Soldier
Soldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory and honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.
Adventurers
Many Soldiers see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can't defend themselves; others seek to use their muscle to carve their own place of importance in the galaxy. Whatever their initial motivation, most Soldiers wind up living for the thrill of combat and the excitement of adventure. Adventuring Soldiers call themselves guards, bodyguards, champions, enforcers, mercenaries, warriors, soldiers of fortune, or simple adventurers.Characteristics
Soldiers have the best all-around fighting abilities, and individual Soldiers develop styles and techniques that set them apart from their peers. A given Soldier might be especially capable with certain weapons, and another trained to execute specific combat maneuvers. As Soldiers gain experience, they get more opportunities to develop their fighting skills.Soldier Base Class Stat Modifiers
- Base Class Hit Points: 32 + Con modifier for 1st level. 12HP plus their Consitution modifier.
- Damage Resistance: +2
- Special Defenses: +2 Fortitude
- General Defense: +1
- Base Attack Bonus: High, Current Hero +1
- Force Points: 5 + Hero lvl/2 rounded down.
- A Soldier starts the game with 3d4 x 300 +400 Credits.
Soldier Base Class Starting Feats
- Armor Proficiency (Light & Medium)
- Weapon Proficiency (Assault Weapons, Sidearms, & Simple Weapons) or (One Legendary Weapon Proficiency {Type} & Simple Weapons).
Soldier Base Class Starting Languages
- Basic
- Binary (must have Intelligence 13+ & be Trained in Mechanics)
- Bocce (Trade Language)
- High Galactic
- Mando'a
- Military Sign
- Old Corellian
- Snivvian.
Soldier Class Skills
The following list of skills is the Class Skills for the Soldier. Base Level Soldiers may choose a number of Class Skills to become Trained in equal to; 5 + their Intelligence Modifier.- Athletics
- Endurance
- Handle Animal
- Initiative
- Knowledge (Tactics & Technology)
- Mechanics
- Perception
- Pilot (Planetary & Starship)
- Ride
- Survival
- Swim
- Treat Injury
- Use Computer
Soldier Class Bonus Feats
At each even-numbered level (2nd, 4th, 6th, etc.), a Soldier gains a Bonus Feat. This Feat must be selected from the following list, and a Soldier 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.
Advanced Combat Maneuver Training
- Benefit: When you take this feat you gain the ability to use the Advanced Combat Maneuvers; Grapple (Crush, Drag, Pin, Slam, Strike, Submission, Throw, & Tie Up Steal; and Trip. And when you fail a Combat Maneuver check you are no longer at risk of taking an Attack of Opportunity.
Advanced Cover Training
- Benefit: When you have Cover from an Explosive Area Attack, even if the attack roll exceeds your General/Reflex Defense you take no damage.
Aimed Shot
Prerequisites: Base Attack Bonus +2- Benefit: If you aim before making a Ranged attack you gain a +3 insight bonus to your attack roll.
Armor Proficiency (Light, Medium, & Heavy)
- Benefit: You can wear Armor without the untrained penalty. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).
Artillery Shots
- Benefit: When you make an attack with an Explosive weapon, with which you are proficient, against a target farther than Point-Blank Range, you can affect up to two additional squares adjacent to the normal area.
Athlete Conditioning
Prerequisites: Trained in Athletics & Swim- Benefits: Gain a +3 vigor bonus on Athletics & Swim checks.
Autofire Sweep
Prerequisite: Weapon Focus (Chosen Weapon)- Benefit: When making an Autofire attack with a weapon, with which you possess the Weapon Focus feat, instead of a normal Autofire attack, you may make a 4-Square Cone Area Attack. This attack will have a -5 attack roll penalty.
- Benefit: When wielding a weapon for which you possess the Weapon Focus Feat, and you target only one target with your Autofire attack, the initial penalty on the Autofire attack is reduced by 1 (an additional 1 if using a Braced Autofire-only weapon or the Controlled Burst Talent). You also deal +1 die of damage on hits against that target.
Brink of Death
- Benefit: When you deal sufficient enough Lethal damage on an attack to kill a target, you may instead choose to move the target to the bottom of their Condition Track.
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.
Collateral Damage
Prerequisites: Weapon Proficiency (Heavy Weapons or Rifles) & Base Attack Bonus +3.- Benefit: When you deal damage with a Suppressing Fire attack using a Heavy Weapon or Rifle, once per turn on your turn, you can immediately make a second attack at a -5 damage penalty against all cover and objects in the affected area. The cover and objects take half damage from this second attack.
Conditioning
Prerequisites: Strength 13 & Constitution 13- Benefit: Once per Encounter, you can Reroll a Strength & Constitution-based skill check with Advantage.
Combat Reflexes
- Benefit: Attacks of Opportunity no longer count as a Reaction. Also, you may make a number of additional Attacks of Opportunity equal to your Dexterity modifier in between your turns. You can still only make one attack of opportunity against a particular target in between your turns. You may also make Attacks of Opportunity while Flat-footed.
Coordinated Attack
Prerequisite: Base Attack Bonus +2.- Benefit: You are automatically successful when using Aid Another to aid an ally's attack or suppress an enemy if the target is adjacent to you or within your weapon's optimal range.
Coordinated Barrage
Prerequisites: Coordinated Attack & Base Attack Bonus +5.- Benefit: When you Aid Another ally's attack, for every 3 points that the ally's attack roll beats the target's General Defense, the attack deals +1 die of damage. The maximum number of extra damage die that may be added is +5.
Counter Clutch
Prerequisite: Grapple Specialist- Benefit: You gain a +2 bonus to your Combat Maneuver Defense against Grab and Grapple attacks. If an enemy misses you when making a Grab or Grapple attack, you can immediately make your own Grab attack against the same enemy as a Reaction.
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.
Crossfire
Prerequisites: Precise Shot & Base Attack Bonus +5.- Benefit: Once per Round, when you target a creature that has Soft Cover you can ignore the Cover bonus to the target's General Defense.
Crush Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +1, Strength) 13.- Benefit: While you have an opponent Grappled & use Crush against them, you may either use your full Unarmed damage for your crush attack or your crush attack moves your grappled opponent -1 down the Condition Track.
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.
Desperate Dive
Prerequisite: Trained in Athletics- Benefit: Once per round, as a Reaction to being targeted by a ranged attack, you can make a Athletics check to Long Jump, into a square that will grant you Cover. If your check meets or exceeds the Athletics 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 Athletics check, you land prone in a square adjacent to you, and you lose the benefits of being Prone against a Ranged Attack.
Destructive Force
- Benefit: 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.
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.
Droid Hunter
- Benefit: 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.
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).
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.
Exotic Weapon Proficiency
Prerequisites: Base Attack Bonus +1- Benefit: You gain the ability to use an Exotic Weapon's Proficiency Perk on one Exotic Item of your choosing. You can take this feat multiple times, each time you gain the ability to use the Weapon Proficiency Perk on a new Exotic Item.
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.
Field Surgeon
Prerequisite: Trained in Treat Injury- Benefit: You can perform Surgery on a number of creatures equal to your Intelligence modifier (minimum 2) simultaneously. You make Treat Injury checks for each individual creature as normal
Firing Squad Training
Prerequisite: Coordinated Attack- Benefit: When you make an attack with a weapon set on Autofire that deals damage to at least one target, you grant a +2 circumstance bonus on any of your allies' Autofire attacks made against that same target until the beginning of your next turn.
