swse talents summary (all books)

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BOOK PAGE CLASS TREE TALENT PREREQUISITES *multiple BENEFIT CR 39 Jedi Jedi Consular Adept Negotiator 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 J 14 Jedi Jedi Consular Adversary Lore Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def L 26 Jedi Jedi Consular Aggressive Negotiator Adept Negotiator when you damage an opponent with lightsaber, can take 10 on Persuasion checks F 24 Jedi Jedi Consular Cleanse Mind once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS K 24 Jedi Jedi Consular Collective Visions Farseeing other Force-users with farseeing can aid another as a reac within 6sq C 22 Jedi Jedi Consular Consular's Vitality 1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn L 26 Jedi Jedi Consular Consular's Wisdom Adept Negotiator 1/encounter 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def L 26 Jedi Jedi Consular Entreat Aid 1/turn one adjacent ally to aid another as reac to assist you if they have not aided already F 24 Jedi Jedi Consular Force of Will permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq CR 40 Jedi Jedi Consular Force Persuasion Adept Negotiator Use the Force instead of Persuasion check, considered trained R 23 Jedi Jedi Consular Guiding Strikes allies adjacent to target you dealt dam +2 melee atk v. target C 22 Jedi Jedi Consular Improved Consular's Vitality Consular's Vitality when you damage an opponent, use Consular's Vitality as free action J 14 Jedi Jedi Consular Know Weakness Adversary Lore target of Adversary Lore takes +1d6 dam from successful attacks CR 40 Jedi Jedi Consular Master Negotiator Adept Negotiator target moves two steps down the track R 23 Jedi Jedi Consular Recall regain 2 Force Powers when Force Point is spent to regain a power K 25 Jedi Jedi Consular Renew Vision once per encounter, can regain all expended uses of farseeing power CR 40 Jedi Jedi Consular Skilled Advisor ally gets +5 on skill check, Force Point = +10 K 24 Jedi Jedi Consular Visionary Attack WatchCircle Initiate* 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 K 25 Jedi Jedi Consular Visionary Defense WatchCircle Initiate* 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 K 25 Jedi Jedi Consular WatchCircle Initiate Farseeing Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects CR 40 Jedi Jedi Guardian Acrobatic Recovery DC 20 Acrobatics to not fall prone CR 40 Jedi Jedi Guardian Battle Meditation allies within 6 squares get +1 Atk for encounter if within 6 squares R 23 Jedi Jedi Guardian Close Maneuvering 1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent GW 18 Jedi Jedi Guardian Cover Escape when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO L 27 Jedi Jedi Guardian Defensive Acuity when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect CR 40 Jedi Jedi Guardian Elusive Target if in a melee, ranged attacks are -10 not -5 C 22 Jedi Jedi Guardian Exposing Strike when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn CR 40 Jedi Jedi Guardian Force Intuition Use the Force instead of Initiative, considered trained F 24 Jedi Jedi Guardian Forceful Warrior with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter J 14 Jedi Jedi Guardian Grenade Defense Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn C 22 Jedi Jedi Guardian Guardian Strike when you dam opp w/lightsaber, target is -2 Atk against anyone but you J 14 Jedi Jedi Guardian Hold the Line with a successful attack of opportunity, you stop the target's movement ending its action R 23 Jedi Jedi Guardian Immovable anyone attempting to move you involuntarily is -5 to their check/atk K 25 Jedi Jedi Guardian Improved Battle Meditation Battle Meditation activate Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack F 24 Jedi Jedi Guardian Mobile Combatant when you end movement next to opponent & they withdraw, you can move with them CR 40 Jedi Jedi Guardian Resilience move +2 steps up condition track CR 40 Jedi Jedi Sentinel Clear Mind may reroll Use the Force check to avoid detection F 24 Jedi Jedi Sentinel Dampen Presence Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level) K 25 Jedi Jedi Sentinel Dark Retaliation Sentinel Strike once an encounter activate a force power as a reaction if targeted by dark side power L 27 Jedi Jedi Sentinel Dark Side Bane Dark Side Sense damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1) CR 40 Jedi Jedi Sentinel Dark Side Scourge Dark Side Sense extra damage on melee attacks v. Dark Side equal to Cha mod (min +1) CR 40 Jedi Jedi Sentinel Dark Side Sense may reroll Use the Force check to sense Dark Side CR 40 Jedi Jedi Sentinel Force Haze Clear Mind hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze R 23 Jedi Jedi Sentinel Gradual Resistance if take dam from Force power +2 all Def against that power until end of encounter J 14 Jedi Jedi Sentinel Master of the Great Hunt +1 atk & +1 die dam v. beast with Dark Side Score of 1+ SV 13 Jedi Jedi Sentinel Persistent Haze Force Haze* if someone attacks, they lose concealment but no one else does GW 18 Jedi Jedi Sentinel Prime Targets when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam R 23 Jedi Jedi Sentinel Reap Retribution if take dam from Force power you deal +2 dam against that creature until end of encounter CR 41 Jedi Jedi Sentinel Resist the Dark Side Dark Side Sense +5 Force bonus to all Def scores against Dark Side skills from dark force-user UR 19 Jedi Jedi Sentinel Sense Primal Force can use Sense Surroundings to detect targets 30sq radius, regardless of LOS K 25 Jedi Jedi Sentinel Sentinel Strike when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam K 25 Jedi Jedi Sentinel Sentinel's Gambit 1/encounter enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn C 22 Jedi Jedi Sentinel Sentinel's Observation if have concealment v. target, can spend FP for +2 atk v. that target F 24 Jedi Jedi Sentinel Steel Resolve melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB C 22 Jedi Jedi Sentinel Unseen Eyes Force Haze* allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes CR 41 Jedi Lightsaber Combat Block 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.

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SWSE Talents Summary (All Books)

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  • BO

    OK

    PA

    GE

    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    CR 39 Jedi Jedi Consular Adept Negotiator 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

    J 14 Jedi Jedi Consular Adversary Lore Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def

    L 26 Jedi Jedi Consular Aggressive Negotiator Adept Negotiator when you damage an opponent with lightsaber, can take 10 on Persuasion checks

    F 24 Jedi Jedi Consular Cleanse Mind once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS

    K 24 Jedi Jedi Consular Collective Visions Farseeing other Force-users with farseeing can aid another as a reac within 6sq

    C 22 Jedi Jedi Consular Consular's Vitality 1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn

    L 26 Jedi Jedi Consular Consular's Wisdom Adept Negotiator 1/encounter 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def

    L 26 Jedi Jedi Consular Entreat Aid 1/turn one adjacent ally to aid another as reac to assist you if they have not aided already

    F 24 Jedi Jedi Consular Force of Will permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq

    CR 40 Jedi Jedi Consular Force Persuasion Adept Negotiator Use the Force instead of Persuasion check, considered trained

    R 23 Jedi Jedi Consular Guiding Strikes allies adjacent to target you dealt dam +2 melee atk v. target

    C 22 Jedi Jedi Consular Improved Consular's Vitality Consular's Vitality when you damage an opponent, use Consular's Vitality as free action

    J 14 Jedi Jedi Consular Know Weakness Adversary Lore target of Adversary Lore takes +1d6 dam from successful attacks

    CR 40 Jedi Jedi Consular Master Negotiator Adept Negotiator target moves two steps down the track

    R 23 Jedi Jedi Consular Recall regain 2 Force Powers when Force Point is spent to regain a power

    K 25 Jedi Jedi Consular Renew Vision once per encounter, can regain all expended uses of farseeing power

    CR 40 Jedi Jedi Consular Skilled Advisor ally gets +5 on skill check, Force Point = +10

    K 24 Jedi Jedi Consular Visionary Attack WatchCircle Initiate* 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

    K 25 Jedi Jedi Consular Visionary Defense WatchCircle Initiate* 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

    K 25 Jedi Jedi Consular WatchCircle Initiate Farseeing Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects

    CR 40 Jedi Jedi Guardian Acrobatic Recovery DC 20 Acrobatics to not fall prone

    CR 40 Jedi Jedi Guardian Battle Meditation allies within 6 squares get +1 Atk for encounter if within 6 squares

    R 23 Jedi Jedi Guardian Close Maneuvering 1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent

    GW 18 Jedi Jedi Guardian Cover Escape when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO

    L 27 Jedi Jedi Guardian Defensive Acuity when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect

    CR 40 Jedi Jedi Guardian Elusive Target if in a melee, ranged attacks are -10 not -5

    C 22 Jedi Jedi Guardian Exposing Strike when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn

    CR 40 Jedi Jedi Guardian Force Intuition Use the Force instead of Initiative, considered trained

    F 24 Jedi Jedi Guardian Forceful Warrior with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter

    J 14 Jedi Jedi Guardian Grenade Defense Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn

    C 22 Jedi Jedi Guardian Guardian Strike when you dam opp w/lightsaber, target is -2 Atk against anyone but you

    J 14 Jedi Jedi Guardian Hold the Line with a successful attack of opportunity, you stop the target's movement ending its action

    R 23 Jedi Jedi Guardian Immovable anyone attempting to move you involuntarily is -5 to their check/atk

    K 25 Jedi Jedi Guardian Improved Battle Meditation Battle Meditation activate Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack

    F 24 Jedi Jedi Guardian Mobile Combatant when you end movement next to opponent & they withdraw, you can move with them

