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Welcome to the SAGA Index version 4.

0
-by Shane A. Thelen (ewokontoast) and Staffan Bengtsson (JemyM)
If there are any questions or corrections please PM or e-mail richterbelmont10 at:
richterbelmont10@gmail.com
(please put "Saga Index" in the subject line)

New update thread on The Saga Continues Forums


Original update thread on WotC Forums

Information and tips on how to use this index


Books & abbreviations
CR = Saga Edition Core Rulebook
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 = Web Articles (download the file, then go to page)
25 = 25 to Rescue: A Star Wars Roleplaying Game Encounter
ID = Iridonian Darkness: A Knights of the Old Republic Adventure

Books & abbreviations hyperlinks


In "BOOKS" column of every tab, there are hyperlinks to pdf if you have a copy of the pdf book. In order for the hyperlink
to work, put the pdf book in the same directory as the Saga Index files, and it will open the pdf book when you click on the
hyperlink. You must rename the book pdf file names! The pdf file must have a zero 0 in front of it and be named exactly
as shown here:
0 Clone Wars Campaign Guide.pdf
0 Core Rulebook.pdf
0 Force Unleashed Campaign Guide.pdf
0 Galaxy at War.pdf
0 Galaxy of Intrigue.pdf
0 Jedi Academy Training Manual.pdf
0 Knights of the Old Republic Campaign Guide.pdf
0 Legacy Era Campaign Guide.pdf
0 Rebellion Era Campaign Guide.pdf
0 Scavenger's Guide to Droids.pdf

0 Scum and Villainy.pdf


0 Starships of the Galaxy.pdf
0 Threats of the Galaxy.pdf
0 Unknown Regions.pdf

Color Codes
Text in red = official errata
Text in blue = clarifications by the game developers.
Text in green = changes and/or additions from the previous version of the Saga Index

Version history
Version 4.0
Added many new melee and ranged weapons and armor and equipment found in statblocks
Corrections on damage dice and damage type
Added Thrown weapon/Reach weapon column in "Melee" tab
Updated the "w" webpage hyperlinks to Wookieepedia
Added Weight column in "Accessories" tab
Added optional rules from Web Articles in "Rules of Note" tab
Added new info to "Beast Traits" tab
Previous versions
Added "Hazards" tab
Added "Rules of Note" tab
Added "Beast Traits" tab
Added "Vehicle Weapon Ranges" to the "Ranges" tab
Added "Used by" in "Melee, Ranged, and Armor" tabs to show who uses these
Added "Tech Spec" tab
Updated the "w" webpage hyperlinks to Wookieepedia

House Rules
Some house rules are listed as comments. Comments appear as a red triangle at the corner of a cell, like this cell. Hover the
mouse over the cell to make the comment appear. Feel free to use or ignore them

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
you do
not have,One
or you
can get
droids
onlycolumn
selecting
5 in
theInvisible
degree column.
You canbooks
also make
a textfilter.
column
to all
try labor
this on
is theby
TAG
on degree
the feats
tab.
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. 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.
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"
CL Calculator
SAGA Index includes a CL Calculator that allow you to use Excel to quickly calculate an encounter.
Thanks
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: updated material
Old_Benn: Starship information
Majestic Moose: Galaxy of Intrigue (the Savior!)
Leo the Rat: "All" column in Talents
Hammersolo & pukunui for the Adventure tab
Mark Woods: Skill Uses 1.8
Zuben_thoon/Jason: "Traits" tab
MERC_1: TechSpec tab & corrections
RogerWilco: Accessory weights

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES
L
F
W
UR

199
12
337
10

w
w
w
w

Advozse
Aleena
Amanin
Anzati

CONDITIONAL FEAT
-2 2
2
2

-2

CR 284 w Aqualish

11 w Arkanian Offshoot

M 6 L
-2 S 4/8
-2 M 6/12
M 6 L

-2 -2 M

-2 2 M
2
-2 M

6
6

2* 2* -2

2 -2

-2 2 M

W 156 w Arcona
K 10 w Arkanian
K

SV 154 w Balosar

Toughness

D
one SF Endurance, Mechanics,
Pilot, Survival or Treat Injury

-2

SV 154 w Barabel

2 -2

-2

-2 2

2 M

-2 2

M
-2 -2 M
M

6
6
6

T 26 w Bith
SV 6 w Blood Carver
CR 23 w Bothan
F

13 w Caamasi

K
J

12 w Cathar
106 w Celegian

CR 24 w Cerean
UR 11 w Chadra-Fan
L 211 w Chadra-Fan

2
2 -2
-2

-2
2
-2

-2
2

-2
2

reroll Perception, mtr


SF Acrobatics
2 SF Gather Info
reroll Persuasion, best

M 8
M 6/10
2
M
-2
S
-2 2 S

6
4
4

reroll Swim mtr, can take 10

2 -2

10 w Bith

reroll Perception, mtr


reroll Acrobatics, mtr
take 10 on Climb
Stealth & Survival are class skills

GW 11 w Barabel

GI

SKILLS

Climb & Stealth as class skills


reroll Swim mtr, can take 10
SF Initiative
D
D

reroll Initiative, mtr


reroll Perception, mtr
Mechanics class skill, reroll Mechanics, mtr

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES

CONDITIONAL FEAT

SKILLS

10 w Chagrian

2 -2

159 w Chagrian

2 -2

11 w Chiss

+1 at first level

UR 126 w Chiss

+1 at first level

+1 at first level

2 -2
-2

M
2 M

6
6

-6 -2 -4 2

M
M
4 D

6
6
4

-2 -2 M

2
2

2
M
2
M
-2 -2 M

6
6
6

SF Deception
SF Deception
SF Deception

-2 -2 M

SF Deception

-2 M

F
T
SV
C
L
J

192 w Chiss
34 w Chistori
7 w Clawdite
91 w Clone, Republic
12 w Codru-Ji
128 w Croke (best guess)

GW 12 w Dashade
GI

11 w Defel

2
-2

L 214 w Devaronian (females)


W 228 w Devaronian (females)
L 214 w Devaronian (males)

-2
-2
2

W 228 w Devaronian (males)

12 w Draethos

CR 186 w Droid, 1st degree, medium


(medical/scientific)

-2

CR 186 w Droid, 1st degree, small


(medical/scientific)

-4 2

DR2

+1 feat at 1st
Dual Weapon Mastery I
1 Force Sensitivity

gain WP Advanced Melee Weapons

+1 skill at 1st

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES

CONDITIONAL FEAT

CR 186 w Droid, 2nd degree, medium


(astromech/technical)

-2 M

-2 S

CR 186 w Droid, 2nd degree, small


(astromech/technical)

-2 2

CR 186 w Droid, 3rd degree, medium


(protocol/service)

-2

2 M

CR 186 w Droid, 3rd degree, small


(protocol/service)

-4 2

2 S

CR 186 w Droid, 4th degree, medium


(combat/security)

SKILLS

-2

-2 M

CR 186 w Droid, 4th degree, small


(combat/security)

-2 4

-2

-2 S

CR 186 w Droid, 5th degree, medium


(labor/utility)

-4

-4 M

CR 186 w Droid, 5th degree, small


(labor/utility)
SGD 11 w Droid, Astromech Droid

-4

-4 S

-2 S 6/4

-2
-2
2
2

M
M
-2 M
M

6
6
6
6

2 -2 M
2 2 M

6
6

trained in Perception, SF Perception or Stealth


trained in Persuasion, select Skill Training
Knowledge (bureaucracy, galactic lore, or
social sciences)

2 M

select Skill Training Perception, Knowledge


(bureaucracy) or Knowledge (galactic lore)
reroll Climb or Jump, mtr, can take 10 on
Climb & Jump

SGD
SGD
SGD
SGD

11
11
12
12

w
w
w
w

Droid, Battle Droid


Droid, Labor Droid
Droid, Mechanic Droid
Droid, Medical Droid

2
2
-2

SGD 12 w Droid, Probe Droid


SGD 13 w Droid, Protocol Droid

SGD 13 w Droid, Service Droid

-2

-2

10 w Dug

-2 S

W 312 w Dug

-2 -2 S

CR 25 w Duros

2 -2 2

trained in Mechanics, SF Mechanics or SF


Use Comp
1 Armor & 1 Weapon Proficiency
reroll Strength checks & skill, keep better
trained in Mechanics, reroll Mechanics
trained in Treat Injury or Know (life sciences)
= SF Treat Injury or Know (life sciences)

SF Acrobatics

reroll Climb or Jump, mtr


reroll Pilot, mtr

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES

CONDITIONAL FEAT

UR 127 w Ebruchi

GI 133 w Elomin
CR 25 w Ewok
SV 8 w Falleen
K

13 w Feeorin

F
GI

14 w Felucian
12 w Fosh

CR 26 w Gamorrean
SV 8 w Gand
C

-2 -2 M

-2 2

-2 M
S
-2 2 M

6
4
6

2 -2 2

-2 -2 M

M
2 S

6
6

-2
M
2 -2 M

6
6

-2 -2 L

2 -2
2 -2
2 -2

11 w Gen'Dai

2 Improved Damage Threshold


w/Con 13

-2 -2 -2 M 6/8 L

C 181 w Geonosian
GI 13 w Givin
GI 14 w Gotal

2
-2

-2
2

-2 M 6/6 L
M 6
DR2 2
M 6 L

-2

2 M

-2

-2 M 6/4 L
L 6

CR 26 w Gungan
GI 15 w Herglic

2
4 -4

SV
CR
CR
C
UR

155
23
284
12
12

w
w
w
w
w

Houk
Human
Hutt
Iktotchi
Ishi Tib

CR 27 w Ithorian

2 -6 2
2

-2

-2 -2 M
M
2
L
-2 M
2
M
2

2 M

6
6
2
6
6
6

reroll Stealth, mtr

Force Sensitivity

reroll Stealth, best


reroll Deception, mtr

Improved Damage Threshold

15 w Gran

SF Survival

W 164 w Geonosian

SKILLS

SF Mechanics, WP Advanced
Melee Weapons
reroll Knowledge (any), mtr

Precise Shot with PB Shot


2

reroll Swim mtr, can take 10


SF Gather Info

1
+1 feat at 1st
1
L
2 SF Knowledge (life sciences)

+1 skill at 1st
reroll Persuasion, best
reroll Pilot, mtr
reroll Knowledge (life), mtr, reroll Swim &
take 10
reroll Survival, mtr

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES
SV

CONDITIONAL FEAT

SKILLS

9 w Jawa

-2 2

reroll Mechanics mtr, can reroll Survival v.


heat & keep better, Mechanics is class skill

W 164 w Jawa

-2 2

-2 S

reroll Mechanics when repairing an object,


vehicle, or droid, mtr, can take 10 on Survival
in desert

2 M

2 -2

2
2

12 w Kaleesh

13 w Kaminoan

-2 2 -2

SF Survival

W 164 w Kaminoan

-2

CR 28 w Kel Dor
C 14 w Kerkoiden

2 -2
-2

2
2

M
M

6
6

-2 2

2 M

UR 131 w Killik

2 -2

K 15 w Kissai
L 13 w Klatoonian
UR 12 w Krevaaki

-2 2 M
2 -2 -2
M
2 -2 M

6
6
6

2 -2 M

14 w Khil

111 w Krevaaki

UR 135 w Lugubraa

2 -2 2

-2

GW 12 w Lurmen

-2

S 4/8

T
K

117 w Mantellian Savrip


15 w Massassi

16 w Miraluka

4 -2 4 -4 -4 -4 L
4
-2 -2 -2 M
-2

8
6
6

SF Treat Injury
reroll Treat Injury & Know (life sciences), mtr

reroll Endurance, mtr

reroll Use the Force to search feelings, best

1
lanvorak simple not exotic
2

SF Climb

Climb +2
Climb +2

Improved Damage Threshold


take 10 on Climb
2
SF Survival
Force Training with Use the Force

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES
T

CONDITIONAL FEAT

31 w Miraluka

CR 28 w Mon Calamari
GI 16 w Mrlssi
L

14 w Nagai

15 w Nautolan

-2

-2

2
-2 2
2

M
2

2 -2
2 -2 -2

W
UR
UR
UR
UR

234
18
18
163
163

w
X
X
w
w

Nazren
2 -2 2
Near-Human Ability adjustment
Near-Human Additional arms
Near-Human Altiri
Near-Human Anarrian

UR
UR
UR
UR
UR
UR
UR

18
18
18
18
18
18
18

X
X
X
X
X
X
X

UR
UR
UR
UR
UR
UR
UR
UR
UR
UR
UR

18
18
18
18
18
18
179
18
18
18
18

X
X
X
X
X
X
w
X
X
X
X

Force Training with Use the Force

M 6/4 L
2 S 4
2 M

SF Perception
SF Persuasion

reroll Swim mtr, can take 10


Mechanics is class skill, bonus 1 trained
Knowledge skill at 1st level

WP tehk'la blades with Simple

reroll Persuasion, mtr

M 6/4 L DR2
-2 M
M
M
M
M

6
6
6
6
6

Near-Human Biotech augmentation


Near-Human Breathe underwater
Near-Human Climate adaptation
Near-Human Conductive
Near-Human Cultural cybernetics
Near-Human Darkvision
Near-Human Empath

M
M
M
M
M
M
M

6
6
6
6
6
6
6

Near-Human Expert swimmer


Near-Human Heightened awareness
Near-Human Low-light vision
Near-Human Natural armor
Near-Human Natural weapon
Near-Human Naturally acrobatic
Near-Human O'reenians
Near-Human Persistent
Near-Human Quick
Near-Human Quick healing
Near-Human Resistant

M
M
M
M
M
M
M
M
M
M
M

6
6
6
6
6
6
6
6
6
6
6

SKILLS

reroll Swim mtr, can take 10

+1 at first level*
+1 at first level*

+1 at first level*
+1 at first level*
+1 at first level

+1 at first level

L
1

+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*

+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*

+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*

+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*
reroll Perception, reroll Endurance
+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*

+1 at first level*
+1 at first level*
+1 at first level*
+1 at first level*

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES

CONDITIONAL FEAT

SKILLS

UR 18 X Near-Human Scent

+1 at first level*

+1 at first level*

UR 18 X Near-Human Spring step


UR 18 X Near-Human Strength surge

M
M

6
6

+1 at first level*
+1 at first level*

+1 at first level*
+1 at first level*

M
M
M
2 M
M

6
6
6
6
6

+1 at first level*
+1 at first level*
SF Deception
SF Deception, SF Persuasion

+1 at first level*
+1 at first level*
reroll Deception, mtr

UR
UR
CR
GI
C

18
18
285
17
16

X
X
w
w
w

Near-Human Visually striking


Near-Human Weapon familiarity
Neimodian
-2
Neimoidian
-2
Nelvaanian

UR
W
F
F

13
164
185
15

w
w
w
w

Nikto
Noghri
Noghri
Nosaurian

GI 144 w Nyriaanan
GI 131 w Pa'lowick

-2

W 249 w Polis Massan


CR 29 w Quarren
K 17 w Rakata

-2

T 153 w Replica Droid


CR 29 w Rodian
SV 10 w Ryn

204 w Sakiyan

18 w Selkath

-2
2
2
2

-2

-2 2

W 230 w Pau'an
W 158 w Phindian

2
2

-2
-4
2 -4
-2

M
S
S
M

6
6
4
6

2 -2 M
2
M

6
6

Bonus Feat like humans at 1st level Survival is class skill


can reroll & take 10 on Swim

6
6

SF Persuasion
SF Mechanics, Skill training
(Knowledge [technology])

2 M
-2 M

Martial Arts I
Running Attack with Dex 13

reroll Survival, mtr


reroll Initiative, mtr
Climb as class skill, reroll Survival, mtr

2
S 6 D
-2 -2 M 6/4 L
2 -2
M 6
-2
-2 -2 M
2 M

6
6

2 M 6/4

SF Treat Injury
SF Persuasion
Weapon Focus with simple or
exotic
SF Deception
SF Survival

reroll Swim mtr, can take 10

reroll Perception, mtr

SF Perception
take 10 on Swim

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES

CONDITIONAL FEAT

J 79 w Shard
UR 14 w Shistavanen
W 160 w Skakoan

-2
2
-2

-2
2

M
-2 M
M

6
6

UR 14 w Sluissi
K 19 w Snivvian
UR 143 w Sorcerer of Rhand

-2

6
4
6

Tech Specialist w/Mechanics

-2 -2

M
2
S
4 2 -2 M

Force-sensitivity, Force Training*

reroll Persuasion to intimidate, keep better

UR 15 w Squib

-2 2

Squib tensor rifle w/WP (rifle)

Persuasion class skill, reroll Know (tech, mtr)

UR 147 w Ssi-Ruuk
D9 12 w Stereb

2
-2
M
4 -2 2 -2
-2 M

6
6

SF Persuasion
SF Mechanics with stone

take 10 on Survival when underground

CR
F
GW
J

30
16
13
109

w
w
w
w

Sullustan
Talz
Taung
Tchuukthai (best guess)

2 -2
2 -2
2

GW 14 w Thakwaash
UR 149 w Tof

4 -2
2 -2

F 17 w Togorian
F 17 w Togruta
SV 11 w Toydarian
CR 31 w Trandoshan

GW
W
CR
SV
F
D4
GI

15
164
31
12
223
9

w
w
w
w
w
w

Trianii
Tusken Raider
Twi'lek
Ubese
Ugnaught (best guess)
Ugor (best guess)

18 w Umbaran

SKILLS

SF Perception
AP (light), SF Mechanics

2
D

M
M
-2 M
L

6
6
6
6

-2 M
-2 2 L

6
6

L 6 L
M 6
S 4/6
M 6 D

-2 -2
2 -2

-2
2 -2

2
M
-2 -2
M
-2 2 M
2 -2
M
S
M

6
6
6
6
6
4

2 -2

D
D

take 10 on Climb, reroll Perception, mtr


SF Mechanics
1

Use Computer is bonus trained skill


Survival is a class skill, reroll Initiative, mtr

1 1

reroll Knowledge (tactics), mtr

Rapid Shot or Rapid Strike, Mighty


Swing if have Martial Arts I & Str
13
reroll Stealth, mtr
SF Deception
Toughness

SF Perception

reroll Acrobatics, mtr


reroll Stealth and Survival
reroll Deception, mtr
reroll Survival, mtr

SF Gather Info

reroll Stealth, mtr

Will
Fort

Ref

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES
C
T

160 w Umbaran
127 w Utai

UR 153 w Vagaari

-2
2
2

L 59 w Vahla
UR 16 w Verpine
J
C

107 w Vultan
17 w Vurk

L
F

15 w Weequay
18 w Whiphid

CR 32 w Wookiee

GW 16 w Yevetha
L

-2

SF Deception

reroll Knowledge (life) & Treat Injury, mtr

M
M

6
6

Force-sensitivity
SF Mechanics

reroll Acrobatics, mtr


reroll Perception, mtr

2 -2
-2 M
-2 -2
L

6
6

-2 -2 M

2 -2

2 M

-2 M

-2

M 6
2 M 6/4

4 -2 2

19 w Yarkora

reroll Persuasion, mtr


reroll Ride, mtr

6
4

-2 2

SV 156 w Wroonian

SF Persuasion

2 M
-2 S

2 -2

SKILLS

-2 2

L
L

CONDITIONAL FEAT

+1 skill at 1st
reroll Swim mtr, can take 10, reroll Survival
mtr
1

SF Endurance

WP bowcasters with rifles


2

reroll Persuasion, mtr


Gather Info as class skill, reroll Deception, mtr

16 w Yuuzhan Vong

-2

WP amphistaff with Simple

CR 285 w Yuuzhan Vong

-2

WP amphistaff with Simple

GW 17 w Yuzzem

-2 -2 L

-2 2 M

-2 4 M

CR 32 w Zabrak
L

17 w Zeltron

W 311 w Zeltron

-2

take 10 on Climb, reroll Persuasion to


intimidate, mtr

reroll Climb, mtr


1

1 1

reroll Perception, mtr

SF Persuasion

reroll Initiative, mtr

repeated:
Barabel
Bith
Chadra-Fan
Chagrian
Chiss x2
Devaronians (M/F)
Dug
Geonosian
Jawa
Kaminoan
Krevaaki
Miraluka
Neimodian
Noghri
Umbaran
Yuuzhan Vong
Zeltron

Will
Fort

Notes:
129 Species
Devaronians (M/F)
Replica Droid
Droid models = 8
Clone, Republic
Near-Humans from UR 3
specific, 24 Traits

Ref

GW 17 w Zygerrian

Vis

Spd

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

SPECIES

CONDITIONAL FEAT
2

-2

1 Weapon
Focus
(lightsabe
rs)
2 WP
(advance
d melee
weapons)
3 WP
(rifles)
4 WP
(heavy
weapons)

2 Martial Arts I

SKILLS

Will
Fort

Ref

Vis

Spd

SPECIES

Size
Cha
Wis
Int
Con
Dex
Str

WEB
PAGE

BOOK

Krevaaki
Miraluka
Neimodian
Noghri
Umbaran
Yuuzhan Vong
Zeltron

CONDITIONAL FEAT

SKILLS

4
4
4

Basic?

SCOUT

PERSONALITY

SOLDIER

SCOUNDREL

SPECIES

NOBLE

TRAITS

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

Advozse
swif +2 Dex skills & spd 8, rnds = Con mod, -1 CT
Aleena
reach 2sq, primitive, roll (-5 Perception & double spd)
Amanin
Survival to track + = target's FP, stan v. Will Def w/in 6sq for target to lose
Anzati
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

survivors, pessimist, distrustful


curious, value family, adventurous, courageous
capable hunters
cunning shadowy predators, hunt for soup

breathe underwater

Aqualish

admire strength, pushy, belligerent, hostile


towards the weak

Scent
use Int not Cha for Persuasion, 1/encounter +5 Knowledge, Mechanics, or
Use Computer

Arcona
Arkanian

hive-mind mentality, reduced sense of


academic, scientific, arrogant

Y
Y

1/encounter reroll failed skill check with a trained skill, mtr

Arkanian Offshoot

confident

2*

reroll Perception of sound, +5 Fort Def v. poison, +2 Will Def v. Deception & Balosar
Persuasion

criminals, shady

claw/bite/tail d6, +5 Fort Def v. radiation, primitive, reroll Persuasion to


intimidate, +5 thresh v. stun

Barabel

independent, aggressive

claw/bite/tail d6, +2 Fort Def v. radiation, primitive, reroll Persuasion to


intimidate

Barabel

independent, aggressive

Meditative Trance - rest 4 hours = 8 hours, Scent, if spend FP gain a FP to


use on Int skill by end of enc

Bith

calm, rational, intellectual, pacifist, artistic

1/encounter any Int-based skill check as nat 20, can rest 8 hours in 4
melee atk v. opp denied Dex to Ref Def = +1 die damage

Bith
Blood Carver
Bothan

calm, rational, intellectual, pacifist, artistic


loyal, exiled, lawless
curious, manipulative, crafty, suspicious,
paranoid, but brave & loyal

stan Persuasion v. Will to move -1 CT, share memories

Caamasi

deeply respectful, moral, gentle, contemplative,


pacifist

claw d6, 1/encounter when damages w/melee atk, make claw atk as swif
cyanogen breather, can use Telepathy untrained w/out force-sensitivity w/in
60 sq & LOS

Cathar
Celegian

passionate, loyal, proud


explorers, some isolationist

Cerean
Chadra-Fan
Chadra-Fan

calm, rational, logical, peaceful


cheerful, friendly, outgoing, inquisitive, tinkerers
cheerful, friendly, outgoing, inquisitive, tinkerers

3
1

with a jury-rig add +1d8 hp


with a jury-rig add +1d8 hp

3
2

Y
Y
N
Y

Y
Y

N
N

2
4

N
Y
Y

Y
Y

2*

4
p

4
3

Y
Y
Y

JEDI

NOBLE

SCOUNDREL

SCOUT

SOLDIER

Basic?

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

TRAITS

SPECIES

PERSONALITY

breathe underwater, +5 Fort Def v. radiation

Chagrian

even-tempered, accepting, loyal, appreciate law


and order

breathe underwater, +5 Fort Def v. radiation

Chagrian

even-tempered, accepting, loyal, appreciate law


and order

Chiss

cautious, well-educated, artistic, methodical,


pursue power

Chiss

cautious, well-educated, artistic, methodical,


pursue power

Chiss

cautious, well-educated, artistic, methodical,


pursue power

Chistori
Clawdite

independent, violent, impatient


freedom fighters, independent, hate bigotry and
bullies

Rage, in cold -5 Fort


Deception to disguise +10, 1/encounter Deception v. Will Def = -5 opp atk

Y
0

1*

4
4

4
4

4
2

N
Y

Str 15, Dex 13, Con 10, Int 12, Wis 10, Cha 8, add +2 to one ability
Clone, Republic
can hold four items at once, +5 grab attacks
Codru-Ji
as swif appear as S or M creature, Use the Force or Perception vs. Will to see Croke (best guess)
only if Croke unconscious; immune to vaccuum

bred for obedience and military discipline


suspicious, family-oriented, loyal
unpleasant, vicious, selfish

+5 Fort Def v. radiation/heat/cold, reroll Persuasion to intimidate, +5 Fort


Def & Will Def v. Use the Force

Dashade

arrogant, aggressive

in shadowy illumination or darker = Defel in total concealment, must wear


special visor

Defel

proud, stubborn, manipulative, stealthy

1/encounter stan Perception DC15 to gain +1 atk v. observed


1/encounter stan Perception DC15 to gain +1 atk v. observed
1/encounter stan Perception DC15 to gain +1 atk v. observed

Devaronian (females)
Devaronian (females)
Devaronian (males)

bright, wise, scrupulous, and sharp-tongued


bright, wise, scrupulous, and sharp-tongued
bold, daring, bull-headed, rash, terse,
unscrupulous, and stingy

Y
Y
Y

1/encounter stan Perception DC15 to gain +1 atk v. observed

Devaronian (males)

bold, daring, bull-headed, rash, terse,


unscrupulous, and stingy

Telepathy +5

Draethos

off-worlders are intelligent but socially inept,


those on homeworld are aggressive and fierce

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 1st degree, medium (medical/scientific)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 1st degree, small (medical/scientific)

Y*

2*

Y
Y
Y
4

N
Y

Basic?

SOLDIER

SCOUT

PERSONALITY

SCOUNDREL

NOBLE

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->
TRAITS

SPECIES

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 2nd degree, medium (astromech/technical)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 2nd degree, small (astromech/technical)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 3rd degree, medium (protocol/service)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 3rd degree, small (protocol/service)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 4th degree, medium (combat/security)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 4th degree, small (combat/security)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 5th degree, medium (labor/utility)

Y*

Droid, heuristic processor, 2 appendages, +1000cr to spend on add'l systems

Droid, 5th degree, small (labor/utility)

Y*

Droid, start with bonus equipment see SGD

Droid, Astromech Droid

Droid, start with bonus equipment see SGD


Droid, start with bonus equipment see SGD
Droid, start with bonus equipment see SGD
Droid, start with bonus equipment see SGD

Droid, Battle Droid


Droid, Labor Droid
Droid, Mechanic Droid
Droid, Medical Droid

Y
Y
Y
Y

Droid, start with bonus equipment see SGD


Droid, start with bonus equipment see SGD

Droid, Probe Droid


Droid, Protocol Droid

Y
Y

Droid, start with bonus equipment see SGD

Droid, Service Droid

Dug

adversarial, hostile, underdogs, xenophobic,


bigoted

Dug

adversarial, hostile, underdogs, xenophobic,


bigoted

Duros

adventurous, intense, proud, fun-loving,

N
N

Ebruchi

cruel, ill-mannered pirates, greedy, aggressive

1/enc spend swif to allow each ally w/in 12 sq to move half spd as reac, +5
Will
Def v.Scent
mind-affecting effects
Primitive,
hold breath (25x Con score), pheromones (see SV p8), +5 v. Falleen
pheromones

Elomin
Ewok
Falleen

focused on order
curious, superstitious, courageous
withdrawn, cautious to associate with other
species

1/encounter after successful melee Atk thresh 5 lower, can use 2nd Wind
when unconscious moving +3 CT, Stronger by Age

Feeorin

quick to anger, impersonal, selfish

breathe underwater, Force Blast, Primitive, Weapon familiarity (skullblade) Felucian


always considered having medpac or med kit, can perform trained only Treat Fosh
injury uses untrained (from glands)

primal, wild mood swings, unpredictable


reserved, bigoted, manipulative, deceptive

4*
3*

Primitive
when using second wind regain extra 5+level, special equipment, limb
regeneration

brutish, violent, proud, respect physical prowess


humble, self-deprecating

Gamorrean
Gand

Basic?

1/enc Persuasion to intimidate to move target -1 CT instead of intimidate


(target must be w/in 6sq)

SOLDIER

PERSONALITY

SCOUT

SPECIES

SCOUNDREL

TRAITS

NOBLE

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

Y
N
Y

4
1

N
Y

4
4

Y
N

4
4
4
4

2nd Wind +5hp, hibernation, mental instability after Adult, regeneration 1d10 Gen'Dai
min, resilient physiology (double thresh if fatal)

introspective, peaceful, patient, but insane as


they get older

flight, Fort Def +2 v. radiation

Geonosian

hive-oriented, oppressive to worker class

flight, Fort Def +5 v. radiation


Immune to vacuum and inhaled chemicals/poisons
read emotions of any sentient w/in 6sq as stan Perception v. Will, can use
Sense Force & Surroundings of Use the Force untrained

Geonosian
Givin
Gotal

hive-oriented, oppressive to worker class


analytical, logical, mathematical
discreet, seemingly emotionless, but sensitive

1*
4

4
4

3
3

4
3

N
Y
Y

no distance penalties on Perception 50sq, can aim by taking one swif action
1/encounter

Gran

sociable, friendly,

proficient with atlatl & cesta with Simple, hold breath


Sturdy (gain extra hp with second wind = 5+one-half level)

Gungan
Herglic

inquisitive, cautious, suspicious


fair, honest, gregarious, generous, crave
excitement, but can be vengeful

4
4

Y
Y

can use Str mod to intimidate instead of Cha mod

ill-tempered bullies, ruffians, violent


adaptable, tenacious, flexible, diverse
megalomaniac, manipulative
emotional but stoic, impatient
revere nature, meticulous, exacting

Will +5 v. Use the Force, can't be tripped or knocked prone


1/encounter as reac +2 Ref Def
breathe underwater, beak d6

Houk
Human
Hutt
Iktotchi
Ishi Tib

4
4

Bellow stan d20+cl v. Fort Def in 6sq cone 3d6 dam or half

Ithorian

calm, peaceful, ecologists

Y
Y
Y
Y
Y
Y

Basic?

SCOUT

SOLDIER

SCOUNDREL

NOBLE

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->
TRAITS

SPECIES

PERSONALITY

with ion weapon add half level to damage

Jawa

peaceful but cunning, deals with threats in


numbers

Jawa

peaceful but cunning, deals with threats in


numbers

Kaleesh

warlike, territorial, value family, tribe, honor,


sacrifice

2*

Kaminoan

superior to others, intolerant of imperfection,


self-improvement

Kaminoan

superior to others, intolerant of imperfection,


self-improvement

+5 Will Def v. mind-affecting effects

may take 10 on Survival checks in aquatic terrain

Kel Dor
+2 dam v. target that has been damaged since last turn, can use Wis to replace Kerkoiden
Cha on Deception & Persuasion

calm, kind, but quick justice, even vigilantism


cunning, pushy, suspicious, arrogant

4
2

4
4

1/encounter can treat skill as if taken 10 (see book), can aid another as a swif Khil
action (see book), do not starve

intelligent, dedicated, peace-loving but vindictive 3


if impeded

Joiners (target to 0 hp see p.131), telepathy w/Killiks 1 km, multiple atks


reduced by 2, claws d6

instinct to expand territory and numbers

Killik

if receive morale or insight bonus add +1, 1/encounter Uncanny Dodge I or II Kissai
Klatoonian
Grapple +2, Sense Motive from Perception against Krevaaki is -5
Krevaaki

capable allies that work with others


loyal, resolute, obedient, isolated
peaceful, spiritual, seek wisdom through
exploration

Grapple +2, Sense Motive from Perception against Krevaaki is -5

Krevaaki

peaceful, spiritual, seek wisdom through


exploration

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

ravenous, hungry, animalistic

primitive, if trained in Treat Injury reduce DCs by Wis mod, Roller: swif +4
spd (limited actions) swif to emerge

Lurmen

friendly, cautious, pacifist, prefer trickery to


violence

claw d6, poison (d20+level against Fort Def), primitive, rage


1/encounter with a morale bonus gain hp 4x level, primitive, 1/encounter
Uncanny Dodge I or II, lanvorak simple not exotic

Mantellian Savrip
Massassi

primitive, violent
fearsome, loyal fighters

Force Sight

Miraluka

thoughtful, cautious, not interested in personal


gain or glory, but committed

4
4

Y
Y

Y
N

1*
4

4
0
4

4
4
4

Y
N
Y
Y

N
N

thoughtful, cautious, not interested in personal


gain or glory, but committed

breathe underwater

Mon Calamari
Mrlssi

inquisitive, analytical, creative, ship designers


quick-witted, value knowledge, solving
problems, engineering

Nagai

disciplined, focused, passionate, honorable,


violent, sinister

breathe underwater, reroll Perception to sense deception or influence mtr


unless underwater take best

Nautolan

loyal, steadfast, polite but emotional, peaceful


but will defend when necessary

1/encounter if to be moved down CT the Nazren may reduce the steps by 1


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

Nazren
pragmatic, serious, and traditional, nomadic
Near-Human Ability adjustment
Near-Human Additional arms
Near-Human Altiri
intellectual, spiritual, artistic
Near-Human Anarrian
militaristic, value physical strength and combat

Basic?

Miraluka

SOLDIER

Force Sight

SCOUT

PERSONALITY

SCOUNDREL

SPECIES

NOBLE

TRAITS

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

Y
Y
Y

Y
Y*
Y*
Y
Y

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

Near-Human Biotech augmentation


Near-Human Breathe underwater
Near-Human Climate adaptation
Near-Human Conductive
Near-Human Cultural cybernetics
Near-Human Darkvision
use telepathy untrained, can sense emotions if Use the Force exceeds target's Near-Human Empath
Will Def

Y*
Y*
Y*
Y*
Y*
Y*
Y*

reroll Swim, take 10 on Swim


reroll Perception

Y*
Y*
Y*
Y*
Y*
Y*

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

Near-Human Expert swimmer


Near-Human Heightened awareness
Near-Human Low-light vision
Near-Human Natural armor
Near-Human Natural weapon
Near-Human Naturally acrobatic
Near-Human O'reenians
militaristic, isolationist
Near-Human Persistent
Near-Human Quick
Near-Human Quick healing
Near-Human Resistant

4
Y*
Y*
Y*
Y*

Basic?

SOLDIER

SCOUT

PERSONALITY

SCOUNDREL

NOBLE

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->
TRAITS

SPECIES

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


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 Spring step


Near-Human Strength surge

Y*
Y*

Cha bonus doubled w/Persuasion on Human, near-Humans & similar


treat exotic as simple if commonly used by culture

Near-Human Visually striking


Near-Human Weapon familiarity
Neimodian
controlling, capitalist, pursuit of wealth and
Neimoidian
greedy, cowardly, devious
Primitive, Scent, if begin turn in concealment & target unaware avoid attacks Nelvaanian
value family & kinship, superstitious but
of opportunity
honorable

*or Huttese
Primitive, Scent
Primitive, Scent
Natural Weapon (horns), 1d6 piercing

Nikto
Noghri
Noghri
Nosaurian

single-minded tenacious followers


fearsome, dedicated, hand-to-hand combatants
fearsome, dedicated, hand-to-hand combatants
gregarious, even-tempered, but embittered and
angry

Primitive, Hold Breath

Nyriaanan
Pa'lowick

distrustful of outsiders, despise corporations


traditional, primitive, but sociable, appreciate
technology

add +1 to insight or morale bonuses

Pau'an
Phindian

friendly, kind to strangers, administrative


aloof, contrary, sarcastic, exaggerate

Mute, Limited Telepathy within 10 sq


breathe underwater
use a trained-only aspect of Mechanics, Pilot, Treat Injury or Use Computer,
Force Blind, Primitive, Rage

Polis Massan
Quarren
Rakata

gentle, compassionate, inquisitive


practical, conservative, shadowy, resentful
primitive, driven

4
4

Variable size, droid traits, bonus equipment (see p.153)

Replica Droid
Rodian
Ryn

violent, hunters, tenacious, dedicated


fun-loving, flamboyant, free-spirited, nomadic

can reroll Deception & take better, swif to create diversion to hide 10sq,
prehensile tail, Gather Info without fee (can pay if fail)

Breathe underwater, when healing others +5 hp, 1/encounter swif grant ally
10+target level hp

acute senses evolved from a need to survive the


fierce predators of their homeworld

Selkath

pragmatic, diplomatic

Y*
N
N
Y
N
N
Y
Y

0
4

Y
Y
N

4
4

Y
Y
Y

3
2

Sakiyan

Y*
Y*
Y
Y
N

2*

4
4
4

Y
2*

deeply contemplative, curious, long-lived


isolationist, aggressive, prejudiced
cold, logical, emotionless, pro-separatist, dislike
humans

Mechanics +10 if take double time, +5 v. Trip, long jump w/out running start Sluissi
1/encounter use Perception for Deception or Persuasion, +5 Fort Def v. cold Snivvian
*half of force powers must be "dark," gains 1 to 3 special qualities, +5 Will Sorcerer of Rhand
Def v. Persuasion

tinkerers, patient, sociable


insightful, contemplative
seekers of dark side

+5 Persuasion to haggle, not limited to common knowledge w/untrained


Know (tech) check

Squib

cheerful, curious, overconfident, like to bargain

force-blind, smell: w/in 6sq can reroll Persuasion & keep better
primitive, +5 damage threshold

Ssi-Ruuk
Stereb

religious, cautious, expansionist


methodical, not aggressive, live in harmony with
surfaces of planet

claws d6
Max Dex bonus of armor +1
+5 v. trip or being knocked prone, bite 1d8

Sullustan
Talz
Taung
Tchuukthai (best guess)

pragmatic, friendly, reckless


primitive, gentle, kind-hearted
warlike, ruthless, but loyal to clan
generally thoughtful, put on displays of ferocity
for outsiders but disdained fighting

1/encounter as free action remove any mind-affecting effects


1/enc ignore one fear-related or mind-affecting effect, +5 Will Def v.
intimidate

Thakwaash
Tof

multiple-personalities
cruel, single-minded pursuit of pleasure,
boastful, competitive, warlike

use Str not Cha to intimidate


flank = +2 dam, ignore cover and concealment within 10sq
Will Def +5 v. mind-affecting Use the Force checks
limb regeneration

Togorian
Togruta
Toydarian
Trandoshan

predatory, aggressive nomads


social, perceptive, outspoken
proud, loyal, deceitful
violent, warlike, hunters, driven, but can show
mercy

2*
3

claws d6, prehensile tail can hold Small or smaller item & if item is Medium Trianii
Trianii is encumbered & heavy load
Tusken Raider
Twi'lek
charge atk +2, special equipment
Ubese
Ugnaught (best guess)
as full-round raise or lower an ability by max 5 but transfer from another
Ugor (best guess)
ability & adjust bonuses & penalties
Umbaran

adventurous, explorers, independent, spiritual


nomadic, primitive, hostile
calculating, charismatic, shadowy, influential
aggressive, warlike, resentful, hate jedi
mechanically apt
scavengers, junk collectors, traders
aloof, observant

Y
N
Y

4
4

Y
N
Y

N
N

4
4

1*
0

4
2

4
3
4

N
N

4
4

Y
Y
N
Y

4
4
4

Y
N
Y
Y

Basic?

Shard
Shistavanen
Skakoan

SOLDIER

Droid Shell but retains Constitution, Binary language


claw d6
1/encounter stan Mechanics or Use Computer action as swift action, Special
Equipment

SCOUT

PERSONALITY

SCOUNDREL

SPECIES

NOBLE

TRAITS

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

N
N
Y
Y
Y
Y
Y

Basic?

SOLDIER

SCOUT

PERSONALITY

SCOUNDREL

SPECIES

NOBLE

TRAITS

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

if exposed to bright light blinded 1 round


Umbaran
can use Persuasion to change attitude of an undomesticated creature, auto aid Utai
another if adjacent & understands

aloof, observant
beast handlers

Y
N

reroll Persuasion to intimidate if in traditional mask & keep better,


considered trained

Vagaari

narcissistic, arrogant, racist, nomadic, cruel,


uncaring, evil

spend 2 Force Points to lower Dark Side score


communicate w/other Verpine w/in 1km

Vahla
Verpine

nomadic, hateful of jedi


tech specialists, value equipment, personable,
enthusiastic

Y
Y

gain SF (Knowledge) x1 if trained in 2 or more Knowledge skills


Placid (remove fear effect from self), Breathe Underwater

Vultan
Vurk

loved fashion and technology


even-tempered, compassionate, hate lying, dutybound, stern

Y
Y

pheromone communication within 20 sq


cold +5 Fort, claws d6, scent

Weequay
Whiphid

bullying, brooding, superstitious, silent


nomadic tribal hunters, outgoing, greedy,
unscrupulous

4
4

4
4

N
N

Rage, recover hp x2

Wookiee

honorable, rash, loyal, short-tempered

Wroonian

desire personal wealth and possessions, carefree,


risk-takers

1/encounter as stan Deception v. Will Def v. target's w/in 6 sq to not threaten Yarkora
any squares, mtr

manipulative, information brokers, thieves, and


con artists

claws d6, 1/encounter Mechanics check as nat 20, +2 Will Def v. Persuasion
from a different species

xenophobic, proud, violent, fanaticism

Yevetha

1*

Y
Y

1*

Y
4

Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons, Yuuzhan Vong
pistols or rifles at 1st level

religious warriors

Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons, Yuuzhan Vong
pistols or rifles at 1st level

bloodthirsty, religious, arrogant, racist

claws/bite d8, can use Str mod for Persuasion to intimidate, scent ignores
concealment for cover in 10sq

Yuzzem

fair, generous, honorable, temperamental

Zabrak

confident, dedicated, intense, sometimes


obsessive and single-minded

add Cha bonus to Perception checks to sense deception/influence, +5


Persuasion to change attitude

Zeltron

friendly, sociable, pacifistic, passionate

Perception vs Will to discover target's attitude towards you and target's


general emotional state

Zeltron

friendly, sociable, pacifistic, passionate

N
4

N
N

Y
Y

slavers, pirates, violent, aggressive

Basic?

Zygerrian

SOLDIER

can use Cha mod to calculate Will Def

SCOUT

PERSONALITY

SCOUNDREL

SPECIES

NOBLE

TRAITS

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

Basic?

SOLDIER

SCOUT

PERSONALITY

SCOUNDREL

SPECIES

NOBLE

TRAITS

JEDI

FAVORED
FAVORED CLASSES
CLASSES
-->
-->

Adult

Middle Age

Old

Venerable

12

18

45

60

79

80+

Anzat

1.7

60

12

99 649 799

950

951+

Aqualish

Basic

Arconese
Arkanian

Basic
Basic

1.8

75

12

18

44

76

99

100+

Arkanian

Basic

1.8

75

13

30

45

55

56+

Balosar

Basic
2

110

15

40

59

79

80+

Barabel

Basic

1
4

Barabel
Bith

Unique w/lightsaber

Young Adult

50

C/UC w/lightsaber

Child

0.8

Language 3

Unique mini?

Weight

Basic
Basic

Language 2

C/UC Mini?

Height

Advb
Aleena
Amanese
Basic

Language 1

1.7

75

11

15

50

70

84

85+

1
3
1

Bith
Batorese
Basic

Basic
Bothese

2
1.6

65/60
55

12
11

20
16

60
45

80
65

100
84

100+
85+

Basic

Caamasi

1.8

80

11

15

49

76

89

90+

Basic
Basic (Understand)

Catharese

1.7

85

10

15

40

62

79

80+

Basic
Chadra-Fan
Chadra-Fan

Cerean
Basic
Basic

2/1.8
1

78/58
20

10
11

15
15

35
40

53
59

64
79

65+
80+

1
1
1

1
1

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

1.9

95/85

12

16

42

56

75

76+

Chagri

Basic

1.9

95/85

12

16

42

56

75

76+

Cheunh

1.85/1.7

85/65

10

13

50

62

79

80+

Cheunh

1.85/1.7

85/65

10

13

50

62

79

80+

Cheunh

1.85/1.7

85/65

10

13

50

62

79

80+

1.8/1.6

65/55

11

15

30

49

69

70+

1.8/1.6
1.6

75/55
65/60

12

44

60

84

85+

1.85

90

10

15

44

69

84

85+

1.4

45

10

49

74

89

90+

Chistori
Clawdite

Basic

Basic
Codruese
Croke

Basic
Basic

Language 3

Dashadi
Defel

Basic

Deveronese
Deveronese
Deveronese

Basic
Basic
Basic

Deveronese

Basic

Draethos

Basic

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

1.8

70

12

17 399 699

780

781+

Unique w/lightsaber

Weight

Basic

Language 2

C/UC w/lightsaber

Height

Chagri

Language 1

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Binary

Language chosen by designer (usually Basic)

Basic (Understand)

Binary

Basic
Basic
Basic
Basic

Binary
Binary
Binary
Binary

Basic (Understand)
Basic

Binary
Binary

Basic

Binary

Dug

35/30

14

44

59

74

75+

Dug

35/30

14

44

59

74

75+

1.8

70

14

35

49

69

70+

Basic

Durese

Unique w/lightsaber

Binary

C/UC w/lightsaber

Unique mini?

C/UC Mini?

Venerable

Old

Middle Age

Adult

Young Adult

Child

Language 3

Weight

Language 2

Height

Language 1

Basic

1
1.6/1.4

30
55/45

9
18

13
36

44
139

59
249

60+
250+

Feeorin

Basic

2.2

125

11

16 194 324

399

400+

90
40

8
11

19
17

49
55

70
70

85
84

86+
85+

Basic

1.9
1.3
1.8
1.6/1.4

140
80/70

6
9

12
14

29
29

39
45

44
60

45+
61+

3
1

29
72

Unique w/lightsaber

Basic

C/UC w/lightsaber

Elomin
Ewokese
Falleen

Felucianese
Fosh

Unique mini?

Ebruchese

C/UC Mini?

Venerable

Old

Middle Age

Adult

Young Adult

Child

Language 3

Weight

Language 2

Height

Language 1

4
2
2

Basic (Understand)
Gand

Gammorean

Gen'Dai

Basic

2.5

145

200 999 1999 3999 4000+

Geonosian
Givin
Gotal

Basic
Basic

1.8
2

70
85

10
9

14
12

48
40

64
60

79
75

80+
76+

Basic

Gran

1.6

80

10

15

40

62

79

80+

Basic
Herglese

Gunganese
Basic

1.8
2.2

70
110

12
15

15
19

35
55

54
79

64
95

65+
96+

Houk
Basic
Basic
Iktotchese
Tibranese

Basic
1.8/1.6

75/55

11

15

40

59

79

80+

Huttese
Basic
Basic

1.8
1.8

80
60

13
6

18
11

44
39

70
59

89
79

90+
80+

Basic

Ithorese

90

13

17

44

69

84

85+

Geonosian

2
1
2

2
1

2
1

4
1
2
1

2
1

Child

Young Adult

Adult

Middle Age

Old

Venerable

25/20

14

39

59

79

80+

Jawa

Jawa Trade Language

25/20

14

39

59

79

80+

Kaleesh

Basic

1.8/1.6

80/75

24

40

55

79

80+

Kaminoan

Basic

2.7/2.1

70/65

10

39

59

79

80+

Kaminoan

Basic

2.7/2.1

70/65

10

39

59

79

80+

Basic
Kerkoidese

Kel Dor
Basic

1.8
1.4

70
55

11
11

15
18

44
45

59
70

69
90

70+
91+

Khilese

Basic

1.5

60

10

15

49

74

89

90+

Killik

Sy Bisti

Sith
Huttese
Dromnyr

Basic

Dromnyr

Basic

90
80/75
65

10
9
12

15
14
17

30
49
62

42
69
94

59
89
129

60+
90+
130+

Lugubraal
Basic

Lurmese

Savrip
Sith
Miralukese

Basic

20

12

18

35

60

75

Unique w/lightsaber

1.8
1.8
2

C/UC w/lightsaber

Basic

Language 3

Unique mini?

Weight

Jawa Trade Language

Language 2

C/UC Mini?

Height

Jawa

Language 1

1
4

1
2
1

1
1
1

2
2

76+

1.9

95

10

13

25

35

50

51+

3
3

1.8

75

11

15

44

69

84

85+

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

75

11

15

44

69

84

85+

Basic
Mrlsstese

Mon Calamarian
Basic

1.8
1.2

72
40

11
4

16
8

40
35

57
69

79
89

80+
90+

Nagaian

Basic

1.8/1.6

60/45

11

18

44

60

74

75+

Nautila

Basic

1.8

75

14

40

54

69

70+

Basic
Basic
Basic
Altirish
Annarese

Nazren

2.1

130

15

30 200 275

299

300+

Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic
Basic

Unique w/lightsaber

Child

1.8

Language 3

C/UC w/lightsaber

Weight

Basic

Language 2

Unique mini?

Height

Miralukese

Language 1

1
4
Basic
Basic

1
10

1
1

1
3
1

1
4
1
4
1
4

Basic
Basic

Basic
Basic
Basic
Basic
Nelvaanese

1
1
Neimoidian
Neimoidian

Pak Pak

1
1.9
2/1.5

70
130/50

11
7

16
20

40
30

57
45

79
64

80+
65+

Huttese or Basic

1.8

60

10

15

35

54

64

65+

Nosaurian

1.4

75

10

15

45

79

99

100+

Basic
Phindian

Utapese
Basic

1.9

70

16

30 400 500

699

700+

Basic (Understand)
Basic
Rakata

Massan
Quarrenese

1.8
2

72
85

11
11

16
16

40
50

57
69

79
79

80+
80+

Basic
Basic
Basic

native language of copied species


Rodese
Ryn

1.6
1.6/1.4

60
60/50

12
10

15
20

35
40

49
60

59
80

60+
81+

Sakiyan

Basic
1.5

60

10

15

54

84

99

100+

Nikto
Honoghran
Honoghran
Basic

Unique w/lightsaber

C/UC w/lightsaber

Unique mini?

Basic

C/UC Mini?

Venerable

Old

Middle Age

Adult

Young Adult

Child

Language 3

Weight

Language 2

Height

Language 1

Nyriaanan
Lowickese

Selkath

12
1

8
1

13

40

60

95

96+

Basic

1
1.7
1.4

60
55

8
11

14
17

39
49

59
79

75
105

76+
106+

22

12

38

63

64

65+

Sullustese
Mando'a
Basic

Thakwaashi
Tof
Basic
Basic
Toydarian
Basic

1
2

and many others

Ssi-ruuvi

Basic
Talz
Basic
Tchuukthese

2
1

Togorian
Togruti
Huttese
Dosh

Trianii
Tusken
Basic
Ubese
Ugnaught

Ryl
Ubeninal
Basic

Umbarese

Basic

Lekku

1.5
2
2

55
90
95

9
3
6

14
8
12

39
25
45

55
40
64

69
52
84

70+
53+
85+

2.8

130

14

49

74

89

90+

2.5
1.7
1.2
2

170
75
50/45
80

9
11
6
11

14
17
14
14

44
54
60
34

64
74
75
49

79
94
90
59

80+
95+
91+
60+

95

11

17

44

64

84

85+

1.8/1.6
1.9/1.7

55
65/55

12
11

15
15

44
40

59
60

79
70

80+
71+

1.7

60

10

15

44

69

89

90+

Unique w/lightsaber

60

C/UC w/lightsaber

C/UC Mini?

1.6

Unique mini?

Venerable

Basic

Old

Squibbian

Middle Age

Basic

Adult

Sluissese
Snivvian
Basic

Young Adult

Basic

Child

Binary
Shistavanen
Skakoverbal

Language 3

Weight

Language 2

Height

Language 1

Adult

Middle Age

Old

Venerable

Vahla
Verpine

Basic
Basic

1.9

60

40

60

80

81+

Dromnyr
Semblan

Basic
Basic

2.1/1.9

90/85

14

30

49

69

70+

1.7/1.6
2.5

75/65
55

12
10

17
15

49
84

74
99

89
249

90+
250+

17 300 350

399

400+

Sriluurian
Whiphid
Shyriiwook

Basic (understand only)

Wroonian

Basic

Basic

Yarkora

2.2/2

125/100 12

95

10

18

64

94

124

125+

1.9

80

11

44

66

80

81+

Yuuzhan Vong

1.9/1.7

70/60

11

17

40

60

75

76+

Yuuzhan Vong

1.9/1.7

70/60

11

17

40

60

75

76+

2.5

180

15

40

59

79

80+

1.8

75

14

44

55

69

70+

Basic

1.8/1.65

70/55

11

18

49

64

79

80+

Basic

1.8/1.65

70/55

11

18

49

64

79

80+

Yevethan

Yuzz
Basic

Zabrak

Unique w/lightsaber

Young Adult

Sy Bisti

C/UC w/lightsaber

Child

Vagaari

Language 3

Unique mini?

Weight

Basic

Language 2

C/UC Mini?

Height

Umbarese
Utapese

Language 1

Adult

Middle Age

Old

Venerable

39

60

80

81+

1
1
1

Unique w/lightsaber

Young Adult
16

4
1

C/UC w/lightsaber

Child
9

1
2
1

Unique mini?

Weight
60

C/UC Mini?

