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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 canbooks you do
also make not have, One
a textfilter. or you can get
column to all
trylabor droids
this on is thebyTAG
onlycolumn
selecting
ondegree 5 in
the feats theInvisible
tab. degree column.
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
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Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
L 199 w Advozse -2 2 2 M 6 L 1 reroll Perception, mtr
F 12 w Aleena 2 -2 S 4/8 reroll Acrobatics, mtr
W 337 w Amanin 2 -2 -2 M 6/12 1 take 10 on Climb
UR 10 w Anzati M 6 L Stealth & Survival are class skills

CR 284 w Aqualish 2 -2 -2 M 6 Toughness reroll Swim mtr, can take 10

W 156 w Arcona -2 2 M 6 2
K 10 w Arkanian 2 -2 M 6 D

K 11 w Arkanian Offshoot 2* 2* -2 M 6 one SF Endurance, Mechanics,


Pilot, Survival or Treat Injury
SV 154 w Balosar 2 -2 -2 2 M 6

GW 11 w Barabel 2 -2 -2 M 6 D 2

SV 154 w Barabel 2 -2 -2 M 6 D 2

GI 10 w Bith -2 2 2 M 6

T 26 w Bith -2 2 M 6 reroll Perception, mtr


SV 6 w Blood Carver 2 -2 -2 M 6 SF Acrobatics
CR 23 w Bothan 2 -2 M 6 2 SF Gather Info

F 13 w Caamasi -2 -2 4 M 6 reroll Persuasion, best

K 12 w Cathar 2 -2 M 8 Climb & Stealth as class skills


J 106 w Celegian -2 2 M 6/10 reroll Swim mtr, can take 10

CR 24 w Cerean -2 2 2 M 6 SF Initiative reroll Initiative, mtr


UR 11 w Chadra-Fan 2 -2 S 4 D reroll Perception, mtr
L 211 w Chadra-Fan -2 2 S 4 D Mechanics class skill, reroll Mechanics, mtr
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Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
L 10 w Chagrian 2 -2 M 6 L

C 159 w Chagrian 2 -2 M 6 L

L 11 w Chiss 2 M 6 L +1 at first level

UR 126 w Chiss 2 M 6 L +1 at first level

F 192 w Chiss 2 M 6 L +1 at first level

T 34 w Chistori 2 -2 M 6 DR2
SV 7 w Clawdite -2 2 M 6

C 91 w Clone, Republic M 6 +1 feat at 1st +1 skill at 1st


L 12 w Codru-Ji M 6 Dual Weapon Mastery I
J 128 w Croke (best guess) -6 -2 -4 2 2 4 D 4 1 1 Force Sensitivity

GW 12 w Dashade 2 -2 -2 M 6

GI 11 w Defel -2 2 S 6

L 214 w Devaronian (females) -2 2 2 M 6 SF Deception


W 228 w Devaronian (females) -2 2 2 M 6 SF Deception
L 214 w Devaronian (males) 2 -2 -2 M 6 SF Deception

W 228 w Devaronian (males) 2 -2 -2 M 6 SF Deception

K 12 w Draethos 2 -2 M 6 L 1 gain WP Advanced Melee Weapons

CR 186 w Droid, 1st degree, medium -2 2 2 M 6


(medical/scientific)
CR 186 w Droid, 1st degree, small -4 2 2 2 S 4
(medical/scientific)
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SPECIES CONDITIONAL FEAT SKILLS
CR 186 w Droid, 2nd degree, medium 2 -2 M 6
(astromech/technical)
CR 186 w Droid, 2nd degree, small -2 2 2 -2 S 4
(astromech/technical)
CR 186 w Droid, 3rd degree, medium -2 2 2 M 6
(protocol/service)
CR 186 w Droid, 3rd degree, small -4 2 2 2 S 4
(protocol/service)
CR 186 w Droid, 4th degree, medium 2 -2 -2 M 6
(combat/security)
CR 186 w Droid, 4th degree, small -2 4 -2 -2 S 4
(combat/security)
CR 186 w Droid, 5th degree, medium 4 -4 -4 M 6
(labor/utility)
CR 186 w Droid, 5th degree, small 2 2 -4 -4 S 4
(labor/utility)
SGD 11 w Droid, Astromech Droid 2 -2 S 6/4 trained in Mechanics, SF Mechanics or SF
Use Comp
SGD 11 w Droid, Battle Droid 2 -2 M 6 1 Armor & 1 Weapon Proficiency
SGD 11 w Droid, Labor Droid 2 -2 M 6 reroll Strength checks & skill, keep better
SGD 12 w Droid, Mechanic Droid 2 -2 M 6 trained in Mechanics, reroll Mechanics
SGD 12 w Droid, Medical Droid -2 2 M 6 trained in Treat Injury or Know (life sciences)
= SF Treat Injury or Know (life sciences)
SGD 12 w Droid, Probe Droid 2 -2 M 6 trained in Perception, SF Perception or Stealth
SGD 13 w Droid, Protocol Droid -2 2 2 M 6 trained in Persuasion, select Skill Training
Knowledge (bureaucracy, galactic lore, or
social sciences)
SGD 13 w Droid, Service Droid -2 2 M 6 select Skill Training Perception, Knowledge
(bureaucracy) or Knowledge (galactic lore)
C 10 w Dug 2 -2 S 6 reroll Climb or Jump, mtr, can take 10 on
Climb & Jump
W 312 w Dug 2 -2 -2 S 6 2 SF Acrobatics reroll Climb or Jump, mtr

CR 25 w Duros 2 -2 2 M 6 reroll Pilot, mtr


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Will
SPECIES CONDITIONAL FEAT SKILLS
UR 127 w Ebruchi 2 2 -2 -2 M 6 2 Improved Damage Threshold
w/Con 13
GI 133 w Elomin 2 -2 M 6
CR 25 w Ewok -2 2 S 4 SF Survival reroll Stealth, mtr
SV 8 w Falleen -2 2 M 6

K 13 w Feeorin 2 -2 2 -2 -2 M 6 L 2

F 14 w Felucian 2 -2 M 6 L Force Sensitivity reroll Stealth, best


GI 12 w Fosh 2 -2 2 S 6 reroll Deception, mtr

CR 26 w Gamorrean 2 -2 -2 M 6 2 Improved Damage Threshold


SV 8 w Gand 2 -2 M 6 D

C 11 w Gen'Dai 4 -2 -2 L 8

W 164 w Geonosian 2 -2 -2 -2 M 6/8 L 1 SF Mechanics, WP Advanced


Melee Weapons
C 181 w Geonosian 2 -2 -2 M 6/6 L
GI 13 w Givin -2 2 M 6 DR2 2 reroll Knowledge (any), mtr
GI 14 w Gotal M 6 L

F 15 w Gran -2 2 M 6 D Precise Shot with PB Shot

CR 26 w Gungan 2 -2 -2 M 6/4 L 2 reroll Swim mtr, can take 10


GI 15 w Herglic 4 -4 L 6 SF Gather Info

SV 155 w Houk 2 2
-2 -2 M 6 1
CR 23 w Human M 6 +1 feat at 1st +1 skill at 1st
CR 284 w Hutt 2 -6 2 2 L 2 reroll Persuasion, best
C 12 w Iktotchi 2 -2 M 6 1 reroll Pilot, mtr
UR 12 w Ishi Tib 2 M 6 L reroll Knowledge (life), mtr, reroll Swim &
take 10
CR 27 w Ithorian -2 2 2 M 6 2 SF Knowledge (life sciences) reroll Survival, mtr
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Vis
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Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
SV 9 w Jawa -2 2 S 4 D reroll Mechanics mtr, can reroll Survival v.
heat & keep better, Mechanics is class skill
W 164 w Jawa -2 2 -2 S 4 D reroll Mechanics when repairing an object,
vehicle, or droid, mtr, can take 10 on Survival
in desert
C 12 w Kaleesh -2 2 -2 2 M 6 D SF Survival reroll Endurance, mtr

C 13 w Kaminoan 2 -2 M 6 2 SF Treat Injury

W 164 w Kaminoan 2 -2 M 6 2 reroll Treat Injury & Know (life sciences), mtr

CR 28 w Kel Dor 2 -2 2 M 6 L reroll Use the Force to search feelings, best


C 14 w Kerkoiden -2 2 M 6

K 14 w Khil -2 2 2 M 6

UR 131 w Killik 2 -2 M 6 L 1

K 15 w Kissai -2 2 M 6 lanvorak simple not exotic


L 13 w Klatoonian 2 -2 -2 M 6 2
UR 12 w Krevaaki 2 -2 M 6 1 1 SF Climb Climb +2

J 111 w Krevaaki 2 -2 M 6 1 1 Climb +2

UR 135 w Lugubraa 2 -2 2 -2 M 6 D Improved Damage Threshold

GW 12 w Lurmen -2 2 S 4/8 take 10 on Climb

T 117 w Mantellian Savrip 4 -2 4 -4 -4 -4 L 8 2


K 15 w Massassi 4 -2 -2 -2 M 6 SF Survival

K 16 w Miraluka -2 2 M 6 Force Training with Use the Force


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SPECIES CONDITIONAL FEAT SKILLS
T 31 w Miraluka -2 2 M 6 Force Training with Use the Force

CR 28 w Mon Calamari -2 2 2 M 6/4 L SF Perception reroll Swim mtr, can take 10


GI 16 w Mrlssi -2 2 2 S 4 SF Persuasion Mechanics is class skill, bonus 1 trained
Knowledge skill at 1st level
L 14 w Nagai 2 -2 2 M 6 2 WP tehk'la blades with Simple reroll Persuasion, mtr

C 15 w Nautolan 2 -2 -2 M 6/4 L DR2 reroll Swim mtr, can take 10

W 234 w Nazren 2 -2 2 -2 M 6
UR 18 X Near-Human Ability adjustment M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Additional arms M 6 +1 at first level* +1 at first level*
UR 163 w Near-Human Altiri M 6 +1 at first level
UR 163 w Near-Human Anarrian M 6 +1 at first level

UR 18 X Near-Human Biotech augmentation M 6 +1 at first level* +1 at first level*


UR 18 X Near-Human Breathe underwater M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Climate adaptation M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Conductive M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Cultural cybernetics M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Darkvision M 6 D +1 at first level* +1 at first level*
UR 18 X Near-Human Empath M 6 +1 at first level* +1 at first level*

UR 18 X Near-Human Expert swimmer M 6 +1 at first level* +1 at first level*


UR 18 X Near-Human Heightened awareness M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Low-light vision M 6 L +1 at first level* +1 at first level*
UR 18 X Near-Human Natural armor M 6 1 +1 at first level* +1 at first level*
UR 18 X Near-Human Natural weapon M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Naturally acrobatic M 6 +1 at first level* +1 at first level*
UR 179 w Near-Human O'reenians M 6 reroll Perception, reroll Endurance
UR 18 X Near-Human Persistent M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Quick M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Quick healing M 6 +1 at first level* +1 at first level*
UR 18 X Near-Human Resistant M 6 2 +1 at first level* +1 at first level*
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SPECIES CONDITIONAL FEAT SKILLS
UR 18 X Near-Human Scent M 6 +1 at first level* +1 at first level*

UR 18 X Near-Human Spring step M 6 +1 at first level* +1 at first level*


UR 18 X Near-Human Strength surge M 6 +1 at first level* +1 at first level*

UR 18 X Near-Human Visually striking M 6 +1 at first level* +1 at first level*


UR 18 X Near-Human Weapon familiarity M 6 +1 at first level* +1 at first level*
CR 285 w Neimodian -2 2 2 M 6 SF Deception reroll Deception, mtr
GI 17 w Neimoidian -2 2 M 6 SF Deception, SF Persuasion
C 16 w Nelvaanian -2 2 M 6 L

UR 13 w Nikto 2 -2 -2 M 6 2 2 reroll Survival, mtr


W 164 w Noghri 2 -4 S 6 Martial Arts I reroll Initiative, mtr
F 185 w Noghri 2 2 -4 S 4 Running Attack with Dex 13
F 15 w Nosaurian 2 -2 M 6 Climb as class skill, reroll Survival, mtr

GI 144 w Nyriaanan 2 -2 M 6 L Bonus Feat like humans at 1st level Survival is class skill
GI 131 w Pa'lowick -2 2 M 6 can reroll & take 10 on Swim

W 230 w Pau'an -2 2 2 M 6 L SF Persuasion


W 158 w Phindian 2 -2 M 6 SF Mechanics, Skill training
(Knowledge [technology])
W 249 w Polis Massan -2 2 S 6 D SF Treat Injury
CR 29 w Quarren 2 -2 -2 M 6/4 L SF Persuasion reroll Swim mtr, can take 10
K 17 w Rakata 2 -2 M 6 Weapon Focus with simple or
exotic
T 153 w Replica Droid 2 2 -2 SF Deception
CR 29 w Rodian 2 -2 -2 M 6 L SF Survival reroll Perception, mtr
SV 10 w Ryn 2 M 6

L 204 w Sakiyan M 6 D 2 SF Perception

K 18 w Selkath 2 M 6/4 take 10 on Swim


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Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
J 79 w Shard -2 2 M Use Computer is bonus trained skill
UR 14 w Shistavanen 2 -2 -2 M 6 L SF Perception Survival is a class skill, reroll Initiative, mtr
W 160 w Skakoan -2 2 M 6 AP (light), SF Mechanics

UR 14 w Sluissi -2 2 M 6 Tech Specialist w/Mechanics


K 19 w Snivvian 2 S 4
UR 143 w Sorcerer of Rhand -2 -2 4 2 -2 M 6 Force-sensitivity, Force Training* reroll Persuasion to intimidate, keep better

UR 15 w Squib -2 2 S 6 Squib tensor rifle w/WP (rifle) Persuasion class skill, reroll Know (tech, mtr)

UR 147 w Ssi-Ruuk 2 -2 M 6 2 SF Persuasion


D9 12 w Stereb 4 -2 2 -2 -2 M 6 D 2 SF Mechanics with stone take 10 on Survival when underground

CR 30 w Sullustan 2 -2 M 6 D take 10 on Climb, reroll Perception, mtr


F 16 w Talz 2 -2 M 6 D SF Mechanics
GW 13 w Taung 2 -2 M 6 1 1 1 reroll Knowledge (tactics), mtr
J 109 w Tchuukthai (best guess) L 6

GW 14 w Thakwaash 4 -2 -2 M 6 1
UR 149 w Tof 2 -2 -2 2 L 6 Rapid Shot or Rapid Strike, Mighty
Swing if have Martial Arts I & Str
F 17 w Togorian 4 -2 -2 L 6 L 1 13
F 17 w Togruta 2 -2 M 6 reroll Stealth, mtr
SV 11 w Toydarian -2 2 S 4/6 SF Deception
CR 31 w Trandoshan 2 -2 M 6 D 1 Toughness

GW 15 w Trianii 2 M 6 reroll Acrobatics, mtr


W 164 w Tusken Raider 2 -2 -2 M 6 reroll Stealth and Survival
CR 31 w Twi'lek -2 2 M 6 L 2 reroll Deception, mtr
SV 12 w Ubese 2 -2 M 6 SF Perception reroll Survival, mtr
F 223 w Ugnaught (best guess) S 6
D4 9 w Ugor (best guess) M 4

GI 18 w Umbaran 2 -2 2 M 6 D SF Gather Info reroll Stealth, mtr


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Spd
Vis
Ref
Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
C 160 w Umbaran -2 2 2 M 6 L SF Persuasion reroll Persuasion, mtr
T 127 w Utai 2 -2 S 4 L reroll Ride, mtr

UR 153 w Vagaari 2 -2 M 6 SF Deception reroll Knowledge (life) & Treat Injury, mtr

L 59 w Vahla -2 2 M 6 Force-sensitivity reroll Acrobatics, mtr


UR 16 w Verpine M 6 1 SF Mechanics reroll Perception, mtr

J 107 w Vultan 2 -2 M 6 +1 skill at 1st


C 17 w Vurk -2 2 2 M 6/4 reroll Swim mtr, can take 10, reroll Survival
mtr
L 15 w Weequay 2 -2 -2 M 6 1 SF Endurance
F 18 w Whiphid 4 -2 -2 L 6

CR 32 w Wookiee 4 -2 2 -2 -2 M 6 WP bowcasters with rifles take 10 on Climb, reroll Persuasion to


intimidate, mtr
SV 156 w Wroonian 2 -2 M 6 2 reroll Persuasion, mtr

F 19 w Yarkora -2 2 2 M 6 Gather Info as class skill, reroll Deception,


mtr
GW 16 w Yevetha 2 -2 M 6

L 16 w Yuuzhan Vong 2 -2 M 6 WP amphistaff with Simple

CR 285 w Yuuzhan Vong 2 -2 M 6 WP amphistaff with Simple

GW 17 w Yuzzem 4 -2 -2 L 6 reroll Climb, mtr

CR 32 w Zabrak M 6 1 1 1 reroll Perception, mtr

L 17 w Zeltron -2 2 M 6

W 311 w Zeltron -2 -2 4 M 6 SF Persuasion reroll Initiative, mtr


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Vis
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Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
GW 17 w Zygerrian 2 -2 M 6 2 Martial Arts I

Notes:
129 Species
Devaronians (M/F)
Replica Droid
Droid models = 8
Clone, Republic
Near-Humans from UR 3 specific, 1 Weapon
24 Traits Focus
(lightsabers)
repeated: 2 WP
Barabel (advanced
Bith melee
Chadra-Fan weapons)
Chagrian 3 WP (rifles)
Chiss x2 4 WP (heavy
Devaronians (M/F) weapons)
Dug
Geonosian
Jawa
Kaminoan
Krevaaki
Miraluka
Neimodian
Noghri
Umbaran
Yuuzhan Vong
Zeltron
Noghri
Umbaran
Yuuzhan Vong
Zeltron
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SPECIES CONDITIONAL FEAT SKILLS
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


Advozse survivors, pessimist, distrustful Y
swif +2 Dex skills & spd 8, rnds = Con mod, -1 CT Aleena curious, value family, adventurous, courageous 3 4 p 4 Y
reach 2sq, primitive, roll (-5 Perception & double spd) Amanin capable hunters 4 3 N
Survival to track + = target's FP, stan v. Will Def w/in 6sq for target to lose Anzati cunning shadowy predators, hunt for soup 2* 4 4 2 Y
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
breathe underwater Aqualish admire strength, pushy, belligerent, hostile Y
towards the weak
Scent Arcona hive-mind mentality, reduced sense of Y
use Int not Cha for Persuasion, 1/encounter +5 Knowledge, Mechanics, or Arkanian academic, scientific, arrogant 2 4 4 4 Y
Use Computer
1/encounter reroll failed skill check with a trained skill, mtr Arkanian Offshoot confident 0 3 4 3 3 Y

reroll Perception of sound, +5 Fort Def v. poison, +2 Will Def v. Deception Balosar criminals, shady Y
& Persuasion
claw/bite/tail d6, +5 Fort Def v. radiation, primitive, reroll Persuasion to Barabel independent, aggressive 4 4 N
intimidate, +5 thresh v. stun
claw/bite/tail d6, +2 Fort Def v. radiation, primitive, reroll Persuasion to Barabel independent, aggressive N
intimidate
Meditative Trance - rest 4 hours = 8 hours, Scent, if spend FP gain a FP to Bith calm, rational, intellectual, pacifist, artistic 2 4 Y
use on Int skill by end of enc
1/encounter any Int-based skill check as nat 20, can rest 8 hours in 4 Bith calm, rational, intellectual, pacifist, artistic N
melee atk v. opp denied Dex to Ref Def = +1 die damage Blood Carver loyal, exiled, lawless 2* 4 4 2 Y
Bothan curious, manipulative, crafty, suspicious, 4 p 3 4 Y
paranoid, but brave & loyal
stan Persuasion v. Will to move -1 CT, share memories Caamasi deeply respectful, moral, gentle, contemplative, 1 4 0 Y
pacifist
claw d6, 1/encounter when damages w/melee atk, make claw atk as swif Cathar passionate, loyal, proud 4 4 1 4 4 Y
cyanogen breather, can use Telepathy untrained w/out force-sensitivity w/in Celegian explorers, some isolationist Y
60 sq & LOS
Cerean calm, rational, logical, peaceful 3 Y
with a jury-rig add +1d8 hp Chadra-Fan cheerful, friendly, outgoing, inquisitive, tinkerers 1 4 4 Y
with a jury-rig add +1d8 hp Chadra-Fan cheerful, friendly, outgoing, inquisitive, tinkerers Y
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


breathe underwater, +5 Fort Def v. radiation Chagrian even-tempered, accepting, loyal, appreciate law 4 4 3 2 2 Y
and order
breathe underwater, +5 Fort Def v. radiation Chagrian even-tempered, accepting, loyal, appreciate law Y
and order
Chiss cautious, well-educated, artistic, methodical, 0 4 4 4 4 N
pursue power
Chiss cautious, well-educated, artistic, methodical, N
pursue power
Chiss cautious, well-educated, artistic, methodical, N
pursue power
Rage, in cold -5 Fort Chistori independent, violent, impatient 1* 4 4 4 N
Deception to disguise +10, 1/encounter Deception v. Will Def = -5 opp atk Clawdite freedom fighters, independent, hate bigotry and 4 4 2 Y
bullies
Str 15, Dex 13, Con 10, Int 12, Wis 10, Cha 8, add +2 to one ability Clone, Republic bred for obedience and military discipline Y
can hold four items at once, +5 grab attacks Codru-Ji suspicious, family-oriented, loyal 2* 4 4 4 Y
as swif appear as S or M creature, Use the Force or Perception vs. Will to see Croke (best guess) unpleasant, vicious, selfish Y
only if Croke unconscious; immune to vaccuum
+5 Fort Def v. radiation/heat/cold, reroll Persuasion to intimidate, +5 Fort Dashade arrogant, aggressive 4 4 4 N
Def & Will Def v. Use the Force
in shadowy illumination or darker = Defel in total concealment, must wear Defel proud, stubborn, manipulative, stealthy 0 2 4 4 Y
special visor
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (females) bright, wise, scrupulous, and sharp-tongued Y
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (females) bright, wise, scrupulous, and sharp-tongued Y
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (males) bold, daring, bull-headed, rash, terse, Y
unscrupulous, and stingy
1/encounter stan Perception DC15 to gain +1 atk v. observed Devaronian (males) bold, daring, bull-headed, rash, terse, Y
unscrupulous, and stingy
Telepathy +5 Draethos off-worlders are intelligent but socially inept, 2 4 4 4 4 Y
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*
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


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 Y

Droid, start with bonus equipment see SGD Droid, Battle Droid Y
Droid, start with bonus equipment see SGD Droid, Labor Droid Y
Droid, start with bonus equipment see SGD Droid, Mechanic Droid Y
Droid, start with bonus equipment see SGD Droid, Medical Droid Y

Droid, start with bonus equipment see SGD Droid, Probe Droid Y
Droid, start with bonus equipment see SGD Droid, Protocol Droid Y

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

Dug adversarial, hostile, underdogs, xenophobic, 0 1 4 4 4 N


bigoted
Dug adversarial, hostile, underdogs, xenophobic, N
bigoted
Duros adventurous, intense, proud, fun-loving, 2 3 4 3 Y
gregarious
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


1/enc Persuasion to intimidate to move target -1 CT instead of intimidate Ebruchi cruel, ill-mannered pirates, greedy, aggressive N
(target must be w/in 6sq)
1/enc spend swif to allow each ally w/in 12 sq to move half spd as reac, +5 Elomin focused on order Y
Will Def v.Scent
Primitive, mind-affecting effects Ewok curious, superstitious, courageous 4 4 N
hold breath (25x Con score), pheromones (see SV p8), +5 v. Falleen Falleen withdrawn, cautious to associate with other 4 4 Y
pheromones species
1/encounter after successful melee Atk thresh 5 lower, can use 2nd Wind Feeorin quick to anger, impersonal, selfish 2 4 4 Y
when unconscious moving +3 CT, Stronger by Age
breathe underwater, Force Blast, Primitive, Weapon familiarity (skullblade) Felucian primal, wild mood swings, unpredictable 4* 4 4 N
always considered having medpac or med kit, can perform trained only Treat Fosh reserved, bigoted, manipulative, deceptive 3* 4 4 1 Y
injury uses untrained (from glands)
Primitive Gamorrean brutish, violent, proud, respect physical prowess 4 Y
when using second wind regain extra 5+level, special equipment, limb Gand humble, self-deprecating 4 4 N
regeneration
2nd Wind +5hp, hibernation, mental instability after Adult, regeneration Gen'Dai introspective, peaceful, patient, but insane as 0 2 2 4 3 Y
1d10 min, resilient physiology (double thresh if fatal) they get older
flight, Fort Def +2 v. radiation Geonosian hive-oriented, oppressive to worker class N

flight, Fort Def +5 v. radiation Geonosian hive-oriented, oppressive to worker class N


Immune to vacuum and inhaled chemicals/poisons Givin analytical, logical, mathematical 1* 4 3 4 3 Y
read emotions of any sentient w/in 6sq as stan Perception v. Will, can use Gotal discreet, seemingly emotionless, but sensitive 4 4 3 3 Y
Sense Force & Surroundings of Use the Force untrained
no distance penalties on Perception 50sq, can aim by taking one swif action Gran sociable, friendly, 3 4 4 4 2 Y
1/encounter
proficient with atlatl & cesta with Simple, hold breath Gungan inquisitive, cautious, suspicious 4 4 Y
Sturdy (gain extra hp with second wind = 5+one-half level) Herglic fair, honest, gregarious, generous, crave 2 4 4 4 Y
excitement, but can be vengeful
can use Str mod to intimidate instead of Cha mod Houk ill-tempered bullies, ruffians, violent Y
Human adaptable, tenacious, flexible, diverse 4 4 4 4 4 Y
Will +5 v. Use the Force, can't be tripped or knocked prone Hutt megalomaniac, manipulative Y
1/encounter as reac +2 Ref Def Iktotchi emotional but stoic, impatient 3 4 2 4 4 Y
breathe underwater, beak d6 Ishi Tib revere nature, meticulous, exacting 4 Y

Bellow stan d20+cl v. Fort Def in 6sq cone 3d6 dam or half Ithorian calm, peaceful, ecologists Y
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


with ion weapon add half level to damage Jawa peaceful but cunning, deals with threats in 4 4 N
numbers
Jawa peaceful but cunning, deals with threats in N
numbers

+5 Will Def v. mind-affecting effects Kaleesh warlike, territorial, value family, tribe, honor, 2* 4 1 4 4 Y
sacrifice
Kaminoan superior to others, intolerant of imperfection, 0 4 1 4 4 Y
self-improvement
may take 10 on Survival checks in aquatic terrain Kaminoan superior to others, intolerant of imperfection, Y
self-improvement
Kel Dor calm, kind, but quick justice, even vigilantism 4 4 4 4 Y
+2 dam v. target that has been damaged since last turn, can use Wis to Kerkoiden cunning, pushy, suspicious, arrogant 2 4 4 4 Y
replace Cha on Deception & Persuasion
1/encounter can treat skill as if taken 10 (see book), can aid another as a swif Khil intelligent, dedicated, peace-loving but vindictive 3 4 4 4 4 Y
action (see book), do not starve if impeded
Joiners (target to 0 hp see p.131), telepathy w/Killiks 1 km, multiple atks Killik instinct to expand territory and numbers N
reduced by 2, claws d6
if receive morale or insight bonus add +1, 1/encounter Uncanny Dodge I or II Kissai capable allies that work with others 4 4 Y
Klatoonian loyal, resolute, obedient, isolated 1* 0 4 4 N
Grapple +2, Sense Motive from Perception against Krevaaki is -5 Krevaaki peaceful, spiritual, seek wisdom through 4 4 4 Y
exploration
Grapple +2, Sense Motive from Perception against Krevaaki is -5 Krevaaki peaceful, spiritual, seek wisdom through Y
exploration
d6 claws, d4 bite, lockbite = successful grapple atk for +5 grapple w/same Lugubraa ravenous, hungry, animalistic 4 N
target, after 50 years age +d4+2 Int pts, max 8 before 50
primitive, if trained in Treat Injury reduce DCs by Wis mod, Roller: swif +4 Lurmen friendly, cautious, pacifist, prefer trickery to 2 4 4 0 Y
spd (limited actions) swif to emerge violence
claw d6, poison (d20+level against Fort Def), primitive, rage Mantellian Savrip primitive, violent N
1/encounter with a morale bonus gain hp 4x level, primitive, 1/encounter Massassi fearsome, loyal fighters 4 4 N
Uncanny Dodge I or II, lanvorak simple not exotic
Force Sight Miraluka thoughtful, cautious, not interested in personal 4 3 3 3 3 Y
gain or glory, but committed
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


Force Sight Miraluka thoughtful, cautious, not interested in personal Y
gain or glory, but committed
breathe underwater Mon Calamari inquisitive, analytical, creative, ship designers Y
Mrlssi quick-witted, value knowledge, solving 4 3 4 Y
problems, engineering
Nagai disciplined, focused, passionate, honorable, 4 4 4 4 4 Y
violent, sinister
breathe underwater, reroll Perception to sense deception or influence mtr Nautolan loyal, steadfast, polite but emotional, peaceful 4 4 4 4 4 Y
unless underwater take best but will defend when necessary
1/encounter if to be moved down CT the Nazren may reduce the steps by 1 Nazren pragmatic, serious, and traditional, nomadic 2 Y
one +2, one -2 Near-Human Ability adjustment Y*
multiple atk penalties reduced by 2 Near-Human Additional arms Y*
Cha bonus doubled w/Persuasion on Humans & near-Humans Near-Human Altiri intellectual, spiritual, artistic Y
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll Near-Human Anarrian militaristic, value physical strength and combat Y
w/melee & not Weapon Finesse
select bio-implant LECG 67-68 Near-Human Biotech augmentation Y*
cannot drown in water Near-Human Breathe underwater Y*
resistant to specific climate, can reroll Endurance or Survival v. environmentNear-Human Climate adaptation Y*
unarmed 1d6 dam Near-Human Conductive Y*
select one cybernetic enhancement Near-Human Cultural cybernetics Y*
Near-Human Darkvision Y*
use telepathy untrained, can sense emotions if Use the Force exceeds target's Near-Human Empath Y*
Will Def
reroll Swim, take 10 on Swim Near-Human Expert swimmer Y*
reroll Perception Near-Human Heightened awareness Y*
Near-Human Low-light vision Y*
Near-Human Natural armor Y*
unarmed 1d6 dam Near-Human Natural weapon Y*
considered trained in Acrobatics Near-Human Naturally acrobatic Y*
Near-Human O'reenians militaristic, isolationist 4
reroll Endurance Near-Human Persistent Y*
speed +1 Near-Human Quick Y*
at end of enc regain hp = +1d4 + Con mod Near-Human Quick healing Y*
GM can restrict to specific hazard Near-Human Resistant Y*
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


ignore concealment w/in 10sq for Perception & no penalty to Track for Near-Human Scent Y*
visibility
reduce sq for running start by 2 for High Jump or Long Jump Near-Human Spring step Y*
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll Near-Human Strength surge Y*
w/melee & not Weapon Finesse
Cha bonus doubled w/Persuasion on Human, near-Humans & similar Near-Human Visually striking Y*
treat exotic as simple if commonly used by culture Near-Human Weapon familiarity Y*
Neimodian controlling, capitalist, pursuit of wealth and Y
Neimoidian greedy, cowardly, devious 4 4 Y
Primitive, Scent, if begin turn in concealment & target unaware avoid attacks Nelvaanian value family & kinship, superstitious but 4 4 N
of opportunity honorable
*or Huttese Nikto single-minded tenacious followers 2 2 2 4 Y*
Primitive, Scent Noghri fearsome, dedicated, hand-to-hand combatants N
Primitive, Scent Noghri fearsome, dedicated, hand-to-hand combatants N
Natural Weapon (horns), 1d6 piercing Nosaurian gregarious, even-tempered, but embittered and 3 4 3 4 Y
angry
Nyriaanan distrustful of outsiders, despise corporations N
Primitive, Hold Breath Pa'lowick traditional, primitive, but sociable, appreciate N
technology
add +1 to insight or morale bonuses Pau'an friendly, kind to strangers, administrative 4 4 Y
Phindian aloof, contrary, sarcastic, exaggerate Y

Mute, Limited Telepathy within 10 sq Polis Massan gentle, compassionate, inquisitive 0 4 0 4 1 Y


breathe underwater Quarren practical, conservative, shadowy, resentful 4 4 Y
use a trained-only aspect of Mechanics, Pilot, Treat Injury or Use Computer, Rakata primitive, driven 3 N
Force Blind, Primitive, Rage
Variable size, droid traits, bonus equipment (see p.153) Replica Droid 2 4 4 4 Y
Rodian violent, hunters, tenacious, dedicated 4 4 Y
can reroll Deception & take better, swif to create diversion to hide 10sq, Ryn fun-loving, flamboyant, free-spirited, nomadic 2* 4 Y
prehensile tail, Gather Info without fee (can pay if fail)
Sakiyan acute senses evolved from a need to survive the Y
fierce predators of their homeworld
Breathe underwater, when healing others +5 hp, 1/encounter swif grant ally Selkath pragmatic, diplomatic 2* 4 4 N
10+target level hp
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


Droid Shell but retains Constitution, Binary language Shard deeply contemplative, curious, long-lived Y
claw d6 Shistavanen isolationist, aggressive, prejudiced 4 4 3 N
1/encounter stan Mechanics or Use Computer action as swift action, Special Skakoan cold, logical, emotionless, pro-separatist, dislike Y
Equipment humans
Mechanics +10 if take double time, +5 v. Trip, long jump w/out running start Sluissi tinkerers, patient, sociable 4 Y
1/encounter use Perception for Deception or Persuasion, +5 Fort Def v. cold Snivvian insightful, contemplative 3 4 3 3 N
*half of force powers must be "dark," gains 1 to 3 special qualities, +5 Will Sorcerer of Rhand seekers of dark side Y
Def v. Persuasion
+5 Persuasion to haggle, not limited to common knowledge w/untrained Squib cheerful, curious, overconfident, like to bargain 1 2 4 4 Y
Know (tech) check
force-blind, smell: w/in 6sq can reroll Persuasion & keep better Ssi-Ruuk religious, cautious, expansionist N
primitive, +5 damage threshold Stereb methodical, not aggressive, live in harmony with 4 N
surfaces of planet
Sullustan pragmatic, friendly, reckless 4 3 Y
claws d6 Talz primitive, gentle, kind-hearted 1* 4 N
Max Dex bonus of armor +1 Taung warlike, ruthless, but loyal to clan 0 4 4 Y
+5 v. trip or being knocked prone, bite 1d8 Tchuukthai (best guess) generally thoughtful, put on displays of ferocity Y
for outsiders but disdained fighting
1/encounter as free action remove any mind-affecting effects Thakwaash multiple-personalities 0 3 3 3 3 N
1/enc ignore one fear-related or mind-affecting effect, +5 Will Def v. Tof cruel, single-minded pursuit of pleasure, N
intimidate boastful, competitive, warlike
use Str not Cha to intimidate Togorian predatory, aggressive nomads 2* 4 4 Y
flank = +2 dam, ignore cover and concealment within 10sq Togruta social, perceptive, outspoken 3 4 3 4 4 Y
Will Def +5 v. mind-affecting Use the Force checks Toydarian proud, loyal, deceitful 2 4 4 N
limb regeneration Trandoshan violent, warlike, hunters, driven, but can show 4 4 Y
mercy
claws d6, prehensile tail can hold Small or smaller item & if item is Medium Trianii adventurous, explorers, independent, spiritual 4 N
Trianii is encumbered & heavy load Tusken Raider nomadic, primitive, hostile N
Twi'lek calculating, charismatic, shadowy, influential 4 4 Y
charge atk +2, special equipment Ubese aggressive, warlike, resentful, hate jedi 0 4 4 Y
Ugnaught (best guess) mechanically apt Y
as full-round raise or lower an ability by max 5 but transfer from another Ugor (best guess) scavengers, junk collectors, traders Y
ability & adjust bonuses & penalties
Umbaran aloof, observant 3 3 4 4 3 Y
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


if exposed to bright light blinded 1 round Umbaran aloof, observant Y
can use Persuasion to change attitude of an undomesticated creature, auto aid Utai beast handlers N
another if adjacent & understands
reroll Persuasion to intimidate if in traditional mask & keep better, Vagaari narcissistic, arrogant, racist, nomadic, cruel, N
considered trained uncaring, evil
spend 2 Force Points to lower Dark Side score Vahla nomadic, hateful of jedi Y
communicate w/other Verpine w/in 1km Verpine tech specialists, value equipment, personable, 4 4 Y
enthusiastic
gain SF (Knowledge) x1 if trained in 2 or more Knowledge skills Vultan loved fashion and technology Y
Placid (remove fear effect from self), Breathe Underwater Vurk even-tempered, compassionate, hate lying, duty- 2 1 4 4 Y
bound, stern
pheromone communication within 20 sq Weequay bullying, brooding, superstitious, silent 4 4 N
cold +5 Fort, claws d6, scent Whiphid nomadic tribal hunters, outgoing, greedy, 1* 2 3 4 4 N
unscrupulous
Rage, recover hp x2 Wookiee honorable, rash, loyal, short-tempered 4 Y

Wroonian desire personal wealth and possessions, carefree, Y


risk-takers
1/encounter as stan Deception v. Will Def v. target's w/in 6 sq to not threaten Yarkora manipulative, information brokers, thieves, and 1* 4 4 Y
any squares, mtr con artists
claws d6, 1/encounter Mechanics check as nat 20, +2 Will Def v. Persuasion Yevetha xenophobic, proud, violent, fanaticism 4 N
from a different species
Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons, Yuuzhan Vong religious warriors 0 4 4 4 4 N
pistols or rifles at 1st level
Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons, Yuuzhan Vong bloodthirsty, religious, arrogant, racist N
pistols or rifles at 1st level
claws/bite d8, can use Str mod for Persuasion to intimidate, scent ignores Yuzzem fair, generous, honorable, temperamental 4 N
concealment for cover in 10sq
Zabrak confident, dedicated, intense, sometimes 4 4 4 4 4 Y
obsessive and single-minded
add Cha bonus to Perception checks to sense deception/influence, +5 Zeltron friendly, sociable, pacifistic, passionate 1 4 4 4 4 Y
Persuasion to change attitude
Perception vs Will to discover target's attitude towards you and target's Zeltron friendly, sociable, pacifistic, passionate Y
general emotional state
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


can use Cha mod to calculate Will Def Zygerrian slavers, pirates, violent, aggressive 4 4 Y
JEDI

SCOUT

Basic?
SCOUNDREL
NOBLE

SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->

TRAITS SPECIES PERSONALITY


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Advb Basic
Aleena Basic 0.8 50 12 18 45 60 79 80+ 1 1
Amanese 1
Basic Anzat 1.7 60 12 99 649 799 950 951+ 4 1

Aqualish Basic 1

Arconese Basic
Arkanian Basic 1.8 75 12 18 44 76 99 100+ 1

Arkanian Basic 1.8 75 8 13 30 45 55 56+

Balosar Basic

Barabel 2 110 8 15 40 59 79 80+

Barabel 3 1

Bith Basic 1.7 75 11 15 50 70 84 85+ 3 1

Bith 1
Batorese Basic 2 65/60 12 20 60 80 100 100+ 3
Basic Bothese 1.6 55 11 16 45 65 84 85+ 1

Basic Caamasi 1.8 80 11 15 49 76 89 90+ 1 1

Basic Catharese 1.7 85 10 15 40 62 79 80+


Basic (Understand) 1 1

Basic Cerean 2/1.8 78/58 10 15 35 53 64 65+ 1


Chadra-Fan Basic 1 20 11 15 40 59 79 80+ 1 1
Chadra-Fan Basic 1 1
Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Chagri Basic 1.9 95/85 12 16 42 56 75 76+ 2 2

Chagri Basic 1.9 95/85 12 16 42 56 75 76+ 2 2

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

Chistori
Clawdite Basic 1.8/1.6 65/55 11 15 30 49 69 70+

Basic 1.8/1.6 75/55 1


Codruese Basic 1.6 65/60 8 12 44 60 84 85+
Croke Basic

Dashadi 1.85 90 10 15 44 69 84 85+ 2

Defel Basic 1.4 45 6 10 49 74 89 90+ 2

Deveronese Basic
Deveronese Basic
Deveronese Basic *

Deveronese Basic

Draethos Basic 1.8 70 12 17 399 699 780 781+

Binary Language chosen by designer (usually Basic)

Binary Language chosen by designer (usually Basic)


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

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)

Binary Language chosen by designer (usually Basic)

Basic (Understand) Binary

Basic Binary
Basic Binary
Basic Binary
Basic Binary 1

Basic (Understand) Binary 4 1


Basic Binary

Basic Binary 4 2

Dug 1 35/30 9 14 44 59 74 75+ 2

Dug 1 35/30 9 14 44 59 74 75+ 2

Basic Durese 1.8 70 9 14 35 49 69 70+ 1


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Ebruchese 1

Elomin Basic
Ewokese 1 30 9 13 29 44 59 60+ 4
Falleen Basic 1.6/1.4 55/45 18 36 72 139 249 250+ 2

Feeorin Basic 2.2 125 11 16 194 324 399 400+ 2

Felucianese 1.9 90 8 19 49 70 85 86+ 3


Fosh Basic 1.3 40 11 17 55 70 84 85+

Basic (Understand) Gammorean 1.8 140 6 12 29 39 44 45+ 3


Gand 1.6/1.4 80/70 9 14 29 45 60 61+ 1

Gen'Dai Basic 2.5 145 9 200 999 1999 3999 4000+ 5 2

Geonosian

Geonosian
Givin Basic 1.8 70 10 14 48 64 79 80+
Gotal Basic 2 85 9 12 40 60 75 76+ * * * *

Basic Gran 1.6 80 10 15 40 62 79 80+ 2

Basic Gunganese 1.8 70 12 15 35 54 64 65+ 1 2 2


Herglese Basic 2.2 110 15 19 55 79 95 96+ 2 1 1

Houk Basic 4
Basic 1.8/1.6 75/55 11 15 40 59 79 80+ 1
Basic Huttese 2
Iktotchese Basic 1.8 80 13 18 44 70 89 90+ 1 2 2
Tibranese Basic 1.8 60 6 11 39 59 79 80+ 1

Basic Ithorese 2 90 13 17 44 69 84 85+


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Jawa Jawa Trade Language 1 25/20 9 14 39 59 79 80+

Jawa Jawa Trade Language 1 25/20 9 14 39 59 79 80+

Kaleesh Basic 1.8/1.6 80/75 9 24 40 55 79 80+ 2

Kaminoan Basic 2.7/2.1 70/65 6 10 39 59 79 80+ 1

Kaminoan Basic 2.7/2.1 70/65 6 10 39 59 79 80+ 1

Basic Kel Dor 1.8 70 11 15 44 59 69 70+


Kerkoidese Basic 1.4 55 11 18 45 70 90 91+ 1

Khilese Basic 1.5 60 10 15 49 74 89 90+

Killik Sy Bisti 1 1 1 1

Sith Basic 1.8 90 10 15 30 42 59 60+ 1 1 1 1


Huttese 1.8 80/75 9 14 49 69 89 90+ 4 2 1
Dromnyr Basic 2 65 12 17 62 94 129 130+ 1 1

Dromnyr Basic

Lugubraal 1 3 3

Basic Lurmese 1 20 12 18 35 60 75 76+

Savrip 3 2
Sith 1.9 95 10 13 25 35 50 51+ 3 2

Miralukese Basic 1.8 75 11 15 44 69 84 85+ 1


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Miralukese Basic 1.8 75 11 15 44 69 84 85+ 2

Basic Mon Calamarian 1.8 72 11 16 40 57 79 80+ 1


Mrlsstese Basic 1.2 40 4 8 35 69 89 90+

Nagaian Basic 1.8/1.6 60/45 11 18 44 60 74 75+

Nautila Basic 1.8 75 9 14 40 54 69 70+ 3 1

Basic Nazren 2.1 130 15 30 200 275 299 300+


Basic 1
Basic 4
Altirish Basic
Annarese Basic 1

Basic 10 1 1
Basic
Basic 1
Basic
Basic
Basic 1 2
Basic 1

Basic
Basic 1 1
Basic 3
Basic 1
Basic
Basic 1
Basic 4 4
Basic 1
Basic 4 4
Basic 1
Basic 4
Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Basic 5 7

Basic 2
Basic

Basic 1
Basic 1
Basic Neimoidian Pak Pak 1
Basic Neimoidian 1.9 70 11 16 40 57 79 80+
Nelvaanese 2/1.5 130/50 7 20 30 45 64 65+

Nikto Huttese or Basic 1.8 60 10 15 35 54 64 65+ 1 1


Honoghran
Honoghran
Basic Nosaurian 1.4 75 10 15 45 79 99 100+

Nyriaanan
Lowickese

Basic Utapese 1.9 70 16 30 400 500 699 700+


Phindian Basic

Basic (Understand) Massan


Basic Quarrenese 1.8 72 11 16 40 57 79 80+ 12 3
Rakata 2 85 11 16 50 69 79 80+ 1

Basic native language of copied species 1 8 7


Basic Rodese 1.6 60 12 15 35 49 59 60+ 1
Basic Ryn 1.6/1.4 60/50 10 20 40 60 80 81+

Sakiyan Basic

Selkath 1.5 60 10 15 54 84 99 100+ 1


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Binary Basic
Shistavanen 1.6 60 9 13 40 60 95 96+ 1
Skakoverbal Basic 1

Sluissese Basic 1.7 60 8 14 39 59 75 76+ 2


Snivvian 1.4 55 11 17 49 79 105 106+ 1 1 1
Basic and many others

Squibbian Basic 1 22 8 12 38 63 64 65+

Ssi-ruuvi 1
2 2

Basic Sullustese 1.5 55 9 14 39 55 69 70+


Talz 2 90 3 8 25 40 52 53+
Basic Mando'a 2 95 6 12 45 64 84 85+
Tchuukthese Basic

Thakwaashi 2.8 130 9 14 49 74 89 90+


Tof

Basic Togorian 2.5 170 9 14 44 64 79 80+


Basic Togruti 1.7 75 11 17 54 74 94 95+
Toydarian Huttese 1.2 50/45 6 14 60 75 90 91+
Basic Dosh 2 80 11 14 34 49 59 60+

Trianii 2 95 11 17 44 64 84 85+
Tusken
Basic Ryl Lekku 1.8/1.6 55 12 15 44 59 79 80+
Ubese Ubeninal 1.9/1.7 65/55 11 15 40 60 70 71+
Ugnaught Basic

Umbarese Basic 1.7 60 10 15 44 69 89 90+


Height

Weight

Child
Adult

Adult

Old
Young

Middle Age

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber
Language 1 Language 2 Language 3

Umbarese Basic
Utapese

Vagaari Sy Bisti

Vahla Basic
Verpine Basic 1.9 60 4 9 40 60 80 81+

Dromnyr Basic
Semblan Basic 2.1/1.9 90/85 6 14 30 49 69 70+

Sriluurian 1.7/1.6 75/65 12 17 49 74 89 90+


Whiphid 2.5 55 10 15 84 99 249 250+

Shyriiwook Basic (understand only) 2.2/2 125/100 12 17 300 350 399 400+

Wroonian Basic

Basic Yarkora 2 95 10 18 64 94 124 125+

Yevethan 1.9 80 5 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+

Yuzz 2.5 180 8 15 40 59 79 80+

Basic Zabrak 1.8 75 8 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+


Unique w/lightsaber
1

C/UC w/lightsaber
Unique mini?
1

1
1

C/UC Mini?
4
1

1
1

1
2
1
81+

Venerable
Old
80

Middle Age
60

Adult
39

Young
16

Adult
Child
9

Weight
60
1.7

Height
Language 3
Language 2
Language 1

Basic
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

Abyssin
Chevin
Dresellian
Farghul
Kubaz
Lannik
Mustafarian
Muun
T'surr
BOOK

PAGE

SPECIES TRAIT
L 199 Advozse Heightened Awareness
L 199 Advozse Low-Light Vision
L 199 Advozse Natural Armor
F 12 Aleena Nimble
F 12 Aleena Quick Energy

W 337 Amanin Primitive


W 337 Amanin Reach
W 337 Amanin Resilient
W 337 Amanin Roll
W 337 Amanin Skills
UR 10 Anzati Hunter's Instincts
UR 10 Anzati Low-Light Vision
UR 10 Anzati Mesmerize

UR 10 Anzati Presence Sense


UR 10 Anzati Soup Drinking

CR 284 Aqualish Bonus Feat


CR 284 Aqualish Breathe Underwater
CR 284 Aqualish Expert Swimmer
W 156 Arcona Great Fortitude
W 156 Arcona Scent
K 10 Arkanian Darkvision
K 10 Arkanian Flash of Genius
K 10 Arkanian Intellectual Reputation
K 11 Arkanian Offshoot Conditional Bonus Feat
K 11 Arkanian Offshoot Determination

SV 154 Balosar Antennapalps

SV 154 Balosar Moral Ambiguity


SV 154 Balosar Poison Resistance
GW 11 Barabel Darkvision
SV 154 Barabel Darkvision
GW 11 Barabel Natural Armor
SV 154 Barabel Natural Armor
GW 11 Barabel Natural Weapons
SV 154 Barabel Natural Weapons
GW 11 Barabel Primitive
SV 154 Barabel Primitive
GW 11 Barabel Radiation Resistance
SV 154 Barabel Radiation Resistance
GW 11 Barabel Skills
SV 154 Barabel Skills
GW 11 Barabel Stun Resistance
GI 10 Bith Evolved Intellect

T 26 Bith Evolved Intellect


T 26 Bith Heightened Awareness
GI 10 Bith Meditative Trance
T 26 Bith Meditative Trance
GI 10 Bith Scent
SV 6 Blood Carver Conditional Bonus Feat
SV 6 Blood Carver Deathstrike
CR 23 Bothan Conditional Bonus Feat
CR 23 Bothan Iron Will
F 13 Caamasi Adept Diplomat
F 13 Caamasi Memory Sharing

F 13 Caamasi Pacifism

K 12 Cathar Cathar Instincts


K 12 Cathar Natural Weapons
K 12 Cathar Reactive Claw
J 106 Celegian Broadcast Telepath

J 106 Celegian Cyanogen Breather

J 106 Celegian Expert Swimmer


CR 24 Cerean Conditional Bonus Feat
CR 24 Cerean Intuitive Initiative
L 211 Chadra-Fan Darkvision
UR 11 Chadra-Fan Darkvision
UR 11 Chadra-Fan Heightened Awareness
L 211 Chadra-Fan Tinkerer

UR 11 Chadra-Fan Tinkerer
C 159 Chagrian Breathe Underwater
L 10 Chagrian Breathe Underwater
C 159 Chagrian Low-Light Vision
L 10 Chagrian Low-Light Vision
C 159 Chagrian Radiation Resistance
L 10 Chagrian Radiation Resistance
F 192 Chiss Bonus Trained Skill
L 11 Chiss Bonus Trained Skill
UR 126 Chiss Bonus Trained Skill
F 192 Chiss Low-Light Vision
L 11 Chiss Low-Light Vision
UR 126 Chiss Low-Light Vision
T 34 Chistori Armor Plating
T 34 Chistori Cold-Blooded
T 34 Chistori Rage

SV 7 Clawdite Shapeshift

SV 7 Clawdite Startle
C 91 Clone, Republic Bonus Feat
C 91 Clone, Republic Bonus Trained Skill
L 12 Codru-Ji Bonus Feat
L 12 Codru-Ji Extra Arms

L 12 Codru-Ji Skilled Grappler


J 128 Croke Illusory Form

J 128 Croke Immune to vacuum


GW 12 Dashade Environmental Adaptation
GW 12 Dashade Fearsome Reputation
GW 12 Dashade Force Resistance
GI 11 Defel Partial Invisibility

GI 11 Defel Special Equipment

L 214 Devaronian Conditional Bonus Feat


W 228 Devaronian Conditional Bonus Feat
L 214 Devaronian Natural Curiosity

W 228 Devaronian Natural Curiosity

K 12 Draethos Bonus Feat


K 12 Draethos Low-Light Vision
K 12 Draethos Natural Armor
K 12 Draethos Natural Telepath
CR 187 Droid 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 Systems


CR 188 Droid Nonliving

SGD 11 Droid, Astromech Bonus Equipment

SGD 11 Droid, Astromech Conditional Bonus Feat


SGD 11 Droid, Astromech Droid Traits
SGD 11 Droid, Astromech Hardwired Design
SGD 11 Droid, Battle Bonus Equipment

SGD 11 Droid, Battle Bonus Feat


SGD 11 Droid, Battle Droid Traits
SGD 11 Droid, Labor Bonus Equipment

SGD 11 Droid, Labor Droid Traits


SGD 11 Droid, Labor Heavy Lifting
SGD 12 Droid, Mechanic Bonus Equipment

SGD 12 Droid, Mechanic Droid Traits


SGD 12 Droid, Mechanic Hardwired Design
SGD 12 Droid, Mechanic Mechanically Minded
SGD 12 Droid, Medical Bonus Equipment

SGD 12 Droid, Medical Conditional Bonus Feat

SGD 12 Droid, Medical Droid Traits


SGD 12 Droid, Medical Hardwired Design
SGD 12 Droid, Probe Bonus Equipment

SGD 12 Droid, Probe Conditional Bonus Feat

SGD 12 Droid, Probe Droid Traits


SGD 12 Droid, Probe Hardwired Design
SGD 13 Droid, Protocol Bonus Equipment

SGD 13 Droid, Protocol Bonus Feat

SGD 13 Droid, Protocol Droid Traits


SGD 13 Droid, Protocol Hardwired Design
SGD 13 Droid, Service Bonus Equipment
SGD 13 Droid, Service Bonus Feat

SGD 13 Droid, Service Droid Traits


C 10 Dug Athletic

W 312 Dug Conditional Bonus Feat


W 312 Dug Dug Agility

W 312 Dug Lightning Reflexes


CR 25 Duros Expert Pilot
UR 127 Ebruchi Conditional Bonus Feat
UR 127 Ebruchi Iron Will
UR 127 Ebruchi Unsettling

GI 133 Elomin Impose Order

GI 133 Elomin Logical Mind


CR 25 Ewok Conditional Bonus Feat
CR 25 Ewok Primitive
CR 25 Ewok Scent
SV 8 Falleen Hold Breath
SV 8 Falleen Pheromone Acclimation
SV 8 Falleen Pheromones

K 13 Feeorin Brutal

K 13 Feeorin Great Fortitude


K 13 Feeorin Inborn Resilience

K 13 Feeorin Low-Light Vision


K 13 Feeorin Stronger by Age

F 14 Felucian Bonus Feat


F 14 Felucian Breathe Underwater
F 14 Felucian Force Blast

F 14 Felucian Low-Light Vision


F 14 Felucian Natural Camouflage
F 14 Felucian Primitive
F 14 Felucian Weapon Familiarity
GI 12 Fosh Deceptive
GI 12 Fosh Healing Glands

CR 26 Gamorrean Bonus Feat


CR 26 Gamorrean Great Fortitude
CR 26 Gamorrean Primitive
SV 8 Gand Darkvision
SV 8 Gand Hardy
SV 8 Gand Limb Regeneration
SV 8 Gand Special Equipment

C 11 Gen'dai Gen'dai Surge

C 11 Gen'dai Hibernation

C 11 Gen'dai Mental Instability


C 11 Gen'dai Regeneration

C 11 Gen'dai Resilient Physiology


W 164 Geonosian Bonus Feat
W 164 Geonosian Conditional Bonus Feat
C 181 Geonosian Low-Light Vision
W 164 Geonosian Low-Light Vision
W 164 Geonosian Natural Armor
C 181 Geonosian Radiation Resistance
W 164 Geonosian Radiation Resistance
GI 13 Givin Deductive Reasoning
GI 13 Givin Exoskeleton
GI 13 Givin Unique Physiology
GI 14 Gotal Energy Reading

GI 14 Gotal Low-Light Vision


GI 14 Gotal Sensor Cones
F 15 Gran Conditional Bonus Feat
F 15 Gran Darkvision
F 15 Gran Target Awareness
F 15 Gran Triple Vision
CR 26 Gungan Expert Swimmer
CR 26 Gungan Hold Breath
CR 26 Gungan Lightning Reflexes
CR 26 Gungan Low-Light Vision
CR 26 Gungan Weapon Familiarity
GI 15 Herglic Conditional Bonus Feat
GI 15 Herglic Sturdy
SV 155 Houk Natural Armor
SV 155 Houk Physically Intimidating
CR 23 Human Bonus Feat
CR 23 Human Bonus Trained Skill
CR 284 Hutt Force Resistance
CR 284 Hutt Skills
CR 284 Hutt Supreme Stability
C 12 Iktotchi Expert Pilot
C 12 Iktotchi Limited Precognition
C 12 Iktotchi Natural Armor
UR 12 Ishi Tib Breathe Underwater
UR 12 Ishi Tib Ecological Awareness
UR 12 Ishi Tib Expert Swimmer
UR 12 Ishi Tib Low-Light Vision
UR 12 Ishi Tib Natural Weapons
CR 27 Ithorian Bellow

CR 27 Ithorian Conditional Bonus Feat


CR 27 Ithorian Iron Will
CR 27 Ithorian Survival Instinct
SV 9 Jawa Darkvision
W 164 Jawa Darkvision
SV 9 Jawa Desert Dweller
SV 9 Jawa Scavenger
SV 9 Jawa Skills
W 164 Jawa Skills
W 164 Jawa Skills
C 12 Kaleesh Conditional Bonus Feat
C 12 Kaleesh Darkvision
C 12 Kaleesh Driven
C 12 Kaleesh Persistent
C 13 Kaminoan Conditional Bonus Feat
C 13 Kaminoan Resistant
W 164 Kaminoan Skills
W 164 Kaminoan Skills
CR 28 Kel Dor Keen Force Sense
CR 28 Kel Dor Low-Light Vision
CR 28 Kel Dor Special Equipment

C 14 Kerkoiden Predator's Heritage


C 14 Kerkoiden Social Cunning
K 14 Khil Cooperative Spirit

K 14 Khil Dependable Worker

K 14 Khil Hullepi
UR 131 Killik Hive Mind
UR 131 Killik Joiners

UR 131 Killik Low-Light Vision


UR 131 Killik Multiple Limbs
UR 131 Killik Natural Armor
UR 131 Killik Natural Weapons
K 15 Kissai Inspired
K 15 Kissai Warrior's Awareness
K 15 Kissai Weapon Familiarity
L 13 Klatooinian Iron Will
J 111 Krevaaki Carapace
UR 12 Krevaaki Carapace
UR 12 Krevaaki Conditional Bonus Feat
J 111 Krevaaki Grasping Tentacles
UR 12 Krevaaki Grasping Tentacles
J 111 Krevaaki Stoic
UR 12 Krevaaki Stoic
UR 135 Lugubraa Bonus Feat
UR 135 Lugubraa Darkvision
UR 135 Lugubraa Lockbite

UR 135 Lugubraa Lugubraa Learning

UR 135 Lugubraa Natural Weapons


GW 12 Lurmen Mender
GW 12 Lurmen Primitive
GW 12 Lurmen Roller

GW 12 Lurmen Skills
T 117 Mantellian Savrip Natural Armor
T 117 Mantellian Savrip Natural Weapons
T 117 Mantellian Savrip Poison

T 117 Mantellian Savrip Primitive


T 117 Mantellian Savrip Rage

K 15 Massassi Conditional Bonus Feat


K 15 Massassi Duty Bound
K 15 Massassi Primitive
K 15 Massassi Warrior's Awareness
K 15 Massassi Weapon Familiarity
K 16 Miraluka Conditional Bonus Feat
T 31 Miraluka Conditional Bonus Feat
K 16 Miraluka Force Sight

T 31 Miraluka Force Sight

CR 28 Mon Calamari Breathe Underwater


CR 28 Mon Calamari Conditional Bonus Feat
CR 28 Mon Calamari Expert Swimmer
CR 28 Mon Calamari Low-Light Vision
GI 16 Mrlssi Conditional Bonus Feat
GI 16 Mrlssi Scholarly Inclination
GI 16 Mrlssi Skills
L 14 Nagai Lightning Reflexes
L 14 Nagai Soothing Voice
L 14 Nagai Weapon Familiarity
C 15 Nautolan Breathe Underwater
C 15 Nautolan Expert Swimmer
C 15 Nautolan Low-Light Vision
C 15 Nautolan Natural Damage Reduction
C 15 Nautolan Phenomenal Sensor

W 234 Nazren Nazren Resilience

UR 18 Near-Human Ability Adjustment


UR 18 Near-Human Additional Arms
UR 18 Near-Human Biotech Augmentation
UR 18 Near-Human Breathe Underwater
UR 18 Near-Human Climate Adaptation

UR 18 Near-Human Conductive

UR 18 Near-Human Cultural Cybernetics


UR 18 Near-Human Darkvision
UR 18 Near-Human Empath

UR 18 Near-Human Expert Swimmer


UR 18 Near-Human Heightened Awareness
UR 18 Near-Human Low-Light Vision
UR 18 Near-Human Natural Armor
UR 18 Near-Human Natural Weapons
UR 18 Near-Human Naturally Acrobatic
UR 18 Near-Human Persistent
UR 18 Near-Human Quick
UR 18 Near-Human Quick Healing
UR 18 Near-Human Resistant

UR 18 Near-Human Scent
UR 18 Near-Human Spring Step
UR 18 Near-Human Strength Surge

UR 18 Near-Human Visually Striking


UR 18 Near-Human Weapon Familiarity
UR 163 Near-Human Altiri Bonus Trained Skill
UR 163 Near-Human Altiri Visually Striking
UR 163 Near-Human AnarrianBonus Feat
UR 163 Near-Human AnarrianStrength Surge

UR 179 Near-Human Heightened Awareness


O'reenians
UR 179 Near-Human Persistent
O'reenians
UR 18 Near-Human Digit variation
UR 18 variation
Near-Human Eye variation
UR 18 variation
Near-Human Fins
UR 18 Near-Human Hair variation
UR 18 Near-Human Shaped
variation
UR 18 Near-Human Skin Color
UR 18 variation
Near-Human Skin Texture
UR 18 variation
Near-Human Teeth Variation
UR 18 variation
Near-Human Towering
UR 18 Near-Human Webbed Digits
CR 285 variation
Neimoidian Conditional Bonus Feat
GI 17 Neimoidian Conditional Bonus Feats

CR 285 Neimoidian Skills


C 16 Nelvaanian Low-Light Vision
C 16 Nelvaanian Primitive
C 16 Nelvaanian Scent
C 16 Nelvaanian Shadow Swiftness

UR 13 Nikto Great Fortitude


UR 13 Nikto Natural Armor
UR 13 Nikto Survival Instinct
W 164 Noghri Bonus Feat
F 185 Noghri Conditional Bonus Feat
F 185 Noghri Primitive
W 164 Noghri Primitive
F 185 Noghri Scent
W 164 Noghri Scent
W 164 Noghri Skills
F 15 Nosaurian Climber's Heritage
F 15 Nosaurian Natural Weapons
F 15 Nosaurian Survival Instinct
GI 144 Nyriaanan Bonus Class Skill
GI 144 Nyriaanan Bonus Feat
GI 144 Nyriaanan Low-Light Vision
GI 131 Pa'lowick Expert Swimmer
GI 131 Pa'lowick Hold Breath
GI 131 Pa'lowick Primitive
W 230 Pau'an Authority
W 230 Pau'an Conditional Bonus Feat
W 230 Pau'an Low-Light Vision
W 158 Phindian Bonus Feat
W 158 Phindian Conditional Bonus Feat
W 249 Polis Massan Conditional Bonus Feat
W 249 Polis Massan Darkvision
W 249 Polis Massan Limited Telepathy

W 249 Polis Massan Mute

CR 29 Quarren Breathe Underwater


CR 29 Quarren Conditional Bonus Feat
CR 29 Quarren Expert Swimmer
CR 29 Quarren Low-Light Vision
K 17 Rakata Ancient Knowledge

K 17 Rakata Conditional Bonus Feat

K 17 Rakata Force Blind

K 17 Rakata Primitive
K 17 Rakata Rage

T 153 Replica Droid Bonus Equipment

T 153 Replica Droid Conditional Bonus Feat


T 153 Replica Droid Variable Size

T 153 Replica Droid Droid Traits


CR 29 Rodian Conditional Bonus Feat
CR 29 Rodian Heightened Awareness
CR 29 Rodian Low-Light Vision
SV 10 Ryn Connections
SV 10 Ryn Musical Beak

SV 10 Ryn Prehensile Tail

L 204 Sakiyan Conditional Bonus Feat


L 204 Sakiyan Darkvision
L 204 Sakiyan Lightning Reflexes
K 18 Selkath Able Healer

K 18 Selkath Breathe Underwater


K 18 Selkath Expert Swimmer
J 79 Shard Bonus Skill
J 79 Shard Droid Shell

UR 14 Shistavanen Conditional Bonus Feat


UR 14 Shistavanen Low-Light Vision
UR 14 Shistavanen Natural Weapons
UR 14 Shistavanen Quick Reflexes
UR 14 Shistavanen Uncanny Tracker
W 160 Skakoan Bonus Feat
W 160 Skakoan Conditional Bonus Feat
W 160 Skakoan Mechanical Savant
W 160 Skakoan Special Equipment

UR 14 Sluissi Careful Worker


UR 14 Sluissi Conditional Bonus Feat
UR 14 Sluissi Serpentine
K 19 Snivvian Cold Resistance
K 19 Snivvian Observant
UR 143 Sorcerer of Rhand Bonus Feat
UR 143 Sorcerer of Rhand Dark-Infused
UR 143 Sorcerer of Rhand Repulsive Appearance

UR 143 Sorcerer of Rhand Special Qualities

UR 15 Squib Natural Diplomat


UR 15 Squib Tech Savvy

UR 15 Squib Weapon Familiarity


UR 147 Ssi-Ruuk Conditional Bonus Feat
UR 147 Ssi-Ruuk Force Blind

UR 147 Ssi-Ruuk Keen Smell


UR 147 Ssi-Ruuk Natural Armor
D9 12 Stereb Conditional Bonus Feat

D9 12 Stereb Darkvision
D9 12 Stereb Primitive
D9 12 Stereb Subterranean
D9 12 Stereb Tough
CR 30 Sullustan Darkvision
CR 30 Sullustan Expert Climber
CR 30 Sullustan Heightened Awareness
F 16 Talz Conditional Bonus Feat
F 16 Talz Darkvision
F 16 Talz Natural Weapons
GW 13 Taung Armor Training
GW 13 Taung Superior Defenses
GW 13 Taung Warrior Culture
J 109 Tchuukthai Quadruped
GW 14 Thakwaash Multiple Personalities
GW 14 Thakwaash Natural Armor
UR 149 Tof Bonus Feat
UR 149 Tof Conditional Bonus Feat
UR 149 Tof Tof Fearlessness

F 17 Togorian Feline Reflexes


F 17 Togorian Low-Light Vision
F 17 Togorian Physically Intimidating
F 17 Togruta Pack Hunter
F 17 Togruta Sneaky
F 17 Togruta Spatial Awareness
SV 11 Toydarian Conditional Bonus Feat
SV 11 Toydarian Force Resistance
CR 31 Trandoshan Bonus Feat
CR 31 Trandoshan Darkvision
CR 31 Trandoshan Limb Regeneration
CR 31 Trandoshan Natural Armor
GW 15 Trianii Acrobatic Prowess
GW 15 Trianii Natural Weapons
GW 15 Trianii Prehensile Tail

W 164 Tusken Raider Skills


CR 31 Twi'lek Deceptive
CR 31 Twi'lek Great Fortitude
CR 31 Twi'lek Low-Light Vision
SV 12 Ubese Aggressive
SV 12 Ubese Conditional Bonus Feat
SV 12 Ubese Special Equipment
SV 12 Ubese Survival Instinct
D4 9 Ugor Amorphous Nature

C 160 Umbaran Conditional Bonus Feat


GI 18 Umbaran Conditional Bonus Feat
GI 18 Umbaran Darkvision
C 160 Umbaran Light Sensitivity
C 160 Umbaran Low-Light Vision
C 160 Umbaran Skills
GI 18 Umbaran Stealthy
T 127 Utai Animal Handler

T 127 Utai Cooperative


T 127 Utai Low-Light Vision
UR 153 Vagaari Bioknowledge

UR 153 Vagaari Conditional Bonus Feat


UR 153 Vagaari Frightening Visage

L 59 Vahla Cartilaginous Skeleton


L 59 Vahla Dark Side Stigma
L 59 Vahla Force Sensitivity
UR 16 Verpine Conditional Bonus Feat
UR 16 Verpine Heightened Awareness
UR 16 Verpine Natural Armor
UR 16 Verpine Verpine Communication
J 107 Vultan Bonus Trained Skill
J 107 Vultan Conditional Bonus Feat
C 17 Vurk Breathe Underwater
C 17 Vurk Expert Swimmer
C 17 Vurk Nomads
C 17 Vurk Placid
L 15 Weequay Conditional Bonus Feat
L 15 Weequay Natural Armor
L 15 Weequay Pheromones

F 18 Whiphid Insulating Fur


F 18 Whiphid Natural Weapons
F 18 Whiphid Scent
CR 32 Wookiee Extraordinary Recuperation
CR 32 Wookiee Rage

CR 32 Wookiee Skills

CR 32 Wookiee Weapon Familiarity


SV 156 Wroonian Free Spirit
SV 156 Wroonian Skills
F 19 Yarkora Confusion

F 19 Yarkora Deceptive
F 19 Yarkora Streetwise
GW 16 Yevetha Mechanical Aptitude
GW 16 Yevetha Natural Weapons
GW 16 Yevetha Xenophobia
CR 285 Yuuzhan Vong Force Immunity

L 16 Yuuzhan Vong Force Immunity

CR 285 Yuuzhan Vong Technophobic


L 16 Yuuzhan Vong Technophobic
CR 285 Yuuzhan Vong Weapon Familiarity
L 16 Yuuzhan Vong Weapon Familiarity
GW 17 Yuzzem Natural Weapons
GW 17 Yuzzem Physically Intimidating
GW 17 Yuzzem Scent
GW 17 Yuzzem Skills
CR 32 Zabrak Heightened Awareness
CR 32 Zabrak Superior Defenses
W 311 Zeltron Conditional Bonus Feat
L 17 Zeltron Empathy
W 311 Zeltron Intuitive Initiative
L 17 Zeltron Pheromones
W 311 Zeltron Zeltron Empathy

GW 17 Zygerrian Bonus Feat


GW 17 Zygerrian Iron Will
GW 17 Zygerrian 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 Ale
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 conditio
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 t
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 ch
doubled.
Due to their arboreal background, Amanin may choose to take 10 on Climb checks even when distracted or threatened
Stealth and Survival are class skills for you
You ignore concealment (but not total concealment) from darkness
As a standard action, you can make a special attack against the Will Defense of a single target, within 6 squares. The attack modifier is 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 e
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 t
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 g
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 poo
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
When you make an unarmed attack, you may choose to use your claws, teeth or tail, dealing 1d6 slashing, piercing or bludgeoning damage
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants the
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants the
You gain a +5 species bonus to your Fortitude Defense to resist the effect of radiation; never gain persistent condition from the effects of ra
You gain a +2 species bonus to your Fortitude Defense to resist the effect of radiation; never gain persistent condition from the effects of ra
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 poo
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
Caamasi for this ability to have any effect, and any single target can be affected only once at any given time (meaning that multiple Caamas
on the 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 actio
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 t
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
or 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 app
who views it, and it can maintain this illusion indefinitely. The illusion has no effect on the Croke's statistics. A creature can pierce the illus
Perception or Use the Force check against the Croke's Will Defense as a standard action, but only while the Croke is stunned or unconsciou
looks and feels 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 Sa
rulebook). 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
if 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
if successful, you gain a +1 insight bonus on attack rolls against that target.
You gain Weapon Proficiency (advanced melee weapons) as a bonus feat
You ignore concealment (but not total concealment) from darkness
You gain a +1 natural armor bonus to your Reflex Defense
Gain a +5 species bonus using the Telepathy aspect of the Use the Force skill and make untrained Use the Force checks to use Telepathy wi
Sensitivity
Droids feat 4th-degree droids) cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed
(except
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. Dr
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
that 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 ta
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
Droids normally cannot use any skill untrained except for Acrobatics, Climb, Jump, and Perception. A droid with a heuristic processor igno
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. U
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 repa
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 dest
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 (Knowl
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 pro
one 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 (Kn
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,
vocabulator.
To enhance its service role, a service droid can select Skill Training (Perception), Skill Training (Knowledge [bureaucracy]), or Skill Traini
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 m
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 o
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 the
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poo
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 brea
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,
unconscious, it becomes friendly. Pheromones function as an inhaled poison. Any creature holding its breath is unaffected (see the Enduran
page 66 of the Saga Edition core rulebook). A creature can be affected by Falleen pheromones only once per round. Multiple exposures to p
different 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 wou
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 Forc
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
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 the
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
transliterator 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 untrai
Force -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 e
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
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 brea
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 C
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). Witho
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,
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 manne
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 ne
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 subsequen
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 na
1d4+2 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 the
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
losing 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 po
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 the
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 the
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 ne
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
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
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
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 enviro
climate (chosen from those listed, or others at the Gamemaster's discretion), can reroll an Endurance or a Survival check, taking the better r
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
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 poo
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
or 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 the
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poo
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 m
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 the
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants the
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poo
At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poo
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 brea
You do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if your class normally grants the
As a species accustomed to being in authority, Pau’ans 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 ski
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 wi
learn 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 medi
for light armor) All other penalties for not being proficient still apply. Additionally, once per encounter the Rakata can use a trained-only ap
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 weapo
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 the
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
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
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 eac
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 T
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
You may reroll Persuasion checks made to intimidate, keeping the better result, and you gain a +5 bonus to Will Defense to resist the Persu
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 resu
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
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 th
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
Defense.
You ignore concealment (including total concealment) from darkness
You may choose to take 10 on Climb checks even when distracted or threatened
You may choose to reroll any Perception check, but you must accept the result of the reroll
You gain Skill Focus (Mechanics) as a bonus feat if you are trained in the Mechanics skill
You ignore concealment (including total concealment) from darkness
When you make an unarmed attack, you may choose to use your claws, dealing 1d6 slashing damage
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 Defens
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
voice modulator costs 2,000 credits, and a year's supply of breathing filters cost 200 credits (50 credits on Ubese). Ubese characters begin w
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 a
(such as Str, Dex, and Con). Abilities cannot be altered more than 5 points above or below the Ugor’s original scores. Bonuses and penaltie
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
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 tak
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 poo
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 in
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
Defense, 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 poo
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 accepte
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,
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
CLASS
CLASS SKILLS
SKILLS

Armor check

Scoundrel
penalty?

Soldier
BOOK

Ability
PAGE

Noble

Scout
Jedi
SKILLS
CR 62 Acrobatics DEX Y x x
CR 64 Climb STR Y x x
CR 66 Deception CHA N x x
CR 67 Endurance CON Y x x x
CR 67 Gather Information CHA N x x
CR 68 Initiative DEX Y x x x x x
CR 68 Jump STR Y x x x
CR 68 Knowledge INT N x x x x x
CR 68 Mechanics INT N x x x x
CR 70 Perception WIS N x x x x x
CR 71 Persuasion CHA N x x
CR 71 Pilot DEX N x x x x x
CR 72 Ride DEX Y x x
CR 72 Stealth DEX Y x x
CR 73 Survival WIS N x
CR 74 Swim STR Y x x
CR 74 Treat Injury WIS N x x
CR 76 Use Computer INT N x x x
CR 77 Use the Force CHA N x
BOOK
PAGE

Only?
Trained
SKILL ACTION REQUIREMENTS
CR 62 Acrobatics Balance
SV 19 Acrobatics Catch Item x
CR 63 Acrobatics Cross Difficult Terrain x
SV 19 Acrobatics Escape Artist x
CR 63 Acrobatics Escape Bonds
CR 63 Acrobatics Fall Prone x
K 30 Acrobatics Long Falls
F 29 Acrobatics Low and High Gravity Environments x
SV 19 Acrobatics Nimble Charge x
CR 63 Acrobatics Reduce Falling Damage x
CR 63 Acrobatics Stand up from Prone x
CR 63 Acrobatics Tumble x
F 29 Acrobatics Zero-Gravity Environments x
CR 64 Climb Accelerated Climbing
CR 64 Climb Catch Yourself When Falling
CR 64 Climb Climb Surface
K 30 Climb Climbing in Low or High Gravity
F 29 Climb Extreme Conditions
CR 64 Climb Making Handholds & Footholds
SV 19 Deception Alternate Story x
SV 19 Deception Cheat x
CR 29 Deception Creating a Diversion to Hide
F 29 Deception Creating a Diversion to Hide an Item
CR 64 Deception Deceive
F 29 Deception Feign Haywire Droids only
CR 68 Deception Feint
SV 19 Deception Group Feint x
SV 19 Deception Innuendo x
CR 66 Endurance Forced March
CR 66 Endurance Hold Breath
CR 66 Endurance Ignore Hunger
CR 66 Endurance Ignore Thirst
CR 66 Endurance Run
CR 66 Endurance Sleep in Armor
CR 74 Endurance Swim
F 30 Gather Information Analysis x
BOOK
PAGE

Only?
Trained
SKILL ACTION REQUIREMENTS
SV 19 Gather Information Find a Good Score x
SV 20 Gather Information Identify
CR 67 Gather Information Learn News & Rumors
CR 67 Gather Information Learn Secret Information
CR 67 Gather Information Locate Individual
SV 20 Gather Information Quick Intel x
CR 68 Initiative Avoid Feint
CR 68 Initiative Start Battle
CR 68 Jump High Jump
CR 68 Jump Jump Down
CR 68 Jump Long Jump
CR 68 Knowledge Common Knowledge
CR 68 Knowledge Expert Knowledge x
C 27 Knowledge (tactics) Anticipate Enemy Strategy x
C 27 Knowledge (tactics) Battlefield Tactics x
L 31 Mechanics Biotech Adaptation x tool kit
SV 20 Mechanics Booby Trap x
F 30 Mechanics Build Object x
CR 68 Mechanics Disable Device x
R 28 Mechanics Environmental Adaptation tool kit
CR 69 Mechanics Handle Explosives x
SV 20 Mechanics Hot Shot x
CR 32 Mechanics Improvised Connection
CR 70 Mechanics Jury-Rig x
CR 70 Mechanics Modify Droid x
CR 70 Mechanics Recharge Shields x
L 31 Mechanics Refit Antiquated Vehicle or Weapon x
CR 70 Mechanics Regulate Power x
CR 70 Mechanics Repair x
CR 70 Mechanics Repair Droid x
CR 70 Mechanics Repair Object x
CR 70 Perception Avoid Surprise
CR 70 Perception Eavesdrop
CR 70 Perception Hear Distant & Ambient Noises
C 27 Perception Long-Range Spotter x electrobinoculars
CR 70 Perception Notice Targets
BOOK
PAGE

Only?
Trained
SKILL ACTION REQUIREMENTS
SV 20 Perception Quick Search x
CR 70 Perception Sense Deception
CR 71 Perception Sense Influence
F 31 Persuasion Bribery
CR 71 Persuasion Change Attitude
CR 71 Persuasion Haggle
F 31 Persuasion Improvised Communication
CR 71 Persuasion Intimidate
CR 71 Pilot Avoid Collision
CR 71 Pilot Dogfight
CR 72 Pilot Engage the Enemy x
SV 20 Pilot Fly Casual x
CR 72 Pilot Increase Vehicle Speed x
CR 76 Pilot Ram
CR 72 Ride Control Mount in Battle
CR 72 Ride Fast Mount/Dismount
CR 72 Ride Guide with knees
CR 72 Ride Leap
CR 72 Ride Ride Mount
CR 72 Ride Soft Fall
CR 72 Ride Stay in Saddle
CR 72 Ride Use Mount as Cover
UR Ride other uses
CR 72 Stealth Conceal Item
F 31 Stealth Conceal Large Items
CR 29 Stealth Creating a Diversion to Hide
SV 20 Stealth Drop
CR 73 Stealth Pick Pocket
CR 73 Stealth Sleight of Hand
CR 72 Stealth Sneak
CR 73 Stealth Snipe
CR 73 Survival Basic Survival
C 28 Survival Create Defensive Position x
CR 73 Survival Endure Extreme Temps field kit
F 31 Survival Extended Survival x
CR 73 Survival Know Direction
BOOK
PAGE

Only?
Trained
SKILL ACTION REQUIREMENTS
CR 20 Survival Track x
CR 74 Swim Swim
L 32 Treat Injury Biotech Repair x biotech tool kit
CR Treat Injury Critical Care x
W 108 Treat Injury Critical Care x
CR 74 Treat Injury First Aid
CR 74 Treat Injury Heal Damage
CR 75 Treat Injury Install a Cybernetic Prosthesis
CR 74 Treat Injury Long-Term Care
CR 74 Treat Injury Perform Surgery x surgery kit
CR 75 Treat Injury Revivify x medical kit
L 32 Treat Injury Temporary Mending x
CR 252 Treat Injury Treat Acid medical kit
CR 75 Treat Injury Treat Disease x medical kit
CR 75 Treat Injury Treat Poison x medical kit
CR 75 Treat Injury Treat Radiation x medical kit
CR 256 Treat Injury Treat Space Sickness
CR 75 Use Computer Access Information computer aptitude of indifferent or better
L 32 Use Computer Access or Reprogram Electronic Device
CR 76 Use Computer Astrogate x
SV 20 Use Computer Backtrail x
L 32 Use Computer Copy or Reprogram Code Cylinder or Access Card
SV 20 Use Computer Cover Tracks x
CR 76 Use Computer Disable or Erase Program x computer aptitude of helpful
CR 76 Use Computer Improve Access x
CR 76 Use Computer Issue Routine Command computer aptitude of friendly or better
CR 76 Use Computer Reprogram Droid x tool kit
S 19 Use Computer Use Communications
S 19 Use Computer Use Sensors
CR 77 Use the Force Activate Force Power x
J 10 Use the Force Breath Control x
K 30 Use the Force Breath Control x
CR 77 Use the Force Force Trance x
C 28 Use the Force Move Light Object x
J 10 Use the Force Move Light Object x
L 33 Use the Force Move Light Object v. Vong x
BOOK
PAGE

Only?
Trained
SKILL ACTION REQUIREMENTS
C 28 Use the Force Place Another in Force Trance x
J 10 Use the Force Place Another in Force Trance x
CR 77 Use the Force Search Your Feelings
CR 77 Use the Force Sense Force x
L 33 Use the Force Sense Force v. Vong x
CR 77 Use the Force Sense Surroundings
L 34 Use the Force Sense Surroundings x
CR 77 Use the Force Telepathy
L 34 Use the Force Telepathy does not work on Vong
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Acrobatics Yes Dex Balance table, pg62 No
Cross Difficult Terrian Y 15 norml spd No
Escape Bonds table, pg62 No
Fall prone Y 15 free No
Reduce Fall Damage Y 15 pg62 No
Stand Up From Prone Y 15 swift No
Tumble Y 15 no AoO, dbl move No
Fight Defensive Y 5+ Reflex No
Long Falls 20 KOTOR30 No
High/Low Gravity Y 20 TFU29, pg256 No
Zero Gravity Y TFU29, pg257 No
Catch Item Y 20 S&V19 No
Escape Artist Y 10+ S&V19, pg63 No
Nimble Charge Y 25 S&V19 No

Climb Yes Str Climb Surfaces table, pg64 10


Accelerated Climbing -5 table, pg64 10
Catch Yourself If Falling 20+ table, pg64 10
Make Hand/Foot Holds 15 10
Climb In High/Low Gravity KOTOR30 10
Extreme Conditions 5+ TFU29 10

Deception Cha Deceptive Appearance Perc pg64, table pg65 10 *


Deceptive Infomation Will pg64, table pg65 10 *
Creating a Diversion to hide Will attempt Stealth 10 *
Feint Init includes Ships No
Creating a Diversion to hide Items Will attempt Stealth
Haywire (Droids) Will TFU29
Alternate Story Y Will S&V19
Cheat Y S&V19
Group Feint Y S&V19
Innuendo Y S&V19

Endurance Yes Con Force March 10+ pg66, 8 hrs


Hold Breath 10+ Con, pg66, rnds
Ignore Hunger 10+ Con, pg66, days
Ignore Thrist 10+ Con, pg66, hrs*3
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Run 10+ Con, pg66
Sleep In Armour pg66
Swim/Tread Water 15+ pg66

Gather Information Cha Learn News And Rumours 10 10 *


Verifify News And Rumours 20 50 creds 10 *
Learn Secret Infromation 25 5000 creds, GM 10 *
Locate Individual 15 easy to find 10 *
Locate Individual 25 500 creds 10 *
Analysis Y 15+ TFU30
Find a Good Score Y S&V19
Identify 20 S&V19 10 *
Quick Intel Y 10+ 1/2 Time for G/Info

Initiative Yes Dex Start Battle Order of Combat 10


Aviod Feint Decp

Jump Yes Str Long Jump pg68 20*


High Jump pg68 20*
Jump Down 15 Reduce fall, pg68, Errta 20*

Bureaucracy Int Common Knowledge 10 10 N


Expert Knowledge Y 15* pg68 10 N

Galactic Lore Int Common Knowledge 10 10 N


Expert Knowledge Y 15* pg68 10 N

Life Sciences Int Common Knowledge 10 10 N


Expert Knowledge Y 15* pg68 10 N

Physical Sciences Int Common Knowledge 10 10 N


Expert Knowledge Y 15* pg68 10 N

Social Sciences Int Common Knowledge 10 10 N


Expert Knowledge Y 15* pg68 10 N
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Tactics Int Common Knowledge 10 10 N
Expert Knowledge Y 15* pg68 10 N
Anticipate Enemy Strategy Y Will CW27
Battlefield Tactics Y 20* CW27

Technology Int Common Knowledge 10 10 N


Expert Knowledge Y 15* pg68 10 N

Mechanics Int Disable Device Y Security Kit, pg69 Neg


Handle Explosives Y pg69 Neg
Set Detonator Y 10* pg69 Neg
Place Explosives Y 15* pg69 Neg
Diarm Explosives Y 15* Security Kit, pg69 Neg
Jury-rig Y 25 pg70, Errta 10
Modify Driod Y Tool Kit, pg197
Recharge Shields Y 20 pg70
Regulate Power Y 20 pg70
Repair Y Tool Kit, pg70
Repair Droid Y 20 Tool Kit, pg70
Repair Object Y 20 pg70
Build Object Y Tool Kit, TFU30
Booby Trap Y Tool Kit, S&V20
Hot Shot Y 20+ Tool Kit, S&V20
Assist Another 10 Errta,
Biotech Adaptation Y Tool kit, LotF31
Graft Technology Y 25 LotF31 N
Mechanical Enhancements Y 30 LotF31 N
Refit Antiquated Veh or Wpn Y - Tool kit, LotF31 -
Improvsed Connection 20 Tool kit, LotF32

Perception Wis Avoid Surprise pg149


Eavesdrop 10* pg70
Hear Noises 10
Notice Targets Slth pg70, includes Ships
Search 15/Slth pg70
Sense Deception Decp
Sense Influance 20 Detect Mind-affects
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Quick Search Y -10 S&V20
Long-Range Spotter Y 10 CW27

Persuasion Cha Change Attitude Will table, pg71 10 N


Haggle table, pg71 10 N
Intimidate Will table, pg71 10 N
Bribery table,TFU31
Improvised Communication 20- TFU31

Pilot Dex Aviod Collision 15 pg173 10


Dogfight pg171 10
Engage The Enemy Y 10
Increase Vehicle Speed Y 20 pg72 N
Ram pg172 10
Fly Casual Y Use Pilot instead of Decp

Ride Yes Dex Ride Mount table, pg72 10


Control Mount In Battle 20 not if battletrained 10
Fast Mount/Dismount 20* pf72 10
Guide With Knees 10 pg72 10
Leap 15 pg72 10
Soft Fall 15 pg72 10
Stay In Saddle 10 pg72 10
Use Mount as Cover 15 pg72 10

Stealth Yes Dex Sneak Perc pg72, includes Ships 10


Conceal Item Perc pg72 10
Draw Conceal Item
Hide During Diversion Perc pg72 10
Pick Pocket Perc pg72 10
Sleight Of Hand Perc 10
Snipe Perc pg72 10
Conceal Large Item Perc TFU31 10
Drop Perc S&V20

Survival Wis Basic Survival 15 pg73


Endure Extreme Temps 20 Field Kit
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Know Direction 10
Track Y table, pg74
Extended Survival Y 20 TFU31
Create Defensive Position Y 20 CW28
Sleeping/Unconscious 10- CW28

Swim Yes Str Swim 1/2 moves, table pg74 10 Y

Treat Injury Wis First Aid 15 medpac, pg74 10


Long-term Care pg74 10
Perform Surgery Y Surgery Kit, pg74 10
Heal Damage 20 pg74 10
Install Cybernetics 20 pg75 10
Revivfy Y 25 Med Kit, pg75 10
Treat Disease Y Med Kit, pg254 10
Treat Poison Y Med Kit, pg255 10
Treat Radiation Y Med Kit, pg255 10
Biotech Repair Y Biotech kit, LotF32
Temporary Mending Y 20 LotF32

Use Computer Int Access Information table, pg76


Connect Computer 10 connect to net
Astrogate Y pg 237, SOTG pg19
Disable/Erase Program Y 15 pg76
Improve Access Y Will pg76 10
Issue Routine Commands pg76
Reprogram Droid Y Will pg76
Use Communication SOTG pg19
Use Sensors SOTG pg19
Backtrail Y 25+ S&V20
Cover Tracks Y 5+ S&V20
Access and Reprogram LotF32
Copy or Reprogram Access Cards LotF32

Use the Force Cha Force Power Y pg95 10


Force Tance Y 10 pg77 10
Move Light Object Y 10 pg77, LotF33 10
Skill AP Ability Use Trained DC Notes Take 10/20 Retry
Seach Your Feelings 15 pg77 10
Sense Force Y 15+ pg77, LotF33 10
Sense Surrounds ,Y 15, 30 pg77, LotF34 10
Telepathy table, pg77, LotF34 10
Breath Control Y 15 KOTOR30, JATM10
Catch/Move Light Object Y * CW28, JATM10
Place Another in Force Trance Y 15 CW28, JATM10
Time
Move
Move
Standard/Full/1 min
Free

Swift
Move
Attack

Swift
Free
Move/Attack/5 rnd
Charge

Move/Full
Move/Full

Move/Full
Move/Full

pg64
pg64

Standard

Full Round
Immediatly

Full Round

8 hrs
Full Round
Day
Hrs*3
Time

1d6 hrs
1d6 hrs
1d6 hrs
1d6 hrs
1d6 hrs

1 hr
1d6 hrs
.5d3 hrs

Inititive Check

Move*
Move*
Time

Move
3*Swift

Full Round
Full Round

Full Round

3*Swift
3*Swift
min 1*hr
min 1*hr
min 1*hr

1 hr
As Above

1 hr
1 hr
LotF31
1 hr

Reaction
Standard
Standard
Reac/Stnd
Full Round
Reaction
Full Round
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


BOOK

PAGE

FEAT PREREQUISITES
T 64 A Few Maneuvers DEX 13, Dodge, Vehicular Combat, Trained in Pilot
K 32 Accelerated Strike BAB +6
UR 24 Acrobatic Ally Dex 13, Str 13, trained in Acrobatics
UR 24 Acrobatic Dodge DEX 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in Acrobat
CR 82 Acrobatic Strike Trained in Acrobatics
GI 25 Adaptable Talent
F 31 Advantageous Attack BAB +1
F 31 Advantageous Cover Trained in Stealth
SGD 22 Aiming Accuracy Droid, Point Blank Shot, Precise Shot, proficient with weapon.
R 31 Ample Foraging Ewok
F 32 Angled Throw Dex 13
C 28 Anointed Hunter Nelvaanian species
GW 28 Aquatic Specialists (team feat) Trained in Swim
CR 82 Armor Proficiency (heavy) Armor Proficiency (light), Armor Proficiency (medium)
CR 82 Armor Proficiency (light)
CR 82 Armor Proficiency (medium) Armor Proficiency (light)
C 28 Artillery Shot Proficient with weapon used*
GW 28 Ascension Specialists (team feat) Trained in Climb
W Assault Double Attack or Dual Weapon Mastery I, BAB +6
R 28 Assured Attack
L 34 Attack Combo (Fire & Strike) Attack Combo (Melee), Attack Combo (Ranged), BAB +9
L 34 Attack Combo (Melee) BAB +3
L 34 Attack Combo (Ranged) BAB +3
L 34 Autofire Assault Weapon Focus
L 34 Autofire Sweep Weapon Focus
F 32 Bad Feeling
GW 22 Bantha Herder Proficient with weapon used*, BAB +1
CR 82 Bantha Rush Str 13, BAB +1
GW 23 Battering Attack STR 13, BAB +1, Bantha Rush, Trip
R 31 Binary Mind Cerean
L 34 Biotech Specialist Trained in Mechanics
L 35 Biotech Surgery Trained in Treat Injury
F 32 Blaster Barrage Coordinated Attack, BAB +2
GI 25 Bone Crusher Crush, Pin, BAB +1
R 31 Bothan Will Bothan
R 31 Bowcaster Marksman Wookiee
GI 25 Brilliant Defense Int 13
L 35 Brink of Death
CR 82 Burst Fire Weapon Proficiency (heavy weapons), proficient with weapon*
BOOK

PAGE

FEAT PREREQUISITES
SV 21 Burst of Speed Trained in Endurance
CR 82 Careful Shot BAB +2, Point Blank Shot
GI 25 Channel Rage Rage
CR 82 Charging Fire BAB +4
K 31 Charging Fire + Dodge Combo, requires Dodge
R 31 Clawed Subspecies Quarren
CR 83 Cleave Str 13, Power Attack
SV 21 Close Combat Escape Trained in Acrobatics
SV 21 Collateral Damage Rapid Shot, BAB +6
CR 83 Combat Reflexes
UR 24 Combat Trickery Trained in Deception
K 32 Conditioning Str 13, Con 13
R 31 Confident Success Bothan
F 33 Controlled Rage Rage
CR 83 Coordinated Attack BAB +2
C 28 Coordinated Barrage BAB +5, Coordinated Attack
SV 21 Cornered
GW 28 Covert Operatives (team feat) Trained in Stealth
K 32 Critical Strike BAB +9, Weapon Focus (chosen melee weapon), proficient with chos
F 33 Crossfire BAB +6, Point Blank Shot, Precise Shot
CR 83 Crush BAB +1, Pin
F 33 Cunning Attack
GI 27 Cut the Red Tape Trained in Knowledge (bureaucracy)
CR 83 Cybernetic Surgery Trained in Treat Injury
SGD 22 Damage Conversion Droid, Dex 13
R 31 Darkness Dweller Sullustan
CR 84 Deadeye BAB +4, Point Blank Shot, Precise Shot
SV 21 Deadly Sniper BAB +9, Sniper, trained in Stealth, Point Blank Shot, Precise Shot
SV 21 Deceptive Drop Trained in Initiative
R 31 Deep Sight Quarren
R 28 Deft Charge
GI 27 Demoralizing Strike Cha 13
SV 21 Desperate Gambit
GW 22 Destructive Force
R 31 Devastating Bellow Ithorian
GW 23 Disabler Proficient with weapon used*
R 31 Disarming Charm Sullustan
SGD 22 Distracting Droid Droid
GI 27 Disturbing Presence trained in Deception
BOOK

PAGE

FEAT PREREQUISITES
GW 23 Dive for Cover Trained in Jump
CR 84 Dodge Dex 13
K 31 Dodge + Charging Fire Combo, requires Charging Fire
K 31 Dodge + Running Attack Combo, requires Running Attack
CR 84 Double Attack BAB +6, proficient with chosen weapon*
W 17 Dreadful Countenance Cha 13, Sith
CR 84 Dreadful Rage BAB +1, Rage species trait
SGD 22 Droid Focus Trained in Mechanics & Use Computer
C 29 Droid Hunter Proficient with weapon used*
SGD 22 Droid Shield Mastery Droid, equipped with shield generator
C 28 Droidcraft Trained in Mechanics
CR 84 Dual Weapon Mastery I Dex 13, BAB +1
K 31 Dual Weapon Mastery I + Quick Draw Combo, requires Quick Draw
CR 84 Dual Weapon Mastery II Dex 15, BAB +6, Dual Weapon Mastery I
CR 84 Dual Weapon Mastery III Dex 17, BAB +11, Dual Mastery I, II
SV 21 Duck and Cover Trained in Stealth
GW 26 Echani Training Dex 13, Martial Arts I
K 33 Echani Training Dex 13, Martial Arts I
UR 24 Elder's Knowledge Skill Focus (Knowledge [social sciences]) or (Knowledge [galactic lore
SGD 22 Erratic Target Droid, equipped with hovering locomotion or flying locomotion, Dex
CR 84 Exotic Weapon Proficiency BAB +1
C 29 Experienced Medic Trained in Treat Injury
GI 27 Expert Briber Cha 13
C 29 Expert Droid Repair Trained in Mechanics
CR 85 Extra Rage Rage species trait
CR 85 Extra Second Wind Trained in Endurance
CR 85 Far Shot Point Blank Shot
R 29 Fast Surge
R 33 Fast Swimmer Mon Calamari
L 36 Fatal Hit Str 13, Dex 13
L 35 Feat of Strength Str 15
GW 23 Fight Through Pain
C 29 Flash and Clear
R 33 Flawless Pilot Duros
GI 27 Flèche BAB +1
SV 21 Fleet-Footed Running Attack, DEX 13
C 29 Flood of Fire Proficient with weapon used*
K 33 Flurry Dex 13
F 33 Focused Rage Rage, Controlled Rage
BOOK

PAGE

FEAT PREREQUISITES
J 23 Follow Through
CR 85 Force Boon Force Sensitivity
GW 23 Force of Personality Cha 13
K 33 Force Readiness
J 23 Force Regimen Mastery Force Sensitivity, Trained in Use Force
CR 85 Force Sensitivity Non-droid
CR 85 Force Training Force Sensitivity, trained in Use Force
K 31 Force Training + Improved Disarm Combo, requires Improved Disarm
GW 23 Forceful Blast Proficient with weapon used*, BAB +1
GI 27 Forceful Recovery Force Sensitivity, Force Training
R 33 Forest Stalker Ewok
GW 23 Fortifying Recovery Con 13
SV 21 Friends in Low Places Trained in Gather Information
UR 24 Frightening Cleave BAB +4, Str 13, Cleave, Power Attack
R 33 Fringe Benefits Rodian
L 36 Galactic Alliance Military Training
K 33 Gearhead
UR 24 Grab Back Dex 13
C 31 Grand Army of the Republic Training proficient with armor worn
L 36 Grapple Resistance
GI 27 Grazing Shot Point Blank Shot
CR 85 Great Cleave Str 13, Cleave, Power Attack, BAB +4
R 33 Gungan Weapon Master Gungan
C 31 Gunnery Specialist BAB +1
UR 26 Halt Trip, Weapon Focus in selected weapon, Weapon Proficiency in selec
SV 22 Hasty Modification Tech Specialist
UR 26 Heavy Hitter Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons)
SV 22 Hideous Visage Shapeshift
GW 26 Hijkata Training Combat Reflexes, Martial Arts I
GI 28 Hobbling Strike Sneak Attack, Rapid Shot, or Rapid Strike
UR 26 Hold Together Trained in Mechanics
R 33 Hunter's Instincts Rodian
UR 26 Hyperblazer Trained in Use Computer
R 34 Imperceptible Liar Twi'lek
R 29 Imperial Military Training
SV 23 Impersonate Shapeshift species trait, Skill Focus (Deception)
SV 23 Impetuous Move Con 13
K 33 Implant Training Must possess a cybernetic implant
F 33 Improved Bantha Rush Str 15, Bantha Rush, BAB +1
BOOK

PAGE

FEAT PREREQUISITES
CR 85 Improved Charge Dex 13, Dodge, Mobility
CR 86 Improved Damage Threshold
CR 85 Improved Defenses
CR 85 Improved Disarm Int 13, Melee Defense
K 31 Improved Disarm + Force Training Combo, requires Force Training
GI 28 Improved Opportunistic Trickery Combat Reflexes, Opportunistic Trickery, Sneak Attack
K 33 Improved Rapid Strike Rapid Strike
UR 26 Improved Sleight of Hand DEX 15, Skill Focus (Deception), trained in Deception and Stealth
UR 27 Improvised Weapon Mastery Weapon Proficiency (simple weapons).
SV 23 Impulsive Flight
R 34 Inborn Resilience Zabrak
K 33 Increased Agility Conditioning, STR 13, CON 13
R 34 Increased Resistance Gamorrean
GI 28 Indomitable Personality Cha 13
F 33 Informer Trained in Perception
UR 27 Instinctive Attack Proficient in weapon used*, living character (not a droid).
UR 27 Instinctive Defense Living character (not a droid)
R 34 Instinctive Perception Zabrak
UR 27 Intimidator Trained in Persuasion
SGD 22 Ion Shielding Droid with Str 13 or cyborg with Con 13
C 31 Jedi Familiarity
R 34 Jedi Heritage Twi'lek, Force Sensitivity
R 34 Justice Seeker Kel Dor
R 34 Keen Scent Ewok
SV 23 Knife Trick Quick Draw, Lightning Draw, trained in Stealth
L 36 Knock Heads Str 13, Dex 13, Multi-Grab
GW 27 K'tara Training Martial Arts I, trained in Stealth
GW 27 K'thri Training DEX 13, BAB +1, Dual Weapon Mastery I, Martial Arts I.
R 34 Lasting Influence Bothan
C 31 Leader of Droids
SV 23 Lightning Draw Quick Draw, BAB +1
CR 86 Linguist Int 13
K 34 Logic Upgrade: Self-Defense Droid
SGD 22 Logic Upgrade: Skill Swap Droid, basic processor
K 34 Logic Upgrade: Tactician Droid, BAB +4
J 23 Long Haft Strike Proficient with weapon used*
K 34 Mandalorian Training Charging Fire, BAB +4
UR 27 Maniacal Charge
CR 86 Martial Arts I
BOOK

PAGE

FEAT PREREQUISITES
CR 86 Martial Arts II BAB +3, Martial Arts I
CR 86 Martial Arts III BAB +6, Martial Arts I, Martial Arts II
GI 28 Master of Disguise trained in Deception, Cha 13
R 34 Master Tracker Rodian
GI 28 Meat Shield Point Blank Shot, Precise Shot, BAB +4
SGD 24 Mechanical Martial Arts Droid, Martial Arts I, BAB +1
GW 29 Medical Team (team feat) Trained in Treat Injury
CR 86 Melee Defense Int 13
SV 23 Metamorph Con 13, shapeshift, trained Deception
CR 86 Mighty Swing Str 13
F 33 Mighty Throw Str 13
R 34 Mind of Reason Cerean
GW 24 Mission Specialist
CR 86 Mobility Dex 13, Dodge
T 127 Momentum Strike Trained in Pilot or Ride
R 34 Mon Calamari Shipwright Mon Calamari
UR 27 Mounted Combat Trained in Ride
T 127 Mounted Defense Trained in Pilot or Ride
GW 29 Mounted Regiment (team feat) Trained in Ride
R 29 Moving Target DEX 13, Dodge
L 36 Multi-Grab Dex 13
SGD 24 Multi-Targeting Droid, Intelligence 13, proficient with weapon.
F 34 Natural Leader Cha 13
R 34 Nature Specialist Ithorian
GW 24 Never Surrender Trained in Endurance
UR 28 Nikto Survival Nikto
GW 29 Nimble Team (team feat) Trained in Acrobatics
GW 25 Officer Candidacy Training
SV 23 Opportunistic Retreat Combat Reflexes
GW 25 Opportunistic Shooter
GI 28 Opportunistic Trickery Combat Reflexes, Sneak Attack
C 31 Overwhelming Attack
C 31 Pall of the Dark Side Dark Side Score 1+
R 35 Perfect Intuition Cerean
R 35 Perfect Swimmer Gungan
CR 87 Pin BAB +1
SGD 24 Pincer Droid, equipped with claw or hand appendage, base attack bonus +1, P
SGD 24 Pinpoint Accuracy Droid, Aiming Accuracy, Point Blank Shot, Precise Shot, proficient w
GW 25 Pistoleer Proficient with weapon used*
BOOK

PAGE

FEAT PREREQUISITES
R 35 Pitiless Warrior Trandoshan
CR 87 Point Blank Shot
K 34 Poison Resistance Con 13
CR 87 Power Attack Str 13
K 34 Power Blast
CR 87 Powerful Charge BAB +1, Medium or larger size
F 34 Powerful Rage Rage
CR 87 Precise Shot Point Blank Shot
GW 25 Predictive Defense Int 13
R 29 Prime Shot Point Blank Shot
R 35 Primitive Warrior Gamorrean
R 35 Quick Comeback Gamorrean
CR 87 Quick Draw BAB +1
K 31 Quick Draw + Dual Weapon Mastery I Combo, requires Dual Weapon Mastery I
K 31 Quick Draw + WP (lightsabers) Combo, requires proficiency in lightsabers
K 34 Quick Skill
L 36 Rancor Crush Str 15, Crush, Pin, BAB +1
R 29 Rapid Reaction
CR 88 Rapid Shot BAB +1, proficient with weapon*
CR 88 Rapid Strike BAB +1, proficient with weapon*
F 34 Rapport
R 35 Read the Winds Kel Dor
R 30 Rebel Military Training Running Attack, DEX 13
F 35 Recall Trained in one Knowledge skill
R 30 Recovering Surge
GI 28 Recurring Success
R 35 Regenerative Healing Trandoshan
J 23 Relentless Attack Proficient with weapon used*, Double Attack with weapon used, BAB
K 35 Republic Military Training
GW 25 Resilient Strength Str 13
GI 28 Resolute Stance BAB +1
SV 24 Resurgence Trained in Endurance
R 35 Resurgent Vitality Wookiee
L 37 Return Fire DEX 15, Quick Draw, Weapon Focus (chosen exotic ranged weapon o
L 37 Returning Bug Proficient with weapon used*
GW 25 Riflemaster Proficient with weapon used*
GW 25 Risk Taker Trained in Climb or Jump
CR 88 Running Attack Dex 13
K 31 Running Attack + Dodge Combo, requires Dodge
BOOK

PAGE

FEAT PREREQUISITES
GI 28 Sadistic Strike
F 35 Savage Attack Double Attack (chosen weapon), proficient with weapon*, BAB +6
F 35 Scavenger
R 35 Scion of Dorin Kel Dor
SGD 24 Sensor Link Droid or cyborg with associated hardware
C 31 Separatist Military Training
CR 88 Shake It Off Con 13, trained in Endurance
R 35 Sharp Senses Mon Calamari
SGD 25 Shield Surge Droid or cyborg with scomp link or similar direct data link with the veh
R 35 Shrewd Bargainer Quarren
SV 24 Signature Device Tech Specialist
GI 29 Silver Tongue Trained in Persuasion
K 35 Sith Military Training
GI 29 Skill Challenge: Catastrophic Avoidance
GI 29 Skill Challenge: Last Resort
GI 29 Skill Challenge: Recovery
CR 88 Skill Focus
CR 88 Skill Training
SGD 25 Slammer Small or larger droid with 2 appropriate appendages, Str 13
GW 29 Slicer Team (team feat) Trained in Use Computer
SV 24 Slippery Maneuver Dodge, DEX 13
CR 88 Sniper BAB +4, Point Blank Shot, Precise Shot
K 35 Sniper Shot Proficient with ranged weapon*
R 35 Spacer's Surge Duros
GW 25 Sport Hunter Proficient with weapon used*
C 31 Spray Shot
GW 26 Staggering Attack Proficient with weapon used*, BAB +1
SV 24 Staggering Attack Rapid Shot or Rapid Strike or Sneak Attack talent
GI 29 Stand Tall
S 20 Starship Designer Tech Specialist, Trained in Mechanics
S 20 Starship Tactics Vehicular Combat, Trained in Pilot
GW 27 Stava Training Martial Arts I, Running Attack, DEX 13
SV 24 Stay Up Trained in Endurance
GW 26 Steadying Position Careful Shot, BAB +2, Point Blank Shot
F 35 Strafe BAB +1
R 36 Strong Bellow Ithorian
CR 88 Strong in the Force
SV 24 Superior Tech INT 17, Tech Specialist, 9th level, trained in Mechanics
T 91 Suppression Fire Str 13, Burst Fire, WP Heavy
BOOK

PAGE

FEAT PREREQUISITES
R 36 Sure Climber Sullustan
CR 88 Surgical Expertise Trained in Treat Injury
R 36 Survivor of Ryloth Twi'lek
F 35 Swarm Coordinated Attack, BAB +2
SV 25 Tactical Advantage Combat Reflexes
S 21 Tactical Genius Starship Tactics, Vehicular Combat, trained in Pilot
GW 28 Tae-Jitsu Training Dodge, Martial Arts I, trained in Initiative, DEX 13
UR 28 Targeted Area Weapon Proficiency in selected weapon*, BAB +5.
S 21 Tech Specialist Trained in Mechanics
GW 29 Technical Experts (team feat) Trained in Mechanics
GW 28 Teräs Käsi Training Martial Arts I, Str 13
R 36 Thick Skin Trandoshan
CR 88 Throw BAB +1, Trip
GW 30 Tireless Squad (team feat) Trained in Endurance
SGD 25 Tool Frenzy Small or larger droid with 2 appendages with tools
CR 88 Toughness
UR 28 Trample Trained in Ride
C 31 Trench Warrior
CR 88 Trip BAB +1
CR 89 Triple Attack BAB +11, Double Attack (chosen weapon), proficient with chosen we
CR 89 Triple Crit BAB +8, proficient with weapon*
K 35 Tumble Defense Proficient with weapon*
SGD 25 Turn and Burn Droid, Dex 13, hovering/flying/wheeled/tracked locomotion
GW 30 Unhindered Approach (team feat) Trained in Jump
GW 30 Unified Squadron (team feat) Trained in Pilot
F 35 Unleashed Destiny
R 30 Unstoppable Combatant Extra Second Wind, Trained in Endurance
C 31 Unstoppable Force
J 24 Unswerving Resolve BAB +2
R 36 Unwavering Focus Zabrak
C 32 Unwavering Resolve Trained in Perception
L 37 Vehicle Systems Expertise Tech Specialist, Trained in Mechanics
CR 89 Vehicular Combat Trained in Pilot
R 30 Vehicular Surge Trained in Pilot
R 36 Veteran Spacer Duros
R 30 Vitality Surge Extra Second Wind, Trained in Endurance
R 36 Warrior Heritage Gungan
C 32 Wary Defender
GW 30 Wary Sentries (team feat) Trained in Perception
BOOK

PAGE

FEAT PREREQUISITES
CR 89 Weapon Finesse BAB +1
K 31 Weapon Finesse + Weapon Focus Combo, requires Weapon Focus
CR 89 Weapon Focus Proficient with chosen weapon*
K 31 Weapon Focus + Weapon Finesse Combo, requires Weapon Finesse
CR 89 Weapon Proficiency
K 31 Weapon Proficiency (lightsabers) + QD Combo, requires Quick Draw
CR 89 Whirlwind Attack Dex 13, Int 13, Melee Defense, BAB +4
SV 25 Wicked Strike Rapid Strike
UR 28 Wilderness First Aid Trained in Survival
GW 30 Wilderness Specialists (team feat) Trained in Survival
K 35 Withdrawal Strike BAB +5, proficient with weapon*
GI 29 Wookiee Grip Str 13
R 36 Wroshyr Rage Wookiee
GW 28 Wrruushi Training Martial Arts I, Con 13, Wookiee
L 37 Zero Range 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 abo
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
Ref Def +2 in Colossal or smaller vehicle, if projectile misses by 5
[combat][defensive], [vehicle][starship]

Once per encounter, full attack as stan x x


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

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

hoist or toss ally 2sq on DC20 Acrobatics as stan, free for ally, your turn ends x
[dexterity], [skill(acrobatics)], [mobility], [combat][defensive]

1/enc as reac if melee atk misses you can move into adjacent w/out AoO x
Gain +2 on next attack against opponent you tumble past x
[melee(armed, unarmed)][ok], [combat][offensive], [skill(acrobatics)], tumble

Choose talent from your classes, and swap that talent 1/day w/6 hrs rest [talent]
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

if opponent has not yet acted, add full heroic level to damage x x
when you have cover, take no damage from area attacks x x x [combat][defensive], [skill(stealth)]

if aim as full-round gain +5 atk against target if remains in LOS


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

Basic Survival of Survival, each gets +2 Fort Def until start next day
[species(ewok)], [skill(survival)], [fortitude defense], [defensive]

if Atk exceeds Ref Def 15, ignore cover and improved cover x
[ranged(grenade)], [combat][offensive], [dexterity]

if end move 2 sq from start +1 Atk with thrown weapons


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

+3 Swim & +1 each ally w/feat w/in 12 sq (max +7), swim half spd as move [skill(swim)], [team], [support]

no penalty or armor check from armor x x [armor], [combat][defensive]

no penalty or armor check from light armor x x [armor], [combat][defensive]

no penalty or armor check from light or medium armor x [armor], [combat][defensive]


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

affect +2 sq with burst or splash at further than PB range x


[skill(climb)], [team], [support]
+3 Climb & +1 each ally w/feat w/in 12 sq (max +7), climb half spd as move [ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive]

spend FP to make 2 Atk as stan action not full


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

reroll lowest damage die if roll multiple dice, must take reroll x x
if hit single target with 2 consecutive atks in same turn, additional atks +1 die x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive], ,

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

if hit single target with 2 consecutive melee or unarmed atks in same turn, x x
additional
if hit singleatks +1 with
target die dam
2 consecutive ranged atks in same turn, additional atks +1 x x x
[ranged(fired, thrown)][target], [combat][offensive],

die dam penalty -2 if autofired to same target last round, +1 die dam
autofire x
[ranged(fired)], [autofire], [combat][offensive]

autofire as 6sq cone x


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

extra move action in surprise round even if not surprised x x [mobility], [combat]
if dam a Large or smaller creature with a ranged atk compare to Will Def & can x x
[ranged(grenade, fired, thrown)][damage], [combat][offensive], [ranged attacks]

move target(s) 11 sq in any direction as free


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

Push opponent square after successful melee attack x


can knock target prone if you move target with Bantha Rush x x
[melee(armed, unarmed)][ok], [combat][offensive]

enemy must roll mind-affecting effects twice & keep lower


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

modify a biotech item to give a special trait x x [skill(mechanics], [craft]

install biotech prosthesis x [skill(treat injury)]


+2 Atk to allies with autofire if you're successful with autofire x
[ranged(fired)], [autofire], [combat][offensive]

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

When you deal damage to grappled target, move it -1 CT x


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

if attack v. Will Def fails, gain +2 Will Def until start of your next turn
[ranged(fired)], [species(wookiee)], [bowcaster], [combat][offensive]

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 x x [intelligence], [reflex defense], [combat][defensive]
[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive]

if you deal damage that kills, can reduce to 0 hp instead x x


-5 on autofire Atk to gain +2 dice dam, 5 shots, if no Str 13 -10 Atk
[ranged(fired)], [autofire], [combat][offensive], [strength], [vehicle][starship][SotG]
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
move action to move twice speed, -1 CT at end x x x x
[skill(endurance)], [mobility], [combat]

if you aim, +1 Atk x x


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

1/day expend use of Rage for +5 to Will Def for enc [rage], [Will Defense], [combat][defensive]

make ranged Atk at end of charge, -2 to Ref Def x


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

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

Ref Def penalty -1 when making a ranged attack at end of charge


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

gain claws 1d6 dam


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

extra melee Atk after dropping target, within reach, same BAB x x
if escape grapple, swif action for single melee atk v. grappler x x
[melee(armed, unarmed)][ok], [skill(acrobatics)], [combat][offensive],

with Rapid Shot make a 2nd atk at -2 w/in 2sq of target, deal half dam x x [ranged(fired)], [combat][offensive]

gain additional Attacks of Opportunity = Dex mod & flat-footed x x


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

spend 2 swif on same turn for Deception v. Will Def for target to be flat-footed v. x x
[skill(deception)], [combat][offensive][flat-footed]

your
rerollnext
Str &atk,
Conspend FPtrained
skills for until
in,end
mtr of
& enc
1/encounter add Str to Fort x x
[fortitude defense], [strength], [constitution], [skill(general)], [defensive]

when successfully use Learn Secret Info gain Force Point up to 3 & max
[species(bothan)], [skill(gather information)]

[rage], [combat][offensive]
enter Rage as free action, end 1 round after you want to
Automatic success with aid another at point blank range x
[ranged(fired, thrown)][target], [question gtaa], [melee(armed, unarmed)], [combat][offensive], [support], [aid fire], [vehicle][starship][SotG]

when aid for every 3 over Ref Def +1 die dam (+5 max) x
[ranged(fired, thrown)][target], [question gtaa], [combat][offensive], [support], [aid fire], [vehicle][starship]

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

when threatened & unable to withdraw +2 Atk against opponents x x x


+3 Stealth & +1 each ally w/feat w/in 12 sq (max +7), when moving your spd or [skill(stealth)], [team], [support]

more
2 swifpenalties reduced by next
2 melee Atk, no other actions before
[melee(armed, unarmed)][question ulswp], [combat][offensive],

for crit range +1 on x x


1/round, if you miss v. soft cover, make attack v. soft cover x x
[ranged(fired, thrown)][target][question gtmulti], [combat][offensive],

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

deal unarmed damage to a pinned opponent x


+2 Atk v. flat-footed or any denied Dex to Ref Def x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

Knowledge (bureaucracy) replaces Gather Info & considered trained x [skill(knowledge (bureaucracy))]

install cybernetic prosthesis x [skill(treat injury)]


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

if dam from atk (not area, ion, or Force) equals or exceeds thresh can take 10
dam
enemy & that
not move
makesdown CTcheck
Stealth (eachw/in
additional useyou
10 sq of increases
is -2 dam by 5) [species(sullustan)]
[ranged(fired, thrown)][target][question gtaim], [combat][offensive], [aim], [vehicle][starship][SotG]

if you aim, deal extra die damage x x x


if target is unaware of you +2 Atk & +1 die dam on first attack x x
[ranged(fired, thrown)][target], [combat][offensive], [skill(stealth)],

in surprise rnd if you dam flat-foot opp they are prone if over FortDef x
[ranged(grenade, fired, thrown)][damage], [melee(armed, unarmed)], [skill(initiative], [combat][offensive]

gain darkvision [species(quarren)]


after you charge, you may take swif, reac & free actions x x x [mobility], [charge]

when you dam target with AoO = free Persuasion to intimidate them x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive], [charisma], [skill(persuasion)]

