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Jedi Consular Talent Tree Adept Negotiator As a standard action, you can weaken the resolve of one enemy with your words. Adversary Lore As a standard action, you can force a -2 Reflex Defense penalty on an enemy until the end of your next turn. Aggressive Negotiator Whenever you damage an opponent, you can take 10 on any Persuation check. Cleanse Mind Once per turn as a swift action, you can remove one ongoing mindaffecting effect from a single allied target within line of sight. Collective Visions Consular's Vitality Consular's Wisdom Receive aid from an ally when you use the Farseeing force power. SWSE JA LE FU 39 14 26 24
KOTOR
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Entreat Aid
Force of Will Force Persuasion Guiding Strikes Improved Consular's Vitality Know Weakness
Master Negotiator Recall Renew Vision Skilled Advisor Visionary Attack Visionary Defense WatchCircle Initiate
Once per round as a swift action, you grant one ally bonus hit points CW equal to 5 + your Cha modifier. Once per encounter as a swift action, one ally that can heaar and LE understand you can add your Wisdom modifier to their Will Defense. Once per turn as a swift action, you can spend a Force Point to let LE one adjacent ally use the aid another action (as a reaction) to assist you with a skill check. You gain a +2 insight bonus to Will Defense. FU You can use you Use the Force check modifier instead of you SWSE Persuasion check modifier when making Persuasion checks. Grant +2 circumstance bonus to adjacent allies on melee attack rolls RE against a target you damage until your next turn. You may use the Consular's Vitality talent as a free action whenever CW you damage a target with a lightsaber. Whenever you use Adversary Lore on a target successfully, that JA target also takes an additional 1d6 points of damage from every successful attack. if you successfully use the Adept Negotiator talent, your target SWSE moves an additional -1 step along the condition track. Whenever you spend a Force Point to regain a spent Force power, RE you regain a second one free. Once per encounter, you can regain all expended uses of the KOTOR Farseeing power as a swift action. You can spend a full-round action advising an ally, thereby granting SWSE her a +5 bonus on her next skill check. As a reaction, make a Use the Force check to see if you or an ally can KOTOR reroll a missed attack roll. Make a Use the Force check to grant yourself or an ally a temparary KOTOR +5 Force bonus to Reflex Defense. As a reaction, you can give one of your Force Points to an ally upon KOTOR a successful Use the Force check (DC 15).
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Jedi Guardian Talent tree Acrobatic Recovery If an effect causes yo to fall prone, you can make a DC 20 Acrobatics check to remain on your feet. Battle Meditation The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. Close Maneuvering Once per turn, you can designate a target to deny aaa attacks of opportunity against you. Cover Escape When you successfully spend a Force Point to negate an attack against an adjacent ally, that ally can move up to 2 squares as a free action. Defensive Acruity When you take the fight defensive action, you deal +1 die of damage and gain a +2 circumstance bonus on Use the Force checks to negate an attack with the Block or Deflect talents. Elusive Target When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -5 penalty. Exposing Strike When you use a lightsaber to deal damage to a target, you can spend a Force Point to make that target flat-footed until the end of your next turn. Force Intuition You can use you Use the Force check modifier instead of you Initiative check modifier when making Initiative checks. Forceful Warrior you gain one temparary Force Point when you score a critical hit with a lightsaber. Grenade Defense You can use the Move Light Object application of the Use the Force skill to cast aside grenades that are thrown at you.
