Force-User

Force-Users combine their physical training with mastery of The Force. Force-Users concentrate on Force prowess, defense, and weapon training. Additionally, they are ambassadors (in some cases even militants) of the Order they are sworn to. Few in the Galaxy are devoted enough to The Force, and fewer have the discipline to swear themselves to that devotion, but those who can walk in a larger Galaxy than those who neither feel nor heed The Force.

Adventurers

All Force-Users journey into the galaxy at large to further their own knowledge and to help those in need. They take their responsibility seriously, considering even the most mundane missions to be personal tests. Most Force-Users aligned with the Light Side refrain from using The Force as the ultimate tool for every task, preferring to find other pathways to their goals and save The Force for when it is truly needed. Force-Users more aligned to the Dark Side use every advantage the Force offers, wielding the Force (or any other tool in their possession) to remove problems as a soldier would use a blaster to destroy a Stingfly.

Characteristics

A Force-Users' strength flows from The Force, granting them supernatural abilities called Force Powers. These characters often master the ability to feel The Living Force in the world within them. Charisma and Wisdom are the most important abilities for a Force-User, followed by Strength and Dexterity, although other abilities shouldn't be left ignored.

Force-User Class Stats

  • Hit Points: 30 + Consitution Modifier for 1st level. 10 + Consitution modifier each level after.

  • Special Defenses: +1 Fortitude, +1 Reflex, +Will, & +1 Force.
  • Damage Threshold: +1.
  • Damage Resistance: +1.
  • Base Attack Bonus: Standard, Current Hero lvl.
  • Force Points: 5 + Hero lvl/2 rounded down.
  • A Force-User starts the game with (3d4 x 100) + 300 Credits.

Force-User Base Class Starting Feats

  1. Force Sensitivity
  2. Force Training
  3. Legendary Weapon Proficiency (Lightsabers) or Weapon Proficiency (Melee Weapons or Sidearms)

Force User Base Class Starting Languages

Force-User Base Class Skills

A Force-User has a number of Trained Skills equal to, 4 + their Intelligence modifier. They must choose their trained skills from the following list of Class Skills:

Force-User Bonus Feats

At each even-numbered level (2nd, 4th, 6th, etc.), a Force-User gains a Bonus Feat. This Feat must be selected from the following lists, and a Force-User must meet any prerequisites for that Feat.

Accelerated Strike

Prerequisite: Base Attack Bonus +6
  • Benefit: Once per encounter, make a Full-Round Attack as a Standard action

Acrobat's Counter

Prerequisites: Dexterity 13 & Acrobatic Strike
  • Benefit: Once per Encounter, when targeted for a melee attack, you may make an acrobatics check against it. If your roll meets or surpasses their attack roll you take half damage and, as a Reaction, you may make an Attack against the creature that attacked you.

Acrobatic Strike

Prerequisite: Trained in Acrobatics
  • Benefit: If you succeed in Tumbling to avoid an Attack of Opportunity, you gain a +2 competence bonus on the next attack roll. The attack must occur before the end of your current turn.

Battering Shove

Prerequisites: Strength 13 & Advanced Combat Maneuvers
  • Benefit: Whenever you successfully move a creature with the Shove combat maneuver, you also knock that target Prone.

Brilliant Defense

Prerequisite: Intelligence 13
  • Benefit: Once per encounter, you can add your Intelligence modifier to your Reflex Defense as a Reaction; this benefit lasts until the start of your next turn

Burst of Speed

Prerequisite: Trained in Endurance
  • Benefit: As a Move Action, you can Move up to twice your speed. At the end of your movement, you move -1 step along the Condition Track.

Clairvoyant Attack

Prerequisite: Trained in Use the Force & Weapon Focus (chosen weapon)
  • Benefits: When you use a Force Point to modify an attack roll made with a weapon with which you have Weapon Focus, you can reroll the attack roll with advantage and apply the results of the die from the Force Point to the better result

Clairvoyant Defense

Prerequisite: Trained in Use the Force & Dexterity 13
  • Benefit: As a Reaction to being targeted for an Attack, you may spend your Attack of Opportunity & 1 Force Point to roll 1d6 and impose its result, as a penalty, on the Attack targeting you (this feat must be used before the Attack roll is revealed)

Class Skill Training

  • Benefit: Choose 1 + (your Intelligence modifier) untrained skills from your list of class skills. You become trained in those skills.

Cleave

Prerequisites: Strength 13 & Power Attack .
  • Benefit: Once per round, if you deal enough damage with a melee attack to reduce your target's hit points to 0, you may, as a Reaction, make an extra melee attack against another target within your reach.
Special: The extra attack is with the same weapon and the roll is made with the same attack bonus as the attack that dropped the previous opponent.

Close Combat Escape

Prerequisite: Trained in Acrobatics
  • Benefit: When you successfully use Acrobatics to escape a Grapple, you can spend a Swift Action to make a single attack with a melee weapon or an Unarmed attack against the opponent that had Grappled you. If the attack hits, it deals normal damage, and your opponent is considered Flat-Footed until the start of its next turn.

Combat Reflexes

  • Benefit: You may make a number of additional Attacks of Opportunity equal to your Dex modifier in one round. You can still only make one attack of opportunity against one target. You can also make Attacks of Opportunity while Flat-footed.

Critical Strike

Prerequisites: Base Attack Bonus +6 & Weapon Focus on the weapon being used.
  • Benefit: While wielding a weapon for which you possess the Weapon Focus feat, you can spend up to two consecutive Swift Actions in the same round to increase the Critical Threat Range of your next attack by the same amount.
Special: You lose the benefits of Critical Strike if you lose line of sight to your target or if you take any other Action before making your attack.

Deft Charge

  • Benefit: After you Charge, you can take Swift Actions, Reactions, and Free Actions before your turn ends.

Desperate Dive

Prerequisite: Trained in Jump
  • Benefit: Once per round, as a Reaction to being targeted by a ranged attack, you can make a Jump check to Long Jump, into a square that will grant you Cover. If your check meets or exceeds the Jump check DC, you land prone in cover and gain the Cover bonus against the attack, depending on the type of Cover you have. If your check does not meet the DC of the Jump check, you land prone in a square adjacent to you, and you lose the benefits of being Prone against a Ranged Attack.

Disarm Specialist

Prerequisites: Advanced Combat Maneuver Training & Base Attack Bonus +1.
  • Benefit: You gain a +5 bonus on any Combat Maneuver attack roll made to disarm an opponent.

Distracting Attack

Prerequisites: Base Attack Bonus +1 & Weapon Proficiency (Chosen Weapon)
  • Benefit: When using a weapon with which you are proficient, you can make an attack that disrupts an enemy's concentration. You take a -2 penalty on your attack roll, and if your attack deals damage, the target takes a -2 penalty to Skill Checks until the end of your next turn. Alternatively, you can take a -5 penalty to your attack roll, and if your attack deals damage, the target takes a -5 penalty to Skill Checks until end of your next turn.

Dreadful Rage

Prerequisites: Rage & Base Attack Bonus +1
  • Benefit: While raging, your rage bonus on melee attack rolls and melee damage rolls increases to +5.

Dual Weapon Fighter

Prerequisites: Strength or Dexterity 13 & Base Attack Bonus +1
  • Benefit: When you attack with two weapons or both sides of a double weapon as a full-attack action, you take a -5 (instead of a -10).
Special: You only gain the benefits of this feat when you are wielding a weapon(s) with which you are proficient.

Enhanced Strength

Prerequisite: Strength 16
  • Benefit: Once per encounter as a Full-Round Action, you can Take 20 on a Strength check or Strength-based Skill Check (You must be Trained in that Skill), even if distracted or threatened.
Special: After using this Feat for the first time in a given encounter, make a DC 15 Endurance check (As a Free Action). If the check succeeds, you can use this Feat once more during the same encounter

Expert Defender Training

  • Benefit: When you fight with any Defensive Combat Focus, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.

Follow-Through Attack

Prerequisite: Rapid Strike
  • Benefit: When you damage a target with both attacks while using the Rapid Strike Feat, once per turn on your turn, you can immediately make a second attack at a -2 penalty against a second target within your reach. If this attack hits, you deal half of the original attack's damage to that target.

Force Readiness

Prerequisite: Force Sensitivity
  • Benefit: Once per Encounter, as a reaction, you may use any Force Point action even when it is not your turn.

Force Sensitivity

Prerequisites: Cannot be a Droid*
  • Benefit: You can make Use the Force checks, and Use the Force is considered a class skill for you.
*A Droid with the proper upgrades may gain a connection to the Force.*

Grapple Resistance

  • Benefit: You get a +5 bonus to your Combat Maneuver Defense when an enemy makes a, Disarm, Grab, Grapple, or Steal, Combat Maneuver against you, and you get a +5 bonus to all opposed Grapple checks. All objects that you are holding or carrying gain a +5 bonus to their Reflex Defense when attacked.

Iron Resolve

Prerequisite: Trained in Perception
  • Benefit: You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks.

Lightning Attack

Prerequisites: Trained in Initiative & Quick Draw
  • Benefit: Once per Encounter, you can draw a holstered weapon and attack as a single Standard Action.
Special: If you have Hip-Fire Shot or Point-Blank Shot, and you are using a weapon that benefits from the effects of either feat, you gain Advantage on your attack roll.

Martial Arts

  • Benefit: The damage die used by your Unarmed Strikes is increased by one step. You gain a +1 dodge bonus to your Reflex & Combat Maneuver Defense. Additionally, you do not provoke Attacks of Opportunity with Unarmed Attacks.

Melee Defense

Prerequisite: Intelligence 13
  • Benefit: When you use a standard action for a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number {up to +5} as a dodge bonus to your General & Reflex Defense. This number may not exceed your Base Attack Bonus. The changes to Attack rolls & Reflex Defense last until the start of your next turn.

Mind Over Matter

  • Benefit: You can use your Will Defense instead of your Fortitude Defense when determining your Damage Threshold

Mixed Combat Combo

Prerequisites: Striking Blitz, Shot Grouping, & Base Attack Bonus +9
  • Benefit: If you hit a single target with any two consecutive attacks during the same turn, any additional ranged, melee, or Unarmed attacks you make until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit.

Mobile Charge

Prerequisite: Dexterity 13, Nimble, & Mobility
  • Benefits: You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. All other rules apply.

Mobility

Prerequisites: Dexterity 13 & Nimble
  • Benefit: Once per Round, you gain a +5 Dodge bonus to your General or Reflex Defense against Attacks of Opportunity.

Moving Target

Prerequisites: Nimble & Nimble Moves
  • Benefit: If you end your turn at least 3 squares away from where you started, you gain a +1 Dodge bonus to your General, Fortitude, & Reflex Defense until the start of your next turn.

Never Surrender

Prerequisite: Trained in Endurance
  • Benefit: The first time you would be reduced to 0 Hit Points in an encounter, you can make an Endurance check as a Reaction, with a DC equal to the number of points of damage being dealt to you. If your check succeeds, you are instead reduced to 1 Hit-Point.

Nimble

Prerequisites: Dexterity 13
  • Benefit: You gain a +1 Dodge bonus to your General & Reflex Defense. When you lose your Dexterity bonus to General Defense you also lose any dodge bonuses.

Opportunistic Retreater

Prerequisite: Combat Reflexes
  • Effect: Whenever an opponent provokes an Attack of Opportunity from you, once per turn you can sacrifice the attack to move a number of squares equal to one-half your Speed. Moving in this way does not provoke Attacks of Opportunity.

Philosopher

Prerequisite: Skill Focus (Knowledge (Galactic History)) or Skill Focus (Knowledge (Social Sciences))
  • Benefit: Once per encounter, you can substitute a Knowledge (Galactic Lore) or Knowledge (Social Sciences) check for a Wisdom Save or Gather Information (Wisdom) check

Power Attack

Prerequisites: Strength 13
  • Benefit: On your next attack you may choose to subtract a number of points from your attack roll modifier and add it to your damage roll.

Rush Recklessly

Prerequisites: Medium or Larger size, Base Attack Bonus +1
  • Benefits: When you charge gain an additional +2 bonus to your melee attack roll. If your melee attack hits, you may add your whole Hero Level to your damage roll.

Quick Draw

Prerequisites: Base Attack Bonus +1
  • Benefit: You can draw or holster a small One-handed weapon as a swift action instead of a move action.

Rapid Reaction

Prerequisite: Dexterity 13 & Trained in Initiative.
  • Benefit: Once per encounter, you can use two different Reactions in response to the same trigger. For example, if you use the Deflect Talent and fail to negate the attack, you can also use Negate Energy as a response to the same attack.

Rapid Strikes

Prerequisite: Base Attack Bonus +1.
  • Benefit: When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -5 penalty on your attack roll, but deal +1 die of damage & double the damage bonus provided by your Strength Modifier (if you are Full Gripping your Melee Weapon the already doubled Strength bonus is doubled again) with a successful attack.
Special: The effects of this feat do not stack with the extra damage provided by the Mighty Swing Feat. If you have a Strength score of 15 or higher, decrease the penalty to attacks to -2.

Rapid Withdrawal

  • Benefits: When you Withdraw from an enemy you may first take a 5-foot step before using any of your Movement to Withdrawal. This step ignores any difficult terrain movement penalties.

Recovering Surge

Prerequisites: Constitution 15 & Trained in Endurance
  • Benefit: When you catch a Second Wind, you move +2 steps on the Condition Track & recover 2 Hit Die (from your most recent class) in Bonus Hit Points.

Resilient Strength

Prerequisite: Strength 13
  • Benefit: You can use either your Strength modifier or your Constitution modifier to determine your Fortitude Defense.

Resolute Stance

Prerequisite: Base Attack Bonus +1
  • Benefit: When you take a Defensive Combat Focus, you gain a +3 morale bonus to your Will Defense until the start of your next turn. If you take a Total Defensive Combat Focus you gain a +5 morale bonus to your Will Defense until the start of your next turn.

Resurgence

Prerequisite: Trained in Endurance.
  • Benefit: When you catch your Second Wind, you gain a Move Action to be used immediately.

Risk Taker

Prerequisite: Trained in Climb & Jump
  • Benefit: It takes a failure of 10 or more on a Climb check for you to fall. Additionally, if you make a Jump check and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Force Point as a Free Action and add the result of the Force Point roll to your distance jumped. However, you must land in the first available safe square

Running Attack

Prerequisites: Dexterity 13
  • Benefit: When making an attack with a melee or ranged weapon, you may move both before and after the attack, provided that your distance moved is not greater than your speed.

Savage Attacker

Prerequisite: Base Attack Bonus +6
  • Benefit: When you use a Full Attack Action to make multiple attacks in one round and your first attack is successful, you deal +1 die of damage on each successful attack remaining in the Full Attack.

Savant Attacker

Prerequisites: Intelligence 13 & Weapon Proficiency (Chosen Weapon Group or Exotic Weapon)
  • Benefit: Choose one weapon that you have Weapon Proficiency with and select it for this feat. Whenever you deal damage to a target with the chosen weapon, you can reroll the lowest damage die with Advantage

Skill Focus

  • Benefit: You gain a +3 Insight bonus on skill checks made with one Trained skill of your choice. This can not be used on the same skill more than once.
Special: You may take this feat multiple times, each time it may apply to a new skill.

Skilled Specialist

Prerequisite: Charisma 13.
  • Benefit: Choose one Skill in which you are Trained. Allies who are not Trained in that Skill gain a +3 competence bonus to the Skill while they are within your Line of Sight.
Special: You can select this Feat multiple times. Each time you select this Feat, it applies to a different Skill. Only allies who have the Force Sensitivity feat gain this bonus to Use the Force checks.

Stand Tall

Prerequisite: Trained in Endurance & Performance.
  • Benefit: Once per encounter (per Ally), when an opponent successfully damages you, it provokes an Attack of Opportunity from said Ally.

Stay Up

Prerequisites: Toughness & Trained in Endurance.
  • Benefit: Once per encounter, when you would normally take damage from an attack, you can instead choose to take half damage and move -1 step along the Condition Track. If the half damage you take would move any number of steps down the condition track, you may forgo the movement and remain where you are.