Flash & Clear
- Benefit: When you damage a target with a Burst or Splash weapon, you gain Concealment against that target until the beginning of your next turn.
Flèche
Prerequisite: Base Attack Bonus +3- Benefit: Once per encounter, when you Charge, you can turn any Melee attack roll of 17+ into a Critical Hit.
Flood of Fire
- Benefit: When you make an Autofire attack, and you are proficient with that weapon, all targets of the attack lose half their dodge or deflection bonuses to General Defense against the Autofire attack.
Flurry
- Benefit: When wielding only Light weapons or Lightsabers, you can make a flurry of attacks as a Full-Round Attack. You take a -5 penalty to your General Defense and Attack rolls, but you may make an additional attack during your Full-Round Attack. This penalty to your Defense and Attack rolls applies until the start of your next turn.
Fortifying Recovery
Prerequisite: Constitution 13- Benefit: When you take the Recover Action, you also gain a number of Bonus Hit Points equal to 2 x your Constitution bonus (Minimum 2).
Galactic Alliance Military Training
- Benefit: You do not move down the Condition Track the first time an attack exceeds your Damage Threshold in an encounter.
Grand Army of the Republic Training
Prerequisite: Armor Proficiency (Light, Medium, or Heavy)- Benefit: If you wear Armor that provides an Armor bonus to your Fortitude Defense, and you are proficient with that Armor, you also apply the Armor's bonus to your Will Defense.
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.
Grazing Shot
Prerequisite: Aimed Shot- Benefit: 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.
Gunnery Specialist
Prerequisite: Base Attack Bonus +1.- Benefit: While you are the Gunner of a Vehicle, you are considered proficient with Vehicle Weapons. Additionally, once per encounter, you can roll an attack roll made with a Vehicle Weapon with Advantage.
Halt
Prerequisites: Trip, Weapon Focus (Chosen Weapon) & Base Attack Bonus +8- Benefit: If your Attack of Opportunity is successful while wielding a weapon for which you possess the Weapon Focus Feat, against an enemy of up to one size larger than you, compare your Attack roll against the target's Combat Maneuver Defense. If your Attack roll meets or exceeds their Combat maneuver Defense, the target immediately halts all movement and falls Prone in its current square. The target can spend any remaining Actions normally. If your attack exceeds the target's Damage Threshold, the target loses any remaining Actions and ends its turn immediately. Apply damage normally to the target regardless of the results of this Feat.
Heavy Hitter
Prerequisite: Weapon Focus (Heavy Weapons) or Vehicular Combat- Benefit: When making an attack roll using a Weapon Emplacement or a Vehicle Weapon System, you add an additional 1 point of damage for every 5 points you roll above the target's General Defense (or Reflex Defense for vehicles). If you exceed the target's Damage Threshold, then on its next turn the target cannot attack and its speed is reduced by 2 squares (1 square Starship Scale).
Hidden Shot
Prerequisites: Dexterity 14, Base Attack Bonus +5, Powered Shot, & Trained in Stealth.- Benefit: When you make a ranged attack with Concealment against a target that is unaware of you, you may spend a Swift Action to gain a +5 bonus on your attack roll and deal +1 die of damage.
High-Intensity Athletic Training
Prerequisite: Trained in Athletics- Benefit: 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 Sidearms. 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: Multi-Shot, Rapid Strikes, or Sneak Attack Expert- Benefit: Whenever you would deal extra damage by using Multi-Shot, Rapid Strike, or Sneak Attack you can reduce the target's Speed by 2 squares until the end of the encounter, instead of dealing the extra damage.
Imperial Military Training
- Benefit: Once per encounter, as a Free Action on your turn, you can negate any one Mind-Affecting effect targeting or currently affecting you.
- Benefit: 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.
- Benefit: 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 Assault Weapon
When you use an Ion Assault the critical threat of the weapon is increased by 1.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 Heavy Weapon
Ion Attacks target the target's Reflex Defense and treat it 5 points lower.Ion Sidearm
When you use an Ion Sidearm, the damage dice increase by 1 step.Kinetic Blast
Prerequisites: Weapon Proficiency (Simple Weapons) & Base Attack Bonus +1- Benefit: 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.
Kiting Shot
Prerequisite: Base Attack Bonus +1- Benefit: When you damage a Large or smaller creature with a ranged attack with a weapon you are proficient with, compare the result of your attack roll to the target's Will Defense. If your result equals or exceeds the target's Will Defense, you can move the target 1 square in any direction as a Free Action.
Knock Heads
Prerequisites: Strength 13, Dexterity 13, Advanced Combat Maneuvers, & Multi-Grab.- Benefit: After successfully using the Multi-Grab Feat against two targets that are both adjacent to you and each other, you can immediately knock their heads together, dealing automatic bludgeoning damage to each creature equal to 2d6 plus your Strength modifier. When comparing the damage to each creature's Damage Threshold, treat their Damage Thresholds as if they were 5 points lower. Both creatures are still considered Grappled at the end of using this Feat.
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.
Maniacal Charge
- Benefit: 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.
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.
Mighty Swing
Prerequisites: Strength 13- Benefit: Once per encounter, while making a melee attack you may spend a Swift Action to deal half damage and knock your target backward two squares.
Mighty Throw
Prerequisite: Strength 13 & Dexterity 13- Benefit: You can add your Strength modifier (in addition to your Dexterity modifier) to your ranged attack bonus when using Thrown Weapons (including Grenades and Grenadelike weapons). Also, you can increase the length of each Range category by a number of squares equal to your Strength modifier.
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.
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.
Non-Believer
- Benefit: You gain a +5 insight bonus to Fortitude and Will Defense against any attack or effect requiring a Use the Force check.
Opportunistic Shooter
- Benefit: You gain a +2 bonus on Attacks of Opportunity with ranged weapons.
Overwhelming Attack
- Benefit: You must spend two Swift Actions in the same round to activate this Feat. If your target attempts to use a Talent, Feat, or other ability to negate your attack (Such as Block, Deflect, or Vehicular Combat), the target takes a -5 penalty to any attack rolls or Skill Checks it makes to negate the attack. This effect applies to the next attack you make before the end of your turn.
- Benefit: When you have a target Pinned, you are no longer considered Flat-Footed.
- Benefit: This feat only applies to Rifles 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.
- Benefit: You can wear Light Power Armor without the untrained penalty. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).
- Benefit: You can wear Medium Power Armor without the untrained penalty. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).
- Benefit: You can wear Heavy Power Armor without the untrained penalty. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).
- 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.
- Benefit: As a Swift Action, before making an attack roll, you can choose to subtract a number of points from your ranged attack roll and add it to your damage roll. The penalty on attacks and bonus on damage only applies to the next attack made. This feat doesn't affect Area Attacks or Vehicles.
- 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.
- Benefit: You can draw or holster a small One-handed weapon as a swift action instead of a move action.
- 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.
- Benefit: Choose one type of Ranged Weapon or a single Exotic ranged weapon you are proficient with, you may now vent or reload weapons of that type in a single Swift Action.
- 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.
- Benefit: When using the Aid Another Action, you grant an additional +2 insight bonus on Skill Checks and attack rolls to the character you are assisting.