Height

1.7
Basic

Language 3
Language 2
Language 1

1
1

Unique w/lightsaber
C/UC w/lightsaber
Unique mini?
C/UC Mini?
Venerable
Old
Middle Age
Adult
Young Adult
Child
Weight

Height

Language 3
Language 2
Language 1

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

Abyssin
Chevin
Dresellian
Farghul
Kubaz
Lannik
Mustafarian
Muun
T'surr

Refers to SWM & minis w/lightsabers also counted in


previous column's tally, counts multiple sculpts as singles
*numerous
examples

PAGE

BOOK

SPECIES

TRAIT

L
L
L
F
F

199
199
199
12
12

Advozse
Advozse
Advozse
Aleena
Aleena

Heightened Awareness
Low-Light Vision
Natural Armor
Nimble
Quick Energy

W
W
W
W
W
UR
UR
UR

337
337
337
337
337
10
10
10

Amanin
Amanin
Amanin
Amanin
Amanin
Anzati
Anzati
Anzati

Primitive
Reach
Resilient
Roll
Skills
Hunter's Instincts
Low-Light Vision
Mesmerize

UR
UR

10 Anzati
10 Anzati

Presence Sense
Soup Drinking

CR
CR
CR
W
W
K
K
K
K
K

284
284
284
156
156
10
10
10
11
11

Bonus Feat
Breathe Underwater
Expert Swimmer
Great Fortitude
Scent
Darkvision
Flash of Genius
Intellectual Reputation
Conditional Bonus Feat
Determination

Aqualish
Aqualish
Aqualish
Arcona
Arcona
Arkanian
Arkanian
Arkanian
Arkanian Offshoot
Arkanian Offshoot

SV 154 Balosar

Antennapalps

SV
SV
GW
SV
GW
SV
GW
SV
GW
SV

Moral Ambiguity
Poison Resistance
Darkvision
Darkvision
Natural Armor
Natural Armor
Natural Weapons
Natural Weapons
Primitive
Primitive

154
154
11
154
11
154
11
154
11
154

Balosar
Balosar
Barabel
Barabel
Barabel
Barabel
Barabel
Barabel
Barabel
Barabel

GW
SV
GW
SV
GW
GI

11
154
11
154
11
10

Barabel
Barabel
Barabel
Barabel
Barabel
Bith

Radiation Resistance
Radiation Resistance
Skills
Skills
Stun Resistance
Evolved Intellect

T
T
GI
T
GI
SV
SV
CR
CR
F
F

26
26
10
26
10
6
6
23
23
13
13

Bith
Bith
Bith
Bith
Bith
Blood Carver
Blood Carver
Bothan
Bothan
Caamasi
Caamasi

Evolved Intellect
Heightened Awareness
Meditative Trance
Meditative Trance
Scent
Conditional Bonus Feat
Deathstrike
Conditional Bonus Feat
Iron Will
Adept Diplomat
Memory Sharing

13 Caamasi

Pacifism

K
K
K
J

12
12
12
106

Cathar
Cathar
Cathar
Celegian

Cathar Instincts
Natural Weapons
Reactive Claw
Broadcast Telepath

106 Celegian

Cyanogen Breather

J 106 Celegian
CR 24 Cerean
CR 24 Cerean
L 211 Chadra-Fan
UR 11 Chadra-Fan
UR 11 Chadra-Fan
L 211 Chadra-Fan

Expert Swimmer
Conditional Bonus Feat
Intuitive Initiative
Darkvision
Darkvision
Heightened Awareness
Tinkerer

UR
C
L
C
L
C
L
F

Tinkerer
Breathe Underwater
Breathe Underwater
Low-Light Vision
Low-Light Vision
Radiation Resistance
Radiation Resistance
Bonus Trained Skill

11
159
10
159
10
159
10
192

Chadra-Fan
Chagrian
Chagrian
Chagrian
Chagrian
Chagrian
Chagrian
Chiss

L 11 Chiss
UR 126 Chiss
F 192 Chiss
L 11 Chiss
UR 126 Chiss
T 34 Chistori
T 34 Chistori
T 34 Chistori

Bonus Trained Skill


Bonus Trained Skill
Low-Light Vision
Low-Light Vision
Low-Light Vision
Armor Plating
Cold-Blooded
Rage

SV

Clawdite

Shapeshift

SV
C
C
L
L

7
91
91
12
12

Clawdite
Clone, Republic
Clone, Republic
Codru-Ji
Codru-Ji

Startle
Bonus Feat
Bonus Trained Skill
Bonus Feat
Extra Arms

L
J

J
GW
GW
GW
GI

12 Codru-Ji
128 Croke

Skilled Grappler
Illusory Form

128
12
12
12
11

Immune to vacuum
Environmental Adaptation
Fearsome Reputation
Force Resistance
Partial Invisibility

Croke
Dashade
Dashade
Dashade
Defel

GI

11 Defel

Special Equipment

L
W
L

214 Devaronian
228 Devaronian
214 Devaronian

Conditional Bonus Feat


Conditional Bonus Feat
Natural Curiosity

228 Devaronian

Natural Curiosity

K 12
K 12
K 12
K 12
CR 187

Draethos
Draethos
Draethos
Draethos
Droid

Bonus Feat
Low-Light Vision
Natural Armor
Natural Telepath
Behavioral Inhibitors

CR 187 Droid

Ion Damage Vulnerability

CR 187 Droid

Maintenance

CR 188 Droid

Repair

CR 188 Droid

Shut Down

CR 188 Droid

Skills

CR 188 Droid
CR 188 Droid

Systems
Nonliving

SGD 11 Droid, Astromech

Bonus Equipment

SGD
SGD
SGD
SGD

Conditional Bonus Feat


Droid Traits
Hardwired Design
Bonus Equipment

11
11
11
11

Droid, Astromech
Droid, Astromech
Droid, Astromech
Droid, Battle

SGD 11 Droid, Battle


SGD 11 Droid, Battle
SGD 11 Droid, Labor

Bonus Feat
Droid Traits
Bonus Equipment

SGD 11 Droid, Labor


SGD 11 Droid, Labor
SGD 12 Droid, Mechanic

Droid Traits
Heavy Lifting
Bonus Equipment

SGD
SGD
SGD
SGD

Droid Traits
Hardwired Design
Mechanically Minded
Bonus Equipment

12
12
12
12

Droid, Mechanic
Droid, Mechanic
Droid, Mechanic
Droid, Medical

SGD 12 Droid, Medical

Conditional Bonus Feat

SGD 12 Droid, Medical


SGD 12 Droid, Medical
SGD 12 Droid, Probe

Droid Traits
Hardwired Design
Bonus Equipment

SGD 12 Droid, Probe

Conditional Bonus Feat

SGD 12 Droid, Probe


SGD 12 Droid, Probe
SGD 13 Droid, Protocol

Droid Traits
Hardwired Design
Bonus Equipment

SGD 13 Droid, Protocol

Bonus Feat

SGD 13 Droid, Protocol


SGD 13 Droid, Protocol

Droid Traits
Hardwired Design

SGD 13 Droid, Service


SGD 13 Droid, Service

Bonus Equipment
Bonus Feat

SGD 13 Droid, Service

10 Dug

Droid Traits
Athletic

W
W

312 Dug
312 Dug

Conditional Bonus Feat


Dug Agility

W
CR
UR
UR
UR

312
25
127
127
127

Lightning Reflexes
Expert Pilot
Conditional Bonus Feat
Iron Will
Unsettling

Dug
Duros
Ebruchi
Ebruchi
Ebruchi

GI 133 Elomin

Impose Order

GI 133 Elomin
CR 25 Ewok
CR 25 Ewok
CR 25 Ewok
SV 8 Falleen
SV 8 Falleen
SV 8 Falleen

Logical Mind
Conditional Bonus Feat
Primitive
Scent
Hold Breath
Pheromone Acclimation
Pheromones

13 Feeorin

Brutal

K
K

13 Feeorin
13 Feeorin

Great Fortitude
Inborn Resilience

K
K

13 Feeorin
13 Feeorin

Low-Light Vision
Stronger by Age

F
F
F

14 Felucian
14 Felucian
14 Felucian

Bonus Feat
Breathe Underwater
Force Blast

F
F
F
F
GI
GI

14
14
14
14
12
12

Low-Light Vision
Natural Camouflage
Primitive
Weapon Familiarity
Deceptive
Healing Glands

CR

26 Gamorrean

Felucian
Felucian
Felucian
Felucian
Fosh
Fosh

Bonus Feat

CR
CR
SV
SV
SV
SV

26
26
8
8
8
8

Gamorrean
Gamorrean
Gand
Gand
Gand
Gand

Great Fortitude
Primitive
Darkvision
Hardy
Limb Regeneration
Special Equipment

11 Gen'dai

Gen'dai Surge

11 Gen'dai

Hibernation

C
C

11 Gen'dai
11 Gen'dai

Mental Instability
Regeneration

C
W
W
C
W
W
C
W
GI
GI
GI
GI

11
164
164
181
164
164
181
164
13
13
13
14

Gen'dai
Geonosian
Geonosian
Geonosian
Geonosian
Geonosian
Geonosian
Geonosian
Givin
Givin
Givin
Gotal

Resilient Physiology
Bonus Feat
Conditional Bonus Feat
Low-Light Vision
Low-Light Vision
Natural Armor
Radiation Resistance
Radiation Resistance
Deductive Reasoning
Exoskeleton
Unique Physiology
Energy Reading

GI
GI
F
F
F
F
CR
CR
CR
CR
CR
GI
GI
SV
SV
CR
CR
CR
CR
CR

14
14
15
15
15
15
26
26
26
26
26
15
15
155
155
23
23
284
284
284

Gotal
Gotal
Gran
Gran
Gran
Gran
Gungan
Gungan
Gungan
Gungan
Gungan
Herglic
Herglic
Houk
Houk
Human
Human
Hutt
Hutt
Hutt

Low-Light Vision
Sensor Cones
Conditional Bonus Feat
Darkvision
Target Awareness
Triple Vision
Expert Swimmer
Hold Breath
Lightning Reflexes
Low-Light Vision
Weapon Familiarity
Conditional Bonus Feat
Sturdy
Natural Armor
Physically Intimidating
Bonus Feat
Bonus Trained Skill
Force Resistance
Skills
Supreme Stability

C
C
C
UR
UR
UR
UR
UR
CR

12
12
12
12
12
12
12
12
27

Iktotchi
Iktotchi
Iktotchi
Ishi Tib
Ishi Tib
Ishi Tib
Ishi Tib
Ishi Tib
Ithorian

Expert Pilot
Limited Precognition
Natural Armor
Breathe Underwater
Ecological Awareness
Expert Swimmer
Low-Light Vision
Natural Weapons
Bellow

CR
CR
CR
SV
W
SV
SV
SV
W
W
C
C
C
C
C
C
W
W
CR
CR
CR

27
27
27
9
164
9
9
9
164
164
12
12
12
12
13
13
164
164
28
28
28

Ithorian
Ithorian
Ithorian
Jawa
Jawa
Jawa
Jawa
Jawa
Jawa
Jawa
Kaleesh
Kaleesh
Kaleesh
Kaleesh
Kaminoan
Kaminoan
Kaminoan
Kaminoan
Kel Dor
Kel Dor
Kel Dor

Conditional Bonus Feat


Iron Will
Survival Instinct
Darkvision
Darkvision
Desert Dweller
Scavenger
Skills
Skills
Skills
Conditional Bonus Feat
Darkvision
Driven
Persistent
Conditional Bonus Feat
Resistant
Skills
Skills
Keen Force Sense
Low-Light Vision
Special Equipment

C
C
K

14 Kerkoiden
14 Kerkoiden
14 Khil

Predator's Heritage
Social Cunning
Cooperative Spirit

14 Khil

Dependable Worker

K 14 Khil
UR 131 Killik

Hullepi
Hive Mind

UR 131 Killik

Joiners

UR
UR
UR
UR
K
K
K
L
J
UR
UR
J
UR
J
UR
UR
UR
UR

Low-Light Vision
Multiple Limbs
Natural Armor
Natural Weapons
Inspired
Warrior's Awareness
Weapon Familiarity
Iron Will
Carapace
Carapace
Conditional Bonus Feat
Grasping Tentacles
Grasping Tentacles
Stoic
Stoic
Bonus Feat
Darkvision
Lockbite

131
131
131
131
15
15
15
13
111
12
12
111
12
111
12
135
135
135

Killik
Killik
Killik
Killik
Kissai
Kissai
Kissai
Klatooinian
Krevaaki
Krevaaki
Krevaaki
Krevaaki
Krevaaki
Krevaaki
Krevaaki
Lugubraa
Lugubraa
Lugubraa

UR 135 Lugubraa

Lugubraa Learning

UR
GW
GW
GW

135
12
12
12

Lugubraa
Lurmen
Lurmen
Lurmen

Natural Weapons
Mender
Primitive
Roller

GW
T
T
T

12
117
117
117

Lurmen
Mantellian Savrip
Mantellian Savrip
Mantellian Savrip

Skills
Natural Armor
Natural Weapons
Poison

T
T

117 Mantellian Savrip


117 Mantellian Savrip

Primitive
Rage

K
K
K
K
K
K
T

15
15
15
15
15
16
31

Conditional Bonus Feat


Duty Bound
Primitive
Warrior's Awareness
Weapon Familiarity
Conditional Bonus Feat
Conditional Bonus Feat

Massassi
Massassi
Massassi
Massassi
Massassi
Miraluka
Miraluka

16 Miraluka

Force Sight

31 Miraluka

Force Sight

CR
CR
CR
CR
GI
GI
GI
L
L
L
C
C
C
C
C

28
28
28
28
16
16
16
14
14
14
15
15
15
15
15

Breathe Underwater
Conditional Bonus Feat
Expert Swimmer
Low-Light Vision
Conditional Bonus Feat
Scholarly Inclination
Skills
Lightning Reflexes
Soothing Voice
Weapon Familiarity
Breathe Underwater
Expert Swimmer
Low-Light Vision
Natural Damage Reduction
Phenomenal Sensor

234 Nazren

Nazren Resilience

UR
UR
UR
UR
UR

18
18
18
18
18

Ability Adjustment
Additional Arms
Biotech Augmentation
Breathe Underwater
Climate Adaptation

UR

18 Near-Human

Conductive

UR
UR
UR

18 Near-Human
18 Near-Human
18 Near-Human

Cultural Cybernetics
Darkvision
Empath

UR
UR
UR
UR
UR
UR
UR
UR
UR

18
18
18
18
18
18
18
18
18

Expert Swimmer
Heightened Awareness
Low-Light Vision
Natural Armor
Natural Weapons
Naturally Acrobatic
Persistent
Quick
Quick Healing

Mon Calamari
Mon Calamari
Mon Calamari
Mon Calamari
Mrlssi
Mrlssi
Mrlssi
Nagai
Nagai
Nagai
Nautolan
Nautolan
Nautolan
Nautolan
Nautolan

Near-Human
Near-Human
Near-Human
Near-Human
Near-Human

Near-Human
Near-Human
Near-Human
Near-Human
Near-Human
Near-Human
Near-Human
Near-Human
Near-Human

UR

18 Near-Human

Resistant

UR
UR
UR

18 Near-Human
18 Near-Human
18 Near-Human

Scent
Spring Step
Strength Surge

UR
UR
UR
UR
UR
UR

18
18
163
163
163
163

Near-Human
Visually Striking
Near-Human
Weapon Familiarity
Near-Human Altiri
Bonus Trained Skill
Near-Human Altiri
Visually Striking
Near-Human Anarrian Bonus Feat
Near-Human Anarrian Strength Surge

UR 179 Near-Human
O'reenians

Heightened Awareness

UR 179 Near-Human
O'reenians

Persistent

UR
UR
UR
UR
UR

Digit variation
Eye variation
Fins
Hair variation
Shaped

18
18
18
18
18

Near-Human
Near-Human
Near-Human
Near-Human
Near-Human
variation

UR 18 Near-Human
UR 18 Near-Human
UR 18 Near-Human
UR 18 Near-Human
UR 18 Near-Human
CR 285 Neimoidian
GI 17 Neimoidian

Skin Color
Skin Texture
Teeth Variation
Towering
Webbed Digits
Conditional Bonus Feat
Conditional Bonus Feats

CR 285 Neimoidian
C 16 Nelvaanian
C 16 Nelvaanian
C 16 Nelvaanian
C 16 Nelvaanian

Skills
Low-Light Vision
Primitive
Scent
Shadow Swiftness

UR
UR
UR
W
F
F
W
F
W
W
F
F

Great Fortitude
Natural Armor
Survival Instinct
Bonus Feat
Conditional Bonus Feat
Primitive
Primitive
Scent
Scent
Skills
Climber's Heritage
Natural Weapons

13
13
13
164
185
185
164
185
164
164
15
15

Nikto
Nikto
Nikto
Noghri
Noghri
Noghri
Noghri
Noghri
Noghri
Noghri
Nosaurian
Nosaurian

F
GI
GI
GI
GI
GI
GI
W
W
W
W
W
W
W
W

15
144
144
144
131
131
131
230
230
230
158
158
249
249
249

Nosaurian
Nyriaanan
Nyriaanan
Nyriaanan
Pa'lowick
Pa'lowick
Pa'lowick
Pau'an
Pau'an
Pau'an
Phindian
Phindian
Polis Massan
Polis Massan
Polis Massan

249 Polis Massan

Mute

CR
CR
CR
CR
K

29
29
29
29
17

Breathe Underwater
Conditional Bonus Feat
Expert Swimmer
Low-Light Vision
Ancient Knowledge

Quarren
Quarren
Quarren
Quarren
Rakata

Survival Instinct
Bonus Class Skill
Bonus Feat
Low-Light Vision
Expert Swimmer
Hold Breath
Primitive
Authority
Conditional Bonus Feat
Low-Light Vision
Bonus Feat
Conditional Bonus Feat
Conditional Bonus Feat
Darkvision
Limited Telepathy

17 Rakata

Conditional Bonus Feat

17 Rakata

Force Blind

K
K

17 Rakata
17 Rakata

Primitive
Rage

153 Replica Droid

Bonus Equipment

T
T

153 Replica Droid


153 Replica Droid

Conditional Bonus Feat


Variable Size

T 153 Replica Droid


CR 29 Rodian
CR 29 Rodian
CR 29 Rodian
SV 10 Ryn

Droid Traits
Conditional Bonus Feat
Heightened Awareness
Low-Light Vision
Connections

SV

10 Ryn

Musical Beak

SV

10 Ryn

Prehensile Tail

L
L
L
K

204
204
204
18

Sakiyan
Sakiyan
Sakiyan
Selkath

Conditional Bonus Feat


Darkvision
Lightning Reflexes
Able Healer

K
K
J
J

18
18
79
79

Selkath
Selkath
Shard
Shard

Breathe Underwater
Expert Swimmer
Bonus Skill
Droid Shell

UR
UR
UR
UR
UR
W
W
W
W

14
14
14
14
14
160
160
160
160

Shistavanen
Shistavanen
Shistavanen
Shistavanen
Shistavanen
Skakoan
Skakoan
Skakoan
Skakoan

Conditional Bonus Feat


Low-Light Vision
Natural Weapons
Quick Reflexes
Uncanny Tracker
Bonus Feat
Conditional Bonus Feat
Mechanical Savant
Special Equipment

UR 14 Sluissi
UR 14 Sluissi
UR 14 Sluissi
K 19 Snivvian
K 19 Snivvian
UR 143 Sorcerer of Rhand
UR 143 Sorcerer of Rhand
UR 143 Sorcerer of Rhand

Careful Worker
Conditional Bonus Feat
Serpentine
Cold Resistance
Observant
Bonus Feat
Dark-Infused
Repulsive Appearance

UR 143 Sorcerer of Rhand

Special Qualities

UR
UR

Natural Diplomat
Tech Savvy

15 Squib
15 Squib

UR 15 Squib
UR 147 Ssi-Ruuk
UR 147 Ssi-Ruuk

Weapon Familiarity
Conditional Bonus Feat
Force Blind

UR 147 Ssi-Ruuk
UR 147 Ssi-Ruuk

Keen Smell
Natural Armor

D9

12 Stereb

Conditional Bonus Feat

D9
D9
D9
D9
CR
CR
CR
F
F
F
GW
GW
GW
J
GW
GW
UR
UR
UR

12
12
12
12
30
30
30
16
16
16
13
13
13
109
14
14
149
149
149

Stereb
Stereb
Stereb
Stereb
Sullustan
Sullustan
Sullustan
Talz
Talz
Talz
Taung
Taung
Taung
Tchuukthai
Thakwaash
Thakwaash
Tof
Tof
Tof

Darkvision
Primitive
Subterranean
Tough
Darkvision
Expert Climber
Heightened Awareness
Conditional Bonus Feat
Darkvision
Natural Weapons
Armor Training
Superior Defenses
Warrior Culture
Quadruped
Multiple Personalities
Natural Armor
Bonus Feat
Conditional Bonus Feat
Tof Fearlessness

F
F
F
F
F
F
SV
SV
CR
CR
CR
CR
GW
GW
GW

17
17
17
17
17
17
11
11
31
31
31
31
15
15
15

Togorian
Togorian
Togorian
Togruta
Togruta
Togruta
Toydarian
Toydarian
Trandoshan
Trandoshan
Trandoshan
Trandoshan
Trianii
Trianii
Trianii

Feline Reflexes
Low-Light Vision
Physically Intimidating
Pack Hunter
Sneaky
Spatial Awareness
Conditional Bonus Feat
Force Resistance
Bonus Feat
Darkvision
Limb Regeneration
Natural Armor
Acrobatic Prowess
Natural Weapons
Prehensile Tail

W 164 Tusken Raider


CR 31 Twi'lek
CR 31 Twi'lek
CR 31 Twi'lek
SV 12 Ubese
SV 12 Ubese
SV 12 Ubese

Skills
Deceptive
Great Fortitude
Low-Light Vision
Aggressive
Conditional Bonus Feat
Special Equipment

SV
D4

12 Ubese
9 Ugor

Survival Instinct
Amorphous Nature

C
GI
GI
C
C
C
GI
T

160
18
18
160
160
160
18
127

Conditional Bonus Feat


Conditional Bonus Feat
Darkvision
Light Sensitivity
Low-Light Vision
Skills
Stealthy
Animal Handler

Umbaran
Umbaran
Umbaran
Umbaran
Umbaran
Umbaran
Umbaran
Utai

T 127 Utai
T 127 Utai
UR 153 Vagaari

Cooperative
Low-Light Vision
Bioknowledge

UR 153 Vagaari
UR 153 Vagaari

Conditional Bonus Feat


Frightening Visage

L 59 Vahla
L 59 Vahla
L 59 Vahla
UR 16 Verpine
UR 16 Verpine
UR 16 Verpine
UR 16 Verpine
J 107 Vultan
J 107 Vultan
C 17 Vurk
C 17 Vurk
C 17 Vurk
C 17 Vurk
L 15 Weequay
L 15 Weequay
L 15 Weequay

Cartilaginous Skeleton
Dark Side Stigma
Force Sensitivity
Conditional Bonus Feat
Heightened Awareness
Natural Armor
Verpine Communication
Bonus Trained Skill
Conditional Bonus Feat
Breathe Underwater
Expert Swimmer
Nomads
Placid
Conditional Bonus Feat
Natural Armor
Pheromones

F
F
F
CR
CR

18
18
18
32
32

Insulating Fur
Natural Weapons
Scent
Extraordinary Recuperation
Rage

CR

32 Wookiee

Whiphid
Whiphid
Whiphid
Wookiee
Wookiee

CR 32 Wookiee
SV 156 Wroonian
SV 156 Wroonian

Skills
Weapon Familiarity
Free Spirit
Skills

F
F
GW
GW
GW
CR
L
CR
L
CR
L
GW
GW
GW
GW
CR
CR
W
L
W
L
W

19 Yarkora

Confusion

19
19
16
16
16
285

Deceptive
Streetwise
Mechanical Aptitude
Natural Weapons
Xenophobia
Force Immunity

Yarkora
Yarkora
Yevetha
Yevetha
Yevetha
Yuuzhan Vong

16 Yuuzhan Vong

Force Immunity

285
16
285
16
17
17
17
17
32
32
311
17
311
17
311

Technophobic
Technophobic
Weapon Familiarity
Weapon Familiarity
Natural Weapons
Physically Intimidating
Scent
Skills
Heightened Awareness
Superior Defenses
Conditional Bonus Feat
Empathy
Intuitive Initiative
Pheromones
Zeltron Empathy

Yuuzhan Vong
Yuuzhan Vong
Yuuzhan Vong
Yuuzhan Vong
Yuzzem
Yuzzem
Yuzzem
Yuzzem
Zabrak
Zabrak
Zeltron
Zeltron
Zeltron
Zeltron
Zeltron

GW 17 Zygerrian
GW 17 Zygerrian
GW 17 Zygerrian

Bonus Feat
Iron Will
Strength of Conviction

BENEFIT

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
Once per encounter, an Aleena can gain a temporary boost to quickness and reflexes. When this ability is activated as a swift action, an Alee
Dexterity-based skill checks and increases its speed to 8 squares. The energy lasts for a number of rounds equal to the Aleena's Constitution
round). When the energy is expended, the Aleena moves -1 persistent step along the condition track. The penalties imposed by this condition
takes at least 10 minutes to recuperate, during which time the creature can't engage in any strenuous activity.

Amanin do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants th
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 che
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 equa
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 ef
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 tr
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 gr
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
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
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, Treat Injury
Once per encounter, they can reroll one failed skill check with a trained skill. This reroll can be declared after the success or failure of the ro
Arkanian offshoot must take the result of the second roll. A skill check is considered a failure only when the check fails to meet the minimu
success.
While his antennapalps are extended, a Balosar can reroll a Perception check involving sound but must keep the second result. A Balosar m
antennapalps as a free action (extending them is likewise a free action) to pass as human (no Deception check required).

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 ignore concealment (including total concealment) from darkness
You gain a +2 natural armor bonus to your Reflex Defense
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 r
When you make an unarmed attack, you may choose to use your claws, teeth or tail, dealing 1d6 slashing, piercing or bludgeoning damage r
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them

You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation; never gain persistent condition from the effects of rad
You gain a +2 species bonus to your Fortitude Defense to resist the effect of radiation; never gain persistent condition from the effects of rad
You may choose to reroll any Persuasion check made to intimidate others, but you must accept the result of the reroll
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
Whenever a Bith spends a Force Point for any reason, the Bith gains a temporary Force Point that must be spent to add to an Intelligence-ba
temporary Force Point has not been used by the end of the encounter, it is lost.

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 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
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
Caamasi can create strong, lasting memories and share them with others of their species through an inborn telepathy. Sharing a memory beg
round action to initiate the link between two adjacent Caamasi; transferring a memory requires as much time as the events being recalled. T
must be willing to receive it. Experiencing memniiis not like receiving a photographic memory of those events, but rather a complete, imme
character who receives a memnis from a Caamasi always gains favorable circumstances on Knowledge checks related to that memory. Forc
also receive memnii from a Caamasi with a successful DC 15 Use the Force check, made as a reaction.

As a standard action, a Caamasi can make a Persuasion check against the Will Defense of a single target within line of sight. If the check is
moves -1 step along the condition track if it makes any attacks before the start of the Caamasi's next turn. The target must be able to hear an
for this ability to have any effect, and any single target can be affected only once at any given time (meaning that multiple Caamasi may not
same target at the same time). This is a mind-affecting effect.

Climb and Stealth are class skills for Cathar.


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
Celegians can use the Telepathy application of the Use the Force skill untrained, even if they do not possess the Force Sensitivity feat. A Ce
succeeds on this check to communicate with willing targets within 60 squares of it and in its line of sight.

Unless you are encased in a special environment chamber, you will suffocate. Ooroo's Life-support chamber: DR 10, +5 equipment bonus to
increases fly speed by +2 squares

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
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 ignore concealment (including total concealment) from darkness
You may choose to reroll any Perception check, but you must accept the result of the reroll
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 r
device with Mechanics check, it gains an additional 1d8 hit points
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 cannot drown in water
You ignore concealment (but not total concealment) from darkness
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 gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
You choose one additional trained skill

You choose one additional trained skill


You choose one additional trained skill
You ignore concealment (but not total concealment) from darkness
You ignore concealment (but not total concealment) from darkness
You ignore concealment (but not total concealment) from darkness
Chistori have thick scales that provide damage reduction 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 +2 rage bonus to melee attack rolls and damage rolls, but unable to u
concentration and patience; lasts 5 + Constitution rounds, and moves character -1 persistent step along the condition track until 10 minutes
have passed

Clawdites are shapechangers and can alter their appearance at will. A Clawdite gains a +10 species bonus on Deception checks made to disg
Additionally, a Clawdite can disguise its 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
You gain one bonus feat
You choose one additional trained skill
Gains Dual Weapon Mastery as a bonus feat provided he or she meets the prerequisites of the feat (minimum Dexterity of 13 and a base atta
Codru-Ji can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean that a Codru-Ji can
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 appe
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
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
absolutely real.

You are immune to the effects of vacuum


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 co
opponents with darkvision

You require special goggles to see in normal light. Without such a visor, a Defel is considered blind (see "Blindness" on page 254 of the Sag
An ultraviolet visor costs 2,000 credits. A Defel character begins play with this item at no cost.
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
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
successful, you gain a +1 insight bonus on attack rolls against that target.
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
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 wit
Droids (except 4th-degree droids) cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed
must follow orders given to them by their rightful owners, as long as those orders don't require the droid to harm a sentient living being. Dro
processors can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions (see Processors, page 190).
As electronic constructs, droids are vulnerable to damage from ion weapons (see Ion Weapons, page 159). Generally, ion weapons have the
stun weapons have on living beings.

Droids do not sleep, eat, or breathe. However, they do need to enter shutdown mode and recharge for 1 hour after 100 hours of operation. If
must make an Endurance check each hour (DC 10, + 1 per additional hour after the first) or move -1 persistent step along the condition trac
148). This persistent condition can only be removed by the droid recharging for 1 hour.

Droids can regain lost hit points only through the use of the Mechanics skill (see page 68). A droid can use this skill to repair itself, but it tak
skill check.

A droid that is shut down can take no actions and is effectively unconscious. Shutting down a willing droid is a standard action. Shutting do
more difficult, requiring that you to grab the droid (see Grab, page 152) and then make a Mechanics check (DC = droid's Will Defense) as a
grabbed. You cannot shut down an unwilling droid with locked access unless it is disabled or otherwise helpless (see Locked Access, page 1

Droids normally cannot use any skill untrained except for Acrobatics, Climb, Jump, and Perception. A droid with a heuristic processor ignor
Processors, page 190).

Droids can have many of their characteristics changed by installing or replacing existing systems (see Modifying Droids, page 197).
A droid is immune to poison, disease, radiation, noncorrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects, and an
only on living targets. Droids have no connection to the Force and can't gain the Force Sensitivity feat or learn Force powers. Droids do not
score, so they don't get bonus hit points for having a high Constitution, and they apply their Strength modifier to their Fortitude Defense. Un
don't "die," but they can be disabled or destroyed. If a droid is reduced to 0 hit points, it is disabled and cannot be reactivated until it is repai
hit point. If the attack that reduced the droid to 0 hit points also exceeds the droid's damage threshold, the droid is destroyed instead. A destr
repaired or salvaged.
Astromech droids are constructed with the following droid systems installed in each: wheeled locomotion, walking locomotion, magnetic fe
tool appendages, 1 claw appendage, astrogation buffer (5 memory units), diagnostics package, and internal storage (2 kg).

An astromech droid with Mechanics or Use Computer as a trained skill can select Skill Focus (Mechanics) or Skill Focus (Use Computer) a
You are a second-degree droid and have all droid immunities and typical droid traits
You gain Mechanics as a bonus trained skill
Battle droids are constructed with the following droid systems installed in each: walking locomotion, plasteel shell (+2 armor), basic proces
locked access, 2 hand appendages, and vocabulator.

At 1st level, a battle droid can select one Armor Proficiency feat and one Weapon Proficiency feat for which it meets the prerequisites.
You are a fourth-degree droid and have all droid immunities and typical droid traits
Labor droids are constructed with the following droid systems installed in each: walking locomotion, durasteel shell (+4 armor), basic proce
and vocabulator.

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
Mechanic droids are constructed with the following droid systems installed in each: walking locomotion (or tracked or wheeled locomotion
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
Medical droids are constructed with the following droid systems installed in each: walking locomotion, heuristic processor, 2 hand appenda
vocabulator, and improved sensor package.

A medical droid with Treat Injury or Knowledge (life sciences) as a trained skill can select Skill Focus (Treat Injury) or Skill Focus (Knowle
bonus feat, A medical droid can take only one of these bonus feats.

You are a first-degree droid and have all droid immunities and typical droid traits
You gain Treat Injury as a bonus trained skill
Probe droids are designed for surveillance and are constructed with the following droid systems installed in each: hovering locomotion, heu
comlink, locked access, 1 hand appendage, 1 tool appendage, improved sensor package, and darkvision.

A probe droid with Stealth or Perception as a trained skill can select Skill Focus (Stealth) or Skill Focus (Perception) as a bonus feat. A prob
of these bonus feats.

You are a fourth-degree droid and have all droid immunities and typical droid traits
You gain Perception as a bonus trained skill
Protocol droids are constructed with the following droid systems installed in each: walking locomotion, basic processor, 2 hand appendages
translator unit (DC 10).

To supplement its translation and etiquette duties, a protocol droid can select Skill Training (Knowledge [bureaucracy]), Skill Training (Kno
or Skill Training (Knowledge [social sciences]) as a bonus feat. A protocol droid can take only one these bonus feats.
You are a third-degree droid and have all droid immunities and typical droid traits
You gain Persuasion as a bonus trained skill

Service droids are constructed with the following droid systems installed in each: walking locomotion, basic processor, 2 hand appendages,
To enhance its service role, a service droid can select Skill Training (Perception), Skill Training (Knowledge [bureaucracy]), or Skill Trainin
lore]) as a bonus feat. A service droid can take only one of these bonus feats.

You are a third-degree droid and have all droid immunities and typical droid traits
A Dug can reroll any Climb or Jump check, but the result of the reroll must be accepted, even if it is worse. In addition, a Dug can take 10 o
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 mu
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 per encounter, when an Ebruchi successfully uses the Persuasion skill to intimidate a target, the Ebruchi can move the target -1 step on
instead of applying one of the standard intimidation effects. The target must be within 6 squares of the Ebruchi, and the effect lasts until the
This is a mind-affecting effect.

Once per encounter, an Elomin can spend a swift action to allow each ally within 12 squares to move up to half that ally's speed as a reactio
not provoke opportunity attacks.

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 at first level, even if your class normally grants them
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poor
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance checks to hold your breat
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 vs adjacent creature; the attack bonus = your character level + your CHA bonus; if the a
the target's Fortitude Defense, the target moves -1 step on the condition track. If you fail, target is immune for 24h. If target reaches -5 CT, i
unconscious, it becomes friendly. Pheromones function as an inhaled poison. Any creature holding its breath is unaffected (see the Enduranc
page 66 of the Saga Edition core rulebook). A creature can be affected by Falleen pheromones only once per round. Multiple exposures to p
Falleen in the same round produce no additional effects. A hostile creature cannot be targeted by this effect.

Once per encounter, after making a successful melee attack, a Feeorin may treat its opponents damage threshold as though it were 5 points l
the result of the attack.

You gain a +2 species bonus to your Fortitude Defense


A Feeorin can use Second Wind even when unconscious (no action required, but the Second Wind can only be taken when the Feeorin woul
Taking a Second Wind while unconscious also move the Feeorin +3 steps on the condition track.

You ignore concealment (but not total concealment) from darkness


At middle age, a Feeorin adds a +1 species bonus to all Strength or Constitution checks. At old age, this bonus increases to +2. Feeorin do n
Intelligence, Wisdom or Charisma or decrease their Strength, Dexterity or Constitution as they age.

You gain Force Sensitivity as a bonus feat


You cannot drown in water
Once per encounter a Felucian can make an untrained Use the Force check to activate the Force blast power. A Felucian who takes the Force
automatically adds a single use of the Force blast power to his Force power suite (for free) instead of this ability.

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 a
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 at first level, even if your class normally grants them
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. Without a breathing apparatus, a Gand will suffocate. Without a transliterator, a Gand
any language other than Gand. A breathing apparatus costs 2,000 credits, and a year's supply of breathing filters cost 200 credits (50 credits
costs 100 credits. A Gand character begins play with these items at no cost.

Whenever a Gen'Dai takes its second wind, it regains 5 hit points every round at the end of its turn until killed, until the end of the encounte
half hit points (whichever comes first). [Gen'dai continue to regain hp at the end of their turn even if they are knocked unconscious. They re
the -10 step, and regain consciousness, although prone]

A Gen'Dai can enter a state similar to a hibernation trance. A Gen'Dai can use the Force Trance application of the Use the Force skill untrain
-sensitive) and can remain in the trance indefinitely. A Gen'Dai in such a state ceases to age, and needs no food, water, or air until it emerges

You do not gain WIS as you age, and take a -1 penalty to WIS for each age category you advance to beyond Adult
A Gen'Dai can regrow lost body parts- including significant portions of its physical structure and individual limbs- in 1d10 minutes. At the e
persistent penalties associated with the loss of one or more limbs are removed.

Your damage threshold is doubled after adding bonuses for feats or size when determining whether you are killed by an attack (but not for a
Weapon Proficiency (advanced melee weapons)
Skill Focus (Mechanics) if trained in Mechanics
You ignore concealment (but not total concealment) from darkness
You ignore concealment (but not total concealment) from darkness
You gain a +1 natural armor bonus to your Reflex Defense
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation
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
Gotals can read the emotions of any sentient being within 6 squares. As a standard action, a Gotal can make a Perception check against a tar
successful check reveals the target's emotional state (such as happy, sad, nervous, or scared).

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 targets
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
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance checks to hold your breat
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 at
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
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, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian makes a special attack roll
level) and compares the result to the Fortitude Defense of all creatures and unattended objects in a 6-square cone. A successful hit deals 3d6
if the attack misses, the target takes half damage instead. Each use of this ability moves the Ithorian -1 step along the condition track (see Co
Ithorian can choose to add more dice (d6s) to the damage it deals with its bellow, but each additional 1d6 of damage moves the Ithorian ano
condition track. You add the damage bonus from your heroic levels to this attack.

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
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
Whenever a Jawa armed with an ion weapon successfully damages a droid or vehicle, the Jawa adds half its level in ion damage.
You have Mechanics as a class skill and you can choose to reroll any Mechanics check, but must accept the result of the reroll
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. Without protective goggles, a Kel Dor is considered blind (see page 254). Withou
a Kel Dor begins to suffocate (see Endurance, page 66). A replacement mask costs 2,000 credits (500 on Dorin)' and a year's supply of filter
Dorin). Kel Dor characters begin play with these items at no cost. An antiox breath mask is poisonous to other species (see page 255).

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, J
Mechanics, Pilot, Ride, Survival, Swim, Treat Injury or Use Computer

Once per encounter, a Khil can treat one skill check with certain skills [detailed below) as though he or she had taken 10, even after the roll
before the result of the check is known). The Khil may only use this ability on checks with one of the following skills: Climb, Endurance, G
Knowledge [any), Mechanics, Pilot, Ride, Survival, Swim, Treat Injury, or Use Computer.
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

Whenever a Killik reduces a living creature with an Intelligence of 3 or higher to 0 hit points, or the Killik knocks the creature unconscious
condition track, the Killik can transform the target into a Joiner. The target must be helpless for this to occur. The process takes 1 minute an
mind-altering pheromones. Once the target becomes a Joiner, its attitude shifts to friendly to the Killik and its allies, and the target gains a +
Defense against attempts to use Persuasion to alter its perceptions of its new Killik friends. A target transformed into a Joiner in this manner
Intelligence check once per day to remove the effect and return to its original attitude. This is a mind-affecting effect.

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 nex
You treat the lanvarok as a simple weapon instead of an exotic weapon
You gain a +2 species bonus to your Will Defense
Krevaaki gain a +1 natural armor bonus to Reflex Defense and a + 1 natural armor bonus to Fortitude Defense. A natural armor bonus stack
Krevaaki gain a +1 natural armor bonus to Reflex Defense and a + 1 natural armor bonus to Fortitude Defense. A natural armor bonus stack
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 +2 species bonus on grapple checks
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 check
Any creature attempting to use the Sense Motive application of the Perception skill on you takes a -5 penalty on the skill check
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
that target

Before 50 years of age, a Lugubraa can have a maximum Intelligence score of 8. Around 50 years of age, a Lugubraa's Intelligence score nat
points.

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 at first level, even if your class normally grants them
A Lurmen can curl into a ball and quickly roll along the ground. As a swift action, a Lurmen can increase his or her base speed by 4. In this
take only move, withdraw, catch a second wind, drop an item, recover, and run actions. The Lurmen can also spend a swift action to emerge
the +4 speed bonus and regaining access to all actions he or she can normally take.

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 the claws of a Savrip deal damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20 + the Savrip
the target's Fortitude Defense, the target moves -1 step along the condition track. A target moved to the end of the condition track by the poi
not unconscious.

You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
Once/day you can fly into a rage as a swift action, temporarily gaining +2 rage bonus to melee attack rolls and damage rolls, but unable to u
concentration and patience; lasts 5 + Constitution rounds, and moves character -1 persistent step along the condition track until 10 minutes
have passed

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 en
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
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 nex
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
You gain Force Training as a bonus feat if you are trained in the Use the Force skill

Although blind, Miraluka can "see" by using the Force. They act normally without taking any penalties for blindness when in the presence o
of any kind. This trait enables them to make Perception checks, and read and write as a sighted person. They can ignore the effect of darkne
darkvision. Miraluka cannot, however, detect creatures that are "invisible" to the Force such as the Yuuzhan Vong and the ysalamiri. These c
concealment from Miraluka, as do creatures in areas that dampen or suppress the Force. Additionally, the Miraluka ignores all penalties to P
cover and concealment (but not total cover or total concealment). Miraluka do not increase the DC of Use the Force checks made to Sense S
targets with total cover.
Although blind, Miraluka can "see" by using the Force. They act normally without taking any penalties for blindness when in the presence o
of any kind. This trait enables them to make Perception checks, and read and write as a sighted person. They can ignore the effect of darkne
darkvision. Miraluka cannot, however, detect creatures that are "invisible" to the Force such as the Yuuzhan Vong and the ysalamiri. These c
concealment from Miraluka, as do creatures in areas that dampen or suppress the Force. Additionally, the Miraluka ignores all penalties to P
cover and concealment (but not total cover or total concealment). Miraluka do not increase the DC of Use the Force checks made to Sense S
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
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
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, yo
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 m
steps moved down the condition track by 1 (minimum 0 steps).

You can increase one ability score by +2 and reduce another by -2


Up to 2 additional arms. When making multiple attacks, the character can reduce the penalty to the attack roll by 2.
Augmented with biotechnology. Select one bio-implant (see pages 67-68 of the Legacy Era Campaign Guide).
You cannot drown in water
Resistant to a specific climate. Select one: freezing, rarefied atmosphere, searing, smoky, tropical, or watery. When challenged by an environ
climate (chosen from those listed, or others at the Gamemaster's discretion), can reroll an Endurance or a Survival check, taking the better re

Naturally generate a small amount of electrical energy and use as a natural weapon in an unarmed attack, dealing 1d6 points of energy dama
considered armed with a natural weapon.

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 o
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
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)

Naturally resistant to poisons, disease, radiation, or other hazards, gaining a +2 species bonus to Fortitude Defense. Depending on species, G
resistance to a single, specific hazard.

At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poor
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 per encounter, can reroll one Strength-based ability or skill check, doubling the character's Strength modifier (minimum +1), or can ad
roll on a successful melee attack, when Strength normally adds to the roll. This does not apply when Weapon Finesse is used.

Your CHA bonus is doubled when using the Persuasion skill on humans, near-humans or similar humanoids (such as Twi'leks)
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 Twi'leks)
You gain one bonus feat
Once per encounter, can reroll one Strength-based ability or skill check, doubling the character's Strength modifier (minimum +1), or can ad
roll on a successful melee attack, when Strength normally adds to the roll. This does not apply when Weapon Finesse is used.
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

Number of digits on each hand or foot is greater or fewer than 5, but without affecting skill use in terms of game mechanics.
Eyes are of an unusual color and/or pupils are of an unusual shape.
Character has small fins that have no effect on swimming.
Character's hair is naturally an unusual color, length, texture, or size.
Character has been biologically altered by the Yuuzhan Vong shaping process. This can account for the character's near-Human trait, or the t
for roleplaying purposes. Shaped characters typically gain Yuuzhan Vong physical features or are otherwise physically altered.

Skin is naturally a color (or a combination of colors) not normally associated with Humans.
Obviously unusual skin texture, such as leathery, especially smooth, overly wrinkled, or scaly.
Teeth are noticeably differently colored, sharper, larger, or smaller than those of typical Humans.
Over 2 meters tall, although the additional height does not change the character's Size.
Flaps of skin span the character's fingers or toes.
You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
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
Persuasion skill

You can reroll any Deception check, but you must accept the result of the reroll
You ignore concealment (but not total concealment) from darkness
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poor
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 mo
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
Martial Arts 1
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 at first level, even if your class normally grants them
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poor
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poor
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
Survival is always considered a class skill for Nyriaanans.
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
You can hold your breath for a number of rounds equal to 25 x your CON score before having to make Endurance checks to hold your breat
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
As a species accustomed to being in authority, Pauans add +1 to any insight or morale bonuses they grant to themselves 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
In conjunction with their sign language and technological methods of communication, Polis Massans are able to employ a weak form telepa
convey simple feelings and thoughts to any willing recipient within ten squares. They can use the Telepathy aspect of the Use the Force skil
Force-sensitive). If the target of the telepathy is within 10 squares, no skill check is requires to initiate the telepathic contact.

Polis Massans have no vocal cords, and must rely on a combination of sign language, computers, and telepathy in order to communicate wit
new languages, they can understand but not speak them.

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
You ignore concealment (but not total concealment) from darkness
Rakata retain many of the quailtles that led their ancestors to create great technological works in the distant past. Rakata reduce the penalty
a weapon from -5 to -2 and reduce the armor check penalty for armor they are not proficient in by one step (-5 for heavy armor, -2 for mediu
for light armor) All other penalties for not being proficient still apply. Additionally, once per encounter the Rakata can use a trained-only app
Mechanics, Pilot, Treat injury or Use Computer skill even if untrained in that skill.

Rakata with Weapon Proficiency (simple weapons) or proficient in an Exotic melee weapon gain the Weapon Focus feat (for simple weapon
melee weapon) as a bonus feat.

Have lost the connection to the Force. Cannot take the Force Sensitivity feat. Can still increase Dark Side Score and are still affected by For
the Use the Force skill as normal.

You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants them
Once/day you can fly into a rage as a swift action, temporarily gaining +2 rage bonus to melee attack rolls and damage rolls, but unable to u
concentration and patience; lasts 5 + Constitution rounds, and moves character -1 persistent step along the condition track until 10 minutes
have passed

Replica droids can be constructed with two of the following droid systems installed: integrated comlink, darkvision, diagnostics package, im
internal storage (subject to size limitations), translator unit (DC 15).

You gain Skill Focus (Deception) as a bonus skill if you are trained in the Deception skill
Since replica droids are designed to imitate organic beings, their size depends on the species that they copy. Medium droids have no special
to their size. Those of Small size gain a + 1 size bonus to their Reflex Defense and a +5 size bonus to Stealth checks but have lifting and car
quarters those of Medium characters.

You act as a fourth-degree droid and have all droid immunities and typical droid traits, but you ignore the maintenance requirement
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
Whenever a Ryn character makes a Gather Information check to learn secret information, he can forgo the credit cost. If this check fails, the
must spend the credits as normal.

Ryn can move air through their beaks to create pleasant tunes and notes. When using its musical beak to imitate sounds or noises to convey
Ryn can reroll Deception checks and take the better resuIt. A Ryn can also throw his voice or project sounds from his musical beak out to a r
swift action, a Ryn can use ventriloquism to create a diversion to hide (see the Deception skill description on page 66 of the Saga Edition co

Ryn have long tails nearly as strong and flexible as their hands. A Ryn can effectively hold (but not weild) a Small or smaller item with its ta
Medium or larger item with its tail, the Ryn is encumbered and considered to be carrying a heavy load.

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
Whenever a Selkath restores hit points to another character by any means, or aids another who is doing so, the target regains an additional 5
once per encounter as a swift action the Selkath can grant an adjacent ally bonus hit points equal to 10 + the Selkath's level, which last until

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
Shards gain Use Computer as a bonus trained Skill, regardless of their class.
Shards must inhabit droid bodies to travel and function in the galaxy at large. In this form, they gain the following traits. -Shards must unde
droid. -Shards are immune to poison, disease, radiation, noncorrosive atmospheric hazards, and vacuum. They can regain hit points only thr
application of the Mechanics skill. They do not benefit from natural healing unless they have the Force Repair talent. -Shards are considered
the purposes of being damaged by ion weapons. -Shards can make use of droid systems and accessories, subject to some limitations. Shards
droid accessories: appendages, armor, communications devices, internal storage, sensors, and translator units. Shard bodies have a cost mod

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
suffocate. Skakoan characters begin play with a light pressure suit at no cost.

A Sluissi who takes twice the normal amount of time required to use the Mechanics skill gains a + 10 circumstance bonus to the Mechanics
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 Tr
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 s
You may reroll Persuasion checks made to intimidate, keeping the better result, and you gain a +5 bonus to Will Defense to resist the Persua
against you

Each Sorcerer gains from one to three special qualities unique to his or her relationship with the Dark. Create these qualities, or select one o
Generator on UR page 89.

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 comm
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
Have lost the connection to the Force. Cannot take the Force Sensitivity feat. Can still increase Dark Side Score and are still affected by For
the Use the Force skill as normal.

When within 6 squares of a target in the same room or open area, you can reroll Persuasion checks against that target, keeping the best resul
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 S
working with stone.

Stereb ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Stereb do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants tho
Stereb are adapted to a subterranean life and can take 10 on Survival checks when in an underground environment, even when distracted or
Like the stone they work with, Stereb are physically hardened, gaining a +5 species bonus to their damage threshold and a +2 species bonus
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
Taung characters increase the Maximum Dexterity 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
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
can effectively hold (but not weild) a Small or smaller item with its tail. When holding a Medium or larger item with its tail, encumbered an
carrying a heavy load.

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 an Ubese character hits with a charge attack, the +2 bonus on attack rolls against the 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
Ubese cannot tolerate the atmospheres of other worlds and must rely on breath masks to survive. Without a breath mask, an Ubese begins to
"Endurance" on page 66 of the Saga Edition core rulebook). When not on their homeworld, Ubese wear environmental suits to stave of the
planets as well as to hide their appearance. An environmental suit functions as a combat jumpsuit that also grants a +2 equipment bonus to F
suit also includes a voice modulator to emulate the voice of a male or female or to mask the Ubese's gender. An Ubese environmental suit w
modulator costs 2,000 credits, and a year's supply of breathing filters cost 200 credits (50 credits on Ubese). Ubese characters begin with the

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 an
(such as Str, Dex, and Con). Abilities cannot be altered more than 5 points above or below the Ugors original scores. Bonuses and penalties
attacks, and so on) have to be adjusted accordingly.

You gain Skill Focus (Persuasion) as a bonus feat if you are trained in the Persuasion skill
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
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 can reroll any Stealth check, but you must accept the result of the reroll
The Utai are naturally gifted when it comes to dealing with beasts and wild creatures. An Utai can choose to reroll any Ride check, but the r
accepted even if it is worse. Additionally, an Utai can make Persuasion checks to change the attitude of an undomesticated creature that has
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 y

You ignore concealment (but not total concealment) from darkness


Vagaari have great working knowledge of biology throughout their sphere of influence in the Unknown Regions. They can reroll any Know
Treat Injury check but must take the second result, even if it is worse.

You gain Skill Focus (Deception) as a bonus feat if you are trained in the Deception skill
When using the Persuasion skill to intimidate, a Vagaari clad in traditional masks and garments can reroll a failed Persuasion check and take
Vagaari is considered trained in the Persuasion skill for this action.

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
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
Weequay communicate silently with other members of their tribe by emitting complex pheromones. This form of communication has a max
squares. Species with the scent ability can detect Weequay pheromones by smell, but this does not allow them to understand what the Weeq

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
A Wookiee regains hit points at double the normal rate (see Natural Healing, page 148).
Once/day you can fly into a rage as a swift action, temporarily gaining +2 rage bonus to melee attack rolls and damage rolls, but unable to u
concentration and patience; lasts 5 + Constitution rounds, and moves character -1 persistent step along the condition track until 10 minutes
have passed

You may choose to take 10 on Climb checks even when distracted or threatened; you may choose to reroll any Persuasion check made to int
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

As a defense mechanism, all Yarkora can use a combination of motions and sounds to distract and deter potential enemies. Once per encoun
Yarkora can make a Deception check against the Will Defense of all targets within 6 squares. If the Deception check result equals or exceed
that target does not threaten any squares until the end of the Yarkora's next turn. This is a mind-affecting effect.

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
Yuuzhan Vong can't take the Force Sensitivity feat, can't make Use the Force checks, and never gain Force Points. In addition, they are imm
that targets Will Defense (including Force powers and aspects of the Use the Force skill).

Yuuzhan Vong can't take the Force Sensitivity feat, can't make Use the Force checks, and never gain Force Points. In addition, they are imm
that targets Will Defense (including Force powers and aspects of the Use the Force skill).

You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants them
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats, even if your class normally grants them
You treat amphistaffs as simple weapons instead of exotic weapons
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 respectively
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
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
A Zeltron that has Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.
You add your CHA bonus to Perception checks made to sense deception or sense influence
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
You gain a +5 species bonus on Persuasion checks made to change the attitudes of non-Zeltrons
Zeltrons are naturally empathic. As a free action, a Zeltron may make a Perception check opposed by a target's Will Defense. If successful, t
the target's attitude toward him or her, as well as the target's general emotional state. The target cannot detect this check.
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

x
x

x
x

x
x
x
x
x

x
x
x
x

x
x
x

Soldier

x
x
x
x
x

x
x
x
x
x

x
x
x
x
x

x
x
x
x
x
x

Scout

Scoundrel

Y
Y
N
Y
N
Y
Y
N
N
N
N
N
Y
Y
N
Y
N
N
N

Noble

DEX
STR
CHA
CON
CHA
DEX
STR
INT
INT
WIS
CHA
DEX
DEX
DEX
WIS
STR
WIS
INT
CHA

Jedi

Armor check
penalty?

62
64
66
67
67
68
68
68
68
70
71
71
72
72
73
74
74
76
77

Ability

PAGE

BOOK
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR

SKILLS
Acrobatics
Climb
Deception
Endurance
Gather Information
Initiative
Jump
Knowledge
Mechanics
Perception
Persuasion
Pilot
Ride
Stealth
Survival
Swim
Treat Injury
Use Computer
Use the Force

CLASS
CLASS
SKILLS
SKILLS

x
x
x

PAGE
62
19
63
19
63
63
30
29
19
63
63
63
29
64
64
64
30
29
64
19
19
29
29
64
29
68
19
19
66
66
66
66
66
66
74
30

Trained
Only?

BOOK
CR
SV
CR
SV
CR
CR
K
F
SV
CR
CR
CR
F
CR
CR
CR
K
F
CR
SV
SV
CR
F
CR
F
CR
SV
SV
CR
CR
CR
CR
CR
CR
CR
F

SKILL
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Acrobatics
Climb
Climb
Climb
Climb
Climb
Climb
Deception
Deception
Deception
Deception
Deception
Deception
Deception
Deception
Deception
Endurance
Endurance
Endurance
Endurance
Endurance
Endurance
Endurance
Gather Information

ACTION
Balance
Catch Item
Cross Difficult Terrain
Escape Artist
Escape Bonds
Fall Prone
Long Falls
Low and High Gravity Environments
Nimble Charge
Reduce Falling Damage
Stand up from Prone
Tumble
Zero-Gravity Environments
Accelerated Climbing
Catch Yourself When Falling
Climb Surface
Climbing in Low or High Gravity
Extreme Conditions
Making Handholds & Footholds
Alternate Story
Cheat
Creating a Diversion to Hide
Creating a Diversion to Hide an Item
Deceive
Feign Haywire
Feint
Group Feint
Innuendo
Forced March
Hold Breath
Ignore Hunger
Ignore Thirst
Run
Sleep in Armor
Swim
Analysis

REQUIREMENTS
x
x
x
x
x
x
x
x
x
x

x
x

Droids only
x
x

PAGE
19
20
67
67
67
20
68
68
68
68
68
68
68
27
27
31
20
30
68
28
69
20
32
70
70
70
31
70
70
70
70
70
70
70
27
70

Trained
Only?

BOOK
SV
SV
CR
CR
CR
SV
CR
CR
CR
CR
CR
CR
CR
C
C
L
SV
F
CR
R
CR
SV
CR
CR
CR
CR
L
CR
CR
CR
CR
CR
CR
CR
C
CR

SKILL
Gather Information
Gather Information
Gather Information
Gather Information
Gather Information
Gather Information
Initiative
Initiative
Jump
Jump
Jump
Knowledge
Knowledge
Knowledge (tactics)
Knowledge (tactics)
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Mechanics
Perception
Perception
Perception
Perception
Perception

ACTION
Find a Good Score
Identify
Learn News & Rumors
Learn Secret Information
Locate Individual
Quick Intel
Avoid Feint
Start Battle
High Jump
Jump Down
Long Jump
Common Knowledge
Expert Knowledge
Anticipate Enemy Strategy
Battlefield Tactics
Biotech Adaptation
Booby Trap
Build Object
Disable Device
Environmental Adaptation
Handle Explosives
Hot Shot
Improvised Connection
Jury-Rig
Modify Droid
Recharge Shields
Refit Antiquated Vehicle or Weapon
Regulate Power
Repair
Repair Droid
Repair Object
Avoid Surprise
Eavesdrop
Hear Distant & Ambient Noises
Long-Range Spotter
Notice Targets

REQUIREMENTS
x

x
x
x
x
x
x
x

tool kit

tool kit
x
x
x
x
x
x
x
x
x
x

electrobinoculars

PAGE
20
70
71
31
71
71
31
71
71
71
72
20
72
76
72
72
72
72
72
72
72
72

UR
CR
F
CR
SV
CR
CR
CR
CR
CR
C
CR
F
CR

72
31
29
20
73
73
72
73
73
28
73
31
73

Trained
Only?

BOOK
SV
CR
CR
F
CR
CR
F
CR
CR
CR
CR
SV
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR

SKILL
Perception
Perception
Perception
Persuasion
Persuasion
Persuasion
Persuasion
Persuasion
Pilot
Pilot
Pilot
Pilot
Pilot
Pilot
Ride
Ride
Ride
Ride
Ride
Ride
Ride
Ride
Ride
Stealth
Stealth
Stealth
Stealth
Stealth
Stealth
Stealth
Stealth
Survival
Survival
Survival
Survival
Survival

ACTION
Quick Search
Sense Deception
Sense Influence
Bribery
Change Attitude
Haggle
Improvised Communication
Intimidate
Avoid Collision
Dogfight
Engage the Enemy
Fly Casual
Increase Vehicle Speed
Ram
Control Mount in Battle
Fast Mount/Dismount
Guide with knees
Leap
Ride Mount
Soft Fall
Stay in Saddle
Use Mount as Cover
other uses
Conceal Item
Conceal Large Items
Creating a Diversion to Hide
Drop
Pick Pocket
Sleight of Hand
Sneak
Snipe
Basic Survival
Create Defensive Position
Endure Extreme Temps
Extended Survival
Know Direction

REQUIREMENTS
x

x
x
x

x
field kit
x

PAGE
SKILL
20 Survival
74 Swim
32 Treat Injury
Treat Injury
108 Treat Injury
74 Treat Injury
74 Treat Injury
75 Treat Injury
74 Treat Injury
74 Treat Injury
75 Treat Injury
32 Treat Injury
252 Treat Injury
75 Treat Injury
75 Treat Injury
75 Treat Injury
256 Treat Injury
75 Use Computer
32 Use Computer
76 Use Computer
20 Use Computer
32 Use Computer
20 Use Computer
76 Use Computer
76 Use Computer
76 Use Computer
76 Use Computer
19 Use Computer
19 Use Computer
77 Use the Force
10 Use the Force
30 Use the Force
77 Use the Force
28 Use the Force
10 Use the Force
33 Use the Force

Trained
Only?

BOOK
CR
CR
L
CR
W
CR
CR
CR
CR
CR
CR
L
CR
CR
CR
CR
CR
CR
L
CR
SV
L
SV
CR
CR
CR
CR
S
S
CR
J
K
CR
C
J
L

ACTION
Track
Swim
Biotech Repair
Critical Care
Critical Care
First Aid
Heal Damage
Install a Cybernetic Prosthesis
Long-Term Care
Perform Surgery
Revivify
Temporary Mending
Treat Acid
Treat Disease
Treat Poison
Treat Radiation
Treat Space Sickness
Access Information
Access or Reprogram Electronic Device
Astrogate
Backtrail
Copy or Reprogram Code Cylinder or Access Card
Cover Tracks
Disable or Erase Program
Improve Access
Issue Routine Command
Reprogram Droid
Use Communications
Use Sensors
Activate Force Power
Breath Control
Breath Control
Force Trance
Move Light Object
Move Light Object
Move Light Object v. Vong

REQUIREMENTS
x
x
x
x

biotech tool kit

x
x
x

surgery kit
medical kit

x
x
x

medical kit
medical kit
medical kit
medical kit
computer aptitude of indifferent or better

x
x
x
x
x
x

x
x
x
x
x
x
x

computer aptitude of helpful


computer aptitude of friendly or better
tool kit

PAGE
28
10
77
77
33
77
34
77
34

Trained
Only?