Strong in the Force

  • Benefit: When you spend a Force Point to adjust the result of an attack roll, Skill Check, or Ability Save, you roll d8s instead of d6s.

Swarm

Prerequisite: Coordinated Attack
  • Benefit: You gain a +1 circumstance bonus on melee attack rolls for each allied character adjacent to your target.

Swift Recovery

  • Benefit: On your turn, you can catch a Second Wind as a Free Action instead of a Swift Action

Swift Wind

Prerequisite: Constitution 13
  • Benefit: When you catch a Second Wind, you can choose to regain only half of the Hit Points you normally would with a Second Wind and instead, immediately Move up to half of your Speed. This movement does not provoke Attacks of Opportunity.

Tactical Advantage

Prerequisite: Combat Reflexes
  • Benefit: When you successfully damage an opponent using an Attack of Opportunity, you gain a +5 circumstance bonus on your next Attack of Opportunity attack roll. This bonus does not stack with itself.

Tumble Defense

  • Benefit: When an opponent attempts to Tumble through a square you threaten with a melee weapon with which you are proficient, add your Melee Attack Modifier to the DC of the Acrobatics check made to Tumble. If the target fails the Acrobatics check to Tumble, you can make an Attack of Opportunity against that opponent as normal.
Special: You cannot use this Feat when you are Flat-Footed.

Unshakeable

  • Benefit: You gain a +5 insight bonus to Fortitude & Will Defense against any attack or effect requiring a Use the Force check.

Weapon Finesse

Prerequisites: Base Attack Bonus +1
  • Benefit: When using a small melee weapon or One-Handed Lightsabers, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

Weapon Focus (Lightsaber)

Prerequisites: Weapon Proficiency (with the weapon type the chosen Weapon Class belongs to).
  • Benefit: You gain a +1 Insight bonus on all attack & damage rolls you make using Lightsabers.

Weapon Proficiency (Simple Weapons)

  • Benefit: Choose one of the following Weapon Types: Assualt Weapons, Heavy Weapons, Lightsabers, Melee Weapons, Sidearms, and Simple Weapons. You become proficient with all Simple Weapons.

Withdrawal Strike

Prerequisite: Base Attack Bonus +5
  • Benefit: When taking this Feat, select either; the Melee Weapon Type, or Simple Melee Weapons, with which you are proficient. When wielding that chosen Exotic Weapon (Melee) or melee weapon from the chosen group, adjacent opponents may not Withdraw from squares you threaten. They may still make Acrobatics checks to Tumble as normal. You may take this feat multiple times to choose a new weapon group.

Force-User Talent Trees

At every odd-numbered level (1st, 3rd, 5th, and so on), a Force-User gains a Talent. A Force-User may choose a Talent from any of the Talent Trees below, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

Cult of the Hidden Talent Tree

A sect of Force-Users who use their blessing of the Force to move unnoticed through our living world.

Aversion

  • Benefit: 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.

Buried Presence

  • Benefit: You can spend a Force Point as a Standard Action to become immune to detection by The Force for 1 hour. During this time, you always avoid detection by characters who are using the Sense Force application of the Use the Force skill, and you cannot be the target of the Farseeing Force Power. You may use this as a Reaction to another character attempting to locate you with Sense Force (but before the character locates you). If you make a Use the Force check, this Talent's effect immediately ends.

Conceal Other

Prerequisite: Buried Presence
  • Benefit: When you use either the Buried Presence Talent or the Vanish Talent, you may affect one other willing adjacent target, granting it the effect of that Talent as well. You can select this Talent multiple times. Each time you do so, it increases the number of adjacent willing targets you may affect.

Disciplined Strike

  • Benefit: 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 you may exclude in this manner is equal to your Wisdom modifier (minimum of 1).

Hidden Strike

  • Benefit: When you make a successful attack from concealment that deals damage to its target, you may roll a new Stealth check to stay concealed.

Illusion

Prerequisite: Mind Trick
  • Benefit: 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, and make a Use the Force check. When a creature views the Illusion, compare the result of your Use the Force check to the target's Will Defense; if your check result exceeds it's 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, 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 Illusions, and -10 for Colossal (Frigate) or larger Illusions. This is a Mind-Affecting effect.

Illusion Bond

Prerequisite: Illusion
  • Benefit: 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.

Illusionist

Prerequisite: Illusion
  • Benefit: As a Swift Action, you can reduce the penalty for large Illusion by one half (rounded down, minimum -1).

Masquerade

Prerequisite: Illusion
  • Benefit: You can use the Illusion Talent to create a disguise for yourself. You 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 Disguise Skill. All other rules and restrictions for using the Illusion Talent still apply.

Influence Savant

  • Benefit: Once per encounter as a Swift Action, you can return one Force Power with the [Mind-Affecting] descriptor to your Force Power Suite without sending a Force Point. You can select this Talent multiple times. Each time you select it, you can use it one additional time per encounter.

Telekinetic Power

  • Benefit: Whenever you roll a natural 20 on your Use the Force check to activate a Power with the [Telekinetic] descriptor, you may choose to use that Force Power again immediately as a Free Action. You may direct the second use of the Force Power against any eligible target.

Telekinetic Savant

  • Benefit: 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 take this Talent multiple times. Each time you select it, you may use this Talent one additional time per encounter.

Vanish

  • Benefit: You can make a Use the Force check as a Swift Action to vanish from the sight of a single target within line of sight. If the result of your Use the Force check exceeds the target's Will Defense, you gain Total Concealment from that target until the beginning of your next turn, or until you make an attack roll or Skill Check against the target.

Suppress Force

Prerequisites: Mind Trick
  • Benefit: You can convince others 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.

Dark Jedi Talent Tree

Those who once walked the path of the Jedi but have fallen from its grace, now claim the title of Dark Jedi.

Consumed by Darkness [Dark Side]

  • Benefit: Sometimes your anger consumes you. As a Swift Action, you can take a -5 penalty to your Will Defense to gain a +10 Force bonus on damage rolls. The penalty and bonus last until the beginning of your next turn. However, doing so increases your Dark Side Score by 1.

Dark Side Savant [Dark Side]

  • Benefit: Once per encounter as a Swift Action, you can return one Force Power with the [Dark Side] descriptor to your Force Power 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.

Drain Knowledge [Dark Side]

  • Benefit: As a Standard Action, you can spend a Force Point to drain the knowledge of an opponent you touch; you must succeed on a Use the Force check (DC equal to, or greater than, 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 may choose 1 of the 3 actions below, no matter which option you choose using this Talent increases your Dark Side Score by 1.
  1. 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 effect 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.)
  2. You may gain a permanent +2 to a Trained Skill you and your Target share.
  3. You could 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.

Power of the Dark Side [Dark Side]

  • Benefit: You allow your hatred to fuel your attacks. Whenever you spend a Force Point to modify an attack roll, you may choose to roll a bonus die to add to damage (if the attack is successful). However, doing so increases your Dark Side Score by 1.

Dark Preservation [Dark Side]

Prerequisite: Power of the Dark Side
  • Benefit: Whenever an effect would normally move you down the Condition Track, you may spend a Force Point and increase your Dark Side Score by 1 to negate that movement down the Condition Track.

Swift Power [Dark Side]

Prerequisite: Power of the Dark Side
  • Benefit: Once per day, you can use a Force Power that normally takes a Standard Action or a Move Action as a Swift Action.

Wrath of the Dark Side [Dark Side]

Prerequisite: Power of the Dark Side
  • Benefit: When you roll a Natural 20 on a Use the Force check to activate a Force Power that directly deals damage to a target, you can choose not to regain all of your spent Force Powers as normal and instead the targets damaged by the Force Power take half that damage again at the start of their next turn. Only Force Powers that directly damage the target are subject to this Talent, including Corruption, Force Blast, Force Grip, Force Lightning, Force Slam, Force Thrust (only when spending a Force Point), and Repulse (only when spending a Force Point).

Dark Presence [Dark Side]

Prerequisites: Power of the Dark Side & Charisma 13
  • Benefit: As a Standard Action, you grant yourself and all allies within 6 squares of you a +2 Force bonus to all Attack & Damage rolls until the end of the encounter. These bonuses are lost if you fall unconscious or die. Affected allies that move out of range lose the benefits for as long as they remain out of range.

Lash Out [Dark Side]

Prerequisites: Dark Presence
  • Benefit: Whenever you take damage equal to or greater than your Damage Threshold, you gain a +5 Force bonus on attack rolls and damage rolls on your next attack or Force Power. However, doing so increases your Dark Side Score by 1.

Dathomiri Witch Talent Tree

A group of Force Sensitives, descendants of Jedi Knight Allya, and natives of the planet Dathomir.

Adept Spellcaster

  • Benefit: You may use any Force Power that normally requires a Swift Action, Move Action, or Standard Action as a Full-Round Action instead. If you choose to do so, you may roll your Use the Force check to activate that power with Advantage.

Flight

Prerequisite: Adept Spellcaster
  • Benefit: As a Swift Action, you can spend a Force Point to fly. You gain a fly speed equal to your base speed, and you can ascend at half speed or descend at double speed. The flight lasts until the start of your next turn; if you're still airborne at that time, you fall.

Meta Magic

Prerequisite: Adept Spellcaster
  • Benefit: You may use any Force Power that normally requires a Swift Action, Move Action, or Standard Action as a Full-Round Action instead. If you choose to do so, you may cast the Force Power as though it were one level higher.

Calming Aura

  • Benefit: As a Standard Action, you may use The Force to calm Hostile and Unfriendly Beasts. Make a Persuasion check; if the result equals or exceeds the targets' Will Defense, its Attitude immediately shifts to Indifferent. You can affect a number of creatures whose total combined levels do not exceed your Character Level. This is a Mind-Affecting effect.

Comprehend Speech

  • Benefit: You gain the ability to comprehend and speak to friendly creatures.

Charm Beast

  • Benefit: You may use 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.

Bonded Mount

Prerequisite: Charm Beast
  • Benefit: 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 emphatic 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.

Entreat Beast

Prerequisite: Charm Beast
  • Benefit: 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 an Object
The Beast attempts, to the best of its ability, to deliver one object from your person to another target within 30 squares of you.
Retrieve an Object
The Beast attempts, to the best of its ability, to retrieve one unattended object within 30 squares of it and its line of sight and bring it to you.
Manipulate a Small Object
The Beast attempts, to the best of its ability, to press a button, pull a lever, or otherwise perform some minor activation of an unattended item within 30 squares.

Soothing Presence

Prerequisite: Charm Beast
  • Benefit: Whenever you encounter a Beast with an Unfriendly Attitude toward you, you automatically shift its Attitude to Indifferent (no Skill Check required).

Wild Sense

Prerequisite: Charm Beast
  • Benefit: 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 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.

Command Beast

Prerequisite: Charm Beast
  • Benefit: Whenever you manage to shift the Attitude of a Beast to Indifferent or Friendly, you may treat that creature as a domesticated animal- but for you only (it remains undomesticated in its response to other creatures). Additionally, you may use this Beast as a Mount, as per the Ride skill, provided that it is at least one size category larger than you and has a comfortable place for you to sit.

Beast Trick

Prerequisite: Command Beast
  • Benefit: You can use the Mind Trick Force Power on creatures with an Intelligence score of 2 and lower. However, a Beast with an Intelligence score of 2 or less still cannot perform any complex actions, or understand complex commands it wouldn't otherwise be able to understand.

Force Mastery

  • Benefit: Gain access to Master tier Force moves.

Hive Mind

  • Benefit: You can use the Telepathy application of the Use the Force skill as a Swift Action, and you automatically succeed (no roll required) if your target is a willing recipient on the same planet.

Nature Sense

Prerequisite: Trained in Survival
  • Benefit: You may Take 10 on any Survival check made for Basic Survival.

Animal Companion

Prerequisites: Calming Aura & Nature Sense
  • Benefit: You gain the service of a loyal Animal Companion. This Beast is generated using the Standard Score Package, has levels of the Beast class equal to one-half your Character Level (rounded down, minimum of 1), a Natural Armor bonus of +1, a single type of natural attack, and a single Beast Trait. The Animal Companion may be any size up to Large. Unlike normal Beasts, the Animal Companion adds its Beast Class Level to Defenses.

Fated Starpilot Talent Tree

Attuned Flight Controls

  • Benefit: Any ship you Pilot or Co-Pilot gains the effects of Attuned Armor.

Chosen Ace

  • Benefit: When you successfully preform a pilot manuver you may, as a reaction, use a Force Power.

Enlightened Co-Pilot

  • Benefit: You can substitute your Use the Force skill for any Use Computer check made in a Vehicle you are Co-Piloting.

Force Barrier

  • Benefit: Your vehicle gains a Shield Rating of your Use the Force skill + number of Force Adept Levels.

Force-ful Counter Measures

  • Benefit: When you’re targeted by an attack you may spend two Force Points to activate Negate Energy from your Suite.

Force-fueled Starfighter

  • Benefit: You can use your Wisdom modifier on Pilot Checks along with your Dexterity modifier.

Guided Hand

  • Benefit: You gain a bonus on all Pilot related checks equal to your current number of Force Points. If your vehicle takes damage you may spend a Force Point to use the damage taken as a bonus on your next vehicle attack roll.

Imbued Weapon Systems

  • Benefit: You may select one weapon on the Vehicle, this chosen weapon now gains the benefits of an Imbued Weapon. This talent may be taken multiple times, to switch which weapon systems are Imbued.

Kinetic Force Shielding

  • Benefit: You can spend a Force Point as a Swift Action to grant your Vehicle an additional Damage Reduction of 50 until the start of your next turn.

The Will to Resist

  • Benefit: Once per turn, as a Reaction to being targeted by a Weapon, Force Power, Computer check or any other ability that targets your vehicle’s Will Defense, you can make a Use the Force check and replace your vehicle’s Will Defense with the result of the Use the Force check.

Spatial Integrity

  • Benefit: While you are aboard a Vehicle, you can spend a Force Point as a Reaction to the Vehicle taking damage; you make a Use the Force check and reduce the damage the Vehicle takes by the check result. This reduction occurs after both DR and SR are applied to the damage.

Folded Space Mastery

Prerequisite: Fold Space
  • Benefit: While you are the Pilot of a Vehicle, you can use the Fold Space Force Power to move the Vehicle across long distances. If your Use the Force check to activate the Force Power is sufficient to move an object the same size as your Vehicle (or larger), you can use the Force Power to move your Vehicle and all of its occupants safely to the desired destination. You can use your Use the Force check result instead of a Use Computer check, as though performing Astrogation. This otherwise uses the normal rules for Hyperspace travel, though travel is instantaneous and requires no Hyperdrive.

Force Commander

Prerequisite: Charisma 13
  • Benefit: Whenever you use the Attack Run Action, make a DC 10 Use the Force check as a Free Action. In addition to the regular benefit of Attack Run, Vehicles in your squadron gain a +2 Force Bonus to Attack and Damage for every multiple of 5 you exceed the DC of the check.

Melded Squadron

Prerequisite: Charisma 13
  • Benefit: Once per encounter, you may make a DC 20 Use the Force check as a Swift Action. Success indicates that as a Reaction, you may grant all members of your squadron a +5 Force bonus on skill checks and a +2 Force bonus to their Reflex Defense for a number of rounds equal to 1 + your Charisma modifier (minimum 2 rounds).

Force Reflexes

Prerequisites: Force Pilot & Starship Tactics
  • Benefit: When activating a Starship Maneuver, you may spend a Force Point to reroll your Pilot check with a bonus from your Wisdom & Charisma modifier.

Force Sage Talent Tree

Force Cloak

  • Benefit: As a Swift Action, you can surround yourself with an invisible bubble of Force power that shields you and anything you're carrying from electronic surveillance. The bubble also blocks all electronic sensors and communications. The Force Cloak lasts for as long as you concentrate (a Standard Action) or until the start of your next turn.

Force Cloak Mastery

Prerequisite: Force Cloak
  • Benefit: As the Force Cloak Talent, except you can expand the bubble to envelop a number of creatures (including yourself) equal to your Character Level.

