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PAGE

BOOK

PREREQUISITES
*multiple

CR

CLASS
39 Jedi

TREE
Jedi Consular

TALENT
Adept Negotiator

J
L
F
K
C
L
L
F
CR
R
C
J
CR
R
K
CR
K

14
26
24
24
22
26
26
24
40
23
22
14
40
23
25
40
24

Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi

Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular
Jedi Consular

Adversary Lore
Aggressive Negotiator
Cleanse Mind
Collective Visions
Consular's Vitality
Consular's Wisdom
Entreat Aid
Force of Will
Force Persuasion
Guiding Strikes
Improved Consular's Vitality
Know Weakness
Master Negotiator
Recall
Renew Vision
Skilled Advisor
Visionary Attack

25 Jedi

Jedi Consular

Visionary Defense

WatchCircle Initiate*

25
40
40
23
18
27
40
22
40
24
14
22
14
23
25
24
40
40
24
25
27
40
40
40
23
14
13
18
23
41
19
25
25
22
24
22
41

Jedi Consular
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Guardian
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Jedi Sentinel
Lightsaber Combat

WatchCircle Initiate
Acrobatic Recovery
Battle Meditation
Close Maneuvering
Cover Escape
Defensive Acuity
Elusive Target
Exposing Strike
Force Intuition
Forceful Warrior
Grenade Defense
Guardian Strike
Hold the Line
Immovable
Improved Battle Meditation
Mobile Combatant
Resilience
Clear Mind
Dampen Presence
Dark Retaliation
Dark Side Bane
Dark Side Scourge
Dark Side Sense
Force Haze
Gradual Resistance
Master of the Great Hunt
Persistent Haze
Prime Targets
Reap Retribution
Resist the Dark Side
Sense Primal Force
Sentinel Strike
Sentinel's Gambit
Sentinel's Observation
Steel Resolve
Unseen Eyes
Block

Farseeing

K
K
CR
CR
R
GW
L
CR
C
CR
F
J
C
J
R
K
F
CR
CR
F
K
L
CR
CR
CR
R
J
SV
GW
R
CR
UR
K
K
C
F
C
CR

Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi

Adept Negotiator
Farseeing
Adept Negotiator

Adept Negotiator
Consular's Vitality
Adversary Lore
Adept Negotiator

WatchCircle Initiate*

Battle Meditation

Sentinel Strike
Dark Side Sense
Dark Side Sense
Clear Mind

Force Haze*

Dark Side Sense

Force Haze*

BENEFIT
Persuasion check v. Will Def (+5 bonus if opp higher level), moves -1 down track, if at end, cannot attack unless attacked or
allies attacked
Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def
when you damage an opponent with lightsaber, can take 10 on Persuasion checks
once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS
other Force-users with farseeing can aid another as a reac within 6sq
1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn
1/encounter 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def
1/turn one adjacent ally to aid another as reac to assist you if they have not aided already
permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq
Use the Force instead of Persuasion check, considered trained
allies adjacent to target you dealt dam +2 melee atk v. target
when you damage an opponent, use Consular's Vitality as free action
target of Adversary Lore takes +1d6 dam from successful attacks
target moves two steps down the track
regain 2 Force Powers when Force Point is spent to regain a power
once per encounter, can regain all expended uses of farseeing power
ally gets +5 on skill check, Force Point = +10
you or ally within 12sq if you miss an atk, UtF check over target's Will attacker can reroll Atk spend one farseeing, you -5 Use
the Force until beginning of your next turn
you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you -5 Use the
Force until beginning of your next turn
Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects
DC 20 Acrobatics to not fall prone
allies within 6 squares get +1 Atk for encounter if within 6 squares
1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent
when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO
when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect
if in a melee, ranged attacks are -10 not -5
when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn
Use the Force instead of Initiative, considered trained
with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter
Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn
when you dam opp w/lightsaber, target is -2 Atk against anyone but you
with a successful attack of opportunity, you stop the target's movement ending its action
anyone attempting to move you involuntarily is -5 to their check/atk
activate Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack
when you end movement next to opponent & they withdraw, you can move with them
move +2 steps up condition track
may reroll Use the Force check to avoid detection
Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level)
once an encounter activate a force power as a reaction if targeted by dark side power
damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1)
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
may reroll Use the Force check to sense Dark Side
hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze
if take dam from Force power +2 all Def against that power until end of encounter
+1 atk & +1 die dam v. beast with Dark Side Score of 1+
if someone attacks, they lose concealment but no one else does
when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam
if take dam from Force power you deal +2 dam against that creature until end of encounter
+5 Force bonus to all Def scores against Dark Side skills from dark force-user
can use Sense Surroundings to detect targets 30sq radius, regardless of LOS
when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam
1/encounter enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn
if have concealment v. target, can spend FP for +2 atk v. that target
melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB
allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated lightsaber,
aware and not flat-footed, FP for adjacent character.

PAGE

BOOK
L
CR

CLASS
27 Jedi
41 Jedi

TREE
Lightsaber Combat
Lightsaber Combat

TALENT
Cortosis Gauntlet Block
Deflect

CR
CR
R
L
CR
K
J
CR

41
41
24
27
41
25
14
41

Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi
Jedi

Lightsaber Combat
Lightsaber Combat
Lightsaber Combat
Lightsaber Combat
Lightsaber Combat
Lightsaber Combat
Lightsaber Combat
Lightsaber Combat

GW
GW
GW
GW
GW
C
C
C
C
C
SV
SV
SV
SV
SV
SV
UR
UR

18
18
18
18
19
22
23
23
23
23
13
14
14
14
14
14
19
19

Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble

Anticipation
Anticipation
Anticipation
Anticipation
Anticipation
Collaborator
Collaborator
Collaborator
Collaborator
Collaborator
Disgrace
Disgrace
Disgrace
Disgrace
Disgrace
Disgrace
Exile
Exile

Lightsaber Defense
Lightsaber Throw
Precise Redirect
Precision
Redirect Shot
Riposte
Shoto Focus
Weapon Specialization
(lightsabers)
Anticipate Movement
Forewarn Allies
Get Down
Heavy Fire Zone
Summon Aid
Double Agent
Enemy Tactics
Feed Information
Friendly Fire
Protection
Ambush
Castigate
Dirty Tactics
Misplaced Loyalty
Two-Faced
Unreadable
Arrogant Bluster
Band Together

UR

20 Noble

Exile

Galactic Guidance

UR
UR
K
K
K

20
20
26
26
27

Noble
Noble
Noble
Noble
Noble

Exile
Exile
Fencing
Fencing
Fencing

Rant
Self-Reliant
Demoralizing Defense
Leading Feint
Noble Fencing Style

27 Noble

Fencing

Personal Affront

27 Noble

Fencing

Transposing Strike

24
24
24
24
24
25
25
25
25
25
43
26
43
26
43
43

Gambling Leader
Gambling Leader
Gambling Leader
Gambling Leader
Gambling Leader
Ideologue
Ideologue
Ideologue
Ideologue
Ideologue
Influence
Influence
Influence
Influence
Influence
Influence

Assault Gambit
Direct Fire
Face the Foe
Lead From the Front
Luck Favors the Bold
Idealist
Instruction
Know Your Enemy
Known Dissident
Lead by Example
Demand Surrender
Fluster
Improved Weaken Resolve
Intimidating Defense
Presence
Weaken Resolve

R
R
R
R
R
F
F
F
F
F
CR
K
CR
K
CR
CR

Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble

PREREQUISITES
*multiple
AP (light, medium)

Redirect Shot
Deflect, BAB +5
Block, BAB +5
Weapon Focus

BENEFIT
can use Block with cortosis gauntlets, deactivates lightsabers on successful Block
negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated lightsaber,
aware and not flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for an adjacent character.
+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max
if within 6 squares, can pull back as a swift action w/DC20 Use the Force
whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam
against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn)
once per round, not autofire or other projectiles
once an encounter make a lightsaber attack v. opponent you Block (not v. area attacks)
+2 atk with shoto or guard shoto if you wield a one-handed lightsaber
+2 to melee damage

1/rnd as reaction to enemy in LOS moving, grant 1 ally in LOS to move their spd as free
all allies w/in 12 sq +2 atk & dam for attacks of opportunity
when ally targeted by ranged atk, you allow them to drop prone as free action
Forewarn Allies
1/turn designate 3x3 area w/in LOS, if a target moves in that area 1 ally in LOS can make Atk of Opp
Get Down
1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy
when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally
when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations
grant one enemy +1 Atk, one ally gets +2 Atk
Enemy Tactics
if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll)
Double Agent
Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn
Dirty Tactics
if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better
Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn
1/encounter +4 flank bonus to allies in LOS to melee attacks
Dirty Tactics
1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq
Misplaced Loyalty*
each 1/enc after you atk: if same atks you atk/reac, or opp can't atk you, or +2 atk if they haven't atk
Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you
Trained in Persuasion Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn, FP for end of enc
Self-Reliant, Galactic 1/enc each: 1. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam, 2. swif grant allies w/in 12sq & LOS +5 Will
Guidance*
Def until end next turn, 3. w/Persuasion unfriendly or indifferent into ally for enc direct target as swif
Trained in Knowledge 1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based skill check
(galactic lore)
(other than Perception)
Trained in Persuasion if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead, grant 1 ally to use move immediately
1/enc use 1 talent from Inspiration tree on yourself
Noble Fencing Style
v. an enemy you just hit with melee atk, takes half dam & takes -5 Atk v. you until next turn, 1 per rnd
Noble Fencing Style
when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp
Deception &
can use Cha mod to replace Str mod with light melee or a lightsaber
Persuasion trained
BAB +5, Noble
once an encounter make a single melee Atk v. adjacent enemy who just damaged you
Fencing Style
Noble Fencing Style, when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp
BAB +5
1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other
Assault Gambit
1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def
+1 atk v. target if you do not have cover from target
Face the Foe
if you do not have cover from target you dam with ranged atk, allies +2 atk v. target & +5 opposed Initiative checks
Face the Foe
gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy
Cha 13
add Cha bonus not Wis bonus to Will Def
once per encounter for one ally within 6sq can use your skill modifier for a skill check (not Use Force)
select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25)
Know Your Enemy
Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level)
once per encounter when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter
Presence
once per encounter, Persuasion if opp has 1/2 hp, vs. Will (+5 if opp higher level), cannot attack unless attacked or allies
attacked
Presence, Persuasion 1/encounter,
intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level)
Weaken Resolve*
same as Weaken but target keeps fleeing
Presence, Persuasion 1/encounter, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level)
Persuasion as Intimidation as a standard action, not full-round
Presence
if deal dam over threshold, Persuasion as a free action v. Will, flees one min target can spend Force Point to negate, or if
target's level is higher

PAGE

BOOK
SV

CLASS
14 Noble

TREE
Inspiration

TALENT
Beloved

CR
CR

43 Noble
43 Noble

Inspiration
Inspiration

Bolster Ally
Ignite Fervor

CR
CR
CR
F
CR
GW

44
44
44
25
44
19

Noble
Noble
Noble
Noble
Noble
Noble

Inspiration
Inspiration
Inspiration
Inspiration
Leadership
Leadership

Inspire Confidence
Inspire Haste
Inspire Zeal
Willpower
Born Leader
Commanding Presence

CR
UR

44 Noble
20 Noble

Leadership
Leadership

Coordinate
Coordinated Leadership

CR
CR
CR
K

44
44
44
26

Noble
Noble
Noble
Noble

Leadership
Leadership
Leadership
Leadership

Distant Command
Fearless Leader
Rally
Reactionary Attack

GW
CR
R
CR
CR
S
F
F

19
44
25
44
44
16
25
26

Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble

Leadership
Leadership
Leadership
Lineage
Lineage
Lineage
Lineage
Lineage

Tactical Savvy
Trust
Unwavering Ally
Connections
Educated
Engineer
Influential Friends
Powerful Friends

CR
CR
C
C
C
C
GI
GI
GI
GI

44
44
23
23
23
23
20
20
20
20

Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble

Lineage
Lineage
Loyal Protector
Loyal Protector
Loyal Protector
Loyal Protector
Master of Intrigue
Master of Intrigue
Master of Intrigue
Master of Intrigue

Spontaneous Skill
Wealth
Inspire Loyalty
Protector Actions
Punishing Protection
Undying Loyalty
Advanced Planning
Blend In
Done It All
Get into Position

GI
GI
L
L
L
L
L
L
GI
GI
GI
GI
GI
GI
GI
GI
GI
GI
GI
GW

20
20
27
27
27
27
28
28
20
20
20
20
21
21
21
21
21
21
21
19

Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Noble
Scoundrel

Master of Intrigue
Master of Intrigue
Provocateur
Provocateur
Provocateur
Provocateur
Provocateur
Provocateur
Skill Challenge
Skill Challenge
Skill Challenge
Skill Challenge
Superior Skills
Superior Skills
Superior Skills
Superior Skills
Superior Skills
Superior Skills
Superior Skills
Brigand

Master Manipulator
Retaliation
Cast Suspicion
Distress to Discord
Friend or Foe
Seize the Moment
Stolen Advantage
True Betrayal
Guaranteed Boon
Leading Skill
Learn from Mistakes
Try Your Luck
Assured Skill
Critical Skill Success
Exceptional Skill
Reliable Boon
Skill Boon
Skill Confidence
Skillful Recovery
Cheap Trick

PREREQUISITES
*multiple
Bolster, Inspire
Confidence
Bolster, Inspire
Confidence

Ignite Fervor*
Inspire Confidence
Tactical Savvy*

Born Leader,
Coordinate
Born Leader
Born Leader
Distant Command*
Born Leader,
Persuasion
Born Leader
Born Lead, Coordinate

BENEFIT
each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac
+1 up condition track & hp = their level if under half HP
if you hit, give an ally a dam bonus = to their level
all allies w/in sight, +1 Atk & skills for encounter or N unconscious
ally makes skill check as move action, not standard
ally's attack moves target 1 more down condition track
once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS, not self
once per encounter, all allies +1 Atk, if in LOS and if N conscious
each 1/enc make ranged or melee atk for 1. if hits all allies w/in 6sq +2 to all Def until end of next turn, or 2. if hits all allies
w/in 6sq & LOS +2 atk & dam until end of next turn, or 3. if dam target allies = Cha mod can move half spd as free
all allies in LOS get +1 with aid another, +5 max
1 talent from Leadership tree stacks w/bonuses from others
does not lose Born Leader if out of LOS
+5 Will vs. fear if in LOS and N conscious
once per encounter, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam
once per encounter, as a reac to attack, ally within 6sq can make immediate attack against attacker

when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod
give up standard action to give 1 ally extra action next turn
1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def
acquire equipment, CLx1000 credits, reduce black market multiplier by 1
make Knowledge untrained
Educated, Know (tech) trained in Mechanics, time reduced 25% when installing new systems to vehicle
Connections
once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min
Connections,
once per encounter, take 20 on Persuasion check with no increase in time needed for check
Influential Friends
Educated
once a day, make skill check trained, multiple per day
every level, get credits class level x5000
gain 1 follower with AP feat & trained in Perception, can be taken max 3 times
Inspire Loyalty
if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged
Inspire Loyalty, BAB+5 1/encounter as reac, follower can attack opponent if you're damaged by an attack or Force power
Inspire Loyalty
followers gain Toughness feat
Before combat, choose willing one ally in LOS, swap initiative results
When adjacent to two creatures gain concealment against non adjacent targets.
Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn
1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac
Get into Position,
1/enc each: 1. ally w/in 5 sq & LOS +5 up track & +2 atk & skills, 2. roll d20 as reac can replace enemy or ally in LOS d20
Advanced Planning
roll, 3. you
ally w/in
sq & LOS
replace
their def with
yournext
def as
for end
nextof next turn moves target -1 down track if takes
When
move5 down
trackcan
from
dam exceeding
thresh,
atkreac
before
Advanced Planning
dam
one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn
when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn
Cast Suspicion
1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits
Distress to Discord
1/turn when enemy to 0 hp or down track, 1 ally in LOS to take 2nd Wind as free & add hp = CL
Cast Suspicion
when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit
Friend or Foe*
Persuasion v. Will Def of 1 enemy in LOS for them to attack who you choose, +5 if they're higher level
If you spend FP on skill roll and fail regain FP
When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge
When you fail check in skill challenge, next ally gains +2 with different skill
When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better
Lose competence bonuses on 1 skill to roll 2 dice keep better
When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free
Trained in skill
when you roll a nat 2-7, treat as 8.
Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher
Trained in skill
increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12)
Critical Skill Success* nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod
Trained in skill
When failing to get min result of check of 1 skill, gain FP only usable on that skill before end of enc
Trained in Deception when you use Deception to feint against an enemy w/in 6sq you can roll twice

PAGE

BOOK

CLASS
GW 19 Scoundrel

TREE
Brigand

TALENT
Easy Prey

PREREQUISITES
*multiple
Cheap Trick

GW 19 Scoundrel

Brigand

Quick Strike

Cheap Trick

GW 19 Scoundrel

Brigand

Sly Combatant

SV
SV
SV
CR
CR
CR
CR
SV
CR
K
SV
SV
SV
T

14
14
14
46
46
46
46
15
46
27
15
15
15
13

Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel

Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Fortune
Malkite Poisoner

Avert Disaster
Better Lucky than Dead
Dumb Luck
Fool's Luck
Fortune's Favor
Gambler
Knack
Labyrinthine Mind
Lucky Shot
Lucky Stop
Ricochet Shot
Uncanny Luck
Unlikely Shot
Malkite Techniques

Cheap Trick, Easy


Prey
Fool's Luck
Fool's Luck
Knack, Lucky Shot

T
T
T
T
GW
SV
SV
CR
CR
SV
SV
GW
L
L
CR
CR
SV
C
SV

13
13
13
13
20
15
15
46
46
15
15
20
29
29
46
46
15
24
15

Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel

Malkite Poisoner
Malkite Poisoner
Malkite Poisoner
Malkite Poisoner
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune
Misfortune

Modify Poison
Numbing Poison
Undetectable Poison
Vicious Poison
Backstabber
Befuddle
Cunning Strategist
Dastardly Strike
Disruptive
Hesitate
Improved Skirmisher
Improved Sneak Attack
Seducer
Seize Object
Skirmisher
Sneak Attack
Sow Confusion
Stymie
Sudden Strike

Malkite Techniques
Malkite Techniques
Malkite Techniques
Malkite Techniques
Sneak Attack