1/turn if miss Atk, reroll w/ -2 RefDef until end next turn, nat 1=-5, mtr x
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)], [combat][offensive]

deal 1 die dam to all targets & allies adjacent to a vehicle or object you reduce to x x
[ranged(fired, thrown)][damage], [melee(armed, unarmed)], [combat][offensive]

0bellow
hp or atk
equal or exceed
deals 4d6 dam thresh [species(ithorian)], [combat][offensive]

Ion Grenade 3sq burst, Ion Pistol dam dice d8, Ion Rifle is accurate x x x x
[ranged(grenade, fired)][ok], [combat][offensive],

when you successfully change attitude, +2 Deception & Persuasion v. target for
[species(sullustan)], [skill(persuasion)], [skill(deception)]

next 24action,
as stan hours Persuasion v. Will Def of all w/in 6 sq & enemy loses 1 move & if [species(droid)], [skill(persuasion)], [combat][offensive]

by 10 or more enemy
DC 15 Deception checkflat-footed
to "tumble" through threatened area, move x2 x x [tumble], [skill(deception)]
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & x x x [skill(jump)], [combat][defensive]

land
+1 Refprone
Def against selected target x x x
[combat][defensive], [dexterity], [vehicle][starship][SotG]

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

Ref Def penalty -1 when making a ranged attack at end of charge


add Dodge bonus to Ref Def v. Atk of opp
[ranged(grenade, fired, thrown)][ranged attack], [melee(armed, unarmed)], [mobility], [combat][defensive][offensive], [combo], ,

extra Atk during full attack, -5 penalty all attacks, per weapon group x x
[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]

Persuasion or Use the Force for fear effect, may reroll, mtr x
rage bonus to Atk and dam increases to +5
[melee(armed, unarmed)], [rage], [combat][offensive],

+1 to Deception, Mechanics, Perception, Persuasion, Use Computer on or against


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

droid
+2 dam & v.
+1droids,
to all Def v. attacks
+4 dam & skill
v, droids withchecks
ion made by droids x x x
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offensive]

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

automatically restore SR by 5 & with only 2 swif actions


repair droids in 10 minutes not 1 hour x x [skill(mechanics]
-5 penalty when attacking with two weapons or a double weapon x x
[ranged(grenade, fired, thrown)][question gtdw], [melee(armed, unarmed)], [combat][offensive], [dexterity], [no][SotG]

draw or holster 2 weapons as single swif action


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

-2 penalty when attacking with two weapons or a double weapon x x


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

no penalty when attacking with two weapons or a double weapon x x


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

if area attack misses 1/turn you can move 2 sq as a reac, no atk opp x x [skill(stealth)], [combat][defensive]

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

dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam,
make unarmed
fromAtkStrtox2knock prone,
onlyw/Expertise talent
Atk,w/crit
1/enc target
when is knocked
[melee(unarmed)], [martial arts], [combat][offensive], [dexterity]

dam bonus if make one unarmed deal dam,


prone
1/enc if not
make replace more
unarmedWisdom than 1
Atk to knock size larger
prone
or Wisdom-related check with Know (social science) or x x
[skill(social sciences)], [skill(galactic lore)], [wisdom]

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

reduce spd by 1 or 2 to increase Dodge +1 or +2, must move 2 sq


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

perform surgery on number = to Int mod (2 min), check individually x x [skill(treat injury)]
reduce Persuasion's Haggle DC by 10 x x [charisma], [trade]
repair droids = to Int mod (minimum 2) x x [skill(mechanics]
[rage], [combat][offensive]
rage one extra time a day
one extra second wind a day, nonheroic can take
[second wind], [skill(endurance)], [combat][defensive]

reduces range penalties by one range category, ex. short = PB x x


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

catch second wind as free not swif x x x x x [second wind], [combat][defensive]

+2 swim spd [species(mon calamari)]


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

if your attack drops target to 0 hp you can kill them even if not over thresh, x x x
perform coup-de-grace
take 20 on as stan
trained Str skill check as full, DC15 Endurance to use again x x x [strength], [skill(general)]

can use Will Def instead of Fort Def to determine thresh x x x


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

if damage opponent with burst or splash, gain concealment x x


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

always keep the better result on a Pilot reroll


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

1/enc when you charge nat 17-20 is a critical x x [melee(armed, unarmed)], [ranged(fired)][ranged attack], [mobility], [charge], [combat][offensive]

if move before & after attack increase speed 2 sq x x [mobility]


with autofire targets lose all dodge or deflection bonuses x
[ranged(fired)], [autofire], [combat][offensive]

+2 Atk melee with light weapons or lightsabers, -5 Ref Def x x x


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

[rage], [combat][offensive]
can use concentration skills with Rage at -5 penalty
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
if reduce opp to 0 hp with melee atk can move your speed, with Cleave can move
[melee(armed, unarmed)][ok], [combat][offensive], [mobility],

1st
gain 3 extra Force Points per level [force]
can use either Wis or Cha mod to determine Will Def x x x
[Will Defense], [wisdom], [charisma], [combat][defensive]

spend Force Points as free action out of turn x [force]


[force], [skill(use the force)]
Learn a number of Force Regimens = 1 + Wis mod (min one)
can make Use the Force checks, can select Force talents [force]
[force], [skill(use the force)]
Learn a number of Force Powers = 1 + Wis mod (min one)
gain +5 from Improved Disarm on Use the Force check
[melee(armed, unarmed)][ok], [force], [disarm], [combat][offensive], [combo]

[ranged(grenade)][ok], [combat][offensive]
if dam a Large or smaller creature with a grenade or thermal detonator compare x x
to
WhenFortyou
Defuse
& can move
second target(s)
wind, return1 asqforce
in any direction
power as free
already used also [force], [second wind]

always keep the better result on a Stealth reroll [species(ewok)], [skill(stealth)]

when you recover gain hp = 2 x Con mod (min 2) x x


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

to acquire license Gather Info replaces Know (bureaucracy) x x [skill(gather information)], [trade]

after use Cleave each enemy w/in 6sq & LOS -1 Ref Def, atk, skill until end of x
[strength], [cleave], [combat][offensive][melee(armed, unarmed)]

enc, stacksyou
whenever to -5buy black market goods reduce multiplier by 2 (min x1) [species(rodian)], [trade]

do not move down CT first time in an encounter x


[damage threshold], [combat][defensive]

full = stan, stan = move, move = swif, mult swif = swif, full+ = half -10 x x
[skill(mechanics], [skill(use computer)]

+2 Ref Def v. grab/grapple, if enemy misses you can make grab/grapple v. same x
[dexterity], [grapple], [combat][offensive][defensive][melee(unarmed)]

apply armor's Fort Def to Will Def also x


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

+5 v. grab or grapple, +5 opposed grapple, +5 all your objects x x x [combat][defensive]

with ranged atk, target a second creature w/in LOS & 6sq of target, divide dam x x [ranged(fired, thrown)][target], [combat][offensive]

between
no limit to both, or no
cleave dam to
attacks pereither
roundif 2nd atk fails x x
[melee(armed, unarmed)][question ulswp], [combat][offensive], [strength],

when spend Force Point to atk w/atlatl or cesta increase dam die by 1 step
[ranged(fired)], [melee(armed)], [species(gungan)], [combat][offensive], [atlatl], [cesta]

1/encounter reroll vehicle atk, proficient w/vehicle weapons x


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

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

if hit w/Atk of Opp compare same die roll result v. grapple target halts move & x
prone,
exchange if over thresh
a trait than lose1 all
for another, minactions
DC 20 Mechanics x x
[skill(mechanics], [tech specialist], [craft]

+1 die dam every 5 pts over Ref Def, if over thresh then target can't atk next turn x
[combat][offensive][ranged(fired, heavy)]

& reduce spdswif


1/encounter 2sqDeception v. WillDef move target 1sq & -1 atk v. you [species(shapeshifter)], [skill(deception)]

1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp
[melee(unarmed)], [martial arts], [attack of opportunity], [combat][offensive], [dexterity],

w/-5 atk, extra


sacrifice 1/encdamw/Atkfromof Sneak
Opp fromAtkyou that enemy
to reduce takes
target's spd penalty
by 1 foron atk = your
enc x x x [melee(armed, unarmed)], [ranged(fired)][ranged attack], [damage], [combat][offensive]

Dex mod
as reac untilFP
spend endtoof nextdam
delay turn,effect
w/Expertise 1/enc
to vehicle spend
until fullround,
end of & designate
Col single x x [skill(mechanics)]
ally,
alwaysanykeep
enemythe adjacent to you
better result on aorPerception
ally provokes Atk of Opp. If ally moves you
reroll
[species(rodian)], [skill(perception)])

can move spd as reac but must end adjacent to enemy


reduce time & penalties Use Computer to navigate the tangle & mapping x [skill(use computer)]
when spend Force Point to Deception, increase die type by 2 steps
[species(twi’lek)], [skill(deception)]

1/enc as free action on your turn, negate 1 mind-affecting effect x [combat][defensive]

alter features & voice to a specific person, Moderate deception


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

when catch 2nd wind, regain only half hp to move half spd, no atk opp x x
[second wind], [combat][defensive], [constitution]

not moved down CT extra step when would be moved down x x


Push opponent squares = Str mod (2min) after successful melee attack x
[melee(armed, unarmed)][ok], [combat][offensive], [strength]
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
can charge without moving in a straight line x x [mobility], [charge], [dexterity]

damage threshold increases by 5


[damage threshold], [combat][defensive]

+1 to all Def
[Will Defense], [fortitude defense], [reflex defense], [combat][defensive], [no][SotG]

+5 to melee attacks to Disarm, failure doesn't provoke Atk of Opp x x


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

gain +5 from Improved Disarm on Use the Force check


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

1/turn instead of AoO, reduce target's Ref Def by 5 for 1 turn x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]

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

-5 Atk to deal +2 die damage, melee, if no Dex 13 extra -10 Atk x x


Deception as swif opposed Perception must exceed Deception & Stealth, can x
[dexterity], [skill(deception)], [skill(stealth)]

draw & palm weapon


all improvised 2 sizes
as simple smaller
& +1d6 damthan you x x [combat][offensive]
can withdraw one extra square x x x [mobility]
reduce species bonus to 1 Def to 0 & another to +2, cannot change back
[species(zabrak)], [fortitude defense], [reflex defense], [Will Defense], [combat][defensive]

increase Climb, Jump or Swim by 2 squares & don't lose Dex climbing x x
[skill(climb)], [skill(jump)], [skill(swim)], [dexterity]

if attack v. Fort Def fails, gain +2 Fort Def until start of your next turn
[species(gamorrean)], [fortitude defense], [combat][defensive]

1/enc add Cha mod to Will Def for 1 turn as reac x x [charisma], [Will Defense], [combat][defensive]

Perception replaces Gather Info, considered trained, reduce time x


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

[species(living)], [combat][offensive]
when use FP on atk can reroll & keep better & apply Force Point x
[species(living)], [combat][offensive]
as free spend FP to increase all defenses by 2 until next turn x
when you reroll Perception & take lower gain FP to use w/Perception until the
[species(zabrak)], [skill(perception)])

end
whenofintimidate
the encounter
instead of normal target -5 skills & -2 atk w/you in LOS x
[skill(persuasion)], [combat][offensive]

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

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. [force]
gain 2 extra Force powers for each Force Training
[species(twi’lek)], [force], [wisdom]

+2 dam against targets that dam you or allies since end of your last turn
[ranged(fired, thrown)][target], [melee(armed, unarmed)], [species(kel dor)], [combat][offensive]

range of Scent is 20 sq [species(ewok)]


w/Atk Opp can draw concealed weapon & make 1 atk, still threaten sq x
[ranged(fired)][question gtaoo], [melee(armed)][ok], [skill(stealth)], [attack of opportunity], [combat][offensive]

deal 1d6+Str mod dam to adjacent you multi-grabbed, thresh -5 x


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

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

roll an extra die of dam v. flat-footed enemy on 1 unarmed atk, 1/enc when you
dam
1/rndaspend
targetswif
denied Dex to1 Ref
to make Def make
unarmed 2ndreach
atk w/in unarmed atk v.
dealing Fortbase
your Defunarmed
as free to [melee(unarmed)], [martial arts], [combat][offensive]

render
dam target
w/no incapable
bonus to damof speech
from Str until
or HL, end of
1/enc next
if anturn, w/Expertise
with successful Persuasion gain favorable circumstances next 24 hours deal
unarmed atk spend
misses 2 swif
half [species(bothan)], [skill(persuasion)]

to
dam,cause single
must be adjacent
wearing enemy
light or to
no be flat-footed
armor, v.
w/Expertise your
provide mind-affecting effect to allied droids = Int mod (min 1) 1st
1/enc atk the
w/full same
atk round
reroll 1 atk x [support]
but you must take reroll & wearing light or no armor
1/encounter draw holstered weapon & attack as single stan action x x x
[ranged(grenade, fired, thrown)][question hw], [melee(armed)][ok], [combat][offensive]

bonus languages = 1 + Int mod (min one) x x [intelligence]


Once per encounter, as reac +2 one defense
[species(droid)], [Will Defense], [fortitude defense], [reflex defense], [combat][defensive]

full-round swap skill not trained in for trained skill (not trained) [species(droid)], [skill(general)]

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


Once per encounter, aid another +5 Atk
[melee(armed)], [combat][offensive]
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
[ranged(grenade, fired, thrown)][ranged attack], [charge], [mobility], [offensive], [Will Defense], [combat][defensive],

when charge make Persuasion as free to intimidate each target pass w/in 1 sq, if x x [charge], [combat][offensive]

succeed theyincrease
+1 Ref Def, can't make AoO for
damage v. you, if over
unarmed v. target
attacks losesdieDex
by one step& flat-footed x x
[melee(unarmed)], [combat][offensive]
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
+1 Ref Def, increase damage for unarmed attacks by one die step x x
[melee(unarmed)], [combat][offensive]

+1 Ref Def, increase damage for unarmed attacks by one die step x x
[melee(unarmed)], [combat][offensive]

+5 Deception for forging documents or appearance, -2 penalty if rush x x [charisma], [skill(deception)]

when spend Force Point to Survival, increase die type by 2 steps [species(rodian)], [skill(survival)]

If opponent uses creature for cover, you gain that cover too from them x x [combat][defensive]
[species(droid)], [melee(unarmed)], [combat][offensive]

when you dam enemy w/unarmed atk enemy -5 melee atk & dam until next turn
[skill(treat injury)], [team], [support]
+3 Treat Injury & +1 each ally w/feat w/in 12 sq (max +7), aid another to restore
hp restores
trade +4 hpon melee attacks for dodge bonus Ref Def
Atk bonus x x x x
[melee(armed, unarmed)][ok], [combat][defensive][offensive], [intelligence]

full round can change mass & change size, number of rounds = Con [species(shapeshifter)]
[melee(armed, unarmed)][ok], [combat][offensive], , [strength]

spend two swift actions to increase damage 1 die x


add Str & Dex to thrown Atk, range + squares = Str mod x
[ranged(grenade, thrown)][ok], [combat][offensive], [strength], , [strength]

can use Wisdom instead of Intelligence for Intelligence-based skills


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

choose a trained skill, allies not trained gain +2 w/in 12 sq x x x x x [skill(general)]


[mobility], [combat][defensive], [dexterity]
+5 Ref Def against attacks of opportunity x x x
[melee(armed, unarmed)][ok], [skill(pilot)], [skill(ride)], [combat][offensive], [vehicle][starship]

melee Atk +1 die damage if mounted and moving


spend 2 swif to move vehicle up CT not 3, automatically reroute power
[species(mon calamari)], [skill(mechanics], [combat], [vehicle][starship]

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


DC20 Ride as swif +2sq spd, failure = mount -1 CT, 1/round negate hit v. you or x x
mount
Once per w/Ride check,can
encounter, DC20 Endurance
redirect Atk to for mount
mount each time
or vehicle, after
after Atkin enc [skill(ride)], [skill(pilot)], [combat][defensive], [vehicle]

+3 Ride & +1 each ally w/feat w/in 12 sq (max +7), 1/rnd as reac to mount being [skill(ride)], [team], [support]

atked
if end make
turn 3Ride check
sq from & +1
start if over mount's
dodge to RefRefDefDef use instead x x x [mobility], [combat][defensive]

as stan action, grab atk v. 2 adjacent if you have 2 empty hands x


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

use swif actions across more than 1 rnd to aim if target stays in LOS & atk others
[ranged(fired, thrown)][target], [species(droid)], [intelligence], [aim]

organization has scale = 1/2 HL + Cha mod, +10 organization score [charisma]
when spend FP to Knowledge (life sciences), increase die type by 2 steps
[species(ithorian)], [skill(knowledge(life sciences))]

make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done, if x x x
[skill(endurance)], [combat][defensive]

successful reduced
reroll Survival to 1better
& keep hp in environment of subspecies [species(nikto)], [skill(survival)]

+3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7), can tumble 1 extra sq [skill(acrobatics)], [team], [support]

+2 to Rank & Privilege organization score x x x


instead of Atk of Opp 1/turn not attack to move half speed, no atk opp x x
[attack of opportunity], [mobility], [combat][offensive]

+2 to attacks of opportunity with ranged x x x


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

1/turn instead of AoO, reduce target's Ref Def by 2 next round x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [attack of opportunity], [combat][offensive]

2 swif for -5 on target's attempt to negate (Block, Vehicular Combat) x x


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

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


add one-half Dark Side Score to Use the Force to resist detection
always keep the better result on a Initiative reroll [skill(initiative], [species(cerean)]

[species(gungan)], [skill(swim)]
always keep the better result on a Swim reroll
[melee(unarmed)], [grapple], [combat][offensive], [pin]

grappled opp is pinned 1 round and loses Dex to Def x


can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif &
[melee(unarmed)], [species(droid)], [grapple], [pin], [combat][offensive]

apply
target Crush
of Aiming Accuracy cannot take the recover action until next turn
[species(droid)], ranged(fired, thrown)][target], [combat][offensive]

Blaster Pistol is accurate, Heavy Blaster Pistol not inaccurate, Hold-out if target x x x [ranged(fired)], [combat][offensive]

has not acted +2 atk until the target acts


Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
gain hp = 5 + 1/2 level if reduce opponent to 0 hp [species(trandoshan)]
[ranged(fired, thrown)][target], [combat][offensive], [vehicle][starship][SotG]

+1 on ranged Atk and damage against point blank foes x x


+5 Fort Def v. Poison, half dam if fail x x
[fortitude defense], [combat][defensive], [constitution]

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

trade Atk bonus on melee attacks for damage (up to BAB) x x


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

trade Atk bonus on ranged atk for dam (BAB), no Str 13 -5 Atk x
[melee(armed, unarmed)][ok], [charge], [combat][offensive],

+2 Atk on charge and extra damage = 1/2 your level x


[rage], [strength], [combat][offensive]
+4 Str checks & Str skill checks while raging
no penalty shooting into melee x x x
[ranged(fired, thrown)][target], [combat][offensive],

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

can use Dex or Int mod to determine Ref Def x x


if none of your allies are closer than you, +1 ranged atk (short or closer) x x x
[ranged(fired, thrown)][target], [combat][offensive],

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

+1 die dam with simple melee weapons


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

when moved down CT can move +1 up CT until end of next turn


draw weapon as swift action instead of move action x x x
[ranged(grenade, fired, thrown)][ok], [melee(armed)][ok], [combat]

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

draw or holster 2 weapons as single swif action


draw and ignite lightsaber as single swif action
[melee(armed)], [combat][offensive], [combo]

Once per encounter, can take 10 when rushed, can take 20 in half time x x [skill(general)]
[melee(unarmed)], [grapple], [combat][offensive], [pin], [strength]

when you Pin an opponent & use Crush feat, target -1 CT x


1/enc you can use two different reactions to the same trigger x x x x x [combat][defensive]
-2 Atk for +1 die dam, ranged, fires 2 shots, if no Str 13 extra Atk -5 x x x
[ranged(grenade, fired, thrown)][question gtmulti], [combat][offensive], [strength], [vehicle][starship][SotG]

-2 Atk to deal +1 die damage, melee, if no Dex 13 extra -5 Atk x x


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

additional +2 aid another, does not stack with Coordinate x x [support]


[species(kel dor)], [skill(perception)])
ignore concealment & cover for Perception w/in 10 sq
if move before & after attack +2 Ref Def x x [mobility], [combat][defensive]

Once per day, reroll trained Knowledge check, taking best x [skill(knowledge)]
move +1 up CT when catch Second Wind x x x x x [second wind], [combat][defensive]

choose one talent or feat. That feat may be used once more /enc [talent][feat]
1/day with Second Wind regain no hp but gain 5 hp at end of each turn [species(trandoshan)], [second wind]

if miss, add +2 on next atk roll before end of next turn against missed
[ranged(fired, thrown)][target][question gtmulti], [question gtda], [melee(armed, unarmed)][question ulswp], [combat][offensive]

Once per encounter as reac, gain DR10 if you have cover even v. aim [combat][defensive]
[strength], [constitution], [fortitude defense], [defensive]

can use Str or Con mod to determine Fort Def x x x


fight defensively to gain +2 or +5 to Will Def with no attacks x x [Will Defense], [combat][defensive]
[skill(endurance)], [second wind], [mobility], [combat][defensive]

catch second wind & immediately gain immediate move action x x x


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

with Second Wind gain additional hp = twice Con bonus (min 2)


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

1/enc as reac ranged atk v. target that missed you w/ranged atk in LOS x x x
if you miss with razor or thud bug it automatically returns x x [thrown], [combat][offensive]

Blaster Carbine can brace set to autofire, Blaster Rifle is accurate, Heavy Blaster x x
[ranged(fired)], [combat][offensive],

Rifleonly
fall damifdice d12,
fail by 10Light Repeating
or more & makeBlaster
Jump toas land
if M safely,
not L can spend FP & add x x x [skill(climb)], [skill(jump)]

to distance jumped & must land on solid surface


move before and after an attack, cannot exceed speed x x x x
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)][question ulswp], [mobility], [combat][offensive], , , [dexterity]

add Dodge bonus to Ref Def v. Atk of opp


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

TAG
BENEFIT
when you deliver a coup de grace all enemies in LOS move -1 CT until end of x x x [ranged(fired)][question gtaoo], [melee(armed, unarmed)], [combat][offensive], [damage]

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

with full attack if hit on first attack, +1 die dam v. same target x x
1 hour scavenging, Perception check to determine value x
[skill(perception)]), [skill(mechanics], [craft]

+5 Fort Def v. natural hazards


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

as swif broadcast input to any receiver in 24 sq as if they were with you, allies
[species(droid)], [species(cyborg)], [skill(perception)]

can use to
+1 Atk aidone
another
attackon
if Perception
adjacent to ally x
[ranged(grenade, fired, thrown)][attack roll], [melee(armed, unarmed)], [combat][offensive]

spend two swift actions to move +2 up condition track x [skill(endurance)], [constitution]

when spend Force Point to Perception, increase die type by 2 steps


[species(mon calamari)], [skill(perception)])

[species(droid)], [species(cyborg)], [skill(mechanics)], [combat][defensive], [vehicle][starship]

as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR


reduced
when you byuse
same amount, target
Persuasion recharge shields
does can't be
not receive used for
bonuses to 1Will
full Def
rnd [species(quarren)], [skill(persuasion)]

one item two traits from Tech Spec, switch between with swif x x
[skill(mechanics], [tech specialist], [craft]

Intimidate or change attitude as a standard not full x x [skill(persuasion)]


1/encounter, if reduce opp to 0hp or over thresh, w/in 6sq of opp -2 def
[ranged(grenade, fired, thrown)][question range], [melee(armed, unarmed)], [combat][offensive], ([u])

1/challenge catastrophic fail only by 15, and only 1 failure, not 2 [skill challenge]
1/challenge if third failure accrues, you or ally can reroll & keep better [skill challenge]
1/challenge treat the challenge as if it had the recovery effect [skill challenge]
+5 on a trained skill x x x x x [skill(general)]
become trained in one class skill x x x x x [skill(general)]
[melee(unarmed)], [strength], [species(droid)], [combat][offensive]

as stan action slam 2 appendages crushing target, deal unarmed dam w/Str bonus
x2 &
+3 Useif Computer
over thresh&=+1 persistent
each allycondition
w/feat w/in 12 sq (max +7), aid another
[skill(use computer)], [team], [support]

provides
apply Dodge +4 to two opp, use withdraw at full spd v. Dodge opp x x x [combat][defensive]

ignore soft cover making a ranged attack x x


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

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

+2 ranged Atk, -5 Ref Def, not with vehicle or heavy weapons x x


when roll Nat 20 on Pilot check, gain Force Point to use before end of enc
[species(duros)], [skill(pilot)], [vehicle][starship]

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


Slugthrower Pistol at PB +1 die dam, Slugthrower Rifle dam d12, Sporting x x x
Blaster Pistol reroll
reduce autofire to 1 any rolls of 1 for dam, Sporting Blaster Rifle +1 atk when
square
[ranged(fired)], [combat][offensive], [autofire]

aiming
melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5 x x
[melee(armed, unarmed)][question ulswp], [combat][offensive],

to skillsextra dice dam, can move 2 sq per extra die not used
if deal
[melee(armed, unarmed)][question ulswp], [combat][offensive],

1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker, reac x x x x [combat][defensive]

you can design a starship from scratch


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

Learn a number of starship maneuvers = 1 + Wis mod (min one) [wisdom], [skill(pilot)], [starship]

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

when making a grab you are 1 size larger, v. a charging opponent can make a
grab if atk isinstead
1/encounter successful, must
of dam youbecan
wearing lightdam
take half or no
& armor,
-1 CT w/Expertise add Str x x x
[skill(endurance)], [combat][defensive]

& Dex mod to grapple checks


when prone & aim your target loses Dex to Ref Def x x x
[ranged(fired, thrown)][target], [question gtaim], [aim], [combat][offensive],

autofire Atk 1 sq wide & 4sq long instead of 2x2 x


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

1/enc move one less down CT when use bellow


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

roll d8 instead of d6 when you spend a Force Point x [force]


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

see page 24-25 SV


with aid another & Atk roll beats target's Will Def, target needs cover
[ranged(fired, thrown)][target], [question gtaa], [combat][offensive], [strength], [support], [aid fire]
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
if not distracted or threatened gain climb speed of 4 [species(sullustan)], [skill(climb)]

can perform surgery in 10 minutes instead of an hour x [skill(treat injury)]


1/hour in heat or cold you & 10 allies can use result of Survival check in place of
[species(twi’lek)], [skill(survival)], [fortitude defense], [support], [defensive]

Fort Def Atk for each allied character adjacent to target


+1 melee x
[melee(armed, unarmed)], [combat][offensive],

if do damage with Atk of Opp, can move 1 sq, no atk of opp x x


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

regain all spent maneuvers at end of round with natural 20 on Atk [skill(pilot)], [starship]
[melee(unarmed)], [martial arts], [combat][offensive], [defensive]

w/crit & unarmed dam increases 1 die step (d12 max), 1/enc w/successful atk
spend
select 1swif to designate
target in area atkprimary
& they adversary & until
take +5 dam beforeend of enc gain Dodge feat v.
Evasion x x [combat][offensive], [area]

primary
modify an & item
1 other enemy,
to give w/Expertise
a special trait w/crit v. primary enemy -2 atk until next x x
[skill(mechanics], [tech specialist], [craft]

turn
+3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7), aid another provides [skill(mechanics], [team], [support]

+4
1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when
[melee(unarmed)], [martial arts], [combat][offensive], [strength]

determining
+2 Fort Def effect, w/Basics you're considered 1 size larger for dam
[species(trandoshan)], [fortitude defense], [combat][defensive]

throw a grappled opponent one square and deal damage x


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

+3 Endurance & +1 each ally w/feat w/in 12 sq (max +7), aid another provides [skill(endurance)], [team], [support]

+4
as stan action strike w/appendages not normally weapons, unarmed +2 & -2 Ref
[melee(unarmed)], species(droid)], [combat][offensive]

Def,
+1 hpuseperdam
levelof highest rated appendage for dam x [combat][defensive]
[skill(ride)], [combat][offensive], [charge]
charging mount can make free natural atk each sq charge through x
+1 Atk v. target if you are adjacent to cover from target x
[ranged(grenade, fired, thrown)], [melee(armed, unarmed)][question range], [combat][defensive][offensive]

knock a grappled opponent prone, attacks v. prone +5, theirs -5 x


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

make a extra attack during full attack, -5 to all attacks, per group x x
[ranged(grenade, fired, thrown)][question gtmulti], [melee(armed, unarmed)][question ulswp], [combat][offensive], [vehicle][starship][SotG]

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

deal triple damage on a Crit, with selected weapon x x


when tumbled against add your BAB to DC, if they fail Atk of opp x x
[melee(armed, unarmed)][question ulswp], [attack of opportunity], [combat][offensive],

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

using withdraw can move 2 sq w/out atk of opp & move your spd, can spend FP
as
+3reac
Jumpto&an+1 enemy
each ending its movement
ally w/feat w/in 12 sqadjacent
(max +7),to add
withdraw
1 sq to jump [skill(jump)], [team], [support]

+3 Pilot & +1 each ally w/feat w/in 12 sq (max +7), always avoid collisions
[skill(pilot)], [team], [support], [vehicle][starship]

w/allies
spend Destiny Point to access Unleashed abilities x
can catch more than one Second Wind per encounter [second wind], [combat][defensive]

+5 Fort Def & Will Def v. Use the Force x x


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

if targeted by fear or mind-affecting effect that fails, gain FP to be spent before


[Will Defense], [combat][defensive]

next
whenturn as long as you
mind-affecting did isnot
effect negateyour Will Def, you impose -2
against
[species(zabrak)], [Will Defense], [combat][defensive]

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


+5 Will Def v. Deception & Persuasion x x
Recharge Shields/Reroute Power as 2swif, 1/encounter DC30 Mechanics 1 swif x x
[skill(mechanics], [tech specialist], [combat], [vehicle][starship]

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

negate one attack a round against a vehicle, Pilot v. Atk roll x x x


1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle x x x
[skill(pilot)], [combat][defensive], [vehicle][starship]

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


+5 Use Computer to perform astrogation
can catch Second Wind even if not below half hit points [second wind], [combat][defensive]

+2 Will Def when you wield atlatl or cesta


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

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

+2 Fort Def & Will Def if fight defensively x x x


[skill(perception)]), [team], [support]
+3 Perception & +1 each ally w/feat w/in 12 sq (max +7), can take 10
Jedi
Noble
Scoundrel
Scout
Soldier

TAG
BENEFIT
Use Dex mod instead of Str mod on Atk with light melee weapons x x
[melee(armed, unarmed)][question ulswp], [dexterity], [combat][offensive]

a single one-handed weapon with Focus is light for Weapon Finesse


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

+1 Atk on selected weapon 1 x


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

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

a single one-handed weapon with Focus is light for Weapon Finesse


no -5 penalty on Atk 2,3 2 2 2,4
[ranged(grenade, fired, thrown)], [melee(armed)][ok], [combat][offensive]

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


draw and ignite lightsaber as single swif action
melee Atk against each target within reach, make one roll
[melee (armed, unarmed)], [combat][offensive], [dexterity], [intelligence]

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

with Rapid Strike make a 2nd atk at -2 w/in reach, deal half dam x x
1/day DC20 Survival & considered to have medpacs until end of day x [skill(survival)]
+3 Survival & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4 [skill(survival)], [team], [support]

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

opponents may not withdraw, they may Tumble as normal x x


Wield a two-handed weapon one-handed at -2 atk x [strength], [ranged(fired)], [melee(armed)], [combat][offensive]

when you first enter a rage, gain hp = 10 + 1/2 level


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

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

1/rnd w/successful unarmed atk gain hp = Con mod, 1/enc atk Fort Def & if
successful enemy
+1 on ranged Atk takes
and +1dam
die & loses any
damage equipment
against Fort
adjacent Def for enc,
foes x x
[ranged(fired, thrown)][target], [combat][offensive]

w/Expertise 1/enc w/crit deal dam & move -2 CT, must be wearing light or no
armor

s "proficient with weapon" among its prerequisites. Can you


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

up, you are qualified to take Weapon Focus (or any other weapon-specific
n 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.

and Strength 10 could take Burst Fire to get the most out of the starfighter's
epeating blaster (she's not proficient with it). She could use Burst Fire
such attacks due to not meeting the Strength requirements listed above.
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

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FP?
TALENT PREREQ.
C 39 Accurate Blow 1
CR 40 Acrobatic Recovery 1
K 57 Action Exchange 2 Force Delay
CR 49 Acute Senses 1 y
L 30 Adapt and Survive 1
F 102 Adept Assistant 1
CR 39 Adept Negotiator 1 stan
CR 107 Adept Spellcaster 1 free y
L 47 Adrenaline Implant 1 stan

C 25 Advanced Intel 2 Spotter free

GI 20 Advanced Planning 1
C 24 Advantageous Opening 1

SV 29 Advantageous Positioning 2 Shift


K 47 Advantageous Strike 1
J 14 Adversary Lore 1 stan

K 40 Affliction 1
L 26 Aggressive Negotiator 2 Adept Negotiator
R 26 Aggressive Surge 1
C 57 Akk Dog Attack Training 2 Akk Dog Master
C 57 Akk Dog Master 1

C 57 Akk Dog Trainer's Actions 2 Akk Dog Master stan

F 49 Always Ready 1 Initiative skill


C 40 Ambush 1
SV 13 Ambush 2 Dirty Tactics
R 28 Ambush Specialist 1
GW 18 Anticipate Movement 1 reac
J 19 Apprentice Boon 1 reac x
L 45 Armor Mastery 1
CR 51 Armor Mastery 2 Armored Defense

L 45 Armored Augmentation I 1 AP of armor swif x


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

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FP?
TALENT PREREQ.
L 45 Armored Augmentation II 2 Armored Augmentation I*
CR 52 Armored Defense 1
L 40 Armored Guard 2 Ward
K 38 Armored Mandalorian 2 Dex 13, Mandalorian Glory
F 52 Armored Spacer 1
UR 19 Arrogant Bluster 1 Trained in Persuasion *
F 27 Art of Concealment 1
R 24 Assault Gambit 1 stan
CR 221 Assault Tactics 1 move
GI 21 Assured Skill 1
C 53 At Peace 1 x
CR 218 Ataru 1
CR 210 Attract Minion 1
F 52 Attract Privateer 1
GI 25 Attract Superior Minion 4 Attract Minion, Impel Ally II*
CR 107 Attune Armor 1 free x
CR 214 Attune Weapon 1 free x
C 53 Attuned 2 Focused Attack free

J 73 Aura of Freedom 1 *
GW 22 Autofire Assault 1 WP (heavy weapons)

C 43 Automated Strike 1 Double Attack swif


C 53 Aversion 1 swif x
SV 14 Avert Disaster 2 Fool's Luck
GW 20 Backstabber 2 Sneak Attack
UR 19 Band Together 3 Self-Reliant, Galactic Guidance*
C 55 Bando Gora Surge 1
CR 49 Barter 1 y
CR 52 Battle Analysis 1 swif

CR 40 Battle Meditation 1 full x


UR 22 Battle Mount 3 Expert Rider, Terrain Guidance, traine
F 54 Battlefield Medic 2 Steady Under
GW 21 Battlefield Remedy 1 Pressure
Trained in Treat Injury
C 26 Bayonet Master 2 Gun Club
K 53 Beast Trick 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

ACT

FP?
TALENT PREREQ.
SV 15 Befuddle 1 swif

S 17 Begin Attack Run 1 Cha 13 swif

C 56 Believer Intuition 1 reac


SV 14 Beloved 3 Bolster, Inspire Confidence
SV 14 Better Lucky than Dead 2 Fool's Luck reac
R 43 Bigger Bang 2 Improvised Device
L 29 Biotech Adept 1 y
L 47 Biotech Mastery 1
R 43 Black Market Buyer 1
R 26 Blast Back 1 reac
F 52 Blaster and Blade I 1 Dual Weapon I, WP (advanced & pist

F 52 Blaster and Blade II 2 Blaster & Blade I, Dual Weapon I, W


F 52 Blaster and Blade III 3 Blaster & Blade I & II, Dual Weapon
F 57 Blaster Turret I 1 stan
F 57 Blaster Turret II 2 Blaster Turret I stan

F 57 Blaster Turret III 3 Blaster Turret I & II stan


GI 20 Blend In 1 swif
F 28 Blend In 1

C 41 Blind Shot 1
S 17 Blind Spot 1 swif
CR 41 Block 1 reac *
SV 33 Bloodthirsty 1
L 41 Blowback 1
F 52 Boarder 1

J 81 Body Control 1 *
SV 27 Bodyguard I 2 Attract Minion reac

SV 27 Bodyguard II 3 Bodyguard I*
SV 27 Bodyguard III 4 Bodyguard II*
L 41 Bodyguard's Sacrifice 1 reac
CR 43 Bolster Ally 1 stan
R 40 Bolstered Numbers 2 Recruit Enemy
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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takeReroll
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
GI 21 Bomb Thrower 1 Trained in Mechanic full
J 18 Bonded Mount 2 Charm Beast full x
CR 44 Born Leader 1 swif
F 50 Bothan Resources 2 Spynet Agent
C 45 Breach Cover 1
C 45 Breaching Explosive 1
SGD 29 Break Program 1 Trained in Use Computer
F 54 Bring Them Back 1
K 44 Brutal Attack 1 Weapon Focus
J 89 Brutal Unarmed Strike 2 Telekinetic Strike
L 29 Bugbite 1
GW 31 Bullseye 3 Sniper feat, Draw a
R 45 Bunker Blaster 1 Bead*
F 92 Buried Presence 1 stan x

K 30 Burning Assault 2 Jet Pack Training stan


SGD 26 Burst Transfer 1
K 44 Call Out 2 Personal Vendetta
J 19 Call Weapon 1
SV 17 Cantina Brawler 1
R 43 Capture Droid 1 stan
F 103 Cargo Hauler 1
L 27 Cast Suspicion 1 swif
SV 14 Castigate 1 stan
J 21 Cause Mutation 2 Sith Alchemy x
UR 23 Champion 3 Warrior's Awareness, Warrior's Dete
CR 213 Channel Aggression 1 x
CR 213 Channel Anger 2 Channel Aggression swif x
J 16 Channel Energy 1 Negate energy reac x
J 18 Channel Vitality 1 swif
J 18 Charm Beast 1
CR 107 Charm Beast 1
CR 107 Charm Beast 1
K 27 Cheap Shot 2 Opportunistic Strike
GW 19 Cheap Trick 1 Trained in Deception n

F 24 Cleanse Mind 1 swif


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR?
TIER

ACT

FP?
TALENT PREREQ.
CR 40 Clear Mind 1 y
GI 24 Clip 1
L 57 Cloak of Shadow 1 swif x
L 41 Close Contact 1
SV 25 Close Cover 2 Watch This
R 23 Close Maneuvering 1 swif
S 17 Close Scrape 1 reac
C 25 Close-Combat Assault 2 Recon Team Leader
J 18 Closed Mind 1
C 40 Close-Quarters Fighter 1
K 24 Collective Visions 1 Farseeing

F 103 Combat Repairs 1 full


J 21 Combat Trance 1

T 57 Combined Fire 1 Coordinated Attack

S 18 Combined Fire 1 swif


J 85 Combustion 1 Force Training swif x
CR 107 Command Beast 2 Charm Beast
CR 107 Command Beast 2 Charm Beast
UR 31 Commander's Prerogative 1 Trained in Initiative
C 26 Commanding Officer 1
GW 19 Commanding Presence 3 Tactical Savvy* stan
F 28 Commanding Presence 1 swif
K 42 Competitive Drive 1
K 42 Competitive Edge 1
F 47 Computer Language 1 Binary
F 47 Computer Master 1 n
C 26 Comrades in Arms 1
K 58 Conceal Force Use 1 swif
F 92 Conceal Other 2 Buried Presence
F 49 Concealed Weapon Expert 1 swif y

R 40 Concentrate All Fire 1


SV 34 Confounding Attack 3 Tangle Up*
CR 44 Connections 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

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FP?
TALENT PREREQ.
C 22 Consular's Vitality 1 swif

L 26 Consular's Wisdom 2 Adept Negotiator swif

C 53 Consumed by Darkness 1 swif


GI 25 Contingency Plan 1 reac
CR 212 Controlled Burst 1
CR 44 Coordinate 1 stan
GI 23 Coordinated Effort 3 Dedicated Protector*
UR 20 Coordinated Leadership 3 Born Leader, Coordinate
C 26 Coordinated Tactics 2 Commanding Officer

K 42 Corporate Clout 3 Impose Hes, Wrong stan


L 45 Cortosis Defense 1

L 27 Cortosis Gauntlet Block 1 AP (light, medium)


L 45 Cortosis Retaliation 2 Cortosis Defense
SV 18 Counterpunch 1
F 45 Cover Bracing 1

GW 18 Cover Escape 1
CR 52 Cover Fire 2 Battle Analysis
L 41 Cover Your Tracks 1

F 42 Cower Enemies 2 Force Interrogation


SV 16 Cramped Quarters Fighting 3 Starship Raider*
F 49 Creeping Approach 1 Stealth skill swif

S 17 Crippling Hit 3 System Hit*


CR 213 Crippling Strike 2 Channel Aggression x
GI 21 Critical Skill Success 1
GI 23 Crowd Control 2 Entangler
J 17 Crucial Advice 1
SV 18 Crushing Assault 2 Weapon Specialization
SV 31 Cunning Distraction 1
SV 15 Cunning Strategist 3 Walk the Line* stan
L 29 Curved Throw 2 Bugbite swif
R 43 Custom Model 2 Improvised Device, Tech Specialist f
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
J 87 Cycle of Harmony 2 Tyia Adept

CR 101 Damage Reduction 10 1 stan x

SV 31 Damaging Deception 2 Cunning Distraction stan


GI 25 Damaging Disarm 2 Ranged Disarm
F 24 Dampen Presence 1 swif
K 39 Dark Deception 1
CR 223 Dark Healing 1 stan x
K 40 Dark Healing Field 3 Improved Dark
CR 101 Dark Presence 2 Healing*
Cha 13, Power of th stan
L 55 Dark Preservation 2 Power of the Dark Side x
K 25 Dark Retaliation 2 Sentinel Strike x
CR 223 Dark Scourge 1
CR 223 Dark Side Adept 1 y

L 27 Dark Side Bane 2 Dark Side Sense


K 59 Dark Side Manipulation 1
CR 223 Dark Side Master 2 Dark Side Adept x n
J 16 Dark Side Savant 1 swif
CR 40 Dark Side Scourge 2 Dark Side Sense
CR 40 Dark Side Sense 1 y
J 17 Dark Side Talisman 1 full x
SV 27 Dash and Blast 1 Dual Weapon Master full
CR 46 Dastardly Strike 1
SV 29 Deadly Repercussions 1

CR 216 Debilitating Shot 1


K 61 Deception Awareness 1

CR 216 Deceptive Shot 1 2swif


GI 24 Dedicated Guardian 3 Dedicated Protector*
GI 24 Dedicated Protector 2 Harms Way
UR 21 Deep Space Raider 3 Spacehound, Starship Raider

K 28 Deep-Space Gambit 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

ACT

FP?
TALENT PREREQ.
C 56 Defense Boost 1 swif
L 27 Defensive Acuity 1
K 39 Defensive Circle 4 Battle Meditation, B swif
F 47 Defensive Electronics 1
GW 21 Defensive Jab 2 Retaliation Jab
R 45 Defensive Measures 2 Safe Zone

GW 21 Defensive Position 2 Battle Analysis

L 30
Defensive Protection 1 reac x
CR 41
Deflect 1 reac *
CR 43
Demand Surrender 2 Presence stan
CR 52
Demolitionist 1
K 26
Demoralizing Defense 2 Noble Fencing Style reac
F 42
Deny Move 2 Reduce Mobility
CR 221
Deployment Tactics 1 move
L 43
Desperate Measures 2 Focus Terror swif
R 28
Destructive Ambusher 2 Ambush Specialist
GI 24
Detective 1
F 93 Detonate 1 Force blast x
CR 53 Devastating Attack 1

K 29 Devastating Melee Smash 2 Melee Smash

F 56 Device Jammer 1 full


L 41 Difficult to Sense 1 n

GW 20 Dig In 1 swif
C 41 Direct 1 stan
R 24 Direct Fire 2 Assault Gambit swif
SGD 28 Directed Action 1 stan
SGD 28 Directed Movement 1 move
F 28 Dirty Fighting 1
SV 14 Dirty Tactics 1 stan
K 47 Dirty Tricks 1 Deception skill 2swif
Disarm and Engage 1
GI 23
K 29 Disarming Attack 2 Impr Disarm, Int 13, Weapon Special
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR?
TIER

ACT

FP?
TALENT PREREQ.
J 91 Discblade Arc 1 proficient discblade full
CR 100 Disciplined Strike 1
L 42 Disciplined Trickery 1 reac y
CR 46 Disruptive 1 2swif
CR 44 Distant Command 2 Born Leader
J 91 Distant Discblade Throw 1 proficient discblade
J 17 Distracting Apparition 2 Manifest Guardian Spirit
K 44 Distracting Attack 2 Brutal Attack
SV 31 Distracting Shout 2 Cunning Distraction

L 27 Distress to Discord 1

CR 218 Djem So 1 x

CR 207 Dogfight Gunner 2 Expert Gunner

GI 20 Done It All 1 free x


C 22 Double Agent 1
SV 35 Double Up 3 Find an Opening*
K 40 Drain Force 2 Affliction reac
T 30 Drain Knowledge 1 stan x
GW 31 Draw a Bead 2 Precision Shot, swif
CR 52 Draw Fire 1 BAB +10 swif
SV 26 Dread 3 Hunter's Target* stan
C 43 Droid Defense 1 stan
J 79 Droid Duelist 1 swif x
C 45 Droid Expert 2 Repairs on the Fly
F 56 Droid Jammer 1 full

C 43 Droid Mettle 2 Droid Defense swif

F 103 Droid Smash 1

K 47 Dual Weapon Flourish I 1 Dual Weapon Master stan


K 47 Dual Weapon Flourish II 3 Dual Weapon Mastery I, II, Dual Wea
F 102 Dull the Pain 1 Medical Droid full
SV 14 Dumb Luck 3 Knack, Lucky Shot stan
SGD 27 Durable 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR?
TIER

ACT

FP?
TALENT PREREQ.
J 85
Earth Buckle 1 swif x
GW 19
Easy Prey 2 Cheap Trick
GW 32
Echani Expertise 1 BAB +10
J 20
Echoes in the Force 1
CR 44
Educated 1
F 27
Electronic Forgery 1 Use Computer
F 27
Electronic Sabotage 1 Use Computer stan
GI 24
Electronic Trail 2 Nowhere to Hide, trained Use Comp
CR 207 Elusive Dogfighter 1
CR 40 Elusive Target 1
CR 213 Embrace the Dark Side 3 Channel Anger* y

F 54 Emergency Team 1

R 37 Empower Siang Lance 1 Siang Lance Mastery full x


CR 214 Empower Weapon 1 free x
C 23 Enemy Tactics 1

S 16 Engineer 2 Educated, Know (tech)


R 45 Enhance Cover 1 swif
J 75 Enhanced Danger Sense 1 *
F 47 Enhanced Manipulation 1 Dex 15
C 47 Enhanced Vision 1
GI 23 Entangler 1
L 26 Entreat Aid 1 swif x
J 18 Entreat Beast 2 Charm Beast swif
F 103 Environmentally Shielded 1
CR 101 Equilibrium 1 swif x
R 45 Escort Fighter 1 swif
R 40 Escort Pilot 1
J 18 Esoteric Technique 1
F 103 Etiquette 1
CR 50 Evasion 1
R 43 Excellent Kit 1
GI 21 Exceptional Skill 1 Trained in skill
CR 212 Exotic Weapon Mastery 1
K 44 Exotic Weapons Master 1 exotic Proficiency
J 75 Expanded Horizon 1 *
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

ACT

FP?
TALENT PREREQ.
C 43 Expanded Sensors 1
L 47 Expedient Mending 2 Expert Shaper
SV 18 Experienced Brawler 3 Stunning Strike* stan
CR 52 Expert Grappler 1

CR 207Expert Gunner 1
UR 23 Expert Rider 1 Trained in Ride n
L 47 Expert Shaper 1 y
CR 49 Expert Tracker 2 Acute Senses
C 42 Exploit Weakness 2 Assault Tactics
C 22 Exposing Strike 1 *
UR 21 Extended Ambush 2 Improved Stealth
F 42 Extended Critical Range (heavy 1 BAB +10, WP (heavy)
weapons)
F 42 Extended Critical Range (rifles) 1 BAB +10, WP (rifles)

UR 30 Extended Critical Range (simple 1 WP (simple), BAB +10


weapons)
UR 30 Extended Threat 1 Weapon Focus* of weapon
F 54 Extra First Aid 1
CR 50 Extreme Effort 1 2swif
F 57 Extreme Explosion 3 Skilled Demolitionist, Shaped Explos

R 24 Face the Foe 1


R 26 Fade Away 1 reac
GI 22 Fade Out 1 Trained in Stealth
GW 31 Fall Back 1 Cha 13 move
UR 29 Familiar Enemies 1 Familiar foe special quality

UR 29 Familiar Situation 1 Familiar foe special quality


UR 29 Fast Attack Specialist 3 Expert Gunner, Quick Trig *
S 16 Fast Repairs 1 Mechanics

F 27 Fast Talker 2 Art of Concealment


SV 26 Fear Me 4 Inspire Fear I & II, reac
F 29 Feared Warrior 2 Commanding Presence
CR 44 Fearless Leader 2 Born Leader swif
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TIER

ACT

FP?
TALENT PREREQ.
F 42 Fearsome 2 Notorious

C 23 Feed Information 1 swif


F 88 Feel the Force 1 stan x
GW 30 Ferocious Assault 2 BAB +12, Controlled Burst
K 60 Field Detection 1 Use the Force skill swif
CR 221 Field Tactics 2 Deployment Tactics move
SV 33 Fight to the Death 2 Bloodthirsty swif
SV 35 Find an Opening 2 Seize the Moment
R 25 Find Openings 1
SV 26 Findsman Ceremonies 1 Force Sensitivity y
SV 26 Findsman's Foresight 2 Findsman Ceremonies

C 26 Fire at Will 2 BAB+5, Commandingfull


SV 28 Flanking Fire 1 Dual Weapon Mastery I
SV 17 Flee 2 Long Stride stan
S 18 Fleet Deployment 1 Charisma 13 full
S 18 Fleet Tactics 2 Cha 13, Fleet Deplo stan
CR 107 Flight 2 Adept Spellcaster swif x
J 85 Fluidity 1 *
F 42 Flurry Attack 1 Weapon Proficiency feat for chosen
GW 33 Flurry of Blows 1
K 26 Fluster 2 Presence, Persuasio stan

L 43 Focus Terror 1 swif


C 53 Focused Attack 1 x n

C 40 Focused Force Talisman 2 Force Talisman


C 26 Focused Targeting 2 Comrades in Arms
F 29 Focused Warrior 1
J 73 Folded Space Mastery 1 Fold space
CR 46 Fool's Luck 1 stan x
For the Cause
GI 21 2 Make an Example
L 40 Force Blank 1
CR 107 Force Cloak 1 swif

CR 107 Force Cloak Mastery 2 Force Cloak


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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TIER

ACT

FP?
TALENT PREREQ.
CR 223 Force Deception 1

K 57 Force Delay 1 Persuasion skill reac *


UR 33 Force Directed Shot 1 trained in Use the F swif

K 58 Force Direction 1 x
F 88 Force Exertion 1 Force Training reac
C 56 Force Fighter 1
K 52 Force Flow 1

CR 101 Force Focus 1 full


CR 218 Force Fortification 1 x
J 16 Force Harmony 1
CR 40 Force Haze 2 Clear Mind stan x
J 77 Force Immersion 2 Stealth, White Current Adept
F 43 Force Interrogation 1 free
CR 40 Force Intuition 1
K 58 Force Momentum 1 x
F 24 Force of Will 1 swif x
CR 101 Force Perception 1
CR 40 Force Persuasion 2 Adept Negotiator
CR 101 Force Pilot 1
CR 214 Force Power Adept 1 x n

CR 101 Force Recovery 2 Equilibrium

S 16 Force Reflexes 2 Starship Tactics, Force Pilo x n


J 79 Force Repair 1
K 39 Force Revive 3 Battle Meditation, reac x
J 87 Force Stabilize 2 Tyia Adept swif

K 53 Force Suppression 1 rebuke Force power

CR 214 Force Talisman 1 free x

K 38 Force Throw 2 Empower Weapon stan


CR 214 Force Treatment 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
Musttake
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
C 41 Force Treatment 1
L 41 Force Veil 2 Difficult to Sense
K 40 Force Warning 1 y
F 24 Forceful Warrior 1
CR 101 Foresight 2 Force Perception x n
GW 18 Forewarn Allies 1
GW 31 Form Up 1 Cha 13 move
CR 214 Fortified Body 2 Equilibrium
CR 46 Fortune's Favor 1
GW 20 Forward Patrol 2 Watchful Step
L 27 Friend or Foe 2 Cast Suspicion reac
C 23 Friendly Fire 2 Enemy Tactics
SV 26 Frighten 3 Inspire Fear I, Attra free

CR 50 Fringe Savant 1
GW 31 Full Advance 1 Cha 13 move
SGD 28 Full Control 4 Directed Action, Di full
CR 207 Full Throttle 1
UR 20 Galactic Guidance 1 Trained in Knowledge (galactic lore)

CR 46 Gambler 1
L 30 Gang Leader 1
CR 101 Gauge Force Potential 2 Force Perception stan
GW 18 Get Down 1 reac
GI 20 Get into Position 1
C 25 Get Into Position 2 BAB+5, Recon Teammove
SV 29 Get Some Distance 3 Advantageous Posit stan
GW 20 Ghost Assailant 1
CR 47 Gimmick 1 swif

L 31 Grabber 1
R 23 Gradual Resistance 1
C 42 Grand Leader 1 swif
S 17 Great Shot 1

J 17 Greater Dark Side Talisman 2 Dark Side Talisman


CR 212 Greater Devastating Attack 2 Greater WF, Devastating*
C 40 Greater Focused Force Talisman 3 Focused Force Talisman*
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
Musttake
takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
CR 214 Greater Force Talisman 2 Force Talisman free x
CR 212 Greater Penetrating Attack 2 Greater WF, Penetrating*
CR 212 Greater Weapon Focus 1 Weapon Focus
K 61 Greater Weapon Focus (Fira) 1 Weapon Focus (Fira)
CR 218 Greater Weapon Focus 1 Weapon Focus
CR 212 (lightsabers)
Greater Weapon Specialization 2 Greater WF, Weapon Specialization*
CR 218 Greater Weapon Specialization 2 Weapon Specialization
J 14 (lightsabers)
Grenade Defense 1
GW 21 Grizzled Warrior 3 Seen It All*
L 42 Group Perception 1
GI 20 Guaranteed Boon 1 x
SV 28 Guaranteed Shot 1 Dual Weapon Mastery I
J 16 Guardian Spirit 1
C 22 Guardian Strike 1
L 41 Guard's Endurance 2 Ward
K 28 Guidance 1 Perception swif
R 23 Guiding Strikes 1 swif
CR 52 Gun Club 1
SV 28 Hailfire 1 Dual Weapon Mastery I
L 31 Hammerblow 1
T 95 Hard Target 2 Tough As Nails reac
GW 33 Hardened Strike 1
C 56 Hardiness 1 x

CR 52 Harm's Way 1 Initiative skill swif


GW 31 Harrying Shot 3 Pinning Shot*
L 42 Hasty Withdrawal 1 swif
J 79 Heal Droid 1 Vital transfer
C 41 Healing Boost 1 Vital transfer
GW 18 Heavy Fire Zone 2 Forewarn Allies swif

SGD 27 Heavy-Duty Actuators 1 Medium or larger size


C 53 Heightened Awareness 1 x
F 103 Helpful 1
SV 15 Hesitate 1 stan
SGD 29 Heuristic Mastery 1 Wis 15

K 29 Hidden Attacker 1 Stealth swif


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
Musttake
takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
C 25 Hidden Eyes 1
CR 49 Hidden Movement 2 Improved Stealth

F 27 Hidden Weapons 2 Art of Concealment move


SV 16 Hide in Plain Sight 3 Hidden Movement*
C 56 High Impact 1 swif

C 40 Higher Yield 1 Trained in Mechanics


GW 32 Hijkata Expertise 1
R 25 Hit the Deck 1
F 93 Hive Mind 1

GW 31 Hold Steady 1 Cha 13 stan


J 14 Hold the Line 1
S 16 Hot Wire 1 Mechanics
F 47 Hotwired Processor 1 swif
SV 16 Hunker Down 1 stan

C 25 Hunt the Hunter 1 stan


CR 208 Hunter's Mark 1
CR 208 Hunter's Target 2 Hunter's Mark free
CR 47 Hyperdriven 1
K 29 Hyperspace Savant 1 Pilot
F 25 Idealist 1 Cha 13
CR 43 Ignite Fervor 3 Bolster, Inspire Con free
C 40 Ignore Armor 1
T 53 Ignore Damage Reduction 2 Martial Arts I, Teras Kasi Basics
F 27 Illicit Dealings 1 n
K 52 Illusion (F87 & J14) 1 Mind Trick stan x
J 15 Illusion Bond 2 Illusion
K 58 Imbue Item 1 full x
J 77 Immerse Another 2 Stealth, White Current Ade *
R 23 Immovable 1 swif
SV 18 Impaling Assault 2 Weapon Specialization
C 41 Impart Knowledge 2 Skilled Advisor reac
CR 210 Impel Ally I 1 swif

CR 210 Impel Ally II 2 Impel Ally I 2swif


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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takeReroll
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
SV 27 Impel Ally III 3 Impel Ally II* 3swif
C 47 Impenetrable Cover 2 Maximize Cover
K 43 Impose Confusion 2 Impose Hesitation
K 43 Impose Hesitation 1 stan
CR 52 Improved Armored Defense 2 Armored Defense
S 17 Improved Attack Run 1
K 25 Improved Battle Meditation 2 Battle Meditation swif
C 22 Improved Consular's Vitality 2 Consular's Vitality

CR 224 Improved Dark Healing 2 Dark Healing stan x


K 60 Improved Force Sight 1 Force sight, Use the swif
C 41 Improved Healing Boost 2 Healing Boost*
CR 49 Improved Initiative 2 Acute Senses y
R 43 Improved Jury-Rig 1
F 43 Improved Lightsaber Throw 2 Lightsaber Throw stan x
SV 30 Improved Manipulating Strike 2 Manipulating Strike

CR 216 Improved Quick Draw 1


K 40 Improved Quick Draw 1 Quick Draw, WF (lightsabers)
K 39 (lightsabers)
Improved Redirect 3 Deflect, Redirect Shot
K 39 Improved Riposte 3 Block, Riposte
K 39 Improved Sentinel Strike 1 Sentinel Strike
K 39 Improved Sentinel's Gambit 2 Sentinel's Gambit
SV 15 Improved Skirmisher 2 Skirmisher
GW 20 Improved Sneak Attack 2 Sneak Attack, PB Shot
SV 31 Improved Soft Cover 2 Innocuous swif

CR 49 Improved Stealth 1 y
C 40 Improved Stunning Strike 3 Stunning Strike
L 31 Improved Suppression Fire 1
F 28 Improved Surveillance 2 Surveillance
K 30 Improved Trajectory 2 Jet Pack Training

CR 43 Improved Weaken Resolve 3 Weaken Resolve* free


R 43 Improvised Device 1
J 21 Improvised Weapon Master 1
L 43 Incite Rage 1 swif
F 28 Incognito 2 Blend In n
CR 52 Indomitable 1 swif
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR?
TIER

ACT

FP?
TALENT PREREQ.
F 88 Indomitable Will 1 stan x
J 15 Influence Savant 1 swif
F 25 Influential Friends 2 Connections
F 93 Infuse Weapon 1 full x
L 58 Initiate of Vahl 1
SV 31 Innocuous 1 swif
F 43 Inquisition 1
C 41 Insight of the Force 1
F 92 Insightful Aim 1 WP (pistols or rifles swif x
C 44 Inspire Competence 2 Expanded Sensors swif
CR 44 Inspire Confidence 1 stan
CR 210 Inspire Fear I 1
CR 210 Inspire Fear II 2 Inspire Fear I
CR 210 Inspire Fear III 3 Inspire Fear I & II
CR 44 Inspire Haste 1 swif
C 23 Inspire Loyalty 1
SV 27 Inspire Wrath 3 Impel Ally II* stan

CR 44 Inspire Zeal 3 Ignite Fervor*


J 17 Instinctive Navigation 2 Force Pilot
F 25 Instruction 1 stan
UR 30 Instrument of the Force 1

F 45 Intentional Crash 1 Pilot


F 102 Interrogator 1
F 28 Intimate Knowledge 2 Surveillance stan

K 26 Intimidating Defense 2 Presence, Persuasio reac


C 47 Invisible Attacker 2 Maximize Cover
F 52 Ion Mastery 1
F 47 Ion Resistance 10 1
F 57 Ion Turret 2 Blaster Turret I stan
UR 31 Irregular Tactics 1 Share talent special quality
S 18 It's a Trap! 1 reac
CR 218 Jar'Kai 3 Lightsaber Def, Niman
K 39 Jedi Battle Commander 2 Battle Meditation
F 42 Jedi Hunter 1
L 42 Jedi Network 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
J 20 Jedi Quarry 1 swif
K 30 Jet Pack Training 1
K 30 Jet Pack Withdraw 2 Jet Pack Training reac
CR 52 Juggernaut 2 Armored Defense

CR 207 Juke 2 Vehicular Evasion


CR 50 Jury-Rigger 1 y
SGD 28 Just a Droid 1
SGD 27 Just a Scratch 1 Equipped & proficient with medium o
R 43 Just What Is Needed 1
CR 218 Juyo 2 BAB +10, Weapon Spswif x n
CR 49 Keen Shot 2 Acute Senses
R 28 Keep It Going 2 Ambush Specialist free
CR 207 Keep It Together 1
SV 17 Keep it Together 2 Jury-Rigger
C 26 Keep Them at Bay 1
GW 31 Keep Them Honest 1 Careful Shot feat

SV 33 Keep Them Reeling 1 stan


R 28 Keep Them Reeling 2 Ambush Specialist swif
Keep Together 1
GI 22
CR 46 Knack 1 n

L 45 Knight's Morale 1
F 42 Knockback 1
CR 216 Knockdown Shot 1

J 14 Know Weakness 2 Adversary Lore


F 25 Know Your Enemy 1 swif
J 75 Knowledge and Defense 2 Enhanced Danger Sense
F 50 Knowledge is Life 2 Spynet Agent swif
F 50 Knowledge is Power 2 Spynet Agent swif
F 50 Knowledge is Strength 2 Spynet Agent swif

K 58 Knowledge of the Force 1 reac x

F 25 Known Dissident 2 Know Your Enemy stan


SGD 26 Known Vulnerability 1 Trained in Know (lif free
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
K 60 Krath Illusions 2 Illusion swif
K 60 Krath Intuition 1 x

K 60 Krath Surge 1 swif

GW 33 K'tara Expertise 1
GW 33 K'thri Expertise 1

SV 15 Labyrinthine Mind 1 reac


R 45 Launch Point 2 Safe Zone
F 25 Lead by Example 1
UR 31 Lead by Example 1 Share talent special quality
R 24 Lead From the Front 2 Face the Foe
K 26 Leading Feint 2 Noble Fencing Style swif
GI 20 Leading Skill 1
Learn from Mistakes 1
GI 20
S 18 Legendary Commander 2 Cha 13, Int 13, Born Leader
J 73 Liberate 2 Aura of Freedom swif x

L 41 Lifesaver 2 Bodyguard's Sacrifi reac


CR 41 Lightsaber Defense 1 swif
L 40 Lightsaber Evasion 1

J 19 Lightsaber Form Savant 1 swif


J 19 Lightsaber Specialist 2 Masterwork Lightsaber
CR 41 Lightsaber Throw 1 stan
UR 31 Lingering Debilitation 2 Debilitating Shot
J 15 Link 1 stan
CR 107 Linked Defense 1 swif

SGD 27 Load Launcher 1


K 44 Lockdown Strike 1
UR 30 Long Call 2 Mystical Link *
CR 50 Long Stride 1
R 40 Lose Pursuit 1

R 24 Luck Favors the Bold 2 Face the Foe


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
CR 46 Lucky Shot 2 Knack n
K 27 Lucky Stop 2 Knack reac
K 60 Luka Sene Master 2 Field Detection, farseeing
R 25 Lure Closer 2 Trick Step move
C 44 Maintain Focus 1 swif
CR 218 Makashi 2 Lightsaber Defense
SV 16 Make a Break for It 3 Stellar Warrior* swif
Make an Example 1
GI 22
SV 18 Make Do 1
T 13 Malkite Techniques 1 stan
SV 18 Man Down 1 reac
K 38 Mandalorian Advance 1
K 38 Mandalorian Ferocity 1 Dex 13, proficient
K 38 Mandalorian Glory 1
J 17 Manifest Guardian Spirit 1 swif x

SV 30 Manipulating Strike 1
J 73 Many Shades of the Force 1 Force Training

C 47
Mark the Target 1 swif
J 89
Martial Resurgence 1
J 79
Mask Presence 1 swif
J 15
Masquerade 2 Illusion
C 41
Master Advisor 2 Skilled Advisor
GI 24
Master Defender 1
UR 29 Master Manipulator 2 Notorious, Skill Focus (Persuasion)*
Master Manipulator Get into Position,
GI 20 3 Advanced Planning swif
L 47 Master Mender 2 Expert Shaper
CR 40 Master Negotiator 2 Adept Negotiator
K 47 Master of Elegance 2 Dual or Single Weapon Flourish I, W
J 14 Master of the Great Hunt 1
CR 47 Master Slicer 2 Gimmick n
UR 30 Master's Orders 3 Impel Ally II* n
J 19 Masterwork Lightsaber 1 y
C 47 Maximize Cover 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
F 102 Mechanics Mastery 1

UR 23 Mechanized Rider 1 Trained in Ride & Pilot

SGD 26 Medical Analyzer 1 Medical droid, Trained in Know (life


F 102 Medical Droid 1

F 54 Medical Miracle 1 stan

L 31 Melee Assault 1

L 31 Melee Brute 1

L 31 Melee Opportunist 1

CR 52
Melee Smash 1
T 57
Mercenary's Determination 2 Mercenary's Grit free x
T 57
Mercenary's Grit 1 swif
T 57
Mercenary's Teamwork 2 Combined Fire*
J 18
Mind Probe 1 full
F 57
Mine Mastery 1
SV 14
Misplaced Loyalty 2 Dirty Tactics swif
K 39
Mobile Attack (lightsabers) 2 Multiattack Prof, Dual Weapon Maste
K 39
Mobile Attack (pistols) 2 Multiattack Proficiency (pistols), D
F 24
Mobile Combatant 1 swif
GW 20
Mobile Combatant 3 Forward Patrol*
J 83
Mobile Whirlwind 2 Seyugi Cyclone
F 47
Modification Specialist 1
T 13
Modify Poison 2 Malkite Techniques
J 17
Motion of the Future 2 Force Perception swif
L 55
Move Massive Object 2 Telekinetic Power, move ob x
F 52
Multiattack Proficiency 1
(advanced melee weapons)
K 47 Multiattack Proficiency 1
(advanced melee weapons)
K 45 Multiattack Proficiency (exotic 2 Exotic Weapons Master
weapons)
CR 212 Multiattack Proficiency (heavy 1
weapons)
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
CR 218 Multiattack proficiency 1
(lightsabers)
CR 216 Multiattack Proficiency (pistols) 1

L 41 Multiattack Proficiency (rifles) 1

CR 212 Multiattack Proficiency (rifles) 1

UR 30 Multiattack Proficiency (simple 1


weapons)
SV 29 Murderous Arts I 1
SV 29 Murderous Arts II 2 Murderous Arts I
J 18 Mystic Mastery 1
UR 30 Mystical Link 1 stan
F 54 Natural Healing 1
UR 33 Negate and Redirect 1 Negate energy, trained in Use the Fo
CR 218 Niman 1
GW 21 Nimble Dodge 1
K 27 No Escape 2 Opportunistic Strike

K 27 Noble Fencing Style 1 Deception & Persuasion trained


R 40 Noble Sacrifice 2 Recruit Enemy
F 45 Nonlethal Tactics 1
CR 208 Notorious 1 n
CR 210 Notorious 1 n
CR 208 Nowhere to Hide 1 y
SV 26 Nowhere to Run 4 Nowhere to Hide, Hunter's Target*
SGD 26 Nuanced 1
T 13 Numbing Poison 2 Malkite Techniques
UR 20 Oafish 1
L 45 Oath of Duty 1
R 45 Obscuring Defenses 2 Safe Zone

SGD 26 Observant 1
L 41 Old Faithful 1
SV 26 Omens 2 Findsman Ceremonies
SGD 26 On-Board System Link 1

CR 221 One for the Team 2 Deployment Tactics


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
R 43 Only the Finest 2 Black Market Buyer
SV 35 Opportunistic Defense 2 Uncanny Instincts
K 27 Opportunistic Strike 1
L 41 Opportunity Fire 1
L 41 Out of Harm's Way 1 move
UR 23 Out of Harm's Way 2 Harm's Way, trained reac
K 47 Out of Nowhere 1 Deception skill, We free
CR 221 Outmaneuver 3 Field Tactics* stan
SV 25 Outrun 1

UR 20 Outsider's Eye 1 Trained in the Perception skill.

UR 21 Outsider's Query 1 Trained in Persuasion


UR 29 Overcharged Shot 2 Expert Gunner swif

C 44 Overclocked Troops 2 Droid Defense swif


K 58 Past Visions 3 Visions
CR 53 Penetrating Attack 1 Weapon Focus
R 28 Perceptive Ambusher 2 Ambush Specialist
J 19 Perfect Attunement 2 Masterwork Lightsaber
J 18 Perfect Telepathy 1
SV 13 Persistent Haze 3 Force Haze*

K 27 Personal Affront 2 BAB +5, Noble Fenc reac

K 45 Personal Vendetta 1 swif

S 17 Personalized Modifications 1 stan


C 26 Phalanx 2 Watch Your Back
L 57 Phantasm 1 swif x
J 81 Physical Surge 1
SV 18 Pick a Fight 2 Cantina Brawler
UR 21 Piercing Hit 3 Acute Senses, Keen Shot

GW 31 Pinning Shot 2 Precision Shot


Pistol Duelist 1
GI 25 stan
J 75 Planetary Attunement 1 x
SGD 28 Power Boost 2 Power Surge
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
L 43 Power of Hatred 2 Incite Rage swif

CR 101 Power of the Dark Side 1 x


F 103 Power Supply 1
F 48 Power Surge 1 swif
F 26 Powerful Friends 3 Connections, Influential Friends
L 45 Praetoria Ishu 3 Block, Deflect
L 45 Praetoria Vonil 1 Weapon Focus (lightsabers)
R 24 Precise Redirect 3 Redirect Shot
L 27 Precision 1 stan

L 40 Precision Fire 1
L 47 Precision Implant 1 stan
GW 31 Precision Shot 1 Far Shot feat

J 75 Precognitive Meditation 1 x
C 45 Prepared Explosive 1
J 20 Prepared for Danger 1
CR 43 Presence 1 stan
F 52 Preserving Shot 1
SV 35 Preternatural Senses 1 reac
GW 18 Prime Targets 1
K 38 Primitive Block 2 Empower Weapon *
C 45 Problem Solver 1 swif
K 61 Progenitor's Call 1
C 23 Protection 2 Double Agent stan
C 57 Protective Reaction 2 Akk Dog Master
C 23 Protector Actions 2 Inspire Loyalty stan
F 103Protocol 1
GI 22 Prudent Escape 1
J 18 Psychic Citadel 1
J 18 Psychic Defenses 2 Psychic Citadel

C 53 Psychometry 2 farseeing, Force Perception

SV 30 Pulling the Strings 1 stan


SV 25 Punch Through 1
C 23 Punishing Protection 2 Inspire Loyalty, BAB+5
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
GW 33 Punishing Strike 1
F 45 Pursuit 1 Dex 13 n

SGD26 Quick Astrogation 1 Trained in Use Computer


UR 29 Quick Cuffs 1 Quick Draw swif
S 17 Quick Fix 1 Mechanics
J 19 Quick Modification 2 Masterwork Lightsaber

C 45 Quick Modifications 2 Tech Spec, Repairs on the Fly


L 30 Quick on Your Feet 1 reac
GW 19 Quick Strike 2 Cheap Trick

UR 23 Quick Study 2 Warrior's


CR 207 Quick Trigger 2 Awareness
Expert Gunner
K 60 Quickseeing 1 farseeing, Use the Fo free
UR 22 Quicktrap 3 Tripwire*
SV 33 Raider's Frenzy 1
SV 33 Raider's Surge 1 stan
CR 44 Rally 3 Distant Command* swif
CR 217 Ranged Disarm 1

SV 27 Ranged Flank 1 swif


UR 20 Rant 1 Trained in Persuasion
J 21 Rapid Alchemy 1 stan
C 40 Rapid Reload 1
K 26 Reactionary Attack 2 Born Leader, Persuasion
GI 22 Reactive Stealth 1 Trained in Stealth reac
L 58 Reading the Flame 2 Initiate of Vahl n
L 30 Ready and Willing 1
R 23 Reap Retribution 1

J 89 Rebound Leap 1
K 39 Rebuke the Dark 1
R 23 Recall 1
J 91 Recall Discblade 1 proficient discblade free

GW 22 Reckless 2 Tested in Battle


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
C 25 Reconnaissance Actions 2 Recon Team Leader stan
C 25 Reconnaissance Team Leader 1

R 41 Recruit Enemy 1
CR 41 Redirect Shot 2 Deflect, BAB +5
F 42 Reduce Defense 1
F 42 Reduce Mobility 1
J 18 Regimen Aptitude 1 Force Regimen Mastery

S 18 Regroup 1 Cha 13 stan


C 44 Reinforced Commands 2 Droid Defense
CR 208 Relentless 3 Hunter's Target*

CR 207 Relentless Pursuit 1 n


GI 21 Reliable Boon 1 x
R 45 Relocate 2 Safe Zone swif
SGD 28 Remote Attack 1 stan
K 25 Renew Vision 1 swif

C 39 Renowned Pilot 1

F 47 Repair Self 1

C 45 Repairs on the Fly 1


J 87 Repel Discord 1 reac x

J 83 Repelling Whirlwind 2 Seyugi Cyclone

F 28 Reset Initiative 3 Improved Initiative, Initiative*


CR 40 Resilience 1 full
L 47 Resilience Implant 1 stan
C 56 Resist Enervation 1 x
CR 41 Resist the Dark Side 2 Dark Side Sense
F 45 Respected Officer 1
GI 20 Retaliation 2 Advanced Planning
GW 21 Retaliation Jab 1
UR 31 Retreating Fire 1 *
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
C 24 Retribution 1
GI 25 Revealing Secrets 2 Detective
L 58 Revelation 1 stan
CR 101 Revenge 3 Dark Presence*
GI 23 Reverse Strength 1
Revolutionary Rhetoric 1
GI 22 stan
SV 15 Ricochet Shot 3 Knack, Lucky Shot

J 77 Ride the Current 1 reac *

L 41 Rifle Master 1
R 43 Right Gear for the Job 1
K 25 Riposte 2 Block, BAB +5 reac
UR 33 Rising Anger 1 Force Sensitivity, Dark Side score 1+
UR 33 Rising Panic 1 Force Sensitivity, Dark Side score 1+
R 25 Risk for Reward 2 Find Openings reac

UR 29 Roll Out 2 Elusive Dogfighter n

L 41 Roll With It 3 Take the Hit*


R 40 Run Interference 2 Escort Pilot reac
SV 29 Ruthless 1
F 29 Ruthless 2 Dirty Fighting

CR 208 Ruthless Negotiator 2 Notorious


C 46 Sabotage Device 1 swif
R 45 Safe Passage 2 Escort Fighter move
R 45 Safe Zone 1 stan
SV 33 Savage Reputation 2 Bloodthirsty

C 41 Scholarly Knowledge 1 swif n


SGD 26 Science Analyzer 1 Trained in Know (life sciences) & (ph
SGD 26 Scomp Link Slicer 3 Any 2 talents from Slicer tree
SGD 29 Scripted Routines 1 BAB +5
GW 31 Search and Destroy 1 Cha 13 move
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

PAGE MtR:
MtR: Must
Musttake
takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
F 54 Second Chance 2 Steady Under
Pressure
CR 52 Second Skin 2 Armored Defense
R 26 Second Strike 2 Blast Back free
F 27 Security Slicer 1 Mechanics
L 29 Seducer 1 y
C 25 Seek and Destroy 2 Hidden Eyes
GW 22 Seen It All 2 Tested in Battle,
L 29 Seize Object 1 Initiative move
L 27 Seize the Moment 2 Distress to Discord reac
SV 35 Seize the Moment 1
UR 20 Self-Reliant 1

J 20 Sense Deception 1

UR 19 Sense Primal Force 1

K 25 Sentinel Strike 1

K 25 Sentinel's Gambit 1 swif


C 22 Sentinel's Observation 1
F 49 Set for Stun 1 2swif
CR 218 Severing Strike 1
J 83 Seyugi Cyclone 1
L 58 Shadow Armor 2 Cloak of Shadow swif
SV 16 Shadow Striker 3 Hidden Movement* stan
L 58 Shadow Vision 1 swif
F 57 Shaped Explosion 2 Skilled Demolitionist
J 19 Share Force Secret 1 at least 1 Force Secr swif
J 20 Share Force Technique 1 at least 1 Technique swif
J 20 Share Talent 2 at least one talent f stan x

CR 210 Shared Notoriety 2 Notorious y


C 47 Shellshock 2 Soften the Target
SV 27 Shelter 2 Attract Minion
K 40 Sheltering Stance 3 Block or Deflect, Vigilance
K 29 Shield Expert 1 AP (light)

R 37 Shield Gauntlet Defense 2 Siang Lance Master reac


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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MtR?
TIER

ACT

FP?
TALENT PREREQ.
R 37 Shield Gauntlet Deflect 3 Shield Gauntlet Def reac

R 37 Shield Gauntlet Redirect 4 Shield Gauntlet Defense, Shield Gau

CR 218 Shien 2 Deflect, Redirect Shot


SV 29 Shift 1 move
CR 222 Shift Defense I 1 swif
CR 222 Shift Defense II 2 Shift Defense I swif
CR 222 Shift Defense III 3 Shift Defense I-II swif
C 53 Shift Sense 1 x
CR 219 Shii-Cho 3 Block, Deflect

L 41
Shoot from the Hip 1
J 14
Shoto Focus 1
J 19
Shoto Master 1
J 21
Shoto Pin 2 Block
C 40
Shoulder to Shoulder 1
GI 24
Shunt Damage 1
R 37 Siang Lance Mastery 1
F 93 Sickening Blast 1 Force blast
SV 17 Sidestep 2 Long Stride swif

F 42 Signature Item 1
UR 21 Silent Movement 1 Trained in Stealth
F 49 Silent Takedown 1 Stealth skill
J 79 Silicon Mind 1 reac x
UR 23 Simple Opportunity 1 WP (simple weapons)
J 89 Simultaneous Strike 1 BAB +5 stan
K 47 Single Weapon Flourish I 1 Double Attack, Weapon Finesse
K 47 Single Weapon Flourish II 3 Double Attack, Master of Elegance,

K 41 Sith Alchemy 3 Dark Side Adept & full x


J 21 Sith Alchemy 1

J 22 Sith Alchemy Specialist 2 Sith Alchemy x


C 56 Sith Reverence 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
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takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
F 50 Six Questions 2 Spynet Agent

GI 23 Sizing Up 1
GI 21 Skill Boon 1 Trained in skill
GI 21 Skill Confidence 2 Critical Skill Success*
F 48 Skill Conversion 1
CR 40 Skilled Advisor 1 full *
F 57 Skilled Demolitionist 1
L 47 Skilled Implanter 1 Biotech Surgery feat
GI 21 Skillful Recovery 1 Trained in skill
CR 46 Skirmisher 1

K 39 Slashing Charge 3 Block, Riposte, WF & WP (lightsaber


C 24 Slip By 1
GW 20 Slip By 1
K 27 Slippery Strike 2 Strike and Run reac

UR 31 Slowing Shot 2 Debilitating Shot *

F 45 Slowing Stun 1
GW 19 Sly Combatant 3 Cheap Trick, Easy stan
Prey
UR 29 Small Favor 2 Notorious, trained in Persuasion
SV 25 Small Target 1
L 41 Snap Shot 1
CR 46 Sneak Attack 1

SV 29 Sniping Assassin 1
SV 29 Sniping Marksman 2 Sniping Assassin
SV 29 Sniping Master 3 Sniping Marksman*
F 47 Soft Reset 1
J 81 Soft to Solid 1 reac x
C 47 Soften the Target 1 swif
CR 219 Sokan 2 Acrobatic Recovery
C 41 Soothe 1 Vital transfer

J 18 Soothing Presence 2 Charm Beast


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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MtR: Must
Musttake
takeReroll
Reroll

MtR?
TIER

ACT

FP?
TALENT PREREQ.
CR 219 Soresu 3 Block, Deflect
SV 15 Sow Confusion 2 Hesitate stan
CR 47 Spacehound 1
J 73 Spatial Integrity 1 reac x
L 47 Speed Implant 1 stan
UR 22 Speedclimber 3 Long Stride, Surefooted, Trained in
CR 44 Spontaneous Skill 2 Educated
C 25 Spotter 1 move

R 28 Spring the Trap 1


CR 50 Sprint 1
F 50 Spynet Agent 3 Bothan, or 2 talents from Infiltration
C 26 Squad Actions 2 Commanding Office stan
L 31 Squad Brutality 1
L 31 Squad Superiority 1
S 18 Squadron Maneuvers 2 Cha 13, any other Ac stan
S 18 Squadron Tactics 2 Wis 13, Starship Tact, Squadron Ma

L 42 Stalwart Subordinates 1
CR 47 Starship Raider 2 Spacehound
GW 33 Stava Expertise 1 y
L 42 Stay in the Fight 2 Stalwart Subordinat swif
R 41 Stay in the Fight 2 Recruit Enemy

F 54 Steady Under Pressure 1 n

L 42 Stealthy Withdrawal 2 Hasty Withdrawal


L 40 Steel Mind 1

F 24 Steel Resolve 1
CR 47 Stellar Warrior 2 Spacehound
C 26 Stick Together 2 Comrades in Arms move
J 87 Stifle Conflict 1
SV 18 Stinging Assault 2 Weapon Specialization
GW 21 Stinging Jab 1
L 28 Stolen Advantage 2 Cast Suspicion reac
T 81 Stolen Form 1 Any force technique, WF lightsabers
L 47 Strength Implant 1 stan
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TALENT PREREQ.
C 40 Strength in Numbers 1

L 45 Strength of the Empire 2 Knight's Morale


K 28 Strike and Run 1 reac
L 31 Strong Grab 1
L 40 Strong-Willed 1
F 57 Stun Turret 2 Blaster Turret I stan
GW 21 Stunning Shockboxer 2 Stinging Jab

CR 52 Stunning Strike 2 Melee Smash


C 24 Stymie 1 swif
SV 18 Sucker Punch 1
J 83 Sudden Storm 2 Seyugi Cyclone x
SV 15 Sudden Strike 3 Skirmisher, Sneak Attack
GW 19 Summon Aid 2 Get Down reac
SGD 26 Supervising Droid 3 Observant, 1 from
J 15 Suppress Force 2 Influence,
Influence Savant, mi reac
Inspiration or
CR 50 Surefooted 1 Leadership trees

SV 17 Surge 2 Long Stride swif

C 53 Surge of Light 1 swif


F 27 Surprise Strike 1
L 29 Surprising Weapons 1
UR 22 Surprisingly Quick 1 Skill Focus (Initiative)*
J 77 Surrender to the Current 1 swif
F 28 Surveillance 1 Perception full

R 26 Swerve 2 Fade Away reac


SGD28 Swift Droid 3 2 talents from Autonomy tree
CR 101 Swift Power 2 Power of the Dark Side
UR 31 Swift Shot 1
SV 17 Swift Strider 3 Sidestep*

L 58 Sword of Vahl 2 Initiate of Vahl


S 17 Synchronized Fire 2 Expert Gunner
CR 207 System Hit 2 Expert Gunner
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TALENT PREREQ.
CR 222 Tactical Edge 1 swif
GW 19 Tactical Savvy 2 Born Leader

SV 27 Tactical Superiority 1 2swif


SV 27 Tactical Withdraw 1 2swif
GW 33 Tae-Jitsu Expertise 1
SV 26 Tag 3 Hunter's Target*
K 39 Taint of the Dark Side 2 Dark Deception
L 41 Take the Hit 2 Bodyguard's Sacrifice
SV 33 Take Them Alive 1
F 45 Takedown 1
SGD 26 Talkdroid 1 Trained in Persuasion
SV 35 Tangle Up 2 Uncanny Instincts stan
SGD 27 Target Acquisition 1 swif
SGD 27 Target Lock 2 Target Acquisition
SV 26 Target Visions 2 Findsman Ceremonies
F 103 Targeting Package 1 2swif
SGD 28 Task Optimization 1
R 41 Team Recruiting 2 Recruit Enemy
C 46 Tech Savant 1 trained in Know (tec stan
CR 100 Telekinetic Power 1
F 88 Telekinetic Prodigy 2 Telekinetic Savant
L 40 Telekinetic Resistance 1
CR 100 Telekinetic Savant 1 swif
L 55 Telekinetic Stability 1 x
J 89 Telekinetic Strike 1
J 89 Telekinetic Throw 1 Throw feat
J 91 Telekinetic Vigilance 1 Intercept swif
K 53 Telepathic Influence 2 Telepathic Link*
J 18 Telepathic Intruder 1

K 53 Telepathic Link 1 Use the Force swif


J 83 Tempest Tossed 2 Seyugi Cyclone
SV 26 Temporal Awareness 2 Findsman Ceremonies
T 53 Teräs Käsi Basics 1 Martial Arts I
T 53 Teräs Käsi Mastery 2 MA I-III, Teras Kasi Basics
UR 23 Terrain Guidance 1 Trained in Ride swif
SV 27 Terrify 4 Inspire Fear II, Frig stan
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TALENT PREREQ.
GW 22 Tested in Battle 1
C 53 The Will to Resist 1 reac
C 24 Thrive on Chaos 2 Advantageous Opening
F 43 Thrown Lightsaber Mastery 3 Improved & Lightsaber Throw
J 85 Thunderclap 1 Bantha Rush, Force Training
CR 49 Total Concealment 3 Hidden Movement*
CR 53 Tough as Nails 1 swif
CR 47 Trace 1
F 28 Traceless Tampering 1

GW 21 Trailblazer 1 Trained in Survival swif


CR 219 Trakata 2 BAB +12, Weapon Sp 2swif

J 16 Transfer Essence 1 Dark Side Score = Wis


J 20 Transfer Power 1 Force Training feat stan
K 27 Transposing Strike 2 Noble Fencing Style, BAB +5
SV 32 Treacherous 3 Improved Soft Cover*

SGD 26 Triage Scan 1 Trained in Treat Inj stan

C 47 Triangulate 2 Enhanced Vision y


R 26 Trick Step 1 swif
CR 217 Trigger Work 1
UR 22 Tripwire 2 Jury-Rigger, trained stan

L 28 True Betrayal 3 Friend or Foe* stan


CR 44 Trust 3 Born Lead, Coordina stan
GI 20 Try Your Luck 1
UR 31 Turn the Tide 3 Command full
F 57 Turret Self-Destruct 2 Decision [[talent
Blaster Turret I
SV 28 Twin Shot 1 does
Dual not exist]],
Weapon Mastery I, Rapid Shot
Commander's
Prerogative*
J 21 Twin Weapon Mastery 1

J 21 Twin Weapon Style 1 stan


SV 14 Two-Faced 3 Misplaced Loyalty*
UR 30 Two-For-One Throw 1 Weapon Focus (simp stan
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TALENT PREREQ.
J 87 Tyia Adept 1 swif x
SGD 29 Ultra Resilient 1 reac
T 53 Unarmed Counterstrike 3 MA I-II, Unarmed Parry, Teras Kasi
T 53 Unarmed Parry 2 MA I-II, Teras Kasi Basics
CR 52 Unbalance Opponent 2 Expert Grappler
L 30 Unbalancing Adaptation 2 Adapt and Survive
C 42 Uncanny Defense 1

CR 49 Uncanny Dodge I 3 Improved Initiative*

CR 49 Uncanny Dodge II 4 Uncanny Dodge I*

SV 35 Uncanny Instincts 1
SV 15 Uncanny Luck 3 Knack, Lucky Shot
J 20 Unclouded Judgment 2 Sense Deception reac x
T 13 Undetectable Poison 2 Malkite Techniques
C 23 Undying Loyalty 2 Inspire Loyalty
SV 15 Unlikely Shot 3 Knack, Lucky Shot n

SV 14 Unreadable 1

C 26 Unrelenting Assault 2 Melee Smash

SV 27 Unsavory Reputation 5 Inspire Fear I-III, Notorious


C 22 Unseen Eyes 3 Force Haze*

F 43 Unsettling Presence 2 Force Interrogation stan x


K 45 Unstoppable 1

R 25 Unwavering Ally 1 swif


SV 27 Urgency 3 Impel Ally II* 3swif
CR 219 Vaapad 3 BAB +12, Juyo*
L 58 Vahl's Brand 2 Empower Weapon
L 58 Vahl's Flame 2 Initiate of Vahl swif
F 92 Vanish 1 swif
S 17 Vehicle Focus 1 Wis 13
F 102 Vehicle Mechanic 1 3swif
K 29 Vehicle Sneak 1 Pilot
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TALENT PREREQ.
C 46 Vehicular Boost 1 stan
CR 207 Vehicular Evasion 1
L 29 Veiled Biotech 1 Trained in Stealth
T 13 Vicious Poison 2 Malkite Techniques
C 56 Victorious Force Mastery 1
K 40 Vigilance 1 swif
C 24 Vindication 2 Retribution
SV 16 Virus 2 Electronic Sabotage*
K 24 Visionary Attack 2 WatchCircle Initiate reac

K 25 Visionary Defense 2 WatchCircle Initiate reac

CR 101 Visions 2 farseeing, Force Per swif x


J 17 Vital Encouragement 1 free
CR 46 Walk the Line 2 Disruptive stan
J 81 Wan-Shen Defense 1 proficient Wan-shen swif
J 81 Wan-Shen Kata 1 proficient Wan-shen
J 81 Wan-Shen Mastery 1 Proficient with the stan
L 41 Ward 1 swif
UR 23 Warrior's Awareness 1

UR 23 Warrior's Determination 1 reac *

UR 21 Wary 2 Outsider's Eye,


trained in
Perception
SV 26 Watch This 1
C 26 Watch Your Back 1
K 25 WatchCircle Initiate 1 Farseeing reac x
GW 21 Watchful Step 1
K 40 Watchman's Advance 2 Force Warning
K 61 Waveform 1 swif
K 28 Weak Point 3 Keen Shot* swif
CR 43 Weaken Resolve 2 Presence free

SV 15 Weakening Strike 2 Dastardly Attack


CR 44 Wealth 1
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend
BOOK

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TALENT PREREQ.
SV 27 Wealth of Allies 2 Attract Minion
C 40 Weapon Shift 2 Gun Club
CR 53 Weapon Specialization 1 Weapon Focus
J 91 Weapon Specialization 1 Weapon Focus, proficient discblade
(discblade)
CR 41 Weapon Specialization 1 Weapon Focus stan
(lightsabers)
SGD 27 Weapons Power Surge 1 free
C 40 Whirling Death 3 Unrelenting Assault*

J 77 White Current Adept 1


CR 224 Wicked Strike 2 Weapon Focus, Weapon Spex
J 18 Wild Sense 2 Charm Beast swif
K 43 Willful Resolve 1
F 25 Willpower 2 Inspire Confidence swif
J 85 Wind Vortex 1 swif x
S 17 Wingman 1 Wis 13 swif
R 40 Wingman Retribution 2 Escort Pilot reac
F 88 Wrath of the Dark Side 2 Power of the Dark Side
K 43 Wrong Decision 1
GW 33 Wrruushi Expertise 1

R 45 Zone of Recuperation 2 Safe Zone


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
if exceed Ref Def by 5 or more deal +1 die dam, per melee group Elite Trooper Melee Specialist
DC 20 Acrobatics to not fall prone Jedi Jedi Guardian
when you use Force Delay, grant 1 ally in 6sq & LOS to trade a move action for a stan action Force-Using Traditions Jal Shey
reroll Perception Scout Awareness
when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn Scout Versatility
with aid another on a Mechanics, Pilot or Use Computer add +5 not +2 Droid Second-Degree Droid
Persuasion check v. Will Def (+5 bonus if opp higher level), moves -1 CT, if at end, cannot attack unless Jedi Jedi Consular
attacked
reroll anyorforce
alliespower
attacked
as a full-round action Force-Using Traditions Dathomiri Witch
1/encounter adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter Shaper Implant
target moves -3 CT & needs rest or surgery)
if not surprised can use Spotter even in surprise round Scout Surveillance

Before combat, choose willing one ally in LOS, swap initiative results Noble Master of Intrigue
when ally or opponent in LOS rolls nat 1 on atk, make atk against single target Scoundrel Opportunist

opponent you're flanking is considered flat-footed Assassin Assassin


+5 Atk with Atk of Opp with melee Melee Duelist Melee Duelist
Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def Jedi Jedi Consular

when you damage an opponent with a Force power, opponent takes +2d6 dam at start of next turn Sith Apprentice Sith
when you damage an opponent with lightsaber, can take 10 on Persuasion checks Jedi Jedi Consular
1/enc make a free charge when you take a Second Wind Scout Unpredictable
your akk dog follower gains Powerful Charge feat Force-Using Traditions Korunnai Adept
gain 1 akk dog follower w/Power Attack feat, your force powers can target akk dog (one toward max) Force-Using Traditions Korunnai Adept

if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR, akk dog can charge (both Force-Using Traditions Korunnai Adept
-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 Infiltrator Infiltration
if you hit an opponent that has not yet acted, add +2 dice dam Elite Trooper Republic Commando
if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better Noble Disgrace
if not surprised you can treat first round of combat as surprise round to activate talents etc. In surprise round Soldier Ambusher
designate one enemy
1/rnd as reaction as prime
to enemy target
in LOS & +2 atk
moving, until
grant end in
1 ally of LOS
encounter
to move their spd as free Noble Anticipation
add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours Jedi Knight Jedi Instructor
Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def Imperial Knight Knight's Armor
max Dex bonus is +1 Soldier Armor Specialist

1/encounter add armor bonus to Ref Def to thresh until end of encounter Imperial Knight Knight's Armor
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BENEFIT CLASS TREE
also gain DR = 2 x armor's equipment bonus to Fort Def Imperial Knight Knight's Armor
Ref Def bonus = either heroic level or armor bonus Soldier Armor Specialist
when you use Ward add one-half your armor bonuses to ally's Ref Def Elite Trooper Protection
add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR Elite Trooper Mandalorian Warrior
treat as AP (heavy) Master Privateer Privateer
Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn, FP for end of enc Noble Exile
Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif Scoundrel Smuggling
1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other Noble Gambling Leader
DC15 Tactics, designate single object or creature, allies that can hear you, +d6 dam until next turn Officer Military Tactics
Lose competence bonuses on 1 skill to roll 2 dice keep better Noble Superior Skills
+2 all Def until end of encounter or until you attack Force Sensitive Light Side
may add Dex mod on damage or double Dex bonus if two-handed instead of Str Jedi Knight Lightsaber Forms
attracts nonheroic character 3/4 your level, multiple Crime Lord Mastermind
attracts nonheroic character 3/4 your level, multiple Master Privateer Privateer
Attract Minion with NH level = to your character level Crime Lord Mastermind
armor bonus +2, Dex bonus improves +1 Force-Using Traditions Jensaarai Defender
+1 Atk with melee weapon Force Adept Force Item
when you roll nat 20 on attack v. opp with Dark Side 1+ can activate any power with [light side] Force Sensitive Light Side

+5 on skill or grapple checks to all allies w/in 6 sq, can spend FP to negate an ally moved against will Force-Using Traditions Aing-Tii Monk
can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon Soldier Weapon Specialist

DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP Droid Commander Droid Commander
until end of encounter all squares within 2sq are difficult terrain for enemies Force Sensitive Alter
1/encounter turn a critical hit into a normal hit Scoundrel Fortune
1/turn when you flank treat them as flat-footed for 1 atk Scoundrel Misfortune
1/enc each: 1. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam, 2. swif grant allies w/in 12sq & Noble Exile
LOS
if you+5 Willup
move Def
CT,until
gainend
hpnext
= 5 +turn,
HL 3. w/Persuasion unfriendly or indifferent into ally for enc direct target as Force-Using Traditions Bando Gora Captain
swif
reroll Persuasion to haggle Scout Fringer
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp Soldier Commando

allies within 6 squares get +1 Atk for encounter if within 6 squares Jedi Jedi Guardian
1/enc each on mount: 1. if use mount as cover can make 1 atk, 2. if use mount as cover gain improved cover - Scout Mobile Scout
if failaid
first byas10stan
or more still get cover, 3. mount can make atk as swif not stan
not full Medic Advanced Medicine
when successfully use Treat Injury to administer First Aid target also moves +1 CT Soldier Veteran
with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon Soldier Brawler
can use mind trick on beast Int 2 or less, cannot perform or understand complex directions Force Sensitive Control
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mayspend
spend Use
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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 Force-Using Traditions Believer Disciple
each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac Noble Inspiration
1/encounter +5 bonus to one Def until start of your next turn Scoundrel Fortune
+1 die dam with Improvised Device Improviser Improviser
reroll Knowledge (life sciences) or Treat Injury to use or repair biotech Scoundrel Yuuzhan Vong Biotech
can make modifications in half time & half cost, can take 10 on Mechanics check Shaper Shaper
automatically locate black market merchant Improviser Procurement
1/rnd when damaged by area atk, make an atk v. source if have LOS & range Scout Unpredictable
with a single attack with an advanced melee weapon make a free pistol attack Master Privateer Privateer

treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus) Master Privateer Privateer
make full attack as stan if you attack with both Master Privateer Privateer
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent Saboteur Turret
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq Saboteur Turret

1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10, 3d8 dam fires twice, remote 12sq Saboteur Turret
When adjacent to two creatures gain concealment against non adjacent targets. Noble Master of Intrigue
Stealth replaces Deception for a deceptive appearance, considered trained Scout Spy

ignore penalties v. concealment or total concealment Gunslinger Gunslinger


with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2 Ace Pilot Expert Pilot
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated Jedi Lightsaber Combat
lightsaber,
perform coupaware and not
de grace as flat-footed,
move, if killFP forcoup
with adjacent character.
de grace all allies in LOS +2 Atk for encounter Master Privateer Piracy
push target 1 square if you exceed target's threshold Gunslinger Carbineer
ignore cover with character-scale ranged attacks aboard a starship or space station Master Privateer Privateer

add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease Force-Using Traditions Matukai Adept
until
1/turnend of encattack to attracted minion
redirect Crime Lord Mastermind

1/turn redirect attack to attracted minion, minion +Ref Def = half your class level Crime Lord Mastermind
1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker Crime Lord Mastermind
take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn Elite Trooper Protection
+1 CT & hp = their level if under half HP Noble Inspiration
if successfully Recruit Enemy, allies gain +2 atk until end of enc Officer Rebel Recruiter
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force point,*
point,*==may
mayspend
spend Use
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Prestige
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BENEFIT CLASS TREE
+5 to Mechanics checks for handling explosives & create frag grenade from spare parts Scoundrel Revolutionary
mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses Force Adept Beastwarden
once per encounter, all allies +1 Atk, if in LOS and if N conscious Noble Leadership
DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75% Infiltrator Bothan Spynet
ignore cover if you fire or throw a weapon with burst or splash Military Engineer Military Engineer
ignore threshold of doors & walls when using mines & non-grenade explosives Military Engineer Military Engineer
Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus Independent Droid Elite Droid
revivify on a target that has died a number of rounds = half heroic level Medic Advanced Medicine
if you do dam over thresh add +1 die dam Gladiator Gladiatorial Combat
reroll any damage dice that has a "1" as a result Force-Using Traditions Warden of the Sky
+1 die damage with razor & thud bugs Scoundrel Yuuzhan Vong Biotech
1/enc designate 1 target in you aimed at not in PB, with ranged atk target denied Ref to Def Gunslinger Sharpshooter
if adjacent to object that provides cover to target you can aim at target as move action Pathfinder Pathfinder
immune to Force detection for 1 hour, may use as a reac v. Sense Force Force-Using Traditions Agent of Ossus

expend a charge as an attack, treat as flame thrower, not while flying Soldier Rocket Jumper
double data sent in a rnd & cut Access Info time in half with Use Computer to find info Droid Second-Degree Droid
as Personal Vendetta but designate one opponent to be -5 Atk Gladiator Gladiatorial Combat
call & ignite a lightsaber you built as a free action if in LOS Jedi Knight Jedi Artisan
if flanked +2 on unarmed attack & damage Soldier Brawler
1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 CT & d8 hp & friendly Improviser Improviser
double carrying capacity & +5 to Str-based skill checks Droid Fifth-Degree Droid
one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn Noble Provocateur
Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn Noble Disgrace
transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL Sith Apprentice Sith Alchemy
1/enc each: 1. w/2nd Wind +1 CT & remove fear/mind effects & normal, 2. when hit & dam target over thresh Soldier Warrior
can
Atk Disarm v. target
vs. flanked as one
opp or free,denied
3. w/successful unarmed
Dex to Def, or melee
extra dam = 1d6atk
per(not
classlightsaber)
lvl (10d6 + dam = every 5 pts atk is
max Force Adept Dark Side Devotee
over Ref Def
+2 melee Atk & damage for rounds equal to 5 + Con mod, then move-1 CT, no patience Force Adept Dark Side Devotee
convert energy to activate any power in your suite Force Sensitive Control
move -1 CT to gain 1 Force Point until the end of your turn Force Adept Mystic
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply Force Adept Beastwarden
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply Force-Using Traditions Dathomiri Witch
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply Force-Using Traditions Felucian Shaman
once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range Scoundrel Run and Gun
when you use Deception to feint against an enemy w/in 6sq you can roll twice Scoundrel Brigand

once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS Jedi Jedi Consular
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BENEFIT CLASS TREE
may reroll Use the Force check to avoid detection Jedi Jedi Sentinel
when ramming take damage as though your ship is 2 sizes smaller, rammed ship is normal damage Ace Pilot Expert Pilot
until end of encounter when you move 3 sq from start you gain concealment from all targets Force-Using Traditions Disciple of Twilight
PB range increased by 5 sq, Short range begins 5 sq later but ends at same distance Gunslinger Carbineer
if you occupy the same space as a larger vehicle +5 cover bonus Ace Pilot Blockade Runner
1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent Jedi Jedi Guardian
Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit) Ace Pilot Expert Pilot
each follower gains PB Shot feat Scout Reconnaissance
mind-affecting effects must be rolled twice against you taking the lower result Force Adept Mystic
if adjacent or in same sq, +1 melee atk Elite Trooper Melee Specialist
other Force-users with farseeing can aid another as a reac within 6sq Jedi Jedi Consular

1/day use Mechanics to repair self instead of 1 hour Droid Fourth-Degree Droid
battle strike applies to the first attack you make each round until the end of the encounter Jedi Knight Jedi Weapon Master

+2 dam against targets damaged by an ally since end of your last turn Soldier Mercenary

designate single vehicle, object or creature in LOS, extra die for batteries every 2, not 3 on roll with tactical Officer Naval Officer
fire,
+1d6mayfire designate
dam to anyone weapon
force power orthat
battery to make
affects a single
a single targetattack
& catches it on fire Force-Using Traditions Shapers of Kro Var
treat animal as domesticated and can Ride Force-Using Traditions Dathomiri Witch
treat animal as domesticated and can Ride Force-Using Traditions Felucian Shaman
after surprise rnd take your turn before allies but must share talent (special quality, Commando, Leadership or Officer Military Tactics
Military Tactics),
gain 1 follower next
with APrnd return
feat & WP to (rifles),
normal spot in taken
can be Init order
max 3 times Soldier Squad Leader
each 1/enc make ranged or melee atk for 1. if hits all allies w/in 6sq +2 to all Def until end of next turn, or 2. if Noble Leadership
hits
onceall
perallies w/in 6sq
encounter all & LOS +2
enemies -2atk &Def,
Will damPersuasion
until end ofisnext
nowturn, or 3.
a class if dam target allies = Cha mod can
skill Soldier Mercenary
move halfencounter
once per spd as free
reroll one Wis Int or Cha based skill except Use the Force Corporate Agent Corporate Power
when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw Corporate Agent Corporate Power
Persuasion replaces Use Computer, considered trained Independent Droid Specialized Droid
reroll opposed Use Computer checks Independent Droid Specialized Droid
if within 3 sq of ally, +1 atk Soldier Trooper
with Use the Force to make a Deception check to conceal the effects of your Force use Force-Using Traditions Keetael
you can use Buried Presence or Vanish on one extra person Force-Using Traditions Agent of Ossus
1/round with unarmed, hold-out, dagger or vibrodagger reroll attack Infiltrator Infiltration

+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk Ace Pilot Wingman
1/encounter forgo extra move to atk, if hit & dam with melee you switch places with opponent Outlaw Outlaw
acquire equipment, CLx1000 credits, reduce black market multiplier by 1 Noble Lineage
FP?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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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 Force Sensitive Dark Side


1/enc move your speed when you fail an attack, skill, or opposed check Crime Lord Mastermind
autofire or Burst Fire penalty reduced to -2, if you brace, no penalty Elite Trooper Weapon Master
all allies in LOS get +1 with aid another, +5 max Noble Leadership
+2 damage when aiding your Dedicated Protector on an atk Soldier Commando
1 talent from Leadership tree stacks w/bonuses from others Noble Leadership
each follower gains Coordinated Attack feat Soldier Squad Leader

1/encounter Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies Corporate Agent Corporate Power
+2 on opposed unarmed melee attack roll v. lightsaber Imperial Knight Knight's Armor

can use Block with cortosis gauntlets, deactivates lightsabers on successful Block Jedi Lightsaber Combat
when you successfully parry lightsaber atk you may make immediate atk v. attacker Imperial Knight Knight's Armor
if fight defensively any adjacent creature provokes an attack of opportunity Soldier Brawler
brace autofire weapon with one swif if near an object that provides you with cover from target squares Enforcer Enforcement

when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO Jedi Jedi Guardian
with a ranged attack, allies w/in 6 squares get +1 Def until your next turn Soldier Commando
Gather Information checks against you are -5 Jedi Knight Jedi Refugee

Persuasion to intimidate 6sq cone not single target. Force Adept Imperial Inquisitor
Ref Def +2 when adjacent to obstacle or barrier Scoundrel Spacer
designate unaware target in 12sq, until next turn target may not make Perception against you Infiltrator Infiltration

if Atk moves ship down CT, target loses: hyperdrive, weapon, or communications Ace Pilot Gunner
on a Crit, can reduce target speed by half until fully healed Force Adept Dark Side Devotee
When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free Noble Superior Skills
Grab 2 adjacent targets at once Soldier Brawler
1/encounter reroll failed skill check with +2 Force Sensitive Guardian Spirit
if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter Soldier Weapon Specialist
if you feint in combat you can move half your speed Charlatan Trickery
each 1/enc after you Atk: if dam target -5 Ref, or target -2 spd, v. 2 opp w/in 2sq -5 Atk but 1 dam roll Scoundrel Misfortune
ignore cover (not total) with razor & thud bugs Scoundrel Yuuzhan Vong Biotech
add one modification from Tech Specialist of Improvised Device & does not affect value of item Improviser Improviser
FP?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
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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 Charlatan Trickery
When you disarm with a ranged attack, deal half damage Gunslinger Gunslinger
Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level) Jedi Jedi Sentinel
with attempts to sense you with force you can act as if Dark Side = Wis, Deception is a class skill Jedi Knight Jedi Shadow
life from creature w/in 6 squares, ranged Atk v. target's Fort Def, deals & heals d6 dam per class level Sith Apprentice Sith
life from 3 creatures w/in 12sq, 1/encounter UtF if = Fort target d6 dam per class level & you heal half if Sith Apprentice Sith
attack
you and fails target
allies takes
within half dam+1&Def
6 squares youuntil
heal end
that of
amount
encounter as long as conscious Force Sensitive Dark Side
increase Dark Side Score by one to stop moving down CT Force Sensitive Dark Side
once an encounter activate a force power as a reaction if targeted by dark side power Jedi Jedi Sentinel
+1 Atk v. Jedi Sith Apprentice Sith
reroll any Dark side skill Sith Apprentice Sith

damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1) Jedi Jedi Sentinel
1/encounter when you spend a Force Point & get a dark side point, treat the FP as if rolled the max Force-Using Traditions The Krath
reroll any Dark side skill Sith Apprentice Sith
1/encounter return one dark side power to suite without Force Point Force Sensitive Dark Side
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1) Jedi Jedi Sentinel
may reroll Use the Force check to sense Dark Side Jedi Jedi Sentinel
+2 on one Def against light-side powers Force Adept Dark Side Devotee
1/encounter with two pistols can move twice your speed & attack with each Gunslinger Pistoleer
Atk against opp denied Dex to Def moves -1 CT Scoundrel Misfortune
when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn Assassin Genohardan

aim before attacking moves target -1 CT if attack deals damage Gunslinger Gunslinger
Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained Force-Using Traditions Order of Shasa

1/enc
target each for &
in LOS Dedicated Protector:
6 squares, Deception 1. v.
swif to grant
Will, Evasion
remove Dex to&Def
if has Evasion
until dam is 1 die less, 2. move down Gunslinger
next turn Gunslinger
CT for ally as reac, 3. swift to gain flank on target if you are adjacent to both Soldier Commando
1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent Soldier 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 Spacer
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
1/encounter when you or vehicle is target of an atk, can force opponent to reroll, must take worse result Scout Hyperspace Explorer
FP?:
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must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
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Prestige
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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 Force-Using Traditions Believer Disciple
when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect Jedi Jedi Guardian
you & allies affected by Battle Med +2 Ref Def, you +1 on UtF to Block/Deflect for ea adjacent ally Jedi Knight Jedi Battlemaster
add class level to Will Def if someone tries to reprogram you Independent Droid Autonomy
unarmed & fight defensively make single unarmed atk as free against adjacent Soldier Shockboxer
all enemies treat your safe zone as difficult terrain Pathfinder Pathfinder

when you have benefit of cover spend 2 swif to treat as improved cover until next turn Soldier Commando

add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn Scout Versatility
negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated Jedi Lightsaber Combat
lightsaber, aware andPersuasion
once per encounter, not flat-footed,
if oppvs.
hasautofire
1/2 hp, =vs.1/2 or no
Will (+5damage spend alevel),
if opp higher Forcecannot
Point for an adjacent
attack unless Noble Influence
character.
attacked or allies attacked
using Mechanics skill to set explosives = +2 dice dam, take multiple and stack Soldier Commando
v. an enemy you just hit with melee atk, takes half dam & takes -5 Atk v. you until next turn, 1 per rnd Noble Fencing
with a crit target cannot move next turn Elite Trooper Critical Master
DC15 Tactics, allies +1 Atk vs. flanked, or +1 Def v. AoO next turn, Born Leader/Battle Analysis +2 Officer Military Tactics
1/encounter all allies w/in 12 sq & LOS may make an immediate atk at -5 Sith Apprentice Sith Commander
+1 die dam v. prime target until end of encounter Soldier Ambusher
DC to locate specific person with Gather Info is -10 & bribe amount & time are half Bounty Hunter Bounty Hunter
Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam Force-Using Traditions Felucian Shaman
opponent's damage threshold is 5 less, single weapon group Soldier Weapon Specialist

once per encounter, before making atk, add half level to dam not +1 Soldier Brawler

DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time Saboteur Sabotage
reroll opposed Use the Force check to conceal presence Jedi Knight Jedi Refugee

when prone gain concealment unless you move or stand Scout Camouflage
return one Force power to any ally within 6 sq & LOS (one ally spent) Jedi Knight Jedi Archivist
1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def Noble Gambling Leader
allow 1 droid to make Deception, Mechanics, Persuasion, Pilot, Ride, Treat Injury, or Use Computer check as Droid Commander Override
free, droid
allow replaces
1 droid mod
to move itswith
spd &your
useInt mod
Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with Droid Commander Override
your
once Int
per mod
encounter if you damage an opp reduce target's thresh by 2 for encounter Soldier Mercenary
1/encounter +4 flank bonus to allies in LOS to melee attacks Noble Disgrace
can use feint as 2swif against opp you threaten Melee Duelist Melee Duelist

When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient Soldier Brawler
ignore target's armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming Soldier Weapon Specialist
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
make area atk with discblade v. 3 targets if all in PB range, make 1 attack roll Force-Using Traditions Zeison Sha Warrior
area effect can exclude a number of targets = to Wis mod Force Sensitive Alter
1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth Officer Fugitive Commander
suppress morale and insight bonuses until your next turn to all in LOS Scoundrel Misfortune
does not lose Born Leader if out of LOS Noble Leadership
treat thrown discblade as pistol for range Force-Using Traditions Zeison Sha Warrior
any enemy w/in 3 sq -2 Will Def & -2 atk v. you Force Sensitive Guardian Spirit
if do dam, compare Atk to Will Def, if meet or exceed target -2 Ref Def until end of your turn Gladiator Gladiatorial Combat
1/encounter when ally attacked, your Deception check replaces their Def, if fail not used Charlatan Trickery

when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn Noble Provocateur

once per round if hit in melee, make an immediate attack against opponent Jedi Knight Lightsaber Forms

no penalty with vehicle weapons even if not pilot Ace Pilot Gunner

Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn Noble Master of Intrigue
when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally Noble Collaborator
1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh Outlaw Outlaw
once per encounter when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP Sith Apprentice Sith
drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down CT, DSP Force Sensitive Dark Side
1/rnd designate target not in PB, with successful ranged atk add your Dex mod to dam Gunslinger Sharpshooter
Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover Soldier Commando
Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS Bounty Hunter Bounty Hunter
all droid allies who can hear you, bonus to one Def = Int mod (you choose Def) Droid Commander Droid Commander
opponent is flat-footed against your next attack with a lightsaber before end of your next turn Force-Using Traditions Iron Knight
repair droids +1 hp for every point over Mechanics DC 20 Military Engineer Military Engineer
Mechanics v. droid's Will Def within 6sq, if successful droid can take only swif actions, 1 at a time Saboteur Sabotage

1/turn single droid ally in LOS gains hp = 10 + CL Droid Commander Droid Commander

add 2x Str bonus to melee damage rolls with a weapon in one hand Droid Fourth-Degree Droid

with 2 light melee or lightsabers & single atk with one you get free atk with other Melee Duelist Melee Duelist
with 2 light melee or lightsabers make full atk as stan as long as you use both weapons, 1 per turn Melee Duelist Melee Duelist
DC15 Treat Injury check to move adjacent living creature +1 CT Droid First-Degree Droid
each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk Scoundrel Fortune
first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 CT not multiple Droid Fifth-Degree Droid
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
create 3x3 sq difficult terrain around you & you ignore difficult terrain you create Force-Using Traditions Shapers of Kro Var
when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks Scoundrel Brigand
until end increase
unarmed of your next turn by 1
crit range Martial Arts Master Martial Arts Forms
use farseeing on a location & standing in location viewed, DC 20 + 1 per day into the past Jedi Knight Jedi Investigator
make Knowledge untrained Noble Lineage
Use Computer replaces Deception with forged documents Scoundrel Slicer
Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly Scoundrel Slicer
once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet Bounty Hunter Bounty Hunter
opposed pilot check, opponents in dogfight are -10 to Atk Ace Pilot Expert Pilot
if in a melee, ranged attacks are -10 not -5 Jedi Jedi Guardian
reroll Dark side skills/Use the Force, no longer able to use light side Force Adept Dark Side Devotee

allies automatically aid another Medic Advanced Medicine

+1 die damage Force-Using Traditions Kilian Ranger


+1 die damage Force Adept Force Item
when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations Noble Collaborator

trained in Mechanics, time reduced 25% when installing new systems to vehicle Noble Lineage
1 ally in LOS & has cover is considered to have improved cover as long as they still have cover Pathfinder Pathfinder
+10 Perception to avoid being surprised, spend FP to act in surprise round even if surprised Force-Using Traditions Baran Do Sage
take 10 on Dex based skill checks even if you normally could not Independent Droid Specialized Droid
Perception as swif not stan Vanguard Vanguard
When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks Soldier Brawler
1/turn one adjacent ally to aid another as reac to assist you if they have not aided already Jedi Jedi Consular
Use the Force v. Will Def of indifferent or better beast to perform a minor task within 30 sq, see J18 Force Adept Beastwarden
+5 Fort Def against environmental hazards Droid Fifth-Degree Droid
remove debilitating condition affecting you and return to normal, inc. up to top of CT Force Sensitive Control
1 adjacent ally if you move that ally moves & ends adjacent, can't exceed ally's move Pathfinder Pathfinder
+10 threshold of you and ally when adjacent to Colossal or smaller ally Ace Pilot Wingman
when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level Force Adept Mystic
when change attitude, adjust one additional step Droid Third-Degree Droid
if hit with area attack, take half or no damage Scout Survivor
all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects Improviser Procurement
when you roll a nat 2-7, treat as 8. Noble Superior Skills
proficient with any exotic weapon FEAT even if don't possess Elite Trooper Weapon Master
treats all exotic weapons as a single weapon group Gladiator Gladiatorial Combat
with Search Your Feelings can sense consequences 1 hour in future, spend FP for 8 hours, DP 24 hrs Force-Using Traditions Baran Do Sage
FP?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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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 Droid Commander Droid Commander
can mend a damaged or disabled biotech device as stan not full Shaper Shaper
each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp Soldier Brawler
+2 opposed Grapple checks Soldier Brawler

+1 Atk Ace Pilot Gunner


reroll Ride Scout Mobile Scout
reroll Treat Injury to repair or modify biotech Shaper Shaper
no penalty on Survival checks to track at normal speed Scout Awareness
when you use Assault Tactics, target takes cumulative -1 Ref Def each time damaged (max -5) Officer Military Tactics
when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn Jedi Jedi Guardian
during surprise rnd if make ranged atk v. surprised aim as free Scout Camouflage
weapon's crit range extended by 1 Elite Trooper Critical Master

weapon's crit range extended by 1 Elite Trooper Critical Master

weapon's crit range extended by 1 Elite Trooper Critical Master

threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp Elite Trooper Weapon Master
you can perform first aid one additional time a day on a target Medic Advanced Medicine
+5 Str check in same round Scout Survivor
increase blast radius by 1 square Saboteur Sabotage

