Scout
Scouts are natural explorers and adventurers, full of curiosity and trained to handle the out-of-the-way locations where they often operate. Scouts tend to be independent, signing on when the credits are good and their skills are best utilized and tested. Scouts understand the lay of the land and the orbit of the stars. They know how to recognize danger, locate the basic necessities for survival, and tackle the numerous obstacles their lifestyle brings. The Scout seeks knowledge, tries to solve mysteries, and finds a path through the wild regions, often becoming a decent pilot, handy mechanic, and an all-around tough spacer along the way, able to protect themself from whatever hides over the next hill or beyond the most distant nebula.
Adventurers
Many Scouts become adventurers to see what's in the next star system. They pick up skills that make them excellent members of any team. They are usually the best trackers, trailblazers, and survivalists the galaxy has to offer. Some Scouts are scientists and researchers who learn the skills of the profession so they don't have to rely on others. Some sell their services to the highest bidder. More often, the adventurous Scout has a burning desire to embrace the wild regions of the galaxy and learn to conquer them- either figuratively or literally. Adventurous Scouts call themselves rangers, outriders, hunters, explorers, guides, adventurous scholars, and vanguards.Characteristics
Scouts temper insatiable curiosity with excellent survival instincts. They make use of Dexterity, Intelligence, and their hearty Constitution, to dodge, spot, or endure the galaxy's many dangers. The Scout has an undying faith in themselves and their abilities that sometimes allows the Scout to call upon reserves of inner strength to get out of tough situations. Scouts like to be the first to Benefit: reach any location, although they also want to reach it in one piece. They can be gruff or silent, jovial or talkative. They are confident and brave, and they often appreciate the wonders that the galaxy has to offer.Scout Class Stat Modifiers
- Base Level Scout Hit Points: 24 + Constitution modifier. 10 plus their Constitution modifier every level after.
- Class Damage Threshold Bonus: +1.
- Class Special Defense Modifiers: +2 Fortitude & +1 Reflex.
- Class General Defense Bonus: +1.
- Base Attack Bonus: Standard, Current Hero level.
- Base Level Scout Credits: 3d4 x 250 +200 Credits.
- Force Points: 5 + Hero lvl/2 rounded down.
Scout Base Class Starting Feats
- Armor Proficiency (Light) OR Armored Fashionista
- Shake It Off
- Weapon Proficiency (Assault Weapons, Sidearms, and Simple Weapons)
Scout Base Class Starting Languages
Base Level Scouts are proficient in the following Languages. They may also choose an additional number of Languages to gain proficiency in equal to their Intelligence modifier.- Galactic Basic
- Arkanian
- Binary (must have Intelligence 13+ & be Trained in Mechanics)
- Bocce (Trade Language)
- High Galactic
- Huttese
- Mando'a
- Minnisiat (Trade Language)
- Old Corellian
- Shyriiwook
- Sy Bisti (Trade Language)
Scout Class Skills
The following list of skills is the Class Skills for the Scout. Base Level Scouts may choose a number of Class Skills to become Trained in equal to; 7 + their Intelligence Modifier.- Acrobatics
- Climb
- Endurance
- Gather Information (Research & Study)
- Handle Animal
- Initiative
- Jump
- Knowledge (Galatic Histroy, Life Sciences, & Physical Sciences)
- Mechanics
- Perception
- Pilot (Planetary & Starship)
- Ride
- Stealth
- Survival
- Swim
- Treat Injury
- Use Computer
Scout Class Bonus Feats
At each even-numbered level (2nd, 4th, 6th, etc.), a Scout gains a Bonus Feat. This Feat must be selected from the following list, and a Scout must meet any prerequisites for that Feat. If you already possessed a feat listed you may use your bonus feat to level it up, provided you meet those prerequisitesAdvanced Cover Training
Prerequisite: Trained in Stealth.- Effect: When you have Cover from an Explosive Area Attack, even if the attack roll exceeds your General/Reflex Defense you take no damage.
Agility Training
Prerequisites: Conditioning- Benefit: Increase Climb, Swim, & Jump Speeds by 2 squares.
Aimed Shot
Prerequisite: Base Attack Bonus +2- Benefit: If you aim before making a Ranged attack you gain a +3 insight bonus to your attack roll.
Always Ready
- Effect: You can always take a Move Action during a Surprise Round, even if you are Surprised. If you are not Surprised, you can take an additional Swift Action in a Surprise Round.
Armor Proficiency (Light & Medium)
- Benefit: You can wear the chosen Armor type without the untrained penalty.
Athlete Conditioning
Prerequisites: Trained in Athletics & Swim- Benefits: Gain a +3 vigor bonus on Athletics & Swim checks.
Class Skill Training
- Benefit: Choose 1 + (your Intelligence modifier) untrained skills from your list of class skills. You become trained in those skills.
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.
Conditioning
Prerequisites: Strength 13 & Constitution 13- Benefit: Once per Encounter, you can Reroll a Strength & Constitution-based skill check with Advantage.
Cornered
- Effect: Whenever you are Threatened by an opponent and at risk of an Attack of Opportunity, you gain a +2 bonus on attack rolls against any opponents that threaten you.
Cunning Attack
Prerequisite: Wisdom 13- Effect: You gain Advantage on attack rolls against a Flat-Footed enemy or one who is denied their Dexterity bonus to their Reflex Defense.
Danger Close
Prerequisite: Trained in Acrobatics- Effect: Whenever you are the target of an Area Attack, once per turn you can Move up to 3 squares as a Reaction. This movement does not provoke Attacks of Opportunity.
Deadeye
Prerequisites: BAB +8 & Aimed Shot- Benefit: If you aim before making a ranged attack increase the damage you deal by an additional damage die. This feat stacks with the benefits of any level of Aimed Shot
Deft Charge
- Effect: After you Charge, you can take Swift Actions, Reactions, and Free Actions before your turn ends.