CR
SV
C
C
C
C
C
S
S
S
S
UR
UR

46
15
24
24
24
24
24
16
16
17
17
20
20

Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel

Misfortune
Misfortune
Opportunist
Opportunist
Opportunist
Opportunist
Opportunist
Outlaw Tech
Outlaw Tech
Outlaw Tech
Outlaw Tech
Outsider
Outsider

Walk the Line


Weakening Strike
Advantageous Opening
Retribution
Slip By
Thrive on Chaos
Vindication
Fast Repairs
Hot Wire
Personalized Modifications
Quick Fix
Oafish
Outsider's Eye

UR
UR

21 Scoundrel
21 Scoundrel

Outsider
Outsider

Outsider's Query
Wary

R
R

25 Scoundrel
25 Scoundrel

Recklessness
Recklessness

Find Openings
Hit the Deck

enemies in LOS take -2 Def until your next turn


if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down track
when ally or opponent in LOS rolls nat 1 on atk, make atk against single target
if enemy in LOS moves ally down track, gain +2 Atk v. that enemy
when you dam opponent you can move through that opponent's square, Atk of Opp as normal
Advantageous
when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL
Opening
Retribution
when an enemy you reduced to 0 hp or bottom of track, your next atk is +1 die
Mechanics
jury-rig = hp for vehicle = to result of Mechanics check
Mechanics
can use Mechanics instead of Use Computer to improve access, considered trained
for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter
Mechanics
once per encounter jury-rig an object not disabled
1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check
1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify same with either
lowest or highest hp or on highest or lowest on track
Trained in Persuasion if fail Persuasion to change attitude, attitude does not change & can attempt to change attitude one additional time per enc
Outsider's Eye, trained if enemy fails Stealth or Deception v. your Perception you can take move as reac, if multiple fail, your moves cannot exceed
in Perception
Dex mod
if missed by an atk, +2 on next atk before end of next turn
allies take no or half dam from your area atk

Knack
Knack
Knack, Lucky Shot
Knack, Lucky Shot
Knack, Lucky Shot

Walk the Line*

Skirmisher
Sneak Attack, PB
Shot

Hesitate
Skirmisher, Sneak
Attack
Disruptive
Dastardly Attack

BENEFIT
when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks until end of your
next turn
during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. different target w/in 6sq of
the first target
each 1/enc make ranged or melee atk for 1. if hits enemy -2 atk & dam until end of enc or 2. if deal dam enemy gains
persistent condition removed with DC25 Treat Injury/surgery or 3. atk v. adjacent to you or ally +2 dam per adjacent ally
1/encounter turn a critical hit into a normal hit
1/encounter +5 bonus to one Def until start of your next turn
each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk
for rest of encounter: +1 Atk, +5 competence to skills or +1 Def
with a Critical, gain a standard free action, take before next turn or lose
+2 Wisdom checks when gambling, take multiple times
once a day, reroll skill check
1/encounter you become immune to mind-affecting effects until your next turn, lose affects if choose
once a day, reroll Atk roll
once an encounter can negate damage a single attack that would normally reduce you to 0 hp
with ranged attack, move cover down one step & deal half damage
1/encounter a roll 16 or higher is considered a natural 20
1/encounter reroll damage of one attack
if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL & moves down
track, poison attacks until it misses or cured
you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC
poisoned target denied Dex to Ref Def as long as it remains poisoned
Treat Injury DC increases by 5
poisons used against a target get +2 Atk against Fort Def
1/turn when you flank treat them as flat-footed for 1 atk
Deception v. Will Def can move through threatened area without Atk of Opp, counts as 2 squares
each 1/enc after you Atk: if dam target -5 Ref, or target -2 spd, v. 2 opp w/in 2sq -5 Atk but 1 dam roll
Atk against opp denied Dex to Def moves -1 down track
suppress morale and insight bonuses until your next turn to all in LOS
Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn
if move at least 2 sq & in a different square +1 all Def
use Sneak Attack for targets w/in 12 sq not 6
if fail Persuasion to change attitude, reroll with Deception
1/encounter seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal
if move 2 squares, +1 Atk until next turn
if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6
1/encounter Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn
1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn
deal sneak attack damage when you use Skirmisher

PAGE

BOOK

CLASS
25 Scoundrel

TREE
Recklessness

TALENT
Lure Closer

R
R
GI
GI
GI
GI
K
K
K
K
K
F
F
CR
CR
F
CR
SV
F
F
F
F
F
SV
UR

25
26
21
21
22
22
27
27
27
27
28
27
27
47
47
27
47
16
27
27
27
27
27
16
21

Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel

Recklessness
Recklessness
Revolutionary
Revolutionary
Revolutionary
Revolutionary
Run and Gun
Run and Gun
Run and Gun
Run and Gun
Run and Gun
Slicer
Slicer
Slicer
Slicer
Slicer
Slicer
Slicer
Smuggling
Smuggling
Smuggling
Smuggling
Smuggling
Spacer
Spacer

Risk for Reward


Trick Step
Bomb Thrower
For the Cause
Make an Example
Revolutionary Rhetoric
Cheap Shot
No Escape
Opportunistic Strike
Slippery Strike
Strike and Run
Electronic Forgery
Electronic Sabotage
Gimmick
Master Slicer
Security Slicer
Trace
Virus
Art of Concealment
Fast Talker
Hidden Weapons
Illicit Dealings
Surprise Strike
Cramped Quarters Fighting
Deep Space Raider

CR
SV
CR
CR
CR
L
L
L
L
L
GW
GW

47
16
47
47
47
29
29
29
29
29
20
20

Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scoundrel
Scout
Scout

Spacer
Hyperdriven
Spacer
Make a Break for It
Spacer
Spacehound
Spacer
Starship Raider
Spacer
Stellar Warrior
Yuuzhan Vong BiotechBiotech Adept
Yuuzhan Vong BiotechBugbite
Yuuzhan Vong BiotechCurved Throw
Yuuzhan Vong BiotechSurprising Weapons
Yuuzhan Vong BiotechVeiled Biotech
Advance Patrol
Forward Patrol
Advance Patrol
Mobile Combatant

GW
GW
CR
CR
CR
CR
F

21
21
49
49
49
49
28

Scout
Scout
Scout
Scout
Scout
Scout
Scout

Advance Patrol
Advance Patrol
Awareness
Awareness
Awareness
Awareness
Awareness

Trailblazer
Watchful Step
Acute Senses
Expert Tracker
Improved Initiative
Keen Shot
Reset Initiative

CR
CR
K
GW
UR
GW
CR
SV

49
49
28
20
21
20
49
16

Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout

Awareness
Awareness
Awareness
Camouflage
Camouflage
Camouflage
Camouflage
Camouflage

Uncanny Dodge I
Uncanny Dodge II
Weak Point
Dig In
Extended Ambush
Ghost Assailant
Hidden Movement
Hide in Plain Sight

PREREQUISITES
*multiple
Trick Step

BENEFIT
1/turn Deception v. Will Def of 1 enemy in 12 sq & LOS, target must move half its spd toward you but avoiding hazards
(stops move if can't avoid hazard), does not provoke Atk of Opp
Find Openings
1/turn if you're damaged from Atk of Opp, make a single atk v. a target
Initiative check v. enemy in LOS, loser is flat-footed v. other
Trained in Mechanics +5 to Mechanics checks for handling explosives & create frag grenade from spare parts
Make an Example
If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn
when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn
target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn
Opportunistic Strike
once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range
Opportunistic Strike
when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn
1/encounter you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally
Strike and Run
once per encounter designate an opp you just damaged cannot make attacks of opp until next turn
once per encounter after you dam opp you can move your speed
Use Computer
Use Computer replaces Deception with forged documents
Use Computer
Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly
issue routine command to a computer
Gimmick
reroll Use Computer checks to improve access to computers
Mechanics
can disable security without a security kit, something goes wrong if you fail by 10 not 5
can substitute Use Computer for Gather Info if you have computer access
Electronic Sabotage* can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly
Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif
Art of Concealment
once per day take 20 on Deception check as stan when attempting to deceive
Art of Concealment
if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif
reroll Persuasion when haggling for restricted, military or illegal goods
if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw
Starship Raider*
Ref Def +2 when adjacent to obstacle or barrier
Spacehound, Starship 1/enc each: 1. fighting aboard a starship as stan w/ranged atk if hit next turn target must move its spd to sq not adjacent or
Raider
vehicle disengages from dogfight, 2. as full if pilot move vehicle spd x2 & 1 atk - if hit & deal dam target -2 atk v. you until end
of your next turn, 3. make ranged atk w/vehicle if hit & deal dam choose 1 effect until end of next turn - a. 1 weapon doesn't
function, b. target's SR 0, c. target's spd reduced to 2
once a day, add class level to Atk, skill or ability roll
Stellar Warrior*
1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp
no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons
Spacehound
+1 Atk aboard starship including personal weapons
Spacehound
natural 20 on Atk roll = one extra Force Point for encounter
reroll Knowledge (life sciences) or Treat Injury to use or repair biotech
+1 die damage with razor & thud bugs
Bugbite
ignore cover (not total) with razor & thud bugs
if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you
Trained in Stealth
+10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def
Watchful Step
at start of surprise round if you're not surprised designate 1 ally w/in 6 sq to retain Dex to Ref Def
Forward Patrol*
each 1/enc 1. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn, or 2. stan make ranged or
melee atk then move half spd as free & no atk of opp, or 3. when damaged by atk move half spd as reac & no atk of opp &
gain favorable circumstances to 1st atk v. that enemy
Trained in Survival
allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal
Perception replaces Initiative & considered trained in Initiative
reroll Perception
Acute Senses
no penalty on Survival checks to track at normal speed
Acute Senses
reroll Initiative
Acute Senses
no penalty vs. opponents in concealment (except total concealment)
Improved Initiative,
once per encounter after first full round can add +5 to Initiative
Initiative*
Improved Initiative*
do not lose Dex bonus if flat-footed or attacked by hidden attacker
Uncanny Dodge I*
cannot be flanked
Keen Shot*
once per encounter ignore DR of single target in LOS for the rest of your turn
when prone gain concealment unless you move or stand
Improved Stealth
during surprise rnd if make ranged atk v. surprised aim as free
if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you
Improved Stealth
no penalty to Stealth at normal movement
Hidden Movement*
1/encounter within 2sq of cover or concealment can move to & make Stealth check as single move

PAGE

BOOK
SV
CR
SV

CLASS
16 Scout
49 Scout
16 Scout

TREE
Camouflage
Camouflage
Camouflage

TALENT
Hunker Down
Improved Stealth
Shadow Striker

GW
CR
GI
GI
GI
GI
GI
CR
SV
CR
CR
SV
CR
SV
SV
SV

20
49
22
22
22
22
23
49
17
50
50
17
50
17
17
17

Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout

Camouflage
Camouflage
Espionage
Espionage
Espionage
Espionage
Espionage
Fringer
Fringer
Fringer
Fringer
Fringer
Fringer
Fringer
Fringer
Fringer

Slip By
Total Concealment
Fade Out
Keep Together
Prudent Escape
Reactive Stealth
Sizing Up
Barter
Flee
Fringe Savant
Jury-Rigger
Keep it Together
Long Stride
Sidestep
Surge
Swift Strider

K
K
K
K
UR
K
UR

28
28
29
29
21
29
21

Scout
Scout
Scout
Scout
Scout
Scout
Scout

Hyperspace Explorer
Hyperspace Explorer
Hyperspace Explorer
Hyperspace Explorer
Hyperspace Explorer
Hyperspace Explorer
Master Scout

Deep-Space Gambit
Guidance
Hidden Attacker
Hyperspace Savant
Silent Movement
Vehicle Sneak
Piercing Hit

UR
UR

22 Scout
22 Scout

Master Scout
Master Scout

Quicktrap
Speedclimber

UR
UR

22 Scout
22 Scout

Master Scout
Master Scout

Surprisingly Quick
Tripwire

UR

22 Scout

Mobile Scout

Battle Mount

UR
UR
UR
C
C

23
23
23
25
25

Scout
Scout
Scout
Scout
Scout

Mobile Scout
Mobile Scout
Mobile Scout
Reconnaissance
Reconnaissance

Expert Rider
Mechanized Rider
Terrain Guidance
Close-Combat Assault
Get Into Position

C
C
F
F
F
F
F
F
C
C
C
C
C
CR

25
25
28
28
28
28
28
28
25
25
25
25
25
50

Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout

Reconnaissance
Reconnaissance
Spy
Spy
Spy
Spy
Spy
Spy
Surveillance
Surveillance
Surveillance
Surveillance
Surveillance
Survivor

Reconnaissance Actions
Reconnaissance Team Leader
Blend In
Improved Surveillance
Incognito
Intimate Knowledge
Surveillance
Traceless Tampering
Advanced Intel
Hidden Eyes
Hunt the Hunter
Seek and Destroy
Spotter
Evasion

PREREQUISITES
*multiple

Hidden Movement*

Hidden Movement*
Trained in Stealth

Trained in Stealth

Long Stride

Jury-Rigger
Long Stride
Long Stride
Sidestep*

Perception
Stealth
Pilot
Trained in Stealth
Pilot
Acute Senses, Keen
Shot
Tripwire*
Long Stride,
Surefooted, Trained in
Climb
Skill Focus (Initiative)*
Jury-Rigger, trained in
Mechanics
Expert Rider, Terrain
Guidance, trained in
the Ride skill.
Trained in Ride
Trained in Ride & Pilot
Trained in Ride
Recon Team Leader
BAB+5, Recon Team
Leader
Recon Team Leader

Surveillance
Blend In
Surveillance
Perception
Spotter

Hidden Eyes

BENEFIT
if benefit from cover you can increase cover by one step
reroll Stealth
each 1/enc after you Atk: if dam gain total conceal v., or if opp no Dex to Def or if you concealed & you dam target can only
take swif next turn, or if you have conceal +2 Atk or +5 with total
if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher
get total concealment in place of any concealment
Stealth replaces Deception to create diversion to hide, +5 if trained in Deception
when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO
When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO
when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal
1/enc Perception vs Will of target within 6 sq & LOS for +2 bonus to skill & attacks for enc
reroll Persuasion to haggle
designate single opp & move away +2 speed, no Atk of Opp from that opponent
natural 20 on skill check = one extra Force Point for encounter
reroll Mechanics check to jury-rig
if you jury-rig vehicle moves -2 down track at end not -5
move +2 squares if wearing light or no armor
reduce cost of diagonal move to 1 if in light or no armor
1/encounter move up to your speed
each 1/encounter: move your speed & +2 Ref Def until end of enc, or no Def penalty on charge, or move & +2 Ref Def v. Atk
of Opp until next turn
1/encounter when you or vehicle is target of an atk, can force opponent to reroll, must take worse result
show ally in LOS to ignore effect of difficult terrain until your next turn, not you
snipe action of Stealth is swif not move
Pilot replaces Use the Computer for astrogate or operate sensors
never suffer from unfavorable circumstances from environment w/Stealth, 1/rnd w/Stealth auto aid another 1 ally
treat your ship as two size categories smaller when attempting Stealth checks
1/enc each w/melee or ranged as stan if hit & dam: 1. target loses its armor bonus to Ref Def & is flat-footed, target must
spend stan to adjust armor, 2. target -2 atk until end next turn & all creatures etc have concealment from target, 3. target's
spd -2 until end next turn
use Tripwire as move not stan
no penalty when using Accelerated Climbing of Climb

in surprise rnd if not surprised can take swif in addition to other action, if surprised can take swif
set trap 3sq wide, DC20 Mechanics & Deception to conceal, target DC10 Acrobatics to avoid, select 1 option: 1. target falls
prone 1d6 dam, 2. auto hit w/mine & 1d20+10 v. adjacent, 3. +2 Deception & fall prone
1/enc each on mount: 1. if use mount as cover can make 1 atk, 2. if use mount as cover gain improved cover - if fail by 10 or
more still get cover, 3. mount can make atk as swif not stan
reroll Ride
w/speeder can use Fast Mount or Dismount, Soft Fall, Stay in Saddle & Use Mount as Cover of Ride
DC20 Ride to negate difficult terrain
each follower gains PB Shot feat
one of your followers +2 speed
if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon
gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you
Stealth replaces Deception for a deceptive appearance, considered trained
you and allies +1 on all defenses v. target
can reroll Deception for a deceptive appearance
1/enc can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't
Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS
automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5
if not surprised can use Spotter even in surprise round
if have concealment v. target, +5 Perception v. target
if looking for hidden enemies, can make one atk v. one enemy you notice
if make charge against unaware target, target cannot make Perception check to notice you
Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target
if hit with area attack, take half or no damage

BOOK

PAGE

CR
CR
CR
R
R
R
R

50
50
50
26
26
26
26

CLASS
Scout
Scout
Scout
Scout
Scout
Scout
Scout

TREE
Survivor
Survivor
Survivor
Unpredictable
Unpredictable
Unpredictable
Unpredictable

TALENT
Extreme Effort
Sprint
Surefooted
Aggressive Surge
Blast Back
Fade Away
Second Strike

26 Scout

Unpredictable

Swerve

L
L
L
L
L
R

30
30
30
30
30
28

Scout
Scout
Scout
Scout
Scout
Soldier

Versatility
Versatility
Versatility
Versatility
Versatility
Ambusher

Adapt and Survive


Defensive Protection
Quick on Your Feet
Ready and Willing
Unbalancing Adaptation
Ambush Specialist

R
R
R
R
R
CR
CR
CR
CR
CR
K
C
SV
SV
GI
K
GI
GI
SV
CR
L
CR
L
SV
SV
CR
SV
GI
L
CR
SV
CR
C
L
L
L
L
L
L
CR
GI
CR

28
28
28
28
28
51
52
52
52
52
29
26
17
18
23
29
23
23
18
52
31
52
31
18
18
52
18
23
31
52
18
52
26
30
31
31
31
31
31
52
23
52

Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier

Ambusher
Ambusher
Ambusher
Ambusher
Ambusher
Armor Specialist
Armor Specialist
Armor Specialist
Armor Specialist
Armor Specialist
Armor Specialist
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brawler
Brute Squad
Brute Squad
Brute Squad
Brute Squad
Brute Squad
Brute Squad
Commando
Commando
Commando

