Star Wars Saga Edition Character Index

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Content


Welcome to the SAGA Index
If there are any questions or corrections please PM me on the appropriate board or e-mail me at:
[email protected]
Update thread on WotC Forums
Thanks to everyone that has sent encouragement and especially to those that found errors or omissions.
ewokontoast
satavenger
Shane
Wizards
SWRPGNetwork
JemyM: Wookieepedia links, outsourced work, major redesign & invaluable input
Welcome to the SAGA Index
If there are any questions or corrections please PM me on the appropriate board or e-mail me at:
[email protected]
Update thread on WotC Forums
Thanks to everyone that has sent encouragement and especially to those that found errors or omissions.
ewokontoast
satavenger
Shane
Wizards
SWRPGNetwork
JemyM: Wookieepedia links, outsourced work, major redesign & invaluable input
5urge: Sortable lists, WEB links, NPCs, Vehicles, Droids
RavingDork: Host, keen eye, & quality control
tsuyoshikentsu: Accessories
Lord_Ball
Richterbelmont10: Green stuff
Old_Benn: Starship information
Majestic Moose: Galaxy of Intrigue (the Savior!)
Leo the Rat: "All" column in Talents
Mark Woods: Skill Uses 1.8
Zuben_thoon/Jason: "Traits" tab
Information and tips on how to use this index
Books & abbreviations
CR = Core Rules
S = Starships of the Galaxy
T = Threats of the Galaxy
K = Knights of the Old Republic Campaign Guide
F = Force Unleashed Campaign Guide
SV = Scum & Villainy
C = Clone Wars Campaign Guide
L = Legacy Era Campaign Guide
J = Jedi Academy Training Manual
R = Rebellion Era Campaign Guide
GW = Galaxy at War
SGD = Scavenger's Guide to Droids
GI = Galaxy of Intrigue
UR = Unknown Regions
D# = Dawn of defiance (# equals episode)
W = Webpage, requires internet access!
25 = 25 to Rescue: A Star Wars Roleplaying Game Encounter
ID = Iridonian Darkness: A Knights of the Old Republic Adventure
TIP: Filter function & Tags
To really unlock the power of this document, learn how to use the filter function. In top of every column is a small grey box
with a downpointing arrow. If you click this you will get filter options.
Some information can be filtered by selecting the info you like from the list. You can for example with a couple of clicks
disable books you do not have, or you can get all labor droids by only selecting degree 5 in the degree column.
You can also make a textfilter. One column to try this on is the TAG column on the feats tab. Invisible to you, the column is
filled with searchwords that can be used to find the feats you need. Add a textfilter that contains "Fired" and see what
happens.
Abilities (strength etc) - Feats that is specifically useful for someone with a high ability.
Attack types - Melee, armed, unarmed, ranged, grenade, fired, thrown.
Combat moves - Aid fire, Attack of Opportunity, Autofire, Grapple, Pin, Rage, Second Wind
Defenses - Feats that boosts fortitude, reflex and Will Defenses.
"Defensive" – Feats that help you to avoid attacks or otherwise keep you in fighting condition.
Force – Feats limited to Force-sensitive individuals.
Mobility – Feats that allow you to better traverse the battlefield.
"Offensive" – Any feat that better enables you to bring harm to your enemies
Skills (deception etc) – Feats that augment your skills or require skill checks to use.
Species (twi'lek etc) – Feats exclusive to certain races (including droids & shapeshifter).
Starship - Feats useful in a starship.
Team – See Galaxy at War for details on Team feats. All Team feats are also Skill and Support feats.
Support – Any feat that benefits your allies rather than you.
Vehicle – Feats limited to mounted/vehicular combat (and sometimes just starship combat).
The W column
Requires internet access! The W column is meant to be a GM tool for those who like to try to keep canon. When clicking the
link, the wookieepedia link that corresponds to the item you want information on is displayed in your browser. You can of
course search this information yourself, but sometimes wookieepedia is difficult to search in, especially when you are in a
hurry!
Note that normally a website is simply listed as "w". If it's listed as "u" it means that the entry is unique, usually a character
or unique vehicle. If it's listed as "R" it means that the entry on wookieepedia is there but not written yet (Red). If it's listed as
"X" it means that it's not yet available.
Troubleshooting: Sometimes EXCEL stops opening webpages. If this happens, quit both excel and your browser. Verify in
task manager that both are really closed. Then them both again.
Unknown data (RED)
When data is simply not available, it will commonly be marked with a ? and/or in red. Sometimes an estimated guess have
been made, but the red is there to make you see that it's not official information. When data is missing from wookieepedia it
will have a X in the web column.
Width and abbreviations
SAGA Index uses a lot of abbreviations to make the document less wide, just to fit more information on low-res monitors,
like the laptops commonly used during a game session. If you find that an abbreviation just doesn't make any sense, please let
us know so we can improve the index.
In concern for width, SAGA Index is also preconfigured to not show all information for items that have too much
information in it. You can double-click on the line between two columns (like between A and B) to automatically extend a
column width to display all information in it.
The Prestige tab (SAGA Classes)
The Prestige tab has two sheets within it with two different looks for various information.
To get the details of the prestige classes you click the + sign to the left.
You can collapse it again by clicking it again.
You can collapse them all simultaneously by selecting everything (with Ctrl + A) then Data (menu) -> Group and Outline ->
Hide Detail
The 0 NPC tab (SAGA Classes)
The 0 NPC tab is a chart for seeing where an NPC is at each level. This NPC has stats with no modifiers, ex. "10"
0 NPC's
On this page you will find precalculated tables for hypothetical NPC's.
Jedi 2+Int Humans +1 (2 Human) +1 +1 +1
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 30 1 5 1 0 5 10 1 1 12 12 12 0 1 1
2 35 2 6 1 1 6 11 C1 13 13 13 1 2 2
3 41 3 6 1 1 6 11 2 2 14 14 14 1 3 3
4 46 4 7 1 2 7 12 C2 15 15 15 1,2 2 4 4
5 52 5 7 1 2 7 12 3 16 16 16 2 5 5
6 57 6 8 2 3 8 13 3, C3 17 17 17 3 6 6
7 63 7 8 2 3 8 13 4 18 18 18 3 7 7
8 68 8 9 2 4 9 14 C4 19 19 19 3,4 4 8 8
9 74 9 9 2 4 9 14 4 5 20 20 20 4 9 9
10 79 10 10 2 5 10 15 C5 21 21 21 5 10 10
11 85 11 10 3 5 10 15 6 22 22 22 5 11 11
12 90 12 11 3 6 11 16 5, C6 23 23 23 5,6 6 12 12
13 96 13 11 3 6 11 16 7 24 24 24 6 13 13
14 101 14 12 3 7 12 17 C7 25 25 25 7 14 14
15 107 15 12 3 7 12 17 6 8 26 26 26 7 15 15
16 112 16 13 4 8 13 18 C8 27 27 27 7,8 8 16 16
17 118 17 13 4 8 13 18 9 28 28 28 8 17 17
18 123 18 14 4 9 14 19 7, C9 29 29 29 9 18 18
19 129 19 14 4 9 14 19 10 30 30 30 9 19 19
20 134 20 15 4 10 15 20 C10 31 31 31 9,10 10 20 20
Ability Scores (recommended)
Score Mod Ability Point Buy
15 2 Cha 8 HP at 1st level: 30
14 2 Wis 6 HP average: 5.5
13 1 Str 5
12 1 Dex 4
10 0 Int 2
8 -1 Con 0
Noble 6+Int Humans +1 (2 Human) +1 0 +2
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 18 0 5 1 0 5 10 1 1 12 11 13 0 1 1
2 21 1 6 1 1 6 11 C1 13 12 14 1 2 2
3 25 2 6 1 1 6 11 2 2 14 13 15 1 3 3
4 28 3 7 1 2 7 12 C2 15 14 16 1,2 2 4 4
5 32 3 7 1 2 7 12 3 16 15 17 2 5 5
6 35 4 8 2 3 8 13 3, C3 17 16 18 3 6 6
7 39 5 8 2 3 8 13 4 18 17 19 3 7 7
8 42 6 9 2 4 9 14 C4 19 18 20 3,4 4 8 8
9 46 6 9 2 4 9 14 4 5 20 19 21 4 9 9
10 49 7 10 2 5 10 15 C5 21 20 22 5 10 10
11 53 8 10 3 5 10 15 6 22 21 23 5 11 11
12 56 9 11 3 6 11 16 5, C6 23 22 24 5,6 6 12 12
13 60 9 11 3 6 11 16 7 24 23 25 6 13 13
14 63 10 12 3 7 12 17 C7 25 24 26 7 14 14
15 67 11 12 3 7 12 17 6 8 26 25 27 7 15 15
16 70 12 13 4 8 13 18 C8 27 26 28 7,8 8 16 16
17 74 12 13 4 8 13 18 9 28 27 29 8 17 17
18 77 13 14 4 9 14 19 7, C9 29 28 30 9 18 18
19 81 14 14 4 9 14 19 10 30 29 31 9 19 19
20 84 15 15 4 10 15 20 C10 31 30 32 9,10 10 20 20
Ability Scores (recommended)
Score Mod Ability Point Buy
15 2 Cha 8 HP at 1st level: 18
14 2 Int 6 HP average: 3.5
13 1 Wis 5
12 1 Dex 4
10 0 Con 2
8 -1 Str 0
Scoundrel 4+Int Humans +1 (2 Human) +2 0 +1
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 18 0 5 1 0 5 10 1 1 13 11 12 0 1 1
2 21 1 6 1 1 6 11 C1 14 12 13 1 2 2
3 25 2 6 1 1 6 11 2 2 15 13 14 1 3 3
4 28 3 7 1 2 7 12 C2 16 14 15 1,2 2 4 4
5 32 3 7 1 2 7 12 3 17 15 16 2 5 5
6 35 4 8 2 3 8 13 3, C3 18 16 17 3 6 6
7 39 5 8 2 3 8 13 4 19 17 18 3 7 7
8 42 6 9 2 4 9 14 C4 20 18 19 3,4 4 8 8
9 46 6 9 2 4 9 14 4 5 21 19 20 4 9 9
10 49 7 10 2 5 10 15 C5 22 20 21 5 10 10
11 53 8 10 3 5 10 15 6 23 21 22 5 11 11
12 56 9 11 3 6 11 16 5, C6 24 22 23 5,6 6 12 12
13 60 9 11 3 6 11 16 7 25 23 24 6 13 13
14 63 10 12 3 7 12 17 C7 26 24 25 7 14 14
15 67 11 12 3 7 12 17 6 8 27 25 26 7 15 15
16 70 12 13 4 8 13 18 C8 28 26 27 7,8 8 16 16
17 74 12 13 4 8 13 18 9 29 27 28 8 17 17
18 77 13 14 4 9 14 19 7, C9 30 28 29 9 18 18
19 81 14 14 4 9 14 19 10 31 29 30 9 19 19
20 84 15 15 4 10 15 20 C10 32 30 31 9,10 10 20 20
Ability Scores (recommended)
Score Mod Ability Point Buy
15 2 Dex 8 HP at 1st level: 18
14 2 Int 6 HP average: 3.5
13 1 Cha 5
12 1 Wis 4
10 0 Con 2
8 -1 Str 0
Scout 5+Int Humans +1 (2 Human) +2 +1 0
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 24 0 5 1 0 5 10 1 1 13 12 11 0 1 1
2 28 1 6 1 1 6 11 C1 14 13 12 1 2 2
3 33 2 6 1 1 6 11 2 2 15 14 13 1 3 3
4 37 3 7 1 2 7 12 C2 16 15 14 1,2 2 4 4
5 42 3 7 1 2 7 12 3 17 16 15 2 5 5
6 46 4 8 2 3 8 13 3, C3 18 17 16 3 6 6
7 51 5 8 2 3 8 13 4 19 18 17 3 7 7
8 55 6 9 2 4 9 14 C4 20 19 18 3,4 4 8 8
9 60 6 9 2 4 9 14 4 5 21 20 19 4 9 9
10 64 7 10 2 5 10 15 C5 22 21 20 5 10 10
11 69 8 10 3 5 10 15 6 23 22 21 5 11 11
12 73 9 11 3 6 11 16 5, C6 24 23 22 5,6 6 12 12
13 78 9 11 3 6 11 16 7 25 24 23 6 13 13
14 82 10 12 3 7 12 17 C7 26 25 24 7 14 14
15 87 11 12 3 7 12 17 6 8 27 26 25 7 15 15
16 91 12 13 4 8 13 18 C8 28 27 26 7,8 8 16 16
17 96 12 13 4 8 13 18 9 29 28 27 8 17 17
18 100 13 14 4 9 14 19 7, C9 30 29 28 9 18 18
19 105 14 14 4 9 14 19 10 31 30 29 9 19 19
20 109 15 15 4 10 15 20 C10 32 31 30 9,10 10 20 20
Ability Scores (recommended)
Score Mod Ability Point Buy
15 2 Dex 8 HP at 1st level: 24
14 2 Int 6 HP average: 4.5
13 1 Wis 5
12 1 Con 4
10 0 Str 2
8 -1 Cha 0
Soldier 3+Int Humans +1 (2 Human) +1 +2 0
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 30 1 5 1 0 5 10 1 1 12 13 11 0 1 1
2 35 2 6 1 1 6 11 C1 13 14 12 1 2 2
3 41 3 6 1 1 6 11 2 2 14 15 13 1 3 3
4 46 4 7 1 2 7 12 C2 15 16 14 1,2 2 4 4
5 52 5 7 1 2 7 12 3 16 17 15 2 5 5
6 57 6 8 2 3 8 13 3, C3 17 18 16 3 6 6
7 63 7 8 2 3 8 13 4 18 19 17 3 7 7
8 68 8 9 2 4 9 14 C4 19 20 18 3,4 4 8 8
9 74 9 9 2 4 9 14 4 5 20 21 19 4 9 9
10 79 10 10 2 5 10 15 C5 21 22 20 5 10 10
11 85 11 10 3 5 10 15 6 22 23 21 5 11 11
12 90 12 11 3 6 11 16 5, C6 23 24 22 5,6 6 12 12
13 96 13 11 3 6 11 16 7 24 25 23 6 13 13
14 101 14 12 3 7 12 17 C7 25 26 24 7 14 14
15 107 15 12 3 7 12 17 6 8 26 27 25 7 15 15
16 112 16 13 4 8 13 18 C8 27 28 26 7,8 8 16 16
17 118 17 13 4 8 13 18 9 28 29 27 8 17 17
18 123 18 14 4 9 14 19 7, C9 29 30 28 9 18 18
19 129 19 14 4 9 14 19 10 30 31 29 9 19 19
20 134 20 15 4 10 15 20 C10 31 32 30 9,10 10 20 20
Ability Scores (recommended)
Score Mod Ability Point Buy
15 2 Dex 8 HP at 1st level: 30
14 2 Con 6 HP average: 5.5
13 1 Str 5
12 1 Int 4
10 0 Wis 2
8 -1 Cha 0
Nonheroic 1+Int Humans +1 (2 Human) 0 0 0
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 2 0 0 0 0 5 10 3 10 10 10 0 0 0
2 5 1 0 0 1 6 11 10 10 10 0 0 0
3 7 2 0 0 1 6 11 1 10 10 10 0 0 1
4 10 3 0 0 2 7 12 10 10 10 1 0 0 1
5 12 3 0 0 2 7 12 10 10 10 0 0 1
6 15 4 0 0 3 8 13 2 10 10 10 0 0 2
7 17 5 0 0 3 8 13 10 10 10 0 0 2
8 20 6 0 0 4 9 14 10 10 10 2 0 0 2
9 22 6 0 0 4 9 14 3 10 10 10 0 0 3
10 25 7 0 0 5 10 15 10 10 10 0 0 3
11 27 8 0 0 5 10 15 10 10 10 0 0 3
12 30 9 0 0 6 11 16 4 10 10 10 3 0 0 4
13 32 9 0 0 6 11 16 10 10 10 0 0 4
14 35 10 0 0 7 12 17 10 10 10 0 0 4
15 37 11 0 0 7 12 17 5 10 10 10 0 0 5
16 40 12 0 0 8 13 18 10 10 10 4 0 0 5
17 42 12 0 0 8 13 18 10 10 10 0 0 5
18 45 13 0 0 9 14 19 6 10 10 10 0 0 6
19 47 14 0 0 9 14 19 10 10 10 0 0 6
20 50 15 0 0 10 15 20 10 10 10 5 0 0 6
Ability Scores (recommended)
Score Mod Ability Point Buy
15 2 8 HP at 1st level: 0
14 2 6 HP average: 2.5
13 1 5
12 1 4
10 0 2
8 -1 0
Beast 1+Int 0 0 0
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 4 0 0 0 0 5 10 1 10 10 10 0 0 0
2 9 1 0 0 1 6 11 2 10 10 10 0 0 1
3 13 2 0 0 1 6 11 3 10 10 10 0 0 2
4 18 3 0 0 2 7 12 4 10 10 10 1 0 0 3
5 22 3 0 0 2 7 12 10 10 10 0 0 4
6 27 4 0 0 3 8 13 5,6 10 10 10 0 0 5
7 31 5 0 0 3 8 13 10 10 10 0 0 6
8 36 6 0 0 4 9 14 7 10 10 10 2 0 0 7
9 40 6 0 0 4 9 14 8 10 10 10 0 0 8
10 45 7 0 0 5 10 15 9 10 10 10 0 0 9
11 49 8 0 0 5 10 15 10 10 10 0 0 10
12 54 9 0 0 6 11 16 10,11 10 10 10 3 0 0 11
13 58 9 0 0 6 11 16 10 10 10 0 0 12
14 63 10 0 0 7 12 17 12 10 10 10 0 0 13
15 67 11 0 0 7 12 17 13 10 10 10 0 0 14
16 72 12 0 0 8 13 18 14 10 10 10 4 0 0 15
17 76 12 0 0 8 13 18 10 10 10 0 0 16
18 81 13 0 0 9 14 19 15,16 10 10 10 0 0 17
19 85 14 0 0 9 14 19 10 10 10 0 0 18
20 90 15 0 0 10 15 20 17 10 10 10 5 0 0 19
Ability Scores
Beasts have Int 1 or 2 HP at 1st level: 0
HP average: 4.5
Note the Prestige Charts work best if the Prestige class is taken at the first level of eligibility.
Ace Pilot 6 base per class 4 2 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 21 19 4 9 9
3/10 13 2 11 2 5 10 15 2 24 22 20 5 10 10
4/11 18 3 12 3 5 10 15 25 23 21 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 25 23 6 13 13
7/14 31 5 13 3 7 12 17 4 28 26 24 7 14 14
8/15 36 6 14 3 7 12 17 6 29 27 25 7 15 15
9/16 40 6 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Assassin 6 base per class 4 2 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 23 21 19 4 9 9
3/10 16 3 11 2 5 10 15 2 24 22 20 5 10 10
4/11 22 4 12 3 5 10 15 25 23 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 27 25 23 6 13 13
7/14 38 7 13 3 7 12 17 4 28 26 24 7 14 14
8/15 44 8 14 3 7 12 17 6 29 27 25 7 15 15
9/16 49 9 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Bounty Hunter 6 base per class 4 2 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 23 21 19 4 9 9
3/10 16 3 11 2 5 10 15 2 24 22 20 5 10 10
4/11 22 4 12 3 5 10 15 25 23 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 27 25 23 6 13 13
7/14 38 7 13 3 7 12 17 4 28 26 24 7 14 14
8/15 44 8 14 3 7 12 17 6 29 27 25 7 15 15
9/16 49 9 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Charlatan 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Corporate Agent 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Crime Lord 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 2 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 3 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 4 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 5 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 6 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 7 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 8 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 9 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 10 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Droid Commander 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Elite Trooper 6 base per class 2 4 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 6 1 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 13 2 11 2 4 9 14 4 21 23 19 4 9 9
3/10 19 3 11 2 5 10 15 2 22 24 20 5 10 10
4/11 26 4 12 3 5 10 15 23 25 21 5 11 11
5/12 32 5 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 39 6 13 3 6 11 16 25 27 23 6 13 13
7/14 45 7 13 3 7 12 17 4 26 28 24 7 14 14
8/15 52 8 14 3 7 12 17 6 27 29 25 7 15 15
9/16 58 9 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 65 10 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 6.5 using the higher number only
HP average: 6.5
Enforcer 6 base per class 4 0 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 2 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 3 12 3 5 10 15 25 21 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 23 25 6 13 13
7/14 31 5 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 6 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 6 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Force Adept 6 base per class 2 2 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 20 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 21 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 22 24 5 10 10
4/11 18 3 12 3 5 10 15 23 23 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 24 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 25 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 26 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 27 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 28 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 29 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Force Disciple 7 base per class 3 3 6
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/13 4 0 11 3 6 11 16 1 26 26 29 6 13 13
2/14 9 1 12 3 7 12 17 27 27 30 7 14 14
3/15 13 2 12 3 7 12 17 6 2 28 28 31 7 15 15
4/16 18 3 13 4 8 13 18 29 29 32 8 16 16
5/17 22 3 13 4 8 13 18 3 30 30 33 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Gladiator 6 base per class 4 2 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 23 21 19 4 9 9
3/10 16 3 11 2 5 10 15 2 24 22 20 5 10 10
4/11 22 4 12 3 5 10 15 25 23 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 27 25 23 6 13 13
7/14 38 7 13 3 7 12 17 4 28 26 24 7 14 14
8/15 44 8 14 3 7 12 17 6 29 27 25 7 15 15
9/16 49 9 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Gunslinger 6 base per class 4 0 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 1 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 2 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 3 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 4 12 3 5 10 15 25 21 23 5 11 11
5/12 22 5 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 6 13 3 6 11 16 27 23 25 6 13 13
7/14 31 7 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 8 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 9 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 10 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Imperial Knight 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Improviser 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Independent Droid 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/4 6 0 8 1 2 7 12 1 16 14 18 1,2 2 4 4
2/5 13 1 8 1 2 7 12 17 15 19 2 5 5
3/6 19 2 9 2 3 8 13 3 2 18 16 20 3 6 6
4/7 26 3 9 2 3 8 13 19 17 21 3 7 7
5/8 32 3 10 2 4 9 14 3 20 18 22 3,4 4 8 8
6/9 39 4 10 2 4 9 14 4 21 19 23 4 9 9
7/10 45 5 11 2 5 10 15 4 22 20 24 5 10 10
8/11 52 6 11 3 5 10 15 23 21 25 5 11 11
9/12 58 6 12 3 6 11 16 5 5 24 22 26 5,6 6 12 12
10/13 65 7 12 3 6 11 16 25 23 27 6 13 13
add in base class bonuses
HP at 1st level of prestige: 6.5 using the higher number only
HP average: 6.5
Infiltrator 6 base per class 4 0 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 2 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 3 12 3 5 10 15 25 21 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 23 25 6 13 13
7/14 31 5 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 6 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 6 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Jedi Knight 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Jedi Master 7 base per class 3 3 3
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/13 5 0 11 3 6 11 16 1 26 26 26 6 13 13
2/14 11 1 12 3 7 12 17 27 27 27 7 14 14
3/15 16 2 12 3 7 12 17 6 2 28 28 28 7 15 15
4/16 22 3 13 4 8 13 18 29 29 29 8 16 16
5/17 27 3 13 4 8 13 18 3 30 30 30 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Martial Arts Master 6 base per class 2 4 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 23 19 4 9 9
3/10 16 3 11 2 5 10 15 2 22 24 20 5 10 10
4/11 22 4 12 3 5 10 15 23 25 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 27 23 6 13 13
7/14 38 7 13 3 7 12 17 4 26 28 24 7 14 14
8/15 44 8 14 3 7 12 17 6 27 29 25 7 15 15
9/16 49 9 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Master Privateer 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 19 23 4 9 9
3/10 16 3 11 2 5 10 15 2 22 20 24 5 10 10
4/11 22 4 12 3 5 10 15 23 21 25 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 23 27 6 13 13
7/14 38 7 13 3 7 12 17 4 26 24 28 7 14 14
8/15 44 8 14 3 7 12 17 6 27 25 29 7 15 15
9/16 49 9 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Medic 6 base per class 0 4 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 18 22 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 19 23 21 4 9 9
3/10 13 2 11 2 5 10 15 2 20 24 22 5 10 10
4/11 18 3 12 3 5 10 15 21 25 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 22 26 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 23 27 25 6 13 13
7/14 31 5 13 3 7 12 17 4 24 28 26 7 14 14
8/15 36 6 14 3 7 12 17 6 25 29 27 7 15 15
9/16 40 6 14 4 8 13 18 5 26 30 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 27 31 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Melee Duelist 6 base per class 4 0 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 1 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 2 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 3 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 4 12 3 5 10 15 25 21 23 5 11 11
5/12 22 5 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 6 13 3 6 11 16 27 23 25 6 13 13
7/14 31 7 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 8 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 9 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 10 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Military Engineer 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 21 21 4 9 9
3/10 13 2 11 2 5 10 15 2 22 22 22 5 10 10
4/11 18 3 12 3 5 10 15 23 23 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 25 25 6 13 13
7/14 31 5 13 3 7 12 17 4 26 26 26 7 14 14
8/15 36 6 14 3 7 12 17 6 27 27 27 7 15 15
9/16 40 6 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Officer 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 1 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 2 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 3 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 4 12 3 5 10 15 23 21 25 5 11 11
5/12 22 5 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 6 13 3 6 11 16 25 23 27 6 13 13
7/14 31 7 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 8 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 9 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 10 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Outlaw 6 base per class 4 2 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 21 19 4 9 9
3/10 13 2 11 2 5 10 15 2 24 22 20 5 10 10
4/11 18 3 12 3 5 10 15 25 23 21 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 25 23 6 13 13
7/14 31 5 13 3 7 12 17 4 28 26 24 7 14 14
8/15 36 6 14 3 7 12 17 6 29 27 25 7 15 15
9/16 40 6 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Pathfinder 6 base per class 2 4 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 0 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 11 1 11 2 4 9 14 4 21 23 19 4 9 9
3/10 16 2 11 2 5 10 15 2 22 24 20 5 10 10
4/11 22 3 12 3 5 10 15 23 25 21 5 11 11
5/12 27 3 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 33 4 13 3 6 11 16 25 27 23 6 13 13
7/14 38 5 13 3 7 12 17 4 26 28 24 7 14 14
8/15 44 6 14 3 7 12 17 6 27 29 25 7 15 15
9/16 49 6 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 55 7 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Saboteur 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Shaper per class 0 2 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 0 2 4 9 14 1 18 20 22 3,4 4 8 8
2/9 9 1 0 2 4 9 14 4 19 21 23 4 9 9
3/10 13 2 0 2 5 10 15 2 20 22 24 5 10 10
4/11 18 3 0 3 5 10 15 21 23 25 5 11 11
5/12 22 3 0 3 6 11 16 5 3 22 24 26 5,6 6 12 12
6/13 27 4 0 3 6 11 16 23 25 27 6 13 13
7/14 31 5 0 3 7 12 17 4 24 26 28 7 14 14
8/15 36 6 0 3 7 12 17 6 25 27 29 7 15 15
9/16 40 6 0 4 8 13 18 5 26 28 30 7,8 8 16 16
10/17 45 7 0 4 8 13 18 27 29 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Sith Apprentice 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Sith Lord 7 base per class 3 3 3
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/13 5 0 11 3 6 11 16 1 26 26 26 6 13 13
2/14 11 1 12 3 7 12 17 27 27 27 7 14 14
3/15 16 2 12 3 7 12 17 6 2 28 28 28 7 15 15
4/16 22 3 13 4 8 13 18 29 29 29 8 16 16
5/17 27 3 13 4 8 13 18 3 30 30 30 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Vanguard 6 base per class 2 4 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 23 19 4 9 9
3/10 16 3 11 2 5 10 15 2 22 24 20 5 10 10
4/11 22 4 12 3 5 10 15 23 25 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 27 23 6 13 13
7/14 38 7 13 3 7 12 17 4 26 28 24 7 14 14
8/15 44 8 14 3 7 12 17 6 27 29 25 7 15 15
9/16 49 9 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Left blank intentionally
6 base per class 0 0 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 18 18 18 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 19 19 19 4 9 9
3/10 13 2 11 2 5 10 15 2 20 20 20 5 10 10
4/11 18 3 12 3 5 10 15 21 21 21 5 11 11
5/12 22 3 12 3 6 11 16 5 3 22 22 22 5,6 6 12 12
6/13 27 4 13 3 6 11 16 23 23 23 6 13 13
7/14 31 5 13 3 7 12 17 4 24 24 24 7 14 14
8/15 36 6 14 3 7 12 17 6 25 25 25 7 15 15
9/16 40 6 14 4 8 13 18 5 26 26 26 7,8 8 16 16
10/17 45 7 15 4 8 13 18 27 27 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Character Creation
On this page you will find basic information that is useful when creating a character.
Saga Classes
Class Source HP HP @ 1st BAB Force Pts Destiny Skills FEATs Talents Ref Fort Will Starting Feats
Jedi 38 d10 30 +1 5 1 2+Int 1 1 +1 +1 +1 Force-Sensitive, WP lightsabers, WP simple
Noble 42 d6 18 0/1/2/3/3 5 1 6+Int 1 1 +1 0 +2 Linguist, WP Pistols, WP Simple
Scoundrel 45 d6 18 0/1/2/3/3 5 1 4+Int 1 1 +2 0 +1 Point Blank Shot, WP Pistols, WP Simple
Scout 48 d8 24 0/1/2/3/3 5 1 5+Int 1 1 +2 +1 0 Shake It Off, WP Rifles, Pistols, Simple
Soldier 50 d10 30 +1 5 1 3+Int 1 1 +1 +2 0 AP light, AP medium, Rifles, Pistols, Simple
Nonheroic 277 d4 4 0/1/2/3/3 0 0 1+Int 1 0 0 0 0
Note:
* Humans get +1 feat and +1 skill during character creation
* Feats are gained every 3rd level
* Class feats are gained every even level, , heroic only
* Talents are gained every odd level, heroic only
* Heroic classes gain +1 to 2 ability scores every 4th level
* Non-heroic and Beasts gain +1 to 1 ability score every 4th level
* Non-heroic and Beasts gain no Force/Destiny points
Experience and Level-Dependent Benefits Attack Bonus by Level
Level XP Force Ability** FEATs PC FEAT Talents Damage Defense Skills SCORE* Modifier Jedi Noble Scn Scout
1 0 5 1 (2 Human) 1 0 1 0 0 1 -5 1 0 0 0
2 1000 6 1 1 2 1 2 3 -4 2 1 1 1
3 3000 6 2 2 1 3 1 4 5 -3 3 2 2 2
4 6000 7 1,2 2 2 4 2 6 7 -2 4 3 3 3
5 10000 7 3 2 5 2 8 9 -1 5 3 3 3
6 15000 8 3 3 3 6 3 10 11 0 6 4 4 4
7 21000 8 4 3 7 3 12 13 1 7 5 5 5
8 28000 9 3,4 4 4 8 4 14 15 2 8 6 6 6
9 36000 9 4 5 4 9 4 16 17 3 9 6 6 6
10 45000 10 5 5 10 5 18 19 4 10 7 7 7
11 55000 10 6 5 11 5 20 21 5 11 8 8 8
12 66000 11 5,6 5 6 6 12 6 22 23 6 12 9 9 9
13 78000 11 7 6 13 6 24 25 7 13 9 9 9
14 91000 12 7 7 14 7 26 27 8 14 10 10 10
15 105000 12 6 8 7 15 7 28 29 9 15 11 11 11
3: AP light, med, Skill Focus, Skill Training, advanced
melee, heavy, pistols, rifles, simple
16 120000 13 7,8 8 8 16 8 30 31 10 16 12 12 12
17 136000 13 9 8 17 8 32 33 11 17 12 12 12
18 153000 14 7 9 9 18 9 34 35 12 18 13 13 13
19 171000 14 10 9 19 9 36 37 13 19 14 14 14
20 190000 15 9,10 10 10 20 10 38 39 14 20 15 15 15
* For scores higher than 40, see the table below
** Non-heroic and Beasts gain +1 to 1 ability score every 4th level
Speed: Normally 6 (4 if small)
Damage Threshold: Fort Def + Size mod (+5 Large, +10 Huge, +20 Gargantuan, +50 Colossal)
Skill mod trained: 1/2 level + mod +5
Skill mod untrained: 1/2 level + mod
Abilities: +1 every four levels x2
Damage: +1/2 HL level
Reflex Defense: Reflex: 10+ HL or armor + Dex + class + natural + size
Fortitude Defense: Fortitude: 10 + HL + Con + class + equipment
Will Defense: Will: 10 + HL + Wis + class
Money at higher levels: (level x [level - 1]) x 2000 credits
FP per level: 1-7 1d6, 8-14 2d6, 15+ 3d6
Destiny at higher levels: CL/5 rounded down
Nonheroic (p277): +1 ability/4 levels, 3 starting feats, do not gain talents, do not add level to defense, do not gain Force/Destiny points
Beast (p274): +1 ability 4/levels, no starting feats, do not gain talents, do not add level to defense and do not gain Force/Destiny points, Starting into 1 or 2 (can multiclass at 3)
Abilitymod calculator: 121 55
Abilities beyond 40
SCORE Modifier SCORE Modifier SCORE Modifier SCORE Modifier
40 41 15 64 65 27 88 89 39 112 113 51
42 43 16 66 67 28 90 91 40 114 115 52
44 45 17 68 69 29 92 93 41 116 117 53
46 47 18 70 71 30 94 95 42 118 119 54
48 49 19 72 73 31 96 97 43 120 55
50 51 20 74 75 32 98 99 44
52 53 21 76 77 33 100 101 45
54 55 22 78 79 34 102 103 46
56 57 23 80 81 35 104 105 47
58 59 24 82 83 36 106 107 48
60 61 25 84 85 37 108 109 49
62 63 26 86 87 38 110 111 50
Spend Force Point (1 per round unless noted otherwise) to:
Spend Destiny Point (as many as levels) to:
Aging Effects (cumulative)
Age Bonus Penalty
Child Str & Con -3 Dex, Int, Wis, Cha -1
Young Adult none Str, Dex, Con, Int, Wis, Cha -1
Adult none none
Middle Age Int, Wis, Cha +1 Str, Dex, Con -1
Old Int, Wis, Cha +1 Str, Dex, Con -2
Droid Traits
Droid p187/p190/p194/p196 Appendage damage
Size Abilities* REF Stealth HP TH Carry CF Probe Instr. Tool Claw Hand Storage max limit
Colossal +32 Str, -4 Dex -10 -20 +100 +50 x20 x20 1d6 1d8 2d6 2d8 2d6 5000
Gargantuan +24Str, -4 Dex -5 -15 +50 +20 x10 x10 1d4 1d6 1d8 2d6 1d8 500
Huge +16 Str, -4 Dex -2 -10 +20 +10 x5 x5 1d3 1d4 1d6 1d8 1d6 50
Large +8 Str, -2 Dex -1 -5 +10 +5 x2 x2 1d2 1d3 1d4 1d6 1d4 20
Medium None 0 0 - - x1 x1 1 1d2 1d3 1d4 1d3 10
Small -2 Str, +2 Dex +1 +5 - - x0,75 x2 - 1 1d2 1d3 1d2 5
Tiny -4 Str, +4 Dex +2 +10 - - x0,5 x5 - - 1 1d2 1 0
Diminutive -6 Str, +6 Dex +5 +15 - - x0,25 x10 - - - 1 - 0
Fine -8 Str, +8 Dex +10 +20 - - x0,01 x20 - - - - 0
* Abilities can never be below 1
Degrees Abilities Typical Roles
1st +2 Int, +2 Wis, -2 Str medical, scientific
* Automatically score a critical (no attack roll required)
* Automatically cause an attack made against you to miss
* Act out of turn (changes position in Initiative order) 1/encounter
* Take damage that would otherwise harm another within your reach
* Increase the effect of some Force powers (as noted)
* Use some applications of Force secrets (as noted)
* Immediately gain 3 Force Points
* Return Force power to suite
* Avoid death if reduced to 0 hp
(spend as swift action to increase Dark Side score by 1)
2nd +2 Int, -2 Cha astromech, technical
3rd +2 Wis, +2 Cha, -2 Str protocol, service
4th +2 Dex, -2 Int, -2 Cha combat, security
5th +4 Str, -4 Int, -4 Cha labor, utility
Beast Traits
Beast p274 Natural Weapon Damage
Size Abilities* REF Stealth TH Carry** Height Bite Claw Gore Slam Sting
Colossal +32 Str, +32 Con, -4 Dex -10 -20 +50 x20 19.3+ 4d6 3d6 4d6 3d6 3d6
Gargantuan +24Str, +24 Con, -4 Dex -5 -15 +20 x10 9.7-19.2m 3d6 2d6 3d6 2d6 2d6
Huge +16 Str, +16 Con, -4 Dex -2 -10 +10 x5 4.9-9.6m 2d6 1d8 2d6 1d8 1d8
Large +8 Str, +8 Con, -2 Dex -1 -5 +5 x2 2.5-4.8m 1d8 1d6 1d8 1d6 1d6
Medium None 0 0 - x1 1.3-2.4m 1d6 1d4 1d6 1d4 1d4
Small -2 Str, +2 Dex +1 +5 - x0,75 0.7-1.2m 1d4 1d3 1d4 1d3 1d3
Tiny -4 Str, +4 Dex +2 +10 - x0,5 0.4-0.6m 1d3 1d2 1d3 1d2 1d2
Diminutive -6 Str, +6 Dex +5 +15 - x0,25 0.2-0.3m 1d2 1 1d2 1 1
Fine -8 Str, +8 Dex +10 +20 - x0,01 0.1m- 1 1 1 1 1
* Abilities can never be below 1
** Beasts with four or more legs double their carrying capacity
Airborne: May reroll initiative checks but must keep the second result, even if it's worse
Aquatic: Can't drown in water and doesn't need to make Swim checks; low-light vision (p257)
Arctic: May reroll survival checks to endure extreme cold, keeping the better result
Desert: May reroll survival checks to endure extreme heat, keeping the better result
Subterranean: May reroll Perception checks but must keep the second result, even if it's worse; darkvision (p257)
Force-Sensitive, WP lightsabers, WP simple
Linguist, WP Pistols, WP Simple
Point Blank Shot, WP Pistols, WP Simple
Shake It Off, WP Rifles, Pistols, Simple
AP light, AP medium, Rifles, Pistols, Simple
Nonheroic Heroic
Sold Nonher Level CL HP BAB Skills Def Dmg Level CL HP BAB Skills
1 0 1 0 2 0 0 0 0
2 1 2 0 5 1 1 0 0
3 2 3 1 7 2 1 0 0 1 1 24 1 0
4 3 4 1 10 3 2 0 0
5 3 5 1 12 3 2 0 0
6 4 6 2 15 4 3 0 0 2 2 28 2 1
7 5 7 2 17 5 3 0 0
8 6 8 2 20 6 4 0 0
9 6 9 3 22 6 4 0 0 3 3 33 2 1
10 7 10 3 25 7 5 0 0
11 8 11 3 27 8 5 0 0
12 9 12 4 30 9 6 0 0 4 4 37 3 2
13 9 13 4 32 9 6 0 0
14 10 14 4 35 10 7 0 0
15 11 15 5 37 11 7 0 0 5 5 42 4 2
3: AP light, med, Skill Focus, Skill Training, advanced
melee, heavy, pistols, rifles, simple
16 12 16 5 40 12 8 0 0
17 12 17 5 42 12 8 0 0
18 13 18 6 45 13 9 0 0 6 6 46 5 3
19 14 19 6 47 14 9 0 0
20 15 20 6 50 15 10 0 0
7 7 51 5 3
8 8 55 6 4
9 9 60 7 4
10 10 64 8 5
11 11 69 8 5
12 12 73 9 6
13 13 78 10 6
14 14 82 11 7
15 15 87 11 7
16 16 91 12 8
17 17 96 13 8
18 18 100 14 9
19 19 105 14 9
20 20 109 15 10
+1 ability 4/levels, no starting feats, do not gain talents, do not add level to defense and do not gain Force/Destiny points, Starting into 1 or 2 (can multiclass at 3)
Modifier
Destruct
Self
20d6
Radius
10
20d6
10d6
10
5
4 8d6
3
2 4d6
6d6
-
-
-
- -
-
Def Dmg
2 0
3 1
4 1
5 2
6 2
7 3
8 3
9 4
10 4
11 5
12 5
13 6
14 6
15 7
16 7
17 8
18 8
19 9
20 9
21 10
B
K
P
G
W
E
B
SPECIES
S
t
r
D
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x
C
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n
I
n
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W
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C
h
a
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p
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V
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R
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f
F
o
r
t
W
i
l
l
CONDITIONAL FEAT SKILLS
L 199 w Advozse -2 2 2 M 6 L 1 reroll Perception, mtr
F 12 w Aleena 2 -2 S 4/8 reroll Acrobatics, mtr
W 337 w Amanin 2 -2 -2 M 6/12 1 take 10 on Climb
UR 10 w Anzati M 6 L Stealth & Survival are class skills
CR 284 w Aqualish 2 -2 -2 M 6 Toughness reroll Swim mtr, can take 10
W 156 w Arcona -2 2 M 6 2
K 10 w Arkanian 2 -2 M 6 D
K 11 w Arkanian Offshoot 2* 2* -2 M 6 one SF Endurance, Mechanics, Pilot,
Survival or Treat Injury
SV 154 w Balosar 2 -2 -2 2 M 6
GW 11 w Barabel 2 -2 -2 M 6 D 2
SV 154 w Barabel 2 -2 -2 M 6 D 2
GI 10 w Bith -2 2 2 M 6
T 26 w Bith -2 2 M 6 reroll Perception, mtr
SV 6 w Blood Carver 2 -2 -2 M 6 SF Acrobatics
CR 23 w Bothan 2 -2 M 6 2 SF Gather Info
F 13 w Caamasi -2 -2 4 M 6 reroll Persuasion, best
K 12 w Cathar 2 -2 M 8 Climb & Stealth as class skills
J 106 w Celegian -2 2 M 6/10 reroll Swim mtr, can take 10
CR 24 w Cerean -2 2 2 M 6 SF Initiative reroll Initiative, mtr
L 211 w Chadra-Fan -2 2 S 4 D Mechanics class skill, reroll Mechanics, mtr
UR 11 w Chadra-Fan 2 -2 S 4 D reroll Perception, mtr
C 159 w Chagrian 2 -2 M 6 L
L 10 w Chagrian 2 -2 M 6 L
F 192 w Chiss 2 M 6 L +1 at first level
L 11 w Chiss 2 M 6 L +1 at first level
B
K
P
G
W
E
B
SPECIES
S
t
r
D
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x
C
o
n
I
n
t
W
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C
h
a
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S
p
d
V
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R
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f
F
o
r
t
W
i
l
l
CONDITIONAL FEAT SKILLS
UR 126 w Chiss 2 M 6 L +1 at first level
T 34 w Chistori 2 -2 M 6 DR2
SV 7 w Clawdite -2 2 M 6
C 91 w Clone, Republic M 6 +1 feat at 1st +1 skill at 1st
L 12 w Codru-Ji M 6 Dual Weapon Mastery I
J 128 w Croke (best guess) D 4
GW 12 w Dashade 2 -2 -2 M 6
GI 11 w Defel -2 2 S 6
L 214 w Devaronian (females) -2 2 2 M 6 SF Deception
W 228 w Devaronian (females) -2 2 2 M 6 SF Deception
L 214 w Devaronian (males) 2 -2 -2 M 6 SF Deception
W 228 w Devaronian (males) 2 -2 -2 M 6 SF Deception
K 12 w Draethos 2 -2 M 6 L 1 gain WP Advanced Melee Weapons
SGD 11 w Droid, Astromech Droid 2 -2 S 6/4 trained in Mechanics, SF Mechanics or SF Use
Comp
SGD 11 w Droid, Battle Droid 2 -2 M 6 1 Armor & 1 Weapon Proficiency
SGD 11 w Droid, Labor Droid 2 -2 M 6 reroll Strength checks & skill, keep better
SGD 12 w Droid, Mechanic Droid 2 -2 M 6 trained in Mechanics, reroll Mechanics
SGD 12 w Droid, Medical Droid -2 2 M 6 trained in Treat Injury or Know (life sciences)
= SF Treat Injury or Know (life sciences)
SGD 12 w Droid, Probe Droid 2 -2 M 6 trained in Perception, SF Perception or Stealth
SGD 13 w Droid, Protocol Droid -2 2 2 M 6 trained in Persuasion, select Skill Training
Knowledge (bureaucracy, galactic lore, or
social sciences)
SGD 13 w Droid, Service Droid -2 2 M 6 select Skill Training Perception, Knowledge
(bureaucracy) or Knowledge (galactic lore)
C 10 w Dug 2 -2 S 6 reroll Climb or Jump, mtr, can take 10 on
Climb & Jump
B
K
P
G
W
E
B
SPECIES
S
t
r
D
e
x
C
o
n
I
n
t
W
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s
C
h
a
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z
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S
p
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R
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f
F
o
r
t
W
i
l
l
CONDITIONAL FEAT SKILLS
W 312 w Dug 2 -2 -2 S 6 2 SF Acrobatics reroll Climb or Jump, mtr
CR 25 w Duros 2 -2 2 M 6 reroll Pilot, mtr
UR 127 w Ebruchi 2 2 -2 -2 M 6 2 Improved Damage Threshold w/Con
13
GI 133 w Elomin 2 -2 M 6
CR 25 w Ewok -2 2 S 4 SF Survival reroll Stealth, mtr
SV 8 w Falleen -2 2 M 6
K 13 w Feeorin 2 -2 2 -2 -2 M 6 L 2
F 14 w Felucian 2 -2 M 6 L Force Sensitivity reroll Stealth, best
GI 12 w Fosh 2 -2 2 S 6 reroll Deception, mtr
CR 26 w Gamorrean 2 -2 -2 M 6 2 Improved Damage Threshold
SV 8 w Gand 2 -2 M 6 D
C 11 w Gen'Dai 4 -2 -2 L 8
C 181 w Geonosian 2 -2 -2 M 6/6 L
W 164 w Geonosian 2 -2 -2 -2 M 6/8 L 1 SF Mechanics, WP Advanced Melee
Weapons
GI 13 w Givin -2 2 M 6 DR2 2 reroll Knowledge (any), mtr
GI 14 w Gotal M 6 L
F 15 w Gran -2 2 M 6 D Precise Shot with PB Shot
CR 26 w Gungan 2 -2 -2 M 6/4 L 2 reroll Swim mtr, can take 10
GI 15 w Herglic 4 -4 L 6 SF Gather Info
SV 155 w Houk 2 2 -2 -2 M 6 1
CR 23 w Human M 6 +1 feat at 1st +1 skill at 1st
CR 284 w Hutt 2 -6 2 2 L 2 reroll Persuasion, best
C 12 w Iktotchi 2 -2 M 6 1 reroll Pilot, mtr
UR 12 w Ishi Tib 2 M 6 L reroll Knowledge (life), mtr, reroll Swim &
take 10
CR 27 w Ithorian -2 2 2 M 6 2 SF Knowledge (life sciences) reroll Survival, mtr
B
K
P
G
W
E
B
SPECIES
S
t
r
D
e
x
C
o
n
I
n
t
W
i
s
C
h
a
S
i
z
e
S
p
d
V
i
s
R
e
f
F
o
r
t
W
i
l
l
CONDITIONAL FEAT SKILLS
SV 9 w Jawa -2 2 S 4 D reroll Mechanics mtr, can reroll Survival v.
heat & keep better, Mechanics is class skill
W 164 w Jawa -2 2 -2 S 4 D reroll Mechanics when repairing an object,
vehicle, or droid, mtr, can take 10 on Survival
in desert
C 12 w Kaleesh -2 2 -2 2 M 6 D SF Survival reroll Endurance, mtr
C 13 w Kaminoan 2 -2 M 6 2 SF Treat Injury
W 164 w Kaminoan 2 -2 M 6 2 reroll Treat Injury & Know (life sciences), mtr
CR 28 w Kel Dor 2 -2 2 M 6 L reroll Use the Force to search feelings, best
C 14 w Kerkoiden -2 2 M 6
K 14 w Khil -2 2 2 M 6
UR 131 w Killik 2 -2 M 6 L 1
K 15 w Kissai -2 2 M 6 lanvorak simple not exotic
L 13 w Klatoonian 2 -2 -2 M 6 2
J 111 w Krevaaki 2 -2 M 6 1 1 Climb +2
UR 12 w Krevaaki 2 -2 M 6 1 1 SF Climb Climb +2
UR 135 w Lugubraa 2 -2 2 -2 M 6 D Improved Damage Threshold
GW 12 w Lurmen -2 2 S 4/8 take 10 on Climb
T 117 w Mantellian Savrip 4 -2 4 -4 -4 -4 L 8 2
K 15 w Massassi 4 -2 -2 -2 M 6 SF Survival
K 16 w Miraluka -2 2 M 6 Force Training with Use the Force
T 31 w Miraluka -2 2 M 6 Force Training with Use the Force
CR 28 w Mon Calamari -2 2 2 M 6/4 L SF Perception reroll Swim mtr, can take 10
GI 16 w Mrlssi -2 2 2 S 4 SF Persuasion Mechanics is class skill, bonus 1 trained
Knowledge skill at 1st level
L 14 w Nagai 2 -2 2 M 6 2 WP tehk'la blades with Simple reroll Persuasion, mtr
B
K
P
G
W
E
B
SPECIES
S
t
r
D
e
x
C
o
n
I
n
t
W
i
s
C
h
a
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S
p
d
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R
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f
F
o
r
t
W
i
l
l
CONDITIONAL FEAT SKILLS
C 15 w Nautolan 2 -2 -2 M 6/4 L DR2 reroll Swim mtr, can take 10
W 234 w Nazren 2 -2 2 -2 M 6
UR 18 Near-Human Ability adjustment M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Additional arms M 6 +1 at first level* +1 at first level*
UR 163 X Near-Human Altiri M 6 +1 at first level
UR 163 X Near-Human Anarrian M 6 +1 at first level
UR 18 Near-Human Biotech augmentation M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Breathe underwater M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Climate adaptation M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Conductive M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Cultural cybernetics M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Darkvision M 6 D +1 at first level* +1 at first level*
UR 18 Near-Human Empath M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Expert swimmer M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Heightened awareness M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Low-light vision M 6 L +1 at first level* +1 at first level*
UR 18 Near-Human Natural armor M 6 1 +1 at first level* +1 at first level*
UR 18 Near-Human Natural weapon M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Naturally acrobatic M 6 +1 at first level* +1 at first level*
UR 179 X Near-Human O'reenians M 6 reroll Perception, reroll Endurance
UR 18 Near-Human Persistent M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Quick M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Quick healing M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Resistant M 6 2 +1 at first level* +1 at first level*
UR 18 Near-Human Scent M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Spring step M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Strength surge M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Visually striking M 6 +1 at first level* +1 at first level*
UR 18 Near-Human Weapon familiarity M 6 +1 at first level* +1 at first level*
CR 285 w Neimodian -2 2 2 M 6 SF Deception reroll Deception, mtr
B
K
P
G
W
E
B
SPECIES
S
t
r
D
e
x
C
o
n
I
n
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W
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C
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W
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CONDITIONAL FEAT SKILLS
GI 17 w Neimoidian -2 2 M 6 SF Deception, SF Persuasion
C 16 w Nelvaanian -2 2 M 6 L
UR 13 w Nikto 2 -2 -2 M 6 2 2 reroll Survival, mtr
F 185 w Noghri 2 2 -4 S 4 Running Attack with Dex 13
W 164 w Noghri 2 -4 S 6 Martial Arts I reroll Initiative, mtr
F 15 w Nosaurian 2 -2 M 6 Climb as class skill, reroll Survival, mtr
GI 144 w Nyriaanan 2 -2 M 6 L Bonus Feat like humans at 1st level Survival is class skill
GI 131 w Pa'lowick -2 2 M 6 can reroll & take 10 on Swim
W 230 w Pau'an -2 2 2 M 6 L SF Persuasion
W 158 w Phindian 2 -2 M 6 SF Mechanics, Skill training
(Knowledge [technology])
W 249 w Polis Massan -2 2 S 6 D SF Treat Injury
CR 29 w Quarren 2 -2 -2 M 6/4 L SF Persuasion reroll Swim mtr, can take 10
K 17 w Rakata 2 -2 M 6 Weapon Focus with simple or exotic
T 153 w Replica Droid 2 2 -2 SF Deception
CR 29 w Rodian 2 -2 -2 M 6 L SF Survival reroll Perception, mtr
SV 10 w Ryn 2 M 6
L 204 w Sakiyan M 6 D 2 SF Perception
K 18 w Selkath 2 M 6/4 take 10 on Swim
J 79 w Shard -2 2 M Use Computer is bonus trained skill
UR 14 w Shistavanen 2 -2 -2 M 6 L SF Perception Survival is a class skill, reroll Initiative, mtr
W 160 w Skakoan -2 2 M 6 AP (light), SF Mechanics
UR 14 w Sluissi -2 2 M 6 Tech Specialist w/Mechanics
K 19 w Snivvian 2 S 4
UR 143 w Sorcerer of Rhand -2 -2 4 2 -2 M 6 Force-sensitivity, Force Training* reroll Persuasion to intimidate, keep better
UR 15 w Squib -2 2 S 6 Squib tensor rifle w/WP (rifle) Persuasion class skill, reroll Know (tech, mtr)
UR 147 w Ssi-Ruuk 2 -2 M 6 2 SF Persuasion
B
K
P
G
W
E
B
SPECIES
S
t
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C
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W
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CONDITIONAL FEAT SKILLS
D9 12 w Stereb 4 -2 2 -2 -2 M 6 D 2 SF Mechanics with stone take 10 on Survival when underground
CR 30 w Sullustan 2 -2 M 6 D take 10 on Climb, reroll Perception, mtr
F 16 w Talz 2 -2 M 6 D SF Mechanics
GW 13 w Taung 2 -2 M 6 1 1 1 reroll Knowledge (tactics), mtr
J 109 w Tchuukthai (best guess) L 6
GW 14 w Thakwaash 4 -2 -2 M 6 1
UR 149 w Tof 2 -2 -2 2 L 6 Rapid Shot or Rapid Strike, Mighty
Swing if have Martial Arts I & Str
13
F 17 w Togorian 4 -2 -2 L 6 L 1
F 17 w Togruta 2 -2 M 6 reroll Stealth, mtr
SV 11 w Toydarian -2 2 S 4/6 SF Deception
CR 31 w Trandoshan 2 -2 M 6 D 1 Toughness
GW 15 w Trianii 2 M 6 reroll Acrobatics, mtr
W 164 w Tusken Raider 2 -2 -2 M 6 reroll Stealth and Survival
CR 31 w Twi'lek -2 2 M 6 L 2 reroll Deception, mtr
SV 12 w Ubese 2 -2 M 6 SF Perception reroll Survival, mtr
F 223 w Ugnaught (best guess) S 6
D4 9 w Ugor (best guess) M 4
C 160 w Umbaran -2 2 2 M 6 L SF Persuasion reroll Persuasion, mtr
GI 18 w Umbaran 2 -2 2 M 6 D SF Gather Info reroll Stealth, mtr
T 127 w Utai 2 -2 S 4 L reroll Ride, mtr
UR 153 w Vagaari 2 -2 M 6 SF Deception reroll Knowledge (life) & Treat Injury, mtr
L 59 w Vahla -2 2 M 6 Force-sensitivity reroll Acrobatics, mtr
UR 16 w Verpine M 6 1 SF Mechanics reroll Perception, mtr
J 107 w Vultan 2 -2 M 6 +1 skill at 1st
C 17 w Vurk -2 2 2 M 6/4 reroll Swim mtr, can take 10, reroll Survival
mtr
L 15 w Weequay 2 -2 -2 M 6 1 SF Endurance
F 18 w Whiphid 4 -2 -2 L 6
CR 32 w Wookiee 4 -2 2 -2 -2 M 6 WP bowcasters with rifles take 10 on Climb, reroll Persuasion to
intimidate, mtr
SV 156 w Wroonian 2 -2 M 6 2 reroll Persuasion, mtr
F 19 w Yarkora -2 2 2 M 6 Gather Info as class skill, reroll Deception, mtr
B
K
P
G
W
E
B
SPECIES
S
t
r
D
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x
C
o
n
I
n
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W
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C
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p
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F
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W
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CONDITIONAL FEAT SKILLS
GW 16 w Yevetha 2 -2 M 6
CR 285 w Yuuzhan Vong 2 -2 M 6 WP amphistaff with Simple
L 16 w Yuuzhan Vong 2 -2 M 6 WP amphistaff with Simple
GW 17 w Yuzzem 4 -2 -2 L 6 reroll Climb, mtr
CR 32 w Zabrak M 6 1 1 1 reroll Perception, mtr
L 17 w Zeltron -2 2 M 6
W 311 w Zeltron -2 -2 4 M 6 SF Persuasion reroll Initiative, mtr
GW 17 w Zygerrian 2 -2 M 6 2 Martial Arts I
Notes:
129 Species
Devaronians (M/F)
Replica Droid
Droid models = 8
Clone, Republic
Near-Humans from UR 3 specific,
24 Traits

repeated:
Barabel
Bith
Chadra-Fan
Chagrian
Chiss x2
Devaronians (M/F)
Dug
Geonosian
Jawa
1 Weapon
Focus
(lightsabe
rs)
2 WP
(advanced
melee
weapons)
3 WP
(rifles)
4 WP
(heavy
weapons)
B
K
P
G
W
E
B
SPECIES
S
t
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D
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x
C
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I
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W
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C
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p
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f
F
o
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t
W
i
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l
CONDITIONAL FEAT SKILLS
Geonosian
Jawa
Kaminoan
Krevaaki
Miraluka
Neimodian
Noghri
Umbaran
Yuuzhan Vong
Zeltron
TRAITS SPECIES
B
a
s
i
c
?
H
e
i
g
h
t
W
e
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C
h
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Y
o
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g

A
d
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t
M
i
d
d
l
e

A
g
e
O
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d
V
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r
a
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e Advozse Y
swif +2 Dex skills & spd 8, rnds = Con mod, -1 down track Aleena Y 0.8 50 12 18 45 60 79 80+
reach 2sq, primitive, roll (-5 Perception & double spd) Amanin N
Survival to track + = target's FP, stan v. Will Def w/in 6sq for target to lose
stan next turn (atk mod = cl+Cha mod) - if fail target immune 24 hrs, swif to
drain grabbed target - target -1 track & Anzati hp = 5+1/2 level
Anzati Y 1.7 60 12 99 649 799 950 951+
breathe underwater Aqualish Y
Scent Arcona Y
use Int not Cha for Persuasion, 1/encounter +5 Knowledge, Mechanics, or Use
Computer
Arkanian Y 1.8 75 12 18 44 76 99 100+
1/encounter reroll failed skill check with a trained skill, mtr Arkanian Offshoot Y 1.8 75 8 13 30 45 55 56+
reroll Perception of sound, +5 Fort Def v. poison, +2 Will Def v. Deception &
Persuasion
Balosar Y
claw/bite/tail d6, +5 Fort Def v. radiation, primitive, reroll Persuasion to
intimidate, +5 thresh v. stun
Barabel N 2 110 8 15 40 59 79 80+
claw/bite/tail d6, +2 Fort Def v. radiation, primitive, reroll Persuasion to
intimidate
Barabel N
Meditative Trance - rest 4 hours = 8 hours, Scent, if spend FP gain a FP to use
on Int skill by end of enc
Bith Y 1.7 75 11 15 50 70 84 85+
1/encounter any Int-based skill check as nat 20, can rest 8 hours in 4 Bith N
melee atk v. opp denied Dex to Ref Def = +1 die damage Blood Carver Y 2 65/60 12 20 60 80 100 100+
Bothan Y 1.6 55 11 16 45 65 84 85+
stan Persuasion v. Will to move -1 down track, share memories Caamasi Y 1.8 80 11 15 49 76 89 90+
claw d6, 1/encounter when damages w/melee atk, make claw atk as swif Cathar Y 1.7 85 10 15 40 62 79 80+
cyanogen breather, can use Telepathy untrained w/out force-sensitivity w/in
60 sq & LOS
Celegian Y
Cerean Y 2/1.8 78/58 10 15 35 53 64 65+
with a jury-rig add +1d8 hp Chadra-Fan Y
with a jury-rig add +1d8 hp Chadra-Fan Y 1 20 11 15 40 59 79 80+
breathe underwater, +5 Fort Def v. radiation Chagrian Y 1.9 95/85 12 16 42 56 75 76+
breathe underwater, +5 Fort Def v. radiation Chagrian Y 1.9 95/85 12 16 42 56 75 76+
Chiss N 1.85/1.7 85/65 10 13 50 62 79 80+
Chiss N 1.85/1.7 85/65 10 13 50 62 79 80+
TRAITS SPECIES
B
a
s
i
c
?
H
e
i
g
h
t
W
e
i
g
h
t
C
h
i
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d
Y
o
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g

A
d
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l
t
M
i
d
d
l
e

A
g
e
O
l
d
V
e
n
e
r
a
b
l
e Chiss N 1.85/1.7 85/65 10 13 50 62 79 80+
Rage, in cold -5 Fort Chistori N
Deception to disguise +10, 1/encounter Deception v. Will Def = -5 opp atk Clawdite Y 1.8/1.6 65/55 11 15 30 49 69 70+
Str 15, Dex 13, Con 10, Int 12, Wis 10, Cha 8, add +2 to one ability Clone, Republic Y 1.8/1.6 75/55
can hold four items at once, +5 grab attacks Codru-Ji Y 1.6 65/60 8 12 44 60 84 85+
as swif appear as S or M creature, Use the Force v. Perception only if Croke
stunned or unconscious
Croke (best guess) Y
+5 Fort Def v. radiation/heat/cold, reroll Persuasion to intimidate, +5 Fort Def
& Will Def v. Use the Force
Dashade N 1.85 90 10 15 44 69 84 85+
in shadowy illumination or darker = Defel in total concealment, must wear
special visor
Defel Y 1.4 45 6 10 49 74 89 90+
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (females) Y
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (females) Y
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (males) Y
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (males) Y
Telepathy +5 Draethos Y 1.8 70 12 17 399 699 780 781+
Droid, start with bonus equipment see SGD Droid, Astromech Droid Y
Droid, start with bonus equipment see SGD Droid, Battle Droid Y
Droid, start with bonus equipment see SGD Droid, Labor Droid Y
Droid, start with bonus equipment see SGD Droid, Mechanic Droid Y
Droid, start with bonus equipment see SGD Droid, Medical Droid Y
Droid, start with bonus equipment see SGD Droid, Probe Droid Y
Droid, start with bonus equipment see SGD Droid, Protocol Droid Y
Droid, start with bonus equipment see SGD Droid, Service Droid Y
Dug N 1 35/30 9 14 44 59 74 75+
TRAITS SPECIES
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Duros Y 1.8 70 9 14 35 49 69 70+
1/enc Persuasion to intimidate to move target -1 track instead of intimidate
(target must be w/in 6sq)
Ebruchi N
1/enc spend swif to allow each ally w/in 12 sq to move half spd as reac, +5 Elomin Y
Primitive, Scent Ewok N 1 30 9 13 29 44 59 60+
hold breath (25x Con score), pheromones (see SV p8), +5 v. Falleen
pheromones
Falleen Y 1.6/1.4 55/45 18 36 72 139 249 250+
1/encounter after successful melee Atk thresh 5 lower, can use 2nd Wind
when unconscious, Stronger by Age
Feeorin Y 2.2 125 11 16 194 324 399 400+
breathe underwater, Force Blast, Primitive, Weapon familiarity (skullblade) Felucian N 1.9 90 8 19 49 70 85 86+
always considered having medpac or med kit, can perform trained only Treat
injury uses untrained (from glands)
Fosh Y 1.3 40 11 17 55 70 84 85+
Primitive Gamorrean Y 1.8 140 6 12 29 39 44 45+
when using second wind regain extra 5+level, special equipment, limb
regeneration
Gand N 1.6/1.4 80/70 9 14 29 45 60 61+
2nd Wind +5hp, hibernation, mental instability after Adult, regeneration 1d10
min, resilient physiology (double thresh if fatal)
Gen'Dai Y 2.5 145 9 200 999 1999 3999 4000+
flight, Fort Def +5 v. radiation Geonosian N
flight, Fort Def +2 v. radiation Geonosian N
Immune to vacuum and inhaled chemicals/poisons Givin Y 1.8 70 10 14 48 64 79 80+
read emotions of any sentient w/in 6sq as stan Perception v. Will, can use
Sense Force & Surroundings of Use the Force untrained
Gotal Y 2 85 9 12 40 60 75 76+
no distance penalties on Perception 50sq, can aim by taking one swif action
1/encounter
Gran Y 1.6 80 10 15 40 62 79 80+
proficient with atlatl & cesta with Simple, hold breath Gungan Y 1.8 70 12 15 35 54 64 65+
Sturdy (gain extra hp with second wind = 5+one-half level) Herglic Y 2.2 110 15 19 55 79 95 96+
can use Str mod to intimidate instead of Cha mod Houk Y
Human Y 1.8/1.6 75/55 11 15 40 59 79 80+
Will +5 v. Use the Force, can't be tripped or knocked prone Hutt Y
1/encounter as reac +2 Ref Def Iktotchi Y 1.8 80 13 18 44 70 89 90+
breathe underwater, beak d6 Ishi Tib Y 1.8 60 6 11 39 59 79 80+
Bellow stan d20+cl v. Fort Def in 6sq cone 3d6 dam or half Ithorian Y 2 90 13 17 44 69 84 85+
TRAITS SPECIES
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Jawa N 1 25/20 9 14 39 59 79 80+
+5 Will Def v. mind-affecting effects Kaleesh Y 1.8/1.6 80/75 9 24 40 55 79 80+
Kaminoan Y 2.7/2.1 70/65 6 10 39 59 79 80+
may take 10 on Survival checks in aquatic terrain Kaminoan Y 2.7/2.1 70/65 6 10 39 59 79 80+
Kel Dor Y 1.8 70 11 15 44 59 69 70+
+2 dam v. target that has been damaged since last turn, can use Wis to replace
Cha on Deception & Persuasion
Kerkoiden Y 1.4 55 11 18 45 70 90 91+
1/encounter can treat skill as if taken 10 (see book), can aid another as a swif
action (see book), do not starve
Khil Y 1.5 60 10 15 49 74 89 90+
Joiners (target to 0 hp see p.131), telepathy w/Killiks 1 km, multiple atks
reduced by 2, claws d6
Killik N
if receive morale or insight bonus add +1, 1/encounter Uncanny Dodge I or II Kissai Y 1.8 90 10 15 30 42 59 60+
Klatoonian N 1.8 80/75 9 14 49 69 89 90+
Grapple +2, Sense Motive from Perception against Krevaaki is -5 Krevaaki Y
Grapple +2, Sense Motive from Perception against Krevaaki is -5 Krevaaki Y 2 65 12 17 62 94 129 130+
d6 claws, d4 bite, lockbite = successful grapple atk for +5 grapple w/same
target, after 50 years age +d4+2 Int pts, max 8 before 50
Lugubraa N
primitive, if trained in Treat Injury reduce DCs by Wis mod, Roller: swif +4
spd (limited actions) swif to emerge
Lurmen Y 1 20 12 18 35 60 75 76+
claw d6, poison (d20+level against Fort Def), primitive, rage Mantellian Savrip N
1/encounter with a morale bonus gain hp 4x level, primitive, 1/encounter
Uncanny Dodge I or II, lanvorak simple not exotic
Massassi N 1.9 95 10 13 25 35 50 51+
Force Sight Miraluka Y 1.8 75 11 15 44 69 84 85+
Force Sight Miraluka Y 1.8 75 11 15 44 69 84 85+
breathe underwater Mon Calamari Y 1.8 72 11 16 40 57 79 80+
Mrlssi Y 1.2 40 4 8 35 69 89 90+
Nagai Y 1.8/1.6 60/45 11 18 44 60 74 75+
TRAITS SPECIES
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unless underwater take best
Nautolan Y 1.8 75 9 14 40 54 69 70+
1/encounter if to be moved down track the Nazren may reduce the steps by 1 Nazren Y 2.1 130 15 30 200 275 299 300+
one +2, one -2 Near-Human Ability adjustmentY*
multiple atk penalties reduced by 2 Near-Human Additional arms Y*
Cha bonus doubled w/Persuasion on Humans & near-Humans Near-Human Altiri Y
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll
w/melee & not Weapon Finesse
Near-Human Anarrian Y
select bio-implant LECG 67-68 Near-Human Biotech augmentation Y*
cannot drown in water Near-Human Breathe underwater Y*
resistant to specific climate, can reroll Endurance or Survival v. environment Near-Human Climate adaptationY*
unarmed 1d6 dam Near-Human Conductive Y*
select one cybernetic enhancement Near-Human Cultural cybernetics Y*
Near-Human Darkvision Y*
use telepathy untrained, can sense emotions if Use the Force exceeds target's
Will Def
Near-Human Empath Y*
reroll Swim, take 10 on Swim Near-Human Expert swimmer Y*
reroll Perception Near-Human Heightened awareness Y*
Near-Human Low-light vision Y*
Near-Human Natural armor Y*
unarmed 1d6 dam Near-Human Natural weapon Y*
considered trained in Acrobatics Near-Human Naturally acrobaticY*
Near-Human O'reenians
reroll Endurance Near-Human Persistent Y*
speed +1 Near-Human Quick Y*
at end of enc regain hp = +1d4 + Con mod Near-Human Quick healing Y*
GM can restrict to specific hazard Near-Human Resistant Y*
ignore concealment w/in 10sq for Perception & no penalty to Track for
visibility
Near-Human Scent Y*
reduce sq for running start by 2 for High Jump or Long Jump Near-Human Spring step Y*
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll
w/melee & not Weapon Finesse
Near-Human Strength surge Y*
Cha bonus doubled w/Persuasion on Human, near-Humans & similar Near-Human Visually striking Y*
treat exotic as simple if commonly used by culture Near-Human Weapon familiarityY*
Neimodian Y
TRAITS SPECIES
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Primitive, Scent, if begin turn in concealment & target unaware avoid attacks
of opportunity
Nelvaanian N 2/1.5 130/50 7 20 30 45 64 65+
*or Huttese Nikto Y* 1.8 60 10 15 35 54 64 65+
Primitive, Scent Noghri N
Primitive, Scent Noghri N
Natural Weapon (horns), 1d6 piercing Nosaurian Y 1.4 75 10 15 45 79 99 100+
Nyriaanan N
Primitive, Hold Breath Pa'lowick N
add +1 to insight or morale bonuses Pau'an Y 1.9 70 16 30 400 500 699 700+
Phindian Y
Mute, Limited Telepathy within 10 sq Polis Massan Y
breathe underwater Quarren Y 1.8 72 11 16 40 57 79 80+
use a trained-only aspect of Mechanics, Pilot, Treat Injury or Use Computer,
Force Blind, Primitive, Rage
Rakata N 2 85 11 16 50 69 79 80+
Variable size, droid traits, bonus equipment (see p.153) Replica Droid Y
Rodian Y 1.6 60 12 15 35 49 59 60+
can reroll Deception & take better, swif to create diversion to hide 10sq,
prehensile tail, Gather Info without fee (can pay if fail)
Ryn Y 1.6/1.4 60/50 10 20 40 60 80 81+
Sakiyan Y
Breathe underwater, when healing others +5 hp, 1/encounter swif grant ally
10+target level hp
Selkath N 1.5 60 10 15 54 84 99 100+
Droid Shell but retains Constitution, Binary language Shard Y
claw d6 Shistavanen N 1.6 60 9 13 40 60 95 96+
1/encounter stan Mechanics or Use Computer action as swift action, Special
Equipment
Skakoan Y
Mechanics +10 if take double time, +5 v. Trip, long jump w/out running start Sluissi Y 1.7 60 8 14 39 59 75 76+
1/encounter use Perception for Deception or Persuasion, +5 Fort Def v. cold Snivvian N 1.4 55 11 17 49 79 105 106+
*half of force powers must be "dark," gains 1 to 3 special qualities, +5 Will
Def v. Persuasion
Sorcerer of Rhand Y
+5 Persuasion to haggle, not limited to common knowledge w/untrained Know
(tech) check
Squib Y 1 22 8 12 38 63 64 65+
force-blind, smell: w/in 6sq can reroll Persuasion & keep better Ssi-Ruuk N
TRAITS SPECIES
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Sullustan Y 1.5 55 9 14 39 55 69 70+
claws d6 Talz N 2 90 3 8 25 40 52 53+
Max Dex bonus of armor +1 Taung Y 2 95 6 12 45 64 84 85+
+5 v. trip or being knocked prone, bite 1d8 Tchuukthai (best guess) Y
1/encounter as free action remove any mind-affecting effects Thakwaash N 2.8 130 9 14 49 74 89 90+
1/enc ignore one fear-related or mind-affecting effect, +5 Will Def v.
intimidate
Tof N
use Str not Cha to intimidate Togorian Y 2.5 170 9 14 44 64 79 80+
flank = +2 dam, ignore cover and concealment within 10sq Togruta Y 1.7 75 11 17 54 74 94 95+
Will Def +5 v. mind-affecting Use the Force checks Toydarian N 1.2 50/45 6 14 60 75 90 91+
limb regeneration Trandoshan Y 2 80 11 14 34 49 59 60+
claws d6, prehensile tail can hold Small or smaller item & if item is Medium Trianii N 2 95 11 17 44 64 84 85+
Tusken Raider N
Twi'lek Y 1.8/1.6 55 12 15 44 59 79 80+
charge atk +2, special equipment Ubese Y 1.9/1.7 65/55 11 15 40 60 70 71+
Ugnaught (best guess) Y
as full-round raise or lower an ability by max 5 but transfer from another
ability & adjust bonuses & penalties
Ugor (best guess) Y
if exposed to bright light blinded 1 round Umbaran Y
Umbaran Y 1.7 60 10 15 44 69 89 90+
can use Persuasion to change attitude of an undomesticated creature, auto aid
another if adjacent & understands
Utai N
reroll Persuasion to intimidate if in traditional mask & keep better, considered
trained
Vagaari N
spend 2 Force Points to lower Dark Side score Vahla Y
communicate w/other Verpine w/in 1km Verpine Y 1.9 60 4 9 40 60 80 81+
gain SF (Knowledge) x1 if trained in 2 or more Knowledge skills Vultan Y
Placid (remove fear effect from self), Breathe Underwater Vurk Y 2.1/1.9 90/85 6 14 30 49 69 70+
pheromone communication within 20 sq Weequay N 1.7/1.6 75/65 12 17 49 74 89 90+
cold +5 Fort, claws d6, scent Whiphid N 2.5 55 10 15 84 99 249 250+
Rage, recover hp x2 Wookiee Y 2.2/2 125/100 12 17 300 350 399 400+
Wroonian Y
1/encounter as stan Deception v. Will Def v. target's w/in 6 sq to not threaten
any squares, mtr
Yarkora Y 2 95 10 18 64 94 124 125+
TRAITS SPECIES
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from a different species
Yevetha N 1.9 80 5 11 44 66 80 81+
Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons,
pistols or rifles at 1st level
Yuuzhan Vong N 1.9/1.7 70/60 11 17 40 60 75 76+
Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons,
pistols or rifles at 1st level
Yuuzhan Vong N 1.9/1.7 70/60 11 17 40 60 75 76+
claws/bite d8, can use Str mod for Persuasion to intimidate, scent ignores
concealment for cover in 10sq
Yuzzem N 2.5 180 8 15 40 59 79 80+
Zabrak Y 1.8 75 8 14 44 55 69 70+
add Cha bonus to Perception checks to sense deception/influence, +5
Persuasion to change attitude
Zeltron Y 1.8/1.65 70/55 11 18 49 64 79 80+
Perception vs Will to discover target's attitude towards you and target's
general emotional state
Zeltron Y 1.8/1.65 70/55 11 18 49 64 79 80+
can use Cha mod to calculate Will Def Zygerrian Y 1.7 60 9 16 39 60 80 81+
TRAITS SPECIES
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Refers to SWM & minis w/lightsabers also counted in
previous column's tally, counts multiple sculpts as singles
*numerous examples
Advb Basic
Aleena Basic 1 1
Amanese 1
Basic Anzat 4 1
Aqualish Basic 1
Arconese Basic
Arkanian Basic 1
Arkanian Basic
Balosar Basic
Barabel
Barabel 3 1
Bith Basic 3 1
Bith 1
Batorese Basic 3
Basic Bothese 1
Basic Caamasi 1 1
Basic Catharese
Basic (Understand) 1 1
Basic Cerean 1
Chadra-Fan Basic 1 1
Chadra-Fan Basic 1 1
Chagri Basic 2 2
Chagri Basic 2 2
Cheunh 1
Cheunh
Language 1 Language 2 Language 3
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*numerous examples
Cheunh * *
Chistori
Clawdite Basic
Basic 1
Codruese Basic
Dashadi 2
Defel Basic 2
Deveronese Basic
Deveronese Basic
Deveronese Basic *
Deveronese Basic
Draethos Basic
Basic (Understand) Binary
Basic Binary
Basic Binary
Basic Binary
Basic Binary 1
Basic (Understand) Binary 4 1
Basic Binary
Basic Binary 4 2
Dug 2
Language 1 Language 2 Language 3
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*numerous examples
Dug 2
Basic Durese 1
Ebruchese 1
Elomin Basic
Ewokese 4
Falleen Basic 2
Feeorin Basic 2
Felucianese 3
Fosh Basic
Basic (Understand) Gammorean 3
Gand 1
Gen'Dai Basic 5 2
Geonosian
Geonosian
Givin Basic
Gotal Basic * * * *
Basic Gran 2
Basic Gunganese 1 2 2
Herglese Basic 2 1 1
Houk Basic 4
Basic 1
Basic Huttese 2
Iktotchese Basic 1 2 2
Tibranese Basic 1
Basic Ithorese
Language 1 Language 2 Language 3
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previous column's tally, counts multiple sculpts as singles
*numerous examples
Jawa Jawa Trade Language
Jawa Jawa Trade Language
Kaleesh Basic 2
Kaminoan Basic 1
Kaminoan Basic 1
Basic Kel Dor
Kerkoidese Basic 1
Khilese Basic
Killik Sy Bisti 1 1 1 1
Sith Basic 1 1 1 1
Huttese 4 2 1
Dromnyr Basic
Dromnyr Basic 1 1
Lugubraal 1 3 3
Basic Lurmese
Savrip 3 2
Sith 3 2
Miralukese Basic 1
Miralukese Basic 2
Basic Mon Calamarian 1
Mrlsstese Basic
Nagaian Basic
Language 1 Language 2 Language 3
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previous column's tally, counts multiple sculpts as singles
*numerous examples
Nautila Basic 3 1
Basic Nazren
Basic 1
Basic 4
Altirish Basic
Annarese Basic 1
Basic 10 1 1
Basic
Basic 1
Basic
Basic
Basic 1 2
Basic 1
Basic
Basic 1 1
Basic 3
Basic 1
Basic
Basic 1
Basic 4 4
Basic 1
Basic 4 4
Basic 1
Basic 4
Basic 5 7
Basic 2
Basic
Basic 1
Basic 1
Basic Neimoidian Pak Pak 1
Language 1 Language 2 Language 3
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previous column's tally, counts multiple sculpts as singles
*numerous examples
Basic Neimoidian
Nelvaanese
Nikto Huttese or Basic 1 1
Honoghran
Honoghran
Basic Nosaurian
Nyriaanan
Lowickese
Basic Utapese
Phindian Basic
Basic (Understand) Massan
Basic Quarrenese 12 3
Rakata 1
Basic native language of copied species 1 8 7
Basic Rodese 1
Basic Ryn
Sakiyan Basic
Selkath 1
Binary Basic
Shistavanen 1
Skakoverbal Basic 1
Sluissese Basic 2
Snivvian 1 1
1
Basic and many others
Squibbian Basic
Ssi-ruuvi 1
Language 1 Language 2 Language 3
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previous column's tally, counts multiple sculpts as singles
*numerous examples
2 2
Basic Sullustese
Talz
Basic Mando'a
Tchuukthese Basic
Thakwaashi
Tof
Basic Togorian
Basic Togruti
Toydarian Huttese
Basic Dosh
Trianii
Tusken
Basic Ryl Lekku
Ubese Ubeninal
Ugnaught Basic
Umbarese Basic
Umbarese Basic
Utapese
Vagaari Sy Bisti
Vahla Basic
Verpine Basic
Dromnyr Basic
Semblan Basic
Sriluurian
Whiphid
Shyriiwook Basic (understand only)
Wroonian Basic
Basic Yarkora
Language 1 Language 2 Language 3
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*numerous examples
Yevethan
Yuuzhan Vong
Yuuzhan Vong
Yuzz
Basic Zabrak
Basic
Basic
Basic
4
1 Abyssin
1 Chevin
1 Dresellian
1 Farghul
1 Kubaz
1 1 Lannik
1 Mustafarian
2 2 Muun
1 T'surr
Language 1 Language 2 Language 3
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Refers to SWM & minis w/lightsabers also counted in
previous column's tally, counts multiple sculpts as singles
*numerous examples
Source Page Species Trait
L 199 Advozse Heightened Awareness
L 199 Advozse Low-Light Vision
L 199 Advozse Natural Armor
F 12 Aleena Nimble
F 12 Aleena Quick Energy
W 337 Amanin Primitive
W 337 Amanin Reach
W 337 Amanin Resilient
W 337 Amanin Roll
W 337 Amanin Skills
UR 10 Anzati Hunter's Instincts
UR 10 Anzati Low-Light Vision
UR 10 Anzati Mesmerize
UR 10 Anzati Presence Sense
UR 10 Anzati Soup Drinking
CR 284 Aqualish Bonus Feat
CR 284 Aqualish Breathe Underwater
CR 284 Aqualish Expert Swimmer
W 156 Arcona Great Fortitude
W 156 Arcona Scent
K 10 Arkanian Darkvision
K 10 Arkanian Flash of Genius
K 10 Arkanian Intellectual Reputation
K 11 Arkanian Offshoot Conditional Bonus Feat
K 11 Arkanian Offshoot Determination
SV 154 Balosar Antennapalps
SV 154 Balosar Moral Ambiguity
SV 154 Balosar Poison Resistance
GW 11 Barabel Darkvision
GW 11 Barabel Natural Armor
GW 11 Barabel Natural Weapons
GW 11 Barabel Primitive
GW 11 Barabel Radiation Resistance
GW 11 Barabel Skills
GW 11 Barabel Stun Resistance
SV 154 Barabel Darkvision
SV 154 Barabel Natural Armor
SV 154 Barabel Natural Weapons
SV 154 Barabel Primitive
SV 154 Barabel Radiation Resistance
SV 154 Barabel Skills
GI 10 Bith Evolved Intellect
GI 10 Bith Meditative Trance
GI 10 Bith Scent
T 26 Bith Evolved Intellect
T 26 Bith Heightened Awareness
T 26 Bith Meditative Trance
SV 6 Blood Carver Conditional Bonus Feat
SV 6 Blood Carver Deathstrike
CR 23 Bothan Conditional Bonus Feat
CR 23 Bothan Iron Will
F 13 Caamasi Adept Diplomat
F 13 Caamasi Memory Sharing
F 13 Caamasi Pacifism
K 12 Cathar Cathar Instincts
K 12 Cathar Natural Weapons
K 12 Cathar Reactive Claw
J 106 Celegian Broadcast Telepath
J 106 Celegian Cyanogen Breather
J 106 Celegian Expert Swimmer
CR 24 Cerean Conditional Bonus Feat
CR 24 Cerean Intuitive Initiative
L 211 Chadra-Fan Darkvision
L 211 Chadra-Fan Tinkerer
UR 11 Chadra-Fan Darkvision
UR 11 Chadra-Fan Heightened Awareness
UR 11 Chadra-Fan Tinkerer
C 159 Chagrian Breathe Underwater
C 159 Chagrian Low-Light Vision
C 159 Chagrian Radiation Resistance
L 10 Chagrian Breathe Underwater
L 10 Chagrian Low-Light Vision
L 10 Chagrian Radiation Resistance
F 192 Chiss Bonus Trained Skill
F 192 Chiss Low-Light Vision
L 11 Chiss Bonus Trained Skill
L 11 Chiss Low-Light Vision
UR 126 Chiss Bonus Trained Skill
UR 126 Chiss Low-Light Vision
T 34 Chistori Armor Plating
T 34 Chistori Cold-Blooded
T 34 Chistori Rage
SV 7 Clawdite Shapeshift
SV 7 Clawdite Startle
C 91 Clone, Republic Bonus Feat
C 91 Clone, Republic Bonus Trained Skill
L 12 Codru-Ji Bonus Feat
L 12 Codru-Ji Extra Arms
L 12 Codru-Ji Skilled Grappler
J 128 Croke (best guess) Illusory Form
GW 12 Dashade Environmental Adaptation
GW 12 Dashade Fearsome Reputation
GW 12 Dashade Force Resistance
GI 11 Defel Partial Invisibility
GI 11 Defel Special Equipment
L 214 Devaronian Conditional Bonus Feat
L 214 Devaronian Natural Curiosity
W 228 Devaronian Conditional Bonus Feat
W 228 Devaronian Natural Curiosity
K 12 Draethos Bonus Feat
K 12 Draethos Low-Light Vision
K 12 Draethos Natural Armor
K 12 Draethos Natural Telepath
SGD
11 Droid, Astromech Bonus Equipment
SGD
11 Droid, Astromech Conditional Bonus Feat
SGD
11 Droid, Astromech Droid Traits
SGD
11 Droid, Astromech Hardwired Design
SGD
11 Droid, Battle Bonus Equipment
SGD
11 Droid, Battle Bonus Feat
SGD
11 Droid, Battle Droid Traits
SGD
11 Droid, Labor Bonus Equipment
SGD
11 Droid, Labor Droid Traits
SGD
11 Droid, Labor Heavy Lifting
SGD
12 Droid, Mechanic Bonus Equipment
SGD
12 Droid, Mechanic Droid Traits
SGD
12 Droid, Mechanic Hardwired Design
SGD
12 Droid, Mechanic Mechanically Minded
SGD
12 Droid, Medical Bonus Equipment
SGD
12 Droid, Medical Conditional Bonus Feat
SGD
12 Droid, Medical Droid Traits
SGD
12 Droid, Medical Hardwired Design
SGD
12 Droid, Probe Bonus Equipment
SGD
12 Droid, Probe Conditional Bonus Feat
SGD
12 Droid, Probe Droid Traits
SGD
12 Droid, Probe Hardwired Design
SGD
13 Droid, Protocol Bonus Equipment
SGD
13 Droid, Protocol Bonus Feat
SGD
13 Droid, Protocol Droid Traits
SGD
13 Droid, Protocol Hardwired Design
T 153 Droid, Replica Bonus Equipment
T 153 Droid, Replica Conditional Bonus Feat
T 153 Droid, Replica Droid Traits
SGD
13 Droid, Service Bonus Equipment
SGD
13 Droid, Service Bonus Feat
SGD
13 Droid, Service Droid Traits
C 10 Dug Athletic
W 312 Dug Conditional Bonus Feat
W 312 Dug Dug Agility
W 312 Dug Lightning Reflexes
CR 25 Duros Expert Pilot
UR 127 Ebruchi Conditional Bonus Feat
UR 127 Ebruchi Iron Will
UR 127 Ebruchi Unsettling
GI 133 Elomin Impose Order
GI 133 Elomin Logical Mind
CR 25 Ewok Conditional Bonus Feat
CR 25 Ewok Primitive
CR 25 Ewok Scent
SV 8 Falleen Hold Breath
SV 8 Falleen Pheromone Acclimation
SV 8 Falleen Pheromones
K 13 Feeorin Brutal
K 13 Feeorin Great Fortitude
K 13 Feeorin Inborn Resilience
K 13 Feeorin Low-Light Vision
K 13 Feeorin Stronger by Age
F 14 Felucian Bonus Feat
F 14 Felucian Breathe Underwater
F 14 Felucian Force Blast
F 14 Felucian Low-Light Vision
F 14 Felucian Natural Camouflage
F 14 Felucian Primitive
F 14 Felucian Weapon Familiarity
GI 12 Fosh Deceptive
GI 12 Fosh Healing Glands
CR 26 Gamorrean Bonus Feat
CR 26 Gamorrean Great Fortitude
CR 26 Gamorrean Primitive
SV 8 Gand Darkvision
SV 8 Gand Hardy
SV 8 Gand Limb Regeneration
SV 8 Gand Special Equipment
C 11 Gen'dai Gen'dai Surge
C 11 Gen'dai Hibernation
C 11 Gen'dai Mental Instability
C 11 Gen'dai Regeneration
C 11 Gen'dai Resilient Physiology
C 181 Geonosian Low-Light Vision
C 181 Geonosian Radiation Resistance
W 164 Geonosian Bonus Feat
W 164 Geonosian Conditional Bonus Feat
W 164 Geonosian Low-Light Vision
W 164 Geonosian Natural Armor
W 164 Geonosian Radiation Resistance
GI 13 Givin Deductive Reasoning
GI 13 Givin Exoskeleton
GI 13 Givin Unique Physiology
GI 14 Gotal Energy Reading
GI 14 Gotal Low-Light Vision
GI 14 Gotal Sensor Cones
F 15 Gran Conditional Bonus Feat
F 15 Gran Darkvision
F 15 Gran Target Awareness
F 15 Gran Triple Vision
CR 26 Gungan Expert Swimmer
CR 26 Gungan Hold Breath
CR 26 Gungan Lightning Reflexes
CR 26 Gungan Low-Light Vision
CR 26 Gungan Weapon Familiarity
GI 15 Herglic Conditional Bonus Feat
GI 15 Herglic Sturdy
SV 155 Houk Natural Armor
SV 155 Houk Physically Intimidating
CR 23 Human Bonus Feat
CR 23 Human Bonus Trained Skill
CR 284 Hutt Force Resistance
CR 284 Hutt Skills
CR 284 Hutt Supreme Stability
C 12 Iktotchi Expert Pilot
C 12 Iktotchi Limited Precognition
C 12 Iktotchi Natural Armor
UR 12 Ishi Tib Breathe Underwater
UR 12 Ishi Tib Ecological Awareness
UR 12 Ishi Tib Expert Swimmer
UR 12 Ishi Tib Low-Light Vision
UR 12 Ishi Tib Natural Weapons
CR 27 Ithorian Bellow
CR 27 Ithorian Conditional Bonus Feat
CR 27 Ithorian Iron Will
CR 27 Ithorian Survival Instinct
SV 9 Jawa Darkvision
SV 9 Jawa Desert Dweller
SV 9 Jawa Scavenger
SV 9 Jawa Skills
W 164 Jawa Darkvision
W 164 Jawa Skills
W 164 Jawa Skills
C 12 Kaleesh Conditional Bonus Feat
C 12 Kaleesh Darkvision
C 12 Kaleesh Driven
C 12 Kaleesh Persistent
C 13 Kaminoan Conditional Bonus Feat
C 13 Kaminoan Resistant
W 164 Kaminoan Skills
W 164 Kaminoan Skills
CR 28 Kel Dor Keen Force Sense
CR 28 Kel Dor Low-Light Vision
CR 28 Kel Dor Special Equipment
C 14 Kerkoiden Predator's Heritage
C 14 Kerkoiden Social Cunning
K 14 Khil Cooperative Spirit
K 14 Khil Dependable Worker
K 14 Khil Hullepi
UR 131 Killik Hive Mind
UR 131 Killik Joiners
UR 131 Killik Low-Light Vision
UR 131 Killik Multiple Limbs
UR 131 Killik Natural Armor
UR 131 Killik Natural Weapons
K 15 Kissai Inspired
K 15 Kissai Warrior's Awareness
K 15 Kissai Weapon Familiarity
L 13 Klatooinian Iron Will
J 111 Krevaaki Carapace
J 111 Krevaaki Grasping Tentacles
J 111 Krevaaki Stoic
UR 12 Krevaaki Carapace
UR 12 Krevaaki Conditional Bonus Feat
UR 12 Krevaaki Grasping Tentacles
UR 12 Krevaaki Stoic
UR 135 Lugubraa Bonus Feat
UR 135 Lugubraa Darkvision
UR 135 Lugubraa Lockbite
UR 135 Lugubraa Lugubraa Learning
UR 135 Lugubraa Natural Weapons
GW 12 Lurmen Mender
GW 12 Lurmen Primitive
GW 12 Lurmen Roller
GW 12 Lurmen Skills
T 117 Mantellian Savrip Natural Armor
T 117 Mantellian Savrip Natural Weapons
T 117 Mantellian Savrip Poison
T 117 Mantellian Savrip Primitive
T 117 Mantellian Savrip Rage
K 15 Massassi Conditional Bonus Feat
K 15 Massassi Duty Bound
K 15 Massassi Primitive
K 15 Massassi Warrior's Awareness
K 15 Massassi Weapon Familiarity
K 16 Miraluka Conditional Bonus Feat
K 16 Miraluka Force Sight
T 31 Miraluka Conditional Bonus Feat
T 31 Miraluka Force Sight
CR 28 Mon Calamari Breathe Underwater
CR 28 Mon Calamari Conditional Bonus Feat
CR 28 Mon Calamari Expert Swimmer
CR 28 Mon Calamari Low-Light Vision
GI 16 Mrlssi Conditional Bonus Feat
GI 16 Mrlssi Scholarly Inclination
GI 16 Mrlssi Skills
L 14 Nagai Lightning Reflexes
L 14 Nagai Soothing Voice
L 14 Nagai Weapon Familiarity
C 15 Nautolan Breathe Underwater
C 15 Nautolan Expert Swimmer
C 15 Nautolan Low-Light Vision
C 15 Nautolan Natural Damage Reduction
C 15 Nautolan Phenomenal Sensor
W 234 Nazren Nazren Resilience
UR 18 Near-Human Ability Adjustment
UR 18 Near-Human Additional Arms
UR 18 Near-Human Biotech Augmentation
UR 18 Near-Human Breathe Underwater
UR 18 Near-Human Climate Adaptation
UR 18 Near-Human Conductive
UR 18 Near-Human Cultural Cybernetics
UR 18 Near-Human Darkvision
UR 18 Near-Human Empath
UR 18 Near-Human Expert Swimmer
UR 18 Near-Human Heightened Awareness
UR 18 Near-Human Low-Light Vision
UR 18 Near-Human Natural Armor
UR 18 Near-Human Natural Weapons
UR 18 Near-Human Naturally Acrobatic
UR 18 Near-Human Persistent
UR 18 Near-Human Quick
UR 18 Near-Human Quick Healing
UR 18 Near-Human Resistant
UR 18 Near-Human Scent
UR 18 Near-Human Spring Step
UR 18 Near-Human Strength Surge
UR 18 Near-Human Visually Striking
UR 18 Near-Human Weapon Familiarity
UR 163 Near-Human Altiri Bonus Trained Skill
UR 163 Near-Human Altiri Visually Striking
UR 163 Near-Human Anarrian Bonus Feat
UR 163 Near-Human Anarrian Strength Surge
UR 179 Near-Human
O'reenians
Heightened Awareness
UR 179 Near-Human
O'reenians
Persistent
CR 285 Neimoidian Conditional Bonus Feat
CR 285 Neimoidian Skills
GI 17 Neimoidian Conditional Bonus Feats
C 16 Nelvaanian Low-Light Vision
C 16 Nelvaanian Primitive
C 16 Nelvaanian Scent
C 16 Nelvaanian Shadow Swiftness
UR 13 Nikto Great Fortitude
UR 13 Nikto Natural Armor
UR 13 Nikto Survival Instinct
F 185 Noghri Conditional Bonus Feat
F 185 Noghri Primitive
F 185 Noghri Scent
W 164 Noghri Bonus Feat
W 164 Noghri Primitive
W 164 Noghri Scent
W 164 Noghri Skills
F 15 Nosaurian Climber's Heritage
F 15 Nosaurian Natural Weapons
F 15 Nosaurian Survival Instinct
GI 144 Nyriaanan Bonus Class Skill
GI 144 Nyriaanan Bonus Feat
GI 144 Nyriaanan Low-Light Vision
GI 131 Pa'lowick Expert Swimmer
GI 131 Pa'lowick Hold Breath
GI 131 Pa'lowick Primitive
W 230 Pau'an Authority
W 230 Pau'an Conditional Bonus Feat
W 230 Pau'an Low-Light Vision
W 158 Phindian Bonus Feat
W 158 Phindian Conditional Bonus Feat
W 249 Polis Massan Conditional Bonus Feat
W 249 Polis Massan Darkvision
W 249 Polis Massan Limited Telepathy
W 249 Polis Massan Mute
CR 29 Quarren Breathe Underwater
CR 29 Quarren Conditional Bonus Feat
CR 29 Quarren Expert Swimmer
CR 29 Quarren Low-Light Vision
K 17 Rakata Ancient Knowledge
K 17 Rakata Conditional Bonus Feat
K 17 Rakata Force Blind
K 17 Rakata Primitive
K 17 Rakata Rage
CR 29 Rodian Conditional Bonus Feat
CR 29 Rodian Heightened Awareness
CR 29 Rodian Low-Light Vision
SV 10 Ryn Connections
SV 10 Ryn Musical Beak
SV 10 Ryn Prehensile Tail
L 204 Sakiyan Conditional Bonus Feat
L 204 Sakiyan Darkvision
L 204 Sakiyan Lightning Reflexes
K 18 Selkath Able Healer
K 18 Selkath Breathe Underwater
K 18 Selkath Expert Swimmer
J 79 Shard Bonus Skill
J 79 Shard Droid Shell
UR 14 Shistavanen Conditional Bonus Feat
UR 14 Shistavanen Low-Light Vision
UR 14 Shistavanen Natural Weapons
UR 14 Shistavanen Quick Reflexes
UR 14 Shistavanen Uncanny Tracker
W 160 Skakoan Bonus Feat
W 160 Skakoan Conditional Bonus Feat
W 160 Skakoan Mechanical Savant
W 160 Skakoan Special Equipment
UR 14 Sluissi Careful Worker
UR 14 Sluissi Conditional Bonus Feat
UR 14 Sluissi Serpentine
K 19 Snivvian Cold Resistance
K 19 Snivvian Observant
UR 143 Sorcerer of Rhand Bonus Feat
UR 143 Sorcerer of Rhand Dark-Infused
UR 143 Sorcerer of Rhand Repulsive Appearance
UR 143 Sorcerer of Rhand Special Qualities
UR 15 Squib Natural Diplomat
UR 15 Squib Tech Savvy
UR 15 Squib Weapon Familiarity
UR 147 Ssi-Ruuk Conditional Bonus Feat
UR 147 Ssi-Ruuk Force Blind
UR 147 Ssi-Ruuk Keen Smell
UR 147 Ssi-Ruuk Natural Armor
D9 12 Stereb Conditional Bonus Feat
D9 12 Stereb Darkvision
D9 12 Stereb Primitive
D9 12 Stereb Subterranean
D9 12 Stereb Tough
CR 30 Sullustan Darkvision
CR 30 Sullustan Expert Climber
CR 30 Sullustan Heightened Awareness
F 16 Talz Conditional Bonus Feat
F 16 Talz Darkvision
F 16 Talz Natural Weapons
GW 13 Taung Armor Training
GW 13 Taung Superior Defenses
GW 13 Taung Warrior Culture
J 109 Tchuukthai Quadruped
GW 14 Thakwaash Multiple Personalities
GW 14 Thakwaash Natural Armor
UR 149 Tof Bonus Feat
UR 149 Tof Conditional Bonus Feat
UR 149 Tof Tof Fearlessness
F 17 Togorian Feline Reflexes
F 17 Togorian Low-Light Vision
F 17 Togorian Physically Intimidating
F 17 Togruta Pack Hunter
F 17 Togruta Sneaky
F 17 Togruta Spatial Awareness
SV 11 Toydarian Conditional Bonus Feat
SV 11 Toydarian Force Resistance
CR 31 Trandoshan Bonus Feat
CR 31 Trandoshan Darkvision
CR 31 Trandoshan Limb Regeneration
CR 31 Trandoshan Natural Armor
GW 15 Trianii Acrobatic Prowess
GW 15 Trianii Natural Weapons
GW 15 Trianii Prehensile Tail
W 164 Tusken Raider Skills
CR 31 Twi'lek Deceptive
CR 31 Twi'lek Great Fortitude
CR 31 Twi'lek Low-Light Vision
SV 12 Ubese Aggressive
SV 12 Ubese Conditional Bonus Feat
SV 12 Ubese Special Equipment
SV 12 Ubese Survival Instinct
D4 9 Ugor Amorphous Nature
C 160 Umbaran Conditional Bonus Feat
C 160 Umbaran Light Sensitivity
C 160 Umbaran Low-Light Vision
C 160 Umbaran Skills
GI 18 Umbaran Conditional Bonus Feat
GI 18 Umbaran Darkvision
GI 18 Umbaran Stealthy
T 127 Utai Animal Handler
T 127 Utai Cooperative
T 127 Utai Low-Light Vision
UR 153 Vagaari Bioknowledge
UR 153 Vagaari Conditional Bonus Feat
UR 153 Vagaari Frightening Visage
L 59 Vahla Cartilaginous Skeleton
L 59 Vahla Dark Side Stigma
L 59 Vahla Force Sensitivity
UR 16 Verpine Conditional Bonus Feat
UR 16 Verpine Heightened Awareness
UR 16 Verpine Natural Armor
UR 16 Verpine Verpine Communication
J 107 Vultan Bonus Trained Skill
J 107 Vultan Conditional Bonus Feat
C 17 Vurk Breathe Underwater
C 17 Vurk Expert Swimmer
C 17 Vurk Nomads
C 17 Vurk Placid
L 15 Weequay Conditional Bonus Feat
L 15 Weequay Natural Armor
L 15 Weequay Pheromones
F 18 Whiphid Insulating Fur
F 18 Whiphid Natural Weapons
F 18 Whiphid Scent
CR 32 Wookiee Extraordinary Recuperation
CR 32 Wookiee Rage
CR 32 Wookiee Skills
CR 32 Wookiee Weapon Familiarity
SV 156 Wroonian Free Spirit
SV 156 Wroonian Skills
F 19 Yarkora Confusion
F 19 Yarkora Deceptive
F 19 Yarkora Streetwise
GW 16 Yevetha Mechanical Aptitude
GW 16 Yevetha Natural Weapons
GW 16 Yevetha Xenophobia
CR 285 Yuuzhan Vong Force Immunity
CR 285 Yuuzhan Vong Technophobic
CR 285 Yuuzhan Vong Weapon Familiarity
L 16 Yuuzhan Vong Force Immunity
L 16 Yuuzhan Vong Technophobic
L 16 Yuuzhan Vong Weapon Familiarity
GW 17 Yuzzem Natural Weapons
GW 17 Yuzzem Physically Intimidating
GW 17 Yuzzem Scent
GW 17 Yuzzem Skills
CR 32 Zabrak Heightened Awareness
CR 32 Zabrak Superior Defenses
L 17 Zeltron Empathy
L 17 Zeltron Pheromones
W 311 Zeltron Conditional Bonus Feat
W 311 Zeltron Intuitive Initiative
W 311 Zeltron Zeltron Empathy
GW 17 Zygerrian Bonus Feat
GW 17 Zygerrian Iron Will
GW 17 Zygerrian Strength of Conviction
Description
You may choose to reroll any Perception check, but you must accept the result of the reroll
You ignore concealment (but not total concealment) from darkness
You gain a +1 natural armor bonus to your Reflex Defense
You can reroll any Acrobatics check, but you must accept the result of the reroll
As a swift action you can gain a +2 bonus on DEX-based skill checks and increase your speed to 8 squares for a number of
rounds equal to your CON bonus
Amanin do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class
normally grants those feats
Amanin have a natural reach of 2 squares
Amanin gain a +1 species bonus to their Fortitude Defense due to their natural resilience
When using the run action, Amanin may roll into a ball to move at greater speed. When rolling, Amanin take a –5 penalty on
Perception checks, but their speed is doubled.