    CR 40 Jedi Jedi Guardian Resilience move +2 steps up condition track

    CR 40 Jedi Jedi Sentinel Clear Mind may reroll Use the Force check to avoid detection

    F 24 Jedi Jedi Sentinel Dampen Presence Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level)

    K 25 Jedi Jedi Sentinel Dark Retaliation Sentinel Strike once an encounter activate a force power as a reaction if targeted by dark side power

    L 27 Jedi Jedi Sentinel Dark Side Bane Dark Side Sense damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1)

    CR 40 Jedi Jedi Sentinel Dark Side Scourge Dark Side Sense extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)

    CR 40 Jedi Jedi Sentinel Dark Side Sense may reroll Use the Force check to sense Dark Side

    CR 40 Jedi Jedi Sentinel Force Haze Clear Mind hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze

    R 23 Jedi Jedi Sentinel Gradual Resistance if take dam from Force power +2 all Def against that power until end of encounter

    J 14 Jedi Jedi Sentinel Master of the Great Hunt +1 atk & +1 die dam v. beast with Dark Side Score of 1+

    SV 13 Jedi Jedi Sentinel Persistent Haze Force Haze* if someone attacks, they lose concealment but no one else does

    GW 18 Jedi Jedi Sentinel Prime Targets when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam

    R 23 Jedi Jedi Sentinel Reap Retribution if take dam from Force power you deal +2 dam against that creature until end of encounter

    CR 41 Jedi Jedi Sentinel Resist the Dark Side Dark Side Sense +5 Force bonus to all Def scores against Dark Side skills from dark force-user

    UR 19 Jedi Jedi Sentinel Sense Primal Force can use Sense Surroundings to detect targets 30sq radius, regardless of LOS

    K 25 Jedi Jedi Sentinel Sentinel Strike when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam

    K 25 Jedi Jedi Sentinel Sentinel's Gambit 1/encounter enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn

    C 22 Jedi Jedi Sentinel Sentinel's Observation if have concealment v. target, can spend FP for +2 atk v. that target

    F 24 Jedi Jedi Sentinel Steel Resolve melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB

    C 22 Jedi Jedi Sentinel Unseen Eyes Force Haze* allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes

    CR 41 Jedi Lightsaber Combat Block 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.

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    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    L 27 Jedi Lightsaber Combat Cortosis Gauntlet Block AP (light, medium) can use Block with cortosis gauntlets, deactivates lightsabers on successful Block

    CR 41 Jedi Lightsaber Combat Deflect 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.

    CR 41 Jedi Lightsaber Combat Lightsaber Defense +1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max

    CR 41 Jedi Lightsaber Combat Lightsaber Throw if within 6 squares, can pull back as a swift action w/DC20 Use the Force

    R 24 Jedi Lightsaber Combat Precise Redirect Redirect Shot whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam

    L 27 Jedi Lightsaber Combat Precision against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn)

    CR 41 Jedi Lightsaber Combat Redirect Shot Deflect, BAB +5 once per round, not autofire or other projectiles

    K 25 Jedi Lightsaber Combat Riposte Block, BAB +5 once an encounter make a lightsaber attack v. opponent you Block (not v. area attacks)

    J 14 Jedi Lightsaber Combat Shoto Focus +2 atk with shoto or guard shoto if you wield a one-handed lightsaber

    CR 41 Jedi Lightsaber Combat Weapon Specialization

    (lightsabers)

    Weapon Focus +2 to melee damage

    GW 18 Noble Anticipation Anticipate Movement 1/rnd as reaction to enemy in LOS moving, grant 1 ally in LOS to move their spd as free

    GW 18 Noble Anticipation Forewarn Allies all allies w/in 12 sq +2 atk & dam for attacks of opportunity

    GW 18 Noble Anticipation Get Down when ally targeted by ranged atk, you allow them to drop prone as free action

    GW 18 Noble Anticipation Heavy Fire Zone 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

    GW 19 Noble Anticipation Summon Aid Get Down 1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy

    C 22 Noble Collaborator Double Agent when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally

    C 23 Noble Collaborator Enemy Tactics when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations

    C 23 Noble Collaborator Feed Information grant one enemy +1 Atk, one ally gets +2 Atk

    C 23 Noble Collaborator Friendly Fire Enemy Tactics if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll)

    C 23 Noble Collaborator Protection Double Agent Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn

    SV 13 Noble Disgrace Ambush Dirty Tactics if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better

    SV 14 Noble Disgrace Castigate Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn

    SV 14 Noble Disgrace Dirty Tactics 1/encounter +4 flank bonus to allies in LOS to melee attacks

    SV 14 Noble Disgrace Misplaced Loyalty Dirty Tactics 1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq

    SV 14 Noble Disgrace Two-Faced 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

    SV 14 Noble Disgrace Unreadable Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you

    UR 19 Noble Exile Arrogant Bluster Trained in Persuasion Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn, FP for end of enc

    UR 19 Noble Exile Band Together Self-Reliant, Galactic

    Guidance*

    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

    Def until end next turn, 3. w/Persuasion unfriendly or indifferent into ally for enc direct target as swif

    UR 20 Noble Exile Galactic Guidance Trained in Knowledge

    (galactic lore)

    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

    (other than Perception)

    UR 20 Noble Exile Rant Trained in Persuasion if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead, grant 1 ally to use move immediately

    UR 20 Noble Exile Self-Reliant 1/enc use 1 talent from Inspiration tree on yourself

    K 26 Noble Fencing Demoralizing Defense 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

    K 26 Noble Fencing Leading Feint Noble Fencing Style when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp

    K 27 Noble Fencing Noble Fencing Style Deception &

    Persuasion trained

    can use Cha mod to replace Str mod with light melee or a lightsaber

    K 27 Noble Fencing Personal Affront BAB +5, Noble

    Fencing Style

    once an encounter make a single melee Atk v. adjacent enemy who just damaged you

    K 27 Noble Fencing Transposing Strike Noble Fencing Style,

    BAB +5

    when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp

    R 24 Noble Gambling Leader Assault Gambit 1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other

    R 24 Noble Gambling Leader Direct Fire Assault Gambit 1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def

    R 24 Noble Gambling Leader Face the Foe +1 atk v. target if you do not have cover from target

    R 24 Noble Gambling Leader Lead From the Front 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

    R 24 Noble Gambling Leader Luck Favors the Bold Face the Foe gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy

    F 25 Noble Ideologue Idealist Cha 13 add Cha bonus not Wis bonus to Will Def

    F 25 Noble Ideologue Instruction once per encounter for one ally within 6sq can use your skill modifier for a skill check (not Use Force)

    F 25 Noble Ideologue Know Your Enemy select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25)

    F 25 Noble Ideologue Known Dissident Know Your Enemy Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level)

    F 25 Noble Ideologue Lead by Example once per encounter when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter

    CR 43 Noble Influence Demand Surrender Presence once per encounter, Persuasion if opp has 1/2 hp, vs. Will (+5 if opp higher level), cannot attack unless attacked or allies

    attackedK 26 Noble Influence Fluster Presence, Persuasion 1/encounter, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level)

    CR 43 Noble Influence Improved Weaken Resolve Weaken Resolve* same as Weaken but target keeps fleeing

    K 26 Noble Influence Intimidating Defense Presence, Persuasion 1/encounter, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level)

    CR 43 Noble Influence Presence Persuasion as Intimidation as a standard action, not full-round

    CR 43 Noble Influence Weaken Resolve 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

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    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    SV 14 Noble Inspiration Beloved Bolster, Inspire

    Confidence

    each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac

    CR 43 Noble Inspiration Bolster Ally +1 up condition track & hp = their level if under half HP

    CR 43 Noble Inspiration Ignite Fervor Bolster, Inspire

    Confidence

    if you hit, give an ally a dam bonus = to their level

    CR 44 Noble Inspiration Inspire Confidence all allies w/in sight, +1 Atk & skills for encounter or N unconscious

    CR 44 Noble Inspiration Inspire Haste ally makes skill check as move action, not standard

    CR 44 Noble Inspiration Inspire Zeal Ignite Fervor* ally's attack moves target 1 more down condition track

    F 25 Noble Inspiration Willpower Inspire Confidence once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS, not self

    CR 44 Noble Leadership Born Leader once per encounter, all allies +1 Atk, if in LOS and if N conscious

    GW 19 Noble Leadership Commanding Presence Tactical Savvy* 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

    CR 44 Noble Leadership Coordinate all allies in LOS get +1 with aid another, +5 max

    UR 20 Noble Leadership Coordinated Leadership Born Leader,

    Coordinate

    1 talent from Leadership tree stacks w/bonuses from others

    CR 44 Noble Leadership Distant Command Born Leader does not lose Born Leader if out of LOS

    CR 44 Noble Leadership Fearless Leader Born Leader +5 Will vs. fear if in LOS and N conscious

    CR 44 Noble Leadership Rally Distant Command* once per encounter, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam

    K 26 Noble Leadership Reactionary Attack Born Leader,

    Persuasion

    once per encounter, as a reac to attack, ally within 6sq can make immediate attack against attacker

    GW 19 Noble Leadership Tactical Savvy Born Leader when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod

    CR 44 Noble Leadership Trust Born Lead, Coordinate give up standard action to give 1 ally extra action next turn

    R 25 Noble Leadership Unwavering Ally 1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def

    CR 44 Noble Lineage Connections acquire equipment, CLx1000 credits, reduce black market multiplier by 1

    CR 44 Noble Lineage Educated make Knowledge untrained

    S 16 Noble Lineage Engineer Educated, Know (tech) trained in Mechanics, time reduced 25% when installing new systems to vehicle

    F 25 Noble Lineage Influential Friends Connections once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min

    F 26 Noble Lineage Powerful Friends Connections,

    Influential Friends

    once per encounter, take 20 on Persuasion check with no increase in time needed for check

    CR 44 Noble Lineage Spontaneous Skill Educated once a day, make skill check trained, multiple per day

    CR 44 Noble Lineage Wealth every level, get credits class level x5000

    C 23 Noble Loyal Protector Inspire Loyalty gain 1 follower with AP feat & trained in Perception, can be taken max 3 times

    C 23 Noble Loyal Protector Protector Actions Inspire Loyalty if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged

    C 23 Noble Loyal Protector Punishing Protection Inspire Loyalty, BAB+5 1/encounter as reac, follower can attack opponent if you're damaged by an attack or Force power

    C 23 Noble Loyal Protector Undying Loyalty Inspire Loyalty followers gain Toughness feat

    GI 20 Noble Master of Intrigue Advanced Planning Before combat, choose willing one ally in LOS, swap initiative results

    GI 20 Noble Master of Intrigue Blend In When adjacent to two creatures gain concealment against non adjacent targets.