SWSE SWSE
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RE GaW
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LE
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SWSE
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CW
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SWSE FU JA
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JEDI TALENTS
Guardian Strike Hold the Line Whenever you use a lightsaber to deal damage to a target, that CW target takes a -2 penalty on attack rolls against any target other than you until the end of your next turn. Whenever you make a successful attack of opportunity against a JA target leaving your threatened area, you stop the target's movement, ending its turn. Until the start of your next turn, anyone atempting to move you RE involuntarily takes a -5 penalty to use the effect that would move you. You may activate your Battle Meditation talent as a swift action and KOTOR the range extends out to 12 squares. Upon activation, you can choose to move with an adjacent FU opponent when it moves up to your movement speed. You can spend a full-round action to move +2 steps up the condition SWSE track. 22 14
Immovable
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Jedi Sentinel Talent Tree Clear Mind You may reroll any opposed Use the Force check made to avoid SWSE being detected by other Force-users. Dampen Presence When you interact with another sentient creature, you can use a FU swift action to reduce the impression you leave on it. Dark Retaliation Once per encounter, you can spend a Force Point to activate a Force KOTOR power as a reaction to being targeted by a power with the [Dark Side] descriptor. Dark Side Bane When you use a damage-dealing Force power against a creature LE with a Dark Side score of 1 or higher, you deal extra damage on a hit equal to your Charisma bonus. Dark Side Sense Jedi following the path of the sentinal become exceptionally SWSE talented at rooting out evil. Dark Side Scourge Against creature with a Dark Side Score of 1 or higher, you deal SWSE extra damage on melee attacks equal to your Cha bonus. Force Haze You can spend a Force Point as a standard action to create a "haze" SWSE that hides you and your allies from the perceptions of others. Gradual Resistance If you take damage from a Force power, you gain a +2 Force bonus to all defenses against that Force power. Master of the Great Hunt You gain a +1 Force bonus and deal +1 die of damage against a beast with a Dark Side Score of 1+. Persistant Haze Whenever anyone concealed by your use of the Force Haze talent attacks, you maintain total concealment without having to make another Use the Force check. Prime Targets Deal +1 die of damage when you hit a target with a lightsaber if the target has not been attacked since the end of your last turn. Reap Retribution Resist the Dark Side If you take damage from a Force Power, you deal +2 points of damage against the originator of that Force power. You gain a +5 Force bonus to Defense scores against Force powers with the [dark side] descriptor and Force powers originating from any dark Force-user. Designate adjacent enemies with a Dark Side Score of 1+ to remove Dex bonus to Reflex Defense. If you have concealment against a target, you gain a +2 circumstance bonus on attack rolls against that target. Deal 1d6 extra damage against flat-footed opponents. When you use a standard action to make a melee attack, you can take a penalty on your attack roll and add double value as an insight bonus to your Will Defense. You and your allies gain a +2 attack bonus whenever you use the Force Haze talent. RE JA SaV
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GaW
18
RE SWSE
23 41
KOTOR CW KOTOR FU
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Unseen Eyes
CW
22
Lightsaber Combat Talent Tree Block As a reaction, you may negate a melee attack by making a successful Use the Force check. Cortosis Gauntlet Block You can use the Block talent, even when not armed with a lightsaber, provided you are wearing a cortosis gauntlet. Deflect As a reaction, you may negate a ranged attack by making a successful Use the Force check.
SWSE LE SWSE
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JEDI TALENTS
Lightsaber Defense Lightsaber Throw Precise Redirect Precision Redirect Shot As a swift action, you can use your lightsaber to parry your opponents' attacks, gaining a +1 deflection bonus to your reflex Defense until the start of your next turn. You can throw your lightsaber as a standard action, treating it as a thrown weapon. Deal +1 die of damage when you use the Redirect talent. As a standard action, reduce your target's speed by 2 squares upon a successful hit. This talent allows you to redirect a deflected blaster bolt along a specific trajectory so that it damages another creature or object in its path. Make a lightsaber attack after successfully using the Block talent. SWSE 41 SWSE RE LE SWSE 41 24 27 41
KOTOR
25 14 41
Whenever you wield both a one-handed lightsaber and a shoto, you JA gain a +2 competence bonus with the shoto. You gain a +2 bonus on melee damage rolls with lightsabers. SWSE
NOBLE TALENTS
Anticipation Talent Tree Anticipate Movement Forewarn Allies Get Down Heavy Fire Zone Summon Aid Enable one ally to move up to their speed as a reaction to the movement of an enemy. All allies gain a +2 insight bonus to attack and damage rolls for attacks of opportunity. As a reaction, when an ally is targeted by a ranged attack, you can enable that ally to drop prone as a free action. You can enable an ally to make attacks of opportunity at targets within a 3x3 square area of your choosing. Once per round, enable an ally to make a charge attack against an enemy adjacent to you. GaW GaW GaW GaW GaW 18 18 18 18 19
Collaborator Talent Tree Double Agent Enemy Tactics Feed Information Friendly Fire Protection
When rolling Initiative to begin combat, roll a Deception check to trick enemies into thinking that you are not an enemy. Gain any insight or morale bonus that your enemies get. As a swift action, grant one enemy a +1 attack bonus in exchange for granting one ally a +2 attack bonus. Redirect a missed ranged attack made against you to an adjacent enemy. As a standard action, one ally you designate cannot be targeted by any enemies until the beginning of your next turn with a successful Persuasion check.