Desperate Dive
Prerequisite: Trained in Jump- Effect: Once per round, as a Reaction to being targeted by a ranged attack, you can make a Jump check to Long Jump. If you land in a square that provides you with Cover from your attacker, you gain the normal Cover bonus against the attack, even if you didn't have Cover at the time the attack was made. When you use this Feat, you always land Prone.
Destructive Force
- Effect: When you deal damage to an object or Vehicle that equals or exceeds the target's Damage Threshold and reduces the target to 0 Hit Points, you deal 1 die of damage (of the same type as the damage used in the attack) to all targets, including allies, that are adjacent to the Vehicle or object.
Dodge
Prerequisites: Combat Reflexes, Fleet-Footed, Mobility, & Trained in Acrobatics.- Effect: Once per Round when targeted for a Ranged attack roll you may make an Acrobatics check to oppose the target's attack roll. If the result of your check meets or exceeds their attack roll you dodge the attack and, as a reaction, make a 5-foot step. Special: You cannot use this attack while Flat-Footed or while wearing Armor.
Droidcraft
Prerequisite: Trained in Mechanics- Effect: You can use the Repair Droid aspect of the Mechanics skill in 30 minutes. When you repair a droid it recovers double the rolled number of Hit Points.
Droid Hunter
- Effect: While wielding a weapon with which you are proficient, you gain a +3 bonus on damage rolls against Droid enemies, or +6 if you are using a weapon that deals Ion Damage.
Enhanced Strength
Prerequisite: Strength 16- Effect: 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 Droid Repair
Prerequisite: Trained in Mechanics- Effect: You can use Repair Droid to a number of Droids equal to your Intelligence modifier (Minimum 2) simultaneously. You make Mechanics checks for each Droid as normal.
Far Shot
Prerequisites: Aimed Shot- Benefit: Once per encounter, when making a ranged attack outside your weapon's optimal range while aiming, you may halve the range penalty.
Flash & Clear
- Effect: When you damage a target with a Burst or Splash weapon, you gain Concealment against that target until the beginning of your next turn.
Fleet Footed
- Benefits: You can move, run, & sprint an additional 2, 4, 6, squares respectively.
Fortifying Recovery
Prerequisite: Constitution 13- Effect: When you take the Recover Action, you also gain a number of Bonus Hit Points equal to 2 x your Constitution bonus (Minimum 2)
Gearhead
- Benefit: Once per encounter, you may spend one Free Action, to make one Mechanics and one Use Computer check faster than normal. A check requiring a Full-Round Action can be attempted as a Standard Action, a check requiring a Standard Action can be attempted as a Move Action, and a check requiring a Move Action can be attempted as a Swift Action. Checks requiring multiple Swift Actions can be reduced by one Swift Action. Checks requiring more than a Full-Round Action can be attempted in one-half the amount of time required at a -10 penalty.
Grapple Resistance
- Effect: 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.
Grazing Shot
Prerequisite: Aimed Shot- Effect: When you successfully make a ranged attack against a single target, you can make a second attack roll against an additional target that is in direct line of sight, and no farther than 6 squares from the original target. If the second attack roll succeeds, make a single damage roll, and divide the damage equally between the two targets. If the second attack roll fails, you deal no damage to either target.
High-Intensity Athletic Training
Prerequisite: Trained in Athletics- Effect: During your Move action you can; move up to twice any movement speed and you're not slowed by difficult terrain. At the end of your movement, you move -1 step along the Condition Track.
Hip-Fire Shot
Prerequisite: Dexterity 12- Benefit: This feat only applies to One Handed Pistols. When targeting an enemy in your Point Blank Range, you gain +1 on your Attack & Damage Roll. Once per Encounter, you may make an Attack of Opportunity against an enemy within your Point Blank Range.
Hobbling Strike
Prerequisite: Sneak Attack or Rapid Shot or Rapid Strike.- Effect: Whenever you would deal extra damage by using Sneak Attack, Rapid Shot, or Rapid Strike, you can reduce the target's Speed by 2 squares until the end of the encounter, instead of dealing the extra damage.
Hold It Together
Prerequisite: Trained in Mechanics- Effect: As a Reaction, you can spend a Force Point to delay Vehicle Hit Point Loss (due to damage dealt by one attack/effect) for a Vehicle you are riding in or piloting until the end of the round. The Vehicle must be of Colossal size or smaller.
Improvised Weapon Mastery
Prerequisite: Weapon Proficiency (Simple Weapons)- Effect: You treat all Improvised Weapons as Simple Weapons, and you can use them without penalty and with Talents and Feats designed for use with Simple Weapons. You also deal an additional 1d6 points of Bludgeoning damage on a successful hit.
Ion Specialist
- Effect: When making an attack with an Ion Weapon against a Droid, Shield, Vehicle, or another type of machine, you gain one of the following benefits, depending on the kind of weapon you use.
Ion Blade/Charge
When you use an Ion melee weapon you may treat your target's Damage Resistance as though it is 3 points lower.Ion Explosive
When you use an Ion Explosive, the Explosive's Splash radius is increased by 1 square.Ion Sidearm
When you use an Ion Sidearm, the damage dice increase by 1 step.Ion Assault Weapon
When you use an Ion Assault Weapon the critical threat of the weapon is increased by 1.Kinetic Blast
Prerequisites: Weapon Proficiency (Simple Weapons) & Base Attack Bonus +1- Effect: When you damage a Large or smaller creature with an explosive, compare the result of your attack roll to the target's Fortitude Defense. If your result equals or exceeds the target's Fortitude Defense, you can move the target 1 square in any direction as a Free Action. If the explosive deals damage to multiple eligible creatures, you can use this benefit against all of them. You can't move a target that's being Grabbed or Grappled, and you can't move a target into a solid object or into another creature's Fighting Space.
Linguist
Prerequisites: Intelligence 13- Benefit: You gain a number of bonus languages equal to 1 plus your Int bonus {minimum of 1}. You can take this feat more than once each time you take it you gain a number of bonus languages equal to 1 plus your Int bonus {minimum of 1}.
