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SWS Complete Players Handbook
SWS Complete Players Handbook
Protective Armor The armor’s armor bonus to Reflex Defense increases Improved Speed Increases the vehicle speed by one-quarter of its base
by 1. speed (minimum 1 square)
Enhanced Strength Increase the device’s Strength score by 2. Improved Damage The weapon deals +2 points of damage on a successful hit.
If the weapon has a damage multiplier (for example,
5d10x2), apply the extra damage before applying the
multiplier.
Improved Durability The device’s damage reduction increases by 1, and it Selective Fire An autofire-only ranged weapon can be set to fire single
gains extra hit points equal to one-quarter of its shots, or a single-shot ranged weapon that doesn’t have a
maximum hit points. burst radius can be made to have an autofire mode.
Mastercraft Device Skill checks made using the device gain a +1 equipment
bonus, or the device’s existing equipment bonus
increases by 1.
DROID FEAT - DROID SHIELD MASTERY (Scavenger’s Guide to Droids, pg. 22):
You quickly replenish your onboard shields.
Prerequisites: Droid, equipped with shield generator.
Benefit: You automatically succeed on Endurance checks to restore your shield rating by 5 points (up to your normal shield rating). Additionally, you replenish your shields in two swift
actions.
Normal: Three swift actions and a DC 20 Endurance check are normally required to restore lost shield power (see page 197 of the Saga Edition core rulebook).
DROID FEAT - LOGIC UPGRADE: SKILL SWAP (Scavenger’s Guide to Droids, pg. 22):
You are able to quickly swap one programmed skill for another. A droid with a basic processor can use this trick to enable it to attempt skills in which it is untrained.
Prerequisites: Droid, equipped with basic processor.
Benefit: Select a skill you are not trained in (other than Use the Force).
As a full- round action, you can swap this skill for one you are trained in. You do not gain any benefit from the original trained skill while it is swapped out.
You are not considered trained in the swapped-in skill, and therefore you cannot use any trained-only options or add a bonus to your skill check. You still add one-ha lf your level and
your associated ability bonus, as usual.
Special: If you become t rained in the skill selected for this feat, you can select another skill to replace it. You can take this feat more than once, each time selecting a different skill to
swap.
DROID FEAT - MECHANICAL MARTIAL ARTS (Scavenger’s Guide to Droids, pg. 24):
You know how to inflict pain using your metal appendages when fighting in unarmed combat against organic enemies.
Prerequisites: Droid, Martial Arts I, base attack bonus +1.
Benefit: When you successfully damage an enemy with an unarmed attack, the enemy takes a -5 penalty to all melee attack rolls and damage rolls until the start of your next turn.
Special: If you strike an organic enemy while using this feat during an attack of opportunity, the penalty lasts until the start of the enemy's next turn.
DROID FEAT - TURN AND BURN (Scavenger’s Guide to Droids, pg. 25):
You can retreat from enemies with additional speed and agility.
Prerequisites: Droid, equipped with hovering, flying, wheeled, or tracked locomotion, Dexterity 13.
Benefit: When using the withdraw action, you can move up to 2 squares to escape threatened squares without provoking an attack of opportunity, and you can move your speed. You
can spend a Force Point as a reaction to an enemy ending its movement adjacent to you to withdraw.
Normal: When using the withdraw action, you can normally move only 1 square to escape a threatened square without provoking an attack of opportunity and can move only up to half
your speed.
DUAL WEAPON MASTERY III (Star Wars Core Rulebook, pg. 84):
You can wield two weapons or a double weapon without penalty.
Prerequisites: Dexterity 17, base attack bonus + 11, Dual Weapon Mastery I, Dual Weapon Mastery II.
Benefit: When you wield two weapons or attack with both ends of a double weapon as a part of a full attack action, you take no penalty on your attack rolls. You only gain this benefit if
you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on your turn (see Full Attack, page 154), you take a -10 penalty on all attack rolls for the round.
LOGIC UPGRADE: SELF DEFENSE (Knights of the Old Republic, pg. 34):
You can use your acquired knowledge and experiences to increase your defenses.
Prerequisite: Droids only.
Benefit: Once per encounter, as a reaction, you can grant yourself a +2 morale bonus to the defense score of your choice until the end of your next turn.
MARTIAL ARTS FEATS - TERÄS KÄSI Training (Galaxy at War, pg. 28):
You are trained in the Teräs Käsi unarmed fighting style and can send an enemy reeling with a single punch.
Prerequisites: Strength 12, Martial Arts I.
Benefit: Once per round when you make a successful unarmed attack, you reduce the target`s damage threshold by 5 when determining the effect of the attack.
Special: If you have the Teräs Käsi basics talent (see the Master of Teräs Käsi talent tree on the page 53 of Threats of the Galaxy), you are considered to be one size category larger when
determining the damage of your unarmed attacks.
ANGLE DEFLECTOR SHIELDS [attack pattern] (Starships of the Galaxy, pg. 25)
This attack pattern focuses deflector shields in a particular direction, making it easier to absorb incoming attack coming from a certain angle.
Time: Swift action. Target: You (and special; see text).
Make a Pilot Check. If you succeed on a DC 15 Pilot check, you successfully activate this maneuver. While you are engaged in combat, choose a single other vehicle or space
station as the target of angle deflector shields. Your SR is considered doubled for the purpose of absorbing attacks originating from that particular target. However, your SR is
considered halved (round down) for the purpose of absorbing attacks from all other opponents.
You may change the target of this attack pattern as a swift action.
Special: You must be piloting a vehicle that has SR 5 or more to use angle deflector shields.
You may choose to deactivate this attack pattern with a swift action. The maneuver remains spent if you do so.
ATTACK FORMATION ZETA NINE [attack pattern] (Starships of the Galaxy, pg. 25)
This attack pattern is typically used to approach capital ships or other vessels that have heavy firepower. It emphasizes the role of shields over firepower.
Time: Swift action. Target: You.
Make a Pilot Check. If you succeed on a DC 20 Pilot check, you successfully activate this maneuver. While you are using attack formation zeta nine as your chosen attack
pattern, you subtract 1 die of damage from all vehicle weapon damage rolls to add +20 to your vehicle’s SR.
Special: You must be piloting a vehicle that has SR 5 or more to use attack formation zeta nine.
You may choose to deactivate this attack pattern with a swift action. The maneuver remains spent if you do so.
ATTACK PATTERN DELTA [attack pattern] (Starships of the Galaxy, pg. 25)
This attack pattern utilizes close-range maneuvering by allied ships to make it more difficult to target and hit an individual vessel. The attack pattern typically requires the
vessels to fly in a straight line toward their target, shielding the ships to the rear.
Time: Swift action. Target: You.
Make a Pilot Check. If you succeed on a DC 20 Pilot check, you successfully activate this maneuver. While you are using attack pattern delta as your chosen attack pattern, you
gain a +1 maneuver bonus to your vehicle’s Reflex Defense any time you are adjacent to an allied starfighter or airspeeder.
Special: If any adjacent allies are using attack pattern delta as well, your maneuver bonus to Reflex Defense increases to +2.
Superior Durability Increase the device's damage reduction by 2 and Superior Accuracy The weapon gains a +2 equipment bonus on attack rolls.
increase its hit points by 150%.
Reinforced Device The device's break DC increases by 5. Superior Capacity The weapon's power pack provides double the number
of shots.
Superior Mastercraft Skill checks made using the device gain a +2 Superior Damage The weapon deals +5 damage on a successful hit. If the
equipment bonus, or its existing equipment bonus weapon has a damage multiplier apply the extra damage
increases by 2. before applying the multiplier.
Fortifying Armor The armor`s equipment bonus to Fortitude Defense Improved Speed Increases the vehicle`s speed by one-quarter of its base speed
increases by 1. (minimum 1 square).
Protective Armor The armor`s armor bonus to Reflex Defense increases by Improved Shields Increases the vehicles shield rating by 5.
1.
Improved Durability Increase the droid`s Intelligence score by 2. Improved Damage The weapon deals +2 points of damage with a successful hit. If
the weapon has a damage multiplier (for example, 6d10x2),
apply the extra damage before applying the multiplier.
Mastercraft Device Increase the droid`s Strength score by 2. Selective Fire An autofire-only ranged weapon can be set to fire single shots,
or a single-shot ranged weapon can be made to have an autofire
mode. (Not allowed for weapons that have a burst radius or
splash radius.)
UNLEASHED FEATS
UNLEASHED BANTHA RUSH (The Force Unleashed, pg. 38)
You charge forth, shoving back anyone who stands in your way.
Prerequisite: Bantha Rush feat, Unleashed feat.
Benefit: When you use the Bantha Rush feat, you can spend a Destiny Point to automatically increase the distance you move your target by 5 squares and knock your target
prone.
COMBINED FEATS
(Knights of the Old Republic, pg. 31)
Characters can use their existing feats in new ways, as noted below. Essentially, certain feats allow characters to benefit from combining their use. A character wishing to use one of the
combinations described below must have all the required feats to do so.
DRAW CLOSER – Jedi Academy Training Manual, pg. 30 [Lightsaber Form, Telekinetic]
You grab an opponent with the Force, draw him into the path of your weapon.
Time: Standard action. Target: One enemy within 6 squares of you and in your line of sight.
Make a Use the Force Check. The result of the check determines the result, if any.
DC 15: If your target is Medium or smaller in size and is neither grabbed nor grappled, you immediately pull it into the nearest unoccupied space adjacent to you (if no space
adjacent to you is legal space for the target due to its size, the power fails). You can then make a single melee attack with a lightsaber against the target.
DC 20: As DC 15, except your target may be Large or smaller.
DC 25: As DC 15, except your target may be Huge or smaller.
DC 30: As DC 15, except your target may be Gargantuan or smaller.
Lightsaber Form (Niman): If you have the Niman talent, you can target a creature within 12 squares (instead of 6 squares).
Special: You can spend a Force Point to pull the target into any adjacent space.
FORCE SHIELD – Legacy Era, pg. 54 & Force Unleashed, pg.86 [Telekinetic]
You use the Force to create a mobile bubble of telekinetic energy around yourself, protecting you from harm.
Time: Reaction. Target: You.
Make a Use the Force check. The result of the check determines the result, if any.
DC 15: You gain a shield rating (SR) of 5 until the beginning of your next turn. Unlike other shields, this shield is made of pure telekinetic energy and cannot be recharged by
any means.
DC 20: As DC 15, except you gain SR 10.
DC 25: As DC 15, except you gain SR 15.
DC 30: As DC 15, except you gain SR 20.
Special: You can spend a Force Point when you activate this power to increase the power’s SR by 5. You can maintain your concentration on a Force shield to continue to gain the benefit
of the power’s SR from round to round, extending the normal duration. Maintaining the Force shield power is a standard action. If the power’s SR is ever reduced to 0, the power’s effect
ends.
HIGH GROUND DEFENSE – Jedi Academy Training Manual, pg. 32 [Lightsaber Form]
You know how to take advantage of the terrain and gain a defensive advantage from it.
Time: Swift action. Target: You.
Make a Use the Force Check. The result of the check determines the result, if any.
DC 15: Until the start of your next turn, if you are standing on a low object or in difficult terrain, any creature that moves adjacent to you provokes an attack of opportunity
from you.
DC 20: As DC 15, except you gain a +1 Force bonus on attacks of opportunity until the start of your next turn.
DC 25: As DC 15, except you gain a +2 Force bonus on attacks of opportunity until the start of your next turn.
DC 30: As DC 15, except you gain a +5 Force bonus on attacks of opportunity until the start of your next turn.
Lightsaber Form (Sokan): If you have the Sokan talent, you deal +1 die of damage with attacks of opportunity until the start of your next turn.
Special: You can spend a Force Point to move 1 square each time you make an attack of opportunity until the start of your next turn. This movement does not provoke attacks of
opportunity.
KINETIC COMBAT – Force Unleashed, pg.86 & Knights of the Old Republic, pg. 51
You use the Force to manipulate your chosen weapon, allowing it to operate independent of your grasp.
Time: Standard action Target: You.
Make a Use the Force check. If you succeed on a DC 20 check, you can telekinetically move a one-handed melee weapon you hold up to 12 squares and make an attack with it. The
weapon is considered held by you, even if it is hovering nearby and not in your hands. The attack uses your base attack bonus for the attack. A successful attack deals normal melee
weapon damage, adding one-half your heroic level to damage as normal and substituting your Charisma modifier for your Strength modifier for damage. Talents and feats that would
normally enhance a weapon’s use do not do so while you are using kinetic combat to wield the weapon (for example, you cannot use Mighty Swing or Power Attack while wielding the
weapon). The weapon threatens all squares adjacent to it, and it can be used to make an attack of opportunity if a target provokes one from the weapon. Any attacks of opportunity
made by the weapon count as though they were made by you.
Special: You can maintain kinetic combat from round to round, extending the normal duration. Maintaining the kinetic combat power is a swift action, and as a standard action each
round you maintain it you can direct the weapon to move up to 6 squares and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12
squares of you or the power’s effect ends. If you suffer damage while maintaining kinetic combat, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue
maintaining the power.
You can spend a Force Point to gain a +1 bonus on attack rolls with a weapon wielded using kinetic combat.
PASS THE BLADE – Jedi Academy Training Manual, pg. 32 [Lightsaber Form]
You deactivate your lightsaber as your opponent attempts to block it, reactivating it just after it passes by his blade.
Time: Standard action. Target: You plus one enemy within your reach.
Make a Use the Force Check. The result of the check determines the result, if any.