- Benefit: Whenever you use the Running Attack feat to move both before and after making an attack, you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.
- 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.
- Benefit: You can use either your Strength modifier or your Constitution modifier to determine your Fortitude Defense.
- 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.
- Benefit: When you catch your Second Wind, you gain a Move Action to be used immediately.
- Benefit: 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 Athletics- Benefit: It takes a failure of 10 or more on an Athletics check, for climbing, for you to fall. Additionally, if you make an Athletics check, for jumping, 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.
- 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.
- 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.
- Benefits: 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.
- 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.
- Benefit: When using a ranged weapon you are proficient with, as a Full Round Action, you may fire a number of multiple attacks equal to (2 + your Base Attack Bonus) or your blaster's overheat rating/the number of slugs in the magazine (whichever happens first). 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.
- Benefit: While you are adjacent to at least one of your allies, you gain a +1 circumstance bonus on any one attack roll you make on your turn.
- Benefit: Once per encounter, you can spend two Swift Actions instead of three Actions to move +1 up the Condition Track.
- Benefit: 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.
- Benefit: Whenever an opponent attacks you from Soft Cover, you are treated as being in Low Soft Cover from attacks by that opponent.
- Benefit: 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.Simple Geometry
Prerequisite: Dexterity 13 & Intelligence 13.- Benefits: When throwing a Grenade or grenadelike weapon, you can attempt to bounce it off a wall or other surface close to your target. If your attack roll exceeds a; DC 10, you may choose to increase your Grenade or grenadelike weapon's Optimal Range to include the Short Range Value for Thrown Weapons; and DC 15, you ignore the bonuses to Defense provided by Cover, except Total Cover, with your attack.
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.
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.
Sniper
Prerequisites: Base Attack Bonus +6, Aimed Shot, & Far Shot- Benefit: Once per Encounter, when using the Far Shot or Aimed Shot feat, you may spend a Swift Action to make your attack a Heavy Attack. You also gain a +3 insight bonus on all attack rolls made; from Cover, from Prone, or while Braced, into a range value of Medium and above, until the end of your turn.
Staggering Attack
Prerequisites: Sneak Attack & Trained in Stealth.- Benefit: Any time you would deal additional damage from an Ability, Feat, or Talent that grants extra dice of damage, you can forgo the extra damage to move the target up to 2 squares per extra die sacrificed. This movement does not provoke Attacks of Opportunity.
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.
Steadied Shot
Prerequisite: Aimed Shot- Benefit: When you are Prone and make an Aimed Shot, your target does not benefit from their Dexterity bonus to their General Defense.
Striking Blitz
Prerequisite: Base Attack Bonus +3- Benefit: If you hit a single target with two consecutive melee and/or Unarmed attacks during the same turn, any additional 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.
Studied Shot
Prerequisites: Proficient with Ranged Weapon/Group- Benefit: As a Full-Round Action, you may take a -10 penalty to Defense to make a Ranged Attack with a +10 insight bonus to your Attack Roll or Damage Roll on your next attack that is one range value above your weapon's Optimal Range Value.
Submission Magician
Prerequisites: Advanced Combat Maneuver Training- Benefit: At the end of your turn, when you have your opponent trapped in a submission hold, you may, as a Free Action, deal your Unarmed Damage + your Dexterity modifier to them.
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.
Target Designation
Prerequisite: Base Attack Bonus +6 & Weapon Focus (Chosen)- Benefit: 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.
Throw Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +1, & Strength/Dexterity 13.- Benefit: You no longer have to make a Grapple check to Throw an opponent & if your check to throw an opponent surpasses their CMD by 10 or more they land Prone in the square you throw them into.
Toughness
- Benefit: You gain +1 Hit Point per Hero Level you have. This feat works retroactively as well.
Trench Warrior
- Benefit: When you are adjacent to a wall or object that provides you with Cover from your target's ranged attacks, you gain a +1 circumstance bonus on your attack rolls against that target.
Trip Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +1, & Dexterity 13.- Effect: If your CMAB check to Trip an opponent surpasses their CMD by 5 or more, you may, as a Reaction, make an Unarmed Melee Attack against the target. If you fail the CMAB check to Trip an opponent by 10 or more you do not get knocked Prone.
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.
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- Benefit: 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.
Weapon Focus
Prerequisites: Weapon Proficiency (with the Weapon Type the chosen Weapon Group belongs to).- Benefit: Chose one of the Weapon Groups, on the bullet points, listed below from a Weapon Type you are Proficient with. While using a weapon that belongs to the chosen Weapon Group you gain a +1 Insight bonus on all attack & damage rolls. You may take this feat multiple times, each time you take it you may choose a new group to gain Focus with.
Weapon Proficiency
- Benefit: Choose one of the following Weapon Types: Assualt Weapons, Heavy Weapons, Melee Weapons, Sidearms, or Simple Weapons. You become proficient with all weapons of that type, no matter the Weapon Group. You can also take advantage of any weapon's abilities, integrated equipment, and upgrades. You can take this feat multiple times to gain proficiency in an additional Weapon Type.
Withdrawal Strike
Prerequisite: Base Attack Bonus +5- Benefit: When taking this Feat, select either; the Melee Weapon Type, the Legendary Melee Weapon type, or a single Exotic Melee Weapon 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.
Zero Range
Prerequisite: Hip-Fire Shot or Point-Blank Shot.- Benefit: When firing a ranged weapon at a target within or adjacent to your Fighting Space, you gain a +1 bonus on the attack roll and deal +1 die of damage on a hit.
Soldier Class Talent Trees
At every odd-numbered level (1st, 3rd, 5th, and so on), a Soldier gains an additional Talent. Soldiers may choose a Talent from any of the Talent trees below, but they must meet the chosen Talent's prerequisites (if any). No Talent can be selected more than once unless expressly indicated.Ambusher Talent Tree
You specialize in springing ambushes on your enemies.Ambush Specialist
- Benefit: If you are not Surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the Surprise Round for the purposes of Talents and Feats that trigger only during the Surprise Round.
Destructive Ambusher
Prerequisite: Ambush Specialist- Benefit: After you designate a Prime Target, you deal +1 die of damage on attacks against the Prime Target until the end of the encounter.
Keep It Going
Prerequisite: Ambush Specialist- Benefit: If you reduce your Prime Target to 0 Hit Points, as a Free Action you can designate another target within your line of sight as your new Prime Target. This new target remains your Prime Target until the end of the encounter.
Keep Them Reeling
Prerequisite: Ambush Specialist- Benefit: Once per turn as a Swift Action, you can make an Initiative check, opposed by the Initiative check of your Prime Target. If your check result equals or exceeds your Prime Target's check result, your target is Flat-Footed against all attacks you make before the end of your turn.
Perceptive Ambusher
Prerequisite: Ambush Specialist- Benefit: You gain a +5 circumstance bonus to Perception checks against your Prime Target until the end of the encounter.
Spring the Trap
- Benefit: If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a Surprise Round, even if the opponents are aware of you when combat begins.
Armor Specialist Talent Tree
You can maximize the benefits of wearing Armor while reducing or eliminating some of its drawbacks.Armored Defense
- Benefit: When calculating your Special Defenses, you may add one-half of your Armor bonus to one Special Defense, not provided by the Armor itself. You must be proficient with the Armor you are wearing to gain this benefit.