    GI 20 Noble Master of Intrigue Done It All Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn

    GI 20 Noble Master of Intrigue Get into Position 1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac

    GI 20 Noble Master of Intrigue Master Manipulator

    Get into Position,

    Advanced Planning

    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

    roll, 3. ally w/in 5 sq & LOS can replace their def with your def as reac for next

    GI 20 Noble Master of Intrigue Retaliation Advanced Planning

    When you move down track from dam exceeding thresh, next atk before end of next turn moves target -1 down track if takes

    dam

    L 27 Noble Provocateur Cast Suspicion one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn

    L 27 Noble Provocateur Distress to Discord when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn

    L 27 Noble Provocateur Friend or Foe Cast Suspicion 1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits

    L 27 Noble Provocateur Seize the Moment 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

    L 28 Noble Provocateur Stolen Advantage Cast Suspicion when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit

    L 28 Noble Provocateur True Betrayal 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

    GI 20 Noble Skill Challenge Guaranteed Boon If you spend FP on skill roll and fail regain FP

    GI 20 Noble Skill Challenge Leading Skill When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge

    GI 20 Noble Skill Challenge Learn from Mistakes When you fail check in skill challenge, next ally gains +2 with different skill

    GI 20 Noble Skill Challenge Try Your Luck When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better

    GI 21 Noble Superior Skills Assured Skill Lose competence bonuses on 1 skill to roll 2 dice keep better

    GI 21 Noble Superior Skills Critical Skill Success When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free

    GI 21 Noble Superior Skills Exceptional Skill Trained in skill when you roll a nat 2-7, treat as 8.

    GI 21 Noble Superior Skills Reliable Boon Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher

    GI 21 Noble Superior Skills Skill Boon Trained in skill increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12)

    GI 21 Noble Superior Skills Skill Confidence Critical Skill Success* nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod

    GI 21 Noble Superior Skills Skillful Recovery 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

    GW 19 Scoundrel Brigand Cheap Trick Trained in Deception when you use Deception to feint against an enemy w/in 6sq you can roll twice

  • BO

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    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    GW 19 Scoundrel Brigand Easy Prey Cheap Trick 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

    GW 19 Scoundrel Brigand Quick Strike Cheap Trick 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

    GW 19 Scoundrel Brigand Sly Combatant Cheap Trick, Easy

    Prey

    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

    SV 14 Scoundrel Fortune Avert Disaster Fool's Luck 1/encounter turn a critical hit into a normal hit

    SV 14 Scoundrel Fortune Better Lucky than Dead Fool's Luck 1/encounter +5 bonus to one Def until start of your next turn

    SV 14 Scoundrel Fortune Dumb Luck Knack, Lucky Shot each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk

    CR 46 Scoundrel Fortune Fool's Luck for rest of encounter: +1 Atk, +5 competence to skills or +1 Def

    CR 46 Scoundrel Fortune Fortune's Favor with a Critical, gain a standard free action, take before next turn or lose

    CR 46 Scoundrel Fortune Gambler +2 Wisdom checks when gambling, take multiple times

    CR 46 Scoundrel Fortune Knack once a day, reroll skill check

    SV 15 Scoundrel Fortune Labyrinthine Mind 1/encounter you become immune to mind-affecting effects until your next turn, lose affects if choose

    CR 46 Scoundrel Fortune Lucky Shot Knack once a day, reroll Atk roll

    K 27 Scoundrel Fortune Lucky Stop Knack once an encounter can negate damage a single attack that would normally reduce you to 0 hp

    SV 15 Scoundrel Fortune Ricochet Shot Knack, Lucky Shot with ranged attack, move cover down one step & deal half damage

    SV 15 Scoundrel Fortune Uncanny Luck Knack, Lucky Shot 1/encounter a roll 16 or higher is considered a natural 20

    SV 15 Scoundrel Fortune Unlikely Shot Knack, Lucky Shot 1/encounter reroll damage of one attack

    T 13 Scoundrel Malkite Poisoner Malkite Techniques 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

    T 13 Scoundrel Malkite Poisoner Modify Poison Malkite Techniques you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC

    T 13 Scoundrel Malkite Poisoner Numbing Poison Malkite Techniques poisoned target denied Dex to Ref Def as long as it remains poisoned

    T 13 Scoundrel Malkite Poisoner Undetectable Poison Malkite Techniques Treat Injury DC increases by 5

    T 13 Scoundrel Malkite Poisoner Vicious Poison Malkite Techniques poisons used against a target get +2 Atk against Fort Def

    GW 20 Scoundrel Misfortune Backstabber Sneak Attack 1/turn when you flank treat them as flat-footed for 1 atk

    SV 15 Scoundrel Misfortune Befuddle Deception v. Will Def can move through threatened area without Atk of Opp, counts as 2 squares

    SV 15 Scoundrel Misfortune Cunning Strategist Walk the Line* 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

    CR 46 Scoundrel Misfortune Dastardly Strike Atk against opp denied Dex to Def moves -1 down track

    CR 46 Scoundrel Misfortune Disruptive suppress morale and insight bonuses until your next turn to all in LOS

    SV 15 Scoundrel Misfortune Hesitate Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn

    SV 15 Scoundrel Misfortune Improved Skirmisher Skirmisher if move at least 2 sq & in a different square +1 all Def

    GW 20 Scoundrel Misfortune Improved Sneak Attack Sneak Attack, PB

    Shot

    use Sneak Attack for targets w/in 12 sq not 6

    L 29 Scoundrel Misfortune Seducer if fail Persuasion to change attitude, reroll with Deception

    L 29 Scoundrel Misfortune Seize Object 1/encounter seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal

    CR 46 Scoundrel Misfortune Skirmisher if move 2 squares, +1 Atk until next turn

    CR 46 Scoundrel Misfortune Sneak Attack if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6

    SV 15 Scoundrel Misfortune Sow Confusion Hesitate 1/encounter Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn

    C 24 Scoundrel Misfortune Stymie 1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn

    SV 15 Scoundrel Misfortune Sudden Strike Skirmisher, Sneak

    Attack

    deal sneak attack damage when you use Skirmisher

    CR 46 Scoundrel Misfortune Walk the Line Disruptive enemies in LOS take -2 Def until your next turn

    SV 15 Scoundrel Misfortune Weakening Strike Dastardly Attack if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down track

    C 24 Scoundrel Opportunist Advantageous Opening when ally or opponent in LOS rolls nat 1 on atk, make atk against single target

    C 24 Scoundrel Opportunist Retribution if enemy in LOS moves ally down track, gain +2 Atk v. that enemy

    C 24 Scoundrel Opportunist Slip By when you dam opponent you can move through that opponent's square, Atk of Opp as normal

    C 24 Scoundrel Opportunist Thrive on Chaos Advantageous

    Opening

    when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL

    C 24 Scoundrel Opportunist Vindication Retribution when an enemy you reduced to 0 hp or bottom of track, your next atk is +1 die

    S 16 Scoundrel Outlaw Tech Fast Repairs Mechanics jury-rig = hp for vehicle = to result of Mechanics check

    S 16 Scoundrel Outlaw Tech Hot Wire Mechanics can use Mechanics instead of Use Computer to improve access, considered trained

    S 17 Scoundrel Outlaw Tech Personalized Modifications for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter

    S 17 Scoundrel Outlaw Tech Quick Fix Mechanics once per encounter jury-rig an object not disabled

    UR 20 Scoundrel Outsider Oafish 1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check

    UR 20 Scoundrel Outsider Outsider's Eye 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

    UR 21 Scoundrel Outsider Outsider's Query Trained in Persuasion if fail Persuasion to change attitude, attitude does not change & can attempt to change attitude one additional time per enc

    UR 21 Scoundrel Outsider Wary Outsider's Eye, trained

    in Perception

    if enemy fails Stealth or Deception v. your Perception you can take move as reac, if multiple fail, your moves cannot exceed

    Dex mod

    R 25 Scoundrel Recklessness Find Openings if missed by an atk, +2 on next atk before end of next turn

    R 25 Scoundrel Recklessness Hit the Deck allies take no or half dam from your area atk

