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SAGA Character (v4.0)
SAGA Character (v4.0)
0
-by Shane A. Thelen (ewokontoast) and Staffan Bengtsson (JemyM)
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
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.
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
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
BOOK
PAGE
WEB
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
W 156 w Arcona -2 2 M 6 2
K 10 w Arkanian 2 -2 M 6 D
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
PAGE
WEB
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
T 34 w Chistori 2 -2 M 6 DR2
SV 7 w Clawdite -2 2 M 6
GW 12 w Dashade 2 -2 -2 M 6
GI 11 w Defel -2 2 S 6
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
Will
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
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
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
C 11 w Gen'Dai 4 -2 -2 L 8
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
BOOK
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
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
W 164 w Kaminoan 2 -2 M 6 2 reroll Treat Injury & Know (life sciences), mtr
K 14 w Khil -2 2 2 M 6
UR 131 w Killik 2 -2 M 6 L 1
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
T 31 w Miraluka -2 2 M 6 Force Training with Use the Force
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
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
UR 18 X Near-Human Scent M 6 +1 at first level* +1 at first level*
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
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
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 15 w Squib -2 2 S 6 Squib tensor rifle w/WP (rifle) Persuasion class skill, reroll Know (tech, mtr)
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
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
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 17 w Zeltron -2 2 M 6
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
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
BOOK
PAGE
WEB
Str
Dex
Con
Int
Wis
Cha
Size
Spd
Vis
Ref
Fort
Will
SPECIES CONDITIONAL FEAT SKILLS
JEDI
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
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 -->
-->
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 -->
-->
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
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
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 -->
-->
+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 -->
-->
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
SCOUT
Basic?
SCOUNDREL
NOBLE
SOLDIER
FAVORED
FAVORED CLASSES
CLASSES -->
-->
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
Balosar Basic
Barabel 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
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
Chistori
Clawdite Basic 1.8/1.6 65/55 11 15 30 49 69 70+
Deveronese Basic
Deveronese Basic
Deveronese Basic *
Deveronese Basic
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 Binary
Basic Binary
Basic Binary
Basic Binary 1
Basic Binary 4 2
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
Geonosian
Geonosian
Givin Basic 1.8 70 10 14 48 64 79 80+
Gotal Basic 2 85 9 12 40 60 75 76+ * * * *
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
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
Killik Sy Bisti 1 1 1 1
Dromnyr Basic
Lugubraal 1 3 3
Savrip 3 2
Sith 1.9 95 10 13 25 35 50 51+ 3 2
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 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+
Nyriaanan
Lowickese
Sakiyan Basic
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
Ssi-ruuvi 1
2 2
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
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+
Shyriiwook Basic (understand only) 2.2/2 125/100 12 17 300 350 399 400+
Wroonian Basic
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
F 13 Caamasi Pacifism
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
K 13 Feeorin Brutal
C 11 Gen'dai Hibernation
K 14 Khil Hullepi
UR 131 Killik Hive Mind
UR 131 Killik Joiners
GW 12 Lurmen Skills
T 117 Mantellian Savrip Natural Armor
T 117 Mantellian Savrip Natural Weapons
T 117 Mantellian Savrip Poison
UR 18 Near-Human Conductive
UR 18 Near-Human Scent
UR 18 Near-Human Spring Step
UR 18 Near-Human Strength Surge
K 17 Rakata Primitive
K 17 Rakata Rage
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
CR 32 Wookiee Skills
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
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 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
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
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
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]
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)]
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]
+3 Swim & +1 each ally w/feat w/in 12 sq (max +7), swim half spd as move [skill(swim)], [team], [support]
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]
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]
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]
TAG
BENEFIT
move action to move twice speed, -1 CT at end x x x x
[skill(endurance)], [mobility], [combat]
1/day expend use of Rage for +5 to Will Def for enc [rage], [Will Defense], [combat][defensive]
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]
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]
more
2 swifpenalties reduced by next
2 melee Atk, no other actions before
[melee(armed, unarmed)][question ulswp], [combat][offensive],
Knowledge (bureaucracy) replaces Gather Info & considered trained x [skill(knowledge (bureaucracy))]
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]
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]
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]
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],
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]
if area attack misses 1/turn you can move 2 sq as a reac, no atk opp x x [skill(stealth)], [combat][defensive]
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]
(galactic lore)
[species(droid)], [mobility], [dexterity], [combat][defensive]
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]
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)]
1/enc when you charge nat 17-20 is a critical x x [melee(armed, unarmed)], [ranged(fired)][ranged attack], [mobility], [charge], [combat][offensive]
[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]
[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]
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]
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)]
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]
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)]
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],
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)])
when catch 2nd wind, regain only half hp to move half spd, no atk opp x x
[second wind], [combat][defensive], [constitution]
TAG
BENEFIT
can charge without moving in a straight line x x [mobility], [charge], [dexterity]
+1 to all Def
[Will Defense], [fortitude defense], [reflex defense], [combat][defensive], [no][SotG]
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]
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]
[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]
+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]
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]
full-round swap skill not trained in for trained skill (not trained) [species(droid)], [skill(general)]
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]
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]
+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]
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]
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]
[species(gungan)], [skill(swim)]
always keep the better result on a Swim reroll
[melee(unarmed)], [grapple], [combat][offensive], [pin]
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]
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]
trade Atk bonus on ranged atk for dam (BAB), no Str 13 -5 Atk x
[melee(armed, unarmed)][ok], [charge], [combat][offensive],
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]
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]
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)]
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]
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]
one item two traits from Tech Spec, switch between with swif x x
[skill(mechanics], [tech specialist], [craft]
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]
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]
Learn a number of starship maneuvers = 1 + Wis mod (min one) [wisdom], [skill(pilot)], [starship]
when making a grab you are 1 size larger, v. a charging opponent can make a
grab 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]
TAG
BENEFIT
if not distracted or threatened gain climb speed of 4 [species(sullustan)], [skill(climb)]
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]
+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]
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]
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]
next
whenturn as long as you
mind-affecting did isnot
effect negateyour Will Def, you impose -2
against
[species(zabrak)], [Will Defense], [combat][defensive]
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]
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]
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
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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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
GI 20 Advanced Planning 1
C 24 Advantageous Opening 1
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
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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)
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TALENT PREREQ.