Armor Mastery
Prerequisite: Armored Defense- Benefit: The maximum Dexterity bonus of your Armor improves by +1. You must be proficient with the Armor you are wearing to gain this benefit.
Improved Armored Defense
Prerequisite: Armored Defense- Benefit: When calculating your Special Defenses, you may add one-half of your Armor bonus to two Special Defenses, not provided by the Armor itself. You must be proficient with the Armor you are wearing to gain this benefit.
Juggernaut
Prerequisite: Armored Defense- Benefit: Your Armor does not reduce your Speed or the distance you can move while Running. You must be proficient with the Armor you are wearing to gain this benefit.
Second Skin
Prerequisite: Armored Defense- Benefit: When wearing Armor with which you are proficient, any penalties to your Reflex Defense are halved.
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 (up to the shield's maximum) on an active Energy Shield.
Brawler Talent Tree
You like to close the gap and engage your enemies in closer than “close quarters” combat.Brawl
Prerequisite: Trained in Acrobatics or Athletics. Benefit: As a Full-Round Action, you may make an Acrobatics/Athletics check opposed by your target's Reflex Defense. If your roll meets or exceeds your target's Reflex Defense, they are locked in a Brawl. While engaged in a Brawl, you may choose one of the following Actions to take as a Full-Round Action next turn, if the Brawl is maintained.Brutal Attack
You may make a single Special Attack against a Target in Unarmed Melee Range at a level higher than you have unlocked with the penalty halved.Combat Manuever Takeover
You may make two Combat Maneuver checks against your Target's Reflex Defense.Full-Attack
When making a Full-Attack against a Target in a Brawl, you may make all Attacks available to you per your BAB, plus an additional one, with no Multi-Attack penalties. They defend with their Reflex Defense.Martial Technique
When making a Martial Technique, you can treat your opponent as though they are Flat-Footed.Relocate
You may make an Acrobatics/Athletics check against your opponent's Reflex Defense. If your roll meets or exceeds their Reflex Defense, you may move both yourself and your target up to half of your movement.Disengaging from a Brawl
To Disengage from a Brawl you instigated, make an Acrobatics/Athletics check opposed by your opponent's Reflex Defense as a Standard Action. If you succeed on the check, you successfully Disengage from the Brawl and may move a number of squares equal to your Speed.- If you fail, you remain in the Brawl and take disadvantage on any rolls you make until your next turn.
- If you fail, you remain in the Brawl and take an Attack of Opportunity.
Firing into a Brawl
If another person fires into a Brawl, they take Disadvantage on their attack roll.- If you miss your target by more than 5 you risk hitting another involved in the Brawl.
Brawlers Make Do
- Benefit: When fighting with an Improvised Weapon, you take no penalty on your attack rolls.
Cantina Brawler
- Benefit: While Flanked, you gain a +2 bonus on Unarmed attack rolls and damage rolls. While in a Brawl, you gain a +5 to all Defenses.
Pick a Fight
Prerequisite: Cantina Brawler- Benefit: During the Surprise Round, you and all allies within 6 squares of you gain a +1 morale bonus on attack rolls. Additionally, until the end of the encounter, you retain this bonus to attack rolls against any target you or your allies damage during the Surprise Round.
Counterpunch
- Benefit: When using the Total Defensive Combat Focus, any adjacent creature that attacks you provokes an Attack of Opportunity from you, without breaking your focus.
Disarm and Engage
- Benefit: When you successfully Disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for nonproficiency as well.
Gun Club
- Benefit: You can use a ranged weapon as a melee weapon without taking a improvised melee weapon penalty on your attack roll. The weapon is otherwise treated as a Club in all respects.
Bayonet Master
Prerequisite: Gun Club- Benefit: When you take a Full Attack Action, you can treat a ranged weapon with a Bayonet (or Vibrobayonet) as a Double Weapon. You can attack with the Bayonet (or Vibrobayonet) and club a target with your ranged Weapon (as with the Gun Club Talent), ignoring the normal penalties for attacking with both ends of a Double Weapon.
Hammerblow
- Benefit: If you are Unarmed and holding no items, you double your Strength bonus to Unarmed attack rolls.
Unstoppable Assault
Prerequisite: Hammerblow- Benefit: You launch yourself at your foe, attacking with weapons, limbs, or anything else available. Whenever you miss with a melee attack or the attack is negated, you still deal your Strength bonus in damage to the target (minimum 1), or 2 x your Strength bonus if you attack with a weapon you are wielding two-handed.
Man Down
- Benefit: Whenever an ally within 6 squares is reduced to 0 Hit Points, you can immediately move up to your speed toward that ally as a Reaction. This movement does not provoke Attacks of Opportunity.
Melee Smash
- Benefit: You deal an additional +1 point of Unstoppable damage with any melee attack.
Blinding Blow
Prerequisite: Melee Smash- Benefit: When you damage an opponent with a melee attack, and your damage dealt equals or exceeds the target's Fortitude Defense, they are Blinded until the end of their next turn.
Concussive Clobber
Prerequisite: Melee Smash- Benefit: When you damage an opponent with a melee attack, and your damage dealt equals or exceeds the target's Will Defense, they are Confused until the end of their next turn.
Debilitating Drub
Prerequisite: Melee Smash- Benefit: When you damage an opponent with a melee attack, your opponents move an additional -1 step along the Condition Track if your damage roll result equals or exceeds the target's Damage Threshold.
Devastating Double-Palm Strike
Prerequisite: Melee Smash- Benefit: Once per encounter, you can attempt a Devastating Double-Punch as a Full Round Action. You must declare this special melee attack before making the attack roll. If the attack rolls succeeds, you may subtract 5 points of damage to inflict a Devastating Injury against them. The injury roll is made with a d20, and an additional d20 may be added to the roll for every additional 5 points of damage you subtract.
Staggering Strike
Prerequisite: Melee Smash- Benefit: When you damage an opponent with a melee attack, and your damage dealt equals or exceeds the target's Reflex Defense, they become Staggered until the end of their next turn.
Underdog Brawler
Prerequisite: Staggering Strike- Benefit: You know how to fight when the odds are against you. When flanked by enemies you can use each of the following actions as a Move Action once per encounter:
Agile Defense
Until the beginning of your next turn, you gain a +5 dodge bonus to your General Defense. against a single attack as a Reaction.Corner Grappler
You have Advantage on all Combat Manuever checks.Fortify Self
Until the beginning of your next turn, you gain a +5 bonus to either your Fortitude, Reflex, or Will Defense. against a single attack as a Reaction.Nimble Stance
At any time until the beginning of your next turn, as a Reaction, you can move up to 2 squares. This movement does not provoke Attacks of Opportunity.Sentinel Stand
Until the beginning of your next turn, you gain a bonus to your Attack or Damage roll equal to the number of Opponents Flanking you.Sucker Punch
- Benefit: When your melee attack damage’s an opponent that is denied its Dexterity bonus to its General Defense, you may inflict a Devastating Injury on your opponent if your damage dealt surpasses their Damage Threshold. The injury roll is made with a d20, and an additional d20 is added to the roll for every 5 points you surpass the target’s Damage Threshold.