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    PREREQUISITES

    *multiple BENEFIT

    R 25 Scoundrel Recklessness Lure Closer Trick Step 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

    R 25 Scoundrel Recklessness Risk for Reward Find Openings 1/turn if you're damaged from Atk of Opp, make a single atk v. a target

    R 26 Scoundrel Recklessness Trick Step Initiative check v. enemy in LOS, loser is flat-footed v. other

    GI 21 Scoundrel Revolutionary Bomb Thrower Trained in Mechanics +5 to Mechanics checks for handling explosives & create frag grenade from spare parts

    GI 21 Scoundrel Revolutionary For the Cause 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

    GI 22 Scoundrel Revolutionary Make an Example when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn

    GI 22 Scoundrel Revolutionary Revolutionary Rhetoric target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn

    K 27 Scoundrel Run and Gun Cheap Shot Opportunistic Strike once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range

    K 27 Scoundrel Run and Gun No Escape Opportunistic Strike when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn

    K 27 Scoundrel Run and Gun Opportunistic Strike 1/encounter you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally

    K 27 Scoundrel Run and Gun Slippery Strike Strike and Run once per encounter designate an opp you just damaged cannot make attacks of opp until next turn

    K 28 Scoundrel Run and Gun Strike and Run once per encounter after you dam opp you can move your speed

    F 27 Scoundrel Slicer Electronic Forgery Use Computer Use Computer replaces Deception with forged documents

    F 27 Scoundrel Slicer Electronic Sabotage Use Computer Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly

    CR 47 Scoundrel Slicer Gimmick issue routine command to a computer

    CR 47 Scoundrel Slicer Master Slicer Gimmick reroll Use Computer checks to improve access to computers

    F 27 Scoundrel Slicer Security Slicer Mechanics can disable security without a security kit, something goes wrong if you fail by 10 not 5

    CR 47 Scoundrel Slicer Trace can substitute Use Computer for Gather Info if you have computer access

    SV 16 Scoundrel Slicer Virus Electronic Sabotage* can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly

    F 27 Scoundrel Smuggling Art of Concealment Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif

    F 27 Scoundrel Smuggling Fast Talker Art of Concealment once per day take 20 on Deception check as stan when attempting to deceive

    F 27 Scoundrel Smuggling Hidden Weapons Art of Concealment if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif

    F 27 Scoundrel Smuggling Illicit Dealings reroll Persuasion when haggling for restricted, military or illegal goods

    F 27 Scoundrel Smuggling Surprise Strike if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw

    SV 16 Scoundrel Spacer Cramped Quarters Fighting Starship Raider* Ref Def +2 when adjacent to obstacle or barrier

    UR 21 Scoundrel Spacer Deep Space Raider Spacehound, Starship

    Raider

    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

    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

    CR 47 Scoundrel Spacer Hyperdriven once a day, add class level to Atk, skill or ability roll

    SV 16 Scoundrel Spacer Make a Break for It Stellar Warrior* 1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp

    CR 47 Scoundrel Spacer Spacehound no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons

    CR 47 Scoundrel Spacer Starship Raider Spacehound +1 Atk aboard starship including personal weapons

    CR 47 Scoundrel Spacer Stellar Warrior Spacehound natural 20 on Atk roll = one extra Force Point for encounter

    L 29 Scoundrel Yuuzhan Vong BiotechBiotech Adept reroll Knowledge (life sciences) or Treat Injury to use or repair biotech

    L 29 Scoundrel Yuuzhan Vong BiotechBugbite +1 die damage with razor & thud bugs

    L 29 Scoundrel Yuuzhan Vong BiotechCurved Throw Bugbite ignore cover (not total) with razor & thud bugs

    L 29 Scoundrel Yuuzhan Vong BiotechSurprising Weapons if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you

    L 29 Scoundrel Yuuzhan Vong BiotechVeiled Biotech Trained in Stealth +10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def

    GW 20 Scout Advance Patrol Forward Patrol 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

    GW 20 Scout Advance Patrol Mobile Combatant 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

    GW 21 Scout Advance Patrol Trailblazer Trained in Survival allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal

    GW 21 Scout Advance Patrol Watchful Step Perception replaces Initiative & considered trained in Initiative

    CR 49 Scout Awareness Acute Senses reroll Perception

    CR 49 Scout Awareness Expert Tracker Acute Senses no penalty on Survival checks to track at normal speed

    CR 49 Scout Awareness Improved Initiative Acute Senses reroll Initiative

    CR 49 Scout Awareness Keen Shot Acute Senses no penalty vs. opponents in concealment (except total concealment)

    F 28 Scout Awareness Reset Initiative Improved Initiative,

    Initiative*

    once per encounter after first full round can add +5 to Initiative

    CR 49 Scout Awareness Uncanny Dodge I Improved Initiative* do not lose Dex bonus if flat-footed or attacked by hidden attacker

    CR 49 Scout Awareness Uncanny Dodge II Uncanny Dodge I* cannot be flanked

    K 28 Scout Awareness Weak Point Keen Shot* once per encounter ignore DR of single target in LOS for the rest of your turn

    GW 20 Scout Camouflage Dig In when prone gain concealment unless you move or stand

    UR 21 Scout Camouflage Extended Ambush Improved Stealth during surprise rnd if make ranged atk v. surprised aim as free

    GW 20 Scout Camouflage Ghost Assailant if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you

    CR 49 Scout Camouflage Hidden Movement Improved Stealth no penalty to Stealth at normal movement

    SV 16 Scout Camouflage Hide in Plain Sight Hidden Movement* 1/encounter within 2sq of cover or concealment can move to & make Stealth check as single move

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    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    SV 16 Scout Camouflage Hunker Down if benefit from cover you can increase cover by one step

    CR 49 Scout Camouflage Improved Stealth reroll Stealth

    SV 16 Scout Camouflage Shadow Striker Hidden Movement* 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

    GW 20 Scout Camouflage Slip By if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher

    CR 49 Scout Camouflage Total Concealment Hidden Movement* get total concealment in place of any concealment

    GI 22 Scout Espionage Fade Out Trained in Stealth Stealth replaces Deception to create diversion to hide, +5 if trained in Deception

    GI 22 Scout Espionage Keep Together when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO

    GI 22 Scout Espionage Prudent Escape When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO

    GI 22 Scout Espionage Reactive Stealth Trained in Stealth when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal

    GI 23 Scout Espionage Sizing Up 1/enc Perception vs Will of target within 6 sq & LOS for +2 bonus to skill & attacks for enc

    CR 49 Scout Fringer Barter reroll Persuasion to haggle

    SV 17 Scout Fringer Flee Long Stride designate single opp & move away +2 speed, no Atk of Opp from that opponent

    CR 50 Scout Fringer Fringe Savant natural 20 on skill check = one extra Force Point for encounter

    CR 50 Scout Fringer Jury-Rigger reroll Mechanics check to jury-rig

    SV 17 Scout Fringer Keep it Together Jury-Rigger if you jury-rig vehicle moves -2 down track at end not -5

    CR 50 Scout Fringer Long Stride move +2 squares if wearing light or no armor

    SV 17 Scout Fringer Sidestep Long Stride reduce cost of diagonal move to 1 if in light or no armor

    SV 17 Scout Fringer Surge Long Stride 1/encounter move up to your speed

    SV 17 Scout Fringer Swift Strider Sidestep* 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

    K 28 Scout Hyperspace Explorer Deep-Space Gambit 1/encounter when you or vehicle is target of an atk, can force opponent to reroll, must take worse result

    K 28 Scout Hyperspace Explorer Guidance Perception show ally in LOS to ignore effect of difficult terrain until your next turn, not you

    K 29 Scout Hyperspace Explorer Hidden Attacker Stealth snipe action of Stealth is swif not move

    K 29 Scout Hyperspace Explorer Hyperspace Savant Pilot Pilot replaces Use the Computer for astrogate or operate sensors

    UR 21 Scout Hyperspace Explorer Silent Movement Trained in Stealth never suffer from unfavorable circumstances from environment w/Stealth, 1/rnd w/Stealth auto aid another 1 ally

    K 29 Scout Hyperspace Explorer Vehicle Sneak Pilot treat your ship as two size categories smaller when attempting Stealth checks

    UR 21 Scout Master Scout Piercing Hit Acute Senses, Keen

    Shot

    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

    UR 22 Scout Master Scout Quicktrap Tripwire* use Tripwire as move not stan

    UR 22 Scout Master Scout Speedclimber Long Stride,

    Surefooted, Trained in

    Climb

    no penalty when using Accelerated Climbing of Climb

    UR 22 Scout Master Scout Surprisingly Quick Skill Focus (Initiative)* in surprise rnd if not surprised can take swif in addition to other action, if surprised can take swif

    UR 22 Scout Master Scout Tripwire Jury-Rigger, trained in

    Mechanics

    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

    UR 22 Scout Mobile Scout Battle Mount Expert Rider, Terrain

    Guidance, trained in

    the Ride skill.