BOOK
C
J
CR
CR
L
CR
L
CR
L

SKILL
Use the Force
Use the Force
Use the Force
Use the Force
Use the Force
Use the Force
Use the Force
Use the Force
Use the Force

ACTION
Place Another in Force Trance
Place Another in Force Trance
Search Your Feelings
Sense Force
Sense Force v. Vong
Sense Surroundings
Sense Surroundings
Telepathy
Telepathy does not work on Vong

REQUIREMENTS
x
x
x
x
x

Skill
Acrobatics

Climb

AP
Yes

Yes

Deception

Endurance

Ability Use
Dex Balance
Cross Difficult Terrian
Escape Bonds
Fall prone
Reduce Fall Damage
Stand Up From Prone
Tumble
Fight Defensive
Long Falls
High/Low Gravity
Zero Gravity
Catch Item
Escape Artist
Nimble Charge
Str

Cha

Yes

Con

Trained

DC

15

Y
Y
Y
Y
Y

15
15
15
15

Y
Y
Y
Y
Y

Climb Surfaces
Accelerated Climbing
Catch Yourself If Falling
Make Hand/Foot Holds
Climb In High/Low Gravity
Extreme Conditions
Deceptive Appearance
Deceptive Infomation
Creating a Diversion to hide
Feint
Creating a Diversion to hide Items
Haywire (Droids)
Alternate Story
Cheat
Group Feint
Innuendo
Force March
Hold Breath
Ignore Hunger
Ignore Thrist

20
20
20
10+
25

-5
20+
15
5+

Y
Y
Y
Y

Notes
table, pg62
norml spd
table, pg62
free
pg62
swift
no AoO, dbl move
5+ Reflex
KOTOR30
TFU29, pg256
TFU29, pg257
S&V19
S&V19, pg63
S&V19
table, pg64
table, pg64
table, pg64
KOTOR30
TFU29

Perc
Will
Will
Init
Will
Will
Will

pg64, table pg65


pg64, table pg65
attempt Stealth
includes Ships
attempt Stealth
TFU29
S&V19
S&V19
S&V19
S&V19

10+
10+
10+
10+

pg66, 8 hrs
Con, pg66, rnds
Con, pg66, days
Con, pg66, hrs*3

Take 10/20 Retry


No
No
No
No
No
No
No
No
No
No
No
No
No
No
10
10
10
10
10
10
10
10
10
No

*
*
*

Skill

AP

Gather Information

Initiative

Jump

Bureaucracy

Galactic Lore

Life Sciences

Physical Sciences

Social Sciences

Ability Use
Run
Sleep In Armour
Swim/Tread Water
Cha

Yes

Yes

Dex

Str

Int

Int

Int

Int

Int

Learn News And Rumours


Verifify News And Rumours
Learn Secret Infromation
Locate Individual
Locate Individual
Analysis
Find a Good Score
Identify
Quick Intel

Trained

DC
10+
15+

Y
Y
Y

Start Battle
Aviod Feint

10
20
25
15
25
15+
20
10+

Notes
Con, pg66
pg66
pg66

50 creds
5000 creds, GM
easy to find
500 creds
TFU30
S&V19
S&V19
1/2 Time for G/Info

Take 10/20 Retry

10
10
10
10
10

*
*
*
*
*

10

Order of Combat

10

15

pg68
pg68
Reduce fall, pg68, Errta

20*
20*
20*

Decp

Long Jump
High Jump
Jump Down
Common Knowledge
Expert Knowledge

10
15*

pg68

10
10

N
N

Common Knowledge
Expert Knowledge

10
15*

pg68

10
10

N
N

Common Knowledge
Expert Knowledge

10
15*

pg68

10
10

N
N

Common Knowledge
Expert Knowledge

10
15*

pg68

10
10

N
N

Common Knowledge
Expert Knowledge

10
15*

pg68

10
10

N
N

Skill
Tactics

Technology

Mechanics

Perception

AP

Ability Use
Int
Common Knowledge
Expert Knowledge
Anticipate Enemy Strategy
Battlefield Tactics
Int

Int

Wis

Common Knowledge
Expert Knowledge
Disable Device
Handle Explosives
Set Detonator
Place Explosives
Diarm Explosives
Jury-rig
Modify Driod
Recharge Shields
Regulate Power
Repair
Repair Droid
Repair Object
Build Object
Booby Trap
Hot Shot
Assist Another
Biotech Adaptation
Graft Technology
Mechanical Enhancements
Refit Antiquated Veh or Wpn
Improvsed Connection
Avoid Surprise
Eavesdrop
Hear Noises
Notice Targets
Search
Sense Deception
Sense Influance

Trained
Y
Y
Y

DC
10
15*
Will
20*

10
15*

Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y

10*
15*
15*
25
20
20
20
20

20+
10
25
30
20

10*
10
Slth
15/Slth
Decp
20

Notes
pg68
CW27
CW27

pg68
Security Kit, pg69
pg69
pg69
pg69
Security Kit, pg69
pg70, Errta
Tool Kit, pg197
pg70
pg70
Tool Kit, pg70
Tool Kit, pg70
pg70
Tool Kit, TFU30
Tool Kit, S&V20
Tool Kit, S&V20
Errta,
Tool kit, LotF31
LotF31
LotF31
Tool kit, LotF31
Tool kit, LotF32
pg149
pg70
pg70, includes Ships
pg70
Detect Mind-affects

Take 10/20 Retry


10
N
10
N

10
10

N
N
Neg
Neg
Neg
Neg
Neg

10

N
N
-

Skill

AP

Persuasion

Cha

Pilot

Ride

Stealth

Survival

Ability Use
Quick Search
Long-Range Spotter

Dex

Yes

Yes

Dex

Dex

Wis

Trained
Y
Y

Change Attitude
Haggle
Intimidate
Bribery
Improvised Communication
Aviod Collision
Dogfight
Engage The Enemy
Increase Vehicle Speed
Ram
Fly Casual
Ride Mount
Control Mount In Battle
Fast Mount/Dismount
Guide With Knees
Leap
Soft Fall
Stay In Saddle
Use Mount as Cover

DC
-10
10

Notes
S&V20
CW27

Will

table, pg71
table, pg71
table, pg71
table,TFU31
TFU31

10
10
10

15

pg173
pg171

20

pg72
pg172
Use Pilot instead of Decp

10
10
10
N
10

Will
20-

Y
Y
Y

Take 10/20 Retry

20
20*
10
15
15
10
15

table, pg72
not if battletrained
pf72
pg72
pg72
pg72
pg72
pg72

10
10
10
10
10
10
10
10

Sneak
Conceal Item
Draw Conceal Item
Hide During Diversion
Pick Pocket
Sleight Of Hand
Snipe
Conceal Large Item
Drop

Perc
Perc

pg72, includes Ships


pg72

10
10

Perc
Perc
Perc
Perc
Perc
Perc

pg72
pg72
pg72
TFU31
S&V20

10
10
10
10
10

Basic Survival
Endure Extreme Temps

15
20

pg73
Field Kit

N
N
N

Skill

Swim
Treat Injury

Use Computer

Use the Force

AP

Yes

Ability Use
Know Direction
Track
Extended Survival
Create Defensive Position
Sleeping/Unconscious
Str

Swim

Wis

First Aid
Long-term Care
Perform Surgery
Heal Damage
Install Cybernetics
Revivfy
Treat Disease
Treat Poison
Treat Radiation
Biotech Repair
Temporary Mending

Int

Cha

Access Information
Connect Computer
Astrogate
Disable/Erase Program
Improve Access
Issue Routine Commands
Reprogram Droid
Use Communication
Use Sensors
Backtrail
Cover Tracks
Access and Reprogram
Copy or Reprogram Access Cards
Force Power
Force Tance
Move Light Object

Trained
Y
Y
Y

DC
10
20
20
10-

15
Y

Y
Y
Y
Y
Y
Y

20
20
25

20

10
Y
Y
Y

15
Will

Will

Y
Y

25+
5+

Y
Y
Y

10
10

Notes

Take 10/20 Retry

table, pg74
TFU31
CW28
CW28
1/2 moves, table pg74

10

medpac, pg74
pg74
Surgery Kit, pg74
pg74
pg75
Med Kit, pg75
Med Kit, pg254
Med Kit, pg255
Med Kit, pg255
Biotech kit, LotF32
LotF32

10
10
10
10
10
10
10
10
10

table, pg76
connect to net
pg 237, SOTG pg19
pg76
pg76
pg76
pg76
SOTG pg19
SOTG pg19
S&V20
S&V20
LotF32
LotF32
pg95
pg77
pg77, LotF33

10

10
10
10

Skill

AP

Ability Use
Seach Your Feelings
Sense Force
Sense Surrounds
Telepathy
Breath Control
Catch/Move Light Object
Place Another in Force Trance

Trained
Y
,Y

DC
15
15+
15, 30

Y
Y
Y

15
*
15

Notes
pg77
pg77, LotF33
pg77, LotF34
table, pg77, LotF34
KOTOR30, JATM10
CW28, JATM10
CW28, JATM10

Take 10/20 Retry


10
10
10
10

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

Time
Full Round
As Aid Another
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

Time
Full Round
Full Round
48 Hours
10 Mins

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

Time
Full Round
Full Round
Swift
Standard
2*Con
Readied
Full Round

<click on the "plus" sign to expand! Click on [1] to collapse all, click on [2] to expand all
Character Creation
Species Size Modifiers
Experience and Level-Dependent Benefits
Force Points and Destiny Points
Aging Effects (cumulative)
Droid Traits and Size Modifiers
Beast Traits and Size Modifiers
Vehicle Size Modifiers & Collision Damage

PAGE

BOOK
T
K
UR
UR
CR
GI
F
F
SGD
R
F
C
GW
CR
CR
CR
C
GW
W
R
L
L
L
L
L
F
GW
CR
GW
R
L
L
F
GI
R
R
GI
L
CR

64
32
24
24
82
25
31
31
22
31
32
28
28
82
82
82
28
28
28
34
34
34
34
34
32
22
82
23
31
34
35
32
25
31
31
25
35
82

FEAT

PREREQUISITES

A Few Maneuvers
Accelerated Strike
Acrobatic Ally
Acrobatic Dodge
Acrobatic Strike
Adaptable Talent
Advantageous Attack
Advantageous Cover
Aiming Accuracy
Ample Foraging
Angled Throw
Anointed Hunter
Aquatic Specialists (team feat)
Armor Proficiency (heavy)
Armor Proficiency (light)
Armor Proficiency (medium)
Artillery Shot
Ascension Specialists (team feat)
Assault
Assured Attack
Attack Combo (Fire & Strike)
Attack Combo (Melee)
Attack Combo (Ranged)
Autofire Assault
Autofire Sweep
Bad Feeling
Bantha Herder
Bantha Rush
Battering Attack
Binary Mind
Biotech Specialist
Biotech Surgery
Blaster Barrage
Bone Crusher
Bothan Will
Bowcaster Marksman
Brilliant Defense
Brink of Death
Burst Fire

DEX 13, Dodge, Vehicular Combat, Trained in Pilot


BAB +6
Dex 13, Str 13, trained in Acrobatics
DEX 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in Acrobat
Trained in Acrobatics
BAB +1
Trained in Stealth
Droid, Point Blank Shot, Precise Shot, proficient with weapon.
Ewok
Dex 13
Nelvaanian species
Trained in Swim
Armor Proficiency (light), Armor Proficiency (medium)
Armor Proficiency (light)
Proficient with weapon used*
Trained in Climb
Double Attack or Dual Weapon Mastery I, BAB +6
Attack Combo (Melee), Attack Combo (Ranged), BAB +9
BAB +3
BAB +3
Weapon Focus
Weapon Focus
Proficient with weapon used*, BAB +1
Str 13, BAB +1
STR 13, BAB +1, Bantha Rush, Trip
Cerean
Trained in Mechanics
Trained in Treat Injury
Coordinated Attack, BAB +2
Crush, Pin, BAB +1
Bothan
Wookiee
Int 13
Weapon Proficiency (heavy weapons), proficient with weapon*

PAGE

BOOK
SV
CR
GI
CR
K
R
CR
SV
SV
CR
UR
K
R
F
CR
C
SV
GW
K
F
CR
F
GI
CR
SGD
R
CR
SV
SV
R
R
GI
SV
GW
R
GW
R
SGD
GI

21
82
25
82
31
31
83
21
21
83
24
32
31
33
83
28
21
28
32
33
83
33
27
83
22
31
84
21
21
31
28
27
21
22
31
23
31
22
27

FEAT

PREREQUISITES

Burst of Speed
Careful Shot
Channel Rage
Charging Fire
Charging Fire + Dodge
Clawed Subspecies
Cleave
Close Combat Escape
Collateral Damage
Combat Reflexes
Combat Trickery
Conditioning
Confident Success
Controlled Rage
Coordinated Attack
Coordinated Barrage
Cornered
Covert Operatives (team feat)
Critical Strike
Crossfire
Crush
Cunning Attack
Cut the Red Tape
Cybernetic Surgery
Damage Conversion
Darkness Dweller
Deadeye
Deadly Sniper
Deceptive Drop
Deep Sight
Deft Charge
Demoralizing Strike
Desperate Gambit
Destructive Force
Devastating Bellow
Disabler
Disarming Charm
Distracting Droid
Disturbing Presence

Trained in Endurance
BAB +2, Point Blank Shot
Rage
BAB +4
Combo, requires Dodge
Quarren
Str 13, Power Attack
Trained in Acrobatics
Rapid Shot, BAB +6
Trained in Deception
Str 13, Con 13
Bothan
Rage
BAB +2
BAB +5, Coordinated Attack
Trained in Stealth
BAB +9, Weapon Focus (chosen melee weapon), proficient with chos
BAB +6, Point Blank Shot, Precise Shot
BAB +1, Pin
Trained in Knowledge (bureaucracy)
Trained in Treat Injury
Droid, Dex 13
Sullustan
BAB +4, Point Blank Shot, Precise Shot
BAB +9, Sniper, trained in Stealth, Point Blank Shot, Precise Shot
Trained in Initiative
Quarren
Cha 13

Ithorian
Proficient with weapon used*
Sullustan
Droid
trained in Deception

PAGE

BOOK
GW
CR
K
K
CR
W
CR
SGD
C
SGD
C
CR
K
CR
CR
SV
GW
K
UR
SGD
CR
C
GI
C
CR
CR
CR
R
R
L
L
GW
C
R
GI
SV
C
K
F

23
84
31
31
84
17
84
22
29
22
28
84
31
84
84
21
26
33
24
22
84
29
27
29
85
85
85
29
33
36
35
23
29
33
27
21
29
33
33

FEAT

PREREQUISITES

Dive for Cover


Dodge
Dodge + Charging Fire
Dodge + Running Attack
Double Attack
Dreadful Countenance
Dreadful Rage
Droid Focus
Droid Hunter
Droid Shield Mastery
Droidcraft
Dual Weapon Mastery I
Dual Weapon Mastery I + Quick Draw
Dual Weapon Mastery II
Dual Weapon Mastery III
Duck and Cover
Echani Training
Echani Training
Elder's Knowledge
Erratic Target
Exotic Weapon Proficiency
Experienced Medic
Expert Briber
Expert Droid Repair
Extra Rage
Extra Second Wind
Far Shot
Fast Surge
Fast Swimmer
Fatal Hit
Feat of Strength
Fight Through Pain
Flash and Clear
Flawless Pilot
Flche
Fleet-Footed
Flood of Fire
Flurry
Focused Rage

Trained in Jump
Dex 13
Combo, requires Charging Fire
Combo, requires Running Attack
BAB +6, proficient with chosen weapon*
Cha 13, Sith
BAB +1, Rage species trait
Trained in Mechanics & Use Computer
Proficient with weapon used*
Droid, equipped with shield generator
Trained in Mechanics
Dex 13, BAB +1
Combo, requires Quick Draw
Dex 15, BAB +6, Dual Weapon Mastery I
Dex 17, BAB +11, Dual Mastery I, II
Trained in Stealth
Dex 13, Martial Arts I
Dex 13, Martial Arts I
Skill Focus (Knowledge [social sciences]) or (Knowledge [galactic lore
Droid, equipped with hovering locomotion or flying locomotion, Dex
BAB +1
Trained in Treat Injury
Cha 13
Trained in Mechanics
Rage species trait
Trained in Endurance
Point Blank Shot
Mon Calamari
Str 13, Dex 13
Str 15

Duros
BAB +1
Running Attack, DEX 13
Proficient with weapon used*
Dex 13
Rage, Controlled Rage

PAGE

BOOK

FEAT
J
CR
GW
K
J
CR
CR
K
GW
GI
R
GW
SV
UR
R
L
K
UR
C
L
GI
CR
R
C
UR
SV
UR
SV
GW
GI
UR
R
UR
R
R
SV
SV
K
F

23
85
23
33
23
85
85
31
23
27
33
23
21
24
33
36
33
24
31
36
27
85
33
31
26
22
26
22
26
28
26
33
26
34
29
23
23
33
33

Follow Through
Force Boon
Force of Personality
Force Readiness
Force Regimen Mastery
Force Sensitivity
Force Training
Force Training + Improved Disarm
Forceful Blast
Forceful Recovery
Forest Stalker
Fortifying Recovery
Friends in Low Places
Frightening Cleave
Fringe Benefits
Galactic Alliance Military Training
Gearhead
Grab Back
Grand Army of the Republic Training
Grapple Resistance
Grazing Shot
Great Cleave
Gungan Weapon Master
Gunnery Specialist
Halt
Hasty Modification
Heavy Hitter
Hideous Visage
Hijkata Training
Hobbling Strike
Hold Together
Hunter's Instincts
Hyperblazer
Imperceptible Liar
Imperial Military Training
Impersonate
Impetuous Move
Implant Training
Improved Bantha Rush

PREREQUISITES
Force Sensitivity
Cha 13
Force Sensitivity, Trained in Use Force
Non-droid
Force Sensitivity, trained in Use Force
Combo, requires Improved Disarm
Proficient with weapon used*, BAB +1
Force Sensitivity, Force Training
Ewok
Con 13
Trained in Gather Information
BAB +4, Str 13, Cleave, Power Attack
Rodian

Dex 13
proficient with armor worn
Point Blank Shot
Str 13, Cleave, Power Attack, BAB +4
Gungan
BAB +1
Trip, Weapon Focus in selected weapon, Weapon Proficiency in selec
Tech Specialist
Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons)
Shapeshift
Combat Reflexes, Martial Arts I
Sneak Attack, Rapid Shot, or Rapid Strike
Trained in Mechanics
Rodian
Trained in Use Computer
Twi'lek
Shapeshift species trait, Skill Focus (Deception)
Con 13
Must possess a cybernetic implant
Str 15, Bantha Rush, BAB +1

PAGE

BOOK
CR
CR
CR
CR
K
GI
K
UR
UR
SV
R
K
R
GI
F
UR
UR
R
UR
SGD
C
R
R
R
SV
L
GW
GW
R
C
SV
CR
K
SGD
K
J
K
UR
CR

85
86
85
85
31
28
33
26
27
23
34
33
34
28
33
27
27
34
27
22
31
34
34
34
23
36
27
27
34
31
23
86
34
22
34
23
34
27
86

FEAT

PREREQUISITES

Improved Charge
Improved Damage Threshold
Improved Defenses
Improved Disarm
Improved Disarm + Force Training
Improved Opportunistic Trickery
Improved Rapid Strike
Improved Sleight of Hand
Improvised Weapon Mastery
Impulsive Flight
Inborn Resilience
Increased Agility
Increased Resistance
Indomitable Personality
Informer
Instinctive Attack
Instinctive Defense
Instinctive Perception
Intimidator
Ion Shielding
Jedi Familiarity
Jedi Heritage
Justice Seeker
Keen Scent
Knife Trick
Knock Heads
K'tara Training
K'thri Training
Lasting Influence
Leader of Droids
Lightning Draw
Linguist
Logic Upgrade: Self-Defense
Logic Upgrade: Skill Swap
Logic Upgrade: Tactician
Long Haft Strike
Mandalorian Training
Maniacal Charge
Martial Arts I

Dex 13, Dodge, Mobility

Int 13, Melee Defense


Combo, requires Force Training
Combat Reflexes, Opportunistic Trickery, Sneak Attack
Rapid Strike
DEX 15, Skill Focus (Deception), trained in Deception and Stealth
Weapon Proficiency (simple weapons).
Zabrak
Conditioning, STR 13, CON 13
Gamorrean
Cha 13
Trained in Perception
Proficient in weapon used*, living character (not a droid).
Living character (not a droid)
Zabrak
Trained in Persuasion
Droid with Str 13 or cyborg with Con 13
Twi'lek, Force Sensitivity
Kel Dor
Ewok
Quick Draw, Lightning Draw, trained in Stealth
Str 13, Dex 13, Multi-Grab
Martial Arts I, trained in Stealth
DEX 13, BAB +1, Dual Weapon Mastery I, Martial Arts I.
Bothan
Quick Draw, BAB +1
Int 13
Droid
Droid, basic processor
Droid, BAB +4
Proficient with weapon used*
Charging Fire, BAB +4

PAGE

BOOK
CR
CR
GI
R
GI
SGD
GW
CR
SV
CR
F
R
GW
CR
T
R
UR
T
GW
R
L
SGD
F
R
GW
UR
GW
GW
SV
GW
GI
C
C
R
R
CR
SGD
SGD
GW

86
86
28
34
28
24
29
86
23
86
33
34
24
86
127
34
27
127
29
29
36
24
34
34
24
28
29
25
23
25
28
31
31
35
35
87
24
24
25

FEAT

PREREQUISITES

Martial Arts II
Martial Arts III
Master of Disguise
Master Tracker
Meat Shield
Mechanical Martial Arts
Medical Team (team feat)
Melee Defense
Metamorph
Mighty Swing
Mighty Throw
Mind of Reason
Mission Specialist
Mobility
Momentum Strike
Mon Calamari Shipwright
Mounted Combat
Mounted Defense
Mounted Regiment (team feat)
Moving Target
Multi-Grab
Multi-Targeting
Natural Leader
Nature Specialist
Never Surrender
Nikto Survival
Nimble Team (team feat)
Officer Candidacy Training
Opportunistic Retreat
Opportunistic Shooter
Opportunistic Trickery
Overwhelming Attack
Pall of the Dark Side
Perfect Intuition
Perfect Swimmer
Pin
Pincer
Pinpoint Accuracy
Pistoleer

BAB +3, Martial Arts I


BAB +6, Martial Arts I, Martial Arts II
trained in Deception, Cha 13
Rodian
Point Blank Shot, Precise Shot, BAB +4
Droid, Martial Arts I, BAB +1
Trained in Treat Injury
Int 13
Con 13, shapeshift, trained Deception
Str 13
Str 13
Cerean
Dex 13, Dodge
Trained in Pilot or Ride
Mon Calamari
Trained in Ride
Trained in Pilot or Ride
Trained in Ride
DEX 13, Dodge
Dex 13
Droid, Intelligence 13, proficient with weapon.
Cha 13
Ithorian
Trained in Endurance
Nikto
Trained in Acrobatics
Combat Reflexes
Combat Reflexes, Sneak Attack
Dark Side Score 1+
Cerean
Gungan
BAB +1
Droid, equipped with claw or hand appendage, base attack bonus +1, P
Droid, Aiming Accuracy, Point Blank Shot, Precise Shot, proficient wi
Proficient with weapon used*

PAGE

BOOK
R
CR
K
CR
K
CR
F
CR
GW
R
R
R
CR
K
K
K
L
R
CR
CR
F
R
R
F
R
GI
R
J
K
GW
GI
SV
R
L
L
GW
GW
CR
K

35
87
34
87
34
87
34
87
25
29
35
35
87
31
31
34
36
29
88
88
34
35
30
35
30
28
35
23
35
25
28
24
35
37
37
25
25
88
31

FEAT

PREREQUISITES

Pitiless Warrior
Point Blank Shot
Poison Resistance
Power Attack
Power Blast
Powerful Charge
Powerful Rage
Precise Shot
Predictive Defense
Prime Shot
Primitive Warrior
Quick Comeback
Quick Draw
Quick Draw + Dual Weapon Mastery I
Quick Draw + WP (lightsabers)
Quick Skill
Rancor Crush
Rapid Reaction
Rapid Shot
Rapid Strike
Rapport
Read the Winds
Rebel Military Training
Recall
Recovering Surge
Recurring Success
Regenerative Healing
Relentless Attack
Republic Military Training
Resilient Strength
Resolute Stance
Resurgence
Resurgent Vitality
Return Fire
Returning Bug
Riflemaster
Risk Taker
Running Attack
Running Attack + Dodge

Trandoshan
Con 13
Str 13
BAB +1, Medium or larger size
Rage
Point Blank Shot
Int 13
Point Blank Shot
Gamorrean
Gamorrean
BAB +1
Combo, requires Dual Weapon Mastery I
Combo, requires proficiency in lightsabers
Str 15, Crush, Pin, BAB +1
BAB +1, proficient with weapon*
BAB +1, proficient with weapon*
Kel Dor
Running Attack, DEX 13
Trained in one Knowledge skill

Trandoshan
Proficient with weapon used*, Double Attack with weapon used, BAB
Str 13
BAB +1
Trained in Endurance
Wookiee
DEX 15, Quick Draw, Weapon Focus (chosen exotic ranged weapon o
Proficient with weapon used*
Proficient with weapon used*
Trained in Climb or Jump
Dex 13
Combo, requires Dodge

PAGE

BOOK

FEAT
GI
F
F
R
SGD
C
CR
R
SGD
R
SV
GI
K
GI
GI
GI
CR
CR
SGD
GW
SV
CR
K
R
GW
C
GW
SV
GI
S
S
GW
SV
GW
F
R
CR
SV
T

28
35
35
35
24
31
88
35
25
35
24
29
35
29
29
29
88
88
25
29
24
88
35
35
25
31
26
24
29
20
20
27
24
26
35
36
88
24
91

Sadistic Strike
Savage Attack
Scavenger
Scion of Dorin
Sensor Link
Separatist Military Training
Shake It Off
Sharp Senses
Shield Surge
Shrewd Bargainer
Signature Device
Silver Tongue
Sith Military Training
Skill Challenge: Catastrophic Avoidance
Skill Challenge: Last Resort
Skill Challenge: Recovery
Skill Focus
Skill Training
Slammer
Slicer Team (team feat)
Slippery Maneuver
Sniper
Sniper Shot
Spacer's Surge
Sport Hunter
Spray Shot
Staggering Attack
Staggering Attack
Stand Tall
Starship Designer
Starship Tactics
Stava Training
Stay Up
Steadying Position
Strafe
Strong Bellow
Strong in the Force
Superior Tech
Suppression Fire

PREREQUISITES
Double Attack (chosen weapon), proficient with weapon*, BAB +6
Kel Dor
Droid or cyborg with associated hardware
Con 13, trained in Endurance
Mon Calamari
Droid or cyborg with scomp link or similar direct data link with the veh
Quarren
Tech Specialist
Trained in Persuasion

Small or larger droid with 2 appropriate appendages, Str 13


Trained in Use Computer
Dodge, DEX 13
BAB +4, Point Blank Shot, Precise Shot
Proficient with ranged weapon*
Duros
Proficient with weapon used*
Proficient with weapon used*, BAB +1
Rapid Shot or Rapid Strike or Sneak Attack talent
Tech Specialist, Trained in Mechanics
Vehicular Combat, Trained in Pilot
Martial Arts I, Running Attack, DEX 13
Trained in Endurance
Careful Shot, BAB +2, Point Blank Shot
BAB +1
Ithorian
INT 17, Tech Specialist, 9th level, trained in Mechanics
Str 13, Burst Fire, WP Heavy

PAGE

BOOK
R
CR
R
F
SV
S
GW
UR
S
GW
GW
R
CR
GW
SGD
CR
UR
C
CR
CR
CR
K
SGD
GW
GW
F
R
C
J
R
C
L
CR
R
R
R
R
C
GW

36
88
36
35
25
21
28
28
21
29
28
36
88
30
25
88
28
31
88
89
89
35
25
30
30
35
30
31
24
36
32
37
89
30
36
30
36
32
30

FEAT

PREREQUISITES

Sure Climber
Surgical Expertise
Survivor of Ryloth
Swarm
Tactical Advantage
Tactical Genius
Tae-Jitsu Training
Targeted Area
Tech Specialist
Technical Experts (team feat)
Ters Ksi Training
Thick Skin
Throw
Tireless Squad (team feat)
Tool Frenzy
Toughness
Trample
Trench Warrior
Trip
Triple Attack
Triple Crit
Tumble Defense
Turn and Burn
Unhindered Approach (team feat)
Unified Squadron (team feat)
Unleashed
Unstoppable Combatant
Unstoppable Force
Unswerving Resolve
Unwavering Focus
Unwavering Resolve
Vehicle Systems Expertise
Vehicular Combat
Vehicular Surge
Veteran Spacer
Vitality Surge
Warrior Heritage
Wary Defender
Wary Sentries (team feat)

Sullustan
Trained in Treat Injury
Twi'lek
Coordinated Attack, BAB +2
Combat Reflexes
Starship Tactics, Vehicular Combat, trained in Pilot
Dodge, Martial Arts I, trained in Initiative, DEX 13
Weapon Proficiency in selected weapon*, BAB +5.
Trained in Mechanics
Trained in Mechanics
Martial Arts I, Str 13
Trandoshan
BAB +1, Trip
Trained in Endurance
Small or larger droid with 2 appendages with tools
Trained in Ride
BAB +1
BAB +11, Double Attack (chosen weapon), proficient with chosen we
BAB +8, proficient with weapon*
Proficient with weapon*
Droid, Dex 13, hovering/flying/wheeled/tracked locomotion
Trained in Jump
Trained in Pilot
Destiny
Extra Second Wind, Trained in Endurance
BAB +2
Zabrak
Trained in Perception
Tech Specialist, Trained in Mechanics
Trained in Pilot
Trained in Pilot
Duros
Extra Second Wind, Trained in Endurance
Gungan
Trained in Perception

PAGE

BOOK
CR
K
CR
K
CR
K
CR
SV
UR
GW
K
GI
R
GW
L

89
31
89
31
89
31
89
25
28
30
35
29
36
28
37

FEAT

PREREQUISITES

Weapon Finesse
Weapon Finesse + Weapon Focus
Weapon Focus
Weapon Focus + Weapon Finesse
Weapon Proficiency
Weapon Proficiency (lightsabers) + QD
Whirlwind Attack
Wicked Strike
Wilderness First Aid
Wilderness Specialists (team feat)
Withdrawal Strike
Wookiee Grip
Wroshyr Rage
Wrruushi Training
Zero Range

BAB +1
Combo, requires Weapon Focus
Proficient with chosen weapon*
Combo, requires Weapon Finesse
Combo, requires Quick Draw
Dex 13, Int 13, Melee Defense, BAB +4
Rapid Strike
Trained in Survival
Trained in Survival
BAB +5, proficient with weapon*
Str 13
Wookiee
Martial Arts I, Con 13, Wookiee
Point Blank Shot

*Proficient with weapon:


JC 112:
Q: Weapon Focus (and many other weapon-specific abilities) lists "proficient with weapon" among its prerequisites. Can you
take that feat if you're proficient with at least one weapon in that group, or do you have to be proficient with all weapons in that group?

A: As long as you are proficient with at least one weapon in a group, you are qualified to take Weapon Focus (or any other weapon-spe
ability) for that group. The benefits apply only for weapons within that group with which you are proficient.

For example, a scoundrel with the Spacehound talent is proficient with all starship weapons (all of which are heavy weapons), so he wo
qualify to take Weapon Focus (heavy weapons). He would gain a +1 bonus on attacks with starship weapons, but he wouldn't get that
benefit with an E-web or any other heavy weapon until becoming proficient with them.

For example, an X-wing pilot (soldier 1) with Vehicular Combat and Strength 10 could take Burst Fire to get the most out of the starfig
autofire capabilities, but this ability wouldn't transfer to a heavy repeating blaster (she's not proficient with it). She could use Burst Fire
with a blaster rifle, of course, but she would take a 10 penalty on such attacks due to not meeting the Strength requirements listed abov

TAG

Soldier

Scout

Ref Def +2 in Colossal or smaller vehicle, if projectile misses by 5


Once per encounter, full attack as stan
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
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
+1 with
die dam
if hit singleatks
target
2 consecutive ranged atks in same turn, additional atks +1
die
dam penalty -2 if autofired to same target last round, +1 die dam
autofire
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) 11 sq
in any
direction
as free
Push opponent
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 CT
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

Scoundrel

Noble

Jedi

BENEFIT

[combat][defensive], [vehicle][starship]

x
x
x

[melee(armed, unarmed)][question ulswp], [combat][offensive],

[dexterity][strength], [skill(acrobatics)], [support], [combat]

[dexterity], [skill(acrobatics)], [mobility], [combat][defensive]

[melee(armed, unarmed)][ok], [combat][offensive], [skill(acrobatics)], tumble

[talent]
x
x

x
x

[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

[combat][defensive], [skill(stealth)]
[species(droid)], ranged(fired, thrown)][target], [combat][offensive]

[species(ewok)], [skill(survival)], [fortitude defense], [defensive]

[ranged(grenade)], [combat][offensive], [dexterity]

[thrown], species(Nelvaanian), [combat][offensive]

[sk

x
x
x

[armor]
[armor]
[armor]

[ranged(grenade, fired, thrown)][burst][o][splash][o], [combat][offensive], [vehicle][starship]

[sk
[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive]

x
x
x

x
x
x

x
x
x
x
x
x

[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive], ,

[melee(armed, unarmed)][ok], [combat][offensive], , [unarmed attack]

[ranged(fired, thrown)][target], [combat][offensive],

[ranged(fired)], [autofire], [combat][offensive]

[ranged(fired)], [autofire], [combat][offensive]

[mobility], [com

x
x
x
x

[ranged(grenade, fired, thrown)][damage], [combat][offensive], [ranged attacks]

[melee(armed, unarmed)][ok], [combat][offensive], [strength],

[melee(armed, unarmed)][ok], [combat][offensive]

[species(cerean)], [Will Defense], [combat][defensive]

x
x

[skill(mechan

[skill(treat injury

x
x

[ranged(fired)], [autofire], [combat][offensive]

[melee(unarmed)], [grapple], [pin], [combat][offensive]

[species(bothan)], [Will Defense], [combat][defensive]

[ranged(fired)], [species(wookiee)], [bowcaster], [combat][offensive]

x
x

[intelligence], [reflex defense], [combat][defensive]

[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive]

[ranged(fired)], [autofire], [combat][offensive], [strength], [vehicle][starship][SotG]

Soldier

TAG

Scout

move action to move twice speed, -1 CT 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
spend 2 swif on same turn for Deception v. Will Def for target to be flat-footed v.
your
atk,
spend
FPtrained
for until
rerollnext
Str &
Con
skills
in,end
mtrof
& enc
1/encounter 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
reduced
by 2next melee Atk, no other actions before
2 swifpenalties
for crit range
+1 on
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
& that
not move
CTcheck
(eachw/in
additional
useyou
increases
enemy
makesdown
Stealth
10 sq of
is -2 dam by 5)
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
0bellow
hp or atk
equal
or exceed
thresh
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
24action,
hours Persuasion v. Will Def of all w/in 6 sq & enemy loses 1 move & if
as stan
by
10
or
more enemy
flat-footed
DC 15 Deception
check
to "tumble" through threatened area, move x2

Scoundrel

Noble

Jedi

BENEFIT

x
x

x
x

[skill(endurance)], [mobility], [combat]


[ranged(grenade, fired, thrown)][ranged attack][question gtaim], [combat][offensive], [aim], [vehicle][starship][SotG]

[rage], [Will Defense], [combat][defensive]

[ranged(grenade, fired, thrown)][ranged attack], [mobility], [charge], [combat][offensive],

[ranged(fired, thrown)][target], [mobility], [charge], [combat][defensive][offensive], [combo],

[melee(unarmed)], [species(quarren)], [combat][offensive]

x
x

[melee(armed, unarmed)][ok], [skill(acrobatics)], [combat][offensive],

x
x

x
x

x
x

[melee(armed, unarmed)][ok], [combat][offensive], [strength],

[ranged(fired)], [combat][offensive]
[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [combat][offensive], [attack of opportunity], [dexterity]

[skill(deception)], [combat][offensive][flat-footed]

x
x

[fortitude defense], [strength], [constitution], [skill(general)], [defensive]

[species(bothan)], [skill(gather information)]

[rage], [c

x
x
x

[ranged(fired, thrown)][target], [question gtaa], [melee(armed, unarmed)], [combat][offensive], [support], [aid fire], [vehicle][starship][SotG]

[ranged(fired, thrown)][target], [question gtaa], [combat][offensive], [support], [aid fire], [vehicle][starship]

[ranged(grenade, fired, thrown)][attack rolls], [melee(armed, unarmed)], [combat][offensive]

x
x
x

x
x

[melee(armed, unarmed)][question ulswp], [combat][offensive],

[ranged(fired, thrown)][target][question gtmulti], [combat][offensive],

[melee(unarmed)], [grapple], [pin], [combat][offensive]

[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

x
x

[skill(knowledge (bureaucracy))]

[skill(treat injury
[species(droid)], [dexterity], [damage threshold], [combat][defensive]

[species(sullusta

x
x

x
x

[ranged(fired, thrown)][target][question gtaim], [combat][offensive], [aim], [vehicle][starship][SotG]

[ranged(fired, thrown)][target], [combat][offensive], [skill(stealth)],

[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [skill(initiative], [combat][offensive]

[species(quarren)

x [mobility], [char

[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive], [charisma], [skill(persuasion)]

[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)], [combat][offensive]

x
x

[ranged(fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive]

[species(ithorian)], [combat][offensive]

[ranged(grenade, fired)][ok], [combat][offensive],

[species(sullustan)], [skill(persuasion)], [skill(deception)]

[species(droid)], [skill(persuasion)], [combat][offensive]

[tumble],

TAG

Soldier

perform surgery on number = to Int mod (2 min), check individually


reduce Persuasion's Haggle DC by 10
repair droids = to Int mod (minimum 2)
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

x
x

Scout

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
& v.
+1droids,
to all Def
v. attacks
& skill
+2 dam
+4 dam
v, droids
withchecks
ion made by droids
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,
makebonus
unarmed
prone,
talent
knocked
dam
fromAtk
Strtox2knock
if make
onlyw/Expertise
one unarmed
Atk,w/crit
1/enc target
when is
deal
dam,
prone
if not more
1 size
larger
make replace
unarmed
Atkthan
to knock
prone
1/enc
Wisdom
or
Wisdom-related
check with Know (social science) or
(galactic
lore)
reduce spd
by 1 or 2 to increase Dodge +1 or +2, must move 2 sq

Scoundrel

Noble

Jedi

BENEFIT

x
x

[skill(jump)], [combat][defensive]
[combat][defensive], [dexterity], [vehicle][starship][SotG]

[ranged(grenade, fired, thrown)][attack roll], [charge], [combat][defensive][offensive], [combo],

[ranged(grenade, fired, thrown)][ranged attack], [melee(armed, unarmed)], [mobility], [combat][defensive][offensive], [combo], ,

[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]

x
[melee(armed, unarmed)], [rage], [combat][offensive],

[skill(mechanics)], [skill(use computer)], [skill(deception)], [skill(persuasion)], [skill(perception)], [combat][defensive]

[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

[species(droid)], [skill(endurance)], [combat][defensive]

[skill(mechanics]

[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [dexterity], [no][SotG]

[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [combo], [dexterity]

x
x

x
x
x

[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [dexterity]

[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [dexterity]

[skill(stealth)], [combat][defensive]

[melee(unarmed)], [martial arts], [combat][offensive], [dexterity]

[melee(unarmed)], [martial arts], [combat][offensive], [dexterity]

[skill(social sciences)], [skill(galactic lore)], [wisdom]

[species(droid)], [mobility], [dexterity], [combat][defensive]

x
x
x

[ranged(grenade, fired, thrown)][ok], [melee(armed)][ok], [combat][offensive], [atlatl], [bowcaster]

x
x [skill(treat injury
x
x

[charisma], [trad

[skill(mechanics]

[rage], [c
[second wind], [skill(endurance)], [combat][defensive]

x
x

x
x

[ranged(fired, thrown)][target], [combat][offensive], [vehicle][starship][SotG]

[second wind], [combat][defensive]

[species(mon

x
x
x

x
x

x
x

[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive], [dexterity], [strength]

[strength],
[Will Defense], [damage threshold], [combat][defensive]

x
x

[ranged(grenade, fired, thrown)][burst][o][splash][o], [combat][defensive][offensive]

[skill(pilot)], [species(duros)], [vehicle][starship]

x
x

[melee(armed, unarmed)], [ranged(fired)][ranged attack], [mobility], [charge], [combat][offensive]

[mobility]
x
x

[ranged(fired)], [autofire], [combat][offensive]

[melee(armed, unarmed)][question ulswp], [combat][offensive], [dexterity],

[rage], [c

TAG

Soldier

Scout

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
Fortyou
Defuse
& can
move
target(s)
1 sq
in any
direction
as free
When
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)
after use Cleave each enemy w/in 6sq & LOS -1 Ref Def, atk, skill until end of
enc,
stacksyou
to -5
whenever
buy black market goods reduce multiplier by 2 (min x1)
do not move down CT first time in an encounter
full = stan, stan = move, move = swif, mult swif = swif, full+ = half -10
+2 Ref Def v. grab/grapple, if enemy misses you can make grab/grapple v. same
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
no limit to
cleave
attacks
pereither
roundif 2nd atk fails
when spend Force Point to atk w/atlatl or cesta increase dam die by 1 step
1/encounter reroll vehicle atk, proficient w/vehicle weapons
if hit w/Atk of Opp compare same die roll result v. grapple target halts move &
prone,
if over
thresh
than lose
exchange
a trait
for another,
1 all
minactions
DC 20 Mechanics
+1 die dam every 5 pts over Ref Def, if over thresh then target can't atk next turn
&
reduce spdswif
2sqDeception v. WillDef move target 1sq & -1 atk v. you
1/encounter
1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp
w/-5
atk, extra
1/encdam
w/Atk
of Sneak
Opp from
that enemy
takes
atk = your
sacrifice
from
Atk you
to reduce
target's
spd penalty
by 1 foron
enc
Dex
mod
untilFP
end
nextdam
turn,effect
w/Expertise
1/enc
full
& designate
single
as reac
spend
to of
delay
to vehicle
untilspend
end of
round,
Col
ally,
anykeep
enemy
to you
ally provokes
Atk of Opp. If ally moves you
always
the adjacent
better result
on or
a Perception
reroll
can move spd as reac but must end adjacent to enemy
reduce time & penalties Use Computer to navigate the tangle & mapping
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 CT extra step when would be moved down
Push opponent squares = Str mod (2min) after successful melee attack

Scoundrel

Noble

Jedi

BENEFIT

[melee(armed, unarmed)][ok], [combat][offensive], [mobility],

[force]
x
x

[Will Defense], [wisdom], [charisma], [combat][defensive]

[force]
[force],

[force]
[force],
[melee(armed, unarmed)][ok], [force], [disarm], [combat][offensive], [combo]

[ranged(grenade)][ok], [combat][offensive]

[force], [secon
[sp

x
x

[recover], [constitution], [combat][defensive]

[skill(gather information)], [trade]

x
x

[strength], [cleave], [combat][offensive][melee(armed, unarmed)]

[species(rodi

x
x

[skill(mechanics], [skill(use computer)]

x
x

[damage threshold], [combat][defensive]

x
x
x
x
x

[dexterity], [grapple], [combat][offensive][defensive][melee(unarmed)]

[armor], [Will Defense], [combat][defensive]

[combat][defens
[ranged(fired, thrown)][target], [combat][offensive]
[melee(armed, unarmed)][question ulswp], [combat][offensive], [strength],

[ranged(fired)], [melee(armed)], [species(gungan)], [combat][offensive], [atlatl], [cesta]

x
x
x

[combat][offensive], [skill(pilot)], [vehicle][starship]

[grapple], [Attack of Opportunity], [combat][melee(unarmed)]

[skill(mechanics], [tech specialist], [craft]

x
x

[combat][offensive][ranged(fired, heavy)]

[species(shapeshifter)], [skill(deception)]
[melee(unarmed)], [martial arts], [attack of opportunity], [combat][offensive], [dexterity],

x
x

x
x

[melee(armed, unarmed)], [ranged(fired)][ranged attack], [damage], [combat][offensive]

[skill(mechanics)
[species(rodian)], [skill(perception)])

[skill(use compu

[species(twilek)], [skill(deception)]

[combat][defens
[species(shapeshifter)], [skill(deception)]

x
x

[second wind], [combat][defensive], [constitution]

x
x

[melee(armed, unarmed)][ok], [combat][offensive], [strength]

TAG

Soldier

Scout

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
Deception as swif opposed Perception must exceed Deception & Stealth, can
draw
& palm weapon
2 sizes
smaller
all improvised
as simple
& +1d6
damthan you
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 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 you reroll Perception & take lower gain FP to use w/Perception until the
end
the encounter
whenofintimidate
instead of normal target -5 skills & -2 atk w/you in LOS
if ion dam before being halved equals thresh move only -1 CT
1/encounter 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
target swif
denied
Dex to1 Ref
Def make
2ndreach
unarmed
atk v.
Fortbase
Defunarmed
as free to
1/rndaspend
to make
unarmed
atk w/in
dealing
your
render
target
incapable
of
speech
until
end
of
next
turn,
w/Expertise
spend
2 swif
dam
bonusPersuasion
to dam from
Strfavorable
or HL, 1/enc
if an unarmed
half
with w/no
successful
gain
circumstances
nextatk
24 misses
hours deal
to
cause
single
adjacent
enemy
to
be
flat-footed
v.
your
1st
atk
the
same
round
dam,
must
be
wearing
light
or
no
armor,
w/Expertise
1/enc
w/full
atk
reroll
1 atk
provide mind-affecting effect to allied droids = Int mod (min 1)
but
you mustdraw
take holstered
reroll & wearing
or noasarmor
1/encounter
weaponlight
& attack
single stan action
bonus languages = 1 + Int mod (min one)
Once per encounter, as reac +2 one defense
full-round swap skill not trained in for trained skill (not trained)
Once per encounter, 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
when charge make Persuasion as free to intimidate each target pass w/in 1 sq, if
succeed
theyincrease
can't make
AoO for
v. you,
if over
v. target
Dex
& flat-footed
+1 Ref Def,
damage
unarmed
attacks
by loses
one die
step

Scoundrel

Noble

Jedi

BENEFIT

[mo
[damage threshold], [combat][defensive]
[Will Defense], [fortitude defense], [reflex defense], [combat][defensive], [no][SotG]

[melee(armed, unarmed)][ok], [disarm], [combat][offensive], , [intelligence]

[melee(armed, unarmed)][ok], [force], [disarm], [combat][offensive], [combo]

[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]

x
x

[dexterity], [skill(deception)], [skill(stealth)]

x
x

[melee(armed, unarmed)][question ulswp], [combat][offensive],

x [combat][offens
[mobility]
[species(zabrak)], [fortitude defense], [reflex defense], [Will Defense], [combat][defensive]

[skill(climb)], [skill(jump)], [skill(swim)], [dexterity]

[species(gamorrean)], [fortitude defense], [combat][defensive]

x
x

[charisma], [Will Defense], [combat][defensive]

[skill(perception)]), [skill(gather information)]

[species(living)], [combat][offensive]

x
x

[species(living)], [combat][offensive]

[species(zabrak)], [skill(perception)])
[skill(persuasion)], [combat][offensive]

[species(droid)], [species(cyborg)], [strength], [constitution), [damage threshold], [combat][defensive]

[force]
[species(twilek)], [force], [wisdom]
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [species(kel dor)], [combat][offensive]

[species(ewok)]
[ranged(fired)][ques tion gtaoo], [melee(armed)][ok], [s kill(s tealth)], [attack of opportunity], [combat][offens ive]

x
x

[melee(unarmed)], [combat][offensive], [grapple[u]], [dexterity], [strength]

[melee(unarmed)], [martial arts], [skill(stealth)], [combat][offensive]

[melee(unarmed)], [martial arts], [combat][offensive]

[species(bothan)], [skill(persuasion)]

x
x

[support]
x

x
x

[ranged(grenade, fired, thrown)][question hw], [melee(armed)][ok], [combat][offensive]

[intelligence]
[species(droid)], [Will Defense], [fortitude defense], [reflex defense], [combat][defensive]

[s
[species(droid)], [support], [combat][offensive]

[melee(armed)], [combat][offensive]
[ranged(grenade, fired, thrown)][ranged attack], [charge], [mobility], [offensive], [Will Defense], [combat][defensive],

x
x

x
x

[charg
[melee(unarmed)], [combat][offensive]

x
x
x

TAG

x
x

Soldier

Scout

+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 hpon melee attacks for dodge bonus Ref Def
trade
Atk bonus
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 CT not 3, automatically reroute power
DC20 Ride as swif +2sq spd, failure = mount -1 CT, 1/round negate hit v. you or
mount
w/Ride
check,can
DC20
Endurance
for mount
each time
after
Once per
encounter,
redirect
Atk to mount
or vehicle,
after
Atkin enc
+3 Ride & +1 each ally w/feat w/in 12 sq (max +7), 1/rnd as reac to mount being
atked
check
& +1
if over
mount's
if end make
turn 3Ride
sq from
start
dodge
to RefRef
DefDef use instead
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 1better
hp in environment of subspecies
reroll Survival
& keep
+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
target Crush
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

Scoundrel

Noble

Jedi

BENEFIT

[melee(unarmed)], [combat][offensive]
[melee(unarmed)], [combat][offensive]

[charis
[species(rodian)], [skill(survival)]

[combat][defens
[species(droid)], [melee(unarmed)], [combat][offensive]

[skill(treat injury)], [team], [support]

[melee(armed, unarmed)][ok], [combat][defensive][offensive], [intelligence]

[species(shapes

x
x

[melee(armed, unarmed)][ok], [combat][offensive], , [strength]

[ranged(grenade, thrown)][ok], [combat][offensive], [strength], , [strength]

[species(cerean)], [wisdom], [intelligence], [skill(general)]

x
x

x
x

x
x

x [skill(general)]
[mobility], [combat][defensive], [dexterity]
[melee(armed, unarmed)][ok], [skill(pilot)], [skill(ride)], [combat][offensive], [vehicle][starship]

[species(mon calamari)], [skill(mechanics], [combat], [vehicle][starship]

[skill(ride)], [combat][defensive], [mobility]

[skill(ride)], [skill(pilot)], [combat][defensive], [vehicle]

[skill

[m

x
x

[melee(unarmed)], [combat][offensive], [grapple[u]], [dexterity]

[ranged(fired, thrown)][target], [species(droid)], [intelligence], [aim]

[charisma]
[species(ithorian)], [skill(knowledge(life sciences))]

[skill(endurance)], [combat][defensive]

[species(nikto)], [skill(survival)]
[skill(acrobatics)], [team], [support]

x
x

x x
[attack of opportunity], [mobility], [combat][offensive]

x
x
x
x

[ranged(fired)][question gtaoo], [attack of opportunity], [combat][offensive],

[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]

[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

[skill(use the force)], [force], [dark side][o]

[skill(initiative], [species(cerean)]

[s

[melee(unarmed)], [grapple], [combat][offensive], [pin]

[melee(unarmed)], [species(droid)], [grapple], [pin], [combat][offensive]

[species(droid)], ranged(fired, thrown)][target], [combat][offensive]

[ranged(fired)], [combat][offensive]

TAG

Soldier

Scout

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 CT can move +1 up CT 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
Once per encounter, can take 10 when rushed, can take 20 in half time
when you Pin an opponent & use Crush feat, target -1 CT
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 CT 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
Once per encounter 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
Rifleonly
damifdice
d12,
Repeating
as land
if Msafely,
not L can spend FP & add to
fall
fail by
10Light
or more
& makeBlaster
Jump 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

Scoundrel

Noble

Jedi

BENEFIT

[species(trando

x
x

[ranged(fired, thrown)][target], [combat][offensive], [vehicle][starship][SotG]

[fortitude defense], [combat][defensive], [constitution]

x
x

[melee(armed, unarmed)][ok], [combat][offensive], , [strength]

[ranged(grenade, fired, thrown)][ranged attack], [combat][offensive],

[melee(armed, unarmed)][ok], [charge], [combat][offensive],

[rage], [strength], [combat][offensive]

x
x
x

[ranged(fired, thrown)][target], [combat][offensive],

[dexterity], [intelligence], [combat][defensive], [intelligence]

[ranged(fired, thrown)][target], [combat][offensive],

[melee(armed)], [species(gamorrean)], [combat][offensive],

[species(gamorrean)], [damage threshold], [combat][defensive]

[ranged(grenade, fired, thrown)][ok], [melee(armed)][ok], [combat]

[ranged(grenade, fired, thrown)][question gtdw], [melee(armed)], [combat][offensive], [combo]

[melee(armed)], [combat][offensive], [combo]

[skill(general)]
x
x [combat][defens
x
x
x [support]

[melee(unarmed)], [grapple], [combat][offensive], [pin], [strength]

x
x

x
x

[ranged(grenade, fired, thrown)][question gtmulti], [combat][offensive], [strength], [vehicle][starship][SotG]

[melee(armed, unarmed)][question ulswp], [combat][offensive], , [dexterity]

x
x

[species(kel dor)], [skill(perception)])

x
x

[m

[skill(knowledge

[second wind], [combat][defensive]

[talent][feat]
[species(trandoshan)], [second wind]
[ranged(fired, thrown)][target][question gtmulti], [question gtda], [melee(armed, unarmed)][question ulswp], [combat][offensive]

[combat][defens

x
x
x

x
x

x
x
x

[strength], [constitution], [fortitude defense], [defensive]

[Will Defense], [combat][defensive]


[skill(endurance)], [second wind], [mobility], [combat][defensive]

[species(wookiee)], [second wind], [combat][defensive]

x
x
x
x

x
x

[ranged(grenade, fired, thrown)][ranged attack], [combat][offensive], [defensive], [dexterity]

[thro

x
x
x

x
x
x

[ranged(fired)], [combat][offensive],

[skill(cli
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)][question ulswp], [mobility], [combat][offensive], , , [dexterity]

[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)][question ulswp], [mobility], [combat][defensive][offensive], [combo], [dexterity]

x
x

x
x

TAG

Soldier

Scoundrel

when you deliver a coup de grace all enemies in LOS move -1 CT 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 to
aidone
another
+1 Atk
attackon
if Perception
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
same
amount, target
recharge
shields
can't be
used for
fullDef
rnd
when youbyuse
Persuasion
does
not receive
bonuses
to 1Will
one item two traits from Tech Spec, switch between with swif
Intimidate or change attitude as a standard not full
1/encounter, 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 Computer
over thresh&=+1
persistent
condition
+3
Use
each ally
w/feat w/in 12 sq (max +7), aid another
provides
+4 to two opp, use withdraw at full spd v. Dodge opp
apply Dodge
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
rolls of 1 for dam, Sporting Blaster Rifle +1 atk when
reduce autofire
to 1 any
square
aiming
melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5
to
skillsextra dice dam, can move 2 sq per extra die not used
if deal
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,
be you
wearing
lighthalf
or no
armor,
add Str &
1/encounter
instead must
of dam
can take
dam
& -1w/Expertise
CT
Dex
mod
to
grapple
checks
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 CT 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

Scout

Noble

Jedi

BENEFIT

[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [combat][offensive], [damage]


[ranged(fired, thrown)][target], [question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive]

[skill(perception)]), [skill(mechanics], [craft]


[species(kel dor)], [fortitude defense], [defensive]

[species(droid)], [species(cyborg)], [skill(perception)]

x
x

[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)], [combat][offensive]

[skill(endurance)], [constitution]
[species(mon calamari)], [skill(perception)])
[species(droid)], [species(cyborg)], [skill(mechanics)], [combat][defensive], [vehicle][starship]

[species(quarren)], [skill(persuasion)]

x
x

[skill(mechanics], [tech specialist], [craft]

x
x

[skill(persuasion
[ranged(grenade, fired, thrown)][question range], [melee(armed, unarmed)], [combat][offensive], ([u])

[skill challenge]
[skill challenge]
[skill challenge]
x
x

x
x

x
x

x
x

x [skill(general)]
x [skill(general)]
[melee(unarmed)], [strength], [species(droid)], [combat][offensive]

[skill(use computer)], [team], [support]

x
x
x

x
x
x

[combat][defens
[ranged(fired, thrown)][target], [combat][offensive],

[ranged(grenade, fired, thrown)][ranged attack], [combat][offensive],

[species(duros)], [skill(pilot)], [vehicle][starship]

[ranged(fired)][ok], [combat][offensive], [aim],

[ranged(fired)], [combat][offensive], [autofire]

[melee(armed, unarmed)][question ulswp], [combat][offensive],

[melee(armed, unarmed)][question ulswp], [combat][offensive],

[combat][defens
[skill(mechanics], [tech specialist], [craft]

[wisdom], [skill(pilot)], [starship]


[melee(unarmed)], [martial arts], [charge], [combat][offensive]

x
x

x
x

x
x
x

[skill(endurance)], [combat][defensive]
[ranged(fired, thrown)][target], [question gtaim], [aim], [combat][offensive],

[ranged(fired)], [combat][offensive], [autofire]

[species(ithorian)], [combat][offensive]

[force]
[skill(mechanics], [tech specialist], [craft], [intelligence]

[ranged(fired, thrown)][target], [question gtaa], [combat][offensive], [strength], [support], [aid fire]

TAG

Soldier

+4
1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when
determining
+2 Fort Def effect, w/Basics you're considered 1 size larger for dam
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,
+1 hpuse
perdam
levelof highest rated appendage for dam
charging mount can make free natural atk each sq charge through
+1 Atk v. target if you are adjacent to cover from target
knock a grappled opponent prone, attacks v. prone +5, theirs -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
to&
an+1
enemy
its movement
to add
withdraw
+3reac
Jump
each ending
ally w/feat
w/in 12 sqadjacent
(max +7),
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
as long as you
did isnot
negateyour Will Def, you impose -2
whenturn
mind-affecting
effect
against
+5 Will Def v. Deception & Persuasion
Recharge Shields/Reroute Power as 2swif, 1/encounter 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

Scout

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 Atk for each allied character adjacent to target
+1 melee
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
to designate
& until
end
of enc gain Dodge feat v.
select 1swif
target
in area atkprimary
& they adversary
take +5 dam
before
Evasion
primary
& item
1 other
enemy,
w/Expertise
modify an
to give
a special
trait w/crit v. primary enemy -2 atk until next
turn
+3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7), aid another provides

Scoundrel

Noble

Jedi

BENEFIT

[species(sullustan)], [skill(climb)]

[skill(treat injury

[species(twilek)], [skill(survival)], [fortitude defense], [support], [defensive]

x
x

[melee(armed, unarmed)], [combat][offensive],

[ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]

[skill(pilot)],
[melee(unarmed)], [martial arts], [combat][offensive], [defensive]

x
x

[combat][o
[skill(mechanics], [tech specialist], [craft]

[skill(mechanics], [team], [support]


[melee(unarmed)], [martial arts], [combat][offensive], [strength]

[species(trandoshan)], [fortitude defense], [combat][defensive]

[melee(unarmed)], [grapple], [combat][offensive]

[skill(endurance)], [team], [support]


[melee(unarmed)], species(droid)], [combat][offensive]

[skill(ride)], [combat][offensive], [charge]

x
x
x
x
x
x

x
x
x

[combat][defens
[ranged(grenade, fired, thrown)], [melee(armed, unarmed)][question range], [combat][defensive][offensive]

[melee(unarmed)], [grapple], [combat][offensive]

[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]

[ranged(fired)], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]

[melee(armed, unarmed)][question ulswp], [attack of opportunity], [combat][offensive],

[species(droid)], [mobility], [dexterity], [combat][defensive]

[ski
[skill(pilot)], [team], [support], [vehicle][starship]

x
[second wind], [combat][defensive]

[fortitude defense], [Will Defense], [combat][defensive]

[Will Defense], [combat][defensive]


[species(zabrak)], [Will Defense], [combat][defensive]

[skill(perception)]), [Will Defense], [defensive]

x
x
x
x

x
x
x

[skill(mechanics], [tech specialist], [combat], [vehicle][starship]

x
x

[skill(pilot)], [combat][defensive], [vehicle][starship][SotG]

[skill(pilot)], [combat][defensive], [vehicle][starship]

[species(duros)], [skill(use computer)], [starship]

[second wind], [combat][defensive]


[species(gungan)], [Will Defense], [atlatl], [cesta], [combat][defensive]

[fortitude defense], [Will Defense], [combat][defensive]

[skill(perception)]), [team], [support]

up, you are qualified to take Weapon Focus (or any other weapon-specific
that group with which you are proficient.

with all starship weapons (all of which are heavy weapons), so he would
+1 bonus on attacks with starship weapons, but he wouldn't get that
proficient with them.

nd Strength 10 could take Burst Fire to get the most out of the starfighter's
peating blaster (she's not proficient with it). She could use Burst Fire
such attacks due to not meeting the Strength requirements listed above.

TAG

"proficient with weapon" among its prerequisites. Can you


roup, or do you have to be proficient with all weapons in that group?

Soldier

Scout

Noble

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
1/day DC20 Survival & considered to have medpacs until end of day
+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+1dam
loses any
equipment
Fort
Def for enc, w/Expertise
+1 on ranged
Atk and
die &
damage
against
adjacent
foes
1/enc w/crit deal dam & move -2 CT, must be wearing light or no armor

Scoundrel

Jedi
x

BENEFIT

[melee(armed, unarmed)][question ulswp], [dexterity], [combat][offensive]

[melee(armed, unarmed)][question ulswp], [dexterity], [combat][offensive], [combo]

[ranged(grenade, fired, thrown)][melee(armed, unarmed)], [grapple], [combat][offensive], [vehicle][starship]

[melee(armed, unarmed)][question ulswp], [grapple], [dexterity], [combat][offensive], [combo]

2,3

2,4

[ranged(grenade, fired, thrown)], [melee(armed)][ok], [combat][offensive]

[melee(armed)][ok], [combat][offensive], [combo]

[melee (armed, unarmed)], [combat][offensive], [dexterity], [intelligence]

[melee(armed, unarmed)][question ulswp], [combat][offensive],

x
x

[skill(survival)]
[skill(survival)], [team], [support]

x
x

[melee(armed, unarmed)][question ulswp], [combat][offensive]

[strength], [ranged(fired)], [melee(armed)], [combat][offensive]

[species(wookiee)], [rage], [combat][defensive][offensive]

[melee(unarmed)], [martial arts], [species(wookiee)], [combat][defensive][offensive], [constitution]

[ranged(fired, thrown)][target], [combat][offensive]

PREREQ.
1
1
2 Force Delay
1
1
1
1
1
1

stan
free
stan
free

25 Advanced Intel

2 Spotter

GI

20 Advanced Planning
24 Advantageous Opening

1
1

SV 29 Advantageous Positioning
K 47 Advantageous Strike
J 14 Adversary Lore

2 Shift
1
1

K
L
R
C
C

40
26
26
57
57

1
2 Adept Negotiator
1
2 Akk Dog Master
1

57 Akk Dog Trainer's Actions

2 Akk Dog Master

49
40
13
28
18
19
45
51

1 Initiative skill
1
2 Dirty Tactics
1
1
1
1
2 Armored Defense

F
C
SV
R
GW
J
L
CR
L

Affliction
Aggressive Negotiator
Aggressive Surge
Akk Dog Attack Training
Akk Dog Master

Always Ready
Ambush
Ambush
Ambush Specialist
Anticipate Movement
Apprentice Boon
Armor Mastery
Armor Mastery

45 Armored Augmentation I

MtR?

Accurate Blow
Acrobatic Recovery
Action Exchange
Acute Senses
Adapt and Survive
Adept Assistant
Adept Negotiator
Adept Spellcaster
Adrenaline Implant

FP?

TALENT

ACT

PAGE
39
40
57
49
30
102
39
107
47

TIER

BOOK
C
CR
K
CR
L
F
CR
CR
L

1 AP of armor

stan

stan

reac
reac

swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

CR 107
CR 214
C 53

MtR?

53
218
210
52
25

Armored Augmentation II
Armored Defense
Armored Guard
Armored Mandalorian
Armored Spacer
Arrogant Bluster
Art of Concealment
Assault Gambit
Assault Tactics
Assured Skill
At Peace
Ataru
Attract Minion
Attract Privateer
Attract Superior Minion
Attune Armor
Attune Weapon
Attuned

FP?

C
CR
CR
F
GI

TALENT

ACT

PAGE
45
52
40
38
52
19
27
24
221
21

TIER

BOOK
L
CR
L
K
F
UR
F
R
CR
GI

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
2
1
2
2
1
1
1
1
1
1
1
1
1
1
4

Armored Augmentation I*
Ward
Dex 13, Mandalorian Glory
Trained in Persuasion

stan
move
x

Attract Minion, Impel Ally II*

1
1
2 Focused Attack

free
free
free

x
x

J 73 Aura of Freedom
GW 22 Autofire Assault

1
1 WP (heavy weapons)

C
C
SV
GW
UR
C
CR
CR

43
53
14
20
19
55
49
52

Automated Strike
Aversion
Avert Disaster
Backstabber
Band Together
Bando Gora Surge
Barter
Battle Analysis

1
1
2
2
3
1
1
1

Double Attack

CR
UR
F
GW
C
K

40
22
54
21
26
53

Battle Meditation
Battle Mount
Battlefield Medic
Battlefield Remedy
Bayonet Master
Beast Trick

1
3
2
1
2
1

full x
Expert Rider, Terrain Guidance, traine
Steady Under
Pressure
Trained in Treat Injury
Gun Club

swif
swif

x
Fool's Luck
Sneak Attack
Self-Reliant, Galactic Guidance*
y
swif

MtR?

FP?

ACT

TIER

PAGE

BOOK

TALENT
SV 15 Befuddle

PREREQ.
1

swif

17 Begin Attack Run

1 Cha 13

swif

C
SV
SV
R
L
L
R
R
F

56
14
14
43
29
47
43
26
52

Believer Intuition
Beloved
Better Lucky than Dead
Bigger Bang
Biotech Adept
Biotech Mastery
Black Market Buyer
Blast Back
Blaster and Blade I

1
3
2
2
1
1
1
1
1

F
F
F
F

52
52
57
57

Blaster and Blade II


Blaster and Blade III
Blaster Turret I
Blaster Turret II

2 Blaster & Blade I, Dual Weapon I, W


3 Blaster & Blade I & II, Dual Weapon
1
stan
2 Blaster Turret I
stan

F
GI

57 Blaster Turret III


20 Blend In
28 Blend In

3 Blaster Turret I & II stan


swif
1
1

41
17
41
33
41
52

1
1
1
1
1
1

F
C
S
CR
SV
L
F

Blind Shot
Blind Spot
Block
Bloodthirsty
Blowback
Boarder

reac
Bolster, Inspire Confidence
Fool's Luck
reac
Improvised Device
y

reac
Dual Weapon I, WP (advanced & pist

J 81 Body Control
SV 27 Bodyguard I

1
2 Attract Minion

SV
SV
L
CR
R

3 Bodyguard I*
4 Bodyguard II*
1
1
2 Recruit Enemy

27
27
41
43
40

Bodyguard II
Bodyguard III
Bodyguard's Sacrifice
Bolster Ally
Bolstered Numbers

swif
reac

*
reac

reac
stan

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Burning Assault
Burst Transfer
Call Out
Call Weapon
Cantina Brawler
Capture Droid
Cargo Hauler
Cast Suspicion
Castigate
Cause Mutation
Champion
Channel Aggression
Channel Anger
Channel Energy
Channel Vitality
Charm Beast
Charm Beast
Charm Beast
Cheap Shot
Cheap Trick

24 Cleanse Mind

MtR?