Heightened Awareness

  • Benefit: You can spend a Force Point to add your Charisma bonus to your Perception check result. You can select this Talent multiple times. Each time you select this Talent, you add your Charisma bonus an additional time.

Indomitable Will

  • Benefit: You can spend 2 Force Points as a Full-Round Action to become immune to all Mind-Affecting effects until the end of the Encounter.

Shift Sense

  • Benefit: You can spend a Force Point to gain Low-Light Vision (see Visibility) for 1 minute or until the end of the encounter, whichever is longer.

Telekinetic Stability

  • Benefit: Whenever an attack or effect would normally move you against your will (such as being targeted by a Bantha Rush, or being moved by the Force Thrust Force Power), you can spend a Force Point to negate that movement.

Motion of the Future

Prerequisites: Force Perception, Farseeing
  • Benefit: As a Swift Action, you can peer into the future in search of signs of danger, removing one use of the Farseeing Force Power from your active Force Power Suite (as though you had just activated the Force Power). Any time before the end of your next turn when you are the target of an attack or Force Power, you can force your attacker to take Disadvantage on the attack roll (or Use the Force check) against you. This counts as using the Farseeing Force Power against the attacker, but this Talent replaces the normal rules and effect of that Force Power.

Psychometry

Prerequisites: Force Perception, Farseeing
  • Benefit: When you use the Farseeing Force Power, you can choose to target an object you hold instead of a character or creature. You can look into the targeted item's past, up to a maximum of 5 years per your Character Level. Any information gained about the object's past is based on the thoughts and emotions of the person holding or carrying the object at the time you perceive, which can skew the results of the vision.

Visions

Prerequisites: Force Perception, Farseeing
  • Benefit: Whenever you use the Farseeing Force Power, you can spend a Force Point as a Swift Action to see into the target's past or future instead of the present. You declare how far into the target's past or future you wish to look, up to a maximum of 1 year per your Character Level. Any information gained about a target's future is subject to change, depending on whether steps are taken to alter that future.

Scatter Wave

Prerequisite: Force Push
  • Benefit: When you use the Force Push Force Power, you can spend a Force Point to compare the result of your Use the Force check to the Reflex Defense of all other characters, creatures, and Droids within 2 squares of any target hit. If you exceed the Reflex Defense of those secondary targets, they also are affected by the Force Push, and if you fail to exceed their Reflex Defense, they take half damage instead. This is considered to be an Area Attack against the secondary targets (but not against the original target).

Sickening Blast

Prerequisite: Force Push
  • Benefit: When you use the Force Push Force Power, if your Use the Force check exceeds the target's Fortitude Defense, you may grant the target the Nausiated or Sickened state, until the start of your next turn.

Iron Knight Talent Tree {Cyborg, Modified Droid, & Shard only}

Droid Duelist

  • Benefit: Whenever you are wielding a Lightsaber, you can spend a Force Point as a Swift Action to cause an opponent to be Flat-Footed against your next attack made with a Lightsaber before the end of your turn.

Eradicator

  • Benefit: As a reaction, if your hit points hit 0 after you’ve activated Second Wind during this encounter you may stay conscious. You may still act as normal until your negative hit points match your Constitution score.

Force Repair

  • Benefit: You can use the Force Trance application of the Use the Force skill to recover Hit Points through Natural Healing. You can also receive Hit Points from the Force Heal Force Power. Whenever you receive Bonus Hit Points from any source, you gain additional Bonus Hit Points equal to your Charisma modifier (minimum +1).

Gyroscopic Recovery

  • Benefit: If an effect causes you to fall prone, you can make a DC 20 Use the Force check to remain on your feet.

Hardiness

  • Benefit: You can spend a Force Point to reduce the number of Swift Actions it takes you to move +1 step along to Condition Track by two.

Mask Presence

  • Benefit: As a Swift Action, you become immune to the Sense Force application of the Use the Force skill, and appear to be nothing more than a regular Droid in The Force. If you make a Use the Force check or use any Force Power or Force Talent, this effect immediately ends.

Sight beyond sight

  • Benefit: As a Standard Action, you can spend a Force Point to ignore all Concealment for 1 round.

Silicon Mind

  • Benefit: Other Force-users have a difficult time knowing how to influence you. You can spend a Force Point as a Reaction to gain a bonus to your Will Defense equal to your Charisma modifier (minimum +1) against all Use the Force checks until the end of your next turn.

Tripzest

Prerequisite: Fly Speed
  • Benefit: You know how to take advantage of your capacity to hit and fly. When wielding a Lightsaber while flying around your opponents, you gain a +5 bonus to your attack rolls. You lose this bonus when landing.

Heal Droid

Prerequisite: Force Heal
  • Benefit: You can use the Force Heal Force Power to heal Droids (including Shard-inhabited Droids), which are normally immune to this Force Power.

Jal Shey Talent Tree

Attune Armor

  • Benefit: As a Full-Round Action, you may spend a Force Point to attune a suit of armor to The Force, permanently increasing the maximum Dexterity bonus of the attuned armor by +1. In addition to this, Force Powers restricted by Armor are only limited by this Armor, Force Powers that are limited by Armor are unrestricted by this Armor.

Conceal Force Use

  • Benefit: You have learned to use The Force without telltale gestures, reducing the disturbances created in the process. Whenever you make a Use the Force check, as a Swift Action you can make a Deception check to convey deceptive appearances in order to conceal the effects of your Use the Force use.

Defense Boost

  • Benefit: As a Swift Action, you can make a DC 15 Use the Force check. If the check succeeds, you gain a +2 Force bonus to your Special Defenses until the end of the encounter. Before you make your Use the Force check, you can increase the target number to DC 20 to grant this bonus to your General Defense as well. If you spend a Force Point before the Use the Force check, you may add this bonus to your Damage Resistance as well on a successful check.

Force Mastery

  • Benefit: Gain access to Master tier Force moves.

High Impact

  • Benefit: As a Swift Action, make a DC 15 Use the Force check. If your check succeeds, double your Strength bonus to the next melee damage roll you make before the end of your turn.

Imbue Item

  • Benefit: You can spend a Force Point to imbue a single weapon, armor, or article of clothing with the power of The Force. Imbuing the item requires a Full-Round Action. As a Full-Round Action, the wearer of such an item can open themselves to The Force, transferring a number of Force Points into the item. You can then use a Swift Action to spend a stored Force Point at any later time, even in the same round that you spend a Force Point of your own.

Imbued Empowerment

Prerequisite: Imbued Item
  • Benefit: For each Force Point a Weapon is imbued with it gains a +1 to Attack Rolls, +1 to Defense Rolls, and +1 Damage against other Items. For each Force Point an Armor piece is imbued with it grants +1 to a Chosen Defense, +1 to Damage Resistance, and +1 to Damage Threshold to the user. You can attune only one item per 24 hours and the item functions only for you. You cannot wear more than one attuned item at a time, and you can spend only up to a maximum of two Force Points in a round from your imbued item.

Force Delay

Prerequisite: Trained in Persuasion
  • Benefit: Jal Shey verbally startle opponents with a little help from The Force. Once per encounter, you can make a Persuasion check against the Will Defense of a target with an Intelligence score of 3 or higher, that can understand you, as a Reaction. If successful, the target loses its Move Action on its next turn. If you choose to spend a Force Point, the target instead loses its Standard Action.

Action Exchange

Prerequisite: Force Delay
  • Benefit: Whenever you successfully use Force Delay, you can grant one ally within 6 squares, and line of sight the ability to trade a Move Action for another Standard Action on their next turn.

Many Shades of the Force

Prerequisite: Force Training
  • Benefit: Choose one Force Power with the [Dark Side] or [Light Side] descriptor in your Force Power Suite. That Force Power is no longer considered to have that descriptor for you.

Jedi Knight Talent Tree

Adept Negotiator

  • Benefit: 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 must be able to see, hear, and understand you. Make a Persaude Check; if the result passes the DC of the target's Will Defense it moves -1 step along the condition track. The target gets a +5 bonus to its Will Defense if it is a higher level than you. This is a Mind-affecting Effect.

Master Negotiator

Prerequisite: Adept Negotiator
  • Benefit: On a successful Adept Negotiator check the target falls an additional -1 on the Condition Track. This is a Mind-affecting Effect.

Force Intuition

  • Benefit: You can make Initiative Rolls with your Use Force Skill instead of Initiative.

Force Mastery

  • Benefit: Gain access to Master tier Force moves.

Force Persuasion

  • Benefit: You can make Persuasion Checks with your Use the Force Skill instead of Persuasion.

Gifted

  • Benefit: You can spend two Force Points to add your Use Force Skill to a Trained Skill roll.

One with the Force

  • Benefit: You can use actions that cost 6 Force Points.

Resilience

  • Benefit: You can spend a Force Point as a swift action to move +2 up the Condition Track.

Skilled Advisor

  • Benefit: You can spend a full-round action advising an ally, thereby granting them a +5 bonus on their next Skill Check. If you spend a Force Point this can become a +10 bonus. The target must be able (and willing) to hear and understand your advice. This is a Mind-affecting Effect.

Collective Visions

Prerequisite: Farseeing
  • Benefit: When you use Farseeing, or a Force Power with Farseeing as a Prereq, another Force Users with Farseeing can aid you in your Use Force Check.

Renew Vision

Prerequisite: Farseeing
  • Benefit: Once per encounter, you can regain all expended uses of the Farseeing Force Power as a swift action.

WatchCircle Initiate

Prerequisite: Farseeing
  • Benefit: As a reaction, you can make a Use the Force check (DC 15) and remove one use of Farseeing from your Suite. Subtract 1 from your Force Points (this cannot come from temporary Force Points) grant your subtracted Force Point to an ally within line of sight.

Visionary Attack

Prerequisite: Farseeing & WatchCircle Initiate
  • Benefit: As a reaction, you can make a Use the Force Check after you or an ally within 12 squares misses an Attack roll, removing one use of Farseeing from your Suite. If your Use Force Check passes the DC of the missed target's Will Defense you or your ally can reroll their Attack roll against the missed target. Any attack can only be affected by this power once. After using this talent whether or not the Use Force Check passes you take a -5 on Use Force Checks until the beginning of your next turn.

Visionary Defense

Prerequisite: Farseeing & WatchCircle Initiate
  • Benefit: As a reaction, you can make a Use the Force Check after you or an ally (within 12 squares) is targeted by an Attack roll, removing one use of Farseeing from your Suite. If your Use Force Check passes the DC of the attacker's Will Defense you or your ally gain a +5 Force bonus to your Defense. Any attack can only be affected by this power once. After using this talent whether or not the Use Force Check passes you take a -5 on Use Force Checks until the beginning of your next turn.

Jensaarai Guardian Talent Tree

Guardian Initiate

  • Benefit: You gain a +1 morale bonus on your attack rolls for each ally within your line of sight.

Coordinated Strike

Prerequisites: Guardian Initiate
  • Benefit: If you and two allies are within melee distance of the same target, you may take a Full Round Action and spend a Force Point to roll one Attack roll against the target, on a successful attack you and all allies involved roll damage.

Three Trigger

Prerequisites: Coordinated Strike
  • Benefit: If you and two allies are within melee distance of the same helpless target, you may take a Full Round Action and spend a Force Point to roll one Attack roll for a Coupe de Grace against the target, on a successful attack you and all allies involved roll for the combined Coupe de Grace.

Guardian’s Morale

  • Benefit: When an ally within 12 squares of you and within your line of sight hits with an attack, you gain a +1 morale bonus to all your Attack rolls made with Lightsabers until the end of your turn. This bonus stacks for every ally that scores an attack within your line of sight (Maximum limit= your Wisdom/Charisma modifier).

A Fireteam’s Might

Prerequisite: Guardian’s Morale
  • Benefit: When an ally within 12 squares of you and in your line of sight hits an attack, you deal +1 die of damage with the next Lightsaber attack you make before the end of your next turn. This bonus stacks for every ally that scores an attack within your line of sight (Maximum limit= your Wisdom/Charisma modifier).

Linked Defense

  • Benefit: As a Swift Action, you can take a penalty of up to -5 on your attack roll and add the same number (up to +5) as a Force bonus to an ally's General Defense, provided the ally is within your line of sight when you activate this talent. The bonus you confer cannot exceed your Base Attack Bonus. The changes to your attack rolls and your ally's General Defense last until the start of your next turn.

Oath of Duty

  • Benefit: When an ally within 12 squares of you and within your line of sight hits with an attack, you gain bonus Hit Points equal to their Class 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 this talent do not stack.

Jensaarai Ishu

Prerequisites: Block & Deflect
  • Benefit: You can use the Block Talent to negate a melee attack made against an adjacent ally. In addition, you can use the Deflect Talent to negate a ranged attack made against an adjacent ally.

Jensaarai Vonil

Prerequisite: Weapon Focus (Lightsabers)
  • Benefit: You have mastered the offensive Lightsaber style favored by The Jensaarai. When wielding a single Lightsaber with two hands, you take a -5 penalty to your General Defense & Reflex Defense but deal +1 die of damage for each Jensaarai talent you have; when wielding a single Lightsaber in one hand, you take a -5 penalty to your General Defense & Reflex Defense but may add a +2 bonus to your attack roll for each Jensaarai talent you have; wielding two Lightsabers or a Double-sided Lightsaber you take a -10 penalty to your General Defense & Reflex Defense but your attacks treat the target’s Damage Threshold as if it were 5 points lower, this ability stacks with each attack made this turn.

Kilian Ranger Talent Tree

Shield Gauntlet Defense

  • Benefit: Once per turn as a Reaction, you can gain a +2 deflection bonus to your Reflex Defense against any one ranged attack. To use this Talent, you must be wearing an active Shield Gauntlet, you must be aware of the attack, and you must not be Flat-Footed.

Shield Gauntlet Deflect

Prerequisite: Shield Gauntlet Defense
  • Benefit: Once per round as a Reaction, you can negate a ranged attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate. To use this Talent, you must be wearing an active Shield Gauntlet, you must be aware of the attack, and you must not be Flat-Footed. You can spend a Force Point to use this Talent to negate a ranged attack against an adjacent character. You can use Shield Gauntlet Deflect to deflect some of the barrage of shots fired from a ranged weapon set on Autofire. If your Use the Force check succeeds, you take half damage if the attack hits and no damage if the attack misses.

Shield Gauntlet Redirect

Prerequisites: Shield Gauntlet Deflect & Base Attack Bonus +5
  • Benefit: This Talent allows you to redirect a deflected blaster bolt along a specific trajectory so that it damages another creature or object in its path. When you successfully perform a Shield Gauntlet Deflect, you can make an immediate ranged attack against another target within 6 squares of you which you have line of sight. If the attack succeeds, it deals normal weapon damage to the target. Only single blaster bolts can be redirected in this manner. You cannot use this Talent to redirect barrages from Autofire weapons and other types of projectiles. To use this Talent, you must be wearing an active Shield Gauntlet, you must be aware of the attack, and you must not be Flat-Footed.

Siang Lance Mastery

  • Benefit: You treat a Siang Lance as an Assault Weapon instead of as a Legendary Weapon (Ranged). Additionally, you gain a +1 bonus to attack rolls with a Siang Lance. This Talent counts as the Weapon Focus (Siang Lance) feat for the purpose of satisfying prerequisites. If you also have the Weapon Focus (Assault Weapon) feat, the attack bonus provided by this Talent stacks with the benefits provided by Weapon Focus (Assault Weapon).

Empower Siang Lance

Prerequisites: Siang Lance Mastery & Base Attack Bonus +7
  • Benefit: You can spend a Force Point to empower a Siang Lance, which takes a Full-Round Action. After the Siang Lance is empowered, it deals an additional die of damage when you wield it. Others who wield the weapon do not gain the bonus damage die.

Krath Talent Tree

Channel Aggression [Dark Side]

  • Benefit: If you succeed on an attack against a Flanked opponent, or any target that is denied its Dexterity bonus to Reflex Defense, you may spend a Force Point as a Free Action to deal additional damage to the target equal to 1d6 per Class Level (maximum 10d6).

