Professional Documents
Culture Documents
Complete SWSE Charts
Complete SWSE Charts
Complete SWSE Charts
Ability Adjustments
ST DX CO IN WI CH
Species Size Speed
Advozse -2 +2 +2 Medium 6
Aleena +2 -2 Small 4
Aqualish +2 -2 -2 Medium 6
Arcona -2 +2 Medium 6
Arkanian +2 -2 Medium 6
Arkanian Offshoot [+2] [+2] -2 Medium 6
Balosar +2 -2 -2 +2 Medium 6
Barabel +2 -2 -2 Medium 6
Bith -2 +2 +2 Medium 6
Blood Carver +2 -2 -2 Medium 6
Bothan +2 -2 Medium 6
Caamasi -2 -2 +4 Medium 6
Cathar +2 -2 Medium 8
Celegian -2 +2 Medium 0
Cerean -2 +2 +2 Medium 6
Chadra-Fan -2 +2 Small 4
Chagrian +2 -2 Medium 6
Chiss +2 Medium 6
Chistori +2 -2 Medium 6
Clawdite -2 +2 Medium 6
Clone, Republic 15 13 10 12 10 8 Medium 6
Codru-Ji Medium 6
Dashade +2 -2 -2 Medium 6
Devaronian (F) -2 +2 +2 Medium 6
Devaronian (M) +2 -2 -2 Medium 6
Defel -2 +2 Small 6
Draethos +2 -2 Medium 6
Droid, Astromech n/a +2 -2 Small 4
Droid, Battle +2 n/a -2 Medium 6
Droid, Labor +2 n/a -2 Medium 6
Droid, Mechanic n/a +2 -2 Medium 6
Droid, Medical -2 n/a +2 Medium 6
Droid, Probe n/a +2 -2 Medium 6
Droid, Protocol -2 n/a +2 +2 Medium 6
Droid, Replica +2 +2 n/a -2 Varies Varies
Droid, Service -2 n/a +2 Medium 6
Dug +2 -2 Small 6
Duros +2 -2 +2 Medium 6
Elomin +2 -2 Medium 6
Ewok -2 +2 Small 4
Falleen -2 +2 Medium 6
Feeorin +2 -2 +2 -2 -2 Medium 6
Felucian +2 -2 Medium 6
Fosh +2 -2 +2 Small 6
Gamorrean +2 -2 -2 Medium 6
Gand +2 -2 Medium 6
Gen'dai +4 -2 -2 Large 8
Geonosian +2 -2 -2 Medium 6
Givin -2 +2 Medium 6
Gotal Medium 6
Gran -2 +2 Medium 6
Gungan +2 -2 -2 Medium 6
Herglic +4 -4 Large 6
Houk +2 +2 -2 -2 Medium 6
Human Medium 6
Hutt +2 -6 +2 +2 Large 2
Iktotchi +2 -2 Medium 6
Ithorian -2 +2 +2 Medium 6
Jawa -2 +2 Small 4
Kaleesh -2 +2 -2 +2 Medium 6
Kaminoan +2 -2 Medium 6
Kel Dor +2 -2 +2 Medium 6
Kerkoiden -2 +2 Medium 6
Khil -2 +2 +2 Medium 6
Kissai -2 +2 Medium 6
Klatooinian +2 -2 -2 Medium 6
Krevaaki +2 -2 Medium 6
Lurmen -2 +2 Small 4
Massassi +4 -2 -2 -2 Medium 6
Miraluka -2 +2 Medium 6
Mon Calamari -2 +2 +2 Medium 6
Mrlssi -2 +2 +2 Small 4
Nagai +2 -2 +2 Medium 6
Nautolan +2 -2 -2 Medium 6
Nazren +2 -2 +2 -2 Medium 6
Neimoidian -2 +2 Medium 6
Nelvaanian -2 +2 Medium 6
Noghri +2 +2 -4 Small 4
Nosaurian +2 -2 Medium 6
Nyriaanan +2 -2 Medium 6
Pa'lowick -2 +2 Medium 6
Pau'an -2 +2 +2 Medium 6
Phindian +2 -2 Medium 6
Polis Massan -2 +2 Small 6
Quarren +2 -2 -2 Medium 6
Rakata +2 -2 Medium 6
Rodian +2 -2 -2 Medium 6
Ryn +2 Medium 6
Sakiyan Medium 6
Savrip +4 -2 +4 -4 -4 -4 Large 8
Selkath +2 Medium 6
Shard -2 +2 Medium 6
Snivvian +2 Small 4
Sullustan +2 -2 Medium 6
Talz +2 -2 Medium 6
Taung +2 -2 Medium 6
Thakwaash +4 -2 -2 Medium 6
Togorian +4 -2 -2 Large 6
Togruta +2 -2 Medium 6
Toydarian -2 +2 Small 4
Trandoshan +2 -2 Medium 6
Trianii +2 Medium 6
Twi'lek -2 +2 Medium 6
Ubese +2 -2 Medium 6
Umbaran +2 -2 +2 Medium 6
Utai +2 -2 Small 4
Vahla -2 +2 Medium 6
Vultan +2 -2 Medium 6
Vurk -2 +2 +2 Medium 6
Weequay +2 -2 -2 Medium 6
Whiphid +4 -2 -2 Large 6
Wookiee +4 -2 +2 -2 -2 Medium 6
Wroonian +2 -2 Medium 6
Yarkora -2 +2 +2 Medium 6
Yevetha +2 -2 Medium 6
Yuuzhan Vong +2 -2 Medium 6
Yuzzem +4 -2 -2 Large 6
Zabrak Medium 6
Zeltron -2 +2 Medium 6
Zygerrian +2 -2 Medium 6
SPECIES CHART
Other Traits
Heightened Awareness, Low-Light Vision, Natural Armor
Nimble, Quick Energy
Breathe Underwater, Expert Swimmer, Bonus Feat
Great Fortitude, Scent
Darkvision, Intellectual Reputation, Flash of Genius
+2 to STR or DEX, Conditional Bonus Feat, Determination
Antennapalps, Poison Resistance, Moral Ambiguity
Natural Armor, Natural Weapons, Stun Resistance, Radiation Resistance, Darkvision,
Primitive, Skills
Meditative Trance, Scent, Evolved Intellect
Conditional Bonus Feat, Deathstrike
Iron Will, Conditional Bonus Feat
Adept Diplomat, Pacifism, Memory Sharing
Natural Weapons, Reactive Claw, Cathar Instincts
Fly 6, Swim 10, Cyanogen Breather, Expert Swimmer, Broadcast Telepath
Intuitive Initiative, Conditional Bonus Feat
Darkvision, Tinkerer
Breathe Underwater, Low-Light Vision, Radiation Resistance
Bonus Trained Skill, Low-Light Vision
Cold-Blooded, Armor Plating, Rage
Shapeshift, Startle
One Ability +2, Bonus Trained Skill, Bonus Feat
Bonus Feat, Extra Arms, Skilled Grappler
Environmental Adaptation, Fearsome Reputation, Force Resistance
Conditional Bonus Feat, Natural Curiosity
Conditional Bonus Feat, Natural Curiosity
Partial Invisibility, Special Equipment
Natural Armor, Natural Telepath, Bonus Feat, Low-Light Vision
Wheels 6, Droid Traits, Bonus Equipment, Hardwired Design, Conditional Bonus Feat
Droid Traits, Bonus Equipment, Bonus Feat
Droid Traits, Bonus Equipment, Heavy Lifting
Droid Traits, Bonus Equipment, Hardwired Design, Mechanically Minded
Droid Traits, Bonus Equipment, Hardwired Design, Conditional Bonus Feat
Droid Traits, Bonus Equipment, Hardwired Design, Conditional Bonus Feat
Droid Traits, Bonus Equipment, Hardwired Design, Bonus Feat
Bonus Equipment, Droid Traits, Conditional Bonus Feat
Droid Traits, Bonus Equipment, Bonus Feat
Athletic
Expert Pilot
Impose Order, Logical Mind
Primitive, Scent, Conditional Bonus Feat
Hold Breath, Pheromones, Pheromone Acclimation
Brutal, Great Fortitude, Inborn Resilience, Low-Light Vision, Stronger by Age
Breathe Underwater, Low-Light Vision, Natural Camouflage, Bonus Feat, Force Blast,
Primitive, Weapon Familiarity
Deceptive, Healing Glands
Primitive, Great Fortitude, Bonus Feat
Darkvision, Hardy, Special Equipment, Limb Regeneration
Gen'dai Surge, Hibernation, Mental Instability, Regeneration, Resilient Physiology
Fly 6, Radiation Resistant, Low-Light Vision
Exoskeleton, Deductive Reasoning, Unique Physiology
Energy Reading, Low-Light Vision, Sensor Cones
Darkvision, Target Awareness, Triple Vision, Conditional Bonus Feat
Swim 4, Expert Swimmer, Hold Breath, Lightning Reflexes, Low-Light Vision, Weapon
Familiarity
Sturdy, Conditional Bonus Feat
Natural Armor, Physically Intimidating
Bonus Trained Skill, Bonus Feat
Force Resistance, Supreme Stability, Skills
Natural Armor, Limited Precognition, Expert Pilot
Iron Will, Bellow, Survival Instinct, Conditional Bonus Feat
Darkvision, Desert Dweller, Scavenger, Skills
Conditional Bonus Feat, Darkvision, Driven, Persistent
Conditional Bonus Feat, Resistant
Keen Force Sense, Low-Light Vision, Special Equipment
Predator's Heritage, Social Cunning
Dependable Worker, Cooperative Spirit, Hullepi
Inspired, Warrior's Awareness, Weapon Familiarity
Iron Will
Carapace, Stoic, Grasping Tentacles
Mender, Primitive, Roller, Skills
Conditional Bonus Feat, Duty Bound, Primitive, Warrior's Awareness, Weapon Familiarity
Force Sight, Conditional Bonus Feat
Swim 4, Breathe Underwater, Expert Swimmer, Low-Light Vision, Conditional Bonus Feat
Skills, Scholarly Inclination, Conditional Bonus Feat
Lightning Reflexes, Soothing Voice, Weapon Familiarity
Swim 4, Breathe Underwater, Expert Swimmer, Low-Light Vision, Natural Damage Reduction,
Phenomenal Sensor
Nazren Resilience
Conditional Bonus Feats
Low-Light Vision, Primitive, Scent, Shadow Swiftness
Primitive, Conditional Bonus Feat, Scent
Climber's Heritage, Natural Weapons, Survival Instinct
Bonus Class Skill, Bonus Feat, Low-Light Vision
Expert Swimmer, Hold Breath, Primitive
Authority, Low-Light Vision, Conditional Bonus Feat
Conditional Bonus Feat, Bonus Feat
Conditional Bonus Feat, Darkvision, Limited Telepathy, Mute
Swim 4, Breathe Underwater, Expert Swimmer, Low-Light Vision, Conditional Bonus Feat
Ancient Knowledge, Conditional Bonus Feat, Force Blind, Primitive, Rage
Heightened Awareness, Low-Light Vision, Conditional Bonus Feat
Musical Beak, Prehensile Tail, Connections
Darkvision, Conditional Bonus Feat, Lightning Reflexes
Natural Armor, Natural Weapons, Poison, Primitive, Rage
Swim 4, Breathe Underwater, Expert Swimmer, Able Healer
Bonus Skill, Droid Shell
Observant, Cold Resistance
Darkvision, Expert Climber, Heightened Awareness
Darkvision, Natural Weapons, Conditional Bonus Feat
Armor Training, Superior Defenses, Warrior Culture
Multiple Personalities, Natural Armor
Feline Reflexes, Low-Light Vision, Physically Intimidating
Pack Hunter, Sneaky, Spatial Awareness
Fly 6, Conditional Bonus Feat, Force Resistance
Darkvision, Limb Regeneration, Natural Armor, Bonus Feat
Acrobatic Prowess, Natural Weapons, Prehensile Tail
Deceptive, Great Fortitude, Low-Light Vision
Aggressive, Survival Instinct, Conditional Bonus Feat, Special Equipment
Darkvision, Stealthy, Conditional Bonus Feat
Animal Handler, Cooperative, Low-Light Vision
Dark Side Stigma, Force Sensitivity, Cartilaginous Skeleton
Bonus Trained Skill, Conditional Bonus Feat
Swim 4, Breathe Underwater, Expert Swimmer, Placid, Nomads
Conditional Bonus Feat, Natural Armor, Pheromones
Insulating Fur, Natural Weapons, Scent
Extraordinary Recuperation, Rage, Weapon Familiarity, Skills
Free Spirit, Skills
Confusion, Deceptive, Streetwise
Mechanical Aptitude, Natural Weapons, Xenophobia
Force Immunity, Technophobic, Weapon Familiarity
Natural Weapons, Physically Intimidating, Scent, Skills
Heightened Awareness, Superior Defenses
Empathy, Pheromones
Bonus Feat, Iron Will, Strength of Conviction
Languages Source
Advb, Basic LE
Aleena, Basic tFU
Aqualish, Basic SWSE
Arconese, Basic WE
Arkanian, Basic KotOR
Arkanian, Basic KotOR
Balosar, Basic SaV
GaW,
Barabel
SaV
Basic, Bith GoI, TotG
Basic, Batorese SaV
Basic, Bothese SWSE
Basic, Caamasi tFU
Basic, Catharese KotOR
Basic (U) JATM
Basic, Cerean SWSE
Basic, Chadra-Fan LE
Basic, Chagri LE, tCW
Cheunh LE, tFU
Chistori TotG
Basic, Clawdite SaV
Basic tCW
Basic, Codruese LE
Basic(?), Dashadi GaW
Basic, Devaronese LE, WE
Basic, Devaronese LE, WE
Basic, Defel GoI
Basic, Draethos KotOR
Basic [U], Binary SGtD
Basic, Binary SGtD
Basic, Binary SGtD
Basic, Binary SGtD
Basic, Binary SGtD
Basic [U], Binary SGtD
Basic, Binary SGtD
Basic, Native Language TotG
Basic, Binary SGtD
Dug tCW
Basic, Durese SWSE
Basic, Elomin GoI
Ewokese SWSE
Basic, Falleen SaV
Basic, Feeorin KotOR
Felucianese tFU
Basic, Fosh GoI
Basic [U], Gamorrean SWSE
Gand SaV
Basic, Gen'dai tCW
Basic, Geonosian tCW
Basic, Givin GoI
Basic, Gotal GoI
Basic, Gran tFU
Basic, Gunganese SWSE
Basic, Herglic GoI
Basic, Houk SaV
Basic SWSE
Basic, Huttese SWSE
Basic, Iktotchese tCW
Basic, Ithorese SWSE
Jawa, Jawa Trade SaV
Basic, Kaleesh tCW
Basic, Kaminoan tCW
Basic, Kel Dor SWSE
Basic, Kerkoidese tCW
Basic, Khilese KotOR
Basic, Sith KotOR
Huttese LE
Basic, Dromnyr JATM
Basic, Lurmese GaW
Sith KotOR
KotOR,
Basic, Miralukese
TotG
Basic, Mon Calamarian SWSE
Basic, Mrlsstese GoI
Basic, Nagaian LE
Basic, Nautila tCW
Basic, Nazren WE
GoI,
Basic, Neimoidian
SWSE
Nelvaanese tCW
Honoghran tFU
Basic, Nosaurian tFU
Nyriaanan GoI
Lowickese GoI
Basic, Utapese WE
Basic, Phindian WE
Basic (U), Massan WE
Basic, Quarenese SWSE
Rakata KotOR
Basic, Rodese SWSE
Basic, Ryn SaV
Basic, Sakiyan LE
Savrip (speak only) TotG
Selkath KotOR
Basic, Binary JATM
Snivvian KotOR
Basic, Sullustese SWSE
Talz tFU
Basic, Mando'a GaW
Thakwaashi GaW
Basic, Togorian tFU
Basic, Togruti tFU
Huttese, Toydarian SaV
Basic, Dosh SWSE
Trianii GaW
Basic, Ryl SWSE
Basic, Ubeninal, Ubese SaV
Basic, Umbarese GoI, tCW
Utapese TotG
Basic, Vahla LE
Basic, Dromnyr JATM
Basic, Semblan tCW
Sriluurian LE
Whiphid tFU
Basic [U], Shyriiwook SWSE
Basic, Wroonian SaV
Basic, Yarkora tFU
Yevethan GaW
SWSE,
Yuuzhan Vong
LE
Yuzz GaW
Basic, Zabrak SWSE
Basic LE
Basic GaW
SPECIES TRAIT TABLE
Trait Species
Able Healer Selkath
Acrobatic Prowess Trianii
Adept Diplomat Caamasi
Aggressive Ubese
Ancient Knowledge Rakata
Brutal Feeorin
Carapace Krevaaki
Cartilaginous Skeleton Vahla
Cathar Instincts Cathar
Climber's Heritage Nosaurian
Cold Resistance Snivvian
Cold-Blooded Chistori
Conditional Bonus Feat Arkanian Offshoot
Conditional Bonus Feat Blood Carver
Conditional Bonus Feat Bothan
Conditional Bonus Feat Cerean
Conditional Bonus Feat Devaronian
Conditional Bonus Feat Droid, Astromech
Conditional Bonus Feat Droid, Medical
Conditional Bonus Feat Droid, Probe
Conditional Bonus Feat Droid, Replica
Conditional Bonus Feat Ewok
Conditional Bonus Feat Gran
Conditional Bonus Feat Herglic
Conditional Bonus Feat Ithorian
Conditional Bonus Feat Kaleesh
Conditional Bonus Feat Kaminoan
Conditional Bonus Feat Massassi
Conditional Bonus Feat Miraluka
Conditional Bonus Feat Mon Calamari
Conditional Bonus Feat Mrlssi
Conditional Bonus Feat Noghri
Conditional Bonus Feat Pau'an
Conditional Bonus Feat Phindian
Conditional Bonus Feat Polis Massan
Conditional Bonus Feat Quarren
Conditional Bonus Feat Rakata
Conditional Bonus Feat Rodian
Conditional Bonus Feat Sakiyan
Conditional Bonus Feat Talz
Conditional Bonus Feat Toydarian
Conditional Bonus Feat Ubese
Conditional Bonus Feat Umbaran
Conditional Bonus Feat Vultan
Conditional Bonus Feat Weequay
Conditional Bonus Feats Neimoidian
Confusion Yarkora
Connections Ryn
Cooperative Utai
Cooperative Spirit Khil
Cyanogen Breather Celegian
Dark Side Stigma Vahla
Darkvision Arkanian
Darkvision Barabel
Darkvision Chadra-Fan
Darkvision Gand
Darkvision Gran
Darkvision Jawa
Darkvision Kaleesh
Darkvision Polis Massan
Darkvision Sakiyan
Darkvision Sullustan
Darkvision Talz
Darkvision Trandoshan
Darkvision Umbaran
Deathstrike Blood Carver
Deceptive Fosh
Deceptive Twi'lek
Deceptive Yarkora
Deductive Reasoning Givin
Dependable Worker Khil
Desert Dweller Jawa
Determination Arkanian Offshoot
Driven Kaleesh
Droid Shell Shard
Droid Traits Droid, Astromech
Droid Traits Droid, Battle
Droid Traits Droid, Labor
Droid Traits Droid, Mechanic
Droid Traits Droid, Medical
Droid Traits Droid, Probe
Droid Traits Droid, Protocol
Droid Traits Droid, Replica
Droid Traits Droid, Service
Duty Bound Massassi
Empathy Zeltron
Energy Reading Gotal
Environmental Adaptation Dashade
Evolved Intellect Bith
Exoskeleton Givin
Expert Climber Sullustan
Expert Pilot Duros
Expert Pilot Iktotchi
Expert Swimmer Aqualish
Scent Bith
Scent Ewok
Scent Nelvaanian
Scent Noghri
Scent Whiphid
Scent Yuzzem
Scholarly Inclination Mrlssi
Sensor Cones Gotal
Shadow Swiftness Nelvaanian
Shapeshift Clawdite
Skilled Grappler Codru-Ji
Skills Barabel
Skills Hutt
Skills Jawa
Skills Lurmen
Skills Mrlssi
Skills Wookiee
Skills Wroonian
Skills Yuzzem
Sneaky Togruta
Social Cunning Kerkoiden
Soothing Voice Nagai
Spatial Awareness Togruta
Special Equipment Defel
Special Equipment Gand
Special Equipment Kel Dor
Special Equipment Ubese
Startle Clawdite
Stealthy Umbaran
Stoic Krevaaki
Streetwise Yarkora
Strength of Conviction Zygerrian
Stronger by Age Feeorin
Stun Resistance Barabel
Sturdy Herglic
Superior Defenses Taung
Superior Defenses Zabrak
Supreme Stability Hutt
Survival Instinct Ithorian
Survival Instinct Nosaurian
Survival Instinct Ubese
Target Awareness Gran
Technophobic Yuuzhan Vong
Tinkerer Chadra-Fan
Triple Vision Gran
Unique Physiology Givin
Warrior Culture Taung
Warrior's Awareness Kissai
Warrior's Awareness Massassi
Weapon Familiarity Felucian
Weapon Familiarity Gungan
Weapon Familiarity Kissai
Weapon Familiarity Massassi
Weapon Familiarity Nagai
Weapon Familiarity Wookiee
Weapon Familiarity Yuuzhan Vong
Xenophobia Yevetha
SPECIES TRAIT TABLE
Description
When you heal another character or aid someone who is doing so, the target gains +5 hit points; once/encounter as a swift a
bonus hp = 10 + your level
You can reroll any Acrobatics check, but you must accept the result of the reroll
You may choose to reroll any Persuasion check, keeping the better result
If you hit with a charge attack, the +2 bonus on attack rolls against that target persists for the duration of the
You reduce the penalty for non-proficient weapon use to -2 and reduce the armor check penalty for armor you are not profic
you can use a trained-only application of the Mechanics, Pilot, Treat Injury or Use Computer skill
You can choose to reroll any Ride check, but you must accept the result of the reroll; you can make Persuasion checks to
undomesticated creature with an INT of 2 or lower
When you extend your antennapalps, you can reroll a Perception check involving sound, but you must accept the
You gain DR 2
You increase the Maximum DEX bonus from worn armor by 1
You can reroll any Climb or Jump checks, but you must accept the result of the reroll, and you can take 10 on Climb and
distracted or threatened
You add a +1 bonus to any insight or morale bonuses you grant to yourself or other characters
As a standard action, you can open all four of your throats and emit a terrible subsonic bellow that deals 3d6 points of sonic
You have Survival as a class skill
You have the following droid systems: wheeled locomotion, walking locomotion, magnetic feet, heuristic processor, 6 too l app
astrogation buffer (5 memory units). diagnostics package, and internal storage (2 kg)
You have the following droid systems: walking locomotion, plasteel shell (+2 armor), basic processor, internal com link, locked
and vocabulator
You have the following droid systems: walking locomotion, durasteel shell (+4 armor), basic processor, 2 claw append
You have the following droid systems: walking locomotion (or tracked or wheeled locomotion). basic processor, 2 hand appe
diagnostics package, internal storage (2 kg) and a vocabulator
You have the following droid systems: walking locomotion, heuristic processor, 2 hand appendages, 1 tool appendage, vocab
package
You have the following droid systems: hovering locomotion, heuristic processor, internal comlink, locked access, 1 hand app
improved sensor package and darkvision
You have the following droid systems: walking locomotion, basic processor, 2 hand appendages, vocabulator and tra
You can have two of the following droid systems: integrated comlink, darkvision, diagnostics package, improved sensor pa
translator unit (DC 15)
You have the following droid systems: walking locomotion, basic processor, 2 hand appendages, 1 tool mount a
You gain Toughness as a bonus feat
You gain one bonus feat at first level
You gain Dual Weapon Mastery as a bonus feat if you meet the prerequisites
Gain Weapon Proficiency (advanced melee weapons) as a bonus feat
You may select one Armor Proficiency feat and one Weapon Proficiency feat for which you meet the prerequisite
You gain one of Skill Training (Knowledge (bureaucracy)), Skill Training (Knowledge (galactic lore)) or Skill Training (Knowle
bonus feat
You gain one of Skill Training (Perception), Skill Training (Knowledge (bureaucracy)) or Skill Training (Knowledge (galac
You gain Force Sensitivity as a bonus feat
You gain Improved Damage Threshold as a bonus feat
You gain one bonus feat
You gain one bonus feat
You gain Skill Training (Knowledge (technology)) as a bonus feat
You gain Toughness as a bonus feat
You gain Martial Arts 1 as a bonus feat
You gain Use Computer as a bonus trained skill
You choose one additional trained skill
You choose one additional trained skill
You choose one additional trained skill
You choose one additional trained skill
You cannot drown in water
You cannot drown in water
You cannot drown in water
You cannot drown in water
You cannot drown in water
You cannot drown in water
You cannot drown in water
You cannot drown in water
You can use the Telepathy application of the Use the Force skill untrained and you automatically succeed on this check to com
within 60 squares and in your line of sight
Once/encounter after making a successful melee attack, you may treat your opponent's damage threshold as if it were 5 poin
result of that attack
You gain a +1 natural armor bonus to Reflex Defense and a +1 bonus to Fortitude Defense
You can reroll any Acrobatics check, but you must accept the result of the reroll
You have Climb and Stealth as class skills
You have Climb as a class skill
You add a +5 species bonus to Fortitude Defense to resist extreme cold
You take a -5 penalty to Fortitude Defense when exposed to extreme cold
Gain the Skill Focus feat for one of the following skills in which you are trained: Endurance, Mechanics, Pilot, Sur
You gain Skill Focus (Acrobatics) as a bonus feat if you are trained in the Acrobatics skill
You gain Skill Focus (Gather Information) if you are trained in the Gather Information skill
You gain Skill Focus (Initiative) if you are trained in the Initiative skill
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
You can select Skill Focus (Mechanics) or Skill Focus (Use Computer) as a bonus feat if you are trained in the Mechanics
You can select Skill Focus (Treat Injury) or Skill Focus (Knowledge (life sciences)) as a bonus feat if you are trained in the Tr
(life sciences) skills
You can select Skill Focus (Stealth) or Skill Focus (Perception) as a bonus feat if you are trained in the Stealth or th
You gain Skill Focus (Deception) as a bonus skill if you are trained in the Deception skill
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
You gain Precise Shot as a bonus feat if you have the Point Blank Shot feat
You gain Skill Focus (Gather Information) if you are trained in the Gather Information skill
You gain Skill Focus (Knowledge (life sciences)) as a bonus feat if you are trained in Knowledge (life sc
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
You gain Skill Focus (Treat Injury) as a bonus feat if you are trained in the Treat Injury skill
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
You gain Force Training as a bonus feat if you are trained in Use the Force
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
You gain Running Attack as a bonus feat if your DEX is 13 or better
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
You gain Skill Focus (Mechanics) as a bonus feat if you are trained in the Mechanics skill
You gain Skill Focus (Treat Injury) as a bonus feat if you are trained in the Treat Injury skill
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