Jet Jumper Talent Tree
You are an expert in the use of Jet Packs. You can use this form of transport to perform specialized aerial assaults and maneuvers.Aerial Maneuvers
- Benefit: Once per round (as a Reaction), when you are airborne with a Jet Pack or Rocket Pack, you may negate a successful attack by making a Pilot check. The DC of the check is equal to the result of the attack roll you wish to negate. In addition, when flying a Jet Pack, you are considered proficient with its integrated weapons.
Jet Pack Training
- Benefit: You can activate a Jet Pack as a Free Action on your turn. You need not make Pilot (Planetary) checks to land safely with a Jet Pack.
Burning Assault
Prerequisite: Jet Pack Training- Benefit: As a Standard Action you can expend one of your Jet Pack's charges to make an attack with the Jet Pack, treating it as a Flamethrower. You cannot use this Talent when you are flying. You are considered proficient in the Flamethrower for purposes of making this attack.
Improved Trajectory
Prerequisite: Jet Pack Training- Benefit: You always use the proper trajectories to maximize the efficiency of your rocket-pack burn rates. You increase your fly Speed by 2 squares when using a Jet Pack.
Jet Pack Withdraw
Prerequisite: Jet Pack Training- Benefit: Once per encounter, as a Reaction when an opponent moves adjacent to you, you can expend one charge of your Jet Pack to fly and Move your Speed, or Withdraw.
Marine Talent Tree
You use advanced combat tactics to take down enemies quickly, shield your comrades, and endure whatever challenges are thrown your way.Battle Analysis
- Benefit: As a Swift Action, you can make a DC 15 Knowledge (Tactics) check. If the check succeeds, you know which allies and opponents in your line of sight are reduced to at least half of their maximum total Hit Points.
Combat Synergy
Prerequisite: Battle Analysis- Benefit: When one or more allies uses the Aid Another Action to give you a bonus to your attack roll, you gain a circumstance bonus equal to the half their result of their roll provided to your damage roll.
Cover Fire
Prerequisite: Battle Analysis- Benefit: When you make a ranged attack with a Sidearm or Assault Weapon, all allies within 6 squares of you when you made the attack gain a +1 bonus to General Defense until the start of your next turn. Allies within range don't need to be within your line of sight to gain the bonus.
Defensive Position
Prerequisite: Battle Analysis- Benefit: Whenever you are in Cover, you can spend two Swift Actions to treat the Cover as though it were one step better.
Commando Training
Prerequisites: Battle Analysis, Combat Expertise, & Weapon Focus (a Sidearm +1 other)- Benefit: You have received extensive tactical combat training. When using a special attack ability, granted by a Combat Feat or Talent, you may spend a Free Action to choose a bonus to add to your roll from the list below:
Attack Advantage
Make your Special Attack with Advantage
Defender Disadvantage
Grant Disadvantage on your enemy’s roll to resist.
Double Tap
- Benefit: When you score a Critical Hit and the target is still alive after Damage Calculation, you may make an immediate Attack against the same target.
Wake of Devastation
- Benefit: You may forgo a Critical Damage bonus to inflict a Devastating Injury, rolled as normal.
Demolitionist
- Benefit: When you use the Mechanics skill to Handle Explosives, the explosion deals +2 dice of damage. You may take this Talent multiple times; its effects stack.
Draw Fire
- Benefit: You can distract opponents and convince them that you are the most tempting (or most dangerous) target in the area. As a Swift Action, make a Persuasion check and compare the result to the Will Defense of all opponents within line of sight.
- Special: If you are the Pilot of a Vehicle, you may use this Talent to protect allied Vehicles. You may use it to protect Vehicles no more than one size category larger than your own.
Indomitable
- Benefit: Once per day as a Swift Action, you can move +5 steps on the Condition Track. This does not remove any Persistent Conditions that may be affecting you. This Talent does not affect the Condition Track of a Vehicle.
Keep Them at Bay
- Benefit: When you use the Aid Another Action to Suppress an Enemy, that enemy takes a -5 penalty on its next attack instead of the normal -2 penalty. Only 1 character may gain the benefits of this Talent against a given target at a time.
More Bang for Your Buck
- Benefit: You add an additional die of damage when attacking with any weapon that has a Splash radius.
Tough as Nails
- Benefit: When You catch a Second Wind you may make a DC 20 Endurance check. If the results of your check equal or exceed the DC of the check your Second Wind doesn’t count to your daily total. If you also have the Extra Second Wind feat, you may treat the DC of this check as 15.
Hard Target
Prerequisite: Tough as Nails- Benefit: When you can Catch a Second Wind, you may double your Damage Resistance until the start of your next turn.
Harm's Way
Prerequisite: Trained in Initiative- Benefit: Once per round, you may spend a Swift Action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally's stead. Until the start of your next turn, any attack made against the protected ally targets you instead.
- Special: If you are the Pilot of a Vehicle, you may use this Talent to protect allied Vehicles. You may use it to protect Vehicles no more than one size category larger than your own.
Dedicated Protector
Prerequisite: Harm's Way- Benefit: Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a +1 morale bonus to their General Defense as long as they remains adjacent to you. Any individual can only be the target of this Talent once per encounter.
Coordinated Effort
Prerequisite: Dedicated Protector- Benefit: When you use the Aid Another Action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector Talent, that ally also gains a +2 bonus to damage rolls on the attack you aided.
Dedicated Guardian
Prerequisite: Dedicated Protector- Benefit: You can use each of the following Actions once per encounter:
Blast Shield
- Benefit: Spend a Swift Action. Until the end of your next turn, the ally who is under the effects of your Dedicated Protector Talent is treated as having the Evasion Talent for the purposes of determining damage from an Area Attack. If the ally already has Evasion, the damage from a successful Area Attack is reduced by 1 die.
Take the Pain
- Benefit: Whenever your Dedicated Protector target would move down the Condition Track, you can, as a Reaction, choose to move the same number of steps down the Condition Track instead (preventing the ally from moving down the Condition Track).
Team Effort
- Benefit: Spend a Swift Action. Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and to that ally is considered Flanked.
Out of Harm's Way
Prerequisites: Harm's Way & Trained in Initiative- Benefit: As a Reaction, when you use the Harm's Way Talent (which still requires a Swift Action to activate), you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke Attacks of Opportunity.
Mercenary Talent Tree
Mercenaries are blasters-for-hire who sell their services to the highest bidder. Though money might motivate them, few types of soldiers are more capable of operating independently.- Special: Talents from this Talent Tree can be used to qualify for the Elite Trooper Prestige Class.
Commanding Presence [Mind-Affecting]
- Benefit: Once per encounter, you can activate this Talent as a Swift Action. Until the end of the encounter, all your opponents within 6 squares of you take a -2 penalty to their Will Defense.
Feared Warrior [Mind-Affecting & Fear]
Prerequisite: Commanding Presence- Benefit: Your abilities on the battlefield are well-known and feared. When you reduce an opponent to 0 Hit Points with an attack, you can make a Persuasion check as a Free Action against all targets within 6 squares. If your Persuasion check exceeds the target's Will Defense, that target takes a -2 penalty on attack rolls for the remainder of the encounter.
Dirty Fighting
- Benefit: Once per encounter, if you successfully damage an opponent with a melee or ranged attack, you reduce the target's Damage Threshold by 2 points for the remainder of the encounter.
Ruthless
Prerequisite: Dirty Fighting- Benefit: When you deal damage to a target with a melee or ranged attack roll that exceeds the target's Damage Threshold, you gain a +2 bonus on damage rolls against that target for the remainder of the encounter.
