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{{DISPLAYTITLE:Corporate Power Talent Tree}} | {{DISPLAYTITLE:Corporate Power Talent Tree}}<!-- | ||
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--><div class="topdiv"><!-- | --><div class="topdiv"><!-- | ||
--><p class="sinlge nomargin">{{indent}}This talent tree is available to [[Corporate_Agent_(prestige_class)|corporate agents]].</p><!-- | --><p class="single nomargin">You are an extension of your corporation and wield their power as your own.</p><!-- | ||
--><p class="sinlge nomargin">{{indent}}This talent tree is available to [[Corporate_Agent_(prestige_class)|corporate agents]].</p><!-- | |||
--><div id="drive" class="spacer"><!-- | |||
--><h4 class="headline">Competitive Drive:</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=42}}<!-- | |||
--><p class="single nomargin">You are driven to compete and succeed. Once per encounter, you can reroll any [[Wisdom]]-, [[Intelligence]]-, or [[Charisma]]-based skill check (except [[Use the Force]]) and take the better result.</p><!-- | |||
--></div><!-- | |||
--><div id="edge" class="spacer"><!-- | |||
--><h4 class="headline">Competitive Edge</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=42}}<!-- | |||
--><p class="single nomargin">When you and your allies are not surprised, you and a number of allies equal to your Charisma modifier (minimum 1) that you designate on your first turn gain the benefit of the Quick Draw feat for the remainder of the encounter.</p><!-- | |||
--></div><!-- | |||
--><div id="clout" class="spacer"><!-- | |||
--><h4 class="headline">Corporate Clout</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=42}}<!-- | |||
--><p class="single nomargin">You are adept at making deals that make enemies question which side they should be on. Once per encounter, as a standard action, you can make a [[Persuasion]] check against the [[Will Defense]] of an enemy within line of sight. If your check equals or exceeds the target’s Will Defense, the target cannot attack you for the remainder of the encounter. If your check exceeds the Will Defense by 5 or more, the target will not attack you or your allies for the remainder of the encounter, and retreats from the encounter. If your check exceeds the Will Defense by 10 or more, the target’s attitude toward you is now Friendly, and the target becomes your ally for the remainder of the encounter, remaining under the control of the Gamemaster. If you or one of your allies attacks the target, the target once again becomes hostile.</p><!-- | |||
--><p class="single nomargin">If the target is higher level than you, it gains a +5 bonus to its Will Defense.</p><!-- | |||
--><p class="sinlge nomargin">{{indent}}This is a mind-affecting fear effect.</p><!-- | |||
-->< | --><p class="sinlge nomargin">{{indent}}'''Prerequisites:''' Impose Hesitation, Wrong Decision.</p><!-- | ||
-- | --></div><!-- | ||
--><div id=" | --><div id="confusion" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Impose Confusion</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=43}}<!-- | |||
--><p class="single nomargin">Increase the area of Impose Hesitation to a 12-square cone. Also, once per encounter, after making the [[Persuasion]] check for Impose Hesitation, you can instead choose to have the targets lose a standard action on their next turn.</p><!-- | |||
--><p class="sinlge nomargin">{{indent}}'''Prerequisites:''' Impose Hesitation.</p><!-- | |||
--><div | --></div><!-- | ||
-->< | --><div id="hesitation" class="spacer"><!-- | ||
--><h4 class="headline">Impose Hesitation</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=43}}<!-- | |||
--><p class="single nomargin">As a [[standard action]], make a [[Persuasion]] check targeting all opponents in a 6-square cone. If you equal or exceed the target’s [[Will Defense]], the target loses a [[swift action]] on its next turn and cannot take [[full-round action]]s. This is a mind-affecting effect. Targets need to see, hear, and understand you to be affected by this attack.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="resolve" class="spacer"><!-- | |||
--><h4 class="headline">Willful Resolve</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=43}}<!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=43}}<!-- | |||
--><p class="single nomargin"> | --><p class="single nomargin">Once per encounter, you can negate the effect of a single attack roll or [[skill check]] made against you that targets your [[Will Defense]].</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="decision" class="spacer"><!-- | ||
--><h4 class="headline">Wrong Decision</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=43}}<!-- | |||
--><p class="single nomargin">Each time you are attacked, the opponent that attacked you takes a −2 morale penalty to its [[Will Defense]] until the end of your next turn. This penalty is not cumulative, so if a target makes multiple attacks against you it only incurs the penalty once per turn.</p><!-- | |||
--><div | --></div><!-- | ||
-- | --></div><!-- | ||
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Latest revision as of 02:12, 21 July 2025
You are an extension of your corporation and wield their power as your own.
This talent tree is available to corporate agents.
Competitive Drive:
Knights of the Old Republic, page 42.
You are driven to compete and succeed. Once per encounter, you can reroll any Wisdom-, Intelligence-, or Charisma-based skill check (except Use the Force) and take the better result.
Competitive Edge
Knights of the Old Republic, page 42.
When you and your allies are not surprised, you and a number of allies equal to your Charisma modifier (minimum 1) that you designate on your first turn gain the benefit of the Quick Draw feat for the remainder of the encounter.
Corporate Clout
Knights of the Old Republic, page 42.
You are adept at making deals that make enemies question which side they should be on. Once per encounter, as a standard action, you can make a Persuasion check against the Will Defense of an enemy within line of sight. If your check equals or exceeds the target’s Will Defense, the target cannot attack you for the remainder of the encounter. If your check exceeds the Will Defense by 5 or more, the target will not attack you or your allies for the remainder of the encounter, and retreats from the encounter. If your check exceeds the Will Defense by 10 or more, the target’s attitude toward you is now Friendly, and the target becomes your ally for the remainder of the encounter, remaining under the control of the Gamemaster. If you or one of your allies attacks the target, the target once again becomes hostile.
If the target is higher level than you, it gains a +5 bonus to its Will Defense.
This is a mind-affecting fear effect.
Prerequisites: Impose Hesitation, Wrong Decision.
Impose Confusion
Knights of the Old Republic, page 43.
Increase the area of Impose Hesitation to a 12-square cone. Also, once per encounter, after making the Persuasion check for Impose Hesitation, you can instead choose to have the targets lose a standard action on their next turn.
Prerequisites: Impose Hesitation.
Impose Hesitation
Knights of the Old Republic, page 43.
As a standard action, make a Persuasion check targeting all opponents in a 6-square cone. If you equal or exceed the target’s Will Defense, the target loses a swift action on its next turn and cannot take full-round actions. This is a mind-affecting effect. Targets need to see, hear, and understand you to be affected by this attack.
Willful Resolve
Knights of the Old Republic, page 43.
Once per encounter, you can negate the effect of a single attack roll or skill check made against you that targets your Will Defense.
Wrong Decision
Knights of the Old Republic, page 43.
Each time you are attacked, the opponent that attacked you takes a −2 morale penalty to its Will Defense until the end of your next turn. This penalty is not cumulative, so if a target makes multiple attacks against you it only incurs the penalty once per turn.