K
J
SV
R
F
L
SV
J
UR
CR
CR
J
J
J
CR
CR
K
GW

30
26
44
19
17
43
103
27
14
21
23
213
213
16
18
18
107
107
27
19

FP?

K
SGD

ACT

TIER

PAGE

BOOK

TALENT
21 Bomb Thrower
J 18 Bonded Mount
CR 44 Born Leader
F 50 Bothan Resources
C 45 Breach Cover
C 45 Breaching Explosive
SGD 29 Break Program
F 54 Bring Them Back
K 44 Brutal Attack
J 89 Brutal Unarmed Strike
L 29 Bugbite
GW 31 Bullseye
R 45 Bunker Blaster
F 92 Buried Presence
GI

PREREQ.
1 Trained in Mechanic full
2
1
2
1
1
1
1
1
2
1
3
1
1

Charm Beast

2
1
2
1
1
1
1
1
1
2
3
1
2
1
1
1
1
1
2
1

Jet Pack Training

full
swif

Spynet Agent

Trained in Use Computer


Weapon Focus
Telekinetic Strike
Sniper feat, Draw a
Bead*
stan

stan

Personal Vendetta

stan
swif
stan
Sith Alchemy
x
Warrior's Awareness, Warrior's Deter
x
Channel Aggression swif x
Negate energy
reac x
swif

Opportunistic Strike
Trained in Deception

n
swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

103 Combat Repairs


21 Combat Trance

1
1

57 Combined Fire

1 Coordinated Attack

18
85
107
107
31
26
19
28
42
42
47
47
26
58
92
49

1
1
2
2
1
1
3
1
1
1
1
1
1
1
2
1

Combined Fire
Combustion
Command Beast
Command Beast
Commander's Prerogative
Commanding Officer
Commanding Presence
Commanding Presence
Competitive Drive
Competitive Edge
Computer Language
Computer Master
Comrades in Arms
Conceal Force Use
Conceal Other
Concealed Weapon Expert

R 40 Concentrate All Fire


SV 34 Confounding Attack
CR 44 Connections

MtR?

PREREQ.
1
1
1
swif
1
2 Watch This
1
swif
1
reac
2 Recon Team Leader
1
1
1 Farseeing

F
J

S
J
CR
CR
UR
C
GW
F
K
K
F
F
C
K
F
F

FP?

ACT

TIER

PAGE

BOOK

TALENT
CR 40 Clear Mind
GI 24 Clip
L 57 Cloak of Shadow
L 41 Close Contact
SV 25 Close Cover
R 23 Close Maneuvering
S 17 Close Scrape
C 25 Close-Combat Assault
J 18 Closed Mind
C 40 Close-Quarters Fighter
K 24 Collective Visions

y
x

full

swif
Force Training
swif
Charm Beast
Charm Beast
Trained in Initiative
Tactical Savvy*

stan
swif

Binary
n
swif
Buried Presence

1
3 Tangle Up*
1

swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

22 Consular's Vitality

swif

26 Consular's Wisdom

2 Adept Negotiator

swif

C
GI

53 Consumed by Darkness
25 Contingency Plan
212 Controlled Burst
44 Coordinate
23 Coordinated Effort
20 Coordinated Leadership
26 Coordinated Tactics

1
swif
reac
1
1
1
stan
3 Dedicated Protector*

K
L

42 Corporate Clout
45 Cortosis Defense

3 Impose Hes, Wrong stan


1

L
L
SV
F

27
45
18
45

1 AP (light, medium)
2 Cortosis Defense
1
1

UR
C

Cortosis Gauntlet Block


Cortosis Retaliation
Counterpunch
Cover Bracing

3 Born Leader, Coordinate


2 Commanding Officer

GW 18 Cover Escape
CR 52 Cover Fire
L 41 Cover Your Tracks

1
2 Battle Analysis
1

F 42 Cower Enemies
SV 16 Cramped Quarters Fighting
F 49 Creeping Approach

2 Force Interrogation
3 Starship Raider*
1 Stealth skill
swif

S
CR
GI
GI

17
213
21
23

3 System Hit*
2 Channel Aggression
1
2 Entangler

J
SV
SV
SV
L
R

17
18
31
15
29
43

Crippling Hit
Crippling Strike
Critical Skill Success
Crowd Control
Crucial Advice
Crushing Assault
Cunning Distraction
Cunning Strategist
Curved Throw
Custom Model

MtR?

PREREQ.

CR
CR
GI

FP?

ACT

TIER

PAGE

BOOK

TALENT

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

1
2
1
3
2
2

Weapon Specialization
Walk the Line*
stan
Bugbite
swif
Improvised Device, Tech Specialist fe

stan

PREREQ.
2 Tyia Adept

CR 101 Damage Reduction 10

SV 31 Damaging Deception
GI 25 Damaging Disarm
F 24 Dampen Presence
K 39 Dark Deception
CR 223 Dark Healing
K 40 Dark Healing Field
CR 101 Dark Presence
L 55 Dark Preservation
K 25 Dark Retaliation
CR 223 Dark Scourge
CR 223 Dark Side Adept

2 Cunning Distraction stan


2 Ranged Disarm

L
K
CR
J
CR
CR
J
SV
CR
SV

2
1
2
1
2
1
1
1
1
1

27
59
223
16
40
40
17
27
46
29

Dark Side Bane


Dark Side Manipulation
Dark Side Master
Dark Side Savant
Dark Side Scourge
Dark Side Sense
Dark Side Talisman
Dash and Blast
Dastardly Strike
Deadly Repercussions

1
1
1
3
2
2
2
1
1

swif
stan
Improved Dark
Healing*
Cha 13, Power of th stan
Power of the Dark Side
Sentinel Strike

x
x

Dark Side Sense


Dark Side Adept

Dark Side Sense


y
full
Dual Weapon Masteryfull

CR 216 Deceptive Shot


GI 24 Dedicated Guardian
GI 24 Dedicated Protector
UR 21 Deep Space Raider

1
2swif
3 Dedicated Protector*
2 Harms Way

3 Spacehound, Starship Raider

swif

1
1

28 Deep-Space Gambit

CR 216 Debilitating Shot


K 61 Deception Awareness

MtR?

FP?

87 Cycle of Harmony

ACT

TIER

PAGE

BOOK

TALENT
J

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
1
swif
1
4 Battle Meditation, B swif
1
2 Retaliation Jab
2 Safe Zone

GW 21 Defensive Position

2 Battle Analysis

L
CR
CR
CR
K
F
CR
L
R
GI

1
1
2
1
2
2
1
2
2
1
1
1

30
41
43
52
26
42
221
43
28
24

Defensive Protection
Deflect
Demand Surrender
Demolitionist
Demoralizing Defense
Deny Move
Deployment Tactics
Desperate Measures
Destructive Ambusher
Detective
F 93 Detonate
CR 53 Devastating Attack

Presence

Force blast

29 Devastating Melee Smash

2 Melee Smash

F
L

56 Device Jammer
41 Difficult to Sense

1
1

29 Disarming Attack

reac
reac
stan

x
*

Noble Fencing Style reac


Reduce Mobility
move
Focus Terror
swif
Ambush Specialist

GW 20 Dig In
C 41 Direct
R 24 Direct Fire
SGD 28 Directed Action
SGD 28 Directed Movement
F 28 Dirty Fighting
SV 14 Dirty Tactics
K 47 Dirty Tricks
Disarm and Engage
GI 23

MtR?

Defense Boost
Defensive Acuity
Defensive Circle
Defensive Electronics
Defensive Jab
Defensive Measures

FP?

TALENT

ACT

PAGE
56
27
39
47
21
45

TIER

BOOK
C
L
K
F
GW
R

1
1
2 Assault Gambit
1
1
1
1
1 Deception skill
1

full
n
swif
stan
swif
stan
move
stan
2swif

2 Impr Disarm, Int 13, Weapon Special

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

27 Distress to Discord

PREREQ.
1
1
1
1
2
1
2
2
2

proficient discblade full


reac
2swif

1
1

CR 207 Dogfight Gunner

2 Expert Gunner

GI

20 Done It All
22 Double Agent
35 Double Up
40 Drain Force
30 Drain Knowledge
31 Draw a Bead
52 Draw Fire
26 Dread
43 Droid Defense
79 Droid Duelist
45 Droid Expert
56 Droid Jammer

1
1
3
2
1
2
1
3
1
1
2
1

43 Droid Mettle

2 Droid Defense

103 Droid Smash

K
K
F
SV

47
47
102
14
SGD 27

Dual Weapon Flourish I


Dual Weapon Flourish II
Dull the Pain
Dumb Luck
Durable

Born Leader
proficient discblade
Manifest Guardian Spirit
Brutal Attack
Cunning Distraction

CR 218 Djem So

C
SV
K
T
GW
CR
SV
C
J
C
F

MtR?

Discblade Arc
Disciplined Strike
Disciplined Trickery
Disruptive
Distant Command
Distant Discblade Throw
Distracting Apparition
Distracting Attack
Distracting Shout

FP?

TALENT

ACT

PAGE
91
100
42
46
44
91
17
44
31

TIER

BOOK
J
CR
L
CR
CR
J
J
K
SV

1
3
1
3
1

free
Find an Opening*
Affliction
Precision Shot,
BAB +10
Hunter's Target*

reac
stan
swif
swif
stan
stan
swif

Repairs on the Fly


full
swif

Dual Weapon Master stan


Dual Weapon Mastery I, II, Dual Wea
Medical Droid
full
Knack, Lucky Shot stan

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

54 Emergency Team

swif

PREREQ.
1
2
1
1
1
1
1
2

Cheap Trick
BAB +10

Use Computer
Use Computer
stan
Nowhere to Hide, trained Use Comp

1
1
3 Channel Anger*

R 37 Empower Siang Lance


CR 214 Empower Weapon
C 23 Enemy Tactics

1 Siang Lance Mastery, full


1
free
1

S
R
J
F
C
GI

16
45
75
47
47
23

L
J
F
CR
R
R
J
F
CR
R
GI

26
18
103
101
45
40
18
103
50
43
21

2
1
1
1
1
1
1
2
1
1
1
1
1
1
1
1
1

CR 212
K 44
J 75

Engineer
Enhance Cover
Enhanced Danger Sense
Enhanced Manipulation
Enhanced Vision
Entangler
Entreat Aid
Entreat Beast
Environmentally Shielded
Equilibrium
Escort Fighter
Escort Pilot
Esoteric Technique
Etiquette
Evasion
Excellent Kit
Exceptional Skill
Exotic Weapon Mastery
Exotic Weapons Master
Expanded Horizon

MtR?

Earth Buckle
Easy Prey
Echani Expertise
Echoes in the Force
Educated
Electronic Forgery
Electronic Sabotage
Electronic Trail
CR 207 Elusive Dogfighter
CR 40 Elusive Target
CR 213 Embrace the Dark Side

FP?

TALENT

ACT

PAGE
85
19
32
20
44
27
27
24

TIER

BOOK
J
GW
GW
J
CR
F
F
GI

x
x

Educated, Know (tech)


swif
*
Dex 15

Charm Beast

swif
swif

swif
swif

Trained in skill

1
1 exotic Proficiency
1

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Expert Gunner
Expert Rider
Expert Shaper
Expert Tracker
Exploit Weakness
Exposing Strike
Extended Ambush
Extended Critical Range (heavy
weapons)
42 Extended Critical Range (rifles)

MtR?

207
23
47
49
42
22
21
42

Expanded Sensors
Expedient Mending
Experienced Brawler
Expert Grappler

FP?

CR
UR
L
CR
C
C
UR
F

TALENT

ACT

PAGE
43
47
18
52

TIER

BOOK
C
L
SV
CR

PREREQ.
1
2 Expert Shaper
3 Stunning Strike*
1
1
1
1
2
2
1
2
1

stan

Trained in Ride

n
y

Acute Senses
Assault Tactics
*
Improved Stealth
BAB +10, WP (heavy)

1 BAB +10, WP (rifles)

UR 30 Extended Critical Range (simple 1 WP (simple), BAB +10


weapons)
UR
F
CR
F

30
54
50
57

Extended Threat
Extra First Aid
Extreme Effort
Extreme Explosion

R
R
GI
GW
UR

24 Face the Foe


26 Fade Away
22 Fade Out
31 Fall Back
29 Familiar Enemies

1 Weapon Focus* of weapon


1
1
2swif
3 Skilled Demolitionist, Shaped Explos
1
1
1 Trained in Stealth

reac

1 Cha 13
move
1 Familiar foe special quality

UR 29 Familiar Situation
UR 29 Fast Attack Specialist
S 16 Fast Repairs

1 Familiar foe special quality


3 Expert Gunner, Quick Trig *
1 Mechanics

F
SV
F
CR

2
4
2
2

27
26
29
44

Fast Talker
Fear Me
Feared Warrior
Fearless Leader

Art of Concealment
Inspire Fear I & II, reac
Commanding Presence
Born Leader
swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.

42 Fearsome

2 Notorious

C
F
GW
K
CR
SV
SV
R
SV
SV

23
88
30
60
221
33
35
25
26
26

Feed Information
Feel the Force
Ferocious Assault
Field Detection
Field Tactics
Fight to the Death
Find an Opening
Find Openings
Findsman Ceremonies
Findsman's Foresight

1
1
2
1
2
2
2
1
1
2

swif
stan x
BAB +12, Controlled Burst
Use the Force skill swif
Deployment Tactics move
Bloodthirsty
swif
Seize the Moment

C
SV
SV
S
S
CR
J
F
GW
K

26
28
17
18
18
107
85
42
33
26

Fire at Will
Flanking Fire
Flee
Fleet Deployment
Fleet Tactics
Flight
Fluidity
Flurry Attack
Flurry of Blows
Fluster

2
1
2
1
2
2
1
1
1
2

BAB+5, Commandingfull
Dual Weapon Mastery I
Long Stride
stan
Charisma 13
full
Cha 13, Fleet Deplo stan
Adept Spellcaster
swif

43 Focus Terror
53 Focused Attack

1
1

swif

C
C
F
J
CR

40
26
29
73
46

2 Force Talisman
2 Comrades in Arms
1
1 Fold space
1

GI

21

L
C

Focused Force Talisman


Focused Targeting
Focused Warrior
Folded Space Mastery
Fool's Luck
For the Cause

MtR?

FP?

ACT

TIER

PAGE

BOOK

TALENT
F

Force Sensitivity
Findsman Ceremonies

x
*
Weapon Proficiency feat for chosen
Presence, Persuasio stan

stan

2 Make an Example

L 40 Force Blank
CR 107 Force Cloak

1
1

CR 107 Force Cloak Mastery

2 Force Cloak

swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
1

K 57 Force Delay
UR 33 Force Directed Shot

1 Persuasion skill
reac
1 trained in Use the F swif

K
F
C
K

58
88
56
52

Force Direction
Force Exertion
Force Fighter
Force Flow

1
1 Force Training
1
1

CR
CR
J
CR
J
F
CR
K
F
CR
CR
CR
CR

101
218
16
40
77
43
40
58
24
101
40
101
214

Force Focus
Force Fortification
Force Harmony
Force Haze
Force Immersion
Force Interrogation
Force Intuition
Force Momentum
Force of Will
Force Perception
Force Persuasion
Force Pilot
Force Power Adept

1
full
1
x
1
2 Clear Mind
stan x
2 Stealth, White Current Adept
1
free
1
1
x
1
swif x
1
2 Adept Negotiator
1
1
x

CR 101 Force Recovery


S
J
K
J

16
79
39
87

Force Reflexes
Force Repair
Force Revive
Force Stabilize

53 Force Suppression

MtR?

FP?

ACT

TIER

PAGE

BOOK

TALENT
CR 223 Force Deception

reac

2 Equilibrium
2 Starship Tactics, Force Pilo x
1
3 Battle Meditation, reac x
2 Tyia Adept
swif
1 rebuke Force power

CR 214 Force Talisman

free

K 38 Force Throw
CR 214 Force Treatment

2 Empower Weapon
1

stan

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

MtR?

Force Treatment
Force Veil
Force Warning
Forceful Warrior
Foresight
Forewarn Allies
Form Up
Fortified Body
Fortune's Favor
Forward Patrol
Friend or Foe
Friendly Fire
Frighten

FP?

TALENT

ACT

PAGE
41
41
40
24
101
18
31
214
46
20
27
23
26

TIER

BOOK
C
L
K
F
CR
GW
GW
CR
CR
GW
L
C
SV

PREREQ.
1
2
1
1
2
1
1
2
1
2
2
2
3

Difficult to Sense
y
Force Perception
Cha 13
Equilibrium

move

Watchful Step
Cast Suspicion
reac
Enemy Tactics
Inspire Fear I, Attra free

CR 50 Fringe Savant
GW 31 Full Advance
SGD 28 Full Control
CR 207 Full Throttle
UR 20 Galactic Guidance

1
1 Cha 13
move
4 Directed Action, Di full
1
1 Trained in Knowledge (galactic lore)

CR
L
CR
GW
GI

46
30
101
18
20

C
SV
GW
CR

25
29
20
47

Gambler
Gang Leader
Gauge Force Potential
Get Down
Get into Position
Get Into Position
Get Some Distance
Ghost Assailant
Gimmick

1
1
2 Force Perception
stan
1
reac
1
2 BAB+5, Recon Teammove
3 Advantageous Positi stan
1
1
swif

L
R
C
S

31
23
42
17

Grabber
Gradual Resistance
Grand Leader
Great Shot

1
1
1
1

swif

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*

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

SGD

PREREQ.
2
2
1
1
1
2
2
1
3
1
1
1
1
1
2
1
1
1
1
1
2
1
1

Force Talisman
free x
Greater WF, Penetrating*
Weapon Focus
Weapon Focus (Fira)
Weapon Focus
Greater WF, Weapon Specialization*
Weapon Specialization

28
16
22
41
28
23
52
28
31
95
33
56

Greater Force Talisman


Greater Penetrating Attack
Greater Weapon Focus
Greater Weapon Focus (Fira)
Greater Weapon Focus
(lightsabers)
Greater Weapon Specialization
Greater Weapon Specialization
(lightsabers)
Grenade Defense
Grizzled Warrior
Group Perception
Guaranteed Boon
Guaranteed Shot
Guardian Spirit
Guardian Strike
Guard's Endurance
Guidance
Guiding Strikes
Gun Club
Hailfire
Hammerblow
Hard Target
Hardened Strike
Hardiness

52
31
42
79
41
18

Harm's Way
Harrying Shot
Hasty Withdrawal
Heal Droid
Healing Boost
Heavy Fire Zone

1
3
1
1
1
2

Initiative skill
Pinning Shot*

Heavy-Duty Actuators
Heightened Awareness
Helpful
Hesitate
Heuristic Mastery

1 Medium or larger size


1
1
1
stan
1 Wis 15

27
C 53
F 103
SV 15
SGD 29
K

MtR?

CR
GW
L
J
C
GW

FP?

SV
J
C
L
K
R
CR
SV
L
T
GW
C

TALENT

ACT

PAGE
214
212
212
61
218
212
218
14
21
42
20

TIER

BOOK
CR
CR
CR
K
CR
CR
CR
J
GW
L
GI

29 Hidden Attacker

Seen It All*
x
Dual Weapon Mastery I

Ward
Perception

swif
swif

Dual Weapon Mastery I


Tough As Nails

reac
x
swif
swif

Vital transfer
Vital transfer
Forewarn Allies

1 Stealth

swif

swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

MtR?

PREREQ.
1
2 Improved Stealth

F 27 Hidden Weapons
SV 16 Hide in Plain Sight
C 56 High Impact

2 Art of Concealment move


3 Hidden Movement*
1
swif

C
GW
R
F

40
32
25
93

Higher Yield
Hijkata Expertise
Hit the Deck
Hive Mind

1 Trained in Mechanics
1
1
1

GW
J
S
F
SV

31
14
16
47
16

Hold Steady
Hold the Line
Hot Wire
Hotwired Processor
Hunker Down

1 Cha 13
1
1 Mechanics
1
1

C
CR
CR
CR
K
F
CR
C
T
F
K
J
K
J
R
SV
C
CR

25
208
208
47
29
25
43
40
53
27
52
15
58
77
23
18
41
210

Hunt the Hunter


Hunter's Mark
Hunter's Target
Hyperdriven
Hyperspace Savant
Idealist
Ignite Fervor
Ignore Armor
Ignore Damage Reduction
Illicit Dealings
Illusion (F87 & J14)
Illusion Bond
Imbue Item
Immerse Another
Immovable
Impaling Assault
Impart Knowledge
Impel Ally I

1
1
2
1
1
1
3
1
2
1
1
2
1
2
1
2
2
1

CR 210 Impel Ally II

FP?

ACT

TIER

PAGE

BOOK

TALENT
C 25 Hidden Eyes
CR 49 Hidden Movement

stan

swif
stan
stan

Hunter's Mark

free

Pilot
Cha 13
Bolster, Inspire Con free
Martial Arts I, Teras Kasi Basics
n
Mind Trick
Illusion

stan

full x
Stealth, White Current Ade *
swif
Weapon Specialization
Skilled Advisor
reac
swif

2 Impel Ally I

2swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

3
2
2
1
2
1
2
2

Impel Ally II*


Maximize Cover
Impose Hesitation

CR
K
C
CR
R
F
SV

224
60
41
49
43
43
30

Improved Dark Healing


Improved Force Sight
Improved Healing Boost
Improved Initiative
Improved Jury-Rig
Improved Lightsaber Throw
Improved Manipulating Strike

2
1
2
2
1
2
2

Dark Healing
stan
Force sight, Use the swif
Healing Boost*
Acute Senses

Lightsaber Throw
stan
Manipulating Strike

CR
K
K
K
K
K
SV
GW
SV

216
40
39
39
39
39
15
20
31

Improved Quick Draw


Improved Quick Draw
(lightsabers)
Improved Redirect
Improved Riposte
Improved Sentinel Strike
Improved Sentinel's Gambit
Improved Skirmisher
Improved Sneak Attack
Improved Soft Cover

1
1
3
3
1
2
2
2
2

CR
C
L
F
K

49
40
31
28
30

Improved Stealth
Improved Stunning Strike
Improved Suppression Fire
Improved Surveillance
Improved Trajectory

1
3 Stunning Strike
1
2 Surveillance
2 Jet Pack Training

CR
R
J
L
F
CR

43
43
21
43
28
52

Improved Weaken Resolve


Improvised Device
Improvised Weapon Master
Incite Rage
Incognito
Indomitable

3 Weaken Resolve*
1
1
1
2 Blend In
1

ACT

MtR?

Impel Ally III


Impenetrable Cover
Impose Confusion
Impose Hesitation
Improved Armored Defense
Improved Attack Run
Improved Battle Meditation
Improved Consular's Vitality

TALENT

FP?

PAGE
27
47
43
43
52
17
25
22

TIER

BOOK
SV
C
K
K
CR
S
K
C

PREREQ.
3swif

stan
Armored Defense
Battle Meditation
Consular's Vitality

swif

Quick Draw, WF (lightsabers)


Deflect, Redirect Shot
Block, Riposte
Sentinel Strike
Sentinel's Gambit
Skirmisher
Sneak Attack, PB Shot
Innocuous
swif
y

free

swif
n
swif

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

CR
J
F
UR

44
17
25
30

Inspire Zeal
Instinctive Navigation
Instruction
Instrument of the Force

3 Ignite Fervor*
2 Force Pilot
1
1

F
F
F
K
C
F
F
F
UR
S
CR
K
F
L

full

Connections

swif

WP (pistols or rifles swif


Expanded Sensors swif
stan
Inspire Fear I
Inspire Fear I & II
swif
Impel Ally II*

45 Intentional Crash
102 Interrogator
28 Intimate Knowledge

1 Pilot
1
2 Surveillance

26
47
52
47
57
31
18
218
39
42
42

2
2
1
1
2
1
1
3
2
1
1

Intimidating Defense
Invisible Attacker
Ion Mastery
Ion Resistance 10
Ion Turret
Irregular Tactics
It's a Trap!
Jar'Kai
Jedi Battle Commander
Jedi Hunter
Jedi Network

stan
swif

PREREQ.

stan

stan

stan

Presence, Persuasio reac


Maximize Cover

Blaster Turret I
stan
Share talent special quality
reac
Lightsaber Def, Niman
Battle Meditation

MtR?

1
1
2
1
1
1
1
1
1
2
1
1
2
3
1
1
3

FP?

Indomitable Will
Influence Savant
Influential Friends
Infuse Weapon
Initiate of Vahl
Innocuous
Inquisition
Insight of the Force
Insightful Aim
Inspire Competence
Inspire Confidence
Inspire Fear I
Inspire Fear II
Inspire Fear III
Inspire Haste
Inspire Loyalty
Inspire Wrath

TALENT

ACT

PAGE
88
15
25
93
58
31
43
41
92
44
44
210
210
210
44
23
27

TIER

BOOK
F
J
F
F
L
SV
F
C
F
C
CR
CR
CR
CR
CR
C
SV

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
1
1
2 Jet Pack Training
2 Armored Defense

CR 207 Juke
CR 50 Jury-Rigger
SGD 28 Just a Droid
SGD 27 Just a Scratch
R 43 Just What Is Needed
CR 218 Juyo
CR 49 Keen Shot
R 28 Keep It Going
CR 207 Keep It Together
SV 17 Keep it Together
C 26 Keep Them at Bay
GW 31 Keep Them Honest

2
1
1
1
1
2
2
2
1
2
1
1

SV 33 Keep Them Reeling


R 28 Keep Them Reeling
Keep Together
GI 22

1
2 Ambush Specialist
1

CR 46 Knack

L 45 Knight's Morale
F 42 Knockback
CR 216 Knockdown Shot

1
1
1

swif
reac

Vehicular Evasion
y
Equipped & proficient with medium o
BAB +10, Weapon Spswif
Acute Senses
Ambush Specialist free

Jury-Rigger
Careful Shot feat
stan
swif

J
F
J
F
F
F

14
25
75
50
50
50

Know Weakness
Know Your Enemy
Knowledge and Defense
Knowledge is Life
Knowledge is Power
Knowledge is Strength

2
1
2
2
2
2

58 Knowledge of the Force

25 Known Dissident
26 Known Vulnerability

2 Know Your Enemy stan


1 Trained in Know (lif free

SGD

MtR?

Jedi Quarry
Jet Pack Training
Jet Pack Withdraw
Juggernaut

FP?

TALENT

ACT

PAGE
20
30
30
52

TIER

BOOK
J
K
K
CR

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Adversary Lore
swif
Enhanced Danger Sense
Spynet Agent
swif
Spynet Agent
swif
Spynet Agent
swif
reac

2 Illusion
1

swif

60 Krath Surge

swif

GW 33 K'tara Expertise
GW 33 K'thri Expertise

1
1

SV
R
F
UR
R
K
GI

15
45
25
31
24
26
20

GI

20

1
2
1
1
2
2
1
1

S
J

18 Legendary Commander
73 Liberate

reac
Safe Zone
Share talent special quality
Face the Foe
Noble Fencing Style swif

2 Cha 13, Int 13, Born Leader


2 Aura of Freedom
swif x

L 41 Lifesaver
CR 41 Lightsaber Defense
L 40 Lightsaber Evasion

2 Bodyguard's Sacrific reac


1
swif
1

J
J
CR
UR
J
CR

19
19
41
31
15
107

Lightsaber Form Savant


Lightsaber Specialist
Lightsaber Throw
Lingering Debilitation
Link
Linked Defense

1
swif
2 Masterwork Lightsaber
1
stan
2 Debilitating Shot
1
stan
1
swif

SGD

27
44
30
50
40

Load Launcher
Lockdown Strike
Long Call
Long Stride
Lose Pursuit

1
1
2 Mystical Link
1
1

24 Luck Favors the Bold

2 Face the Foe

K
UR
CR
R
R

MtR?

PREREQ.

60 Krath Illusions
60 Krath Intuition

Labyrinthine Mind
Launch Point
Lead by Example
Lead by Example
Lead From the Front
Leading Feint
Leading Skill
Learn from Mistakes

FP?

ACT

TIER

PAGE

BOOK

TALENT
K
K

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

SV
T
SV
K
K
K
J

18
13
18
38
38
38
17

MtR?

22

FP?

GI

TALENT

ACT

PAGE
46
27
60
25
44
218
16

TIER

BOOK
CR
K
K
R
C
CR
SV

PREREQ.

Lucky Shot
Lucky Stop
Luka Sene Master
Lure Closer
Maintain Focus
Makashi
Make a Break for It
Make an Example

2
2
2
2
1
2
3
1

Knack
Knack
reac
Field Detection, farseeing
Trick Step
move
swif
Lightsaber Defense
Stellar Warrior*
swif

Make Do
Malkite Techniques
Man Down
Mandalorian Advance
Mandalorian Ferocity
Mandalorian Glory
Manifest Guardian Spirit

1
1
1
1
1 Dex 13, proficient
1
1

stan
reac

swif

SV 30 Manipulating Strike
J 73 Many Shades of the Force

1
1 Force Training

C
J
J
J
C
GI

47
89
79
15
41
24

Mark the Target


Martial Resurgence
Mask Presence
Masquerade
Master Advisor
Master Defender
UR 29 Master Manipulator
Master Manipulator
GI 20

1
swif
1
1
swif
2 Illusion
2 Skilled Advisor
1
2 Notorious, Skill Focus (Persuasion)*
Get into Position,
3 Advanced Planning swif

L
CR
K
J
CR
UR
J
C

47
40
47
14
47
30
19
47

2
2
2
1
2
3
1
1

Master Mender
Master Negotiator
Master of Elegance
Master of the Great Hunt
Master Slicer
Master's Orders
Masterwork Lightsaber
Maximize Cover

Expert Shaper
Adept Negotiator
Dual or Single Weapon Flourish I, W
Gimmick
Impel Ally II*

n
n
y

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

MtR?

UR 23 Mechanized Rider

FP?

102 Mechanics Mastery

ACT

TIER

PAGE

BOOK

TALENT
F

PREREQ.
1
1 Trained in Ride & Pilot

26 Medical Analyzer
102 Medical Droid

1 Medical droid, Trained in Know (life


1

54 Medical Miracle

31 Melee Assault

31 Melee Brute

31 Melee Opportunist

52
57
57
57
18
57
14
39
39
24
20
83
47
13
17
55
52

1
2
1
2
1
1
2
2
2
1
3
2
1
2
2
2
1

SGD

CR
T
T
T
J
F
SV
K
K
F
GW
J
F
T
J
L
F

Melee Smash
Mercenary's Determination
Mercenary's Grit
Mercenary's Teamwork
Mind Probe
Mine Mastery
Misplaced Loyalty
Mobile Attack (lightsabers)
Mobile Attack (pistols)
Mobile Combatant
Mobile Combatant
Mobile Whirlwind
Modification Specialist
Modify Poison
Motion of the Future
Move Massive Object
Multiattack Proficiency
(advanced melee weapons)
K 47 Multiattack Proficiency
(advanced melee weapons)
K 45 Multiattack Proficiency (exotic
weapons)
CR 212 Multiattack Proficiency (heavy
weapons)

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

stan

Mercenary's Grit

free
swif

Combined Fire*
full
Dirty Tactics
swif
Multiattack Prof, Dual Weapon Master
Multiattack Proficiency (pistols), D
swif
Forward Patrol*
Seyugi Cyclone
Malkite Techniques
Force Perception
swif
Telekinetic Power, move ob x

1
2 Exotic Weapons Master
1

MtR?

FP?

ACT

TIER

PAGE

BOOK

TALENT

PREREQ.

CR 218 Multiattack proficiency


1
(lightsabers)
CR 216 Multiattack Proficiency (pistols) 1
L

41 Multiattack Proficiency (rifles)

CR 212 Multiattack Proficiency (rifles)

UR 30 Multiattack Proficiency (simple


weapons)
SV 29 Murderous Arts I
SV 29 Murderous Arts II
J 18 Mystic Mastery
UR 30 Mystical Link
F 54 Natural Healing
UR 33 Negate and Redirect
CR 218 Niman
GW 21 Nimble Dodge
K 27 No Escape

K
R
F
CR
CR
CR
SV

1
2
1
1
1
1
4
1
2
1
1
2

27
40
45
208
210
208
26
SGD 26
T 13
UR 20
L 45
R 45

Noble Fencing Style


Noble Sacrifice
Nonlethal Tactics
Notorious
Notorious
Nowhere to Hide
Nowhere to Run
Nuanced
Numbing Poison
Oafish
Oath of Duty
Obscuring Defenses

1
2 Murderous Arts I
1
1
stan
1
1 Negate energy, trained in Use the For
1
1
2 Opportunistic Strike
Deception & Persuasion trained
Recruit Enemy
n
n
y
Nowhere to Hide, Hunter's Target*
Malkite Techniques

Safe Zone

SGD

26 Observant
L 41 Old Faithful
SV 26 Omens
SGD 26 On-Board System Link

1
1
2 Findsman Ceremonies
1

CR 221 One for the Team

2 Deployment Tactics

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
2
2
1
1
1
2
1
3
1

Black Market Buyer


Uncanny Instincts

move
Harm's Way, trained ireac
Deception skill, We free
Field Tactics*
stan

UR 20 Outsider's Eye

1 Trained in the Perception skill.

UR 21 Outsider's Query
UR 29 Overcharged Shot

1 Trained in Persuasion
2 Expert Gunner
swif

C
K
CR
R
J
J
SV

2
3
1
2
2
1
3

44
58
53
28
19
18
13

Overclocked Troops
Past Visions
Penetrating Attack
Perceptive Ambusher
Perfect Attunement
Perfect Telepathy
Persistent Haze

Droid Defense
swif
Visions
Weapon Focus
Ambush Specialist
Masterwork Lightsaber
Force Haze*

27 Personal Affront

2 BAB +5, Noble Fenc reac

45 Personal Vendetta

17
26
57
81
18
21

1
stan
2 Watch Your Back
1
swif
1
2 Cantina Brawler
3 Acute Senses, Keen Shot

S
C
L
J
SV
UR

Personalized Modifications
Phalanx
Phantasm
Physical Surge
Pick a Fight
Piercing Hit

GW 31 Pinning Shot
Pistol Duelist
GI 25

J
SGD

75 Planetary Attunement
28 Power Boost

2 Precision Shot
1
1
2 Power Surge

swif

stan
x

MtR?

Only the Finest


Opportunistic Defense
Opportunistic Strike
Opportunity Fire
Out of Harm's Way
Out of Harm's Way
Out of Nowhere
Outmaneuver
Outrun

FP?

TALENT

ACT

PAGE
43
35
27
41
41
23
47
221
25

TIER

BOOK
R
SV
K
L
L
UR
K
CR
SV

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

2 Incite Rage

101
103
48
26
45
45
24
27

1
1
1
3
3
1
3
1

swif
x

swif
Connections, Influential Friends
Block, Deflect
Weapon Focus (lightsabers)
Redirect Shot
stan

L 40 Precision Fire
L 47 Precision Implant
GW 31 Precision Shot

1
1
1 Far Shot feat

J
C
J
CR
F
SV
GW
K
C
K
C
C
C
F
GI
J
J

Precognitive Meditation
Prepared Explosive
Prepared for Danger
Presence
Preserving Shot
Preternatural Senses
Prime Targets
Primitive Block
Problem Solver
Progenitor's Call
Protection
Protective Reaction
Protector Actions
Protocol
Prudent Escape
18 Psychic Citadel
18 Psychic Defenses

1
1
1
1
1
1
1
2
1
1
2
2
2
1
1
1
2

53 Psychometry

2 farseeing, Force Perception

75
45
20
43
52
35
18
38
45
61
23
57
23
103
22

SV 30 Pulling the Strings


SV 25 Punch Through
C 23 Punishing Protection

stan

stan
reac
Empower Weapon

*
swif

Double Agent
Akk Dog Master
Inspire Loyalty

stan
stan

Psychic Citadel

1
stan
1
2 Inspire Loyalty, BAB+5

MtR?

PREREQ.

43 Power of Hatred
Power of the Dark Side
Power Supply
Power Surge
Powerful Friends
Praetoria Ishu
Praetoria Vonil
Precise Redirect
Precision

FP?

CR
F
F
F
L
L
R
L

ACT

TIER

PAGE

BOOK

TALENT
L

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
1
1 Dex 13

SGD

26 Quick Astrogation
UR 29 Quick Cuffs
S 17 Quick Fix
J 19 Quick Modification

1
1
1
2

C 45 Quick Modifications
L 30 Quick on Your Feet
GW 19 Quick Strike

2 Tech Spec, Repairs on the Fly


1
reac
2 Cheap Trick

UR
CR
K
UR
SV
SV
CR
CR

23
207
60
22
33
33
44
217

2
2
1
3
1
1
3
1

SV
UR
J
C
K
GI

27
20
21
40
26
22

Quick Study
Quick Trigger
Quickseeing
Quicktrap
Raider's Frenzy
Raider's Surge
Rally
Ranged Disarm

Warrior's
Awareness
Expert Gunner
farseeing, Use the Fo free
Tripwire*
stan
Distant Command* swif

1
swif
1 Trained in Persuasion
1
stan
1
2 Born Leader, Persuasion
1 Trained in Stealth
reac

L
L
R
J
K
R
J

89
39
23
91

1
1
1
1 proficient discblade free

GW 22 Reckless

Trained in Use Computer


Quick Draw
swif
Mechanics
Masterwork Lightsaber

Ranged Flank
Rant
Rapid Alchemy
Rapid Reload
Reactionary Attack
Reactive Stealth
58 Reading the Flame
30 Ready and Willing
23 Reap Retribution
Rebound Leap
Rebuke the Dark
Recall
Recall Discblade

MtR?

FP?

ACT

TIER

PAGE

BOOK

TALENT
GW 33 Punishing Strike
F 45 Pursuit

2 Initiate of Vahl
1
1

2 Tested in Battle

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

2 Recon Team Leader stan


1

41
41
42
42
18

1
2 Deflect, BAB +5
1
1
1 Force Regimen Mastery

S 18 Regroup
C 44 Reinforced Commands
CR 208 Relentless

1 Cha 13
2 Droid Defense
3 Hunter's Target*

CR 207 Relentless Pursuit


GI 21 Reliable Boon
R 45 Relocate
SGD 28 Remote Attack
K 25 Renew Vision

1
1
2 Safe Zone
1
1

stan

x
swif
stan
swif

39 Renowned Pilot

47 Repair Self

C
J

45 Repairs on the Fly


87 Repel Discord

1
1

83 Repelling Whirlwind

2 Seyugi Cyclone

28
40
47
56
41
45
20

3 Improved Initiative, Initiative*


1
full
1
stan
1
x
2 Dark Side Sense
1
2 Advanced Planning

F
CR
L
C
CR
F
GI
GW
UR

Reset Initiative
Resilience
Resilience Implant
Resist Enervation
Resist the Dark Side
Respected Officer
Retaliation
21 Retaliation Jab
31 Retreating Fire

MtR?

PREREQ.

25 Reconnaissance Actions
25 Reconnaissance Team Leader
Recruit Enemy
Redirect Shot
Reduce Defense
Reduce Mobility
Regimen Aptitude

FP?

R
CR
F
F
J

ACT

TIER

PAGE

BOOK

TALENT
C
C

1
1

reac

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

1
2 Detective

SV 15 Ricochet Shot

3 Knack, Lucky Shot

L
R
K
UR
UR
R

1
3 Dark Presence*
1
1

77 Ride the Current

41
43
25
33
33
25

1
1
2
1
1
2

Rifle Master
Right Gear for the Job
Riposte
Rising Anger
Rising Panic
Risk for Reward

L
R
SV
F

41
40
29
29

Roll With It
Run Interference
Ruthless
Ruthless

3 Take the Hit*


2 Escort Pilot
1
2 Dirty Fighting

CR
C
R
R
SV

208
46
45
45
33

Ruthless Negotiator
Sabotage Device
Safe Passage
Safe Zone
Savage Reputation

2 Notorious
1
2 Escort Fighter
1
2 Bloodthirsty

Scholarly Knowledge
Science Analyzer
Scomp Link Slicer
Scripted Routines
Search and Destroy

1
1
3
1
1

41
26
SGD 26
SGD 29
GW 31

stan

Block, BAB +5
reac
Force Sensitivity, Dark Side score 1+
Force Sensitivity, Dark Side score 1+
Find Openings
reac

2 Elusive Dogfighter

stan

reac

UR 29 Roll Out

SGD

MtR?

PREREQ.

24 Retribution
25 Revealing Secrets
L 58 Revelation
CR 101 Revenge
GI 23 Reverse Strength
Revolutionary Rhetoric
GI 22

FP?

ACT

TIER

PAGE

BOOK

TALENT
C
GI

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

reac

swif
move
stan

swif
n
Trained in Know (life sciences) & (ph
Any 2 talents from Slicer tree
BAB +5
Cha 13
move

Second Skin
Second Strike
Security Slicer
Seducer
Seek and Destroy
Seen It All
Seize Object
Seize the Moment
Seize the Moment
Self-Reliant

20 Sense Deception

UR 19 Sense Primal Force


K

PREREQ.
2 Steady Under
Pressure
2 Armored Defense
2 Blast Back
free
1 Mechanics
1
2 Hidden Eyes
2 Tested in Battle,
1 Initiative
move
2 Distress to Discord reac
1
1

1
1

K
C
F
CR
J
L
SV
L
F
J
J
J

25
22
49
218
83
58
16
58
57
19
20
20

Sentinel's Gambit
Sentinel's Observation
Set for Stun
Severing Strike
Seyugi Cyclone
Shadow Armor
Shadow Striker
Shadow Vision
Shaped Explosion
Share Force Secret
Share Force Technique
Share Talent

1
1
1
1
1
2
3
1
2
1
1
2

Cloak of Shadow
swif
Hidden Movement* stan
swif
Skilled Demolitionist
at least 1 Force Secr swif
at least 1 Technique swif
at least one talent f stan

CR
C
SV
K
K

210
47
27
40
29

Shared Notoriety
Shellshock
Shelter
Sheltering Stance
Shield Expert

2
2
2
3
1

Notorious
Soften the Target
Attract Minion
Block or Deflect, Vigilance
AP (light)

37 Shield Gauntlet Defense

25 Sentinel Strike

MtR?

52
26
27
29
25
22
29
27
35
20

FP?

CR
R
F
L
C
GW
L
L
SV
UR

54 Second Chance

ACT

TIER

PAGE

BOOK

TALENT
F

swif
2swif

2 Siang Lance Master reac

x
y

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

MtR?

FP?

ACT

TIER

PAGE

BOOK

TALENT

PREREQ.

37 Shield Gauntlet Deflect

3 Shield Gauntlet Def reac

37 Shield Gauntlet Redirect

4 Shield Gauntlet Defense, Shield Gau

CR
SV
CR
CR
CR
C
CR

218
29
222
222
222
53
219

2
1
1
2
3
1
3

L
J
J
J
C
GI

41
14
19
21
40
24

Shien
Shift
Shift Defense I
Shift Defense II
Shift Defense III
Shift Sense
Shii-Cho

Deflect, Redirect Shot


move
swif
Shift Defense I
swif
Shift Defense I-II
swif
x
Block, Deflect

Shoot from the Hip


Shoto Focus
Shoto Master
Shoto Pin
Shoulder to Shoulder
Shunt Damage
R 37 Siang Lance Mastery
F 93 Sickening Blast
SV 17 Sidestep

1
1
1
2 Block
1
1
1
1 Force blast
2 Long Stride

F
UR
F
J
UR
J
K
K

1
1
1
1
1
1
1
3

42
21
49
79
23
89
47
47

Signature Item
Silent Movement
Silent Takedown
Silicon Mind
Simple Opportunity
Simultaneous Strike
Single Weapon Flourish I
Single Weapon Flourish II

swif

Trained in Stealth
Stealth skill
reac x
WP (simple weapons)
BAB +5
stan
Double Attack, Weapon Finesse
Double Attack, Master of Elegance,

K
J

41 Sith Alchemy
21 Sith Alchemy

3 Dark Side Adept &


1

J
C

22 Sith Alchemy Specialist


56 Sith Reverence

2 Sith Alchemy
1

full

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
2 Spynet Agent

GI
GI
GI

MtR?

TALENT
50 Six Questions

FP?

ACT

TIER

PAGE

BOOK
F

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

23 Sizing Up
21 Skill Boon
21 Skill Confidence
F 48 Skill Conversion
CR 40 Skilled Advisor
F 57 Skilled Demolitionist
L 47 Skilled Implanter
GI 21 Skillful Recovery
CR 46 Skirmisher

1
1 Trained in skill
2 Critical Skill Success*

K
C
GW
K

3 Block, Riposte, WF & WP (lightsaber


1
1
2 Strike and Run
reac

39
24
20
27

Slashing Charge
Slip By
Slip By
Slippery Strike

1
1
full
1
1 Biotech Surgery feat
1 Trained in skill

UR 31 Slowing Shot

2 Debilitating Shot

F 45 Slowing Stun
GW 19 Sly Combatant

UR
SV
L
CR

29
25
41
46

Small Favor
Small Target
Snap Shot
Sneak Attack

1
3 Cheap Trick, Easy stan
Prey
2 Notorious, trained in Persuasion
1
1
1

SV
SV
SV
F
J
C
CR
C

29
29
29
47
81
47
219
41

Sniping Assassin
Sniping Marksman
Sniping Master
Soft Reset
Soft to Solid
Soften the Target
Sokan
Soothe

1
2
3
1
1
1
2
1

18 Soothing Presence

Sniping Assassin
Sniping Marksman*
reac
swif
Acrobatic Recovery
Vital transfer

2 Charm Beast

3
2
1
1
1
3
2
1

R
CR
F
C
L
L
S
S

28
50
50
26
31
31
18
18

Spring the Trap


Sprint
Spynet Agent
Squad Actions
Squad Brutality
Squad Superiority
Squadron Maneuvers
Squadron Tactics

1
1
3
2
1
1
2
2

L
CR
GW
L
R

42
47
33
42
41

Stalwart Subordinates
Starship Raider
Stava Expertise
Stay in the Fight
Stay in the Fight

1
2 Spacehound
1
2 Stalwart Subordinat swif
2 Recruit Enemy

ACT

PREREQ.
Block, Deflect
Hesitate

Bothan, or 2 talents from Infiltration


Commanding Office stan

Cha 13, any other Ac stan


Wis 13, Starship Tact, Squadron Man

54 Steady Under Pressure

L
L

42 Stealthy Withdrawal
40 Steel Mind

2 Hasty Withdrawal
1

24
47
26
87
18
21
28
81
47

1
2
2
1
2
1
2
1
1

Steel Resolve
Stellar Warrior
Stick Together
Stifle Conflict
Stinging Assault
Stinging Jab
Stolen Advantage
Stolen Form
Strength Implant

stan

reac x
stan
Long Stride, Surefooted, Trained in
Educated
move

F
CR
C
J
SV
GW
L
T
L

MtR?

Soresu
Sow Confusion
Spacehound
Spatial Integrity
Speed Implant
Speedclimber
Spontaneous Skill
Spotter

TALENT

FP?

PAGE
219
15
47
73
47
22
44
25

TIER

BOOK
CR
SV
CR
J
L
UR
CR
C

Spacehound
Comrades in Arms move
Weapon Specialization
Cast Suspicion
reac
Any force technique, WF lightsabers
stan

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

45
28
31
40
57
21

Strength of the Empire


Strike and Run
Strong Grab
Strong-Willed
Stun Turret
Stunning Shockboxer

2 Knight's Morale
1
1
1
2 Blaster Turret I
2 Stinging Jab

Stunning Strike
Stymie
Sucker Punch
Sudden Storm
Sudden Strike
Summon Aid
Supervising Droid
Suppress Force

2
1
1
2
3
2
3
2

52
24
18
83
15
19
SGD 26
J 15

reac

stan

Melee Smash
swif

CR 50 Surefooted

Seyugi Cyclone
Skirmisher, Sneak Attack
Get Down
reac
Observant, 1 from
Influence,
Influence Savant, mi reac
Inspiration or
1 Leadership trees

SV 17 Surge

2 Long Stride

C
F
L
UR
J
F

Surge of Light
Surprise Strike
Surprising Weapons
Surprisingly Quick
Surrender to the Current
Surveillance

1
swif
1
1
1 Skill Focus (Initiative)*
1
swif
1 Perception
full

Swerve
Swift Droid
Swift Power
Swift Shot
Swift Strider

2
3
2
1
3

53
27
29
22
77
28

26
28
CR 101
UR 31
SV 17

SGD

L 58 Sword of Vahl
S 17 Synchronized Fire
CR 207 System Hit

swif

Fade Away
reac
2 talents from Autonomy tree
Power of the Dark Side
Sidestep*

2 Initiate of Vahl
2 Expert Gunner
2 Expert Gunner

MtR?

PREREQ.

40 Strength in Numbers

CR
C
SV
J
SV
GW

FP?

L
K
L
L
F
GW

ACT

TIER

PAGE

BOOK

TALENT
C

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

swif

SV
SV
GW
SV
K
L
SV
F

2swif
2swif

R
C
CR
F
L
CR
L
J
J
J
K
J

27
27
33
26
39
41
33
45
26
35
27
27
26
103
28
41
46
100
88
40
100
55
89
89
91
53
18

Tactical Superiority
Tactical Withdraw
Tae-Jitsu Expertise
Tag
Taint of the Dark Side
Take the Hit
Take Them Alive
Takedown
Talkdroid
Tangle Up
Target Acquisition
Target Lock
Target Visions
Targeting Package
Task Optimization
Team Recruiting
Tech Savant
Telekinetic Power
Telekinetic Prodigy
Telekinetic Resistance
Telekinetic Savant
Telekinetic Stability
Telekinetic Strike
Telekinetic Throw
Telekinetic Vigilance
Telepathic Influence
Telepathic Intruder

1
1
1
3
2
2
1
1
1
2
1
2
2
1
1
2
1
1
2
1
1
1
1
1
1
2
1

K
J
SV
T
T
UR
SV

53
83
26
53
53
23
27

Telepathic Link
Tempest Tossed
Temporal Awareness
Ters Ksi Basics
Ters Ksi Mastery
Terrain Guidance
Terrify

1
2
2
1
2
1
4

SV
SGD
SGD

SV
F
SGD

Hunter's Target*
Dark Deception
Bodyguard's Sacrifice

Trained in Persuasion
Uncanny Instincts stan
swif
Target Acquisition
Findsman Ceremonies
2swif
Recruit Enemy
trained in Know (tec stan
Telekinetic Savant
swif
x
Throw feat
Intercept
Telepathic Link*

swif

Use the Force


swif
Seyugi Cyclone
Findsman Ceremonies
Martial Arts I
MA I-III, Teras Kasi Basics
Trained in Ride
swif
Inspire Fear II, Frig stan

MtR?

PREREQ.
1
2 Born Leader

SGD

FP?

ACT

TIER

PAGE

BOOK

TALENT
CR 222 Tactical Edge
GW 19 Tactical Savvy

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
1
1
2
3
1
3
1
1
1

reac
Advantageous Opening
Improved & Lightsaber Throw
Bantha Rush, Force Training
Hidden Movement*
swif

GW 21 Trailblazer
CR 219 Trakata

1 Trained in Survival swif


2 BAB +12, Weapon Sp
2swif

J
J
K
SV

16
20
27
32

1
1
2
3

SGD

26 Triage Scan

1 Trained in Treat Inju stan

47
26
217
22

2 Enhanced Vision
1
swif
1
2 Jury-Rigger, trained stan

C
R
CR
UR

Transfer Essence
Transfer Power
Transposing Strike
Treacherous

Triangulate
Trick Step
Trigger Work
Tripwire

L 28 True Betrayal
CR 44 Trust
GI 20 Try Your Luck
UR 31 Turn the Tide
F 57 Turret Self-Destruct
SV 28 Twin Shot
J

21 Twin Weapon Mastery

J 21 Twin Weapon Style


SV 14 Two-Faced
UR 30 Two-For-One Throw

MtR?

Tested in Battle
The Will to Resist
Thrive on Chaos
Thrown Lightsaber Mastery
Thunderclap
Total Concealment
Tough as Nails
Trace
Traceless Tampering

FP?

TALENT

ACT

PAGE
22
53
24
43
85
49
53
47
28

TIER

BOOK
GW
C
C
F
J
CR
CR
CR
F

3
3
1
3
2
1
1

Dark Side Score = Wis


Force Training feat stan
Noble Fencing Style, BAB +5
Improved Soft Cover*

Friend or Foe*
stan
Born Lead, Coordina stan
Command
full
Decision
[[talent
Blaster Turret
I
does
exist]],
Dual not
Weapon
Mastery I, Rapid Shot
Commander's
Prerogative*

1
stan
3 Misplaced Loyalty*
1 Weapon Focus (simp stan

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

PREREQ.
1
1
3
2
2
2
1

swif x
reac
MA I-II, Unarmed Parry, Teras Kasi B
MA I-II, Teras Kasi Basics
Expert Grappler
Adapt and Survive

CR 49 Uncanny Dodge I

3 Improved Initiative*

CR 49 Uncanny Dodge II

4 Uncanny Dodge I*

SV
SV
J
T
C
SV

1
3
2
2
2
3

35
15
20
13
23
15

Uncanny Instincts
Uncanny Luck
Unclouded Judgment
Undetectable Poison
Undying Loyalty
Unlikely Shot

SV 14 Unreadable
C

26 Unrelenting Assault

Knack, Lucky Shot


Sense Deception
reac
Malkite Techniques
Inspire Loyalty
Knack, Lucky Shot

2 Melee Smash
5 Inspire Fear I-III, Notorious
3 Force Haze*

F
K

43 Unsettling Presence
45 Unstoppable

2 Force Interrogation stan


1

25
27
219
58
58
92
17
102
29

1
3
3
2
2
1
1
1
1

Unwavering Ally
Urgency
Vaapad
Vahl's Brand
Vahl's Flame
Vanish
Vehicle Focus
Vehicle Mechanic
Vehicle Sneak

SV 27 Unsavory Reputation
C 22 Unseen Eyes

R
SV
CR
L
L
F
S
F
K

MtR?

Tyia Adept
Ultra Resilient
Unarmed Counterstrike
Unarmed Parry
Unbalance Opponent
Unbalancing Adaptation
Uncanny Defense

FP?

87
SGD 29
T 53
T 53
CR 52
L 30
C 42

ACT

TIER

PAGE

BOOK

TALENT
J

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Impel Ally II*


BAB +12, Juyo*
Empower Weapon
Initiate of Vahl

swif
3swif

swif
swif

Wis 13
3swif
Pilot

PREREQ.
1
1
1
2
1
1
2
2
2

stan
Trained in Stealth
Malkite Techniques
swif
Retribution
Electronic Sabotage*
WatchCircle Initiate reac

25 Visionary Defense

2 WatchCircle Initiate reac

101
17
46
81
81
81
41
23

2
1
2
1
1
1
1
1

farseeing, Force Per swif


free
Disruptive
stan
proficient Wan-shen swif
proficient Wan-shen
Proficient with the stan
swif

UR 23 Warrior's Determination

reac

UR 21 Wary

2 Outsider's Eye,
trained in
Perception

SV
C
K
GW
K
K
K
CR

1
1
1
1
2
1
3
2

reac

CR
J
CR
J
J
J
L
UR

26
26
25
21
40
61
28
43

Visions
Vital Encouragement
Walk the Line
Wan-Shen Defense
Wan-Shen Kata
Wan-Shen Mastery
Ward
Warrior's Awareness

Watch This
Watch Your Back
WatchCircle Initiate
Watchful Step
Watchman's Advance
Waveform
Weak Point
Weaken Resolve

SV 15 Weakening Strike
CR 44 Wealth

Farseeing
Force Warning
Keen Shot*
Presence

2 Dastardly Attack
1

swif
swif
free

MtR?

Vehicular Boost
Vehicular Evasion
Veiled Biotech
Vicious Poison
Victorious Force Mastery
Vigilance
Vindication
Virus
Visionary Attack

FP?

TALENT

ACT

PAGE
46
207
29
13
56
40
24
16
24

TIER

BOOK
C
CR
L
T
C
K
C
SV
K

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

CR 41 Weapon Specialization
(lightsabers)
SGD

C
J
CR
J
K
F
J
S
R
F
K
GW
R

PREREQ.
2
2
1
1

Attract Minion
Gun Club
Weapon Focus
Weapon Focus, proficient discblade

1 Weapon Focus

stan

27 Weapons Power Surge


40 Whirling Death

1
free
3 Unrelenting Assault*

77
224
18
43
25
85
17
40
88
43
33

1
2
2
1
2
1
1
2
2
1
1

White Current Adept


Wicked Strike
Wild Sense
Willful Resolve
Willpower
Wind Vortex
Wingman
Wingman Retribution
Wrath of the Dark Side
Wrong Decision
Wrruushi Expertise

45 Zone of Recuperation

MtR?

Wealth of Allies
Weapon Shift
Weapon Specialization
Weapon Specialization
(discblade)

FP?

TALENT

ACT

PAGE
27
40
53
91

TIER

BOOK
SV
C
CR
J

Weapon Focus, Weapon Spe x


Charm Beast
swif
Inspire Confidence

swif
swif
Wis 13
swif
Escort Pilot
reac
Power of the Dark Side

2 Safe Zone

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
Use aa Text
Text Filter
Filter in
in the
the ALL
ALL column
column to
to search
search the
the list
list for
for all
all talents
talents that
that are
are
available
to
a
specific
class.
(Example:
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BENEFIT

CLASS

TREE

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
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 CT, if at end, cannot attack unless
attacked
alliespower
attacked
reroll anyorforce
as a full-round action
1/encounter adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target
moves -3 CT & needs rest or surgery)
if not surprised can use Spotter even in surprise round

Elite Trooper
Jedi
Force-Using Traditions
Scout
Scout
Droid
Jedi
Force-Using Traditions
Shaper

Melee Specialist
Jedi Guardian
Jal Shey
Awareness
Versatility
Second-Degree Droid
Jedi Consular
Dathomiri Witch
Implant

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


+5 Atk with Atk of Opp with melee
Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def

Assassin
Melee Duelist
Jedi

Assassin
Melee Duelist
Jedi Consular

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)

Sith Apprentice
Jedi
Scout
Force-Using Traditions
Force-Using Traditions

Sith
Jedi Consular
Unpredictable
Korunnai Adept
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
when a readied action is triggered Initiative does not change
if you hit an opponent that has not yet acted, add +2 dice dam
if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better
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 in
of LOS
encounter
1/rnd as reaction
to enemy
in LOS
moving,
grant
1 ally
to move their spd as free
add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours
Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def
max Dex bonus is +1

Force-Using Traditions

Korunnai Adept

Infiltrator
Elite Trooper
Noble
Soldier
Noble
Jedi Knight
Imperial Knight
Soldier

Infiltration
Republic Commando
Disgrace
Ambusher
Anticipation
Jedi Instructor
Knight's Armor
Armor Specialist

1/encounter add armor bonus to Ref Def to thresh until end of encounter

Imperial Knight

Knight's Armor

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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available to
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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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

Imperial Knight
Soldier
Elite Trooper
Elite Trooper
Master Privateer
Noble
Scoundrel
Noble
Officer
Noble

Knight's Armor
Armor Specialist
Protection
Mandalorian Warrior
Privateer
Exile
Smuggling
Gambling Leader
Military Tactics
Superior Skills

+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

Force Sensitive
Jedi Knight
Crime Lord
Master Privateer
Crime Lord

Light Side
Lightsaber Forms
Mastermind
Privateer
Mastermind

armor bonus +2, Dex bonus improves +1


+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]

Force-Using Traditions
Force Adept
Force Sensitive

Jensaarai Defender
Force Item
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

Force-Using Traditions
Soldier

Aing-Tii Monk
Weapon Specialist

DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP
until end of encounter all squares within 2sq are difficult terrain for enemies
1/encounter 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
Willup
Def
until
if you+5
move
CT,
gainend
hpnext
= 5 +turn,
HL 3. w/Persuasion unfriendly or indifferent into ally for enc direct target as
swif
reroll Persuasion to haggle
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp

Droid Commander
Force Sensitive
Scoundrel
Scoundrel
Noble
Force-Using Traditions
Scout
Soldier

Droid Commander
Alter
Fortune
Misfortune
Exile
Bando Gora Captain
Fringer
Commando

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
failaid
byas10stan
or more
still get cover, 3. mount can make atk as swif not stan
first
not full
when successfully use Treat Injury to administer First Aid target also moves +1 CT
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

Jedi
Scout
Medic
Soldier
Soldier
Force Sensitive

Jedi Guardian
Mobile Scout
Advanced Medicine
Veteran
Brawler
Control

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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available to
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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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
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/encounter +5 bonus to one Def until start of your next turn
+1 die dam with Improvised Device
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

Force-Using Traditions
Noble
Scoundrel
Improviser
Scoundrel
Shaper
Improviser
Scout
Master Privateer

Believer Disciple
Inspiration
Fortune
Improviser
Yuuzhan Vong Biotech
Shaper
Procurement
Unpredictable
Privateer

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/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq

Master Privateer
Master Privateer
Saboteur
Saboteur

Privateer
Privateer
Turret
Turret

1/encounter, 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.