+1 atk v. target if you do not have cover from target Noble Gambling Leader
1/turn when damaged by atk, move half speed with no Atk of Opp Scout Unpredictable
Stealth replaces Deception to create diversion to hide, +5 if trained in Deception Scout Espionage
all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot, Elite Trooper Squad Leader
have
applyLOS & befoe
familiar able
to to
2ndcommunicate)
target, spend single full-rnd observing if can see both Bounty Hunter Bounty Hunter

apply familiar foe to your Fort & Will Def Bounty Hunter Bounty Hunter
1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additional time/enc Ace Pilot Gunner
jury-rig = hp for vehicle = to result of Mechanics check Scoundrel Outlaw Tech

once per day take 20 on Deception check as stan when attempting to deceive Scoundrel Smuggling
1/encounter if minion down CT you can reduce by 1 & target regains hp = your HL, unless 0 hp Crime Lord Infamy
when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only) Soldier Mercenary
+5 Will vs. fear if in LOS and N conscious Noble Leadership
FP?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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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 Noble Collaborator
ignore all concealment for 1 minute Force Sensitive Sense
1/enc w/autofire atk treat atk as 6 sq cone, consumes 20 shots Elite Trooper Weapon Master
DC15 can detect presence, general strength, & origin of energy fields within 12sq, reduce shields by 5 Force-Using Traditions Luka Sene
DC15 Tactics, allies w/in 10 squares get +10 Cover bonus if in cover, until next turn Officer Military Tactics
1/encounter all allies in 6 sq heal hp = your HL Master Privateer Piracy
forgo extra swif action to aim with 1 swif on your next turn Outlaw Outlaw
if missed by an atk, +2 on next atk before end of next turn Scoundrel Recklessness
1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP Bounty Hunter Gand Findsman
can roll two dice for Perception to avoid surprise & keep better Bounty Hunter Gand Findsman

you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk Soldier Squad Leader
if flanked & with two pistols, attack flankers as stan instead of full, must attack two targets Gunslinger Pistoleer
designate single opp & move away +2 speed, no Atk of Opp from that opponent Scout Fringer
a number of vehicles = to your class level & LOS may move a number of squares = speed Officer Naval Officer
DC15 Tactics, designate single vehicle, allied gunners in LOS +1 die damage Officer Naval Officer
fly speed double land speed, ascend 1/2 speed, descend double speed, until next turn Force-Using Traditions Dathomiri Witch
UtF for Acrobatics & can reroll UtF if can reroll Acrobatics, spend FP to be one size larger w/grapple Force-Using Traditions Shapers of Kro Var
with a crit make an additional attack against a target in range, once per turn Elite Trooper Critical Master
multiple unarmed atk with full atk have penalty reduced by 2, can be taken multiple times Martial Arts Master Unarmed Mastery
1/encounter, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level) Noble Influence

1/encounter all allies w/in 12 sq & LOS move +2 CT but are -2 atk & skills for rounds = CL Sith Apprentice Sith Commander
reroll an attack against opponent with Dark Side score 1+ Force Sensitive Light Side

select a single Force power & if you use power spend Force Point to return all spent uses to suite Force Adept Force Item
if you damage opponent all allies within 3 sq gain +2 dam v. that target Soldier Trooper
when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed Soldier Mercenary
Use the Force replaces Use Computer to astrogate if you move object of sufficient size, no hyperdrive Force-Using Traditions Aing-Tii Monk
for rest of encounter: +1 Atk, +5 competence to skills or +1 Def Scoundrel Fortune

If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn Scoundrel Revolutionary
Use the Force -10 when someone uses Sense Surroundings to detect you Bounty Hunter Force Hunter
blocks electronic surveillance until next turn or spending standard action Force-Using Traditions Jensaarai Defender

expands bubble to number of creatures = to character level Force-Using Traditions Jensaarai Defender
FP?:
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must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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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 Force-Using Traditions Jal Shey
choose 1 sq w/in 12sq & LOS, treat as origin sq for next ranged energy atk, must have LOS to target Force-Using Traditions Blazing Chain

always add +3 to ranged attacks with a Force Point (+4 with d8s) Force-Using Traditions Keetael
designate one force power, remove one power for the designated power, you -1 CT for 1 min Force Sensitive Control
if you spend a Force Point to add to an attack roll, heal hp = Force Point result Force-Using Traditions Bando Gora Captain
when you roll a natural 1 on Atk or Use the Force roll gain +1 FP until end of encounter Force Sensitive Alter

DC15 Use the Force, regain one Force Power Force Sensitive Control
negates crit, take normal damage Jedi Knight Duelist
1/encounter activate a Force talent that requires a Force Point without spending one Force Sensitive Control
hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze Jedi Jedi Sentinel
sneak from Stealth from electronic devices, use same roll for Perception & Use Computer Force-Using Traditions White Current Adept
when you damage an opponent with a Force Power, Persuasion to intimidate Force Adept Imperial Inquisitor
Use the Force instead of Initiative, considered trained Jedi Jedi Guardian
when you spend a Force Point for a melee attack, add the roll to damage Force-Using Traditions Keetael
permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq Jedi Jedi Consular
UseForce replaces Perception avoid surprise/notice enemies/sense deception or influence, trained Force Sensitive Sense
Use the Force instead of Persuasion check, considered trained Jedi Jedi Consular
Use the Force instead of Pilot, considered trained Force Sensitive Sense
on a selected Force power, you may reroll Use the Force checks Force Adept Force Adept

with second wind, gain additional hp: d6 per Force Point possessed (10d6 max) Force Sensitive Control

when activating starship maneuver, reroll Pilot Check Force Sensitive Sense
can use Force Trance & receive vital transfer & gain additional hp = Cha mod (min 1) Force-Using Traditions Iron Knight
ally affected by Battle Med is reduced to 0 hp allows ally to take 2nd Wind as reac & falls uncon Jedi Knight Jedi Battlemaster
1/turn ally within 12 sq & LOS can take 2nd Wind if they have not already Force-Using Traditions Tyia Adept

if fail to rebuke, lessen affect by one step, only works with powers with variable effects Force Sensitive Control

+1 on one Def, can not remake for 24 hours, only one at a time Force Adept Force Item

if within 6 squares, can pull back as a swift action w/DC20 Use the Force Force Adept Force Item
Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained Force Adept Force Adept
FP?:
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spend force
force point,*
point,*==may
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spend Use
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BENEFIT CLASS TREE
Use the Force replaces Treat Injury, considered trained Jedi Knight Jedi Healer
the radius to which you can be detected is 10km not 100km Jedi Knight Jedi Refugee
allies w/in 12sq can reroll Init, if allies surprised but not you, 1 ally per your Wis mod not surprise Jedi Knight Jedi Watchman
with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter Jedi Jedi Guardian
reroll Initiative Check, natural 20 = regain Force Point Force Sensitive Sense
all allies w/in 12 sq +2 atk & dam for attacks of opportunity Noble Anticipation
all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less Elite Trooper Squad Leader
than
immunecl +to
Cha mod, must
disease, beand
poison on foot, have LOS & be able to communicate)
radiation Force Adept Force Adept
with a Critical, gain a standard free action, take before next turn or lose Scoundrel Fortune
at start of surprise round if you're not surprised designate 1 ally w/in 6 sq to retain Dex to Ref Def Scout Advance Patrol
1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits Noble Provocateur
if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll) Noble Collaborator
1/encounter force all enemies to move 1 sq away from one minion, no Atk of Opp Crime Lord Infamy

natural 20 on skill check = one extra Force Point for encounter Scout Fringer
all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have Elite Trooper Squad Leader
LOS
allow&1 be abletototake
droid communicate)
full atk & replace its mod with your Int mod Droid Commander Override
can take 10 to increase speed, all-out movement is x5 not x4 Ace Pilot Expert Pilot
1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based Noble Exile
skill check (other than Perception)
+2 Wisdom checks when gambling, take multiple times Scoundrel Fortune
1/encounter when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5) Soldier Brute Squad
Use the Force v. Will, detect Force sensitivity, force powers number, Force Points Force Sensitive Sense
when ally targeted by ranged atk, you allow them to drop prone as free action Noble Anticipation
1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac Noble Master of Intrigue
one of your followers +2 speed Scout Reconnaissance
1/encounter make melee Atk then move your speed away without Atk of Opp Assassin Assassin
if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you Scout Camouflage
issue routine command to a computer Scoundrel Slicer

do not take -5 when using grab action Soldier Brawler


if take dam from Force power +2 all Def against that power until end of encounter Jedi Jedi Sentinel
1/encounter grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS Officer Military Tactics
reduces range penalties by one range category, ex. short = PB Ace Pilot Gunner

+2 on all Def against light-side powers Force Adept Dark Side Devotee
with proficient weapon, lower damage threshold by 10 (replaces Devastating Atk) Elite Trooper Weapon Master
as Focused Force Talisman but Force Point does not count toward "one per turn" Force Adept Force Item
FP?:
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spend Use
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BENEFIT CLASS TREE
+1 on all Def Force Adept Force Item
with proficient weapon, lower DR by 10 (replaces Penetrating Atk) Elite Trooper Weapon Master
with proficient weapon, +1 Atk Elite Trooper Weapon Master
fira attack +1 Force-Using Traditions Order of Shasa
+1 Atk Jedi Knight Duelist
with proficient weapon, +2 damage Elite Trooper Weapon Master
+2 damage Jedi Knight Duelist
Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn Jedi Jedi Guardian
each 1/enc: 1. single ranged or melee atk & gain hp = Con score, or 2. Aid Another w/in 6 sq to atk add half cl Soldier Veteran
to
all ally's
alliesdam
w/inroll
6 sqifcan
atk roll
hits,Perception
or 3. singleifmelee
you doortaking
rangedthe
atkhighest
& gainresult
+2 dodge to Ref Def until next turn Officer Fugitive Commander
If you spend FP on skill roll and fail regain FP Noble Skill Challenge
with two pistols & attack, even if miss deal dam = half HL Gunslinger Pistoleer
your guardian spirit can tell you the immediate consequences of your actions, gain 1 bonus FP/day after 6 hrs Force Sensitive Guardian Spirit
rest
whentoyouimprove Force
dam opp power or activate
w/lightsaber, technique
target is or secret
-2 Atk against anyone but you Jedi Jedi Guardian
whenever you begin turn adjacent to target of Ward gain hp = your character level Elite Trooper Protection
show ally in LOS to ignore effect of difficult terrain until your next turn, not you Scout Hyperspace Explorer
allies adjacent to target you dealt dam +2 melee atk v. target Jedi Jedi Consular
use gun as melee weapon w/out penalty, with bayonet, acts as blade and club Soldier Brawler
with two pistols attack as if autofire even without, autofire penalties apply Gunslinger Pistoleer
if unarmed & holding no items double Str bonus on unarmed attacks Soldier Brawler
catch a Second Wind as a reaction not a swift action Soldier Commando
reduce target's DR by 1 for enc if hit with unarmed atk, does not stack Martial Arts Master Unarmed Mastery
reduce swif actions to move up CT by 1 Force-Using Traditions Believer Disciple

once per round, shield ally, any attacks targets you instead Soldier Commando
when you deal dam after aiming target can't use stan action to atk on their next turn Gunslinger Sharpshooter
1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS, each may withdraw as free Officer Fugitive Commander
can heal droids with vital transfer Force-Using Traditions Iron Knight
damage healed with vital transfer increase by 1 point per class level Jedi Knight Jedi Healer
1/turn designate 3x3 area w/in LOS, if a target moves in that area 1 ally in LOS can make Atk of Opp Noble Anticipation

can double Str bonus to melee & unarmed dam Droid Fifth-Degree Droid
add Cha bonus to Perception check Force Sensitive Sense
1/turn with aid another to adjacent ally on a skill check as a swif action not stan Droid Third-Degree Droid
Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn Scoundrel Misfortune
reroll any untrained skill check, mtr & 1/enc spend FP tor reroll any skill check & take better Independent Droid Elite Droid

snipe action of Stealth is swif not move Scout Hyperspace Explorer


FP?:
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BENEFIT CLASS TREE
if have concealment v. target, +5 Perception v. target Scout Surveillance
no penalty to Stealth at normal movement Scout Camouflage

if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif Scoundrel Smuggling
1/encounter within 2sq of cover or concealment can move to & make Stealth check as single move Scout Camouflage
DC 15 Use the Force to double Str bonus to next melee dam roll Force-Using Traditions Believer Disciple

1/encounter +1 die dam with grenade or explosive Elite Trooper Republic Commando
creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod Martial Arts Master Martial Arts Forms
allies take no or half dam from your area atk Scoundrel Recklessness
telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet Force-Using Traditions Felucian Shaman

1/enc move all squad members +1 CT (squad = you & # = or less than cl + Cha mod, must be on foot, have Elite Trooper Squad Leader
LOS
with a&successful
be able toattack
communicate)
of opportunity, you stop the target's movement ending its action Jedi Jedi Guardian
can use Mechanics instead of Use Computer to improve access, considered trained Scoundrel Outlaw Tech
hotwire processor +5 Int/Wis skill & +1 ranged atk, rounds = half level, move -1 CT after Independent Droid Specialized Droid
if benefit from cover you can increase cover by one step Scout Camouflage

if looking for hidden enemies, can make one atk v. one enemy you notice Scout Surveillance
aim before attacking moves -1 CT if attack deals damage Bounty Hunter Bounty Hunter
once per encounter, designate an opponent, +dam=to BH level Bounty Hunter Bounty Hunter
once a day, add class level to Atk, skill or ability roll Scoundrel Spacer
Pilot replaces Use the Computer for astrogate or operate sensors Scout Hyperspace Explorer
add Cha bonus not Wis bonus to Will Def Noble Ideologue
if you hit, give an ally a dam bonus = to their level Noble Inspiration
1/encounter ignore armor or equipment bonuses with melee atk Elite Trooper Melee Specialist
if damage more than DR, ignore DR Elite Trooper Master of Teras Kasi
reroll Persuasion when haggling for restricted, military or illegal goods Scoundrel Smuggling
Use the Force v. Will Def, see K52 or F87 or J14 Force Sensitive Alter
can see or hear as if you were standing in the space of your illusion if humanoid Force Sensitive Alter
swif to spend stored Force Point, can attune 1 item per 24 hours, only for you & one FP at a time Force-Using Traditions Jal Shey
applies to ally also, spend Force Point to all adjacent allies Force-Using Traditions White Current Adept
anyone attempting to move you involuntarily is -5 to their check/atk Jedi Jedi Guardian
if damage opp with piercing Atk, opponent -2 speed until end of your next turn Soldier Weapon Specialist
aid on Knowledge checks of ally within 6 sq if you're trained Jedi Knight Jedi Archivist
ally moves normal speed, must move immediately or wasted, can use 3 times a turn Crime Lord Mastermind

ally can make a standard or move action, immediately or wasted Crime Lord Mastermind
FP?:
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force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
ally can make a standard & move action, immediately or wasted Crime Lord Mastermind
if in cover, gain DR = CL provided you still have cover when they attack Vanguard Vanguard
Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/encounter lose stan action Corporate Agent Corporate Power
Persuasion 6sq cone v. Will target loses swif action on next & no full Corporate Agent Corporate Power
Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus Soldier Armor Specialist
do not have to move in straight line on attack run Ace Pilot Expert Pilot
activate Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack Jedi Jedi Guardian
when you damage an opponent, use Consular's Vitality as free action Jedi Jedi Consular

range increases to 12 squares, failure deals and heals 1/2 damage Sith Apprentice Sith
can use Search (Perception) as swif, always succeed when using Sense Surroundings (no roll needed) Force-Using Traditions Luka Sene
damage healed with vital transfer increase by 2 points per class level Jedi Knight Jedi Healer
reroll Initiative Scout Awareness
Jury-Rig as stan not full, do not have to make check to jury-rig & move up +3 steps not +2 Improviser Improviser
make a single ranged atk & compare to Ref Def of all targets in 6sq line, half on miss, DC20 return Jedi Knight Duelist
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their move action Assassin Genohardan

may attack in surprise round Gunslinger Gunslinger


can draw ignite & attack with lightsaber even if surprised, can draw & ignite lightsaber as free Jedi Knight Jedi Watchman
once per turn when you redirect an attack do not count the initial deflect penalty Jedi Knight Duelist
when you make a riposte do not count the initial block penalty Jedi Knight Duelist
increase damage dice to d8 not d6 Jedi Knight Jedi Shadow
can use Sentinel's Gambit an additional number of times per encounter = half class level Jedi Knight Jedi Shadow
if move at least 2 sq & in a different square +1 all Def Scoundrel Misfortune
use Sneak Attack for targets w/in 12 sq not 6 Scoundrel Misfortune
if adjacent to a creature, +2 Ref Def until your next turn or no longer adjacent Charlatan Trickery

reroll Stealth Scout Camouflage


if move opponent down CT with melee atk, target cannot take stan or full action its next turn Elite Trooper Melee Specialist
when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area Soldier Weapon Specialist
you and allies +1 on all defenses v. target Scout Spy
increase fly speed 2sq Soldier Rocket Jumper

same as Weaken but target keeps fleeing Noble Influence


DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with Improviser Improviser
item, destroyed
no penalty after 24 hours,
on improvised 1/day
weapons Jedi Knight Jedi Weapon Master
1/encounter all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter Sith Apprentice Sith Commander
can reroll Deception for a deceptive appearance Scout Spy
once per day, +5 CT, but not persistent conditions, can take multiple Soldier Commando
FP?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
immune to all mind-affecting effects 1 minute Force Sensitive Control
1/encounter can return 1 Force mind-affecting force power w/out FP Force Sensitive Alter
once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min Noble Lineage
weapon's DR doubled, lightsabers do not ignore, with Force Point on attack add 2xFP result to dam Force-Using Traditions Felucian Shaman
take half dam from heat or fire or no damage on a miss Force-Using Traditions Ember of Vahl
Deception v. Will Def in 6 sq & LOS target -5 Atk v. you until the start of your next turn Charlatan Trickery
+1 attack rolls & +1 die damage vs. Force Sensitives Force Adept Imperial Inquisitor
Use the Force replaces Knowledge if not trained, considered trained Jedi Knight Jedi Archivist
substitute Use the Force mod for ranged attack bonus until next turn Force-Using Traditions Agent of Ossus
1/turn one droid ally in LOS +Atk = 1/2 your CL, any in Networked Mind gains heuristic processor Droid Commander Droid Commander
all allies w/in sight, +1 Atk & skills for encounter or N unconscious Noble Inspiration
opponents of equal or lower level take -1 on Atk rolls, opposed skill checks, & Use the Force Crime Lord Infamy
-2 penalty Crime Lord Infamy
-5 penalty Crime Lord Infamy
ally makes skill check as move action, not standard Noble Inspiration
gain 1 follower with AP feat & trained in Perception, can be taken max 3 times Noble Loyal Protector
allies in LOS +2 Atk & skill checks v. your designated target Crime Lord Mastermind

ally's attack moves target 1 more down CT Noble Inspiration


Use the Force replaces Use Computer for astrogation Force Sensitive Sense
once per encounter for one ally within 6sq can use your skill modifier for a skill check (not Use Force) Noble Ideologue
when successfully Search Your Feelings gain FP & use before end of enc, if use w/unfavorable gain Dark Side Force Adept Force Adept
Point, if use & gain Dark Side Point gain 2 points
successful ram you take half from ram, if target is same size or smaller they cannot move next round Enforcer Enforcement
v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate Droid First-Degree Droid
1/enc can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't Scout Spy

1/encounter, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level) Noble Influence
if target is unaware of you, +1 die dam from ranged Vanguard Vanguard
with ion weapons +1 Atk & +1 die dam Master Privateer Privateer
DR10 against ion dam Independent Droid Autonomy
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 ion, you must be adjacent Saboteur Turret
after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree Officer Military Tactics
once per encounter, a single vehicle in LOS and immediate move action Officer Naval Officer
twice Lightsaber deflection bonus with two lightsabers Jedi Knight Lightsaber Forms
your Battle Meditation grants +2 to attack not +1 Jedi Knight Jedi Battlemaster
Fort & Will Def +1 & you deal +1 die dam against Force Sensitives Bounty Hunter Bounty Hunter
includes Acquire Equipment or Funds, Obtain Info, Receive Medical Attention, Secure Safe House Jedi Knight Jedi Refugee
FP?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
+2 speed if you end move adjacent to target Jedi Knight Jedi Investigator
activate as free, no Pilot check to land Soldier Rocket Jumper
once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw Soldier Rocket Jumper
armor does not reduce speed or distance moved Soldier Armor Specialist

when fighting defensively, may negate one more attack per round with Vehicular Combat Ace Pilot Expert Pilot
reroll Mechanics check to jury-rig Scout Fringer
1/enc: use Sneak of Stealth in plain sight & considered trained; reroll Deception when acting atypical Independent Droid Autonomy
1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def Droid Fourth-Degree Droid
restore +1d8 hp when use Repair of Mechanics & with aid another Improviser Procurement
once per encounter, single enemy in LOS, may reroll your first Atk roll, keeping best Jedi Knight Lightsaber Forms
no penalty vs. opponents in concealment (except total concealment) Scout Awareness
if you reduce your prime target to 0 hp, designate a new prime target Soldier Ambusher
once per encounter, vehicle avoids moving down CT Ace Pilot Expert Pilot
if you jury-rig vehicle moves -2 CT at end not -5 Scout Fringer
if you aid another to suppress an attack, the enemy takes -5 on its atk not -2 Soldier Commando
with Aid Another to suppress enemy, enemy takes -5 on all atk rolls until end of your next turn Gunslinger Gunslinger

make single melee atk v. within reach, if hits deal no damage but target must move/withdraw next turn Master Privateer Piracy
1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you Soldier Ambusher

when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO Scout Espionage
once a day, reroll skill check Scoundrel Fortune

when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn Imperial Knight Knight's Resolve
with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes Elite Trooper Critical Master
aim before attacking and knock target prone, no bigger than two size categories Gunslinger Gunslinger

target of Adversary Lore takes +1d6 dam from successful attacks Jedi Jedi Consular
select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25) Noble Ideologue
add Wis bonus to Ref Def if denied Dex Force-Using Traditions Baran Do Sage
Knowledge (galactic lore) DC15+CL for +2 one defense v. target Infiltrator Bothan Spynet
Knowledge (galactic lore) DC15+CL for crit +1 range v. target Infiltrator Bothan Spynet
Knowledge (galactic lore) DC15+CL for +2 atk v. target Infiltrator Bothan Spynet

aid an ally in 6sq on Use the Force Force-Using Traditions Jal Shey

Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level) Noble Ideologue
DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk Droid First-Degree Droid
FP?:
FP?: xx== must
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spend force
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spend Use
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BENEFIT CLASS TREE
reduce penalty for large illusions by one half (min -1) Force-Using Traditions The Krath
once per encounter treat damage from a Sith alchemical weapon as if you rolled max on Force Point Force-Using Traditions The Krath

once per encounter add 1 die dam or extend range 6sq, adds "dark side" to descriptor Force-Using Traditions The Krath

1/turn creature or droid damaged by unarmed atk, disarm as swif, do not take -5 if in two hands Martial Arts Master Martial Arts Forms
any enemy adjacent takes dam = your Str mod (min 1) if you can make Atk of Opp if you're in light or no Martial Arts Master Martial Arts Forms
armor
1/encounter you become immune to mind-affecting effects until your next turn, lose affects if choose Scoundrel Fortune
any ally who starts in your safe zone & then exits it, +2 atk Pathfinder Pathfinder
once per encounter when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter Noble Ideologue
any character that would benefit from shared talent: 1. DC -5, 2. +2 atk Def or dam, 3. reduce dam taken by 10 Officer Military Tactics
if you do not have cover from target you dam with ranged atk, allies +2 atk v. target & +5 opposed Initiative Noble Gambling Leader
checks
when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp Noble Fencing
When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge Noble Skill Challenge

When you fail check in skill challenge, next ally gains +2 with different skill Noble Skill Challenge
gunners on your ship add 1/2 your HL or 1/2 their HL to dam & treat crew as one level higher calculate your Officer Naval Officer
capital
one allyship's
w/in Ref Def
12 sq & as
LOSyour HL+1/2armor
that (round
is grabbed etc down)
& release if higher
them & can move half spd as reac w/no AoO Force-Using Traditions Aing-Tii Monk

1/encounter if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead Elite Trooper Protection
+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max Jedi Lightsaber Combat
when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp Bounty Hunter Force Hunter

1/encounter return 1 lightsaber form to suite w/out spending FP Jedi Knight Duelist
+2 Block & Deflect with a lightsaber you built Jedi Knight Jedi Artisan
if within 6 squares, can pull back as a swift action w/DC20 Use the Force Jedi Lightsaber Combat
1/enc target -1 CT & persistent condition Gunslinger Gunslinger
1 ally w/in 12 sq & LOS & trained in UtF, as long as w/in 12 sq can aid another as a reac, -5 other UtF Force Sensitive Alter
take up to -5 on Atk to give up to +5 Ref Def to ally in LOS Force-Using Traditions Jensaarai Defender

proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x Droid Fifth-Degree Droid
Str
whenbonus
you (min 1) & addopp
hit a moving Str that
bonus to dam
is one size larger or smaller with Atk of Opp, ends movement Gladiator Gladiatorial Combat
reduce DC for telepathy by half w/willing, reroll w/unwilling & keep better, FP = # of targets = Cha mod (min Force Adept Force Adept
2) w/single
move UtF check
+2 squares if wearing light or no armor Scout Fringer
+5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally Ace Pilot Wingman

gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy Noble Gambling Leader
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
once a day, reroll Atk roll Scoundrel Fortune
once an encounter can negate damage a single attack that would normally reduce you to 0 hp Scoundrel Fortune
1/encounter gain temp FP to spend w/ Luka Sene or Sense talents, to Search Feelings or Sense Force Force-Using Traditions Luka Sene
1/turn Deception v. Will Def of 1 enemy in 12 sq & LOS, target must move half its spd toward you but Scoundrel Recklessness
avoiding hazards
1/turn grant (stops
all droid move
allies if can't
in LOS to avoid hazard),indoes
take Recover notnot
2 swif provoke
3 Atk of Opp Droid Commander Droid Commander
lightsaber defense bonus increase by 2 (max of 5) Jedi Knight Lightsaber Forms
1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp Scoundrel Spacer

when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn Scoundrel Revolutionary
no penalty with improvised weapons Soldier Brawler
if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL & Scoundrel Malkite Poisoner
moves down CT,
if ally within poison attacks
6sq reduced to 0 hp,until
move it misses or cured
up to speed toward ally without Atk of Opp Soldier Brawler
once per encounter on your turn you move your speed as free before any other action Elite Trooper Mandalorian Warrior
once per encounter with more than one atk you can add one die for each successful hit Elite Trooper Mandalorian Warrior
once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter Elite Trooper Mandalorian Warrior
guardian spirit present for enc w/in 6 sq of you, as long as w/in 12 sq you: +1 atk, +2 UtF, +2 Will Def you can Force Sensitive Guardian Spirit
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 Assassin Genohardan
one force power no longer has dark or light side descriptor Force-Using Traditions Aing-Tii Monk

when you damage target with non-area atk, 1 ally in LOS treats target as if flat-footed Vanguard Vanguard
recover all Force powers on a nat 20 on an unarmed attack Force-Using Traditions Warden of the Sky
become immune to Sense Force & appear to be normal droid until you use the Force Force-Using Traditions Iron Knight
Use the Force = Deception for creating deceptive appearance Force Sensitive Alter
ally you use Skilled Advisor with gains Force Point to be spent before end of encounter Jedi Knight Jedi Archivist
fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk Ace Pilot Expert Pilot
w/successful persuasion check make 2nd Persuasion of any type Crime Lord Infamy
1/enc each: 1. ally w/in 5 sq & LOS +5 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 Noble Master of Intrigue
when you temporarily mend biotech using Treat Injury moves +4 CT and only -3 down at end Shaper Shaper
target moves -2 CT Jedi Jedi Consular
add Dex to melee dam with light melee weapon, double if two-handed Melee Duelist Melee Duelist
+1 atk & +1 die dam v. beast with Dark Side Score of 1+ Jedi Jedi Sentinel
reroll Use Computer checks to improve access to computers Scoundrel Slicer
ally can reroll any atk or check made on an action granted by you Crime Lord Mastermind
add one extra accessory, reroll one die of dam if you built, mentor another building (-5 their DC) Jedi Knight Jedi Artisan
if opponent use aim to negate cover, Stealth v. attacker's Initiative to retain cover Vanguard Vanguard
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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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 Droid First-Degree Droid
with a medpac for first aid, gain 2 hp for every point over DC instead of 1 Droid First-Degree Droid

DC20 Treat Injury on adjacent, target uses second wind even if above half hp Medic Advanced Medicine

with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone Soldier Brute Squad

w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn Soldier Brute Squad

1/encounter when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk Soldier Brute Squad

+1 dam on melee attacks Soldier Brawler


double your speed for 1 round, must wait 5 rounds between uses Soldier Mercenary
when affected by a debilitating condition, change penalty to bonus for 1 round, then move down CT Soldier Mercenary
+2 dam against targets damaged by an ally since end of your last turn (+10 max) Soldier Mercenary
touch & creature must have Int 3+, Use the Force v. Will Def if unwilling as Gather Info Force Adept Telepath
can place mine as stan not full Saboteur Sabotage
1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq Noble Disgrace
immediately after making a full atk with two lightsabers you may move your speed as free action Jedi Knight Jedi Battlemaster
immediately after making a full atk with two pistols you may move your speed as free action Gunslinger Gunslinger
when you end movement next to opponent & they withdraw, you can move with them Jedi Jedi Guardian
each 1/enc 1. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn, or 2. stan make Scout Advance Patrol
ranged
can moveor melee atk then
speed after move half
Whirlwind spd as free & no atk of opp, or 3. when damaged by atk move half spd as
Attack Force-Using Traditions Seyugi Dervish
reac & take
do not no atk
-5 of opp &when
penalty gain you
favorable
try to circumstances to 1st atk
modify or reprogram v. that enemy
yourself Independent Droid Autonomy
you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC Scoundrel Malkite Poisoner
uses farseeing from your suite, before end of your next turn force attacker to reroll atk & keep second Force Sensitive Sense
use move object to make area attack = L 2x2, H 3x3, G 4x4 C 6x6, compare Use the Force to Ref Def Force Sensitive Alter
reduce Atk penalty by 2 Master Privateer Privateer

reduce Atk penalty by 2 Melee Duelist Melee Duelist

reduce Atk penalty by 2 Gladiator Gladiatorial Combat

reduce Atk penalty by 2 Elite Trooper Weapon Master


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Prestige
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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 Assassin Assassin
if you hit an opponent you have "marked" +1d6 dam Assassin Assassin
when you gain a level you get bonus Force Points = number of Force Talents (6 max) Force Adept Mystic
DC30 UtF for 1 benefit as decided by GM: 1. Force power returned, 2. 1 FP for use before end of enc, 3. +1 Force Adept Force Adept
use
can of Force-related
make talent
Treat Injury or feat,
checks 4. roll
without +1 diekit
medical w/Force check substitutes
with natural & select highest die rolled Medic Advanced Medicine
when negate energy v. ranged redirect at enemy w/in 6sq, UtF v. Fort Def for half negated dam Force-Using Traditions Blazing Chain
+1 Ref and Will Def with lightsaber Jedi Knight Lightsaber Forms
if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker Soldier Shockboxer
when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn Scoundrel Run and Gun

can use Cha mod to replace Str mod with light melee or a lightsaber Noble Fencing
if recruited enemy is 0 hp or bottom of CT, you & all allies in LOS gain hp = 10 + your cl Officer Rebel Recruiter
with a stun weapon +1 Atk & +1 die dam Enforcer Enforcement
reroll Persuasion to Intimidate Bounty Hunter Bounty Hunter
reroll Persuasion checks to intimidate Crime Lord Infamy
reroll Gather Info to locate a specific individual Bounty Hunter Bounty Hunter
1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp Bounty Hunter Bounty Hunter
1/enc add Wis mod to Persuasion in addition your Cha mod Droid Third-Degree Droid
poisoned target denied Dex to Ref Def as long as it remains poisoned Scoundrel Malkite Poisoner
1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check Scoundrel Outsider
when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level Imperial Knight Knight's Resolve
-2 atk to enemies that fire into your safe zone Pathfinder Pathfinder

if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll Droid Third-Degree Droid
Trusty Sidearm also applies to any rifle or carbine Gunslinger Carbineer
when ally in 10 sq & LOS rolls a nat 1 or 20, you gain +2 Atk or +2 Ref Def until the end of your next Bounty Hunter Gand Findsman
reroute power or recharge shields as 2 swif not 3 Droid Second-Degree Droid

can take 1/2 or all dam for an adjacent ally an ally may take the same for you Officer Military Tactics
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
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Prestige
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BENEFIT CLASS TREE
can obtain modified items without increasing base value Improviser Procurement
1/encounter forgo extra move to add +5 to one Def until end of your next turn Outlaw Outlaw
1/encounter you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally Scoundrel Run and Gun
+2 on attacks of opportunity with rifles Gunslinger Carbineer
allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp Elite Trooper Protection
w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp Soldier Commando
once per encounter make an attack with light melee or lightsaber after a successful feint Melee Duelist Melee Duelist
DC 15 Tactics, enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def, opposed Officer Military Tactics
with all-out movement as the pilot +2 Ref Def Ace Pilot Blockade Runner

1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify Scoundrel Outsider
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 Scoundrel Outsider
time
+1 dieper encon next atk in same turn, weapon loses 1 die dam until full round passes
dam Ace Pilot Gunner

1/turn allow each of your networked allies to immediately move up to their speed Droid Commander Droid Commander
when using farseeing to look in the past, DCs are halved, can see within 6sq without a Force Point Force-Using Traditions Keetael
opponent's DR is 5 less, single weapon group Soldier Weapon Specialist
+5 Perception v. prime target until end of the encounter Soldier Ambusher
if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage Jedi Knight Jedi Artisan
you can communicate in full sentences & complete thoughts, subject no change Force Adept Telepath
if someone attacks, they lose concealment but no one else does Jedi Jedi Sentinel

once an encounter make a single melee Atk v. adjacent enemy who just damaged you Noble Fencing

taunt enemies within 12sq & LOS, they're -2 Atk on targets that are not you Gladiator Gladiatorial Combat

for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter Scoundrel Outlaw Tech
if you provide soft cover to an ally within 3 sq it is improved cover Soldier Trooper
with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. target Force-Using Traditions Disciple of Twilight
when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless Force-Using Traditions Matukai Adept
during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets Soldier Brawler
1/enc each w/melee or ranged as stan if hit & dam: 1. target loses its armor bonus to Ref Def & is flat-footed, Scout Master Scout
target must spend stan to adjust armor, 2. target -2 atk until end next turn & all creatures etc have concealment
from
whentarget, 3. target's
you deal dam afterspdaiming
-2 untiltarget's
end next
spdturn
reduced 2 sq & cannot take double move or run Gunslinger Sharpshooter

1/enc for each: 1. 1 atk target's thresh is half, 2. 1 atk as though aimed, 3. +4 Ref Def for 1 turn & make 1 atk Gunslinger Gunslinger
on new planet 10 min to acclimate & on planet +2 all Def against natural hazards, spd +1 sq, sense weather for Force-Using Traditions Baran Do Sage
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 Specialized Droid
FP?:
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spend force
force point,*
point,*==may
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spend Use
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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 Force Sensitive Dark Side
2 swif to recharge shields or reroute power, can act as power generator Droid Fifth-Degree Droid
surge +1 melee atk, +1 die melee dam & +2sq speed, rounds = half level, move -1 CT after Independent Droid Specialized Droid
once per encounter, take 20 on Persuasion check with no increase in time needed for check Noble Lineage
may use Block & Deflect to protect adjacent ally Imperial Knight Knight's Resolve
with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack Imperial Knight Knight's Resolve
whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam Jedi Lightsaber Combat
against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn) Jedi Lightsaber Combat

when you aim +5 difficulty to have your attack Deflected Bounty Hunter Force Hunter
1/encounter adjacent ally gains +1 atk Shaper Implant
at endyou
when of encounter target moves
aim gain benefit of PB -3 CTregardless
shot & needs rest or surgery
of range Gunslinger Sharpshooter

1/day spend 10 min & once later in day negate an attack as long as not nat 20, if don't use regain FP Force-Using Traditions Baran Do Sage
can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain Military Engineer Military Engineer
spend a remaining farseeing power to regain any other force power Jedi Knight Jedi Investigator
Persuasion as Intimidation as a standard action, not full-round Noble Influence
instead of destroying a vehicle you can disable it so it cannot move Master Privateer Privateer
1/encounter add half class level to one Defense Outlaw Outlaw
when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam Jedi Jedi Sentinel
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have Force Adept Force Item
empowered weapon,
1/turn one vehicle awareLOS
in your and who
not flat-footed, FP ignore
can hear you, for adjacent character
difficult terrain & +5 Pilot to avoid hazards Military Engineer Military Engineer
once per encounter Use the Force v. Will Def, move target down CT & they lose stan Force-Using Traditions Order of Shasa
Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn Noble Collaborator
when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog Force-Using Traditions Korunnai Adept
if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged Noble Loyal Protector
always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll) Droid Third-Degree Droid
When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO Scout Espionage
Will Def bonus = your class level Force Adept Telepath
when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1) Force Adept Telepath

can target object you hold, up to 5 years per level Force Sensitive Sense

Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v. Assassin Genohardan
if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5 Ace Pilot Blockade Runner
1/encounter as reac, follower can attack opponent if you're damaged by an attack or Force power Noble Loyal Protector
FP?:
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must spend
spend force
force point,*
point,*==may
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spend Use
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BENEFIT CLASS TREE
1/turn when you score an unarmed crit, make an immediate unarmed atk against target in reach, if you're in Martial Arts Master Unarmed Mastery
light or no armor
not restricted to a straight line when running & can reroll Endurance Enforcer Enforcement

cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full Droid Second-Degree Droid
w/successful grab can bind target to you or adjacent object, you & target -2 Ref Def while together Bounty Hunter Bounty Hunter
once per encounter jury-rig an object not disabled Scoundrel Outlaw Tech
spend 1 min removing an accessory & adding another on a lightsaber you built Jedi Knight Jedi Artisan

when you create a field-created weapon, add one modification at the time of creation Military Engineer Military Engineer
1/encounter move your speed Scout Versatility
during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. different Scoundrel Brigand
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 Soldier Warrior
can make Atk of Opp Ace Pilot Gunner
Use the Force against living creature w/in 12sq, remove farseeing, v. Will Def, for +2 Atk v. target Force-Using Traditions Luka Sene
use Tripwire as move not stan Scout Master Scout
1/round if you or ally in 6sq damages target, allies in LOS + dam to target = half class level Master Privateer Piracy
1/encounter Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc Master Privateer Piracy
once per encounter, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam Noble Leadership
can disarm with ranged weapon, does not provoke Atk of opp Gunslinger Gunslinger

if within 6 sq of target, you can be considered adjacent for purposes of flanking, single target Gunslinger Gunslinger
if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead, grant 1 ally to use move Noble Exile
immediately
+2 atk with melee weapon, 1/encounter lose bonus as free for +5 on single damage roll Sith Apprentice Sith Alchemy
retrieve energy cell/power pack and load weapon with single swif Elite Trooper Republic Commando
once per encounter, as a reac to attack, ally within 6sq can make immediate attack against attacker Noble Leadership
when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal Scout Espionage
reroll Use the Force to Search Your Feelings or farseeing Force-Using Traditions Ember of Vahl
you can take a readied action at the end of the current turn after opponent takes its action Scout Versatility
if take dam from Force power you deal +2 dam against that creature until end of encounter Jedi Jedi Sentinel

make Jump check as free when reduce opponent to 0 hp & can use surge Force-Using Traditions Warden of the Sky
if dark side power, roll two dice for rebuke attempt & take best Jedi Knight Jedi Shadow
regain 2 Force Powers when Force Point is spent to regain a power Jedi Jedi Consular
DC 15 Use the Force to recall discblade Force-Using Traditions Zeison Sha Warrior

add Wis mod to dam after a successful charge Soldier Veteran


FP?:
FP?: xx== must
must spend
spend force
force point,*
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mayspend
spend Use
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MtR:
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
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BENEFIT CLASS TREE
if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon Scout Reconnaissance
gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you Scout Reconnaissance

1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 CT & target Officer Rebel Recruiter
becomes
once ally & not
per round, friendly, if target
autofire is higher
or other level roll
projectiles; theynormal
get +5 weapon
Will Defdamage and apply your level bonus to it Jedi Lightsaber Combat
with a crit target -2 Ref Def until healed to full hp Elite Trooper Critical Master
with a crit target speed is halved until healed to full hp Elite Trooper Critical Master
+5 bonus on skill checks made to perform a Force Regimen Force Adept Mystic

once per encounter, move every ship in your squadron +1 CT Ace Pilot Squadron Leader
when you use an ability to grant a morale or insight bonus, increase by 1 Droid Commander Droid Commander
avoid moving down CT from designated opponent Bounty Hunter Bounty Hunter

may roll twice for Pilot check to initiate dogfight Ace Pilot Expert Pilot
Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher Noble Superior Skills
dismiss your safe zone & allies in your old safe zone +2 spd Pathfinder Pathfinder
allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod Droid Commander Override
once per encounter, can regain all expended uses of farseeing power Jedi Jedi Consular

allies within 6sq can reroll one Pilot check, keep best (once per ally) Ace Pilot Expert Pilot

when you repair yourself +1 additional hp for each point over DC Independent Droid Autonomy

Repair as stan, 1/day per droid, object or vehicle Military Engineer Military Engineer
when targeted by dark side power you can give penalty to their UtF = Dark Side score Force-Using Traditions Tyia Adept

+2 Ref Def v. target hit by Whirlwind Attack until start of your next turn Force-Using Traditions Seyugi Dervish

once per encounter after first full round can add +5 to Initiative Scout Awareness
move +2 CT Jedi Jedi Guardian
1/encounter adjacent ally gains +5 to thresh Shaper Implant
at end would
if you of encounter target CT,
move down moves -3 CT
spend & needs
Force Point rest or surgery
to negate movement Force-Using Traditions Bando Gora Captain
+5 Force bonus to all Def scores against Dark Side skills from dark force-user Jedi Jedi Sentinel
When you move
automatically down attitude
improve CT fromofdam exceeding character
an indifferent thresh, next atk before
to friendly endnoofcheck
with next turn moves target -1 CT if
required Enforcer Enforcement
takes dam Noble Master of Intrigue
if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach Soldier Shockboxer
away from pursuing target run or use 2 swif & make single -5 atk as part of move, FP to avoid -5 Gunslinger Gunslinger
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
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BENEFIT CLASS TREE
if enemy in LOS moves ally down CT, gain +2 Atk v. that enemy Scoundrel Opportunist
DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth Bounty Hunter Bounty Hunter
target loses concealment bonus to Ref Def if Use the Force beats Will Def Force-Using Traditions Disciple of Twilight
+2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS Force Sensitive Dark Side
successful grapple deals target's strength modifier as damage (min 1) Soldier Brawler

target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn Scoundrel Revolutionary
with ranged attack, move cover down one step & deal half damage Scoundrel Fortune

reaction to damage gain total concealment until end of your next turn & may take 2nd Wind if didn't Force-Using Traditions White Current Adept

treat rifles as accurate weapons & take no penalty firing at short range Gunslinger Carbineer
+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force) Improviser Procurement
once an encounter make a lightsaber attack v. opponent you Block (not v. area attacks) Jedi Lightsaber Combat
1/rnd as reac to ally taking dam or down CT +1 atk next atk (up to max +5) Force-Using Traditions Blazing Chain
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 Force-Using Traditions Blazing Chain
of CT not
1/turn unconscious
if you're damagedbut must
from flee
Atk offor 1 min
Opp, makeuntil movesatk
a single upv.CT
a target Scoundrel Recklessness

reroll Pilot to disengage from dogfight, if fail gunners do not take penalties to atk Ace Pilot Expert Pilot

if you take damage for an ally you gain DR = class level until end of your next turn Elite Trooper Protection
can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat Ace Pilot Wingman
1/encounter if you drop a foe to 0 hp or to bottom of CT take a bonus stan action Assassin Assassin
when you deal damage over thresh, +2 dam v. that target rest of encounter Soldier Mercenary

reroll Persuasion to haggle over a price of bounty Bounty Hunter Bounty Hunter
sabotage object with energy cell/power pack to become a grenade, can be turned back with swif Military Engineer Military Engineer
1/turn 1 ally in LOS move its speed as a reac, if a target makes an Atk of Opp v. ally you can make Atk of Opp Pathfinder Pathfinder
v.
4x4target
sq = safe zone, ally starting in safe zone +2 Fort & Will Def, cannot overlap another safe zone Pathfinder Pathfinder
all opponents in 6 sq -1 Atk Master Privateer Piracy

reroll Knowledge if you're trained in that Knowledge Jedi Knight Jedi Archivist
double Int mod to Knowledge (life sciences) & (physical sciences) checks Droid First-Degree Droid
1/enc: use Disable or Erase Program v. friendly or helpful, disabling/erasing in 5 min & DC15; if succeed on Droid Second-Degree Droid
opposed
1/enc: useUse Comp
a feat locks for
or talent other
atkuser
as 1out autoless;
action but apply
they can retry; as a Spirit
Independent reac keep hostile
bonus a 2ndcomputer from tracing
time; in combat add 1/2 Independent Droid Elite Droid
your
all location
cl tosquad
any skill that requires
members stan action
+2 Perception untilor lessturn
next but(squad
you must be trained
= you & # = or less than cl + Cha mod, must be on Elite Trooper Squad Leader
foot, have LOS & be able to communicate)
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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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 Soldier Armor Specialist
1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of Scout Unpredictable
uses = Dex bonus
can disable butwithout
security only once a round)
a security kit, something goes wrong if you fail by 10 not 5 Scoundrel Slicer
if fail Persuasion to change attitude, reroll with Deception Scoundrel Misfortune
if make charge against unaware target, target cannot make Perception check to notice you Scout Surveillance
characters using fear effects must roll twice & keep the lower result on any skill or atk rolls Soldier Veteran
1/encounter seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal Scoundrel Misfortune
1/turn when enemy to 0 hp or down CT, 1 ally in LOS to take 2nd Wind as free & add hp = CL Noble Provocateur
1/round when an ally dam an opponent you can take a swif action as a reac Outlaw Outlaw
1/enc use 1 talent from Inspiration tree on yourself Noble Exile

Use the Force replaces Will Def against Deception or Persuasion Jedi Knight Jedi Investigator

can use Sense Surroundings to detect targets 30sq radius, regardless of LOS Jedi Jedi Sentinel

when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam Jedi Jedi Sentinel

1/encounter enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn Jedi Jedi Sentinel
if have concealment v. target, can spend FP for +2 atk v. that target Jedi Jedi Sentinel
if stun dam over thresh target -3 CT not -2 Infiltrator Infiltration
if dam over current hp & threshold, then deal half dam, move down CT and sever Jedi Knight Duelist
if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn Force-Using Traditions Seyugi Dervish
+1 Force bonus to Ref Def until start of your next turn Force-Using Traditions Disciple of Twilight
each 1/enc after you Atk: if dam gain total conceal v., or if opp no Dex to Def or if you concealed & you dam Scout Camouflage
target can onlyvision,
gain low-light take swif next
lasts turn,ororuntil
5 min if you
endhave conceal +2
of encounter Atk or +5
whichever with total
comes first Force-Using Traditions Disciple of Twilight
blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq Saboteur Sabotage
1/turn grant use of Force Secret to ally w/in 12 sq & trained in Use the Force Jedi Knight Jedi Instructor
1/turn grant use of Force Technique to ally w/in 12 sq & trained in Use the Force, not FP Recovery Jedi Knight Jedi Instructor
1/day grant use of Lightsaber Combat or Forms, Duelist until end of enc if w/in 12 sq to allies = 1/2 cl Jedi Knight Jedi Instructor

minions may reroll Persuasion checks to Intimidate Crime Lord Infamy


if you damage target with area attack, target is flat-footed v. you until next turn Vanguard Vanguard
any cover bonus is +2 Ref Def if adjacent to minion Crime Lord Mastermind
may use Block or Deflect to protect adjacent without sending Force Point Jedi Knight Jedi Watchman
once per encounter spend swif to regain 10 SR to max on an active personal shield Soldier Armor Specialist

1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed Force-Using Traditions Kilian Ranger
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
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BENEFIT CLASS TREE
1/rnd negate ranged attack with Use the Force check, DC = Atk roll, must have activated gauntlet, aware and Force-Using Traditions Kilian Ranger
not flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for adjacent

with successful Deflect make ranged atk w/in 6 sq & LOS, not autofire Force-Using Traditions Kilian Ranger

+5 on ranged attack on deflected shot Jedi Knight Lightsaber Forms


move 1 square without an Atk of Opp Assassin Assassin
-2 one Def, +1 to another Def Officer Military Tactics
-5 one Def, +2 to another Def Officer Military Tactics
-5 two Defs, +5 to other Def Officer Military Tactics
gain low-light vision for 1 minute or the encounter whichever is longer Force Sensitive Sense
take only -2 penalty on your Use the Force check for each block or deflect in last turn Jedi Knight Lightsaber Forms

can always use rifles to make attacks of opportunity Gunslinger Carbineer


+2 atk with shoto or guard shoto if you wield a one-handed lightsaber Jedi Lightsaber Combat
one-handed lightsaber considered light with shoto, can activate Lightsaber Defense as free with shoto Jedi Knight Duelist
when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent Jedi Knight Jedi Weapon Master
if begin turn adjacent to ally, gain hp = HL Elite Trooper Republic Commando
1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally Ace Pilot Expert Pilot
treat siang lance as rifle, +1 atk & counts as Weapon Focus (rifles) Force-Using Traditions Kilian Ranger
if Use the Force of Force blast exceeds Fort Def, target moves -1 CT, you get Dark Side point Force-Using Traditions Felucian Shaman
reduce cost of diagonal move to 1 if in light or no armor Scout Fringer

with certain item +2 opposed skill checks, multiple items cumulative +1 Bounty Hunter Bounty Hunter
never suffer from unfavorable circumstances from environment w/Stealth, 1/rnd w/Stealth auto aid another 1 Scout Hyperspace Explorer
ally
if unaware target damaged, opp cannot speak or make other noises until end of your next turn Infiltrator Infiltration
gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn Force-Using Traditions Iron Knight
can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons) Soldier Warrior
make two unarmed attacks each against different targets Force-Using Traditions Warden of the Sky
with 1 light melee or lightsaber you can move your speed as a free action Melee Duelist Melee Duelist
with 1 light melee or lightsaber make full atk as stan, 1 per turn Melee Duelist Melee Duelist

Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use Sith Apprentice Sith
Create Sith Weapon - imbue
Amulet, Sith weapon
Armor, Sith with Sith alchemical
Talisman, weaponsee
or Sith Weapon, template
J21-22 (K79) Sith Apprentice Sith Alchemy

modify an item to gain Sith Alchemy traits, see J22 Sith Apprentice Sith Alchemy
+1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours Force-Using Traditions Believer Disciple
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
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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 Scout Espionage
increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12) Noble Superior Skills
nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod Noble Superior Skills
with reprogram, sacrifice one trained skill for +1 skill focus, once per reprogram Independent Droid Specialized Droid
ally gets +5 on skill check, Force Point = +10 Jedi Jedi Consular
set detonator as swif & does not go off if fail roll by 10 or more Saboteur Sabotage
when installing an implant the attack bonus is halved Shaper Shaper
When failing to get min result of check of 1 skill, gain FP only usable on that skill before end of enc Noble Superior Skills
if move 2 squares, +1 Atk until next turn Scoundrel Misfortune

1/enc with charge take no penalty on UtF for Block during the charge, applies to Riposte Jedi Knight Jedi Battlemaster
when you dam opponent you can move through that opponent's square, Atk of Opp as normal Scoundrel Opportunist
if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher Scout Camouflage
once per encounter designate an opp you just damaged cannot make attacks of opp until next turn Scoundrel Run and Gun

target's spd -2 until move to normal on CT or until end of enc & loses Dex to Def & flat-footed, spend FP for Gunslinger Gunslinger
-4sq or half whichever is greater
when you move target -1 CT their speed halved until removed Enforcer Enforcement
each 1/enc make ranged or melee atk for 1. if hits enemy -2 atk & dam until end of enc or 2. if deal dam enemy Scoundrel Brigand
gains persistent condition removed with DC25 Treat Injury/surgery or 3. atk v. adjacent to you or ally +2 dam
per
1/dayadjacent
DC25 ally
Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours Crime Lord Infamy
if you pilot a colossal or smaller vehicle, capital ships with -20 Atk = no crits unless you'd be hit normally (20 Ace Pilot Blockade Runner
+
doweapon's atk bonus)
not provoke attacks of opportunity when using aim with stock extended Gunslinger Carbineer
if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6 Scoundrel Misfortune

ranged attack not at point blank range add half class level to damage Assassin Assassin
1/encounter ranged attack not at point blank range ignore target's armor bonus to Ref Def Assassin Assassin
aim with 1 swif at a target not in point blank range Assassin Assassin
after 2 rounds of being disabled move +1 CT Independent Droid Autonomy
when damaged gain DR 10 until end of your next turn Force-Using Traditions Matukai Adept
when you damage target with ranged atk, 1 ally in LOS ignores target's DR & SR Vanguard Vanguard
take 10 on Acrobatics check to tumble even when distracted, each occupied square counts as 1 Jedi Knight Lightsaber Forms
use vital transfer to move target +1 CT not heal, you move -1 CT Jedi Knight Jedi Healer

shift unfriendly beast to indifferent automatically Force Adept Beastwarden


FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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BENEFIT CLASS TREE
reroll Use the Force for Block or Deflect Jedi Knight Lightsaber Forms
1/encounter Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn Scoundrel Misfortune
no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons Scoundrel Spacer
Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied Force-Using Traditions Aing-Tii Monk
1/encounter adjacent ally gains +2 spd Shaper Implant
at
noend of encounter
penalty target
when using moves -3 Climbing
Accelerated CT & needs rest or surgery
of Climb Scout Master Scout
once a day, make skill check trained, multiple per day Noble Lineage
Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target Scout Surveillance

if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware Soldier Ambusher
run up to five time speed Scout Survivor
Gather Info replaces Knowledge (galactic lore), considered trained Infiltrator Bothan Spynet
if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon Soldier Squad Leader
with melee atk against target with your allies adjacent reroll damage & keep best Soldier Brute Squad
with you & two allies adjacent to target, target is flat-footed Soldier Brute Squad
once per encounter, grant benefits of a talent to every ship in your squadron until end of enc. Ace Pilot Squadron Leader
once per encounter, grant a maneuver you use to every ship in your squadron next round Ace Pilot Squadron Leader

an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest Officer Fugitive Commander
+1 Atk aboard starship including personal weapons Scoundrel Spacer
when you grab an enemy they must make opposed grapple to break, if you initiate you can reroll, if you're in Martial Arts Master Martial Arts Forms
light
removeor no armor
1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level Officer Fugitive Commander
recruited enemy can immediately use second wind as a reac Officer 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 Officer Fugitive Commander
if you resist a mind-affecting Force power the user cannot use the same power against you again Bounty Hunter Force Hunter

melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB Jedi Jedi Sentinel
natural 20 on Atk roll = one extra Force Point for encounter Scoundrel Spacer
if an ally moves you can move before your next turn if you end within 3 sq of that ally Soldier Trooper
your force powers can deal stun dam Force-Using Traditions Tyia Adept
if damage opp with slashing Atk, opp -2 melee Atk until your next turn Soldier Weapon Specialist
if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn Soldier Shockboxer
when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit Noble Provocateur
choose a lightsaber form Sith Apprentice Sith
1/encounter adjacent ally gains +1 die dam Shaper Implant
at end of encounter target moves -3 CT & needs rest or surgery
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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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 Imperial Knight Knight's Resolve
once per encounter after you dam opp you can move your speed Scoundrel Run and Gun
when you grab an opponent they must use a full to break the grab not a stan Soldier Brawler
add your class level to Will Def v. Use the Force Bounty Hunter Force Hunter
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 stun, you must be adjacent Saboteur Turret
when you deal stun dam with unarmed atk, after dam is halved add +1 die dam Soldier Shockboxer

with damage in a melee attack, move -1 CT if damage beat threshold Soldier Brawler
1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn Scoundrel Misfortune
if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp Soldier Brawler
make Whirlwind Attack at end of charge not normal melee attack if using no weapons (gloves, etc) Force-Using Traditions Seyugi Dervish
deal sneak attack damage when you use Skirmisher Scoundrel Misfortune
1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy Noble Anticipation
1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3; as stan auto aid another droid Droid Third-Degree Droid
w/skill youtoare
mind trick trained in
convince if have
target theySkill
can'tFocus add
use the +5; asIntswif
Force, 3 &grant
w/in ally
12sq,1 swif that
UtF v. UtFit can immediately use as a Force Sensitive Alter
free
speed not reduced by difficult terrain Scout Survivor

1/encounter move up to your speed Scout Fringer

1/encounter return any [light side] power without spending Force Point Force Sensitive Light Side
if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw Scoundrel Smuggling
if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you Scoundrel Yuuzhan Vong Biotech
in surprise rnd if not surprised can take swif in addition to other action, if surprised can take swif Scout Master Scout
until end of encounter: can only use "you" Force Powers & 1/turn recover 1 spent power w/out FP Force-Using Traditions White Current Adept
Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS Scout Spy

1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex Scout Unpredictable
bonus
make abut only
swif oncea areaction
action round) after failing Deception or Stealth Independent Droid Autonomy
once a day, use a swift action instead of move or standard Force Sensitive Dark Side
1/enc make single ranged atk w/handheld weapon as swif not stan, cannot use remaining for atk Gunslinger Gunslinger
each 1/encounter: move your speed & +2 Ref Def until end of enc, or no Def penalty on charge, or move & +2 Scout Fringer
Ref Def v. Atk of Opp until next turn
+1 Force bonus to attacks with simple weapons Force-Using Traditions Ember of Vahl
once per encounter, treat attack with ally on with same target together vs. SR, DR & Threshold Ace Pilot Gunner
move vehicle additional step down CT Ace Pilot Gunner
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Prestige
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BENEFIT CLASS TREE
can use Assault, Deployment or Field Tactics as a swift action not move Officer Military Tactics
when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod Noble Leadership

select 2 allies, each moves 2 sq as reac w/out atk of opp Crime Lord Mastermind
all allies in LOS & within 6sq can withdraw as a swif until start of your next turn Crime Lord Mastermind
1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 CT Martial Arts Master Martial Arts Forms
if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn Bounty Hunter Bounty Hunter
add one dark side force power, once per encounter use that power without increasing Dark Side score Jedi Knight Jedi Shadow
if you take damage for an ally your damage threshold +5 Elite Trooper Protection
if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned Master Privateer Piracy
when you deal dam at end of charge, you knock target prone if opponent no more than 1 size larger Enforcer Enforcement
if ally is using Persuasion to change attitude that doesn't understand you add +2 Droid Third-Degree Droid
if non-area atk hits, can choose to do half damage and target loses its next move Outlaw Outlaw
1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS Droid Fourth-Degree Droid
auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth Droid Fourth-Degree Droid
1/encounter when an enemy moves within 6 sq can make Atk against as a reaction Bounty Hunter Gand Findsman
+2 Atk & damage on next PB or within reach attack if in LOS Droid Fourth-Degree Droid
1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used Droid Fifth-Degree Droid
can use Recruit Enemy when you or ally would deal dam to kill target instead of only you Officer Rebel Recruiter
increase speed of droid or vehicle if you occupy or are adjacent by 1 sq, 1 per round Military Engineer Military Engineer
w/natural 20 to use Force disarm, grip, slam, thrust or Move Object, reuse same power immediately Force Sensitive Alter
with Force Training & take move object, gain extra power from disarm, slam, thrust or move object Force Sensitive Alter
if you are moved by a Force power reduce the distance by half Bounty Hunter Force Hunter
once per encounter, return Force disarm, slam, thrust, or Move Object without Force Point Force Sensitive Alter
negate movement if being force against will Force Sensitive Control
add Force Point roll to damage & attack if unarmed Force-Using Traditions Warden of the Sky
with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach Force-Using Traditions Warden of the Sky
can return Intercept to suite without spending Force Point Force-Using Traditions Zeison Sha Warrior
when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP Force Sensitive Alter
if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. that target Force Adept Telepath

link within 1km can communicate as if speaking, 1/encounter may share Force power of target or you Force Sensitive Alter
can move target 1 sq if damaged by Whirlwind Attack, not if grabbed or grappled, no Atk of Opp Force-Using Traditions Seyugi Dervish
1/encounter when attacked you can move your speed Bounty Hunter Gand Findsman
deal additional die of damage Elite Trooper Master of Teras Kasi
only full-round actions unarmed, take full attack as standard action Elite Trooper Master of Teras Kasi
DC20 Ride to negate difficult terrain Scout Mobile Scout
Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled Crime Lord Infamy
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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MtR:
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
Prestigeclass)
class)
BENEFIT CLASS TREE
when you catch a Second Wind move +2 CT Soldier Veteran
1/turn if Will Def is targeted can replace Will with Use the Force check, you -5 UtF until end of next Force Sensitive Control
when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL Scoundrel Opportunist
any target struck by thrown lightsaber moves at half spd (round down) until your next turn Jedi Knight Duelist
if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk Force-Using Traditions Shapers of Kro Var
get total concealment in place of any concealment Scout Camouflage
catch a Second Wind one extra time Soldier Commando
can substitute Use Computer for Gather Info if you have computer access Scoundrel Slicer
automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5 Scout Spy

allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal Scout Advance Patrol
Deception to feint, shut off and reignite lightsaber Jedi Knight Lightsaber Forms

when you die become a dark side spirit & can possess others or enter an object, see J16 Force Sensitive Dark Side
spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS, lost if not used by end of enc Jedi Knight Jedi Instructor
when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp Noble Fencing
if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp Charlatan Trickery

DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on CT Droid First-Degree Droid

1/encounter if you and allies have LOS to same target you all can reroll one ranged attack Vanguard Vanguard
Initiative check v. enemy in LOS, loser is flat-footed v. other Scoundrel Recklessness
no penalty to Atk when using Rapid Shot Gunslinger Gunslinger
set trap 3sq wide, DC20 Mechanics & Deception to conceal, target DC10 Acrobatics to avoid, select 1 option: Scout Master Scout
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 Noble Provocateur
give up standard action to give 1 ally extra action next turn Noble Leadership
When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better Noble Skill Challenge
1/enc after first round Knowledge (tactics) v. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init Officer Military Tactics
at startself-destructs
turret of next round,at allies in LOS
0hp with 2sq can choose
radius to reroll
dealing its normal dam, you can disable if adjacent as reac Saboteur Turret
with two pistols, +2 dam if using Rapid Shot Gunslinger Pistoleer

you can move 2 squares between attacks without an attack of opportunity Jedi Knight Jedi Weapon Master

you can make an attack with both weapons or double-sided weapon against different targets Jedi Knight Jedi Weapon Master
each 1/enc after you atk: if same atks you atk/reac, or opp can't atk you, or +2 atk if they haven't atk Noble Disgrace
throw 2 weapons at same enemy or target sq w/one hand, separate atks -10 & weapons must be similar, range Elite Trooper Weapon Master
= 8sq
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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MtR:
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Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
Prestigeclass)
class)
BENEFIT CLASS TREE
ally in 12 sq & LOS takes dam you take half dam & ally takes half dam Force-Using Traditions Tyia Adept
1/enc increase dam thresh = Independent Droid level Independent Droid Elite Droid
if parry melee attack, can immediately make unarmed Atk as reaction against target Elite Trooper Master of Teras Kasi
fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others) Elite Trooper Master of Teras Kasi
one opponent loses Str bonus to melee attacks against you, not to damage Soldier Brawler
when you use Adapt & Survive, you deny the bonus to the enemy in LOS Scout Versatility
1/day add 1/2 officer class to all Def 1 round, must declare at beginning of your turn Officer Military Tactics

do not lose Dex bonus if flat-footed or attacked by hidden attacker Scout Awareness

cannot be flanked Scout Awareness

1/round if damaged move 1 sq as reac, no Atk of Opp Outlaw Outlaw


1/encounter a roll 16 or higher is considered a natural 20 Scoundrel Fortune
spend a Force Point to automatically negate a mind-affecting Force power or talent Jedi Knight Jedi Investigator
Treat Injury DC increases by 5 Scoundrel Malkite Poisoner
followers gain Toughness feat Noble Loyal Protector
1/encounter reroll damage of one attack Scoundrel Fortune

Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you Noble Disgrace

if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed Soldier Brawler

opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter Crime Lord Infamy
allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes Jedi Jedi Sentinel

Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter Force Adept Imperial Inquisitor
once per encounter an attack that would knock you down the CT is reduced by 1 step Gladiator Gladiatorial Combat

1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def Noble Leadership
1/encounter increase speed of allies in LOS by 2 Crime Lord Mastermind
Cri on 19-20, 19 not an auto hit Jedi Knight Lightsaber Forms
additional damage from an empowered weapon is considered fire damage Force-Using Traditions Ember of Vahl
+1d6 fire damage with melee weapons until the beginning of your next turn Force-Using Traditions Ember of Vahl
UtF v. Will Def to vanish from sight of one target in LOS, total concealment v. target until next turn Force-Using Traditions Agent of Ossus
+2 Atk with selected vehicle type, may take 10 on Pilot checks Ace Pilot Expert Pilot
1/day make DC 20 Mechanics restore d8 vehicle hp & +1 CT & 1 hp for every point over DC Droid Second-Degree Droid
treat your ship as two size categories smaller when attempting Stealth checks Scout Hyperspace Explorer
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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MtR:
MtR: Must
Musttake
takeReroll
Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
Prestigeclass)
class)
BENEFIT CLASS TREE
DC 15 Mechanics for hp = 5 x CL Military Engineer Military Engineer
if hit by area attack, take half or no damage, must be moving Ace Pilot Expert Pilot
+10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def Scoundrel Yuuzhan Vong Biotech
poisons used against a target get +2 Atk against Fort Def Scoundrel Malkite Poisoner
if an enemy you damaged in this encounter is at 0 hp, return one Force Power as free Force-Using Traditions Bando Gora Captain
one adjacent ally +1 Ref Def as long as they remain adjacent Jedi Knight Jedi Watchman
when an enemy you reduced to 0 hp or bottom of CT, your next atk is +1 die Scoundrel Opportunist
can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly Scoundrel Slicer
you or ally within 12sq if you miss an atk, UtF check over target's Will attacker can reroll Atk spend one Jedi Jedi Consular
farseeing, you -5 Use the Force until beginning of your next turn
you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you Jedi Jedi Consular
-5 Use the Force until beginning of your next turn
See into past or future with farseeing, max one year per your level Force Sensitive Sense
1/encounter you gain hp = 10 + 1/2 your HL Force Sensitive Guardian Spirit
enemies in LOS take -2 Def until your next turn Scoundrel Misfortune
+1 Ref Def v. melee if have wan-shen in hand & not flat-footed Force-Using Traditions Matukai Adept
treat wan-shen as Med weapon not Large, can Pin & Trip with wan-shen if wan-shen in hand Force-Using Traditions Matukai Adept
make 2 atk with wan-shen each against a different target if have wan-shen in hand Force-Using Traditions Matukai Adept
provide soft cover to 1 adjacent ally Elite Trooper Protection
when enemy makes unarmed/melee atk for 2nd time in enc v. you make Perception as reac to gain +1 Ref & Soldier Warrior
Fort Def v. for rest of enc, can switch targets by not using for 1 full rnd
1/enc ignore 1 non-Force effect, talent, skill or ability that exceeds Will Def, if spend FP ignore mind effect Soldier Warrior
even if Force
if enemy fails Stealth or Deception v. your Perception you can take move as reac, if multiple fail, your moves Scoundrel Outsider
cannot exceed Dex mod

can move into same space as frigate or larger without collision & can occupy same space Ace Pilot Blockade Runner
if you are adjacent to an ally you can't be flanked Soldier Trooper
Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects Jedi Jedi Consular
Perception replaces Initiative & considered trained in Initiative Scout Advance Patrol
when acting in surprise round you &allies take +1 move max Jedi Knight Jedi Watchman
add Cha mod to dam (min +1) to telekinetic Force power Force-Using Traditions Order of Shasa
once per encounter ignore DR of single target in LOS for the rest of your turn Scout Awareness
if deal dam over threshold, Persuasion as a free action v. Will, flees one min target can spend Force Point to Noble Influence
negate, or if target's level is higher
if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down CT Scoundrel Misfortune
every level, get credits class level x5000 Noble Lineage
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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MtR:
MtR: Must
Musttake
takeReroll
Reroll class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
class. (Example: Text Filter > Contains > "assassin" will list all talents available to the Assassin
Prestige
Prestigeclass)
class)
BENEFIT CLASS TREE
if minion killed, they are replaced by one of same level 24 hours later Crime Lord Mastermind
if use ranged weapon as melee weapon +2 melee atk Elite Trooper Republic Commando
+2 dam, single weapon group Soldier Weapon Specialist
+2 melee dam with discblade Force-Using Traditions Zeison Sha Warrior

+2 to melee damage Jedi Lightsaber Combat

1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 CT Droid Fourth-Degree Droid
any target adjacent takes dam = Str bonus with melee weapon Elite Trooper Melee Specialist

Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force Force-Using Traditions White Current Adept
Crit with a lightsaber, move target -2 CT Sith Apprentice Sith
1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours Force Adept Beastwarden
once per encounter negate the effect of a single attack or skill check v. Will Def Corporate Agent Corporate Power
once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS, not self Noble Inspiration
gain concealment & +2 Ref Def v. thrown weapons until end of encounter Force-Using Traditions Shapers of Kro Var
Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight Ace Pilot Expert Pilot
1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller) Ace Pilot Wingman
when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn Force Sensitive Dark Side
each time you're attacked opponent -2 Will Def until end of next turn Corporate Agent Corporate Power
1/turn when dam target with unarmed atk make atk v. Fort Def for target to take only 1 swif next turn, if you're Martial Arts Master Martial Arts Forms
in light or no armor
any ally who uses second wind in your Safe Zone gains additional hp = your cl Pathfinder Pathfinder
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Elite Trooper
Jedi
Force Disciple, Jedi Master, Sith Lord
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Scout
Droid
Jedi
Force Disciple, Jedi Master, Sith Lord

Shaper

Scout

Noble
Scoundrel

Assassin
Melee Duelist
Jedi

Sith Apprentice
Jedi
Scout
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Infiltrator
Elite Trooper
Charlatan, Noble
Soldier
Noble
Jedi Knight
Imperial Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Imperial Knight
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master

Force Disciple, Jedi Master, Sith Lord

Soldier, Weapon Specialist

Droid Commander
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Charlatan, Gunslinger, Scoundrel


Assassin, Bounty Hunter, Saboteur, Scoundrel

Noble
Force Disciple, Jedi Master, Sith Lord

Outlaw, Scout
Elite Trooper, Officer, Soldier

Jedi
Scout
Medic, Shaper
Soldier
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Assassin, Bounty Hunter, Saboteur, Scoundrel

Ace Pilot

Force Disciple, Jedi Master, Sith Lord

Droid Commander, Noble


Charlatan, Gunslinger, Scoundrel

Improviser
Scoundrel
Shaper
Improviser
Scout
Master Privateer

Master Privateer
Master Privateer
Saboteur
Saboteur

Saboteur
Noble
Infiltrator, Scout

Gunslinger
Ace Pilot
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Master Privateer
Gunslinger
Master Privateer

Force Disciple, Jedi Master, Sith Lord

Crime Lord

Crime Lord
Crime Lord
Elite Trooper
Droid Commander, Noble
Officer
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Scoundrel
Force Adept
Corporate Agent, Droid Commander, Noble, Officer

Infiltrator
Military Engineer
Military Engineer
Independent Droid
Medic, Shaper
Gladiator
Force Disciple, Jedi Master, Sith Lord

Scoundrel
Gunslinger
Pathfinder
Force Disciple, Jedi Master, Sith Lord

Soldier
Droid
Gladiator
Jedi Knight
Soldier
Improviser
Droid
Charlatan, Noble
Charlatan, Noble
Sith Apprentice
Soldier
Force Adept
Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept
Force Adept
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Scoundrel
Scoundrel

Jedi
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Jedi
Ace Pilot
Force Disciple, Jedi Master, Sith Lord

Gunslinger
Ace Pilot
Jedi
Ace Pilot
Scout
Force Adept
Elite Trooper
Jedi

Droid
Jedi Knight

Soldier

Officer
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Officer
Elite Trooper
Corporate Agent, Droid Commander, Noble, Officer

Soldier
Corporate Agent
Corporate Agent
Specialized Droid
Specialized Droid
Soldier
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Infiltrator

Ace Pilot
Outlaw
Corporate Agent, Noble
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Soldier


Corporate Agent, Droid Commander, Noble, Officer

Elite Trooper

Corporate Agent
Imperial Knight

Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Imperial Knight
Soldier
Enforcer

Jedi
Elite Trooper, Officer, Soldier
Jedi Knight

Force Adept
Ace Pilot, Master Privateer, Scoundrel

Infiltrator

Ace Pilot
Force Adept
Noble
Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Soldier, Weapon Specialist


Charlatan
Assassin, Bounty Hunter, Saboteur, Scoundrel

Scoundrel
Improviser
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Charlatan
Gunslinger
Jedi
Jedi Knight
Sith Apprentice
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Sith Apprentice
Sith Apprentice

Jedi
Force Disciple, Jedi Master, Sith Lord

Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Jedi
Force Adept
Gunslinger
Assassin, Bounty Hunter, Saboteur, Scoundrel

Assassin

Gunslinger
Force Disciple, Jedi Master, Sith Lord

Gunslinger
Elite Trooper, Officer, Soldier
Elite Trooper, Officer, Soldier
Ace Pilot, Master Privateer, Scoundrel

Scout
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord

Jedi
Jedi Knight
Independent Droid
Soldier
Pathfinder

Elite Trooper, Officer, Soldier

Scout
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Crime Lord, Noble


Elite Trooper, Officer, Soldier
Noble
Elite Trooper
Officer
Sith Apprentice
Soldier
Bounty Hunter
Force Disciple, Jedi Master, Sith Lord

Soldier, Weapon Specialist

Soldier

Saboteur
Jedi Knight

Elite Trooper, Infiltrator, Scout

Jedi Knight
Noble
Droid Commander
Droid Commander
Soldier
Charlatan, Noble
Melee Duelist
Soldier

Soldier, Weapon Specialist


are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Officer
Assassin, Bounty Hunter, Saboteur, Scoundrel

Corporate Agent, Droid Commander, Noble, Officer

Force Disciple, Jedi Master, Sith Lord


Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Gladiator
Charlatan

Charlatan, Noble

Jedi Knight

Ace Pilot

Noble
Noble
Outlaw
Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Gunslinger
Elite Trooper, Officer, Soldier
Bounty Hunter
Droid Commander
Force Disciple, Jedi Master, Sith Lord

Military Engineer
Saboteur

Droid Commander

Droid

Melee Duelist
Melee Duelist
Droid
Charlatan, Gunslinger, Scoundrel

Droid
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord

Scoundrel
Martial Arts Master
Jedi Knight
Corporate Agent, Noble
Improviser
Improviser
Bounty Hunter
Ace Pilot
Jedi
Force Adept

Medic, Shaper

Force Disciple, Jedi Master, Sith Lord

Force Adept
Noble

Corporate Agent, Noble


Pathfinder
Force Disciple, Jedi Master, Sith Lord

Specialized Droid
Vanguard
Soldier
Jedi
Force Adept
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Pathfinder
Ace Pilot
Force Adept
Droid
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard

Improviser
Noble
Elite Trooper
Gladiator
Force Disciple, Jedi Master, Sith Lord
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Droid Commander
Shaper
Soldier
Soldier

Ace Pilot
Scout
Shaper
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Officer
Jedi
Elite Trooper, Infiltrator, Scout

Elite Trooper

Elite Trooper

Elite Trooper

Elite Trooper
Medic, Shaper
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard

Saboteur

Noble
Scout
Scout
Elite Trooper
Bounty Hunter

Bounty Hunter
Ace Pilot
Improviser, Military Engineer, Scoundrel

Scoundrel
Crime Lord, Master Privateer
Soldier
Corporate Agent, Droid Commander, Noble, Officer
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Bounty Hunter

Noble
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Elite Trooper
Force Disciple, Jedi Master, Sith Lord

Officer
Master Privateer
Outlaw
Scoundrel
Bounty Hunter
Bounty Hunter

Elite Trooper
Gunslinger
Outlaw, Scout
Officer
Officer
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Elite Trooper
Martial Arts Master
Crime Lord, Noble

Sith Apprentice
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master

Force Adept
Soldier
Soldier
Force Disciple, Jedi Master, Sith Lord

Charlatan, Gunslinger, Scoundrel

Scoundrel

Bounty Hunter
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord


are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Sith Apprentice

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord


Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, Jedi Master, Sith Lord


Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Force Disciple, Jedi Master, Sith Lord

Force Adept
Jedi
Force Disciple, Jedi Master, Sith Lord

Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Force Disciple, Jedi Master, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept

Force Adept
Force Adept, Force Disciple
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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 Disciple
Charlatan, Gunslinger, Scoundrel

Scout
Charlatan, Noble
Noble
Crime Lord, Master Privateer

Outlaw, Scout
Elite Trooper
Droid Commander
Ace Pilot
Noble

Charlatan, Gunslinger, Scoundrel

Soldier
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Noble
Noble
Scout
Assassin
Elite Trooper, Infiltrator, Scout

Improviser

Soldier
Jedi
Officer
Ace Pilot

Force Adept
Elite Trooper
Force Adept
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Adept
Elite Trooper
Elite Trooper
Force Disciple, Jedi Master, Sith Lord
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Elite Trooper
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Soldier
Officer
Noble
Gunslinger
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi
Elite Trooper
Scout
Jedi
Soldier
Gunslinger
Soldier
Elite Trooper, Officer, Soldier
Martial Arts Master
Force Disciple, Jedi Master, Sith Lord

Elite Trooper, Officer, Soldier


Gunslinger
Officer
Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Noble

Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Droid
Assassin, Bounty Hunter, Saboteur, Scoundrel

Independent Droid

Scout
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Scout
Elite Trooper, Infiltrator, Scout

Scoundrel
Elite Trooper, Infiltrator, Scout
Force Disciple, Jedi Master, Sith Lord

Elite Trooper
Martial Arts Master
Scoundrel
Force Disciple, Jedi Master, Sith Lord

Elite Trooper
Jedi
Improviser, Military Engineer, Scoundrel

Specialized Droid
Elite Trooper, Infiltrator, Scout

Scout
Bounty Hunter
Bounty Hunter
Ace Pilot, Master Privateer, Scoundrel

Scout
Noble
Droid Commander, Noble
Elite Trooper
Elite Trooper, Martial Arts Master

Scoundrel
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Jedi
Soldier, Weapon Specialist
Jedi Knight
Crime Lord

Crime Lord
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Crime Lord
Vanguard
Corporate Agent
Corporate Agent
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Ace Pilot
Jedi
Jedi

Sith Apprentice
Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Improviser
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Assassin

Gunslinger
Jedi Knight
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight
Jedi Knight
Assassin, Bounty Hunter, Saboteur, Scoundrel

Assassin, Bounty Hunter, Saboteur, Scoundrel

Charlatan

Elite Trooper, Infiltrator, Scout

Elite Trooper
Soldier, Weapon Specialist
Infiltrator, Scout
Soldier

Crime Lord, Noble


Improviser
Jedi Knight
Sith Apprentice
Infiltrator, Scout
Elite Trooper, Officer, Soldier
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Charlatan
Force Adept
Jedi Knight
Force Disciple, Jedi Master, Sith Lord

Droid Commander
Droid Commander, Noble
Crime Lord, Master Privateer
Crime Lord, Master Privateer
Crime Lord, Master Privateer
Droid Commander, Noble
Noble
Crime Lord

Droid Commander, Noble


Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Noble
Force Adept, Force Disciple

Enforcer
Droid
Infiltrator, Scout

Crime Lord, Noble


Vanguard
Master Privateer
Independent Droid
Saboteur
Officer
Officer
Jedi Knight
Jedi Knight
Bounty Hunter
Jedi Knight
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Soldier
Gunslinger

Master Privateer
Soldier
Scout

Charlatan, Gunslinger, Scoundrel

Imperial Knight
Elite Trooper
Gunslinger

Jedi
Noble
Force Disciple, Jedi Master, Sith Lord

Infiltrator
Infiltrator
Infiltrator

Force Disciple, Jedi Master, Sith Lord

Noble
Droid
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Martial Arts Master


Martial Arts Master

Charlatan, Gunslinger, Scoundrel

Pathfinder
Noble
Officer
Noble
Noble
Noble
Noble

Officer
Force Disciple, Jedi Master, Sith Lord

Elite Trooper
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Bounty Hunter
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Gunslinger
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Droid
Gladiator
Force Adept, Force Disciple
Outlaw, Scout
Ace Pilot

Noble
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Charlatan, Gunslinger, Scoundrel
Charlatan, Gunslinger, Scoundrel
Force Disciple, Jedi Master, Sith Lord

Scoundrel
Droid Commander
Jedi Knight
Ace Pilot, Master Privateer, Scoundrel

Scoundrel

Soldier
Assassin, Scoundrel
Soldier
Elite Trooper
Elite Trooper
Elite Trooper
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Assassin
Force Disciple, Jedi Master, Sith Lord

Vanguard
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord


Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight
Ace Pilot
Crime Lord, Master Privateer
Noble

Shaper
Jedi
Melee Duelist
Jedi
Improviser
Crime Lord
Jedi Knight
Vanguard
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Independent Droid
Assassin, Scoundrel
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Master Privateer

Melee Duelist

Gladiator

Elite Trooper
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Gunslinger

Gunslinger

Elite Trooper

Elite Trooper

Assassin
Assassin
Force Adept
Force Adept, Force Disciple
Medic, Shaper
Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Soldier
Scoundrel

Noble
Officer
Enforcer
Bounty Hunter
Crime Lord, Master Privateer
Bounty Hunter
Bounty Hunter
Droid
Assassin, Scoundrel
Scoundrel
Imperial Knight
Pathfinder

Droid
Gunslinger
Bounty Hunter
Droid

Officer
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Improviser
Outlaw
Scoundrel
Gunslinger
Elite Trooper
Elite Trooper, Officer, Soldier
Melee Duelist
Officer
Ace Pilot

Scoundrel

Scoundrel
Ace Pilot

Droid Commander
Force Disciple, Jedi Master, Sith Lord

Soldier, Weapon Specialist


Soldier
Jedi Knight
Force Adept
Jedi

Noble

Gladiator

Improviser, Military Engineer, Scoundrel

Soldier
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Soldier
Scout

Gunslinger
Gunslinger

Force Disciple, Jedi Master, Sith Lord

Specialized Droid
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Military Engineer
Jedi Knight
Crime Lord, Noble
Master Privateer
Outlaw
Jedi
Force Adept
Military Engineer
Force Disciple, Jedi Master, Sith Lord

Noble
Force Disciple, Jedi Master, Sith Lord

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
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Martial Arts Master
Enforcer

Droid
Bounty Hunter
Improviser, Military Engineer, Scoundrel

Jedi Knight

Military Engineer
Scout
Scoundrel

Soldier
Ace Pilot
Force Disciple, Jedi Master, Sith Lord

Scout
Master Privateer
Master Privateer
Corporate Agent, Droid Commander, Noble, Officer

Gunslinger

Gunslinger
Noble
Sith Apprentice
Elite Trooper
Corporate Agent, Droid Commander, Noble, Officer

Scout
Force Disciple, Jedi Master, Sith Lord

Scout
Jedi

Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Jedi
Force Disciple, Jedi Master, Sith Lord

Soldier
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Jedi
Shaper
Force Disciple, Jedi Master, Sith Lord

Jedi
Enforcer
Noble
Soldier
Gunslinger
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Scoundrel
Bounty Hunter
Force Disciple, Jedi Master, Sith Lord
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Soldier
Scoundrel

Charlatan, Gunslinger, Scoundrel

Force Disciple, Jedi Master, Sith Lord

Gunslinger
Improviser
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Scoundrel

Ace Pilot

Elite Trooper
Ace Pilot
Assassin
Soldier

Bounty Hunter
Military Engineer
Pathfinder
Pathfinder
Master Privateer

Jedi Knight
Droid
Droid
Independent Droid
Elite Trooper
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Medic, Shaper
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Scout
Improviser
Assassin, Bounty Hunter, Saboteur, Scoundrel

Scout
Soldier
Assassin, Bounty Hunter, Saboteur, Scoundrel

Charlatan, Noble
Outlaw
Noble

Jedi Knight

Jedi

Jedi

Jedi
Jedi
Infiltrator
Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Elite Trooper, Infiltrator, Scout


Force Disciple, Jedi Master, Sith Lord

Saboteur
Jedi Knight
Jedi Knight
Jedi Knight

Crime Lord, Master Privateer


Vanguard
Crime Lord
Jedi Knight
Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier

Force Disciple, Jedi Master, Sith Lord


are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Assassin
Officer
Officer
Officer
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight

Gunslinger
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight
Elite Trooper
Ace Pilot
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Outlaw, Scout

Bounty Hunter
Scout
Infiltrator
Force Disciple, Jedi Master, Sith Lord

Soldier
Force Disciple, Jedi Master, Sith Lord

Melee Duelist
Melee Duelist

Sith Apprentice
Sith Apprentice

Sith Apprentice
Force Disciple, Jedi Master, Sith Lord
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Infiltrator

Scout
Noble
Noble
Specialized Droid
Jedi
Saboteur
Shaper
Noble
Assassin, Bounty Hunter, Saboteur, Scoundrel

Jedi Knight
Scoundrel
Elite Trooper, Infiltrator, Scout

Scoundrel

Gunslinger

Enforcer
Scoundrel

Crime Lord, Master Privateer


Ace Pilot
Gunslinger
Assassin, Bounty Hunter, Saboteur, Scoundrel

Assassin
Assassin
Assassin
Independent Droid
Force Disciple, Jedi Master, Sith Lord

Vanguard
Jedi Knight
Jedi Knight

Force Adept
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Jedi Knight
Assassin, Bounty Hunter, Saboteur, Scoundrel

Ace Pilot, Master Privateer, Scoundrel

Force Disciple, Jedi Master, Sith Lord

Shaper
Scout
Corporate Agent, Noble
Scout

Soldier
Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard

Infiltrator
Elite Trooper
Soldier
Soldier
Ace Pilot
Ace Pilot

Officer
Ace Pilot, Master Privateer, Scoundrel

Martial Arts Master


Officer
Officer

Medic, Shaper

Officer
Bounty Hunter

Jedi
Ace Pilot, Master Privateer, Scoundrel

Soldier
Force Disciple, Jedi Master, Sith Lord

Soldier, Weapon Specialist


Soldier
Charlatan, Noble
Sith Apprentice
Shaper
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Elite Trooper

Imperial Knight
Scoundrel
Soldier
Bounty Hunter
Saboteur
Soldier

Soldier
Assassin, Bounty Hunter, Saboteur, Scoundrel

Soldier
Force Disciple, Jedi Master, Sith Lord
Assassin, Bounty Hunter, Saboteur, Scoundrel

Noble
Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard

Outlaw, Scout
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master

Scoundrel
Scoundrel
Scout
Force Disciple, Jedi Master, Sith Lord

Infiltrator, Scout

Scout
Independent Droid
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Gunslinger
Outlaw, Scout

Force Disciple, Jedi Master, Sith Lord

Ace Pilot
Ace Pilot
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord


Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Bounty Hunter
Elite Trooper, Martial Arts Master
Elite Trooper, Martial Arts Master

Scout
Crime Lord, Master Privateer
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

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, Jedi Master, Sith Lord

Elite Trooper, Infiltrator, Scout


Elite Trooper, Officer, Soldier
Improviser
Infiltrator, Scout

Scout
Jedi Knight
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Jedi Knight
Noble
Charlatan

Droid

Vanguard
Scoundrel
Gunslinger
Scout

Charlatan, Noble
Corporate Agent, Droid Commander, Noble, Officer

Noble
Officer
Saboteur
Gunslinger

Jedi Knight

Jedi Knight
Charlatan, Noble
Elite Trooper
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Force Disciple, Jedi Master, Sith Lord

Independent Droid
Elite Trooper, Martial Arts Master
Elite Trooper, Martial Arts Master

Soldier
Scout
Officer
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Outlaw
Charlatan, Gunslinger, Scoundrel

Jedi Knight
Assassin, Scoundrel
Noble
Charlatan, Gunslinger, Scoundrel

Charlatan, Noble

Soldier

Crime Lord, Master Privateer


Jedi

Force Adept
Gladiator

Corporate Agent, Droid Commander, Noble, Officer

Crime Lord
Jedi Knight
Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Ace Pilot
Droid
Scout
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Military Engineer
Ace Pilot
Scoundrel
Assassin, Scoundrel
Force Disciple, Jedi Master, Sith Lord

Jedi Knight
Scoundrel
Improviser
Jedi

Jedi
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Assassin, Bounty Hunter, Saboteur, Scoundrel

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Force Disciple, Jedi Master, Sith Lord

Elite Trooper
Soldier

Soldier

Scoundrel

Ace Pilot
Soldier
Jedi
Scout
Jedi Knight
Force Disciple, Jedi Master, Sith Lord
Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, Pathfinder, Scout, Vanguard

Crime Lord, Noble

Assassin, Bounty Hunter, Saboteur, Scoundrel

Corporate Agent, Noble


are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin

ALL
Crime Lord
Elite Trooper
Soldier, Weapon Specialist
Force Disciple, Jedi Master, Sith Lord

Imperial Knight, Jedi, Jedi Knight, Sith Apprentice

Droid
Elite Trooper

Force Disciple, Jedi Master, Sith Lord

Sith Apprentice
Force Adept
Corporate Agent
Droid Commander, Noble
Force Disciple, Jedi Master, Sith Lord

Ace Pilot
Ace Pilot
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord

Corporate Agent
Martial Arts Master

Pathfinder
<<click
clickon
on the
the "plus"
"plus" sign
sign to
to expand!
expand! Click
Click on
on [1]
[1] to
to collapse
collapse all,
all, click
click on
on [2]
[2] to
to
expand
expandall
all SKILL

Ref
Force

Min lvl
PAGE

Points

Will
BOOK

Fort
HP
TRAINED SKILL FOCUS FEAT
CLASS PREREQUISITE PREREQ. PREREQUISITE
CR 206 Ace Pilot d8 6 +4 +2 0 7th Pilot Vehicular Combat
SV 28 Assassin d10 6 +4 +2 0 7th Stealth Sniper
CR 207 Bounty Hunter d10 6 +4 +2 0 7th Survival
SV 30 Charlatan d8 6 +2 0 +4 7th Deception, Persuasion
K 41 Corporate Agent d8 6 +2 0 +4 7th Gather Info, Knowledge
Knowledge (bureaucracy) (bureaucracy)
CR 209 Crime Lord d8 6 +2 0 +4 7th Deception, Persuasion

C 42 Droid Commander d10 6 +2 +2 +2 7th Knowledge (tactics), Use Comp

CR 211 Elite Trooper d12 6 +2 +4 0 7th AP light & medium,


Martial Arts I, &
PB Shot OR Flurry
F 43 Enforcer d8 6 +4 0 +2 7th Gather Info, Perception

CR 212 Force Adept d8 6 +2 +2 +4 7th Use the Force Force Sensitivity

CR 215 Force Disciple d8 7 +3 +3 +6 12th Use the Force Force Sensitivity

K 43 Gladiator d10 6 +4 +2 0 7th Imp Dam Thresh, WP advanced


CR 216 Gunslinger d8 6 +4 0 +2 7th PB Shot, Precise Shot,
Quick Draw, WP(pistols)
L 43 Imperial Knight d10 6 +2 +2 +2 7th Use the Force AP(medium),
WP(lightsabers)
R 41 Improviser d8 6 +2 0 +4 7th Mechanics, Use Computer Skill Focus (Mechanics)
F 46 Independent Droid d12 6 +2 0 +4 3rd Use Computer

F 48 Infiltrator d8 6 +4 0 +2 7th Perception, Stealth Stealth


CR 217 Jedi Knight d10 6 +2 +2 +2 7th Use the Force Force Sensitivity,
WP lightsabers
CR 219 Jedi Master d10 7 +3 +3 +3 12th Use the Force Force Sensitivity,
WP lightsabers
<<click
clickon
on the
the "plus"
"plus" sign
sign to
to expand!
expand! Click
Click on
on [1]
[1] to
to collapse
collapse all,
all, click
click on
on [2]
[2] to
to
expand
expandall
all SKILL

Ref
Force

Min lvl
PAGE

Points

Will
BOOK

Fort
HP
TRAINED SKILL FOCUS FEAT
CLASS PREREQUISITE PREREQ. PREREQUISITE
GW 32 Martial Arts Master d10 6 +2 +4 0 7th Martial Arts I&II, Melee Defense, 1
Martial Arts Training
SV 32 Master Privateer d10 6 +2 0 +4 7th Deception, Pilot Vehicular Combat

F 52 Medic d8 6 0 +4 +2 7th Knowledge (life sciences), Surgical Expertise


Treat Injury
K 46 Melee Duelist d8 6 +4 0 +2 7th Melee Def, Rapid Strike,
Weapon Focus (any melee)
C 44 Military Engineer d8 6 +2 +2 +2 7th Mechanics, Use Computer
CR 220 Officer d8 6 +2 0 +4 7th Knowledge (tactics)

SV 34 Outlaw d8 6 +4 +2 0 7th Stealth, Survival

R 43 Pathfinder d10 6 +2 +4 0 7th Perception, Survival

F 54 Saboteur d8 6 +2 0 +4 7th Deception, Mechanics, Use


Computer
L 46 Shaper d8 0 0 +2 +4 7th Knowledge (life science), Biotech Specialist
Treat Injury
CR 223 Sith Apprentice d10 6 +2 +2 +2 7th Use the Force Force Sensitivity,
WP lightsabers
CR 224 Sith Lord d10 7 +3 +3 +3 12th Use the Force Force Sensitivity,
WP lightsabers

C 47 Vanguard d10 6 +2 +4 0 7th Perception, Stealth


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all SKILL

Ref
Force

Min lvl
PAGE

Points

Will
BOOK

Fort
HP
TRAINED SKILL FOCUS FEAT
CLASS PREREQUISITE PREREQ. PREREQUISITE
TALENT OTHER
PREREQUISITE 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) Droids only
or Commando (Soldier)
1 Armor Spec, Commando, BAB +7
Weapon Spec or Mercenary
(Soldier)
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 Farseeing,
Devotee, Force Adept, or Force 1 Force Technique
Item (Force Adept)
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 OTHER
PREREQUISITE PREREQUISITE
1 either Brawler (Soldier) or BAB +7
Survivor (Scout)
2 from Misfortune, Smuggling, expanded on F51
or Spacer (all Scoundrel)

BAB +7

BAB +7
1 from Commando (soldier) military membership
Veteran (soldier) or Leadership
(Noble)
1 Disgrace (Noble) Must be wanted by the
or Misfortune (Scoundrel) 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 OTHER
PREREQUISITE PREREQUISITE
BOOK

PAGE

Type
RELEVANT
BACKGROUND
SKILLS

R 17 E Bankrupt Deception, Gather Information, Survival


R 17 E Conspiracy Deception, Stealth, Use Computer
R 17 E Crippled Endurance, Mechanics, Treat Injury

R 17 E Disgraced Deception, Gather Information, Stealth


R 17 E Enslaved Climb, Endurance, Jump
R 17 E Exiled Gather Information, Knowledge (galactic lore), Survival

R 18 E Imprisoned Acrobatics, Gather Information, Stealth


R 18 E Marooned Ride, Survival, Swim
R 18 E Orphaned Gather Information, Survival, Treat Injury
R 18 E Scarred Deception, Persuasion, Treat Injury
R 18 E Widowed Gather Information, Knowledge (galactic lore), Use Computer
R 18 Oc Academic Knowledge (any one skill), Persuasion, Use Computer
R 19 Oc Celebrity Deception, Gather Information, Persuasion
R 19 Oc Criminal Deception, Gather Information, Stealth
R 19 Oc Executive Initiative, Persuasion, Use Computer
R 19 Oc Labor Climb, Endurance, Jump
R 19 Oc Law Enforcement Acrobatics, Gather Information, Knowledge (bureaucracy)
R 19 Oc Medical Knowledge (life sciences), Treat Injury, Use Computer
R 19 Oc Military Endurance, Ride, Treat Injury
R 19 Oc Pilot Knowledge (galactic lore), Mechanics, Use Computer
R 19 Oc Politics Deception, Gather Information, Use Computer
R 19 Oc Technology Knowledge (technology), Mechanics, Use Computer
R 20 Or Alderaan Knowledge (any one), Persuasion, Treat Injury
R 20 Or Bakura Mechanics, Treat Injury, Use Computer
R 20 Or Bespin Deception, Knowledge (bureaucracy), Persuasion
R 20 Or Bothawui Deception, Gather Information, Persuasion
R 20 Or Cerea Acrobatics, Knowledge (life sciences), Survival
R 20 Or Corellia Initiative, Knowledge (technology), Mechanics
R 20 Or Coruscant Gather Information, Knowledge (bureaucracy), Knowledge (galactic lore)
R 20 Or Dorin Endurance, Survival, Treat Injury
R 20 Or Duro Knowledge (technology), Mechanics, Use Computer
R 21 Or Fondor Knowledge (technology), Mechanics, Use Computer
R 21 Or Gamorr Climb, Endurance, Survival
R 21 Or Iridonia Acrobatics, Endurance, Survival
R 21 Or Ithor Knowledge (life sciences), Persuasion, Treat Injury
R 21 Or Kashyyyk Climb, Persuasion, Survival
R 21 Or Mon Calamari Mechanics, Persuasion, Swim
R 21 Or Naboo Ride, Persuasion, Swim
R 21 Or Nar Shaddaa Deception, Gather Information, Stealth
R 21 Or Rodia Climb, Stealth, Survival
R 21 Or Ryloth Deception, Persuasion, Survival
R 22 Or Socorro Deception, Stealth, Survival
R 22 Or Sullust Climb, Mechanics, Survival
R 22 Or Taris Deception, Mechanics, Stealth
R 22 Or Tatooine Endurance, Ride, Survival
R 22 Or Trandosha Endurance, Persuasion, Survival
BENEFIT

Use survival to sustain yourself in urban or civilized areas


Reroll any Perception check to sense deception or influence, keep better result
Start with cybernetic prosthesis. When Fortitude Defense is reduced through condition, keep
Damage Threshold the same.
Disguising yourself is one step simpler.
+2 to grapple checks.
Plot safe course for hyperspace in half time. If trained in Knowledge (galactic lore) you gain
the Skill Focus as conditional bonus feat.
Obtain black market goods at half time.
No penalty to heal yourself.
+1d6 when using a Force Point to aid a skill check.
Intimidation is always favorable.
Can take 20 on Gather Information, but takes 20 times longer.
BONUS
LANGUAGE

High Galactic
High Galactic
Bocce
Bothese
Cerean
Old Corellian
High Galactic
Kel Dor
Durese
Bocce
Gamorrean
Zabrak
Ithorese
Shyriwook (understand only)
Mon Calamarian or Quarrenese
Gunganese
Huttese
Rodese
Ryl
Socorran
Sullustese
Sy Bisti
Jawa Trade Language
Dosh
BOOK

PAGE
DESTINY ACTIVATE BONUS PREREQ

CR 113 Corruption Corrupt an individual, organization or 24 hours: you and allies within 10sq +1 skill & ability
location. 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 Force-
destiny def 24 hours Sensitive
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 24 hours: you and allies within 10sq +2 dam
for evil.
CR 114 Discovery Discover a person, species, object or 24 hours: you and allies within 10sq +1 all Def
location that was either previously lost or
unknown to the civilized galaxy.
CR 114 Education Educate another being or group or beings 24 hours: you and allies within 10sq +1 skill & ability
in some way. 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 24 hours: you and allies within 10sq +2 dam
from destruction.
F 36 Champion Become the leader of a large and/or 24 hours: you and allies within 10sq +1 all Def
significant group or organization and
successfully lead it through an extremely
threatening event.
F 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

F 36 Liberation Your destiny is to liberate a group, 24 hours: you and allies within 10sq +2 dam
population, or region from Imperial
domination.
L 22 Legacy, Ackbar spend a Destiny Point as a free action double insight, morale, or competence bonus you grant Mon Calamari
L 22 Legacy, Antilles spend a Destiny Point as a free action treat your next Pilot check as if you had rolled 20 on Human or
the check Near-Human
L 22 Legacy, Darklighter spend a Destiny Point as a free action automatically negate an attack against an adjacent ally Human or
or allied vehicle Near-Human
L 21 Legacy, Denying it Deny your Legacy 24 hours: you gain +2 single atk or skill check of
L 23 Legacy, Droid spend a Destiny Point as a free action choice
treat your next Knowledge check as if you had rolled Droid
20 on the check
L 21 Legacy, Embracing it Embrace your Legacy 24 hours: you gain +2 single atk or skill check of
L 23 Legacy, Fel spend a Destiny Point as a free action grant all allies in LOS +5 Will Def until end of Human or
encounter Near-Human
L 23 Legacy, Fett spend a Destiny Point as a free action for rest of encounter, score critical hits on natural 19 or Human or
20 Near-Human
L 23 Legacy, Fey'lya spend a Destiny Point as a free action treat your next Persuasion check as if you had rolled 20 Bothan
on the check
L 23 Legacy, Halcyon/Horn spend a Destiny Point as a free action treat your next skill check to activate a mind-affecting Human or
effect as if you had rolled 20 on the check Near-Human
L 24 Legacy, Koon spend a Destiny Point as a free action treat your next Use the Force check as if you had rolled Kel Dor
20 on the check
L 24 Legacy, Koth spend a Destiny Point as a free action do not move down the condition track as a result of an Zabrak
attack the rest of the encounter
L 24 Legacy, Mundi spend a Destiny Point as a free action treat your next Perception check as if you had rolled 20 Cerean
on the check
L 24 Legacy, Nadon spend a Destiny Point as a free action treat your next Treat Injury check as if you had rolled Ithorian
20 on the check
L 24 Legacy, Nunb spend a Destiny Point as a free action treat your next Pilot check as if you had rolled 20 on Sullustan
the check
L 24 Legacy, Organa spend a Destiny Point as a free action treat your next Persuasion check as if you had rolled 20 Human or
on the check Near-Human
L 24 Legacy, Qel-Droma spend a Destiny Point as a free action double the results of Force Point rolls added to attacks Human or
and skill checks until the end of the encounter Near-Human
L 24 Legacy, Secura spend a Destiny Point as a free action increase speed +2 squares until the end of the encounter Twi'lek
L 24 Legacy, Skywalker spend a Destiny Point as a free action treat your next Use the Force check as if you had rolled Human or
20 on the check Near-Human
L 25 Legacy, Solo spend a Destiny Point as a free action treat your next Mechanics check as if you had rolled 20 Human or
on the check Near-Human
L 25 Legacy, Sunrider spend a Destiny Point as a free action grant all allies in LOS bonus hp = 15+ your Cha mod Human or
(min +1) Near-Human
L 25 Legacy, Tarpals spend a Destiny Point as a free action grant all allies in LOS +5 Will Def until end of Gungan
L 25 Legacy, Tetsu spend a Destiny Point as a free action encounter
treat your next Survival check as if you had rolled 20 Rodian
on the check
L 25 Legacy, Vao spend a Destiny Point as a free action regain all your hit points but take -2 atk and skill Twi'lek
checks for the rest of the encounter
SV 53 We've been through a lot togetheLink yourself with a ship varies, see SV page 53 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


BOOK
PAGE

Force?
Requirements:
Requirements:
1.
1.Spend
SpendDestiny
DestinyPoint
Point
2.
2.Has
Has Unleashed
UnleashedFEAT
FEAT
UNLEASHED ABILITY BENEFIT
F 89 Unleashed Battle Meditation Y bonuses apply to all allies within the same star system
F 90 Unleashed Battle Strike Y your next melee Atk moves target additional -2 CT whether over thresh or not
F 90 Unleashed Corruption Y when successfully damage target with Corruption, takes half damage next 5 rounds
F 90 Unleashed Dark Rage Y +10 melee attack & damage rolls rest of encounter
F 91 Unleashed Force Blast Y multiply damage by 2
F 91 Unleashed Force Grip Y maintain with no concentration for a number of rounds = Cha mod
F 91 Unleashed Force Lightning Y target all in 6sq cone
F 91 Unleashed Force Storm Y 8d6 dam to adjacent for duration of power
F 91 Unleashed Force Thrust Y opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
F 91 Unleashed Move Object Y if you hurl an object into another object multiply damage by 2
F 91 Unleashed Repulse Y opponents do not add size modifier, distance moved multiplied by2, damage 1d6 per square moved
F 38 Bantha Rush increases the distance you move target by 5 squares & knocks target prone
F 38 Charge stan action +5 Atk & -2 Ref Def, can move twice speed (min2) in a straight line & full attack
F 38 Cleave if reduce opponent to 0 hp, immediate extra melee attack against all opponents in reach
F 38 Devastating Attack treat every attack as if it exceeded thresh until beginning of next turn
F 38 Extreme Effort bonus +20
F 39 Firepower stan action, fire at five separate targets, make single Atk roll & compare, aiming does not benefit
F 39 Ignite Fervor provide damage bonus to all allies in LOS
F 39 Keen Shot ignore all cover until beginning of your next turn
F 39 Mighty Swing +5 Atk & damage & make automatic trip against target with +5 on grapple check
F 39 Penetrating Attack ignore all DR until beginning of next turn
F 39 Rage gain and additional +10 melee Atk & dam, move -2 CT at end
F 39 Skirmisher if move 2 sq +1 & auto crit on your next attack & gain bonus to dam = squares moved
F 39 Sneak Attack with successful Sneak Atk, +5 Atk & +5d6 dam, must be within 6sq for ranged
F 39 Strafe target an area 4sq long & 3sq wide
F 39 Whirlwind Attack +5 Atk & knock prone any targets you damage
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
J 29 Assured Strike stan 1
[lightsaber form]

L 53 Ballistakinesis stan 2x2 12 Y


[telekinetic]
J 29 Barrier of Blades swif you
[lightsaber form]

CR 96 Battle Strike swif you

J 24 Blind swif 1 12 Y
[telekinetic]
J 29 Circle of Shelter stan you
[lightsaber form]

C 50 Cloak stan stan* you

L 53 Combustion stan 2x2 12 Y


Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
J 29 Contentious Opportunity free 1
[lightsaber form]

J 24 Convection swif swif* you

F 85 Corruption stan 1 12 Y
[dark side]

J 24 Crucitorn reac you

J 25 Cryokinesis stan swif 1 12 Y

CR 96 Dark Rage swif you


[dark side]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
W 310 Dark Transfer stan 1 touch
[dark side]

L 53 Dark Transfer stan 1 touch


[dark side]

J 30 Deflecting Slash reac you


[lightsaber form]

L 53 Detonate stan 1 12 Y
[telekinetic]

J 30 Disarming Slash stan 1


[lightsaber form]

J 25 Drain Energy stan 1 6 Y


Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
J 30 Draw Closer stan 1 6 Y
[lightsaber form, telekinetic]

K 50 Energy Resistance stan swif you

L 54 Enlighten reac ally 12 Y


[light side, mind-affecting]
J 31 Falling Avalanche stan you
[lightsaber form]

CR 96 Farseeing full 1

K 50 Fear swif 1 12 Y
[dark side, mind-affecting]

J 31 Fluid Riposte reac you


[lightsaber form]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
J 25 Fold Space full 1 6 Y

F 86 Force Blast stan 1 12 Y

CR 97 Force Disarm stan 1 12 Y

CR 97 Force Grip stan stan* 1 12 Y

J 25 Force Light stan stan*


[light side]

CR 97 Force Lightning stan 1 6 Y


[dark side]

K 50 Force Scream stan all 12


[dark side]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
L 54 Force Shield reac stan you
[telekinetic]

F 86 Force Shield reac stan you


[telekinetic]

CR 97 Force Slam stan all 6 Y

F 86 Force Storm stan you


[dark side, telekinetic]

J 26 Force Storm [dark side] stan stan* 1 12 Y

CR 98 Force Stun stan 1 6 Y

CR 98 Force Thrust stan 1 12 Y

J 26 Force Track swif you


Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
K 51 Force Whirlwind stan move* 1 12 Y
[telekinetic]

J 26 Hatred stan swif*


[dark side]

J 31 Hawk-Bat Swoop stan you


[lightsaber form]

J 32 High Ground Defense swif you


[lightsaber form]

J 27 Inertia move swif* you

J 27 Inspire swif allies 6 Y


[light side]

J 27 Intercept reac 1
[telekinetic]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
K 51 Ionize stan 1 6 Y

F 86 Kinetic Combat stan swif/ you 12


stan
K 51 Kinetic Combat stan swif/ you 12
[telekinetic] stan
C 50 Levitate move move you
[telekinetic]

L 54 Lightning Burst stan stan* all adjacent


[dark side]
J 32 Makashi Riposte reac you
[lightsaber form]

C 51 Malacia stan stan* 1 6 Y


[light side]
J 27 Memory Walk stan stan* 1 6 Y
[dark side, mind-affecting]

J 28 Mind Shard stan 1 12 Y


[mind-affecting]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
CR 98 Mind Trick stan 1 12 Y
[mind-affecting]

C 51 Morichro stan stan* 1


CR 98 Move Object stan stan* 1 12 Y

CR 99 Negate Energy reac 1

L 54 Obscure reac 1 12 Y
[mind-affecting]
J 32 Pass the Blade stan you
[lightsaber form]

C 51 Phase move you

J 28 Plant Surge stan swif* 1 12 Y


Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
L 54 Prescience swif 1 Y

J 33 Pushing Slash stan 1


[lightsaber form, telekinetic]

CR 100 Rebuke reac 1

C 52 Rend stan 1 6 Y
[dark side]
F 87 Repulse stan all adjacent
[telekinetic]

K 51 Resist Force stan swif you

J 33 Rising Whirlwind stan 2


[lightsaber form]

J 34 Saber Swarm stan 1


[lightsaber form]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
J 34 Sarlacc Sweep stan 2
[lightsaber form]

CR 100 Sever Force stan 1 12 Y


[light side]

C 52 Shatterpoint swif you

J 34 Shien Deflection reac you


[lightsaber form]

K 52 Slow stan 1 12 Y
[telekinetic]

L 54 Stagger swif 1 adjacent


[telekinetic]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
CR 100 Surge free you

J 34 Swift Flank stan you


[lightsaber form]

C 52 Technometry stan 1 touch

J 35 Tempered Aggression stan 1


[dark side,
lightsaber form]

J 28 Thought Bomb stan all 2


[mind-affecting]
J 35 Twin Strike stan 1
[lightsaber form]

J 35 Unbalancing Block reac you


[lightsaber form]
Action to

Action to
maintain
activate
BOOK

Target
PAGE

LOS
Sq.
FORCE POWER
J 36 Unhindered Charge stan you
[lightsaber form]

K 52 Valor stan swif ally 12 Y


[light side]

CR 100 Vital Transfer stan 1 touch


[light side]

J 36 Vornskr's Ferocity stan 1


[dark side,
lightsaber form]

K 52 Wound stan 1 6 Y
[dark side]
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: make a single atk rolling twice & keeping the better, -5 dam x
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 x


spend Force Point for half dam on a miss
Use the Force replaces your Ref Def against non-area ranged attacks x
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 x
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 x
Point to use as a free action
DC20: you & all adjacent allies +1 Ref Def x
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
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC20: if attack of opportunity hits +1 die dam x
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 D x
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 D x


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
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: heals hp = your character level D
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

DC15: heals hp = your character level D


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

DC15: Use the Force v. non-area ranged attack roll for half dam, make single melee atk v. one target in reach after dam x
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 x


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 x
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)
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk x x
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 L x
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 x
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 D x
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 x
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
Mind-affect.
Telekinetic
Unleashed
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 x


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 x


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 x x
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 L
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 D x
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 D
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
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: SR5 until your next turn, cannot be recharged x
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 x


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 x
spend a Force Point to deal +2d6 damage
DC20: for 2 rounds, 2d6 dam adjacent targets D x x
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 D
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 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 x x
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
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: Use the Force v. Fort Def, skills & Atk -5, prone at end, 1d6 damage x
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 D
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 x
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 x
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 L
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 x
spend a Force Point to intercept autofire, take half or no damage
Mind-affect.
Telekinetic
Unleashed
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 x
spend a Force Point for +1 Atk
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent x
spend a Force Point for +1 Atk
DC15: fly 2, vertical only, can move 1 sq onto horizontal surface or fall x
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 D
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 x
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 L
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 D x
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 x
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
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
Use the Force v. Will Def to either x
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 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 x x
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 x
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 x
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
Mind-affect.
Telekinetic
Unleashed
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 x x
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 D
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 x x
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! x
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 x


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
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits x
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 L


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

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 x
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 x
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 x
spend Force Point to affect all enemies adjacent to you, move does not provoke Atk of Opp
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
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 x
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 D x
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 x
spend Force Point for +2d6 dam
Must be wielding 2 lightsabers. x
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 x
Lightsaber form (Trakata): +2 dice dam with first attack
spend a Force Point to take no dam
Mind-affect.
Telekinetic
Unleashed
Lightsaber form
Dark/Light
EFFECT
DC15: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack x
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 L
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 L


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 D x
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 D
spend a Force Point for +2d6 dam
BOOK
PAGE

FORCE TECHNIQUE Desc.