Channel Anger [Dark Side]

Prerequisite: Channel Aggression
  • Benefit: You let your anger swell into a Rage. As a Swift Action, you may spend a Force Point to gain a +2 Rage bonus on melee attack rolls and melee damage rolls for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration, you move -1 step along the Condition Track. While Raging, you cannot use Skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.

Crippling Strike [Dark Side]

Prerequisite: Channel Aggression
  • Benefit: Whenever you score a Critical Hit, you may spend a Force Point to also reduce the target's Speed by half until they are fully healed (that is, restored to maximum Hit Points).

Embrace the Dark Side [Dark Side]

Prerequisite: Channel Anger
  • Benefit: Whenever you use a Force Power with the [Dark Side] descriptor, you may reroll your Use the Force check, but you must accept the result of the reroll, even if it is worse. Upon choosing this Talent, you can no longer use Force Powers with the [Light Side] descriptor.

Dark Side Manipulation [Dark Side]

  • Benefit: Your Sith sorcery experimentation has provided you with a method of manipulating the Dark Side. Once per encounter, when using a Force Point in an act that would increase your Dark Side Score, you may treat the Force Point as if you had rolled the maximum on the die.

Dark Side Talisman [Dark Side]

  • Benefit: You can spend a Force Point to imbue a Weapon or some other portable object with the Dark Side of The Force, creating a Talisman that grants you protection from the Light Side. Creating the Dark Side Talisman takes a Full-Round Action. While you wear or carry the Talisman, you gain a +2 Force bonus to one of your Defenses (Reflex, Fortitude, or Will) against Force Powers with the [Light Side] descriptor. You can only have one Dark Side Talisman active at a given time (though you can have both a Dark Side Talisman and a Force Talisman active at the same time), and if your Dark Side Talisman is destroyed, you cannot create another one for 24 hours.

Greater Dark Side Talisman [Dark Side]

Prerequisite: Dark Side Talisman
  • Benefit: You can spend a Force Point to imbue a Weapon or some other portable object with the Dark Side of The Force, creating a Talisman that grants you protection from the Light Side. Creating the Greater Dark Side Talisman takes a Full-Round Action. While you wear or carry the Talisman, you gain a +2 Force bonus to all of your Defenses against Force Powers with the [Light Side] descriptor. You can only have one Greater Dark Side Talisman, or Dark Side Talisman, active at a given time (though you can have both a Greater Dark Side Talisman and a Greater Force Talisman active at the same time), and if your Greater Dark Side Talisman is destroyed, you cannot create another one for 24 hours.

Krath Intuition [Dark Side]

  • Benefit: You have a natural ability to use Dark Side artifacts, such as Sith Talismans and alchemical items. Once per encounter, you may spend a Force Point to treat the damage from a Sith Alchemical Weapon as though you had rolled the maximum damage on the dice.

Krath Surge [Dark Side]

  • Benefit: Once per encounter, using rudimentary Sith sorcery, you channel Dark Side energy in a manner that boosts one use of a Force Power. As a Swift Action, you can add 1 die of damage (if the Force Power deals damage) or extend the range of the Force Power by 6 squares (if it has a range beyond yourself or a single target). Using this Talent automatically adds the [Dark Side] descriptor to the Force Power used.

Tempered Aggression [Dark Side]

  • Benefit: You throw yourself against an opponent, controlling your aggression to prevent it from getting the better of you.
  • Time: Standard Action.
  • Targets: One enemy within reach.
Make a Use the Force check. The result of the check determines the effect, if any
DC Effect
30 You can make a single melee attack with a Lightsaber against the target. If you beat the target's General Defense by 10 or more, the attack is considered a Critical Hit
35 You can make a single melee attack with a Lightsaber against the target. If you beat the target's Reflex Defense by 5 or more, the attack is considered a Critical Hit.
40 You can make a single melee attack with a Lightsaber against the target. If you beat the target's Reflex Defense by 2 or more, the attack is considered a Critical Hit.
Lightsaber Form (Vaapad): If you have the Vaapad Talent, this Form Power does not have the [Dark Side] descriptor for you. 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.

Lightbringer Talent Tree

At Peace

  • Benefit: You can spend a Force Point to gain a +5 Force bonus to all Defenses against attackers that have a Dark Side Score of 1 or higher until the end of the encounter.

Dark Side Sense

  • Benefit: You may reroll a Use Force Check to detect any beings with a Dark Side Score of 1 or higher. You can take the higher number.

Dark Side Smite

Prerequisite: Dark Side Sense
  • Benefit: Against Dark Beings, you deal extra damage equal to your Wis Modifier + their Dark Side Score.

Resist the Dark Side

Prerequisite: Dark Side Sense
  • Benefit: You gain a +5 Force bonus on all checks when rolling against Dark Side Force Powers.

Focused Attack

  • Benefit: You can spend a Force Point to roll any attack against a creature with a Dark Side Score of 1 or higher, with Advantage.

Lightbringer’s Gambit

  • Benefit: Once per encounter, as a swift action, you can designate an adjacent enemy with a Dark Side Score of 2 or higher as the target of this talent. The designated enemy becomes Flat-Footed against your attacks until the end of your next turn.

Light Strike

  • Benefit: Any time you attack a Flat-Footed opponent with a damage-dealing Force Power or attack with a Lightsaber, you deal an extra 1d6 damage. This doesn't affect Dark Side Force Powers. This talent can be taken numerous times increasing the amount of d6s rolled each time it is taken. You can spend one Force Point to apply this strike to a non-Flat-Footed opponent if they are a Dark Being.

Attuned

Prerequisite: Light Strike
  • Benefit: When you roll a Natural 20 on an attack roll against a target with a Dark Side Score of 1 or higher, you can activate a single Force Power with the [Light Side] descriptor immediately as a Free Action.

Dark Retaliation

Prerequisite: Light Strike
  • Benefit: Once per encounter, you can spend a Force Point to activate a Force Power as a reaction to being targeted by a Dark Side Force Power.

Surge of Light

  • Benefit: Once per encounter, as a Swift Action, you can return any Force Power with the [Light Side] descriptor to your Force Power Suite without spending a Force Point. You can select this Talent multiple times. Each time you select it, you can use this Talent one additional time per encounter.

Lightsaber Forms Talent Tree

You may only gain the effects of one Lightsaber Form at a time. It takes a Move Action to apply an effect of a Lightsaber Form or to switch Forms.

Niman

  • Benefit: When wielding a Lightsaber, you gain a +1 bonus to all of your Special Defenses.

Jar'Kai

Prerequisites: Lightsaber Defense & Niman
  • Benefit: When you use the Lightsaber Defense Talent, you gain twice the normal deflection bonus to your General Defense when you are wielding two Lightsabers.

Ataru

Prerequisites: Weapon Focus (Lightsabers) & Weapon Specialization (Lightsabers)
  • Benefit: You may add your Dexterity bonus (instead of your Strength bonus) on damage rolls when wielding a Lightsaber. When you wield a Lightsaber two-handed, you may apply double your Dexterity bonus (instead of double your Strength bonus) to the damage.

Djem So

Prerequisites: Weapon Focus (Lightsabers) & Weapon Mastery (Any Lightsaber)
  • Benefit: Once per round when an opponent hits you with a melee attack, you may spend a Force Point as a Reaction to make an immediate attack against that opponent.

Dun Möch

Prerequisites: Weapon Focus (Lightsabers) & Weapon Mastery (Any Lightsaber)
  • Benefit: You may make a Deception check as a Swift Action (instead of a Standard Action) when attempting to Feint in combat.

Juyo

Prerequisites: Weapon Focus (Lightsabers) & Weapon Specialization (Lightsabers)
  • Benefit: Once per encounter, you may spend a Force Point as a Swift Action to designate a single opponent in your line of sight. For the remainder of the encounter, all attacks against that opponent are rolled with Advantage.

Vaapad

Prerequisite: Juyo
  • Benefit: When attacking with a Lightsaber, the Critical Threat Range and Critical Damage Multiplier of the weapon is increased by +1.

Sokan

Prerequisite: Acrobatic Recovery, Weapon Focus (Lightsabers), & Weapon Specialization (Lightsabers)
  • Benefit: You may Take 10 on Acrobatics checks to Tumble, even when distracted or threatened. Additionally, each threatened or occupied square that you Tumble through only counts as 1 square of movement.

Trakata

Prerequisites: Base Attack Bonus +12, Weapon Focus (Lightsabers), & Weapon Specialization (Lightsabers)
  • Benefit: By harnessing the unique characteristics of a Lightsaber, you can catch your opponent off guard by quickly shutting off and reigniting the blade. When wielding a Lightsaber, you may spend two Swift Actions to make a Deception check to Feint in combat. If the check is successful you regain one Swift Action and gain a Temporary Force Point.

Makashi

Prerequisite: Lightsaber Defense, Weapon Focus (Lightsabers), & Weapon Specialization (Lightsabers)
  • Benefit: When wielding a single Lightsaber in one hand, the deflection bonus you gain from the Lightsaber Defense Talent increases by 2.

Maho-Kai

Prerequisites: Skill Focus (Use the Force), Weapon Focus (Lightsabers), & Weapon Specialization (Lightsabers)
  • Benefit: Whenever you make multiple attacks with any type of Lightsaber as part of a Full Attack, you may choose to forgo an attack and instead activate a Force Power that requires a Standard Action or Move Action to activate. When activating a Force Power in this manner, apply the attack roll penalty to the Use the Force check to activate the Force Power. You may only activate one Force Power in this manner each Round.

Shien

Prerequisites: Deflect, Redirect Shot, Weapon Focus (Lightsabers), Weapon Specialization (Lightsabers)
  • Benefit: Whenever you redirect a deflected blaster bolt (see the Redirect Shot Talent), you gain a +10 bonus on your ranged attack roll.

Shii-Cho

Prerequisites: Block, Deflect, Weapon Focus (Lightsabers), & Weapon Specialization (Lightsabers)
  • Benefit: When using the Block or Deflect Talents, you only take a -2 penalty on your Use the Force check for every previous Block or Deflect attempt since your last turn.

Soresu

Prerequisites: Block, Deflect, Weapon Focus (Lightsabers), & Weapon Specialization (Lightsabers)
  • Benefit: You may reroll a failed Use the Force check when using the Block or Deflect Talents.

Martial Monk

Aura of Freedom

  • Benefit: All allies within 6 squares of you gain a +5 Force bonus to CMD and other Immobilizing Hazards. Additionally, whenever an ally within 6 squares of you is moved against its will (such as by the Move Object Force Power or the Bantha Rush feat), you can spend a Force Point as a Reaction to negate the forced movement entirely.

Liberate

Prerequisite: Aura of Freedom
  • Benefit: You can spend a Force Point as a Swift Action to designate one ally within 12 squares of you and in your line of sight that is currently Grabbed, Grappled, or Immobilized; that target automatically escapes from the Grab or Grapple (or the Immobilization effect is removed), and the target can move up to half its Speed immediately as a Reaction. This movement does not provoke Attacks of Opportunity.

Martial Resurgence

  • Benefit: You recover one spent Force Power, adding them to your Force Power Suite again, whenever you roll a Natural 20 on an Unarmed attack.

Rebound Leap

  • Benefit: Whenever you reduce an opponent to 0 Hit Points with an Unarmed attack, you can make a Jump check as a Free Action, moving a distance as determined by the results of your Jump check. You can use the Surge Force Power as normal to enhance this Jump check, increasing the distance you move.

Telekinetic Strike

  • Benefit: Whenever you make a successful Unarmed attack, you can add the result of a Force Point roll to the damage roll instead of the attack roll.

Brutal Unarmed Strike

Prerequisite: Telekinetic Strike
  • Benefit: Whenever you roll the damage for an Unarmed attack, you reroll any dice that come up with a result of 1.

Telekinetic Throw

Prerequisite: Advanced Combat Maneuvers
  • Benefit: Whenever you successfully use the Throw Specialist feat, your opponent falls Prone in any space you desire up to 3 squares beyond your reach.

Simultaneous Strike

Prerequisite: Base Attack Bonus +5
  • Benefit: As a Standard Action, you can make two Unarmed attacks, each against different targets.

Matukai Warrior

Body Control

  • Benefit: You can add your Charisma modifier instead of your Constitution modifier to your Fortitude Defense. Additionally, you can spend a Force Point as a Swift Action to become immune to Poison, Radiation, and Disease until the end of the encounter.

Infuse Weapon

  • Benefit: You can spend a Force Point to infuse an unpowered melee weapon with the strength of The Force, making it resistant to the attacks of other Weapons. Infusing the weapon takes a Full-Round Action. From that point forward, when you wield the weapon, its Damage Reduction is doubled, and Lightsabers do not ignore the weapon's Damage Reduction. When you spend a Force Point to modify the attack roll of an Infused Weapon, you also add 2 x the Force Point's result to the damage roll if the attack succeeds.

Physical Surge

  • Benefit: Whenever you roll an Initiative check at the start of combat, you can spend a Swift Action immediately, regardless of whether or not you are Surprised.

Soft to Solid

  • Benefit: As a Reaction, when an attack damages you, you can spend a Force Point to increase the rigidity of your skin, gaining DR 10 until the end of your next turn.

Telekinetic Vigilance

Prerequisite: Force Intercept
  • Benefit: You can return the Force Intercept Force Power to your Force Power Suite as a Swift Action, without spending a Force Point.

Discblade Arc

Prerequisite: Proficient with Discblade
  • Benefit: As a Full-Round Action, you can make an Area Attack with your Discblade, striking three targets, all of which must be within Point-Blank Range for your Discblade. This attack uses the Area Attack rules; you make one attack roll and compare the result to the Reflex Defense of every target you designate.

Distant Discblade Throw

Prerequisite: Proficient with Discblade
  • Benefit: When you use a Discblade, you treat it as a Pistol (instead of a Thrown Weapon) for the purpose of determining Range.

Recall Discblade

Prerequisite: Proficient with Discblade
  • Benefit: When you make a ranged attack with a Discblade (or use the Discblade Arc Talent above), after the attack is resolved you can make a DC 15 Use the Force check to call the weapon back to your hand as a Free Action.

Weapon Specialization (Discblade)

Prerequisite: Weapon Focus (Discblade)
  • Benefit: You gain a +2 bonus on damage rolls with your Discblade.

Wan-Shen Defense

Prerequisite: Weapon Proficiency (Melee Weapons)
  • Benefit: As a Swift Action, you can use your Wan-Shen to parry your opponents' attacks, gaining a +2 deflection bonus to your General Defense against melee attacks until the start of your next turn. You must have your Wan-Shen in hand to use this Talent, and you do not gain the deflection bonus if you are Flat-Footed or otherwise unaware of the incoming attack. You can take this Talent multiple times; each time you take this Talent, the deflection bonus increases by +2.

Wan-Shen Kata

Prerequisite: Weapon Proficiency (Melee Weapons)
  • Benefit: You treat the Wan-Shen as a Medium Weapon instead of a Large Weapon. You can use the Pin and Trip feats with a Wan-Shen, substituting your attack bonus with the Wan-Shen for your Grapple check. You must have your Wan-Shen in hand to use this Talent. In addition, when you use the Wan-Shen as a Double Weapon, you reduce all attack penalties for attacking with both ends of the weapon by 1.

Wan-Shen Mastery

Prerequisites: Weapon Proficiency (Melee Weapons)
  • Benefit: Wan-Shen Kata, Base Attack Bonus +5} As a Standard Action, you make two attacks with your Wan-Shen, each one against a different target within your reach. You must have your Wan-Shen in hand to use this Talent.

Saber Duelist

Accurate Saber Thrower

  • Benefit: When throwing your Lightsaber you may roll your Attack roll with Advantage. If you Aim before making your attack roll you may increase your Critical Threat Range by 1.

Guided Saber Thrower

Prerequisite: Accurate Saber Thrower
  • Benefit: You can throw a Lightsaber more efficiently than most other wielders. You may spend a swift action to treat the Thrown Lightsaber as though it has the range of a Blaster Rifle. If you aim your attack before making it you may use the range of a Heavy Repeater. The thrown Lightsaber deals normal weapon damage if it hits. You may pull your Lightsaber back to your hand as a Free Action (instead of a Swift Action) by making a (DC= 5 +1 for every square between you and it) Use the Force check. If you make your Lightsaber throw a Full-Round Action you don’t need to make a check to return it to your hand at the end of your turn.