SV 15 Befuddle 1 swif
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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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
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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
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TALENT PREREQ.
C 22 Consular's Vitality 1 swif
GW 18 Cover Escape 1
CR 52 Cover Fire 2 Battle Analysis
L 41 Cover Your Tracks 1
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TALENT PREREQ.
J 87 Cycle of Harmony 2 Tyia Adept
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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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
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
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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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
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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
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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)
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TALENT PREREQ.
F 42 Fearsome 2 Notorious
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TALENT PREREQ.
CR 223 Force Deception 1
K 58 Force Direction 1 x
F 88 Force Exertion 1 Force Training reac
C 56 Force Fighter 1
K 52 Force Flow 1
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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
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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
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TALENT PREREQ.
C 25 Hidden Eyes 1
CR 49 Hidden Movement 2 Improved Stealth
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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 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
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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
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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
L 45 Knight's Morale 1
F 42 Knockback 1
CR 216 Knockdown Shot 1
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K 60 Krath Illusions 2 Illusion swif
K 60 Krath Intuition 1 x
GW 33 K'tara Expertise 1
GW 33 K'thri Expertise 1
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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
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TALENT PREREQ.
F 102 Mechanics Mastery 1
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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TALENT PREREQ.
CR 218 Multiattack proficiency 1
(lightsabers)
CR 216 Multiattack Proficiency (pistols) 1
SGD 26 Observant 1
L 41 Old Faithful 1
SV 26 Omens 2 Findsman Ceremonies
SGD 26 On-Board System Link 1
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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
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TALENT PREREQ.
L 43 Power of Hatred 2 Incite Rage swif
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
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TALENT PREREQ.
GW 33 Punishing Strike 1
F 45 Pursuit 1 Dex 13 n
J 89 Rebound Leap 1
K 39 Rebuke the Dark 1
R 23 Recall 1
J 91 Recall Discblade 1 proficient discblade free
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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
C 39 Renowned Pilot 1
F 47 Repair Self 1
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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
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
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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
K 25 Sentinel Strike 1
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TALENT PREREQ.
R 37 Shield Gauntlet Deflect 3 Shield Gauntlet Def reac
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,
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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
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
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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
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 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
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TALENT PREREQ.
CR 222 Tactical Edge 1 swif
GW 19 Tactical Savvy 2 Born Leader
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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
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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
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
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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
PAGE MtR:
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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*
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
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
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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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
FP?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
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
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
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
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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Prestige
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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
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
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spend Use
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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
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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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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class)
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?:
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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
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?:
FP?: xx== must
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spend force
force point,*
point,*==may
mayspend
spend Use
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Prestige
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class)
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
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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must spend
spend force
force point,*
point,*==may
mayspend
spend Use
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Prestige
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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?:
FP?: xx== must
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?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
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
+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?:
FP?: xx== must
must spend
spend force
force point,*
point,*==may
mayspend
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
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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must spend
spend force
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
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?:
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must spend
spend force
force point,*
point,*==may
mayspend
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
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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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?:
FP?: xx== must
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point,*==may
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spend Use
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Prestige
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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?:
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
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
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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Prestige
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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
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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MtR:
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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
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?:
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force point,*
point,*==may
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spend Use
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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
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
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?:
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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 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?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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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?:
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spend force
force point,*
point,*==may
mayspend
spend Use
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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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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
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
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force point,*
point,*==may
mayspend
spend Use
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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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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
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
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
Droid Commander
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord
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
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
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
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
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
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
Corporate Agent
Imperial Knight
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
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
Scout
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
Soldier
Saboteur
Jedi Knight
Jedi Knight
Noble
Droid Commander
Droid Commander
Soldier
Charlatan, Noble
Melee Duelist
Soldier
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
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 Adept
Noble
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
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
Scoundrel
Bounty Hunter
Force Disciple, Jedi Master, Sith Lord
ALL
Sith Apprentice
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, 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 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
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
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
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
Charlatan
Elite Trooper
Soldier, Weapon Specialist
Infiltrator, Scout
Soldier
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
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
Noble
Force Adept, Force Disciple
Enforcer
Droid
Infiltrator, Scout
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
Imperial Knight
Elite Trooper
Gunslinger
Jedi
Noble
Force Disciple, Jedi Master, Sith Lord
Infiltrator
Infiltrator
Infiltrator
Noble
Droid
are
areavailable
availableto
to aa specific
specific
ailable to the Assassin
ailable to the Assassin
ALL
Force Disciple, Jedi Master, Sith Lord
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
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
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
Noble
Gladiator
Soldier
Force Disciple, Jedi Master, Sith Lord
Soldier
Scout
Gunslinger
Gunslinger
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
Bounty Hunter
Shaper
Gunslinger
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
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
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
Gunslinger
Improviser
Imperial Knight, Jedi, Jedi Knight, Sith Apprentice
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
Saboteur
Jedi Knight
Jedi Knight
Jedi Knight
ALL
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
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
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
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
Medic, Shaper
Officer
Bounty Hunter
Jedi
Ace Pilot, Master Privateer, Scoundrel
Soldier
Force Disciple, Jedi Master, Sith Lord
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
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
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 Adept
Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, 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
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
Force Adept
Gladiator
Crime Lord
Jedi Knight
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
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
ALL
Crime Lord
Elite Trooper
Soldier, Weapon Specialist
Force Disciple, Jedi Master, Sith Lord
Droid
Elite Trooper
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
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
Ref
Force
Min lvl
PAGE
Points
Will
BOOK
Fort
HP
TRAINED SKILL FOCUS FEAT
CLASS PREREQUISITE PREREQ. PREREQUISITE
TALENT OTHER
PREREQUISITE PREREQUISITE
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
PAGE
Type
RELEVANT
BACKGROUND
SKILLS
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: 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 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
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]
J 24 Blind swif 1 12 Y
[telekinetic]
J 29 Circle of Shelter stan you
[lightsaber form]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
J 29 Contentious Opportunity free 1
[lightsaber form]
F 85 Corruption stan 1 12 Y
[dark side]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
W 310 Dark Transfer stan 1 touch
[dark side]
L 53 Detonate stan 1 12 Y
[telekinetic]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
J 30 Draw Closer stan 1 6 Y
[lightsaber form, telekinetic]
CR 96 Farseeing full 1
K 50 Fear swif 1 12 Y
[dark side, mind-affecting]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
J 25 Fold Space full 1 6 Y
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
L 54 Force Shield reac stan you
[telekinetic]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
K 51 Force Whirlwind stan move* 1 12 Y
[telekinetic]
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
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
CR 98 Mind Trick stan 1 12 Y
[mind-affecting]
L 54 Obscure reac 1 12 Y
[mind-affecting]
J 32 Pass the Blade stan you
[lightsaber form]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
L 54 Prescience swif 1 Y
C 52 Rend stan 1 6 Y
[dark side]
F 87 Repulse stan all adjacent
[telekinetic]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
J 34 Sarlacc Sweep stan 2
[lightsaber form]
K 52 Slow stan 1 12 Y
[telekinetic]
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
CR 100 Surge free you
Action to
maintain
activate
BOOK
Target
PAGE
LOS
Sq.