DC 15: You can make a single melee attack with a lightsaber against the target. Your opponent takes a -2 penalty on Use the Force checks made to block the attack, as per the
Block talent. (This penalty also applies to the Primitive Block talent from The Force Unleashed Campaign Guide).
DC 20: As DC 15, except the target takes a -5 penalty on its Use the Force check.
DC 25: As DC 15, except the target takes a -10 penalty on its Use the Force check.
DC 30: As DC 15, except the target cannot use the Block talent to negate the attack.
Lightsaber Form (Tràkata): If you have the Tràkata talent, you also ignore any deflection bonus the target has from the Lightsaber Defense talent.
Special: You can spend a Force Point to deal +2d6 points of damage with your lightsaber attack if it hits.
PUSHING SLASH – Jedi Academy Training Manual, pg. 33 [Lightsaber Form, Telekinetic]
You strike at your target with your lightsaber, then hurl him away from you with the Force.
Time: Standard action. Target: One enemy within your reach.
Make a Use the Force Check. The result of the check determines the result, if any.
DC 15: You can make a single melee attack with a lightsaber against the target. If the attack hits, in addition to dealing damage, compare the result of your Use the Force check
to the target`s Fortitude Defense, you push the target 2 squares away from you. This movement does not provoke attacks of opportunity. You cannot move the target if it is
grabbed or grappled.
DC 20: As DC 15, except you push the target 3 squares away from you.
DC 25: As DC 15, except you push the target 4 squares away from you.
DC 30: As DC 15, except you push the target 5 squares away from you.
Lightsaber Form (Niman): If you have the Niman talent, you also compare the result of your Use the Force check to all other adjacent enemies; if your Use the Force check equals or
exceeds an enemy`s Fortitude Defense, it is pushed 1 square away from you. This is an area effect.
Special: You can spend a Force Point to knock the target prone at the end of its forced movement. (This applies only to the target of your lightsaber attack.)
SEVER FORCE – Star Wars Core Rulebook, pg. 100 [Light Side]
You can block another Force-user’s access to the Force, preventing him from spending Force Points and making it difficult for him to use Force powers.
Time: Standard action. Target: One Force-using creature with a Dark Side Score of 1 or higher that is within 12 Squares and within line of sight.
Make a Use the Force Check. If your Use the Force check equals or exceeds the target’s Will Defense, the effect (if any) is determined by your check result:
DC 25: The target cannot spend Force points for a number of hours equal to its Dark Side Score.
DC 30: As DC 25, plus the target moves -1 step along the condition track (see page 149) each time it uses a Force Power in the same timeframe.
DC 35: As DC 25, except the target moves -2 steps along the condition track each time it uses a Force Power in the same timeframe.
Special: This Force power has no effect on targets with a Dark Side Score of O.
You can spend a Force Point to double the duration of the effect. Alternatively, you can spend a Destiny Point (see page 112) to increase the duration to a number of days equal to the
target’s Dark Side Score.
TEMPERED AGGRESSION – Jedi Academy Training Manual, pg. 35 [Lightsaber Form, Dark Side]
You throw yourself against an opponent, controlling your aggression to prevent it from getting the better of you.
Time: Standard action. Target: One enemy within your reach.
Make a Use the Force Check. The result of the check determines the result, if any.
DC 30: You can make a single melee attack with a lightsaber against the target. If you beat the target`s Reflex Defense by 10 or more, the attack is treated as a critical hit.
DC 35: As DC 30, except you must beat your target`s reflex Defense by 5 or more.
DC 30: As DC 30, except you must beat your target`s reflex Defense by 2 or more.
Lightsaber Form (Vaapad): If you have the Vaapad talent, this Force power does not have the [Dark side] descriptor for you.
Special: You can spend a Force Point to deal +2 dice of damage with the attack if it hits. These additional dice of damage are added after damage is doubled, if it is a critical hit.
VITAL TRANSFER – Star Wars Core Rulebook, pg. 100 [Light Side]
You use your own life force to heal another living creature, using the Force as a conduit.
Time: Standard action. Target: One creature touched.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: The target heals hit points equal to 2 x its character level.
DC 20: The target heals hit points equal to 3 x its character level.
DC 25: The target heals hit points equal to 4 x its character level.
Each time you use vital transfer, you take half as much damage as you heal (rounded down). You may choose to heal less than the result of your Use the Force check allows. You may not
heal yourself with this power.
Special: You can spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point (see page 112) to move the target +5 steps on the
condition track in addition to healing it normally.
VORNSKR’S FEROCITY – Jedi Academy Training Manual, pg. 36 [Lightsaber Form, Dark Side]
You walk the thin line between darkness and light as you ferociously attack your foe.
Time: Standard action. Target: One enemy within your reach.
Make a Use the Force Check. The result of the check determines the result, if any.
DC 20: You make a single melee attack with a lightsaber against the target, dealing +1 die of damage if you hit.
DC 25: As DC 20, except you deal +2 dice of damage.
DC 30: As DC 20, except you deal +3 dice of damage.
DC 35: As DC 20, except you deal +4 dice of damage.
Lightsaber Form (Juyo): If you have the Juyo talent, this power does not have the [Dark side] descriptor for you.
Special: You can spend a Force Point to use this power at the end of a charge.
IMPROVED MOVE LIGHT OBJECT (Star Wars Core Rulebook, pg. 102):
You may make a Use the Force check to move a light object as a swift action instead of a move action. Using the light object as a projectile weapon requires a move action (instead of a
standard action).
ACROBATICS (DEX)
Armor Check Penalty
You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get
up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.
CROSS DIFFICULT TERRAIN (Trained Only): (Star Wars Core Rulebook, pg. 63)
With a successful DC 15Acrobatics check, you can move through difficult terrain at your normal speed. Escape Bonds: With a successful Acrobatics check, you can slip free of restraints
(DC varies; see tab le below), wriggle through a tight space (DC 20), or escape from a grapple (DC = the grappler's grapple check). The DC to slip free of a restraint depends on the type of
restraint (see table).
It takes an attack action to escape a grapple. It takes a full-round action to escape a net or to move 1 square through a tight space. It takes 1 minute to escape from ropes, binder cuffs,
or manacles.
RESTRAINT ACROBATICS DC
Ropes Opponent's Dex check + 10
Net 15
Binder cuffs 25
FALL PRONE (Trained Only): (Star Wars Core Rulebook, pg. 63)
If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to a prone position as a free action (instead of a swift action).
LOW AND HIGH GRAVITY ENVIRONMENTS (Trained Only): (The Force Unleashed, pg. 29)
You can make a DC 20 Acrobatics check to negate the penalties to attack rolls in low and high gravity environments (see page 256 of the Saga Edition core rulebook).
REDUCE FALLING DAMAGE (Trained Only): (Star Wars Core Rulebook, pg. 63)
With a successful DC 15 Acrobatics check, you can treat a fall as if it was 3 meters (2 squares) shorter when determining damage. For every 10 points by which you beat this DC, you can
subtract an additional 3 meters from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet.
If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check (see Falling Objects, page 254).
STAND UP FROM PRONE (Trained Only): (Star Wars Core Rulebook, pg. 63)
If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a swift action (instead of a move action).
CLIMB (STR)
Armor Check Penalty
Use this skill to scale a cliff, to get to a window on the second story of a building, or to climb up an antenna array after falling out of an airway at the bottom of a floating city.
Since you can't move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you lose any Dexterity bonus to your Reflex Defense.
Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling
damage (see Falling Damage, page 255).
CLIMBING IN LOW OR HIGH GRAVITY (Knights of the Old Republic, pg. 30)
When climbing in low-gravity environments, Climb DCs are halved and movement is double. When climbing in high-gravity environments, DCs are doubled and climb speed is halved
(minimum 1 square).
MAKING HANDHOLDS AND FOOTHOLDS (Star Wars Core Rulebook, pg. 64)
You can make your own hand holds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with
handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut hand holds or footholds in an ice wall.
DECEPTION (CHA)
You can make the untrue seem true, the outrageous seem plausible, and the nefarious seem ordinary. The skill encompasses conning, fast-talking, misdirection, forgery, disguise, and
outright lying. Use a Deception check to sow temporary confusion, pass as someone you're not, get someone to turn his head in the direction you point, or pass faked documents off as
genuine.
CHECK
DECEPTION MODIFIER DESCRIPTION
Simple +5 A simple deception works in the target’s favour or matches the target’s expectations, and it requires nothing you don’t have on
hand. Simple deceptions include convincing a junk dealer to buy some stolen droids; disguising yourself as someone nonspecific of
similar size, species, and gender; and creating a false ID that will pass casual inspection but not careful scrutiny.
Moderate +0 A moderate deception is believable and doesn't affect the target much one way or the other, and you have most of the props you
need. Moderate deceptions include convincing a suspicious guard that you're not a thief; disguising yourself as a member of
another species or gender; and creating a false ID good enough to pass visual scrutiny but not electronic screening.
Difficult -5 A difficult deception is a little hard to believe, puts the target at some kind of risk, or undergoes scrutiny. Examples include
convincing a group of thugs that you're willing and able to beat them in a cantina fight, forging starship transponder codes,
impersonating an officer well enough to give troops orders, and creating false official documents good enough to pass electronic
screening.
Incredible -10 An incredible deception is hard to believe, presents a sizable risk to the target, or requires passing intense scrutiny. Incredible
deceptions include convincing a reputable starship dealer to buy a stolen Imperial shuttle, impersonating someone well enough to
convince an old friend, and forging false credits.
Outrageous -20 An unlikely deception is almost too unlikely to consider or requires material you just don't have. Outrageous deceptions include
impersonating a Jedi (without any Force sensitivity) well enough to fool another Jedi, claiming to be the Emperor in disguise and
giving orders to stormtroopers, and forging important documents with no proper tools or examples to work with.
ALTERNATE STORY (Trained Only) (Scum and Villainy, pg. 19)
Whenever you fail a Deception check to convey deceptive information or a deceptive appearance, you can immediately attempt a second Deception check to avert suspicion. This
second check is at a -10 penalty.
ENDURANCE (CON)
Armor Check Penalty
You can push yourself beyond your normal physical limits.
FIND A GOOD SCORE (Trained Only) (Scum and Villainy, pg. 19)
Scoundrels of all types frequently have to hunt high and low for good, profitable work. Finding a score, as many illicit jobs on the fringe are called, can be one of the most difficult parts
of a scoundrel's career. Characters trained in Gather Information can make a skill check to try and find profitable work. The base DC for this skill check is equal to 10 + the character's
level. Success indicates the character finds profitable work and the Gamemaster should use the job generator (see page 78) to create a job for the heroes to undertake. Additionally,
success means that the heroes gain an additional 10% of the normal credit payout for the job.
However, failing this check does not mean that the heroes fail to find work, only that they fail to find profitable work. Failing the check by less than 5 means that the heroes find a job at
the normal pay rate. Failing the check by 6-10 points means that the heroes find a job but only gain 90% of the normal payout. Failing the check by 10 or more means that the heroes fail
to find a job. Finding a job takes one hour.
IDENTIFY (Scum and Villainy, pg. 20)
You can identify the salient features of an item by consulting experts. Examples include mysterious weaponry, artifacts, and other relics. Even though the Knowledge skill can handle
these functions, finding a person with the right kind of expertise can be tricky, hence knowing whom to ask can be a boon when saddled with an object of an unknown origin.
Commonly known facts such as identifying the item's function require a DC 20 Gather Information check. For every 5 points that you beat the DC by, you learn one additional fact or
useful bit of information about the item.
Identify is subject to the normal limitations on Gather Information. Some items are unidentifiable by making a skill check.
LEARN NEWS AND RUMORS (Star Wars Core Rulebook, pg. 67)
Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a news story or determining the
veracity of a rumor requires a DC 20 check and 50 credits in bribes.
INITIATIVE (DEX)
Armor Check Penalty
Use this skill to gain the advantage in combat.
KNOWLEDGE (lNT)
Knowledge encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Each time you select Knowledge as a trained skill, you must choose a field of study from the list below:
Bureaucracy: Business procedures, legal systems and regulations, and organizational structures
Galactic lore: Planets, homeworlds, sectors of space, galactic history, and the Force
Life sciences: Biology, botany, genetics, archaeology, xenobiology, medicine, and forensics
Physical sciences: Astronomy, astrogation, chemistry, mathematics, physics, and engineering
Social sciences: Sociology, psychology, philosophy, theology, and criminology
Tactics: Techniques and strategies for disposing and maneuvering forces in combat
Technology: Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements.
ANTICIPATE ENEMY STRATEGY (Trained Only – Knowledge: Tactics) (Clone Wars, pg. 27)
A good tactician can anticipate her enemy's movements and strategies, and then plan accordingly. As a move action, a character trained in Knowledge (tactics) can designate a target in
her line of sight and make a Knowledge (tactics) check to anticipate the enemy's next move. The DC for the check is equal to the target's Will Defense, or 10 + the target's CL if t he target
does not have a Will Defense (as is the case for vehicles without unique pilots).
If successful, you gain special insight into the target's strategy and can anticipate its next move. You learn what actions the target is likely to take on its next turn based on the current
circumstances; if circumstances change, the target's actions might change as well, though typically unless the situation changes drastically you should have a good idea of the target's
likely next action. The Gamemaster is the final arbiter of just how much information you gain through the use of this skill. Typically this does not include information on the use of talents
or feats, but it should provide information on whether the target is going to attack, who the target intends to attack, where the target might move to, or any other special strategies the
target might employ.