Due to their arboreal background, Amanin may choose to take 10 on Climb checks even when distracted or threatened
Stealth and Survival are class skills for you
You ignore concealment (but not total concealment) from darkness
As a standard action, you can make a special attack against the Will Defense of a single target, within 6 squares. The attack
modifier is equal to your character level plus your CHA modifier. If the attack succeeds, the target loses its standard action
for the next turn. If it fails, the target is immune to this effect for 24 hours. This is a mind-affecting effect.
When making a Survival check to track a living creature, you gain a species bonus equal to the quarry's Force Point total
As a swift action once/round, you can use your proboscii to drain energy from a grabbed target, moving the target -1 step on
the condition track as a persistent condition and granting you bonus hit points equal to 5 + half your level. You can repeat
this action each round until the target escapes the grab or is rendered unconscious. If the target survives the feeding attempt,
the persistent condition is removed after the target rests for 8 hours.
You gain Toughness as a bonus feat
You cannot drown in water
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You gain a +2 species bonus to your Fortitude Defense
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
You ignore concealment (including total concealment) from darkness
Once/encounter add a +5 circumstance bonus to the result of one Knowledge, Mechanics or Use Computer skill check
You can use your INT bonus instead of your CHA bonus on Persuasion checks
Gain the Skill Focus feat for one of the following skills in which you are trained: Endurance, Mechanics, Pilot, Survival,
Once/encounter you can reroll one failed skill check with a trained skill, but you must take the result of the second roll
When you extend your antennapalps, you can reroll a Perception check involving sound, but you must accept the result of the
You gain a +2 species bonus to Will Defense against Deception and Persuasion checks
You gain a +5 species bonus to Fortitude Defense against poisons
You ignore concealment (including total concealment) from darkness
You gain a +2 natural armor bonus to your Reflex Defense
When you make an unarmed attack, you may choose to use your claws, teeth or tail, dealing 1d6 slashing, piercing or
bludgeoning damage respectively
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation; never gain persistent condition from
the effects of radiation
You may choose to reroll any Persuasion check made to intimidate others, but you must accept the result of the reroll
You gain a +5 species bonus to your damage threshold to resist stun damage
You ignore concealment (including total concealment) from darkness
You gain a +2 natural armor bonus to your Reflex Defense
When you make an unarmed attack, you may choose to use your claws, teeth or tail, dealing 1d6 slashing, piercing or
bludgeoning damage respectively
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You gain a +2 species bonus to your Fortitude Defense to resist the effect of radiation; never gain persistent condition from
the effects of radiation
You may choose to reroll any Persuasion check made to intimidate others, but you must accept the result of the reroll
Whenever you spend a Force Point for any reason, you gain a temporary Force Point that must be spent to add to an INT-
based skill check before the end of the encounter
You can enter a trance that lasts 4 hours, after which you gain the benefits of having rested for 8 hours
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
Once per encounter, treat any INT-based skill check as though it were a natural 20
You may choose to reroll any Perception check, but you must accept the result of the reroll
You can enter a trance that lasts 4 hours, after which you gain the benefits of having rested for 8 hours
You gain Skill Focus (Acrobatics) as a bonus feat if you are trained in the Acrobatics skill
You deal +1 die of damage to an opponent denied its DEX bonus to Reflex Defense when you hit with a melee attack
You gain Skill Focus (Gather Information) if you are trained in the Gather Information skill
You gain a +2 species bonus to your Will Defense
You may choose to reroll any Persuasion check, keeping the better result
You can create strong, lasting memories and share them with another willing adjacent Caamasi or force-user through an
1 target within los that can hear and understand you; Persuasion vs Will (may reroll, keeping the better result); target moves -
1 CT if it makes any attacks before the start of your next turn. Any single target can be affected only once at any given time
(meaning that multiple Caamasi may not use this ability on the same target at the same time)
You have Climb and Stealth as class skills
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
Once/encounter when you damage an opponent in melee, you can make a single melee attack with a claw against that target
as a swift action if you have a free hand
You can use the Telepathy application of the Use the Force skill untrained and you automatically succeed on this check to
communicate with willing targets within 60 squares and in your line of sight
Unless you are encased in a special environment chamber, you will suffocate
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You gain Skill Focus (Initiative) if you are trained in the Initiative skill
You may choose to reroll any Initiative check, but you must accept the result of the reroll
You ignore concealment (including total concealment) from darkness
You have Mechanics as a class skill, you can choose to reroll any Mechanics check, but must accept the result of the reroll.
Whenever you repair or jury-rig a droid or device with Mechanics check, it gains an additional 1d8 hit points
You ignore concealment (including total concealment) from darkness
You may choose to reroll any Perception check, but you must accept the result of the reroll
Whenever you repair or jury-rig a droid or device with Mechanics check, it gains an additional 1d8 hit points
You can breathe normally in water
You ignore concealment (but not total concealment) from darkness
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
You cannot drown in water
You ignore concealment (but not total concealment) from darkness
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
You choose one additional trained skill
You ignore concealment (but not total concealment) from darkness
You choose one additional trained skill
You ignore concealment (but not total concealment) from darkness
You choose one additional trained skill
You ignore concealment (but not total concealment) from darkness
You gain DR 2
You take a -5 penalty to Fortitude Defense when exposed to extreme cold
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and melee
You gain a +10 species bonus on Deception checks made to disguise appearance and can disguise your appearance as a full-
round action at no penalty
Once/encounter as a reaction to an attack, you can make a Deception check against the attacker's Will Defense to impose a -5
penalty on the attack roll
You gain one bonus feat
You choose one additional trained skill
You gain Dual Weapon Mastery as a bonus feat if you meet the prerequisites
You can hold up to four items or weapons at a time
You gain a +5 species bonus to grab attacks
A Croke can hide its true appearance behind an illusion. As a swift action, it can appear as a Small or Medium creature that
can vary in appearance depending on who views it, and it can maintain this illusion indefinitely. The illusion has no effect on
the Croke's statistics. A creature can pierce the illusion by making a Perception or Use the Force check against the Croke's
Will Defense as a standard action, but only while the Croke is stunned or unconscious. The illusion otherwise looks and feels
You gain a +5 species bonus to your Fortitude Defense against the effects of extreme heat, extreme cold and radiation
You can reroll Persuasion checks made to intimidate another, keeping the better result
You gain a +5 species bonus to your Fortitude and Will Defenses against any Use the Force checks
When you are in shadowy illumination or darker conditions you are treated as having total concealment; you are fully visible
and gain no concealment against opponents with darkvision
You require special goggles to see in normal light
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
Once/encounter as a standard action, you can make a Perception check against a single target within line of sight (DC 15 or
the result of an opposed Stealth check); if successful, you gain a +1 insight bonus on attack rolls against that target.
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
Once/encounter as a standard action, you can make a Perception check against a single target within line of sight (DC 15 or
the result of an opposed Stealth check); if successful, you gain a +1 insight bonus on attack rolls against that target.
You gain Weapon Proficiency (advanced melee weapons) as a bonus feat
You ignore concealment (but not total concealment) from darkness
You gain a +1 natural armor bonus to your Reflex Defense
Gain a +5 species bonus using the Telepathy aspect of the Use the Force skill and make untrained Use the Force checks to
use Telepathy without the Force Sensitivity feat
You have the following droid systems: wheeled locomotion, walking locomotion, magnetic feet, heuristic processor, 6 tool
appendages, 1 claw appendage, astrogation buffer (5 memory units). diagnostics package, and internal storage (2 kg)
You can select Skill Focus (Mechanics) or Skill Focus (Use Computer) as a bonus feat if you are trained in the Mechanics or
the Use Computer skills
You are a second-degree droid and have all droid immunities and typical droid traits
You gain Mechanics as a bonus trained skill
You have the following droid systems: walking locomotion, plasteel shell (+2 armor), basic processor, internal com link,
locked access, 2 hand appendages and vocabulator
You may select one Armor Proficiency feat and one Weapon Proficiency feat for which you meet the prerequisites as bonus
You are a fourth-degree droid and have all droid immunities and typical droid traits
You have the following droid systems: walking locomotion, durasteel shell (+4 armor), basic processor, 2 claw appendages
You are a fifth-degree droid and have all droid immunities and typical droid traits
You can reroll any STR check or STR-based skill check and keep the better result
You have the following droid systems: walking locomotion (or tracked or wheeled locomotion). basic processor, 2 hand
appendages, 4 tool appendages, diagnostics package, internal storage (2 kg) and a vocabulator
You are a second-degree droid and have all droid immunities and typical droid traits
You gain Mechanics as a bonus trained skill
You can reroll any Mechanics check
You have the following droid systems: walking locomotion, heuristic processor, 2 hand appendages, 1 tool appendage,
vocabulator and improved sensor package
You can select Skill Focus (Treat Injury) or Skill Focus (Knowledge (life sciences)) as a bonus feat if you are trained in the
Treat Injury or the Knowledge (life sciences) skills
You are a first-degree droid and have all droid immunities and typical droid traits
You gain Treat Injury as a bonus trained skill
You have the following droid systems: hovering locomotion, heuristic processor, internal comlink, locked access, 1 hand
appendage, 1 tool appendage, improved sensor package and darkvision
You can select Skill Focus (Stealth) or Skill Focus (Perception) as a bonus feat if you are trained in the Stealth or the
You are a fourth-degree droid and have all droid immunities and typical droid traits
You gain Perception as a bonus trained skill
You have the following droid systems: walking locomotion, basic processor, 2 hand appendages, vocabulator and translator
You gain one of Skill Training (Knowledge (bureaucracy)), Skill Training (Knowledge (galactic lore)) or Skill Training
(Knowledge (social sciences)) as a bonus feat
You are a third-degree droid and have all droid immunities and typical droid traits
You gain Persuasion as a bonus trained skill
You can have two of the following droid systems: integrated comlink, darkvision, diagnostics package, improved sensor
package, internal storage or translator unit (DC 15)
You gain Skill Focus (Deception) as a bonus skill if you are trained in the Deception skill
You act as a fourth-degree droid and have all droid immunities and typical droid traits, but you ignore the maintenance
You have the following droid systems: walking locomotion, basic processor, 2 hand appendages, 1 tool mount and
You gain one of Skill Training (Perception), Skill Training (Knowledge (bureaucracy)) or Skill Training (Knowledge
(galactic lore)) as a bonus feat
You are a third-degree droid and have all droid immunities and typical droid traits
You can reroll any Climb or Jump checks, but you must accept the result of the reroll, and you can take 10 on Climb and
Jump checks even when distracted or threatened
A Dug that has Acrobatics as a trained skill gains Skill Focus (Acrobatics) as a bonus feat.
The Dugs' natural environment makes them extremely agile. Dugs may reroll any Climb check or Jump check, but the result
of the reroll must be accepted, even if it is worse.
Dugs gain a +2 species bonus to their Reflex Defense, accounting for their uncanny ability to avoid danger.
You may choose to reroll any Pilot check, but you must accept the result of the reroll
You gain Improved Damage Threshold as a bonus feat if your have a CON 13 or better
You gain a +2 species bonus to your Will Defense
Once/encounter when you successfully intimidate a target, you can move the target -1 step on the condition track instead of
applying a standard intimidation effect
Once/encounter you can spend a swift action to allow each ally within 12 squares to move up to half their speed as a reaction
You gain a +5 species bonus to Will Defense against mind-affecting effects
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance checks to
You gain a +5 species bonus to your Fortitude Defense against the pheromones of other Falleen
As a standard action, you can make a special attack; the attack bonus = your character level + your CHA bonus; if the attack
equals or exceeds the target's Will Defense, the target moves -1 step on the condition track
Once/encounter after making a successful melee attack, you may treat your opponent's damage threshold as if it were 5 points
lower for determining the result of that attack
You gain a +2 species bonus to your Fortitude Defense
You can take a second wind even when unconscious, and when doing so move +3 steps on the condition track
You ignore concealment (but not total concealment) from darkness
At middle age you gain a +1 species bonus to all STR and CON checks, which increases to +2 at old age; your abilities do
You gain Force Sensitivity as a bonus feat
You cannot drown in water
Once/encounter you can make an untrained Use the Force check to activate the Force Blast power
You ignore concealment (but not total concealment) from darkness
You can choose to reroll any Stealth check to sneak, keeping the better result
Regardless of your starting class, you only gain Weapon Proficiency for the simple weapons group
You treat the Felucian skullblade as a simple weapon instead of an exotic weapon
You may choose to reroll any Deception check, but you must accept the result of the reroll
You are always considered to have a medpac or medical kit for the purposes of making Treat Injury checks, and can perform
Trained Only applications of the Treat Injury skill even when untrained
You gain Improved Damage Threshold as a bonus feat
You gain a +2 species bonus to your Fortitude Defense
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You ignore concealment (including total concealment) from darkness
When you catch a second wind, you regain a number of additional hit points equal to 5 + your character level
You can regrow a lost limb in 1d10 days
You require a breathing apparatus and a transliterator
When you take a second wind, you regain 5 hit points every round at the end of your turn until you are killed, the encounter
ends or you reach one-half of your full hit points [Gen'dai continue to regain hp at the end of their turn even if they are
knocked unconscious. They regain hp, move +1 CT to the -10 step, and regain consciousness, although prone]
You can use the Force Trance application of the Use the Force skill untrained and can remain in the trance indefinitely; you
cease to age and need no food, water or air until the trance ends
You do not gain WIS as you age, and take a -1 penalty to WIS for each age category you advance to beyond Adult
You can regrow lost body parts in 1d10 minutes
Your damage threshold is doubled after adding bonuses for feats or size when determining whether you are killed by an
You ignore concealment (but not total concealment) from darkness
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
Weapon Proficiency (advanced melee weapons)
Skill Focus (Mechanics) if trained in Mechanics
You ignore concealment (but not total concealment) from darkness
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +2 species bonus to your Fortitude Defense to resist the effect of radiation
You can reroll any Knowledge check, but you must accept the result of the reroll
You gain a +2 species bonus to your Fortitude Defense and DR 2
You are immune to the effects of vacuum and to the effects of inhaled chemicals and poisons
You can read the emotions of any sentient being within 6 squares
You ignore concealment (but not total concealment) from darkness
You can use the Sense Force and Sense Surroundings applications of the Use the Force skill untrained
You gain Precise Shot as a bonus feat if you have the Point Blank Shot feat
You ignore concealment (including total concealment) from darkness
You take no distance penalties on Perception checks made to notice targets for the first 50 squares between you and the
Once/encounter you can aim by taking a swift action instead of two swift actions
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance checks to
You gain a +2 species bonus to your Reflex Defense
You ignore concealment (but not total concealment) from darkness
You are proficient with the atlatl and the cesta if you have the Weapon Proficiency (simple weapons) feat
You gain Skill Focus (Gather Information) if you are trained in the Gather Information skill
When you catch a second wind you regain a number of additional hit points equal to 5 + half of your level
You gain a +1 natural armor bonus to your Reflex Defense
You use your STR bonus instead of your CHA bonus for Persuasion checks made to intimidate others
You gain one bonus feat
You choose one additional trained skill
You gain a +5 species bonus to your Will Defense against any Use the Force checks
You may reroll a Persuasion check, keeping the better result
You cannot be tripped or knocked prone
You may choose to reroll any Pilot check, but you must accept the result of the reroll
Once/encounter as a reaction you can grant yourself or a vehicle you are piloting a +2 species bonus to Reflex Defense
against any single attack
You gain a +1 natural armor bonus to your Reflex Defense
You cannot drown in water
You can roll twice when making a Knowledge (life sciences) check, keeping the better result
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You ignore concealment (but not total concealment) from darkness
When you make an unarmed attack, you may choose to use your beak, dealing 1d6 piercing damage
As a standard action, you can open all four of your throats and emit a terrible subsonic bellow that deals 3d6 points of sonic
damage in a 6 square cone
You gain Skill Focus (Knowledge (life sciences)) as a bonus feat if you are trained in Knowledge (life sciences)
You gain a +2 species bonus to your Will Defense
You may choose to reroll any Survival check, but you must accept the result of the reroll
You ignore concealment (including total concealment) from darkness
When making Survival checks to resist the effects of extreme heat, you can reroll the check and keep the better result
You add half your level to ion damage you do to a droid or vehicle
You have Mechanics as a class skill and you can choose to reroll any Mechanics check, but must accept the result of the
You ignore concealment (including total concealment) from darkness
You may take 10 on Survival checks in desert terrain
You may reroll Mechanics checks when repairing an object, vehicle, or droid
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
You ignore concealment (including total concealment) from darkness
You gain a +5 species bonus to Will Defense against mind-affecting effects
You can reroll any Endurance check, but you must accept the result of the reroll
You gain Skill Focus (Treat Injury) as a bonus feat if you are trained in the Treat Injury skill
You gain a +2 species bonus to your Fortitude Defense
You may take 10 on Survival checks in aquatic terrain
You may reroll Treat Injury and Knowledge (life sciences) checks
You may choose to reroll any Use the Force check made to search your feelings or sense the Force, keeping the best result
You ignore concealment (but not total concealment) from darkness
You require protective goggles and an antiox breath mask
You gain a +2 species bonus on damage rolls against a target that has been damaged since the beginning of your last turn
You may use your WIS bonus in the place of your CHA bonus for determining your skill bonus on Deception and Persuasion
As a swift action you can aid adjacent allies or vice-versa on skill checks with the following skills: Climb, Endurance, Gather
Information, Jump, Knowledge, Mechanics, Pilot, Ride, Survival, Swim, Treat Injury or Use Computer
Once/encounter you can treat a skill check with the following skills as if you had rolled a 10, even after the roll has been
made: Climb, Endurance, Gather Information, Jump, Knowledge, Mechanics, Pilot, Ride, Survival, Swim, Treat Injury or
You do not suffer the effects of starvation, except in a sterile environment
When you are within 1 kilometre of another Killik you can communicate via telepathy
You can brainwash an unconscious target into believing that you and your allies are its friends
You ignore concealment (but not total concealment) from darkness
When making multiple attacks, reduce the penalty to your attack rolls by 2
You gain a +1 natural armor bonus to your Reflex Defense
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
When you receive a morale or insight bonus from any source, the bonus increases by 1
Once/encounter as a reaction you can gain the benefit of the Uncanny Dodge 1 and Uncanny Dodge 2 talents until the
beginning of your next turn
You treat the lanvarok as a simple weapon instead of an exotic weapon
You gain a +2 species bonus to your Will Defense
You gain a +1 natural armor bonus to Reflex Defense and a +1 bonus to Fortitude Defense
You gain a +2 species bonus on Climb checks and +2 species bonus on grapple checks
Any creature attempting to use the Sense Motive application of the Perception skill on you takes a -5 penalty on the skill
You gain a +1 natural armor bonus to Reflex Defense and a +1 bonus to Fortitude Defense
You gain Skill Focus (Climb) as a bonus feat if you are trained in the Climb skill
You gain a +2 species bonus on Climb checks and grapple attack rolls
Any creature attempting to use the Sense Motive application of the Perception skill on you takes a -5 penalty on the skill
You gain Improved Damage Threshold as a bonus feat
You ignore concealment (including total concealment) from darkness
If you make a successful grapple attack you can automatically latch onto the target with your teeth, giving you a +5 bonus to
any subsequent grapple checks against that target
At around 50 years of age you gain 1d4+2 to your INT score
When you make an unarmed attack, you may choose to use your barbed tentacles (1d6 damage) or teeth (1d4 damage)
If you are trained in Treat Injury, you reduce the DC for all applications of that skill by your WIS bonus
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You can curl into a ball and quickly roll along the ground, increasing your base speed by 4
You may choose to take 10 on Climb checks even when distracted or threatened
You gain a +2 natural armor bonus to your Reflex Defense
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
If you damage a living creature with your claws, that creature is also poisoned; roll a d20 + your character level against the
target's Fortitude Defense; success moves the target -1 step on the condition track
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and melee
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
Once/encounter when you receive a morale bonus of any kind from any source, you gain bonus hit points equal to 4 x your
level until the end of the encounter
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
Once/encounter as a reaction you can gain the benefit of the Uncanny Dodge 1 and Uncanny Dodge 2 talents until the
beginning of your next turn
You treat the lanvarok as a simple weapon instead of an exotic weapon
You gain Force Training as a bonus feat if you are trained in the Use the Force skill
Although blind, you can "see" by using the Force. You ignore the effects of darkness as if you had darkvision. You cannot
detect creatures invisible to the Force, such as Yuuzhan Vong and Ysalamiri. Also, you ignore all penalties to Perception
checks from cover and concealment (but not total cover or total concealment). You do not increase the DC of UtF checks
made to Sense Surroundings against targets with total cover
You gain Force Training as a bonus feat if you are trained in the Use the Force skill
Although blind, you can "see" by using the Force. You ignore the effects of darkness as if you had darkvision. You cannot
detect creatures invisible to the Force, such as Yuuzhan Vong and Ysalamiri. Also, you ignore all penalties to Perception
checks from cover and concealment (but not total cover or total concealment). You do not increase the DC of UtF checks
made to Sense Surroundings against targets with total cover
You cannot drown in water
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You ignore concealment (but not total concealment) from darkness
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
You gain any one trained Knowledge skill as a bonus skill
You have Mechanics as a class skill
You gain a +2 species bonus to your Reflex Defense
You may choose to reroll any Persuasion check, but you must accept the result of the reroll
You treat tehk'la blades as simple weapons instead of exotic weapons
You cannot drown in water
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You ignore concealment (but not total concealment) from darkness
You gain DR 2
You can reroll any Perception check made to sense deception or influence, but you must accept the result of the reroll; when
underwater, you may take the better of the two rolls instead
Once/encounter, when you would be moved down the condition track by taking damage equal to or exceeding your damage
threshold, you may reduce the number of steps moved down the condition track by 1
You can increase one ability score by +2 and reduce another by -2
You have up to 2 extra arms and can reduce the penalty for multiple attacks by 2
You have one Yuuzhan Vong-style bio-implant
You cannot drown in water
You are resistant to a specified climate and can reroll Endurance or Survival checks associated with that environment,
When you make an unarmed attack you deal an additional 1d6 energy damage
You have one cybernetic enhancement
You ignore concealment (including total concealment) from darkness
You can use the telepathy application of Use the Force untrained and without having the Force Sensitivity feat, and can sense
the emotions of a target if your Use the Force check equals or exceeds the target's Will Defense
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You may choose to reroll any Perception check, but you must accept the result of the reroll
You ignore concealment (but not total concealment) from darkness
You gain a +1 natural armor bonus to your Reflex Defense
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
You are considered to be trained in the Acrobatics skill
You can reroll any Endurance check, but you must accept the result of the reroll
You gain +1 to your speed
At the end of an encounter you regain hit points equal to 1d4 + your CON modifier (minimum of 1)
You gain a +2 species bonus to your Fortitude Defense against a specified hazard
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
When you use the High or Long Jump applications of the Jump skill, reduce the length of the running start you require by 2
Once/encounter you can reroll a STR-based ability or skill check, doubling your STR modifier (minimum +1), or add 2 to a
single damage roll on a successful melee attack
Your CHA bonus is doubled when using the Persuasion skill on humans, near-humans or similar humanoids (such as
You select a single exotic weapon used by your native culture and treat it as a simple weapon
You choose one additional trained skill
Your CHA bonus is doubled when using the Persuasion skill on humans, near-humans or similar humanoids (such as
You gain one bonus feat
Once/encounter you can reroll a STR-based ability or skill check, doubling your STR modifier (minimum +1), or add 2 to a
single damage roll on a successful melee attack
You may choose to reroll any Perception check, but you must accept the result of the reroll
You can reroll any Endurance check, but you must accept the result of the reroll
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
You can reroll any Deception check, but you must accept the result of the reroll
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill and Skill Focus (Persuasion) as a
bonus feat if you are trained in the Persuasion skill
You ignore concealment (but not total concealment) from darkness
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
If you start your turn with concealment from a target or with the targets unaware of you, you do not provoke attacks of
opportunity when moving through the target's threatened space until the end of your turn
You gain a +2 species bonus to your Fortitude Defense
You gain a +2 natural armor bonus to your Reflex Defense
You may choose to reroll any Survival check, but you must accept the result of the reroll
You gain Running Attack as a bonus feat if your DEX is 13 or better
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
Martial Arts 1
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
You can reroll any Initiative check, but you must accept the result of the reroll
You have Climb as a class skill
When you make an unarmed attack, you may choose to use your horns, dealing 1d6 piercing damage
You may choose to reroll any Survival check, but you must accept the result of the reroll
You have Survival as a class skill
You gain one bonus feat
You ignore concealment (but not total concealment) from darkness
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance checks to
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You add a +1 bonus to any insight or morale bonuses you grant to yourself or other characters
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
You ignore concealment (but not total concealment) from darkness
You gain Skill Training (Knowledge (technology)) as a bonus feat
You gain Skill Focus (Mechanics) as a bonus feat if you are trained in the Mechanics skill
You gain Skill Focus (Treat Injury) as a bonus feat if you are trained in the Treat Injury skill
You ignore concealment (including total concealment) from darkness
You can use the Telepathy aspect of the Use the Force skill untrained; if the target of the telepathy is within 10 squares, no
skill check is required to initiate the telepathic contact
You have no vocal cords and must rely on a combination of sign language, computers and telepathy in order to communicate
You cannot drown in water
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You ignore concealment (but not total concealment) from darkness
You reduce the penalty for non-proficient weapon use to -2 and reduce the armor check penalty for armor you are not
proficient in by 1; once/encounter you can use a trained-only application of the Mechanics, Pilot, Treat Injury or Use
Gain Weapon Focus (simple weapons or a chosen exotic melee weapon) if you have Weapon Proficiency (simple weapons or
a chosen exotic melee weapon)
You cannot take the Force Sensitivity feat
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and melee
You gain Skill Focus (Survival) as a bonus feat if you are trained in the Survival skill
You may choose to reroll any Perception check, but you must accept the result of the reroll
You ignore concealment (but not total concealment) from darkness
You can forgo the credit cost of a Gather Information check to learn secret information
You can reroll Deception checks and keep the better result when using your musical beak to imitate sounds to convey
deceptive information, and can throw your beak sounds out to a range of 10 squares
You tail can effectively hold (but not wield) a Small or smaller item
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You ignore concealment (including total concealment) from darkness
You gain a +2 species bonus to your Reflex Defense
When you heal another character or aid someone who is doing so, the target gains +5 hit points; once/encounter as a swift
action can grant adjacent ally bonus hp = 10 + your level
You cannot drown in water
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You gain Use Computer as a bonus trained skill
You must be maintained, are immune to poison, disease, radiation, noncorrosive atmospheric hazards and vacuum, can only
be healed with the Repair Droid application of Mechanics, are susceptible to ion damage, and can use droid systems and
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You ignore concealment (but not total concealment) from darkness
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
You can reroll Initiative checks, but you must accept the result of the reroll
Survival is a class skill for you
Armor Proficiency (light)
Skakoans with Mechanics as a trained skill gain Skill Focus (Mechanics).
Once per encounter, a Skakoan can make a standard action Mechanics or Use Computer check as a swift action.
Skakoans suffer limitations outside their native atmosphere. Without a pressure suit (see below), a Skakoan takes 1d6 points
of damage each round and begins to suffocate. Skakoan characters begin play with a light pressure suit at no cost.
If you take twice the normal amount of time required to use the Mechanics skill you gain a +10 circumstance bonus to the
You gain Tech Specialist as a bonus feat if you are trained in the Mechanics skill
You are always considered to have a running start for Jump checks and gain a +5 stability bonus when making grapple
checks against the Trip feat
You add a +5 species bonus to Fortitude Defense to resist extreme cold
Once/encounter you can use your Perception bonus in place of your Deception or Persuasion bonus
You gain Force Sensitivity as a bonus feat
You gain the Force Training feat for free, but half of the selected powers must have the (dark side) descriptor and none may
have the (light side) descriptor
You may reroll Persuasion checks made to intimidate, keeping the better result, and you gain a +5 bonus to Will Defense to
resist the Persuasion checks others make against you
You gain 1 to 3 special qualities which you may create or select from the Creature Generator in tUR
Persuasion is always a class skill for you and you gain a +5 species bonus to Persuasion checks made to haggle
You may choose to reroll any Knowledge (technology) checks, but you must accept the result of the reroll, and you are not
limited to common knowledge when making an untrained Knowledge (technology) check
You are proficient with the Squib tensor rifle if you have the Weapon Proficiency (rifles) feat
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
You cannot take the Force Sensitivity feat
When within 6 squares of a target in the same room or open area, you can reroll Persuasion checks against that target,
You gain a +2 natural armor bonus to your Reflex Defense
Any Stereb that has Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. However, this bonus applies
only when the Stereb character is working with stone.
Stereb ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total
Stereb do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class
normally grants those feats
Stereb are adapted to a subterranean life and can take 10 on Survival checks when in an underground environment, even
when distracted or threatened.
Like the stone they work with, Stereb are physically hardened, gaining a +5 species bonus to their damage threshold and a +2
species bonus to their Fortitude Defense.
You ignore concealment (including total concealment) from darkness
You may choose to take 10 on Climb checks even when distracted or threatened
You may choose to reroll any Perception check, but you must accept the result of the reroll
You gain Skill Focus (Mechanics) as a bonus feat if you are trained in the Mechanics skill
You ignore concealment (including total concealment) from darkness
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
You increase the Maximum DEX bonus from worn armor by 1
You gain a +1 species bonus to all of your Defenses
You can reroll any Knowledge (tactics) check, but you must accept the result of the reroll
You gain +5 bonus to all defenses against effects that trip or knock you prone
Once/encounter as a free action at the start of your turn, you can negate or remove any mind-affecting effects
You gain a +1 natural armor bonus to your Reflex Defense
You can take either Rapid Shot or Rapid Strike as a bonus feat
You gain Mighty Swing as a bonus feat if you have Martial Arts 1 and a STR 13 or better
Once/encounter you can ignore one fear-related or mind-affecting effect used against you; you have a +5 species bonus to
your Will Defense when resisting attempts to intimidate you
You gain a +1 species bonus to your Reflex Defense
You ignore concealment (but not total concealment) from darkness
You use your STR bonus instead of your CHA bonus for Persuasion checks made to intimidate others
You deal an extra 2 points of damage on melee attacks against opponents you flank
You can choose to reroll any Stealth check to sneak, but you must accept the result of the reroll
You ignore all cover and concealment when making Perception checks to notice targets within 10 squares
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
You gain a +5 species bonus to your Will Defense against any Use the Force checks with the mind-affecting descriptor
You gain Toughness as a bonus feat
You ignore concealment (including total concealment) from darkness
You can regrow a lost limb in 1d10 days
You gain a +1 natural armor bonus to your Reflex Defense
You can reroll any Acrobatics check, but you must accept the result of the reroll
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
You tail can effectively hold (but not wield) a Small or smaller item
You can reroll any Stealth or Survival check, but you must accept the result of the reroll
You may choose to reroll any Deception check, but you must accept the result of the reroll
You gain a +2 species bonus to your Fortitude Defense
You ignore concealment (but not total concealment) from darkness
If you hit with a charge attack, the +2 bonus on attack rolls against that target persists for the duration of the encounter
You gain Skill Focus (Perception) as a bonus feat if you are trained in the Perception skill
You require an environmental suit, which functions as a combat jumpsuit and grants a +2 equipment bonus to Fortitude
You may choose to reroll any Survival check, but you must accept the result of the reroll
As a full-round action, an Ugor can raise or lower any physical ability by a maximum of 5 points, but each point must be
transferred from another similar ability (such as Str, Dex, and Con). Abilities cannot be altered more than 5 points above or
below the Ugor’s original scores. Bonuses and penalties (to skills, defenses, attacks, and so on) have to be adjusted
You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
If you are exposed to bright light (such as sunlight), you're blinded for 1 round
You ignore concealment (but not total concealment) from darkness
You can reroll any Persuasion check, but you must accept the result of the reroll
You gain Skill Focus (Gather Information) as a bonus feat if you are trained in the Gather Information skill
You ignore concealment (including total concealment) from darkness
You can reroll any Stealth check, but you must accept the result of the reroll
You can choose to reroll any Ride check, but you must accept the result of the reroll; you can make Persuasion checks to
change the attitude of an undomesticated creature with an INT of 2 or lower
You automatically succeed when attempting to aid another on a skill check, as long as the target is adjacent to and can hear
and understand you
You ignore concealment (but not total concealment) from darkness
You can reroll any Knowledge (life sciences) or Treat Injury check, but must accept the second result
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
You are considered trained in Perception for the purpose of intimidation, and when clad in traditional mask and garments
you can reroll a failed intimidation attempt, taking the better result
You can reroll any Acrobatics check, but you must accept the result of the reroll
You must spend two Force Points to reduce your Dark Side Score by 1
You gain Force Sensitivity as a bonus feat
You gain Skill Focus (Mechanics) as a bonus feat if you are trained in the Mechanics skill
You may choose to reroll any Perception check, but you must accept the result of the reroll
You gain a +1 natural armor bonus to your Reflex Defense
You can mentally communicate with any Verpine within a 1 kilometre radius
You choose one additional trained skill
You gain Skill Focus (one Knowledge skill) as a bonus feat if you are trained in one or more Knowledge skills
You cannot drown in water
You can choose to reroll any Swim check, but you must accept the second result, and you can take 10 on Swim checks even
when distracted or threatened
You can reroll any Survival check, but you must accept the result of the reroll
Once/encounter as a free action you can remove one fear effect currently affecting you
You gain Skill Focus (Endurance) as a bonus feat if you are trained in the Endurance skill
You gain a +1 natural armor bonus to your Reflex Defense
You can communicate silently with other members of your tribe within 20 squares of you
You gain a +5 species bonus to Fortitude Defense to resist extreme cold
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
You regain hit points at double the normal rate
Once/day you can fly into a rage as a swift action, temporarily gaining a +2 rage bonus on melee attack rolls and melee
You may choose to take 10 on Climb checks even when distracted or threatened; you may choose to reroll any Persuasion
check made to intimidate other, but you must accept the result of the reroll
You treat bowcasters as rifles instead of exotic weapons
You gain a +2 species bonus to your Will Defense
You can reroll Persuasion checks, but you must accept the result of the reroll
Once/encounter as a standard action you can make a Deception check against the Will Defense of all targets within 6
squares; if the check result equals or exceeds a target's defense, that target doesn't threaten any squares until the end of your
You may choose to reroll any Deception check, but you must accept the result of the reroll
You have Gather Information as a class skill
Once/encounter you can treat any single Mechanics check as if the die roll is a natural 20
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
You gain a +2 species bonus to Will Defense against Persuasion checks made to improve your attitude made by non-Yevetha
You cannot take the Force Sensitivity feat, cannot make Use the Force checks, never gain Force Points and are immune to
any Force effect that targets Will Defense
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You treat amphistaffs as simple weapons instead of exotic weapons
You cannot take the Force Sensitivity feat, cannot make Use the Force checks, never gain Force Points and are immune to
any Force effect that targets Will Defense
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants
You treat amphistaffs as simple weapons instead of exotic weapons
When you make an unarmed attack, you may choose to use your claws or teeth, dealing 1d8 slashing or piercing damage
You use your STR bonus instead of your CHA bonus for Persuasion checks made to intimidate others
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no
penalty from poor visibility when tracking
You can reroll Climb checks, but you must accept the result of the reroll
You may choose to reroll any Perception check, but you must accept the result of the reroll
You gain a +1 species bonus to all of your Defenses
You add your CHA bonus to Perception checks made to sense deception or sense influence
You gain a +5 species bonus on Persuasion checks made to change the attitudes of non-Zeltrons
A Zeltron that has Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.
Zeltrons are known for their quick reactions. A Zeltron may choose to reroll any Initiative check, but the result of the reroll
must be accepted, even if it is worse.
Zeltrons are naturally empathic. As a free action, a Zeltron may make a Perception check opposed by a target's Will Defense.
If successful, the Zeltron may discover the target's attitude toward him or her, as well as the target's general emotional state.
You gain Martial Arts 1 as a bonus feat
You gain a +2 species bonus to your Will Defense
You can use your CHA bonus in place of your WIS bonus when calculating Will Defense
SPECIES SPECIAL QUALITY
Able Healer
Acrobatic Prowess
Adept Diplomat
Aggressive
Ancient Knowledge
Animal Handler
Antennapalps
Armor Training
Athletic
Authority
Bellow
Bonus Feat
Bonus Trained Skill
Breathe Underwater
Broadcast Telepath
Brutal
Carapace
Careful Worker
Cathar Instincts
Climber's Heritage
Cold Resistance
Cold-Blooded
Conditional Bonus Feat
Confusion
Connections
Cooperative Spirit
Cooperative Spirit
Cyanogen Breather
Dark Side Stigma
Darkvision
Deathstrike
Deceptive
Deductive Reasoning
Dependable Worker
Desert Dweller
Determination
Driven
Droid Shell
Duty Bound
Ecological Awareness
Empathy
Energy Reading
Environmental Adaptation
Evolved Intellect
Exoskeleton
Expert Climber
Expert Mechanic
Expert Pilot
Expert Swimmer
Extra Arms
Extraordinary Recuperation
Fearsome reputation
Feline Reflexes
Flash of Genius
Force Blast
Force Blind
Force Immunity
Force Resistance Fort & Will
Force Resistance Will
Force Sight
Free Spirit
Gen'Dai Surge
Grasping Tentacles
Great Fortitude
Hardwired Design
Hardy
Healing Glands
Heavy Lifting
Heightened Awareness
Hibernation
Hold Breath
Hullepi
Hunter's Instincts
Inborn Resilience
Inspired
Insulating Fur
Intellectual Reputation
Intimidating
Intuitive Initiative
Iron Will
Keen Force Sense
Large Size
Light Sensitive
Lightning Reflexes
Limb regeneration
Limited Precognition
Limited Telepathy
Low-Light Vision
Mechanical Aptitude
Mechanical Savant
Mechanically Minded
Meditative Trance
Memory Sharing
Mender
Mental instability
Mesmerize
Moral Ambiguity
Multiple Personalities
Musical Beak
Mute
Natural armor
Natural Camouflage
Natural Curiosity
Natural Damage Reduction
Natural Diplomat
Natural Telepath
Natural Weapons
Nazren Resilience
Nomads
Observant
Pacifism
Pack Hunter
Partial Invisibility
Persistent
Persuasive
Pheromonal Sensor
Pheromone Acclimation
Pheromones
Pheromones Attack
Pheromones Persuasion
Physically intimidating
Placid
Poison
Poison Resistance
Predator's Heritage
Prehensile Tail
Presence Sense
Primitive
Quick Energy
Quick Reflexes
Radiation Resistance
Rage
Reach
Reactive Claw
Regenerate
Reroll Climb
Resilient
Resilient Physiology
Resistant
Roller
Scavenger
Scent
Scholarly Inclination
Sensor Cones
Serpentine
Shadow Swiftness
Shapeshift
Skilled Grappler
Small Size
Sneaky
Social Cunning
Soup Drinking
Spatial Awareness
Special Equipment
Startle
Stealthy
Stoic
Streetwise
Strength of Condition
Stronger by age
Stun Resistance
Sturdy
Subterranean
Superior Defenses
Supreme Stability
Survival Instinct
Target Awareness
Tech Savvy
Technophobic
Tentacles
Tinkerer
Tough
Triple Vision
Uncanny Tracker
Unique Physiology
Warrior Culture
Warrior's Awareness
Weapon Familiarity
Verpine Communication
Xeonophobia
DESCRIPTION
+5 hp restored when healing others, 1x Encounter give ally 10+level hp until end of encounter
Reroll acrobatics, result must be accepted
Reroll persuasion, keep better result
If successful charge, keep the +2 vs that target to end of encounter
Lack of proficiency penalty -2 (weapon, armor), 1x Encounter use a trained application of Mechanics, Pilot, Treat Injury, Use
Computer
Reroll ride, result must be accepted. Use persuasion to change attitude on undomesticated animal if it's INT is 2 or lower.
Reroll perception, result must be accepted, retract as free action to pass as human
+1 max dex mod on worn armor
Reroll Climb & Jump, reroll must be accepted. Can take 10 when distracted/threatened.
+1 to insight or morale bonuses they grant themselves or allies
6 square cone, 1d20+level vs FortDef. Success = 3d6 sonic. Miss = /2 Fort Def. -1 Condition. Additional die for additional loss.
+1 feat at starting level
+1 trained skill at starting level
Cannot drown underwater.
Can use telepathy untrained, no check, no force sensitivity, 60 squares
1x Encounter, after successful melee attack, treat threshold as -5
+1 natural armor, +1 species to Fort Def
x2 time on Mechanics check give +10 circumstance bonus
Climb and Stealth are class skills
Climb as class skill
5 species Fort Def vs cold
-5 penalty to Fort Def in extreme cold
If trained, get focus as bonus feat
1/encounter as stan Deception v. Will Def v. target's w/in 6 sq to not threaten any squares, mtr
Gather Info without fee (can pay if fail)
Get aid (adjacent) or aid others as swift action (only Climb, Endurance, Gather Information, Jump, Knowledge (any), Mechanics,
Pilot, Ride, Survival, Swim, Treat Injury, or Use Computer)
Aid adjacent (if they understand) is automatic
Suffocate outside special chamber
-1 DSP = 2FP
Ignore concealment from darkness, cannot perceive color
Melee vs opponent with denied dex mod to Ref Def, +1 die Fort Def
Reroll deception, result must be accepted
Reroll Knowledge, result must be accepted
1x Encounter, treat skill check as 10 after roll (only Climb, Endurance, Gather Information,
Jump, Knowledge [any), Mechanics, Pilot, Ride, Survival, Swim, Treat
Injury, or Use Computer)
Reroll survival vs heat, keep better result
1x Encounter, reroll one skill check with trained skill
+5 Will Defense vs mind-affecting effects
Special, see J p79
When receiving morale bonus, Level x4 hp until end of encounter
Reroll Knowledge (life sciences) and keep best result
Add cha mod to perception checks to sense deception or influence
Perception vs targets Will Def to sense emotional state. Range 6 sq
+5 species Fort Def vs extreme heat, cold and radiation
1xEncounter, treat 1 intelligence-based skill check as a natural 20
DR 2, +2 Fort Def
Take 10 on climb checks when distracted or threatened
Reroll mechanics, result must be accepted
Reroll Pilot, result must be accepted
Can reroll skill, result must be accepted. Can take 10 when threatened or distracted.
Wield 2x2h weapons
Regain HP at double rate
Reroll persuasion to intimidate, keep higher result
+1 species to Ref Def
1x Encounter, +5 circumstance bonus to 1 Knowledge, Mechanics or Use Computer check
1x Encounter, untrained Force Blast (use the force), or with Force Training 1 Force Blast for free
Cannot take force sensitivity, still increase dark side and are affected by force powers, talents and use the force skill
Can't take force-sensitivity, Use the Force, gain FP, immune against force vs Will Def
+5 species Fort Def and Will Def vs Use the Force checks
+5 species Will Def vs mind-affecting Use the Force checks
Like darkvision, cannot see creatures invisible to the force (total concealment), perception checks: ignore cover/concealment (not
total), do not increase DC of Sense Surroundings (Use the Force) vs targets with total cover
+2 species to Will Def
When second wind, +5hp per round until killed, end of encounter or 1/2 hp.
+2 species to climb and grapple
+2 Species to Fort Def
Automatically trained in skill
When second wind, +5+level hp
Considered to always have medpac/medkit for treat injury. Can use trained applications of Treat Injury untrained
Can reroll strength checks and keep either result
Reroll perception, result must be accepted
Force Trance (use the force) untrained indefinitely
Hold breath for constitution x25 rounds
Do not starve, except in sterile environments
Stealth and Survival are class skills
Second wind as unconscious, +3 condition
Morale bonuses increases by 1
+5 species Fort Def vs extreme cold
Use Int mod instead of cha mod for persuasion checks
Reroll persuasion to intimidate, result must be accepted
Reroll initiative, result must be accepted
+2 species bonus to will defense
Reroll Use the Force, keep better result
-1 Reflex, -5 Stealth, +5 threshold, x2 carry weight
Blinded 1 round when exposed to bright light
+2 species to Ref Def
Regrow limb in 1d10 days, remove persistent condition
1x Encounter, reaction, self or vehicle get +2 Ref Def to 1 attack
Can use telepathy untrained, no check, no force sensitivity, 10 squares
Ignore concealment (but not total concealment) from darkness
1xEncounter, treat 1 mechanics check as a natural 20
1x Encounter, can use mechanics or use computer as swift
Can reroll a mechanic check
4h meditation = 8 hours rest
share memories
If trained in Treat Injury, reduce DC by Wis mod
Each step above adult, -1 was
d20+level/2+chamod vs one targets Will Def (range 6 sq). Success = target lose next standard action, fail = target immune 24h
+2 Will Def vs deception & persuasion
1x encounter, free action, start of turn, negate/remove any mind-affecting effects
Can reroll Deception & take better, swif to create diversion to hide 10sq
Have no vocal cords
Adds more armor bonus to reflex defense
Reroll stealth to sneak, keep better result
Perception vs DC15 or stealth, success: +1 insight to attack
DR 2
+5 to Persuasion when haggling. Persuasion is a class skill
+5 species bonus using telepathy (use the force) and can make untrained use the force use without force sensitivity feat
Add bonus to unarmed damage and considered armed
1x Encounter, when - in condition track, reduce the drop by 1
Reroll survival, result must be accepted
1x Encounter, use Perception modifier instead of deception or persuasion
stan Persuasion v. Will to move -1 down track
+2 Fort Def vs flanked
Full concealment in shadowy or darker environment. Visible to darkvision
Reroll endurance, result must be accepted
Reroll persuasion, result must be accepted
Reroll perception made to sense influence, reroll must be accepted. Take better result if under water.
+5 species to Fort Def vs fallen pheromones
Communicate with same species through smell, 20ft
See SV p8
+5 species to persuasion to change attitude, do not work on neutrons
Use Str mod instead of cha mod for persuasion when intimidating
1x Encounter, free action, remove one fear effect from self
Unarmed deal poison, 1d20+level vs Fort Def, -1 condition
+5 Fort Def vs poison
+ species bonus to damage rolls vs target that been damaged since beginning of last turn
Carry small or smaller item with tail, larger = encumbered
When tracking, add quarry's FP total to roll
Do not get Weapon Proficiency (pistols, rifles or heavy weapons) forms starting class.
swif +2 Dex skills & spd 8, rnds = Con mod, -1 down track
Reroll initiative, result must be accepted
+5 species Fort Def vs radiation, never gains persistent from rad
Rage, swift action, +2 on melee rolls & damage, cannot use skills that require patience and concentration. Lasts 5+conmod
rounds, move -1 persistent condition lost with 10 min rest
Reaches 2 squares
If hitting opponent in melee, +1 unarmed attack as swift (if hand is free)
Regenerate limbs in 1d10 min, remove persistent condition
Reroll climb, result must be accepted
+1 species to Fort Def
x2 threshold after everything counted in
+2 fortitude defense
Curl to ball and roll, read book
When damaging droid/vehicle with ion, +/2 level Fort Def
Ignore concealment for perception checks within 10 squares and take no penalty from visibility when tracking
+1 trained knowledge skill at level 1
Use Sense Force and Sense Surroundings untrained
Running start on Jump Checks, +5 stability bonus when making grapple checks against the Trip feat
Unthreatened when moving through threatened squares (AoO) if concealed or opponent unaware
Alter appearance, +10 deception to disguise, disguise as full-round action without penalty
+5 Species to grapple
+1 Reflex, +5 Stealth, 3/4 carry weight
Reroll stealth, result must be accepted
Use Wis mod instead of cha mod for Deception and Persuasion
Swift one time per round vs grabbed target who move -1 condition and drinker gain 5+lvl/2 hp. Persistent until 8h rest
Ignore cover/concealment when spotting with perception first 10 squares
Begin with specified equipment
1x Encounter, Deception vs Will to give opponent -5 penalty on next roll
Reroll stealth checks, result must be accepted
Sense motive (perception) on this character at -5 penalty
Gather Information as class skill
Use cha mod instead of Wis mod when calculating Will Def
Middle Age, +1 con/Str, Old Age +2, do not increase Int/was/cha or decrease con/Dex/Str
+5 species bonus to resist stun
Second wind gives 5+(lvl/2) additional hp
Take 10 on Survival when underground, even when distracted or threatened
+1 to all three defenses
Can't be tripped or knocked prone
Reroll survival, result must be accepted
No penalty for spotting with perception first 50 squares
Reroll knowledge (technology), reroll must be accepted. Not limited to common knowledge when using skill untrained.
Do not get Weapon Proficiency (pistols, rifles or heavy weapons) forms starting class.
+2 to Climb and Grapple checks
Reroll mechanics, result must be accepted. When repair/jury-rig droid it heals +1d8. Mechanics is a class-skill.
+5 Threshold, +2 species to Fort Def
1x Encounter, aim as 1 swift
Survival is a class skill
Immune to vacuum and inhaled chemicals/poisons
Reroll Knowledge (tactics), result must be accepted
1x Encounter, reaction, react as if having Uncanny Dodge II until next turn
If specified weapon proficiency is had, gain exotic proficiency for specified weapon
Mentally communicate with other Verpine within 1km range
+2 Will Def vs persuasion to improve their attitude
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CR 62 Acrobatics DEX Y x x
CR 64 Climb STR Y x x
CR 66 Deception CHA N x x
CR 67 Endurance CON Y x x x
CR 67 Gather Information CHA N x x
CR 68 Initiative DEX Y x x x x x
CR 68 Jump STR Y x x x
CR 68 Knowledge INT N x x x x x
CR 68 Mechanics INT N x x x x
CR 70 Perception WIS N x x x x x
CR 71 Persuasion CHA N x x
CR 71 Pilot DEX N x x x x x
CR 72 Ride DEX Y x x
CR 72 Stealth DEX Y x x
CR 73 Survival WIS N x
CR 74 Swim STR Y x x
CR 74 Treat Injury WIS N x x
CR 76 Use Computer INT N x x x
CR 77 Use the Force CHA N x
CLASS SKILLS
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REQUIREMENTS
CR 62 Acrobatics Balance
SV 19 Acrobatics Catch Item x
CR 63 Acrobatics Cross Difficult Terrain x
SV 19 Acrobatics Escape Artist x
CR 63 Acrobatics Escape Bonds
CR 63 Acrobatics Fall Prone x
K 30 Acrobatics Long Falls
F 29 Acrobatics Low and High Gravity Environments x
SV 19 Acrobatics Nimble Charge x
CR 63 Acrobatics Reduce Falling Damage x
CR 63 Acrobatics Stand up from Prone x
CR 63 Acrobatics Tumble x
F 29 Acrobatics Zero-Gravity Environments x
CR 64 Climb Accelerated Climbing
CR 64 Climb Catch Yourself When Falling
CR 64 Climb Climb Surface
K 30 Climb Climbing in Low or High Gravity
F 29 Climb Extreme Conditions
CR 64 Climb Making Handholds & Footholds
SV 19 Deception Alternate Story x
SV 19 Deception Cheat x
CR 29 Deception Creating a Diversion to Hide
F 29 Deception Creating a Diversion to Hide an Item
CR 64 Deception Deceive
F 29 Deception Feign Haywire Droids only
CR 68 Deception Feint
SV 19 Deception Group Feint x
SV 19 Deception Innuendo x
CR 66 Endurance Forced March
CR 66 Endurance Hold Breath
CR 66 Endurance Ignore Hunger
CR 66 Endurance Ignore Thirst
CR 66 Endurance Run
CR 66 Endurance Sleep in Armor
CR 74 Endurance Swim
F 30 Gather Information Analysis x
SV 19 Gather Information Find a Good Score x
SV 20 Gather Information Identify
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CR 67 Gather Information Learn News & Rumors
CR 67 Gather Information Learn Secret Information
CR 67 Gather Information Locate Individual
SV 20 Gather Information Quick Intel x
CR 68 Initiative Avoid Feint
CR 68 Initiative Start Battle
CR 68 Jump High Jump
CR 68 Jump Jump Down
CR 68 Jump Long Jump
CR 68 Knowledge Common Knowledge
CR 68 Knowledge Expert Knowledge x
C 27 Knowledge (tactics) Anticipate Enemy Strategy x
C 27 Knowledge (tactics) Battlefield Tactics x
L 31 Mechanics Biotech Adaptation x tool kit
SV 20 Mechanics Booby Trap x
F 30 Mechanics Build Object x
CR 68 Mechanics Disable Device x
R 28 Mechanics Environmental Adaptation tool kit
CR 69 Mechanics Handle Explosives x
SV 20 Mechanics Hot Shot x
CR 32 Mechanics Improvised Connection
CR 70 Mechanics Jury-Rig x
CR 70 Mechanics Modify Droid x
CR 70 Mechanics Recharge Shields x
L 31 Mechanics Refit Antiquated Vehicle or Weapon x
CR 70 Mechanics Regulate Power x
CR 70 Mechanics Repair x
CR 70 Mechanics Repair Droid x
CR 70 Mechanics Repair Object x
CR 70 Perception Avoid Surprise
CR 70 Perception Eavesdrop
CR 70 Perception Hear Distant & Ambient Noises
C 27 Perception Long-Range Spotter x electrobinoculars
CR 70 Perception Notice Targets
SV 20 Perception Quick Search x
CR 70 Perception Sense Deception
CR 71 Perception Sense Influence
F 31 Persuasion Bribery
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CR 71 Persuasion Change Attitude
CR 71 Persuasion Haggle
F 31 Persuasion Improvised Communication
CR 71 Persuasion Intimidate
CR 71 Pilot Avoid Collision
CR 71 Pilot Dogfight
CR 72 Pilot Engage the Enemy x
SV 20 Pilot Fly Casual x
CR 72 Pilot Increase Vehicle Speed x
CR 76 Pilot Ram
CR 72 Ride Control Mount in Battle
CR 72 Ride Fast Mount/Dismount
CR 72 Ride Guide with knees
CR 72 Ride Leap
CR 72 Ride Ride Mount
CR 72 Ride Soft Fall
CR 72 Ride Stay in Saddle
CR 72 Ride Use Mount as Cover
UR Ride other uses
CR 72 Stealth Conceal Item
F 31 Stealth Conceal Large Items
CR 29 Stealth Creating a Diversion to Hide
SV 20 Stealth Drop
CR 73 Stealth Pick Pocket
CR 73 Stealth Sleight of Hand
CR 72 Stealth Sneak
CR 73 Stealth Snipe
CR 73 Survival Basic Survival
C 28 Survival Create Defensive Position x
CR 73 Survival Endure Extreme Temps field kit
F 31 Survival Extended Survival x
CR 73 Survival Know Direction
CR 20 Survival Track x
CR 74 Swim Swim
L 32 Treat Injury Biotech Repair x biotech tool kit
CR Treat Injury Critical Care x
W 108 Treat Injury Critical Care x
CR 74 Treat Injury First Aid
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CR 74 Treat Injury Heal Damage
CR 75 Treat Injury Install a Cybernetic Prosthesis
CR 74 Treat Injury Long-Term Care
CR 74 Treat Injury Perform Surgery x surgery kit
CR 75 Treat Injury Revivify x medical kit
L 32 Treat Injury Temporary Mending x
CR 252 Treat Injury Treat Acid medical kit
CR 75 Treat Injury Treat Disease x medical kit
CR 75 Treat Injury Treat Poison x medical kit
CR 75 Treat Injury Treat Radiation x medical kit
CR 256 Treat Injury Treat Space Sickness
CR 75 Use Computer Access Information computer aptitude of indifferent or better
L 32 Use Computer Access or Reprogram Electronic Device
CR 76 Use Computer Astrogate x
SV 20 Use Computer Backtrail x
L 32 Use Computer Copy or Reprogram Code Cylinder or Access Card
SV 20 Use Computer Cover Tracks x
CR 76 Use Computer Disable or Erase Program x computer aptitude of helpful
CR 76 Use Computer Improve Access x
CR 76 Use Computer Issue Routine Command computer aptitude of friendly or better
CR 76 Use Computer Reprogram Droid x tool kit
S 19 Use Computer Use Communications
S 19 Use Computer Use Sensors
CR 77 Use the Force Activate Force Power x
J 10 Use the Force Breath Control x
K 30 Use the Force Breath Control x
CR 77 Use the Force Force Trance x
C 28 Use the Force Move Light Object x
J 10 Use the Force Move Light Object x
L 33 Use the Force Move Light Object v. Vong x
C 28 Use the Force Place Another in Force Trance x
J 10 Use the Force Place Another in Force Trance x
CR 77 Use the Force Search Your Feelings
CR 77 Use the Force Sense Force x
L 33 Use the Force Sense Force v. Vong x
CR 77 Use the Force Sense Surroundings
L 34 Use the Force Sense Surroundings x
CR 77 Use the Force Telepathy
B
O
O
K
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A
G
E
SKILL ACTION
T
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a
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e
d
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REQUIREMENTS
L 34 Use the Force Telepathy does not work on Vong
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Acrobatics Yes Dex Balance table, pg62 No
Cross Difficult Terrian Y 15 norml spd No
Escape Bonds table, pg62 No
Fall prone Y 15 free No
Reduce Fall Damage Y 15 pg62 No
Stand Up From Prone Y 15 swift No
Tumble Y 15 no AoO, dbl move No
Fight Defensive Y 5+ Reflex No
Long Falls 20 KOTOR30 No
High/Low Gravity Y 20 TFU29, pg256 No
Zero Gravity Y TFU29, pg257 No
Catch Item Y 20 S&V19 No
Escape Artist Y 10+ S&V19, pg63 No
Nimble Charge Y 25 S&V19 No
Climb Yes Str Climb Surfaces table, pg64 10
Accelerated Climbing -5 table, pg64 10
Catch Yourself If Falling 20+ table, pg64 10
Make Hand/Foot Holds 15 10
Climb In High/Low Gravity KOTOR30 10
Extreme Conditions 5+ TFU29 10
Deception Cha Deceptive Appearance Perc pg64, table pg65 10 *
Deceptive Infomation Will pg64, table pg65 10 *
Creating a Diversion to hide Will attempt Stealth 10 *
Feint Init includes Ships No
Creating a Diversion to hide Items Will attempt Stealth
Haywire (Droids) Will TFU29
Alternate Story Y Will S&V19
Cheat Y S&V19
Group Feint Y S&V19
Innuendo Y S&V19
Endurance Yes Con Force March 10+ pg66, 8 hrs
Hold Breath 10+ Con, pg66, rnds
Ignore Hunger 10+ Con, pg66, days
Ignore Thrist 10+ Con, pg66, hrs*3
Run 10+ Con, pg66
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Sleep In Armour pg66
Swim/Tread Water 15+ pg66
Gather Information Cha Learn News And Rumours 10 10 *
Verifify News And Rumours 20 50 creds 10 *
Learn Secret Infromation 25 5000 creds, GM 10 *
Locate Individual 15 easy to find 10 *
Locate Individual 25 500 creds 10 *
Analysis Y 15+ TFU30
Find a Good Score Y S&V19
Identify 20 S&V19 10 *
Quick Intel Y 10+ 1/2 Time for G/Info
Initiative Yes Dex Start Battle Order of Combat 10
Aviod Feint Decp
Jump Yes Str Long Jump pg68 20*
High Jump pg68 20*
Jump Down 15 Reduce fall, pg68, Errta 20*
Bureaucracy Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Galactic Lore Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Life Sciences Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Physical Sciences Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Social Sciences Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Tactics Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Anticipate Enemy Strategy Y Will CW27
Battlefield Tactics Y 20* CW27
Technology Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Mechanics Int Disable Device Y Security Kit, pg69 Neg
Handle Explosives Y pg69 Neg
Set Detonator Y 10* pg69 Neg
Place Explosives Y 15* pg69 Neg
Diarm Explosives Y 15* Security Kit, pg69 Neg
Jury-rig Y 25 pg70, Errta 10
Modify Driod Y Tool Kit, pg197
Recharge Shields Y 20 pg70
Regulate Power Y 20 pg70
Repair Y Tool Kit, pg70
Repair Droid Y 20 Tool Kit, pg70
Repair Object Y 20 pg70
Build Object Y Tool Kit, TFU30
Booby Trap Y Tool Kit, S&V20
Hot Shot Y 20+ Tool Kit, S&V20
Assist Another 10 Errta,
Biotech Adaptation Y Tool kit, LotF31
Graft Technology Y 25 LotF31 N
Mechanical Enhancements Y 30 LotF31 N
Refit Antiquated Veh or Wpn Y - Tool kit, LotF31 -
Improvsed Connection 20 Tool kit, LotF32
Perception Wis Avoid Surprise pg149
Eavesdrop 10* pg70
Hear Noises 10
Notice Targets Slth pg70, includes Ships
Search 15/Slth pg70
Sense Deception Decp
Sense Influance 20 Detect Mind-affects
Quick Search Y -10 S&V20
Long-Range Spotter Y 10 CW27
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Persuasion Cha Change Attitude Will table, pg71 10 N
Haggle table, pg71 10 N
Intimidate Will table, pg71 10 N
Bribery table,TFU31
Improvised Communication 20- TFU31
Pilot Dex Aviod Collision 15 pg173 10
Dogfight pg171 10
Engage The Enemy Y 10
Increase Vehicle Speed Y 20 pg72 N
Ram pg172 10
Fly Casual Y Use Pilot instead of Decp
Ride Yes Dex Ride Mount table, pg72 10
Control Mount In Battle 20 not if battletrained 10
Fast Mount/Dismount 20* pf72 10
Guide With Knees 10 pg72 10
Leap 15 pg72 10
Soft Fall 15 pg72 10
Stay In Saddle 10 pg72 10
Use Mount as Cover 15 pg72 10
Stealth Yes Dex Sneak Perc pg72, includes Ships 10
Conceal Item Perc pg72 10
Draw Conceal Item
Hide During Diversion Perc pg72 10
Pick Pocket Perc pg72 10
Sleight Of Hand Perc 10
Snipe Perc pg72 10
Conceal Large Item Perc TFU31 10
Drop Perc S&V20
Survival Wis Basic Survival 15 pg73
Endure Extreme Temps 20 Field Kit
Know Direction 10
Track Y table, pg74
Extended Survival Y 20 TFU31
Create Defensive Position Y 20 CW28
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Sleeping/Unconscious 10- CW28
Swim Yes Str Swim 1/2 moves, table pg74 10 Y
Treat Injury Wis First Aid 15 medpac, pg74 10
Long-term Care pg74 10
Perform Surgery Y Surgery Kit, pg74 10
Heal Damage 20 pg74 10
Install Cybernetics 20 pg75 10
Revivfy Y 25 Med Kit, pg75 10
Treat Disease Y Med Kit, pg254 10
Treat Poison Y Med Kit, pg255 10
Treat Radiation Y Med Kit, pg255 10
Biotech Repair Y Biotech kit, LotF32
Temporary Mending Y 20 LotF32
Use Computer Int Access Information table, pg76
Connect Computer 10 connect to net
Astrogate Y pg 237, SOTG pg19
Disable/Erase Program Y 15 pg76
Improve Access Y Will pg76 10
Issue Routine Commands pg76
Reprogram Droid Y Will pg76
Use Communication SOTG pg19
Use Sensors SOTG pg19
Backtrail Y 25+ S&V20
Cover Tracks Y 5+ S&V20
Access and Reprogram LotF32
Copy or Reprogram Access Cards LotF32
Use the Force Cha Force Power Y pg95 10
Force Tance Y 10 pg77 10
Move Light Object Y 10 pg77, LotF33 10
Seach Your Feelings 15 pg77 10
Sense Force Y 15+ pg77, LotF33 10
Sense Surrounds ,Y 15, 30 pg77, LotF34 10
Telepathy table, pg77, LotF34 10
Breath Control Y 15 KOTOR30, JATM10
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Catch/Move Light Object Y * CW28, JATM10
Place Another in Force Trance Y 15 CW28, JATM10
Time
Move
Move
Standard/Full/1 min
Free
Swift
Move
Attack
Swift
Free
Move/Attack/5 rnd
Charge
Move/Full
Move/Full
Move/Full
Move/Full
pg64
pg64
Standard
Full Round
Immediatly
Full Round
8 hrs
Full Round
Day
Hrs*3
Time
1d6 hrs
1d6 hrs
1d6 hrs
1d6 hrs
1d6 hrs
1 hr
1d6 hrs
.5d3 hrs
Inititive Check
Move*
Move*
Time
Move
3*Swift
Full Round
Full Round
Full Round
3*Swift
3*Swift
min 1*hr
min 1*hr
min 1*hr
1 hr
As Above
1 hr
1 hr
LotF31
1 hr
Reaction
Standard
Standard
Reac/Stnd
Full Round
Reaction
Full Round
Full Round
As Aid Another
Time
Full Round
Full Round
Full Round
Move
Reaction
Standard
Inititive Check
Swift
Full Round
Move
Move
Swift
Each Round
Move
Reaction
Reaction
Reaction
Standard
Standard
Move
Move
Full Round
Day
Day
Full Round
Full Round
48 Hours
10 Mins
Time
Move
Full Round
8 hrs
1 hr
Full Round
8 hrs
Full Round
8 hrs
Ful Round
Full Round
1 Min
10 Min
Full Round
Standard
10 Min
10 Min
Full Round
Move
Full Round
Full Round
Swift
Standard
2*Con
Time
Readied
Full Round
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
T 64 A Few Maneuvers Dodge, Vehicular Combat
K 32 Accelerated Strike BAB +6
UR 24 Acrobatic Ally Dex 13, Str 13, trained in Acrobatics
UR 24 Acrobatic Dodge Dex 13, Mobility*, Skill Focus (Acrobatics)*
CR 82 Acrobatic Strike Trained in Acrobatics
GI 25 Adaptable Talent
F 31 Advantageous Attack BAB +1
F 31 Advantageous Cover Trained in Stealth
SGD 22 Aiming Accuracy Droid, PB Shot, Precise Shot, proficient
R 31 Ample Foraging Ewok
F 32 Angled Throw Dex 13
C 28 Anointed Hunter Nelvaanian species
GW 28 Aquatic Specialists (team feat) Trained in Swim
CR 82 Armor Proficiency (heavy) AP light, AP medium
CR 82 Armor Proficiency (light)
CR 82 Armor Proficiency (medium) AP light
C 28 Artillery Shot proficient with weapon
GW 28 Ascension Specialists (team feat) Trained in Climb
W Assault Double Atk or Dual Weapon I, BAB +6
R 28 Assured Attack
L 34 Attack Combo (Fire & Strike) BAB +9, Atk Combo (Melee) & (Ranged)
L 34 Attack Combo (Melee) BAB +3
L 34 Attack Combo (Ranged) BAB +3
L 34 Autofire Assault Weapon Focus
L 34 Autofire Sweep Weapon Focus
F 32 Bad Feeling
GW 22 Bantha Herder BAB +1, proficient with weapon
CR 82 Bantha Rush Str 13, BAB +1
GW 23 Battering Attack Bantha Rush, Trip
R 31 Binary Mind Cerean
L 34 Biotech Specialist Trained in Mechanics
L 35 Biotech Surgery Trained in Treat Injury
F 32 Blaster Barrage Coordinated Attack
GI 25 Bone Crusher Crush*
R 31 Bothan Will Bothan
R 31 Bowcaster Marksman Wookiee
GI 25 Brilliant Defense Int 13
L 35 Brink of Death
CR 82 Burst Fire WP heavy, proficient w/weapon
SV 21 Burst of Speed Trained in Endurance
CR 82 Careful Shot BAB +2, Point Blank Shot
GI 25 Channel Rage Rage
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
CR 82 Charging Fire BAB +4
K 31 Charging Fire + Dodge Combo, requires Dodge
R 31 Clawed Subspecies Quarren
CR 83 Cleave Str 13, Power Attack
SV 21 Close Combat Escape Trained in Acrobatics
SV 21 Collateral Damage Rapid Shot, BAB +6
CR 83 Combat Reflexes
UR 24 Combat Trickery Trained in Deception
K 32 Conditioning Str 13, Con 13
R 31 Confident Success Bothan
F 33 Controlled Rage Rage
CR 83 Coordinated Attack BAB +2
C 28 Coordinated Barrage BAB +5, Coordinated Attack
SV 21 Cornered
GW 28 Covert Operatives (team feat) Trained in Stealth
K 32 Critical Strike BAB +9, melee weapon, Weapon Focus
F 33 Crossfire PB Shot, Precise Shot, BAB +6
CR 83 Crush BAB +1, Pin
F 33 Cunning Attack
GI 27 Cut the Red Tape Trained in Knowledge (bureaucracy)
CR 83 Cybernetic Surgery Trained in Treat Injury
SGD 22 Damage Conversion Droid, Dex 13
R 31 Darkness Dweller Sullustan
CR 84 Deadeye BAB +4, PB Shot, Precise Shot
SV 21 Deadly Sniper Sniper, trained in Stealth
SV 21 Deceptive Drop Trained in Initiative
R 31 Deep Sight Quarren
R 28 Deft Charge
GI 27 Demoralizing Strike Cha 13
SV 21 Desperate Gambit
GW 22 Destructive Force
R 31 Devastating Bellow Ithorian
GW 23 Disabler proficient with weapon
R 31 Disarming Charm Sullustan
SGD 22 Distracting Droid Droid
GI 27 Disturbing Presence trained in Deception
GW 23 Dive for Cover Trained in Jump
CR 84 Dodge Dex 13
K 31 Dodge + Charging Fire Combo, requires Charging Fire
K 31 Dodge + Running Attack Combo, requires Running Attack
CR 84 Double Attack BAB +6, proficient with weapon
W 17 Dreadful Countenance Cha 13, Sith
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
CR 84 Dreadful Rage BAB +1, Rage species trait
SGD 22 Droid Focus Trained in Mechanics & Use Computer
C 29 Droid Hunter proficient with weapon
SGD 22 Droid Shield Mastery Droid, equipped with shield generator
C 28 Droidcraft Trained in Mechanics
CR 84 Dual Weapon Mastery I Dex 13, BAB +1
K 31 Dual Weapon Mastery I + Quick Draw Combo, requires Quick Draw
CR 84 Dual Weapon Mastery II Dex 15, BAB +6, Dual Weapon Mastery I
CR 84 Dual Weapon Mastery III Dex 17, BAB +11, Dual Mastery I, II
SV 21 Duck and Cover Trained in Stealth
GW 26 Echani Training Dex 13, Martial Arts I
K 33 Echani Training Dex 13, Martial Arts I
UR 24 Elder's Knowledge SF Knowledge (social sciences) or (galactic lore)
SGD 22 Erratic Target Droid, Dex 13, Dodge, hovering/flying locomotion
CR 84 Exotic Weapon Proficiency BAB +1
C 29 Experienced Medic Trained in Treat Injury
GI 27 Expert Briber Cha 13
C 29 Expert Droid Repair Trained in Mechanics
CR 85 Extra Rage Rage species trait
CR 85 Extra Second Wind Trained in Endurance
CR 85 Far Shot Point Blank Shot
R 29 Fast Surge
R 33 Fast Swimmer Mon Calamari
L 36 Fatal Hit Str 13, Dex 13
L 35 Feat of Strength Str 15
GW 23 Fight Through Pain
C 29 Flash and Clear
R 33 Flawless Pilot Duros
GI 27 Flèche BAB +1
SV 21 Fleet-Footed Running Attack
C 29 Flood of Fire proficient with weapon
K 33 Flurry Dex 13
F 33 Focused Rage Rage, Controlled Rage
J 23 Follow Through
CR 85 Force Boon Force Sensitivity
GW 23 Force of Personality Cha 13
K 33 Force Readiness
J 23 Force Regimen Mastery Force Sensitivity, trained Use the Force
CR 85 Force Sensitivity Non-droid
CR 85 Force Training Force Sensitivity
K 31 Force Training + Improved Disarm Combo, requires Improved Disarm
GW 23 Forceful Blast BAB +1, proficient with weapon
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
GI 27 Forceful Recovery Force Training*
R 33 Forest Stalker Ewok
GW 23 Fortifying Recovery Con 13
SV 21 Friends in Low Places Trained in Gather Information
UR 24 Frightening Cleave BAB +4, Str 13, Cleave, Power Attack
R 33 Fringe Benefits Rodian
L 36 Galactic Alliance Military Training
K 33 Gearhead
UR 24 Grab Back Dex 13
C 31 Grand Army of the Republic Training proficient with armor worn
L 36 Grapple Resistance
GI 27 Grazing Shot Point Blank Shot
CR 85 Great Cleave Str 13, Cleave, Power Attack, BAB +4
R 33 Gungan Weapon Master Gungan
C 31 Gunnery Specialist BAB +1 (can use Gunnery tactics)
UR 26 Halt BAB +8, Trip, Weapon Focus*
SV 22 Hasty Modification Tech Specialist
UR 26 Heavy Hitter Weapon Focus (heavy weapons)*
SV 22 Hideous Visage Shapeshift
GW 26 Hijkata Training Combat Reflexes, Martial Arts I
GI 28 Hobbling Strike Sneak Attack talent or Rapid Shot/Strike
UR 26 Hold Together Trained in Mechanics
R 33 Hunter's Instincts Rodian
UR 26 Hyperblazer Trained in Use Computer
R 34 Imperceptible Liar Twi'lek
R 29 Imperial Military Training
SV 23 Impersonate Shapeshift, SF Deception
SV 23 Impetuous Move Con 13
K 33 Implant Training Possess a cybernetic implant
F 33 Improved Bantha Rush Str 15, Bantha Rush, BAB +1
CR 85 Improved Charge Dex 13, Dodge, Mobility
CR 86 Improved Damage Threshold
CR 85 Improved Defenses
CR 85 Improved Disarm Int 13, Melee Defense
K 31 Improved Disarm + Force Training Combo, requires Force Training
GI 28 Improved Opportunistic Trickery Opportunistic Trickery*
K 33 Improved Rapid Strike Rapid Strike, light melee weapon
UR 26 Improved Sleight of Hand Dex 15, SF (Deception)*, trained in Stealth
UR 27 Improvised Weapon Mastery WP (simple weapons)
SV 23 Impulsive Flight
R 34 Inborn Resilience Zabrak
K 33 Increased Agility Conditioning
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
R 34 Increased Resistance Gamorrean
GI 28 Indomitable Personality Cha 13
F 33 Informer Trained in Perception
UR 27 Instinctive Attack Proficient with weapon, living character
UR 27 Instinctive Defense Living character (not a droid)
R 34 Instinctive Perception Zabrak
UR 27 Intimidator Trained in Persuasion
SGD 22 Ion Shielding Droid with Str 13 or cyborg with Con 13
C 31 Jedi Familiarity
R 34 Jedi Heritage Twi'lek, Force Sensitivity
R 34 Justice Seeker Kel Dor
R 34 Keen Scent Ewok
SV 23 Knife Trick Lightning Draw, trained in Stealth
L 36 Knock Heads Str 13, Dex 13, Multi-Grab
GW 27 K'tara Training Martial Arts I, trained in Stealth
GW 27 K'thri Training Martial Arts I, Dual Weapon Mastery I
R 34 Lasting Influence Bothan
C 31 Leader of Droids
SV 23 Lightning Draw Quick Draw
CR 86 Linguist Int 13
K 34 Logic Upgrade: Self-Defense Droid
SGD 22 Logic Upgrade: Skill Swap Droid, basic processor
K 34 Logic Upgrade: Tactician Droid, BAB +4
J 23 Long Haft Strike proficient with weapon
K 34 Mandalorian Training Charging Fire
UR 27 Maniacal Charge
CR 86 Martial Arts I
CR 86 Martial Arts II BAB +3, Martial Arts I
CR 86 Martial Arts III BAB +6, Martial Arts I, II
GI 28 Master of Disguise trained in Deception, Cha 13
R 34 Master Tracker Rodian
GI 28 Meat Shield Precise Shot*, BAB +4
SGD 24 Mechanical Martial Arts Droid, Martial Arts I, BAB +1
GW 29 Medical Team (team feat) Trained in Treat Injury
CR 86 Melee Defense Int 13
SV 23 Metamorph Con 13, shapeshift, trained Deception
CR 86 Mighty Swing Str 13
F 33 Mighty Throw Str 13
R 34 Mind of Reason Cerean
GW 24 Mission Specialist
CR 86 Mobility Dex 13, Dodge
T 127 Momentum Strike Trained in Pilot or Ride
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
R 34 Mon Calamari Shipwright Mon Calamari
UR 27 Mounted Combat Trained in Ride
T 127 Mounted Defense Trained in Pilot or Ride
GW 29 Mounted Regiment (team feat) Trained in Ride
R 29 Moving Target Dodge
L 36 Multi-Grab Dex 13
SGD 24 Multi-Targeting Droid, Int 13, proficient
F 34 Natural Leader Cha 13
R 34 Nature Specialist Ithorian
GW 24 Never Surrender Trained in Endurance
UR 28 Nikto Survival Nikto
GW 29 Nimble Team (team feat) Trained in Acrobatics
GW 25 Officer Candidacy Training
SV 23 Opportunistic Retreat Combat Reflexes
GW 25 Opportunistic Shooter
GI 28 Opportunistic Trickery Combat Reflexes, Sneak Attack
C 31 Overwhelming Attack
C 31 Pall of the Dark Side Dark Side Score 1+
R 35 Perfect Intuition Cerean
R 35 Perfect Swimmer Gungan
CR 87 Pin BAB +1
SGD 24 Pincer Droid, claw or hand, BAB +1, Pin, Crush
SGD 24 Pinpoint Accuracy Droid, Aiming Accuracy, PB Shot, Precise Shot,
GW 25 Pistoleer proficient with weapon
R 35 Pitiless Warrior Trandoshan
CR 87 Point Blank Shot
K 34 Poison Resistance Con 13
CR 87 Power Attack Str 13
K 34 Power Blast Dex 13
CR 87 Powerful Charge BAB +1, Medium or larger size
F 34 Powerful Rage Rage
CR 87 Precise Shot Point Blank Shot
GW 25 Predictive Defense Int 13
R 29 Prime Shot Point Blank Shot
R 35 Primitive Warrior Gamorrean
R 35 Quick Comeback Gamorrean
CR 87 Quick Draw BAB +1
K 31 Quick Draw + Dual Weapon Mastery I Combo, requires Dual Weapon Mastery I
K 31 Quick Draw + WP (lightsabers) Combo, requires proficiency in lightsabers
K 34 Quick Skill
L 36 Rancor Crush Str 15, Crush, Pin, BAB +1
R 29 Rapid Reaction
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
CR 88 Rapid Shot BAB +1, proficient with weapon
CR 88 Rapid Strike BAB +1, proficient with weapon
F 34 Rapport Wis 13
R 35 Read the Winds Kel Dor
R 30 Rebel Military Training Running Attack
F 35 Recall Trained in one Knowledge skill
R 30 Recovering Surge
GI 28 Recurring Success
R 35 Regenerative Healing Trandoshan
J 23 Relentless Attack proficient & Double Attack w/weapon
K 35 Republic Military Training
GW 25 Resilient Strength Str 13
GI 28 Resolute Stance BAB +1
SV 24 Resurgence Trained in Endurance
R 35 Resurgent Vitality Wookiee
L 37 Return Fire Dex 15, Quick Draw, Weapon Focus
L 37 Returning Bug proficient with weapon
GW 25 Riflemaster proficient with weapon
GW 25 Risk Taker Trained in Climb or Jump
CR 88 Running Attack Dex 13
K 31 Running Attack + Dodge Combo, requires Dodge
GI 28 Sadistic Strike
F 35 Savage Attack Double Attack, proficient with weapon
F 35 Scavenger
R 35 Scion of Dorin Kel Dor
SGD 24 Sensor Link Droid or cyborg with associated hardware
C 31 Separatist Military Training
CR 88 Shake It Off Con 13, trained in Endurance
R 35 Sharp Senses Mon Calamari
SGD 25 Shield Surge trained Mechanics, Droid or cyborg with scomp or similar
R 35 Shrewd Bargainer Quarren
SV 24 Signature Device Tech Specialist
GI 29 Silver Tongue Trained in Persuasion
K 35 Sith Military Training
GI 29 Skill Challenge: Catastrophic Avoidance
GI 29 Skill Challenge: Last Resort
GI 29 Skill Challenge: Recovery
CR 88 Skill Focus
CR 88 Skill Training
SGD 25 Slammer Small or larger droid with 2 appropriate appendages, Str 13
GW 29 Slicer Team (team feat) Trained in Use Computer
SV 24 Slippery Maneuver Dodge
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
CR 88 Sniper BAB +4, PB Shot, Precise Shot
K 35 Sniper Shot Proficient with ranged weapon
R 35 Spacer's Surge Duros
GW 25 Sport Hunter proficient with weapon
C 31 Spray Shot
GW 26 Staggering Attack BAB +1, proficient with weapon
SV 24 Staggering Attack Sneak attack talent or Rapid Shot/Strike
GI 29 Stand Tall
S 20 Starship Designer Tech Specialist, Trained in Mechanics
S 20 Starship Tactics Vehicular Combat, Trained in Pilot
GW 27 Stava Training Martial Arts I, Running Attack
SV 24 Stay Up Trained in Endurance
GW 26 Steadying Position Careful Shot
F 35 Strafe BAB +1
R 36 Strong Bellow Ithorian
CR 88 Strong in the Force
SV 24 Superior Tech Int 17, Tech Specialist, 9th level
T 91 Suppression Fire Str 13, Burst Fire, WP Heavy
R 36 Sure Climber Sullustan
CR 88 Surgical Expertise Trained in Treat Injury
R 36 Survivor of Ryloth Twi'lek
F 35 Swarm Coordinated Attack
SV 25 Tactical Advantage Combat Reflexes
S 21 Tactical Genius Starship Tactics, Vehicular Combat*
GW 28 Tae-Jitsu Training Martial Arts I, Dodge, trained in Initiative
UR 28 Targeted Area BAB +5, WP in weapon
S 21 Tech Specialist Trained in Mechanics
GW 29 Technical Experts (team feat) Trained in Mechanics
GW 28 Teras Kasi Training Martial Arts I, Str 13
R 36 Thick Skin Trandoshan
CR 88 Throw BAB +1, Trip
GW 30 Tireless Squad (team feat) Trained in Endurance
SGD 25 Tool Frenzy Small or larger droid with 2 appendages with tools
CR 88 Toughness
UR 28 Trample Trained in Ride
C 31 Trench Warrior
CR 88 Trip BAB +1
CR 89 Triple Attack BAB +9, Double Attack, proficient
CR 89 Triple Crit BAB +8, proficient with weapon
K 35 Tumble Defense Dex 13, proficient with melee weapon
SGD 25 Turn and Burn Droid, Dex 13, hovering/flying/wheeled/tracked locomotion
GW 30 Unhindered Approach (team feat) Trained in Jump
B
O
O
K
P
A
G
E
FEAT PREREQUISITES
GW 30 Unified Squadron (team feat) Trained in Pilot
F 35 Unleashed Destiny
R 30 Unstoppable Combatant Extra Second Wind
C 31 Unstoppable Force
J 24 Unswerving Resolve BAB +2
R 36 Unwavering Focus Zabrak
C 32 Unwavering Resolve Trained in Perception
L 37 Vehicle Systems Expertise Tech Specialist, Trained in Mechanics
CR 89 Vehicular Combat Trained in Pilot
R 30 Vehicular Surge Trained in Pilot
R 36 Veteran Spacer Duros
R 30 Vitality Surge Extra Second Wind
R 36 Warrior Heritage Gungan
C 32 Wary Defender
GW 30 Wary Sentries (team feat) Trained in Perception
CR 89 Weapon Finesse BAB +1