FORCE POWER
J 36 Unhindered Charge stan you
[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
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
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: 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
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
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
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
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
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
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
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
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
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
Time
Target
STARSHIP MANEUVER DESCRIPTOR
S 26 Evasive Action dogfight move you
Time
Target
STARSHIP MANEUVER DESCRIPTOR
S 28 Skywalker Loop dogfight reac 1
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
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.
BOOK
PAGE
TIER
ACT
FP?
MtR
NOTE: This tab is no longer maintained!
Accessory SV 45 Armorplast
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 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 Rangefinder
Accessory SV 47 Rangefinder, armor
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
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
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
Feat SV 21 Cornered
Feat G 28 Covert Operatives (team feat) Trained in Stealth
W
Feat K 33 Gearhead
Feat C 31 Grand Army of the Republic Training proficient with armor worn
Feats UR 26 Halt
Feats UR 26 Hyperblazer
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 J 53 Lightwhip
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 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 SV 34 Outlaw
Prestige R 43 Pathfinder
Prestige F 54 Saboteur
Prestige L 46 Shaper
Species W Amanin
Species UR 10 Anzati
Species W Arcona
Species K 10 Arkanian
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 K 12 Draethos
Species SG 11 Droid, Astromech Droid
D
Species C 10 Dug
Species CR 25 Duros
Species UR 127 Ebruchi
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 GI 13 Givin
Species GI 14 Gotal
Species F 15 Gran
Species CR 26 Gungan
Species GI 15 Herglic
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 K 16 Miraluka
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 W Pau'an
Species W Phindian
Species W Polis Massan
Species CR 29 Quarren
Species K 17 Rakata
Species UR 14 Shistavanen
Species W Skakoan
Species UR 14 Sluissi
Species K 19 Snivvian
Species UR 15 Squib
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 G 16 Yevetha
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 26 Counter
Maneuvers
Starship S 27 Intercept
Maneuvers
Talent K 40 Affliction 1
Talent CR 49 Barter 1 y
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 SV 33 Bloodthirsty 1
Talent L 41 Blowback 1
Talent F 52 Boarder 1
Talent L 29 Bugbite 1
Talent G 31 Bullseye 3 Sniper feat, Draw a Bead*
W
Talent GI 24 Clip 1
Talent CR 44 Connections 1
Talent SV 18 Counterpunch 1
Talent CR 52 Demolitionist 1
Talent SG 27 Durable 1
D
Talent CR 44 Educated 1
Talent J 85 Fluidity 1 *
Talent CR 46 Gambler 1
Talent L 30 Gang Leader 1
Talent L 31 Hammerblow 1
Talent C 56 Hardiness 1 x
Talent CR 47 Hyperdriven 1
Talent K 60 Improved Force Sight 1 Force sight, Use the Force skill swif
Talent CR 46 Knack 1 n
Talent F 42 Knockback 1
Talent SG 26 Nuanced 1
D
Talent UR 20 Oafish
Talent SG 26 Observant 1
D
Talent UR 22 Quicktrap
Talent SV 33 Raider's Frenzy 1
Talent UR 20 Rant
Talent R 23 Recall 1
Talent J 91 Recall Discblade 1 proficient discblade free
Talent SV 29 Ruthless 1
Talent UR 20 Self-Reliant
Talent J 20 Sense Deception 1
Talent GI 23 Sizing Up 1
Talent C 24 Slip By 1
Talent G 20 Slip By 1
W
Talent UR 22 Speedclimber
Talent CR 50 Sprint 1
Talent L 40 Strong-Willed 1
Talent CR 50 Surefooted 1
Talent CR 47 Trace 1
Talent UR 22 Tripwire
Talent SV 14 Unreadable 1
Talent K 45 Unstoppable 1
Talent UR 21 Wary
Template SG 16 MerenData
D
Template T 130 Packs and Swarms
Template R 126 Phrik Alloy
Template K 78 Prototype
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
Gain Swim speed = 1/2 land speed, reroll Swim take better, take 10 on Swim
DR2 v. piercing
Weight -50%
Can treat any jump as running, reroll Jump take better, take 10 on Jump
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
survive 24 hours
DR 2 v. energy & fire dam
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
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
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
comlink, low-light
dam -2 v. energy atk, comlink, low-light
comlink
shield is DR5 20hp break DC25
Swim +2
survive 24 hours
10 hours life support
+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
+2 dam
Nat 19 on Use the Force = regain dark or light powers, Dantooine
+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
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
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
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
Int 4
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
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.