    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

    UR 23 Scout Mobile Scout Expert Rider Trained in Ride reroll Ride

    UR 23 Scout Mobile Scout Mechanized Rider Trained in Ride & Pilot w/speeder can use Fast Mount or Dismount, Soft Fall, Stay in Saddle & Use Mount as Cover of Ride

    UR 23 Scout Mobile Scout Terrain Guidance Trained in Ride DC20 Ride to negate difficult terrain

    C 25 Scout Reconnaissance Close-Combat Assault Recon Team Leader each follower gains PB Shot feat

    C 25 Scout Reconnaissance Get Into Position BAB+5, Recon Team

    Leader

    one of your followers +2 speed

    C 25 Scout Reconnaissance Reconnaissance Actions Recon Team Leader if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon

    C 25 Scout Reconnaissance Reconnaissance Team Leader gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you

    F 28 Scout Spy Blend In Stealth replaces Deception for a deceptive appearance, considered trained

    F 28 Scout Spy Improved Surveillance Surveillance you and allies +1 on all defenses v. target

    F 28 Scout Spy Incognito Blend In can reroll Deception for a deceptive appearance

    F 28 Scout Spy Intimate Knowledge Surveillance 1/enc can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't

    F 28 Scout Spy Surveillance Perception Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS

    F 28 Scout Spy Traceless Tampering automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5

    C 25 Scout Surveillance Advanced Intel Spotter if not surprised can use Spotter even in surprise round

    C 25 Scout Surveillance Hidden Eyes if have concealment v. target, +5 Perception v. target

    C 25 Scout Surveillance Hunt the Hunter if looking for hidden enemies, can make one atk v. one enemy you notice

    C 25 Scout Surveillance Seek and Destroy Hidden Eyes if make charge against unaware target, target cannot make Perception check to notice you

    C 25 Scout Surveillance Spotter Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target

    CR 50 Scout Survivor Evasion if hit with area attack, take half or no damage

  • BO

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    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    CR 50 Scout Survivor Extreme Effort +5 Str check in same round

    CR 50 Scout Survivor Sprint run up to five time speed

    CR 50 Scout Survivor Surefooted speed not reduced by difficult terrain

    R 26 Scout Unpredictable Aggressive Surge 1/enc make a free charge when you take a Second Wind

    R 26 Scout Unpredictable Blast Back 1/rnd when damaged by area atk, make an atk v. source if have LOS & range

    R 26 Scout Unpredictable Fade Away 1/turn when damaged by atk, move half speed with no Atk of Opp

    R 26 Scout Unpredictable Second Strike Blast Back 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)

    R 26 Scout Unpredictable Swerve Fade Away 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)

    L 30 Scout Versatility Adapt and Survive when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn

    L 30 Scout Versatility Defensive Protection add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn

    L 30 Scout Versatility Quick on Your Feet 1/encounter move your speed

    L 30 Scout Versatility Ready and Willing you can take a readied action at the end of the current turn after opponent takes its action

    L 30 Scout Versatility Unbalancing Adaptation Adapt and Survive when you use Adapt & Survive, you deny the bonus to the enemy in LOS

    R 28 Soldier Ambusher Ambush Specialist 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

    R 28 Soldier Ambusher Destructive Ambusher Ambush Specialist +1 die dam v. prime target until end of encounter

    R 28 Soldier Ambusher Keep It Going Ambush Specialist if you reduce your prime target to 0 hp, designate a new prime target

    R 28 Soldier Ambusher Keep Them Reeling Ambush Specialist 1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you

    R 28 Soldier Ambusher Perceptive Ambusher Ambush Specialist +5 Perception v. prime target until end of the encounter

    R 28 Soldier Ambusher Spring the Trap if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware

    CR 51 Soldier Armor Specialist Armor Mastery Armored Defense max Dex bonus is +1

    CR 52 Soldier Armor Specialist Armored Defense Ref Def bonus = either heroic level or armor bonus

    CR 52 Soldier Armor Specialist Improved Armored Defense Armored Defense Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus

    CR 52 Soldier Armor Specialist Juggernaut Armored Defense armor does not reduce speed or distance moved

    CR 52 Soldier Armor Specialist Second Skin Armored Defense armor bonus to Ref Def and equip bonus to Fort Def increase by +1

    K 29 Soldier Armor Specialist Shield Expert AP (light) once per encounter spend swif to regain 10 SR to max on an active personal shield

    C 26 Soldier Brawler Bayonet Master Gun Club with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon

    SV 17 Soldier Brawler Cantina Brawler if flanked +2 on unarmed attack & damage

    SV 18 Soldier Brawler Counterpunch if fight defensively any adjacent creature provokes an attack of opportunity

    GI 23 Soldier Brawler Crowd Control Entangler Grab 2 adjacent targets at once

    K 29 Soldier Brawler Devastating Melee Smash Melee Smash once per encounter, before making atk, add half level to dam not +1

    GI 23 Soldier Brawler Disarm and Engage When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient

    GI 23 Soldier Brawler Entangler When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks

    SV 18 Soldier Brawler Experienced Brawler Stunning Strike* each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp

    CR 52 Soldier Brawler Expert Grappler +2 opposed Grapple checks

    L 31 Soldier Brawler Grabber do not take -5 when using grab action

    CR 52 Soldier Brawler Gun Club use gun as melee weapon w/out penalty, with bayonet, acts as blade and club

    L 31 Soldier Brawler Hammerblow if unarmed & holding no items double Str bonus on unarmed attacks

    SV 18 Soldier Brawler Make Do no penalty with improvised weapons

    SV 18 Soldier Brawler Man Down if ally within 6sq reduced to 0 hp, move up to speed toward ally without Atk of Opp

    CR 52 Soldier Brawler Melee Smash +1 dam on melee attacks

    SV 18 Soldier Brawler Pick a Fight Cantina Brawler during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets

    GI 23 Soldier Brawler Reverse Strength successful grapple deals target's strength modifier as damage (min 1)

    L 31 Soldier Brawler Strong Grab when you grab an opponent they must use a full to break the grab not a stan

    CR 52 Soldier Brawler Stunning Strike Melee Smash with damage in a melee attack, move 1 down track if damage beat threshold

    SV 18 Soldier Brawler Sucker Punch if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp

    CR 52 Soldier Brawler Unbalance Opponent Expert Grappler one opponent loses Str bonus to melee attacks against you, not to damage

    C 26 Soldier Brawler Unrelenting Assault Melee Smash if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed

    L 30 Soldier Brute Squad Gang Leader 1/encounter when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5)

    L 31 Soldier Brute Squad Melee Assault with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone

    L 31 Soldier Brute Squad Melee Brute w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn

    L 31 Soldier Brute Squad Melee Opportunist 1/encounter when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk

    L 31 Soldier Brute Squad Squad Brutality with melee atk against target with your allies adjacent reroll damage & keep best

    L 31 Soldier Brute Squad Squad Superiority with you & two allies adjacent to target, target is flat-footed

    CR 52 Soldier Commando Battle Analysis DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp

    GI 23 Soldier Commando Coordinated Effort Dedicated Protector* +2 damage when aiding your Dedicated Protector on an atk

    CR 52 Soldier Commando Cover Fire Battle Analysis with a ranged attack, allies w/in 6 squares get +1 Def until your next turn

  • BO

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    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    GI 24 Soldier Commando Dedicated Guardian Dedicated Protector*

    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

    as reac, 3. swift to gain flank on target if you are adjacent to both

    GI 24 Soldier Commando Dedicated Protector Harms Way 1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent

    GW 21 Soldier Commando Defensive Position Battle Analysis when you have benefit of cover spend 2 swif to treat as improved cover until next turn

    CR 52 Soldier Commando Demolitionist using Mechanics skill to set explosives = +2 dice dam, take multiple and stack

    CR 52 Soldier Commando Draw Fire Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover

    T 95 Soldier Commando Hard Target Tough As Nails catch a Second Wind as a reaction not a swift action

    CR 52 Soldier Commando Harm's Way Initiative skill once per round, shield ally, any attacks that target you

    CR 52 Soldier Commando Indomitable once per day, +5 up condition track, but not persistent conditions, can take multiple

    C 26 Soldier Commando Keep Them at Bay if you aid another to suppress an attack, the enemy takes -5 on its atk not -2

    UR 23 Soldier Commando Out of Harm's Way Harm's Way, trained in

    Initiative

    w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp

    CR 53 Soldier Commando Tough as Nails catch a Second Wind one extra time

    T 57 Soldier Mercenary Combined Fire Coordinated Attack +2 dam against targets damaged by an ally since end of your last turn

    F 28 Soldier Mercenary Commanding Presence once per encounter all enemies -2 Will Def, Persuasion is now a class skill

    F 28 Soldier Mercenary Dirty Fighting once per encounter if you damage an opp reduce target's thresh by 2 for encounter

    F 29 Soldier Mercenary Feared Warrior Commanding

    Presence

    when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only)

    F 29 Soldier Mercenary Focused Warrior when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed

    T 57 Soldier Mercenary Mercenary's Determination Mercenary's Grit double your speed for 1 round, must wait 5 rounds between uses

    T 57 Soldier Mercenary Mercenary's Grit when affected by a debilitating condition, change penalty to bonus for 1 round, then move down track

    T 57 Soldier Mercenary Mercenary's Teamwork Combined Fire* +2 dam against targets damaged by an ally since end of your last turn (+10 max)

    F 29 Soldier Mercenary Ruthless Dirty Fighting when you deal damage over thresh, +2 dam v. that target rest of encounter

    K 30 Soldier Rocket Jumper Burning Assault Jet Pack Training expend a charge as an attack, treat as flame thrower, not while flying

    K 30 Soldier Rocket Jumper Improved Trajectory Jet Pack Training increase fly speed 2sq

    K 30 Soldier Rocket Jumper Jet Pack Training activate as free, no Pilot check to land