K 31 Weapon Finesse + Weapon Focus Combo, requires Weapon Focus
CR 89 Weapon Focus proficient with weapon
K 31 Weapon Focus + Weapon Finesse Combo, requires Weapon Finesse
CR 89 Weapon Proficiency
K 31 Weapon Proficiency (lightsabers) + QD Combo, requires Quick Draw
CR 89 Whirlwind Attack Dex 13, Int 13, Melee Defense, BAB +4
SV 25 Wicked Strike Rapid Strike
UR 28 Wilderness First Aid Trained in Survival
GW 30 Wilderness Specialists (team feat) Trained in Survival
K 35 Withdrawal Strike BAB +5, proficient with melee weapon
GI 29 Wookiee Grip Str 13
R 36 Wroshyr Rage Wookiee
GW 28 Wrruushi Training Martial Arts I, Con 13, Wookiee
L 37 Zero Range PB Shot
BENEFIT
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Ref Def +2 in Colossal or smaller vehicle, if projectile misses by 5
[combat][defensive], [vehicle][starship]
Once per encounter, full attack as stan x x
[melee(armed, unarmed)][question ulswp], [combat][offensive],
hoist or toss ally 2sq on DC20 Acrobatics as stan, free for ally, your turn ends x
[dexterity][strength], [skill(acrobatics)], [support], [combat]
1/enc as reac if melee atk misses you can move into adjacent w/out AoO x
[dexterity], [skill(acrobatics)], [mobility], [combat][defensive]
Gain +2 on next attack against opponent you tumble past x
[melee(armed, unarmed)][ok], [combat][offensive], [skill(acrobatics)], tumble
Choose talent from your classes, and swap that talent 1/day w/6 hrs rest [talent]
if opponent has not yet acted, add full heroic level to damage x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]
when you have cover, take no damage from area attacks x x x
[combat][defensive], [skill(stealth)]
if aim as full-round gain +5 atk against target if remains in LOS
[species(droid)], ranged(fired, thrown)][target], [combat][offensive]
Basic Survival of Survival, each gets +2 Fort Def until start next day
[species(ewok)], [skill(survival)], [fortitude defense], [defensive]
if Atk exceeds Ref Def 15, ignore cover and improved cover x
[ranged(grenade)], [combat][offensive], [dexterity]
if end move 2 sq from start +1 Atk with thrown weapons
[thrown], species(Nelvaanian), [combat][offensive]
+3 Swim & +1 each ally w/feat w/in 12 sq (max +7), swim half spd as move
[skill(swim)], [team], [support]
no penalty or armor check from armor x x
[armor], [combat][defensive]
no penalty or armor check from light armor x x
[armor], [combat][defensive]
no penalty or armor check from light or medium armor x
[armor], [combat][defensive]
affect +2 sq with burst or splash at further than PB range x
[ranged(grenade, fired, thrown)][burst][o][splash][o], [combat][offensive], [vehicle][starship]
+3 Climb & +1 each ally w/feat w/in 12 sq (max +7), climb half spd as move
[skill(climb)], [team], [support]
spend FP to make 2 Atk as stan action not full
[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive]
reroll lowest damage die if roll multiple dice, must take reroll x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]
if hit single target with 2 consecutive atks in same turn, additional atks +1 die dam x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive], ,
if hit single target with 2 consecutive melee or unarmed atks in same turn, x x
[melee(armed, unarmed)][ok], [combat][offensive], , [unarmed attack]
if hit single target with 2 consecutive ranged atks in same turn, additional atks +1 x x x
[ranged(fired, thrown)][target], [combat][offensive],
autofire penalty -2 if autofired to same target last round, +1 die dam x
[ranged(fired)], [autofire], [combat][offensive]
autofire as 6sq cone x
[ranged(fired)], [autofire], [combat][offensive]
extra move action in surprise round even if not surprised x x
[mobility], [combat]
if dam a Large or smaller creature with a ranged atk compare to Will Def & can x x
[ranged(grenade, fired, thrown)][damage], [combat][offensive], [ranged attacks]
Push opponent 1 square after successful melee attack x
[melee(armed, unarmed)][ok], [combat][offensive], [strength],
can knock target prone if you move target with Bantha Rush x x
[melee(armed, unarmed)][ok], [combat][offensive]
enemy must roll mind-affecting effects twice & keep lower
[species(cerean)], [Will Defense], [combat][defensive]
modify a biotech item to give a special trait x x
[skill(mechanics], [craft]
install biotech prosthesis x [skill(treat injury)]
+2 Atk to allies with autofire if you're successful with autofire x
[ranged(fired)], [autofire], [combat][offensive]
When you deal damage to grappled target, move it -1 down track x
[melee(unarmed)], [grapple], [pin], [combat][offensive]
if attack v. Will Def fails, gain +2 Will Def until start of your next turn
[species(bothan)], [Will Defense], [combat][defensive]
when spend Force Point to atk w/bowcaster, add result to dam too
[ranged(fired)], [species(wookiee)], [bowcaster], [combat][offensive]
1/enc add Int mod to Ref Def as reac until your next turn x x [intelligence], [reflex defense], [combat][defensive]
if you deal damage that kills, can reduce to 0 hp instead x x
[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive]
-5 on autofire Atk to gain +2 dice dam, 5 shots, if no Str 13 -10 Atk
[ranged(fired)], [autofire], [combat][offensive], [strength], [vehicle][starship][SotG]
move action to move twice speed, -1 down track at end x x x x
[skill(endurance)], [mobility], [combat]
if you aim, +1 Atk x x
[ranged(grenade, fired, thrown)][ranged attack][question gtaim], [combat][offensive], [aim], [vehicle][starship][SotG]
1/day expend use of Rage for +5 to Will Def for enc [rage], [Will Defense], [combat][defensive]
BENEFIT
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make ranged Atk at end of charge, -2 to Ref Def x
[ranged(grenade, fired, thrown)][ranged attack], [mobility], [charge], [combat][offensive],
Ref Def penalty -1 when making a ranged attack at end of charge
[ranged(fired, thrown)][target], [mobility], [charge], [combat][defensive][offensive], [combo],
gain claws 1d6 dam
[melee(unarmed)], [species(quarren)], [combat][offensive]
extra melee Atk after dropping target, within reach, same BAB x x
[melee(armed, unarmed)][ok], [combat][offensive], [strength],
if escape grapple, swif action for single melee atk v. grappler x x
[melee(armed, unarmed)][ok], [skill(acrobatics)], [combat][offensive],
with Rapid Shot make a 2nd atk at -2 w/in 2sq of target, deal half dam x x
[ranged(fired)], [combat][offensive]
gain additional Attacks of Opportunity = Dex mod & flat-footed x x
[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [combat][offensive], [attack of opportunity], [dexterity]
spend 2 swif on same turn for Deception v. Will Def for target to be flat-footed v. x x
[skill(deception)], [combat][offensive][flat-footed]
reroll Str & Con skills trained in, mtr & 1/encounter add Str to Fort x x
[fortitude defense], [strength], [constitution], [skill(general)], [defensive]
when successfully use Learn Secret Info gain Force Point up to 3 & max
[species(bothan)], [skill(gather information)]
enter Rage as free action, end 1 round after you want to
[rage], [combat][offensive]
Automatic success with aid another at point blank range x
[ranged(fired, thrown)][target], [question gtaa], [melee(armed, unarmed)], [combat][offensive], [support], [aid fire], [vehicle][starship][SotG]
when aid for every 3 over Ref Def +1 die dam (+5 max) x
[ranged(fired, thrown)][target], [question gtaa], [combat][offensive], [support], [aid fire], [vehicle][starship]
when threatened & unable to withdraw +2 Atk against opponents x x x
[ranged(grenade, fired, thrown)][attack rolls], [melee(armed, unarmed)], [combat][offensive]
+3 Stealth & +1 each ally w/feat w/in 12 sq (max +7), when moving your spd or
[skill(stealth)], [team], [support]
2 swif for crit range +1 on next melee Atk, no other actions before x x
[melee(armed, unarmed)][question ulswp], [combat][offensive],
1/round, if you miss v. soft cover, make attack v. soft cover x x
[ranged(fired, thrown)][target][question gtmulti], [combat][offensive],
deal unarmed damage to a pinned opponent x
[melee(unarmed)], [grapple], [pin], [combat][offensive]
+2 Atk v. flat-footed or any denied Dex to Ref Def x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]
Knowledge (bureaucracy) replaces Gather Info & considered trained x [skill(knowledge (bureaucracy))]
install cybernetic prosthesis x [skill(treat injury)]
if dam from atk (not area, ion, or Force) equals or exceeds thresh can take 10 dam
[species(droid)], [dexterity], [damage threshold], [combat][defensive]
enemy that makes Stealth check w/in 10 sq of you is -2
[species(sullustan)]
if you aim, deal extra die damage x x x
[ranged(fired, thrown)][target][question gtaim], [combat][offensive], [aim], [vehicle][starship][SotG]
if target is unaware of you +2 Atk & +1 die dam on first attack x x
[ranged(fired, thrown)][target], [combat][offensive], [skill(stealth)],
in surprise rnd if you dam flat-foot opp they are prone if over FortDef x
[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [skill(initiative], [combat][offensive]
gain darkvision [species(quarren)]
after you charge, you may take swif, reac & free actions x x x
[mobility], [charge]
when you dam target with AoO = free Persuasion to intimidate them x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive], [charisma], [skill(persuasion)]
1/turn if miss Atk, reroll w/ -2 RefDef until end next turn, nat 1=-5, mtr x
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)], [combat][offensive]
deal 1 die dam to all targets & allies adjacent to a vehicle or object you reduce to x x
[ranged(fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive]
bellow atk deals 4d6 dam
[species(ithorian)], [combat][offensive]
Ion Grenade 3sq burst, Ion Pistol dam dice d8, Ion Rifle is accurate x x x x
[ranged(grenade, fired)][ok], [combat][offensive],
when you successfully change attitude, +2 Deception & Persuasion v. target for
[species(sullustan)], [skill(persuasion)], [skill(deception)]
as stan action, Persuasion v. Will Def of all w/in 6 sq & enemy loses 1 move & if
[species(droid)], [skill(persuasion)], [combat][offensive]
DC 15 Deception check to "tumble" through threatened area, move x2 x x [tumble], [skill(deception)]
1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & x x x
[skill(jump)], [combat][defensive]
+1 Ref Def against selected target x x x
[combat][defensive], [dexterity], [vehicle][starship][SotG]
Ref Def penalty -1 when making a ranged attack at end of charge
[ranged(grenade, fired, thrown)][attack roll], [charge], [combat][defensive][offensive], [combo],
add Dodge bonus to Ref Def v. Atk of opp
[ranged(grenade, fired, thrown)][ranged attack], [melee(armed, unarmed)], [mobility], [combat][defensive][offensive], [combo], ,
extra Atk during full attack, -5 penalty all attacks, per weapon group x x
[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]
Persuasion or Use the Force for fear effect, may reroll, mtr x
BENEFIT
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rage bonus to Atk and dam increases to +5
[melee(armed, unarmed)], [rage], [combat][offensive],
+1 to Deception, Mechanics, Perception, Persuasion, Use Computer on or against
[skill(mechanics)], [skill(use computer)], [skill(deception)], [skill(persuasion)], [skill(perception)], [combat][defensive]
+2 dam v. droids, +4 dam v, droids with ion x x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]
automatically restore SR by 5 & with only 2 swif actions
[species(droid)], [skill(endurance)], [combat][defensive]
repair droids in 10 minutes not 1 hour x x [skill(mechanics]
-5 penalty when attacking with two weapons or a double weapon x x
[ranged(grenade, fired, t hrown)][quest ion gt dw], [melee(armed, unarmed)], [combat ][offensive], [dext erit y], [no][Sot G]
draw or holster 2 weapons as single swif action
[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [combo], [dexterity]
-2 penalty when attacking with two weapons or a double weapon x x
[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [dexterity]
no penalty when attacking with two weapons or a double weapon x x
[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [dexterity]
if area attack misses 1/turn you can move 2 sq as a reac, no atk opp x
[skill(stealth)], [combat][defensive]
dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam,
[melee(unarmed)], [martial arts], [combat][offensive], [dexterity]
dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam,
[melee(unarmed)], [martial arts], [combat][offensive], [dexterity]
1/enc replace Wisdom or Wisdom-related check with Know (social science) or x x
[skill(social sciences)], [skill(galactic lore)], [wisdom]
reduce spd by 1 or 2 to increase Dodge +1 or +2, must move 2 sq
[species(droid)], [mobility], [dexterity], [combat][defensive]
x x
[ranged(grenade, fired, thrown)][ok], [melee(armed)][ok], [combat][offensive], [atlatl], [bowcaster]
perform surgery on number = to Int mod (2 min), check individually x x [skill(treat injury)]
reduce Persuasion's Haggle DC by 10 x x [charisma], [trade]
repair droids = to Int mod x x [skill(mechanics]
rage one extra time a day
[rage], [combat][offensive]
one extra second wind a day, nonheroic can take
[second wind], [skill(endurance)], [combat][defensive]
reduces range penalties by one range category, ex. short = PB x x
[ranged(fired, thrown)][target], [combat][offensive], [vehicle][starship][SotG]
catch second wind as free not swif x x x x x
[second wind], [combat][defensive]
+2 swim spd
[species(mon calamari)]
if your attack drops target to 0 hp you can kill them even if not over thresh, x x x
[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive], [dexterity], [strength]
take 20 on trained Str skill check as full, DC15 Endurance to use again x x x
[strength], [skill(general)]
can use Will Def instead of Fort Def to determine thresh x x x
[Will Defense], [damage threshold], [combat][defensive]
if damage opponent with burst or splash, gain concealment x x
[ranged(grenade, fired, thrown)][burst][o][splash][o], [combat][defensive][offensive]
always keep the better result on a Pilot reroll
[skill(pilot)], [species(duros)], [vehicle][starship]
1/enc when you charge nat 17-20 is a critical x x [melee(armed, unarmed)], [ranged(fired)][ranged attack], [mobility], [charge], [combat][offensive]
if move before & after attack increase speed 2 sq x [mobility]
with autofire targets lose all dodge or deflection bonuses x
[ranged(fired)], [autofire], [combat][offensive]
+2 Atk melee with light weapons or lightsabers, -5 Ref Def x x x
[melee(armed, unarmed)][question ulswp], [combat][offensive], [dexterity],
can use concentration skills with Rage at -5 penalty
[rage], [combat][offensive]
if reduce opp to 0 hp with melee atk can move your speed, with Cleave can move
[melee(armed, unarmed)][ok], [combat][offensive], [mobility],
gain 3 extra Force Points per level [force]
can use either Wis or Cha mod to determine Will Def x x x
[Will Defense], [wisdom], [charisma], [combat][defensive]
spend Force Points as free action out of turn x [force]
Learn a number of Force Regimens = 1 + Wis mod (min one)
[force], [skill(use the force)]
can make Use the Force checks, can select Force talents [force]
Learn a number of Force Powers = 1 + Wis mod (min one)
[force], [skill(use the force)]
gain +5 from Improved Disarm on Use the Force check
[melee(armed, unarmed)][ok], [force], [disarm], [combat][offensive], [combo]
if dam a Large or smaller creature with a grenade or thermal detonator compare to x x
[ranged(grenade)][ok], [combat][offensive]
BENEFIT
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When you use second wind, return a force power already used also [force], [second wind]
always keep the better result on a Stealth reroll
[species(ewok)], [skill(stealth)]
when you recover gain hp = 2 x Con mod (min 2) x x
[recover], [constitution], [combat][defensive]
to acquire license Gather Info replaces Know (bureaucracy) x x
[skill(gather information)], [trade]
after use Cleave each enemy w/in 6sq & LOS -1 Ref Def, atk, skill until end of x
[strength], [cleave], [combat][offensive][melee(armed, unarmed)]
whenever you buy black market goods reduce multiplier by 2 (min x1)
[species(rodian)], [trade]
do not move down track first time in an encounter x
[damage threshold], [combat][defensive]
full = stan, stan = move, move = swif, mult swif = swif, full+ = half -10 x x
[skill(mechanics], [skill(use computer)]
+2 Ref Def v. grab/grapple, if enemy misses you can make grab/grapple v. same x
[dexterity], [grapple], [combat][offensive][defensive][melee(unarmed)]
apply armor's Fort Def to Will Def also x
[armor], [Will Defense], [combat][defensive]
+5 v. grab or grapple, +5 opposed grapple, +5 all your objects x x x
[combat][defensive]
with ranged atk, target a second creature w/in LOS & 6sq of target, divide dam x x [ranged(fired, thrown)][target], [combat][offensive]
no limit to cleave attacks per round x x
[melee(armed, unarmed)][question ulswp], [combat][offensive], [strength],
when spend Force Point to atk w/atlatl or cesta increase dam die by 1 step
[ranged(fired)], [melee(armed)], [species(gungan)], [combat][offensive], [atlatl], [cesta]
1/encounter reroll vehicle atk, proficient w/vehicle weapons x
[combat][offensive], [skill(pilot)], [vehicle][starship]
if hit w/Atk of Opp compare same die roll result v. grapple target halts move & x
[grapple], [Attack of Opportunity], [combat][melee(unarmed)]
exchange a trait for another, 1 min DC 20 Mechanics x x
[skill(mechanics], [tech specialist], [craft]
+1 die dam every 5 pts over Ref Def, if over thresh then target can't atk next turn x
[combat][offensive][ranged(fired, heavy)]
1/encounter swif Deception v. WillDef move target 1sq & -1 atk v. you
[species(shapeshifter)], [skill(deception)]
1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp
[melee(unarmed)], [martial arts], [attack of opportunity], [combat][offensive], [dexterity],
sacrifice extra dam from Sneak Atk to reduce target's spd by 1 for enc x x x [melee(armed, unarmed)], [ranged(fired)][ranged attack], [damage], [combat][offensive]
as reac spend FP to delay dam effect to vehicle until end of round, Col x x [skill(mechanics)]
always keep the better result on a Perception reroll
[species(rodian)], [skill(perception)])
reduce time & penalties Use Computer to navigate the tangle & mapping x
[skill(use computer)]
when spend Force Point to Deception, increase die type by 2 steps
[species(twi’lek)], [skill(deception)]
1/enc as free action on your turn, negate 1 mind-affecting effect x
[combat][defensive]
alter features & voice to a specific person, Moderate deception
[species(shapeshifter)], [skill(deception)]
when catch 2nd wind, regain only half hp to move half spd, no atk opp x x
[second wind], [combat][defensive], [constitution]
not moved down track extra step when would be moved down x x
Push opponent squares = Str mod (2min) after successful melee attack x
[melee(armed, unarmed)][ok], [combat][offensive], [strength]
can charge without moving in a straight line x x
[mobility], [charge], [dexterity]
damage threshold increases by 5
[damage threshold], [combat][defensive]
+1 to all Def
[Will Defense], [fortitude defense], [reflex defense], [combat][defensive], [no][SotG]
+5 to melee attacks to Disarm, failure doesn't provoke Atk of Opp x x
[melee(armed, unarmed)][ok], [disarm], [combat][offensive], , [intelligence]
gain +5 from Improved Disarm on Use the Force check
[melee(armed, unarmed)][ok], [force], [disarm], [combat][offensive], [combo]
1/turn instead of AoO, reduce target's Ref Def by 5 for 1 turn x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]
-5 Atk to deal +2 die damage, melee, if no Dex 13 extra -10 Atk x x
[melee(armed, unarmed)][question ulswp], [combat][offensive],
Deception as swif opposed Perception must exceed Deception & Stealth, can draw x
[dexterity], [skill(deception)], [skill(stealth)]
all improvised as simple & +1d6 dam x x
[combat][offensive]
can withdraw one extra square x x x [mobility]
reduce species bonus to 1 Def to 0 & another to +2, cannot change back
[species(zabrak)], [fortitude defense], [reflex defense], [Will Defense], [combat][defensive]
increase Climb, Jump or Swim by 2 squares & don't lose Dex climbing x x
[skill(climb)], [skill(jump)], [skill(swim)], [dexterity]
BENEFIT
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if attack v. Fort Def fails, gain +2 Fort Def until start of your next turn
[species(gamorrean)], [fortitude defense], [combat][defensive]
1/enc add Cha mod to Will Def for 1 turn as reac x x [charisma], [Will Defense], [combat][defensive]
Perception replaces Gather Info, considered trained, reduce time x
[skill(perception)]), [skill(gather information)]
when use FP on atk can reroll & keep better & apply Force Point x
[species(living)], [combat][offensive]
as free spend FP to increase all defenses by 2 until next turn x
[species(living)], [combat][offensive]
when you reroll Perception & take lower gain FP to use w/Perception until the end
[species(zabrak)], [skill(perception)])
when intimidate instead of normal target -5 skills & -2 atk w/you in LOS x
[skill(persuasion)], [combat][offensive]
if ion dam before being halved equals thresh move only -1 down track
[species(droid)], [species(cyborg)], [strength], [constitution), [damage threshold], [combat][defensive]
1/encounter if targeted by Force from ally gain 1 FP until end of enc. [force]
gain 2 extra Force powers for each Force Training
[species(twi’lek)], [force], [wisdom]
+2 dam against targets that dam you or allies since end of your last turn
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [species(kel dor)], [combat][offensive]
range of Scent is 20 sq [species(ewok)]
w/Atk Opp can draw concealed weapon & make 1 atk, still threaten sq x
[ranged(fired)][question gtaoo], [melee(armed)][ok], [skill(stealth)], [attack of opportunity], [combat][offensive]
deal 1d6+Str mod dam to adjacent you multi-grabbed, thresh -5 x
[melee(unarmed)], [combat][offensive], [grapple[u]], [dexterity], [strength]
roll an extra die of dam v. flat-footed enemy on 1 unarmed atk, 1/enc when you
[melee(unarmed)], [martial arts], [skill(stealth)], [combat][offensive]
1/rnd spend swif to make 1 unarmed atk w/in reach dealing your base unarmed
[melee(unarmed)], [martial arts], [combat][offensive]
with successful Persuasion gain favorable circumstances next 24 hours
[species(bothan)], [skill(persuasion)]
provide mind-affecting effect to allied droids = Int mod (min 1) x [support]
1/encounter draw holstered weapon & attack as single stan action x x x
[ranged(grenade, fired, thrown)][question hw], [melee(armed)][ok], [combat][offensive]
bonus languages = 1 + Int mod (min one) x x [intelligence]
Once per encounter, as reac +2 one defense
[species(droid)], [Will Defense], [fortitude defense], [reflex defense], [combat][defensive]
full-round swap skill not trained in for trained skill (not trained)
[species(droid)], [skill(general)]
Once per encounter, aid another +5 Atk
[species(droid)], [support], [combat][offensive]
can attack with both ends of lightsaber pike or long-handled lightsaber
[melee(armed)], [combat][offensive]
make ranged +2 Atk at end of charge, -2 to Ref Def, +2 Will Def
[ranged(grenade, fired, thrown)][ranged attack], [charge], [mobility], [offensive], [Will Defense], [combat][defensive],
when charge make Persuasion as free to intimidate each target pass w/in 1 sq, if x x
[charge], [combat][offensive]
+1 Ref Def, increase damage for unarmed attacks by one die step x x
[melee(unarmed)], [combat][offensive]
+1 Ref Def, increase damage for unarmed attacks by one die step x x
[melee(unarmed)], [combat][offensive]
+1 Ref Def, increase damage for unarmed attacks by one die step x x
[melee(unarmed)], [combat][offensive]
+5 Deception for forging documents or appearance, -2 penalty if rush x x [charisma], [skill(deception)]
when spend Force Point to Survival, increase die type by 2 steps
[species(rodian)], [skill(survival)]
If opponent uses creature for cover, you gain that cover too from them x x [combat][defensive]
when you dam enemy w/unarmed atk enemy -5 melee atk & dam until next turn
[species(droid)], [melee(unarmed)], [combat][offensive]
+3 Treat Injury & +1 each ally w/feat w/in 12 sq (max +7), aid another to restore
[skill(treat injury)], [team], [support]
trade Atk bonus on melee attacks for dodge bonus Ref Def x x x x
[melee(armed, unarmed)][ok], [combat][defensive][offensive], [intelligence]
full round can change mass & change size, number of rounds = Con
[species(shapeshifter)]
spend two swift actions to increase damage 1 die x
[melee(armed, unarmed)][ok], [combat][offensive], , [strength]
add Str & Dex to thrown Atk, range + squares = Str mod x
[ranged(grenade, thrown)][ok], [combat][offensive], [strength], , [strength]
can use Wisdom instead of Intelligence for Intelligence-based skills
[species(cerean)], [wisdom], [intelligence], [skill(general)]
choose a trained skill, allies not trained gain +2 w/in 12 sq x x x x x [skill(general)]
+5 Ref Def against attacks of opportunity x x x
[mobility], [combat][defensive], [dexterity]
melee Atk +1 die damage if mounted and moving
[melee(armed, unarmed)][ok], [skill(pilot)], [skill(ride)], [combat][offensive], [vehicle][starship]
BENEFIT
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spend 2 swif to move vehicle up track not 3, automatically reroute power
[species(mon calamari)], [skill(mechanics], [combat], [vehicle][starship]
DC20 Ride as swif +2sq spd, failure = mount -1 track, 1/round negate hit v. you or x x
[skill(ride)], [combat][defensive], [mobility]
Once per encounter, can redirect Atk to mount or vehicle, after Atk
[skill(ride)], [skill(pilot)], [combat][defensive], [vehicle]
+3 Ride & +1 each ally w/feat w/in 12 sq (max +7), 1/rnd as reac to mount being
[skill(ride)], [team], [support]
if end turn 3 sq from start +1 dodge to Ref Def x x x
[mobility], [combat][defensive]
as stan action, grab atk v. 2 adjacent if you have 2 empty hands x
[melee(unarmed)], [combat][offensive], [grapple[u]], [dexterity]
use swif actions across more than 1 rnd to aim if target stays in LOS & atk others
[ranged(fired, thrown)][target], [species(droid)], [intelligence], [aim]
organization has scale = 1/2 HL + Cha mod, +10 organization score [charisma]
when spend FP to Knowledge (life sciences), increase die type by 2 steps
[species(ithorian)], [skill(knowledge(life sciences))]
make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done, if x x x
[skill(endurance)], [combat][defensive]
reroll Survival & keep better in environment of subspecies
[species(nikto)], [skill(survival)]
+3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7), can tumble 1 extra sq
[skill(acrobatics)], [team], [support]
+2 to Rank & Privilege organization score x x x
instead of Atk of Opp 1/turn not attack to move half speed, no atk opp x x
[attack of opportunity], [mobility], [combat][offensive]
+2 to attacks of opportunity with ranged x x x
[ranged(fired)][question gtaoo], [attack of opportunity], [combat][offensive],
1/turn instead of AoO, reduce target's Ref Def by 2 next round x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]
2 swif for -5 on target's attempt to negate (Block, Vehicular Combat) x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]
add one-half Dark Side Score to Use the Force to resist detection
[skill(use the force)], [force], [dark side][o]
always keep the better result on a Initiative reroll
[skill(initiative], [species(cerean)]
always keep the better result on a Swim reroll
[species(gungan)], [skill(swim)]
grappled opp is pinned 1 round and loses Dex to Def x
[melee(unarmed)], [grapple], [combat][offensive], [pin]
can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif &
[melee(unarmed)], [species(droid)], [grapple], [pin], [combat][offensive]
target of Aiming Accuracy cannot take the recover action until next turn
[species(droid)], ranged(fired, thrown)][target], [combat][offensive]
Blaster Pistol is accurate, Heavy Blaster Pistol not inaccurate, Hold-out if target x x x
[ranged(fired)], [combat][offensive]
gain hp = 5 + 1/2 level if reduce opponent to 0 hp
[species(trandoshan)]
+1 on ranged Atk and damage against point blank foes x x
[ranged(fired, thrown)][target], [combat][offensive], [vehicle][starship][SotG]
+5 Fort Def v. Poison, half dam if fail x x
[fortitude defense], [combat][defensive], [constitution]
trade Atk bonus on melee attacks for damage (up to BAB) x x
[melee(armed, unarmed)][ok], [combat][offensive], , [strength]
trade Atk bonus on ranged atk for dam (BAB), no Str 13 -5 Atk x
[ranged(grenade, fired, thrown)][ranged attack], [combat][offensive],
+2 Atk on charge and extra damage = 1/2 your level x
[melee(armed, unarmed)][ok], [charge], [combat][offensive],
+4 Str checks & Str skill checks while raging
[rage], [strength], [combat][offensive]
no penalty shooting into melee x x x
[ranged(fired, thrown)][target], [combat][offensive],
can use Dex or Int mod to determine Ref Def x x
[dexterity], [intelligence], [combat][defensive], [intelligence]
if none of your allies are closer than you, +1 ranged atk (short or closer) x x x
[ranged(fired, thrown)][target], [combat][offensive],
+1 die dam with simple melee weapons
[melee(armed)], [species(gamorrean)], [combat][offensive],
when moved down track can move +1 up track until end of next turn
[species(gamorrean)], [damage threshold], [combat][defensive]
draw weapon as swift action instead of move action x x x
[ranged(grenade, fired, thrown)][ok], [melee(armed)][ok], [combat]
draw or holster 2 weapons as single swif action
[ranged(grenade, fired, thrown)][question gtdw], [melee(armed)], [combat][offensive], [combo]
draw and ignite lightsaber as single swif action
[melee(armed)], [combat][offensive], [combo]
Once per encounter, can take 10 when rushed, can take 20 in half time x x [skill(general)]
when you Pin an opponent & use Crush feat, target -1 down track x
[melee(unarmed)], [grapple], [combat][offensive], [pin], [strength]
1/enc you can use two different reactions to the same trigger x x x x x
[combat][defensive]
BENEFIT
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-2 Atk for +1 die dam, ranged, fires 2 shots, if no Str 13 extra Atk -5 x x x
[ranged(grenade, fired, thrown)][question gtmulti], [combat][offensive], [strength], [vehicle][starship][SotG]
-2 Atk to deal +1 die damage, melee, if no Dex 13 extra -5 Atk x x
[melee(armed, unarmed)][question ulswp], [combat][offensive], , [dexterity]
additional +2 aid another, does not stack with Coordinate x x [support]
ignore concealment & cover for Perception w/in 10 sq
[species(kel dor)], [skill(perception)])
if move before & after attack +2 Ref Def x x
[mobility], [combat][defensive]
Once per day, reroll trained Knowledge check, taking best x [skill(knowledge)]
move +1 up track when catch Second Wind x x x x x
[second wind], [combat][defensive]
choose one talent or feat. That feat may be used once more /enc [talent][feat]
1/day with Second Wind regain no hp but gain 5 hp at end of each turn
[species(trandoshan)], [second wind]
if miss, add +2 on next atk roll before end of next turn against missed
[ranged(fired, thrown)][target][question gtmulti], [question gtda], [melee(armed, unarmed)][question ulswp], [combat][offensive]
Once per encounter as reac, gain DR10 if you have cover even v. aim
[combat][defensive]
can use Str or Con mod to determine Fort Def x x x
[strength], [constitution], [fortitude defense], [defensive]
fight defensively to gain +2 or +5 to Will Def with no attacks x x [Will Defense], [combat][defensive]
catch second wind & immediately gain immediate move action x x
[skill(endurance)], [second wind], [mobility], [combat][defensive]
with Second Wind gain additional hp = twice Con bonus (min 2)
[species(wookiee)], [second wind], [combat][defensive]
1/enc as reac ranged atk v. target that missed you w/ranged atk in LOS x x x
[ranged(grenade, fired, thrown)][ranged attack], [combat][offensive], [defensive], [dexterity]
if you miss with razor or thud bug it automatically returns x x
[thrown], [combat][offensive]
Blaster Carbine can brace set to autofire, Blaster Rifle is accurate, Heavy Blaster x x
[ranged(fired)], [combat][offensive],
fall only if fail by 10 or more & make Jump to land safely, can spend FP & add to x x x
[skill(climb)], [skill(jump)]
move before and after an attack, cannot exceed speed x x x x
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)][question ulswp], [mobility], [combat][offensive], , , [dexterity]
add Dodge bonus to Ref Def v. Atk of opp
[ranged(grenade, fired, thrown)][attackroll], [melee(armed, unarmed)][question ulswp], [mobility], [combat][defensive][offensive], [combo], [dexterity]
when you deliver a coup de grace all enemies in LOS move -1 down track until x x x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [combat][offensive], [damage]
with full attack if hit on first attack, +1 die dam v. same target x x
[ranged(fired, thrown)][target], [question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive]
1 hour scavenging, Perception check to determine value x
[skill(perception)]), [skill(mechanics], [craft]
+5 Fort Def v. natural hazards
[species(kel dor)], [fortitude defense], [defensive]
as swif broadcast input to any receiver in 24 sq as if they were with you, allies can
[species(droid)], [species(cyborg)], [skill(perception)]
+1 Atk to one attack if adjacent to ally x
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)], [combat][offensive]
spend two swift actions to move +2 up condition track x
[skill(endurance)], [constitution]
when spend Force Point to Perception, increase die type by 2 steps
[species(mon calamari)], [skill(perception)])
as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR
[species(droid)], [species(cyborg)], [skill(mechanics)], [combat][defensive], [vehicle][starship]
when you use Persuasion target does not receive bonuses to Will Def
[species(quarren)], [skill(persuasion)]
one item two traits from Tech Spec, switch between with swif x x
[skill(mechanics], [tech specialist], [craft]
Intimidate or change attitude as a standard not full x x [skill(persuasion)]
1/encounter, if reduce opp to 0hp or over thresh, w/in 6sq of opp -2 def
[ranged(grenade, fired, thrown)][question range], [melee(armed, unarmed)], [combat][offensive], ([u])
1/challenge catastrophic fail only by 15, and only 1 failure, not 2 [skill challenge]
1/challenge if third failure accrues, you or ally can reroll & keep better [skill challenge]
1/challenge treat the challenge as if it had the recovery effect [skill challenge]
+5 on a trained skill x x x x x [skill(general)]
become trained in one class skill x x x x x [skill(general)]
as stan action slam 2 appendages crushing target, deal unarmed dam w/Str bonus
[melee(unarmed)], [strength], [species(droid)], [combat][offensive]
+3 Use Computer & +1 each ally w/feat w/in 12 sq (max +7), aid another provides
[skill(use computer)], [team], [support]
apply Dodge to two opp, use withdraw at full spd v. Dodge opp x x x
[combat][defensive]
BENEFIT
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ignore soft cover making a ranged attack x x
[ranged(fired, thrown)][target], [combat][offensive],
+2 ranged Atk, -5 Ref Def, not with vehicle or heavy weapons x x
[ranged(grenade, fired, thrown)][ranged attack], [combat][offensive],
when roll Nat 20 on Pilot check, gain Force Point to use before end of enc
[species(duros)], [skill(pilot)], [vehicle][starship]
Slugthrower Pistol at PB +1 die dam, Slugthrower Rifle dam d12, Sporting Blaster x x x
[ranged(fired)][ok], [combat][offensive], [aim],
reduce autofire to 1 square
[ranged(fired)], [combat][offensive], [autofire]
melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5 x x
[melee(armed, unarmed)][question ulswp], [combat][offensive],
if deal extra dice dam, can move 2 sq per extra die not used
[melee(armed, unarmed)][question ulswp], [combat][offensive],
1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker, reac x x x x [combat][defensive]
you can design a starship from scratch
[skill(mechanics], [tech specialist], [craft]
Learn a number of starship maneuvers = 1 + Wis mod (min one)
[wisdom], [skill(pilot)], [starship]
when making a grab you are 1 size larger, v. a charging opponent can make a grab
[melee(unarmed)], [martial arts], [charge], [combat][offensive]
1/encounter instead of dam you can take half dam & -1 down track
[skill(endurance)], [combat][defensive]
when prone & aim your target loses Dex to Ref Def x x x
[ranged(fired, thrown)][target], [question gtaim], [aim], [combat][offensive],
autofire Atk 1 sq wide & 4sq long instead of 2x2 x
[ranged(fired)], [combat][offensive], [autofire]
1/enc move one less down track when use bellow
[species(ithorian)], [combat][offensive]
roll d8 instead of d6 when you spend a Force Point x [force]
see page 24-25 SV
[skill(mechanics], [tech specialist], [craft], [intelligence]
with aid another & Atk roll beats target's Will Def, target needs cover
[ranged(fired, thrown)][target], [question gtaa], [combat][offensive], [strength], [support], [aid fire]
if not distracted or threatened gain climb speed of 4
[species(sullustan)], [skill(climb)]
can perform surgery in 10 minutes instead of an hour x [skill(treat injury)]
1/hour in heat or cold you & 10 allies can use result of Survival check in place of
[species(twi’lek)], [skill(survival)], [fortitude defense], [support], [defensive]
+1 melee Atk for each allied character adjacent to target x
[melee(armed, unarmed)], [combat][offensive],
if do damage with Atk of Opp, can move 1 sq, no atk of opp x x
[ranged(fi red)][questi on gtaoo], [mel ee(armed, unarmed)], [attack of opportuni ty], [combat][offensi ve]
regain all spent maneuvers at end of round with natural 20 on Atk
[skill(pilot)], [starship]
w/crit & unarmed dam increases 1 die step (d12 max), 1/enc w/successful atk
[melee(unarmed)], [martial arts], [combat][offensive], [defensive]
select 1 target in area atk & they take +5 dam before Evasion x x
[combat][offensive], [area]
modify an item to give a special trait x x
[skill(mechanics], [tech specialist], [craft]
+3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
[skill(mechanics], [team], [support]
1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when determining
[melee(unarmed)], [martial arts], [combat][offensive], [strength]
+2 Fort Def
[species(trandoshan)], [fortitude defense], [combat][defensive]
throw a grappled opponent one square and deal damage x
[melee(unarmed)], [grapple], [combat][offensive]
+3 Endurance & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
[skill(endurance)], [team], [support]
as stan action strike w/appendages not normally weapons, unarmed +2 & -2 Ref
[melee(unarmed)], species(droid)], [combat][offensive]
+1 hp per level x
[combat][defensive]
charging mount can make free natural atk each sq charge through x
[skill(ride)], [combat][offensive], [charge]
+1 Atk v. target if you are adjacent to cover from target x
[ranged(grenade, fired, thrown)], [melee(armed, unarmed)][question range], [combat][defensive][offensive]
knock a grappled opponent prone, attacks v. prone +5, theirs -5 x
[melee(unarmed)], [grapple], [combat][offensive]
make a extra attack during full attack, -5 to all attacks, per group x x
[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]
deal triple damage on a Crit, with selected weapon x x
[ranged(fired)], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]
when tumbled against add your BAB to DC, if they fail Atk of opp x x
[melee(armed, unarmed)][question ulswp], [attack of opportunity], [combat][offensive],
using withdraw can move 2 sq w/out atk of opp & move your spd, can spend FP as
[species(droid)], [mobility], [dexterity], [combat][defensive]
+3 Jump & +1 each ally w/feat w/in 12 sq (max +7), add 1 sq to jump
[skill(jump)], [team], [support]
BENEFIT
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+3 Pilot & +1 each ally w/feat w/in 12 sq (max +7), always avoid collisions
[skill(pilot)], [team], [support], [vehicle][starship]
spend Destiny Point to access Unleashed abilities x
can catch more than one Second Wind per encounter
[second wind], [combat][defensive]
+5 Fort Def & Will Def v. Use the Force x x
[fortitude defense], [Will Defense], [combat][defensive]
if targeted by fear or mind-affecting effect that fails, gain FP to be spent before
[Will Defense], [combat][defensive]
when mind-affecting effect is against your Will Def, you impose -2
[species(zabrak)], [Will Defense], [combat][defensive]
+5 Will Def v. Deception & Persuasion x x
[skill(perception)]), [Will Defense], [defensive]
Recharge Shields/Reroute Power as 2swif, 1/encounter DC30 Mechanics 1 swif x x
[skill(mechanics], [tech specialist], [combat], [vehicle][starship]
negate one attack a round against a vehicle, Pilot v. Atk roll x x x
[skill(pilot)], [combat][defensive], [vehicle][starship][SotG]
1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle x x x
[skill(pilot)], [combat][defensive], [vehicle][starship]
+5 Use Computer to perform astrogation
[species(duros)], [skill(use computer)], [starship]
can catch Second Wind even if not below half hit points
[second wind], [combat][defensive]
+2 Will Def when you wield atlatl or cesta
[species(gungan)], [Will Defense], [atlatl], [cesta], [combat][defensive]
+2 Fort Def & Will Def if fight defensively x x x
[fortitude defense], [Will Defense], [combat][defensive]
+3 Perception & +1 each ally w/feat w/in 12 sq (max +7), can take 10
[skill(perception)]), [team], [support]
Use Dex mod instead of Str mod on Atk with light melee weapons x x
[melee(armed, unarmed)][question ulswp], [dexterity], [combat][offensive]
a single one-handed weapon with Focus is light for Weapon Finesse
[melee(armed, unarmed)][question ulswp], [dexterity], [combat][offensive], [combo]
+1 Atk on selected weapon 1 x
[ranged(grenade, fired, thrown)][melee(armed, unarmed)], [grapple], [combat][offensive], [vehicle][starship]
a single one-handed weapon with Focus is light for Weapon Finesse
[melee(armed, unarmed)][question ulswp], [grapple], [dexterity], [combat][offensive], [combo]
no -5 penalty on Atk 2,3 2 2 2,4
[ranged(grenade, fired, thrown)], [melee(armed)][ok], [combat][offensive]
draw and ignite lightsaber as single swif action
[melee(armed)][ok], [combat][offensive], [combo]
melee Atk against each target within reach, make one roll
[melee (armed, unarmed)], [combat][offensive], [dexterity], [intelligence]
with Rapid Strike make a 2nd atk at -2 w/in reach, deal half dam x x
[melee(armed, unarmed)][question ulswp], [combat][offensive],
1/day DC20 Survival & considered to have medpacs until end of day x [skill(survival)]
+3 Survival & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
[skill(survival)], [team], [support]
opponents may not withdraw, they may Tumble as normal x x
[melee(armed, unarmed)][question ulswp], [combat][offensive]
Wield a two-handed weapon one-handed at -2 atk x [strength], [ranged(fired)], [melee(armed)], [combat][offensive]
when you first enter a rage, gain hp = 10 + 1/2 level
[species(wookiee)], [rage], [combat][defensive][offensive]
1/rnd w/successful unarmed atk gain hp = Con mod, 1/enc atk Fort Def & if
[melee(unarmed)], [martial arts], [species(wookiee)], [combat][defensive][offensive], [constitution]
+1 on ranged Atk and +1 die damage against adjacent foes x x
[ranged(fired, thrown)][target], [combat][offensive]
B
O
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P
A
G
E
TALENT
T
I
E
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PREREQUISITES
A
C
T
F
P
?
M
t
R
?
C 39 Accurate Blow 1
CR 40 Acrobatic Recovery 1
K 57 Action Exchange 2 Force Delay
CR 49 Acute Senses 1 y
L 30 Adapt and Survive 1
F 102 Adept Assistant 1
CR 39 Adept Negotiator 1 stan
CR 107 Adept Spellcaster 1 free y
L 47 Adrenaline Implant 1 stan
C 25 Advanced Intel 2 Spotter free
GI 20 Advanced Planning 1
C 24 Advantageous Opening 1
SV 29 Advantageous Positioning 2 Shift
K 47 Advantageous Strike 1
J 14 Adversary Lore 1 stan
K 40 Affliction 1
L 26 Aggressive Negotiator 2 Adept Negotiator
R 26 Aggressive Surge 1
C 57 Akk Dog Attack Training 2 Akk Dog Master
C 57 Akk Dog Master 1
C 57 Akk Dog Trainer's Actions 2 Akk Dog Master stan
F 49 Always Ready 1 Initiative skill
C 40 Ambush 1
SV 13 Ambush 2 Dirty Tactics
R 28 Ambush Specialist 1
GW 18 Anticipate Movement 1
J 19 Apprentice Boon 1 reac x
L 45 Armor Mastery 1
CR 51 Armor Mastery 2 Armored Defense
L 45 Armored Augmentation I 1 AP of armor swif x
FP?:
MtR:
B
O
O
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P
A
G
E
TALENT
T
I
E
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PREREQUISITES
A
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P
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M
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FP?:
MtR:
L 45 Armored Augmentation II 2 Armored Augmentation I*
CR 52 Armored Defense 1
L 40 Armored Guard 2 Ward
K 38 Armored Mandalorian 2 Dex 13, Mandalorian Glory
F 52 Armored Spacer 1
UR 19 Arrogant Bluster 1 Trained in Persuasion *
F 27 Art of Concealment 1
R 24 Assault Gambit 1 stan
CR 221 Assault Tactics 1 move
GI 21 Assured Skill 1
C 53 At Peace 1 x
CR 218 Ataru 1
CR 210 Attract Minion 1
F 52 Attract Privateer 1
GI 25 Attract Superior Minion 4 Attract Minion, Impel Ally II*
CR 107 Attune Armor 1 free x
CR 214 Attune Weapon 1 free x
C 53 Attuned 2 Focused Attack free
J 73 Aura of Freedom 1 *
GW 22 Autofire Assault 1 WP (heavy weapons)
C 43 Automated Strike 1 swif
C 53 Aversion 1 swif x
SV 14 Avert Disaster 2 Fool's Luck
GW 20 Backstabber 2 Sneak Attack
UR 19 Band Together 3 Self-Reliant, Galactic Guidance*
C 55 Bando Gora Surge 1
CR 49 Barter 1 y
CR 52 Battle Analysis 1 swif
CR 40 Battle Meditation 1 full x
UR 22 Battle Mount 3 Expert Rider, Terrain Guidance, trained in the Ride skill.
F 54 Battlefield Medic 2 Steady Under
GW 21 Battlefield Remedy 1 Trained in Treat Injury
C 26 Bayonet Master 2 Gun Club
K 53 Beast Trick 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
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M
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R
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FP?:
MtR:
SV 15 Befuddle 1 swif
S 17 Begin Attack Run 1 Cha 13 swif
C 56 Believer Intuition 1 reac
SV 14 Beloved 3 Bolster, Inspire Confidence
SV 14 Better Lucky then Dead 2 Fool's Luck reac
R 43 Bigger Bang 2 Improvised Device
L 29 Biotech Adept 1 y
L 47 Biotech Mastery 1
R 43 Black Market Buyer 1
R 26 Blast Back 1 reac
F 52 Blaster and Blade I 1 Dual Weapon I, WP (advanced & pistols)
F 52 Blaster and Blade II 2 Blaster & Blade I, Dual Weapon I, WP (advanced & pistols)
F 52 Blaster and Blade III 3 Blaster & Blade I & II, Dual Weapon I, WP (advanced & pistols)
F 57 Blaster Turret I 1 stan
F 57 Blaster Turret II 2 Blaster Turret I stan
F 57 Blaster Turret III 3 Blaster Turret I & II stan
GI 20 Blend In 1 swif
F 28 Blend In 1
C 41 Blind Shot 1
S 17 Blind Spot 1 swif
CR 41 Block 1 reac *
SV 33 Bloodthirsty 1
L 41 Blowback 1
F 52 Boarder 1
J 81 Body Control 1 *
SV 27 Bodyguard I 2 Attract Minion reac
SV 27 Bodyguard II 3 Bodyguard I*
SV 27 Bodyguard III 4 Bodyguard II*
L 41 Bodyguard's Sacrifice 1 reac
CR 43 Bolster Ally 1 stan
R 40 Bolstered Numbers 2 Recruit Enemy
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
GI 21 Bomb Thrower 1 Trained in Mechanics full
J 18 Bonded Mount 2 Charm Beast full x
CR 44 Born Leader 1 swif
F 50 Bothan Resources 2 Spynet Agent
C 45 Breach Cover 1
C 45 Breaching Explosive 1
SGD 29 Break Program 1 Trained in Use Computer
F 54 Bring Them Back 1
K 44 Brutal Attack 1 Weapon Focus
J 89 Brutal Unarmed Strike 2 Telekinetic Strike
L 29 Bugbite 1
GW 31 Bullseye 3 Sniper feat, Draw a
R 45 Bunker Blaster 1
F 92 Buried Presence 1 stan x
K 30 Burning Assault 2 Jet Pack Training stan
SGD 26 Burst Transfer 1
K 44 Call Out 2 Personal Vendetta
J 19 Call Weapon 1
SV 17 Cantina Brawler 1
R 43 Capture Droid 1 stan
F 103 Cargo Hauler 1
L 27 Cast Suspicion 1 swif
SV 14 Castigate 1 stan
J 21 Cause Mutation 2 Sith Alchemy x
UR 23 Champion 3 Warrior's Awareness, Warrior's Determination
CR 213 Channel Aggression 1 x
CR 213 Channel Anger 2 Channel Aggression swif x
J 16 Channel Energy 1 Negate energy reac x
J 18 Channel Vitality 1 swif
J 18 Charm Beast 1
CR 107 Charm Beast 1
CR 107 Charm Beast 1
K 27 Cheap Shot 2 Opportunistic Strike
GW 19 Cheap Trick 1 Trained in Deception n
F 24 Cleanse Mind 1 swif
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
CR 40 Clear Mind 1 y
GI 24 Clip 1
L 57 Cloak of Shadow 1 swif x
L 41 Close Contact 1
SV 25 Close Cover 2 Watch This
R 23 Close Maneuvering 1 swif
S 17 Close Scrape 1 reac
C 25 Close-Combat Assault 2 Recon Team Leader
J 18 Closed Mind 1
C 40 Close-Quarters Fighter 1
K 24 Collective Visions 1 Farseeing
F 103 Combat Repairs 1 full
J 21 Combat Trance 1
T 57 Combined Fire 1 Coordinated Attack
S 18 Combined Fire 1 swif
J 85 Combustion 1 Force Training swif x
CR 107 Command Beast 2 Charm Beast
CR 107 Command Beast 2 Charm Beast
UR 31 Commander's Prerogative 1 Trained in Initiative
C 26 Commanding Officer 1
GW 19 Commanding Presence 3 Tactical Savvy* stan
F 28 Commanding Presence 1 swif
K 42 Competitive Drive 1
K 42 Competitive Edge 1
F 47 Computer Language 1 Binary
F 47 Computer Master 1 n
C 26 Comrades in Arms 1
F 92 Conceal Another 2 Buried Presence
K 58 Conceal Force Use 1 swif
F 49 Concealed Weapon Expert 1 swif y
R 40 Concentrate All Fire 1
SV 34 Confounding Attack 3 Tangle Up*
CR 44 Connections 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 22 Consular's Vitality 1 swif
L 26 Consular's Wisdom 2 Adept Negotiator swif
C 53 Consumed by Darkness 1 swif
GI 25 Contingency Plan 1 reac
CR 212 Controlled Burst 1
CR 44 Coordinate 1 stan
GI 23 Coordinated Effort 3 Dedicated Protector*
UR 20 Coordinated Leadership 3 Born Leader, Coordinate
C 26 Coordinated Tactics 2 Commanding Officer
K 42 Corporate Clout 3 Impose Hes, Wrong Decision stan
L 45 Cortosis Defense 1
L 27 Cortosis Gauntlet Block 1 AP (light, medium)
L 45 Cortosis Retaliation 2 Cortosis Defense
SV 18 Counterpunch 1
F 45 Cover Bracing 1
GW 18 Cover Escape 1
CR 52 Cover Fire 2 Battle Analysis
L 41 Cover Your Tracks 1
F 42 Cower Enemies 2 Force Interrogation
SV 16 Cramped Quarters Fighting 3 Starship Raider*
F 49 Creeping Approach 1 Stealth skill swif
S 17 Crippling Hit 3 System Hit*
CR 213 Crippling Strike 2 Channel Aggression x
GI 21 Critical Skill Success 1
GI 23 Crowd Control 2 Entangler
J 17 Crucial Advice 1
SV 18 Crushing Assault 2 Weapon Specialization
SV 31 Cunning Distraction 1
SV 15 Cunning Strategist 3 Walk the Line* stan
L 29 Curved Throw 2 Bugbite swif
R 43 Custom Model 2 Improvised Device, Tech Specialist feat
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
J 87 Cycle of Harmony 2 Tyia Adept
CR 101 Damage Reduction 10 1 stan x
SV 31 Damaging Deception 2 Cunning Distraction stan
GI 25 Damaging Disarm 2 Ranged Disarm
F 24 Dampen Presence 1 swif
K 39 Dark Deception 1
CR 223 Dark Healing 1 stan x
K 40 Dark Healing Field 3 Improved Dark
CR 101 Dark Presence 2 Cha 13, Power of the Dark Side stan
L 55 Dark Preservation 2 Power of the Dark Side x
K 25 Dark Retaliation 2 Sentinel Strike x
CR 223 Dark Scourge 1
CR 223 Dark Side Adept 1 y
L 27 Dark Side Bane 2 Dark Side Sense
K 59 Dark Side Manipulation 1
CR 223 Dark Side Master 2 Dark Side Adept x n
J 16 Dark Side Savant 1 swif
CR 40 Dark Side Scourge 2 Dark Side Sense
CR 40 Dark Side Sense 1 y
J 17 Dark Side Talisman 1 full x
SV 27 Dash and Blast 1 Dual Weapon Mastery I, Running Attack full
CR 46 Dastardly Strike 1
SV 29 Deadly Repercussions 1
CR 216 Debilitating Shot 1
K 61 Deception Awareness 1
CR 216 Deceptive Shot 1 2swif
GI 24 Dedicated Guardian 3 Dedicated Protector*
GI 24 Dedicated Protector 2 Harms Way
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
UR 21 Deep Space Raider 3 Spacehound, Starship Raider
K 28 Deep-Space Gambit 1
C 56 Defense Boost 1 swif
L 27 Defensive Acuity 1
K 39 Defensive Circle 4 Battle Meditation, Block or Deflect, Jedi Battle Commander swif
F 47 Defensive Electronics 1
GW 21 Defensive Jab 2 Retaliation Jab
R 45 Defensive Measures 2 Safe Zone
GW 21 Defensive Position 2 Battle Analysis
L 30 Defensive Protection 1 reac x
CR 41 Deflect 1 reac *
CR 43 Demand Surrender 2 Presence stan
CR 52 Demolitionist 1
K 26 Demoralizing Defense 2 Noble Fencing Style reac
F 42 Deny Move 2 Reduce Mobility
CR 221 Deployment Tactics 1 move
L 43 Desperate Measures 2 Focus Terror swif
R 28 Destructive Ambusher 2 Ambush Specialist
GI 24 Detective 1
F 93 Detonate 1 Force blast x
CR 53 Devastating Attack 1
K 29 Devastating Melee Smash 2 Melee Smash
F 56 Device Jammer 1 full
L 41 Difficult to Sense 1 n
GW 20 Dig In 1 swif
C 41 Direct 1 stan
R 24 Direct Fire 2 Assault Gambit swif
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
SGD 28 Directed Action 1 stan
SGD 28 Directed Movement 1 move
F 28 Dirty Fighting 1
SV 14 Dirty Tactics 1 stan
K 47 Dirty Tricks 1 Deception skill 2swif
GI 23 Disarm and Engage
1
K 29 Disarming Attack 2 Impr Disarm, Int 13, Weapon Specialization*
J 91 Discblade Arc 1 full
CR 100 Disciplined Strike 1
L 42 Disciplined Trickery 1 reac y
CR 46 Disruptive 1 2swif
CR 44 Distant Command 2 Born Leader
J 91 Distant Discblade Throw 1 proficient discblade
J 17 Distracting Apparition 2 Manifest Guardian Spirit
K 44 Distracting Attack 2 Brutal Attack
SV 31 Distracting Shout 2 Cunning Distraction
L 27 Distress to Discord 1
CR 218 Djem So 1 x
CR 207 Dogfight Gunner 2 Expert Gunner
GI 20 Done It All 1 free x
C 22 Double Agent 1
SV 35 Double Up 3 Find an Opening*
K 40 Drain Force 2 Affliction reac
T 30 Drain Knowledge 1 stan x
GW 31 Draw a Bead 2 Precision Shot, swif
CR 52 Draw Fire 1 swif
SV 26 Dread 3 Hunter's Target* stan
C 43 Droid Defense 1 stan
J 79 Droid Duelist 1 swif x
C 45 Droid Expert 2 Repairs on the Fly
F 56 Droid Jammer 1 full
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 43 Droid Mettle 2 Droid Defense swif
F 103 Droid Smash 1
K 47 Dual Weapon Flourish I 1 Dual Weapon Mastery I, Weapon Finesse stan
K 47 Dual Weapon Flourish II 3 Dual Weapon Mastery I, II, Dual Weapon Flourish I, Master of Elegance, Weapon Finesse
F 102 Dull the Pain 1 Medical Droid full
SV 14 Dumb Luck 3 Knack, Lucky Shot stan
SGD 27 Durable 1
J 85 Earth Buckle 1 swif x
GW 19 Easy Prey 2 Cheap Trick
GW 32 Echani Expertise 1 BAB +10
J 20 Echoes of the Force 1
CR 44 Educated 1
F 27 Electronic Forgery 1 Use Computer
F 27 Electronic Sabotage 1 Use Computer stan
GI 24 Electronic Trail 2 Nowhere to Hide, trained Use Comp
CR 207 Elusive Dogfighter 1
CR 40 Elusive Target 1
CR 213 Embrace Dark Side 3 Channel Anger* y
F 54 Emergency Team 1
R 37 Empower Siang Lance 1 full x
CR 214 Empower Weapon 1 free x
C 23 Enemy Tactics 1
S 16 Engineer 2 Educated, Know (tech)
R 45 Enhance Cover 1 swif
J 75 Enhanced Danger Sense 1 *
F 47 Enhanced Manipulation 1 Dex 15
C 47 Enhanced Vision 1
GI 23 Entangler 1
L 26 Entreat Aid 1 swif x
J 18 Entreat Beast 2 Charm Beast swif
F 103 Environmentally Shielded 1
CR 101 Equilibrium 1 swif x
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
R 45 Escort Fighter 1 swif
R 40 Escort Pilot 1
J 18 Esoteric Technique 1
F 103 Etiquette 1
CR 50 Evasion 1
R 43 Excellent Kit 1
GI 21 Exceptional Skill 1 Trained in skill
CR 212 Exotic Weapon Mastery 1
K 44 Exotic Weapons Master 1 exotic Proficiency
J 75 Expanded Horizon 1 *
C 43 Expanded Sensors 1
L 47 Expedient Mending 2 Expert Shaper
SV 18 Experienced Brawler 3 Stunning Strike* stan
CR 52 Expert Grappler 1
CR 207 Expert Gunner 1
UR 23 Expert Rider 1 Trained in Ride n
L 47 Expert Shaper 1 y
CR 49 Expert Tracker 2 Acute Senses
C 42 Exploit Weakness 2 Assault Tactics
C 22 Exposing Strike 1 *
UR 21 Extended Ambush 2 Improved Stealth
F 42 Extended Critical Range (heavy) 1 BAB +10, WP (heavy)
F 42 Extended Critical Range (rifles) 1 BAB +10, WP (rifles)
UR 30 Extended Critical Range (simple
weapons)
1 WP (simple), BAB +10
UR 30 Extended Threat 1 Weapon Focus* of weapon
F 54 Extra First Aid 1
CR 50 Extreme Effort 1 2swif
F 57 Extreme Explosion 3 Skilled Demolitionist, Shaped Explosion
R 24 Face the Foe 1
R 26 Fade Away 1 reac
GI 22 Fade Out 1 Trained in Stealth
GW 31 Fall Back 1 Cha 13 move
UR 29 Familiar Enemies 1 Familiar foe special quality
UR 29 Familiar Situation 1 Familiar foe special quality
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
UR 29 Fast Attack Specialist 3 Expert Gunner, Quick Trigger*
S 16 Fast Repairs 1 Mechanics
F 27 Fast Talker 2 Art of Concealment
SV 26 Fear Me 4 Inspire Fear I & II, Attract Minion reac
F 29 Feared Warrior 2 Commanding Presence
CR 44 Fearless Leader 2 Born Leader swif
F 42 Fearsome 2 Notorious
C 23 Feed Information 1 swif
F 88 Feel the Force 1 stan x
GW 30 Ferocious Assault 2 BAB +12, Controlled Burst
K 60 Field Detection 1 Use the Force skill swif
CR 221 Field Tactics 2 Deployment Tactics move
SV 33 Fight to the Death 2 Bloodthirsty swif
SV 35 Find an Opening 2 Seize the Moment
R 25 Find Openings 1
SV 26 Findsman Ceremonies 1 Force Sensitivity y
SV 26 Findsman's Foresight 2 Findsman Ceremonies
C 26 Fire at Will 2 BAB+5, Commanding Officer full
SV 28 Flanking Foe 1 Dual Weapon Mastery I
SV 17 Flee 2 Long Stride stan
S 18 Fleet Deployment 1 Charisma 13 full
S 18 Fleet Tactics 2 Cha 13, Fleet Deployment stan
CR 107 Flight 2 Adept Spellcaster swif x
J 85 Fluidity 1 *
F 42 Flurry Attack 1
GW 33 Flurry of Blows 1
K 26 Fluster 2 Presence, Persuasion stan
L 43 Focus Terror 1 swif
C 53 Focused Attack 1 x n
C 40 Focused Force Talisman 2 Force Talisman
C 26 Focused Targeting 2 Comrades in Arms
F 29 Focused Warrior 1
J 73 Folded Space Mastery 1 Fold space
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
CR 46 Fool's Luck 1 stan x
GI 21 For the Cause 2 Make an Example
L 40 Force Blank 1
CR 107 Force Cloak 1 swif
CR 107 Force Cloak Mastery 2 Force Cloak
CR 223 Force Deception 1
K 57 Force Delay 1 Persuasion skill reac *
UR 33 Force Directed Shot 1 trained in Use the Force* swif
K 58 Force Direction 1 x
F 88 Force Exertion 1 Force Training reac
C 56 Force Fighter 1
K 52 Force Flow 1
CR 101 Force Focus 1 full
CR 218 Force Fortification 1 x
J 16 Force Harmony 1
CR 40 Force Haze 2 Clear Mind stan x
J 77 Force Immersion 2 Stealth, White Current Adept
F 43 Force Interrogation 1 free
CR 40 Force Intuition 1
K 58 Force Momentum 1 x
F 24 Force of Will 1 swif x
CR 101 Force Perception 1
CR 40 Force Persuasion 2 Adept Negotiator
CR 101 Force Pilot 1
CR 214 Force Power Adept 1 x n
CR 101 Force Recovery 2 Equilibrium
S 16 Force Reflexes 2 Starship Tactics, Force Pilot x n
J 79 Force Repair 1
K 39 Force Revive 3 Battle Meditation, Jedi Battle Commander reac x
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
J 87 Force Stabilize 2 Tyia Adept swif
K 53 Force Suppression 1 rebuke Force power
CR 214 Force Talisman 1 free x
K 38 Force Throw 2 Empower Weapon stan
CR 214 Force Treatment 1
C 41 Force Treatment 1
L 41 Force Veil 2 Difficult to Sense
K 40 Force Warning 1 y
F 24 Forceful Warrior 1
CR 101 Foresight 2 Force Perception x n
GW 18 Forewarn Allies 1
GW 31 Form Up 1 Cha 13 move
CR 214 Fortified Body 2 Equilibrium
CR 46 Fortune's Favor 1
GW 20 Forward Patrol 2 Watchful Step
L 27 Friend or Foe 2 Cast Suspicion reac
C 23 Friendly Fire 2 Enemy Tactics
SV 26 Frighten 3 Inspire Fear I, Attract Minion free
CR 50 Fringe Savant 1
GW 31 Full Advance 1 Cha 13 move
SGD 28 Full Control 4 Directed Action, Directed Movement, Remote Attack full
CR 207 Full Throttle 1
UR 20 Galactic Guidance 1 Trained in Knowledge (galactic lore)
CR 46 Gambler 1
L 30 Gang Leader 1
CR 101 Gauge Force Potential 2 Force Perception stan
GW 18 Get Down 1 reac
GI 20 Get into Position 1
C 25 Get Into Position 2 BAB+5, Recon Team Leader move
SV 29 Get Some Distance 3 Advantageous Positioning* stan
GW 20 Ghost Assailant 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
CR 47 Gimmick 1 swif
L 31 Grabber 1
R 23 Gradual Resistance 1
C 42 Grand Leader 1 swif
S 17 Great Shot 1
J 17 Greater Dark Side Talisman 2 Dark Side Talisman
CR 212 Greater Devastating Attack 2 Greater WF, Devastating*
C 40 Greater Focused Force Talisman 3 Focused Force Talisman*
CR 214 Greater Force Talisman 2 Force Talisman free x
CR 212 Greater Penetrating Attack 2 Greater WF, Penetrating*
CR 212 Greater Weapon Focus 1 Weapon Focus
K 61 Greater Weapon Focus (Fira) 1 Weapon Focus (Fira)
CR 218 Greater Weapon Focus 1 Weapon Focus
CR 212 Greater Weapon Specialization 2 Greater WF, Weapon Specialization*
CR 218 Greater Weapon Specialization 2 Weapon Specialization
J 14 Grenade Defense 1
GW 21 Grizzled Warrior 3 Seen It All*
L 42 Group Perception 1
GI 20 Guaranteed Boon 1 x
SV 28 Guaranteed Shot 1 Dual Weapon Mastery I
J 16 Guardian Spirit 1
C 22 Guardian Strike 1
L 41 Guard's Endurance 2 Ward
K 28 Guidance 1 Perception swif
R 23 Guiding Strikes 1 swif
CR 52 Gun Club 1
SV 28 Hailfire 1 Dual Weapon Mastery I
L 31 Hammerblow 1
T 95 Hard Target 2 Tough As Nails reac
GW 33 Hardened Strike 1
C 56 Hardiness 1 x
CR 52 Harm's Way 1 Initiative skill swif
GW 31 Harrying Shot 3 Pinning Shot*
L 42 Hasty Withdrawal 1 swif
J 79 Heal Droid 1 Vital transfer
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 41 Healing Boost 1 Vital transfer
GW 18 Heavy Fire Zone 2 Forewarn Allies swif
SGD 27 Heavy-Duty Actuators 1 Medium or larger size
C 53 Heightened Awareness 1 x
F 103 Helpful 1
SV 15 Hesitate 1 stan
SGD 29 Heuristic Mastery 1 Wis 15
K 29 Hidden Attacker 1 Stealth swif
C 25 Hidden Eyes 1
CR 49 Hidden Movement 2 Improved Stealth
F 27 Hidden Weapons 2 Art of Concealment move
SV 16 Hide in Plain Sight 3 Hidden Movement*
C 56 High Impact 1 swif
C 40 Higher Yield 1 Trained in Mechanics
GW 32 Hijkata Expertise 1
R 25 Hit the Deck 1
F 93 Hive Mind 1
GW 31 Hold Steady 1 Cha 13 stan
J 14 Hold the Line 1
S 16 Hot Wire 1 Mechanics
F 47 Hotwired Processor 1 swif
SV 16 Hunker Down 1 stan
C 25 Hunt the Hunter 1 stan
CR 208 Hunter's Mark 1
CR 208 Hunter's Target 2 Hunter's Mark free
CR 47 Hyperdriven 1
K 29 Hyperspace Savant 1 Pilot
F 25 Idealist 1 Cha 13
CR 43 Ignite Fervor 3 Bolster, Inspire Confidence free
C 40 Ignore Armor 1
T 53 Ignore Damage Reduction 2 Martial Arts I, Teras Kasi Basics
F 27 Illicit Dealings 1 n
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
K 52 Illusion (F87 & J14) 1 Mind Trick stan x
J 15 Illusion Bond 2 Illusion
K 58 Imbue Item 1 full x
J 77 Immerse Another 2 Stealth, White Current Adept *
R 23 Immovable 1 swif
SV 18 Impaling Assault 2 Weapon Specialization
C 41 Impart Knowledge 2 Skilled Advisor reac
CR 210 Impel Ally I 1 swif
CR 210 Impel Ally II 2 Impel Ally I 2swif
SV 27 Impel Ally III 3 Impel Ally II* 3swif
C 47 Impenetrable Cover 2 Maximize Cover
K 43 Impose Confusion 2 Impose Hesitation
K 43 Impose Hesitation 1 stan
CR 52 Improved Armored Defense 2 Armored Defense
S 17 Improved Attack Run 1
K 25 Improved Battle Meditation 2 Battle Meditation swif
C 22 Improved Consular's Vitality 2 Consular's Vitality
CR 224 Improved Dark Healing 2 Dark Healing stan x
K 60 Improved Force Sight 1 Force sight, Use the Force skill swif
C 41 Improved Healing Boost 2 Healing Boost*
CR 49 Improved Initiative 2 Acute Senses y
R 43 Improved Jury-Rig 1
F 43 Improved Lightsaber Throw 2 Lightsaber Throw stan x
SV 30 Improved Manipulating Strike 2 Manipulating Strike
CR 216 Improved Quick Draw 1
K 40 Improved Quick Draw 1 Quick Draw, WF (lightsabers)
K 39 Improved Redirect 3 Deflect, Redirect Shot
K 39 Improved Riposte 3 Block, Riposte
K 39 Improved Sentinel Strike 1
K 39 Improved Sentinel's Gambit 2 Sentinel's Gambit
SV 15 Improved Skirmisher 2 Skirmisher
GW 20 Improved Sneak Attack 2 Sneak Attack, PB Shot
SV 31 Improved Soft Cover 2 Innocuous swif
CR 49 Improved Stealth 1 y
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 40 Improved Stunning Strike 3 Stunning Strike
L 31 Improved Suppression Fire 1
F 28 Improved Surveillance 2 Surveillance
K 30 Improved Trajectory 2 Jet Pack Training
CR 43 Improved Weaken Resolve 3 Weaken Resolve* free
R 43 Improvised Device 1
J 21 Improvised Weapon Master 1
L 43 Incite Rage 1 swif
F 28 Incognito 2 Blend In n
CR 52 Indomitable 1 swif
F 88 Indomitable Will 1 stan x
J 15 Influence Savant 1 swif
F 25 Influential Friends 2 Connections
F 93 Infuse Weapon 1 full x
L 58 Initiate of Vahl 1
SV 31 Innocuous 1 swif
F 43 Inquisition 1
C 41 Insight of the Force 1
F 92 Insightful Aim 1 WP (pistols or rifles) swif x
C 44 Inspire Competence 2 Expanded Sensors swif
CR 44 Inspire Confidence 1 stan
CR 210 Inspire Fear I 1
CR 210 Inspire Fear II 2 Inspire Fear I
CR 210 Inspire Fear III 3 Inspire Fear I & II
CR 44 Inspire Haste 1 swif
C 23 Inspire Loyalty 1
SV 27 Inspire Wrath 3 Impel Ally II* stan
CR 44 Inspire Zeal 3 Ignite Fervor*
J 17 Instinctive Navigation 2 Force Pilot
F 25 Instruction 1 stan
UR 30 Instrument of the Force 1
F 45 Intentional Crash 1 Pilot
F 102 Interrogator 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
F 28 Intimate Knowledge 2 Surveillance stan
K 26 Intimidating Defense 2 Presence, Persuasion reac
C 47 Invisible Attacker 2 Maximize Cover
F 52 Ion Mastery 1
F 47 Ion Resistance 10 1
F 57 Ion Turret 2 Blaster Turret I stan
UR 31 Irregular Tactics 1 Share talent special quality
S 18 It's a Trap 1 reac
CR 218 Jar'Kai 3 Lightsaber Def, Niman
K 39 Jedi Battle Commander 2 Battle Meditation
F 42 Jedi Hunter 1
L 42 Jedi Network 1
J 20 Jedi Quarry 1 swif
K 30 Jet Pack Training 1
K 30 Jet Pack Withdraw 2 Jet Pack Training reac
CR 52 Juggernaut 2 Armored Defense
CR 207 Juke 2 Vehicular Evasion
CR 50 Jury-Rigger 1 y
SGD 28 Just a Droid 1
SGD 27 Just a Scratch 1 Equipped & proficient with medium or better armor
R 43 Just What Is Needed 1
CR 218 Juyo 2 BAB +10, Weapon Specialization* swif x n
CR 49 Keen Shot 2 Acute Senses
R 28 Keep It Going 2 Ambush Specialist free
CR 207 Keep It Together 1
SV 17 Keep it Together 2 Jury-Rigger
C 26 Keep Them at Bay 1
GW 31 Keep Them Honest 1 Careful Shot feat
SV 33 Keep Them Reeling 1 stan
R 28 Keep Them Reeling 2 Ambush Specialist swif
GI 22 Keep Together
1
CR 46 Knack 1 n
L 45 Knight's Morale 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
F 42 Knockback 1
CR 216 Knockdown Shot 1
J 14 Know Weakness 2 Adversary Lore
F 25 Know Your Enemy 1 swif
J 75 Knowledge and Defense 2 Enhanced Danger Sense
F 50 Knowledge is Life 2 Spynet Agent swif
F 50 Knowledge is Power 2 Spynet Agent swif
F 50 Knowledge is Strength 2 Spynet Agent swif
K 58 Knowledge of the Force 1 reac x
F 25 Known Dissident 2 Know Your Enemy stan
SGD 26 Known Vulnerability 1 Trained in Know (life sciences) free
K 60 Krath Illusions 2 Illusion swif
K 60 Krath Intuition 1 x
K 60 Krath Surge 1 swif
GW 33 K'tara Expertise 1
GW 33 K'thri Expertise 1
SV 15 Labyrinthine Mind 1 reac
R 45 Launch Point 2 Safe Zone
F 25 Lead by Example 1
UR 31 Lead by Example 1 Share talent special quality
R 24 Lead From the Front 2 Face the Foe
K 26 Leading Feint 2 Noble Fencing Style swif
GI 20 Leading Skill 1
GI 20 Learn from Mistakes
1
S 18 Legendary Commander 2 Cha 13, Int 13, Born Leader
J 73 Liberate 2 Aura of Freedom swif x
L 41 Lifesaver 2 Bodyguard's Sacrificereac
CR 41 Lightsaber Defense 1 swif
L 40 Lightsaber Evasion 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
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M
t
R
?
FP?:
MtR:
J 19 Lightsaber Form Savant 1 swif
J 19 Lightsaber Specialist 2 Masterwork Lightsaber
CR 41 Lightsaber Throw 1 stan
UR 31 Lingering Debilitation 2 Debilitating Shot
J 15 Link 1 stan
CR 107 Linked Defense 1 swif
SGD 27 Load Launcher 1
K 44 Lockdown Strike 1
UR 30 Long Call 2 Mystical Link *
CR 50 Long Stride 1
R 40 Lose Pursuit 1
R 24 Luck Favors the Bold 2 Face the Foe
CR 46 Lucky Shot 2 Knack n
K 27 Lucky Stop 2 Knack reac
K 60 Luka Sene Master 2 Field Detection, farseeing
R 25 Lure Closer 2 Trick Step move
C 44 Maintain Focus 1 swif
CR 218 Makashi 2 Lightsaber Defense
SV 16 Make a Break for It 3 Stellar Warrior* swif
GI 22 Make an Example
1
SV 18 Make Do 1
T 13 Malkite Techniques 1 stan
SV 18 Man Down 1 reac
K 38 Mandalorian Advance 1
K 38 Mandalorian Ferocity 1 Dex 13, proficient
K 38 Mandalorian Glory 1
J 17 Manifest Guardian Spirit 1 swif x
SV 30 Manipulating Strike 1
J 73 Many Shades of the Force 1 Force Training
C 47 Mark the Target 1 swif
J 89 Martial Resurgence 1
J 79 Mask Presence 1 swif
J 15 Masquerade 2 Illusion
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 41 Master Advisor 2 Skilled Advisor
GI 24 Master Defender 1
UR 29 Master Manipulator 2 Notorious, Skill Focus (Persuasion)*
GI 20 Master Manipulator 3
Get into Position,
Advanced Planning swif
L 47 Master Mender 2 Expert Shaper
CR 40 Master Negotiator 2 Adept Negotiator
K 47 Master of Elegance 2 Dual or Single Weapon Flourish I, Weapon Finesse
J 14 Master of the Great Hunt 1
CR 47 Master Slicer 2 Gimmick n
UR 30 Master's Orders 3 Impel Ally II* n
J 19 Masterwork Lightsaber 1 y
C 47 Maximize Cover 1
F 102 Mechanics Mastery 1
UR 23 Mechanized Rider 1 Trained in Ride & Pilot
SGD 26 Medical Analyzer 1 Medical droid, Trained in Know (life sciences)
F 102 Medical Droid 1
F 54 Medical Miracle 1 stan
L 31 Melee Assault 1
L 31 Melee Brute 1
L 31 Melee Opportunist 1
CR 52 Melee Smash 1
T 57 Mercenary's Determination 2 Mercenary's Grit free x
T 57 Mercenary's Grit 1 swif
T 57 Mercenary's Teamwork 2 Combined Fire*
J 18 Mind Probe 1 full
F 57 Mine Mastery 1
SV 14 Misplaced Loyalty 2 Dirty Tactics swif
K 39 Mobile Attack (lightsabers) 2 Multiattack Prof, Dual Weapon Mastery I, WF (lightsabers)
K 39 Mobile Attack (pistols) 2 Multiattack Proficiency (pistols)
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
F 24 Mobile Combatant 1 swif
GW 20 Mobile Combatant 3 Forward Patrol*
J 83 Mobile Whirlwind 2 Seyugi Cyclone
F 47 Modification Specialist 1
T 13 Modify Poison 2 Malkite Techniques
J 17 Motion of the Future 2 Force Perception swif
L 55 Move Massive Object 2 Telekinetic Power, move object x
F 52 Multiattack Proficiency 1
K 47 Multiattack Proficiency 1
K 45 Multiattack Proficiency (exotic 2 Exotic Weapons Master
CR 212 Multiattack Proficiency (heavy 1
CR 218 Multiattack proficiency
(lightsabers)
1
CR 216 Multiattack Proficiency (pistols) 1
L 41 Multiattack Proficiency (rifles) 1
CR 212 Multiattack Proficiency (rifles) 1
UR 30 Multiattack Proficiency (simple 1
SV 29 Murderous Arts I 1
SV 29 Murderous Arts II 2 Murderous Arts I
J 18 Mystic Mastery 1
UR 30 Mystical Link 1 stan
F 54 Natural Healing 1
UR 33 Negate and Redirect 1 Negate energy, trained in Use the Force*
CR 218 Niman 1
GW 21 Nimble Dodge 1
K 27 No Escape 2 Opportunistic Strike
K 27 Noble Fencing Style 1 Deception & Persuasion trained
R 40 Noble Sacrifice 2 Recruit Enemy
F 45 Nonlethal Tactics 1
CR 208 Notorious 1 n
CR 210 Notorious 1 n
CR 208 Nowhere to Hide 1 y
SV 26 Nowhere to Run 4 Nowhere to Hide, Hunter's Target*
SGD 26 Nuanced 1
T 13 Numbing Poison 2 Malkite Techniques
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
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P
?
M
t
R
?
FP?:
MtR:
UR 20 Oafish 1
L 45 Oath of Duty 1
R 45 Obscuring Defenses 2 Safe Zone
SGD 26 Observant 1
L 41 Old Faithful 1
SV 26 Omens 2 Findsman Ceremonies
SGD 26 On-Board System Link 1
CR 221 One for the Team 2 Deployment Tactics
R 43 Only the Finest 2 Black Market Buyer
SV 35 Opportunistic Defense 2 Uncanny Instincts
K 27 Opportunistic Strike 1
L 41 Opportunity Fire 1
L 41 Out of Harm's Way 1 move
UR 23 Out of Harm's Way 2 Harm's Way, trained in Initiative reac
K 47 Out of Nowhere 1 Deception skill, Weapon Finesse free
CR 221 Outmaneuver 3 Field Tactics* stan
SV 25 Outrun 1
UR 20 Outsider's Eye 1
UR 21 Outsider's Query 1 Trained in Persuasion
UR 29 Overcharged Shot 2 Expert Gunner swif
C 44 Overclocked Troops 2 Droid Defense swif
K 58 Past Visions 3 Visions
CR 53 Penetrating Attack 1 Weapon Focus
R 28 Perceptive Ambusher 2 Ambush Specialist
J 19 Perfect Attunement 2 Masterwork Lightsaber
J 18 Perfect Telepathy 1
SV 13 Persistent Haze 3 Force Haze*
K 27 Personal Affront 2 BAB +5, Noble Fencing Style reac
K 45 Personal Vendetta 1 swif
S 17 Personalized Modifications 1 stan
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 26 Phalanx 2 Watch Your Back
L 57 Phantasm 1 swif x
J 81 Physical Surge 1
SV 18 Pick a Fight 2 Cantina Brawler
UR 21 Piercing Hit 3 Acute Senses, Keen Shot
GW 31 Pinning Shot 2 Precision Shot
GI 25 Pistol Duelist
1
stan
J 75 Planetary Attunement 1 x
SGD 28 Power Boost 2 Power Surge
L 43 Power of Hatred 2 Incite Rage swif
CR 101 Power of the Dark Side 1 x
F 103 Power Supply 1
F 48 Power Surge 1 swif
F 26 Powerful Friends 3 Connections, Influential Friends
L 45 Praetoria Ishu 3 Block, Deflect
L 45 Praetoria Vonil 1 Weapon Focus (lightsabers)
R 24 Precise Direct 3 Redirect Shot
L 27 Precision 1 stan
L 40 Precision Fire 1
L 47 Precision Implant 1 stan
GW 31 Precision Shot 1 Far Shot feat
J 75 Precognitive Meditation 1 x
C 45 Prepared Explosive 1
J 20 Prepared for Danger 1
CR 43 Presence 1 stan
F 52 Preserving Shot 1
SV 35 Preternatural Senses 1 reac
GW 18 Prime Targets 1
K 38 Primitive Block 2 Empower Weapon *
C 45 Problem Solver 1 swif
K 61 Progenitor's Call 1
C 23 Protection 2 Double Agent stan
C 57 Protective Reaction 2 Akk Dog Master
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
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M
t
R
?
FP?:
MtR:
C 23 Protector Actions 2 Inspire Loyalty stan
F 103 Protocol 1
GI 22 Prudent Escape 1
J 18 Psychic Citadel 1
J 18 Psychic Defenses 2 Psychic Citadel
C 53 Psychometry 2 farseeing, Force Perception
SV 30 Pulling the Strings 1 stan
SV 25 Punch Through 1
C 23 Punishing Protection 2 Inspire Loyalty, BAB+5
GW 33 Punishing Strike 1
F 45 Pursuit 1 Dex 13 n
SGD 26 Quick Astrogation 1 Trained in Use Computer
UR 29 Quick Cuffs 1 Quick Draw swif
S 17 Quick Fix 1 Mechanics
J 19 Quick Modification 2 Masterwork Lightsaber
C 45 Quick Modifications 2 Tech Spec, Repairs on the Fly
L 30 Quick on Your Feet 1 reac
GW 19 Quick Strike 2 Cheap Trick
UR 23 Quick Study 2 Warrior's
CR 207 Quick Trigger 2 Expert Gunner
K 60 Quickseeing 1 farseeing, Use the Force skill free
UR 22 Quicktrap 3 Tripwire*
SV 33 Raider's Frenzy 1
SV 33 Raider's Surge 1 stan
CR 44 Rally 3 Distant Command* swif
CR 217 Ranged Disarm 1
SV 27 Ranged Flank 1 swif
UR 20 Rant 1 Trained in Persuasion
J 21 Rapid Alchemy 1 stan
C 40 Rapid Reload 1
K 26 Reactionary Attack 2 Born Leader, Persuasion
GI 22 Reactive Stealth 1 Trained in Stealth reac
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
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M
t
R
?
FP?:
MtR:
L 58 Reading the Flame 2 Initiate of Vahl n
L 30 Ready and Willing 1
R 23 Reap Retribution 1
J 89 Rebound Leap 1
K 39 Rebuke the Dark 1
R 23 Recall 1
J 91 Recall Discblade 1 proficient discblade free
GW 22 Reckless 2 Tested in Battle
C 25 Reconnaissance Actions 2 Recon Team Leader stan
C 25 Reconnaissance Team Leader 1
R 41 Recruit Enemy 1
CR 41 Redirect Shot 2 Deflect, BAB +5
F 42 Reduce Defense 1
F 42 Reduce Mobility 1
J 18 Regimen Aptitude 1 Force Regimen Mastery
S 18 Regroup 1 Cha 13 stan
C 44 Reinforced Commands 2 Droid Defense
CR 208 Relentless 3 Hunter's Target*
CR 207 Relentless Pursuit 1 n
GI 21 Reliable Boon 1 x
R 45 Relocate 2 Safe Zone swif
SGD 28 Remote Attack 1 stan
K 25 Renew Vision 1 swif
C 39 Renowned Pilot 1
F 47 Repair Self 1
C 45 Repairs on the Fly 1
J 87 Repel Discord 1 reac x
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
J 83 Repelling Whirlwind 2 Seyugi Cyclone
F 28 Reset Initiative 3 Improved Initiative, Initiative*
CR 40 Resilience 1 full
L 47 Resilience Implant 1 stan
C 56 Resist Enervation 1 x
CR 41 Resist the Dark Side 2 Dark Side Sense
F 45 Respected Officer 1
GI 20 Retaliation 2 Advanced Planning
GW 21 Retaliation Jab 1
UR 31 Retreating Fire 1 *
C 24 Retribution 1
GI 25 Revealing Secrets 2 Detective
L 58 Revelation 1 stan
CR 101 Revenge 3 Dark Presence*
GI 23 Reverse Strength 1
GI 22 Revolutionary Rhetoric
1
stan
SV 15 Ricochet Shot 3 Knack, Lucky Shot
J 77 Ride the Current 1 reac *
L 41 Rifle Master 1
R 43 Right Gear for the Job 1
K 25 Riposte 2 Block, BAB +5 reac
UR 33 Rising Anger 1 Force Sensitivity, Dark Side score 1+
UR 33 Rising Panic 1 Force Sensitivity, Dark Side score 1+
R 25 Risk for Reward 2 Find Openings reac
UR 29 Roll Out 2 Elusive Dogfighter n
L 41 Roll With It 3 Take the Hit*
R 40 Run Interference 2 Escort Pilot reac
SV 29 Ruthless 1
F 29 Ruthless 2 Dirty Fighting
CR 208 Ruthless Negotiator 2 Notorious
C 46 Sabotage Device 1 swif
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
R 45 Safe Passage 2 Escort Fighter move
R 45 Safe Zone 1 stan
SV 33 Savage Reputation 2 Bloodthirsty
C 41 Scholarly Knowledge 1 swif n
SGD 26 Science Analyzer 1 Trained in Know (life sciences) & (physical sciences)
SGD 26 Scomp Link Slicer 3 Any 2 talents from Slicer tree
SGD 29 Scripted Routines 1 BAB +5
GW 31 Search and Destroy 1 Cha 13 move
F 54 Second Chance 2 Steady Under
Pressure
CR 52 Second Skin 2 Armored Defense
R 26 Second Strike 2 Blast Back free
F 27 Security Slicer 1 Mechanics
L 29 Seducer 1 y
C 25 Seek and Destroy 2 Hidden Eyes
GW 22 Seen It All 2 Tested in Battle,
L 29 Seize Object 1 move
L 27 Seize the Moment 2 Distress to Discord reac
SV 35 Seize the Moment 1
UR 20 Self-Reliant 1
J 20 Sense Deception 1
UR 19 Sense Primal Force 1
K 25 Sentinel Strike 1
K 25 Sentinel's Gambit 1 swif
C 22 Sentinel's Observation 1 x
F 49 Set for Stun 1 2swif
CR 218 Severing Strike 1
J 83 Seyugi Cyclone 1
L 58 Shadow Armor 2 Cloak of Shadow swif
SV 16 Shadow Striker 3 Hidden Movement* stan
L 58 Shadow Vision 1 swif
F 57 Shaped Explosion 2 Skilled Demolitionist
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
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M
t
R
?
FP?:
MtR:
J 19 Share Force Secret 1 at least 1 Force Secretswif
J 20 Share Force Technique 1 at least 1 Technique swif
J 20 Share Talent 2 at least 1 from special stan x
CR 210 Shared Notoriety 2 Notorious y
C 47 Shellshock 2 Soften the Target
SV 27 Shelter 2 Attract Minion
K 40 Sheltering Stance 3 Block or Deflect, Vigilance
K 29 Shield Expert 1 AP (light)
R 37 Shield Gauntlet Defense 2 Siang Lance Mastery, BAB +7 reac
R 37 Shield Gauntlet Deflect 3 Shield Gauntlet Defense reac
R 37 Shield Gauntlet Redirect 4 Shield Gauntlet Defense, Shield Gauntlet Deflect, BAB +5
CR 218 Shien 2 Deflect, Redirect Shot
SV 29 Shift 1 move
CR 222 Shift Defense I 1 swif
CR 222 Shift Defense II 2 Shift Defense I swif
CR 222 Shift Defense III 3 Shift Defense I-II swif
C 53 Shift Sense 1 x
CR 219 Shii-Cho 3 Block, Deflect
L 41 Shoot from the Hip 1
J 14 Shoto Focus 1
J 19 Shoto Master 1
J 21 Shoto Pin 2 Block
C 40 Shoulder to Shoulder 1
GI 24 Shunt Damage 1
R 37 Siang Lance Mastery 1
F 93 Sickening Blast 1 Force blast
SV 17 Sidestep 2 Long Stride swif
F 42 Signature Item 1
UR 21 Silent Movement 1 Trained in Stealth
F 49 Silent Takedown 1 Stealth skill
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
J 79 Silicon Mind 1 reac x
UR 23 Simple Opportunity 1 WP (simple weapons)
J 89 Simultaneous Strike 1 BAB +5 stan
K 47 Single Weapon Flourish I 1 Double Attack, Weapon Finesse
K 47 Single Weapon Flourish II 3 Double Attack, Master of Elegance, Single Weapon Flourish I, Weapon Finesse
J 21 Sith Alchemy 1
K 41 Sith Alchemy 3 Dark Side Adept & Master full x
J 22 Sith Alchemy Specialist 2 Sith Alchemy x
C 56 Sith Reverence 1
F 50 Six Questions 2 Spynet Agent
GI 23 Sizing Up 1
GI 21 Skill Boon 1 Trained in skill
GI 21 Skill Confidence 2 Critical Skill Success*
F 48 Skill Conversion 1
CR 40 Skilled Advisor 1 full *
F 57 Skilled Demolitionist 1
L 47 Skilled Implanter 1 Biotech Surgery feat
GI 21 Skillful Recovery 1 Trained in skill
CR 46 Skirmisher 1
K 39 Slashing Charge 3 Block, Riposte, WF & WP (lightsabers)
C 24 Slip By 1
GW 20 Slip By 1
K 27 Slippery Strike 2 Strike and Run reac
UR 31 Slowing Shot 2 Debilitating Shot *
F 45 Slowing Stun 1
GW 19 Sly Combatant 3 Cheap Trick, Easy
Prey
stan
UR 29 Small Favor 2 Notorious, trained in Persuasion
SV 25 Small Target 1
L 41 Snap Shot 1
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
CR 46 Sneak Attack 1
SV 29 Sniping Assassin 1
SV 29 Sniping Marksman 2 Sniping Assassin
SV 29 Sniping Master 3 Sniping Marksman*
F 47 Soft Reset 1
J 81 Soft to Solid 1 reac x
C 47 Soften the Target 1 swif
CR 219 Sokan 2 Acrobatic Recovery
C 41 Soothe 1 Vital transfer
J 18 Soothing Presence 2 Charm Beast
CR 219 Soresu 3 Block, Deflect
SV 15 Sow Confusion 2 Hesitate stan
CR 47 Spacehound 1
J 73 Spatial Integrity 1 reac x
L 47 Speed Implant 1 stan
UR 22 Speedclimber 3 Long Stride, Surefooted, Trained in Climb
CR 44 Spontaneous Skill 2 Educated
C 25 Spotter 1 move
R 28 Spring the Trap 1
CR 50 Sprint 1
F 50 Spynet Agent 3 Bothan, or 2 talents from Infiltration
C 26 Squad Actions 2 Commanding Officer stan
L 31 Squad Brutality 1
L 31 Squad Superiority 1
S 18 Squadron Maneuvers 2 Cha 13, any other Ace talent stan
S 18 Squadron Tactics 2 Wis 13, Starship Tact, Squadron Maneuvers*
L 42 Stalwart Subordinates 1
CR 47 Starship Raider 2 Spacehound
GW 33 Stava Expertise 1 y
R 41 Stay in the Fight 2 Recruit Enemy
L 42 Stay in the Fight 2 Stalwart Subordinatesswif
F 54 Steady Under Pressure 1 n
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
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M
t
R
?
FP?:
MtR:
L 42 Stealthy Withdrawal 2 Hasty Withdrawal
L 40 Steel Mind 1
F 24 Steel Resolve 1
CR 47 Stellar Warrior 2 Spacehound
C 26 Stick Together 2 Comrades in Arms move
J 87 Stifle Conflict 1
SV 18 Stinging Assault 2 Weapon Specialization
GW 21 Stinging Jab 1
L 28 Stolen Advantage 2 Cast Suspicion reac
T 81 Stolen Form 1 Any force technique, WF lightsabers
L 47 Strength Implant 1 stan
C 40 Strength in Numbers 1
L 45 Strength of the Empire 2 Knight's Morale
K 28 Strike and Run 1 reac
L 31 Strong Grab 1
L 40 Strong-Willed 1
F 57 Stun Turret 2 Blaster Turret I stan
GW 21 Stunning Shockboxer 2 Stinging Jab
CR 52 Stunning Strike 2 Melee Smash
C 24 Stymie 1 swif
SV 18 Sucker Punch 1
J 83 Sudden Storm 2 Seyugi Cyclone x
SV 15 Sudden Strike 3 Skirmisher, Sneak Attack
GW 19 Summon Aid 2 Get Down reac
SGD 26 Supervising Droid 3 Observant, 1 from
J 15 Suppress Force 2 Influence Savant, mind trick reac
CR 50 Surefooted 1
SV 17 Surge 2 Long Stride swif
C 53 Surge of Light 1 swif
F 27 Surprise Strike 1
L 29 Surprising Weapons 1
UR 22 Surprisingly Quick 1 Skill Focus (Initiative)*
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
J 77 Surrender to the Current 1 swif
F 28 Surveillance 1 Perception full
R 26 Swerve 2 Fade Away reac
SGD 28 Swift Droid 3 2 talents from Autonomy tree
CR 101 Swift Power 2 Power of the Dark Side
UR 31 Swift Shot 1
SV 17 Swift Strider 3 Sidestep*
L 58 Sword of Vahl 2 Initiate of Vahl
S 17 Synchronized Fire 2 Expert Gunner
CR 207 System Hit 2 Expert Gunner
CR 222 Tactical Edge 1 swif
GW 19 Tactical Savvy 2 Born Leader
SV 27 Tactical Superiority 1 2swif
SV 27 Tactical Withdrawal 1 2swif
GW 33 Tae-Jitsu Expertise 1
SV 26 Tag 3 Hunter's Target*
K 39 Taint of the Dark Side 2 Dark Deception
L 41 Take the Hit 2 Bodyguard's Sacrifice
SV 33 Take Them Alive 1
F 45 Takedown 1
SGD 26 Talkdroid 1 Trained in Persuasion
SV 35 Tangle Up 2 Uncanny Instincts stan
SGD 27 Target Acquisition 1 swif
SGD 27 Target Lock 2 Target Acquisition
SV 26 Target Visions 2 Findsman Ceremonies
F 103 Targeting Package 1 2swif
SGD 28 Task Optimization 1
R 41 Team Recruiting 2 Recruit Enemy
C 46 Tech Savant 1 trained in Know (tech)stan
CR 100 Telekinetic Power 1
F 88 Telekinetic Prodigy 2 Telekinetic Savant
L 40 Telekinetic Resistance 1
CR 100 Telekinetic Savant 1 swif
L 55 Telekinetic Stability 1 x
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
J 89 Telekinetic Strike 1
J 89 Telekinetic Throw 1 Throw feat
J 91 Telekinetic Vigilance 1 Intercept swif
K 53 Telepathic Influence 2 Telepathic Link*
J 18 Telepathic Intruder 1
K 53 Telepathic Link 1 Use the Force swif
J 83 Tempest Tossed 2 Seyugi Cyclone
SV 26 Temporal Awareness 2 Findsman Ceremonies
T 53 Teras Kasi Basics 1 Martial Arts I
T 53 Teras Kasi Mastery 2 MA I-III, Teras Kasi Basics
UR 23 Terrain Guidance 1 Trained in Ride swif
SV 27 Terrify 4 Inspire Fear II, Frighten* stan
GW 22 Tested in Battle 1
C 53 The Will to Resist 1 reac
C 24 Thrive on Chaos 2 Advantageous Opening
F 43 Thrown Lightsaber Mastery 3 Improved & Lightsaber Throw
J 85 Thunderclap 1 Bantha Rush, Force Training
CR 49 Total Concealment 3 Hidden Movement*
CR 53 Tough as Nails 1 swif
CR 47 Trace 1
F 28 Traceless Tampering 1
GW 21 Trailblazer 1 Trained in Survival swif
CR 219 Trakata 2 BAB +12, Weapon Specialization* 2swif
J 16 Transfer Essence 1 Dark Side Score = Wis
J 20 Transfer Power 1 Force Training feat stan
K 27 Transposing Strike 2 Noble Fencing Style, BAB +5
SV 32 Treacherous 3 Improved Soft Cover*
SGD 26 Triage Scan 1 Trained in Treat Injury, medical droid stan
C 47 Triangulate 2 Enhanced Vision y
R 26 Trick Step 1 swif
CR 217 Trigger Work 1
UR 22 Tripwire 2 Jury-Rigger, trained in Mechanics stan
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
L 28 True Betrayal 3 Friend or Foe* stan
CR 44 Trust 3 Born Lead, Coordinatestan
GI 20 Try Your Luck 1
UR 31 Turn the Tide 3 Command full
F 57 Turret Self-Destruct 2 Blaster Turret I
SV 28 Twin Shot 1 Dual Weapon Mastery I, Rapid Shot
J 21 Twin Weapon Mastery 1
J 21 Twin Weapon Style 1 stan
SV 14 Two-Faced 3 Misplaced Loyalty*
UR 30 Two-For-One Throw 1 Weapon Focus (simple weapons)* stan
J 87 Tyia Adept 1 swif x
SGD 29 Ultra Resilient 1 reac
T 53 Unarmed Counterstrike 3 MA I-II, Unarmed Parry, Teras Kasi Basics
T 53 Unarmed Parry 2 MA I-II, Teras Kasi Basics
CR 52 Unbalance Opponent 2 Expert Grappler
L 30 Unbalancing Adaptation 2 Adapt and Survive
C 42 Uncanny Defense 1
CR 49 Uncanny Dodge I 3 Improved Initiative*
CR 49 Uncanny Dodge II 4 Uncanny Dodge I*
SV 35 Uncanny Instincts 1
SV 15 Uncanny Luck 3 Knack, Lucky Shot
J 20 Unclouded Judgment 2 Sense Deception reac x
T 13 Undetectable Poison 2 Malkite Techniques
C 23 Undying Loyalty 2 Inspire Loyalty
SV 15 Unlikely Shot 3 Knack, Lucky Shot n
SV 14 Unreadable 1
C 26 Unrelenting Assault 2 Melee Smash
SV 27 Unsavory Reputation 5 Inspire Fear I-III, Notorious
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
C 22 Unseen Eyes 3 Force Haze*
F 43 Unsettling Presence 2 Force Interrogation stan x
K 45 Unstoppable 1
R 25 Unwavering Ally 1 swif
SV 27 Urgency 3 Impel Ally II* 3swif
CR 219 Vaapad 3 BAB +12, Juyo*
L 58 Vahl's Brand 2 Empower Weapon
L 58 Vahl's Flame 2 Initiate of Vahl swif
F 92 Vanish 1 swif
S 17 Vehicle Focus 1 Wis 13
F 102 Vehicle Mechanic 1 3swif
K 29 Vehicle Sneak 1 Pilot
C 46 Vehicular Boost 1 stan
CR 207 Vehicular Evasion 1
L 29 Veiled Biotech 1 Trained in Stealth
T 13 Vicious Poison 2 Malkite Techniques
C 56 Victorious Force Mastery 1
K 40 Vigilance 1 swif
C 24 Vindication 2 Retribution
SV 16 Virus 2 Electronic Sabotage*
K 24 Visionary Attack 2 WatchCircle Initiate* reac
K 25 Visionary Defense 2 WatchCircle Initiate* reac
CR 101 Visions 2 farseeing, Force Perception swif x
J 17 Vital Encouragement 1 free
CR 46 Walk the Line 2 Disruptive stan
J 81 Wan-Shen Defense 1 proficient Wan-shen swif
J 81 Wan-Shen Kata 1 proficient Wan-shen
J 81 Wan-Shen Mastery 1 stan
L 41 Ward 1 swif
B
O
O
K
P
A
G
E
TALENT
T
I
E
R
PREREQUISITES
A
C
T
F
P
?
M
t
R
?