Expert Duelist

  • Benefit: You may add your full Hero Level on Damage rolls with any Lightsaber.

Crippling Blow

Prerequisite: Expert Duelist
  • Benefit: While making an Attack of Opportunity with a Lightsaber, if the attack hits, it deals normal damage and also reduces the target's speed to 2 squares until the end of your next turn.

Force Momentum

  • Benefit: You use The Force to add to the impact of your melee weapon, increasing your damage. Whenever you spend a Force Point to add to a melee attack roll, if the attack hits you can also add the Force Point's result to the damage roll.

Saber Block

  • Benefit: As a reaction, you may negate a melee attack by making a Use Force Check {the DC of the check is equal to the Attack roll you wish to negate.} You take a -5 penalty on your next Use the Force Check for every time you've used Block or Deflect since the beginning of your last turn. You must have your Lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not Flat-Footed.

Saber Clash

Prerequisite: Saber Block
  • Benefit: As a reaction, once per encounter, make an Attack Roll against a character whose attack you negated using Block, if your attack roll meets or surpasses theirs you lock them in a Clash. When you lock someone in a Clash you may make a Full Round Action to make two attack rolls against them with no penalty. To disengage from a Clash the character must make an Attack Roll against your Clash Attack Roll, on a successful check they may make the rest of their turn freely.

Saber Riposte

Prerequisite: Saber Block
  • Benefit: As a reaction, once per encounter, make a Lightsaber attack against a character whose attack you negated using Block. Only non-area melee attacks can be riposted in this manner. Prerequisite: Block & BAB +5.

Saber Defense

  • Benefit: As a swift action you can gain a +1 parry bonus to your Defense until the start of your next turn. You must have your Lightsaber drawn and ignited to use this Talent. You do not gain the bonus if you are, or become, Flat-Footed. You can take this talent multiple times increasing the bonus by 1 {Maximum 5}.

Saber Deflect

  • Benefit: You may make a Use Force Check for your Attack Deflection, instead of your your attack modifier, the DC of the check is equal to the Attack roll you wish to negate. You take a -2 penalty on your next Use the Force Check for every time you've used the Block or Deflect talent since the beginning of your last turn regardless of the result of your Use the Force Check. You must have your Lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not Flat-Footed. You can use this talent to deflect burst/full auto fire as well, but every bolt you attempt to deflect counts as its own Use the Force check. This talent cannot be used on area weapons or Colossal weapons.

Reflect Shot

Prerequisite: Saber Deflect & Base Attack Bonus +5
  • Benefit: Once per round after a successful Deflection of a blaster bolt, you can make an immediate ranged attack on a Creature or object within your line of sight. Only single blaster bolts can be Reflected.

Lethal Redirect

Prerequisite: Redirect Shot
  • Benefit: Whenever you successfully Redirect a blaster bolt and hit your target, the redirected attack deals +1 die of damage.

Shoto Focus

  • Benefit: Whenever you wield both a one-handed Lightsaber and a Short Lightsaber (or Guard Shoto), you gain a +2 competence bonus on attack rolls made with the Short Lightsaber (or Guard Shoto).

The Faith of Luka Talent Tree

Compel

  • Benefit: You may attempt to lock ‘eyes’ with a target by making a Use the Force check against their Reflex Defense. On a successful check, you may compel your target during their next turn. When you are controlling them, you do not have access to their talents or feats you may only compel them to take actions and move. At the start of each of your turns, if you wish to continue to compel your target, you may make a Use the Force check against your target’s Will Defense.

Force Focus

  • Benefit: As a Full-Round Action, you may make a DC 15 Use the Force check. If the check succeeds, you regain one spent Force Power of your choice.

Force Mastery

  • Benefit: Gain access to Master tier Force moves.

Luka Perception

  • Benefit: You can make a Use the Force check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence. You are considered Trained in the Perception skill. If you fail a Perception check roll, you may spend a Force Point to, reroll and use your Use the Force check instead (subject to the same circumstances and limitations).

Telepathic Link

  • Benefit: You form an enhanced Telepathic Link with a willing ally, that possesses the Force Sensitivity feat, as a Swift Action. The Telepathic Link is maintained until you choose to remove it (no Action required). As long as you remain within one mile of 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 link partner’s Force Power Suite (if the link partner consents), or you may allow your link partner to use one of your Force Powers. You may only have one Telepathic Link active at a time.

Telepathic Influence

Prerequisite: Telepathic Link
  • Benefit: 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 all allies within 6 squares of you a temporary Force Point.
If your ally does not use this temporary Force Point before the end of the encounter, it is lost.

Telekinetic Prodigy

  • Benefit: When you take the Force Training Feat and select a Level 1 Force Power with the [Telekinetic] descriptor, you may take an additional Force Power. The other Force Power must also have [Telekinetic] descriptor.
You can only gain one extra Force Power each time you take the Force Training Feat, regardless of how many times you choose a Force Power with the [Telekinetic] descriptor.

Move Massive Object

Prerequisites: Move Object
  • Benefit: When you successfully use the Move Object Force 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 Force Power. You must spend a Force Point when you activate the Force 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 Force Power). Otherwise, the target takes half damage. This is an Area Effect.

Field Detection

Prerequisite: Trained in Use the Force
  • Benefit: As a Swift Action, make a DC 15 Use the Force check. If the check succeeds, you can detect the presence, general strength, and origin (or direction of origin if the source is out of range) of electromagnetic and energy fields within 12 squares of you. You can also determine the type of field, allowing you to detect Communications Devices, Detection and Surveillance Devices, and other electronic Equipment. When dealing damage to a person or Droid using a personal shield, or to a Vehicle with shields active, a successful check allows you to detect minute fluctuations in the shield, reducing their Shield Rating by -5 against your attacks until the end of your turn.

Improved Force Sight

Prerequisites: Trained in Use the Force
  • Benefit: You can use the Search application of the Perception skill as a Swift Action. Additionally, you always succeed when using the Sense Surroundings application of the Use the Force skill (no roll required).

Quickseeing

Prerequisites: Trained in Use the Force & Farseeing
  • Benefit: As a Free Action on your turn, you can make a Use the Force check against a living creature within 12 squares, removing one use of the Farseeing Force Power from your active Force Power Suite (as though you had activated the Force Power). If your check result equals or exceeds the Will Defense of the target, you gain a +5 insight bonus on attack rolls against that target until the end of your turn. This counts as using the Farseeing Force Power against that target, but this Talent replaces the normal rules and effects of that Force Power.

Force-User Prestige Talent Trees

If a Force-User has a Hero Level of 10 or higher, and they have 5 or more levels in Force Adept, they may instead choose a talent from a Prestige Talent Tree below, so long as they meet its other prerequisite.

Dathomiri Druids

Prerequisites: Hero Level 10, Force-User Class Level 5, & 3 Dathomiri Witch Talents.

Akk Dog Master

  • Benefit: You gain an Akk Dog Follower. Choose either the Aggressive Follower Template, the Defensive Follower Template, or the Utility Follower Template, and generate the Akk Dog Follower's statistics using the Akk Dog Follower Template. The Akk Dog Follower automatically gains the Power Attack feat as a bonus Feat. Additionally, any Force Power you activate that targets you can target your Akk Dog Follower instead, at your discretion. An Akk Dog counts toward the total number of Followers you have, just like Followers gained from other Talents.

Akk Dog Actions

Prerequisite: Akk Dog Master
  • Benefit: You and your Akk Dog have bonded through The Force and can fight in concert. You can use any of the followers Actions on your turn:
Attack in Concert
As a Standard Action, you can make a melee or ranged attack against a target in Range. If your Akk Dog Follower is adjacent to the target and your attack hits, the target also takes Piercing damage equal to 1d6 + the Akk Dog's Strength modifier. This additional damage is considered part of your attack for the purposes of resolving damage, Damage Reduction, Shield Rating, and overcoming Damage Threshold.
Fall Upon Prey
As a Standard Action, you can make a melee or ranged attack against a target in Range, and your Akk Dog can take the Charge Action against a target within its Range. However, both you and your Akk Dog take a -5 penalty on your attack rolls (this replaces the bonus to attack rolls granted by the Charge Action).
Paired Maul
As a Standard Action, you can make a melee or ranged attack against a target in Range. If the attack hits, your Akk Dog Follower gains a +2 competence bonus on it's next attack roll against that target.

Akk Dog Attack Training

Prerequisite: Akk Dog Master
  • Benefit: Your Akk Dog Follower gains the Powerful Charge feat.

Protective Reaction

Prerequisite: Akk Dog Master
  • Benefit: Whenever you are targeted by an attack made by an enemy adjacent to your Akk Dog Follower, that attacker provokes an Attack of Opportunity from your Akk Dog Follower.

Convection

  • Benefit: You alter your body chemistry, causing your skin to burn with incredible heat.
  • Time: Swift Action.
  • Targets: Self.
Make a Use the Force check. The result of the check determines the effects, if any:
DC Effect
15 Until the start of your next turn, all your Unarmed melee attacks deal +1d6 points of fire damage. Any target that takes fire damage also catches on Fire.
20 Until the start of your next turn, all your Unarmed melee attacks deal +2d6 points of fire damage. Any target that takes fire damage also catches on Fire.
25 Until the start of your next turn, all your Unarmed melee attacks deal +3d6 points of fire damage. Any target that takes fire damage also catches on Fire.
30 Until the start of your next turn, all your Unarmed melee attacks deal +4d6 points of fire damage. Any target that takes fire damage also catches on Fire.
Special: You can spend a Force Point to deal the bonus fire damage to any creature that strikes you with an Unarmed attack, or makes a Grab or Grapple attack against you, for as long as Convection is in effect. You can maintain Convection from round to round, extending the normal duration. Maintaining the Convection Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Convection, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Convection.

Cryokinesis

  • Benefit: You can use the Force to draw heat away from a target, causing its temperature to drop rapidly.
  • Time: Standard Action.
  • Targets: One unattended object within 12 squares and within line of sight.
Make a Use the Force check. The result of the check determines the effects, if any:
DC Effect
20 The target becomes cold to the touch and more fragile. Reduce the target's Damage Reduction by 5 until the end of your next turn. Additionally, if the target is mechanical or electronic, it automatically moves -1 step along the Condition Track.
25 The target becomes cold to the touch and more fragile. Reduce the target's Damage Reduction by 10 until the end of your next turn. Additionally, if the target is mechanical or electronic, it automatically moves -1 step along the Condition Track.
30 The target becomes cold to the touch and more fragile. Reduce the target's Damage Reduction by 15 until the end of your next turn. Additionally, if the target is mechanical or electronic, it automatically moves -1 step along the Condition Track.
35 The target becomes cold to the touch and more fragile. Reduce the target's Damage Reduction by 20 until the end of your next turn. Additionally, if the target is mechanical or electronic, it automatically moves -1 step along the Condition Track.
Special: You can spend a Force Point to increase the penalty to the target's Damage Reduction by an additional 5 points. A target moved to the bottom of the Condition Track by this Force Power ceases to function until it is repaired, but is otherwise unharmed. You can maintain Cryokinesis from round to round, extending the normal duration of the effects (though the target does not move further down the Condition Track). Maintaining the Cryokinesis Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Cryokinesis, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Cryokinesis.

Earth Buckle

  • Benefit: You can spend a Force Point as a Swift Action to create a 3x3 square area of Difficult Terrain centered on you. You ignore any penalties for moving on Difficult Terrain that you create using this Talent.

Fluidity

  • Benefit: You can use your Use the Force check modifier in place of your Acrobatics check modifier when making Acrobatics checks. If you are entitled to an Acrobatics check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Additionally, when you attempt a Grapple or attempt to break free of a Grapple, you can spend a Force Point to be treated as if you were one size category larger.

Plant Surge

  • Benefit: You reach out with The Force to entreat the aid of plants, causing them to lash out at your opponents.
  • Time: Standard Action.
  • Targets: One creature within 12 squares of you, and within your line of sight.
Make a Use the Force check. Compare the result of the Use the Force check to the Fortitude Defense of the target. If your Use the Force check equals or exceeds the target's Fortitude Defense, the target's Speed is reduced to 0, until the start of your next turn. A creature can escape (restoring its normal Speed) by making a Grapple check as a Standard Action, opposed by your Use the Force check result. (If the target cannot make Grapple checks, that target cannot escape.) There must be one or more plants adjacent to the target, or else this Force Power fails automatically.
  • Special: You can spend a Force Point to impose a -10 penalty to the target's Grapple checks made to escape the Plant Surge.
  • Special: You can maintain Plant Surge from round to round, extending the normal duration. Maintaining the Plant Surge Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Plant Surge, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Plant Surge.

Wind Vortex

  • Benefit: You can spend a Force Point as a Swift Action to surround yourself with whirling winds. You gain Concealment from all other targets and gain a +2 circumstance bonus to your Reflex Defense against Thrown Weapons. This effect lasts until the end of the encounter.

Improved Companion

Prerequisite: Animal Companion
  • Benefit: Your Animal Companion gains an additional Beast Trait or natural weapon, or may raise a single Ability Score or Natural Armor bonus by one point. This talent may be taken multiple times.

Shared Aptitude

Prerequisites: Improved Companion
  • Benefit: Your Animal Companion gains the use of a select few of your Talents. The Animal Companion may make use of a number of Talents equal to its Wisdom modifier (minimum 1).

Combustion

Prerequisite: Force Training
  • Benefit: You can spend a Force Point as a Swift Action to add 1d6 points of Fire damage to any Force Power that causes damage to a single target. A target that takes Fire damage also catches on Fire.

Thunderclap

Prerequisites: Force Training & Rush Recklessly
  • Benefit: When you use a Force Power that deals damage, you can use the Rush Recklessly feat against that target as though you had made a melee attack.

Animal Senses

Prerequisites: Trained in Perception & Nature Sense
  • Benefit: You ignore Concealment (including Total Concealment) from darkness. However, you cannot perceive colors in total darkness. Additionally, at close range (within 10 squares), you ignore Concealment and Cover for purposes of Perception checks, and take no penalty from poor visibility while Tracking.

Force Zealot

Prerequisites: Hero Level 10

Channel Vitality

  • Benefit: You can fuel your mastery of The Force with your own vitality. As a Swift Action, you can take 1 Strain to gain 2 Force Points.

Esoteric Technique

  • Benefit: When you spend a Force Point to activate a Force Technique or Force Secret, you gain Bonus Hit Points equal to 10 + your Class Level until the end of the encounter.

Fast Movement

  • Benefit: A Force Zealot gain a bonus to their land speed equal to half their Wisdom modifier.

Wall Run

Prerequisite: Fast Movement
  • Benefit: A Force Zealot has the ability to run up or along a wall a number of squares equal to your land speed.

Force Harmony

  • Benefit: Once per encounter, you can activate one Force Talent that requires a Force Point to use without spending a Force Point.

Force Strike

  • Benefit: A Zealot’s unarmed attack is treated as Force damage instead of Bludgeoning damage. As long as they have at least 1 Force Point, Force Strike is active.

Force Techniques

  • Benefit: A Force Zealot gains access to Force techniques they may use to accomplish amazing abilities, even among Force users. Force techniques use a Zealot's Force Points to activate their abilities. Every time a Zealot takes this talent they may choose a new technique from the list below, so long as they meet its prerequisites. Zealots may regain a number of Force Points, equal to their Charisma modifier, per day.

Mystic Mastery

  • Benefit: Whenever you gain a level, you also gain a number of additional Force Points equal to the number of Force Talents you possess (maximum +6).

Surrender to the Current

  • Benefit: As a Swift Action, you can choose to surrender to the current of the Living Force and allow it to flow around you and fuel your Force Powers. Until the end of the encounter, you cannot use Force Powers that do not have "You" as the sole target. However, once per turn as a Swift Action, you can recover one spent Force Power that has "You" as the sole target without spending a Force Point, adding that Force Power back to your Force Power Suite.