    K 30 Soldier Rocket Jumper Jet Pack Withdraw Jet Pack Training once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw

    GW 21 Soldier Shockboxer Defensive Jab Retaliation Jab unarmed & fight defensively make single unarmed atk as free against adjacent

    GW 21 Soldier Shockboxer Nimble Dodge if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker

    GW 21 Soldier Shockboxer Retaliation Jab if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach

    GW 21 Soldier Shockboxer Stinging Jab if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn

    GW 21 Soldier Shockboxer Stunning Shockboxer Stinging Jab when you deal stun dam with unarmed atk, after dam is halved add +1 die dam

    C 26 Soldier Squad Leader Commanding Officer gain 1 follower with AP feat & WP (rifles), can be taken max 3 times

    C 26 Soldier Squad Leader Coordinated Tactics Commanding Officer each follower gains Coordinated Attack feat

    C 26 Soldier Squad Leader Fire at Will BAB+5, Commanding

    Officer

    you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk

    C 26 Soldier Squad Leader Squad Actions Commanding Officer if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon

    C 26 Soldier Trooper Comrades in Arms if within 3 sq of ally, +1 atk

    C 26 Soldier Trooper Focused Targeting Comrades in Arms if you damage opponent all allies within 3 sq gain +2 dam v. that target

    C 26 Soldier Trooper Phalanx Watch Your Back if you provide soft cover to an ally within 3 sq it is improved cover

    C 26 Soldier Trooper Stick Together Comrades in Arms if an ally moves you can move before your next turn if you end within 3 sq of that ally

    C 26 Soldier Trooper Watch Your Back if you are adjacent to an ally you can't be flanked

    GW 21 Soldier Veteran Battlefield Remedy Trained in Treat Injury when successfully use Treat Injury to administer First Aid target also moves +1 up track

    GW 21 Soldier Veteran Grizzled Warrior 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

    GW 22 Soldier Veteran Reckless Tested in Battle add Wis mod to dam after a successful charge

    GW 22 Soldier Veteran Seen It All Tested in Battle,

    Initiative

    characters using fear effects must roll twice & keep the lower result on any skill or atk rolls

    GW 22 Soldier Veteran Tested in Battle when you catch a Second Wind move +2 up track also

    UR 23 Soldier Warrior Champion Warrior's Awareness,

    Warrior's

    Determination

    1/enc each: 1. w/2nd Wind +1 track & remove fear/mind effects & normal, 2. when hit & dam target over thresh can Disarm

    v. target as free, 3. w/successful unarmed or melee atk (not lightsaber) + dam = every 5 pts atk is over Ref Def

    UR 23 Soldier Warrior Quick Study Warrior's Awareness 1/enc if enemy uses non-Force talent you can use same talent next turn if have same weapon/item

    UR 23 Soldier Warrior Simple Opportunity WP (simple weapons) can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons)

    UR 23 Soldier Warrior Warrior's Awareness 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

    UR 23 Soldier Warrior Warrior's Determination 1/enc ignore 1 non-Force effect, talent, skill or ability that exceeds Will Def, if spend FP ignore mind effect even if Force

    GW 22 Soldier Weapon Specialist Autofire Assault WP (heavy weapons) can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon

    SV 18 Soldier Weapon Specialist Crushing Assault Weapon

    Specialization

    if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter

    CR 53 Soldier Weapon Specialist Devastating Attack opponent's damage threshold is 5 less, single weapon group

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    *multiple BENEFIT

    K 29 Soldier Weapon Specialist Disarming Attack Impr Disarm, Int 13,

    Weapon

    Specialization*

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

    SV 18 Soldier Weapon Specialist Impaling Assault Weapon

    Specialization

    if damage opp with piercing Atk, opponent -2 speed until end of your next turn

    L 31 Soldier Weapon Specialist Improved Suppression Fire when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area

    CR 53 Soldier Weapon Specialist Penetrating Attack Weapon Focus opponent's DR is 5 less, single weapon group

    SV 18 Soldier Weapon Specialist Stinging Assault Weapon

    Specialization

    if damage opp with slashing Atk, opp -2 melee Atk until your next turn

    CR 53 Soldier Weapon Specialist Weapon Specialization Weapon Focus +2 dam, single weapon group

    SV 25 Ace Pilot Blockade Runner Close Cover Watch This if you occupy the same space as a larger vehicle +5 cover bonus

    SV 25 Ace Pilot Blockade Runner Outrun with all-out movement as the pilot +2 Ref Def

    SV 25 Ace Pilot Blockade Runner Punch Through if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5

    SV 25 Ace Pilot Blockade Runner Small Target 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)

    SV 26 Ace Pilot Blockade Runner Watch This can move into same space as frigate or larger without collision & can occupy same space

    S 17 Ace Pilot Expert Pilot Blind Spot with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2

    GI 24 Ace Pilot Expert Pilot Clip when ramming take damage as though your ship is 2 sizes smaller, rammed ship is normal damage

    S 17 Ace Pilot Expert Pilot Close Scrape Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit)

    CR 207 Ace Pilot Expert Pilot Elusive Dogfighter opposed pilot check, opponents in dogfight are -10 to Atk

    CR 207 Ace Pilot Expert Pilot Full Throttle can take 10 to increase speed, all-out movement is x5 not x4

    S 17 Ace Pilot Expert Pilot Improved Attack Run do not have to move in straight line on attack run

    CR 207 Ace Pilot Expert Pilot Juke Vehicular Evasion when fighting defensively, may negate one more attack per round with Vehicular Combat

    CR 207 Ace Pilot Expert Pilot Keep It Together once per encounter, vehicle avoids moving down condition track

    GI 24 Ace Pilot Expert Pilot Master Defender fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk

    CR 207 Ace Pilot Expert Pilot Relentless Pursuit may roll twice for Pilot check to initiate dogfight

    C 39 Ace Pilot Expert Pilot Renowned Pilot allies within 6sq can reroll one Pilot check, keep best (once per ally)

    UR 29 Ace Pilot Expert Pilot Roll Out Elusive Dogfighter reroll Pilot to disengage from dogfight, if fail gunners do not take penalties to atk

    GI 24 Ace Pilot Expert Pilot Shunt Damage 1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally

    S 17 Ace Pilot Expert Pilot Vehicle Focus Wis 13 +2 Atk with selected vehicle type, may take 10 on Pilot checks

    CR 207 Ace Pilot Expert Pilot Vehicular Evasion if hit by area attack, take half or no damage, must be moving

    S 17 Ace Pilot Expert Pilot Wingman Wis 13 Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight

    S 17 Ace Pilot Gunner Crippling Hit System Hit* if Atk moves ship down track, target loses: hyperdrive, weapon, or communications

    CR 207 Ace Pilot Gunner Dogfight Gunner Expert Gunner no penalty with vehicle weapons even if not pilot

    CR 207 Ace Pilot Gunner Expert Gunner +1 Atk

    UR 29 Ace Pilot Gunner Fast Attack Specialist Expert Gunner, Quick

    Trigger

    1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additional time/enc

    S 17 Ace Pilot Gunner Great Shot reduces range penalties by one range category, ex. short = PB

    UR 29 Ace Pilot Gunner Overcharged Shot Expert Gunner +1 die dam on next atk in same turn, weapon loses 1 die dam until full round passes

    CR 207 Ace Pilot Gunner Quick Trigger Expert Gunner can make Atk of Opp

    S 17 Ace Pilot Gunner Synchronized Fire Expert Gunner once per encounter, treat attack with ally on with same target together vs. SR, DR & Threshold

    CR 207 Ace Pilot Gunner System Hit Expert Gunner move vehicle additional step down track

    S 17 Ace Pilot Squadron Leader Begin Attack Run Cha 13 designate a single target, +5 Atk with an attack run

    S 18 Ace Pilot Squadron Leader Regroup Cha 13 once per encounter, move every ship in your squadron +1 up track

    S 18 Ace Pilot Squadron Leader Squadron Maneuvers Cha 13, any other Ace

    talent

    once per encounter, grant benefits of a talent to every ship in your squadron until end of enc.

    S 18 Ace Pilot Squadron Leader Squadron Tactics Wis 13, Starship Tact,

    Squadron Maneuvers*

    once per encounter, grant a maneuver you use to every ship in your squadron next round

    R 40 Ace Pilot Wingman Concentrate All Fire +1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk

    R 40 Ace Pilot Wingman Escort Pilot +10 threshold of you and ally when adjacent to Colossal or smaller ally

    R 40 Ace Pilot Wingman Lose Pursuit +5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally

    R 40 Ace Pilot Wingman Run Interference Escort Pilot can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat

    R 40 Ace Pilot Wingman Wingman Retribution Escort Pilot 1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller)

    SV 29 Assassin Assassin Advantageous Positioning Shift opponent you're flanking is considered flat-footed

    SV 29 Assassin Assassin Get Some Distance Advantageous

    Positioning*

    1/encounter make melee Atk then move your speed away without Atk of Opp

    SV 29 Assassin Assassin Murderous Arts I if you move opponent down track they take +1d6 dam

    SV 29 Assassin Assassin Murderous Arts II Murderous Arts I if you hit an opponent you have "marked" +1d6 dam

    SV 29 Assassin Assassin Ruthless 1/encounter if you drop a foe to 0 hp or to bottom of track take a bonus stan action

    SV 29 Assassin Assassin Shift move 1 square without an Atk of Opp

    SV 29 Assassin Assassin Sniping Assassin ranged attack not at point blank range add half class level to damage

    SV 29 Assassin Assassin Sniping Marksman Sniping Assassin 1/encounter ranged attack not at point blank range ignore target's armor bonus to Ref Def

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    *multiple BENEFIT

    SV 29 Assassin Assassin Sniping Master Sniping Marksman* aim with 1 swif at a target not in point blank range

    SV 29 Assassin Genohardan Deadly Repercussions when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn

    SV 30 Assassin Genohardan Improved Manipulating Strike Manipulating Strike 1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their move action

    SV 30 Assassin Genohardan Manipulating Strike 1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their swif action

    SV 30 Assassin Genohardan Pulling the Strings Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v.