FP?:
MtR:
UR 23 Warrior's Awareness 1
UR 23 Warrior's Determination 1 reac *
UR 21 Wary 2 Outsider's Eye,
trained in
Perception
SV 26 Watch This 1
C 26 Watch Your Back 1
K 25 WatchCircle Initiate 1 Farseeing reac x
GW 21 Watchful Step 1
K 40 Watchman's Advance 2 Force Warning
K 61 Waveform 1 swif
K 28 Weak Point 3 Keen Shot* swif
CR 43 Weaken Resolve 2 Presence free
SV 15 Weakening Strike 2 Dastardly Attack
CR 44 Wealth 1
SV 27 Wealth of Allies 2 Attract Minion
C 40 Weapon Shift 2 Gun Club
CR 53 Weapon Specialization 1 Weapon Focus
J 91 Weapon Specialization
(discblade)
1 Weapon Focus, proficient discblade
CR 41 Weapon Specialization
(lightsaber)
1 Weapon Focus stan
SGD 27 Weapons Power Surge 1 free
C 40 Whirling Death 3 Unrelenting Assault*
J 77 White Current Adept 1
CR 224 Wicked Strike 2 Weapon Focus, Weapon Specialization x
J 18 Wild Sense 2 Charm Beast swif
K 43 Willful Resolve 1
F 25 Willpower 2 Inspire Confidence swif
J 85 Wind Vortex 1 swif x
S 17 Wingman 1 Wis 13 swif
R 40 Wingman Retribution 2 Escort Pilot reac
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K 43 Wrong Decision 1
GW 33 Wrruushi Expertise 1
R 45 Zone of Recuperation 2 Safe Zone
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BENEFIT CLASS
TREE
if exceed Ref Def by 5 or more deal +1 die dam, per melee group Elite Trooper Melee Specialist
DC 20 Acrobatics to not fall prone Jedi Jedi Guardian
when you use Force Delay, grant 1 ally in 6sq & LOS to trade a move action for a stan action Force-Using Traditions Jal Shey
reroll Perception Scout Awareness
when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn Scout Versatility
with aid another on a Mechanics, Pilot or Use Computer add +5 not +2 Droid Second-Degree Droid
Persuasion check v. Will Def (+5 bonus if opp higher level), moves -1 down track, if at end, cannot attack Jedi Jedi Consular
reroll any force power as a full-round action Force-Using Traditions Dathomiri Witch
1/encounter adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target
moves -3 down track & needs rest or surgery)
Shaper Implant
if not surprised can use Spotter even in surprise round Scout Surveillance
Before combat, choose willing one ally in LOS, swap initiative results Noble Master of Intrigue
when ally or opponent in LOS rolls nat 1 on atk, make atk against single target Scoundrel Opportunist
opponent you're flanking is considered flat-footed Assassin Assassin
+5 Atk with Atk of Opp with melee Melee Duelist Melee Duelist
Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def Jedi Jedi Consular
when you damage an opponent with a Force power, opponent takes +2d6 dam at start of next turn Sith Apprentice Sith
when you damage an opponent with lightsaber, can take 10 on Persuasion checks Jedi Jedi Consular
1/enc make a free charge when you take a Second Wind Scout Unpredictable
your akk dog follower gains Powerful Charge feat Force-Using Traditions Korunnai Adept
gain 1 akk dog follower w/Power Attack feat, your force powers can target akk dog (one toward max) Force-Using Traditions Korunnai Adept
if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR, akk dog can charge (both -
5 atk & replaces charge mod), if you hit akk dog +2 next atk v. target
Force-Using Traditions Korunnai Adept
when a readied action is triggered Initiative does not change Infiltrator Infiltration
if you hit an opponent that has not yet acted, add +2 dice dam Elite Trooper Republic Commando
if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better Noble Disgrace
if not surprised you can treat first round of combat as surprise round to activate talents etc. In surprise round Soldier Ambusher
1/rnd as reaction to enemy in LOS moving, grant 1 ally in LOS to move their spd as free Noble Anticipation
add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours Jedi Knight Jedi Instructor
Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def Imperial Knight Knight's Armor
max Dex bonus is +1 Soldier Armor Specialist
1/encounter add armor bonus to Ref Def to thresh until end of encounter Imperial Knight Knight's Armor
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
also gain DR = 2 x armor's equipment bonus to Fort Def Imperial Knight Knight's Armor
Ref Def bonus = either heroic level or armor bonus Soldier Armor Specialist
when you use Ward add one-half your armor bonuses to ally's Ref Def Elite Trooper Protection
add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR Elite Trooper Mandalorian Warrior
treat as AP (heavy) Master Privateer Privateer
Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn, FP for end of enc Noble Exile
Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif Scoundrel Smuggling
1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other Noble Gambling Leader
DC15 Tactics, designate single object or creature, allies that can hear you, +d6 dam until next turn Officer Military Tactics
Lose competence bonuses on 1 skill to roll 2 dice keep better Noble Superior Skills
+2 all Def until end of encounter or until you attack Force Sensitive Light Side
may add Dex mod on damage or double Dex bonus if two-handed instead of Str Jedi Knight Lightsaber Forms
attracts nonheroic character 3/4 your level, multiple Crime Lord Mastermind
attracts nonheroic character 3/4 your level, multiple Master Privateer Privateer
Attract Minion with NH level = to your character level Crime Lord Mastermind
armor bonus +2, Dex bonus improves +1 Force-Using Traditions Jensaarai Defender
+1 Atk with melee weapon Force Adept Force Item
when you roll nat 20 on attack v. opp with Dark Side 1+ can activate any power with [light side] Force Sensitive Light Side
+5 on skill or grapple checks to all allies w/in 6 sq, can spend FP to negate an ally moved against will Force-Using Traditions Aing-Tii Monk
can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon Soldier Weapon Specialist
DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP Droid Commander Droid Commander
until end of encounter all squares within 2sq are difficult terrain for enemies Force Sensitive Alter
1/encounter turn a critical hit into a normal hit Scoundrel Fortune
1/turn when you flank treat them as flat-footed for 1 atk Scoundrel Misfortune
1/enc each: 1. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam, 2. swif grant allies w/in 12sq & Noble Exile
if you move up track, gain hp = 5 + HL Force-Using Traditions Bando Gora Captain
reroll Persuasion to haggle Scout Fringer
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp Soldier Commando
allies within 6 squares get +1 Atk for encounter if within 6 squares Jedi Jedi Guardian
1/enc each on mount: 1. if use mount as cover can make 1 atk, 2. if use mount as cover gain improved cover - if Scout Mobile Scout
first aid as stan not full Medic Advanced Medicine
when successfully use Treat Injury to administer First Aid target also moves +1 up track Soldier Veteran
with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon Soldier Brawler
can use mind trick on beast Int 2 or less, cannot perform or understand complex directions Force Sensitive Control
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
Deception v. Will Def can move through threatened area without Atk of Opp, counts as 2 squares Scoundrel Misfortune
designate a single target, +5 Atk with an attack run Ace Pilot Squadron Leader
if successfully attacked, Use the Force v. attack to add Cha mod to Ref Def Force-Using Traditions Believer Disciple
each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac Noble Inspiration
1/encounter +5 bonus to one Def until start of your next turn Scoundrel Fortune
+1 die dam with Improvised Device Improviser Improviser
reroll Knowledge (life sciences) or Treat Injury to use or repair biotech Scoundrel Yuuzhan Vong Biotech
can make modifications in half time & half cost, can take 10 on Mechanics check Shaper Shaper
automatically locate black market merchant Improviser Procurement
1/rnd when damaged by area atk, make an atk v. source if have LOS & range Scout Unpredictable
with a single attack with an advanced melee weapon make a free pistol attack Master Privateer Privateer
treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus) Master Privateer Privateer
make full attack as stan if you attack with both Master Privateer Privateer
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent Saboteur Turret
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq Saboteur Turret
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10, 3d8 dam fires twice, remote 12sq Saboteur Turret
When adjacent to two creatures gain concealment against non adjacent targets. Noble Master of Intrigue
Stealth replaces Deception for a deceptive appearance, considered trained Scout Spy
ignore penalties v. concealment or total concealment Gunslinger Gunslinger
with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2 Ace Pilot Expert Pilot
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated Jedi Lightsaber Combat
perform coup de grace as move, if kill with coup de grace all allies in LOS +2 Atk for encounter Master Privateer Piracy
push target 1 square if you exceed target's threshold Gunslinger Carbineer
ignore cover with character-scale ranged attacks aboard a starship or space station Master Privateer Privateer
add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease Force-Using Traditions Matukai Adept
1/turn redirect attack to attracted minion Crime Lord Mastermind
1/turn redirect attack to attracted minion, minion +Ref Def = half your class level Crime Lord Mastermind
1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker Crime Lord Mastermind
take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn Elite Trooper Protection
+1 up condition track & hp = their level if under half HP Noble Inspiration
if successfully Recruit Enemy, allies gain +2 atk until end of enc Officer Rebel Recruiter
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
+5 to Mechanics checks for handling explosives & create frag grenade from spare parts Scoundrel Revolutionary
mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses Force Adept Beastwarden
once per encounter, all allies +1 Atk, if in LOS and if N conscious Noble Leadership
DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75% Infiltrator Bothan Spynet
ignore cover if you fire or throw a weapon with burst or splash Military Engineer Military Engineer
ignore threshold of doors & walls when using mines & non-grenade explosives Military Engineer Military Engineer
Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus Independent Droid Elite Droid
revivify on a target that has died a number of rounds = half heroic level Medic Advanced Medicine
if you do dam over thresh add +1 die dam Gladiator Gladiatorial Combat
reroll any damage dice that has a "1" as a result Force-Using Traditions Warden of the Sky
+1 die damage with razor & thud bugs Scoundrel Yuuzhan Vong Biotech
1/enc designate 1 target in you aimed at not in PB, with ranged atk target denied Ref to Def Gunslinger Sharpshooter
if adjacent to object that provides cover to target you can aim at target as move action Pathfinder Pathfinder
immune to Force detection for 1 hour, may use as a reac v. Sense Force Force-Using Traditions Agent of Ossus
expend a charge as an attack, treat as flame thrower, not while flying Soldier Rocket Jumper
double data sent in a rnd & cut Access Info time in half with Use Computer to find info Droid Second-Degree Droid
as Personal Vendetta but designate one opponent to be -5 Atk Gladiator Gladiatorial Combat
call & ignite a lightsaber you built as a free action if in LOS Jedi Knight Jedi Artisan
if flanked +2 on unarmed attack & damage Soldier Brawler
1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 up track & d8 hp & friendly Improviser Improviser
double carrying capacity & +5 to Str-based skill checks Droid Fifth-Degree Droid
one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn Noble Provocateur
Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn Noble Disgrace
transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL Sith Apprentice Sith Alchemy
1/enc each: 1. w/2nd Wind +1 track & remove fear/mind effects & normal, 2. when hit & dam target over thresh Soldier Warrior
Atk vs. flanked opp or one denied Dex to Def, extra dam = 1d6 per class lvl (10d6 max Force Adept Dark Side Devotee
+2 melee Atk & damage for rounds equal to 5 + Con mod, then move down one on track, no patience Force Adept Dark Side Devotee
convert energy to activate any power in your suite Force Sensitive Control
move -1 down track to gain 1 Force Point until the end of your turn Force Adept Mystic
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply Force Adept Beastwarden
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply Force-Using Traditions Dathomiri Witch
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply Force-Using Traditions Felucian Shaman
once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range Scoundrel Run and Gun
when you use Deception to feint against an enemy w/in 6sq you can roll twice Scoundrel Brigand
once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS Jedi Jedi Consular
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
may reroll Use the Force check to avoid detection Jedi Jedi Sentinel
when ramming take damage as though your ship is 2 sizes smaller, rammed ship is normal damage Ace Pilot Expert Pilot
until end of encounter when you move 3 sq from start you gain concealment from all targets Force-Using Traditions Disciple of Twilight
PB range increased by 5 sq, Short range begins 5 sq later but ends at same distance Gunslinger Carbineer
if you occupy the same space as a larger vehicle +5 cover bonus Ace Pilot Blockade Runner
1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent Jedi Jedi Guardian
Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit) Ace Pilot Expert Pilot
each follower gains PB Shot feat Scout Reconnaissance
mind-affecting effects must be rolled twice against you taking the lower result Force Adept Mystic
if adjacent or in same sq, +1 melee atk Elite Trooper Melee Specialist
other Force-users with farseeing can aid another as a reac within 6sq Jedi Jedi Consular
1/day use Mechanics to repair self instead of 1 hour Droid Fourth-Degree Droid
battle strike applies to the first attack you make each round until the end of the encounter Jedi Knight Jedi Weapon Master
+2 dam against targets damaged by an ally since end of your last turn Soldier Mercenary
designate single vehicle, object or creature in LOS, extra die for batteries every 2, not 3 on roll with tactical fire, Officer Naval Officer
+1d6 fire dam to any force power that affects a single target & catches it on fire Force-Using Traditions Shapers of Kro Var
treat animal as domesticated and can Ride Force-Using Traditions Dathomiri Witch
treat animal as domesticated and can Ride Force-Using Traditions Felucian Shaman
after surprise rnd take your turn before allies but must share talent (special quality, Commando, Leadership or Officer Military Tactics
gain 1 follower with AP feat & WP (rifles), can be taken max 3 times Soldier Squad Leader
each 1/enc make ranged or melee atk for 1. if hits all allies w/in 6sq +2 to all Def until end of next turn, or 2. if Noble Leadership
once per encounter all enemies -2 Will Def, Persuasion is now a class skill Soldier Mercenary
once per encounter reroll one Wis Int or Cha based skill except Use the Force Corporate Agent Corporate Power
when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw Corporate Agent Corporate Power
Persuasion replaces Use Computer, considered trained Independent Droid Specialized Droid
reroll opposed Use Computer checks Independent Droid Specialized Droid
if within 3 sq of ally, +1 atk Soldier Trooper
you can use Buried Presence or Vanish on one extra person Force-Using Traditions Agent of Ossus
with Use the Force to make a Deception check to conceal the effects of your Force use Force-Using Traditions Keetael
1/round with unarmed, hold-out, dagger or vibrodagger reroll attack Infiltrator Infiltration
+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk Ace Pilot Wingman
1/encounter forgo extra move to atk, if hit & dam with melee you switch places with opponent Outlaw Outlaw
acquire equipment, CLx1000 credits, reduce black market multiplier by 1 Noble Lineage
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn Jedi Jedi Consular
1/encounter 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def Jedi Jedi Consular
take -5 to Will Def for +2 Atk Force Sensitive Dark Side
1/enc move your speed when you fail an attack, skill, or opposed check Crime Lord Mastermind
autofire or Burst Fire penalty reduced to -2, if you brace, no penalty Elite Trooper Weapon Master
all allies in LOS get +1 with aid another, +5 max Noble Leadership
+2 damage when aiding your Dedicated Protector on an atk Soldier Commando
1 talent from Leadership tree stacks w/bonuses from others Noble Leadership
each follower gains Coordinated Attack feat Soldier Squad Leader
1/encounter Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies Corporate Agent Corporate Power
+2 on opposed unarmed melee attack roll v. lightsaber Imperial Knight Knight's Armor
can use Block with cortosis gauntlets, deactivates lightsabers on successful Block Jedi Lightsaber Combat
when you successfully parry lightsaber atk you may make immediate atk v. attacker Imperial Knight Knight's Armor
if fight defensively any adjacent creature provokes an attack of opportunity Soldier Brawler
brace autofire weapon with one swif if near an object that provides you with cover from target squares Enforcer Enforcement
when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO Jedi Jedi Guardian
with a ranged attack, allies w/in 6 squares get +1 Def until your next turn Soldier Commando
Gather Information checks against you are -5 Jedi Knight Jedi Refugee
Persuasion to intimidate 6sq cone not single target. Force Adept Imperial Inquisitor
Ref Def +2 when adjacent to obstacle or barrier Scoundrel Spacer
designate unaware target in 12sq, until next turn target may not make Perception against you Infiltrator Infiltration
if Atk moves ship down track, target loses: hyperdrive, weapon, or communications Ace Pilot Gunner
on a Crit, can reduce target speed by half until fully healed Force Adept Dark Side Devotee
When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free Noble Superior Skills
Grab 2 adjacent targets at once Soldier Brawler
1/encounter reroll failed skill check with +2 Force Sensitive Guardian Spirit
if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter Soldier Weapon Specialist
if you feint in combat you can move half your speed Charlatan Trickery
each 1/enc after you Atk: if dam target -5 Ref, or target -2 spd, v. 2 opp w/in 2sq -5 Atk but 1 dam roll Scoundrel Misfortune
ignore cover (not total) with razor & thud bugs Scoundrel Yuuzhan Vong Biotech
add one modification from Tech Specialist of Improvised Device & does not affect value of item Improviser Improviser
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod Force-Using Traditions Tyia Adept
DR 10 for one minute Force Sensitive Control
Deception v. Will Def in LOS, the next attack by your ally against the target deals +2 dice damage Charlatan Trickery
When you disarm with a ranged attack, deal half damage Gunslinger Gunslinger
Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level) Jedi Jedi Sentinel
with attempts to sense you with force you can act as if Dark Side = Wis, Deception is a class skill Jedi Knight Jedi Shadow
life from creature w/in 6 squares, ranged Atk v. target's Fort Def, deals & heals d6 dam per class level Sith Apprentice Sith
life from 3 creatures w/in 12sq, 1/encounter UtF if = Fort target d6 dam per class level & you heal half if attack Sith Apprentice Sith
you and allies within 6 squares +1 Def until end of encounter as long as conscious Force Sensitive Dark Side
increase Dark Side Score by one to stop moving down track Force Sensitive Dark Side
once an encounter activate a force power as a reaction if targeted by dark side power Jedi Jedi Sentinel
+1 Atk v. Jedi Sith Apprentice Sith
reroll any Dark side skill Sith Apprentice Sith
damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1) Jedi Jedi Sentinel
1/encounter when you spend a Force Point & get a dark side point, treat the FP as if rolled the max Force-Using Traditions The Krath
reroll any Dark side skill Sith Apprentice Sith
1/encounter return one dark side power to suite without Force Point Force Sensitive Dark Side
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1) Jedi Jedi Sentinel
may reroll Use the Force check to sense Dark Side Jedi Jedi Sentinel
+2 on one Def against light-side powers Force Adept Dark Side Devotee
1/encounter with two pistols can move twice your speed & attack with each Gunslinger Pistoleer
Atk against opp denied Dex to Def moves -1 down track Scoundrel Misfortune
when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn Assassin Genohardan
aim before attacking moves target one down track if attack deals damage Gunslinger Gunslinger
Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained Force-Using Traditions Order of Shasa
target in LOS & 6 squares, Deception v. Will, remove Dex to Def until next turn Gunslinger Gunslinger
1/enc each for Dedicated Protector: 1. swif to grant Evasion & if has Evasion dam is 1 die less, 2. move down Soldier Commando
1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent Soldier Commando
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/enc each: 1. fighting aboard a starship as stan w/ranged atk if hit next turn target must move its spd to sq not
adjacent or vehicle disengages from dogfight, 2. as full if pilot move vehicle spd x2 & 1 atk - if hit & deal dam
target -2 atk v. you until end of your next turn, 3. make ranged atk w/vehicle if hit & deal dam choose 1 effect
until end of next turn - a. 1 weapon doesn't function, b. target's SR 0, c. target's spd reduced to 2
Scoundrel Spacer
1/encounter when you or vehicle is target of an atk, can force opponent to reroll, must take worse result Scout Hyperspace Explorer
DC 15 Use the Force to gain +1 Fort Def until end of encounter, or DC 20 for +1 all Def Force-Using Traditions Believer Disciple
when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect Jedi Jedi Guardian
you & allies affected by Battle Med +2 Ref Def, you +1 on UtF to Block/Deflect for ea adjacent ally Jedi Knight Jedi Battlemaster
add class level to Will Def if someone tries to reprogram you Independent Droid Autonomy
unarmed & fight defensively make single unarmed atk as free against adjacent Soldier Shockboxer
all enemies treat your safe zone as difficult terrain Pathfinder Pathfinder
when you have benefit of cover spend 2 swif to treat as improved cover until next turn Soldier Commando
add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn Scout Versatility
negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated Jedi Lightsaber Combat
once per encounter, Persuasion if opp has 1/2 hp, vs. Will (+5 if opp higher level), cannot attack unless attacked Noble Influence
using Mechanics skill to set explosives = +2 dice dam, take multiple and stack Soldier Commando
v. an enemy you just hit with melee atk, takes half dam & takes -5 Atk v. you until next turn, 1 per rnd Noble Fencing
with a crit target cannot move next turn Elite Trooper Critical Master
DC15 Tactics, allies +1 Atk vs. flanked, or +1 Def v. AoO next turn, Born Leader/Battle Analysis +2 Officer Military Tactics
1/encounter all allies w/in 12 sq & LOS may make an immediate atk at -5 Sith Apprentice Sith Commander
+1 die dam v. prime target until end of encounter Soldier Ambusher
DC to locate specific person with Gather Info is -10 & bribe amount & time are half Bounty Hunter Bounty Hunter
Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam Force-Using Traditions Felucian Shaman
opponent's damage threshold is 5 less, single weapon group Soldier Weapon Specialist
once per encounter, before making atk, add half level to dam not +1 Soldier Brawler
DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time Saboteur Sabotage
reroll opposed Use the Force check to conceal presence Jedi Knight Jedi Refugee
when prone gain concealment unless you move or stand Scout Camouflage
return one Force power to any ally within 6 sq & LOS (one ally spent) Jedi Knight Jedi Archivist
1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def Noble Gambling Leader
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
allow 1 droid to make Deception, Mechanics, Persuasion, Pilot, Ride, Treat Injury, or Use Computer check as Droid Commander Override
allow 1 droid to move its spd & use Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with your Droid Commander Override
once per encounter if you damage an opp reduce target's thresh by 2 for encounter Soldier Mercenary
1/encounter +4 flank bonus to allies in LOS to melee attacks Noble Disgrace
can use feint as 2swif against opp you threaten Melee Duelist Melee Duelist
When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient Soldier Brawler
ignore target's armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming Soldier Weapon Specialist
make area atk with discblade v. 3 targets if all in PB range, make 1 attack roll Force-Using Traditions Zeison Sha Warrior
area effect can exclude a number of targets = to Wis mod Force Sensitive Alter
1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth Officer Fugitive Commander
suppress morale and insight bonuses until your next turn to all in LOS Scoundrel Misfortune
does not lose Born Leader if out of LOS Noble Leadership
treat thrown discblade as pistol for range Force-Using Traditions Zeison Sha Warrior
any enemy w/in 3 sq -2 Will Def & -2 atk v. you Force Sensitive Guardian Spirit
if do dam, compare Atk to Will Def, if meet or exceed target -2 Ref Def until end of your turn Gladiator Gladiatorial Combat
1/encounter when ally attacked, your Deception check replaces their Def, if fail not used Charlatan Trickery
when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn Noble Provocateur
once per round if hit in melee, make an immediate attack against opponent Jedi Knight Lightsaber Forms
no penalty with vehicle weapons even if not pilot Ace Pilot Gunner
Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn Noble Master of Intrigue
when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally Noble Collaborator
1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh Outlaw Outlaw
once per encounter when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP Sith Apprentice Sith
drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down track, DSP Force Sensitive Dark Side
1/rnd designate target not in PB, with successful ranged atk add your Dex mod to dam Gunslinger Sharpshooter
Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover Soldier Commando
Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS Bounty Hunter Bounty Hunter
all droid allies who can hear you, bonus to one Def = Int mod (you choose Def) Droid Commander Droid Commander
opponent is flat-footed against your next attack with a lightsaber before end of your next turn Force-Using Traditions Iron Knight
repair droids +1 hp for every point over Mechanics DC 20 Military Engineer Military Engineer
Mechanics v. droid's Will Def within 6sq, if successful droid can take only swif actions, 1 at a time Saboteur Sabotage
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/turn single droid ally in LOS gains hp = 10 + CL Droid Commander Droid Commander
add 2x Str bonus to melee damage rolls with a weapon in one hand Droid Fourth-Degree Droid
with 2 light melee or lightsabers & single atk with one you get free atk with other Melee Duelist Melee Duelist
with 2 light melee or lightsabers make full atk as stan as long as you use both weapons, 1 per turn Melee Duelist Melee Duelist
DC15 Treat Injury check to move adjacent living creature +1 up track Droid First-Degree Droid
each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk Scoundrel Fortune
first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple Droid Fifth-Degree Droid
create 3x3 sq difficult terrain around you & you ignore difficult terrain you create Force-Using Traditions Shapers of Kro Var
when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks until Scoundrel Brigand
unarmed increase crit range by 1 Martial Arts Master Martial Arts Forms
use farseeing on a location & standing in location viewed, DC 20 + 1 per day into the past Jedi Knight Jedi Investigator
make Knowledge untrained Noble Lineage
Use Computer replaces Deception with forged documents Scoundrel Slicer
Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly Scoundrel Slicer
once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet Bounty Hunter Bounty Hunter
opposed pilot check, opponents in dogfight are -10 to Atk Ace Pilot Expert Pilot
if in a melee, ranged attacks are -10 not -5 Jedi Jedi Guardian
reroll Dark side skills/Use the Force, no longer able to use light side Force Adept Dark Side Devotee
allies automatically aid another Medic Advanced Medicine
+1 die damage Force-Using Traditions Kilian Ranger
+1 die damage Force Adept Force Item
when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations Noble Collaborator
trained in Mechanics, time reduced 25% when installing new systems to vehicle Noble Lineage
1 ally in LOS & has cover is considered to have improved cover as long as they still have cover Pathfinder Pathfinder
+10 Perception to avoid being surprised, spend FP to act in surprise round even if surprised Force-Using Traditions Baran Do Sage
take 10 on Dex based skill checks even if you normally could not Independent Droid Specialized Droid
Perception as swif not stan Vanguard Vanguard
When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks Soldier Brawler
1/turn one adjacent ally to aid another as reac to assist you if they have not aided already Jedi Jedi Consular
Use the Force v. Will Def of indifferent or better beast to perform a minor task within 30 sq, see J18 Force Adept Beastwarden
+5 Fort Def against environmental hazards Droid Fifth-Degree Droid
remove debilitating condition affecting you and return to normal, inc. up to top of track Force Sensitive Control
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1 adjacent ally if you move that ally moves & ends adjacent, can't exceed ally's move Pathfinder Pathfinder
+10 threshold of you and ally when adjacent to Colossal or smaller ally Ace Pilot Wingman
when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level Force Adept Mystic
when change attitude, adjust one additional step Droid Third-Degree Droid
if hit with area attack, take half or no damage Scout Survivor
all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects Improviser Procurement
when you roll a nat 2-7, treat as 8. Noble Superior Skills
proficient with any exotic weapon FEAT even if don't possess Elite Trooper Weapon Master
treats all exotic weapons as a single weapon group Gladiator Gladiatorial Combat
with Search Your Feelings can sense consequences 1 hour in future, spend FP for 8 hours, DP 24 hrs Force-Using Traditions Baran Do Sage
if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target Droid Commander Droid Commander
can mend a damaged or disabled biotech device as stan not full Shaper Shaper
each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp Soldier Brawler
+2 opposed Grapple checks Soldier Brawler
+1 Atk Ace Pilot Gunner
reroll Ride Scout Mobile Scout
reroll Treat Injury to repair or modify biotech Shaper Shaper
no penalty on Survival checks to track at normal speed Scout Awareness
when you use Assault Tactics, target takes cumulative -1 Ref Def each time damaged (max -5) Officer Military Tactics
when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn Jedi Jedi Guardian
during surprise rnd if make ranged atk v. surprised aim as free Scout Camouflage
weapon's crit range extended by 1 Elite Trooper Critical Master
weapon's crit range extended by 1 Elite Trooper Critical Master
weapon's crit range extended by 1 Elite Trooper Critical Master
threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp Elite Trooper Weapon Master
you can perform first aid one additional time a day on a target Medic Advanced Medicine
+5 Str check in same round Scout Survivor
increase blast radius by 1 square Saboteur Sabotage
+1 atk v. target if you do not have cover from target Noble Gambling Leader
1/turn when damaged by atk, move half speed with no Atk of Opp Scout Unpredictable
Stealth replaces Deception to create diversion to hide, +5 if trained in Deception Scout Espionage
all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot, Elite Trooper Squad Leader
apply familiar foe to 2nd target, spend single full-rnd observing if can see both Bounty Hunter Bounty Hunter
apply familiar foe to your Fort & Will Def Bounty Hunter Bounty Hunter
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additional time/enc Ace Pilot Gunner
jury-rig = hp for vehicle = to result of Mechanics check Scoundrel Outlaw Tech
once per day take 20 on Deception check as stan when attempting to deceive Scoundrel Smuggling
1/encounter if minion down track you can reduce by 1 & target regains hp = your HL, unless 0 hp Crime Lord Infamy
when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only) Soldier Mercenary
+5 Will vs. fear if in LOS and N conscious Noble Leadership
opponents level equal or lower to your heroic level within 6sq -1 Atk Bounty Hunter Bounty Hunter
grant one enemy +1 Atk, one ally gets +2 Atk Noble Collaborator
ignore all concealment for 1 minute Force Sensitive Sense
1/enc w/autofire atk treat atk as 6 sq cone, consumes 20 shots Elite Trooper Weapon Master
DC15 can detect presence, general strength, & origin of energy fields within 12sq, reduce shields by 5 Force-Using Traditions Luka Sene
DC15 Tactics, allies w/in 10 squares get +10 Cover bonus if in cover, until next turn Officer Military Tactics
1/encounter all allies in 6 sq heal hp = your HL Master Privateer Piracy
forgo extra swif action to aim with 1 swif on your next turn Outlaw Outlaw
if missed by an atk, +2 on next atk before end of next turn Scoundrel Recklessness
1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP Bounty Hunter Gand Findsman
can roll two dice for Perception to avoid surprise & keep better Bounty Hunter Gand Findsman
you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk Soldier Squad Leader
if flanked & with two pistols, attack flankers as stan instead of full, must attack two targets Gunslinger Pistoleer
designate single opp & move away +2 speed, no Atk of Opp from that opponent Scout Fringer
a number of vehicles = to your class level & LOS may move a number of squares = speed Officer Naval Officer
DC15 Tactics, designate single vehicle, allied gunners in LOS +1 die damage Officer Naval Officer
fly speed double land speed, ascend 1/2 speed, descend double speed, until next turn Force-Using Traditions Dathomiri Witch
UtF for Acrobatics & can reroll UtF if can reroll Acrobatics, spend FP to be one size larger w/grapple Force-Using Traditions Shapers of Kro Var
with a crit make an additional attack against a target in range, once per turn Elite Trooper Critical Master
multiple unarmed atk with full atk have penalty reduced by 2, can be taken multiple times Martial Arts Master Unarmed Mastery
1/encounter, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level) Noble Influence
1/encounter all allies w/in 12 sq & LOS move +2 up track but are -2 atk & skills for rounds = CL Sith Apprentice Sith Commander
reroll an attack against opponent with Dark Side score 1+ Force Sensitive Light Side
select a single Force power & if you use power spend Force Point to return all spent uses to suite Force Adept Force Item
if you damage opponent all allies within 3 sq gain +2 dam v. that target Soldier Trooper
when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed Soldier Mercenary
Use the Force replaces Use Computer to astrogate if you move object of sufficient size, no hyperdrive Force-Using Traditions Aing-Tii Monk
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
for rest of encounter: +1 Atk, +5 competence to skills or +1 Def Scoundrel Fortune
If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn Scoundrel Revolutionary
Use the Force -10 when someone uses Sense Surroundings to detect you Bounty Hunter Force Hunter
blocks electronic surveillance until next turn or spending standard action Force-Using Traditions Jensaarai Defender
expands bubble to number of creatures = to character level Force-Using Traditions Jensaarai Defender
Use the Force replaces Deception, considered trained Sith Apprentice Sith
1/encounter Persuasion v. Will Def of Int 3 or higher & understand, target loses move, FP for stan Force-Using Traditions Jal Shey
choose 1 sq w/in 12sq & LOS, treat as origin sq for next ranged energy atk, must have LOS to target Force-Using Traditions Blazing Chain
always add +3 to ranged attacks with a Force Point (+4 with d8s) Force-Using Traditions Keetael
designate one force power, remove one power for the designated power, you -1 down track for 1 min Force Sensitive Control
if you spend a Force Point to add to an attack roll, heal hp = Force Point result Force-Using Traditions Bando Gora Captain
when you roll a natural 1 on Atk or Use the Force roll gain +1 FP until end of encounter Force Sensitive Alter
DC15 Use the Force, regain one Force Power Force Sensitive Control
negates crit, take normal damage Jedi Knight Duelist
1/encounter activate a Force talent that requires a Force Point without spending one Force Sensitive Control
hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze Jedi Jedi Sentinel
sneak from Stealth from electronic devices, use same roll for Perception & Use Computer Force-Using Traditions White Current Adept
when you damage an opponent with a Force Power, Persuasion to intimidate Force Adept Imperial Inquisitor
Use the Force instead of Initiative, considered trained Jedi Jedi Guardian
when you spend a Force Point for a melee attack, add the roll to damage Force-Using Traditions Keetael
permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq Jedi Jedi Consular
UseForce replaces Perception avoid surprise/notice enemies/sense deception or influence, trained Force Sensitive Sense
Use the Force instead of Persuasion check, considered trained Jedi Jedi Consular
Use the Force instead of Pilot, considered trained Force Sensitive Sense
on a selected Force power, you may reroll Use the Force checks Force Adept Force Adept
with second wind, gain additional hp: d6 per Force Point possessed (10d6 max) Force Sensitive Control
when activating starship maneuver, reroll Pilot Check Force Sensitive Sense
can use Force Trance & receive vital transfer & gain additional hp = Cha mod (min 1) Force-Using Traditions Iron Knight
ally affected by Battle Med is reduced to 0 hp allows ally to take 2nd Wind as reac & falls uncon Jedi Knight Jedi Battlemaster
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/turn ally within 12 sq & LOS can take 2nd Wind if they have not already Force-Using Traditions Tyia Adept
if fail to rebuke, lessen affect by one step, only works with powers with variable effects Force Sensitive Control
+1 on one Def, can not remake for 24 hours, only one at a time Force Adept Force Item
if within 6 squares, can pull back as a swift action w/DC20 Use the Force Force Adept Force Item
Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained Force Adept Force Adept
Use the Force replaces Treat Injury, considered trained Jedi Knight Jedi Healer
the radius to which you can be detected is 10km not 100km Jedi Knight Jedi Refugee
allies w/in 12sq can reroll Init, if allies surprised but not you, 1 ally per your Wis mod not surprise Jedi Knight Jedi Watchman
with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter Jedi Jedi Guardian
reroll Initiative Check, natural 20 = regain Force Point Force Sensitive Sense
all allies w/in 12 sq +2 atk & dam for attacks of opportunity Noble Anticipation
all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less Elite Trooper Squad Leader
immune to disease, poison and radiation Force Adept Force Adept
with a Critical, gain a standard free action, take before next turn or lose Scoundrel Fortune
at start of surprise round if you're not surprised designate 1 ally w/in 6 sq to retain Dex to Ref Def Scout Advance Patrol
1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits Noble Provocateur
if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll) Noble Collaborator
1/encounter force all enemies to move 1 sq away from one minion, no Atk of Opp Crime Lord Infamy
natural 20 on skill check = one extra Force Point for encounter Scout Fringer
all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have Elite Trooper Squad Leader
allow 1 droid to take full atk & replace its mod with your Int mod Droid Commander Override
can take 10 to increase speed, all-out movement is x5 not x4 Ace Pilot Expert Pilot
1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based
skill check (other than Perception)
Noble Exile
+2 Wisdom checks when gambling, take multiple times Scoundrel Fortune
1/encounter when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5) Soldier Brute Squad
Use the Force v. Will, detect Force sensitivity, force powers number, Force Points Force Sensitive Sense
when ally targeted by ranged atk, you allow them to drop prone as free action Noble Anticipation
1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac Noble Master of Intrigue
one of your followers +2 speed Scout Reconnaissance
1/encounter make melee Atk then move your speed away without Atk of Opp Assassin Assassin
if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you Scout Camouflage
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
issue routine command to a computer Scoundrel Slicer
do not take -5 when using grab action Soldier Brawler
if take dam from Force power +2 all Def against that power until end of encounter Jedi Jedi Sentinel
1/encounter grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS Officer Military Tactics
reduces range penalties by one range category, ex. short = PB Ace Pilot Gunner
+2 on all Def against light-side powers Force Adept Dark Side Devotee
with proficient weapon, lower damage threshold by 10 (replaces Devastating Atk) Elite Trooper Weapon Master
as Focused Force Talisman but Force Point does not count toward "one per turn" Force Adept Force Item
+1 on all Def Force Adept Force Item
with proficient weapon, lower DR by 10 (replaces Penetrating Atk) Elite Trooper Weapon Master
with proficient weapon, +1 Atk Elite Trooper Weapon Master
fira attack +1 Force-Using Traditions Order of Shasa
+1 Atk Jedi Knight Duelist
with proficient weapon, +2 damage Elite Trooper Weapon Master
+2 damage Jedi Knight Duelist
Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn Jedi Jedi Guardian
each 1/enc: 1. single ranged or melee atk & gain hp = Con score, or 2. Aid Another w/in 6 sq to atk add half cl Soldier Veteran
all allies w/in 6 sq can roll Perception if you do taking the highest result Officer Fugitive Commander
If you spend FP on skill roll and fail regain FP Noble Skill Challenge
with two pistols & attack, even if miss deal dam = half HL Gunslinger Pistoleer
your guardian spirit can tell you the immediate consequences of your actions, gain 1 bonus FP/day after 6 hrs Force Sensitive Guardian Spirit
when you dam opp w/lightsaber, target is -2 Atk against anyone but you Jedi Jedi Guardian
whenever you begin turn adjacent to target of Ward gain hp = your character level Elite Trooper Protection
show ally in LOS to ignore effect of difficult terrain until your next turn, not you Scout Hyperspace Explorer
allies adjacent to target you dealt dam +2 melee atk v. target Jedi Jedi Consular
use gun as melee weapon w/out penalty, with bayonet, acts as blade and club Soldier Brawler
with two pistols attack as if autofire even without, autofire penalties apply Gunslinger Pistoleer
if unarmed & holding no items double Str bonus on unarmed attacks Soldier Brawler
catch a Second Wind as a reaction not a swift action Soldier Commando
reduce target's DR by 1 for enc if hit with unarmed atk, does not stack Martial Arts Master Unarmed Mastery
reduce swif actions to move up track by 1 Force-Using Traditions Believer Disciple
once per round, shield ally, any attacks that target you Soldier Commando
when you deal dam after aiming target can't use stan action to atk on their next turn Gunslinger Sharpshooter
1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS, each may withdraw as free Officer Fugitive Commander
can heal droids with vital transfer Force-Using Traditions Iron Knight
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
damage healed with vital transfer increase by 1 point per class level Jedi Knight Jedi Healer
1/turn designate 3x3 area w/in LOS, if a target moves in that area 1 ally in LOS can make Atk of Opp Noble Anticipation
can double Str bonus to melee & unarmed dam Droid Fifth-Degree Droid
add Cha bonus to Perception check Force Sensitive Sense
1/turn with aid another to adjacent ally on a skill check as a swif action not stan Droid Third-Degree Droid
Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn Scoundrel Misfortune
reroll any untrained skill check, mtr & 1/enc spend FP tor reroll any skill check & take better Independent Droid Elite Droid
snipe action of Stealth is swif not move Scout Hyperspace Explorer
if have concealment v. target, +5 Perception v. target Scout Surveillance
no penalty to Stealth at normal movement Scout Camouflage
if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif Scoundrel Smuggling
1/encounter within 2sq of cover or concealment can move to & make Stealth check as single move Scout Camouflage
DC 15 Use the Force to double Str bonus to next melee dam roll Force-Using Traditions Believer Disciple
1/encounter +1 die dam with grenade or explosive Elite Trooper Republic Commando
creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod Martial Arts Master Martial Arts Forms
allies take no or half dam from your area atk Scoundrel Recklessness
telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet Force-Using Traditions Felucian Shaman
1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod, must be on foot, have Elite Trooper Squad Leader
with a successful attack of opportunity, you stop the target's movement ending its action Jedi Jedi Guardian
can use Mechanics instead of Use Computer to improve access, considered trained Scoundrel Outlaw Tech
hotwire processor +5 Int/Wis skill & +1 ranged atk, rounds = half level, move -1 down track after Independent Droid Specialized Droid
if benefit from cover you can increase cover by one step Scout Camouflage
if looking for hidden enemies, can make one atk v. one enemy you notice Scout Surveillance
aim before attacking moves target one down track if attack deals damage Bounty Hunter Bounty Hunter
once per encounter, designate an opponent, +dam=to BH level Bounty Hunter Bounty Hunter
once a day, add class level to Atk, skill or ability roll Scoundrel Spacer
Pilot replaces Use the Computer for astrogate or operate sensors Scout Hyperspace Explorer
add Cha bonus not Wis bonus to Will Def Noble Ideologue
if you hit, give an ally a dam bonus = to their level Noble Inspiration
1/encounter ignore armor or equipment bonuses with melee atk Elite Trooper Melee Specialist
if damage more than DR, ignore DR Elite Trooper Master of Teras Kasi
reroll Persuasion when haggling for restricted, military or illegal goods Scoundrel Smuggling
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
Use the Force v. Will Def, see K52 or F87 or J14 Force Sensitive Alter
can see or hear as if you were standing in the space of your illusion if humanoid Force Sensitive Alter
swif to spend stored Force Point, can attune 1 item per 24 hours, only for you & one FP at a time Force-Using Traditions Jal Shey
applies to ally also, spend Force Point to all adjacent allies Force-Using Traditions White Current Adept
anyone attempting to move you involuntarily is -5 to their check/atk Jedi Jedi Guardian
if damage opp with piercing Atk, opponent -2 speed until end of your next turn Soldier Weapon Specialist
aid on Knowledge checks of ally within 6 sq if you're trained Jedi Knight Jedi Archivist
ally moves normal speed, must move immediately or wasted, can use 3 times a turn Crime Lord Mastermind
ally can make a standard or move action, immediately or wasted Crime Lord Mastermind
ally can make a standard & move action, immediately or wasted Crime Lord Mastermind
if in cover, gain DR = CL provided you still have cover when they attack Vanguard Vanguard
Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/encounter lose stan action Corporate Agent Corporate Power
Persuasion 6sq cone v. Will target loses swif action on next & no full Corporate Agent Corporate Power
Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus Soldier Armor Specialist
do not have to move in straight line on attack run Ace Pilot Expert Pilot
activate Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack Jedi Jedi Guardian
when you damage an opponent, use Consular's Vitality as free action Jedi Jedi Consular
range increases to 12 squares, failure deals and heals 1/2 damage Sith Apprentice Sith
can use Search (Perception) as swif, always succeed when using Sense Surroundings (no roll needed) Force-Using Traditions Luka Sene
damage healed with vital transfer increase by 2 points per class level Jedi Knight Jedi Healer
reroll Initiative Scout Awareness
Jury-Rig as stan not full, do not have to make check to jury-rig & move up +3 steps not +2 Improviser Improviser
make a single ranged atk & compare to Ref Def of all targets in 6sq line, half on miss, DC20 return Jedi Knight Duelist
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their move action Assassin Genohardan
may attack in surprise round Gunslinger Gunslinger
can draw ignite & attack with lightsaber even if surprised, can draw & ignite lightsaber as free Jedi Knight Jedi Watchman
once per turn when you redirect an attack do not count the initial deflect penalty Jedi Knight Duelist
when you make a riposte do not count the initial block penalty Jedi Knight Duelist
increase damage dice to d8 not d6 Jedi Knight Jedi Shadow
can use Sentinel's Gambit an additional number of times per encounter = half class level Jedi Knight Jedi Shadow
if move at least 2 sq & in a different square +1 all Def Scoundrel Misfortune
use Sneak Attack for targets w/in 12 sq not 6 Scoundrel Misfortune
if adjacent to a creature, +2 Ref Def until your next turn or no longer adjacent Charlatan Trickery
reroll Stealth Scout Camouflage
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
if move opponent down track with melee atk, target cannot take stan or full action its next turn Elite Trooper Melee Specialist
when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area Soldier Weapon Specialist
you and allies +1 on all defenses v. target Scout Spy
increase fly speed 2sq Soldier Rocket Jumper
same as Weaken but target keeps fleeing Noble Influence
DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with Improviser Improviser
no penalty on improvised weapons Jedi Knight Jedi Weapon Master
1/encounter all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter Sith Apprentice Sith Commander
can reroll Deception for a deceptive appearance Scout Spy
once per day, +5 up condition track, but not persistent conditions, can take multiple Soldier Commando
immune to all mind-affecting effects 1 minute Force Sensitive Control
1/encounter can return 1 Force mind-affecting force power w/out FP Force Sensitive Alter
once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min Noble Lineage
weapon's DR doubled, lightsabers do not ignore, with Force Point on attack add 2xFP result to dam Force-Using Traditions Felucian Shaman
take half dam from heat or fire or no damage on a miss Force-Using Traditions Ember of Vahl
Deception v. Will Def in 6 sq & LOS target -5 Atk v. you until the start of your next turn Charlatan Trickery
+1 attack rolls & +1 die damage vs. Force Sensitives Force Adept Imperial Inquisitor
Use the Force replaces Knowledge if not trained, considered trained Jedi Knight Jedi Archivist
substitute Use the Force mod for ranged attack bonus until next turn Force-Using Traditions Agent of Ossus
1/turn one droid ally in LOS +Atk = 1/2 your CL, any in Networked Mind gains heuristic processor Droid Commander Droid Commander
all allies w/in sight, +1 Atk & skills for encounter or N unconscious Noble Inspiration
opponents of equal or lower level take -1 on Atk rolls, opposed skill checks, & Use the Force Crime Lord Infamy
-2 penalty Crime Lord Infamy
-5 penalty Crime Lord Infamy
ally makes skill check as move action, not standard Noble Inspiration
gain 1 follower with AP feat & trained in Perception, can be taken max 3 times Noble Loyal Protector
allies in LOS +2 Atk & skill checks v. your designated target Crime Lord Mastermind
ally's attack moves target 1 more down condition track Noble Inspiration
Use the Force replaces Use Computer for astrogation Force Sensitive Sense
once per encounter for one ally within 6sq can use your skill modifier for a skill check (not Use Force) Noble Ideologue
when successfully Search Your Feelings gain FP & use before end of enc, if use w/unfavorable gain Dark Side
Point, if use & gain Dark Side Point gain 2 points
Force Adept Force Adept
successful ram you take half from ram, if target is same size or smaller they cannot move next round Enforcer Enforcement
v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate Droid First-Degree Droid
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/enc can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't Scout Spy
1/encounter, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level) Noble Influence
if target is unaware of you, +1 die dam from ranged Vanguard Vanguard
with ion weapons +1 Atk & +1 die dam Master Privateer Privateer
DR10 against ion dam Independent Droid Autonomy
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 ion, you must be adjacent Saboteur Turret
after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree Officer Military Tactics
once per encounter, a single vehicle in LOS and immediate move action Officer Naval Officer
twice Lightsaber deflection bonus with two lightsabers Jedi Knight Lightsaber Forms
your Battle Meditation grants +2 to attack not +1 Jedi Knight Jedi Battlemaster
Fort & Will Def +1 & you deal +1 die dam against Force Sensitives Bounty Hunter Bounty Hunter
includes Acquire Equipment or Funds, Obtain Info, Receive Medical Attention, Secure Safe House Jedi Knight Jedi Refugee
+2 speed if you end move adjacent to target Jedi Knight Jedi Investigator
activate as free, no Pilot check to land Soldier Rocket Jumper
once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw Soldier Rocket Jumper
armor does not reduce speed or distance moved Soldier Armor Specialist
when fighting defensively, may negate one more attack per round with Vehicular Combat Ace Pilot Expert Pilot
reroll Mechanics check to jury-rig Scout Fringer
1/enc: use Sneak of Stealth in plain sight & considered trained; reroll Deception when acting atypical Independent Droid Autonomy
1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def Droid Fourth-Degree Droid
restore +1d8 hp when use Repair of Mechanics & with aid another Improviser Procurement
once per encounter, single enemy in LOS, may reroll your first Atk roll, keeping best Jedi Knight Lightsaber Forms
no penalty vs. opponents in concealment (except total concealment) Scout Awareness
if you reduce your prime target to 0 hp, designate a new prime target Soldier Ambusher
once per encounter, vehicle avoids moving down condition track Ace Pilot Expert Pilot
if you jury-rig vehicle moves -2 down track at end not -5 Scout Fringer
if you aid another to suppress an attack, the enemy takes -5 on its atk not -2 Soldier Commando
with Aid Another to suppress enemy, enemy takes -5 on all atk rolls until end of your next turn Gunslinger Gunslinger
make single melee atk v. within reach, if hits deal no damage but target must move/withdraw next turn Master Privateer Piracy
1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you Soldier Ambusher
when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO Scout Espionage
once a day, reroll skill check Scoundrel Fortune
when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn Imperial Knight Knight's Resolve
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes Elite Trooper Critical Master
aim before attacking and knock target prone, no bigger than two size categories Gunslinger Gunslinger
target of Adversary Lore takes +1d6 dam from successful attacks Jedi Jedi Consular
select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25) Noble Ideologue
add Wis bonus to Ref Def if denied Dex Force-Using Traditions Baran Do Sage
Knowledge (galactic lore) DC15+CL for +2 one defense v. target Infiltrator Bothan Spynet
Knowledge (galactic lore) DC15+CL for crit +1 range v. target Infiltrator Bothan Spynet
Knowledge (galactic lore) DC15+CL for +2 atk v. target Infiltrator Bothan Spynet
aid an ally in 6sq on Use the Force Force-Using Traditions Jal Shey
Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level) Noble Ideologue
DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk Droid First-Degree Droid
reduce penalty for large illusions by one half (min -1) Force-Using Traditions The Krath
once per encounter treat damage from a Sith alchemical weapon as if you rolled max on Force Point Force-Using Traditions The Krath
once per encounter add 1 die dam or extend range 6sq, adds "dark side" to descriptor Force-Using Traditions The Krath
1/turn creature or droid damaged by unarmed atk, disarm as swif, do not take -5 if in two hands Martial Arts Master Martial Arts Forms
any enemy adjacent takes dam = your Str mod (min 1) if you can make Atk of Opp if you're in light or no armor Martial Arts Master Martial Arts Forms
1/encounter you become immune to mind-affecting effects until your next turn, lose affects if choose Scoundrel Fortune
any ally who starts in your safe zone & then exits it, +2 atk Pathfinder Pathfinder
once per encounter when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter Noble Ideologue
any character that would benefit from shared talent: 1. DC -5, 2. +2 atk Def or dam, 3. reduce dam taken by 10 Officer Military Tactics
if you do not have cover from target you dam with ranged atk, allies +2 atk v. target & +5 opposed Initiative Noble Gambling Leader
when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp Noble Fencing
When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge Noble Skill Challenge
When you fail check in skill challenge, next ally gains +2 with different skill Noble Skill Challenge
gunners on your ship add 1/2 your HL or 1/2 their HL to dam & treat crew as one level higher calculate your Officer Naval Officer
one ally w/in 12 sq & LOS that is grabbed etc & release them & can move half spd as reac w/no AoO Force-Using Traditions Aing-Tii Monk
1/encounter if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead Elite Trooper Protection
+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max Jedi Lightsaber Combat
when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp Bounty Hunter Force Hunter
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/encounter return 1 lightsaber form to suite w/out spending FP Jedi Knight Duelist
+2 Block & Deflect with a lightsaber you built Jedi Knight Jedi Artisan
if within 6 squares, can pull back as a swift action w/DC20 Use the Force Jedi Lightsaber Combat
1/enc target -1 down track & persistent condition Gunslinger Gunslinger
1 ally w/in 12 sq & LOS & trained in UtF, as long as w/in 12 sq can aid another as a reac, -5 other UtF Force Sensitive Alter
take up to -5 on Atk to give up to +5 Ref Def to ally in LOS Force-Using Traditions Jensaarai Defender
proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x Droid Fifth-Degree Droid
when you hit a moving opp that is one size larger or smaller with Atk of Opp, ends movement Gladiator Gladiatorial Combat
reduce DC for telepathy by half w/willing, reroll w/unwilling & keep better, FP = # of targets = Cha mod (min Force Adept Force Adept
move +2 squares if wearing light or no armor Scout Fringer
+5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally Ace Pilot Wingman
gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy Noble Gambling Leader
once a day, reroll Atk roll Scoundrel Fortune
once an encounter can negate damage a single attack that would normally reduce you to 0 hp Scoundrel Fortune
1/encounter gain temp FP to spend w/ Luka Sene or Sense talents, to Search Feelings or Sense Force Force-Using Traditions Luka Sene
1/turn Deception v. Will Def of 1 enemy in 12 sq & LOS, target must move half its spd toward you but avoiding Scoundrel Recklessness
1/turn grant all droid allies in LOS to take Recover in 2 swif not 3 Droid Commander Droid Commander
lightsaber defense bonus increase by 2 (max of 5) Jedi Knight Lightsaber Forms
1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp Scoundrel Spacer
when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn Scoundrel Revolutionary
no penalty with improvised weapons Soldier Brawler
if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL & Scoundrel Malkite Poisoner
if ally within 6sq reduced to 0 hp, move up to speed toward ally without Atk of Opp Soldier Brawler
once per encounter on your turn you move your speed as free before any other action Elite Trooper Mandalorian Warrior
once per encounter with more than one atk you can add one die for each successful hit Elite Trooper Mandalorian Warrior
once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter Elite Trooper Mandalorian Warrior
guardian spirit present for enc w/in 6 sq of you, as long as w/in 12 sq you: +1 atk, +2 UtF, +2 Will Def you can
move spirit 6 sq as swif action 1/turn
Force Sensitive Guardian Spirit
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their swif action Assassin Genohardan
one force power no longer has dark or light side descriptor Force-Using Traditions Aing-Tii Monk
when you damage target with non-area atk, 1 ally in LOS treats target as if flat-footed Vanguard Vanguard
recover all Force powers on a nat 20 on an unarmed attack Force-Using Traditions Warden of the Sky
become immune to Sense Force & appear to be normal droid until you use the Force Force-Using Traditions Iron Knight
Use the Force = Deception for creating deceptive appearance Force Sensitive Alter
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
ally you use Skilled Advisor with gains Force Point to be spent before end of encounter Jedi Knight Jedi Archivist
fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk Ace Pilot Expert Pilot
w/successful persuasion check make 2nd Persuasion of any type Crime Lord Infamy
1/enc each: 1. ally w/in 5 sq & LOS +5 up track & +2 atk & skills, 2. roll d20 as reac can replace enemy or ally
in LOS d20 roll, 3. ally w/in 5 sq & LOS can replace their def with your def as reac for next Noble Master of Intrigue
when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end Shaper Shaper
target moves two steps down the track Jedi Jedi Consular
add Dex to melee dam with light melee weapon, double if two-handed Melee Duelist Melee Duelist
+1 atk & +1 die dam v. beast with Dark Side Score of 1+ Jedi Jedi Sentinel
reroll Use Computer checks to improve access to computers Scoundrel Slicer
ally can reroll any atk or check made on an action granted by you Crime Lord Mastermind
add one extra accessory, reroll one die of dam if you built, mentor another building (-5 their DC) Jedi Knight Jedi Artisan
if opponent use aim to negate cover, Stealth v. attacker's Initiative to retain cover Vanguard Vanguard
can always take 10 on Mechanics Droid Second-Degree Droid
w/speeder can use Fast Mount or Dismount, Soft Fall, Stay in Saddle & Use Mount as Cover of Ride Scout Mobile Scout
add Int mod to Treat Injury for Treat Disease/Poison/Radiation Droid First-Degree Droid
with a medpac for first aid, gain 2 hp for every point over DC instead of 1 Droid First-Degree Droid
DC20 Treat Injury on adjacent, target uses second wind even if above half hp Medic Advanced Medicine
with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone Soldier Brute Squad
w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn Soldier Brute Squad
1/encounter when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk Soldier Brute Squad
+1 dam on melee attacks Soldier Brawler
double your speed for 1 round, must wait 5 rounds between uses Soldier Mercenary
when affected by a debilitating condition, change penalty to bonus for 1 round, then move down track Soldier Mercenary
+2 dam against targets damaged by an ally since end of your last turn (+10 max) Soldier Mercenary
touch & creature must have Int 3+, Use the Force v. Will Def if unwilling as Gather Info Force Adept Telepath
can place mine as stan not full Saboteur Sabotage
1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq Noble Disgrace
immediately after making a full atk with two lightsabers you may move your speed as free action Jedi Knight Jedi Battlemaster
immediately after making a full atk with two pistols you may move your speed as free action Gunslinger Gunslinger
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
when you end movement next to opponent & they withdraw, you can move with them Jedi Jedi Guardian
each 1/enc 1. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn, or 2. stan make Scout Advance Patrol
can move speed after Whirlwind Attack Force-Using Traditions Seyugi Dervish
do not take -5 penalty when you try to modify or reprogram yourself Independent Droid Autonomy
you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC Scoundrel Malkite Poisoner
uses farseeing from your suite, before end of your next turn force attacker to reroll atk & keep second Force Sensitive Sense
use move object to make area attack = L 2x2, H 3x3, G 4x4 C 6x6, compare Use the Force to Ref Def Force Sensitive Alter
reduce Atk penalty by 2 Master Privateer Privateer
reduce Atk penalty by 2 Melee Duelist Melee Duelist
reduce Atk penalty by 2 Gladiator Gladiatorial Combat
reduce Atk penalty by 2 Elite Trooper Weapon Master
reduces penalty by 2, can be taken multiple Jedi Knight Duelist
reduce Atk penalty by 2 Gunslinger Gunslinger
reduce Atk penalty by 2 Gunslinger Carbineer
reduce Atk penalty by 2 Elite Trooper Weapon Master
reduce Atk penalty by 2 Elite Trooper Weapon Master
if you move opponent down track they take +1d6 dam Assassin Assassin
if you hit an opponent you have "marked" +1d6 dam Assassin Assassin
when you gain a level you get bonus Force Points = number of Force Talents (6 max) Force Adept Mystic
DC30 UtF for 1 benefit as decided by GM: 1. Force power returned, 2. 1 FP for use before end of enc, 3. +1 use Force Adept Force Adept
can make Treat Injury checks without medical kit with natural substitutes Medic Advanced Medicine
when negate energy v. ranged redirect at enemy w/in 6sq, UtF v. Fort Def for half negated dam Force-Using Traditions Blazing Chain
+1 Ref and Will Def with lightsaber Jedi Knight Lightsaber Forms
if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker Soldier Shockboxer
when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn Scoundrel Run and Gun
can use Cha mod to replace Str mod with light melee or a lightsaber Noble Fencing
if recruited enemy is 0 hp or bottom of track, you & all allies in LOS gain hp = 10 + your cl Officer Rebel Recruiter
with a stun weapon +1 Atk & +1 die dam Enforcer Enforcement
reroll Persuasion to Intimidate Bounty Hunter Bounty Hunter
reroll Persuasion checks to intimidate Crime Lord Infamy
reroll Gather Info to locate a specific individual Bounty Hunter Bounty Hunter
1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp Bounty Hunter Bounty Hunter
1/enc add Wis mod to Persuasion in addition your Cha mod Droid Third-Degree Droid
poisoned target denied Dex to Ref Def as long as it remains poisoned Scoundrel Malkite Poisoner
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check Scoundrel Outsider
when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level Imperial Knight Knight's Resolve
-2 atk to enemies that fire into your safe zone Pathfinder Pathfinder
if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll Droid Third-Degree Droid
Trusty Sidearm also applies to any rifle or carbine Gunslinger Carbineer
when ally in 10 sq & LOS rolls a nat 1 or 20, you gain +2 Atk or +2 Ref Def until the end of your next Bounty Hunter Gand Findsman
reroute power or recharge shields as 2 swif not 3 Droid Second-Degree Droid
can take 1/2 or all dam for an adjacent ally an ally may take the same for you Officer Military Tactics
can obtain modified items without increasing base value Improviser Procurement
1/encounter forgo extra move to add +5 to one Def until end of your next turn Outlaw Outlaw
1/encounter you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally Scoundrel Run and Gun
+2 on attacks of opportunity with rifles Gunslinger Carbineer
allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp Elite Trooper Protection
w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp Soldier Commando
once per encounter make an attack with light melee or lightsaber after a successful feint Melee Duelist Melee Duelist
DC 15 Tactics, enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def, opposed Officer Military Tactics
with all-out movement as the pilot +2 Ref Def Ace Pilot Blockade Runner
1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify
same with either lowest or highest hp or on highest or lowest on track
Scoundrel Outsider
if fail Persuasion to change attitude, attitude does not change & can attempt to change attitude one additional Scoundrel Outsider
+1 die dam on next atk in same turn, weapon loses 1 die dam until full round passes Ace Pilot Gunner
1/turn allow each of your networked allies to immediately move up to their speed Droid Commander Droid Commander
when using farseeing to look in the past, DCs are halved, can see within 6sq without a Force Point Force-Using Traditions Keetael
opponent's DR is 5 less, single weapon group Soldier Weapon Specialist
+5 Perception v. prime target until end of the encounter Soldier Ambusher
if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage Jedi Knight Jedi Artisan
you can communicate in full sentences & complete thoughts, subject no change Force Adept Telepath
if someone attacks, they lose concealment but no one else does Jedi Jedi Sentinel
once an encounter make a single melee Atk v. adjacent enemy who just damaged you Noble Fencing
taunt enemies within 12sq & LOS, they're -2 Atk on targets that are not you Gladiator Gladiatorial Combat
for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter Scoundrel Outlaw Tech
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
if you provide soft cover to an ally within 3 sq it is improved cover Soldier Trooper
with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. target Force-Using Traditions Disciple of Twilight
when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless Force-Using Traditions Matukai Adept
during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets Soldier Brawler
1/enc each w/melee or ranged as stan if hit & dam: 1. target loses its armor bonus to Ref Def & is flat-footed,
target must spend stan to adjust armor, 2. target -2 atk until end next turn & all creatures etc have concealment
Scout Master Scout
when you deal dam after aiming target's spd reduced 2 sq & cannot take double move or run Gunslinger Sharpshooter
1/enc for each: 1. 1 atk target's thresh is half, 2. 1 atk as though aimed, 3. +4 Ref Def for 1 turn & make 1 atk Gunslinger Gunslinger
on new planet 10 min to acclimate & on planet +2 all Def against natural hazards, spd +1 sq, sense weather for Force-Using Traditions Baran Do Sage
Jump +4 sq or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track Independent Droid Specialized Droid
1/encounter all allies in LOS with less than half hp gains hp = CL Sith Apprentice Sith Commander
when spending a Force Point on an Atk, reroll die, Dark Side Score +1 Force Sensitive Dark Side
2 swif to recharge shields or reroute power, can act as power generator Droid Fifth-Degree Droid
surge +1 melee atk, +1 die melee dam & +2sq speed, rounds = half level, move -1 down track after Independent Droid Specialized Droid
once per encounter, take 20 on Persuasion check with no increase in time needed for check Noble Lineage
may use Block & Deflect to protect adjacent ally Imperial Knight Knight's Resolve
with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack Imperial Knight Knight's Resolve
whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam Jedi Lightsaber Combat
against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn) Jedi Lightsaber Combat
when you aim +5 difficulty to have your attack Deflected Bounty Hunter Force Hunter
1/encounter adjacent ally gains +1 atk Shaper Implant
when you aim gain benefit of PB shot regardless of range Gunslinger Sharpshooter
1/day spend 10 min & once later in day negate an attack as long as not nat 20, if don't use regain FP Force-Using Traditions Baran Do Sage
can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain Military Engineer Military Engineer
spend a remaining farseeing power to regain any other force power Jedi Knight Jedi Investigator
Persuasion as Intimidation as a standard action, not full-round Noble Influence
instead of destroying a vehicle you can disable it so it cannot move Master Privateer Privateer
1/encounter add half class level to one Defense Outlaw Outlaw
when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam Jedi Jedi Sentinel
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have empowered Force Adept Force Item
1/turn one vehicle in your LOS who can hear you, ignore difficult terrain & +5 Pilot to avoid hazards Military Engineer Military Engineer
once per encounter Use the Force v. Will Def, move target down track & they lose stan Force-Using Traditions Order of Shasa
Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn Noble Collaborator
when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog Force-Using Traditions Korunnai Adept
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged Noble Loyal Protector
always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll) Droid Third-Degree Droid
When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO Scout Espionage
Will Def bonus = your class level Force Adept Telepath
when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1) Force Adept Telepath
can target object you hold, up to 5 years per level Force Sensitive Sense
Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v. Assassin Genohardan
if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5 Ace Pilot Blockade Runner
1/encounter as reac, follower can attack opponent if you're damaged by an attack or Force power Noble Loyal Protector
1/turn when you score an unarmed crit, make an immediate unarmed atk against target in reach, if you're in light Martial Arts Master Unarmed Mastery
not restricted to a straight line when running & can reroll Endurance Enforcer Enforcement
cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full Droid Second-Degree Droid
w/successful grab can bind target to you or adjacent object, you & target -2 Ref Def while together Bounty Hunter Bounty Hunter
once per encounter jury-rig an object not disabled Scoundrel Outlaw Tech
spend 1 min removing an accessory & adding another on a lightsaber you built Jedi Knight Jedi Artisan
when you create a field-created weapon, add one modification at the time of creation Military Engineer Military Engineer
1/encounter move your speed Scout Versatility
during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. different
target w/in 6sq of the first target
Scoundrel Brigand
1/enc if enemy uses non-Force talent you can use same talent next turn if have same weapon/item Soldier Warrior
can make Atk of Opp Ace Pilot Gunner
Use the Force against living creature w/in 12sq, remove farseeing, v. Will Def, for +2 Atk v. target Force-Using Traditions Luka Sene
use Tripwire as move not stan Scout Master Scout
1/round if you or ally in 6sq damages target, allies in LOS + dam to target = half class level Master Privateer Piracy
1/encounter Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc Master Privateer Piracy
once per encounter, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam Noble Leadership
can disarm with ranged weapon, does not provoke Atk of opp Gunslinger Gunslinger
if within 6 sq of target, you can be considered adjacent for purposes of flanking, single target Gunslinger Gunslinger
if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead, grant 1 ally to use move Noble Exile
+2 atk with melee weapon, 1/encounter lose bonus as free for +5 on single damage roll Sith Apprentice Sith Alchemy
retrieve energy cell/power pack and load weapon with single swif Elite Trooper Republic Commando
once per encounter, as a reac to attack, ally within 6sq can make immediate attack against attacker Noble Leadership
when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal Scout Espionage
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
reroll Use the Force to Search Your Feelings or farseeing Force-Using Traditions Ember of Vahl
you can take a readied action at the end of the current turn after opponent takes its action Scout Versatility
if take dam from Force power you deal +2 dam against that creature until end of encounter Jedi Jedi Sentinel
make Jump check as free when reduce opponent to 0 hp & can use surge Force-Using Traditions Warden of the Sky
if dark side power, roll two dice for rebuke attempt & take best Jedi Knight Jedi Shadow
regain 2 Force Powers when Force Point is spent to regain a power Jedi Jedi Consular
DC 15 Use the Force to recall discblade Force-Using Traditions Zeison Sha Warrior
add Wis mod to dam after a successful charge Soldier Veteran
if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon Scout Reconnaissance
gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you Scout Reconnaissance
1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 down track & Officer Rebel Recruiter
once per round, not autofire or other projectiles Jedi Lightsaber Combat
with a crit target -2 Ref Def until healed to full hp Elite Trooper Critical Master
with a crit target speed is halved until healed to full hp Elite Trooper Critical Master
+5 bonus on skill checks made to perform a Force Regimen Force Adept Mystic
once per encounter, move every ship in your squadron +1 up track Ace Pilot Squadron Leader
when you use an ability to grant a morale or insight bonus, increase by 1 Droid Commander Droid Commander
avoid moving on track from designated opponent Bounty Hunter Bounty Hunter
may roll twice for Pilot check to initiate dogfight Ace Pilot Expert Pilot
Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher Noble Superior Skills
dismiss your safe zone & allies in your old safe zone +2 spd Pathfinder Pathfinder
allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod Droid Commander Override
once per encounter, can regain all expended uses of farseeing power Jedi Jedi Consular
allies within 6sq can reroll one Pilot check, keep best (once per ally) Ace Pilot Expert Pilot
when you repair yourself +1 additional hp for each point over DC Independent Droid Autonomy
Repair as stan, 1/day per droid, object or vehicle Military Engineer Military Engineer
when targeted by dark side power you can give penalty to their UtF = Dark Side score Force-Using Traditions Tyia Adept
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
+2 Ref Def v. target hit by Whirlwind Attack until start of your next turn Force-Using Traditions Seyugi Dervish
once per encounter after first full round can add +5 to Initiative Scout Awareness
move +2 steps up condition track Jedi Jedi Guardian
1/encounter adjacent ally gains +5 to thresh Shaper Implant
if you would move down track, spend Force Point to negate movement Force-Using Traditions Bando Gora Captain
+5 Force bonus to all Def scores against Dark Side skills from dark force-user Jedi Jedi Sentinel
automatically improve attitude of an indifferent character to friendly with no check required Enforcer Enforcement
When you move down track from dam exceeding thresh, next atk before end of next turn moves target -1 down Noble Master of Intrigue
if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach Soldier Shockboxer
away from pursuing target run or use 2 swif & make single -5 atk as part of move, FP to avoid -5 Gunslinger Gunslinger
if enemy in LOS moves ally down track, gain +2 Atk v. that enemy Scoundrel Opportunist
DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth Bounty Hunter Bounty Hunter
target loses concealment bonus to Ref Def if Use the Force beats Will Def Force-Using Traditions Disciple of Twilight
+2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS Force Sensitive Dark Side
successful grapple deals target's strength modifier as damage (min 1) Soldier Brawler
target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn Scoundrel Revolutionary
with ranged attack, move cover down one step & deal half damage Scoundrel Fortune
reaction to damage gain total concealment until end of your next turn & may take 2nd Wind if didn't Force-Using Traditions White Current Adept
treat rifles as accurate weapons & take no penalty firing at short range Gunslinger Carbineer
+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force) Improviser Procurement
once an encounter make a lightsaber attack v. opponent you Block (not v. area attacks) Jedi Lightsaber Combat
1/rnd as reac to ally taking dam or down track +1 atk next atk (up to max +5) Force-Using Traditions Blazing Chain
1/rnd as reac to ally taking dam or down track UtF v. Will Def to move target -1 track, if enemy moved to Force-Using Traditions Blazing Chain
1/turn if you're damaged from Atk of Opp, make a single atk v. a target Scoundrel Recklessness
reroll Pilot to disengage from dogfight, if fail gunners do not take penalties to atk Ace Pilot Expert Pilot
if you take damage for an ally you gain DR = class level until end of your next turn Elite Trooper Protection
can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat Ace Pilot Wingman
1/encounter if you drop a foe to 0 hp or to bottom of track take a bonus stan action Assassin Assassin
when you deal damage over thresh, +2 dam v. that target rest of encounter Soldier Mercenary
reroll Persuasion to haggle over a price of bounty Bounty Hunter Bounty Hunter
sabotage object with energy cell/power pack to become a grenade, can be turned back with swif Military Engineer Military Engineer
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/turn 1 ally in LOS move its speed as a reac, if a target makes an Atk of Opp v. ally you can make Atk of Opp Pathfinder Pathfinder
4x4 sq = safe zone, ally starting in safe zone +2 Fort & Will Def, cannot overlap another safe zone Pathfinder Pathfinder
all opponents in 6 sq -1 Atk Master Privateer Piracy
reroll Knowledge if you're trained in that Knowledge Jedi Knight Jedi Archivist
double Int mod to Knowledge (life sciences) & (physical sciences) checks Droid First-Degree Droid
1/enc: use Disable or Erase Program v. friendly or helpful, disabling/erasing in 5 min & DC15; if succeed on Droid Second-Degree Droid
1/enc: use a feat or talent for atk as 1 action less; apply Independent Spirit bonus a 2nd time; in combat add 1/2 Independent Droid Elite Droid
all squad members +2 Perception until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, Elite Trooper Squad Leader
if you fail Treat Injury check, patient does not take any additional damage Medic Advanced Medicine
armor bonus to Ref Def and equip bonus to Fort Def increase by +1 Soldier Armor Specialist
1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of uses Scout Unpredictable
can disable security without a security kit, something goes wrong if you fail by 10 not 5 Scoundrel Slicer
if fail Persuasion to change attitude, reroll with Deception Scoundrel Misfortune
if make charge against unaware target, target cannot make Perception check to notice you Scout Surveillance
characters using fear effects must roll twice & keep the lower result on any skill or atk rolls Soldier Veteran
1/encounter seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal Scoundrel Misfortune
1/turn when enemy to 0 hp or down track, 1 ally in LOS to take 2nd Wind as free & add hp = CL Noble Provocateur
1/round when an ally dam an opponent you can take a swif action as a reac Outlaw Outlaw
1/enc use 1 talent from Inspiration tree on yourself Noble Exile
Use the Force replaces Will Def against Deception or Persuasion Jedi Knight Jedi Investigator
can use Sense Surroundings to detect targets 30sq radius, regardless of LOS Jedi Jedi Sentinel
when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam Jedi Jedi Sentinel
1/encounter enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn Jedi Jedi Sentinel
if have concealment v. target, can spend FP for +2 atk v. that target Jedi Jedi Sentinel
if stun dam over thresh target -3 down track not -2 Infiltrator Infiltration
if dam over current hp & threshold, then deal half dam, move down track and sever Jedi Knight Duelist
if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn Force-Using Traditions Seyugi Dervish
+1 Force bonus to Ref Def until start of your next turn Force-Using Traditions Disciple of Twilight
each 1/enc after you Atk: if dam gain total conceal v., or if opp no Dex to Def or if you concealed & you dam Scout Camouflage
gain low-light vision, lasts 5 min or until end of encounter whichever comes first Force-Using Traditions Disciple of Twilight
blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq Saboteur Sabotage
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
1/turn grant use of Force Secret to ally w/in 12 sq & trained in Use the Force Jedi Knight Jedi Instructor
1/turn grant use of Force Technique to ally w/in 12 sq & trained in Use the Force, not FP Recovery Jedi Knight Jedi Instructor
1/day grant use of Lightsaber Combat or Forms, Duelist until end of enc if w/in 12 sq to allies = 1/2 cl Jedi Knight Jedi Instructor
minions may reroll Persuasion checks to Intimidate Crime Lord Infamy
if you damage target with area attack, target is flat-footed v. you until next turn Vanguard Vanguard
any cover bonus is +2 Ref Def if adjacent to minion Crime Lord Mastermind
may use Block or Deflect to protect adjacent without sending Force Point Jedi Knight Jedi Watchman
once per encounter spend swif to regain 10 SR to max on an active personal shield Soldier Armor Specialist
1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed Force-Using Traditions Kilian Ranger
1/rnd negate ranged attack with Use the Force check, DC = Atk roll, must have activated gauntlet, aware and not
flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for adjacent
Force-Using Traditions Kilian Ranger
with successful Deflect make ranged atk w/in 6 sq & LOS, not autofire Force-Using Traditions Kilian Ranger
+5 on ranged attack on deflected shot Jedi Knight Lightsaber Forms
move 1 square without an Atk of Opp Assassin Assassin
-2 one Def, +1 to another Def Officer Military Tactics
-5 one Def, +2 to another Def Officer Military Tactics
-5 two Defs, +5 to other Def Officer Military Tactics
gain low-light vision for 1 minute or the encounter whichever is longer Force Sensitive Sense
take only -2 penalty on your Use the Force check for each block or deflect in last turn Jedi Knight Lightsaber Forms
can always use rifles to make attacks of opportunity Gunslinger Carbineer
+2 atk with shoto or guard shoto if you wield a one-handed lightsaber Jedi Lightsaber Combat
one-handed lightsaber considered light with shoto, can activate Lightsaber Defense as free with shoto Jedi Knight Duelist
when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent Jedi Knight Jedi Weapon Master
if begin turn adjacent to ally, gain hp = HL Elite Trooper Republic Commando
1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally Ace Pilot Expert Pilot
treat siang lance as rifle, +1 atk & counts as Weapon Focus (rifles) Force-Using Traditions Kilian Ranger
if Use the Force of Force blast exceeds Fort Def, target moves 1 down track, you get Dark Side point Force-Using Traditions Felucian Shaman
reduce cost of diagonal move to 1 if in light or no armor Scout Fringer
with certain item +2 opposed skill checks, multiple items cumulative +1 Bounty Hunter Bounty Hunter
never suffer from unfavorable circumstances from environment w/Stealth, 1/rnd w/Stealth auto aid another 1
ally
Scout Hyperspace Explorer
if unaware target damaged, opp cannot speak or make other noises until end of your next turn Infiltrator Infiltration
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn Force-Using Traditions Iron Knight
can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons) Soldier Warrior
make two unarmed attacks each against different targets Force-Using Traditions Warden of the Sky
with 1 light melee or lightsaber you can move your speed as a free action Melee Duelist Melee Duelist
with 1 light melee or lightsaber make full atk as stan, 1 per turn Melee Duelist Melee Duelist
Create Sith Amulet, Sith Armor, Sith Talisman, or Sith Weapon, see J21-22 Sith Apprentice Sith Alchemy
Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use
Create Sith Weapon - imbue weapon with Sith alchemical weapon template (K79)
Sith Apprentice Sith
modify an item to gain Sith Alchemy traits, see J22 Sith Apprentice Sith Alchemy
+1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours Force-Using Traditions Believer Disciple
Knowledge (galactic lore) DC15+CL for target's level, classes, abilities & Force & Destiny points Infiltrator Bothan Spynet
1/enc Perception vs Will of target within 6 sq & LOS for +2 bonus to skill & attacks for enc Scout Espionage
increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12) Noble Superior Skills
nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod Noble Superior Skills
with reprogram, sacrifice one trained skill for +1 skill focus, once per reprogram Independent Droid Specialized Droid
ally gets +5 on skill check, Force Point = +10 Jedi Jedi Consular
set detonator as swif & does not go off if fail roll by 10 or more Saboteur Sabotage
when installing an implant the attack bonus is halved Shaper Shaper
When failing to get min result of check of 1 skill, gain FP only usable on that skill before end of enc Noble Superior Skills
if move 2 squares, +1 Atk until next turn Scoundrel Misfortune
1/enc with charge take no penalty on UtF for Block during the charge, applies to Riposte Jedi Knight Jedi Battlemaster
when you dam opponent you can move through that opponent's square, Atk of Opp as normal Scoundrel Opportunist
if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher Scout Camouflage
once per encounter designate an opp you just damaged cannot make attacks of opp until next turn Scoundrel Run and Gun
target's spd -2 until move to normal on track or until end of enc & loses Dex to Def & flat-footed, spend FP for -
4sq or half whichever is greater
Gunslinger Gunslinger
when you move target -1 down track their speed halved until removed Enforcer Enforcement
each 1/enc make ranged or melee atk for 1. if hits enemy -2 atk & dam until end of enc or 2. if deal dam enemy
gains persistent condition removed with DC25 Treat Injury/surgery or 3. atk v. adjacent to you or ally +2 dam
Scoundrel Brigand
1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours Crime Lord Infamy
if you pilot a colossal or smaller vehicle, capital ships with -20 Atk = no crits unless you'd be hit normally (20 + Ace Pilot Blockade Runner
do not provoke attacks of opportunity when using aim with stock extended Gunslinger Carbineer
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6 Scoundrel Misfortune
ranged attack not at point blank range add half class level to damage Assassin Assassin
1/encounter ranged attack not at point blank range ignore target's armor bonus to Ref Def Assassin Assassin
aim with 1 swif at a target not in point blank range Assassin Assassin
after 2 rounds of being disabled move +1 up track Independent Droid Autonomy
when damaged gain DR 10 until end of your next turn Force-Using Traditions Matukai Adept
when you damage target with ranged atk, 1 ally in LOS ignores target's DR & SR Vanguard Vanguard
take 10 on Acrobatics check to tumble even when distracted, each occupied square counts as 1 Jedi Knight Lightsaber Forms
use vital transfer to move target +1 up track not heal, you move -1 down track Jedi Knight Jedi Healer
shift unfriendly beast to indifferent automatically Force Adept Beastwarden
reroll Use the Force for Block or Deflect Jedi Knight Lightsaber Forms
1/encounter Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn Scoundrel Misfortune
no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons Scoundrel Spacer
Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied Force-Using Traditions Aing-Tii Monk
1/encounter adjacent ally gains +2 spd Shaper Implant
no penalty when using Accelerated Climbing of Climb Scout Master Scout
once a day, make skill check trained, multiple per day Noble Lineage
Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target Scout Surveillance
if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware Soldier Ambusher
run up to five time speed Scout Survivor
Gather Info replaces Knowledge (galactic lore), considered trained Infiltrator Bothan Spynet
if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon Soldier Squad Leader
with melee atk against target with your allies adjacent reroll damage & keep best Soldier Brute Squad
with you & two allies adjacent to target, target is flat-footed Soldier Brute Squad
once per encounter, grant benefits of a talent to every ship in your squadron until end of enc. Ace Pilot Squadron Leader
once per encounter, grant a maneuver you use to every ship in your squadron next round Ace Pilot Squadron Leader
an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest Officer Fugitive Commander
+1 Atk aboard starship including personal weapons Scoundrel Spacer
when you grab an enemy they must make opposed grapple to break, if you initiate you can reroll, if you're in Martial Arts Master Martial Arts Forms
recruited enemy can immediately use second wind as a reac Officer Rebel Recruiter
remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level Officer Fugitive Commander
reroll Treat Injury Medic Advanced Medicine
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free Officer Fugitive Commander
if you resist a mind-affecting Force power the user cannot use the same power against you again Bounty Hunter Force Hunter
melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB Jedi Jedi Sentinel
natural 20 on Atk roll = one extra Force Point for encounter Scoundrel Spacer
if an ally moves you can move before your next turn if you end within 3 sq of that ally Soldier Trooper
your force powers can deal stun dam Force-Using Traditions Tyia Adept
if damage opp with slashing Atk, opp -2 melee Atk until your next turn Soldier Weapon Specialist
if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn Soldier Shockboxer
when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit Noble Provocateur
choose a lightsaber form Sith Apprentice Sith
1/encounter adjacent ally gains +1 die dam Shaper Implant
if within 10 sq of an ally +2 DR Elite Trooper Republic Commando
when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk Imperial Knight Knight's Resolve
once per encounter after you dam opp you can move your speed Scoundrel Run and Gun
when you grab an opponent they must use a full to break the grab not a stan Soldier Brawler
add your class level to Will Def v. Use the Force Bounty Hunter Force Hunter
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 stun, you must be adjacent Saboteur Turret
when you deal stun dam with unarmed atk, after dam is halved add +1 die dam Soldier Shockboxer
with damage in a melee attack, move 1 down track if damage beat threshold Soldier Brawler
1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn Scoundrel Misfortune
if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp Soldier Brawler
make Whirlwind Attack at end of charge not normal melee attack if using no weapons (gloves, etc) Force-Using Traditions Seyugi Dervish
deal sneak attack damage when you use Skirmisher Scoundrel Misfortune
1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy Noble Anticipation
1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3; as stan auto aid another droid w/skill Droid Third-Degree Droid
mind trick to convince target they can't use the Force, Int 3 & w/in 12sq, UtF v. UtF Force Sensitive Alter
speed not reduced by difficult terrain Scout Survivor
1/encounter move up to your speed Scout Fringer
1/encounter return any [light side] power without spending Force Point Force Sensitive Light Side
if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw Scoundrel Smuggling
if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you Scoundrel Yuuzhan Vong Biotech
in surprise rnd if not surprised can take swif in addition to other action, if surprised can take swif Scout Master Scout
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
until end of encounter: can only use "you" Force Powers & 1/turn recover 1 spent power w/out FP Force-Using Traditions White Current Adept
Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS Scout Spy
1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex Scout Unpredictable
make a swif action a reaction after failing Deception or Stealth Independent Droid Autonomy
once a day, use a swift action instead of move or standard Force Sensitive Dark Side
1/enc make single ranged atk w/handheld weapon as swif not stan, cannot use remaining for atk Gunslinger Gunslinger
each 1/encounter: move your speed & +2 Ref Def until end of enc, or no Def penalty on charge, or move & +2
Ref Def v. Atk of Opp until next turn
Scout Fringer
+1 Force bonus to attacks with simple weapons Force-Using Traditions Ember of Vahl
once per encounter, treat attack with ally on with same target together vs. SR, DR & Threshold Ace Pilot Gunner
move vehicle additional step down track Ace Pilot Gunner
can use Assault, Deployment or Field Tactics as a swift action not move Officer Military Tactics
when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod Noble Leadership
select 2 allies, each moves 2 sq as reac w/out atk of opp Crime Lord Mastermind
all allies in LOS & within 6sq can withdraw as a swif until start of your next turn Crime Lord Mastermind
1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track Martial Arts Master Martial Arts Forms
if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn Bounty Hunter Bounty Hunter
add one dark side force power, once per encounter use that power without increasing Dark Side score Jedi Knight Jedi Shadow
if you take damage for an ally your damage threshold +5 Elite Trooper Protection
if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned Master Privateer Piracy
when you deal dam at end of charge, you knock target prone if opponent no more than 1 size larger Enforcer Enforcement
if ally is using Persuasion to change attitude that doesn't understand you add +2 Droid Third-Degree Droid
if non-area atk hits, can choose to do half damage and target loses its next move Outlaw Outlaw
1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS Droid Fourth-Degree Droid
auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth Droid Fourth-Degree Droid
1/encounter when an enemy moves within 6 sq can make Atk against as a reaction Bounty Hunter Gand Findsman
+2 Atk & damage on next PB or within reach attack if in LOS Droid Fourth-Degree Droid
1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used Droid Fifth-Degree Droid
can use Recruit Enemy when you or ally would deal dam to kill target instead of only you Officer Rebel Recruiter
increase speed of droid or vehicle if you occupy or are adjacent by 1 sq, 1 per round Military Engineer Military Engineer
w/natural 20 to use Force disarm, grip, slam, thrust or Move Object, reuse same power immediately Force Sensitive Alter
with Force Training & take move object, gain extra power from disarm, slam, thrust or move object Force Sensitive Alter
if you are moved by a Force power reduce the distance by half Bounty Hunter Force Hunter
once per encounter, return Force disarm, slam, thrust, or Move Object without Force Point Force Sensitive Alter
negate movement if being force against will Force Sensitive Control
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
add Force Point roll to damage & attack if unarmed Force-Using Traditions Warden of the Sky
with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach Force-Using Traditions Warden of the Sky
can return Intercept to suite without spending Force Point Force-Using Traditions Zeison Sha Warrior
when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP Force Sensitive Alter
if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. that target Force Adept Telepath
link within 1km can communicate as if speaking, 1/encounter may share Force power of target or you Force Sensitive Alter
can move target 1 sq if damaged by Whirlwind Attack, not if grabbed or grappled, no Atk of Opp Force-Using Traditions Seyugi Dervish
1/encounter when attacked you can move your speed Bounty Hunter Gand Findsman
deal additional die of damage Elite Trooper Master of Teras Kasi
only full-round actions unarmed, take full attack as standard action Elite Trooper Master of Teras Kasi
DC20 Ride to negate difficult terrain Scout Mobile Scout
Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled Crime Lord Infamy
when you catch a Second Wind move +2 up track also Soldier Veteran
1/turn if Will Def is targeted can replace Will with Use the Force check, you -5 UtF until end of next Force Sensitive Control
when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL Scoundrel Opportunist
any target struck by thrown lightsaber moves at half spd (round down) until your next turn Jedi Knight Duelist
if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk Force-Using Traditions Shapers of Kro Var
get total concealment in place of any concealment Scout Camouflage
catch a Second Wind one extra time Soldier Commando
can substitute Use Computer for Gather Info if you have computer access Scoundrel Slicer
automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5 Scout Spy
allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal Scout Advance Patrol
Deception to feint, shut off and reignite lightsaber Jedi Knight Lightsaber Forms
when you die become a dark side spirit & can possess others or enter an object, see J16 Force Sensitive Dark Side
spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS, lost if not used by end of enc Jedi Knight Jedi Instructor
when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp Noble Fencing
if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp Charlatan Trickery
DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track Droid First-Degree Droid
1/encounter if you and allies have LOS to same target you all can reroll one ranged attack Vanguard Vanguard
Initiative check v. enemy in LOS, loser is flat-footed v. other Scoundrel Recklessness
no penalty to Atk when using Rapid Shot Gunslinger Gunslinger
set trap 3sq wide, DC20 Mechanics & Deception to conceal, target DC10 Acrobatics to avoid, select 1 option:
1. target falls prone 1d6 dam, 2. auto hit w/mine & 1d20+10 v. adjacent, 3. +2 Deception & fall prone
Scout Master Scout
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
Persuasion v. Will Def of 1 enemy in LOS for them to attack who you choose, +5 if they're higher level Noble Provocateur
give up standard action to give all extra action next turn Noble Leadership
When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better Noble Skill Challenge
1/enc after first round Knowledge (tactics) v. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at Officer Military Tactics
turret self-destructs at 0hp with 2sq radius dealing its normal dam, you can disable if adjacent as reac Saboteur Turret
with two pistols, +2 dam if using Rapid Shot Gunslinger Pistoleer
you can move 2 squares between attacks without an attack of opportunity Jedi Knight Jedi Weapon Master
you can make an attack with both weapons or double-sided weapon against different targets Jedi Knight Jedi Weapon Master
each 1/enc after you atk: if same atks you atk/reac, or opp can't atk you, or +2 atk if they haven't atk Noble Disgrace
throw 2 weapons at same enemy or target sq w/one hand, separate atks -10 & weapons must be similar, range =
8sq
Elite Trooper Weapon Master
ally in 12 sq & LOS takes dam you take half dam & ally takes half dam Force-Using Traditions Tyia Adept
1/enc increase dam thresh = Independent Droid level Independent Droid Elite Droid
if parry melee attack, can immediately make unarmed Atk as reaction against target Elite Trooper Master of Teras Kasi
fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others) Elite Trooper Master of Teras Kasi
one opponent loses Str bonus to melee attacks against you, not to damage Soldier Brawler
when you use Adapt & Survive, you deny the bonus to the enemy in LOS Scout Versatility
1/day add 1/2 officer class to all Def 1 round, must declare at beginning of your turn Officer Military Tactics
do not lose Dex bonus if flat-footed or attacked by hidden attacker Scout Awareness
cannot be flanked Scout Awareness
1/round if damaged move 1 sq as reac, no Atk of Opp Outlaw Outlaw
1/encounter a roll 16 or higher is considered a natural 20 Scoundrel Fortune
spend a Force Point to automatically negate a mind-affecting Force power or talent Jedi Knight Jedi Investigator
Treat Injury DC increases by 5 Scoundrel Malkite Poisoner
followers gain Toughness feat Noble Loyal Protector
1/encounter reroll damage of one attack Scoundrel Fortune
Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you Noble Disgrace
if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed Soldier Brawler
opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter Crime Lord Infamy
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes Jedi Jedi Sentinel
Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter Force Adept Imperial Inquisitor
once per encounter an attack that would knock you down the track is reduced by 1 step Gladiator Gladiatorial Combat
1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def Noble Leadership
1/encounter increase speed of allies in LOS by 2 Crime Lord Mastermind
Cri on 19-20, 19 not an auto hit Jedi Knight Lightsaber Forms
additional damage from an empowered weapon is considered fire damage Force-Using Traditions Ember of Vahl
+1d6 fire damage with melee weapons until the beginning of your next turn Force-Using Traditions Ember of Vahl
UtF v. Will Def to vanish from sight of one target in LOS, total concealment v. target until next turn Force-Using Traditions Agent of Ossus
+2 Atk with selected vehicle type, may take 10 on Pilot checks Ace Pilot Expert Pilot
1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC Droid Second-Degree Droid
treat your ship as two size categories smaller when attempting Stealth checks Scout Hyperspace Explorer
DC 15 Mechanics for hp = 5 x CL Military Engineer Military Engineer
if hit by area attack, take half or no damage, must be moving Ace Pilot Expert Pilot
+10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def Scoundrel Yuuzhan Vong Biotech
poisons used against a target get +2 Atk against Fort Def Scoundrel Malkite Poisoner
if an enemy you damaged in this encounter is at 0 hp, return one Force Power as free Force-Using Traditions Bando Gora Captain
one adjacent ally +1 Ref Def as long as they remain adjacent Jedi Knight Jedi Watchman
when an enemy you reduced to 0 hp or bottom of track, your next atk is +1 die Scoundrel Opportunist
can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly Scoundrel Slicer
you or ally within 12sq if you miss an atk, UtF check over target's Will attacker can reroll Atk spend one
farseeing, you -5 Use the Force until beginning of your next turn
Jedi Jedi Consular
you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you -
5 Use the Force until beginning of your next turn
Jedi Jedi Consular
See into past or future with farseeing, max one year per your level Force Sensitive Sense
1/encounter you gain hp = 10 + 1/2 your HL Force Sensitive Guardian Spirit
enemies in LOS take -2 Def until your next turn Scoundrel Misfortune
+1 Ref Def v. melee if have wan-shen in hand & not flat-footed Force-Using Traditions Matukai Adept
treat wan-shen as Med weapon not Large, can Pin & Trip with wan-shen if wan-shen in hand Force-Using Traditions Matukai Adept
make 2 atk with wan-shen each against a different target if have wan-shen in hand Force-Using Traditions Matukai Adept
provide soft cover to 1 adjacent ally Elite Trooper Protection
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
when enemy makes unarmed/melee atk for 2nd time in enc v. you make Perception as reac to gain +1 Ref &
Fort Def v. for rest of enc, can switch targets by not using for 1 full rnd
Soldier Warrior
1/enc ignore 1 non-Force effect, talent, skill or ability that exceeds Will Def, if spend FP ignore mind effect
even if Force
Soldier Warrior
if enemy fails Stealth or Deception v. your Perception you can take move as reac, if multiple fail, your moves
cannot exceed Dex mod
Scoundrel Outsider
can move into same space as frigate or larger without collision & can occupy same space Ace Pilot Blockade Runner
if you are adjacent to an ally you can't be flanked Soldier Trooper
Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects Jedi Jedi Consular
Perception replaces Initiative & considered trained in Initiative Scout Advance Patrol
when acting in surprise round you &allies take +1 move max Jedi Knight Jedi Watchman
add Cha mod to dam (min +1) to telekinetic Force power Force-Using Traditions Order of Shasa
once per encounter ignore DR of single target in LOS for the rest of your turn Scout Awareness
if deal dam over threshold, Persuasion as a free action v. Will, flees one min target can spend Force Point to
negate, or if target's level is higher
Noble Influence
if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down track Scoundrel Misfortune
every level, get credits class level x5000 Noble Lineage
if minion killed, they are replaced by one of same level 24 hours later Crime Lord Mastermind
if use ranged weapon as melee weapon +2 melee atk Elite Trooper Republic Commando
+2 dam, single weapon group Soldier Weapon Specialist
+2 melee dam with discblade Force-Using Traditions Zeison Sha Warrior
+2 to melee damage Jedi Lightsaber Combat
1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track Droid Fourth-Degree Droid
any target adjacent takes dam = Str bonus with melee weapon Elite Trooper Melee Specialist
Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force Force-Using Traditions White Current Adept
Crit with a lightsaber, move target 2 steps down track Sith Apprentice Sith
1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours Force Adept Beastwarden
once per encounter negate the effect of a single attack or skill check v. Will Def Corporate Agent Corporate Power
once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS, not self Noble Inspiration
gain concealment & +2 Ref Def v. thrown weapons until end of encounter Force-Using Traditions Shapers of Kro Var
Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight Ace Pilot Expert Pilot
1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller) Ace Pilot Wingman
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn Force Sensitive Dark Side
each time you're attacked opponent -2 Will Def until end of next turn Corporate Agent Corporate Power
1/turn when dam target with unarmed atk make atk v. Fort Def for target to take only 1 swif next turn, if you're
in light or no armor
Martial Arts Master Martial Arts Forms
any ally who uses second wind in your Safe Zone gains additional hp = your cl Pathfinder Pathfinder
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
BENEFIT CLASS
TREE
Use a Text Filter in the ALL column to search the list for all talents that
are available to a specific class.