BATTLEFIELD TACTICS (Trained Only – Knowledge: Tactics) (Clone Wars, pg. 27)
If you are the commander in a unit during mass combat, you can use your tactical knowledge to grant extra standard actions to other characters in your unit (see "Mass Combat" on
page 95). The base check DC for this application of the skill is 20, and it requires three swift actions made on consecutive rounds to activate.
EXPERT KNOWLEDGE (Trained Only): (Star Wars Core Rulebook, pg. 68)
You can make a Knowledge check as a swift action to answer a question within your field of study that requires some level of expertise. The DC of the check ranges from 15 (for simple
questions) to 25 (for tough questions). The GM may adjust the DC depending on the character's personal experience. For example, a DC 20 Knowledge (galactic lore) check might reveal
specific information about the inhabitants of the planet Dathomir, but the DC may be lower if the character making the check has actually been there.
Retry: No, you can't reroll a failed Knowledge check. The roll represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in
the first place.
Special: You can take 10 when making a Knowledge check, but you can't take 20.
MECHANICS (INT)
Trained Only
You can bypass locks and traps, set and disarm explosives, fix malfunctioning devices, and modify and repair damaged droids.
BOOBY TRAP (Trained Only; requires tool kit) (Scum and Villainy, pg. 20)
Whenever you would make a Mechanics check to sabotage a piece of equipment, you can install a booby trap to damage the next character who uses the item. For every 1d4 damage
you would have the trap deal, you must increase the Mechanics DC by 5. So booby trapping a blaster to deal 3d4 damage to its next user requires a DC
30 Mechanics check (base DC 15 to jam the blaster, + 15 for 3d4 damage).
Once the trap is installed, it attacks the next character to use the item, using your base attack bonus against the target's Reflex Defense. If the attack hits, it deals the indicated damage.
BIOTECH ADAPTATION (trained only, requires tool kit): (Legacy Era, pg. 31)
You can use the Mechanics skill to create mechanical connections to a particular biotech device. When you use this application of the Mechanics skill, you can perform one of the
following actions:
Graft Technology: You can take sensors, communications equipment, and tiny computers onto a biotech device. You must spend 1 hour and make a DC 25 Mechanics to do so.
Once you have, you may treat the biotech device as a normal (non-biotech) device of the same type for the purposes of the Mechanics and the Use Computer skill. For example, if you
have a villip (effectively a comlink with the biotech template), you may use this skill to graft technology onto the villip. From that point on, you can apply any use of the Mechanics skill or
the Use Computer skill on that device as if it was a normal comlink. You may not use the Tech Specialist feat on a biotech device, even if it has been grafted with technology (you must
use the Biotech Specialist feat instead).
Mechanical Enhancements: You can mechanically enhance a biotech device or vehicle, effectively connecting another device to that piece of biotech. You must spend 1 hour
and make a DC 30 Mechanics check to do so. Once you have, you effectively treat the biotech device as though it also has the traits of the device you have enhanced it with. You can only
use this application of the skill on biotech devices upon which you have also the graft technology application of this skill (see above). You can only enhance a biotech device with another
device of its size or smaller. A biotech device can only have one such mechanical enhancement, and only device (not weapons or armor) can be attached to a biotech device in this
manner.
For example, if you possess a razor bug (a Tiny object), you could attach an audio recorder to the razor bug using this application of the skill; at a later point, you could activate the
recording unit and hurl the razor bug into a wall to clandestinely record conversations in the area.
BUILD OBJECT (Trained Only; requires tool kit): (The Force unleashed, pg. 30)
You can make a Mechanics check to construct an object (other than a droid) from scratch and/or with manufactured parts. Building an object requires a proper tool kit, raw materials,
and possibly access to an electronics or machine shop. Some objects are beyond the ability of most characters. The raw materials for an object cost the same as the completed object,
though heroes who have the Scavenger feat (see page 35) can often come up with raw materials scrounged from other equipment. Use the costs given in chapter 6 of the Saga Edition
core rulebook as a guide. Remote locations, rare parts, or expensive materials might raise the costs to double, triple, or even higher.
When building an object, determine the object’s final hit points based on the statistics on table 9-1, page 151 of the Saga Edition core rulebook. For vehicles, use the actual hit points of
the completed object. All objects being built in this manner start at 0 hit points. Each hour that you work on building an object, make a Mechanics check and refer to the table below.
Success indicates you build 1d8 hit points’ worth of the object’s total hit points. When the item reaches full hit points, it is completed and can be used as normal.
Larger items require more time to build than smaller ones. Multiply the object’s hit points based on the table below for the purpose of determining how long it takes to build the object
(when completed, the object’s hit points are unchanged). For example, a Large manufactured object has 10 hit points. However, since it is a Large item, it effectively has 50 hit points for
the purpose of determining how long it takes to build the object (how many hit points you must build before it is completed). When completed, the object has 10 hit points as normal.
CIRCUMSTANCE DC
Based on well-known item -5
Detailed knowledge of specific item -10
Have detailed schematics for the object available -10
Poor quality materials +10
SIZE MULTIPLIER
Medium X2
Large X5
Huge X10
Gargantuan X20
Colossal X50
Colossal (frigate) X100
Colossal (cruiser) X200
Colossal (station) X500
DISABLE DEVICE (requires security kit): (Star Wars Core Rulebook, pg. 69)
You can use this skill to disarm a security device, defeat a lock or trap, or rig a device to fail when it is used.
The effort takes a full-round action, and the DC depends on the intricacy or complexity of the item being disabled or sabotaged, as shown below:
DEVICE DC * EXAMPLES
Simple 15 Sabotage a mechanical device, jam a blaster, bypass a basic mechanical lock
Tricky 20 Sabotage an electronic device, bypass a basic electronic lock
Complex 25 Disarm an electronic security system, bypass a complex mechanical or electronic lock
* If you attempt to leave behind no trace of the tampering, increase the DC by 5.
If the Mechanics check fails by 5 or more, something goes wrong. If it's a trap, you spring it. If it's some sort of sabotage, you think the device is disabled, but it still works normally.
HOT SHOT (Trained Only; requires tool kit) (Scum and Villainy, pg. 20)
You can overload an energy weapon to deliver a deadlier attack, but at the risk of a mishap or explosion. You must spend 1 hour and succeed on a Mechanics check. The DC is 20 plus 5
for every weapon size category above Tiny. If the check succeeds, the weapon deals an additional +3 points of damage. Any natural attack roll of 5 or lower, however, causes the weapon
to become disabled. A natural attack roll of 1 causes the weapon to explode in the wielder's hands, dealing the modified weapon's damage to the wielder and half damage to all
adjacent creatures.
MODIFY DROID (requires tool kit): (Star Wars Core Rulebook, pg. 70)
You can make a Mechanics check to modify a droid (see Modifying Droids, page 197).
REFIT ANTIQUATED VEHICLE OR WEAPON (trained only, requires tool kit): (Legacy Era, pg. 31)
You can use the Mechanics skill to refit an antiquated vehicle or weapon, using modern technology to replace outdated components. You must spend 20% of the base value of the
vehicle or weapon (before the application of the antiquated template) on raw materials for the upgrade. The refitting process takes a number of days (each day requiring 8 hours of
continuous work) determined by the object’s size: Medium or smaller, 1 day; Large, 2 days; Huge, 5 days; Gargantuan, 10 days; Colossal, 20 days; Colossal (frigate), 60 days; Colossal
(cruiser) 180 days; Colossal (station), 360 days. If multiple characters trained in the mechanics skill work on the refit simultaneously, divide the amount of time taken by the number of
characters working on the refit (a maximum of 20 characters can reduce the refit time, minimum of 1 day). Once the work is complete, apply the refitted template to the base vehicle or
weapon instead of the antiquated template.
REPAIR DROID (requires a tool kit): (Star Wars Core Rulebook, pg. 70)
You can spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled droid, restoring hit points equal to the droid's character level and removing any persistent
conditions currently affecting the droid. A droid can attempt to repair itself, but it takes a -5 penalty on its skill check.
Retry: You can usually retry a Mechanics check. In some specific cases, however, a failed Mechanics check has negative ramifications that prevent repeated checks (see Disable Device,
above, for example).
Special: You can take 10 or take 20 on a Mechanics check. When making a Mechanics check to accomplish a jury-rig repair, you can't take 20. Characters who are untrained in the
Mechanics skill can still use the aid another action to assist on Mechanics checks.
PERCEPTION (WIS)
Use this skill to perceive threats as well as your surroundings. The distance between you and whatever you're trying to perceive affects your Perception check, as do solid barriers and
concealment.
HEAR DISTANT OR AMBIENT NOISES (Star Wars Core Rulebook, pg. 70)
A DC 10 Perception check allows you to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a standard action.
LONG-RANGE SPOTTER (Trained Only; requires electrobinoculars): (Clone Wars, pg. 27)
Though anyone can use electro binoculars to see objects at a distance, those trained in the Perception skill can glean particularly useful insights from their long-range observation. You
can aid another on an attack roll (see page 151 of the Saga Edit ion core rulebook) made by an ally or allied vehicle by making a DC 10 Perception check instead of an attack roll. You
must be able to see the target of the attack through the electrobinoculars, and your target must be at least 50 squares (character scale) from both you and the ally you aid. Your ally
must be able to hear and understand you to use this application of the Perception skill.
Retry: You can make a Perception check every time you have the opportunity to notice something as a reaction. As a swift action, you may attempt to see or hear something that you
failed (or believe you failed) to notice previously.
Special: You can take 10 or take 20 when making a Perception check. Taking 20 means you spend 2 minutes attempting to notice something that may or may not be there.
PERSUASION (CHA)
You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative .
You can't force the target to obey your every command or do something that endangers its life or the lives of its allies. A creature you successfully intimidate becomes one step more
hostile toward you as soon as you are no longer an imminent threat (see Table 4-4: Attitude Steps).
Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours.
Special: You can take 10 on a Persuasion check, but you can't take 20.
PILOT (DEX)
Use this skill to operate a vehicle. Basic operation of a vehicle does not require a skill check or special training, but performing evasive maneuvers and difficult stunts does. Whenever
you make a Pilot check, you must apply the vehicle's size modifier to your check (see Table 10-1: Vehicle Sizes, page 166).
ENGAGE THE ENEMY (Trained Only): (Star Wars Core Rulebook, pg. 72)
When piloting a vehicle in combat, you can choose to make a Pilot check instead of an Initiative check to determine your place in the initiative order.
INCREASE VEHICLE SPEED (Trained Only): (Star Wars Core Rulebook, pg. 72)
You may make a DC 20 Pilot check as a swift action to make your vehicle perform beyond its normal limits. (You can't take 10 on this check.) If the check fails, your vehicle's speed does
not increase, and your vehicle moves - 1 step on the condition track (see Conditions, page 148). If you succeed, your vehicle's speed increases by 1 square until the start of your next
turn. For every 5 points by which you exceed the DC, your vehicle's speed increases by an additional 1 square.
Special: You can take 10 when making a Pilot check except when attempting to increase a vehicle's speed. You can't take 20 on a Pilot check.
RIDE (DEX)
Armor Check Penalty (see text)
Use this skill to ride any kind of mount, such as a tauntaun, dew back, or bantha.
Special: You can take 10 when making a Ride check, but you can't take 20. The armor check penalty applies only when attempting to fast mount or fast dismount.
Time: Ride is a move action, except when otherwise noted for the special tasks listed above.
STEALTH (DEX)
Armor Check Penalty
Use this skill to slink past a sentry without being heard, catch your enemy off-guard, snipe from a concealed location, or perform sleight of hand.
Special: You can take 10 when making a Stealth check, but you can't take 20.
SURVIVAL (WIS)
Use this skill to hunt and forage, guide a party safely through arid wastelands, identify signs that gundarks live nearby, or avoid quicksand and other natural hazards.
ENDURE EXTREME TEMPERATURES (requires field kit): (Star Wars Core Rulebook, pg. 73)
Once per day, you can make a DC 20 Survival check to ignore the effects of extreme cold or extreme heat for the next 24 hours (see Extreme Temperatures, page 254).
EXTENDED SURVIVAL (Trained Only): (The Force unleashed, pg. 31)
You are rained in methods of long-term survival in the wild. If you are required to survive in an uncivilized area for more than 48 hours, you can make a DC 20 check to find a suitable
location for a basic shelter and campsite. Success reduces the DC for you basic Survival checks by 5 during those days spent using the campsite.
CIRCUMSTANCE DC MODIFIER
Every 3 creatures in the group being tracked -1
Every day since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +5
Poor visibility +5
Tracked target hides trail (and moves at half speed) +5
Largest creature being tracked
Huge or bigger -10
Large -5
Medium +0
Small +5
Tiny or smaller +10
Special: You can take 10 when making a Survival check. You can take 20 if there is no danger or penalty for failure, but it takes twenty times as long as normal to do so.
SWIM (STR)
Armor Check Penalty
Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.
SITUATION DC
Calm water 10
Rough water 15
Stormy water 20
FIRST AID (requires a medpac): (Star Wars Core Rulebook, pg. 74)
As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of hit points
equal to its character level, + 1 for every point by which your check result exceeds the DC. Using a medical kit grants a +2 equipment bonus on your skill check. If the skill check succeeds,
the tended creature cannot benefit from additional first aid for 24 hours.
You can administer first aid on yourself, but you take a -5 penalty on your Treat Injury check.