C 54 Advanced Vital Transfer When you use the
J 36 Cure Disease When you use the
L 55 Detoxify Poison You can use the
K 53 Dominate Mind When using mind trick,
J 36 Extended Blind The base range for your
J 36 Extended Force Disarm The base range for your
J 36 Extended Force Grip The base range for your
J 36 Extended Force Thrust The base range for your
J 36 Extended Move Object The base range for your
CR 102 Force Point Recovery At the end of an encounter, you automatically recover 1 Force Point spent during the enc
CR 102 Force Power Mastery Choose a singl
L 55 Improved Ballistakinesis When you use
F 88 Improved Battle Strike When you use the
C 54 Improved Cloak You can maintain your
J 36 Improved Convection When your target takes fire damage from
J 37 Improved Crucitorn If you use crucitorn
J 37 Improved Cryokinesis You can use cryokinesis
F 88 Improved Dark Rage When you use the
L 55 Improved Dark Transfer When you use
L 56 Improved Detonate When you use the
K 53 Improved Energy Resistance When you activate
L 56 Improved Enlighten When you use the
J 37 Improved Fold Space Whenever you use
F 88 Improved Force Disarm When you use the
F 88 Improved Force Grip When you use the
J 37 Improved Force Light You can spend a Force Point to cause your
F 88 Improved Force Lightning When you use the
L 56 Improved Force Shield When you use the
K 54 Improved Force Slam When you use the
J 37 Improved Force Storm As a swift action, you can end the duration of the
F 88 Improved Force Storm (telekinetic) You can spend a Force Point when you activate
K 54 Improved Force Stun Your successful
F 88 Improved Force Thrust When you use the
CR 102 Improved Force Trance Each hour you
K 54 Improved Ionize When you use the
K 54 Improved Kinetic Combat You can wield up to three weapons simultaneously using the
C 54 Improved Levitate If you are moved into a pit or off another elevated surface involuntarily, such as by being
L 56 Improved Lightning Burst When you use the
C 54 Improved Malacia You can maintain the damage threshold penalty of the
F 89 Improved Mind Trick When you use the
CR 103 Improved Move Light Object You may make a
L 56 Improved Obscure When you use the
C 54 Improved Phase When you use t
J 37 Improved Plant Surge You can spend a Force Point to have
F 89 Improved Rebuke When an ally within 12 squares and within line of sight of you is the target of a Force po
C 54 Improved Rend The range of your
F 89 Improved Repulse When you use the
K 54 Improved Resist Force When you activate r
CR 103 Improved Sense Force You may use th
CR 103 Improved Sense Surroundings You may use the
C 54 Improved Shatterpoint When you move a target down the condition track with an attack benefitting from the
L 56 Improved Stagger When you use the
C 54 Improved Technometry When you use the
CR 103 Improved Telepathy Whenever you u
J 37 Improved Thought Bomb You can spend a Force Point to have
K 54 Improved Valor When you activate
K 54 Improved Vital Transfer You can use the
K 54 Language Absorption You can use te
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
BOOK
PAGE

LOS
FORCE SECRET
F 89 Corrupted Power

F 89 Debilitating Power
CR 103 Devastating Power
CR 103 Distant Power Y
F 89 Enlarged Power
C 55 Extend Power
J 37 Holocron Loremaster

C 55 Linked Power
J 37 Mentor

CR 103 Multitarget Power


F 89 Pure Power
CR 103 Quicken Power
F 89 Remote Power
CR 103 Shaped Power

C 55 Unconditional Power
EFFECT
spend a Force Point, opponents with lower Dark Side -2 all Def, your Dark Side score must = Wis, spend a Destiny Point to
decrease all Def -5
when a force power deals dam, spend FP & target -1 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
ACT

Target
BOOK
PAGE

Lightsaber?
FORCE REGIMEN
J 10 Awaken Force Sensitivity 1 hr 1

J 10 Eyes of the Force 1 hr you

J 11 Oxygen Bottle 1 hr you

J 11 Quiet the Mind 1 hr you

J 11 Sparring Practice 2 hr you Y

J 11 Telekinetic Practice 1 hr you

J 12 Training Remote 1 hr you Y

J 12 Vo'Ren's 1st Cadence 1 hr you Y

J 12 Vo'Ren's 2nd Cadence 2 hr you Y

J 13 Vo'Ren's 3rd Cadence 3 hr you Y

J 13 Vo'Ren's 4th Cadence 3 hr you Y

J 13 Vo'Ren's 5th Cadence 3 hr you Y


EFFECT
DC13: gain the benefit of Gauge Force potential
DC18: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks
DC23: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +1
DC28: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +2
DC13: +1 Use the Force with Telepathy
DC18: +2 Use the Force with Telepathy
DC23: +2 Use the Force with Telepathy & against unwilling can sense surface emotions & stray thoughts
DC13: +2 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC18: +5 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC23: immune v. inhaled poisons & non-corrosive atmosphere
DC13: +1 farseeing but not regained if used
DC18: +1 farseeing
DC23: +1 farseeing & gain benefit of Visions
DC18: spend a Force Point to add to Block, does not count as one Force Point use
DC23: spend a Force Point to add to Block, does not count as one Force Point use, gain FP for Block
DC28: spend a Force Point to add to Block, does not count as one Force Point use, gain 2 FP for Block
DC18: +1 Force Point when you use telekinetic Force Powers
DC23: +2 Force Points when you use telekinetic Force Powers
DC28: +2 Force Points when you use telekinetic Force Powers & reroll Use the Force made to activate (mtr)
DC18: spend a Force Point to add result to Deflect, does not count as one Force Point use
DC23: spend a Force Point to add result to Deflect, does not count as one FP use, gain FP for Deflect
DC28: spend a Force Point to add result to Deflect, does not count as one FP use, gain 2 FP for Deflect
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
WEIGHT
BOOK

PAGE

COST
DROID SYSTEM GROUP
SGD 55 Antitheft comlink locator Accessory 100 0.5
CR 193 Armor Accessory
SGD 64 Astrogation buffer Accessory
SGD 55 Audio enhancers Accessory 2000 1
SGD 55 Audio-Radial Stunner Accessory 5000 3
SGD 55 Automap Accessory 1000 2
CR 191 Backup Processor Processors 100 -
CR 190 Basic Processor Processors - -
SGD 63 Battle station Stations 50000 per 100 5000
CR 191 Behavioral Inhibitors Processors varies varies
SGD 55 Blaster Recharge Interface Accessory 300 1
SGD 52 Burrower drive Locomotion 200xCFxSp² 50xCF
CR 198 Circular saw Appendage
CR 190 Claw Appendage 20xCF (5xCF)
CR 189 Climbing Claws Appendage x2 -
SGD 55 Collapsible Construction Accessory 2000xCF 10xCF
CR 193 Comlink Communications 250 0.1
CR 193 Comlink, internal Communications 250 0.1
SGD 63 Command station Stations 10000 1000
SGD 56 Communications Countermeasure System Communications 1000 3
SGD 56 Communications jammer Communications 5000 5
SGD 56 Concealed Item Accessory see text App+weapon
SGD 56 Courier compartments Accessory 200 2xCF
SGD 56 Credit reader Accessory 50 1
CR 196 Darkvision Sensors 150 1.5
CR 193 Diagnostics Package Accessory 250 4
CR 192 Downloading and Restoring Memory Reprogramming
CR 192 Droid caller Communications 10 0.2
SGD 56 Droid oil bath Accessory 500 600xCF
SGD 53 Droid remote control Processors 500 0.5
SGD 64 Droid Socket Stations 10000* 1000
SGD 57 Earphone binary-to-basic translator Accessory 20 0.5
SGD 57 Electric defense grid Accessory 3000xCF 100xCF
CR 139 Electroshock probe Appendage
SGD 57 Emergency oxygen supply Accessory 200 20
CR 189 Exclusive Locomotion System Locomotion x0.1 x1
CR 189 Extra Legs Appendage x2 -
CR 188 Flying Locomotion 200xCFxSp² -
CR 139 Fusion cutter Appendage
SGD 52 Gyroscopic stabilizers Locomotion 2xCFxSp² 4xCF
CR 190 Hand Appendage 50xCF (5xCF)
CR 193 Hardened Systems x2 Hardened Systems 1000xCF (100xCF)
CR 193 Hardened Systems x3 Hardened Systems 2500xCF [250xCF)
CR 193 Hardened Systems x4 Hardened Systems 4000xCF (400xCF)
CR 193 Hardened Systems x5 Hardened Systems 6250xCF (650xCF)
CR 190 Heuristic Processor Processors 2000 5
SGD 53 Hidden core Processors 200 1 or -
SGD 57 Hidden holster Accessory 500xCF 2xCF
SGD 57 High-Speed Cutting Torch and Welding SystemAccessory 2500 500
SGD 57 Holographic game system Accessory 300 3
SGD 60 Holographic image disguiser Accessory 20000xCF 20xCF
CR 188 Hovering Locomotion 100xCFxSp² -
SGD 60 ID Dodge Accessory 5000 1
SGD 60 Improved coordination circuitry Accessory 1000 1
CR 196 Improved Sensor Package Sensors 200 2.5
CR 190 Instrument Appendage 5xCF (1xCF)
SGD 60 Interference generator Accessory 2500 1
SGD 60 Internal defenses Accessory 10xCF 1xCF
SGD 60 Internal grapple gun Accessory 100xCF 2xCF
CR 194 Internal Storage Accessory 50 -
CR 189 Jump servos Appendage x2 (2xCF)
CR 139 Laser welder Appendage
CR 189 Limited Locomotion System Locomotion x0.1 x1
CR 195 Locked access Processors 50 -
CR 189 Magnetic Feet Appendage x2 -
SGD 52 Magnetic hands Appendage ACx2 2xCF
CR 192 Memory Wipes Reprogramming
SGD 60 Mesh tape dispenser Accessory 10xCF 5
SGD 60 Micro shield Accessory 600xCF 10xCF
SGD 60 Multifunction apparatus Accessory 80xCF 15xCF
SGD 60 Multispectrum searchlight Accessory 100 2
SGD 53 Personality downloader Processors custom 2+
CR 139 Power prybar Appendage
CR 190 Probe Appendage 2xCF (0.5xCF)
SGD 52 Projectile hand Appendage ACx2 2xCF
SGD 52 Quick-release coupling, appendage Appendage 50xCF 5xCF
SGD 52 Quick-release coupling, tool Appendage 10xCF 2xCF
SGD 61 Radiant heat element Accessory 200 20xCF
SGD 64 Recharge station Stations 4000 500
SGD 53 Remote limb control Appendage ACx2 -
CR 191 Remote Processor, 5000-km range Processors 1000000 10000
CR 191 Remote Processor, 500-km range Processors 100000 1000
CR 191 Remote Processor, 50-km range Processors 10000 100
CR 191 Remote Processor, 5-km range Processors 1000 10
CR 191 Remote Receiver Processors -500 1
SGD 61 Remote receiver jammer Communications 2000 2
SGD 61 Remote receiver signal booster Communications 500 2
SGD 53 Remote starship starter Processors 50 2
SGD 61 Remote viewer Accessory 1000 20
SGD 61 Rental restraining bolt Accessory 10 0.5
CR 192 Reprogramming, feat/talent package Reprogramming 1000 -
CR 192 Reprogramming, professional Reprogramming (WD²)x10 -
CR 192 Reprogramming, self Reprogramming - -
CR 192 Reprogramming, skill package Reprogramming 100 -
SGD 62 Repulsorcam Accessory 1000 20
CR 192 Restraining Bolt Processors 5 -
CR 189 Restricted Locomotion System Locomotion x0.1 x1
SGD 53 Rocket arm Appendage ACx4 2xCF
SGD 62 Scomp link Accessory 100 1
CR 196 Secondary Battery Accessory 400 4
CR 196 Self-destruct system Accessory M.Dx20 (MaxDamx01)
SGD 62 Sensor booster Sensors 200 5
SGD 62 Sensor countermeasure package Sensors 1000 2
SGD 62 Shield expansion module Shield Generator 50xSRxCF 2xSRxCF
CR 196 Shield Generator Shield Generator varies varies
CR 196 Shield Generator, SR10 Shield Generator 5000xCF (20xCF)
CR 196 Shield Generator, SR15 Shield Generator 7500xCF (30xCF)
CR 196 Shield Generator, SR20 Shield Generator 10000xCF (40xCF)
CR 196 Shield Generator, SR5 Shield Generator 2500xCF (10xCF)
SGD 62 Silence-bubble generator Accessory 3500 20xCF
CR 139 Sonic welder Appendage
SGD 63 Space-beacon launcher Accessory 5000 10
SGD 53 Specialized subprocessor Processors 1000 2
CR 195 Spring-loaded mechanism Accessory 150 3
CR 190 Stabilized Mount Appendage x5 x5
CR 189 Stationary Droids Locomotion - -
SGD 63 Survival kit Accessory 100 1
CR 191 Synchronized Fire Circuits Processors 150 1
SGD 54 Tactician battle computer Processors 5000 10
SGD 63 Taser Accessory 250 2
CR 190 Telescopic Appendage Appendage x2 (N.Wx2)
CR 190 Tool Appendage 10xCF (2xCF)
CR 188 Tracked Locomotion 20xCFxSp² -
CR 196 Translator Unit, DC10 Translator Unit 1000 4
CR 196 Translator Unit, DC15 Translator Unit 500 2
CR 196 Translator Unit, DC20 Translator Unit 200 1
CR 196 Translator Unit, DC5 Translator Unit 2000 8
SGD 52 Underwater drive Locomotion 20xCFxSp² 10xCF
SGD 63 Video screen Accessory 1xsq mm 1+.01kg
CR 193 Vocabulator Communications 50 0.5
SGD 63 Voice-print command lock Accessory 400 1
CR 188 Walking Locomotion 10xCFxSp² -
SGD 63 Weapon detector Accessory 1500 5
CR 188 Wheeled Locomotion 5xCFxSp² -
SGD 62 YV sensor package Sensors 1000 3
AVAIL.

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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
+5 Use status, reprogram
Computer droid, translate
to overcome jammingBinary
+5 Use Computer to slice & shut down computer, +5 to stop slicer's jamming, DC 25 Use Computer to jam
incoming
+5 Stealthor tooutgoing comlinks
conceal plus w/in 1 km+10 Deception to create Deceptive Appearances
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, jury-
rig/repair, Use Computer
converts audible Binary tochecks,
audiblecommunications/sensors,
Basic, Perception DC 20input hyperdrive coordinates, operate ejection
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
free to activate& Will
acts as Def 30 Draw (draw or holster as swif) if has BAB +1
Quick
only on Med or larger, half time of regular welding, range of 1 sq & 4d10 dam, for 2 or more consecutive
rounds ignores
fifteen of 5 pts ofmore
the galaxy's DR & reduces
popular threshincluding
games, by 10 dejarik and sabacc
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
activate enemy
as swif,pinned
+1 Refuntil
Def,tape is removed
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
Controls for multiple
drones limbsprocessor
with remote = 1 + Intup
modto 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
extendseach rndof receiver by 50%, Use Computer DC 30 by droid can extend range 100% 1 hour
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
BOOK
PAGE

Time

Target
STARSHIP MANEUVER DESCRIPTOR
S 24 Ackbar Slash reac 1

S 25 Afterburn full you

S 25 Angle Deflector Shields attack pattern swif you


S 25 Attack Pattern Delta attack pattern swif you
S 25 Attack Pattern Zeta Nine attack pattern swif you
S 25 Corellian Slip full 1

S 26 Counter dogfight reac you

S 26 Darklighter Spin stan 2x2

S 26 Devastating Hit gunner stan 1

S 26 Engine Hit gunner reac 1


BOOK
PAGE

Time

Target
STARSHIP MANEUVER DESCRIPTOR
S 26 Evasive Action dogfight move you

S 26 Explosive Shot gunner reac spec

S 27 Howlrunner Formation attack pattern swif you


S 27 I Have You Now swif 1

S 27 Intercept reac you

S 27 Overwhelming Assault attack pattern swif you*

S 28 Segnor's Loop reac 1

S 28 Shield Hit gunner stan 1

S 28 Skim the Surface full 1


BOOK
PAGE

Time

Target
STARSHIP MANEUVER DESCRIPTOR
S 28 Skywalker Loop dogfight reac 1

S 29 Snap Roll reac 1


S 29 Strike Formation attack pattern reac 1
S 29 Tallon Roll dogfight reac 1

S 30 Target Lock dogfight stan 1

S 30 Target Sense Force swif you

S 30 Thruster Hit gunner reac 1

S 30 Wotan Weave swif you


EFFECT
Pilot check when attack from adjacent opponent misses.
DC20: missed Atk redirected to adjacent opponent,
if original attack roll beats new target Ref Def = damage
DC25: add +1 to redirected Atk roll
DC30: add +2 to redirected Atk roll
DC35: add +5 to redirected Atk roll
new target may not use Akbar slash redirect the attack

Pilot Check:
DC15: all-out movement as free action, +1 Pilot to avoid dogfight
DC20: all-out movement as free action, +2 Pilot to avoid dogfight
DC25: all-out movement as free action, +5 Pilot to avoid dogfight
DC30: all-out movement as free action, +10 Pilot to avoid dogfight

Pilot DC15: SR doubled from particular target, SR halved from all others, change or deactivate with swif
Pilot DC20: +1 Ref Def with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot DC20: -1 die dam for +20 SR, deactivate with swift
Target must be w/in 2 x your speed in squares. If movement halted, lose maneuver. Pilot Check:
DC15: move up to twice speed straight, attack as free action, if destroy target no collision
DC20: +1 Atk
DC25: +1 Atk & 1 die
DC30: +2 Atk & 1 die
DC35: +2 Atk & 2 die
if fails, cannot attack and you may not avoid collision (opponent can)

As a reaction to being attacked by a vehicle you are dogfighting make a Pilot check:
DC20: you may immediately take a swift action
DC25: you may immediately take a move action
DC30: you may immediately take a standard action
Pilot Check:
DC25: area attack with autofire weapon with normal -5 Atk
DC30: area attack with autofire weapon with -2 Atk
DC35: area attack with autofire weapon with no penalty
Attack Roll Exceeds Ref by:
0-4: +1 die damage
5-9: +2 die damage
10+: +3 die damage
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: speed -1 (may be repaired with full-round DC20 Mechanics)
5-9: speed -2 (may be repaired with full-round DC25 Mechanics)
10+: speed -3 (may be repaired with full-round DC30 Mechanics)
EFFECT
Pilot Check
DC15: disengage from dogfight +2 Pilot
DC20: disengage from dogfight +5 Pilot
DC25: disengage from dogfight +10 Pilot
DC30: disengage from dogfight +20 Pilot

Use when you destroy a target. Attack Roll Exceeds Ref by:
0-4: 3d10x2 dam to adjacent targets (to the destroyed vehicle)
5-9: 4d10x2 dam to adjacent targets (to the destroyed vehicle)
10+: 5d10x2 dam to adjacent targets (to the destroyed vehicle)
Pilot DC20: +1 Atk with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot Check:
DC15: against adjacent target, if your attack this turn damage over Fort Def = -1 down track
DC20: as DC15 but +1 to attack roll.
DC25: as DC15 but +2 to attack roll
DC30: as DC15 but +5 to attack roll

Pilot Check:
DC20: with enemy fighter moving w/in 2 sq, initiate dogfight as attack of opportunity, move 1 sq as reac
DC25: As above with +1 Pilot check to initiate dogfight
DC30: As above with +2 Pilot check to initiate dogfight
DC35: As above with +5 Pilot check to initiate dogfight

Pilot DC20: nominate target and you may subtract Atk for double that amount in damage (pre multipliers),
change target or deactivate as swif action
If you end your turn further away from a target than you started make an attack run and Pilot Check
DC20: attack run penalty to Ref Def is -10
DC25: attack run penalty to Ref Def is -5
DC30: attack run penalty to Ref Def is -2
DC35: attack run penalty to Ref Def is -1

Make an attack if it deals damage it reduces shields depending on hold much Attack Roll Exceeds Ref by:
0-4: additional 5 points of shield damage
5-9: additional 10 points of shield damage
10+: additional 15 points of shield damage
When you fly through the fighting space of a target Colossal (Frigate) or larger, make a Pilot Check:
DC20: ignores SR, can move twice speed, attack run at -10 Atk
DC25: ignores SR, can move twice speed, attack run at -5 Atk
DC30: ignores SR, can move twice speed, attack run at -2 Atk
DC35: ignores SR, can move twice speed, attack run at -1 Atk
Pilot check below 19 causes a collision, target may avoid
EFFECT
if opponent fails Pilot check to attack in dogfight,
make a Pilot Check DC20 to may make an attack of opportunity
Pilot check replaces Ref Def until next turn, can keep Ref Def if lower
Pilot Check DC20: +1 die dam, -2 Ref Def, can deactivate with swift action
When opponent attempts to disengage from dogfight, declare before opposed check
DC20: if target fails to disengage, make attack of opportunity
DC25: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -1
DC30: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -2
DC35: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -5

Make a pilot check:


DC15: +1 opposed Pilot checks and attack rolls
DC20: +2 opposed Pilot checks and +1 to attack rolls
DC25: +2 opposed Pilot checks and attack rolls
DC30: +5 opposed Pilot checks and +2 to attack rolls
DC35: +5 opposed Pilot checks and attack rolls
Target disengages maneuver ends.

Cha bonus replaces Int bonus for vehicle weapons this round.
Make a Use the Force check:
DC20: Add Charisma Bonus to all attack rolls until start of next turn.
DC25: Additional +2 to rolls.
DC30: Additional +5 to rolls.
Stacks with Battle Strike force power.

Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: target's Ref Def, Init, & Pilot all -1
5-9: target's Ref Def, Init, & Pilot all -2
10+: target's Ref Def, Init, & Pilot all -5, target can only move in a straight line
Effect last the remainder of the encounter.

when fighting defensively or with total defense, make a pilot check:


DC15: reduce speed by half (round down) +1 Ref Def
DC20:reduce speed by half (round down) +2 Ref Def
DC25: reduce speed by half (round down) +5 Ref Def
if reduce speed to 0, maneuver fails
Category ITEM PREREQUISITES

BOOK
PAGE

TIER

ACT

FP?
MtR
NOTE: This tab is no longer maintained!

Accessory SV 44 Aquatic adaptation

Accessory K 75 Armor reinforcement

Accessory SV 45 Armorplast

Accessory SV 42 Bayonet ring


Accessory K 75 Beam splitter
Accessory J 60 Beckon call
Accessory SV 43 Bipod

Accessory J 60 Blade lock


Accessory SV 40 Cheater
Accessory SV 45 Climbing claws

Accessory SV 40 Cloaked
Accessory GI 68 Componentization
Accessory J 60 Concealed compartment
Accessory SV 45 Diagnostics system
Accessory SV 43 Double trigger
Accessory SV 40 Droidification
Accessory SV 41 Dual gear
Accessory K 75 Durasteel bonding

Accessory SV 41 Electrograpple handle


Accessory J 60 Electrum detail
Accessory K 75 Enhanced energy projector
Accessory SV 41 Environmental sealing
Accessory SV 45 Environmental systems
Accessory SV 41 Extra power source
Accessory J 60 Fiber cord

Accessory J 60 Force-Activated
Accessory SV 46 Gyro
Accessory K 75 Hair trigger
Accessory CR 140 Helmet package
Accessory SV 46 Holoshroud
Accessory K 75 Improved energy cell
Accessory SV 46 Integrated equipment, 1
Accessory SV 46 Integrated equipment, 10
Accessory SV 46 Integrated equipment, 2
Accessory SV 46 Integrated equipment, 5
Accessory J 60 Interlocking hilt
Accessory SV 46 Internal generator

Accessory SV 43 Ion charger


Accessory G 50 Ion shielding
W
Accessory SV 46 Jump servos

Accessory SV 41 Memory upgrade

Accessory SV 41 Memory upgrade, advanced

Accessory K 76 Mesh underlay


Accessory SV 41 Miniaturized
Accessory SV 43 Missile load
Accessory SV 43 Neutronium reinforcement
Accessory SV 43 Overload switch
Accessory SV 46 Powered exoskeleton
Accessory J 60 Pressure grip
Accessory SV 43 Pulse charger
Accessory SV 46 Radiation shielding

Accessory SV 43 Rangefinder
Accessory SV 47 Rangefinder, armor

Accessory SV 44 Rapid Recycler


Accessory SV 47 Ready harness
Accessory SV 41 Recognition system
Accessory SV 41 Remote activation
Accessory SV 47 Repulsorlift
Accessory SV 44 Retractable stock
Accessory SV 41 Secret compartment
Accessory SV 47 Shadowskin
Accessory SV 47 Shadowskin, reflec
Accessory SV 47 Shield generator, SR 10
Accessory SV 47 Shield generator, SR 5
Accessory SV 47 Shockweb

Accessory SV 42 Silverplate
Accessory SV 44 Slinker
Accessory SV 44 Sniper switch
Accessory SV 42 Spring loaded
Accessory SV 42 Storage capacity
Accessory CR 140 Targeting scope

Accessory CR 140 Targeting scope, low-light

Accessory J 60 Trapped grip


Accessory K 76 Tremor cell
Accessory SV 47 Vacuum seals
Accessory SV 47 Vacuum seals, advanced
Accessory J 60 Waterproof casing
Accessory SV 47 Weapon mount

Armor CR 282 ARC Trooper armor 6 2


Armor CR 132 Armored spacesuit 9 3
Armor G 44 Barabel microbe armor 2
W

Armor CR 132 Battle armor 8 2


Armor CR 132 Battle armor, heavy 10 4
Armor K 71 Battle armor, heavy powered 9 4
Armor K 70 Battle armor, light 5 2
Armor K 70 Battle armor, light powered 4 2
Armor K 71 Battle armor, powered 7 2
Armor SV 48 Beskar'gam, heavy 10 4

Armor SV 48 Beskar'gam, light 5 2

Armor SV 48 Beskar'gam, medium 8 2

Armor G 44 Biohazard suit 3


W
Armor CR 132 Blast helmet and vest 2
Armor K 179 Blast jacket 2 1
Armor L 98 Boba Fett's Mandalorian Armor 9 2
Armor C 64 Camo armor 5
Armor G 44 Camo scout armor 6 2
W
Armor CR 132 Ceremonial armor 7
Armor CR 281 Clone Trooper armor 6 2
Armor CR 133 Combat jumpsuit 4
Armor T 22 Commando armor 5 2
Armor CR 133 Corellian powersuit 7
Armor L 183 Cortosis Gauntlet

Armor F 178 Coruscant Guard armor 6 2


Armor J 61 Dark armor, heavy 8 5
Armor J 61 Dark armor, light 4 3
Armor J 61 Dark armor, medium 7 4
Armor CR 262 Darth Vader's custom armor 8 2
Armor SG 54 Droid, Crystadurium plating 10
D
Armor CR 193 Droid, Duranium battle armor 10
Armor CR 193 Droid, Duranium plating 8
Armor CR 193 Droid, Durasteel battle armor 8
Armor CR 193 Droid, Durasteel plating 6
Armor CR 193 Droid, Durasteel shell 4
Armor SG 54 Droid, Duravlex shell 4
D
Armor SG 54 Droid, Laminanium plating 4
D
Armor SG 54 Droid, Laminanium plating 12
D
Armor CR 193 Droid, Mandalorian steel shell 9
Armor CR 193 Droid, Neutronium plating 11
Armor CR 193 Droid, Plasteel shell 2
Armor CR 193 Droid, Quadanium battle armor 7
Armor CR 193 Droid, Quadanium plating 5
Armor CR 193 Droid, Quadanium shell 3
Armor K 71 Energy shields, heavy SR 25
Armor K 71 Energy shields, heavy SR 30
Armor K 71 Energy shields, light SR 10
Armor K 71 Energy shields, light SR 5
Armor K 71 Energy shields, medium SR 15
Armor K 71 Energy shields, medium SR 20
Armor F 179 EVO Trooper armor 6 2
Armor K 72 Fiber armor 4 1

Armor CR 137 Flight suit 1


Armor CR 133 Flight suit, armored 5 2
Armor CR 133 Flight suit, padded 3 1
Armor L 140 Galactic Alliance Armor 4 1
Armor L 140 Galactic Alliance Armor, fleet crew 2
Armor C 182 Geonosian warrior tunic 4
Armor SV 48 GTU AV-1C combat armor 9 4
Armor SV 48 GTU AV-1S scout armor 7 2
Armor SV 49 Half-vest 1
Armor F 183 Heavy dungeoneer armor 10 2
Armor L 183 Imperial Knight armor 8 2

Armor J 62 Jedi battle armor, light 3 3


Armor J 62 Jedi battle armor, medium 5 5
Armor F 180 Jumptrooper armor 6 2
Armor G 44 Katarn-class commando armor 9 4
W
Armor L 183 Knighthunter armor 7 2
Armor SV 49 Krail 210 personal armor 7 1
Armor K 219 Krath armor 5 2
Armor K 219 Krath battle armor 5 2
Armor F 217 Light combat armor 5 2
Armor ? Mandalorian Armor +1
Armor K 202 Mandalorian battle armor 8 2
Armor K 201 Mandalorian combat suit 4 1
Armor G 45 Marine armor 5 2
W

Armor K 72 Matrix armor 9 3

Armor R 51 Merr-Sonn KZZ riot armor 2 2


Armor K 72 Mesh armor 6 2

Armor K 202 Neo-Crusader assault armor 10 4


Armor K 201 Neo-Crusader light armor 6 2
Armor J 62 Orbalisk armor 10 2
Armor R 128 Phase II Dark Trooper armor 10
Armor R 128 Phase III Dark Trooper armor 12
Armor F 177 Phase Zero Dark Trooper armor 6 2
Armor F 180 Radtrooper armor 6 4

Armor K 179 Republic combat armor 6 2


Armor K 179 Republic heavy armor 8 3
Armor K 179 Republic light armor 4 1
Armor T 77 Riot Shield 5
Armor F 174 Royal Guard armor 7
Armor CR 133 Sandtrooper armor 6 2
Armor CR 280 Scout trooper armor 4
Armor R 127 Seatrooper Armor 4 2
Armor F 175 Shadow Guard armor 7
Armor SV 49 Shadowsuit 1 1
Armor R 51 Shield gauntlet
Armor K 149 Sith Battle suit 7 2
Armor K 147 Sith Trooper Armor 6 2
Armor W Skakoan heavy pressure suit 9 3
Armor W Skakoan light pressure suit 5 2
Armor W Skakoan medium pressure suit 8 2
Armor CR 133 Snowtrooper armor 6 2
Armor CR 137 Space suit 2
Armor T 95 SpecForce armor 5 2
Armor G 45 Stalker armor 7
W
Armor R 123 Storm Commando armor 4
Armor CR 133 Stormtrooper armor 6 2
Armor R 122 Stormtrooper armor, reinforced 7 2
Armor R 121 Stormtrooper, stygian-triprismatic 7 2
Armor G 45 Stun cloak 1
W
Armor C 64 Thinsuit - 0
Armor C 64 Tracker utility vest 1 0
Armor SV 13 Ubese environmental suit 4 2
Armor C 64 Vacuum pod 4 1

Armor L 140 Venom assault armor 10 4


Armor CR 133 Vonduun crabshell 5 5
Armor K 72 Weave armor 6 2
Armor J 63 WJ-880 blinding helmet 0 0
Armor L 66 Yuuzhan Vong Biotech
Armor R 127 Zero-G Stormtrooper Armor 9 3

Crystals J 59 Ankarres Sapphire


Crystals J 59 Barab
Crystals J 57 Bondar
Crystals K 66 Bondar
Crystals J 56 Compressed
Crystals J 57 Corusca

Crystals K 66 Daminia
Crystals J 59 Dantari

Crystals J 57 Dragite

Crystals J 58 Durindfire
Crystals K 66 Eralam
Crystals J 58 Firkraan
Crystals K 66 Firkraan
Crystals J 59 Heart of the Guardian
Crystals J 58 Hurikane

Crystals J 56 Ilum
Crystals J 58 Jenraux
Crystals K 66 Jenraux
Crystals J 59 Kaiburr Crystal
Crystals J 58 Kasha
Crystals J 56 Kathracite
Crystals J 59 Krayt dragon
Crystals J 59 Lambent
Crystals K 66 Luxum
Crystals J 59 Mantle of the Force

Crystals J 56 Mephite
Crystals K 66 Nextor
Crystals J 58 Opila

Crystals K 66 Opila

Crystals J 58 Phond
Crystals K 66 Phond
Crystals J 56 Pontite
Crystals J 58 Rubat
Crystals K 66 Rubat
Crystals K 66 Sapith
Crystals J 58 Sigil
Crystals K 66 Sigil
Crystals K 66 Sigil
Crystals J 58 Solari
Crystals J 57 Synthetic
Crystals J 57 Unstable

Crystals K 66 Upari
Destiny F 36 Champion
Destiny CR 113 Corruption
Destiny F 35 Creation
Destiny CR 115 Death and Destiny
Destiny CR 114 Destruction
Destiny CR 114 Discovery
Destiny CR 114 Education
Destiny F 36 Liberation
Destiny CR 114 Redemption
Destiny CR 115 Rescue
Equipment SV 52 ABC Scrambler

Equipment CR 138 All-temperature cloak

Equipment R 51 Ambient aural amplifier


Equipment UR 40 Antidote synthesizer

Equipment G 45 Anti-rad dose


W
Equipment T 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 CR 137 Bacta tank (empty)


Equipment CR 137 Bacta, 1 liter
Equipment CR 140 Bandolier
Equipment K 176 Bao-Dur's cybernetic arm
Equipment J 64 Battle harness, Sith
Equipment CR 139 Binder cuffs
Equipment L 68 Bio-implant, Body spikes
Equipment L 68 Bio-implant, Cosmetic enhancements
Equipment L 68 Bio-implant, Enhanced vision
Equipment L 68 Bio-implant, Natural armor

Equipment L 68 Bio-implant, Natural weapon


Equipment L 68 Bio-implant, Poison filter
Equipment L 68 Bio-implant, Replacement body part
Equipment C 65 Bioscanner

Equipment R 149 BioTech Borg Construct AJ-6


Equipment L 65 Biotech tool kit
Equipment G 49 Borg Construct
W

Equipment G 49 Borg Construct Datacard/Know cart port


W
Equipment G 49 Borg Construct Knowledge cartridge
W
Equipment CR 136 Breath mask
Equipment CR 137 Breath mask, atmosphere filter
Equipment G 46 Camouflage netting
W
Equipment C 65 Camouflage netting
Equipment C 65 Camouflage netting, powered
Equipment G 46 Camouflage poncho
W
Equipment CR 138 Chain (3 meters)
Equipment UR 40 Climbing harness

Equipment CR 134 Code cylinder


Equipment G 46 Com scrambler
W
Equipment GI 66 Comlink, Earbud
Equipment CR 134 Comlink, encryption
Equipment L 65 Comlink, hands-free
Equipment CR 134 Comlink, holo capability
Equipment CR 134 Comlink, long-range
Equipment CR 134 Comlink, short-range
Equipment G 49 Comlink, subcutaneous
W
Equipment G 46 Comlink, tightbeam
W
Equipment CR 134 Comlink, video capability
Equipment G 46 Communication scanner
W
Equipment K 73 Computer interface visor
Equipment T 87 Computer spikes

Equipment C 65 Computer, bracer


Equipment R 51 Computerized interface scope

Equipment T 45 Cortosis Gauntlet


Equipment CR 134 Credit chip
Equipment 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 46 Droid diagnostic
W
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 49 Eye, targeting
W
Equipment G 49 Eye, telescoping
W
Equipment T 54 FastFlesh Medpac
Equipment G 47 Field food processor
W
Equipment CR 138 Field kit
Equipment CR 139 Fire extinguisher
Equipment UR 40 Fire paste
Equipment UR 40 Fire rod
Equipment GI 66 Flash Suppressor/Silencer
Equipment CR 137 Flight suit
Equipment SV 52 Force Cage
Equipment J 63 Force detector
Equipment J 63 Force training aid

Equipment CR 136 Fusion lantern


Equipment SV 9 Gand breathing apparatus
Equipment SV 9 Gand transliterator
Equipment J 57 Geological compressor
Equipment CR 136 Glow rod
Equipment C 66 Halo lamp
Equipment T 37 Heat Sensor
Equipment CR 140 Helmet package
Equipment T 87 HiBaka 2000 Mem-Stik
Equipment GI 66 Holo Converter
Equipment CR 136 Holoprojector, personal
Equipment F 101 Holoshroud
Equipment CR 140 Holster, Concealed
Equipment CR 140 Holster, Hip
Equipment F 101 Hush-About Personal Jetpack
Equipment UR 40 Hypoinjector wristband
Equipment K 74 Implant, bio-stabilizer
Equipment K 74 Implant, Cardio
Equipment K 74 Implant, Combat
Equipment K 74 Implant, Memory
Equipment K 75 Implant, nerve reinforcement
Equipment K 75 Implant, regenerative

Equipment K 75 Implant, sensory


Equipment CR 138 Jet pack
Equipment T 87 Lectroticker

Equipment CR 138 Liquid cable dispenser (15 meters)


Equipment SV 52 Lock Breaking Kit

Equipment SV 52 Man Trap


Equipment UR 220 Mask of Darth Nihilus

Equipment T 36 MDS-50 Medisensor


Equipment K 73 Mechanical interface visor

Equipment J 63 Medical bundle, 8-2A


Equipment K 73 Medical interface visor
Equipment CR 138 Medical kit
Equipment CR 138 Medpac
Equipment CR 139 Mesh tape
Equipment UR 41 Microlab

Equipment W Mobile Hologram Projection Pod


Equipment K 74 Motion sensing visor

Equipment UR 41 Multitool, personal


Equipment K 74 Neural band
Equipment W Ooglith Masquer
Equipment GI 66 Panic Ring
Equipment G 47 Personal field shelter
W
Equipment G 47 Plasma bridge
W
Equipment UR 41 Plastent
Equipment CR 134 Pocket scrambler
Equipment UR 41 Portable beacon
Equipment CR 136 Portable computer
Equipment CR 139 Power generator
Equipment CR 139 Power pack
Equipment CR 139 Power recharger
Equipment R 127 Propulsion Pack

Equipment G 47 Proximity flare


W
Equipment G 47 Radiation detector
W
Equipment CR 138 Ration pack
Equipment CR 136 Recording unit, audiorecorder
Equipment CR 136 Recording unit, holorecorder
Equipment CR 136 Recording unit, videorecorder
Equipment GI 67 Redirection Crystal
Equipment UR 41 Repulsor boots
Equipment UR 41 Repulsor hitch
Equipment F 102 Repulsor pad
Equipment T 17 Rhen-Orm Biocomputer

Equipment UR 41 Saddle, riding


Equipment UR 42 Saddle, war

Equipment CR 139 Security kit


Equipment CR 136 Sensor pack
Equipment 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 47 Triangulation visor
W
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 L 66 Yuuzhan Vong Biotech


Event R 17 Bankrupt
Event R 17 Conspiracy
Event R 17 Crippled

Event R 17 Disgraced
Event R 17 Enslaved
Event R 17 Exiled

Event R 18 Imprisoned
Event R 18 Marooned
Event R 18 Orphaned
Event R 18 Scarred
Event R 18 Widowed

Explosives G 42 Antipersonnel Mine


W
Explosives W Antipersonnel Mine, HX2
Explosives F 100 Antivehicle mine
Explosives W Antivehicle Proton Mine
Explosives CR 131 Detonite
Explosives G 43 Detonite cord
W
Explosives CR 131 Explosive charge
Explosives F 100 Flechette mine
Explosives G 43 Ion mine
W
Explosives F 100 Land mine
Explosives F 100 Laser trip mine
Explosives G 43 Limpet mine
W

Explosives F 100 Manual trigger


Explosives F 100 Proximity mine
Explosives CR 132 Timer
Feat T 64 A Few Maneuvers Dodge, Vehicular Combat

Feat K 32 Accelerated Strike BAB +6


Feat CR 82 Acrobatic Strike Trained in Acrobatics

Feat GI 25 Adaptable Talent


Feat F 31 Advantageous Attack BAB +1
Feat F 31 Advantageous Cover Trained in Stealth
Feat SG 22 Aiming Accuracy Droid, PB Shot, Precise Shot,
D proficient
Feat R 31 Ample Foraging Ewok

Feat F 32 Angled Throw Dex 13


Feat C 28 Anointed Hunter Nelvaanian species
Feat G 28 Aquatic Specialists (team feat) Trained in Swim
W
Feat CR 82 Armor Proficiency (heavy) AP light, AP medium

Feat CR 82 Armor Proficiency (light)

Feat CR 82 Armor Proficiency (medium) AP light

Feat C 28 Artillery Shot proficient with weapon


Feat G 28 Ascension Specialists (team feat) Trained in Climb
W
Feat W Assault Double Atk or Dual Weapon I,
BAB +6
Feat R 28 Assured Attack
Feat L 34 Attack Combo (Fire & Strike) BAB +9, Atk Combo (Melee)
& (Ranged)

Feat L 34 Attack Combo (Melee) BAB +3

Feat L 34 Attack Combo (Ranged) BAB +3


Feat L 34 Autofire Assault Weapon Focus
Feat L 34 Autofire Sweep Weapon Focus
Feat F 32 Bad Feeling
Feat G 22 Bantha Herder BAB +1, proficient with
W weapon
Feat CR 82 Bantha Rush Str 13, BAB +1

Feat G 23 Battering Attack Bantha Rush, Trip


W

Feat R 31 Binary Mind Cerean


Feat L 34 Biotech Specialist Trained in Mechanics

Feat L 35 Biotech Surgery Trained in Treat Injury


Feat F 32 Blaster Barrage Coordinated Attack
Feat GI 25 Bone Crusher Crush*
Feat R 31 Bothan Will Bothan

Feat R 31 Bowcaster Marksman Wookiee


Feat GI 25 Brilliant Defense Int 13

Feat L 35 Brink of Death


Feat CR 82 Burst Fire WP heavy, proficient w/weapon

Feat SV 21 Burst of Speed Trained in Endurance


Feat CR 82 Careful Shot BAB +2, Point Blank Shot
Feat GI 25 Channel Rage Rage

Feat CR 82 Charging Fire BAB +4

Feat K 31 Charging Fire + Dodge Combo, requires Dodge

Feat R 31 Clawed Subspecies Quarren


Feat CR 83 Cleave Str 13, Power Attack

Feat SV 21 Close Combat Escape Trained in Acrobatics

Feat SV 21 Collateral Damage Rapid Shot, BAB +6


Feat CR 83 Combat Reflexes

Feat K 32 Conditioning Str 13, Con 13

Feat R 31 Confident Success Bothan


Feat F 33 Controlled Rage Rage

Feat CR 83 Coordinated Attack BAB +2

Feat C 28 Coordinated Barrage BAB +5, Coordinated Attack

Feat SV 21 Cornered
Feat G 28 Covert Operatives (team feat) Trained in Stealth
W

Feat K 32 Critical Strike BAB +9, melee weapon,


Weapon Focus

Feat F 33 Crossfire PB Shot, Precise Shot, BAB +6


Feat CR 83 Crush BAB +1, Pin

Feat F 33 Cunning Attack


Feat GI 27 Cut the Red Tape Trained in Knowledge
(bureaucracy)
Feat CR 83 Cybernetic Surgery Trained in Treat Injury

Feat SG 22 Damage Conversion Droid, Dex 13


D

Feat R 31 Darkness Dweller Sullustan


Feat CR 84 Deadeye BAB +4, PB Shot, Precise Shot

Feat SV 21 Deadly Sniper Sniper, trained in Stealth

Feat SV 21 Deceptive Drop Trained in Initiative

Feat R 31 Deep Sight Quarren


Feat R 28 Deft Charge
Feat GI 27 Demoralizing Strike Cha 13

Feat SV 21 Desperate Gambit


Feat G 23 Destructive Force
W
Feat R 31 Devastating Bellow Ithorian
Feat G 23 Disabler proficient with weapon
W
Feat R 31 Disarming Charm Sullustan

Feat SG 22 Distracting Droid Droid


D

Feat GI 27 Disturbing Presence trained in Deception

Feat G 23 Dive for Cover Trained in Jump


W
Feat CR 84 Dodge Dex 13
Feat K 31 Dodge + Charging Fire Combo, requires Charging Fire

Feat K 31 Dodge + Running Attack Combo, requires Running


Attack

Feat CR 84 Double Attack BAB +6, proficient with


Feat W Dreadful Countenance weapon
Cha 13, Sith

Feat CR 84 Dreadful Rage BAB +1, Rage species trait

Feat SG 22 Droid Focus Trained in Mechanics & Use


D Computer
Feat C 29 Droid Hunter proficient with weapon
Feat SG 22 Droid Shield Mastery Droid, equipped with shield
D generator
Feat C 28 Droidcraft Trained in Mechanics

Feat CR 84 Dual Weapon Mastery I Dex 13, BAB +1


Feat K 31 Dual Weapon Mastery I + Quick Draw Combo, requires Quick Draw
Feat CR 84 Dual Weapon Mastery II Dex 15, BAB +6, Dual Weapon
Mastery I
Feat CR 84 Dual Weapon Mastery III Dex 17, BAB +11, Dual
Mastery I, II
Feat SV 21 Duck and Cover Trained in Stealth
Feat K 33 Echani Training Dex 13, Martial Arts I

Feat G 26 Echani Training Dex 13, Martial Arts I


W

Feat SG 22 Erratic Target Droid, Dex 13, Dodge,


D hovering/flying locomotion
Feat CR 84 Exotic Weapon Proficiency BAB +1
Feat C 29 Experienced Medic Trained in Treat Injury

Feat GI 27 Expert Briber Cha 13

Feat C 29 Expert Droid Repair Trained in Mechanics

Feat CR 85 Extra Rage Rage species trait


Feat CR 85 Extra Second Wind Trained in Endurance
Feat CR 85 Far Shot Point Blank Shot
Feat R 29 Fast Surge

Feat R 33 Fast Swimmer Mon Calamari


Feat L 36 Fatal Hit Str 13, Dex 13

Feat L 35 Feat of Strength Str 15

Feat G 23 Fight Through Pain


W
Feat C 29 Flash and Clear
Feat R 33 Flawless Pilot Duros
Feat GI 27 Flèche BAB +1

Feat SV 21 Fleet-Footed Running Attack

Feat C 29 Flood of Fire proficient with weapon


Feat K 33 Flurry Dex 13
Feat F 33 Focused Rage Rage, Controlled Rage

Feat J 23 Follow Through

Feat CR 85 Force Boon Force Sensitivity


Feat G 23 Force of Personality Cha 13
W
Feat K 33 Force Readiness
Feat J 23 Force Regimen Mastery Force Sensitivity, trained Use
the Force
Feat CR 85 Force Sensitivity Non-droid
Feat CR 85 Force Training Force Sensitivity
Feat K 31 Force Training + Improved Disarm Combo, requires Improved
Disarm

Feat G 23 Forceful Blast BAB +1, proficient with


W weapon
Feat GI 27 Forceful Recovery Force Training*

Feat R 33 Forest Stalker Ewok


Feat G 23 Fortifying Recovery Con 13
W
Feat SV 21 Friends in Low Places Trained in Gather Information

Feat R 33 Fringe Benefits Rodian


Feat L 36 Galactic Alliance Military Training

Feat K 33 Gearhead

Feat C 31 Grand Army of the Republic Training proficient with armor worn

Feat L 36 Grapple Resistance

Feat GI 27 Grazing Shot Point Blank Shot

Feat CR 85 Great Cleave Str 13, Cleave, Power Attack,


BAB +4
Feat R 33 Gungan Weapon Master Gungan
Feat C 31 Gunnery Specialist BAB +1 (can use Gunnery
tactics)

Feat SV 22 Hasty Modification Tech Specialist

Feat SV 22 Hideous Visage Shapeshift


Feat G 26 Hijkata Training Combat Reflexes, Martial Arts I
W

Feat GI 28 Hobbling Strike Sneak Attack talent or Rapid


Shot/Strike

Feat R 33 Hunter's Instincts Rodian


Feat R 34 Imperceptible Liar Twi'lek

Feat R 29 Imperial Military Training


Feat SV 23 Impersonate Shapeshift, SF Deception
Feat SV 23 Impetuous Move Con 13

Feat K 33 Implant Training Possess a cybernetic implant

Feat F 33 Improved Bantha Rush Str 15, Bantha Rush, BAB +1

Feat CR 85 Improved Charge Dex 13, Dodge, Mobility

Feat CR 86 Improved Damage Threshold


Feat CR 85 Improved Defenses
Feat CR 85 Improved Disarm Int 13, Melee Defense
Feat K 31 Improved Disarm + Force Training Combo, requires Force Training

Feat GI 28 Improved Opportunistic Trickery Opportunistic Trickery*

Feat K 33 Improved Rapid Strike Rapid Strike, light melee


weapon

Feat SV 23 Impulsive Flight


Feat R 34 Inborn Resilience Zabrak
Feat K 33 Increased Agility Conditioning

Feat R 34 Increased Resistance Gamorrean

Feat GI 28 Indomitable Personality Cha 13

Feat F 33 Informer Trained in Perception

Feat R 34 Instinctive Perception Zabrak

Feat SG 22 Ion Shielding Droid with Str 13 or cyborg


D with Con 13

Feat C 31 Jedi Familiarity


Feat R 34 Jedi Heritage Twi'lek, Force Sensitivity
Feat R 34 Justice Seeker Kel Dor
Feat R 34 Keen Scent Ewok
Feat SV 23 Knife Trick Lightning Draw, trained in
Stealth

Feat L 36 Knock Heads Str 13, Dex 13, Multi-Grab


Feat G 27 K'tara Training Martial Arts I, trained in Stealth
W

Feat G 27 K'thri Training Martial Arts I, Dual Weapon


W Mastery I

Feat R 34 Lasting Influence Bothan

Feat C 31 Leader of Droids

Feat SV 23 Lightning Draw Quick Draw


Feat CR 86 Linguist Int 13

Feat K 34 Logic Upgrade: Self-Defense Droid


Feat SG 22 Logic Upgrade: Skill Swap Droid, basic processor
D
Feat K 34 Logic Upgrade: Tactician Droid, BAB +4
Feat J 23 Long Haft Strike proficient with weapon

Feat K 34 Mandalorian Training Charging Fire

Feat CR 86 Martial Arts I


Feat CR 86 Martial Arts II BAB +3, Martial Arts I
Feat CR 86 Martial Arts III BAB +6, Martial Arts I, II
Feat GI 28 Master of Disguise trained in Deception, Cha 13

Feat R 34 Master Tracker Rodian

Feat GI 28 Meat Shield Precise Shot*, BAB +4


Feat SG 24 Mechanical Martial Arts Droid, Martial Arts I, BAB +1
D

Feat G 29 Medical Team (team feat) Trained in Treat Injury


W
Feat CR 86 Melee Defense Int 13

Feat SV 23 Metamorph Con 13, shapeshift, trained


Deception
Feat CR 86 Mighty Swing Str 13

Feat F 33 Mighty Throw Str 13

Feat R 34 Mind of Reason Cerean

Feat G 24 Mission Specialist


W
Feat CR 86 Mobility Dex 13, Dodge

Feat T 127 Momentum Strike Trained in Pilot or Ride

Feat R 34 Mon Calamari Shipwright Mon Calamari

Feat T 127 Mounted Defense Trained in Pilot or Ride

Feat G 29 Mounted Regiment (team feat) Trained in Ride


W

Feat R 29 Moving Target Dodge

Feat L 36 Multi-Grab Dex 13


Feat SG 24 Multi-Targeting Droid, Int 13, proficient
D

Feat F 34 Natural Leader Cha 13


Feat R 34 Nature Specialist Ithorian

Feat G 24 Never Surrender Trained in Endurance


W
Feat G 29 Nimble Team (team feat) Trained in Acrobatics
W
Feat G 25 Officer Candidacy Training
W
Feat SV 23 Opportunist Retreat Combat Reflexes

Feat G 25 Opportunistic Shooter


W
Feat GI 28 Opportunistic Trickery Combat Reflexes, Sneak Attack

Feat C 31 Overwhelming Attack


Feat C 31 Pall of the Dark Side Dark Side Score 1+

Feat R 35 Perfect Intuition Cerean


Feat R 35 Perfect Swimmer Gungan
Feat CR 87 Pin BAB +1

Feat SG 24 Pincer Droid, claw or hand, BAB +1,


D Pin, Crush
Feat SG 24 Pinpoint Accuracy Droid, Aiming Accuracy, PB
D Shot, Precise Shot, proficient

Feat G 25 Pistoleer proficient with weapon


W
Feat R 35 Pitiless Warrior Trandoshan

Feat CR 87 Point Blank Shot


Feat K 34 Poison Resistance Con 13

Feat CR 87 Power Attack Str 13

Feat K 34 Power Blast Dex 13


Feat CR 87 Powerful Charge BAB +1, Medium or larger size

Feat F 34 Powerful Rage Rage

Feat CR 87 Precise Shot Point Blank Shot


Feat G 25 Predictive Defense Int 13
W
Feat R 29 Prime Shot Point Blank Shot
Feat R 35 Primitive Warrior Gamorrean

Feat R 35 Quick Comeback Gamorrean

Feat CR 87 Quick Draw BAB +1


Feat K 31 Quick Draw + Dual Weapon Mastery I Combo, requires Dual Weapon
Mastery I
Feat K 31 Quick Draw + WP (lightsabers) Combo, requires proficiency in
lightsabers
Feat K 34 Quick Skill
Feat L 36 Rancor Crush Str 15, Crush, Pin, BAB +1

Feat R 29 Rapid Reaction


Feat CR 88 Rapid Shot BAB +1, proficient with
weapon
Feat CR 88 Rapid Strike BAB +1, proficient with
weapon
Feat F 34 Rapport Wis 13
Feat R 35 Read the Winds Kel Dor

Feat R 30 Rebel Military Training Running Attack

Feat F 35 Recall Trained in one Knowledge skill

Feat R 30 Recovering Surge

Feat GI 28 Recurring Success


Feat R 35 Regenerative Healing Trandoshan

Feat J 23 Relentless Attack proficient & Double Attack


w/weapon
Feat K 35 Republic Military Training

Feat G 25 Resilient Strength Str 13


W
Feat GI 28 Resolute Stance BAB +1

Feat SV 24 Resurgence Trained in Endurance

Feat R 35 Resurgent Vitality Wookiee

Feat L 37 Return Fire Dex 15, Quick Draw, Weapon


Focus
Feat L 37 Returning Bug proficient with weapon
Feat G 25 Riflemaster proficient with weapon
W
Feat G 25 Risk Taker Trained in Climb or Jump
W

Feat CR 88 Running Attack Dex 13

Feat K 31 Running Attack + Dodge Combo, requires Dodge

Feat GI 28 Sadistic Strike

Feat F 35 Savage Attack Double Attack, proficient with


weapon
Feat F 35 Scavenger
Feat R 35 Scion of Dorin Kel Dor

Feat SG 24 Sensor Link Droid or cyborg with associated


D hardware

Feat C 31 Separatist Military Training


Feat CR 88 Shake It Off Con 13, trained in Endurance
Feat R 35 Sharp Senses Mon Calamari

Feat SG 25 Shield Surge trained Mechanics, Droid or


D cyborg with scomp or similar

Feat R 35 Shrewd Bargainer Quarren

Feat SV 24 Signature Device Tech Specialist


Feat GI 29 Silver Tongue Trained in Persuasion

Feat K 35 Sith Military Training


Feat GI 29 Skill Challenge: Catastrophic Avoidance
Feat GI 29 Skill Challenge: Last Resort
Feat GI 29 Skill Challenge: Recovery
Feat CR 88 Skill Focus
Feat CR 88 Skill Training
Feat SG 25 Slammer Small or larger droid with 2
D appropriate appendages, Str 13
Feat G 29 Slicer Team (team feat) Trained in Use Computer
W
Feat SV 24 Slippery Maneuver Dodge

Feat CR 88 Sniper BAB +4, PB Shot, Precise Shot

Feat K 35 Sniper Shot Proficient with ranged weapon


Feat R 35 Spacer's Surge Duros

Feat G 25 Sport Hunter proficient with weapon


W

Feat C 31 Spray Shot


Feat SV 24 Staggering Attack Sneak attack talent or Rapid
Shot/Strike
Feat G 26 Staggering Attack BAB +1, proficient with
W weapon

Feat GI 29 Stand Tall


Feat S 20 Starship Designer Tech Specialist, Trained in
Mechanics
Feat S 20 Starship Tactics Vehicular Combat, Trained in
Pilot
Feat G 27 Stava Training Martial Arts I, Running Attack
W
Feat SV 24 Stay Up Trained in Endurance

Feat G 26 Steadying Position Careful Shot


W

Feat F 35 Strafe Running Attack


Feat R 36 Strong Bellow Ithorian

Feat CR 88 Strong in the Force


Feat SV 24 Superior Tech Int 17, Tech Specialist, 9th level

Feat T 91 Suppression Fire Str 13, Burst Fire, WP Heavy


Feat R 36 Sure Climber Sullustan
Feat CR 88 Surgical Expertise Trained in Treat Injury

Feat R 36 Survivor of Ryloth Twi'lek

Feat F 35 Swarm Coordinated Attack

Feat SV 25 Tactical Advantage Combat Reflexes


Feat S 21 Tactical Genius Starship Tactics, Vehicular
Combat*

Feat G 28 Tae-Jitsu Training Martial Arts I, Dodge, trained in


W Initiative

Feat S 21 Tech Specialist Trained in Mechanics


Feat G 29 Technical Experts (team feat) Trained in Mechanics
W
Feat G 28 Teras Kasi Training Martial Arts I, Str 13
W

Feat R 36 Thick Skin Trandoshan


Feat CR 88 Throw BAB +1, Trip

Feat G 30 Tireless Squad (team feat) Trained in Endurance


W
Feat SG 25 Tool Frenzy Small or larger droid with 2
D appendages with tools
Feat CR 88 Toughness
Feat C 31 Trench Warrior
Feat CR 88 Trip BAB +1

Feat CR 89 Triple Attack BAB +9, Double Attack,


proficient
Feat CR 89 Triple Crit BAB +8, proficient with
Feat K 35 Tumble Defense weapon
Dex 13, proficient with melee
weapon
Feat SG 25 Turn and Burn Droid, Dex 13,
D hovering/flying/wheeled/tracke
d locomotion

Feat G 30 Unhindered Approach (team feat) Trained in Jump


W
Feat G 30 Unified Squadron (team feat) Trained in Pilot
W

Feat F 35 Unleashed Destiny


Feat R 30 Unstoppable Combatant Extra Second Wind

Feat C 31 Unstoppable Force


Feat J 24 Unswerving Resolve BAB +2

Feat R 36 Unwavering Focus Zabrak

Feat C 32 Unwavering Resolve Trained in Perception

Feat L 37 Vehicle Systems Expertise Tech Specialist, Trained in


Mechanics

Feat CR 89 Vehicular Combat Trained in Pilot


Feat R 30 Vehicular Surge Trained in Pilot
Feat R 36 Veteran Spacer Duros
Feat R 30 Vitality Surge Extra Second Wind

Feat R 36 Warrior Heritage Gungan

Feat C 32 Wary Defender

Feat G 30 Wary Sentries (team feat) Trained in Perception


W
Feat CR 89 Weapon Finesse BAB +1
Feat K 31 Weapon Finesse + Weapon Focus Combo, requires Weapon Focus
Feat CR 89 Weapon Focus proficient with weapon
Feat K 31 Weapon Focus + Weapon Finesse Combo, requires Weapon
Finesse
Feat CR 89 Weapon Proficiency
Feat K 31 Weapon Proficiency (lightsabers) + QD Combo, requires Quick Draw
Feat CR 89 Whirlwind Attack Dex 13, Int 13, Melee Defense,
BAB +4

Feat SV 25 Wicked Strike Rapid Strike


Feat G 30 Wilderness Specialists (team feat) Trained in Survival
W
Feat K 35 Withdrawal Strike BAB +5, proficient with melee
weapon
Feat GI 29 Wookiee Grip Str 13
Feat R 36 Wroshyr Rage Wookiee

Feat G 28 Wrruushi Training Martial Arts I, Con 13,


W Wookiee

Feat L 37 Zero Range PB Shot


Feats UR 24 Acrobatic Ally

Feats UR 24 Acrobatic Dodge


Feats UR 24 Combat Trickery

Feats UR 24 Elder's Knowledge

Feats UR 24 Frightening Cleave


Feats UR 24 Grab Back

Feats UR 26 Halt

Feats UR 26 Heavy Hitter


Feats UR 26 Hold Together

Feats UR 26 Hyperblazer

Feats UR 26 Improved Sleight of Hand

Feats UR 27 Improvised Weapon Mastery


Feats UR 27 Instinctive Attack
Feats UR 27 Instinctive Defense
Feats UR 27 Intimidator

Feats UR 27 Maniacal Charge


Feats UR 27 Mounted Combat

Feats UR 28 Nikto Survival


Feats UR 28 Targeted Area
Feats UR 28 Trample

Feats UR 28 Wilderness First Aid

Force Power J 29 Assured Strike stan


(lightsaber form)

Force Power L 53 Ballistakinesis stan


(telekinetic)

Force Power J 29 Barrier of Blades swif


(lightsaber form)

Force Power CR 96 Battlestrike swif

Force Power J 24 Blind swif


Force Power J 29 Circle of Shelter stan
(lightsaber form)

Force Power C 50 Cloak stan

Force Power L 53 Combustion stan

Force Power J 29 Contentious Opportunity free


(lightsaber form)

Force Power J 24 Convection swif

Force Power F 85 Corruption stan


(dark)

Force Power J 24 Crucitorn reac

Force Power J 25 Cryokinesis stan

Force Power CR 96 Dark Rage swif


(dark)

Force Power W Dark Transfer stan


(dark)
Force Power L 53 Dark Transfer stan
(dark)

Force Power J 30 Deflecting Slash reac


(lightsaber form)

Force Power L 53 Detonate stan


(telekinetic)

Force Power J 30 Disarming Slash stan


(lightsaber form)

Force Power J 25 Drain Energy stan

Force Power J 30 Draw Closer stan


(lightsaber form)

Force Power K 50 Energy Resistance stan

Force Power L 54 Enlighten reac


(light side, mind-affecting)
Force Power J 31 Falling Avalanche stan
(lightsaber form)

Force Power CR 96 Farseeing full


Force Power K 50 Fear (dark) swif

Force Power J 31 Fluid Riposte reac


(lightsaber form)

Force Power J 25 Fold Space full

Force Power F 86 Force Blast stan

Force Power CR 97 Force Disarm stan

Force Power CR 97 Force Grip stan

Force Power J 25 Force Light stan


(light)

Force Power CR 97 Force Lightning stan


(dark)
Force Power K 50 Force Scream stan
(dark)

Force Power L 54 Force Shield reac


(telekinetic)
Force Power F 86 Force Shield reac
(telekinetic)

Force Power CR 97 Force Slam stan

Force Power F 86 Force Storm stan


(dark, telekinetic)

Force Power J 26 Force Storm (dark) stan

Force Power CR 98 Force Stun stan

Force Power CR 98 Force Thrust stan

Force Power J 26 Force Track swif

Force Power K 51 Force Whirlwind stan


(telekinetic)

Force Power J 26 Hatred stan


(dark)

Force Power J 31 Hawk-Bat Swoop


(lightsaber form)

Force Power J 32 High Ground Defense swif


(lightsaber form)
Force Power J 27 Inertia move

Force Power J 27 Inspire swif


(light)

Force Power J 27 Intercept reac


(telekinetic)

Force Power K 51 Ionize stan

Force Power F 86 Kinetic Combat stan

Force Power K 51 Kinetic Combat stan


(telekinetic)

Force Power C 50 Levitate move


(telekinetic)

Force Power L 54 Lightning Burst stan


(dark side)
Force Power J 32 Makashi Riposte reac
(lightsaber form)

Force Power C 51 Malacia stan


(light)
Force Power J 27 Memory Walk stan
(dark, mind-affecting)

Force Power J 28 Mind Shard stan


(mind-affecting)

Force Power CR 98 Mind Trick stan


(mind-affecting)

Force Power C 51 Morichro stan

Force Power CR 98 Move Object stan

Force Power CR 99 Negate Energy reac

Force Power L 54 Obscure reac


(mind-affecting)
Force Power J 32 Pass the Blade stan
(lightsaber form)

Force Power C 51 Phase move

Force Power J 28 Plant Surge stan

Force Power L 54 Prescience swif

Force Power J 33 Pushing Slash stan


(lightsaber form)

Force Power CR 100 Rebuke reac

Force Power C 52 Rend stan


(dark)
Force Power F 87 Repulse stan
(telekinetic)
Force Power K 51 Resist Force stan

Force Power J 33 Rising Whirlwind stan


(lightsaber form)
must be wielding
2 lightsabers

Force Power J 34 Saber Swarm stan


(lightsaber form)

Force Power J 34 Sarlacc Sweep stan


(lightsaber form)

Force Power CR 100 Sever Force stan


(light)

Force Power C 52 Shatterpoint swif

Force Power J 34 Shien Deflection reac


(lightsaber form)
Force Power K 52 Slow stan
(telekinetic)

Force Power L 54 Stagger swif


(telekinetic)

Force Power CR 100 Surge free

Force Power J 34 Swift Flank stan


(lightsaber form)

Force Power C 52 Technometry stan

Force Power J 35 Tempered Aggression stan


(dark, lightsaber form)
Force Power J 28 Thought Bomb stan
(mind-affecting)
Force Power J 35 Twin Strike stan
(lightsaber form)
must be wielding
2 lightsabers

Force Power J 35 Unbalancing Block reac


(lightsaber form)

Force Power J 36 Unhindered Charge stan


(lightsaber form)

Force Power K 52 Valor stan


(light)

Force Power CR 100 Vital Transfer stan


(light)

Force Power J 36 Vornskr's Ferocity stan


(dark, lightsaber form)

Force Power K 52 Wound (dark) stan

Force J 10 Awaken Force Sensitivity


Regimen

Force J 10 Eyes of the Force


Regimen

Force J 11 Oxygen Bottle


Regimen

Force J 11 Quiet the Mind


Regimen
Force J 11 Sparring Practice
Regimen

Force J 11 Telekinetic Practice


Regimen

Force J 12 Training Remote


Regimen

Force J 13 Vo'Ren's Fifth Cadence


Regimen

Force J 12 Vo'Ren's First Cadence


Regimen

Force J 13 Vo'Ren's Fourth Cadence


Regimen

Force J 12 Vo'Ren's Second Cadence


Regimen

Force J 13 Vo'Ren's Third Cadence


Regimen

Force Secret F 89 Corrupted Power

Force Secret F 89 Debilitating Power


Force Secret CR 103 Devastating Power
Force Secret CR 103 Distant Power
Force Secret F 89 Enlarged Power
Force Secret C 55 Extend Power

Force Secret J 37 Holocron Loremaster

Force Secret C 55 Linked Power


Force Secret J 37 Mentor

Force Secret CR 103 Multitarget Power


Force Secret F 89 Pure Power
Force Secret CR 103 Quicken Power
Force Secret F 89 Remote Power
Force Secret CR 103 Shaped Power
Force Secret C 55 Unconditional Power

Force Tech. C 54 Advanced Vital Transfer


Force Tech. J 36 Cure Disease
Force Tech. L 55 Detoxify Poison

Force Tech. K 53 Dominate Mind


Force Tech. J 36 Extended Blind
Force Tech. J 36 Extended Force Disarm

Force Tech. J 36 Extended Force Grip


Force Tech. J 36 Extended Force Thrust
Force Tech. J 36 Extended Move Object
Force Tech. CR 102 Force Point Recovery
Force Tech. CR 102 Force Power Mastery
Force Tech. L 55 Improved Ballistakinesis
Force Tech. F 88 Improved Battle Strike
Force Tech. C 54 Improved Cloak
Force Tech. J 36 Improved Convection
Force Tech. J 37 Improved Crucitorn

Force Tech. J 37 Improved Cryokineses

Force Tech. F 88 Improved Dark Rage

Force Tech. L 55 Improved Dark Transfer


Force Tech. L 56 Improved Detonate
Force Tech. K 53 Improved Energy Resistance
Force Tech. L 56 Improved Enlighten
Force Tech. J 37 Improved Fold Space
Force Tech. F 88 Improved Force Disarm

Force Tech. F 88 Improved Force Grip


Force Tech. J 37 Improved Force Light
Force Tech. F 88 Improved Force Lightning
Force Tech. L 56 Improved Force Shield

Force Tech. K 54 Improved Force Slam


Force Tech. J 37 Improved Force Storm

Force Tech. F 88 Improved Force Storm (telekinetic)

Force Tech. K 54 Improved Force Stun


Force Tech. F 88 Improved Force Thrust
Force Tech. CR 102 Improved Force Trance

Force Tech. K 54 Improved Ionize


Force Tech. K 54 Improved Kinetic Combat
Force Tech. C 54 Improved Levitate
Force Tech. L 56 Improved Lightning Burst
Force Tech. C 54 Improved Malacia
Force Tech. F 89 Improved Mind Trick
Force Tech. CR 103 Improved Move Light Object
Force Tech. L 56 Improved Obscure
Force Tech. C 54 Improved Phase
Force Tech. J 37 Improved Plant Surge
Force Tech. F 89 Improved Rebuke
Force Tech. C 54 Improved Rend

Force Tech. F 89 Improved Repulse


Force Tech. K 54 Improved Resist Force
Force Tech. CR 103 Improved Sense Force
Force Tech. CR 103 Improved Sense Surroundings
Force Tech. C 54 Improved Shatterpoint
Force Tech. L 56 Improved Stagger
Force Tech. C 54 Improved Technometry
Force Tech. CR 103 Improved Telepathy
Force Tech. J 37 Improved Thought Bomb
Force Tech. K 54 Improved Valor
Force Tech. K 54 Improved Vital Transfer
Force Tech. K 54 Language Absorption
Melee CR 121 Amphistaff, Quarterstaff
Melee CR 121 Amphistaff, Spear
Melee CR 121 Amphistaff, Whip

Melee L 97 Anakin Solo's Lightsaber


Melee K 64 Arg'garok
Melee CR 121 Atlatl
Melee R 48 Axe
Melee CR 121 Bayonet
Melee UR 36 Blastsword
Melee UR 142 Ceremonial gloves, medium
Melee UR 142 Ceremonial gloves, small
Melee CR 121 Cesta
Melee CR 121 Club/baton
Melee CR 121 Combat gloves, medium
Melee CR 121 Combat gloves, small
Melee UR 36 Contact stunner

Melee G 36 Darkstick
W
Melee T 13 Datadagger
Melee K 65 Dire sword
Melee K 65 Double-bladed sword
Melee UR 36 Electropole
Melee CR 121 Electrostaff
Melee L 98 Emperor Palpatine's Lightsaber
Melee R 48 Energy Lance
Melee G 36 Entrenching tool
W
Melee F 96 Felucian skullblade
Melee K 65 Fira
Melee G 37 Fire blade
W

Melee CR 121 Force pike


Melee R 48 Gaderffii
Melee C 59 Garrote

Melee CR 122 Knife


Melee J 50 Lightfoil, archaic
Melee J 50 Lightfoil, modern
Melee CR 122 Lightsaber
Melee F 199 Lightsaber pike
Melee J 53 Lightsaber pike
Melee J 51 Lightsaber, archaic
Melee J 52 Lightsaber, crossguard
Melee CR 123 Lightsaber, double
Melee J 51 Lightsaber, dual-phase
Melee J 52 Lightsaber, dueling

Melee J 53 Lightsaber, great


Melee L 62 Lightsaber, long-handle
Melee J 53 Lightsaber, long-handle
Melee CR 123 Lightsaber, short
Melee T 84 Lightwhip

Melee J 53 Lightwhip

Melee L 98 Luke Skywalker's Lightsaber


Melee CR 123 Mace
Melee K 202 Mythosaur Axe
Melee F 200 Neuronic whip
Melee F 97 Power hammer
Melee R 48 Power Lance
Melee CR 124 Quarterstaff
Melee T 77 Riot Shield
Melee F 97 Ryyk blade
Melee J 53 San-ni staff
Melee G 37 Shock stick
W
Melee L 62 Shock whip

Melee G 37 Shockboxing gloves


W
Melee G 37 Shockboxing gloves
W
Melee K 65 Shockstaff
Melee K 65 Short sword
Melee F 96 Shoto, guard
Melee J 50 Shoto, guard
Melee K 65 Shyarn
Melee T 159 Sith Sword
Melee K 147 Sith Tremor Sword
Melee K 147 Sith War Sword
Melee C 59 Snap Baton
Melee CR 124 Spear
Melee G 37 Static pike
W
Melee CR 124 Stun Baton
Melee W Stun Bayonet
Melee K 202 Stunning Gauntlet
Melee K 202 Stunning Gauntlet
Melee UR 36 Survival knife
Melee L 62 Tehk'la blade
Melee G 37 Unarmed, Medium character
W
Melee G 37 Unarmed, Small character
W
Melee CR 124 Vibro-ax
Melee CR 124 Vibrobayonet
Melee CR 124 Vibroblade
Melee K 65 Vibroblade, dire
Melee F 98 Vibroblade, double
Melee CR 124 Vibrodagger
Melee C 60 Vibroknucklers
Melee G 37 Vibrolance
W
Melee C 60 Vibrorapier
Melee UR 36 Vibro-saw

Melee F 98 Vibrosword
Melee J 54 Wan-shen
Melee K 66 War sword
Melee L 66 Yuuzhan Vong Biotech
Melee K 66 Zhaboka
Occupation R 18 Academic
Occupation R 19 Celebrity

Occupation R 19 Criminal

Occupation R 19 Executive

Occupation R 19 Labor

Occupation R 19 Law Enforcement

Occupation R 19 Medical

Occupation R 19 Military

Occupation R 19 Pilot

Occupation R 19 Politics

Occupation R 19 Technology

Origin R 20 Alderaan
Origin R 20 Bakura
Origin R 20 Bespin
Origin R 20 Bothawui
Origin R 20 Cerea
Origin R 20 Corellia
Origin R 20 Coruscant

Origin R 20 Dorin
Origin R 20 Duro
Origin R 21 Fondor
Origin R 21 Gamorr
Origin R 21 Iridonia
Origin R 21 Ithor
Origin R 21 Kashyyyk
Origin R 21 Mon Calamari
Origin R 21 Naboo
Origin R 21 Nar Shaddaa
Origin R 21 Rodia
Origin R 21 Ryloth
Origin R 22 Socorro
Origin R 22 Sullust
Origin R 22 Taris
Origin R 22 Tatooine
Origin R 22 Trandosha
Prestige CR 206 Ace Pilot
Prestige SV 28 Assassin
Prestige CR 207 Bounty Hunter
Prestige SV 30 Charlatan

Prestige K 41 Corporate Agent

Prestige CR 209 Crime Lord

Prestige C 42 Droid Commander


Prestige CR 211 Elite Trooper
Prestige F 43 Enforcer

Prestige CR 212 Force Adept


Prestige CR 215 Force Disciple
Prestige K 43 Gladiator

Prestige CR 216 Gunslinger


Prestige L 43 Imperial Knight
Prestige R 41 Improviser
Prestige F 46 Independent Droid
Prestige F 48 Infiltrator

Prestige CR 217 Jedi Knight


Prestige CR 219 Jedi Master
Prestige G 32 Martial Arts Master
W

Prestige F 51 Master Privateer


SV 32
Prestige F 52 Medic

Prestige K 46 Melee Duelist


Prestige C 44 Military Engineer

Prestige CR 220 Officer

Prestige SV 34 Outlaw
Prestige R 43 Pathfinder
Prestige F 54 Saboteur

Prestige L 46 Shaper

Prestige CR 223 Sith Apprentice


Prestige CR 224 Sith Lord
Prestige C 47 Vanguard
Ranged G 37 Ascension gun
W

Ranged K 67 Aurial blaster


Ranged UR 37 Black-powder pistol
Ranged F 198 Blast Cannon, CR-1
Ranged C 61 BlasTech 500 "ESPO" Riot Gun
Ranged R 50 BlasTech 500 "ESPO" Riot Gun
Ranged C 61 BlasTech DH-23
Ranged C 62 BlasTech DLT-20A
Ranged C 62 BlasTech DT-12
Ranged CR 124 Blaster cannon
Ranged L 182 Blaster cannon, heavy
Ranged G 40 Blaster cannon, rotary
W
Ranged CR 125 Blaster carbine
Ranged L 63 Blaster carbine, double-barreled
Ranged L 63 Blaster carbine, hunting
Ranged K 67 Blaster carbine, repeating
Ranged L 63 Blaster carbine, sporting

Ranged CR 128 Blaster light repeating


Ranged CR 125 Blaster pistol
Ranged L 64 Blaster pistol, bluebolt
Ranged CR 126 Blaster pistol, heavy
Ranged CR 126 Blaster pistol, hold-out
Ranged G 38 Blaster pistol, sidearm
W
Ranged L 64 Blaster pistol, snap shot
Ranged CR 127 Blaster pistol, sporting
Ranged CR 127 Blaster rifle
Ranged L 182 Blaster rifle, ARC-9965
Ranged K 67 Blaster rifle, assault
Ranged CR 128 Blaster rifle, heavy
Ranged L 65 Blaster rifle, heavy assault

Ranged G 38 Blaster rifle, heavy variable


W
Ranged R 50 Blaster rifle, SGD-4
Ranged SV 50 Blaster rifle, sniper

Ranged CR 128 Blaster rifle, sporting


Ranged UR 39 Blaster rifle, targeting

Ranged G 38 Blaster rifle, variable


W
Ranged CR 125 Blaster, E-Web repeating
Ranged CR 125 Blaster, heavy repeating
Ranged SV 49 Blaster, subrepeating
Ranged GI 65 Blaster, Wrist
Ranged CR 128 Bow
Ranged CR 128 Bowcaster
Ranged F 98 Bryar Pistol
Ranged F 98 Bryar Rifle
Ranged K 69 Carbonite rifle

Ranged L 98 Chewbacca's Bowcaster


Ranged K 180 Commando special rifle
Ranged UR 37 Concussion rifle
Ranged UR 37 Crossbow
Ranged G 39 Crossbow, repeating
W
Ranged C 62 Czerka Adjudicator
Ranged C 62 Czerka Adventurer
Ranged L 65 Dart launcher, concealed
Ranged GI 65 Darter
Ranged D4 40 DC-19 "Stealth" Carbine
Ranged SV 50 Deck sweeper
Ranged J 61 Discblade
Ranged F 99 DX-2 Disruptor pistol
Ranged F 99 DXR-6 Disruptor rifle
Ranged SV 50 Electronet
Ranged CR 127 Energy ball
Ranged G 39 Flame Cannon
W
Ranged CR 128 Flamethrower
Ranged J 61 Flash canister, R-9
Ranged F 199 Flechette Launcher
Ranged R 49 Flechette Launcher
Ranged C 62 Gee-Tech 12 Defender
Ranged CR 129 Grenade launcher
Ranged K 67 Grenade, adhesive

Ranged R 48 Grenade, concussion


Ranged K 69 Grenade, CryoBan
Ranged C 62 Grenade, EMP

Ranged CR 129 Grenade, frag


Ranged R 49 Grenade, gas
Ranged CR 129 Grenade, ion
Ranged G 39 Grenade, radiation
W
Ranged K 180 Grenade, remote
Ranged G 39 Grenade, smoke
W
Ranged CR 129 Grenade, stun
Ranged L 98 Han Solo's Heavy Blaster Pistol
Ranged F 99 Incinerator Rifle
Ranged G 39 Interchangeable WS
W
Ranged G 39 Interchangeable WS, Anti-armor
W
Ranged G 39 Interchangeable WS, Sniper
W

Ranged K 69 Ion carbine


Ranged CR 129 Ion pistol
Ranged CR 130 Ion rifle
Ranged K 69 Lanvarok, Massassi
Ranged K 69 Lanvarok, Sith
Ranged T 134 Lt Concussion Missile Launcher
Ranged UR 38 Magna caster

Ranged C 63 Merr-Sonn Model 434


Ranged R 49 Merr-Sonn PLX-2M Portable Missile
Launcher
Ranged SV 50 Micro grenade launcher
Ranged R 49 Miniature Proton Torpedo Launcher
Ranged CR 130 Missile launcher
Ranged F 198 Missile Launcher, E-Web
Ranged G 40 Mortar launcher
W
Ranged K 69 Needler
Ranged CR 130 Net
Ranged SV 50 Neural inhibitor
Ranged W Projectile Launcher, HH-15
Ranged SV 50 Pulse rifle
Ranged K 69 Pulse-wave pistol
Ranged K 69 Pulse-wave rifle
Ranged F 200 Rail detonator gun
Ranged L 65 Razor Bug
Ranged K 69 Ripper

Ranged W S-5 heavy blaster pistol


Ranged T 19 Saberdart Launcher (Jango Fett)
Ranged G 40 Scatter gun
W
Ranged UR 129 Shrapnel pistol
Ranged R 50 Siang Lance

Ranged CR 130 Sling


Ranged CR 130 Slugthrower pistol
Ranged UR 38 Slugthrower pistol, heavy
Ranged CR 130 Slugthrower rifle
Ranged GI 65 Snare Pistol
Ranged SV 51 Snare rifle
Ranged K 70 Sonic disruptor
Ranged K 70 Sonic pistol
Ranged K 70 Sonic pistol, heavy
Ranged K 70 Sonic rifle
Ranged T 146 Sonic Stunner
Ranged C 63 SoroSuub Firelance
Ranged SV 52 Squib battering ram
Ranged UR 39 Squib tensor rifle
Ranged F 100 Stokhli Spray stick
Ranged UR 39 Stun pistol
Ranged G 42 Tactical tractor beam
W
Ranged G 42 Targeting laser
W

Ranged CR 130 Thermal detonator


Ranged L 65 Thud Bug
Ranged UR 39 Verpine shatter gun

Ranged C 63 Wrist rocket antipersonnel


Ranged C 63 Wrist rocket antivehicle
Ranged C 63 Wrist rocket flash
Ranged C 63 Wrist rocket hollow-tip
Ranged C 63 Wrist rocket ion blast
Ranged C 63 Wrist rocket launcher
Ranged C 63 Wrist rocket nerve toxin
Ranged C 63 Wrist rocket stun gas
Ranged GI 65 Xerrol NightStinger
Ranged L 66 Yuuzhan Vong Biotech
Skills CR 62 Acrobatics DEX
Skills CR 64 Climb STR
Skills CR 66 Deception CHA
Skills CR 67 Endurance CON
Skills CR 67 Gather Information CHA
Skills CR 68 Initiative DEX
Skills CR 68 Jump STR
Skills CR 68 Knowledge INT
Skills CR 68 Mechanics INT
Skills CR 70 Perception WIS
Skills CR 71 Persuasion CHA
Skills CR 71 Pilot DEX
Skills CR 72 Ride DEX
Skills CR 72 Stealth DEX
Skills CR 73 Survival WIS
Skills CR 74 Swim STR
Skills CR 74 Treat Injury WIS
Skills CR 76 Use Computer INT
Skills CR 77 Use the Force CHA
Species L 198 Advozse
Species F 12 Aleena

Species W Amanin
Species UR 10 Anzati

Species CR 284 Aqualish

Species W Arcona
Species K 10 Arkanian

Species K 11 Arkanian Offshoot


Species SV 154 Balosar

Species G 11 Barabel
W
Species GI 10 Bith
Species SV 6 Blood Carver
Species CR 23 Bothan
Species F 13 Caamasi

Species K 12 Cathar
Species J 106 Celegian

Species CR 24 Cerean
Species UR 11 Chadra-Fan

Species L 10 Chagrian
Species L 11 Chiss
Species UR 126 Chiss
Species T 34 Chistori
Species SV 7 Clawdite
Species C 91 Clone, Republic
Species L 12 Codru-Ji
Species J 128 Croke (best guess)
Species G 12 Dashade
W

Species GI 11 Defel
Species L 214 Devaronian (females)

Species L 214 Devaronian (males)

Species K 12 Draethos
Species 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 C 10 Dug

Species CR 25 Duros
Species UR 127 Ebruchi

Species GI 133 Elomin


Species CR 25 Ewok
Species SV 8 Falleen

Species K 13 Feeorin

Species F 14 Felucian
Species GI 12 Fosh

Species CR 26 Gamorrean
Species SV 8 Gand
Species C 11 Gen'Dai

Species C 181 Geonosian

Species GI 13 Givin
Species GI 14 Gotal

Species F 15 Gran

Species CR 26 Gungan

Species GI 15 Herglic

Species SV 155 Houk

Species CR 23 Human
Species CR 284 Hutt
Species C 12 Iktotchi
Species UR 12 Ishi Tib

Species CR 27 Ithorian
Species SV 9 Jawa

Species C 12 Kaleesh
Species C 13 Kaminoan
Species CR 28 Kel Dor

Species C 14 Kerkoiden

Species K 14 Khil
Species UR 131 Killik

Species K 15 Kissai
Species L 13 Klatoonian
Species UR 12 Krevaaki
Species UR 135 Lugubraa

Species G 12 Lurmen
W

Species T 117 Mantellian Savrip


Species K 15 Massassi

Species K 16 Miraluka

Species CR 28 Mon Calamari

Species GI 16 Mrlssi

Species L 14 Nagai
Species C 15 Nautolan

Species W Nazren
Species UR 18 Near-Human Ability adjustment
Species UR 18 Near-Human Additional arms
Species UR 163 Near-Human Altiri

Species UR 163 Near-Human Anarrian

Species UR 18 Near-Human Biotech augmentation


Species UR 18 Near-Human Breathe underwater
Species UR 18 Near-Human Climate adaptation

Species UR 18 Near-Human Conductive


Species UR 18 Near-Human Cultural cybernetics
Species UR 18 Near-Human Darkvision
Species UR 18 Near-Human Empath

Species UR 18 Near-Human Expert swimmer

Species UR 18 Near-Human Heightened awareness


Species UR 18 Near-Human Low-light vision
Species UR 18 Near-Human Natural armor
Species UR 18 Near-Human Natural weapon
Species UR 18 Near-Human Naturally acrobatic

Species UR 179 Near-Human O'reenians

Species UR 18 Near-Human Persistent


Species UR 18 Near-Human Quick
Species UR 18 Near-Human Quick healing

Species UR 18 Near-Human Resistant


Species UR 18 Near-Human Scent

Species UR 18 Near-Human Spring step

Species UR 18 Near-Human Strength surge

Species UR 18 Near-Human Visually striking


Species UR 18 Near-Human Weapon familiarity
Species GI 17 Neimoidian
Species C 16 Nelvaanian
Species UR 13 Nikto
Species F 185 Noghri
Species F 15 Nosaurian
Species GI 144 Nyriaanan
Species GI 131 Pa'lowick

Species W Pau'an
Species W Phindian
Species W Polis Massan
Species CR 29 Quarren

Species K 17 Rakata

Species T 153 Replica Droid


Species CR 29 Rodian
Species SV 10 Ryn
Species L 204 Sakiyan
Species K 18 Selkath
Species J 79 Shard

Species UR 14 Shistavanen

Species W Skakoan

Species UR 14 Sluissi

Species K 19 Snivvian

Species UR 143 Sorcerer of Rhand

Species UR 15 Squib

Species UR 147 Ssi-Ruuk

Species D9 12 Stereb
Species CR 30 Sullustan
Species F 16 Talz
Species G 13 Taung
W
Species J 109 Tchuukthai (best guess)
Species G 14 Thakwaash
W
Species UR 149 Tof

Species F 17 Togorian

Species F 17 Togruta

Species SV 11 Toydarian
Species CR 31 Trandoshan
Species G 15 Trianii
W
Species W Tusken Raider
Species CR 31 Twi'lek
Species SV 12 Ubese
Species F 223 Ugnaught (best guess)
Species Ugor (best guess)
Species GI 18 Umbaran
Species T 127 Utai
Species UR 153 Vagaari

Species L 59 Vahla
Species UR 16 Verpine
Species J 107 Vultan

Species C 17 Vurk

Species L 15 Weequay
Species F 18 Whiphid
Species CR 32 Wookiee

Species SV 156 Wroonian


Species F 19 Yarkora

Species G 16 Yevetha
W

Species L 16 Yuuzhan Vong


Species G 17 Yuzzem
W

Species CR 32 Zabrak
Species L 17 Zeltron

Species G 17 Zygerrian
W
Starship S 24 Ackbar Slash
Maneuvers

Starship S 25 Afterburn
Maneuvers

Starship S 25 Angle Deflector Shields


Maneuvers
Starship S 25 Attack Pattern Delta
Maneuvers
Starship S 25 Attack Pattern Zeta Nine
Maneuvers
Starship S 25 Corellian Slip
Maneuvers

Starship S 26 Counter
Maneuvers

Starship S 26 Darklighter Spin


Maneuvers

Starship S 26 Devastating Hit


Maneuvers

Starship S 26 Engine Hit


Maneuvers
Starship S 26 Evasive Action
Maneuvers

Starship S 26 Explosive Shot


Maneuvers

Starship S 27 Howlrunner Formation


Maneuvers
Starship S 27 I Have You Now
Maneuvers

Starship S 27 Intercept
Maneuvers

Starship S 27 Overwhelming Assault


Maneuvers
Starship S 28 Segnor's Loop
Maneuvers

Starship S 28 Shield Hit


Maneuvers

Starship S 28 Skim the Surface


Maneuvers

Starship S 28 Skywalker Loop


Maneuvers
Starship S 29 Snap Roll
Maneuvers
Starship S 29 Strike Formation
Maneuvers
Starship S 29 Tallon Roll
Maneuvers
Starship S 30 Target Lock
Maneuvers

Starship S 30 Target Sense


Maneuvers

Starship S 30 Thruster Hit


Maneuvers

Starship S 30 Wotan Weave


Maneuvers

Talent C 39 Accurate Blow 1

Talent CR 40 Acrobatic Recovery 1

Talent K 57 Action Exchange 2 Force Delay

Talent CR 49 Acute Senses 1 y

Talent L 30 Adapt and Survive 1


Talent F 102 Adept Assistant 1
Talent CR 39 Adept Negotiator 1 stan

Talent CR 107 Adept Spellcaster 1 free y

Talent L 47 Adrenaline Implant 1 stan

Talent C 25 Advanced Intel 2 Spotter free


Talent GI 20 Advanced Planning 1
Talent C 24 Advantageous Opening 1
Talent SV 29 Advantageous Positioning 2 Shift
Talent K 47 Advantageous Strike 1

Talent J 14 Adversary Lore 1 stan

Talent K 40 Affliction 1

Talent L 26 Aggressive Negotiator 2 Adept Negotiator

Talent R 26 Aggressive Surge 1

Talent C 57 Akk Dog Attack Training 2 Akk Dog Master

Talent C 57 Akk Dog Master 1

Talent C 57 Akk Dog Trainer's Actions 2 Akk Dog Master stan

Talent F 49 Always Ready 1 Initiative skill

Talent SV 13 Ambush 2 Dirty Tactics


Talent C 40 Ambush 1

Talent R 28 Ambush Specialist 1

Talent G 18 Anticipate Movement 1


W

Talent J 19 Apprentice Boon 1 reac x

Talent CR 51 Armor Mastery 2 Armored Defense

Talent L 45 Armor Mastery 1

Talent L 45 Armored Augmentation I 1 AP of armor swif x

Talent L 45 Armored Augmentation II 2 Armored Augmentation I*

Talent CR 52 Armored Defense 1

Talent L 40 Armored Guard 2 Ward

Talent K 38 Armored Mandalorian 2 Dex 13, Mandalorian Glory


Talent F 52 Armored Spacer 1

Talent UR 19 Arrogant Bluster

Talent F 27 Art of Concealment 1

Talent R 24 Assault Gambit 1 stan

Talent CR 221 Assault Tactics 1 move


Talent GI 21 Assured Skill 1
Talent C 53 At Peace 1 x

Talent CR 218 Ataru 1

Talent CR 210 Attract Minion 1

Talent F 52 Attract Privateer 1

Talent GI 25 Attract Superior Minion 4 Attract Minion, Impel Ally II*

Talent CR 107 Attune Armor 1 free x

Talent CR 214 Attune Weapon 1 free x


Talent C 53 Attuned 2 Focused Attack free

Talent J 73 Aura of Freedom 1 *

Talent G 22 Autofire Assault 1 WP (heavy weapons)


W

Talent C 43 Automated Strike 1 swif

Talent C 53 Aversion 1 swif x

Talent SV 14 Avert Disaster 2 Fool's Luck

Talent G 20 Backstabber 2 Sneak Attack


W
Talent UR 19 Band Together

Talent C 55 Bando Gora Surge 1

Talent CR 49 Barter 1 y

Talent CR 52 Battle Analysis 1 swif

Talent CR 40 Battle Meditation 1 full x


Talent UR 22 Battle Mount

Talent F 54 Battlefield Medic 2 Steady Under Pressure

Talent G 21 Battlefield Remedy 1 Trained in Treat Injury


W
Talent C 26 Bayonet Master 2 Gun Club
Talent K 53 Beast Trick 1

Talent SV 15 Befuddle 1 swif

Talent S 17 Begin Attack Run 1 Cha 13 swif


Talent C 56 Believer Intuition 1 reac

Talent SV 14 Beloved 3 Bolster, Inspire Confidence

Talent SV 14 Better Lucky then Dead 2 Fool's Luck reac

Talent R 43 Bigger Bang 2 Improvised Device

Talent L 29 Biotech Adept 1 y

Talent L 47 Biotech Mastery 1

Talent R 43 Black Market Buyer 1

Talent R 26 Blast Back 1 reac


Talent F 52 Blaster and Blade I 1 Dual Weapon I, WP (advanced
& pistols)

Talent F 52 Blaster and Blade II 2 Blaster & Blade I, Dual


Weapon I, WP (advanced &
pistols)

Talent F 52 Blaster and Blade III 3 Blaster & Blade I & II, Dual
Weapon I, WP (advanced &
pistols)
Talent F 57 Blaster Turret I 1 stan
Talent F 57 Blaster Turret II 2 Blaster Turret I stan
Talent F 57 Blaster Turret III 3 Blaster Turret I & II stan
Talent GI 20 Blend In 1 swif
Talent F 28 Blend In 1

Talent C 41 Blind Shot 1

Talent S 17 Blind Spot 1 swif


Talent CR 41 Block 1 reac *

Talent SV 33 Bloodthirsty 1

Talent L 41 Blowback 1

Talent F 52 Boarder 1

Talent J 81 Body Control 1 *

Talent SV 27 Bodyguard I 2 Attract Minion reac

Talent SV 27 Bodyguard II 3 Bodyguard I*

Talent SV 27 Bodyguard III 4 Bodyguard II*

Talent L 41 Bodyguard's Sacrifice 1 reac

Talent CR 43 Bolster Ally 1 stan

Talent R 40 Bolstered Numbers 2 Recruit Enemy


Talent GI 21 Bomb Thrower 1 Trained in Mechanics full

Talent J 18 Bonded Mount 2 Charm Beast full x

Talent CR 44 Born Leader 1 swif

Talent F 50 Bothan Resources 2 Spynet Agent

Talent C 45 Breach Cover 1

Talent C 45 Breaching Explosive 1


Talent SG 29 Break Program 1 Trained in Use Computer
D

Talent F 54 Bring Them Back 1

Talent K 44 Brutal Attack 1 Weapon Focus


Talent J 89 Brutal Unarmed Strike 2 Telekinetic Strike

Talent L 29 Bugbite 1
Talent G 31 Bullseye 3 Sniper feat, Draw a Bead*
W

Talent R 45 Bunker Blaster 1

Talent F 92 Buried Presence 1 stan x

Talent K 30 Burning Assault 2 Jet Pack Training stan


Talent SG 26 Burst Transfer 1
D
Talent K 44 Call Out 2 Personal Vendetta
Talent J 19 Call Weapon 1

Talent SV 17 Cantina Brawler 1

Talent R 43 Capture Droid 1 stan

Talent F 103 Cargo Hauler 1


Talent L 27 Cast Suspicion 1 swif

Talent SV 14 Castigate 1 stan

Talent J 21 Cause Mutation 2 Sith Alchemy x


Talent UR 23 Champion

Talent CR 213 Channel Aggression 1 x

Talent CR 213 Channel Anger 2 Channel Aggression swif x

Talent J 16 Channel Energy 1 Negate energy reac x

Talent J 18 Channel Vitality 1 swif

Talent J 18 Charm Beast 1

Talent CR 107 Charm Beast 1

Talent CR 107 Charm Beast 1


Talent K 27 Cheap Shot 2 Opportunistic Strike

Talent G 19 Cheap Trick 1 Trained in Deception no


W
Talent F 24 Cleanse Mind 1 swif
Talent CR 40 Clear Mind 1 y

Talent GI 24 Clip 1

Talent L 57 Cloak of Shadow 1 swif x

Talent L 41 Close Contact 1

Talent SV 25 Close Cover 2 Watch This

Talent R 23 Close Maneuvering 1 swif


Talent S 17 Close Scrape 1 reac

Talent C 25 Close-Combat Assault 2 Recon Team Leader


Talent J 18 Closed Mind 1

Talent C 40 Close-Quarters Fighter 1

Talent K 24 Collective Visions 1 Farseeing


Talent F 103 Combat Repairs 1 full

Talent J 21 Combat Trance 1

Talent T 57 Combined Fire 1 Coordinated Attack


Talent S 18 Combined Fire 1 swif

Talent J 85 Combustion 1 Force Training swif x


Talent CR 107 Command Beast 2 Charm Beast

Talent CR 107 Command Beast 2 Charm Beast

Talent UR 31 Commander's Prerogative

Talent C 26 Commanding Officer 1

Talent G 19 Commanding Presence 3 Tactical Savvy* stan


W

Talent F 28 Commanding Presence 1 swif

Talent K 42 Competitive Drive 1

Talent K 42 Competitive Edge 1

Talent F 47 Computer Language 1 Binary

Talent F 47 Computer Master 1 n

Talent C 26 Comrades in Arms 1


Talent F 92 Conceal Another 2 Buried Presence

Talent K 58 Conceal Force Use 1 swif

Talent F 49 Concealed Weapon Expert 1 swif y

Talent R 40 Concentrate All Fire 1

Talent SV 34 Confounding Attack 3 Tangle Up*

Talent CR 44 Connections 1

Talent C 22 Consular's Vitality 1 swif

Talent L 26 Consular's Wisdom 2 Adept Negotiator swif

Talent C 53 Consumed by Darkness 1 swif

Talent GI 25 Contingency Plan 1 reac


Talent CR 212 Controlled Burst 1

Talent CR 44 Coordinate 1 stan

Talent GI 23 Coordinated Effort 3 Dedicated Protector*

Talent UR 20 Coordinated Leadership


Talent C 26 Coordinated Tactics 2 Commanding Officer

Talent K 42 Corporate Clout 3 Impose Hes, Wrong Decision stan

Talent L 45 Cortosis Defense 1

Talent L 27 Cortosis Gauntlet Block 1 AP (light, medium)

Talent L 45 Cortosis Retaliation 2 Cortosis Defense

Talent SV 18 Counterpunch 1

Talent F 45 Cover Bracing 1


Talent G 18 Cover Escape 1
W
Talent CR 52 Cover Fire 2 Battle Analysis

Talent L 41 Cover Your Tracks 1

Talent F 42 Cower Enemies 2 Force Interrogation

Talent SV 16 Cramped Quarters Fighting 3 Starship Raider*


Talent F 49 Creeping Approach 1 Stealth skill swif

Talent S 17 Crippling Hit 3 System Hit*

Talent CR 213 Crippling Strike 2 Channel Aggression x

Talent GI 21 Critical Skill Success 1


Talent GI 23 Crowd Control 2 Entangler

Talent J 17 Crucial Advice 1

Talent SV 18 Crushing Assault 2 Weapon Specialization

Talent SV 31 Cunning Distraction 1

Talent SV 15 Cunning Strategist 3 Walk the Line* stan

Talent L 29 Curved Throw 2 Bugbite swif


Talent R 43 Custom Model 2 Improvised Device, Tech
Specialist feat
Talent J 87 Cycle of Harmony 2 Tyia Adept

Talent CR 101 Damage Reduction 10 1 stan x

Talent SV 31 Damaging Deception 2 Cunning Distraction stan


Talent GI 25 Damaging Disarm 2 Ranged Disarm

Talent F 24 Dampen Presence 1 swif

Talent K 39 Dark Deception 1

Talent CR 223 Dark Healing 1 stan x

Talent K 40 Dark Healing Field 3 Improved Dark Healing*


Talent CR 101 Dark Presence 2 Cha 13, Power of the Dark Side stan

Talent L 55 Dark Preservation 2 Power of the Dark Side x

Talent K 25 Dark Retaliation 2 Sentinel Strike x


Talent CR 223 Dark Scourge 1

Talent CR 223 Dark Side Adept 1 y

Talent L 27 Dark Side Bane 2 Dark Side Sense

Talent K 59 Dark Side Manipulation 1

Talent CR 223 Dark Side Master 2 Dark Side Adept x n


Talent J 16 Dark Side Savant 1 swif

Talent CR 40 Dark Side Scourge 2 Dark Side Sense

Talent CR 40 Dark Side Sense 1 y

Talent J 17 Dark Side Talisman 1 full x

Talent SV 27 Dash and Blast 1 Dual Weapon Mastery I, full


Running Attack

Talent CR 46 Dastardly Strike 1

Talent SV 29 Deadly Repercussions 1


Talent CR 216 Debilitating Shot 1

Talent K 61 Deception Awareness 1

Talent CR 216 Deceptive Shot 1 2swif


Talent GI 24 Dedicated Guardian 3 Dedicated Protector*

Talent GI 24 Dedicated Protector 2 Harms Way

Talent UR 21 Deep Space Raider

Talent K 28 Deep-Space Gambit 1

Talent C 56 Defense Boost 1 swif

Talent L 27 Defensive Acuity 1


Talent K 39 Defensive Circle 4 Battle Meditation, Block or swif
Deflect, Jedi Battle Commander
Talent F 47 Defensive Electronics 1

Talent G 21 Defensive Jab 2 Retaliation Jab


W

Talent R 45 Defensive Measures 2 Safe Zone

Talent G 21 Defensive Position 2 Battle Analysis


W

Talent L 30 Defensive Protection 1 reac x


Talent CR 41 Deflect 1 reac *

Talent CR 43 Demand Surrender 2 Presence stan

Talent CR 52 Demolitionist 1

Talent K 26 Demoralizing Defense 2 Noble Fencing Style reac

Talent F 42 Deny Move 2 Reduce Mobility

Talent CR 221 Deployment Tactics 1 move


Talent L 43 Desperate Measures 2 Focus Terror swif

Talent R 28 Destructive Ambusher 2 Ambush Specialist


Talent GI 24 Detective 1

Talent F 93 Detonate 1 Force blast x

Talent CR 53 Devastating Attack 1

Talent K 29 Devastating Melee Smash 2 Melee Smash

Talent F 56 Device Jammer 1 full

Talent L 41 Difficult to Sense 1 n

Talent G 20 Dig In 1 swif


W

Talent C 41 Direct 1 stan

Talent R 24 Direct Fire 2 Assault Gambit swif


Talent SG 28 Directed Action 1 stan
D

Talent SG 28 Directed Movement 1 move


D

Talent F 28 Dirty Fighting 1


Talent SV 14 Dirty Tactics 1 stan
Talent K 47 Dirty Tricks 1 Deception skill 2swif

Talent GI 23 Disarm and Engage 1

Talent K 29 Disarming Attack 2 Impr Disarm, Int 13, Weapon


Specialization*

Talent J 91 Discblade Arc 1 full

Talent CR 100 Disciplined Strike 1

Talent L 42 Disciplined Trickery 1 reac y

Talent CR 46 Disruptive 1 2swif


Talent CR 44 Distant Command 2 Born Leader

Talent J 91 Distant Discblade Throw 1 proficient discblade

Talent J 17 Distracting Apparition 2 Manifest Guardian Spirit

Talent K 44 Distracting Attack 2 Brutal Attack


Talent SV 31 Distracting Shout 2 Cunning Distraction

Talent L 27 Distress to Discord 1

Talent CR 218 Djem So 1 x

Talent CR 207 Dogfight Gunner 2 Expert Gunner

Talent GI 20 Done It All 1 free x


Talent C 22 Double Agent 1

Talent SV 35 Double Up 3 Find an Opening*


Talent K 40 Drain Force 2 Affliction reac

Talent T 30 Drain Knowledge 1 stan x

Talent G 31 Draw a Bead 2 Precision Shot, BAB +10 swif


W
Talent CR 52 Draw Fire 1 swif

Talent SV 26 Dread 3 Hunter's Target* stan

Talent C 43 Droid Defense 1 stan

Talent J 79 Droid Duelist 1 swif x

Talent C 45 Droid Expert 2 Repairs on the Fly

Talent F 56 Droid Jammer 1 full


Talent C 43 Droid Mettle 2 Droid Defense swif

Talent F 103 Droid Smash 1

Talent K 47 Dual Weapon Flourish I 1 Dual Weapon Mastery I, stan


Weapon Finesse
Talent K 47 Dual Weapon Flourish II 3 Dual Weapon Mastery I, II,
Dual Weapon Flourish I, Master
of Elegance, Weapon Finesse

Talent F 102 Dull the Pain 1 Medical Droid full


Talent SV 14 Dumb Luck 3 Knack, Lucky Shot stan

Talent SG 27 Durable 1
D

Talent J 85 Earth Buckle 1 swif x

Talent G 19 Easy Prey 2 Cheap Trick


W
Talent G 32 Echani Expertise 1 BAB +10
W

Talent J 20 Echoes of the Force 1

Talent CR 44 Educated 1

Talent F 27 Electronic Forgery 1 Use Computer

Talent F 27 Electronic Sabotage 1 Use Computer stan

Talent GI 24 Electronic Trail 2 Nowhere to Hide, trained Use


Comp
Talent CR 207 Elusive Dogfighter 1
Talent CR 40 Elusive Target 1

Talent CR 213 Embrace Dark Side 3 Channel Anger* y

Talent F 54 Emergency Team 1

Talent R 37 Empower Siang Lance 1 full x

Talent CR 214 Empower Weapon 1 free x

Talent C 23 Enemy Tactics 1


Talent S 16 Engineer 2 Educated, Know (tech)

Talent R 45 Enhance Cover 1 swif

Talent J 75 Enhanced Danger Sense 1 *

Talent F 47 Enhanced Manipulation 1 Dex 15

Talent C 47 Enhanced Vision 1


Talent GI 23 Entangler 1

Talent L 26 Entreat Aid 1 swif x


Talent J 18 Entreat Beast 2 Charm Beast swif

Talent F 103 Environmentally Shielded 1


Talent CR 101 Equilibrium 1 swif x

Talent R 45 Escort Fighter 1 swif

Talent R 40 Escort Pilot 1

Talent J 18 Esoteric Technique 1

Talent F 103 Etiquette 1


Talent CR 50 Evasion 1

Talent R 43 Excellent Kit 1

Talent GI 21 Exceptional Skill 1 Trained in skill


Talent CR 212 Exotic Weapon Mastery 1

Talent K 44 Exotic Weapons Master 1 exotic Proficiency


Talent J 75 Expanded Horizon 1 *

Talent C 43 Expanded Sensors 1

Talent L 47 Expedient Mending 2 Expert Shaper


Talent SV 18 Experienced Brawler 3 Stunning Strike* stan
Talent CR 52 Expert Grappler 1

Talent CR 207 Expert Gunner 1


Talent UR 23 Expert Rider
Talent L 47 Expert Shaper 1 y

Talent CR 49 Expert Tracker 2 Acute Senses

Talent C 42 Exploit Weakness 2 Assault Tactics


Talent C 22 Exposing Strike 1 *
Talent UR 21 Extended Ambush

Talent F 42 Extended Critical Range (heavy) 1 BAB +10, WP (heavy)

Talent F 42 Extended Critical Range (rifles) 1 BAB +10, WP (rifles)

Talent UR 30 Extended Critical Range (simple weapons)

Talent UR 30 Extended Threat

Talent F 54 Extra First Aid 1

Talent CR 50 Extreme Effort 1 2swif

Talent F 57 Extreme Explosion 3 Skilled Demolitionist, Shaped


Explosion
Talent R 24 Face the Foe 1
Talent R 26 Fade Away 1 reac

Talent GI 22 Fade Out 1 Trained in Stealth

Talent G 31 Fall Back 1 Cha 13 move


W

Talent UR 29 Familiar Enemies


Talent UR 29 Familiar Situation

Talent UR 29 Fast Attack Specialist

Talent S 16 Fast Repairs 1 Mechanics

Talent F 27 Fast Talker 2 Art of Concealment


Talent SV 26 Fear Me 4 Inspire Fear I & II, Attract reac
Minion

Talent F 29 Feared Warrior 2 Commanding Presence

Talent CR 44 Fearless Leader 2 Born Leader swif

Talent F 42 Fearsome 2 Notorious

Talent C 23 Feed Information 1 swif


Talent F 88 Feel the Force 1 stan x

Talent G 30 Ferocious Assault 2 BAB +12, Controlled Burst


W
Talent K 60 Field Detection 1 Use the Force skill swif

Talent CR 221 Field Tactics 2 Deployment Tactics move


Talent SV 33 Fight to the Death 2 Bloodthirsty swif

Talent SV 35 Find an Opening 2 Seize the Moment

Talent R 25 Find Openings 1


Talent SV 26 Findsman Ceremonies 1 Force Sensitivity y

Talent SV 26 Findsman's Foresight 2 Findsman Ceremonies

Talent C 26 Fire at Will 2 BAB+5, Commanding Officer full

Talent SV 28 Flanking Foe 1 Dual Weapon Mastery I

Talent SV 17 Flee 2 Long Stride stan


Talent S 18 Fleet Deployment 1 Charisma 13 full

Talent S 18 Fleet Tactics 2 Cha 13, Fleet Deployment stan

Talent CR 107 Flight 2 Adept Spellcaster swif x

Talent J 85 Fluidity 1 *

Talent F 42 Flurry Attack 1

Talent G 33 Flurry of Blows 1


W

Talent K 26 Fluster 2 Presence, Persuasion stan

Talent L 43 Focus Terror 1 swif


Talent C 53 Focused Attack 1 x n

Talent C 40 Focused Force Talisman 2 Force Talisman

Talent C 26 Focused Targeting 2 Comrades in Arms


Talent F 29 Focused Warrior 1

Talent J 73 Folded Space Mastery 1 Fold space

Talent CR 46 Fool's Luck 1 stan x

Talent GI 21 For the Cause 2 Make an Example


Talent L 40 Force Blank 1

Talent CR 107 Force Cloak 1 swif

Talent CR 107 Force Cloak Mastery 2 Force Cloak

Talent CR 223 Force Deception 1

Talent K 57 Force Delay 1 Persuasion skill reac *

Talent UR 33 Force Directed Shot


Talent K 58 Force Direction 1 x
Talent F 88 Force Exertion 1 Force Training reac

Talent C 56 Force Fighter 1

Talent K 52 Force Flow 1

Talent CR 101 Force Focus 1 full


Talent CR 218 Force Fortification 1 x

Talent J 16 Force Harmony 1

Talent CR 40 Force Haze 2 Clear Mind stan x

Talent J 77 Force Immersion 2 Stealth, White Current Adept

Talent F 43 Force Interrogation 1 free

Talent CR 40 Force Intuition 1


Talent K 58 Force Momentum 1 x

Talent F 24 Force of Will 1 swif x


Talent CR 101 Force Perception 1

Talent CR 40 Force Persuasion 2 Adept Negotiator


Talent CR 101 Force Pilot 1

Talent CR 214 Force Power Adept 1 x n

Talent CR 101 Force Recovery 2 Equilibrium


Talent S 16 Force Reflexes 2 Starship Tact, Force Pilot x n

Talent J 79 Force Repair 1

Talent K 39 Force Revive 3 Battle Meditation, Jedi Battle reac x


Commander

Talent J 87 Force Stabilize 2 Tyia Adept swif

Talent K 53 Force Suppression 1 rebuke Force power

Talent CR 214 Force Talisman 1 free x

Talent K 38 Force Throw 2 Empower Weapon stan

Talent CR 214 Force Treatment 1


Talent C 41 Force Treatment 1

Talent L 41 Force Veil 2 Difficult to Sense

Talent K 40 Force Warning 1 y

Talent F 24 Forceful Warrior 1

Talent CR 101 Foresight 2 Force Perception x n

Talent G 18 Forewarn Allies 1


W

Talent G 31 Form Up 1 Cha 13 move


W

Talent CR 214 Fortified Body 2 Equilibrium

Talent CR 46 Fortune's Favor 1

Talent G 20 Forward Patrol 2 Watchful Step


W
Talent L 27 Friend or Foe 2 Cast Suspicion reac
Talent C 23 Friendly Fire 2 Enemy Tactics

Talent SV 26 Frighten 3 Inspire Fear I, Attract Minion free

Talent CR 50 Fringe Savant 1

Talent G 31 Full Advance 1 Cha 13 move


W

Talent SG 28 Full Control 4 Directed Action, Directed full


D Movement, Remote Attack

Talent CR 207 Full Throttle 1

Talent UR 20 Galactic Guidance

Talent CR 46 Gambler 1
Talent L 30 Gang Leader 1

Talent CR 101 Gauge Force Potential 2 Force Perception stan

Talent G 18 Get Down 1 reac


W
Talent GI 20 Get into Position 1

Talent C 25 Get Into Position 2 BAB+5, Recon Team Leader move

Talent SV 29 Get Some Distance 3 Advantageous Positioning* stan

Talent G 20 Ghost Assailant 1


W

Talent CR 47 Gimmick 1 swif


Talent L 31 Grabber 1

Talent R 23 Gradual Resistance 1


Talent C 42 Grand Leader 1 swif

Talent S 17 Great Shot 1


Talent J 17 Greater Dark Side Talisman 2 Dark Side Talisman

Talent CR 212 Greater Devastating Attack 2 Greater WF, Devastating*

Talent C 40 Greater Focused Force Talisman 3 Focused Force Talisman*

Talent CR 214 Greater Force Talisman 2 Force Talisman free x

Talent CR 212 Greater Penetrating Attack 2 Greater WF, Penetrating*

Talent CR 212 Greater Weapon Focus 1 Weapon Focus

Talent K 61 Greater Weapon Focus (Fira) 1 Weapon Focus (Fira)

Talent CR 218 Greater Weapon Focus (lightsabers) 1 Weapon Focus

Talent CR 212 Greater Weapon Specialization 2 Greater WF, Weapon


Specialization*
Talent CR 218 Greater Weapon Specialization 2 Weapon Specialization
(lightsabers)

Talent J 14 Grenade Defense 1


Talent G 21 Grizzled Warrior 3 Seen It All*
W

Talent L 42 Group Perception 1

Talent GI 20 Guaranteed Boon 1 x


Talent SV 28 Guaranteed Shot 1 Dual Weapon Mastery I

Talent J 16 Guardian Spirit 1

Talent C 22 Guardian Strike 1


Talent L 41 Guard's Endurance 2 Ward

Talent K 28 Guidance 1 Perception swif


Talent R 23 Guiding Strikes 1 swif

Talent CR 52 Gun Club 1

Talent SV 28 Hailfire 1 Dual Weapon Mastery I

Talent L 31 Hammerblow 1

Talent T 95 Hard Target 2 Tough As Nails reac


Talent G 33 Hardened Strike 1
W

Talent C 56 Hardiness 1 x

Talent CR 52 Harm's Way 1 Initiative skill swif

Talent G 31 Harrying Shot 3 Pinning Shot*


W

Talent L 42 Hasty Withdrawal 1 swif

Talent J 79 Heal Droid 1 Vital transfer

Talent C 41 Healing Boost 1 Vital transfer

Talent G 18 Heavy Fire Zone 2 Forewarn Allies swif


W
Talent SG 27 Heavy-Duty Actuators 1 Medium or larger size
D
Talent C 53 Heightened Awareness 1 x

Talent F 103 Helpful 1


Talent SV 15 Hesitate 1 stan

Talent SG 29 Heuristic Mastery 1 Wis 15


D
Talent K 29 Hidden Attacker 1 Stealth swif

Talent C 25 Hidden Eyes 1

Talent CR 49 Hidden Movement 2 Improved Stealth

Talent F 27 Hidden Weapons 2 Art of Concealment move


Talent SV 16 Hide in Plain Sight 3 Hidden Movement*

Talent C 56 High Impact 1 swif

Talent C 40 Higher Yield 1 Trained in Mechanics

Talent G 32 Hijkata Expertise 1


W

Talent R 25 Hit the Deck 1


Talent F 93 Hive Mind 1

Talent G 31 Hold Steady 1 Cha 13 stan


W
Talent J 14 Hold the Line 1

Talent S 16 Hot Wire 1 Mechanics

Talent F 47 Hotwired Processor 1 swif

Talent SV 16 Hunker Down 1 stan

Talent C 25 Hunt the Hunter 1 stan


Talent CR 208 Hunter's Mark 1

Talent CR 208 Hunter's Target 2 Hunter's Mark free

Talent CR 47 Hyperdriven 1

Talent K 29 Hyperspace Savant 1 Pilot

Talent F 25 Idealist 1 Cha 13

Talent CR 43 Ignite Fervor 3 Bolster, Inspire Confidence free

Talent C 40 Ignore Armor 1

Talent T 53 Ignore Damage Reduction 2 Martial Arts I, Teras Kasi


Basics
Talent F 27 Illicit Dealings 1 n

Talent K 52 Illusion (F87 & J14) 1 Mind Trick stan x

Talent J 15 Illusion Bond 2 Illusion

Talent K 58 Imbue Item 1 full x

Talent J 77 Immerse Another 2 Stealth, White Current Adept *

Talent R 23 Immovable 1 swif


Talent SV 18 Impaling Assault 2 Weapon Specialization

Talent C 41 Impart Knowledge 2 Skilled Advisor reac


Talent CR 210 Impel Ally I 1 swif

Talent CR 210 Impel Ally II 2 Impel Ally I 2swif

Talent SV 27 Impel Ally III 3 Impel Ally II* 3swif

Talent C 47 Impenetrable Cover 2 Maximize Cover

Talent K 43 Impose Confusion 2 Impose Hesitation

Talent K 43 Impose Hesitation 1 stan

Talent CR 52 Improved Armored Defense 2 Armored Defense

Talent S 17 Improved Attack Run 1


Talent K 25 Improved Battle Meditation 2 Battle Meditation swif
Talent C 22 Improved Consular's Vitality 2 Consular's Vitality
Talent CR 224 Improved Dark Healing 2 Dark Healing stan x

Talent K 60 Improved Force Sight 1 Force sight, Use the Force skill swif

Talent C 41 Improved Healing Boost 2 Healing Boost*


Talent CR 49 Improved Initiative 2 Acute Senses y

Talent R 43 Improved Jury-Rig 1

Talent F 43 Improved Lightsaber Throw 2 Lightsaber Throw stan x

Talent SV 30 Improved Manipulating Strike 2 Manipulating Strike

Talent CR 216 Improved Quick Draw 1

Talent K 40 Improved Quick Draw (lightsabers) 1 Quick Draw, WF (lightsabers)

Talent K 39 Improved Redirect 3 Deflect, Redirect Shot

Talent K 39 Improved Riposte 3 Block, Riposte

Talent K 39 Improved Sentinel Strike 1


Talent K 39 Improved Sentinel's Gambit 2 Sentinel's Gambit

Talent SV 15 Improved Skirmisher 2 Skirmisher

Talent G 20 Improved Sneak Attack 2 Sneak Attack, PB Shot


W

Talent SV 31 Improved Soft Cover 2 Innocuous swif


Talent CR 49 Improved Stealth 1 y

Talent C 40 Improved Stunning Strike 3 Stunning Strike

Talent L 31 Improved Suppression Fire 1

Talent F 28 Improved Surveillance 2 Surveillance

Talent K 30 Improved Trajectory 2 Jet Pack Training


Talent CR 43 Improved Weaken Resolve 3 Weaken Resolve* free

Talent R 43 Improvised Device 1

Talent J 21 Improvised Weapon Master 1

Talent L 43 Incite Rage 1 swif

Talent F 28 Incognito 2 Blend In n

Talent CR 52 Indomitable 1 swif


Talent F 88 Indomitable Will 1 stan x

Talent J 15 Influence Savant 1 swif

Talent F 25 Influential Friends 2 Connections

Talent F 93 Infuse Weapon 1 full x

Talent L 58 Initiate of Vahl 1

Talent SV 31 Innocuous 1 swif


Talent F 43 Inquisition 1

Talent C 41 Insight of the Force 1

Talent F 92 Insightful Aim 1 WP (pistols or rifles) swif x


Talent C 44 Inspire Competence 2 Expanded Sensors swif

Talent CR 44 Inspire Confidence 1 stan

Talent CR 210 Inspire Fear I 1

Talent CR 210 Inspire Fear II 2 Inspire Fear I

Talent CR 210 Inspire Fear III 3 Inspire Fear I & II

Talent CR 44 Inspire Haste 1 swif

Talent C 23 Inspire Loyalty 1

Talent SV 27 Inspire Wrath 3 Impel Ally II* stan

Talent CR 44 Inspire Zeal 3 Ignite Fervor*

Talent J 17 Instinctive Navigation 2 Force Pilot

Talent F 25 Instruction 1 stan


Talent UR 30 Instrument of the Force

Talent F 45 Intentional Crash 1 Pilot


Talent F 102 Interrogator 1

Talent F 28 Intimate Knowledge 2 Surveillance stan

Talent K 26 Intimidating Defense 2 Presence, Persuasion reac

Talent C 47 Invisible Attacker 2 Maximize Cover


Talent F 52 Ion Mastery 1

Talent F 47 Ion Resistance 10 1

Talent F 57 Ion Turret 2 Blaster Turret I stan


Talent UR 31 Irregular Tactics
Talent S 18 It's a Trap 1 reac

Talent CR 218 Jar'Kai 3 Lightsaber Def, Niman

Talent K 39 Jedi Battle Commander 2 Battle Meditation

Talent F 42 Jedi Hunter 1

Talent L 42 Jedi Network 1

Talent J 20 Jedi Quarry 1 swif

Talent K 30 Jet Pack Training 1


Talent K 30 Jet Pack Withdraw 2 Jet Pack Training reac

Talent CR 52 Juggernaut 2 Armored Defense

Talent CR 207 Juke 2 Vehicular Evasion


Talent CR 50 Jury-Rigger 1 y

Talent SG 28 Just a Droid 1


D
Talent SG 27 Just a Scratch 1 Equipped & proficient with
D medium or better armor

Talent R 43 Just What Is Needed 1

Talent CR 218 Juyo 2 BAB +10, Weapon swif x n


Specialization*
Talent CR 49 Keen Shot 2 Acute Senses

Talent R 28 Keep It Going 2 Ambush Specialist free


Talent SV 17 Keep it Together 2 Jury-Rigger

Talent CR 207 Keep It Together 1


Talent C 26 Keep Them at Bay 1

Talent G 31 Keep Them Honest 1 Careful Shot feat


W
Talent SV 33 Keep Them Reeling 1 stan

Talent R 28 Keep Them Reeling 2 Ambush Specialist swif

Talent GI 22 Keep Together 1

Talent CR 46 Knack 1 n

Talent L 45 Knight's Morale 1

Talent F 42 Knockback 1

Talent CR 216 Knockdown Shot 1

Talent J 14 Know Weakness 2 Adversary Lore


Talent F 25 Know Your Enemy 1 swif

Talent J 75 Knowledge and Defense 2 Enhanced Danger Sense

Talent F 50 Knowledge is Life 2 Spynet Agent swif


Talent F 50 Knowledge is Power 2 Spynet Agent swif

Talent F 50 Knowledge is Strength 2 Spynet Agent swif


Talent K 58 Knowledge of the Force 1 reac x

Talent F 25 Known Dissident 2 Know Your Enemy stan

Talent SG 26 Known Vulnerability 1 Trained in Know (life sciences) free


D
Talent K 60 Krath Illusions 2 Illusion swif

Talent K 60 Krath Intuition 1 x

Talent K 60 Krath Surge 1 swif

Talent G 33 K'tara Expertise 1


W

Talent G 33 K'thri Expertise 1


W

Talent SV 15 Labyrinthine Mind 1 reac

Talent R 45 Launch Point 2 Safe Zone

Talent F 25 Lead by Example 1


Talent UR 31 Lead by Example

Talent R 24 Lead From the Front 2 Face the Foe

Talent K 26 Leading Feint 2 Noble Fencing Style swif

Talent GI 20 Leading Skill 1


Talent GI 20 Learn from Mistakes 1
Talent S 18 Legendary Commander 2 Cha 13, Int 13, Born Leader