    GI 24 Bounty Hunter Bounty Hunter Detective DC to locate specific person with Gather Info is -10 & bribe amount & time are half

    SV 26 Bounty Hunter Bounty Hunter Dread Hunter's Target* Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS

    GI 24 Bounty Hunter Bounty Hunter Electronic Trail

    Nowhere to Hide,

    trained Use Comp once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet

    UR 29 Bounty Hunter Bounty Hunter Familiar Enemies Familiar foe special

    quality

    apply familiar foe to 2nd target, spend single full-rnd observing if can see both

    UR 29 Bounty Hunter Bounty Hunter Familiar Situation Familiar foe special

    quality

    apply familiar foe to your Fort & Will Def

    F 42 Bounty Hunter Bounty Hunter Fearsome Notorious opponents level equal or lower to your heroic level within 6sq -1 Atk

    CR 208 Bounty Hunter Bounty Hunter Hunter's Mark aim before attacking moves target one down track if attack deals damage

    CR 208 Bounty Hunter Bounty Hunter Hunter's Target Hunter's Mark once per encounter, designate an opponent, +dam=to BH level

    F 42 Bounty Hunter Bounty Hunter Jedi Hunter Fort & Will Def +1 & you deal +1 die dam against Force Sensitives

    CR 208 Bounty Hunter Bounty Hunter Notorious reroll Persuasion to Intimidate

    CR 208 Bounty Hunter Bounty Hunter Nowhere to Hide reroll Gather Info to locate a specific individual

    SV 26 Bounty Hunter Bounty Hunter Nowhere to Run Nowhere to Hide,

    Hunter's Target*

    1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp

    UR 29 Bounty Hunter Bounty Hunter Quick Cuffs Quick Draw w/successful grab can bind target to you or adjacent object, you & target -2 Ref Def while together

    CR 208 Bounty Hunter Bounty Hunter Relentless Hunter's Target* avoid moving on track from designated opponent

    GI 25 Bounty Hunter Bounty Hunter Revealing Secrets Detective DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth

    CR 208 Bounty Hunter Bounty Hunter Ruthless Negotiator Notorious reroll Persuasion to haggle over a price of bounty

    F 42 Bounty Hunter Bounty Hunter Signature Item with certain item +2 opposed skill checks, multiple items cumulative +1

    SV 26 Bounty Hunter Bounty Hunter Tag Hunter's Target* if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn

    L 40 Bounty Hunter Force Hunter Force Blank Use the Force -10 when someone uses Sense Surroundings to detect you

    L 40 Bounty Hunter Force Hunter Lightsaber Evasion when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp

    L 40 Bounty Hunter Force Hunter Precision Fire when you aim +5 difficulty to have your attack Deflected

    L 40 Bounty Hunter Force Hunter Steel Mind if you resist a mind-affecting Force power the user cannot use the same power against you again

    L 40 Bounty Hunter Force Hunter Strong-Willed add your class level to Will Def v. Use the Force

    L 40 Bounty Hunter Force Hunter Telekinetic Resistance if you are moved by a Force power reduce the distance by half

    SV 26 Bounty Hunter Gand Findsman Findsman Ceremonies Force Sensitivity 1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP

    SV 26 Bounty Hunter Gand Findsman Findsman's Foresight Findsman Ceremonies can roll two dice for Perception to avoid surprise & keep better

    SV 26 Bounty Hunter Gand Findsman Omens Findsman Ceremonies 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

    SV 26 Bounty Hunter Gand Findsman Target Visions Findsman Ceremonies 1/encounter when an enemy moves within 6 sq can make Atk against as a reaction

    SV 26 Bounty Hunter Gand Findsman Temporal Awareness Findsman Ceremonies 1/encounter when attacked you can move your speed

    SV 31 Charlatan Trickery Cunning Distraction if you feint in combat you can move half your speed

    SV 31 Charlatan Trickery Damaging Deception Cunning Distraction Deception v. Will Def in LOS, the next attack by your ally against the target deals +2 dice damage

    SV 31 Charlatan Trickery Distracting Shout Cunning Distraction 1/encounter when ally attacked, your Deception check replaces their Def, if fail not used

    SV 31 Charlatan Trickery Improved Soft Cover Innocuous if adjacent to a creature, +2 Ref Def until your next turn or no longer adjacent

    SV 31 Charlatan Trickery Innocuous Deception v. Will Def in 6 sq & LOS target -5 Atk v. you until the start of your next turn

    SV 32 Charlatan Trickery Treacherous Improved Soft Cover* if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp

    K 42 Corporate Agent Corporate Power Competitive Drive once per encounter reroll one Wis Int or Cha based skill except Use the Force

    K 42 Corporate Agent Corporate Power Competitive Edge when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw

    K 42 Corporate Agent Corporate Power Corporate Clout Impose Hes, Wrong

    Decision

    1/encounter Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies

    K 43 Corporate Agent Corporate Power Impose Confusion Impose Hesitation Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/encounter lose stan action

    K 43 Corporate Agent Corporate Power Impose Hesitation Persuasion 6sq cone v. Will target loses swif action on next & no full

    K 43 Corporate Agent Corporate Power Willful Resolve once per encounter negate the effect of a single attack or skill check v. Will Def

    K 43 Corporate Agent Corporate Power Wrong Decision each time you're attacked opponent -2 Will Def until end of next turn

    SV 26 Crime Lord Infamy Fear Me Inspire Fear I & II,

    Attract Minion

    1/encounter if minion down track you can reduce by 1 & target regains hp = your HL, unless 0 hp

    SV 26 Crime Lord Infamy Frighten Inspire Fear I, Attract

    Minion

    1/encounter force all enemies to move 1 sq away from one minion, no Atk of Opp

    CR 210 Crime Lord Infamy Inspire Fear I opponents of equal or lower level take -1 on Atk rolls, opposed skill checks, & Use the Force

    CR 210 Crime Lord Infamy Inspire Fear II Inspire Fear I -2 penalty

    CR 210 Crime Lord Infamy Inspire Fear III Inspire Fear I & II -5 penalty

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    UR 29 Crime Lord Infamy Master Manipulator Notorious, Skill Focus

    (Persuasion)*

    w/successful persuasion check make 2nd Persuasion of any type

    CR 210 Crime Lord Infamy Notorious reroll Persuasion checks to intimidate

    CR 210 Crime Lord Infamy Shared Notoriety Notorious minions may reroll Persuasion checks to Intimidate

    UR 29 Crime Lord Infamy Small Favor Notorious, trained in

    Persuasion

    1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours

    SV 27 Crime Lord Infamy Terrify Inspire Fear II,

    Frighten*

    Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled

    SV 27 Crime Lord Infamy Unsavory Reputation Inspire Fear I-III,

    Notorious

    opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter

    CR 210 Crime Lord Mastermind Attract Minion attracts nonheroic character 3/4 your level, multiple

    GI 25 Crime Lord Mastermind Attract Superior Minion

    Attract Minion, Impel

    Ally II* Attract Minion with NH level = to your character level

    SV 27 Crime Lord Mastermind Bodyguard I Attract Minion 1/turn redirect attack to attracted minion

    SV 27 Crime Lord Mastermind Bodyguard II Bodyguard I* 1/turn redirect attack to attracted minion, minion +Ref Def = half your class level

    SV 27 Crime Lord Mastermind Bodyguard III Bodyguard II* 1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker

    GI 25 Crime Lord Mastermind Contingency Plan 1/enc move your speed when you fail an attack, skill, or opposed check

    CR 210 Crime Lord Mastermind Impel Ally I ally moves normal speed, must move immediately or wasted, can use 3 times a turn

    CR 210 Crime Lord Mastermind Impel Ally II Impel Ally I ally can make a standard or move action, immediately or wasted

    SV 27 Crime Lord Mastermind Impel Ally III Impel Ally II* ally can make a standard & move action, immediately or wasted

    SV 27 Crime Lord Mastermind Inspire Wrath Impel Ally II* allies in LOS +2 Atk & skill checks v. your designated target

    UR 30 Crime Lord Mastermind Master's Orders Impel Ally II* ally can reroll any atk or check made on an action granted by you

    SV 27 Crime Lord Mastermind Shelter Attract Minion any cover bonus is +2 Ref Def if adjacent to minion

    SV 27 Crime Lord Mastermind Tactical Superiority select 2 allies, each moves 2 sq as reac w/out atk of opp

    SV 27 Crime Lord Mastermind Tactical Withdraw all allies in LOS & within 6sq can withdraw as a swif until start of your next turn

    SV 27 Crime Lord Mastermind Urgency Impel Ally II* 1/encounter increase speed of allies in LOS by 2