PERFORM SURGERY (Trained Only; requires a surgery kit): (Star Wars Core Rulebook, pg. 74)
You can perform surgery to heal damage to a wounded creature, remove a persistent condition, or install a cybernetic prosthesis (see page 137). Any of these operations requires 1 hour
of uninterrupted work, at the end of which time you must make a Treat Injury check. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In
addition, if you fail your check by 5 or more, the creature takes damage equal to its damage threshold. If this damage reduces the creature to 0 hit points, it dies (see 0 Hit Points, page
146).
REVIVIFY (Trained Only; requires a medical kit): (Star Wars Core Rulebook, pg. 75)
As a full-round action, you can revive a creature that has just died. You must reach the dead creature within 1 round of its death to revive it, and you must succeed on a DC 25
Treat Injury check. Using a medpac grants a +2 equipment bonus on the skill check. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable
to revive the creature.
TREAT DISEASE (Trained Only; requires a medical kit): (Star Wars Core Rulebook, pg. 75)
Treating a diseased character requires 8 hours. At the end of that time, make a Treat Injury check against the disease's DC (see Disease, page 254). If the check succeeds, the patient is
cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat one creature at a time if untrained, or up to six simultaneously if trained.
TREAT POISON (Trained Only; requires a medical kit): (Star Wars Core Rulebook, pg. 75)
As a full-round action, you can treat a poisoned character. Make a Treat Injury check; if the result equals or exceeds the poison's DC (see Poison, page 255), you successfully detoxify the
poison in the character's system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison).
TREAT RADIATION (Trained Only; requires a medical kit): (Star Wars Core Rulebook, pg. 75)
Treating an irradiated character requires 8 hours. At the end of that time, make a Treat Injury check against the radiation's DC (see Radiation, page 255). If the check succeeds, the
patient is cured and no longer suffers any ill effects (including persistent conditions caused by the radiation). You can treat one creature at a time if untrained, or up to six simultaneously
if trained.
BIOTECH REPAIR (Trained Only; requires biotech tool kit): (Legacy Era, pg. 31)
You can perform any of the following functions of the Treat Injury skill on a bioengineered creature or “living” biotech object: first aid, heal damage, revivify, treat disease, treat poison,
and treat radiation. You take a -5 penalty on treat Injury checks made to repair biotech unless you have the Biotech Specialist feat (see page 34).
Special: You can take 10 when making a Treat Injury check, but you can't take 20.
ACCESS INFORMATION (requires computer attitude of indifferent or better): (Star Wars Core Rulebook, pg. 75)
Getting information through a computer requires you to connect to the appropriate network (such as the HoloNet, or its equivalent in other eras) and locate the files you seek.
Connecting to a network (a full-round action) doesn't require a skill check if you use a computer that's already linked to it. However, establishing a connection to a network using a
remote computer requires a DC 10 Use Computer check. You can also get information without connecting to a network if you use a computer whose memory contains that information;
the GM decides what information a computer's memory actually holds.
Finding information on a single topic requires a set amount of time (see below); at the end of this time, you must make a Use Computer check. The time required and the check DC are
determined by the type of information sought. For example, locating general information about a senator is easier than locating specific information (such as the senator's date of birth),
which is easier than finding private information (such as the senator's private comm. channel code), which is easier than uncovering secret information (such as the senator's cred stick
code).
Helpful Treats you as if you are its owner or administrator, granting access to all of its programs and information (even if doing so overrides
previous commands). You may add any equipment bonus provided by the computer to your Use Computer checks.
DISABLE OR ERASE PROGRAM (Trained Only; requires computer attitude of helpful): (Star Wars Core Rulebook, pg. 76)
You can disable or erase a program on a computer that is helpful toward you (See Table 4-5: Computer Attitude Steps). Disabling or erasing a program takes 10 minutes and requires a
DC 15 Use Computer check.
IMPROVE ACCESS (Trained Only): (Star Wars Core Rulebook, pg. 76)
As a full-round action, you can make a Use Computer check to adjust the attitude of a computer in order to gain access to its programs and information. You must be able to
communicate with the computer either through a direct interface (such as a keypad) or by connecting to it through an appropriate network (such as the HoloNet).
Apply a modifier on the check based on the computer's current attitude toward you: hostile -10, unfriendly -5, indifferent -2, friendly +0 (see Table 4-5: Computer Attitude Steps}. If the
check equals or exceeds the computer's Will Defense, the computer's attitude shifts one step in your favor. If you fail, the computer's attitude does not change. If you fail by 5 or more,
the computer's becomes one step worse (for example, indifferent to unfriendly) and the computer notifies the computer's administrator of the access attempt.
A hostile computer can be dangerous. If a computer becomes hostile or if you fail any Use Computer check made to improve access to a hostile computer, it traces your exact location
and notifies the nearest security personnel. In addition, if you fail by 5 or more when attempting to improve access to a hostile computer, it isolates your connection and rejects any
further attempts you make to access it for 24 hours.
ISSUE ROUTINE COMMAND (requires computer attitude of friendly or better): (Star Wars Core Rulebook, pg. 76)
As a standard action, you can issue a routine command to a computer. Examples include turning a computer on or off, viewing and editing documents or recordings in its memory,
printing a hard copy of a document or image on a flimsiplast sheet, opening or closing doors that the computer controls, and the like.
Issuing routine commands doesn't normally require a Use Computer check. However, if another character issues a contradictory command, the computer follows the command of the
character toward whom it has a better attitude (for example, it follows a command from someone toward whom it is helpful over someone toward whom it is friendly). If the computer
has the same attitude toward both characters, make an opposed Use Computer check against the competing character. If you succeed, your command takes effect. If you fail, the
opposing character's command takes effect.
REPROGRAM DROID (Trained Only; requires tool kit): (Star Wars Core Rulebook, pg. 76)
You can make a check to reprogram a droid to obey a new master, copy data stored in its memory banks, change its trained skills, erase memories selectively, or erase its memory
entirely (resetting the droid to its factory preset status). The DC for any of these actions is equal to the droid's Will Defense. Reprogramming a droid takes 10 minutes.
COPY OR REPROGRAM CODE CYLINDER OR ACCESS CARD (Legacy Era, pg. 32)
You can make a Use computer check to reprogram a code cylinder or access card to accept new codes, or copy the existing codes to another cylinder or card. The DC for these actions
depends of the level of security (see below). The device must be physically connected to an indifferent, friendly or helpful computer before it can be copied or reprogrammed. Copying
or reprogramming a code cylinder or access card takes 10 minutes.
Special: You can take 10 on Use Computer checks. You can take 20 on a Use Computer check except when attempting to improve access. When a computer is friendly or helpful toward
you, you gain an equipment bonus on all Use Computer checks made with that computer equal to its Intelligence bonus.
USE THE FORCE (CHA)
Requires the Force Sensitivity feat
You draw upon the Force to help you recover from injuries, gain special insights, or perform other remarkable acts. You must have the Force Sensitivity feat (page 85) to be trained in
this skill.
ACTIVATE FORCE POWER (Trained Only): (Star Wars Core Rulebook, pg. 77)
You make a Use the Force check to use a Force power (see Force Powers, page 95). This use of the skill requires no action.
BREATH CONTROL (Trained Only): (Jedi Academy Training Manual, pg. 10 & Knights of the Old Republic, pg. 30)
You can use the Force to hold your breath for an extended period time. A successful DC 15 Use the Force check allows you to hold your breath for a number of rounds equal to twice
your Constitution score before you need Endurance checks to continue holding your breath.
FORCE TRANCE (Trained Only): (Star Wars Core Rulebook, pg. 77)
As a full-round action, you can enter a Force trance with a DC 10 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you
regain a number of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in a Force trance for 4 consecutive hours, you emerge from
the trance fully rested (as though you'd rested for 8 hours). While you're in a Force trance, you can go ten times as long as normal without food or water (see the Endurance skill, pg 66).
MOVE LIGHT OBJECT (Trained Only): (Star Wars Core Rulebook, pg. 77)
As a move action, you can use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows you to move an
object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Use the Force
check beats the target's Reflex Defense, the object hits and deals ld6 points of bludgeoning damage. Using an object as a projectile weapon is otherwise treated as a ranged attack for
the purposes of talents and feats that interact with ranged attacks.
MOVE LIGHT OBJECT (Trained Only): (Clone Wars, pg. 27 & Jedi Academy Training Manual, pg. 10)
You can use this application of the skill to catch and move a thrown weapon, such as grenades, that lands within your reach. The object can weigh no more than 5 kg. You must
ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Use the Force check, with a DC equal to the attack roll of the thrown
weapon. If you succeed on this check, you catch the object with the Force and can immediately move the object up to 6 squares away from you; otherwise, resolve the attack
as normal. If the object you caught is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
MOVE LIGHT OBJECT (Trained Only) (Legacy Era, pg. 33)
You may not use the Move Light Object application of this skill against Yuuzhan Vong biotechnology or biological devices, as they are living objects detached from the Force.
However, you can use Move Light Object against biotechnology that has been modified with standard technology.
SENSE FORCE (Trained Only): (Star Wars Core Rulebook, pg. 77)
You automatically sense disturbances in the Force. A location that is strong in the dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion, or close
friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated planet or the distress of a
whole order of allies, can be sensed anywhere in the same galaxy. As a full-round action, you can make a DC 15 Use the Force check to determine the distance and general direction to
the location of the disturbance.
As a full-round action, you can use this ability to actively sense other Force-users out to a range of 100 kilometers. If you succeed on a DC 15 Use the Force check, you know how many
Force-users are within range, their approximate distance and direction from you, and whether you've met them before or not. Another Force-user within range can try to conceal her
presence from you by making an opposed Use the Force check. If she equals or exceeds your Use the Force check, you don't sense her presence at all. You can also specify that you are
attempting to sense only Force-users with a Dark Side Score of 1 or higher; success reveals only those Force-users with dark side scores, and not any other Force-users.
SENSE FORCE (Trained Only): (Legacy Era, pg. 33)
As a standard action, you can attempt to use the Sense Force application of this skill to detect the hole in the Force created by one or more Yuuzhan Vong. You must make a DC
20 Use the Force check; if the check succeeds, you can sense how many Yuuzhan Vong are within 1 kilometer of your location.
PLACE OTHER IN FORCE TRANCE (Trained Only): (Clone Wars, pg. 27 & Jedi Academy Training Manual, pg. 10)
As a full-round action, you can place an adjacent willing ally that you touch into a Force trance with a DC 15 Use the Force check. In this state, the target ally rests as though in a deep
coma and is considered helpless. Each hour the target remains in the trance, the target regains a number of hit points equal to its character level. You can bring an adjacent ally you
touch out of a Force trance as a swift action, but the target cannot otherwise come out of the Force trance on his or her own. If the target remains in the Force trance for 4 consecutive
hours, the target emerges from the trance fully rested (as though the target had rested for 8 hours).
While the target ally is in a Force trance, it can go ten times as long as normal without air, food, or water (see the Endurance skill on page 66 of the Saga Edition core rulebook). Unwilling
targets cannot be placed in a Force trance.
TELEPATHY DISTANCE DC
Same planet 15
Same system 20
Same region/quadrant of the galaxy 25
Different region/quadrant of the galaxy 30
Special: You can't make Use the Force checks unless you have the Force Sensitivity feat (see page 85). Use the Force is a class skill for any character with the Force Sensitivity feat.
You can take 10 on a Use the Force check, but you can't take 20.
STAR WARS SAGA EDITION - TALENTS
JEDI
JEDI CONSULAR TALENT TREE
Jedi that follow the path of the consular are skilled negotiators and talented ambassadors. You prefer to use the strength of your words and the wisdom that the Force provides to solve
conflicts.
ADEPT NEGOTIATOR (Star Wars, pg. 39): As a standard action, you can weaken the resolve of one enemy with your words.
The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target's Will
Defense, it moves - 1 step along the condition track (see Conditions, page 148). The target gets a +5 bonus to its Will Defense if it is higher level than you. If the target reaches the end of
the track, it does not fall unconscious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This
is a mind-affecting effect.
ADVERSARY LORE (Jedi Academy, pg. 14): As a standard action, you can peer into the Force and search for weaknesses in the defenses of your enemies. Make a Use the Force check
against the Will Defense of a target creature within 12 squares of you and in your line of sight. If the skill check equals or exceeds the target’s Will Defense, that target takes a -2 penalty
to Reflex Defense against you and all allies who can hear and understand you until the end of your next turn.
AGGRESSIVE NEGOTIATOR (Legacy Era, pg. 26): Whenever you damage an opponent with a lightsaber attack, you can take 10 on any Persuasion checks you make before the end of
your next turn, even if you would not normally be able to.
Prerequisite: Adept Negotiator.
CLEANSE MIND (The Force Unleashed, pg. 24): Once per turn as a swift action, you can remove one ongoing mind-affecting effect (such as the effects of Demand Surrender or Weaken
Resolve talents, or the effect of being moved to the end of the condition track by the Adept Negotiator talent, or the ongoing effects of the mind trick Force power) from a single allied
target within line of sight.
COLLECTIVE VISIONS (Knights of the Old Republic, pg. 24): Developed by Krynda Draay, this talent is used by Jedi Covenant WatchCircles to sharpen their visions through the Force.
When you use farseeing or a Force power or talent that has farseeing as a prerequisite, other Force-users with farseeing in their Force-power suite can aid another (page 151 of the
Saga Edition core rulebook) on your Use the Force check as a reaction if they are within 6 squares of you.
Prerequisite: farseeing.