Saboteur
Noble

Turret
Master of Intrigue

Stealth replaces Deception for a deceptive appearance, considered trained

Scout

Spy

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
for coup
adjacent
character.
perform coup
de grace
as flat-footed,
move, if killFP
with
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

Gunslinger
Ace Pilot
Jedi
Master Privateer
Gunslinger
Master Privateer

Gunslinger
Expert Pilot
Lightsaber Combat
Piracy
Carbineer
Privateer

add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease Force-Using Traditions
until
of encattack to attracted minion
1/turnend
redirect
Crime Lord

Matukai Adept
Mastermind

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 CT & hp = their level if under half HP
if successfully Recruit Enemy, allies gain +2 atk until end of enc

Mastermind
Mastermind
Protection
Inspiration
Rebel Recruiter

Crime Lord
Crime Lord
Elite Trooper
Noble
Officer

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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(Example:
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talents available
available to
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Assassin Prestige
Prestige class)
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BENEFIT
+5 to Mechanics checks for handling explosives & create frag grenade from spare parts

CLASS
Scoundrel

TREE
Revolutionary

mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses
once per encounter, 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
immune to Force detection for 1 hour, may use as a reac v. Sense Force

Force Adept
Noble
Infiltrator
Military Engineer
Military Engineer
Independent Droid
Medic
Gladiator
Force-Using Traditions
Scoundrel
Gunslinger
Pathfinder
Force-Using Traditions

Beastwarden
Leadership
Bothan Spynet
Military Engineer
Military Engineer
Elite Droid
Advanced Medicine
Gladiatorial Combat
Warden of the Sky
Yuuzhan Vong Biotech
Sharpshooter
Pathfinder
Agent of Ossus

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 CT & 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
transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL
1/enc each: 1. w/2nd Wind +1 CT & remove fear/mind effects & normal, 2. when hit & dam target over thresh
can
v. target
as one
free,denied
3. w/successful
unarmed
or melee
dam = every 5 pts atk is
Atk Disarm
vs. flanked
opp or
Dex to Def,
extra dam
= 1d6atk
per(not
classlightsaber)
lvl (10d6 +max
over
Ref
Def
+2 melee Atk & damage for rounds equal to 5 + Con mod, then move-1 CT, no patience
convert energy to activate any power in your suite
move -1 CT 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
once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range
when you use Deception to feint against an enemy w/in 6sq you can roll twice

Soldier
Droid
Gladiator
Jedi Knight
Soldier
Improviser
Droid
Noble
Noble
Sith Apprentice
Soldier
Force Adept
Force Adept
Force Sensitive
Force Adept
Force Adept
Force-Using Traditions
Force-Using Traditions
Scoundrel
Scoundrel

Rocket Jumper
Second-Degree Droid
Gladiatorial Combat
Jedi Artisan
Brawler
Improviser
Fifth-Degree Droid
Provocateur
Disgrace
Sith Alchemy
Warrior
Dark Side Devotee
Dark Side Devotee
Control
Mystic
Beastwarden
Dathomiri Witch
Felucian Shaman
Run and Gun
Brigand

once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS

Jedi

Jedi Consular

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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

Jedi
Ace Pilot

Jedi Sentinel
Expert Pilot

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

Force-Using Traditions
Gunslinger
Ace Pilot
Jedi
Ace Pilot
Scout
Force Adept
Elite Trooper
Jedi

Disciple of Twilight
Carbineer
Blockade Runner
Jedi Guardian
Expert Pilot
Reconnaissance
Mystic
Melee Specialist
Jedi Consular

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

Droid
Jedi Knight

Fourth-Degree Droid
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,
one
weapon
orthat
battery
to make
a single
+1d6may
fire designate
dam to any
force
power
affects
a single
targetattack
& 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 (rifles),
normal spot
in taken
Init order
gain 1 follower
with
AP
feat
& WP
can be
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
w/in 6sq
LOS +2
&Def,
damPersuasion
until end ofisnext
or 3.
if dam target allies = Cha mod can
onceall
perallies
encounter
all &
enemies
-2atk
Will
nowturn,
a class
skill
move
halfencounter
spd as free
once per
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
reroll opposed Use Computer checks
if within 3 sq of ally, +1 atk
with Use the Force to make a Deception check to conceal the effects of your Force use
you can use Buried Presence or Vanish on one extra person
1/round with unarmed, hold-out, dagger or vibrodagger reroll attack

Officer
Force-Using Traditions
Force-Using Traditions
Force-Using Traditions
Officer
Soldier
Noble
Soldier
Corporate Agent
Corporate Agent
Independent Droid
Independent Droid
Soldier
Force-Using Traditions
Force-Using Traditions
Infiltrator

Naval Officer
Shapers of Kro Var
Dathomiri Witch
Felucian Shaman
Military Tactics
Squad Leader
Leadership
Mercenary
Corporate Power
Corporate Power
Specialized Droid
Specialized Droid
Trooper
Keetael
Agent of Ossus
Infiltration

+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk
1/encounter 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

Ace Pilot
Outlaw
Noble

Wingman
Outlaw
Lineage

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents available
available to
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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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


1/enc move your speed when you fail an attack, skill, or opposed check

Force Sensitive
Crime Lord

Dark Side
Mastermind

autofire or Burst Fire penalty reduced to -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

Elite Trooper
Noble
Soldier

Weapon Master
Leadership
Commando

1 talent from Leadership tree stacks w/bonuses from others


each follower gains Coordinated Attack feat

Noble
Soldier

Leadership
Squad Leader

1/encounter 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

Corporate Agent
Imperial Knight

Corporate Power
Knight's Armor

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

Jedi
Imperial Knight
Soldier
Enforcer

Lightsaber Combat
Knight's Armor
Brawler
Enforcement

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

Jedi
Soldier
Jedi Knight

Jedi Guardian
Commando
Jedi Refugee

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

Force Adept
Scoundrel
Infiltrator

Imperial Inquisitor
Spacer
Infiltration

if Atk moves ship down CT, target loses: hyperdrive, weapon, or communications
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

Ace Pilot
Force Adept
Noble
Soldier

Gunner
Dark Side Devotee
Superior Skills
Brawler

1/encounter 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

Force Sensitive
Soldier
Charlatan
Scoundrel
Scoundrel
Improviser

Guardian Spirit
Weapon Specialist
Trickery
Misfortune
Yuuzhan Vong Biotech
Improviser

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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"assassin"
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talents available
available to
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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

ally in 12 sq & LOS takes dam or moves down CT 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
When you disarm with a ranged attack, deal half damage

Charlatan
Gunslinger

Trickery
Gunslinger

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
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/encounter UtF if = Fort target d6 dam per class level & you heal half if attack
fails
target
takes
half dam
& you+1heal
amount
you and
allies
within
6 squares
Defthat
until
end of encounter as long as conscious
increase Dark Side Score by one to stop moving down CT
once an encounter activate a force power as a reaction if targeted by dark side power
+1 Atk v. Jedi
reroll any Dark side skill

Jedi
Jedi Knight
Sith Apprentice
Sith Apprentice
Force Sensitive
Force Sensitive
Jedi
Sith Apprentice
Sith Apprentice

Jedi Sentinel
Jedi Shadow
Sith
Sith
Dark Side
Dark Side
Jedi Sentinel
Sith
Sith

damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1)
1/encounter when you spend a Force Point & get a dark side point, treat the FP as if rolled the max
reroll any Dark side skill
1/encounter return one dark side power to suite without Force Point
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
may reroll Use the Force check to sense Dark Side
+2 on one Def against light-side powers
1/encounter with two pistols can move twice your speed & attack with each
Atk against opp denied Dex to Def moves -1 CT
when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn

Jedi
Force-Using Traditions
Sith Apprentice
Force Sensitive
Jedi
Jedi
Force Adept
Gunslinger
Scoundrel
Assassin

Jedi Sentinel
The Krath
Sith
Dark Side
Jedi Sentinel
Jedi Sentinel
Dark Side Devotee
Pistoleer
Misfortune
Genohardan

aim before attacking moves target -1 CT if attack deals damage


Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained

Gunslinger
Force-Using Traditions

Gunslinger
Order of Shasa

1/enc
for&
Dedicated
1. v.
swif
to grant
Evasion
if has
Evasion
dam is 1 die less, 2. move down
target each
in LOS
6 squares,Protector:
Deception
Will,
remove
Dex to&Def
until
next turn
CT 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

Gunslinger
Soldier
Soldier

Gunslinger
Commando
Commando

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 Scoundrel
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

Spacer

1/encounter when you or vehicle is target of an atk, can force opponent to reroll, must take worse result

Hyperspace Explorer

Scout

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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

Force-Using Traditions
Jedi
Jedi Knight
Independent Droid
Soldier
Pathfinder

Believer Disciple
Jedi Guardian
Jedi Battlemaster
Autonomy
Shockboxer
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
negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated
lightsaber,
aware andPersuasion
not flat-footed,
or no
spend level),
a Forcecannot
Point for
an adjacent
once per encounter,
if oppvs.
hasautofire
1/2 hp, =vs.1/2
Will
(+5damage
if opp higher
attack
unless
character.
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/encounter 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

Scout
Jedi
Noble
Soldier
Noble
Elite Trooper
Officer
Sith Apprentice
Soldier
Bounty Hunter

Versatility
Lightsaber Combat
Influence
Commando
Fencing
Critical Master
Military Tactics
Sith Commander
Ambusher
Bounty Hunter

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

Force-Using Traditions
Soldier

Felucian Shaman
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
reroll opposed Use the Force check to conceal presence

Saboteur
Jedi Knight

Sabotage
Jedi Refugee

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
your
mod
allow
1 droid
to move
itswith
spd &
useInt
Acrobatics,
Climb, Jump, Stealth or Swim & can replace its mod with
your
Int
mod
once per encounter if you damage an opp reduce target's thresh by 2 for encounter
1/encounter +4 flank bonus to allies in LOS to melee attacks
can use feint as 2swif against opp you threaten

Scout
Jedi Knight
Noble
Droid Commander
Droid Commander
Soldier
Noble
Melee Duelist

Camouflage
Jedi Archivist
Gambling Leader
Override
Override
Mercenary
Disgrace
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

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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
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/encounter when ally attacked, your Deception check replaces their Def, if fail not used

Force-Using Traditions
Force Sensitive
Officer
Scoundrel
Noble
Force-Using Traditions
Force Sensitive
Gladiator
Charlatan

Zeison Sha Warrior


Alter
Fugitive Commander
Misfortune
Leadership
Zeison Sha Warrior
Guardian Spirit
Gladiatorial Combat
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
1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh
once per encounter when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP
drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down CT, 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)
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

Noble
Outlaw
Sith Apprentice
Force Sensitive
Gunslinger
Soldier
Bounty Hunter
Droid Commander
Force-Using Traditions
Military Engineer
Saboteur

Collaborator
Outlaw
Sith
Dark Side
Sharpshooter
Commando
Bounty Hunter
Droid Commander
Iron Knight
Military Engineer
Sabotage

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
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 CT
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 CT not multiple

Melee Duelist
Melee Duelist
Droid
Scoundrel
Droid

Melee Duelist
Melee Duelist
First-Degree Droid
Fortune
Fifth-Degree Droid

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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 increase
of your next
turn by 1
unarmed
crit range
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

Force-Using Traditions
Scoundrel
Martial Arts Master
Jedi Knight
Noble
Scoundrel
Scoundrel
Bounty Hunter

Shapers of Kro Var


Brigand
Martial Arts Forms
Jedi Investigator
Lineage
Slicer
Slicer
Bounty Hunter

opposed pilot check, opponents in dogfight are -10 to Atk


if in a melee, ranged attacks are -10 not -5
reroll Dark side skills/Use the Force, no longer able to use light side

Ace Pilot
Jedi
Force Adept

Expert Pilot
Jedi Guardian
Dark Side Devotee

allies automatically aid another

Medic

Advanced Medicine

+1 die damage
+1 die damage
when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations

Force-Using Traditions
Force Adept
Noble

Kilian Ranger
Force Item
Collaborator

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

Noble
Pathfinder
Force-Using Traditions
Independent Droid
Vanguard
Soldier

Lineage
Pathfinder
Baran Do Sage
Specialized Droid
Vanguard
Brawler

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
remove debilitating condition affecting you and return to normal, inc. up to top of CT
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.

Jedi
Force Adept
Droid
Force Sensitive
Pathfinder
Ace Pilot
Force Adept
Droid
Scout
Improviser
Noble

Jedi Consular
Beastwarden
Fifth-Degree Droid
Control
Pathfinder
Wingman
Mystic
Third-Degree Droid
Survivor
Procurement
Superior Skills

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

Elite Trooper
Gladiator
Force-Using Traditions

Weapon Master
Gladiatorial Combat
Baran Do Sage

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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available to
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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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

Droid Commander
Shaper
Soldier
Soldier

Droid Commander
Shaper
Brawler
Brawler

+1 Atk
reroll Ride
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

Ace Pilot
Scout
Shaper
Scout
Officer
Jedi
Scout
Elite Trooper

Gunner
Mobile Scout
Shaper
Awareness
Military Tactics
Jedi Guardian
Camouflage
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
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

Elite Trooper
Medic
Scout
Saboteur

Weapon Master
Advanced Medicine
Survivor
Sabotage

+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

Noble
Scout
Scout

Gambling Leader
Unpredictable
Espionage

all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot,
have
& befoe
able
applyLOS
familiar
to to
2ndcommunicate)
target, spend single full-rnd observing if can see both

Elite Trooper
Bounty Hunter

Squad Leader
Bounty Hunter

apply familiar foe to your Fort & Will Def


1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additional time/enc
jury-rig = hp for vehicle = to result of Mechanics check

Bounty Hunter
Ace Pilot
Scoundrel

Bounty Hunter
Gunner
Outlaw Tech

once per day take 20 on Deception check as stan when attempting to deceive
1/encounter if minion down CT 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

Scoundrel
Crime Lord
Soldier
Noble

Smuggling
Infamy
Mercenary
Leadership

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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


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/encounter 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
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

Noble
Force Sensitive
Elite Trooper
Force-Using Traditions
Officer
Master Privateer
Outlaw
Scoundrel
Bounty Hunter
Bounty Hunter

Collaborator
Sense
Weapon Master
Luka Sene
Military Tactics
Piracy
Outlaw
Recklessness
Gand Findsman
Gand Findsman

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
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/encounter, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level)

Soldier
Gunslinger
Scout
Officer
Officer
Force-Using Traditions
Force-Using Traditions
Elite Trooper
Martial Arts Master
Noble

Squad Leader
Pistoleer
Fringer
Naval Officer
Naval Officer
Dathomiri Witch
Shapers of Kro Var
Critical Master
Unarmed Mastery
Influence

1/encounter all allies w/in 12 sq & LOS move +2 CT but are -2 atk & skills for rounds = CL
reroll an attack against opponent with Dark Side score 1+

Sith Apprentice
Force Sensitive

Sith Commander
Light Side

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
for rest of encounter: +1 Atk, +5 competence to skills or +1 Def

Force Adept
Soldier
Soldier
Force-Using Traditions
Scoundrel

Force Item
Trooper
Mercenary
Aing-Tii Monk
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
blocks electronic surveillance until next turn or spending standard action

Bounty Hunter
Force-Using Traditions

Force Hunter
Jensaarai Defender

expands bubble to number of creatures = to character level

Force-Using Traditions

Jensaarai Defender

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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available to
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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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
choose 1 sq w/in 12sq & LOS, treat as origin sq for next ranged energy atk, must have LOS to target

Force-Using Traditions
Force-Using Traditions

Jal Shey
Blazing Chain

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 CT 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

Force-Using Traditions
Force Sensitive
Force-Using Traditions
Force Sensitive

Keetael
Control
Bando Gora Captain
Alter

DC15 Use the Force, regain one Force Power


negates crit, take normal damage
1/encounter activate a Force talent that requires a Force Point without spending one
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
when you spend a Force Point for a melee attack, add the roll to damage
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
on a selected Force power, you may reroll Use the Force checks

Force Sensitive
Jedi Knight
Force Sensitive
Jedi
Force-Using Traditions
Force Adept
Jedi
Force-Using Traditions
Jedi
Force Sensitive
Jedi
Force Sensitive
Force Adept

Control
Duelist
Control
Jedi Sentinel
White Current Adept
Imperial Inquisitor
Jedi Guardian
Keetael
Jedi Consular
Sense
Jedi Consular
Sense
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


can use Force Trance & receive vital transfer & gain additional hp = Cha mod (min 1)
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

Force Sensitive
Force-Using Traditions
Jedi Knight
Force-Using Traditions

Sense
Iron Knight
Jedi Battlemaster
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
Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained

Force Adept
Force Adept

Force Item
Force Adept

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
Use aa Text
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Contains
>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
will
list
list all
all talents
talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

Use the Force replaces Treat Injury, considered trained


the radius to which you can be detected is 10km not 100km
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
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 +to
Cha
mod, must
beand
on foot,
have LOS & be able to communicate)
immune
disease,
poison
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/encounter force all enemies to move 1 sq away from one minion, no Atk of Opp

Jedi Knight
Jedi Knight
Jedi Knight
Jedi
Force Sensitive
Noble
Elite Trooper
Force Adept
Scoundrel
Scout
Noble
Noble
Crime Lord

Jedi Healer
Jedi Refugee
Jedi Watchman
Jedi Guardian
Sense
Anticipation
Squad Leader
Force Adept
Fortune
Advance Patrol
Provocateur
Collaborator
Infamy

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
abletototake
communicate)
allow&1 be
droid
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/encounter 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

Scout
Elite Trooper
Droid Commander
Ace Pilot
Noble

Fringer
Squad Leader
Override
Expert Pilot
Exile

Scoundrel
Soldier
Force Sensitive
Noble
Noble

Fortune
Brute Squad
Sense
Anticipation
Master of Intrigue

one of your followers +2 speed


1/encounter 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

Scout
Assassin
Scout
Scoundrel

Reconnaissance
Assassin
Camouflage
Slicer

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/encounter grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS
reduces range penalties by one range category, ex. short = PB

Soldier
Jedi
Officer
Ace Pilot

Brawler
Jedi Sentinel
Military Tactics
Gunner

+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"

Force Adept
Elite Trooper
Force Adept

Dark Side Devotee


Weapon Master
Force Item

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents that
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are
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to
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specific
class.
(Example:
Text
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"assassin"
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

+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
atk roll
hits,Perception
or 3. singleifmelee
rangedthe
atkhighest
& gainresult
+2 dodge to Ref Def until next turn
all ally's
alliesdam
w/inroll
6 sqifcan
you doortaking
If you spend FP on skill roll and fail regain FP

Force Adept
Elite Trooper
Elite Trooper
Force-Using Traditions
Jedi Knight
Elite Trooper
Jedi Knight
Jedi
Soldier
Officer
Noble

Force Item
Weapon Master
Weapon Master
Order of Shasa
Duelist
Weapon Master
Duelist
Jedi Guardian
Veteran
Fugitive Commander
Skill Challenge

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
improve
Force
power or activate
or secret
whentoyou
dam opp
w/lightsaber,
target istechnique
-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
reduce swif actions to move up CT by 1

Gunslinger
Force Sensitive
Jedi
Elite Trooper
Scout
Jedi
Soldier
Gunslinger
Soldier
Soldier
Martial Arts Master
Force-Using Traditions

Pistoleer
Guardian Spirit
Jedi Guardian
Protection
Hyperspace Explorer
Jedi Consular
Brawler
Pistoleer
Brawler
Commando
Unarmed Mastery
Believer Disciple

once per round, shield ally, any attacks targets you instead
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

Soldier
Gunslinger
Officer
Force-Using Traditions
Jedi Knight
Noble

Commando
Sharpshooter
Fugitive Commander
Iron Knight
Jedi Healer
Anticipation

can double Str bonus to melee & unarmed dam


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

Droid
Force Sensitive
Droid
Scoundrel
Independent Droid

Fifth-Degree Droid
Sense
Third-Degree Droid
Misfortune
Elite Droid

snipe action of Stealth is swif not move

Scout

Hyperspace Explorer

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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search the
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talents that
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to
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(Example:
Text
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

if have concealment v. target, +5 Perception v. target


no penalty to Stealth at normal movement

Scout
Scout

Surveillance
Camouflage

if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif
1/encounter 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

Scoundrel
Scout
Force-Using Traditions

Smuggling
Camouflage
Believer Disciple

1/encounter +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

Elite Trooper
Martial Arts Master
Scoundrel
Force-Using Traditions

Republic Commando
Martial Arts Forms
Recklessness
Felucian Shaman

1/enc move all squad members +1 CT (squad = you & # = or less than cl + Cha mod, must be on foot, have
LOS
be able to attack
communicate)
with a&successful
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 CT after
if benefit from cover you can increase cover by one step

Elite Trooper
Jedi
Scoundrel
Independent Droid
Scout

Squad Leader
Jedi Guardian
Outlaw Tech
Specialized Droid
Camouflage

if looking for hidden enemies, can make one atk v. one enemy you notice
aim before attacking moves -1 CT if attack deals damage
once per encounter, 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/encounter ignore armor or equipment bonuses with melee atk
if damage more than DR, ignore DR
reroll Persuasion when haggling for restricted, military or illegal goods
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
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

Scout
Bounty Hunter
Bounty Hunter
Scoundrel
Scout
Noble
Noble
Elite Trooper
Elite Trooper
Scoundrel
Force Sensitive
Force Sensitive
Force-Using Traditions
Force-Using Traditions
Jedi
Soldier
Jedi Knight
Crime Lord

Surveillance
Bounty Hunter
Bounty Hunter
Spacer
Hyperspace Explorer
Ideologue
Inspiration
Melee Specialist
Master of Teras Kasi
Smuggling
Alter
Alter
Jal Shey
White Current Adept
Jedi Guardian
Weapon Specialist
Jedi Archivist
Mastermind

ally can make a standard or move action, immediately or wasted

Crime Lord

Mastermind

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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search the
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talents that
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are
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to
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class.
(Example:
Text
Filter
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"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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/encounter 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
activate 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

Crime Lord
Vanguard
Corporate Agent
Corporate Agent
Soldier
Ace Pilot
Jedi
Jedi

Mastermind
Vanguard
Corporate Power
Corporate Power
Armor Specialist
Expert Pilot
Jedi Guardian
Jedi Consular

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
reroll Initiative
Jury-Rig as stan not full, do not have to make check to jury-rig & move up +3 steps not +2
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

Sith Apprentice
Force-Using Traditions
Jedi Knight
Scout
Improviser
Jedi Knight
Assassin

Sith
Luka Sene
Jedi Healer
Awareness
Improviser
Duelist
Genohardan

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

Gunslinger
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Jedi Knight
Scoundrel
Scoundrel
Charlatan

Gunslinger
Jedi Watchman
Duelist
Duelist
Jedi Shadow
Jedi Shadow
Misfortune
Misfortune
Trickery

reroll Stealth
if move opponent down CT 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

Scout
Elite Trooper
Soldier
Scout
Soldier

Camouflage
Melee Specialist
Weapon Specialist
Spy
Rocket Jumper

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/encounter all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter
can reroll Deception for a deceptive appearance
once per day, +5 CT, but not persistent conditions, can take multiple

Noble
Improviser
Jedi Knight
Sith Apprentice
Scout
Soldier

Influence
Improviser
Jedi Weapon Master
Sith Commander
Spy
Commando

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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talents that
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to
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Text
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"assassin"
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

immune to all mind-affecting effects 1 minute


1/encounter 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
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
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

Force Sensitive
Force Sensitive
Noble
Force-Using Traditions
Force-Using Traditions
Charlatan
Force Adept
Jedi Knight
Force-Using Traditions
Droid Commander
Noble
Crime Lord
Crime Lord
Crime Lord
Noble
Noble
Crime Lord

Control
Alter
Lineage
Felucian Shaman
Ember of Vahl
Trickery
Imperial Inquisitor
Jedi Archivist
Agent of Ossus
Droid Commander
Inspiration
Infamy
Infamy
Infamy
Inspiration
Loyal Protector
Mastermind

ally's attack moves target 1 more down CT


Use the Force replaces Use Computer for astrogation
once per encounter 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

Noble
Force Sensitive
Noble
Force Adept

Inspiration
Sense
Ideologue
Force Adept

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

Enforcer
Droid
Scout

Enforcement
First-Degree Droid
Spy

1/encounter, 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/encounter, 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
once per encounter, 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

Noble
Vanguard
Master Privateer
Independent Droid
Saboteur
Officer
Officer
Jedi Knight
Jedi Knight
Bounty Hunter
Jedi Knight

Influence
Vanguard
Privateer
Autonomy
Turret
Military Tactics
Naval Officer
Lightsaber Forms
Jedi Battlemaster
Bounty Hunter
Jedi Refugee

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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talents available
available to
to the
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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

+2 speed if you end move adjacent to target


activate as free, no Pilot check to land
once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw
armor does not reduce speed or distance moved

Jedi Knight
Soldier
Soldier
Soldier

Jedi Investigator
Rocket Jumper
Rocket Jumper
Armor Specialist

when fighting defensively, may negate one more attack per round with Vehicular Combat
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
once per encounter, 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
once per encounter, vehicle avoids moving down CT
if you jury-rig vehicle moves -2 CT at end not -5
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

Ace Pilot
Scout
Independent Droid
Droid
Improviser
Jedi Knight
Scout
Soldier
Ace Pilot
Scout
Soldier
Gunslinger

Expert Pilot
Fringer
Autonomy
Fourth-Degree Droid
Procurement
Lightsaber Forms
Awareness
Ambusher
Expert Pilot
Fringer
Commando
Gunslinger

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

Master Privateer
Soldier

Piracy
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
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

Imperial Knight
Elite Trooper
Gunslinger

Knight's Resolve
Critical Master
Gunslinger

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

Jedi
Noble
Force-Using Traditions
Infiltrator
Infiltrator
Infiltrator

Jedi Consular
Ideologue
Baran Do Sage
Bothan Spynet
Bothan Spynet
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)
DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk

Noble
Droid

Ideologue
First-Degree Droid

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
Use aa Text
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Filter in
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search the
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talents that
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to
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class.
(Example:
Text
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"assassin"
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

reduce penalty for large illusions by one half (min -1)


once per encounter treat damage from a Sith alchemical weapon as if you rolled max on Force Point

Force-Using Traditions
Force-Using Traditions

The Krath
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
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/encounter 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
once per encounter 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

Martial Arts Master


Martial Arts Master

Martial Arts Forms


Martial Arts Forms

Scoundrel
Pathfinder
Noble
Officer
Noble
Noble
Noble

Fortune
Pathfinder
Ideologue
Military Tactics
Gambling Leader
Fencing
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
capital
Def
your
HL+1/2armor
(round
down)
if higher
one allyship's
w/in Ref
12 sq
& as
LOS
that
is grabbed etc
& release
them
& can move half spd as reac w/no AoO

Officer
Force-Using Traditions

Naval Officer
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
+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

Elite Trooper
Jedi
Bounty Hunter

Protection
Lightsaber Combat
Force Hunter

1/encounter 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 CT & 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

Jedi Knight
Jedi Knight
Jedi
Gunslinger
Force Sensitive
Force-Using Traditions

Duelist
Jedi Artisan
Lightsaber Combat
Gunslinger
Alter
Jensaarai Defender

proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x
Str
bonus
1) & addopp
Strthat
bonus
to dam
when
you (min
hit a moving
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

Droid
Gladiator
Force Adept
Scout
Ace Pilot

Fifth-Degree Droid
Gladiatorial Combat
Force Adept
Fringer
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

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
Use aa Text
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in the
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search the
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talents that
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are
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to
a
specific
class.
(Example:
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available to a specific class. (Example: Text Filter > Contains > "assassin" will
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

once a day, reroll Atk roll


once an encounter can negate damage a single attack that would normally reduce you to 0 hp
1/encounter 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
avoidRecover
hazard),indoes
notnot
provoke
Atk of Opp
1/turn grant
all droid
allies
in LOS
to take
2 swif
3
lightsaber defense bonus increase by 2 (max of 5)
1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp

Scoundrel
Scoundrel
Force-Using Traditions
Scoundrel
Droid Commander
Jedi Knight
Scoundrel

Fortune
Fortune
Luka Sene
Recklessness
Droid Commander
Lightsaber Forms
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


if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL &
moves
down CT,
poison attacks
it misses
or cured
if ally within
6sq reduced
to 0 hp,until
move
up to speed
toward ally without Atk of Opp
once per encounter on your turn you move your speed as free before any other action
once per encounter with more than one atk you can add one die for each successful hit
once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter
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

Soldier
Scoundrel
Soldier
Elite Trooper
Elite Trooper
Elite Trooper
Force Sensitive

Brawler
Malkite Poisoner
Brawler
Mandalorian Warrior
Mandalorian Warrior
Mandalorian Warrior
Guardian Spirit

Assassin
Force-Using Traditions

Genohardan
Aing-Tii Monk

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

Vanguard
Force-Using Traditions
Force-Using Traditions
Force Sensitive
Jedi Knight
Ace Pilot

Vanguard
Warden of the Sky
Iron Knight
Alter
Jedi Archivist
Expert Pilot

w/successful persuasion check make 2nd Persuasion of any type


1/enc each: 1. ally w/in 5 sq & LOS +5 CT & +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

Crime Lord

Infamy

Noble

Master of Intrigue

when you temporarily mend biotech using Treat Injury moves +4 CT and only -3 down at end
target moves -2 CT
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+
reroll Use Computer checks to improve access to computers
ally can reroll any atk or check made on an action granted by you
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

Shaper
Jedi
Melee Duelist
Jedi
Scoundrel
Crime Lord
Jedi Knight
Vanguard

Shaper
Jedi Consular
Melee Duelist
Jedi Sentinel
Slicer
Mastermind
Jedi Artisan
Vanguard

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents that
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are
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to
a
specific
class.
(Example:
Text
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>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
will
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list all
all talents
talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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


with a medpac for first aid, gain 2 hp for every point over DC instead of 1

Droid
Droid

First-Degree 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


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 CT
+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
can move
speed after
Whirlwind
Attack
reac
& take
no atk
opp &when
gain you
favorable
circumstances
to 1st atk
v. that enemy
do not
-5 of
penalty
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
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

Soldier
Soldier
Soldier
Soldier
Force Adept
Saboteur
Noble
Jedi Knight
Gunslinger
Jedi
Scout
Force-Using Traditions
Independent Droid
Scoundrel
Force Sensitive
Force Sensitive
Master Privateer

Brawler
Mercenary
Mercenary
Mercenary
Telepath
Sabotage
Disgrace
Jedi Battlemaster
Gunslinger
Jedi Guardian
Advance Patrol
Seyugi Dervish
Autonomy
Malkite Poisoner
Sense
Alter
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

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents that
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are
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to
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class.
(Example:
Text
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>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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 CT 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
Force-related
talent
or feat,
4. roll
+1 diekit
w/Force
checksubstitutes
& select highest die rolled
can of
make
Treat Injury
checks
without
medical
with natural
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

Assassin
Assassin
Force Adept
Force Adept
Medic
Force-Using Traditions
Jedi Knight
Soldier
Scoundrel

Assassin
Assassin
Mystic
Force Adept
Advanced Medicine
Blazing Chain
Lightsaber Forms
Shockboxer
Run and Gun

can use Cha mod to replace Str mod with light melee or a lightsaber
if recruited enemy is 0 hp or bottom of CT, you & all allies in LOS gain hp = 10 + your cl
with a stun weapon +1 Atk & +1 die dam
reroll Persuasion to Intimidate
reroll Persuasion checks to intimidate
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

Noble
Officer
Enforcer
Bounty Hunter
Crime Lord
Bounty Hunter
Bounty Hunter
Droid
Scoundrel
Scoundrel
Imperial Knight
Pathfinder

Fencing
Rebel Recruiter
Enforcement
Bounty Hunter
Infamy
Bounty Hunter
Bounty Hunter
Third-Degree Droid
Malkite Poisoner
Outsider
Knight's Resolve
Pathfinder

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

Droid
Gunslinger
Bounty Hunter
Droid

Third-Degree Droid
Carbineer
Gand Findsman
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

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents that
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are
available
to
a
specific
class.
(Example:
Text
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>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
will
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all talents
talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

can obtain modified items without increasing base value


1/encounter forgo extra move to add +5 to one Def until end of your next turn
1/encounter 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
once per encounter 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

Improviser
Outlaw
Scoundrel
Gunslinger
Elite Trooper
Soldier
Melee Duelist
Officer
Ace Pilot

Procurement
Outlaw
Run and Gun
Carbineer
Protection
Commando
Melee Duelist
Military Tactics
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 CT
if fail Persuasion to change attitude, attitude does not change & can attempt to change attitude one additional
time
per
encon next atk in same turn, weapon loses 1 die dam until full round passes
+1 die
dam

Scoundrel

Outsider

Scoundrel
Ace Pilot

Outsider
Gunner

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

Droid Commander
Force-Using Traditions
Soldier
Soldier
Jedi Knight
Force Adept
Jedi

Droid Commander
Keetael
Weapon Specialist
Ambusher
Jedi Artisan
Telepath
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
if you provide soft cover to an ally within 3 sq it is improved cover
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 etc have concealment
from
3. target's
spdaiming
-2 untiltarget's
end next
whentarget,
you deal
dam after
spdturn
reduced 2 sq & cannot take double move or run

Scoundrel
Soldier
Force-Using Traditions
Force-Using Traditions
Soldier
Scout

Outlaw Tech
Trooper
Disciple of Twilight
Matukai Adept
Brawler
Master Scout

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
24
hours
Jump
+4 as
sq full-round
or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 CT
Independent Droid

Baran Do Sage
Specialized Droid

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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talents that
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are
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to
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specific
class.
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"assassin"
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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
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 CT after
once per encounter, 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)

Force Sensitive
Droid
Independent Droid
Noble
Imperial Knight
Imperial Knight
Jedi
Jedi

Dark Side
Fifth-Degree Droid
Specialized Droid
Lineage
Knight's Resolve
Knight's Resolve
Lightsaber Combat
Lightsaber Combat

when you aim +5 difficulty to have your attack Deflected


1/encounter adjacent ally gains +1 atk
at
endyou
of encounter
target moves
CTregardless
& needs rest
or surgery
when
aim gain benefit
of PB -3
shot
of range

Bounty Hunter
Shaper
Gunslinger

Force Hunter
Implant
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
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/encounter 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,
awareLOS
and who
not flat-footed,
FP ignore
for adjacent
character
1/turn one vehicle
in your
can hear you,
difficult
terrain & +5 Pilot to avoid hazards
once per encounter Use the Force v. Will Def, move target down CT & 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

Force-Using Traditions
Military Engineer
Jedi Knight
Noble
Master Privateer
Outlaw
Jedi
Force Adept
Military Engineer
Force-Using Traditions
Noble
Force-Using Traditions
Noble
Droid
Scout

Baran Do Sage
Military Engineer
Jedi Investigator
Influence
Privateer
Outlaw
Jedi Sentinel
Force Item
Military Engineer
Order of Shasa
Collaborator
Korunnai Adept
Loyal Protector
Third-Degree Droid
Espionage

Will Def bonus = your class level


when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1)

Force Adept
Force Adept

Telepath
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.
if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5
1/encounter as reac, follower can attack opponent if you're damaged by an attack or Force power

Assassin
Ace Pilot
Noble

Genohardan
Blockade Runner
Loyal Protector

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
Use aa Text
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Filter in
in the
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column to
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search the
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list for
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talents that
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are
available
to
a
specific
class.
(Example:
Text
Filter
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>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
will
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list all
all talents
talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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
not restricted
to a straight line when running & can reroll Endurance

Martial Arts Master


Enforcer

Unarmed Mastery
Enforcement

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
once per encounter jury-rig an object not disabled
spend 1 min removing an accessory & adding another on a lightsaber you built

Droid
Bounty Hunter
Scoundrel
Jedi Knight

Second-Degree Droid
Bounty Hunter
Outlaw Tech
Jedi Artisan

when you create a field-created weapon, add one modification at the time of creation
1/encounter 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/encounter Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc
once per encounter, 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

Military Engineer
Scout
Scoundrel

Military Engineer
Versatility
Brigand

Soldier
Ace Pilot
Force-Using Traditions
Scout
Master Privateer
Master Privateer
Noble
Gunslinger

Warrior
Gunner
Luka Sene
Master Scout
Piracy
Piracy
Leadership
Gunslinger

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/encounter lose bonus as free for +5 on single damage roll
retrieve energy cell/power pack and load weapon with single swif
once per encounter, 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

Gunslinger
Noble
Sith Apprentice
Elite Trooper
Noble
Scout

Gunslinger
Exile
Sith Alchemy
Republic Commando
Leadership
Espionage

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

Force-Using Traditions
Scout
Jedi

Ember of Vahl
Versatility
Jedi Sentinel

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

Force-Using Traditions
Jedi Knight
Jedi
Force-Using Traditions

Warden of the Sky


Jedi Shadow
Jedi Consular
Zeison Sha Warrior

add Wis mod to dam after a successful charge

Soldier

Veteran

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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search the
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talents that
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are
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specific
class.
(Example:
Text
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talents available
available to
to the
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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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

Scout
Scout

Reconnaissance
Reconnaissance

1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 CT & target
becomes
ally & friendly,
if target
is higher
level they
get +5 Will
Def damage and apply your level bonus to it
once
per round,
not autofire
or other
projectiles;
roll normal
weapon
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

Officer
Jedi
Elite Trooper
Elite Trooper
Force Adept

Rebel Recruiter
Lightsaber Combat
Critical Master
Critical Master
Mystic

once per encounter, move every ship in your squadron +1 CT


when you use an ability to grant a morale or insight bonus, increase by 1
avoid moving down CT from designated opponent

Ace Pilot
Droid Commander
Bounty Hunter

Squadron Leader
Droid Commander
Bounty Hunter

may roll twice for Pilot check to initiate dogfight


Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher

Ace Pilot
Noble

Expert Pilot
Superior Skills

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
once per encounter, can regain all expended uses of farseeing power

Pathfinder
Droid Commander
Jedi

Pathfinder
Override
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


when targeted by dark side power you can give penalty to their UtF = Dark Side score

Military Engineer
Force-Using Traditions

Military Engineer
Tyia Adept

+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
move +2 CT
1/encounter adjacent ally gains +5 to thresh
at
end would
of encounter
target CT,
moves
-3 CT
& needs
or surgery
if you
move down
spend
Force
Point rest
to negate
movement
+5 Force bonus to all Def scores against Dark Side skills from dark force-user
When
you move
down attitude
CT fromofdam
exceeding character
thresh, next
atk before
endnoofcheck
next turn
moves target -1 CT if
automatically
improve
an indifferent
to friendly
with
required
takes dam

Scout
Jedi
Shaper
Force-Using Traditions
Jedi
Enforcer
Noble

Awareness
Jedi Guardian
Implant
Bando Gora Captain
Jedi Sentinel
Enforcement
Master of Intrigue

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

Soldier
Gunslinger

Shockboxer
Gunslinger

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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to
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specific
class.
(Example:
Text
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available to a specific class. (Example: Text Filter > Contains > "assassin" will
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

if enemy in LOS moves ally down CT, gain +2 Atk v. that enemy
DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth

Scoundrel
Bounty Hunter

Opportunist
Bounty Hunter

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)

Force-Using Traditions
Force Sensitive
Soldier

Disciple of Twilight
Dark Side
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
+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force)
once an encounter make a lightsaber attack v. opponent you Block (not v. area attacks)
1/rnd as reac to ally taking dam or down CT +1 atk next atk (up to max +5)
1/rnd as reac to ally taking dam or down CT UtF v. Will Def to move target -1 CT if enemy moved to bottom
of
CT not
unconscious
must
flee
1 min
until
moves
1/turn
if you're
damagedbut
from
Atk
of for
Opp,
make
a single
atkupv.CT
a target

Gunslinger
Improviser
Jedi
Force-Using Traditions
Force-Using Traditions
Scoundrel

Carbineer
Procurement
Lightsaber Combat
Blazing Chain
Blazing Chain
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
can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat
1/encounter if you drop a foe to 0 hp or to bottom of CT take a bonus stan action
when you deal damage over thresh, +2 dam v. that target rest of encounter

Elite Trooper
Ace Pilot
Assassin
Soldier

Protection
Wingman
Assassin
Mercenary

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

Bounty Hunter
Military Engineer
Pathfinder
Pathfinder
Master Privateer

Bounty Hunter
Military Engineer
Pathfinder
Pathfinder
Piracy

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
Comp
locks for
other
autoless;
but apply
they can
retry; as a Spirit
reac keep
hostile
from tracing
1/enc:
useUse
a feat
or talent
atkuser
as 1out
action
Independent
bonus
a 2ndcomputer
time; in combat
add 1/2
your
location
cl tosquad
any
skill
that requires
stan action
lessturn
but(squad
you must
be trained
all
members
+2 Perception
untilor
next
= you
& # = or less than cl + Cha mod, must be on
foot, have LOS & be able to communicate)

Jedi Knight
Droid
Droid
Independent Droid
Elite Trooper

Jedi Archivist
First-Degree Droid
Second-Degree Droid
Elite Droid
Squad Leader

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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are
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to
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specific
class.
(Example:
Text
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"assassin"
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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
1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of uses
=
Dex
bonussecurity
but only
once aaround)
can
disable
without
security kit, something goes wrong if you fail by 10 not 5
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/encounter seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal
1/turn when enemy to 0 hp or down CT, 1 ally in LOS to take 2nd Wind as free & add hp = CL
1/round when an ally dam an opponent you can take a swif action as a reac
1/enc use 1 talent from Inspiration tree on yourself

Soldier
Scout
Scoundrel
Scoundrel
Scout
Soldier
Scoundrel
Noble
Outlaw
Noble

Armor Specialist
Unpredictable
Slicer
Misfortune
Surveillance
Veteran
Misfortune
Provocateur
Outlaw
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
if have concealment v. target, can spend FP for +2 atk v. that target
if stun dam over thresh target -3 CT not -2
if dam over current hp & threshold, then deal half dam, move down CT 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 onlyvision,
take swif
next
turn,ororuntil
if you
conceal +2
Atk or +5comes
with total
gain low-light
lasts
5 min
endhave
of encounter
whichever
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
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
Jedi
Infiltrator
Jedi Knight
Force-Using Traditions
Force-Using Traditions
Scout
Force-Using Traditions
Saboteur
Jedi Knight
Jedi Knight
Jedi Knight

Jedi Sentinel
Jedi Sentinel
Infiltration
Duelist
Seyugi Dervish
Disciple of Twilight
Camouflage
Disciple of Twilight
Sabotage
Jedi Instructor
Jedi Instructor
Jedi Instructor

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
once per encounter spend swif to regain 10 SR to max on an active personal shield

Crime Lord
Vanguard
Crime Lord
Jedi Knight
Soldier

Infamy
Vanguard
Mastermind
Jedi Watchman
Armor Specialist

1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed

Force-Using Traditions

Kilian Ranger

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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talents that
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(Example:
Text
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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


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
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

Jedi Knight
Assassin
Officer
Officer
Officer
Force Sensitive
Jedi Knight

Lightsaber Forms
Assassin
Military Tactics
Military Tactics
Military Tactics
Sense
Lightsaber Forms

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

Gunslinger
Jedi
Jedi Knight
Jedi Knight
Elite Trooper
Ace Pilot

Carbineer
Lightsaber Combat
Duelist
Jedi Weapon Master
Republic Commando
Expert Pilot

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 CT, you get Dark Side point
reduce cost of diagonal move to 1 if in light or no armor

Force-Using Traditions
Force-Using Traditions
Scout

Kilian Ranger
Felucian Shaman
Fringer

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
if unaware target damaged, opp cannot speak or make other noises until end of your next turn
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

Bounty Hunter
Scout
Infiltrator
Force-Using Traditions
Soldier
Force-Using Traditions
Melee Duelist
Melee Duelist

Bounty Hunter
Hyperspace Explorer
Infiltration
Iron Knight
Warrior
Warden of the Sky
Melee Duelist
Melee Duelist

Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use
Create Sith Amulet,
Weapon Sith
- imbue
weapon
Sith alchemical
weapon
Armor,
Sith with
Talisman,
or Sith Weapon,
seetemplate
J21-22 (K79)

Sith Apprentice
Sith Apprentice

Sith
Sith Alchemy

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

Sith Apprentice
Force-Using Traditions

Sith Alchemy
Believer Disciple

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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talents that
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to
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class.
(Example:
Text
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>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
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talents available
available to
to the
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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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
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

Scout
Noble
Noble

Espionage
Superior Skills
Superior Skills

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

Independent Droid
Jedi
Saboteur
Shaper
Noble

Specialized Droid
Jedi Consular
Sabotage
Shaper
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
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
once per encounter designate an opp you just damaged cannot make attacks of opp until next turn

Jedi Knight
Scoundrel
Scout
Scoundrel

Jedi Battlemaster
Opportunist
Camouflage
Run and Gun

target's spd -2 until move to normal on CT 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 CT 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
+
atk bonus)
doweapon's
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

Gunslinger

Gunslinger

Enforcer
Scoundrel

Enforcement
Brigand

Crime Lord
Ace Pilot
Gunslinger
Scoundrel

Infamy
Blockade Runner
Carbineer
Misfortune

ranged attack not at point blank range add half class level to damage
1/encounter 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 CT
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 CT not heal, you move -1 CT

Assassin
Assassin
Assassin
Independent Droid
Force-Using Traditions
Vanguard
Jedi Knight
Jedi Knight

Assassin
Assassin
Assassin
Autonomy
Matukai Adept
Vanguard
Lightsaber Forms
Jedi Healer

shift unfriendly beast to indifferent automatically

Force Adept

Beastwarden

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
Use aa Text
Text Filter
Filter in
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column to
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talents that
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are
available
to
a
specific
class.
(Example:
Text
Filter
>
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>
"assassin"
available to a specific class. (Example: Text Filter > Contains > "assassin" will
will
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list all
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talents available
available to
to the
the Assassin
Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

reroll Use the Force for Block or Deflect


1/encounter 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
Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied
1/encounter adjacent ally gains +2 spd
at
of encounter
target
moves -3 Climbing
CT & needs
rest or surgery
noend
penalty
when using
Accelerated
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

Jedi Knight
Scoundrel
Scoundrel
Force-Using Traditions
Shaper
Scout
Noble
Scout

Lightsaber Forms
Misfortune
Spacer
Aing-Tii Monk
Implant
Master Scout
Lineage
Surveillance

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
once per encounter, grant benefits of a talent to every ship in your squadron until end of enc.
once per encounter, grant a maneuver you use to every ship in your squadron next round

Soldier
Scout
Infiltrator
Soldier
Soldier
Soldier
Ace Pilot
Ace Pilot

Ambusher
Survivor
Bothan Spynet
Squad Leader
Brute Squad
Brute Squad
Squadron Leader
Squadron Leader

an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest
+1 Atk aboard starship including personal weapons
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
remove
1 mind-affecting
or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level
recruited enemy can immediately use second wind as a reac

Officer
Scoundrel
Martial Arts Master
Officer
Officer

Fugitive Commander
Spacer
Martial Arts Forms
Fugitive Commander
Rebel Recruiter

reroll Treat Injury

Medic

Advanced Medicine

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

Officer
Bounty Hunter

Fugitive Commander
Force Hunter

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/encounter adjacent ally gains +1 die dam
at end of encounter target moves -3 CT & needs rest or surgery

Jedi
Scoundrel
Soldier
Force-Using Traditions
Soldier
Soldier
Noble
Sith Apprentice
Shaper

Jedi Sentinel
Spacer
Trooper
Tyia Adept
Weapon Specialist
Shockboxer
Provocateur
Sith
Implant

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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
once per encounter after you dam opp you can move your speed
when you grab an 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/encounter, 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

Imperial Knight
Scoundrel
Soldier
Bounty Hunter
Saboteur
Soldier

Knight's Resolve
Run and Gun
Brawler
Force Hunter
Turret
Shockboxer

with damage in a melee attack, move -1 CT 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
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
trained
in if have
Skillthey
Focus
add
swif grant
1 swif
thatUtF
it can
immediately use as a free
mindare
trick
to convince
target
can't
use+5;
theasForce,
Int 3 ally
& w/in
12sq,
v. UtF

Soldier
Scoundrel
Soldier
Force-Using Traditions
Scoundrel
Noble
Droid
Force Sensitive

Brawler
Misfortune
Brawler
Seyugi Dervish
Misfortune
Anticipation
Third-Degree Droid
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
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

Force Sensitive
Scoundrel
Scoundrel
Scout
Force-Using Traditions
Scout

Light Side
Smuggling
Yuuzhan Vong Biotech
Master Scout
White Current Adept
Spy

1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex
bonus
only
oncea areaction
round) after failing Deception or Stealth
make abut
swif
action
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/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
+1 Force bonus to attacks with simple weapons
once per encounter, treat attack with ally on with same target together vs. SR, DR & Threshold
move vehicle additional step down CT

Scout
Independent Droid
Force Sensitive
Gunslinger
Scout

Unpredictable
Autonomy
Dark Side
Gunslinger
Fringer

Force-Using Traditions
Ace Pilot
Ace Pilot

Ember of Vahl
Gunner
Gunner

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
class)

BENEFIT

CLASS

TREE

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

Officer
Noble

Military Tactics
Leadership

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 CT
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, once per encounter 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/encounter 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
once per encounter, return Force disarm, slam, thrust, or Move Object without Force Point
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

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 Sensitive
Force Sensitive
Bounty Hunter
Force Sensitive
Force Sensitive
Force-Using Traditions
Force-Using Traditions
Force-Using Traditions
Force Sensitive
Force Adept

Mastermind
Mastermind
Martial Arts Forms
Bounty Hunter
Jedi Shadow
Protection
Piracy
Enforcement
Third-Degree Droid
Outlaw
Fourth-Degree Droid
Fourth-Degree Droid
Gand Findsman
Fourth-Degree Droid
Fifth-Degree Droid
Rebel Recruiter
Military Engineer
Alter
Alter
Force Hunter
Alter
Control
Warden of the Sky
Warden of the Sky
Zeison Sha Warrior
Alter
Telepath

link within 1km can communicate as if speaking, 1/encounter 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/encounter 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

Force Sensitive
Force-Using Traditions
Bounty Hunter
Elite Trooper
Elite Trooper
Scout
Crime Lord

Alter
Seyugi Dervish
Gand Findsman
Master of Teras Kasi
Master of Teras Kasi
Mobile Scout
Infamy

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

when you catch a Second Wind move +2 CT


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

Soldier
Force Sensitive
Scoundrel
Jedi Knight
Force-Using Traditions
Scout
Soldier
Scoundrel
Scout

Veteran
Control
Opportunist
Duelist
Shapers of Kro Var
Camouflage
Commando
Slicer
Spy

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

Scout
Jedi Knight

Advance Patrol
Lightsaber Forms

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

Force Sensitive
Jedi Knight
Noble
Charlatan

Dark Side
Jedi Instructor
Fencing
Trickery

DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on CT

Droid

First-Degree Droid

1/encounter 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 1 ally extra action next turn
When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better

Vanguard
Scoundrel
Gunslinger
Scout

Vanguard
Recklessness
Gunslinger
Master Scout

Noble
Noble
Noble

Provocateur
Leadership
Skill Challenge

1/enc after first round Knowledge (tactics) v. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init
at
startself-destructs
of next round,
in LOS
choose
to reroll
turret
at allies
0hp with
2sq can
radius
dealing
its normal dam, you can disable if adjacent as reac
with two pistols, +2 dam if using Rapid Shot

Officer
Saboteur
Gunslinger

Military Tactics
Turret
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
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
throw 2 weapons at same enemy or target sq w/one hand, separate atks -10 & weapons must be similar, range = Elite Trooper
8sq

Jedi Weapon Master


Disgrace
Weapon Master

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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

Force-Using Traditions
Independent Droid
Elite Trooper
Elite Trooper
Soldier
Scout
Officer

Tyia Adept
Elite Droid
Master of Teras Kasi
Master of Teras Kasi
Brawler
Versatility
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


1/encounter a roll 16 or higher is considered a natural 20
spend a Force Point to automatically negate a mind-affecting Force power or talent
Treat Injury DC increases by 5
followers gain Toughness feat
1/encounter reroll damage of one attack

Outlaw
Scoundrel
Jedi Knight
Scoundrel
Noble
Scoundrel

Outlaw
Fortune
Jedi Investigator
Malkite Poisoner
Loyal Protector
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
allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes

Crime Lord
Jedi

Infamy
Jedi Sentinel

Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter
once per encounter an attack that would knock you down the CT is reduced by 1 step

Force Adept
Gladiator

Imperial Inquisitor
Gladiatorial Combat

1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def
1/encounter 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 CT & 1 hp for every point over DC
treat your ship as two size categories smaller when attempting Stealth checks

Noble
Crime Lord
Jedi Knight
Force-Using Traditions
Force-Using Traditions
Force-Using Traditions
Ace Pilot
Droid
Scout

Leadership
Mastermind
Lightsaber Forms
Ember of Vahl
Ember of Vahl
Agent of Ossus
Expert Pilot
Second-Degree Droid
Hyperspace Explorer

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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 CT, 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

Military Engineer
Ace Pilot
Scoundrel
Scoundrel
Force-Using Traditions
Jedi Knight
Scoundrel
Scoundrel
Jedi

Military Engineer
Expert Pilot
Yuuzhan Vong Biotech
Malkite Poisoner
Bando Gora Captain
Jedi Watchman
Opportunist
Slicer
Jedi Consular

you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you Jedi
-5 Use the Force until beginning of your next turn

Jedi Consular

See into past or future with farseeing, max one year per your level
1/encounter 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

Force Sensitive
Force Sensitive
Scoundrel
Force-Using Traditions
Force-Using Traditions
Force-Using Traditions
Elite Trooper
Soldier

Sense
Guardian Spirit
Misfortune
Matukai Adept
Matukai Adept
Matukai Adept
Protection
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
if you are adjacent to an ally you can't be flanked
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
once per encounter 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

Ace Pilot
Soldier
Jedi
Scout
Jedi Knight
Force-Using Traditions
Scout
Noble

Blockade Runner
Trooper
Jedi Consular
Advance Patrol
Jedi Watchman
Order of Shasa
Awareness
Influence

if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down CT
every level, get credits class level x5000

Scoundrel
Noble

Misfortune
Lineage

FP?:
FP?: xx =
= must
must spend
spend force
force point,*
point,* =
= may
may spend
spend
MtR:
Must
take
Reroll
MtR: Must take Reroll

Use
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Assassin Prestige
Prestige class)
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BENEFIT

CLASS

TREE

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

Crime Lord
Elite Trooper
Soldier
Force-Using Traditions

Mastermind
Republic Commando
Weapon Specialist
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 CT


any target adjacent takes dam = Str bonus with melee weapon

Droid
Elite Trooper

Fourth-Degree Droid
Melee Specialist

Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force
Crit with a lightsaber, move target -2 CT
1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours
once per encounter negate the effect of a single attack or skill check v. Will Def
once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS, not self
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

Force-Using Traditions
Sith Apprentice
Force Adept
Corporate Agent
Noble
Force-Using Traditions
Ace Pilot
Ace Pilot
Force Sensitive
Corporate Agent
Martial Arts Master

White Current Adept


Sith
Beastwarden
Corporate Power
Inspiration
Shapers of Kro Var
Expert Pilot
Wingman
Dark Side
Corporate Power
Martial Arts Forms

any ally who uses second wind in your Safe Zone gains additional hp = your cl

Pathfinder

Pathfinder

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Elite Trooper
Jedi
Force Disciple, J
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Scout
Droid
Jedi
Force Disciple, J

Shaper
Scout
Noble
Scoundrel
Assassin
Melee Duelist
Jedi
Sith Apprentice
Jedi
Scout
Force Disciple, J
Force Disciple, J

Force Disciple, J

Infiltrator
Elite Trooper
Charlatan, Noble
Soldier
Noble
Jedi Knight
Imperial Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Imperial Knight

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, J

Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master

Force Disciple, J

Soldier, Weapon Speciali

Droid Commander
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Charlatan, Gunslinger
Assa

Noble
Force Disciple, J

Outlaw, Scout
Elite Trooper, Officer, S

Jedi
Scout
Medic, Shaper
Soldier
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Assa

Ace Pilot
Force Disciple, J

Droid Commander, Nobl


Charlatan, Gunslinger

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, J

Crime Lord
Crime Lord
Crime Lord
Elite Trooper
Droid Commander, Nobl

Officer

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Scoundrel
Force Adept
Corporate Agent, Droid Commander, Noble, Officer

Infiltrator
Military Engineer
Military Engineer
Independent Droid
Medic, Shaper
Gladiator
Force Disciple, J

Scoundrel
Gunslinger
Pathfinder
Force Disciple, J

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, J
Force Disciple, J

Scoundrel
Scoundrel
Jedi

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Jedi
Ace Pilot
Force Disciple, J

Gunslinger
Ace Pilot
Jedi
Ace Pilot
Scout
Force Adept
Elite Trooper
Jedi
Droid
Jedi Knight
Soldier
Officer
Force Disciple, J
Force Disciple, J
Force Disciple, J

Officer
Elite Trooper
Corporate Agent, Droid Commander, Noble, Officer

Soldier
Corporate Agent
Corporate Agent
Specialized Droid
Specialized Droid
Soldier
Force Disciple, J
Force Disciple, J

Infiltrator
Ace Pilot
Outlaw
Corporate Agent, Noble

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, S


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, S

Jedi Knight
Force Adept
Ace Pilot, Master

Infiltrator
Ace Pilot
Force Adept
Noble
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Soldier, Weapon Speciali

Charlatan
Assa

Scoundrel
Improviser

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J

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, J

Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Jedi
Force Adept
Gunslinger
Assa

Assassin
Gunslinger
Force Disciple, J

Gunslinger
Elite Trooper, Officer, S
Elite Trooper, Officer, S
Ace Pilot, Master

Scout

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J

Jedi
Jedi Knight
Independent Droid
Soldier
Pathfinder
Elite Trooper, Officer, S

Scout
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Crime Lord, Noble


Elite Trooper, Officer, S

Noble
Elite Trooper
Officer
Sith Apprentice
Soldier
Bounty Hunter
Force Disciple, J

Soldier, Weapon Speciali

Soldier
Saboteur
Jedi Knight
Elite Trooper, Infiltrat

Jedi Knight
Noble
Droid Commander
Droid Commander
Soldier
Charlatan, Noble
Melee Duelist
Soldier
Soldier, Weapon Speciali

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Officer
Assa
Corporate Agent, Droid Commander, Noble, Officer

Force Disciple, J
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, S

Bounty Hunter
Droid Commander
Force Disciple, J

Military Engineer
Saboteur
Droid Commander
Droid
Melee Duelist
Melee Duelist
Droid
Charlatan, Gunslinger

Droid

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J

Scoundrel
Martial Arts Master
Jedi Knight
Corporate Agent, Noble
Improviser
Improviser
Bounty Hunter
Ace Pilot
Jedi
Force Adept
Medic, Shaper
Force Disciple, J

Force Adept
Noble
Corporate Agent, Noble
Pathfinder
Force Disciple, J

Specialized Droid
Vanguard
Soldier
Jedi
Force Adept
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Pathfinder
Ace Pilot
Force Adept
Droid
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard

Improviser
Noble
Elite Trooper
Gladiator
Force Disciple, J

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Droid Commander
Shaper
Soldier
Soldier
Ace Pilot
Scout
Shaper
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Officer
Jedi
Elite Trooper, Infiltrat

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
Ace Pilot
Improviser, M

Scoundrel
Crime Lord, Master Priv

Soldier
Corporate Agent, Droid Commander, Noble, Officer

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Bounty Hunter
Noble
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Elite Trooper
Force Disciple, J

Officer
Master Privateer
Outlaw
Scoundrel
Bounty Hunter
Bounty Hunter
Elite Trooper
Gunslinger
Outlaw, Scout
Officer
Officer
Force Disciple, J
Force Disciple, J

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, J

Charlatan, Gunslinger

Scoundrel
Bounty Hunter
Force Disciple, J

Force Disciple, J

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Sith Apprentice
Force Disciple, J
Force Disciple, J

Force Disciple, J
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, J
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, J

Force Adept
Jedi
Force Disciple, J

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 Disc


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, J

Jedi Knight
Force Disciple, J

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept
Force Adept
Force Adept, Force Disc

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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 Disc
Charlatan, Gunslinger

Scout
Charlatan, Noble
Noble
Crime Lord, Master Priv

Outlaw, Scout
Elite Trooper
Droid Commander
Ace Pilot
Noble
Charlatan, Gunslinger

Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Noble
Noble
Scout
Assassin
Elite Trooper, Infiltrat

Improviser
Soldier
Jedi
Officer
Ace Pilot
Force Adept
Elite Trooper
Force Adept

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Adept
Elite Trooper
Elite Trooper
Force Disciple, J
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, S