CW CW CW CW CW
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Disgrace Talent Tree Ambush Castigate Dirty Tactics Mislaced Loyalty Two-Faced Unreadable
Grant an ally an extra move action during a surprise round as long as you're not surprised. Impose a -2 penalty to all defenses of one enemy with a successful Persuasion check. Once per encounter, you can grant an extra +2 bonus to your allies whenthey flank an enemy. As a swift action, enemies cannot attack you while you have an ally within 6 sqaures with a successful Persuasion check. Gain 3 actions that can each be use once per encounter to affect your enemy. Gain a +5 bonus to your Will Defense against skill checks made to read you emotions and influence your attitude.
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Sacrifice half the damage you deal to an enemy you hit with a melee KOTOR attack to impose a -5 attack penalty on attacks made against you. Make your opponent flat-footed against one of your allies after a KOTOR successful melee attack. Use Cha modifier instead of Str modifier on attack rolls with light KOTOR melee weapons and lightsabers. Once per encounter, may a single melee attack against an enemy KOTOR who just damaged you. Sacrifice half the damage you deal to an enemy you hit with a melee KOTOR attack to trade places with your opponent.
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Gambling Leader Talent Tree Assault Gambit Once per turn, designate one ally and one enemy to roll Initiative checks for the chance at a single attack on the other. Direct Fire Once per turn, designate one ally to ignore the cover bonus of an enemy that doesn't have cover from you. Face the Foe If you do not have cover from a target, gain a +1 attack bonus against that target. Lead From the Front Grant a +2 attack bonus and +5 Initiative bonus to all allies against a target you damage whenever you do not have cover. Luck Favors the Bold Gian bonus hit points whenever you do not have cover against an enemy who is aware of you. Ideologue Talent Tree Instruction Idealist Know Your Enemy Known Dissident
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Once per encounter, grant an ally the ability to make a check using your skill modifier instead of their own. You can add you Cha modifier instead of your Wis modifier to your Will Defense. As a swift action, make a Knowledge (Galactic Lore) to learn two pieces of information about your selected target. As a standard action, one opponent of your choice may not attack you or your vehicle with a successful Persuasion check.
FU FU FU FU
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NOBLE TALENTS
Lead by Example Once per encounter, grant all allies a +1 attack bonus and +1 die of FU damageagainst a target you damage. 25 Influence Talent Tree Presence Demand Surrender
You can make a Persuasion check to intimidate a creature as a SWSE standard action. Once per encounter, you can make a Persuasion check as a standard SWSE action to demand surrender from an opponent who has been reduced to one-half of its hit points. Once per encounter, make a Persuasion check to reduce an enemies KOTOR turn down to a single swift action. As Weaken Resolve, except that the target doesn't stop fleeing from SWSE you if it is wounded. Once per encounter, make a Persuasion check to impose a -5 attack KOTOR penalty on an attack made against you. Once per round, when you deal damage equal to or greater than the SWSE target's damage threshold, make a Persuasion check as a free action to cause it to flee from you in terror.