Gain Weapon Focus (simple weapons or a chosen exotic melee weapon) if you have Weapon Proficiency (simple weapons
weapon)
You gain Skill Focus (Survival) if you are trained in the Survival skill
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You gain Skill Focus (Mechanics) as a bonus feat if you are trained in the Mechanics skill
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You gain Skill Focus (Gather Information) as a bonus feat if you are trained in the Gather Information
You gain Skill Focus (one Knowledge skill) as a bonus feat if you are trained in one or more Knowledge
You gain Skill Focus (Endurance) as a bonus feat if you are trained in the Endurance skill
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill and Skill Focus (Persuasion) as a bo
the Persuasion skill
Once/encounter as a standard action you can make a Deception check against the Will Defense of all targets within 6 squares
exceeds a target's defense, that target doesn't threaten any squares until the end of your next tur
You can forgo the credit cost of a Gather Information check to learn secret information
You automatically succeed when attempting to aid another on a skill check, as long as the target is adjacent to and can h
As a swift action you can aid adjacent allies or vice-versa on skill checks with the following skills: Climb, Endurance, Gather In
Mechanics, Pilot, Ride, Survival, Swim, Treat Injury or Use Computer
Unless you are encased in a special environment chamber, you will suffocate
You must spend two Force Points to reduce your Dark Side Score by 1
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
Ignore concealment (including total concealment) from darkness
You deal +1 die of damage to an opponent denied its DEX bonus to Reflex Defense when you hit with a me
You may choose to reroll any Deception check, but you must accept the result of the reroll
You may choose to reroll any Deception check, but you must accept the result of the reroll
You may choose to reroll any Deception check, but you must accept the result of the reroll
You can reroll any Knowledge check, but you must accept the result of the reroll
Once/encounter you can treat a skill check with the following skills as if you had rolled a 10, even after the roll has been mad
Information, Jump, Knowledge, Mechanics, Pilot, Ride, Survival, Swim, Treat Injury or Use Compu
When making Survival checks to resist the effects of extreme heat, you can reroll the check and keep the b
Once/encounter you can reroll one failed skill check with a trained skill, but you must take the result of the s
You gain a +5 species bonus to Will Defense against mind-affecting effects
You must be maintained, are immune to poison, disease, radiation, noncorrosive atmospheric hazards and vacuum, can onl
Droid application of Mechanics, are susceptible to ion damage, and can use droid systems and acces
You are a second-degree droid and have all droid immunities and typical droid traits
You are a fourth-degree droid and have all droid immunities and typical droid traits
You are a fifth-degree droid and have all droid immunities and typical droid traits
You are a second-degree droid and have all droid immunities and typical droid traits
You are a first-degree droid and have all droid immunities and typical droid traits
You are a fourth-degree droid and have all droid immunities and typical droid traits
You are a third-degree droid and have all droid immunities and typical droid traits
You act as a fourth-degree droid and have all droid immunities and typical droid traits, but you ignore the mainten
You are a third-degree droid and have all droid immunities and typical droid traits
Once/encounter when you receive a morale bonus of any kind from any source, you gain bonus hit points equal to 4 x you
encounter
You add your CHA bonus to Perception checks made to sense deception or sense influence
You can read the emotions of any sentient being within 6 squares
You gain a +5 species bonus to your Fortitude Defense against the effect of extreme heat, extreme cold an
Whenever you spend a Force Point for any reason, you gain a temporary Force Point that must be spent to add to an INT-bas
of the encounter
You gain a +2 species bonus to your Fortitude Defense and DR 2
You may choose to take 10 on Climb checks even when distracted or threatened
You may choose to reroll any Pilot check, but you must accept the result of the reroll
You may choose to reroll any Pilot check, but you must accept the result of the reroll
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks
threatened
You can hold up to four items or weapons at a time
You regain hit points at double the normal rate
You can reroll Persuasion checks made to intimidate another, keeping the better result
You gain a +1 species bonus to your Reflex Defense
Once/encounter add a +5 circumstance bonus to the result of one Knowledge, Mechanics or Use Computer
Once/encounter you can make an untrained Use the Force check to activate the Force Blast powe
You cannot take the Force Sensitivity feat
You cannot take the Force Sensitivity feat, cannot make Use the Force checks, never gain Force Points and are immune to
Will Defense
You gain a +5 species bonus to your Fortitude and Will Defenses against any Use the Force check
You gain a +5 species bonus to your Will Defense against any Use the Force checks
You gain a +5 species bonus to your Will Defense against any Use the Force checks with the mind-affecting
You gain Force Sensitivity as a bonus feat
Although blind, you can "see" by using the Force
You gain a +2 species bonus to your Will Defense
When you take a second wind, you regain 5 hit points every round at the end of your turn until you are killed, the encounter e
your full hit points
You gain a +2 species bonus on Climb checks and grapple attack rolls
You gain a +2 species bonus to your Fortitude Defense
You gain a +2 species bonus to your Fortitude Defense
You gain a +2 species bonus to your Fortitude Defense
You gain a +2 species bonus to your Fortitude Defense
You gain Mechanics as a bonus trained skill
You gain Mechanics as a bonus trained skill
You gain Perception as a bonus trained skill
You gain Persuasion as a bonus trained skill
You gain Treat Injury as a bonus trained skill
When you catch a second wind, you regain a number of additional hit points equal to 5 + your characte
You are always considered to have a medpac or medical kit for the purposes of making Treat Injury checks, and can perform
the Treat Injury skill even when untrained
You can reroll any STR check or STR-based skill check and keep the better result
You may choose to reroll any Perception check, but you must accept the result of the reroll
You may choose to reroll any Perception check, but you must accept the result of the reroll
You may choose to reroll any Perception check, but you must accept the result of the reroll
You may choose to reroll any Perception check, but you must accept the result of the reroll
You can use the Force Trance application of the Use the Force skill untrained and can remain in the trance indefinitely; you
food, water or air until the trance ends
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance chec
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance chec
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance chec
You do not suffer the effects of starvation, except in a sterile environment
Once/encounter you can spend a swift action to allow each ally within 12 squares to move up to half their spee
You can take a second wind even when unconscious, and when doing so move +3 steps on the conditio
When you receive a morale or insight bonus from any source, the bonus increases by 1
You gain a +5 species bonus to Fortitude Defense to resist extreme cold
You can use your INT bonus instead of your CHA bonus on Persuasion checks
You may choose to reroll any Initiative check, but you must accept the result of the reroll
You gain a +2 species bonus to your Will Defense
You gain a +2 species bonus to your Will Defense
You gain a +2 species bonus to your Will Defense
You gain a +2 species bonus to your Will Defense
You may choose to reroll any Use the Force check made to search your feelings or sense the Force, keeping
You gain a +2 species bonus to your Reflex Defense
You gain a +2 species bonus to your Reflex Defense
You gain a +2 species bonus to your Reflex Defense
You can regrow a lost limb in 1d10 days
You can regrow a lost limb in 1d10 days
Once/encounter as a reaction you can grant yourself or a vehicle you are piloting a +2 species bonus to Reflex Defense a
You can use the Telepathy aspect of the Use the Force skill untrained; if the target of the telepathy is within 10 squares, no sk
the telepathic contact
You gain a +5 species bonus to Will Defense against mind-affecting effects
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Ignore concealment (but not total concealment) from darkness
Once/encounter you can treat any single Mechanics check as if the die roll is a natural 20
You can reroll any Mechanics check
You can enter a trance that lasts 4 hours, after which you gain the benefits of having rested for 8 ho
You can create strong, lasting memories and share them with other Caamasi through an inborn telep
If you are trained in Treat Injury, you reduce the DC for all applications of that skill by your WIS bon
You do not gain WIS as you age, and take a -1 penalty to WIS for each age category you advance to bey
You gain a +2 species bonus to Will Defense against Deception and Persuasion checks
Once/encounter as a free action at the start of your turn, you can negate or remove any mind-affecting
You can reroll Deception checks and keep the better result when using your musical beak to imitate sounds to convey decepti
your beak sounds out to a range of 10 squares
You have no vocal cords and must rely on a combination of sign language, computers and telepathy in order to comm
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +2 natural armor bonus to your Reflex Defense
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +2 natural armor bonus to your Reflex Defense
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +1 natural armor bonus to your Reflex Defense
You can choose to reroll any Stealth check to sneak, keeping the better result
Once/encounter as a standard action, you can make a Perception check against a single target within line of sight (DC 15 o
Stealth check); if successful, you gain a +1 insight bonus on attack rolls against that target.
You gain DR 2
Gain a +5 species bonus using the Telepathy aspect of the Use the Force skill and make untrained Use the Force che
When you make an unarmed attack, you may choose to use your claws, teeth or tail, dealing 1d6 slashing, piercing or bludg
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing dama
When you make an unarmed attack, you may choose to use your horns, dealing 1d6 piercing dama
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing dama
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing dama
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing dama
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing dama
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing dama
When you make an unarmed attack, you may choose to use your claws or teeth, dealing 1d8 slashing or piercing da
Once/encounter, when you would be moved down the condition track by taking damage equal to or exceeding your damage th
number of steps moved down the condition track by 1
You can reroll any Acrobatics check, but you must accept the result of the reroll
You can reroll any Survival check, but you must accept the result of the reroll
Once/encounter you can use your Perception bonus in place of your Deception or Persuasion bon
As a standard action, you can make a Persuasion check against the Will Defense of a single target within line of sight; if you s
step on the condition track if it makes any attacks before the start of your next turn
You deal an extra 2 points of damage on melee attacks against opponents you flank
When you are in shadowy illumination or darker conditions you are treated as having total concealment; you are fully visible
against opponents with darkvision
You can reroll any Endurance check, but you must accept the result of the reroll
You can reroll any Perception check made to sense deception or influence, but you must accept the result of the reroll; when u
better of the two rolls instead
You gain a +5 species bonus to your Fortitude Defense against the pheromones of other Falleen
As a standard action, you can make a special attack; the attack bonus = your character level + your CHA bonus; if the attack e
Will Defense, the target moves -1 step on the condition track
You can communicate silently with other members of your tribe within 20 squares of you
You gain a +5 species bonus on Persuasion checks made to change the attitudes of non-Zeltrons
You use your STR bonus instead of your CHA bonus for Persuasion checks made to intimidate oth
You use your STR bonus instead of your CHA bonus for Persuasion checks made to intimidate oth
You use your STR bonus instead of your CHA bonus for Persuasion checks made to intimidate oth
Once/encounter as a free action you can remove one fear effect currently affecting you
If you damage a living creature with your claws, that creature is also poisoned; roll a d20 + your character level against the
success moves the target -1 step on the condition track
You gain a +5 species bonus to Fortitude Defense against poisons
You gain a +2 species bonus on damage rolls against a target that has been damaged since the beginning of
You tail can effectively hold (but not wield) a Small or smaller item
You tail can effectively hold (but not wield) a Small or smaller item
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
Regardless of your starting class, you only gain Weapon Proficiency for the simple weapons grou
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
As a swift action you can gain a +2 bonus on DEX-based skill checks and increase your speed to 8 squares for a number of
bonus
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and m
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and m
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and m
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and m
Once/encounter when you damage an opponent in melee, you can make a single melee attack with a claw against that targe
a free hand
You can regrow lost body parts in 1d10 minutes
Your damage threshold is doubled after adding bonuses for feats or size when determining whether you are kill
You gain a +2 species bonus to your Fortitude Defense
You can curl into a ball and quickly roll along the ground, increasing your base speed by 4
You add half your level to ion damage you do to a droid or vehicle
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no pe
tracking
You gain any one trained Knowledge skill as a bonus skill
You can use the Sense Force and Sense Surroundings applications of the Use the Force skill untrai
If you start your turn with concealment from a target or with the targets unaware of you, you do not provoke attacks of opportu
target's threatened space until the end of your turn
You gain a +10 species bonus on Deception checks made to disguise appearance and can disguise your appearance as a fu
You gain a +5 species bonus to grab attacks
You may choose to reroll any Persuasion check made to intimidate other, but you must accept the result o
You may reroll a Persuasion check, keeping the better result
You have Mechanics as a class skill and you can choose to reroll any Mechanics check, but must accept the re
You may choose to take 10 on Climb checks even when distracted or threatened
You have Mechanics as a class skill
You may choose to take 10 on Climb checks even when distracted or threatened; you may choose to reroll any Persuasion ch
but you must accept the result of the reroll
You can reroll a Persuasion check, but you must accept the result of the reroll
You can reroll Climb checks, but you must accept the result of the reroll
You can choose to reroll any Stealth check to sneak, but you must accept the result of the reroll
You may use your WIS bonus in the place of your CHA bonus for determining your skill bonus on Deception an
You may choose to reroll any Persuasion check, but you must accept the result of the reroll
You ignore all cover and concealment when making Perception checks to notice targets within 10 squ
You require special goggles to see in normal light
You require a breathing apparatus and a transliterator
You require protective goggles and an antiox breath mask
You require an environmental suit, which functions as a combat jumpsuit and grants a +2 equipment bonus to Fo
Once/encounter as a reaction to an attack, you can make a Deception check against the attacker's Will Defense to impose a
You can reroll any Stealth check, but you must accept the result of the reroll
Any creature attempting to use the Sense Motive application of the Perception skill on you takes a -5 penalty on
You have Gather Information as a class skill
You can use your CHA bonus in place of your WIS bonus when calculating Will Defense
At middle age you gain a +1 species bonus to all STR and CON checks, which increases to +2 at old age; your abilities
You gain a +5 species bonus to your damage threshold to resist stun damage
When you catch a second wind you regain a number of additional hit points equal to 5 + half of your
You gain a +1 species bonus to all of your Defenses
You gain a +1 species bonus to all of your Defenses
You cannot be tripped or knocked prone
You may choose to reroll any Survival check, but you must accept the result of the reroll
You may choose to reroll any Survival check, but you must accept the result of the reroll
You may choose to reroll any Survival check, but you must accept the result of the reroll
You take no distance penalties on Perception checks made to notice targets for the first 50 squares between you
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class norm
You have Mechanics as a class skill, you can choose to reroll any Mechanics check, but must accept the result of the reroll
jury-rig gains an additional 1d8 hit points
Once/encounter you can aim by taking a swift action instead of two swift actions
You are immune to the effects of vacuum and to the effects of inhaled chemicals and poisons
You can reroll any Knowledge (tactics) check, but you must accept the result of the reroll
Once/encounter as a reaction you can gain the benefit of the Uncanny Dodge 1 and Uncanny Dodge 2 talents until the be
Once/encounter as a reaction you can gain the benefit of the Uncanny Dodge 1 and Uncanny Dodge 2 talents until the be
You treat the Felucian skullblade as a simple weapon instead of an exotic weapon
You are proficient with the atlatl and the cesta if you have the Weapon Proficiency (simple weapons)
You treat the lanvarok as a simple weapon instead of an exotic weapon
You treat the lanvarok as a simple weapon instead of an exotic weapon
You treat tehk'la blades as simple weapons instead of exotic weapons
You treat bowcasters as rifles instead of exotic weapons
You treat amphistaffs as simple weapons instead of exotic weapons
You gain a +2 species bonus to Will Defense against Persuasion checks made to improve your attitude made b
FEAT CHART
Feat
Accelerated Strike
Acrobatic Strike
Adaptable Talent
Advantageous Attack
Advantageous Cover
Aiming Accuracy
A Few Maneuvers
Ample Foraging
Angled Throw
Anointed Hunter
Aquatic Specialists
Armor Proficiency (heavy)
Autofire Assault
Autofire Sweep
Bad Feeling
Bantha Herder
Bantha Rush
Battering Attack
Binary Mind
Biotech Specialist
Biotech Surgery
Blaster Barrage
Bone Crusher
Bothan Will
Bowcaster Marksman
Brilliant Defense
Brink of Death
Burst Fire
Burst of Speed
Careful Shot
Channel Rage
Charging Fire
Clawed Subspecies
Cleave
Close Combat Escape
Collateral Damage
Combat Reflexes
Conditioning
Confident Success
Controlled Rage
Coordinated Attack
Coordinated Barrage
Cornered
Covert Operatives
Critical Strike
Crossfire
Crush
Cunning Attack
Cut the Red Tape
Cybernetic Surgery
Damage Conversion
Darkness Dweller
Deadeye
Deadly Sniper
Deceptive Drop
Deep Sight
Deft Charge
Demoralizing Strike
Desperate Gambit
Destructive Force
Devastating Bellow
Disabler
Disarming Charm
Distracting Droid
Disturbing Presence
Dive for Cover
Dodge
Double Attack
Dreadful Countenance
Dreadful Rage
Droidcraft
Droid Focus
Droid Hunter
Droid Shield Mastery
Erratic Target
Feat of Strength
Fight Through Pain
Flash and Clear
Flawless Pilot
Flèche
Fleet-Footed
Flood of Fire
Flurry
Focused Rage
Follow Through
Force Boon
Forceful Blast
Forceful Recovery
Force of Personality
Force Readiness
Force Regimen Mastery
Force Sensitivity
Force Training
Forest Stalker
Fortifying Recovery
Friends in Low Places
Fringe Benefits
Gearhead
Grand Army of the Republic Training
Grapple Resistance
Grazing Shot
Great Cleave
Gungan Weapon Master
Gunnery Specialist
Hasty Modification
Hideous Visage
Hijkata Training
Hobbling Strike
Hunter's Instincts
Imperceptible Liar
Imperial Military Training
Impersonate
Impetuous Move
Implant Training
Improved Bantha Rush
Improved Charge
Improved Damage Threshold
Improved Defenses
Improved Disarm
Improved Opportunistic Trickery
Increased Resistance
Indomitable Personality
Informer
Instinctive Perception
Ion Shielding
Jedi Familiarity
Jedi Heritage
Justice Seeker
Keen Scent
Knife Trick
Knock Heads
K'tara Training
K'thri Training
Lasting Influence
Leader of Droids