Maniacal Charge
- Effect: When using the Charge Action, you can make a Persuasion check as a Free Action to Intimidate your target and each enemy you pass within 1 square of. When your check succeeds against an enemy you pass, it cannot make an Attack of Opportunity against you. When your check succeeds against your target, it loses its Dexterity bonus and is considered Flat-Footed until the start of your next turn. Special: You cannot use this Feat with the Intimidator Feat.
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.
Mounted Combat
Prerequisite: Trained in Ride- Effect: You can make a DC 20 Ride check as a Swift Action to spur your living Mount to move faster than its normal speed. If the check fails, your Mount's Speed does not increase and it moves -1 step on the Condition Track. If the check succeeds, your Mount's Speed increases by 2 squares until the start of your next turn. You cannot Take 10 on this check. Your Mount must succeed on a DC 20 Endurance check prior to each subsequent attempt to use this Feat in the same encounter. Additionally, once per round, as a Reaction, when you are riding a Mount, you can negate a weapon hit against either you or the Mount by making a successful Ride check. The DC of the Skill Check is equal to the result of the attack roll you want to negate.
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- Effect: 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.
Opportunistic Shooter
- Effect: You gain a +2 bonus on Attacks of Opportunity with ranged weapons.
Point-Blank Shot
Prerequisite: Dexterity 14- Benefit: This feat only applies to Assualt Weapons and Heavy Weapons. Once per Encounter, when targeting an enemy in your point-blank range, you may treat the enemy as though they were within your weapon's optimal range. You may take this feat multiple times
Poison Resistance
Prerequisite: Constitution 13- Effect: You gain a +5 feat bonus to your Fortitude Defense when attacked by Poison. If the attack succeeds, you take only half damage/effect from the poison.
Precise Shot
- Benefit: When making a Limb Attack the penalty for targeting a limb is reduced by 3 and the penalty for targeting the head, or their weak spot if known, is reduced by 5.
Quick Attack
Prerequisite: Base Attack Bonus +1- Effect: When you make a successful attack against an enemy who has not yet acted in combat, you add your full Heroic Level to damage rolls.
Rapid Reaction
Prerequisite: Dexterity 13 & Trained in Initiative.- Effect: 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.
Recovering Surge
Prerequisites: Constitution 15 & Trained in Endurance- Effect: 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.
Resurgence
Prerequisite: Trained in Endurance.- Effect: When you catch your Second Wind, you immediately gain a Move Action to be used immediately.
Return Fire
Prerequisites: Dexterity 15, Quick Draw, & Weapon Proficiency (Chosen Group/Exotic Weapon)- Effect: Select one Weapon for which you possess the Weapon Proficiency feat. Once per encounter as a Reaction, you can make a single ranged attack with the chosen weapon against an enemy that misses you with a ranged attack (at half your normal Ranged Attack bonus), provided you have line of sight to the enemy. Special: If you're making this attack with a Heavy Weapon you only have a quarter of your normal Ranged Attack bonus. This Feat does not apply to Vehicle Weapons. You must have your weapon in hand to use this Feat. You can take this Feat multiple times. Each time you take this Feat, it applies to a different Weapon Group or Exotic Weapon.
Riflemaster
Prerequisite: Weapon Proficiency (Assualt Weapons) or Exotic Item Proficiency (a Rifle, Carbine, Dispersion Blaster, or Scattergun)- Effect: When you make a ranged attack with a Rifle, Carbine, Dispersion Blaster, or Scattergun with which you are proficient, you gain one of the following benefits, depending on the kind of Assualt Weapon you use.
Blaster Rifle
You may reduce all your Range penalties by 2.Carbine Repeater
Your first shot in an Auto or Burstfire has no Attack penalties.Dispersion Rifle
If the damage dealt by this weapon surpasses the target's Fortitude Defense, they are Burning for 1 round.Precision Blaster Rifle
If you Aim before making your attack roll, and your attack is successful, you may ignore 5 points of your target's Damage Resistance.Slugthrower Rifle
Increase the Damage Die by 1 step.Carbine Machine Gun
Your first slug in an Auto or Burstfire has Advantage on its attack roll.Marksmen Rifle
If you Aim before making your attack roll, and your attack is successful, you may treat your target's Damage Threshold as though it were 5 points lower.Scatterguns
If the damage dealt by this weapon surpasses the target's Will Defense, they are Shaken for 1 round.Risk Taker
Prerequisite: Trained in Climb & Jump- Effect: 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.
Semi-Rapid Fire
Prerequisites: Base Attack Bonus +1, Multi-Shot, & Weapon Proficiency (Chosen Weapon).- Effect: When using a ranged weapon you are proficient with, as a Full Round Action, you may fire a number of multiple attacks equal to a blaster's overheat rating or the number of slugs in the magazine. Your initial attack takes a -3 penalty and increases by 2 every other attack: -3, -3, -5, -5, -7, -7, etc. You also receive a -2 penalty when you change targets during the same attack. Semi-Rapid Fire attacks do not cause critical damage nor activate Devastating Critical Injuries.
Shake it Off
Prerequisites: Con 13 & trained in Endurance skill.- Benefit: Once per encounter, you can spend two Swift Actions instead of three Actions to move +1 up the Condition Track.
Shot Grouping
Prerequisite: Base Attack Bonus +3- Effect: If you hit a single target with two consecutive ranged attacks during the same turn, any additional ranged 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.
Shooter's Cover
Prerequisites: Dexterity 13 & Base Attack Bonus +2- Effect: Whenever an opponent attacks you from Soft Cover, you are treated as being in Low Soft Cover from attacks by that opponent.
Sidearm Specialist
Prerequisite: Weapon Proficiency (Sidearms), Legendary Weapon Proficiency (any Sidearm), or Exotic Weapon Proficiency (any Sidearm)- Effect: When you make a ranged attack with a Sidearm with which you are proficient, you gain one of the following benefits, depending on the kind of Sidearm you use.