CONSULAR'S VITALITY (Clone Wars, pg. 22): Jedi during the Clone Wars learn to call upon the Force not only for their own strength but also to aid the clone troopers and other allies
under their command. Once per round as a swift action, you grant one ally within 12 squares of you (and in your line of sight) bonus hit points equal to 5 + your Charisma modifier. These
bonus hit points last until the beginning of your next turn (at which point any remaining bonus hit points are lost, and any damage dealt to that ally comes out of bonus hit points first.
You take a -5 penalty on all Use the Force checks until the beg inning of your next turn.
CONSULAR`S WISDOM (Legacy Era, pg. 26): Once per encounter as a swift action, you can choose one ally within your line of sight that can hear and understand you. Until the end of
the encounter, that ally adds your Wisdom bonus to its Will Defense against mind-affecting effects.
Prerequisite: Adept Negotiator.
ENTREAT AID (Legacy Era, pg. 26): Once per turn as a swift action, you can spend a Force Point to let one adjacent all use the aid another action (as a reaction) to assist you with a skill
check. You must make the skill check before the end of your turn, or the benefit of the aid another action is lost. An ally that has already used the aid another action to assist you since
the end of your last turn may not be targeted by this talent.
FORCE OF WILL (The Force Unleashed, pg. 24): You gain a +2 insight bonus to Will Defense.
Also, as a swift action, you can spend a Force Point to give all allies within 6 squares of you a +2 insight bonus to Will Defense that lasts for the remainder of the encounter. This bonus
does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefits from this talent must remain within 6 squares of you to
retain the insight bonus, and they lost it if you are knocked unconscious or killed. This is a mind-affecting effect.
FORCE PERSUASION (Star Wars, pg. 39): You can use your Use the Force check modifier instead of your Persuasion check modifier when making Persuasion checks. You are considered
trained in the Persuasion skill.
If you are entitled t o a Persuasion check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Prerequisite: Adept Negotiator.
GUIDING STRIKES (Rebellion Era, pg. 23): When you deal damage to a target by making a lightsaber attack on your turn, you can use a swift action before the end of your turn to
activate this talent. If you do so, allies adjacent to the target at the time you made the attack gain a +2 circumstance bonus to melee attack rolls against that target until the start of your
next turn.
IMPROVED CONSULAR'S VITALITY (Clone Wars, pg. 22): Whenever you damage a target with a successful lightsaber attack, you may use the Consular's Vitality talent as a free action
instead of a swift action until the start of your next turn.
Prerequisite: Consular’s Vitality.
KNOW WEAKNESS (Jedi Academy, pg. 14): Whenever you use Adversary Lore on a target successfully, that target also takes an additional 1d6 points of damage from any successful
attack made against it by you or an ally who can hear and understand you until the end of your next turn.
Prerequisite: Adversary Lore.
MASTER NEGOTIATOR (Star Wars, pg. 39): If you successfully use the Adept Negotiator talent (see above). your target moves an additional -1 step along the condition track (-2 steps
total) . This is a mind-affecting effect.
Prerequisite: Adept Negotiator.
PERSISTENT HAZE (Scum and Villainy, pg. 13): Whenever anyone concealed by your use of the Force Haze talent attacks, you maintain total concealment without having to make
another Use the Force check. Only those who do not attack remain concealed; the attacker no longer has total concealment, even when using this talent.
Prerequisites: Clear Mind, Force Haze.
RECALL (Rebellion Era, pg. 23): Whenever you spend a Force Point to return a Force power to your suite, you regain two Force powers instead of one.
RENEW VISION (Knights of the Old Republic, pg. 25): Once per encounter, you can regain all expended uses of the farseeing power as a swift action.
SKILLED ADVISOR (Star Wars, pg. 39): You can spend a full-round action advising an ally, thereby granting her a +5 bonus on her next skill check. If you spend a Force Point, the bonus
increases to + 10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.
VISIONARY ATTACK (Knights of the Old Republic, pg. 24): As a reaction, you can make a Use the Force check after you or an ally within 12 squares misses with a melee or ranged attack,
removing one use of the farseeing Force power from your active suite (as though you had activated the power). If your check result equals or exceeds the Will Defense of the target of
that missed attack, the attacker can reroll the missed attack roll. This counts as using the farseeing Force power against that target, but this talent replaces the normal rules and effect of
that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a cumulative -5
penalty on use the force checks until the beginning of your next turn when you use this talent.
Prerequisite: farseeing, WatchCircle Initiate.
VISIONARY DEFENSE (Knights of the Old Republic, pg. 25): As a reaction, you can make a Use the Force check after you or an ally within 12 squares is the target of a melee or ranged
attack (but before the results of the attack roll are known), removing one use of the farseeing Force power from your active suite (as though you had just activated the power). If your
check result exceeds the Will Defense of the attacker, you grant the target of the attack a +5 Force bonus to Reflex Defense against the attacker, but this talent replaces the normal rules
and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a
cumulative -5 penalty on use the Force checks until the beginning of your next turn when you use this talent.
Prerequisite: farseeing, WatchCircle Initiate.
WATCHCIRCLE INITIATE (Knights of the Old Republic, pg. 25): As a reaction, you can make a Use the force check
(DC 15) and remove one use of the farseeing Force power from your active suite (as though you had activated the power). You subtract 1 from your Force Point total (this cannot be
subtracted from temporary Force Points, and does not count as spending a Force Point) and add 1 to the Force point total of an ally within line of sight. This counts as using the
farseeing Force power against that target, but this talent replaces the normal rules and effect of that power.
Prerequisites: farseeing.
FORCE TALENTS
ALTER TALENTS
The Force grants you considerable power over your environment as well as others around you.
AVERSION (Clone Wars, pg. 53): As a swift action, you can spend a Force Point to radiate an invisible aura that makes other beings want to avoid you. Until the end of the encounter, all
squares within 2 squares of you are considered difficult terrain for your enemies.
This is a mind-affecting effect.
DISCIPLINED STRIKE (Star Wars Core, pg. 100): Whenever you use a Force power that has an area effect (such as Force slam). you may exclude a certain number of targets from the
effects of that power. The number of targets that you may exclude in this manner is equal to your Wisdom modifier (minimum of 1).
FORCE FLOW (Knights of the Old Republic, pg. 52): For reasons unknown to you, the Living Force flows through you in an irregular fashion. Whenever you roll a natural 1 on an attack
roll or Use the Force check, you gain one temporary Force Point. If you do not spend this Force Point before the end of the encounter, it is lost.
ILLUSION (Jedi Academy, pg. 14 & Knights of the Old Republic, pg. 52 & The Force Unleashed, pg. 87): As a standard action, you can spend a Force Point to create an illusion that seems
perfectly real to anyone who views it. You designate the form and complexity of the illusion, as well as its size and location.
Make a Use the Force check. When a creature views the illusion, compare the result of your Use the Force check to the creature’s Will Defense. If your check result equals or exceeds its
Will Defense, it believes the illusion to be real. Any physical interaction with the illusion (such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true
nature of the illusion to all who can see it, and the creature is no longer deceived. The illusion lasts for a number of minutes equal to your heroic level.
The illusion’s size also affects your Use the Force check, applying a penalty for exceptionally large illusions. The penalties are -1 for Huge illusions, -2 for Gargantuan illusions, -5 for
Colossal, and -10 for Colossal (frigate) or larger illusions.
This is a mind-affecting effect.
Prerequisite: Mind Trick.
ILLUSION BOND (Jedi Academy, pg. 15): Whenever you create an illusion of a humanoid using the Illusion talent, you are able to see and hear as though you were standing in the space
occupied by your illusion.
Prerequisite: Illusion.
INFLUENCE SAVANT (Jedi Academy, pg. 15): Once per encounter as a swift action, you can return one Force power with the [mind-affecting] descriptor to your Force suite without
spending a Force Point.
You can select this talent multiple times. Each time you select it, you can use it one additional time per encounter.
LINK (Jedi Academy, pg. 15): You can lend your strength in the Force to another character, creating a bond between you through which the Force flows. As a standard action, you can
designate one willing ally within 12 squares of you and in your line of sight. This ally must be trained in the Use the Force skill. As long as you remain within 12 squares of each other, you
can aid each other on Use the Force checks as a reaction. However, the character using the aid another reaction takes a -5 penalty on all Use the Force checks until the end of his next
turn.
This link lasts until the end of the encounter, or until you or your ally ends the link (a free action). You can have only one active link at a time.
MASQUERADE (Jedi Academy, pg. 15): You can use the Illusion talent to create a disguise for yourself. You can use the result of your Use the Force check made to create the illusion for
the purposes of creating a deceptive appearance, as per the application of the Deception skill. All other rules and restrictions for using the Illusion talent still apply.
Prerequisite: Illusion.
MOVE MASSIVE OBJECT (Legacy Era, pg. 55): When you successfully use the move object power to move an object of Large size or bigger, you can make an area attack with the object
instead of throwing it at or dropping it on a single target, as normal for the power. You must spend a Force Point when you activate the power to do this, and the area you target is
based on the size of the object: Large, 2x2; Huge , 3x3; Gargantuan, 4x4; Colossal and larger, 6x6.
When you use move object to make an area attack with the object you are moving, you compare your Use the Force check to the Reflex Defense of each creature, droid, and vehicle in
the target area. If your check equals or exceeds the target’s reflex Defense, it takes damage from the object (as determined by the move object power). Otherwise, the target takes half
damage. This is an area effect.
Prerequisite: Telekinetic Power, move object.
SUPPRESS FORCE (Jedi Academy, pg. 15): You can convince other that they have been cut off from the Force, even if that is not the case, preventing them from making Use the Force
checks. Whenever a target with an Intelligence of 3 or higher within 12 squares of you and in your line of sight attempts to make a Use the Force check for any reason, you can spend
one use of the mind trick Force power as a reaction. You make a Use the Force check, and if your Use the Force check equals or exceeds the target’s Use the Force check result, that
target’s skill check is negated, and the action it was attempting fails.
Prerequisites: Influence Savant, mind trick.
TELEKINETIC POWER (Star Wars Core, pg. 100): Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use
that power again immediately as a free action. You may direct the second use of the Force power against any eligible target.
TELEKINETIC PRODIGY (The Force Unleashed, pg. 88): When you take the Force training feat and select move object as one of your Force powers, you can also select one extra power to
add to your Force suite for free. This power must be one of the powers affected by the Telekinetic Savant talent. You can gain only one extra power each time you take the Force
Training feat, regardless of how many times you choose the move object power. If you increase your Wisdom score at a later time and select the move object power, you only gain an
additional power if you did not take the move object power when you first chose that feat. Otherwise, you gain an additional Force power as normal. If you increase your Wisdom score
at a later time and select the move object power, you only gain an additional power if you did not take the move object power when you first chose that feat. Otherwise, you gain an
additional Force power as normal.
Prerequisite: Telekinetic Savant.
TELEKINETIC SAVANT (Star Wars Core, pg. 100): Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a
Force Point.
You may select this talent multiple times. Each time you select it, you may use this talent one additional time per encounter.
TELEPATHIC INFLUENCE (Knights of the Old Republic, pg. 53): You naturally and unconsciously influence those who are regularly around you. Whenever you roll a natural 20 on an
attack roll or Use the Force check, instead of regaining all your spent Force powers you may instead choose to grant one ally within 12 squares a temporary Force Point. If your ally does
not use this temporary Force Point before the end of the encounter, it is lost.
Prerequisites: Telepathic Link, trained in Use the Force.
TELEPATHIC LINK (Knights of the Old Republic, pg. 53): You form an enhanced telepathic link with a willing ally with the Force Sensitivity feat as a swift action. This link is maintained
until you choose to remove it (no action required). As long as you remain within one kilometre or your target, you and the target can communicate telepathically as though you were
speaking. Once per encounter, you may use a Force power from your target’s suite (if the target consents), or you may allow the target to use one of your Force powers. You may only
have one telepathic link active at a time.
Prerequisite: Trained in Use the Force.
NOBLE
ANTICIPATION TALENT TREE
You have studied the ways of your enemies and have learned how to read the actions and thoughts of others. You can predict what they will do, and you gain advantage over them by
anticipating their every move.
ABTICIPATE MOVEMENT (Galaxy at War, pg. 18): Once per round, as a reaction to an enemy in your line of sight moving, you can enable one ally within your line of sight to move up to
his or her speed as a free action.
FOREWARN ALLIES (Galaxy at War, pg. 18): All allies within 12 squares of you gain a +2 insight bonus on attack rolls and damage rolls for attacks of opportunity.
GET DOWN (Galaxy at War, pg. 18): As a reaction, when an ally is targeted by a ranged attack, you can enable that ally to drop prone immediately (imposing the normal -2 penalty for a
ranged attack against a prone target to the triggering attack roll) as a free action.
HEAVY FIRE ZONE (Galaxy at War, pg. 18): Once per turn, a swift action, designate a 3x3 square area within your line of sight. Until the end of your next turn, if a target moves into that
area you can enable one ally within your line of sight to make an attack of opportunity against that target. The ally you choose must be armed with a weapon capable of making attacks
of opportunity, and this counts towards the ally’s normal limitations for attacks of opportunity made in a round.
Prerequisite: Forewarn Allies.
SUMMON AID (Galaxy at War, pg. 19): Once per round, as a reaction, when an enemy moves adjacent to you, you can enable one ally within your line of sight to immediately make a
charge attack against the triggering enemy. The ally you choose must be able to charge the enemy from his or her current square under normal charge rules.
Prerequisite: Get Down.
COLLABORATOR TALENT TREE
Some nobles learn to work both sides of the conflict in war and can manipulate their enemies into believing they are allies.