Martial Arts Master


Force Disciple, J

Elite Trooper, Officer, S

Gunslinger
Officer
Force Disciple, J

Jedi Knight
Noble
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Droid
Assa

Independent Droid
Scout

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Scout
Elite Trooper, Infiltrat

Scoundrel
Elite Trooper, Infiltrat
Force Disciple, J

Elite Trooper
Martial Arts Master
Scoundrel
Force Disciple, J

Elite Trooper
Jedi
Improviser, M

Specialized Droid
Elite Trooper, Infiltrat

Scout
Bounty Hunter
Bounty Hunter
Ace Pilot, Master

Scout
Noble
Droid Commander, Nobl

Elite Trooper
Elite Trooper, Martia

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

Force Disciple, J
Force Disciple, J

Jedi
Soldier, Weapon Speciali

Jedi Knight
Crime Lord
Crime Lord

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Crime Lord
Vanguard
Corporate Agent
Corporate Agent
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Ace Pilot
Jedi
Jedi
Sith Apprentice
Force Disciple, J

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
Assa
Assa

Charlatan
Elite Trooper, Infiltrat

Elite Trooper
Soldier, Weapon Speciali

Infiltrator, Scout
Soldier
Crime Lord, Noble
Improviser
Jedi Knight
Sith Apprentice
Infiltrator, Scout
Elite Trooper, Officer, S

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, J
Force Disciple, J

Charlatan
Force Adept
Jedi Knight
Force Disciple, J

Droid Commander
Droid Commander, Nobl
Crime Lord, Master Priv
Crime Lord, Master Priv
Crime Lord, Master Priv

Droid Commander, Nobl

Noble
Crime Lord
Droid Commander, Nobl
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Noble
Force Adept, Force Disc

Enforcer
Droid
Infiltrator, Scout
Crime Lord, Noble
Vanguard
Master Privateer
Independent Droid
Saboteur
Officer
Officer
Jedi Knight
Jedi Knight
Bounty Hunter
Jedi Knight

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, S

Gunslinger
Master Privateer
Soldier
Scout
Charlatan, Gunslinger

Imperial Knight
Elite Trooper
Gunslinger
Jedi
Noble
Force Disciple, J

Infiltrator
Infiltrator
Infiltrator
Force Disciple, J

Noble
Droid

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J
Force Disciple, J

Force Disciple, J

Martial Arts Master


Martial Arts Master
Charlatan, Gunslinger

Pathfinder
Noble
Officer
Noble
Noble
Noble
Noble
Officer
Force Disciple, J

Elite Trooper
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Bounty Hunter
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, J

Droid
Gladiator
Force Adept, Force Disc

Outlaw, Scout
Ace Pilot
Noble

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Charlatan, Gunslinger
Charlatan, Gunslinger
Force Disciple, J

Scoundrel
Droid Commander
Jedi Knight
Ace Pilot, Master

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, J

Vanguard
Force Disciple, J
Force Disciple, J
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight
Ace Pilot
Crime Lord, Master Priv

Noble
Shaper
Jedi
Melee Duelist
Jedi
Improviser
Crime Lord
Jedi Knight
Vanguard

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Droid
Scout
Droid
Droid
Medic, Shaper
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Soldier
Force Adept
Saboteur
Charlatan, Noble
Jedi Knight
Gunslinger
Jedi
Scout
Force Disciple, J

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

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Gunslinger
Gunslinger
Elite Trooper
Elite Trooper
Assassin
Assassin
Force Adept
Force Adept, Force Disc

Medic, Shaper
Force Disciple, J

Jedi Knight
Soldier
Scoundrel
Noble
Officer
Enforcer
Bounty Hunter
Crime Lord, Master Priv

Bounty Hunter
Bounty Hunter
Droid
Assassin, Scoundrel
Scoundrel
Imperial Knight
Pathfinder
Droid
Gunslinger
Bounty Hunter
Droid
Officer

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Improviser
Outlaw
Scoundrel
Gunslinger
Elite Trooper
Elite Trooper, Officer, S

Melee Duelist
Officer
Ace Pilot
Scoundrel
Scoundrel
Ace Pilot
Droid Commander
Force Disciple, J

Soldier, Weapon Speciali

Soldier
Jedi Knight
Force Adept
Jedi
Noble
Gladiator
Improviser, M

Soldier
Force Disciple, J
Force Disciple, J

Soldier
Scout
Gunslinger
Gunslinger
Force Disciple, J

Specialized Droid

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, J

Military Engineer
Jedi Knight
Crime Lord, Noble
Master Privateer
Outlaw
Jedi
Force Adept
Military Engineer
Force Disciple, J

Noble
Force Disciple, J

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

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Martial Arts Master
Enforcer
Droid
Bounty Hunter
Improviser, M

Jedi Knight
Military Engineer
Scout
Scoundrel
Soldier
Ace Pilot
Force Disciple, J

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
Force Disciple, J

Scout
Jedi
Force Disciple, J

Jedi Knight
Jedi
Force Disciple, J

Soldier

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, J

Force Disciple, J

Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Jedi
Shaper
Force Disciple, J

Jedi
Enforcer
Noble
Soldier
Gunslinger

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Scoundrel
Bounty Hunter
Force Disciple, J
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Soldier
Scoundrel
Charlatan, Gunslinger
Force Disciple, J

Gunslinger
Improviser
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Force Disciple, J
Force Disciple, J

Scoundrel
Ace Pilot
Elite Trooper
Ace Pilot
Assassin
Soldier
Bounty Hunter
Military Engineer
Pathfinder
Pathfinder
Master Privateer

Jedi Knight
Droid
Droid
Independent Droid
Elite Trooper

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Medic, Shaper
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Scout
Improviser
Assa

Scout
Soldier
Assa

Charlatan, Noble
Outlaw
Noble
Jedi Knight
Jedi
Jedi
Jedi
Jedi
Infiltrator
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, J
Force Disciple, J

Elite Trooper, Infiltrat


Force Disciple, J

Saboteur
Jedi Knight
Jedi Knight
Jedi Knight
Crime Lord, Master Priv

Vanguard
Crime Lord
Jedi Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Force Disciple, J

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J

Force Disciple, J

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, J
Force Disciple, J

Outlaw, Scout
Bounty Hunter
Scout
Infiltrator
Force Disciple, J

Soldier
Force Disciple, J

Melee Duelist
Melee Duelist
Sith Apprentice
Sith Apprentice
Sith Apprentice
Force Disciple, J

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Infiltrator
Scout
Noble
Noble
Specialized Droid
Jedi
Saboteur
Shaper
Noble
Assa

Jedi Knight
Scoundrel
Elite Trooper, Infiltrat

Scoundrel
Gunslinger
Enforcer
Scoundrel
Crime Lord, Master Priv

Ace Pilot
Gunslinger
Assa

Assassin
Assassin
Assassin
Independent Droid
Force Disciple, J

Vanguard
Jedi Knight
Jedi Knight
Force Adept

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Jedi Knight
Assa

Ace Pilot, Master

Force Disciple, J

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

Martial Arts Master


Officer
Officer
Medic, Shaper
Officer
Bounty Hunter
Jedi
Ace Pilot, Master

Soldier
Force Disciple, J

Soldier, Weapon Speciali

Soldier
Charlatan, Noble
Sith Apprentice
Shaper

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Elite Trooper
Imperial Knight
Scoundrel
Soldier
Bounty Hunter
Saboteur
Soldier
Soldier
Assa

Soldier
Force Disciple, J
Assa

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
Force Disciple, J

Infiltrator, Scout
Scout
Independent Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Gunslinger
Outlaw, Scout
Force Disciple, J

Ace Pilot
Ace Pilot

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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

Force Disciple, J
Force Disciple, J
Force Disciple, J
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, J

Bounty Hunter
Elite Trooper, Martia
Elite Trooper, Martia

Scout
Crime Lord, Master Priv

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
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, J

Elite Trooper, Infiltrat

Elite Trooper, Officer, S

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
Charlatan, Noble
Corporate Agent, Droid Commander, Noble, Officer

Noble
Officer
Saboteur
Gunslinger
Jedi Knight
Jedi Knight
Charlatan, Noble
Elite Trooper

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Force Disciple, J

Independent Droid
Elite Trooper, Martia
Elite Trooper, Martia

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

Jedi Knight
Assassin, Scoundrel
Noble
Charlatan, Gunslinger

Charlatan, Noble
Soldier
Crime Lord, Master Priv

Jedi
Force Adept
Gladiator
Corporate Agent, Droid Commander, Noble, Officer

Crime Lord
Jedi Knight
Force Disciple, J
Force Disciple, J
Force Disciple, J

Ace Pilot
Droid
Scout

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Military Engineer
Ace Pilot
Scoundrel
Assassin, Scoundrel
Force Disciple, J

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

Assa

Force Disciple, J
Force Disciple, J
Force Disciple, J

Elite Trooper
Soldier
Soldier
Scoundrel

Ace Pilot
Soldier
Jedi
Scout
Jedi Knight
Force Disciple, J
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Crime Lord, Noble


Assa

Corporate Agent, Noble

all
all talents
talents that
that are
are
ains
>
"assassin"
ains > "assassin" will
will
ALL
Crime Lord
Elite Trooper
Soldier, Weapon Speciali
Force Disciple, J

Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Droid
Elite Trooper
Force Disciple, J

Sith Apprentice
Force Adept
Corporate Agent
Droid Commander, Nobl
Force Disciple, J

Ace Pilot
Ace Pilot
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Corporate Agent
Martial Arts Master
Pathfinder

Ref

Fort

Will

Min lvl

6
6
6
6
6

+4
+4
+4
+2
+2

+2
+2
+2
0
0

0
0
0
+4
+4

7th
7th
7th
7th
7th

Pilot
Stealth
Survival
Deception, Persuasion
Gather Info,
Knowledge (bureaucracy)

209 Crime Lord

d8

+2

+4

7th

Deception, Persuasion

42 Droid Commander

d10

+2

+2

+2

7th

Knowledge (tactics), Use Comp

211 Elite Trooper

d12

+2

+4

7th

43 Enforcer

d8

+4

+2

7th

Gather Info, Perception

CR

212 Force Adept

d8

+2

+2

+4

7th

Use the Force

Force Sensitivity

CR

215 Force Disciple

d8

+3

+3

+6

12th

Use the Force

Force Sensitivity

K
CR

43 Gladiator
216 Gunslinger

d10
d8

6
6

+4
+4

+2
0

0
+2

7th
7th

43 Imperial Knight

d10

+2

+2

+2

7th

Use the Force

AP(medium),
WP(lightsabers)

R
F

41 Improviser
46 Independent Droid

d8
d12

6
6

+2
+2

0
0

+4
+4

7th
3rd

Mechanics, Use Computer


Use Computer

Skill Focus (Mechanics)

F
CR

48 Infiltrator
217 Jedi Knight

d8
d10

6
6

+4
+2

0
+2

+2
+2

7th
7th

Perception, Stealth
Use the Force

CR

219 Jedi Master

d10

+3

+3

+3

12th

Use the Force

PAGE

d8
d10
d10
d8
d8

BOOK

Force
Points

SKILL
FOCUS
PREREQ.

HP

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CLASS

CR
SV
CR
SV
K

206
28
207
30
41

Ace Pilot
Assassin
Bounty Hunter
Charlatan
Corporate Agent

CR
C
CR

TRAINED SKILL
PREREQUISITE

FEAT
PREREQUISITE
Vehicular Combat
Sniper

Knowledge
(bureaucracy)

AP light & medium,


Martial Arts I, &
PB Shot OR Flurry

Imp Dam Thresh, WP advanced


PB Shot, Precise Shot,
Quick Draw, WP(pistols)

Stealth
Force Sensitivity,
WP lightsabers
Force Sensitivity,
WP lightsabers

PAGE

HP

Force
Points

Ref

Fort

Will

Min lvl

SKILL
FOCUS
PREREQ.

BOOK

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GW

32 Martial Arts Master

d10

+2

+4

7th

SV

32 Master Privateer

d10

+2

+4

7th

Deception, Pilot

Vehicular Combat

52 Medic

d8

+4

+2

7th

Knowledge (life sciences),


Treat Injury

Surgical Expertise

46 Melee Duelist

d8

+4

+2

7th

C
CR

44 Military Engineer
220 Officer

d8
d8

6
6

+2
+2

+2
0

+2
+4

7th
7th

Mechanics, Use Computer


Knowledge (tactics)

SV

34 Outlaw

d8

+4

+2

7th

Stealth, Survival

43 Pathfinder

d10

+2

+4

7th

Perception, Survival

54 Saboteur

d8

+2

+4

7th

Deception, Mechanics, Use


Computer

46 Shaper

d8

+2

+4

7th

Knowledge (life science),


Treat Injury

Biotech Specialist

CR

223 Sith Apprentice

d10

+2

+2

+2

7th

Use the Force

Force Sensitivity,
WP lightsabers

CR

224 Sith Lord

d10

+3

+3

+3

12th

Use the Force

Force Sensitivity,
WP lightsabers

47 Vanguard

d10

+2

+4

7th

Perception, Stealth

CLASS

TRAINED SKILL
PREREQUISITE

FEAT
PREREQUISITE
Martial Arts I&II, Melee Defense, 1
Martial Arts Training

Melee Def, Rapid Strike,


Weapon Focus (any melee)

Min lvl

Will

Fort

Ref

CLASS

Force
Points

HP

PAGE

BOOK

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TRAINED SKILL
PREREQUISITE

SKILL
FOCUS
PREREQ.

FEAT
PREREQUISITE

TALENT
PREREQUISITE

OTHER
PREREQUISITE

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

1 Armor Spec, Commando,


Weapon Spec or Mercenary
(Soldier)

BAB +7

1 from Survivor (Scout)

work for law enforcement


or security organization

any three Force. Force Tradition


talents are also Force talents
any two from Dark Side
Devotee, Force Adept, or Force
Item (Force Adept)

Farseeing,
1 Force Technique
BAB +7

BAB +7,
Defender of Roan Fel
Heuristic Processor,
Droids only
2 from Camouflage or Spy (Scout)
BAB +7, self-built
lightsaber,
Jedi
tradition
1 Force
Technique,
Jedi tradition

TALENT
PREREQUISITE

OTHER
PREREQUISITE

1 either Brawler (Soldier) or


Survivor (Scout)

BAB +7

2 from Misfortune, Smuggling,


or Spacer (all Scoundrel)

expanded on F51

BAB +7

1 from Commando (soldier)


Veteran (soldier) or Leadership
(Noble)
1 Disgrace (Noble)
or Misfortune (Scoundrel)

BAB +7
military membership

Must be wanted by the


authorities in at least one
system

2 Awareness, Camouflage
or Survivor (Scout)

Yuuzhan Vong
Dark Side score = Wis,
Sith tradition
1 Force Technique,
Dark Side score = Wis,
Sith tradition
2 Camouflage (Scout) or
Commando (Soldier)

TALENT
PREREQUISITE

OTHER
PREREQUISITE

BOOK

PAGE

Type

R
R
R

17
17
17

E
E
E

Bankrupt
Conspiracy
Crippled

Deception, Gather Information, Survival


Deception, Stealth, Use Computer
Endurance, Mechanics, Treat Injury

R
R
R

17
17
17

E
E
E

Disgraced
Enslaved
Exiled

Deception, Gather Information, Stealth


Climb, Endurance, Jump
Gather Information, Knowledge (galactic lore), Survival

R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R

18
18
18
18
18
18
19
19
19
19
19
19
19
19
19
19
20
20
20
20
20
20
20
20
20
21
21
21
21
21
21
21
21
21
21
22
22
22
22
22

E
E
E
E
E
Oc
Oc
Oc
Oc
Oc
Oc
Oc
Oc
Oc
Oc
Oc
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or
Or

Imprisoned
Marooned
Orphaned
Scarred
Widowed
Academic
Celebrity
Criminal
Executive
Labor
Law Enforcement
Medical
Military
Pilot
Politics
Technology
Alderaan
Bakura
Bespin
Bothawui
Cerea
Corellia
Coruscant
Dorin
Duro
Fondor
Gamorr
Iridonia
Ithor
Kashyyyk
Mon Calamari
Naboo
Nar Shaddaa
Rodia
Ryloth
Socorro
Sullust
Taris
Tatooine
Trandosha

Acrobatics, Gather Information, Stealth


Ride, Survival, Swim
Gather Information, Survival, Treat Injury
Deception, Persuasion, Treat Injury
Gather Information, Knowledge (galactic lore), Use Computer
Knowledge (any one skill), Persuasion, Use Computer
Deception, Gather Information, Persuasion
Deception, Gather Information, Stealth
Initiative, Persuasion, Use Computer
Climb, Endurance, Jump
Acrobatics, Gather Information, Knowledge (bureaucracy)
Knowledge (life sciences), Treat Injury, Use Computer
Endurance, Ride, Treat Injury
Knowledge (galactic lore), Mechanics, Use Computer
Deception, Gather Information, Use Computer
Knowledge (technology), Mechanics, Use Computer
Knowledge (any one), Persuasion, Treat Injury
Mechanics, Treat Injury, Use Computer
Deception, Knowledge (bureaucracy), Persuasion
Deception, Gather Information, Persuasion
Acrobatics, Knowledge (life sciences), Survival
Initiative, Knowledge (technology), Mechanics
Gather Information, Knowledge (bureaucracy), Knowledge (galactic lore)
Endurance, Survival, Treat Injury
Knowledge (technology), Mechanics, Use Computer
Knowledge (technology), Mechanics, Use Computer
Climb, Endurance, Survival
Acrobatics, Endurance, Survival
Knowledge (life sciences), Persuasion, Treat Injury
Climb, Persuasion, Survival
Mechanics, Persuasion, Swim
Ride, Persuasion, Swim
Deception, Gather Information, Stealth
Climb, Stealth, Survival
Deception, Persuasion, Survival
Deception, Stealth, Survival
Climb, Mechanics, Survival
Deception, Mechanics, Stealth
Endurance, Ride, Survival
Endurance, Persuasion, Survival

BACKGROUND

RELEVANT
SKILLS

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

PAGE

BOOK

DESTINY

ACTIVATE

BONUS

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 Noble Sacrifice: all allies in star system +1 atk +1 all
destiny
def 24 hours
Vengeance: any ally who witnesses death +2 atk +2
dam 24 hours, Dark Side Score +1

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 24 hours: you gain a Force Point
or otherwise turned to evil.

CR 115 Rescue

Save a person from death, or an object


from destruction.

24 hours: you and allies within 10sq +2 dam


24 hours: you and allies within 10sq +1 all Def

PREREQ

ForceSensitive

36 Champion

Become the leader of a large and/or


significant group or organization and
successfully lead it through an extremely
threatening event.

35 Creation

Create an object, machine, or item of great 24 hours: you and allies within 10sq +1 skill & ability
power or significant use.
checks

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
L

22 Legacy, Ackbar
22 Legacy, Antilles

spend a Destiny Point as a free action


spend a Destiny Point as a free action

double insight, morale, or competence bonus you grant Mon Calamari


treat your next Pilot check as if you had rolled 20 on the Human or
check
Near-Human

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
L

21 Legacy, Denying it
23 Legacy, Droid

Deny your Legacy


spend a Destiny Point as a free action

24 hours: you gain +2 single atk or skill check of choice


treat your next Knowledge check as if you had rolled 20
on the check

L
L

21 Legacy, Embracing it
23 Legacy, Fel

Embrace your Legacy


spend a Destiny Point as a free action

24 hours: you gain +2 single atk or skill check of choice


grant all allies in LOS +5 Will Def until end of
Human or
encounter
Near-Human

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

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

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

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

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

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

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

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

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

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
L

24 Legacy, Secura
24 Legacy, Skywalker

spend a Destiny Point as a free action


spend a Destiny Point as a free action

increase speed +2 squares until the end of the encounter


Twi'lek
treat your next Use the Force check as if you had rolled
Human or
20 on the check
Near-Human

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

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
L

25 Legacy, Tarpals
25 Legacy, Tetsu

spend a Destiny Point as a free action


spend a Destiny Point as a free action

grant all allies in LOS +5 Will Def until end of


treat your next Survival check as if you had rolled 20
on the check

Gungan
Rodian

Droid

25 Legacy, Vao

spend a Destiny Point as a free action

SV 53 We've been through a lot togetheLink yourself with a ship

regain all your hit points but take -2 atk and skill checks
for the rest of the encounter
varies, see SV page 53

Twi'lek
Ship

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 Dark Side score of redeemed reduced to 1
until you gain a level
& 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

89
90
90
90
91
91
91
91
91
91
91
38
38
38
38
38
39
39
39
39
39
39
39
39
39
39

Force?

PAGE

BOOK
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F

UNLEASHED ABILITY
Unleashed Battle Meditation
Unleashed Battle Strike
Unleashed Corruption
Unleashed Dark Rage
Unleashed Force Blast
Unleashed Force Grip
Unleashed Force Lightning
Unleashed Force Storm
Unleashed Force Thrust
Unleashed Move Object
Unleashed Repulse
Bantha Rush
Charge
Cleave
Devastating Attack
Extreme Effort
Firepower
Ignite Fervor
Keen Shot
Mighty Swing
Penetrating Attack
Rage
Skirmisher
Sneak Attack
Strafe
Whirlwind Attack

Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y

Requirements:
Requirements:
1.
1. Spend
Spend Destiny
Destiny Point
Point
2.
2. Has
Has Unleashed
Unleashed FEAT
FEAT

BENEFIT
bonuses apply to all allies within the same star system
your next melee Atk moves target additional -2 CT whether over thresh or not
when successfully damage target with Corruption, takes half damage next 5 rounds
+10 melee attack & damage rolls rest of encounter
multiply damage by 2
maintain with no concentration for a number of rounds = Cha mod
target all in 6sq cone
8d6 dam to adjacent for duration of power
opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
if you hurl an object into another object multiply damage by 2
opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
increases the distance you move target by 5 squares & knocks target prone
stan action +5 Atk & -2 Ref Def, can move twice speed (min2) in a straight line & full attack
if reduce opponent to 0 hp, immediate extra melee attack against all opponents in reach
treat every attack as if it exceeded thresh until beginning of next turn
bonus +20
stan action, fire at five separate targets, make single Atk roll & compare, aiming does not benefit
provide damage bonus to all allies in LOS
ignore all cover until beginning of your next turn
+5 Atk & damage & make automatic trip against target with +5 on grapple check
ignore all DR until beginning of next turn
gain and additional +10 melee Atk & dam, move -2 CT at end
if move 2 sq +1 & auto crit on your next attack & gain bonus to dam = squares moved
with successful Sneak Atk, +5 Atk & +5d6 dam, must be within 6sq for ranged
target an area 4sq long & 3sq wide
+5 Atk & knock prone any targets you damage

Sq.

LOS

Target

Action to
maintain

Action to
activate

PAGE

BOOK

12

12

12

FORCE POWER
J

29 Assured Strike
[lightsaber form]

stan

53 Ballistakinesis
[telekinetic]

stan

2x2

29 Barrier of Blades
[lightsaber form]

swif

you

swif

you

CR 96 Battle Strike

24 Blind
[telekinetic]

swif

29 Circle of Shelter
[lightsaber form]

stan

you

50 Cloak

stan

53 Combustion

stan

stan*

you

2x2

Sq.

LOS

Target

Action to
maintain

Action to
activate

PAGE

BOOK

12

12

FORCE POWER
J

29 Contentious Opportunity
[lightsaber form]

free

24 Convection

swif

85 Corruption
[dark side]

stan

24 Crucitorn

reac

you

25 Cryokinesis

stan

CR 96 Dark Rage
[dark side]

swif

swif*

swif

you

you

touch

53 Dark Transfer
[dark side]

stan

touch

30 Deflecting Slash
[lightsaber form]

reac

you

53 Detonate
[telekinetic]

stan

30 Disarming Slash
[lightsaber form]

stan

25 Drain Energy

stan

LOS

Sq.

stan

PAGE

Target

Action to
maintain

Action to
activate

BOOK

W 310 Dark Transfer


[dark side]

FORCE POWER

12

Target

Sq.

LOS

Action to
maintain

Action to
activate

PAGE

BOOK

12

12

FORCE POWER
J

30 Draw Closer
[lightsaber form, telekinetic]

stan

50 Energy Resistance

stan

54 Enlighten
[light side, mind-affecting]

reac

ally

31 Falling Avalanche
[lightsaber form]

stan

you

full

CR 96 Farseeing

swif

you

50 Fear
[dark side, mind-affecting]

swif

31 Fluid Riposte
[lightsaber form]

reac

you

Sq.

LOS

25 Fold Space

full

86 Force Blast

stan

12

CR 97 Force Disarm

stan

12

CR 97 Force Grip

stan

stan*

12

25 Force Light
[light side]

stan

stan*

CR 97 Force Lightning
[dark side]

stan

stan

all

12

PAGE

Target

Action to
maintain

Action to
activate

BOOK
J

FORCE POWER

50 Force Scream
[dark side]

Target
you

86 Force Shield
[telekinetic]

reac

stan

you

LOS

Action to
maintain
stan

Sq.

Action to
activate
reac

PAGE
54 Force Shield
[telekinetic]

BOOK
L

12

FORCE POWER

CR 97 Force Slam

stan

all
you

86 Force Storm
[dark side, telekinetic]

stan

26 Force Storm [dark side]

stan

stan*

CR 98 Force Stun

stan

CR 98 Force Thrust

stan

12

swif

you

26 Force Track

Target

Sq.

LOS

Action to
maintain

Action to
activate

PAGE

BOOK

12

FORCE POWER
K

51 Force Whirlwind
[telekinetic]

stan move*

26 Hatred
[dark side]

stan

31 Hawk-Bat Swoop
[lightsaber form]

stan

you

32 High Ground Defense


[lightsaber form]

swif

you

27 Inertia

move swif*

you

27 Inspire
[light side]

swif

allies

27 Intercept
[telekinetic]

reac

swif*

Sq.

LOS

swif/
stan

you

12

swif/
stan

you

12

50 Levitate
[telekinetic]

move move

you

54 Lightning Burst
[dark side]

stan

all

32 Makashi Riposte
[lightsaber form]

reac

51 Malacia
[light side]

stan

stan*

27 Memory Walk
[dark side, mind-affecting]

stan

stan*

28 Mind Shard
[mind-affecting]

stan

12

PAGE

Target

Action to
maintain

Action to
activate

BOOK

FORCE POWER
K

51 Ionize

stan

86 Kinetic Combat

stan

51 Kinetic Combat
[telekinetic]

stan

stan*

adjacent

you

Target

Sq.

LOS

Action to
maintain

Action to
activate

PAGE

BOOK

12

12

12

12

FORCE POWER
CR 98 Mind Trick
[mind-affecting]

stan

C 51 Morichro
CR 98 Move Object

stan

CR 99 Negate Energy

reac

stan

stan*
stan*

1
1

54 Obscure
[mind-affecting]

reac

32 Pass the Blade


[lightsaber form]

stan

you

51 Phase

move

you

28 Plant Surge

stan

swif*

LOS

Sq.

Target

Action to
maintain

Action to
activate

PAGE

BOOK

FORCE POWER
L

54 Prescience

swif

33 Pushing Slash
[lightsaber form, telekinetic]

stan

reac

CR 100 Rebuke
C

52 Rend
[dark side]

stan

87 Repulse
[telekinetic]

stan

all

51 Resist Force

stan

33 Rising Whirlwind
[lightsaber form]

stan

34 Saber Swarm
[lightsaber form]

stan

swif

you

6
adjacent

Sq.

LOS

Target

Action to
maintain

Action to
activate

PAGE

BOOK

12

12

FORCE POWER
J

34 Sarlacc Sweep
[lightsaber form]

CR 100 Sever Force


[light side]

stan

stan

52 Shatterpoint

swif

you

34 Shien Deflection
[lightsaber form]

reac

you

52 Slow
[telekinetic]

stan

54 Stagger
[telekinetic]

swif

adjacent

CR 100 Surge

free

you

34 Swift Flank
[lightsaber form]

stan

you

52 Technometry

stan

35 Tempered Aggression
[dark side,
lightsaber form]

stan

28 Thought Bomb
[mind-affecting]

stan

all

35 Twin Strike
[lightsaber form]

stan

35 Unbalancing Block
[lightsaber form]

reac

you

touch

LOS

Sq.

Target

Action to
maintain

Action to
activate

PAGE

BOOK

FORCE POWER

Sq.

LOS

Target

Action to
maintain

Action to
activate

PAGE

BOOK

12

FORCE POWER
J

36 Unhindered Charge
[lightsaber form]

stan

52 Valor
[light side]

stan

CR 100 Vital Transfer


[light side]

you

swif

ally

stan

36 Vornskr's Ferocity
[dark side,
lightsaber form]

stan

52 Wound
[dark side]

stan

touch

x
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 CT whether over thresh or not

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 CT

Unleashed

Telekinetic

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

Mind-affect.

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

Lightsaber form

Dark/Light

EFFECT

x
x

Unleashed

Telekinetic

Mind-affect.

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

Lightsaber form

Dark/Light

EFFECT

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

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 CT
DC25: unattended object's DR reduced by 10, if mechanical or electronic moves -1 CT
DC30: unattended object's DR reduced by 15, if mechanical or electronic moves -1 CT
DC35: unattended object's DR reduced by 20, if mechanical or electronic moves -1 CT
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

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

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)

Unleashed

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 CT, must rest 8 hours to remove this condition & gain 1 DSP avoid moving CT by spending Force Point

Telekinetic

Mind-affect.

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 CT, must rest 8 hours to remove this condition & gain 1 DSP avoid moving CT by spending Force Point
Destiny Point to revive dead creature w/in 1 round of death (DC25), creature unconscious & no hp healed

Lightsaber form

Dark/Light

EFFECT

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

x
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
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

Unleashed

Telekinetic

Mind-affect.

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

Lightsaber form

Dark/Light

EFFECT

Unleashed

Telekinetic

Mind-affect.

Lightsaber form

Dark/Light

EFFECT
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

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
Unleashed: maintain with no concentration for a number of rounds = Cha mod

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 CT or half damage with save
spend a Force Point to move target an additional step down CT
Unleashed: target all in 6sq cone

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. Fort 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
Unleashed: 8d6 dam to adjacent for duration of power

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

Unleashed

Telekinetic

Mind-affect.

Lightsaber form

Dark/Light

EFFECT

Use the Force v. Fort Def, target moves -1 CT, for every 5 points over add an additional step
spend a Force Point to move target an additional step down CT
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
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: 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

Unleashed

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

Telekinetic

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

Mind-affect.

Lightsaber form

Dark/Light

EFFECT

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 CT, half damage on miss
spend a Force Point +2d6 damage

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

Use the Force v. Fort Def target moves -1 CT & -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 CT & can't improve until end of your next turn
DC20: Use the Force v. Will Def for 3d8 dam & -1 CT & can't improve until end of your next turn
DC25: Use the Force v. Will Def for 4d8 dam & -1 CT & can't improve until end of your next turn
DC30: Use the Force v. Will Def for 5d8 dam & -1 CT & can't improve until end of your next turn
spend a Force Point for +2d8 dam

Unleashed

Telekinetic

Mind-affect.

Lightsaber form

Dark/Light

EFFECT

Telekinetic

Unleashed

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

Mind-affect.

Lightsaber form

Dark/Light

EFFECT

grab or grapple, Use the Force v. Fort Def target moves -1 CT, 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
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

x
x

Unleashed

Telekinetic

Mind-affect.

Lightsaber form

Dark/Light

EFFECT
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
Unleashed: opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved

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
Must be wielding 2 lightsabers!
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

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

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

Unleashed

Telekinetic

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 CT if uses Force powers
DC35: target cannot spend Force Points for hours = Dark Side score, -2 CT if uses Force powers
spend a Force Point to double duration, spend a Destiny Point to increase to days = Dark Side score

Mind-affect.

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

Lightsaber form

Dark/Light

EFFECT

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

Must be wielding 2 lightsabers.


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

Unleashed

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

Telekinetic

Mind-affect.

Lightsaber form

Dark/Light

EFFECT

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 CT

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 CT, persistent condition DC20 to remove
spend a Force Point for +2d6 dam

Unleashed

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

Telekinetic

Mind-affect.

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

Lightsaber form

Dark/Light

EFFECT

BOOK

PAGE

C
J
L
K
J
J
J
J
J
CR
CR
L
F
C
J
J
J
F
L
L
K
L
J
F
F
J
F
L
K
J
F
K
F
CR
K
K
C
L
C
F
CR
L
C
J
F
C
F
K

54
36
55
53
36
36
36
36
36
102
102
55
88
54
36
37
37
88
55
56
53
56
37
88
88
37
88
56
54
37
88
54
88
102
54
54
54
56
54
89
103
56
54
37
89
54
89
54

FORCE TECHNIQUE
Advanced Vital Transfer
Cure Disease
Detoxify Poison
Dominate Mind
Extended Blind
Extended Force Disarm
Extended Force Grip
Extended Force Thrust
Extended Move Object
Force Point Recovery
Force Power Mastery
Improved Ballistakinesis
Improved Battle Strike
Improved Cloak
Improved Convection
Improved Crucitorn
Improved Cryokinesis
Improved Dark Rage
Improved Dark Transfer
Improved Detonate
Improved Energy Resistance
Improved Enlighten
Improved Fold Space
Improved Force Disarm
Improved Force Grip
Improved Force Light
Improved Force Lightning
Improved Force Shield
Improved Force Slam
Improved Force Storm
Improved Force Storm (telekinetic)
Improved Force Stun
Improved Force Thrust
Improved Force Trance
Improved Ionize
Improved Kinetic Combat
Improved Levitate
Improved Lightning Burst
Improved Malacia
Improved Mind Trick
Improved Move Light Object
Improved Obscure
Improved Phase
Improved Plant Surge
Improved Rebuke
Improved Rend
Improved Repulse
Improved Resist Force

Desc.

When you use the


When you use the
You can use the
When using mind trick,
The base range for your
The base range for your
The base range for your
The base range for your
The base range for your
At the end of an encounter, you automatically recover 1 Force Point spent during the enc
Choose a singl
When you use
When you use the
You can maintain your
When your target takes fire damage from
If you use crucitorn
You can use cryokinesis
When you use the
When you use
When you use the
When you activate
When you use the
Whenever you use
When you use the
When you use the
You can spend a Force Point to cause your
When you use the
When you use the
When you use the
As a swift action, you can end the duration of the
You can spend a Force Point when you activate
Your successful
When you use the
Each hour you
When you use the
You can wield up to three weapons simultaneously using the
If you are moved into a pit or off another elevated surface involuntarily, such as by being
When you use the
You can maintain the damage threshold penalty of the
When you use the
You may make a
When you use the
When you use t
You can spend a Force Point to have
When an ally within 12 squares and within line of sight of you is the target of a Force po
The range of your
When you use the
When you activate r

CR
CR
C
L
C
CR
J
K
K
K

103
103
54
56
54
103
37
54
54
54

Improved Sense Force


Improved Sense Surroundings
Improved Shatterpoint
Improved Stagger
Improved Technometry
Improved Telepathy
Improved Thought Bomb
Improved Valor
Improved Vital Transfer
Language Absorption

You may use th


You may use the
When you move a target down the condition track with an attack benefitting from the
When you use the
When you use the
Whenever you u
You can spend a Force Point to have
When you activate
You can use the
You can use tel

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 CT 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 CT 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

PAGE
89 Corrupted Power

LOS

BOOK
F

FORCE SECRET

F
CR
CR
F
C
J
C
J
CR
F
CR
F
CR
C

89
103
103
89
55
37

Debilitating Power
Devastating Power
Distant Power
Enlarged Power
Extend Power
Holocron Loremaster

55 Linked Power
37 Mentor
103
89
103
89
103

Multitarget Power
Pure Power
Quicken Power
Remote Power
Shaped Power

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 CT if over thresh, spend DP for -3 CT
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

Target

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

J 11 Telekinetic Practice

1 hr you

J 12 Training Remote

1 hr you

J 12 Vo'Ren's 1st Cadence

1 hr you

J 12 Vo'Ren's 2nd Cadence

2 hr you

J 13 Vo'Ren's 3rd Cadence

3 hr you

J 13 Vo'Ren's 4th Cadence

3 hr you

J 13 Vo'Ren's 5th Cadence

3 hr you

Lightsaber?

ACT

PAGE

1 hr

BOOK

J 10 Awaken Force Sensitivity

FORCE REGIMEN

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
DC13: +1 Will Def
DC18: +2 Will Def
DC23: +2 Will Def & benefits of Severing Strike
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
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
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

COST

WEIGHT

2000
5000
1000
100
-

1
3
2
-

Battle station
Behavioral Inhibitors

Stations
Processors

50000 per 100


varies

5000
varies

300
200xCFxSp

1
50xCF

CR 198 Circular saw


CR 190 Claw
CR 189 Climbing Claws
SGD 55 Collapsible Construction
CR 193 Comlink
CR 193 Comlink, internal
SGD 63 Command station
SGD 56 Communications Countermeasure System
SGD 56 Communications jammer
SGD 56 Concealed Item
SGD 56 Courier compartments
SGD 56 Credit reader
CR 196 Darkvision
CR 193 Diagnostics Package
CR 192 Downloading and Restoring Memory
CR 192 Droid caller
SGD 56 Droid oil bath
SGD 53 Droid remote control
SGD 64 Droid Socket
SGD 57 Earphone binary-to-basic translator
SGD 57 Electric defense grid
CR 139 Electroshock probe
SGD 57 Emergency oxygen supply
CR 189 Exclusive Locomotion System

Accessory
Locomotion
Appendage
Appendage
Appendage
Accessory
Communications
Communications
Stations
Communications
Communications
Accessory
Accessory
Accessory
Sensors
Accessory
Reprogramming
Communications
Accessory
Processors
Stations
Accessory
Accessory
Appendage
Accessory
Locomotion

20xCF
x2
2000xCF
250
250
10000
1000
5000
see text
200
50
150
250

(5xCF)
10xCF
0.1
0.1
1000
3
5
App+weapon
2xCF
1
1.5
4

10
500
500
10000*
20
3000xCF

0.2
600xCF
0.5
1000
0.5
100xCF

200
x0.1

20
x1

CR 189 Extra Legs


CR 188 Flying
CR 139 Fusion cutter
SGD 52 Gyroscopic stabilizers
CR 190 Hand
CR 193 Hardened Systems x2
CR 193 Hardened Systems x3
CR 193 Hardened Systems x4
CR 193 Hardened Systems x5
CR 190 Heuristic Processor
SGD 53 Hidden core
SGD 57 Hidden holster
SGD 57 High-Speed Cutting Torch and Welding System
SGD 57 Holographic game system
SGD 60 Holographic image disguiser
CR 188 Hovering
SGD 60 ID Dodge

Appendage
Locomotion
Appendage
Locomotion
Appendage
Hardened Systems
Hardened Systems
Hardened Systems
Hardened Systems
Processors
Processors
Accessory
Accessory
Accessory
Accessory
Locomotion
Accessory

x2
200xCFxSp

2xCFxSp
50xCF
1000xCF
2500xCF
4000xCF
6250xCF
2000
200
500xCF
2500
300
20000xCF
100xCFxSp
5000

4xCF
(5xCF)
(100xCF)
[250xCF)
(400xCF)
(650xCF)
5
1 or 2xCF
500
3
20xCF
1

PAGE

0.5

BOOK

100

Armor
Astrogation buffer
Audio enhancers
Audio-Radial Stunner
Automap
Backup Processor
Basic Processor

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Processors
Processors

DROID SYSTEM
SGD 55 Antitheft comlink locator

CR 193
64
55
55
55
CR 191
CR 190
SGD 63
CR 191
SGD
SGD
SGD
SGD

SGD 55 Blaster Recharge Interface


SGD 52 Burrower drive

GROUP

SGD 60 Improved coordination circuitry

CR 196 Improved Sensor Package


CR 190 Instrument
SGD 60 Interference generator
SGD 60 Internal defenses
SGD 60 Internal grapple gun
CR 194 Internal Storage
CR 189 Jump servos
CR 139 Laser welder
CR 189 Limited Locomotion System
CR 195 Locked access
CR 189 Magnetic Feet
SGD 52 Magnetic hands
CR 192 Memory Wipes
SGD 60 Mesh tape dispenser
SGD 60 Micro shield
SGD 60 Multifunction apparatus
SGD 60 Multispectrum searchlight
SGD 53 Personality downloader
CR 139 Power prybar
CR 190 Probe
SGD 52 Projectile hand
SGD 52 Quick-release coupling, appendage
SGD 52 Quick-release coupling, tool
SGD 61 Radiant heat element
SGD 64 Recharge station
SGD 53 Remote limb control
CR 191 Remote Processor, 5000-km range
CR 191 Remote Processor, 500-km range
CR 191 Remote Processor, 50-km range
CR 191 Remote Processor, 5-km range
CR 191 Remote Receiver
SGD 61 Remote receiver jammer
SGD 61 Remote receiver signal booster
SGD 53 Remote starship starter
SGD 61 Remote viewer
SGD 61 Rental restraining bolt
CR 192 Reprogramming, feat/talent package
CR 192 Reprogramming, professional
CR 192 Reprogramming, self
CR 192 Reprogramming, skill package
SGD 62 Repulsorcam
CR 192 Restraining Bolt
CR 189 Restricted Locomotion System
SGD 53 Rocket arm
SGD 62 Scomp link

CR 196 Secondary Battery


CR 196 Self-destruct system
SGD 62 Sensor booster
SGD 62 Sensor countermeasure package
SGD 62 Shield expansion module
CR 196 Shield Generator
CR 196 Shield Generator, SR10
CR 196 Shield Generator, SR15
CR 196 Shield Generator, SR20
CR 196 Shield Generator, SR5

Accessory
Sensors
Appendage
Accessory
Accessory
Accessory
Accessory
Appendage
Appendage
Locomotion

1000
200
5xCF
2500
10xCF
100xCF
50
x2

1
2.5
(1xCF)
1
1xCF
2xCF
(2xCF)

x0.1

x1

50
x2
ACx2

2xCF

Processors
Appendage
Appendage
Reprogramming
Accessory
Accessory
Accessory
Accessory
Processors
Appendage
Appendage
Appendage
Appendage
Appendage
Accessory
Stations
Appendage
Processors
Processors
Processors
Processors
Processors
Communications
Communications
Processors
Accessory
Accessory
Reprogramming
Reprogramming
Reprogramming
Reprogramming
Accessory
Processors
Locomotion

10xCF
600xCF
80xCF
100
custom

5
10xCF
15xCF
2
2+

2xCF
ACx2
50xCF
10xCF
200
4000
ACx2
1000000
100000
10000
1000
-500
2000
500
50
1000
10
1000
(WD)x10
100
1000
5
x0.1

(0.5xCF)
2xCF
5xCF
2xCF
20xCF
500
10000
1000
100
10
1
2
2
2
20
0.5
20
x1

Appendage
Accessory
Accessory
Accessory
Sensors
Sensors
Shield Generator
Shield Generator
Shield Generator
Shield Generator
Shield Generator
Shield Generator

ACx4
2xCF
100
1
400
4
M.Dx20 (MaxDamx01)
200
5
1000
2
50xSRxCF
2xSRxCF
varies
varies
5000xCF
(20xCF)
7500xCF
(30xCF)
10000xCF
(40xCF)
2500xCF
(10xCF)

SGD 62 Silence-bubble generator

CR 139
SGD 63
SGD 53
CR 195
CR 190
CR 189

Sonic welder
Space-beacon launcher
Specialized subprocessor
Spring-loaded mechanism
Stabilized Mount
Stationary Droids

SGD 63 Survival kit

CR 191 Synchronized Fire Circuits


SGD 54 Tactician battle computer
SGD 63 Taser

CR
CR
CR
CR
CR
CR
CR
SGD
SGD

CR
SGD

CR
SGD

CR
SGD

190
190
188
196
196
196
196
52
63
193
63
188
63
188
62

Telescopic Appendage
Tool
Tracked
Translator Unit, DC10
Translator Unit, DC15
Translator Unit, DC20
Translator Unit, DC5
Underwater drive
Video screen
Vocabulator
Voice-print command lock
Walking
Weapon detector
Wheeled
YV sensor package

Accessory
Appendage
Accessory
Processors
Accessory
Appendage
Locomotion
Accessory
Processors
Processors
Accessory
Appendage
Appendage
Locomotion
Translator Unit
Translator Unit
Translator Unit
Translator Unit
Locomotion
Accessory
Communications
Accessory
Locomotion
Accessory
Locomotion
Sensors

3500

20xCF

5000
1000
150
x5
-

10
2
3
x5
-

100
150
5000
250
x2
10xCF
20xCFxSp
1000
500
200
2000
20xCFxSp
1xsq mm
50
400
10xCFxSp
1500
5xCFxSp
1000

1
1
10
2
(N.Wx2)
(2xCF)
4
2
1
8
10xCF
1+.01kg
0.5
1
5
3

AVAIL.
-

Restricted
Military
Licensed
Restricted
Licensed
Restricted
Military
Restricted
Licensed
Military
Restricted
Military
Military
Military
Military
Restricted
Licensed
Licensed
Restricted
Illegal

Restricted
Licensed
Licensed
Licensed
Illegal
Licensed
Restricted
Military
Military
Military
Licensed
Illegal
Restricted
Military
Military
Military
Military
Military
Military

Licensed
Military
Restricted
Licensed
Licensed
Licensed
Military

COMMENTS & BENEFITS


signal sent to master's comlink that can be tracked until droid is destroyed
See Armor
Input hyperspace jump coordinates
reroll Perception & keep better
as stan action adjacent must make DC 20 Endurance or move -1 CT
12 sq radius but cannot penetrate solid objects
Allows a remote drone to function like a droid when losing contact with processor
No creative thought or problem solving
select 2 talents from droid commander prestige class, calculated per station not creature, does not duplicate
Behavioral Inhibitors include restraining bolt and droid caller
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 CT
part of four standard appendages of an R2 astromech droid
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
integrated comlink system, as standard comlink
integrated comlink system, as standard comlink
Int 14, Will Def 15, see text for details on: issue routine command, coordinate, locate droid, receive details on
droid
status,
reprogram
droid, translate
+5 Use
Computer
to overcome
jammingBinary
+5 Use Computer to slice & shut down computer, +5 to stop slicer's jamming, DC 25 Use Computer to jam
incoming
comlinks
w/in 1 km+10 Deception to create Deceptive Appearances
+5 Stealthor
tooutgoing
conceal plus
size modifiers,
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, juryrig/repair,
Use Computer
hyperdrive coordinates, operate ejection
converts audible
Binary tochecks,
audiblecommunications/sensors,
Basic, Perception DC 20input
to detect
system,
prohibited
actions,
optional
self-loading
system
if damaged by melee atk attacker takes 5 dam, energy melee weapons ignore the effect
tool mount; 1d8 ion damage
Med size creature for 30 min, connect as swif & secure as stan
move action to engage system, enabled = can only move, disengaged = cannot move
+50% carry, +5 stability to resist getting knocked prone
Speed: F-S: 9 M: 12 L-C: 12
tool mount; 2d6 energy
+5 stability to being knocked prone, stacks with bonus from extra legs
true hand as its gripping appendage
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
30 Draw (draw or holster as swif) if has BAB +1
free to activate&
acts
as Def
Quick
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 ofmore
DR &
reduces
threshincluding
by 10 dejarik and sabacc
fifteen of
the galaxy's
popular
games,
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
compartments for carried items.
Standing jumps are treated as running jumps, reroll & keep better, can always take 10
tool mount; 1d8 energy
Endurance DC10+1 per round to move an additional round, must wait 10 rounds (1 min) after failure
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
is removed
activate enemy
as swif,pinned
+1 Refuntil
Def,tape
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
tool mount; 1d8 bludgeoning
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
limbsprocessor
= 1 + Intup
mod
Controls
drones
with remote
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
rndof receiver by 50%, Use Computer DC 30 by droid can extend range 100% 1 hour
extendseach
range
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
Restricted system costs 1/10 of the cost and includes exclusive or limited locomotion
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 single adjacent 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
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


tool mount; 1d8 energy
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
Droid cannot move
+4 when aiding Survival check
When synchronized droids help each other they grant an additional +5 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
built-in video screen to display text, translations, diagnostics, programming, pictures, etc
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

ge or larger can have 2

Time

Target

PAGE

BOOK
S

24 Ackbar Slash

reac

25 Afterburn

full

you

S
S
S
S

25
25
25
25

attack pattern
attack pattern
attack pattern

swif
swif
swif
full

you
you
you
1

26 Counter

dogfight

reac

you

26 Darklighter Spin

stan

2x2

26 Devastating Hit

gunner

stan

26 Engine Hit

gunner

reac

STARSHIP MANEUVER

Angle Deflector Shields


Attack Pattern Delta
Attack Pattern Zeta Nine
Corellian Slip

DESCRIPTOR

Time

Target

PAGE

BOOK
S

26 Evasive Action

dogfight

move

you

26 Explosive Shot

gunner

reac

spec

S
S

27 Howlrunner Formation
27 I Have You Now

attack pattern

swif
swif

you
1

27 Intercept

reac

you

27 Overwhelming Assault

swif

you*

28 Segnor's Loop

reac

28 Shield Hit

stan

28 Skim the Surface

full

STARSHIP MANEUVER

DESCRIPTOR

attack pattern

gunner

Time

Target

PAGE

BOOK

dogfight

reac

29 Snap Roll
29 Strike Formation
29 Tallon Roll

attack pattern
dogfight

reac
reac
reac

1
1
1

30 Target Lock

dogfight

stan

30 Target Sense

Force

swif

you

30 Thruster Hit

gunner

reac

30 Wotan Weave

swif

you

STARSHIP MANEUVER
S

28 Skywalker Loop

S
S
S

DESCRIPTOR

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

Accessory

Accessory

SV 45 Armorplast

Accessory
Accessory
Accessory
Accessory

SV
K
J
SV

Accessory
Accessory
Accessory

J 60 Blade lock
SV 40 Cheater
SV 45 Climbing claws

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

SV
GI
J
SV
SV
SV
SV
K

40
68
60
45
43
40
41
75

Cloaked
Componentization
Concealed compartment
Diagnostics system
Double trigger
Droidification
Dual gear
Durasteel bonding

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

SV
J
K
SV
SV
SV
J

41
60
75
41
45
41
60

Electrograpple handle
Electrum detail
Enhanced energy projector
Environmental sealing
Environmental systems
Extra power source
Fiber cord

Accessory

75 Armor reinforcement

42
75
60
43

Bayonet ring
Beam splitter
Beckon call
Bipod

60 Force-Activated

MtR

SV 44 Aquatic adaptation

FP?

Accessory

PREREQUISITES

ACT

ITEM

TIER

PAGE

BOOK

Category

NOTE: This tab is no longer maintaine

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
Accessory

SV 43 Ion charger
G 50 Ion shielding
W

Accessory

SV 46 Jump servos

Accessory

SV 41 Memory upgrade

Accessory

SV 41 Memory upgrade, advanced

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

K
SV
SV
SV
SV
SV
J
SV
SV

Accessory
Accessory

SV 43 Rangefinder
SV 47 Rangefinder, armor

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

SV
SV
SV
SV
SV
SV
SV
SV
SV
SV
SV

76
41
43
43
43
46
60
43
46

44
47
41
41
47
44
41
47
47
47
47

Mesh underlay
Miniaturized
Missile load
Neutronium reinforcement
Overload switch
Powered exoskeleton
Pressure grip
Pulse charger
Radiation shielding

Rapid Recycler
Ready harness
Recognition system
Remote activation
Repulsorlift
Retractable stock
Secret compartment
Shadowskin
Shadowskin, reflec
Shield generator, SR 10
Shield generator, SR 5

Accessory

SV 47 Shockweb

Accessory SV
Accessory SV
Accessory SV
Accessory SV
Accessory SV
Accessory CR

42
44
44
42
42
140

Silverplate
Slinker
Sniper switch
Spring loaded
Storage capacity
Targeting scope

Accessory CR 140 Targeting scope, low-light

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

J
K
SV
SV
J
SV

60
76
47
47
60
47

Trapped grip
Tremor cell
Vacuum seals
Vacuum seals, advanced
Waterproof casing
Weapon mount

Armor
Armor
Armor

CR 282 ARC Trooper armor


CR 132 Armored spacesuit
G 44 Barabel microbe armor
W

6
9
2

2
3

Armor
Armor
Armor
Armor
Armor
Armor
Armor

CR
CR
K
K
K
K
SV

8
10
9
5
4
7
10

2
4
4
2
2
2
4

Armor

SV 48 Beskar'gam, light

Armor

SV 48 Beskar'gam, medium

Armor

G
W

132
132
71
70
70
71
48

Battle armor
Battle armor, heavy
Battle armor, heavy powered
Battle armor, light
Battle armor, light powered
Battle armor, powered
Beskar'gam, heavy

44 Biohazard suit

Armor
Armor
Armor
Armor
Armor

CR
K
L
C
G
W

132
179
98
64
44

Blast helmet and vest


Blast jacket
Boba Fett's Mandalorian Armor
Camo armor
Camo scout armor

2
2
9
5
6

Armor
Armor
Armor
Armor
Armor
Armor

CR
CR
CR
T
CR
L

132
281
133
22
133
183

Ceremonial armor
Clone Trooper armor
Combat jumpsuit
Commando armor
Corellian powersuit
Cortosis Gauntlet

7
6
4
5
7

Armor
Armor
Armor
Armor
Armor
Armor

F
J
J
J
CR
SG
D

178
61
61
61
262
54

Coruscant Guard armor


Dark armor, heavy
Dark armor, light
Dark armor, medium
Darth Vader's custom armor
Droid, Crystadurium plating

6
8
4
7
8
10

Armor
Armor
Armor
Armor
Armor
Armor

CR
CR
CR
CR
CR
SG
D

193
193
193
193
193
54

Droid, Duranium battle armor


Droid, Duranium plating
Droid, Durasteel battle armor
Droid, Durasteel plating
Droid, Durasteel shell
Droid, Duravlex shell

10
8
8
6
4
4

Armor

SG 54 Droid, Laminanium plating


D

Armor

SG 54 Droid, Laminanium plating


D

12

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

CR
CR
CR
CR
CR
CR
K
K
K
K
K
K
F

9
11
2
7
5
3

193
193
193
193
193
193
71
71
71
71
71
71
179

Droid, Mandalorian steel shell


Droid, Neutronium plating
Droid, Plasteel shell
Droid, Quadanium battle armor
Droid, Quadanium plating
Droid, Quadanium shell
Energy shields, heavy SR 25
Energy shields, heavy SR 30
Energy shields, light SR 10
Energy shields, light SR 5
Energy shields, medium SR 15
Energy shields, medium SR 20
EVO Trooper armor

1
2
2

2
2

2
5
3
4
2

Armor

72 Fiber armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

CR
CR
CR
L
L
C
SV
SV
SV
F
L

Armor
Armor
Armor
Armor

J 62 Jedi battle armor, light


J 62 Jedi battle armor, medium
F 180 Jumptrooper armor
G 44 Katarn-class commando armor
W

3
5
6
9

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

L
SV
K
K
F
?
K
K
G
W

183
49
219
219
217

Knighthunter armor
Krail 210 personal armor
Krath armor
Krath battle armor
Light combat armor
Mandalorian Armor
202 Mandalorian battle armor
201 Mandalorian combat suit
45 Marine armor

7
7
5
5
5

Armor

72 Matrix armor

Armor
Armor

R
K

51 Merr-Sonn KZZ riot armor


72 Mesh armor

2
6

2
2

Armor
Armor
Armor
Armor
Armor
Armor

K
K
J
R
R
F

202
201
62
128
128
177

10
6
10
10
12
6

4
2
2

137
133
133
140
140
182
48
48
49
183
183

Flight suit
Flight suit, armored
Flight suit, padded
Galactic Alliance Armor
Galactic Alliance Armor, fleet crew
Geonosian warrior tunic
GTU AV-1C combat armor
GTU AV-1S scout armor
Half-vest
Heavy dungeoneer armor
Imperial Knight armor

Neo-Crusader assault armor


Neo-Crusader light armor
Orbalisk armor
Phase II Dark Trooper armor
Phase III Dark Trooper armor
Phase Zero Dark Trooper armor

5
3
4
2
4
9
7
1
10
8

1
2
1
1

4
2
2
2

3
5
2
4

2
1
2
2
2
+1
8 2
4 1
5 2

Armor

F 180 Radtrooper armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

K
K
K
T
F
CR
CR
R
F
SV
R
K
K
W
W
W
CR
CR
T
G
W

179
179
179
77
174
133
280
127
175
49
51
149
147

133
137
95
45

Republic combat armor


Republic heavy armor
Republic light armor
Riot Shield
Royal Guard armor
Sandtrooper armor
Scout trooper armor
Seatrooper Armor
Shadow Guard armor
Shadowsuit
Shield gauntlet
Sith Battle suit
Sith Trooper Armor
Skakoan heavy pressure suit
Skakoan light pressure suit
Skakoan medium pressure suit
Snowtrooper armor
Space suit
SpecForce armor
Stalker armor

Armor
Armor
Armor
Armor
Armor

R
CR
R
R
G
W

123
133
122
121
45

Storm Commando armor


Stormtrooper armor
Stormtrooper armor, reinforced
Stormtrooper, stygian-triprismatic
Stun cloak

Armor
Armor
Armor
Armor

C
C
SV
C

64
64
13
64

Thinsuit
Tracker utility vest
Ubese environmental suit
Vacuum pod

Armor
Armor
Armor
Armor
Armor
Armor

L
CR
K
J
L
R

140
133
72
63
66
127

Venom assault armor


Vonduun crabshell
Weave armor
WJ-880 blinding helmet
Yuuzhan Vong Biotech
Zero-G Stormtrooper Armor

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

J
J
J
K
J
J

59
59
57
66
56
57

Ankarres Sapphire
Barab
Bondar
Bondar
Compressed
Corusca

Crystals

66 Daminia

6
8
4
5
7
6
4
4
7
1

2
3
1

7
6
9
5
8
6

2
2
3
2
2
2
2
2

4
6
7
7
1

5
7

2
2
1

2
2
2

1
4
4

0
0
2
1

10
5
6
0

4
5
2
0

Crystals

59 Dantari

Crystals

57 Dragite

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

J
K
J
K
J
J

58
66
58
66
59
58

Durindfire
Eralam
Firkraan
Firkraan
Heart of the Guardian
Hurikane

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

J
J
K
J
J
J
J
J
K
J

56
58
66
59
58
56
59
59
66
59

Ilum
Jenraux
Jenraux
Kaiburr Crystal
Kasha
Kathracite
Krayt dragon
Lambent
Luxum
Mantle of the Force

Crystals
Crystals
Crystals

J
K
J

56 Mephite
66 Nextor
58 Opila

Crystals

66 Opila

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

J
K
J
J
K
K
J
K
K
J
J
J

58
66
56
58
66
66
58
66
66
58
57
57

Phond
Phond
Pontite
Rubat
Rubat
Sapith
Sigil
Sigil
Sigil
Solari
Synthetic
Unstable

Crystals
Destiny
Destiny
Destiny
Destiny
Destiny

K
F
CR
F
CR
CR

66
36
113
35
115
114

Upari
Champion
Corruption
Creation
Death and Destiny
Destruction

Destiny
Destiny
Destiny
Destiny
Destiny
Equipment

CR
CR
F
CR
CR
SV

114
114
36
114
115
52

Discovery
Education
Liberation
Redemption
Rescue
ABC Scrambler

Equipment CR 138 All-temperature cloak


Equipment R 51 Ambient aural amplifier
Equipment UR 40 Antidote synthesizer
Equipment

G
W

45 Anti-rad dose

Equipment

19 Antisecurity Blades (Jango Fett)

Equipment CR 28 Antiox breath mask


Equipment GI 66 Antitoxin Patch
Equipment CR 136 Aquata breather
Equipment K 73 Aural amplifier
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

CR
CR
CR
K
J
CR
L
L
L
L

137
137
140
176
64
139
68
68
68
68

Bacta tank (empty)


Bacta, 1 liter
Bandolier
Bao-Dur's cybernetic arm
Battle harness, Sith
Binder cuffs
Bio-implant, Body spikes
Bio-implant, Cosmetic enhancements
Bio-implant, Enhanced vision
Bio-implant, Natural armor

Equipment
Equipment
Equipment
Equipment

L
L
L
C

68
68
68
65

Bio-implant, Natural weapon


Bio-implant, Poison filter
Bio-implant, Replacement body part
Bioscanner

Equipment
Equipment
Equipment

R 149 BioTech Borg Construct AJ-6


L 65 Biotech tool kit
G 49 Borg Construct
W

Equipment

G
W

49 Borg Construct Datacard/Know cart port

Equipment

G
W

49 Borg Construct Knowledge cartridge

Equipment CR 136 Breath mask


Equipment CR 137 Breath mask, atmosphere filter

Equipment

G
W

46 Camouflage netting

Equipment
Equipment
Equipment

C
C
G
W

65 Camouflage netting
65 Camouflage netting, powered
46 Camouflage poncho

Equipment CR 138 Chain (3 meters)