Destructive Ambusher
Keep It Going
Keep Them Reeling
Perceptive Ambusher
Spring the Trap
Armor Mastery
Armored Defense
Improved Armored Defense
Juggernaut
Second Skin
Shield Expert
Bayonet Master
Cantina Brawler
Counterpunch
Crowd Control
Devastating Melee Smash
Disarm and Engage
Entangler
Experienced Brawler
Expert Grappler
Grabber
Gun Club
Hammerblow
Make Do
Man Down
Melee Smash
Pick a Fight
Reverse Strength
Strong Grab
Stunning Strike
Sucker Punch
Unbalance Opponent
Unrelenting Assault
Gang Leader
Melee Assault
Melee Brute
Melee Opportunist
Squad Brutality
Squad Superiority
Battle Analysis
Coordinated Effort
Cover Fire

PREREQUISITES
*multiple

Blast Back
Fade Away

Adapt and Survive

Ambush Specialist
Ambush Specialist
Ambush Specialist
Ambush Specialist
Armored Defense
Armored Defense
Armored Defense
Armored Defense
AP (light)
Gun Club

Entangler
Melee Smash

Stunning Strike*

Cantina Brawler

Melee Smash
Expert Grappler
Melee Smash

Dedicated Protector*
Battle Analysis

BENEFIT
+5 Str check in same round
run up to five time speed
speed not reduced by difficult terrain
1/enc make a free charge when you take a Second Wind
1/rnd when damaged by area atk, make an atk v. source if have LOS & range
1/turn when damaged by atk, move half speed with no Atk of Opp
1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of uses = Dex bonus
but only once a round)
1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex bonus but only
once a round)
when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn
add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn
1/encounter move your speed
you can take a readied action at the end of the current turn after opponent takes its action
when you use Adapt & Survive, you deny the bonus to the enemy in LOS
if not surprised you can treat first round of combat as surprise round to activate talents etc. In surprise round designate one
enemy as prime target & +2 atk until end of encounter
+1 die dam v. prime target until end of encounter
if you reduce your prime target to 0 hp, designate a new prime target
1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you
+5 Perception v. prime target until end of the encounter
if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware
max Dex bonus is +1
Ref Def bonus = either heroic level or armor bonus
Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus
armor does not reduce speed or distance moved
armor bonus to Ref Def and equip bonus to Fort Def increase by +1
once per encounter spend swif to regain 10 SR to max on an active personal shield
with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon
if flanked +2 on unarmed attack & damage
if fight defensively any adjacent creature provokes an attack of opportunity
Grab 2 adjacent targets at once
once per encounter, before making atk, add half level to dam not +1
When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient
When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks
each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp
+2 opposed Grapple checks
do not take -5 when using grab action
use gun as melee weapon w/out penalty, with bayonet, acts as blade and club
if unarmed & holding no items double Str bonus on unarmed attacks
no penalty with improvised weapons
if ally within 6sq reduced to 0 hp, move up to speed toward ally without Atk of Opp
+1 dam on melee attacks
during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets
successful grapple deals target's strength modifier as damage (min 1)
when you grab an opponent they must use a full to break the grab not a stan
with damage in a melee attack, move 1 down track if damage beat threshold
if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp
one opponent loses Str bonus to melee attacks against you, not to damage
if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed
1/encounter when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5)
with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone
w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn
1/encounter when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk
with melee atk against target with your allies adjacent reroll damage & keep best
with you & two allies adjacent to target, target is flat-footed
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp
+2 damage when aiding your Dedicated Protector on an atk
with a ranged attack, allies w/in 6 squares get +1 Def until your next turn

BOOK

PAGE

CLASS

GI
GI
GW
CR
CR
T
CR
CR
C
UR

24
24
21
52
52
95
52
52
26
23

Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier

Commando
Commando
Commando
Commando
Commando
Commando
Commando
Commando
Commando
Commando

Dedicated Guardian
Dedicated Protector
Defensive Position
Demolitionist
Draw Fire
Hard Target
Harm's Way
Indomitable
Keep Them at Bay
Out of Harm's Way

CR
T
F
F
F
F
T
T
T
F
K
K
K
K
GW
GW
GW
GW
GW
C
C
C

53
57
28
28
29
29
57
57
57
29
30
30
30
30
21
21
21
21
21
26
26
26

Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier

Commando
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Rocket Jumper
Rocket Jumper
Rocket Jumper
Rocket Jumper
Shockboxer
Shockboxer
Shockboxer
Shockboxer
Shockboxer
Squad Leader
Squad Leader
Squad Leader

Tough as Nails
Combined Fire
Commanding Presence
Dirty Fighting
Feared Warrior
Focused Warrior
Mercenary's Determination
Mercenary's Grit
Mercenary's Teamwork
Ruthless
Burning Assault
Improved Trajectory
Jet Pack Training
Jet Pack Withdraw
Defensive Jab
Nimble Dodge
Retaliation Jab
Stinging Jab
Stunning Shockboxer
Commanding Officer
Coordinated Tactics
Fire at Will

C
C
C
C
C
C
GW
GW

26
26
26
26
26
26
21
21

Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier

Squad Leader
Trooper
Trooper
Trooper
Trooper
Trooper
Veteran
Veteran

Squad Actions
Comrades in Arms
Focused Targeting
Phalanx
Stick Together
Watch Your Back
Battlefield Remedy
Grizzled Warrior

GW 22 Soldier
GW 22 Soldier

Veteran
Veteran

Reckless
Seen It All

GW 22 Soldier
UR 23 Soldier

Veteran
Warrior

Tested in Battle
Champion

UR
UR
UR

23 Soldier
23 Soldier
23 Soldier

Warrior
Warrior
Warrior

Quick Study
Simple Opportunity
Warrior's Awareness

UR
GW
SV
CR

23
22
18
53

Warrior
Weapon Specialist
Weapon Specialist
Weapon Specialist

Warrior's Determination
Autofire Assault
Crushing Assault
Devastating Attack

Soldier
Soldier
Soldier
Soldier

TREE

TALENT

PREREQUISITES
*multiple

BENEFIT
1/enc each for Dedicated Protector: 1. swif to grant Evasion & if has Evasion dam is 1 die less, 2. move down track for ally
Dedicated Protector* as reac, 3. swift to gain flank on target if you are adjacent to both
Harms Way
1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent
Battle Analysis
when you have benefit of cover spend 2 swif to treat as improved cover until next turn
using Mechanics skill to set explosives = +2 dice dam, take multiple and stack
Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover
Tough As Nails
catch a Second Wind as a reaction not a swift action
Initiative skill
once per round, shield ally, any attacks that target you
once per day, +5 up condition track, but not persistent conditions, can take multiple
if you aid another to suppress an attack, the enemy takes -5 on its atk not -2
Harm's Way, trained in w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp
Initiative
catch a Second Wind one extra time
Coordinated Attack
+2 dam against targets damaged by an ally since end of your last turn
once per encounter all enemies -2 Will Def, Persuasion is now a class skill
once per encounter if you damage an opp reduce target's thresh by 2 for encounter
Commanding
when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only)
Presence
when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed
Mercenary's Grit
double your speed for 1 round, must wait 5 rounds between uses
when affected by a debilitating condition, change penalty to bonus for 1 round, then move down track
Combined Fire*
+2 dam against targets damaged by an ally since end of your last turn (+10 max)
Dirty Fighting
when you deal damage over thresh, +2 dam v. that target rest of encounter
Jet Pack Training
expend a charge as an attack, treat as flame thrower, not while flying
Jet Pack Training
increase fly speed 2sq
activate as free, no Pilot check to land
Jet Pack Training
once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw
Retaliation Jab
unarmed & fight defensively make single unarmed atk as free against adjacent
if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker
if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach
if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn
Stinging Jab
when you deal stun dam with unarmed atk, after dam is halved add +1 die dam
gain 1 follower with AP feat & WP (rifles), can be taken max 3 times
Commanding Officer each follower gains Coordinated Attack feat
BAB+5, Commanding you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk
Officer
Commanding Officer if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon
if within 3 sq of ally, +1 atk
Comrades in Arms
if you damage opponent all allies within 3 sq gain +2 dam v. that target
Watch Your Back
if you provide soft cover to an ally within 3 sq it is improved cover
Comrades in Arms
if an ally moves you can move before your next turn if you end within 3 sq of that ally
if you are adjacent to an ally you can't be flanked
Trained in Treat Injury when successfully use Treat Injury to administer First Aid target also moves +1 up track
Seen It All*
each 1/enc: 1. single ranged or melee atk & gain hp = Con score, or 2. Aid Another w/in 6 sq to atk add half cl to ally's dam
roll if atk hits, or 3. single melee or ranged atk & gain +2 dodge to Ref Def until next turn
Tested in Battle
add Wis mod to dam after a successful charge
Tested in Battle,
characters using fear effects must roll twice & keep the lower result on any skill or atk rolls
Initiative
when you catch a Second Wind move +2 up track also
Warrior's Awareness, 1/enc each: 1. w/2nd Wind +1 track & remove fear/mind effects & normal, 2. when hit & dam target over thresh can Disarm
Warrior's
v. target as free, 3. w/successful unarmed or melee atk (not lightsaber) + dam = every 5 pts atk is over Ref Def
Determination
Warrior's
Awareness 1/enc if enemy uses non-Force talent you can use same talent next turn if have same weapon/item
WP (simple weapons) can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons)
when enemy makes unarmed/melee atk for 2nd time in enc v. you make Perception as reac to gain +1 Ref & Fort Def v. for
rest of enc, can switch targets by not using for 1 full rnd
1/enc ignore 1 non-Force effect, talent, skill or ability that exceeds Will Def, if spend FP ignore mind effect even if Force
WP (heavy weapons) can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon
Weapon
if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter
Specialization
opponent's damage threshold is 5 less, single weapon group

PAGE

BOOK

CLASS
29 Soldier

TREE
Weapon Specialist

TALENT
Disarming Attack

SV
L
CR
SV
CR
SV
SV
SV
SV

18
31
53
18
53
25
25
25
25

Soldier
Soldier
Soldier
Soldier
Soldier
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot

Weapon Specialist
Weapon Specialist
Weapon Specialist
Weapon Specialist
Weapon Specialist
Blockade Runner
Blockade Runner
Blockade Runner
Blockade Runner

Impaling Assault
Improved Suppression Fire
Penetrating Attack
Stinging Assault
Weapon Specialization
Close Cover
Outrun
Punch Through
Small Target

SV
S
GI
S
CR
CR
S
CR
CR
GI
CR
C
UR
GI
S
CR
S
S
CR
CR
UR

26
17
24
17
207
207
17
207
207
24
207
39
29
24
17
207
17
17
207
207
29

Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot

Blockade Runner
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Expert Pilot
Gunner
Gunner
Gunner
Gunner

Watch This
Blind Spot
Clip
Close Scrape
Elusive Dogfighter
Full Throttle
Improved Attack Run
Juke
Keep It Together
Master Defender
Relentless Pursuit
Renowned Pilot
Roll Out
Shunt Damage
Vehicle Focus
Vehicular Evasion
Wingman
Crippling Hit
Dogfight Gunner
Expert Gunner
Fast Attack Specialist

S 17 Ace Pilot
UR 29 Ace Pilot
CR 207 Ace Pilot
S 17 Ace Pilot
CR 207 Ace Pilot
S 17 Ace Pilot
S 18 Ace Pilot
S 18 Ace Pilot

Gunner
Gunner
Gunner
Gunner
Gunner
Squadron Leader
Squadron Leader
Squadron Leader

Great Shot
Overcharged Shot
Quick Trigger
Synchronized Fire
System Hit
Begin Attack Run
Regroup
Squadron Maneuvers

18 Ace Pilot

Squadron Leader

Squadron Tactics

R
R
R
R
R
SV
SV

40
40
40
40
40
29
29

Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Ace Pilot
Assassin
Assassin

Wingman
Wingman
Wingman
Wingman
Wingman
Assassin
Assassin

Concentrate All Fire


Escort Pilot
Lose Pursuit
Run Interference
Wingman Retribution
Advantageous Positioning
Get Some Distance

SV
SV
SV
SV
SV
SV

29
29
29
29
29
29

Assassin
Assassin
Assassin
Assassin
Assassin
Assassin

Assassin
Assassin
Assassin
Assassin
Assassin
Assassin

Murderous Arts I
Murderous Arts II
Ruthless
Shift
Sniping Assassin
Sniping Marksman

PREREQUISITES
*multiple
Impr Disarm, Int 13,
Weapon
Specialization*
Weapon
Specialization
Weapon Focus
Weapon
Specialization
Weapon
Focus
Watch This

BENEFIT
ignore target's armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming

if damage opp with piercing Atk, opponent -2 speed until end of your next turn
when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area
opponent's DR is 5 less, single weapon group
if damage opp with slashing Atk, opp -2 melee Atk until your next turn
+2 dam, single weapon group
if you occupy the same space as a larger vehicle +5 cover bonus
with all-out movement as the pilot +2 Ref Def
if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5
if you pilot a colossal or smaller vehicle, capital ships with -20 Atk = no crits unless you'd be hit normally (20 + weapon's atk
bonus)
can move into same space as frigate or larger without collision & can occupy same space
with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2
when ramming take damage as though your ship is 2 sizes smaller, rammed ship is normal damage
Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit)
opposed pilot check, opponents in dogfight are -10 to Atk
can take 10 to increase speed, all-out movement is x5 not x4
do not have to move in straight line on attack run
Vehicular Evasion
when fighting defensively, may negate one more attack per round with Vehicular Combat
once per encounter, vehicle avoids moving down condition track
fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk
may roll twice for Pilot check to initiate dogfight
allies within 6sq can reroll one Pilot check, keep best (once per ally)
Elusive Dogfighter
reroll Pilot to disengage from dogfight, if fail gunners do not take penalties to atk
1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally
Wis 13
+2 Atk with selected vehicle type, may take 10 on Pilot checks
if hit by area attack, take half or no damage, must be moving
Wis 13
Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight
System Hit*
if Atk moves ship down track, target loses: hyperdrive, weapon, or communications
Expert Gunner
no penalty with vehicle weapons even if not pilot
+1 Atk
Expert Gunner, Quick 1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additional time/enc
Trigger
reduces range penalties by one range category, ex. short = PB
Expert Gunner
+1 die dam on next atk in same turn, weapon loses 1 die dam until full round passes
Expert Gunner
can make Atk of Opp
Expert Gunner
once per encounter, treat attack with ally on with same target together vs. SR, DR & Threshold
Expert Gunner
move vehicle additional step down track
Cha 13
designate a single target, +5 Atk with an attack run
Cha 13
once per encounter, move every ship in your squadron +1 up track
Cha 13, any other Ace once per encounter, grant benefits of a talent to every ship in your squadron until end of enc.
talent
Wis 13, Starship Tact, once per encounter, grant a maneuver you use to every ship in your squadron next round
Squadron Maneuvers*
+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk
+10 threshold of you and ally when adjacent to Colossal or smaller ally
+5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally
Escort Pilot
can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat
Escort Pilot
1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller)
Shift
opponent you're flanking is considered flat-footed
Advantageous
1/encounter make melee Atk then move your speed away without Atk of Opp
Positioning*
if you move opponent down track they take +1d6 dam
Murderous Arts I
if you hit an opponent you have "marked" +1d6 dam
1/encounter if you drop a foe to 0 hp or to bottom of track take a bonus stan action
move 1 square without an Atk of Opp
ranged attack not at point blank range add half class level to damage
Sniping Assassin
1/encounter ranged attack not at point blank range ignore target's armor bonus to Ref Def

BOOK

PAGE

SV
SV
SV
SV
SV
GI
SV

29
29
30
30
30
24
26

CLASS
Assassin
Assassin
Assassin
Assassin
Assassin
Bounty Hunter
Bounty Hunter

TREE
Assassin
Genohardan
Genohardan
Genohardan
Genohardan
Bounty Hunter
Bounty Hunter

TALENT
Sniping Master
Deadly Repercussions
Improved Manipulating Strike
Manipulating Strike
Pulling the Strings
Detective
Dread

GI
UR

24 Bounty Hunter
29 Bounty Hunter

Bounty Hunter
Bounty Hunter

Electronic Trail
Familiar Enemies

UR

29 Bounty Hunter

Bounty Hunter

Familiar Situation

F
CR
CR
F
CR
CR
SV

42
208
208
42
208
208
26

Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter

Fearsome
Hunter's Mark
Hunter's Target
Jedi Hunter
Notorious
Nowhere to Hide
Nowhere to Run

UR 29 Bounty Hunter
CR 208 Bounty Hunter
GI 25 Bounty Hunter
CR 208 Bounty Hunter
F 42 Bounty Hunter
SV 26 Bounty Hunter
L 40 Bounty Hunter
L 40 Bounty Hunter
L 40 Bounty Hunter
L 40 Bounty Hunter
L 40 Bounty Hunter
L 40 Bounty Hunter
SV 26 Bounty Hunter
SV 26 Bounty Hunter
SV 26 Bounty Hunter
SV 26 Bounty Hunter
SV 26 Bounty Hunter
SV 31 Charlatan
SV 31 Charlatan
SV 31 Charlatan
SV 31 Charlatan
SV 31 Charlatan
SV 32 Charlatan
K 42 Corporate Agent
K 42 Corporate Agent
K 42 Corporate Agent

Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Force Hunter
Force Hunter
Force Hunter
Force Hunter
Force Hunter
Force Hunter
Gand Findsman
Gand Findsman
Gand Findsman
Gand Findsman
Gand Findsman
Trickery
Trickery
Trickery
Trickery
Trickery
Trickery
Corporate Power
Corporate Power
Corporate Power

Quick Cuffs
Relentless
Revealing Secrets
Ruthless Negotiator
Signature Item
Tag
Force Blank
Lightsaber Evasion
Precision Fire
Steel Mind
Strong-Willed
Telekinetic Resistance
Findsman Ceremonies
Findsman's Foresight
Omens
Target Visions
Temporal Awareness
Cunning Distraction
Damaging Deception
Distracting Shout
Improved Soft Cover
Innocuous
Treacherous
Competitive Drive
Competitive Edge
Corporate Clout

K
K
K
K
SV

43
43
43
43
26

Corporate Power
Corporate Power
Corporate Power
Corporate Power
Infamy

Impose Confusion
Impose Hesitation
Willful Resolve
Wrong Decision
Fear Me

SV

26 Crime Lord

Infamy

Frighten

CR 210 Crime Lord


CR 210 Crime Lord
CR 210 Crime Lord

Infamy
Infamy
Infamy

Inspire Fear I
Inspire Fear II
Inspire Fear III

Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter

Corporate Agent
Corporate Agent
Corporate Agent
Corporate Agent
Crime Lord

PREREQUISITES
*multiple
Sniping Marksman*
Manipulating Strike

Hunter's Target*
Nowhere to Hide,
trained Use Comp
Familiar foe special
quality
Familiar foe special
quality
Notorious
Hunter's Mark