DOUBLE AGENT (Clone Wars, pg. 22): When you roll Initiative at the beginning of combat, also roll a Deception check, comparing the result to the Will Defense of all enemies in line of
sight. If your Deception check is successful, that target cannot attack you and does not believe you to be an enemy (though they do not consider you an ally) while this effect is active. If
you attack or otherwise obviously harm or hinder a target under the effect of this talent, or one of that target's allies, this effect ends. This is a mind-affecting effect.
ENEMY TACTICS (Clone Wars, pg. 22): Whenever an enemy within 12 squares of you and in your line of sight receives an insight or morale bonus from any source, you can also gain that
bonus, subject to all the same limitations as the bonus provided to that enemy.
FEED INFORMATION (Clone Wars, pg. 22): As a swift action, you can grant one enemy a + 1 bonus on its next attack roll made before the beginning of your next turn.
Additionally, until the beginning of your next turn, you can designate one ally who receives a +2 bonus on its next attack roll.
FRIENDLY FIRE (Clone Wars, pg. 22): If you are engaged in melee combat with an adjacent enemy and are the target of a ranged attack that misses you, compare the attack roll to the
Reflex Defense of one adjacent enemy; if the attack equals or exceeds the target's Reflex Defense, that enemy becomes the new target of the attack, which is resolved as normal.
Prerequisite: Enemy Tactics.
PROTECTION (Clone Wars, pg. 22): As a standard action, you can designate one ally and make a Persuasion check, comparing the result against the Will Defense of all enemies in your
line of sight who can hear and understand you. If your check result equals or exceeds a target's Will Defense, that target cannot attack the ally you designated until the beginning of your
next turn. Characters that use this talent or the Draw Fire talent cannot be targeted by or benefit from this talent. You may not benefit from this talent at the same time as the
Misplaced Loyalty talent (Scum and Villainy, page 14).
Prerequisite: Double Agent.
SCOUNDREL
BRIGAND TALENT TREE
You use your experience operating on the wrong side of the law to give you an advantage in a fight, fair or otherwise.
CHEAP TRICK (Galaxy at War, pg. 19): When you make a Deception check to feint (see page 66 of the Saga Edition core rulebook) against an enemy within 6 squares of you, you roll
twice, keeping the better of the two results.
Prerequisite: Trained in Deception.
EASY PREY (Galaxy at War, pg. 19): When you make an attack as a standard action and successfully hit an enemy, you can choose to reduce the damage you deal by half. That target is
then denied its Dexterity bonus to Reflex Defense against your attacks until the end of your next turn. Prerequisite: Cheap Trick.
QUICK STRIKE (Galaxy at War, pg. 19): During the initial round of combat, if you successfully damage an enemy who has not yet acted in combat, you can make an immediate attack as a
free action against a different target within 6 squares of the first target. Prerequisite: Cheap Trick.
SLY COMBATANT (Galaxy at War, pg. 19): You quickly move about the battlefield, taking advantage of the chaos of battle to gain advantage. You can use each of the following actions
once per encounter as a standard action:
Distracting Injury: Make a single melee or ranged attack against any enemy within your range. If the attack successfully hits, that enemy takes a -2 penalty to his or her attack
rolls and damage rolls until the end of the encounter.
Make Them Bleed: Make a single melee or ranged attack against any living creature within your range. If you successfully deal damage as a result of the attack, that enemy
gains a persistent condition that can be removed only with a successful DC 25 Treat Injury check to perform surgery.
Strength in Numbers: Make a single melee or ranged attack against an enemy who is adjacent to one of your allies. If you successfully hit that enemy, you gain a +2 bonus to
damage for each ally that is adjacent to that target.
Prerequisites: Cheap Trick, Easy Prey.
SCOUT
ADVANCED PATROL TALENT TREE
Your skills at observation and stealth are frequently called upon as you gather information about enemy forces.
FORWARD PATROL (Galaxy at War, pg. 20): At the start of a surprise round in which you are not caught by surprise, you can designate one ally within 6 squares of you as able to retain
his or her Dexterity bonus to Reflex Defense during the surprise round.
Prerequisite: Watchful Step.
MOBILE COMBATANT (Galaxy at War, pg. 20): You know that the key to winning a fight is keeping your enemies from pinning you down. You can use each of the following actions once
per encounter:
Evasive Assault: As a standard action, make a single melee or ranged attack. If the attack successfully deals damage, you gain a +5 dodge bonus to your Reflex Defense until the
end of your next turn.
Expeditious Attack: As a standard action, make a single melee or ranged attack, then moved up to half your speed as a free action. This movement does not provoke an attack
of opportunity.
Yielding Assault: When you are damaged by an enemy’s melee or ranged attack, you can move up to one-half your speed as a reaction. This movement does not provoke an
attack of opportunity. On your next turn, you gain a favourable circumstance to your first attack roll against the same enemy that damaged you.
Prerequisites: Forward Patrol, Watchful Step.
TRAILBLAZER (Galaxy at War, pg. 21): During your turn, you can spend a swift action to allow all allies within 6 squares of you and within your line of sight to count the first square of
difficult terrain as normal terrain each time they move.
Prerequisite: Trained in Survival.
WATCHFUL STEP (Galaxy at War, pg. 21): You can use your Perception check modifier instead of your Initiative modifier when making Initiative checks. If you are entitled to an Initiative
check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). You are considered to be trained in Initiative.
SOLDIER
AMBUSHER TALENT TREE
You specialize in springing ambushes on your enemies.
AMBUSH SPECIALIST (Rebellion Era, pg. 28): If you are not surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the surprise round
for the purposes of talents and feats that trigger only during the surprise round.
Additionally, during the surprise round as a free action you can designate that target as your prime target. You gain a +2 morale bonus to attack rolls against your prime target until the
end of the encounter.
DESTRUCTIVE AMBUSHER (Rebellion Era, pg. 28): After you designate a prime target, you deal +1 die of damage on tacks against the prime target until the end of the encounter.
Prerequisite: Ambush Specialist.
KEEP IT GOING (Rebellion Era, pg. 28): If you reduce your prime target to 0 hit points, as a free action you can designate another target within your line of sight as your new prime
target. This new target remains your prime target until the end of the encounter.
Prerequisite: Ambush Specialist.
KEEP THEM REELING (Rebellion Era, pg. 28): Once per turn as a swift action, you can make an Initiative check, opposed by the Initiative check of your prime target. If your check result
equals or exceeds your prime target’s check result, your target is flat-footed against all attacks you make before the end of your turn.
Prerequisite: Ambush Specialist.
PERCEPTIVE AMBUSHER (Rebellion Era, pg. 28): You gain a +5 circumstance bonus to Perception checks against your prime target until the end of the encounter.
Prerequisite: Ambush Specialist.
SPRING THE TRAP (Rebellion Era, pg. 28): If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a surprise round, even
if the opponents are aware of you when combat begins.
BOUNTY HUNTER
BOUNTY HUNTER TALENT TREE
The nature of their work requires bounty hunters to associate with the scum of the universe. You are among the finest bounty hunters in the galaxy, relying on the element of surprise
and your hunter's instincts to catch your prey.
DETECTIVE (Galaxy of Intrigue, pg. 24): You are skilled in locating individuals and using research and surveillance to learn some of their most intimate secrets. When you make a Gather
Information check to locate an individual, the DC is reduced by 10, and the time and bribery cost are reduced by half.
DREAD (Scum and Villainy, pg. 26): As a standard action, you can instill bone-chilling fear in an opponent whom you selected for Hunter's Target. Make a Persuasion check against your
opponent's Will Defense. If you equal or exceed your opponent's Will Defense, that opponent takes a -5 penalty to Will Defense. This is a mind-affecting effect. The penalty remains as
long as you have line of sight to your opponent and immediately ends if the line of sight is broken.
Prerequisites: Hunter's Mark, Hunter's Target.
ELECTRONIC TRAIL (Galaxy of Intrigue, pg. 24): Once you have located a target using Gather Information, you can track its electronic presence. Once per day, you receive a catalog of
the target's electronic trail, which includes the amount and location of credits spent, the routes of any public transportation taken, and the sites viewed on the HoloNet while the target
was logged in using its primary identity. To receive this information, you must have access to a computer or data pad plus access to a network or the HoloNet. The electronic trail does
not reveal bank balances or other secret information, which requires a separate Gather Information check.
Prerequisites: Nowhere to Hide, trained in the Use Computer skill.
FAMILIAR ENEMIES (Unknown Regions, pg. 29): You can apply your familiar foe bonus against a second enemy. If you can see both enemies simultaneously in the same round, you need
to spend only a single full-round action observing them. Otherwise, you must spend a separate full-round action on each enemy.
Prerequisite: Familiar foe special quality.
FAMILIAR SITUATION (Unknown Regions, pg. 29): You can apply your familiar foe bonus to your Fortitude and Will Defenses against attacks and actions taken against you by the target
of your familiar foe special quality.
Prerequisite: Familiar foe special quality.
FEARSOME (The Force Unleashed, pg. 42): Your reputation precedes you, striking fear in your target. Any opponent within 6 squares whose level is equal to or less than your heroic
level takes a -1 penalty on attack rolls made against you.
Prerequisite: Notorious.
HUNTER'S MARK (Star Wars Core, pg. 209): If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack
deals damage (see Conditions, page 148).
HUNTER'S TARGET (Star Wars Core, pg. 209): Once per encounter as a free action, you may designate an opponent. For the rest of the encounter, when you succeed on a melee or
ranged attack against that opponent, you gain a bonus on damage rolls equal to your class level.
Prerequisite: Hunter's Mark.
JEDI HUNTER (The Force Unleashed, pg. 42): You are skilled at fighting Jedi and other Force-users. You gain a +1 insight bonus to Fortitude and Will Defense and deal +1 die of damage
against characters who have the Force Sensitivity feat.
NOTORIOUS (Star Wars Core, pg. 209): Your skill as a bounty hunter is known throughout the galaxy, even on fringe worlds. When you are not disguised, you can reroll any Persuasion
checks made to intimidate others, keeping the better result (see the Persuasion skill, page 71).
NOWHERE TO HIDE (Star Wars Core, pg. 209): You may choose to reroll any Gather Information checks made to locate a specific individual (see the Gather Information skill, page 67),
but you must keep the result of the reroll even if it is worse.
NOWHERE TO RUN (Scum and Villainy, pg. 26): Once per turn, whenever an opponent whom you selected for Hunter's Target attempts to withdraw, you can make an attack of
opportunity against the opponent.
Prerequisites: Hunter's Mark, Hunter's Target, Nowhere to Hide.
QUICK CUFFS (Unknown Regions, pg. 29): You are fast with the binders. As a swift action, when you successfully use the grab action against a target, you can use binder cuffs or similar
restraints to bind one of the target's arms to one of your arms or to an adjacent object. You cannot use improvised materials, such as mesh tape, for this talent, and the binders must be
in your hands or readily available. You and the target both take a -2 penalty to attack rolls and Reflex Defense while bound together.
Prerequisite: Quick Draw feat.
RELENTLESS (Star Wars Core, pg. 209): This talent applies only to an opponent you've designated as your hunter's target (see Hunter's Target, above) . Any attack or effect originating
from the target that would normally move you along the condition track (see page 149) does not, in fact, move you along the condition track.
Prerequisites: Hunter's Mark, Hunter's Target.
REVEALING SECRETS (Galaxy of Intrigue, pg. 25): Your investigations reveal information that your target thought was secret. When you make a Gather Information check to learn secret
information, the DC is reduced by 10 and the bribery cost is reduced to one-fifth the original cost.
Prerequisite: Detective.
RUTHLESS NEGOTIATOR (Star Wars Core, pg. 209): When haggling over the price of a bounty (see the Persuasion skill, page 71), you can reroll your Persuasion check and keep the
better result.
Prerequisite: Notorious.
SIGNATURE ITEM (The Force Unleashed, pg. 42): You are famous for using certain items, and you have become skilled at wielding them. You select a single weapon, suit of armor,
vehicle, starship, or other item. While wielding that weapon, wearing that armor, piloting that vehicle, or otherwise using that item, you gain a +2 morale bonus on opposed skill checks.
You can select this talent multiple times. Each time you do so, you choose a new object to be your signature item. The effect of multiple signature items are cumulative with one
another, increasing this morale bonus by 1 each time.
TAG (Scum and Villainy, pg. 26): Whenever you damage an opponent whom you selected for Hunter's Target, all allies gain a +2 bonus on their next attack roll against that opponent
until the start of your next turn.
Prerequisites: Hunter's Mark, Hunter's Target.
CRIME LORD
INFAMY TALENT TREE
You are wanted in multiple systems for criminal acts, and your manner of doing business has earned you an unsavory reputation in the criminal underworld.
FEAR ME (Scum and Villainy, pg. 26): Such is the fear you instill in your minions that when in your presence, they would rather die than disappoint you. Once per encounter, as a
reaction to one of your minions being moved down the condition track, you can reduce the number of steps the minion moves down the condition track by 1. Additionally, the target
regains hit points equal to your heroic level. If the target is reduced to 0 hit points or moved to the bottom of the condition track, you cannot use this talent on that target.
Prerequisites: Attract Minion, Inspire Fear I, Inspire Fear II.
FRIGHTEN (Scum and Villainy, pg. 26): Once per encounter, you can designate a minion as a free action to spread fear among your enemies. At any point before the end of the
encounter, you can activate this ability to force all enemies adjacent to your minion to move 1 square away from the minion. This movement does not provoke attacks of opportunity.