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
DR 20 150 hp & threshold 25, every 15 points of dam the prisoner takes 4d8 stun dam
grants darkvision
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
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
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
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
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
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
Atk 1d20+10
Atk 1d20+10
requires timer
6sq reel, +5 Mechanics check to ignore DR
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
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
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
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
when aid for every 3 over Ref Def +1 die dam (+5 max)
2 swif for crit range +1 on next melee Atk, no other actions before
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)
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
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
1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & land prone
extra Atk during full attack, -5 penalty all attacks, per weapon group
Persuasion or Use the Force for fear effect, may reroll, mtr
+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
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
+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
if reduce opp to 0 hp with melee atk can move your speed, with Cleave can move 1st
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
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
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
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
not moved down track extra step when would be moved down
Push opponent squares = Str mod (2min) after successful melee attack
if attack v. Fort Def fails, gain +2 Fort Def until start of your next turn
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/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
+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
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
add Str & Dex to thrown Atk, range + squares = Str mod
+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
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
instead of Atk of Opp 1/turn not attack to move half speed, no atk opp
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
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
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
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
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 ranged atk v. target that missed you w/ranged atk in LOS
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
as swif broadcast input to any receiver in 24 sq as if they were with you, allies can use aid another on Perception
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
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
1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker, reac
you can design a starship from scratch
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
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
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
+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
+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
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/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
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
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
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
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: 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
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
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
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: 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
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
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
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
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
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
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
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
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
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
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
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
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
+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
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
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 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"
Stealth +5 to hide
must reset trigger as swif if use Rapid Shot
+5 to Stealth to conceal
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
legendary icon
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
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)
DR +2, "Deathhammer"
heat-seeking mode -2 Ref Def, does not count toward encumbrance if active & drawn, reload as full
PB = +4 dam
PB = +5 dam
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
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
anyone within 3-sq burst over Ref Def is blinded 1d4 rounds
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
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse
use telepathy untrained, can sense emotions if Use the Force exceeds target's Will Def
reroll Perception
reroll Endurance
speed +1
at end of enc regain hp = +1d4 + Con mod
1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse
*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
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
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
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.
if exceed Ref Def by 5 or more deal +1 die dam, per melee group
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
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
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
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
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
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
+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
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp
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
each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac
can make modifications in half time & half cost, can take 10 on Mechanics check
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)
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
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
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, 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
mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses
DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75%
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 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
1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 up track & d8 hp & friendly
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
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
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)
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
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 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
with Use the Force to make a Deception check to conceal the effects of your Force use
+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
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
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
1/enc Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies
can use Block with cortosis gauntlets, deactivates lightsabers on successful Block
when you successfully parry lightsaber atk you may make immediate atk v. attacker
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
if Atk moves ship down track, target loses: hyperdrive, weapon, or communications
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
if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter
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
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
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
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
1/enc with two pistols can move twice your speed & attack with each
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
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
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
Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam
DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time
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
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
suppress morale and insight bonuses until your next turn to all in LOS
does not lose Born Leader if out of LOS
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
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
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
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
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
reroll Dark side skills/Use the Force, no longer able to use light side
+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
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
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
all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects
if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target
+1 Atk
reroll Ride
reroll Treat Injury to repair or modify biotech
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
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
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
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)
opponents level equal or lower to your heroic level within 6sq -1 Atk
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
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
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
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
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
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
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
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
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)
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
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
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)
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
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
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
as Focused Force Talisman but Force Point does not count toward "one per turn"
+1 on all Def
fira attack +1
+1 Atk
+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
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
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
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
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
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
creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod
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 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
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
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
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
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
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
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
once per day, +5 up condition track, but not persistent conditions, can take multiple
immune to all mind-affecting effects 1 minute
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
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
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
gain 1 follower with AP feat & trained in Perception, can be taken max 3 times
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)
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
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
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
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
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
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
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
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
if within 6 squares, can pull back as a swift action w/DC20 Use the Force
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
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
+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
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
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
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
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
when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end
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
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
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
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
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
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
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
1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp
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
if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll
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
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
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
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
you can communicate in full sentences & complete thoughts, subject no change
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
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, take 20 on Persuasion check with no increase in time needed for check
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/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
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
when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1)
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
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
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
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
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
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
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
+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
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
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
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
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
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
take only -2 penalty on your Use the Force check for each block or deflect in last turn
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
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
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)
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)
+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
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
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
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
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
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
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
remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level
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
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
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
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)
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
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)
1/enc, treat attack with ally on with same target together vs. SR, DR & Threshold
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
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 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
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
1/enc, return Force disarm, slam, thrust, or Move Object without Force Point
with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach
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
Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled
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
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
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
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
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 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
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
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
+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
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
+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
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
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
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
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
+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
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
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)
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.
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)
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.
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.
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.