Focused Warrior
- Benefit: Your training makes you confident and disciplined in combat. When you successfully deal damage to an opponent in combat, you gain a +5 morale bonus to Will Defense until the start of your next turn. You lose this bonus to Will Defense if you are Surprised or Flat-Footed for any reason.
Mercenary's Grit
- Benefit: When you are affected by any Character State, you can convert the state’s modifier from a penalty to a bonus for 1 round as a Swift Action. At the end of your next turn, move -1 step along the Condition Track.
Mercenary's Determination
Prerequisite: Mercenary's Grit- Benefit: As a Free Action, on your turn, you can spend a Force Point to double your speed for 1 round. You must wait 5 rounds between each use of this ability.
Combined Fire
Prerequisite: Coordinated Attack- Benefit: You gain a +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end of your last turn.
Mercenary's Teamwork
Prerequisites: Combined Fire- Benefit: You gain a +2 bonus to damage rolls for each ally that has damaged your target since the end of your last turn.
Mixed Martial Warrior
You are trained in the countless fighting styles throughout the galaxy and can use your strikes and grapples to devastate your enemies.Mixed Martial Artist
- Benefit: You may choose one Unarmed Martial Arts Form to become trained in.
Martial Arts Technique
Prerequisite: Mixed Martial Artist- Benefit: You may choose 1 + (your Intelligence modifier) Martial Arts Technique
Nimble Dodge
- Benefit: If an enemy misses you with a melee attack, as a Reaction you can move up to 2 squares, but you must end your movement adjacent to your attacker.
Weave
Prerequisite: Nimble Dodge- Benefit: When an enemy targets you for an attack, as a Reaction, you may make an opposing Iniative check
Retaliatory Strike
- Benefit: If an enemy misses you with a melee attack, as a Reaction you can automatically deal damage equal to your Strength modifier (minimum 1 point of damage) to your attacker, if the attacker is within your Reach.
Defensive Jab
Prerequisite: Retaliation Jab- Benefit: When you are Unarmed and use the Total Defensive Combat Focus, you can make a single Unarmed attack as a Free Action against an adjacent target.
Stinging Jab
- Benefit: When you hit a target with an Unarmed attack, you can choose to deal half damage with your attack. If you do so, your enemy also deals half damage on all melee attacks he or she makes until the end of your next turn.
Stunning Shockboxer
Prerequisite: Stinging Jab- Benefit: When you deal Stun damage to a target with an Unarmed attack, after the Stun is halved, roll one extra die of damage and add that to the damage subtracted from the target's Hit Points.
Entangler
- Benefit: When Grabbing a target, you take a -2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the Grab, it takes a -5 penalty to attack rolls, including those made with Natural and Light Weapons (instead of the normal -2 penalty).
Crowd Control
Prerequisite: Entangler- Benefit: You can Grab two adjacent creatures at a time.
Expert Grappler
- Benefit: You gain a +2 competence bonus on any Grab & Grapple-related Combat Maneuver checks.
Reversal
Prerequisite: Expert Grappler- Benefit: Whenever an opponent fails a Melee Attack or Combat Maneuver against you, you may, as a Reaction, make a Combat Maneuver against them.
Unbalance Opponent
Prerequisite: Expert Grappler- Benefit: You are skilled at keeping your opponents off balance in melee combat. At the beginning of your turn, you can designate one opponent no more than one size category larger or smaller, than you that you are engaged in melee combat with, that opponent doesn't get to add their Strength bonus on attack rolls when targeting you.
Iron Grip
- Benefit: When you successfully Grab an opponent, they must use a Full-Round Action instead of a Standard Action to break the Grab.
Mixed Martial Defense
Prerequisite: Noble Fencing Style- Benefit: As a swift action you can gain a +1 parry bonus to your General & Reflex Defenses until the start of your next turn. You must have your melee weapon drawn 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}.
Fencing Block
Prerequisite: Fencing Defense- Benefit: As a reaction, you may spend an Attack of Opportunity, to negate a melee attack by making an opposing Melee attack {the DC of the check is equal to the Attack roll you wish to negate.} You take a -5 penalty on your next Melee attack every time you've used Block since the beginning of your last turn. You must have a light Melee weapon drawn to use this talent, and you must be aware of the attack and not Flat-Footed.
Fencing Clash
Prerequisite: Fencing Block- Benefit: As a reaction, once per encounter, make an Attack Roll against a character whose attack you negated using Fencing Block, if your attack roll meets or surpasses theirs you lock them in a Clash. While 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. During a Clash, you may not take any Reactions or Movements without disengaging your Clash.
Fencing Riposte
Prerequisite: Fencing Block- Benefit: As a reaction, once per encounter, make a melee attack against a character whose attack you negated using Block. Only non-area melee attacks can be riposted in this manner.
Leading Feint
Prerequisite: Noble Fencing Style- Benefit: Whenever you successfully damage an opponent with a melee attack, you can make a Deception check to Feint against that target as a Swift Action. If successful, you designate an ally within 12 squares; your target is designated Flat-Footed against the first attack that ally makes against your target before the beginning of your next turn.
Renegade Talent Tree
Your brutal fighting techniques give you an upper hand when operating in small groups.Bloody Bruisers
- Benefit: When you succeed on a melee attack against a target that has one or more of your allies adjacent to it, you may roll your damage roll with Advantage.
Brutish Beatdown
- Benefit: When you make a melee attack against a target that has one or more of your allies adjacent to it, compare the result to the target's Fortitude Defense as well as its Reflex Defense. If the attack meets or exceeds both Defenses, the attack deals +1 die of damage for each ally adjacent to the target.
Dangerous Reputation
- Benefit: Once per encounter, when you make a Persuasion check to Intimidate, you gain a +1 bonus on the check for every ally within 6 squares of you and in the target's line of sight (maximum +5 bonus).
The Myth, The Legend
Prerequisite: Dangerous Reputation- Benefit: You can add your Charisma Bonus to your Damage Roll.
Onwards & Upwards
- Benefit: Taking Hit Point Damage (from a Ranged Weapon) causes you to gain Advantage on your next (Melee Weapon or Unarmed) attack roll. This ability does not stack.
Outlaw Superiority
- Benefit: Whenever you and at least two allies are adjacent to the same target, that target is considered Flat-Footed against you.
Relentless Assault
- Benefit: When you make a melee attack against a target that has one or more of your allies adjacent to it, they may, as a Reaction, make an Attack of Opportunity.
Ultimate Opportunist
- Benefit: Once per encounter, when an ally makes a successful melee attack against a target adjacent to you, you can make a melee attack check against that target as a Reaction. If your attack roll exceeds their Reflex Defense you inflict a Devastating Injury on them. The injury result roll is made with a d20 for each ally adjacent to the target.
Squad Leader Talent Tree
You are a capable military leader who can issue orders to a squad of soldiers with poise and efficiencyComrades in Arms
- Benefit: Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus on one Defense of your choosing. This bonus stacks for each ally you are within 3 squares of. If an ally has this Talent as well, you may add the bonus to all your defenses.
Focused Targeting
Prerequisite: Comrades in Arms- Benefit: When you damage a target with a melee or ranged attack, all allies within 3 squares may use your attack roll as their own until the beginning of your next turn. If you rolled a Natural 20, or any other result that would land within their Critical Threat Range, they do not receive a critical hit.