Equipment UR 40 Climbing harness

Equipment CR 134 Code cylinder


Equipment G 46 Com scrambler
W
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

GI
CR
L
CR
CR
CR
G
W

66
134
65
134
134
134
49

Comlink, Earbud
Comlink, encryption
Comlink, hands-free
Comlink, holo capability
Comlink, long-range
Comlink, short-range
Comlink, subcutaneous

Equipment

G
W

46 Comlink, tightbeam

Equipment CR 134 Comlink, video capability


Equipment G 46 Communication scanner
W
Equipment
Equipment

K
T

73 Computer interface visor


87 Computer spikes

Equipment
Equipment

C
R

65 Computer, bracer
51 Computerized interface scope

Equipment T 45 Cortosis Gauntlet


Equipment CR 134 Credit chip
Equipment G 46 Cryogenic pouch
W
Equipment CR 137 Cybernetic prosthesis
Equipment G 49 Cybernetic prosthesis
W
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

G
W

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 G 49 Eye, infrared sensor
W
Equipment

G
W

49 Eye, targeting

Equipment

G
W

49 Eye, telescoping

Equipment
Equipment

T
G
W

54 FastFlesh Medpac
47 Field food processor

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

CR
CR
UR
UR
GI
CR
SV
J
J

138
139
40
40
66
137
52
63
63

Field kit
Fire extinguisher
Fire paste
Fire rod
Flash Suppressor/Silencer
Flight suit
Force Cage
Force detector
Force training aid

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

CR
SV
SV
J
CR
C
T
CR
T
GI
CR
F
CR
CR
F
UR
K
K
K
K
K

136
9
9
57
136
66
37
140
87
66
136
101
140
140
101
40
74
74
74
74
75

Fusion lantern
Gand breathing apparatus
Gand transliterator
Geological compressor
Glow rod
Halo lamp
Heat Sensor
Helmet package
HiBaka 2000 Mem-Stik
Holo Converter
Holoprojector, personal
Holoshroud
Holster, Concealed
Holster, Hip
Hush-About Personal Jetpack
Hypoinjector wristband
Implant, bio-stabilizer
Implant, Cardio
Implant, Combat
Implant, Memory
Implant, nerve reinforcement

Equipment

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
Equipment

T
K

36 MDS-50 Medisensor
73 Mechanical interface visor

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

J
K
CR
CR
CR
UR

63
73
138
138
139
41

Equipment
Equipment

W
K

Mobile Hologram Projection Pod


74 Motion sensing visor

Medical bundle, 8-2A


Medical interface visor
Medical kit
Medpac
Mesh tape
Microlab

Equipment UR 41 Multitool, personal


Equipment K 74 Neural band
Equipment W
Ooglith Masquer
Equipment GI 66 Panic Ring
Equipment G 47 Personal field shelter
W
Equipment

G
W

47 Plasma bridge

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

UR
CR
UR
CR
CR
CR
CR
R

41
134
41
136
139
139
139
127

Plastent
Pocket scrambler
Portable beacon
Portable computer
Power generator
Power pack
Power recharger
Propulsion Pack

Equipment

G
W

47 Proximity flare

Equipment

G
W

47 Radiation detector

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

CR
CR
CR
CR
GI
UR
UR
F
T

138
136
136
136
67
41
41
102
17

Ration pack
Recording unit, audiorecorder
Recording unit, holorecorder
Recording unit, videorecorder
Redirection Crystal
Repulsor boots
Repulsor hitch
Repulsor pad
Rhen-Orm Biocomputer

Equipment UR 41 Saddle, riding


Equipment UR 42 Saddle, war

Equipment CR 139 Security kit


Equipment CR 136 Sensor pack
Equipment G 50 Sensory enhancement
W
Equipment GI 67 Shield Cage
Equipment UR 42 Shipsuit

Equipment UR 42 Signal wand


Equipment G 50 Skeletal reinforcement
W
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 G 47 Targeting beacon
W
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 G 50 Tremor sensor
W
Equipment

G
W

47 Triangulation visor

Equipment GI 12 Ultraviolet visor (Defel)


Equipment CR 140 Utility belt
Equipment K 74 Vacuum mask
Equipment G 47 Vacuum survival pouch
W
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
Event
Event

L
R
R

66 Yuuzhan Vong Biotech


17 Bankrupt
17 Conspiracy

Event

17 Crippled

Event
Event
Event

R
R
R

17 Disgraced
17 Enslaved
17 Exiled

Event
Event
Event
Event
Event

R
R
R
R
R

18
18
18
18
18

Explosives

G
W

42 Antipersonnel Mine

Explosives W
Explosives F 100
Explosives W
Explosives CR 131
Explosives G 43
W

Imprisoned
Marooned
Orphaned
Scarred
Widowed

Antipersonnel Mine, HX2


Antivehicle mine
Antivehicle Proton Mine
Detonite
Detonite cord

Explosives CR 131 Explosive charge


Explosives F 100 Flechette mine
Explosives G 43 Ion mine
W
Explosives
Explosives
Explosives

F 100 Land mine


F 100 Laser trip mine
G 43 Limpet mine
W

Explosives F 100
Explosives F 100
Explosives CR 132
Feat
T 64

Manual trigger
Proximity mine
Timer
A Few Maneuvers

Dodge, Vehicular Combat

Feat
Feat

K 32 Accelerated Strike
CR 82 Acrobatic Strike

BAB +6
Trained in Acrobatics

Feat
Feat
Feat
Feat

GI
F
F
SG
D

BAB +1
Trained in Stealth
Droid, PB Shot, Precise Shot,
proficient

25
31
31
22

Adaptable Talent
Advantageous Attack
Advantageous Cover
Aiming Accuracy

Feat

31 Ample Foraging

Ewok

Feat
Feat
Feat

F
C
G
W

32 Angled Throw
28 Anointed Hunter
28 Aquatic Specialists (team feat)

Dex 13
Nelvaanian species
Trained in Swim

Feat

CR 82 Armor Proficiency (heavy)

Feat

CR 82 Armor Proficiency (light)

Feat

CR 82 Armor Proficiency (medium)

AP light

Feat
Feat

C
G
W

proficient with weapon


Trained in Climb

Feat

Feat
Feat

R
L

28 Assured Attack
34 Attack Combo (Fire & Strike)

Feat

34 Attack Combo (Melee)

BAB +3

Feat
Feat
Feat
Feat
Feat

L
L
L
F
G
W

34
34
34
32
22

BAB +3
Weapon Focus
Weapon Focus

Feat

CR 82 Bantha Rush

Str 13, BAB +1

Feat

G
W

23 Battering Attack

Bantha Rush, Trip

Feat

31 Binary Mind

Cerean

28 Artillery Shot
28 Ascension Specialists (team feat)
Assault

Attack Combo (Ranged)


Autofire Assault
Autofire Sweep
Bad Feeling
Bantha Herder

AP light, AP medium

Double Atk or Dual Weapon I,


BAB +6
BAB +9, Atk Combo (Melee) &
(Ranged)

BAB +1, proficient with


weapon

Feat

34 Biotech Specialist

Trained in Mechanics

Feat
Feat
Feat
Feat

L
F
GI
R

35
32
25
31

Trained in Treat Injury


Coordinated Attack
Crush*
Bothan

Feat
Feat

R 31 Bowcaster Marksman
GI 25 Brilliant Defense

Wookiee
Int 13

Feat
Feat

L 35 Brink of Death
CR 82 Burst Fire

WP heavy, proficient w/weapon

Feat
Feat
Feat

SV 21 Burst of Speed
CR 82 Careful Shot
GI 25 Channel Rage

Trained in Endurance
BAB +2, Point Blank Shot
Rage

Feat

CR 82 Charging Fire

BAB +4

Feat

Biotech Surgery
Blaster Barrage
Bone Crusher
Bothan Will

31 Charging Fire + Dodge

Combo, requires Dodge

Feat
Feat

R 31 Clawed Subspecies
CR 83 Cleave

Quarren
Str 13, Power Attack

Feat

SV 21 Close Combat Escape

Trained in Acrobatics

Feat
Feat

SV 21 Collateral Damage
CR 83 Combat Reflexes

Rapid Shot, BAB +6

Feat

32 Conditioning

Str 13, Con 13

Feat

31 Confident Success

Bothan

Feat

Feat

33 Controlled Rage

CR 83 Coordinated Attack

Feat

28 Coordinated Barrage

Feat
Feat

SV 21 Cornered
G 28 Covert Operatives (team feat)
W

Feat

32 Critical Strike

Rage

BAB +2
BAB +5, Coordinated Attack

Trained in Stealth

BAB +9, melee weapon,


Weapon Focus

Feat
Feat

F 33 Crossfire
CR 83 Crush

Feat
Feat

F 33 Cunning Attack
GI 27 Cut the Red Tape

Feat

CR 83 Cybernetic Surgery

Trained in Treat Injury

Feat

SG 22 Damage Conversion
D

Droid, Dex 13

Feat
Feat

R 31 Darkness Dweller
CR 84 Deadeye

Sullustan
BAB +4, PB Shot, Precise Shot

Feat

SV 21 Deadly Sniper

Sniper, trained in Stealth

Feat

SV 21 Deceptive Drop

Trained in Initiative

Feat
Feat

R
R

Quarren

31 Deep Sight
28 Deft Charge

PB Shot, Precise Shot, BAB +6


BAB +1, Pin

Trained in Knowledge
(bureaucracy)

Feat

GI 27 Demoralizing Strike

Feat
Feat

SV 21 Desperate Gambit
G 23 Destructive Force
W

Feat
Feat

R
G
W

31 Devastating Bellow
23 Disabler

Ithorian
proficient with weapon

Feat

31 Disarming Charm

Sullustan

Feat

SG 22 Distracting Droid
D

Droid

Feat

GI 27 Disturbing Presence

trained in Deception

Feat

G
W

Trained in Jump

Feat
Feat

CR 84 Dodge
K 31 Dodge + Charging Fire

Feat

23 Dive for Cover

31 Dodge + Running Attack

Cha 13

Dex 13
Combo, requires Charging Fire

Combo, requires Running


Attack

Feat
Feat

CR 84 Double Attack
W
Dreadful Countenance

BAB +6, proficient with


Cha 13, Sith

Feat

CR 84 Dreadful Rage

BAB +1, Rage species trait

Feat

SG 22 Droid Focus
D

Trained in Mechanics & Use


Computer

Feat
Feat

C 29 Droid Hunter
SG 22 Droid Shield Mastery
D

proficient with weapon


Droid, equipped with shield
generator

Feat

Trained in Mechanics

28 Droidcraft

Feat
Feat
Feat

CR 84 Dual Weapon Mastery I


K 31 Dual Weapon Mastery I + Quick Draw
CR 84 Dual Weapon Mastery II

Dex 13, BAB +1


Combo, requires Quick Draw
Dex 15, BAB +6, Dual Weapon
Mastery I

Feat

CR 84 Dual Weapon Mastery III

Dex 17, BAB +11, Dual


Mastery I, II

Feat
Feat

SV 21 Duck and Cover


K 33 Echani Training

Trained in Stealth
Dex 13, Martial Arts I

Feat

G
W

Dex 13, Martial Arts I

Feat

SG 22 Erratic Target
D

Droid, Dex 13, Dodge,


hovering/flying locomotion

Feat
Feat

CR 84 Exotic Weapon Proficiency


C 29 Experienced Medic

BAB +1
Trained in Treat Injury

Feat

GI 27 Expert Briber

Cha 13

Feat

29 Expert Droid Repair

Trained in Mechanics

Feat
Feat
Feat
Feat

CR
CR
CR
R

85
85
85
29

Rage species trait


Trained in Endurance
Point Blank Shot

Feat
Feat

R
L

33 Fast Swimmer
36 Fatal Hit

Mon Calamari
Str 13, Dex 13

Feat

35 Feat of Strength

Str 15

Feat

G
W

23 Fight Through Pain

Feat
Feat
Feat

C 29 Flash and Clear


R 33 Flawless Pilot
GI 27 Flche

Duros
BAB +1

Feat

SV 21 Fleet-Footed

Running Attack

Feat
Feat

C
K

proficient with weapon


Dex 13

26 Echani Training

Extra Rage
Extra Second Wind
Far Shot
Fast Surge

29 Flood of Fire
33 Flurry

Feat

33 Focused Rage

Feat

23 Follow Through

Feat
Feat
Feat
Feat

CR 85 Force Boon
G 23 Force of Personality
W
K
J

33 Force Readiness
23 Force Regimen Mastery

Rage, Controlled Rage

Force Sensitivity
Cha 13

Force Sensitivity, trained Use


the Force

Feat
Feat
Feat

CR 85 Force Sensitivity
CR 85 Force Training
K 31 Force Training + Improved Disarm

Non-droid
Force Sensitivity
Combo, requires Improved
Disarm

Feat

G
W

BAB +1, proficient with


weapon

Feat

GI 27 Forceful Recovery

Force Training*

Feat
Feat

R
G
W

Ewok
Con 13

Feat

SV 21 Friends in Low Places

Trained in Gather Information

Feat
Feat

R
L

33 Fringe Benefits
36 Galactic Alliance Military Training

Rodian

Feat

33 Gearhead

Feat

31 Grand Army of the Republic Training

Feat

36 Grapple Resistance

Feat

GI 27 Grazing Shot

Point Blank Shot

Feat

CR 85 Great Cleave

Str 13, Cleave, Power Attack,


BAB +4

23 Forceful Blast

33 Forest Stalker
23 Fortifying Recovery

proficient with armor worn

Feat
Feat

R
C

33 Gungan Weapon Master


31 Gunnery Specialist

Feat

SV 22 Hasty Modification

Tech Specialist

Feat
Feat

SV 22 Hideous Visage
G 26 Hijkata Training
W

Shapeshift
Combat Reflexes, Martial Arts I

Feat

GI 28 Hobbling Strike

Sneak Attack talent or Rapid


Shot/Strike

Feat
Feat

R
R

Rodian
Twi'lek

Feat
Feat
Feat

R 29 Imperial Military Training


SV 23 Impersonate
SV 23 Impetuous Move

Shapeshift, SF Deception
Con 13

Feat

33 Implant Training

Possess a cybernetic implant

Feat

33 Improved Bantha Rush

Str 15, Bantha Rush, BAB +1

33 Hunter's Instincts
34 Imperceptible Liar

Gungan
BAB +1 (can use Gunnery
tactics)

Feat

CR 85 Improved Charge

Dex 13, Dodge, Mobility

Feat
Feat
Feat

CR 86 Improved Damage Threshold


CR 85 Improved Defenses
CR 85 Improved Disarm

Int 13, Melee Defense

Feat

31 Improved Disarm + Force Training

Feat

GI 28 Improved Opportunistic Trickery

Opportunistic Trickery*

Feat

Rapid Strike, light melee


weapon

Feat
Feat
Feat

SV 23 Impulsive Flight
R 34 Inborn Resilience
K 33 Increased Agility

Zabrak
Conditioning

Feat

Gamorrean

Feat

GI 28 Indomitable Personality

Cha 13

Feat

33 Informer

Trained in Perception

Feat

34 Instinctive Perception

Zabrak

Feat

SG 22 Ion Shielding
D

Feat
Feat
Feat
Feat
Feat

C
R
R
R
SV

Feat

33 Improved Rapid Strike

34 Increased Resistance

31
34
34
34
23

Jedi Familiarity
Jedi Heritage
Justice Seeker
Keen Scent
Knife Trick

36 Knock Heads

Combo, requires Force Training

Droid with Str 13 or cyborg


with Con 13

Twi'lek, Force Sensitivity


Kel Dor
Ewok
Lightning Draw, trained in
Stealth
Str 13, Dex 13, Multi-Grab

Feat

G
W

27 K'tara Training

Martial Arts I, trained in Stealth

Feat

G
W

27 K'thri Training

Martial Arts I, Dual Weapon


Mastery I

Feat

34 Lasting Influence

Bothan

Feat

31 Leader of Droids

Feat
Feat

SV 23 Lightning Draw
CR 86 Linguist

Quick Draw
Int 13

Feat
Feat

K 34 Logic Upgrade: Self-Defense


SG 22 Logic Upgrade: Skill Swap
D

Droid
Droid, basic processor

Feat
Feat

K
J

34 Logic Upgrade: Tactician


23 Long Haft Strike

Droid, BAB +4
proficient with weapon

Feat

34 Mandalorian Training

Charging Fire

Feat
Feat

CR 86 Martial Arts I
CR 86 Martial Arts II

BAB +3, Martial Arts I

Feat
Feat

CR 86 Martial Arts III


GI 28 Master of Disguise
34 Master Tracker

BAB +6, Martial Arts I, II


trained in Deception, Cha 13

Feat

Feat
Feat

GI 28 Meat Shield
SG 24 Mechanical Martial Arts
D

Precise Shot*, BAB +4


Droid, Martial Arts I, BAB +1

Feat

G
W

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

29 Medical Team (team feat)

Rodian

Feat

33 Mighty Throw

Str 13

Feat

34 Mind of Reason

Cerean

Feat

G
W

24 Mission Specialist

Feat

CR 86 Mobility

Dex 13, Dodge

Feat

T 127 Momentum Strike

Trained in Pilot or Ride

Feat

Mon Calamari

Feat

T 127 Mounted Defense

Trained in Pilot or Ride

Feat

G
W

29 Mounted Regiment (team feat)

Trained in Ride

Feat

29 Moving Target

Dodge

Feat

36 Multi-Grab

Dex 13

34 Mon Calamari Shipwright

Feat

SG 24 Multi-Targeting
D

Droid, Int 13, proficient

Feat
Feat

F
R

34 Natural Leader
34 Nature Specialist

Cha 13
Ithorian

Feat

G
W

24 Never Surrender

Trained in Endurance

Feat

G
W

29 Nimble Team (team feat)

Trained in Acrobatics

Feat

G
W

25 Officer Candidacy Training

Feat

SV 23 Opportunist Retreat

Feat

G
W

Feat

GI 28 Opportunistic Trickery

Combat Reflexes, Sneak Attack

Feat
Feat

C
C

Dark Side Score 1+

Combat Reflexes

25 Opportunistic Shooter

31 Overwhelming Attack
31 Pall of the Dark Side

Feat
Feat
Feat

R 35 Perfect Intuition
R 35 Perfect Swimmer
CR 87 Pin

Cerean
Gungan
BAB +1

Feat

SG 24 Pincer
D

Droid, claw or hand, BAB +1,


Pin, Crush

Feat

SG 24 Pinpoint Accuracy
D

Droid, Aiming Accuracy, PB


Shot, Precise Shot, proficient

Feat

G
W

25 Pistoleer

proficient with weapon

Feat

35 Pitiless Warrior

Trandoshan

Feat
Feat

CR 87 Point Blank Shot


K 34 Poison Resistance

Con 13

Feat

CR 87 Power Attack

Str 13

Feat
Feat

K 34 Power Blast
CR 87 Powerful Charge

Dex 13
BAB +1, Medium or larger size

Feat
Feat
Feat

34 Powerful Rage

CR 87 Precise Shot
G 25 Predictive Defense
W

Rage
Point Blank Shot
Int 13

Feat
Feat

R
R

29 Prime Shot
35 Primitive Warrior

Point Blank Shot


Gamorrean

Feat

35 Quick Comeback

Gamorrean

Feat
Feat

CR 87 Quick Draw
K 31 Quick Draw + Dual Weapon Mastery I

Feat

31 Quick Draw + WP (lightsabers)

Feat
Feat

K
L

34 Quick Skill
36 Rancor Crush

Feat
Feat

R 29 Rapid Reaction
CR 88 Rapid Shot

Feat

CR 88 Rapid Strike

BAB +1
Combo, requires Dual Weapon
Mastery I
Combo, requires proficiency in
lightsabers
Str 15, Crush, Pin, BAB +1

BAB +1, proficient with


weapon
BAB +1, proficient with
weapon

Feat
Feat

F
R

34 Rapport
35 Read the Winds

Wis 13
Kel Dor

Feat

30 Rebel Military Training

Running Attack

Feat

35 Recall

Trained in one Knowledge skill

Feat

30 Recovering Surge

Feat
Feat

GI 28 Recurring Success
R 35 Regenerative Healing

Trandoshan

Feat

23 Relentless Attack

Feat

35 Republic Military Training

Feat

G
W

25 Resilient Strength

Feat

GI 28 Resolute Stance

BAB +1

Feat

SV 24 Resurgence

Trained in Endurance

Feat

35 Resurgent Vitality

Wookiee

Feat

37 Return Fire

Dex 15, Quick Draw, Weapon


Focus

Feat
Feat

L
G
W

37 Returning Bug
25 Riflemaster

proficient with weapon


proficient with weapon

Feat

G
W

25 Risk Taker

Trained in Climb or Jump

Feat

CR 88 Running Attack

Feat

31 Running Attack + Dodge

Feat

GI 28 Sadistic Strike

Feat

35 Savage Attack

Feat

35 Scavenger

proficient & Double Attack


w/weapon

Str 13

Dex 13
Combo, requires Dodge

Double Attack, proficient with


weapon

Feat

35 Scion of Dorin

Feat

SG 24 Sensor Link
D

Droid or cyborg with associated


hardware

Feat
Feat
Feat

C 31 Separatist Military Training


CR 88 Shake It Off
R 35 Sharp Senses

Con 13, trained in Endurance


Mon Calamari

Feat

SG 25 Shield Surge
D

trained Mechanics, Droid or


cyborg with scomp or similar

Feat

Quarren

Feat
Feat

SV 24 Signature Device
GI 29 Silver Tongue

Tech Specialist
Trained in Persuasion

Feat
Feat
Feat
Feat
Feat
Feat
Feat

K
GI
GI
GI
CR
CR
SG
D

35
29
29
29
88
88
25

Small or larger droid with 2


appropriate appendages, Str 13

Feat

G
W

29 Slicer Team (team feat)

Feat

SV 24 Slippery Maneuver

Dodge

Feat

CR 88 Sniper

BAB +4, PB Shot, Precise Shot

35 Shrewd Bargainer

Sith Military Training


Skill Challenge: Catastrophic Avoidance
Skill Challenge: Last Resort
Skill Challenge: Recovery
Skill Focus
Skill Training
Slammer

Kel Dor

Trained in Use Computer

Feat
Feat

K
R

35 Sniper Shot
35 Spacer's Surge

Proficient with ranged weapon


Duros

Feat

G
W

25 Sport Hunter

proficient with weapon

Feat
Feat

C 31 Spray Shot
SV 24 Staggering Attack

Sneak attack talent or Rapid


Shot/Strike

Feat

G
W

26 Staggering Attack

BAB +1, proficient with


weapon

Feat
Feat

GI 29 Stand Tall
S 20 Starship Designer

Feat

20 Starship Tactics

Vehicular Combat, Trained in


Pilot

Feat

G
W

27 Stava Training

Martial Arts I, Running Attack

Feat

SV 24 Stay Up

Trained in Endurance

Feat

G
W

26 Steadying Position

Careful Shot

Feat
Feat

F
R

35 Strafe
36 Strong Bellow

Running Attack
Ithorian

Tech Specialist, Trained in


Mechanics

Feat
Feat

CR 88 Strong in the Force


SV 24 Superior Tech

Int 17, Tech Specialist, 9th level

Feat
Feat
Feat

T 91 Suppression Fire
R 36 Sure Climber
CR 88 Surgical Expertise

Str 13, Burst Fire, WP Heavy


Sullustan
Trained in Treat Injury

Feat

36 Survivor of Ryloth

Twi'lek

Feat

35 Swarm

Coordinated Attack

Feat

SV 25 Tactical Advantage

Combat Reflexes

Feat

21 Tactical Genius

Starship Tactics, Vehicular


Combat*

Feat

G
W

28 Tae-Jitsu Training

Martial Arts I, Dodge, trained in


Initiative

Feat
Feat

S
G
W

21 Tech Specialist
29 Technical Experts (team feat)

Trained in Mechanics
Trained in Mechanics

Feat

G
W

28 Teras Kasi Training

Martial Arts I, Str 13

Feat
Feat

R 36 Thick Skin
CR 88 Throw

Trandoshan
BAB +1, Trip

Feat

G
W

Trained in Endurance

Feat

SG 25 Tool Frenzy
D

Small or larger droid with 2


appendages with tools

Feat
Feat
Feat

CR 88 Toughness
C 31 Trench Warrior
CR 88 Trip

BAB +1

Feat

CR 89 Triple Attack

BAB +9, Double Attack,


proficient

Feat
Feat

CR 89 Triple Crit
K 35 Tumble Defense

BAB +8, proficient with


Dex 13, proficient with melee
weapon

30 Tireless Squad (team feat)

Feat

SG 25 Turn and Burn


D

Droid, Dex 13,


hovering/flying/wheeled/tracked
locomotion

Feat

G
W

30 Unhindered Approach (team feat)

Trained in Jump

Feat

G
W

30 Unified Squadron (team feat)

Trained in Pilot

Feat
Feat

F
R

35 Unleashed
30 Unstoppable Combatant

Destiny
Extra Second Wind

Feat
Feat

C
J

31 Unstoppable Force
24 Unswerving Resolve

BAB +2

Feat

36 Unwavering Focus

Zabrak

Feat

32 Unwavering Resolve

Trained in Perception

Feat

37 Vehicle Systems Expertise

Tech Specialist, Trained in


Mechanics

Feat
Feat
Feat
Feat

CR
R
R
R

89
30
36
30

Trained in Pilot
Trained in Pilot
Duros
Extra Second Wind

Feat

36 Warrior Heritage

Feat

32 Wary Defender

Feat

G
W

30 Wary Sentries (team feat)

Feat
Feat

CR 89 Weapon Finesse
K 31 Weapon Finesse + Weapon Focus

Vehicular Combat
Vehicular Surge
Veteran Spacer
Vitality Surge

Gungan

Trained in Perception
BAB +1
Combo, requires Weapon Focus

Feat
Feat

CR 89 Weapon Focus
K 31 Weapon Focus + Weapon Finesse

Feat
Feat
Feat

CR 89 Weapon Proficiency
K 31 Weapon Proficiency (lightsabers) + QD
CR 89 Whirlwind Attack

Feat
Feat

SV 25 Wicked Strike
G 30 Wilderness Specialists (team feat)
W

Rapid Strike
Trained in Survival

Feat

BAB +5, proficient with melee


weapon

Feat
Feat

GI 29 Wookiee Grip
R 36 Wroshyr Rage

Str 13
Wookiee

Feat

G
W

Martial Arts I, Con 13, Wookiee

Feat
Feats

L 37 Zero Range
UR 24 Acrobatic Ally

Feats

UR 24 Acrobatic Dodge

35 Withdrawal Strike

28 Wrruushi Training

proficient with weapon


Combo, requires Weapon
Finesse
Combo, requires Quick Draw
Dex 13, Int 13, Melee Defense,
BAB +4

PB Shot

Feats

UR 24 Combat Trickery

Feats

UR 24 Elder's Knowledge

Feats
Feats

UR 24 Frightening Cleave
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
Feats
Feats
Feats

UR
UR
UR
UR

Feats

UR 27 Maniacal Charge

27
27
27
27

Improvised Weapon Mastery


Instinctive Attack
Instinctive Defense
Intimidator

Feats

UR 27 Mounted Combat

Feats
Feats
Feats

UR 28 Nikto Survival
UR 28 Targeted Area
UR 28 Trample

Feats

UR 28 Wilderness First Aid

Force Power

29 Assured Strike
(lightsaber form)

stan

Force Power L

53 Ballistakinesis
(telekinetic)

stan

Force Power

29 Barrier of Blades
(lightsaber form)

swif

Force Power CR 96 Battlestrike

swif

Force Power

swif

24 Blind

Force Power

29 Circle of Shelter
(lightsaber form)

stan

Force Power C

50 Cloak

stan

Force Power L

53 Combustion

stan

Force Power

29 Contentious Opportunity
(lightsaber form)

free

Force Power

24 Convection

swif

Force Power F

85 Corruption
(dark)

stan

Force Power

24 Crucitorn

reac

Force Power

25 Cryokinesis

stan

Force Power CR 96 Dark Rage


(dark)

swif

Force Power W

stan

Dark Transfer
(dark)

Force Power L

53 Dark Transfer
(dark)

stan

Force Power

30 Deflecting Slash
(lightsaber form)

reac

Force Power L

53 Detonate
(telekinetic)

stan

Force Power

30 Disarming Slash
(lightsaber form)

stan

Force Power

25 Drain Energy

stan

Force Power

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

31 Falling Avalanche
(lightsaber form)

stan

Force Power CR 96 Farseeing

full

Force Power K

50 Fear (dark)

swif

Force Power

31 Fluid Riposte
(lightsaber form)

reac

Force Power

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

stan

25 Force Light
(light)

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

26 Force Storm (dark)

stan

Force Power CR 98 Force Stun

stan

Force Power CR 98 Force Thrust

stan

Force Power

26 Force Track

swif

Force Power K

51 Force Whirlwind
(telekinetic)

stan

Force Power

26 Hatred
(dark)

stan

Force Power

31 Hawk-Bat Swoop
(lightsaber form)

Force Power

32 High Ground Defense


(lightsaber form)

swif

Force Power

27 Inertia

move

Force Power

27 Inspire
(light)

swif

Force Power

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

32 Makashi Riposte
(lightsaber form)

reac

Force Power C

51 Malacia
(light)

stan

Force Power

27 Memory Walk
(dark, mind-affecting)

stan

Force Power

28 Mind Shard
(mind-affecting)

stan

Force Power CR 98 Mind Trick


(mind-affecting)

stan

Force Power C

stan

51 Morichro

Force Power CR 98 Move Object

stan

Force Power CR 99 Negate Energy

reac

Force Power L

reac

54 Obscure
(mind-affecting)

Force Power

32 Pass the Blade


(lightsaber form)

stan

Force Power C

51 Phase

move

Force Power

28 Plant Surge

stan

Force Power L

54 Prescience

swif

Force Power

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

33 Rising Whirlwind
(lightsaber form)
must be wielding
2 lightsabers

stan

Force Power

34 Saber Swarm
(lightsaber form)

stan

Force Power

34 Sarlacc Sweep
(lightsaber form)

stan

Force Power CR 100 Sever Force


(light)

stan

Force Power C

52 Shatterpoint

swif

Force Power

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

34 Swift Flank
(lightsaber form)

stan

Force Power C

52 Technometry

stan

Force Power

35 Tempered Aggression
(dark, lightsaber form)

stan

Force Power

28 Thought Bomb
(mind-affecting)

stan

Force Power

35 Twin Strike
(lightsaber form)
must be wielding
2 lightsabers

stan

Force Power

35 Unbalancing Block
(lightsaber form)

reac

Force Power

36 Unhindered Charge
(lightsaber form)

stan

52 Valor
(light)

stan

Force Power K

Force Power CR 100 Vital Transfer


(light)

stan

Force Power

36 Vornskr's Ferocity
(dark, lightsaber form)

stan

52 Wound (dark)

stan

Force Power K
Force
Regimen

10 Awaken Force Sensitivity

Force
Regimen

10 Eyes of the Force

Force
Regimen

11 Oxygen Bottle

Force
Regimen

11 Quiet the Mind

Force
Regimen

11 Sparring Practice

Force
Regimen

11 Telekinetic Practice

Force
Regimen

12 Training Remote

Force
Regimen

13 Vo'Ren's Fifth Cadence

Force
Regimen

12 Vo'Ren's First Cadence

Force
Regimen

13 Vo'Ren's Fourth Cadence

Force
Regimen

12 Vo'Ren's Second Cadence

Force
Regimen

13 Vo'Ren's Third Cadence

Force Secret F

89 Corrupted Power

Force Secret
Force Secret
Force Secret
Force Secret
Force Secret

F
CR
CR
F
C

89
103
103
89
55

Force Secret

Debilitating Power
Devastating Power
Distant Power
Enlarged Power
Extend Power

37 Holocron Loremaster

Force Secret C
Force Secret J

55 Linked Power
37 Mentor

Force Secret
Force Secret
Force Secret
Force Secret
Force Secret

103
89
103
89
103

CR
F
CR
F
CR

Multitarget Power
Pure Power
Quicken Power
Remote Power
Shaped Power

Force Secret C

55 Unconditional Power

Force Tech.
Force Tech.
Force Tech.

C
J
L

54 Advanced Vital Transfer


36 Cure Disease
55 Detoxify Poison

Force Tech.
Force Tech.
Force Tech.

K
J
J

53 Dominate Mind
36 Extended Blind
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.

37 Improved Cryokineses

Force Tech.

88 Improved Dark Rage

Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.

L
L
K
L
J

55
56
53
56
37

Improved Dark Transfer


Improved Detonate
Improved Energy Resistance
Improved Enlighten
Improved Fold Space

Force Tech.

88 Improved Force Disarm

Force Tech.
Force Tech.
Force Tech.
Force Tech.

F
J
F
L

88
37
88
56

Force Tech.
Force Tech.

K
J

54 Improved Force Slam


37 Improved Force Storm

Force Tech.

88 Improved Force Storm (telekinetic)

Improved Force Grip


Improved Force Light
Improved Force Lightning
Improved Force Shield

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.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Melee
Melee
Melee

L
C
CR
J
K
K
K
CR
CR
CR

56
54
103
37
54
54
54
121
121
121

Improved Stagger
Improved Technometry
Improved Telepathy
Improved Thought Bomb
Improved Valor
Improved Vital Transfer
Language Absorption
Amphistaff, Quarterstaff
Amphistaff, Spear
Amphistaff, Whip

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

L
K
CR
R
CR
UR
UR
UR
CR
CR
CR
CR
UR

97
64
121
48
121
36
142
142
121
121
121
121
36

Anakin Solo's Lightsaber


Arg'garok
Atlatl
Axe
Bayonet
Blastsword
Ceremonial gloves, medium
Ceremonial gloves, small
Cesta
Club/baton
Combat gloves, medium
Combat gloves, small
Contact stunner

Melee

G
W

36 Darkstick

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

T
K
K
UR
CR
L
R
G
W

13
65
65
36
121
98
48
36

Melee
Melee
Melee

F
K
G
W

96 Felucian skullblade
65 Fira
37 Fire blade

Melee
Melee

CR 121 Force pike


R 48 Gaderffii

Datadagger
Dire sword
Double-bladed sword
Electropole
Electrostaff
Emperor Palpatine's Lightsaber
Energy Lance
Entrenching tool

Melee

59 Garrote

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

CR
J
J
CR
F
J
J
J
CR
J
J

122
50
50
122
199
53
51
52
123
51
52

Knife
Lightfoil, archaic
Lightfoil, modern
Lightsaber
Lightsaber pike
Lightsaber pike
Lightsaber, archaic
Lightsaber, crossguard
Lightsaber, double
Lightsaber, dual-phase
Lightsaber, dueling

Melee
Melee
Melee
Melee
Melee

J
L
J
CR
T

53
62
53
123
84

Lightsaber, great
Lightsaber, long-handle
Lightsaber, long-handle
Lightsaber, short
Lightwhip

Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

L
CR
K
F
F
R
CR
T
F
J
G
W

53 Lightwhip

98
123
202
200
97
48
124
77
97
53
37

Luke Skywalker's Lightsaber


Mace
Mythosaur Axe
Neuronic whip
Power hammer
Power Lance
Quarterstaff
Riot Shield
Ryyk blade
San-ni staff
Shock stick

Melee

62 Shock whip

Melee

G
W

37 Shockboxing gloves

Melee

G
W

37 Shockboxing gloves

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

K
K
F
J
K
T
K
K
C
CR
G
W

65
65
96
50
65
159
147
147
59
124
37

Melee
Melee
Melee
Melee
Melee
Melee
Melee

CR
W
K
K
UR
L
G
W

124 Stun Baton


Stun Bayonet
202 Stunning Gauntlet
202 Stunning Gauntlet
36 Survival knife
62 Tehk'la blade
37 Unarmed, Medium character

Melee

G
W

37 Unarmed, Small character

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

CR
CR
CR
K
F
CR
C
G
W

124
124
124
65
98
124
60
37

Melee
Melee

C 60 Vibrorapier
UR 36 Vibro-saw

Melee
Melee
Melee
Melee
Melee
Occupation

F
J
K
L
K
R

98
54
66
66
66
18

Shockstaff
Short sword
Shoto, guard
Shoto, guard
Shyarn
Sith Sword
Sith Tremor Sword
Sith War Sword
Snap Baton
Spear
Static pike

Vibro-ax
Vibrobayonet
Vibroblade
Vibroblade, dire
Vibroblade, double
Vibrodagger
Vibroknucklers
Vibrolance

Vibrosword
Wan-shen
War sword
Yuuzhan Vong Biotech
Zhaboka
Academic

Occupation

19 Celebrity

Occupation

19 Criminal

Occupation

19 Executive

Occupation

19 Labor

Occupation

19 Law Enforcement

Occupation

19 Medical

Occupation

19 Military

Occupation

19 Pilot

Occupation

19 Politics

Occupation

19 Technology

Origin
Origin
Origin
Origin
Origin
Origin
Origin

R
R
R
R
R
R
R

20
20
20
20
20
20
20

Alderaan
Bakura
Bespin
Bothawui
Cerea
Corellia
Coruscant

Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Prestige
Prestige
Prestige

R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
CR
SV
CR

20
20
21
21
21
21
21
21
21
21
21
21
22
22
22
22
22
206
28
207

Dorin
Duro
Fondor
Gamorr
Iridonia
Ithor
Kashyyyk
Mon Calamari
Naboo
Nar Shaddaa
Rodia
Ryloth
Socorro
Sullust
Taris
Tatooine
Trandosha
Ace Pilot
Assassin
Bounty Hunter

Prestige

SV 30 Charlatan

Prestige

41 Corporate Agent

Prestige

CR 209 Crime Lord

Prestige
Prestige
Prestige

C 42 Droid Commander
CR 211 Elite Trooper
F 43 Enforcer

Prestige
Prestige
Prestige

CR 212 Force Adept


CR 215 Force Disciple
K 43 Gladiator

Prestige
Prestige
Prestige
Prestige
Prestige

CR
L
R
F
F

Prestige
Prestige
Prestige

CR 217 Jedi Knight


CR 219 Jedi Master
G 32 Martial Arts Master
W

Prestige

F 51 Master Privateer
SV 32

216
43
41
46
48

Gunslinger
Imperial Knight
Improviser
Independent Droid
Infiltrator

Prestige

52 Medic

Prestige
Prestige

K
C

46 Melee Duelist
44 Military Engineer

Prestige

CR 220 Officer

Prestige
Prestige

SV 34 Outlaw
R 43 Pathfinder

Prestige

54 Saboteur

Prestige

46 Shaper

Prestige
Prestige
Prestige
Ranged

CR
CR
C
G
W

223
224
47
37

Sith Apprentice
Sith Lord
Vanguard
Ascension gun

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

K
UR
F
C
R
C
C
C
CR
L
G
W

67
37
198
61
50
61
62
62
124
182
40

Aurial blaster
Black-powder pistol
Blast Cannon, CR-1
BlasTech 500 "ESPO" Riot Gun
BlasTech 500 "ESPO" Riot Gun
BlasTech DH-23
BlasTech DLT-20A
BlasTech DT-12
Blaster cannon
Blaster cannon, heavy
Blaster cannon, rotary

Ranged
Ranged
Ranged
Ranged
Ranged

CR
L
L
K
L

125
63
63
67
63

Blaster carbine
Blaster carbine, double-barreled
Blaster carbine, hunting
Blaster carbine, repeating
Blaster carbine, sporting

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

CR
CR
L
CR
CR
G
W

128
125
64
126
126
38

Blaster light repeating


Blaster pistol
Blaster pistol, bluebolt
Blaster pistol, heavy
Blaster pistol, hold-out
Blaster pistol, sidearm

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

L
CR
CR
L
K
CR
L

64
127
127
182
67
128
65

Blaster pistol, snap shot


Blaster pistol, sporting
Blaster rifle
Blaster rifle, ARC-9965
Blaster rifle, assault
Blaster rifle, heavy
Blaster rifle, heavy assault

Ranged

G
W

38 Blaster rifle, heavy variable

Ranged
Ranged

R 50 Blaster rifle, SGD-4


SV 50 Blaster rifle, sniper

Ranged
Ranged

CR 128 Blaster rifle, sporting


UR 39 Blaster rifle, targeting

Ranged

G
W

38 Blaster rifle, variable

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

CR
CR
SV
GI
CR
CR
F
F
K

125
125
49
65
128
128
98
98
69

Blaster, E-Web repeating


Blaster, heavy repeating
Blaster, subrepeating
Blaster, Wrist
Bow
Bowcaster
Bryar Pistol
Bryar Rifle
Carbonite rifle

Ranged
Ranged
Ranged
Ranged
Ranged

L
K
UR
UR
G
W

98
180
37
37
39

Chewbacca's Bowcaster
Commando special rifle
Concussion rifle
Crossbow
Crossbow, repeating

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

C
C
L
GI
D4
SV
J
F
F
SV
CR
G
W

62
62
65
65
40
50
61
99
99
50
127
39

Czerka Adjudicator
Czerka Adventurer
Dart launcher, concealed
Darter
DC-19 "Stealth" Carbine
Deck sweeper
Discblade
DX-2 Disruptor pistol
DXR-6 Disruptor rifle
Electronet
Energy ball
Flame Cannon

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

CR
J
F
R
C
CR
K

128
61
199
49
62
129
67

Flamethrower
Flash canister, R-9
Flechette Launcher
Flechette Launcher
Gee-Tech 12 Defender
Grenade launcher
Grenade, adhesive

Ranged

48 Grenade, concussion

Ranged
Ranged

K
C

69 Grenade, CryoBan
62 Grenade, EMP

Ranged
Ranged
Ranged
Ranged

CR
R
CR
G
W

Ranged
Ranged

K 180 Grenade, remote


G 39 Grenade, smoke
W

Ranged
Ranged
Ranged
Ranged

CR
L
F
G
W

129
98
99
39

Ranged

G
W

39 Interchangeable WS, Anti-armor

Ranged

G
W

39 Interchangeable WS, Sniper

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

K
CR
CR
K
K
T
UR

69
129
130
69
69
134
38

Ranged
Ranged

C
R

Ranged
Ranged
Ranged
Ranged
Ranged

SV
R
CR
F
G
W

50
49
130
198
40

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

K
CR
SV
W
SV
K
K
F
L

69 Needler
130 Net
50 Neural inhibitor
Projectile Launcher, HH-15
50 Pulse rifle
69 Pulse-wave pistol
69 Pulse-wave rifle
200 Rail detonator gun
65 Razor Bug

129
49
129
39

Grenade, frag
Grenade, gas
Grenade, ion
Grenade, radiation

Grenade, stun
Han Solo's Heavy Blaster Pistol
Incinerator Rifle
Interchangeable WS

Ion carbine
Ion pistol
Ion rifle
Lanvarok, Massassi
Lanvarok, Sith
Lt Concussion Missile Launcher
Magna caster

63 Merr-Sonn Model 434


49 Merr-Sonn PLX-2M Portable Missile
Launcher
Micro grenade launcher
Miniature Proton Torpedo Launcher
Missile launcher
Missile Launcher, E-Web
Mortar launcher

Ranged

69 Ripper

Ranged
Ranged
Ranged

W
T
G
W

S-5 heavy blaster pistol


19 Saberdart Launcher (Jango Fett)
40 Scatter gun

Ranged
Ranged

UR 129 Shrapnel pistol


R 50 Siang Lance

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

CR
CR
UR
CR
GI
SV
K
K
K
K
T
C
SV
UR
F
UR
G
W

130
130
38
130
65
51
70
70
70
70
146
63
52
39
100
39
42

Ranged

G
W

42 Targeting laser

Ranged
Ranged
Ranged

CR 130 Thermal detonator


L 65 Thud Bug
UR 39 Verpine shatter gun

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Skills
Skills
Skills

C
C
C
C
C
C
C
C
GI
L
CR
CR
CR

63
63
63
63
63
63
63
63
65
66
62
64
66

Sling
Slugthrower pistol
Slugthrower pistol, heavy
Slugthrower rifle
Snare Pistol
Snare rifle
Sonic disruptor
Sonic pistol
Sonic pistol, heavy
Sonic rifle
Sonic Stunner
SoroSuub Firelance
Squib battering ram
Squib tensor rifle
Stokhli Spray stick
Stun pistol
Tactical tractor beam

Wrist rocket antipersonnel


Wrist rocket antivehicle
Wrist rocket flash
Wrist rocket hollow-tip
Wrist rocket ion blast
Wrist rocket launcher
Wrist rocket nerve toxin
Wrist rocket stun gas
Xerrol NightStinger
Yuuzhan Vong Biotech
Acrobatics
Climb
Deception

DEX
STR
CHA

Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Skills
Species
Species

CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
CR
L
F

Species
Species

W
Amanin
UR 10 Anzati

Species

CR 284 Aqualish

Species
Species

W
K

Species
Species

K 11 Arkanian Offshoot
SV 154 Balosar

Species

G
W

Species
Species
Species
Species

GI 10 Bith
SV 6 Blood Carver
CR 23 Bothan
F 13 Caamasi

Species
Species
Species

67
67
68
68
68
68
70
71
71
72
72
73
74
74
76
77
198
12

Endurance
Gather Information
Initiative
Jump
Knowledge
Mechanics
Perception
Persuasion
Pilot
Ride
Stealth
Survival
Swim
Treat Injury
Use Computer
Use the Force
Advozse
Aleena

Arcona
10 Arkanian

11 Barabel

K 12 Cathar
J 106 Celegian
CR 24 Cerean

CON
CHA
DEX
STR
INT
INT
WIS
CHA
DEX
DEX
DEX
WIS
STR
WIS
INT
CHA

Species

UR 11 Chadra-Fan

Species
Species
Species
Species
Species
Species
Species
Species
Species

L
L
UR
T
SV
C
L
J
G
W

Species
Species

GI 11 Defel
L 214 Devaronian (females)

Species

L 214 Devaronian (males)

10
11
126
34
7
91
12
128
12

Chagrian
Chiss
Chiss
Chistori
Clawdite
Clone, Republic
Codru-Ji
Croke (best guess)
Dashade

Species
Species

K 12 Draethos
SG 11 Droid, Astromech Droid
D

Species

SG 11 Droid, Battle Droid


D

Species

SG 11 Droid, Labor Droid


D

Species

SG 12 Droid, Mechanic Droid


D

Species

SG 12 Droid, Medical Droid


D

Species

SG 12 Droid, Probe Droid


D

Species

SG 13 Droid, Protocol Droid


D

Species

SG 13 Droid, Service Droid


D

Species

10 Dug

Species
Species

CR 25 Duros
UR 127 Ebruchi

Species
Species

GI 133 Elomin
CR 25 Ewok

Species

SV

Falleen

Species

13 Feeorin

Species
Species

F 14 Felucian
GI 12 Fosh

Species
Species
Species

CR 26 Gamorrean
SV 8 Gand
C 11 Gen'Dai

Species

C 181 Geonosian

Species
Species

GI 13 Givin
GI 14 Gotal

Species

15 Gran

Species

CR 26 Gungan

Species

GI 15 Herglic

Species

SV 155 Houk

Species
Species
Species
Species

CR
CR
C
UR

Species
Species

CR 27 Ithorian
SV 9 Jawa

Species
Species
Species

C 12 Kaleesh
C 13 Kaminoan
CR 28 Kel Dor

Species

23
284
12
12

Human
Hutt
Iktotchi
Ishi Tib

14 Kerkoiden

Species
Species

K 14 Khil
UR 131 Killik

Species
Species
Species

K 15 Kissai
L 13 Klatoonian
UR 12 Krevaaki

Species

UR 135 Lugubraa

Species

G
W

Species
Species

T 117 Mantellian Savrip


K 15 Massassi

Species

12 Lurmen

16 Miraluka

Species

CR 28 Mon Calamari

Species

GI 16 Mrlssi

Species
Species

L
C

14 Nagai
15 Nautolan

Species
Species
Species
Species

W
Nazren
UR 18 Near-Human Ability adjustment
UR 18 Near-Human Additional arms
UR 163 Near-Human Altiri

Species

UR 163 Near-Human Anarrian

Species
Species
Species

UR 18 Near-Human Biotech augmentation


UR 18 Near-Human Breathe underwater
UR 18 Near-Human Climate adaptation

Species

UR 18 Near-Human Conductive

Species
Species
Species

UR 18 Near-Human Cultural cybernetics


UR 18 Near-Human Darkvision
UR 18 Near-Human Empath

Species

UR 18 Near-Human Expert swimmer

Species
Species
Species
Species
Species

UR
UR
UR
UR
UR

Species

UR 179 Near-Human O'reenians

Species
Species
Species

UR 18 Near-Human Persistent
UR 18 Near-Human Quick
UR 18 Near-Human Quick healing

Species
Species

UR 18 Near-Human Resistant
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

18
18
18
18
18

Near-Human Heightened awareness


Near-Human Low-light vision
Near-Human Natural armor
Near-Human Natural weapon
Near-Human Naturally acrobatic

Species
Species
Species
Species
Species
Species
Species
Species

UR
GI
C
UR
F
F
GI
GI

18
17
16
13
185
15
144
131

Species
Species
Species
Species

W
W
W
CR 29

Near-Human Weapon familiarity


Neimoidian
Nelvaanian
Nikto
Noghri
Nosaurian
Nyriaanan
Pa'lowick
Pau'an
Phindian
Polis Massan
Quarren

Species

Species
Species
Species
Species
Species
Species

T
CR
SV
L
K
J

Species

UR 14 Shistavanen

Species

Species

UR 14 Sluissi

Species

17 Rakata

153
29
10
204
18
79

Replica Droid
Rodian
Ryn
Sakiyan
Selkath
Shard

Skakoan

19 Snivvian

Species

UR 143 Sorcerer of Rhand

Species

UR 15 Squib

Species

UR 147 Ssi-Ruuk

Species

D9 12 Stereb

Species
Species
Species

CR 30 Sullustan
F 16 Talz
G 13 Taung
W

Species
Species

J 109 Tchuukthai (best guess)


G 14 Thakwaash
W

Species

UR 149 Tof

Species

17 Togorian

Species

17 Togruta

Species
Species
Species

SV 11 Toydarian
CR 31 Trandoshan
G 15 Trianii
W

Species
Species
Species
Species
Species
Species
Species
Species

W
Tusken Raider
CR 31 Twi'lek
SV 12 Ubese
F 223 Ugnaught (best guess)
Ugor (best guess)
GI 18 Umbaran
T 127 Utai
UR 153 Vagaari

Species
Species
Species

L 59 Vahla
UR 16 Verpine
J 107 Vultan

Species

17 Vurk

Species
Species
Species

L 15 Weequay
F 18 Whiphid
CR 32 Wookiee

Species
Species

SV 156 Wroonian
F 19 Yarkora

Species

G
W

16 Yevetha

Species

16 Yuuzhan Vong

Species

G
W

17 Yuzzem

Species
Species

CR 32 Zabrak
L 17 Zeltron

Species

G
W

17 Zygerrian

Starship
Maneuvers

24 Ackbar Slash

Starship
Maneuvers

25 Afterburn

Starship
Maneuvers

25 Angle Deflector Shields

Starship
Maneuvers

25 Attack Pattern Delta

Starship
Maneuvers

25 Attack Pattern Zeta Nine

Starship
Maneuvers

25 Corellian Slip

Starship
Maneuvers

26 Counter

Starship
Maneuvers

26 Darklighter Spin

Starship
Maneuvers

26 Devastating Hit

Starship
Maneuvers

26 Engine Hit

Starship
Maneuvers

26 Evasive Action

Starship
Maneuvers

26 Explosive Shot

Starship
Maneuvers

27 Howlrunner Formation

Starship
Maneuvers

27 I Have You Now

Starship
Maneuvers

27 Intercept

Starship
Maneuvers

27 Overwhelming Assault

Starship
Maneuvers

28 Segnor's Loop

Starship
Maneuvers

28 Shield Hit

Starship
Maneuvers

28 Skim the Surface

Starship
Maneuvers

28 Skywalker Loop

Starship
Maneuvers

29 Snap Roll

Starship
Maneuvers

29 Strike Formation

Starship
Maneuvers

29 Tallon Roll

Starship
Maneuvers

30 Target Lock

Starship
Maneuvers

30 Target Sense

Starship
Maneuvers

30 Thruster Hit

Starship
Maneuvers

30 Wotan Weave

Talent

39 Accurate Blow

CR 40 Acrobatic Recovery

Talent

Talent

Talent

Talent
Talent

57 Action Exchange

CR 49 Acute Senses

L 30 Adapt and Survive


F 102 Adept Assistant

2 Force Delay

1
1

Talent

CR 39 Adept Negotiator

stan

Talent

CR 107 Adept Spellcaster

free

47 Adrenaline Implant

stan

25
20
24
29
47

2 Spotter
1
1
2 Shift
1

free

stan

Talent

Talent
Talent
Talent
Talent
Talent

C
GI
C
SV
K

Talent

14 Adversary Lore

Talent

40 Affliction

Talent

26 Aggressive Negotiator

2 Adept Negotiator

Talent

26 Aggressive Surge

Talent

57 Akk Dog Attack Training

2 Akk Dog Master

Talent

57 Akk Dog Master

Talent

57 Akk Dog Trainer's Actions

2 Akk Dog Master

Talent

49 Always Ready

1 Initiative skill

Talent

Advanced Intel
Advanced Planning
Advantageous Opening
Advantageous Positioning
Advantageous Strike

SV 13 Ambush

2 Dirty Tactics

stan

Talent

40 Ambush

Talent

28 Ambush Specialist

Talent

G
W

18 Anticipate Movement

Talent

19 Apprentice Boon

Talent

CR 51 Armor Mastery

45 Armor Mastery

Talent

45 Armored Augmentation I

1 AP of armor

Talent

45 Armored Augmentation II

2 Armored Augmentation I*

CR 52 Armored Defense

swif

2 Armored Defense

Talent

Talent

reac

Talent

40 Armored Guard

2 Ward

Talent

38 Armored Mandalorian

2 Dex 13, Mandalorian Glory

Talent
Talent

52 Armored Spacer

UR 19 Arrogant Bluster

Talent

27 Art of Concealment

Talent

24 Assault Gambit

stan

Talent
Talent
Talent

CR 221 Assault Tactics


GI 21 Assured Skill
C 53 At Peace

1
1
1

move

Talent

CR 218 Ataru

Talent

CR 210 Attract Minion

52 Attract Privateer

Talent

Talent

GI 25 Attract Superior Minion

4 Attract Minion, Impel Ally II*

Talent

CR 107 Attune Armor

free

Talent

CR 214 Attune Weapon

free

Talent

53 Attuned

2 Focused Attack

Talent

73 Aura of Freedom

Talent

G
W

22 Autofire Assault

1 WP (heavy weapons)

Talent

43 Automated Strike

swif

Talent

53 Aversion

swif

Talent

SV 14 Avert Disaster

2 Fool's Luck

Talent

G
W

2 Sneak Attack

20 Backstabber

free

Talent

Talent

UR 19 Band Together

55 Bando Gora Surge

Talent

CR 49 Barter

Talent

CR 52 Battle Analysis

swif

Talent
Talent

CR 40 Battle Meditation
UR 22 Battle Mount

full

Talent

54 Battlefield Medic

2 Steady Under Pressure

Talent

G
W

21 Battlefield Remedy

1 Trained in Treat Injury

Talent
Talent

C
K

26 Bayonet Master
53 Beast Trick

2 Gun Club
1

Talent

SV 15 Befuddle

Talent

17 Begin Attack Run

swif

1 Cha 13

swif

Talent

56 Believer Intuition

Talent

SV 14 Beloved

3 Bolster, Inspire Confidence

Talent

SV 14 Better Lucky then Dead

2 Fool's Luck

Talent

43 Bigger Bang

2 Improvised Device

Talent

29 Biotech Adept

Talent

47 Biotech Mastery

Talent

43 Black Market Buyer

Talent
Talent

R
F

26 Blast Back
52 Blaster and Blade I

1
1 Dual Weapon I, WP (advanced
& pistols)

Talent

52 Blaster and Blade II

2 Blaster & Blade I, Dual Weapon


I, WP (advanced & pistols)

Talent

52 Blaster and Blade III

3 Blaster & Blade I & II, Dual


Weapon I, WP (advanced &
pistols)