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
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Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
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Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
Equipment
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
N Sct Feat
Sct Feat
Sol Feat
Feat
Feat
J Sol Feat
Sol Feat
J 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
Sol Feat
Feat
Feat
J Sol Feat
J Scn Feat
Feat
Feat
Sol Feat
Sol Feat
J Sol Feat
N Feat
Feat
Feat
Scn 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
Feat
J Sol Feat
Feat
Feat
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
Feat
Feat
Sct Sol Feat
J N Scn Sct Sol Feat
Feat
Scn Sct Sol Feat
J N Scn Feat
Scn Feat
Sol Feat
J N Sol Feat
Feat
Feat
Feat
J N Scn Feat
J Feat
Feat
Feat
Feat
Feat
Feat
Feat
Sct Sol Feat
N Scn Feat
Feat
Sol Feat
Sol Feat
J Sol Feat
Feat
Sol Feat
N Scn Feat
Feat
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
Feat
Feat
Feat
Feat
Feat
J Sol Feat
J Sol Feat
J Sol Feat
N Scn Feat
Feat
Feat
Feat
Sol Feat
Sol Feat
Feat
Feat
Feat
Feat
Feat
Sol Feat
Feat
Feat
Feat
Feat
J Sol Feat
J N Feat
Scn Feat
Feat
Feat
Sol Feat
Feat
Feat
Feat
J Sol Feat
Sol Feat
J Feat
Feat
Feat
Feat
N Scn Feat
Sol Feat
J Sol Feat
N Sol Feat
Feat
N Feat
Feat
Feat
Feat
Feat
J Sol Feat
J Sol Feat
Feat
N Scn Feat
Sct Sol Feat
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
Feat
Feat
J Sol Feat
Feat
Feat
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
Feat
J N Sol Feat
Feat
J N Feat
Feat
1 Sol Feat
Feat
J N Feat
Feat
J Sol Feat
Sol Feat
Feat
Feat
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
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Melee
Melee
Melee
Melee
Melee
Melee
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Melee
Melee
Melee
Melee
Melee
Melee
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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
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Ranged
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Ranged
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Ranged
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Ranged
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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
Species
Species
Species
Species
Species
Species
Species
Species
Species
Species
Species
Species
SF Persuasion Species
Species
Species
Species
Species
Species
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
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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
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
Trapped grip
Tremor cell
Vacuum seals
Vacuum seals, advanced
Waterproof casing
Weapon mount
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
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
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
Thinsuit
Tracker utility vest
Ubese environmental suit
Vacuum pod
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
Anti-rad dose
Aquata breather
Aural amplifier
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
Computer, bracer
Computerized interface scope
Cortosis Gauntlet
Credit chip
Cryogenic pouch
Cybernetic prosthesis
Cybernetic prosthesis
Electrobinoculars
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
Man Trap
Mask of Darth Nihilus
MDS-50 Medisensor
Mechanical interface 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
Triangulation visor
Veridicator
Vid-Vox Scrambler
Visual wrist comm
Vox-box
Water extractor
Xcalq portable computer "Slicer Special"
Xcalq stealth pack
Disgraced
Enslaved
Exiled
Imprisoned
Marooned
Orphaned
Scarred
Widowed
Antipersonnel Mine
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)
Artillery Shot
Ascension Specialists (team feat)
Assault
Assured Attack
Attack Combo (Fire & Strike)
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
Clawed Subspecies
Cleave
Collateral Damage
Combat Reflexes AoO = mod
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
Dodge
Dodge + Charging Fire
Double Attack
Dreadful Countenance
Dreadful Rage
Droid Focus
Droid Hunter
Droid Shield Mastery
Droidcraft
Erratic Target
Expert Briber
Fast Swimmer
Fatal Hit
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
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
Implant Training
Improved Charge
Impulsive Flight
Inborn Resilience
Increased Agility don't lose
w/Climb
Increased Resistance
Instinctive Perception
Ion Shielding
Jedi Familiarity
Jedi Heritage
Justice Seeker
Keen Scent
Knife Trick
Knock Heads
K'tara Training
K'thri Training
Lasting Influence
Mandalorian Training
Martial Arts I
Martial Arts II
Martial Arts III
Master of Disguise
Master Tracker
Meat Shield
Mechanical Martial Arts
Melee Defense
Mission Specialist
Mobility
Momentum Strike
Mounted Defense
Moving Target
Multi-Grab
Multi-Targeting
Natural Leader
Nature Specialist
Never Surrender
Opportunist Retreat
Opportunistic Shooter
Opportunistic Trickery
Overwhelming Attack
Pall of the Dark Side
Perfect Intuition
Perfect Swimmer
Pin
Pincer
Pinpoint Accuracy
Pistoleer
Pitiless Warrior
Power Attack
Power Blast
Powerful Charge
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 Skill
Rancor Crush
Rapid Reaction
Rapid Shot
Rapid Strike
Rapport
Read the Winds
Recall
Recovering Surge
Recurring Success
Regenerative Healing
Relentless Attack
Resurgence
Returning Bug
Riflemaster
Risk Taker
Running Attack
Sadistic Strike
Savage Attack
Scavenger
Scion of Dorin
Sensor Link
Shield Surge
Shrewd Bargainer
Signature Device
Silver Tongue
Slippery Maneuver
Sniper
Sniper Shot
Spacer's Surge
Sport Hunter
Spray Shot
Staggering Attack
Staggering Attack
Stand Tall
Starship Designer
Steadying Position
Strafe
Strong Bellow
Suppression Fire
Sure Climber
Surgical Expertise
Survivor of Ryloth
Swarm
Tactical Advantage