Talent J 73 Liberate 2 Aura of Freedom swif x

Talent L 41 Lifesaver 2 Bodyguard's Sacrifice reac

Talent CR 41 Lightsaber Defense 1 swif

Talent L 40 Lightsaber Evasion 1


Talent J 19 Lightsaber Form Savant 1 swif

Talent J 19 Lightsaber Specialist 2 Masterwork Lightsaber

Talent CR 41 Lightsaber Throw 1 stan

Talent UR 31 Lingering Debilitation

Talent J 15 Link 1 stan

Talent CR 107 Linked Defense 1 swif

Talent SG 27 Load Launcher 1


D
Talent K 44 Lockdown Strike 1
Talent UR 30 Long Call

Talent CR 50 Long Stride 1

Talent R 40 Lose Pursuit 1


Talent R 24 Luck Favors the Bold 2 Face the Foe

Talent CR 46 Lucky Shot 2 Knack n

Talent K 27 Lucky Stop 2 Knack reac

Talent K 60 Luka Sene Master 2 Field Detection, farseeing


Talent R 25 Lure Closer 2 Trick Step move

Talent C 44 Maintain Focus 1 swif

Talent CR 218 Makashi 2 Lightsaber Defense

Talent SV 16 Make a Break for It 3 Stellar Warrior* swif

Talent GI 22 Make an Example 1


Talent SV 18 Make Do 1
Talent T 13 Malkite Techniques 1 stan

Talent SV 18 Man Down 1 reac

Talent K 38 Mandalorian Advance 1


Talent K 38 Mandalorian Ferocity 1 Dex 13, proficient

Talent K 38 Mandalorian Glory 1

Talent J 17 Manifest Guardian Spirit 1 swif x

Talent SV 30 Manipulating Strike 1

Talent J 73 Many Shades of the Force 1 Force Training

Talent C 47 Mark the Target 1 swif


Talent J 89 Martial Resurgence 1

Talent J 79 Mask Presence 1 swif

Talent J 15 Masquerade 2 Illusion


Talent C 41 Master Advisor 2 Skilled Advisor

Talent GI 24 Master Defender 1


Talent GI 20 Master Manipulator 3 Get into Position, Advanced swif
Planning

Talent UR 29 Master Manipulator

Talent L 47 Master Mender 2 Expert Shaper

Talent CR 40 Master Negotiator 2 Adept Negotiator


Talent K 47 Master of Elegance 2 Dual or Single Weapon
Flourish I, Weapon Finesse

Talent J 14 Master of the Great Hunt 1


Talent CR 47 Master Slicer 2 Gimmick n

Talent UR 30 Master's Orders


Talent J 19 Masterwork Lightsaber 1 y

Talent C 47 Maximize Cover 1

Talent F 102 Mechanics Mastery 1


Talent UR 23 Mechanized Rider

Talent SG 26 Medical Analyzer 1 Medical droid, Trained in Know


D (life sciences)

Talent F 102 Medical Droid 1


Talent F 54 Medical Miracle 1 stan

Talent L 31 Melee Assault 1

Talent L 31 Melee Brute 1

Talent L 31 Melee Opportunist 1

Talent CR 52 Melee Smash 1

Talent T 57 Mercenary's Determination 2 Mercenary's Grit free x


Talent T 57 Mercenary's Grit 1 swif

Talent T 57 Mercenary's Teamwork 2 Combined Fire*


Talent J 18 Mind Probe 1 full

Talent F 57 Mine Mastery 1


Talent SV 14 Misplaced Loyalty 2 Dirty Tactics swif

Talent K 39 Mobile Attack (lightsabers) 2 Multiattack Prof, Dual Weapon


Mastery I, WF (lightsabers)

Talent K 39 Mobile Attack (pistols) 2 Multiattack Proficiency


(pistols)

Talent F 24 Mobile Combatant 1 swif


Talent G 20 Mobile Combatant 3 Forward Patrol*
W

Talent J 83 Mobile Whirlwind 2 Seyugi Cyclone

Talent F 47 Modification Specialist 1

Talent T 13 Modify Poison 2 Malkite Techniques

Talent J 17 Motion of the Future 2 Force Perception swif


Talent L 55 Move Massive Object 2 Telekinetic Power, move object x

Talent F 52 Multiattack Proficiency (advanced melee 1


weapons)
Talent K 47 Multiattack Proficiency (advanced melee 1
weapons)
Talent K 45 Multiattack Proficiency (exotic weapons) 2 Exotic Weapons Master

Talent CR 212 Multiattack Proficiency (heavy weapons) 1

Talent CR 218 Multiattack proficiency (lightsabers) 1

Talent CR 216 Multiattack Proficiency (pistols) 1

Talent L 41 Multiattack Proficiency (rifles) 1

Talent CR 212 Multiattack Proficiency (rifles) 1

Talent UR 30 Multiattack Proficiency (simple weapons)


Talent SV 29 Murderous Arts I 1

Talent SV 29 Murderous Arts II 2 Murderous Arts I

Talent J 18 Mystic Mastery 1


Talent UR 30 Mystical Link

Talent F 54 Natural Healing 1

Talent UR 33 Negate and Redirect

Talent CR 218 Niman 1

Talent G 21 Nimble Dodge 1


W
Talent K 27 No Escape 2 Opportunistic Strike
Talent K 27 Noble Fencing Style 1 Deception & Persuasion trained

Talent R 40 Noble Sacrifice 2 Recruit Enemy


Talent F 45 Nonlethal Tactics 1
Talent CR 208 Notorious 1 n

Talent CR 210 Notorious 1 n

Talent CR 208 Nowhere to Hide 1 y

Talent SV 26 Nowhere to Run 4 Nowhere to Hide, Hunter's


Target*

Talent SG 26 Nuanced 1
D

Talent T 13 Numbing Poison 2 Malkite Techniques

Talent UR 20 Oafish

Talent L 45 Oath of Duty 1

Talent R 45 Obscuring Defenses 2 Safe Zone

Talent SG 26 Observant 1
D

Talent L 41 Old Faithful 1

Talent SV 26 Omens 2 Findsman Ceremonies

Talent SG 26 On-Board System Link 1


D
Talent CR 221 One for the Team 2 Deployment Tactics
Talent R 43 Only the Finest 2 Black Market Buyer

Talent SV 35 Opportunistic Defense 2 Uncanny Instincts


Talent K 27 Opportunistic Strike 1

Talent L 41 Opportunity Fire 1

Talent L 41 Out of Harm's Way 1 move

Talent UR 23 Out of Harm's Way


Talent K 47 Out of Nowhere 1 Deception skill, Weapon free
Finesse

Talent CR 221 Outmaneuver 3 Field Tactics* stan


Talent SV 25 Outrun 1

Talent UR 20 Outsider's Eye

Talent UR 21 Outsider's Query

Talent UR 29 Overcharged Shot


Talent C 44 Overclocked Troops 2 Droid Defense swif

Talent K 58 Past Visions 3 Visions

Talent CR 53 Penetrating Attack 1 Weapon Focus

Talent R 28 Perceptive Ambusher 2 Ambush Specialist


Talent J 19 Perfect Attunement 2 Masterwork Lightsaber

Talent J 18 Perfect Telepathy 1

Talent SV 13 Persistent Haze 3 Force Haze*


Talent K 27 Personal Affront 2 BAB +5, Noble Fencing Style reac

Talent K 45 Personal Vendetta 1 swif


Talent S 17 Personalized Modifications 1 stan

Talent C 26 Phalanx 2 Watch Your Back


Talent L 57 Phantasm 1 swif x

Talent J 81 Physical Surge 1


Talent SV 18 Pick a Fight 2 Cantina Brawler
Talent UR 21 Piercing Hit

Talent G 31 Pinning Shot 2 Precision Shot


W

Talent GI 25 Pistol Duelist 1 stan

Talent J 75 Planetary Attunement 1 x

Talent SG 28 Power Boost 2 Power Surge


D
Talent L 43 Power of Hatred 2 Incite Rage swif
Talent CR 101 Power of the Dark Side 1 x

Talent F 103 Power Supply 1


Talent F 48 Power Surge 1 swif

Talent F 26 Powerful Friends 3 Connections, Influential Friends

Talent L 45 Praetoria Ishu 3 Block, Deflect

Talent L 45 Praetoria Vonil 1 Weapon Focus (lightsabers)

Talent R 24 Precise Direct 3 Redirect Shot

Talent L 27 Precision 1 stan


Talent L 40 Precision Fire 1

Talent L 47 Precision Implant 1 stan

Talent G 31 Precision Shot 1 Far Shot feat


W

Talent J 75 Precognitive Meditation 1 x

Talent C 45 Prepared Explosive 1

Talent J 20 Prepared for Danger 1

Talent CR 43 Presence 1 stan

Talent F 52 Preserving Shot 1

Talent SV 35 Preternatural Senses 1 reac


Talent G 18 Prime Targets 1
W
Talent K 38 Primitive Block 2 Empower Weapon *

Talent C 45 Problem Solver 1 swif

Talent K 61 Progenitor's Call 1

Talent C 23 Protection 2 Double Agent stan

Talent C 57 Protective Reaction 2 Akk Dog Master


Talent C 23 Protector Actions 1 stan
Talent F 103 Protocol 1

Talent GI 22 Prudent Escape 1

Talent J 18 Psychic Citadel 1

Talent J 18 Psychic Defenses 2 Psychic Citadel

Talent C 53 Psychometry 2 farseeing, Force Perception

Talent SV 30 Pulling the Strings 1 stan

Talent SV 25 Punch Through 1

Talent C 23 Punishing Protection 2 Inspire Loyalty, BAB+5


Talent G 33 Punishing Strike 1
W

Talent F 45 Pursuit 1 Dex 13 n

Talent SG 26 Quick Astrogation 1 Trained in Use Computer


D

Talent UR 29 Quick Cuffs

Talent S 17 Quick Fix 1 Mechanics

Talent J 19 Quick Modification 2 Masterwork Lightsaber

Talent C 45 Quick Modifications 2 Tech Spec, Repairs on the Fly

Talent L 30 Quick on Your Feet 1 reac

Talent G 19 Quick Strike 2 Cheap Trick


W
Talent UR 23 Quick Study
Talent CR 207 Quick Trigger 2 Expert Gunner

Talent K 60 Quickseeing 1 farseeing, Use the Force skill free

Talent UR 22 Quicktrap
Talent SV 33 Raider's Frenzy 1

Talent SV 33 Raider's Surge 1 stan

Talent CR 44 Rally 3 Distant Command* swif


Talent CR 217 Ranged Disarm 1

Talent SV 27 Ranged Flank 1 swif

Talent UR 20 Rant

Talent J 21 Rapid Alchemy 1 stan

Talent C 40 Rapid Reload 1

Talent K 26 Reactionary Attack 2 Born Leader, Persuasion

Talent GI 22 Reactive Stealth 1 Trained in Stealth reac


Talent L 58 Reading the Flame 2 Initiate of Vahl n

Talent L 30 Ready and Willing 1


Talent R 23 Reap Retribution 1
Talent J 89 Rebound Leap 1

Talent K 39 Rebuke the Dark 1

Talent R 23 Recall 1
Talent J 91 Recall Discblade 1 proficient discblade free

Talent G 22 Reckless 2 Tested in Battle


W

Talent C 25 Reconnaissance Actions 2 Recon Team Leader stan


Talent C 25 Reconnaissance Team Leader 1

Talent R 41 Recruit Enemy 1

Talent CR 41 Redirect Shot 2 Deflect, BAB +5

Talent F 42 Reduce Defense 1

Talent F 42 Reduce Mobility 1

Talent J 18 Regimen Aptitude 1 Force Regimen Mastery


Talent S 18 Regroup 1 Cha 13 stan

Talent C 44 Reinforced Commands 2 Droid Defense

Talent CR 208 Relentless 3 Hunter's Target*

Talent CR 207 Relentless Pursuit 1 n

Talent GI 21 Reliable Boon 1 x


Talent R 45 Relocate 2 Safe Zone swif

Talent SG 28 Remote Attack 1 stan


D

Talent K 25 Renew Vision 1 swif


Talent C 39 Renowned Pilot 1

Talent F 47 Repair Self 1

Talent C 45 Repairs on the Fly 1

Talent J 87 Repel Discord 1 reac x

Talent J 83 Repelling Whirlwind 2 Seyugi Cyclone


Talent F 28 Reset Initiative 3 Improved Initiative, Initiative*

Talent CR 40 Resilience 1 full


Talent L 47 Resilience Implant 1 stan

Talent C 56 Resist Enervation 1 x

Talent CR 41 Resist the Dark Side 2 Dark Side Sense


Talent F 45 Respected Officer 1
Talent GI 20 Retaliation 2 Advanced Planning

Talent G 21 Retaliation Jab 1


W
Talent UR 31 Retreating Fire
Talent C 24 Retribution 1

Talent GI 25 Revealing Secrets 2 Detective

Talent L 58 Revelation 1 stan


Talent CR 101 Revenge 3 Dark Presence*

Talent GI 23 Reverse Strength 1

Talent GI 22 Revolutionary Rhetoric 1 stan

Talent SV 15 Ricochet Shot 3 Knack, Lucky Shot

Talent J 77 Ride the Current 1 reac *

Talent L 41 Rifle Master 1

Talent R 43 Right Gear for the Job 1

Talent K 25 Riposte 2 Block, BAB +5 reac

Talent UR 33 Rising Anger


Talent UR 33 Rising Panic

Talent R 25 Risk for Reward 2 Find Openings reac

Talent UR 29 Roll Out

Talent L 41 Roll With It 3 Take the Hit*

Talent R 40 Run Interference 2 Escort Pilot reac

Talent SV 29 Ruthless 1

Talent F 29 Ruthless 2 Dirty Fighting


Talent CR 208 Ruthless Negotiator 2 Notorious

Talent C 46 Sabotage Device 1 swif


Talent R 45 Safe Passage 2 Escort Fighter move

Talent R 45 Safe Zone 1 stan

Talent SV 33 Savage Reputation 2 Bloodthirsty

Talent C 41 Scholarly Knowledge 1 swif n

Talent SG 26 Science Analyzer 1 Trained in Know (life sciences)


D & (physical sciences)
Talent SG 26 Scomp Link Slicer 3 Any 2 talents from Slicer tree
D

Talent SG 29 Scripted Routines 1 BAB +5


D
Talent G 31 Search and Destroy 1 Cha 13 move
W

Talent F 54 Second Chance 2 Steady Under Pressure

Talent CR 52 Second Skin 2 Armored Defense

Talent R 26 Second Strike 2 Blast Back free

Talent F 27 Security Slicer 1 Mechanics


Talent L 29 Seducer 1 y

Talent C 25 Seek and Destroy 2 Hidden Eyes

Talent G 22 Seen It All 2 Tested in Battle, Initiative


W
Talent L 29 Seize Object 1 move

Talent SV 35 Seize the Moment 1


Talent L 27 Seize the Moment 2 Distress to Discord reac

Talent UR 20 Self-Reliant
Talent J 20 Sense Deception 1

Talent UR 19 Sense Primal Force

Talent K 25 Sentinel Strike 1


Talent K 25 Sentinel's Gambit 1 swif
Talent C 22 Sentinel's Observation 1
Talent F 49 Set for Stun 1 2swif

Talent CR 218 Severing Strike 1

Talent J 83 Seyugi Cyclone 1

Talent L 58 Shadow Armor 2 Cloak of Shadow swif

Talent SV 16 Shadow Striker 3 Hidden Movement* stan

Talent L 58 Shadow Vision 1 swif

Talent F 57 Shaped Explosion 2 Skilled Demolitionist


Talent J 19 Share Force Secret 1 at least 1 Force Secret swif

Talent J 20 Share Force Technique 1 at least 1 Technique swif

Talent J 20 Share Talent 2 at least 1 from special stan x

Talent CR 210 Shared Notoriety 2 Notorious y

Talent C 47 Shellshock 2 Soften the Target


Talent SV 27 Shelter 2 Attract Minion

Talent K 40 Sheltering Stance 3 Block or Deflect, Vigilance


Talent K 29 Shield Expert 1 AP (light)

Talent R 37 Shield Gauntlet Defense 2 Siang Lance Mastery, BAB +7 reac

Talent R 37 Shield Gauntlet Deflect 3 Shield Gauntlet Defense reac

Talent R 37 Shield Gauntlet Redirect 4 Shield Gauntlet Defense, Shield


Gauntlet Deflect, BAB +5

Talent CR 218 Shien 2 Deflect, Redirect Shot

Talent SV 29 Shift 1 move


Talent CR 222 Shift Defense I 1 swif
Talent CR 222 Shift Defense II 2 Shift Defense I swif
Talent CR 222 Shift Defense III 3 Shift Defense I-II swif
Talent C 53 Shift Sense 1 x

Talent CR 219 Shii-Cho 3 Block, Deflect

Talent L 41 Shoot from the Hip 1


Talent J 14 Shoto Focus 1

Talent J 19 Shoto Master 1

Talent J 21 Shoto Pin 2 Block

Talent C 40 Shoulder to Shoulder 1

Talent GI 24 Shunt Damage 1

Talent R 37 Siang Lance Mastery 1

Talent F 93 Sickening Blast 1 Force blast

Talent SV 17 Sidestep 2 Long Stride swif

Talent F 42 Signature Item 1


Talent UR 21 Silent Movement

Talent F 49 Silent Takedown 1 Stealth skill


Talent J 79 Silicon Mind 1 reac x

Talent UR 23 Simple Opportunity

Talent J 89 Simultaneous Strike 1 BAB +5 stan

Talent K 47 Single Weapon Flourish I 1 Double Attack, Weapon Finesse

Talent K 47 Single Weapon Flourish II 3 Double Attack, Master of


Elegance, Single Weapon
Flourish I, Weapon Finesse
Talent J 21 Sith Alchemy 1

Talent K 41 Sith Alchemy 3 Dark Side Adept & Master full x

Talent J 22 Sith Alchemy Specialist 2 Sith Alchemy x

Talent C 56 Sith Reverence 1

Talent F 50 Six Questions 2 Spynet Agent

Talent GI 23 Sizing Up 1

Talent GI 21 Skill Boon 1 Trained in skill


Talent GI 21 Skill Confidence 1 Critical Skill Success*

Talent F 48 Skill Conversion 1

Talent CR 40 Skilled Advisor 1 full *


Talent F 57 Skilled Demolitionist 1
Talent L 47 Skilled Implanter 1 Biotech Surgery feat
Talent GI 21 Skillful Recovery 1 Trained in skill
Talent CR 46 Skirmisher 1

Talent K 39 Slashing Charge 3 Block, Riposte, WF & WP


(lightsabers)

Talent C 24 Slip By 1
Talent G 20 Slip By 1
W

Talent K 27 Slippery Strike 2 Strike and Run reac

Talent UR 31 Slowing Shot

Talent F 45 Slowing Stun 1

Talent G 19 Sly Combatant 3 Cheap Trick, Easy Prey stan


W

Talent UR 29 Small Favor

Talent SV 25 Small Target 1

Talent L 41 Snap Shot 1

Talent CR 46 Sneak Attack 1


Talent SV 29 Sniping Assassin 1

Talent SV 29 Sniping Marksman 2 Sniping Assassin

Talent SV 29 Sniping Master 3 Sniping Marksman*

Talent F 47 Soft Reset 1

Talent J 81 Soft to Solid 1 reac x

Talent C 47 Soften the Target 1 swif

Talent CR 219 Sokan 2 Acrobatic Recovery

Talent C 41 Soothe 1 Vital transfer

Talent J 18 Soothing Presence 2 Charm Beast

Talent CR 219 Soresu 3 Block, Deflect

Talent SV 15 Sow Confusion 2 Hesitate stan


Talent CR 47 Spacehound 1

Talent J 73 Spatial Integrity 1 reac x

Talent L 47 Speed Implant 1 stan

Talent UR 22 Speedclimber

Talent CR 44 Spontaneous Skill 2 Educated

Talent C 25 Spotter 1 move

Talent R 28 Spring the Trap 1

Talent CR 50 Sprint 1

Talent F 50 Spynet Agent 3 Bothan, 2 talents from


Infiltration
Talent C 26 Squad Actions 1 stan

Talent L 31 Squad Brutality 1

Talent L 31 Squad Superiority 1


Talent S 18 Squadron Maneuvers 2 Cha 13, any other Ace talent stan

Talent S 18 Squadron Tactics 2 Wis 13, Starship Tact,


Squadron Maneuvers*

Talent L 42 Stalwart Subordinates 1


Talent CR 47 Starship Raider 2 Spacehound

Talent G 33 Stava Expertise 1 y


W

Talent R 41 Stay in the Fight 2 Recruit Enemy

Talent L 42 Stay in the Fight 2 Stalwart Subordinates swif

Talent F 54 Steady Under Pressure 1 n

Talent L 42 Stealthy Withdrawal 2 Hasty Withdrawal

Talent L 40 Steel Mind 1

Talent F 24 Steel Resolve 1

Talent CR 47 Stellar Warrior 2 Spacehound

Talent C 26 Stick Together 2 Comrades in Arms move


Talent J 87 Stifle Conflict 1

Talent SV 18 Stinging Assault 2 Weapon Specialization

Talent G 21 Stinging Jab 1


W
Talent L 28 Stolen Advantage 2 Cast Suspicion reac

Talent T 81 Stolen Form 1 Any force technique, WF


lightsabers

Talent L 47 Strength Implant 1 stan

Talent C 40 Strength in Numbers 1

Talent L 45 Strength of the Empire 2 Knight's Morale

Talent K 28 Strike and Run 1 reac

Talent L 31 Strong Grab 1

Talent L 40 Strong-Willed 1

Talent F 57 Stun Turret 2 Blaster Turret I stan


Talent G 21 Stunning Shockboxer 2 Stinging Jab
W

Talent CR 52 Stunning Strike 2 Melee Smash

Talent C 24 Stymie 1 swif

Talent SV 18 Sucker Punch 1


Talent J 83 Sudden Storm 2 Seyugi Cyclone x

Talent SV 15 Sudden Strike 3 Skirmisher, Sneak Attack

Talent G 19 Summon Aid 2 Get Down reac


W

Talent SG 26 Supervising Droid 3 Observant, 1 from Influence,


D Inspiration or Leadership trees
Talent J 15 Suppress Force 2 Influence Savant, mind trick reac

Talent CR 50 Surefooted 1

Talent SV 17 Surge 2 Long Stride swif


Talent C 53 Surge of Light 1 swif

Talent F 27 Surprise Strike 1

Talent L 29 Surprising Weapons 1


Talent UR 22 Surprisingly Quick
Talent J 77 Surrender to the Current 1 swif

Talent F 28 Surveillance 1 Perception full

Talent R 26 Swerve 2 Fade Away reac

Talent SG 28 Swift Droid 3 2 talents from Autonomy tree


D
Talent CR 101 Swift Power 2 Power of the Dark Side
Talent UR 31 Swift Shot
Talent SV 17 Swift Strider 3 Sidestep*

Talent L 58 Sword of Vahl 2 Initiate of Vahl

Talent S 17 Synchronized Fire 2 Expert Gunner

Talent CR 207 System Hit 2 Expert Gunner

Talent CR 222 Tactical Edge 1 swif


Talent G 19 Tactical Savvy 2 Born Leader
W

Talent SV 27 Tactical Superiority 1 2swif

Talent SV 27 Tactical Withdrawal 1 2swif

Talent G 33 Tae-Jitsu Expertise 1


W

Talent SV 26 Tag 3 Hunter's Target*

Talent K 39 Taint of the Dark Side 2 Dark Deception

Talent L 41 Take the Hit 2 Bodyguard's Sacrifice

Talent SV 33 Take Them Alive 1


Talent F 45 Takedown 1

Talent SG 26 Talkdroid 1 Trained in Persuasion


D
Talent SV 35 Tangle Up 2 Uncanny Instincts stan
Talent SG 27 Target Acquisition 1 swif
D
Talent SG 27 Target Lock 2 Target Acquisition
D
Talent SV 26 Target Visions 2 Findsman Ceremonies

Talent F 103 Targeting Package 1 2swif


Talent SG 28 Task Optimization 1
D
Talent R 41 Team Recruiting 2 Recruit Enemy
Talent C 46 Tech Savant 1 trained in Know (tech) stan

Talent CR 100 Telekinetic Power 1


Talent F 88 Telekinetic Prodigy 2 Telekinetic Savant

Talent L 40 Telekinetic Resistance 1

Talent CR 100 Telekinetic Savant 1 swif

Talent L 55 Telekinetic Stability 1 x


Talent J 89 Telekinetic Strike 1

Talent J 89 Telekinetic Throw 1 Throw feat

Talent J 91 Telekinetic Vigilance 1 Intercept swif

Talent K 53 Telepathic Influence 2 Telepathic Link*

Talent J 18 Telepathic Intruder 1


Talent K 53 Telepathic Link 1 Use the Force swif

Talent J 83 Tempest Tossed 2 Seyugi Cyclone

Talent SV 26 Temporal Awareness 2 Findsman Ceremonies

Talent T 53 Teras Kasi Basics 1 Martial Arts I

Talent T 53 Teras Kasi Mastery 2 MA I-III, Teras Kasi Basics

Talent UR 23 Terrain Guidance

Talent SV 27 Terrify 4 Inspire Fear II, Frighten* stan

Talent G 22 Tested in Battle 1


W
Talent C 53 The Will to Resist 1 reac

Talent C 24 Thrive on Chaos 2 Advantageous Opening

Talent F 43 Thrown Lightsaber Mastery 3 Improved & Lightsaber Throw

Talent J 85 Thunderclap 1 Bantha Rush, Force Training

Talent CR 49 Total Concealment 3 Hidden Movement*

Talent CR 53 Tough as Nails 1 swif

Talent CR 47 Trace 1

Talent F 28 Traceless Tampering 1


Talent G 21 Trailblazer 1 Trained in Survival swif
W
Talent CR 219 Trakata 2 BAB +12, Weapon 2swif
Specialization*

Talent J 16 Transfer Essence 1 Dark Side Score = Wis

Talent J 20 Transfer Power 1 Force Training feat stan

Talent K 27 Transposing Strike 2 Noble Fencing Style, BAB +5

Talent SV 32 Treacherous 3 Improved Soft Cover*


Talent SG 26 Triage Scan 1 Trained in Treat Injury, medical stan
D droid
Talent C 47 Triangulate 2 Enhanced Vision y
Talent R 26 Trick Step 1 swif

Talent CR 217 Trigger Work 1

Talent UR 22 Tripwire

Talent L 28 True Betrayal 3 Friend or Foe* stan

Talent CR 44 Trust 3 Born Lead, Coordinate stan

Talent GI 20 Try Your Luck 1


Talent UR 31 Turn the Tide

Talent F 57 Turret Self-Destruct 2 Blaster Turret I


Talent SV 28 Twin Shot 1 Dual Weapon Mastery I, Rapid
Shot
Talent J 21 Twin Weapon Mastery 1

Talent J 21 Twin Weapon Style 1 stan

Talent SV 14 Two-Faced 3 Misplaced Loyalty*

Talent UR 30 Two-For-One Throw


Talent J 87 Tyia Adept 1 swif x

Talent SG 29 Ultra Resilient 1 reac


D

Talent T 53 Unarmed Counterstrike 3 MA I-II, Unarmed Parry, Teras


Kasi Basics

Talent T 53 Unarmed Parry 2 MA I-II, Teras Kasi Basics


Talent CR 52 Unbalance Opponent 2 Expert Grappler

Talent L 30 Unbalancing Adaptation 2 Adapt and Survive


Talent C 42 Uncanny Defense 1
Talent CR 49 Uncanny Dodge I 3 Improved Initiative*

Talent CR 49 Uncanny Dodge II 4 Uncanny Dodge I*

Talent SV 35 Uncanny Instincts 1


Talent SV 15 Uncanny Luck 3 Knack, Lucky Shot

Talent J 20 Unclouded Judgment 2 Sense Deception reac x

Talent T 13 Undetectable Poison 2 Malkite Techniques

Talent C 23 Undying Loyalty 2 Inspire Loyalty


Talent SV 15 Unlikely Shot 3 Knack, Lucky Shot n

Talent SV 14 Unreadable 1

Talent C 26 Unrelenting Assault 2 Melee Smash


Talent SV 27 Unsavory Reputation 5 Inspire Fear I-III, Notorious

Talent C 22 Unseen Eyes 3 Force Haze*

Talent F 43 Unsettling Presence 2 Force Interrogation stan x

Talent K 45 Unstoppable 1

Talent R 25 Unwavering Ally 1 swif

Talent SV 27 Urgency 3 Impel Ally II* 3swif

Talent CR 219 Vaapad 3 BAB +12, Juyo*

Talent L 58 Vahl's Brand 2 Empower Weapon

Talent L 58 Vahl's Flame 2 Initiate of Vahl swif

Talent F 92 Vanish 1 swif

Talent S 17 Vehicle Focus 1 Wis 13

Talent F 102 Vehicle Mechanic 1 3swif


Talent K 29 Vehicle Sneak 1 Pilot

Talent C 46 Vehicular Boost 1 stan

Talent CR 207 Vehicular Evasion 1

Talent L 29 Veiled Biotech 1 Trained in Stealth


Talent T 13 Vicious Poison 2 Malkite Techniques

Talent C 56 Victorious Force Mastery 1

Talent K 40 Vigilance 1 swif

Talent C 24 Vindication 2 Retribution

Talent SV 16 Virus 2 Electronic Sabotage*

Talent K 24 Visionary Attack 2 WatchCircle Initiate* reac

Talent K 25 Visionary Defense 2 WatchCircle Initiate* reac

Talent CR 101 Visions 2 farseeing, Force Perception swif x


Talent J 17 Vital Encouragement 1 free

Talent CR 46 Walk the Line 2 Disruptive stan

Talent J 81 Wan-Shen Defense 1 proficient Wan-shen swif

Talent J 81 Wan-Shen Kata 1 proficient Wan-shen

Talent J 81 Wan-Shen Mastery 1 stan

Talent L 41 Ward 1 swif

Talent UR 23 Warrior's Awareness


Talent UR 23 Warrior's Determination

Talent UR 21 Wary

Talent SV 26 Watch This 1


Talent C 26 Watch Your Back 1
Talent K 25 WatchCircle Initiate 1 Farseeing reac x

Talent G 21 Watchful Step 1


W
Talent K 40 Watchman's Advance 2 Force Warning

Talent K 61 Waveform 1 swif

Talent K 28 Weak Point 3 Keen Shot* swif

Talent CR 43 Weaken Resolve 2 Presence free

Talent SV 15 Weakening Strike 2 Dastardly Attack


Talent CR 44 Wealth 1

Talent SV 27 Wealth of Allies 2 Attract Minion

Talent C 40 Weapon Shift 2 Gun Club

Talent CR 53 Weapon Specialization 1 Weapon Focus

Talent J 91 Weapon Specialization (discblade) 1 Weapon Focus, proficient


discblade

Talent CR 41 Weapon Specialization (lightsaber) 1 Weapon Focus stan

Talent SG 27 Weapons Power Surge 1 free


D

Talent C 40 Whirling Death 3 Unrelenting Assault*

Talent J 77 White Current Adept 1

Talent CR 224 Wicked Strike 2 Weapon Focus, Weapon x


Specialization
Talent J 18 Wild Sense 2 Charm Beast swif

Talent K 43 Willful Resolve 1

Talent F 25 Willpower 2 Inspire Confidence swif

Talent J 85 Wind Vortex 1 swif x

Talent S 17 Wingman 1 Wis 13 swif

Talent R 40 Wingman Retribution 2 Escort Pilot reac

Talent F 88 Wrath of the Dark Side 2 Power of the Dark Side

Talent K 43 Wrong Decision 1

Talent G 33 Wrruushi Expertise 1


W

Talent R 45 Zone of Recuperation 2 Safe Zone

Template S 59 Advanced Ship


Template C 57 Akk Dog
Template L 100 Antiquated

Template L 100 Antiquated


Template SG 15 Arakyd Industries
D
Template S 62 Archaic Ship
Template K 76 Arkanian Manufacture

Template SG 16 Baktoid Combat Automata


D
Template SG 16 Balmorran Arms
D
Template K 78 Baragwin Weapon

Template R 56 B'omarr Monk


Template K 80 Bonadan-Alloy Armor

Template K 78 Bothan Weapon

Template K 80 Bronzium Cast Armor

Template J 133 Chrystalis Beast


Template K 76 Cinnagaran Manufacture

Template SG 16 Colicoid Creation Nest


D

Template K 77 Cortosis Weave/Phrik Alloy


Template CR 174 Crew Quality

Template SG 16 Cybot Galactica


D

Template SG 16 Czerka Corporation


D
Template J 118 Dark Side Spirit
Template K 79 Dashade Weapon
Template K 80 Durasteel Cast Armor

Template SG 16 Duwani Mechanical Products


D
Template K 77 Echani Manufacture
Template K 80 Environmental Bastion Armor

Template K 80 Eriadun Armor

Template K 79 Gand Weapon

Template K 77 GenoHaradan Manufacture

Template SG 16 Halowan Mechanicals


D
Template L 97 Heirloom, Legendary Icon
Template L 97 Heirloom, Steeped in the Dark Side

Template L 97 Heirloom, Symbol of the Light

Template SG 16 Imperial Department of Military Research


D

Template SG 16 Industrial Automaton


D
Template K 77 Iridonian Manufacture

Template S 104 Junker


Template K 77 Krath Manufacture

Template L 69 Living Vehicle


Template K 77 Mandalorian Manufacture
Template K 77 Massassi Manufacture

Template SG 16 MerenData
D
Template T 130 Packs and Swarms
Template R 126 Phrik Alloy
Template K 78 Prototype

Template S 123 Prototype


Template K 79 Quick Draw Weapon
Template K 79 Rakatan Weapon
Template L 100 Refitted
Template L 101 Refitted
Template CR 125 Retractable Stocks

Template SG 16 Roche
D
Template SG 17 Serv-O-Droid
D
Template L 220 Shaped Beast
Template J 22 Sith Abomination
Template K 79 Sith Alchemical Weapon

Template C 94 Squad
Template SV 38 Stripping Equipment
Template R 126 Stygian-Triprismatic Polymer
Template SV 24 Superior Tech
Template SG 17 Tendrando Arms
D
Template C 34 The Aggressive Follower
Template C 34 The Defensive Follower
Template C 34 The Utility Follower
Template SV 66 Uglies
Template C 95 Unit
Template SG 17 Veril Line Systems
D
Template K 78 Verpine manufacture

Template L 66 Yuuzhan Vong Biotech


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 flat-
footed

DC 15 Deception check to "tumble" through threatened area, move x2

1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & land prone

+1 Ref Def against selected target


Ref Def penalty -1 when making a ranged attack at end of charge

add Dodge bonus to Ref Def v. Atk of opp

extra Atk during full attack, -5 penalty all attacks, per weapon group
Persuasion or Use the Force for fear effect, may reroll, mtr

rage bonus to Atk and dam increases to +5

+1 to Deception, Mechanics, Perception, Persuasion, Use Computer on or against droid & +1 to all Def v.
attacks & skill checks made by droids
+2 dam v. droids, +4 dam v, droids with ion
automatically restore SR by 5 & with only 2 swif actions

repair droids in 10 minutes not 1 hour

-5 penalty when attacking with two weapons or a double weapon


draw or holster 2 weapons as single swif action
-2 penalty when attacking with two weapons or a double weapon

no penalty when attacking with two weapons or a double weapon


if area attack misses 1/turn you can move 2 sq as a reac, no atk opp
dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam, make unarmed Atk to knock prone

dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam, make unarmed Atk to knock
prone, w/Expertise talent w/crit target is knocked prone if not more than 1 size larger

reduce spd by 1 or 2 to increase Dodge +1 or +2, must move 2 sq

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

reduce Persuasion's Haggle DC by 10

repair droids = to Int mod

rage one extra time a day


one extra second wind a day, nonheroic can take
reduces range penalties by one range category, ex. short = PB
catch second wind as free not swif

+2 swim spd
if your attack drops target to 0 hp you can kill them even if not over thresh, perform coup-de-grace as stan

take 20 on trained Str skill check as full, DC15 Endurance to use again

can use Will Def instead of Fort Def to determine thresh

if damage opponent with burst or splash, gain concealment


always keep the better result on a Pilot reroll
1/enc when you charge nat 17-20 is a critical

if move before & after attack increase speed 2 sq

with autofire targets lose all dodge or deflection bonuses


+2 Atk melee with light weapons or lightsabers, -5 Ref Def
can use concentration skills with Rage at -5 penalty

if reduce opp to 0 hp with melee atk can move your speed, with Cleave can move 1st

gain 3 extra Force Points per level


can use either Wis or Cha mod to determine Will Def

spend Force Points as free action out of turn


Learn a number of Force Regimens = 1 + Wis mod (min one)

can make Use the Force checks, can select Force talents
Learn a number of Force Powers = 1 + Wis mod (min one)
gain +5 from Improved Disarm on Use the Force check

if dam a Large or smaller creature with a grenade or thermal detonator compare to Fort Def & can move
target(s) 1 sq in any direction as free
When you use second wind, return a force power already used also

always keep the better result on a Stealth reroll


when you recover gain hp = 2 x Con mod (min 2)

to acquire license Gather Info replaces Know (bureaucracy)

whenever you buy black market goods reduce multiplier by 2 (min x1)
do not move down track first time in an encounter

full = stan, stan = move, move = swif, mult swif = swif, full+ = half -10

apply armor's Fort Def to Will Def also

+5 v. grab or grapple, +5 opposed grapple, +5 all your objects

with ranged atk, target a second creature w/in LOS & 6sq of target, divide dam between both, or no dam to
either if 2nd atk fails
no limit to cleave attacks per round
when spend Force Point to atk w/atlatl or cesta increase dam die by 1 step
1/enc reroll vehicle atk, proficient w/vehicle weapons

exchange a trait for another, 1 min DC 20 Mechanics

1/enc swif Deception v. WillDef move target 1sq & -1 atk v. you
1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp w/-5 atk, 1/enc w/Atk of Opp
from you that enemy takes penalty on atk = your Dex mod until end of next turn, w/Expertise 1/enc spend full &
designate single ally, any enemy adjacent to you or ally provokes Atk of Opp. If ally moves you can move spd
as reac but must end adjacent to enemy

sacrifice extra dam from Sneak Atk to reduce target's spd by 1 for enc

always keep the better result on a Perception reroll


when spend Force Point to Deception, increase die type by 2 steps

1/enc as free action on your turn, negate 1 mind-affecting effect


alter features & voice to a specific person, Moderate deception
when catch 2nd wind, regain only half hp to move half spd, no atk opp

not moved down track extra step when would be moved down

Push opponent squares = Str mod (2min) after successful melee attack

can charge without moving in a straight line

damage threshold increases by 5


+1 to all Def
+5 to melee attacks to Disarm, failure doesn't provoke Atk of Opp
gain +5 from Improved Disarm on Use the Force check

1/turn instead of AoO, reduce target's Ref Def by 5 for 1 turn

-5 Atk to deal +2 die damage, melee, if no Dex 13 extra -10 Atk

can withdraw one extra square


reduce species bonus to 1 Def to 0 & another to +2, cannot change back
increase Climb, Jump or Swim by 2 squares & don't lose Dex climbing

if attack v. Fort Def fails, gain +2 Fort Def until start of your next turn

1/enc add Cha mod to Will Def for 1 turn as reac

Perception replaces Gather Info, considered trained, reduce time

when you reroll Perception & take lower gain FP to use w/Perception until the end of the encounter

if ion dam before being halved equals thresh move only -1 down track

1/enc if targeted by Force from ally gain 1 FP until end of enc.


gain 2 extra Force powers for each Force Training
+2 dam against targets that dam you or allies since end of your last turn
range of Scent is 20 sq
w/Atk Opp can draw concealed weapon & make 1 atk, still threaten sq

deal 1d6+Str mod dam to adjacent you multi-grabbed, thresh -5


roll an extra die of dam v. flat-footed enemy on 1 unarmed atk, 1/enc when you dam a target denied Dex to Ref
Def make 2nd unarmed atk v. Fort Def as free to render target incapable of speech until end of next turn,
w/Expertise spend 2 swif to cause single adjacent enemy to be flat-footed v. your 1st atk the same round

1/rnd spend swif to make 1 unarmed atk w/in reach dealing your base unarmed dam w/no bonus to dam from Str
or HL, 1/enc if an unarmed atk misses deal half dam, must be wearing light or no armor, w/Expertise 1/enc
w/full atk reroll 1 atk but you must take reroll & wearing light or no armor

with successful Persuasion gain favorable circumstances next 24 hours

provide mind-affecting effect to allied droids = Int mod (min 1)

1/enc draw holstered weapon & attack as single stan action


bonus languages = 1 + Int mod (min one)

1/enc, as reac +2 one defense


full-round swap skill not trained in for trained skill (not trained)

1/enc, aid another +5 Atk


can attack with both ends of lightsaber pike or long-handled lightsaber

make ranged +2 Atk at end of charge, -2 to Ref Def, +2 Will Def

+1 Ref Def, increase damage for unarmed attacks by one die step
+1 Ref Def, increase damage for unarmed attacks by one die step
+1 Ref Def, increase damage for unarmed attacks by one die step
+5 Deception for forging documents or appearance, -2 penalty if rush

when spend Force Point to Survival, increase die type by 2 steps

If opponent uses creature for cover, you gain that cover too from them
when you dam enemy w/unarmed atk enemy -5 melee atk & dam until next turn

+3 Treat Injury & +1 each ally w/feat w/in 12 sq (max +7), aid another to restore hp restores +4 hp

trade Atk bonus on melee attacks for dodge bonus Ref Def

full round can change mass & change size, number of rounds = Con

spend two swift actions to increase damage 1 die

add Str & Dex to thrown Atk, range + squares = Str mod

can use Wisdom instead of Intelligence for Intelligence-based skills

choose a trained skill, allies not trained gain +2 w/in 12 sq

+5 Ref Def against attacks of opportunity

melee Atk +1 die damage if mounted and moving

spend 2 swif to move vehicle up track not 3, automatically reroute power

1/enc, can redirect Atk to mount or vehicle, after Atk

+3 Ride & +1 each ally w/feat w/in 12 sq (max +7), 1/rnd as reac to mount being atked make Ride check & if
over mount's Ref Def use instead

if end turn 3 sq from start +1 dodge to Ref Def

as stan action, grab atk v. 2 adjacent if you have 2 empty hands


use swif actions across more than 1 rnd to aim if target stays in LOS & atk others

organization has scale = 1/2 HL + Cha mod, +10 organization score


when spend FP to Knowledge (life sciences), increase die type by 2 steps

make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done, if successful reduced to 1 hp

+3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7), can tumble 1 extra sq

+2 to Rank & Privilege organization score

instead of Atk of Opp 1/turn not attack to move half speed, no atk opp

+2 to attacks of opportunity with ranged

1/turn instead of AoO, reduce target's Ref Def by 2 next round

2 swif for -5 on target's attempt to negate (Block, Vehicular Combat)


add one-half Dark Side Score to Use the Force to resist detection

always keep the better result on a Initiative reroll


always keep the better result on a Swim reroll
grappled opp is pinned 1 round and loses Dex to Def

can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif & apply Crush
target of Aiming Accuracy cannot take the recover action until next turn

Blaster Pistol is accurate, Heavy Blaster Pistol not inaccurate, Hold-out if target has not acted +2 atk until the
target acts
gain hp = 5 + 1/2 level if reduce opponent to 0 hp

+1 on ranged Atk and damage against point blank foes


+5 Fort Def v. Poison, half dam if fail

trade Atk bonus on melee attacks for damage (up to BAB)

trade Atk bonus on ranged atk for dam (BAB), no Str 13 -5 Atk
+2 Atk on charge and extra damage = 1/2 your level

+4 Str checks & Str skill checks while raging

no penalty shooting into melee


can use Dex or Int mod to determine Ref Def

if none of your allies are closer than you, +1 ranged atk (short or closer)
+1 die dam with simple melee weapons

when moved down track can move +1 up track until end of next turn

draw weapon as swift action instead of move action


draw or holster 2 weapons as single swif action

draw and ignite lightsaber as single swif action

1/enc, can take 10 when rushed, can take 20 in half time


when you Pin an opponent & use Crush feat, target -1 down track

1/enc you can use two different reactions to the same trigger
-2 Atk for +1 die dam, ranged, fires 2 shots, if no Str 13 extra Atk -5

-2 Atk to deal +1 die damage, melee, if no Dex 13 extra -5 Atk


additional +2 aid another, does not stack with Coordinate
ignore concealment & cover for Perception w/in 10 sq

if move before & after attack +2 Ref Def

Once per day, reroll trained Knowledge check, taking best

move +1 up track when catch Second Wind

choose one talent or feat. That feat may be used once more /enc
1/day with Second Wind regain no hp but gain 5 hp at end of each turn

if miss, add +2 on next atk roll before end of next turn against missed

1/enc as reac, gain DR10 if you have cover even v. aim

can use Str or Con mod to determine Fort Def

fight defensively to gain +2 or +5 to Will Def with no attacks

catch second wind & immediately gain immediate move action

with Second Wind gain additional hp = twice Con bonus (min 2)

1/enc as reac ranged atk v. target that missed you w/ranged atk in LOS

if you miss with razor or thud bug it automatically returns


Blaster Carbine can brace set to autofire, Blaster Rifle is accurate, Heavy Blaster Rifle dam dice d12, Light
Repeating Blaster as if M not L
fall only if fail by 10 or more & make Jump to land safely, can spend FP & add to distance jumped & must land
on solid surface

move before and after an attack, cannot exceed speed

add Dodge bonus to Ref Def v. Atk of opp

when you deliver a coup de grace all enemies in LOS move -1 down track until end of enc

with full attack if hit on first attack, +1 die dam v. same target

1 hour scavenging, Perception check to determine value


+5 Fort Def v. natural hazards

as swif broadcast input to any receiver in 24 sq as if they were with you, allies can use aid another on Perception

+1 Atk to one attack if adjacent to ally


spend two swift actions to move +2 up condition track
when spend Force Point to Perception, increase die type by 2 steps

as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR reduced by same amount, recharge
shields can't be used for 1 full rnd

when you use Persuasion target does not receive bonuses to Will Def

one item two traits from Tech Spec, switch between with swif
Intimidate or change attitude as a standard not full

1/enc, if reduce opp to 0hp or over thresh, w/in 6sq of opp -2 def
1/challenge catastrophic fail only by 15, and only 1 failure, not 2
1/challenge if third failure accrues, you or ally can reroll & keep better
1/challenge treat the challenge as if it had the recovery effect
+5 on a trained skill
become trained in one class skill
as stan action slam 2 appendages crushing target, deal unarmed dam w/Str bonus x2 & if over thresh = persistent
condition
+3 Use Computer & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4

apply Dodge to two opp, use withdraw at full spd v. Dodge opp

ignore soft cover making a ranged attack

+2 ranged Atk, -5 Ref Def, not with vehicle or heavy weapons


when roll Nat 20 on Pilot check, gain Force Point to use before end of enc

Slugthrower Pistol at PB +1 die dam, Slugthrower Rifle dam d12, Sporting Blaster Pistol reroll any rolls of 1 for
dam, Sporting Blaster Rifle +1 atk when aiming

reduce autofire to 1 square


if deal extra dice dam, can move 2 sq per extra die not used
melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5 to skills

1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker, reac
you can design a starship from scratch

Learn a number of starship maneuvers = 1 + Wis mod (min one)

when making a grab you are 1 size larger, v. a charging opponent can make a grab if atk is successful, must be
wearing light or no armor, w/Expertise add Str & Dex mod to grapple checks
1/enc instead of dam you can take half dam & -1 down track

when prone & aim your target loses Dex to Ref Def

autofire Atk 1 sq wide & 4sq long instead of 2x2


1/enc move one less down track when use bellow

roll d8 instead of d6 when you spend a Force Point


see page 24-25 SV

with aid another & Atk roll beats target's Will Def, target needs cover
if not distracted or threatened gain climb speed of 4
can perform surgery in 10 minutes instead of an hour

1/hour in heat or cold you & 10 allies can use result of Survival check in place of Fort Def

+1 melee Atk for each allied character adjacent to target

if do damage with Atk of Opp, can move 1 sq, no atk of opp


regain all spent maneuvers at end of round with natural 20 on Atk

w/crit & unarmed dam increases 1 die step (d12 max), 1/enc w/successful atk spend swif to designate primary
adversary & until end of enc gain Dodge feat v. primary & 1 other enemy, w/Expertise w/crit v. primary enemy
-2 atk until next turn
modify an item to give a special trait
+3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4

1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when determining effect, w/Basics you're
considered 1 size larger for dam

+2 Fort Def
throw a grappled opponent one square and deal damage

+3 Endurance & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4

as stan action strike w/appendages not normally weapons, unarmed +2 & -2 Ref Def, use dam of highest rated
appendage for dam
+1 hp per level
+1 Atk v. target if you are adjacent to cover from target
knock a grappled opponent prone, attacks v. prone +5, their's -5

make a extra attack during full attack, -5 to all attacks, per group

deal triple damage on a Crit, with selected weapon


when tumbled against add your BAB to DC, if they fail Atk of opp
using withdraw can move 2 sq w/out atk of opp & move your spd, can spend FP as reac to an enemy ending its
movement adjacent to withdraw

+3 Jump & +1 each ally w/feat w/in 12 sq (max +7), add 1 sq to jump

+3 Pilot & +1 each ally w/feat w/in 12 sq (max +7), always avoid collisions w/allies

spend Destiny Point to access Unleashed abilities


can catch more than one Second Wind per encounter

+5 Fort Def & Will Def v. Use the Force


if targeted by fear or mind-affecting effect that fails, gain FP to be spent before next turn as long as you did not
negate
when mind-affecting effect is against your Will Def, you impose -2

+5 Will Def v. Deception & Persuasion

Recharge Shields/Reroute Power as 2swif, 1/enc DC30 Mechanics 1 swif

negate one attack a round against a vehicle, Pilot v. Atk roll


1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle
+5 Use Computer to perform astrogation
can catch Second Wind even if not below half hit points

+2 Will Def when you wield atlatl or cesta

+2 Fort Def & Will Def if fight defensively

+3 Perception & +1 each ally w/feat w/in 12 sq (max +7), can take 10

Use Dex mod instead of Str mod on Atk with light melee weapons
a single one-handed weapon with Focus is light for Weapon Finesse
+1 Atk on selected weapon
a single one-handed weapon with Focus is light for Weapon Finesse

no -5 penalty on Atk
draw and ignite lightsaber as single swif action
melee Atk against each target within reach, make one roll

with Rapid Strike make a 2nd atk at -2 w/in reach, deal half dam
+3 Survival & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4

opponents may not withdraw, they may Tumble as normal

Wield a two-handed weapon one-handed at -2 atk


when you first enter a rage, gain hp = 10 + 1/2 level

1/rnd w/successful unarmed atk gain hp = Con mod, 1/enc atk Fort Def & if successful enemy takes dam &
loses any equipment Fort Def for enc, w/Expertise 1/enc w/crit deal dam & move -2 down track, must be
wearing light or no armor

+1 on ranged Atk and +1 die damage against adjacent foes


hoist or toss ally 2sq on DC20 Acrobatics as stan, free for ally, your turn ends

1/enc as reac if melee atk misses you can move into adjacent w/out AoO
spend 2 swif on same turn for Deception v. Will Def for target to be flat-footed v. your next atk, spend FP for
until end of enc

1/enc replace Know (social science) or (galactic lore) with Wisdom or Wisdom-related check

aftre use Cleave each enemy w/in 6sq & LOS -1 Ref Def, atk, skill until end of enc, stacks to -5
+2 Ref Def v. grab/grapple, if enemy misses you can make grab/grapple v. same

if hit w/Atk of Opp compare same die roll result v. grapple target halts move & prone, if over thresh than lose
all actions

+1 die dam every 5 pts over Ref Def, if over thresh then target can't atk next turn & reduce spd 2sq
as reac spend FP to delay dam effect to vehicle until end of round, Col

reduce time & penalties Use Computer to navigate the tangle & mapping

Deception as swif opposed Perception must exceed Deception & Stealth, can draw & palm weapon 2 sizes
smaller than you

all improvised as simple & +1d6 dam


when use FP on atk can reroll & keep better & apply Force Point
as free spend FP to increase all defenses by 2 until next turn
when intimidate instead of normal target -5 skills & -2 atk w/you in LOS

when charge make Persuasion as free to intimidate each target pass w/in 1 sq, if succeed they can't make AoO v.
you, if over v. target loses Dex & flat-footed
DC20 Ride as swif +2sq spd, failure = mount -1 track, 1/round negate hit v. you or mount w/Ride check, DC20
Endurance for mount each time after in enc

reroll Survival & keep better in environment of subspecies


select 1 target in area atk & they take +5 dam before Evasion
charging mount can make free natural atk each sq charge through

1/day DC20 Survival & considered to have medpacs until end of day

DC15: make a single atk rolling twice & keeping the better, -5 dam
DC20: make a single atk rolling twice & keeping the better, -2 dam
DC25: make a single atk rolling twice & keeping the better, -1 dam
DC30: make a single atk rolling twice & keeping the better
Lightsaber form (Juyo): if you miss with both this power remains in your suite
spend a Force Point for three rolls, keeping the highest

v. Ref Def for 3d8 dam & -2 attack, area attack


spend Force Point for half dam on a miss

Use the Force replaces your Ref Def against non-area ranged attacks
Lightsaber form (Shien): can redirect one shot that misses you
spend a Force Point for autofire attacks, half or no dam
DC15: +1 next Atk made before end of next turn, gain +1d6 dam
DC20: +1 next Atk made before end of next turn, gain +2d6 dam
DC25: +1 next Atk made before end of next turn, gain +3d6 dam
spend a Force Point for an additional +2d6 damage
Use the Force v. Ref Def, if over target flat-footed & all others have concealment until start of your next turn,
spend Force Point to use as a free action
DC20: you & all adjacent allies +1 Ref Def
DC25: you & all adjacent allies +2 Ref Def
DC30: you & all adjacent allies +5 Ref Def
Lightsaber form (Soresu): add bonus to Deflect and Block
spend a Force Point for Fort Def of adjacent allies

DC15: have total concealment against all targets


DC20:have total concealment against all targets, +2 Stealth
DC25:have total concealment against all targets, +3 Stealth
DC30:have total concealment against all targets, +5 Stealth
spend a Force Point to increase Stealth +5

v. Fort Def for 4d6 fire dam & catches on fire, half dam on miss, area atk, Use the Force = atk bonus of fire
spend Force Point to move -1 down track
DC20: if attack of opportunity hits +1 die dam
DC25: if attack of opportunity hits +2 die dam
DC30: if attack of opportunity hits +3 die dam
DC35: if attack of opportunity hits +4 die dam
Lightsaber form (Makashi): +2 atk on attacks of opportunity
spend a Force Point for -2 sq move until the end of its next turn

DC15: your unarmed melee attacks deal +1d6 fire dam, if damaged catches fire
DC20: your unarmed melee attacks deal +2d6 fire dam, if damaged catches fire
DC25: your unarmed melee attacks deal +3d6 fire dam, if damaged catches fire
DC30: your unarmed melee attacks deal +4d6 fire dam, if damaged catches fire
spend a Force Point for fire damage to any creature that strikes you unarmed

DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def

DC15: +5 threshold against damage from Force attack or power


DC20: +10 threshold against damage from Force attack or power
DC25: +15 threshold against damage from Force attack or power
DC30: +20 threshold against damage from Force attack or power
spend a Force Point for +5 threshold

DC20: unattended object's DR reduced by 5, if mechanical or electronic moves -1 down track


DC25: unattended object's DR reduced by 10, if mechanical or electronic moves -1 down track
DC30: unattended object's DR reduced by 15, if mechanical or electronic moves -1 down track
DC35: unattended object's DR reduced by 20, if mechanical or electronic moves -1 down track
spend a Force Point to decrease DR by 5

DC15: +2 melee Atk & dam until end of next turn


DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
DC15: heals hp = your character level
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by
spending Force Point
Destiny Point to revive dead creature w/in 1 round of death (DC25), creature unconscious & no hp healed
DC15: heals hp = your character level
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by
spending Force Point

DC15: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam
DC20: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +1 dam
DC25: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +3 dam
DC30: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +5 dam
Lightsaber form (Soresu): spend a Force Point to redirect incoming atk at target w/in 6 sq
spend a Force Point for no damage from incoming atk

DC20: object takes 4d6 damage


DC25: object takes 6d6 damage
DC30: object takes 8d6 damage
DC35: object takes 10d6 damage
spend a Force Point to use increase damage by +2d6

DC15: if damage adjacent enemy can use Use the Force as a disarm attempt
DC20: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +5 to resist
DC25: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +2 to resist
DC30: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting +0 to resist
Lightsaber form (Shii-Cho): can use as a reac
spend a Force Point to deal dam to weapon equal to target's dam if successful disarm

DC20: drain energy from Small or smaller weapon or powered object


DC25: drain energy from Medium or smaller weapon or powered object
DC30: drain energy from Large or smaller weapon or powered object
DC35: drain energy from Huge or smaller weapon or powered object
spend a Force Point to increase the size by one size category (up to Gargantuan)

DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC20: pull Large creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC25: pull Huge creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC30: pull Gar creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
Lightsaber form (Niman): can target a creature 12 sq away
spend a Force Point to pull target to any adjacent space

DC20: DR5 v. energy damage


DC25: DR10 v. energy damage
DC30: DR15 v. energy damage
DC35: DR20 v. energy damage
spend a Force Point to use as a swif action

target may use your check instead of one attack, skill, or opposed check, or to replace a defense
spend Force Point to prolong until end of your next turn, not the start
DC15: against target in reach if not more than 1 size larger, if deal dam can push 1 sq & then move into
their space which does not provoke atk of opp for either, not if grappled or grabbed
DC20: can push 2 sq & move through spaces target passed
DC25: can push 3 sq & move through spaces target passed
DC30: can push 4 sq & move through spaces target passed
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to knock opponent prone at the end of forced move

Use the Force v. target's Will Def, cannot reuse for 24 hours, can get a sense of target
spend a Force Point for a clear image w/in 6 squares of target's surroundings
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn

Use the Force v. attack for half dam & move adjacent to attacker & make single atk, no Atk of Opp
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to treat attacker as flat-footed
DC20: move Medium up to 6 squares
DC25: move Large up to 12 squares
DC30: move Huge up to 18 squares
DC35: move Gargantuan up to 24 squares
DC40: move Colossal up to 30 squares
spend a Force Point to increase size by up to two size categories (to Colossal [cruiser]) or distance x2

DC15: Use the Force v. Ref Def 2d6 dam


DC20: Use the Force v. Ref Def 3d6 dam
DC25: Use the Force v. Ref Def 4d6 dam
DC30: Use the Force v. Ref Def 5d6 dam
spend a Force Point to add half Heroic Level as dam bonus

replaces Atk to disarm, drop item or fly to your hand


spend Force Point to destroy object, dam = check

DC15: 2d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
DC20: 4d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
DC25: 6d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act
spend a Force Point to deal +2d6 damage
DC20: until start of your next turn creature with Dark Side of 1+ takes 1d6 dam & -1 atk
DC25: until start of your next turn creature with Dark Side of 1+ takes 2d6 dam & -1 atk
DC30: until start of your next turn creature with Dark Side of 1+ takes 3d6 dam & -1 atk
DC35: until start of your next turn creature with Dark Side of 1+ takes 4d6 dam & -1 atk
spend a Force Point to deal +1d6 dam

Use the Force v. Ref Def, target takes 8d6 dam & 1 down track or half damage with save
spend a Force Point to move target an additional step down track
DC15: Use the Force v. Fort Def, 1d6 force dam & their thresh -5 until end of your next turn
DC20: Use the Force v. Fort Def, 2d6 force dam & their thresh -5 until end of your next turn
DC25: Use the Force v. Fort Def, 3d6 force dam & their thresh -5 until end of your next turn
DC30: Use the Force v. Fort Def, 4d6 force dam & their thresh -5 until end of your next turn
spend a Force Point to reduce thresh -10

DC15: SR5 until your next turn, cannot be recharged


DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
DC15: SR5 until your next turn, cannot be recharged
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action

Use the Force v. Will Def, 4d6 dam & prone or half damage with save
spend a Force Point to deal +2d6 damage
DC20: for 2 rounds, 2d6 dam adjacent targets
DC25: for 4 rounds, 2d6 dam adjacent targets
DC30: for 6 rounds, 2d6 dam adjacent targets
DC35: for 8 rounds, 2d6 dam adjacent targets
spend a Force Point for +2d6 dam

DC20: 3x3 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC25: 4x4 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC30: 5x5 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC35: 6x6 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
spend a Force Point for +2d6 dam

Use the Force v. Fort Def, target moves 1 down track, for every 5 points over add an additional step
spend a Force Point to move target an additional step down track
Use the Force v. Str check + size mod, push back 1 square + 1 per 5 over check
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
DC15: Track without Survival if within LOS of trail & target passed through within last minute
DC20: Track without Survival if within LOS of trail & target passed through within last 10 minutes
DC25: Track without Survival if within LOS of trail & target passed through within last hour
DC30: Track without Survival if within LOS of trail & target passed through within last day
spend a Force Point to track two targets

DC15: Use the Force v. Fort Def, skills & Atk -5, prone at end, 1d6 damage
DC20: Use the Force v. Fort Def, skills & Atk -5, prone at end, 2d6 damage
DC25: Use the Force v. Fort Def, skills & Atk -5, prone at end, 3d6 damage
DC30: Use the Force v. Fort Def, skills & Atk -5, prone at end, 4d6 damage
spend a Force Point to make skills & Atk -10

DC15: any creature that starts turn w/in 6 sq takes 1d6 dam & -1 atk
DC20: any creature that starts turn w/in 6 sq takes 2d6 dam & -1 atk
DC25: any creature that starts turn w/in 6 sq takes 3d6 dam & -1 atk
DC30: any creature that starts turn w/in 6 sq takes 4d6 dam & -1 atk
spend a Force Point for +1d6 dam

DC15: you move 2 sq without provoking attacks of opportunity & make single melee atk
DC20: you move 4 sq without provoking attacks of opportunity & make single melee atk
DC25: you move 6 sq without provoking attacks of opportunity & make single melee atk
DC30: you move 8 sq without provoking attacks of opportunity & make single melee atk
Lightsaber form (Ataru): can move 2 sq after your attack also
spend a Force Point for +2 dice dam

DC15: if you are on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp
DC20: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +1 atk
DC25: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +2 atk
DC30: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +5 atk
Lightsaber form (Sokan): deal +1 die dam on atk of opp
spend a Force Point to move 1 sq each time you make an atk of opp, which does not provoke one
DC15: move half speed along a wall, fall to ground if do not end move on the ground
DC20: move normal speed along a wall, fall to ground if do not end move on the ground
DC25: move your speed +2 sq along a wall, fall to ground if do not end move on the ground
DC30: move your speed +4 sq along a wall, fall to ground if do not end move on the ground
spend a Force Point for +2 sq

DC20: all allies +2 Will Def against mind-affecting & fear effects until the end of your next turn
DC25: all allies +5 Will Def against mind-affecting & fear effects until the end of your next turn
DC30: all allies +10 Will Def against mind-affecting & fear effects until the end of your next turn
DC35: all allies immune against mind-affecting & fear effects until the end of your next turn
spend a Force Point for +2d6 hp when power is first activated

Use the Force v. ranged atk or Use the Force if move object
spend a Force Point to intercept autofire, take half or no damage

DC20: Use the Force v. Ref Def, 4d6 ion damage


DC25: Use the Force v. Ref Def, 5d6 ion damage
DC30: Use the Force v. Ref Def, 6d6 ion damage
spend a Force Point +2d6 damage
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent
spend a Force Point for +1 Atk
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent
spend a Force Point for +1 Atk

DC15: fly 2, vertical only, can move 1 sq onto horizontal surface or fall
DC20: fly 4, vertical only, can move 1 sq onto horizontal surface or fall
DC25: fly 6, vertical only, can move 1 sq onto horizontal surface or fall
spend Force Point as reac when falling to reduce falling by fly speed

v. Ref Def for 3d8 dam & -1 down track, half damage on miss

spend a Force Point +2d6 damage


Use the Force v. atk roll for half dam & make single atk against target after dam & deal half dam on miss
Lightsaber form (Makashi): until end of your next turn target provokes atk of opp if it attacks & in reach
spend a Force Point for no dam from incoming atk

Use the Force v. Fort Def target moves -1 down track & -5 threshold
spend Force Point to increase threshold penalty to -10
DC20: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses swif on next turn
DC25: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses move on next turn
DC30: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan on next turn
DC35: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan & swif on next turn
spend a Force Point for +2d6 dam

DC15: Use the Force v. Will Def for 2d8 dam & -1 down track & can't improve until end of your next turn
DC20: Use the Force v. Will Def for 3d8 dam & -1 down track & can't improve until end of your next turn
DC25: Use the Force v. Will Def for 4d8 dam & -1 down track & can't improve until end of your next turn
DC30: Use the Force v. Will Def for 5d8 dam & -1 down track & can't improve until end of your next turn
spend a Force Point for +2d8 dam

Use the Force v. Will Def to either


1. create an hallucination to use Stealth even if aware
2. perform a feint so that target loses Ref to Def next attack
3. make an unpalatable suggestion
4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level
spend a Force Point to improve attitude one step + one step per 5 over check

grab or grapple, Use the Force v. Fort Def target moves -1 down track, if at bottom kill or trance

Use the Force v. Will if object resists, hurl or drop object v. target's Ref Def, both take damage
DC15: Move up to medium object, 2d6 damage
DC20: Move up to large object, 4d6 damage
DC25: Move up to huge object, 6d6 damage
DC30: Move up to gargantuan object, 8d6 damage
DC35: Move up to colossal object, 10d6 damage
moving or hovering target opposes Use the Force with a grapple check
spend a Force Point to increase max size of object one category and +2d6 dam (max 12d6)
spend a Destiny Point to increase max size three categories and +6d6 dam (max 16d6)

Use the Force v. damage, failure takes damage as normal, must be aware of attack
spend a Force Point to regain hit points = to damage
v. Will Def for -5 atk, if target misses you can make them reroll against an adjacent creature also at -5
spend Force Point to apply -5 to all attacks they make until the start of its turn
DC15: make single atk, target is -2 to Block
DC20: make single atk, target is -5 to Block
DC25: make single atk, target is -10 to Block
DC30: make single atk, target cannot Block
Lightsaber form (Trakata): ignore deflection bonus from Lightsaber Defense
spend a Force Point for +2d6 dam

DC25: phase speed 2 but not over own speed, must end move in unoccupied square
DC30: phase speed 4 but not over own speed, must end move in unoccupied square
DC35: phase speed 6 but not over own speed, must end move in unoccupied square
DC40: phase speed 8 but not over own speed, must end move in unoccupied square
spend a Force Point to increase speed 2 squares

Use the Force v. Fort Def for speed to 0 until end of your next turn or escape w/a stan grapple v. UtF
spend a Force Point to impose -10 on grapple checks to escape, must have adjacent plants nearby

DC15: +1 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC20: +2 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC25: +3 all Def v. attacks from target & +1 atk v. target until the end of your next turn
spend a Force Point to affect one additional enemy in LOS
DC15: dam & Use the Force v. Fort Def to push target 2 sq, no atk of opp & not if grabbed/grappled
DC20: dam & Use the Force v. Fort Def to push target 3 sq, no atk of opp & not if grabbed/grappled
DC25: dam & Use the Force v. Fort Def to push target 4 sq, no atk of opp & not if grabbed/grappled
DC30: dam & Use the Force v. Fort Def to push target 5 sq, no atk of opp & not if grabbed/grappled
Lightsaber form (Niman): also compare to all adjacent enemies & push 1 sq
spend a Force Point to knock prone the target of your lightsaber atk only at end of their forced move

Use the Force v. check of power & no effect, beat by 5 and redirect against creator
if creator rebukes, both suffer, spend a Force Point for no effect on 2nd rebuke
Use the Force v. Ref Def or 3d6 dam, nat 20 is a crit, if reduce to 0 hp can rip in half
spend a Force Point for +2d6 dam
targets make Str checks + BAB, if over push 1 sq + 1sq for every 5 over, into larger object 1d6 dam
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
DC15: +1 one Def v. Force until your next turn
DC20: +2 one Def v. Force until your next turn
DC25: +5 one Def v. Force until your next turn
spend a Force Point for two Def
DC15: make 2 attacks v. different opp & if they both hit you gain 10 hp
DC20: make 2 attacks v. different opp & if they both hit you gain 15 hp
DC25: make 2 attacks v. different opp & if they both hit you gain 20 hp
DC30: make 2 attacks v. different opp & if they both hit you gain 25 hp
Lightsaber form (Jar'Kai): can move 2 sq between attacks & does not provoke atk of opp
spend a Force Point for +1d6 dam

DC20: make two lightsaber attacks v. single target at -5 each


DC25: make two lightsaber attacks v. single target at -2 each
DC30: make two lightsaber attacks v. single target at -1 each
DC35: make two lightsaber attacks v. single target at no penalty
Lightsaber form (Ataru): opponent takes -5 to Block or Makashi riposte
spend a Force Point to move 2 sq before or after you use the power, no atk of opp

DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits
DC20: single atk against primary target & deals normal dam & half dam +1d6 to secondary target if atk hits
DC25: single atk against primary target & deals normal dam & half dam +2d6 to secondary target if atk hits
DC30: single atk against primary target & deals normal dam & half dam +3d6 to secondary target if atk hits
Lightsaber form (Shii-Cho): can use at end of charge & gain Powerful Charge on initial attack
spend a Force Point to affect 2 secondary targets if within reach & adjacent to primary target

Use the Force v. Will Def, no effect if Dark Side score is 0


DC25: target cannot spend Force Points for hours = Dark Side score
DC30: target cannot spend Force Points for hours = Dark Side score, -1 down track if uses Force powers
DC35: target cannot spend Force Points for hours = Dark Side score, -2 down track if uses Force powers
spend a Force Point to double duration, spend a Destiny Point to increase to days = Dark Side score

DC25: if next atk hits, target's threshold is 5 lower


DC30: if next atk hits, target's threshold is 10 lower
DC35: if next atk hits, target's threshold is 15 lower
DC40: if next atk hits, target's threshold is 20 lower
spend Force Point to ignore DR also

DC15: Use the Force v. attack for half dam & then move your speed & if in reach of target make single atk
DC20: Use the Force v. attack for half dam & move your spd +2 sq & if in reach of target make single atk
DC25: Use the Force v. attack for half dam & move your spd +4 sq & if in reach of target make single atk
DC30: Use the Force v. attack for half dam & move your spd +6 sq & if in reach of target make single atk
Lightsaber form (Shien): take no cumulative penalties on Use the Force checks to Deflect
spend a Force Point to take no damage
DC15: Use the Force v. Fort Def, spd -1sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC20: Use the Force v. Fort Def, spd -2sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC25: Use the Force v. Fort Def, spd -3sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC30:Use the Force v. Fort Def, spd -4sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
spend a Force Point for -5 Fort Def against this power

v. Fort Def for 2d6 force dam & pushed one square away from you
spend Force Point to affect all enemies adjacent to you, move does not provoke Atk of Opp

DC10: +10 Force Jump, speed increases 2 squares


DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary

DC20: move half your speed w/out atk of opp & make single atk against adjacent target & if start & stop flank
the target it's flanked
DC25: move up to your speed
DC30: move up to your speed +2 sq
DC35: move up to your speed +4 sq
Lightsaber form (Vaapad): target is considered flat-footed
spend a Force Point to increase your move by 2 sq

droid or electronic device: Use the Force v. Will Def for 1 piece of info as
Access Info of Use Computer, for every 5 over gain another piece of info,
can jam droid senses (can use Stealth), droid loses Dex to Ref Def v. you, or flees next 2 turns

DC30: if beat target's Ref Def with single atk by 10 or more, treat as Crit
DC35: if beat target's Ref Def with single atk by 5 or more, treat as Crit
DC40: if beat target's Ref Def with single atk by 2 or more, treat as Crit
Lightsaber form (Vaapad): this power is not dark for you
spend a Force Point to deal +2 dice dam after crit
Use the Force v. Will Def for 2d6 dam & lose swif next turn
spend Force Point for +2d6 dam
DC15: make a single attack & if hits add base damage dice to the damage roll
DC25: make a single attack & if hits add base damage dice to the damage roll & +1 atk
DC30: make a single attack & if hits add base damage dice to the damage roll & +2 atk
Lightsaber form (Jar'Kai): triple your deflection bonus to Ref Def from Lightsaber Defense
spend a Force Point for +1 die dam

Use the Force v. attack roll for half dam & if Use the Force beats Will Def target is flat-footed
Lightsaber form (Trakata): +2 dice dam with first attack
spend a Force Point to take no dam
DC15: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack
DC20: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +2 sq
DC25: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +4 sq
DC30: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +6 sq
Lightsaber form (Sokan): +5 Ref Def against attacks of opportunity made against you during this move
spend a Force Point to move +2 sq

DC15: +1 Will Def v. mind-affecting & fear affects until start of your next turn
DC20: +2 Will Def v. mind-affecting & fear affects until start of your next turn
DC25: +5 Will Def v. mind-affecting & fear affects until start of your next turn
DC30: +10 Will Def v. mind-affecting & fear affects until start of your next turn
spend a Force Point to expand to all powers v. Will Def

DC15: heals hit points = 2 x target's level


DC20: heals hit points = 3 x target's level
DC25: heals hit points = 4 x target's level
take half damage you heal, spend Force Point to avoid damage, Destiny Point moves target 5 up track
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge

Use the Force v. Fort Def, 4d6 dam, if target moves down track, persistent condition DC20 to remove
spend a Force Point for +2d6 dam
DC13: gain the benefit of Gauge Force potential
DC18: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks
DC23: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +1
DC28: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +2
DC13: +1 Use the Force with Telepathy
DC18: +2 Use the Force with Telepathy
DC23: +2 Use the Force with Telepathy & against unwilling can sense surface emotions & stray thoughts
DC13: +2 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC18: +5 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC23: immune v. inhaled poisons & non-corrosive atmosphere
DC13: +1 farseeing but not regained if used
DC18: +1 farseeing
DC23: +1 farseeing & gain benefit of Visions
DC18: spend a Force Point to add to Block, does not count as one Force Point use
DC23: spend a Force Point to add to Block, does not count as one Force Point use, gain FP for Block
DC28: spend a Force Point to add to Block, does not count as one Force Point use, gain 2 FP for Block
DC18: +1 Force Point when you use telekinetic Force Powers
DC23: +2 Force Points when you use telekinetic Force Powers
DC28: +2 Force Points when you use telekinetic Force Powers & reroll Use the Force made to activate (mtr)

DC18: spend a Force Point to add result to Deflect, does not count as one Force Point use
DC23: spend a Force Point to add result to Deflect, does not count as one FP use, gain FP for Deflect
DC28: spend a Force Point to add result to Deflect, does not count as one FP use, gain 2 FP for Deflect
DC31: +1 Use the Force to Move Light Object
DC37: +2 Use the Force to Move Light Object
DC43: +2 UtF to Move Lt Object & add Kinetic Combat, can spend FP to reroll UtF to activate telekinetic

DC13: +1 Will Def


DC18: +2 Will Def
DC23: +2 Will Def & benefits of Severing Strike
DC26: +1 Use the Force to maintain Force power when you take damage
DC32: +2 Use the Force to maintain Force power when you take damage
DC38: +2 UtF to maintain Force power when you take damage & can spend FP as reac to not make new UtF
DC18: +1 atk against creatures that flank you
DC23: +2 atk against creatures that flank you
DC28: +2 atk against creatures that flank you & benefits of Whirlwind Attack
DC23: +1 on ranged attacks when Redirecting Shot
DC28: +2 on ranged attacks when Redirecting Shot
DC33: +2 on ranged attacks when Redirecting Shot & spend FP to Block & Deflect, does not count as 1 FP
spend a Force Point, opponents with lower Dark Side -2 all Def, your Dark Side score must = Wis, spend a
Destiny Point to decrease all Def -5
when a force power deals dam, spend FP & target -1 down track if over thresh, spend DP for -3 down
spend a Force Point to increase damage dice by 50%, spend Destiny Point to double dice
spend a Force Point to multiply range by 10, spend Destiny Point for anywhere in same system
spend a force point to double area affect, spend Destiny Point to multiply by 5
spend a Force Point to sustain power as swif if concentration is needed for a # rounds = Cha mod

spend a Force Point to add 1 Force power from ally to your suite to use before your next turn or lose, spend
Destiny Point for until end of encounter, can add your knowledge to a holocron
spend a Force Point choose two powers, one goes off this round, other goes off next round as free
spend a Force Point to add 1 Force power you use to an ally w/in 12 sq & LOS to use before end of your next
turn or lose, spend DP for until end of encounter, only if trained an apprentice successfully
spend a Force Point to affect an additional target, spend Destiny Point for target per four levels
spend a Force Point, opponents with Dark Side of 1+ = -2 all Def, DP = -5, your Dark Side score = 0
spend a Force Point to activate move or standard force powers as a swift action, Destiny for reaction
spend a Force Point for area affect to originate within 6sq of you, spend DP for any sq in LOS
spend a Force Point on cone power to affect a line 1 sq x 5xcone's length, spend Destiny Pt to affect 1 or more
targets of your choice w/in a # of squares of you = to cone length
ignore all condition track penalties when you activate a power affecting you

spend Destiny to fully heal and remove all conditions


spend Force Point to cure disease if you equal or exceed the DC
use vital transfer to detoxify poison, compare Use the Force to poison's DC as Treat Injury

with mind trick if over Will Def by 10, you choose what target does with stan action
base range increases to 18 squares
base range increases to 18 squares

base range increases to 18 squares


base range increases to 18 squares
base range increases to 18 squares
at end of encounter, regain one Force Point spent in encounter
take 10 on a selected Force Power even if distracted
spend a Force Point to target 3x3 area
can apply bonus to attack & damage rolls for all attacks during full attack
maintain Cloak as move not stan
when target takes fire damage, the fire attacks the target's Fort Def with your BAB not the normal +5
with crucitorn, if more damage is dealt than your threshold you do not expend this use of the power

can use cyrokinesis on vehicles w/in range but the vehicle only moves down the track if exceeds Fort Def

can perform skills that require patience, can activate in surprise round

spend a Force Point to revive a creature that died since the end of your last turn, DC25, unconscious not healed
compare Use the Force v. all enemies within 2sq of the object, enemy takes half dam done to object, area atk
can affect ally within 6sq
spend a Force Point to affect one additional ally
spend a Force Point to move the object anywhere in LOS, spend DP for anywhere in system
can change activation to full to remove Ref Def bonus of opponent with disarming

can spend a Force Point to maintain 1 additional round without concentrating, may not resume after
can spend a Force Point to blind who it harms granting concealment to all other targets, Destiny Point for total
can change activation to full, v. Str to push back 1sq + 1sq for every 5 over, if into larger 1d6 dam
spend a Force Point to protect adjacent allies, spend a Destiny Point to protect any size vehicle

can change activation to full to affect all targets within 2sq radius, spend Force Point for 4sq
can spend a Force Point to fill storm with force lightning, Use the Force v. Ref Def 3d6 dam or Destiny Point
for 6d6
as a swif action, end duration of storm to deal 4d6 dam to all targets within 2sq of you

target temporarily immobilized one round


can change activation to full to affect all targets in 6sq cone
each hour in a Force Trance, regain hp = 2 x character level

spend a Force Point to have target take full ion dam


can wield three weapons
if moved off elevated surface involuntarily can activate power as reac and end move on last square
compare Use the Force to Fort Def, if over both Fort & Ref Def, push target 1 sq & target knocked prone
maintain threshold penalty as swif
can change activation to full to target all within 6sq cone, spend Force Point for 12sq
move object as swift not move, use as a weapon requires move not standard
spend a Force Point to gain +5 on Use the Force
can end move in occupied space but must be legal unoccupied square
can spend a Force Point to target all in 5x5 area at least one square in range, Destiny Point for 10x10 area
can rebuke for an ally within 12sq & LOS
range = 12 sq, ignore DR

can change activation to full to target all within 2sq radius, spend Force Point for 4sq
can affect ally within 6sq
Sense Force as a move action not full-round action
use as a free action not a swift action
if move target down track can spend Force Point to make condition persistent (surgery or repairs)
spend a Force Point to push target 2 squares
can change time to full in order to target all droids in 6-square cone from your square
may reroll Use the Force for Telepathy and keep the better result
can spend a Force Point to target all enemies within 5 squares, spend a Destiny Point for all in LOS
you gain benefits as well
can affect ally within 6sq & LOS
if unwilling, Use the Force v. Will Def, retain ability to speak & understand 24 hours

can be thrown, if over threshold -1 down track (poison)


reach 2sq, if over thresh -1 down track (poison), can pin or trip w/out feat

Symbol of the light


need Str 15 or -5 Atk, advanced melee weapon for Gamorreans

Can be thrown

considered light weapon

+5 Stealth to conceal

if wielding multiple can be considered wielding one for 2d8 dam, if thrown and over Ref Def by 5 returns to
hand immediately
code cylinder, +5 Stealth to conceal dagger

can be thrown
DR20 including against lightsabers
Steeped in the dark side
-1 if medium creature and not mounted
-2 atk

if an atk exceeds Ref & Fort Def, take half dam following round
ignores DR of unattended objects
attack considered grab, on target's turn take dam & -1 down track

can be thrown
may be considered a Small weapon, cannot be used two-handed, also KOR 65
may be considered a Small weapon, cannot be used two-handed
can be thrown
reach increases by 1sq, but -2 block and deflect, phrik alloy, also J53
reach increases by 1sq, but -2 block and deflect, phrik alloy, also J53

successive Use the Force checks to block are -2 not -5, always -2 to Deflect

swif to extend blade to 3m or +1 sq reach but -2 Ref Def v. adjacent, can have more than one crystal/effect
when wielding one-handed +1 attacks of opportunity

only a Large creature can use with feats that affect light weapons or lightsabers
can do 2d10 damage instead of doubling damage with two hands, also J53
can do 2d10 damage instead of doubling damage with two hands, also J53
can be thrown
reach 2sq, can be used to pin or trip without feat, also J53

reach 2sq, can be used to pin or trip without feat, also J53

Legendary icon

reach increases by 1sq


Double Atk, Triple Atk, Rapid Strike -2 Atk
-1 if medium creature and not mounted

cover +5, shield is DR5 20hp break DC25

can be used with Block as if it was a lightsaber


can be mounted as a bayonet & not necessary to have AM feat
reach 2sq, can grab but do not take -5 atk, swif each turn for 2d6 dam

set to stun as swif

set to stun as swif

+2 to Block or Deflect, J52 also


+2 to Block or Deflect, J52 also
no penalty using Rapid Strike
treat as lightsaber, spend FP as swif = dam = Dark Side score
easier to wield with 2 hands, Med creatures double strength bonus

Merr-Sonn model sound dampener, add glowrod etc for double cost
can be thrown
can be thrown like a spear

also in CW60

can be thrown, innacurate, fire rod, binding wire, or energy cell, compass
if attack exceeds Ref & Fort Def target takes 1d6 dam at start of its next turn

easier to wield with 2 hands, Med creatures double strength bonus

can be thrown

cannot be thrown

ignores DR

used by Matukai, can be broken down into 4 Small objects as full-round, reach +1 sq

if deals energy deals bludgeoning, piercing or slashing as chosen


no penalty using Rapid Strike
swif to switch modes, spd 12 sq up as vertical tether or zipline, lift 720 kg, in ascension mode range is 30sq, -5
Stealth to conceal, 2 uses of synthrope

if over Fort Def, target takes -5 on all Perception checks until end of attacker's turn
full-round to reload after each shot, no multiple shot feats, make own ammo 1 hr DC15 Mechanics (5 shots)
treat as pistol for range, apply range penalties to damage, +1d8 dam adjacent, 1sq vs. non-adjacent
Atk -2 single-shot
Atk -1 single shot but +2 autofire
Str 17, Break DC 20, "Outback"
+1 v. disarm, "Longbarrel"

braced with 2 swif and considered Large


can target a 2x4 area, if not braced additional -5 atk with normal penalties

switch to double barrel as swif


crit uses d10 for dam

not inaccurate if used with two hands

stun up to 8 sq, takes 1 extra shot

Stealth +5 to hide
must reset trigger as swif if use Rapid Shot

+5 to Stealth to conceal

autofire consumes 10 shots

crit uses d12 for dam

3d8 dam x10 shots, 3d10 dam x 20 shots, swif to switch modes, spd 12 sq up as vertical tether or zipline, lift
720 kg, in ascension mode range is 30sq, -5 Stealth to conceal, 2 uses of synthrope
underwater: piercing, 2d6, no stun and no auto, harpoon must be reloaded as swif after each shot
need to aim or -5 atk

assemble or disassemble 1 rnd, if aim dam dice from d6 to d8

3d6 dam x5 shots, 3d8 dam x10 shots

needs second crew or -2 Atk, mounted on tripod is Large

DC 25 Use Computer to detect


load as free action

swif = primed up shot +1 die damage (5 shots)


swif = primed up shot +1 die damage (5 shots)
if moved down track, also immobilized

legendary icon

atk v. Fort Def to knock prone + damage


move to reload

full-round to reload
can be disassembled or reassembled as move
+5 to Stealth to conceal, range 6 sq for stun
Weapon's maximum range is short
silent and invisible
prime with swif action to fire

treats as if threshold is 5 less, if killed = disintegrated


fire every other round, treats as if threshold is 5 less, if killed = disintegrated
take stun damage every round in net
for range treat as accurate simple weapon if hurled by cesta
cone 12sq long x 8sq wide, half dam on miss, full-round to reload, tanks weigh 20kg

all targets have total concealment against affected creatures

+5 Stealth to conceal, max range 3 sq, cannot be reloaded

grapple v. Atk roll, lasts three rounds


if Atk beats Fort Def, target's speed reduced 2sq until end of its next turn
if would reduce to 0 hp moves -5 down track instead & disabled

Atk v. Fort Def of all in radius, if hit move -2 down track, targets in blast have concealment

atk v. Fort Def, half dam on miss & effects of Moderate exposure to radiation (CR 255-256)

100-credit detonator, cannot go off 100m of transmitter


provides concealment & creates a smoke hazard for 10 rounds (CR 256)

+1 equipment bonus on attack rolls


if killed = disintegrated
switch weapon types as stan

grenade launcher w/3-sq burst & treat as Heavy weapon

includes targeting scope, -2 at unmodified PB

can do 1d8 as a slashing weapon

Atk -10 on targets smaller than Huge


+5 Stealth to snipe

DR +2, "Deathhammer"
heat-seeking mode -2 Ref Def, does not count toward encumbrance if active & drawn, reload as full

grenades deal -2 dice dam, reload as full


stan action to reset after firing, swif to set to single-target for 6d10x2 dam & -10 atk v. targets smaller than Huge

1 size smaller on tripod


Arc, cannot be used at PB, treat weapon as being 20sq in air for LOS & cover, shells identical to grenades

dart atk d20+5 v. Fort Def, moves target -1 down track


penetration 10

PB = +4 dam
PB = +5 dam

range for Simple weapon not Thrown


if target is moved down track add d4 dam

liquid cable (2 20m)


poison, atk +5 v. Fort Def, success -2 down track, fail -1, if end at track = dead. cure with DC25 Treat Injury
3d8 dam PB, 2d8 Short, none @ M or L range, shells weigh 0.1kg

can be used to make Atk of Opp, has bayonet included in design

Double Atk, Triple Atk & Rapid Shot = additional -1 atk

escape with Acrobatics DC 15 or Str DC 20, Weapon may not fire at medium or long range, ammo 1kg
escape with Acrobatics DC 15 or Str DC 20
treats as if threshold is 5 less, if killed = disintegrated

2 crew to operate, only v. stationary targets


atk v. Fort Def for -1 down track regardless of dam , treat as rifle for range
functions as net
range up to 20sq
if on tripod treat as one size smaller, can only affect Huge or smaller, can move 10sq or hurl 10sq (target takes
dam = size of hurled object CR 254), 2nd crewmember stan to regulate power or -2 atk
atk roll ignores target's armor bonus to Ref Def, allies gain +2 atk with missile or grenade launcher or vehicle
weapon

range for Simple weapon not Thrown, stun can be used at point blank or short range
crit = +d10 dam after crit, if weapon takes any dam considered disabled, Verpines treat as pistols

as frag grenade but no area effect

anyone within 3-sq burst over Ref Def is blinded 1d4 rounds

secondary attack v. Fort Def & if successful -2 steps down track


sprays in air on impact creating a cloud that fills square
Shots are invisible
if deals energy deals bludgeoning, piercing or slashing as chosen
Survival to track + = target's FP, stan v. Will Def w/in 6sq for target to lose stan next turn (atk mod = cl+Cha
mod) - if fail target immune 24 hrs, swif to drain grabbed target - target -1 track & Anzati hp = 5+1/2 level
with a jury-rig add +1d8 hp

as swif appear as S or M creature, Use the Force v. Perception only if Croke stunned or unconscious

1/enc Persuasion to intimidate to move target -1 track instead of intimidate (target must be w/in 6sq)
breathe underwater, beak d6

Joiners (target to 0 hp see p.131), telepathy w/Killiks 1 km, multiple atks reduced by 2, claws d6

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


d6 claws, d4 bite, lockbite = successful grapple atk for +5 grapple w/same target, after 50 years age +d4+2 Int
pts, max 8 before 50

one +2, one -2


multiple atk penalties reduced by 2
Cha bonus doubled w/Persuasion on Humans & near-Humans

1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse

select bio-implant LECG 67-68


cannot drown in water
resistant to specific climate, can reroll Endurance or Survival v. environment

unarmed 1d6 dam


select one cybernetic enhancement

use telepathy untrained, can sense emotions if Use the Force exceeds target's Will Def

reroll Swim, take 10 on Swim

reroll Perception

unarmed 1d6 dam


considered trained in Acrobatics

reroll Endurance
speed +1
at end of enc regain hp = +1d4 + Con mod

GM can restrict to specific hazard


ignore concealement w/in 10sq for Perception & no penalty to Track for visibility

reduce sq for running start by 2 for High Jump or Long Jump

1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse

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


treat exotic as simple if commonly used by culture

*or Huttese

claw d6

Mechanics +10 if take double time, +5 v. Trip, long jump w/out running start

*half of force powers must be "dark," gains 1 to 3 special qualities, +5 Will Def v. Persuasion

+5 Persuasion to haggle, not limited to common knowledge w/untrained Know (tech) check

force-blind, smell: w/in 6sq can reroll Persuasion & keep better
+5 v. trip or being knocked prone, bite 1d8

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

as full-round raise or lower an ability by max 5 but transfer from another ability & adjust bonuses & penalties

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

communicate w/other Verpine w/in 1km


Pilot check when attack from adjacent opponent misses.
DC20: missed Atk redirected to adjacent opponent,
if original attack roll beats new target Ref Def = damage
DC25: add +1 to redirected Atk roll
DC30: add +2 to redirected Atk roll
DC35: add +5 to redirected Atk roll
new target may not use Akbar slash redirect the attack

Pilot Check:
DC15: all-out movement as free action, +1 Pilot to avoid dogfight
DC20: all-out movement as free action, +2 Pilot to avoid dogfight
DC25: all-out movement as free action, +5 Pilot to avoid dogfight
DC30: all-out movement as free action, +10 Pilot to avoid dogfight

Pilot DC15: SR doubled from particular target, SR halved from all others, change or deactivate with swif

Pilot DC20: +1 Ref Def with adjacent allied fighter (+2 if ally is using same maneuver)

Pilot DC20: -1 die dam for +20 SR, deactivate with swift

Target must be w/in 2 x your speed in squares. If movement halted, lose maneuver. Pilot Check:
DC15: move up to twice speed straight, attack as free action, if destroy target no collision
DC20: +1 Atk
DC25: +1 Atk & 1 die
DC30: +2 Atk & 1 die
DC35: +2 Atk & 2 die
if fails, cannot attack and you may not avoid collision (opponent can)

As a reaction to being attacked by a vehicle you are dogfighting make a Pilot check:
DC20: you may immediately take a swift action
DC25: you may immediately take a move action
DC30: you may immediately take a standard action
Pilot Check:
DC25: area attack with autofire weapon with normal -5 Atk
DC30: area attack with autofire weapon with -2 Atk
DC35: area attack with autofire weapon with no penalty
Attack Roll Exceeds Ref by:
0-4: +1 die damage
5-9: +2 die damage
10+: +3 die damage
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: speed -1 (may be repaired with full-round DC20 Mechanics)
5-9: speed -2 (may be repaired with full-round DC25 Mechanics)
10+: speed -3 (may be repaired with full-round DC30 Mechanics)
Pilot Check
DC15: disengage from dogfight +2 Pilot
DC20: disengage from dogfight +5 Pilot
DC25: disengage from dogfight +10 Pilot
DC30: disengage from dogfight +20 Pilot

Use when you destroy a target. Attack Roll Exceeds Ref by:
0-4: 3d10x2 dam to adjacent targets (to the destroyed vehicle)
5-9: 4d10x2 dam to adjacent targets (to the destroyed vehicle)
10+: 5d10x2 dam to adjacent targets (to the destroyed vehicle)

Pilot DC20: +1 Atk with adjacent allied fighter (+2 if ally is using same maneuver)

Pilot Check:
DC15: against adjacent target, if your attack this turn damage over Fort Def = -1 down track
DC20: as DC15 but +1 to attack roll.
DC25: as DC15 but +2 to attack roll
DC30: as DC15 but +5 to attack roll

Pilot Check:
DC20: with enemy fighter moving w/in 2 sq, initiate dogfight as attack of opportunity, move 1 sq as reac
DC25: As above with +1 Pilot check to initiate dogfight
DC30: As above with +2 Pilot check to initiate dogfight
DC35: As above with +5 Pilot check to initiate dogfight

Pilot DC20: nominate target and you may subtract Atk for double that amount in damage (pre multipliers),
change target or deactivate as swif action
If you end your turn further away from a target than you started make an attack run and Pilot Check
DC20: attack run penalty to Ref Def is -10
DC25: attack run penalty to Ref Def is -5
DC30: attack run penalty to Ref Def is -2
DC35: attack run penalty to Ref Def is -1

Make an attack if it deals damage it reduces shields depending on hold much Attack Roll Exceeds Ref by:
0-4: additional 5 points of shield damage
5-9: additional 10 points of shield damage
10+: additional 15 points of shield damage
When you fly through the fighting space of a target Colossal (Frigate) or larger, make a Pilot Check:
DC20: ignores SR, can move twice speed, attack run at -10 Atk
DC25: ignores SR, can move twice speed, attack run at -5 Atk
DC30: ignores SR, can move twice speed, attack run at -2 Atk
DC35: ignores SR, can move twice speed, attack run at -1 Atk
Pilot check below 19 causes a collision, target may avoid

if opponent fails Pilot check to attack in dogfight,


make a Pilot Check DC20 to may make an attack of opportunity
Pilot check replaces Ref Def until next turn, can keep Ref Def if lower

Pilot Check DC20: +1 die dam, -2 Ref Def, can deactivate with swift action

When opponent attempts to disengage from dogfight, declare before opposed check
DC20: if target fails to disengage, make attack of opportunity
DC25: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -1
DC30: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -2
DC35: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -5
Make a pilot check:
DC15: +1 opposed Pilot checks and attack rolls
DC20: +2 opposed Pilot checks and +1 to attack rolls
DC25: +2 opposed Pilot checks and attack rolls
DC30: +5 opposed Pilot checks and +2 to attack rolls
DC35: +5 opposed Pilot checks and attack rolls
Target disengages maneuver ends.

Cha bonus replaces Int bonus for vehicle weapons this round.
Make a Use the Force check:
DC20: Add Charisma Bonus to all attack rolls until start of next turn.
DC25: Additional +2 to rolls.
DC30: Additional +5 to rolls.
Stacks with Battle Strike force power.

Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: target's Ref Def, Init, & Pilot all -1
5-9: target's Ref Def, Init, & Pilot all -2
10+: target's Ref Def, Init, & Pilot all -5, target can only move in a straight line
Effect last the remainder of the encounter.

when fighting defensively or with total defense, make a pilot check:


DC15: reduce speed by half (round down) +1 Ref Def
DC20:reduce speed by half (round down) +2 Ref Def
DC25: reduce speed by half (round down) +5 Ref Def
if reduce speed to 0, maneuver fails

if exceed Ref Def by 5 or more deal +1 die dam, per melee group

DC 20 Acrobatics to not fall prone

when you use Force Delay, grant 1 ally in 6sq & LOS to trade a move action for a stan action

reroll Perception

when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn
with aid another on a Mechanics, Pilot or Use Computer add +5 not +2
Persuasion check v. Will Def (+5 bonus if opp higher level), moves -1 down track, if at end, cannot attack unless
attacked or allies attacked

reroll any force power as a full-round action

1/enc adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target moves
-3 down track & needs rest or surgery)
if not surprised can use Spotter even in surprise round
Before combat, choose willing one ally in LOS, swap initiative results
when ally or opponent in LOS rolls nat 1 on atk, make atk against single target
opponent you're flanking is considered flat-footed
+5 Atk with Atk of Opp with melee

Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def

when you damage an opponent with a Force power, opponent takes +2d6 dam at start of next turn

when you damage an opponent with lightsaber, can take 10 on Persuasion checks

1/enc make a free charge when you take a Second Wind

your akk dog follower gains Powerful Charge feat

gain 1 akk dog follower w/Power Attack feat, your force powers can target akk dog (one toward max)

if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR, akk dog can charge (both
-5 atk & replaces charge mod), if you hit akk dog +2 next atk v. target

when a readied action is triggered Initiative does not change

if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better
if you hit an opponent that has not yet acted, add +2 dice dam

if not surprised you can treat first round of combat as surprise round to activate talents etc. In surprise round
designate one enemy as prime target & +2 atk until end of encounter
1/rnd as reaction to enemy in LOS moving, grant 1 ally in LOS to move their spd as free

add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours

max Dex bonus is +1

Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def

1/enc add armor bonus to Ref Def to thresh until end of encounter

also gain DR = 2 x armor's equipment bonus to Fort Def

Ref Def bonus = either heroic level or armor bonus

when you use Ward add one-half your armor bonuses to ally's Ref Def

add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR
treat as AP (heavy)

Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn, FP for end of enc

Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif

1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other

DC15 Tactics, designate single object or creature, allies that can hear you, +d6 dam until next turn
Lose competence bonuses on 1 skill to roll 2 dice keep better
+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

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]

+5 on skill or grapple checks to all allies w/in 6 sq, can spend FP to negate an ally moved against will

can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon

DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP

until end of encounter all squares within 2sq are difficult terrain for enemies

1/enc turn a critical hit into a normal hit

1/turn when you flank treat them as flat-footed for 1 atk


1/enc each: 1. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam, 2. swif grant allies w/in 12sq &
LOS +5 Will Def until end next turn, 3. w/Persuasion unfriendly or indifferent into ally for enc direct target as
swif

if you move up track, gain hp = 5 + HL

reroll Persuasion to haggle

DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp

allies within 6 squares get +1 Atk for encounter if within 6 squares


1/enc each on mount: 1. if use mount as cover can make 1 atk, 2. if use mount as cover gain improved cover - if
fail by 10 or more still get cover, 3. mount can make atk as swif not stan
first aid as stan not full

when successfully use Treat Injury to administer First Aid target also moves +1 up track

with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon
can use mind trick on beast Int 2 or less, cannot perform or understand complex directions

Deception v. Will Def can move through threatened area without Atk of Opp, counts as 2 squares

designate a single target, +5 Atk with an attack run


if successfully attacked, Use the Force v. attack to add Cha mod to Ref Def

each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac

1/enc +5 bonus to one Def until start of your next turn

+1 die dam with Improvised Device

reroll Knowledge (life sciences) or Treat Injury to use or repair biotech

can make modifications in half time & half cost, can take 10 on Mechanics check

automatically locate black market merchant

1/rnd when damaged by area atk, make an atk v. source if have LOS & range
with a single attack with an advanced melee weapon make a free pistol attack

treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus)

make full attack as stan if you attack with both

1/enc, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent
1/enc, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq
1/enc, Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10, 3d8 dam fires twice, remote 12sq
When adjacent to two creatures gain concealment against non adjacent targets.
Stealth replaces Deception for a deceptive appearance, considered trained

ignore penalties v. concealment or total concealment

with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated
lightsaber, aware and not flat-footed, FP for adjacent character.

perform coup de grace as move, if kill with coup de grace all allies in LOS +2 Atk for encounter

push target 1 square if you exceed target's threshold

ignore cover with character-scale ranged attacks aboard a starship or space station

add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease
until end of enc

1/turn redirect attack to attracted minion

1/turn redirect attack to attracted minion, minion +Ref Def = half your class level

1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker

take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn

+1 up condition track & hp = their level if under half HP

if successfully Recruit Enemy, allies gain +2 atk until end of enc


+5 to Mechanics checks for handling explosives & create frag grenade from spare parts

mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses

1/enc, all allies +1 Atk, if in LOS and if N conscious

DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75%

ignore cover if you fire or throw a weapon with burst or splash

ignore threshold of doors & walls when using mines & non-grenade explosives
Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus

revivify on a target that has died a number of rounds = half heroic level

if you do dam over thresh add +1 die dam


reroll any damage dice that has a "1" as a result

+1 die damage with razor & thud bugs


1/enc designate 1 target in you aimed at not in PB, with ranged atk target denied Ref to Def

if adjacent to object that provides cover to target you can aim at target as move action

immune to Force detection for 1 hour, may use as a reac v. Sense Force

expend a charge as an attack, treat as flame thrower, not while flying


double data sent in a rnd & cut Access Info time in half with Use Computer to find info

as Personal Vendetta but designate one opponent to be -5 Atk


call & ignite a lightsaber you built as a free action if in LOS

if flanked +2 on unarmed attack & damage

1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 up track & d8 hp & friendly

double carrying capacity & +5 to Str-based skill checks


one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn

Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn

transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL
1/enc each: 1. w/2nd Wind +1 track & remove fear/mind effects & normal, 2. when hit & dam target over thresh
can Disarm v. target as free, 3. w/successful unarmed or melee atk (not lightsaber) + dam = every 5 pts atk is
over Ref Def

Atk vs. flanked opp or one denied Dex to Def, extra dam = 1d6 per class lvl (10d6 max

+2 melee Atk & damage for rounds equal to 5 + Con mod, then move down one on track, no patience

convert energy to activate any power in your suite

move -1 down track to gain 1 Force Point until the end of your turn

UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply

UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply

UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply
1/enc make an atk of opp against an opponent that withdraws from an ally in PB range

when you use Deception to feint against an enemy w/in 6sq you can roll twice

once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS
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

until end of encounter when you move 3 sq from start you gain concealment from all targets

PB range increased by 5 sq, Short range begins 5 sq later but ends at same distance

if you occupy the same space as a larger vehicle +5 cover bonus

1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent
Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit)

each follower gains PB Shot feat


mind-affecting effects must be rolled twice against you taking the lower result

if adjacent or in same sq, +1 melee atk

other Force-users with farseeing can aid another as a reac within 6sq
1/day use Mechanics to repair self instead of 1 hour

battle strike applies to the first attack you make each round until the end of the encounter

+2 dam against targets damaged by an ally since end of your last turn
designate single vehicle, object or creature in LOS, extra die for batteries every 2, not 3 on roll with tactical fire,
may designate one weapon or battery to make a single attack

+1d6 fire dam to any force power that affects a single target & catches it on fire
treat animal as domesticated and can Ride

treat animal as domesticated and can Ride

after surprise rnd take your turn before allies but must share talent (special quality, Commando, Leadership or
Military Tactics), next rnd return to normal spot in Init order

gain 1 follower with AP feat & WP (rifles), can be taken max 3 times

each 1/enc make ranged or melee atk for 1. if hits all allies w/in 6sq +2 to all Def until end of next turn, or 2. if
hits all allies w/in 6sq & LOS +2 atk & dam until end of next turn, or 3. if dam target allies = Cha mod can
move half spd as free

1/enc all enemies -2 Will Def, Persuasion is now a class skill

1/enc reroll one Wis Int or Cha based skill except Use the Force

when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw

Persuasion replaces Use Computer, considered trained

reroll opposed Use Computer checks

if within 3 sq of ally, +1 atk


you can use Buried Presence or Vanish on one extra person

with Use the Force to make a Deception check to conceal the effects of your Force use

1/round with unarmed, hold-out, dagger or vibrodagger reroll attack

+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk

1/enc forgo extra move to atk, if hit & dam with melee you switch places with opponent

acquire equipment, CLx1000 credits, reduce black market multiplier by 1

1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn

1/enc 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def

take -5 to Will Def for +2 Atk

1/enc move your speed when you fail an attack, skill, or opposed check
autofire or Burst Fire penalty reduced by 2, if you brace, no penalty

all allies in LOS get +1 with aid another, +5 max

+2 damage when aiding your Dedicated Protector on an atk

1 talent from Leadership tree stacks w/bonuses from others


each follower gains Coordinated Attack feat

1/enc Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies

+2 on opposed unarmed melee attack roll v. lightsaber

can use Block with cortosis gauntlets, deactivates lightsabers on successful Block

when you successfully parry lightsaber atk you may make immediate atk v. attacker

if fight defensively any adjacent creature provokes an attack of opportunity

brace autofire weapon with one swif if near an object that provides you with cover from target squares
when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO

with a ranged attack, allies w/in 6 squares get +1 Def until your next turn

Gather Information checks against you are -5

Persuasion to intimidate 6sq cone not single target.

Ref Def +2 when adjacent to obstacle or barrier


designate unaware target in 12sq, until next turn target may not make Perception against you

if Atk moves ship down track, target loses: hyperdrive, weapon, or communications

on a Crit, can reduce target speed by half until fully healed

When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free
Grab 2 adjacent targets at once

1/enc reroll failed skill check with +2

if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter

if you feint in combat you can move half your speed

each 1/enc after you Atk: if dam target -5 Ref, or target -2 spd, v. 2 opp w/in 2sq -5 Atk but 1 dam roll

ignore cover (not total) with razor & thud bugs


add one modification from Tech Specialist of Improvised Device & does not affect value of item

ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod

DR 10 for one minute

Deception v. Will Def in LOS, the next attack by your ally against the target deals +2 dice damage
When you disarm with a ranged attack, deal half damage

Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level)

with attempts to sense you with force you can act as if Dark Side = Wis, Deception is a class skill

life from creature w/in 6 squares, ranged Atk v. target's Fort Def, deals & heals d6 dam per class level

life from 3 creatures w/in 12sq, 1/enc UtF if = Fort target d6 dam per class level & you heal half if attack fails
target takes half dam & you heal that amount
you and allies within 6 squares +1 Def until end of encounter as long as conscious

increase Dark Side Score by one to stop moving down track

1/enc activate a force power as a reaction if targeted by dark side power


+1 Atk v. Jedi

reroll any Dark side skill

damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1)

1/enc when you spend a Force Point & get a dark side point, treat the FP as if rolled the max

reroll any Dark side skill


1/enc return one dark side power to suite without Force Point

extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)

may reroll Use the Force check to sense Dark Side

+2 on one Def against light-side powers

1/enc with two pistols can move twice your speed & attack with each

Atk against opp denied Dex to Def moves -1 down track

when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn
aim before attacking moves target one down track if attack deals damage

Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained

target in LOS & 6 squares, Deception v. Will, remove Dex to Def until next turn
1/enc each for Dedicated Protector: 1. swif to grant Evasion & if has Evasion dam is 1 die less, 2. move down
track for ally as reac, 3. swift to gain flank on target if you are adjacent to both

1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent

1/enc each: 1. fighting aboard a starship as stan w/ranged atk if hit next turn target must move its spd to sq not
adjacent or vehicle disengages from dogfight, 2. as full if pilot move vehcile spd x2 & 1 atk - if hit & deal dam
target -2 atk v. you until end of your next turn, 3. make ranged atk w/vehicle if hit & deal dam choose 1 effect
until end of next turn - a. 1 weapon doesn't function, b. target's SR 0, c. target's spd reduced to 2

1/enc when you or vehicle is target of an atk, can force opponent to reroll, must take worse result

DC 15 Use the Force to gain +1 Fort Def until end of encounter, or DC 20 for +1 all Def

when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect
you & allies affected by Battle Med +2 Ref Def, you +1 on UtF to Block/Deflect for ea adjacent ally
add class level to Will Def if someone tries to reprogram you

unarmed & fight defensively make single unarmed atk as free against adjacent

all enemies treat your safe zone as difficult terrain

when you have benefit of cover spend 2 swif to treat as improved cover until next turn

add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn
negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated
lightsaber, aware and not flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for an adjacent
character.