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Inspiration Talent Tree Beloved Bolster Ally Ignite Fervor Inspire Confidence
Willpower
Gain 3 actions that can each be use once per encounter to bolster SaV your allies. As a standard action, you can bolster an ally moving him +1 step SWSE along the condition track and grant bonus hit points. You can give one ally a bonus to damage one his next attack after SWSE you hit an opponent with a melee or ranged attack. As a standard action, you can inspire confidence in allies in your line SWSE of sight, granting them a +1 morale bonus on attack rolls and skill checks for the rest of the encounter. As a swift action, you can encourage one of your allies to make SWSE haste with a skill check. Whenever an ally within your line of sight make an attack that SWSE moves an opponent down the condition track, that ally moves the target an additional -1 step down the condition track. Once per encounter, grant all allies a +2 bonus to their Will Defense. FU
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Reactionary Attack
Once per encounter, as a swift action, you grant all allies within line SWSE of sight a +1 insight bonus on attack rolls. Gain 3 actions that can each be use once per encounter to bolster GaW your allies. When you use this talen as a standard action, all allies within your SWSE line of sight grant an addition +1 bonus when they use the aid another action. Any ally who gains the benefit of your Born Leader talent does not SWSE lose it if they lose line of sight with you. As a swift action, you can provide a +5 morale bonus to your allies SWSE Will Defense against fear effects. Once per encounter, as a swift action, any allies within your line of SWSE sight gain a +2 morale bonus to their reflex and Will Defenses and a +2 to all damage. Once per encounter, you can direct an ally within 6 squares of you KOTOR to attack an enemy who just made an attack against you or another ally. Grant a bonus to one ally who uses a Force Point to enhance their GaW attack roll. You can give up your standard action and give it to one of your allies SWSE to be used on their next turn. Once per turn, you can make one ally imune to all effects that would RE leave them flat-footed.
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Lineage Talent Tree Connections Educated Engineer Infuential Friends Powerful Friends
You are able to obtain equipment without having to pay licensing fees or endure backround checks. Thanks to your well-rounded education, you can make any Knowledge check untrained. You are trained in the Mechanics skill and install new systems into a vehicle 25% faster. Once per day, you can call in a favor from a well-connected friend (NPC). Once per day, you can invoke the name of an important friend and take 20 on one Persuasion check.
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NOBLE TALENTS
Spontaneous Skill Wealth Once per day, you can make an untrained skill check as though you SWSE were trained in the skill. Each time you gain a level, you receive an amount equal to 5,000 X SWSE your class level. 44 44
Loyal Protector Talent Tree Inspire Loyalty You gain one follower (See pg. 32 for follower setup). Undying Loyalty Each of your followers gain the Toughness feat. Punishing Protection As a reaction to you taking damage, one of your followers can make an immidiate attack against your attacker. Protector Actions Gain 3 actions that can each be use once per encounter to bolster your followers. Master of Intrigue Talent Tree Advanced Planning Swap Initiative results with one willing ally. Blend In As a swift action, gain total concealment when adjecent to two other creatures. Done it All Gain two talents from any non-prestige class that you may use at any time by spending a Force Point. Get Into Position Once per encounter, choose two allies to be able to make an immediate move action Master Manipulator Gain 3 actions that can each be use once per encounter to bolster your allies. Retaliation Whenever you move down on the condition track as a result of damage, automaticaly move the next target you damage down -1 on their condition track. Provocateur Talent Tree Cast Suspicion Distress to Discord
CW CW CW CW
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Cause an enemy to lose all morale and insight bonuses on attack rolls until the end of your next turn. Whenever an ally within your line of sight takes a second wind, all enemies within 2 squares lose there Dex bonus to Reflex Defense until the end of your next turn. If an ally is missed by a ranged attack, you can designate one enemy adjacent to that ally as the target. When an enemy is reduced to 0 hit points or is moved down the condition track, allow one ally to take a second wind immediately.
LE LE
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LE LE
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Grant one ally a +2 bonus on its next attack roll whenever an enemy LE use the aid another action. Pursuade an enemy to attack one target of your choice. LE
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Skill Challenge Talent Tree Guaranteed Boon Regain a Force Point you spent on a failed skill check. Leading Skill Whenever you earn a success in a skill challenge, you gain a +2 insight bonus on your next skill check in the same skill challenge. Learn From Mistakes
GoI GoI
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Whenever you accrue a faiure in a skill challenge, grant the next ally GoI to take an action in the skill challenge a +2 insight bonus on their skill check. Choose on ally to roll two dice on a skill check you failed, keeping GoI the better result.