Stick Together
Prerequisite: Comrades in Arms- Benefit: You can spend a Move Action to activate this Talent. Until the beginning of your next turn, if an ally Moves you can immediately move up to your speed, provided you end your movement within 3 squares of that ally.
Watch Your Back
- Benefit: If you are adjacent to at least one ally, enemies gain no benefit from Flanking you or any adjacent allies.
Phalanx
Prerequisite: Watch Your Back- Benefit: Whenever you provide Soft Cover to an ally within 3 squares, you are considered to be providing Improved Cover.
Squad Formation
- 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. You may only rechoose your Fireteam members once per day. Your Fireteam members must be within 6 squares of you to receive these bonuses. These bonuses last until the end of the Day.
Coordinated Tactics
Prerequisite: Squad Formation- Benefit: Each attack you or your Squad members make grants the benefits of the Coordinated Attack Feat, to the next squad member that attacks the same target.
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.
Squad Actions
Prerequisite: Squad Formation- Benefit: You and your squad have learned to work together as a team and have an established set of tactics that you have practiced to perfection. On your turn, you can use any of the following Actions.
Finish Them Off
As a Standard Action, make a ranged attack against a single target. Each of your Followers who is armed with a ranged Weapon and has a line of sight to the target may ignore the same points of Damage Resistance on the Target.Painted Target
As a Standard Action, make a ranged attack against a single target. You gain a competence bonus on your attack roll equal to the number of your Followers who are armed with a ranged Weapon and have a line of sight to the target.Shoot to Kill
As a Standard Action, make a ranged attack against a single target. For each of your Followers who is armed with a ranged Weapon and has a line of sight to the target, add +2 to your damage roll on a successful hit.Slowing Shot
As a Standard Action, make a ranged attack against a single target. For each of your Followers who is armed with a ranged Weapon and has a line of sight to the target, may treat that target as though they are Flat-Footed.Wet Work Squad
Prerequisite: Squad Formation- Benefit: Once per Encounter, you may spend a Swift Action to grant one of the following bonuses to you and your fireteam until the end of the Encounter.
Search & Destroy
When you, or someone on your Fireteam, roll a Critical Success on their Attack roll, every member on the Fireteam may make an Attack of Opportunity on the same target, as a Reaction, as long as they have line of sight on the target.Head Hunters
You and your Fireteam may increase your critical threat range by the number of steps your target moved down, due to damage dealt by other fireteam members this round.Killbox
When you, or a member of your Fireteam, has a Flanking bonus on their attack roll, you may add an additional die to your Damage die roll equal to the number of Fireteam members that are also Flanking the target.No Survivors
You and your Fireteam may add your full Hero level to any target that was damaged by another member of your Fireteam this Round.Rolling Thunder
Whenever you or a member of your Fireteam use a Hand-Held Ordnance Weapon, any member of the Fireteam may spend an Attack of Opportunity to also throw a Hand-Held Ordnance Weapon. Special: Two bonuses granted by this Talent may not be active at the same time. If a new bonus is activated, the current active bonus is canceled.Commanding Officer
Prerequisite: Squad Formation & Combat Expertise- Benefit: You may grant the benefits of one Combat Feat you possess to all Squad members until the start of your next turn.
Fire at Will
Prerequisites: Squad Formation, Base Attack Bonus +5 Once per Encounter, you may order your Fireteam to attack at the nearest Target within their Line of Sight by spending an Attack of Opportunity. The Attacks have a -5 Penalty.Focused Takedown
Prerequisite: Fire at Will- Benefit: As a Full-Round Action, you can make a ranged attack against one target. If your attack is successful and deals damage to the target, your Squad members can, as a Reaction, spend an Attack of Opportunity to make a ranged attack against the same target (if they have line of sight.) You each take a -5 penalty to your attack rolls. Each successful attack reduces the penalty by 1.
Suppressive Barrage
Prerequisites: Fire at Will- Benefit: As a Standard Action, you can make a Suppressing Fire attack against legal target spaces. For each of your Followers who is armed with a ranged Weapon set on Autofire and has a line of sight to the area targeted by your Suppressing Fire, you can designate one additional square as targeted by your Suppressing Fire (that square must be adjacent to your original target area).
Watch your Six
- Benefit: when a ally is targeted for an Attack of any kind, you may, as a reaction, make an Attack of opportunity.
Stronger. Together
- Benefit: When you and an ally both hit a target with a non-standard attack, you may both spend an Attack of opportunity to make a combined attack
Veteran Talent Tree
You have been from one side of the galaxy to the other and have fought on more planets than most people visit in a lifetime.Veteran Experience
Prerequisite: Combat Expertise- Benefit: You may take two Combat Feats from the Soldier Class Bonus Feat list.
Warforged Instincts
- Benefit: You may add your Wisdom modifier to your Attack roll. Once per Round, you may spend a Force Point to add your Wisdom modifier to your Damage roll.
Veteran at Arms
Prerequisite: Warforged Instincts- Benefit: Once per Encounter, you may add your Intelligence Modifier to your Damage Roll.
Battlefield Remedy
Prerequisite: Trained in Treat Injury- Benefit: You have learned a variety of different ways to treat medical conditions in the field. You may Treat Disease, Treat Poison, & Treat Radiation without a Medical Kit.
Battle Tested
Prerequisite: Constitution Score 15- Benefit: After you catch a Second Wind, for the rest of the Encounter, any attack made against you has Disadvantage.
Measured Recklessness
Prerequisite: Battle Tested- Benefit: You know from first-hand experience that victory goes to those willing to take a chance. You can add your Wisdom bonus (Minimum +1) to the damage roll when you make a successful Special Attack.
Grizzled Warrior
Prerequisites: Seen It All- Benefit: You can draw upon your extensive battlefield experience to encourage your comrades and drive your enemies before you. You can use each of the following Actions once per encounter as a Standard Action:
Defy the Odds
Make a single melee or ranged attack. If your attack deals damage, you immediately gain a number of bonus Hit Points equal to your Constitution score.Double the Pain
When you use the Aid Another Action to provide an ally within 6 squares of you a bonus to their attack roll, add one-half your Character Level to the ally's damage roll if the attack is successful.Trench Raider
Make a Charge attack moving your entire movement speed. During your charge you may make one attack on all targets you pass.Seen It All
Prerequisites: Tested in Battle, Trained in Initiative- Benefit: You have seen more action in more places than most people know exist, and little in the galaxy gets you rattled. Any character using a Fear effect on you must roll twice, keeping the lower result on any Skill Checks and attack rolls.
Warrior Talent Tree
Warriors draw upon their natural aggressiveness, powerful bodies, and fighting abilities to defeat their enemies. Whether they fight with primitive or advanced weaponry, they are fearsome combatants.Warrior's Awareness
- Benefit: You learn your enemy's preferred tactics quickly. When an enemy character makes a melee attack against you for at least the second time in an encounter, make a Perception check as a Reaction. If the check is successful, you gain a +5 bonus to your General & Reflex Defense against that character until the end of the encounter.
Quick Study
Prerequisite: Warrior's Awareness- Benefit: You excel at turning an enemy's tricks against it. Once per encounter, if an enemy attacks you using a non-Force Talent, you can use the same Talent against them on your next turn. You must use an appropriate Weapon or item, if required by the Talent, although you do not have to have the prerequisites. You can take this Action even if your enemy's attack misses you.