1/enc, Persuasion if opp has 1/2 hp, vs. Will (+5 if opp higher level), cannot attack unless attacked or allies
attacked

using Mechanics skill to set explosives = +2 dice dam, take multiple and stack

v. an enemy you just hit with melee atk, takes half dam & takes -5 Atk v. you until next turn, 1 per rnd

with a crit target cannot move next turn

DC15 Tactics, allies +1 Atk vs. flanked, or +1 Def v. AoO next turn, Born Leader/Battle Analysis +2
1/enc all allies w/in 12 sq & LOS may make an immediate atk at -5

+1 die dam v. prime target until end of encounter


DC to locate specific person with Gather Info is -10 & bribe amount & time are half

Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam

opponent's damage threshold is 5 less, single weapon group

1/enc, before making atk, add half level to dam not +1

DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time

reroll opposed Use the Force check to conceal presence

when prone gain concealment unless you move or stand

return one Force power to any ally within 6 sq & LOS (one ally spent)

1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def
allow 1 droid to make Deception, Mechanics, Persuasion, Pilot, Ride, Treat Injury, or Use Computer check as
free, droid replaces mod with your Int mod

allow 1 droid to move its spd & use Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with your
Int mod

1/enc if you damage an opp reduce target's thresh by 2 for encounter


1/enc +4 flank bonus to allies in LOS to melee attacks
can use feint as 2swif against opp you threaten

When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient

ignore target's armor bonus to Ref Def when disarming, 1/enc as free +10 Atk when disarming

make area atk with discblade v. 3 targets if all in PB range, make 1 attack roll

area effect can exclude a number of targets = to Wis mod

1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth

suppress morale and insight bonuses until your next turn to all in LOS
does not lose Born Leader if out of LOS

treat thrown discblade as pistol for range

any enemy w/in 3 sq -2 Will Def & -2 atk v. you

if do dam, compare Atk to Will Def, if meet or exceed target -2 Ref Def until end of your turn
1/enc when ally attacked, your Deception check replaces their Def, if fail not used

when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn

once per round if hit in melee, make an immediate attack against opponent

no penalty with vehicle weapons even if not pilot

Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn
when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally

1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh
1/enc when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP

drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down track, DSP

1/rnd designate target not in PB, with successful ranged atk add your Dex mod to dam

Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover

Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS

all droid allies who can hear you, bonus to one Def = Int mod (you choose Def)

opponent is flat-footed against your next attack with a lightsaber before end of your next turn

repair droids +1 hp for every point over Mechanics DC 20

Mechanics v. droid's Will Def within 6sq, if successful droid can take only swif actions, 1 at a time
1/turn single droid ally in LOS gains hp = 10 + CL

add 2x Str bonus to melee damage rolls with a weapon in one hand

with 2 light melee or lightsabers & single atk with one you get free atk with other
with 2 light melee or lightsabers make full atk as stan as long as you use both weapons, 1 per turn

DC15 Treat Injury check to move adjacent living creature +1 up track


each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk

first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple

create 3x3 sq difficult terrain around you & you ignore difficult terrain you create

when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks until
end of your next turn
unarmed increase crit range by 1

use farseeing on a location & standing in location viewed, DC 20 + 1 per day into the past

make Knowledge untrained

Use Computer replaces Deception with forged documents

Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly

once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet

opposed pilot check, opponents in dogfight are -10 to Atk


if in a melee, ranged attacks are -10 not -5

reroll Dark side skills/Use the Force, no longer able to use light side

allies automatically aid another

+1 die damage

+1 die damage

when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations
trained in Mechanics, time reduced 25% when installing new systems to vehicle

1 ally in LOS & has cover is considered to have improved cover as long as they still have cover

+10 Perception to avoid being surprised, spend FP to act in surprise round even if surprised

take 10 on Dex based skill checks even if you normally could not

Perception as swif not stan


When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks

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 track

1 adjacent ally if you move that ally moves & ends adjacent, can't exceed ally's move

+10 threshold of you and ally when adjacent to Colossal or smaller ally

when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level

when change attitude, adjust one additional step


if hit with area attack, take half or no damage

all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects

when you roll a nat 2-7, treat as 8.


proficient with any exotic weapon FEAT even if don't possess

treats all exotic weapons as a single weapon group


with Search Your Feelings can sense consequences 1 hour in future, spend FP for 8 hours, DP 24 hrs

if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target

can mend a damaged or disabled biotech device as stan not full


each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp
+2 opposed Grapple checks

+1 Atk
reroll Ride
reroll Treat Injury to repair or modify biotech

no penalty on Survival checks to track at normal speed

when you use Assault Tactics, target takes cumulative -1 Ref Def each time damaged (max -5)
when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn
during surprise rnd if make ranged atk v. surprised aim as free

weapon's crit range extended by 1

weapon's crit range extended by 1

weapon's crit range extended by 1

threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp

you can perform first aid one additional time a day on a target

+5 Str check in same round

increase blast radius by 1 square

+1 atk v. target if you do not have cover from target


1/turn when damaged by atk, move half speed with no Atk of Opp

Stealth replaces Deception to create diversion to hide, +5 if trained in Deception

all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot,
have LOS & be able to communicate)

apply familiar foe to 2nd target, spend single full-rnd observing if can see both
apply familiar foe to your Fort & Will Def

1/enc w/Gargantuan or smaller vehicle make full atk as stan, spend FP for 1 additonal time/enc

jury-rig = hp for vehicle = to result of Mechanics check

once per day take 20 on Deception check as stan when attempting to deceive
1/enc if minion down track you can reduce by 1 & target regains hp = your HL, unless 0 hp

when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only)

+5 Will vs. fear if in LOS and N conscious

opponents level equal or lower to your heroic level within 6sq -1 Atk

grant one enemy +1 Atk, one ally gets +2 Atk


ignore all concealment for 1 minute

1/enc w/autofire atk treat atk as 6 sq cone, consumes 20 shots

DC15 can detect presence, general strength, & origin of energy fields within 12sq, reduce shields by 5

DC15 Tactics, allies w/in 10 squares get +10 Cover bonus if in cover, until next turn
1/enc all allies in 6 sq heal hp = your HL

forgo extra swif action to aim with 1 swif on your next turn

if missed by an atk, +2 on next atk before end of next turn


1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP

can roll two dice for Perception to avoid surprise & keep better

you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk

if flanked & with two pistols, attack flankers as stan instead of full, must attack two targets

designate single opp & move away +2 speed, no Atk of Opp from that opponent
a number of vehicles = to your class level & LOS may move a number of squares = speed

DC15 Tactics, designate single vehicle, allied gunners in LOS +1 die damage

fly speed double land speed, ascend 1/2 speed, descend double speed, until next turn

UtF for Acrobatics & can reroll UtF if can reroll Acrobatics, spend FP to be one size larger w/grapple

with a crit make an additional attack against a target in range, once per turn

multiple unarmed atk with full atk have penalty reduced by 2, can be taken multiple times

1/enc, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level)

1/enc all allies w/in 12 sq & LOS move +2 up track but are -2 atk & skills for rounds = CL
reroll an attack against opponent with Dark Side score 1+

select a single Force power & if you use power spend Force Point to return all spent uses to suite

if you damage opponent all allies within 3 sq gain +2 dam v. that target
when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed

Use the Force replaces Use Computer to astrogate if you move object of sufficient size, no hyperdrive

for rest of encounter: +1 Atk, +5 competence to skills or +1 Def

If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn
Use the Force -10 when someone uses Sense Surroundings to detect you

blocks electronic surveillance until next turn or spending standard action

expands bubble to number of creatures = to character level

Use the Force replaces Deception, considered trained

1/enc Persuasion v. Will Def of Int 3 or higher & understand, target loses move, FP for stan

choose 1 sq w/in 12sq & LOS, treat as origin sq for next ranged energy atk, must have LOS to target
always add +3 to ranged attacks with a Force Point (+4 with d8s)
designate one force power, remove one power for the designated power, you -1 down track for 1 min

if you spend a Force Point to add to an attack roll, heal hp = Force Point result

when you roll a natural 1 on Atk or Use the Force roll gain +1 FP until end of encounter

DC15 Use the Force, regain one Force Power


negates crit, take normal damage

1/enc 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

with second wind, gain additional hp: d6 per Force Point possessed (10d6 max)
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

if fail to rebuke, lessen affect by one step, only works with powers with variable effects

+1 on one Def, can not remake for 24 hours, only one at a time

if within 6 squares, can pull back as a swift action w/DC20 Use the Force

Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained
Use the Force replaces Treat Injury, considered trained

the radius to which you can be detected is 10km not 100km

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 + Cha mod, must be on foot, have LOS & be able to communicate)

immune to disease, poison and radiation

with a Critical, gain a standard free action, take before next turn or lose

at start of surprise round if you're not surprised designate 1 ally w/in 6 sq to retain Dex to Ref Def

1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits
if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll)

1/enc force all enemies to move 1 sq away from one minion, no Atk of Opp

natural 20 on skill check = one extra Force Point for encounter

all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have
LOS & be able to communicate)

allow 1 droid to take full atk & replace its mod with your Int mod

can take 10 to increase speed, all-out movement is x5 not x4

1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based
skill check (other than Perception)

+2 Wisdom checks when gambling, take multiple times


1/enc when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5)

Use the Force v. Will, detect Force sensitivity, force powers number, Force Points

when ally targeted by ranged atk, you allow them to drop prone as free action

1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac

one of your followers +2 speed

1/enc make melee Atk then move your speed away without Atk of Opp

if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you

issue routine command to a computer


do not take -5 when using grab action

if take dam from Force power +2 all Def against that power until end of encounter
1/enc grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS

reduces range penalties by one range category, ex. short = PB


+2 on all Def against light-side powers

with proficient weapon, lower damage threshold by 10 (replaces Devastating Atk)

as Focused Force Talisman but Force Point does not count toward "one per turn"

+1 on all Def

with proficient weapon, lower DR by 10 (replaces Penetrating Atk)

with proficient weapon, +1 Atk

fira attack +1

+1 Atk

with proficient weapon, +2 damage

+2 damage

Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn
each 1/enc: 1. single ranged or melee atk & gain hp = Con score, or 2. Aid Another w/in 6 sq to atk add half cl
to ally's dam roll if atk hits, or 3. single melee or ranged atk & gain +2 dodge to Ref Def until next turn

all allies w/in 6 sq can roll Perception if you do taking the highest result

If you spend FP on skill roll and fail regain FP


with two pistols & attack, even if miss deal dam = half HL

your guardian spirit can tell you the immediate consequences of your actions, gain 1 bonus FP/day after 6 hrs
rest to improve Force power or activate technique or secret

when you dam opp w/lightsaber, target is -2 Atk against anyone but you
whenever you begin turn adjacent to target of Ward gain hp = your character level

show ally in LOS to ignore effect of difficult terrain until your next turn, not you
allies adjacent to target you dealt dam +2 melee atk v. target

use gun as melee weapon w/out penalty, with bayonet, acts as blade and club

with two pistols attack as if autofire even without, autofire penalties apply

if unarmed & holding no items double Str bonus on unarmed attacks

catch a Second Wind as a reaction not a swift action


reduce target's DR by 1 for enc if hit with unarmed atk, does not stack

reduce swif actions to move up track by 1

once per round, shield ally, any attacks that target you

when you deal dam after aiming target can't use stan action to atk on their next turn

1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS, each may withdraw as free

can heal droids with vital transfer

damage healed with vital transfer increase by 1 point per class level

1/turn designate 3x3 area w/in LOS, if a target moves in that area 1 ally in LOS can make Atk of Opp

can double Str bonus to melee & unarmed dam

add Cha bonus to Perception check

1/turn with aid another to adjacent ally on a skill check as a swif action not stan
Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn

reroll any untrained skill check, mtr & 1/enc spend FP tor reroll any skill check & take better

snipe action of Stealth is swif not move

if have concealment v. target, +5 Perception v. target

no penalty to Stealth at normal movement

if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif
1/enc within 2sq of cover or concealment can move to & make Stealth check as single move

DC 15 Use the Force to double Str bonus to next melee dam roll

1/enc +1 die dam with grenade or explosive

creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod

allies take no or half dam from your area atk


telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet

1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod, must be on foot, have
LOS & be able to communicate)
with a successful attack of opportunity, you stop the target's movement ending its action

can use Mechanics instead of Use Computer to improve access, considered trained

hotwire processor +5 Int/Wis skill & +1 ranged atk, rounds = half level, move -1 down track after

if benefit from cover you can increase cover by one step

if looking for hidden enemies, can make one atk v. one enemy you notice
aim before attacking moves target one down track if attack deals damage

1/enc, designate an opponent, +dam=to BH level

once a day, add class level to Atk, skill or ability roll

Pilot replaces Use the Computer for astrogate or operate sensors

add Cha bonus not Wis bonus to Will Def

if you hit, give an ally a dam bonus = to their level

1/enc ignore armor or equipment bonuses with melee atk

if damage more than DR, ignore DR


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

ally can make a standard or move action, immediately or wasted

ally can make a standard & move action, immediately or wasted

if in cover, gain DR = CL provided you still have cover when they attack

Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/enc lose stan action

Persuasion 6sq cone v. Will target loses swif action on next & no full

Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus

do not have to move in straight line on attack run


react Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack
when you damage an opponent, use Consular's Vitality as free action
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

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
reroll Stealth

if move opponent down track with melee atk, target cannot take stan or full action its next turn

when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area

you and allies +1 on all defenses v. target

increase fly speed 2sq


same as Weaken but target keeps fleeing

DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with
item, destroyed after 24 hours, 1/day
no penalty on improvised weapons

1/enc all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter

can reroll Deception for a deceptive appearance

once per day, +5 up condition track, but not persistent conditions, can take multiple
immune to all mind-affecting effects 1 minute

1/enc can return 1 Force mind-affecting force power w/out FP

once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min

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

ally's attack moves target 1 more down condition track

Use the Force replaces Use Computer for astrogation

1/enc for one ally within 6sq can use your skill modifier for a skill check (not Use Force)
when successfully Search Your Feelings gain FP & use before end of enc, if use w/unfavorable gain Dark Side
Point, if use & gain Dark Side Point gain 2 points

successful ram you take half from ram, if target is same size or smaller they cannot move next round
v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate

1/enc can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't

1/enc, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level)

if target is unaware of you, +1 die dam from ranged


with ion weapons +1 Atk & +1 die dam

DR10 against ion dam

1/enc, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 ion, you must be adjacent
after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree
1/enc, a single vehicle in LOS and immediate move action

twice Lightsaber deflection bonus with two lightsabers

your Battle Meditation grants +2 to attack not +1

Fort & Will Def +1 & you deal +1 die dam against Force Sensitives

includes Acquire Equipment or Funds, Obtain Info, Receive Medical Attention, Secure Safe House

+2 speed if you end move adjacent to target

activate as free, no Pilot check to land


1/enc when enemy moves adjacent expend one charge to fly or move speed or withdraw

armor does not reduce speed or distance moved

when fighting defensively, may negate one more attack per round with Vehicular Combat
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

1/enc, single enemy in LOS, may reroll your first Atk roll, keeping best

no penalty vs. opponents in concealment (except total concealment)

if you reduce your prime target to 0 hp, designate a new prime target
if you jury-rig vehicle moves -2 down track at end not -5

1/enc, vehicle avoids moving down condition track


if you aid another to suppress an attack, the enemy takes -5 on its atk not -2

with Aid Another to suppress enemy, enemy takes -5 on all atk rolls until end of your next turn

make single melee atk v. within reach, if hits deal no damage but target must move/withdraw next turn

1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you

when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO

once a day, reroll skill check

when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn

with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes

aim before attacking and knock target prone, no bigger than two size categories

target of Adversary Lore takes +1d6 dam from successful attacks


select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25)

add Wis bonus to Ref Def if denied Dex

Knowledge (galactic lore) DC15+CL for +2 one defense v. target


Knowledge (galactic lore) DC15+CL for crit +1 range v. target

Knowledge (galactic lore) DC15+CL for +2 atk v. target


aid an ally in 6sq on Use the Force

Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level)

DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk

reduce penalty for large illusions by one half (min -1)

1/enc treat damage from a Sith alchemical weapon as if you rolled max on Force Point

1/enc add 1 die dam or extend range 6sq, adds "dark side" to descriptor

1/turn creature or droid damaged by unarmed atk, disarm as swif, do not take -5 if in two hands

any enemy adjacent takes dam = your Str mod (min 1) if you can make Atk of Opp if you're in light or no armor

1/enc you become immune to mind-affecting effects until your next turn, lose affects if choose

any ally who starts in your safe zone & then exits it, +2 atk

1/enc when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter
any character that would benefit from shared talent: 1. DC -5, 2. +2 atk Def or dam, 3. reduce dam taken by 10

if you do not have cover from target you dam with ranged atk, allies +2 atk v. target & +5 opposed Initiative
checks
when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp

When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge
When you fail check in skill challenge, next ally gains +2 with different skill
gunners on your ship add 1/2 your HL or 1/2 their HL to dam & treat crew as one level higher calculate your
capital ship's Ref Def as your HL+1/2armor (round down) if higher

one ally w/in 12 sq & LOS that is grabbed etc & release them & can move half spd as reac w/no AoO

1/enc if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead

+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max

when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp
1/enc return 1 lightsaber form to suite w/out spending FP

+2 Block & Deflect with a lightsaber you built

if within 6 squares, can pull back as a swift action w/DC20 Use the Force

1/enc target -1 down track & persistent condition

1 ally w/in 12 sq & LOS & trained in UtF, as long as w/in 12 sq can aid another as a reac, -5 other UtF

take up to -5 on Atk to give up to +5 Ref Def to ally in LOS

proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x
Str bonus (min 1) & add Str bonus to dam
when you hit a moving opp that is one size larger or smaller with Atk of Opp, ends movement
reduce DC for telepathy by half w/willing, reroll w/unwilling & keep better, FP = # of targets = Cha mod (min
2) w/single UtF check

move +2 squares if wearing light or no armor

+5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally
gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy

once a day, reroll Atk roll

1/enc can negate damage a single attack that would normally reduce you to 0 hp

1/enc gain temp FP to spend w/ Luka Sene or Sense talents, to Search Feelings or Sense Force
1/turn Deception v. Will Def of 1 enemy in 12 sq & LOS, target must move half its spd toward you but avoiding
hazards (stops move if can't avoid hazard), does not provoke Atk of Opp

1/turn grant all droid allies in LOS to take Recover in 2 swif not 3

lightsaber defense bonus increase by 2 (max of 5)

1/enc can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp

when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn
no penalty with improvised weapons
if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL &
moves down track, poison attacks until it misses or cured

if ally within 6sq reduced to 0 hp, move up to speed toward ally without Atk of Opp

1/enc on your turn you move your speed as free before any other action
1/enc with more than one atk you can add one die for each successful hit

1/enc when you reduce opp hp to 0 gain +5 atk with next attack in same encounter

guardian spirit present for enc w/in 6 sq of you, as long as w/in 12 sq you: +1 atk, +2 UtF, +2 Will Def you can
move spirit 6 sq as swif action 1/turn

1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their swif action

one force power no longer has dark or light side descriptor

when you damage target with non-area atk, 1 ally in LOS treats target as if flat-footed
recover all Force powers on a nat 20 on an unarmed attack

become immune to Sense Force & appear to be normal droid until you use the Force

Use the Force = Deception for creating deceptive appearance


ally you use Skilled Advisor with gains Force Point to be spent before end of encounter

fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk
1/enc each: 1. ally w/in 5 sq & LOS +5 up track & +2 atk & skills, 2. roll d20 as reac can replace enemy or ally
in LOS d20 roll, 3. ally w/in 5 sq & LOS can replace their def with your def as reac for next

w/successful persuasion check make make 2nd Persuasion of any type

when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end

target moves two steps down the track


add Dex to melee dam with light melee weapon, double if two-handed

+1 atk & +1 die dam v. beast with Dark Side Score of 1+


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

can always take 10 on Mechanics


w/speeder can use Fast Mount or Dismount, Soft Fall, Stay in Saddle & Use Mount as Cover of Ride

add Int mod to Treat Injury for Treat Disease/Poison/Radiation

with a medpac for first aid, gain 2 hp for every point over DC instead of 1
DC20 Treat Injury on adjacent, target uses second wind even if above half hp

with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone

w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn

1/enc when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk

+1 dam on melee attacks

double your speed for 1 round, must wait 5 rounds between uses
when affected by a debilitating condition, change penalty to bonus for 1 round, then move down track

+2 dam against targets damaged by an ally since end of your last turn (+10 max)
touch & creature must have Int 3+, Use the Force v. Will Def if unwilling as Gather Info

can place mine as stan not full


1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq

immediately after making a full atk with two lightsabers you may move your speed as free action

immediately after making a full atk with two pistols you may move your speed as free action

when you end movement next to opponent & they withdraw, you can move with them
each 1/enc 1. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn, or 2. stan make
ranged or melee atk then move half spd as free & no atk of opp, or 3. when damaged by atk move half spd as
reac & no atk of opp & gain favorable circumstances to 1st atk v. that enemy

can move speed after Whirlwind Attack

do not take -5 penalty when you try to modify or reprogram yourself

you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC

uses farseeing from your suite, before end of your next turn force attacker to reroll atk & keep second
use move object to make area attack = L 2x2, H 3x3, G 4x4 C 6x6, compare Use the Force to Ref Def

reduce Atk penalty by 2

reduce Atk penalty by 2

reduce Atk penalty by 2

reduce Atk penalty by 2

reduces penalty by 2, can be taken multiple

reduce Atk penalty by 2

reduce Atk penalty by 2

reduce Atk penalty by 2

reduce Atk penalty by 2


if you move opponent down track they take +1d6 dam

if you hit an opponent you have "marked" +1d6 dam

when you gain a level you get bonus Force Points = number of Force Talents (6 max)
DC30 UtF for 1 benefit as decided by GM: 1. Force power returned, 2. 1 FP for use before end of enc, 3. +1 use
of Force-related talent or feat, 4. roll +1 die w/Force check & select highest die rolled

can make Treat Injury checks without medical kit with natural substitutes

when negate energy v. ranged redirect at enemy w/in 6sq, UtF v. Fort Def for half negated dam

+1 Ref and Will Def with lightsaber

if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker

when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn
can use Cha mod to replace Str mod with light melee or a lightsaber

if recruited enemy is 0 hp or bottom of track, you & all allies in LOS gain hp = 10 + your cl
with a stun weapon +1 Atk & +1 die dam
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

if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll

Trusty Sidearm also applies to any rifle or carbine

when ally in 10 sq & LOS rolls a nat 1 or 20, you gain +2 Atk or +2 Ref Def until the end of your next

reroute power or recharge shields as 2 swif not 3

can take 1/2 or all dam for an adjacent ally an ally may take the same for you
can obtain modified items without increasing base value

1/enc forgo extra move to add +5 to one Def until end of your next turn
1/enc you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally

+2 on attacks of opportunity with rifles

allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp

w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp
1/enc make an attack with light melee or lightsaber after a successful feint

DC 15 Tactics, enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def, opposed


with all-out movement as the pilot +2 Ref Def

1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify
same with either lowest or highest hp or on highest or lowest on track

if fail Persuasion to change attitude, attitude does not change & can attempt to change attitude one additional
time per enc

+1 die dam on next atk in same turn, weapon loses 1 die dam until full round passes
1/turn allow each of your networked allies to immediately move up to their speed

when using farseeing to look in the past, DCs are halved, can see within 6sq without a Force Point

opponent's DR is 5 less, single weapon group

+5 Perception v. prime target until end of the encounter


if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage

you can communicate in full sentences & complete thoughts, subject no change

if someone attacks, they lose concealment but no one else does


1/enc make a single melee Atk v. adjacent enemy who just damaged you

taunt enemies within 12sq & LOS, they're -2 Atk on targets that are not you
for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter

if you provide soft cover to an ally within 3 sq it is improved cover


with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. target

when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless
during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets
1/enc each w/melee or ranged as stan if hit & dam: 1. target loses its armor bonus to Ref Def & is flat-footed,
target must spend stan to adjust armor, 2. target -2 atk until end next turn & all creatures ect have concealment
from target, 3. target's spd -2 until end next turn

when you deal dam after aiming target's spd reduced 2 sq & cannot take double move or run

1/enc for each: 1. 1 atk target's thresh is half, 2. 1 atk as though aimed, 3. +4 Ref Def for 1 turn & make 1 atk

on new planet 10 min to acclimate & on planet +2 all Def against natural hazards, spd +1 sq, sense weather for
24 hours as full-round

Jump +4 sq or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track

1/enc all allies in LOS with less than half hp gains hp = CL


when spending a Force Point on an Atk, reroll die, Dark Side Score +1

2 swif to recharge shields or reroute power, can act as power generator


surge +1 melee atk, +1 die melee dam & +2sq speed, rounds = half level, move -1 down track after

1/enc, take 20 on Persuasion check with no increase in time needed for check

may use Block & Deflect to protect adjacent ally

with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack

whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam

against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn)
when you aim +5 difficulty to have your attack Deflected

1/enc adjacent ally gains +1 atk


at end of encounter target moves -3 down track & needs rest or surgery
when you aim gain benefit of PB shot regardless of range

1/day spend 10 min & once later in day negate an attack as long as not nat 20, if don't use regain FP

can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain

spend a remaining farseeing power to regain any other force power

Persuasion as Intimidation as a standard action, not full-round

instead of destroying a vehicle you can disable it so it cannot move

1/enc add half class level to one Defense


when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam

negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have empowered
weapon, aware and not flat-footed, FP for adjacent character
1/turn one vehicle in your LOS who can hear you, ignore difficult terrain & +5 Pilot to avoid hazards

1/enc Use the Force v. Will Def, move target down track & they lose stan

Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn

when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog
if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged
always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll)

When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO

Will Def bonus = your class level

when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1)

can target object you hold, up to 5 years per level

Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v.

if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5

1/enc as reac, follower can attack opponent if you're damaged by an attack or Force power
1/turn when you score an unarmed crit, make an immediate unarmed atk against target in reach, if you're in light
or no armor

not restricted to a straight line when running & can reroll Endurance

cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full

w/successful grab can bind target to you or adjacent object, you & target -2 Ref Def while together

1/enc jury-rig an object not disabled

spend 1 min removing an accessory & adding another on a lightsaber you built

when you create a field-created weapon, add one modification at the time of creation

1/enc move your speed

during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. different
target w/in 6sq of the first target
1/enc if enemy uses non-Force talent you can use same talent next turn if have same weapon/item
can make Atk of Opp

Use the Force against living creature w/in 12sq, remove farseeing, v. Will Def, for +2 Atk v. target

use Tripwire as move not stan


1/round if you or ally in 6sq damages target, allies in LOS + dam to target = half class level

1/enc Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc

1/enc, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam
can disarm with ranged weapon, does not provoke Atk of opp

if within 6 sq of target, you can be considered adjacent for purposes of flanking, single target

if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead, grant 1 ally to use move
immediately

+2 atk with melee weapon, 1/enc lose bonus as free for +5 on single damage roll

retrieve energy cell/power pack and load weapon with single swif

1/enc, as a reac to attack, ally within 6sq can make immediate attack against attacker

when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal
reroll Use the Force to Search Your Feelings or farseeing

you can take a readied action at the end of the current turn after opponent takes its action
if take dam from Force power you deal +2 dam against that creature until end of encounter
make Jump check as free when reduce opponent to 0 hp & can use surge

if dark side power, roll two dice for rebuke attempt & take best

regain 2 Force Powers when Force Point is spent to regain a power


DC 15 Use the Force to recall discblade

add Wis mod to dam after a successful charge

if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon
gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you

1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 down track &
target becomes ally & friendly, if target is higher level they get +5 Will Def

once per round, not autofire or other projectiles

with a crit target -2 Ref Def until healed to full hp

with a crit target speed is halved until healed to full hp

+5 bonus on skill checks made to perform a Force Regimen


1/enc, move every ship in your squadron +1 up track

when you use an ability to grant a morale or insight bonus, increase by 1

avoid moving on track from designated opponent

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
dismiss your safe zone & allies in your old safe zone +2 spd

allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod

1/enc, can regain all expended uses of farseeing power


allies within 6sq can reroll one Pilot check, keep best (once per ally)

when you repair yourself +1 additional hp for each point over DC

Repair as stan, 1/day per droid, object or vehicle

when targeted by dark side power you can give penalty to their UtF = Dark Side score

+2 Ref Def v. target hit by Whirlwind Attack until start of your next turn
1/enc after first full round can add +5 to Initiative

move +2 steps up condition track


1/enc adjacent ally gains +5 to thresh
at end of encounter target moves -3 down track & needs rest or surgery
if you would move down track, spend Force Point to negate movement

+5 Force bonus to all Def scores against Dark Side skills from dark force-user
automatically improve attitude of an indifferent character to friendly with no check required
When you move down track from dam exceeding thresh, next atk before end of next turn moves target -1 down
track if takes dam

if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach

away from pursuing target run or use 2 swif & make single -5 atk as part of move, FP to avoid -5
if enemy in LOS moves ally down track, gain +2 Atk v. that enemy

DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth

target loses concealment bonus to Ref Def if Use the Force beats Will Def
+2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS

successful grapple deals target's strength modifier as damage (min 1)

target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn

with ranged attack, move cover down one step & deal half damage

reaction to damage gain total concealment until end of your next turn & may take 2nd Wind if didn't

treat rifles as accurate weapons & take no penalty firing at short range

+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force)

1/enc make a lightsaber attack v. opponent you Block (not v. area attacks)

1/rnd as reac to ally taking dam or down track +1 atk next atk (up to max +5)
1/rnd as reac to ally taking dam or down track UtF v. Will Def to move target -1 track, if enemy moved to
bottom of track not unconscious but must flee for 1 min until moves up track

1/turn if you're damaged from Atk of Opp, make a single atk v. a target

reroll Pilot to disengage from dogfight, if fail gunners do not take penalties to atk

if you take damage for an ally you gain DR = class level until end of your next turn

can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat

1/enc if you drop a foe to 0 hp or to bottom of track take a bonus stan action

when you deal damage over thresh, +2 dam v. that target rest of encounter
reroll Persuasion to haggle over a price of bounty

sabotage object with energy cell/power pack to become a grenade, can be turned back with swif
1/turn 1 ally in LOS move its speed as a reac, if a target makes an Atk of Opp v. ally you can make Atk of Opp
v. target

4x4 sq = safe zone, ally starting in safe zone +2 Fort & Will Def, cannot overlap another safe zone

all opponents in 6 sq -1 Atk

reroll Knowledge if you're trained in that Knowledge

double Int mod to Knowledge (life sciences) & (physical sciences) checks

1/enc: use Disable or Erase Program v. friendly or helpful, disabling/erasing in 5 min & DC15; if succeed on
opposed Use Comp locks other user out auto but they can retry; as a reac keep hostile computer from tracing
your location

1/enc: use a feat or talent for atk as 1 action less; apply Independent Spirit bonus a 2nd time; in combat add 1/2
cl to any skill that requires stan action or less but you must be trained
all squad members +2 Perception until next turn (squad = you & # = or less than cl + Cha mod, must be on foot,
have LOS & be able to communicate)

if you fail Treat Injury check, patient does not take any additional damage

armor bonus to Ref Def and equip bonus to Fort Def increase by +1

1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of uses
= Dex bonus but only once a round)

can disable security without a security kit, something goes wrong if you fail by 10 not 5
if fail Persuasion to change attitude, reroll with Deception

if make charge against unaware target, target cannot make Perception check to notice you

characters using fear effects must roll twice & keep the lower result on any skill or atk rolls

1/enc seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal

1/round when an ally dam an opponent you can take a swif action as a reac
1/turn when enemy to 0 hp or down track, 1 ally in LOS to take 2nd Wind as free & add hp = CL

1/enc use 1 talent from Inspiration tree on yourself


Use the Force replaces Will Def against Deception or Persuasion

can use Sense Surroundings to detect targets 30sq radius, regardless of LOS

when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam
1/enc enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn
if have concealment v. target, can spend FP for +2 atk v. that target
if stun dam over thresh target -3 down track not -2

if dam over current hp & threshold, then deal half dam, move down track and sever

if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn

+1 Force bonus to Ref Def until start of your next turn

each 1/enc after you Atk: if dam gain total conceal v., or if opp no Dex to Def or if you concealed & you dam
target can only take swif next turn, or if you have conceal +2 Atk or +5 with total

gain low-light vision, lasts 5 min or until end of encounter whichever comes first

blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq
1/turn grant use of Force Secret to ally w/in 12 sq & trained in Use the Force

1/turn grant use of Force Technique to ally w/in 12 sq & trained in Use the Force, not FP Recovery

1/day grant use of Lightsaber Combat or Forms, Duelist until end of enc if w/in 12 sq to allies = 1/2 cl

minions may reroll Persuasion checks to Intimidate

if you damage target with area attack, target is flat-footed v. you until next turn
any cover bonus is +2 Ref Def if adjacent to minion

may use Block or Deflect to protect adjacent without sending Force Point
1/enc spend swif to regain 10 SR to max on an active personal shield

1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed

1/rnd negate ranged attack with Use the Force check, DC = Atk roll, must have activated gauntlet, aware and not
flat-footed, vs. autofire = 1/2 or no damage spend a Force Point for adjacent

with successful Deflect make ranged atk w/in 6 sq & LOS, not autofire

+5 on ranged attack on deflected shot

move 1 square without an Atk of Opp


-2 one Def, +1 to another Def
-5 one Def, +2 to another Def
-5 two Defs, +5 to other Def
gain low-light vision for 1 minute or the encounter whichever is longer

take only -2 penalty on your Use the Force check for each block or deflect in last turn

can always use rifles to make attacks of opportunity


+2 atk with shoto or guard shoto if you wield a one-handed lightsaber

one-handed lightsaber considered light with shoto, can activate Lightsaber Defense as free with shoto

when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent

if begin turn adjacent to ally, gain hp = HL

1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally

treat siang lance as rifle, +1 atk & counts as Weapon Focus (rifles)

if Use the Force of Force blast exceeds Fort Def, target moves 1 down track, you get Dark Side point

reduce cost of diagonal move to 1 if in light or no armor

with certain item +2 opposed skill checks, multiple items cumulative +1


never suffer from unfavorable circumstances from environment w/Stealth, 1/rnd w/Stealth auto aid another 1
ally

if unaware target damaged, opp cannot speak or make other noises until end of your next turn
gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn

can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons)

make two unarmed attacks each against different targets

with 1 light melee or lightsaber you can move your speed as a free action

with 1 light melee or lightsaber make full atk as stan, 1 per turn
Create Sith Amulet, Sith Armor, Sith Talisman, or Sith Weapon, see J21-22

Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use
Create Sith Weapon - imbue weapon with Sith alchemical weapon template (K79)

modify an item to gain Sith Alchemy traits, see J22

+1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours

Knowledge (galactic lore) DC15+CL for target's level, classes, abilities & Force & Destiny points

1/enc Perception vs Will of target within 6 sq & LOS for +2 bonus to skill & attacks for enc

increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12)
nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod

with reprogram, sacrifice one trained skill for +1 skill focus, once per reprogram

ally gets +5 on skill check, Force Point = +10


set detonator as swif & does not go off if fail roll by 10 or more
when installing an implant the attack bonus is halved
When failing to get min result of check of 1 skill, gain FP only usable on that skill before end of enc
if move 2 squares, +1 Atk until next turn

1/enc with charge take no penalty on UtF for Block during the charge, applies to Riposte

when you dam opponent you can move through that opponent's square, Atk of Opp as normal
if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher

1/enc designate an opp you just damaged cannot make attacks of opp until next turn

target's spd -2 until move to normal on track or until end of enc & loses Dex to Def & flat-footed, spend FP for
-4sq or half whichever is greater

when you move target -1 down track their speed halved until removed

each 1/enc make ranged or melee atk for 1. if hits enemy -2 atk & dam until end of enc or 2. if deal dam enemy
gains persistent condition removed with DC25 Treat Injury/surgery or 3. atk v. adjacent to you or ally +2 dam
per adjacent ally
1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours

if you pilot a colossal or smaller vehicle, capital ships with -20 Atk = no crits unless you'd be hit normally (20 +
weapon's atk bonus)

do not provoke attacks of opportunity when using aim with stock extended

if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6
ranged attack not at point blank range add half class level to damage

1/enc ranged attack not at point blank range ignore target's armor bonus to Ref Def

aim with 1 swif at a target not in point blank range

after 2 rounds of being disabled move +1 up track

when damaged gain DR 10 until end of your next turn

when you damage target with ranged atk, 1 ally in LOS ignores target's DR & SR

take 10 on Acrobatics check to tumble even when distracted, each occupied square counts as 1

use vital transfer to move target +1 up track not heal, you move -1 down track

shift unfriendly beast to indifferent automatically

reroll Use the Force for Block or Deflect

1/enc Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn
no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons

Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied

1/enc adjacent ally gains +2 spd


at end of encounter target moves -3 down track & needs rest or surgery
no penalty when using Accelerated Climbing of Climb

once a day, make skill check trained, multiple per day

Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target

if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware

run up to five time speed

Gather Info replaces Knowledge (galactic lore), considered trained

if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon

with melee atk against target with your allies adjacent reroll damage & keep best

with you & two allies adjacent to target, target is flat-footed


1/enc, grant benefits of a talent to every ship in your squadron until end of enc.

1/enc, grant a maneuver you use to every ship in your squadron next round

an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest
+1 Atk aboard starship including personal weapons

when you grab an enemy they must make opposed grapple to break, if you initiate you can reroll, if you're in
light or no armor

recruited enemy can immediately use second wind as a reac

remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level

reroll Treat Injury

an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free

if you resist a mind-affecting Force power the user cannot use the same power against you again

melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB

natural 20 on Atk roll = one extra Force Point for encounter

if an ally moves you can move before your next turn if you end within 3 sq of that ally
your force powers can deal stun dam

if damage opp with slashing Atk, opp -2 melee Atk until your next turn

if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn
when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit

choose a lightsaber form

1/enc adjacent ally gains +1 die dam


at end of encounter target moves -3 down track & needs rest or surgery
if within 10 sq of an ally +2 DR

when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk

1/enc after you dam opp you can move your speed

when you grab and opponent they must use a full to break the grab not a stan

add your class level to Will Def v. Use the Force

1/enc, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 stun, you must be adjacent
when you deal stun dam with unarmed atk, after dam is halved add +1 die dam

with damage in a melee attack, move 1 down track if damage beat threshold

1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn

if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp
make Whirlwind Attack at end of charge not normal melee attack if using no weapons (gloves, etc)

deal sneak attack damage when you use Skirmisher

1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy

1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3; as stan auto aid another droid w/skill
you are trained in if have Skill Focus add +5; as swif grant ally 1 swif that it can immediately use as a free
mind trick to convince target they can't use the Force, Int 3 & w/in 12sq, UtF v. UtF

speed not reduced by difficult terrain

1/enc move up to your speed


1/enc return any [light side] power without spending Force Point

if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw

if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you
in surprise rnd if not surprised can take swif in addition to other action, if surprised can take swif
until end of encounter: can only use "you" Force Powers & 1/turn recover 1 spent power w/out FP

Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS

1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex
bonus but only once a round)

make a swif action a reaction after failing Deception or Stealth

once a day, use a swift action instead of move or standard


1/enc make single ranged atk w/handheld weapon as swif not stan, cannot use remaining for atk
each 1/enc: move your speed & +2 Ref Def until end of enc, or no Def penalty on charge, or move & +2 Ref Def
v. Atk of Opp until next turn

+1 Force bonus to attacks with simple weapons

1/enc, treat attack with ally on with same target together vs. SR, DR & Threshold

move vehicle additional step down track

can use Assault, Deployment or Field Tactics as a swift action not move
when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod

select 2 allies, each moves 2 sq as reac w/out atk of opp

all allies in LOS & within 6sq can withdraw as a swif until start of your next turn

1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track

if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn

add one dark side force power, 1/enc use that power without increasing Dark Side score

if you take damage for an ally your damage threshold +5

if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned
when you deal dam at end of charge, you knock target prone if opponent no more than 1 size larger

if ally is using Persuasion to change attitude that doesn't understand you add +2

if non-area atk hits, can choose to do half damage and target loses its next move
1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS

auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth

1/enc when an enemy moves within 6 sq can make Atk against as a reaction

+2 Atk & damage on next PB or within reach attack if in LOS


1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used

can use Recruit Enemy when you or ally would deal dam to kill target instead of only you
increase speed of droid or vehicle if you occupy or are adjacent by 1 sq, 1 per round

w/natural 20 to use Force disarm, grip, slam, thrust or Move Object, reuse same power immediately
with Force Training & take move object, gain extra power from disarm, slam, thrust or move object

if you are moved by a Force power reduce the distance by half

1/enc, return Force disarm, slam, thrust, or Move Object without Force Point

negate movement if being force against will


add Force Point roll to damage & attack if unarmed

with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach

can return Intercept to suite without spending Force Point

when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP

if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. that target
link within 1km can communicate as if speaking, 1/enc may share Force power of target or you

can move target 1 sq if damaged by Whirlwind Attack, not if grabbed or grappled, no Atk of Opp

1/enc when attacked you can move your speed

deal additional die of damage

only full-round actions unarmed, take full attack as standard action

DC20 Ride to negate difficult terrain

Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled

when you catch a Second Wind move +2 up track also


1/turn if Will Def is targeted can replace Will with Use the Force check, you -5 UtF until end of next

when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL

any target struck by thrown lightsaber moves at half spd (round down) until your next turn

if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk

get total concealment in place of any concealment

catch a Second Wind one extra time

can substitute Use Computer for Gather Info if you have computer access

automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5
allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal

Deception to feint, shut off and reignite lightsaber

when you die become a dark side spirit & can possess others or enter an object, see J16

spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS, lost if not used by end of enc

when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp

if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp
DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track

1/enc if you and allies have LOS to same target you all can reroll one ranged attack
Initiative check v. enemy in LOS, loser is flat-footed v. other

no penalty to Atk when using Rapid Shot

set trap 3sq wide, DC20 Mechanics & Deception to conceal, target DC10 Acrobatics to avoid, select 1 option: 1.
target falls prone 1d6 dam, 2. auto hit w/mine & 1d20+10 v. adjacent, 3. +2 Deception & fall prone
Persuasion v. Will Def of 1 enemy in LOS for them to attack who you choose, +5 if they're higher level

give up standard action to give all extra action next turn

When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better
1/enc after first round Knowledge (tactics) v. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at
start of next round, allies in LOS can choose to reroll

turret self-destructs at 0hp with 2sq radius dealing its normal dam, you can disable if adjacent as reac
with two pistols, +2 dam if using Rapid Shot

you can move 2 squares between attacks without an attack of opportunity

you can make an attack with both weapons or double-sided weapon against different targets

each 1/enc after you atk: if same atks you atk/reac, or opp can't atk you, or +2 atk if they haven't atk

throw 2 weapons at same enemy or target sq w/one hand, separate atks -10 & weapons must be similar, range =
8sq
ally in 12 sq & LOS takes dam you take half dam & ally takes half dam

1/enc increase dam thresh = Independent Droid level

if parry melee attack, can immediately make unarmed Atk as reaction against target

fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others)
one opponent loses Str bonus to melee attacks against you, not to damage

when you use Adapt & Survive, you deny the bonus to the enemy in LOS
1/day add 1/2 officer class to all Def 1 round, must declare at beginning of your turn
do not lose Dex bonus if flat-footed or attacked by hidden attacker

cannot be flanked

1/round if damaged move 1 sq as reac, no Atk of Opp


1/enc a roll 16 or higher is considered a natural 20

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/enc reroll damage of one attack

Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you

if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed
opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter

allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes

Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter

1/enc an attack that would knock you down the track is reduced by 1 step

1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def

1/enc increase speed of allies in LOS by 2

Cri on 19-20, 19 not an auto hit

additional damage from an empowered weapon is considered fire damage

+1d6 fire damage with melee weapons until the beginning of your next turn

UtF v. Will Def to vanish from sight of one target in LOS, total concealment v. target until next turn

+2 Atk with selected vehicle type, may take 10 on Pilot checks

1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC
treat your ship as two size categories smaller when attempting Stealth checks

DC 15 Mechanics for hp = 5 x CL

if hit by area attack, take half or no damage, must be moving

+10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def
poisons used against a target get +2 Atk against Fort Def

if an enemy you damaged in this encounter is at 0 hp, return one Force Power as free

one adjacent ally +1 Ref Def as long as they remain adjacent

when an enemy you reduced to 0 hp or bottom of track, your next atk is +1 die

can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly

you or ally within 12sq if you miss an atk, UtF check over target's Will attacker can reroll Atk spend one
farseeing, you -5 Use the Force until beginning of your next turn
you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you
-5 Use the Force until beginning of your next turn

See into past or future with farseeing, max one year per your level
1/enc you gain hp = 10 + 1/2 your HL

enemies in LOS take -2 Def until your next turn

+1 Ref Def v. melee if have wan-shen in hand & not flat-footed

treat wan-shen as Med weapon not Large, can Pin & Trip with wan-shen if wan-shen in hand

make 2 atk with wan-shen each against a different target if have wan-shen in hand

provide soft cover to 1 adjacent ally

when enemy makes unarmed/melee atk for 2nd time in enc v. you make Perception as reac to gain +1 Ref &
Fort Def v. for rest of enc, can switch targets by not using for 1 full rnd
1/enc ignore 1 non-Force effect, talent, skill or ability that exceeds Will Def, if spend FP ignore mind effect
even if Force

if enemy fails Stealth or Deception v. your Perception you can take move as reac, if multiple fail, your moves
cannot exceed Dex mod

can move into same space as frigate or larger without collision & can occupy same space
if you are adjacent to an ally you can't be flanked
Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects

Perception replaces Initiative & considered trained in Initiative

when acting in surprise round you &allies take +1 move max

add Cha mod to dam (min +1) to telekinetic Force power

1/enc ignore DR of single target in LOS for the rest of your turn

if deal dam over threshold, Persuasion as a free action v. Will, flees one min target can spend Force Point to
negate, or if target's level is higher

if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down track
every level, get credits class level x5000

if minion killed, they are replaced by one of same level 24 hours later

if use ranged weapon as melee weapon +2 melee atk

+2 dam, single weapon group

+2 melee dam with discblade

+2 to melee damage

1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track

any target adjacent takes dam = Str bonus with melee weapon

Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force

Crit with a lightsaber, move target 2 steps down track


1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours

1/enc negate the effect of a single attack or skill check v. Will Def

1/enc grant allies in LOS +2 Will Def for encounter even if out of LOS, not self

gain concealment & +2 Ref Def v. thrown weapons until end of encounter

Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight

1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller)

when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn

each time you're attacked opponent -2 Will Def until end of next turn

1/turn when dam target with unarmed atk make atk v. Fort Def for target to take only 1 swif next turn, if you're
in light or no armor

any ally who uses second wind in your Safe Zone gains additional hp = your cl

Rare. Cannot use regular energycells/powerpacks, must be antiquated and cost +50%. Repair is done at +5 DC.
Can be refitted.
Rare. Ship CL -2. TH -25%. ATK Bonus -2. Repairs +5 DC. Can be refitted.
1xDay, forbidden action: Persuasion or Use the Force vs Will Def.
Ranged energy weapon: Energy & Fire DMG.
>1 shot in 1 round overheats weap 1 round
Armor: x2 Fort Def vs cold and nullifies Fort Def vs heat

Droid confused with Persuasion vs Perception.


Cannot act in 1 round. If failed, it reacts with a swift action.
+1 in one ability score

On crit, +1d DMG after doubling for crit.


Considered illegal.

On armor that apply equipment bonus to FORT DEF:


DR2 vs slashing.
FORT DEF bonus -1 (min 0)

Stun or ion DMG weapons:


+1d DMG when set to stun or doing ion DMG
-1d DMG when when not set to stun or doing ion DMG
Optional; armor take DMG from 1 hit, 1 time per encounter.
DR, HP, TH & break DC equals weapon of same size category as wearer. If conditiontrack is reduced, penalties
apply to wearers REF DEF only.
Ranged energy weapon: Energy & Bludgeoning DMG
Armor: DR5 vs sonic damage, max dex -1.

1xEncounter, Ignore a negative condition track.

DR vs lightsabers, rare outside KOTOR era


Untrained: AB -5 CM +0 CLM -1
Normal: AB +0 CM +5 CLM +0
Skilled: AB +2 CM +6 CLM +1
Expert: AB +5 CM +8 CLM +2
Ace: AB +10 CM +12 CLM +4

Repairs at half time with Skill Focus(Mechanics).


Doesn't stack with other timesaving bonuses.
Doesn't apply when droid modifies itself.
May use INT bonus instead of CHA bonus on persuasion checks.

DMG -2. If moved down condition track by this weapon, max 2 swift per turn to recover. Illegal.
On armor that apply equipment bonus to FORT DEF:
DR +1, FORT DEF bonus -1 (min 0)

1xEncounter. If /2 or fewer hitpoints, +5hp or +5 threshold for 1r.

Slashing/piercing weapon (not lightsabers): Crit range 19-20 for one encounter. Only 20 is automatic hit. Can be
declared after attack is made. /2 HP.
Armor: /2 weight, move full movement 1 time per encounter as if wearing no armor. -1 bonus to REF DEF.
On armor that apply equipment bonus to FORT DEF:
Provides breathable air equal to armor's FORT DEF bonus.

On armor that apply equipment bonus to FORT DEF:


DR5 vs stun DMG. FORT DEF bonus -1 (min 0)

Weap with stun DMG: If target move down condition, /2 speed until restored. At -4 = immobilized. Exotic
except for Gands.
Energy melee weap: +2 equip bonus to ATK of a contact poison applied to it. Breaks on "1".
Ranged without stun: +1 ATK on stun setting. Breaks on "1".
Armor: +2 stealth, -1 FORT DEF bonus (min 0)

1xEncounter, +1d of damage on an attack.

CHA-based skill checks are favorable (except Use the Force)


1 per encounter, apply destiny bonus equal to /2 dark side score to ATK roll or skill check before the end of
your turn. Gain 1 dark side point.
1 per encounter, apply destiny bonus equal to /2 opponents dark side score to his/hers ATK roll or skill check
before the end of your turn.
Built in tracking device.

When assisting Skill(Mechanics), add INT bonus on top of the +2.

Illegal and unfavorable vs law enforcements/authority (see rules).


Weapon: +2 equip to DMG rolls with power attack or power blast.
Armor: +2 vs bludgeoning.

Dark Side score is treated as +1 when targeted with something that targets dark side.
Slashing/Piercing melee weap (not lightsaber): If DMG is above targets FORT DEF target take 1d4 DMG in
beginning of next turn.
Armor: DR2 vs energy DMG. Dark Side score is treated as +1.
+5 on Mechanics check to modify. If equipment is disabled, all mods on it are destroyed.
Melee Simple weap: if weapon is worn in 2 hands, triple STR bonus to DMG. If the user have less than 15 STR
(medium weap) 17 (large) 19 (huge or larger) they get -2 penalty to use the weapon.
Armor: Convert one crit to regular DMG per encounter. If the wearer have less than 13 STR (light armor) 15
(med) or 17 (heavy) they take armor check penalty even if they are proficient.

Add WIS bonus to intimidation checks.

DR vs lightsabers, rare outside KOTOR era


2 mods from Tech Specialist (page 21 SotG) instead of one.
Weapon: 1-4 on rolls using the item is treated as a natural 1 and the weapon gets disabled until repaired.
Armor: Wearer get +1 die of damage on a critical hit, before doubling.

With quick draw feat, draw or holster as free action once per round.
Die step is increased by one (d4=d6, d6=d8 etc up to d12) and increase ATK bonus +1. Exotic except for
Rare. +10% more shots per power pack. Repir is done at +5 DC. Needs weekly maintenance (read rules).
Rare. Repairs +5 DC. Needs weekly maintenance (read rules)
Folded; range as pistol, cannot be braced during autofire.
Extended; range as rifle, -5 when used in one hand.
Others gain +5 on Mechanics to modify appendages/accessories.
Doesn't apply when droid modifies itself.
Remove 1 persistent condition while recharging.

Advanced or simple melee weapon: Lightsabers doesn't ignore DR for this weapon. It can block, deflect and
redirect like a lightsaber, and use any talent with Jedi as prereq. Dark side users can spend fp as swift action to
gain bonus damage equal to dark side score, but gives them a dark side point.

Armor bonus +1, +2 to stealth checks to avoid electronic sensors.


+2 circumstance to Ref. and Will Def. vs Yuuzhan Vong.

1xDay, DC20 check to extend usetime +25h or move +1 condition.

Energy Weapon: Change to ion DMG with swift action. Need INT 13+, else -2 on ATK rolls.
Armor: DR 10 vs ion DMG. Need DEX 13+, else armor check penalty.

Rare. Illegal in Legacy Era.


Armor weight /2 and is repaired with treat injury skill.
Use of equipment & weapons get -5 penalty if lacking knowledge.
Energy DMG is changed to either bludgeoning, slashing or slashing.
CLASS TREE ALL J N Scn Sct Sol Category

Accessory

Accessory

Accessory

Accessory
Accessory
Accessory
Accessory

Accessory
Accessory
Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Accessory
Accessory

Accessory

Accessory

Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Accessory
Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Accessory

Accessory
Accessory
Accessory
Accessory
Accessory
Accessory

Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor

Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor

Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor

Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

Crystals
Crystals

Crystals

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

Crystals
Crystals
Crystals

Crystals

Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals
Crystals

Crystals
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Destiny
Equipment

Equipment

Equipment
Equipment

Equipment

Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Equipment
Equipment
Equipment

Equipment
Equipment
Equipment

Equipment

Equipment

Equipment
Equipment
Equipment

Equipment
Equipment
Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment

Equipment

Equipment
Equipment
Equipment

Equipment

Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Equipment
Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment

Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment

Equipment
Equipment

Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment

Equipment
Equipment

Equipment

Equipment

Equipment
Equipment
Equipment
Equipment
Equipment

Equipment

Equipment
Equipment
Equipment
Equipment

Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment

Equipment
Event
Event
Event

Event
Event
Event

Event
Event
Event
Event
Event

Explosives

Explosives
Explosives
Explosives
Explosives
Explosives

Explosives
Explosives
Explosives

Explosives
Explosives
Explosives

Explosives
Explosives
Explosives
Feat

J Sol Feat
J Feat

Feat
Scn Sct Feat
Scn Sct Sol Feat
Feat
Feat

Sol Feat
Feat
Feat

Sct Sol Feat

N Sct Feat

Sct Feat

Sol Feat
Feat

Feat

J Sol Feat
Sol Feat

J Sol Feat

Scn Sct Sol Feat


Sol Feat
Sol Feat
Scn Sct Feat
Scn Sol Feat

Sol Feat

J Sol Feat

Feat
N Scn Feat

N Feat
Sol Feat
Sol Feat
Feat

Feat
J N Feat

J Sol Feat
Feat

J Scn Sct Sol Feat


Sct Sol Feat
Feat

Sol Feat

Feat

Feat
J Sol Feat

J Scn Feat

Scn Sol Feat


J Sol Feat

Sct Sol Feat

Feat
Feat

Sol Feat

Sol Feat

N Scn Sct Feat


Feat

J Sol Feat

Scn Sol Feat


Sol Feat

Scn Sct Feat


N Feat

N Feat

Feat

Feat
Scn Sct Sol Feat

Sct Sol Feat

Scn Feat

Feat
J Sct Sol Feat
N Feat

Scn Feat
Sct Sol Feat

Feat
N Scn Sct Sol Feat

Feat

Feat

N Scn Feat

J Sct Sol Feat

J Scn Sct Feat


Feat

Feat

J Sol Feat
Feat

Feat

Feat

Scn Sct Sol Feat


Feat

Scn Sct Feat

J Sol Feat
Feat
J Sol Feat

J Sol Feat
Scn Feat
Feat

Feat

Feat

N Sol Feat
N Sol Feat

N Scn Feat

Scn Sct Feat

Feat
Feat
Sct Sol Feat
J N Scn Sct Sol Feat

Feat
Scn Sct Sol Feat

J Sct Sol Feat

J N Scn Feat

Sct Sol Feat


Feat
N Sol Feat

Scn Feat

Sol Feat
J N Sol Feat
Feat

Feat

Feat
J N Scn Feat

J Feat
Feat

Feat
Feat
Feat

Sct Sol Feat

Feat

Feat
Sct Sol Feat

N Scn Feat

Feat
Sol Feat

Scn Sct Feat

Sol Feat

J Sct Sol Feat

Sct Sol Feat

J Sol Feat
Feat
Sol Feat

N Scn Feat

Feat
Feat

Scn Sct Sol Feat

Feat
Feat

Sol Feat
Feat
J Sol Feat

Scn Feat

Sol Feat

J Sol Feat

Feat
Feat
J Sol Feat
Feat

Scn Feat

J Sol Feat

J N Scn Feat
Feat
Sct Sol Feat

Feat

N Scn Feat

N Feat

Feat

Feat

Feat
Feat
Feat
Feat
Scn Feat

Sol Feat
Feat

Feat

Feat

N Feat

J Scn Sol Feat


N Sct Feat

Feat
Feat

Feat
Feat

Feat

J Sol Feat
J Sol Feat
J Sol Feat
N Scn Feat

Feat

Sct Sol Feat


Feat

Feat

J N Scn Sol Feat

Feat

Sol Feat

Sol Feat

Feat

J N Scn Sct Sol Feat

J Scn Sct Feat

Feat

Feat

Feat

Feat

J Scn Sct Feat

Sol Feat
Feat

Feat
Feat

J Sct Sol Feat

Feat

J Sol Feat

J N Feat

Scn Sct Sol Feat

Scn Feat

Scn Sol Feat


Feat

Feat
Feat
Sol Feat

Feat
Feat

Scn Sct Sol Feat

Feat

Sct Sol Feat


Scn Sct Feat

J Sol Feat

Sol Feat
J Feat

Feat

Scn Sct Sol Feat


N Scn Feat

Scn Sct Sol Feat


Feat

Feat

J Scn Sol Feat


Feat

Feat

N Scn Feat
Sol Feat

J N Scn Sct Sol Feat


Scn Sct Sol Feat

J Sol Feat
N Sol Feat
Feat

Sct Sol Feat

N Feat

J N Scn Sct Sol Feat

Feat
Feat

Feat

Feat

J Sct Sol Feat

J Sol Feat

J Sol Feat

Feat

N Scn Sct Feat

N Scn Feat
Sct Sol Feat

J Sct Sol Feat

J Scn Sct Sol Feat

Feat

N Scn Sol Feat

J Sol Feat

Scn Feat
Feat

Feat

Sol Feat
Sol Feat
Feat

Feat

Feat

N Scn Feat
N Scn Feat

Feat
Feat
Feat
Feat
J N Scn Sct Sol Feat
J N Scn Sct Sol Feat
Feat

Feat

J Sct Sol Feat

Sct Sol Feat

Scn Sol Feat


Feat

N Sct Sol Feat

Feat
Feat
J Sol Feat

J N Scn Sct Feat


Feat

Feat

Feat

Feat

Scn Sct Sol Feat

Sol Feat
Feat

J Feat
Feat

Feat
Feat
N Feat

Feat

J Feat

Feat
Feat

Feat

N Scn Feat
Feat

Feat

Feat
Sol Feat

Feat

Feat

Sol Feat
Sol Feat
Sol Feat

J Sol Feat

J Sol Feat
J Sol Feat
Feat

Feat

Feat

Feat
Feat

J Sol Feat
Feat

Feat

J N Feat

Scn Sct Feat

Scn Sct Sol Feat


Scn Sct Sol Feat
Feat
Feat

Feat

J N Sol Feat

Feat

J N Feat
Feat
1 Sol Feat
Feat

2,3 2 2 2,4 Feat


Feat
Feat

J N Feat
Feat

J Sol Feat

Sol Feat
Feat

Feat

Scn Sol Feat


x Feats

x Feats
x x Feats

x x Feats

x Feats
x Feats

x Feats

x Feats
x x Feats

x Feats

x Feats

x x Feats
x Feats
x Feats
x Feats

x x Feats
x x Feats

Feats
x x Feats
x Feats

x Feats

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power
Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force Power

Force
Regimen

Force
Regimen

Force
Regimen

Force
Regimen
Force
Regimen

Force
Regimen

Force
Regimen

Force
Regimen

Force
Regimen

Force
Regimen

Force
Regimen

Force
Regimen

Force Secret

Force Secret
Force Secret
Force Secret
Force Secret
Force Secret

Force Secret

Force Secret
Force Secret

Force Secret
Force Secret
Force Secret
Force Secret
Force Secret
Force Secret

Force Tech.
Force Tech.
Force Tech.

Force Tech.
Force Tech.
Force Tech.

Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.

Force Tech.

Force Tech.

Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.

Force Tech.
Force Tech.
Force Tech.
Force Tech.

Force Tech.
Force Tech.

Force Tech.

Force Tech.
Force Tech.
Force Tech.

Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.

Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Force Tech.
Melee
Melee
Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee
Melee
Melee

Melee
Melee
Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee
Melee
Melee
Melee
Melee

Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee

Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee

Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee

Melee
Melee

Melee
Melee
Melee
Melee
Melee
Occupation
Occupation

Occupation

Occupation

Occupation

Occupation

Occupation

Occupation

Occupation

Occupation

Occupation

Origin
Origin
Origin
Origin
Origin
Origin
Origin

Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Origin
Prestige
Prestige
Prestige
Prestige

Prestige

Prestige

Prestige
Prestige
Prestige

Prestige
Prestige
Prestige

Prestige
Prestige
Prestige
Prestige
Prestige

Prestige
Prestige
Prestige

Prestige

Prestige

Prestige
Prestige

Prestige

Prestige
Prestige
Prestige

Prestige

Prestige
Prestige
Prestige
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged

Ranged
Ranged

Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged

Ranged
Ranged

Ranged
Ranged
Ranged
Ranged

Ranged

Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged
Ranged
Ranged

Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged

Ranged

Ranged
Ranged
Ranged

Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
Ranged
J Scn Skills
Sct Sol Skills
N Scn Skills
J Sct Sol Skills
N Scn Skills
J N Scn Sct Sol Skills
J Sct Sol Skills
J N Scn Sct Sol Skills
J Scn Sct Sol Skills
J N Scn Sct Sol Skills
N Scn Skills
J N Scn Sct Sol Skills
N Sct Skills
Scn Sct Skills
Sct Skills
Sct Sol Skills
N Sol Skills
N Scn Sol Skills
J Skills
Species
Species

Species
Stealth & Survival are Species
class skills

Species

Species
Species

Species
Species

Species

Species
Species
Species
Species

Species
Species

Species
reroll Perception, mtr Species

Species
Species
+1 at first level Species
Species
Species
Species
Species
Species
Species

Species
Species

Species

Species
Species

Species

Species

Species

Species

Species

Species

Species

Species

Species
Improved Damage Species
Threshold w/Con 13

Species
Species
Species

Species

Species
Species

Species
Species
Species

Species

Species
Species

Species

Species

Species

Species

Species
Species
Species
reroll Knowledge (life), Species
mtr, reroll Swim & take
10 Species
Species

Species
Species
Species

Species

Species
Species

Species
Species
SF Climb Climb +2 Species
Improved Damage Species
Threshold

Species

Species
Species

Species

Species

Species

Species
Species

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

+1 at first level Species

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


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

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


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

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

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


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

reroll Perception, reroll Species


Endurance
+1 at first level* +1 at first level* Species
+1 at first level* +1 at first level* Species
+1 at first level* +1 at first level* Species

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


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

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

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

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


+1 at first level* +1 at first level* Species
Species
Species
reroll Survival, mtr Species
Species
Species
Species
Species

Species
Species
Species
Species

Species

Species
Species
Species
Species
Species
Species

SF Perception Survival is a class skill, Species


reroll Initiative, mtr
Species

Tech Specialist Species


w/Mechanics

Species

Force-sensitivity, Force reroll Persuasion to Species


Training* intimidate, keep better

Squib tensor rifle w/WP Persuasion class skill, Species


(rifle) reroll Know (tech, mtr)

SF Persuasion Species

Species
Species
Species
Species

Species
Species

Rapid Shot or Rapid Species


Strike, Mighty Swing if
have Martial Arts I & Str
13
Species

Species

Species
Species
Species

Species
Species
Species
Species
Species
Species
Species
SF Deception reroll Knowledge (life) & Species
Treat Injury, mtr

Species
SF Mechanics reroll Perception, mtr Species
Species

Species

Species
Species
Species

Species
Species

Species

Species
Species

Species
Species

Species

Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers
Starship
Maneuvers
Starship
Maneuvers
Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers
Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers
Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers
Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers
Starship
Maneuvers
Starship
Maneuvers
Starship
Maneuvers
Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers

Starship
Maneuvers

Elite Trooper Melee Specialist Elite Talent


Trooper

Jedi Jedi Guardian Jedi J Talent

Force-Using Traditions Jal Shey Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scout Awareness Bounty Sct Talent


Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Scout Versatility Scout Sct Talent
Droid Second-Degree Droid Droid Talent
Jedi Jedi Consular Jedi J Talent

Force-Using Traditions Dathomiri Witch Force Talent


Disciple,
Jedi
Master,
Sith Lord

Shaper Implant Shaper Talent

Scout Surveillance Scout Sct Talent


Noble Master of Intrigue Noble N Talent
Scoundrel Opportunist Scoundre Scn Talent
Assassin Assassin lAssassin Talent
Melee Duelist Melee Duelist Melee Talent
Duelist

Jedi Jedi Consular Jedi J Talent

Sith Apprentice Sith Sith Talent


Apprenti
ce
Jedi Jedi Consular Jedi J Talent

Scout Unpredictable Scout Sct Talent

Force-Using Traditions Korunnai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Korunnai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Korunnai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Infiltrator Infiltration Infiltrator Talent

Noble Disgrace Charlatan N Talent


, Noble
Elite Trooper Republic Commando Elite Talent
Trooper
Soldier Ambusher Soldier Sol Talent

Noble Anticipation Noble N Talent

Jedi Knight Jedi Instructor Jedi Talent


Knight

Soldier Armor Specialist Gladiator Sol Talent


, Imperial
Knight,
Jedi
Knight,
Sith
Apprenti
ce,
Soldier
Imperial Knight Knight's Armor Imperial Talent
Knight

Imperial Knight Knight's Armor Imperial Talent


Knight

Imperial Knight Knight's Armor Imperial Talent


Knight

Soldier Armor Specialist Gladiator Sol Talent


, Imperial
Knight,
Jedi
Knight,
Sith
Apprenti
ce,
Soldier
Elite Trooper Protection Elite Talent
Trooper

Elite Trooper Mandalorian Warrior Elite Talent


Trooper
Master Privateer Privateer Master Talent
Privateer
Noble Exile x Talent

Scoundrel Smuggling Scoundre Scn Talent


l
Noble Gambling Leader Noble N Talent

Officer Military Tactics Officer Talent


Noble Superior Skills Noble N Talent
Force Sensitive Light Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Crime Lord Mastermind Crime Talent
Lord
Master Privateer Privateer Master Talent
Privateer
Crime Lord Mastermind Crime Talent
Lord
Force-Using Traditions Jensaarai Defender Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force Adept Force Item Force Talent


Adept
Force Sensitive Light Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master

Force-Using Traditions Aing-Tii Monk Force Talent


Disciple,
Jedi
Master,
Sith Lord

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist
Droid Commander Droid Commander Droid Talent
Comman
der
Force Sensitive Alter Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Scoundrel Fortune Charlatan Scn Talent


,
Gunsling
er,
Scoundre
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Noble Exile x Talent

Force-Using Traditions Bando Gora Captain Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scout Fringer Outlaw, Sct Talent


Scout
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Jedi Jedi Guardian Jedi J Talent
Scout Mobile Scout x Talent

Medic Advanced Medicine Medic, Talent


Shaper
Soldier Veteran Soldier Sol Talent

Soldier Brawler Soldier Sol Talent


Force Sensitive Control Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Ace Pilot Squadron Leader Ace Pilot Talent
Force-Using Traditions Believer Disciple Force Talent
Disciple,
Jedi
Master,
Sith Lord

Noble Inspiration Droid N Talent


Comman
der,
Noble
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Improviser Improviser Improvis Talent
er
Scoundrel Yuuzhan Vong Biotech Scoundre Scn Talent
l

Shaper Shaper Shaper Talent

Improviser Procurement Improvis Talent


er
Scout Unpredictable Scout Sct Talent
Master Privateer Privateer Master Talent
Privateer

Master Privateer Privateer Master Talent


Privateer

Master Privateer Privateer Master Talent


Privateer

Saboteur Turret Saboteur Talent


Saboteur Turret Saboteur Talent
Saboteur Turret Saboteur Talent
Noble Master of Intrigue Noble N Talent
Scout Spy Infiltrator Sct Talent
, Scout
Gunslinger Gunslinger Gunsling Talent
er
Ace Pilot Expert Pilot Ace Pilot Talent
Jedi Lightsaber Combat Imperial J Talent
Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Master Privateer Piracy Master Talent


Privateer
Gunslinger Carbineer Gunsling Talent
er
Master Privateer Privateer Master Talent
Privateer

Force-Using Traditions Matukai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Crime Lord Mastermind Crime Talent


Lord
Crime Lord Mastermind Crime Talent
Lord
Crime Lord Mastermind Crime Talent
Lord
Elite Trooper Protection Elite Talent
Trooper
Noble Inspiration Droid N Talent
Comman
der,
Noble
Officer Rebel Recruiter Officer Talent
Scoundrel Revolutionary Scoundre Scn Talent
l
Force Adept Beastwarden Force Talent
Adept

Noble Leadership Corporat N Talent


e Agent,
Droid
Comman
der,
Noble,
Officer
Infiltrator Bothan Spynet Infiltrator Talent

Military Engineer Military Engineer Military Talent


Engineer
Military Engineer Military Engineer Military Talent
Engineer
Independent Droid Elite Droid Independ Talent
ent Droid

Medic Advanced Medicine Medic, Talent


Shaper
Gladiator Gladiatorial Combat Gladiator Talent
Force-Using Traditions Warden of the Sky Force Talent
Disciple,
Jedi
Master,
Sith Lord

Scoundrel Yuuzhan Vong Biotech Scoundre Scn Talent


Gunslinger Sharpshooter Gunsling Talent
er

Pathfinder Pathfinder Pathfinde Talent


r
Force-Using Traditions Agent of Ossus Force Talent
Disciple,
Jedi
Master,
Sith Lord

Soldier Rocket Jumper Soldier Sol Talent


Droid Second-Degree Droid Droid Talent

Gladiator Gladiatorial Combat Gladiator Talent


Jedi Knight Jedi Artisan Jedi Talent
Knight
Soldier Brawler Soldier Sol Talent

Improviser Improviser Improvis Talent


er

Droid Fifth-Degree Droid Droid Talent


Noble Provocateur Charlatan N Talent
, Noble
Noble Disgrace Charlatan N Talent
, Noble
Sith Apprentice Sith Alchemy Sith Talent
Apprenti
ce
Soldier Warrior x Talent

Force Adept Dark Side Devotee Force Talent


Adept
Force Adept Dark Side Devotee Force Talent
Adept

Force Sensitive Control Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Adept Mystic Force Talent


Adept
Force Adept Beastwarden Force Talent
Adept
Force-Using Traditions Dathomiri Witch Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Felucian Shaman Force Talent


Disciple,
Jedi
Master,
Sith Lord
Scoundrel Run and Gun Scoundre Scn Talent
l

Scoundrel Brigand Scoundre Scn Talent


l
Jedi Jedi Consular Jedi J Talent
Jedi Jedi Sentinel Jedi J Talent

Ace Pilot Expert Pilot Ace Pilot Talent

Force-Using Traditions Disciple of Twilight Force Talent


Disciple,
Jedi
Master,
Sith Lord

Gunslinger Carbineer Gunsling Talent


er
Ace Pilot Blockade Runner Ace Pilot Talent

Jedi Jedi Guardian Jedi J Talent


Ace Pilot Expert Pilot Ace Pilot Talent

Scout Reconnaissance Scout Sct Talent


Force Adept Mystic Force Talent
Adept
Elite Trooper Melee Specialist Elite Talent
Trooper

Jedi Jedi Consular Jedi J Talent


Droid Fourth-Degree Droid Droid Talent

Jedi Knight Jedi Weapon Master Jedi Talent


Knight
Soldier Mercenary Soldier Sol Talent
Officer Naval Officer Officer Talent

Force-Using Traditions Shapers of Kro Var Force Talent


Disciple,
Jedi
Master,
Sith Lord
Force-Using Traditions Dathomiri Witch Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Felucian Shaman Force Talent


Disciple,
Jedi
Master,
Sith Lord

Officer Military Tactics Talent

Soldier Squad Leader Elite Sol Talent


Trooper
Noble Leadership Corporat N Talent
e Agent,
Droid
Comman
der,
Noble,
Officer
Soldier Mercenary Soldier Sol Talent

Corporate Agent Corporate Power Corporat Talent


e Agent
Corporate Agent Corporate Power Corporat Talent
e Agent

Independent Droid Specialized Droid Specializ Talent


ed Droid

Independent Droid Specialized Droid Specializ Talent


ed Droid
Soldier Trooper Soldier Sol Talent
Force-Using Traditions Agent of Ossus Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Keetael Force Talent


Disciple,
Jedi
Master,
Sith Lord

Infiltrator Infiltration Infiltrator Talent

Ace Pilot Wingman Ace Pilot Talent

Outlaw Outlaw Outlaw Talent

Noble Lineage Corporat N Talent


e Agent,
Noble
Jedi Jedi Consular Jedi J Talent

Jedi Jedi Consular Jedi J Talent

Force Sensitive Dark Side Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Crime Lord Mastermind Crime Talent


Lord
Elite Trooper Weapon Master Elite Talent
Trooper
Noble Leadership Corporat N Talent
e Agent,
Droid
Comman
der,
Noble,
Officer
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Noble Leadership x Talent
Soldier Squad Leader Elite Sol Talent
Trooper
Corporate Agent Corporate Power Corporat Talent
e Agent
Imperial Knight Knight's Armor Imperial Talent
Knight

Jedi Lightsaber Combat Imperial J Talent


Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Imperial Knight Knight's Armor Imperial Talent


Knight
Soldier Brawler Soldier Sol Talent

Enforcer Enforcement Enforcer Talent


Jedi Jedi Guardian Jedi J Talent

Soldier Commando Elite Sol Talent


Trooper,
Officer,
Soldier
Jedi Knight Jedi Refugee Jedi Talent
Knight
Force Adept Imperial Inquisitor Force Talent
Adept
Scoundrel Spacer Ace Scn Talent
Pilot,
Master
Privateer,
Scoundre
Infiltrator Infiltration Infiltrator Talent

Ace Pilot Gunner Ace Pilot Talent

Force Adept Dark Side Devotee Force Talent


Adept

Noble Superior Skills Noble N Talent


Soldier Brawler Soldier Sol Talent

Force Sensitive Guardian Spirit Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist
Charlatan Trickery Charlatan Talent

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l

Scoundrel Yuuzhan Vong Biotech Scoundre Scn Talent


Improviser Improviser Improvis Talent
er
Force-Using Traditions Tyia Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Control Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Charlatan Trickery Charlatan Talent


Gunslinger Gunslinger Gunsling Talent
er

Jedi Jedi Sentinel Jedi J Talent

Jedi Knight Jedi Shadow Jedi Talent


Knight

Sith Apprentice Sith Sith Talent


Apprenti
ce
Sith Apprentice Sith Sith Talent
Apprenti
ce
Force Sensitive Dark Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Sensitive Dark Side Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Jedi Sentinel Jedi J Talent


Sith Apprentice Sith Sith Talent
Apprenti
ce
Sith Apprentice Sith Sith Talent
Apprenti
ce
Jedi Jedi Sentinel Jedi J Talent

Force-Using Traditions The Krath Force Talent


Disciple,
Jedi
Master,
Sith Lord

Sith Apprentice Sith Sith Talent


Apprenti
ce
Force Sensitive Dark Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Jedi Sentinel Jedi J Talent

Jedi Jedi Sentinel Jedi J Talent

Force Adept Dark Side Devotee Force Talent


Adept
Gunslinger Pistoleer Gunsling Talent
er

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Assassin Genohardan Assassin Talent
Gunslinger Gunslinger Gunsling Talent
er

Force-Using Traditions Order of Shasa Force Talent


Disciple,
Jedi
Master,
Sith Lord

Gunslinger Gunslinger Gunsling Talent


er
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Scoundrel Spacer x Talent

Scout Hyperspace Explorer Scout Sct Talent

Force-Using Traditions Believer Disciple Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Jedi Guardian Jedi J Talent


Jedi Knight Jedi Battlemaster Jedi Talent
Knight
Independent Droid Autonomy Independ Talent
ent Droid

Soldier Shockboxer Soldier Sol Talent

Pathfinder Pathfinder Pathfinde Talent


r
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Scout Versatility Scout Sct Talent
Jedi Lightsaber Combat Imperial J Talent
Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Noble Influence Crime N Talent


Lord,
Noble
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Noble Fencing Noble N Talent

Elite Trooper Critical Master Elite Talent


Trooper
Officer Military Tactics Officer Talent
Sith Apprentice Sith Commander Sith Talent
Apprenti
ce
Soldier Ambusher Soldier Sol Talent
Bounty Hunter Bounty Hunter Bounty Talent
Hunter

Force-Using Traditions Felucian Shaman Force Talent


Disciple,
Jedi
Master,
Sith Lord

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist
Soldier Brawler Soldier Sol Talent

Saboteur Sabotage Saboteur Talent

Jedi Knight Jedi Refugee Jedi Talent


Knight

Scout Camouflage Elite Sct Talent


Trooper,
Infiltrator
, Scout
Jedi Knight Jedi Archivist Jedi Talent
Knight
Noble Gambling Leader Noble N Talent
Droid Commander Override Droid Talent
Comman
der
Droid Commander Override Droid Talent
Comman
der

Soldier Mercenary Soldier Sol Talent


Noble Disgrace Charlatan N Talent
, Noble
Melee Duelist Melee Duelist Melee Talent
Duelist
Soldier Brawler Soldier Sol Talent

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist

Force-Using Traditions Zeison Sha Warrior Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Officer Fugitive Commander Officer Talent

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Noble Leadership Corporat N Talent
e Agent,
Droid
Comman
der,
Noble,
Officer
Force-Using Traditions Zeison Sha Warrior Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Guardian Spirit Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Gladiator Gladiatorial Combat Gladiator Talent


Charlatan Trickery Charlatan Talent

Noble Provocateur Charlatan N Talent


, Noble

Jedi Knight Lightsaber Forms Jedi Talent


Knight

Ace Pilot Gunner Ace Pilot Talent

Noble Master of Intrigue Noble N Talent


Noble Collaborator Noble N Talent

Outlaw Outlaw Outlaw Talent


Sith Apprentice Sith Sith Talent
Apprenti
ce
Force Sensitive Dark Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Gunslinger Sharpshooter Gunsling Talent


er
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Bounty Hunter Bounty Hunter Bounty Talent
Hunter
Droid Commander Droid Commander Droid Talent
Comman
der
Force-Using Traditions Iron Knight Force Talent
Disciple,
Jedi
Master,
Sith Lord

Military Engineer Military Engineer Military Talent


Engineer

Saboteur Sabotage Saboteur Talent


Droid Commander Droid Commander Droid Talent
Comman
der
Droid Fourth-Degree Droid Droid Talent

Melee Duelist Melee Duelist Melee Talent


Duelist
Melee Duelist Melee Duelist Melee Talent
Duelist

Droid First-Degree Droid Droid Talent


Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Droid Fifth-Degree Droid Droid Talent

Force-Using Traditions Shapers of Kro Var Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scoundrel Brigand Scoundre Scn Talent


l
Martial Arts Master Martial Arts Forms Martial Talent
Arts
Master
Jedi Knight Jedi Investigator Jedi Talent
Knight
Noble Lineage Corporat N Talent
e Agent,
Noble
Scoundrel Slicer Improvis Scn Talent
er
Scoundrel Slicer Improvis Scn Talent
er
Bounty Hunter Bounty Hunter Bounty Talent
Hunter
Ace Pilot Expert Pilot Ace Pilot Talent
Jedi Jedi Guardian Jedi J Talent

Force Adept Dark Side Devotee Force Talent


Adept

Medic Advanced Medicine Medic, Talent


Shaper
Force-Using Traditions Kilian Ranger Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force Adept Force Item Force Talent


Adept
Noble Collaborator Noble N Talent
Noble Lineage Corporat N Talent
e Agent,
Noble
Pathfinder Pathfinder Pathfinde Talent
r
Force-Using Traditions Baran Do Sage Force Talent
Disciple,
Jedi
Master,
Sith Lord

Independent Droid Specialized Droid Specializ Talent


ed Droid
Vanguard Vanguard Vanguard Talent
Soldier Brawler Soldier Sol Talent

Jedi Jedi Consular Jedi J Talent


Force Adept Beastwarden Force Talent
Adept

Droid Fifth-Degree Droid Droid Talent


Force Sensitive Control Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Pathfinder Pathfinder Pathfinde Talent


r
Ace Pilot Wingman Ace Pilot Talent

Force Adept Mystic Force Talent


Adept

Droid Third-Degree Droid Droid Talent


Scout Survivor Enforcer, Sct Talent
Medic,
Outlaw,
Pathfinde
r, Scout,
Vanguard

Improviser Procurement Improvis Talent


er
Noble Superior Skills Noble N Talent
Elite Trooper Weapon Master Elite Talent
Trooper
Gladiator Gladiatorial Combat Gladiator Talent
Force-Using Traditions Baran Do Sage Force Talent
Disciple,
Jedi
Master,
Sith Lord

Droid Commander Droid Commander Droid Talent


Comman
der
Shaper Shaper Shaper Talent
Soldier Brawler Soldier Sol Talent
Soldier Brawler Soldier Sol Talent

Ace Pilot Gunner Ace Pilot Talent


Scout Mobile Scout x Talent
Shaper Shaper Shaper Talent

Scout Awareness Bounty Sct Talent


Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Officer Military Tactics Officer Talent
Jedi Jedi Guardian Jedi J Talent
Scout Camouflage x Talent

Elite Trooper Critical Master Elite Talent


Trooper
Elite Trooper Critical Master Elite Talent
Trooper
Elite Trooper Critical Master Talent

Elite Trooper Weapon Master Talent

Medic Advanced Medicine Medic, Talent


Shaper

Scout Survivor Enforcer, Sct Talent


Medic,
Outlaw,
Pathfinde
r, Scout,
Vanguard

Saboteur Sabotage Saboteur Talent

Noble Gambling Leader Noble N Talent


Scout Unpredictable Scout Sct Talent

Scout Espionage Scout Sct Talent

Elite Trooper Squad Leader Elite Talent


Trooper

Bounty Hunter Bounty Hunter Talent


Bounty Hunter Bounty Hunter Talent

Ace Pilot Gunner Talent

Scoundrel Outlaw Tech Improvis Scn Talent


er,
Military
Engineer,
Scoundre
Scoundrel Smuggling Scoundre Scn Talent
Crime Lord Infamy Crime Talent
Lord,
Master
Privateer

Soldier Mercenary Soldier Sol Talent

Noble Leadership Corporat N Talent


e Agent,
Droid
Comman
der,
Noble,
Officer
Bounty Hunter Bounty Hunter Bounty Talent
Hunter
Noble Collaborator Noble N Talent
Force Sensitive Sense Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Elite Trooper Weapon Master Elite Talent


Trooper
Force-Using Traditions Luka Sene Force Talent
Disciple,
Jedi
Master,
Sith Lord

Officer Military Tactics Officer Talent


Master Privateer Piracy Master Talent
Privateer

Outlaw Outlaw Outlaw Talent

Scoundrel Recklessness Scoundre Scn Talent


Bounty Hunter Gand Findsman Bounty Talent
Hunter
Bounty Hunter Gand Findsman Bounty Talent
Hunter

Soldier Squad Leader Elite Sol Talent


Trooper
Gunslinger Pistoleer Gunsling Talent
er
Scout Fringer Outlaw, Sct Talent
Scout
Officer Naval Officer Officer Talent

Officer Naval Officer Officer Talent

Force-Using Traditions Dathomiri Witch Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Shapers of Kro Var Force Talent


Disciple,
Jedi
Master,
Sith Lord

Elite Trooper Critical Master Elite Talent


Trooper

Martial Arts Master Unarmed Mastery Martial Talent


Arts
Master
Noble Influence Crime N Talent
Lord,
Noble

Sith Apprentice Sith Commander Sith Talent


Apprenti
ce
Force Sensitive Light Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master

Force Adept Force Item Force Talent


Adept
Soldier Trooper Soldier Sol Talent
Soldier Mercenary Soldier Sol Talent

Force-Using Traditions Aing-Tii Monk Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scoundrel Fortune Charlatan Scn Talent


,
Gunsling
er,
Scoundre
Scoundrel Revolutionary Scoundre Scn Talent
Bounty Hunter Force Hunter lBounty Talent
Hunter
Force-Using Traditions Jensaarai Defender Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Jensaarai Defender Force Talent


Disciple,
Jedi
Master,
Sith Lord

Sith Apprentice Sith Sith Talent


Apprenti
ce
Force-Using Traditions Jal Shey Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Blazing Chain Talent


Force-Using Traditions Keetael Force Talent
Disciple,
Jedi
Master,
Sith Lord
Force Sensitive Control Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Bando Gora Captain Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Sensitive Control Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Jedi Knight Duelist Imperial Talent
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Sensitive Control Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Jedi Sentinel Jedi J Talent

Force-Using Traditions White Current Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force Adept Imperial Inquisitor Force Talent


Adept

Jedi Jedi Guardian Jedi J Talent


Force-Using Traditions Keetael Force Talent
Disciple,
Jedi
Master,
Sith Lord

Jedi Jedi Consular Jedi J Talent


Force Sensitive Sense Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Jedi Consular Jedi J Talent


Force Sensitive Sense Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Adept Force Adept Force Talent


Adept,
Force
Disciple
Force Sensitive Control Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Force Sensitive Sense Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Iron Knight Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Jedi Battlemaster Jedi Talent


Knight

Force-Using Traditions Tyia Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Control Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Adept Force Item Force Talent


Adept
Force Adept Force Item Force Talent
Adept

Force Adept Force Adept Force Talent


Adept,
Force
Disciple
Jedi Knight Jedi Healer Jedi Talent
Knight
Jedi Knight Jedi Refugee Jedi Talent
Knight
Jedi Knight Jedi Watchman Jedi Talent
Knight
Jedi Jedi Guardian Jedi J Talent

Force Sensitive Sense Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Noble Anticipation Noble N Talent

Elite Trooper Squad Leader Elite Talent


Trooper

Force Adept Force Adept Force Talent


Adept,
Force
Disciple
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Scout Advance Patrol Scout Sct Talent

Noble Provocateur Charlatan N Talent


, Noble
Noble Collaborator Noble N Talent

Crime Lord Infamy Crime Talent


Lord,
Master
Privateer
Scout Fringer Outlaw, Sct Talent
Scout
Elite Trooper Squad Leader Elite Talent
Trooper

Droid Commander Override Droid Talent


Comman
der
Ace Pilot Expert Pilot Ace Pilot Talent

Noble Exile x Talent

Scoundrel Fortune Charlatan Scn Talent


,
Gunsling
er,
Scoundre
Soldier Brute Squad Soldier Sol Talent

Force Sensitive Sense Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Noble Anticipation Noble N Talent

Noble Master of Intrigue Noble N Talent

Scout Reconnaissance Scout Sct Talent

Assassin Assassin Assassin Talent

Scout Camouflage Elite Sct Talent


Trooper,
Infiltrator
, Scout
Scoundrel Slicer Improvis Scn Talent
er
Soldier Brawler Soldier Sol Talent

Jedi Jedi Sentinel Jedi J Talent


Officer Military Tactics Officer Talent

Ace Pilot Gunner Ace Pilot Talent


Force Adept Dark Side Devotee Force Talent
Adept
Elite Trooper Weapon Master Elite Talent
Trooper
Force Adept Force Item Force Talent
Adept
Force Adept Force Item Force Talent
Adept
Elite Trooper Weapon Master Elite Talent
Trooper

Elite Trooper Weapon Master Elite Talent


Trooper
Force-Using Traditions Order of Shasa Force Talent
Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Duelist Imperial Talent


Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Elite Trooper Weapon Master Elite Talent


Trooper
Jedi Knight Duelist Imperial Talent
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Jedi Guardian Jedi J Talent


Soldier Veteran Soldier Sol Talent

Officer Fugitive Commander Officer Talent

Noble Skill Challenge Noble N Talent


Gunslinger Pistoleer Gunsling Talent
er
Force Sensitive Guardian Spirit Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Jedi Guardian Jedi J Talent


Elite Trooper Protection Elite Talent
Trooper

Scout Hyperspace Explorer Scout Sct Talent


Jedi Jedi Consular Jedi J Talent

Soldier Brawler Soldier Sol Talent

Gunslinger Pistoleer Gunsling Talent


er
Soldier Brawler Soldier Sol Talent

Soldier Commando Elite Sol Talent


Trooper,
Officer,
Soldier
Martial Arts Master Unarmed Mastery Martial Talent
Arts
Master
Force-Using Traditions Believer Disciple Force Talent
Disciple,
Jedi
Master,
Sith Lord

Soldier Commando Elite Sol Talent


Trooper,
Officer,
Soldier
Gunslinger Sharpshooter Gunsling Talent
er

Officer Fugitive Commander Officer Talent

Force-Using Traditions Iron Knight Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Jedi Healer Jedi Talent


Knight
Noble Anticipation Noble N Talent

Droid Fifth-Degree Droid Droid Talent

Force Sensitive Sense Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Droid Third-Degree Droid Droid Talent


Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Independent Droid Elite Droid Independ Talent
ent Droid
Scout Hyperspace Explorer Scout Sct Talent

Scout Surveillance Scout Sct Talent

Scout Camouflage Elite Sct Talent


Trooper,
Infiltrator
, Scout
Scoundrel Smuggling Scoundre Scn Talent
Scout Camouflage lElite Sct Talent
Trooper,
Infiltrator
, Scout
Force-Using Traditions Believer Disciple Force Talent
Disciple,
Jedi
Master,
Sith Lord

Elite Trooper Republic Commando Elite Talent


Trooper
Martial Arts Master Martial Arts Forms Martial Talent
Arts
Master
Scoundrel Recklessness Scoundre Scn Talent
Force-Using Traditions Felucian Shaman Force Talent
Disciple,
Jedi
Master,
Sith Lord

Elite Trooper Squad Leader Elite Talent


Trooper
Jedi Jedi Guardian Jedi J Talent

Scoundrel Outlaw Tech Improvis Scn Talent


er,
Military
Engineer,
Scoundre
Independent Droid Specialized Droid Specializ Talent
ed Droid
Scout Camouflage Elite Sct Talent
Trooper,
Infiltrator
, Scout
Scout Surveillance Scout Sct Talent
Bounty Hunter Bounty Hunter Bounty Talent
Hunter

Bounty Hunter Bounty Hunter Bounty Talent


Hunter
Scoundrel Spacer Ace Scn Talent
Pilot,
Master
Privateer,
Scoundre
Scout Hyperspace Explorer Scout Sct Talent

Noble Ideologue Noble N Talent

Noble Inspiration Droid N Talent


Comman
der,
Noble
Elite Trooper Melee Specialist Elite Talent
Trooper

Elite Trooper Master of Teras Kasi Elite Talent


Trooper,
Martial
Arts
Master
Scoundrel Smuggling Scoundre Scn Talent
l

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Jal Shey Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions White Current Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Jedi Guardian Jedi J Talent


Soldier Weapon Specialist Soldier, Sol Talent
Weapon
Specialist
Jedi Knight Jedi Archivist Jedi Talent
Knight
Crime Lord Mastermind Crime Talent
Lord

Crime Lord Mastermind Crime Talent


Lord
Crime Lord Mastermind Crime Talent
Lord
Vanguard Vanguard Vanguard Talent

Corporate Agent Corporate Power Corporat Talent


e Agent

Corporate Agent Corporate Power Corporat Talent


e Agent

Soldier Armor Specialist Gladiator Sol Talent


, Imperial
Knight,
Jedi
Knight,
Sith
Apprenti
ce,
Soldier
Ace Pilot Expert Pilot Ace Pilot Talent
Jedi Jedi Guardian Jedi J Talent
Jedi Jedi Consular Jedi J Talent
Sith Apprentice Sith Sith Talent
Apprenti
ce
Force-Using Traditions Luka Sene Force Talent
Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Jedi Healer Jedi Talent


Knight
Scout Awareness Bounty Sct Talent
Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Improviser Improviser Improvis Talent
er
Jedi Knight Duelist Imperial Talent
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Assassin Genohardan Assassin Talent

Gunslinger Gunslinger Gunsling Talent


er
Jedi Knight Jedi Watchman Jedi Talent
Knight
Jedi Knight Duelist Imperial Talent
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Knight Duelist Imperial Talent


Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Knight Jedi Shadow Jedi Talent


Knight
Jedi Knight Jedi Shadow Jedi Talent
Knight
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Charlatan Trickery Charlatan Talent
Scout Camouflage Elite Sct Talent
Trooper,
Infiltrator
, Scout
Elite Trooper Melee Specialist Elite Talent
Trooper

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist
Scout Spy Infiltrator Sct Talent
, Scout
Soldier Rocket Jumper Soldier Sol Talent
Noble Influence Crime N Talent
Lord,
Noble
Improviser Improviser Improvis Talent
er
Jedi Knight Jedi Weapon Master Jedi Talent
Knight
Sith Apprentice Sith Commander Sith Talent
Apprenti
ce
Scout Spy Infiltrator Sct Talent
, Scout
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Force Sensitive Control Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Noble Lineage Corporat N Talent


e Agent,
Noble
Force-Using Traditions Felucian Shaman Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Ember of Vahl Force Talent


Disciple,
Jedi
Master,
Sith Lord

Charlatan Trickery Charlatan Talent


Force Adept Imperial Inquisitor Force Talent
Adept
Jedi Knight Jedi Archivist Jedi Talent
Knight
Force-Using Traditions Agent of Ossus Force Talent
Disciple,
Jedi
Master,
Sith Lord
Droid Commander Droid Commander Droid Talent
Comman
der
Noble Inspiration Droid N Talent
Comman
der,
Noble
Crime Lord Infamy Crime Talent
Lord,
Master
Privateer
Crime Lord Infamy Crime Talent
Lord,
Master
Privateer
Crime Lord Infamy Crime Talent
Lord,
Master
Privateer
Noble Inspiration Droid N Talent
Comman
der,
Noble
Noble Loyal Protector Noble N Talent

Crime Lord Mastermind Crime Talent


Lord
Noble Inspiration Droid N Talent
Comman
der,
Noble

Force Sensitive Sense Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Noble Ideologue Noble N Talent


Force Adept Force Adept Talent

Enforcer Enforcement Enforcer Talent


Droid First-Degree Droid Droid Talent

Scout Spy Infiltrator Sct Talent


, Scout
Noble Influence Crime N Talent
Lord,
Noble
Vanguard Vanguard Vanguard Talent
Master Privateer Privateer Master Talent
Privateer
Independent Droid Autonomy Independ Talent
ent Droid
Saboteur Turret Saboteur Talent
Officer Military Tactics Talent
Officer Naval Officer Officer Talent

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Jedi Knight Jedi Battlemaster Jedi Talent
Knight
Bounty Hunter Bounty Hunter Bounty Talent
Hunter
Jedi Knight Jedi Refugee Jedi Talent
Knight
Jedi Knight Jedi Investigator Jedi Talent
Knight

Soldier Rocket Jumper Soldier Sol Talent


Soldier Rocket Jumper Soldier Sol Talent

Soldier Armor Specialist Gladiator Sol Talent


, Imperial
Knight,
Jedi
Knight,
Sith
Apprenti
ce,
Soldier
Ace Pilot Expert Pilot Ace Pilot Talent
Scout Fringer Outlaw, Sct Talent
Scout
Independent Droid Autonomy Independ Talent
ent Droid
Droid Fourth-Degree Droid Droid Talent

Improviser Procurement Improvis Talent


er
Jedi Knight Lightsaber Forms Jedi Talent
Knight
Scout Awareness Bounty Sct Talent
Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Soldier Ambusher Soldier Sol Talent
Scout Fringer Outlaw, Sct Talent
Scout

Ace Pilot Expert Pilot Ace Pilot Talent


Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Gunslinger Gunslinger Gunsling Talent
er
Master Privateer Piracy Master Talent
Privateer

Soldier Ambusher Soldier Sol Talent

Scout Espionage Scout Sct Talent

Scoundrel Fortune Charlatan Scn Talent


,
Gunsling
er,
Scoundre
Imperial Knight Knight's Resolve Imperial Talent
Knight
Elite Trooper Critical Master Elite Talent
Trooper
Gunslinger Gunslinger Gunsling Talent
er

Jedi Jedi Consular Jedi J Talent


Noble Ideologue Noble N Talent

Force-Using Traditions Baran Do Sage Force Talent


Disciple,
Jedi
Master,
Sith Lord

Infiltrator Bothan Spynet Infiltrator Talent


Infiltrator Bothan Spynet Infiltrator Talent

Infiltrator Bothan Spynet Infiltrator Talent


Force-Using Traditions Jal Shey Force Talent
Disciple,
Jedi
Master,
Sith Lord

Noble Ideologue Noble N Talent

Droid First-Degree Droid Droid Talent

Force-Using Traditions The Krath Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions The Krath Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions The Krath Force Talent


Disciple,
Jedi
Master,
Sith Lord

Martial Arts Master Martial Arts Forms Martial Talent


Arts
Master

Martial Arts Master Martial Arts Forms Martial Talent


Arts
Master
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Pathfinder Pathfinder Pathfinde Talent
r
Noble Ideologue Noble N Talent
Officer Military Tactics Talent

Noble Gambling Leader Noble N Talent

Noble Fencing Noble N Talent

Noble Skill Challenge Noble N Talent


Noble Skill Challenge Noble N Talent
Officer Naval Officer Officer Talent

Force-Using Traditions Aing-Tii Monk Force Talent


Disciple,
Jedi
Master,
Sith Lord

Elite Trooper Protection Elite Talent


Trooper

Jedi Lightsaber Combat Imperial J Talent


Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Bounty Hunter Force Hunter Bounty Talent


Hunter
Jedi Knight Duelist Imperial Talent
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Knight Jedi Artisan Jedi Talent


Knight
Jedi Lightsaber Combat Imperial J Talent
Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Gunslinger Gunslinger Talent

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Jensaarai Defender Force Talent


Disciple,
Jedi
Master,
Sith Lord

Droid Fifth-Degree Droid Droid Talent

Gladiator Gladiatorial Combat Gladiator Talent


Force Adept Force Adept Talent

Scout Fringer Outlaw, Sct Talent


Scout
Ace Pilot Wingman Ace Pilot Talent
Noble Gambling Leader Noble N Talent

Scoundrel Fortune Charlatan Scn Talent


,
Gunsling
er,
Scoundre
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Force-Using Traditions Luka Sene Force Talent
Disciple,
Jedi
Master,
Sith Lord
Scoundrel Recklessness Scoundre Scn Talent
l

Droid Commander Droid Commander Droid Talent


Comman
der
Jedi Knight Lightsaber Forms Jedi Talent
Knight
Scoundrel Spacer Ace Scn Talent
Pilot,
Master
Privateer,
Scoundre
l

Scoundrel Revolutionary Scoundre Scn Talent


Soldier Brawler Soldier Sol Talent
Scoundrel Malkite Poisoner Assassin, Scn Talent
Scoundre
l
Soldier Brawler Soldier Sol Talent

Elite Trooper Mandalorian Warrior Elite Talent


Trooper
Elite Trooper Mandalorian Warrior Elite Talent
Trooper
Elite Trooper Mandalorian Warrior Elite Talent
Trooper
Force Sensitive Guardian Spirit Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Assassin Genohardan Assassin Talent

Force-Using Traditions Aing-Tii Monk Force Talent


Disciple,
Jedi
Master,
Sith Lord

Vanguard Vanguard Vanguard Talent


Force-Using Traditions Warden of the Sky Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Iron Knight Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Jedi Knight Jedi Archivist Jedi Talent
Knight
Ace Pilot Expert Pilot Ace Pilot Talent
Noble Master of Intrigue Noble N Talent

Crime Lord Infamy Talent

Shaper Shaper Shaper Talent

Jedi Jedi Consular Jedi J Talent


Melee Duelist Melee Duelist Melee Talent
Duelist

Jedi Jedi Sentinel Jedi J Talent


Scoundrel Slicer Improvis Scn Talent
er

Crime Lord Mastermind Talent


Jedi Knight Jedi Artisan Jedi Talent
Knight
Vanguard Vanguard Vanguard Talent

Droid Second-Degree Droid Droid Talent


Scout Mobile Scout x Talent

Droid First-Degree Droid Droid Talent

Droid First-Degree Droid Droid Talent


Medic Advanced Medicine Medic, Talent
Shaper
Soldier Brute Squad Soldier Sol Talent

Soldier Brute Squad Soldier Sol Talent

Soldier Brute Squad Soldier Sol Talent

Soldier Brawler Soldier Sol Talent

Soldier Mercenary Soldier Sol Talent


Soldier Mercenary Soldier Sol Talent

Soldier Mercenary Soldier Sol Talent


Force Adept Telepath Force Talent
Adept

Saboteur Sabotage Saboteur Talent


Noble Disgrace Charlatan N Talent
, Noble
Jedi Knight Jedi Battlemaster Jedi Talent
Knight

Gunslinger Gunslinger Gunsling Talent


er

Jedi Jedi Guardian Jedi J Talent


Scout Advance Patrol Scout Sct Talent

Force-Using Traditions Seyugi Dervish Force Talent


Disciple,
Jedi
Master,
Sith Lord

Independent Droid Autonomy Independ Talent


ent Droid
Scoundrel Malkite Poisoner Assassin, Scn Talent
Scoundre
l
Force Sensitive Sense Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Force Sensitive Alter Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Master Privateer Privateer Master Talent


Privateer
Melee Duelist Melee Duelist Melee Talent
Duelist
Gladiator Gladiatorial Combat Gladiator Talent

Elite Trooper Weapon Master Elite Talent


Trooper
Jedi Knight Duelist Imperial Talent
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Gunslinger Gunslinger Gunsling Talent


er
Gunslinger Carbineer Gunsling Talent
er
Elite Trooper Weapon Master Elite Talent
Trooper
Elite Trooper Weapon Master Talent
Assassin Assassin Assassin Talent

Assassin Assassin Assassin Talent

Force Adept Mystic Force Talent


Adept
Force Adept Force Adept Talent

Medic Advanced Medicine Medic, Talent


Shaper
Force-Using Traditions Blazing Chain Talent

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Soldier Shockboxer Soldier Sol Talent

Scoundrel Run and Gun Scoundre Scn Talent


Noble Fencing Noble N Talent

Officer Rebel Recruiter Officer Talent


Enforcer Enforcement Enforcer Talent
Bounty Hunter Bounty Hunter Bounty Talent
Hunter

Crime Lord Infamy Crime Talent


Lord,
Master
Privateer
Bounty Hunter Bounty Hunter Bounty Talent
Hunter

Bounty Hunter Bounty Hunter Bounty Talent


Hunter

Droid Third-Degree Droid Droid Talent

Scoundrel Malkite Poisoner Assassin, Scn Talent


Scoundre
Scoundrel Outsider l x Talent

Imperial Knight Knight's Resolve Imperial Talent


Knight

Pathfinder Pathfinder Pathfinde Talent


r
Droid Third-Degree Droid Droid Talent

Gunslinger Carbineer Gunsling Talent


er
Bounty Hunter Gand Findsman Bounty Talent
Hunter

Droid Second-Degree Droid Droid Talent

Officer Military Tactics Officer Talent


Improviser Procurement Improvis Talent
er
Outlaw Outlaw Outlaw Talent
Scoundrel Run and Gun Scoundre Scn Talent
l

Gunslinger Carbineer Gunsling Talent


er

Elite Trooper Protection Elite Talent


Trooper

Soldier Commando x Talent


Melee Duelist Melee Duelist Melee Talent
Duelist

Officer Military Tactics Officer Talent


Ace Pilot Blockade Runner Ace Pilot Talent

Scoundrel Outsider x Talent

Scoundrel Outsider x Talent

Ace Pilot Gunner Talent


Droid Commander Droid Commander Droid Talent
Comman
der

Force-Using Traditions Keetael Force Talent


Disciple,
Jedi
Master,
Sith Lord

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist
Soldier Ambusher Soldier Sol Talent
Jedi Knight Jedi Artisan Jedi Talent
Knight
Force Adept Telepath Force Talent
Adept

Jedi Jedi Sentinel Jedi J Talent


Noble Fencing Noble N Talent

Gladiator Gladiatorial Combat Gladiator Talent


Scoundrel Outlaw Tech Improvis Scn Talent
er,
Military
Engineer,
Scoundre
Soldier Trooper Soldier Sol Talent
Force-Using Traditions Disciple of Twilight Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Matukai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord
Soldier Brawler Soldier Sol Talent
Scout Master Scout x Talent

Gunslinger Sharpshooter Gunsling Talent


er

Gunslinger Gunslinger Gunsling Talent


er

Force-Using Traditions Baran Do Sage Force Talent


Disciple,
Jedi
Master,
Sith Lord

Independent Droid Specialized Droid Specializ Talent


ed Droid
Sith Apprentice Sith Commander Sith Talent
Apprenti
ce
Force Sensitive Dark Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Droid Fifth-Degree Droid Droid Talent


Independent Droid Specialized Droid Specializ Talent
ed Droid

Noble Lineage Corporat N Talent


e Agent,
Noble
Imperial Knight Knight's Resolve Imperial Talent
Knight
Imperial Knight Knight's Resolve Imperial Talent
Knight
Jedi Lightsaber Combat Imperial J Talent
Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Jedi Lightsaber Combat Imperial J Talent


Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce
Bounty Hunter Force Hunter Bounty Talent
Hunter

Shaper Implant Shaper Talent

Gunslinger Sharpshooter Gunsling Talent


er

Force-Using Traditions Baran Do Sage Force Talent


Disciple,
Jedi
Master,
Sith Lord

Military Engineer Military Engineer Military Talent


Engineer
Jedi Knight Jedi Investigator Jedi Talent
Knight
Noble Influence Crime N Talent
Lord,
Noble
Master Privateer Privateer Master Talent
Privateer
Outlaw Outlaw Outlaw Talent
Jedi Jedi Sentinel Jedi J Talent

Force Adept Force Item Force Talent


Adept
Military Engineer Military Engineer Military Talent
Engineer
Force-Using Traditions Order of Shasa Force Talent
Disciple,
Jedi
Master,
Sith Lord

Noble Collaborator Noble N Talent

Force-Using Traditions Korunnai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord
Noble Loyal Protector Noble N Talent
Droid Third-Degree Droid Droid Talent

Scout Espionage Scout Sct Talent

Force Adept Telepath Force Talent


Adept

Force Adept Telepath Force Talent


Adept

Force Sensitive Sense Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Assassin Genohardan Assassin Talent

Ace Pilot Blockade Runner Ace Pilot Talent

Noble Loyal Protector Noble N Talent


Martial Arts Master Unarmed Mastery Martial Talent
Arts
Master
Enforcer Enforcement Enforcer Talent

Droid Second-Degree Droid Droid Talent

Bounty Hunter Bounty Hunter Talent

Scoundrel Outlaw Tech Improvis Scn Talent


er,
Military
Engineer,
Scoundre
Jedi Knight Jedi Artisan Jedi Talent
Knight
Military Engineer Military Engineer Military Talent
Engineer
Scout Versatility Scout Sct Talent

Scoundrel Brigand Scoundre Scn Talent


l
Soldier Warrior x Talent
Ace Pilot Gunner Ace Pilot Talent

Force-Using Traditions Luka Sene Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scout Master Scout x Talent


Master Privateer Piracy Master Talent
Privateer
Master Privateer Piracy Master Talent
Privateer

Noble Leadership Corporat N Talent


e Agent,
Droid
Comman
der,
Noble,
Officer
Gunslinger Gunslinger can Talent
disarm
with
ranged
weapon,
does not
provoke
Atk of
opp

Gunslinger Gunslinger Gunsling Talent


er
Noble Exile x Talent

Sith Apprentice Sith Alchemy Sith Talent


Apprenti
ce

Elite Trooper Republic Commando Elite Talent


Trooper
Noble Leadership Corporat N Talent
e Agent,
Droid
Comman
der,
Noble,
Officer
Scout Espionage Scout Sct Talent
Force-Using Traditions Ember of Vahl Force Talent
Disciple,
Jedi
Master,
Sith Lord

Scout Versatility Scout Sct Talent


Jedi Jedi Sentinel Jedi J Talent
Force-Using Traditions Warden of the Sky Force Talent
Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Jedi Shadow Jedi Talent


Knight
Jedi Jedi Consular Jedi J Talent
Force-Using Traditions Zeison Sha Warrior Force Talent
Disciple,
Jedi
Master,
Sith Lord

Soldier Veteran Soldier Sol Talent

Scout Reconnaissance Scout Sct Talent


Scout Reconnaissance Scout Sct Talent

Officer Rebel Recruiter Officer Talent

Jedi Lightsaber Combat Imperial J Talent


Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Elite Trooper Critical Master Elite Talent


Trooper
Elite Trooper Critical Master Elite Talent
Trooper

Force Adept Mystic Force Talent


Adept
Ace Pilot Squadron Leader Ace Pilot Talent

Droid Commander Droid Commander Droid Talent


Comman
der
Bounty Hunter Bounty Hunter Bounty Talent
Hunter

Ace Pilot Expert Pilot Ace Pilot Talent

Noble Superior Skills Noble N Talent


Pathfinder Pathfinder Pathfinde Talent
r

Droid Commander Override Droid Talent


Comman
der
Jedi Jedi Consular Jedi J Talent
Ace Pilot Expert Pilot Ace Pilot Talent

Independent Droid Autonomy Independ Talent


ent Droid

Military Engineer Military Engineer Military Talent


Engineer
Force-Using Traditions Tyia Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Seyugi Dervish Force Talent


Disciple,
Jedi
Master,
Sith Lord
Scout Awareness Bounty Sct Talent
Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Jedi Jedi Guardian Jedi J Talent
Shaper Implant Shaper Talent

Force-Using Traditions Bando Gora Captain Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Jedi Sentinel Jedi J Talent


Enforcer Enforcement Enforcer Talent
Noble Master of Intrigue Noble N Talent

Soldier Shockboxer Soldier Sol Talent

Gunslinger Gunslinger Talent


Scoundrel Opportunist Scoundre Scn Talent
l

Bounty Hunter Bounty Hunter Bounty Talent


Hunter
Force-Using Traditions Disciple of Twilight Force Talent
Disciple,
Jedi
Master,
Sith Lord
Force Sensitive Dark Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Soldier Brawler Soldier Sol Talent

Scoundrel Revolutionary Scoundre Scn Talent


l
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Force-Using Traditions White Current Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Gunslinger Carbineer Gunsling Talent


er
Improviser Procurement Improvis Talent
er
Jedi Lightsaber Combat Imperial J Talent
Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Force-Using Traditions Blazing Chain Talent


Force-Using Traditions Blazing Chain Talent

Scoundrel Recklessness Scoundre Scn Talent


l

Ace Pilot Expert Pilot Talent

Elite Trooper Protection Elite Talent


Trooper

Ace Pilot Wingman Ace Pilot Talent

Assassin Assassin Assassin Talent

Soldier Mercenary Soldier Sol Talent


Bounty Hunter Bounty Hunter Bounty Talent
Hunter

Military Engineer Military Engineer Military Talent


Engineer
Pathfinder Pathfinder Pathfinde Talent
r

Pathfinder Pathfinder Pathfinde Talent


r
Master Privateer Piracy Master Talent
Privateer
Jedi Knight Jedi Archivist Jedi Talent
Knight
Droid First-Degree Droid Droid Talent

Droid Second-Degree Droid Droid Talent

Independent Droid Elite Droid Independ Talent


ent Droid
Elite Trooper Squad Leader Elite Talent
Trooper

Medic Advanced Medicine Medic, Talent


Shaper
Soldier Armor Specialist Gladiator Sol Talent
, Imperial
Knight,
Jedi
Knight,
Sith
Apprenti
ce,
Soldier
Scout Unpredictable Scout Sct Talent

Scoundrel Slicer Improvis Scn Talent


er
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Scout Surveillance Scout Sct Talent

Soldier Veteran Soldier Sol Talent

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l

Outlaw Outlaw Outlaw Talent


Noble Provocateur Charlatan N Talent
, Noble

Noble Exile x Talent


Jedi Knight Jedi Investigator Jedi Talent
Knight
Jedi Jedi Sentinel x Talent

Jedi Jedi Sentinel Jedi J Talent


Jedi Jedi Sentinel Jedi J Talent
Jedi Jedi Sentinel Jedi J Talent
Infiltrator Infiltration Infiltrator Talent

Jedi Knight Duelist Imperial Talent


Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Seyugi Dervish Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Disciple of Twilight Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scout Camouflage Elite Sct Talent


Trooper,
Infiltrator
, Scout
Force-Using Traditions Disciple of Twilight Force Talent
Disciple,
Jedi
Master,
Sith Lord

Saboteur Sabotage Saboteur Talent


Jedi Knight Jedi Instructor Jedi Talent
Knight
Jedi Knight Jedi Instructor Jedi Talent
Knight
Jedi Knight Jedi Instructor Jedi Talent
Knight
Crime Lord Infamy Crime Talent
Lord,
Master
Privateer
Vanguard Vanguard Vanguard Talent
Crime Lord Mastermind Crime Talent
Lord

Jedi Knight Jedi Watchman Jedi Talent


Knight
Soldier Armor Specialist Gladiator Sol Talent
, Imperial
Knight,
Jedi
Knight,
Sith
Apprenti
ce,
Soldier
Force-Using Traditions Kilian Ranger Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Kilian Ranger Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Kilian Ranger Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Assassin Assassin Assassin Talent
Officer Military Tactics Officer Talent
Officer Military Tactics Officer Talent
Officer Military Tactics Officer Talent
Force Sensitive Sense Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Gunslinger Carbineer Gunsling Talent
er
Jedi Lightsaber Combat Imperial J Talent
Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Jedi Knight Duelist Imperial Talent


Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Knight Jedi Weapon Master Jedi Talent


Knight
Elite Trooper Republic Commando Elite Talent
Trooper

Ace Pilot Expert Pilot Ace Pilot Talent

Force-Using Traditions Kilian Ranger Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Felucian Shaman Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scout Fringer Outlaw, Sct Talent


Scout

Bounty Hunter Bounty Hunter Bounty Talent


Hunter
Scout Hyperspace Explorer x Talent

Infiltrator Infiltration Infiltrator Talent


Force-Using Traditions Iron Knight Force Talent
Disciple,
Jedi
Master,
Sith Lord

Soldier Warrior x Talent

Force-Using Traditions Warden of the Sky Force Talent


Disciple,
Jedi
Master,
Sith Lord

Melee Duelist Melee Duelist Melee Talent


Duelist

Melee Duelist Melee Duelist Melee Talent


Duelist
Sith Apprentice Sith Alchemy Sith Talent
Apprenti
ce

Sith Apprentice Sith Sith Talent


Apprenti
ce
Sith Apprentice Sith Alchemy Sith Talent
Apprenti
ce
Force-Using Traditions Believer Disciple Force Talent
Disciple,
Jedi
Master,
Sith Lord

Infiltrator Bothan Spynet Infiltrator Talent

Scout Espionage Scout Sct Talent

Noble Superior Skills Noble N Talent


Noble Superior Skills Noble N Talent

Independent Droid Specialized Droid Specializ Talent


ed Droid
Jedi Jedi Consular Jedi J Talent
Saboteur Sabotage Saboteur Talent
Shaper Shaper Shaper Talent
Noble Superior Skills Noble N Talent
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Jedi Knight Jedi Battlemaster Jedi Talent
Knight

Scoundrel Opportunist Scoundre Scn Talent


l
Scout Camouflage Elite Sct Talent
Trooper,
Infiltrator
, Scout
Scoundrel Run and Gun Scoundre Scn Talent
l

Gunslinger Gunslinger Talent

Enforcer Enforcement Enforcer Talent

Scoundrel Brigand Scoundre Scn Talent


l

Crime Lord Infamy Talent

Ace Pilot Blockade Runner Ace Pilot Talent

Gunslinger Carbineer Gunsling Talent


er

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Assassin Assassin Assassin Talent

Assassin Assassin Assassin Talent

Assassin Assassin Assassin Talent

Independent Droid Autonomy Independ Talent


ent Droid

Force-Using Traditions Matukai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Vanguard Vanguard Vanguard Talent

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Jedi Knight Jedi Healer Jedi Talent
Knight

Force Adept Beastwarden Force Talent


Adept
Jedi Knight Lightsaber Forms Jedi Talent
Knight
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Scoundrel Spacer Ace Scn Talent
Pilot,
Master
Privateer,
Scoundre
Force-Using Traditions Aing-Tii Monk Force Talent
Disciple,
Jedi
Master,
Sith Lord

Shaper Implant Shaper Talent

Scout Master Scout x Talent

Noble Lineage Corporat N Talent


e Agent,
Noble
Scout Surveillance Scout Sct Talent

Soldier Ambusher Soldier Sol Talent

Scout Survivor Enforcer, Sct Talent


Medic,
Outlaw,
Pathfinde
r, Scout,
Vanguard

Infiltrator Bothan Spynet Infiltrator Talent

Soldier Squad Leader Elite Sol Talent


Trooper
Soldier Brute Squad Soldier Sol Talent

Soldier Brute Squad Soldier Sol Talent


Ace Pilot Squadron Leader Ace Pilot Talent

Ace Pilot Squadron Leader Ace Pilot Talent

Officer Fugitive Commander Officer Talent


Scoundrel Spacer Ace Scn Talent
Pilot,
Master
Privateer,
Scoundre
Martial Arts Master Martial Arts Forms Martial Talent
Arts
Master

Officer Rebel Recruiter Officer Talent

Officer Fugitive Commander Officer Talent

Medic Advanced Medicine Medic, Talent


Shaper
Officer Fugitive Commander Officer Talent

Bounty Hunter Force Hunter Bounty Talent


Hunter
Jedi Jedi Sentinel Jedi J Talent

Scoundrel Spacer Ace Scn Talent


Pilot,
Master
Privateer,
Scoundre
Soldier Trooper Soldier Sol Talent
Force-Using Traditions Tyia Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist

Soldier Shockboxer Soldier Sol Talent


Noble Provocateur Charlatan N Talent
, Noble
Sith Apprentice Sith Sith Talent
Apprenti
ce
Shaper Implant Shaper Talent

Elite Trooper Republic Commando Elite Talent


Trooper
Imperial Knight Knight's Resolve Imperial Talent
Knight
Scoundrel Run and Gun Scoundre Scn Talent
l

Soldier Brawler Soldier Sol Talent

Bounty Hunter Force Hunter Bounty Talent


Hunter
Saboteur Turret Saboteur Talent
Soldier Shockboxer Soldier Sol Talent

Soldier Brawler Soldier Sol Talent

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Soldier Brawler Soldier Sol Talent
Force-Using Traditions Seyugi Dervish Force Talent
Disciple,
Jedi
Master,
Sith Lord

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Noble Anticipation Noble N Talent

Droid Third-Degree Droid Droid Talent

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Scout Survivor Enforcer, Sct Talent


Medic,
Outlaw,
Pathfinde
r, Scout,
Vanguard

Scout Fringer Outlaw, Sct Talent


Scout
Force Sensitive Light Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master

Scoundrel Smuggling Scoundre Scn Talent


l
Scoundrel Yuuzhan Vong Biotech Scoundre Scn Talent
Scout Master Scout x Talent
Force-Using Traditions White Current Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Scout Spy Infiltrator Sct Talent


, Scout

Scout Unpredictable Scout Sct Talent

Independent Droid Autonomy Independ Talent


ent Droid
Force Sensitive Dark Side Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Gunslinger Gunslinger Talent
Scout Fringer Outlaw, Sct Talent
Scout

Force-Using Traditions Ember of Vahl Force Talent


Disciple,
Jedi
Master,
Sith Lord

Ace Pilot Gunner Ace Pilot Talent

Ace Pilot Gunner Ace Pilot Talent

Officer Military Tactics Officer Talent


Noble Leadership Corporat N Talent
e Agent,
Droid
Comman
der,
Noble,
Officer
Crime Lord Mastermind Crime Talent
Lord
Crime Lord Mastermind Crime Talent
Lord
Martial Arts Master Martial Arts Forms Martial Talent
Arts
Master
Bounty Hunter Bounty Hunter Bounty Talent
Hunter
Jedi Knight Jedi Shadow Jedi Talent
Knight
Elite Trooper Protection Elite Talent
Trooper
Master Privateer Piracy Master Talent
Privateer
Enforcer Enforcement Enforcer Talent

Droid Third-Degree Droid Droid Talent

Outlaw Outlaw Outlaw Talent


Droid Fourth-Degree Droid Droid Talent

Droid Fourth-Degree Droid Droid Talent

Bounty Hunter Gand Findsman Bounty Talent


Hunter
Droid Fourth-Degree Droid Droid Talent
Droid Fifth-Degree Droid Droid Talent

Officer Rebel Recruiter Officer Talent


Military Engineer Military Engineer Military Talent
Engineer

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Force Sensitive Alter Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Bounty Hunter Force Hunter Bounty Talent


Hunter

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Sensitive Control Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Force-Using Traditions Warden of the Sky Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Warden of the Sky Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Zeison Sha Warrior Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force Sensitive Alter Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force Adept Telepath Force Talent


Adept
Force Sensitive Alter Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Seyugi Dervish Force Talent


Disciple,
Jedi
Master,
Sith Lord

Bounty Hunter Gand Findsman Bounty Talent


Hunter

Elite Trooper Master of Teras Kasi Elite Talent


Trooper,
Martial
Arts
Master

Elite Trooper Master of Teras Kasi Elite Talent


Trooper,
Martial
Arts
Master

Scout Mobile Scout x Talent

Crime Lord Infamy Crime Talent


Lord,
Master
Privateer
Soldier Veteran Soldier Sol Talent
Force Sensitive Control Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Scoundrel Opportunist Scoundre Scn Talent


l

Jedi Knight Duelist Imperial Talent


Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Force-Using Traditions Shapers of Kro Var Force Talent


Disciple,
Jedi
Master,
Sith Lord

Scout Camouflage Elite Sct Talent


Trooper,
Infiltrator
, Scout
Soldier Commando Elite Sol Talent
Trooper,
Officer,
Soldier
Scoundrel Slicer Improvis Scn Talent
er
Scout Spy Infiltrator Sct Talent
, Scout
Scout Advance Patrol Scout Sct Talent

Jedi Knight Lightsaber Forms Jedi Talent


Knight

Force Sensitive Dark Side Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Jedi Knight Jedi Instructor Jedi Talent


Knight

Noble Fencing Noble N Talent

Charlatan Trickery Charlatan Talent


Droid First-Degree Droid Droid Talent

Vanguard Vanguard Vanguard Talent


Scoundrel Recklessness Scoundre Scn Talent
l
Gunslinger Gunslinger Gunsling Talent
er
Scout Master Scout x Talent

Noble Provocateur Charlatan N Talent


, Noble

Noble Leadership Corporat N Talent


e Agent,
Droid
Comman
der,
Noble,
Officer
Noble Skill Challenge Noble N Talent
Officer Military Tactics Talent

Saboteur Turret Saboteur Talent


Gunslinger Pistoleer Gunsling Talent
er
Jedi Knight Jedi Weapon Master Jedi Talent
Knight
Jedi Knight Jedi Weapon Master Jedi Talent
Knight
Noble Disgrace Charlatan N Talent
, Noble
Elite Trooper Weapon Master Talent
Force-Using Traditions Tyia Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Independent Droid Elite Droid Independ Talent


ent Droid

Elite Trooper Master of Teras Kasi Elite Talent


Trooper,
Martial
Arts
Master

Elite Trooper Master of Teras Kasi Elite Talent


Trooper,
Martial
Arts
Master
Soldier Brawler Soldier Sol Talent

Scout Versatility Scout Sct Talent


Officer Military Tactics Officer Talent
Scout Awareness Bounty Sct Talent
Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Scout Awareness Bounty Sct Talent
Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Outlaw Outlaw Outlaw Talent
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Jedi Knight Jedi Investigator Jedi Talent
Knight
Scoundrel Malkite Poisoner Assassin, Scn Talent
Scoundre
Noble Loyal Protector lNoble N Talent
Scoundrel Fortune Charlatan Scn Talent
,
Gunsling
er,
Scoundre
Noble Disgrace Charlatan N Talent
, Noble

Soldier Brawler Soldier Sol Talent


Crime Lord Infamy Crime Talent
Lord,
Master
Privateer
Jedi Jedi Sentinel Jedi J Talent

Force Adept Imperial Inquisitor Force Talent


Adept
Gladiator Gladiatorial Combat Gladiator Talent

Noble Leadership Corporat N Talent


e Agent,
Droid
Comman
der,
Noble,
Officer
Crime Lord Mastermind Crime Talent
Lord

Jedi Knight Lightsaber Forms Jedi Talent


Knight
Force-Using Traditions Ember of Vahl Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Ember of Vahl Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Agent of Ossus Force Talent


Disciple,
Jedi
Master,
Sith Lord

Ace Pilot Expert Pilot Ace Pilot Talent

Droid Second-Degree Droid Droid Talent


Scout Hyperspace Explorer Scout Sct Talent

Military Engineer Military Engineer Military Talent


Engineer
Ace Pilot Expert Pilot Ace Pilot Talent

Scoundrel Yuuzhan Vong Biotech Scoundre Scn Talent


Scoundrel Malkite Poisoner Assassin, Scn Talent
Scoundre
Force-Using Traditions Bando Gora Captain lForce Talent
Disciple,
Jedi
Master,
Sith Lord

Jedi Knight Jedi Watchman Jedi Talent


Knight
Scoundrel Opportunist Scoundre Scn Talent
l

Scoundrel Slicer Improvis Scn Talent


er

Jedi Jedi Consular Jedi J Talent

Jedi Jedi Consular Jedi J Talent

Force Sensitive Sense Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord
Force Sensitive Guardian Spirit Force Talent
Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Scoundrel Misfortune Assassin, Scn Talent


Bounty
Hunter,
Saboteur,
Scoundre
l
Force-Using Traditions Matukai Adept Force Talent
Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Matukai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Force-Using Traditions Matukai Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Elite Trooper Protection Elite Talent


Trooper
Soldier Warrior x Talent
Soldier Warrior x Talent

Scoundrel Outsider x Talent

Ace Pilot Blockade Runner Ace Pilot Talent


Soldier Trooper Soldier Sol Talent
Jedi Jedi Consular Jedi J Talent

Scout Advance Patrol Scout Sct Talent

Jedi Knight Jedi Watchman Jedi Talent


Knight
Force-Using Traditions Order of Shasa Force Talent
Disciple,
Jedi
Master,
Sith Lord

Scout Awareness Bounty Sct Talent


Hunter,
Gladiator
,
Gunsling
er,
Martial
Arts
Master,
Pathfinde
r, Scout,
Vanguard
Noble Influence Crime N Talent
Lord,
Noble
Scoundrel Misfortune Assassin, Scn Talent
Bounty
Hunter,
Saboteur,
Scoundre
l
Noble Lineage Corporat N Talent
e Agent,
Noble
Crime Lord Mastermind Crime Talent
Lord
Elite Trooper Republic Commando Elite Talent
Trooper

Soldier Weapon Specialist Soldier, Sol Talent


Weapon
Specialist

Force-Using Traditions Zeison Sha Warrior Force Talent


Disciple,
Jedi
Master,
Sith Lord

Jedi Lightsaber Combat Imperial J Talent


Knight,
Jedi, Jedi
Knight,
Sith
Apprenti
ce

Droid Fourth-Degree Droid Droid Talent

Elite Trooper Melee Specialist Elite Talent


Trooper

Force-Using Traditions White Current Adept Force Talent


Disciple,
Jedi
Master,
Sith Lord

Sith Apprentice Sith Sith Talent


Apprenti
ce
Force Adept Beastwarden Force Talent
Adept

Corporate Agent Corporate Power Corporat Talent


e Agent

Noble Inspiration Droid N Talent


Comman
der,
Noble
Force-Using Traditions Shapers of Kro Var Force Talent
Disciple,
Jedi
Master,
Sith Lord

Ace Pilot Expert Pilot Ace Pilot Talent

Ace Pilot Wingman Ace Pilot Talent

Force Sensitive Dark Side Force Talent


Adept,
Force
Disciple,
Imperial
Knight,
Jedi
Knight,
Jedi
Master,
Sith
Apprenti
ce, Sith
Lord