Zealot Techniques

Prerequisite: Surrender to the Current
  • Benefit: By spending 1 Force Point, a Zealot can do one of the following
Zealot Strike
Make one additional attack during your Standard Action
Zealot Surge
Increase all speeds by 3 squares until the end of your turn
Zealot Dodge
Give yourself a +5 dodge bonus to Reflex Defense until the start of your next turn. Special: Each of these powers is activated as a swift action.

Zealot Secrets

Prerequisite: Zealot Techniques
  • Benefit: By spending 2 Force Points, a Zealot can do one of the following:
Body of Living Force
A Zealot deals up to 10 points of Unstoppable damage to themself to regain the same number of Force Points.
Extreme High Jump
A Zealot may jump to locations up to 100 feet (20 squares)
Purity of Body
A Zealot is cured of any diseases or toxins.
Slow Fall
You take damage as if the fall were 30 feet shorter than it actually is (the Zealot’s ability to slow their fall may be improved to 70 feet shorter by spending an additional Force Point)  

Negate and Redirect

  Prerequisites: Negate Energy
  • Benefit: When you successfully use the Negate Energy Force Power against a ranged Energy weapon (such as a blaster), you can redirect some of the shot's energy at an enemy target, in addition to the Force Power's usual benefit. As a Free Action immediately following your successful use of the Negate Energy Force Power, choose one enemy within your line of sight, and within 6 squares of you, and make a Use the Force check against the target's Fortitude Defense. If your Use the Force check equals or exceeds the target's Fortitude Defense, the target takes Energy damage equal to one-half of the damage you negated.

Force Directed Shot

Prerequisites: Trained in Use the Force
  • Benefit: You use The Force to alter the flight of your blaster bolt, projectile, or similar missile from a thrown or ranged weapon. As a Swift Action, select one square within 12 squares of you and within your line of sight. You treat that square as the origin square for your next ranged attack with an Energy weapon made before the end of your next turn, and determine Cover and Concealment as though you were firing from that square. You must have line of sight to the target of the attack from the square you occupy.

Rising Anger

Prerequisites: Force Sensitivity & Dark Side Score of 1+
  • Benefit: You tap directly into your anger to increase the effectiveness of your attacks. Once per round as a Reaction to an ally taking damage or being moved down the Condition Track by an enemy, you gain a +1 morale bonus to your next attack roll. If you use this Talent again before you make an attack, the bonus increases by 1, up to a maximum of +5.

Rising Panic

Prerequisites: Force Sensitivity & Dark Side Score of 1+
  • Benefit: You start a Rising Panic in an enemy who observes your attacks and actions, inhibiting the enemy's ability to respond. Once per round as a Reaction to an enemy damaging one of your allies or moving one of your allies down the Condition Track, you can make a Use the Force check against the target's Will Defense. If the check equals or exceeds the target's Will Defense, you move the target -1 step on the Condition Track. An enemy moved to the bottom of the Condition Track by this Talent does not fall unconscious, but instead must spend its actions fleeing combat for one minute or until it moves up the Condition Track. This is a Mind-Affecting Fear effect.

Inquisitor

Prerequisites: Hero Level 10

Force Interrogation

  • Benefit: When you deal damage to one or more creatures by using a Force Power, you can immediately make a Persuasion check as a Free Action to Intimidate a single target you damaged.

Cower Enemies

Prerequisite: Force Interrogation
  • Benefit: When you use the Persuasion skill to Intimidate, you can Intimidate all targets in a 6-Square Cone (originating from your square) instead of Intimidating a single target. All other limitations to the Intimidation use of the Persuasion skill still apply.

Unsettling Presence

Prerequisite: Force Interrogation
  • Benefit: You can spend a Force Point as a Standard Action to create an aura of unsettling discomfort around you. You make a Use the Force check when you activate this Talent and compare the check result to the Will Defense of any creature that comes within 6 squares of you. If your Use the Force check result equals or exceeds the creature's Will Defense, that target takes a -2 penalty on attack rolls and Skill Checks while within 6 squares of you. This aura lasts for the remainder of the encounter.

Inquisition

  • Benefit: You are particularly adept at dealing with Force-sensitive foes. You gain a bonus on attack rolls and damage equal to 1/2 your Wisdom modifier against all targets that have the Force Sensitivity feat.

Mind Probe

  • Benefit: When you touch a living creature with an Intelligence score of 3 or higher, you can use The Force to probe its mind for secrets. You must be adjacent to the target, and using the Mind Probe is a Full-Round Action. If the target is unwilling, you must succeed on a Use the Force check, equaling or exceeding the target's Will Defense. This ability otherwise functions exactly as the Gather Information skill's Learn News and Rumors, Learn Secret Information, and Locate Individual applications. Your Use the Force check must still exceed the base Gather Information skill DCs in order to retrieve the information you seek, but you need not pay anything in bribes, and you retrieve the information as a part of the Full-Round Action. Failing the Skill Check by 5 or more does not cause someone to notice that you are seeking the information.

Perfect Telepathy

  • Benefit: You can communicate in full sentences and complete thoughts when you use the Telepathy aspect of the Use the Force skill, instead of just in basic phrases. However, the target of your Telepathy can still only communicate in basic emotions or single thoughts.

Psychic Citadel

  • Benefit: You gain a Force bonus to your Will Defense equal to your Class Level.

Psychic Defenses

Prerequisite: Psychic Citadel
  • Benefit: Whenever another creature targets you with a Force Power with the [Mind-Affecting] descriptor, the caster automatically takes Force damage equal to 1d6 x your Wisdom modifier (minimum x1).

Telepathic Intruder

  • Benefit: Whenever you use a Force Power with the [Mind-Affecting] descriptor successfully against a target, until the end of your next turn you gain a +2 Force bonus on Skill Checks made to activate [Mind-Affecting] Force Powers and Force Talents against that same target.

Jal Shey Mentor

Prerequisites: Hero Level 10 & 3 Jal Shey Talents.

Armored Defense

  • Benefit: When wearing Attuned Armor, none of your Force Powers are Restricted or Limited.

Armored Defender

Prerequisite: Armored Defense
  • Benefit: When wearing Attuned Armor, you may spend a Force Point to add your Armor Check Penalty to your next Attack Roll or Use the Force check as a bonus.

Force Hardening

Prerequisite: Armored Defense
  • Benefit: While wearing Attuned Armor, you may spend a Force Point to double its Damage Resistance.

Juggernaut

Prerequisite: Armored Defense
  • Benefit: Your Armor does not reduce your Speed or the distance you can move while moving. You must be proficient with the Armor you are wearing to gain this benefit.

Second Skin

Prerequisite: Armored Defense
  • Benefit: When wearing Attuned Armor, you no longer suffer from the Armor Check Penalty and its Dexterity Mod Limit is increased by +2.

Attune Weapon

  • Benefit: You may spend a Force Point to attune a melee weapon. Attuning the weapon takes a Full-Round Action. From that point forward, whenever you wield the attuned weapon, you gain a +1 Force bonus on attack rolls. The weapon is attuned to you alone; others who wield the weapon do not gain the Force bonus.

Direct

  • Benefit: As a Standard Action, you can return one spent Force Power to the Force Power Suite of any ally within 6 squares of you and in your line of sight. The Force Power must have been spent by the ally you designate.

Empower Weapon

  • Benefit: You may spend a Force Point to empower a melee weapon. Empowering the weapon takes a Full-Round Action. From that point forward, the Empowered Weapon deals an additional die of damage, but only when wielded by you.

Force Throw

Prerequisite: Empower Weapon
  • Benefit: You can hurl Simple Weapons (Melee), or Melee Weapons your size or smaller as a Standard Action, treating it as a Thrown Weapon. The Thrown Weapon deals normal weapon damage if it hits. If the weapon deals piercing or slashing damage, it becomes embedded in your target, remaining there and causing an additional die of damage each round at the end of the target's turn, and also when it is removed (removing the embedded weapon is a Swift Action, and an adjacent ally can remove the embedded weapon for you). Your target must be within 6 squares of you. The weapon does not automatically return to you, but you can retrieve it with the Move Object Force Power (dealing an additional die of damage in the process, if the weapon is embedded in the target, as above).

Force Talisman

  • Benefit: You may spend a Force Point to imbue a weapon or some other portable object with The Force, creating a Talisman that provides protection to you. Creating the Talisman takes a Full-Round Action. While you wear or carry the Talisman on your person, you gain a +1 Force bonus to one of your Defenses (Reflex Defense, Fortitude Defense, or Will Defense). You may only have one Force Talisman active at a given time, and if your Force Talisman is destroyed, you may not create another Force Talisman for 24 hours.

Focused Force Talisman

Prerequisite: Force Talisman
  • Benefit: When you create a Force Talisman, you can select a single Force Power from your Force Power Suite. Whenever you are wearing this Focused Force Talisman and activate the selected Force Power, you can spend a Force Point to immediately regain all your expended uses of that spent Force Power, adding it to your Force Power Suite.

Greater Focused Force Talisman

Prerequisites: Force Talisman, Focused Force Talisman
  • Benefit: As the Focused Force Talisman Talent, except that a Force Point spent to immediately recover the selected Force Power does not count against the "one per turn" restriction on spending Force Points.

Greater Force Talisman

Prerequisite: Force Talisman
  • Benefit: You may spend a Force Point to imbue a weapon or some other portable object with The Force, creating a Talisman that provides protection to you. Creating the Talisman takes a Full-Round Action. While you wear or carry the Talisman on your person, you gain a +1 Force bonus to all of your Defenses (Reflex Defense, Fortitude Defense, and Will Defense). You may only have one Greater Force Talisman active at a given time, and if your Greater Force Talisman is destroyed, you may not create another Greater Force Talisman (or regular Force Talisman) for 24 hours.

Insight of the Force

  • Benefit: You can make a Use the Force check in place of a Knowledge check for any Knowledge skill you are not Trained in. You are considered Trained in that Knowledge skill for the purposes of using this Talent. If you are entitled to a Knowledge check reroll, you can reroll your Use the Force check instead (subject to the same circumstances and limitations).

Shield Expert

Prerequisite: Armor Proficiency (Light)
  • Benefit: You are an expert in using Energy Shields for maximum effectiveness. Once per encounter, you can spend a Swift Action to regain 10 points of SR on an active Energy Shield, you may spend more Swift Actions to regain another 10 SR.

Impart Knowledge

Prerequisite: Skilled Advisor
  • Benefit: You can Aid Another on the Knowledge checks of an ally within 6 squares of you as a Reaction for Knowledge skills you are Trained in.

Jedi Master

Prerequisites: Hero Level 10 & 3 Jedi Knight Talents.

Enhanced Danger Sense

  • Benefit: You gain a +10 bonus on Perception checks made to avoid being Surprised. Additionally, you can spend a Force Point to act in the Surprise Round, even if you are Surprised.

Knowledge and Defense

Prerequisite: Enhanced Danger Sense
  • Benefit: You add your Wisdom bonus to your Reflex Defense whenever your Dexterity bonus would normally be denied to you.

Expanded Horizon

  • Benefit: Whenever you use the Search Your Feelings application of the Use the Force skill, you can sense the consequences of your actions out to 1 hour into the future (instead of the normal 10 minutes). You can spend a Force Point when you do so to expand this window out to 8 hours, or a Destiny Point to expand this window out to 24 hours.

Knowledge of the Force

  • Benefit: You can use your scholarly knowledge of The Force to help others reach their full potential. You can spend a Force Point as a Reaction to Aid Another ally within 6 squares on a Use the Force check, following the normal rules for the Aid Another Action as usual.

Linked Fate

  • Benefit: As a Swift Action, you can spend a Force Point to designate one non-Droid ally within 12 squares of you and in your line of sight. Until the end of your next turn, whenever you or the targeted ally takes damage from any source, you take half of the damage and your ally takes half of the damage. This halving of damage takes place before the damage is compared to your respective Damage Thresholds.

Cycle of Harmony

Prerequisite: Linked Fate
  • Benefit: When an ally within 12 squares of you and in your line of sight takes damage or moves down the Condition Track by any means, you can designate a different ally within 12 squares of you and in your line of sight as a Reaction. The ally you designate gain Bonus Hit Points equal to 5 + your Charisma modifier (minimum +1). Damage is subtracted from Bonus Hit Points first, and any Bonus Hit Points remaining at the end of the encounter are lost.

Force Stabilize

Prerequisite: Linked Fate
  • Benefit: You can designate an ally within 12 squares of you and in your line of sight once per turn as a Swift Action; that ally immediately takes its Second Wind if it has not yet done so in this encounter.

Living Tongue

  • Benefit: A Jedi Master, may spend a Force Point to understand and speak all languages until the end of the day.

Planetary Attunement

  • Benefit: Whenever you arrive on a new planet, you can spend 10 minutes and a Force Point to acclimate yourself to the planet's unique ebb and flow of Force energy.
While on the planet, you gain a +2 Force bonus to all Defenses against naturally occurring Hazards on the world, your Speed increases by 1 square, and you can sense what the weather will be like to the immediate area up to 24 hours in advance as a Full-Round Action.

Precognitive Meditation

  • Benefit: Once per day, you can spend 10 minutes meditating to seek visions of the future. At that time, you can spend a Force Point as a part of this meditation. Once during the rest of the day, whenever you or a Vehicle you Pilot are the target of an attack, you can choose to negate that attack provided the attack roll is not a Natural 20. At the end of the day, if you did not use this ability, you regain the Force Point spent on the meditation.

Repel Discord

  • Benefit: Whenever you are targeted by a Force Power with the [Dark Side] descriptor, you can spend a Force Point as a Reaction to give the creature that used that Force Power against you a penalty on its Use the Force check to activate the power equal to its Dark Side Score.

Scholarly Knowledge

  • Benefit: As a Swift Action, you can reroll a trained Knowledge check with Advantage.

Stifle Conflict

  • Benefit: You can choose to have any Force Power you activate deal Stun Damage instead of normal damage.

Force Exertion

Prerequisite: Force Training
  • Benefit: When you select this Talent, choose one Force Power that you have in your Force Power Suite. As a Reaction, you can remove any one Force Power from your active Force Power Suite to add an extra use of the Force Power designated by this Talent. Doing so moves you -1 Persistent step along the Condition Track. This Persistent Condition is removed by resting for 1 minute. You can select this Talent multiple times. Each time you do so, you choose a different Force Power to be gained by using this Talent.

Force Suppression

Prerequisite: Rebuke
  • Benefit: If you use the Rebuke Force Power to attempt to negate or redirect a Force Power used against you, but fail to overcome your opponent's Use the Force check result, you instead lessen the effect of the Force Power by one step. For example, if an opponent attempted to use the Slow Force Power on you and rolled a 21, if you fail to Rebuke the Force Power, you only suffer the DC 15 effect, instead of the DC 20 effect. This Talent only affects Force Powers that have variable effects based on your opponent's Use the Force checks, and Force Powers with static DCs without variable effects (such as Force Lightning) are unaffected.

Foresight

Prerequisite: Force Perception
  • Benefit: You may spend a Force Point to reroll an Initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on the Initiative check reroll, you immediately regain the Force Point spent to activate this talent.

Master Advisor

Prerequisite: Skilled Advisor
  • Benefit: When you use the Skilled Advisor Talent, the ally you aid gains one temporary Force Point at the end of their next turn. If the Force Point is not spent before the end of the encounter, it is lost.

Jensaarai Champion

Prerequisites: Hero Level 10 & 3 Jensaarai Guardian Talents.

A Bond Broken

  • Benefit: When an ally falls unconscious within your line of sight you may spend a Force Point to fly into a Rage for a number of rounds equal to your Wisdom/Charisma modifier (whichever is the larger number).

Force Link

  • Benefit: 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. You can assit them in all checks and rolls they make for the rest of the Encounter by rolling 1d6 + your Charisma modifier as a Reaction. However, anytime one of you takes damage, the other recives half of said damage (regardless of Damage Resistance present). 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.