Warrior's Determination
- Benefit: Your natural determination carries you through tough battles. Once per encounter, as a Reaction, you can ignore one non Force-related effect, Talent, Skill, or ability that exceeds your Will Defense. If you spend a Force Point, you can ignore one Mind-Affecting effect, even if it is the result of a Force Power, Force Technique, or Force Secret.
Champion
Prerequisites: Warrior's Awareness, Warrior's Determination- Benefit: You fight for protection, honor, or glory for yourself and others. You can use each of the following Actions once per encounter:
Champion's Pride
Your pride and dedication drives you on in the most difficult moments. When you use your Second Wind, you move +1 step on the Condition Track and remove one Fear effect or Mind-Affecting effect in addition to the normal benefit of Second Wind.Disarming Hit
When you hit and damage a creature and that damage equals or exceeds the target's Damage Threshold, you also disarm them.Masterful Strike
You land an impressive blow against your enemy. When making a successful Unarmed or melee attack (except when using a Lightsaber), increase your damage by 2 points for every 5 points by which your attack roll exceeds your target's Reflex Defense.Simple Opportunity
Prerequisite: Weapon Proficiency (Simple Weapons)- Benefit: You can make Attacks of Opportunity when using a Simple Weapon (Ranged) against a single target. Grenades, as well as other Area Attack Simple Weapons, can not be used with this Talent.
Weapon Specialist Talent Tree
You are highly trained at using specific weapons.Arms Training
- Benefit: You may add your Dexterity modifier to your Damage roll.
Master of Arms
- Benefit: Once per Encounter, you may use a Weapon you're not Trained in as though it had your highest level of Weapon Training (Weapon Profiency, Focus, Mastery, Etc.) This talent does not apply to Exotic Weapons.
Miracle Mag
- Benefit: Single-Shot weapons that miss their target don't use ammo/build a charge.
Improved Suppression Fire
- Benefit: When you successfully suppress an enemy using the Suppressing Fire attack, that enemy takes a -5 penalty on their attack rolls until the start of your next turn. When targeting an area with an Autofire Weapon, each enemy in the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your attack hits.
Autofire Assault
Prerequisite: Weapon Proficiency (Assualt Weapons)- Benefit: When making an Autofire attack, you can Brace a Weapon that is not restricted to Autofire-only. You must be proficient with the Weapon being used to activate this Talent.
Matrix Grip
Prerequisite: Autofire Assault- Benefit: It now takes two Autofire/Burstfire shots to increase your Attack roll penalty.
Target-Rich Environment
Prerequisite: Autofire Assault- Benefit: You no longer take an additional penalty when switching targets for an autofire or burstfire.
Deadman’s Hand
Prerequisite: Target-Rich Environment- Benefit: While Auto/Burstfiring each enemy you kill grants a +1 to your Attack Roll until the end of your turn. The effect of this ability stacks.
Wicked Attack
Prerequisite: Weapon Proficiency with chosen Exotic Weapon, Legendary Weapon Class, or Normal Weapon Type- Benefit: Choose a single Exotic Weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's Damage Threshold as if it were 5 points lower when determining the result of your attack. If you select Heavy Weapons as the weapon group this Talent applies to, you may also use the Talent with Vehicle Weapon attacks.
Piercing Attack
Prerequisite: Weapon Focus with chosen Exotic Weapon, Legendary Weapon, or Normal Weapon Class- Benefit: Choose a single Exotic Weapon or weapon group with which you have Weapon Focus. Whenever you make a successful attack against a target with such a weapon, you treat your target's Damage Reduction as if it were 5 points lower when determining the result of your attack. If you select Heavy Weapons as the weapon group this Talent applies to, you may also use the Talent with Vehicle Weapon attacks.
Weapon Specialization
Prerequisite: Weapon Focus with chosen Exotic Weapon, Legendary Weapon, or Normal Weapon Class- Benefit: Choose a single Exotic Weapon, Legendary, or Normal Weapon Class with which you have Weapon Focus. You gain a +2 bonus on damage rolls with such weapons. If you select Heavy Weapons as the weapon group this Talent applies to, you may also use the Talent with Vehicle Weapon attacks.
All Killer, No Filler
Prerequisite: Weapon Specialization- Benefit: When you get a kill with your Specialized Weapon, reloading, or heat-cycling, Action is reduced by a tier until the end of your turn. Move becomes Swift, Swift becomes 3 Free, 3 Free becomes 2 Free, ETC...
Crushing Assault
Prerequisite: Weapon Specialization- Benefit: You use your attacks to beat down your opponents' defenses. When you successfully damage an opponent using a Bludgeoning weapon that you have the Weapon Specialization Talent for, all attacks against that opponent until the end of the encounter gain a +2 bonus on the attack roll and to the damage roll. The effects of multiple Crushing Assaults do not stack.
Follow Through
Prerequisite: Weapon Specialization- Benefit: After a successful Melee Attack with your Specialized Weapon, you may spend an Attack of Opportunity to make an immediate Melee Attack with the same bonus.
Improved Follow Through
Prerequisite: Follow Through- Benefit: After a successful Follow Through Attack, you may (as a Reaction) choose one of the following Actions:
Compromise Finish
You may make a Limb Attack against your Target and make them Flat-Footed until the state of your next Turn.CM Finish
You may make a Combat Maneuver with Advantage, treating them as though they are Flat-Footed.Critical Finish
You may double your Critical Threat for your next attack.Devastating Finish
You deal a Devastating Injury with this attack. Roll a d20 + Your Follow Through Attack Damage Roll to Resolve it.Flurry Finish
You may make a Multi-Attack against your Target, even if you've already attacked this turn.MT Finish
You may do a Martial Technique against your Target's Flat Foot Reflex Defense.Slam Finish
You may make a Slam Combat Maneuver against your Oppents Reflex Defense, as though they are Flat-FootedSpecial Finish
You may make a Special Attack against your opponent's Flat Foot Reflex Defense. If your attack is successful you may increase your Damage Die rolled by 1.Impaling Assault
Prerequisite: Weapon Specialization- Benefit: You can hit your opponents to slow them down. Whenever you successfully damage an opponent using a Piercing weapon that you have the Weapon Specialization Talent for, your opponent reduces its speed by 2 squares until the end of your next turn. The effects of multiple Impaling Assaults do not stack.
Stinging Assault
Prerequisite: Weapon Specialization- Benefit: You can deliver nasty injuries that leave your opponents reeling. Whenever you successfully damage an opponent using a Slashing weapon that you have the Weapon Specialization Talent for, your opponent takes a -2 penalty on melee attacks against you until the start of your next turn. The effects of multiple Stinging Assaults do not stack.
Disarming Attack
Prerequisites: Intelligence 13, Disarm Specialist, Weapon Specialization- Benefit: Choose a single Exotic Weapon or weapon group with which you are proficient. You ignore a target's Dexterity bonus to Reflex Defense when Disarming with such a weapon. Additionally, as a Free Action, once per encounter, you can grant yourself a +10 bonus on your attack roll when attempting to Disarm an opponent while using such a weapon.
Heavy Chain
Prerequisites: Strength/Dexterity 16 & Strength/Dexterity 14- Benefit: You may make two Special Attacks during this turn
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