Tactical Genius
Tae-Jitsu Training
Tech Specialist
Technical Experts (team feat)
Thick Skin
Throw
Tool Frenzy
Toughness
Trench Warrior
Trip
Triple Attack
Triple Crit
Tumble Defense
Turn and Burn
Unleashed
Unstoppable Combatant
Unstoppable Force
Unswerving Resolve
Unwavering Focus
Unwavering Resolve
Vehicular Combat
Vehicular Surge
Veteran Spacer
Vitality Surge
Warrior Heritage
Wary Defender
Weapon Proficiency
Weapon Proficiency (lightsabers) + QD
Whirlwind Attack
Wicked Strike
Wilderness Specialists (team feat)
Withdrawal Strike
Wookiee Grip
Wroshyr Rage
Zero Range
Acrobatic Ally
Acrobatic Dodge
Combat Trickery
Frightening Cleave
Grab Back
Halt
Heavy Hitter
Hold Together
Hyperblazer
Maniacal Charge
Mounted Combat
Nikto Survival
Targeted Area
Trample
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 Stun
Force Thrust
Force Track
Force Whirlwind
(telekinetic)
Hatred
(dark)
Hawk-Bat Swoop
(lightsaber form)
Inspire
(light)
Intercept
(telekinetic)
Ionize
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)
Oxygen Bottle
Telekinetic Practice
Training Remote
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
Dominate Mind
Extended Blind
Extended Force Disarm
Improved Cryokineses
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
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
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
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
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
Ion carbine
Ion pistol
Ion rifle
Lanvarok, Massassi
Lanvarok, Sith
Lt Concussion Missile Launcher
Magna caster
Needler
Net
Neural inhibitor
Projectile Launcher, HH-15
Pulse rifle
Pulse-wave pistol
Pulse-wave rifle
Rail detonator gun
Razor Bug
Ripper
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
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
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
Ithorian -2 2 2
Jawa -2 2
Kaleesh -2 2 -2 2
Kaminoan 2 -2
Kel Dor 2 -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
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 Conductive
Near-Human Cultural cybernetics
Near-Human Darkvision
Near-Human Empath
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
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
Tof 2 -2 -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*
Afterburn
Corellian Slip
Counter
Darklighter Spin
Devastating Hit
Engine Hit
Evasive Action
Explosive Shot
Howlrunner Formation
Intercept
Overwhelming Assault
Segnor's Loop
Shield Hit
Skywalker Loop
Snap Roll
Strike Formation
Tallon Roll
Target Lock
Target Sense
Thruster Hit
Wotan Weave
Accurate Blow
Acrobatic Recovery
Action Exchange
Acute Senses
Adept Spellcaster
Adrenaline Implant
Advanced Intel
Advanced Planning
Advantageous Opening
Advantageous Positioning
Advantageous Strike
Adversary Lore
Affliction
Aggressive Negotiator
Aggressive Surge
Always Ready
Ambush
Ambush
Ambush Specialist
Anticipate Movement
Apprentice Boon
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
Attract Privateer
Attune Armor
Aura of Freedom
Autofire Assault
Automated Strike
Aversion
Avert Disaster
Backstabber
Band Together
Barter
Battle Analysis
Battle Meditation
Battle Mount
Battlefield Medic
Battlefield Remedy
Bayonet Master
Beast Trick
Befuddle
Beloved
Bigger Bang
Biotech Adept
Biotech Mastery
Blast Back
Blaster and Blade I
Blaster Turret I
Blaster Turret II
Blaster Turret III
Blend In
Blend In
Blind Shot
Blind Spot
Block
Bloodthirsty
Blowback
Boarder
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
Castigate
Cause Mutation
Champion
Channel Aggression
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
Computer Master
Comrades in Arms
Conceal Another
Confounding Attack
Connections
Consumed by Darkness
Contingency Plan
Controlled Burst
Coordinate
Coordinated Effort
Coordinated Leadership
Coordinated Tactics
Corporate Clout
Cortosis Defense
Cortosis Retaliation
Counterpunch
Cover Bracing
Cover Escape
Cover Fire
Cower Enemies
Crippling Hit
Crippling Strike
Crucial Advice
Crushing Assault
Cunning Distraction
Cunning Strategist
Curved Throw
Custom Model
Damage Reduction 10
Damaging Deception
Damaging Disarm
Dampen Presence
Dark Healing
Dark Preservation
Dark Retaliation
Dark Scourge
Dastardly Strike
Deadly Repercussions
Debilitating Shot
Deception Awareness
Deceptive Shot
Dedicated Guardian
Dedicated Protector
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
Device Jammer
Difficult to Sense
Dig In
Direct
Direct Fire
Directed Action droid's mod
rbyour mod
Dirty Fighting
Dirty Tactics
Dirty Tricks
Disarming Attack
Discblade Arc
Disciplined Trickery
Disruptive
Distant Command
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 Fire
Dread
Droid Duelist
Droid Expert
Droid Jammer
Droid Mettle
Durable
Earth Buckle
Easy Prey
Echani Expertise
Educated
Electronic Forgery
Electronic Sabotage
Electronic Trail
Elusive Dogfighter
Elusive Target
Emergency Team
Empower Weapon
Enemy Tactics
Engineer
Enhance Cover
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
Expanded Sensors
Expedient Mending
Experienced Brawler
Expert Grappler
Expert Gunner
Expert Rider
Expert Shaper
Expert Tracker
Exploit Weakness
Exposing Strike
Extended Ambush
Extended Threat
Extreme Explosion
Fade Out
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 Targeting
Focused Warrior
Fool's Luck
Force Cloak
Force Deception
Force Delay
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 Recovery
Force Reflexes
Force Revive
Force Stabilize
Force Suppression
Force Talisman
Force Throw
Force Treatment
Force Treatment
Force Veil
Foresight
Forewarn Allies
Form Up squad +2
Ref Def = #
cl+mod
Fortified Body
Fortune's Favor
Frighten
Fringe Savant
Gambler +2 gamble
Gang Leader
Get Down
Ghost Assailant
Gimmick
Grabber
Gradual Resistance
Grand Leader
Great Shot
Greater Dark Side Talisman
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