Lightning Draw
Linguist
Logic Upgrade: Self-Defense
Logic Upgrade: Skill Swap
Logic Upgrade: Tactician
Long Haft Strike
Mandalorian Training
Martial Arts 1
Martial Arts 2
Martial Arts 3
Master of Disguise
Master Tracker
Meat Shield
Metamorph
Mighty Swing
Mighty Throw
Mind of Reason
Mission Specialist
Mobility
Momentum Strike
Nature Specialist
Never Surrender
Nimble Team
Officer Candidacy Training
Opportunistic Retreat
Opportunistic Shooter
Opportunistic Trickery
Overwhelming Attack
Pincer
Pinpoint Accuracy
Pistoleer
Pitiless Warrior
Point Blank Shot
Poison Resistance
Power Attack
Power Blast
Powerful Charge
Powerful Rage
Precise Shot
Predictive Defense
Prime Shot
Primitive Warrior
Quick Comeback
Quick Draw
Quick Skill
Rancor Crush
Rapid Reaction
Rapid Shot
Rapid Strike
Rapport
Read the Winds
Rebel Military Training
Recall
Recovering Surge
Recurring Success
Regenerative Healing
Relentless Attack
Return Fire
Returning Bug
Riflemaster
Risk Taker
Running Attack
Sadistic Strike
Savage Attack
Sensor Link
Scavenger
Scion of Dorin
Separatist Military Training
Shake It Off
Sharp Senses
Shield Surge
Shrewd Bargainer
Signature Device
Silver Tongue
Sith Military Training
Slammer
Slicer Team
Slippery Maneuver
Sniper
Sniper Shot
Spacer's Surge
Sport Hunter
Spray Shot
Staggering Attack
Staggering Attack
Stand Tall
Starship Designer
Starship Tactics
Stava Training
Stay Up
Steadying Position
Strafe
Strong Bellow
Strong in the Force
Superior Tech
Suppression Fire
Sure Climber
Surgical Expertise
Survivor of Ryloth
Swarm
Tactical Advantage
Tactical Genius
Tae-Jitsu Training
Technical Experts
Tech Specialist
Teräs Käsi Training
Thick Skin
Throw
Tireless Squad
Tool Frenzy
Toughness
Trench Warrior
Trip
Triple Attack
Triple Crit
Tumble Defense
Unhindered Approach
Unified Squadron
Unleashed
Unstoppable Combatant
Unstoppable Force
Unswerving Resolve
Unwavering Focus
Unwavering Resolve
Zero Range
FEAT CHART
Effect Prerequisites
Once/encounter make a full attack as a standard action BAB 6+
Gain +5 bonus on next attack against opponent you tumble past Trained in Acrobatics
Gain access to an additional talent none
Add full heroic level to attacks against slower enemies BAB 1+
Gain the additional benefits from cover Trained in Stealth
Droid, Point Blank Shot,
After aiming as a full-round action, gain +5 on next weapon attack Precise Shot, Proficient with
weapon
Grant +2 dodge bonus to your vehicle's Reflex Defense;
Dodge, Vehicular Combat
missiles/torpedoes that miss by 5 or more harmlessly self-destruct
Grant a bonus to allies' Fortitude Defense by foraging Ewok
Ignore cover with grenades and grenade-like weapons DEX 13
Move 2 or more squares and gain a +1 bonus on attacks with thrown
Nelvaanian
weapons
Gain bonuses to Swim checks when near allies Trained in Swim
No penalty on attacks and no armor check penalty while wearing light, Armor Proficiency (light and
medium, or heavy armor medium)
No penalty on attacks and no armor check penalty while wearing light
none
armor
No penalty on attacks and no armor check penalty while wearing light
Armor Proficiency (light)
or medium armor
You increase the efficacy of your burst and splash weapon attacks Proficient with weapon
Gain bonuses to Climb checks when near allies Trained in Climb
Reroll the lowest damage die when making a successful attack none
Deal +1 die of damage on melee, unarmed or ranged attacks after
Attack Combo (melee and
hitting an enemy with two consecutive melee, unarmed or ranged
ranged), BAB 9+
attacks
Deal +1 die of damage on melee or unarmed attacks after hitting an
BAB 3+
enemy with two consecutive melee or unarmed attacks
Deal +1 die of damage on ranged attacks after hitting an enemy with
BAB 3+
two consecutive ranged attacks
Decrease penalty on autofire attack and inflict extra damage when Weapon Focus (chosen
sustaining fire in the same squares in consecutive rounds weapon)
Weapon Focus (chosen
Sweep a wide area while using autofire mode
weapon)
Always take a move action during the surprise round none
Proficient with weapon, BAB
Move a target damaged by your ranged attack
1+
Push opponent 1 square after making a successful melee attack STR 13, BAB 1+
Knock a target prone when you use Bantha Rush Bantha Rush, Trip
Enemies must roll twice, keeping the lower result, on mind-affecting
Cerean
effects
Make custom modifications to Yuuzhan Vong biotech Trained in Mechanics
Install a biotech prosthesis onto a living being Trained in Treat Injury
Automatically aid another when using autofire attacks Coordinated Attack
Move damaged grappled opponent -1 step on the condition track Crush, Pin
Gain a bonus to Will Defense when an enemy fails to overcome your
Bothan
Iron Will
Gain a bonus to damage rolls when you spend a Force Point on a
Wookiee
bowcaster attack
Add your INT bonus to your Reflex Defense as a reaction INT 13
Attacks that would kill your enemy reduces them to 0 hit points instead none
You can make Use the Force checks and gain access to Force talents Non-droid
Gain a bonus to Fortitude Defense when an enemy fails to affect you Gamorrean
Add your CHA bonus to your Will Defense as a reaction CHA 13
Skill Focus (perception),
Gather information with Perception skill, and do it faster
Trained in Perception
Gain a temporary Force Point when your Perception reroll is lower Zabrak
Move only -1 step on condition track when ion damage exceeds Droid with STR 13, or cyborg
damage threshold with CON 13
Gain one temporary Force Point when targeted by an ally's Force
none
Power or Force Talent
Gain extra Force Powers when you take the Force Training feat Force Sensitivity, Twi'lek
Gain a bonus to damage rolls against those who harm your allies Kel Dor
Increase the range of your Scent ability to 20 squares Ewok
Lightning Draw, Trained in
Attack of opportunity with concealed weapon to greater effect
Stealth
You may knock two opponents' heads together after a successful
DEX 13, STR 13, Multi-Grab
Multi-Grab
Martial Arts 1, Trained in
Deal extra damage against flat-footed enemy, render target mute
Stealth
Dual Weapon Mastery 1,
Make swift unarmed attacks, deal half damage on misses
Martial Arts 1
After a successful Persuasion check, gain a bonus to future
Bothan
Persuasion checks
Allied droids benefit from your beneficial mind-affecting effects none
Draw and fire as a standard action Quick Draw
Gain bonus languages equal to 1 + your INT bonus (minimum 1) INT 13
Grant yourself +2 to the defense of your choice for 1 round Droid
Droid, Equipped with basic
Swap a trained skill for an untrained skill on the fly
processor
Grant a +5 bonus to attack with a successful aid another attempt Droid, BAB 4+
Can use lightsaber pike or long-handled lightsaber as a double
Proficient with weapon
weapon
Gain a +2 bonus on attack rolls when using Charging Fire feat Charging Fire
Increase damage from unarmed attacks by one die step; gain +1
none
dodge bonus to Reflex Defense
Increase damage from unarmed attacks by one die step; gain +1
Martial Arts 1, BAB 3+
dodge bonus to Reflex Defense
Increase damage from unarmed attacks by one die step; gain +1 Martial Arts 1, Martial Arts 2,
dodge bonus to Reflex Defense BAB 6+
Gain +5 to creating a deceptive appearance or a forged document and
Trained in Deception, CHA 13
reduce the penalty for rushing
Increase the die type when adding to a Survival check Rodian
Point Blank Shot, Precise
Gain cover bonus equal to opponent's cover bonus
Shot, BAB 4+
Give an enemy a -5 penalty on attack rolls and damage rolls for one
Droid, Martial Arts 1, BAB 1+
round after striking it in unarmed combat
Gain bonuses to Treat Injury checks when near allies Trained in Treat Injury
Trade attack bonus on melee attacks for a dodge bonus to Reflex
INT 13
Defense
CON 13, Shapeshift, Trained
Change your size
in Deception
Spend two swift actions to deal extra damage in melee STR 13
Add STR bonus to ranged attack rolls STR 13
Use WIS instead of INT for INT-based skill checks Cerean
Grant bonus to allies' untrained skill checks with a particular skill none
Gain +5 dodge bonus to Reflex Defense against some attacks of
DEX 13, Dodge
opportunity
Reroute power more quickly and without the risk of failure Mon Calamari
When riding beast or speeder bike, once/encounter can redirect attack
Trained in Pilot or Ride
made against you at your mount/vehicle instead
Gain bonuses to Ride checks when near allies Trained in Ride
Gain a bonus to Reflex Defense when you remain mobile Dodge
You may grab two opponents as a standard action DEX 13
Droid, INT 13, Proficient with
You can spread your aim action across multiple consecutive rounds
weapon
Increase the die type when adding to a Knowledge (life sciences)
Ithorian
check
Make an Endurance check to prevent falling to 0 hit points Trained in Endurance
Gain bonuses to Acrobatics checks when near allies Trained in Acrobatics
Gain a bonus to your Rank and Privilege score none
Sacrifice attack of opportunity to move at half speed Combat Reflexes
Gain a bonus to attacks of opportunity with ranged weapons none
Combat Reflexes, Sneak
Sacrifice attack of opportunity to reduce target's Reflex Defense by 2
Attack
Any attempt to negate your attack takes a -5 penalty on the attack roll
none
or skill check
Add half your Dark Side Score to Use the Force checks to resist
Dark Side Score 1+
detection
Reroll Initiative checks, always keeping the better result Cerean
Reroll Swim checks, always keeping the best result Gungan
Grappled opponent is pinned for 1 round, can't move, and loses its
BAB 1+
DEX bonus to Reflex Defense
Droid, Equipped with claw or
Maintain Pin feat and make subsequent grapple checks as a swift
hand appendage, BAB 1+,
action; apply Crush to each check
Pin, Crush
Droid, Aiming Accuracy, Point
Move target -1 step on the condition track when you hit with Aiming
Blank Shot, Precise Shot,
Accuracy
Proficient with weapon
Gain benefits when using certain pistols Proficient with weapon
Gain bonus hit points whenever you take down a foe Trandoshan
Gain +1 bonus on ranged attacks and damage against point blank
none
foes
You are inherently more resistant to poison CON 13
Trade attack bonus for damage on melee attacks (up to your base
STR 13
attack bonus)
Trade attack bonus for damage on ranged attacks (up to your base
DEX 13
attack bonus)
Gain +2 bonus on your attack roll while charging and deal extra
Medium or larger size, BAB 1+
damage
Gain a +4 bonus on STR checks and STR-based skill checks Rage species trait
No -5 penalty for shooting into melee Point Blank Shot
Use DEX or INT to determine Reflex Defense INT 13
Gain a bonus to attack rolls when none of your allies are near the
Point Blank Shot
target
Deal +1 die of damage with simple melee weapons Gamorrean
Recover quickly after being moved down the condition track by
Gamorrean
damage
Draw weapon as a swift action BAB 1+
Take 10 on skill checks when rushed, take 20 in half normal time none
Move an enemy -1 step down the condition track when using the
STR 15, Crush, Pin, BAB 1+
Crush feat
React twice to the same trigger once/encounter none
STR 13, BAB 1+, Proficient
Take a -2 penalty on a ranged attack roll to deal +1 die of damage
with weapon
STR 13, BAB 1+, Proficient
Take a -2 penalty on a melee attack roll to deal +1 die of damage
with weapon
Grant an additional +2 bonus when using the aid another action WIS 13
Detect hidden enemies within 10 squares of you Kel Dor
Gain a dodge bonus to Reflex Defense when using Running Attack Running Attack
Reroll any Knowledge skill check, keeping the better result Trained in one Knowledge skill
Move up the condition track when you catch a second wind none
Gain extra use of a once/encounter talent or feat none
Regain more hit points (but more slowly) when you catch a second
Trandoshan
wind
Double Attack (chosen
If you miss with a weapon for which you have Double Attack, gain +2
weapon), Proficient with
bonus to next attack
chosen weapon
When behind cover, you can reduce the damage of an incoming attack none
Use STR or CON to determine Fortitude Defense STR 13
Gain +2 or +5 to Will Defense when you fight defensively BAB 1+
Gain bonus swift action when you catch your second wind Trained in Endurance
Gain additional hit points when catching a second wind Wookiee
DEX 15, Quick Draw, Weapon
You may make a single ranged attack as a reaction to a ranged attack
Focus (chosen ranged
against you that misses
weapon)
Thrown razor bugs and thud bugs return to your hand immediately Proficient with weapon
Gain benefits when using certain rifles Proficient with weapon
Improve your chances of success with Climb or Jump checks Trained in Climb or Jump
Move before and after making an attack DEX 13
Move opponents -1 step on the condition track when you deliver a
none
coup de grace
Double Attack, Proficient with
Add +1 die of damage when successful on a full attack
weapon
Droid or cyborg with
Share sensor data instantly with an ally
associated hardware
Gather materials for building objects none
Gain a bonus to Fortitude Defense against atmospheric hazards Kel Dor
Gain a +1 bonus on an attack roll while adjacent to an ally none
Spend two swift actions to move +1 step along the condition track CON 13, Trained in Endurance
Increase the die type when adding to a Perception check Mon Calamari
Droid or cyborg with scomp
link or similar direct data link
Trade vehicle's SR for damage taken
with the vehicle, Trained in
Mechanics
Suppress opponents' insight and morale bonuses to Will Defense Quarren
Install two traits Tech Specialist
Intimidate a creature or change its attitude as a standard action Trained in Persuasion
Upon debilitating an enemy, you can cause other enemies to lose
none
heart
Catastrophic failures in a skill challenge occur less frequently and with
none
milder results
Reroll a third failed skill check during a skill challenge and take the
none
better result
Treat a skill challenge as if it had the recovery effect none
Gain +5 competence bonus on skill checks with one trained skill none
You become trained in one class skill none
Small or larger droid,
Triple STR bonus to damage rolls on this special melee attack Equipped with at least two
suitable appendages, STR 13
Gain bonuses to Use Computer checks when near allies Trained in Use Computer
Dodge two targets, withdraw at full speed Dodge
Point Blank Shot, Precise
You ignore soft cover when making a ranged attack
Shot, BAB 4+
Proficient with ranged
Increase accuracy at a -5 Reflex Defense penalty
weapon/group
Gain a temporary Force Point when you roll a natural 20 on a Pilot
Duros
check
Gain benefits with certain slugthrowers and sporting weapons Proficient with weapon
When using a weapon set on autofire, you can reduce the area to 1
none
square
Proficient with weapon, BAB
Impose penalties to enemy skill checks with a successful attack
1+
Sneak Attack, Rapid Shot or
Forgo extra damage to push back opponent
Rapid Strike
When you take damage, nearby allies attack your attacker none
You can design a starship from scratch and make custom Tech Specialist, Trained in
modifications to existing starships Mechanics
Learn a number of Starship Maneuvers equal to 1 + your WIS modifier Vehicular Combat, Trained in
(minimum 1) Pilot
Grab and grapple as a larger creature, grab after charging Martial Arts 1, Running Attack
Move 1 step down condition track to reduce damage Trained in Endurance
Deny target's DEX bonus to Reflex Defense when you are prone and
Careful Shot
aiming
Attack multiple targets as you move past them Running Attack
Use your Bellow ability without moving down the condition track Ithorian
Roll d8s instead of d6s when you spend a Force Point none
INT 17, Tech Specialist, 9+
Install superior equipment upgrades
levels
When you use aid another to affect enemy's attack rolls and your roll
STR 13, Burst Fire, Weapon
exceeds the target's Will Defense, that enemy must end its next turn
Proficiency (heavy weapons)
taking cover against you if possible
Gain a Climb speed of 4 squares Sullustan
You can perform surgery in 10 minutes instead of 1 hour Trained in Treat Injury
Make Survival checks to resist extreme heat and cold Twi'lek
Gain + 1 bonus on melee attack rolls when allies are adjacent Coordinated Attack
Make attack of opportunity and move 1 square Combat Reflexes
You regain all spent Starship Maneuvers at the end of any round in Starship Tactics, Vehicular
which you roll a natural 20 on an attack roll Combat, Trained in Pilot
Dodge, Martial Arts 1, Trained
Deal more damage on critical hits, use Dodge against enemies
in Initiative
Gain bonuses to Mechanics checks when near allies Trained in Mechanics
You can make custom modifications to armor, weapons, vehicles,
Trained in Mechanics
droids and devices
Treat target's damage threshold as lower STR 13, Martial Arts 1
Gain a +2 species bonus to your Fortitude Defense Trandoshan
Throw a grappled opponent up to 1 square beyond your reach and
Trip, BAB 1+
deal damage
Gain bonuses to Endurance checks when near allies Trained in Endurance
SGtD
TotG
RE
yes tFU
tCW
GaW
yes yes SWSE
yes SWSE
yes tCW
GaW
yes yes RE
yes LE
yes yes LE
yes LE
yes LE
yes yes tFU
yes yes GaW
yes SWSE
yes yes GaW
RE
yes yes LE
yes LE
yes tFU
yes GoI
RE
RE
yes yes GoI
yes yes LE
SWSE
SaV
yes yes SWSE
GoI
yes SWSE
RE
yes yes SWSE
SaV
SaV
yes yes SWSE
yes yes KotOR
RE
tFU
yes SWSE
yes tCW
SaV
GaW
yes GoI
SaV
yes yes GaW
RE
yes yes yes yes GaW
RE
SGtD
WE
SWSE
yes yes tCW
SGtD
yes yes yes tCW
SGtD
SGtD
KotOR
GaW
SGtD
JATM
SWSE
yes yes GaW
GoI
yes yes yes GaW
yes KotOR
JATM
SWSE
SWSE
RE
yes yes GaW
SaV
RE
yes LE
RE
yes yes GoI
yes tFU
RE
SGtD
tCW
RE
RE
RE
SaV
yes LE
GaW
GaW
RE
yes tCW
SaV
yes yes SWSE
KotOR
SGtD
KotOR
JATM
KotOR
yes yes SWSE
SGtD
GaW
yes yes yes yes SWSE
SaV
yes SWSE
yes tFU
RE
yes yes yes yes yes GaW
yes yes yes SWSE
TotG
RE
TotG
GaW
yes yes yes RE
yes LE
SGtD
RE
yes yes yes GaW
GaW
yes yes GaW
SaV
yes yes yes GaW
yes GoI
tCW
RE
RE
yes SWSE
SGtD
SGtD
yes KotOR
yes SWSE
tFU
yes yes yes SWSE
yes yes GaW
yes yes yes RE
RE
RE
yes yes yes SWSE
yes yes KotOR
yes LE
yes yes yes yes yes RE
yes yes yes SWSE
JATM
KotOR
yes yes yes GaW
yes yes GoI
SaV
RE
SGtD
yes tFU
RE
yes tCW
yes SWSE
RE
SGtD
RE
SaV
yes yes GoI
KotOR
GoI
GoI
GoI
yes yes yes yes yes SWSE
yes yes yes yes yes SWSE
SGtD
GaW
SaV
yes yes SWSE
RE
yes yes yes GaW
tCW
SaV
yes yes yes yes GoI
SotG
SotG
GaW
SaV
yes yes yes GaW
yes tFU
RE
yes SWSE
SaV
TotG
RE
yes SWSE
RE
yes tFU
SaV
SotG
GaW
GaW
yes yes SotG
GaW
RE
yes SWSE
GaW
SGtD
yes SWSE
yes tCW
yes SWSE
SGtD
GaW
GaW
tFU
RE
yes yes tCW
JATM
RE
yes yes LE
yes yes yes SWSE
yes yes yes RE
RE
RE
RE
yes yes yes tCW
GaW
yes yes SWSE
yes yes SWSE
yes yes yes yes SWSE
SWSE
SaV
GaW
yes yes KotOR
yes GoI
RE
GaW
yes yes LE
HEROIC TALENT CHART
(does not include Prestige Class t
Tree Talent Group
Aing-Tii Monk Aura of Freedom Aing-Tii
Aing-Tii Monk Folded Space Mastery Aing-Tii
Aing-Tii Monk Liberate Aing-Tii
Many Shades of the
Aing-Tii Monk Aing-Tii
Force
Aing-Tii Monk Spatial Integrity Aing-Tii
Agent of Ossus Buried Presence Ag Ossus
Agent of Ossus Conceal Other Ag Ossus
Agent of Ossus Insightful Aim Ag Ossus
Agent of Ossus Vanish Ag Ossus
Alter Aversion Force User
Alter Disciplined Strike Force User
Alter Force Flow Force User
Victorious Force
Bando Gora Captain Bando Gora
Mastery
Enhanced Danger
Baran Do Sage Baran Do
Sense
Baran Do Sage Expanded Horizon Baran Do
Baran Do Sage Planetary Attunement Baran Do
Consumed by
Dark Side Force User
Darkness
Dark Side Dark Presence Force User
Dark Side Dark Preservation Force User
Dark Side Dark Side Savant Force User
Dark Side Drain Knowledge Force User
Dark Side Power of the Dark Side Force User
Surrender to the
White Current Adept Fallanassi
Current
When Force Point spend to add to attack roll, heal hp = Force Point die result if attack hits
When an effect would move you down condition track, spend a Force Point to negate movement
When an enemy you damaged is reduced to 0 hp, you automatically return a spent Force Power to your
Force suite
Gain +10 bonus to Perception checks made to avoid surprise; can spend Force Point to act in surprise
round
Can use Sense Your Feelings to sense consequences 1 hour into the future
Can spend Force Point to attune to a planet; gain +2 to all Defenses against natural hazards, +1 square
to movement and sense weather up to 24 hours in advance
Spend 10 minutes meditating and Force Point to negate an attack in the next 24 hours
As reaction can add your CHA bonus to your Reflex Defense
Gain a +1 bonus to your Fortitude Defense or to all of your Defenses
Spend Force Point to reduce # of swift actions needed to move up condition track by 1
Can double your STR bonus to the next melee damage roll you make
Gain +1 bonus to attack rolls when within 20 squares and in line of sight of an ally with a Dark Side score
equal to or higher than yours
Can use Mind Trick power on creatures with INT 2 or lower
When Negate Energy used successfully, spend Force Point to activate Force Power as a reaction
Can spend Force Point as standard action to gain DR10 for 1 minute
As a swift action, can spend a Force Point to remove all debilitating conditions
Can sacrifice a Force Power and replace it with another designated Force Power in your suite
As full-round action, make DC15 Use the Force check to regain one Force Power
Once/encounter can activate power that requires a Force Point for free
When second wind used, regain additional hp = 1d6/Force Point possessed
Failed attempt to Rebuke a Force Power lessens the effect of the Force Power by 1 step
Spend Force Point to become immune to mind-affecting effects for 1 minute
Can spend Force Point to negate involuntary movement, as from Bantha Rush, Force Thrust, etc.