Blaster Pistol
You may choose to make your attacks against your Target's Reflex Defense.Hold-Out Blaster Pistol
If you fire a Hold-Out Blaster Pistol at a target that has not yet acted in combat, you gain a +5 bonus to your attack rolls with that weapon against that target. this bonus applies to all such attacks until the target attacks.Magnum Blaster
You treat your target's Damage Resistance as though it's 5 points lower.Subrepeater
Your Autofire attacks include Point-Blank as an optimal range. Your Burstfire attacks include Medium-Range as an optimal range.Slugthrower Pistol
You may treat your target's Damage Threshold as though it's 5 points lower.Slugthrower Revolver
When your weapon damage would move your target -1 down the Condition Track, they move an additional step.Submachine Gun
Your Auto or Burstfire penalty only increases after your first missed attack.Skill Focus
Prerequisites: None- 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.
Skilled Specialist
Prerequisite: Charisma 13.- Effect: 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.
Sniper
Prerequisites: Base Attack Bonus +4, Aimed Shot, & Far Shot- Benefit: Once per Encounter, you may spend a Swift Action to make your ranged attacks ignore the Cover bonus provided to your target up to Soft Cover until the start of your next turn. During this turn, you also gain a +5 insight bonus on all attack rolls, made from Cover, into a range value of Medium and above.
Stand Tall
Prerequisite: Trained in Endurance & Performance.- Effect: 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.- Effect: 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.
Steadied Shot
Prerequisite: Aimed Shot- Effect: When you are Prone and make an Aimed Shot, your target does not benefit from their Dexterity bonus to their General Defense.
Swift Recovery
- Effect: On your turn, you can catch a Second Wind as a Free Action instead of a Swift Action.
Target Designation
Prerequisite: Base Attack Bonus +6 & Weapon Focus (Chosen)- Effect: When you make a successful Area Attack with a weapon with which you have Weapon Focus with, select a target hit by the attack. That target takes additional points of damage (equal to your Base Attack Bonus) from the attack, before applying the effect of the Evasion Talent, if they have it.
Trample
Prerequisite: Trained in Ride- Effect: When you use the Mounted Charge Action, your Mount can make a single melee attack as a Free Action. While Charging, compare the result to the Reflex Defense of each enemy whose square you Charge through. Each enemy hit by the attack takes Claw, Gore, or Slam damage from the Mount's Natural Weapons plus the Mount's Strength modifier. You or your Mount still can make a regular attack at the end of the Charge. Special: You can use this Feat if either you or your Mount has taken it. Mounts with this Feat do not require the prerequisite.
Vehicular Combat
Prerequisites: Trained in Pilot skill- Benefit: Once per round {as a reaction}, when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the negate.
Vehicular Surge
Prerequisite: Trained in Pilot (the type of Vehicle being piloted)- Effect: If the Vehicle you Pilot is reduced to fewer than one-half its maximum Hit Points, once per day as a Swift Action your Vehicle gains a number of Bonus Hit Points equal to one-quarter of its maximum Hit Point total.
Vehicle Systems Expertise
Prerequisites: Tech Specialist & Trained in Mechanics.- Effect: You may use the Recharge Shields or Reroute Power Actions by spending two Swift Actions. Also, once per encounter, you may attempt to use either of these Actions as a single Swift Action by making a DC 30 Mechanics check.
Weapon Proficiency
- Effect: Choose one of the following Weapon Types: Assualt Weapons, Melee Weapons, Sidearms, and Simple Weapons. You become proficient with all weapons of that type. You can take this feat multiple times to gain proficiency in an additional Weapon Type.
Wilderness First Aid
Prerequisite: Trained in Survival & Treat Injury- Effect: Once per day, you can make a DC 20 Survival check. If the check is successful, when you use the Basic Survival application of the Survival skill, you are considered to have a Medpac for any Treat Injury checks made until the end of the day. Special: The Gamemaster can adjust the DC for the current environment, raising it for harsh or desert climates or lowering it for diverse locales.
Scout Class Talent Trees
At every odd-numbered level (1st, 3rd, 5th, and so on), a Scout gains an additional Talent. A Scout 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.Advance Patrol Talent Tree
Your skills at observation and stealth are frequently called upon as you gather information about enemy forces.Unyielding Assault
- Benefit: When you are damaged by an enemy's melee or ranged attack, you can move up to one-half your Speed as a Reaction. This movement does not provoke an Attack of Opportunity. On your next turn, you gain a favorable circumstance (+2 bonus) to your first attack roll against the same enemy that damaged you.
Watchful Step
- Benefit: You can use your Perception check modifier instead of your Initiative modifier when making Initiative checks. If you are entitled to an Initiative check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). You are considered to be Trained in Initiative.
Forward Patrol
Prerequisite: Watchful Step- Benefit: At the start of a Surprise Round in which you are not caught by Surprise, you can designate one ally within 6 squares of you as able to retain his or her Dexterity bonus to Reflex Defense during the Surprise Round.
Mobile Combatant
Prerequisites: Forward Patrol, Watchful Step- Benefit: You know that the key to winning a fight is keeping your enemies from pinning you down. You can use each of the following Actions once per encounter:
Evasive Assault
- Benefit: As a Standard Action, make a single melee or ranged attack. If the attack successfully deals damage, you gain a +5 dodge bonus to your General Defense until the end of your next turn.
Expeditious Attack
- Benefit: As a Standard Action, make a single melee or ranged attack, then move up to half your Speed as a Free Action. This movement does not provoke Attacks of Opportunity.
Trailblazer
Prerequisite: Trained in Survival- Benefit: During your turn, you can spend a Swift Action to allow all allies within 6 square of you and within your line of sight to count the first square of Difficult Terrain as normal terrain each time they move.
Awareness Talent Tree
You are exceptionally good at noticing things and avoiding perilous situations.Acute Senses
- Benefit: You may reroll any Perception check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Use Computer checks made to perceive enemy ships (see Use Sensors).
Expert Tracker
Prerequisite: Acute Senses- Benefit: You take no penalty on Survival checks made to Follow Tracks while moving your normal Speed.
Improved Initiative
Prerequisite: Acute Senses- Benefit: You may choose to reroll any Initiative check, with Advantage.