Healing Boost
Helpful
Hesitate
Heuristic Mastery
Hidden Attacker
Hidden Eyes
Hidden Movement
Hidden Weapons
Hide in Plain Sight
Higher Yield
Hot Wire
Hunker Down
Hunter's Target
Hyperdriven
Hyperspace Savant
Ignore Armor
Illusion Bond
Imbue Item
Immerse Another
Immovable
Impaling Assault
Impart Knowledge
Impel Ally I
Impel Ally II
Impenetrable Cover
Impose Confusion
Impose Hesitation
Improved Jury-Rig
Improved Redirect
Improved Riposte
Improved Skirmisher
Improved Surveillance
Improved Trajectory
Improved Weaken Resolve
Improvised Device
Incite Rage
Incognito
Indomitable
Indomitable Will
Influence Savant
Influential Friends
Infuse Weapon
Initiate of Vahl
Innocuous
Inquisition
Insightful Aim
Inspire Competence
Inspire Confidence
Inspire Fear I
Inspire Fear II
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 Hunter
Jedi Network
Jedi Quarry
Juggernaut
Juke
Jury-Rigger
Just a Droid
Just a Scratch
Juyo
Keen Shot
Keep It Going
Keep it Together
Keep It Together
Keep Them at Bay
Keep Together
Knack
Knight's Morale
Knockback
Knockdown Shot
Know Weakness
Know Your Enemy
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
Launch Point
Lead by Example
Lead by Example
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
Long Stride
Lose Pursuit
Luck Favors the Bold
Lucky Shot
Lucky Stop
Maintain Focus
Makashi
Make an Example
Make Do
Malkite Techniques
Man Down
Mandalorian Advance
Mandalorian Ferocity
Mandalorian Glory
Manipulating Strike
Mask Presence
Masquerade
Master Advisor
Master Defender
Master Manipulator
Master Manipulator
Master Mender
Master Negotiator
Master of Elegance dam = mod
Master's Orders
Masterwork Lightsaber
Maximize Cover
Mechanics Mastery
Mechanized Rider
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 Combatant
Mobile Combatant
Mobile Whirlwind
Modification Specialist
Modify Poison
Murderous Arts II
Mystic Mastery
Mystical Link
Natural Healing
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
Oath of Duty
Obscuring Defenses
Observant
Old Faithful
Omens
Opportunistic Defense
Opportunistic Strike
Opportunity Fire
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
Presence
Preserving Shot
Preternatural Senses
Prime Targets
Primitive Block
Problem Solver
Progenitor's Call
Protection
Protective Reaction
Protector Actions
Protocol
Prudent Escape
Psychic Citadel
Psychometry
Punch Through
Punishing Protection
Punishing Strike
Pursuit
Quick Astrogation
Quick Cuffs
Quick Fix
Quick Modification
Quick Modifications
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
Recall
Recall Discblade
Reconnaissance Actions
Reconnaissance Team Leader
Recruit Enemy
Redirect Shot
Reduce Defense
Reduce Mobility
Regimen Aptitude
Regroup
Reinforced Commands
Relentless
Relentless Pursuit
Reliable Boon
Relocate
Repair Self
Repel Discord
Repelling Whirlwind
Reset Initiative
Resilience
Resilience Implant
Resist Enervation
Revealing Secrets
Revelation
Revenge
Ricochet Shot
Rifle Master
Riposte
Rising Anger
Rising Panic
Roll Out
Roll With It
Run Interference
Ruthless
Ruthless
Ruthless Negotiator
Sabotage Device
Safe Passage
Safe Zone
Savage Reputation
Scholarly Knowledge
Scripted Routines
Second Skin
Security Slicer
Seducer
Seen It All
Seize Object
Self-Reliant
Sense Deception
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 Talent
Shared Notoriety
Shellshock
Shelter
Sheltering Stance
Shield Expert
Shien
Shift
Shift Defense I
Shift Defense II
Shift Defense III
Shift Sense
Shii-Cho
Shoto Master
Shoto Pin
Shoulder to Shoulder
Shunt Damage
Sickening Blast
Sidestep
Signature Item
Silent Movement
Silent Takedown
Silicon Mind mod to Will
Def v. UtF
Simple Opportunity
Simultaneous Strike
Sith Alchemy
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
Sokan
Soothe
Soothing Presence
Soresu
Sow Confusion
Spacehound
Spatial Integrity
Speed Implant
Speedclimber
Spontaneous Skill
Spotter
Sprint
Spynet Agent
Squad Actions
Squad Brutality
Squad Superiority
Squadron Maneuvers
Squadron Tactics
Stalwart Subordinates
Starship Raider
Stava Expertise
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
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
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
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
Terrain Guidance
Terrify
Tested in Battle
The Will to Resist
Thrive on Chaos
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
Turret Self-Destruct
Twin Shot
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
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
Vigilance
Vindication
Virus
Visionary Attack
Visionary Defense
Visions
Vital Encouragement
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
Weak Point
Weaken Resolve
Weakening Strike
Wealth
Wealth of Allies
Weapon Shift
Weapon Specialization
Wicked Strike
Wild Sense
Willful Resolve
Willpower
Wind Vortex
Wingman
Wingman Retribution
Wrong Decision
Wrruushi Expertise
Zone of Recuperation
Advanced Ship
Akk Dog
Antiquated
Antiquated
Arakyd Industries
Archaic Ship
Arkanian Manufacture
Balmorran Arms
Baragwin Weapon
B'omarr Monk
Bonadan-Alloy Armor
Bothan Weapon
Chrystalis Beast
Cinnagaran Manufacture
Cybot Galactica
Czerka Corporation
Echani Manufacture
Environmental Bastion Armor
Eriadun Armor
Gand Weapon
GenoHaradan Manufacture
Halowan Mechanicals
Industrial Automaton
Iridonian Manufacture
Junker
Krath Manufacture
Living Vehicle
Mandalorian Manufacture
Massassi Manufacture
MerenData
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
Verpine manufacture
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
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
rKnow bur
for license
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
+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
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
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
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
+5 v.