FP?: x = must spend force point,* = may spend
MtR: Must take Reroll
ALL
Elite Trooper
Jedi
Force Disciple, Jedi Master, Sith Lord
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Scout
Droid
Jedi
Force Disciple, Jedi Master, Sith Lord
Shaper
Scout
Noble
Scoundrel
Assassin
Melee Duelist
Jedi
Sith Apprentice
Jedi
Scout
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Infiltrator
Elite Trooper
Charlatan, Noble
Soldier
Noble
Jedi Knight
Imperial Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier
Imperial Knight
column to search the list for all talents that
ALL
column to search the list for all talents that
Imperial Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier
Elite Trooper
Elite Trooper
Master Privateer
Noble
Scoundrel
Noble
Officer
Noble
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master
Jedi Knight
Crime Lord
Master Privateer
Crime Lord
Force Disciple, Jedi Master, Sith Lord
Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master
Force Disciple, Jedi Master, Sith Lord
Soldier, Weapon Specialist
Droid Commander
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Charlatan, Gunslinger, Scoundrel
Assassin, Bounty Hunter, Saboteur, Scoundrel
Noble
Force Disciple, Jedi Master, Sith Lord
Outlaw, Scout
Elite Trooper, Officer, Soldier
Jedi
Scout
Medic, Shaper
Soldier
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
ALL
column to search the list for all talents that
Assassin, Bounty Hunter, Saboteur, Scoundrel
Ace Pilot
Force Disciple, Jedi Master, Sith Lord
Droid Commander, Noble
Charlatan, Gunslinger, Scoundrel
Improviser
Scoundrel
Shaper
Improviser
Scout
Master Privateer
Master Privateer
Master Privateer
Saboteur
Saboteur
Saboteur
Noble
Infiltrator, Scout
Gunslinger
Ace Pilot
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Master Privateer
Gunslinger
Master Privateer
Force Disciple, Jedi Master, Sith Lord
Crime Lord
Crime Lord
Crime Lord
Elite Trooper
Droid Commander, Noble
Officer
ALL
column to search the list for all talents that
Scoundrel
Force Adept
Corporate Agent, Droid Commander, Noble, Officer
Infiltrator
Military Engineer
Military Engineer
Independent Droid
Medic, Shaper
Gladiator
Force Disciple, Jedi Master, Sith Lord
Scoundrel
Gunslinger
Pathfinder
Force Disciple, Jedi Master, Sith Lord
Soldier
Droid
Gladiator
Jedi Knight
Soldier
Improviser
Droid
Charlatan, Noble
Charlatan, Noble
Sith Apprentice
Soldier
Force Adept
Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept
Force Adept
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Scoundrel
Scoundrel
Jedi
ALL
column to search the list for all talents that
Jedi
Ace Pilot
Force Disciple, Jedi Master, Sith Lord
Gunslinger
Ace Pilot
Jedi
Ace Pilot
Scout
Force Adept
Elite Trooper
Jedi
Droid
Jedi Knight
Soldier
Officer
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Officer
Elite Trooper
Corporate Agent, Droid Commander, Noble, Officer
Soldier
Corporate Agent
Corporate Agent
Specialized Droid
Specialized Droid
Soldier
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Infiltrator
Ace Pilot
Outlaw
Corporate Agent, Noble
ALL
column to search the list for all talents that
Jedi
Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Crime Lord
Elite Trooper
Corporate Agent, Droid Commander, Noble, Officer
Elite Trooper, Officer, Soldier
Corporate Agent, Droid Commander, Noble, Officer
Elite Trooper
Corporate Agent
Imperial Knight
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Imperial Knight
Soldier
Enforcer
Jedi
Elite Trooper, Officer, Soldier
Jedi Knight
Force Adept
Ace Pilot, Master Privateer, Scoundrel
Infiltrator
Ace Pilot
Force Adept
Noble
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Soldier, Weapon Specialist
Charlatan
Assassin, Bounty Hunter, Saboteur, Scoundrel
Scoundrel
Improviser
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Charlatan
Gunslinger
Jedi
Jedi Knight
Sith Apprentice
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi
Sith Apprentice
Sith Apprentice
Jedi
Force Disciple, Jedi Master, Sith Lord
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi
Jedi
Force Adept
Gunslinger
Assassin, Bounty Hunter, Saboteur, Scoundrel
Assassin
Gunslinger
Force Disciple, Jedi Master, Sith Lord
Gunslinger
Elite Trooper, Officer, Soldier
Elite Trooper, Officer, Soldier
ALL
column to search the list for all talents that
Ace Pilot, Master Privateer, Scoundrel
Scout
Force Disciple, Jedi Master, Sith Lord
Jedi
Jedi Knight
Independent Droid
Soldier
Pathfinder
Elite Trooper, Officer, Soldier
Scout
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Crime Lord, Noble
Elite Trooper, Officer, Soldier
Noble
Elite Trooper
Officer
Sith Apprentice
Soldier
Bounty Hunter
Force Disciple, Jedi Master, Sith Lord
Soldier, Weapon Specialist
Soldier
Saboteur
Jedi Knight
Elite Trooper, Infiltrator, Scout
Jedi Knight
Noble
ALL
column to search the list for all talents that
Droid Commander
Droid Commander
Soldier
Charlatan, Noble
Melee Duelist
Soldier
Soldier, Weapon Specialist
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Officer
Assassin, Bounty Hunter, Saboteur, Scoundrel
Corporate Agent, Droid Commander, Noble, Officer
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Gladiator
Charlatan
Charlatan, Noble
Jedi Knight
Ace Pilot
Noble
Noble
Outlaw
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Gunslinger
Elite Trooper, Officer, Soldier
Bounty Hunter
Droid Commander
Force Disciple, Jedi Master, Sith Lord
Military Engineer
Saboteur
ALL
column to search the list for all talents that
Droid Commander
Droid
Melee Duelist
Melee Duelist
Droid
Charlatan, Gunslinger, Scoundrel
Droid
Force Disciple, Jedi Master, Sith Lord
Scoundrel
Martial Arts Master
Jedi Knight
Corporate Agent, Noble
Improviser
Improviser
Bounty Hunter
Ace Pilot
Jedi
Force Adept
Medic, Shaper
Force Disciple, Jedi Master, Sith Lord
Force Adept
Noble
Corporate Agent, Noble
Pathfinder
Force Disciple, Jedi Master, Sith Lord
Specialized Droid
Vanguard
Soldier
Jedi
Force Adept
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
ALL
column to search the list for all talents that
Pathfinder
Ace Pilot
Force Adept
Droid
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard
Improviser
Noble
Elite Trooper
Gladiator
Force Disciple, Jedi Master, Sith Lord
Droid Commander
Shaper
Soldier
Soldier
Ace Pilot
Scout
Shaper
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Officer
Jedi
Elite Trooper, Infiltrator, Scout
Elite Trooper
Elite Trooper
Elite Trooper
Elite Trooper
Medic, Shaper
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard
Saboteur
Noble
Scout
Scout
Elite Trooper
Bounty Hunter
Bounty Hunter
ALL
column to search the list for all talents that
Ace Pilot
Improviser, Military Engineer, Scoundrel
Scoundrel
Crime Lord, Master Privateer
Soldier
Corporate Agent, Droid Commander, Noble, Officer
Bounty Hunter
Noble
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Elite Trooper
Force Disciple, Jedi Master, Sith Lord
Officer
Master Privateer
Outlaw
Scoundrel
Bounty Hunter
Bounty Hunter
Elite Trooper
Gunslinger
Outlaw, Scout
Officer
Officer
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Elite Trooper
Martial Arts Master
Crime Lord, Noble
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master
Force Adept
Soldier
Soldier
Force Disciple, Jedi Master, Sith Lord
ALL
column to search the list for all talents that
Charlatan, Gunslinger, Scoundrel
Scoundrel
Bounty Hunter
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Sith Apprentice
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi
Force Disciple, Jedi Master, Sith Lord
Force Adept
Jedi
Force Disciple, Jedi Master, Sith Lord
Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Jedi Knight
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept
Force Adept
Force Adept, Force Disciple
Jedi Knight
Jedi Knight
Jedi Knight
Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Noble
Elite Trooper
Force Adept, Force Disciple
Charlatan, Gunslinger, Scoundrel
Scout
Charlatan, Noble
Noble
Crime Lord, Master Privateer
Outlaw, Scout
Elite Trooper
Droid Commander
Ace Pilot
Noble
Charlatan, Gunslinger, Scoundrel
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Noble
Noble
Scout
Assassin
Elite Trooper, Infiltrator, Scout
ALL
column to search the list for all talents that
Improviser
Soldier
Jedi
Officer
Ace Pilot
Force Adept
Elite Trooper
Force Adept
Force Adept
Elite Trooper
Elite Trooper
Force Disciple, Jedi Master, Sith Lord
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Elite Trooper
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi
Soldier
Officer
Noble
Gunslinger
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi
Elite Trooper
Scout
Jedi
Soldier
Gunslinger
Soldier
Elite Trooper, Officer, Soldier
Martial Arts Master
Force Disciple, Jedi Master, Sith Lord
Elite Trooper, Officer, Soldier
Gunslinger
Officer
Force Disciple, Jedi Master, Sith Lord
ALL
column to search the list for all talents that
Jedi Knight
Noble
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Droid
Assassin, Bounty Hunter, Saboteur, Scoundrel
Independent Droid
Scout
Scout
Elite Trooper, Infiltrator, Scout
Scoundrel
Elite Trooper, Infiltrator, Scout
Force Disciple, Jedi Master, Sith Lord
Elite Trooper
Martial Arts Master
Scoundrel
Force Disciple, Jedi Master, Sith Lord
Elite Trooper
Jedi
Improviser, Military Engineer, Scoundrel
Specialized Droid
Elite Trooper, Infiltrator, Scout
Scout
Bounty Hunter
Bounty Hunter
Ace Pilot, Master Privateer, Scoundrel
Scout
Noble
Droid Commander, Noble
Elite Trooper
Elite Trooper, Martial Arts Master
Scoundrel
ALL
column to search the list for all talents that
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Jedi
Soldier, Weapon Specialist
Jedi Knight
Crime Lord
Crime Lord
Crime Lord
Vanguard
Corporate Agent
Corporate Agent
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier
Ace Pilot
Jedi
Jedi
Sith Apprentice
Force Disciple, Jedi Master, Sith Lord
Jedi Knight
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Improviser
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Assassin
Gunslinger
Jedi Knight
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi Knight
Jedi Knight
Assassin, Bounty Hunter, Saboteur, Scoundrel
Assassin, Bounty Hunter, Saboteur, Scoundrel
Charlatan
Elite Trooper, Infiltrator, Scout
ALL
column to search the list for all talents that
Elite Trooper
Soldier, Weapon Specialist
Infiltrator, Scout
Soldier
Crime Lord, Noble
Improviser
Jedi Knight
Sith Apprentice
Infiltrator, Scout
Elite Trooper, Officer, Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Corporate Agent, Noble
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Charlatan
Force Adept
Jedi Knight
Force Disciple, Jedi Master, Sith Lord
Droid Commander
Droid Commander, Noble
Crime Lord, Master Privateer
Crime Lord, Master Privateer
Crime Lord, Master Privateer
Droid Commander, Noble
Noble
Crime Lord
Droid Commander, Noble
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Noble
Force Adept, Force Disciple
Enforcer
Droid
ALL
column to search the list for all talents that
Infiltrator, Scout
Crime Lord, Noble
Vanguard
Master Privateer
Independent Droid
Saboteur
Officer
Officer
Jedi Knight
Jedi Knight
Bounty Hunter
Jedi Knight
Jedi Knight
Soldier
Soldier
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier
Ace Pilot
Outlaw, Scout
Independent Droid
Droid
Improviser
Jedi Knight
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Soldier
Ace Pilot
Outlaw, Scout
Elite Trooper, Officer, Soldier
Gunslinger
Master Privateer
Soldier
Scout
Charlatan, Gunslinger, Scoundrel
Imperial Knight
ALL
column to search the list for all talents that
Elite Trooper
Gunslinger
Jedi
Noble
Force Disciple, Jedi Master, Sith Lord
Infiltrator
Infiltrator
Infiltrator
Force Disciple, Jedi Master, Sith Lord
Noble
Droid
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Martial Arts Master
Martial Arts Master
Charlatan, Gunslinger, Scoundrel
Pathfinder
Noble
Officer
Noble
Noble
Noble
Noble
Officer
Force Disciple, Jedi Master, Sith Lord
Elite Trooper
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Bounty Hunter
ALL
column to search the list for all talents that
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi Knight
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Gunslinger
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Droid
Gladiator
Force Adept, Force Disciple
Outlaw, Scout
Ace Pilot
Noble
Charlatan, Gunslinger, Scoundrel
Charlatan, Gunslinger, Scoundrel
Force Disciple, Jedi Master, Sith Lord
Scoundrel
Droid Commander
Jedi Knight
Ace Pilot, Master Privateer, Scoundrel
Scoundrel
Soldier
Assassin, Scoundrel
Soldier
Elite Trooper
Elite Trooper
Elite Trooper
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Assassin
Force Disciple, Jedi Master, Sith Lord
Vanguard
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
ALL
column to search the list for all talents that
Jedi Knight
Ace Pilot
Crime Lord, Master Privateer
Noble
Shaper
Jedi
Melee Duelist
Jedi
Improviser
Crime Lord
Jedi Knight
Vanguard
Droid
Scout
Droid
Droid
Medic, Shaper
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Force Adept
Saboteur
Charlatan, Noble
Jedi Knight
Gunslinger
ALL
column to search the list for all talents that
Jedi
Scout
Force Disciple, Jedi Master, Sith Lord
Independent Droid
Assassin, Scoundrel
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Master Privateer
Melee Duelist
Gladiator
Elite Trooper
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Gunslinger
Gunslinger
Elite Trooper
Elite Trooper
Assassin
Assassin
Force Adept
Force Adept, Force Disciple
Medic, Shaper
Force Disciple, Jedi Master, Sith Lord
Jedi Knight
Soldier
Scoundrel
Noble
Officer
Enforcer
Bounty Hunter
Crime Lord, Master Privateer
Bounty Hunter
Bounty Hunter
Droid
Assassin, Scoundrel
ALL
column to search the list for all talents that
Scoundrel
Imperial Knight
Pathfinder
Droid
Gunslinger
Bounty Hunter
Droid
Officer
Improviser
Outlaw
Scoundrel
Gunslinger
Elite Trooper
Elite Trooper, Officer, Soldier
Melee Duelist
Officer
Ace Pilot
Scoundrel
Scoundrel
Ace Pilot
Droid Commander
Force Disciple, Jedi Master, Sith Lord
Soldier, Weapon Specialist
Soldier
Jedi Knight
Force Adept
Jedi
Noble
Gladiator
Improviser, Military Engineer, Scoundrel
ALL
column to search the list for all talents that
Soldier
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Soldier
Scout
Gunslinger
Gunslinger
Force Disciple, Jedi Master, Sith Lord
Specialized Droid
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Droid
Specialized Droid
Corporate Agent, Noble
Imperial Knight
Imperial Knight
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Bounty Hunter
Shaper
Gunslinger
Force Disciple, Jedi Master, Sith Lord
Military Engineer
Jedi Knight
Crime Lord, Noble
Master Privateer
Outlaw
Jedi
Force Adept
Military Engineer
Force Disciple, Jedi Master, Sith Lord
Noble
Force Disciple, Jedi Master, Sith Lord
ALL
column to search the list for all talents that
Noble
Droid
Scout
Force Adept
Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Assassin
Ace Pilot
Noble
Martial Arts Master
Enforcer
Droid
Bounty Hunter
Improviser, Military Engineer, Scoundrel
Jedi Knight
Military Engineer
Scout
Scoundrel
Soldier
Ace Pilot
Force Disciple, Jedi Master, Sith Lord
Scout
Master Privateer
Master Privateer
Corporate Agent, Droid Commander, Noble, Officer
Gunslinger
Gunslinger
Noble
Sith Apprentice
Elite Trooper
Corporate Agent, Droid Commander, Noble, Officer
Scout
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Scout
Jedi
Force Disciple, Jedi Master, Sith Lord
Jedi Knight
Jedi
Force Disciple, Jedi Master, Sith Lord
Soldier
Scout
Scout
Officer
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Elite Trooper
Elite Trooper
Force Adept
Ace Pilot
Droid Commander
Bounty Hunter
Ace Pilot
Noble
Pathfinder
Droid Commander
Jedi
Ace Pilot
Independent Droid
Military Engineer
Force Disciple, Jedi Master, Sith Lord
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Jedi
Shaper
Force Disciple, Jedi Master, Sith Lord
Jedi
Enforcer
Noble
Soldier
Gunslinger
Scoundrel
Bounty Hunter
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Soldier
Scoundrel
Charlatan, Gunslinger, Scoundrel
Force Disciple, Jedi Master, Sith Lord
Gunslinger
Improviser
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Scoundrel
Ace Pilot
Elite Trooper
Ace Pilot
Assassin
Soldier
Bounty Hunter
Military Engineer
ALL
column to search the list for all talents that
Pathfinder
Pathfinder
Master Privateer
Jedi Knight
Droid
Droid
Independent Droid
Elite Trooper
Medic, Shaper
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier
Scout
Improviser
Assassin, Bounty Hunter, Saboteur, Scoundrel
Scout
Soldier
Assassin, Bounty Hunter, Saboteur, Scoundrel
Charlatan, Noble
Outlaw
Noble
Jedi Knight
Jedi
Jedi
Jedi
Jedi
Infiltrator
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Elite Trooper, Infiltrator, Scout
Force Disciple, Jedi Master, Sith Lord
Saboteur
ALL
column to search the list for all talents that
Jedi Knight
Jedi Knight
Jedi Knight
Crime Lord, Master Privateer
Vanguard
Crime Lord
Jedi Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Jedi Knight
Assassin
Officer
Officer
Officer
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi Knight
Gunslinger
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi Knight
Elite Trooper
Ace Pilot
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Outlaw, Scout
Bounty Hunter
Scout
Infiltrator
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Soldier
Force Disciple, Jedi Master, Sith Lord
Melee Duelist
Melee Duelist
Sith Apprentice
Sith Apprentice
Sith Apprentice
Force Disciple, Jedi Master, Sith Lord
Infiltrator
Scout
Noble
Noble
Specialized Droid
Jedi
Saboteur
Shaper
Noble
Assassin, Bounty Hunter, Saboteur, Scoundrel
Jedi Knight
Scoundrel
Elite Trooper, Infiltrator, Scout
Scoundrel
Gunslinger
Enforcer
Scoundrel
Crime Lord, Master Privateer
Ace Pilot
Gunslinger
ALL
column to search the list for all talents that
Assassin, Bounty Hunter, Saboteur, Scoundrel
Assassin
Assassin
Assassin
Independent Droid
Force Disciple, Jedi Master, Sith Lord
Vanguard
Jedi Knight
Jedi Knight
Force Adept
Jedi Knight
Assassin, Bounty Hunter, Saboteur, Scoundrel
Ace Pilot, Master Privateer, Scoundrel
Force Disciple, Jedi Master, Sith Lord
Shaper
Scout
Corporate Agent, Noble
Scout
Soldier
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard
Infiltrator
Elite Trooper
Soldier
Soldier
Ace Pilot
Ace Pilot
Officer
Ace Pilot, Master Privateer, Scoundrel
Martial Arts Master
Officer
Officer
Medic, Shaper
ALL
column to search the list for all talents that
Officer
Bounty Hunter
Jedi
Ace Pilot, Master Privateer, Scoundrel
Soldier
Force Disciple, Jedi Master, Sith Lord
Soldier, Weapon Specialist
Soldier
Charlatan, Noble
Sith Apprentice
Shaper
Elite Trooper
Imperial Knight
Scoundrel
Soldier
Bounty Hunter
Saboteur
Soldier
Soldier
Assassin, Bounty Hunter, Saboteur, Scoundrel
Soldier
Force Disciple, Jedi Master, Sith Lord
Assassin, Bounty Hunter, Saboteur, Scoundrel
Noble
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard
Outlaw, Scout
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master
Scoundrel
Scoundrel
Scout
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Infiltrator, Scout
Scout
Independent Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Gunslinger
Outlaw, Scout
Force Disciple, Jedi Master, Sith Lord
Ace Pilot
Ace Pilot
Officer
Corporate Agent, Droid Commander, Noble, Officer
Crime Lord
Crime Lord
Martial Arts Master
Bounty Hunter
Jedi Knight
Elite Trooper
Master Privateer
Enforcer
Droid
Outlaw
Droid
Droid
Bounty Hunter
Droid
Droid
Officer
Military Engineer
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Bounty Hunter
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
ALL
column to search the list for all talents that
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Bounty Hunter
Elite Trooper, Martial Arts Master
Elite Trooper, Martial Arts Master
Scout
Crime Lord, Master Privateer
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Scoundrel
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Elite Trooper, Infiltrator, Scout
Elite Trooper, Officer, Soldier
Improviser
Infiltrator, Scout
Scout
Jedi Knight
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Jedi Knight
Noble
Charlatan
Droid
Vanguard
Scoundrel
Gunslinger
Scout
ALL
column to search the list for all talents that
Charlatan, Noble
Corporate Agent, Droid Commander, Noble, Officer
Noble
Officer
Saboteur
Gunslinger
Jedi Knight
Jedi Knight
Charlatan, Noble
Elite Trooper
Force Disciple, Jedi Master, Sith Lord
Independent Droid
Elite Trooper, Martial Arts Master
Elite Trooper, Martial Arts Master
Soldier
Scout
Officer
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Outlaw
Charlatan, Gunslinger, Scoundrel
Jedi Knight
Assassin, Scoundrel
Noble
Charlatan, Gunslinger, Scoundrel
Charlatan, Noble
Soldier
Crime Lord, Master Privateer
ALL
column to search the list for all talents that
Jedi
Force Adept
Gladiator
Corporate Agent, Droid Commander, Noble, Officer
Crime Lord
Jedi Knight
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Ace Pilot
Droid
Scout
Military Engineer
Ace Pilot
Scoundrel
Assassin, Scoundrel
Force Disciple, Jedi Master, Sith Lord
Jedi Knight
Scoundrel
Improviser
Jedi
Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Assassin, Bounty Hunter, Saboteur, Scoundrel
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Force Disciple, Jedi Master, Sith Lord
Elite Trooper
ALL
column to search the list for all talents that
Soldier
Soldier
Scoundrel
Ace Pilot
Soldier
Jedi
Scout
Jedi Knight
Force Disciple, Jedi Master, Sith Lord
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard
Crime Lord, Noble
Assassin, Bounty Hunter, Saboteur, Scoundrel
Corporate Agent, Noble
Crime Lord
Elite Trooper
Soldier, Weapon Specialist
Force Disciple, Jedi Master, Sith Lord
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Droid
Elite Trooper
Force Disciple, Jedi Master, Sith Lord
Sith Apprentice
Force Adept
Corporate Agent
Droid Commander, Noble
Force Disciple, Jedi Master, Sith Lord
Ace Pilot
Ace Pilot
ALL
column to search the list for all talents that
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
Corporate Agent
Martial Arts Master
Pathfinder
ALL
column to search the list for all talents that
ALL
column to search the list for all talents that
ALL
column to search the list for all talents that
ALL
column to search the list for all talents that
B
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CLASS
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TRAINED SKILL
PREREQUISITE
SKILL
FOCUS
PREREQ.
CR 206 Ace Pilot d8 6 +4 +2 0 7th Pilot
SV 28 Assassin d10 6 +4 +2 0 7th Stealth
CR 207 Bounty Hunter d10 6 +4 +2 0 7th Survival
SV 30 Charlatan d8 6 +2 0 +4 7th Deception, Persuasion
K 41 Corporate Agent d8 6 +2 0 +4 7th Gather Info,
Knowledge (bureaucracy)
Knowledge
(bureaucracy)
CR 209 Crime Lord d8 6 +2 0 +4 7th Deception, Persuasion
C 42 Droid Commander d10 6 +2 +2 +2 7th Knowledge (tactics), Use
Comp
CR 211 Elite Trooper d12 6 +2 +4 0 7th
F 43 Enforcer d8 6 +4 0 +2 7th Gather Info,
Perception
CR 212 Force Adept d8 6 +2 +2 +4 7th Use the Force
CR 215 Force Disciple d8 7 +3 +3 +6 12th Use the Force
K 43 Gladiator d10 6 +4 +2 0 7th
CR 216 Gunslinger d8 6 +4 0 +2 7th
L 43 Imperial Knight d10 6 +2 +2 +2 7th Use the Force
R 41 Improviser d8 6 +2 0 +4 7th Mechanics, Use Computer
F 46 Independent Droid d12 6 +2 0 +4 3rd Use Computer
F 48 Infiltrator d8 6 +4 0 +2 7th Perception, Stealth Stealth
Tip: All prestige classes can be expanded for more information.
Click the + to the left!
B
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CLASS
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TRAINED SKILL
PREREQUISITE
SKILL
FOCUS
PREREQ.
Tip: All prestige classes can be expanded for more information.
Click the + to the left!
CR 217 Jedi Knight d10 6 +2 +2 +2 7th Use the Force
CR 219 Jedi Master d10 7 +3 +3 +3 12th Use the Force
GW 32 Martial Arts Master d10 6 +2 +4 0 7th
SV 32 Master Privateer d10 6 +2 0 +4 7th Deception, Pilot
F 52 Medic d8 6 0 +4 +2 7th Knowledge (life sciences),
Treat Injury
K 46 Melee Duelist d8 6 +4 0 +2 7th
C 44 Military Engineer d8 6 +2 +2 +2 7th Mechanics, Use Computer
CR 220 Officer d8 6 +2 0 +4 7th Knowledge (tactics)
SV 34 Outlaw d8 6 +4 +2 0 7th Stealth, Survival
R 43 Pathfinder d10 6 +2 +4 0 7th Perception, Survival
F 54 Saboteur d8 6 +2 0 +4 7th Deception, Mechanics, Use
Computer
L 46 Shaper d8 0 0 +2 +4 7th Knowledge (life science),
Treat Injury
CR 223 Sith Apprentice d10 6 +2 +2 +2 7th Use the Force
CR 224 Sith Lord d10 7 +3 +3 +3 12th Use the Force
C 47 Vanguard d10 6 +2 +4 0 7th Perception, Stealth
B
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TRAINED SKILL
PREREQUISITE
SKILL
FOCUS
PREREQ.
Tip: All prestige classes can be expanded for more information.
Click the + to the left!
FEAT
PREREQUISITE
TALENT
PREREQUISITE
OTHER
PREREQUISITE
Vehicular Combat
Sniper Dastardly Strike (Scoundrel-Misfortune)
2 from Awareness (Scout)
1 Disgrace, Influence or Lineage (Noble)
work for
interstellar corporation
one from Fortune, Misfortune
(scoundrel), or Lineage (Noble)
1 Leadership (Noble)
or Commando (Soldier)
Droids only
AP light & medium,
Martial Arts I, &
PB Shot OR Flurry
1 Armor Spec, Commando,
Weapon Spec or Mercenary
(Soldier)
BAB +7
1 from Survivor (Scout) work for law enforcement
or security organization
Force Sensitivity any three Force
Force Sensitivity any two from Dark Side
Devotee, Force Adept, or Force
Item (Force Adept)
Farseeing,
1 Force Technique
Imp Dam Thresh, WP advanced BAB +7
PB Shot, Precise Shot,
Quick Draw, WP(pistols)
AP(medium),
WP(lightsabers)
BAB +7,
Defender of Roan Fel
Skill Focus (Mechanics)
Heuristic Processor,
Droids only
2 from Camouflage or Spy (Scout)
All prestige classes can be expanded for more information.
FEAT
PREREQUISITE
TALENT
PREREQUISITE
OTHER
PREREQUISITE
All prestige classes can be expanded for more information.
Force Sensitivity,
WP lightsabers
BAB +7, self-built lightsaber,
Jedi tradition
Force Sensitivity,
WP lightsabers
1 Force Technique,
Jedi tradition
Martial Arts I&II, Melee Defense, 1
Martial Arts Training
1 either Brawler (Soldier) or
Survivor (Scout)
BAB +7
Vehicular Combat 2 from Misfortune, Smuggling,
or Spacer (all Scoundrel)
expanded on F51
Surgical Expertise
Melee Def, Rapid Strike,
Weapon Focus (any melee)
BAB +7
BAB +7
1 from Commando (soldier)
Veteran (soldier) or Leadership
(Noble)
military membership
1 Disgrace (Noble)
or Misfortune (Scoundrel)
Must be wanted by the
authorities in at least one
system
2 Awareness, Camouflage
or Survivor (Scout)
Biotech Specialist Yuuzhan Vong
Force Sensitivity,
WP lightsabers
Dark Side score = Wis,
Sith tradition
Force Sensitivity,
WP lightsabers
1 Force Technique,
Dark Side score = Wis,
Sith tradition
2 Camouflage (Scout) or
Commando (Soldier)
FEAT
PREREQUISITE
TALENT
PREREQUISITE
OTHER
PREREQUISITE
All prestige classes can be expanded for more information.
B
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BACKGROUND
RELEVANT
SKILLS
R 17 E Bankrupt Deception, Gather Information, Survival
R 17 E Conspiracy Deception, Stealth, Use Computer
R 17 E Crippled Endurance, Mechanics, Treat Injury
R 17 E Disgraced Deception, Gather Information, Stealth
R 17 E Enslaved Climb, Endurance, Jump
R 17 E Exiled Gather Information, Knowledge (galactic lore), Survival
R 18 E Imprisoned Acrobatics, Gather Information, Stealth
R 18 E Marooned Ride, Survival, Swim
R 18 E Orphaned Gather Information, Survival, Treat Injury
R 18 E Scarred Deception, Persuasion, Treat Injury
R 18 E Widowed Gather Information, Knowledge (galactic lore), Use Computer
R 18 Oc Academic Knowledge (any one skill), Persuasion, Use Computer
R 19 Oc Celebrity Deception, Gather Information, Persuasion
R 19 Oc Criminal Deception, Gather Information, Stealth
R 19 Oc Executive Initiative, Persuasion, Use Computer
R 19 Oc Labor Climb, Endurance, Jump
R 19 Oc Law Enforcement Acrobatics, Gather Information, Knowledge (bureaucracy)
R 19 Oc Medical Knowledge (life sciences), Treat Injury, Use Computer
R 19 Oc Military Endurance, Ride, Treat Injury
R 19 Oc Pilot Knowledge (galactic lore), Mechanics, Use Computer
R 19 Oc Politics Deception, Gather Information, Use Computer
R 19 Oc Technology Knowledge (technology), Mechanics, Use Computer
R 20 Or Alderaan Knowledge (any one), Persuasion, Treat Injury
R 20 Or Bakura Mechanics, Treat Injury, Use Computer
R 20 Or Bespin Deception, Knowledge (bureaucracy), Persuasion
R 20 Or Bothawui Deception, Gather Information, Persuasion
R 20 Or Cerea Acrobatics, Knowledge (life sciences), Survival
R 20 Or Corellia Initiative, Knowledge (technology), Mechanics
R 20 Or Coruscant Gather Information, Knowledge (bureaucracy), Knowledge (galactic lore)
R 20 Or Dorin Endurance, Survival, Treat Injury
R 20 Or Duro Knowledge (technology), Mechanics, Use Computer
R 21 Or Fondor Knowledge (technology), Mechanics, Use Computer
R 21 Or Gamorr Climb, Endurance, Survival
R 21 Or Iridonia Acrobatics, Endurance, Survival
R 21 Or Ithor Knowledge (life sciences), Persuasion, Treat Injury
R 21 Or Kashyyyk Climb, Persuasion, Survival
R 21 Or Mon Calamari Mechanics, Persuasion, Swim
R 21 Or Naboo Ride, Persuasion, Swim
R 21 Or Nar Shaddaa Deception, Gather Information, Stealth
R 21 Or Rodia Climb, Stealth, Survival
R 21 Or Ryloth Deception, Persuasion, Survival
R 22 Or Socorro Deception, Stealth, Survival
R 22 Or Sullust Climb, Mechanics, Survival
R 22 Or Taris Deception, Mechanics, Stealth
R 22 Or Tatooine Endurance, Ride, Survival
R 22 Or Trandosha Endurance, Persuasion, Survival
BENEFIT
Use survival to sustain yourself in urban or civilized areas
Reroll any Perception check to sense deception or influence, keep better result
Start with cybernetic prosthesis. When Fortitude Defense is reduced through condition, keep
Damage Threshold the same.
Disguising yourself is one step simpler.
+2 to grapple checks.
Plot safe course for hyperspace in half time. If trained in Knowledge (galactic lore) you gain
the Skill Focus as conditional bonus feat.
Obtain black market goods at half time.
No penalty to heal yourself.
+1d6 when using a Force Point to aid a skill check.
Intimidation is always favorable.
Can take 20 on Gather Information, but takes 20 times longer.
BONUS
LANGUAGE
High Galactic
High Galactic
Bocce
Bothese
Cerean
Old Corellian
High Galactic
Kel Dor
Durese
Bocce
Gamorrean
Zabrak
Ithorese
Shyriwook (understand only)
Mon Calamarian or Quarrenese
Gunganese
Huttese
Rodese
Ryl
Socorran
Sullustese
Sy Bisti
Jawa Trade Language
Dosh
B
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DESTINY
ACTIVATE BONUS PREREQ
CR 113 Corruption Corrupt an individual, organization or
location.
24 hours: you and allies within 10sq +1 skill & ability
checks
CR 115 Death and Destiny Die while fulfilling or trying to fulfill your
destiny
Noble Sacrifice: all allies in star system +1 atk +1 all def
24 hours
Vengeance: any ally who witnesses death +2 atk +2 dam
24 hours, Dark Side Score +1
Force-
Sensitive
CR 114 Destruction Destroy a person or an object, for good or
for evil.
24 hours: you and allies within 10sq +2 dam
CR 114 Discovery Discover a person, species, object or
location that was either previously lost or
unknown to the civilized galaxy.
24 hours: you and allies within 10sq +1 all Def
CR 114 Education Educate another being or group or beings in
some way.
24 hours: you and allies within 10sq +1 skill & ability
checks
CR 114 Redemption Redeem a character that has been corrupted
or otherwise turned to evil.
24 hours: you gain a Force Point
CR 115 Rescue Save a person from death, or an object from
destruction.
24 hours: you and allies within 10sq +2 dam
F 36 Champion Become the leader of a large and/or
significant group or organization and
successfully lead it through an extremely
threatening event.
24 hours: you and allies within 10sq +1 all Def
F 35 Creation Create an object, machine, or item of great
power or significant use.
24 hours: you and allies within 10sq +1 skill & ability
checks
F 36 Liberation Your destiny is to liberate a group,
population, or region from Imperial
domination.
24 hours: you and allies within 10sq +2 dam
L 22 Legacy, Ackbar spend a Destiny Point as a free action double insight, morale, or competence bonus you grant Mon Calamari
L 22 Legacy, Antilles spend a Destiny Point as a free action treat your next Pilot check as if you had rolled 20 on the
check
Human or
Near-Human
L 22 Legacy, Darklighter spend a Destiny Point as a free action automatically negate an attack against an adjacent ally
or allied vehicle
Human or
Near-Human
L 21 Legacy, Denying it Deny your Legacy 24 hours: you gain +2 single atk or skill check of choice
L 23 Legacy, Droid spend a Destiny Point as a free action treat your next Knowledge check as if you had rolled 20
on the check
Droid
L 21 Legacy, Embracing it Embrace your Legacy 24 hours: you gain +2 single atk or skill check of choice
L 23 Legacy, Fel spend a Destiny Point as a free action grant all allies in LOS +5 Will Def until end of
encounter
Human or
Near-Human
L 23 Legacy, Fett spend a Destiny Point as a free action for rest of encounter, score critical hits on natural 19 or
20
Human or
Near-Human
L 23 Legacy, Fey'lya spend a Destiny Point as a free action treat your next Persuasion check as if you had rolled 20
on the check
Bothan
L 23 Legacy, Halcyon/Horn spend a Destiny Point as a free action treat your next skill check to activate a mind-affecting
effect as if you had rolled 20 on the check
Human or
Near-Human
L 24 Legacy, Koon spend a Destiny Point as a free action treat your next Use the Force check as if you had rolled
20 on the check
Kel Dor
L 24 Legacy, Koth spend a Destiny Point as a free action do not move down the condition track as a result of an
attack the rest of the encounter
Zabrak
L 24 Legacy, Mundi spend a Destiny Point as a free action treat your next Perception check as if you had rolled 20
on the check
Cerean
L 24 Legacy, Nadon spend a Destiny Point as a free action treat your next Treat Injury check as if you had rolled 20
on the check
Ithorian
L 24 Legacy, Nunb spend a Destiny Point as a free action treat your next Pilot check as if you had rolled 20 on the
check
Sullustan
L 24 Legacy, Organa spend a Destiny Point as a free action treat your next Persuasion check as if you had rolled 20
on the check
Human or
Near-Human
L 24 Legacy, Qel-Droma spend a Destiny Point as a free action double the results of Force Point rolls added to attacks
and skill checks until the end of the encounter
Human or
Near-Human
L 24 Legacy, Secura spend a Destiny Point as a free action increase speed +2 squares until the end of the encounter Twi'lek
L 24 Legacy, Skywalker spend a Destiny Point as a free action treat your next Use the Force check as if you had rolled
20 on the check
Human or
Near-Human
L 25 Legacy, Solo spend a Destiny Point as a free action treat your next Mechanics check as if you had rolled 20
on the check
Human or
Near-Human
L 25 Legacy, Sunrider spend a Destiny Point as a free action grant all allies in LOS bonus hp = 15+ your Cha mod
(min +1)
Human or
Near-Human
L 25 Legacy, Tarpals spend a Destiny Point as a free action grant all allies in LOS +5 Will Def until end of
encounter
Gungan
L 25 Legacy, Tetsu spend a Destiny Point as a free action treat your next Survival check as if you had rolled 20 on
the check
Rodian
L 25 Legacy, Vao spend a Destiny Point as a free action regain all your hit points but take -2 atk and skill checks
for the rest of the encounter
Twi'lek
PENALTY FULFILLED
24 hours: you -2 skill & ability checks two ability scores +1, if Dark Side score less
than Wis increase to Wis
You are, at least in some aspects, dead. Force Spirit: retains Int, Wis, Cha,
incorporeal
24 hours: you -2 dam one ability +2
24 hours: you -1 all Def all Def +1
24 hours: you -2 skill & ability checks one skill permanent +5
24 hours: lose one Force Point, if no fop -1 atk
until you gain a level
Dark Side score of redeemed reduced to 1
& loses remaining Force Points, you gain
FP 3+redeemed lost FP
24 hours: you -2 atk two ability scores +1
24 hours: you -2 all Def Cha +2
24 hours: you -2 skill & ability checks you or an ally in sight can spend 2 Force
Points in a single round while using the
created object
24 hours: you -2 dam all Def +1
24 hours: you -2 first atk in any encounter
24 hours: you -2 first atk in any encounter
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F 89 Battle Meditation Y bonuses apply to all allies within the same star system
F 90 Battle Strike Y your next melee Atk moves target additional -2 down track whether over thresh or not
F 90 Corruption Y when successfully damage target with Corruption, takes half damage next 5 rounds
F 90 Dark Rage Y +10 melee attack & damage rolls rest of encounter
F 91 Force Blast Y multiply damage by 2
F 91 Force Grip Y maintain with no concentration for a number of rounds = Cha mod
F 91 Force Lightning Y target all in 6sq cone
F 91 Force Storm Y 8d6 dam to adjacent for duration of power
F 91 Force Thrust Y opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
F 91 Move Object Y if you hurl an object into another object multiply damage by 2
F 91 Repulse Y opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
F 38 Bantha Rush increases the distance you move target by 5 squares & knocks target prone
F 38 Charge stan action +5 Atk & -2 Ref Def, can move twice speed (min2) in a straight line & full attack
F 38 Cleave if reduce opponent to 0 hp, immediate extra melee attack against all opponents in reach
F 38 Devastating Attack treat every attack as if it exceeded thresh until beginning of next turn
F 38 Extreme Effort bonus +20
F 39 Firepower stan action, fire at five separate targets, make single Atk roll & compare, aiming does not benefit
F 39 Ignite Fervor provide damage bonus to all allies in LOS
F 39 Keen Shot ignore all cover until beginning of your next turn
F 39 Mighty Swing +5 Atk & damage & make automatic trip against target with +5 on grapple check
F 39 Penetrating Attack ignore all DR until beginning of next turn
F 39 Rage gain and additional +10 melee Atk & dam, move -2 down track at end
F 39 Skirmisher if move 2 sq +1 & auto crit on your next attack & gain bonus to dam = squares moved
F 39 Sneak Attack with successful Sneak Atk, +5 Atk & +5d6 dam, must be within 6sq for ranged
F 39 Strafe target an area 4sq long & 3sq wide
F 39 Whirlwind Attack +5 Atk & knock prone any targets you damage
Requirements:
1. Spend Destiny Point
2. Has Unleashed FEAT
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J 29 Assured Strike
(lightsaber form)
stan 1
L 53 Ballistakinesis
(telekinetic)
stan 2x2 12 Y
J 29 Barrier of Blades
(lightsaber form)
swif you
CR 96 Battle Strike swif you
J 24 Blind swif 1 12 Y
J 29 Circle of Shelter
(lightsaber form)
stan you
C 50 Cloak stan you
L 53 Combustion stan 2x2 12 Y
J 29 Contentious Opportunity
(lightsaber form)
free 1
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J 24 Convection swif you
F 85 Corruption
(dark)
stan 1 12 Y
J 24 Crucitorn reac you
J 25 Cryokinesis stan 1 12 Y
CR 96 Dark Rage
(dark)
swif you
W 310 Dark Transfer
(dark)
stan 1 touch
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L 53 Dark Transfer
(dark)
stan 1 touch
J 30 Deflecting Slash
(lightsaber form)
reac you
L 53 Detonate
(telekinetic)
stan 1 12 Y
J 30 Disarming Slash
(lightsaber form)
stan 1
J 25 Drain Energy stan 1 6 Y
J 30 Draw Closer
(lightsaber form)
stan 1 6 Y
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K 50 Energy Resistance stan you
L 54 Enlighten
(light side, mind-affecting)
reac ally 12 Y
J 31 Falling Avalanche
(lightsaber form)
stan you
CR 96 Farseeing full 1
K 50 Fear (dark, mind-affecting) swif 1 12 Y
J 31 Fluid Riposte
(lightsaber form)
reac you
J 25 Fold Space full 1 6 Y
F 86 Force Blast stan 1 12 Y
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CR 97 Force Disarm stan 1 12 Y
CR 97 Force Grip stan 1 6 Y
J 25 Force Light
(light)
stan
CR 97 Force Lightning
(dark)
stan 1 6 Y
K 50 Force Scream
(dark)
stan all 12
L 54 Force Shield
(telekinetic)
reac you
F 86 Force Shield
(telekinetic)
reac you
CR 97 Force Slam stan all 6 Y
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F 86 Force Storm
(dark, telekinetic)
stan you
J 26 Force Storm (dark) stan 1 12 Y
CR 98 Force Stun stan 1 6 Y
CR 98 Force Thrust stan 1 12 Y
J 26 Force Track swif you
K 51 Force Whirlwind
(telekinetic)
stan 1 12 Y
J 26 Hatred
(dark)
stan
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J 31 Hawk-Bat Swoop
(lightsaber form)
stan you
J 32 High Ground Defense
(lightsaber form)
swif you
J 27 Inertia move you
J 27 Inspire
(light)
swif allies 6 Y
J 27 Intercept
(telekinetic)
reac 1
K 51 Ionize stan 1 6 Y
F 86 Kinetic Combat stan you 12
K 51 Kinetic Combat
(telekinetic)
stan you 12
C 50 Levitate
(telekinetic)
move you
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L 54 Lightning Burst
(dark side)
stan all adjacent
J 32 Makashi Riposte
(lightsaber form)
reac you
C 51 Malacia
(light)
stan 1 6 Y
J 27 Memory Walk
(dark, mind-affecting)
stan 1 6 Y
J 28 Mind Shard
(mind-affecting)
stan 1 12 Y
CR 98 Mind Trick
(mind-affecting)
stan 1 12 Y
C 51 Morichro stan 1
CR 98 Move Object stan 1 12 Y
CR 99 Negate Energy reac 1
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L 54 Obscure
(mind-affecting)
reac 1 12 Y
J 32 Pass the Blade
(lightsaber form)
stan you
C 51 Phase move you
J 28 Plant Surge stan 1 12 Y
L 54 Prescience swif 1 Y
J 33 Pushing Slash
(lightsaber form)
stan 1
CR 100 Rebuke reac 1
C 52 Rend
(dark)
stan 1 6 Y
F 87 Repulse
(telekinetic)
stan all adjacent
K 51 Resist Force stan you
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J 33 Rising Whirlwind
(lightsaber form)
must be wielding
2 lightsabers
stan 2
J 34 Saber Swarm
(lightsaber form)
stan 1
J 34 Sarlacc Sweep
(lightsaber form)
stan 2
CR 100 Sever Force
(light)
stan 1 12 Y
C 52 Shatterpoint swif you
J 34 Shien Deflection
(lightsaber form)
reac you
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K 52 Slow
(telekinetic)
stan 1 12 Y
L 54 Stagger
(telekinetic)
swif 1 adjacent
CR 100 Surge free you
J 34 Swift Flank
(lightsaber form)
stan you
C 52 Technometry stan 1 touch
J 35 Tempered Aggression
(dark, lightsaber form)
stan 1
J 28 Thought Bomb
(mind-affecting)
stan all 2
J 35 Twin Strike
(lightsaber form)
must be wielding
2 lightsabers
stan 1
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J 35 Unbalancing Block
(lightsaber form)
reac you
J 36 Unhindered Charge
(lightsaber form)
stan you
K 52 Valor
(light)
stan ally 12 Y
CR 100 Vital Transfer
(light)
stan 1 touch
J 36 Vornskr's Ferocity
(dark, lightsaber form)
stan 1
K 52 Wound (dark) stan 1 6 Y
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EFFECT
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DC15: make a single atk rolling twice & keeping the better, -5 dam
DC20: make a single atk rolling twice & keeping the better, -2 dam
DC25: make a single atk rolling twice & keeping the better, -1 dam
DC30: make a single atk rolling twice & keeping the better
Lightsaber form (Juyo): if you miss with both this power remains in your suite
spend a Force Point for three rolls, keeping the highest
x
v. Ref Def for 3d8 dam & -2 attack, area attack
spend Force Point for half dam on a miss
x
Use the Force replaces your Ref Def against non-area ranged attacks
Lightsaber form (Shien): can redirect one shot that misses you
spend a Force Point for autofire attacks, half or no dam
x
DC15: +1 next Atk made before end of next turn, gain +1d6 dam
DC20: +1 next Atk made before end of next turn, gain +2d6 dam
DC25: +1 next Atk made before end of next turn, gain +3d6 dam
spend a Force Point for an additional +2d6 damage
Unleashed: your next melee Atk moves target additional -2 down track whether over thresh or not
x
Use the Force v. Ref Def, if over target flat-footed & all others have concealment until start of your next turn, spend Force
Point to use as a free action
DC20: you & all adjacent allies +1 Ref Def
DC25: you & all adjacent allies +2 Ref Def
DC30: you & all adjacent allies +5 Ref Def
Lightsaber form (Soresu): add bonus to Deflect and Block
spend a Force Point for Fort Def of adjacent allies
x
DC15: have total concealment against all targets
DC20:have total concealment against all targets, +2 Stealth
DC25:have total concealment against all targets, +3 Stealth
DC30:have total concealment against all targets, +5 Stealth
spend a Force Point to increase Stealth +5
v. Fort Def for 4d6 fire dam & catches on fire, half dam on miss, area atk, Use the Force = atk bonus of fire
spend Force Point to move -1 down track
DC20: if attack of opportunity hits +1 die dam
DC25: if attack of opportunity hits +2 die dam
DC30: if attack of opportunity hits +3 die dam
DC35: if attack of opportunity hits +4 die dam
Lightsaber form (Makashi): +2 atk on attacks of opportunity
spend a Force Point for -2 sq move until the end of its next turn
x
EFFECT
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DC15: your unarmed melee attacks deal +1d6 fire dam, if damaged catches fire
DC20: your unarmed melee attacks deal +2d6 fire dam, if damaged catches fire
DC25: your unarmed melee attacks deal +3d6 fire dam, if damaged catches fire
DC30: your unarmed melee attacks deal +4d6 fire dam, if damaged catches fire
spend a Force Point for fire damage to any creature that strikes you unarmed
DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def
Unleashed: when successfully damage target with Corruption, takes half damage next 5 rounds
D x
DC15: +5 threshold against damage from Force attack or power
DC20: +10 threshold against damage from Force attack or power
DC25: +15 threshold against damage from Force attack or power
DC30: +20 threshold against damage from Force attack or power
spend a Force Point for +5 threshold
DC20: unattended object's DR reduced by 5, if mechanical or electronic moves -1 down track
DC25: unattended object's DR reduced by 10, if mechanical or electronic moves -1 down track
DC30: unattended object's DR reduced by 15, if mechanical or electronic moves -1 down track
DC35: unattended object's DR reduced by 20, if mechanical or electronic moves -1 down track
spend a Force Point to decrease DR by 5
DC15: +2 melee Atk & dam until end of next turn
DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
Unleashed: +10 melee attack & damage rolls rest of encounter
D x
DC15: heals hp = your character level
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending
Force Point
Destiny Point to revive dead creature w/in 1 round of death (DC25), creature unconscious & no hp healed
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DC15: heals hp = your character level
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending
Force Point
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DC15: Use the Force v. non-area ranged attack roll for half dam, make single melee atk v. one target in reach after dam
DC20: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +1 dam
DC25: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +3 dam
DC30: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +5 dam
Lightsaber form (Soresu): spend a Force Point to redirect incoming atk at target w/in 6 sq
spend a Force Point for no damage from incoming atk
x
DC20: object takes 4d6 damage
DC25: object takes 6d6 damage
DC30: object takes 8d6 damage
DC35: object takes 10d6 damage
spend a Force Point to use increase damage by +2d6
x
DC15: if damage adjacent enemy can use Use the Force as a disarm attempt
DC20: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +5 to resist
DC25: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +2 to resist
DC30: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting +0 to resist
Lightsaber form (Shii-Cho): can use as a reac
spend a Force Point to deal dam to weapon equal to target's dam if successful disarm
x
DC20: drain energy from Small or smaller weapon or powered object
DC25: drain energy from Medium or smaller weapon or powered object
DC30: drain energy from Large or smaller weapon or powered object
DC35: drain energy from Huge or smaller weapon or powered object
spend a Force Point to increase the size by one size category (up to Gargantuan)
DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC20: pull Large creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC25: pull Huge creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC30: pull Gar creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
Lightsaber form (Niman): can target a creature 12 sq away
spend a Force Point to pull target to any adjacent space
x
EFFECT
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DC20: DR5 v. energy damage
DC25: DR10 v. energy damage
DC30: DR15 v. energy damage
DC35: DR20 v. energy damage
spend a Force Point to use as a swif action
target may use your check instead of one attack, skill, or opposed check, or to replace a defense
spend Force Point to prolong until end of your next turn, not the start
L x
DC15: against target in reach if not more than 1 size larger, if deal dam can push 1 sq & then move into
their space which does not provoke atk of opp for either, not if grappled or grabbed
DC20: can push 2 sq & move through spaces target passed
DC25: can push 3 sq & move through spaces target passed
DC30: can push 4 sq & move through spaces target passed
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to knock opponent prone at the end of forced move
x
Use the Force v. target's Will Def, cannot reuse for 24 hours, can get a sense of target
spend a Force Point for a clear image w/in 6 squares of target's surroundings
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn
D x
Use the Force v. melee attack for half dam & move adjacent to attacker & make single atk, no Atk of Opp
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to treat attacker as flat-footed
x
DC20: move Medium up to 6 squares
DC25: move Large up to 12 squares
DC30: move Huge up to 18 squares
DC35: move Gargantuan up to 24 squares
DC40: move Colossal up to 30 squares
spend a Force Point to increase size by up to two size categories (to Colossal [cruiser]) or distance x2
DC15: Use the Force v. Ref Def 2d6 dam
DC20: Use the Force v. Ref Def 3d6 dam
DC25: Use the Force v. Ref Def 4d6 dam
DC30: Use the Force v. Ref Def 5d6 dam
spend a Force Point to add half Heroic Level as dam bonus
Unleashed: multiply damage by 2
x
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replaces Atk to disarm, drop item or fly to your hand
spend Force Point to destroy object, dam = check
x
DC15: 2d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
DC20: 4d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
DC25: 6d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
spend a Force Point to deal +2d6 damage
Unleashed: maintain with no concentration for a number of rounds = Cha mod
x x
DC20: until start of your next turn creature with Dark Side of 1+ takes 1d6 dam & -1 atk
DC25: until start of your next turn creature with Dark Side of 1+ takes 2d6 dam & -1 atk
DC30: until start of your next turn creature with Dark Side of 1+ takes 3d6 dam & -1 atk
DC35: until start of your next turn creature with Dark Side of 1+ takes 4d6 dam & -1 atk
spend a Force Point to deal +1d6 dam
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spend a Force Point to move target an additional step down track
Unleashed: target all in 6sq cone
D x
DC15: Use the Force v. Fort Def, 1d6 force dam & their thresh -5 until end of your next turn
DC20: Use the Force v. Fort Def, 2d6 force dam & their thresh -5 until end of your next turn
DC25: Use the Force v. Fort Def, 3d6 force dam & their thresh -5 until end of your next turn
DC30: Use the Force v. Fort Def, 4d6 force dam & their thresh -5 until end of your next turn
spend a Force Point to reduce thresh -10
D
DC15: SR5 until your next turn, cannot be recharged
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
x
DC15: SR5 until your next turn, cannot be recharged
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
x
Use the Force v. Will Def, 4d6 dam & prone or half damage with save
spend a Force Point to deal +2d6 damage
x
EFFECT
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DC20: for 2 rounds, 2d6 dam adjacent targets
DC25: for 4 rounds, 2d6 dam adjacent targets
DC30: for 6 rounds, 2d6 dam adjacent targets
DC35: for 8 rounds, 2d6 dam adjacent targets
spend a Force Point for +2d6 dam
Unleashed: 8d6 dam to adjacent for duration of power
D x x
DC20: 3x3 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC25: 4x4 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC30: 5x5 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC35: 6x6 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
spend a Force Point for +2d6 dam
D
Use the Force v. Fort Def, target moves 1 down track, for every 5 points over add an additional step
spend a Force Point to move target an additional step down track
Use the Force v. Str check + size mod, push back 1 square + 1 per 5 over check
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
Unleashed: opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
x x
DC15: Track without Survival if within LOS of trail & target passed through within last minute
DC20: Track without Survival if within LOS of trail & target passed through within last 10 minutes
DC25: Track without Survival if within LOS of trail & target passed through within last hour
DC30: Track without Survival if within LOS of trail & target passed through within last day
spend a Force Point to track two targets
DC15: Use the Force v. Fort Def, skills & Atk -5, prone at end, 1d6 damage
DC20: Use the Force v. Fort Def, skills & Atk -5, prone at end, 2d6 damage
DC25: Use the Force v. Fort Def, skills & Atk -5, prone at end, 3d6 damage
DC30: Use the Force v. Fort Def, skills & Atk -5, prone at end, 4d6 damage
spend a Force Point to make skills & Atk -10
x
DC15: any creature that starts turn w/in 6 sq takes 1d6 dam & -1 atk
DC20: any creature that starts turn w/in 6 sq takes 2d6 dam & -1 atk
DC25: any creature that starts turn w/in 6 sq takes 3d6 dam & -1 atk
DC30: any creature that starts turn w/in 6 sq takes 4d6 dam & -1 atk
spend a Force Point for +1d6 dam
D
EFFECT
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DC15: you move 2 sq without provoking attacks of opportunity & make single melee atk
DC20: you move 4 sq without provoking attacks of opportunity & make single melee atk
DC25: you move 6 sq without provoking attacks of opportunity & make single melee atk
DC30: you move 8 sq without provoking attacks of opportunity & make single melee atk
Lightsaber form (Ataru): can move 2 sq after your attack also
spend a Force Point for +2 dice dam
x
DC15: if you are on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp
DC20: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +1 atk
DC25: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +2 atk
DC30: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +5 atk
Lightsaber form (Sokan): deal +1 die dam on atk of opp
spend a Force Point to move 1 sq each time you make an atk of opp, which does not provoke one
x
DC15: move half speed along a wall, fall to ground if do not end move on the ground
DC20: move normal speed along a wall, fall to ground if do not end move on the ground
DC25: move your speed +2 sq along a wall, fall to ground if do not end move on the ground
DC30: move your speed +4 sq along a wall, fall to ground if do not end move on the ground
spend a Force Point for +2 sq
DC20: all allies +2 Will Def against mind-affecting & fear effects until the end of your next turn
DC25: all allies +5 Will Def against mind-affecting & fear effects until the end of your next turn
DC30: all allies +10 Will Def against mind-affecting & fear effects until the end of your next turn
DC35: all allies immune against mind-affecting & fear effects until the end of your next turn
spend a Force Point for +2d6 hp when power is first activated
L
Use the Force v. ranged atk or Use the Force if move object
spend a Force Point to intercept autofire, take half or no damage
x
DC20: Use the Force v. Ref Def, 4d6 ion damage
DC25: Use the Force v. Ref Def, 5d6 ion damage
DC30: Use the Force v. Ref Def, 6d6 ion damage
spend a Force Point +2d6 damage
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent
spend a Force Point for +1 Atk
x
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent
spend a Force Point for +1 Atk
x
DC15: fly 2, vertical only, can move 1 sq onto horizontal surface or fall
DC20: fly 4, vertical only, can move 1 sq onto horizontal surface or fall
DC25: fly 6, vertical only, can move 1 sq onto horizontal surface or fall
spend Force Point as reac when falling to reduce falling by fly speed
x
EFFECT
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v. Ref Def for 3d8 dam & -1 down track, half damage on miss
spend a Force Point +2d6 damage
D
Use the Force v. melee atk roll for half dam & make single atk against target after dam & deal half dam on miss
Lightsaber form (Makashi): until end of your next turn target provokes atk of opp if it attacks & in reach
spend a Force Point for no dam from incoming atk
x
Use the Force v. Fort Def target moves -1 down track & -5 threshold
spend Force Point to increase threshold penalty to -10
L
DC20: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses swif on next turn
DC25: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses move on next turn
DC30: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan on next turn
DC35: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan & swif on next turn
spend a Force Point for +2d6 dam
D x
DC15: Use the Force v. Will Def for 2d8 dam & -1 down track & can't improve until end of your next turn
DC20: Use the Force v. Will Def for 3d8 dam & -1 down track & can't improve until end of your next turn
DC25: Use the Force v. Will Def for 4d8 dam & -1 down track & can't improve until end of your next turn
DC30: Use the Force v. Will Def for 5d8 dam & -1 down track & can't improve until end of your next turn
spend a Force Point for +2d8 dam
x
Use the Force v. Will Def to either
1. create an hallucination to use Stealth even if aware
2. perform a feint so that target loses Ref to Def next attack
3. make an unpalatable suggestion
4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level
spend a Force Point to improve attitude one step + one step per 5 over check
x
grab or grapple, Use the Force v. Fort Def target moves -1 down track, if at bottom kill or trance
Use the Force v. Will if object resists, hurl or drop object v. target's Ref Def, both take damage
DC15: Move up to medium object, 2d6 damage
DC20: Move up to large object, 4d6 damage
DC25: Move up to huge object, 6d6 damage
DC30: Move up to gargantuan object, 8d6 damage
DC35: Move up to colossal object, 10d6 damage
moving or hovering target opposes Use the Force with a grapple check
spend a Force Point to increase max size of object one category and +2d6 dam (max 12d6)
spend a Destiny Point to increase max size three categories and +6d6 dam (max 16d6)
Unleashed: if you hurl an object into another object multiply damage by 2
x x
Use the Force v. damage, failure takes damage as normal, must be aware of attack
spend a Force Point to regain hit points = to damage
EFFECT
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v. Will Def for -5 atk, if target misses you can make them reroll against an adjacent creature also at -5
spend Force Point to apply -5 to all attacks they make until the start of its turn
x
DC15: make single atk, target is -2 to Block
DC20: make single atk, target is -5 to Block
DC25: make single atk, target is -10 to Block
DC30: make single atk, target cannot Block
Lightsaber form (Trakata): ignore deflection bonus from Lightsaber Defense
spend a Force Point for +2d6 dam
x
DC25: phase speed 2 but not over own speed, must end move in unoccupied square
DC30: phase speed 4 but not over own speed, must end move in unoccupied square
DC35: phase speed 6 but not over own speed, must end move in unoccupied square
DC40: phase speed 8 but not over own speed, must end move in unoccupied square
spend a Force Point to increase speed 2 squares
Use the Force v. Fort Def for speed to 0 until end of your next turn or escape w/a stan grapple v. UtF
spend a Force Point to impose -10 on grapple checks to escape, must have adjacent plants nearby
DC15: +1 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC20: +2 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC25: +3 all Def v. attacks from target & +1 atk v. target until the end of your next turn
spend a Force Point to affect one additional enemy in LOS
DC15: dam & Use the Force v. Fort Def to push target 2 sq, no atk of opp & not if grabbed/grappled
DC20: dam & Use the Force v. Fort Def to push target 3 sq, no atk of opp & not if grabbed/grappled
DC25: dam & Use the Force v. Fort Def to push target 4 sq, no atk of opp & not if grabbed/grappled
DC30: dam & Use the Force v. Fort Def to push target 5 sq, no atk of opp & not if grabbed/grappled
Lightsaber form (Niman): also compare to all adjacent enemies & push 1 sq
spend a Force Point to knock prone the target of your lightsaber atk only at end of their forced move
x
Use the Force v. check of power & no effect, beat by 5 and redirect against creator
if creator rebukes, both suffer, spend a Force Point for no effect on 2nd rebuke
Use the Force v. Ref Def or 3d6 dam, nat 20 is a crit, if reduce to 0 hp can rip in half
spend a Force Point for +2d6 dam
D
targets make Str checks + BAB, if over push 1 sq + 1sq for every 5 over, into larger object 1d6 dam
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
Unleashed: opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
x x
DC15: +1 one Def v. Force until your next turn
DC20: +2 one Def v. Force until your next turn
DC25: +5 one Def v. Force until your next turn
spend a Force Point for two Def
EFFECT
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DC15: make 2 attacks v. different opp & if they both hit you gain 10 hp
DC20: make 2 attacks v. different opp & if they both hit you gain 15 hp
DC25: make 2 attacks v. different opp & if they both hit you gain 20 hp
DC30: make 2 attacks v. different opp & if they both hit you gain 25 hp
Lightsaber form (Jar'Kai): can move 2 sq between attacks & does not provoke atk of opp
spend a Force Point for +1d6 dam
x
DC20: make two lightsaber attacks v. single target at -5 each
DC25: make two lightsaber attacks v. single target at -2 each
DC30: make two lightsaber attacks v. single target at -1 each
DC35: make two lightsaber attacks v. single target at no penalty
Lightsaber form (Ataru): opponent takes -5 to Block or Makashi riposte
spend a Force Point to move 2 sq before or after you use the power, no atk of opp
x
DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits
DC20: single atk against primary target & deals normal dam & half dam +1d6 to secondary target if atk hits
DC25: single atk against primary target & deals normal dam & half dam +2d6 to secondary target if atk hits
DC30: single atk against primary target & deals normal dam & half dam +3d6 to secondary target if atk hits
Lightsaber form (Shii-Cho): can use at end of charge & gain Powerful Charge on initial attack
spend a Force Point to affect 2 secondary targets if within reach & adjacent to primary target
x
Use the Force v. Will Def, no effect if Dark Side score is 0
DC25: target cannot spend Force Points for hours = Dark Side score
DC30: target cannot spend Force Points for hours = Dark Side score, -1 down track if uses Force powers
DC35: target cannot spend Force Points for hours = Dark Side score, -2 down track if uses Force powers
spend a Force Point to double duration, spend a Destiny Point to increase to days = Dark Side score
L
DC25: if next atk hits, target's threshold is 5 lower
DC30: if next atk hits, target's threshold is 10 lower
DC35: if next atk hits, target's threshold is 15 lower
DC40: if next atk hits, target's threshold is 20 lower
spend Force Point to ignore DR also
DC15: Use the Force v. non-area ranged attack for half dam & then move your speed & if in reach of target make single atk
DC20: Use the Force v. attack for half dam & move your spd +2 sq & if in reach of target make single atk
DC25: Use the Force v. attack for half dam & move your spd +4 sq & if in reach of target make single atk
DC30: Use the Force v. attack for half dam & move your spd +6 sq & if in reach of target make single atk
Lightsaber form (Shien): take no cumulative penalties on Use the Force checks to Deflect
spend a Force Point to take no damage
x
EFFECT
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DC15: Use the Force v. Fort Def, spd -1sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC20: Use the Force v. Fort Def, spd -2sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC25: Use the Force v. Fort Def, spd -3sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC30:Use the Force v. Fort Def, spd -4sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
spend a Force Point for -5 Fort Def against this power
x
v. Fort Def for 2d6 force dam & pushed one square away from you
spend Force Point to affect all enemies adjacent to you, move does not provoke Atk of Opp
x
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
DC20: move half your speed w/out atk of opp & make single atk against adjacent target & if start & stop flank the target it's
flanked
DC25: move up to your speed
DC30: move up to your speed +2 sq
DC35: move up to your speed +4 sq
Lightsaber form (Vaapad): target is considered flat-footed
spend a Force Point to increase your move by 2 sq
x
droid or electronic device: Use the Force v. Will Def for 1 piece of info as
Access Info of Use Computer, for every 5 over gain another piece of info,
can jam droid senses (can use Stealth), droid loses Dex to Ref Def v. you, or flees next 2 turns
DC30: if beat target's Ref Def with single atk by 10 or more, treat as Crit
DC35: if beat target's Ref Def with single atk by 5 or more, treat as Crit
DC40: if beat target's Ref Def with single atk by 2 or more, treat as Crit
Lightsaber form (Vaapad): this power is not dark for you
spend a Force Point to deal +2 dice dam after crit
D x
Use the Force v. Will Def for 2d6 dam & lose swif next turn
spend Force Point for +2d6 dam
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DC15: make a single attack & if hits add base damage dice to the damage roll
DC25: make a single attack & if hits add base damage dice to the damage roll & +1 atk
DC30: make a single attack & if hits add base damage dice to the damage roll & +2 atk
Lightsaber form (Jar'Kai): triple your deflection bonus to Ref Def from Lightsaber Defense
spend a Force Point for +1 die dam
x
EFFECT
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Use the Force v. attack roll for half dam & if Use the Force beats Will Def target is flat-footed
Lightsaber form (Trakata): +2 dice dam with first attack
spend a Force Point to take no dam
x
DC15: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack
DC20: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +2 sq
DC25: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +4 sq
DC30: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +6 sq
Lightsaber form (Sokan): +5 Ref Def against attacks of opportunity made against you during this move
spend a Force Point to move +2 sq
x
DC15: +1 Will Def v. mind-affecting & fear affects until start of your next turn
DC20: +2 Will Def v. mind-affecting & fear affects until start of your next turn
DC25: +5 Will Def v. mind-affecting & fear affects until start of your next turn
DC30: +10 Will Def v. mind-affecting & fear affects until start of your next turn
spend a Force Point to expand to all powers v. Will Def
L
DC15: heals hit points = 2 x target's level
DC20: heals hit points = 3 x target's level
DC25: heals hit points = 4 x target's level
take half damage you heal, spend Force Point to avoid damage, Destiny Point moves target 5 up track
L
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge
D x
Use the Force v. Fort Def, 4d6 dam, if target moves down track, persistent condition DC20 to remove
spend a Force Point for +2d6 dam
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EFFECT
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FORCE TECHNIQUE
C 54 Advanced Vital Transfer
J 36 Cure Disease
L 55 Detoxify Poison
K 53 Dominate Mind
J 36 Extended Blind
J 36 Extended Force Disarm
J 36 Extended Force Grip
J 36 Extended Force Thrust
J 36 Extended Move Object
CR 102 Force Point Recovery
CR 102 Force Power Mastery
L 55 Improved Ballistakinesis
F 88 Improved Battle Strike
C 54 Improved Cloak
J 36 Improved Convection
J 37 Improved Crucitorn
J 37 Improved Cryokineses
F 88 Improved Dark Rage
L 55 Improved Dark Transfer
L 56 Improved Detonate
K 53 Improved Energy Resistance
L 56 Improved Enlighten
J 37 Improved Fold Space
F 88 Improved Force Disarm
F 88 Improved Force Grip
J 37 Improved Force Light
F 88 Improved Force Lightning
L 56 Improved Force Shield
K 54 Improved Force Slam
J 37 Improved Force Storm
F 88 Improved Force Storm (telekinetic)
K 54 Improved Force Stun
F 88 Improved Force Thrust
CR 102 Improved Force Trance
K 54 Improved Ionize
K 54 Improved Kinetic Combat
C 54 Improved Levitate
L 56 Improved Lightning Burst
C 54 Improved Malacia
F 89 Improved Mind Trick
CR 103 Improved Move Light Object
L 56 Improved Obscure
C 54 Improved Phase
J 37 Improved Plant Surge
F 89 Improved Rebuke
C 54 Improved Rend
F 89 Improved Repulse
K 54 Improved Resist Force
CR 103 Improved Sense Force
CR 103 Improved Sense Surroundings
C 54 Improved Shatterpoint
L 56 Improved Stagger
C 54 Improved Technometry
CR 103 Improved Telepathy
J 37 Improved Thought Bomb
K 54 Improved Valor
K 54 Improved Vital Transfer
K 54 Language Absorption
EFFECT
spend Destiny to fully heal and remove all conditions
spend Force Point to cure disease if you equal or exceed the DC
use vital transfer to detoxify poison, compare Use the Force to poison's DC as Treat Injury
with mind trick if over Will Def by 10, you choose what target does with stan action
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
at end of encounter, regain one Force Point spent in encounter
take 10 on a selected Force Power even if distracted
spend a Force Point to target 3x3 area
can apply bonus to attack & damage rolls for all attacks during full attack
maintain Cloak as move not stan
when target takes fire damage, the fire attacks the target's Fort Def with your BAB not the normal +5
with crucitorn, if more damage is dealt than your threshold you do not expend this use of the power
can use cyrokinesis on vehicles w/in range but the vehicle only moves down the track if exceeds Fort Def
can perform skills that require patience, can activate in surprise round
spend a Force Point to revive a creature that died since the end of your last turn, DC25, unconscious not healed
compare Use the Force v. all enemies within 2sq of the object, enemy takes half dam done to object, area atk
can affect ally within 6sq
spend a Force Point to affect one additional ally
spend a Force Point to move the object anywhere in LOS, spend DP for anywhere in system
can change activation to full to remove Ref Def bonus of opponent with disarming
can spend a Force Point to maintain 1 additional round without concentrating, may not resume after
can spend a Force Point to blind who it harms granting concealment to all other targets, Destiny Point for total
can change activation to full, v. Str to push back 1sq + 1sq for every 5 over, if into larger 1d6 dam
spend a Force Point to protect adjacent allies, spend a Destiny Point to protect any size vehicle
can change activation to full to affect all targets within 2sq radius, spend Force Point for 4sq
can spend a Force Point to fill storm with force lightning, Use the Force v. Ref Def 3d6 dam or Destiny Point for 6d6
as a swif action, end duration of storm to deal 4d6 dam to all targets within 2sq of you
target temporarily immobilized one round
can change activation to full to affect all targets in 6sq cone
each hour in a Force Trance, regain hp = 2 x character level
spend a Force Point to have target take full ion dam
can wield three weapons
if moved off elevated surface involuntarily can activate power as reac and end move on last square
compare Use the Force to Fort Def, if over both Fort & Ref Def, push target 1 sq & target knocked prone
maintain threshold penalty as swif
can change activation to full to target all within 6sq cone, spend Force Point for 12sq
move object as swift not move, use as a weapon requires move not standard
spend a Force Point to gain +5 on Use the Force
can end move in occupied space but must be legal unoccupied square
can spend a Force Point to target all in 5x5 area at least one square in range, Destiny Point for 10x10 area
can rebuke for an ally within 12sq & LOS
range = 12 sq, ignore DR
can change activation to full to target all within 2sq radius, spend Force Point for 4sq
can affect ally within 6sq
Sense Force as a move action not full-round action
use as a free action not a swift action
if move target down track can spend Force Point to make condition persistent (surgery or repairs)
spend a Force Point to push target 2 squares
can change time to full in order to target all droids in 6-square cone from your square
may reroll Use the Force for Telepathy and keep the better result
can spend a Force Point to target all enemies within 5 squares, spend a Destiny Point for all in LOS
you gain benefits as well
can affect ally within 6sq & LOS
if unwilling, Use the Force v. Will Def, retain ability to speak & understand 24 hours
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FORCE SECRET
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F 89 Corrupted Power
F 89 Debilitating Power
CR 103 Devastating Power
CR 103 Distant Power Y
F 89 Enlarged Power
C 55 Extend Power
J 37 Holocron Loremaster
C 55 Linked Power
J 37 Mentor
CR 103 Multitarget Power
F 89 Pure Power
CR 103 Quicken Power
F 89 Remote Power
CR 103 Shaped Power
C 55 Unconditional Power
EFFECT
spend a Force Point, opponents with lower Dark Side -2 all Def, your Dark Side score must = Wis, spend a Destiny Point to
decrease all Def -5
when a force power deals dam, spend FP & target -1 down track if over thresh, spend DP for -3 down
spend a Force Point to increase damage dice by 50%, spend Destiny Point to double dice
spend a Force Point to multiply range by 10, spend Destiny Point for anywhere in same system
spend a force point to double area affect, spend Destiny Point to multiply by 5
spend a Force Point to sustain power as swif if concentration is needed for a # rounds = Cha mod
spend a Force Point to add 1 Force power from ally to your suite to use before your next turn or lose, spend Destiny Point for
until end of encounter, can add your knowledge to a holocron
spend a Force Point choose two powers, one goes off this round, other goes off next round as free
spend a Force Point to add 1 Force power you use to an ally w/in 12 sq & LOS to use before end of your next turn or lose,
spend DP for until end of encounter, only if trained an apprentice successfully
spend a Force Point to affect an additional target, spend Destiny Point for target per four levels
spend a Force Point, opponents with Dark Side of 1+ = -2 all Def, DP = -5, your Dark Side score = 0
spend a Force Point to activate move or standard force powers as a swift action, Destiny for reaction
spend a Force Point for area affect to originate within 6sq of you, spend DP for any sq in LOS
spend a Force Point on cone power to affect a line 1 sq x 5xcone's length, spend Destiny Pt to affect 1 or more targets of your
choice w/in a # of squares of you = to cone length
ignore all condition track penalties when you activate a power affecting you
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FORCE REGIMEN
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J 10 Awaken Force Sensitivity 1 hr 1
J 10 Eyes of the Force 1 hr you
J 11 Oxygen Bottle 1 hr you
J 11 Quiet the Mind 1 hr you
J 11 Sparring Practice 2 hr you Y
J 11 Telekinetic Practice 1 hr you
J 12 Training Remote 1 hr you Y
J 13 Vo'Ren's Fifth Cadence 3 hr you Y
J 12 Vo'Ren's First Cadence 1 hr you Y
J 13 Vo'Ren's Fourth Cadence 3 hr you Y
J 12 Vo'Ren's Second Cadence 2 hr you Y
J 13 Vo'Ren's Third Cadence 3 hr you Y
EFFECT
DC13: gain the benefit of Gauge Force potential
DC18: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks
DC23: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +1
DC28: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +2
DC13: +1 Use the Force with Telepathy
DC18: +2 Use the Force with Telepathy
DC23: +2 Use the Force with Telepathy & against unwilling can sense surface emotions & stray thoughts
DC13: +2 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC18: +5 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC23: immune v. inhaled poisons & non-corrosive atmosphere
DC13: +1 farseeing but not regained if used
DC18: +1 farseeing
DC23: +1 farseeing & gain benefit of Visions
DC18: spend a Force Point to add to Block, does not count as one Force Point use
DC23: spend a Force Point to add to Block, does not count as one Force Point use, gain FP for Block
DC28: spend a Force Point to add to Block, does not count as one Force Point use, gain 2 FP for Block
DC18: +1 Force Point when you use telekinetic Force Powers
DC23: +2 Force Points when you use telekinetic Force Powers
DC28: +2 Force Points when you use telekinetic Force Powers & reroll Use the Force made to activate (mtr)
DC18: spend a Force Point to add result to Deflect, does not count as one Force Point use
DC23: spend a Force Point to add result to Deflect, does not count as one FP use, gain FP for Deflect
DC28: spend a Force Point to add result to Deflect, does not count as one FP use, gain 2 FP for Deflect
DC31: +1 Use the Force to Move Light Object
DC37: +2 Use the Force to Move Light Object
DC43: +2 UtF to Move Lt Object & add Kinetic Combat, can spend FP to reroll UtF to activate telekinetic
DC13: +1 Will Def
DC18: +2 Will Def
DC23: +2 Will Def & benefits of Severing Strike
DC26: +1 Use the Force to maintain Force power when you take damage
DC32: +2 Use the Force to maintain Force power when you take damage
DC38: +2 UtF to maintain Force power when you take damage & can spend FP as reac to not make new UtF
DC18: +1 atk against creatures that flank you
DC23: +2 atk against creatures that flank you
DC28: +2 atk against creatures that flank you & benefits of Whirlwind Attack
DC23: +1 on ranged attacks when Redirecting Shot
DC28: +2 on ranged attacks when Redirecting Shot
DC33: +2 on ranged attacks when Redirecting Shot & spend FP to Block & Deflect, does not count as 1 FP
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DROID SYSTEM GROUP
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SGD 55 Antitheft comlink locator Accessory 100
CR 193 Armor Armor
SGD 55 Audio enhancers Accessory 2000
SGD 55 Audio-radial stunner Accessory 5000
SGD 55 Automap Accessory 1000
CR 191 Backup Processor Processors 100
SGD 63 Battle station Stations 50000 per 100
SGD 55 Blaster recharger interface Accessory 300
SGD 52 Burrower drive Locomotion 200xCFxSp²
CR 190 Claw Appendage 20xCF
CR 189 Climbing Claws Appendage x2
SGD 55 Collapsible construction Accessory 2000xCF
CR 193 Comlink, internal Communications 250
SGD 63 Command station Stations 10000
SGD 56 Communications countermeasures Communications 1000
SGD 56 Communications jammer Communications 5000
CR 194 Compartment space (per kg) Internal Storage 50
SGD 56 Concealed item Accessory see text
SGD 56 Courier compartments Accessory 200
SGD 56 Credit reader Accessory 50
CR 196 Darkvision Sensor 150
CR 193 Diagnostics Package Diagnostics Package 250
CR 192 Downloading and Restoring Memory Downloading and Restoring Memory
CR 192 Droid caller Communications 10
SGD 56 Droid oil bath Accessory 500
SGD 53 Droid remote control Processors 500
SGD 64 Droid Socket Stations 10000*
SGD 57 Earphone binary-to-basic translator Accessory 20
SGD 57 Electric defense grid Accessory 3000xCF
SGD 57 Emergency oxygen supply Accessory 200
CR 189 Extra Legs Appendage x2
CR 188 Flying Locomotion 200xCFxSp²
SGD 52 Gyroscopic stabilizers Locomotion 2xCFxSp²
CR 190 Hand Appendage 50xCF
CR 193 Hardened Systems x2 Hardened Systems 1000xCF
CR 193 Hardened Systems x3 Hardened Systems 2500xCF
CR 193 Hardened Systems x4 Hardened Systems 4000xCF
CR 193 Hardened Systems x5 Hardened Systems 6250xCF
CR 190 Heuristic Processor Processors 2000
SGD 53 Hidden core Processors 200
SGD 57 Hidden holster Accessory 500xCF
SGD 57 High-speed cutting torch and welder Accessory 2500
SGD 57 Holographic game system Accessory 300
SGD 60 Holographic image disguiser Accessory 20000xCF
CR 188 Hovering Locomotion 100xCFxSp²
SGD 60 ID Dodge Accessory 5000
SGD 60 Improved coordination circuitry Accessory 1000
CR 196 Improved Sensor Package Sensor 200
CR 190 Instrument Appendage 5xCF
SGD 60 Interference generator Accessory 2500
SGD 60 Internal defenses Accessory 10xCF
SGD 60 Internal grapple gun Accessory 100xCF
CR 189 Jump servos Appendage x2
CR 195 Locked access Processors 50
CR 189 Magnetic Feet Appendage x2
SGD 52 Magnetic hands Appendage ACx2
CR 192 Memory Wipes Memory Wipes
SGD 60 Mesh tape dispenser Accessory 10xCF
SGD 60 Micro shield Accessory 600xCF
SGD 60 Multifunction apparatus Accessory 80xCF
SGD 60 Multispectrum searchlight Accessory 100
SGD 53 Personality downloader Processors custom
CR 190 Probe Appendage 2xCF
SGD 52 Projectile hand Appendage ACx2
SGD 52 Quick-release coupling, appendage Appendage 50xCF
SGD 52 Quick-release coupling, tool Appendage 10xCF
SGD 61 Radiant heat element Accessory 200
SGD 64 Recharge station Stations 4000
SGD 53 Remote limb control Appendage ACx2
CR 191 Remote Processor, 5000-km range Processors 1000000
CR 191 Remote Processor, 500-km range Processors 100000
CR 191 Remote Processor, 50-km range Processors 10000
CR 191 Remote Processor, 5-km range Processors 1000
CR 191 Remote Receiver Processors -500
SGD 61 Remote receiver jammer Communications 2000
SGD 61 Remote receiver signal booster Communications 500
SGD 53 Remote starship starter Processors 50
SGD 61 Remote viewer Accessory 1000
SGD 61 Rental restraining bolt Accessory 10
CR 192 Reprogramming, feat/talent package Reprogramming 1000
CR 192 Reprogramming, professional Reprogramming (WD²)x10
CR 192 Reprogramming, self Reprogramming -
CR 192 Reprogramming, skill package Reprogramming 100
SGD 62 Repulsorcam Accessory 1000
CR 192 Restraining Bolt Processors 5
SGD 53 Rocket arm Appendage ACx4
SGD 62 Scomp link Accessory 100
CR 196 Secondary Battery Processors 400
CR 196 Self-destruct system Processors M.Dx20
SGD 62 Sensor booster Sensors 200
SGD 62 Sensor countermeasure package Sensors 1000
SGD 62 Shield expansion module Shield Generator 50xSRxCF
CR 196 Shield Generator, SR10 Shield Generator 5000xCF
CR 196 Shield Generator, SR15 Shield Generator 7500xCF
CR 196 Shield Generator, SR20 Shield Generator 10000xCF
CR 196 Shield Generator, SR5 Shield Generator 2500xCF
SGD 62 Silence-bubble generator Accessory 3500
SGD 63 Space-beacon launcher Accessory 5000
SGD 53 Specialized subprocessor Processors 1000
CR 195 Spring-loaded mechanism Internal Storage 150
CR 190 Stabilized Mount Appendage x5
SGD 63 Survival kit Accessory 100
CR 191 Synchronized Fire Circuits Processors 150
SGD 54 Tactician battle computer Processors 5000
SGD 63 Taser Accessory 250
CR 190 Telescopic Appendage Appendage x2
CR 190 Tool Appendage 10xCF
CR 188 Tracked Locomotion 20xCFxSp²
CR 196 Translator Unit, DC10 Translator Unit 1000
CR 196 Translator Unit, DC15 Translator Unit 500
CR 196 Translator Unit, DC20 Translator Unit 200
CR 196 Translator Unit, DC5 Translator Unit 2000
SGD 52 Underwater drive Locomotion 20xCFxSp²
SGD 63 Video screen Accessory 1xsq mm
CR 193 Vocabulator Communications 50
SGD 63 Voice-print command lock Accessory 400
CR 188 Walking Locomotion 10xCFxSp²
SGD 63 Weapon detector Accessory 1500
CR 188 Wheeled Locomotion 5xCFxSp²
SGD 62 YV sensor package Sensors 1000
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0.5 -
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3 Restricted
2 -
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5000 Military
1 Licensed
50xCF Restricted
(5xCF) -
- -
10xCF -
0.1 -
1000 Licensed
3 Restricted
5 Military
- -
App+weaponRestricted
2xCF -
1 Licensed
1.5 -
4 -
0.2 -
600xCF -
0.5 -
1000 Military
0.5 -
100xCF Restricted
20 -
- -
- -
4xCF -
(5xCF) -
(100xCF) Military
[250xCF) Military
(400xCF) Military
(650xCF) Military
5 -
1 or - Restricted
2xCF Licensed
500 Licensed
3 -
20xCF Restricted
- -
1 Illegal
1 -
2.5 -
(1xCF) -
1 Restricted
1xCF Licensed
2xCF -
(2xCF) -
- Licensed
- -
2xCF -
5 -
10xCF Licensed
15xCF -
2 -
2+ Illegal
(0.5xCF) -
2xCF Licensed
5xCF -
2xCF -
20xCF -
500 -
- Restricted
10000 Military
1000 Military
100 -
10 -
1 -
2 Military
2 Licensed
2 -
20 -
0.5 -
- -
- -
- -
- -
20 -
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2xCF Illegal
1 -
4 -
(MaxDamx01)Restricted
5 -
2 -
2xSRxCF Military
(20xCF) Military
(30xCF) Military
(40xCF) Military
(10xCF) Military
20xCF Licensed
10 -
2 -
3 -
x5 -
1 -
1 Military
10 Restricted
2 Licensed
(N.Wx2) -
(2xCF) -
- -
4 -
2 -
1 -
8 -
10xCF Licensed
1+.01kg -
0.5 -
1 -
- -
5 Licensed
- -
3 Military
COMMENTS & BENEFITS
signal sent to master's comlink that can be tracked until droid is destroyed
See Armor
reroll Perception & keep better
as stan action adjacent must make DC 20 Endurance or move -1 down track
12 sq radius but cannot penetrate solid objects
Allows a remote drone to function like a droid when losing contact with processor
select 2 talents from droid commander prestige class, calculated per station not creature, does not duplicate
as swif action recharge power packs, droid loses hp = dam dice of weapon
move half spd, if used as weapon dam = to self-destruct device & each atk moves droid -1 down track
Tasks that requires a hand requires a DC15 DEX roll, if fail it drops the object.
Climb = /2 speed, reroll & keep better, can always take 10
lowers size category by 1, reactivate as stan
Int 14, Will Def 15, see text for details on: issue routine command, coordinate, locate droid, receive details on
droid status, reprogram droid, translate Binary
+5 Use Computer to overcome jamming
+5 Use Computer to slice & shut down computer, +5 to stop slicer's jamming, DC 25 Use Computer to jam
incoming or outgoing comlinks w/in 1 km
+5 Stealth to conceal plus size modifiers, +10 Deception to create Deceptive Appearances
hold an item 3 sizes smaller than droid's torso, 4 leg/arm, 5 head, Perception to detect with DC = droid's Will
Def +5
+5 Perception against Deception of a forgery, can count hard credits as a free action
+2 Perception, low-light vision, ignores concealment (including total) from darkness
+2 on Mechanics checks to diagnose problems
See page 192
Summons droid with restraining bolt, resist with DC20 CHA to be immune to the caller for 24h
if in at least 30 min can activate 2nd Wind
droid caller to move droid using its own locomotion at half spd
*cost usually included in cost of vehicle, see text for more on: pilot or copilot, system operator, engineer, jury-
rig/repair, Use Computer checks, communications/sensors, input hyperdrive coordinates, operate ejection
system, prohibited actions, optional self-loading system
converts audible Binary to audible Basic, Perception DC 20 to detect
if damaged by melee atk attacker takes 5 dam, energy melee weapons ignore the effect
Med size creature for 30 min, connect as swif & secure as stan
+50% carry, +5 stability to resist getting knocked prone
Speed: F-S: 9 M: 12 L-C: 12
+5 stability to being knocked prone, stacks with bonus from extra legs
Multiplies HP/Threshold based on droid size
Multiplies HP/Threshold based on droid size
Multiplies HP/Threshold based on droid size
Multiplies HP/Threshold based on droid size
Allows a droid to behave like a normal character would
restores personality 1d6 days after memory wipe DC 20 use Computer, tries gain 1d6 days later on failure, for
double the cost for Will Def 30
free to activate& acts as Quick Draw (draw or holster as swif) if has BAB +1
only on Med or larger, half time of regular welding, range of 1 sq & 4d10 dam, for 2 or more consecutive
rounds ignores 5 pts of DR & reduces thresh by 10
like standard holoshroud, +10 Deception for Deceptive Appearance, advanced model double the price &
activate as full
Speed: F-S: 6 M: 6 L-C: 6
use Deception instead of Use Computer that requires biometric ID
+4 aid another for droid with same circuitry & must be trained
+2 Perception, low-light vision, ignores concealment (but not total) from darkness
Simple tasks, carry STR 1/4, push objects
DC 30 perception or Use Computer for each sq around droid
opening access or maintenance panels = 1d20+5 atk v. Fort Def fro dam = 1d8+1/2 HL, 10 attacks
15m or 10 sq of cord internally or 100m externally, fire as stan, detach as free
Standing jumps are treated as running jumps, reroll & keep better, can always take 10
Cannot be shut down by an opponent
Stick to ships hull
+2 Climb & +5 v. being knocked off hull
Use C. vs WILLED, 1 lvl per minute
can hinder adjacent w/normal unarmed atk for -2 atk & Dex skills or -2 spd & no run, with Pin & successful
grapple enemy pinned until tape is removed
activate as swif, +1 Ref Def, handheld version 400 credits, can run for 1 hour
allows 3 tools or weapons on single appendage, switch between as swif
6km range, +2 Perception to Search & Notice Targets, can blind in a 6sq cone (see text)
cost usually 5000+, see SGD 53
push objects
tension-spring 250 credits, 2d8 dam as weapon, can be used for ranged disarm 6 sq away
2 full actions to swap with no Mechanics check
2 stan actions to swap with no Mechanics check
adjacent take 1d4 fire dam & droid takes 1 dam if used as weapon
public use = 20 credits, 1 hour recharge, provides basic diagnostic Use Computer DC 10
limb can hover 6 sq & max range 24 sq & can perform any action it normally does, 1500 credit for 1 limb,
6000 credit for multiple limbs = 1 + Int mod
Controls drones with remote processor up to range away
Controls drones with remote processor up to range away
Controls drones with remote processor up to range away
Controls drones with remote processor up to range away
Droid is a drone to remote processor, -2 DEX, remove with toolkit and DC20 mechanics check
activate as stan, Use Computer v. Will Def & if higher droid can take no actions & is flat-footed, make new
check each rnd
extends range of receiver by 50%, Use Computer DC 30 by droid can extend range 100% 1 hour
signals ship to begin preflight processes with preflight diagnostics sent back to droid
viewer can travel 12 sq, spd 4, ref Def 18, Fort Def 12, runs 30 min before recharge 1 hour
runs based on credits deposited
Use Computer, DC=WILLED, 30min, -5 penalty
Need package
Need package, Use Computer check at an additional -5 penalty.
Use Computer, DC=WILLED, 30min
travel 12 sq & record 2 hours, spd 4, Ref Def 16, Fort Def 10, 4 hours power, separate recharger 100 credits
Turn off motor, DC10 Mech. to remove, self: DC20 CHA + DC15 Mech. Retry in 24h
2000 credits to install & DC 20, considered heavy ranged weapon 3d8 dam & 1sq splash
+2 Use Computer to Access Information if attitude is friendly or helpful
Double uptime
Area ATK +5, damage based on droid size
extends sensors range 2km
make Use Computer checks to avoid being detected if check exceeds nonvisual sensor check
expand shield by 1 sq to for Med or smaller adjacent, only droids Small or larger, Large or larger can have 2
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt, min small
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt, min medium
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt, min large
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt
stan to activate, covers all sq w/in 3 sq, -10 Perception to hear
12 beacons & additional for 10% for each up to 24, locate with DC 10 Use Computer
+1 swif each turn to perform action related to 1 skill, limit 1 per droid
S, M or L launch 1 object 4 squares, max 4kg (ranged attack vs REF 10). Catch DC10 DEX (move)
Can hold large weapon as if held with two hands
+4 when aiding Survival check
When synchronized droids help each other they grant an additional +2 to the roll
stan action to send data to # of allies ranged weapons for +2 atk = Int mod
like ion v. droid, as electroshock probe
Twice normal reach
Specific tool, can push/lift/carry/drag objects with DC15 DEX
Speed: F-S: 4 M: 6 L-C: 8
Roll Int vs DC to see if droid understands a new language
Roll Int vs DC to see if droid understands a new language
Roll Int vs DC to see if droid understands a new language
Roll Int vs DC to see if droid understands a new language
comes standard if purchased on water world, swim spd = land spd
Droid can speak other languages than binary
follows command from single source, to obey recording = Use Computer v. Will Def + 5
Speed: F-S: 4 M: 6 L-C: 8
add Int mod to Perception made to Search for weapons
Speed: F-S: 6 M: 8 L-C: 10
+10 Perception to detect Yuuzhan Vong w/in 12 sq & LOS
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STARSHIP MANEUVER DESCRIPTOR
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S 24 Ackbar Slash reac 1
S 25 Afterburn full you
S 25 Angle Deflector Shields attack pattern swif you
S 25 Attack Pattern Delta attack pattern swif you
S 25 Attack Pattern Zeta Nine attack pattern swif you
S 25 Corellian Slip full 1
S 26 Counter dogfight reac you
S 26 Darklighter Spin stan 2x2
S 26 Devastating Hit gunner stan 1
S 26 Engine Hit gunner reac 1
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S 26 Evasive Action dogfight move you
S 26 Explosive Shot gunner reac spec
S 27 Howlrunner Formation attack pattern swif you
S 27 I Have You Now swif 1
S 27 Intercept reac you
S 27 Overwhelming Assault attack pattern swif you*
S 28 Segnor's Loop reac 1
S 28 Shield Hit gunner stan 1
S 28 Skim the Surface full 1
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S 28 Skywalker Loop dogfight reac 1
S 29 Snap Roll reac 1
S 29 Strike Formation attack pattern reac 1
S 29 Tallon Roll dogfight reac 1
S 30 Target Lock dogfight stan 1
S 30 Target Sense Force swif you
S 30 Thruster Hit gunner reac 1
S 30 Wotan Weave swif you
EFFECT
Pilot check when attack from adjacent opponent misses.
DC20: missed Atk redirected to adjacent opponent,
if original attack roll beats new target Ref Def = damage
DC25: add +1 to redirected Atk roll
DC30: add +2 to redirected Atk roll
DC35: add +5 to redirected Atk roll
new target may not use Akbar slash redirect the attack
Pilot Check:
DC15: all-out movement as free action, +1 Pilot to avoid dogfight
DC20: all-out movement as free action, +2 Pilot to avoid dogfight
DC25: all-out movement as free action, +5 Pilot to avoid dogfight
DC30: all-out movement as free action, +10 Pilot to avoid dogfight
Pilot DC15: SR doubled from particular target, SR halved from all others, change or deactivate with swif
Pilot DC20: +1 Ref Def with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot DC20: -1 die dam for +20 SR, deactivate with swift
Target must be w/in 2 x your speed in squares. If movement halted, lose maneuver. Pilot Check:
DC15: move up to twice speed straight, attack as free action, if destroy target no collision
DC20: +1 Atk
DC25: +1 Atk & 1 die
DC30: +2 Atk & 1 die
DC35: +2 Atk & 2 die
if fails, cannot attack and you may not avoid collision (opponent can)
As a reaction to being attacked by a vehicle you are dogfighting make a Pilot check:
DC20: you may immediately take a swift action
DC25: you may immediately take a move action
DC30: you may immediately take a standard action
Pilot Check:
DC25: area attack with autofire weapon with normal -5 Atk
DC30: area attack with autofire weapon with -2 Atk
DC35: area attack with autofire weapon with no penalty
Attack Roll Exceeds Ref by:
0-4: +1 die damage
5-9: +2 die damage
10+: +3 die damage
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: speed -1 (may be repaired with full-round DC20 Mechanics)
5-9: speed -2 (may be repaired with full-round DC25 Mechanics)
10+: speed -3 (may be repaired with full-round DC30 Mechanics)
EFFECT
Pilot Check
DC15: disengage from dogfight +2 Pilot
DC20: disengage from dogfight +5 Pilot
DC25: disengage from dogfight +10 Pilot
DC30: disengage from dogfight +20 Pilot
Use when you destroy a target. Attack Roll Exceeds Ref by:
0-4: 3d10x2 dam to adjacent targets (to the destroyed vehicle)
5-9: 4d10x2 dam to adjacent targets (to the destroyed vehicle)
10+: 5d10x2 dam to adjacent targets (to the destroyed vehicle)
Pilot DC20: +1 Atk with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot Check:
DC15: against adjacent target, if your attack this turn damage over Fort Def = -1 down track
DC20: as DC15 but +1 to attack roll.
DC25: as DC15 but +2 to attack roll
DC30: as DC15 but +5 to attack roll
Pilot Check:
DC20: with enemy fighter moving w/in 2 sq, initiate dogfight as attack of opportunity, move 1 sq as reac
DC25: As above with +1 Pilot check to initiate dogfight
DC30: As above with +2 Pilot check to initiate dogfight
DC35: As above with +5 Pilot check to initiate dogfight
Pilot DC20: nominate target and you may subtract Atk for double that amount in damage (pre multipliers),
change target or deactivate as swif action
If you end your turn further away from a target than you started make an attack run and Pilot Check
DC20: attack run penalty to Ref Def is -10
DC25: attack run penalty to Ref Def is -5
DC30: attack run penalty to Ref Def is -2
DC35: attack run penalty to Ref Def is -1
Make an attack if it deals damage it reduces shields depending on hold much Attack Roll Exceeds Ref by:
0-4: additional 5 points of shield damage
5-9: additional 10 points of shield damage
10+: additional 15 points of shield damage
When you fly through the fighting space of a target Colossal (Frigate) or larger, make a Pilot Check:
DC20: ignores SR, can move twice speed, attack run at -10 Atk
DC25: ignores SR, can move twice speed, attack run at -5 Atk
DC30: ignores SR, can move twice speed, attack run at -2 Atk
DC35: ignores SR, can move twice speed, attack run at -1 Atk
Pilot check below 19 causes a collision, target may avoid
EFFECT
if opponent fails Pilot check to attack in dogfight,
make a Pilot Check DC20 to may make an attack of opportunity
Pilot check replaces Ref Def until next turn, can keep Ref Def if lower
Pilot Check DC20: +1 die dam, -2 Ref Def, can deactivate with swift action
When opponent attempts to disengage from dogfight, declare before opposed check
DC20: if target fails to disengage, make attack of opportunity
DC25: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -1
DC30: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -2
DC35: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -5
Make a pilot check:
DC15: +1 opposed Pilot checks and attack rolls
DC20: +2 opposed Pilot checks and +1 to attack rolls
DC25: +2 opposed Pilot checks and attack rolls
DC30: +5 opposed Pilot checks and +2 to attack rolls
DC35: +5 opposed Pilot checks and attack rolls
Target disengages maneuver ends.
Cha bonus replaces Int bonus for vehicle weapons this round.
Make a Use the Force check:
DC20: Add Charisma Bonus to all attack rolls until start of next turn.
DC25: Additional +2 to rolls.
DC30: Additional +5 to rolls.
Stacks with Battle Strike force power.