Can replace Will Defense with Use the Force check against Force Powers and other abilities that target
Will Defense
When ally of equal or higher level is killed within line of sight, gain +2 Force bonus on attack and damage
rolls
Once/day, can use Force Power that normally takes standard/move action as swift action
On death become Dark Side spirit and can possess adjacent target or occupy an object
On natural 20 to activate damage-dealing Force Power, can deal an extra 1/2 damage to damaged
targets instead of regaining spent Force Powers
If use Force Power as a full-round action, may reroll Use the Force check to activate Power, but must
accept result of reroll, even if worse
May use Use the Force instead of Persuasion when attempting to change attitude of a wild animal
When animal's attitude shifted to indifferent/friendly, may treat animal as if domesticated
As swift action can spend a Force Point to fly at land speed
Can spend Force Point to gain concealment
Spend Force Point to gain concealment for self and allies from mind-affected opponent
Can negate concealment of an enemy
Grant self +1 Force bonus to Reflex Defense
Grant self low-light vision as swift action
Take 1/2 damage from fire/heat attacks (no damage on missed area attack)
By staring into flame can reroll Farseeing or Search Your Feelings checks, keeping the better result
Gain +1 bonus to attack rolls made with simple weapons
Any bonus damage done with empowered weapon is considered to be fire damage
Can deal additional +1d6 fire damage with weapon as swift action
May use Use the Force instead of Persuasion when attempting to change attitude of a wild animal
When animal's attitude shifted to indifferent/friendly, may treat animal as if domesticated
Can do extra damage to anyone near the target of your Force Blast power
Can use telepathy application of Use the Force as a swift action and always succeed if target on same
planet
Spend Force Point to double weapon's DR and make lightsabers not ignore its DR
If Force Blast damage exceeds target's Fortitude Defense, move target -1 step on condition track
Once/encounter when skill check failed, can reroll check with +2 circumstance bonus
Manifested spirit distracts foes, causing -2 to Will Defense and attack roll against you
Gain more information when using Search Your Feelings and daily bonus Force Point
Manifested spirit grants +1 to attacks, +2 to Use the Force checks and Will Defense
As free action, gain bonus hp = 10 + 1/2 heroic level
When using lightsaber, can spend Force Point to render opponent flat-footed
Can use Force Trance to heal; can be healed by Vital Transfer; when bonus hp received, gain additional
bonus hp = CHA bonus
Can use Vital Transfer to heal droids
As swift action can gain immunity to Sense Force application of Use the Force skill
Can spend Force Point as reaction to gain bonus to Will Defense = CHA bonus against Use the Force
Successful use of Force Delay allows ally to trade move action for standard action on his next turn
Once/encounter use Persuasion as reaction to make target lose move action on its next round
Can spend Force Point to imbue a specially crafted object with the Force
Can spend Force Point as reaction to aid another on Use the Force check
As full-round action may spend a Force Point to attune a suit of armor, permanently increasing its armor
bonus by +2 and maximum DEX bonus by +1
As swift action can surround self with invisible force that shields against electronic surveillance
As Force Cloak, except can expand force to envelop creatures (including self) = character level
As swift action, can take up to -5 penalty on attack roll and add up to +5 as Force bonus to an ally's Reflex
Defense
Can use Deception check to conceal Force usage
When using Force Points to aid a ranged attack, can add +3/+4 instead of rolling die
When using Force Points to aid a melee attack, add Force die results to damage
When using Farseeing to view past, reduce DC by 50%; can see clearly without using Force Point
Spend Force Point to gain +1 die damage with siang lance
Once/turn as reaction gain +2 bonus to Reflex Defense against a ranged attack
As a reaction, may negate a ranged attack by making a successful Use the Force check
May redirect deflected blaster bolt so that it damages another creature or object
Treat siang lance as rifle rather than exotic weapon; gain +1 bonus to attacks with siang lance
You gain an akk dog as a follower
Can utilize three special tactical abilities involving your akk dog follower
When an enemy adjacent to your akk dog targets you with an attack, it provokes an AoO from your akk
dog
Spend Force Point to gain +2 to all defenses until end of encounter or until you attack
When you roll natural 20 against a Dark Side target, can activate a Force Power with [light side] descriptor
as a free action
Can reroll attack against Dark Side target, keeping the best result
Once/encounter can return Force Power with [light side] descriptor to your suite for free
Can use Use the Force to detect electromagnetic/energy fields
Can use the Search application of Perception as swift action; always succeed when using the Sense
Surroundings application of Use the Force
Once/encounter gain temporary Force Point for use with Luka Sene-related abilities
Use Farseeing power to gain +2 bonus to attack rolls against specified living target
Can use CHA instead of CON in Fortitude Defense; spend Force Point to gain temporary immunity to
poison, radiation and disease
When Initiative check rolled, may immediately take a swift action
As reaction to attack, can spend Force Point to gain DR10
Can use Wan-Shen to gain +1 deflection bonus to Reflex Defense against melee attacks
Treat Wan-Shen as medium weapon; can use Pin and Trip feats with Wan-Shen; when Wan-shen used
as double weapon, reduce attack penalty by 1
As standard action can make two attacks against two targets within reach
Gain +5 bonus to Will Defense against Deception; can use Use the Force instead of Perception to sense
deception/influence
Once/encounter can inflict persistent -1 step down condition track and loss of next standard action on one
opponent
Can add CHA bonus to damage dealt by a telekinetic Force Power
Spend Force Point to ignore all concealment for 1 minute
Can use Use the Force instead of Perception to avoid surprise, notice enemies, sense deception or sense
influence
Can use Use the Force instead of Pilot when making Pilot checks
When activating starship maneuver, may spend Force Point to reroll Pilot check, keeping best result
May spend a Force Point to reroll an Initiative check, keeping the better of the two rolls
By focusing on specific creature in line of sight, can gauge how strong in the Force it is
Spend Force Point to add CHA bonus to Perception check
Can use Use the Force instead of Use Computer to astrogate/operate sensors when piloting vehicle
Can use Farseeing power to force reroll of attack/Use the Force check against you
Can use Farseeing power to read the past history of a held object
Can spend Force Point to gain low-light vision
When the Farseeing Force Power used, can spend a Force Point as swift action to see into target's
past/future instead of present
When using Whirlwind Attack, can move up to speed after attack resolved
Gain +2 bonus to Reflex Defense against any target hit by Whirlwind Attack
Spend Force Point to use Whirlwind Attack feat when unarmed, even without having the feat
Can use Whirlwind Attack at end of a charge instead of normal melee attack, if unarmed
Can force target struck by Whirlwind Attack to move 1 square as free action
Spend Force Point as swift action to add +1d6 fire damage to Force Power that damages single target
Spend Force Point as swift action to create 3x3 area of difficult terrain around self
Can use Use the Force instead of Acrobatics to make Acrobatics checks; spend Force Point to be
considered one size category larger in grapple
When Force Power that deals damage used, can use Bantha Rush feat against target
Spend Force Point to gain concealment and +2 bonus to Reflex Defense against thrown weapons
When using Force Point in way that gives dark side point, treat Force die as having rolled maximum
As swift action can reduce penalty for large illusions by 50%
Once/encounter can spend Force Point to maximize damage from a Sith alchemical weapon
Once/encounter can boost effect and add [dark side] descriptor to a use of a Force Power
When ally damaged, can grant different ally bonus hp = 5 + your CHA bonus
Once/turn can cause ally to immediately take its second wind
As reaction to use of [dark side] power on you, can spend Force Point to penalize foe's Use the Force
check = his Dark Side score
Can choose to deal stun damage instead of normal damage with Force Power
Can spend Force point to split damage done to specified non-droid ally, each taking 1/2 damage
When rolling damage from unarmed attacks, reroll any dice that roll 1s
Recover all spent Force Powers when a 20 rolled on an unarmed attack
When opponent reduced to 0hp by unarmed attack, may make Jump check as free action to move
As standard action can make two unarmed attacks against two different targets
Can add Force die result to damage instead of attack roll in successful unarmed attack
When Throw feat used successfully, opponent falls prone in any square within 3 squares
Can use Stealth to hide from electronic surveillance and sensors
Can replace ally's Stealth/Use the Force check with your result when sneaking/hiding from Sense Force
When damaged, can spend Force Point to gain total concealment as a reaction
As swift action, can only use Force Powers with "You" as sole target, but 1/turn can recover Force Power
which has "You" as sole target for free
Can use Use the Force instead of Stealth to make Stealth checks
Can use discblade to make area attack against three targets
Treat discblade as pistol for purpose of determining range
Can recall discblade after ranged attack or Discblade Arc talent use
Can return Intercept Force Power to suite as swift action at no cost
Gain a +2 bonus on melee damage rolls with discblades
Prerequisites Source
none JATM
Fold Space JATM
Aura of Freedom JATM
Force Training JATM
none JATM
none tFU
Buried Presence tFU
Weapon Proficiency (pistols or rifles) tFU
none tFU
none tCW
none SWSE
none KotOR
JATM,
none (Mind Trick in KotOR, tFU) KotOR,
tFU
Illusion JATM
none JATM
none JATM
Illusion JATM
Move Object, Telekinetic Power LE
Influence Savant, Mind Trick JATM
none SWSE
Telekinetic Savant tFU
none SWSE
Telepathic Link, Trained in Use the
KotOR
Force
Trained in Use the Force KotOR
none tCW
none tCW
none tCW
none tCW
none JATM
Enhanced Danger Sense JATM
none JATM
none JATM
none tCW
none tCW
none tCW
none tCW
none tCW
none KotOR
Negate Energy JATM
none SWSE
none SWSE
Force Training tFU
none SWSE
none JATM
Equilibrium SWSE
Rebuke KotOR
none tFU
none LE
none tCW
none tCW
CHA 13, Power of the Dark Side SWSE
Power of the Dark Side LE
none JATM
none TotG
none SWSE
none SWSE
none SWSE
Charm Beast SWSE
Adept Spellcaster SWSE
none LE
none LE
none LE
Cloak of Shadow LE
none LE
none LE
Initiate of Vahl LE
Initiate of Vahl LE
Empower Weapon LE
Initiate of Vahl LE
none SWSE
Charm Beast SWSE
Force Blast tFU
none tFU
none tFU
Force Blast tFU
none JATM
Manifest Guardian Spirit JATM
none JATM
none JATM
none JATM
none JATM
none JATM
Vital Transfer JATM
none JATM
none JATM
Force Delay KotOR
Trained in Persuasion KotOR
none KotOR
none KotOR
none SWSE
none SWSE
Force Cloak SWSE
none SWSE
none KotOR
none KotOR
none KotOR
Visions KotOR
Siang Lance Mastery, BAB 7+ RE
none RE
Shield Gauntlet Defense RE
Shield Gauntlet Defense, Shield
RE
Gauntlet Deflect, BAB 5+
none RE
none tCW
Akk Dog Master tCW
none KotOR
none KotOR
none KotOR
none tFU
none SWSE
none SWSE
Force Sensitivity, Starship Tactics,
SotG
Force Pilot
Force Perception SWSE
Force Perception SWSE
none tCW
Force Pilot JATM
Force Perception JATM
Farseeing, Force Perception tCW
none tCW
Farseeing, Force Perception SWSE
Seyugi Cyclone JATM
Seyugi Cyclone JATM
none JATM
Seyugi Cyclone JATM
Seyugi Cyclone JATM
Force Training JATM
none JATM
none JATM
Bantha Rush, Force Training JATM
none JATM
none KotOR
Illusion KotOR
none KotOR
none KotOR
Tyia Adept JATM
Tyia Adept JATM
none JATM
none JATM
none JATM
Telekinetic Strike JATM
none JATM
none JATM
BAB 5+ JATM
none JATM
Throw JATM
White Current Adept, Trained in
JATM
Stealth
White Current Adept, Trained in
JATM
Stealth
none JATM
none JATM
none JATM
Proficient with discblade JATM
Proficient with discblade JATM
Proficient with discblade JATM
Intercept JATM
Proficient with discblade, Weapon
JATM
Focus (discblade)
PRESTIGE TALENT CHAR
(does not include Heroic Class ta
Tree Talent Group
Advanced Medicine Battlefield Medic Medic
Advanced Medicine Bring Them Back Medic
Advanced Medicine Emergency Team Medic
Advanced Medicine Extra First Aid Medic
Advanced Medicine Medical Miracle Medic
Advanced Medicine Natural Healing Medic
Advanced Medicine Second Chance Medic
Advanced Medicine Steady Under Pressure Medic
Advantageous
Assassin Assassin
Positioning
Assassin Get Some Distance Assassin
Assassin Murderous Arts 1 Assassin
Assassin Murderous Arts 2 Assassin
Assassin Ruthless Assassin
Assassin Shift Assassin
Assassin Sniping Assassin Assassin
Assassin Sniping Marksman Assassin
Thrown Lightsaber
Duelist Jedi Knight
Mastery
Elite Droid Break Programme Ind Droid
Elite Droid Heuristic Mastery Ind Droid
Elite Droid Scripted Routines Ind Droid
Elite Droid Ultra Resilient Ind Droid
Enforcement Cover Bracing Enforcer
Enforcement Intentional Crash Enforcer
Multiattack Proficiency
Gunslinger Gunslinger
(pistols)
Gunslinger Pistol Duelist Gunslinger
Gunslinger Ranged Disarm Gunslinger
Gunslinger Ranged Flank Gunslinger
Gunslinger Trigger Work Gunslinger
Imperial Inquisitor Cower Enemies Force Adept
Imperial Inquisitor Force Interrogation Force Adept
Imperial Inquisitor Inquisition Force Adept
Imperial Inquisitor Unsettling Presence Force Adept
Implant Adrenaline Implant Shaper
Implant Precision Implant Shaper
Implant Resilience Implant Shaper
Implant Speed Implant Shaper
Implant Strength Implant Shaper
Improviser Bigger Bang Improviser
Improviser Capture Droid Improviser
Improviser Custom Model Improviser
Mobile Attack
Jedi Battlemaster Jedi Knight
(lightsabers)
Jedi Battlemaster Slashing Charge Jedi Knight
Improved Sentinel
Jedi Shadow Jedi Knight
Strike
Improved Sentinel's
Jedi Shadow Jedi Knight
Gambit
Jedi Shadow Rebuke the Dark Jedi Knight
Jedi Shadow Taint of the Dark Side Jedi Knight
Jedi Watchman Force Warning Jedi Knight
Improved Quick Draw
Jedi Watchman Jedi Knight
(lightsabers)
Jedi Watchman Sheltering Stance Jedi Knight
Jedi Watchman Vigilance Jedi Knight
Jedi Watchman Watchman's Advance Jedi Knight
Jedi Weapon Master Combat Trance Jedi Knight
Improvised Weapon
Jedi Weapon Master Jedi Knight
Master
Jedi Weapon Master Shoto Pin Jedi Knight
Jedi Weapon Master Twin Weapon Style Jedi Knight
Jedi Weapon Master Twin Weapon Mastery Jedi Knight
Armored Augmentation
Knight's Armor Imp Knight
1
Armored Augmentation
Knight's Armor Imp Knight
2
Knight's Armor Armor Mastery Imp Knight
Knight's Armor Cortosis Defense Imp Knight
Knight's Armor Cortosis Retaliation Imp Knight
Knight's Resolve Knight's Morale Imp Knight
Knight's Resolve Oath of Duty Imp Knight
Knight's Resolve Praetoria Ishu Imp Knight
Knight's Resolve Praetoria Vonil Imp Knight
Knight's Resolve Strength of the Empire Imp Knight
Lightsaber Forms Ataru Jedi Knight
Lightsaber Forms Djem So Jedi Knight
Lightsaber Forms Jar'Kai Jedi Knight
Unarmed
Master of Teräs Käsi Elite Trooper
Counterstrike
Multiattack Proficiency
Melee Duelist (advanced melee Melee Duelist
weapons)
Single Weapon
Melee Duelist Melee Duelist
Flourish 1
Single Weapon
Melee Duelist Melee Duelist
Flourish 2
Melee Specialist Accurate Blow Elite Trooper
Melee Specialist Close-Quarters Fighter Elite Trooper
Melee Specialist Ignore Armor Elite Trooper
Improved Stunning
Melee Specialist Elite Trooper
Strike
Greater Devastating
Weapon Master Elite Trooper
Attack
Greater Penetrating
Weapon Master Elite Trooper
Attack
Weapon Master Greater Weapon Focus Elite Trooper
Greater Weapon
Weapon Master Elite Trooper
Specialization
Multiattack Proficiency
Weapon Master Elite Trooper
(heavy weapons)
Multiattack Proficiency
Weapon Master Elite Trooper
(rifles)
Wingman Concentrate All Fire Ace Pilot
Wingman Escort Pilot Ace Pilot
Wingman Lose Pursuit Ace Pilot
Wingman Run Interference Ace Pilot
Wingman Wingman Retribution Ace Pilot
PRESTIGE TALENT CHART
(does not include Heroic Class talents)
Effect
Can use first aid application of Treat Injury on a creature as a standard action
Can use revivify application of Treat Injury on target that has died anytime within a number of rounds = 1/2
your heroic level
Allies automatically succeed on aid another attempts when assisting you with Treat Injury checks
Can use first aid application of Treat Injury +1 time/day on target that has already received first aid
Can use Treat Injury on adjacent target to make target catch its second wind
Can make first aid, treat disease, and treat poison (Treat Injury) checks without medical kit if you have
access to appropriate natural substitutes
If you fail Treat Injury check, patient does not take any additional damage, nor does it die
Can reroll any Treat Injury check, using the better result
As Dark Side Talisman, but bonus extends to all three of your Defenses
Can use Knowledge (tactics) check to grant all droid allies use of Double Attack feat
Can grant droid allies a bonus to the Defense of your choice = your INT bonus
Can grant droid ally bonus hp = 10 + your class level once/turn
If you or any droid ally has line of sight and awareness of a target, all droid allies have same
Once/turn grant droid ally bonus to next attack = 1/2 class level; all Network Mind droids considered to
have heuristic processor when it is of benefit to have one
Once/turn can allow droid allies to take recover action as two swift actions
Once/turn can each networked droid to immediately move up to its speed
When you use an ability that grants a droid ally a morale/insight bonus, increase the bonus by +1
Spend Force Point as reaction to negate critical hit against you, making it a normal hit
Gain a further +1 to attacks with lightsabers
Spend Force Point to make Lightsaber Throw affect all targets in a 6 square line
When you use Redirect Shot successfully, that Deflect does not impose penalty on subsequent Deflects
When you use Riposte successfully, that Block does not impose penalty on subsequent Blocks
Once/encounter as swift action, can return Force Power with [lightsaber form] descriptor to your suite at
no cost
When making multiple attacks with a lightsaber as full-attack action, reduce penalty by 2
When you strike a fatal blow, can instead deal 1/2 damage to move target -1 step down condition track
and sever a limb
When wielding one-handed lightsaber and shoto, lightsaber considered a light weapon and can activate
Lightsaber Defense as a free action
Immediately after making full attack with two pistols, may move up to your speed as free action
When making multiple attacks with a pistol as full-attack action, reduce penalty by 2
Can utilize three special tactical abilities
You can disarm an opponent using a ranged attack
If within 6 squares of target and armed with pistol/rifle, you are considered adjacent for the purpose of
determining whether you or allies flank that target
You take no penalty on attack rolls when using the Rapid Shot feat
When using Persuasion to intimidate, can intimidate all targets in 6 square cone
When you deal damage with Force Power, make Persuasion check to intimidate a damaged target
Gain +1 bonus on attacks and deal +1 die damage to targets with Force Sensitivity feat
Use Force Point and Use the Force check to impose -2 penalty on attack rolls/skill checks while within 6
squares of you
Can grant 10 bonus hp per turn to an adjacent willing living creature
Can grant +1 bonus on attack rolls to an adjacent willing living creature
Can grant +5 increase to damage threshold to an adjacent willing living creature
Can grant +2 increase to base speed to an adjacent willing living creature
Can grant +1 die increase to melee damage to an adjacent willing living creature
Grenades created with Improvised Device deal an additional die of damage
Can use Mechanics to temporarily repair an incapacitated enemy droid and make it fight for you
Can add Tech Specialist modifications to items made using Improvised Device
Can use jury-rig application of Mechanics as standard action, don't need to make skill check and
device/vehicle move +3 steps on condition track
Can make temporary equipment from spare part you have around
Once/encounter as reaction to minion moving down condition track, can reduce steps down condition
track by 1 and heal hp = your heroic level
All enemies adjacent to designated minion move 1 square away from it
Any opponent whose level is lower than yours takes -1 penalty on attacks, opposed skill checks and Use
the Force checks to activate Force Powers that target you
As Inspire Fear 1, but penalty is -2
As Inspire Fear 1, but penalty is -5
When not disguised, you can reroll Persuasion checks made to intimidate, keeping the better result
Your minions may reroll Persuasion checks made to intimidate, but must keep the new result
Can use Persuasion check to cause target of Inspire Fear to flee from you
Any opponent at or below 1/2 hit points within 6 squares takes -2 penalty to attacks and skill checks
When your readied action is triggered, it does not change your initiative count
Once/round can use swift action to reroll attack using small concealable weapon, but must take second
result
Selected target may not make Perception checks to notice you, even if you enter its line of sight
When using stun weapon, If stun damage exceeds target's damage threshold, target moves -3 steps
down the condition track instead of normal -2.