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Superior Skills Talent Tree Assured Skill Choose to roll two dice instead of gaining any competence bonuses on one skill of your choice, keeping either result. Critical Skill Success Whenever you roll a natural 20 on your choosen skill, gain a +5 competence bonus on another skill of your choice. Exceptional Skill A roll of 2-7 is treated as an 8 on any one skill of your choosing. Reliable Boon Whenever you add a Force Point to add to your choosen skill, reroll any roll of 1 until it's a 2 or better. Skill Boon Select a skill with which you increase the die size of any Force Point you spend to improve the skill. Skill Confidence Gain the benefits of the Critical Skill Success talent on a natural roll of 19 or 20. Skillful Recovery Select a skill with which you gain a temparary Force Point whenever you fail the skill check.
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SCOUNDREL TALENTS
Fortune Talent Tree Fool's Luck As a standard action, you can spend a Force Point to gain a +1 bonus SWSE on attack rolls, or a +5 bonus on skill checks, or a +1 bonus to all your defenses. Gain an free standard action after scoring a critical hit on an attack. SWSE You gain a +2 competence bonus when you gamble. SWSE Once per day, you can reroll a skill check and take the better result. SWSE Once per day, you can reroll an attack roll and take the better result. SWSE 46
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Misfortune Talent Tree Dastardly Strike Disruptive Skirmisher Sneak Attack Walk the Line
Move a flat-footed opponent -1 step along the condition track on a SWSE successful attack. Suppress all enemy morale and insight bonus until the start of your SWSE next turn. Gain a +2 bonus on attack rolls when you move at least 2 squares. SWSE Deal extra damage to oppenents denied their Dex bonus on a successful attack. As a standard action, all opponents within 6 squares take a -2 penalty to their defenses. SWSE SWSE
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SWSE
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You may reroll any Use Computer check made to improve access on SWSE a computer, keeping the better result. You can substitute you Use Computer skill for any Gather SWSE Information check as long as you have access to a computer network.
Once per day while aboard a starship, you can add your class level as a bonus on a single attack roll, skill check, or ability check. You take no penalty on attack rolls in low-gravity or zero-gravity enviroments. Gain a +1 bonus on attack rolls while aboard a starship. Gain one temporary Force Point whenever you roll a natural 20 on an attack roll made aboard a starship.
SWSE
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SCOUT TALENTS
Awareness Talent Tree Acute Senses Expert Tracker Improved Initiative Keen Shot Reset Initiative Uncanny Dodge I You may choose to reroll any Perception check. You take no penalty on Survival checks to follow tracks while moving at your normal speed. You may choose to reroll any Initiative check. You take no penalty on your attack roll when attacking a target with concealment. Once per encounter, you can raise your Initiative score +5. You retain your Dexterity bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attacker. SWSE SWSE SWSE SWSE FU SWSE 49 49 49 49 28 49
You cannot be flanked. SWSE Once per turn, ignore DR of a single target within your line of sight. KOTOR
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You're very good at hiding when mobile. You may choose to reroll any Stealth check. Any situation that would give you concealment grants you total concealment instead.
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You may reroll any Persuasion check make to haggle. Gain a temparary Force Point whenever you roll a natural 20 on a skill check. Your speed increases by 2 squares if you are wearing light armor or no armor. You may reroll any Mechanics check made to accomplish a jury-rig repair.
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If you are hit by an area attack, you take half damage if the attack hits you. You can spend two swift actions to gain a +5 bonus on a single Strength check or Strength-based skill check. When you use the run action, you can move up to five times your speed. Your speed is not reduced by difficult terrain.