Uncanny Dodge I
Prerequisite: Acute Senses, Improved Initiative- Benefit: You retain your Dexterity bonus to your Reflex Defense regardless of being caught Flat-Footed or struck by a hidden attacker. You still lose your Dexterity bonus to your Reflex Defense if you are Immobilized.
Uncanny Dodge II
Prerequisite: Acute Senses, Improved Initiative, Uncanny Dodge I- Benefit: You cannot be Flanked. You can react to opponents on opposite sides of you as easily as you can react to a single attacker.
Keen Shot
Prerequisite: Acute Senses- Benefit: You take no penalty on your attack roll when attacking a target with Concealment (but not Total Concealment).
Reset Initiative
Prerequisites: Acute Senses, Improved Initiative, Trained in Initiative- Benefit: Once per encounter, at any time after the first round (that is, the first full round after the Surprise Round, if one occurs), you can set your Initiative Count to your current Initiative +5.
Weak Point
Prerequisites: Acute Senses, Keen Shot- Benefit: Once per encounter, you can use a Swift Action to ignore the Damage Reduction of a single target within your line of sight for the rest of your turn.
Camouflage Talent Tree
You learn quickly how to blend in with your environment.Dig In
- Benefit: When Prone, you can spend a Swift Action to gain Concealment until the start of your next turn. If you stand up or move, you lose this benefit.
Extended Ambush
Prerequisite: Improved Stealth- Benefit: During a Surprise Round, if you make a ranged attack against a target that is Surprised, you can Aim at the target as a Free Action.
Ghost Assailant
- Benefit: If you start your turn with Total Concealment or Total Cover from a target, during that turn you can make a Stealth check as a Swift Action, opposed by the target's Perception check. If you succeed, the target is considered Flat-Footed against you until the end of your turn.
Hidden Movement
Prerequisite: Improved Stealth- Benefit: You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal Speed. This Talent applies to Stealth checks made while Piloting a Starship (see Starship Stealth).
Hide in Plain Sight
Prerequisites: Hidden Movement, Improved Stealth- Benefit: Once per encounter, when you are within 2 squares of Cover or Concealment, you can move to that Cover or Concealment and make a Stealth check to hide as a single Move Action.
Hunker Down
- Benefit: Whenever you benefit from Cover, you can spend a Standard Action to Hunker Down and maximize the benefit of the Cover. You increase the benefit of Cover to Improved Cover or Improved Cover to Total Cover.
Improved Stealth
- Benefit: You may choose to roll any Stealth check, with Advantage. This Talent applies to Stealth checks made while Piloting a Starship (see Starship Stealth).
Shadow Striker
Prerequisites: Hidden Movement, Improved Stealth- Benefit: You excel at fighting from the shadows, hitting your opponents when they least expect it. You can use each of the following actions once per encounter as a Standard Action:
Blinding Strike
Make a single melee or ranged attack against an opponent within Range. If you damage the target, you gain Total Concealment against that target until the beginning of your next turn.Confusing Strike
Make a single melee or ranged attack against an opponent within Range. If this opponent is denied its Dexterity bonus to its Reflex Defense, or if you have Concealment form this opponent, a successful attack also causes the opponent to be able to take only a Swift Action on its next turn.Unexpected Attack
Make a melee or ranged attack within your Range against an opponent from whom you have Concealment. You gain a +2 bonus on this attack roll if you have Concealment, or a +5 bonus if you have Total Concealment.Slip By
- Benefit: When you would normally provoke an Attack of Opportunity by moving out of a Threatened Area, you can roll a Stealth check, replacing your Reflex Defense with the results of your Stealth check if it is higher.
Total Concealment
Prerequisites: Hidden Movement, Improved Stealth- Benefit: Any situation that would give you Concealment grants you Total Concealment instead.
Espionage Talent Tree
You use your knowledge of stealth and survival to make yourself a master of espionage and a valuable resource for those who wish to keep their hands clean in dirty situations.Keep Together
- Benefit: Whenever you are hit or missed by a melee or ranged attack, you can move up to your speed as a Reaction, provided that you end your movement adjacent to an ally. This movement does not provoke Attacks of Opportunity.
Prudent Escape
- Benefit: Whenever you reduce a target to 0 Hit Points or otherwise render a creature unconscious, you can choose two allies within 6 squares of you and within your line of sight. You and the allies you chose can immediately move up to their Speeds as a Reaction. This movement does not provoke Attacks of Opportunity.
Sizing Up
- Benefit: Once per encounter, you can make a Perception check against the Will Defense of a single target that is within 6 squares of you and within your line of sight. If you succeed, you gain a +2 insight bonus to all Skill Checks and attack rolls against the target until the end of the encounter.
Fade Out
Prerequisite: Trained in Stealth- Benefit: You know how to make yourself scarce when dealing with suspicious or hostile beings. You can use your Stealth skill, not Deception, to Create a Diversion to Hide. If you are Trained in the Deception skill, you gain a +5 bonus to your skill check for the purpose to Create a Diversion to Hide.
Reactive Stealth
Prerequisite: Trained in Stealth- Benefit: When you are missed by a ranged attack and have Concealment or Cover from the attacker, you can move up to half your Speed as a Reaction and make a Stealth check to become hidden from your attacker, provided you still have Concealment or Cover at the end of your movement.