Nowhere to Hide,
Hunter's Target*
Quick Draw
Hunter's Target*
Detective
Notorious
Hunter's Target*

Force Sensitivity
Findsman Ceremonies
Findsman Ceremonies
Findsman Ceremonies
Findsman Ceremonies
Cunning Distraction
Cunning Distraction
Innocuous
Improved Soft Cover*

Impose Hes, Wrong


Decision
Impose Hesitation

Inspire Fear I & II,


Attract Minion
Inspire Fear I, Attract
Minion
Inspire Fear I
Inspire Fear I & II

BENEFIT
aim with 1 swif at a target not in point blank range
when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their move action
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their swif action
Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v.
DC to locate specific person with Gather Info is -10 & bribe amount & time are half
Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS
once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet
apply familiar foe to 2nd target, spend single full-rnd observing if can see both
apply familiar foe to your Fort & Will Def
opponents level equal or lower to your heroic level within 6sq -1 Atk
aim before attacking moves target one down track if attack deals damage
once per encounter, designate an opponent, +dam=to BH level
Fort & Will Def +1 & you deal +1 die dam against Force Sensitives
reroll Persuasion to Intimidate
reroll Gather Info to locate a specific individual
1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp
w/successful grab can bind target to you or adjacent object, you & target -2 Ref Def while together
avoid moving on track from designated opponent
DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth
reroll Persuasion to haggle over a price of bounty
with certain item +2 opposed skill checks, multiple items cumulative +1
if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn
Use the Force -10 when someone uses Sense Surroundings to detect you
when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp
when you aim +5 difficulty to have your attack Deflected
if you resist a mind-affecting Force power the user cannot use the same power against you again
add your class level to Will Def v. Use the Force
if you are moved by a Force power reduce the distance by half
1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP
can roll two dice for Perception to avoid surprise & keep better
when ally in 10 sq & LOS rolls a nat 1 or 20, you gain +2 Atk or +2 Ref Def until the end of your next
1/encounter when an enemy moves within 6 sq can make Atk against as a reaction
1/encounter when attacked you can move your speed
if you feint in combat you can move half your speed
Deception v. Will Def in LOS, the next attack by your ally against the target deals +2 dice damage
1/encounter when ally attacked, your Deception check replaces their Def, if fail not used
if adjacent to a creature, +2 Ref Def until your next turn or no longer adjacent
Deception v. Will Def in 6 sq & LOS target -5 Atk v. you until the start of your next turn
if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp
once per encounter reroll one Wis Int or Cha based skill except Use the Force
when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw
1/encounter Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies
Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/encounter lose stan action
Persuasion 6sq cone v. Will target loses swif action on next & no full
once per encounter negate the effect of a single attack or skill check v. Will Def
each time you're attacked opponent -2 Will Def until end of next turn
1/encounter if minion down track you can reduce by 1 & target regains hp = your HL, unless 0 hp
1/encounter force all enemies to move 1 sq away from one minion, no Atk of Opp
opponents of equal or lower level take -1 on Atk rolls, opposed skill checks, & Use the Force
-2 penalty
-5 penalty

PAGE

BOOK

CLASS
29 Crime Lord

TREE
Infamy

TALENT
Master Manipulator

CR 210 Crime Lord


CR 210 Crime Lord
UR 29 Crime Lord

Infamy
Infamy
Infamy

Notorious
Shared Notoriety
Small Favor

SV

27 Crime Lord

Infamy

Terrify

SV

27 Crime Lord

Infamy

Unsavory Reputation

Mastermind

Attract Minion

UR

CR 210 Crime Lord


GI
SV
SV
SV
GI
CR
CR
SV
SV
UR
SV
SV
SV
SV
SV
F
SGD
F
SGD
SGD

25
27
27
27
25
210
210
27
27
30
27
27
27
27
27
103
27
103
27
27

Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Crime Lord
Droid
Droid
Droid
Droid
Droid

Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Mastermind
Fifth-Degree Droid
Fifth-Degree Droid
Fifth-Degree Droid
Fifth-Degree Droid
Fifth-Degree Droid

Attract Superior Minion


Bodyguard I
Bodyguard II
Bodyguard III
Contingency Plan
Impel Ally I
Impel Ally II
Impel Ally III
Inspire Wrath
Master's Orders
Shelter
Tactical Superiority
Tactical Withdraw
Urgency
Wealth of Allies
Cargo Hauler
Durable
Environmentally Shielded
Heavy-Duty Actuators
Load Launcher

F
SGD
F
F
SGD

103
28
102
102
26

Droid
Droid
Droid
Droid
Droid

Fifth-Degree Droid
Fifth-Degree Droid
First-Degree Droid
First-Degree Droid
First-Degree Droid

Power Supply
Task Optimization
Dull the Pain
Interrogator
Known Vulnerability

SGD 26 Droid

First-Degree Droid

Medical Analyzer

F 102 Droid
SGD 26 Droid

First-Degree Droid
First-Degree Droid

Medical Droid
Science Analyzer

SGD 26 Droid

First-Degree Droid

Triage Scan

F 103 Droid
F 103 Droid
SGD 27 Droid

Fourth-Degree Droid Combat Repairs


Fourth-Degree Droid Droid Smash
Fourth-Degree Droid Just a Scratch

SGD
SGD
F
SGD
F
SGD
F
SGD

Fourth-Degree Droid Target Acquisition


Fourth-Degree Droid Target Lock
Fourth-Degree Droid Targeting Package
Fourth-Degree Droid Weapons Power Surge
Second-Degree Droid Adept Assistant
Second-Degree Droid Burst Transfer
Second-Degree Droid Mechanics Mastery
Second-Degree Droid On-Board System Link

27
27
103
27
102
26
102
26

Droid
Droid
Droid
Droid
Droid
Droid
Droid
Droid

PREREQUISITES
*multiple
BENEFIT
Notorious, Skill Focus w/successful persuasion check make 2nd Persuasion of any type
(Persuasion)*
reroll Persuasion checks to intimidate
Notorious
minions may reroll Persuasion checks to Intimidate
Notorious, trained in
1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours
Persuasion
Inspire Fear II,
Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled
Frighten*
Inspire Fear I-III,
opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter
Notorious
attracts nonheroic character 3/4 your level, multiple
Attract Minion, Impel
Ally II*
Attract Minion with NH level = to your character level
Attract Minion
1/turn redirect attack to attracted minion
Bodyguard I*
1/turn redirect attack to attracted minion, minion +Ref Def = half your class level
Bodyguard II*
1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker
1/enc move your speed when you fail an attack, skill, or opposed check
ally moves normal speed, must move immediately or wasted, can use 3 times a turn
Impel Ally I
ally can make a standard or move action, immediately or wasted
Impel Ally II*
ally can make a standard & move action, immediately or wasted
Impel Ally II*
allies in LOS +2 Atk & skill checks v. your designated target
Impel Ally II*
ally can reroll any atk or check made on an action granted by you
Attract Minion
any cover bonus is +2 Ref Def if adjacent to minion
select 2 allies, each moves 2 sq as reac w/out atk of opp
all allies in LOS & within 6sq can withdraw as a swif until start of your next turn
Impel Ally II*
1/encounter increase speed of allies in LOS by 2
Attract Minion
if minion killed, they are replaced by one of same level 24 hours later
double carrying capacity & +5 to Str-based skill checks
first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple
+5 Fort Def against environmental hazards
Medium or larger size can double Str bonus to melee & unarmed dam
proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x Str bonus (min
1) & add Str bonus to dam
2 swif to recharge shields or reroute power, can act as power generator
1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used
Medical Droid
DC15 Treat Injury check to move adjacent living creature +1 up track
v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate
Trained in Know (life DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk
sciences)
Medical droid, Trained add Int mod to Treat Injury for Treat Disease/Poison/Radiation
in Know (life sciences)
with a medpac for first aid, gain 2 hp for every point over DC instead of 1
Trained in Know (life double Int mod to Knowledge (life sciences) & (physical sciences) checks
sciences) & (physical
sciences)
Trained in Treat Injury, DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track
medical droid
1/day use Mechanics to repair self instead of 1 hour
add 2x Str bonus to melee damage rolls with a weapon in one hand
Equipped & proficient 1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def
with medium or better
armor
1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS
Target Acquisition
auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth
+2 Atk & damage on next PB or within reach attack if in LOS
1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track
with aid another on a Mechanics, Pilot or Use Computer add +5 not +2
double data sent in a rnd & cut Access Info time in half with Use Computer to find info
can always take 10 on Mechanics
reroute power or recharge shields as 2 swif not 3

PAGE

BOOK

CLASS
SGD 26 Droid

TALENT
TREE
Second-Degree Droid Quick Astrogation

SGD 26 Droid

Second-Degree Droid Scomp Link Slicer

F
F
F
SGD
SGD
F
SGD

102
103
103
26
26
103
26

Droid
Droid
Droid
Droid
Droid
Droid
Droid

Second-Degree Droid Vehicle Mechanic


Third-Degree Droid Etiquette
Third-Degree Droid Helpful
Third-Degree Droid Nuanced
Third-Degree Droid Observant
Third-Degree Droid Protocol
Third-Degree Droid Supervising Droid

SGD
C
C
C
C
C
C
C
C
SGD

26
43
43
43
43
44
44
44
44
28

Droid
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander

Third-Degree Droid
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Droid Commander
Override

Talkdroid
Automated Strike
Droid Defense
Droid Mettle
Expanded Sensors
Inspire Competence
Maintain Focus
Overclocked Troops
Reinforced Commands
Directed Action

SGD 28 Droid Commander


SGD 28 Droid Commander

Override
Override

Directed Movement
Full Control

SGD 28 Droid Commander


F 42 Elite Trooper
F 42 Elite Trooper

Override
Critical Master
Critical Master

F
F
F
F
K

42
42
42
42
38

Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper

Remote Attack
Deny Move
Extended Critical Range
(heavy weapons)
Critical Master
Extended Critical Range
Critical Master
Extended Critical Range
(simple weapons)
Critical Master
Flurry Attack
Critical Master
Knockback
Critical Master
Reduce Defense
Critical Master
Reduce Mobility
Mandalorian Warrior Armored Mandalorian

K
K
K
T

38
38
38
53

Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper

Mandalorian Warrior
Mandalorian Warrior
Mandalorian Warrior
Master of Teras Kasi

T
T

53 Elite Trooper
53 Elite Trooper

Master of Teras Kasi Ters Ksi Basics


Master of Teras Kasi Ters Ksi Mastery

53 Elite Trooper

Master of Teras Kasi Unarmed Counterstrike

53 Elite Trooper

Master of Teras Kasi Unarmed Parry

C
C
C
C
C
L

39
40
40
40
40
40

Melee Specialist
Melee Specialist
Melee Specialist
Melee Specialist
Melee Specialist
Protection

F
UR

42 Elite Trooper
30 Elite Trooper

Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper

Mandalorian Advance
Mandalorian Ferocity
Mandalorian Glory
Ignore Damage Reduction

Accurate Blow
Close-Quarters Fighter
Ignore Armor
Improved Stunning Strike
Whirling Death
Armored Guard

PREREQUISITES
*multiple
Trained in Use
Computer
Any 2 talents from
Slicer tree

BENEFIT
cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full
1/enc: use Disable or Erase Program v. friendly or helpful, disabling/erasing in 5 min & DC15; if succeed on opposed Use
Comp locks other user out auto but they can retry; as a reac keep hostile computer from tracing your location
1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC
when change attitude, adjust one additional step
1/turn with aid another to adjacent ally on a skill check as a swif action not stan
1/enc add Wis mod to Persuasion in addition your Cha mod
if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll
always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll)
1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3; as stan auto aid another droid w/skill you are
trained in if have Skill Focus add +5; as swif grant ally 1 swif that it can immediately use as a free

Observant, 1 from
Influence, Inspiration
or Leadership trees
Trained in Persuasion if ally is using Persuasion to change attitude that doesn't understand you add +2
DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP
all droid allies who can hear you, bonus to one Def = Int mod (you choose Def)
Droid Defense
1/turn single droid ally in LOS gains hp = 10 + CL
if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target
Expanded Sensors
1/turn one droid ally in LOS +Atk = 1/2 your CL, any in Networked Mind gains heuristic processor
1/turn grant all droid allies in LOS to take Recover in 2 swif not 3
Droid Defense
1/turn allow each of your networked allies to immediately move up to their speed
Droid Defense
when you use an ability to grant a morale or insight bonus, increase by 1
allow 1 droid to make Deception, Mechanics, Persuasion, Pilot, Ride, Treat Injury, or Use Computer check as free, droid
replaces mod with your Int mod
allow 1 droid to move its spd & use Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with your Int mod
Directed Action,
allow 1 droid to take full atk & replace its mod with your Int mod
Directed Movement,
Remote Attack
allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod
Reduce Mobility
with a crit target cannot move next turn
BAB +10, WP (heavy) weapon's crit range extended by 1
BAB +10, WP (rifles) weapon's crit range extended by 1
WP (simple), BAB +10 weapon's crit range extended by 1

Dex 13, Mandalorian


Glory
Dex 13, proficient
Martial Arts I, Teras
Kasi Basics
Martial Arts I
MA I-III, Teras Kasi
Basics
MA I-II, Unarmed
Parry, Teras Kasi
Basics
MA I-II, Teras Kasi
Basics

Stunning Strike
Unrelenting Assault*
Ward

with a crit make an additional attack against a target in range, once per turn
with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes
with a crit target -2 Ref Def until healed to full hp
with a crit target speed is halved until healed to full hp
add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR
once per encounter on your turn you move your speed as free before any other action
once per encounter with more than one atk you can add one die for each successful hit
once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter
if damage more than DR, ignore DR
deal additional die of damage
only full-round actions unarmed, take full attack as standard action
if parry melee attack, can immediately make unarmed Atk as reaction against target

fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others)
if exceed Ref Def by 5 or more deal +1 die dam, per melee group
if adjacent or in same sq, +1 melee atk
1/encounter ignore armor or equipment bonuses with melee atk
if move opponent down track with melee atk, target cannot take stan or full action its next turn
any target adjacent takes dam = Str bonus with melee weapon
when you use Ward add one-half your armor bonuses to ally's Ref Def

BOOK

PAGE

L
L
L
L
L
L
L
C
C
C
C
C
C
GW

41
41
41
41
41
41
41
40
40
40
40
40
40
31

CLASS
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper

TREE
Protection
Protection
Protection
Protection
Protection
Protection
Protection
Republic Commando
Republic Commando
Republic Commando
Republic Commando
Republic Commando
Republic Commando
Squad Leader

GW 31 Elite Trooper

Squad Leader

GW 31 Elite Trooper

Squad Leader

GW 31 Elite Trooper

Squad Leader

GW 31 Elite Trooper

Squad Leader

CR 212 Elite Trooper


CR 212 Elite Trooper
UR 30 Elite Trooper

Weapon Master
Weapon Master
Weapon Master

GW 30 Elite Trooper

Weapon Master

CR 212 Elite Trooper

Weapon Master

CR 212 Elite Trooper

Weapon Master

CR 212 Elite Trooper


CR 212 Elite Trooper

Weapon Master
Weapon Master

CR 212 Elite Trooper

Weapon Master

CR 212 Elite Trooper


UR 30 Elite Trooper

Weapon Master
Weapon Master

UR

30 Elite Trooper

Weapon Master

F
F
F
F
F
F
F
J
J
J
J
J
CR
CR
CR
J
CR

45
45
45
45
45
45
45
18
18
18
18
18
213
213
213
17
213

Enforcement
Enforcement
Enforcement
Enforcement
Enforcement
Enforcement
Enforcement
Beastwarden
Beastwarden
Beastwarden
Beastwarden
Beastwarden
Dark Side Devotee
Dark Side Devotee
Dark Side Devotee
Dark Side Devotee
Dark Side Devotee

Enforcer
Enforcer
Enforcer
Enforcer
Enforcer
Enforcer
Enforcer
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept

TALENT
Bodyguard's Sacrifice
Guard's Endurance
Lifesaver
Out of Harm's Way
Roll With It
Take the Hit
Ward
Ambush
Higher Yield
Rapid Reload
Shoulder to Shoulder
Strength in Numbers
Weapon Shift
Fall Back

PREREQUISITES
*multiple

BENEFIT
take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn
Ward
whenever you begin turn adjacent to target of Ward gain hp = your character level
Bodyguard's Sacrifice 1/encounter if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead
allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp
Take the Hit*
if you take damage for an ally you gain DR = class level until end of your next turn
Bodyguard's Sacrifice if you take damage for an ally your damage threshold +5
provide soft cover to 1 adjacent ally
if you hit an opponent that has not yet acted, add +2 dice dam
Trained in Mechanics 1/encounter +1 die dam with grenade or explosive
retrieve energy cell/power pack and load weapon with single swif
if begin turn adjacent to ally, gain hp = HL
if within 10 sq of an ally +2 DR
Gun Club
if use ranged weapon as melee weapon +2 melee atk
Cha 13
all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot, have LOS &
be able to communicate)
Cha 13
all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less than cl + Cha
Form Up
mod, must be on foot, have LOS & be able to communicate)
Cha 13
all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have LOS & be
Full Advance
able to communicate)
Cha 13
1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod, must be on foot, have LOS & be
Hold Steady
able to communicate)
Cha 13
all squad members +2 Perception until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have LOS &
Search and Destroy
be able to communicate)
autofire or Burst Fire penalty reduced to -2, if you brace, no penalty
Controlled Burst
proficient with any exotic weapon FEAT even if don't possess
Exotic Weapon Mastery
Weapon Focus* of
threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp
Extended Threat
weapon
BAB +12, Controlled 1/enc w/autofire atk treat atk as 6 sq cone, consumes 20 shots
Ferocious Assault
Burst
Greater WF,
with proficient weapon, lower damage threshold by 10 (replaces Devastating Atk)
Greater Devastating Attack
Devastating*
Greater WF,
with proficient weapon, lower DR by 10 (replaces Penetrating Atk)
Greater Penetrating Attack
Penetrating*
Weapon Focus
with proficient weapon, +1 Atk
Greater Weapon Focus
Greater WF, Weapon with proficient weapon, +2 damage
Greater Weapon
Specialization*
Specialization
reduce Atk penalty by 2
Multiattack Proficiency (heavy
weapons)
reduce Atk penalty by 2
Multiattack Proficiency (rifles)
reduce Atk penalty by 2
Multiattack Proficiency (simple
weapons)
Weapon Focus
throw 2 weapons at same enemy or target sq w/one hand, separate atks -10 & weapons must be similar, range = 8sq
Two-For-One Throw
(simple weapons)*
brace autofire weapon with one swif if near an object that provides you with cover from target squares
Cover Bracing
Pilot
successful ram you take half from ram, if target is same size or smaller they cannot move next round
Intentional Crash
with a stun weapon +1 Atk & +1 die dam
Nonlethal Tactics
Dex 13
not restricted to a straight line when running & can reroll Endurance
Pursuit
automatically improve attitude of an indifferent character to friendly with no check required
Respected Officer
when you move target -1 down track their speed halved until removed
Slowing Stun
when you deal dam at end of charge, you knock target prone if opponent no more than 1 size larger
Takedown
Charm Beast
mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses
Bonded Mount
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
Charm Beast
Charm Beast
Use the Force v. Will Def of indifferent or better beast to perform a minor task within 30 sq, see J18
Entreat Beast
Charm Beast
shift unfriendly beast to indifferent automatically
Soothing Presence
Charm Beast
1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours
Wild Sense
Atk vs. flanked opp or one denied Dex to Def, extra dam = 1d6 per class lvl (10d6 max
Channel Aggression
Channel Aggression +2 melee Atk & damage for rounds equal to 5 + Con mod, then move down one on track, no patience
Channel Anger
Channel Aggression on a Crit, can reduce target speed by half until fully healed
Crippling Strike
+2 on one Def against light-side powers
Dark Side Talisman
Channel Anger*
reroll Dark side skills/Use the Force, no longer able to use light side
Embrace the Dark Side