Corporate Agent Corporate Power Corporat Talent


e Agent

Martial Arts Master Martial Arts Forms Martial Talent


Arts
Master

Pathfinder Pathfinder Pathfinde Talent


r

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ITEM

Strength

Dexterity

ion
Constitut

ce
Intelligen

Wisdom

a
Charism
Aquatic adaptation

Armor reinforcement

Armorplast

Bayonet ring
Beam splitter
Beckon call
Bipod

Blade lock
Cheater +2 gamble
Climbing claws

Cloaked
Componentization
Concealed compartment
Diagnostics system
Double trigger
Droidification
Dual gear
Durasteel bonding

Electrograpple handle
Electrum detail
Enhanced energy projector
Environmental sealing
Environmental systems
Extra power source
Fiber cord

Force-Activated
Gyro
Hair trigger
Helmet package
Holoshroud
Improved energy cell
Integrated equipment, 1
Integrated equipment, 10
Integrated equipment, 2
Integrated equipment, 5
Interlocking hilt
Internal generator

Ion charger
Ion shielding

Jump servos

Memory upgrade +2 non-


droid
Memory upgrade, advanced device
+4 non-
droid
Mesh underlay device
Miniaturized
Missile load
Neutronium reinforcement
Overload switch
Powered exoskeleton
Pressure grip
Pulse charger
Radiation shielding

Rangefinder
Rangefinder, armor

Rapid Recycler
Ready harness
Recognition system
Remote activation
Repulsorlift
Retractable stock
Secret compartment
Shadowskin
Shadowskin, reflec
Shield generator, SR 10
Shield generator, SR 5
Shockweb

Silverplate
Slinker
Sniper switch
Spring loaded
Storage capacity
Targeting scope

Targeting scope, low-light

Trapped grip
Tremor cell
Vacuum seals
Vacuum seals, advanced
Waterproof casing
Weapon mount

ARC Trooper armor


Armored spacesuit
Barabel microbe armor

Battle armor
Battle armor, heavy
Battle armor, heavy powered
Battle armor, light
Battle armor, light powered
Battle armor, powered
Beskar'gam, heavy

Beskar'gam, light

Beskar'gam, medium

Biohazard suit
Blast helmet and vest
Blast jacket
Boba Fett's Mandalorian Armor
Camo armor
Camo scout armor

Ceremonial armor
Clone Trooper armor
Combat jumpsuit
Commando armor
Corellian powersuit 2*
Cortosis Gauntlet

Coruscant Guard armor


Dark armor, heavy
Dark armor, light
Dark armor, medium
Darth Vader's custom armor
Droid, Crystadurium plating

Droid, Duranium battle armor


Droid, Duranium plating
Droid, Durasteel battle armor
Droid, Durasteel plating
Droid, Durasteel shell
Droid, Duravlex shell

Droid, Laminanium plating

Droid, Laminanium plating

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
Fiber armor

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

Jedi battle armor, light


Jedi battle armor, medium
Jumptrooper armor
Katarn-class commando armor

Knighthunter armor
Krail 210 personal armor 2*
Krath armor
Krath battle armor
Light combat armor
Mandalorian Armor
Mandalorian battle armor
Mandalorian combat suit
Marine armor

Matrix armor

Merr-Sonn KZZ riot armor


Mesh armor

Neo-Crusader assault armor


Neo-Crusader light armor
Orbalisk armor
Phase II Dark Trooper armor 3
Phase III Dark Trooper armor 4
Phase Zero Dark Trooper armor
Radtrooper armor

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

Storm Commando armor


Stormtrooper armor
Stormtrooper armor, reinforced
Stormtrooper, stygian-triprismatic
Stun cloak

Thinsuit
Tracker utility vest
Ubese environmental suit
Vacuum pod

Venom assault armor


Vonduun crabshell
Weave armor
WJ-880 blinding helmet
Yuuzhan Vong Biotech
Zero-G Stormtrooper Armor

Ankarres Sapphire
Barab
Bondar
Bondar
Compressed
Corusca

Daminia
Dantari

Dragite

Durindfire
Eralam
Firkraan
Firkraan
Heart of the Guardian
Hurikane

Ilum
Jenraux
Jenraux
Kaiburr Crystal
Kasha
Kathracite
Krayt dragon
Lambent
Luxum
Mantle of the Force

Mephite
Nextor
Opila

Opila

Phond
Phond
Pontite
Rubat
Rubat
Sapith
Sigil
Sigil
Sigil
Solari
Synthetic
Unstable

Upari
Champion +2
Corruption
Creation
Death and Destiny
Destruction
Discovery
Education
Liberation
Redemption
Rescue
ABC Scrambler

All-temperature cloak

Ambient aural amplifier


Antidote synthesizer

Anti-rad dose

Antisecurity Blades (Jango Fett)

Antiox breath mask


Antitoxin Patch

Aquata breather
Aural amplifier

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

Bio-implant, Natural weapon


Bio-implant, Poison filter
Bio-implant, Replacement body part
Bioscanner

BioTech Borg Construct AJ-6


Biotech tool kit
Borg Construct

Borg Construct Datacard/Know cart port

Borg Construct Knowledge cartridge

Breath mask
Breath mask, atmosphere filter
Camouflage netting

Camouflage netting
Camouflage netting, powered
Camouflage poncho

Chain (3 meters)
Climbing harness

Code cylinder
Com scrambler

Comlink, Earbud
Comlink, encryption
Comlink, hands-free
Comlink, holo capability
Comlink, long-range
Comlink, short-range
Comlink, subcutaneous

Comlink, tightbeam

Comlink, video capability


Communication scanner

Computer interface visor


Computer spikes

Computer, bracer
Computerized interface scope

Cortosis Gauntlet
Credit chip
Cryogenic pouch

Cybernetic prosthesis
Cybernetic prosthesis

Darth Krayt's holocron


Datacards, blank (10)
Datapad
Datapad, basic
Decoy Glowrod
Demolitions sensor
Droid diagnostic

Electrobinoculars

Emergency vacuum seal

Energy cage, universal


Energy cell
Eye, infrared sensor

Eye, targeting

Eye, telescoping

FastFlesh Medpac
Field food processor

Field kit
Fire extinguisher
Fire paste
Fire rod
Flash Suppressor/Silencer
Flight suit
Force Cage
Force detector
Force training aid

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
Implant, regenerative

Implant, sensory
Jet pack
Lectroticker

Liquid cable dispenser (15 meters)


Lock Breaking Kit

Man Trap
Mask of Darth Nihilus

MDS-50 Medisensor
Mechanical interface visor

Medical bundle, 8-2A


Medical interface visor
Medical kit
Medpac
Mesh tape
Microlab

Mobile Hologram Projection Pod


Motion sensing visor

Multitool, personal
Neural band
Ooglith Masquer
Panic Ring
Personal field shelter

Plasma bridge
Plastent
Pocket scrambler
Portable beacon
Portable computer
Power generator
Power pack
Power recharger
Propulsion Pack

Proximity flare

Radiation detector

Ration pack
Recording unit, audiorecorder
Recording unit, holorecorder
Recording unit, videorecorder
Redirection Crystal
Repulsor boots
Repulsor hitch
Repulsor pad
Rhen-Orm Biocomputer

Saddle, riding
Saddle, war

Security kit
Sensor pack
Sensory enhancement

Shield Cage
Shipsuit

Signal wand
Skeletal reinforcement

Sonar mapper
Sound sponge
Space suit
Spacer's Chest
Spy bug
Stealth field generator
Subelectronic converter
Subsonic field emitter
Surgery kit
Surveillance Detector

Surveillance Tagger

Syntherope (45 meters)


Targeting beacon

Targeting scope, enhanced

Targeting scope, standard

Timer for Explosives


Tool kit
Toxin Detector
Translator, personal
Tremor sensor

Triangulation visor

Ultraviolet visor (Defel)


Utility belt
Vacuum mask
Vacuum survival pouch

Veridicator
Vid-Vox Scrambler
Visual wrist comm
Vox-box
Water extractor
Xcalq portable computer "Slicer Special"
Xcalq stealth pack

Yuuzhan Vong Biotech


Bankrupt
Conspiracy
Crippled

Disgraced
Enslaved
Exiled

Imprisoned
Marooned
Orphaned
Scarred
Widowed

Antipersonnel Mine

Antipersonnel Mine, HX2


Antivehicle mine
Antivehicle Proton Mine
Detonite
Detonite cord

Explosive charge
Flechette mine
Ion mine

Land mine
Laser trip mine
Limpet mine

Manual trigger
Proximity mine
Timer
A Few Maneuvers

Accelerated Strike
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 mod Ref
Def 1/enc
Brink of Death
Burst Fire

Burst of Speed
Careful Shot
Channel Rage

Charging Fire

Charging Fire + Dodge

Clawed Subspecies
Cleave

Close Combat Escape

Collateral Damage
Combat Reflexes AoO = mod

Conditioning mtr,* mtr,*

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

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 dam x2*

Echani Training dam x2*

Erratic Target

Exotic Weapon Proficiency


Experienced Medic surgery =
mod

Expert Briber

Expert Droid Repair repair =


mod
Extra Rage
Extra Second Wind
Far Shot
Fast Surge

Fast Swimmer
Fatal Hit

Feat of Strength take 20

Fight Through Pain

Flash and Clear


Flawless Pilot
Flèche

Fleet-Footed

Flood of Fire
Flurry
Focused Rage

Follow Through

Force Boon
Force of Personality rbCha Will
Def
Force Readiness
Force Regimen Mastery # = mod

Force Sensitivity
Force Training # = mod
Force Training + Improved Disarm

Forceful Blast

Forceful Recovery

Forest Stalker
Fortifying Recovery gain hp =
mod x2
Friends in Low Places

Fringe Benefits
Galactic Alliance Military Training

Gearhead

Grand Army of the Republic Training

Grapple Resistance

Grazing Shot

Great Cleave
Gungan Weapon Master
Gunnery Specialist

Hasty Modification

Hideous Visage
Hijkata Training AoO = opp
atk penalty
= mod

Hobbling Strike

Hunter's Instincts
Imperceptible Liar

Imperial Military Training


Impersonate
Impetuous Move

Implant Training

Improved Bantha Rush push


sq=mod

Improved Charge

Improved Damage Threshold


Improved Defenses
Improved Disarm
Improved Disarm + Force Training

Improved Opportunistic Trickery

Improved Rapid Strike

Impulsive Flight
Inborn Resilience
Increased Agility don't lose
w/Climb
Increased Resistance

Indomitable Personality add mod to


Will Def
Informer

Instinctive Perception

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 mind-


affecting to
droids =
mod
Lightning Draw
Linguist languages =
mod
Logic Upgrade: Self-Defense
Logic Upgrade: Skill Swap

Logic Upgrade: Tactician


Long Haft Strike

Mandalorian Training

Martial Arts I
Martial Arts II
Martial Arts III
Master of Disguise

Master Tracker

Meat Shield
Mechanical Martial Arts

Medical Team (team feat)

Melee Defense

Metamorph change size


rnds = Con
Mighty Swing

Mighty Throw Str&Dex Str&Dex


thrown thrown
Mind of Reason rbWis skills rInt skills

Mission Specialist

Mobility

Momentum Strike

Mon Calamari Shipwright

Mounted Defense

Mounted Regiment (team feat)

Moving Target

Multi-Grab
Multi-Targeting

Natural Leader
Nature Specialist

Never Surrender

Nimble Team (team feat)

Officer Candidacy Training

Opportunist Retreat

Opportunistic Shooter

Opportunistic Trickery

Overwhelming Attack
Pall of the Dark Side

Perfect Intuition
Perfect Swimmer
Pin

Pincer
Pinpoint Accuracy

Pistoleer

Pitiless Warrior

Point Blank Shot


Poison Resistance

Power Attack

Power Blast
Powerful Charge

Powerful Rage +4Rage

Precise Shot
Predictive Defense rbInt Ref rDex Ref
Def Def
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 rCon Fort rbStr Fort


Def Def
Resolute Stance

Resurgence

Resurgent Vitality gain hp =


Con x2
w/2nd
Return Fire

Returning Bug
Riflemaster

Risk Taker

Running Attack

Running Attack + Dodge

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 Str mod x2
unarmed
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 # = mod

Stava Training Str&Dex Str&Dex


grapple* grapple*
Stay Up

Steadying Position

Strafe
Strong Bellow

Strong in the Force


Superior Tech

Suppression Fire
Sure Climber
Surgical Expertise

Survivor of Ryloth

Swarm

Tactical Advantage
Tactical Genius

Tae-Jitsu Training

Tech Specialist
Technical Experts (team feat)

Teras Kasi Training

Thick Skin
Throw

Tireless Squad (team feat)

Tool Frenzy

Toughness
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)

Weapon Finesse rbDex rStr


Weapon Finesse + Weapon Focus
Weapon Focus
Weapon Focus + Weapon Finesse

Weapon Proficiency
Weapon Proficiency (lightsabers) + QD
Whirlwind Attack

Wicked Strike
Wilderness Specialists (team feat)

Withdrawal Strike

Wookiee Grip
Wroshyr Rage

Wrruushi Training gain hp =


mod

Zero Range
Acrobatic Ally

Acrobatic Dodge
Combat Trickery

Elder's Knowledge 1/enc


replace
Know
(social
science) or
(galactic
lore) w/Wis
or Wis-
related
check

Frightening Cleave
Grab Back

Halt

Heavy Hitter
Hold Together

Hyperblazer

Improved Sleight of Hand

Improvised Weapon Mastery


Instinctive Attack
Instinctive Defense
Intimidator

Maniacal Charge
Mounted Combat

Nikto Survival
Targeted Area
Trample

Wilderness First Aid

Assured Strike
(lightsaber form)

Ballistakinesis
(telekinetic)

Barrier of Blades
(lightsaber form)

Battlestrike

Blind
Circle of Shelter
(lightsaber form)

Cloak

Combustion

Contentious Opportunity
(lightsaber form)

Convection

Corruption
(dark)

Crucitorn

Cryokinesis

Dark Rage
(dark)

Dark Transfer
(dark)
Dark Transfer
(dark)

Deflecting Slash
(lightsaber form)

Detonate
(telekinetic)

Disarming Slash
(lightsaber form)

Drain Energy

Draw Closer
(lightsaber form)

Energy Resistance

Enlighten
(light side, mind-affecting)
Falling Avalanche
(lightsaber form)

Farseeing
Fear (dark)

Fluid Riposte
(lightsaber form)

Fold Space

Force Blast

Force Disarm

Force Grip

Force Light
(light)

Force Lightning
(dark)
Force Scream
(dark)

Force Shield
(telekinetic)
Force Shield
(telekinetic)

Force Slam

Force Storm
(dark, telekinetic)

Force Storm (dark)

Force Stun

Force Thrust

Force Track

Force Whirlwind
(telekinetic)

Hatred
(dark)

Hawk-Bat Swoop
(lightsaber form)

High Ground Defense


(lightsaber form)
Inertia

Inspire
(light)

Intercept
(telekinetic)

Ionize

Kinetic Combat rbCha rStr

Kinetic Combat rbCha rStr


(telekinetic)

Levitate
(telekinetic)

Lightning Burst
(dark side)
Makashi Riposte
(lightsaber form)

Malacia
(light)
Memory Walk
(dark, mind-affecting)

Mind Shard
(mind-affecting)

Mind Trick
(mind-affecting)

Morichro

Move Object

Negate Energy

Obscure
(mind-affecting)
Pass the Blade
(lightsaber form)

Phase

Plant Surge

Prescience

Pushing Slash
(lightsaber form)

Rebuke

Rend
(dark)
Repulse
(telekinetic)
Resist Force

Rising Whirlwind
(lightsaber form)
must be wielding
2 lightsabers

Saber Swarm
(lightsaber form)

Sarlacc Sweep
(lightsaber form)

Sever Force
(light)

Shatterpoint

Shien Deflection
(lightsaber form)
Slow
(telekinetic)

Stagger
(telekinetic)

Surge

Swift Flank
(lightsaber form)

Technometry

Tempered Aggression
(dark, lightsaber form)
Thought Bomb
(mind-affecting)
Twin Strike
(lightsaber form)
must be wielding
2 lightsabers

Unbalancing Block
(lightsaber form)

Unhindered Charge
(lightsaber form)

Valor
(light)

Vital Transfer
(light)

Vornskr's Ferocity
(dark, lightsaber form)

Wound (dark)

Awaken Force Sensitivity

Eyes of the Force

Oxygen Bottle

Quiet the Mind


Sparring Practice

Telekinetic Practice

Training Remote

Vo'Ren's Fifth Cadence

Vo'Ren's First Cadence

Vo'Ren's Fourth Cadence

Vo'Ren's Second Cadence

Vo'Ren's Third Cadence

Corrupted Power

Debilitating Power
Devastating Power
Distant Power
Enlarged Power
Extend Power extend rnds
= mod
Holocron Loremaster

Linked Power
Mentor

Multitarget Power
Pure Power
Quicken Power
Remote Power
Shaped Power
Unconditional Power

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 Cryokineses

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
Improved Sense Force
Improved Sense Surroundings
Improved Shatterpoint
Improved Stagger
Improved Technometry
Improved Telepathy
Improved Thought Bomb
Improved Valor
Improved Vital Transfer
Language Absorption
Amphistaff, Quarterstaff
Amphistaff, Spear
Amphistaff, Whip

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

Darkstick

Datadagger
Dire sword
Double-bladed sword
Electropole
Electrostaff
Emperor Palpatine's Lightsaber
Energy Lance
Entrenching tool

Felucian skullblade
Fira
Fire blade

Force pike
Gaderffii
Garrote

Knife
Lightfoil, archaic
Lightfoil, modern
Lightsaber
Lightsaber pike
Lightsaber pike
Lightsaber, archaic
Lightsaber, crossguard
Lightsaber, double
Lightsaber, dual-phase
Lightsaber, dueling

Lightsaber, great
Lightsaber, long-handle
Lightsaber, long-handle
Lightsaber, short
Lightwhip

Lightwhip

Luke Skywalker's Lightsaber


Mace
Mythosaur Axe
Neuronic whip
Power hammer
Power Lance
Quarterstaff
Riot Shield
Ryyk blade
San-ni staff
Shock stick
Shock whip

Shockboxing gloves

Shockboxing gloves

Shockstaff
Short sword
Shoto, guard
Shoto, guard
Shyarn
Sith Sword
Sith Tremor Sword
Sith War Sword
Snap Baton
Spear
Static pike

Stun Baton
Stun Bayonet
Stunning Gauntlet
Stunning Gauntlet
Survival knife
Tehk'la blade
Unarmed, Medium character

Unarmed, Small character

Vibro-ax
Vibrobayonet
Vibroblade
Vibroblade, dire
Vibroblade, double
Vibrodagger
Vibroknucklers
Vibrolance

Vibrorapier
Vibro-saw

Vibrosword
Wan-shen
War sword
Yuuzhan Vong Biotech
Zhaboka
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
Ace Pilot
Assassin
Bounty Hunter
Charlatan

Corporate Agent

Crime Lord

Droid Commander
Elite Trooper
Enforcer

Force Adept
Force Disciple
Gladiator

Gunslinger
Imperial Knight
Improviser
Independent Droid
Infiltrator Stealth #
allies =
mod

Jedi Knight
Jedi Master
Martial Arts Master

Master Privateer

Medic

Melee Duelist
Military Engineer

Officer

Outlaw
Pathfinder
Saboteur

Shaper

Sith Apprentice
Sith Lord
Vanguard
Ascension gun

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

Blaster carbine
Blaster carbine, double-barreled
Blaster carbine, hunting
Blaster carbine, repeating
Blaster carbine, sporting

Blaster light repeating


Blaster pistol
Blaster pistol, bluebolt
Blaster pistol, heavy
Blaster pistol, hold-out
Blaster pistol, sidearm

Blaster pistol, snap shot


Blaster pistol, sporting
Blaster rifle
Blaster rifle, ARC-9965
Blaster rifle, assault
Blaster rifle, heavy
Blaster rifle, heavy assault

Blaster rifle, heavy variable


Blaster rifle, SGD-4
Blaster rifle, sniper

Blaster rifle, sporting


Blaster rifle, targeting

Blaster rifle, variable

Blaster, E-Web repeating


Blaster, heavy repeating
Blaster, subrepeating
Blaster, Wrist
Bow
Bowcaster
Bryar Pistol
Bryar Rifle
Carbonite rifle

Chewbacca's Bowcaster
Commando special rifle
Concussion rifle
Crossbow
Crossbow, repeating

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

Flamethrower
Flash canister, R-9
Flechette Launcher
Flechette Launcher
Gee-Tech 12 Defender
Grenade launcher
Grenade, adhesive

Grenade, concussion
Grenade, CryoBan
Grenade, EMP

Grenade, frag
Grenade, gas
Grenade, ion
Grenade, radiation

Grenade, remote
Grenade, smoke

Grenade, stun
Han Solo's Heavy Blaster Pistol
Incinerator Rifle
Interchangeable WS

Interchangeable WS, Anti-armor

Interchangeable WS, Sniper

Ion carbine
Ion pistol
Ion rifle
Lanvarok, Massassi
Lanvarok, Sith
Lt Concussion Missile Launcher
Magna caster

Merr-Sonn Model 434


Merr-Sonn PLX-2M Portable Missile
Launcher
Micro grenade launcher
Miniature Proton Torpedo Launcher
Missile launcher
Missile Launcher, E-Web
Mortar launcher

Needler
Net
Neural inhibitor
Projectile Launcher, HH-15
Pulse rifle
Pulse-wave pistol
Pulse-wave rifle
Rail detonator gun
Razor Bug
Ripper

S-5 heavy blaster pistol


Saberdart Launcher (Jango Fett)
Scatter gun

Shrapnel pistol
Siang Lance

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

Targeting laser

Thermal detonator
Thud Bug
Verpine shatter gun

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 x
Climb x
Deception x
Endurance x
Gather Information x
Initiative x
Jump x
Knowledge x
Mechanics x
Perception x
Persuasion x
Pilot x
Ride x
Stealth x
Survival x
Swim x
Treat Injury x
Use Computer x
Use the Force x
Advozse -2 2 2
Aleena 2, +2 skill* Dex & Spd -2
rnds = mod
Amanin 2 -2 -2
Anzati stan v. Will
Def w/in
6sq for
target to
lose stan
next turn
(atk mod =
cl+Cha
mod)
Aqualish 2 -2 -2

Arcona -2 2
Arkanian 2, rCha -2, rbInt
Persuasion Persuasion
Arkanian Offshoot 2* 2* -2
Balosar 2 -2 -2 2

Barabel 2 -2 -2

Bith -2 2 2
Blood Carver 2 -2 -2
Bothan 2 -2
Caamasi -2 -2 4

Cathar 2 -2
Celegian -2 2

Cerean -2 2 2
Chadra-Fan 2 -2

Chagrian 2 -2
Chiss 2
Chiss 2
Chistori 2 -2
Clawdite -2 2
Clone, Republic 2* 2* 2* 2* 2* 2*
Codru-Ji
Croke (best guess)
Dashade 2 -2 -2

Defel -2 2
Devaronian (females) -2 2 2

Devaronian (males) 2 -2 -2

Draethos 2 -2
Droid, Astromech Droid 2 -2

Droid, Battle Droid 2 -2

Droid, Labor Droid 2, kb -2

Droid, Mechanic Droid 2 -2

Droid, Medical Droid -2 2

Droid, Probe Droid 2 -2

Droid, Protocol Droid -2 2 2

Droid, Service Droid -2 2

Dug 2 -2

Duros 2 -2 2
Ebruchi 2 2 -2 -2

Elomin 2 -2
Ewok -2 2
Falleen hold breath -2 2
= 25x Con
Feeorin 2 -2 2 -2 -2

Felucian 2 -2
Fosh 2 -2 2

Gamorrean 2 -2 -2
Gand 2 -2
Gen'Dai 4 -2 -2

Geonosian 2 -2 -2

Givin -2 2
Gotal

Gran -2 2

Gungan 2 -2 -2

Herglic 4 -4

Houk 2, rCha 2 -2 -2, rbStr


intimidate intimidate
Human
Hutt 2 -6 2 2
Iktotchi 2 -2
Ishi Tib 2

Ithorian -2 2 2
Jawa -2 2

Kaleesh -2 2 -2 2
Kaminoan 2 -2
Kel Dor 2 -2 2

Kerkoiden -2 2, rCha rbWis


D&Pers D&Pers
Khil -2 2 2
Killik 2 -2

Kissai -2 2
Klatoonian 2 -2 -2
Krevaaki 2 -2
Lugubraa 2 -2 2 after 50 -2
years age
+d4+2 Int
pts, max 8
before 50

Lurmen -2 2, Treat Inj


less mod

Mantellian Savrip 4 -2 4 -4 -4 -4
Massassi 4 -2 -2 -2

Miraluka -2 2

Mon Calamari -2 2 2

Mrlssi -2 2 2

Nagai 2 -2 2
Nautolan 2 -2 -2

Nazren 2 -2 2 -2
Near-Human Ability adjustment 2/-2 2/-2 2/-2 2/-2 2/-2 2/-2
Near-Human Additional arms
Near-Human Altiri Cha bonus
doubled
w/Persuasio
n on
Humans &
near-
Humans

Near-Human Anarrian 1/enc: reroll


Str
check/skill
using Str
mod x2

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

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 extra hp =
+1d4 + Con
mod

Near-Human Resistant
Near-Human Scent

Near-Human Spring step

Near-Human Strength surge 1/enc: reroll


Str
check/skill
using Str
mod x2

Near-Human Visually striking Cha bonus


doubled
w/Persuasio
n on
Human,
near-
Humans &
similar
Near-Human Weapon familiarity
Neimoidian -2 2
Nelvaanian -2 2
Nikto 2 -2 -2
Noghri 2 2 -4
Nosaurian 2 -2
Nyriaanan 2 -2
Pa'lowick -2 2

Pau'an -2 2 2
Phindian 2 -2
Polis Massan -2 2
Quarren 2 -2 -2

Rakata 2 -2

Replica Droid 2 2 -2
Rodian 2 -2 -2
Ryn 2
Sakiyan
Selkath 2
Shard -2 retains 2

Shistavanen 2 -2 -2

Skakoan -2 2

Sluissi -2 2

Snivvian 2

Sorcerer of Rhand -2 -2 4 2 -2

Squib -2 2

Ssi-Ruuk 2 -2

Stereb 4 -2 2 -2 -2
Sullustan 2 -2
Talz 2 -2
Taung 2 -2

Tchuukthai (best guess)


Thakwaash 4 -2 -2

Tof 2 -2 -2 2

Togorian 4, rCha -2 -2 rbStr


intimidate intimdate
Togruta 2 -2

Toydarian -2 2
Trandoshan 2 -2
Trianii 2

Tusken Raider 2 -2 -2
Twi'lek -2 2
Ubese 2 -2
Ugnaught (best guess)
Ugor (best guess)
Umbaran -2 2 2
Utai 2 -2
Vagaari 2 -2

Vahla -2 2
Verpine
Vultan 2 -2

Vurk -2 2 2

Weequay 2 -2 -2
Whiphid 4 -2 -2
Wookiee 4 -2 2 -2 -2

Wroonian 2 -2
Yarkora -2 2 2

Yevetha 2 -2

Yuuzhan Vong 2 -2
Yuzzem 4 -2 -2

Zabrak
Zeltron -2 2, +mod
Perception*

Zygerrian 2 -2, rbCha rWis Will


Will Def Def
Ackbar Slash

Afterburn

Angle Deflector Shields

Attack Pattern Delta

Attack Pattern Zeta Nine

Corellian Slip

Counter

Darklighter Spin

Devastating Hit

Engine Hit
Evasive Action

Explosive Shot

Howlrunner Formation

I Have You Now

Intercept

Overwhelming Assault

Segnor's Loop

Shield Hit

Skim the Surface

Skywalker Loop

Snap Roll

Strike Formation

Tallon Roll
Target Lock

Target Sense

Thruster Hit

Wotan Weave

Accurate Blow

Acrobatic Recovery

Action Exchange

Acute Senses

Adapt and Survive


Adept Assistant
Adept Negotiator

Adept Spellcaster

Adrenaline Implant

Advanced Intel
Advanced Planning
Advantageous Opening
Advantageous Positioning
Advantageous Strike

Adversary Lore

Affliction

Aggressive Negotiator

Aggressive Surge

Akk Dog Attack Training

Akk Dog Master

Akk Dog Trainer's Actions

Always Ready

Ambush
Ambush

Ambush Specialist

Anticipate Movement

Apprentice Boon

Armor Mastery max +1

Armor Mastery

Armored Augmentation I

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 dam Dex dam Dex


mod mod
Attract Minion

Attract Privateer

Attract Superior Minion

Attune Armor

Attune Weapon max +1


Attuned

Aura of Freedom

Autofire Assault

Automated Strike

Aversion

Avert Disaster

Backstabber
Band Together

Bando Gora Surge

Barter

Battle Analysis

Battle Meditation
Battle Mount

Battlefield Medic

Battlefield Remedy

Bayonet Master
Beast Trick

Befuddle

Begin Attack Run


Believer Intuition add mod
Ref Def if
UtF over
atk

Beloved

Better Lucky then Dead

Bigger Bang

Biotech Adept

Biotech Mastery

Black Market Buyer

Blast Back
Blaster and Blade I

Blaster and Blade II advm 2-


hand

Blaster and Blade III

Blaster Turret I
Blaster Turret II
Blaster Turret III
Blend In
Blend In

Blind Shot

Blind Spot
Block

Bloodthirsty

Blowback

Boarder

Body Control rbCha Fort rCon Fort


Def Def

Bodyguard I

Bodyguard II

Bodyguard III

Bodyguard's Sacrifice

Bolster Ally

Bolstered Numbers
Bomb Thrower

Bonded Mount

Born Leader

Bothan Resources

Breach Cover

Breaching Explosive
Break Program override
inhibitors #
rnds = mod
Bring Them Back

Brutal Attack
Brutal Unarmed Strike

Bugbite
Bullseye

Bunker Blaster

Buried Presence

Burning Assault
Burst Transfer

Call Out
Call Weapon

Cantina Brawler

Capture Droid

Cargo Hauler +5 check


Cast Suspicion

Castigate

Cause Mutation
Champion

Channel Aggression

Channel Anger rnds = 5 +


mod

Channel Energy

Channel Vitality

Charm Beast

Charm Beast

Charm Beast
Cheap Shot

Cheap Trick

Cleanse Mind
Clear Mind

Clip

Cloak of Shadow

Close Contact

Close Cover

Close Maneuvering
Close Scrape

Close-Combat Assault
Closed Mind

Close-Quarters Fighter

Collective Visions
Combat Repairs

Combat Trance

Combined Fire
Combined Fire

Combustion
Command Beast

Command Beast

Commander's Prerogative

Commanding Officer

Commanding Presence move 1/2 #


allies =
mod*

Commanding Presence

Competitive Drive reroll 1/enc reroll 1/enc reroll 1/enc

Competitive Edge Quick Draw


# allies =
mod
Computer Language

Computer Master

Comrades in Arms
Conceal Another

Conceal Force Use

Concealed Weapon Expert

Concentrate All Fire

Confounding Attack

Connections

Consular's Vitality grant ally


hp = 5+mod
1/rnd
Consular's Wisdom ally mod
Will Def
1/enc

Consumed by Darkness

Contingency Plan
Controlled Burst

Coordinate

Coordinated Effort

Coordinated Leadership
Coordinated Tactics

Corporate Clout

Cortosis Defense

Cortosis Gauntlet Block

Cortosis Retaliation

Counterpunch

Cover Bracing
Cover Escape

Cover Fire

Cover Your Tracks

Cower Enemies

Cramped Quarters Fighting


Creeping Approach

Crippling Hit

Crippling Strike

Critical Skill Success


Crowd Control

Crucial Advice

Crushing Assault

Cunning Distraction

Cunning Strategist

Curved Throw
Custom Model

Cycle of Harmony grant ally


down track
hp = 5+mod

Damage Reduction 10

Damaging Deception
Damaging Disarm

Dampen Presence

Dark Deception attempt to


sense as if
Dark = Wis

Dark Healing

Dark Healing Field


Dark Presence

Dark Preservation

Dark Retaliation
Dark Scourge

Dark Side Adept

Dark Side Bane dam = mod


force power
v. Dark
Dark Side Manipulation

Dark Side Master


Dark Side Savant

Dark Side Scourge dam melee


= mod v.
Dark
Dark Side Sense

Dark Side Talisman

Dash and Blast

Dastardly Strike

Deadly Repercussions
Debilitating Shot

Deception Awareness

Deceptive Shot
Dedicated Guardian

Dedicated Protector

Deep Space Raider

Deep-Space Gambit

Defense Boost

Defensive Acuity
Defensive Circle
Defensive Electronics

Defensive Jab

Defensive Measures

Defensive Position

Defensive Protection
Deflect

Demand Surrender

Demolitionist

Demoralizing Defense

Deny Move

Deployment Tactics
Desperate Measures

Destructive Ambusher
Detective

Detonate

Devastating Attack

Devastating Melee Smash

Device Jammer

Difficult to Sense

Dig In

Direct

Direct Fire
Directed Action droid's mod
rbyour mod

Directed Movement 1 droid


move &
use, replace
mod w/Int

Dirty Fighting
Dirty Tactics
Dirty Tricks

Disarm and Engage

Disarming Attack

Discblade Arc

Disciplined Strike exclude # =


mod

Disciplined Trickery

Disruptive
Distant Command

Distant Discblade Throw

Distracting Apparition

Distracting Attack
Distracting Shout

Distress to Discord

Djem So

Dogfight Gunner

Done It All
Double Agent

Double Up
Drain Force

Drain Knowledge

Draw a Bead dam = mod

Draw Fire

Dread

Droid Defense droid allies


Def = mod

Droid Duelist

Droid Expert

Droid Jammer
Droid Mettle

Droid Smash dam x2


mod
Dual Weapon Flourish I
Dual Weapon Flourish II

Dull the Pain


Dumb Luck

Durable

Earth Buckle

Easy Prey

Echani Expertise

Echoes of the Force

Educated

Electronic Forgery

Electronic Sabotage

Electronic Trail

Elusive Dogfighter
Elusive Target

Embrace Dark Side

Emergency Team

Empower Siang Lance

Empower Weapon

Enemy Tactics
Engineer

Enhance Cover

Enhanced Danger Sense

Enhanced Manipulation take 10

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

Expanded Sensors

Expedient Mending
Experienced Brawler
Expert Grappler

Expert Gunner
Expert Rider
Expert Shaper

Expert Tracker

Exploit Weakness
Exposing Strike
Extended Ambush

Extended Critical Range (heavy)

Extended Critical Range (rifles)

Extended Critical Range (simple weapons)

Extended Threat

Extra First Aid

Extreme Effort +5 check*

Extreme Explosion

Face the Foe


Fade Away

Fade Out

Fall Back squad move


2sq = #
cl+mod
Familiar Enemies
Familiar Situation

Fast Attack Specialist

Fast Repairs

Fast Talker
Fear Me

Feared Warrior

Fearless Leader

Fearsome

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

Fire at Will

Flanking Foe

Flee
Fleet Deployment

Fleet Tactics

Flight

Fluidity

Flurry Attack

Flurry of Blows

Fluster

Focus Terror
Focused Attack

Focused Force Talisman

Focused Targeting
Focused Warrior

Folded Space Mastery

Fool's Luck

For the Cause


Force Blank

Force Cloak

Force Cloak Mastery

Force Deception

Force Delay

Force Directed Shot


Force Direction
Force Exertion

Force Fighter

Force Flow

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

Force Recovery
Force Reflexes

Force Repair gain hp =


mod trance
& transfer

Force Revive

Force Stabilize

Force Suppression

Force Talisman

Force Throw

Force Treatment
Force Treatment

Force Veil

Force Warning reroll Init #


allies =
Forceful Warrior mod

Foresight

Forewarn Allies

Form Up squad +2
Ref Def = #
cl+mod
Fortified Body

Fortune's Favor

Forward Patrol 1 ally keeps


Dex*
Friend or Foe
Friendly Fire

Frighten

Fringe Savant

Full Advance squad +2


dam = #
cl+mod
Full Control 1 droid full
atk & its
mod =
yours
Full Throttle

Galactic Guidance enable ally enable ally


to reroll to reroll
check check

Gambler +2 gamble
Gang Leader

Gauge Force Potential

Get Down

Get into Position

Get Into Position

Get Some Distance

Ghost Assailant

Gimmick
Grabber

Gradual Resistance
Grand Leader

Great Shot
Greater Dark Side Talisman

Greater Devastating Attack

Greater Focused Force Talisman

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 gain hp
1/enc = Con
score*
Group Perception

Guaranteed Boon
Guaranteed Shot

Guardian Spirit

Guardian Strike
Guard's Endurance

Guidance
Guiding Strikes

Gun Club

Hailfire

Hammerblow dam x2
mod

Hard Target
Hardened Strike

Hardiness

Harm's Way

Harrying Shot

Hasty Withdrawal withdraw as


free 1/turn
allies =
mod
Heal Droid

Healing Boost

Heavy Fire Zone

Heavy-Duty Actuators dam x2


mod
Heightened Awareness add mod
Perception

Helpful
Hesitate

Heuristic Mastery

Hidden Attacker

Hidden Eyes

Hidden Movement

Hidden Weapons
Hide in Plain Sight

High Impact dam x2


mod*

Higher Yield

Hijkata Expertise dam target


penalty

Hit the Deck


Hive Mind

Hold Steady squad +1


track = #
cl+mod
Hold the Line

Hot Wire

Hotwired Processor +5 skills +5 skills

Hunker Down

Hunt the Hunter


Hunter's Mark

Hunter's Target

Hyperdriven

Hyperspace Savant

Idealist rbCha Will rWis Will


Def Def
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

Impel Ally II

Impel Ally III

Impenetrable Cover

Impose Confusion

Impose Hesitation

Improved Armored Defense

Improved Attack Run


Improved Battle Meditation
Improved Consular's Vitality
Improved Dark Healing

Improved Force Sight

Improved Healing Boost


Improved Initiative

Improved Jury-Rig

Improved Lightsaber Throw

Improved Manipulating Strike

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


Improved Stealth

Improved Stunning Strike

Improved Suppression Fire

Improved Surveillance

Improved Trajectory
Improved Weaken Resolve

Improvised Device

Improvised Weapon Master

Incite Rage

Incognito

Indomitable
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

Inspire Zeal

Instinctive Navigation

Instruction
Instrument of the Force

Intentional Crash
Interrogator

Intimate Knowledge

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

Jedi Quarry

Jet Pack Training


Jet Pack Withdraw

Juggernaut

Juke
Jury-Rigger

Just a Droid

Just a Scratch

Just What Is Needed

Juyo

Keen Shot

Keep It Going
Keep it Together

Keep It Together
Keep Them at Bay

Keep Them Honest

Keep Them Reeling

Keep Them Reeling

Keep Together

Knack

Knight's Morale

Knockback

Knockdown Shot

Know Weakness
Know Your Enemy

Knowledge and Defense add Wis if add Wis if


denied Dex denied Dex

Knowledge is Life
Knowledge is Power

Knowledge is Strength
Knowledge of the Force

Known Dissident

Known Vulnerability

Krath Illusions

Krath Intuition

Krath Surge

K'tara Expertise

K'thri Expertise dam


adjacent =
mod
Labyrinthine Mind

Launch Point

Lead by Example
Lead by Example

Lead From the Front

Leading Feint

Leading Skill
Learn from Mistakes
Legendary Commander

Liberate

Lifesaver

Lightsaber Defense

Lightsaber Evasion
Lightsaber Form Savant

Lightsaber Specialist

Lightsaber Throw

Lingering Debilitation

Link

Linked Defense

Load Launcher dam x2


mod &
Lockdown Strike range
Long Call reduce DC
for
telepathy by
half
w/willing,
reroll
w/unwilling
& keep
better, FP =
# of targets
= Cha mod
(min 2)
w/single
UtF check

Long Stride

Lose Pursuit
Luck Favors the Bold

Lucky Shot

Lucky Stop

Luka Sene Master


Lure Closer

Maintain Focus

Makashi

Make a Break for It

Make an Example
Make Do
Malkite Techniques

Man Down

Mandalorian Advance
Mandalorian Ferocity

Mandalorian Glory

Manifest Guardian Spirit

Manipulating Strike

Many Shades of the Force

Mark the Target


Martial Resurgence

Mask Presence

Masquerade
Master Advisor

Master Defender
Master Manipulator

Master Manipulator

Master Mender

Master Negotiator
Master of Elegance dam = mod

Master of the Great Hunt


Master Slicer

Master's Orders
Masterwork Lightsaber

Maximize Cover

Mechanics Mastery
Mechanized Rider

Medical Analyzer mod to


Treat
Injury*

Medical Droid
Medical Miracle

Melee Assault

Melee Brute

Melee Opportunist

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)
Multiattack Proficiency (advanced melee
weapons)
Multiattack Proficiency (exotic weapons)

Multiattack Proficiency (heavy weapons)

Multiattack proficiency (lightsabers)

Multiattack Proficiency (pistols)

Multiattack Proficiency (rifles)

Multiattack Proficiency (rifles)

Multiattack Proficiency (simple weapons)


Murderous Arts I

Murderous Arts II

Mystic Mastery
Mystical Link

Natural Healing

Negate and Redirect

Niman

Nimble Dodge

No Escape
Noble Fencing Style rwCha* rStr*

Noble Sacrifice
Nonlethal Tactics
Notorious

Notorious

Nowhere to Hide

Nowhere to Run

Nuanced mod to
Persuasion
1/enc
Numbing Poison

Oafish 1/enc when


fail D/Pers
check add
+1d6 + Wis
mod to
check

Oath of Duty

Obscuring Defenses

Observant

Old Faithful

Omens

On-Board System Link

One for the Team


Only the Finest

Opportunistic Defense
Opportunistic Strike

Opportunity Fire

Out of Harm's Way

Out of Harm's Way


Out of Nowhere

Outmaneuver
Outrun

Outsider's Eye

Outsider's Query

Overcharged Shot
Overclocked Troops

Past Visions

Penetrating Attack

Perceptive Ambusher
Perfect Attunement

Perfect Telepathy

Persistent Haze
Personal Affront

Personal Vendetta
Personalized Modifications

Phalanx
Phantasm

Physical Surge
Pick a Fight
Piercing Hit

Pinning Shot

Pistol Duelist

Planetary Attunement

Power Boost

Power of Hatred
Power of the Dark Side

Power Supply
Power Surge

Powerful Friends

Praetoria Ishu

Praetoria Vonil

Precise Direct

Precision
Precision Fire

Precision Implant

Precision Shot

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

Psychic Citadel

Psychic Defenses target takes


dam = mod
xd6 with
mind

Psychometry

Pulling the Strings

Punch Through

Punishing Protection
Punishing Strike

Pursuit

Quick Astrogation

Quick Cuffs

Quick Fix

Quick Modification

Quick Modifications

Quick on Your Feet

Quick Strike

Quick Study
Quick Trigger

Quickseeing

Quicktrap
Raider's Frenzy

Raider's Surge

Rally
Ranged Disarm

Ranged Flank

Rant

Rapid Alchemy

Rapid Reload

Reactionary Attack

Reactive Stealth
Reading the Flame

Ready and Willing


Reap Retribution
Rebound Leap

Rebuke the Dark

Recall
Recall Discblade

Reckless dam = mod


after charge

Reconnaissance Actions
Reconnaissance Team Leader

Recruit Enemy

Redirect Shot

Reduce Defense

Reduce Mobility

Regimen Aptitude
Regroup

Reinforced Commands

Relentless

Relentless Pursuit

Reliable Boon
Relocate

Remote Attack 1 droid atk


mod =
yours
Renew Vision
Renowned Pilot

Repair Self

Repairs on the Fly

Repel Discord

Repelling Whirlwind
Reset Initiative

Resilience
Resilience Implant

Resist Enervation

Resist the Dark Side


Respected Officer
Retaliation

Retaliation Jab dam = mod


when
Retreating Fire missed
Retribution

Revealing Secrets

Revelation
Revenge

Reverse Strength dam = mod


grapple
Revolutionary Rhetoric

Ricochet Shot

Ride the Current

Rifle Master

Right Gear for the Job

Riposte

Rising Anger
Rising Panic

Risk for Reward

Roll Out

Roll With It

Run Interference

Ruthless

Ruthless
Ruthless Negotiator

Sabotage Device
Safe Passage

Safe Zone

Savage Reputation

Scholarly Knowledge

Science Analyzer mod x2


(life &
Scomp Link Slicer phys)

Scripted Routines

Search and Destroy squad +2


Perception
= # cl+mod
Second Chance

Second Skin

Second Strike move & atk


another on
miss

Security Slicer
Seducer

Seek and Destroy

Seen It All

Seize Object

Seize the Moment


Seize the Moment

Self-Reliant
Sense Deception

Sense Primal Force

Sentinel Strike
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

Shared Notoriety

Shellshock
Shelter

Sheltering Stance
Shield Expert

Shield Gauntlet Defense

Shield Gauntlet Deflect

Shield Gauntlet Redirect

Shien

Shift
Shift Defense I
Shift Defense II
Shift Defense III
Shift Sense

Shii-Cho

Shoot from the Hip


Shoto Focus

Shoto Master

Shoto Pin

Shoulder to Shoulder

Shunt Damage

Siang Lance Mastery

Sickening Blast

Sidestep

Signature Item
Silent Movement

Silent Takedown
Silicon Mind mod to Will
Def v. UtF

Simple Opportunity

Simultaneous Strike

Single Weapon Flourish I

Single Weapon Flourish II


Sith Alchemy

Sith Alchemy

Sith Alchemy Specialist

Sith Reverence

Six Questions

Sizing Up

Skill Boon
Skill Confidence gain hp =
mod on nat
19-20*

Skill Conversion

Skilled Advisor
Skilled Demolitionist
Skilled Implanter
Skillful Recovery
Skirmisher

Slashing Charge

Slip By
Slip By

Slippery Strike

Slowing Shot

Slowing Stun

Sly Combatant

Small Favor

Small Target

Snap Shot

Sneak Attack
Sniping Assassin

Sniping Marksman

Sniping Master

Soft Reset

Soft to Solid

Soften the Target

Sokan

Soothe

Soothing Presence

Soresu

Sow Confusion
Spacehound

Spatial Integrity

Speed Implant

Speedclimber

Spontaneous Skill

Spotter

Spring the Trap

Sprint

Spynet Agent

Squad Actions

Squad Brutality

Squad Superiority
Squadron Maneuvers

Squadron Tactics

Stalwart Subordinates
Starship Raider

Stava Expertise

Stay in the Fight

Stay in the Fight

Steady Under Pressure

Stealthy Withdrawal

Steel Mind

Steel Resolve

Stellar Warrior

Stick Together
Stifle Conflict

Stinging Assault

Stinging Jab
Stolen Advantage

Stolen Form

Strength Implant

Strength in Numbers

Strength of the Empire

Strike and Run

Strong Grab

Strong-Willed

Stun Turret
Stunning Shockboxer

Stunning Strike

Stymie

Sucker Punch
Sudden Storm

Sudden Strike

Summon Aid

Supervising Droid

Suppress Force

Surefooted

Surge
Surge of Light

Surprise Strike

Surprising Weapons
Surprisingly Quick
Surrender to the Current

Surveillance

Swerve negate AoO


& move

Swift Droid

Swift Power
Swift Shot
Swift Strider

Sword of Vahl

Synchronized Fire

System Hit

Tactical Edge
Tactical Savvy ally FP for
FP = your
mod

Tactical Superiority

Tactical Withdrawal

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
Telepathic Link

Tempest Tossed

Temporal Awareness

Teras Kasi Basics

Teras Kasi Mastery

Terrain Guidance

Terrify

Tested in Battle
The Will to Resist

Thrive on Chaos

Thrown Lightsaber Mastery

Thunderclap

Total Concealment

Tough as Nails

Trace

Traceless Tampering
Trailblazer

Trakata

Transfer Essence

Transfer Power

Transposing Strike

Treacherous
Triage Scan

Triangulate
Trick Step

Trigger Work

Tripwire

True Betrayal

Trust

Try Your Luck


Turn the Tide

Turret Self-Destruct
Twin Shot

Twin Weapon Mastery

Twin Weapon Style

Two-Faced

Two-For-One Throw
Tyia Adept

Ultra Resilient

Unarmed Counterstrike

Unarmed Parry
Unbalance Opponent

Unbalancing Adaptation
Uncanny Defense
Uncanny Dodge I

Uncanny Dodge II

Uncanny Instincts
Uncanny Luck

Unclouded Judgment

Undetectable Poison

Undying Loyalty
Unlikely Shot

Unreadable

Unrelenting Assault dam = mod


on miss
Unsavory Reputation

Unseen Eyes

Unsettling Presence

Unstoppable

Unwavering Ally

Urgency

Vaapad

Vahl's Brand

Vahl's Flame

Vanish

Vehicle Focus

Vehicle Mechanic
Vehicle Sneak

Vehicular Boost

Vehicular Evasion

Veiled Biotech
Vicious Poison

Victorious Force Mastery

Vigilance

Vindication

Virus

Visionary Attack

Visionary Defense

Visions
Vital Encouragement

Walk the Line

Wan-Shen Defense

Wan-Shen Kata

Wan-Shen Mastery

Ward

Warrior's Awareness
Warrior's Determination

Wary # of moves
can't exceed
Dex mod

Watch This
Watch Your Back
WatchCircle Initiate

Watchful Step

Watchman's Advance

Waveform dam = mod


telekinetic

Weak Point

Weaken Resolve

Weakening Strike
Wealth

Wealth of Allies

Weapon Shift

Weapon Specialization

Weapon Specialization (discblade)

Weapon Specialization (lightsaber)

Weapons Power Surge

Whirling Death dam = mod


to adjacent

White Current Adept

Wicked Strike
Wild Sense

Willful Resolve

Willpower

Wind Vortex

Wingman

Wingman Retribution

Wrath of the Dark Side

Wrong Decision

Wrruushi Expertise

Zone of Recuperation

Advanced Ship
Akk Dog
Antiquated

Antiquated
Arakyd Industries
Archaic Ship
Arkanian Manufacture

Baktoid Combat Automata

Balmorran Arms

Baragwin Weapon

B'omarr Monk
Bonadan-Alloy Armor

Bothan Weapon

Bronzium Cast Armor

Chrystalis Beast
Cinnagaran Manufacture

Colicoid Creation Nest

Cortosis Weave/Phrik Alloy


Crew Quality

Cybot Galactica

Czerka Corporation

Dark Side Spirit


Dashade Weapon
Durasteel Cast Armor

Duwani Mechanical Products

Echani Manufacture
Environmental Bastion Armor

Eriadun Armor

Gand Weapon

GenoHaradan Manufacture

Halowan Mechanicals

Heirloom, Legendary Icon


Heirloom, Steeped in the Dark Side

Heirloom, Symbol of the Light

Imperial Department of Military Research

Industrial Automaton

Iridonian Manufacture

Junker
Krath Manufacture

Living Vehicle
Mandalorian Manufacture
Massassi Manufacture

MerenData

Packs and Swarms


Phrik Alloy
Prototype

Prototype
Quick Draw Weapon
Rakatan Weapon
Refitted
Refitted
Retractable Stocks

Roche

Serv-O-Droid

Shaped Beast
Sith Abomination
Sith Alchemical Weapon

Squad
Stripping Equipment
Stygian-Triprismatic Polymer
Superior Tech
Tendrando Arms

The Aggressive Follower


The Defensive Follower
The Utility Follower
Uglies
Unit
Veril Line Systems

Verpine manufacture

Yuuzhan Vong Biotech


Initiative
Gather
Informat
ion
Enduran
ce
Deceptio
n

reroll kb,
1/2 spd,
take 10
Climb
Acrobati
cs
Will Def
Fort Def
Ref Def
+10 v. check v.
radiation radiation
6 2
9 3
2

8 2
10 4
9 4
5 2
4 2
7 2
10 4

5 2

8 2

3
2
2 1
9 2
5
6 2

7
6 2
4
5 2
7

6 2
8 5
4 3
7 4
8 2
10

10
8
8
6
4
4

12

9
11
2
7
5
3

6 2
4 1

1
5 2
3 1
4 1
2
4
9 4
7 2
1
10 2
8 2

3 3
5 5
6 2
9 4

7 2 +5 v. force
7 1
5 2
5 2
5 2
+1
8 2
4 1
5 2

9 3

2 2
6 2

10 4
6 2
10 2
10
12
6 2
6 4, +10 v.
radiation
6 2
8 3
4 1
5
7
6 2
4
4 2
7
1 1

7 2
6 2
9 3
5 2
8 2
6 2
2
5 2
7

4
6 2
7 2
7 2
1

- +5 v. temp
1 0
4 2
4 1

10 4
5 5
6 2
0 0

9 3
+2
+5 v.
grenades &
missiles
+5 v.
heat&cold

+10 v.
radiation

+5/+10 v.
poisons

+4* +4*

+1

+5 v.
fall only if
fail Climb
by 10 or
more
+10

+1

+10
+2
+5

+10 v.
heat/cold
+10

+1 Fort Def
v. extreme
temps

+2
list 1 of 3 list 1 of 3
list 1 of 3
if reduced list 1 of 3
thresh is
same

list 1 of 3 list 1 of 3
list 1 of 3 list 1 of 3
list 1 of 3

list 1 of 3 list 1 of 3

list 1 of 3
list 1 of 3
list 1 of 3

vehicle +2
if missile
miss

+2 after
tumble
+2 basic
survival

+3* 1/2 spd


+2 if atk
fails

mod Ref
Def 1/enc

spdx2

+5 1/day
spend Rage

escape
grapple
then atk

Str mod to
Fort 1/enc
gain FP
when learn
secret info
rbKnow bur

if dam in
surprise
they're
prone
+2 when
success
w/change
attitude

DC15 to
tumble

+1 v. one
penalty -1
after charge

+1 v. AoO

+1 v. droid +1 v. droid +1 v. droid +1 on or v.


droids
DC15 use
again
rbWill for rthresh
thresh
Cha mod
not Wis

rKnow bur
for license

armor's Fort armor's Fort


applies to applies to
Will Will
shapeshift

FP = die
step +2

shapeshift
+2, don't
lose Dex
+2 if atk v.
Fort fails
add Cha
mod 1/enc
rbPercep,
reduce time
-2 at end of +2 at end of
charge charge

+1
+1
+1
+5 forgery
&
appearance

trade atk for


Ref Def
shapeshift

+5 v. AoO

rbRide
check

+1 if end
3sq away
reduced 1hp
not 0hp
+3* &
tumble
+1sq

reroll kb
+5 v.
poison, 1/2
dam fail

Int for Ref


Def
+2 if move
before &
after

Str mod not


Con
+2/+5 fight
defensive
2nd immed.
& move

fall if fail
by 10
+5 v.
natural
hazards

+2 track
+4

rbSurvival
check
+2

+3*
+5 v. UtF +5 v. UtF

atk v. you
impose -2
+5 v.
Deception
&
Persuasion

+2 w/atlatl
or cesta
+2 if fight +2 if fight
defensive defensive
hoist or toss
ally 2sq on
DC20
Acrobatics
as stan
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

+2 v.
grapple

+1 die dam
every 5 pts
over Ref
Def
Deception as
swif
opposed
Perception
must exceed
Deception &
Stealth, can
draw &
palm
weapon 2
sizes smaller
than you
rbUtF
+1 you & +1 w/FP
adjacent
+ allies v.
mind/fear
triple
Lightsaber
Defense
w/Jar'Kai

+5 v. AoO
w/Sokan

+ v.
mind/fear

+ v. poison
& atmos
+
1 list & +2 u 1 list & +2
others u others
1 list & +2 u 1 list & +2
others u others
1 list & +2
u others
1 list & +2 1 list & +2
u others u others
1 list & +2 1 list & +2
u others u others

1 list & +2
u others

1 list & +2 u 1 list & +2


others u others

2 of 3
2 of 3 2 of 3
2 of 3
2 of 3
2 of 3

2 of 3

2 of 3 2 of 3
2 of 3 2 of 3

2 of 3

2 of 3 2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3

Familiar
Foe bonus
reroll, Prereq
Prereq,
rStealth
pickpocket

+1 per
adjacent

bonus v. opp Prereq

1/enc PrC
lvl*

Prereq

reroll kb

+1 per
adjacent
Prereq
1
1 size reroll mtr

SF 1*
+5 v. +2 v.
poison D/Pers
2 +5 v.
radiation

SF
2 SF

SF, reroll
mtr
+1 size

DR2
+10 disguise

+5 size
+5 v. +5 v. UtF
radiation,
heat/cold,
UtF
1 size
SF

SF

1
1 size

1 size

1 size
2

1 size reroll mtr

-1 size

+5 v.
radiation
DR2 2

-1 size SF

-1 size +5 v. UtF
1, +2 1/enc

2
1 size

+5 v. mind reroll mtr


2

rb Wis mod
not Cha

2
1 1 SF & +2
1 size

2, & -1 size

1 size

2
DR2 reroll to
sense

resistant to
specific
climate, can
reroll
Endurance
or Survival
v.
environmen
t
1

considered
trained
reroll mtr

reroll mtr

2
2 2
1 size

1 size

SF

reroll kb no fee
2

reroll mtr

1 size +5 v. cold rbPercep


1/enc

+5 v.
Persuasion

+1 size

2
1 1 1

-1 size
1

-1 size +5 v.
Persuasion
to
intimidate
1, & -1 size

+5 v. mind
force
1 size SF
1
reroll mtr

SF
1 size
SF

reroll mtr
1

1 SF
-1 size

2
reroll mtr, class skill
1/enc to not
threaten sq
+2 v.
Persuasion
v. other
species
-1 size

1 1 1
+ Cha mod
to sense

2, Cha mod
not Wis
DC 20 to
not fall
prone
swap w/ally

don't
change on
redied
reroll kb,
ally not
surpised
moves
= HL+1/2
armor

1/enc add
armor to
thresh

= HL or
armor

w/Ward
+1/2 armor
to ally

add to DR
atk free if
winner
allies +5
w/in 12sq
& LOS

can move
through
threatened
add mod
Ref Def if
UtF over
atk

ally +2
1/enc*

rbStealth for
appear
Cha mod
not Con

minion + =
1/2cl
minion + =
1/2cl

mount has mount has


yours yours

purchase
equip 50%
roll twice to
feint
after
surprise rnd
take your
turn before
allies but
must share
talent
(special
quality,
Commando,
Leadership
or Military
Tactics),
next rnd
return to
normal spot
in Init order
rbUtF to
conceal
force

1 ally your
Wis mod
Will Def
1/enc
-5 v. you

+2 adjacent
obstacle
barrier
+2 dice

class skill,
attempts to
sense as if
Dark = Wis
+5 v.
Deception

to remove
Dex to Def
ally +1
while
adjacent
1/enc

+1 DC20* +1 DC15 +1 DC20*

+2 w/Battle
Meditation
+cl if
reprogram
med
-10 DC,
bribe 1/2,
time 1/2

1 droid use
& replace
mod w/Int
1 droid 1 droid
move & move &
use, replace use, replace
mod w/Int mod w/Int
feint as 2
swif

reroll ally
1/turn
ally Def = ally Def = ally Def = ally Def =
check check check check

can't be roll
atked until Deception
ally harmed @ same
time
+2 if dam
target 1/enc

rbUse Comp
forgery
rbUse
Comp to
change gain info on
target
+5 v.
+5 1/enc*
rbStealth, +5
if D trained

apply apply
familiar foe familiar foe
bonus bonus

take 20

allies +5 v.
fear
rbUtF
+5 when
deal dam

rbUtF
rbUtF

+2, +2
allies 6sq
allies reroll
mtr

reroll kb

squad +2
Ref Def = #
cl+mod
immune
disease,
poison,
radiation

1 ally keeps
Dex*
+2 dodge
1/enc*
use Cha
mod not
Wis
= HL+1/2
armor or
armor
reroll mtr
+2 adjacent

reroll kb
appearance
immune
mind 1 min

target -5 atk
+1 +1
reroll when
atypical
reduce dam
by Fort
1/enc
v. prime =
prime flat

add Wis if
denied Dex

+2 w/glore +2 w/glore +2 w/glore


+5 if no
cover
target dam,
feint, ally as
flat-foot

= HL+1/2
armor or
armor

+1
lightsaber
+5 ally with
-5 atk
target move
closer
+2*

rbUtf for
appearance
rbUtF,
touch
+1 +1
lightsaber lightsaber
reroll mtr to
locate
specific

1/enc when
fail D/Pers
check add
+1d6 + Wis
mod to
check

+2 or +2 atk
if ally rolls
1 or 20
feint then
atk

+2 w/all-out
move
+4 1 turn
1/enc
auto Aid
Another

+ = cl
reroll kb, no
run straight

-2 while
bound
together

target must
withdraw or
-1 atk
+2 allies +2 allies
1/enc if less 1/enc if less
1/2 hp 1/2 hp
+2 v. target
+5 1/enc

-10 DC,
cost 1/5
+2 4x4 +2 4x4
zone zone

+1 w/armor +1 w/armor
reroll if fail
Pers to
change

rbUtF v.
D/Per
+1 until
next turn

+2 cover if
minion
adjacent
+2 1/turn
1/enc shift
to ally
+ = Cha
mod v. UtF
rbStealth if
v.AoO

1/day DC25
Persuasion
for
informant
info for +10
1 Gather
Info or
Knowledge
w/in next
24 hours
take 10

atk by target
must spend
swif w/stan
no penalty
when using
Accelerated
Climbing

gain
surprise rnd
if you &
allies higher

rKnow
glore

enemy
rerolls v.
ally & mtr
+x2 melee
atk reduced
+cl v. UtF
atk if fail

swif after
fail
+2 w/move
1/enc*
rbUtF
check

rbUse
Comp
feint, shut
off
lightsaber,
re-ignite

v. enemy,
loser flat
1/enc after
first round
Knowledge
(tactics) v.
Will Def of
enemies
w/in 12sq
& LOS for
enemies to
reroll Init at
start of next
round,
allies in
LOS can
choose to
reroll
+5 v. skills
to read
emotion
+10 biotech

+1 adjacent
ally

+5 to ally if
over target's
Will
+1 v. melee
w/Wan-
Shen

+1 after 2nd +1 after 2nd


atk v. you atk v. you
1/enc
ignore 1
non-Force
effect,
talent, skill
or ability
that exceeds
Will Def, if
spend FP
ignore mind
effect even
if Force

rbPercep
negate
effect or atk
v. Will
1/enc
+2 allies
1/enc

+2 v.
thrown*

opp -2 each
time you're
atked
Stealth
Ride
Pilot
Persuasi
on
Perceptio
n
Mechani
cs
Knowled
ge
(tactics)
Knowled
ge
Jump
+2

reroll kb,
take 10,
Jump as
running

+5
+10
+10
+2
+5

+2 disable
device

+5
eavesdrop

+2

life +2 for
ailments
+2 +2 -5
+5

+5
+10
+5

+10
+5 v. demo
+2

reduce
range
penalty

+2

reduce
range

+2 v. heat
+2

+2 +2
+2 disable
lock

+5 doors &
airlocks

+2 as
trained

phys sci DC
15 to
complete
exam

+5 v.
moved

+2
+2 Ride to
control
mount in
battle,
guide
mount
w/knees or
stay in the
saddle

+5
penalty
reduced by
2 v. conceal
+10 v.
listening
devices 6sq

no penalty
v. conceal

+5

reroll for list 1 of 3


decep/infl
kb
list 1 of 3

list 1 of 3
list 1 of 3
glore list 1
of 3
list 1 of 3
list 1 of 3

list 1 of 3
glore list 1
of 3
+3 per, Spd
+2

bur rGather
Info

enemy -2
if dam
w/AoO free
intimidate

if change
attitude +2
next 24 hrs

enemy loses
action or
move

Jump to
cover

reroll mtr
for fear
effect

+1 on or v. +1 on or v. +1 on or v.
droids droids droids

repair in 10
min not 1 hr
reduce
haggle DC
by 10
repair
droids = Int
mod

reroll kb
reroll kb

bur
rbGather
Info for
licenses

reduce
actions
reroll
vehicle atk
1/enc
exchange
traits 1 min

reroll kb
+2 sq

rGather
Info &
reduce time
take lower
on reroll &
gain FP

w/AoO
draw
concealed
& atk
gain
favorable
24hrs
+1 die dam +1 die dam
if mounted if mounted
& moving & moving
auto reroute
power, 2
swif vehicle
up track
1/enc
redirect atk
to mount
+3 per, rRef
Def of
mount
1/enc
life FP = +
die step
ignore
cover &
conceal
w/in 10sq

reroll kb & reroll kb &


trained trained

Jump to
land safe,
FP adds
distance

1 hour =
value =
check
broadcast &
allies can
aid

when spend
FP die step
+2

target no
bonuses to
Will

intimidate
or change
attitude as
stan not full

gain FP on
nat 20
design
starship
# = Wis
mod

see Tech
Specialist
regain
maneuvers
w/nat 20 on
atk

modify tech
+3 per
+3*, +1sq

+3 per
always
avoid
collisions
w/team

recharge
shields etc
2swif

negate atk
+ hp

+3 per, take
10
social or
life rb Wis
or Wis
check
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
+ after
DC20 or
w/FP
rbUtF to
track*
use even if
aware
+ per DC

can use
Stealth after
jam droid's
senses
+5 to
conceal

+5
1 list & +2 1 list & +2 1 list & +2
u others u others u others
1 list & +2
u others
1 list & +2
u others
1 list & +2
u others
1 list & +2
u others
bur 1 list &
+2 u others
life 1 list &
+2 u others
1 list & +2
u others
glore 1 list 1 list & +2
& +2 u u others
others

tech 1 list & 1 list & +2


+2 u others u others
2 of 3 2 of 3 2 of 3
2 of 3
bur 2 of 3 2 of 3
2 of 3
life 2 of 3
tech 2 of 3 2 of 3
bur, glore 2
of 3

tech 2 of 3 2 of 3
tech 2 of 3 2 of 3

life 2 of 3 2 of 3
2 of 3
2 of 3 2 of 3
2 of 3 2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3 2 of 3
2 of 3
2 of 3
Prereq
Prereq
Prereq rbDecep to
pickpocket

bur Prereq
& SF
Prereq

Prereq

Prereq, bonus v.
bonus v. opp
opp

Prereq &
SF
Prereq Prereq &
SF, make
check for
allies

Prereq

life Prereq

reroll kb
Prereq,
Field-
created
weapon
Prereq

Prereq
Prereq
Prereq,
reroll to
disable
explosives
life Prereq,
life +1/2 cl

temptation
Prereq Prereq

+5

+5
+5

+5
+5 to snipe
reroll mtr
+5 size

class skill

+5 1/enc +5 1/enc +5 1/enc use Int mod


not Cha
SF 1* SF 1*
reroll for +2 v.
sound
reroll
intimidate
reroll mtr

reroll kb, v.
Will -1
track
class skill
reroll mtr +5 size

+15 size
reroll to
intimidate

+5 size
+1 atk v.
observed
+1 atk v.
observed

trained & +5 size


SF or SF
Use Comp

trained,
reroll, SF
life or Treat
Injury SF
SF Percep SF Percep
or Stealth or Stealth
bur, glore, trained
soc training
pick 1
bur, glore bur, glore
or Perc or Perc
training training
pick 1 pick 1
reroll mtr, +5 size
take 10
reroll mtr
intimidate
to move -1
track
instead of
normal

reroll mtr,
+5 size
reroll kb
+5 size

-5 size

reroll mtr
read
emotions
no distance
penalties
50sq

-5 size

reroll kb -5 size
reroll mtr
life reroll
mtr
life SF
class skill, +5 size
reroll mtr

rb Wis mod
not Cha

Sense
Motive v. is
-5
+5 size

-5 size

SF

+1 trained class skill SF +5 size


@ 1st
reroll mtr
reroll v.
decep/infl
mtr (kb
under
water)

Cha bonus
doubled
w/Persuasio
n on
Humans &
near-
Humans
reroll mtr

reroll mtr

ignore
concealmen
t w/in 10sq
reduce sq
for running
start by 2
for High
Jump or
Long Jump

Cha bonus
doubled
w/Persuasio
n on
Human,
near-
Humans &
similar
SF

+5 size

SF
tech SF
training +5 size
SF

1/enc 1/enc
trained trained
aspect aspect

reroll mtr

SF

SF

SF, 1/enc
stan = swif
long jump +10
w/out w/double
running time, get
start Tech
Specialist
w/
rDeception rbPercep +5 size
or 1/enc
Persuasion
1/enc
reroll to
intimidate
kb
not limited +5 haggle +5 size
to common
knowledge
w/
untrained
Know
(tech) check
SF & reroll
kb
reroll mtr
SF
reroll mtr

-5 size

-5 size

-5 size

reroll mtr

+5 size

reroll

SF

reroll mtr
reroll mtr +5 size
life reroll reroll to
mtr intimidate if
in
traditional
mask & kb,
considered
trained

SF reroll mtr
SF if
trained in 2

-5 size
reroll to
intimidate
reroll mtr

1/enc as nat
20
use Str mod -5 size
not Cha to
intimidate
reroll mtr
+Cha mod +5 to
to sense change
decep/infl attitude
reroll mtr

+5 aid +5 aid
target -1
track & no
atk

if dam w/
lightsaber
can take 10
Persuasion
to change
enemy's
attitude for
-5 enemy's
Will Def
until next
turn, FP for
end of enc

conceal
items
DC15 allies
Double
Attack
1/enc w/
Persuasion
unfriendly
or
indifferent
into ally for
enc direct
target as
swif

reroll mtr to
haggle
know 1/2
hp
life reroll to
repair
biotech
mod 1/2
time & cost,
take 10

rDeception
for appear
+5 handle
explosives
you have your mount
your has your
mount's Ref Def &
senses you its
senses
make 0 hp
opponent
friendly

target -2 all
Def
rbUtF

rbUtF
turn crit to
hit

1/day repair
self, not 1
hour
treat as
domesticate
d & can
ride

treat as
domesticate
d & can
ride

class skill

rUse Comp
considered
trained
1/enc target
can't atk

intimidate
6sq cone
unaware
cannot
make
checks v.
you
rbUtF v.
decep/infl
if target has
1/2 hp can't
atk
v. item to
not function

1 droid use 1 droid use 1 droid use 1 droid use


& replace & replace & replace & replace
mod w/Int mod w/Int mod w/Int mod w/Int
1 droid 1 droid
move & move &
use, replace use, replace
mod w/Int mod w/Int
reroll mtr
ally 1/turn
gain skill or gain skill or
SF SF

target can't
atk anyone

target -5
Will Def

+1 hp over
DC20

v. Will Def
use use
untrained untrained

opponent in
dogfight
-10 atk
-25% time
to install

+10 v.
surprise

swif not
stan
+2
w/objects
reroll Ride
rDeception

jury rig =
hp

reduce
enemy to
0hp, Pers v.
targets -2
atk
reroll mtr & reroll mtr
others* 1/day*
roll v.
surprise
twice & kb
intimidate
target can
take only
swif
target loses
move
sneak from
electronic

if dam
target
w/Force,
Persuasion
to
rbUtF

rbUtF
rbUtF
reroll
starship
maneuver
glore 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)
if in cover
enemy is
flat-footed
all allies
roll & take
highest
add Cha
mod
target -2
spd

snipe is
swif not
move

+5 if have
conceal
no move
penalty

near cover
Stealth &
move

1/enc +die
dam
rUse Comp
with Mech
to improve
access

rUse Comp
for
astrogate
reroll kb
haggling for
Re, M, or I

hide ally

aid in 6sq if aid in 6sq if


trained trained
12sq cone
target lose
swif & no
full
6sq cone
target lose
swif & no
full

can search
as swif
if dam
target you
decide their
move
reroll mtr

create item
rbUtF rbUtF
follower
has Percep
skill
rbTreat
Injury to
change
attitude or
intimidate

take 20 or
10
if atked, -5
atk
reroll mtr to
jury-rig
sneak in
plain sight

+1d8 hp
glore to
learn info

glore +2
Def
glore +1
crit

glore +2 atk

target can't
atk
life target
-2 atk
after using
share talent
Knowledge
(tactics) as
free to
replace DC
of any
talents from
this tree
1/enc move
1/2 w/out
AoO
if dam
target you
decide their
swif
w/successfu
l persuasion
check make
make 2nd
Persuasion
of any type

Stealth v.
Init to keep
cover v.
aim
take 10
w/speeder w/speeder
can use Fast can use Fast
Mount or Mount or
Dismount, Dismount,
Soft Fall, Soft Fall,
Stay in Stay in
Saddle & Saddle &
Use Mount Use Mount
as Cover of as Cover of
Ride Ride

life add Int


mod to
Treat Inj
target can't
atk
life modify
delivery
method
reroll kb

reroll kb

add Wis
mod to Cha
mod 1/enc

1/enc when
fail D/Pers
check add
+1d6 + Wis
mod to
check

roll @ +5 if if fail
fail Persuasion
Persuasion roll @ +5
for Percep
DC20 gain
1 piece of
info
if fail
Persuasion
to change
attitude,
attitude
does not
change &
can attempt
to change
attitude one
additional
time per
enc
+5 v. prime
+4 sq
1/enc take
20 no extra
time
intimidate
as stan not
full

1 ally can't
be atked
auto Aid auto Aid auto Aid
Another Another Another

move target
toward you
& atk
smaller
vehicles
-10 not -5
dogfight
1/enc jury-
rig when
not disabled

target must
withdraw or
-1 atk
if succeed
on
Persuasion
to
intimidate
enemy w/in
6sq deny
enemy
move
instead,
grant 1 ally
to use move
immediatel

move &
keep Stealth
if atk
misses
as free

+1 if atk* +1 if atk*
follower follower
has Percep has Stealth
skill reduce dam skill
to change to
ally
roll twice
for dogfight

allies w/in
6sq reroll
1/ally

1/day repair
as stan
target can't
take stan
reroll Pilot
to
disengage
from
dogfight, if
fail gunners
do not take
penalties to
atk

negate atk
v. ally

reroll
haggle price
of bounty
reroll kb if
trained
life & phys
Int mod x2

+2 all squad

disable
w/out a kit
reroll
Deception
if fail Pers
to change
minions can
reroll to
intimidate
shift dam to
ally
never suffer
from
unfavorable
circumstanc
es from
environmen
t w/Stealth,
1/rnd
w/Stealth
auto aid
another 1
ally
glore to
learn info
v. Will for
+2 skill &
atk
rRef Def v.
AoO

1/day DC25 1/day DC25 1/day DC25


Persuasion Persuasion Persuasion
for for for
informant informant informant
info for +10 info for +10 info for +10
1 Gather 1 Gather 1 Gather
Info or Info or Info or
Knowledge Knowledge Knowledge
w/in next w/in next w/in next
24 hours 24 hours 24 hours

capital
ships -20
atk & no
crits
+1 atk you
& allies

glore rb
Gather Info
ally ends in
cover &
Stealth
+2 atk next
turn you &
allies

swif after
fail
+2*

+5 v.
Stealth

tech +spd
droid or
behicle
DC20 Ride
to negate
difficult
terrain
target must
move away
DC20 to set
trap
target atks
who you
choose
1/enc after
first round
v. Will Def
of enemies
w/in 12sq
& LOS for
enemies to
reroll Init at
start of next
round,
allies in
LOS can
choose to
reroll
reroll kb in
Haze

+2 atk, take
10
+ hp
treat vehicle
as 2 sizes
smaller
+ hp

lowers area
atks
+10 biotech

rbUse
Comp to
disable
comp.
device
+1 Fort Def
& Will Def
after 2nd
atk v. you
take move take move
if enemy if enemy
fails fails
Deception Deception
or Stealth or Stealth

rInit

target flees
1 min
rbUtF
beast's
Perception
is yours

assist ally,
+5 dogfight
atk if ally
dam*
Survival

Swim

Injury
Treat

r
Compute
Use

Force
Use the

Crits

DR

Points
Hit

e
Intimidat
reroll kb,
spd = 1/2,
take 10
DR2 v.
piercing

+2

+1 die dam +5 to item


after crit,
slashing
only

DC5 as
+5
+2

DR2 v.
energy &
fire

also v. favorable
lightsabers circumstanc
es to
intimidate
also v. favorable
lightsabers circumstanc
es to
intimidate
also v. favorable
lightsabers circumstanc
es to
intimidate
1/enc if
fight
defensive
DR10 v. 1
atk

add
personal
DR v.
lightsabers

+10

reroll, take
10, 24hrs

1/enc if
fight
defensive
DR30 v. 1
atk

1/enc if
fight
defensive
DR20 v. 1
atk

DR10
DR5

+2

v. DR, +1
die dam
nat 19 =
regain
powers
+ die sonic
dam after
crit

+2 w/you as
sole target

+ die dam
after crit
+ die dam
after crit

+ die dam
after crit
+2
w/antidote
+5 v.
radiation

+5

+2, issue
routine as
swif
+10 v.
scramble

+2
+2 for
access

DR5

-1 per
-1 per
DR20

+5

use if
untrained
for 24 hrs

+1/level
recover
twice as
many

+5 doors &
airlocks

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

+2 if
trained
spd 8
+3*
+5 to
conceal
presence

list 1 of 3
list 1 of 3
list 1 of 3

list 1 of 3

list 1 of 3 list 1 of 3
list 1 of 3 list 1 of 3
list 1 of 3
list 1 of 3

v. DR, +5
ignore DR

v. DR,
ignores if
attached
+3 per, half
move
install
biotech
2swif for
crit +1 next
melee

install
cybernetic
when you
dam target
with AoO =
free
Persuasion
to
intimidate
them

reroll mtr
for fear
effect

+1 on or v.
droids
knocked
prone in crit
range w/
Expertise

knocked
prone in crit
range w/
Expertise

perform
surgery =
Int mod

+2 spd

1/enc when
charge 17-
20
1+Wis mod

+5 disarm

+ hp =
2xCon mod
2nd Wind =
gain half &
move half
+2
FP = +2
steps

+3 per & +4 hp w/aid


aid another another
Endurance
if 0hp = 1hp

1/2 Dark to
resist
detection

reroll kb
+hp =
5+1/2 level
if @ 0
1/day w/
2nd Wind 0
hp but 5 @
end of each
turn

DR 10
1/enc
w/cover

w/2nd
Wind + hp
= Con mod
x2
intimidate
or change
attitude as
stan not full

+3 per
surgery =
10 min
rFort Def
unarmed
dam +1 die
step

+1/level

triple dam
+5 astrogate
2nd Wind
even if not
below 1/2
+3 per

start Rage
hp = 10+1/2
level
w/ +hp = Con
Expertise mod
deal dam &
-2 track
reduce time
& penalties
Use
Computer
to navigate
the tangle
& mapping

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
reroll kb

1/day DC20 1/day DC20


Survival & Survival &
considered considered
to have to have
medpacs medpacs
until end of until end of
day day
v. DR, -5 v.
unattend
objects

per roll
DC15
lowest
per roll
DC15
lowest

DR v.
energy
rSurvival to
track*
w/FP +2d6
regain hp
nat 20 is a
crit
if 2 atk hit
+hp

v. DR,
ignore DR
w/FP
as access
info

DC30 treat
as crit
per roll
DC15
lowest
compare
DCs
regain 2xcl
every hour

v. DR,
ignore DR
DR20

v. DR,
ignores
unattend
object
v. DR
ignores

1 list & +2
u others
1 list & +2
u others

1 list & +2 1 list & +2


u others u others
1 list & +2
u others
1 list & +2
u others

1 list & +2
u others
1 list & +2
u others
2 of 3
2 of 3 2 of 3

2 of 3

2 of 3 2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3
2 of 3

2 of 3
2 of 3
2 of 3
2 of 3

2 of 3
2 of 3

Prereq
Prereq
DR = 1/2 cl

Prereq
Prereq

dam target
unarmed =
+hp=cl

Prereq, Imp First


secret = no Aid = +1
penalty on hp=cl,
self Improved
Heal Dam
& Long-
term

Prereq

Prereq
Prereq
Prereq

Prereq,
+1/2cl for
biotech

crit uses
d10 for dam

crit uses
d10 for dam
+d10 dam
after crit
class skill, swif to
Survival to drain
track + = grabbed
target's FP target -
target -1
track &
Anzati hp =
5+1/2 level

reroll mtr,
take 10

+5 1/enc

SF 1* SF 1*

reroll
intimidate

reroll mtr,
take 10
with a jury-
rig add
+1d8 hp

DR2

reroll to
intimidate

SF*

life or Treat
Injury SF

intimidate
to move -1
track
instead of
normal

SF
healing
glands =
untrained

+5 2nd
Wind

DR2

reroll mtr,
take 10
+5 +1/2 lvl
2nd Wind

reroll, take
10
reroll mtr
reroll kb v.
heat
SF
SF
reroll kb to
sense
feelings
if trained
DC lowered
by Wis mod

SF 1/enc +4x
level
gain force
training
reroll mtr,
take 10

reroll mtr, DR2


take 10

resistant to
specific
climate, can
reroll
Endurance
or Survival
v.
environmen
t
use
telepathy
untrained,
can sense
emotions if
Use the
Force
exceeds
target's Will
Def

reroll, take
10

at end of
enc regain
hp = +1d4
+ Con mod
reroll mtr

reroll mtr
class skill
reroll mtr,
take 10

SF
reroll mtr,
take 10
1/enc 1/enc
trained trained
aspect aspect

SF

take 10 +5 to others
bonus
trained skill
class skill

1/enc as
swif

reroll to
intimidate
kb

take 10
under
ground
+5 v.
Persuasion
to
intimidate

reroll

reroll mtr

reroll mtr reroll to


intimidate if
in
traditional
mask & kb,
considered
trained

reroll mtr reroll mtr,


take 10

recover x2 reroll to
intimidate
use Str mod
not Cha to
intimidate

w/crit or
over thresh
speed -1,
-2, -3
w/crit or
over thresh
Ref Def,
Init, Pilot
-1, -2,
-3

+5 w/aid
another
adjacent
ally +10

v. Will for
-2 Ref Def

trade part of
atk for DR
add FP to
ally with
UtF lower
than you

+DR = 2x
Fort Def
bonus

add armor's
Fort Def to
ET DR
v. crit 1/enc
crit =
normal
if up track
hp = 5+HL

first aid as
stan not full
+1 track
v. atk to
add Cha
mod to Ref
Def

reroll mtr to
repair
biotech
v. atk

+1 track &
hp = level if
under 1/2
override
inhibitors

double data
& time 1/2

make 0 hp
opponent
friendly,
Mechanics
for +2 track
& d8hp
rPers for
beast

rPers for
beast
reroll mtr to
avoid
detection

v. crit, crit
= normal
Col or
smaller
rbPers

reroll
opposed kb
rDeception
to conceal
Force use

1/rnd ally
hp = 5+
Cha mod
intimidate
6sq cone
reduce spd
1/2
if ally takes
dam other
ally hp =
5+Cha mod

DR10

v. Will Def
to not
remmeber
interacting

dam to
others to
heal
reroll mtr to
sense Dark

rPercep v.
decep/infl
Fort or all

grant allies
+1 block,
deflect, +2
Ref Def
v. atk

target can't
move
force blast
2sq

reroll kb to
conceal
presence

1 droid use 1 droid use


& replace & replace
mod w/Int mod w/Int
1 droid
move &
use, replace
mod w/Int
v. DR,
combine
atks v. DR
etc.
droids +1
hp w/
Mechanics
over DC20

1/turn ally
hp = 10+CL
+1 track

range +1

rDeception

rWill Def
of comp
gain info on
target
reroll mtr
Dark, no
light

v. Will for
beast to
perform
task
FP for
secret or
technique =
+hp = 10+cl

+5 more
reroll mtr to
repair
biotech
no penalty
@ normal
spd

range +1

range +1

weapon's
crit range
extended by
1

first aid one


extra
time/day
1/enc
minion
down track
reduce by 1
& +hp =
HL
detect etc.
energy
fields

1/enc all
allies 6sq
hp = HL
rAcrobatic

extra atk
w/crit v.
any in
range 1/turn

intimidate
target can
take only
swif
rbUtF for rUse Comp
astrogate for
astrogate

rDeception
if spend FP
for atk +hp
= FP result

nat 1 = +1
FP

regain 1
force power
v. crit, crit
= normal

hide you &


allies

if dam
target
w/Force,
Persuasion
to
rInitiative
rPercep

rPers
rPilot

reroll mtr
selected
power

w/2nd
Wind +hp =
d6 per FP
possessed
w/vital
transfer +
hp = Cha
mod

rbUtF w/out rTreat


medkit or Injury
medpac
rbUtF rTreat
Injury
rbUtF rTreat
Injury

crit w/
lightsaber =
+1 FP

+ stan
1/enc when
you
intimidate
gain +1 for
every ally
within 6sq
& target's
LOS (max
+5)
detect
force-
sensitive

issue
routine
command
1/enc +hp =
5+1/2CL

v. DR, -10
DR,
replaces

v. atk
grenades
w/atk +hp =
Con
possible*

adjacent to
ward = +hp
= cl
v. DR, -1
unarmed
double Str
on next
melee

telepathy on
same planet
rbMech to
improve
access

rb Pilot for
astrogate

v. DR, if
dam over
DR ignore
v. Will Def
if in cover,
gain DR =
CL

can search
as swif,
auto sense
surround.
weapon's
DR doubled

rKnow

r mod for
ranged atk
bonus
-1

-2

-5

rbUtF rUse Comp


astrogate astrogate
when
successfully
Search
Your
Feelings
gain FP &
use before
end of enc*

rPers to v. adjacent,
change use Treat
attitude or Injury
intimidate instead of
Persuasion
to change
attitude or
intimidate

DR 10 v.
ion
+d8 w/aid
another
target back
1sq
+1 range if
DC15+CL
glore

aid w/in 6sq


1 ally w/in
12sq aid
another
+hp =
5+level if
enemy is
aware &
you have no
cover
+2 w/in
12sq

rDecep for
appearance
+4 track
biotech
temporary

reroll kb to
improve
access

add Int mod


for disease,
poison,
radiation
w/medpac +2 hp per
+2 hp per w/medpac
rGather
Info, touch
modify
delivery
v. Ref Def
DC30 UtF
for 1
benefit as
decided by
GM: 1.
Force
power
returned, 2.
1 FP for use
before end
of enc, 3.
+1 use of
Force-
related
talent or
feat, 4. roll
+1 die
w/Force
check &
select
highest die
rolled
w/out med
kit
when
negate
energy v.
ranged
redirect at
enemy w/in
6sq, UtF v.
Fort Def for
half negated
dam

if recruited
enemy 0hp,
you & allies
+hp = 10+cl
reroll
Persuasion
to
Intimidate
reroll
Persuasion
checks to
intimidate

ally hits w/
lightsaber
+hp=3xcl
v. DR, -5
1/enc all
allies less
than 1/2 hp
= +hp = CL
intimidate
as stan not
full

v. atk

1/enc -1
track & lose
stan
immediate
atk v. w/in
range

astrogate
stan not full
& 1/2 time

+2 atk
if succeed
on
Persuasion
to
intimidate
enemy w/in
6sq deny
enemy
move
instead,
grant 1 ally
to use move
immediatel
reroll kb
search
feelings or
farseeing

-2 Ref Def
opp
spd halved
+1 hp when
heal self per
over DC

give penalty
to opponent
their Dark =
UtF
target loses
conceal to
Ref Def
1/rnd as
reac to ally
taking dam
or down
track UtF v.
Will Def to
move target
-1 track, if
enemy
moved to
bottom of
track not
unconsciou
s but must
flee for 1
min until
moves up
track

if take dam
from ally
gain DR=cl
1/enc
disable or
erase, lock
out

no dam if
fail
rWill Def
for D/Pers
can use
Sense
Surroundin
gs to detect
targets 30sq
radius,
regardless
of LOS
to ally
trained
to ally
trained

minions can
reroll to
intimidate
v. atk
+hp = HL if
adjacent to
ally
nat 19-20
gets Critical
Skill
Success &
+hp=Cha
mod

1/enc for
charge
w/block
v. crit, Col
or smaller
v. capitals =
no crits
gain DR 10
when
damaged
until next

v. DR,
when dam
w/ranged 1
ally ignores
SR/DR
negate dam
to vehicle
+hp = 10+cl
& remove
fear/mind
reroll kb
if ally w/in
10sq +2 DR
mind trick
to convince
can't use
force
v. DR,
1/enc
combine v.
DR
roll nat 20
grant ally
FP
link w/in 1
km, 1/enc
share force
power
rWill Def
1/turn

+hp =
5+1/2CL
when
enemy or
ally 0hp

rGather
Info
spend
power &
grant to ally

know hp &
track
w/in 6sq -2
atk & skills

vanish from
target in
LOS
rMechanic
to disable
comp
device
reroll atk

+5 Ref Def
1/enc +hp =
10+1/2HL
+1 FP to
ally

v. DR,
1/enc
ignore DR
rStealth

-2 track
ally w/2nd
Wind in
safezone =
+hp=cl
+1 die dam
after crit
range 19-20
1/enc
v. crit,
1/enc armor
crit =
normal
Rage

Wind
Second

d
Threshol

Unarmed

Vehicles

Charge

Melee

Grapple

er
Aim/Snip
If weapon
requires
mount,
counts as
mounted; if
not, aiming
is only one
swif
+5 v. stun
v. melee, v. grapple,
1d6 & 2d6 1d6 & 2d6
dam dam

Reduces
range by
one
category,
must aim
Low-light
ignores
concealmen
t, reduces
range by
one
category,
must aim
can make
opposed
lightsaber
deactivate
20 rnds
3d8 stun
dam
1d4 dam
-1 range
when
aiming,
otherwise
as targeting
scope.
-2

+5 v. stun
+2
low-light
ignores
concealmen
t, reduces
range by
one
category,
must aim
reduces
range by
one
category,
must aim
when Fort
Def reduced
thresh stays
the same

+2 Ref Def
if missile
misses

if aim as
full-round
gain +5 atk
against
target if
remains in
LOS
affect 2sq

if hit target
w/2 consec
atks in
same turn,
additional
atks +1 die
dam

if hit w/2 if hit w/2


consec in consec in
same turn same turn
+1 die dam +1 die dam

push
opponent 1
sq
can knock can knock
bantha rush bantha rush
target prone target prone
-1 track

+2 dice
dam, -5
autofire

+1 atk if +1 atk if
+5 Will Def aim aim
1/day spend
Rage
make
ranged atk
@ end, -2
Ref Def
make
ranged atk
@ end, -1
Ref Def
claws 1d6
+1 atk after
dropping
opp, same
BAB
if escape if escape
grapple, grapple,
swif for 1 swif for 1
melee atk v. melee atk v.
grappler grappler
enter as
free, end 1
rnd after
want to
auto aid @
PB
+ die for
every 3
over w/aid

2swif for
crit +1 next
melee

deal dam to deal dam to


pinned pinned

can take 10
dam to not
move down
track

+ die dam if + die dam if


aim aim
if target is
unaware of
you +2 Atk
& +1 die
dam on first
attack

after may
take
actions*
+1 Ref Def
make
ranged atk
@ end, -1
Ref Def

+5 atk &
dam
dam Str x2
w/1
unarmed
Atk, 1/enc
when deal
dam &
knock
dam Str x2
w/1
unarmed
Atk, 1/enc
when deal
dam &
knock

+1/day
+1/day
+ range
as free not
swif

can kill
even if not
over thresh

1/enc when
charge 17-
20

+2 Atk
w/light
weapons or
lightsaber,
-5 Ref
Def
can use
concentrati
on skills @
-5
if reduce
opp to 0 hp
can move
spd,
w/Cleave
can move
1st

return force
power too

+5 v. grab
or grapple,
+5 opposed,
+5 all your
objects

no limit to
Cleave atks
1/enc reroll
vehcile atk
& proficient

2nd Wind =
gain half &
move half

Push opp sq
= Str mod
(2min)
charge
w/out
straight
move
+5

+5 to
Disarm, no
Atk of Opp
-5 Atk to
deal +2 die
damage

-5 deal
1d6+Str
mod dam to
adjacent
you multi-
grabbed,
thresh -5
+1 die dam
v. flat 1 atk,
1/enc when
dam target
denied Dex
to Ref Def
make 2nd
unarmed
atk v. Fort
Def as free
to render
speechless

1/rnd swif 1
atk w/in
reach base
unarmed
dam w/no
bonus to
dam from
Str or HL,
1/enc if an
unarmed
atk misses
deal half
dam

can atk
w/both ends
of
lightsaber
pike or
long-
handled
make
ranged +2
Atk at end,
-2 to Ref
Def, +2
Will Def
+1 step dam
+1 step dam
+1 step dam

when dam
enemy they
are -5 atk &
dam next

trade atk for


Ref Def

2 swif +1
die dam

2nd immed.
& move

+1 die dam
if mounted
& moving
2 swif up
track

grab atk v.
2 adjacent
w/2 empty
hands
use swif
actions
across more
than 1 rnd
to aim if
target stays
in LOS &
atk others

grappled
opp is
pinned 1
rnd & loses
Dex to Def
maintain
Pin beyond
1 rnd &
make
grapple v.
pinned as
swif &
apply Crush
target of
Aiming
Accuracy
cannot take
the recover
action until
next turn

+1 atk PB

trade Atk
bonus for
dam (up to
BAB)

+2 Atk & +
dam = 1/2
lvl
+4 Str &
Str skills

+1 die dam
w/simple

when you
Pin opp &
use Crush,
target -1
track

+1 die dam,
-2 atk
-2 Atk = +1
die dam
+1 track too

1/day w/
2nd Wind 0
hp but 5 @
end of each
turn

& gave
move action
w/2nd
Wind + hp
= Con mod
x2
reduce dam
w/
remaining
shields

dam Str
mod x2

ignore soft
cover
w/ranged
atk

Sporting
Blaster
Rifle +1 atk
when aim
-2 atk &
deal dam
target -2 to
skill checks
or you can
take -5 atk
for -5 to
skills

design
starship
maeneuver
= 1+ Wis
mod Str&Dex
grapple*

when prone
& aim your
target loses
Dex to Ref
Def

+1 melee
Atk for
each allied
character
adjacent to
target
regain
maneuvers

unarmed
dam +1 die
step w/crit

1/rnd
w/successfu
l unarmed
atk reduce
target's
thresh -5

throw a
grappled
opponent
one square
and deal
damage

+2 atk &
Ref Def

knock a
grappled
opponent
prone,
attacks v.
prone +5,
their's -5
+3 Pilot
per, avoid
collisions

can use
more than
1/enc

recharge/
reroute as
2swif, 1/enc
1 swif
negate atk
+hp
+5 astrogate
2nd Wind
even if not
below 1/2
+1 atk

melee Atk
against each
target
within
reach, make
one roll

start Rage
hp = 10+1/2
level
1/rnd
w/successfu
l unarmed
atk gain hp
= Con mod,
1/enc atk
Fort Def &
if enemy
takes dam
& loses any
equipment
Fort Def for
enc

1/enc as
reac if
melee atk
misses you
can move
into
adjacent
w/out AoO
+2 Ref Def
v.
grab/grappl
e, if enemy
misses you
can make
grab/grappl
e v. same
as reac
spend FP to
delay dam
effect to
vehicle
until end of
round, Col

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
charging
mount can
make free
natural atk
each sq
charge
through
+d6 fire
dam, DC15
lowest

+ v. force

DC15 DC15
lowest lowest
+melee +melee
atk& dam atk& dam
deflect dam
& make atk
move &
make atk,
no AoO
grab or
grapple,
Use the
Force v.
Fort Def
target
moves -1
down track,
if at bottom
kill or
trance
opposes
w/grapple
check
FP to
impose -10
grapple
Lightsaber
form (Shii-
Cho): use at
end of
charge &
gain
Powerful
Charge on
initial atk
move your
spd toward
enemy
ignoring
difficult
terrain &
low objects
& make
single atk

FP to use at
end of
charge
if dam over
thresh do
not expend
power
can use
power on
vehicles

can perform
patience
skills
DP to
protect
vehicle
reach 2sq, if
over thresh
-1 down
track
(poison),
can pin or
trip w/out
feat

+1 dam
+1 dam
attack
considered
grab, on
target's turn
take dam &
-1 down
track

reach 2sq,
can be used
to pin or
trip without
feat, also
J53
reach 2sq,
can be used
to pin or
trip without
feat, also
J53
reach 2sq,
can grab
but do not
take -5 atk,
swif each
turn for 2d6
dam
+1 dam

+1 dam

+1 dam
+1 dam

+1 dam
1/enc add
Gladiator
lvl to Fort
Def, thresh
or Will Def

unarmed
stun +1 die
dam stun,
+2 6th, +3
10th

dam target
unarmed =
+hp=cl
need to aim
or -5 atk

if aim dam
dice from
d6 to d8

grapple v.
Atk roll,
lasts three
rounds
includes
targeting
scope, -2 at
unmodified
PB

+5 Stealth
to snipe
1d4
1d3

1d4
1d4

1d4

1d4
1d4

1d4
1d4

+5 v. stun 1d4/1d6

1d4
1d4
1d4
1d4

1d4/1d6
1d4

1d4
1d3

1d4
1d4
1d4
species trait 1d4
1d4
1d4
1d4
1
1d4

1d3
1d4

1d4

1d4
1d3

1d4

1d4

1d4

1d4

1d4

1d4

1d4

1d3

1d4
+5 w/Con 1d4
13

1d4
1d3
1d4

can use 1d4


when uncon
1d4
1d3

+5 1d4
1d4
+5 2nd +5 size 1d6
Wind
1d4

1d4
1d4

1d4

1d4

+5 +1/2 lvl +5 size 1d6


2nd Wind
1d4

1d4
+5 size 1d6
1d4
1d6

1d4
1d3

1d4
1d4
1d4

1d4

1d4
1d6

1d4
1d4
1d4 +2
+5 d6 claws, lockbite =
d4 bite successful
grapple atk
for +5
grapple
w/same
target

1d3

species trait +5 size 1d6


1d4

1d4

1d4

1d3

1d4
1d4

1d4
1d4
1d4
1d4

1d4 1/enc: add 2


to one dam
roll
w/melee &
not Weapon
Finesse

1d4
1d4
1d4

1d6
1d4
1d4
1d4

1d4

1d4
1d4
1d4
1d6
1d4

1d4

1d4
1d4
1d4

1d4
1d4

1d4

1d4 1/enc: add 2


to one dam
roll
w/melee &
not Weapon
Finesse

1d4
1d4
1d4
1d4
1d4
1d3
1d4/1d6
1d4
1d4

1d4
1d4
1d3
1d4

species trait 1d4

1d4
1d4
1d4
1d4
1d4
1d4

1d6

1d4

1d4

1d3

1d4

1d4

1d4

+5 1d4
1d4
1d4/1d6
1d4

+5 size 1d8
1d4

+5 size 1d6

+5 size 1d6

1d4

1d3
1d4
1d4/1d6

1d4
1d4
1d4
1d3
1d3
1d4
1d3
1d4

1d4
1d4
1d4

1d4

1d4
+5 size 1d6
species trait 1d4

1d4
1d4

1d4/1d6

1d4
+5 size 1d8

1d4
1d4

1d4
if exceed
Ref Def by
5 or more
deal +1 die
dam, per
melee
group
+5 Atk
with Atk of
Opp with
melee

make a free make a free


charge charge
w/2nd
Wind
your akk
dog
follower
gains
Powerful
Charge feat

if you atk:
akk dog can
charge
(both -5 atk
& replaces
charge
mod)
1/enc add
armor
bonus to
Ref Def to
thresh
+1 Atk
+5 on skill
or grapple
checks to
all allies
w/in 6 sq
w/1 atk
w/adv
melee make
a free pistol
atk
treat adv
melee as if
you were
holding it
2-hand Str
mod x2

make full
atk as stan
if atk
w/both

+2 atk & -2
atk v. two
sizes larger
ignore
cover
aboard ship
@ character
scale
reroll dam
dam of "1"

1/enc
designate 1
target in
you aimed
at not in
PB, with
ranged atk
target
denied Ref
to Def

+2 atk &
dam if
flanked
1/enc w/2nd 1/enc 1/enc
Wind +1 w/successfu w/successfu
track & l unarmed l unarmed
remove or melee or melee
fear/mind atk (not atk (not
effects & lightsaber) lightsaber)
normal + dam = + dam =
every 5 pts every 5 pts
atk is over atk is over
Ref Def Ref Def

+2 Atk &
dam for
rnds equal
to 5 + Con
mod, then
-1 track, no
patience
ramming
takes less
dam

+5 cover if
adjacent

if adjacent
or in same
sq, +1 atk

extra
battery dam
every 2 not
3
1/rnd reroll
atk
+1 die dam
w/aid
1/enc forgo
extra move
to atk, if hit
& dam with
melee you
switch
places
w/opp
+2 atk
opposed
unarmed v.
lightsaber

+2 Ref Def
adjacent
obstacle
barrier
if move
down track
lose system

Grab 2
adjacent
targets at
once
dam melee
= mod v.
Dark

aim before
attacking
moves
target one
down track
if attack
deals
damage
1/enc each:
1. fighting
aboard a
starship as
stan
w/ranged
atk if hit
next turn
target must
move its
spd to sq
not adjacent
or vehicle
disengages
from
dogfight, 2.
as full if
pilot move
vehcile spd
x2 & 1 atk -
if hit & deal
dam target
-2 atk v.
you until
end of your
next turn, 3.
make
ranged atk
w/vehicle if
hit & deal
dam choose
1 effect
until end of
next turn -
a. 1 weapon
doesn't
function, b.
1/enc opp
reroll atk
fight
defensive
single atk
as free v.
adjacent

v. enemy
you just hit,
takes half
dam &
takes -5 Atk
v. you until
next turn,
1/rnd
1/enc
before
making atk,
add 1/2
level to
dam not +1

1/enc +4
flank bonus
to allies in
LOS to
melee
attacks
when ally
takes 2nd,
enemies
lose Dex to
Def

1/rnd if hit
in melee,
make
immediate
atk v. opp

no penalty
in dogfight
even if not
pilot
dam x2 Str
mod
w/2 light
melee or
lightsabers
& single atk
w/1 you get
free atk
w/other
w/2 light
melee or
lightsabers
make full
atk as stan
if use both
weapons, 1
per turn

crit range
+1
if in a
melee,
ranged
attacks are
-10 not -5

When
grabbing,
you take -2
to attacks
not -5,
target takes
-5 to all
attacks
+10 to you
& ally
when
adjacent
Col or

+2 opposed
Grapple
checks
during
surprise rnd
if make
ranged atk
v. surprised
aim as free
1/enc
w/Gargantu
an or
smaller
vehicle
make full
atk as stan,
spend FP
for 1
additonal
time/enc
forgo extra
swif action
to aim with
1 swif on
your next
turn
vehicles =
cl can move

+1 die dam
single
vehicle

UtF for
Acrobatics
& can reroll
UtF if can
reroll
Acrobatics,
spend FP to
be one size
larger
w/grapple

multiple
w/full atk
penalty -2
when you
spend a FP
for atk, add
the roll to
dam
w/2nd
Wind +hp =
d6 per FP
possessed
reroll kb
when
activating
maneuver

ally
w/Battle
Meditation
&0hp can
take 2nd
ally can
take 2nd
w/in 12sq
that has not
if melee
combat &
you are
missed by a
ranged Atk,
that Atk
target's
opponent
instead
(same Atk
roll)
1/enc Atk
then move
your spd
away
without Atk
of Opp
do not take
-5 when
using grab
action
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

Str mod x2
if holding
no objects
as reac not
swif
v. DR, -1
unarmed

when you
deal dam
after aiming
target can't
use stan
action to
atk on their
next turn

Str mod x2 Str mod x2


snipe action
of Stealth is
swif not
move

DC 15 UtF
for Str mod
x2 to next
melee dam
roll

target dam
= -atk = Str
mod
aim before
attacking
moves
target one
down track
if attack
deals
damage

1/enc
ignore
armor or
equipment
bonuses
with melee
atk
if move
opponent
down track
with melee
atk, target
cannot take
stan or full
action its
next turn
r mod for
ranged atk
bonus
if charge
can't make
Perception
v. you
1/enc 1
vehicle
move
+d8 hp
w/aid
another

jury-rig
vehicle -2
not -5 @
end
1/enc avoid
going down
track
make single
melee atk v.
within
reach, if
hits deal no
damage but
target must
move/withd
raw next
turn

aim before
attacking
and knock
target
prone, no
bigger than
two size
categories
disarm
damaged

adjacent
takes dam =
Str mod
gunners
+1/2 HL atk
or dam
one ally
w/in 12 sq
& LOS that
is grabbed
etc &
release
them & can
move half
spd as reac
w/no AoO
1/enc move
1/2
recover all
force w/nat
20
add Dex to
melee dam
with light
melee
weapon,
double if
two-handed
use even if
not 1/2hp
w/melee atk
v. target
w/allies
adjacent if
also over
Fort Def
deal +1 die
dam &
prone

w/melee atk
against
target
w/your
allies
adjacent if
also over
Fort Def
spd -2 & -2
Ref Def
next turn

1/enc when
ally makes
successful
melee atk
against
target
adjacent to
you, atk as
reac & +2
atk

+1 dam on +1 dam on
melee melee
attacks attacks
reduce Atk
penalty -2
reduce Atk
penalty -2
reduce Atk
penalty -2

reduce Atk
penalty -2
can use Cha
mod to
replace Str
mod with
light melee
or a
lightsaber
1/enc make
an attack
with light
melee or
lightsaber
after a
successful
feint
1/enc make
a single
melee Atk
v. adjacent
enemy who
just
damaged
you
1/enc each
w/melee or
ranged as
stan if hit &
dam: 1.
target loses
its armor
bonus to
Ref Def &
is flat-
footed,
target must
spend stan
to adjust
armor, 2.
target -2 atk
until end
next turn &
all creatures
ect have
concealmen
t from
target, 3.
target's spd
-2 until end
next turn

when you
deal dam
after aiming
target's spd
reduced 2
sq & cannot
take double
move or run

1/enc 1 atk
as though
aimed*
surge +1
melee atk,
+1 die
melee dam
& +2sq
speed,
rounds =
half level,
move -1
down track
after
when you
aim +5
difficulty to
have your
attack
Deflected

when you
aim gain
benefit of
PB shot
regardless
of range

disable not
destroy
smaller
vehicles
-10 not -5
dogfight
immediate
atk w/crit
+2 atk with
melee
weapon,
1/enc lose
bonus as
free for +5
on single
damage roll
add Wis
mod to dam
after a
successful
charge
1/enc
squadron
+1 track

1/day repair
as stan
1/enc ally
+5
dam = mod
grapple

reac to dam,
gain total
conceal &
2nd
if v.
unaware
target,
target
cannot
make
Perception

enemy to
0hp & 1
ally 2nd as
free & hp =
CL
shift dam to
ally
make 2 atk
ea. v.
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
1/enc take
no penalty
on UtF for
Block
during
charge,
applies to
Riposte
capital
ships -20
atk & no
crits
do not
provoke
attacks of
opportunity
when using
aim with
stock
extended
ranged
attack not at
point blank
range add
half class
level to
damage

1/enc
ranged
attack not at
point blank
range
ignore
target's
armor
bonus to
Ref Def
aim with 1
swif at a
target not in
point blank
range
no atk
penalty in
zero-g,
proficient
UtF negates
dam to
vehicle

with melee
atk against
target with
your allies
adjacent
reroll
damage &
keep best

1/enc grant
talent to
squad
1/enc grant
maneuver
to squad
+1 atk
w/personal
weapons
onboard
when you
grab an
enemy they
must make
opposed
grapple to
break, if
you initiate
you can
reroll
recruited
enemy can
use 2nd as
free

if damage
opp with
slashing
Atk, opp -2
melee Atk
until your
next turn

can deal 1/2


dam for opp
to deal 1/2
dam
when you
grab and
opponent
they must
use a full to
break the
grab not a
stan

when deal
stun dam
after 1/2 +1
die
with
damage in a
melee
attack,
move 1
down track
if damage
beat
threshold

if your
melee Atk
does dam v.
Opp
without
Dex to Def
that opp
cannot
make Atk
of Opp
make make
Whirlwind Whirlwind
Attack at Attack at
end not end not
normal normal
melee melee
attack if attack if
using no using no
weapons weapons
(gloves, (gloves,
etc) etc)

1/rnd when
enemy
moves
adjacent,
enable 1
ally in LOS
to make
charge atk
v. that
enemy
atk if fail
Deception
1/enc: no
Def penalty
on charge*

move
vehicle 1
more down
track

if atk over
thresh -1
track

if take dam
for ally +5
w/dam at
end of
charge,
knock
prone
+ FP to
dam & atk

with
successful
Throw
opponent
falls prone
in any
space you
desire up to
3 sq beyond
your reach
+1 die

full atk as
stan if only
unarmed

+2 track
also
if you use a
Force
Power that
deals
damage you
can use
Bantha
Rush
against
target as if
melee atk

+1 time/day
when you
hit an opp
with melee
you can
choose to
do half dam
& switch
spots with
foe, no Atk
of Opp
1/enc
increase
thresh = Ind
Dr lvl
if parry can
make atk as
reac

fight
defensive &
negate
melee atk
one
opponent
loses Str
bonus to
melee
attacks
against you,
not to
damage
+1d6 fire
damage
with melee
weapons
until the
beginning
of your next
turn

+2 atk, take
10 Pilot
1/day +hp,
+1 track
treat as two
sizes
smaller
treat wan-
shen as
Med
weapon not
Large, can
Pin & Trip
with wan-
shen if
wan-shen in
hand
if use
ranged
weapon as
melee
weapon +2
melee atk
+2 dam,
single
weapon
group
+2 melee
dam with
discblade

+2 dam

dam = Str
mod to
adjacent
assist ally,
+5 dogfight
atk if ally
dam*

v. Fort Def
for opp to
take swif
only
ally w/2nd
Wind in
safezone =
+hp=cl
nity
Opportu
Attack of

Armor

)
(Survival
Track

n)
(conditio
Track

y
Telepath

ic
Telekinet

Disarm

Speed

Attitude
Swim = 1/2
land

DR2 v.
piercing
Weight
-50%

climb = 1/2
land

if disarmed,
weapon can
not be taken
by
disarmer,
but you are
still
disarmed
As
rangefinder,
but for
weapon
mounts
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor

Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor

Armor

Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor spd 2
magnetic
soles
Armor

Armor
Armor

Armor fly 4
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor

Armor
Armor
Armor
Armor
Armor
Armor
v. +2 atk v.
armor with
Ref Def
bonus
-1 per day
worn

Ref Def +1,


stacks
+1 w/jury-
rig
fly 6

could move
down

2 swif +1
additional
swim 8,
w/out fins
-25%

add quarry's
FP total to
check
Use Comp
DC10 to
track
swim 1/2
spd
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

climb 1/2
spd
-1

-1 at end spd x2*

gain
additional
Attacks of
Opportunity
= Dex mod
& flat-
footed
spd
penalties
reduced by
2

take 10 dam
to not move
down
when you
dam target
with AoO =
free
Persuasion
to
intimidate
them

add Dodge
bonus to
Ref Def v.
Atk of opp
-1 or -2

swim +2

+2 if move
before &
after atk
can move
spd*

gain +5
from
Improved
Disarm on
UtF check

don't move
down 1st
time/enc

armor's Fort
applies to
Will
see If ally
description 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

when catch
2nd wind,
regain only
half hp to
move half
spd, no atk
opp

don't move
down extra
step

no AoOp +5 to
Disarm, no
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

if ion dam
before
being
halved
equals
thresh move
only -1
down track
w/FP +2 die
steps

v. +5 Ref
Def against
AoO

2 swif to
move
vehicle up
instead of move 1/2
AO 1/turn spd*
not attack
to move 1/2
spd, no
AoO
+2 to AoO
with ranged
1/turn
instead of
AoO,
reduce
target's Ref
Def by 2
next round
+1 if moved
down until
end of next
turn

-1
+1 w/2nd
Wind

move
before &
add Dodge after atk
bonus to
Ref Def v.
Atk of opp
all enemies
in LOS -1
2 swif +2

apply
Dodge to
two opp,
use
withdraw at
full spd v.
Dodge opp
1/enc half
dam & -1
instead of
full dam

1/enc 1 less
down track
w/bellow

climb 4*

if do
damage
with Atk of
Opp, can
move 1 sq,
no atk of
opp
when
tumbled
against add
your BAB
to DC, if
they fail
Atk of opp
no AoO 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
w/Expertise
1/enc &
w/crit deal
dam & -2

no AoO
if hit w/Atk
of Opp
compare
same die
roll result v.
grapple
target halts
move &
prone, if
over thresh
than lose all
actions

if over
thresh then
target can't
atk next
turn &
reduce spd
2sq
no AoO
mount -1 on +2 spd
failed Ride DC20 Ride
check

v. Ref Def
for 3d8
dam & -2
attack, area
attack
spend
Force Point
for half
dam on a
miss
FP -1

+ die dam

-1 if
mechanical
or
electronic

you -1
you -1

object
dam*
if damage
adjacent
enemy can
use Use the
Force as a
disarm
attempt

no AoO
no AoO

replaces
Atk to
disarm,
drop item
or fly to
your hand
spend Force
Point to
destroy
object, dam
= check

-1 or FP -2

SR*
SR*

dam v.
adjacent*

-1 or FP -2

w/out
Survival if
w/in LOS
of trail

Use the
Force v.
Fort Def,
skills &
Atk -5,
prone at
end, &
damage*

no AoO
move along
wall*

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 to
attack with
one-handed
melee
weapon,
Atk use
Cha mod
not Str,
threatens
adjacent
spend a
Force Point
for +1 Atk

fly*
fly 2,
vertical
only, can
move 1 sq
onto
horizontal
surface or
fall
-1
Lightsaber
form
(Makashi):
until end of
your next
turn target
provokes
atk of opp if
it attacks &
in reach

-1

-1

-1
phase*

no AoO

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
no AoO

no AoO

-1*

Use the
Force v.
attack for
half dam &
then move
your speed
& if in
reach of
target make
single atk*
target -1

Use the
Force v.
Fort Def,
spd -1sq,
-10
Acrobatics,
Climb,
Endurance,
Initiative,
Jump,
Stealth,
Swim
no AoO 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
speed
increases*

no AoO move &


atk*
ignore
difficult
terrain &
low objects
then atk

DP = +5

pc if down
track

+1 UtF
w/telepathy
+1 Force
Point when
you use
telekinetic
Force
Powers*

DC43 UtF
to reroll
UtF to
activate
telekinetic

-1 or DP -3
ignore all
condition
track
penalties
when you
activate a
power
affecting
you

base range
increases to
18 squares

can use
cyrokinesis
on vehicles
w/in range
but the
vehicle only
moves
down the
track if
exceeds
Fort Def
can change
activation
to full to
remove Ref
Def bonus
of opponent
with
disarming

as a swif
action, end
duration of
storm to
deal 4d6
dam to all
targets
within 2sq
of you

if down
track can
spend FP
for pc
reroll kb

-1
-1
-1

when
wielding
one-handed
+1 attacks
of
opportunity
spd 12 sq
up as
vertical
tether or
zipline

+1 v.

spd 12 sq
up as
vertical
tether or
zipline
if moved
down track,
also
immobilize
d
target -2
-5 &
disabled not
0 hp

-2

-1
if down
track +d4
dam

-2 or -1

can be used
to make
Atk of Opp

-1

v. armor,
atk roll
ignores
target's
armor
bonus to

-2
Survival to
track + =
target's FP

Persuasion
v. Will -1
track
-1 instead
of
intimidate
w/Killiks
1km
use
untrained

+1

no penalty
to track for
visibility
move up to
twice speed
straight,
attack as
free action,
if destroy
target no
collision

speed -*
-1

dogfight as
AoO

can move
twice speed

DC20 AoO

w/out
disengage
AoO
reduce
speed by
half (round
down) +1
Ref Def*
-1

-3 at end of
enc

+5 Atk
with Atk of
Opp with
melee
1/rnd as
reaction to
enemy in
LOS
moving,
grant 1 ally
in LOS to
move their
spd as free

max Dex
+1

Ref Def =
HL+1/2
armor
1/enc add
Ref Def
armor to
thresh
+DR = 2x
Fort Def
bonus
Ref Def =
HL or
armor

Ref Def
w/Ward
+1/2 armor
to ally
Fort Def
add to DR
treat as AP
(heavy)

armor
bonus +2,
Dex bonus
improves
+1
if move up,
gain hp = 5
+ HL

+1 w/First
Aid

no AoO
+1 & hp =
1/2 lvl if
udner 1/2
reroll any
damage
dice that
has a "1" as
a result

+2 & hp
+1, remove 1/enc when
fear/mind hit & dam
effects, target over
normal thresh can
w/2nd Disarm v.
Wind target as
free

-1 self

-1 for FP
1/enc make
an atk of
opp against
an opponent
that
withdraws
from an ally
in PB range

no AoO
if dam
target allies
= Cha mod
can move
half spd as
free
move when
atk, skill or
opposed
check fails
if fight
defensive
any
adjacent
creature
provokes an
AoO
if Atk
moves ship
down track,
target loses:
hyperdrive,
weapon, or
communica
tions

reduce
target by
half w/crit

move 1/2 if
feint
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
ally in 12 sq
& LOS
takes dam
or moves
down track
another ally
w/in 12 &
LOS gets
hp = 5 +
Cha mod

When you
disarm with
a ranged
attack, deal
half damage
Dark Side
score +1 to
not move
down track
1/enc with
two pistols
can move
twice your
speed &
attack with
each

-1 if target
denied Dex
to Def

-1 w/aim &
dam
1/enc move
down for
ally

1/enc
fighting
aboard a
starship as
stan
w/ranged
atk if hit
next turn
target must
move its
spd to sq
not adjacent
or vehicle
disengages
from
dogfight
DC15
Tactics,
allies +1
Atk vs.
flanked, or
+1 Def v.
AoO next
turn, Born
Leader/Batt
le Analysis
+2
allow 1
droid to
move its
spd & use
Acrobatics,
Climb,
Jump,
Stealth or
Swim
When
successfully
disarm,
make
immediate
free -5 atk
w/ disarmed
weapon or
-10 if not
proficient

v. armor, ignore
ignore target's
target's armor
armor bonus to
bonus to Ref Def
Ref Def when
when disarming,
disarming 1/enc as
free +10
Atk when
disarming
-1
+1 adjacent

first time in
enc moved
to bottom
of track you
can stop at
-10 & can
spend FP to
move just
-1 down not
multiple
return to
normal

no AoO
no penalty track at
at normal normal
speed

threaten all
squares
w/in 2sq
radius
w/ranged
weapon
eligible for
Atk of Opp
no AoO 1/turn when
damaged by
atk, move
half speed
with no Atk
of Opp

no AoO

1/enc
minion +1
& hp
no AoO 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

fly speed
double land
speed,
ascend 1/2
speed,
descend
double
speed, until
next turn

all allies 12
sq & LOS
+2 for -2
Atk & skills
-1 1 min
all allies
w/in 12 sq
+2 atk &
dam for
attacks of
opportunity
no AoO

can take 10
to increase
speed, all-
out
movement
is x5 not x4
1/enc at the
start of your
first turn
two allies in
LOS and 12
sq move
their speed
as reac

one of your
followers
+2 speed
no AoO 1/enc melee
Atk then
move away
one less
swif for +1

no AoO
opponent -2

telepathy of
Use the
Force as
swif & auto
success (no
roll) if
target is
willing
recipient in
same planet

1/enc all
squad +1
with a
successful
AoO, you
stop the
target's
movement
ending its
action

-1 after

-1 aim &
dam

v. armor,
1/enc
ignore
armor or
equipment
bonuses
with melee
atk
opponent -2
ally moves
normal
speed, must
move
immediatel
y or wasted,
can use 3
times a turn

Ref Def =
HL+1/2
armor or
armor
if move
opponent
down track
with melee
atk, target
cannot take
stan or full
action its
next turn

fly +2

1/day +5
ally's attack
moves
target 1
more down
condition
track
+2 speed if
you end
move
adjacent to
target
1/enc when
enemy
moves
adjacent
expend one
charge to
fly or move
speed or
withdraw

armor does armor does


not reduce not reduce
speed or
distance
moved

reduce dam
by Fort
1/enc

jury-rig -2
not -5 at
end

1/enc
vehicle
avoids
moving
down track
no AoO when hit or
missed by
attack move
speed as
reac & must
end
adjacent to
ally, no
AoO
1/turn
creature or
droid
damaged by
unarmed
atk, disarm
as swif, do
not take -5
if in two
hands
adjacent
takes dam =
Str mod
no AoO one ally
w/in 12 sq
& LOS that
is grabbed
etc &
release
them & can
move half
spd as reac
w/no AoO
1/enc if ally
to 0 hp or
over thresh
you may
move your
spd to be
adjacent
and take
dam instead

no AoO
1/enc -1 &
pc

ends opp
move
reduce DC
for
telepathy by
half
w/willing,
reroll
w/unwilling
& keep
better, FP =
# of targets
= Cha mod
(min 2)
w/single
UtF check
no AoO 1/turn
Deception
v. Will Def
of 1 enemy
in 12 sq &
LOS, target
must move
half its spd
toward you
but
avoiding
hazards
(stops move
if can't
avoid
hazard),
does not
provoke
Atk of Opp

no AoO 1/enc can


move half
your speed
on a vehicle
or half
vehicle
speed if
pilot
without Atk
of Opp

poison
moves
down track
no AoO if ally
within 6sq
reduced to
0 hp, move
up to speed
toward ally
without Atk
of Opp

1/enc on
your turn
you move
your speed
as free
before any
other action
1/enc ally
+5 & +2 atk
& skills

biotech +4
& only -3 at
end
-2
w/melee atk
against
target
w/your
allies
adjacent if
also over
Fort Def
spd -2 & -2
Ref Def
next turn

double your
speed for 1
round, must
wait 5
rounds
between
uses
when
affected by
a
debilitating
condition,
change
penalty to
bonus for 1
round, then
move down
track

touch &
creature
must have
Int 3+, Use
the Force v.
Will Def if
unwilling as
Gather Info

immediatel
y after
making a
full atk with
two
lightsabers
you may
move your
speed as
free action
immediatel
y after
making a
full atk with
two pistols
you may
move your
speed as
free action
no AoO 1/enc each
2. stan
make
ranged or
melee atk
then move
half spd as
free & no
atk of opp,
or 3. when
damaged by
atk move
half spd as
reac & no
atk of opp
& gain
favorable
circumstanc
es to 1st atk
v. that
enemy

can move
speed after
Whirlwind
Attack
use move
object to
make area
attack = L
2x2, H 3x3,
G 4x4 C
6x6,
compare
Use the
Force to
Ref Def

if you move
opponent
down track
they take
+1d6 dam

if you hit an
opponent
you have
"marked"
+1d6 dam
if recruited
enemy is 0
hp or
bottom of
track, you
& all allies
in LOS gain
hp = 10 +
your cl
1/turn if
Hunter's
Target
attempts to
withdraw
you can
make Atk
of Opp
1/enc you
can make
an AoO v.
opponent in
PB range if
opponent
provokes
AoO from
an ally

+2 on
attacks of
opportunity
with rifles
no AoO allow 1 ally
within 6 sq
to move its
speed to be
adjacent to
you, no Atk
of Opp

no AoO
1/turn allow
each of
your
networked
allies to
immediatel
y move up
to their
speed

you can
communica
te in full
sentences &
complete
thoughts,
subject no
change
v. armor, 1/enc each
1/enc each w/melee or
w/melee or ranged as
ranged as stan if hit &
stan if hit & dam:
dam: 1. target's spd
target loses -2 until end
its armor next turn
bonus to
Ref Def &
is flat-
footed,
target must
spend stan
to adjust
armor, 2.
target -2 atk
until end
next turn &
all creatures
ect have
concealmen
t from
target, 3.
target's spd
-2 until end
next turn

when you
deal dam
after aiming
target's spd
reduced 2
sq & cannot
take double
move or run

on new
planet 10
min to
acclimate &
on planet
spd +1 sq

-1 at end
-1 at end +2

against
adjacent
opponent
with
lightsaber
atk if hit
target's
speed
reduced 2
squares
(end your
turn)
-3 at end

down track
& lose stan

when you
are targeted
by an
adjacent
enemy it
provokes
and Atk of
Opp from
your akk
dog
no AoO When you
reduce
enemy to 0
hp/uncon
you & 2
allies w/in 6
sq & LOS
move spd
as reac, no
AoO

Will Def
bonus =
your class
level
when
targeted by
mind-
affecting
powers they
automatical
ly take dam
= 1d6 x
your Wis
mod (min
x1)

target 1/2
spd
1/enc move
your speed

can make
Atk of Opp
no AoO

when
missed by
ranged atk
& have
cover/conce
al move
half spd &
make
Stealth
check if
still conceal
-1

with a crit
target speed
is halved
until healed
to full hp
1/enc, move
every ship
in your
squadron
+1 up track

avoid
moving on
track from
designated
opponent

dismiss
your safe
zone &
allies in
your old
safe zone
+2 spd
+2
-3 at end

FP to
negate
move down
track

When you
move down
track from
dam
exceeding
thresh, next
atk before
end of next
turn moves
target -1
down track
if takes dam

if enemy in
LOS moves
ally down
track, gain
+2 Atk v.
that enemy
1/rnd as
reac to ally
taking dam
or down
track +1 atk
next atk (up
to max +5)
1/rnd as
reac to ally
taking dam
or down
track UtF v.
Will Def to
move target
-1 track, if
enemy
moved to
bottom of
track not
unconsciou
s but must
flee for 1
min until
moves up
track

1/turn if
you're
damaged
from Atk of
Opp, make
a single atk
v. a target

1/enc if you
drop a foe
to 0 hp or to
bottom of
track take a
bonus stan
action
1/turn 1 ally 1/turn 1 ally
in LOS in LOS
move its move its
speed as a speed as a
reac, if a reac, if a
target target
makes an makes an
Atk of Opp Atk of Opp
v. ally you v. ally you
can make can make
Atk of Opp Atk of Opp
v. target v. target

armor
bonus to
Ref Def and
equip bonus
to Fort Def
increase by
+1

no AoO 1/enc when


you miss
move half
spd & atk
another
target w/out
Atk of Opp
1/enc 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
track, 1 ally
in LOS to
take 2nd
Wind as
free & add
hp = CL
if stun dam
over thresh
target -3
down track
not -2

if dam over
current hp
&
threshold,
then deal
half dam,
move down
track and
sever
no AoO

can always
use rifles to
make
attacks of
opportunity
-1

reduce cost
of diagonal
move to 1 if
in light or
no armor
can make
Atk of Opp
when using
ranged or
thrown
simple
weapon (no
area atk
weapons)

with 1 light
melee or
lightsaber
you can
move your
speed as a
free action
Create Sith
Amulet,
Sith Armor,
Sith
Talisman,
or Sith
Weapon,
see J21-22
1/enc
designate
an opp you
just
damaged
cannot
make
attacks of
opp until
next turn
spd -2 until -2 or -4
move back w/FP
to normal
spd halved when you
until move move target
back to -1 down
normal track their
speed
halved until
removed

no AoO
v. armor,
1/enc
ranged
attack not at
point blank
range
ignore
target's
armor
bonus to

+1 after
being
disabled 2
rnds

target +1
not heal,
you -1
-3 at end 1/enc ally
+2

run up to
five time
speed
-3 at end

1/enc after
you dam
opp you can
move your
speed

-1

if your
melee Atk
does dam v.
Opp
without
Dex to Def
that opp
cannot
make Atk
of Opp
speed not
reduced by
difficult
terrain

1/enc move
up to your
speed
1/enc can 1/enc can
negate Atk negate Atk
of Opp & of Opp &
move half move half
spd w/out spd w/out
Atk of Opp Atk of Opp
(Combat
Reflexes =
number of
uses = Dex
bonus but
only once a
round)
1/enc move each 1/enc:
& +2 Ref move your
Def v. Atk speed & +2
of Opp until Ref Def
next turn until end of
enc, or no
Def penalty
on charge,
or move &
+2 Ref Def
v. Atk of
Opp until
next turn

-1 v.
vehicle

no AoO

-1
increase
speed of
droid or
vehicle if
you occupy
or are
adjacent by
1 sq, 1 per
round

w/natural w/natural
20 to use 20 to use
Force Force
disarm, disarm,
grip, slam, reuse same
thrust or power
Move immediatel
Object, y
reuse same
power
immediatel
y
with Force with Force
Training & Training &
take move take move
object, gain object, gain
extra power extra power
from from
disarm, disarm,
slam, thrust slam, thrust
or move or move
object object

if you are
moved by a
Force
power
reduce the
distance by
half

1/enc, 1/enc,
return return Force
Force disarm,
disarm, slam, thrust,
slam, or Move
thrust, or Object
Move without
Object Force Point
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 when you


roll a roll a
natural 20 natural 20
on Atk or on Atk or
Use the Use the
Force Force
instead of instead of
gaining gaining
force force
powers can powers can
grant ally grant ally
FP FP

if you if you
successfully successfull
use a mind- y use a
affecting mind-
power gain affecting
+2 on power gain
mind- +2 on
affecting mind-
powers v. affecting
that target powers v.
that target
link within link within
1km can 1km can
communica communica
te as if te as if
speaking, speaking,
1/enc may 1/enc may
share Force share Force
power of power of
target or target or
you you

no AoO

1/enc when
attacked
you can
move your
speed

+2 w/2nd
Wind
any target
struck by
thrown
lightsaber
moves at
half spd
(round
down) until
your next
turn
no AoO
no AoO
no AoO
1/enc an
attack that
would
knock you
down the
track is
reduced by
1 step

1/enc
increase
speed of
allies in
LOS by 2

1/day
vehicle +1
& hp
when an
enemy you
reduced to
0 hp or
bottom of
track, your
next atk is
+1 die
add Cha
mod to dam
(min +1) to
telekinetic
Force
power

if deal dam
to opp
without
Dex to Def
can impose
-5 to Atk &
melee dam
instead of
down track
1/enc
increase
dam of 1
internal/mo
unted
weapon by
1 or 2 dice
in exchange
for -1 or -2
down track

Crit with a
lightsaber,
move target
2 steps
down track
Armor: x2
Fort Def vs
cold and
nullifies
Fort Def vs
heat

On armor
that apply
equipment
bonus to
FORT
DEF:
DR2 vs
slashing.
FORT DEF
bonus -1
(min 0)

Optional;
armor take
DMG from
1 hit, 1 time
per
encounter.
DR, HP,
TH & break
DC equals
weapon of
same size
category as
wearer. If
conditiontra
ck is
reduced,
penalties
apply to
wearers
REF DEF
only.
Armor:
DR5 vs
sonic
damage,
max dex -1.
1/enc avoid
moving
down track

On armor
that apply
equipment
bonus to
FORT
DEF:
DR +1,
FORT DEF
bonus -1
(min 0)

Armor: /2
weight,
move full
movement
1 time per
encounter
as if
wearing no
armor. -1
bonus to
REF DEF.
On armor
that apply
equipment
bonus to
FORT
DEF:
Provides
breathable
air equal to
armor's
FORT DEF
bonus.