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: target's Ref Def, Init, & Pilot all -1
5-9: target's Ref Def, Init, & Pilot all -2
10+: target's Ref Def, Init, & Pilot all -5, target can only move in a straight line
Effect last the remainder of the encounter.
when fighting defensively or with total defense, make a pilot check:
DC15: reduce speed by half (round down) +1 Ref Def
DC20:reduce speed by half (round down) +2 Ref Def
DC25: reduce speed by half (round down) +5 Ref Def
if reduce speed to 0, maneuver fails
Category
B
O
O
K
P
A
G
E
ITEM
T
I
E
R
PREREQUISITES
A
C
T
Accessory SV 44 Aquatic adaptation
Accessory K 75 Armor reinforcement
Accessory SV 45 Armorplast
Accessory SV 42 Bayonet ring
Accessory K 75 Beam splitter
Accessory J 60 Beckon call
Accessory SV 43 Bipod
Accessory J 60 Blade lock
Accessory SV 40 Cheater
Accessory SV 45 Climbing claws
Accessory SV 40 Cloaked
Accessory GI 68 Componentization
Accessory J 60 Concealed compartment
Accessory SV 45 Diagnostics system
Accessory SV 43 Double trigger
Accessory SV 40 Droidification
Accessory SV 41 Dual gear
Accessory K 75 Durasteel bonding
Accessory SV 41 Electrograpple handle
Accessory J 60 Electrum detail
Accessory K 75 Enhanced energy projector
Accessory SV 41 Environmental sealing
Accessory SV 45 Environmental systems
Accessory SV 41 Extra power source
Accessory J 60 Fiber cord
Accessory J 60 Force-Activated
Accessory SV 46 Gyro
Accessory K 75 Hair trigger
Accessory CR 140 Helmet package
Accessory SV 46 Holoshroud
Accessory K 75 Improved energy cell
Accessory SV 46 Integrated equipment, 1
Accessory SV 46 Integrated equipment, 10
Accessory SV 46 Integrated equipment, 2
Accessory SV 46 Integrated equipment, 5
Accessory J 60 Interlocking hilt
Accessory SV 46 Internal generator
Accessory SV 43 Ion charger
Accessory GW 50 Ion shielding
Accessory SV 46 Jump servos
Accessory SV 41 Memory upgrade
Accessory SV 41 Memory upgrade, advanced
Accessory K 76 Mesh underlay
Accessory SV 41 Miniaturized
Accessory SV 43 Missile load
Accessory SV 43 Neutronium reinforcement
Accessory SV 43 Overload switch
Accessory SV 46 Powered exoskeleton
Accessory J 60 Pressure grip
Accessory SV 43 Pulse charger
Accessory SV 46 Radiation shielding
Accessory SV 43 Rangefinder
Accessory SV 47 Rangefinder, armor
Accessory SV 44 Rapid Recycler
Accessory SV 47 Ready harness
Accessory SV 41 Recognition system
Accessory SV 41 Remote activation
Accessory SV 47 Repulsorlift
Accessory SV 44 Retractable stock
Accessory SV 41 Secret compartment
Accessory SV 47 Shadowskin
Accessory SV 47 Shadowskin, reflec
Accessory SV 47 Shield generator, SR 10
Accessory SV 47 Shield generator, SR 5
Accessory SV 47 Shockweb
Accessory SV 42 Silverplate
Accessory SV 44 Slinker
Accessory SV 44 Sniper switch
Accessory SV 42 Spring loaded
Accessory SV 42 Storage capacity
Accessory CR 140 Targeting scope
Accessory CR 140 Targeting scope, low-light
Accessory J 60 Trapped grip
Accessory K 76 Tremor cell
Accessory SV 47 Vacuum seals
Accessory SV 47 Vacuum seals, advanced
Accessory J 60 Waterproof casing
Accessory SV 47 Weapon mount
Armor CR 282 ARC Trooper armor 6
Armor CR 132 Armored spacesuit 9
Armor GW 44 Barabel microbe armor 2
Armor CR 132 Battle armor 8
Armor CR 132 Battle armor, heavy 10
Armor K 71 Battle armor, heavy powered 9
Armor K 70 Battle armor, light 5
Armor K 70 Battle armor, light powered 4
Armor K 71 Battle armor, powered 7
Armor SV 48 Beskar'gam, heavy 10
Armor SV 48 Beskar'gam, light 5
Armor SV 48 Beskar'gam, medium 8
Armor GW 44 Biohazard suit
Armor CR 132 Blast helmet and vest 2
Armor K 179 Blast jacket 2
Armor L 98 Boba Fett's Mandalorian Armor 9
Armor C 64 Camo armor 5
Armor GW 44 Camo scout armor 6
Armor CR 132 Ceremonial armor 7
Armor CR 281 Clone Trooper armor 6
Armor CR 133 Combat jumpsuit 4
Armor T 22 Commando armor 5
Armor CR 133 Corellian powersuit 7
Armor L 183 Cortosis Gauntlet
Armor F 178 Coruscant Guard armor 6
Armor J 61 Dark armor, heavy 8
Armor J 61 Dark armor, light 4
Armor J 61 Dark armor, medium 7
Armor CR 262 Darth Vader's custom armor 8
Armor SGD 54 Droid, Crystadurium plating 10
Armor CR 193 Droid, Duranium battle armor 10
Armor CR 193 Droid, Duranium plating 8
Armor CR 193 Droid, Durasteel battle armor 8
Armor CR 193 Droid, Durasteel plating 6
Armor CR 193 Droid, Durasteel shell 4
Armor SGD 54 Droid, Duravlex shell 4
Armor SGD 54 Droid, Laminanium plating 4
Armor SGD 54 Droid, Laminanium plating 12
Armor CR 193 Droid, Mandalorian steel shell 9
Armor CR 193 Droid, Neutronium plating 11
Armor CR 193 Droid, Plasteel shell 2
Armor CR 193 Droid, Quadanium battle armor 7
Armor CR 193 Droid, Quadanium plating 5
Armor CR 193 Droid, Quadanium shell 3
Armor K 71 Energy shields, heavy SR 25
Armor K 71 Energy shields, heavy SR 30
Armor K 71 Energy shields, light SR 10
Armor K 71 Energy shields, light SR 5
Armor K 71 Energy shields, medium SR 15
Armor K 71 Energy shields, medium SR 20
Armor F 179 EVO Trooper armor 6
Armor K 72 Fiber armor 4
Armor CR 137 Flight suit
Armor CR 133 Flight suit, armored 5
Armor CR 133 Flight suit, padded 3
Armor L 140 Galactic Alliance Armor 4
Armor L 140 Galactic Alliance Armor, fleet crew 2
Armor C 182 Geonosian warrior tunic 4
Armor SV 48 GTU AV-1C combat armor 9
Armor SV 48 GTU AV-1S scout armor 7
Armor SV 49 Half-vest 1
Armor F 183 Heavy dungeoneer armor 10
Armor L 183 Imperial Knight armor 8
Armor J 62 Jedi battle armor, light 3
Armor J 62 Jedi battle armor, medium 5
Armor F 180 Jumptrooper armor 6
Armor GW 44 Katarn-class commando armor 9
Armor L 183 Knighthunter armor 7
Armor SV 49 Krail 210 personal armor 7
Armor K 219 Krath armor 5
Armor K 219 Krath battle armor 5
Armor F 217 Light combat armor 5
Armor ? Mandalorian Armor
Armor K 202 Mandalorian battle armor 8
Armor K 201 Mandalorian combat suit 4
Armor GW 45 Marine armor 5
Armor K 72 Matrix armor 9
Armor R 51 Merr-Sonn KZZ riot armor 2
Armor K 72 Mesh armor 6
Armor K 202 Neo-Crusader assault armor 10
Armor K 201 Neo-Crusader light armor 6
Armor J 62 Orbalisk armor 10
Armor R 128 Phase II Dark Trooper armor 10
Armor R 128 Phase III Dark Trooper armor 12
Armor F 177 Phase Zero Dark Trooper armor 6
Armor F 180 Radtrooper armor 6
Armor K 179 Republic combat armor 6
Armor K 179 Republic heavy armor 8
Armor K 179 Republic light armor 4
Armor T 77 Riot Shield 5
Armor F 174 Royal Guard armor 7
Armor CR 133 Sandtrooper armor 6
Armor CR 280 Scout trooper armor 4
Armor R 127 Seatrooper Armor 4
Armor F 175 Shadow Guard armor 7
Armor SV 49 Shadowsuit 1
Armor R 51 Shield gauntlet
Armor K 149 Sith Battle suit 7
Armor K 147 Sith Trooper Armor 6
Armor W Skakoan heavy pressure suit 9
Armor W Skakoan light pressure suit 5
Armor W Skakoan medium pressure suit 8
Armor CR 133 Snowtrooper armor 6
Armor CR 137 Space suit
Armor T 95 SpecForce armor 5
Armor GW 45 Stalker armor 7
Armor R 123 Storm Commando armor 4
Armor CR 133 Stormtrooper armor 6
Armor R 122 Stormtrooper armor, reinforced 7
Armor R 121 Stormtrooper, stygian-triprismatic 7
Armor GW 45 Stun cloak 1
Armor C 64 Thinsuit -
Armor C 64 Tracker utility vest 1
Armor SV 13 Ubese environmental suit 4
Armor C 64 Vacuum pod 4
Armor L 140 Venom assault armor 10
Armor CR 133 Vonduun crabshell 5
Armor K 72 Weave armor 6
Armor J 63 WJ-880 blinding helmet 0
Armor L 66 Yuuzhan Vong Biotech
Armor R 127 Zero-G Stormtrooper Armor 9
Crystals J 59 Ankarres Sapphire
Crystals J 59 Barab
Crystals J 57 Bondar
Crystals K 66 Bondar
Crystals J 56 Compressed
Crystals J 57 Corusca
Crystals K 66 Daminia
Crystals J 59 Dantari
Crystals J 57 Dragite
Crystals J 58 Durindfire
Crystals K 66 Eralam
Crystals J 58 Firkraan
Crystals K 66 Firkraan
Crystals J 59 Heart of the Guardian
Crystals J 58 Hurikane
Crystals J 56 Ilum
Crystals J 58 Jenraux
Crystals K 66 Jenraux
Crystals J 59 Kaiburr Crystal
Crystals J 58 Kasha
Crystals J 56 Kathracite
Crystals J 59 Krayt dragon
Crystals J 59 Lambent
Crystals K 66 Luxum
Crystals J 59 Mantle of the Force
Crystals J 56 Mephite
Crystals K 66 Nextor
Crystals J 58 Opila
Crystals K 66 Opila
Crystals J 58 Phond
Crystals K 66 Phond
Crystals J 56 Pontite
Crystals J 58 Rubat
Crystals K 66 Rubat
Crystals K 66 Sapith
Crystals J 58 Sigil
Crystals K 66 Sigil
Crystals K 66 Sigil
Crystals J 58 Solari
Crystals J 57 Synthetic
Crystals J 57 Unstable
Crystals K 66 Upari
Destiny F 36 Champion
Destiny CR 113 Corruption
Destiny F 35 Creation
Destiny CR 115 Death and Destiny
Destiny CR 114 Destruction
Destiny CR 114 Discovery
Destiny CR 114 Education
Destiny F 36 Liberation
Destiny CR 114 Redemption
Destiny CR 115 Rescue
Equipment SV 52 ABC Scrambler
Equipment CR 138 All-temperature cloak
Equipment R 51 Ambient aural amplifier
Equipment UR 40 Antidote synthesizer
Equipment GW 45 Anti-rad dose
Equipment T 19 Antisecurity Blades (Jango Fett)
Equipment CR 28 Antitox breath mask
Equipment GI 66 Antitoxin Patch
Equipment CR 136 Aquata breather
Equipment K 73 Aural amplifier
Equipment CR 137 Bacta tank (empty)
Equipment CR 137 Bacta, 1 liter
Equipment CR 140 Bandolier
Equipment K 176 Bao-Dur's cybernetic arm
Equipment J 64 Battle harness, Sith
Equipment CR 139 Binder cuffs
Equipment L 68 Bio-implant, Body spikes
Equipment L 68 Bio-implant, Cosmetic enhancements
Equipment L 68 Bio-implant, Enhanced vision
Equipment L 68 Bio-implant, Natural armor
Equipment L 68 Bio-implant, Natural weapon
Equipment L 68 Bio-implant, Poison filter
Equipment L 68 Bio-implant, Replacement body part
Equipment C 65 Bioscanner
Equipment R 149 BioTech Borg Construct AJ-6
Equipment L 65 Biotech tool kit
Equipment GW 49 Borg Construct
Equipment GW 49 Borg Construct Datacard/Know cart port
Equipment GW 49 Borg Construct Knowledge cartridge
Equipment CR 136 Breath mask
Equipment CR 137 Breath mask, atmosphere filter
Equipment GW 46 Camouflage netting
Equipment C 65 Camouflage netting
Equipment C 65 Camouflage netting, powered
Equipment GW 46 Camouflage poncho
Equipment CR 138 Chain (3 meters)
Equipment UR 40 Climbing harness
Equipment CR 134 Code cylinder
Equipment GW 46 Com scrambler
Equipment GI 66 Comlink, Earbud
Equipment CR 134 Comlink, encryption
Equipment L 65 Comlink, hands-free
Equipment CR 134 Comlink, holo capability
Equipment CR 134 Comlink, long-range
Equipment CR 134 Comlink, short-range
Equipment GW 49 Comlink, subcutaneous
Equipment GW 46 Comlink, tightbeam
Equipment CR 134 Comlink, video capability
Equipment GW 46 Communication scanner
Equipment K 73 Computer interface visor
Equipment T 87 Computer spikes
Equipment C 65 Computer, bracer
Equipment R 51 Computerized interface scope
Equipment T 45 Cortosis Gauntlet
Equipment CR 134 Credit chip
Equipment GW 46 Cryogenic pouch
Equipment CR 137 Cybernetic prosthesis
Equipment GW 49 Cybernetic prosthesis
Equipment L 53 Darth Krayt's holocron
Equipment CR 136 Datacards, blank (10)
Equipment CR 136 Datapad
Equipment CR 136 Datapad, basic
Equipment F 101 Decoy Glowrod
Equipment K 73 Demolitions sensor
Equipment GW 46 Droid diagnostic
Equipment CR 136 Electrobinoculars
Equipment UR 40 Emergency vacuum seal
Equipment J 64 Energy cage, universal
Equipment CR 139 Energy cell
Equipment GW 49 Eye, infrared sensor
Equipment GW 49 Eye, targeting
Equipment GW 49 Eye, telescoping
Equipment T 54 FastFlesh Medpac
Equipment GW 47 Field food processor
Equipment CR 138 Field kit
Equipment CR 139 Fire extinguisher
Equipment UR 40 Fire paste
Equipment UR 40 Fire rod
Equipment GI 66 Flash Suppressor/Silencer
Equipment CR 137 Flight suit
Equipment SV 52 Force Cage
Equipment J 63 Force detector
Equipment J 63 Force training aid
Equipment CR 136 Fusion lantern
Equipment SV 9 Gand breathing apparatus
Equipment SV 9 Gand transliterator
Equipment J 57 Geological compressor
Equipment CR 136 Glow rod
Equipment C 66 Halo lamp
Equipment T 37 Heat Sensor
Equipment CR 140 Helmet package
Equipment T 87 HiBaka 2000 Mem-Stik
Equipment GI 66 Holo Converter
Equipment CR 136 Holoprojector, personal
Equipment F 101 Holoshroud
Equipment CR 140 Holster, Concealed
Equipment CR 140 Holster, Hip
Equipment F 101 Hush-About Personal Jetpack
Equipment UR 40 Hypoinjector wristband
Equipment K 74 Implant, bio-stabilizer
Equipment K 74 Implant, Cardio
Equipment K 74 Implant, Combat
Equipment K 74 Implant, Memory
Equipment K 75 Implant, nerve reinforcement
Equipment K 75 Implant, regenerative
Equipment K 75 Implant, sensory
Equipment CR 138 Jet pack
Equipment T 87 Lectroticker
Equipment CR 138 Liquid cable dispenser (15 meters)
Equipment SV 52 Lock Breaking Kit
Equipment SV 52 Man Trap
Equipment UR 220 Mask of Darth Nihilus
Equipment T 36 MDS-50 Medisensor
Equipment K 73 Mechanical interface visor
Equipment J 63 Medical bundle, 8-2A
Equipment K 73 Medical interface visor
Equipment CR 138 Medical kit
Equipment CR 138 Medpac
Equipment CR 139 Mesh tape
Equipment UR 41 Microlab
Equipment W Mobile Hologram Projection Pod
Equipment K 74 Motion sensing visor
Equipment UR 41 Multitool, personal
Equipment K 74 Neural band
Equipment W Ooglith Masquer
Equipment GI 66 Panic Ring
Equipment GW 47 Personal field shelter
Equipment GW 47 Plasma bridge
Equipment UR 41 Plastent
Equipment CR 134 Pocket scrambler
Equipment UR 41 Portable beacon
Equipment CR 136 Portable computer
Equipment CR 139 Power generator
Equipment CR 139 Power pack
Equipment CR 139 Power recharger
Equipment R 127 Propulsion Pack
Equipment GW 47 Proximity flare
Equipment GW 47 Radiation detector
Equipment CR 138 Ration pack
Equipment CR 136 Recording unit, audiorecorder
Equipment CR 136 Recording unit, holorecorder
Equipment CR 136 Recording unit, videorecorder
Equipment GI 67 Redirection Crystal
Equipment UR 41 Repulsor boots
Equipment UR 41 Repulsor hitch
Equipment F 102 Repulsor pad
Equipment T 17 Rhen-Orm Biocomputer
Equipment UR 41 Saddle, riding
Equipment UR 42 Saddle, war
Equipment CR 139 Security kit
Equipment CR 136 Sensor pack
Equipment GW 50 Sensory enhancement
Equipment GI 67 Shield Cage
Equipment UR 42 Shipsuit
Equipment UR 42 Signal wand
Equipment GW 50 Skeletal reinforcement
Equipment UR 42 Sonar mapper
Equipment F 102 Sound sponge
Equipment CR 137 Space suit
Equipment SV 52 Spacer's Chest
Equipment L 66 Spy bug
Equipment K 74 Stealth field generator
Equipment J 64 Subelectronic converter
Equipment UR 42 Subsonic field emitter
Equipment CR 138 Surgery kit
Equipment GI 67 Surveillance Detector
Equipment GI 67 Surveillance Tagger
Equipment CR 138 Syntherope (45 meters)
Equipment GW 47 Targeting beacon
Equipment CR 140 Targeting scope, enhanced
Equipment CR 140 Targeting scope, standard
Equipment CR 130 Timer for Explosives
Equipment CR 139 Tool kit
Equipment GI 67 Toxin Detector
Equipment UR 41 Translator, personal
Equipment GW 50 Tremor sensor
Equipment GW 47 Triangulation visor
Equipment GI 12 Ultraviolet visor (Defel)
Equipment CR 140 Utility belt
Equipment K 74 Vacuum mask
Equipment GW 47 Vacuum survival pouch
Equipment GI 67 Veridicator
Equipment GI 67 Vid-Vox Scrambler
Equipment C 66 Visual wrist comm
Equipment CR 134 Vox-box
Equipment UR 42 Water extractor
Equipment L 140 Xcalq portable computer "Slicer Special"
Equipment L 141 Xcalq stealth pack
Equipment L 66 Yuuzhan Vong Biotech
Event R 17 Bankrupt
Event R 17 Conspiracy
Event R 17 Crippled
Event R 17 Disgraced
Event R 17 Enslaved
Event R 17 Exiled
Event R 18 Imprisoned
Event R 18 Marooned
Event R 18 Orphaned
Event R 18 Scarred
Event R 18 Widowed
Explosives GW 42 Antipersonnel Mine
Explosives W Antipersonnel Mine, HX2
Explosives F 100 Antivehicle mine
Explosives W Antivehicle Proton Mine
Explosives CR 131 Detonite
Explosives GW 43 Detonite cord
Explosives CR 131 Explosive charge
Explosives F 100 Flechette mine
Explosives GW 43 Ion mine
Explosives F 100 Land mine
Explosives F 100 Laser trip mine
Explosives GW 43 Limpet mine
Explosives F 100 Manual trigger
Explosives F 100 Proximity mine
Explosives CR 132 Timer
Feat T 64 A Few Maneuvers Dodge, Vehicular Combat
Feat K 32 Accelerated Strike BAB +6
Feat CR 82 Acrobatic Strike Trained in Acrobatics
Feat GI 25 Adaptable Talent
Feat F 31 Advantageous Attack BAB +1
Feat F 31 Advantageous Cover Trained in Stealth
Feat SGD 22 Aiming Accuracy Droid, PB Shot, Precise Shot,
proficient
Feat R 31 Ample Foraging Ewok
Feat F 32 Angled Throw Dex 13
Feat C 28 Anointed Hunter Nelvaanian species
Feat GW 28 Aquatic Specialists (team feat) Trained in Swim
Feat CR 82 Armor Proficiency (heavy) AP light, AP medium
Feat CR 82 Armor Proficiency (light)
Feat CR 82 Armor Proficiency (medium) AP light
Feat C 28 Artillery Shot proficient with weapon
Feat GW 28 Ascension Specialists (team feat) Trained in Climb
Feat W Assault Double Atk or Dual Weapon I,
BAB +6
Feat R 28 Assured Attack
Feat L 34 Attack Combo (Fire & Strike) BAB +9, Atk Combo (Melee) &
(Ranged)
Feat L 34 Attack Combo (Melee) BAB +3
Feat L 34 Attack Combo (Ranged) BAB +3
Feat L 34 Autofire Assault Weapon Focus
Feat L 34 Autofire Sweep Weapon Focus
Feat F 32 Bad Feeling
Feat GW 22 Bantha Herder BAB +1, proficient with weapon
Feat CR 82 Bantha Rush Str 13, BAB +1
Feat GW 23 Battering Attack Bantha Rush, Trip
Feat R 31 Binary Mind Cerean
Feat L 34 Biotech Specialist Trained in Mechanics
Feat L 35 Biotech Surgery Trained in Treat Injury
Feat F 32 Blaster Barrage Coordinated Attack
Feat GI 25 Bone Crusher Crush*
Feat R 31 Bothan Will Bothan
Feat R 31 Bowcaster Marksman Wookiee
Feat GI 25 Brilliant Defense Int 13
Feat L 35 Brink of Death
Feat CR 82 Burst Fire WP heavy, proficient w/weapon
Feat SV 21 Burst of Speed Trained in Endurance
Feat CR 82 Careful Shot BAB +2, Point Blank Shot
Feat GI 25 Channel Rage Rage
Feat CR 82 Charging Fire BAB +4
Feat K 31 Charging Fire + Dodge Combo, requires Dodge
Feat R 31 Clawed Subspecies Quarren
Feat CR 83 Cleave Str 13, Power Attack
Feat SV 21 Close Combat Escape Trained in Acrobatics
Feat SV 21 Collateral Damage Rapid Shot, BAB +6
Feat CR 83 Combat Reflexes
Feat K 32 Conditioning Str 13, Con 13
Feat R 31 Confident Success Bothan
Feat F 33 Controlled Rage Rage
Feat CR 83 Coordinated Attack BAB +2
Feat C 28 Coordinated Barrage BAB +5, Coordinated Attack
Feat SV 21 Cornered
Feat GW 28 Covert Operatives (team feat) Trained in Stealth
Feat K 32 Critical Strike BAB +9, melee weapon,
Weapon Focus
Feat F 33 Crossfire PB Shot, Precise Shot, BAB +6
Feat CR 83 Crush BAB +1, Pin
Feat F 33 Cunning Attack
Feat GI 27 Cut the Red Tape Trained in Knowledge
(bureaucracy)
Feat CR 83 Cybernetic Surgery Trained in Treat Injury
Feat SGD 22 Damage Conversion Droid, Dex 13
Feat R 31 Darkness Dweller Sullustan
Feat CR 84 Deadeye BAB +4, PB Shot, Precise Shot
Feat SV 21 Deadly Sniper Sniper, trained in Stealth
Feat SV 21 Deceptive Drop Trained in Initiative
Feat R 31 Deep Sight Quarren
Feat R 28 Deft Charge
Feat GI 27 Demoralizing Strike Cha 13
Feat SV 21 Desperate Gambit
Feat GW 23 Destructive Force
Feat R 31 Devastating Bellow Ithorian
Feat GW 23 Disabler proficient with weapon
Feat R 31 Disarming Charm Sullustan
Feat SGD 22 Distracting Droid Droid
Feat GI 27 Disturbing Presence trained in Deception
Feat GW 23 Dive for Cover Trained in Jump
Feat CR 84 Dodge Dex 13
Feat K 31 Dodge + Charging Fire Combo, requires Charging Fire
Feat K 31 Dodge + Running Attack Combo, requires Running Attack
Feat CR 84 Double Attack BAB +6, proficient with weapon
Feat W Dreadful Countenance Cha 13, Sith
Feat CR 84 Dreadful Rage BAB +1, Rage species trait
Feat SGD 22 Droid Focus Trained in Mechanics & Use
Computer
Feat C 29 Droid Hunter proficient with weapon
Feat SGD 22 Droid Shield Mastery Droid, equipped with shield
generator
Feat C 28 Droidcraft Trained in Mechanics
Feat CR 84 Dual Weapon Mastery I Dex 13, BAB +1
Feat K 31 Dual Weapon Mastery I + Quick Draw Combo, requires Quick Draw
Feat CR 84 Dual Weapon Mastery II Dex 15, BAB +6, Dual Weapon
Mastery I
Feat CR 84 Dual Weapon Mastery III Dex 17, BAB +11, Dual
Mastery I, II
Feat SV 21 Duck and Cover Trained in Stealth
Feat K 33 Echani Training Dex 13, Martial Arts I
Feat GW 26 Echani Training Dex 13, Martial Arts I
Feat SGD 22 Erratic Target Droid, Dex 13, Dodge,
hovering/flying locomotion
Feat CR 84 Exotic Weapon Proficiency BAB +1
Feat C 29 Experienced Medic Trained in Treat Injury
Feat GI 27 Expert Briber Cha 13
Feat C 29 Expert Droid Repair Trained in Mechanics
Feat CR 85 Extra Rage Rage species trait
Feat CR 85 Extra Second Wind Trained in Endurance
Feat CR 85 Far Shot Point Blank Shot
Feat R 29 Fast Surge
Feat R 33 Fast Swimmer Mon Calamari
Feat L 36 Fatal Hit Str 13, Dex 13
Feat L 35 Feat of Strength Str 15
Feat GW 23 Fight Through Pain
Feat C 29 Flash and Clear
Feat R 33 Flawless Pilot Duros
Feat GI 27 Flèche BAB +1
Feat SV 21 Fleet-Footed Running Attack
Feat C 29 Flood of Fire proficient with weapon
Feat K 33 Flurry Dex 13
Feat F 33 Focused Rage Rage, Controlled Rage
Feat J 23 Follow Through
Feat CR 85 Force Boon Force Sensitivity
Feat GW 23 Force of Personality Cha 13
Feat K 33 Force Readiness
Feat J 23 Force Regimen Mastery Force Sensitivity, trained Use
the Force
Feat CR 85 Force Sensitivity Non-droid
Feat CR 85 Force Training Force Sensitivity
Feat K 31 Force Training + Improved Disarm Combo, requires Improved
Disarm
Feat GW 23 Forceful Blast BAB +1, proficient with weapon
Feat GI 27 Forceful Recovery Force Training*
Feat R 33 Forest Stalker Ewok
Feat GW 23 Fortifying Recovery Con 13
Feat SV 21 Friends in Low Places Trained in Gather Information
Feat R 33 Fringe Benefits Rodian
Feat L 36 Galactic Alliance Military Training
Feat K 33 Gearhead
Feat C 31 Grand Army of the Republic Training proficient with armor worn
Feat L 36 Grapple Resistance
Feat GI 27 Grazing Shot Point Blank Shot
Feat CR 85 Great Cleave Str 13, Cleave, Power Attack,
BAB +4
Feat R 33 Gungan Weapon Master Gungan
Feat C 31 Gunnery Specialist BAB +1 (can use Gunnery
tactics)
Feat SV 22 Hasty Modification Tech Specialist
Feat SV 22 Hideous Visage Shapeshift
Feat GW 26 Hijkata Training Combat Reflexes, Martial Arts I
Feat GI 28 Hobbling Strike Sneak Attack talent or Rapid
Shot/Strike
Feat R 33 Hunter's Instincts Rodian
Feat R 34 Imperceptible Liar Twi'lek
Feat R 29 Imperial Military Training
Feat SV 23 Impersonate Shapeshift, SF Deception
Feat SV 23 Impetuous Move Con 13
Feat K 33 Implant Training Possess a cybernetic implant
Feat F 33 Improved Bantha Rush Str 15, Bantha Rush, BAB +1
Feat CR 85 Improved Charge Dex 13, Dodge, Mobility
Feat CR 86 Improved Damage Threshold
Feat CR 85 Improved Defenses
Feat CR 85 Improved Disarm Int 13, Melee Defense
Feat K 31 Improved Disarm + Force Training Combo, requires Force Training
Feat GI 28 Improved Opportunistic Trickery Opportunistic Trickery*
Feat K 33 Improved Rapid Strike Rapid Strike, light melee
weapon
Feat SV 23 Impulsive Flight
Feat R 34 Inborn Resilience Zabrak
Feat K 33 Increased Agility Conditioning
Feat R 34 Increased Resistance Gamorrean
Feat GI 28 Indomitable Personality Cha 13
Feat F 33 Informer Trained in Perception
Feat R 34 Instinctive Perception Zabrak
Feat SGD 22 Ion Shielding Droid with Str 13 or cyborg with
Con 13
Feat C 31 Jedi Familiarity
Feat R 34 Jedi Heritage Twi'lek, Force Sensitivity
Feat R 34 Justice Seeker Kel Dor
Feat R 34 Keen Scent Ewok
Feat SV 23 Knife Trick Lightning Draw, trained in
Stealth
Feat L 36 Knock Heads Str 13, Dex 13, Multi-Grab
Feat GW 27 K'tara Training Martial Arts I, trained in Stealth
Feat GW 27 K'thri Training Martial Arts I, Dual Weapon
Mastery I
Feat R 34 Lasting Influence Bothan
Feat C 31 Leader of Droids
Feat SV 23 Lightning Draw Quick Draw
Feat CR 86 Linguist Int 13
Feat K 34 Logic Upgrade: Self-Defense Droid
Feat SGD 22 Logic Upgrade: Skill Swap Droid, basic processor
Feat K 34 Logic Upgrade: Tactician Droid, BAB +4
Feat J 23 Long Haft Strike proficient with weapon
Feat K 34 Mandalorian Training Charging Fire
Feat CR 86 Martial Arts I
Feat CR 86 Martial Arts II BAB +3, Martial Arts I
Feat CR 86 Martial Arts III BAB +6, Martial Arts I, II
Feat GI 28 Master of Disguise trained in Deception, Cha 13
Feat R 34 Master Tracker Rodian
Feat GI 28 Meat Shield Precise Shot*, BAB +4
Feat SGD 24 Mechanical Martial Arts Droid, Martial Arts I, BAB +1
Feat GW 29 Medical Team (team feat) Trained in Treat Injury
Feat CR 86 Melee Defense Int 13
Feat SV 23 Metamorph Con 13, shapeshift, trained
Deception
Feat CR 86 Mighty Swing Str 13
Feat F 33 Mighty Throw Str 13
Feat R 34 Mind of Reason Cerean
Feat GW 24 Mission Specialist
Feat CR 86 Mobility Dex 13, Dodge
Feat T 127 Momentum Strike Trained in Pilot or Ride
Feat R 34 Mon Calamari Shipwright Mon Calamari
Feat T 127 Mounted Defense Trained in Pilot or Ride
Feat GW 29 Mounted Regiment (team feat) Trained in Ride
Feat R 29 Moving Target Dodge
Feat L 36 Multi-Grab Dex 13
Feat SGD 24 Multi-Targeting Droid, Int 13, proficient
Feat F 34 Natural Leader Cha 13
Feat R 34 Nature Specialist Ithorian
Feat GW 24 Never Surrender Trained in Endurance
Feat GW 29 Nimble Team (team feat) Trained in Acrobatics
Feat GW 25 Officer Candidacy Training
Feat SV 23 Opportunist Retreat Combat Reflexes
Feat GW 25 Opportunistic Shooter
Feat GI 28 Opportunistic Trickery Combat Reflexes, Sneak Attack
Feat C 31 Overwhelming Attack
Feat C 31 Pall of the Dark Side Dark Side Score 1+
Feat R 35 Perfect Intuition Cerean
Feat R 35 Perfect Swimmer Gungan
Feat CR 87 Pin BAB +1
Feat SGD 24 Pincer Droid, claw or hand, BAB +1,
Pin, Crush
Feat SGD 24 Pinpoint Accuracy Droid, Aiming Accuracy, PB
Shot, Precise Shot, proficient
Feat GW 25 Pistoleer proficient with weapon
Feat R 35 Pitiless Warrior Trandoshan
Feat CR 87 Point Blank Shot
Feat K 34 Poison Resistance Con 13
Feat CR 87 Power Attack Str 13
Feat K 34 Power Blast Dex 13
Feat CR 87 Powerful Charge BAB +1, Medium or larger size
Feat F 34 Powerful Rage Rage
Feat CR 87 Precise Shot Point Blank Shot
Feat GW 25 Predictive Defense Int 13
Feat R 29 Prime Shot Point Blank Shot
Feat R 35 Primitive Warrior Gamorrean
Feat R 35 Quick Comeback Gamorrean
Feat CR 87 Quick Draw BAB +1
Feat K 31 Quick Draw + Dual Weapon Mastery I Combo, requires Dual Weapon
Mastery I
Feat K 31 Quick Draw + WP (lightsabers) Combo, requires proficiency in
lightsabers
Feat K 34 Quick Skill
Feat L 36 Rancor Crush Str 15, Crush, Pin, BAB +1
Feat R 29 Rapid Reaction
Feat CR 88 Rapid Shot BAB +1, proficient with weapon
Feat CR 88 Rapid Strike BAB +1, proficient with weapon
Feat F 34 Rapport Wis 13
Feat R 35 Read the Winds Kel Dor
Feat R 30 Rebel Military Training Running Attack
Feat F 35 Recall Trained in one Knowledge skill
Feat R 30 Recovering Surge
Feat GI 28 Recurring Success
Feat R 35 Regenerative Healing Trandoshan
Feat J 23 Relentless Attack proficient & Double Attack
w/weapon
Feat K 35 Republic Military Training
Feat GW 25 Resilient Strength Str 13
Feat GI 28 Resolute Stance BAB +1
Feat SV 24 Resurgence Trained in Endurance
Feat R 35 Resurgent Vitality Wookiee
Feat L 37 Return Fire Dex 15, Quick Draw, Weapon
Focus
Feat L 37 Returning Bug proficient with weapon
Feat GW 25 Riflemaster proficient with weapon
Feat GW 25 Risk Taker Trained in Climb or Jump
Feat CR 88 Running Attack Dex 13
Feat K 31 Running Attack + Dodge Combo, requires Dodge
Feat GI 28 Sadistic Strike
Feat F 35 Savage Attack Double Attack, proficient with
weapon
Feat F 35 Scavenger
Feat R 35 Scion of Dorin Kel Dor
Feat SGD 24 Sensor Link Droid or cyborg with associated
hardware
Feat C 31 Separatist Military Training
Feat CR 88 Shake It Off Con 13, trained in Endurance
Feat R 35 Sharp Senses Mon Calamari
Feat SGD 25 Shield Surge trained Mechanics, Droid or
cyborg with scomp or similar
Feat R 35 Shrewd Bargainer Quarren
Feat SV 24 Signature Device Tech Specialist
Feat GI 29 Silver Tongue Trained in Persuasion
Feat K 35 Sith Military Training
Feat GI 29 Skill Challenge: Catastrophic Avoidance
Feat GI 29 Skill Challenge: Last Resort
Feat GI 29 Skill Challenge: Recovery
Feat CR 88 Skill Focus
Feat CR 88 Skill Training
Feat SGD 25 Slammer Small or larger droid with 2
appropriate appendages, Str 13
Feat GW 29 Slicer Team (team feat) Trained in Use Computer
Feat SV 24 Slippery Maneuver Dodge
Feat CR 88 Sniper BAB +4, PB Shot, Precise Shot
Feat K 35 Sniper Shot Proficient with ranged weapon
Feat R 35 Spacer's Surge Duros
Feat GW 25 Sport Hunter proficient with weapon
Feat C 31 Spray Shot
Feat SV 24 Staggering Attack Sneak attack talent or Rapid
Shot/Strike
Feat GW 26 Staggering Attack BAB +1, proficient with weapon
Feat GI 29 Stand Tall
Feat S 20 Starship Designer Tech Specialist, Trained in
Mechanics
Feat S 20 Starship Tactics Vehicular Combat, Trained in
Pilot
Feat GW 27 Stava Training Martial Arts I, Running Attack
Feat SV 24 Stay Up Trained in Endurance
Feat GW 26 Steadying Position Careful Shot
Feat F 35 Strafe Running Attack
Feat R 36 Strong Bellow Ithorian
Feat CR 88 Strong in the Force
Feat SV 24 Superior Tech Int 17, Tech Specialist, 9th level
Feat T 91 Suppression Fire Str 13, Burst Fire, WP Heavy
Feat R 36 Sure Climber Sullustan
Feat CR 88 Surgical Expertise Trained in Treat Injury
Feat R 36 Survivor of Ryloth Twi'lek
Feat F 35 Swarm Coordinated Attack
Feat SV 25 Tactical Advantage Combat Reflexes
Feat S 21 Tactical Genius Starship Tactics, Vehicular
Combat*
Feat GW 28 Tae-Jitsu Training Martial Arts I, Dodge, trained in
Initiative
Feat S 21 Tech Specialist Trained in Mechanics
Feat GW 29 Technical Experts (team feat) Trained in Mechanics
Feat GW 28 Teras Kasi Training Martial Arts I, Str 13
Feat R 36 Thick Skin Trandoshan
Feat CR 88 Throw BAB +1, Trip
Feat GW 30 Tireless Squad (team feat) Trained in Endurance
Feat SGD 25 Tool Frenzy Small or larger droid with 2
appendages with tools
Feat CR 88 Toughness
Feat C 31 Trench Warrior
Feat CR 88 Trip BAB +1
Feat CR 89 Triple Attack BAB +9, Double Attack,
proficient
Feat CR 89 Triple Crit BAB +8, proficient with weapon
Feat K 35 Tumble Defense Dex 13, proficient with melee
weapon
Feat SGD 25 Turn and Burn Droid, Dex 13,
hovering/flying/wheeled/tracked
locomotion
Feat GW 30 Unhindered Approach (team feat) Trained in Jump
Feat GW 30 Unified Squadron (team feat) Trained in Pilot
Feat F 35 Unleashed Destiny
Feat R 30 Unstoppable Combatant Extra Second Wind
Feat C 31 Unstoppable Force
Feat J 24 Unswerving Resolve BAB +2
Feat R 36 Unwavering Focus Zabrak
Feat C 32 Unwavering Resolve Trained in Perception
Feat L 37 Vehicle Systems Expertise Tech Specialist, Trained in
Mechanics
Feat CR 89 Vehicular Combat Trained in Pilot
Feat R 30 Vehicular Surge Trained in Pilot
Feat R 36 Veteran Spacer Duros
Feat R 30 Vitality Surge Extra Second Wind
Feat R 36 Warrior Heritage Gungan
Feat C 32 Wary Defender
Feat GW 30 Wary Sentries (team feat) Trained in Perception
Feat CR 89 Weapon Finesse BAB +1
Feat K 31 Weapon Finesse + Weapon Focus Combo, requires Weapon Focus
Feat CR 89 Weapon Focus proficient with weapon
Feat K 31 Weapon Focus + Weapon Finesse Combo, requires Weapon
Finesse
Feat CR 89 Weapon Proficiency
Feat K 31 Weapon Proficiency (lightsabers) + QD Combo, requires Quick Draw
Feat CR 89 Whirlwind Attack Dex 13, Int 13, Melee Defense,
BAB +4
Feat SV 25 Wicked Strike Rapid Strike
Feat GW 30 Wilderness Specialists (team feat) Trained in Survival
Feat K 35 Withdrawal Strike BAB +5, proficient with melee
weapon
Feat GI 29 Wookiee Grip Str 13
Feat R 36 Wroshyr Rage Wookiee
Feat GW 28 Wrruushi Training Martial Arts I, Con 13, Wookiee
Feat L 37 Zero Range PB Shot
Feats UR 24 Acrobatic Ally
Feats UR 24 Acrobatic Dodge
Feats UR 24 Combat Trickery
Feats UR 24 Elder's Knowledge
Feats UR 24 Frightening Cleave
Feats UR 24 Grab Back
Feats UR 26 Halt
Feats UR 26 Heavy Hitter
Feats UR 26 Hold Together
Feats UR 26 Hyperblazer
Feats UR 26 Improved Sleight of Hand
Feats UR 27 Improvised Weapon Mastery
Feats UR 27 Instinctive Attack
Feats UR 27 Instinctive Defense
Feats UR 27 Intimidator
Feats UR 27 Maniacal Charge
Feats UR 27 Mounted Combat
Feats UR 28 Nikto Survival
Feats UR 28 Targeted Area
Feats UR 28 Trample
Feats UR 28 Wilderness First Aid
Force Power J 29 Assured Strike
(lightsaber form)
stan
Force Power L 53 Ballistakinesis
(telekinetic)
stan
Force Power J 29 Barrier of Blades
(lightsaber form)
swif
Force Power CR 96 Battlestrike swif
Force Power J 24 Blind swif
Force Power J 29 Circle of Shelter
(lightsaber form)
stan
Force Power C 50 Cloak stan
Force Power L 53 Combustion stan
Force Power J 29 Contentious Opportunity
(lightsaber form)
free
Force Power J 24 Convection swif
Force Power F 85 Corruption
(dark)
stan
Force Power J 24 Crucitorn reac
Force Power J 25 Cryokinesis stan
Force Power CR 96 Dark Rage
(dark)
swif
Force Power W Dark Transfer
(dark)
stan
Force Power L 53 Dark Transfer
(dark)
stan
Force Power J 30 Deflecting Slash
(lightsaber form)
reac
Force Power L 53 Detonate
(telekinetic)
stan
Force Power J 30 Disarming Slash
(lightsaber form)
stan
Force Power J 25 Drain Energy stan
Force Power J 30 Draw Closer
(lightsaber form)
stan
Force Power K 50 Energy Resistance stan
Force Power L 54 Enlighten
(light side, mind-affecting)
reac
Force Power J 31 Falling Avalanche
(lightsaber form)
stan
Force Power CR 96 Farseeing full
Force Power K 50 Fear (dark) swif
Force Power J 31 Fluid Riposte
(lightsaber form)
reac
Force Power J 25 Fold Space full
Force Power F 86 Force Blast stan
Force Power CR 97 Force Disarm stan
Force Power CR 97 Force Grip stan
Force Power J 25 Force Light
(light)
stan
Force Power CR 97 Force Lightning
(dark)
stan
Force Power K 50 Force Scream
(dark)
stan
Force Power L 54 Force Shield
(telekinetic)
reac
Force Power F 86 Force Shield
(telekinetic)
reac
Force Power CR 97 Force Slam stan
Force Power F 86 Force Storm
(dark, telekinetic)
stan
Force Power J 26 Force Storm (dark) stan
Force Power CR 98 Force Stun stan
Force Power CR 98 Force Thrust stan
Force Power J 26 Force Track swif
Force Power K 51 Force Whirlwind
(telekinetic)
stan
Force Power J 26 Hatred
(dark)
stan
Force Power J 31 Hawk-Bat Swoop
(lightsaber form)
Force Power J 32 High Ground Defense
(lightsaber form)
swif
Force Power J 27 Inertia move
Force Power J 27 Inspire
(light)
swif
Force Power J 27 Intercept
(telekinetic)
reac
Force Power K 51 Ionize stan
Force Power F 86 Kinetic Combat stan
Force Power K 51 Kinetic Combat
(telekinetic)
stan
Force Power C 50 Levitate
(telekinetic)
move
Force Power L 54 Lightning Burst
(dark side)
stan
Force Power J 32 Makashi Riposte
(lightsaber form)
reac
Force Power C 51 Malacia
(light)
stan
Force Power J 27 Memory Walk
(dark, mind-affecting)
stan
Force Power J 28 Mind Shard
(mind-affecting)
stan
Force Power CR 98 Mind Trick
(mind-affecting)
stan
Force Power C 51 Morichro stan
Force Power CR 98 Move Object stan
Force Power CR 99 Negate Energy reac
Force Power L 54 Obscure
(mind-affecting)
reac
Force Power J 32 Pass the Blade
(lightsaber form)
stan
Force Power C 51 Phase move
Force Power J 28 Plant Surge stan
Force Power L 54 Prescience swif
Force Power J 33 Pushing Slash
(lightsaber form)
stan
Force Power CR 100 Rebuke reac
Force Power C 52 Rend
(dark)
stan
Force Power F 87 Repulse
(telekinetic)
stan
Force Power K 51 Resist Force stan
Force Power J 33 Rising Whirlwind
(lightsaber form)
must be wielding
2 lightsabers
stan
Force Power J 34 Saber Swarm
(lightsaber form)
stan
Force Power J 34 Sarlacc Sweep
(lightsaber form)
stan
Force Power CR 100 Sever Force
(light)
stan
Force Power C 52 Shatterpoint swif
Force Power J 34 Shien Deflection
(lightsaber form)
reac
Force Power K 52 Slow
(telekinetic)
stan
Force Power L 54 Stagger
(telekinetic)
swif
Force Power CR 100 Surge free
Force Power J 34 Swift Flank
(lightsaber form)
stan
Force Power C 52 Technometry stan
Force Power J 35 Tempered Aggression
(dark, lightsaber form)
stan
Force Power J 28 Thought Bomb
(mind-affecting)
stan
Force Power J 35 Twin Strike
(lightsaber form)
must be wielding
2 lightsabers
stan
Force Power J 35 Unbalancing Block
(lightsaber form)
reac
Force Power J 36 Unhindered Charge
(lightsaber form)
stan
Force Power K 52 Valor
(light)
stan
Force Power CR 100 Vital Transfer
(light)
stan
Force Power J 36 Vornskr's Ferocity
(dark, lightsaber form)
stan
Force Power K 52 Wound (dark) stan
Force
Regimen
J 10 Awaken Force Sensitivity
Force
Regimen
J 10 Eyes of the Force
Force
Regimen
J 11 Oxygen Bottle
Force
Regimen
J 11 Quiet the Mind
Force
Regimen
J 11 Sparring Practice
Force
Regimen
J 11 Telekinetic Practice
Force
Regimen
J 12 Training Remote
Force
Regimen
J 13 Vo'Ren's Fifth Cadence
Force
Regimen
J 12 Vo'Ren's First Cadence
Force
Regimen
J 13 Vo'Ren's Fourth Cadence
Force
Regimen
J 12 Vo'Ren's Second Cadence
Force
Regimen
J 13 Vo'Ren's Third Cadence
Force Secret F 89 Corrupted Power
Force Secret F 89 Debilitating Power
Force Secret CR 103 Devastating Power
Force Secret CR 103 Distant Power
Force Secret F 89 Enlarged Power
Force Secret C 55 Extend Power
Force Secret J 37 Holocron Loremaster
Force Secret C 55 Linked Power
Force Secret J 37 Mentor
Force Secret CR 103 Multitarget Power
Force Secret F 89 Pure Power
Force Secret CR 103 Quicken Power
Force Secret F 89 Remote Power
Force Secret CR 103 Shaped Power
Force Secret C 55 Unconditional Power
Force Tech. C 54 Advanced Vital Transfer
Force Tech. J 36 Cure Disease
Force Tech. L 55 Detoxify Poison
Force Tech. K 53 Dominate Mind
Force Tech. J 36 Extended Blind
Force Tech. J 36 Extended Force Disarm
Force Tech. J 36 Extended Force Grip
Force Tech. J 36 Extended Force Thrust
Force Tech. J 36 Extended Move Object
Force Tech. CR 102 Force Point Recovery
Force Tech. CR 102 Force Power Mastery
Force Tech. L 55 Improved Ballistakinesis
Force Tech. F 88 Improved Battle Strike
Force Tech. C 54 Improved Cloak
Force Tech. J 36 Improved Convection
Force Tech. J 37 Improved Crucitorn
Force Tech. J 37 Improved Cryokineses
Force Tech. F 88 Improved Dark Rage
Force Tech. L 55 Improved Dark Transfer
Force Tech. L 56 Improved Detonate
Force Tech. K 53 Improved Energy Resistance
Force Tech. L 56 Improved Enlighten
Force Tech. J 37 Improved Fold Space
Force Tech. F 88 Improved Force Disarm
Force Tech. F 88 Improved Force Grip
Force Tech. J 37 Improved Force Light
Force Tech. F 88 Improved Force Lightning
Force Tech. L 56 Improved Force Shield
Force Tech. K 54 Improved Force Slam
Force Tech. J 37 Improved Force Storm
Force Tech. F 88 Improved Force Storm (telekinetic)
Force Tech. K 54 Improved Force Stun
Force Tech. F 88 Improved Force Thrust
Force Tech. CR 102 Improved Force Trance
Force Tech. K 54 Improved Ionize
Force Tech. K 54 Improved Kinetic Combat
Force Tech. C 54 Improved Levitate
Force Tech. L 56 Improved Lightning Burst
Force Tech. C 54 Improved Malacia
Force Tech. F 89 Improved Mind Trick
Force Tech. CR 103 Improved Move Light Object
Force Tech. L 56 Improved Obscure
Force Tech. C 54 Improved Phase
Force Tech. J 37 Improved Plant Surge
Force Tech. F 89 Improved Rebuke
Force Tech. C 54 Improved Rend
Force Tech. F 89 Improved Repulse
Force Tech. K 54 Improved Resist Force
Force Tech. CR 103 Improved Sense Force
Force Tech. CR 103 Improved Sense Surroundings
Force Tech. C 54 Improved Shatterpoint
Force Tech. L 56 Improved Stagger
Force Tech. C 54 Improved Technometry
Force Tech. CR 103 Improved Telepathy
Force Tech. J 37 Improved Thought Bomb
Force Tech. K 54 Improved Valor
Force Tech. K 54 Improved Vital Transfer
Force Tech. K 54 Language Absorption
Melee CR 121 Amphistaff, Quarterstaff
Melee CR 121 Amphistaff, Spear
Melee CR 121 Amphistaff, Whip
Melee L 97 Anakin Solo's Lightsaber
Melee K 64 Arg'garok
Melee CR 121 Atlatl
Melee R 48 Axe
Melee CR 121 Bayonet
Melee UR 36 Blastsword
Melee UR 142 Ceremonial gloves, medium
Melee UR 142 Ceremonial gloves, small
Melee CR 121 Cesta
Melee CR 121 Club/baton
Melee CR 121 Combat gloves, medium
Melee CR 121 Combat gloves, small
Melee UR 36 Contact stunner
Melee GW 36 Darkstick
Melee T 13 Datadagger
Melee K 65 Dire sword
Melee K 65 Double-bladed sword
Melee UR 36 Electropole
Melee CR 121 Electrostaff
Melee L 98 Emperor Palpatine's Lightsaber
Melee R 48 Energy Lance
Melee GW 36 Entrenching tool
Melee F 96 Felucian skullblade
Melee K 65 Fira
Melee GW 37 Fire blade
Melee CR 121 Force pike
Melee R 48 Gaderffii
Melee C 59 Garrote
Melee CR 122 Knife
Melee J 50 Lightfoil, archaic
Melee J 50 Lightfoil, modern
Melee CR 122 Lightsaber
Melee F 199 Lightsaber pike
Melee J 53 Lightsaber pike
Melee J 51 Lightsaber, archaic
Melee J 52 Lightsaber, crossguard
Melee CR 123 Lightsaber, double
Melee J 51 Lightsaber, dual-phase
Melee J 52 Lightsaber, dueling
Melee J 53 Lightsaber, great
Melee L 62 Lightsaber, long-handle
Melee J 53 Lightsaber, long-handle
Melee CR 123 Lightsaber, short
Melee T 84 Lightwhip
Melee J 53 Lightwhip
Melee L 98 Luke Skywalker's Lightsaber
Melee CR 123 Mace
Melee K 202 Mythosaur Axe
Melee F 200 Neuronic whip
Melee F 97 Power hammer
Melee R 48 Power Lance
Melee CR 124 Quarterstaff
Melee T 77 Riot Shield
Melee F 97 Ryyk blade
Melee J 53 San-ni staff
Melee GW 37 Shock stick
Melee L 62 Shock whip
Melee GW 37 Shockboxing gloves
Melee GW 37 Shockboxing gloves
Melee K 65 Shockstaff
Melee K 65 Short sword
Melee F 96 Shoto, guard
Melee J 50 Shoto, guard
Melee K 65 Shyarn
Melee T 159 Sith Sword
Melee K 147 Sith Tremor Sword
Melee K 147 Sith War Sword
Melee C 59 Snap Baton
Melee CR 124 Spear
Melee GW 37 Static pike
Melee CR 124 Stun Baton
Melee W Stun Bayonet
Melee K 202 Stunning Gauntlet
Melee K 202 Stunning Gauntlet
Melee UR 36 Survival knife
Melee L 62 Tehk'la blade
Melee GW 37 Unarmed, Medium character
Melee GW 37 Unarmed, Small character
Melee CR 124 Vibro-ax
Melee CR 124 Vibrobayonet
Melee CR 124 Vibroblade
Melee K 65 Vibroblade, dire
Melee F 98 Vibroblade, double
Melee CR 124 Vibrodagger
Melee C 60 Vibroknucklers
Melee GW 37 Vibrolance
Melee C 60 Vibrorapier
Melee UR 36 Vibro-saw
Melee F 98 Vibrosword
Melee J 54 Wan-shen
Melee K 66 War sword
Melee L 66 Yuuzhan Vong Biotech
Melee K 66 Zhaboka
Occupation R 18 Academic
Occupation R 19 Celebrity
Occupation R 19 Criminal
Occupation R 19 Executive
Occupation R 19 Labor
Occupation R 19 Law Enforcement
Occupation R 19 Medical
Occupation R 19 Military
Occupation R 19 Pilot
Occupation R 19 Politics
Occupation R 19 Technology
Origin R 20 Alderaan
Origin R 20 Bakura
Origin R 20 Bespin
Origin R 20 Bothawui
Origin R 20 Cerea
Origin R 20 Corellia
Origin R 20 Coruscant
Origin R 20 Dorin
Origin R 20 Duro
Origin R 21 Fondor
Origin R 21 Gamorr
Origin R 21 Iridonia
Origin R 21 Ithor
Origin R 21 Kashyyyk
Origin R 21 Mon Calamari
Origin R 21 Naboo
Origin R 21 Nar Shaddaa
Origin R 21 Rodia
Origin R 21 Ryloth
Origin R 22 Socorro
Origin R 22 Sullust
Origin R 22 Taris
Origin R 22 Tatooine
Origin R 22 Trandosha
Prestige CR 206 Ace Pilot
Prestige SV 28 Assassin
Prestige CR 207 Bounty Hunter
Prestige SV 30 Charlatan
Prestige K 41 Corporate Agent
Prestige CR 209 Crime Lord
Prestige C 42 Droid Commander
Prestige CR 211 Elite Trooper
Prestige F 43 Enforcer
Prestige CR 212 Force Adept
Prestige CR 215 Force Disciple
Prestige K 43 Gladiator
Prestige CR 216 Gunslinger
Prestige L 43 Imperial Knight
Prestige R 41 Improviser
Prestige F 46 Independent Droid
Prestige F 48 Infiltrator
Prestige CR 217 Jedi Knight
Prestige CR 219 Jedi Master
Prestige GW 32 Martial Arts Master
Prestige F
SV
51
32
Master Privateer
Prestige F 52 Medic
Prestige K 46 Melee Duelist
Prestige C 44 Military Engineer
Prestige CR 220 Officer
Prestige SV 34 Outlaw
Prestige R 43 Pathfinder
Prestige F 54 Saboteur
Prestige L 46 Shaper
Prestige CR 223 Sith Apprentice
Prestige CR 224 Sith Lord
Prestige C 47 Vanguard
Ranged GW 37 Ascension gun
Ranged K 67 Aurial blaster
Ranged UR 37 Black-powder pistol
Ranged F 198 Blast Cannon, CR-1
Ranged C 61 BlasTech 500 "ESPO" Riot Gun
Ranged R 50 BlasTech 500 "ESPO" Riot Gun
Ranged C 61 BlasTech DH-23
Ranged C 62 BlasTech DLT-20A
Ranged C 62 BlasTech DT-12
Ranged CR 124 Blaster cannon
Ranged L 182 Blaster cannon, heavy
Ranged GW 40 Blaster cannon, rotary
Ranged CR 125 Blaster carbine
Ranged L 63 Blaster carbine, double-barreled
Ranged L 63 Blaster carbine, hunting
Ranged K 67 Blaster carbine, repeating
Ranged L 63 Blaster carbine, sporting
Ranged CR 128 Blaster light repeating
Ranged CR 125 Blaster pistol
Ranged L 64 Blaster pistol, bluebolt
Ranged CR 126 Blaster pistol, heavy
Ranged CR 126 Blaster pistol, hold-out
Ranged GW 38 Blaster pistol, sidearm
Ranged L 64 Blaster pistol, snap shot
Ranged CR 127 Blaster pistol, sporting
Ranged CR 127 Blaster rifle
Ranged L 182 Blaster rifle, ARC-9965
Ranged K 67 Blaster rifle, assault
Ranged CR 128 Blaster rifle, heavy
Ranged L 65 Blaster rifle, heavy assault
Ranged GW 38 Blaster rifle, heavy variable
Ranged R 50 Blaster rifle, SGD-4
Ranged SV 50 Blaster rifle, sniper
Ranged CR 128 Blaster rifle, sporting
Ranged UR 39 Blaster rifle, targeting
Ranged GW 38 Blaster rifle, variable
Ranged CR 125 Blaster, E-Web repeating
Ranged CR 125 Blaster, heavy repeating
Ranged SV 49 Blaster, subrepeating
Ranged GI 65 Blaster, Wrist
Ranged CR 128 Bow
Ranged CR 128 Bowcaster
Ranged F 98 Bryar Pistol
Ranged F 98 Bryar Rifle
Ranged K 69 Carbonite rifle
Ranged L 98 Chewbacca's Bowcaster
Ranged K 180 Commando special rifle
Ranged UR 37 Concussion rifle
Ranged UR 37 Crossbow
Ranged GW 39 Crossbow, repeating
Ranged C 62 Czerka Adjudicator
Ranged C 62 Czerka Adventurer
Ranged L 65 Dart launcher, concealed
Ranged GI 65 Darter
Ranged D4 40 DC-19 "Stealth" Carbine
Ranged SV 50 Deck sweeper
Ranged J 61 Discblade
Ranged F 99 DX-2 Disruptor pistol
Ranged F 99 DXR-6 Disruptor rifle
Ranged SV 50 Electronet
Ranged CR 127 Energy ball
Ranged GW 39 Flame Cannon
Ranged CR 128 Flamethrower
Ranged J 61 Flash canister, R-9
Ranged F 199 Flechette Launcher
Ranged R 49 Flechette Launcher
Ranged C 62 Gee-Tech 12 Defender
Ranged CR 129 Grenade launcher
Ranged K 67 Grenade, adhesive
Ranged R 48 Grenade, concussion
Ranged K 69 Grenade, CryoBan
Ranged C 62 Grenade, EMP
Ranged CR 129 Grenade, frag
Ranged R 49 Grenade, gas
Ranged CR 129 Grenade, ion
Ranged GW 39 Grenade, radiation
Ranged K 180 Grenade, remote
Ranged GW 39 Grenade, smoke
Ranged CR 129 Grenade, stun
Ranged L 98 Han Solo's Heavy Blaster Pistol
Ranged F 99 Incinerator Rifle
Ranged GW 39 Interchangeable WS
Ranged GW 39 Interchangeable WS, Anti-armor
Ranged GW 39 Interchangeable WS, Sniper
Ranged K 69 Ion carbine
Ranged CR 129 Ion pistol
Ranged CR 130 Ion rifle
Ranged K 69 Lanvarok, Massassi
Ranged K 69 Lanvarok, Sith
Ranged T 134 Lt Concussion Missile Launcher
Ranged UR 38 Magna caster
Ranged C 63 Merr-Sonn Model 434
Ranged R 49 Merr-Sonn PLX-2M Portable Missile
Launcher
Ranged SV 50 Micro grenade launcher
Ranged R 49 Miniature Proton Torpedo Launcher
Ranged CR 130 Missile launcher
Ranged F 198 Missile Launcher, E-Web
Ranged GW 40 Mortar launcher
Ranged K 69 Needler
Ranged CR 130 Net
Ranged SV 50 Neural inhibitor
Ranged W Projectile Launcher, HH-15
Ranged SV 50 Pulse rifle
Ranged K 69 Pulse-wave pistol
Ranged K 69 Pulse-wave rifle
Ranged F 200 Rail detonator gun
Ranged L 65 Razor Bug
Ranged K 69 Ripper
Ranged W S-5 heavy blaster pistol
Ranged T 19 Saberdart Launcher (Jango Fett)
Ranged GW 40 Scatter gun
Ranged UR 129 Shrapnel pistol
Ranged R 50 Siang Lance
Ranged CR 130 Sling
Ranged CR 130 Slugthrower pistol
Ranged UR 38 Slugthrower pistol, heavy
Ranged CR 130 Slugthrower rifle
Ranged GI 65 Snare Pistol
Ranged SV 51 Snare rifle
Ranged K 70 Sonic disruptor
Ranged K 70 Sonic pistol
Ranged K 70 Sonic pistol, heavy
Ranged K 70 Sonic rifle
Ranged T 146 Sonic Stunner
Ranged C 63 SoroSuub Firelance
Ranged SV 52 Squib battering ram
Ranged UR 39 Squib tensor rifle
Ranged F 100 Stokhli Spray stick
Ranged UR 39 Stun pistol
Ranged GW 42 Tactical tractor beam
Ranged GW 42 Targeting laser
Ranged CR 130 Thermal detonator
Ranged L 65 Thud Bug
Ranged UR 39 Verpine shatter gun
Ranged C 63 Wrist rocket antipersonnel
Ranged C 63 Wrist rocket antivehicle
Ranged C 63 Wrist rocket flash
Ranged C 63 Wrist rocket hollow-tip
Ranged C 63 Wrist rocket ion blast
Ranged C 63 Wrist rocket launcher
Ranged C 63 Wrist rocket nerve toxin
Ranged C 63 Wrist rocket stun gas
Ranged GI 65 Xerrol NightStinger
Ranged L 66 Yuuzhan Vong Biotech
Skills CR 62 Acrobatics DEX
Skills CR 64 Climb STR
Skills CR 66 Deception CHA
Skills CR 67 Endurance CON
Skills CR 67 Gather Information CHA
Skills CR 68 Initiative DEX
Skills CR 68 Jump STR
Skills CR 68 Knowledge INT
Skills CR 68 Mechanics INT
Skills CR 70 Perception WIS
Skills CR 71 Persuasion CHA
Skills CR 71 Pilot DEX
Skills CR 72 Ride DEX
Skills CR 72 Stealth DEX
Skills CR 73 Survival WIS
Skills CR 74 Swim STR
Skills CR 74 Treat Injury WIS
Skills CR 76 Use Computer INT
Skills CR 77 Use the Force CHA
Species L 198 Advozse
Species F 12 Aleena
Species W Amanin
Species UR 10 Anzati
Species CR 284 Aqualish
Species W Arcona
Species K 10 Arkanian
Species K 11 Arkanian Offshoot
Species SV 154 Balosar
Species GW 11 Barabel
Species GI 10 Bith
Species SV 6 Blood Carver
Species CR 23 Bothan
Species F 13 Caamasi
Species K 12 Cathar
Species J 106 Celegian
Species CR 24 Cerean
Species UR 11 Chadra-Fan
Species L 10 Chagrian
Species L 11 Chiss
Species UR 126 Chiss
Species T 34 Chistori
Species SV 7 Clawdite
Species C 91 Clone, Republic
Species L 12 Codru-Ji
Species J 128 Croke (best guess)
Species GW 12 Dashade
Species GI 11 Defel
Species L 214 Devaronian (females)
Species L 214 Devaronian (males)
Species K 12 Draethos
Species SGD 11 Droid, Astromech Droid
Species SGD 11 Droid, Battle Droid
Species SGD 11 Droid, Labor Droid
Species SGD 12 Droid, Mechanic Droid
Species SGD 12 Droid, Medical Droid
Species SGD 12 Droid, Probe Droid
Species SGD 13 Droid, Protocol Droid
Species SGD 13 Droid, Service Droid
Species C 10 Dug
Species CR 25 Duros
Species UR 127 Ebruchi
Species GI 133 Elomin
Species CR 25 Ewok
Species SV 8 Falleen
Species K 13 Feeorin
Species F 14 Felucian
Species GI 12 Fosh
Species CR 26 Gamorrean
Species SV 8 Gand
Species C 11 Gen'Dai
Species C 181 Geonosian
Species GI 13 Givin
Species GI 14 Gotal
Species F 15 Gran
Species CR 26 Gungan
Species GI 15 Herglic
Species SV 155 Houk
Species CR 23 Human
Species CR 284 Hutt
Species C 12 Iktotchi
Species UR 12 Ishi Tib
Species CR 27 Ithorian
Species SV 9 Jawa
Species C 12 Kaleesh
Species C 13 Kaminoan
Species CR 28 Kel Dor
Species C 14 Kerkoiden
Species K 14 Khil
Species UR 131 Killik
Species K 15 Kissai
Species L 13 Klatoonian
Species UR 12 Krevaaki
Species UR 135 Lugubraa
Species GW 12 Lurmen
Species T 117 Mantellian Savrip
Species K 15 Massassi
Species K 16 Miraluka
Species CR 28 Mon Calamari
Species GI 16 Mrlssi
Species L 14 Nagai
Species C 15 Nautolan
Species W Nazren
Species UR 18 Near-Human Ability adjustment
Species UR 18 Near-Human Additional arms
Species UR 163 Near-Human Altiri
Species UR 163 Near-Human Anarrian
Species UR 18 Near-Human Biotech augmentation
Species UR 18 Near-Human Breathe underwater
Species UR 18 Near-Human Climate adaptation
Species UR 18 Near-Human Conductive
Species UR 18 Near-Human Cultural cybernetics
Species UR 18 Near-Human Darkvision
Species UR 18 Near-Human Empath
Species UR 18 Near-Human Expert swimmer
Species UR 18 Near-Human Heightened awareness
Species UR 18 Near-Human Low-light vision
Species UR 18 Near-Human Natural armor
Species UR 18 Near-Human Natural weapon
Species UR 18 Near-Human Naturally acrobatic
Species UR 179 Near-Human O'reenians
Species UR 18 Near-Human Persistent
Species UR 18 Near-Human Quick
Species UR 18 Near-Human Quick healing
Species UR 18 Near-Human Resistant
Species UR 18 Near-Human Scent
Species UR 18 Near-Human Spring step
Species UR 18 Near-Human Strength surge
Species UR 18 Near-Human Visually striking
Species UR 18 Near-Human Weapon familiarity
Species GI 17 Neimoidian
Species C 16 Nelvaanian
Species UR 13 Nikto
Species F 185 Noghri
Species F 15 Nosaurian
Species GI 144 Nyriaanan
Species GI 131 Pa'lowick
Species W Pau'an
Species W Phindian
Species W Polis Massan
Species CR 29 Quarren
Species K 17 Rakata
Species T 153 Replica Droid
Species CR 29 Rodian
Species SV 10 Ryn
Species L 204 Sakiyan
Species K 18 Selkath
Species J 79 Shard
Species UR 14 Shistavanen
Species W Skakoan
Species UR 14 Sluissi
Species K 19 Snivvian
Species UR 143 Sorcerer of Rhand
Species UR 15 Squib
Species UR 147 Ssi-Ruuk
Species D9 12 Stereb
Species CR 30 Sullustan
Species F 16 Talz
Species GW 13 Taung
Species J 109 Tchuukthai (best guess)
Species GW 14 Thakwaash
Species UR 149 Tof
Species F 17 Togorian
Species F 17 Togruta
Species SV 11 Toydarian
Species CR 31 Trandoshan
Species GW 15 Trianii
Species W Tusken Raider
Species CR 31 Twi'lek
Species SV 12 Ubese
Species F 223 Ugnaught (best guess)
Species Ugor (best guess)
Species GI 18 Umbaran
Species T 127 Utai
Species UR 153 Vagaari
Species L 59 Vahla
Species UR 16 Verpine
Species J 107 Vultan
Species C 17 Vurk
Species L 15 Weequay
Species F 18 Whiphid
Species CR 32 Wookiee
Species SV 156 Wroonian
Species F 19 Yarkora
Species GW 16 Yevetha
Species L 16 Yuuzhan Vong
Species GW 17 Yuzzem
Species CR 32 Zabrak
Species L 17 Zeltron
Species GW 17 Zygerrian
Starship
Maneuvers
S 24 Ackbar Slash
Starship
Maneuvers
S 25 Afterburn
Starship
Maneuvers
S 25 Angle Deflector Shields
Starship
Maneuvers
S 25 Attack Pattern Delta
Starship
Maneuvers
S 25 Attack Pattern Zeta Nine
Starship
Maneuvers
S 25 Corellian Slip
Starship
Maneuvers
S 26 Counter
Starship
Maneuvers
S 26 Darklighter Spin
Starship
Maneuvers
S 26 Devastating Hit
Starship
Maneuvers
S 26 Engine Hit
Starship
Maneuvers
S 26 Evasive Action
Starship
Maneuvers
S 26 Explosive Shot
Starship
Maneuvers
S 27 Howlrunner Formation
Starship
Maneuvers
S 27 I Have You Now
Starship
Maneuvers
S 27 Intercept
Starship
Maneuvers
S 27 Overwhelming Assault
Starship
Maneuvers
S 28 Segnor's Loop
Starship
Maneuvers
S 28 Shield Hit
Starship
Maneuvers
S 28 Skim the Surface
Starship
Maneuvers
S 28 Skywalker Loop
Starship
Maneuvers
S 29 Snap Roll
Starship
Maneuvers
S 29 Strike Formation
Starship
Maneuvers
S 29 Tallon Roll
Starship
Maneuvers
S 30 Target Lock
Starship
Maneuvers
S 30 Target Sense
Starship
Maneuvers
S 30 Thruster Hit
Starship
Maneuvers
S 30 Wotan Weave
Talent C 39 Accurate Blow 1
Talent CR 40 Acrobatic Recovery 1
Talent K 57 Action Exchange 2 Force Delay
Talent CR 49 Acute Senses 1
Talent L 30 Adapt and Survive 1
Talent F 102 Adept Assistant 1
Talent CR 39 Adept Negotiator 1 stan
Talent CR 107 Adept Spellcaster 1 free
Talent L 47 Adrenaline Implant 1 stan
Talent C 25 Advanced Intel 2 Spotter free
Talent GI 20 Advanced Planning 1
Talent C 24 Advantageous Opening 1
Talent SV 29 Advantageous Positioning 2 Shift
Talent K 47 Advantageous Strike 1
Talent J 14 Adversary Lore 1 stan
Talent K 40 Affliction 1
Talent L 26 Aggressive Negotiator 2 Adept Negotiator
Talent R 26 Aggressive Surge 1
Talent C 57 Akk Dog Attack Training 2 Akk Dog Master
Talent C 57 Akk Dog Master 1
Talent C 57 Akk Dog Trainer's Actions 2 Akk Dog Master stan
Talent F 49 Always Ready 1 Initiative skill
Talent SV 13 Ambush 2 Dirty Tactics
Talent C 40 Ambush 1
Talent R 28 Ambush Specialist 1
Talent GW 18 Anticipate Movement 1
Talent J 19 Apprentice Boon 1 reac
Talent CR 51 Armor Mastery 2 Armored Defense
Talent L 45 Armor Mastery 1
Talent L 45 Armored Augmentation I 1 AP of armor swif
Talent L 45 Armored Augmentation II 2 Armored Augmentation I*
Talent CR 52 Armored Defense 1
Talent L 40 Armored Guard 2 Ward
Talent K 38 Armored Mandalorian 2 Dex 13, Mandalorian Glory
Talent F 52 Armored Spacer 1
Talent UR 19 Arrogant Bluster
Talent F 27 Art of Concealment 1
Talent R 24 Assault Gambit 1 stan
Talent CR 221 Assault Tactics 1 move
Talent GI 21 Assured Skill 1
Talent C 53 At Peace 1
Talent CR 218 Ataru 1
Talent CR 210 Attract Minion 1
Talent F 52 Attract Privateer 1
Talent GI 25 Attract Superior Minion 4 Attract Minion, Impel Ally II*
Talent CR 107 Attune Armor 1 free
Talent CR 214 Attune Weapon 1 free
Talent C 53 Attuned 2 Focused Attack free
Talent J 73 Aura of Freedom 1
Talent GW 22 Autofire Assault 1 WP (heavy weapons)
Talent C 43 Automated Strike 1 swif
Talent C 53 Aversion 1 swif
Talent SV 14 Avert Disaster 2 Fool's Luck
Talent GW 20 Backstabber 2 Sneak Attack
Talent UR 19 Band Together
Talent C 55 Bando Gora Surge 1
Talent CR 49 Barter 1
Talent CR 52 Battle Analysis 1 swif
Talent CR 40 Battle Meditation 1 full
Talent UR 22 Battle Mount
Talent F 54 Battlefield Medic 2 Steady Under Pressure
Talent GW 21 Battlefield Remedy 1 Trained in Treat Injury
Talent C 26 Bayonet Master 2 Gun Club
Talent K 53 Beast Trick 1
Talent SV 15 Befuddle 1 swif
Talent S 17 Begin Attack Run 1 Cha 13 swif
Talent C 56 Believer Intuition 1 reac
Talent SV 14 Beloved 3 Bolster, Inspire Confidence
Talent SV 14 Better Lucky then Dead 2 Fool's Luck reac
Talent R 43 Bigger Bang 2 Improvised Device
Talent L 29 Biotech Adept 1
Talent L 47 Biotech Mastery 1
Talent R 43 Black Market Buyer 1
Talent R 26 Blast Back 1 reac
Talent F 52 Blaster and Blade I 1 Dual Weapon I, WP (advanced
& pistols)
Talent F 52 Blaster and Blade II 2 Blaster & Blade I, Dual Weapon
I, WP (advanced & pistols)
Talent F 52 Blaster and Blade III 3 Blaster & Blade I & II, Dual
Weapon I, WP (advanced &
pistols)
Talent F 57 Blaster Turret I 1 stan
Talent F 57 Blaster Turret II 2 Blaster Turret I stan
Talent F 57 Blaster Turret III 3 Blaster Turret I & II stan
Talent GI 20 Blend In 1 swif
Talent F 28 Blend In 1
Talent C 41 Blind Shot 1
Talent S 17 Blind Spot 1 swif
Talent CR 41 Block 1 reac
Talent SV 33 Bloodthirsty 1
Talent L 41 Blowback 1
Talent F 52 Boarder 1
Talent J 81 Body Control 1
Talent SV 27 Bodyguard I 2 Attract Minion reac
Talent SV 27 Bodyguard II 3 Bodyguard I*
Talent SV 27 Bodyguard III 4 Bodyguard II*
Talent L 41 Bodyguard's Sacrifice 1 reac
Talent CR 43 Bolster Ally 1 stan
Talent R 40 Bolstered Numbers 2 Recruit Enemy
Talent GI 21 Bomb Thrower 1 Trained in Mechanics full
Talent J 18 Bonded Mount 2 Charm Beast full
Talent CR 44 Born Leader 1 swif
Talent F 50 Bothan Resources 2 Spynet Agent
Talent C 45 Breach Cover 1
Talent C 45 Breaching Explosive 1
Talent SGD 29 Break Program 1 Trained in Use Computer
Talent F 54 Bring Them Back 1
Talent K 44 Brutal Attack 1 Weapon Focus
Talent J 89 Brutal Unarmed Strike 2 Telekinetic Strike
Talent L 29 Bugbite 1
Talent GW 31 Bullseye 3 Sniper feat, Draw a Bead*
Talent R 45 Bunker Blaster 1
Talent F 92 Buried Presence 1 stan
Talent K 30 Burning Assault 2 Jet Pack Training stan
Talent SGD 26 Burst Transfer 1
Talent K 44 Call Out 2 Personal Vendetta
Talent J 19 Call Weapon 1
Talent SV 17 Cantina Brawler 1
Talent R 43 Capture Droid 1 stan
Talent F 103 Cargo Hauler 1
Talent L 27 Cast Suspicion 1 swif
Talent SV 14 Castigate 1 stan
Talent J 21 Cause Mutation 2 Sith Alchemy
Talent UR 23 Champion
Talent CR 213 Channel Aggression 1
Talent CR 213 Channel Anger 2 Channel Aggression swif
Talent J 16 Channel Energy 1 Negate energy reac
Talent J 18 Channel Vitality 1 swif
Talent J 18 Charm Beast 1
Talent CR 107 Charm Beast 1
Talent CR 107 Charm Beast 1
Talent K 27 Cheap Shot 2 Opportunistic Strike
Talent GW 19 Cheap Trick 1 Trained in Deception
Talent F 24 Cleanse Mind 1 swif
Talent CR 40 Clear Mind 1
Talent GI 24 Clip 1
Talent L 57 Cloak of Shadow 1 swif
Talent L 41 Close Contact 1
Talent SV 25 Close Cover 2 Watch This
Talent R 23 Close Maneuvering 1 swif
Talent S 17 Close Scrape 1 reac
Talent C 25 Close-Combat Assault 2 Recon Team Leader
Talent J 18 Closed Mind 1
Talent C 40 Close-Quarters Fighter 1
Talent K 24 Collective Visions 1 Farseeing
Talent F 103 Combat Repairs 1 full
Talent J 21 Combat Trance 1
Talent T 57 Combined Fire 1 Coordinated Attack
Talent S 18 Combined Fire 1 swif
Talent J 85 Combustion 1 Force Training swif
Talent CR 107 Command Beast 2 Charm Beast
Talent CR 107 Command Beast 2 Charm Beast
Talent UR 31 Commander's Prerogative
Talent C 26 Commanding Officer 1
Talent GW 19 Commanding Presence 3 Tactical Savvy* stan
Talent F 28 Commanding Presence 1 swif
Talent K 42 Competitive Drive 1
Talent K 42 Competitive Edge 1
Talent F 47 Computer Language 1 Binary
Talent F 47 Computer Master 1
Talent C 26 Comrades in Arms 1
Talent F 92 Conceal Another 2 Buried Presence
Talent K 58 Conceal Force Use 1 swif
Talent F 49 Concealed Weapon Expert 1 swif
Talent R 40 Concentrate All Fire 1
Talent SV 34 Confounding Attack 3 Tangle Up*
Talent CR 44 Connections 1
Talent C 22 Consular's Vitality 1 swif
Talent L 26 Consular's Wisdom 2 Adept Negotiator swif
Talent C 53 Consumed by Darkness 1 swif
Talent GI 25 Contingency Plan 1 reac
Talent CR 212 Controlled Burst 1
Talent CR 44 Coordinate 1 stan
Talent GI 23 Coordinated Effort 3 Dedicated Protector*
Talent UR 20 Coordinated Leadership
Talent C 26 Coordinated Tactics 2 Commanding Officer
Talent K 42 Corporate Clout 3 Impose Hes, Wrong Decision stan
Talent L 45 Cortosis Defense 1
Talent L 27 Cortosis Gauntlet Block 1 AP (light, medium)
Talent L 45 Cortosis Retaliation 2 Cortosis Defense
Talent SV 18 Counterpunch 1
Talent F 45 Cover Bracing 1
Talent GW 18 Cover Escape 1
Talent CR 52 Cover Fire 2 Battle Analysis
Talent L 41 Cover Your Tracks 1
Talent F 42 Cower Enemies 2 Force Interrogation
Talent SV 16 Cramped Quarters Fighting 3 Starship Raider*
Talent F 49 Creeping Approach 1 Stealth skill swif
Talent S 17 Crippling Hit 3 System Hit*
Talent CR 213 Crippling Strike 2 Channel Aggression
Talent GI 21 Critical Skill Success 1
Talent GI 23 Crowd Control 2 Entangler
Talent J 17 Crucial Advice 1
Talent SV 18 Crushing Assault 2 Weapon Specialization
Talent SV 31 Cunning Distraction 1
Talent SV 15 Cunning Strategist 3 Walk the Line* stan
Talent L 29 Curved Throw 2 Bugbite swif
Talent R 43 Custom Model 2 Improvised Device, Tech
Specialist feat
Talent J 87 Cycle of Harmony 2 Tyia Adept
Talent CR 101 Damage Reduction 10 1 stan
Talent SV 31 Damaging Deception 2 Cunning Distraction stan
Talent GI 25 Damaging Disarm 2 Ranged Disarm
Talent F 24 Dampen Presence 1 swif
Talent K 39 Dark Deception 1
Talent CR 223 Dark Healing 1 stan
Talent K 40 Dark Healing Field 3 Improved Dark Healing*
Talent CR 101 Dark Presence 2 Cha 13, Power of the Dark Side stan
Talent L 55 Dark Preservation 2 Power of the Dark Side
Talent K 25 Dark Retaliation 2 Sentinel Strike
Talent CR 223 Dark Scourge 1
Talent CR 223 Dark Side Adept 1
Talent L 27 Dark Side Bane 2 Dark Side Sense
Talent K 59 Dark Side Manipulation 1
Talent CR 223 Dark Side Master 2 Dark Side Adept
Talent J 16 Dark Side Savant 1 swif
Talent CR 40 Dark Side Scourge 2 Dark Side Sense
Talent CR 40 Dark Side Sense 1
Talent J 17 Dark Side Talisman 1 full
Talent SV 27 Dash and Blast 1 Dual Weapon Mastery I,
Running Attack
full
Talent CR 46 Dastardly Strike 1
Talent SV 29 Deadly Repercussions 1
Talent CR 216 Debilitating Shot 1
Talent K 61 Deception Awareness 1
Talent CR 216 Deceptive Shot 1 2swif
Talent GI 24 Dedicated Guardian 3 Dedicated Protector*
Talent GI 24 Dedicated Protector 2 Harms Way
Talent UR 21 Deep Space Raider
Talent K 28 Deep-Space Gambit 1
Talent C 56 Defense Boost 1 swif
Talent L 27 Defensive Acuity 1
Talent K 39 Defensive Circle 4 Battle Meditation, Block or
Deflect, Jedi Battle Commander
swif
Talent F 47 Defensive Electronics 1
Talent GW 21 Defensive Jab 2 Retaliation Jab
Talent R 45 Defensive Measures 2 Safe Zone
Talent GW 21 Defensive Position 2 Battle Analysis
Talent L 30 Defensive Protection 1 reac
Talent CR 41 Deflect 1 reac
Talent CR 43 Demand Surrender 2 Presence stan
Talent CR 52 Demolitionist 1
Talent K 26 Demoralizing Defense 2 Noble Fencing Style reac
Talent F 42 Deny Move 2 Reduce Mobility
Talent CR 221 Deployment Tactics 1 move
Talent L 43 Desperate Measures 2 Focus Terror swif
Talent R 28 Destructive Ambusher 2 Ambush Specialist
Talent GI 24 Detective 1
Talent F 93 Detonate 1 Force blast
Talent CR 53 Devastating Attack 1
Talent K 29 Devastating Melee Smash 2 Melee Smash
Talent F 56 Device Jammer 1 full
Talent L 41 Difficult to Sense 1
Talent GW 20 Dig In 1 swif
Talent C 41 Direct 1 stan
Talent R 24 Direct Fire 2 Assault Gambit swif
Talent SGD 28 Directed Action 1 stan
Talent SGD 28 Directed Movement 1 move
Talent F 28 Dirty Fighting 1
Talent SV 14 Dirty Tactics 1 stan
Talent K 47 Dirty Tricks 1 Deception skill 2swif
Talent GI 23 Disarm and Engage 1
Talent K 29 Disarming Attack 2 Impr Disarm, Int 13, Weapon
Specialization*
Talent J 91 Discblade Arc 1 full
Talent CR 100 Disciplined Strike 1
Talent L 42 Disciplined Trickery 1 reac
Talent CR 46 Disruptive 1 2swif
Talent CR 44 Distant Command 2 Born Leader
Talent J 91 Distant Discblade Throw 1 proficient discblade
Talent J 17 Distracting Apparition 2 Manifest Guardian Spirit
Talent K 44 Distracting Attack 2 Brutal Attack
Talent SV 31 Distracting Shout 2 Cunning Distraction
Talent L 27 Distress to Discord 1
Talent CR 218 Djem So 1
Talent CR 207 Dogfight Gunner 2 Expert Gunner
Talent GI 20 Done It All 1 free
Talent C 22 Double Agent 1
Talent SV 35 Double Up 3 Find an Opening*
Talent K 40 Drain Force 2 Affliction reac
Talent T 30 Drain Knowledge 1 stan
Talent GW 31 Draw a Bead 2 Precision Shot, BAB +10 swif
Talent CR 52 Draw Fire 1 swif
Talent SV 26 Dread 3 Hunter's Target* stan
Talent C 43 Droid Defense 1 stan
Talent J 79 Droid Duelist 1 swif
Talent C 45 Droid Expert 2 Repairs on the Fly
Talent F 56 Droid Jammer 1 full
Talent C 43 Droid Mettle 2 Droid Defense swif
Talent F 103 Droid Smash 1
Talent K 47 Dual Weapon Flourish I 1 Dual Weapon Mastery I,
Weapon Finesse
stan
Talent K 47 Dual Weapon Flourish II 3 Dual Weapon Mastery I, II,
Dual Weapon Flourish I, Master
of Elegance, Weapon Finesse
Talent F 102 Dull the Pain 1 Medical Droid full
Talent SV 14 Dumb Luck 3 Knack, Lucky Shot stan
Talent SGD 27 Durable 1
Talent J 85 Earth Buckle 1 swif
Talent GW 19 Easy Prey 2 Cheap Trick
Talent GW 32 Echani Expertise 1 BAB +10
Talent J 20 Echoes of the Force 1
Talent CR 44 Educated 1
Talent F 27 Electronic Forgery 1 Use Computer
Talent F 27 Electronic Sabotage 1 Use Computer stan
Talent GI 24 Electronic Trail 2 Nowhere to Hide, trained Use
Comp
Talent CR 207 Elusive Dogfighter 1
Talent CR 40 Elusive Target 1
Talent CR 213 Embrace Dark Side 3 Channel Anger*
Talent F 54 Emergency Team 1
Talent R 37 Empower Siang Lance 1 full
Talent CR 214 Empower Weapon 1 free
Talent C 23 Enemy Tactics 1
Talent S 16 Engineer 2 Educated, Know (tech)
Talent R 45 Enhance Cover 1 swif
Talent J 75 Enhanced Danger Sense 1
Talent F 47 Enhanced Manipulation 1 Dex 15
Talent C 47 Enhanced Vision 1
Talent GI 23 Entangler 1
Talent L 26 Entreat Aid 1 swif
Talent J 18 Entreat Beast 2 Charm Beast swif
Talent F 103 Environmentally Shielded 1
Talent CR 101 Equilibrium 1 swif
Talent R 45 Escort Fighter 1 swif
Talent R 40 Escort Pilot 1
Talent J 18 Esoteric Technique 1
Talent F 103 Etiquette 1
Talent CR 50 Evasion 1
Talent R 43 Excellent Kit 1
Talent GI 21 Exceptional Skill 1 Trained in skill
Talent CR 212 Exotic Weapon Mastery 1
Talent K 44 Exotic Weapons Master 1 exotic Proficiency
Talent J 75 Expanded Horizon 1
Talent C 43 Expanded Sensors 1
Talent L 47 Expedient Mending 2 Expert Shaper
Talent SV 18 Experienced Brawler 3 Stunning Strike* stan
Talent CR 52 Expert Grappler 1
Talent CR 207 Expert Gunner 1
Talent UR 23 Expert Rider
Talent L 47 Expert Shaper 1
Talent CR 49 Expert Tracker 2 Acute Senses
Talent C 42 Exploit Weakness 2 Assault Tactics
Talent C 22 Exposing Strike 1
Talent UR 21 Extended Ambush
Talent F 42 Extended Critical Range (heavy) 1 BAB +10, WP (heavy)
Talent F 42 Extended Critical Range (rifles) 1 BAB +10, WP (rifles)
Talent UR 30 Extended Critical Range (simple weapons)
Talent UR 30 Extended Threat
Talent F 54 Extra First Aid 1
Talent CR 50 Extreme Effort 1 2swif
Talent F 57 Extreme Explosion 3 Skilled Demolitionist, Shaped
Explosion
Talent R 24 Face the Foe 1
Talent R 26 Fade Away 1 reac
Talent GI 22 Fade Out 1 Trained in Stealth
Talent GW 31 Fall Back 1 Cha 13 move
Talent UR 29 Familiar Enemies
Talent UR 29 Familiar Situation
Talent UR 29 Fast Attack Specialist
Talent S 16 Fast Repairs 1 Mechanics
Talent F 27 Fast Talker 2 Art of Concealment
Talent SV 26 Fear Me 4 Inspire Fear I & II, Attract
Minion
reac
Talent F 29 Feared Warrior 2 Commanding Presence
Talent CR 44 Fearless Leader 2 Born Leader swif
Talent F 42 Fearsome 2 Notorious
Talent C 23 Feed Information 1 swif
Talent F 88 Feel the Force 1 stan
Talent GW 30 Ferocious Assault 2 BAB +12, Controlled Burst
Talent K 60 Field Detection 1 Use the Force skill swif
Talent CR 221 Field Tactics 2 Deployment Tactics move
Talent SV 33 Fight to the Death 2 Bloodthirsty swif
Talent SV 35 Find an Opening 2 Seize the Moment
Talent R 25 Find Openings 1
Talent SV 26 Findsman Ceremonies 1 Force Sensitivity
Talent SV 26 Findsman's Foresight 2 Findsman Ceremonies
Talent C 26 Fire at Will 2 BAB+5, Commanding Officer full
Talent SV 28 Flanking Foe 1 Dual Weapon Mastery I
Talent SV 17 Flee 2 Long Stride stan
Talent S 18 Fleet Deployment 1 Charisma 13 full
Talent S 18 Fleet Tactics 2 Cha 13, Fleet Deployment stan
Talent CR 107 Flight 2 Adept Spellcaster swif
Talent J 85 Fluidity 1
Talent F 42 Flurry Attack 1
Talent GW 33 Flurry of Blows 1
Talent K 26 Fluster 2 Presence, Persuasion stan
Talent L 43 Focus Terror 1 swif
Talent C 53 Focused Attack 1
Talent C 40 Focused Force Talisman 2 Force Talisman
Talent C 26 Focused Targeting 2 Comrades in Arms
Talent F 29 Focused Warrior 1
Talent J 73 Folded Space Mastery 1 Fold space
Talent CR 46 Fool's Luck 1 stan
Talent GI 21 For the Cause 2 Make an Example
Talent L 40 Force Blank 1
Talent CR 107 Force Cloak 1 swif
Talent CR 107 Force Cloak Mastery 2 Force Cloak
Talent CR 223 Force Deception 1
Talent K 57 Force Delay 1 Persuasion skill reac
Talent UR 33 Force Directed Shot
Talent K 58 Force Direction 1
Talent F 88 Force Exertion 1 Force Training reac
Talent C 56 Force Fighter 1
Talent K 52 Force Flow 1
Talent CR 101 Force Focus 1 full
Talent CR 218 Force Fortification 1
Talent J 16 Force Harmony 1
Talent CR 40 Force Haze 2 Clear Mind stan
Talent J 77 Force Immersion 2 Stealth, White Current Adept
Talent F 43 Force Interrogation 1 free
Talent CR 40 Force Intuition 1
Talent K 58 Force Momentum 1
Talent F 24 Force of Will 1 swif
Talent CR 101 Force Perception 1
Talent CR 40 Force Persuasion 2 Adept Negotiator
Talent CR 101 Force Pilot 1
Talent CR 214 Force Power Adept 1
Talent CR 101 Force Recovery 2 Equilibrium
Talent S 16 Force Reflexes 2 Starship Tact, Force Pilot
Talent J 79 Force Repair 1
Talent K 39 Force Revive 3 Battle Meditation, Jedi Battle
Commander
reac
Talent J 87 Force Stabilize 2 Tyia Adept swif
Talent K 53 Force Suppression 1 rebuke Force power
Talent CR 214 Force Talisman 1 free
Talent K 38 Force Throw 2 Empower Weapon stan
Talent CR 214 Force Treatment 1
Talent C 41 Force Treatment 1
Talent L 41 Force Veil 2 Difficult to Sense
Talent K 40 Force Warning 1
Talent F 24 Forceful Warrior 1
Talent CR 101 Foresight 2 Force Perception
Talent GW 18 Forewarn Allies 1
Talent GW 31 Form Up 1 Cha 13 move
Talent CR 214 Fortified Body 2 Equilibrium
Talent CR 46 Fortune's Favor 1
Talent GW 20 Forward Patrol 2 Watchful Step
Talent L 27 Friend or Foe 2 Cast Suspicion reac
Talent C 23 Friendly Fire 2 Enemy Tactics
Talent SV 26 Frighten 3 Inspire Fear I, Attract Minion free
Talent CR 50 Fringe Savant 1
Talent GW 31 Full Advance 1 Cha 13 move
Talent SGD 28 Full Control 4 Directed Action, Directed
Movement, Remote Attack
full
Talent CR 207 Full Throttle 1
Talent UR 20 Galactic Guidance
Talent CR 46 Gambler 1
Talent L 30 Gang Leader 1
Talent CR 101 Gauge Force Potential 2 Force Perception stan
Talent GW 18 Get Down 1 reac
Talent GI 20 Get into Position 1
Talent C 25 Get Into Position 2 BAB+5, Recon Team Leader move
Talent SV 29 Get Some Distance 3 Advantageous Positioning* stan
Talent GW 20 Ghost Assailant 1
Talent CR 47 Gimmick 1 swif
Talent L 31 Grabber 1
Talent R 23 Gradual Resistance 1
Talent C 42 Grand Leader 1 swif
Talent S 17 Great Shot 1
Talent J 17 Greater Dark Side Talisman 2 Dark Side Talisman
Talent CR 212 Greater Devastating Attack 2 Greater WF, Devastating*
Talent C 40 Greater Focused Force Talisman 3 Focused Force Talisman*
Talent CR 214 Greater Force Talisman 2 Force Talisman free
Talent CR 212 Greater Penetrating Attack 2 Greater WF, Penetrating*
Talent CR 212 Greater Weapon Focus 1 Weapon Focus
Talent K 61 Greater Weapon Focus (Fira) 1 Weapon Focus (Fira)
Talent CR 218 Greater Weapon Focus (lightsabers) 1 Weapon Focus
Talent CR 212 Greater Weapon Specialization 2 Greater WF, Weapon
Specialization*
Talent CR 218 Greater Weapon Specialization (lightsabers) 2 Weapon Specialization
Talent J 14 Grenade Defense 1
Talent GW 21 Grizzled Warrior 3 Seen It All*
Talent L 42 Group Perception 1
Talent GI 20 Guaranteed Boon 1
Talent SV 28 Guaranteed Shot 1 Dual Weapon Mastery I
Talent J 16 Guardian Spirit 1
Talent C 22 Guardian Strike 1
Talent L 41 Guard's Endurance 2 Ward
Talent K 28 Guidance 1 Perception swif
Talent R 23 Guiding Strikes 1 swif
Talent CR 52 Gun Club 1
Talent SV 28 Hailfire 1 Dual Weapon Mastery I
Talent L 31 Hammerblow 1
Talent T 95 Hard Target 2 Tough As Nails reac
Talent GW 33 Hardened Strike 1
Talent C 56 Hardiness 1
Talent CR 52 Harm's Way 1 Initiative skill swif
Talent GW 31 Harrying Shot 3 Pinning Shot*
Talent L 42 Hasty Withdrawal 1 swif
Talent J 79 Heal Droid 1 Vital transfer
Talent C 41 Healing Boost 1 Vital transfer
Talent GW 18 Heavy Fire Zone 2 Forewarn Allies swif
Talent SGD 27 Heavy-Duty Actuators 1 Medium or larger size
Talent C 53 Heightened Awareness 1
Talent F 103 Helpful 1
Talent SV 15 Hesitate 1 stan
Talent SGD 29 Heuristic Mastery 1 Wis 15
Talent K 29 Hidden Attacker 1 Stealth swif
Talent C 25 Hidden Eyes 1
Talent CR 49 Hidden Movement 2 Improved Stealth
Talent F 27 Hidden Weapons 2 Art of Concealment move
Talent SV 16 Hide in Plain Sight 3 Hidden Movement*
Talent C 56 High Impact 1 swif
Talent C 40 Higher Yield 1 Trained in Mechanics
Talent GW 32 Hijkata Expertise 1
Talent R 25 Hit the Deck 1
Talent F 93 Hive Mind 1
Talent GW 31 Hold Steady 1 Cha 13 stan
Talent J 14 Hold the Line 1
Talent S 16 Hot Wire 1 Mechanics
Talent F 47 Hotwired Processor 1 swif
Talent SV 16 Hunker Down 1 stan
Talent C 25 Hunt the Hunter 1 stan
Talent CR 208 Hunter's Mark 1
Talent CR 208 Hunter's Target 2 Hunter's Mark free
Talent CR 47 Hyperdriven 1
Talent K 29 Hyperspace Savant 1 Pilot
Talent F 25 Idealist 1 Cha 13
Talent CR 43 Ignite Fervor 3 Bolster, Inspire Confidence free
Talent C 40 Ignore Armor 1
Talent T 53 Ignore Damage Reduction 2 Martial Arts I, Teras Kasi Basics
Talent F 27 Illicit Dealings 1
Talent K 52 Illusion (F87 & J14) 1 Mind Trick stan
Talent J 15 Illusion Bond 2 Illusion
Talent K 58 Imbue Item 1 full
Talent J 77 Immerse Another 2 Stealth, White Current Adept
Talent R 23 Immovable 1 swif
Talent SV 18 Impaling Assault 2 Weapon Specialization
Talent C 41 Impart Knowledge 2 Skilled Advisor reac
Talent CR 210 Impel Ally I 1 swif
Talent CR 210 Impel Ally II 2 Impel Ally I 2swif
Talent SV 27 Impel Ally III 3 Impel Ally II* 3swif
Talent C 47 Impenetrable Cover 2 Maximize Cover
Talent K 43 Impose Confusion 2 Impose Hesitation
Talent K 43 Impose Hesitation 1 stan
Talent CR 52 Improved Armored Defense 2 Armored Defense
Talent S 17 Improved Attack Run 1
Talent K 25 Improved Battle Meditation 2 Battle Meditation swif
Talent C 22 Improved Consular's Vitality 2 Consular's Vitality
Talent CR 224 Improved Dark Healing 2 Dark Healing stan
Talent K 60 Improved Force Sight 1 Force sight, Use the Force skill swif
Talent C 41 Improved Healing Boost 2 Healing Boost*
Talent CR 49 Improved Initiative 2 Acute Senses
Talent R 43 Improved Jury-Rig 1
Talent F 43 Improved Lightsaber Throw 2 Lightsaber Throw stan
Talent SV 30 Improved Manipulating Strike 2 Manipulating Strike
Talent CR 216 Improved Quick Draw 1
Talent K 40 Improved Quick Draw (lightsabers) 1 Quick Draw, WF (lightsabers)
Talent K 39 Improved Redirect 3 Deflect, Redirect Shot
Talent K 39 Improved Riposte 3 Block, Riposte
Talent K 39 Improved Sentinel Strike 1
Talent K 39 Improved Sentinel's Gambit 2 Sentinel's Gambit
Talent SV 15 Improved Skirmisher 2 Skirmisher
Talent GW 20 Improved Sneak Attack 2 Sneak Attack, PB Shot
Talent SV 31 Improved Soft Cover 2 Innocuous swif
Talent CR 49 Improved Stealth 1
Talent C 40 Improved Stunning Strike 3 Stunning Strike
Talent L 31 Improved Suppression Fire 1
Talent F 28 Improved Surveillance 2 Surveillance
Talent K 30 Improved Trajectory 2 Jet Pack Training
Talent CR 43 Improved Weaken Resolve 3 Weaken Resolve* free
Talent R 43 Improvised Device 1
Talent J 21 Improvised Weapon Master 1
Talent L 43 Incite Rage 1 swif
Talent F 28 Incognito 2 Blend In
Talent CR 52 Indomitable 1 swif
Talent F 88 Indomitable Will 1 stan
Talent J 15 Influence Savant 1 swif
Talent F 25 Influential Friends 2 Connections
Talent F 93 Infuse Weapon 1 full
Talent L 58 Initiate of Vahl 1
Talent SV 31 Innocuous 1 swif
Talent F 43 Inquisition 1
Talent C 41 Insight of the Force 1
Talent F 92 Insightful Aim 1 WP (pistols or rifles) swif
Talent C 44 Inspire Competence 2 Expanded Sensors swif
Talent CR 44 Inspire Confidence 1 stan
Talent CR 210 Inspire Fear I 1
Talent CR 210 Inspire Fear II 2 Inspire Fear I
Talent CR 210 Inspire Fear III 3 Inspire Fear I & II
Talent CR 44 Inspire Haste 1 swif
Talent C 23 Inspire Loyalty 1
Talent SV 27 Inspire Wrath 3 Impel Ally II* stan
Talent CR 44 Inspire Zeal 3 Ignite Fervor*
Talent J 17 Instinctive Navigation 2 Force Pilot
Talent F 25 Instruction 1 stan
Talent UR 30 Instrument of the Force
Talent F 45 Intentional Crash 1 Pilot
Talent F 102 Interrogator 1
Talent F 28 Intimate Knowledge 2 Surveillance stan
Talent K 26 Intimidating Defense 2 Presence, Persuasion reac
Talent C 47 Invisible Attacker 2 Maximize Cover
Talent F 52 Ion Mastery 1
Talent F 47 Ion Resistance 10 1
Talent F 57 Ion Turret 2 Blaster Turret I stan
Talent UR 31 Irregular Tactics
Talent S 18 It's a Trap 1 reac
Talent CR 218 Jar'Kai 3 Lightsaber Def, Niman
Talent K 39 Jedi Battle Commander 2 Battle Meditation
Talent F 42 Jedi Hunter 1
Talent L 42 Jedi Network 1
Talent J 20 Jedi Quarry 1 swif
Talent K 30 Jet Pack Training 1
Talent K 30 Jet Pack Withdraw 2 Jet Pack Training reac
Talent CR 52 Juggernaut 2 Armored Defense
Talent CR 207 Juke 2 Vehicular Evasion
Talent CR 50 Jury-Rigger 1
Talent SGD 28 Just a Droid 1
Talent SGD 27 Just a Scratch 1 Equipped & proficient with
medium or better armor
Talent R 43 Just What Is Needed 1
Talent CR 218 Juyo 2 BAB +10, Weapon
Specialization*
swif
Talent CR 49 Keen Shot 2 Acute Senses
Talent R 28 Keep It Going 2 Ambush Specialist free
Talent SV 17 Keep it Together 2 Jury-Rigger
Talent CR 207 Keep It Together 1
Talent C 26 Keep Them at Bay 1
Talent GW 31 Keep Them Honest 1 Careful Shot feat
Talent SV 33 Keep Them Reeling 1 stan
Talent R 28 Keep Them Reeling 2 Ambush Specialist swif
Talent GI 22 Keep Together 1
Talent CR 46 Knack 1
Talent L 45 Knight's Morale 1
Talent F 42 Knockback 1
Talent CR 216 Knockdown Shot 1
Talent J 14 Know Weakness 2 Adversary Lore
Talent F 25 Know Your Enemy 1 swif
Talent J 75 Knowledge and Defense 2 Enhanced Danger Sense
Talent F 50 Knowledge is Life 2 Spynet Agent swif
Talent F 50 Knowledge is Power 2 Spynet Agent swif
Talent F 50 Knowledge is Strength 2 Spynet Agent swif
Talent K 58 Knowledge of the Force 1 reac
Talent F 25 Known Dissident 2 Know Your Enemy stan
Talent SGD 26 Known Vulnerability 1 Trained in Know (life sciences) free
Talent K 60 Krath Illusions 2 Illusion swif
Talent K 60 Krath Intuition 1
Talent K 60 Krath Surge 1 swif
Talent GW 33 K'tara Expertise 1
Talent GW 33 K'thri Expertise 1
Talent SV 15 Labyrinthine Mind 1 reac
Talent R 45 Launch Point 2 Safe Zone
Talent F 25 Lead by Example 1
Talent UR 31 Lead by Example
Talent R 24 Lead From the Front 2 Face the Foe
Talent K 26 Leading Feint 2 Noble Fencing Style swif
Talent GI 20 Leading Skill 1
Talent GI 20 Learn from Mistakes 1
Talent S 18 Legendary Commander 2 Cha 13, Int 13, Born Leader
Talent J 73 Liberate 2 Aura of Freedom swif
Talent L 41 Lifesaver 2 Bodyguard's Sacrifice reac
Talent CR 41 Lightsaber Defense 1 swif
Talent L 40 Lightsaber Evasion 1
Talent J 19 Lightsaber Form Savant 1 swif
Talent J 19 Lightsaber Specialist 2 Masterwork Lightsaber
Talent CR 41 Lightsaber Throw 1 stan
Talent UR 31 Lingering Debilitation
Talent J 15 Link 1 stan
Talent CR 107 Linked Defense 1 swif
Talent SGD 27 Load Launcher 1
Talent K 44 Lockdown Strike 1
Talent UR 30 Long Call
Talent CR 50 Long Stride 1
Talent R 40 Lose Pursuit 1
Talent R 24 Luck Favors the Bold 2 Face the Foe
Talent CR 46 Lucky Shot 2 Knack
Talent K 27 Lucky Stop 2 Knack reac
Talent K 60 Luka Sene Master 2 Field Detection, farseeing
Talent R 25 Lure Closer 2 Trick Step move
Talent C 44 Maintain Focus 1 swif
Talent CR 218 Makashi 2 Lightsaber Defense
Talent SV 16 Make a Break for It 3 Stellar Warrior* swif
Talent GI 22 Make an Example 1
Talent SV 18 Make Do 1
Talent T 13 Malkite Techniques 1 stan
Talent SV 18 Man Down 1 reac
Talent K 38 Mandalorian Advance 1
Talent K 38 Mandalorian Ferocity 1 Dex 13, proficient
Talent K 38 Mandalorian Glory 1
Talent J 17 Manifest Guardian Spirit 1 swif
Talent SV 30 Manipulating Strike 1
Talent J 73 Many Shades of the Force 1 Force Training
Talent C 47 Mark the Target 1 swif
Talent J 89 Martial Resurgence 1
Talent J 79 Mask Presence 1 swif
Talent J 15 Masquerade 2 Illusion
Talent C 41 Master Advisor 2 Skilled Advisor
Talent GI 24 Master Defender 1
Talent GI 20 Master Manipulator 3 Get into Position, Advanced
Planning
swif
Talent UR 29 Master Manipulator
Talent L 47 Master Mender 2 Expert Shaper
Talent CR 40 Master Negotiator 2 Adept Negotiator
Talent K 47 Master of Elegance 2 Dual or Single Weapon Flourish
I, Weapon Finesse
Talent J 14 Master of the Great Hunt 1
Talent CR 47 Master Slicer 2 Gimmick
Talent UR 30 Master's Orders
Talent J 19 Masterwork Lightsaber 1
Talent C 47 Maximize Cover 1
Talent F 102 Mechanics Mastery 1
Talent UR 23 Mechanized Rider
Talent SGD 26 Medical Analyzer 1 Medical droid, Trained in Know
(life sciences)
Talent F 102 Medical Droid 1
Talent F 54 Medical Miracle 1 stan
Talent L 31 Melee Assault 1
Talent L 31 Melee Brute 1
Talent L 31 Melee Opportunist 1
Talent CR 52 Melee Smash 1
Talent T 57 Mercenary's Determination 2 Mercenary's Grit free
Talent T 57 Mercenary's Grit 1 swif
Talent T 57 Mercenary's Teamwork 2 Combined Fire*
Talent J 18 Mind Probe 1 full
Talent F 57 Mine Mastery 1
Talent SV 14 Misplaced Loyalty 2 Dirty Tactics swif
Talent K 39 Mobile Attack (lightsabers) 2 Multiattack Prof, Dual Weapon
Mastery I, WF (lightsabers)
Talent K 39 Mobile Attack (pistols) 2 Multiattack Proficiency (pistols)
Talent F 24 Mobile Combatant 1 swif
Talent GW 20 Mobile Combatant 3 Forward Patrol*
Talent J 83 Mobile Whirlwind 2 Seyugi Cyclone
Talent F 47 Modification Specialist 1
Talent T 13 Modify Poison 2 Malkite Techniques
Talent J 17 Motion of the Future 2 Force Perception swif
Talent L 55 Move Massive Object 2 Telekinetic Power, move object
Talent F 52 Multiattack Proficiency (advanced melee
weapons)
1
Talent K 47 Multiattack Proficiency (advanced melee
weapons)
1
Talent K 45 Multiattack Proficiency (exotic weapons) 2 Exotic Weapons Master
Talent CR 212 Multiattack Proficiency (heavy weapons) 1
Talent CR 218 Multiattack proficiency (lightsabers) 1
Talent CR 216 Multiattack Proficiency (pistols) 1
Talent L 41 Multiattack Proficiency (rifles) 1
Talent CR 212 Multiattack Proficiency (rifles) 1
Talent UR 30 Multiattack Proficiency (simple weapons)
Talent SV 29 Murderous Arts I 1
Talent SV 29 Murderous Arts II 2 Murderous Arts I
Talent J 18 Mystic Mastery 1
Talent UR 30 Mystical Link
Talent F 54 Natural Healing 1
Talent UR 33 Negate and Redirect
Talent CR 218 Niman 1
Talent GW 21 Nimble Dodge 1
Talent K 27 No Escape 2 Opportunistic Strike
Talent K 27 Noble Fencing Style 1 Deception & Persuasion trained
Talent R 40 Noble Sacrifice 2 Recruit Enemy
Talent F 45 Nonlethal Tactics 1
Talent CR 208 Notorious 1
Talent CR 210 Notorious 1
Talent CR 208 Nowhere to Hide 1
Talent SV 26 Nowhere to Run 4 Nowhere to Hide, Hunter's
Target*
Talent SGD 26 Nuanced 1
Talent T 13 Numbing Poison 2 Malkite Techniques
Talent UR 20 Oafish
Talent L 45 Oath of Duty 1
Talent R 45 Obscuring Defenses 2 Safe Zone
Talent SGD 26 Observant 1
Talent L 41 Old Faithful 1
Talent SV 26 Omens 2 Findsman Ceremonies
Talent SGD 26 On-Board System Link 1
Talent CR 221 One for the Team 2 Deployment Tactics
Talent R 43 Only the Finest 2 Black Market Buyer
Talent SV 35 Opportunistic Defense 2 Uncanny Instincts
Talent K 27 Opportunistic Strike 1
Talent L 41 Opportunity Fire 1
Talent L 41 Out of Harm's Way 1 move
Talent UR 23 Out of Harm's Way
Talent K 47 Out of Nowhere 1 Deception skill, Weapon Finesse free
Talent CR 221 Outmaneuver 3 Field Tactics* stan
Talent SV 25 Outrun 1
Talent UR 20 Outsider's Eye
Talent UR 21 Outsider's Query
Talent UR 29 Overcharged Shot
Talent C 44 Overclocked Troops 2 Droid Defense swif
Talent K 58 Past Visions 3 Visions
Talent CR 53 Penetrating Attack 1 Weapon Focus
Talent R 28 Perceptive Ambusher 2 Ambush Specialist
Talent J 19 Perfect Attunement 2 Masterwork Lightsaber
Talent J 18 Perfect Telepathy 1
Talent SV 13 Persistent Haze 3 Force Haze*
Talent K 27 Personal Affront 2 BAB +5, Noble Fencing Style reac
Talent K 45 Personal Vendetta 1 swif
Talent S 17 Personalized Modifications 1 stan
Talent C 26 Phalanx 2 Watch Your Back
Talent L 57 Phantasm 1 swif
Talent J 81 Physical Surge 1
Talent SV 18 Pick a Fight 2 Cantina Brawler
Talent UR 21 Piercing Hit
Talent GW 31 Pinning Shot 2 Precision Shot
Talent GI 25 Pistol Duelist 1 stan
Talent J 75 Planetary Attunement 1
Talent SGD 28 Power Boost 2 Power Surge
Talent L 43 Power of Hatred 2 Incite Rage swif
Talent CR 101 Power of the Dark Side 1
Talent F 103 Power Supply 1
Talent F 48 Power Surge 1 swif
Talent F 26 Powerful Friends 3 Connections, Influential Friends
Talent L 45 Praetoria Ishu 3 Block, Deflect
Talent L 45 Praetoria Vonil 1 Weapon Focus (lightsabers)
Talent R 24 Precise Direct 3 Redirect Shot
Talent L 27 Precision 1 stan
Talent L 40 Precision Fire 1
Talent L 47 Precision Implant 1 stan
Talent GW 31 Precision Shot 1 Far Shot feat
Talent J 75 Precognitive Meditation 1
Talent C 45 Prepared Explosive 1
Talent J 20 Prepared for Danger 1
Talent CR 43 Presence 1 stan
Talent F 52 Preserving Shot 1
Talent SV 35 Preternatural Senses 1 reac
Talent GW 18 Prime Targets 1
Talent K 38 Primitive Block 2 Empower Weapon
Talent C 45 Problem Solver 1 swif
Talent K 61 Progenitor's Call 1
Talent C 23 Protection 2 Double Agent stan
Talent C 57 Protective Reaction 2 Akk Dog Master
Talent C 23 Protector Actions 1 stan
Talent F 103 Protocol 1
Talent GI 22 Prudent Escape 1
Talent J 18 Psychic Citadel 1
Talent J 18 Psychic Defenses 2 Psychic Citadel
Talent C 53 Psychometry 2 farseeing, Force Perception
Talent SV 30 Pulling the Strings 1 stan
Talent SV 25 Punch Through 1
Talent C 23 Punishing Protection 2 Inspire Loyalty, BAB+5
Talent GW 33 Punishing Strike 1
Talent F 45 Pursuit 1 Dex 13
Talent SGD 26 Quick Astrogation 1 Trained in Use Computer
Talent UR 29 Quick Cuffs
Talent S 17 Quick Fix 1 Mechanics
Talent J 19 Quick Modification 2 Masterwork Lightsaber
Talent C 45 Quick Modifications 2 Tech Spec, Repairs on the Fly
Talent L 30 Quick on Your Feet 1 reac
Talent GW 19 Quick Strike 2 Cheap Trick
Talent UR 23 Quick Study
Talent CR 207 Quick Trigger 2 Expert Gunner
Talent K 60 Quickseeing 1 farseeing, Use the Force skill free
Talent UR 22 Quicktrap
Talent SV 33 Raider's Frenzy 1
Talent SV 33 Raider's Surge 1 stan
Talent CR 44 Rally 3 Distant Command* swif
Talent CR 217 Ranged Disarm 1
Talent SV 27 Ranged Flank 1 swif
Talent UR 20 Rant
Talent J 21 Rapid Alchemy 1 stan
Talent C 40 Rapid Reload 1
Talent K 26 Reactionary Attack 2 Born Leader, Persuasion
Talent GI 22 Reactive Stealth 1 Trained in Stealth reac
Talent L 58 Reading the Flame 2 Initiate of Vahl
Talent L 30 Ready and Willing 1
Talent R 23 Reap Retribution 1
Talent J 89 Rebound Leap 1
Talent K 39 Rebuke the Dark 1
Talent R 23 Recall 1
Talent J 91 Recall Discblade 1 proficient discblade free
Talent GW 22 Reckless 2 Tested in Battle
Talent C 25 Reconnaissance Actions 2 Recon Team Leader stan
Talent C 25 Reconnaissance Team Leader 1
Talent R 41 Recruit Enemy 1
Talent CR 41 Redirect Shot 2 Deflect, BAB +5
Talent F 42 Reduce Defense 1
Talent F 42 Reduce Mobility 1
Talent J 18 Regimen Aptitude 1 Force Regimen Mastery
Talent S 18 Regroup 1 Cha 13 stan
Talent C 44 Reinforced Commands 2 Droid Defense
Talent CR 208 Relentless 3 Hunter's Target*
Talent CR 207 Relentless Pursuit 1
Talent GI 21 Reliable Boon 1
Talent R 45 Relocate 2 Safe Zone swif
Talent SGD 28 Remote Attack 1 stan
Talent K 25 Renew Vision 1 swif
Talent C 39 Renowned Pilot 1
Talent F 47 Repair Self 1
Talent C 45 Repairs on the Fly 1
Talent J 87 Repel Discord 1 reac
Talent J 83 Repelling Whirlwind 2 Seyugi Cyclone
Talent F 28 Reset Initiative 3 Improved Initiative, Initiative*
Talent CR 40 Resilience 1 full
Talent L 47 Resilience Implant 1 stan
Talent C 56 Resist Enervation 1
Talent CR 41 Resist the Dark Side 2 Dark Side Sense
Talent F 45 Respected Officer 1
Talent GI 20 Retaliation 2 Advanced Planning
Talent GW 21 Retaliation Jab 1
Talent UR 31 Retreating Fire
Talent C 24 Retribution 1
Talent GI 25 Revealing Secrets 2 Detective
Talent L 58 Revelation 1 stan
Talent CR 101 Revenge 3 Dark Presence*
Talent GI 23 Reverse Strength 1
Talent GI 22 Revolutionary Rhetoric 1 stan
Talent SV 15 Ricochet Shot 3 Knack, Lucky Shot
Talent J 77 Ride the Current 1 reac
Talent L 41 Rifle Master 1
Talent R 43 Right Gear for the Job 1
Talent K 25 Riposte 2 Block, BAB +5 reac
Talent UR 33 Rising Anger
Talent UR 33 Rising Panic
Talent R 25 Risk for Reward 2 Find Openings reac
Talent UR 29 Roll Out
Talent L 41 Roll With It 3 Take the Hit*
Talent R 40 Run Interference 2 Escort Pilot reac
Talent SV 29 Ruthless 1
Talent F 29 Ruthless 2 Dirty Fighting
Talent CR 208 Ruthless Negotiator 2 Notorious
Talent C 46 Sabotage Device 1 swif
Talent R 45 Safe Passage 2 Escort Fighter move
Talent R 45 Safe Zone 1 stan
Talent SV 33 Savage Reputation 2 Bloodthirsty
Talent C 41 Scholarly Knowledge 1 swif
Talent SGD 26 Science Analyzer 1 Trained in Know (life sciences)
& (physical sciences)
Talent SGD 26 Scomp Link Slicer 3 Any 2 talents from Slicer tree
Talent SGD 29 Scripted Routines 1 BAB +5
Talent GW 31 Search and Destroy 1 Cha 13 move
Talent F 54 Second Chance 2 Steady Under Pressure
Talent CR 52 Second Skin 2 Armored Defense
Talent R 26 Second Strike 2 Blast Back free
Talent F 27 Security Slicer 1 Mechanics
Talent L 29 Seducer 1
Talent C 25 Seek and Destroy 2 Hidden Eyes
Talent GW 22 Seen It All 2 Tested in Battle, Initiative
Talent L 29 Seize Object 1 move
Talent SV 35 Seize the Moment 1
Talent L 27 Seize the Moment 2 Distress to Discord reac
Talent UR 20 Self-Reliant
Talent J 20 Sense Deception 1
Talent UR 19 Sense Primal Force
Talent K 25 Sentinel Strike 1
Talent K 25 Sentinel's Gambit 1 swif
Talent C 22 Sentinel's Observation 1
Talent F 49 Set for Stun 1 2swif
Talent CR 218 Severing Strike 1
Talent J 83 Seyugi Cyclone 1
Talent L 58 Shadow Armor 2 Cloak of Shadow swif
Talent SV 16 Shadow Striker 3 Hidden Movement* stan
Talent L 58 Shadow Vision 1 swif
Talent F 57 Shaped Explosion 2 Skilled Demolitionist
Talent J 19 Share Force Secret 1 at least 1 Force Secret swif
Talent J 20 Share Force Technique 1 at least 1 Technique swif
Talent J 20 Share Talent 2 at least 1 from special stan
Talent CR 210 Shared Notoriety 2 Notorious
Talent C 47 Shellshock 2 Soften the Target
Talent SV 27 Shelter 2 Attract Minion
Talent K 40 Sheltering Stance 3 Block or Deflect, Vigilance
Talent K 29 Shield Expert 1 AP (light)
Talent R 37 Shield Gauntlet Defense 2 Siang Lance Mastery, BAB +7 reac
Talent R 37 Shield Gauntlet Deflect 3 Shield Gauntlet Defense reac
Talent R 37 Shield Gauntlet Redirect 4 Shield Gauntlet Defense, Shield
Gauntlet Deflect, BAB +5
Talent CR 218 Shien 2 Deflect, Redirect Shot
Talent SV 29 Shift 1 move
Talent CR 222 Shift Defense I 1 swif
Talent CR 222 Shift Defense II 2 Shift Defense I swif
Talent CR 222 Shift Defense III 3 Shift Defense I-II swif
Talent C 53 Shift Sense 1
Talent CR 219 Shii-Cho 3 Block, Deflect
Talent L 41 Shoot from the Hip 1
Talent J 14 Shoto Focus 1
Talent J 19 Shoto Master 1
Talent J 21 Shoto Pin 2 Block
Talent C 40 Shoulder to Shoulder 1
Talent GI 24 Shunt Damage 1
Talent R 37 Siang Lance Mastery 1
Talent F 93 Sickening Blast 1 Force blast
Talent SV 17 Sidestep 2 Long Stride swif
Talent F 42 Signature Item 1
Talent UR 21 Silent Movement
Talent F 49 Silent Takedown 1 Stealth skill
Talent J 79 Silicon Mind 1 reac
Talent UR 23 Simple Opportunity
Talent J 89 Simultaneous Strike 1 BAB +5 stan
Talent K 47 Single Weapon Flourish I 1 Double Attack, Weapon Finesse
Talent K 47 Single Weapon Flourish II 3 Double Attack, Master of
Elegance, Single Weapon
Flourish I, Weapon Finesse
Talent J 21 Sith Alchemy 1
Talent K 41 Sith Alchemy 3 Dark Side Adept & Master full
Talent J 22 Sith Alchemy Specialist 2 Sith Alchemy
Talent C 56 Sith Reverence 1
Talent F 50 Six Questions 2 Spynet Agent
Talent GI 23 Sizing Up 1
Talent GI 21 Skill Boon 1 Trained in skill
Talent GI 21 Skill Confidence 1 Critical Skill Success*
Talent F 48 Skill Conversion 1
Talent CR 40 Skilled Advisor 1 full
Talent F 57 Skilled Demolitionist 1
Talent L 47 Skilled Implanter 1 Biotech Surgery feat
Talent GI 21 Skillful Recovery 1 Trained in skill
Talent CR 46 Skirmisher 1
Talent K 39 Slashing Charge 3 Block, Riposte, WF & WP
(lightsabers)
Talent C 24 Slip By 1
Talent GW 20 Slip By 1
Talent K 27 Slippery Strike 2 Strike and Run reac
Talent UR 31 Slowing Shot
Talent F 45 Slowing Stun 1
Talent GW 19 Sly Combatant 3 Cheap Trick, Easy Prey stan
Talent UR 29 Small Favor
Talent SV 25 Small Target 1
Talent L 41 Snap Shot 1
Talent CR 46 Sneak Attack 1
Talent SV 29 Sniping Assassin 1
Talent SV 29 Sniping Marksman 2 Sniping Assassin
Talent SV 29 Sniping Master 3 Sniping Marksman*
Talent F 47 Soft Reset 1
Talent J 81 Soft to Solid 1 reac
Talent C 47 Soften the Target 1 swif
Talent CR 219 Sokan 2 Acrobatic Recovery
Talent C 41 Soothe 1 Vital transfer
Talent J 18 Soothing Presence 2 Charm Beast
Talent CR 219 Soresu 3 Block, Deflect
Talent SV 15 Sow Confusion 2 Hesitate stan
Talent CR 47 Spacehound 1
Talent J 73 Spatial Integrity 1 reac
Talent L 47 Speed Implant 1 stan
Talent UR 22 Speedclimber
Talent CR 44 Spontaneous Skill 2 Educated
Talent C 25 Spotter 1 move
Talent R 28 Spring the Trap 1
Talent CR 50 Sprint 1
Talent F 50 Spynet Agent 3 Bothan, 2 talents from
Infiltration
Talent C 26 Squad Actions 1 stan
Talent L 31 Squad Brutality 1
Talent L 31 Squad Superiority 1
Talent S 18 Squadron Maneuvers 2 Cha 13, any other Ace talent stan
Talent S 18 Squadron Tactics 2 Wis 13, Starship Tact, Squadron
Maneuvers*
Talent L 42 Stalwart Subordinates 1
Talent CR 47 Starship Raider 2 Spacehound
Talent GW 33 Stava Expertise 1
Talent R 41 Stay in the Fight 2 Recruit Enemy
Talent L 42 Stay in the Fight 2 Stalwart Subordinates swif
Talent F 54 Steady Under Pressure 1
Talent L 42 Stealthy Withdrawal 2 Hasty Withdrawal
Talent L 40 Steel Mind 1
Talent F 24 Steel Resolve 1
Talent CR 47 Stellar Warrior 2 Spacehound
Talent C 26 Stick Together 2 Comrades in Arms move
Talent J 87 Stifle Conflict 1