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SOLDIER TALENTS
Armor Specialist Talent Tree Armor Mastery The maximum Dexterity bonus of your armor improves by +1. Armored Defense When calculating your Reflex Defense, you may add either your heroic level or your armor bonus, whichever is higher. Improved Armor Defense When calculating your Reflex Defense, you may add your heroic level plus one-half your armor bonus or your armor bonus, whichever is higher. Juggernaut Your armor does not reduce your speed or the distance you can move while running. Second Skin When wearing armor you are proficient with, your armor bonus to Reflex and Fortitude Defenses increase by +1. Shield Expert Spend a swift action to regain 10 points of SR. Brawler Talent Tree Expert Grappler gun Club Melee Smash Stunning Strike Unbalance Opponent SWSE SWSE SWSE 51 52 52
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Gain a +2 competence bonus on grapple checks. SWSE You can use a ranged weapon as a melee weapon without penalty. SWSE Deal +1 point of damage with melee attacks. Move your opponent an additional step along the condition track when you damage them with a melee attack. You are skilled at keeping your opponents off balance in melee combat. SWSE SWSE SWSE
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Know which allies and opponents are reduced to half health with a SWSE successful Knowledge (tactics) check. When you make a ranged attack with a pistol or rifle, all allies within SWSE 6 squares of you when the attack is made gain a +1 bonus to Reflex Defense until the start of your next turn. When you use the Mechanics skill to place an explosive device, the SWSE explotion deals +2 dice of damage. You can distract opponents and convince them that you are the SWSE most tempting or most dangerous target in the area. Once per round, you may spend a swift action to shield a single SWSE adjacent ally from attacks. Once per day as a swift action, you may move +5 steps on the SWSE condition track. You can catch a second wind one additional time per day. SWSE
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Rocket Jumper Talent Tree Burning Assualt As a standard action, treat your jet pack as a flame thrower. Improved Trajectory Increase your fly speed by 2 squares when using a jet pack. Jet Pack Training Activate your jet pack as a free action and don't need to make a pilot check to land safely with a jet pack. Jet Pack Withdraw Withdraw once per encounter, as a reaction, when an opponent moves adjacent to you. Weapon Specialist Talent Tree Devastating Attack Treat your targets damage threshold as if it were 5 points lower with any single weapon group. Penetrating Attack Treat your targets damage reduction as if it were 5 points lower with any single weapon group. Weapon Specialization Gain a +2 damage bonus with any single weapon group.
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FORCE TALENTS
Alter Talent Tree Aversion Disciplined Strike As a swift action, you can make all squares within 2 squares difficult CW terrain. Whenever you use a Force power that has an area effect, you may SWSE exclude a certain number of targets from the effect of that power. Gain 1 temparary Force Point whenever you roll a natural 1. As a standard action, you can spend a Force Point to create a realistic illusion. Whenever you create an illusion of a humanoid using the Illusion talent, you are able to see and hear as though you were standing in the place occupied by your illusion. Once per encounter, you can return one [Mind-affecting] Force Power to your Force suite without spending a Force Point. You can use the aid another action on Use the Force checks. You can use the Illusion talent to create a disguise for yourself. When you use the Move Object Force Power to move something large size or bigger, you can make an area attack with the object. You can convince others that they have been cut off from the Force with the Mind Trick Force power, Preventing them from making Use the Force checks. Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that Force power again as a free action. Whenever you take the Force Training Feat and select Move Object as one of your powers, you gain an extra power free. Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a force point. When ever you roll a natural 20 on an attack roll or Use the Force check, you may choose to grant one ally a temparary Force Point. Communicate and share Force powers with a willing ally that has the Force Sensitivity feat. KOTOR FU JA 53 100
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Influence Savant
JA
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JA JA LE
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Suppress Force
JA
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Telekinetic Power
SWSE
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FU SWSE
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Telepathic Influence
KOTOR
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Telepathic Link
KOTOR
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You can use the Mind Trick Force power on creatures with an Int of 2 or less. Whenever you successfully use the Negate Force Power, you can spend a Force Point to use any Force Power currently in your Force suite. You can spend a Force Point as a standard action to gain damage reduction 10 for 1 minute. As a swift action, you can spend a Force Point to remove all debilitating conditions affecting you and return to a normal state.
KOTOR JA
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SWSE SWSE
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Force Exertion Force Focus Force Harmony Force Recovery Force Suppression Indomitable Will Telekinetic Stability Will to Resist, the
As a reaction, you can exchange one Force power of another. FU As a full-round action, you may make a DC 15 Use the Force check to SWSE regain one spent Force power of your choice. Once per encounter, you can activate one Force talent that requires JA a Force Point to use without spending a Force Point. Whenevr you use your second wind, you regain a number of hit SWSE points equal to 1d6 per Force Point you possess. If you fail when using the Rebuke Force power, reduce the result of KOTOR your opponents Use the Force check by 5. You can spend a Force Point to become immune to all mindFU affecting effects for 1 minute. Whenever an effect would normally move you against your will, you LE can spend a Force Point to negate the movement. Once per round, when you're targeted against your Will Defense, CW you can make a Use the Force check to replace your Will Defense.