If you damage opponent that is unaware of you, opponent cannot speak/make other noises until the end
of your next turn
Can return spent Force Power to suite of ally who used it as a standard action
Can aid another on Knowledge checks for skills you are trained in as a reaction
Can use Use the Force instead of Knowledge check for any Knowledge skill you are not trained in
When you use Skilled Advisor, the ally you aid gains a temporary Force Point
Can reroll a Knowledge check and keep the better result if trained in the relevant skill
Can use Move Light Object application of Use the Force to call a lightsaber you built into your hand and
ignite it as free action
When armed with lightsaber you built, gain +2 bonus to Use the Force checks made to Block/Deflect
When you build lightsaber, can add an accessory at time of creation; when you hit target with lightsaber
you built, can reroll one damage die, keeping new result
When you spend Force Point to add to attack of lightsaber you built and you hit, add same amount to
damage done
Can spend 1 minute to switch out accessories on a lightsaber you built
Grant self and allies affected by your Battle Meditation +2 bonus to Reflex Defense; you also gain +1
bonus to Use the Force checks to Block and Deflect for each adjacent ally using lightsaber
Spend Force Point to trigger second wind in ally reduced to 0 hp and affected by your Battle Meditation
Immediately after making full attack with two lightsabers, may move up to your speed as free action
Once/encounter when charging, take no cumulative penalty on Blocks made during charge; can apply
attack bonus granted by charge to Riposte attacks
Can use Use the Force instead of Treat Injury to perform medical procedures
When using Vital Transfer power, amount healed is increased by your class level
When using Vital Transfer power, amount healed is increased by twice your class level
When using Vital Transfer power, you can move target +1 step on condition track instead of healing
When an ally with a lower Use the Force bonus makes Use the Force check, you can spend Force Point
to add to that check
Can share specified Force Secret with an ally trained in Use the Force
Can share specified Force Technique with an ally trained in Use the Force
Can transfer Force Power from your suite to that of an ally trained in Use the Force
Can use Farseeing to examine the past of a location
Designate target and gain +2 squares movement if you end move adjacent to target
Can spend Farseeing power to regain any other Force Power as swift action
When you are targeted by Deception/Persuasion check, can make Use the Force check and use result in
place of Will Defense
When targeted by mind-affecting Force Power or Talent, spend Force Point to negate the effect
Attempts to locate you using Gather Information suffer a -5 penalty
May reroll opposed Use the Force check made to conceal yourself from someone trying to sense other
Force users, keeping better result
Radius within which Force users can sense you is reduced to 10 kilometres
You have access to a network of Jedi sympathizers you can call on once/game session
When another attempts to sense you through the Force, treat your Dark Side score as = WIS score;
Deception becomes a class skill
Can use Sentinel's Gambit an additional number of times = half your class level
When using Rebuke against Force Power with [dark side] descriptor, roll twice and keep best result
Add a Force Power with [dark side] descriptor to your suite; once/encounter can use that Force Power
without increasing Dark Side score
Allow allies to reroll Initiative checks at start of combat; reduce number of allies caught by surprise
Can draw, ignite and make an attack with lightsaber in surprise round, even if surprised; once/turn may
draw and ignite lightsaber as free action
When adjacent to ally, may use Block or Defect to protect ally without spending a Force Point
Designated adjacent ally gains +1 bonus to Reflex Defense
When acting in surprise round you and allies can take extra move action
When using Battle Strike, gain power's bonus on 1st melee attack made each round
Take no penalty on attack rolls with improvised weapons
When you successfully Block with shoto, attacker loses any remaining attacks until its next turn
When wielding two weapons/double weapon, can make attacks with both weapons against two targets as
standard action
When using Two Weapon Style, can move 2 squares between attacks
Spend Force Point to add armor bonus to Reflex Defense to your damage threshold
When using Armored Augmentation 1, gain DR = 2 x your armor's bonus to Fortitude Defense
Add armor bonus or 1/2 armor bonus + heroic level to your Reflex Defense
Gain +2 bonus on opposed unarmed melee attack roll against lightsaber attack with cortosis gauntlet
When you successfully parry lightsaber attack with cortosis gauntlet, can make an AoO against attacker
When ally strikes with a lightsaber, you gain +1 morale bonus to all Defenses
When ally strikes with a lightsaber, you gain bonus hp = 3 x your class level
Can use Block and Deflect to negate attacks to an adjacent ally
When wielding lightsaber two-handed, deal +1 die damage if you move at least 1 square before attack
When ally strikes with a lightsaber, you gain +1 die damage with your next lightsaber attack
May use DEX bonus instead of STR bonus on damage rolls when using a lightsaber
Once/round as reaction, spend Force Point to attack an enemy who has hit you with melee attack
If wielding two lightsabers, Lightsaber Defense gives twice normal deflection bonus to Reflex Defense
Once/encounter as swift action, designate an enemy against whom you may reroll your first attack roll
each round, keeping the better result
When wielding one lightsaber in one hand, Lightsaber Defense bonus increased by +2
Gain +1 bonus to Reflex and Will Defenses when wielding a lightsaber
When you redirect a blaster bolt you gain +5 bonus on ranged attack roll
Only take -2 penalty on Use the Force checks for every previous use of Block or Deflect
May take 10 on Acrobatics checks to tumble; each threatened/occupied square counts as 1 square
May reroll a failed Use the Force check when using Block or Deflect
Use two swift actions to make Deception check to feint when wielding a lightsaber
When attacking with a lightsaber, you score a critical hit on a natural roll of 19 or 20
Once/encounter can apply toxin to any non-energy slashing/piercing weapon as standard action
Can modify the delivery method of a poison with a Knowledge (life sciences) check
Any target you poison is denied its DEX bonus to Reflex Defense
Treat Injury DC to cure a poison you have used on a target increases by 5
Any poison you use gain +2 bonus to attack rolls against target's Fortitude Defense
Add armor's Fortitude Defense bonus to your elite trooper DR, may gain extra DR against lightsabers
Once/encounter can move up to your speed as a free action on your turn
When making more than 1 attack/round, gain +1 die damage when using specified exotic weapon/weapon
group
Gain +5 bonus to next attack after reducing an opponent to 0 hit points
When making an unarmed attack, your critical threat range is extended by 1
When you damage target with unarmed attack, target takes penalty to next attack = your STR bonus
When you damage target with unarmed attack, can make disarm attack as swift action
Any adjacent enemy takes damage = your STR bonus if you can make AoO against them
When you successfully grab enemy, it must make opposed grapple check to break free; if you initiate
grapple, you can reroll check, but must take new result
When you damage target, if your attack roll exceeds target's damage threshold, move target -1 step down
condition track
When you damage target, can make attack against target's Fortitude Defense which, if successful, limits
target to one swift action on its next turn
When you make unarmed attack against target with DR and damage exceeds target's DR, can ignore
target's DR completely
Deal additional die of damage with unarmed attacks
If you make only unarmed attacks during full attack action, can make full attack actions as a standard
action
When you successfully parry unarmed attack with Unarmed Parry talent, can immediately make unarmed
attack as reaction against that target
When fighting defensively, as reaction can negate a melee attack by making successful unarmed attack
roll
You attract a loyal minion
You attract a particularly skilled and powerful minion
When adjacent to minion, can redirect attacks against you to the minion
As Bodyguard 1, but minion's relevant defense gains bonus = 1/2 your class level
As Bodyguard 2, but bonus = your class level and minion can make an attack against your attacker
Once/encounter, if you fail an attack roll, skill check or use of talent that requires opposed check, can
move your speed as reaction
Can spend swift action to grant ally the ability to move its normal speed
Can spend 2 swift actions to grant ally the ability to take a standard or a move action
Can spend 3 swift actions to grant ally the ability to take a standard and a move action
Allies gain +2 bonus to attacks and skill checks against a designated target
Gain +2 cover bonus to Reflex Defense when adjacent to a minion
Spend 2 swift actions to allow 2 allies to move 2 squares as a reaction
Spend 2 swift actions to allow allies to withdraw as a swift action
Spend 3 swift actions on consecutive turns to increase allies' speeds by 2
A deceased minion is replaced by an equivalent minion 24 hours later
Gain +5 bonus to attacks of opportunity with melee weapons you are proficient with
Can use feint application of Deception as 2 swift actions against an opponent you threaten
When wielding 2 light weapons/lightsabers and making attack with first weapon, can attack same target
with other weapon as free action
When wielding 2 light weapons/lightsabers, can make full attack as standard action if you attack with both
weapons
May add DEX bonus rather than STR bonus to damage rolls when using a light melee weapon
When making multiple attacks with advanced melee weapon as full-attack action, reduce penalty by 2
Once/encounter can make an attack with a light melee weapon or lightsaber as a free action after a
successful feint
When wielding a single light melee weapon or lightsaber and making a full attack, you can move up to
your speed as a free action
When wielding a single light melee weapon or lightsaber and making a full attack, you can make a full
attack as a standard action
Gain +1 die damage when you exceed targets Reflex Defense with strike from specified weapon
When adjacent/in same square as target, gain +1 to melee attacks against that target
Once/encounter can ignore armor/equipment bonuses of opponent's armor
When your melee attack moves opponent down condition track, target cannot take any full round/standard
action on its next turn
When you wield melee weapon, any enemy who starts its turn adjacent to you suffers damage = your
STR bonus
When you attack with burst/splash weapon, ignore any cover the target may have
Ignore damage threshold of doors/walls when using mines and fixed explosives
When you repair a droid, fix 1 extra hp damage for each point your Mechanics check exceeds 20
Can use explosives to make passable terrain difficult or make difficult terrain passable
Can allow pilot's vehicle to ignore difficult terrain and grant pilot +5 bonus to Pilot checks to avoid hazards
and collisions
When you make a field-created weapon, you can apply one weapon modification from the Tech Specialist
feat to apply to the weapon
Can use repair application of Mechanics to repair a droid/object as a standard action
Can turn any object powered by an energy cell into a frag grenade, and also reverse the process
Can increase the speed of a droid, or a vehicle you occupy, by 1 square as a standard action
Can use Mechanics to grant the vehicle you occupy bonus hp = 5 x your class level
On a successful Knowledge (tactics) check against a selected target, you and your allies deal +1d6 bonus
damage to that target
On a successful Knowledge (tactics) check, you and your allies gain a +1 bonus to attacks against flanked
opponents or a +1 bonus to Reflex Defense against AoOs
When you use Assault Tactics, target takes cumulative -1 penalty to Reflex Defense each time your allies
damage it
On a successful Knowledge (tactics) check, you and your nearby allies can use whatever cover is
available to gain a +10 cover bonus to Reflex Defense
Once/encounter grant bonus hp = 5 + 1/2 your character level to all allies within 20 squares
Adjacent allies can split the damage from attacks with you
On a successful Knowledge (tactics) check, enemies in your line of sight lose all competence, insight and
morale bonuses on attacks and dodge bonuses to Reflex Defense
Can take -2 penalty to one Defense to gain a +1 bonus to a different Defense
Can take -5 penalty to one Defense to gain a +2 bonus to a different Defense
Gain +5 bonus to one Defense by taking a -5 penalty to the other two Defenses
Can use Assault Tactics, Deployment Tactics and Field Tactics as swift actions
Once/day can add 1/2 officer class level to all your Defenses for a round
As swift action move -1 step down condition track to gain temporary Force Point
When you are targeted by mind-affecting effect, attacker must roll twice and take the lower result
Gain bonus hp = 10 + class level when you spend Force Point to activate Force Technique/Secret
When you gain level, gain extra Force Points = number of Force Talents you have
Gain +5 Force bonus on skill checks made to perform Force Regimen
Any weapon batteries attacking designated target deal +1 die damage for every 2 points their attack roll
exceeds the target's Reflex Defense
Can designate a number of vehicles = your class level to move a number of squares = their speed
Use Knowledge (tactics) check to allow allied gunners +1 die damage to designated target
Once/encounter as reaction can grant a pilot an immediate move action
Gain improvement to your ship's Reflex Defense, gunner's damage level and generic crew's quality level
when you command a capital ship
Can forgo movement from Uncanny Instincts to make melee/ranged attack on opponent who hit you; if the
attack you make is melee and hits, you switch places with target
Can forgo swift action from Seize the Moment to make attack; if attack is ranged and does damage, add
damage to ally's damage for purpose of overcoming target's DR, SR and damage threshold
Can forgo swift action from Seize the Moment to aim as swift action on your next turn
Can forgo movement from Uncanny Instincts to increase your Reflex Defense by 5
Once/encounter as reaction can add 1/2 class level to the Defense of your choice
When an ally damage an opponent, you can take a swift action as a reaction
Non-area attack against target that hits deals 1/2 normal damage, but target loses next move action
Once/encounter when opponent damages you, you can move 1 square as a reaction
Can allow one droid to make a check with certain skills immediately as free action
Can allow one droid to move its speed and make a check with certain skills during that movement
Can allow one droid to take the full attack action
Can allow one droid to make a melee or ranged attack
If you have cover from a target, you can aim at that target as a move action
All enemies treat your Safe Zone as difficult terrain
Grant an ally who has cover from enemies improved cover from those enemies
Designated adjacent ally may move with you when you move as long as ally remains adjacent
Allies who exit your Safe Zone gain +2 bonus to attack rolls
Enemies who fire into your Safe Zone suffer -2 penalty to attack rolls
Can dismiss Safe Zone; allies in dismissed zone gain +2 bonus to speed
Can allow an ally to move up to its speed; if ally provokes AoO, you get AoO against ally's attacker
Can designate 4x4 squares Safe Zone, allies in zone gain +2 bonus to Fortitude and Will Defenses
Ally who catches second wind in Safe Zone gains bonus hp = your class level
Can coupe de grace as move action; when you kill with coupe de grace, allies gain +2 bonus on attack
rolls
Once/encounter heal nearby allies hit points = your heroic level
If your attack hits, instead of dealing damage can make target move/withdraw from you next turn
When ally strikes target, grant all allies damage bonus = 1/2 your class level against that target
Use Deception/Perception check to make enemies withdraw or take -1 penalty to attack rolls
All opponents within 6 squares take -1 penalty to attack rolls
When you or nearby ally reduce target to 0 hp, can treat opponent's damage as stun damage
Can gain +2 bonus to an attack roll a number of times/encounter = 1/2 your class level
Once/encounter as full-round action, when using two pistols, can move twice your speed and shoot once
with each pistol
When using two pistols and flanked by 2+ enemies, can make a full attack as a standard action if you
attack at least 2 flanking enemies
If you wield 2 pistols and make a single attack with one, it deals damage = your heroic level on a miss
If you wield 2 pistols you can make autofire attack with one, even if it is not capable of autofire
If wielding 2 pistols, gain +2 bonus to damage rolls when using Rapid Shot
You can use armored spacesuits as if you had the Armor Proficiency (heavy) feat
You attract a loyal privateer lieutenant
When you make single attack with advanced melee weapon, can make attack with pistol as free action
When wielding advanced melee weapon and pistol, treat melee weapon as though wielded two-handed
When wielding advanced melee weapon and pistol, make full attack as standard action
Ignore cover (not improved cover) with ranged attacks while aboard starship/space station
When attacking with ion weapons, gain +1 bonus on attack rolls and deal +1 die ion damage
When making multiple attacks with advanced melee weapon as full-attack action, reduce penalty by 2
Deny DEX bonus to Reflex Defense to target you are aiming at that is not within point-blank range
Add DEX bonus to damage rolls against a designated target that is not within point-blank range
When you damage an enemy you have aimed at, it cannot use a standard action to attack on its next turn
When you damage an enemy you have aimed at, its speed is reduced to 2 squares and it cannot take
either a double move or run action
When using aim action, can use Point Blank Shot feat regardless of range category
When you damage single target with Force Power, target takes further 2d6 Force damage at start of its
next turn
Spend Force Point to deal 1d6/class level to target and heal yourself an equal amount
Spend Force Point to deal 1d6/class level to 3 targets and heal yourself 1/2 all damage dealt
Gain +1 bonus to attack rolls against Jedi
Can reroll any Use the Force check made to activate Force Powers with [dark side] descriptor, but must
keep the new result
As Dark Side Adept, but can spend Force Point and keep better Use the Force check result
Drain Force Point from force sensitive opponent you damage and regain spent Force Power
Can user Use the Force instead of Deception when making Deception checks
Range of Dark Healing increases; failed attack deals 1/2 damage and heals you
Use Sith alchemy to imbue certain objects with the power of the Dark Side
When you score critical hit with lightsaber, may spend Force Point to move target -2 steps down condition
track
Can use Use the Force to probe the mind of a living creature with INT 3+ for secrets
Can use full sentences/complete thoughts when using telepathy aspect of the Use the Force skill
Gain Force bonus to your Will Defense = your class level
When you are targeted by Force Power with [mind-affecting] descriptor, attacker takes Force damage =
1d6 x your WIS bonus
When you use Force Power with [mind-affecting] descriptor successfully, gain +2 bonus on skill checks
made to activate mind-affecting Force Powers/Talents against same target
When you successfully feint an opponent, you can move up to 1/2 your speed
Use Deception against a target to grant ally +2 dice damage to that target
As reaction to attack against ally, make Deception check and ally can use your check in place of his
Defenses
When adjacent to another creature, gain +2 cover bonus as a swift action
Use Deception to reduce target's attack bonus against you by -5
When adjacent to another creature and attacked, make a 1 square move and attack targets adjacent
creature
Once/encounter as standard action you can create a blaster turret
As Blaster Turret 1, but turret has enhanced abilities
As Blaster Turret 2, but turret can fire twice/round with -5 penalty on each attack roll
As Blaster Turret 1, but turret deals ion damage
As Blaster Turret 1, but turret deals stun damage