Talent SV 18 Stinging Assault 2 Weapon Specialization
Talent GW 21 Stinging Jab 1
Talent L 28 Stolen Advantage 2 Cast Suspicion reac
Talent T 81 Stolen Form 1 Any force technique, WF
lightsabers
Talent L 47 Strength Implant 1 stan
Talent C 40 Strength in Numbers 1
Talent L 45 Strength of the Empire 2 Knight's Morale
Talent K 28 Strike and Run 1 reac
Talent L 31 Strong Grab 1
Talent L 40 Strong-Willed 1
Talent F 57 Stun Turret 2 Blaster Turret I stan
Talent GW 21 Stunning Shockboxer 2 Stinging Jab
Talent CR 52 Stunning Strike 2 Melee Smash
Talent C 24 Stymie 1 swif
Talent SV 18 Sucker Punch 1
Talent J 83 Sudden Storm 2 Seyugi Cyclone
Talent SV 15 Sudden Strike 3 Skirmisher, Sneak Attack
Talent GW 19 Summon Aid 2 Get Down reac
Talent SGD 26 Supervising Droid 3 Observant, 1 from Influence,
Inspiration or Leadership trees
Talent J 15 Suppress Force 2 Influence Savant, mind trick reac
Talent CR 50 Surefooted 1
Talent SV 17 Surge 2 Long Stride swif
Talent C 53 Surge of Light 1 swif
Talent F 27 Surprise Strike 1
Talent L 29 Surprising Weapons 1
Talent UR 22 Surprisingly Quick
Talent J 77 Surrender to the Current 1 swif
Talent F 28 Surveillance 1 Perception full
Talent R 26 Swerve 2 Fade Away reac
Talent SGD 28 Swift Droid 3 2 talents from Autonomy tree
Talent CR 101 Swift Power 2 Power of the Dark Side
Talent UR 31 Swift Shot
Talent SV 17 Swift Strider 3 Sidestep*
Talent L 58 Sword of Vahl 2 Initiate of Vahl
Talent S 17 Synchronized Fire 2 Expert Gunner
Talent CR 207 System Hit 2 Expert Gunner
Talent CR 222 Tactical Edge 1 swif
Talent GW 19 Tactical Savvy 2 Born Leader
Talent SV 27 Tactical Superiority 1 2swif
Talent SV 27 Tactical Withdrawal 1 2swif
Talent GW 33 Tae-Jitsu Expertise 1
Talent SV 26 Tag 3 Hunter's Target*
Talent K 39 Taint of the Dark Side 2 Dark Deception
Talent L 41 Take the Hit 2 Bodyguard's Sacrifice
Talent SV 33 Take Them Alive 1
Talent F 45 Takedown 1
Talent SGD 26 Talkdroid 1 Trained in Persuasion
Talent SV 35 Tangle Up 2 Uncanny Instincts stan
Talent SGD 27 Target Acquisition 1 swif
Talent SGD 27 Target Lock 2 Target Acquisition
Talent SV 26 Target Visions 2 Findsman Ceremonies
Talent F 103 Targeting Package 1 2swif
Talent SGD 28 Task Optimization 1
Talent R 41 Team Recruiting 2 Recruit Enemy
Talent C 46 Tech Savant 1 trained in Know (tech) stan
Talent CR 100 Telekinetic Power 1
Talent F 88 Telekinetic Prodigy 2 Telekinetic Savant
Talent L 40 Telekinetic Resistance 1
Talent CR 100 Telekinetic Savant 1 swif
Talent L 55 Telekinetic Stability 1
Talent J 89 Telekinetic Strike 1
Talent J 89 Telekinetic Throw 1 Throw feat
Talent J 91 Telekinetic Vigilance 1 Intercept swif
Talent K 53 Telepathic Influence 2 Telepathic Link*
Talent J 18 Telepathic Intruder 1
Talent K 53 Telepathic Link 1 Use the Force swif
Talent J 83 Tempest Tossed 2 Seyugi Cyclone
Talent SV 26 Temporal Awareness 2 Findsman Ceremonies
Talent T 53 Teras Kasi Basics 1 Martial Arts I
Talent T 53 Teras Kasi Mastery 2 MA I-III, Teras Kasi Basics
Talent UR 23 Terrain Guidance
Talent SV 27 Terrify 4 Inspire Fear II, Frighten* stan
Talent GW 22 Tested in Battle 1
Talent C 53 The Will to Resist 1 reac
Talent C 24 Thrive on Chaos 2 Advantageous Opening
Talent F 43 Thrown Lightsaber Mastery 3 Improved & Lightsaber Throw
Talent J 85 Thunderclap 1 Bantha Rush, Force Training
Talent CR 49 Total Concealment 3 Hidden Movement*
Talent CR 53 Tough as Nails 1 swif
Talent CR 47 Trace 1
Talent F 28 Traceless Tampering 1
Talent GW 21 Trailblazer 1 Trained in Survival swif
Talent CR 219 Trakata 2 BAB +12, Weapon
Specialization*
2swif
Talent J 16 Transfer Essence 1 Dark Side Score = Wis
Talent J 20 Transfer Power 1 Force Training feat stan
Talent K 27 Transposing Strike 2 Noble Fencing Style, BAB +5
Talent SV 32 Treacherous 3 Improved Soft Cover*
Talent SGD 26 Triage Scan 1 Trained in Treat Injury, medical
droid
stan
Talent C 47 Triangulate 2 Enhanced Vision
Talent R 26 Trick Step 1 swif
Talent CR 217 Trigger Work 1
Talent UR 22 Tripwire
Talent L 28 True Betrayal 3 Friend or Foe* stan
Talent CR 44 Trust 3 Born Lead, Coordinate stan
Talent GI 20 Try Your Luck 1
Talent UR 31 Turn the Tide
Talent F 57 Turret Self-Destruct 2 Blaster Turret I
Talent SV 28 Twin Shot 1 Dual Weapon Mastery I, Rapid
Shot
Talent J 21 Twin Weapon Mastery 1
Talent J 21 Twin Weapon Style 1 stan
Talent SV 14 Two-Faced 3 Misplaced Loyalty*
Talent UR 30 Two-For-One Throw
Talent J 87 Tyia Adept 1 swif
Talent SGD 29 Ultra Resilient 1 reac
Talent T 53 Unarmed Counterstrike 3 MA I-II, Unarmed Parry, Teras
Kasi Basics
Talent T 53 Unarmed Parry 2 MA I-II, Teras Kasi Basics
Talent CR 52 Unbalance Opponent 2 Expert Grappler
Talent L 30 Unbalancing Adaptation 2 Adapt and Survive
Talent C 42 Uncanny Defense 1
Talent CR 49 Uncanny Dodge I 3 Improved Initiative*
Talent CR 49 Uncanny Dodge II 4 Uncanny Dodge I*
Talent SV 35 Uncanny Instincts 1
Talent SV 15 Uncanny Luck 3 Knack, Lucky Shot
Talent J 20 Unclouded Judgment 2 Sense Deception reac
Talent T 13 Undetectable Poison 2 Malkite Techniques
Talent C 23 Undying Loyalty 2 Inspire Loyalty
Talent SV 15 Unlikely Shot 3 Knack, Lucky Shot
Talent SV 14 Unreadable 1
Talent C 26 Unrelenting Assault 2 Melee Smash
Talent SV 27 Unsavory Reputation 5 Inspire Fear I-III, Notorious
Talent C 22 Unseen Eyes 3 Force Haze*
Talent F 43 Unsettling Presence 2 Force Interrogation stan
Talent K 45 Unstoppable 1
Talent R 25 Unwavering Ally 1 swif
Talent SV 27 Urgency 3 Impel Ally II* 3swif
Talent CR 219 Vaapad 3 BAB +12, Juyo*
Talent L 58 Vahl's Brand 2 Empower Weapon
Talent L 58 Vahl's Flame 2 Initiate of Vahl swif
Talent F 92 Vanish 1 swif
Talent S 17 Vehicle Focus 1 Wis 13
Talent F 102 Vehicle Mechanic 1 3swif
Talent K 29 Vehicle Sneak 1 Pilot
Talent C 46 Vehicular Boost 1 stan
Talent CR 207 Vehicular Evasion 1
Talent L 29 Veiled Biotech 1 Trained in Stealth
Talent T 13 Vicious Poison 2 Malkite Techniques
Talent C 56 Victorious Force Mastery 1
Talent K 40 Vigilance 1 swif
Talent C 24 Vindication 2 Retribution
Talent SV 16 Virus 2 Electronic Sabotage*
Talent K 24 Visionary Attack 2 WatchCircle Initiate* reac
Talent K 25 Visionary Defense 2 WatchCircle Initiate* reac
Talent CR 101 Visions 2 farseeing, Force Perception swif
Talent J 17 Vital Encouragement 1 free
Talent CR 46 Walk the Line 2 Disruptive stan
Talent J 81 Wan-Shen Defense 1 proficient Wan-shen swif
Talent J 81 Wan-Shen Kata 1 proficient Wan-shen
Talent J 81 Wan-Shen Mastery 1 stan
Talent L 41 Ward 1 swif
Talent UR 23 Warrior's Awareness
Talent UR 23 Warrior's Determination
Talent UR 21 Wary
Talent SV 26 Watch This 1
Talent C 26 Watch Your Back 1
Talent K 25 WatchCircle Initiate 1 Farseeing reac
Talent GW 21 Watchful Step 1
Talent K 40 Watchman's Advance 2 Force Warning
Talent K 61 Waveform 1 swif
Talent K 28 Weak Point 3 Keen Shot* swif
Talent CR 43 Weaken Resolve 2 Presence free
Talent SV 15 Weakening Strike 2 Dastardly Attack
Talent CR 44 Wealth 1
Talent SV 27 Wealth of Allies 2 Attract Minion
Talent C 40 Weapon Shift 2 Gun Club
Talent CR 53 Weapon Specialization 1 Weapon Focus
Talent J 91 Weapon Specialization (discblade) 1 Weapon Focus, proficient
discblade
Talent CR 41 Weapon Specialization (lightsaber) 1 Weapon Focus stan
Talent SGD 27 Weapons Power Surge 1 free
Talent C 40 Whirling Death 3 Unrelenting Assault*
Talent J 77 White Current Adept 1
Talent CR 224 Wicked Strike 2 Weapon Focus, Weapon
Specialization
Talent J 18 Wild Sense 2 Charm Beast swif
Talent K 43 Willful Resolve 1
Talent F 25 Willpower 2 Inspire Confidence swif
Talent J 85 Wind Vortex 1 swif
Talent S 17 Wingman 1 Wis 13 swif
Talent R 40 Wingman Retribution 2 Escort Pilot reac
Talent F 88 Wrath of the Dark Side 2 Power of the Dark Side
Talent K 43 Wrong Decision 1
Talent GW 33 Wrruushi Expertise 1
Talent R 45 Zone of Recuperation 2 Safe Zone
Template S 59 Advanced Ship
Template C 57 Akk Dog
Template L 100 Antiquated
Template L 100 Antiquated
Template SGD 15 Arakyd Industries
Template S 62 Archaic Ship
Template K 76 Arkanian Manufacture
Template SGD 16 Baktoid Combat Automata
Template SGD 16 Balmorran Arms
Template K 78 Baragwin Weapon
Template R 56 B'omarr Monk
Template K 80 Bonadan-Alloy Armor
Template K 78 Bothan Weapon
Template K 80 Bronzium Cast Armor
Template J 133 Chrystalis Beast
Template K 76 Cinnagaran Manufacture
Template SGD 16 Colicoid Creation Nest
Template K 77 Cortosis Weave/Phrik Alloy
Template CR 174 Crew Quality
Template SGD 16 Cybot Galactica
Template SGD 16 Czerka Corporation
Template J 118 Dark Side Spirit
Template K 79 Dashade Weapon
Template K 80 Durasteel Cast Armor
Template SGD 16 Duwani Mechanical Products
Template K 77 Echani Manufacture
Template K 80 Environmental Bastion Armor
Template K 80 Eriadun Armor
Template K 79 Gand Weapon
Template K 77 GenoHaradan Manufacture
Template SGD 16 Halowan Mechanicals
Template L 97 Heirloom, Legendary Icon
Template L 97 Heirloom, Steeped in the Dark Side
Template L 97 Heirloom, Symbol of the Light
Template SGD 16 Imperial Department of Military Research
Template SGD 16 Industrial Automaton
Template K 77 Iridonian Manufacture
Template S 104 Junker
Template K 77 Krath Manufacture
Template L 69 Living Vehicle
Template K 77 Mandalorian Manufacture
Template K 77 Massassi Manufacture
Template SGD 16 MerenData
Template T 130 Packs and Swarms
Template R 126 Phrik Alloy
Template K 78 Prototype
Template S 123 Prototype
Template K 79 Quick Draw Weapon
Template K 79 Rakatan Weapon
Template L 100 Refitted
Template L 101 Refitted
Template CR 125 Retractable Stocks
Template SGD 16 Roche
Template SGD 17 Serv-O-Droid
Template L 220 Shaped Beast
Template J 22 Sith Abomination
Template K 79 Sith Alchemical Weapon
Template C 94 Squad
Template SV 38 Stripping Equipment
Template R 126 Stygian-Triprismatic Polymer
Template SV 24 Superior Tech
Template SGD 17 Tendrando Arms
Template C 34 The Aggressive Follower
Template C 34 The Defensive Follower
Template C 34 The Utility Follower
Template SV 66 Uglies
Template C 95 Unit
Template SGD 17 Veril Line Systems
Template K 78 Verpine manufacture
Template L 66 Yuuzhan Vong Biotech
F
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M
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R
BENEFIT
Gain Swim speed = 1/2 land speed, reroll Swim take better, take 10 on Swim
DR2 v. piercing
Weight -50%
Weapon can be mounted as a bayonet on gun
1/enc when using Power Blaster feat deals +2 dam for every point from Atk
call ship with slave circuit
If weapon requires mount, counts as mounted; if not, aiming is only one swif
swif to lock blade so won't turn off, swif to unlock
+2 equipment to Wis in gambling; opponents can Perception to see
Gain Climb speed = 1/2 land speed, reroll Climb take better, take 10 on Climb, claw attack as beast of your size
-5 to Perception or Use Computer to detect; -2 in use (-0 if weapon)
Break item into 2/4 component pieces based on size, full rnd to assemble
single object of Fine size
+2 equipment to Treat Injury to heal wearer, Mechanics to fix suit
+2 when using Careful Shot
Turn gear into droid
Add another device as upgrade
own DR5 & +1 die dam on crit added after crit, only for slashing weapons
Can retrieve equipment from up to 6 squares as move
grants favorable circumstances on Persuasion if target if familiar with meaning
1/enc reroll a 1
Equipment is immune to environmental factors
Immune to extreme cold OR extreme heat
Double device duration/number of shots
if disarmed, weapon can not be taken by disarmer, but you are still disarmed
DC 5 Use the Force to activate as swif
+5 stability bonus
1/enc when using Rapid Shot, reroll dam and keep better
Perception +2, low-light vision, hands-free comlink
+10 equipment to conceal items, Deception to disguise; situational bonuses against; energy for 20 rounds
doubles number of shots, if Tech Spec dam mod then dam is +3
DC 10 Mechanics check to integrate one device three sizes smaller
As above, but ten devices
As above, but two devices
As above, but five devices
swif to lock two lightsabers together
Swift to activate; can power 10 devices with no duration forever; can power one device with duration for 4x
duration, recharge 1 duration/hour; +10 kgs, +5 to detect wearer with scanner
+2d6 ion damage
protects host from ion damage
Can treat any jump as running, reroll Jump take better, take 10 on Jump
+2 to Int to any non-droid device
As above, but +4
threshold v. stun +5
One size smaller, weight halved, one smaller damage die if melee weapon
Convert grenade into missile
+5 DR, +10 HP, +100% weight; if P or S, 19-20 threat range
Can turn weapon into imp. thrown with 2sq burst, double dice; destroys weapon
Swift to activate; +2 equipment to Str, energy cell 20 rounds, +5 kg
lightsaber deactivates if no longer held
-1 attack, +1 damage/die
+10 kg; +10 equipment to Fort v. radiation attacks, -5 damage Radiation attacks; can make Endurance check
against radiation condition
No penalty to attack at short range; does not stack with scope
As rangefinder, but for weapon mounts
Can autofire
Retrieve equipment as move; halve weight for encumbrance
Device doesn't work for anyone but owner; owner can disable
Can activate with comlink as swift
Activate as swift; hover 1m off ground; ignore difficult terrain; halve falling damage; energy cell 10 rounds
See rules on SAGA 125; 0 slots for rifles, 1 for pistols
Like storage capacity (below), but a Perception check to find
+5 equipment to Stealth
+10 equipment to Stealth
As SR 5, but SR 10
Swift to activate; gain SR 5; DC 20 Mechanics and three swifts to restore 5 SR; energy cell 10 rounds
When hit with melee, grab, or grapple, attacker takes 1d6 electrical and 2d6 electrical stun; energy cell 20
minutes; discharge takes 1 minute off duration
Item gets +2 DR for itself
Ignores cover; can fire at total cover at +0 mod
Autofire-only gains single-fire; loses bracing bonus
Can ready as swift; with Quick Draw, draw /1 round as free
Can hold any number of items smaller than gear size up to gear's weight
Reduces range by one category, must aim
Low-light ignores concealment, reduces range by one category, must aim
action needed to activate or 1d6 energy dam, DC 20 Perception to reveal trap
can set stun as swif & does stun dam = to normal dam, not for larger than Med
+2 kg; 10 hours life support
+10 kg; 24 hours life support
functions underwater or must be repaired for 1 minute
As integrated equipment, but for weapons; light gains 2 slots, medium 3, heavy 4 two-handed weapon is 2 slots,
one-handed 1, light 1/2
2
3 survive 24 hours
DR 2 v. energy & fire dam
2
4
4
2
2
2
4 favorable circumstances to intimidate, DR v. lightsabers
2 favorable circumstances to intimidate, DR v. lightsabers
2 favorable circumstances to intimidate, DR v. lightsabers
3 immunity to all atmospheric or inhaled poisons and diseases, 1 hour breathable atmosphere
1
2 10 hours life support, jet pack
Stealth +10
2 +5 Stealth, Shadowskin upgrade included
2
2 10 hours life support
Str +2 with AP medium
can make unopposed unarmed atk v. lightsaber to deactivate for 20 rounds
2
5 automatically comes with a single enhancement from the Sith Alchemist talent (J22)
3 automatically comes with a single enhancement from the Sith Alchemist talent (J22)
4 automatically comes with a single enhancement from the Sith Alchemist talent (J22)
2 10 hours life support
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
x Cost Factor
5 charges, activate 1/enc for length of encounter
5 charges, activate 1/enc for length of encounter
5 charges, activate 1/enc for length of encounter
5 charges, activate 1/enc for length of encounter
5 charges, activate 1/enc for length of encounter
5 charges, activate 1/enc for length of encounter
2 v. airborne poisons +10
1 1/enc if fight defensively gain DR10 v. one attack
1 10 hours life support
2 10 hours life support
1 10 hours life support
1
4 like jetpack but produces no noise, flame or heat (move 6sq)
2 like jetpack but produces no noise, flame or heat (move 4sq), built in glowrod
Stealth +5 to conceal, 1/enc negate bonus dam if denied Dex to Def
2 audio & video recorder
2 add personal DR v. lightsabers
3 optional rule: Jedi can wear without AP with no bonuses to Def
5
2
4 24 hours in water/vacuum, built-in vibroblade, full round to use bacta +10 Treat Injury & no -5 for self, Vacuum
Seal upgrade
2 +5 Will Def v. Use the Force
1 jet pack, liquid cable dispenser, vacuum seals, +2 Str to lift drag or pull
2
2 10 hours life support
2 10 hours life support
+1 lightsabers don't ignore DR
2 10 hours life support, jet pack
1 10 hours life support, jet pack
2 24 hours in vacuum/water, magnetic soles (Spd 2), reroll & take 10 Swim mtr, no penalty to maneuver in zero g
3 1/enc if fight defensively gain DR30 v. one attack
2
2 1/enc if fight defensively gain DR20 v. one attack
4 24 hours life support, jet pack max fly speed 4sq
2 10 hours life support, jet pack
2 DR 10, lightsabers do not ignore DR, does not take penalties for no Heavy AP
Str +3, Perception +2
Str +4, Perception +2
2
4 v. radiation +10 Fort Def
2 comlink, low-light
3 dam -2 v. energy atk, comlink, low-light
1 comlink
shield is DR5 20hp break DC25
2 immune to effects of extreme heat
2 Swim +2
1 Stealth +5 in darkness of low-light
cannot wear other items that cover hands at same time
2
2
3 survive 24 hours
2 10 hours life support
2
2 immune to effects of extreme cold
2 24 hours life support
2 10 hours life support
identifies wearer as bounty hunter
+5 equipment to Stealth
2
2
2
successful grapple or if grappled 3d8 stun dam, double price to be an all-temp cloak or camo poncho
0 1 hour breathable air, +5 Fort Def v. extreme temps & if dam = half or no, can wear under clothes & armor
0 carries 24 objects no more than 1kg each, cumulative weight is halved
2 with breath mask & voice modulator (year long filter costs 200 or 50 on Ubese)
1 fly 6, 100 km comlink, 2 hours life support, 70-sq powerlamp, repair kit +2 Mechanics, +4 Str, put on 10 min,
remove 3 rnds
4 jump jets as swif to move normal in zero-g, +2 Str, but must have AP (heavy), 24 hours life support
5
2
0 grants total concealment to all targets
repairing requires Treat Injury
3 increases M size creature to L, DC 15 Pilot for more than simple movement, gauntlets have either rotating blades
or laser cutters
+5 Treat Injury with vital transfer if Dark Side Score = 0
deals fire damage not energy & slashing, if damaged catch fire
stun damage only
stun damage only
target is -2 to Block, synthetic
+1 die dam v. DR
+2 dam
Nat 19 on Use the Force = regain dark or light powers, Dantooine
+1 die sonic dam on crit, added after crit is doubled
glow = a fusion lantern
1/enc reroll damage and keep better
ion damage only
ion damage only
+2 atk v. lightsaber
+1 atk
+2 block
+2 block
if spend a Force Point to lightsaber atk, increase dam one die step if have Strong in the Force
+2 Will Def
reduce die step by 1, 2d4 = 1d6, +1 atk
+3 dam, Tatooine
ignore penalties to sense Vong, Yuuzhan Vong biotechnology
ion damage only
+2 Use the Force for powers that affect you as sole target
+1 atk
+2 dam
+1 die dam on crit, add after crit
+1 die dam on crit, add after crit
+1 die dam against shields
+1 die dam against shields
take no penalty on Persuasion to change attitude of unfriendly or indifferent w/in 6 sq
1/enc reroll damage and keep better
1/enc reroll damage and keep better
+2 dam
+2 dam
+2 dam
+2 dam
+2 deflect
+1 atk
+1 die dam on crit after multiplying, nat 1 = deactivated, synthetic
1/enc reroll damage and keep better
Ref Def +5 v. grenades and missiles
Fort Def +5 against extreme heat or cold
+5 to Perception to eavesdrop or hear distant or ambient noises.
1d6 rounds to create 1d4 doses antidote w/+2 Treat Injury
+10 Fort Def v. radiation, +5 Treat Injury to cure radiation damage
+2 to Mechanics check when disabling devices
Kel Dor starts with for 0 cost (500 credits & filters 50 on Dorin)
+10 Fort Def v ingested poison, +5 Fort Def v inhaled poison, -1 down track per day worn
2 hours breathable air
Perception +5 to eavesdrop
300 liters to fill, +5 Treat Injury, requires 150 liters min to get benefits
1 hour treatment requires 1 liter
12 slots
Successful unarmed strike disables shields with SR15 or less, otherwise -5.
+2 Ride, +4 Ref Def, +4 Fort Def, built-in blaster cannon with fusion generator
DR10 hp20 Str40, can be broken with DC30 Str check, remove DC25 Mechanics
automatically deals 1d4 dam when grappling or being grappled
no penalty on Use the Force
gains darkvision
Ref Def +1, stacks
1d6 dam, considered armed
+5 Fort Def v. poisons
as original limb
+2 Knowledge (life sciences) to identify ailments
Cybernetic, 80k for the model, 70k for surgery, adds many skills
wireless link 10 sq, +2 Use Comp & Knowledge or other, Issue Routine Commands as swif or free with Gimmick,
-5 Persuasion
*after the first
Int 4
1 hour breathable air, DC10 Mechanics to replace canister & filter
2 deploy in full round or 1 in 1 minute, +5 Stealth & v. sensors for an object Huge or smaller
6x6 sq area, +5 Stealth & partial concealment
6x6 sq area, +10 Stealth & partial concealment, full-round & two people to deploy
+5 Stealth
1sq, DR10 hp5 Str 44, can be broken with a DC32 Str check
fall only if fail Climb by 10 or more
Int 10 Will 15
20km radius, Use Computer +10 v. signal trying to get out made every minute
+5 Deception to hide the earbud, range 50 km
DC+10 Use Computer to intercept transmission
as a short-range comlink without video or holo
3D
200km, double cost for wrist sized
50km
hear or send without noise loud enough for others
must be in LOS, cannot be intercepted unless in line with communicators
2D
DC 15 Use Computer within 50km, DC 20 for distance & direction, +5 v. encrypted, recorder
Use Computer +2
swif, Use Computer +2 to improve access, illegal, 1500 per +2
Int 12
-1 range when aiming, otherwise as targeting scope.
can deactivate lightsabers 2min
Int 10 Will 15
full round, Medium or smaller, can stabilize dying for 24 hours unless other power source, DR 5 1 hp
Use the Force -1 per prosthesis (max -5)
Int 2
Int 12
Int 10
can hide 3kg no one larger than Diminutive, +10 Stealth
Perception +5 to find demolitions
Mechanics +2 for droid connected to device
Darkvision, reduces range penalty on Perception by -1 for every 10 sq
jury-rig allows a ship to move an additional +1 up track
DR 20 150 hp & threshold 25, every 15 points of dam the prisoner takes 4d8 stun dam
grants darkvision
Perception +2, low-light vision
range penalties to perception every 20 sq not 10
Treat Injury +5
3 pounds of material in 1 min for 1 Med creature for 1 day & 10 species, +10 Fort Def
2 canteens, sunshield, week's rations, 2 glow rods, 2 breath masks, all-temp cloak
can provide total concealment, spreads 1 sq per round activated
burns 3d4 min, 1d6 dam
burns 2d8 min
-10 Perception checks to spot the shooter, max range reduced 2 increments
10 hours life support, +1 Fort Def
Large 2x2sq cage, 3d6 dam if try to break out, break DC 30, 5 min to put up/take down
5 rounds & DC 15 Use Computer
if untrained in skill, can train 1 hour & use 1 "trained only" Use the Force for 24 hours
6sq radius
Gand starts with for 0 cost (filters 50 credits on Gand)
Gand starts with for 0 cost
6sq
3-sq radius
range 100m, Perception +2 to detect items that generate heat
Perception +2, low-light vision, hands-free comlink
Fine size, Stealth +10 to hide stik
+5 Deception, about the communicator's appearance, 10 personae
Int 2, 1 hour or 1000 images
+10 Deception, creating swif action, change image DC15 Use Computer
draw as move instead of stan action but with -5 Stealth to conceal
no penalties on Stealth
refill w/stan per dose or 4 rnds for the set
immune to poison
+1 hp per level
eliminates Atk penalties for non-proficient weapons
reroll Knowledge check, keep better
Threshold +5 v. stun
recovers twice as many hp
low-light or darkvision
fly speed 6sq
swif, Mechanics +2 to disable electronic lock, illegal, 1500 per +2
10sq, Str 28, can be broken with DC24 Str check
Mechanics & Use Computer +5 to bypass doors & airlocks on ships
1sq, immobilizes any in square, Str check DC 40
gains Force Sensitivity & Force Training while wearing, Jedi or Sith gain 2 Force Training (half w/dark), each
time use gain Dark Side Point & could move down track
swif to know hp, on track or conditions
Mechanics +2 as if trained
counts as a medical kit if in Force trance
Treat Injury +2 as if trained
Str 15, Str 20 to bind, can be broken with DC20 Str check, 30m/20sq 5cm wide
DC 15 Knowledge (physical sciences) to complete examination
Perception +5 v. targets that have moved 1 square, spend 2 extra swif to move up track
1d4 dam
Will Def +2, threshold -2
Deception +5
DC25 to hide, range 100km, DC 24 Mechanics to change signal & fail by 5 activates
+10 Fort Def heat or cold, 1 hour atmosphere, +2 Stealth
120 sq long x 6 sq wide, power holds 2 rounds after disconnect
DC30 Use Computer to decrypt
10,000 km range, reprogram Use Computer DC 10
Int 14
can power anything up to Colossal for 1 day, or 1 hour if larger
recharge in 4 hours, 1 charge at a time, can charge 100 packs or cells
Swift action to get swim speed 8 in 1 turn, without fins swim spd is -25%
10 sq illumination, DC 25 Stealth to avoid, +2 atk & 3d6 dam if used as weapon
6 sq range
1 day, no water
Int 1, modify DC15, 100 hours
Int 1, modify DC15, 10 hours
Int 1, modify DC15, 1 hour
Fine size, Ref Def 15 + range, Redirect attack at -10 to hit + additional range, DC30 to identify
0.5 m off ground, move 2sq/rnd, +10 Climb
lift 200kg
Cybernetic, when tracking, add quarry's Force Point total to the survival check
+2 Ride to control mount in battle, guide mount w/knees or stay in the saddle
general details within 1km, +5 Perception as stan action
penalty to Perception reduced by 2 v. target in concealment or total concealment
Air permeable, immobilizes target, SR 15, 2 hours use from a power generator, 2m diameter
carry 24 objects Small & no more than 1kg each, weight is halved, +1 Fort Def v. extreme temps
+2 threshold
100 m range, 12 hours of readings
in 6sq area increases Perception check to hear noises by 10
24 hours life support, +2 Fort Def
electronic lock Will Def 30, consumable for 1 person for 10 days
Diminutive, as holorecorder w/in 20sq for 24 hours, DC25 Mechanics to retrieve data
grants concealment
control droids through the Force, cybernetic enhancement, -2 Will Def
6m radius, Tiny or smaller creatures Int 2 or less cannot enter
+10 Perception to find listening devices, within 6 sq
Ranged atk w/in 6sq for beacon w/1 km range & 40 hour battery, -20 to Perception to notice, Fine size, Use
Comp DC10 to track
30sq, Str 30, can be broken with DC25 Str check
magnetic/advancing spike to hold beacon, DC 10 Mechanics to modify beacon, 2 km if clear
low-light ignores concealment, reduces range by one category, must aim
reduces range by one category, must aim
Fine, Licensed
for 100 species one square range, can be disguised as bracelet, etc for +100 credits
DC 10 droid translator unit
no penalty to Perception v. target in concealment or total concealment
reduces range category by 1 for weapons with solid rounds
Defel character begins play with this item at no cost
3 days food, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable
10 min breathable air
survive vacuum 2 hours but not radiation, 2 hp material
after one round, +5 bonus to Perception to sense Deception v. 1 species at a time
Scrambles all audio, video, holographic surveillance, DC 30 Use Computer/Perception
75km, holographic 2D image
12 preprogrammed phrases, DC10 to alter
16 hours for water for a humanoid for 1 day
Int 14, opposing system auto friendly or helpful, +3 Use Computer after
+5 Use Computer to conceal slicer's presence
Rare/Illegal, -5 to skill checks if unfamiliar device
magnetic, set tripwire DC 10 Mechanics, link together DC 10 Mechanics
Atk 1d20+10
Atk 1d20+10
requires timer
6sq reel, +5 Mechanics check to ignore DR
activated on line in 6 squares
adhesive, ignores DR of object attached to, activate as stan & detonation delayed 1 rnd, vehicle must be Large or
larger
swif to activate a mine within 30sq
set off when within 3sq
Ref Def +2 in Colossal or smaller vehicle, if projectile misses by 5
1/enc, full attack as stan
Gain +2 on next attack against opponent you tumble past
Choose talent from your classes, and swap that talent 1/day w/6 hrs rest
if opponent has not yet acted, add full heroic level to damage
when you have cover, take no damage from area attacks
if aim as full-round gain +5 atk against target if remains in LOS
Basic Survival of Survival, each gets +2 Fort Def until start next day
if Atk exceeds Ref Def 15, ignore cover and improved cover
if end move 2 sq from start +1 Atk with thrown weapons
+3 Swim & +1 each ally w/feat w/in 12 sq (max +7), swim half spd as move
no penalty or armor check from armor
no penalty or armor check from light armor
no penalty or armor check from light or medium armor
affect +2 sq with burst or splash at further than PB range
+3 Climb & +1 each ally w/feat w/in 12 sq (max +7), climb half spd as move
spend FP to make 2 Atk as stan action not full
reroll lowest damage die if roll multiple dice, must take reroll
if hit single target with 2 consecutive atks in same turn, additional atks +1 die dam
if hit single target with 2 consecutive melee or unarmed atks in same turn, additional atks +1 die dam
if hit single target with 2 consecutive ranged atks in same turn, additional atks +1 die dam
autofire penalty -2 if autofired to same target last round, +1 die dam
autofire as 6sq cone
extra move action in surprise round even if not surprised
if dam a Large or smaller creature with a ranged atk compare to Will Def & can move target(s) 1 sq in any
direction as free
Push opponent 1 square after successful melee attack
can knock target prone if you move target with Bantha Rush
enemy must roll mind-affecting effects twice & keep lower
modify a biotech item to give a special trait
install biotech prosthesis
+2 Atk to allies with autofire if you're successful with autofire
When you deal damage to grappled target, move it -1 down track
if attack v. Will Def fails, gain +2 Will Def until start of your next turn
when spend Force Point to atk w/bowcaster, add result to dam too
1/enc add Int mod to Ref Def as reac until your next turn
if you deal damage that kills, can reduce to 0 hp instead
-5 on autofire Atk to gain +2 dice dam, 5 shots, if no Str 13 -10 Atk
move action to move twice speed, -1 down track at end
if you aim, +1 Atk
1/day expend use of Rage for +5 to Will Def for enc
make ranged Atk at end of charge, -2 to Ref Def
Ref Def penalty -1 when making a ranged attack at end of charge
gain claws 1d6 dam
extra melee Atk after dropping target, within reach, same BAB
if escape grapple, swif action for single melee atk v. grappler
with Rapid Shot make a 2nd atk at -2 w/in 2sq of target, deal half dam
gain additional Attacks of Opportunity = Dex mod & flat-footed
reroll Str & Con skills trained in, mtr & 1/enc add Str to Fort
when successfully use Learn Secret Info gain Force Point up to 3 & max
enter Rage as free action, end 1 round after you want to
Automatic success with aid another at point blank range
when aid for every 3 over Ref Def +1 die dam (+5 max)
when threatened & unable to withdraw +2 Atk against opponents
+3 Stealth & +1 each ally w/feat w/in 12 sq (max +7), when moving your spd or more penalties reduced by 2
2 swif for crit range +1 on next melee Atk, no other actions before
1/round, if you miss v. soft cover, make attack v. soft cover
deal unarmed damage to a pinned opponent
+2 Atk v. flat-footed or any denied Dex to Ref Def
Knowledge (bureaucracy) replaces Gather Info & considered trained
install cybernetic prosthesis
if dam from atk (not area, ion, or Force) equals or exceeds thresh can take 10 dam & not move down track (each
additional use increases dam by 5)
enemy that makes Stealth check w/in 10 sq of you is -2
if you aim, deal extra die damage
if target is unaware of you +2 Atk & +1 die dam on first attack
in surprise rnd if you dam flat-foot opp they are prone if over FortDef
gain darkvision
after you charge, you may take swif, reac & free actions
when you dam target with AoO = free Persuasion to intimidate them
1/turn if miss Atk, reroll w/ -2 RefDef until end next turn, nat 1=-5, mtr
deal 1 die dam to all targets & allies adjacent to a vehicle or object you reduce to 0 hp or equal or exceed thresh
bellow atk deals 4d6 dam
Ion Grenade 3sq burst, Ion Pistol dam dice d8, Ion Rifle is accurate
when you successfully change attitude, +2 Deception & Persuasion v. target for next 24 hours
as stan action, Persuasion v. Will Def of all w/in 6 sq & enemy loses 1 move & if by 10 or more enemy flat-
footed
DC 15 Deception check to "tumble" through threatened area, move x2
1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & land prone
+1 Ref Def against selected target
Ref Def penalty -1 when making a ranged attack at end of charge
add Dodge bonus to Ref Def v. Atk of opp
extra Atk during full attack, -5 penalty all attacks, per weapon group
Persuasion or Use the Force for fear effect, may reroll, mtr
rage bonus to Atk and dam increases to +5
+1 to Deception, Mechanics, Perception, Persuasion, Use Computer on or against droid & +1 to all Def v. attacks
& skill checks made by droids
+2 dam v. droids, +4 dam v, droids with ion
automatically restore SR by 5 & with only 2 swif actions
repair droids in 10 minutes not 1 hour
-5 penalty when attacking with two weapons or a double weapon
draw or holster 2 weapons as single swif action
-2 penalty when attacking with two weapons or a double weapon
no penalty when attacking with two weapons or a double weapon
if area attack misses 1/turn you can move 2 sq as a reac, no atk opp
dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam, make unarmed Atk to knock prone
dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam, make unarmed Atk to knock prone,
w/Expertise talent w/crit target is knocked prone if not more than 1 size larger
reduce spd by 1 or 2 to increase Dodge +1 or +2, must move 2 sq
perform surgery on number = to Int mod (2 min), check individually
reduce Persuasion's Haggle DC by 10
repair droids = to Int mod
rage one extra time a day
one extra second wind a day, nonheroic can take
reduces range penalties by one range category, ex. short = PB
catch second wind as free not swif
+2 swim spd
if your attack drops target to 0 hp you can kill them even if not over thresh, perform coup-de-grace as stan
take 20 on trained Str skill check as full, DC15 Endurance to use again
can use Will Def instead of Fort Def to determine thresh
if damage opponent with burst or splash, gain concealment
always keep the better result on a Pilot reroll
1/enc when you charge nat 17-20 is a critical
if move before & after attack increase speed 2 sq
with autofire targets lose all dodge or deflection bonuses
+2 Atk melee with light weapons or lightsabers, -5 Ref Def
can use concentration skills with Rage at -5 penalty
if reduce opp to 0 hp with melee atk can move your speed, with Cleave can move 1st
gain 3 extra Force Points per level
can use either Wis or Cha mod to determine Will Def
spend Force Points as free action out of turn
Learn a number of Force Regimens = 1 + Wis mod (min one)
can make Use the Force checks, can select Force talents
Learn a number of Force Powers = 1 + Wis mod (min one)
gain +5 from Improved Disarm on Use the Force check
if dam a Large or smaller creature with a grenade or thermal detonator compare to Fort Def & can move target(s)
1 sq in any direction as free
When you use second wind, return a force power already used also
always keep the better result on a Stealth reroll
when you recover gain hp = 2 x Con mod (min 2)
to acquire license Gather Info replaces Know (bureaucracy)
whenever you buy black market goods reduce multiplier by 2 (min x1)
do not move down track first time in an encounter
full = stan, stan = move, move = swif, mult swif = swif, full+ = half -10
apply armor's Fort Def to Will Def also
+5 v. grab or grapple, +5 opposed grapple, +5 all your objects
with ranged atk, target a second creature w/in LOS & 6sq of target, divide dam between both, or no dam to either
if 2nd atk fails
no limit to cleave attacks per round
when spend Force Point to atk w/atlatl or cesta increase dam die by 1 step
1/enc reroll vehicle atk, proficient w/vehicle weapons
exchange a trait for another, 1 min DC 20 Mechanics
1/enc swif Deception v. WillDef move target 1sq & -1 atk v. you
1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp w/-5 atk, 1/enc w/Atk of Opp
from you that enemy takes penalty on atk = your Dex mod until end of next turn, w/Expertise 1/enc spend full &
designate single ally, any enemy adjacent to you or ally provokes Atk of Opp. If ally moves you can move spd as
reac but must end adjacent to enemy
sacrifice extra dam from Sneak Atk to reduce target's spd by 1 for enc
always keep the better result on a Perception reroll
when spend Force Point to Deception, increase die type by 2 steps
1/enc as free action on your turn, negate 1 mind-affecting effect
alter features & voice to a specific person, Moderate deception
when catch 2nd wind, regain only half hp to move half spd, no atk opp
not moved down track extra step when would be moved down
Push opponent squares = Str mod (2min) after successful melee attack
can charge without moving in a straight line
damage threshold increases by 5
+1 to all Def
+5 to melee attacks to Disarm, failure doesn't provoke Atk of Opp
gain +5 from Improved Disarm on Use the Force check
1/turn instead of AoO, reduce target's Ref Def by 5 for 1 turn
-5 Atk to deal +2 die damage, melee, if no Dex 13 extra -10 Atk
can withdraw one extra square
reduce species bonus to 1 Def to 0 & another to +2, cannot change back
increase Climb, Jump or Swim by 2 squares & don't lose Dex climbing
if attack v. Fort Def fails, gain +2 Fort Def until start of your next turn
1/enc add Cha mod to Will Def for 1 turn as reac
Perception replaces Gather Info, considered trained, reduce time
when you reroll Perception & take lower gain FP to use w/Perception until the end of the encounter
if ion dam before being halved equals thresh move only -1 down track
1/enc if targeted by Force from ally gain 1 FP until end of enc.
gain 2 extra Force powers for each Force Training
+2 dam against targets that dam you or allies since end of your last turn
range of Scent is 20 sq
w/Atk Opp can draw concealed weapon & make 1 atk, still threaten sq
deal 1d6+Str mod dam to adjacent you multi-grabbed, thresh -5
roll an extra die of dam v. flat-footed enemy on 1 unarmed atk, 1/enc when you dam a target denied Dex to Ref
Def make 2nd unarmed atk v. Fort Def as free to render target incapable of speech until end of next turn,
w/Expertise spend 2 swif to cause single adjacent enemy to be flat-footed v. your 1st atk the same round
1/rnd spend swif to make 1 unarmed atk w/in reach dealing your base unarmed dam w/no bonus to dam from Str
or HL, 1/enc if an unarmed atk misses deal half dam, must be wearing light or no armor, w/Expertise 1/enc w/full
atk reroll 1 atk but you must take reroll & wearing light or no armor
with successful Persuasion gain favorable circumstances next 24 hours
provide mind-affecting effect to allied droids = Int mod (min 1)
1/enc draw holstered weapon & attack as single stan action
bonus languages = 1 + Int mod (min one)
1/enc, as reac +2 one defense
full-round swap skill not trained in for trained skill (not trained)
1/enc, aid another +5 Atk
can attack with both ends of lightsaber pike or long-handled lightsaber
make ranged +2 Atk at end of charge, -2 to Ref Def, +2 Will Def
+1 Ref Def, increase damage for unarmed attacks by one die step
+1 Ref Def, increase damage for unarmed attacks by one die step
+1 Ref Def, increase damage for unarmed attacks by one die step
+5 Deception for forging documents or appearance, -2 penalty if rush
when spend Force Point to Survival, increase die type by 2 steps
If opponent uses creature for cover, you gain that cover too from them
when you dam enemy w/unarmed atk enemy -5 melee atk & dam until next turn
+3 Treat Injury & +1 each ally w/feat w/in 12 sq (max +7), aid another to restore hp restores +4 hp
trade Atk bonus on melee attacks for dodge bonus Ref Def
full round can change mass & change size, number of rounds = Con
spend two swift actions to increase damage 1 die
add Str & Dex to thrown Atk, range + squares = Str mod
can use Wisdom instead of Intelligence for Intelligence-based skills
choose a trained skill, allies not trained gain +2 w/in 12 sq
+5 Ref Def against attacks of opportunity
melee Atk +1 die damage if mounted and moving
spend 2 swif to move vehicle up track not 3, automatically reroute power
1/enc, can redirect Atk to mount or vehicle, after Atk
+3 Ride & +1 each ally w/feat w/in 12 sq (max +7), 1/rnd as reac to mount being atked make Ride check & if
over mount's Ref Def use instead
if end turn 3 sq from start +1 dodge to Ref Def
as stan action, grab atk v. 2 adjacent if you have 2 empty hands
use swif actions across more than 1 rnd to aim if target stays in LOS & atk others
organization has scale = 1/2 HL + Cha mod, +10 organization score
when spend FP to Knowledge (life sciences), increase die type by 2 steps
make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done, if successful reduced to 1 hp
+3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7), can tumble 1 extra sq
+2 to Rank & Privilege organization score
instead of Atk of Opp 1/turn not attack to move half speed, no atk opp
+2 to attacks of opportunity with ranged
1/turn instead of AoO, reduce target's Ref Def by 2 next round
2 swif for -5 on target's attempt to negate (Block, Vehicular Combat)
add one-half Dark Side Score to Use the Force to resist detection
always keep the better result on a Initiative reroll
always keep the better result on a Swim reroll
grappled opp is pinned 1 round and loses Dex to Def
can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif & apply Crush
target of Aiming Accuracy cannot take the recover action until next turn
Blaster Pistol is accurate, Heavy Blaster Pistol not inaccurate, Hold-out if target has not acted +2 atk until the
target acts
gain hp = 5 + 1/2 level if reduce opponent to 0 hp
+1 on ranged Atk and damage against point blank foes
+5 Fort Def v. Poison, half dam if fail
trade Atk bonus on melee attacks for damage (up to BAB)
trade Atk bonus on ranged atk for dam (BAB), no Str 13 -5 Atk
+2 Atk on charge and extra damage = 1/2 your level
+4 Str checks & Str skill checks while raging
no penalty shooting into melee
can use Dex or Int mod to determine Ref Def
if none of your allies are closer than you, +1 ranged atk (short or closer)
+1 die dam with simple melee weapons
when moved down track can move +1 up track until end of next turn
draw weapon as swift action instead of move action
draw or holster 2 weapons as single swif action
draw and ignite lightsaber as single swif action
1/enc, can take 10 when rushed, can take 20 in half time
when you Pin an opponent & use Crush feat, target -1 down track
1/enc you can use two different reactions to the same trigger
-2 Atk for +1 die dam, ranged, fires 2 shots, if no Str 13 extra Atk -5
-2 Atk to deal +1 die damage, melee, if no Dex 13 extra -5 Atk
additional +2 aid another, does not stack with Coordinate
ignore concealment & cover for Perception w/in 10 sq
if move before & after attack +2 Ref Def
Once per day, reroll trained Knowledge check, taking best
move +1 up track when catch Second Wind
choose one talent or feat. That feat may be used once more /enc
1/day with Second Wind regain no hp but gain 5 hp at end of each turn
if miss, add +2 on next atk roll before end of next turn against missed
1/enc as reac, gain DR10 if you have cover even v. aim
can use Str or Con mod to determine Fort Def
fight defensively to gain +2 or +5 to Will Def with no attacks
catch second wind & immediately gain immediate move action
with Second Wind gain additional hp = twice Con bonus (min 2)
1/enc as reac ranged atk v. target that missed you w/ranged atk in LOS
if you miss with razor or thud bug it automatically returns
Blaster Carbine can brace set to autofire, Blaster Rifle is accurate, Heavy Blaster Rifle dam dice d12, Light
Repeating Blaster as if M not L
fall only if fail by 10 or more & make Jump to land safely, can spend FP & add to distance jumped & must land
on solid surface
move before and after an attack, cannot exceed speed
add Dodge bonus to Ref Def v. Atk of opp
when you deliver a coup de grace all enemies in LOS move -1 down track until end of enc
with full attack if hit on first attack, +1 die dam v. same target
1 hour scavenging, Perception check to determine value
+5 Fort Def v. natural hazards
as swif broadcast input to any receiver in 24 sq as if they were with you, allies can use aid another on Perception
+1 Atk to one attack if adjacent to ally
spend two swift actions to move +2 up condition track
when spend Force Point to Perception, increase die type by 2 steps
as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR reduced by same amount, recharge
shields can't be used for 1 full rnd
when you use Persuasion target does not receive bonuses to Will Def
one item two traits from Tech Spec, switch between with swif
Intimidate or change attitude as a standard not full
1/enc, if reduce opp to 0hp or over thresh, w/in 6sq of opp -2 def
1/challenge catastrophic fail only by 15, and only 1 failure, not 2
1/challenge if third failure accrues, you or ally can reroll & keep better
1/challenge treat the challenge as if it had the recovery effect
+5 on a trained skill
become trained in one class skill
as stan action slam 2 appendages crushing target, deal unarmed dam w/Str bonus x2 & if over thresh = persistent
condition
+3 Use Computer & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
apply Dodge to two opp, use withdraw at full spd v. Dodge opp
ignore soft cover making a ranged attack
+2 ranged Atk, -5 Ref Def, not with vehicle or heavy weapons
when roll Nat 20 on Pilot check, gain Force Point to use before end of enc
Slugthrower Pistol at PB +1 die dam, Slugthrower Rifle dam d12, Sporting Blaster Pistol reroll any rolls of 1 for
dam, Sporting Blaster Rifle +1 atk when aiming
reduce autofire to 1 square
if deal extra dice dam, can move 2 sq per extra die not used
melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5 to skills
1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker, reac
you can design a starship from scratch
Learn a number of starship maneuvers = 1 + Wis mod (min one)
when making a grab you are 1 size larger, v. a charging opponent can make a grab if atk is successful, must be
wearing light or no armor, w/Expertise add Str & Dex mod to grapple checks
1/enc instead of dam you can take half dam & -1 down track
when prone & aim your target loses Dex to Ref Def
autofire Atk 1 sq wide & 4sq long instead of 2x2
1/enc move one less down track when use bellow
roll d8 instead of d6 when you spend a Force Point
see page 24-25 SV
with aid another & Atk roll beats target's Will Def, target needs cover
if not distracted or threatened gain climb speed of 4
can perform surgery in 10 minutes instead of an hour
1/hour in heat or cold you & 10 allies can use result of Survival check in place of Fort Def
+1 melee Atk for each allied character adjacent to target
if do damage with Atk of Opp, can move 1 sq, no atk of opp
regain all spent maneuvers at end of round with natural 20 on Atk
w/crit & unarmed dam increases 1 die step (d12 max), 1/enc w/successful atk spend swif to designate primary
adversary & until end of enc gain Dodge feat v. primary & 1 other enemy, w/Expertise w/crit v. primary enemy -2
atk until next turn
modify an item to give a special trait
+3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when determining effect, w/Basics you're
considered 1 size larger for dam
+2 Fort Def
throw a grappled opponent one square and deal damage
+3 Endurance & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
as stan action strike w/appendages not normally weapons, unarmed +2 & -2 Ref Def, use dam of highest rated
appendage for dam
+1 hp per level
+1 Atk v. target if you are adjacent to cover from target
knock a grappled opponent prone, attacks v. prone +5, their's -5
make a extra attack during full attack, -5 to all attacks, per group
deal triple damage on a Crit, with selected weapon
when tumbled against add your BAB to DC, if they fail Atk of opp
using withdraw can move 2 sq w/out atk of opp & move your spd, can spend FP as reac to an enemy ending its
movement adjacent to withdraw
+3 Jump & +1 each ally w/feat w/in 12 sq (max +7), add 1 sq to jump
+3 Pilot & +1 each ally w/feat w/in 12 sq (max +7), always avoid collisions w/allies
spend Destiny Point to access Unleashed abilities
can catch more than one Second Wind per encounter
+5 Fort Def & Will Def v. Use the Force
if targeted by fear or mind-affecting effect that fails, gain FP to be spent before next turn as long as you did not
negate
when mind-affecting effect is against your Will Def, you impose -2
+5 Will Def v. Deception & Persuasion
Recharge Shields/Reroute Power as 2swif, 1/enc DC30 Mechanics 1 swif
negate one attack a round against a vehicle, Pilot v. Atk roll
1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle
+5 Use Computer to perform astrogation
can catch Second Wind even if not below half hit points
+2 Will Def when you wield atlatl or cesta
+2 Fort Def & Will Def if fight defensively
+3 Perception & +1 each ally w/feat w/in 12 sq (max +7), can take 10
Use Dex mod instead of Str mod on Atk with light melee weapons
a single one-handed weapon with Focus is light for Weapon Finesse
+1 Atk on selected weapon
a single one-handed weapon with Focus is light for Weapon Finesse
no -5 penalty on Atk
draw and ignite lightsaber as single swif action
melee Atk against each target within reach, make one roll
with Rapid Strike make a 2nd atk at -2 w/in reach, deal half dam
+3 Survival & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
opponents may not withdraw, they may Tumble as normal
Wield a two-handed weapon one-handed at -2 atk
when you first enter a rage, gain hp = 10 + 1/2 level
1/rnd w/successful unarmed atk gain hp = Con mod, 1/enc atk Fort Def & if successful enemy takes dam & loses
any equipment Fort Def for enc, w/Expertise 1/enc w/crit deal dam & move -2 down track, must be wearing light
or no armor
+1 on ranged Atk and +1 die damage against adjacent foes
hoist or toss ally 2sq on DC20 Acrobatics as stan, free for ally, your turn ends
1/enc as reac if melee atk misses you can move into adjacent w/out AoO
spend 2 swif on same turn for Deception v. Will Def for target to be flat-footed v. your next atk, spend FP for
until end of enc
1/enc replace Know (social science) or (galactic lore) with Wisdom or Wisdom-related check
aftre use Cleave each enemy w/in 6sq & LOS -1 Ref Def, atk, skill until end of enc, stacks to -5
+2 Ref Def v. grab/grapple, if enemy misses you can make grab/grapple v. same
if hit w/Atk of Opp compare same die roll result v. grapple target halts move & prone, if over thresh than lose all
actions
+1 die dam every 5 pts over Ref Def, if over thresh then target can't atk next turn & reduce spd 2sq
as reac spend FP to delay dam effect to vehicle until end of round, Col
reduce time & penalties Use Computer to navigate the tangle & mapping
Deception as swif opposed Perception must exceed Deception & Stealth, can draw & palm weapon 2 sizes
smaller than you
all improvised as simple & +1d6 dam
when use FP on atk can reroll & keep better & apply Force Point
as free spend FP to increase all defenses by 2 until next turn
when intimidate instead of normal target -5 skills & -2 atk w/you in LOS
when charge make Persuasion as free to intimidate each target pass w/in 1 sq, if succeed they can't make AoO v.
you, if over v. target loses Dex & flat-footed
DC20 Ride as swif +2sq spd, failure = mount -1 track, 1/round negate hit v. you or mount w/Ride check, DC20
Endurance for mount each time after in enc
reroll Survival & keep better in environment of subspecies
select 1 target in area atk & they take +5 dam before Evasion
charging mount can make free natural atk each sq charge through
1/day DC20 Survival & considered to have medpacs until end of day
DC15: make a single atk rolling twice & keeping the better, -5 dam
DC20: make a single atk rolling twice & keeping the better, -2 dam
DC25: make a single atk rolling twice & keeping the better, -1 dam
DC30: make a single atk rolling twice & keeping the better
Lightsaber form (Juyo): if you miss with both this power remains in your suite
spend a Force Point for three rolls, keeping the highest
v. Ref Def for 3d8 dam & -2 attack, area attack
spend Force Point for half dam on a miss
Use the Force replaces your Ref Def against non-area ranged attacks
Lightsaber form (Shien): can redirect one shot that misses you
spend a Force Point for autofire attacks, half or no dam
DC15: +1 next Atk made before end of next turn, gain +1d6 dam
DC20: +1 next Atk made before end of next turn, gain +2d6 dam
DC25: +1 next Atk made before end of next turn, gain +3d6 dam
spend a Force Point for an additional +2d6 damage
Use the Force v. Ref Def, if over target flat-footed & all others have concealment until start of your next turn,
spend Force Point to use as a free action
DC20: you & all adjacent allies +1 Ref Def
DC25: you & all adjacent allies +2 Ref Def
DC30: you & all adjacent allies +5 Ref Def
Lightsaber form (Soresu): add bonus to Deflect and Block
spend a Force Point for Fort Def of adjacent allies
DC15: have total concealment against all targets
DC20:have total concealment against all targets, +2 Stealth
DC25:have total concealment against all targets, +3 Stealth
DC30:have total concealment against all targets, +5 Stealth
spend a Force Point to increase Stealth +5
v. Fort Def for 4d6 fire dam & catches on fire, half dam on miss, area atk, Use the Force = atk bonus of fire
spend Force Point to move -1 down track
DC20: if attack of opportunity hits +1 die dam
DC25: if attack of opportunity hits +2 die dam
DC30: if attack of opportunity hits +3 die dam
DC35: if attack of opportunity hits +4 die dam
Lightsaber form (Makashi): +2 atk on attacks of opportunity
spend a Force Point for -2 sq move until the end of its next turn
DC15: your unarmed melee attacks deal +1d6 fire dam, if damaged catches fire
DC20: your unarmed melee attacks deal +2d6 fire dam, if damaged catches fire
DC25: your unarmed melee attacks deal +3d6 fire dam, if damaged catches fire
DC30: your unarmed melee attacks deal +4d6 fire dam, if damaged catches fire
spend a Force Point for fire damage to any creature that strikes you unarmed
DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def
DC15: +5 threshold against damage from Force attack or power
DC20: +10 threshold against damage from Force attack or power
DC25: +15 threshold against damage from Force attack or power
DC30: +20 threshold against damage from Force attack or power
spend a Force Point for +5 threshold
DC20: unattended object's DR reduced by 5, if mechanical or electronic moves -1 down track
DC25: unattended object's DR reduced by 10, if mechanical or electronic moves -1 down track
DC30: unattended object's DR reduced by 15, if mechanical or electronic moves -1 down track
DC35: unattended object's DR reduced by 20, if mechanical or electronic moves -1 down track
spend a Force Point to decrease DR by 5
DC15: +2 melee Atk & dam until end of next turn
DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
DC15: heals hp = your character level
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by
spending Force Point
Destiny Point to revive dead creature w/in 1 round of death (DC25), creature unconscious & no hp healed
DC15: heals hp = your character level
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by
spending Force Point
DC15: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam
DC20: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +1 dam
DC25: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +3 dam
DC30: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +5 dam
Lightsaber form (Soresu): spend a Force Point to redirect incoming atk at target w/in 6 sq
spend a Force Point for no damage from incoming atk
DC20: object takes 4d6 damage
DC25: object takes 6d6 damage
DC30: object takes 8d6 damage
DC35: object takes 10d6 damage
spend a Force Point to use increase damage by +2d6
DC15: if damage adjacent enemy can use Use the Force as a disarm attempt
DC20: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +5 to resist
DC25: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +2 to resist
DC30: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting +0 to resist
Lightsaber form (Shii-Cho): can use as a reac
spend a Force Point to deal dam to weapon equal to target's dam if successful disarm
DC20: drain energy from Small or smaller weapon or powered object
DC25: drain energy from Medium or smaller weapon or powered object
DC30: drain energy from Large or smaller weapon or powered object
DC35: drain energy from Huge or smaller weapon or powered object
spend a Force Point to increase the size by one size category (up to Gargantuan)
DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC20: pull Large creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC25: pull Huge creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC30: pull Gar creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
Lightsaber form (Niman): can target a creature 12 sq away
spend a Force Point to pull target to any adjacent space
DC20: DR5 v. energy damage
DC25: DR10 v. energy damage
DC30: DR15 v. energy damage
DC35: DR20 v. energy damage
spend a Force Point to use as a swif action
target may use your check instead of one attack, skill, or opposed check, or to replace a defense
spend Force Point to prolong until end of your next turn, not the start
DC15: against target in reach if not more than 1 size larger, if deal dam can push 1 sq & then move into
their space which does not provoke atk of opp for either, not if grappled or grabbed
DC20: can push 2 sq & move through spaces target passed
DC25: can push 3 sq & move through spaces target passed
DC30: can push 4 sq & move through spaces target passed
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to knock opponent prone at the end of forced move
Use the Force v. target's Will Def, cannot reuse for 24 hours, can get a sense of target
spend a Force Point for a clear image w/in 6 squares of target's surroundings
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn
Use the Force v. attack for half dam & move adjacent to attacker & make single atk, no Atk of Opp
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to treat attacker as flat-footed
DC20: move Medium up to 6 squares
DC25: move Large up to 12 squares
DC30: move Huge up to 18 squares
DC35: move Gargantuan up to 24 squares
DC40: move Colossal up to 30 squares
spend a Force Point to increase size by up to two size categories (to Colossal [cruiser]) or distance x2
DC15: Use the Force v. Ref Def 2d6 dam
DC20: Use the Force v. Ref Def 3d6 dam
DC25: Use the Force v. Ref Def 4d6 dam
DC30: Use the Force v. Ref Def 5d6 dam
spend a Force Point to add half Heroic Level as dam bonus
replaces Atk to disarm, drop item or fly to your hand
spend Force Point to destroy object, dam = check
DC15: 2d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
DC20: 4d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
DC25: 6d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
spend a Force Point to deal +2d6 damage
DC20: until start of your next turn creature with Dark Side of 1+ takes 1d6 dam & -1 atk
DC25: until start of your next turn creature with Dark Side of 1+ takes 2d6 dam & -1 atk
DC30: until start of your next turn creature with Dark Side of 1+ takes 3d6 dam & -1 atk
DC35: until start of your next turn creature with Dark Side of 1+ takes 4d6 dam & -1 atk
spend a Force Point to deal +1d6 dam
Use the Force v. Ref Def, target takes 8d6 dam & 1 down track or half damage with save
spend a Force Point to move target an additional step down track
DC15: Use the Force v. Fort Def, 1d6 force dam & their thresh -5 until end of your next turn
DC20: Use the Force v. Fort Def, 2d6 force dam & their thresh -5 until end of your next turn
DC25: Use the Force v. Fort Def, 3d6 force dam & their thresh -5 until end of your next turn
DC30: Use the Force v. Fort Def, 4d6 force dam & their thresh -5 until end of your next turn
spend a Force Point to reduce thresh -10
DC15: SR5 until your next turn, cannot be recharged
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
DC15: SR5 until your next turn, cannot be recharged
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
Use the Force v. Will Def, 4d6 dam & prone or half damage with save
spend a Force Point to deal +2d6 damage
DC20: for 2 rounds, 2d6 dam adjacent targets
DC25: for 4 rounds, 2d6 dam adjacent targets
DC30: for 6 rounds, 2d6 dam adjacent targets
DC35: for 8 rounds, 2d6 dam adjacent targets
spend a Force Point for +2d6 dam
DC20: 3x3 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC25: 4x4 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC30: 5x5 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC35: 6x6 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
spend a Force Point for +2d6 dam
Use the Force v. Fort Def, target moves 1 down track, for every 5 points over add an additional step
spend a Force Point to move target an additional step down track
Use the Force v. Str check + size mod, push back 1 square + 1 per 5 over check
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
DC15: Track without Survival if within LOS of trail & target passed through within last minute
DC20: Track without Survival if within LOS of trail & target passed through within last 10 minutes
DC25: Track without Survival if within LOS of trail & target passed through within last hour
DC30: Track without Survival if within LOS of trail & target passed through within last day
spend a Force Point to track two targets
DC15: Use the Force v. Fort Def, skills & Atk -5, prone at end, 1d6 damage
DC20: Use the Force v. Fort Def, skills & Atk -5, prone at end, 2d6 damage
DC25: Use the Force v. Fort Def, skills & Atk -5, prone at end, 3d6 damage
DC30: Use the Force v. Fort Def, skills & Atk -5, prone at end, 4d6 damage
spend a Force Point to make skills & Atk -10
DC15: any creature that starts turn w/in 6 sq takes 1d6 dam & -1 atk
DC20: any creature that starts turn w/in 6 sq takes 2d6 dam & -1 atk
DC25: any creature that starts turn w/in 6 sq takes 3d6 dam & -1 atk
DC30: any creature that starts turn w/in 6 sq takes 4d6 dam & -1 atk
spend a Force Point for +1d6 dam
DC15: you move 2 sq without provoking attacks of opportunity & make single melee atk
DC20: you move 4 sq without provoking attacks of opportunity & make single melee atk
DC25: you move 6 sq without provoking attacks of opportunity & make single melee atk
DC30: you move 8 sq without provoking attacks of opportunity & make single melee atk
Lightsaber form (Ataru): can move 2 sq after your attack also
spend a Force Point for +2 dice dam
DC15: if you are on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp
DC20: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +1 atk
DC25: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +2 atk
DC30: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +5 atk
Lightsaber form (Sokan): deal +1 die dam on atk of opp
spend a Force Point to move 1 sq each time you make an atk of opp, which does not provoke one
DC15: move half speed along a wall, fall to ground if do not end move on the ground
DC20: move normal speed along a wall, fall to ground if do not end move on the ground
DC25: move your speed +2 sq along a wall, fall to ground if do not end move on the ground
DC30: move your speed +4 sq along a wall, fall to ground if do not end move on the ground
spend a Force Point for +2 sq
DC20: all allies +2 Will Def against mind-affecting & fear effects until the end of your next turn
DC25: all allies +5 Will Def against mind-affecting & fear effects until the end of your next turn
DC30: all allies +10 Will Def against mind-affecting & fear effects until the end of your next turn
DC35: all allies immune against mind-affecting & fear effects until the end of your next turn
spend a Force Point for +2d6 hp when power is first activated
Use the Force v. ranged atk or Use the Force if move object
spend a Force Point to intercept autofire, take half or no damage
DC20: Use the Force v. Ref Def, 4d6 ion damage
DC25: Use the Force v. Ref Def, 5d6 ion damage
DC30: Use the Force v. Ref Def, 6d6 ion damage
spend a Force Point +2d6 damage
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent
spend a Force Point for +1 Atk
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent
spend a Force Point for +1 Atk
DC15: fly 2, vertical only, can move 1 sq onto horizontal surface or fall
DC20: fly 4, vertical only, can move 1 sq onto horizontal surface or fall
DC25: fly 6, vertical only, can move 1 sq onto horizontal surface or fall
spend Force Point as reac when falling to reduce falling by fly speed
v. Ref Def for 3d8 dam & -1 down track, half damage on miss
spend a Force Point +2d6 damage
Use the Force v. atk roll for half dam & make single atk against target after dam & deal half dam on miss
Lightsaber form (Makashi): until end of your next turn target provokes atk of opp if it attacks & in reach
spend a Force Point for no dam from incoming atk
Use the Force v. Fort Def target moves -1 down track & -5 threshold
spend Force Point to increase threshold penalty to -10
DC20: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses swif on next turn
DC25: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses move on next turn
DC30: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan on next turn
DC35: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan & swif on next turn
spend a Force Point for +2d6 dam
DC15: Use the Force v. Will Def for 2d8 dam & -1 down track & can't improve until end of your next turn
DC20: Use the Force v. Will Def for 3d8 dam & -1 down track & can't improve until end of your next turn
DC25: Use the Force v. Will Def for 4d8 dam & -1 down track & can't improve until end of your next turn
DC30: Use the Force v. Will Def for 5d8 dam & -1 down track & can't improve until end of your next turn
spend a Force Point for +2d8 dam
Use the Force v. Will Def to either
1. create an hallucination to use Stealth even if aware
2. perform a feint so that target loses Ref to Def next attack
3. make an unpalatable suggestion
4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level
spend a Force Point to improve attitude one step + one step per 5 over check
grab or grapple, Use the Force v. Fort Def target moves -1 down track, if at bottom kill or trance
Use the Force v. Will if object resists, hurl or drop object v. target's Ref Def, both take damage
DC15: Move up to medium object, 2d6 damage
DC20: Move up to large object, 4d6 damage
DC25: Move up to huge object, 6d6 damage
DC30: Move up to gargantuan object, 8d6 damage
DC35: Move up to colossal object, 10d6 damage
moving or hovering target opposes Use the Force with a grapple check
spend a Force Point to increase max size of object one category and +2d6 dam (max 12d6)
spend a Destiny Point to increase max size three categories and +6d6 dam (max 16d6)
Use the Force v. damage, failure takes damage as normal, must be aware of attack
spend a Force Point to regain hit points = to damage
v. Will Def for -5 atk, if target misses you can make them reroll against an adjacent creature also at -5
spend Force Point to apply -5 to all attacks they make until the start of its turn
DC15: make single atk, target is -2 to Block
DC20: make single atk, target is -5 to Block
DC25: make single atk, target is -10 to Block
DC30: make single atk, target cannot Block
Lightsaber form (Trakata): ignore deflection bonus from Lightsaber Defense
spend a Force Point for +2d6 dam
DC25: phase speed 2 but not over own speed, must end move in unoccupied square
DC30: phase speed 4 but not over own speed, must end move in unoccupied square
DC35: phase speed 6 but not over own speed, must end move in unoccupied square
DC40: phase speed 8 but not over own speed, must end move in unoccupied square
spend a Force Point to increase speed 2 squares
Use the Force v. Fort Def for speed to 0 until end of your next turn or escape w/a stan grapple v. UtF
spend a Force Point to impose -10 on grapple checks to escape, must have adjacent plants nearby
DC15: +1 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC20: +2 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC25: +3 all Def v. attacks from target & +1 atk v. target until the end of your next turn
spend a Force Point to affect one additional enemy in LOS
DC15: dam & Use the Force v. Fort Def to push target 2 sq, no atk of opp & not if grabbed/grappled
DC20: dam & Use the Force v. Fort Def to push target 3 sq, no atk of opp & not if grabbed/grappled
DC25: dam & Use the Force v. Fort Def to push target 4 sq, no atk of opp & not if grabbed/grappled
DC30: dam & Use the Force v. Fort Def to push target 5 sq, no atk of opp & not if grabbed/grappled
Lightsaber form (Niman): also compare to all adjacent enemies & push 1 sq
spend a Force Point to knock prone the target of your lightsaber atk only at end of their forced move
Use the Force v. check of power & no effect, beat by 5 and redirect against creator
if creator rebukes, both suffer, spend a Force Point for no effect on 2nd rebuke
Use the Force v. Ref Def or 3d6 dam, nat 20 is a crit, if reduce to 0 hp can rip in half
spend a Force Point for +2d6 dam
targets make Str checks + BAB, if over push 1 sq + 1sq for every 5 over, into larger object 1d6 dam
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
DC15: +1 one Def v. Force until your next turn
DC20: +2 one Def v. Force until your next turn
DC25: +5 one Def v. Force until your next turn
spend a Force Point for two Def
DC15: make 2 attacks v. different opp & if they both hit you gain 10 hp
DC20: make 2 attacks v. different opp & if they both hit you gain 15 hp
DC25: make 2 attacks v. different opp & if they both hit you gain 20 hp
DC30: make 2 attacks v. different opp & if they both hit you gain 25 hp
Lightsaber form (Jar'Kai): can move 2 sq between attacks & does not provoke atk of opp
spend a Force Point for +1d6 dam
DC20: make two lightsaber attacks v. single target at -5 each
DC25: make two lightsaber attacks v. single target at -2 each
DC30: make two lightsaber attacks v. single target at -1 each
DC35: make two lightsaber attacks v. single target at no penalty
Lightsaber form (Ataru): opponent takes -5 to Block or Makashi riposte
spend a Force Point to move 2 sq before or after you use the power, no atk of opp
DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits
DC20: single atk against primary target & deals normal dam & half dam +1d6 to secondary target if atk hits
DC25: single atk against primary target & deals normal dam & half dam +2d6 to secondary target if atk hits
DC30: single atk against primary target & deals normal dam & half dam +3d6 to secondary target if atk hits
Lightsaber form (Shii-Cho): can use at end of charge & gain Powerful Charge on initial attack
spend a Force Point to affect 2 secondary targets if within reach & adjacent to primary target
Use the Force v. Will Def, no effect if Dark Side score is 0
DC25: target cannot spend Force Points for hours = Dark Side score
DC30: target cannot spend Force Points for hours = Dark Side score, -1 down track if uses Force powers
DC35: target cannot spend Force Points for hours = Dark Side score, -2 down track if uses Force powers
spend a Force Point to double duration, spend a Destiny Point to increase to days = Dark Side score
DC25: if next atk hits, target's threshold is 5 lower
DC30: if next atk hits, target's threshold is 10 lower
DC35: if next atk hits, target's threshold is 15 lower
DC40: if next atk hits, target's threshold is 20 lower
spend Force Point to ignore DR also
DC15: Use the Force v. attack for half dam & then move your speed & if in reach of target make single atk
DC20: Use the Force v. attack for half dam & move your spd +2 sq & if in reach of target make single atk
DC25: Use the Force v. attack for half dam & move your spd +4 sq & if in reach of target make single atk
DC30: Use the Force v. attack for half dam & move your spd +6 sq & if in reach of target make single atk
Lightsaber form (Shien): take no cumulative penalties on Use the Force checks to Deflect
spend a Force Point to take no damage
DC15: Use the Force v. Fort Def, spd -1sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC20: Use the Force v. Fort Def, spd -2sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC25: Use the Force v. Fort Def, spd -3sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC30:Use the Force v. Fort Def, spd -4sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
spend a Force Point for -5 Fort Def against this power
v. Fort Def for 2d6 force dam & pushed one square away from you
spend Force Point to affect all enemies adjacent to you, move does not provoke Atk of Opp
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
DC20: move half your speed w/out atk of opp & make single atk against adjacent target & if start & stop flank the
target it's flanked
DC25: move up to your speed
DC30: move up to your speed +2 sq
DC35: move up to your speed +4 sq
Lightsaber form (Vaapad): target is considered flat-footed
spend a Force Point to increase your move by 2 sq
droid or electronic device: Use the Force v. Will Def for 1 piece of info as
Access Info of Use Computer, for every 5 over gain another piece of info,
can jam droid senses (can use Stealth), droid loses Dex to Ref Def v. you, or flees next 2 turns
DC30: if beat target's Ref Def with single atk by 10 or more, treat as Crit
DC35: if beat target's Ref Def with single atk by 5 or more, treat as Crit
DC40: if beat target's Ref Def with single atk by 2 or more, treat as Crit
Lightsaber form (Vaapad): this power is not dark for you
spend a Force Point to deal +2 dice dam after crit
Use the Force v. Will Def for 2d6 dam & lose swif next turn
spend Force Point for +2d6 dam
DC15: make a single attack & if hits add base damage dice to the damage roll
DC25: make a single attack & if hits add base damage dice to the damage roll & +1 atk
DC30: make a single attack & if hits add base damage dice to the damage roll & +2 atk
Lightsaber form (Jar'Kai): triple your deflection bonus to Ref Def from Lightsaber Defense
spend a Force Point for +1 die dam
Use the Force v. attack roll for half dam & if Use the Force beats Will Def target is flat-footed
Lightsaber form (Trakata): +2 dice dam with first attack
spend a Force Point to take no dam
DC15: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack
DC20: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +2 sq
DC25: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +4 sq
DC30: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +6 sq
Lightsaber form (Sokan): +5 Ref Def against attacks of opportunity made against you during this move
spend a Force Point to move +2 sq
DC15: +1 Will Def v. mind-affecting & fear affects until start of your next turn
DC20: +2 Will Def v. mind-affecting & fear affects until start of your next turn
DC25: +5 Will Def v. mind-affecting & fear affects until start of your next turn
DC30: +10 Will Def v. mind-affecting & fear affects until start of your next turn
spend a Force Point to expand to all powers v. Will Def
DC15: heals hit points = 2 x target's level
DC20: heals hit points = 3 x target's level
DC25: heals hit points = 4 x target's level
take half damage you heal, spend Force Point to avoid damage, Destiny Point moves target 5 up track
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge
Use the Force v. Fort Def, 4d6 dam, if target moves down track, persistent condition DC20 to remove
spend a Force Point for +2d6 dam
DC13: gain the benefit of Gauge Force potential
DC18: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks
DC23: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +1
DC28: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +2
DC13: +1 Use the Force with Telepathy
DC18: +2 Use the Force with Telepathy
DC23: +2 Use the Force with Telepathy & against unwilling can sense surface emotions & stray thoughts
DC13: +2 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC18: +5 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC23: immune v. inhaled poisons & non-corrosive atmosphere
DC13: +1 farseeing but not regained if used
DC18: +1 farseeing
DC23: +1 farseeing & gain benefit of Visions
DC18: spend a Force Point to add to Block, does not count as one Force Point use
DC23: spend a Force Point to add to Block, does not count as one Force Point use, gain FP for Block
DC28: spend a Force Point to add to Block, does not count as one Force Point use, gain 2 FP for Block
DC18: +1 Force Point when you use telekinetic Force Powers
DC23: +2 Force Points when you use telekinetic Force Powers
DC28: +2 Force Points when you use telekinetic Force Powers & reroll Use the Force made to activate (mtr)
DC18: spend a Force Point to add result to Deflect, does not count as one Force Point use
DC23: spend a Force Point to add result to Deflect, does not count as one FP use, gain FP for Deflect
DC28: spend a Force Point to add result to Deflect, does not count as one FP use, gain 2 FP for Deflect
DC31: +1 Use the Force to Move Light Object
DC37: +2 Use the Force to Move Light Object
DC43: +2 UtF to Move Lt Object & add Kinetic Combat, can spend FP to reroll UtF to activate telekinetic
DC13: +1 Will Def
DC18: +2 Will Def
DC23: +2 Will Def & benefits of Severing Strike
DC26: +1 Use the Force to maintain Force power when you take damage
DC32: +2 Use the Force to maintain Force power when you take damage
DC38: +2 UtF to maintain Force power when you take damage & can spend FP as reac to not make new UtF
DC18: +1 atk against creatures that flank you
DC23: +2 atk against creatures that flank you
DC28: +2 atk against creatures that flank you & benefits of Whirlwind Attack
DC23: +1 on ranged attacks when Redirecting Shot
DC28: +2 on ranged attacks when Redirecting Shot
DC33: +2 on ranged attacks when Redirecting Shot & spend FP to Block & Deflect, does not count as 1 FP
spend a Force Point, opponents with lower Dark Side -2 all Def, your Dark Side score must = Wis, spend a
Destiny Point to decrease all Def -5
when a force power deals dam, spend FP & target -1 down track if over thresh, spend DP for -3 down
spend a Force Point to increase damage dice by 50%, spend Destiny Point to double dice
spend a Force Point to multiply range by 10, spend Destiny Point for anywhere in same system
spend a force point to double area affect, spend Destiny Point to multiply by 5
spend a Force Point to sustain power as swif if concentration is needed for a # rounds = Cha mod
spend a Force Point to add 1 Force power from ally to your suite to use before your next turn or lose, spend
Destiny Point for until end of encounter, can add your knowledge to a holocron
spend a Force Point choose two powers, one goes off this round, other goes off next round as free
spend a Force Point to add 1 Force power you use to an ally w/in 12 sq & LOS to use before end of your next turn
or lose, spend DP for until end of encounter, only if trained an apprentice successfully
spend a Force Point to affect an additional target, spend Destiny Point for target per four levels
spend a Force Point, opponents with Dark Side of 1+ = -2 all Def, DP = -5, your Dark Side score = 0
spend a Force Point to activate move or standard force powers as a swift action, Destiny for reaction
spend a Force Point for area affect to originate within 6sq of you, spend DP for any sq in LOS
spend a Force Point on cone power to affect a line 1 sq x 5xcone's length, spend Destiny Pt to affect 1 or more
targets of your choice w/in a # of squares of you = to cone length
ignore all condition track penalties when you activate a power affecting you
spend Destiny to fully heal and remove all conditions
spend Force Point to cure disease if you equal or exceed the DC
use vital transfer to detoxify poison, compare Use the Force to poison's DC as Treat Injury
with mind trick if over Will Def by 10, you choose what target does with stan action
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
at end of encounter, regain one Force Point spent in encounter
take 10 on a selected Force Power even if distracted
spend a Force Point to target 3x3 area
can apply bonus to attack & damage rolls for all attacks during full attack
maintain Cloak as move not stan
when target takes fire damage, the fire attacks the target's Fort Def with your BAB not the normal +5
with crucitorn, if more damage is dealt than your threshold you do not expend this use of the power
can use cyrokinesis on vehicles w/in range but the vehicle only moves down the track if exceeds Fort Def
can perform skills that require patience, can activate in surprise round
spend a Force Point to revive a creature that died since the end of your last turn, DC25, unconscious not healed
compare Use the Force v. all enemies within 2sq of the object, enemy takes half dam done to object, area atk
can affect ally within 6sq
spend a Force Point to affect one additional ally
spend a Force Point to move the object anywhere in LOS, spend DP for anywhere in system
can change activation to full to remove Ref Def bonus of opponent with disarming
can spend a Force Point to maintain 1 additional round without concentrating, may not resume after
can spend a Force Point to blind who it harms granting concealment to all other targets, Destiny Point for total
can change activation to full, v. Str to push back 1sq + 1sq for every 5 over, if into larger 1d6 dam
spend a Force Point to protect adjacent allies, spend a Destiny Point to protect any size vehicle
can change activation to full to affect all targets within 2sq radius, spend Force Point for 4sq
can spend a Force Point to fill storm with force lightning, Use the Force v. Ref Def 3d6 dam or Destiny Point for
6d6
as a swif action, end duration of storm to deal 4d6 dam to all targets within 2sq of you
target temporarily immobilized one round
can change activation to full to affect all targets in 6sq cone
each hour in a Force Trance, regain hp = 2 x character level
spend a Force Point to have target take full ion dam
can wield three weapons
if moved off elevated surface involuntarily can activate power as reac and end move on last square
compare Use the Force to Fort Def, if over both Fort & Ref Def, push target 1 sq & target knocked prone
maintain threshold penalty as swif
can change activation to full to target all within 6sq cone, spend Force Point for 12sq
move object as swift not move, use as a weapon requires move not standard
spend a Force Point to gain +5 on Use the Force
can end move in occupied space but must be legal unoccupied square
can spend a Force Point to target all in 5x5 area at least one square in range, Destiny Point for 10x10 area
can rebuke for an ally within 12sq & LOS
range = 12 sq, ignore DR
can change activation to full to target all within 2sq radius, spend Force Point for 4sq
can affect ally within 6sq
Sense Force as a move action not full-round action
use as a free action not a swift action
if move target down track can spend Force Point to make condition persistent (surgery or repairs)
spend a Force Point to push target 2 squares
can change time to full in order to target all droids in 6-square cone from your square
may reroll Use the Force for Telepathy and keep the better result
can spend a Force Point to target all enemies within 5 squares, spend a Destiny Point for all in LOS
you gain benefits as well
can affect ally within 6sq & LOS
if unwilling, Use the Force v. Will Def, retain ability to speak & understand 24 hours
can be thrown, if over threshold -1 down track (poison)
reach 2sq, if over thresh -1 down track (poison), can pin or trip w/out feat
Symbol of the light
need Str 15 or -5 Atk, advanced melee weapon for Gamorreans
Can be thrown
considered light weapon
+5 Stealth to conceal
if wielding multiple can be considered wielding one for 2d8 dam, if thrown and over Ref Def by 5 returns to hand
immediately
code cylinder, +5 Stealth to conceal dagger
can be thrown
DR20 including against lightsabers
Steeped in the dark side
-1 if medium creature and not mounted
-2 atk
if an atk exceeds Ref & Fort Def, take half dam following round
ignores DR of unattended objects
attack considered grab, on target's turn take dam & -1 down track
can be thrown
may be considered a Small weapon, cannot be used two-handed, also KOR 65
may be considered a Small weapon, cannot be used two-handed
can be thrown
reach increases by 1sq, but -2 block and deflect, phrik alloy, also J53
reach increases by 1sq, but -2 block and deflect, phrik alloy, also J53
successive Use the Force checks to block are -2 not -5, always -2 to Deflect
swif to extend blade to 3m or +1 sq reach but -2 Ref Def v. adjacent, can have more than one crystal/effect
when wielding one-handed +1 attacks of opportunity
only a Large creature can use with feats that affect light weapons or lightsabers
can do 2d10 damage instead of doubling damage with two hands, also J53
can do 2d10 damage instead of doubling damage with two hands, also J53
can be thrown
reach 2sq, can be used to pin or trip without feat, also J53
reach 2sq, can be used to pin or trip without feat, also J53
Legendary icon
reach increases by 1sq
Double Atk, Triple Atk, Rapid Strike -2 Atk
-1 if medium creature and not mounted
cover +5, shield is DR5 20hp break DC25
can be used with Block as if it was a lightsaber
can be mounted as a bayonet & not necessary to have AM feat
reach 2sq, can grab but do not take -5 atk, swif each turn for 2d6 dam
set to stun as swif
set to stun as swif
+2 to Block or Deflect, J52 also
+2 to Block or Deflect, J52 also
no penalty using Rapid Strike
treat as lightsaber, spend FP as swif = dam = Dark Side score
easier to wield with 2 hands, Med creatures double strength bonus
Merr-Sonn model sound dampener, add glowrod etc for double cost
can be thrown
can be thrown like a spear
also in CW60
can be thrown, innacurate, fire rod, binding wire, or energy cell, compass
if attack exceeds Ref & Fort Def target takes 1d6 dam at start of its next turn
easier to wield with 2 hands, Med creatures double strength bonus
can be thrown
cannot be thrown
ignores DR
used by Matukai, can be broken down into 4 Small objects as full-round, reach +1 sq
if deals energy deals bludgeoning, piercing or slashing as chosen
no penalty using Rapid Strike
swif to switch modes, spd 12 sq up as vertical tether or zipline, lift 720 kg, in ascension mode range is 30sq, -5
Stealth to conceal, 2 uses of synthrope
if over Fort Def, target takes -5 on all Perception checks until end of attacker's turn
full-round to reload after each shot, no multiple shot feats, make own ammo 1 hr DC15 Mechanics (5 shots)
treat as pistol for range, apply range penalties to damage, +1d8 dam adjacent, 1sq vs. non-adjacent
Atk -2 single-shot
Atk -1 single shot but +2 autofire
Str 17, Break DC 20, "Outback"
+1 v. disarm, "Longbarrel"
braced with 2 swif and considered Large
can target a 2x4 area, if not braced additional -5 atk with normal penalties
switch to double barrel as swif
crit uses d10 for dam
not inaccurate if used with two hands
stun up to 8 sq, takes 1 extra shot
Stealth +5 to hide
must reset trigger as swif if use Rapid Shot
+5 to Stealth to conceal
autofire consumes 10 shots
crit uses d12 for dam
3d8 dam x10 shots, 3d10 dam x 20 shots, swif to switch modes, spd 12 sq up as vertical tether or zipline, lift 720
kg, in ascension mode range is 30sq, -5 Stealth to conceal, 2 uses of synthrope
underwater: piercing, 2d6, no stun and no auto, harpoon must be reloaded as swif after each shot
need to aim or -5 atk
assemble or disassemble 1 rnd, if aim dam dice from d6 to d8
3d6 dam x5 shots, 3d8 dam x10 shots
needs second crew or -2 Atk, mounted on tripod is Large
DC 25 Use Computer to detect
load as free action
swif = primed up shot +1 die damage (5 shots)
swif = primed up shot +1 die damage (5 shots)
if moved down track, also immobilized
legendary icon
atk v. Fort Def to knock prone + damage
move to reload
full-round to reload
can be disassembled or reassembled as move
+5 to Stealth to conceal, range 6 sq for stun
Weapon's maximum range is short
silent and invisible
prime with swif action to fire
treats as if threshold is 5 less, if killed = disintegrated
fire every other round, treats as if threshold is 5 less, if killed = disintegrated
take stun damage every round in net
for range treat as accurate simple weapon if hurled by cesta
cone 12sq long x 8sq wide, half dam on miss, full-round to reload, tanks weigh 20kg
all targets have total concealment against affected creatures
+5 Stealth to conceal, max range 3 sq, cannot be reloaded
grapple v. Atk roll, lasts three rounds
if Atk beats Fort Def, target's speed reduced 2sq until end of its next turn
if would reduce to 0 hp moves -5 down track instead & disabled
Atk v. Fort Def of all in radius, if hit move -2 down track, targets in blast have concealment
atk v. Fort Def, half dam on miss & effects of Moderate exposure to radiation (CR 255-256)
100-credit detonator, cannot go off 100m of transmitter
provides concealment & creates a smoke hazard for 10 rounds (CR 256)
+1 equipment bonus on attack rolls
if killed = disintegrated
switch weapon types as stan
grenade launcher w/3-sq burst & treat as Heavy weapon
includes targeting scope, -2 at unmodified PB
can do 1d8 as a slashing weapon
Atk -10 on targets smaller than Huge
+5 Stealth to snipe
DR +2, "Deathhammer"
heat-seeking mode -2 Ref Def, does not count toward encumbrance if active & drawn, reload as full
grenades deal -2 dice dam, reload as full
stan action to reset after firing, swif to set to single-target for 6d10x2 dam & -10 atk v. targets smaller than Huge
1 size smaller on tripod
Arc, cannot be used at PB, treat weapon as being 20sq in air for LOS & cover, shells identical to grenades
dart atk d20+5 v. Fort Def, moves target -1 down track
penetration 10
PB = +4 dam
PB = +5 dam
range for Simple weapon not Thrown
if target is moved down track add d4 dam
liquid cable (2 20m)
poison, atk +5 v. Fort Def, success -2 down track, fail -1, if end at track = dead. cure with DC25 Treat Injury
3d8 dam PB, 2d8 Short, none @ M or L range, shells weigh 0.1kg
can be used to make Atk of Opp, has bayonet included in design
Double Atk, Triple Atk & Rapid Shot = additional -1 atk
escape with Acrobatics DC 15 or Str DC 20, Weapon may not fire at medium or long range, ammo 1kg
escape with Acrobatics DC 15 or Str DC 20
treats as if threshold is 5 less, if killed = disintegrated
2 crew to operate, only v. stationary targets
atk v. Fort Def for -1 down track regardless of dam , treat as rifle for range
functions as net
range up to 20sq
if on tripod treat as one size smaller, can only affect Huge or smaller, can move 10sq or hurl 10sq (target takes
dam = size of hurled object CR 254), 2nd crewmember stan to regulate power or -2 atk
atk roll ignores target's armor bonus to Ref Def, allies gain +2 atk with missile or grenade launcher or vehicle
weapon
range for Simple weapon not Thrown, stun can be used at point blank or short range
crit = +d10 dam after crit, if weapon takes any dam considered disabled, Verpines treat as pistols
as frag grenade but no area effect
anyone within 3-sq burst over Ref Def is blinded 1d4 rounds
secondary attack v. Fort Def & if successful -2 steps down track
sprays in air on impact creating a cloud that fills square
Shots are invisible
if deals energy deals bludgeoning, piercing or slashing as chosen
Survival to track + = target's FP, stan v. Will Def w/in 6sq for target to lose stan next turn (atk mod = cl+Cha
mod) - if fail target immune 24 hrs, swif to drain grabbed target - target -1 track & Anzati hp = 5+1/2 level
with a jury-rig add +1d8 hp
as swif appear as S or M creature, Use the Force v. Perception only if Croke stunned or unconscious
1/enc Persuasion to intimidate to move target -1 track instead of intimidate (target must be w/in 6sq)
breathe underwater, beak d6
Joiners (target to 0 hp see p.131), telepathy w/Killiks 1 km, multiple atks reduced by 2, claws d6
Grapple +2, Sense Motive from Perception against Krevaaki is -5
d6 claws, d4 bite, lockbite = successful grapple atk for +5 grapple w/same target, after 50 years age +d4+2 Int
pts, max 8 before 50
one +2, one -2
multiple atk penalties reduced by 2
Cha bonus doubled w/Persuasion on Humans & near-Humans
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse
select bio-implant LECG 67-68
cannot drown in water
resistant to specific climate, can reroll Endurance or Survival v. environment
unarmed 1d6 dam
select one cybernetic enhancement
use telepathy untrained, can sense emotions if Use the Force exceeds target's Will Def
reroll Swim, take 10 on Swim
reroll Perception
unarmed 1d6 dam
considered trained in Acrobatics
reroll Endurance
speed +1
at end of enc regain hp = +1d4 + Con mod
GM can restrict to specific hazard
ignore concealement w/in 10sq for Perception & no penalty to Track for visibility
reduce sq for running start by 2 for High Jump or Long Jump
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse
Cha bonus doubled w/Persuasion on Human, near-Humans & similar
treat exotic as simple if commonly used by culture
*or Huttese
claw d6
Mechanics +10 if take double time, +5 v. Trip, long jump w/out running start
*half of force powers must be "dark," gains 1 to 3 special qualities, +5 Will Def v. Persuasion
+5 Persuasion to haggle, not limited to common knowledge w/untrained Know (tech) check
force-blind, smell: w/in 6sq can reroll Persuasion & keep better
+5 v. trip or being knocked prone, bite 1d8
1/enc ignore one fear-related or mind-affecting effect, +5 Will Def v. intimidate
as full-round raise or lower an ability by max 5 but transfer from another ability & adjust bonuses & penalties
reroll Persuasion to intimidate if in traditional mask & keep better, considered trained
communicate w/other Verpine w/in 1km
Pilot check when attack from adjacent opponent misses.