Fireteam Operator Talent Tree
You have learned to small team tactics to provide the best field efficiency and cover as much ground as possible.Fireteam Assignment
Prerequisite: Coordinated Attack- Benefit: Once per Day, choose one Ally to assign as a part of your Fireteam. You are automatically successful in Aiding another member of your Fireteam's skill checks
Fireteam Field Training
Prerequisite: Fireteam Assignment- Benefit: Once per Encounter, choose one of the Field Training Bonuses listed below to share with your fireteam
Aggressive
You and your Fireteam gain a +3 Insight Bonus to Attack Rolls & +2 Insight Bonus to Damage Rolls.Defensive
You and your Fireteam gain a +3 Insight Bonus to a Special Defense of the individual's choosing & a +2 Insight Bonus to your General Defense.Tactical
You may spend two Free Actions to grant the benefits of Aim to all members of your Fireteam that attack the same target you Aimed at.Utility
You and your Fireteam may use each other's skill bonuses on Skill Rolls.Fireteam Formations
Prerequisite: Fireteam Assignment & Fireteam Field Training- Benefit: Once per Day, when you assign your Fireteam you may grant one of the following bonuses until the end of the Day:
Cover Formation
Your Fireteam gains a bonus while in Cover equal to the number of other Fireteam members in Cover.Spear Formation
If you are behind all members of your Fireteam, you may grant your Fireteam a Moral bonus to your Fireteam member's Damage rolls equal to your Charisma Modifier.Wide Formation
Your Fireteam Allies may now be up to 12 squares away from you and still receive Fireteam benefits but all bonuses are halved Once per Day, you may change the Fireteam formation.Fireteam Special Attack Tactics
Prerequisite: Fireteam Assignment- Benefit: Once per Encounter, you may grant each of your Fireteam members the benefits of one of the following feats (so long as you also have the feat) Aimed Shot, Hip-Fire Shot, Pin-Point, Point-Blank Shot, Precise Shot, Pistoleer, & Rifleman.
Fireteam Actions
Prerequisites: Fireteam Assignment & Fireteam Special Attack Tactics- Benefit: You and your Fireteam have learned to work together as a cohesive unit and have an established set of tactics, which you have practiced to perfection. You can use any of the following actions on your turn:
Aggro Focus
As a Standard Action, you can make a melee or ranged attack against a target in Range. Each Fireteam member receives a Reaction to roll a Stealth check against the target’s Will Defense. If their check meets or exceeds the Will Defense of the target, they gain Concealment against them.Marking Targets
As a Standard Action, you can make a melee or ranged attack against a target in Range. If your attack is successful and deals damage, each Fireteam member has Line of Sight on the target as long as you do.Sweep the Area
As a Standard Action, you can make a Perception/Gather Information check, all Fireteam Members gain a Reaction to make the same check sharing the Skill check bonus of the highest Fireteam member.Team Shooting
As a Standard Action, you can make a melee or ranged attack against a target in Range. For each of your Fireteam members armed with a ranged weapon who has line of sight to your target, you can grant one ally a +2 insight bonus on attack rolls against the target until the end of your next turn. Thus, if you have multiple armed Fireteam members with line of sight to the target, you can grant the +2 bonus to multiple allies.Multi-Team Training
Prerequisite: Squad Formation- Benefit: If any of your allies are part of another Squad or Fireteam, you may benefit from each others' bonus, provided you are within range.
Get Into Position
Prerequisites: Fireteam Assignment, Base Attack Bonus +5- Benefit: As a Move Action, you can grant one of your Fireteam an additional +3 to their movement speed until the end of their turn. You can select this Talent up to a number of times equal to your Charisma mod. Each time you do, you gain share the benefits of this talent with one additional party member.
Fringer Talent Tree
You're especially skilled at "getting by" on backwater worlds.Barter
- Benefit: You may reroll any Persuasion check made to Haggle with Advantage.
Flee
Prerequisite: Long Stride- Benefit: As a Standard Action, you can designate a single opponent and move up to your Speed away from that opponent; this movement does not provoke Attacks of Opportunity from that opponent, though it might provoke as normal for all other opponents. In addition, your Speed increases by 2 until the end of your next turn.
Fringe Savant
- Benefit: Whenever you roll a Natural 20 on a Skill Check during an encounter, you gain one temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost.
Long Stride
- Benefit: Your Speed increases by 2 squares if you are wearing Light Armor or no Armor. If you have a natural Fly, Climb, or Swim Speed, it increases by 2 squares as well.
Sidestep
Prerequisite: Long Stride- Benefit: You can use a Swift Action to reduce the cost of each move into a diagonal space to 1 until the end of your turn if you are wearing Light Armor or no Armor.
Swift Strider
Prerequisites: Long Stride, Sidestep- Benefit: You are skilled at maneuvering on the battlefield thanks to your experience surviving in dangerous places. You can use each of the following actions once per encounter:
Blurring Burst
As a Move Action, move up to your Speed, and gain a +2 bonus to your Reflex Defense until the end of the encounter.Sudden Assault
Make a Charge attack against an enemy within range as a Standard Action. You take no penalty to your Reflex Defense for this attack.Weaving Stride
Move up to your Speed as a Move Action. You gain a cumulative +2 dodge bonus to your Reflex Defense for each Attack of Opportunity made against you during this movement. This bonus lasts until the beginning of your next turn.Surge
Prerequisite: Long Stride- Benefit: Once per encounter, you can use a Swift Action to move up to your Speed.
Jury-Rigger
- Benefit: You may reroll any Mechanics check made to Jury-Rig. You must, however, accept the result of the reroll, even if it is worse.
Keep it Together
Prerequisite: Jury-Rigger- Benefit: Whenever you successfully Jury-Rig a device or Vehicle, the item does not move -5 steps along the Condition Track at the end of the encounter, though it does move -2 Persistent steps down the Condition Track.
Master Scout Talent Tree
You are more experienced and talented than the average Scout. You draw upon your diverse abilities to gain advantages others cannot match.Piercing Hit
Prerequisites: Acute Senses, Keen Shot- Benefit: You are skilled at fighting armored characters, taking advantage of their weaknesses. You can use each of the following Actions once per encounter:
Binding Hit
You dislodge an enemy's Armor, causing it to hinder the wearer's defenses. Make a melee or ranged attack as a Standard Action. If you hit and damage your target, the target loses its Armor bonus to its General Defense and is Flat-Footed. This effect remains until the target spends a Standard Action to adjust its Armor.Blinding Fire
Make a melee or ranged attack as a Standard Action. If the attack hits and damages the target, the target takes a -2 penalty to all attacks until the end of your next turn. Additionally, all other creatures, Droids, and Vehicles have Concealment from the target until the end of your next turn.Slowing Shot
Your hit damages your target's Armor so that the target's movement is hindered. Make a melee or ranged attack as a Standard Action. If you hit and damage the target, the target's Speed is reduced by two squares until the end of your next turn.Quicktrap
Prerequisites: Jury-Rigger, Tripwire- Benefit: You can use the Tripwire Talent as a Move Action instead of a Standard Action.