Force Warning

  • Benefit: Allies within 12 squares can choose to reroll their Initiative checks at the start of combat, but must keep the result of the reroll, even if it is worse. Furthermore, if any allies within 12 squares are Surprised at the start of an encounter, but you are not, you can designate a number of those allies equal to your Wisdom modifier (minimum 1 those allies are no longer considered Surprised, and can act normally during the Surprise Round.

Watchman's Advance

Prerequisite: Force Warning
  • Benefit: When acting in the Surprise Round, you and your allies can take an extra Move Action. Any character can use only one extra Move Action during the Surprise Round, regardless of the number of characters with this Talent in your group.

Vigilance

  • Benefit: As a Swift Action you may designate one adjacent ally as the target of this Talent. That target gains a +3 deflection bonus to their Reflex Defense as long as you remain adjacent to them. You may change the target of this Talent as a Swift Action.

Sheltering Stance

Prerequisite: Block or Deflect & Vigilance
  • Benefit: Whenever you are adjacent to an ally, you may use the Block or Deflect Talents on attacks that target that ally without the need to spend a Force Point.

Jensaarai Battle Commander

Prerequisite: Battle Meditation
  • Benefit: You are trained to direct Force-users in pitched battles. Your Battle Meditation grants a +5 insight bonus on attack rolls instead of the normal +3.

Force Revive

Prerequisites: Battle Meditation, Jensaarai Battle Commander
  • Benefit: When an ally affected by your Battle Meditation is reduced to 0 hit points, you can spend a Force Point as a Reaction, allowing that ally to gain a Second Wind immediately.

Defensive Circle

Prerequisites: Battle Meditation, Block or Deflect, & Jensaarai Battle Commander
  • Benefit: As a Swift Action, you and any allies affected by your Battle Meditation gain a +3 insight bonus to their General Defense, lasting as long as they are affected by your Battle Meditation. Additionally, you grant a +1 bonus to all Special Defenses.

Share Talent

Prerequisite: At least 1 Talent
  • Benefit: Choose a talent you already possess. Once per day, as a Standard Action, you can spend a Force Point to impart the benefits of the chosen Talent to one or more allies, effectively granting them the Talent (even if they don't meet the prerequisites). The ally must be within 12 squares of you, and must be able to see and hear you gain the Talent; once gained, its benefits last until the end of the encounter. You can share the Talent with a number of allies equal to your Wisdom modifier. You can take this Talent multiple times. Each time you do so, you must select a different Talent to share with this ability. You can share each Talent with your allies only once per day.

Transfer Power

Prerequisite: Force Training
  • Benefit: As a Standard Action, you can spend any one use of a Force Power currently in your Force Power Suite, adding a use of that Force Power to the Force Power Suite of any ally, even if they are not Trained in the Use the Force skill. The ally must be within 12 squares of you and in your line of sight. When your ally uses that Force Power, it disappears from their Force Power Suite. If the ally does not use the Force Power before the end of the encounter, it is removed from his or her Force Power Suite.

Jensaarai Quick Draw

Prerequisites: Quick Draw & Weapon Focus (Lightsabers)
  • Benefit: If you are carrying a Lightsaber (either in your hand or at your belt), you can draw the Lightsaber, ignite it, and make a single attack during the Surprise Round, even if you are Surprised. If you are not Surprised, you can take any single Action of your choice, as normal. Additionally, once per turn you may draw and ignite a Lightsaber as a Free Action on your turn.

Jesdicar

Prerequisites: Hero Level 10 & 3 Lightbringer Talents.

Bando Gora Surge

  • Benefit: Whenever you move up the Condition Track by any means, you gain Bonus Hit Points equal to 5 + your Heroic Level. Bonus Hit Points are consumed before regular Hit Points, and unused Bonus Hit Points go away at the end of the encounter. The Bonus Hit Points from this talent does not stack with itself.

Dark Deception

  • Benefit: You can cloak your intentions with a veil of anger and hate. When another character attempts to sense you through The Force in any way, you can choose to act as though your Dark Side Score equals your Wisdom score. Additionally, Disguise is now a Class Skill for you.

Taint of the Dark Side

Prerequisite: Dark Deception
  • Benefit: Add one Force Power with the [Dark Side] descriptor to your Force Power Suite. Once per encounter, you can use that Force Power with the [Dark Side] descriptor without increasing your Dark Side Score. You can take this talent multiple times, each time allowing you to use it once more during the encounter.

Faith Breaker

  • Benefit: When fighting a Dark Side aligned target with a Dark Side Score larger than your Wisdom modifier, you gain a bonus to your Use the Force & attack rolls equal to the difference.

Firebrand of Light

  • Benefit: As a Swift Action, you can call upon the Lightside of the Force to wreath your Lightsaber in Force flames. Until the end of the Encounter, any successful attack you make with a Lightsaber, deals an additional 1d8 points of Fire damage. Against a member of the Dark Side, the Fire damage is increased by an extra d8.

Immolating Light

Prerequisite: Firebrand of Light
  • Benefit: Any time you deal Fire or Force damage to a Dark Side aligned target increase the Damage Die Step by 1 for each Dark Side Score Point they have.

Penance Stare

Prerequisite: Immolating Light
  • Benefit: You may spend a Standard Action to make a Force attack against an ajacent Dark Side aligned target. Make a Use the Force check against their Relfex Defense, if your check meets or excceeds their Defense they immediately take Damage equal to your Wisdom modifier + their Dark Side Score.

Force Fighter

  • Benefit: Whenever you spend a Force Point to add to an attack roll, you heal a number of Hit Points equal to the Force Point result if the attack hits.

Living Force of Light

  • Benefit: You can draw The Force into yourself, turning you into a beacon of light that purges the taint of The Dark Side. Time: Standard Action. Targets: All creatures with a Dark Side Score of 1+, within 6 squares of you.
Make a Use the Force check. The results of the check determines the effects, if any:
DC Effect
20 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins its turn within 6 squares of you, automatically takes 1d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
25 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins its turn within 6 squares of you, automatically takes 2d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
30 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins its turn within 6 squares of you, automatically takes 3d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
35 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins its turn within 6 squares of you, automatically takes 4d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
Special: You can spend a Force Point to increase the damage dealt by an additional +1d6 points of Force damage.
  • You can maintain Force Light from round to round, extending the normal duration. Maintaining the Force Light Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Force Light, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Force Light.

Radiant Light

  • Benefit: You are skilled at using a particular Force Power against Dark Side Members. Select one Force Power you know. When using that Force Power against members of the Dark Side, you have Advantage on all rolls related to that power. This Talent may be selected multiple times. Its effects do not stack. Each time you select this Talent, you must choose a different Force Power.

Resist Enervation

 
  • Benefit: Whenever an effect would move you down the Condition Track, you can spend a Force Point to negate that movement down the Condition Track.

Improved Lightbringer’s Gambit

Prerequisite: Lightbringer’s Gambit
  • Benefit: You can use Lightbringer’s Gambit an additional number of times equal to half your Class Level (minimum 1)

Improved Lightbringer’s Strike

Prerequisite: Lightbringer’s Strike
  • Benefit: Increase the damage dice of your Lightbringer’s Strike to d8, instead of d6.

Rebuke the Dark

Prerequisite: Rebuke
  • Benefit: When using the Rebuke Force Power against a Force Power with the [Dark Side] descriptor, you can make your roll with Advantage.

Victorious Force Mastery

Prerequisite: Force Training
  • Benefit: Whenever an enemy you have damaged in this encounter is reduced to 0 Hit Points, you may automatically return one spent Force Power to your Force Power Suite as a Free Action.

Marauder

Prerequisites: Hero Level 10

Believer Intuition

  • Benefit: As a Reaction, when an opponent successfully attacks you, make a Use the Force check and compare the result to your opponent's attack roll. If the check equals or exceeds the result of the attack roll, you can add your Charisma modifier to your General Defense. If the attack would miss after this bonus is applied you gain a DR equal to your Use the Force check result.

Bloodlust

  • Benefit: When you damage an opponent with a melee attack you may double your strength bonus to your damage on your next attack, the damage bonus from this talent does not stack with itself.

Channel Vitality

  • Benefit: You can fuel your mastery of The Force with your own vitality. As a Swift Action, you can move -1 step down the Condition Track to gain a Force Point.

Closed Mind

  • Benefit: Whenever a creature uses a Mind-Affecting effect on you that targets your Will Defense, it must roll the attack roll or Skill Check twice, taking the lower result.

Crimson Mask

  • Benefit: When your Hit Points fall under 1/2 their total value, you may spend a Swift Action and a use your Second Wind to, gain a bonus to damage equal to your current number of Force Points + your Dark Side Score until the end of the Encounter.

Dark Rage

  • Benefit: If your health falls below 3/4 of its total value or your are in Tier 3 or lower on the Condition Track you may fly into a Dark Rage. In a Dark Rage your Strength & Consitution scores are doubled and you gain a Damage Resistance equal to your Hero Level + Constitution Modifier. During a Dark Rage, all other Attributes are halved. When exiting a Dark Rage you are Exhausted, you may spend a Force Point and take one Strain to only be Fatigued.

Dark Scourge

  • Benefit: You have dedicated your life to wiping out the Lightside, and your hatred of them knows no bounds. Against Lightside characters you gain a Dark Side bonus on attack rolls equal to your Dark Side Score.

Frenzied Barrage

  • Benefit: As a Full-Round Action you may make an attack and double the number of damage die used for it, if your attack misses it has a 50% chance of hitting yourself.

Rip the Flesh

  • Benefit: When in a Dark Rage, every enemy you kill adds one more round to your Rage timer.

Salt the Wound

  • Benefit: Every time you take damage from a enemy’s attack you gain a temporary bonus of +1 to your Strength score that lasts until the end of your next turn.

Specter of Slaughter

  • Benefit: When you kill a target you may spend a Force Point to make a Use the Force the check and compare it to the Will Defense of a number of enemies up to your Dark Side Score. If your check meets or exceeds their Will Defense they gained the frightened condition for one round.

Martial Weapon Master

Prerequisites: Hero Level 10

Combat Trance

  • Benefit: You may spend a Force Point and Full-Round Action to add your Wisdom modifier to your attack rolls and damage rolls, on Melee weapons you control, until the end of the Encounter.

Force Gauntlet

  • Benefit: You have honed your defensive Force abilities through intese training. You can use the Block Talent, even when not armed with a Lightsaber, as though you were wearing a Cortosis Gauntlet. If you successfully Block an attack with a Lightsaber, the attacking Lightsaber is deactivated.

Guard Stance

Prerequisite: Force Gauntlet
  • Benefit: Whenever you are wielding a Melee Weapon, and successfully use the Block Talent to negate a melee attack, the attacker can make no further melee attacks until the start of it's next turn or until you are no longer adjacent to it.

Martial Retaliation

Prerequisite: Force Gauntlet
  • Benefit: Whenever you successfully use Block to negate an Attack, you may make an immediate Attack of Opportunity against the attacker.

Martial Devotion

  • Benefit: Your devotion to Martial Weaponry allows you to have an unpredictable edge over the Lightsaber weapons of many User traditions. You gain a +5 Force bonus on attack rolls made with Melee Weapons against a Lightsaber wielding target.

Single Weapon Supremacy

  • Benefit: You may spend a Force Point, while you’re wielding only one weapon, you may make all Attacks this turn against a chosen target’s Reflex Defense.

Twin Weapon Style

  • Benefit: As a Standard Action, whenever you are wielding two Weapons (or a Double Weapon), you can make one attack with each Weapon (or each end of a Double Weapon). Each attack must be against a different target.

Twin Weapon Mastery

Prerequisite: Twin Weapon Style
  • Benefit: Whenever you use the Twin Weapon Style Talent, you can move 2 squares between each attack. This movement does not provoke Attacks of Opportunity.

Energy Synergy

Prerequisite: Negate Energy
  • Benefit: Whenever you use the Negate Energy Force Power to successfully negate the damage from an Energy Weapon attack, you can spend a Force Point as a Reaction to immediately activate any Force Power currently in your Force Power Suite or make an attack with a Melee Weapon.

Martial Weapon Mastery

Prerequisites: Weapon Specialist & Weapon Focus (Melee Weapons)
  • Benefit: You may double the bonuses granted by these feats.

Martial Chosen Weapon

Prerequisite: Martial Weapon Mastery
  • Benefit: A Martial Weapon Master may choose a single weapon in which they’ve devoted their life to mastering.

Chosen Weapon Duelist

Prerequisite: Martial Chosen Weapon
  • Benefit: A Martial Weapon Master may choose one Talent from the Saber Duelist Talent Tree to use for their chosen weapon.

Chosen Weapon Form

Prerequisite: Martial Chosen Weapon
  • Benefit: A Martial Weapon Master may choose one Talent from the Lightsaber Form Talent Tree to use for their Chosen Weapon.

Mobile Attack

Prerequisites: Base Attack Bonus +6
  • Benefit: Immediately after making a Full Attack where you attacked with a Melee Weapon, you may Move up to your Speed as a Free Action.

Slashing Charge

Prerequisites: Weapon Focus (Lightsabers)
  • Benefit: Once per encounter, while making a Charge, your attack at the end of the charge gains a bonus depending on how many squares you moved. You must declare the use of this ability before you begin the Charge.

Paladin of the Living Force

Prerequisites: Hero Level 10

Equilibrium

  • Benefit: As a Swift Action, you can spend a Force Point to remove one Condition affecting you and return to a normal state. This talent does not work on Conditions related to Grappling.

Fearless

  • Benefit: Gain immunity to Fear effects.

Force Treatment

  • Benefit: You can make a Use the Force check in place of a Treat Injury check. You are considered Trained in the Treat Injury Skill for the purposes of using this Talent. If you are entitled to a Treat Injury check reroll, you can reroll your Use the Force check instead (subject to the same circumstances and limitations).

Instrument of the Force

  • Benefit: You are particularly in tune with The Living Force. When you successfully use Search Your Feelings, you gain 2 temporary Force Points that must be used before the end of the encounter.

Return to Life

  • Benefit: When attempting to Revivify a being, you can make the attempt within 2 rounds of its death (instead of within 1 round).

Serenity

  • Benefit: You may enter a brief meditative state as a Full-Round Action. You may remain in this trance as long as they wish, and they are still aware of their surroundings; however, you are otherwise Helpless and cannot perform any other Actions. Upon emerging from the trance (as a Swift Action), your first attack roll or Use the Force skill check made in the following round is considered to be a Natural 20.

Armored Paladin

Prerequisite: Armor Proficiency with Armor
  • Benefit: This talent allows you to use Medium & Heavy Armor without limiting or restricting your Dexterity Modifier Limit or Movement Speed.

Armor of Light

Prerequisites: Armored Paladin
  • Benefit: This talent allows you to use Medium & Heavy Armor without limiting or restricting [Lightside] Force Powers. You may spend a Force Point to extend the effect of this talent to any Force Power you use until the end of your turn.

Blessed Plating

Prerequisite: Armored Paladin
  • Benefit: Anytime you roll a check that is effected by your Armor check penalty you may roll that check with Advantage.

Healing Boost

Prerequisite: Force Heal
  • Benefit: When healing somebody through Force Heal, the DC for the check is lowered by 5 and the amount healed, before your bonuses, increases by 5.

Improved Healing Boost

Prerequisites: Healing Boost, Force Heal
  • Benefit: When healing somebody through Force Heal, the DC for the check is lowered by 10 and the amount healed, before your bonuses, increases by 10.

Soothe

Prerequisite: Force Heal
  • Benefit: When using Force Heal to heal somebody, you can move the target +1 step on the Condition Track and heal the damage. When doing so, you gain one Strain.

Saberknight

Prerequisites: Hero Level 10 & 3 Saber Duelist Talents.

Call Weapon

  • Benefit: You can use the Move Light Object application of the Use the Force Skill to call a Lightsaber you built into your hand and ignite it as a Free Action. The Weapon must be in your line of sight to call it to your hand.

Force Fortification

  • Benefit: 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.

Lethal Saber Thrower

  • Benefit: When you take a Full Attack Action to throw your Lightsaber you may add a number of damage die equal to the number of other Saberknight talents you have, min 1.