    SV 27 Crime Lord Mastermind Wealth of Allies Attract Minion if minion killed, they are replaced by one of same level 24 hours later

    F 103 Droid Fifth-Degree Droid Cargo Hauler double carrying capacity & +5 to Str-based skill checks

    SGD 27 Droid Fifth-Degree Droid Durable first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple

    F 103 Droid Fifth-Degree Droid Environmentally Shielded +5 Fort Def against environmental hazards

    SGD 27 Droid Fifth-Degree Droid Heavy-Duty Actuators Medium or larger size can double Str bonus to melee & unarmed dam

    SGD 27 Droid Fifth-Degree Droid Load Launcher 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

    F 103 Droid Fifth-Degree Droid Power Supply 2 swif to recharge shields or reroute power, can act as power generator

    SGD 28 Droid Fifth-Degree Droid Task Optimization 1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used

    F 102 Droid First-Degree Droid Dull the Pain Medical Droid DC15 Treat Injury check to move adjacent living creature +1 up track

    F 102 Droid First-Degree Droid Interrogator v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate

    SGD 26 Droid First-Degree Droid Known Vulnerability Trained in Know (life

    sciences)

    DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk

    SGD 26 Droid First-Degree Droid Medical Analyzer Medical droid, Trained

    in Know (life sciences)

    add Int mod to Treat Injury for Treat Disease/Poison/Radiation

    F 102 Droid First-Degree Droid Medical Droid with a medpac for first aid, gain 2 hp for every point over DC instead of 1

    SGD 26 Droid First-Degree Droid Science Analyzer Trained in Know (life

    sciences) & (physical

    sciences)

    double Int mod to Knowledge (life sciences) & (physical sciences) checks

    SGD 26 Droid First-Degree Droid Triage Scan Trained in Treat Injury,

    medical droid

    DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track

    F 103 Droid Fourth-Degree Droid Combat Repairs 1/day use Mechanics to repair self instead of 1 hour

    F 103 Droid Fourth-Degree Droid Droid Smash add 2x Str bonus to melee damage rolls with a weapon in one hand

    SGD 27 Droid Fourth-Degree Droid Just a Scratch Equipped & proficient

    with medium or better

    armor

    1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def

    SGD 27 Droid Fourth-Degree Droid Target Acquisition 1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS

    SGD 27 Droid Fourth-Degree Droid Target Lock Target Acquisition auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth

    F 103 Droid Fourth-Degree Droid Targeting Package +2 Atk & damage on next PB or within reach attack if in LOS

    SGD 27 Droid Fourth-Degree Droid Weapons Power Surge 1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track

    F 102 Droid Second-Degree Droid Adept Assistant with aid another on a Mechanics, Pilot or Use Computer add +5 not +2

    SGD 26 Droid Second-Degree Droid Burst Transfer double data sent in a rnd & cut Access Info time in half with Use Computer to find info

    F 102 Droid Second-Degree Droid Mechanics Mastery can always take 10 on Mechanics

    SGD 26 Droid Second-Degree Droid On-Board System Link reroute power or recharge shields as 2 swif not 3

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    *multiple BENEFIT

    SGD 26 Droid Second-Degree Droid Quick Astrogation Trained in Use

    Computer

    cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full

    SGD 26 Droid Second-Degree Droid Scomp Link Slicer Any 2 talents from

    Slicer tree

    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

    F 102 Droid Second-Degree Droid Vehicle Mechanic 1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC

    F 103 Droid Third-Degree Droid Etiquette when change attitude, adjust one additional step

    F 103 Droid Third-Degree Droid Helpful 1/turn with aid another to adjacent ally on a skill check as a swif action not stan

    SGD 26 Droid Third-Degree Droid Nuanced 1/enc add Wis mod to Persuasion in addition your Cha mod

    SGD 26 Droid Third-Degree Droid Observant if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll

    F 103 Droid Third-Degree Droid Protocol always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll)

    SGD 26 Droid Third-Degree Droid Supervising Droid Observant, 1 from

    Influence, Inspiration

    or Leadership trees

    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

    SGD 26 Droid Third-Degree Droid Talkdroid Trained in Persuasion if ally is using Persuasion to change attitude that doesn't understand you add +2

    C 43 Droid Commander Droid Commander Automated Strike DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP

    C 43 Droid Commander Droid Commander Droid Defense all droid allies who can hear you, bonus to one Def = Int mod (you choose Def)

    C 43 Droid Commander Droid Commander Droid Mettle Droid Defense 1/turn single droid ally in LOS gains hp = 10 + CL

    C 43 Droid Commander Droid Commander Expanded Sensors if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target

    C 44 Droid Commander Droid Commander Inspire Competence Expanded Sensors 1/turn one droid ally in LOS +Atk = 1/2 your CL, any in Networked Mind gains heuristic processor

    C 44 Droid Commander Droid Commander Maintain Focus 1/turn grant all droid allies in LOS to take Recover in 2 swif not 3

    C 44 Droid Commander Droid Commander Overclocked Troops Droid Defense 1/turn allow each of your networked allies to immediately move up to their speed

    C 44 Droid Commander Droid Commander Reinforced Commands Droid Defense when you use an ability to grant a morale or insight bonus, increase by 1

    SGD 28 Droid Commander Override Directed Action 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

    SGD 28 Droid Commander Override Directed Movement allow 1 droid to move its spd & use Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with your Int mod

    SGD 28 Droid Commander Override Full Control Directed Action,

    Directed Movement,

    Remote Attack

    allow 1 droid to take full atk & replace its mod with your Int mod

    SGD 28 Droid Commander Override Remote Attack allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod

    F 42 Elite Trooper Critical Master Deny Move Reduce Mobility with a crit target cannot move next turn

    F 42 Elite Trooper Critical Master Extended Critical Range

    (heavy weapons)

    BAB +10, WP (heavy) weapon's crit range extended by 1

    F 42 Elite Trooper Critical Master Extended Critical Range BAB +10, WP (rifles) weapon's crit range extended by 1

    UR 30 Elite Trooper Critical Master Extended Critical Range

    (simple weapons)

    WP (simple), BAB +10 weapon's crit range extended by 1

    F 42 Elite Trooper Critical Master Flurry Attack with a crit make an additional attack against a target in range, once per turn

    F 42 Elite Trooper Critical Master Knockback with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes

    F 42 Elite Trooper Critical Master Reduce Defense with a crit target -2 Ref Def until healed to full hp

    F 42 Elite Trooper Critical Master Reduce Mobility with a crit target speed is halved until healed to full hp

    K 38 Elite Trooper Mandalorian Warrior Armored Mandalorian Dex 13, Mandalorian

    Glory

    add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR

    K 38 Elite Trooper Mandalorian Warrior Mandalorian Advance once per encounter on your turn you move your speed as free before any other action

    K 38 Elite Trooper Mandalorian Warrior Mandalorian Ferocity Dex 13, proficient once per encounter with more than one atk you can add one die for each successful hit

    K 38 Elite Trooper Mandalorian Warrior Mandalorian Glory once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter

    T 53 Elite Trooper Master of Teras Kasi Ignore Damage Reduction Martial Arts I, Teras

    Kasi Basics

    if damage more than DR, ignore DR

    T 53 Elite Trooper Master of Teras Kasi Ters Ksi Basics Martial Arts I deal additional die of damage

    T 53 Elite Trooper Master of Teras Kasi Ters Ksi Mastery MA I-III, Teras Kasi

    Basics

    only full-round actions unarmed, take full attack as standard action

    T 53 Elite Trooper Master of Teras Kasi Unarmed Counterstrike MA I-II, Unarmed

    Parry, Teras Kasi

    Basics

    if parry melee attack, can immediately make unarmed Atk as reaction against target

    T 53 Elite Trooper Master of Teras Kasi Unarmed Parry MA I-II, Teras Kasi

    Basics

    fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others)

    C 39 Elite Trooper Melee Specialist Accurate Blow if exceed Ref Def by 5 or more deal +1 die dam, per melee group

    C 40 Elite Trooper Melee Specialist Close-Quarters Fighter if adjacent or in same sq, +1 melee atk

    C 40 Elite Trooper Melee Specialist Ignore Armor 1/encounter ignore armor or equipment bonuses with melee atk

    C 40 Elite Trooper Melee Specialist Improved Stunning Strike Stunning Strike if move opponent down track with melee atk, target cannot take stan or full action its next turn

    C 40 Elite Trooper Melee Specialist Whirling Death Unrelenting Assault* any target adjacent takes dam = Str bonus with melee weapon

    L 40 Elite Trooper Protection Armored Guard Ward when you use Ward add one-half your armor bonuses to ally's Ref Def

  • BO

    OK

    PA

    GE

    CLASS TREE TALENT

    PREREQUISITES

    *multiple BENEFIT

    L 41 Elite Trooper Protection Bodyguard's Sacrifice take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn

    L 41 Elite Trooper Protection Guard's Endurance Ward whenever you begin turn adjacent to target of Ward gain hp = your character level

    L 41 Elite Trooper Protection Lifesaver 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

    L 41 Elite Trooper Protection Out of Harm's Way allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp

    L 41 Elite Trooper Protection Roll With It Take the Hit* if you take damage for an ally you gain DR = class level until end of your next turn

    L 41 Elite Trooper Protection Take the Hit Bodyguard's Sacrifice if you take damage for an ally your damage threshold +5

    L 41 Elite Trooper Protection Ward provide soft cover to