PAGE

BOOK

TREE
Dark Side Devotee
Force Adept
Force Adept
Force Adept
Force Adept

TALENT
Greater Dark Side Talisman
Force Power Adept
Force Treatment
Fortified Body
Instrument of the Force

Force Adept
Force Adept

Long Call
Mystical Link

CR 214 Force Adept


CR 214 Force Adept
C 40 Force Adept
CR 214 Force Adept
K 38 Force Adept
C 40 Force Adept

Force Item
Force Item
Force Item
Force Item
Force Item
Force Item

CR 214 Force Adept


K 38 Force Adept

Force Item
Force Item

Attune Weapon
Empower Weapon
Focused Force Talisman
Force Talisman
Force Throw
Greater Focused Force
Talisman
Greater Force Talisman
Primitive Block

Imperial Inquisitor
Imperial Inquisitor
Imperial Inquisitor
Imperial Inquisitor
Mystic
Mystic
Mystic
Mystic
Mystic

Cower Enemies
Force Interrogation
Inquisition
Unsettling Presence
Channel Vitality
Closed Mind
Esoteric Technique
Mystic Mastery
Regimen Aptitude

Telepath
Telepath
Telepath
Telepath
Telepath
Alter
Alter
Alter
Alter
Alter
Alter
Alter
Alter
Alter

Mind Probe
Perfect Telepathy
Psychic Citadel
Psychic Defenses
Telepathic Intruder
Aversion
Disciplined Strike
Force Flow
Illusion (F87 & J14)
Illusion Bond
Influence Savant
Link
Masquerade
Move Massive Object

15 Force Sensitive

Alter

Suppress Force

100
88
100
53
53
53
16
101
101
88
101
16
101
53

Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Control
Control
Control
Control
Control

Telekinetic Power
Telekinetic Prodigy
Telekinetic Savant
Telepathic Influence
Telepathic Link
Beast Trick
Channel Energy
Damage Reduction 10
Equilibrium
Force Exertion
Force Focus
Force Harmony
Force Recovery
Force Suppression

J 17
CR 214
CR 214
CR 214
UR 30
UR
UR

F
F
F
F
J
J
J
J
J

CLASS
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept

30 Force Adept
30 Force Adept

42
43
43
43
18
18
18
18
18

Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept
Force Adept

J 18 Force Adept
J 18 Force Adept
J 18 Force Adept
J 18 Force Adept
J 18 Force Adept
C 53 Force Sensitive
CR 100 Force Sensitive
K 52 Force Sensitive
K 52 Force Sensitive
J 15 Force Sensitive
J 15 Force Sensitive
J 15 Force Sensitive
J 15 Force Sensitive
L 55 Force Sensitive
J
CR
F
CR
K
K
K
J
CR
CR
F
CR
J
CR
K

Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive

PREREQUISITES
*multiple
Dark Side Talisman

Equilibrium

Mystical Link

Force Talisman
Empower Weapon
Focused Force
Talisman*
Force Talisman
Empower Weapon
Force Interrogation

Force Interrogation

Force Regimen
Mastery

Psychic Citadel

Mind Trick
Illusion

Illusion
Telekinetic Power,
move object
Influence Savant,
mind trick
Telekinetic Savant
Telepathic Link*
Use the Force
Negate energy

Force Training

Equilibrium
rebuke Force power

BENEFIT
+2 on all Def against light-side powers
on a selected Force power, you may reroll Use the Force checks
Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained
immune to disease, poison and radiation
when successfully Search Your Feelings gain FP & use before end of enc, if use w/unfavorable gain Dark Side Point, if use
& gain Dark Side Point gain 2 points
reduce DC for telepathy by half w/willing, reroll w/unwilling & keep better, FP = # of targets = Cha mod (min 2) w/single UtF
check UtF for 1 benefit as decided by GM: 1. Force power returned, 2. 1 FP for use before end of enc, 3. +1 use of ForceDC30
related talent or feat, 4. roll +1 die w/Force check & select highest die rolled
+1 Atk with melee weapon
+1 die damage
select a single Force power & if you use power spend Force Point to return all spent uses to suite
+1 on one Def, can not remake for 24 hours, only one at a time
if within 6 squares, can pull back as a swift action w/DC20 Use the Force
as Focused Force Talisman but Force Point does not count toward "one per turn"
+1 on all Def
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have empowered weapon,
aware and not flat-footed, FP for adjacent character
Persuasion to intimidate 6sq cone not single target.
when you damage an opponent with a Force Power, Persuasion to intimidate
+1 attack rolls & +1 die damage vs. Force Sensitives
Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter
move -1 down track to gain 1 Force Point until the end of your turn
mind-affecting effects must be rolled twice against you taking the lower result
when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level
when you gain a level you get bonus Force Points = number of Force Talents (6 max)
+5 bonus on skill checks made to perform a Force Regimen
touch & creature must have Int 3+, Use the Force v. Will Def if unwilling as Gather Info
you can communicate in full sentences & complete thoughts, subject no change
Will Def bonus = your class level
when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1)
if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. that target
until end of encounter all squares within 2sq are difficult terrain for enemies
area effect can exclude a number of targets = to Wis mod
when you roll a natural 1 on Atk or Use the Force roll gain +1 FP until end of encounter
Use the Force v. Will Def, see K52 or F87 or J14
can see or hear as if you were standing in the space of your illusion if humanoid
1/encounter can return 1 Force mind-affecting force power w/out FP
1 ally w/in 12 sq & LOS & trained in UtF, as long as w/in 12 sq can aid another as a reac, -5 other UtF
Use the Force = Deception for creating deceptive appearance
use move object to make area attack = L 2x2, H 3x3, G 4x4 C 6x6, compare Use the Force to Ref Def
mind trick to convince target they can't use the Force, Int 3 & w/in 12sq, UtF v. UtF
w/natural 20 to use Force disarm, grip, slam, thrust or Move Object, reuse same power immediately
with Force Training & take move object, gain extra power from disarm, slam, thrust or move object
once per encounter, return Force disarm, slam, thrust, or Move Object without Force Point
when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP
link within 1km can communicate as if speaking, 1/encounter may share Force power of target or you
can use mind trick on beast Int 2 or less, cannot perform or understand complex directions
convert energy to activate any power in your suite
DR 10 for one minute
remove debilitating condition affecting you and return to normal, inc. up to top of track
designate one force power, remove one power for the designated power, you -1 down track for 1 min
DC15 Use the Force, regain one Force Power
1/encounter activate a Force talent that requires a Force Point without spending one
with second wind, gain additional hp: d6 per Force Point possessed (10d6 max)
if fail to rebuke, lessen affect by one step, only works with powers with variable effects

PAGE

BOOK

F 88
L 55
C 53
C 53
CR 101

CLASS
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive
Force Sensitive

L 55 Force Sensitive
J 16 Force Sensitive
T 30 Force Sensitive
CR 101 Force Sensitive
CR 101 Force Sensitive
CR 101 Force Sensitive
J 16 Force Sensitive
F 88 Force Sensitive
J 17 Force Sensitive
J 17 Force Sensitive

TREE
Control
Control
Control
Dark Side
Dark Side

TALENT
Indomitable Will
Telekinetic Stability
The Will to Resist
Consumed by Darkness
Dark Presence

Dark Side
Dark Side
Dark Side
Dark Side
Dark Side
Dark Side
Dark Side
Dark Side
Guardian Spirit
Guardian Spirit

Dark Preservation
Dark Side Savant
Drain Knowledge
Power of the Dark Side
Revenge
Swift Power
Transfer Essence
Wrath of the Dark Side
Crucial Advice
Distracting Apparition

16 Force Sensitive

Guardian Spirit

Guardian Spirit

17 Force Sensitive

Guardian Spirit

Manifest Guardian Spirit

J 17 Force Sensitive
C 53 Force Sensitive
C 53 Force Sensitive
C 53 Force Sensitive
C 53 Force Sensitive
F 88 Force Sensitive
CR 101 Force Sensitive
CR 101 Force Sensitive
S 16 Force Sensitive

Guardian Spirit
Light Side
Light Side
Light Side
Light Side
Sense
Sense
Sense
Sense

Vital Encouragement
At Peace
Attuned
Focused Attack
Surge of Light
Feel the Force
Force Perception
Force Pilot
Force Reflexes

CR 101 Force Sensitive


CR 101 Force Sensitive
C 53 Force Sensitive
J 17 Force Sensitive
J 17 Force Sensitive
C 53 Force Sensitive

Sense
Sense
Sense
Sense
Sense
Sense

Foresight
Gauge Force Potential
Heightened Awareness
Instinctive Navigation
Motion of the Future
Psychometry

C 53 Force Sensitive
CR 101 Force Sensitive

Sense
Sense

Shift Sense
Visions

F
F
F
F
J
J
J
J
J
C
C
C
C
J
J
J

92
92
92
92
73
73
73
73
73
55
56
56
56
75
75
75

Force-Using TraditionsAgent of Ossus


Force-Using TraditionsAgent of Ossus
Force-Using TraditionsAgent of Ossus
Force-Using TraditionsAgent of Ossus
Force-Using TraditionsAing-Tii Monk
Force-Using TraditionsAing-Tii Monk
Force-Using TraditionsAing-Tii Monk
Force-Using TraditionsAing-Tii Monk
Force-Using TraditionsAing-Tii Monk
Force-Using TraditionsBando Gora Captain
Force-Using TraditionsBando Gora Captain
Force-Using TraditionsBando Gora Captain
Force-Using TraditionsBando Gora Captain
Force-Using TraditionsBaran Do Sage
Force-Using TraditionsBaran Do Sage
Force-Using TraditionsBaran Do Sage

75 Force-Using TraditionsBaran Do Sage

Buried Presence
Conceal Other
Insightful Aim
Vanish
Aura of Freedom
Folded Space Mastery
Liberate
Many Shades of the Force
Spatial Integrity
Bando Gora Surge
Force Fighter
Resist Enervation
Victorious Force Mastery
Enhanced Danger Sense
Expanded Horizon
Knowledge and Defense
Planetary Attunement

PREREQUISITES
*multiple

Cha 13, Power of the


Dark Side
Power of the Dark
Side

Dark Presence*
Power of the Dark
Side Side Score =
Dark
Wis of the Dark
Power
Side
Manifest Guardian
Spirit

Focused Attack

Starship Tactics,
Force Pilot
Force Perception
Force Perception
Force Pilot
Force Perception
farseeing, Force
Perception
farseeing, Force
Perception
Buried Presence
WP (pistols or rifles)

Fold space
Aura of Freedom
Force Training

Enhanced Danger
Sense

BENEFIT
immune to all mind-affecting effects 1 minute
negate movement if being force against will
1/turn if Will Def is targeted can replace Will with Use the Force check, you -5 UtF until end of next
take -5 to Will Def for +2 Atk
you and allies within 6 squares +1 Def until end of encounter as long as conscious
increase Dark Side Score by one to stop moving down track
1/encounter return one dark side power to suite without Force Point
drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down track, DSP
when spending a Force Point on an Atk, reroll die, Dark Side Score +1
+2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS
once a day, use a swift action instead of move or standard
when you die become a dark side spirit & can possess others or enter an object, see J16
when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn
1/encounter reroll failed skill check with +2
any enemy w/in 3 sq -2 Will Def & -2 atk v. you
your guardian spirit can tell you the immediate consequences of your actions, gain 1 bonus FP/day after 6 hrs rest to improve
Force power or activate technique or secret
guardian spirit present for enc w/in 6 sq of you, as long as w/in 12 sq you: +1 atk, +2 UtF, +2 Will Def you can move spirit 6
sq as swif action 1/turn
1/encounter you gain hp = 10 + 1/2 your HL
+2 all Def until end of encounter or until you attack
when you roll nat 20 on attack v. opp with Dark Side 1+ can activate any power with [light side]
reroll an attack against opponent with Dark Side score 1+
1/encounter return any [light side] power without spending Force Point
ignore all concealment for 1 minute
UseForce replaces Perception avoid surprise/notice enemies/sense deception or influence, trained
Use the Force instead of Pilot, considered trained
when activating starship maneuver, reroll Pilot Check
reroll Initiative Check, natural 20 = regain Force Point
Use the Force v. Will, detect Force sensitivity, force powers number, Force Points
add Cha bonus to Perception check
Use the Force replaces Use Computer for astrogation
uses farseeing from your suite, before end of your next turn force attacker to reroll atk & keep second
can target object you hold, up to 5 years per level
gain low-light vision for 1 minute or the encounter whichever is longer
See into past or future with farseeing, max one year per your level
immune to Force detection for 1 hour, may use as a reac v. Sense Force
you can use Buried Presence or Vanish on one extra person
substitute Use the Force mod for ranged attack bonus until next turn
UtF v. Will Def to vanish from sight of one target in LOS, total concealment v. target until next turn
+5 on skill or grapple checks to all allies w/in 6 sq, can spend FP to negate an ally moved against will
Use the Force replaces Use Computer to astrogate if you move object of sufficient size, no hyperdrive
one ally w/in 12 sq & LOS that is grabbed etc & release them & can move half spd as reac w/no AoO
one force power no longer has dark or light side descriptor
Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied
if you move up track, gain hp = 5 + HL
if you spend a Force Point to add to an attack roll, heal hp = Force Point result
if you would move down track, spend Force Point to negate movement
if an enemy you damaged in this encounter is at 0 hp, return one Force Power as free
+10 Perception to avoid being surprised, spend FP to act in surprise round even if surprised
with Search Your Feelings can sense consequences 1 hour in future, spend FP for 8 hours, DP 24 hrs
add Wis bonus to Ref Def if denied Dex
on new planet 10 min to acclimate & on planet +2 all Def against natural hazards, spd +1 sq, sense weather for 24 hours as
full-round

BOOK

PAGE

J
C
C
C
C
C
UR

75
56
56
56
56
56
33

UR

33 Force-Using TraditionsBlazing Chain

Negate and Redirect

UR

33 Force-Using TraditionsBlazing Chain

Rising Anger

UR

33 Force-Using TraditionsBlazing Chain

Rising Panic

CR
CR
CR
CR
L
L
L
L
L
L
L
L
L
L
CR
CR
F
F
F
F
J
J
J
J
J
K
K
K
K
CR
CR
CR
CR
K
K
K
K
R
R

107
107
107
107
57
57
58
58
58
58
58
58
58
58
107
107
93
93
93
93
79
79
79
79
79
57
57
58
58
107
107
107
107
58
58
58
58
37
37

Adept Spellcaster
Charm Beast
Command Beast
Flight
Cloak of Shadow
Phantasm
Revelation
Shadow Armor
Shadow Vision
Initiate of Vahl
Reading the Flame
Sword of Vahl
Vahl's Brand
Vahl's Flame
Charm Beast
Command Beast
Detonate
Hive Mind
Infuse Weapon
Sickening Blast
Droid Duelist
Force Repair
Heal Droid
Mask Presence
Silicon Mind
Action Exchange
Force Delay
Imbue Item
Knowledge of the Force
Attune Armor
Force Cloak
Force Cloak Mastery
Linked Defense
Conceal Force Use
Force Direction
Force Momentum
Past Visions
Empower Siang Lance
Shield Gauntlet Defense

CLASS
TREE
Force-Using TraditionsBaran Do Sage
Force-Using TraditionsBeliever Disciple
Force-Using TraditionsBeliever Disciple
Force-Using TraditionsBeliever Disciple
Force-Using TraditionsBeliever Disciple
Force-Using TraditionsBeliever Disciple
Force-Using TraditionsBlazing Chain

Force-Using TraditionsDathomiri Witch


Force-Using TraditionsDathomiri Witch
Force-Using TraditionsDathomiri Witch
Force-Using TraditionsDathomiri Witch
Force-Using TraditionsDisciple of Twilight
Force-Using TraditionsDisciple of Twilight
Force-Using TraditionsDisciple of Twilight
Force-Using TraditionsDisciple of Twilight
Force-Using TraditionsDisciple of Twilight
Force-Using TraditionsEmber of Vahl
Force-Using TraditionsEmber of Vahl
Force-Using TraditionsEmber of Vahl
Force-Using TraditionsEmber of Vahl
Force-Using TraditionsEmber of Vahl
Force-Using TraditionsFelucian Shaman
Force-Using TraditionsFelucian Shaman
Force-Using TraditionsFelucian Shaman
Force-Using TraditionsFelucian Shaman
Force-Using TraditionsFelucian Shaman
Force-Using TraditionsFelucian Shaman
Force-Using TraditionsIron Knight
Force-Using TraditionsIron Knight
Force-Using TraditionsIron Knight
Force-Using TraditionsIron Knight
Force-Using TraditionsIron Knight
Force-Using TraditionsJal Shey
Force-Using TraditionsJal Shey
Force-Using TraditionsJal Shey
Force-Using TraditionsJal Shey
Force-Using TraditionsJensaarai Defender
Force-Using TraditionsJensaarai Defender
Force-Using TraditionsJensaarai Defender
Force-Using TraditionsJensaarai Defender
Force-Using TraditionsKeetael
Force-Using TraditionsKeetael
Force-Using TraditionsKeetael
Force-Using TraditionsKeetael
Force-Using TraditionsKilian Ranger
Force-Using TraditionsKilian Ranger