Talent
Talent
Talent
Talent
Talent

F
F
F
GI
F

57
57
57
20
28

1
2 Blaster Turret I
3 Blaster Turret I & II
1
1

Talent

41 Blind Shot

Talent

17 Blind Spot

Blaster Turret I
Blaster Turret II
Blaster Turret III
Blend In
Blend In

reac

reac

reac

stan
stan
stan
swif

swif

Talent

CR 41 Block

Talent

SV 33 Bloodthirsty

Talent

41 Blowback

Talent

52 Boarder

Talent

81 Body Control

Talent

SV 27 Bodyguard I

2 Attract Minion

Talent

SV 27 Bodyguard II

3 Bodyguard I*

Talent

SV 27 Bodyguard III

4 Bodyguard II*

Talent

41 Bodyguard's Sacrifice

reac

reac

reac

Talent

CR 43 Bolster Ally

stan

Talent
Talent

R 40 Bolstered Numbers
GI 21 Bomb Thrower

2 Recruit Enemy
1 Trained in Mechanics

full

2 Charm Beast

full

swif

Talent

Talent

18 Bonded Mount

CR 44 Born Leader

Talent

50 Bothan Resources

2 Spynet Agent

Talent

45 Breach Cover

Talent

45 Breaching Explosive

Talent

SG 29 Break Program
D

1 Trained in Use Computer

Talent

54 Bring Them Back

Talent
Talent

K
J

44 Brutal Attack
89 Brutal Unarmed Strike

1 Weapon Focus
2 Telekinetic Strike

Talent
Talent

L
G
W

29 Bugbite
31 Bullseye

1
3 Sniper feat, Draw a Bead*

Talent

45 Bunker Blaster

Talent

92 Buried Presence

stan

stan

Talent
Talent

K 30 Burning Assault
SG 26 Burst Transfer
D

2 Jet Pack Training


1

Talent
Talent

K
J

2 Personal Vendetta
1

Talent

SV 17 Cantina Brawler

Talent

43 Capture Droid

stan

Talent
Talent

F 103 Cargo Hauler


L 27 Cast Suspicion

1
1

swif

stan

Talent
Talent

44 Call Out
19 Call Weapon

SV 14 Castigate
J

21 Cause Mutation

2 Sith Alchemy

Talent

UR 23 Champion

Talent

CR 213 Channel Aggression

Talent

CR 213 Channel Anger

2 Channel Aggression

swif

Talent

16 Channel Energy

1 Negate energy

reac

Talent

18 Channel Vitality

swif

Talent

18 Charm Beast

Talent

CR 107 Charm Beast

Talent

CR 107 Charm Beast

Talent

27 Cheap Shot

2 Opportunistic Strike

Talent

G
W

19 Cheap Trick

1 Trained in Deception

Talent
Talent

F 24 Cleanse Mind
CR 40 Clear Mind

1
1

Talent

GI 24 Clip

Talent

57 Cloak of Shadow

Talent

41 Close Contact

no
swif
y

swif

Talent

SV 25 Close Cover

2 Watch This

Talent
Talent

R
S

23 Close Maneuvering
17 Close Scrape

1
1

Talent
Talent

C
J

25 Close-Combat Assault
18 Closed Mind

2 Recon Team Leader


1

Talent

40 Close-Quarters Fighter

Talent
Talent

K 24 Collective Visions
F 103 Combat Repairs

1 Farseeing
1

Talent

21 Combat Trance

Talent
Talent

T
S

57 Combined Fire
18 Combined Fire

1 Coordinated Attack
1

swif

Talent

85 Combustion

1 Force Training

swif

swif
reac

full

Talent

CR 107 Command Beast

2 Charm Beast

Talent

CR 107 Command Beast

2 Charm Beast

Talent

UR 31 Commander's Prerogative

Talent

26 Commanding Officer

Talent

G
W

19 Commanding Presence

3 Tactical Savvy*

stan

Talent

28 Commanding Presence

swif

Talent

42 Competitive Drive

Talent

42 Competitive Edge

Talent

47 Computer Language

1 Binary

Talent

47 Computer Master

Talent

26 Comrades in Arms

Talent

92 Conceal Another

2 Buried Presence

Talent

58 Conceal Force Use

swif

Talent

49 Concealed Weapon Expert

swif

Talent

40 Concentrate All Fire

Talent

SV 34 Confounding Attack

3 Tangle Up*

Talent

CR 44 Connections

Talent

22 Consular's Vitality

swif

Talent

26 Consular's Wisdom

2 Adept Negotiator

swif

Talent

53 Consumed by Darkness

swif

Talent

GI 25 Contingency Plan

reac

Talent

CR 212 Controlled Burst

Talent

CR 44 Coordinate

Talent

GI 23 Coordinated Effort

3 Dedicated Protector*

Talent
Talent

UR 20 Coordinated Leadership
C 26 Coordinated Tactics

2 Commanding Officer

Talent

42 Corporate Clout

3 Impose Hes, Wrong Decision

Talent

45 Cortosis Defense

Talent

27 Cortosis Gauntlet Block

1 AP (light, medium)

Talent

45 Cortosis Retaliation

2 Cortosis Defense

Talent

SV 18 Counterpunch

Talent
Talent

F
G
W

1
1

Talent

CR 52 Cover Fire

45 Cover Bracing
18 Cover Escape

2 Battle Analysis

Talent

41 Cover Your Tracks

Talent

42 Cower Enemies

2 Force Interrogation

Talent

SV 16 Cramped Quarters Fighting

3 Starship Raider*

stan

stan

Talent

49 Creeping Approach

1 Stealth skill

Talent

17 Crippling Hit

3 System Hit*

Talent

CR 213 Crippling Strike

2 Channel Aggression

Talent
Talent

GI 21 Critical Skill Success


GI 23 Crowd Control

1
2 Entangler

Talent

17 Crucial Advice

swif

Talent

SV 18 Crushing Assault

2 Weapon Specialization

Talent

SV 31 Cunning Distraction

Talent

SV 15 Cunning Strategist

3 Walk the Line*

stan

2 Bugbite

swif

Talent

29 Curved Throw

Talent

43 Custom Model

2 Improvised Device, Tech


Specialist feat

Talent

87 Cycle of Harmony

2 Tyia Adept

Talent

CR 101 Damage Reduction 10

stan

Talent
Talent

SV 31 Damaging Deception
GI 25 Damaging Disarm

2 Cunning Distraction
2 Ranged Disarm

stan

swif

Talent

24 Dampen Presence

Talent

39 Dark Deception

Talent

Talent

CR 223 Dark Healing

40 Dark Healing Field

3 Improved Dark Healing*

stan

Talent

Talent

CR 101 Dark Presence

55 Dark Preservation

2 Cha 13, Power of the Dark Side stan

2 Power of the Dark Side

Talent
Talent

K 25 Dark Retaliation
CR 223 Dark Scourge

2 Sentinel Strike
1

Talent

CR 223 Dark Side Adept

Talent

27 Dark Side Bane

2 Dark Side Sense

Talent

59 Dark Side Manipulation

Talent

CR 223 Dark Side Master

2 Dark Side Adept

Talent

16 Dark Side Savant

Talent

CR 40 Dark Side Scourge

2 Dark Side Sense

Talent

CR 40 Dark Side Sense

Talent

17 Dark Side Talisman

full
full

SV 27 Dash and Blast

1 Dual Weapon Mastery I,


Running Attack

Talent

CR 46 Dastardly Strike

Talent
Talent

SV 29 Deadly Repercussions
CR 216 Debilitating Shot

1
1

Talent

61 Deception Awareness

CR 216 Deceptive Shot

Talent

Talent

swif

2swif

Talent

GI 24 Dedicated Guardian

3 Dedicated Protector*

Talent

GI 24 Dedicated Protector

2 Harms Way

Talent

UR 21 Deep Space Raider

Talent

28 Deep-Space Gambit

Talent

56 Defense Boost

Talent
Talent

L
K

27 Defensive Acuity
39 Defensive Circle

1
4 Battle Meditation, Block or
swif
Deflect, Jedi Battle Commander

swif

Talent

47 Defensive Electronics

Talent

G
W

21 Defensive Jab

2 Retaliation Jab

Talent

45 Defensive Measures

2 Safe Zone

Talent

G
W

21 Defensive Position

2 Battle Analysis

Talent
Talent

L 30 Defensive Protection
CR 41 Deflect

1
1

reac
reac

Talent

CR 43 Demand Surrender

2 Presence

stan

Talent

CR 52 Demolitionist

Talent

26 Demoralizing Defense

2 Noble Fencing Style

Talent

42 Deny Move

2 Reduce Mobility

Talent

CR 221 Deployment Tactics

reac

move

x
*

Talent

Talent
Talent

R 28 Destructive Ambusher
GI 24 Detective

2 Ambush Specialist
1

Talent

1 Force blast

Talent

43 Desperate Measures

93 Detonate

CR 53 Devastating Attack

2 Focus Terror

swif

Talent

29 Devastating Melee Smash

2 Melee Smash

Talent

56 Device Jammer

Talent

41 Difficult to Sense

Talent

G
W

20 Dig In

swif

Talent

41 Direct

stan

Talent
Talent

R 24 Direct Fire
SG 28 Directed Action
D

2 Assault Gambit
1

swif
stan

Talent

SG 28 Directed Movement
D

move

Talent
Talent

F 28 Dirty Fighting
SV 14 Dirty Tactics

1
1

stan

full
n

Talent

Talent

GI 23 Disarm and Engage

Talent

29 Disarming Attack

2 Impr Disarm, Int 13, Weapon


Specialization*

Talent

91 Discblade Arc

CR 100 Disciplined Strike

Talent

Talent
Talent

47 Dirty Tricks

42 Disciplined Trickery

CR 46 Disruptive

1 Deception skill

2swif

full

reac

2swif

Talent

CR 44 Distant Command

2 Born Leader

Talent

91 Distant Discblade Throw

1 proficient discblade

Talent

17 Distracting Apparition

2 Manifest Guardian Spirit

Talent
Talent
Talent

K 44 Distracting Attack
SV 31 Distracting Shout
L

27 Distress to Discord

2 Brutal Attack
2 Cunning Distraction
1

Talent

CR 218 Djem So

Talent

CR 207 Dogfight Gunner

2 Expert Gunner

Talent
Talent

GI 20 Done It All
C 22 Double Agent

1
1

Talent

SV 35 Double Up

3 Find an Opening*

free

Talent

40 Drain Force

2 Affliction

reac

Talent

30 Drain Knowledge

stan

Talent

G
W

31 Draw a Bead

2 Precision Shot, BAB +10

swif

Talent

CR 52 Draw Fire

swif

Talent

SV 26 Dread

3 Hunter's Target*

stan

Talent

43 Droid Defense

stan

Talent

79 Droid Duelist

swif

Talent

45 Droid Expert

2 Repairs on the Fly

Talent
Talent

F
C

56 Droid Jammer
43 Droid Mettle

1
2 Droid Defense

Talent

F 103 Droid Smash

Talent

1 Dual Weapon Mastery I,


Weapon Finesse

47 Dual Weapon Flourish I

full
swif

stan

Talent

47 Dual Weapon Flourish II

3 Dual Weapon Mastery I, II,


Dual Weapon Flourish I, Master
of Elegance, Weapon Finesse

Talent
Talent

F 102 Dull the Pain


SV 14 Dumb Luck

1 Medical Droid
3 Knack, Lucky Shot

Talent

SG 27 Durable
D

Talent

85 Earth Buckle

Talent

G
W

19 Easy Prey

2 Cheap Trick

Talent

G
W

32 Echani Expertise

1 BAB +10

Talent

20 Echoes of the Force

Talent

CR 44 Educated

full
stan

swif

Talent

27 Electronic Forgery

1 Use Computer

Talent

27 Electronic Sabotage

1 Use Computer

Talent

GI 24 Electronic Trail

2 Nowhere to Hide, trained Use


Comp

Talent

CR 207 Elusive Dogfighter

stan

Talent

CR 40 Elusive Target

Talent

CR 213 Embrace Dark Side

3 Channel Anger*

Talent

54 Emergency Team

Talent

37 Empower Siang Lance

full

free

Talent

CR 214 Empower Weapon

Talent
Talent

C
S

23 Enemy Tactics
16 Engineer

1
2 Educated, Know (tech)

Talent

45 Enhance Cover

Talent

75 Enhanced Danger Sense

Talent

47 Enhanced Manipulation

1 Dex 15

Talent
Talent

C 47 Enhanced Vision
GI 23 Entangler

1
1

Talent
Talent

L
J

1
2 Charm Beast

Talent

F 103 Environmentally Shielded

26 Entreat Aid
18 Entreat Beast

swif
*

swif
swif

Talent

CR 101 Equilibrium

swif

swif

Talent

45 Escort Fighter

Talent

40 Escort Pilot

Talent

18 Esoteric Technique

Talent
Talent

Talent
Talent
Talent

F 103 Etiquette
CR 50 Evasion

43 Excellent Kit

GI 21 Exceptional Skill
CR 212 Exotic Weapon Mastery

1
1

1
1 Trained in skill
1

Talent
Talent

K
J

44 Exotic Weapons Master


75 Expanded Horizon

1 exotic Proficiency
1

Talent

43 Expanded Sensors

Talent
Talent
Talent

L 47 Expedient Mending
SV 18 Experienced Brawler
CR 52 Expert Grappler

2 Expert Shaper
3 Stunning Strike*
1

Talent

CR 207 Expert Gunner

stan

Talent
Talent

UR 23 Expert Rider
L 47 Expert Shaper

Talent

CR 49 Expert Tracker

2 Acute Senses

Talent
Talent
Talent

C 42 Exploit Weakness
C 22 Exposing Strike
UR 21 Extended Ambush

2 Assault Tactics
1

Talent

42 Extended Critical Range (heavy)

1 BAB +10, WP (heavy)

Talent

42 Extended Critical Range (rifles)

1 BAB +10, WP (rifles)

Talent

UR 30 Extended Critical Range (simple weapons)

Talent

UR 30 Extended Threat

Talent

Talent

54 Extra First Aid

CR 50 Extreme Effort

Talent

57 Extreme Explosion

3 Skilled Demolitionist, Shaped


Explosion

Talent

24 Face the Foe

2swif

Talent

Talent

GI 22 Fade Out

1 Trained in Stealth

Talent

G
W

1 Cha 13

Talent
Talent

UR 29 Familiar Enemies
UR 29 Familiar Situation

Talent

UR 29 Fast Attack Specialist

Talent

Talent
Talent

Talent

Talent

26 Fade Away

31 Fall Back

16 Fast Repairs

F 27 Fast Talker
SV 26 Fear Me

29 Feared Warrior

CR 44 Fearless Leader

reac

move

1 Mechanics

2 Art of Concealment
4 Inspire Fear I & II, Attract
Minion

reac

2 Commanding Presence

2 Born Leader

Talent

42 Fearsome

2 Notorious

Talent

23 Feed Information

swif

swif

Talent

88 Feel the Force

Talent

G
W

30 Ferocious Assault

2 BAB +12, Controlled Burst

Talent

60 Field Detection

1 Use the Force skill

swif

move
swif

Talent
Talent

CR 221 Field Tactics


SV 33 Fight to the Death

2 Deployment Tactics
2 Bloodthirsty

Talent

SV 35 Find an Opening

2 Seize the Moment

Talent
Talent

R 25 Find Openings
SV 26 Findsman Ceremonies

1
1 Force Sensitivity

Talent

SV 26 Findsman's Foresight

2 Findsman Ceremonies

Talent

2 BAB+5, Commanding Officer

Talent

SV 28 Flanking Foe

1 Dual Weapon Mastery I

Talent

SV 17 Flee

2 Long Stride

26 Fire at Will

stan

full

stan

Talent

18 Fleet Deployment

1 Charisma 13

full

Talent

18 Fleet Tactics

2 Cha 13, Fleet Deployment

stan

2 Adept Spellcaster

swif

Talent

CR 107 Flight

Talent

85 Fluidity

Talent

42 Flurry Attack

Talent

G
W

33 Flurry of Blows

Talent

26 Fluster

2 Presence, Persuasion

stan

Talent

43 Focus Terror

swif

Talent

53 Focused Attack

Talent

40 Focused Force Talisman

2 Force Talisman

Talent
Talent

C
F

26 Focused Targeting
29 Focused Warrior

2 Comrades in Arms
1

Talent

73 Folded Space Mastery

1 Fold space

Talent

CR 46 Fool's Luck

Talent
Talent

GI 21 For the Cause


L 40 Force Blank

2 Make an Example
1

Talent

CR 107 Force Cloak

Talent

CR 107 Force Cloak Mastery

2 Force Cloak

Talent

CR 223 Force Deception

Talent

Talent
Talent

57 Force Delay

UR 33 Force Directed Shot


K 58 Force Direction

1 Persuasion skill

stan

swif

reac

Talent

88 Force Exertion

1 Force Training

Talent

56 Force Fighter

Talent

52 Force Flow

Talent

CR 101 Force Focus

reac

full

Talent

Talent

Talent

CR 218 Force Fortification

16 Force Harmony

CR 40 Force Haze

2 Clear Mind

Talent

77 Force Immersion

2 Stealth, White Current Adept

Talent

43 Force Interrogation

Talent
Talent

Talent

CR 40 Force Intuition
K 58 Force Momentum

24 Force of Will

stan

free

1
1

swif

Talent

CR 101 Force Perception

Talent
Talent

CR 40 Force Persuasion
CR 101 Force Pilot

2 Adept Negotiator
1

Talent

CR 214 Force Power Adept

Talent

CR 101 Force Recovery

2 Equilibrium

Talent

16 Force Reflexes

2 Starship Tact, Force Pilot

Talent

79 Force Repair

Talent

39 Force Revive

3 Battle Meditation, Jedi Battle


Commander

reac

Talent

87 Force Stabilize

2 Tyia Adept

swif

Talent

53 Force Suppression

1 rebuke Force power

Talent
Talent

Talent

CR 214 Force Talisman


K

38 Force Throw

CR 214 Force Treatment

free

2 Empower Weapon

stan

Talent

41 Force Treatment

Talent

41 Force Veil

2 Difficult to Sense

Talent

40 Force Warning

Talent

24 Forceful Warrior

Talent

CR 101 Foresight

2 Force Perception

Talent

G
W

18 Forewarn Allies

Talent

G
W

31 Form Up

1 Cha 13

Talent

CR 214 Fortified Body

2 Equilibrium

Talent

CR 46 Fortune's Favor

Talent

G
W

20 Forward Patrol

2 Watchful Step

Talent

27 Friend or Foe

2 Cast Suspicion

move

reac

Talent

23 Friendly Fire

Talent

SV 26 Frighten

3 Inspire Fear I, Attract Minion

Talent

CR 50 Fringe Savant

Talent

G
W

1 Cha 13

move

Talent

SG 28 Full Control
D

4 Directed Action, Directed


Movement, Remote Attack

full

Talent

CR 207 Full Throttle

Talent

UR 20 Galactic Guidance

Talent

CR 46 Gambler

31 Full Advance

2 Enemy Tactics

free

Talent

30 Gang Leader

Talent

CR 101 Gauge Force Potential

2 Force Perception

stan

Talent

G
W

reac

Talent

GI 20 Get into Position

Talent

2 BAB+5, Recon Team Leader

move

Talent

SV 29 Get Some Distance

3 Advantageous Positioning*

stan

Talent

G
W

Talent

CR 47 Gimmick

18 Get Down

25 Get Into Position

20 Ghost Assailant

swif

Talent

31 Grabber

Talent
Talent

R
C

23 Gradual Resistance
42 Grand Leader

1
1

Talent
Talent

S
J

17 Great Shot
17 Greater Dark Side Talisman

1
2 Dark Side Talisman

Talent
Talent

CR 212 Greater Devastating Attack


C

40 Greater Focused Force Talisman

2 Greater WF, Devastating*


3 Focused Force Talisman*

Talent

CR 214 Greater Force Talisman

2 Force Talisman

Talent

CR 212 Greater Penetrating Attack

2 Greater WF, Penetrating*

Talent

CR 212 Greater Weapon Focus

1 Weapon Focus

Talent

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

14 Grenade Defense

swif

free

Talent

G
W

21 Grizzled Warrior

3 Seen It All*

Talent

42 Group Perception

Talent
Talent

GI 20 Guaranteed Boon
SV 28 Guaranteed Shot

1
1 Dual Weapon Mastery I

Talent

16 Guardian Spirit

Talent
Talent

C
L

22 Guardian Strike
41 Guard's Endurance

1
2 Ward

Talent
Talent

K
R

28 Guidance
23 Guiding Strikes

1 Perception
1

Talent

CR 52 Gun Club

Talent

SV 28 Hailfire

1 Dual Weapon Mastery I

Talent

31 Hammerblow

Talent

95 Hard Target

2 Tough As Nails

swif
swif

reac

Talent

G
W

33 Hardened Strike

Talent

56 Hardiness

Talent

CR 52 Harm's Way

1 Initiative skill

Talent

G
W

31 Harrying Shot

3 Pinning Shot*

Talent

42 Hasty Withdrawal

Talent

79 Heal Droid

1 Vital transfer

Talent

41 Healing Boost

1 Vital transfer

Talent

G
W

18 Heavy Fire Zone

2 Forewarn Allies

Talent

SG 27 Heavy-Duty Actuators
D

1 Medium or larger size

Talent

Talent

F 103 Helpful

53 Heightened Awareness

swif

swif

swif

Talent

SV 15 Hesitate

Talent

SG 29 Heuristic Mastery
D

1 Wis 15

Talent

29 Hidden Attacker

1 Stealth

Talent

25 Hidden Eyes

stan

swif

Talent

CR 49 Hidden Movement

2 Improved Stealth

Talent
Talent

F 27 Hidden Weapons
SV 16 Hide in Plain Sight

2 Art of Concealment
3 Hidden Movement*

move

Talent

56 High Impact

swif

Talent

40 Higher Yield

1 Trained in Mechanics

Talent

G
W

32 Hijkata Expertise

Talent
Talent

R
F

25 Hit the Deck


93 Hive Mind

1
1

Talent

G
W

31 Hold Steady

1 Cha 13

stan

Talent

14 Hold the Line

Talent

16 Hot Wire

1 Mechanics

Talent

47 Hotwired Processor

swif

Talent

SV 16 Hunker Down

stan

Talent
Talent

C 25 Hunt the Hunter


CR 208 Hunter's Mark

1
1

stan

Talent

CR 208 Hunter's Target

2 Hunter's Mark

free

Talent

CR 47 Hyperdriven

Talent

29 Hyperspace Savant

1 Pilot

Talent

25 Idealist

1 Cha 13

Talent

CR 43 Ignite Fervor

3 Bolster, Inspire Confidence

Talent

40 Ignore Armor

Talent

53 Ignore Damage Reduction

2 Martial Arts I, Teras Kasi Basics

free

Talent

27 Illicit Dealings

Talent

52 Illusion (F87 & J14)

1 Mind Trick

Talent

15 Illusion Bond

2 Illusion

Talent

58 Imbue Item

Talent

77 Immerse Another

2 Stealth, White Current Adept

stan

full

Talent
Talent

R 23 Immovable
SV 18 Impaling Assault

1
2 Weapon Specialization

swif

Talent

2 Skilled Advisor

reac

41 Impart Knowledge

Talent

CR 210 Impel Ally I

swif

Talent

CR 210 Impel Ally II

2 Impel Ally I

2swif

Talent

SV 27 Impel Ally III

3 Impel Ally II*

3swif

Talent

47 Impenetrable Cover

2 Maximize Cover

Talent

43 Impose Confusion

2 Impose Hesitation

Talent

43 Impose Hesitation

stan

Talent

CR 52 Improved Armored Defense

2 Armored Defense

Talent
Talent
Talent
Talent

S
K
C
CR

1
2 Battle Meditation
2 Consular's Vitality
2 Dark Healing

Talent

60 Improved Force Sight

1 Force sight, Use the Force skill swif

Talent

41 Improved Healing Boost

2 Healing Boost*

17
25
22
224

Improved Attack Run


Improved Battle Meditation
Improved Consular's Vitality
Improved Dark Healing

swif
stan

Talent

CR 49 Improved Initiative

2 Acute Senses

Talent

43 Improved Jury-Rig

Talent

43 Improved Lightsaber Throw

2 Lightsaber Throw

Talent

SV 30 Improved Manipulating Strike

2 Manipulating Strike

Talent

CR 216 Improved Quick Draw

Talent

40 Improved Quick Draw (lightsabers)

1 Quick Draw, WF (lightsabers)

Talent

39 Improved Redirect

3 Deflect, Redirect Shot

Talent

39 Improved Riposte

3 Block, Riposte

Talent

39 Improved Sentinel Strike

stan

Talent

39 Improved Sentinel's Gambit

Talent

SV 15 Improved Skirmisher

2 Skirmisher

Talent

G
W

2 Sneak Attack, PB Shot

Talent
Talent

SV 31 Improved Soft Cover


CR 49 Improved Stealth

20 Improved Sneak Attack

2 Sentinel's Gambit

2 Innocuous
1

Talent

40 Improved Stunning Strike

3 Stunning Strike

Talent

31 Improved Suppression Fire

Talent

28 Improved Surveillance

2 Surveillance

Talent
Talent

K 30 Improved Trajectory
CR 43 Improved Weaken Resolve

2 Jet Pack Training


3 Weaken Resolve*

Talent

43 Improvised Device

Talent

21 Improvised Weapon Master

Talent

43 Incite Rage

Talent

28 Incognito

2 Blend In

Talent

CR 52 Indomitable

swif
y

free

swif

n
swif

Talent

88 Indomitable Will

stan

Talent

15 Influence Savant

swif

Talent

25 Influential Friends

2 Connections

Talent

93 Infuse Weapon

Talent

58 Initiate of Vahl

Talent
Talent

SV 31 Innocuous
F 43 Inquisition

1
1

Talent

41 Insight of the Force

Talent

92 Insightful Aim

1 WP (pistols or rifles)

full

swif

swif

Talent

44 Inspire Competence

2 Expanded Sensors

swif

stan

Talent

CR 44 Inspire Confidence

Talent

CR 210 Inspire Fear I

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

Talent

23 Inspire Loyalty

Talent

SV 27 Inspire Wrath

3 Impel Ally II*

Talent

CR 44 Inspire Zeal

3 Ignite Fervor*

swif

Talent

17 Instinctive Navigation

2 Force Pilot

Talent

25 Instruction

stan

stan

Talent

UR 30 Instrument of the Force

Talent
Talent

F 45 Intentional Crash
F 102 Interrogator

1 Pilot
1

Talent

28 Intimate Knowledge

2 Surveillance

stan

Talent

26 Intimidating Defense

2 Presence, Persuasion

reac

Talent
Talent

C
F

47 Invisible Attacker
52 Ion Mastery

2 Maximize Cover
1

Talent

47 Ion Resistance 10

Talent
Talent
Talent

F 57 Ion Turret
UR 31 Irregular Tactics
S 18 It's a Trap

2 Blaster Turret I

stan

reac

Talent

CR 218 Jar'Kai

3 Lightsaber Def, Niman

Talent

39 Jedi Battle Commander

2 Battle Meditation

Talent

42 Jedi Hunter

Talent

42 Jedi Network

Talent

20 Jedi Quarry

Talent

30 Jet Pack Training

swif

Talent

30 Jet Pack Withdraw

2 Jet Pack Training

Talent

CR 52 Juggernaut

2 Armored Defense

Talent
Talent

CR 207 Juke
CR 50 Jury-Rigger

2 Vehicular Evasion
1

Talent

SG 28 Just a Droid
D

Talent

SG 27 Just a Scratch
D

1 Equipped & proficient with


medium or better armor

Talent

43 Just What Is Needed

Talent

CR 218 Juyo

2 BAB +10, Weapon


Specialization*

Talent

CR 49 Keen Shot

2 Acute Senses

Talent
Talent

R 28 Keep It Going
SV 17 Keep it Together

2 Ambush Specialist
2 Jury-Rigger

Talent

CR 207 Keep It Together

reac

swif

free

Talent

26 Keep Them at Bay

Talent

G
W

31 Keep Them Honest

1 Careful Shot feat

Talent

SV 33 Keep Them Reeling

stan

Talent

2 Ambush Specialist

swif

Talent

GI 22 Keep Together

Talent

CR 46 Knack

28 Keep Them Reeling

Talent

45 Knight's Morale

Talent

42 Knockback

CR 216 Knockdown Shot

Talent

Talent
Talent

J
F

14 Know Weakness
25 Know Your Enemy

2 Adversary Lore
1

Talent

75 Knowledge and Defense

2 Enhanced Danger Sense

Talent

50 Knowledge is Life

2 Spynet Agent

swif

swif

Talent

50 Knowledge is Power

2 Spynet Agent

swif

Talent
Talent

F
K

50 Knowledge is Strength
58 Knowledge of the Force

2 Spynet Agent
1

swif
reac

Talent

25 Known Dissident

2 Know Your Enemy

stan

Talent

SG 26 Known Vulnerability
D

1 Trained in Know (life sciences) free

Talent

60 Krath Illusions

2 Illusion

Talent

60 Krath Intuition

Talent

60 Krath Surge

Talent

G
W

33 K'tara Expertise

Talent

G
W

33 K'thri Expertise

Talent

SV 15 Labyrinthine Mind

Talent

45 Launch Point

2 Safe Zone

Talent

25 Lead by Example

swif

swif

reac

Talent

UR 31 Lead by Example

Talent

24 Lead From the Front

2 Face the Foe

Talent

26 Leading Feint

2 Noble Fencing Style

Talent
Talent
Talent

GI 20 Leading Skill
GI 20 Learn from Mistakes
S 18 Legendary Commander

swif

1
1
2 Cha 13, Int 13, Born Leader

Talent

73 Liberate

2 Aura of Freedom

swif

Talent

41 Lifesaver

2 Bodyguard's Sacrifice

reac

swif

Talent

Talent

CR 41 Lightsaber Defense

40 Lightsaber Evasion

Talent

19 Lightsaber Form Savant

Talent

19 Lightsaber Specialist

2 Masterwork Lightsaber

Talent

CR 41 Lightsaber Throw

Talent

UR 31 Lingering Debilitation

Talent

15 Link

stan

stan

swif

Talent

CR 107 Linked Defense

Talent

SG 27 Load Launcher
D

Talent

44 Lockdown Strike

swif

Talent

UR 30 Long Call

Talent

CR 50 Long Stride

Talent
Talent

Talent

R
R

40 Lose Pursuit
24 Luck Favors the Bold

CR 46 Lucky Shot

1
1
2 Face the Foe

2 Knack

Talent

27 Lucky Stop

2 Knack

Talent

60 Luka Sene Master

2 Field Detection, farseeing

reac

Talent

25 Lure Closer

2 Trick Step

move

Talent

44 Maintain Focus

swif

Talent

CR 218 Makashi

2 Lightsaber Defense

Talent

SV 16 Make a Break for It

3 Stellar Warrior*

swif

Talent
Talent
Talent

GI 22 Make an Example
SV 18 Make Do
T 13 Malkite Techniques

1
1
1

stan

Talent

SV 18 Man Down

reac

Talent

38 Mandalorian Advance

Talent

38 Mandalorian Ferocity

1 Dex 13, proficient

Talent

38 Mandalorian Glory

Talent

17 Manifest Guardian Spirit

Talent

SV 30 Manipulating Strike

swif

Talent

73 Many Shades of the Force

1 Force Training

Talent
Talent

C
J

47 Mark the Target


89 Martial Resurgence

1
1

swif

Talent

79 Mask Presence

swif

Talent

15 Masquerade

2 Illusion

Talent

Talent
Talent

GI 24 Master Defender
GI 20 Master Manipulator

Talent

UR 29 Master Manipulator

Talent

41 Master Advisor

47 Master Mender

2 Skilled Advisor
1
3 Get into Position, Advanced
Planning

swif

2 Expert Shaper

Talent
Talent

CR 40 Master Negotiator
K 47 Master of Elegance

2 Adept Negotiator
2 Dual or Single Weapon Flourish
I, Weapon Finesse

Talent
Talent

J 14 Master of the Great Hunt


CR 47 Master Slicer

1
2 Gimmick

Talent
Talent

UR 30 Master's Orders
J 19 Masterwork Lightsaber

Talent

47 Maximize Cover

Talent
Talent

F 102 Mechanics Mastery


UR 23 Mechanized Rider

Talent

SG 26 Medical Analyzer
D

1 Medical droid, Trained in Know


(life sciences)

Talent

F 102 Medical Droid

Talent

54 Medical Miracle

Talent

31 Melee Assault

Talent

31 Melee Brute

Talent

31 Melee Opportunist

Talent

Talent

CR 52 Melee Smash

57 Mercenary's Determination

stan

2 Mercenary's Grit

free

Talent

57 Mercenary's Grit

swif

Talent
Talent

T
J

57 Mercenary's Teamwork
18 Mind Probe

2 Combined Fire*
1

full

swif

Talent
Talent

F 57 Mine Mastery
SV 14 Misplaced Loyalty

1
2 Dirty Tactics

Talent

39 Mobile Attack (lightsabers)

2 Multiattack Prof, Dual Weapon


Mastery I, WF (lightsabers)

Talent

39 Mobile Attack (pistols)

2 Multiattack Proficiency (pistols)

Talent

24 Mobile Combatant

swif

Talent

G
W

20 Mobile Combatant

3 Forward Patrol*

Talent

83 Mobile Whirlwind

2 Seyugi Cyclone

Talent

47 Modification Specialist

Talent

13 Modify Poison

2 Malkite Techniques

Talent

17 Motion of the Future

2 Force Perception

swif

Talent

55 Move Massive Object

2 Telekinetic Power, move object

Talent

52 Multiattack Proficiency (advanced melee


weapons)

Talent

47 Multiattack Proficiency (advanced melee


weapons)

Talent

45 Multiattack Proficiency (exotic weapons)

2 Exotic Weapons Master

Talent

CR 212 Multiattack Proficiency (heavy weapons)

Talent

CR 218 Multiattack proficiency (lightsabers)

Talent

CR 216 Multiattack Proficiency (pistols)

Talent

41 Multiattack Proficiency (rifles)

Talent

CR 212 Multiattack Proficiency (rifles)

Talent
Talent

UR 30 Multiattack Proficiency (simple weapons)


SV 29 Murderous Arts I

Talent

SV 29 Murderous Arts II

2 Murderous Arts I

Talent

18 Mystic Mastery

Talent

Talent

UR 30 Mystical Link

54 Natural Healing

Talent

UR 33 Negate and Redirect

Talent

CR 218 Niman

Talent

G
W

21 Nimble Dodge

Talent
Talent

K
K

27 No Escape
27 Noble Fencing Style

2 Opportunistic Strike
1 Deception & Persuasion trained

Talent

40 Noble Sacrifice

2 Recruit Enemy

Talent
Talent

F 45 Nonlethal Tactics
CR 208 Notorious

1
1

Talent

CR 210 Notorious

Talent

CR 208 Nowhere to Hide

Talent

SV 26 Nowhere to Run

4 Nowhere to Hide, Hunter's


Target*

Talent

SG 26 Nuanced
D

Talent
Talent

13 Numbing Poison

2 Malkite Techniques

UR 20 Oafish

Talent

45 Oath of Duty

Talent

45 Obscuring Defenses

2 Safe Zone

Talent

SG 26 Observant
D

Talent

41 Old Faithful

Talent

SV 26 Omens

2 Findsman Ceremonies

Talent

SG 26 On-Board System Link


D

Talent
Talent

CR 221 One for the Team


R 43 Only the Finest

2 Deployment Tactics
2 Black Market Buyer

Talent

SV 35 Opportunistic Defense

2 Uncanny Instincts

Talent

27 Opportunistic Strike

Talent

41 Opportunity Fire

Talent

41 Out of Harm's Way

move

1 Deception skill, Weapon


Finesse

free

3 Field Tactics*
1

stan

Talent
Talent

UR 23 Out of Harm's Way


K 47 Out of Nowhere

Talent
Talent

CR 221 Outmaneuver
SV 25 Outrun

Talent

UR 20 Outsider's Eye

Talent

UR 21 Outsider's Query

Talent

UR 29 Overcharged Shot

Talent

44 Overclocked Troops

2 Droid Defense

Talent

58 Past Visions

3 Visions

Talent

CR 53 Penetrating Attack

swif

1 Weapon Focus

Talent
Talent

R
J

28 Perceptive Ambusher
19 Perfect Attunement

2 Ambush Specialist
2 Masterwork Lightsaber

Talent

18 Perfect Telepathy

Talent
Talent

SV 13 Persistent Haze
K 27 Personal Affront

3 Force Haze*
2 BAB +5, Noble Fencing Style

reac

Talent
Talent

K
S

45 Personal Vendetta
17 Personalized Modifications

1
1

swif
stan

Talent
Talent

C
L

26 Phalanx
57 Phantasm

2 Watch Your Back


1

swif

Talent

81 Physical Surge

Talent
Talent

SV 18 Pick a Fight
UR 21 Piercing Hit

2 Cantina Brawler

Talent

G
W

2 Precision Shot

Talent

GI 25 Pistol Duelist

Talent

Talent
Talent

31 Pinning Shot

75 Planetary Attunement

SG 28 Power Boost
D
L

43 Power of Hatred

stan

2 Power Surge
2 Incite Rage

swif

Talent

CR 101 Power of the Dark Side

Talent
Talent

F 103 Power Supply


F 48 Power Surge

1
1

Talent

26 Powerful Friends

3 Connections, Influential Friends

Talent

45 Praetoria Ishu

3 Block, Deflect

Talent

45 Praetoria Vonil

1 Weapon Focus (lightsabers)

Talent

24 Precise Direct

3 Redirect Shot

Talent

27 Precision

swif

stan

Talent

40 Precision Fire

Talent

47 Precision Implant

Talent

G
W

31 Precision Shot

1 Far Shot feat

Talent

75 Precognitive Meditation

Talent

45 Prepared Explosive

Talent

20 Prepared for Danger

Talent

Talent

CR 43 Presence

52 Preserving Shot

Talent
Talent

SV 35 Preternatural Senses
G 18 Prime Targets
W

1
1

Talent

38 Primitive Block

2 Empower Weapon

Talent

45 Problem Solver

Talent

61 Progenitor's Call

Talent

23 Protection

2 Double Agent

Talent

57 Protective Reaction

2 Akk Dog Master

stan

stan

reac

*
swif

stan

Talent
Talent

C 23 Protector Actions
F 103 Protocol

1
1

Talent

GI 22 Prudent Escape

Talent

18 Psychic Citadel

Talent

18 Psychic Defenses

2 Psychic Citadel

Talent

53 Psychometry

2 farseeing, Force Perception

Talent

SV 30 Pulling the Strings

Talent

SV 25 Punch Through

Talent

2 Inspire Loyalty, BAB+5

23 Punishing Protection

stan

stan

Talent

G
W

33 Punishing Strike

Talent

45 Pursuit

1 Dex 13

Talent

SG 26 Quick Astrogation
D

Talent

UR 29 Quick Cuffs

1 Trained in Use Computer

Talent

17 Quick Fix

1 Mechanics

Talent

19 Quick Modification

2 Masterwork Lightsaber

Talent

45 Quick Modifications

2 Tech Spec, Repairs on the Fly

Talent

30 Quick on Your Feet

Talent

G
W

19 Quick Strike

2 Cheap Trick

Talent
Talent

UR 23 Quick Study
CR 207 Quick Trigger

Talent

60 Quickseeing

reac

2 Expert Gunner
1 farseeing, Use the Force skill

free

Talent
Talent

UR 22 Quicktrap
SV 33 Raider's Frenzy

Talent

SV 33 Raider's Surge

stan

Talent

CR 44 Rally

3 Distant Command*

swif

Talent

CR 217 Ranged Disarm

Talent

SV 27 Ranged Flank

swif

Talent

UR 20 Rant

stan

Talent

21 Rapid Alchemy

Talent

40 Rapid Reload

Talent

26 Reactionary Attack

2 Born Leader, Persuasion

Talent

GI 22 Reactive Stealth

1 Trained in Stealth

reac

Talent

58 Reading the Flame

2 Initiate of Vahl

Talent
Talent
Talent

L
R
J

30 Ready and Willing


23 Reap Retribution
89 Rebound Leap

1
1
1

Talent

39 Rebuke the Dark

Talent
Talent

R
J

23 Recall
91 Recall Discblade

1
1 proficient discblade

Talent

G
W

22 Reckless

2 Tested in Battle

Talent
Talent

C
C

25 Reconnaissance Actions
25 Reconnaissance Team Leader

2 Recon Team Leader


1

Talent

41 Recruit Enemy

Talent

CR 41 Redirect Shot

2 Deflect, BAB +5

Talent

42 Reduce Defense

Talent

42 Reduce Mobility

Talent

18 Regimen Aptitude

1 Force Regimen Mastery

free

stan

Talent

18 Regroup

1 Cha 13

Talent

44 Reinforced Commands

2 Droid Defense

stan

Talent

CR 208 Relentless

3 Hunter's Target*

Talent

CR 207 Relentless Pursuit

Talent
Talent

GI 21 Reliable Boon
R 45 Relocate

1
2 Safe Zone

swif

Talent

SG 28 Remote Attack
D

stan

Talent
Talent

K
C

25 Renew Vision
39 Renowned Pilot

1
1

swif

Talent

47 Repair Self

Talent

45 Repairs on the Fly

Talent

87 Repel Discord

Talent

83 Repelling Whirlwind

2 Seyugi Cyclone

n
x

reac

Talent

Talent
Talent
Talent

28 Reset Initiative

CR 40 Resilience
L 47 Resilience Implant
C

56 Resist Enervation

3 Improved Initiative, Initiative*

1
1
1

Talent
Talent
Talent

CR 41 Resist the Dark Side


F 45 Respected Officer
GI 20 Retaliation

2 Dark Side Sense


1
2 Advanced Planning

Talent

G
W

21 Retaliation Jab

Talent
Talent

UR 31 Retreating Fire
C 24 Retribution

Talent

GI 25 Revealing Secrets

2 Detective

Talent

58 Revelation

full
stan
x

stan

Talent

CR 101 Revenge

3 Dark Presence*

Talent

GI 23 Reverse Strength

Talent

GI 22 Revolutionary Rhetoric

Talent

SV 15 Ricochet Shot

3 Knack, Lucky Shot

Talent

77 Ride the Current

Talent

41 Rifle Master

Talent

43 Right Gear for the Job

Talent

25 Riposte

2 Block, BAB +5

Talent

UR 33 Rising Anger

stan

reac

reac

Talent

Talent

Talent

UR 33 Rising Panic

25 Risk for Reward

2 Find Openings

UR 29 Roll Out

Talent

41 Roll With It

3 Take the Hit*

Talent

40 Run Interference

2 Escort Pilot

Talent

SV 29 Ruthless

Talent
Talent

F 29 Ruthless
CR 208 Ruthless Negotiator

2 Dirty Fighting
2 Notorious

Talent

reac

46 Sabotage Device

reac

swif

Talent

45 Safe Passage

2 Escort Fighter

move

Talent

45 Safe Zone

stan

Talent

SV 33 Savage Reputation

2 Bloodthirsty

Talent

Talent

SG 26 Science Analyzer
D

1 Trained in Know (life sciences)


& (physical sciences)

Talent

SG 26 Scomp Link Slicer


D

3 Any 2 talents from Slicer tree

Talent

SG 29 Scripted Routines
D

1 BAB +5

Talent

G
W

31 Search and Destroy

1 Cha 13

Talent

54 Second Chance

2 Steady Under Pressure

Talent

41 Scholarly Knowledge

CR 52 Second Skin

swif

move

2 Armored Defense

Talent

26 Second Strike

2 Blast Back

Talent

27 Security Slicer

1 Mechanics

free

Talent

29 Seducer

Talent

25 Seek and Destroy

2 Hidden Eyes

Talent

G
W

22 Seen It All

2 Tested in Battle, Initiative

Talent

29 Seize Object

move

reac

Talent
Talent

SV 35 Seize the Moment


L 27 Seize the Moment

1
2 Distress to Discord

Talent
Talent

UR 20 Self-Reliant
J 20 Sense Deception

Talent

UR 19 Sense Primal Force

Talent
Talent
Talent

K
K
C

25 Sentinel Strike
25 Sentinel's Gambit
22 Sentinel's Observation

1
1
1

swif

Talent

Talent

49 Set for Stun

CR 218 Severing Strike

2swif

Talent

83 Seyugi Cyclone

Talent

58 Shadow Armor

2 Cloak of Shadow

swif

3 Hidden Movement*

stan

Talent

SV 16 Shadow Striker

Talent

58 Shadow Vision

swif

Talent
Talent

F
J

57 Shaped Explosion
19 Share Force Secret

2 Skilled Demolitionist
1 at least 1 Force Secret

swif

Talent

20 Share Force Technique

1 at least 1 Technique

swif

Talent

20 Share Talent

2 at least 1 from special

stan

Talent

CR 210 Shared Notoriety

2 Notorious

Talent
Talent

C 47 Shellshock
SV 27 Shelter

2 Soften the Target


2 Attract Minion

Talent

3 Block or Deflect, Vigilance

40 Sheltering Stance

x
y

Talent

29 Shield Expert

1 AP (light)

Talent

37 Shield Gauntlet Defense

2 Siang Lance Mastery, BAB +7

reac

Talent

37 Shield Gauntlet Deflect

3 Shield Gauntlet Defense

reac

Talent

37 Shield Gauntlet Redirect

4 Shield Gauntlet Defense, Shield


Gauntlet Deflect, BAB +5

Talent

CR 218 Shien

2 Deflect, Redirect Shot

Talent
Talent
Talent
Talent
Talent

SV
CR
CR
CR
C

1
1
2 Shift Defense I
3 Shift Defense I-II
1

Talent

CR 219 Shii-Cho

Talent

29
222
222
222
53

Shift
Shift Defense I
Shift Defense II
Shift Defense III
Shift Sense

41 Shoot from the Hip

3 Block, Deflect
1

move
swif
swif
swif
x

Talent

14 Shoto Focus

Talent

19 Shoto Master

Talent

21 Shoto Pin

2 Block

Talent

40 Shoulder to Shoulder

Talent

GI 24 Shunt Damage

Talent

37 Siang Lance Mastery

Talent

93 Sickening Blast

1 Force blast

Talent

Talent

SV 17 Sidestep

42 Signature Item

2 Long Stride

swif

Talent

Talent
Talent

Talent

UR 21 Silent Movement

F
J

49 Silent Takedown
79 Silicon Mind

1 Stealth skill
1

reac

stan

UR 23 Simple Opportunity

Talent

89 Simultaneous Strike

1 BAB +5

Talent

47 Single Weapon Flourish I

1 Double Attack, Weapon Finesse

Talent

47 Single Weapon Flourish II

3 Double Attack, Master of


Elegance, Single Weapon
Flourish I, Weapon Finesse

Talent

21 Sith Alchemy

Talent

41 Sith Alchemy

3 Dark Side Adept & Master

Talent

22 Sith Alchemy Specialist

2 Sith Alchemy

Talent

56 Sith Reverence

Talent

50 Six Questions

2 Spynet Agent

Talent

GI 23 Sizing Up

Talent
Talent

GI 21 Skill Boon
GI 21 Skill Confidence

1 Trained in skill
1 Critical Skill Success*

Talent

48 Skill Conversion

Talent
Talent
Talent
Talent
Talent

CR
F
L
GI
CR

40
57
47
21
46

1
1
1 Biotech Surgery feat
1 Trained in skill
1

Talent

39 Slashing Charge

3 Block, Riposte, WF & WP


(lightsabers)

Talent

24 Slip By

Skilled Advisor
Skilled Demolitionist
Skilled Implanter
Skillful Recovery
Skirmisher

full

full

Talent

G
W

20 Slip By

Talent

27 Slippery Strike

2 Strike and Run

Talent

UR 31 Slowing Shot

Talent

45 Slowing Stun

Talent

G
W

19 Sly Combatant

3 Cheap Trick, Easy Prey

Talent

UR 29 Small Favor

Talent

SV 25 Small Target

Talent

Talent

reac

41 Snap Shot

CR 46 Sneak Attack

stan

Talent

SV 29 Sniping Assassin

Talent

SV 29 Sniping Marksman

2 Sniping Assassin

Talent

SV 29 Sniping Master

3 Sniping Marksman*

Talent

47 Soft Reset

Talent

81 Soft to Solid

reac

Talent

47 Soften the Target

swif

Talent

CR 219 Sokan

2 Acrobatic Recovery

Talent

41 Soothe

1 Vital transfer

Talent

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

Talent

73 Spatial Integrity

reac

Talent

47 Speed Implant

stan

Talent

UR 22 Speedclimber

Talent

CR 44 Spontaneous Skill

2 Educated

Talent

25 Spotter

Talent

28 Spring the Trap

Talent

CR 50 Sprint

move

Talent

50 Spynet Agent

3 Bothan, 2 talents from


Infiltration

Talent

26 Squad Actions

Talent

31 Squad Brutality

Talent
Talent

L
S

31 Squad Superiority
18 Squadron Maneuvers

1
2 Cha 13, any other Ace talent

Talent

18 Squadron Tactics

2 Wis 13, Starship Tact, Squadron


Maneuvers*

Talent

42 Stalwart Subordinates

stan

stan

Talent

CR 47 Starship Raider

2 Spacehound

Talent

G
W

33 Stava Expertise

Talent

41 Stay in the Fight

2 Recruit Enemy

Talent

42 Stay in the Fight

2 Stalwart Subordinates

Talent

54 Steady Under Pressure

Talent

42 Stealthy Withdrawal

2 Hasty Withdrawal

Talent

40 Steel Mind

Talent

24 Steel Resolve

Talent

CR 47 Stellar Warrior

26 Stick Together
87 Stifle Conflict

swif

2 Spacehound

Talent
Talent

C
J

Talent

SV 18 Stinging Assault

2 Weapon Specialization

Talent

G
W

21 Stinging Jab

2 Comrades in Arms
1

move

Talent

28 Stolen Advantage

2 Cast Suspicion

Talent

81 Stolen Form

1 Any force technique, WF


lightsabers

Talent

47 Strength Implant

Talent

40 Strength in Numbers

Talent

45 Strength of the Empire

2 Knight's Morale

Talent

28 Strike and Run

Talent

31 Strong Grab

Talent

40 Strong-Willed

Talent
Talent

F
G
W

57 Stun Turret
21 Stunning Shockboxer

2 Blaster Turret I
2 Stinging Jab

Talent

CR 52 Stunning Strike

reac

stan

reac

stan

2 Melee Smash

Talent

24 Stymie

Talent

SV 18 Sucker Punch

swif

Talent

83 Sudden Storm

2 Seyugi Cyclone

Talent

SV 15 Sudden Strike

3 Skirmisher, Sneak Attack

Talent

G
W

2 Get Down

Talent

SG 26 Supervising Droid
D

Talent

19 Summon Aid

15 Suppress Force

reac

3 Observant, 1 from Influence,


Inspiration or Leadership trees
2 Influence Savant, mind trick

Talent

CR 50 Surefooted

Talent

SV 17 Surge

2 Long Stride

reac

swif

Talent

53 Surge of Light

Talent

27 Surprise Strike

Talent
Talent
Talent

L 29 Surprising Weapons
UR 22 Surprisingly Quick
J 77 Surrender to the Current

swif

1
1

swif

Talent

28 Surveillance

1 Perception

full

Talent

26 Swerve

2 Fade Away

reac

Talent

SG 28 Swift Droid
D

3 2 talents from Autonomy tree

Talent

CR 101 Swift Power

2 Power of the Dark Side

Talent
Talent

UR 31 Swift Shot
SV 17 Swift Strider

3 Sidestep*

Talent

58 Sword of Vahl

2 Initiate of Vahl

Talent

17 Synchronized Fire

2 Expert Gunner

Talent

CR 207 System Hit

2 Expert Gunner

Talent
Talent

CR 222 Tactical Edge


G 19 Tactical Savvy
W

1
2 Born Leader

swif

Talent

SV 27 Tactical Superiority

2swif

Talent

SV 27 Tactical Withdrawal

2swif

Talent

G
W

Talent

SV 26 Tag

3 Hunter's Target*

Talent

39 Taint of the Dark Side

2 Dark Deception

Talent

41 Take the Hit

2 Bodyguard's Sacrifice

Talent

33 Tae-Jitsu Expertise

SV 33 Take Them Alive

Talent

45 Takedown

Talent

SG 26 Talkdroid
D

1 Trained in Persuasion

Talent
Talent

SV 35 Tangle Up
SG 27 Target Acquisition
D

2 Uncanny Instincts
1

Talent

SG 27 Target Lock
D

2 Target Acquisition

Talent

SV 26 Target Visions

2 Findsman Ceremonies

Talent
Talent

F 103 Targeting Package


SG 28 Task Optimization
D

1
1

Talent
Talent

R
C

2 Recruit Enemy
1 trained in Know (tech)

Talent

41 Team Recruiting
46 Tech Savant

CR 100 Telekinetic Power

stan
swif

2swif

stan

Talent

88 Telekinetic Prodigy

2 Telekinetic Savant

Talent

40 Telekinetic Resistance

Talent

Talent

CR 100 Telekinetic Savant

55 Telekinetic Stability

swif

Talent

89 Telekinetic Strike

Talent

89 Telekinetic Throw

1 Throw feat

Talent

91 Telekinetic Vigilance

1 Intercept

Talent

53 Telepathic Influence

2 Telepathic Link*

Talent

18 Telepathic Intruder

swif

Talent

53 Telepathic Link

1 Use the Force

Talent

83 Tempest Tossed

2 Seyugi Cyclone

Talent

SV 26 Temporal Awareness

2 Findsman Ceremonies

Talent

53 Teras Kasi Basics

1 Martial Arts I

Talent

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*

Talent

G
W

22 Tested in Battle

swif

stan

Talent

53 The Will to Resist

Talent

24 Thrive on Chaos

2 Advantageous Opening

Talent

43 Thrown Lightsaber Mastery

3 Improved & Lightsaber Throw

Talent

85 Thunderclap

1 Bantha Rush, Force Training

Talent

CR 49 Total Concealment

3 Hidden Movement*

Talent

CR 53 Tough as Nails

Talent

CR 47 Trace

Talent

28 Traceless Tampering

reac

swif

Talent

G
W

21 Trailblazer

Talent

CR 219 Trakata

1 Trained in Survival

swif

2 BAB +12, Weapon


Specialization*

2swif

Talent

16 Transfer Essence

1 Dark Side Score = Wis

Talent

20 Transfer Power

1 Force Training feat

Talent

27 Transposing Strike

2 Noble Fencing Style, BAB +5

Talent
Talent

SV 32 Treacherous
SG 26 Triage Scan
D

3 Improved Soft Cover*


1 Trained in Treat Injury, medical stan
droid

Talent
Talent

C
R

2 Enhanced Vision
1

47 Triangulate
26 Trick Step

Talent

CR 217 Trigger Work

Talent

UR 22 Tripwire

Talent

28 True Betrayal

stan

y
swif

3 Friend or Foe*

stan

stan

Talent

CR 44 Trust

3 Born Lead, Coordinate

Talent

GI 20 Try Your Luck

Talent

UR 31 Turn the Tide

Talent
Talent

F 57 Turret Self-Destruct
SV 28 Twin Shot

2 Blaster Turret I
1 Dual Weapon Mastery I, Rapid
Shot

Talent

21 Twin Weapon Mastery

Talent

21 Twin Weapon Style

stan

Talent

SV 14 Two-Faced

3 Misplaced Loyalty*

Talent
Talent

UR 30 Two-For-One Throw
J 87 Tyia Adept

swif

Talent

SG 29 Ultra Resilient
D

reac

Talent

53 Unarmed Counterstrike

3 MA I-II, Unarmed Parry, Teras


Kasi Basics

Talent

53 Unarmed Parry

2 MA I-II, Teras Kasi Basics

Talent

CR 52 Unbalance Opponent

2 Expert Grappler

Talent
Talent
Talent

L 30 Unbalancing Adaptation
C 42 Uncanny Defense
CR 49 Uncanny Dodge I

2 Adapt and Survive


1
3 Improved Initiative*

Talent

CR 49 Uncanny Dodge II

4 Uncanny Dodge I*

Talent
Talent

SV 35 Uncanny Instincts
SV 15 Uncanny Luck

1
3 Knack, Lucky Shot

Talent

20 Unclouded Judgment

2 Sense Deception

Talent

13 Undetectable Poison

2 Malkite Techniques

Talent
Talent

C 23 Undying Loyalty
SV 15 Unlikely Shot

2 Inspire Loyalty
3 Knack, Lucky Shot

Talent

SV 14 Unreadable

Talent

2 Melee Smash

26 Unrelenting Assault

reac

Talent

SV 27 Unsavory Reputation

5 Inspire Fear I-III, Notorious

Talent

22 Unseen Eyes

3 Force Haze*

Talent

43 Unsettling Presence

2 Force Interrogation

Talent

45 Unstoppable

Talent

25 Unwavering Ally

swif

Talent

SV 27 Urgency

3 Impel Ally II*

3swif

Talent

CR 219 Vaapad

3 BAB +12, Juyo*

stan

Talent

58 Vahl's Brand

2 Empower Weapon

Talent

58 Vahl's Flame

2 Initiate of Vahl

swif

Talent

92 Vanish

swif

Talent

17 Vehicle Focus

1 Wis 13

Talent

F 102 Vehicle Mechanic

3swif

Talent

29 Vehicle Sneak

1 Pilot

Talent

46 Vehicular Boost

Talent

CR 207 Vehicular Evasion

stan

Talent
Talent

L
T

29 Veiled Biotech
13 Vicious Poison

1 Trained in Stealth
2 Malkite Techniques

Talent

56 Victorious Force Mastery

Talent

40 Vigilance

Talent

24 Vindication

2 Retribution

Talent

SV 16 Virus

2 Electronic Sabotage*

Talent

24 Visionary Attack

2 WatchCircle Initiate*

reac

Talent

25 Visionary Defense

2 WatchCircle Initiate*

reac

2 farseeing, Force Perception

swif

Talent

CR 101 Visions

swif

Talent

Talent

17 Vital Encouragement

CR 46 Walk the Line

free

2 Disruptive

stan

swif

Talent

81 Wan-Shen Defense

1 proficient Wan-shen

Talent

81 Wan-Shen Kata

1 proficient Wan-shen

Talent

81 Wan-Shen Mastery

stan

Talent

41 Ward

swif

Talent

UR 23 Warrior's Awareness

Talent

UR 23 Warrior's Determination

Talent

UR 21 Wary

Talent
Talent
Talent

SV 26 Watch This
C 26 Watch Your Back
K 25 WatchCircle Initiate

1
1
1 Farseeing

Talent

G
W

21 Watchful Step

Talent

40 Watchman's Advance

2 Force Warning

Talent

61 Waveform

swif

Talent

28 Weak Point

3 Keen Shot*

swif

free

Talent

CR 43 Weaken Resolve

2 Presence

Talent

SV 15 Weakening Strike

2 Dastardly Attack

reac

Talent

CR 44 Wealth

Talent

SV 27 Wealth of Allies

2 Attract Minion

Talent

2 Gun Club

Talent

Talent

40 Weapon Shift

CR 53 Weapon Specialization

91 Weapon Specialization (discblade)

1 Weapon Focus

1 Weapon Focus, proficient


discblade

Talent

CR 41 Weapon Specialization (lightsaber)

1 Weapon Focus

stan

Talent

SG 27 Weapons Power Surge


D

free

Talent

40 Whirling Death

3 Unrelenting Assault*

Talent

77 White Current Adept

Talent

CR 224 Wicked Strike

2 Weapon Focus, Weapon


Specialization

Talent

18 Wild Sense

2 Charm Beast

Talent

43 Willful Resolve

Talent

25 Willpower

2 Inspire Confidence

swif

Talent

85 Wind Vortex

swif

Talent

17 Wingman

1 Wis 13

swif

Talent

40 Wingman Retribution

2 Escort Pilot

reac

Talent

88 Wrath of the Dark Side

2 Power of the Dark Side

Talent

43 Wrong Decision

Talent

G
W

33 Wrruushi Expertise

Talent

45 Zone of Recuperation

2 Safe Zone

Template
Template
Template

S 59 Advanced Ship
C 57 Akk Dog
L 100 Antiquated

Template
Template

L 100 Antiquated
SG 15 Arakyd Industries
D

swif

Template
Template

S
K

62 Archaic Ship
76 Arkanian Manufacture

Template

SG 16 Baktoid Combat Automata


D

Template

SG 16 Balmorran Arms
D

Template

78 Baragwin Weapon

Template
Template

R
K

56 B'omarr Monk
80 Bonadan-Alloy Armor

Template

78 Bothan Weapon

Template

80 Bronzium Cast Armor

Template

133 Chrystalis Beast

Template

76 Cinnagaran Manufacture

Template

SG 16 Colicoid Creation Nest


D

Template
Template

K 77 Cortosis Weave/Phrik Alloy


CR 174 Crew Quality

Template

SG 16 Cybot Galactica
D

Template

SG 16 Czerka Corporation
D

Template
Template
Template

J 118 Dark Side Spirit


K 79 Dashade Weapon
K 80 Durasteel Cast Armor

Template

SG 16 Duwani Mechanical Products


D

Template

77 Echani Manufacture

Template

80 Environmental Bastion Armor

Template

80 Eriadun Armor

Template

79 Gand Weapon

Template

77 GenoHaradan Manufacture

Template

SG 16 Halowan Mechanicals
D

Template
Template

L
L

97 Heirloom, Legendary Icon


97 Heirloom, Steeped in the Dark Side

Template

97 Heirloom, Symbol of the Light

Template

SG 16 Imperial Department of Military Research


D

Template

SG 16 Industrial Automaton
D

Template

Template
Template

S 104 Junker
K 77 Krath Manufacture

Template

77 Iridonian Manufacture

69 Living Vehicle

Template
Template

K
K

77 Mandalorian Manufacture
77 Massassi Manufacture

Template

SG 16 MerenData
D

Template
Template
Template

T 130 Packs and Swarms


R 126 Phrik Alloy
K 78 Prototype

Template
Template
Template
Template
Template
Template

S
K
K
L
L
CR

123
79
79
100
101
125

Prototype
Quick Draw Weapon
Rakatan Weapon
Refitted
Refitted
Retractable Stocks

Template

SG 16 Roche
D

Template

SG 17 Serv-O-Droid
D

Template
Template
Template

L 220 Shaped Beast


J 22 Sith Abomination
K 79 Sith Alchemical Weapon

Template
Template
Template

C 94 Squad
SV 38 Stripping Equipment
R 126 Stygian-Triprismatic Polymer

Template
Template

SV 24 Superior Tech
SG 17 Tendrando Arms
D

Template
Template
Template
Template
Template
Template

C
C
C
SV
C
SG
D

34
34
34
66
95
17

Template

78 Verpine manufacture

Template

66 Yuuzhan Vong Biotech

The Aggressive Follower


The Defensive Follower
The Utility Follower
Uglies
Unit
Veril Line Systems

BENEFIT

o longer maintained!
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
survive 24 hours
DR 2 v. energy & fire dam

favorable circumstances to intimidate, DR v. lightsabers

favorable circumstances to intimidate, DR v. lightsabers

favorable circumstances to intimidate, DR v. lightsabers

immunity to all atmospheric or inhaled poisons and diseases, 1 hour breathable atmosphere

10 hours life support, jet pack


Stealth +10
+5 Stealth, Shadowskin upgrade included

10 hours life support


Str +2 with AP medium
can make unopposed unarmed atk v. lightsaber to deactivate for 20 rounds

automatically comes with a single enhancement from the Sith Alchemist talent (J22)
automatically comes with a single enhancement from the Sith Alchemist talent (J22)
automatically comes with a single enhancement from the Sith Alchemist talent (J22)
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
v. airborne poisons +10

1/enc if fight defensively gain DR10 v. one attack

10 hours life support


10 hours life support
10 hours life support

like jetpack but produces no noise, flame or heat (move 6sq)


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
audio & video recorder
add personal DR v. lightsabers

optional rule: Jedi can wear without AP with no bonuses to Def

24 hours in water/vacuum, built-in vibroblade, full round to use bacta +10 Treat Injury & no -5 for self, Vacuum
Seal upgrade
+5 Will Def v. Use the Force
jet pack, liquid cable dispenser, vacuum seals, +2 Str to lift drag or pull
10 hours life support
10 hours life support
lightsabers don't ignore DR
10 hours life support, jet pack
10 hours life support, jet pack
24 hours in vacuum/water, magnetic soles (Spd 2), reroll & take 10 Swim mtr, no penalty to maneuver in zero g

1/enc if fight defensively gain DR30 v. one attack

1/enc if fight defensively gain DR20 v. one attack

24 hours life support, jet pack max fly speed 4sq


10 hours life support, jet pack
DR 10, lightsabers do not ignore DR, does not take penalties for no Heavy AP
Str +3, Perception +2
Str +4, Perception +2

v. radiation +10 Fort Def


comlink, low-light
dam -2 v. energy atk, comlink, low-light
comlink
shield is DR5 20hp break DC25
immune to effects of extreme heat
Swim +2
Stealth +5 in darkness of low-light
cannot wear other items that cover hands at same time

survive 24 hours
10 hours life support
immune to effects of extreme cold
24 hours life support
10 hours life support
identifies wearer as bounty hunter
+5 equipment to Stealth

successful grapple or if grappled 3d8 stun dam, double price to be an all-temp cloak or camo poncho
1 hour breathable air, +5 Fort Def v. extreme temps & if dam = half or no, can wear under clothes & armor
carries 24 objects no more than 1kg each, cumulative weight is halved
with breath mask & voice modulator (year long filter costs 200 or 50 on Ubese)
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
jump jets as swif to move normal in zero-g, +2 Str, but must have AP (heavy), 24 hours life support

grants total concealment to all targets


repairing requires Treat Injury
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 flatfooted
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