Lightsaber Form Savant

  • Benefit: Once per encounter as a Swift Action, you can return any one spent Force Power with the [Lightsaber Form] descriptor to your Force Power 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.

Masterwork Lightsaber

  • Benefit: Whenever you build a Lightsaber (see Advanced Lightsaber Construction), you do so with such expertise that it makes the Weapon even more refined and elegant. When you build a Lightsaber, you can choose to add one extra Lightsaber Accessory or Modification at the time of creation. And, when you hit a target with a Lightsaber that you built, you can make your damage roll with Advantage. In addition, you can mentor another character while they construct their own Lightsaber. When you do so, you reduce the Use the Force check DC for Advanced Lightsaber Construction by -5.

Lightsaber Specialist

Prerequisite: Masterwork Lightsaber
  • Benefit: Whenever you are armed with a Lightsaber that you built, you gain a +2 morale bonus on Use the Force checks made to use the Block and Deflect Talents.

Perfect Attunement

Prerequisite: Masterwork Lightsaber
  • Benefit: Whenever you spend a Force Point to add to a Lightsaber attack roll made with a Lightsaber you built, you can add that same amount to the damage roll if the attack hits.

Quick Modification

Prerequisite: Masterwork Lightsaber
  • Benefit: You can spend 1 minute modifying a Lightsaber you have built, removing one Lightsaber Accessory or Lightsaber Modification and putting a different one its place.

Multiattack Proficiency

  • Benefit: Whenever you make multiple attacks with any type of Lightsaber as part of a Full Attack, 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.

Shoto Master

  • Benefit: When you wield both a One-Handed Lightsaber and a Light Lightsaber (typically a Shoto Lightsaber or a 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 Light Lightsaber.

Sundering Strike

  • Benefit: When you make an successful attack to sunder an item with a Lightsaber, before you roll damage you may spend a Force Point to also compare your attack roll to the target’s General Defense, if sucessful you can attack both targets for full damage.

Greater Weapon Focus (Lightsabers)

Prerequisite: Weapon Focus (Lightsabers)
  • Benefit: You gain a +2 bonus on melee attack rolls with Lightsabers. This bonus stacks with the bonus granted by the Weapon Focus (Lightsabers) feat. You can take this Talent multiple times; each time you take this Talent, you increase the bonus on your damage rolls by +2.

Greater Weapon Specialization (Lightsabers)

Prerequisites: Weapon Specialization (Lightsabers) & Greater Weapon Focus (Lightsabers)
  • Benefit: You gain a +2 bonus on melee damage rolls with Lightsabers. This bonus stacks with the bonus granted by the Weapon Specialization (Lightsabers) Talent. You can take this Talent multiple times; each time you take this Talent, you increase the bonus on your damage rolls by +2.

Multi-Attack Lightsaber Throw

Prerequisite: Lightsaber Throw
  • Benefit: 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) against a number of targets equal to your Wisdom/Charisma modifier and compare the result to the General Defense of all targets. 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.

Improved Redirect

Prerequisites: Deflect & Redirect Shot
  • Benefit: Once per turn, when you successfully Redirect an attack using the Redirect Shot Talent, you do not count the Deflect Talent use that triggered the redirected attack (thus, you take no cumulative penalty to Use the Force checks from that Deflect attempt). Subsequent Deflect attempts before the beginning of your next turn impose these penalties as normal. You may spend a Force Point to add a +5 to either your Attack roll or Damage roll.

Improved Riposte

Prerequisites: Block & Riposte
  • Benefit: When you successfully make a Riposte attack using the Riposte Talent, you do not count the Block Talent 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 these penalties as normal. You may spend a Force Point to add +5 to your Riposte attempt.

Heavy Lightsaber Throw

Prerequisites: Lightsaber Throw
  • Benefit: When a Lightsaber you throw hits a target compare your attack roll to the target’s Reflex Defense, if your attack roll meets or surpasses their Reflex Defense your lightsaber is impaled within them. While your lightsaber is impaled in them they take one damage die of your lightsaber at the start of their turn. They may make a Treat Injury check (DC= your attack roll) to remove the lightsaber safely without taking additional damage, if their check fails they take half damage of your initial attack.

Targeted Lightsaber Throw

Prerequisites: Lightsaber Throw
  • Benefit: You may throw a Lightsaber at a particular limb of a Character to gain the effect of a Limb Attack, you may spend a Force point to roll against their Reflex Defense instead of General.

Shadow Walker

Prerequisites: Hero Level 10 & 3 Cult of the Hidden Talents

Cloak of Shadows

  • Benefit: You can spend a Force Point as a Swift Action to bend light around you, veiling yourself in shadows. Until the end of the encounter, whenever you move and end your movement at least 3 squares away from your starting position, you gain Concealment from all targets until the beginning of your next turn.

Shadow Armor

Prerequisite: Cloak of Shadows
  • Benefit: You use The Force to bend light around yourself, wrapping you in shadows and making it difficult for enemies to tell where you end and the shadows begin. As a Swift Action, you grant yourself a +1 Force bonus to one Defense of your choosing until the start of your next turn. You may select this Talent multiple times. Each time you select it, the Force bonus it provides increases by +1.

Enveloping Shade

  • Benefit: Whenever making an attack against a Character from concealment you deal an extra 1d6 for each Shadow Walker talent you have.

Phantasm

  • Benefit: Whenever you successfully use a Force Power with the [Mind-Affecting] descriptor against a target, any time before the end of encounter you can spend a Force Point as a Swift Action to create illusory phantoms around that target. When you do this, you and all of your allies within the target's line of sight have Concealment from the target until the end of your next turn.

Piercing Shadow

  • Benefit: Once per round, while in concealment, you may spend a Force Point to double your Critical Threat Range on your next attack, if your target is unaware of your presense.

Revelation

  • Benefit: As a Standard Action, you can make a Use the Force check against the Will Defense of an enemy that has Concealment from you or any of your allies. If successful, the enemy is silhouetted by a faint shimmering light that belies their location. Your target loses any bonuses gained by Concealment until the end of your next turn.

Ride the Current

  • Benefit: As a Reaction to being damaged by an attack or Force Power, you can spend a Force Point to gain Total Concealment from all targets until the end of your next turn. Additionally, if you have not yet taken your Second Wind, you can do so immediately as part of this Reaction.

Shadow Vision

  • Benefit: As a Swift Action, you gain Low-Light Vision, allowing you to ignore Concealment (but not Total Concealment) from darkness. This benefit lasts for 5 minutes or until the end of the encounter, whichever comes first.

Trick of the Night

  • Benefit: When you kill a target while in concealment you reamin concealed.

White Current Adept

  • Benefit: You can make a Use the Force check in place of a Stealth check. You are considered Trained in the Stealth skill. If you are entitled to a Stealth check reroll, you can reroll your Use the Force check instead (subject to the same circumstances and limitations).

Force Immersion

Prerequisites: White Current Adept & Trained in Stealth
  • Benefit: You can use the Sneak application of the Stealth skill to hide from electronic surveillance and sensors. Any opponent attempting to detect you with sensors or electronic surveillance must beat your Stealth check with a Use Computer check. You need only roll a single Stealth check to avoid both electronic notice and notice by conventional means, using the same result as the DC for both Perception checks and Use Computer checks made to detect you.

Immerse Another

Prerequisites: White Current Adept & Trained in Stealth
  • Benefit: Whenever you make a Stealth check to Sneak, you can use your check result in place of one adjacent ally's Stealth check to Sneak (additionally, if you have the Force Immersion Talent, that Talent applies to the designated ally as well). Similarly, you can use your Use the Force check result in the place of an adjacent ally's Use the Force check result to avoid detection by the Sense Force application of the skill. You can spend a Force Point to have this ability apply to all adjacent allies instead of just one.

Gauge Life Force

Prerequisite: Force Perception
  • Benefit: By focusing on a specific creature in your line of sight, you can gauge their vitals. This takes a Standard Action and requires a Use the Force check. If your check result meets or beats the target's Will Defense, you may learn their current HP, General Defense, Special Defenses, Damage Resistances, Threshold, and current position of the Condition Track.

Stellaris Monk

Prerequisites: Hero Level 10 & 3 Martial Monk Talents.

Elusive Target

  • Benefit: When fighting an opponent in Melee combat, all ranged attacks against you take a -5 in addition to any other penalties they may incur. If the ranged attack misses you may spend a Force Point to attempt a Combat Maneuver check to pull your melee opponent in the way of the attack.

Flurry of Blows

  • Benefit: Stellaris Monks can make a flurry of blows as a full-round action. When doing so, they make their maximum number of attacks +1, and all attacks during this turn take a -3 penalty. A Stellaris Monk may substitute an attack for a combat maneuver as part of a flurry of blows. A Stellaris Monk cannot use any weapon other than an unarmed strike or a natural weapon. A Stellaris Monk may take no other actions during the turn they use flurry of blows.

Imbued Strikes

  • Benefit: A Stellaris Monk deals more damage with their unarmed strikes than a normal character would, even if they have the Martial Arts feat, for each time a Stellaris Monk takes this talent they add an additional d8 to their unarmed damage, this damage is treated as Force Damage. You may use a Force point to increase this die by one step to 2d6.

Devastating Palm

Prerequisite: Imbued Strikes
  • Benefit: A Stellaris Monk can strike a target and spread vibrations through the Force throughout their body. Once per day, they may announce this strike before making their attack roll. Characters immune to critical hits cannot be affected by this Talent. Otherwise, the Stellaris Monk’s attack roll is compared to the target’s Fortitude Defense, if successful, the Devastating Palm attack succeeds. The Stellaris Monk may then immediately make a Devastating Critical Roll with a modifier equal to the Stellaris Monk’s maximum Unarmed Damage.

Maneuver Training

  • Benefit: A Stellaris Monk gains the effect of Advanced Combat Maneuvers and their Will modifier is added to their CMB & CMD.

Power Fist

  • Benefit: Once per Encounter, a Stellaris Monk may make an attack that deals no damage but instead inflicts the target with one of the following conditions; fatigued, sickened, staggered, dazed, deafened, or stunned, for 1 round. The Stellaris Monk must choose which condition will apply before the attack roll is made. Additional hits do increase the duration.

Stellar Cyclone

  • Benefit: If you are wielding no weapons (other than Combat Gloves, a Stunning Gauntlet, or Shockboxing Gloves), you can use the Whirlwind Attack feat as a Standard Action by spending a Force Point, even if you do not possess the Whirlwind Attack feat. Additionally, this Talent satisfies the prerequisites for the Whirlwind Attack feat.

Solar Whirlwind

Prerequisite: Stellar Cyclone
  • Benefit: Whenever you use the Whirlwind Attack feat, you can move up to your speed after the attack is resolved.

Repelling Whirlwind

Prerequisite: Stellar Cyclone
  • Benefit: You gain a +2 circumstance bonus to your General Defense against any target hit by your Whirlwind Attack until the start of your next turn.

Sudden Storm

Prerequisite: Solar Whirlwind
  • Benefit: Instead of a normal melee attack at the end of a Charge, you can spend a Force Point to make a Whirlwind Attack at the end of a Charge, provided you are not wielding any weapons (other than Combat Gloves, a Stunning Gauntlet, or Shockboxing Gloves).

Tempest Tossed

Prerequisite: Solar Whirlwind
  • Benefit: When you damage a target with a Whirlwind Attack, you can choose to move that target 1 square in any direction as a Free Action. You can't move a target that's being Grabbed or Grappled, and you can't move the opponent into a solid object or another creature's Fighting Space. This forced movement does not provoke Attacks of Opportunity.

Sith Lord

Prerequisites: Hero Level 10 & 3 Dark Jedi Talents.

Affliction

  • Benefit: Your Force Powers carry 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.

Drain Force

Prerequisite: Affliction
  • Benefit: 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.

Dark Healing

  • Benefit: 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 1d6 points of damage per Class Level to the target, and you heal an equal amount of damage. If the attack fails, there is no effect.

Improved Dark Healing

Prerequisite: Dark Healing
  • Benefit: Your Dark Healing Talent improves. The range of this ability increases to 12 squares, and even if that attack fails, the target takes half damage, while you heal an equal amount of damage.

Dark Healing Field

Prerequisite: Improved Dark Healing
  • Benefit: 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, you can make a Use the Force check. If the check result equals or exceeds a target's Fortitude Defense, the target takes 1d6 points of Force damage per every Force-USer Level you possess. You heal half the total damage dealt (cumulative from all targets). If the attack fails, the target takes half damage, and you heal that amount.

Dark Side Adept

  • Benefit: Force Powers that are strongly tied to the Dark Side flow through you more easily. You can spend a Force Point to roll any Use the Force check made when activating Force Powers with the [Dark Side] descriptor with Advantage.

Dark Side Master

Prerequisite: Dark Side Adept
  • Benefit: Force Powers that are strongly tied to The Dark Side flow through you more easily. You can treat any DC of a Use the Force check made when activating Force Powers with the [Dark Side] descriptor, as though it were 5 points lower.

Force Deception

  • Benefit: You can use your Use the Force 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).

Force Mastery

  • Benefit: Gain access to Master tier Force moves.

Hostile Mind

  • Benefit: Any Force Powers with the [mind-affecting] descriptor used against you must be rolled with Disadvantage. If their check fails you may spend a Force Point to make a Use the Force check against their Will Defense to inflict Force damage equal to your Dark Side Score.

Vengeful Spirits

  • Benefit: Once per encounter, you can spend a Force Point as a Standard Action to call upon the vengeful spirits of the ancient Sith. Doing so grants you 3 Followers with the Vengeful Spirit Template. These Followers appear in any unoccupied square adjacent to you, and last until the end of the encounter (at which point they vanish).

Saber Form

Prerequisites: Weapon Focus (Lightsabers)
  • Benefit: You have learned how to use a Lightsaber Form. Choose one Talent from the Lightsaber Forms Talent Tree; you gain the benefits of this Talent and are considered to have this Talent for the purpose of satisfying prerequisites. You must meet all the prerequisites as normal for the chosen Talent, in addition to the prerequisites of this Talent. You can select this Talent multiple times. Each time you select it, choose a different Talent from the Lightsaber Forms Talent Tree.

Sith Alchemy

Prerequisites: Dark Side Adept & Dark Side Master
  • Benefit: 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. Special: While you wear or carry a Sith Talisman on your person, add 1d6 to damage rolls with your Force Powers. You increase your Dark Side Score by one when you first put on or carry a Sith Talisman. You can only have 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).

Transfer Essence

Prerequisite: Dark Side Score equal to Wisdom Score
  • Benefit: Spend a Full Round Action to become a Dark Spirit until the end of the encounter (Dark Spirit stats; HP: Caster’s Use the Force skill + Caster’s Will Defense, all other stats determined by Host Body + Dark Side Points & Use the Force Skill). As a Dark Spirit, you continue to occupy a space in this form, but other creatures can occupy the same space or move through your space without impediment. As a Standard Action, you can attempt to possess a target within your square. You must succeed on a Use the Force check against an adjacent target's Will Defense. If your check result equals or exceeds the target's Will Defense, you take over their body as though it were a willing host (this check must be remade every turn), if your check fails the target takes 6d6 points of Dark Side damage to the target; if you reduce the target to 0 Hit Points or move it to the bottom of the Condition Track with this attack, you possess the target as though it were a willing host. If your host body is destroyed while you’re inside it your spirit takes full damage from the Attack that killed it. If your Spirit is killed you immediately move -15 down the Condition Track. Alternatively, as a Full Round Action, you can transfer part of your essence into a single object. If you do so, it will lie dormant within the object until another character attempts to use that object, at which time your essence will emerge and attempt to possess the character, as described above. On a successful check, you are made aware of the character’s thoughts, location, and may make a Use the Force Check against their Will Defense to attempt to suggest actions while using/holding the item. Using this talent increases your Dark Side Score by +2.

Wicked Strike

Prerequisites: Weapon Focus (Lightsabers) & Weapon Specialization (Lightsabers)
  • Benefit: When you score a critical hit with a Lightsaber, you may spend a Force Point to move the target -3 steps along the Condition Track.

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