TALENT
Precognitive Meditation
Believer Intuition
Defense Boost
Hardiness
High Impact
Sith Reverence
Force Directed Shot

37 Force-Using TraditionsKilian Ranger

Shield Gauntlet Deflect

37 Force-Using TraditionsKilian Ranger

Shield Gauntlet Redirect

PREREQUISITES
*multiple

trained in Use the


Force*
Negate energy, trained
in Use the Force*
Force Sensitivity, Dark
Side score 1+
Force Sensitivity, Dark
Side score 1+

BENEFIT
1/day spend 10 min & once later in day negate an attack as long as not nat 20, if don't use regain FP
if successfully attacked, Use the Force v. attack to add Cha mod to Ref Def
DC 15 Use the Force to gain +1 Fort Def until end of encounter, or DC 20 for +1 all Def
reduce swif actions to move up track by 1
DC 15 Use the Force to double Str bonus to next melee dam roll
+1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours
choose 1 sq w/in 12sq & LOS, treat as origin sq for next ranged energy atk, must have LOS to target
when negate energy v. ranged redirect at enemy w/in 6sq, UtF v. Fort Def for half negated dam
1/rnd as reac to ally taking dam or down track +1 atk next atk (up to max +5)

1/rnd as reac to ally taking dam or down track UtF v. Will Def to move target -1 track, if enemy moved to bottom of track not
unconscious but must flee for 1 min until moves up track
reroll any force power as a full-round action
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
Charm Beast
treat animal as domesticated and can Ride
Adept Spellcaster
fly speed double land speed, ascend 1/2 speed, descend double speed, until next turn
until end of encounter when you move 3 sq from start you gain concealment from all targets
with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. target
target loses concealment bonus to Ref Def if Use the Force beats Will Def
Cloak of Shadow
+1 Force bonus to Ref Def until start of your next turn
gain low-light vision, lasts 5 min or until end of encounter whichever comes first
take half dam from heat or fire or no damage on a miss
Initiate of Vahl
reroll Use the Force to Search Your Feelings or farseeing
Initiate of Vahl
+1 Force bonus to attacks with simple weapons
Empower Weapon
additional damage from an empowered weapon is considered fire damage
Initiate of Vahl
+1d6 fire damage with melee weapons until the beginning of your next turn
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
Charm Beast
treat animal as domesticated and can Ride
Force blast
Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam
telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet
weapon's DR doubled, lightsabers do not ignore, with Force Point on attack add 2xFP result to dam
Force blast
if Use the Force of Force blast exceeds Fort Def, target moves 1 down track, you get Dark Side point
opponent is flat-footed against your next attack with a lightsaber before end of your next turn
can use Force Trance & receive vital transfer & gain additional hp = Cha mod (min 1)
Vital transfer
can heal droids with vital transfer
become immune to Sense Force & appear to be normal droid until you use the Force
gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn
Force Delay
when you use Force Delay, grant 1 ally in 6sq & LOS to trade a move action for a stan action
Persuasion skill
1/encounter Persuasion v. Will Def of Int 3 or higher & understand, target loses move, FP for stan
swif to spend stored Force Point, can attune 1 item per 24 hours, only for you & one FP at a time
aid an ally in 6sq on Use the Force
armor bonus +2, Dex bonus improves +1
blocks electronic surveillance until next turn or spending standard action
Force Cloak
expands bubble to number of creatures = to character level
take up to -5 on Atk to give up to +5 Ref Def to ally in LOS
with Use the Force to make a Deception check to conceal the effects of your Force use
always add +3 to ranged attacks with a Force Point (+4 with d8s)
when you spend a Force Point for a melee attack, add the roll to damage
Visions
when using farseeing to look in the past, DCs are halved, can see within 6sq without a Force Point
+1 die damage
Siang Lance Mastery, 1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed
BAB +7
Shield Gauntlet
1/rnd negate ranged attack with Use the Force check, DC = Atk roll, must have activated gauntlet, aware and not flat-footed,
Defense
vs. autofire = 1/2 or no damage spend a Force Point for adjacent
Shield Gauntlet
with successful Deflect make ranged atk w/in 6 sq & LOS, not autofire
Defense, Shield
Gauntlet Deflect, BAB
+5

BOOK

PAGE

R
C
C
C

37
57
57
57

C
K
K

57 Force-Using TraditionsKorunnai Adept


60 Force-Using TraditionsLuka Sene
60 Force-Using TraditionsLuka Sene

Protective Reaction
Field Detection
Improved Force Sight

60 Force-Using TraditionsLuka Sene

Luka Sene Master

60 Force-Using TraditionsLuka Sene

Quickseeing

J
J
J
J
J
J
K
K
K
K
J
J
J
J
J
J
J
J
J

81
81
81
81
81
81
61
61
61
61
83
83
83
83
83
85
85
85
85

Force-Using TraditionsMatukai Adept


Force-Using TraditionsMatukai Adept
Force-Using TraditionsMatukai Adept
Force-Using TraditionsMatukai Adept
Force-Using TraditionsMatukai Adept
Force-Using TraditionsMatukai Adept
Force-Using TraditionsOrder of Shasa
Force-Using TraditionsOrder of Shasa
Force-Using TraditionsOrder of Shasa
Force-Using TraditionsOrder of Shasa
Force-Using TraditionsSeyugi Dervish
Force-Using TraditionsSeyugi Dervish
Force-Using TraditionsSeyugi Dervish
Force-Using TraditionsSeyugi Dervish
Force-Using TraditionsSeyugi Dervish
Force-Using TraditionsShapers of Kro Var
Force-Using TraditionsShapers of Kro Var
Force-Using TraditionsShapers of Kro Var
Force-Using TraditionsShapers of Kro Var

Body Control
Physical Surge
Soft to Solid
Wan-Shen Defense
Wan-Shen Kata
Wan-Shen Mastery
Deception Awareness
Greater Weapon Focus (Fira)
Progenitor's Call
Waveform
Mobile Whirlwind
Repelling Whirlwind
Seyugi Cyclone
Sudden Storm
Tempest Tossed
Combustion
Earth Buckle
Fluidity
Thunderclap

J
K
K
K
K
J
J
J
J
J
J
J
J
J
J
J
J

85
59
60
60
60
87
87
87
87
87
89
89
89
89
89
89
77

Force-Using TraditionsShapers of Kro Var


Force-Using TraditionsThe Krath
Force-Using TraditionsThe Krath
Force-Using TraditionsThe Krath
Force-Using TraditionsThe Krath
Force-Using TraditionsTyia Adept
Force-Using TraditionsTyia Adept
Force-Using TraditionsTyia Adept
Force-Using TraditionsTyia Adept
Force-Using TraditionsTyia Adept
Force-Using TraditionsWarden of the Sky
Force-Using TraditionsWarden of the Sky
Force-Using TraditionsWarden of the Sky
Force-Using TraditionsWarden of the Sky
Force-Using TraditionsWarden of the Sky
Force-Using TraditionsWarden of the Sky
Force-Using TraditionsWhite Current Adept

Wind Vortex
Dark Side Manipulation
Krath Illusions
Krath Intuition
Krath Surge
Cycle of Harmony
Force Stabilize
Repel Discord
Stifle Conflict
Tyia Adept
Brutal Unarmed Strike
Martial Resurgence
Rebound Leap
Simultaneous Strike
Telekinetic Strike
Telekinetic Throw
Force Immersion

77 Force-Using TraditionsWhite Current Adept Immerse Another

J
J
J
J
J
J
J

77
77
77
91
91
91
91

CLASS
TREE
Force-Using TraditionsKilian Ranger
Force-Using TraditionsKorunnai Adept
Force-Using TraditionsKorunnai Adept
Force-Using TraditionsKorunnai Adept

Force-Using TraditionsWhite Current Adept


Force-Using TraditionsWhite Current Adept
Force-Using TraditionsWhite Current Adept
Force-Using TraditionsZeison Sha Warrior
Force-Using TraditionsZeison Sha Warrior
Force-Using TraditionsZeison Sha Warrior
Force-Using TraditionsZeison Sha Warrior

TALENT
Siang Lance Mastery
Akk Dog Attack Training
Akk Dog Master
Akk Dog Trainer's Actions

Ride the Current


Surrender to the Current
White Current Adept
Discblade Arc
Distant Discblade Throw
Recall Discblade
Telekinetic Vigilance

PREREQUISITES
*multiple
Akk Dog Master
Akk Dog Master
Akk Dog Master
Use the Force skill
Force sight, Use the
Force skill
Field Detection,
farseeing
farseeing, Use the
Force skill

proficient Wan-shen
proficient Wan-shen

Weapon Focus (Fira)

Seyugi Cyclone
Seyugi Cyclone
Seyugi Cyclone
Seyugi Cyclone
Force Training

Bantha Rush, Force


Training

BENEFIT
treat siang lance as rifle, +1 atk & counts as Weapon Focus (rifles)
your akk dog follower gains Powerful Charge feat
gain 1 akk dog follower w/Power Attack feat, your force powers can target akk dog (one toward max)
if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR, akk dog can charge (both -5 atk &
replaces charge mod), if you hit akk dog +2 next atk v. target
when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog
DC15 can detect presence, general strength, & origin of energy fields within 12sq, reduce shields by 5
can use Search (Perception) as swif, always succeed when using Sense Surroundings (no roll needed)
1/encounter gain temp FP to spend w/ Luka Sene or Sense talents, to Search Feelings or Sense Force
Use the Force against living creature w/in 12sq, remove farseeing, v. Will Def, for +2 Atk v. target
add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease until end of
enc you roll an Initiative check at beginning of enc you can spend a swif immediately regardless
when
when damaged gain DR 10 until end of your next turn
+1 Ref Def v. melee if have wan-shen in hand & not flat-footed
treat wan-shen as Med weapon not Large, can Pin & Trip with wan-shen if wan-shen in hand
make 2 atk with wan-shen each against a different target if have wan-shen in hand
Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained
fira attack +1
once per encounter Use the Force v. Will Def, move target down track & they lose stan
add Cha mod to dam (min +1) to telekinetic Force power
can move speed after Whirlwind Attack
+2 Ref Def v. target hit by Whirlwind Attack until start of your next turn
if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn
make Whirlwind Attack at end of charge not normal melee attack if using no weapons (gloves, etc)
can move target 1 sq if damaged by Whirlwind Attack, not if grabbed or grappled, no Atk of Opp
+1d6 fire dam to any force power that affects a single target & catches it on fire
create 3x3 sq difficult terrain around you & you ignore difficult terrain you create
UtF for Acrobatics & can reroll UtF if can reroll Acrobatics, spend FP to be one size larger w/grapple
if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk

gain concealment & +2 Ref Def v. thrown weapons until end of encounter
1/encounter when you spend a Force Point & get a dark side point, treat the FP as if rolled the max
Illusion
reduce penalty for large illusions by one half (min -1)
once per encounter treat damage from a Sith alchemical weapon as if you rolled max on Force Point
once per encounter add 1 die dam or extend range 6sq, adds "dark side" to descriptor
Tyia Adept
ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod
Tyia Adept
1/turn ally within 12 sq & LOS can take 2nd Wind if they have not already
when targeted by dark side power you can give penalty to their UtF = Dark Side score
your force powers can deal stun dam
ally in 12 sq & LOS takes dam you take half dam & ally takes half dam
Telekinetic Strike
reroll any damage dice that has a "1" as a result
recover all Force powers on a nat 20 on an unarmed attack
make Jump check as free when reduce opponent to 0 hp & can use surge
BAB +5
make two unarmed attacks each against different targets
add Force Point roll to damage & attack if unarmed
Throw feat
with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach
Stealth, White Current sneak from Stealth from electronic devices, use same roll for Perception & Use Computer
Adept
Stealth, White Current applies to ally also, spend Force Point to all adjacent allies
Adept
reaction to damage gain total concealment until end of your next turn & may take 2nd Wind if didn't
until end of encounter: can only use "you" Force Powers & 1/turn recover 1 spent power w/out FP
Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force
make area atk with discblade v. 3 targets if all in PB range, make 1 attack roll
proficient discblade
treat thrown discblade as pistol for range
proficient discblade
DC 15 Use the Force to recall discblade
Intercept
can return Intercept to suite without spending Force Point

PAGE

BOOK
J

CLASS
TREE
91 Force-Using TraditionsZeison Sha Warrior

K
K
K
K
K
K

44
44
44
44
44
45

Gladiator
Gladiator
Gladiator
Gladiator
Gladiator
Gladiator

Gladiatorial Combat
Gladiatorial Combat
Gladiatorial Combat
Gladiatorial Combat
Gladiatorial Combat
Gladiatorial Combat

K
K
L
L
L
L
L
L
L
L
C
GI
CR
CR
CR
GW
CR
UR
K

45
45
41
41
41
41
41
41
41
41
41
25
216
216
216
31
216
31
39

Gladiator
Gladiator
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger

Gladiatorial Combat
Gladiatorial Combat
Carbineer
Carbineer
Carbineer
Carbineer
Carbineer
Carbineer
Carbineer
Carbineer
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger

TALENT
Weapon Specialization
(discblade)
Brutal Attack
Call Out
Distracting Attack
Exotic Weapons Master
Lockdown Strike
Multiattack Proficiency (exotic
weapons)
Personal Vendetta
Unstoppable
Blowback
Close Contact
Multiattack Proficiency (rifles)
Old Faithful
Opportunity Fire
Rifle Master
Shoot from the Hip
Snap Shot
Blind Shot
Damaging Disarm
Debilitating Shot
Deceptive Shot
Improved Quick Draw
Keep Them Honest
Knockdown Shot
Lingering Debilitation
Mobile Attack (pistols)

CR 216 Gunslinger
GI 25 Gunslinger
CR 217 Gunslinger
SV 27 Gunslinger
UR 31 Gunslinger
UR 31 Gunslinger

Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger
Gunslinger

Multiattack Proficiency
Pistol Duelist
Ranged Disarm
Ranged Flank
Retreating Fire
Slowing Shot

UR 31 Gunslinger
CR 217 Gunslinger
SV 27 Gunslinger

Gunslinger
Gunslinger
Pistoleer

Swift Shot
Trigger Work
Dash and Blast

SV
SV
SV
SV

Pistoleer
Pistoleer
Pistoleer
Pistoleer

Flanking Fire
Guaranteed Shot
Hailfire
Twin Shot

GW 31 Gunslinger

Sharpshooter

Bullseye

GW 31 Gunslinger

Sharpshooter

Draw a Bead

GW
GW
GW
L
L
L

31
31
31
45
45
45

Gunslinger
Gunslinger
Gunslinger
Imperial Knight
Imperial Knight
Imperial Knight

Sharpshooter
Sharpshooter
Sharpshooter
Knight's Armor
Knight's Armor
Knight's Armor

Harrying Shot
Pinning Shot
Precision Shot
Armor Mastery
Armored Augmentation I
Armored Augmentation II

L
L
L
L

45
45
45
45

Imperial Knight
Imperial Knight
Imperial Knight
Imperial Knight

Knight's Armor
Knight's Armor
Knight's Resolve
Knight's Resolve

Cortosis Defense
Cortosis Retaliation
Knight's Morale
Oath of Duty

28
28
28
28

Gunslinger
Gunslinger
Gunslinger
Gunslinger

PREREQUISITES
*multiple
Weapon Focus,
proficient discblade
Weapon Focus
Personal Vendetta
Brutal Attack
exotic Proficiency
Exotic Weapons
Master

BENEFIT
+2 melee dam with discblade
if you do dam over thresh add +1 die dam
as Personal Vendetta but designate one opponent to be -5 Atk
if do dam, compare Atk to Will Def, if meet or exceed target -2 Ref Def until end of your turn
treats all exotic weapons as a single weapon group
when you hit a moving opp that is one size larger or smaller with Atk of Opp, ends movement
reduce Atk penalty by 2

taunt enemies within 12sq & LOS, they're -2 Atk on targets that are not you
once per encounter an attack that would knock you down the track is reduced by 1 step
push target 1 square if you exceed target's threshold
PB range increased by 5 sq, Short range begins 5 sq later but ends at same distance
reduce Atk penalty by 2
Trusty Sidearm also applies to any rifle or carbine
+2 on attacks of opportunity with rifles
treat rifles as accurate weapons & take no penalty firing at short range
can always use rifles to make attacks of opportunity
do not provoke attacks of opportunity when using aim with stock extended
ignore penalties v. concealment or total concealment
Ranged Disarm
When you disarm with a ranged attack, deal half damage
aim before attacking moves target one down track if attack deals damage
target in LOS & 6 squares, Deception v. Will, remove Dex to Def until next turn
may attack in surprise round
Careful Shot feat
with Aid Another to suppress enemy, enemy takes -5 on all atk rolls until end of your next turn
aim before attacking and knock target prone, no bigger than two size categories
Debilitating Shot
1/enc target -1 down track & persistent condition
Multiattack Proficiency immediately after making a full atk with two pistols you may move your speed as free action
(pistols)
reduce Atk penalty by 2
1/enc for each: 1. 1 atk target's thresh is half, 2. 1 atk as though aimed, 3. +4 Ref Def for 1 turn & make 1 atk
can disarm with ranged weapon, does not provoke Atk of opp
if within 6 sq of target, you can be considered adjacent for purposes of flanking, single target
away from pursuing target run or use 2 swif & make single -5 atk as part of move, FP to avoid -5
Debilitating Shot
target's spd -2 until move to normal on track or until end of enc & loses Dex to Def & flat-footed, spend FP for -4sq or half
whichever is greater
1/enc make single ranged atk w/handheld weapon as swif not stan, cannot use remaining for atk
no penalty to Atk when using Rapid Shot
Dual Weapon Mastery 1/encounter with two pistols can move twice your speed & attack with each
I, Running Attack
Dual Weapon Mastery if flanked & with two pistols, attack flankers as stan instead of full, must attack two targets
I
Dual
Weapon Mastery with two pistols & attack, even if miss deal dam = half HL
I
Dual
Weapon Mastery with two pistols attack as if autofire even without, autofire penalties apply
I
Dual
Weapon Mastery with two pistols, +2 dam if using Rapid Shot
I, Rapid Shot
Sniper feat, Draw a
1/enc designate 1 target in you aimed at not in PB, with ranged atk target denied Ref to Def
Bead*
Precision Shot, BAB 1/rnd designate target not in PB, with successful ranged atk add your Dex mod to dam
+10
Pinning Shot*
when you deal dam after aiming target can't use stan action to atk on their next turn
Precision Shot
when you deal dam after aiming target's spd reduced 2 sq & cannot take double move or run
Far Shot feat
when you aim gain benefit of PB shot regardless of range
Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def
AP of armor
1/encounter add armor bonus to Ref Def to thresh until end of encounter
Armored
also gain DR = 2 x armor's equipment bonus to Fort Def
Augmentation I*
+2 on opposed unarmed melee attack roll v. lightsaber
Cortosis Defense
when you successfully parry lightsaber atk you may make immediate atk v. attacker
when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn
when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level