Speed Climber
Prerequisites: Long Stride, Surefooted, Trained in Climb- Benefit: You do not suffer penalties when using the Accelerated Climbing application of the Climb Skill.
Surprisingly Quick
Prerequisite: Skill Focus (Initiative)- Benefit: In a Surprise Round, if you are not Surprised, you can take a Swift Action in addition to the one other Action normally allowed. If you are Surprised, you can take a single Swift Action.
Tripwire
Prerequisites: Jury-Rigger, Trained in Mechanics- Benefit: As a Standard Action, you can set up a simple snare or trap across an opening up to 3 squares wide. You must have the required items to set the trap. Make a successful DC 20 Mechanics check to set the trap. Make a Deception check to conceal the wire. Compare the result of the Deception check to the Perception check of the next creature that passes through that square (-10 if it observes you setting the trap).
Clothesline
Requires thin wire, set at neck height. Success results in the target falling Prone in the trapped square, ending its Actions for the turn and taking 1d6 points of damage.Electronic Tripwire
Success results in Mine damage (Treat as Frag Grenade, 2-square blast radius centered on one end of the wire). Target is automatically hit; roll 1d20+10 against the Reflex Defense of adjacent targets.Tripwire
Requires thin wire, set at ankle height. Add 2 to the Deception check result. Success results in the target immediately falling Prone in the trapped square and ending its Actions for the turn.Mobile Scout Talent Tree
Always mobile, scouts have developed ways to ride and drive over all types of terrain.Expert Rider
Prerequisite: Trained in Ride- Benefit: You can reroll any Ride check, with Advantage.
Terrain Guidance
Prerequisite: Trained in Ride- Benefit: You effectively guide your mount through rough terrain. When in control of your mount, you can make a DC 20 Ride check as a Swift Action to negate the effect of Difficult Terrain on your mount's Speed.
Battle Mount
Prerequisites: Expert Rider, Terrain Guidance, Trained in Ride- Benefit: You know how to fight from a living mount. You can use each of the following Actions once per encounter:
Covered Attack
Once per encounter, when you use the Use Mount as Cover (but not Improved Cover) aspect of the Ride skill, you can make an attack as a Standard Action, but you must have a free hand to do so.Reduce Profile
You gain additional Cover from your mount. When you succeed in the Use Mount as Cover application of the Ride skill, you gain Improved Cover. If you fail by less than 10, you still gain the benefit of Cover. You gain no benefit if you fail by 10 or more.Swift Attack Mount
Once per encounter, the mount you are riding can make an attack as a Swift Action instead of a Standard Action.Mechanized Rider
Prerequisites: Trained in Ride, Trained in Pilot- Benefit: You use your riding experience to improve your skills on a Speeder or a Swoop Bike. When riding a Speeder or a Swoop Bike (or another, similar Vehicle), you can use the following applications of the Ride skill: Fast Mount or Dismount, Soft Fall, Stay in Saddle, and Use Mount as Cover.
Survivor Talent Tree
As an explorer of dangerous places, you are trained to react to danger swiftly and adroitly, as well as navigate Difficult Terrain, and reduce damage.Evasion
- Benefit: If you are hit by an Area Attack, you take half damage if the attack hit you. If the area attack misses you, you take no damage. If you are the Pilot, this talent applies to your Vehicle.
Extreme Effort
- Benefit: You can spend two Swift Actions to gain a +5 bonus on a single Strength check or Strength-based Skill Check made during the same round.
Sprint
- Benefit: When you use the Run action, you can move up to five times your Speed (instead of up to four times).
Surefooted
- Benefit: Your Speed is not reduced by Difficult Terrain.
Hyperspace Explorer Talent Tree
You are an experienced deep-space explorer who has learned a few tricks along the way that help you survive both in space, and planet-side.Deep-Space Gambit
- Benefit: Once per encounter, when you or a Vehicle you occupy are the target of an attack roll, you can force your opponent to reroll the attack. The opponent must keep the worse of the two results.
Guidance
Prerequisite: Trained in Perception- Benefit: You know how to guide others through treacherous terrain. You may use a Swift Action to point out the path of least resistance to an ally within line of sight who can see, hear, and understand you. The ally ignores the effect of Difficult Terrain on its next turn. You cannot use this Talent on yourself.
Hidden Attacker
Prerequisite: Trained in Stealth- Benefit: Your shots seem to come from nowhere. Whenever you use the Snipe application of the Stealth skill, you do so as a Swift Action instead of a Move Action.
Hyperspace Savant
Prerequisite: Trained in Pilot- Benefit: You can substitute your Pilot skill for the Use Computer check made to Astrogate, or Use Sensors while you are the Pilot of a Vehicle.
Vehicle Sneak
Prerequisite: Trained in Pilot- Benefit: You know how to fly and operate your Vehicle in order to hide its approach visually, decrease the noise it produces, and minimize its sensor signature. Treat your ship as two size categories smaller when attempting Stealth checks.
Silent Movement
Prerequisite: Trained in Stealth- Benefit: You know how to move silently in almost any environment. You never suffer from unfavorable circumstances from environmental effects associated with noise when you Sneak using the Stealth skill. Once per round, when you make a Stealth check, you can automatically use the Aid Another Action on one ally's Stealth check.
Hyperspace Savant
- Benefit: If you fail a Use Computer check to Astrogate, and the failure of the check results in the ship taking damage, you may make a DC 20 Mechanics check in order to 1/2 the damage taken.
Hyperlane Mastery
- Benefit: Select a route through the galaxy. When making a Use Computer check to Astrogate along that route, the DC is reduced by 5. In addition, you may Take 10 on the check, even if conditions would not normally allow it. If this check fails, you immediately know and may attempt to try again.