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Dark Preservation
As a swift action, you can take a -5 penalty to gain a +2 on attack CW rolls. As a standard action, you grant yourself and all allies within 6 SWSE squares a +1 Force bonus to all defenses until the end of the encounter. Whenever an effect would move you down on your condition track, LE you can spend a Force Point and increase your Dark Side Score by 1 instead.
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FORCE TALENTS
Dark Side Savant Power of the Dark Side Revenge Once per encounter, you can return one [Dark Side] Force Power to your Force suite without spending a Force Point. Whenever you use a Force Point to modify your attack roll, you may choose to roll an additional die and take the better result. Whenever an ally of yours is brought down in combat within your line of sight, you gain a +2 bonus on attack and damage rolls until the end of the encounter. Once per day, you can use a Force power that normally takes a standard or move action as a swift action. When you die, you become a Dark Side Spirit and can attempt to possess an adjacent target or object. Whenever you roll a natural 20 to activate a Force power, you can choose to deal extra damage to the target instead of regaining all spent Force powers. JA SWSE SWSE 16 101 101
SWSE JA FU
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Guardian Spirit Talent Tree Guardian Spirit You have a guardian spirit watching over you from the realm of the Force, providing you withinsight and advise. Crucial Advice Once per encounter, when you fail a skill check, you can reroll the skill check with a +2 bonus. Distracting Apparition Any enemy within 3 squares of your guardian spirit takes a -2 penalty to Will Defense and attack rolls against you. Manifest Guardian Spirit Gain a +1 bonus on attack rolls, a +2 bonus on Use the Force checks, and a +2 bonus to your Will Defense while your guardian spirit is within 12 squares of you. Vital Encouragement As a free action, you gain bonus hit point equal to 10 + half your heroic level. Light Side Talent Tree At Peace Attuned
JA JA JA JA
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JA
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Focused Attack
You can spend a Force Point to gain a +2 to all defenses until the CW end of the encounter or you attack, whichever comes first. Whenever you roll a natural 20 on your attack roll against someone CW with a Dark Side Score of 1+, you can use one [Light Side] Force power immidiately for free. You can spend a Force Point to reroll an attack against a creature CW with a Dark Side Score of 1+, keeping the better result. Once per encounter, you can return any [Light Side] Force Power to CW your suite without spending a Force Point.
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Surge of Light
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Sense Talent Tree Feel the Force Force Perception Force Pilot Foresight Gauge Force Potential Heightened Awareness Instinctive Navigation
As a standard action, you can spend a Force Point to ignore all FU concealment for one minute. You may use your Use the Force check modifier instead of your SWSE Perception check modifier when making Perception checks You may use your Use the Force check modifier instead of your Pilot SWSE check modifier when making Pilot checks You may spend a Force Point to reroll an Initiative check, keeping SWSE the better of the two results. by focusing on a specific creature in your line of sight, you can gauge SWSE how strong in the Force it is. You can spend a Force Point to add Cha bonus to your Perception CW check. You can substitute you Use the Force skill for any use computer JA check made to astrogate or operate sensors while you are the pilot of a vehicle. As a swift action, you can force your opponent to reroll an attack JA made against you, keeping the second result. You can choose to target an object you hold when using the CW Farseeing Force Power. You can spend a Force Point to gain low-light vision for one minute CW or until the end of the encounter. Whenever you use the Farseeing Force power, you can spend a SWSE Force Point to see the target's past or future instead.
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DROID TALENTS
First-Degree Droid Talent Tree Known Vulnerability Medical Analyzer Science Analyzer Triage Scan Second-Degree Droid Talent Tree Burst Transfer On-Board System Link Quick Astrogation Scomp Link Slicer Third-Degree Droid Talent Tree Nuanced Observant Supervising Droid Talk Droid Fourth-Degree Droid Talent Tree Just a Scratch Target Acquisition Target Lock Weapons Power Surge Fifth-Degree Droid Talent Tree Durable Heavy-Duty Actuators Load Launcher Task Optimization SGtD SGtD SGtD SGtD 26 26 26 26
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