This is a mind- affecting effect.
Prerequisites: Attract Minion, Inspire Fear I.
INSPIRE FEAR I (Star Wars Core, pg. 210): Your infamy and reputation are such that any opponent whose level is equal to or less than your character level takes a -1 penalty on attack
rolls and opposed skill checks made against you, as well as Use the Force checks made to activate Force powers that target you. This is a mind-affecting fear effect.
INSPIRE FEAR II (Star Wars Core, pg. 210): As Inspire Fear I (see above), except that the penalty increases to -2.
Prerequisite: Inspire Fear I.
INSPIRE FEAR III (Star Wars Core, pg. 210): As Inspire Fear I (see above), except that the penalty increases to -5.
Prerequisites: Inspire Fear I, Inspire Fear II.
MASTER MANIPULATOR (Unknown Regions, pg. 29): When you make a successful Persuasion check, you can immediately make a second Persuasion check against the same target,
even if it is not normally allowed. The second Persuasion check need not be for the same use of the Persuasion skill as the first. For example, if you successfully change the attitude of
the target, you can immediately attempt to change it a second time, or you can attempt to intimidate the target instead.
Prerequisites: Notorious, Skill Focus (Persuasion)' trained in the Persuasion skill.
NOTORIOUS (Star Wars Core, pg. 210): Your reputation as a crime lord is known throughout the galaxy, even on fringe worlds. When you are not disguised, you may reroll any
Persuasion checks made to intimidate others, keeping the better result (see the Persuasion skill, page 71).
SHARED NOTORIETY (Star Wars Core, pg. 210): When your minions invoke your name, others take note. If you have minions (see the Attract Minion talent, below) they may reroll any
Persuasion checks made to intimidate others
(see the Persuasion skill, page 71). but the result of the reroll must be accepted even if it is worse.
Prerequisite: Notorious.
SMALL FAVOR (Unknown Regions, pg. 29): You can call in a small favor from someone who owes you.
Once per day, make a DC 25 Persuasion check. If the check is successful, an informant gives you information, granting you a + 10 competence bonus to one Gather Information or
Knowledge check made within the next 24 hours.
Prerequisites: Notorious, Trained in the Persuasion skill.
TERRIFY (Scum and Villainy, pg. 27): As a standard action, you can make a Persuasion check against a target that is within your line of sight and that is also affected by your Inspire Fear
talent. If you equal or exceed the target's Will Defense, then on its next turn the target must spend at least one move action to move away from you. If the target is somehow prevented
from doing so, then the penalty from Inspire Fear doubles until the start of your next turn. This is a mind-affecting fear effect.
Prerequisites: Frighten, Inspire Fear I, Inspire Fear II.
UNSAVORY REPUTATION (Scum and Villainy, pg. 27): Any opponent that is reduced to half hit points or fewer while within 6 squares of you takes a -2 penalty on all attack rolls and skill
checks for the duration of the encounter. This is a mind-affecting fear effect.
Prerequisites: Inspire Fear I, Inspire Fear II , Inspire Fear III, Notorious.
ELITE TROOPER
CRITICAL MASTER TALENT TREE
Some elite troopers know exactly where to strike their foes to deal maximum damage, potentially crippling their enemies in the process.
EXTENDED CRITICAL RANGE (SIMPLE WEAPONS)(Unknown Regions, pg. 30): When you attack with a simple weapon, you extend the weapon's critical range by 1 (for example, 19-20
instead of 20) . However, anything other than a natural 20 is not considered an automatic hit; if you roll anything other than a natural 20 and still miss the target, you do not score a
critical hit.
Prerequisites: Weapon Proficiency (simple weapons). base attack bonus + 10.
DENY MOVE (The Force Unleashed, pg. 42): When you score a critical hit with a melee or ranged attack, your target cannot move on its next turn. Prerequisite: Reduce Mobility.
EXTENDED CRITICAL RANGE (HEAVY WEAPONS) (The Force Unleashed, pg. 42): When you are using a heavy weapon, you extend the weapon’s critical range by 1 (for example, 19-20
instead of 20). However, anything other than a natural 20 is not considered an automatic hit; if you roll anything other than a natural 20 and still miss the target, you do not score a
critical hit.
Prerequisites: Base attack bonus +10, Weapon Proficiency (heavy weapons) feat.
EXTENDED CRITICAL RANGE (RIFLES) (The Force Unleashed, pg. 42): When you are using a rifle, you extend the weapon’s critical range by 1 (for example, 19-20 instead of 20). However,
anything other than a natural 20 is not considered an automatic hit; if you roll anything other than a natural 20 and still the target, you do not score a critical hit.
Prerequisites: Base attack bonus +10, Weapon Proficiency (rifles) feat.
FLURRY ATTACK (The Force Unleashed, pg. 42): Choose a single weapon group or exotic weapon you are proficient with. When you score a critical hit with a weapon from that group,
you can make one immediate extra attack (in addition to the other effects of a critical hit) against a single target within range. You may only use this talent once per turn. You can select
this talent multiple times. Its effects do not stack. Each time you take the talent, it applies to a new weapon group or exotic weapon.
Prerequisite: Weapon Proficiency feat for chosen weapon.
KNOCKBACK (The Force Unleashed, pg. 42): When you score a critical hit against a target no more than two size categories larger than you are, you can choose to move that opponent 1
square in any direction as a free action. You cannot use this talent on an opponent that is being grabbed or grappled, and you cannot move your target into a solid object or another
creature’s fighting space.
REDUCE DEFENSE (The Force Unleashed, pg. 42): When you score a critical hit with a melee or ranged attack, your target takes a -2 penalty to Reflex Defense until it is fully healed (at
maximum hit points).
REDUCE MOBILITY (The Force Unleashed, pg. 42): When you score a critical hit with a melee or ranged attack, you reduce the target’s speed by half until it is fully healed (at maximum
hit points).
FORCE ADEPT
BEASTWARDEN TALENT TREE
You have learned to use the Force to touch minds of beasts, soothing them and convincing them to do your bidding.
BONDED MOUNT (Jedi Academy Training Manual, pg. 18): Whenever you encounter a domesticated beast with a friendly or helpful attitude toward you, you can spend a Force Point as
a full-round action to bond the beast to you as a mount. A bonded mount shares an empathic link with you, allowing you to sense its emotions as a free action. When you ride a bonded
mount, your mount uses your Reflex Defense and Will Defense instead of its own. Additionally, if your mount has any special senses (such as scent, darkvision, or low-light vision) that
you do not possess, you gain the benefits of its special senses as long as you are riding that mount.
Prerequisite: Charm Beast.
CHARM BEAST (Jedi Academy Training Manual, pg. 18): You can make a Use the Force check in place of a Persuasion check when attempting to change the attitude of an
undomesticated creature with an intelligence of 2 or less. Additionally, you do not take the normal -5 penalty on the check if the creature can’t speak or understand your language. (This
talent is identical to the Dathomiri Witch talent of the same name, and both are considered to be the same talent for the purposes of satisfying prerequisites).
ENTREAT BEAST (Jedi Academy Training Manual, pg. 18): You can use the Force to convince a small beast to carry objects, deliver messages, or perform other minor tasks for you. If you
are near a beast that is at least indifferent to you (whether this be a pet you bring with you or a beast encountered in the wild), you can make a Use the Force check against the beast’s
Will Defense as a swift action. If your skill check equals or exceeds the beast’s Will Defense, the beast performs one task for you from the following list: deliver one object from your
person to another target within 30 squares of you; retrieve one unattended object within 30 squares of you; retrieve one unattended object within 30 squares of it and in its line of sight
and bring it to you; or press a button, pull a lever, or otherwise perform some minor activation of an unattended item within 30 squares.
Prerequisite: Charm Beast.
SOOTHING PRESENCE (Jedi Academy Training Manual, pg. 18): Whenever you encounter a beast with an unfriendly attitude toward you, you automatically shift its attitude to
indifferent (no skill check required).
Prerequisite: Charm Beast.
WILD SENSE (Jedi Academy Training Manual, pg. 18): As a swift action once per turn, you can make a Use the Force check to touch the mind of a beast with an indifferent or better
attitude toward you, provided it is within 12 squares of you and in your line of sight. When you do so, the beast makes an immediate active Perception check, and you are considered to
perceive everything that the beast does, including noticing targets, as though you had made the check.
Additionally, until the end of your turn, you are considered to have line of sight to anything the beast has line of sight to.
Prerequisite: Charm Beast.
GUNSLINGER
CARBINEER TALENT TREE
While pistols offer great versatility and mobility, their range is a significant limiting factor. Thus, many gunslingers choose to specialize in long arms, especially blaster carbines.
BLOWBACK (Legacy Era, pg. 41): When you make an attack with a rifle that deals damage in excess of your target’s damage threshold, you can choose to push the target 1 square away
from you.
CLOSE CONTACT (Legacy Era, pg. 41): the point-blank range of any rifle or carbine you use is increased by 5 squares. Short range for the weapon begins 5 squares later, but still ends at
the same distance.
You can take this talent up to two times; each time you take this talent, you increase the point-blank range of any rifle or carbine you use by an additional 5 squares, up to a maximum of
10 squares.
MULTIATTACK PROFICIENCY (RIFLES) (Legacy Era, pg. 41): Whenever you make multiple attacks with any type of rifle as a full attack action (see page 154 of the Saga Edition core
rulebook), you reduce the penalty of your attack rolls by 2. You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an
additional 2.
OLD FAITHFUL (Legacy Era, pg. 41): The trusty sidearm class feature (see page 217 of the saga Edition core rulebook) of the gunslinger prestige class also applies to any rifle or carbine
that you use.
OPPORTUNITY FIRE (Legacy Era, pg. 41): You gain a +2 bonus on attacks of opportunity made with rifles.
RIFLE MASTER (Legacy Era, pg. 41): You treat all rifles as though they were accurate weapons, taking no penalty when firing at targets at short range.
SHOOT FROM THE HIP (Legacy Era, pg. 41): You can always use a rifle to make attacks of opportunity.
SNAP SHOT (Legacy Era, pg. 41): You do not provoke attacks of opportunity while using the aim action with a rifle or carbine with its stock extended.
JEDI KNIGHT
DUELIST TALENT TREE
Through rigorous training and experience, you become one of the greatest swordfighters in the galaxy.
Force Fortification: As a reaction, you can spend a Force Point to negate a critical hit scored against you and take normal damage instead. You can spend this Force Point even if you've
already spent a Force Point earlier in the round.
GREATER WEAPON FOCUS (LIGHTSABERS) (Star Wars Core, pg.218): You gain a + 1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by the
Weapon Focus (Iightsabers) feat.
Prerequisite: Weapon Focus (Iightsabers) feat (see page 89).
GREATER WEAPON SPECIALIZATION (LIGHTSABERS) (Star Wars Core, pg.218): You gain a +2 bonus on melee damage rolls with lightsabers. This bonus stacks with the bonus granted by
the Weapon Specialization (Iightsabers) talent.
Prerequisites: Greater Weapon Focus (Iightsabers). Weapon Focus (Iightsabers) feat, Weapon Specialization (Iightsabers) (see page 53).
IMPROVED LIGHTSABER THROW (The Force Unleashed, pg. 43): You can spend a Force Point as a standard action to throw your lightsaber at a group of opponents. You make a single
ranged attack roll (treating the lightsaber as a thrown weapon) and compare the result to the Reflex Defense of all targets in a 6-square line originating in your square. If your attack roll
result exceeds a target’s Reflex Defense, you deal normal lightsaber damage to that target (dealing half damage if you fail to exceed the target’s Reflex Defense). This attack is
considered an area attack.
You can pull your lightsaber back to your hand as a swift action by making a DC 20 Use the Force check.
Prerequisite: Lightsaber Throw.
IMPROVED RIPOSTE (Knights of the Old Republic, pg. 39): When you successfully make a riposte attack using the Riposte talent, you do not count the Block use that triggered the
riposte (thus, you take no cumulative penalty to Use the Force checks from that Block attempt). Subsequent Block attempts before the beginning of your next turn impose penalties as
normal.
Prerequisites: Deflect, Redirect Shot.
LIGHTSABER FORM SAVANT (Jedi Academy, pg. 19): Once per encounter as a swift action, you can return any one spent Force power with the [lightsaber form] descriptor to your Force
suite without spending a Force Point. You can select this talent multiple times. Each time you select it, you can use it one additional time per encounter.
MULTIATTACK PROFICIENCY (Iightsabers) (Star Wars Core, pg.218): Whenever you make multiple attacks with any type of lightsaber as a full attack action (see Full Attack, page 154),
you reduce the penalty on your attack rolls by 2.
You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.
SEVERING STRIKE (Star Wars Core, pg.218): When you deal damage with a lightsaber that is equal to or greater than both the target's current hit points and the target's damage
threshold (that is, when you would deal enough damage to kill your target), you may choose to use this talent. Instead of dealing full damage, you instead deal half damage to your
target and move it -1 step on the condition track (see Conditions, page 148). In addition, you sever one of your target's arms at the wrist or elbow joint, or one of the target's legs at the
knee or ankle joint (your choice).
Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a -5 penalty on skill checks and ability checks keyed to Strength and
Dexterity. Severing part of a leg knocks the target prone, reduces the target's speed by half, reduces its carrying capacity by half, and imposes a -5 penalty on skill checks and ability
checks keyed to Strength and Dexterity.
Because of the severity of such an injury, losing a part of a limb causes a persistent condition that can only be removed by having surgery successfully performed on you (see Treat Injury
skill, page 74). A cybernetic replacement limb (see page 137) negates these reductions and penalties.