DC20: missed Atk redirected to adjacent opponent,
if original attack roll beats new target Ref Def = damage
DC25: add +1 to redirected Atk roll
DC30: add +2 to redirected Atk roll
DC35: add +5 to redirected Atk roll
new target may not use Akbar slash redirect the attack
Pilot Check:
DC15: all-out movement as free action, +1 Pilot to avoid dogfight
DC20: all-out movement as free action, +2 Pilot to avoid dogfight
DC25: all-out movement as free action, +5 Pilot to avoid dogfight
DC30: all-out movement as free action, +10 Pilot to avoid dogfight
Pilot DC15: SR doubled from particular target, SR halved from all others, change or deactivate with swif
Pilot DC20: +1 Ref Def with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot DC20: -1 die dam for +20 SR, deactivate with swift
Target must be w/in 2 x your speed in squares. If movement halted, lose maneuver. Pilot Check:
DC15: move up to twice speed straight, attack as free action, if destroy target no collision
DC20: +1 Atk
DC25: +1 Atk & 1 die
DC30: +2 Atk & 1 die
DC35: +2 Atk & 2 die
if fails, cannot attack and you may not avoid collision (opponent can)
As a reaction to being attacked by a vehicle you are dogfighting make a Pilot check:
DC20: you may immediately take a swift action
DC25: you may immediately take a move action
DC30: you may immediately take a standard action
Pilot Check:
DC25: area attack with autofire weapon with normal -5 Atk
DC30: area attack with autofire weapon with -2 Atk
DC35: area attack with autofire weapon with no penalty
Attack Roll Exceeds Ref by:
0-4: +1 die damage
5-9: +2 die damage
10+: +3 die damage
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: speed -1 (may be repaired with full-round DC20 Mechanics)
5-9: speed -2 (may be repaired with full-round DC25 Mechanics)
10+: speed -3 (may be repaired with full-round DC30 Mechanics)
Pilot Check
DC15: disengage from dogfight +2 Pilot
DC20: disengage from dogfight +5 Pilot
DC25: disengage from dogfight +10 Pilot
DC30: disengage from dogfight +20 Pilot
Use when you destroy a target. Attack Roll Exceeds Ref by:
0-4: 3d10x2 dam to adjacent targets (to the destroyed vehicle)
5-9: 4d10x2 dam to adjacent targets (to the destroyed vehicle)
10+: 5d10x2 dam to adjacent targets (to the destroyed vehicle)
Pilot DC20: +1 Atk with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot Check:
DC15: against adjacent target, if your attack this turn damage over Fort Def = -1 down track
DC20: as DC15 but +1 to attack roll.
DC25: as DC15 but +2 to attack roll
DC30: as DC15 but +5 to attack roll
Pilot Check:
DC20: with enemy fighter moving w/in 2 sq, initiate dogfight as attack of opportunity, move 1 sq as reac
DC25: As above with +1 Pilot check to initiate dogfight
DC30: As above with +2 Pilot check to initiate dogfight
DC35: As above with +5 Pilot check to initiate dogfight
Pilot DC20: nominate target and you may subtract Atk for double that amount in damage (pre multipliers),
change target or deactivate as swif action
If you end your turn further away from a target than you started make an attack run and Pilot Check
DC20: attack run penalty to Ref Def is -10
DC25: attack run penalty to Ref Def is -5
DC30: attack run penalty to Ref Def is -2
DC35: attack run penalty to Ref Def is -1
Make an attack if it deals damage it reduces shields depending on hold much Attack Roll Exceeds Ref by:
0-4: additional 5 points of shield damage
5-9: additional 10 points of shield damage
10+: additional 15 points of shield damage
When you fly through the fighting space of a target Colossal (Frigate) or larger, make a Pilot Check:
DC20: ignores SR, can move twice speed, attack run at -10 Atk
DC25: ignores SR, can move twice speed, attack run at -5 Atk
DC30: ignores SR, can move twice speed, attack run at -2 Atk
DC35: ignores SR, can move twice speed, attack run at -1 Atk
Pilot check below 19 causes a collision, target may avoid
if opponent fails Pilot check to attack in dogfight,
make a Pilot Check DC20 to may make an attack of opportunity
Pilot check replaces Ref Def until next turn, can keep Ref Def if lower
Pilot Check DC20: +1 die dam, -2 Ref Def, can deactivate with swift action
When opponent attempts to disengage from dogfight, declare before opposed check
DC20: if target fails to disengage, make attack of opportunity
DC25: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -1
DC30: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -2
DC35: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -5
Make a pilot check:
DC15: +1 opposed Pilot checks and attack rolls
DC20: +2 opposed Pilot checks and +1 to attack rolls
DC25: +2 opposed Pilot checks and attack rolls
DC30: +5 opposed Pilot checks and +2 to attack rolls
DC35: +5 opposed Pilot checks and attack rolls
Target disengages maneuver ends.
Cha bonus replaces Int bonus for vehicle weapons this round.
Make a Use the Force check:
DC20: Add Charisma Bonus to all attack rolls until start of next turn.
DC25: Additional +2 to rolls.
DC30: Additional +5 to rolls.
Stacks with Battle Strike force power.
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: target's Ref Def, Init, & Pilot all -1
5-9: target's Ref Def, Init, & Pilot all -2
10+: target's Ref Def, Init, & Pilot all -5, target can only move in a straight line
Effect last the remainder of the encounter.
when fighting defensively or with total defense, make a pilot check:
DC15: reduce speed by half (round down) +1 Ref Def
DC20:reduce speed by half (round down) +2 Ref Def
DC25: reduce speed by half (round down) +5 Ref Def
if reduce speed to 0, maneuver fails
if exceed Ref Def by 5 or more deal +1 die dam, per melee group
DC 20 Acrobatics to not fall prone
when you use Force Delay, grant 1 ally in 6sq & LOS to trade a move action for a stan action
y reroll Perception
when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn
with aid another on a Mechanics, Pilot or Use Computer add +5 not +2
Persuasion check v. Will Def (+5 bonus if opp higher level), moves -1 down track, if at end, cannot attack unless
attacked or allies attacked
y reroll any force power as a full-round action
1/enc adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target moves -
3 down track & needs rest or surgery)
if not surprised can use Spotter even in surprise round
Before combat, choose willing one ally in LOS, swap initiative results
when ally or opponent in LOS rolls nat 1 on atk, make atk against single target
opponent you're flanking is considered flat-footed
+5 Atk with Atk of Opp with melee
Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def
when you damage an opponent with a Force power, opponent takes +2d6 dam at start of next turn
when you damage an opponent with lightsaber, can take 10 on Persuasion checks
1/enc make a free charge when you take a Second Wind
your akk dog follower gains Powerful Charge feat
gain 1 akk dog follower w/Power Attack feat, your force powers can target akk dog (one toward max)
if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR, akk dog can charge (both -5
atk & replaces charge mod), if you hit akk dog +2 next atk v. target
when a readied action is triggered Initiative does not change
if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better
if you hit an opponent that has not yet acted, add +2 dice dam
if not surprised you can treat first round of combat as surprise round to activate talents etc. In surprise round
designate one enemy as prime target & +2 atk until end of encounter
1/rnd as reaction to enemy in LOS moving, grant 1 ally in LOS to move their spd as free
x add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours
max Dex bonus is +1
Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def
x 1/enc add armor bonus to Ref Def to thresh until end of encounter
also gain DR = 2 x armor's equipment bonus to Fort Def
Ref Def bonus = either heroic level or armor bonus
when you use Ward add one-half your armor bonuses to ally's Ref Def
add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR
treat as AP (heavy)
Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn, FP for end of enc
Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif
1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other
DC15 Tactics, designate single object or creature, allies that can hear you, +d6 dam until next turn
Lose competence bonuses on 1 skill to roll 2 dice keep better
x +2 all Def until end of encounter or until you attack
may add Dex mod on damage or double Dex bonus if two-handed instead of Str
attracts nonheroic character 3/4 your level, multiple
attracts nonheroic character 3/4 your level, multiple
Attract Minion with NH level = to your character level
x armor bonus +2, Dex bonus improves +1
x +1 Atk with melee weapon
when you roll nat 20 on attack v. opp with Dark Side 1+ can activate any power with [light side]
* +5 on skill or grapple checks to all allies w/in 6 sq, can spend FP to negate an ally moved against will
can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon
DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP
x until end of encounter all squares within 2sq are difficult terrain for enemies
1/enc turn a critical hit into a normal hit
1/turn when you flank treat them as flat-footed for 1 atk
1/enc each: 1. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam, 2. swif grant allies w/in 12sq &
LOS +5 Will Def until end next turn, 3. w/Persuasion unfriendly or indifferent into ally for enc direct target as
swif
if you move up track, gain hp = 5 + HL
y reroll Persuasion to haggle
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp
x allies within 6 squares get +1 Atk for encounter if within 6 squares
1/enc each on mount: 1. if use mount as cover can make 1 atk, 2. if use mount as cover gain improved cover - if
fail by 10 or more still get cover, 3. mount can make atk as swif not stan
first aid as stan not full
when successfully use Treat Injury to administer First Aid target also moves +1 up track
with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon
can use mind trick on beast Int 2 or less, cannot perform or understand complex directions
Deception v. Will Def can move through threatened area without Atk of Opp, counts as 2 squares
designate a single target, +5 Atk with an attack run
if successfully attacked, Use the Force v. attack to add Cha mod to Ref Def
each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac
1/enc +5 bonus to one Def until start of your next turn
+1 die dam with Improvised Device
y reroll Knowledge (life sciences) or Treat Injury to use or repair biotech
can make modifications in half time & half cost, can take 10 on Mechanics check
automatically locate black market merchant
1/rnd when damaged by area atk, make an atk v. source if have LOS & range
with a single attack with an advanced melee weapon make a free pistol attack
treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus)
make full attack as stan if you attack with both
1/enc, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent
1/enc, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq
1/enc, Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10, 3d8 dam fires twice, remote 12sq
When adjacent to two creatures gain concealment against non adjacent targets.
Stealth replaces Deception for a deceptive appearance, considered trained
ignore penalties v. concealment or total concealment
with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2
* negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated
lightsaber, aware and not flat-footed, FP for adjacent character.
perform coup de grace as move, if kill with coup de grace all allies in LOS +2 Atk for encounter
push target 1 square if you exceed target's threshold
ignore cover with character-scale ranged attacks aboard a starship or space station
* add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease
until end of enc
1/turn redirect attack to attracted minion
1/turn redirect attack to attracted minion, minion +Ref Def = half your class level
1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker
take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn
+1 up condition track & hp = their level if under half HP
if successfully Recruit Enemy, allies gain +2 atk until end of enc
+5 to Mechanics checks for handling explosives & create frag grenade from spare parts
x mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses
1/enc, all allies +1 Atk, if in LOS and if N conscious
DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75%
ignore cover if you fire or throw a weapon with burst or splash
ignore threshold of doors & walls when using mines & non-grenade explosives
Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus
revivify on a target that has died a number of rounds = half heroic level
if you do dam over thresh add +1 die dam
reroll any damage dice that has a "1" as a result
+1 die damage with razor & thud bugs
1/enc designate 1 target in you aimed at not in PB, with ranged atk target denied Ref to Def
if adjacent to object that provides cover to target you can aim at target as move action
x immune to Force detection for 1 hour, may use as a reac v. Sense Force
expend a charge as an attack, treat as flame thrower, not while flying
double data sent in a rnd & cut Access Info time in half with Use Computer to find info
as Personal Vendetta but designate one opponent to be -5 Atk
call & ignite a lightsaber you built as a free action if in LOS
if flanked +2 on unarmed attack & damage
1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 up track & d8 hp & friendly
double carrying capacity & +5 to Str-based skill checks
one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn
Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn
x transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL
1/enc each: 1. w/2nd Wind +1 track & remove fear/mind effects & normal, 2. when hit & dam target over thresh
can Disarm v. target as free, 3. w/successful unarmed or melee atk (not lightsaber) + dam = every 5 pts atk is over
Ref Def
x Atk vs. flanked opp or one denied Dex to Def, extra dam = 1d6 per class lvl (10d6 max
x +2 melee Atk & damage for rounds equal to 5 + Con mod, then move down one on track, no patience
x convert energy to activate any power in your suite
move -1 down track to gain 1 Force Point until the end of your turn
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
1/enc make an atk of opp against an opponent that withdraws from an ally in PB range
no when you use Deception to feint against an enemy w/in 6sq you can roll twice
once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS
y may reroll Use the Force check to avoid detection
when ramming take damage as though your ship is 2 sizes smaller, rammed ship is normal damage
x until end of encounter when you move 3 sq from start you gain concealment from all targets
PB range increased by 5 sq, Short range begins 5 sq later but ends at same distance
if you occupy the same space as a larger vehicle +5 cover bonus
1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent
Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit)
each follower gains PB Shot feat
mind-affecting effects must be rolled twice against you taking the lower result
if adjacent or in same sq, +1 melee atk
other Force-users with farseeing can aid another as a reac within 6sq
1/day use Mechanics to repair self instead of 1 hour
battle strike applies to the first attack you make each round until the end of the encounter
+2 dam against targets damaged by an ally since end of your last turn
designate single vehicle, object or creature in LOS, extra die for batteries every 2, not 3 on roll with tactical fire,
may designate one weapon or battery to make a single attack
x +1d6 fire dam to any force power that affects a single target & catches it on fire
treat animal as domesticated and can Ride
treat animal as domesticated and can Ride
after surprise rnd take your turn before allies but must share talent (special quality, Commando, Leadership or
Military Tactics), next rnd return to normal spot in Init order
gain 1 follower with AP feat & WP (rifles), can be taken max 3 times
each 1/enc make ranged or melee atk for 1. if hits all allies w/in 6sq +2 to all Def until end of next turn, or 2. if
hits all allies w/in 6sq & LOS +2 atk & dam until end of next turn, or 3. if dam target allies = Cha mod can move
half spd as free
1/enc all enemies -2 Will Def, Persuasion is now a class skill
1/enc reroll one Wis Int or Cha based skill except Use the Force
when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw
Persuasion replaces Use Computer, considered trained
n reroll opposed Use Computer checks
if within 3 sq of ally, +1 atk
you can use Buried Presence or Vanish on one extra person
with Use the Force to make a Deception check to conceal the effects of your Force use
y 1/round with unarmed, hold-out, dagger or vibrodagger reroll attack
+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk
1/enc forgo extra move to atk, if hit & dam with melee you switch places with opponent
acquire equipment, CLx1000 credits, reduce black market multiplier by 1
1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn
1/enc 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def
take -5 to Will Def for +2 Atk
1/enc move your speed when you fail an attack, skill, or opposed check
autofire or Burst Fire penalty reduced by 2, if you brace, no penalty
all allies in LOS get +1 with aid another, +5 max
+2 damage when aiding your Dedicated Protector on an atk
1 talent from Leadership tree stacks w/bonuses from others
each follower gains Coordinated Attack feat
1/enc Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies
+2 on opposed unarmed melee attack roll v. lightsaber
can use Block with cortosis gauntlets, deactivates lightsabers on successful Block
when you successfully parry lightsaber atk you may make immediate atk v. attacker
if fight defensively any adjacent creature provokes an attack of opportunity
brace autofire weapon with one swif if near an object that provides you with cover from target squares
when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO
with a ranged attack, allies w/in 6 squares get +1 Def until your next turn
Gather Information checks against you are -5
Persuasion to intimidate 6sq cone not single target.
Ref Def +2 when adjacent to obstacle or barrier
designate unaware target in 12sq, until next turn target may not make Perception against you
if Atk moves ship down track, target loses: hyperdrive, weapon, or communications
x on a Crit, can reduce target speed by half until fully healed
When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free
Grab 2 adjacent targets at once
1/enc reroll failed skill check with +2
if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter
if you feint in combat you can move half your speed
each 1/enc after you Atk: if dam target -5 Ref, or target -2 spd, v. 2 opp w/in 2sq -5 Atk but 1 dam roll
ignore cover (not total) with razor & thud bugs
add one modification from Tech Specialist of Improvised Device & does not affect value of item
ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod
x DR 10 for one minute
Deception v. Will Def in LOS, the next attack by your ally against the target deals +2 dice damage
When you disarm with a ranged attack, deal half damage
Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level)
with attempts to sense you with force you can act as if Dark Side = Wis, Deception is a class skill
x life from creature w/in 6 squares, ranged Atk v. target's Fort Def, deals & heals d6 dam per class level
life from 3 creatures w/in 12sq, 1/enc UtF if = Fort target d6 dam per class level & you heal half if attack fails
target takes half dam & you heal that amount
you and allies within 6 squares +1 Def until end of encounter as long as conscious
x increase Dark Side Score by one to stop moving down track
x 1/enc activate a force power as a reaction if targeted by dark side power
+1 Atk v. Jedi
y reroll any Dark side skill
damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1)
1/enc when you spend a Force Point & get a dark side point, treat the FP as if rolled the max
x n reroll any Dark side skill
1/enc return one dark side power to suite without Force Point
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
y may reroll Use the Force check to sense Dark Side
x +2 on one Def against light-side powers
1/enc with two pistols can move twice your speed & attack with each
Atk against opp denied Dex to Def moves -1 down track
when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn
aim before attacking moves target one down track if attack deals damage
Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained
target in LOS & 6 squares, Deception v. Will, remove Dex to Def until next turn
1/enc each for Dedicated Protector: 1. swif to grant Evasion & if has Evasion dam is 1 die less, 2. move down
track for ally as reac, 3. swift to gain flank on target if you are adjacent to both
1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent
1/enc each: 1. fighting aboard a starship as stan w/ranged atk if hit next turn target must move its spd to sq not
adjacent or vehicle disengages from dogfight, 2. as full if pilot move vehcile spd x2 & 1 atk - if hit & deal dam
target -2 atk v. you until end of your next turn, 3. make ranged atk w/vehicle if hit & deal dam choose 1 effect
until end of next turn - a. 1 weapon doesn't function, b. target's SR 0, c. target's spd reduced to 2
1/enc when you or vehicle is target of an atk, can force opponent to reroll, must take worse result
DC 15 Use the Force to gain +1 Fort Def until end of encounter, or DC 20 for +1 all Def
when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect
you & allies affected by Battle Med +2 Ref Def, you +1 on UtF to Block/Deflect for ea adjacent ally
add class level to Will Def if someone tries to reprogram you
unarmed & fight defensively make single unarmed atk as free against adjacent
all enemies treat your safe zone as difficult terrain
when you have benefit of cover spend 2 swif to treat as improved cover until next turn
x add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn
* negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated
lightsaber, aware and not flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for an adjacent
character.
1/enc, Persuasion if opp has 1/2 hp, vs. Will (+5 if opp higher level), cannot attack unless attacked or allies
attacked
using Mechanics skill to set explosives = +2 dice dam, take multiple and stack
v. an enemy you just hit with melee atk, takes half dam & takes -5 Atk v. you until next turn, 1 per rnd
with a crit target cannot move next turn
DC15 Tactics, allies +1 Atk vs. flanked, or +1 Def v. AoO next turn, Born Leader/Battle Analysis +2
1/enc all allies w/in 12 sq & LOS may make an immediate atk at -5
+1 die dam v. prime target until end of encounter
DC to locate specific person with Gather Info is -10 & bribe amount & time are half
x Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam
opponent's damage threshold is 5 less, single weapon group
1/enc, before making atk, add half level to dam not +1
DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time
n reroll opposed Use the Force check to conceal presence
when prone gain concealment unless you move or stand
return one Force power to any ally within 6 sq & LOS (one ally spent)
1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def
allow 1 droid to make Deception, Mechanics, Persuasion, Pilot, Ride, Treat Injury, or Use Computer check as
free, droid replaces mod with your Int mod
allow 1 droid to move its spd & use Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with your
Int mod
1/enc if you damage an opp reduce target's thresh by 2 for encounter
1/enc +4 flank bonus to allies in LOS to melee attacks
can use feint as 2swif against opp you threaten
When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient
ignore target's armor bonus to Ref Def when disarming, 1/enc as free +10 Atk when disarming
make area atk with discblade v. 3 targets if all in PB range, make 1 attack roll
area effect can exclude a number of targets = to Wis mod
y 1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth
suppress morale and insight bonuses until your next turn to all in LOS
does not lose Born Leader if out of LOS
treat thrown discblade as pistol for range
any enemy w/in 3 sq -2 Will Def & -2 atk v. you
if do dam, compare Atk to Will Def, if meet or exceed target -2 Ref Def until end of your turn
1/enc when ally attacked, your Deception check replaces their Def, if fail not used
when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn
x once per round if hit in melee, make an immediate attack against opponent
no penalty with vehicle weapons even if not pilot
x Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn
when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally
1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh
1/enc when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP
x drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down track, DSP
1/rnd designate target not in PB, with successful ranged atk add your Dex mod to dam
Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover
Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS
all droid allies who can hear you, bonus to one Def = Int mod (you choose Def)
x opponent is flat-footed against your next attack with a lightsaber before end of your next turn
repair droids +1 hp for every point over Mechanics DC 20
Mechanics v. droid's Will Def within 6sq, if successful droid can take only swif actions, 1 at a time
1/turn single droid ally in LOS gains hp = 10 + CL
add 2x Str bonus to melee damage rolls with a weapon in one hand
with 2 light melee or lightsabers & single atk with one you get free atk with other
with 2 light melee or lightsabers make full atk as stan as long as you use both weapons, 1 per turn
DC15 Treat Injury check to move adjacent living creature +1 up track
each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk
first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple
x create 3x3 sq difficult terrain around you & you ignore difficult terrain you create
when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks until
end of your next turn
unarmed increase crit range by 1
use farseeing on a location & standing in location viewed, DC 20 + 1 per day into the past
make Knowledge untrained
Use Computer replaces Deception with forged documents
Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly
once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet
opposed pilot check, opponents in dogfight are -10 to Atk
if in a melee, ranged attacks are -10 not -5
y reroll Dark side skills/Use the Force, no longer able to use light side
allies automatically aid another
x +1 die damage
x +1 die damage
when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations
trained in Mechanics, time reduced 25% when installing new systems to vehicle
1 ally in LOS & has cover is considered to have improved cover as long as they still have cover
* +10 Perception to avoid being surprised, spend FP to act in surprise round even if surprised
take 10 on Dex based skill checks even if you normally could not
Perception as swif not stan
When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks
x 1/turn one adjacent ally to aid another as reac to assist you if they have not aided already
Use the Force v. Will Def of indifferent or better beast to perform a minor task within 30 sq, see J18
+5 Fort Def against environmental hazards
x remove debilitating condition affecting you and return to normal, inc. up to top of track
1 adjacent ally if you move that ally moves & ends adjacent, can't exceed ally's move
+10 threshold of you and ally when adjacent to Colossal or smaller ally
when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level
when change attitude, adjust one additional step
if hit with area attack, take half or no damage
all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects
when you roll a nat 2-7, treat as 8.
proficient with any exotic weapon FEAT even if don't possess
treats all exotic weapons as a single weapon group
* with Search Your Feelings can sense consequences 1 hour in future, spend FP for 8 hours, DP 24 hrs
if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target
can mend a damaged or disabled biotech device as stan not full
each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp
+2 opposed Grapple checks
+1 Atk
reroll Ride
y reroll Treat Injury to repair or modify biotech
no penalty on Survival checks to track at normal speed
when you use Assault Tactics, target takes cumulative -1 Ref Def each time damaged (max -5)
* when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn
during surprise rnd if make ranged atk v. surprised aim as free
weapon's crit range extended by 1
weapon's crit range extended by 1
weapon's crit range extended by 1
threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp
you can perform first aid one additional time a day on a target
+5 Str check in same round
increase blast radius by 1 square
+1 atk v. target if you do not have cover from target
1/turn when damaged by atk, move half speed with no Atk of Opp
Stealth replaces Deception to create diversion to hide, +5 if trained in Deception
all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot,
have LOS & be able to communicate)
apply familiar foe to 2nd target, spend single full-rnd observing if can see both
apply familiar foe to your Fort & Will Def
1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additonal time/enc
jury-rig = hp for vehicle = to result of Mechanics check
once per day take 20 on Deception check as stan when attempting to deceive
1/enc if minion down track you can reduce by 1 & target regains hp = your HL, unless 0 hp
when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only)
+5 Will vs. fear if in LOS and N conscious
opponents level equal or lower to your heroic level within 6sq -1 Atk
grant one enemy +1 Atk, one ally gets +2 Atk
x ignore all concealment for 1 minute
1/enc w/autofire atk treat atk as 6 sq cone, consumes 20 shots
DC15 can detect presence, general strength, & origin of energy fields within 12sq, reduce shields by 5
DC15 Tactics, allies w/in 10 squares get +10 Cover bonus if in cover, until next turn
1/enc all allies in 6 sq heal hp = your HL
forgo extra swif action to aim with 1 swif on your next turn
if missed by an atk, +2 on next atk before end of next turn
y 1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP
can roll two dice for Perception to avoid surprise & keep better
you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk
if flanked & with two pistols, attack flankers as stan instead of full, must attack two targets
designate single opp & move away +2 speed, no Atk of Opp from that opponent
a number of vehicles = to your class level & LOS may move a number of squares = speed
DC15 Tactics, designate single vehicle, allied gunners in LOS +1 die damage
x fly speed double land speed, ascend 1/2 speed, descend double speed, until next turn
* UtF for Acrobatics & can reroll UtF if can reroll Acrobatics, spend FP to be one size larger w/grapple
with a crit make an additional attack against a target in range, once per turn
multiple unarmed atk with full atk have penalty reduced by 2, can be taken multiple times
1/enc, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level)
1/enc all allies w/in 12 sq & LOS move +2 up track but are -2 atk & skills for rounds = CL
x n reroll an attack against opponent with Dark Side score 1+
select a single Force power & if you use power spend Force Point to return all spent uses to suite
if you damage opponent all allies within 3 sq gain +2 dam v. that target
when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed
Use the Force replaces Use Computer to astrogate if you move object of sufficient size, no hyperdrive
x for rest of encounter: +1 Atk, +5 competence to skills or +1 Def
If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn
Use the Force -10 when someone uses Sense Surroundings to detect you
blocks electronic surveillance until next turn or spending standard action
expands bubble to number of creatures = to character level
Use the Force replaces Deception, considered trained
* 1/enc Persuasion v. Will Def of Int 3 or higher & understand, target loses move, FP for stan
choose 1 sq w/in 12sq & LOS, treat as origin sq for next ranged energy atk, must have LOS to target
x always add +3 to ranged attacks with a Force Point (+4 with d8s)
designate one force power, remove one power for the designated power, you -1 down track for 1 min
if you spend a Force Point to add to an attack roll, heal hp = Force Point result
when you roll a natural 1 on Atk or Use the Force roll gain +1 FP until end of encounter
DC15 Use the Force, regain one Force Power
x negates crit, take normal damage
1/enc activate a Force talent that requires a Force Point without spending one
x hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze
sneak from Stealth from electronic devices, use same roll for Perception & Use Computer
when you damage an opponent with a Force Power, Persuasion to intimidate
Use the Force instead of Initiative, considered trained
x when you spend a Force Point for a melee attack, add the roll to damage
x permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq
UseForce replaces Perception avoid surprise/notice enemies/sense deception or influence, trained
Use the Force instead of Persuasion check, considered trained
Use the Force instead of Pilot, considered trained
x n on a selected Force power, you may reroll Use the Force checks
with second wind, gain additional hp: d6 per Force Point possessed (10d6 max)
x n when activating starship maneuver, reroll Pilot Check
can use Force Trance & receive vital transfer & gain additional hp = Cha mod (min 1)
x ally affected by Battle Med is reduced to 0 hp allows ally to take 2nd Wind as reac & falls uncon
1/turn ally within 12 sq & LOS can take 2nd Wind if they have not already
if fail to rebuke, lessen affect by one step, only works with powers with variable effects
x +1 on one Def, can not remake for 24 hours, only one at a time
if within 6 squares, can pull back as a swift action w/DC20 Use the Force
Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained
Use the Force replaces Treat Injury, considered trained
the radius to which you can be detected is 10km not 100km
y allies w/in 12sq can reroll Init, if allies surprised but not you, 1 ally per your Wis mod not surprise
with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter
x n reroll Initiative Check, natural 20 = regain Force Point
all allies w/in 12 sq +2 atk & dam for attacks of opportunity
all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less
than cl + Cha mod, must be on foot, have LOS & be able to communicate)
immune to disease, poison and radiation
with a Critical, gain a standard free action, take before next turn or lose
at start of surprise round if you're not surprised designate 1 ally w/in 6 sq to retain Dex to Ref Def
1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits
if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll)
1/enc force all enemies to move 1 sq away from one minion, no Atk of Opp
natural 20 on skill check = one extra Force Point for encounter
all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have
LOS & be able to communicate)
allow 1 droid to take full atk & replace its mod with your Int mod
can take 10 to increase speed, all-out movement is x5 not x4
1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based
skill check (other than Perception)
+2 Wisdom checks when gambling, take multiple times
1/enc when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5)
Use the Force v. Will, detect Force sensitivity, force powers number, Force Points
when ally targeted by ranged atk, you allow them to drop prone as free action
1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac
one of your followers +2 speed
1/enc make melee Atk then move your speed away without Atk of Opp
if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you
issue routine command to a computer
do not take -5 when using grab action
if take dam from Force power +2 all Def against that power until end of encounter
1/enc grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS
reduces range penalties by one range category, ex. short = PB
+2 on all Def against light-side powers
with proficient weapon, lower damage threshold by 10 (replaces Devastating Atk)
as Focused Force Talisman but Force Point does not count toward "one per turn"
x +1 on all Def
with proficient weapon, lower DR by 10 (replaces Penetrating Atk)
with proficient weapon, +1 Atk
fira attack +1
+1 Atk
with proficient weapon, +2 damage
+2 damage
Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn
each 1/enc: 1. single ranged or melee atk & gain hp = Con score, or 2. Aid Another w/in 6 sq to atk add half cl to
ally's dam roll if atk hits, or 3. single melee or ranged atk & gain +2 dodge to Ref Def until next turn
all allies w/in 6 sq can roll Perception if you do taking the highest result
x If you spend FP on skill roll and fail regain FP
with two pistols & attack, even if miss deal dam = half HL
your guardian spirit can tell you the immediate consequences of your actions, gain 1 bonus FP/day after 6 hrs rest
to improve Force power or activate technique or secret
when you dam opp w/lightsaber, target is -2 Atk against anyone but you
whenever you begin turn adjacent to target of Ward gain hp = your character level
show ally in LOS to ignore effect of difficult terrain until your next turn, not you
allies adjacent to target you dealt dam +2 melee atk v. target
use gun as melee weapon w/out penalty, with bayonet, acts as blade and club
with two pistols attack as if autofire even without, autofire penalties apply
if unarmed & holding no items double Str bonus on unarmed attacks
catch a Second Wind as a reaction not a swift action
reduce target's DR by 1 for enc if hit with unarmed atk, does not stack
x reduce swif actions to move up track by 1
once per round, shield ally, any attacks that target you
when you deal dam after aiming target can't use stan action to atk on their next turn
1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS, each may withdraw as free
can heal droids with vital transfer
damage healed with vital transfer increase by 1 point per class level
1/turn designate 3x3 area w/in LOS, if a target moves in that area 1 ally in LOS can make Atk of Opp
can double Str bonus to melee & unarmed dam
x add Cha bonus to Perception check
1/turn with aid another to adjacent ally on a skill check as a swif action not stan
Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn
reroll any untrained skill check, mtr & 1/enc spend FP tor reroll any skill check & take better
snipe action of Stealth is swif not move
if have concealment v. target, +5 Perception v. target
no penalty to Stealth at normal movement
if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif
1/enc within 2sq of cover or concealment can move to & make Stealth check as single move
DC 15 Use the Force to double Str bonus to next melee dam roll
1/enc +1 die dam with grenade or explosive
creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod
allies take no or half dam from your area atk
telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet
1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod, must be on foot, have
LOS & be able to communicate)
with a successful attack of opportunity, you stop the target's movement ending its action
can use Mechanics instead of Use Computer to improve access, considered trained
hotwire processor +5 Int/Wis skill & +1 ranged atk, rounds = half level, move -1 down track after
if benefit from cover you can increase cover by one step
if looking for hidden enemies, can make one atk v. one enemy you notice
aim before attacking moves target one down track if attack deals damage
1/enc, designate an opponent, +dam=to BH level
once a day, add class level to Atk, skill or ability roll
Pilot replaces Use the Computer for astrogate or operate sensors
add Cha bonus not Wis bonus to Will Def
if you hit, give an ally a dam bonus = to their level
1/enc ignore armor or equipment bonuses with melee atk
if damage more than DR, ignore DR
n reroll Persuasion when haggling for restricted, military or illegal goods
x Use the Force v. Will Def, see K52 or F87 or J14
can see or hear as if you were standing in the space of your illusion if humanoid
x swif to spend stored Force Point, can attune 1 item per 24 hours, only for you & one FP at a time
* applies to ally also, spend Force Point to all adjacent allies
anyone attempting to move you involuntarily is -5 to their check/atk
if damage opp with piercing Atk, opponent -2 speed until end of your next turn
aid on Knowledge checks of ally within 6 sq if you're trained
ally moves normal speed, must move immediately or wasted, can use 3 times a turn
ally can make a standard or move action, immediately or wasted
ally can make a standard & move action, immediately or wasted
if in cover, gain DR = CL provided you still have cover when they attack
Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/enc lose stan action
Persuasion 6sq cone v. Will target loses swif action on next & no full
Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus
do not have to move in straight line on attack run
react Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack
when you damage an opponent, use Consular's Vitality as free action
x range increases to 12 squares, failure deals and heals 1/2 damage
can use Search (Perception) as swif, always succeed when using Sense Surroundings (no roll needed)
damage healed with vital transfer increase by 2 points per class level
y reroll Initiative
Jury-Rig as stan not full, do not have to make check to jury-rig & move up +3 steps not +2
x make a single ranged atk & compare to Ref Def of all targets in 6sq line, half on miss, DC20 return
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their move action
may attack in surprise round
can draw ignite & attack with lightsaber even if surprised, can draw & ignite lightsaber as free
once per turn when you redirect an attack do not count the initial deflect penalty
when you make a riposte do not count the initial block penalty
increase damage dice to d8 not d6
can use Sentinel's Gambit an additional number of times per encounter = half class level
if move at least 2 sq & in a different square +1 all Def
use Sneak Attack for targets w/in 12 sq not 6
if adjacent to a creature, +2 Ref Def until your next turn or no longer adjacent
y reroll Stealth
if move opponent down track with melee atk, target cannot take stan or full action its next turn
when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area
you and allies +1 on all defenses v. target
increase fly speed 2sq
same as Weaken but target keeps fleeing
DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with
item, destroyed after 24 hours, 1/day
no penalty on improvised weapons
1/enc all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter
n can reroll Deception for a deceptive appearance
once per day, +5 up condition track, but not persistent conditions, can take multiple
x immune to all mind-affecting effects 1 minute
1/enc can return 1 Force mind-affecting force power w/out FP
once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min
x weapon's DR doubled, lightsabers do not ignore, with Force Point on attack add 2xFP result to dam
take half dam from heat or fire or no damage on a miss
Deception v. Will Def in 6 sq & LOS target -5 Atk v. you until the start of your next turn
+1 attack rolls & +1 die damage vs. Force Sensitives
Use the Force replaces Knowledge if not trained, considered trained
x substitute Use the Force mod for ranged attack bonus until next turn
1/turn one droid ally in LOS +Atk = 1/2 your CL, any in Networked Mind gains heuristic processor
all allies w/in sight, +1 Atk & skills for encounter or N unconscious
opponents of equal or lower level take -1 on Atk rolls, opposed skill checks, & Use the Force
-2 penalty
-5 penalty
ally makes skill check as move action, not standard
gain 1 follower with AP feat & trained in Perception, can be taken max 3 times
allies in LOS +2 Atk & skill checks v. your designated target
ally's attack moves target 1 more down condition track
Use the Force replaces Use Computer for astrogation
1/enc for one ally within 6sq can use your skill modifier for a skill check (not Use Force)
when successfully Search Your Feelings gain FP & use before end of enc, if use w/unfavorable gain Dark Side
Point, if use & gain Dark Side Point gain 2 points
successful ram you take half from ram, if target is same size or smaller they cannot move next round
v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate
1/enc can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't
1/enc, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level)
if target is unaware of you, +1 die dam from ranged
with ion weapons +1 Atk & +1 die dam
DR10 against ion dam
1/enc, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 ion, you must be adjacent
after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree
1/enc, a single vehicle in LOS and immediate move action
twice Lightsaber deflection bonus with two lightsabers
your Battle Meditation grants +2 to attack not +1
Fort & Will Def +1 & you deal +1 die dam against Force Sensitives
includes Acquire Equipment or Funds, Obtain Info, Receive Medical Attention, Secure Safe House
+2 speed if you end move adjacent to target
activate as free, no Pilot check to land
1/enc when enemy moves adjacent expend one charge to fly or move speed or withdraw
armor does not reduce speed or distance moved
when fighting defensively, may negate one more attack per round with Vehicular Combat
y reroll Mechanics check to jury-rig
1/enc: use Sneak of Stealth in plain sight & considered trained; reroll Deception when acting atypical
1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def
restore +1d8 hp when use Repair of Mechanics & with aid another
x n 1/enc, single enemy in LOS, may reroll your first Atk roll, keeping best
no penalty vs. opponents in concealment (except total concealment)
if you reduce your prime target to 0 hp, designate a new prime target
if you jury-rig vehicle moves -2 down track at end not -5
1/enc, vehicle avoids moving down condition track
if you aid another to suppress an attack, the enemy takes -5 on its atk not -2
with Aid Another to suppress enemy, enemy takes -5 on all atk rolls until end of your next turn
make single melee atk v. within reach, if hits deal no damage but target must move/withdraw next turn
1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you
when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO
n once a day, reroll skill check
when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn
with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes
aim before attacking and knock target prone, no bigger than two size categories
target of Adversary Lore takes +1d6 dam from successful attacks
select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25)
add Wis bonus to Ref Def if denied Dex
Knowledge (galactic lore) DC15+CL for +2 one defense v. target
Knowledge (galactic lore) DC15+CL for crit +1 range v. target
Knowledge (galactic lore) DC15+CL for +2 atk v. target
x aid an ally in 6sq on Use the Force
Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level)
DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk
reduce penalty for large illusions by one half (min -1)
x 1/enc treat damage from a Sith alchemical weapon as if you rolled max on Force Point
1/enc add 1 die dam or extend range 6sq, adds "dark side" to descriptor
1/turn creature or droid damaged by unarmed atk, disarm as swif, do not take -5 if in two hands
any enemy adjacent takes dam = your Str mod (min 1) if you can make Atk of Opp if you're in light or no armor
1/enc you become immune to mind-affecting effects until your next turn, lose affects if choose
any ally who starts in your safe zone & then exits it, +2 atk
1/enc when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter
any character that would benefit from shared talent: 1. DC -5, 2. +2 atk Def or dam, 3. reduce dam taken by 10
if you do not have cover from target you dam with ranged atk, allies +2 atk v. target & +5 opposed Initiative
checks
when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp
When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge
When you fail check in skill challenge, next ally gains +2 with different skill
gunners on your ship add 1/2 your HL or 1/2 their HL to dam & treat crew as one level higher calculate your
capital ship's Ref Def as your HL+1/2armor (round down) if higher
x one ally w/in 12 sq & LOS that is grabbed etc & release them & can move half spd as reac w/no AoO
1/enc if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead
+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max
when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp
1/enc return 1 lightsaber form to suite w/out spending FP
+2 Block & Deflect with a lightsaber you built
if within 6 squares, can pull back as a swift action w/DC20 Use the Force
1/enc target -1 down track & persistent condition
1 ally w/in 12 sq & LOS & trained in UtF, as long as w/in 12 sq can aid another as a reac, -5 other UtF
take up to -5 on Atk to give up to +5 Ref Def to ally in LOS
proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x Str
bonus (min 1) & add Str bonus to dam
when you hit a moving opp that is one size larger or smaller with Atk of Opp, ends movement
reduce DC for telepathy by half w/willing, reroll w/unwilling & keep better, FP = # of targets = Cha mod (min 2)
w/single UtF check
move +2 squares if wearing light or no armor
+5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally
gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy
n once a day, reroll Atk roll
1/enc can negate damage a single attack that would normally reduce you to 0 hp
1/enc gain temp FP to spend w/ Luka Sene or Sense talents, to Search Feelings or Sense Force
1/turn Deception v. Will Def of 1 enemy in 12 sq & LOS, target must move half its spd toward you but avoiding
hazards (stops move if can't avoid hazard), does not provoke Atk of Opp
1/turn grant all droid allies in LOS to take Recover in 2 swif not 3
lightsaber defense bonus increase by 2 (max of 5)
1/enc can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp
when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn
no penalty with improvised weapons
if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL &
moves down track, poison attacks until it misses or cured
if ally within 6sq reduced to 0 hp, move up to speed toward ally without Atk of Opp
1/enc on your turn you move your speed as free before any other action
1/enc with more than one atk you can add one die for each successful hit
1/enc when you reduce opp hp to 0 gain +5 atk with next attack in same encounter
x guardian spirit present for enc w/in 6 sq of you, as long as w/in 12 sq you: +1 atk, +2 UtF, +2 Will Def you can
move spirit 6 sq as swif action 1/turn
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their swif action
one force power no longer has dark or light side descriptor
when you damage target with non-area atk, 1 ally in LOS treats target as if flat-footed
recover all Force powers on a nat 20 on an unarmed attack
become immune to Sense Force & appear to be normal droid until you use the Force
Use the Force = Deception for creating deceptive appearance
ally you use Skilled Advisor with gains Force Point to be spent before end of encounter
fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk
1/enc each: 1. ally w/in 5 sq & LOS +5 up track & +2 atk & skills, 2. roll d20 as reac can replace enemy or ally in
LOS d20 roll, 3. ally w/in 5 sq & LOS can replace their def with your def as reac for next
w/successful persuasion check make make 2nd Persuasion of any type
when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end
target moves two steps down the track
add Dex to melee dam with light melee weapon, double if two-handed
+1 atk & +1 die dam v. beast with Dark Side Score of 1+
n reroll Use Computer checks to improve access to computers
ally can reroll any atk or check made on an action granted by you
y add one extra accessory, reroll one die of dam if you built, mentor another building (-5 their DC)
if opponent use aim to negate cover, Stealth v. attacker's Initiative to retain cover
can always take 10 on Mechanics
w/speeder can use Fast Mount or Dismount, Soft Fall, Stay in Saddle & Use Mount as Cover of Ride
add Int mod to Treat Injury for Treat Disease/Poison/Radiation
with a medpac for first aid, gain 2 hp for every point over DC instead of 1
DC20 Treat Injury on adjacent, target uses second wind even if above half hp
with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone
w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn
1/enc when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk
+1 dam on melee attacks
x double your speed for 1 round, must wait 5 rounds between uses
when affected by a debilitating condition, change penalty to bonus for 1 round, then move down track
+2 dam against targets damaged by an ally since end of your last turn (+10 max)
touch & creature must have Int 3+, Use the Force v. Will Def if unwilling as Gather Info
can place mine as stan not full
1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq
immediately after making a full atk with two lightsabers you may move your speed as free action
immediately after making a full atk with two pistols you may move your speed as free action
when you end movement next to opponent & they withdraw, you can move with them
each 1/enc 1. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn, or 2. stan make
ranged or melee atk then move half spd as free & no atk of opp, or 3. when damaged by atk move half spd as reac
& no atk of opp & gain favorable circumstances to 1st atk v. that enemy
can move speed after Whirlwind Attack
do not take -5 penalty when you try to modify or reprogram yourself
you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC
uses farseeing from your suite, before end of your next turn force attacker to reroll atk & keep second
x use move object to make area attack = L 2x2, H 3x3, G 4x4 C 6x6, compare Use the Force to Ref Def
reduce Atk penalty by 2
reduce Atk penalty by 2
reduce Atk penalty by 2
reduce Atk penalty by 2
reduces penalty by 2, can be taken multiple
reduce Atk penalty by 2
reduce Atk penalty by 2
reduce Atk penalty by 2
reduce Atk penalty by 2
if you move opponent down track they take +1d6 dam
if you hit an opponent you have "marked" +1d6 dam
when you gain a level you get bonus Force Points = number of Force Talents (6 max)
DC30 UtF for 1 benefit as decided by GM: 1. Force power returned, 2. 1 FP for use before end of enc, 3. +1 use
of Force-related talent or feat, 4. roll +1 die w/Force check & select highest die rolled
can make Treat Injury checks without medical kit with natural substitutes
when negate energy v. ranged redirect at enemy w/in 6sq, UtF v. Fort Def for half negated dam
+1 Ref and Will Def with lightsaber
if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker
when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn
can use Cha mod to replace Str mod with light melee or a lightsaber
if recruited enemy is 0 hp or bottom of track, you & all allies in LOS gain hp = 10 + your cl
with a stun weapon +1 Atk & +1 die dam
n reroll Persuasion to Intimidate
n reroll Persuasion checks to intimidate
y reroll Gather Info to locate a specific individual
1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp
1/enc add Wis mod to Persuasion in addition your Cha mod
poisoned target denied Dex to Ref Def as long as it remains poisoned
1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check
when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level
-2 atk to enemies that fire into your safe zone
if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll
Trusty Sidearm also applies to any rifle or carbine
when ally in 10 sq & LOS rolls a nat 1 or 20, you gain +2 Atk or +2 Ref Def until the end of your next
reroute power or recharge shields as 2 swif not 3
can take 1/2 or all dam for an adjacent ally an ally may take the same for you
can obtain modified items without increasing base value
1/enc forgo extra move to add +5 to one Def until end of your next turn
1/enc you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally
+2 on attacks of opportunity with rifles
allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp
w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp
1/enc make an attack with light melee or lightsaber after a successful feint
DC 15 Tactics, enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def, opposed
with all-out movement as the pilot +2 Ref Def
1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify same
with either lowest or highest hp or on highest or lowest on track
if fail Persuasion to change attitude, attitude does not change & can attempt to change attitude one additional time
per enc
+1 die dam on next atk in same turn, weapon loses 1 die dam until full round passes
1/turn allow each of your networked allies to immediately move up to their speed
when using farseeing to look in the past, DCs are halved, can see within 6sq without a Force Point
opponent's DR is 5 less, single weapon group
+5 Perception v. prime target until end of the encounter
if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage
you can communicate in full sentences & complete thoughts, subject no change
if someone attacks, they lose concealment but no one else does
1/enc make a single melee Atk v. adjacent enemy who just damaged you
taunt enemies within 12sq & LOS, they're -2 Atk on targets that are not you
for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter
if you provide soft cover to an ally within 3 sq it is improved cover
x with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. target
when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless
during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets
1/enc each w/melee or ranged as stan if hit & dam: 1. target loses its armor bonus to Ref Def & is flat-footed,
target must spend stan to adjust armor, 2. target -2 atk until end next turn & all creatures ect have concealment
from target, 3. target's spd -2 until end next turn
when you deal dam after aiming target's spd reduced 2 sq & cannot take double move or run
1/enc for each: 1. 1 atk target's thresh is half, 2. 1 atk as though aimed, 3. +4 Ref Def for 1 turn & make 1 atk
x on new planet 10 min to acclimate & on planet +2 all Def against natural hazards, spd +1 sq, sense weather for 24
hours as full-round
Jump +4 sq or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track
1/enc all allies in LOS with less than half hp gains hp = CL
x when spending a Force Point on an Atk, reroll die, Dark Side Score +1
2 swif to recharge shields or reroute power, can act as power generator
surge +1 melee atk, +1 die melee dam & +2sq speed, rounds = half level, move -1 down track after
1/enc, take 20 on Persuasion check with no increase in time needed for check
may use Block & Deflect to protect adjacent ally
with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack
whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam
against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn)
when you aim +5 difficulty to have your attack Deflected
1/enc adjacent ally gains +1 atk
at end of encounter target moves -3 down track & needs rest or surgery
when you aim gain benefit of PB shot regardless of range
x 1/day spend 10 min & once later in day negate an attack as long as not nat 20, if don't use regain FP
can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain
spend a remaining farseeing power to regain any other force power
Persuasion as Intimidation as a standard action, not full-round
instead of destroying a vehicle you can disable it so it cannot move
1/enc add half class level to one Defense
when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam
* negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have empowered
weapon, aware and not flat-footed, FP for adjacent character
1/turn one vehicle in your LOS who can hear you, ignore difficult terrain & +5 Pilot to avoid hazards
1/enc Use the Force v. Will Def, move target down track & they lose stan
Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn
when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog
if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged
always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll)
When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO
Will Def bonus = your class level
when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1)
can target object you hold, up to 5 years per level
Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v.
if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5
1/enc as reac, follower can attack opponent if you're damaged by an attack or Force power
1/turn when you score an unarmed crit, make an immediate unarmed atk against target in reach, if you're in light
or no armor
n not restricted to a straight line when running & can reroll Endurance
cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full
w/successful grab can bind target to you or adjacent object, you & target -2 Ref Def while together
1/enc jury-rig an object not disabled
spend 1 min removing an accessory & adding another on a lightsaber you built
when you create a field-created weapon, add one modification at the time of creation
1/enc move your speed
during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. different target
w/in 6sq of the first target
1/enc if enemy uses non-Force talent you can use same talent next turn if have same weapon/item
can make Atk of Opp
Use the Force against living creature w/in 12sq, remove farseeing, v. Will Def, for +2 Atk v. target
use Tripwire as move not stan
1/round if you or ally in 6sq damages target, allies in LOS + dam to target = half class level
1/enc Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc
1/enc, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam
can disarm with ranged weapon, does not provoke Atk of opp
if within 6 sq of target, you can be considered adjacent for purposes of flanking, single target
if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead, grant 1 ally to use move
immediately
+2 atk with melee weapon, 1/enc lose bonus as free for +5 on single damage roll
retrieve energy cell/power pack and load weapon with single swif
1/enc, as a reac to attack, ally within 6sq can make immediate attack against attacker
when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal
n reroll Use the Force to Search Your Feelings or farseeing
you can take a readied action at the end of the current turn after opponent takes its action
if take dam from Force power you deal +2 dam against that creature until end of encounter
make Jump check as free when reduce opponent to 0 hp & can use surge
if dark side power, roll two dice for rebuke attempt & take best
regain 2 Force Powers when Force Point is spent to regain a power
DC 15 Use the Force to recall discblade
add Wis mod to dam after a successful charge
if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon
gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you
1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 down track &
target becomes ally & friendly, if target is higher level they get +5 Will Def
once per round, not autofire or other projectiles
with a crit target -2 Ref Def until healed to full hp
with a crit target speed is halved until healed to full hp
+5 bonus on skill checks made to perform a Force Regimen
1/enc, move every ship in your squadron +1 up track
when you use an ability to grant a morale or insight bonus, increase by 1
avoid moving on track from designated opponent
n may roll twice for Pilot check to initiate dogfight
x Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher
dismiss your safe zone & allies in your old safe zone +2 spd
allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod
1/enc, can regain all expended uses of farseeing power
allies within 6sq can reroll one Pilot check, keep best (once per ally)
when you repair yourself +1 additional hp for each point over DC
Repair as stan, 1/day per droid, object or vehicle
x when targeted by dark side power you can give penalty to their UtF = Dark Side score
+2 Ref Def v. target hit by Whirlwind Attack until start of your next turn
1/enc after first full round can add +5 to Initiative
move +2 steps up condition track
1/enc adjacent ally gains +5 to thresh
at end of encounter target moves -3 down track & needs rest or surgery
x if you would move down track, spend Force Point to negate movement
+5 Force bonus to all Def scores against Dark Side skills from dark force-user
automatically improve attitude of an indifferent character to friendly with no check required
When you move down track from dam exceeding thresh, next atk before end of next turn moves target -1 down
track if takes dam
if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach
away from pursuing target run or use 2 swif & make single -5 atk as part of move, FP to avoid -5
if enemy in LOS moves ally down track, gain +2 Atk v. that enemy
DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth
target loses concealment bonus to Ref Def if Use the Force beats Will Def
+2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS
successful grapple deals target's strength modifier as damage (min 1)
target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn
with ranged attack, move cover down one step & deal half damage
* reaction to damage gain total concealment until end of your next turn & may take 2nd Wind if didn't
treat rifles as accurate weapons & take no penalty firing at short range
+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force)
1/enc make a lightsaber attack v. opponent you Block (not v. area attacks)
1/rnd as reac to ally taking dam or down track +1 atk next atk (up to max +5)
1/rnd as reac to ally taking dam or down track UtF v. Will Def to move target -1 track, if enemy moved to bottom
of track not unconscious but must flee for 1 min until moves up track
1/turn if you're damaged from Atk of Opp, make a single atk v. a target
reroll Pilot to disengage from dogfight, if fail gunners do not take penalties to atk
if you take damage for an ally you gain DR = class level until end of your next turn
can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat
1/enc if you drop a foe to 0 hp or to bottom of track take a bonus stan action
when you deal damage over thresh, +2 dam v. that target rest of encounter
reroll Persuasion to haggle over a price of bounty
sabotage object with energy cell/power pack to become a grenade, can be turned back with swif
1/turn 1 ally in LOS move its speed as a reac, if a target makes an Atk of Opp v. ally you can make Atk of Opp v.
target
4x4 sq = safe zone, ally starting in safe zone +2 Fort & Will Def, cannot overlap another safe zone
all opponents in 6 sq -1 Atk
n reroll Knowledge if you're trained in that Knowledge
double Int mod to Knowledge (life sciences) & (physical sciences) checks
1/enc: use Disable or Erase Program v. friendly or helpful, disabling/erasing in 5 min & DC15; if succeed on
opposed Use Comp locks other user out auto but they can retry; as a reac keep hostile computer from tracing your
location
1/enc: use a feat or talent for atk as 1 action less; apply Independent Spirit bonus a 2nd time; in combat add 1/2 cl
to any skill that requires stan action or less but you must be trained
all squad members +2 Perception until next turn (squad = you & # = or less than cl + Cha mod, must be on foot,
have LOS & be able to communicate)
if you fail Treat Injury check, patient does not take any additional damage
armor bonus to Ref Def and equip bonus to Fort Def increase by +1
1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of uses =
Dex bonus but only once a round)
can disable security without a security kit, something goes wrong if you fail by 10 not 5
y if fail Persuasion to change attitude, reroll with Deception
if make charge against unaware target, target cannot make Perception check to notice you
characters using fear effects must roll twice & keep the lower result on any skill or atk rolls
1/enc seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal
1/round when an ally dam an opponent you can take a swif action as a reac
1/turn when enemy to 0 hp or down track, 1 ally in LOS to take 2nd Wind as free & add hp = CL
1/enc use 1 talent from Inspiration tree on yourself
Use the Force replaces Will Def against Deception or Persuasion
can use Sense Surroundings to detect targets 30sq radius, regardless of LOS
when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam
1/enc enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn
if have concealment v. target, can spend FP for +2 atk v. that target
if stun dam over thresh target -3 down track not -2
if dam over current hp & threshold, then deal half dam, move down track and sever
if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn
+1 Force bonus to Ref Def until start of your next turn
each 1/enc after you Atk: if dam gain total conceal v., or if opp no Dex to Def or if you concealed & you dam
target can only take swif next turn, or if you have conceal +2 Atk or +5 with total
gain low-light vision, lasts 5 min or until end of encounter whichever comes first
blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq
1/turn grant use of Force Secret to ally w/in 12 sq & trained in Use the Force
1/turn grant use of Force Technique to ally w/in 12 sq & trained in Use the Force, not FP Recovery
x 1/day grant use of Lightsaber Combat or Forms, Duelist until end of enc if w/in 12 sq to allies = 1/2 cl
y minions may reroll Persuasion checks to Intimidate
if you damage target with area attack, target is flat-footed v. you until next turn
any cover bonus is +2 Ref Def if adjacent to minion
may use Block or Deflect to protect adjacent without sending Force Point
1/enc spend swif to regain 10 SR to max on an active personal shield
1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed
1/rnd negate ranged attack with Use the Force check, DC = Atk roll, must have activated gauntlet, aware and not
flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for adjacent
with successful Deflect make ranged atk w/in 6 sq & LOS, not autofire
+5 on ranged attack on deflected shot
move 1 square without an Atk of Opp
-2 one Def, +1 to another Def
-5 one Def, +2 to another Def
-5 two Defs, +5 to other Def
x gain low-light vision for 1 minute or the encounter whichever is longer
take only -2 penalty on your Use the Force check for each block or deflect in last turn
can always use rifles to make attacks of opportunity
+2 atk with shoto or guard shoto if you wield a one-handed lightsaber
one-handed lightsaber considered light with shoto, can activate Lightsaber Defense as free with shoto
when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent
if begin turn adjacent to ally, gain hp = HL
1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally
treat siang lance as rifle, +1 atk & counts as Weapon Focus (rifles)
if Use the Force of Force blast exceeds Fort Def, target moves 1 down track, you get Dark Side point
reduce cost of diagonal move to 1 if in light or no armor
with certain item +2 opposed skill checks, multiple items cumulative +1
never suffer from unfavorable circumstances from environment w/Stealth, 1/rnd w/Stealth auto aid another 1 ally
if unaware target damaged, opp cannot speak or make other noises until end of your next turn
x gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn
can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons)
make two unarmed attacks each against different targets
with 1 light melee or lightsaber you can move your speed as a free action
with 1 light melee or lightsaber make full atk as stan, 1 per turn
Create Sith Amulet, Sith Armor, Sith Talisman, or Sith Weapon, see J21-22
x Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use
Create Sith Weapon - imbue weapon with Sith alchemical weapon template (K79)
x modify an item to gain Sith Alchemy traits, see J22
+1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours
Knowledge (galactic lore) DC15+CL for target's level, classes, abilities & Force & Destiny points
1/enc Perception vs Will of target within 6 sq & LOS for +2 bonus to skill & attacks for enc
increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12)
nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod
with reprogram, sacrifice one trained skill for +1 skill focus, once per reprogram
* ally gets +5 on skill check, Force Point = +10
set detonator as swif & does not go off if fail roll by 10 or more
when installing an implant the attack bonus is halved
When failing to get min result of check of 1 skill, gain FP only usable on that skill before end of enc
if move 2 squares, +1 Atk until next turn
1/enc with charge take no penalty on UtF for Block during the charge, applies to Riposte
when you dam opponent you can move through that opponent's square, Atk of Opp as normal
if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher
1/enc designate an opp you just damaged cannot make attacks of opp until next turn
target's spd -2 until move to normal on track or until end of enc & loses Dex to Def & flat-footed, spend FP for -
4sq or half whichever is greater
when you move target -1 down track their speed halved until removed
each 1/enc make ranged or melee atk for 1. if hits enemy -2 atk & dam until end of enc or 2. if deal dam enemy
gains persistent condition removed with DC25 Treat Injury/surgery or 3. atk v. adjacent to you or ally +2 dam per
adjacent ally
1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours
if you pilot a colossal or smaller vehicle, capital ships with -20 Atk = no crits unless you'd be hit normally (20 +
weapon's atk bonus)
do not provoke attacks of opportunity when using aim with stock extended
if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6
ranged attack not at point blank range add half class level to damage
1/enc ranged attack not at point blank range ignore target's armor bonus to Ref Def
aim with 1 swif at a target not in point blank range
after 2 rounds of being disabled move +1 up track
x when damaged gain DR 10 until end of your next turn
when you damage target with ranged atk, 1 ally in LOS ignores target's DR & SR
take 10 on Acrobatics check to tumble even when distracted, each occupied square counts as 1
use vital transfer to move target +1 up track not heal, you move -1 down track
shift unfriendly beast to indifferent automatically
reroll Use the Force for Block or Deflect
1/enc Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn
no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons
x Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied
1/enc adjacent ally gains +2 spd
at end of encounter target moves -3 down track & needs rest or surgery
no penalty when using Accelerated Climbing of Climb
once a day, make skill check trained, multiple per day
Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target
if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware
run up to five time speed
Gather Info replaces Knowledge (galactic lore), considered trained
if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon
with melee atk against target with your allies adjacent reroll damage & keep best
with you & two allies adjacent to target, target is flat-footed
1/enc, grant benefits of a talent to every ship in your squadron until end of enc.
1/enc, grant a maneuver you use to every ship in your squadron next round
an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest
+1 Atk aboard starship including personal weapons
y when you grab an enemy they must make opposed grapple to break, if you initiate you can reroll, if you're in light
or no armor
recruited enemy can immediately use second wind as a reac
remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level
n reroll Treat Injury
an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free
if you resist a mind-affecting Force power the user cannot use the same power against you again
melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB
natural 20 on Atk roll = one extra Force Point for encounter
if an ally moves you can move before your next turn if you end within 3 sq of that ally
your force powers can deal stun dam
if damage opp with slashing Atk, opp -2 melee Atk until your next turn
if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn
when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit
choose a lightsaber form
1/enc adjacent ally gains +1 die dam
at end of encounter target moves -3 down track & needs rest or surgery
if within 10 sq of an ally +2 DR
when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk
1/enc after you dam opp you can move your speed
when you grab and opponent they must use a full to break the grab not a stan
add your class level to Will Def v. Use the Force
1/enc, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 stun, you must be adjacent
when you deal stun dam with unarmed atk, after dam is halved add +1 die dam
with damage in a melee attack, move 1 down track if damage beat threshold
1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn
if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp
x make Whirlwind Attack at end of charge not normal melee attack if using no weapons (gloves, etc)
deal sneak attack damage when you use Skirmisher
1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy
1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3; as stan auto aid another droid w/skill
you are trained in if have Skill Focus add +5; as swif grant ally 1 swif that it can immediately use as a free
mind trick to convince target they can't use the Force, Int 3 & w/in 12sq, UtF v. UtF
speed not reduced by difficult terrain
1/enc move up to your speed
1/enc return any [light side] power without spending Force Point
if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw
if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you
in surprise rnd if not surprised can take swif in addition to other action, if surprised can take swif
until end of encounter: can only use "you" Force Powers & 1/turn recover 1 spent power w/out FP
Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS
1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex
bonus but only once a round)
make a swif action a reaction after failing Deception or Stealth
once a day, use a swift action instead of move or standard
1/enc make single ranged atk w/handheld weapon as swif not stan, cannot use remaining for atk
each 1/enc: move your speed & +2 Ref Def until end of enc, or no Def penalty on charge, or move & +2 Ref Def
v. Atk of Opp until next turn
+1 Force bonus to attacks with simple weapons
1/enc, treat attack with ally on with same target together vs. SR, DR & Threshold
move vehicle additional step down track
can use Assault, Deployment or Field Tactics as a swift action not move
when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod
select 2 allies, each moves 2 sq as reac w/out atk of opp
all allies in LOS & within 6sq can withdraw as a swif until start of your next turn
1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track
if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn
add one dark side force power, 1/enc use that power without increasing Dark Side score
if you take damage for an ally your damage threshold +5
if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned
when you deal dam at end of charge, you knock target prone if opponent no more than 1 size larger
if ally is using Persuasion to change attitude that doesn't understand you add +2
if non-area atk hits, can choose to do half damage and target loses its next move
1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS
auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth
1/enc when an enemy moves within 6 sq can make Atk against as a reaction
+2 Atk & damage on next PB or within reach attack if in LOS
1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used
can use Recruit Enemy when you or ally would deal dam to kill target instead of only you
increase speed of droid or vehicle if you occupy or are adjacent by 1 sq, 1 per round
w/natural 20 to use Force disarm, grip, slam, thrust or Move Object, reuse same power immediately
with Force Training & take move object, gain extra power from disarm, slam, thrust or move object
if you are moved by a Force power reduce the distance by half
1/enc, return Force disarm, slam, thrust, or Move Object without Force Point
x negate movement if being force against will
add Force Point roll to damage & attack if unarmed
with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach
can return Intercept to suite without spending Force Point
when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP
if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. that target
link within 1km can communicate as if speaking, 1/enc may share Force power of target or you
can move target 1 sq if damaged by Whirlwind Attack, not if grabbed or grappled, no Atk of Opp
1/enc when attacked you can move your speed
deal additional die of damage
only full-round actions unarmed, take full attack as standard action
DC20 Ride to negate difficult terrain
Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled
when you catch a Second Wind move +2 up track also
1/turn if Will Def is targeted can replace Will with Use the Force check, you -5 UtF until end of next
when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL
any target struck by thrown lightsaber moves at half spd (round down) until your next turn
if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk
get total concealment in place of any concealment
catch a Second Wind one extra time
can substitute Use Computer for Gather Info if you have computer access
automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5
allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal
Deception to feint, shut off and reignite lightsaber
when you die become a dark side spirit & can possess others or enter an object, see J16
spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS, lost if not used by end of enc
when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp
if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp
DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track
y 1/enc if you and allies have LOS to same target you all can reroll one ranged attack
Initiative check v. enemy in LOS, loser is flat-footed v. other
no penalty to Atk when using Rapid Shot
set trap 3sq wide, DC20 Mechanics & Deception to conceal, target DC10 Acrobatics to avoid, select 1 option: 1.
target falls prone 1d6 dam, 2. auto hit w/mine & 1d20+10 v. adjacent, 3. +2 Deception & fall prone
Persuasion v. Will Def of 1 enemy in LOS for them to attack who you choose, +5 if they're higher level
give up standard action to give all extra action next turn
When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better
1/enc after first round Knowledge (tactics) v. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at
start of next round, allies in LOS can choose to reroll
turret self-destructs at 0hp with 2sq radius dealing its normal dam, you can disable if adjacent as reac
with two pistols, +2 dam if using Rapid Shot
you can move 2 squares between attacks without an attack of opportunity
you can make an attack with both weapons or double-sided weapon against different targets
each 1/enc after you atk: if same atks you atk/reac, or opp can't atk you, or +2 atk if they haven't atk
throw 2 weapons at same enemy or target sq w/one hand, separate atks -10 & weapons must be similar, range =
8sq
x ally in 12 sq & LOS takes dam you take half dam & ally takes half dam
1/enc increase dam thresh = Independent Droid level
if parry melee attack, can immediately make unarmed Atk as reaction against target
fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others)
one opponent loses Str bonus to melee attacks against you, not to damage
when you use Adapt & Survive, you deny the bonus to the enemy in LOS
1/day add 1/2 officer class to all Def 1 round, must declare at beginning of your turn
do not lose Dex bonus if flat-footed or attacked by hidden attacker
cannot be flanked
1/round if damaged move 1 sq as reac, no Atk of Opp
1/enc a roll 16 or higher is considered a natural 20
x spend a Force Point to automatically negate a mind-affecting Force power or talent
Treat Injury DC increases by 5
followers gain Toughness feat
n 1/enc reroll damage of one attack
Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you
if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed
opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter
allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes
x Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter
1/enc an attack that would knock you down the track is reduced by 1 step
1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def
1/enc increase speed of allies in LOS by 2
Cri on 19-20, 19 not an auto hit
additional damage from an empowered weapon is considered fire damage
+1d6 fire damage with melee weapons until the beginning of your next turn
UtF v. Will Def to vanish from sight of one target in LOS, total concealment v. target until next turn
+2 Atk with selected vehicle type, may take 10 on Pilot checks
1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC
treat your ship as two size categories smaller when attempting Stealth checks
DC 15 Mechanics for hp = 5 x CL
if hit by area attack, take half or no damage, must be moving
+10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def
poisons used against a target get +2 Atk against Fort Def
if an enemy you damaged in this encounter is at 0 hp, return one Force Power as free
one adjacent ally +1 Ref Def as long as they remain adjacent
when an enemy you reduced to 0 hp or bottom of track, your next atk is +1 die
can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly
you or ally within 12sq if you miss an atk, UtF check over target's Will attacker can reroll Atk spend one
farseeing, you -5 Use the Force until beginning of your next turn
you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you -5
Use the Force until beginning of your next turn
x See into past or future with farseeing, max one year per your level
1/enc you gain hp = 10 + 1/2 your HL
enemies in LOS take -2 Def until your next turn
+1 Ref Def v. melee if have wan-shen in hand & not flat-footed
treat wan-shen as Med weapon not Large, can Pin & Trip with wan-shen if wan-shen in hand
make 2 atk with wan-shen each against a different target if have wan-shen in hand
provide soft cover to 1 adjacent ally
when enemy makes unarmed/melee atk for 2nd time in enc v. you make Perception as reac to gain +1 Ref & Fort
Def v. for rest of enc, can switch targets by not using for 1 full rnd
1/enc ignore 1 non-Force effect, talent, skill or ability that exceeds Will Def, if spend FP ignore mind effect even
if Force
if enemy fails Stealth or Deception v. your Perception you can take move as reac, if multiple fail, your moves
cannot exceed Dex mod
can move into same space as frigate or larger without collision & can occupy same space
if you are adjacent to an ally you can't be flanked
x Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects
Perception replaces Initiative & considered trained in Initiative
when acting in surprise round you &allies take +1 move max
add Cha mod to dam (min +1) to telekinetic Force power
1/enc ignore DR of single target in LOS for the rest of your turn
if deal dam over threshold, Persuasion as a free action v. Will, flees one min target can spend Force Point to
negate, or if target's level is higher
if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down track
every level, get credits class level x5000
if minion killed, they are replaced by one of same level 24 hours later
if use ranged weapon as melee weapon +2 melee atk
+2 dam, single weapon group
+2 melee dam with discblade
+2 to melee damage
1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track
any target adjacent takes dam = Str bonus with melee weapon
Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force
x Crit with a lightsaber, move target 2 steps down track
1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours
1/enc negate the effect of a single attack or skill check v. Will Def
1/enc grant allies in LOS +2 Will Def for encounter even if out of LOS, not self
x gain concealment & +2 Ref Def v. thrown weapons until end of encounter
Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight
1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller)
when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn
each time you're attacked opponent -2 Will Def until end of next turn
1/turn when dam target with unarmed atk make atk v. Fort Def for target to take only 1 swif next turn, if you're in
light or no armor
any ally who uses second wind in your Safe Zone gains additional hp = your cl
Rare. Cannot use regular energycells/powerpacks, must be antiquated and cost +50%. Repair is done at +5 DC.
Can be refitted.
Rare. Ship CL -2. TH -25%. ATK Bonus -2. Repairs +5 DC. Can be refitted.
1xDay, forbidden action: Persuasion or Use the Force vs Will Def.
Ranged energy weapon: Energy & Fire DMG.
>1 shot in 1 round overheats weap 1 round
Armor: x2 Fort Def vs cold and nullifies Fort Def vs heat
Droid confused with Persuasion vs Perception.
Cannot act in 1 round. If failed, it reacts with a swift action.
+1 in one ability score
On crit, +1d DMG after doubling for crit.
Considered illegal.
On armor that apply equipment bonus to FORT DEF:
DR2 vs slashing.
FORT DEF bonus -1 (min 0)
Stun or ion DMG weapons:
+1d DMG when set to stun or doing ion DMG
-1d DMG when when not set to stun or doing ion DMG
Optional; armor take DMG from 1 hit, 1 time per encounter.
DR, HP, TH & break DC equals weapon of same size category as wearer. If conditiontrack is reduced, penalties
apply to wearers REF DEF only.
Ranged energy weapon: Energy & Bludgeoning DMG
Armor: DR5 vs sonic damage, max dex -1.
1xEncounter, Ignore a negative condition track.
DR vs lightsabers, rare outside KOTOR era
Untrained: AB -5 CM +0 CLM -1
Normal: AB +0 CM +5 CLM +0
Skilled: AB +2 CM +6 CLM +1
Expert: AB +5 CM +8 CLM +2
Ace: AB +10 CM +12 CLM +4
Repairs at half time with Skill Focus(Mechanics).
Doesn't stack with other timesaving bonuses.
Doesn't apply when droid modifies itself.
May use INT bonus instead of CHA bonus on persuasion checks.
DMG -2. If moved down condition track by this weapon, max 2 swift per turn to recover. Illegal.
On armor that apply equipment bonus to FORT DEF:
DR +1, FORT DEF bonus -1 (min 0)
1xEncounter. If /2 or fewer hitpoints, +5hp or +5 threshold for 1r.
Slashing/piercing weapon (not lightsabers): Crit range 19-20 for one encounter. Only 20 is automatic hit. Can be
declared after attack is made. /2 HP.
Armor: /2 weight, move full movement 1 time per encounter as if wearing no armor. -1 bonus to REF DEF.
On armor that apply equipment bonus to FORT DEF:
Provides breathable air equal to armor's FORT DEF bonus.
On armor that apply equipment bonus to FORT DEF:
DR5 vs stun DMG. FORT DEF bonus -1 (min 0)
Weap with stun DMG: If target move down condition, /2 speed until restored. At -4 = immobilized. Exotic except
for Gands.
Energy melee weap: +2 equip bonus to ATK of a contact poison applied to it. Breaks on "1".
Ranged without stun: +1 ATK on stun setting. Breaks on "1".
Armor: +2 stealth, -1 FORT DEF bonus (min 0)
1xEncounter, +1d of damage on an attack.
CHA-based skill checks are favorable (except Use the Force)
1 per encounter, apply destiny bonus equal to /2 dark side score to ATK roll or skill check before the end of your
turn. Gain 1 dark side point.
1 per encounter, apply destiny bonus equal to /2 opponents dark side score to his/hers ATK roll or skill check
before the end of your turn.
Built in tracking device.
When assisting Skill(Mechanics), add INT bonus on top of the +2.
Illegal and unfavorable vs law enforcements/authority (see rules).
Weapon: +2 equip to DMG rolls with power attack or power blast.
Armor: +2 vs bludgeoning.
Dark Side score is treated as +1 when targeted with something that targets dark side.
Slashing/Piercing melee weap (not lightsaber): If DMG is above targets FORT DEF target take 1d4 DMG in
beginning of next turn.
Armor: DR2 vs energy DMG. Dark Side score is treated as +1.
+5 on Mechanics check to modify. If equipment is disabled, all mods on it are destroyed.
Melee Simple weap: if weapon is worn in 2 hands, triple STR bonus to DMG. If the user have less than 15 STR
(medium weap) 17 (large) 19 (huge or larger) they get -2 penalty to use the weapon.
Armor: Convert one crit to regular DMG per encounter. If the wearer have less than 13 STR (light armor) 15
(med) or 17 (heavy) they take armor check penalty even if they are proficient.
Add WIS bonus to intimidation checks.
DR vs lightsabers, rare outside KOTOR era
2 mods from Tech Specialist (page 21 SotG) instead of one.
Weapon: 1-4 on rolls using the item is treated as a natural 1 and the weapon gets disabled until repaired.
Armor: Wearer get +1 die of damage on a critical hit, before doubling.
With quick draw feat, draw or holster as free action once per round.
Die step is increased by one (d4=d6, d6=d8 etc up to d12) and increase ATK bonus +1. Exotic except for
Rakatan.
Rare. +10% more shots per power pack. Repir is done at +5 DC. Needs weekly maintenance (read rules).
Rare. Repairs +5 DC. Needs weekly maintenance (read rules)
Folded; range as pistol, cannot be braced during autofire.
Extended; range as rifle, -5 when used in one hand.
Others gain +5 on Mechanics to modify appendages/accessories.
Doesn't apply when droid modifies itself.
Remove 1 persistent condition while recharging.
Advanced or simple melee weapon: Lightsabers doesn't ignore DR for this weapon. It can block, deflect and
redirect like a lightsaber, and use any talent with Jedi as prereq. Dark side users can spend fp as swift action to
gain bonus damage equal to dark side score, but gives them a dark side point.
Armor bonus +1, +2 to stealth checks to avoid electronic sensors.
+2 circumstance to Ref. and Will Def. vs Yuuzhan Vong.
1xDay, DC20 check to extend usetime +25h or move +1 condition.
Energy Weapon: Change to ion DMG with swift action. Need INT 13+, else -2 on ATK rolls.
Armor: DR 10 vs ion DMG. Need DEX 13+, else armor check penalty.
Rare. Illegal in Legacy Era.
Armor weight /2 and is repaired with treat injury skill.
Use of equipment & weapons get -5 penalty if lacking knowledge.
Energy DMG is changed to either bludgeoning, slashing or slashing.
CLASS TREE ALL J N Scn Sct Sol Category
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Event
Event
Event
Event
Event
Event
Event
Event
Event
Event
Event
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Explosives
Feat
J Sol Feat
J Feat
Feat
Scn Sct Feat
Scn Sct Sol Feat
Feat
Feat
Sol Feat
Feat
Feat
Sct Sol Feat
N Sct Feat
Sct Feat
Sol Feat
Feat
Feat
J Sol Feat
Sol Feat
J Sol Feat
Scn Sct Sol Feat
Sol Feat
Sol Feat
Scn Sct Feat
Scn Sol Feat
Sol Feat
J Sol Feat
Feat
N Scn Feat
N Feat
Sol Feat
Sol Feat
Feat
Feat
J N Feat
J Sol Feat
Feat
J Scn Sct Sol Feat
Sct Sol Feat
Feat
Sol Feat
Feat
Feat
J Sol Feat
J Scn Feat
Scn Sol Feat
J Sol Feat
Sct Sol Feat
Feat
Feat
Sol Feat
Sol Feat
N Scn Sct Feat
Feat
J Sol Feat
Scn Sol Feat
Sol Feat
Scn Sct Feat
N Feat
N Feat
Feat
Feat
Scn Sct Sol Feat
Sct Sol Feat
Scn Feat
Feat
J Sct Sol Feat
N Feat
Scn Feat
Sct Sol Feat
Feat
N Scn Sct Sol Feat
Feat
Feat
N Scn Feat
J Sct Sol Feat
J Scn Sct Feat
Feat
Feat
J Sol Feat
Feat
Feat
Feat
Scn Sct Sol Feat
Feat
Scn Sct Feat
J Sol Feat
Feat
J Sol Feat
J Sol Feat
Scn Feat
Feat
Feat
Feat
N Sol Feat
N Sol Feat
N Scn Feat
Scn Sct Feat
Feat
Feat
Sct Sol Feat
J N Scn Sct Sol Feat
Feat
Scn Sct Sol Feat
J Sct Sol Feat
J N Scn Feat
Sct Sol Feat
Feat
N Sol Feat
Scn Feat
Sol Feat
J N Sol Feat
Feat
Feat
Feat
J N Scn Feat
J Feat
Feat
Feat
Feat
Feat
Sct Sol Feat
Feat
Feat
Sct Sol Feat
N Scn Feat
Feat
Sol Feat
Scn Sct Feat
Sol Feat
J Sct Sol Feat
Sct Sol Feat
J Sol Feat
Feat
Sol Feat
N Scn Feat
Feat
Feat
Scn Sct Sol Feat
Feat
Feat
Sol Feat
Feat
J Sol Feat
Scn Feat
Sol Feat
J Sol Feat
Feat
Feat
J Sol Feat
Feat
Scn Feat
J Sol Feat
J N Scn Feat
Feat
Sct Sol Feat
Feat
N Scn Feat
N Feat
Feat
Feat
Feat
Feat
Feat
Feat
Scn Feat
Sol Feat
Feat
Feat
Feat
N Feat
J Scn Sol Feat
N Sct Feat
Feat
Feat
Feat
Feat
Feat
J Sol Feat
J Sol Feat
J Sol Feat
N Scn Feat
Feat
Sct Sol Feat
Feat
Feat
J N Scn Sol Feat
Feat
Sol Feat
Sol Feat
Feat
J N Scn Sct Sol Feat
J Scn Sct Feat
Feat
Feat
Feat
Feat
J Scn Sct Feat
Sol Feat
Feat
Feat
Feat
J Sct Sol Feat
Feat
J Sol Feat
J N Feat
Scn Sct Sol Feat
Scn Feat
Scn Sol Feat
Feat
Feat
Feat
Sol Feat
Feat
Feat
Scn Sct Sol Feat
Feat
Sct Sol Feat
Scn Sct Feat
J Sol Feat
Sol Feat
J Feat
Feat
Scn Sct Sol Feat
N Scn Feat
Scn Sct Sol Feat
Feat
Feat
J Scn Sol Feat
Feat
Feat
N Scn Feat
Sol Feat
J N Scn Sct Sol Feat
Scn Sct Sol Feat
J Sol Feat
N Sol Feat
Feat
Sct Sol Feat
N Feat
J N Scn Sct Sol Feat
Feat
Feat
Feat
Feat
J Sct Sol Feat
J Sol Feat
J Sol Feat
Feat
N Scn Sct Feat
N Scn Feat
Sct Sol Feat
J Sct Sol Feat
J Scn Sct Sol Feat
Feat
N Scn Sol Feat
J Sol Feat
Scn Feat
Feat
Feat
Sol Feat
Sol Feat
Feat
Feat
Feat
N Scn Feat
N Scn Feat
Feat
Feat
Feat
Feat
J N Scn Sct Sol Feat
J N Scn Sct Sol Feat
Feat
Feat
J Sct Sol Feat
Sct Sol Feat
Scn Sol Feat
Feat
N Sct Sol Feat
Feat
Feat
J Sol Feat
J N Scn Sct Feat
Feat
Feat
Feat
Feat
Scn Sct Sol Feat
Sol Feat
Feat
J Feat
Feat
Feat
Feat
N Feat
Feat
J Feat
Feat
Feat
Feat
N Scn Feat
Feat
Feat
Feat
Sol Feat
Feat
Feat
Sol Feat
Sol Feat
Sol Feat
J Sol Feat
J Sol Feat
J Sol Feat
Feat
Feat
Feat
Feat
Feat
J Sol Feat
Feat
Feat
J N Feat
Scn Sct Feat
Scn Sct Sol Feat
Scn Sct Sol Feat
Feat
Feat
Feat
J N Sol Feat
Feat
J N Feat
Feat
1 Sol Feat
Feat
2,3 2 2 2,4 Feat
Feat
Feat
J N Feat
Feat
J Sol Feat
Sol Feat
Feat
Feat
Scn Sol Feat
x Feats
x Feats
x x Feats
x x Feats
x Feats
x Feats
x Feats
x Feats
x x Feats
x Feats
x Feats
x x Feats
x Feats
x Feats
x Feats
x x Feats
x x Feats
Feats
x x Feats
x Feats
x Feats
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force Power
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force
Regimen
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Occupation
Occupation
Occupation
Occupation
Occupation
Occupation
Occupation
Occupation
Occupation
Occupation
Occupation
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Prestige
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ra