As Blaster Turret 1, but turret explodes upon reaching 0 hit points
When making multiple unarmed attacks as full-attack action, reduce penalty by 2
Damaging a target with unarmed attack temporarily drops its DR by 1
When you score critical hit with unarmed attack, make another attack against a target within reach
Damaging a target with unarmed attack, gain hp = your class level
Make Perception check as swift action when actively looking for enemies
When you have cover against a target, gain DR = your class level against that target
If your target is unaware of you, your ranged attacks deal +1 die damage to that target
When you damage target with ranged attack, designated ally may attack target as if it was flat-footed
When enemy uses aim action to negate your cover, make Stealth check opposed by enemy's Initiative
check to retain your cover bonus
If your target is unaware of you, your area attacks that target flat-footed
When you damage target with ranged attack, designated ally may ignore targets DR and SR
If you and one ally can see target, you and allies can reroll one ranged attack against target, keeping new
result
Penalty when making autofire attack or using Burst Fire feat reduced to -2; using a braced autofire-only
weapon incurs no penalty
Gain a further +2 to damage with weapon designated by your Weapon Specialization talent
When making multiple attacks with a heavy weapon as full-attack action, reduce penalty by 2
When making multiple attacks with a rifle as full-attack action, reduce penalty by 2
When you aid another with ally's vehicle weapon attack, if attack hits it deals +1 die damage
When ship you pilot adjacent to allied ship, both ships gain +10 increase to damage threshold
When ship you pilot adjacent to allied ship, both ships gain +5 bonus to Pilot checks to avoid dogfights
Can use Vehicular Combat feat to negate attack against adjacent allied ship
When allied vehicle struck, as reaction can make vehicle weapon attack at -5 penalty against ally's
attacker once/round
Prerequisites Source
Steady Under Pressure tFU
none tFU
none tFU
none tFU
none tFU
none tFU
Steady Under Pressure tFU
none tFU
Shift SaV
Advantageous Positioning, Shift SaV
none SaV
Murderous Arts 1 SaV
none SaV
none SaV
none SaV
Sniping Assassin SaV
none SWSE
none SWSE
none JATM
none tFU
DEX 13 tFU
none tFU
none tFU
none tFU
none SotG
none GoI
none SotG
none SWSE
none SWSE
none SotG
Vehicular Evasion SWSE
none SWSE
none GoI
none SWSE
none tCW
none GoI
WIS 13 SotG
none SWSE
WIS 13 SotG
none SWSE
none SWSE
Equilibrium SWSE
none LE
none LE
none LE
none LE
none LE
none LE
none SWSE
none SWSE
Force Talisman tCW
none SWSE
Empower Weapon KotOR
Force Talisman, Focused Force
tCW
Talisman
none SWSE
none GoI
none SWSE
none SaV
none SWSE
Force Interrogation tFU
none tFU
none tFU
Force Interrogation tFU
none LE
none LE
none LE
none LE
none LE
Improvised Device RE
none RE
Improvised Device, Tech Specialist RE
none RE
none RE
Attract Minion, Inspire Fear 1,
SaV
Inspire Fear 2
Attract Minion, Inspire Fear 1 SaV
none SWSE
Inspire Fear 1 SWSE
Inspire Fear 1, Inspire Fear 2 SWSE
none SWSE
Notorious SWSE
Frighten, Inspire Fear 1, Inspire
SaV
Fear 2
Inspire Fear 1, Inspire Fear 2,
SaV
Inspire Fear 3, Notorious
Trained in Initiative tFU
none tFU
Trained in Stealth tFU
none tFU
Multiattack Proficiency
(lightsabers), Dual Weapon
KotOR
Mastery 1, Weapon Focus
(lightsabers)
Block, Riposte, Weapon Focus
(lightsabers), Weapon Proficiency KotOR
(lightsabers)
none tCW
Vital Transfer tCW
Healing Boost, Vital Transfer tCW
Vital Transfer tCW
none JATM
Know at least one Force Secret JATM
Know at least one Force
JATM
Technique
Know at least one Talent from
Lightsaber Combat, Duelist or JATM
Lightsaber Forms
Force Training JATM
none JATM
none JATM
none JATM
none JATM
Sense Deception JATM
none LE
none LE
Difficult to Sense LE
none LE
none KotOR
none TotG
Malkite Techniques TotG
Malkite Techniques TotG
Malkite Techniques TotG
Malkite Techniques TotG
DEX 13, Mandalorian Glory,
KotOR
Proficient with armor worn
none KotOR
DEX 13, Proficient in chosen exotic
KotOR
weapon/weapon group
none KotOR
BAB 10+ GaW
none GaW
none GaW
none GaW
none GaW
none GaW
none GaW
Teräs Käsi Basics, Martial Arts 1 TotG
Martial Arts 1 TotG
Teräs Käsi Basics, Martial Arts 1,
TotG
Martial Arts 2, Martial Arts 3
none GoI
none SWSE
Impel Ally 1 SWSE
Impel Ally 1, Impel Ally 2 SaV
Impel Ally 1, Impel Ally 2 SaV
Attract Minion SaV
none SaV
none SaV
Impel Ally 1, Impel Ally 2 SaV
Attract Minion SaV
none KotOR
Trained in Deception KotOR
Dual Weapon Mastery 1, Weapon
KotOR
Finesse
Dual Weapon Mastery 1, Dual
Weapon Mastery 2, Dual Weapon
KotOR
Flourish 1, Master of Elegance,
Weapon Finesse
Dual Weapon Flourish 1 or Single
Weapon Flourish 1, Weapon KotOR
Finesse
none KotOR
none SWSE
none tFU
none tFU
none RE
none RE
none RE
Black Market Buyer RE
none RE
Ward LE
none LE
Ward LE
Bodyguard's Sacrifice LE
none LE
Bodyguard's Sacrifice, Take the Hit LE
Bodyguard's Sacrifice LE
none LE
Recruit Enemy RE
Recruit Enemy RE
none RE
Recruit Enemy RE
Recruit Enemy RE
none tCW
Trained in Demolitions tCW
none tCW
none tCW
none tCW
Gun Club tCW
none tFU
none tFU
Skilled Demolitionist, Shaped
tFU
Explosion
none tFU
Skilled Demolitionist tFU
none tFU
none LE
Expert Shaper LE
none LE
Expert Shaper LE
Biotech Surgery LE
none JATM
none SaV
Cunning Distraction SaV
Cunning Distraction SaV
Innocuous SaV
none SaV
Improved Soft Cover, Innocuous SaV
none tFU
Blaster Turret 1 tFU
Blaster Turret 1, Blaster Turret 2 tFU
Blaster Turret 1 tFU
Blaster Turret 1 tFU
Blaster Turret 1 tFU
none GaW
none GaW
none GaW
none GaW
none tCW
Maximize Cover tCW
Maximize Cover tCW
none tCW
none tCW
Soften the Target tCW
none tCW
Enhanced Vision tCW
none SWSE
none SWSE
Controlled Burst, BAB 12+ GaW
Greater Weapon Focus,
Devastating Attack, Weapon Focus
SWSE
(chosen exotic weapon/weapon
group)
Greater Weapon Focus,
Penetrating Attack, Weapon Focus
SWSE
(chosen exotic weapon/weapon
group)
Weapon Focus (chosen exotic
SWSE
weapon/weapon group)
Greater Weapon Focus, Weapon
Focus, Weapon Special. (chosen SWSE
exotic weapon/weapon group)
none SWSE
none SWSE
none RE
none RE
none RE
Escort Pilot RE
Escort Pilot RE
SKILL APPLICATIONS CHAR
Key
Application Skill Ability
Accelerated Climbing Climb Strength
Access and Reprogramme
Use Computer Intelligence
Electronic Device
Access Information Use Computer Intelligence
Activate Force Power Use the Force Charisma
Alternate Story Deception Charisma
Analysis Gather Information Charisma
Anticipate Enemy Strategy Knowledge (tactics) Intelligence
Astrogate Use Computer Intelligence
Avoid Collision Pilot Dexterity
Avoid Feint Initiative Dexterity
Avoid Surprise Perception Wisdom
Backtrail Use Computer Intelligence
Balance Acrobatics Dexterity
Basic Survival Survival Wisdom
Battlefield Tactics Knowledge (tactics) Intelligence
Biotech Adaptation Mechanics Intelligence
Biotech Repair Treat Injury Wisdom
Booby Trap Mechanics Intelligence
Breath Control Use the Force Charisma
Bribery Persuasion Charisma
Build Object Mechanics Intelligence
Catch Item Acrobatics Dexterity
Catch Yourself When Falling Climb Strength
Change Attitude Persuasion Charisma
Cheat Deception Charisma
Climb Surface Climb Strength
Climbing in Low or High Gravity Climb Strength
Common Knowledge Knowledge Intelligence
Conceal Item Stealth Dexterity
Conceal Large Item Stealth Dexterity
Control Mount in Battle Ride Dexterity
Copy or Reprogramme Code
Use Computer Intelligence
Cylinder or Access Card
Cover Tracks Use Computer Intelligence
Create a Diversion to Hide Stealth Dexterity
Create Defensive Position Survival Wisdom
Creating a Diversion to Hide Deception Charisma
Creating a Diversion to Hide an
Deception Charisma
Item
Critical Care Treat Injury Wisdom
Cross Difficult Terrain Acrobatics Dexterity
Deceive Deception Charisma
Disable Device Mechanics Intelligence
Disable or Erase Programme Use Computer Intelligence
Dogfight Pilot Dexterity
Drop Stealth Dexterity
Eavesdrop Perception Wisdom
Endure Extreme Temperatures Survival Wisdom
Engage the Enemy Pilot Dexterity
Escape Artist Acrobatics Dexterity
Escape Bonds Acrobatics Dexterity
Expert Knowledge Knowledge Intelligence
Extended Survival Survival Wisdom
Extreme Conditions Climb Strength
Fall Prone Acrobatics Dexterity
Fast Mount or Dismount Ride Dexterity
Feign Haywire Deception Charisma
Feint Deception Charisma
Find a Good Score Gather Information Charisma
First Aid Treat Injury Wisdom
Fly Casual Pilot Dexterity
Force March Endurance Constitution
Force Trance Use the Force Charisma
Group Feint Deception Charisma
Guide with Knees Ride Dexterity
Haggle Persuasion Charisma
Handle Explosives Mechanics Intelligence
Heal Damage Treat Injury Wisdom
Hear Distant or Ambient Noises Perception Wisdom
High Jump Jump Strength
Hold Breath Endurance Constitution
Hot Shot Mechanics Intelligence
Identify Gather Information Charisma
Ignore Hunger Endurance Constitution
Ignore Thirst Endurance Constitution
Improve Access Use Computer Intelligence
Improvise Connection Mechanics Intelligence
Improvised Communication Persuasion Charisma
Increase Vehicle Speed Pilot Dexterity
Innuendo Deception Charisma
Install a Cybernetic Prosthesis Treat Injury Wisdom
Intimidate Persuasion Charisma
Issue Routine Command Use Computer Intelligence
Jump Down Jump Strength
Jury-Rig Mechanics Intelligence
Know Direction Survival Wisdom
Leap Ride Dexterity
Learn News and Rumors Gather Information Charisma
Learn Secret Information Gather Information Charisma
Locate Individual Gather Information Charisma
Long Fall Acrobatics Dexterity
Long Jump Jump Strength
Long-Range Spotter Perception Wisdom
Long-Term Care Treat Injury Wisdom
Low and High Gravity
Acrobatics Dexterity
Environments
Making Handholds & Footholds Climb Strength
Modify Droid Mechanics Intelligence
Move Light Object Use the Force Charisma
Nimble Charge Acrobatics Dexterity
Notice Targets Perception Wisdom
Perform Surgery Treat Injury Wisdom
Pick Pocket Stealth Dexterity
Place Other in Force Trance Use the Force Charisma
Quick Intel Gather Information Charisma
Quick Search Perception Wisdom
Ram Pilot Dexterity
Recharge Shields Mechanics Intelligence
Reduce Falling Damage Acrobatics Dexterity
Refit Antiquated Vehicle or
Mechanics Intelligence
Weapon
Regulate Power Mechanics Intelligence
Repair Mechanics Intelligence
Repair Droid Mechanics Intelligence
Repair Object Mechanics Intelligence
Reprogramme Droid Use Computer Intelligence
Revivify Treat Injury Wisdom
Ride Mount Ride Dexterity
Run Endurance Constitution
Search Perception Wisdom
Search Your Feelings Use the Force Charisma
Sense Deception Perception Wisdom
Sense Force Use the Force Charisma
Sense Influence Perception Wisdom
Sense Surroundings Use the Force Charisma
Sleep in Armor Endurance Constitution
Sleight of Hand Stealth Dexterity
Sneak Stealth Dexterity
Snipe Stealth Dexterity
Soft Fall Ride Dexterity
Stand Up from Prone Acrobatics Dexterity
Start Battle Initiative Dexterity
Stay in Saddle Ride Dexterity
Swim Swim Strength
Swim/Tread Water Endurance Constitution
Telepathy Use the Force Charisma
Temporary Mending Treat Injury Wisdom
Track Survival Wisdom
Treat Disease Treat Injury Wisdom
Treat Poison Treat Injury Wisdom
Treat Radiation Treat Injury Wisdom
Tumble Acrobatics Dexterity
Use Communications Use Computer Intelligence
Use Mount as Cover Ride Dexterity
Use Sensors Use Computer Intelligence
Zero-Gravity Environments Acrobatics Dexterity
LL APPLICATIONS CHART
Trained Armor Check
Only Penalty Source
No Yes SWSE
No No LE
No No SWSE
Yes No SWSE
Yes No SaV
Yes No tFU
Yes No tCW
Yes No SotG, SWSE
No No SWSE
No Yes SWSE
No No SWSE
Yes No SaV
No Yes SWSE
No No SWSE
Yes No tCW
Yes No LE
Yes No LE
Yes No SaV
Yes No JATM, KotOR
No No tFU
Yes No tFU
Yes Yes SaV
No Yes SWSE
No No SWSE
Yes No SaV
No Yes SWSE
No Yes KotOR
No No SWSE
No Yes SWSE
No Yes tFU
No Yes SWSE
No No LE
Yes No SaV
No Yes SWSE
Yes No tCW
No No SWSE
No No tFU
Yes No DoD
Yes Yes SWSE
No No SWSE
Yes No SWSE
Yes No SWSE
No No SWSE
No Yes SaV
No No SWSE
No No SWSE
Yes No SWSE
Yes Yes SaV
No Yes SWSE
Yes No SWSE
Yes No tFU
No Yes tFU
Yes Yes SWSE
No Yes SWSE
No No tFU
No No SWSE
Yes No SaV
No No SWSE
Yes No SaV
No Yes SWSE
Yes No SWSE
Yes No SaV
No Yes SWSE
No No SWSE
Yes No SWSE
No No SWSE
No No SWSE
No Yes SWSE
No Yes SWSE
Yes No SaV
No No SaV
No Yes SWSE
No Yes SWSE
Yes No SWSE
No No LE
No No tFU
Yes No SWSE
Yes No SaV
No No SWSE
No No SWSE
No No SWSE
No Yes SWSE
Yes No SWSE
No No SWSE
No Yes SWSE
No No SWSE
No No SWSE
No No SWSE
No Yes KotOR
No Yes SWSE
Yes No tCW
No No SWSE
Yes Yes tFU
No Yes SWSE
Yes No SWSE
Yes No JATM, LE, SWSE, tCW
Yes Yes SaV
No No SWSE
Yes No SWSE
No Yes SWSE
Yes No JATM, tCW
Yes No SaV
Yes No SaV
No No SWSE
Yes No SWSE
Yes Yes SWSE
Yes No LE
Yes No SWSE
Yes No SWSE
Yes No SWSE
Yes No SWSE
Yes No SWSE
Yes No SWSE
No Yes SWSE
No Yes SWSE
No No SWSE
No No SWSE
No No SWSE
Yes No LE, SWSE
No No SWSE
No No LE, SWSE
No Yes SWSE
No Yes SWSE
No Yes SWSE
No Yes SWSE
No Yes SWSE
Yes Yes SWSE
No Yes SWSE
No Yes SWSE
No Yes SWSE
No Yes SWSE
No No LE, SWSE
Yes No LE
Yes No SWSE
Yes No SWSE
Yes No SWSE
Yes No SWSE
Yes Yes SWSE
No No SotG
No Yes SWSE
No No SotG
Yes Yes tFU
FORCE POWERS & REGIMENS CHA
standard
Assured Strike lightsaber form one enemy
action
Awaken Force
regimen 1 hour one ally 24 hours
Sensitivity
until start of
Barrier of Blades lightsaber form swift action self
next turn
until end of
Battle Strike swift action self
turn
until start of
Blind telekinetic swift action one creature
next turn
standard
Cloak self maintainable
action
Contentious
lightsaber form free action one enemy
Opportunity
standard
Corruption dark side one target
action
standard
Cryokinesis one object maintainable
action
until end of
Dark Rage dark side swift action self
turn
standard
Dark Transfer dark side one creature
action
standard
Disarming Slash lightsaber form one enemy
action
standard
Drain Energy one object
action
standard
Energy Resistance self maintainable
action
full-round
Farseeing one creature
action
until end of
dark side, mind-
Fear swift action one creature target's next
affecting
turn
standard
Force Lightning dark side one creature
action
standard
Force Slam telekinetic 6-square cone
action
standard variable-sized
Force Storm dark side maintainable
action area
standard
Force Storm dark side, telekinetic self variable
action
standard
Force Stun one creature
action
standard
Force Thrust telekinetic one target
action
standard 6-square
Hatred dark side maintainable
action radius
until start of
High Ground Defense lightsaber form swift action self
next turn
6-square
Inspire light side swift action maintainable
radius
one ranged
Intercept telekinetic reaction
attack
standard
Ionize one target
action
standard
Kinetic Combat telekinetic self maintainable
action
standard
Malacia light side one creature maintainable
action
dark side, mind- standard
Memory Walk one creature maintainable
affecting action
standard
Mind Shard mind-affecting one creature
action
standard
Mind Trick mind-affecting one creature
action
standard
Morichro one creature maintainable
action
standard
Move Object telekinetic one target concentration
action
one energy
Negate Energy reaction
attack
standard
Plant Surge one creature maintainable
action
until end of
Prescience swift action one enemy
next turn
one Force
Rebuke reaction
Power
standard
Rend dark side one target
action
standard
Rising Whirlwind lightsaber form two enemies
action
standard
Saber Swarm lightsaber form one enemy
action
standard
Sarlacc Sweep lightsaber form two enemies
action
standard
Sever Force light side one creature hours
action
until end of
Shatterpoint swift action self
encounter
until start of
Surge free action self
next turn
one droid or
standard until end of
Technometry electronic
action next turn
device
standard 2-square
Thought Bomb mind-affecting
action radius
Training Remote regimen 1 hour self 24 hours
standard
Twin Strike lightsaber form one enemy
action
until end of
Unbalancing Block lightsaber form reaction self
next turn
standard
Valor light side one ally maintainable
action
standard
Vital Transfer light side one creature
action
Vo'ren's Fifth
regimen 3 hours self 24 hours
Cadence
Vo'ren's First
regimen 1 hour self 24 hours
Cadence
Vo'ren's Fourth
regimen 3 hours self 24 hours
Cadence
Vo'ren's Second
regimen 2 hours self 24 hours
Cadence
Vo'ren's Third
regimen 3 hours self 24 hours
Cadence
standard
Wound dark side one creature
action
FORCE POWERS & REGIMENS CHART
Effect Special
You gain a bonus to hit with your lightsaber and roll If you have the Juyo talent and miss with both die
twice, keeping the best result, but may take a penalty rolls, this power remains in your Force suite; spend a
to your damage roll Force Point to roll the attack three times
Target temporarily gains use of the Force Sensitivity
feat
Targets in affected area take 3d8 points of
Spend a Force Point to inflict half damage on targets
bludgeoning, piercing or slashing damage (your
your attack misses
choice) and take a -2 penalty on attack rolls
If you have the Shien talent, you can Redirect one of
Use result of your Use the Force check in place of
the bolts that misses you; spend a Force Point to
your Reflex Defense against non-area ranged attacks
apply this power to autofire attacks
Gain a +1 bonus to next attack roll and bonus damage
Spend a Force Point to gain +2d6 damage
if the attack hits
Render target flat-footed; all other creatures have
Spend a Force Point to use this power as a free action
concealment from the target
If you have the Soresu talent, you can add the bonus
You and adjacent allies gain a bonus to Reflex to Use the Force checks to use the Block and Deflect
Defense talents; spend a Force Point to also apply the bonus
to Fortitude Defense
Grant yourself total concealment against all targets, Spend a Force Point to Increase your bonus to Stealth
and possibly gain a bonus to Stealth checks checks by +5
Targets in affected area take 3d8 points of fire
Spend a Force Point to move one target -1 step on
damage and catch afire; missed targets take half
the condition track
damage and don't catch afire
If you have the Makashi talent, gain +2 bonus to AoOs
Deal additional damage on attacks of opportunity until the end of your next turn; spend a Force Point to
reduce the target's speed by 2 squares
Spend a Force Point to deal fire damage to any
Unarmed melee attacks deal bonus fire damage creature that strikes you with an unarmed attack or
makes a grab or grapple attack against you
Target takes 2d6 Force damage and half again at the Spend a Force Point to have adjacent creatures take
start of its turn; if you exceeded its Fortitude Defense, half damage if your Use the Force check exceeds
its take half damage again the next round their Fortitude Defense
Gain a bonus to damage threshold against an attack Spend a Force Point to increase the bonus to your
or Force Power use damage threshold by +5
Reduce target object's DR and move mechanical or Spend a Force Point to reduce target's DR by a
electronic devices 1 step down condition track further -5
For duration can't exhibit patience or concentration;
Gain a bonus to melee attack rolls and damage spend a Force Point to extend duration until end of
encounter
Heal damage to the target, but move -1 step on the Spend a Force Point to avoid moving down the
condition track and gain a Dark Side point condition track
Reduce successful ranged attack against you to 1/2 If you have the Soresu talent, you can spend a Force
damage and make a single lightsaber attack against a Point to Redirect the ranged attack; spend a Force
target within reach Point to take no damage from the ranged attack
Deal damage to an unattended object Spend a Force Point to increase the damage by 2d6
Make an incoming melee attack do 1/2 damage, then If you have the Djem So talent, gain a temporary
you can move to any square adjacent to attacker and Force Point that can be used to activate Djem So;
make a lightsaber attack against it spend a Force Point to treat attacker as flat-footed
Transport an object instantaneously from one place to Spend a Force Point to Increase the size of the object
another that can be transported
Spend a Force Point to add half your heroic level as a
Deal damage to a target
damage bonus to your Force Blast
Spend a Force Point to damage or destroy the target
Use a Use the Force check to disarm an opponent
weapon instead
May inflict choking/crushing damage on the target and
Spend a Force Point to gain +2d6 damage
limit target to a swift action on its next round
All Dark Siders within radius take Force damage and Spend a Force Point to increase the damage dealt by
suffer a -1 penalty to attack rolls +1d6
Targets take Force damage and their damage Spend a Force Point to reduce each target's damage