SHOTO MASTER (Jedi Academy, pg. 19): When you wield both a one-handed lightsaber and a shoto (or guard shoto), you can consider the one-handed lightsaber to be a light weapon.
Additionally, if you have the Lightsaber Defense talent, you can activate the talent as a free action on your turn (instead of a swift action) whenever you wield both a one-handed
lightsaber and a shoto (or guard shoto).
THROWN LIGHTSABER MASTERY (The Force Unleashed, pg. 43): Any target successfully struck by a lightsaber you throw moves at half speed (round down) until the beginning of your
next turn.
Prerequisites: Improved Lightsaber Throw, Lightsaber Throw.
MEDICAL SECRETS
As your medical skills grow, you gain insight into specific medical procedures and treatment of specific species. At each even-numbered level (2 nd, 4th, 6th and so on), you gain a
medical secret, giving you a bonus when you use a specific application of the treat Injury skill. You can select a given treatment only once.
When you gain this class feature, select a secret from the choices below.
IMPROVED FIRST AID (The Force unleashed, pg. 54): When you use a medpac to perform first aid with the Treat injury skill, the creature gains one additional point for every
point by which your check exceeds the DC (in addition to any extra hit point gained normally for exceeding the DC).
IMPROVED HEAD DAMAGE (The Force unleashed, pg. 54): On a successful surgery attempt to heal damage, the target recovers an additional number of hit points equal to
your class level.
IMPROVED LONG-TERM CARE (The Force unleashed, pg. 54): On a successful application of long-term care, the target recovers an additional number of hit points equal to
your class level.
IMPROVED PERFORM SURGERY (The Force unleashed, pg. 54): You can attempt a Treat injury check to perform surgery in half the usual time.
IMPROVED REVIVIFY (The Force unleashed, pg. 54): You can make a Treat Injury check to revivify someone as a standard action instead of a full-round action.
IMPROVED TREATMENT (The Force unleashed, pg. 54): You can make a Treat Injury check to treat disease or radiation in 1 hour, instead of 8 hours. Also, you can treat up to
twice as many patients as normal.
PERSONAL PHYSICIAN (The Force unleashed, pg. 54): You take no penalties on your skill checks when using the Treat Injury skill on yourself.
OFFICER
FUGUTIVE COMMANDER TALENT TREE
When a fighting force is outmanned, outgunned, and constantly on the run, only the skill and acumen of talented officers can keep morale high and prevent desertion or surrender.
Fugitive commanders are skilled in the art of deceiving and eluding their pursuers.
DISCIPLINED TRICKERY (Legacy Era, pg. 42): Once per turn as a reaction, you allow one ally within 12 squares of you and in your line of sight to reroll one Deception or Stealth check, but
the ally must keep the second result, even if it is worse.
GROUP PERCEPTION (Legacy Era, pg. 42): Whenever you roll a Perception check, all allies within 6 squares of you can do so as well, taking the highest reroll result rolled by you or any
ally.
HASTY WITHDRAWAL (Legacy Era, pg. 42): As a swift action once per turn, you target a number of allies equal to your Charisma bonus (minimum 1). Each targeted ally must be within
12 squares of you and in your line of sight. Each ally you target can take the withdraw action immediately as a free action. The normal rules for withdrawing otherwise apply (see page
153 of the Saga Edition core rulebook).
STALWART SUBORDINATES (Legacy Era, pg. 42): When any ally within 12 squares of you and in your line of sight is targeted by a skill check against its Will Defense, the source of that
skill check (whether a hazard, a creature, a droid, or whatever) must roll the skill check twice and take the lowest result.
STAY IN THE FIGHT (Legacy Era, pg. 42): As a swift action, you remove one mind-affecting or fear effect currently affecting an ally within 12 squares of you and in your line of sight. When
you do so, you also grant the target a number of bonus hit points equal to 10 + your class level.
STEALTHY WITHDRAWAL (Legacy Era, pg. 42): When an ally withdraws as a result of your Hasty Withdrawal talent and ends its withdraw action with cover or concealment from any
enemy target, that ally can make an immediate Stealth check to sneak as a free action.
Prerequisite: Hasty Withdrawal.
ORDER OF SHASA
ORDER OF SHASA TALENT TREE
The Order is still developing training techniques and abilities. You must be a member of the Order of Shasa to take any of the following talents.
DECEPTION AWARENESS (Knights of the Old Republic, pg. 61): Realizing how the devastating the consequences would have been if the Sith had successfully deceived her and her
companions during the Jedi Civil War, Shasa has developed a technique for using the Force to detect deceptions. You gain +5 to your Will Defense against uses of the Deception skill.
Additionally, you can make a Use the Force check instead of a Perception check to sense deception and sense influence. You are considered trained in Perception for the purpose of
using this talent. If you are entitled to a Perception check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
GREATER WEAPON FOCUS (Fira) (Knights of the Old Republic, pg. 61): You have mastered the chosen weapon of the order of Shasa. You gain a +1 bonus on melee attack rolls with a
fira. This bonus stacks with the bonus granted by the Weapon Focus feat.
Prerequisite: Weapon Focus (fira).
PROGENITOR’S CALL (Knights of the Old Republic, pg. 61): You have learned to sense the call of your ancestors and wield it through the Force. Once per encounter, you can
telepathically disrupt an enemy by making a Use the Force check against the target’s Will Defense. If you succeed, the target is confused by the call, moving -1 persistent step down the
condition track and losing its standard action on its next turn. A creature can only be affected by this power once per encounter, and the persistent condition can be removed with a DC
15 Treat Injury check or by resting for 8 hours. This is a mind-affecting effect.
WAVEFORM (Knights of the Old Republic, pg. 61): Taking cues from Manaan’s oceans, you know how to emulate wave action using the Force. As a swift action, when you use a
telekinetic Force power (that is, a power affected by the Telekinetic Power or Telekinetic Savant talents), you manipulate the particles of the environment around you to add to the force
of impact, allowing you to add your Charisma modifier to any damage dealt (minimum +1).
SITH APPRENTICE
SITH TALENT TREE
The Sith tradition believes in order through tyranny. In ancient days, Sith warriors battled Jedi Knights for galactic supremacy until, finally, the few surviving Sith were driven into hiding.
Since then, the Sith have conspired to annihilate the Jedi and everything they stand for.
AFFLICTION (Knights of the Old Republic, pg. 40): You Force power carries the taint of the dark side more so than even other dark side users. When you damage a single opponent with
one of your Force powers, that target also takes 2d6 points of Force damage at the beginning of its next turn, before taking any actions.
DARK HEALING (Star Wars Core, pg.223): You can spend a Force Point to heal wounds by drawing life energy from another creature within 6 squares of you. Using this ability is a
standard action, and you must succeed on a ranged attack roll. If the attack equals or exceeds the target's Fortitude Defense, you deal ld6 points of damage per class level to the target
and you heal an equal amount. If the attack fails, there is no effect.
DARK HEALING FIELD (Knights of the Old Republic, pg. 40): You can spend a Force Point to heal wounds by drawing life energy from up to three targeted creatures within 12 squares of
you. Once per encounter, make a Use the force check. If the attack equals or exceeds a target’s Fortitude Defense, the target takes 1d6 damage per class level. You heal half the total
damage dealt (cumulative from all targets). If the attack fails, the targets take half damage and you heal that amount.
Prerequisites: Dark Healing, Improved Dark Healing.
DARK SCOURGE (Star Wars Core, pg.223): You have dedicated your life to wiping out the Jedi, and your hatred of them knows no bounds. Against Jedi characters, you gain a + 1 dark
side bonus on attack rolls.
DARK SIDE ADEPT (Star Wars Core, pg.223): Force powers that are strongly tied to the dark side flow through you more easily. You can reroll any Use the Force check made when
activating Force powers with the [dark side] descriptor, but you must keep the result of the reroll, even if it is worse.
DARK SIDE MASTER (Star Wars Core, pg.223): As Dark Side Adept (see above), except that you can spend a Force Point and keep the better of the two Use the Force checks.
Prerequisite: Dark Side Adept.
DRAIN FORCE (Knights of the Old Republic, pg. 40): Once per encounter, as a reaction when you damage a Force-sensitive opponent, the dark taint of your power allows you to sap
some of the opponent’s strength and convert it to personal power, regaining one spent Force power. Additionally, the target loses one Force Point.
Prerequisite: Affliction.
DRAIN KNOWLEDGE (Threats of the Galaxy, pg. 30): As a standard action, you can spend a Force Point to drain the knowledge of an enemy you touch; you must succeed on a Use the
Force check (DC equal to the target’s Will Defense) to activate this talent, and if you fail to activate this talent, you may not try again on the same target for one day. If successful, you
immediately become trained in one skill that the target is trained in; if you are already trained in that skill, you instead gain Skill Focus in that skill. This training or focus lasts for one day.
Additionally, your target moves -1 persistent step along the condition track, and the persistent condition can be removed only by resting for 8 hours.
Additionally, you can choose to instead sift through the mind of the target, looking for a specific piece of knowledge or information. Doing so requires you to make a Perception check
against the target’s Will Defense; success indicates that you pull the relevant information from the target’s mind. When you do so, you do not gain the training or focus normally granted
by this talent, but otherwise the talent functions as normal. Using this talent increases your Dark Side Score by 1.
FORCE DECEPTION (Star Wars Core, pg.223): You can use your Use the Force check modifier instead of your Deception check modifier when making Deception checks, as you use the
Force to cloak your vile treachery. You are considered trained in the Deception skill. If you are entitled to a Deception check reroll, you may reroll your Use the Force check instead
(subject to the same circumstances and limitations).
IMPROVED DARK HEALING (Star Wars Core, pg.223): Your dark healing ability (see above) improves. The range of this ability increases to 12 squares, and even if the attack fails the
target takes half damage while you heal an equal amount.
Prerequisite: Dark Healing.
SITH ALCHEMY (Knights of the Old Republic, pg. 41): Your knowledge of Sith sorcery allows you to imbue talismans and other objects with the power of the dark side.
Create Sith Talisman: You can spend one Force Point to imbue a portable object with the dark side, creating a Sith talisman that provides offensive strength to a Force power or
lightsaber attack. Creating the talisman takes a full-round action. While you wear or carry the talisman on your person, add 1d6 to your damage with Force powers. You can
have only one Sith talisman active at any given time, and if it is destroyed, you cannot create another one for 24 hours.
Create Sith Weapon: You can alchemically treat a properly prepared weapon to become a Sith weapon. You may spend a Force Point to imbue the weapon with the properties
of the Sith alchemical weapon template (this process takes one hour to complete). See Chapter 5: Equipment and Droids for information on Sith alchemical weapons.
Prerequisite: Dark Side Adept, Dark Side Master.
STOLEN FORM (Threats of the Galaxy, pg. 81): You have learned how to use a Jedi fighting technique to defeat Jedi in combat. Choose one talent from the Lightsaber Forms talent tree
(SE 218); you gain the benefit of this talent and are considered to have this talent for the purpose of satisfying prerequisites. You must meet all the prerequisites as normal from the
chosen lightsaber form talent, in addition to the prerequisites of this talent.
You can select this talent multiple times. Each time you select it, choose a different lightsaber form.
Prerequisite: Any one Force Technique, Weapon Focus (lightsabers) feat.
WICKED STRIKE (Star Wars Core, pg.223): When you score a critical hit with a lightsaber, you may spend a Force Point to move the target -2 steps along the condition track (see
Conditions, page 148).
Prerequisites: Weapon Focus (Iightsabers) feat (see page 89). Weapon Specialization (Iightsabers) (see page 41).
Iron Will A Sith abomination gains a +2equipment bonus to its Will Defense
Vile Natural Weapons A Sith abomination’s natural weapons are laced with Sith poison (see
page 69)
Master’s Weapon The Sith weapon grants a +2 equipment bonus on Use the Force checks
to Block and Deflect
Vile Weapon The Sith weapon is always considered to be laced with Sith poison (see
page 68)
SITH COMMANDER TALENT TREE
The Sith use terror to lead their troops, and Sith commanders have few compunctions about making examples of underlings. Therefore, it is not surprising that the Sith use the anger
and fear of their subordinates to their own terrible advantage.
DESPERATE MEASURES (Legacy Era, pg. 43): Desperation stems from fear. Once per encounter as a swift action, you instill desperation in all allies within 12 squares of you and in your
line of sight, allowing each of them to make an immediate attack at a -5 penalty.
Prerequisite: Focus Terror.
FOCUS TERROR (Legacy Era, pg. 43): Once per encounter as a swift action, you can harness the fear felt by your allies and transform it into a powerful motivational tool. All allies within
12 squares of you and in your line of sight move +2 steps along the condition track, but suffer a -2 penalty on attack rolls and skill checks for a number of rounds equal to your character
level.
INCITE RAGE (Legacy Era, pg. 43): Once per encounter as a swift action, you can channel your anger and hatred into your allies. Each ally within 12 squares of you and in your line of
sight gain a +1 rage bonus on attack rolls but take a -2 penalty to their Reflex Defense. This effect lasts until the encounter ends, or you are knocked unconscious or killed.
POWER OF HATRED (Legacy Era, pg. 43): Once per encounter as a swift action, you can inflame the passions of your allies. Each all within your line of sight who has fewer than half its
normal hit points gains bonus hit points equal to your character level. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the
encounter go away. Bonus hit points from different sources do not stack.
Prerequisite: Incite Rage.