to use one specialty point once per turn to force any creature within 30 feet of you to reroll engagements and checks. The target's engagement or check can be against anyone, not just you or your allies. The creature has to succeed on a Wisdom check against you to prevent this. On a fail, you can then choose which die roll will apply. Creatures that can’t understand you are unaffected.

Specialty Points = Wisdom Score

Diplomatic Immunity

To ensure negotiations are fair and as a gesture of good faith, every government grants to another the full protection of their envoys from persecution or search and seizure. When you are at 10th level, you, and any creatures you can see within 30 feet of you, can receive diplomatic immunity. You must expend one specialty point per creature, including yourself. You are unable to be arrested or detained by any policing agent or agency. This does not include bounty hunters or mercenaries. Your personal belongings can not be seized or confiscated. This benefit lasts for 24 hours. You can use this at any time. If used while detained or arrested, you are to be immediately released and all items returned to you without question. If your government was to fall, the Architect can determine that your immunity no longer applies or is subject to a percentile roll.

At 12th level, you are able to use one specialty point to nullify any action a creature makes against you or your allies that are within 30 feet of you. You can do this once per round. If the creature gets two actions, this ability nullifies both at 15th level. At 18th level, you can use two specialty points to prevent the creature from taking all actions and all secondary actions. You can do this only once per round.

Specialty Points = Wisdom Score

Espionage

Envoys can also serve as spies, who are to learn as much as possible about another nation’s secrets. At 10th level, you can also use one specialty point when using a thieves' toolkit or disguise software kit, allowing you to apply expertise to their use or advantage if you have expertise.

 

At 15th level, you can use an hour and two specialty points to send a message to anyone you wish with little chance of being intercepted. In order to intercept the message, the interceptor must succeed with an Investigation check against the message's CR. To determine the message's intercept CR, roll 1D12 and add your character level and your Intelligence score to get the final score. If a creature other than the intended recipient wishes to access the secret message, the interceptor must then succeed with a Programming check against you. To determine the message's CR to access, roll 1D12 and then add your Programming score to get the final score the check must be greater than in order to succeed. At 18th level, you gain advantage on Stealth checks and you gain an advantage against your messages being intercepted or accessed. Roll 2D12s and take the higher of the two to determine the CRs. 

Specialty Points = Intelligence Score

Minister of Foreign Affairs

At 20th level, increase your Wisdom score by 1, to a maximum of 10. Any specialty taken with an action now need to be taken as a secondary action. You also recover your specialty points after a short rest.

Always First

Senators enjoy having the privilege of going before others. At 1st level, you can add your Charisma score to your Initiative.

Friendly Alliance
As a senator, you have a knack for getting people to trust you. At 3rd level, as an action and with a specialty point, any creature that you can see within 30 feet of you must make a Charisma check against you. If it fails, for 1 hour the creature is convinced that you are an ally. It will not attack you unless you attack it first. Any specialties that it uses to affect its allies will affect you too, so long as you are otherwise susceptible to its effects (such as being in range).

Specialty Points = Charisma Score

Well Spoken

A senator speaks so eloquently and convincingly, it’s hard not to believe them. At 3rd level, you have an advantage on all Deception checks.

Well Informed

As a Senator you are privy to secrets no one would dare think exist. At 5th level, as an action you can expend a specialty point to force any creature, that you can see and that can hear you, to make a Charisma check against you. On a fail, you get truthful answers to specific questions from the creature for one minute. Each additional minute requires a specialty point and Charisma check. If in combat, at the beginning of each of the creature's turns, they are able to make a Charisma check. If they fail, they remain compelled to speak the truth. Creatures that can’t understand you are unaffected. After the compulsion ends, the creature is aware that they divulged information to you and what information they divulged. This specialty can not force a creature to speak.

At 8th level, you gain an advantage on Intimidation checks.

Specialty Points = Charisma Score

Diplomatic Immunity

Out of respect for their political status, every government grants to another the full protection of their senators from persecution or search and seizure. When you are at 7th level, you receive diplomatic immunity. You are unable to be arrested or detained by any government policing agent or agency. This does not include bounty hunters or mercenaries. Your personal belongings can not be seized or confiscated. If your government was to fall, the Architect can determine that your immunity no longer applies or is subject to a percentile roll.

At 11th level, you are able to use two specialty points to force any creature you see that makes any engagement against you to choose another target. If the target gets to engage twice, both engagements are affected. If the creature is able to engage more than twice in a single turn, each additional engagement requires an additional specialty point. You can only do this once per turn.
 

Specialty Points = Charisma Score

Endless Lull

At 8th level, your words become so soothing that it can send creatures to sleep. With an action, any creature you choose, that you can see and that can hear you, must make a Charisma check against you. On a fail, the creature is put to sleep and can’t take any action for an hour or until it is engaged. You must spend two specialty points for each creature you attempt to put to sleep. At 16th level, you can increase the length of sleeping time by one hour for each additional specialty point spent per creature. Creatures that can’t understand you are unaffected. This sleep is considered a short rest and the affected creature is able to receive the benefits in accordance to the rules of a short rest. Creatures that do not require sleep or otherwise immune to being put to sleep are unaffected.

Specialty Points = Charisma Score

Captivating Words

Your oratory skills are exceptional and can force creatures into hanging on your every word. At 12th level you can force any creature you choose, that can hear you and that you can see, to make a Charisma check against you. On a fail, they focus their attention on you for as long as you are talking. You must expend a specialty point for each creature that you wish to charm. While they are focused on you, as if in a trance, they will not engage or move. This only lasts for ten minutes, until the creature is engaged, or they can no longer hear you. Creatures that can’t understand you are unaffected.

Specialty Points = Charisma Score

Delegate

Senators don’t get their hands dirty. Instead, they delegate others. At 15th level, and with three specialty points, you can convince any creature that can see and that can hear you to perform any act that you wish, so long as it is physically possible and it doesn’t harm the creature. The act must be equal to one of the creature's actions. The creature must make a Charisma check against you. If it fails, it is enthralled for five minutes. Creatures that can’t understand you are unaffected. If the creature is hurt during the activity, the enthrallment ends.

Specialty Points = Charisma Score

Commander-In-Chief

At 20th level, you can use an action and five specialty points to compel any creature that you can see and that can hear you to fight for you. The creature must make a Charisma check against you. If it fails, it will fight for you until you are no longer in Initiative or until its HP reaches 0. It will follow you in Initiative order and take its orders from you. When not given any instructions, it will automatically defend itself and attack any of your enemies that is within its engagement range. If you die or become incapacitated, the creature will continue to fight for one more round, not including the round in which you are no longer capable of taking action. It will not attack an ally unless the ally attacks it or you order it to do so. Creatures that can’t understand you are unaffected.

Specialty Points = Charisma Score

NOBLE