On armor
that apply
equipment
bonus to
FORT
DEF:
DR5 vs
stun DMG.
FORT DEF
bonus -1
(min 0)

Armor: +2
stealth, -1
FORT DEF
bonus (min
0)

built in
tracking
device

Armor: +2
vs
bludgeonin
g.
Armor:
DR2 vs
energy
DMG. Dark
Side score
is treated as
+1.
Armor:
Convert one
crit to
regular
DMG per
encounter.
If the
wearer have
less than 13
STR (light
armor) 15
(med) or 17
(heavy)
they take
armor
check
penalty
even if they
are
proficient.

Armor
bonus +1,
+2 to
stealth
checks to
avoid
electronic
sensors.
Armor: DR
10 vs ion
DMG.
Need DEX
13+, else
armor
check
penalty.
Armor
weight /2
and is
repaired
with treat
injury skill.
Side Category ITEM
Dark
Sith/

Surprise

Damage
More
Accessory Aquatic adaptation

Accessory Armor reinforcement

Accessory Armorplast

Accessory Bayonet ring


Accessory Beam splitter
Accessory Beckon call
Accessory Bipod

Accessory Blade lock


Accessory Cheater
Accessory Climbing claws

Accessory Cloaked
Accessory Componentization
Accessory Concealed compartment
Accessory Diagnostics system
Accessory Double trigger
Accessory Droidification
Accessory Dual gear
Accessory Durasteel bonding

Accessory Electrograpple handle


Accessory Electrum detail
Accessory Enhanced energy projector
Accessory Environmental sealing
Accessory Environmental systems
Accessory Extra power source
Accessory Fiber cord

Accessory Force-Activated
Accessory Gyro
Accessory Hair trigger
Accessory Helmet package
Accessory Holoshroud
Accessory Improved energy cell
Accessory Integrated equipment, 1
Accessory Integrated equipment, 10
Accessory Integrated equipment, 2
Accessory Integrated equipment, 5
Accessory Interlocking hilt
Accessory Internal generator

Accessory Ion charger


Accessory Ion shielding

Accessory Jump servos

Accessory Memory upgrade

Accessory Memory upgrade, advanced

Accessory Mesh underlay


Accessory Miniaturized
Accessory Missile load
Accessory Neutronium reinforcement
Accessory Overload switch
Accessory Powered exoskeleton
Accessory Pressure grip
Accessory Pulse charger
Accessory Radiation shielding

Accessory Rangefinder
Accessory Rangefinder, armor

Accessory Rapid Recycler


Accessory Ready harness
Accessory Recognition system
Accessory Remote activation
Accessory Repulsorlift
Accessory Retractable stock
Accessory Secret compartment
Accessory Shadowskin
Accessory Shadowskin, reflec
Accessory Shield generator, SR 10
Accessory Shield generator, SR 5
Accessory Shockweb

Accessory Silverplate
Accessory Slinker
Accessory Sniper switch
Accessory Spring loaded
Accessory Storage capacity
Accessory Targeting scope

Accessory Targeting scope, low-light

Accessory Trapped grip


Accessory Tremor cell
Accessory Vacuum seals
Accessory Vacuum seals, advanced
Accessory Waterproof casing
Accessory Weapon mount

Armor ARC Trooper armor


Armor Armored spacesuit
Armor Barabel microbe armor

Armor Battle armor


Armor Battle armor, heavy
Armor Battle armor, heavy powered
Armor Battle armor, light
Armor Battle armor, light powered
Armor Battle armor, powered
Armor Beskar'gam, heavy

Armor Beskar'gam, light

Armor Beskar'gam, medium

Armor Biohazard suit


Armor Blast helmet and vest
Armor Blast jacket
Armor Boba Fett's Mandalorian Armor
Armor Camo armor
Armor Camo scout armor

Armor Ceremonial armor


Armor Clone Trooper armor
Armor Combat jumpsuit
Armor Commando armor
Armor Corellian powersuit
Armor Cortosis Gauntlet

Armor Coruscant Guard armor


Armor Dark armor, heavy
Armor Dark armor, light
Armor Dark armor, medium
Armor Darth Vader's custom armor
Armor Droid, Crystadurium plating

Armor Droid, Duranium battle armor


Armor Droid, Duranium plating
Armor Droid, Durasteel battle armor
Armor Droid, Durasteel plating
Armor Droid, Durasteel shell
Armor Droid, Duravlex shell

Armor Droid, Laminanium plating

Armor Droid, Laminanium plating

Armor Droid, Mandalorian steel shell


Armor Droid, Neutronium plating
Armor Droid, Plasteel shell
Armor Droid, Quadanium battle armor
Armor Droid, Quadanium plating
Armor Droid, Quadanium shell
Armor Energy shields, heavy SR 25
Armor Energy shields, heavy SR 30
Armor Energy shields, light SR 10
Armor Energy shields, light SR 5
Armor Energy shields, medium SR 15
Armor Energy shields, medium SR 20
Armor EVO Trooper armor
Armor Fiber armor

Armor Flight suit


Armor Flight suit, armored
Armor Flight suit, padded
Armor Galactic Alliance Armor
Armor Galactic Alliance Armor, fleet crew
Armor Geonosian warrior tunic
Armor GTU AV-1C combat armor
Armor GTU AV-1S scout armor
Armor Half-vest
Armor Heavy dungeoneer armor
Armor Imperial Knight armor

Armor Jedi battle armor, light


Armor Jedi battle armor, medium
Armor Jumptrooper armor
Armor Katarn-class commando armor

Armor Knighthunter armor


Armor Krail 210 personal armor
Armor Krath armor
Armor Krath battle armor
Armor Light combat armor
Armor Mandalorian Armor
Armor Mandalorian battle armor
Armor Mandalorian combat suit
Armor Marine armor

Armor Matrix armor

Armor Merr-Sonn KZZ riot armor


Armor Mesh armor

Armor Neo-Crusader assault armor


Armor Neo-Crusader light armor
Armor Orbalisk armor
Armor Phase II Dark Trooper armor
Armor Phase III Dark Trooper armor
Armor Phase Zero Dark Trooper armor
Armor Radtrooper armor

Armor Republic combat armor


Armor Republic heavy armor
Armor Republic light armor
Armor Riot Shield
Armor Royal Guard armor
Armor Sandtrooper armor
Armor Scout trooper armor
Armor Seatrooper Armor
Armor Shadow Guard armor
Armor Shadowsuit
Armor Shield gauntlet
Armor Sith Battle suit
Armor Sith Trooper Armor
Armor Skakoan heavy pressure suit
Armor Skakoan light pressure suit
Armor Skakoan medium pressure suit
Armor Snowtrooper armor
Armor Space suit
Armor SpecForce armor
Armor Stalker armor

Armor Storm Commando armor


Armor Stormtrooper armor
Armor Stormtrooper armor, reinforced
Armor Stormtrooper, stygian-triprismatic
Armor Stun cloak

Armor Thinsuit
Armor Tracker utility vest
Armor Ubese environmental suit
Armor Vacuum pod

Armor Venom assault armor


Armor Vonduun crabshell
Armor Weave armor
Armor WJ-880 blinding helmet
Armor Yuuzhan Vong Biotech
Armor Zero-G Stormtrooper Armor

Crystals Ankarres Sapphire


Crystals Barab
Crystals Bondar
Crystals Bondar
Crystals Compressed
Crystals Corusca

Crystals Daminia
Crystals Dantari

Crystals Dragite

Crystals Durindfire
Crystals Eralam
Crystals Firkraan
Crystals Firkraan
Crystals Heart of the Guardian
Crystals Hurikane

Crystals Ilum
Crystals Jenraux
Crystals Jenraux
Crystals Kaiburr Crystal
Crystals Kasha
Crystals Kathracite
Crystals Krayt dragon
Crystals Lambent
Crystals Luxum
Crystals Mantle of the Force

Crystals Mephite
Crystals Nextor
Crystals Opila

Crystals Opila

Crystals Phond
Crystals Phond
Crystals Pontite
Crystals Rubat
Crystals Rubat
Crystals Sapith
Crystals Sigil
Crystals Sigil
Crystals Sigil
Crystals Solari
Crystals Synthetic
Crystals Unstable

Crystals Upari
Destiny Champion
Destiny Corruption
Destiny Creation
Destiny Death and Destiny
Destiny Destruction
Destiny Discovery
Destiny Education
Destiny Liberation
Destiny Redemption
Destiny Rescue
Equipment ABC Scrambler

Equipment All-temperature cloak

Equipment Ambient aural amplifier


Equipment Antidote synthesizer

Equipment Anti-rad dose

Equipment Antisecurity Blades (Jango Fett)

Equipment Antiox breath mask


Equipment Antitoxin Patch

Equipment Aquata breather


Equipment Aural amplifier

Equipment Bacta tank (empty)


Equipment Bacta, 1 liter
Equipment Bandolier
Equipment Bao-Dur's cybernetic arm
Equipment Battle harness, Sith
Equipment Binder cuffs
Equipment Bio-implant, Body spikes
Equipment Bio-implant, Cosmetic enhancements
Equipment Bio-implant, Enhanced vision
Equipment Bio-implant, Natural armor

Equipment Bio-implant, Natural weapon


Equipment Bio-implant, Poison filter
Equipment Bio-implant, Replacement body part
Equipment Bioscanner

Equipment BioTech Borg Construct AJ-6


Equipment Biotech tool kit
Equipment Borg Construct

Equipment Borg Construct Datacard/Know cart port

Equipment Borg Construct Knowledge cartridge

Equipment Breath mask


Equipment Breath mask, atmosphere filter
Equipment Camouflage netting

Equipment Camouflage netting


Equipment Camouflage netting, powered
Equipment Camouflage poncho

Equipment Chain (3 meters)


Equipment Climbing harness

Equipment Code cylinder


Equipment Com scrambler

Equipment Comlink, Earbud


Equipment Comlink, encryption
Equipment Comlink, hands-free
Equipment Comlink, holo capability
Equipment Comlink, long-range
Equipment Comlink, short-range
Equipment Comlink, subcutaneous

Equipment Comlink, tightbeam

Equipment Comlink, video capability


Equipment Communication scanner

Equipment Computer interface visor


Equipment Computer spikes

Equipment Computer, bracer


Equipment Computerized interface scope

Equipment Cortosis Gauntlet


Equipment Credit chip
Equipment Cryogenic pouch

Equipment Cybernetic prosthesis


Equipment Cybernetic prosthesis

Equipment Darth Krayt's holocron


Equipment Datacards, blank (10)
Equipment Datapad
Equipment Datapad, basic
Equipment Decoy Glowrod
Equipment Demolitions sensor
Equipment Droid diagnostic

Equipment Electrobinoculars

Equipment Emergency vacuum seal

Equipment Energy cage, universal


Equipment Energy cell
Equipment Eye, infrared sensor

Equipment Eye, targeting

Equipment Eye, telescoping

Equipment FastFlesh Medpac


Equipment Field food processor

Equipment Field kit


Equipment Fire extinguisher
Equipment Fire paste
Equipment Fire rod
Equipment Flash Suppressor/Silencer
Equipment Flight suit
Equipment Force Cage
Equipment Force detector
Equipment Force training aid

Equipment Fusion lantern


Equipment Gand breathing apparatus
Equipment Gand transliterator
Equipment Geological compressor
Equipment Glow rod
Equipment Halo lamp
Equipment Heat Sensor
Equipment Helmet package
Equipment HiBaka 2000 Mem-Stik
Equipment Holo Converter
Equipment Holoprojector, personal
Equipment Holoshroud
Equipment Holster, Concealed
Equipment Holster, Hip
Equipment Hush-About Personal Jetpack
Equipment Hypoinjector wristband
Equipment Implant, bio-stabilizer
Equipment Implant, Cardio
Equipment Implant, Combat
Equipment Implant, Memory
Equipment Implant, nerve reinforcement
Equipment Implant, regenerative

Equipment Implant, sensory


Equipment Jet pack
Equipment Lectroticker

Equipment Liquid cable dispenser (15 meters)


Equipment Lock Breaking Kit

Equipment Man Trap


Equipment Mask of Darth Nihilus

Equipment MDS-50 Medisensor


Equipment Mechanical interface visor

Equipment Medical bundle, 8-2A


Equipment Medical interface visor
Equipment Medical kit
Equipment Medpac
Equipment Mesh tape
Equipment Microlab

Equipment Mobile Hologram Projection Pod


Equipment Motion sensing visor

Equipment Multitool, personal


Equipment Neural band
Equipment Ooglith Masquer
Equipment Panic Ring
Equipment Personal field shelter

Equipment Plasma bridge


Equipment Plastent
Equipment Pocket scrambler
Equipment Portable beacon
Equipment Portable computer
Equipment Power generator
Equipment Power pack
Equipment Power recharger
Equipment Propulsion Pack

Equipment Proximity flare

Equipment Radiation detector

Equipment Ration pack


Equipment Recording unit, audiorecorder
Equipment Recording unit, holorecorder
Equipment Recording unit, videorecorder
Equipment Redirection Crystal
Equipment Repulsor boots
Equipment Repulsor hitch
Equipment Repulsor pad
Equipment Rhen-Orm Biocomputer

Equipment Saddle, riding


Equipment Saddle, war

Equipment Security kit


Equipment Sensor pack
Equipment Sensory enhancement

Equipment Shield Cage


Equipment Shipsuit

Equipment Signal wand


Equipment Skeletal reinforcement

Equipment Sonar mapper


Equipment Sound sponge
Equipment Space suit
Equipment Spacer's Chest
Equipment Spy bug
Equipment Stealth field generator
Equipment Subelectronic converter
Equipment Subsonic field emitter
Equipment Surgery kit
Equipment Surveillance Detector

Equipment Surveillance Tagger

Equipment Syntherope (45 meters)


Equipment Targeting beacon

Equipment Targeting scope, enhanced

Equipment Targeting scope, standard

Equipment Timer for Explosives


Equipment Tool kit
Equipment Toxin Detector
Equipment Translator, personal
Equipment Tremor sensor

Equipment Triangulation visor

Equipment Ultraviolet visor (Defel)


Equipment Utility belt
Equipment Vacuum mask
Equipment Vacuum survival pouch

Equipment Veridicator
Equipment Vid-Vox Scrambler
Equipment Visual wrist comm
Equipment Vox-box
Equipment Water extractor
Equipment Xcalq portable computer "Slicer Special"
Equipment Xcalq stealth pack

Equipment Yuuzhan Vong Biotech


Event Bankrupt
Event Conspiracy
Event Crippled

Event Disgraced
Event Enslaved
Event Exiled

Event Imprisoned
Event Marooned
Event Orphaned
Event Scarred
Event Widowed

Explosives Antipersonnel Mine

Explosives Antipersonnel Mine, HX2


Explosives Antivehicle mine
Explosives Antivehicle Proton Mine
Explosives Detonite
Explosives Detonite cord

Explosives Explosive charge


Explosives Flechette mine
Explosives Ion mine

Explosives Land mine


Explosives Laser trip mine
Explosives Limpet mine

Explosives Manual trigger


Explosives Proximity mine
Explosives Timer
Feat A Few Maneuvers

Feat Accelerated Strike


Feat Acrobatic Strike

Feat Adaptable Talent


Feat Advantageous Attack
Feat Advantageous Cover
Feat Aiming Accuracy
Feat Ample Foraging

Feat Angled Throw


Feat Anointed Hunter
Feat Aquatic Specialists (team feat)

Feat Armor Proficiency (heavy)

Feat Armor Proficiency (light)

Feat Armor Proficiency (medium)

Feat Artillery Shot


Feat Ascension Specialists (team feat)

Feat Assault

Feat Assured Attack


Feat Attack Combo (Fire & Strike)

Feat Attack Combo (Melee)

Feat Attack Combo (Ranged)


Feat Autofire Assault
Feat Autofire Sweep
Feat Bad Feeling
Feat Bantha Herder

Feat Bantha Rush

Feat Battering Attack

Feat Binary Mind


Feat Biotech Specialist

Feat Biotech Surgery


Feat Blaster Barrage
Feat Bone Crusher
Feat Bothan Will

Feat Bowcaster Marksman


Feat Brilliant Defense

Feat Brink of Death


Feat Burst Fire

Feat Burst of Speed


Feat Careful Shot
Feat Channel Rage

Feat Charging Fire

Feat Charging Fire + Dodge

Feat Clawed Subspecies


Feat Cleave

Feat Close Combat Escape

Feat Collateral Damage


Feat Combat Reflexes

Feat Conditioning

Feat Confident Success


Feat Controlled Rage

Feat Coordinated Attack

Feat Coordinated Barrage

Feat Cornered
Feat Covert Operatives (team feat)

Feat Critical Strike

Feat Crossfire
Feat Crush

Feat Cunning Attack


Feat Cut the Red Tape

Feat Cybernetic Surgery

Feat Damage Conversion

Feat Darkness Dweller


Feat Deadeye

Feat Deadly Sniper

Feat Deceptive Drop

Feat Deep Sight


Feat Deft Charge
Feat Demoralizing Strike

Feat Desperate Gambit


Feat Destructive Force

Feat Devastating Bellow


Feat Disabler

Feat Disarming Charm

Feat Distracting Droid

Feat Disturbing Presence

Feat Dive for Cover

Feat Dodge
Feat Dodge + Charging Fire

Feat Dodge + Running Attack

Feat Double Attack


Feat Dreadful Countenance

Feat Dreadful Rage

Feat Droid Focus

Feat Droid Hunter


Feat Droid Shield Mastery

Feat Droidcraft

Feat Dual Weapon Mastery I


Feat Dual Weapon Mastery I + Quick Draw
Feat Dual Weapon Mastery II

Feat Dual Weapon Mastery III


Feat Duck and Cover
Feat Echani Training

Feat Echani Training

Feat Erratic Target

Feat Exotic Weapon Proficiency


Feat Experienced Medic

Feat Expert Briber

Feat Expert Droid Repair

Feat Extra Rage


Feat Extra Second Wind
Feat Far Shot
Feat Fast Surge

Feat Fast Swimmer


Feat Fatal Hit

Feat Feat of Strength

Feat Fight Through Pain

Feat Flash and Clear


Feat Flawless Pilot
Feat Flèche

Feat Fleet-Footed

Feat Flood of Fire


Feat Flurry
Feat Focused Rage

Feat Follow Through

Feat Force Boon


Feat Force of Personality

Feat Force Readiness


Feat Force Regimen Mastery

Feat Force Sensitivity


Feat Force Training
Feat Force Training + Improved Disarm

Feat Forceful Blast

Feat Forceful Recovery

Feat Forest Stalker


Feat Fortifying Recovery

Feat Friends in Low Places

Feat Fringe Benefits


Feat Galactic Alliance Military Training

Feat Gearhead

Feat Grand Army of the Republic Training

Feat Grapple Resistance

Feat Grazing Shot

Feat Great Cleave


Feat Gungan Weapon Master
Feat Gunnery Specialist

Feat Hasty Modification

Feat Hideous Visage


Feat Hijkata Training

Feat Hobbling Strike

Feat Hunter's Instincts


Feat Imperceptible Liar

Feat Imperial Military Training


Feat Impersonate
Feat Impetuous Move

Feat Implant Training

Feat Improved Bantha Rush

Feat Improved Charge

Feat Improved Damage Threshold


Feat Improved Defenses
Feat Improved Disarm
Feat Improved Disarm + Force Training

Feat Improved Opportunistic Trickery

Feat Improved Rapid Strike

Feat Impulsive Flight


Feat Inborn Resilience
Feat Increased Agility

Feat Increased Resistance

Feat Indomitable Personality

Feat Informer

Feat Instinctive Perception

Feat Ion Shielding

Feat Jedi Familiarity


Feat Jedi Heritage
Feat Justice Seeker
Feat Keen Scent
Feat Knife Trick

Feat Knock Heads


Feat K'tara Training

Feat K'thri Training

Feat Lasting Influence

Feat Leader of Droids

Feat Lightning Draw


Feat Linguist

Feat Logic Upgrade: Self-Defense


Feat Logic Upgrade: Skill Swap

Feat Logic Upgrade: Tactician


Feat Long Haft Strike

Feat Mandalorian Training

Feat Martial Arts I


Feat Martial Arts II
Feat Martial Arts III
Feat Master of Disguise

Feat Master Tracker

Feat Meat Shield


Feat Mechanical Martial Arts

Feat Medical Team (team feat)

Feat Melee Defense

Feat Metamorph

Feat Mighty Swing

Feat Mighty Throw

Feat Mind of Reason

Feat Mission Specialist

Feat Mobility

Feat Momentum Strike

Feat Mon Calamari Shipwright

Feat Mounted Defense

Feat Mounted Regiment (team feat)

Feat Moving Target

Feat Multi-Grab
Feat Multi-Targeting

Feat Natural Leader


Feat Nature Specialist

Feat Never Surrender

Feat Nimble Team (team feat)

Feat Officer Candidacy Training

Feat Opportunist Retreat

Feat Opportunistic Shooter

Feat Opportunistic Trickery

Feat Overwhelming Attack


Feat Pall of the Dark Side

Feat Perfect Intuition


Feat Perfect Swimmer
Feat Pin

Feat Pincer
Feat Pinpoint Accuracy

Feat Pistoleer

Feat Pitiless Warrior

Feat Point Blank Shot


Feat Poison Resistance

Feat Power Attack

Feat Power Blast


Feat Powerful Charge

Feat Powerful Rage

Feat Precise Shot


Feat Predictive Defense

Feat Prime Shot


Feat Primitive Warrior

Feat Quick Comeback

Feat Quick Draw


Feat Quick Draw + Dual Weapon Mastery I

Feat Quick Draw + WP (lightsabers)

Feat Quick Skill


Feat Rancor Crush

Feat Rapid Reaction


Feat Rapid Shot

Feat Rapid Strike


Feat Rapport
Feat Read the Winds

Feat Rebel Military Training

Feat Recall

Feat Recovering Surge

Feat Recurring Success


Feat Regenerative Healing

Feat Relentless Attack

Feat Republic Military Training

Feat Resilient Strength

Feat Resolute Stance

Feat Resurgence

Feat Resurgent Vitality

Feat Return Fire

Feat Returning Bug


Feat Riflemaster

Feat Risk Taker

Feat Running Attack

Feat Running Attack + Dodge

Feat Sadistic Strike

Feat Savage Attack

Feat Scavenger
Feat Scion of Dorin

Feat Sensor Link

Feat Separatist Military Training


Feat Shake It Off
Feat Sharp Senses

Feat Shield Surge

Feat Shrewd Bargainer

Feat Signature Device


Feat Silver Tongue

Feat Sith Military Training


Feat Skill Challenge: Catastrophic Avoidance
Feat Skill Challenge: Last Resort
Feat Skill Challenge: Recovery
Feat Skill Focus
Feat Skill Training
Feat Slammer

Feat Slicer Team (team feat)

Feat Slippery Maneuver

Feat Sniper

Feat Sniper Shot


Feat Spacer's Surge

Feat Sport Hunter

Feat Spray Shot


Feat Staggering Attack
Feat Staggering Attack

Feat Stand Tall


Feat Starship Designer

Feat Starship Tactics

Feat Stava Training

Feat Stay Up

Feat Steadying Position

Feat Strafe
Feat Strong Bellow

Feat Strong in the Force


Feat Superior Tech

Feat Suppression Fire


Feat Sure Climber
Feat Surgical Expertise

Feat Survivor of Ryloth

Feat Swarm

Feat Tactical Advantage


Feat Tactical Genius

Feat Tae-Jitsu Training

Feat Tech Specialist


Feat Technical Experts (team feat)

Feat Teras Kasi Training

Feat Thick Skin


Feat Throw

Feat Tireless Squad (team feat)

Feat Tool Frenzy

Feat Toughness
Feat Trench Warrior
Feat Trip

Feat Triple Attack

Feat Triple Crit


Feat Tumble Defense
Feat Turn and Burn

Feat Unhindered Approach (team feat)

Feat Unified Squadron (team feat)

Feat Unleashed
Feat Unstoppable Combatant

Feat Unstoppable Force


Feat Unswerving Resolve

Feat Unwavering Focus

Feat Unwavering Resolve

Feat Vehicle Systems Expertise

Feat Vehicular Combat


Feat Vehicular Surge
Feat Veteran Spacer
Feat Vitality Surge

Feat Warrior Heritage

Feat Wary Defender

Feat Wary Sentries (team feat)

Feat Weapon Finesse


Feat Weapon Finesse + Weapon Focus
Feat Weapon Focus
Feat Weapon Focus + Weapon Finesse

Feat Weapon Proficiency


Feat Weapon Proficiency (lightsabers) + QD
Feat Whirlwind Attack

Feat Wicked Strike


Feat Wilderness Specialists (team feat)

Feat Withdrawal Strike

Feat Wookiee Grip


Feat Wroshyr Rage

Feat Wrruushi Training

Feat Zero Range


Feats Acrobatic Ally

Feats Acrobatic Dodge


Feats Combat Trickery

Feats Elder's Knowledge

Feats Frightening Cleave


Feats Grab Back

Feats Halt

Feats Heavy Hitter


Feats Hold Together

Feats Hyperblazer

Feats Improved Sleight of Hand

Feats Improvised Weapon Mastery


Feats Instinctive Attack
Feats Instinctive Defense
Feats Intimidator

Feats Maniacal Charge


Feats Mounted Combat

Feats Nikto Survival


Feats Targeted Area
Feats Trample

Feats Wilderness First Aid

Force Power Assured Strike


(lightsaber form)

Force Power Ballistakinesis


(telekinetic)

Force Power Barrier of Blades


(lightsaber form)

Force Power Battlestrike

Force Power Blind


Force Power Circle of Shelter
(lightsaber form)

Force Power Cloak

Force Power Combustion

Force Power Contentious Opportunity


(lightsaber form)

Force Power Convection

Force Power Corruption


(dark)

Force Power Crucitorn

Force Power Cryokinesis

Force Power Dark Rage


(dark)

Force Power Dark Transfer


(dark)
Force Power Dark Transfer
(dark)

Force Power Deflecting Slash


(lightsaber form)

Force Power Detonate


(telekinetic)

Force Power Disarming Slash


(lightsaber form)

Force Power Drain Energy

Force Power Draw Closer


(lightsaber form)

Force Power Energy Resistance

Force Power Enlighten


(light side, mind-affecting)
Force Power Falling Avalanche
(lightsaber form)

Force Power Farseeing


Force Power Fear (dark)

Force Power Fluid Riposte


(lightsaber form)

Force Power Fold Space

Force Power Force Blast

Force Power Force Disarm

Force Power Force Grip

Force Power Force Light


(light)

Force Power Force Lightning


(dark)
Force Power Force Scream
(dark)

Force Power Force Shield


(telekinetic)
Force Power Force Shield
(telekinetic)

Force Power Force Slam

Force Power Force Storm


(dark, telekinetic)

Force Power Force Storm (dark)

Force Power Force Stun

Force Power Force Thrust

Force Power Force Track

Force Power Force Whirlwind


(telekinetic)

Force Power Hatred


(dark)

Force Power Hawk-Bat Swoop


(lightsaber form)

Force Power High Ground Defense


(lightsaber form)
Force Power Inertia

Force Power Inspire


(light)

Force Power Intercept


(telekinetic)

Force Power Ionize

Force Power Kinetic Combat

Force Power Kinetic Combat


(telekinetic)

Force Power Levitate


(telekinetic)

Force Power Lightning Burst


(dark side)
Force Power Makashi Riposte
(lightsaber form)

Force Power Malacia


(light)
Force Power Memory Walk
(dark, mind-affecting)

Force Power Mind Shard


(mind-affecting)

Force Power Mind Trick


(mind-affecting)

Force Power Morichro

Force Power Move Object

Force Power Negate Energy

Force Power Obscure


(mind-affecting)
Force Power Pass the Blade
(lightsaber form)

Force Power Phase

Force Power Plant Surge

Force Power Prescience

Force Power Pushing Slash


(lightsaber form)

Force Power Rebuke

Force Power Rend


(dark)
Force Power Repulse
(telekinetic)
Force Power Resist Force

Force Power Rising Whirlwind


(lightsaber form)
must be wielding
2 lightsabers

Force Power Saber Swarm


(lightsaber form)

Force Power Sarlacc Sweep


(lightsaber form)

Force Power Sever Force


(light)

Force Power Shatterpoint

Force Power Shien Deflection


(lightsaber form)
Force Power Slow
(telekinetic)

Force Power Stagger


(telekinetic)

Force Power Surge

Force Power Swift Flank


(lightsaber form)

Force Power Technometry

Force Power Tempered Aggression


(dark, lightsaber form)
Force Power Thought Bomb
(mind-affecting)
Force Power Twin Strike
(lightsaber form)
must be wielding
2 lightsabers

Force Power Unbalancing Block


(lightsaber form)

Force Power Unhindered Charge


(lightsaber form)

Force Power Valor


(light)

Force Power Vital Transfer


(light)

Force Power Vornskr's Ferocity


(dark, lightsaber form)

Force Power Wound (dark)

Force Awaken Force Sensitivity


Regimen

Force Eyes of the Force


Regimen

Force Oxygen Bottle


Regimen

Force Quiet the Mind


Regimen
Force Sparring Practice
Regimen

Force Telekinetic Practice


Regimen

Force Training Remote


Regimen

Force Vo'Ren's Fifth Cadence


Regimen

Force Vo'Ren's First Cadence


Regimen

Force Vo'Ren's Fourth Cadence


Regimen

Force Vo'Ren's Second Cadence


Regimen

Force Vo'Ren's Third Cadence


Regimen

Force Secret Corrupted Power

Force Secret Debilitating Power


Force Secret Devastating Power
Force Secret Distant Power
Force Secret Enlarged Power
Force Secret Extend Power

Force Secret Holocron Loremaster

Force Secret Linked Power


Force Secret Mentor

Force Secret Multitarget Power


Force Secret Pure Power
Force Secret Quicken Power
Force Secret Remote Power
Force Secret Shaped Power
Force Secret Unconditional Power

Force Tech. Advanced Vital Transfer


Force Tech. Cure Disease
Force Tech. Detoxify Poison

Force Tech. Dominate Mind


Force Tech. Extended Blind
Force Tech. Extended Force Disarm

Force Tech. Extended Force Grip


Force Tech. Extended Force Thrust
Force Tech. Extended Move Object
Force Tech. Force Point Recovery
Force Tech. Force Power Mastery
Force Tech. Improved Ballistakinesis
Force Tech. Improved Battle Strike
Force Tech. Improved Cloak
Force Tech. Improved Convection
Force Tech. Improved Crucitorn

Force Tech. Improved Cryokineses

Force Tech. Improved Dark Rage

Force Tech. Improved Dark Transfer


Force Tech. Improved Detonate
Force Tech. Improved Energy Resistance
Force Tech. Improved Enlighten
Force Tech. Improved Fold Space
Force Tech. Improved Force Disarm

Force Tech. Improved Force Grip


Force Tech. Improved Force Light
Force Tech. Improved Force Lightning
Force Tech. Improved Force Shield

Force Tech. Improved Force Slam


Force Tech. Improved Force Storm

Force Tech. Improved Force Storm (telekinetic)

Force Tech. Improved Force Stun


Force Tech. Improved Force Thrust
Force Tech. Improved Force Trance

Force Tech. Improved Ionize


Force Tech. Improved Kinetic Combat
Force Tech. Improved Levitate
Force Tech. Improved Lightning Burst
Force Tech. Improved Malacia
Force Tech. Improved Mind Trick
Force Tech. Improved Move Light Object
Force Tech. Improved Obscure
Force Tech. Improved Phase
Force Tech. Improved Plant Surge
Force Tech. Improved Rebuke
Force Tech. Improved Rend

Force Tech. Improved Repulse


Force Tech. Improved Resist Force
Force Tech. Improved Sense Force
Force Tech. Improved Sense Surroundings
Force Tech. Improved Shatterpoint
Force Tech. Improved Stagger
Force Tech. Improved Technometry
Force Tech. Improved Telepathy
Force Tech. Improved Thought Bomb
Force Tech. Improved Valor
Force Tech. Improved Vital Transfer
Force Tech. Language Absorption
Melee Amphistaff, Quarterstaff
Melee Amphistaff, Spear
Melee Amphistaff, Whip

Melee Anakin Solo's Lightsaber


Melee Arg'garok
Melee Atlatl
Melee Axe
Melee Bayonet
Melee Blastsword
Melee Ceremonial gloves, medium
Melee Ceremonial gloves, small
Melee Cesta
Melee Club/baton
Melee Combat gloves, medium
Melee Combat gloves, small
Melee Contact stunner

Melee Darkstick

Melee Datadagger
Melee Dire sword
Melee Double-bladed sword
Melee Electropole
Melee Electrostaff
Melee Emperor Palpatine's Lightsaber
Melee Energy Lance
Melee Entrenching tool

Melee Felucian skullblade


Melee Fira
Melee Fire blade

Melee Force pike


Melee Gaderffii
Melee Garrote

Melee Knife
Melee Lightfoil, archaic
Melee Lightfoil, modern
Melee Lightsaber
Melee Lightsaber pike
Melee Lightsaber pike
Melee Lightsaber, archaic
Melee Lightsaber, crossguard
Melee Lightsaber, double
Melee Lightsaber, dual-phase
Melee Lightsaber, dueling

Melee Lightsaber, great


Melee Lightsaber, long-handle
Melee Lightsaber, long-handle
Melee Lightsaber, short
Melee Lightwhip

Melee Lightwhip

Melee Luke Skywalker's Lightsaber


Melee Mace
Melee Mythosaur Axe
Melee Neuronic whip
Melee Power hammer
Melee Power Lance
Melee Quarterstaff
Melee Riot Shield
Melee Ryyk blade
Melee San-ni staff
Melee Shock stick
Melee Shock whip

Melee Shockboxing gloves

Melee Shockboxing gloves

Melee Shockstaff
Melee Short sword
Melee Shoto, guard
Melee Shoto, guard
Melee Shyarn
Melee Sith Sword
Melee Sith Tremor Sword
Melee Sith War Sword
Melee Snap Baton
Melee Spear
Melee Static pike

Melee Stun Baton


Melee Stun Bayonet
Melee Stunning Gauntlet
Melee Stunning Gauntlet
Melee Survival knife
Melee Tehk'la blade
Melee Unarmed, Medium character

Melee Unarmed, Small character

Melee Vibro-ax
Melee Vibrobayonet
Melee Vibroblade
Melee Vibroblade, dire
Melee Vibroblade, double
Melee Vibrodagger
Melee Vibroknucklers
Melee Vibrolance

Melee Vibrorapier
Melee Vibro-saw

Melee Vibrosword
Melee Wan-shen
Melee War sword
Melee Yuuzhan Vong Biotech
Melee Zhaboka
Occupation Academic
Occupation Celebrity

Occupation Criminal

Occupation Executive

Occupation Labor

Occupation Law Enforcement

Occupation Medical

Occupation Military

Occupation Pilot

Occupation Politics

Occupation Technology

Origin Alderaan
Origin Bakura
Origin Bespin
Origin Bothawui
Origin Cerea
Origin Corellia
Origin Coruscant

Origin Dorin
Origin Duro
Origin Fondor
Origin Gamorr
Origin Iridonia
Origin Ithor
Origin Kashyyyk
Origin Mon Calamari
Origin Naboo
Origin Nar Shaddaa
Origin Rodia
Origin Ryloth
Origin Socorro
Origin Sullust
Origin Taris
Origin Tatooine
Origin Trandosha
Prestige Ace Pilot
Prestige Assassin
Prestige Bounty Hunter
Prestige Charlatan

Prestige Corporate Agent

Prestige Crime Lord

Prestige Droid Commander


Prestige Elite Trooper
Prestige Enforcer

Prestige Force Adept


Prestige Force Disciple
Prestige Gladiator

Prestige Gunslinger
Prestige Imperial Knight
Prestige Improviser
Prestige Independent Droid
Prestige Infiltrator

Prestige Jedi Knight


Prestige Jedi Master
Prestige Martial Arts Master

Prestige Master Privateer

Prestige Medic

Prestige Melee Duelist


Prestige Military Engineer

Prestige Officer

Prestige Outlaw
Prestige Pathfinder
Prestige Saboteur

Prestige Shaper

Prestige Sith Apprentice


Prestige Sith Lord
Prestige Vanguard
Ranged Ascension gun

Ranged Aurial blaster


Ranged Black-powder pistol
Ranged Blast Cannon, CR-1
Ranged BlasTech 500 "ESPO" Riot Gun
Ranged BlasTech 500 "ESPO" Riot Gun
Ranged BlasTech DH-23
Ranged BlasTech DLT-20A
Ranged BlasTech DT-12
Ranged Blaster cannon
Ranged Blaster cannon, heavy
Ranged Blaster cannon, rotary

Ranged Blaster carbine


Ranged Blaster carbine, double-barreled
Ranged Blaster carbine, hunting
Ranged Blaster carbine, repeating
Ranged Blaster carbine, sporting

Ranged Blaster light repeating


Ranged Blaster pistol
Ranged Blaster pistol, bluebolt
Ranged Blaster pistol, heavy
Ranged Blaster pistol, hold-out
Ranged Blaster pistol, sidearm

Ranged Blaster pistol, snap shot


Ranged Blaster pistol, sporting
Ranged Blaster rifle
Ranged Blaster rifle, ARC-9965
Ranged Blaster rifle, assault
Ranged Blaster rifle, heavy
Ranged Blaster rifle, heavy assault

Ranged Blaster rifle, heavy variable


Ranged Blaster rifle, SGD-4
Ranged Blaster rifle, sniper

Ranged Blaster rifle, sporting


Ranged Blaster rifle, targeting

Ranged Blaster rifle, variable

Ranged Blaster, E-Web repeating


Ranged Blaster, heavy repeating
Ranged Blaster, subrepeating
Ranged Blaster, Wrist
Ranged Bow
Ranged Bowcaster
Ranged Bryar Pistol
Ranged Bryar Rifle
Ranged Carbonite rifle

Ranged Chewbacca's Bowcaster


Ranged Commando special rifle
Ranged Concussion rifle
Ranged Crossbow
Ranged Crossbow, repeating

Ranged Czerka Adjudicator


Ranged Czerka Adventurer
Ranged Dart launcher, concealed
Ranged Darter
Ranged DC-19 "Stealth" Carbine
Ranged Deck sweeper
Ranged Discblade
Ranged DX-2 Disruptor pistol
Ranged DXR-6 Disruptor rifle
Ranged Electronet
Ranged Energy ball
Ranged Flame Cannon

Ranged Flamethrower
Ranged Flash canister, R-9
Ranged Flechette Launcher
Ranged Flechette Launcher
Ranged Gee-Tech 12 Defender
Ranged Grenade launcher
Ranged Grenade, adhesive

Ranged Grenade, concussion


Ranged Grenade, CryoBan
Ranged Grenade, EMP

Ranged Grenade, frag


Ranged Grenade, gas
Ranged Grenade, ion
Ranged Grenade, radiation

Ranged Grenade, remote


Ranged Grenade, smoke

Ranged Grenade, stun


Ranged Han Solo's Heavy Blaster Pistol
Ranged Incinerator Rifle
Ranged Interchangeable WS

Ranged Interchangeable WS, Anti-armor

Ranged Interchangeable WS, Sniper

Ranged Ion carbine


Ranged Ion pistol
Ranged Ion rifle
Ranged Lanvarok, Massassi
Ranged Lanvarok, Sith
Ranged Lt Concussion Missile Launcher
Ranged Magna caster

Ranged Merr-Sonn Model 434


Ranged Merr-Sonn PLX-2M Portable Missile
Launcher
Ranged Micro grenade launcher
Ranged Miniature Proton Torpedo Launcher
Ranged Missile launcher
Ranged Missile Launcher, E-Web
Ranged Mortar launcher

Ranged Needler
Ranged Net
Ranged Neural inhibitor
Ranged Projectile Launcher, HH-15
Ranged Pulse rifle
Ranged Pulse-wave pistol
Ranged Pulse-wave rifle
Ranged Rail detonator gun
Ranged Razor Bug
Ranged Ripper

Ranged S-5 heavy blaster pistol


Ranged Saberdart Launcher (Jango Fett)
Ranged Scatter gun

Ranged Shrapnel pistol


Ranged Siang Lance

Ranged Sling
Ranged Slugthrower pistol
Ranged Slugthrower pistol, heavy
Ranged Slugthrower rifle
Ranged Snare Pistol
Ranged Snare rifle
Ranged Sonic disruptor
Ranged Sonic pistol
Ranged Sonic pistol, heavy
Ranged Sonic rifle
Ranged Sonic Stunner
Ranged SoroSuub Firelance
Ranged Squib battering ram
Ranged Squib tensor rifle
Ranged Stokhli Spray stick
Ranged Stun pistol
Ranged Tactical tractor beam

Ranged Targeting laser

Ranged Thermal detonator


Ranged Thud Bug
Ranged Verpine shatter gun

Ranged Wrist rocket antipersonnel


Ranged Wrist rocket antivehicle
Ranged Wrist rocket flash
Ranged Wrist rocket hollow-tip
Ranged Wrist rocket ion blast
Ranged Wrist rocket launcher
Ranged Wrist rocket nerve toxin
Ranged Wrist rocket stun gas
Ranged Xerrol NightStinger
Ranged Yuuzhan Vong Biotech
Skills Acrobatics
Skills Climb
Skills Deception
Skills Endurance
Skills Gather Information
Skills Initiative
Skills Jump
Skills Knowledge
Skills Mechanics
Skills Perception
Skills Persuasion
Skills Pilot
Skills Ride
Skills Stealth
Skills Survival
Skills Swim
Skills Treat Injury
Skills Use Computer
Skills Use the Force
Species Advozse
Species Aleena

Species Amanin
Species Anzati

Species Aqualish

Species Arcona
Species Arkanian

Species Arkanian Offshoot


Species Balosar

Species Barabel

Species Bith
Species Blood Carver
Species Bothan
Species Caamasi

Species Cathar
Species Celegian

Species Cerean
Species Chadra-Fan

Species Chagrian
Species Chiss
Species Chiss
Species Chistori
Species Clawdite
Species Clone, Republic
Species Codru-Ji
Species Croke (best guess)
Species Dashade

Species Defel
Species Devaronian (females)

Species Devaronian (males)

Species Draethos
Species Droid, Astromech Droid

Species Droid, Battle Droid

Species Droid, Labor Droid

Species Droid, Mechanic Droid

Species Droid, Medical Droid

Species Droid, Probe Droid

Species Droid, Protocol Droid

Species Droid, Service Droid

Species Dug

Species Duros
Species Ebruchi

Species Elomin
Species Ewok
Species Falleen

Species Feeorin

Species Felucian
Species Fosh

Species Gamorrean
Species Gand
Species Gen'Dai

Species Geonosian

Species Givin
Species Gotal

Species Gran

Species Gungan

Species Herglic

Species Houk

Species Human
Species Hutt
Species Iktotchi
Species Ishi Tib

Species Ithorian
Species Jawa

Species Kaleesh
Species Kaminoan
Species Kel Dor

Species Kerkoiden

Species Khil
Species Killik

Species Kissai
Species Klatoonian
Species Krevaaki
Species Lugubraa

Species Lurmen

Species Mantellian Savrip


Species Massassi

Species Miraluka

Species Mon Calamari

Species Mrlssi

Species Nagai
Species Nautolan

Species Nazren
Species Near-Human Ability adjustment
Species Near-Human Additional arms
Species Near-Human Altiri

Species Near-Human Anarrian

Species Near-Human Biotech augmentation


Species Near-Human Breathe underwater
Species Near-Human Climate adaptation

Species Near-Human Conductive


Species Near-Human Cultural cybernetics
Species Near-Human Darkvision
Species Near-Human Empath

Species Near-Human Expert swimmer

Species Near-Human Heightened awareness


Species Near-Human Low-light vision
Species Near-Human Natural armor
Species Near-Human Natural weapon
Species Near-Human Naturally acrobatic

Species Near-Human O'reenians

Species Near-Human Persistent


Species Near-Human Quick
Species Near-Human Quick healing

Species Near-Human Resistant


Species Near-Human Scent

Species Near-Human Spring step

Species Near-Human Strength surge

Species Near-Human Visually striking


Species Near-Human Weapon familiarity
Species Neimoidian
Species Nelvaanian
Species Nikto
Species Noghri
Species Nosaurian
Species Nyriaanan
Species Pa'lowick

Species Pau'an
Species Phindian
Species Polis Massan
Species Quarren

Species Rakata

Species Replica Droid


Species Rodian
Species Ryn
Species Sakiyan
Species Selkath
Species Shard

Species Shistavanen

Species Skakoan

Species Sluissi

Species Snivvian

Species Sorcerer of Rhand

Species Squib

Species Ssi-Ruuk

Species Stereb
Species Sullustan
Species Talz
Species Taung

Species Tchuukthai (best guess)


Species Thakwaash

Species Tof

Species Togorian

Species Togruta

Species Toydarian
Species Trandoshan
Species Trianii

Species Tusken Raider


Species Twi'lek
Species Ubese
Species Ugnaught (best guess)
Species Ugor (best guess)
Species Umbaran
Species Utai
Species Vagaari

Species Vahla
Species Verpine
Species Vultan

Species Vurk

Species Weequay
Species Whiphid
Species Wookiee

Species Wroonian
Species Yarkora

Species Yevetha

Species Yuuzhan Vong


Species Yuzzem

Species Zabrak
Species Zeltron

Species Zygerrian

Starship Ackbar Slash


Maneuvers

Starship Afterburn
Maneuvers

Starship Angle Deflector Shields


Maneuvers
Starship Attack Pattern Delta
Maneuvers
Starship Attack Pattern Zeta Nine
Maneuvers
Starship Corellian Slip
Maneuvers

Starship Counter
Maneuvers

Starship Darklighter Spin


Maneuvers

Starship Devastating Hit


Maneuvers

Starship Engine Hit


Maneuvers
Starship Evasive Action
Maneuvers

Starship Explosive Shot


Maneuvers

Starship Howlrunner Formation


Maneuvers
Starship I Have You Now
Maneuvers

Starship Intercept
Maneuvers

Starship Overwhelming Assault


Maneuvers
Starship Segnor's Loop
Maneuvers

Starship Shield Hit


Maneuvers

Starship Skim the Surface


Maneuvers

Starship Skywalker Loop


Maneuvers
Starship Snap Roll
Maneuvers
Starship Strike Formation
Maneuvers
Starship Tallon Roll
Maneuvers
Starship Target Lock
Maneuvers

Starship Target Sense


Maneuvers

Starship Thruster Hit


Maneuvers

Starship Wotan Weave


Maneuvers

Talent Accurate Blow

Talent Acrobatic Recovery

Talent Action Exchange

Talent Acute Senses

Talent Adapt and Survive


Talent Adept Assistant
Talent Adept Negotiator

Talent Adept Spellcaster

Talent Adrenaline Implant

Talent Advanced Intel


Talent Advanced Planning
Talent Advantageous Opening
Talent Advantageous Positioning
Talent Advantageous Strike

Talent Adversary Lore

Talent Affliction

Talent Aggressive Negotiator

Talent Aggressive Surge

Talent Akk Dog Attack Training

Talent Akk Dog Master

Talent Akk Dog Trainer's Actions

Talent Always Ready

Talent Ambush
Talent Ambush

Talent Ambush Specialist

Talent Anticipate Movement

Talent Apprentice Boon

Talent Armor Mastery

Talent Armor Mastery

Talent Armored Augmentation I

Talent Armored Augmentation II

Talent Armored Defense

Talent Armored Guard

Talent Armored Mandalorian


Talent Armored Spacer

Talent Arrogant Bluster

Talent Art of Concealment

Talent Assault Gambit

Talent Assault Tactics


Talent Assured Skill
Talent At Peace

Talent Ataru

Talent Attract Minion

Talent Attract Privateer

Talent Attract Superior Minion

Talent Attune Armor

Talent Attune Weapon


Talent Attuned

Talent Aura of Freedom

Talent Autofire Assault

Talent Automated Strike

Talent Aversion

Talent Avert Disaster

Talent Backstabber
Talent Band Together

Talent Bando Gora Surge

Talent Barter

Talent Battle Analysis

Talent Battle Meditation


Talent Battle Mount

Talent Battlefield Medic

Talent Battlefield Remedy

Talent Bayonet Master


Talent Beast Trick

Talent Befuddle

Talent Begin Attack Run


Talent Believer Intuition

Talent Beloved

Talent Better Lucky then Dead

Talent Bigger Bang

Talent Biotech Adept

Talent Biotech Mastery

Talent Black Market Buyer

Talent Blast Back


Talent Blaster and Blade I

Talent Blaster and Blade II

Talent Blaster and Blade III

Talent Blaster Turret I


Talent Blaster Turret II
Talent Blaster Turret III
Talent Blend In
Talent Blend In

Talent Blind Shot

Talent Blind Spot


Talent Block

Talent Bloodthirsty

Talent Blowback

Talent Boarder

Talent Body Control

Talent Bodyguard I

Talent Bodyguard II

Talent Bodyguard III

Talent Bodyguard's Sacrifice

Talent Bolster Ally

Talent Bolstered Numbers


Talent Bomb Thrower

Talent Bonded Mount

Talent Born Leader

Talent Bothan Resources

Talent Breach Cover

Talent Breaching Explosive


Talent Break Program

Talent Bring Them Back

Talent Brutal Attack


Talent Brutal Unarmed Strike

Talent Bugbite
Talent Bullseye

Talent Bunker Blaster

Talent Buried Presence

Talent Burning Assault


Talent Burst Transfer

Talent Call Out


Talent Call Weapon

Talent Cantina Brawler

Talent Capture Droid

Talent Cargo Hauler


Talent Cast Suspicion

Talent Castigate

Talent Cause Mutation


Talent Champion

Talent Channel Aggression

Talent Channel Anger

Talent Channel Energy

Talent Channel Vitality

Talent Charm Beast

Talent Charm Beast

Talent Charm Beast


Talent Cheap Shot

Talent Cheap Trick

Talent Cleanse Mind


Talent Clear Mind

Talent Clip

Talent Cloak of Shadow

Talent Close Contact

Talent Close Cover

Talent Close Maneuvering


Talent Close Scrape

Talent Close-Combat Assault


Talent Closed Mind

Talent Close-Quarters Fighter

Talent Collective Visions


Talent Combat Repairs

Talent Combat Trance

Talent Combined Fire


Talent Combined Fire

Talent Combustion
Talent Command Beast

Talent Command Beast

Talent Commander's Prerogative

Talent Commanding Officer

Talent Commanding Presence

Talent Commanding Presence

Talent Competitive Drive

Talent Competitive Edge

Talent Computer Language

Talent Computer Master

Talent Comrades in Arms


Talent Conceal Another

Talent Conceal Force Use

Talent Concealed Weapon Expert

Talent Concentrate All Fire

Talent Confounding Attack

Talent Connections

Talent Consular's Vitality

Talent Consular's Wisdom

Talent Consumed by Darkness

Talent Contingency Plan


Talent Controlled Burst

Talent Coordinate

Talent Coordinated Effort

Talent Coordinated Leadership


Talent Coordinated Tactics

Talent Corporate Clout

Talent Cortosis Defense

Talent Cortosis Gauntlet Block

Talent Cortosis Retaliation

Talent Counterpunch

Talent Cover Bracing


Talent Cover Escape

Talent Cover Fire

Talent Cover Your Tracks

Talent Cower Enemies

Talent Cramped Quarters Fighting


Talent Creeping Approach

Talent Crippling Hit

Talent Crippling Strike

Talent Critical Skill Success


Talent Crowd Control

Talent Crucial Advice

Talent Crushing Assault

Talent Cunning Distraction

Talent Cunning Strategist

Talent Curved Throw


Talent Custom Model

Talent Cycle of Harmony

Talent Damage Reduction 10

Talent Damaging Deception


Talent Damaging Disarm

Talent Dampen Presence

Talent Dark Deception

Talent Dark Healing

Talent Dark Healing Field


Talent Dark Presence

Talent Dark Preservation

Talent Dark Retaliation


Talent Dark Scourge

Talent Dark Side Adept

Talent Dark Side Bane

Talent Dark Side Manipulation

Talent Dark Side Master


Talent Dark Side Savant

Talent Dark Side Scourge

Talent Dark Side Sense

Talent Dark Side Talisman

Talent Dash and Blast

Talent Dastardly Strike

Talent Deadly Repercussions


Talent Debilitating Shot

Talent Deception Awareness

Talent Deceptive Shot


Talent Dedicated Guardian

Talent Dedicated Protector

Talent Deep Space Raider

Talent Deep-Space Gambit

Talent Defense Boost

Talent Defensive Acuity


Talent Defensive Circle
Talent Defensive Electronics

Talent Defensive Jab

Talent Defensive Measures

Talent Defensive Position

Talent Defensive Protection


Talent Deflect

Talent Demand Surrender

Talent Demolitionist

Talent Demoralizing Defense

Talent Deny Move

Talent Deployment Tactics


Talent Desperate Measures

Talent Destructive Ambusher


Talent Detective

Talent Detonate

Talent Devastating Attack

Talent Devastating Melee Smash

Talent Device Jammer

Talent Difficult to Sense

Talent Dig In

Talent Direct

Talent Direct Fire


Talent Directed Action

Talent Directed Movement

Talent Dirty Fighting


Talent Dirty Tactics
Talent Dirty Tricks

Talent Disarm and Engage

Talent Disarming Attack

Talent Discblade Arc

Talent Disciplined Strike

Talent Disciplined Trickery

Talent Disruptive
Talent Distant Command

Talent Distant Discblade Throw

Talent Distracting Apparition

Talent Distracting Attack


Talent Distracting Shout

Talent Distress to Discord

Talent Djem So

Talent Dogfight Gunner

Talent Done It All


Talent Double Agent

Talent Double Up
Talent Drain Force

Talent Drain Knowledge

Talent Draw a Bead

Talent Draw Fire

Talent Dread

Talent Droid Defense

Talent Droid Duelist

Talent Droid Expert

Talent Droid Jammer


Talent Droid Mettle

Talent Droid Smash

Talent Dual Weapon Flourish I


Talent Dual Weapon Flourish II

Talent Dull the Pain


Talent Dumb Luck

Talent Durable

Talent Earth Buckle

Talent Easy Prey

Talent Echani Expertise

Talent Echoes of the Force

Talent Educated

Talent Electronic Forgery

Talent Electronic Sabotage

Talent Electronic Trail

Talent Elusive Dogfighter


Talent Elusive Target

Talent Embrace Dark Side

Talent Emergency Team

Talent Empower Siang Lance

Talent Empower Weapon

Talent Enemy Tactics


Talent Engineer

Talent Enhance Cover

Talent Enhanced Danger Sense

Talent Enhanced Manipulation

Talent Enhanced Vision


Talent Entangler

Talent Entreat Aid


Talent Entreat Beast

Talent Environmentally Shielded


Talent Equilibrium

Talent Escort Fighter

Talent Escort Pilot

Talent Esoteric Technique

Talent Etiquette
Talent Evasion

Talent Excellent Kit

Talent Exceptional Skill


Talent Exotic Weapon Mastery

Talent Exotic Weapons Master


Talent Expanded Horizon

Talent Expanded Sensors

Talent Expedient Mending


Talent Experienced Brawler
Talent Expert Grappler

Talent Expert Gunner


Talent Expert Rider
Talent Expert Shaper

Talent Expert Tracker

Talent Exploit Weakness


Talent Exposing Strike
Talent Extended Ambush

Talent Extended Critical Range (heavy)

Talent Extended Critical Range (rifles)

Talent Extended Critical Range (simple weapons)

Talent Extended Threat

Talent Extra First Aid

Talent Extreme Effort

Talent Extreme Explosion

Talent Face the Foe


Talent Fade Away

Talent Fade Out

Talent Fall Back

Talent Familiar Enemies


Talent Familiar Situation

Talent Fast Attack Specialist

Talent Fast Repairs

Talent Fast Talker


Talent Fear Me

Talent Feared Warrior

Talent Fearless Leader

Talent Fearsome

Talent Feed Information


Talent Feel the Force

Talent Ferocious Assault

Talent Field Detection

Talent Field Tactics


Talent Fight to the Death

Talent Find an Opening

Talent Find Openings


Talent Findsman Ceremonies

Talent Findsman's Foresight

Talent Fire at Will

Talent Flanking Foe

Talent Flee
Talent Fleet Deployment

Talent Fleet Tactics

Talent Flight

Talent Fluidity

Talent Flurry Attack

Talent Flurry of Blows

Talent Fluster

Talent Focus Terror


Talent Focused Attack

Talent Focused Force Talisman

Talent Focused Targeting


Talent Focused Warrior

Talent Folded Space Mastery

Talent Fool's Luck

Talent For the Cause


Talent Force Blank

Talent Force Cloak

Talent Force Cloak Mastery

Talent Force Deception

Talent Force Delay

Talent Force Directed Shot


Talent Force Direction
Talent Force Exertion

Talent Force Fighter

Talent Force Flow

Talent Force Focus


Talent Force Fortification

Talent Force Harmony

Talent Force Haze

Talent Force Immersion

Talent Force Interrogation

Talent Force Intuition


Talent Force Momentum

Talent Force of Will


Talent Force Perception

Talent Force Persuasion


Talent Force Pilot

Talent Force Power Adept

Talent Force Recovery


Talent Force Reflexes

Talent Force Repair

Talent Force Revive

Talent Force Stabilize

Talent Force Suppression

Talent Force Talisman

Talent Force Throw

Talent Force Treatment


Talent Force Treatment

Talent Force Veil

Talent Force Warning

Talent Forceful Warrior

Talent Foresight

Talent Forewarn Allies

Talent Form Up

Talent Fortified Body

Talent Fortune's Favor

Talent Forward Patrol

Talent Friend or Foe


Talent Friendly Fire

Talent Frighten

Talent Fringe Savant

Talent Full Advance

Talent Full Control

Talent Full Throttle

Talent Galactic Guidance

Talent Gambler
Talent Gang Leader

Talent Gauge Force Potential

Talent Get Down

Talent Get into Position

Talent Get Into Position

Talent Get Some Distance

Talent Ghost Assailant

Talent Gimmick
Talent Grabber

Talent Gradual Resistance


Talent Grand Leader

Talent Great Shot


Talent Greater Dark Side Talisman

Talent Greater Devastating Attack

Talent Greater Focused Force Talisman

Talent Greater Force Talisman

Talent Greater Penetrating Attack

Talent Greater Weapon Focus

Talent Greater Weapon Focus (Fira)

Talent Greater Weapon Focus (lightsabers)

Talent Greater Weapon Specialization

Talent Greater Weapon Specialization


(lightsabers)

Talent Grenade Defense


Talent Grizzled Warrior

Talent Group Perception

Talent Guaranteed Boon


Talent Guaranteed Shot

Talent Guardian Spirit

Talent Guardian Strike


Talent Guard's Endurance

Talent Guidance
Talent Guiding Strikes

Talent Gun Club

Talent Hailfire

Talent Hammerblow

Talent Hard Target


Talent Hardened Strike

Talent Hardiness

Talent Harm's Way

Talent Harrying Shot

Talent Hasty Withdrawal

Talent Heal Droid

Talent Healing Boost

Talent Heavy Fire Zone

Talent Heavy-Duty Actuators

Talent Heightened Awareness

Talent Helpful
Talent Hesitate

Talent Heuristic Mastery

Talent Hidden Attacker

Talent Hidden Eyes

Talent Hidden Movement

Talent Hidden Weapons


Talent Hide in Plain Sight

Talent High Impact

Talent Higher Yield

Talent Hijkata Expertise

Talent Hit the Deck


Talent Hive Mind

Talent Hold Steady


Talent Hold the Line

Talent Hot Wire

Talent Hotwired Processor

Talent Hunker Down

Talent Hunt the Hunter


Talent Hunter's Mark

Talent Hunter's Target

Talent Hyperdriven

Talent Hyperspace Savant

Talent Idealist

Talent Ignite Fervor

Talent Ignore Armor

Talent Ignore Damage Reduction


Talent Illicit Dealings

Talent Illusion (F87 & J14)

Talent Illusion Bond

Talent Imbue Item

Talent Immerse Another

Talent Immovable
Talent Impaling Assault

Talent Impart Knowledge


Talent Impel Ally I

Talent Impel Ally II

Talent Impel Ally III

Talent Impenetrable Cover

Talent Impose Confusion

Talent Impose Hesitation

Talent Improved Armored Defense

Talent Improved Attack Run


Talent Improved Battle Meditation
Talent Improved Consular's Vitality
Talent Improved Dark Healing

Talent Improved Force Sight

Talent Improved Healing Boost


Talent Improved Initiative

Talent Improved Jury-Rig

Talent Improved Lightsaber Throw

Talent Improved Manipulating Strike

Talent Improved Quick Draw

Talent Improved Quick Draw (lightsabers)

Talent Improved Redirect

Talent Improved Riposte

Talent Improved Sentinel Strike


Talent Improved Sentinel's Gambit

Talent Improved Skirmisher

Talent Improved Sneak Attack

Talent Improved Soft Cover


Talent Improved Stealth

Talent Improved Stunning Strike

Talent Improved Suppression Fire

Talent Improved Surveillance

Talent Improved Trajectory


Talent Improved Weaken Resolve

Talent Improvised Device

Talent Improvised Weapon Master

Talent Incite Rage

Talent Incognito

Talent Indomitable
Talent Indomitable Will

Talent Influence Savant

Talent Influential Friends

Talent Infuse Weapon

Talent Initiate of Vahl

Talent Innocuous
Talent Inquisition

Talent Insight of the Force

Talent Insightful Aim


Talent Inspire Competence

Talent Inspire Confidence

Talent Inspire Fear I

Talent Inspire Fear II

Talent Inspire Fear III

Talent Inspire Haste

Talent Inspire Loyalty

Talent Inspire Wrath

Talent Inspire Zeal

Talent Instinctive Navigation

Talent Instruction
Talent Instrument of the Force

Talent Intentional Crash


Talent Interrogator

Talent Intimate Knowledge

Talent Intimidating Defense

Talent Invisible Attacker


Talent Ion Mastery

Talent Ion Resistance 10

Talent Ion Turret


Talent Irregular Tactics
Talent It's a Trap

Talent Jar'Kai

Talent Jedi Battle Commander

Talent Jedi Hunter

Talent Jedi Network

Talent Jedi Quarry

Talent Jet Pack Training


Talent Jet Pack Withdraw

Talent Juggernaut

Talent Juke
Talent Jury-Rigger

Talent Just a Droid

Talent Just a Scratch

Talent Just What Is Needed

Talent Juyo

Talent Keen Shot

Talent Keep It Going


Talent Keep it Together

Talent Keep It Together


Talent Keep Them at Bay

Talent Keep Them Honest

Talent Keep Them Reeling

Talent Keep Them Reeling

Talent Keep Together

Talent Knack

Talent Knight's Morale

Talent Knockback

Talent Knockdown Shot

Talent Know Weakness


Talent Know Your Enemy

Talent Knowledge and Defense

Talent Knowledge is Life


Talent Knowledge is Power

Talent Knowledge is Strength


Talent Knowledge of the Force

Talent Known Dissident

Talent Known Vulnerability

Talent Krath Illusions

Talent Krath Intuition

Talent Krath Surge

Talent K'tara Expertise

Talent K'thri Expertise

Talent Labyrinthine Mind

Talent Launch Point

Talent Lead by Example


Talent Lead by Example

Talent Lead From the Front

Talent Leading Feint

Talent Leading Skill


Talent Learn from Mistakes
Talent Legendary Commander

Talent Liberate

Talent Lifesaver

Talent Lightsaber Defense

Talent Lightsaber Evasion


Talent Lightsaber Form Savant

Talent Lightsaber Specialist

Talent Lightsaber Throw

Talent Lingering Debilitation

Talent Link

Talent Linked Defense

Talent Load Launcher

Talent Lockdown Strike


Talent Long Call

Talent Long Stride

Talent Lose Pursuit


Talent Luck Favors the Bold

Talent Lucky Shot

Talent Lucky Stop

Talent Luka Sene Master


Talent Lure Closer

Talent Maintain Focus

Talent Makashi

Talent Make a Break for It

Talent Make an Example


Talent Make Do
Talent Malkite Techniques

Talent Man Down

Talent Mandalorian Advance


Talent Mandalorian Ferocity

Talent Mandalorian Glory

Talent Manifest Guardian Spirit

Talent Manipulating Strike

Talent Many Shades of the Force

Talent Mark the Target


Talent Martial Resurgence

Talent Mask Presence

Talent Masquerade
Talent Master Advisor

Talent Master Defender


Talent Master Manipulator

Talent Master Manipulator

Talent Master Mender

Talent Master Negotiator


Talent Master of Elegance

Talent Master of the Great Hunt


Talent Master Slicer

Talent Master's Orders


Talent Masterwork Lightsaber

Talent Maximize Cover

Talent Mechanics Mastery


Talent Mechanized Rider

Talent Medical Analyzer

Talent Medical Droid


Talent Medical Miracle

Talent Melee Assault

Talent Melee Brute

Talent Melee Opportunist

Talent Melee Smash

Talent Mercenary's Determination


Talent Mercenary's Grit

Talent Mercenary's Teamwork


Talent Mind Probe

Talent Mine Mastery


Talent Misplaced Loyalty

Talent Mobile Attack (lightsabers)

Talent Mobile Attack (pistols)

Talent Mobile Combatant


Talent Mobile Combatant

Talent Mobile Whirlwind

Talent Modification Specialist

Talent Modify Poison

Talent Motion of the Future


Talent Move Massive Object

Talent Multiattack Proficiency (advanced melee


weapons)
Talent Multiattack Proficiency (advanced melee
weapons)
Talent Multiattack Proficiency (exotic weapons)

Talent Multiattack Proficiency (heavy weapons)

Talent Multiattack proficiency (lightsabers)

Talent Multiattack Proficiency (pistols)

Talent Multiattack Proficiency (rifles)

Talent Multiattack Proficiency (rifles)

Talent Multiattack Proficiency (simple weapons)


Talent Murderous Arts I

Talent Murderous Arts II

Talent Mystic Mastery


Talent Mystical Link

Talent Natural Healing

Talent Negate and Redirect

Talent Niman

Talent Nimble Dodge

Talent No Escape
Talent Noble Fencing Style

Talent Noble Sacrifice


Talent Nonlethal Tactics
Talent Notorious

Talent Notorious

Talent Nowhere to Hide

Talent Nowhere to Run

Talent Nuanced

Talent Numbing Poison

Talent Oafish

Talent Oath of Duty

Talent Obscuring Defenses

Talent Observant

Talent Old Faithful

Talent Omens

Talent On-Board System Link

Talent One for the Team


Talent Only the Finest

Talent Opportunistic Defense


Talent Opportunistic Strike

Talent Opportunity Fire

Talent Out of Harm's Way

Talent Out of Harm's Way


Talent Out of Nowhere

Talent Outmaneuver
Talent Outrun

Talent Outsider's Eye

Talent Outsider's Query

Talent Overcharged Shot


Talent Overclocked Troops

Talent Past Visions

Talent Penetrating Attack

Talent Perceptive Ambusher


Talent Perfect Attunement

Talent Perfect Telepathy

Talent Persistent Haze


Talent Personal Affront

Talent Personal Vendetta


Talent Personalized Modifications

Talent Phalanx
Talent Phantasm

Talent Physical Surge


Talent Pick a Fight
Talent Piercing Hit

Talent Pinning Shot

Talent Pistol Duelist

Talent Planetary Attunement

Talent Power Boost

Talent Power of Hatred


Talent Power of the Dark Side

Talent Power Supply


Talent Power Surge

Talent Powerful Friends

Talent Praetoria Ishu

Talent Praetoria Vonil

Talent Precise Direct

Talent Precision
Talent Precision Fire

Talent Precision Implant

Talent Precision Shot

Talent Precognitive Meditation

Talent Prepared Explosive

Talent Prepared for Danger

Talent Presence

Talent Preserving Shot

Talent Preternatural Senses


Talent Prime Targets

Talent Primitive Block

Talent Problem Solver

Talent Progenitor's Call

Talent Protection

Talent Protective Reaction


Talent Protector Actions
Talent Protocol

Talent Prudent Escape

Talent Psychic Citadel

Talent Psychic Defenses

Talent Psychometry

Talent Pulling the Strings

Talent Punch Through

Talent Punishing Protection


Talent Punishing Strike

Talent Pursuit

Talent Quick Astrogation

Talent Quick Cuffs

Talent Quick Fix

Talent Quick Modification

Talent Quick Modifications

Talent Quick on Your Feet

Talent Quick Strike

Talent Quick Study


Talent Quick Trigger

Talent Quickseeing

Talent Quicktrap
Talent Raider's Frenzy

Talent Raider's Surge

Talent Rally
Talent Ranged Disarm

Talent Ranged Flank

Talent Rant

Talent Rapid Alchemy

Talent Rapid Reload

Talent Reactionary Attack

Talent Reactive Stealth


Talent Reading the Flame

Talent Ready and Willing


Talent Reap Retribution
Talent Rebound Leap

Talent Rebuke the Dark

Talent Recall
Talent Recall Discblade

Talent Reckless

Talent Reconnaissance Actions


Talent Reconnaissance Team Leader

Talent Recruit Enemy

Talent Redirect Shot

Talent Reduce Defense

Talent Reduce Mobility

Talent Regimen Aptitude


Talent Regroup

Talent Reinforced Commands

Talent Relentless

Talent Relentless Pursuit

Talent Reliable Boon


Talent Relocate

Talent Remote Attack

Talent Renew Vision


Talent Renowned Pilot

Talent Repair Self

Talent Repairs on the Fly

Talent Repel Discord

Talent Repelling Whirlwind


Talent Reset Initiative

Talent Resilience
Talent Resilience Implant

Talent Resist Enervation

Talent Resist the Dark Side


Talent Respected Officer
Talent Retaliation

Talent Retaliation Jab

Talent Retreating Fire


Talent Retribution

Talent Revealing Secrets

Talent Revelation
Talent Revenge

Talent Reverse Strength

Talent Revolutionary Rhetoric

Talent Ricochet Shot

Talent Ride the Current

Talent Rifle Master

Talent Right Gear for the Job

Talent Riposte

Talent Rising Anger


Talent Rising Panic

Talent Risk for Reward

Talent Roll Out

Talent Roll With It

Talent Run Interference

Talent Ruthless

Talent Ruthless
Talent Ruthless Negotiator

Talent Sabotage Device


Talent Safe Passage

Talent Safe Zone

Talent Savage Reputation

Talent Scholarly Knowledge

Talent Science Analyzer

Talent Scomp Link Slicer

Talent Scripted Routines

Talent Search and Destroy

Talent Second Chance

Talent Second Skin

Talent Second Strike

Talent Security Slicer


Talent Seducer

Talent Seek and Destroy

Talent Seen It All

Talent Seize Object

Talent Seize the Moment


Talent Seize the Moment

Talent Self-Reliant
Talent Sense Deception

Talent Sense Primal Force

Talent Sentinel Strike


Talent Sentinel's Gambit
Talent Sentinel's Observation
Talent Set for Stun

Talent Severing Strike

Talent Seyugi Cyclone

Talent Shadow Armor

Talent Shadow Striker

Talent Shadow Vision

Talent Shaped Explosion


Talent Share Force Secret

Talent Share Force Technique

Talent Share Talent

Talent Shared Notoriety

Talent Shellshock
Talent Shelter

Talent Sheltering Stance


Talent Shield Expert

Talent Shield Gauntlet Defense

Talent Shield Gauntlet Deflect

Talent Shield Gauntlet Redirect

Talent Shien

Talent Shift
Talent Shift Defense I
Talent Shift Defense II
Talent Shift Defense III
Talent Shift Sense

Talent Shii-Cho

Talent Shoot from the Hip


Talent Shoto Focus

Talent Shoto Master

Talent Shoto Pin

Talent Shoulder to Shoulder

Talent Shunt Damage

Talent Siang Lance Mastery

Talent Sickening Blast

Talent Sidestep

Talent Signature Item


Talent Silent Movement

Talent Silent Takedown


Talent Silicon Mind

Talent Simple Opportunity

Talent Simultaneous Strike

Talent Single Weapon Flourish I

Talent Single Weapon Flourish II


Create Sith Talent Sith Alchemy
Amulet,
Sith Armor,
Sith
Talisman,
or Sith
Weapon,
see J21-22
Talent Sith Alchemy

Talent Sith Alchemy Specialist

Talent Sith Reverence

Talent Six Questions

Talent Sizing Up

Talent Skill Boon


Talent Skill Confidence

Talent Skill Conversion

Talent Skilled Advisor


Talent Skilled Demolitionist
Talent Skilled Implanter
Talent Skillful Recovery
Talent Skirmisher

Talent Slashing Charge

Talent Slip By
Talent Slip By

Talent Slippery Strike

Talent Slowing Shot

Talent Slowing Stun

Talent Sly Combatant

Talent Small Favor

Talent Small Target

Talent Snap Shot

Talent Sneak Attack


Talent Sniping Assassin

Talent Sniping Marksman

Talent Sniping Master

Talent Soft Reset

Talent Soft to Solid

Talent Soften the Target

Talent Sokan

Talent Soothe

Talent Soothing Presence

Talent Soresu

Talent Sow Confusion


Talent Spacehound

Talent Spatial Integrity

Talent Speed Implant

Talent Speedclimber

Talent Spontaneous Skill

Talent Spotter

Talent Spring the Trap

Talent Sprint

Talent Spynet Agent

Talent Squad Actions

Talent Squad Brutality

Talent Squad Superiority


Talent Squadron Maneuvers

Talent Squadron Tactics

Talent Stalwart Subordinates


Talent Starship Raider

Talent Stava Expertise

Talent Stay in the Fight

Talent Stay in the Fight

Talent Steady Under Pressure

Talent Stealthy Withdrawal

Talent Steel Mind

Talent Steel Resolve

Talent Stellar Warrior

Talent Stick Together


Talent Stifle Conflict

Talent Stinging Assault

Talent Stinging Jab


Talent Stolen Advantage

Talent Stolen Form

Talent Strength Implant

Talent Strength in Numbers

Talent Strength of the Empire

Talent Strike and Run

Talent Strong Grab

Talent Strong-Willed

Talent Stun Turret


Talent Stunning Shockboxer

Talent Stunning Strike

Talent Stymie

Talent Sucker Punch


Talent Sudden Storm

Talent Sudden Strike

Talent Summon Aid

Talent Supervising Droid

Talent Suppress Force

Talent Surefooted

Talent Surge
Talent Surge of Light

Talent Surprise Strike

Talent Surprising Weapons


Talent Surprisingly Quick
Talent Surrender to the Current

Talent Surveillance

Talent Swerve

Talent Swift Droid

Talent Swift Power


Talent Swift Shot
Talent Swift Strider

Talent Sword of Vahl

Talent Synchronized Fire

Talent System Hit

Talent Tactical Edge


Talent Tactical Savvy

Talent Tactical Superiority

Talent Tactical Withdrawal

Talent Tae-Jitsu Expertise

Talent Tag

Talent Taint of the Dark Side

Talent Take the Hit

Talent Take Them Alive


Talent Takedown

Talent Talkdroid

Talent Tangle Up
Talent Target Acquisition

Talent Target Lock

Talent Target Visions

Talent Targeting Package


Talent Task Optimization

Talent Team Recruiting


Talent Tech Savant

Talent Telekinetic Power


Talent Telekinetic Prodigy

Talent Telekinetic Resistance

Talent Telekinetic Savant

Talent Telekinetic Stability


Talent Telekinetic Strike

Talent Telekinetic Throw

Talent Telekinetic Vigilance

Talent Telepathic Influence

Talent Telepathic Intruder


Talent Telepathic Link

Talent Tempest Tossed

Talent Temporal Awareness

Talent Teras Kasi Basics

Talent Teras Kasi Mastery

Talent Terrain Guidance

Talent Terrify

Talent Tested in Battle


Talent The Will to Resist

Talent Thrive on Chaos

Talent Thrown Lightsaber Mastery

Talent Thunderclap

Talent Total Concealment

Talent Tough as Nails

Talent Trace

Talent Traceless Tampering


Talent Trailblazer

Talent Trakata

Talent Transfer Essence

Talent Transfer Power

Talent Transposing Strike

Talent Treacherous
Talent Triage Scan

Talent Triangulate
Talent Trick Step

Talent Trigger Work

Talent Tripwire

Talent True Betrayal

Talent Trust

Talent Try Your Luck


Talent Turn the Tide

Talent Turret Self-Destruct


Talent Twin Shot

Talent Twin Weapon Mastery

Talent Twin Weapon Style

Talent Two-Faced

Talent Two-For-One Throw


Talent Tyia Adept

Talent Ultra Resilient

Talent Unarmed Counterstrike

Talent Unarmed Parry


Talent Unbalance Opponent

Talent Unbalancing Adaptation


Talent Uncanny Defense
Talent Uncanny Dodge I

Talent Uncanny Dodge II

Talent Uncanny Instincts


Talent Uncanny Luck

Talent Unclouded Judgment

Talent Undetectable Poison

Talent Undying Loyalty


Talent Unlikely Shot

Talent Unreadable

Talent Unrelenting Assault


Talent Unsavory Reputation

Talent Unseen Eyes

Talent Unsettling Presence

Talent Unstoppable

Talent Unwavering Ally

Talent Urgency

Talent Vaapad

Talent Vahl's Brand

Talent Vahl's Flame

Talent Vanish

Talent Vehicle Focus

Talent Vehicle Mechanic


Talent Vehicle Sneak

Talent Vehicular Boost

Talent Vehicular Evasion

Talent Veiled Biotech


Talent Vicious Poison

Talent Victorious Force Mastery

Talent Vigilance

Talent Vindication

Talent Virus

Talent Visionary Attack

Talent Visionary Defense

Talent Visions
Talent Vital Encouragement

Talent Walk the Line

Talent Wan-Shen Defense

Talent Wan-Shen Kata

Talent Wan-Shen Mastery

Talent Ward

Talent Warrior's Awareness


Talent Warrior's Determination

Talent Wary

Talent Watch This


Talent Watch Your Back
Talent WatchCircle Initiate

Talent Watchful Step

Talent Watchman's Advance

Talent Waveform

Talent Weak Point

Talent Weaken Resolve

Talent Weakening Strike


Talent Wealth

Talent Wealth of Allies

Talent Weapon Shift

Talent Weapon Specialization

Talent Weapon Specialization (discblade)

Talent Weapon Specialization (lightsaber)

Talent Weapons Power Surge

Talent Whirling Death

Talent White Current Adept

Talent Wicked Strike


Talent Wild Sense

Talent Willful Resolve

Talent Willpower

Talent Wind Vortex

Talent Wingman

Talent Wingman Retribution

Talent Wrath of the Dark Side

Talent Wrong Decision

Talent Wrruushi Expertise

Talent Zone of Recuperation

Template Advanced Ship


Template Akk Dog
Template Antiquated

Template Antiquated
Template Arakyd Industries
Template Archaic Ship
Template Arkanian Manufacture

Template Baktoid Combat Automata

Template Balmorran Arms

Template Baragwin Weapon

Template B'omarr Monk


Template Bonadan-Alloy Armor

Template Bothan Weapon

Template Bronzium Cast Armor

Template Chrystalis Beast


Template Cinnagaran Manufacture

Template Colicoid Creation Nest

Template Cortosis Weave/Phrik Alloy


Template Crew Quality

Template Cybot Galactica

Template Czerka Corporation

Template Dark Side Spirit


Template Dashade Weapon
Template Durasteel Cast Armor

Template Duwani Mechanical Products

Template Echani Manufacture


Template Environmental Bastion Armor

Template Eriadun Armor

Template Gand Weapon

Template GenoHaradan Manufacture

Template Halowan Mechanicals

Template Heirloom, Legendary Icon


Template Heirloom, Steeped in the Dark Side

Template Heirloom, Symbol of the Light

Template Imperial Department of Military Research

Template Industrial Automaton

Template Iridonian Manufacture

Template Junker
Template Krath Manufacture

Template Living Vehicle


Template Mandalorian Manufacture
Template Massassi Manufacture

Template MerenData

Template Packs and Swarms


Template Phrik Alloy
Template Prototype

Template Prototype
Template Quick Draw Weapon
Template Rakatan Weapon
Template Refitted
Template Refitted
Template Retractable Stocks

Template Roche

Template Serv-O-Droid

Template Shaped Beast


Template Sith Abomination
Template Sith Alchemical Weapon

Template Squad
Template Stripping Equipment
Template Stygian-Triprismatic Polymer
Template Superior Tech
Template Tendrando Arms

Template The Aggressive Follower


Template The Defensive Follower
Template The Utility Follower
Template Uglies
Template Unit
Template Veril Line Systems

Template Verpine manufacture

Template Yuuzhan Vong Biotech


0 NPC's
On this page you will find precalculated tables for hypothetical NPC's.

Jedi 2+Int Humans +1 (2 Human) +1 +1 +1


Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 30 1 5 1 0 5 10 1 1 12 12 12 0 1 1
2 35 2 6 1 1 6 11 C1 13 13 13 1 2 2
3 41 3 6 1 1 6 11 2 2 14 14 14 1 3 3
4 46 4 7 1 2 7 12 C2 15 15 15 1,2 2 4 4
5 52 5 7 1 2 7 12 3 16 16 16 2 5 5
6 57 6 8 2 3 8 13 3, C3 17 17 17 3 6 6
7 63 7 8 2 3 8 13 4 18 18 18 3 7 7
8 68 8 9 2 4 9 14 C4 19 19 19 3,4 4 8 8
9 74 9 9 2 4 9 14 4 5 20 20 20 4 9 9
10 79 10 10 2 5 10 15 C5 21 21 21 5 10 10
11 85 11 10 3 5 10 15 6 22 22 22 5 11 11
12 90 12 11 3 6 11 16 5, C6 23 23 23 5,6 6 12 12
13 96 13 11 3 6 11 16 7 24 24 24 6 13 13
14 101 14 12 3 7 12 17 C7 25 25 25 7 14 14
15 107 15 12 3 7 12 17 6 8 26 26 26 7 15 15
16 112 16 13 4 8 13 18 C8 27 27 27 7,8 8 16 16
17 118 17 13 4 8 13 18 9 28 28 28 8 17 17
18 123 18 14 4 9 14 19 7, C9 29 29 29 9 18 18
19 129 19 14 4 9 14 19 10 30 30 30 9 19 19
20 134 20 15 4 10 15 20 C10 31 31 31 9,10 10 20 20

Ability Scores (recommended)


Score Mod Ability Point Buy
15 2 Cha 8 HP at 1st level: 30
14 2 Wis 6 HP average: 5.5
13 1 Str 5
12 1 Dex 4
10 0 Int 2
8 -1 Con 0
Noble 6+Int Humans +1 (2 Human) +1 0 +2
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 18 0 5 1 0 5 10 1 1 12 11 13 0 1 1
2 21 1 6 1 1 6 11 C1 13 12 14 1 2 2
3 25 2 6 1 1 6 11 2 2 14 13 15 1 3 3
4 28 3 7 1 2 7 12 C2 15 14 16 1,2 2 4 4
5 32 3 7 1 2 7 12 3 16 15 17 2 5 5
6 35 4 8 2 3 8 13 3, C3 17 16 18 3 6 6
7 39 5 8 2 3 8 13 4 18 17 19 3 7 7
8 42 6 9 2 4 9 14 C4 19 18 20 3,4 4 8 8
9 46 6 9 2 4 9 14 4 5 20 19 21 4 9 9
10 49 7 10 2 5 10 15 C5 21 20 22 5 10 10
11 53 8 10 3 5 10 15 6 22 21 23 5 11 11
12 56 9 11 3 6 11 16 5, C6 23 22 24 5,6 6 12 12
13 60 9 11 3 6 11 16 7 24 23 25 6 13 13
14 63 10 12 3 7 12 17 C7 25 24 26 7 14 14
15 67 11 12 3 7 12 17 6 8 26 25 27 7 15 15
16 70 12 13 4 8 13 18 C8 27 26 28 7,8 8 16 16
17 74 12 13 4 8 13 18 9 28 27 29 8 17 17
18 77 13 14 4 9 14 19 7, C9 29 28 30 9 18 18
19 81 14 14 4 9 14 19 10 30 29 31 9 19 19
20 84 15 15 4 10 15 20 C10 31 30 32 9,10 10 20 20

Ability Scores (recommended)


Score Mod Ability Point Buy
15 2 Cha 8 HP at 1st level: 18
14 2 Int 6 HP average: 3.5
13 1 Wis 5
12 1 Dex 4
10 0 Con 2
8 -1 Str 0

Scoundrel 4+Int Humans +1 (2 Human) +2 0 +1


Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 18 0 5 1 0 5 10 1 1 13 11 12 0 1 1
2 21 1 6 1 1 6 11 C1 14 12 13 1 2 2
3 25 2 6 1 1 6 11 2 2 15 13 14 1 3 3
4 28 3 7 1 2 7 12 C2 16 14 15 1,2 2 4 4
5 32 3 7 1 2 7 12 3 17 15 16 2 5 5
6 35 4 8 2 3 8 13 3, C3 18 16 17 3 6 6
7 39 5 8 2 3 8 13 4 19 17 18 3 7 7
8 42 6 9 2 4 9 14 C4 20 18 19 3,4 4 8 8
9 46 6 9 2 4 9 14 4 5 21 19 20 4 9 9
10 49 7 10 2 5 10 15 C5 22 20 21 5 10 10
11 53 8 10 3 5 10 15 6 23 21 22 5 11 11
12 56 9 11 3 6 11 16 5, C6 24 22 23 5,6 6 12 12
13 60 9 11 3 6 11 16 7 25 23 24 6 13 13
14 63 10 12 3 7 12 17 C7 26 24 25 7 14 14
15 67 11 12 3 7 12 17 6 8 27 25 26 7 15 15
16 70 12 13 4 8 13 18 C8 28 26 27 7,8 8 16 16
17 74 12 13 4 8 13 18 9 29 27 28 8 17 17
18 77 13 14 4 9 14 19 7, C9 30 28 29 9 18 18
19 81 14 14 4 9 14 19 10 31 29 30 9 19 19
20 84 15 15 4 10 15 20 C10 32 30 31 9,10 10 20 20

Ability Scores (recommended)


Score Mod Ability Point Buy
15 2 Dex 8 HP at 1st level: 18
14 2 Int 6 HP average: 3.5
13 1 Cha 5
12 1 Wis 4
10 0 Con 2
8 -1 Str 0

Scout 5+Int Humans +1 (2 Human) +2 +1 0


Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 24 0 5 1 0 5 10 1 1 13 12 11 0 1 1
2 28 1 6 1 1 6 11 C1 14 13 12 1 2 2
3 33 2 6 1 1 6 11 2 2 15 14 13 1 3 3
4 37 3 7 1 2 7 12 C2 16 15 14 1,2 2 4 4
5 42 3 7 1 2 7 12 3 17 16 15 2 5 5
6 46 4 8 2 3 8 13 3, C3 18 17 16 3 6 6
7 51 5 8 2 3 8 13 4 19 18 17 3 7 7
8 55 6 9 2 4 9 14 C4 20 19 18 3,4 4 8 8
9 60 6 9 2 4 9 14 4 5 21 20 19 4 9 9
10 64 7 10 2 5 10 15 C5 22 21 20 5 10 10
11 69 8 10 3 5 10 15 6 23 22 21 5 11 11
12 73 9 11 3 6 11 16 5, C6 24 23 22 5,6 6 12 12
13 78 9 11 3 6 11 16 7 25 24 23 6 13 13
14 82 10 12 3 7 12 17 C7 26 25 24 7 14 14
15 87 11 12 3 7 12 17 6 8 27 26 25 7 15 15
16 91 12 13 4 8 13 18 C8 28 27 26 7,8 8 16 16
17 96 12 13 4 8 13 18 9 29 28 27 8 17 17
18 100 13 14 4 9 14 19 7, C9 30 29 28 9 18 18
19 105 14 14 4 9 14 19 10 31 30 29 9 19 19
20 109 15 15 4 10 15 20 C10 32 31 30 9,10 10 20 20

Ability Scores (recommended)


Score Mod Ability Point Buy
15 2 Dex 8 HP at 1st level: 24
14 2 Int 6 HP average: 4.5
13 1 Wis 5
12 1 Con 4
10 0 Str 2
8 -1 Cha 0

Soldier 3+Int Humans +1 (2 Human) +1 +2 0


Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 30 1 5 1 0 5 10 1 1 12 13 11 0 1 1
2 35 2 6 1 1 6 11 C1 13 14 12 1 2 2
3 41 3 6 1 1 6 11 2 2 14 15 13 1 3 3
4 46 4 7 1 2 7 12 C2 15 16 14 1,2 2 4 4
5 52 5 7 1 2 7 12 3 16 17 15 2 5 5
6 57 6 8 2 3 8 13 3, C3 17 18 16 3 6 6
7 63 7 8 2 3 8 13 4 18 19 17 3 7 7
8 68 8 9 2 4 9 14 C4 19 20 18 3,4 4 8 8
9 74 9 9 2 4 9 14 4 5 20 21 19 4 9 9
10 79 10 10 2 5 10 15 C5 21 22 20 5 10 10
11 85 11 10 3 5 10 15 6 22 23 21 5 11 11
12 90 12 11 3 6 11 16 5, C6 23 24 22 5,6 6 12 12
13 96 13 11 3 6 11 16 7 24 25 23 6 13 13
14 101 14 12 3 7 12 17 C7 25 26 24 7 14 14
15 107 15 12 3 7 12 17 6 8 26 27 25 7 15 15
16 112 16 13 4 8 13 18 C8 27 28 26 7,8 8 16 16
17 118 17 13 4 8 13 18 9 28 29 27 8 17 17
18 123 18 14 4 9 14 19 7, C9 29 30 28 9 18 18
19 129 19 14 4 9 14 19 10 30 31 29 9 19 19
20 134 20 15 4 10 15 20 C10 31 32 30 9,10 10 20 20

Ability Scores (recommended)


Score Mod Ability Point Buy
15 2 Dex 8 HP at 1st level: 30
14 2 Con 6 HP average: 5.5
13 1 Str 5
12 1 Int 4
10 0 Wis 2
8 -1 Cha 0

Nonheroic 1+Int Humans +1 (2 Human) 0 0 0


Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 2 0 0 0 0 5 10 3 10 10 10 0 0 0
2 5 1 0 0 1 6 11 10 10 10 0 0 0
3 7 2 0 0 1 6 11 1 10 10 10 0 0 1
4 10 3 0 0 2 7 12 10 10 10 1 0 0 1
5 12 3 0 0 2 7 12 10 10 10 0 0 1
6 15 4 0 0 3 8 13 2 10 10 10 0 0 2
7 17 5 0 0 3 8 13 10 10 10 0 0 2
8 20 6 0 0 4 9 14 10 10 10 2 0 0 2
9 22 6 0 0 4 9 14 3 10 10 10 0 0 3
10 25 7 0 0 5 10 15 10 10 10 0 0 3
11 27 8 0 0 5 10 15 10 10 10 0 0 3
12 30 9 0 0 6 11 16 4 10 10 10 3 0 0 4
13 32 9 0 0 6 11 16 10 10 10 0 0 4
14 35 10 0 0 7 12 17 10 10 10 0 0 4
15 37 11 0 0 7 12 17 5 10 10 10 0 0 5
16 40 12 0 0 8 13 18 10 10 10 4 0 0 5
17 42 12 0 0 8 13 18 10 10 10 0 0 5
18 45 13 0 0 9 14 19 6 10 10 10 0 0 6
19 47 14 0 0 9 14 19 10 10 10 0 0 6
20 50 15 0 0 10 15 20 10 10 10 5 0 0 6

Ability Scores (recommended)


Score Mod Ability Point Buy
15 2 8 HP at 1st level: 0
14 2 6 HP average: 2.5
13 1 5
12 1 4
10 0 2
8 -1 0

Beast 1+Int 0 0 0
Level HP BAB Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1 4 0 0 0 0 5 10 1 10 10 10 0 0 0
2 9 1 0 0 1 6 11 2 10 10 10 0 0 1
3 13 2 0 0 1 6 11 3 10 10 10 0 0 2
4 18 3 0 0 2 7 12 4 10 10 10 1 0 0 3
5 22 3 0 0 2 7 12 10 10 10 0 0 4
6 27 4 0 0 3 8 13 5,6 10 10 10 0 0 5
7 31 5 0 0 3 8 13 10 10 10 0 0 6
8 36 6 0 0 4 9 14 7 10 10 10 2 0 0 7
9 40 6 0 0 4 9 14 8 10 10 10 0 0 8
10 45 7 0 0 5 10 15 9 10 10 10 0 0 9
11 49 8 0 0 5 10 15 10 10 10 0 0 10
12 54 9 0 0 6 11 16 10,11 10 10 10 3 0 0 11
13 58 9 0 0 6 11 16 10 10 10 0 0 12
14 63 10 0 0 7 12 17 12 10 10 10 0 0 13
15 67 11 0 0 7 12 17 13 10 10 10 0 0 14
16 72 12 0 0 8 13 18 14 10 10 10 4 0 0 15
17 76 12 0 0 8 13 18 10 10 10 0 0 16
18 81 13 0 0 9 14 19 15,16 10 10 10 0 0 17
19 85 14 0 0 9 14 19 10 10 10 0 0 18
20 90 15 0 0 10 15 20 17 10 10 10 5 0 0 19

Ability Scores
Beasts have Int 1 or 2 HP at 1st level: 0
HP average: 4.5

Note the Prestige Charts work best if the Prestige class is taken at the first level of eligibility.

Ace Pilot 6 base per class 4 2 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 21 19 4 9 9
3/10 13 2 11 2 5 10 15 2 24 22 20 5 10 10
4/11 18 3 12 3 5 10 15 25 23 21 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 25 23 6 13 13
7/14 31 5 13 3 7 12 17 4 28 26 24 7 14 14
8/15 36 6 14 3 7 12 17 6 29 27 25 7 15 15
9/16 40 6 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Assassin 6 base per class 4 2 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 23 21 19 4 9 9
3/10 16 3 11 2 5 10 15 2 24 22 20 5 10 10
4/11 22 4 12 3 5 10 15 25 23 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 27 25 23 6 13 13
7/14 38 7 13 3 7 12 17 4 28 26 24 7 14 14
8/15 44 8 14 3 7 12 17 6 29 27 25 7 15 15
9/16 49 9 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Bounty Hunter 6 base per class 4 2 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 23 21 19 4 9 9
3/10 16 3 11 2 5 10 15 2 24 22 20 5 10 10
4/11 22 4 12 3 5 10 15 25 23 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 27 25 23 6 13 13
7/14 38 7 13 3 7 12 17 4 28 26 24 7 14 14
8/15 44 8 14 3 7 12 17 6 29 27 25 7 15 15
9/16 49 9 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Charlatan 6 base per class 2 0 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Corporate Agent 6 base per class 2 0 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Crime Lord 6 base per class 2 0 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 2 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 3 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 4 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 5 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 6 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 7 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 8 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 9 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 10 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Droid Commander 6 base per class 2 2 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Elite Trooper 6 base per class 2 4 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 6 1 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 13 2 11 2 4 9 14 4 21 23 19 4 9 9
3/10 19 3 11 2 5 10 15 2 22 24 20 5 10 10
4/11 26 4 12 3 5 10 15 23 25 21 5 11 11
5/12 32 5 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 39 6 13 3 6 11 16 25 27 23 6 13 13
7/14 45 7 13 3 7 12 17 4 26 28 24 7 14 14
8/15 52 8 14 3 7 12 17 6 27 29 25 7 15 15
9/16 58 9 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 65 10 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 6.5 using the higher number only
HP average: 6.5

Enforcer 6 base per class 4 0 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 2 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 3 12 3 5 10 15 25 21 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 23 25 6 13 13
7/14 31 5 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 6 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 6 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Force Adept 6 base per class 2 2 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 20 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 21 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 22 24 5 10 10
4/11 18 3 12 3 5 10 15 23 23 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 24 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 25 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 26 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 27 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 28 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 29 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Force Disciple 7 base per class 3 3 6


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/13 4 0 11 3 6 11 16 1 26 26 29 6 13 13
2/14 9 1 12 3 7 12 17 27 27 30 7 14 14
3/15 13 2 12 3 7 12 17 6 2 28 28 31 7 15 15
4/16 18 3 13 4 8 13 18 29 29 32 8 16 16
5/17 22 3 13 4 8 13 18 3 30 30 33 8 17 17

add in base class bonuses


HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Gladiator 6 base per class 4 2 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 23 21 19 4 9 9
3/10 16 3 11 2 5 10 15 2 24 22 20 5 10 10
4/11 22 4 12 3 5 10 15 25 23 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 27 25 23 6 13 13
7/14 38 7 13 3 7 12 17 4 28 26 24 7 14 14
8/15 44 8 14 3 7 12 17 6 29 27 25 7 15 15
9/16 49 9 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Gunslinger 6 base per class 4 0 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 1 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 2 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 3 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 4 12 3 5 10 15 25 21 23 5 11 11
5/12 22 5 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 6 13 3 6 11 16 27 23 25 6 13 13
7/14 31 7 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 8 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 9 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 10 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Imperial Knight 6 base per class 2 2 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Improviser 6 base per class 2 0 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Independent Droid 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/4 6 0 8 1 2 7 12 1 16 14 18 1,2 2 4 4
2/5 13 1 8 1 2 7 12 17 15 19 2 5 5
3/6 19 2 9 2 3 8 13 3 2 18 16 20 3 6 6
4/7 26 3 9 2 3 8 13 19 17 21 3 7 7
5/8 32 3 10 2 4 9 14 3 20 18 22 3,4 4 8 8
6/9 39 4 10 2 4 9 14 4 21 19 23 4 9 9
7/10 45 5 11 2 5 10 15 4 22 20 24 5 10 10
8/11 52 6 11 3 5 10 15 23 21 25 5 11 11
9/12 58 6 12 3 6 11 16 5 5 24 22 26 5,6 6 12 12
10/13 65 7 12 3 6 11 16 25 23 27 6 13 13
add in base class bonuses
HP at 1st level of prestige: 6.5 using the higher number only
HP average: 6.5

Infiltrator 6 base per class 4 0 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 2 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 3 12 3 5 10 15 25 21 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 23 25 6 13 13
7/14 31 5 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 6 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 6 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Jedi Knight 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Jedi Master 7 base per class 3 3 3


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/13 5 0 11 3 6 11 16 1 26 26 26 6 13 13
2/14 11 1 12 3 7 12 17 27 27 27 7 14 14
3/15 16 2 12 3 7 12 17 6 2 28 28 28 7 15 15
4/16 22 3 13 4 8 13 18 29 29 29 8 16 16
5/17 27 3 13 4 8 13 18 3 30 30 30 8 17 17

add in base class bonuses


HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Martial Arts Master 6 base per class 2 4 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 23 19 4 9 9
3/10 16 3 11 2 5 10 15 2 22 24 20 5 10 10
4/11 22 4 12 3 5 10 15 23 25 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 27 23 6 13 13
7/14 38 7 13 3 7 12 17 4 26 28 24 7 14 14
8/15 44 8 14 3 7 12 17 6 27 29 25 7 15 15
9/16 49 9 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Master Privateer 6 base per class 2 0 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 19 23 4 9 9
3/10 16 3 11 2 5 10 15 2 22 20 24 5 10 10
4/11 22 4 12 3 5 10 15 23 21 25 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 23 27 6 13 13
7/14 38 7 13 3 7 12 17 4 26 24 28 7 14 14
8/15 44 8 14 3 7 12 17 6 27 25 29 7 15 15
9/16 49 9 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Medic 6 base per class 0 4 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 18 22 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 19 23 21 4 9 9
3/10 13 2 11 2 5 10 15 2 20 24 22 5 10 10
4/11 18 3 12 3 5 10 15 21 25 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 22 26 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 23 27 25 6 13 13
7/14 31 5 13 3 7 12 17 4 24 28 26 7 14 14
8/15 36 6 14 3 7 12 17 6 25 29 27 7 15 15
9/16 40 6 14 4 8 13 18 5 26 30 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 27 31 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Melee Duelist 6 base per class 4 0 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 1 10 2 4 9 14 1 22 18 20 3,4 4 8 8
2/9 9 2 11 2 4 9 14 4 23 19 21 4 9 9
3/10 13 3 11 2 5 10 15 2 24 20 22 5 10 10
4/11 18 4 12 3 5 10 15 25 21 23 5 11 11
5/12 22 5 12 3 6 11 16 5 3 26 22 24 5,6 6 12 12
6/13 27 6 13 3 6 11 16 27 23 25 6 13 13
7/14 31 7 13 3 7 12 17 4 28 24 26 7 14 14
8/15 36 8 14 3 7 12 17 6 29 25 27 7 15 15
9/16 40 9 14 4 8 13 18 5 30 26 28 7,8 8 16 16
10/17 45 10 15 4 8 13 18 31 27 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Military Engineer 6 base per class 2 2 2
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 21 21 4 9 9
3/10 13 2 11 2 5 10 15 2 22 22 22 5 10 10
4/11 18 3 12 3 5 10 15 23 23 23 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 25 25 6 13 13
7/14 31 5 13 3 7 12 17 4 26 26 26 7 14 14
8/15 36 6 14 3 7 12 17 6 27 27 27 7 15 15
9/16 40 6 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Officer 6 base per class 2 0 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 1 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 2 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 3 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 4 12 3 5 10 15 23 21 25 5 11 11
5/12 22 5 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 6 13 3 6 11 16 25 23 27 6 13 13
7/14 31 7 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 8 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 9 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 10 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5
Outlaw 6 base per class 4 2 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 22 20 18 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 23 21 19 4 9 9
3/10 13 2 11 2 5 10 15 2 24 22 20 5 10 10
4/11 18 3 12 3 5 10 15 25 23 21 5 11 11
5/12 22 3 12 3 6 11 16 5 3 26 24 22 5,6 6 12 12
6/13 27 4 13 3 6 11 16 27 25 23 6 13 13
7/14 31 5 13 3 7 12 17 4 28 26 24 7 14 14
8/15 36 6 14 3 7 12 17 6 29 27 25 7 15 15
9/16 40 6 14 4 8 13 18 5 30 28 26 7,8 8 16 16
10/17 45 7 15 4 8 13 18 31 29 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Pathfinder 6 base per class 2 4 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 0 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 11 1 11 2 4 9 14 4 21 23 19 4 9 9
3/10 16 2 11 2 5 10 15 2 22 24 20 5 10 10
4/11 22 3 12 3 5 10 15 23 25 21 5 11 11
5/12 27 3 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 33 4 13 3 6 11 16 25 27 23 6 13 13
7/14 38 5 13 3 7 12 17 4 26 28 24 7 14 14
8/15 44 6 14 3 7 12 17 6 27 29 25 7 15 15
9/16 49 6 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 55 7 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5
Saboteur 6 base per class 2 0 4
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 20 18 22 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 21 19 23 4 9 9
3/10 13 2 11 2 5 10 15 2 22 20 24 5 10 10
4/11 18 3 12 3 5 10 15 23 21 25 5 11 11
5/12 22 3 12 3 6 11 16 5 3 24 22 26 5,6 6 12 12
6/13 27 4 13 3 6 11 16 25 23 27 6 13 13
7/14 31 5 13 3 7 12 17 4 26 24 28 7 14 14
8/15 36 6 14 3 7 12 17 6 27 25 29 7 15 15
9/16 40 6 14 4 8 13 18 5 28 26 30 7,8 8 16 16
10/17 45 7 15 4 8 13 18 29 27 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Shaper per class 0 2 4


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 0 2 4 9 14 1 18 20 22 3,4 4 8 8
2/9 9 1 0 2 4 9 14 4 19 21 23 4 9 9
3/10 13 2 0 2 5 10 15 2 20 22 24 5 10 10
4/11 18 3 0 3 5 10 15 21 23 25 5 11 11
5/12 22 3 0 3 6 11 16 5 3 22 24 26 5,6 6 12 12
6/13 27 4 0 3 6 11 16 23 25 27 6 13 13
7/14 31 5 0 3 7 12 17 4 24 26 28 7 14 14
8/15 36 6 0 3 7 12 17 6 25 27 29 7 15 15
9/16 40 6 0 4 8 13 18 5 26 28 30 7,8 8 16 16
10/17 45 7 0 4 8 13 18 27 29 31 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

Sith Apprentice 6 base per class 2 2 2


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 20 20 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 21 21 4 9 9
3/10 16 3 11 2 5 10 15 2 22 22 22 5 10 10
4/11 22 4 12 3 5 10 15 23 23 23 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 24 24 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 25 25 6 13 13
7/14 38 7 13 3 7 12 17 4 26 26 26 7 14 14
8/15 44 8 14 3 7 12 17 6 27 27 27 7 15 15
9/16 49 9 14 4 8 13 18 5 28 28 28 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 29 29 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Sith Lord 7 base per class 3 3 3


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/13 5 0 11 3 6 11 16 1 26 26 26 6 13 13
2/14 11 1 12 3 7 12 17 27 27 27 7 14 14
3/15 16 2 12 3 7 12 17 6 2 28 28 28 7 15 15
4/16 22 3 13 4 8 13 18 29 29 29 8 16 16
5/17 27 3 13 4 8 13 18 3 30 30 30 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Vanguard 6 base per class 2 4 0


Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 5 1 10 2 4 9 14 1 20 22 18 3,4 4 8 8
2/9 11 2 11 2 4 9 14 4 21 23 19 4 9 9
3/10 16 3 11 2 5 10 15 2 22 24 20 5 10 10
4/11 22 4 12 3 5 10 15 23 25 21 5 11 11
5/12 27 5 12 3 6 11 16 5 3 24 26 22 5,6 6 12 12
6/13 33 6 13 3 6 11 16 25 27 23 6 13 13
7/14 38 7 13 3 7 12 17 4 26 28 24 7 14 14
8/15 44 8 14 3 7 12 17 6 27 29 25 7 15 15
9/16 49 9 14 4 8 13 18 5 28 30 26 7,8 8 16 16
10/17 55 10 15 4 8 13 18 29 31 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 5.5 using the higher number only
HP average: 5.5

Left blank intentionally


6 base per class 0 0 0
Level HP+ BAB+ Force Pts Destiny Skill Trained Focused FEATs Talents Ref Fort Will Ability Damage Defense CL
1/8 4 0 10 2 4 9 14 1 18 18 18 3,4 4 8 8
2/9 9 1 11 2 4 9 14 4 19 19 19 4 9 9
3/10 13 2 11 2 5 10 15 2 20 20 20 5 10 10
4/11 18 3 12 3 5 10 15 21 21 21 5 11 11
5/12 22 3 12 3 6 11 16 5 3 22 22 22 5,6 6 12 12
6/13 27 4 13 3 6 11 16 23 23 23 6 13 13
7/14 31 5 13 3 7 12 17 4 24 24 24 7 14 14
8/15 36 6 14 3 7 12 17 6 25 25 25 7 15 15
9/16 40 6 14 4 8 13 18 5 26 26 26 7,8 8 16 16
10/17 45 7 15 4 8 13 18 27 27 27 8 17 17
add in base class bonuses
HP at 1st level of prestige: 4.5 using the higher number only
HP average: 4.5

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