Regional Expertise
- Benefit: Select a particular region of space, not including Wild Space. When making a Use Computer check to Astrogate within that region, the DC is reduced by 5. In addition, you may Take 10 on the check, even if conditions would not normally allow it. If this check fails, you immediately know and may attempt to try again.
Spy Talent Tree
Scouts are often capable of getting into areas unseen, and they make excellent spies thanks to their survival instincts and aptitude for stealth.Blend In
- Benefit: You know the tricks of body language and movement that allow you to disguise your appearance without elaborate materials or efforts. You can use your Stealth modifier in place of your Performance modifier for the purpose of creating a Deceptive Performance as another. You are considered Trained in Performance skill for the purpose of using this Talent. If you are entitled to a Performance check reroll, you can reroll your Stealth check instead (subject to the same circumstances and conditions).
Incognito
Prerequisite: Blend In- Benefit: Spies are adept at concealing their identities, even if not using a physical disguise. You can re-roll any Deception or Disguise check for the purpose of maintaining a Deceptive Appearance/Persona, with Advantage.
Improved Surveillance
Prerequisites: Surveillance, Trained in Perception- Benefit: When you successfully use the Surveillance Talent, you grant yourself and your allies a +2 insight bonus to all Defenses against the target.
Intimate Knowledge
Prerequisite: Surveillance- Benefit: Experienced spies and Scouts remember many details from previous assignments, providing insights on later missions. Once per encounter as a Standard Action, you can Take 20 on a check involving a Knowledge skill you are Trained in, or Take 10 on a check involving a Knowledge skill you are Untrained in, even if circumstances would not normally allow you to Take 10 or Take 20.
Surveillance
Prerequisite: Trained in Perception- Benefit: As a Full-Round Action, you can make a Perception check against a single target within line of sight. The DC is equal to 15 or the target's Stealth check result (if the target is actively trying to remain hidden), whichever is greater. If the check is successful, you grant yourself and all allies within line of sight a +5 insight bonus on attack rolls against that target until the end of your next turn. Your allies must be able to hear and understand you to benefit from this bonus, and they do not lose the benefit if they move out of line of sight after it is used.
Traceless Tampering
- Benefit: Spies specialize in leaving no evidence of their presence when they tamper with advanced electronics or basic mechanical systems. When using Mechanics to Disable Device, you automatically leave no trace when tampering (with no DC increase), and you must fail by 10 or more (instead of 5 or more) before something goes wrong.
Surveillance Talent Tree
You have mastered the art of surveillance, transforming the information you gather with scouting into a distinct advantage on the battlefield.Hidden Eyes
- Benefit: If you have Concealment from a target, you gain a +5 circumstance bonus on all Perception checks made against that target.
Seek and Destroy
Prerequisite: Hidden Eyes- Benefit: If you make a Charge attack against a target that is unaware of you, that target cannot make a Perception check to notice you until after the attack is resolved, even if you move away from Cover or Concealment.
Hunt the Hunter
- Benefit: When you use a Standard Action to actively look for hidden enemies, you can make a single melee or ranged attack against any one enemy you notice with your Perception check.
Spotter
- Benefit: As a Move Action, you can make a Perception check with a DC equal to 10 + the CL of a single target enemy in your line of sight. If you succeed on the check, you may choose one of the following benefits; You and all your allies that can hear and understand you gain Advantage on attack rolls against that target until the end of your next turn; or the target you spotted has Disadvantage on all checks until the end of your next turn.
Advanced Intel
Prerequisite: Spotter- Benefit: If you are not Surprised at the beginning of combat, you can use the Spotter talent as a Free Action on your first turn, including during the Surprise Round.
Unpredictable Talent Tree
You make it difficult for enemies to harm you because you're never in the place where they expect you to be. When they do manage to hurt you, you make them pay for it with sudden retribution attacks.Aggressive Surge
- Benefit: Once per encounter when you catch a Second Wind, you can make a Charge attack as a Free Action, provided that you can make a charge attack against a legal target at the time you catch a Second Wind.
Blast Back
- Benefit: Once per round when you are damaged by an enemy's Area Attack, as a Reaction you can make an immediate melee or ranged attack against the source of the Area Attack, provided that you have line of sight to the attacker and the target is within your melee or ranged reach.
Second Strike
Prerequisite: Blast Back- Benefit: Once per encounter when you miss a target with a single melee or ranged attack, as a Free Action you can move up to half your speed and make a second attack of the same type against a different target. This movement doesn't provoke Attacks of Opportunity.
Fade Away
- Benefit: Once per turn when you are damaged by an enemy's attack, as a Reaction you can move up to half your speed. This movement does not provoke Attacks of Opportunity.
Already Gone
Prerequisite: Fade Away- Benefit: Once per encounter when an enemy makes an Attack of Opportunity against you, as a Reaction you can automatically negate the attack and immediately move up to half your speed. This movement does not provoke Attacks of Opportunity.
Versatility Talent Tree
You are known for your ability to adapt to any situation, heedless of adversity.Adapt and Survive
- Benefit: When an enemy within 24 squares of you and in your line of sight receives a morale or insight bonus of any kind, you also gain the benefits of that bonus until the end of your next turn.
Unbalancing Adaptation
Prerequisite: Adapt and Survive- Benefit: When you use the Adapt and Survive Talent, you also deny the target the bonus that triggered the Talent to one enemy within your line of sight.
Defensive Protection
- Benefit: You can spend a Force Point as a Reaction and add the results of the Force Point d6 to any one of your Defenses, or to one of the Defenses of an adjacent ally. This bonus lasts until the beginning of your next turn.
Quick on Your Feet
- Benefit: Once per encounter, you may move up to your Speed as a Reaction.
Ready and Willing
- Benefit: When you Ready an Action, you can choose at any time before the start of your next turn to take your Readied Action at the end of the current turn, after the acting creature, Droid, or Vehicle completes its Action.
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