thresholds are reduced by -5 threshold by -10
You gain a telekinetic force shield Spend a Force Point to increase your SR by +5
If the attack hits, the target takes 4d6 points of Force
damage and is knocked prone; otherwise, the target Spend a Force Point to gain +2d6 damage
takes half damage
Area affected gives concealment, deals acid damage
Spend a Force Point to increase the damage dealt by
and imposes a -5 penalty to Perception checks made
+2d6
to listen
Vortex around you deals 2d6 damage to all adjacent Spend a Force Point to increase the damage dealt by
targets at the end of your turn +2d6
Spend a Force Point to move a target an additional
Target moves down the condition track
step down the condition track
Spend a Force Point to apply a -5 penalty to the
Force target to move away from you, perhaps causing
target's Strength check to resist your Force Thrust and
1d6 damage from collision
inflict +2d6 damage from collision
Can track a designated creature without needing to Spend a Force Point to track two targets
make Survival checks simultaneously
Whirlwind immobilizes target, inflicts -5 penalty to
Spend a Force Point to increase the penalty to attack
attack rolls and skill checks, inflicts Force damage and
rolls and skill checks -10
leaves target prone
All creatures within radius take Force damage and Spend a Force Point to increase the damage dealt by
suffer a -1 penalty to all Defenses +1d6
If you have the Ataru talent, you can move a further 2
You can move without provoking attacks of
squares after attacking; spend a Force Point to deal
opportunity and attack a target
+2 dice damage with your attack
If you stand on a low object or in difficult terrain, any If you have the Sokan talent, you deal +1 die damage
creature that moves adjacent to you provokes an with AoOs; spend a Force Point to move 1 square
AoO, and you may gain a bonus to hit with AoOs each time you make an AoO
Spend a Force Point to increase the speed you move
Can make a move along a wall as if it were the ground
along the wall by +2
Allies granted a bonus to their Will Defenses against
Spend a Force Point to grant all targets 2d6 bonus hit
mind-affecting or fear effects or possibly immunity to
points when the power is first activated
mind-affecting and fear effects
Negate a ranged attack against you Spent a Force Point to Intercept an autofire attack
JATM
JATM
LE
JATM
SWSE
JATM
JATM
tCW
LE
JATM
JATM
tFU
JATM
JATM
SWSE
LE
JATM
LE
JATM
JATM
JATM
KotOR
LE
JATM
JATM
SWSE
KotOR
JATM
JATM
tFU
SWSE
SWSE
JATM
SWSE
KotOR
LE, tFU
SWSE
JATM
tFU
SWSE
SWSE
JATM
KotOR
JATM
JATM
JATM
JATM
JATM
JATM
KotOR
KotOR,
tFU
tCW
LE
JATM
tCW
JATM
JATM
SWSE
tCW
SWSE
SWSE
LE
JATM
JATM
tCW
JATM
LE
JATM
JATM
SWSE
tCW
tFU
KotOR
JATM
JATM
JATM
SWSE
tCW
JATM
KotOR
JATM
LE
SWSE
JATM
tCW
JATM
JATM
JATM
JATM
JATM
JATM
JATM
KotOR
SWSE
JATM
JATM
JATM
JATM
JATM
JATM
KotOR
FORCE TECHNIQUES & SECRETS
Technique/Secret Type
Advanced Vital Transfer Technique
Mentor Secret
Effect
When you use the Vital Transfer power, you can spend a Destiny Point to fully heal the target of all damage and remove
debilitating conditions
When you use the Vital Transfer power, if your Use the Force check equals or exceeds the Treat Injury DC of a disease
target, you can spend a Force Point to cure that disease
You can use the Vital Transfer power to treat a poison affecting the target
When using a Force Power that deals damage, you can spend a Force Point to increase the power's damage dice by 50%
a Destiny Point to double the number of damage dice
When using a Force Power that has a range expressed numerically, you can spend a Force Point to multiply the range
spend a Destiny Point to increase the range to anywhere in the same star system
When using Mind Trick, if you exceed your target's Will Defense by 10 or more, you can choose what your target does with
on its next turn
When using a Force Power that can be maintained, you can spend a Force Point to sustain the power as a swift action
rounds equal to your Charisma bonus
The base range of your Blind power increases to 18 squares
The base range of your Force Disarm power increases to 18 squares
The base range of your Force Grip power increases to 18 squares
The base range of your Force Thrust power increases to 18 squares
The base range of your Move Object power increases to 18 squares
At the end of an encounter, you automatically recover 1 Force Point spent during the encounter
You may take 10 on Use the Force checks to activate a selected Force Power even when distracted or threa
Whenever you activate a Force Power, you can spend a Force Point to add one use of any Force Power known by any all
of you to your Force suite; you can enhance any holocron you possess
When you use Ballistakinesis, you may spend a Force Point to target a 3x3 square area
You can maintain your Cloak as a move action
When your target takes fire damage from Convection, the fire attacks the target's Fortitude Defense using your base
If you use Crucitorn and the attack or Force Power still deals more damage than your damage threshold, you do not expe
power and it remains in your Force suite
You can use Cryokinesis on occupied vehicles within range; however, the vehicle only moves down the condition track if
check also exceeds the vehicle's Fortitude Defense
When you use Dark Transfer, you may spend a Force Point to revive a creature that died since the end of your
When you use the Detonate power, you also damage enemies within 2 squares of the target object
When you activate Energy Resistance, you can choose to have it effect one of your allies instead of you
When you use the Enlighten power, you may spend a Force Point to affect one additional ally
Whenever you use Fold Space, you can spend a Force Point to move the object anywhere within line of sight, or you ca
Point to move the object anywhere within the same star system
You can spend a Force Point to cause your Force Light to blind those it harms, granting all other targets concealment f
targets, or you can spend a Destiny Point to change this to total concealment
When you use the Force Shield power, you can spend a Force Point to expand the radius of the Force Shield so that it p
allies adjacent to you
When you use the Force Slam power, you can take a full-round action to activate it in order to target all targets within a 2
you, or you can spend a Force Point to increase the area to a 4 square burst
You can spend a Force Point when you activate Force Storm to fill it with Force Lightning that does 3d6 damage, or you c
Point to boost that damage to 6d6
Your successful Force Stun also immobilizes the target for one round
Each hour you remain in a Force Trance you regain a number of hit points equal to 2 x your character lev
When you use the Ionize power, you can spend a Force Point to have the target take full ion damage
You can wield up to three weapons simultaneously using the Kinetic Combat power
If you are forced into a pit or off a precipice, you can spend a Force Point to activate Levitate as a reactio
When you use the Lightning Burst power, you can push the target 1 square away from you and knock it pr
You can maintain the damage threshold penalty of the Malacia power as a swift action
You may make a Use the Force check to move a light object as a swift action; using the light object as a projectile weapo
action
When you use the Obscure power, you may spend a Force Point to gain a +5 bonus on your Use the Force
When you use the Phase power, you can end a single move action inside an occupied space, but you must still end yo
unoccupied space
You can spend a Force Point to have Plant Surge target all enemies in a 5x5 square area, or you can spend a Destiny Po
area to 10x10
The range of your Rend power increases to 12 squares, and when you use it on an object, character or creature, you can
damage reduction
When you activate Resist Force, you can choose to have it effect one of your allies instead of you
You may use the Sense Force ability of the Use the Force skill as a move action
You may use the Sense Surroundings ability of the Use the Force skill as a free action
When you move a target down the condition track with a successful use of the Shatterpoint power, you can spend a Force
target's condition persistent
When you use the Stagger power, you may spend a Force Point to push your target 2 squares away from
When you use the Technometry power, you can activate it as a full-round action to target all droids in a 6-square cone th
your square
Whenever you use the Telepathy ability of the Use the Force skill you can reroll your Use the Force check and keep t
You can spend a Force Point to have Thought Bomb target all enemies within 5 squares of you, or you can spend a Destin
enemies within your line of sight
When you activate Valor, you gain the benefits of this power as well
You can use the Vital Transfer power against a target within 6 squares and in line of sight
You can use telepathy to forcibly learn a language from another creature
You can spend a Force Point to link two Force Powers so that one activates this round and the other activates next round
the start of your turn
Whenever you activate a Force Power, you can spend a Force Point to add one use of that power to the Force suite of
squares of you and in your line of sight
When using a Force power that affects a single target, you can spend a Force Point to affect one additional target, or y
Destiny Point to affect one target per four character levels
When using a Force power that requires a standard action or move action to activate, you can spend a Force Point to acti
swift action, or you can spend a Destiny Point to activate the power as a reaction
When using a Force power with a cone area effect you can spend a Force Point to affect a line 1 square x (5 x cone's leng
can spend a Destiny Point to affect one or more targets within a radius of you equal to the cone's length
When you activate a power that targets only you, you ignore all condition track penalties to your Use the Force check to a
Source
tCW
JATM
LE
SWSE
SWSE
KotOR
tCW
JATM
JATM
JATM
JATM
JATM
SWSE
SWSE
JATM
LE
tCW
JATM
JATM
JATM
LE
LE
KotOR
LE
JATM
JATM
LE
KotOR
JATM
KotOR
SWSE
KotOR
KotOR
tCW
LE
tCW
SWSE
LE
tCW
JATM
tCW
KotOR
SWSE
SWSE
tCW
LE
tCW
SWSE
JATM
KotOR
KotOR
KotOR
tCW
JATM
SWSE
SWSE
SWSE
tCW
EQUIPMENT CHART
Item Weight
Item Type Cost (kilos) Availability Size
11-17 Series Mining Droid droid, 5th degree 3500 licensed small
2-1B Medical Droid droid, 1st degree 4300 licensed medium
23K Orbital Service Shuttle vehicle, space 36000 licensed colossal
2X-Series Picket Droid droid, 4th degree 32500 military medium
3D-4 Administrative Droid droid, 3rd degree 7320 licensed medium
3PO Series Protocol Droid droid, 3rd degree 3000 licensed medium
3PX Espionage Droid droid, 4th degree 5550 military medium
3Z3 Medical Droid droid, 1st degree 5000 licensed medium
501-Z Police/Security Droid droid, 4th degree 14000 restricted medium
578-R Space Transport vehicle, space 75000 licensed colossal
5-BT Threat Analysis Droid droid, 1st degree 17490 restricted tiny
5YQ Series Protocol Droid droid, 3rd degree 1460 licensed medium
74-M Speeder Bike vehicle, ground 4000 licensed large
74-Z Speeder Bike vehicle, ground 6750 restricted large
74-Z Speeder Bike vehicle, ground 8000 military large
8-2A Medical Bundle device, medical 200 1.00
8D Smelter Droid droid, 5th degree 7250 licensed medium
8D8 Smelting Operator Droid droid, 5th degree 2500 licensed medium
9000 Z004 Landspeeder vehicle, ground 8000 licensed large
A5 Juggernaut vehicle, ground 200000 licensed colossal
A519 Invader Close Support
vehicle, starfighter 125000 licensed huge
Starfighter
A-7 Hunter Interceptor vehicle, starfighter 80000 military huge
A9G-Series Archive Droid droid, 1st degree 6880 licensed medium
A-A5 Speeder Truck vehicle, ground 30500 licensed colossal
ABC Scrambler device, tool 3000 3.00
Action VI Bulk Transport vehicle, capital ship 1M licensed colossal
A-DSD Advanced Dwarf Spider
droid, 4th degree 25000 military huge
Droid
AD-Series Weapons
droid, 1st degree 13840 military medium
Maintenance Droid
AEG-77 "Vigo" Gunship vehicle, space 200000 licensed colossal
AeroChaser Speeder Bike vehicle, ground 5800 licensed large
Aggressor-Series Battle Droid droid, 4th degree 3800 restricted medium
Air-2 Racing Swoop vehicle, ground 4500 licensed large
All-Temperature Cloak device, survival 100 1.50
Alpha-3 Nimbus V-Wing
vehicle, starfighter 102500 military huge
Starfighter
Alpha-Class Xg-1 Star Wing
vehicle, starfighter 125000 military gargantuan
Assault Gunboat
device, detection/
Ambient Aural Amplifier 3000 0.50
surveillance
Amphibious Seals upgrade, starship 4000+
Annihilator Droid droid, 4th degree 59275 military huge
Anti-Boarding Systems upgrade, starship 20000+ restricted
Antipersonnel Mine weapon, explosive 500 1.00 military tiny
Anti-Rad Dose device, medical 50
Antitheft Comlink Locator upgrade, droid 100 0.50
Antitoxin Patch device, medical 25
Aquata Breather device, life support 350 0.20
Aquatic Adaptation upgrade, armor 500
ARC-170 Starfighter vehicle, starfighter 155000 military gargantuan
ARC-9965 weapon, rifle 1400 5.00 military medium
Archaic Heavy Cruiser vehicle, capital ship 17.8 M military colossal
weapon, exotic
Arg'garok 150 2.00 rare large
melee
Armor (+1) upgrade, starship 2000+ licensed
Armor (+2) upgrade, starship 5000+ restricted
Armor (+3) upgrade, starship 10000+ military
Armor (+4) upgrade, starship 20000+ military
Armor Reinforcement upgrade, armor 3000
Armored Groundcar vehicle, ground 25000 licensed huge
Armored Spacesuit armor, heavy 12000 35.00 restricted
Armorplast upgrade, armor 900
Arrow-23 Landspeeder vehicle, ground 10800 licensed huge
Ascension Gun weapon, pistol 1200 2.00 military medium
A-Series Assassin Droid droid, 4th degree 14000 illegal medium
A-Series Medical Droid droid, 1st degree 9740 licensed small
ASN-121 Assassin Droid droid, 4th degree 5730 military small
ASP Labor Droid droid, 5th degree 1000 licensed medium
Atgar 1.4 FD P-Tower Light
weapon, field 12000 military huge
Anti-Vehicle Laser Cannon
weapon, exotic
Atlatl 50 1.50 rare medium
melee
Atmosphere Canister/Filter device, life support 25 1.00
Atmospheric Thruster upgrade, starship 2000+
Atmospheric Thruster,
upgrade, starship 5000+
Advanced
AT-RT All-Terrain Recon
vehicle, ground 40000 military large
Transport
AT-XT All-Terrain Experimental
vehicle, ground 14700 restricted large
Transport
Audio Enhancers upgrade, droid 2000 1.00
Audio-Radial Stunner upgrade, droid 5000 3.00 restricted
device, detection/
Audiorecorder 25 0.10
surveillance
device, detection/
Aural Amplifier 2000 0.50
surveillance
Aurek Tactical Strikefighter vehicle, starfighter 360000 military huge
weapon, exotic
Aurial Blaster 2500 1.00 restricted medium
ranged
Autoblaster upgrade, starship x2 restricted
Automap upgrade, droid 1000 2.00
Automated Sentry Gun droid, 4th degree 2500 military small
Auxiliary Generators (+2) upgrade, starship 2000+
Auxiliary Generators (+4) upgrade, starship 5000+
Auxiliary Generators (+6) upgrade, starship 10000+ licensed
AV-7 Antivehicle Cannon weapon, field 14000 military huge
A-Wing Starfighter vehicle, starfighter 175000 military huge
weapon, simple
Axe 35 2.00 medium
melee
weapon, simple restricted,
Axe, Mythosaur 1000 10.00 large
melee rare
AZ-Series Battle Droid droid, 4th degree 15630 military large
B1 Series Battle Droid droid, 4th degree 1800 military medium
B1-A Air Battle Droid droid, 4th degree 2100 military medium
B2 Series Super Battle Droid droid, 4th degree 3300 military medium
50000 /
Battle Station upgrade, droid 5000.00 military
100 droids
Battlecruiser, Stock vehicle, capital ship 20 M colossal
Baudo-Class Star Yacht vehicle, space 400000 licensed colossal
weapon, simple
Bayonet 50 1.00 licensed medium
melee
cost of
Bayonet Ring upgrade, weapon
weapon
BB-2 Starfire Fighter/Bomber vehicle, starfighter 200000 military gargantuan
BC-714 Luxury Transport vehicle, space 1.7 M restricted colossal
BCA-11/X Training Droid droid, 4th degree 5860 military medium
BD-3000 Luxury Attendant
droid, 3rd degree 25000 licensed medium
Droid
Beam Splitter upgrade, weapon 1200
Belbullab-22 Heavy Starfighter vehicle, starfighter 168000 military gargantuan
Besh-Type Personal Starfighter vehicle, starfighter 105000 restricted gargantuan
restricted,
Beskar'gam, Heavy armor, heavy 45000 32.00
rare
licensed,
Beskar'gam, Light armor, light 33500 10.00
rare
restricted,
Beskar'gam, Medium armor, medium 37000 17.00
rare
Binder Cuffs device, tool 50 0.50
Biohazard Suit armor, medium 4000 9.00 licensed
Bioscanner device, medical 3500 0.50
cybernetics,
Bio-Stabilizer Implant 1750
standard
cybernetics,
BioTech Borg Construct Aj-6 150000+
standard
Biotech Tool Kit device, tool 450 1.00
Bipod upgrade, weapon 100
BL-39 Interrogator Droid droid, 1st degree 13000 restricted small
Blast Helmet and Vest armor, light 500 3.00
BlasTech 500 "ESPO" weapon, rifle 1000 4.50 military medium
BlasTech 500 Riot Gun weapon, rifle 1200 2.20 military medium
BlasTech DH-23 weapon, pistol 500 1.00 restricted small
BlasTech DLT-20A weapon, rifle 1300 6.70 military large
BlasTech DT-12 weapon, pistol 900 2.00 military medium
Blaster Cannon weapon, heavy 3000 18.00 military large
Blaster Cannon, Heavy upgrade, starship 5500 military
Blaster Cannon, Light upgrade, starship 1200 licensed
Blaster Cannon, Medium upgrade, starship 2500 restricted
Blaster Carbine weapon, rifle 900 2.20 restricted medium
Blaster Carbine, Double-
weapon, rifle 1200 1.90 restricted medium
Barreled
Blaster Carbine, Hunting weapon, rifle 1000 2.10 restricted medium
Blaster Carbine, Repeating weapon, rifle 2000 6.00 military large
Blaster Carbine, Sporting weapon, rifle 1000 2.60 restricted medium
Blaster Pistol weapon, pistol 500 1.00 restricted small
Blaster Pistol, Bluebolt weapon, pistol 850 1.60 military medium
Blaster Pistol, Heavy weapon, pistol 750 1.30 military medium
Blaster Pistol, Hold-Out weapon, pistol 300 0.50 illegal tiny
Blaster Pistol, Sidearm weapon, pistol 400 1.00 military small
Blaster Pistol, Snap Shot weapon, pistol 250 1.00 illegal tiny
Blaster Pistol, Sporting weapon, pistol 300 1.00 licensed small
Blaster Recharge Interface upgrade, droid 300 1.00 licensed
Blaster Rifle weapon, rifle 1000 4.50 restricted medium
Blaster Rifle, Assault weapon, rifle 1750 5.00 military large
Blaster Rifle, Heavy weapon, rifle 2000 6.00 military large
Blaster Rifle, Heavy Assault weapon, rifle 3000 7.00 military large
Blaster rifle, Heavy Variable weapon, rifle 2250 6.50 military large
Blaster Rifle, Sniper weapon, rifle 2000 8.00 military large
Blaster Rifle, Sporting weapon, rifle 800 4.00 licensed medium
Blaster Rifle, Variable weapon, rifle 1300 5.00 military medium
Blaster, E-Web Repeating weapon, heavy 8000 38.00 military huge
Blaster, Heavy Repeating weapon, heavy 4000 12.00 military large
Blaster, Light Repeating weapon, rifle 1200 6.00 military large
Blaster, Subrepeating weapon, pistol 750 2.00 military medium
Blaster, Wrist weapon, pistol 800 0.50 illegal tiny
Blood Brother vehicle, space 1.25 M licensed colossal
Bloodfin Razalon FC-20
vehicle, ground 4000 licensed medium
Speeder Bike
Bloody Credit vehicle, space 350000 licensed colossal
BL-Series Battle Legionnaire droid, 4th degree 15090 military medium
BLX Labor Droid droid, 5th degree 8995 licensed medium
cybernetics, bio-
Body Spikes 1400 illegal
implant
Bomber, Stock vehicle, starfighter 50000 gargantuan
cybernetics,
Borg Construct 150000 restricted
standard
weapon, simple
Bow 300 1.40 medium
ranged
weapon, exotic licensed,
Bowcaster 1500 8.00 large
ranged rare
device,
Bracer Computer 1300 0.50
computer/storage
Breath Mask device, life support 200 2.00
Bryar Pistol weapon, pistol 1350 3.00 licensed medium
Bryar Rifle weapon, rifle 1350 3.00 licensed medium
BT-16 Perimeter Security Droid droid, 4th degree 4100 restricted large
BTL-58 K-Wing Starfighter vehicle, starfighter 250000 military gargantuan
BTL-A4 LP "Longprobe" vehicle, starfighter 185000 military gargantuan
BTL-S1 Y-Wing Starfighter vehicle, starfighter 127000 military gargantuan
BTL-S3 "Courier" vehicle, starfighter 210000 military gargantuan
BTL-S3 Y-Wing Starfighter vehicle, starfighter 135000 military gargantuan
200xCF x
Burrower Drive upgrade, droid 50xCF restricted
speed²
B-Wing Shuttle vehicle, starfighter 220000 restricted gargantuan
B-Wing Starfighter vehicle, starfighter 220000 restricted gargantuan
B-Wing/E2 Starfighter vehicle, starfighter 250000 restricted gargantuan
BX-Series Commando Droid droid, 4th degree 17900 military medium
C-9979 Landing Craft vehicle, space 200000 military colossal
Camo Armor armor, medium 6000 6.00 restricted
Camo Scout Armor armor, medium 6000 13.00 licensed
Camouflage Netting (GaW
device, survival 2000 5.00