PAGE

BOOK
L
L

CLASS
45 Imperial Knight
45 Imperial Knight

TREE
Knight's Resolve
Knight's Resolve

TALENT
Praetoria Ishu
Praetoria Vonil

L
R
R
R

45
43
43
43

Knight's Resolve
Improviser
Improviser
Improviser

Strength of the Empire


Bigger Bang
Capture Droid
Custom Model

R
R

43 Improviser
43 Improviser

Improviser
Improviser

Improved Jury-Rig
Improvised Device

43
43
43
43
43
47
47
28
47
47
47
28

Procurement
Procurement
Procurement
Procurement
Procurement
Autonomy
Autonomy
Autonomy
Autonomy
Autonomy
Autonomy
Autonomy

Black Market Buyer


Excellent Kit
Just What Is Needed
Only the Finest
Right Gear for the Job
Defensive Electronics
Ion Resistance 10
Just a Droid
Modification Specialist
Repair Self
Soft Reset
Swift Droid

SGD 29 Independent Droid

Elite Droid

Break Program

SGD 29 Independent Droid


SGD 29 Independent Droid

Elite Droid
Elite Droid

Heuristic Mastery
Scripted Routines

SGD
F
F
F
F
SGD
F
F
F
F
F
F
F
F

Elite Droid
Specialized Droid
Specialized Droid
Specialized Droid
Specialized Droid
Specialized Droid
Specialized Droid
Specialized Droid
Bothan Spynet
Bothan Spynet
Bothan Spynet
Bothan Spynet
Bothan Spynet
Bothan Spynet

Ultra Resilient
Computer Language
Computer Master
Enhanced Manipulation
Hotwired Processor
Power Boost
Power Surge
Skill Conversion
Bothan Resources
Knowledge is Life
Knowledge is Power
Knowledge is Strength
Six Questions
Spynet Agent

F 49 Infiltrator
F 49 Infiltrator
F 49 Infiltrator
F 49 Infiltrator
F 49 Infiltrator
CR 218 Jedi Knight
CR 218 Jedi Knight

Infiltration
Infiltration
Infiltration
Infiltration
Infiltration
Duelist
Duelist

CR 218 Jedi Knight

Duelist

F 43
K 39
K 39
J 19
CR 218

Duelist
Duelist
Duelist
Duelist
Duelist

Always Ready
Concealed Weapon Expert
Creeping Approach
Set for Stun
Silent Takedown
Force Fortification
Greater Weapon Focus
(lightsabers)
Greater Weapon
Specialization (lightsabers)
Improved Lightsaber Throw
Improved Redirect
Improved Riposte
Lightsaber Form Savant
Multiattack proficiency
(lightsabers)

R
R
R
R
R
F
F
SGD
F
F
F
SGD

29
47
47
47
47
28
48
48
50
50
50
50
50
50

Imperial Knight
Improviser
Improviser
Improviser

Improviser
Improviser
Improviser
Improviser
Improviser
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid

Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Independent Droid
Infiltrator
Infiltrator
Infiltrator
Infiltrator
Infiltrator
Infiltrator

Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight

PREREQUISITES
*multiple
Block, Deflect
Weapon Focus
(lightsabers)
Knight's Morale
Improvised Device
Improvised Device,
Tech Specialist feat

Black Market Buyer

2 talents from
Autonomy tree
Trained in Use
Computer
Wis 15
BAB +5

Binary
Dex 15
Power Surge

Spynet Agent
Spynet Agent
Spynet Agent
Spynet Agent
Spynet Agent
Bothan, or 2 talents
from Infiltration
Initiative skill
Stealth skill
Stealth skill
Weapon Focus
Weapon
Specialization
Lightsaber Throw
Deflect, Redirect Shot
Block, Riposte

BENEFIT
may use Block & Deflect to protect adjacent ally
with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack
when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk
+1 die dam with Improvised Device
1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 up track & d8 hp & friendly
add one modification from Tech Specialist of Improvised Device & does not affect value of item
Jury-Rig as stan not full, do not have to make check to jury-rig & move up +3 steps not +2
DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with item, destroyed
after 24 hours, 1/day
automatically locate black market merchant
all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects
restore +1d8 hp when use Repair of Mechanics & with aid another
can obtain modified items without increasing base value
+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force)
add class level to Will Def if someone tries to reprogram you
DR10 against ion dam
1/enc: use Sneak of Stealth in plain sight & considered trained; reroll Deception when acting atypical
do not take -5 penalty when you try to modify or reprogram yourself
when you repair yourself +1 additional hp for each point over DC
after 2 rounds of being disabled move +1 up track
make a swif action a reaction after failing Deception or Stealth
Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus
reroll any untrained skill check, mtr & 1/enc spend FP tor reroll any skill check & take better
1/enc: use a feat or talent for atk as 1 action less; apply Independent Spirit bonus a 2nd time; in combat add 1/2 cl to any skill
that requires stan action or less but you must be trained
1/enc increase dam thresh = Independent Droid level
Persuasion replaces Use Computer, considered trained
reroll opposed Use Computer checks
take 10 on Dex based skill checks even if you normally could not
hotwire processor +5 Int/Wis skill & +1 ranged atk, rounds = half level, move -1 down track after
Jump +4 sq or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track
surge +1 melee atk, +1 die melee dam & +2sq speed, rounds = half level, move -1 down track after
with reprogram, sacrifice one trained skill for +1 skill focus, once per reprogram
DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75%
Knowledge (galactic lore) DC15+CL for +2 one defense v. target
Knowledge (galactic lore) DC15+CL for crit +1 range v. target
Knowledge (galactic lore) DC15+CL for +2 atk v. target
Knowledge (galactic lore) DC15+CL for target's level, classes, abilities & Force & Destiny points
Gather Info replaces Knowledge (galactic lore), considered trained
when a readied action is triggered Initiative does not change
1/round with unarmed, hold-out, dagger or vibrodagger reroll attack
designate unaware target in 12sq, until next turn target may not make Perception against you
if stun dam over thresh target -3 down track not -2
if unaware target damaged, opp cannot speak or make other noises until end of your next turn
negates crit, take normal damage
+1 Atk
+2 damage
make a single ranged atk & compare to Ref Def of all targets in 6sq line, half on miss, DC20 return
once per turn when you redirect an attack do not count the initial deflect penalty
when you make a riposte do not count the initial block penalty
1/encounter return 1 lightsaber form to suite w/out spending FP
reduces penalty by 2, can be taken multiple

BOOK

PAGE

C
C
C
C
C
J
J
J
J
J
K

41
41
41
41
41
19
19
19
19
19
39

Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight

Jedi Archivist
Jedi Archivist
Jedi Archivist
Jedi Archivist
Jedi Archivist
Jedi Artisan
Jedi Artisan
Jedi Artisan
Jedi Artisan
Jedi Artisan
Jedi Battlemaster

Direct
Impart Knowledge
Insight of the Force
Master Advisor
Scholarly Knowledge
Call Weapon
Lightsaber Specialist
Masterwork Lightsaber
Perfect Attunement
Quick Modification
Defensive Circle

39 Jedi Knight

Jedi Battlemaster

Force Revive

K
K

39 Jedi Knight
39 Jedi Knight

Jedi Battlemaster
Jedi Battlemaster

Jedi Battle Commander


Mobile Attack (lightsabers)

39 Jedi Knight

Jedi Battlemaster

Slashing Charge

C
C
C
C
J
J
J
J
J
J
J
J
J
J
L
L
L
L
K
K
K
K
K
K
K

41
41
41
41
19
19
20
20
20
20
20
20
20
20
41
41
41
42
39
39
39
39
39
40
40

Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight

Jedi Healer
Jedi Healer
Jedi Healer
Jedi Healer
Jedi Instructor
Jedi Instructor
Jedi Instructor
Jedi Instructor
Jedi Instructor
Jedi Investigator
Jedi Investigator
Jedi Investigator
Jedi Investigator
Jedi Investigator
Jedi Refugee
Jedi Refugee
Jedi Refugee
Jedi Refugee
Jedi Shadow
Jedi Shadow
Jedi Shadow
Jedi Shadow
Jedi Shadow
Jedi Watchman
Jedi Watchman

40 Jedi Knight

Jedi Watchman

Force Treatment
Healing Boost
Improved Healing Boost
Soothe
Apprentice Boon
Share Force Secret
Share Force Technique
Share Talent
Transfer Power
Echoes in the Force
Jedi Quarry
Prepared for Danger
Sense Deception
Unclouded Judgment
Cover Your Tracks
Difficult to Sense
Force Veil
Jedi Network
Dark Deception
Improved Sentinel Strike
Improved Sentinel's Gambit
Rebuke the Dark
Taint of the Dark Side
Force Warning
Improved Quick Draw
(lightsabers)
Sheltering Stance

K
K
J
J
J
J
J

40
40
21
21
21
21
21

Jedi Watchman
Jedi Watchman
Jedi Weapon Master
Jedi Weapon Master
Jedi Weapon Master
Jedi Weapon Master
Jedi Weapon Master

Vigilance
Watchman's Advance
Combat Trance
Improvised Weapon Master
Shoto Pin
Twin Weapon Mastery
Twin Weapon Style

CLASS
CR 218 Jedi Knight
J 19 Jedi Knight
F 43 Jedi Knight

Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight

TREE
Duelist
Duelist
Duelist

TALENT
Severing Strike
Shoto Master
Thrown Lightsaber Mastery

PREREQUISITES
*multiple

BENEFIT
if dam over current hp & threshold, then deal half dam, move down track and sever
one-handed lightsaber considered light with shoto, can activate Lightsaber Defense as free with shoto
Improved & Lightsaber any target struck by thrown lightsaber moves at half spd (round down) until your next turn
Throw
return one Force power to any ally within 6 sq & LOS (one ally spent)
Skilled Advisor
aid on Knowledge checks of ally within 6 sq if you're trained
Use the Force replaces Knowledge if not trained, considered trained
Skilled Advisor
ally you use Skilled Advisor with gains Force Point to be spent before end of encounter
reroll Knowledge if you're trained in that Knowledge
call & ignite a lightsaber you built as a free action if in LOS
Masterwork Lightsaber +2 Block & Deflect with a lightsaber you built
add one extra accessory, reroll one die of dam if you built, mentor another building (-5 their DC)
Masterwork Lightsaber if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage
Masterwork Lightsaber spend 1 min removing an accessory & adding another on a lightsaber you built
Battle Meditation,
you & allies affected by Battle Med +2 Ref Def, you +1 on UtF to Block/Deflect for ea adjacent ally
Block or Deflect, Jedi
Battle Commander
Battle Meditation, Jedi ally affected by Battle Med is reduced to 0 hp allows ally to take 2nd Wind as reac & falls uncon
Battle Commander
Battle Meditation
your Battle Meditation grants +2 to attack not +1
Multiattack Prof, Dual immediately after making a full atk with two lightsabers you may move your speed as free action
Weapon Mastery I,
WF (lightsabers)
Block, Riposte, WF & 1/enc with charge take no penalty on UtF for Block during the charge, applies to Riposte
WP (lightsabers)
Use the Force replaces Treat Injury, considered trained
Vital transfer
damage healed with vital transfer increase by 1 point per class level
Healing Boost*
damage healed with vital transfer increase by 2 points per class level
Vital transfer
use vital transfer to move target +1 up track not heal, you move -1 down track
add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours
at least 1 Force Secret 1/turn grant use of Force Secret to ally w/in 12 sq & trained in Use the Force
at least 1 Technique 1/turn grant use of Force Technique to ally w/in 12 sq & trained in Use the Force, not FP Recovery
at least 1 from special 1/day grant use of Lightsaber Combat or Forms, Duelist until end of enc if w/in 12 sq to allies = 1/2 cl
Force Training feat
spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS, lost if not used by end of enc
use farseeing on a location & standing in location viewed, DC 20 + 1 per day into the past
+2 speed if you end move adjacent to target
spend a remaining farseeing power to regain any other force power
Use the Force replaces Will Def against Deception or Persuasion
Sense Deception
spend a Force Point to automatically negate a mind-affecting Force power or talent
Gather Information checks against you are -5
reroll opposed Use the Force check to conceal presence
Difficult to Sense
the radius to which you can be detected is 10km not 100km
includes Acquire Equipment or Funds, Obtain Info, Receive Medical Attention, Secure Safe House
with attempts to sense you with force you can act as if Dark Side = Wis, Deception is a class skill
increase damage dice to d8 not d6
Sentinel's Gambit
can use Sentinel's Gambit an additional number of times per encounter = half class level
if dark side power, roll two dice for rebuke attempt & take best
Dark Deception
add one dark side force power, once per encounter use that power without increasing Dark Side score
allies w/in 12sq can reroll Init, if allies surprised but not you, 1 ally per your Wis mod not surprise
Quick Draw, WF
can draw ignite & attack with lightsaber even if surprised, can draw & ignite lightsaber as free
(lightsabers)
Block or Deflect,
may use Block or Deflect to protect adjacent without sending Force Point
Vigilance
one adjacent ally +1 Ref Def as long as they remain adjacent
Force Warning
when acting in surprise round you &allies take +1 move max
battle strike applies to the first attack you make each round until the end of the encounter
no penalty on improvised weapons
Block
when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent
you can move 2 squares between attacks without an attack of opportunity
you can make an attack with both weapons or double-sided weapon against different targets

BOOK

PAGE

CR
CR
CR
CR

218
218
218
218

CLASS
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight

CR
CR
CR
CR
CR
CR
CR

218
218
218
219
219
219
219

Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight

Lightsaber Forms
Lightsaber Forms
Lightsaber Forms
Lightsaber Forms
Lightsaber Forms
Lightsaber Forms
Lightsaber Forms

Makashi
Niman
Shien
Shii-Cho
Sokan
Soresu
Trakata

CR
GW
GW
GW
GW
GW
GW
GW
GW
GW
GW
SV
SV
SV
SV
SV
SV
SV
F
F
F

219
32
32
33
33
33
33
33
33
33
33
33
33
33
33
33
33
33
52
52
52

Jedi Knight
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Martial Arts Master
Master Privateer
Master Privateer
Master Privateer
Master Privateer
Master Privateer
Master Privateer
Master Privateer
Master Privateer
Master Privateer
Master Privateer

Lightsaber Forms
Martial Arts Forms
Martial Arts Forms
Martial Arts Forms
Martial Arts Forms
Martial Arts Forms
Martial Arts Forms
Martial Arts Forms
Unarmed Mastery
Unarmed Mastery
Unarmed Mastery
Piracy
Piracy
Piracy
Piracy
Piracy
Piracy
Piracy
Privateer
Privateer
Privateer

Vaapad
Echani Expertise
Hijkata Expertise
K'tara Expertise
K'thri Expertise
Stava Expertise
Tae-Jitsu Expertise
Wrruushi Expertise
Flurry of Blows
Hardened Strike
Punishing Strike
Bloodthirsty
Fight to the Death
Keep Them Reeling
Raider's Frenzy
Raider's Surge
Savage Reputation
Take Them Alive
Armored Spacer
Attract Privateer
Blaster and Blade I

TREE
Lightsaber Forms
Lightsaber Forms
Lightsaber Forms
Lightsaber Forms

TALENT
Ataru
Djem So
Jar'Kai
Juyo

52 Master Privateer

Privateer

Blaster and Blade II

52 Master Privateer

Privateer

Blaster and Blade III

F
F
F

52 Master Privateer
52 Master Privateer
52 Master Privateer

Privateer
Privateer
Privateer

F
F
F
F
F
F
F
F
F
K
K
K

52
54
54
54
54
54
54
54
54
47
47
47

Privateer
Advanced Medicine
Advanced Medicine
Advanced Medicine
Advanced Medicine
Advanced Medicine
Advanced Medicine
Advanced Medicine
Advanced Medicine
Melee Duelist
Melee Duelist
Melee Duelist

Boarder
Ion Mastery
Multiattack Proficiency
(advanced melee weapons)
Preserving Shot
Battlefield Medic
Bring Them Back
Emergency Team
Extra First Aid
Medical Miracle
Natural Healing
Second Chance
Steady Under Pressure
Advantageous Strike
Dirty Tricks
Dual Weapon Flourish I

Master Privateer
Medic
Medic
Medic
Medic
Medic
Medic
Medic
Medic
Melee Duelist
Melee Duelist
Melee Duelist