version)
Camouflage Netting (tCW
device, survival 6000 40.00
version)
Camouflage Poncho device, survival 125 1.50
Cannon Enhancements upgrade, starship x2 military
Cannon Enhancements,
upgrade, starship x5 military
Advanced
Cannon Shell, Heavy weapon, explosive 2000 15.00 military
Cannon Shell, Light weapon, explosive 1000 8.00 military
Cannon, Double upgrade, starship x3 licensed
Cannon, Quad upgrade, starship x5 restricted
Carbonite Rifle weapon, heavy 1200 6.00 licensed large
cybernetics,
Cardio Implant 4000
standard
Cargo Jettison System upgrade, starship 1000+ licensed
Cargo Pod, Heavy upgrade, starship 1500+
Cargo Pod, Light upgrade, starship 500+
Cargo Pod, Medium upgrade, starship 1000+
C-B3 Cortosis Battle Droid droid, 4th degree 25000 military medium
Ceremonial Armor armor, medium 5000 13.00 restricted
weapon, exotic
Cesta 100 1.80 rare large
melee
Chaff Gun weapon, field 2000
Chain (3 metres) device, survival 25 2.50
Cheater upgrade, universal 500 illegal
CK-6 Freeco Speeder Bike vehicle, ground 14700 military huge
Class 720 Freighter vehicle, space 98500 licensed colossal
Claw upgrade, droid 20xCF 5xCF
Climbing Claws upgrade, droid x2
Climbing Claws upgrade, armor 200
CLL-6 Binary Load Lifter droid, 5th degree 4200 licensed large
CLL-M2 Ordnance Lifter droid, 5th degree 15000 restricted large
Cloaked upgrade, universal 750 licensed
Cloaking Device, Hibridium upgrade, starship 50000+ military
Cloaking Device, Stygium upgrade, starship 100 M+ military
CloakShape Fighter vehicle, starfighter 60000 restricted gargantuan
weapon, simple
Club/Baton 15 0.50 small
melee
Clutch Ugly Fighter vehicle, starfighter 45000 military huge
Cockpit Ejection System upgrade, starship 8000
device,
Code Cylinder 500 0.10
computer/storage
Cold Assault Battle Droid droid, 4th degree 5500 military large
Colicoid Infiltrator-Series Droid droid, 4th degree 33720 military medium
Colicoid T4 Turret Droid droid, 4th degree 26940 military large
Collapsible Construction upgrade, droid 2000xCF 10xCF
Com Jammers upgrade, starship 20000 military
device,
Com Scrambler 6000 10.00
communication
Combat Gloves, Medium device, combat 250 0.50 medium
Combat Gloves, Small device, combat 150 0.40 small
cybernetics,
Combat Implant 5000
standard
Combat Jumpsuit armor, light 1500 8.00 licensed
Combat Thruster upgrade, starship 2000+
device,
Comlink, Earbud 200
communication
device,
Comlink, Hands-Free 150 0.10
communication
Comlink, Internal upgrade, droid 250 0.10
device,
Comlink, Long-Range 250 1.00
communication
device,
Comlink, Short-Range 25 0.10
communication
cybernetics,
Comlink, Subcutaneous 7000 restricted
standard
device,
Comlink, Tightbeam 300 0.50
communication
Command Assault Gunship vehicle, space 525000 restricted colossal
Command Station upgrade, droid 10000 1000.00 licensed
Commando Special Rifle weapon, rifle 1250 3.30 military medium
device, detection/
Communication Scanner 1000 1.00
surveillance
Communications
upgrade, droid 1000 3.00 restricted
Countermeasures
Communications Jammer upgrade, droid 5000 5.00 military
Compartment Space (/kg) upgrade, droid 50
device,
Computer Interface Visor 1200 0.50
computer/storage
device,
Computer Spikes 1500/+2 1.00
computer/storage
Computerized Interface Scope device, combat 2000 0.50
weapon, exotic
Concealed Dart Launcher 1900 0.50 illegal small
ranged
Concealed Item upgrade, droid see text see text restricted
Concussion Missile Launcher,
upgrade, starship 30000 military
Heavy
Concussion Missile Launcher,
upgrade, starship 2000 military
Light
Concussion Missile Launcher,
upgrade, starship 3500 military
Medium
Concussion Missile, Heavy weapon, explosive 2000 military
Concussion Missile, Light weapon, explosive 500 military
Concussion Missile, Medium weapon, explosive 750 military
Conductor-Class Short-Haul
vehicle, space 250000 restricted colossal
Landing Craft
Conqueror-Class Assault Ship vehicle, space 100500 restricted colossal
Consular-Class Cruiser vehicle, capital ship 1.25 M licensed colossal
Consular-Class Cruiser
vehicle, capital ship 1.65 M military colossal
(Charger c70 Retrofit)
Corellian Gunship vehicle, capital ship 4.8 M restricted colossal
Corellian Powersuit armor, medium 10000 20.00 restricted
Corona Limited Luxury
vehicle, ground 70000 licensed huge
Groundspeeder
Corona-Class Armed Frigate vehicle, capital ship 3.7 M restricted colossal
Cortosis Gauntlet device, combat 1500 1.00 rare
Corvette, Stock vehicle, capital ship 1M colossal
cybernetics, bio-
Cosmetic Enhancements 200 illegal
implant
Cotterdam upgrade, starship 3000 licensed
Courier Compartments upgrade, droid 200 2xCF
weapon, exotic
CR-1 Blast Cannon 2000 6.00 military large
ranged
CR-20 Troop Carrier vehicle, space 680000 restricted colossal
CR70 Corvette vehicle, capital ship 2.9 M licensed colossal
CR90 Corvette vehicle, capital ship 3.5 M licensed colossal
Crab Droid Scout droid, 4th degree 20000 military large
device,
Credit Chip 100 0.10
computer/storage
Credit Reader upgrade, droid 50 1.00 licensed
Crix-Class Diplomatic Courier
vehicle, space 500000 military colossal
Shuttle
weapon, simple
Crossbow, Repeating 400 1.20 medium
ranged
Cruiser, Stock vehicle, capital ship 10 M colossal
Cryogenic Chambers upgrade, starship 500+
Cryogenic Pouch device, medical 600 1.50
military,
Crystadurium Plating armor, heavy droid 50000xCF 30xCF
rare
Cutlass-9 Patrol Fighter vehicle, starfighter 140000 licensed gargantuan
C-Wing Ugly Fighter vehicle, starfighter 110000 restricted gargantuan
CX-133 Chaos Fighter vehicle, starfighter 65000 military huge
Cybernetic Prosthesis (GaW cybernetics,
2000
version) standard
Cybernetic Prosthesis (SWSE cybernetics,
1500 varies
version) standard
Czerka Adjudicator weapon, pistol 325 0.50 licensed tiny
Czerka Adventurer weapon, rifle 360 4.00 restricted medium
CZ-Series Secretary Droid droid, 3rd degree 8280 licensed medium
Dagger-Class Starfighter vehicle, starfighter 35000 restricted gargantuan
Dark Armor, Heavy armor, heavy 25000 30.00 rare
Dark Armor, Light armor, light 10000 10.00 rare
Dark Armor, Medium armor, medium 15000 16.00 rare
Dark Trooper, Phase I droid, 4th degree 10000 military large
Dark Trooper, Phase II droid, 4th degree 50000 military large
Dark Trooper, Phase III droid, 4th degree 85000 military large
weapon, exotic
Darkstick 1000 1.50 rare small
melee
Darkvision upgrade, droid 150 1.50
weapon, simple
Darter 150 3.00 licensed medium
ranged
device,
Datacards, Blank [10] 10 0.10
computer/storage
weapon, simple
Datadagger 500 0.10 illegal tiny
melee
device,
Datapad 1000 0.50
computer/storage
device,
Datapad, Basic 100 0.30
computer/storage
Davaab-Type Starfighter vehicle, starfighter 150000 restricted huge
DC0052 "Intergalactic" Speeder vehicle, air 10000 licensed large
DC-19 "Stealth" Carbine weapon, rifle 3500 5.00 restricted medium
DD-13 Medical Assistant Droid droid, 1st degree 4150 licensed medium
weapon, exotic
Deck Sweeper 5000 4.50 restricted large
ranged
Imperial City Maintenance Droid droid, 5th degree 500 licensed medium
Imperial Espionage Droid droid, 3rd degree 5000 restricted medium
Imperial HSP-10 Pursuit
vehicle, air 40000 military huge
Airspeeder
Imperial Knight Armor armor, medium 7000 16.00 rare
Imperial "RaDAir" Rapid
vehicle, air 50000 military colossal
Deployment Airspeeder
weapon, advanced
Shockstaff 3500 3.00 restricted large
melee
Shockweb upgrade, armor 6000 military
weapon, simple
Short Sword 40 1.50 small
melee
illegal,
Shoto, Guard weapon, lightsaber 7000 1.00 small
rare
Shuttle, Stock vehicle, space 50000 colossal
weapon, exotic
Shyarn 40 1.00 rare tiny
melee
weapon, exotic illegal,
Siang Lance 2000 4.00 medium
ranged rare
Silence-Bubble Generator upgrade, droid 3500 20xCF licensed
Silverplate upgrade, universal 2500
Sith Battle Harness device, survival 5000 90.00
weapon, simple illegal,
Sith Sword 3000 3.00 medium
melee rare
cybernetics,
Skeletal Reinforcement 60000 restricted
standard
Slave Circuits, Advanced upgrade, starship 4000+
Slave Circuits, Basic upgrade, starship 1000+
Slave Circuits, Recall upgrade, starship 6000+ military
weapon, simple
Sling 35 0.30 small
ranged
Slinker upgrade, weapon 1000 licensed
Slugthrower Pistol weapon, pistol 250 1.40 licensed small
Slugthrower Rifle weapon, rifle 300 4.00 restricted medium
Smuggler's Compartments upgrade, starship 200+ illegal
weapon, simple
Snap Baton 100 1.00 small
melee
Snare Pistol weapon, pistol 600 2.00 licensed medium
Snare Rifle weapon, rifle 1200 5.00 licensed medium
Sniper Droideka droid, 4th degree 30565 military large
Sniper Switch upgrade, weapon 500 licensed
Socket upgrade, droid 10000 1000.00 military
Sonic Disrupter weapon, pistol 1000 1.00 illegal small
Sonic Pistol weapon, pistol 900 1.00 licensed small
Sonic Rifle weapon, rifle 900 5.00 restricted medium
Sonic Stunner weapon, pistol 450 1.00 illegal tiny
SoroSuub Firelance weapon, rifle 1200 2.50 restricted medium
device, detection/
Sound Sponge 3500 1.00
surveillance
SP-4 Analysis Droid droid, 1st degree 3100 licensed small
Space Mine Launcher upgrade, starship 5000 military
Space Mine Launcher, Heavy upgrade, starship 5000 military
Space Mine, Advanced weapon, explosive 5000 military
Space Mine, Heavy weapon, explosive 5000 military
Space Mine, Standard weapon, explosive 1000 military
Space Suit device, life support 2000 15.00
Space-Beacon Launcher upgrade, droid 5000 10.00
Spacer's Chest device, tool 200 10.00
weapon, simple
Spear 60 1.50 medium
melee
Specialized Subprocessor upgrade, droid 1000 2.00
Spelunker Probe Droid droid, 4th degree 15750 military medium
Spring Loaded upgrade, universal 300
Spring-Loaded Mechanism upgrade, droid 150 3.00
device, detection/
Spy Bug 1300 0.50
surveillance
weapon, simple
Squib Battering Ram 3500 10.00 military large
ranged
Stalker Armor armor, medium 7500 10.00 licensed
STAP Single Trooper Aerial
vehicle, air 2500 licensed large
Platform
Star Saber XC-01 Starfighter vehicle, starfighter 145000 restricted gargantuan
weapon, advanced
Static Pike 300 1.80 restricted large
melee
device, detection/
Stealth Field Generator 5000 0.20
surveillance
Stokhli Spray Stick weapon, rifle 14000 4.00 restricted medium
Storage Capacity upgrade, universal 100
Storm IV Twin-Pod Cloud Car vehicle, air 75000 licensed gargantuan
military,
Stormtrooper Armor armor, light 8000 10.00
rare
Strike-Class Medium Cruiser vehicle, capital ship 17 M military colossal
weapon, simple
Stun Baton 15 0.50 small
melee
Stun Cloak armor, light 3500 2.00 licensed
Stunning Gauntlet device, combat 200 0.40 restricted tiny
Stunning Gauntlet, Medium device, combat 300 0.50 restricted medium
Stunning Gauntlet, Small device, combat 200 0.40 restricted small
cybernetics,
Subelectronic Converter 23000
standard
SubLight Accelerator Motor upgrade, starship 25000+ military
Sublight Drive (speed 1) upgrade, starship 1000+
Sublight Drive (speed 2) upgrade, starship 2000+
Sublight Drive (speed 3) upgrade, starship 5000+ licensed
Sublight Drive (speed 4) upgrade, starship 10000+ restricted
Sublight Drive (speed 5) upgrade, starship 20000+ military
Sublight Drive (speed 6) upgrade, starship 100000+ military
Supa Fighter vehicle, starfighter 110000 restricted gargantuan
Superiority Fighter, Stock vehicle, starfighter 50000 gargantuan
Supremacy-Class Attack Ship vehicle, capital ship 16 M military colossal
Surgery Kit device, medical 1000 10.00
device, detection/
Surveillance Detector 450 0.50
surveillance
device, detection/
Surveillance Tagger 450 0.50
surveillance
Survival Kit upgrade, droid 100 1.00
Swift Assault 5 Hovercraft vehicle, ground 75000 military gargantuan
Swoop Racer vehicle, ground 18700 restricted large
Synchronized Fire Circuits upgrade, droid 150 1.00 military
Syntherope (45 metres) device, survival 20 2.50
T0-D Interrogation Droid droid, 1st degree 5500 military medium
T1 Bulk Loader Droid droid, 5th degree 6000 licensed large
T3-Series Utility Droid droid, 2nd degree 3500 licensed small
T-65B X-Wing Starfighter vehicle, starfighter 150000 military gargantuan
T-65BR X-Wing Starfighter vehicle, starfighter 150000 military gargantuan
Tactical Tractor Beam weapon, heavy 8000 25.00 military large
Tactician Battle Computer upgrade, droid 5000 10.00 restricted
Talon I Combat Cloud Car vehicle, air 80000 restricted gargantuan
device,
Targeting Beacon 300 0.10
communication
Targeting Laser device, combat 50 0.10 licensed tiny
Targeting Scope, Enhanced
upgrade, weapon 1000 1.20
Low-Light
SGtD
RE
KotOR
LE
RE
SWSE
DoD, SotG
RE
RE
SaV
SGtD
SaV
6d6 piercing GaW
GaW
SGtD
GoI
SWSE
SaV
SotG,
SWSE
3d8 yes energy SA LE
SotG
2d12 slashing KotOR
SotG
SotG
SotG
SotG
KotOR
tFU
+9 +3 +1 4/3 SWSE
SaV
tFU
3d8 yes energy S GaW
tCW
GaW
TotG
SWSE
3d10x2 energy RE
tCW
tCW
SGtD
SGtD
SWSE
KotOR
KotOR
3d6 sonic S KotOR
SotG
SGtD
GaW
SaV
SaV
SaV
5d10x2 tCW
SotG
1d8 slashing RE
GaW
TotG
TotG
GoI
SaV
SWSE
SWSE
SWSE
SaV
SWSE
RE
+2 +3 GaW
tCW
tCW
KotOR
KotOR
+8 +2 +2 4/3 SWSE
+10 +4 +1 4/3 SWSE
+9 +4 +1 4/3 KotOR
+5 +2 +3 KotOR
+4 +2 +3 KotOR
+7 +2 +2 4/3 KotOR
GaW, tCW
SGtD
SotG
DoD, SotG
1d8 yes piercing SWSE
SaV
LE
tCW
tCW
tFU
KotOR
tCW
LE
+10 +4 +1 4/3 SaV
+5 +2 +3 SaV
+8 +2 +2 4/3 SaV
SWSE
+3 4/3 GaW
tCW
KotOR
RE
LE
SaV
LE
+2 +5 SWSE
3d8 yes energy SA tCW
3d8 yes energy SA RE
3d6 yes energy S tCW
3d10 energy SA tCW
4d6 yes energy S tCW
3d12 yes energy S SWSE
5d10x2 energy SotG
3d10x2 energy SotG
4d10x2 energy SotG
3d8 yes energy SA SWSE
3d8 yes energy S LE
3d8 yes energy S LE
3d10 yes energy A KotOR
3d8 yes energy S LE
3d6 yes energy S SWSE
3d8 yes energy S LE
3d8 yes energy S SWSE
3d4 yes energy S SWSE
3d6 yes energy S GaW
3d6 energy S LE
3d4 yes energy S SWSE
SGtD
3d8 yes energy SA SWSE
3d8 yes energy SA KotOR
3d10 yes energy SA SWSE
3d10 energy A LE
3d6 yes energy S GaW
3d10 energy S SaV
3d6 yes energy S SWSE
3d4 yes energy SA GaW
3d12 yes energy A SWSE
3d10 yes energy A SWSE
3d8 yes energy A SWSE
3d6 energy A SaV
3d4 energy S GoI
DoD
TotG
DoD
GoI
SGtD
LE
SotG
GaW
energy &
3d10 yes S SWSE
piercing
tCW
SWSE
3d4 energy tFU
3d8 energy tFU
RE
SotG
SotG
tCW
SotG
SotG,
SWSE
SGtD
SotG
SotG
SotG
GaW, tCW
tCW
+5 +3 4/3 tCW
+6 +2 +3 4/3 GaW
GaW
tCW
GaW
+1d10 SotG
+2d10 SotG
10d10x2 slashing GaW
8d10x2 slashing GaW
+1d10 SotG
+2d10 SotG
3d10 energy S KotOR
KotOR
SotG
SotG
SotG
SotG
tCW
+7 +2 4/3 SWSE
2d4 yes bludgeoning SWSE
GaW
SWSE
SaV
GaW
SotG
SWSE
SWSE
SaV
tCW
GaW
SaV
SotG
SotG
SotG
1d6 yes bludgeoning SWSE
SaV
SaV
SWSE
tCW
SGtD
SGtD
SGtD
SaV
GaW
1d4+1 yes bludgeoning SWSE
1d3+1 yes bludgeoning SWSE
KotOR
+4 +4 SWSE
SotG
GoI
LE
SWSE
SWSE
SWSE
GaW
GaW
KotOR
SGtD
3d10 energy SA KotOR
GaW
SGtD
SGtD
SWSE
KotOR
TotG
RE
3d8 piercing S LE
SGtD
SotG
SotG
SotG
9d10x5 SotG
7d10x2 SotG
9d10x2 SotG
KotOR
SaV
SotG
tCW
SotG
+7 +3 4/3 SWSE
GoI
GaW
LE, TotG
SotG
LE
SaV
SGtD
3d8 special energy S tFU
tCW
SotG
SotG
SWSE
SWSE
SGtD
LE
SWSE
2d4 piercing S tCW
2d10 piercing S tCW
SGtD
tCW
+8 +5 +1 4/3 JATM
+4 +3 +3 JATM
+7 +6 +2 4/3 JATM
RE
RE
RE
1d6 slashing GaW
SWSE
1 piercing S GoI
SWSE
SWSE
SWSE
KotOR
tCW
3d8 energy S DoD
tCW
3d6 energy S SaV
tCW
tCW
SotG
KotOR
5d6 energy SWSE
4d6 energy GaW
KotOR
4d10x2 RE
SWSE
SaV
tCW
tCW
slashing or
1d10 KotOR
piercing
slashing or
1d6 GaW
piercing
SaV
SaV
SaV
GaW
SotG
SotG
tFU
KotOR
tCW
tCW
SotG
SWSE
TotG
SGtD
tCW
SotG
10d6 energy SWSE
SotG
SaV
GaW
GaW
GaW
tCW
tCW
LE
2d6 slashing tFU
GoI
+4 +1 +2 KotOR
GaW
4d10x2 slashing GaW
SWSE
GoI
slashing or
1d8 KotOR
piercing
energy &
2d4 GaW
slashing
SWSE
+1d10 SotG
+2d10 SotG
special SotG
SotG
5d6 fire S GaW
3d6 yes fire S SWSE
tFU
GoI
3d8 piercing S RE, tFU
SWSE
+5 +2 +3 SWSE
+3 +1 +4 SWSE
SGtD
KotOR
SaV
JATM
piercing &
2d8 yes SWSE
energy
JATM
6d10x2 RE
tCW
SotG
DoD
SaV
SWSE
tCW
tFU
RE
KotOR
RE
SGtD
tCW
bludgeoning
2d4/2d4 RE
& slashing
+4 +1 +3 LE
SotG
1d6 slashing tCW
GaW, tCW
DoD, SotG
SGtD
KotOR
3d4 energy S tCW
KotOR
TotG
tFU
LE
SWSE
tFU
GaW
GaW
LE
SotG
LE
LE
SotG
SaV
LE
LE
LE
special SotG
special yes varies S SWSE
energy S KotOR
8d6 bludgeoning S RE
4d6 S RE
4d6 yes ion S SWSE
S GaW
KotOR
KotOR
SGtD
SGtD
SaV
SaV
SaV
GoI
LE
SGtD
SGtD
SotG
SWSE
SWSE
SaV
tFU
SWSE
SWSE
SaV
6d10x2 slashing GaW
RE
RE
LE
tFU
tCW
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
KotOR
SotG
SGtD
GaW
tCW
tCW
TotG
SWSE
tCW
tCW
GaW,
SotG
tCW
SotG
RE
RE
DoD
+8 +2 +3 4/3 LE
DoD
SGtD
KotOR
SWSE
3d6 energy tFU
KotOR
tCW
SWSE
SaV
SaV
SaV
SaV
SotG
energy or
varies yes SA GaW
slashing
SGtD
SGtD
SaV
SGtD
SaV
5d10 ion SotG
SotG
5d10x5 ion SotG
3d10x5 ion SotG
3d10x2 ion SotG
5d10x2 ion SotG
3d8 ion SA KotOR
SaV
8d6 ion GaW
3d6 yes ion S SWSE
3d8 yes ion S SWSE
SotG
RE
RE
tFU
tCW
LE
RE
LE
SaV
SotG
SotG
+3 +3 +4 JATM
+5 +5 +3 4/3 JATM
KotOR
SWSE
tFU
GoI
tCW
SotG
KotOR
SWSE
SaV
LE
tFU
tFU
tFU
SotG
tFU
SaV
KotOR
+9 +4 +1 4/3 GaW
SaV
9d10x10 ion RE
GaW
RE
SGtD
slashing or
1d4 yes SWSE
piercing
+7 +2 +3 4/3 LE
+7 +1 +3 4/3 SaV
KotOR
tCW
SaV
KotOR
KotOR
LE
KotOR
RE
LE
tCW
SWSE
SotG
+12 +2 +2 SGtD
+4 +2 +3 SGtD
3d4 or 1d8 bludgeoning S KotOR
GaW, tCW
SotG
SotG
SotG
LE
RE
RE
SGtD
tFU
TotG
GoI
1d8 yes bludgeoning SWSE
SWSE
SGtD
tFU
SaV
+1 TotG
+9 +3 SWSE
SotG
SotG
SotG
SotG
tCW
tFU
SotG
+5 +2 +3 GaW
KotOR
KotOR
TotG
tCW
+9 +3 +1 4/3 KotOR
LE
TotG
KotOR
KotOR
SWSE
SotG
tCW
SWSE
TotG
tCW
RE
KotOR
SaV
SaV
+2 +2 +5 RE
3d8 yes energy S tCW
8d6 energy S RE
+6 +2 +2 4/3 KotOR
SWSE
SGtD
KotOR
WE
SGtD
special special varies S SaV
SGtD
10d6 energy tFU
6d6 slashing GaW
8d6 piercing tFU
8d6 energy tFU
6d6 energy tFU
6d6 energy tFU
5d6 slashing GaW
4d6 slashing GaW
4d10x2 slashing GaW
SaV
6d10 energy S RE
KotOR
6d6 yes slashing S SWSE
6d6 slashing S tFU
SaV
SotG
SotG
SGtD
LE
RE
LE
SGtD
DoD
DoD
TotG
SWSE
tFU
tCW
4d6 slashing S GaW
4d6 slashing GaW
4d6 ion GaW
4d6 energy GaW
8d6 energy GaW
KotOR
RE
GaW
tFU
LE
tCW
SGtD
SGtD
KotOR
SotG
LE
LE
SotG
SotG
SotG
TotG
2d4 piercing S KotOR
LE
tFU
KotOR
yes S SWSE
KotOR
bludgeoning
2d8 tFU
& energy
tFU
+11 +1 SWSE
SaV
tFU
GoI
tCW
tCW
tCW
tCW
tCW
GaW, tCW
SaV
tCW
GoI
SotG
SotG
GaW
GaW
SGtD
SaV
SGtD
LE
RE
LE
TotG
tCW
DoD
TotG
KotOR
GaW
SaV
SaV
+2 +5 SWSE
SGtD
SWSE
SotG
LE
SotG
SWSE
SWSE
2d12 bludgeoning tFU
bludgeoning
2d8 RE
& energy
SWSE
SWSE
SaV
KotOR
SWSE
SGtD
RE
9d10x2 SotG
SotG
GaW
GoI
SaV
2d8 energy S SaV
2d6 energy S KotOR
2d8 energy SA KotOR
tCW
GaW
tCW
tFU
+7 +3 SWSE
+5 +3 SWSE
+3 +4 SWSE
KotOR
1d6/1d6 yes bludgeoning SWSE
LE
SGtD
SGtD
tFU
SWSE
LE
TotG
TotG
tFU
RE
TotG
TotG
KotOR
SGtD
special energy S JATM
tFU
tCW
SGtD
GaW
SaV
3d8 piercing S tFU
SaV
SaV
SaV
SWSE
2d8 slashing S LE
RE
LE
SaV
SotG
SGtD
SaV
GoI
SotG
KotOR
SotG
SotG
SotG
SaV
SaV
SaV
SGtD
SWSE
SWSE
SWSE
SWSE
SWSE
SGtD
SGtD
SGtD
SGtD
SGtD
LE
TotG
tFU
SGtD
SaV
SWSE
SaV
RE
RE
+5 TotG
2d4 slashing S KotOR
SGtD
SGtD
3d10 energy A GaW
LE
tCW
SGtD
SaV
SGtD
KotOR
GaW
SGtD
KotOR
tCW
KotOR
tCW
tCW
energy &
2d6/2d6 yes JATM
bludgeoning
SotG
3d8/2d8 piercing S GaW
SotG
SGtD
tCW
SGtD
SGtD
+4 +2 +2 RE
SWSE
SaV
SaV
SWSE
SWSE
tCW
tCW
SotG
SotG
SotG
SaV
SGtD
SGtD
SaV
SotG
SaV
SWSE
GaW
KotOR
KotOR
tFU
3d8 2d8 energy SA RE
KotOR
DoD
SGtD
SaV
SaV
+1 +1 +5 SaV
+6 tCW
GoI
SGtD
RE
SWSE
SaV
SWSE
SWSE
SWSE
SaV
10s10x2 SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
SotG
3d6 energy GaW
1d6 bludgeoning LE
bludgeoning
1d4+1 +1 GaW
& energy
bludgeoning
1d3+1 +1 GaW
& energy
bludgeoning
2d6/2d6 yes KotOR
& energy
SaV
slashing or
1d6 KotOR
piercing
energy &
2d6 yes SWSE
slashing
energy &
2d4 JATM, tFU
slashing
SotG
slashing or
3d4 KotOR
piercing
GaW
SotG
SotG
SotG
1d4 yes bludgeoning S SWSE
SaV
2d6 yes piercing S SWSE
2d8 yes piercing SA SWSE
SotG
2d4 yes bludgeoning tCW
1d4 bludgeoning S GoI
1d6 bludgeoning S SaV
GaW
SaV
SGtD
2d6 sonic special KotOR
2d6 sonic S KotOR
2d8 sonic SA KotOR
3d6 sonic S TotG
3d8 4d6 energy SA tCW
tFU
tCW
SotG
SotG
9d10x2 SotG
6d10x5 SotG
7d10x2 SotG
SWSE
SGtD
SaV
1d8 yes piercing SWSE
SGtD
tCW
SaV
SWSE
LE
KotOR
3d8 energy tFU
SaV
DoD, RE
+6 +2 +3 SWSE
SotG
1d6 yes (2d6) bludgeoning SWSE
+1 +5 GaW
+1 energy tCW
+1 energy KotOR
+1 energy KotOR
JATM
SotG
SotG
SotG
SotG
SotG
SotG
SotG
RE
SotG
KotOR
SWSE
GoI
GoI
SGtD
DoD
KotOR
SWSE
SWSE
DoD, TotG
KotOR
KotOR
SotG,
SWSE
SotG
3d6 energy S GaW
SGtD
DoD, RE
GaW
special energy S GaW
SaV,
SWSE
SaV,
SWSE
tFU
SGtD
TotG
SGtD
piercing &
2d6 LE
slashing
SWSE
KotOR
GaW
tCW
GaW
tCW
KotOR
SGtD
7d10x5 energy SotG
3d10x5 energy SotG
5d10x5 energy SotG
KotOR
KotOR
RE
tFU
tCW
RE
SGtD
JATM
WE
KotOR
SWSE
tFU
SotG
SGtD
tFU
SGtD
KotOR
+4 +1 +0 4/3 tCW
SaV
SaV
GaW
RE
TotG
LE
SotG, tFU
+10 +4 +1 4/3 LE
GoI
slashing or
2d6 yes SWSE
piercing
slashing or
2d6 KotOR
piercing
KotOR,
2d6/2d6 slashing
tFU
slashing or
2d4 yes SWSE
piercing
+3 slashing tCW
slashing or
2d8 tFU
piercing
tFU
SGtD
SWSE
GoI
SotG
SWSE
tCW
SWSE
SGtD
SWSE
SotG,
SWSE
TotG
slashing &
2d6/2d6 JATM
bludgeoning
DoD
slashing or
1d8 KotOR
piercing
GaW
SGtD
SaV
+6 +2 +3 4/3 KotOR
RE
2d6 slashing GaW
2d6 slashing GaW
+0 +0 JATM
GaW
SaV
varies varies S tCW
3d8 slashing tCW
3d10 slashing tCW
special energy tCW
2d6 piercing tCW
SotG
LE
LE