PREREQUISITES
*multiple

BENEFIT
may add Dex mod on damage or double Dex bonus if two-handed instead of Str
once per round if hit in melee, make an immediate attack against opponent
Lightsaber Def, Niman twice Lightsaber deflection bonus with two lightsabers
BAB +10, Weapon
once per encounter, single enemy in LOS, may reroll your first Atk roll, keeping best
Specialization*
Lightsaber Defense
lightsaber defense bonus increase by 2 (max of 5)
+1 Ref and Will Def with lightsaber
Deflect, Redirect Shot +5 on ranged attack on deflected shot
Block, Deflect
take only -2 penalty on your Use the Force check for each block or deflect in last turn
Acrobatic Recovery
take 10 on Acrobatics check to tumble even when distracted, each occupied square counts as 1
Block, Deflect
reroll Use the Force for Block or Deflect
BAB +12, Weapon
Deception to feint, shut off and reignite lightsaber
Specialization*
BAB +12, Juyo*
Cri on 19-20, 19 not an auto hit
BAB +10
unarmed increase crit range by 1
creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod
1/turn creature or droid damaged by unarmed atk, disarm as swif, do not take -5 if in two hands
any enemy adjacent takes dam = your Str mod (min 1) if you can make Atk of Opp if you're in light or no armor
when you grab an enemy they must make opposed grapple to break, if you initiate you can reroll, if you're in light or no armor
1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track
1/turn when dam target with unarmed atk make atk v. Fort Def for target to take only 1 swif next turn, if you're in light or no
armor unarmed atk with full atk have penalty reduced by 2, can be taken multiple times
multiple
reduce target's DR by 1 for enc if hit with unarmed atk, does not stack
1/turn when you score an unarmed crit, make an immediate unarmed atk against target in reach, if you're in light or no armor
perform coup de grace as move, if kill with coup de grace all allies in LOS +2 Atk for encounter
Bloodthirsty
1/encounter all allies in 6 sq heal hp = your HL
make single melee atk v. within reach, if hits deal no damage but target must move/withdraw next turn
1/round if you or ally in 6sq damages target, allies in LOS + dam to target = half class level
1/encounter Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc
Bloodthirsty
all opponents in 6 sq -1 Atk
if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned
treat as AP (heavy)
attracts nonheroic character 3/4 your level, multiple
Dual Weapon I, WP
with a single attack with an advanced melee weapon make a free pistol attack
(advanced & pistols)
Blaster & Blade I, Dual treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus)
Weapon I, WP
(advanced & pistols)
Blaster & Blade I & II, make full attack as stan if you attack with both
Dual Weapon I, WP
(advanced & pistols)
ignore cover with character-scale ranged attacks aboard a starship or space station
with ion weapons +1 Atk & +1 die dam
reduce Atk penalty by 2
instead of destroying a vehicle you can disable it so it cannot move
first aid as stan not full
revivify on a target that has died a number of rounds = half heroic level
allies automatically aid another
you can perform first aid one additional time a day on a target
DC20 Treat Injury on adjacent, target uses second wind even if above half hp
can make Treat Injury checks without medical kit with natural substitutes
Steady Under
if you fail Treat Injury check, patient does not take any additional damage
Pressure
reroll Treat Injury
+5 Atk with Atk of Opp with melee
Deception skill
can use feint as 2swif against opp you threaten
Dual Weapon Mastery with 2 light melee or lightsabers & single atk with one you get free atk with other
I, Weapon Finesse
Steady Under
Pressure

PAGE

BOOK
K

CLASS
47 Melee Duelist

TREE
Melee Duelist

TALENT
Dual Weapon Flourish II

47 Melee Duelist

Melee Duelist

Master of Elegance

47 Melee Duelist

Melee Duelist

47 Melee Duelist

Melee Duelist

Multiattack Proficiency
(advanced melee weapons)
Out of Nowhere

47 Melee Duelist

Melee Duelist

Single Weapon Flourish I

47 Melee Duelist

Melee Duelist

Single Weapon Flourish II

C
C
C
C
C
C

45
45
45
45
45
45

Military Engineer
Military Engineer
Military Engineer
Military Engineer
Military Engineer
Military Engineer

Breach Cover
Breaching Explosive
Droid Expert
Prepared Explosive
Problem Solver
Quick Modifications

C 45 Military Engineer
C 46 Military Engineer
C 46 Military Engineer
C 46 Military Engineer
L 42 Officer
L 42 Officer
L 42 Officer
L 42 Officer
L 42 Officer
L 42 Officer
CR 221 Officer
UR 31 Officer

Military Engineer
Military Engineer
Military Engineer
Military Engineer
Fugitive Commander
Fugitive Commander
Fugitive Commander
Fugitive Commander
Fugitive Commander
Fugitive Commander
Military Tactics
Military Tactics

Repairs on the Fly


Sabotage Device
Tech Savant
Vehicular Boost
Disciplined Trickery
Group Perception
Hasty Withdrawal
Stalwart Subordinates
Stay in the Fight
Stealthy Withdrawal
Assault Tactics
Commander's Prerogative

CR 221 Officer
C 42 Officer
CR 221 Officer
C 42 Officer
UR 31 Officer

Military Tactics
Military Tactics
Military Tactics
Military Tactics
Military Tactics

Deployment Tactics
Exploit Weakness
Field Tactics
Grand Leader
Irregular Tactics

UR

31 Officer

Military Tactics

Lead by Example

CR
CR
CR
CR
CR
CR
UR

221
221
222
222
222
222
31

Officer
Officer
Officer
Officer
Officer
Officer
Officer

Military Tactics
Military Tactics
Military Tactics
Military Tactics
Military Tactics
Military Tactics
Military Tactics

One for the Team


Outmaneuver
Shift Defense I
Shift Defense II
Shift Defense III
Tactical Edge
Turn the Tide

C
S

42 Officer
18 Officer

Military Tactics
Naval Officer

Uncanny Defense
Combined Fire

18 Officer

Naval Officer

Fleet Deployment

Military Engineer
Military Engineer
Military Engineer
Military Engineer
Military Engineer
Military Engineer

PREREQUISITES
*multiple
BENEFIT
Dual Weapon Mastery with 2 light melee or lightsabers make full atk as stan as long as you use both weapons, 1 per turn
I, II, Dual Weapon
Flourish I, Master of
Elegance, Weapon
Finesse
Dual or Single
add Dex to melee dam with light melee weapon, double if two-handed
Weapon Flourish I,
Weapon Finesse
reduce Atk penalty by 2
Deception skill,
once per encounter make an attack with light melee or lightsaber after a successful feint
Weapon Finesse
Double Attack,
with 1 light melee or lightsaber you can move your speed as a free action
Weapon Finesse
Double Attack, Master with 1 light melee or lightsaber make full atk as stan, 1 per turn
of Elegance, Single
Weapon Flourish I,
Weapon Finesse
ignore cover if you fire or throw a weapon with burst or splash
ignore threshold of doors & walls when using mines & non-grenade explosives
Repairs on the Fly
repair droids +1 hp for every point over Mechanics DC 20
can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain
1/turn one vehicle in your LOS who can hear you, ignore difficult terrain & +5 Pilot to avoid hazards
Tech Spec, Repairs
when you create a field-created weapon, add one modification at the time of creation
on the Fly
Repair as stan, 1/day per droid, object or vehicle
sabotage object with energy cell/power pack to become a grenade, can be turned back with swif
trained in Know (tech) increase speed of droid or vehicle if you occupy or are adjacent by 1 sq, 1 per round
DC 15 Mechanics for hp = 5 x CL
1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth
all allies w/in 6 sq can roll Perception if you do taking the highest result
1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS, each may withdraw as free
an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest
Stalwart Subordinates remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level
Hasty Withdrawal
an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free
DC15 Tactics, designate single object or creature, allies that can hear you, +d6 dam until next turn
Trained in Initiative
after surprise rnd take your turn before allies but must share talent (special quality, Commando, Leadership or Military
Tactics), next rnd return to normal spot in Init order
DC15 Tactics, allies +1 Atk vs. flanked, or +1 Def v. AoO next turn, Born Leader/Battle Analysis +2
Assault Tactics
when you use Assault Tactics, target takes cumulative -1 Ref Def each time damaged (max -5)
Deployment Tactics
DC15 Tactics, allies w/in 10 squares get +10 Cover bonus if in cover, until next turn
1/encounter grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS
Share talent special
after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree
quality
Share talent special
any character that would benefit from shared talent: 1. DC -5, 2. +2 atk Def or dam, 3. reduce dam taken by 10
quality
Deployment Tactics
can take 1/2 or all dam for an adjacent ally an ally may take the same for you
Field Tactics*
DC 15 Tactics, enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def, opposed
-2 one Def, +1 to another Def
Shift Defense I
-5 one Def, +2 to another Def
Shift Defense I-II
-5 two Defs, +5 to other Def
can use Assault, Deployment or Field Tactics as a swift action not move
Command Decision, 1/enc after first round Knowledge (tactics) v. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at start of next
Commander's
round, allies in LOS can choose to reroll
Prerogative*
1/day add 1/2 officer class to all Def 1 round, must declare at beginning of your turn
designate single vehicle, object or creature in LOS, extra die for batteries every 2, not 3 on roll with tactical fire, may
designate one weapon or battery to make a single attack
Charisma 13
a number of vehicles = to your class level & LOS may move a number of squares = speed

PAGE

BOOK
S

CLASS
18 Officer

TREE
Naval Officer

TALENT
Fleet Tactics

S
S

18 Officer
18 Officer

Naval Officer
Naval Officer

It's a Trap!
Legendary Commander

R
R
R

40 Officer
40 Officer
41 Officer

Rebel Recruiter
Rebel Recruiter
Rebel Recruiter

Bolstered Numbers
Noble Sacrifice
Recruit Enemy

R
R
SV
SV
SV
SV
SV
SV
SV
SV
R
R
R
R
R
R
R
R
R
R
F
F
F

41
41
34
35
35
35
35
35
35
35
45
45
45
45
45
45
45
45
45
45
56
56
57

Officer
Officer
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Saboteur
Saboteur
Saboteur

Rebel Recruiter
Rebel Recruiter
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Outlaw
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Pathfinder
Sabotage
Sabotage
Sabotage

Stay in the Fight


Team Recruiting
Confounding Attack
Double Up
Find an Opening
Opportunistic Defense
Preternatural Senses
Seize the Moment
Tangle Up
Uncanny Instincts
Bunker Blaster
Defensive Measures
Enhance Cover
Escort Fighter
Launch Point
Obscuring Defenses
Relocate
Safe Passage
Safe Zone
Zone of Recuperation
Device Jammer
Droid Jammer
Extreme Explosion

F
F
F
F
F
F
F
F
F
L

57
57
57
57
57
57
57
57
57
47

Saboteur
Saboteur
Saboteur
Saboteur
Saboteur
Saboteur
Saboteur
Saboteur
Saboteur
Shaper

Sabotage
Sabotage
Sabotage
Turret
Turret
Turret
Turret
Turret
Turret
Implant

Mine Mastery
Shaped Explosion
Skilled Demolitionist
Blaster Turret I
Blaster Turret II
Blaster Turret III
Ion Turret
Stun Turret
Turret Self-Destruct
Adrenaline Implant

47 Shaper

Implant

Precision Implant

PREREQUISITES
*multiple
Cha 13, Fleet
Deployment
Cha 13, Int 13, Born
Leader
Recruit Enemy
Recruit Enemy

Recruit Enemy
Recruit Enemy
Tangle Up*
Find an Opening*
Seize the Moment
Uncanny Instincts

Uncanny Instincts

Safe Zone

Safe Zone
Safe Zone
Safe Zone
Escort Fighter
Safe Zone

Skilled Demolitionist,
Shaped Explosion
Skilled Demolitionist

Blaster Turret I
Blaster Turret I & II
Blaster Turret I
Blaster Turret I
Blaster Turret I

BENEFIT
DC15 Tactics, designate single vehicle, allied gunners in LOS +1 die damage
once per encounter, a single vehicle in LOS and immediate move action
gunners on your ship add 1/2 your HL or 1/2 their HL to dam & treat crew as one level higher calculate your capital ship's Ref
Def as your HL+1/2armor (round down) if higher
if successfully Recruit Enemy, allies gain +2 atk until end of enc
if recruited enemy is 0 hp or bottom of track, you & all allies in LOS gain hp = 10 + your cl
1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 down track & target
becomes ally & friendly, if target is higher level they get +5 Will Def
recruited enemy can immediately use second wind as a reac
can use Recruit Enemy when you or ally would deal dam to kill target instead of only you
1/encounter forgo extra move to atk, if hit & dam with melee you switch places with opponent
1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh
forgo extra swif action to aim with 1 swif on your next turn
1/encounter forgo extra move to add +5 to one Def until end of your next turn
1/encounter add half class level to one Defense
1/round when an ally dam an opponent you can take a swif action as a reac
if non-area atk hits, can choose to do half damage and target loses its next move
1/round if damaged move 1 sq as reac, no Atk of Opp
if adjacent to object that provides cover to target you can aim at target as move action
all enemies treat your safe zone as difficult terrain
1 ally in LOS & has cover is considered to have improved cover as long as they still have cover
1 adjacent ally if you move that ally moves & ends adjacent, can't exceed ally's move
any ally who starts in your safe zone & then exits it, +2 atk
-2 atk to enemies that fire into your safe zone
dismiss your safe zone & allies in your old safe zone +2 spd
1/turn 1 ally in LOS move its speed as a reac, if a target makes an Atk of Opp v. ally you can make Atk of Opp v. target
4x4 sq = safe zone, ally starting in safe zone +2 Fort & Will Def, cannot overlap another safe zone
any ally who uses second wind in your Safe Zone gains additional hp = your cl
DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time
Mechanics v. droid's Will Def within 6sq, if successful droid can take only swif actions, 1 at a time
increase blast radius by 1 square
can place mine as stan not full
blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq
set detonator as swif & does not go off if fail roll by 10 or more
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10, 3d8 dam fires twice, remote 12sq
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 ion, you must be adjacent
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 stun, you must be adjacent
turret self-destructs at 0hp with 2sq radius dealing its normal dam, you can disable if adjacent as reac
1/encounter adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target moves -3
down track & needs rest or surgery)
1/encounter adjacent ally gains +1 atk
at end of encounter target moves -3 down track & needs rest or surgery

PAGE

BOOK
L

CLASS
47 Shaper

TREE
Implant

TALENT
Resilience Implant

47 Shaper

Implant

Speed Implant

47 Shaper

Implant

Strength Implant

L 47 Shaper
L 47 Shaper
L 47 Shaper
L 47 Shaper
L 47 Shaper
K 40 Sith Apprentice
CR 223 Sith Apprentice
K 40 Sith Apprentice

Shaper
Shaper
Shaper
Shaper
Shaper
Sith
Sith
Sith

Biotech Mastery
Expedient Mending
Expert Shaper
Master Mender
Skilled Implanter
Affliction
Dark Healing
Dark Healing Field

CR
CR
CR
K
CR
CR
K

Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice

Sith
Sith
Sith
Sith
Sith
Sith
Sith

Dark Scourge
Dark Side Adept
Dark Side Master
Drain Force
Force Deception
Improved Dark Healing
Sith Alchemy

81 Sith Apprentice

Sith

Stolen Form

CR 224 Sith Apprentice

Sith

Wicked Strike

Sith Alchemy
Sith Alchemy
Sith Alchemy
Sith Alchemy
Sith Commander
Sith Commander
Sith Commander
Sith Commander
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard

Cause Mutation
Rapid Alchemy
Sith Alchemy
Sith Alchemy Specialist
Desperate Measures
Focus Terror
Incite Rage
Power of Hatred
Enhanced Vision
Impenetrable Cover
Invisible Attacker
Mark the Target
Maximize Cover
Shellshock
Soften the Target
Triangulate

J
J
J
J
L
L
L
L
C
C
C
C
C
C
C
C

223
223
223
40
223
224
41

21
21
21
22
43
43
43
43
47
47
47
47
47
47
47
47

Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Sith Apprentice
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard
Vanguard

PREREQUISITES
*multiple

Expert Shaper
Expert Shaper
Biotech Surgery feat

Improved Dark
Healing*

Dark Side Adept


Affliction
Dark Healing
Dark Side Adept &
Master
Any force technique,
WF lightsabers
Weapon Focus,
Weapon
Specialization
Sith Alchemy

Sith Alchemy
Focus Terror

Incite Rage
Maximize Cover
Maximize Cover

Soften the Target


Enhanced Vision

BENEFIT
1/encounter adjacent ally gains +5 to thresh
at end of encounter target moves -3 down track & needs rest or surgery
1/encounter adjacent ally gains +2 spd
at end of encounter target moves -3 down track & needs rest or surgery
1/encounter adjacent ally gains +1 die dam
at end of encounter target moves -3 down track & needs rest or surgery
can make modifications in half time & half cost, can take 10 on Mechanics check
can mend a damaged or disabled biotech device as stan not full
reroll Treat Injury to repair or modify biotech
when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end
when installing an implant the attack bonus is halved
when you damage an opponent with a Force power, opponent takes +2d6 dam at start of next turn
life from creature w/in 6 squares, ranged Atk v. target's Fort Def, deals & heals d6 dam per class level
life from 3 creatures w/in 12sq, 1/encounter UtF if = Fort target d6 dam per class level & you heal half if attack fails target
takes half dam & you heal that amount
+1 Atk v. Jedi
reroll any Dark side skill
reroll any Dark side skill
once per encounter when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP
Use the Force replaces Deception, considered trained
range increases to 12 squares, failure deals and heals 1/2 damage
Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use
Create Sith Weapon - imbue weapon with Sith alchemical weapon template (K79)
choose a lightsaber form
Crit with a lightsaber, move target 2 steps down track
transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL
+2 atk with melee weapon, 1/encounter lose bonus as free for +5 on single damage roll
Create Sith Amulet, Sith Armor, Sith Talisman, or Sith Weapon, see J21-22
modify an item to gain Sith Alchemy traits, see J22
1/encounter all allies w/in 12 sq & LOS may make an immediate atk at -5
1/encounter all allies w/in 12 sq & LOS move +2 up track but are -2 atk & skills for rounds = CL
1/encounter all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter
1/encounter all allies in LOS with less than half hp gains hp = CL
Perception as swif not stan
if in cover, gain DR = CL provided you still have cover when they attack
if target is unaware of you, +1 die dam from ranged
when you damage target with non-area atk, 1 ally in LOS treats target as if flat-footed
if opponent use aim to negate cover, Stealth v. attacker's Initiative to retain cover
if you damage target with area attack, target is flat-footed v. you until next turn
when you damage target with ranged atk, 1 ally in LOS ignores target's DR & SR
1/encounter if you and allies have LOS to same target you all can reroll one ranged attack
Books & abbreviations
C = Clone Wars Campaign Guide
CR = Core Rules
F = Force Unleashed Campaign Guide
GI = Galaxy of Intrigue
GW = Galaxy at War
J = Jedi Academy Training Manual
K = Knights of the Old Republic Campaign Guide
L = Legacy Era Campaign Guide
R = Rebellion Era Campaign Guide
S = Starships of the Galaxy
SGD = Scavenger's Guide to Droids
SV = Scum & Villainy
T = Threats of the Galaxy
UR = Unknown Regions
W = Webpage, requires internet access!

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