radiation
DR2 2
-1 size SF
-1 size +5 v. UtF
1, +2 1/enc
2
1 size
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
+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
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
+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
= 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
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
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
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 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
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,
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
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
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
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
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
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
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
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
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
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
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
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
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/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
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
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
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
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
rDecep for
appearance
+4 track
biotech
temporary
reroll kb to
improve
access
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
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
can take 10
dam to not
move down
track
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
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
+5 1d4
1d4
+5 2nd +5 size 1d6
Wind
1d4
1d4
1d4
1d4
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
1d4
1d4
1d3
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d6
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d6
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d3
1d4/1d6
1d4
1d4
1d4
1d4
1d3
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
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
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
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
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
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*
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
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
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
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
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 Armorplast
Accessory Cloaked
Accessory Componentization
Accessory Concealed compartment
Accessory Diagnostics system
Accessory Double trigger
Accessory Droidification
Accessory Dual gear
Accessory Durasteel bonding
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 Rangefinder
Accessory Rangefinder, armor
Accessory Silverplate
Accessory Slinker
Accessory Sniper switch
Accessory Spring loaded
Accessory Storage capacity
Accessory Targeting scope
Armor Thinsuit
Armor Tracker utility vest
Armor Ubese environmental suit
Armor Vacuum pod
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 Electrobinoculars
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
Event Disgraced
Event Enslaved
Event Exiled
Event Imprisoned
Event Marooned
Event Orphaned
Event Scarred
Event Widowed
Feat Assault
Feat Conditioning
Feat Cornered
Feat Covert Operatives (team feat)
Feat Crossfire
Feat Crush
Feat Dodge
Feat Dodge + Charging Fire
Feat Droidcraft
Feat Fleet-Footed
Feat Gearhead
Feat Informer
Feat Metamorph
Feat Mobility
Feat Multi-Grab
Feat Multi-Targeting
Feat Pincer
Feat Pinpoint Accuracy
Feat Pistoleer
Feat Recall
Feat Resurgence
Feat Scavenger
Feat Scion of Dorin
Feat Sniper
Feat Stay Up
Feat Strafe
Feat Strong Bellow
Feat Swarm
Feat Toughness
Feat Trench Warrior
Feat Trip
Feat Unleashed
Feat Unstoppable Combatant
Feats Halt
Feats Hyperblazer
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 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 Lightwhip
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 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 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 Gunslinger
Prestige Imperial Knight
Prestige Improviser
Prestige Independent Droid
Prestige Infiltrator
Prestige Medic
Prestige Officer
Prestige Outlaw
Prestige Pathfinder
Prestige Saboteur
Prestige Shaper
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 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 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
Species Amanin
Species Anzati
Species Aqualish
Species Arcona
Species Arkanian
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 Draethos
Species Droid, Astromech 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 Miraluka
Species Mrlssi
Species Nagai
Species Nautolan
Species Nazren
Species Near-Human Ability adjustment
Species Near-Human Additional arms
Species Near-Human Altiri
Species Pau'an
Species Phindian
Species Polis Massan
Species Quarren
Species Rakata
Species Shistavanen
Species Skakoan
Species Sluissi
Species Snivvian
Species Squib
Species Ssi-Ruuk
Species Stereb
Species Sullustan
Species Talz
Species Taung
Species Tof
Species Togorian
Species Togruta
Species Toydarian
Species Trandoshan
Species Trianii
Species Vahla
Species Verpine
Species Vultan
Species Vurk
Species Weequay
Species Whiphid
Species Wookiee
Species Wroonian
Species Yarkora
Species Yevetha
Species Zabrak
Species Zeltron
Species Zygerrian
Starship Afterburn
Maneuvers
Starship Counter
Maneuvers
Starship Intercept
Maneuvers
Talent Affliction
Talent Ambush
Talent Ambush
Talent Ataru
Talent Aversion
Talent Backstabber
Talent Band Together
Talent Barter
Talent Befuddle
Talent Beloved
Talent Bloodthirsty
Talent Blowback
Talent Boarder
Talent Bodyguard I
Talent Bodyguard II
Talent Bugbite
Talent Bullseye
Talent Castigate
Talent Clip
Talent Combustion
Talent Command Beast
Talent Connections
Talent Coordinate
Talent Counterpunch
Talent Demolitionist
Talent Detonate
Talent Dig In
Talent Direct
Talent Disruptive
Talent Distant Command
Talent Djem So
Talent Double Up
Talent Drain Force
Talent Dread
Talent Durable
Talent Educated
Talent Etiquette
Talent Evasion
Talent Fearsome
Talent Flee
Talent Fleet Deployment
Talent Flight
Talent Fluidity
Talent Fluster
Talent Foresight
Talent Form Up
Talent Frighten
Talent Gambler
Talent Gang Leader
Talent Gimmick
Talent Grabber
Talent Guidance
Talent Guiding Strikes
Talent Hailfire
Talent Hammerblow
Talent Hardiness
Talent Helpful
Talent Hesitate
Talent Hyperdriven
Talent Idealist
Talent Immovable
Talent Impaling Assault
Talent Incognito
Talent Indomitable
Talent Indomitable Will
Talent Innocuous
Talent Inquisition
Talent Instruction
Talent Instrument of the Force
Talent Jar'Kai
Talent Juggernaut
Talent Juke
Talent Jury-Rigger
Talent Juyo
Talent Knack
Talent Knockback
Talent Liberate
Talent Lifesaver
Talent Link
Talent Makashi
Talent Masquerade
Talent Master Advisor
Talent Niman
Talent No Escape
Talent Noble Fencing Style
Talent Notorious
Talent Nuanced
Talent Oafish
Talent Observant
Talent Omens
Talent Outmaneuver
Talent Outrun
Talent Phalanx
Talent Phantasm
Talent Precision
Talent Precision Fire
Talent Presence
Talent Protection
Talent Psychometry
Talent Pursuit
Talent Quickseeing
Talent Quicktrap
Talent Raider's Frenzy
Talent Rally
Talent Ranged Disarm
Talent Rant
Talent Recall
Talent Recall Discblade
Talent Reckless
Talent Relentless
Talent Resilience
Talent Resilience Implant
Talent Revelation
Talent Revenge
Talent Riposte
Talent Ruthless
Talent Ruthless
Talent Ruthless Negotiator
Talent Self-Reliant
Talent Sense Deception
Talent Shellshock
Talent Shelter
Talent Shien
Talent Shift
Talent Shift Defense I
Talent Shift Defense II
Talent Shift Defense III
Talent Shift Sense
Talent Shii-Cho
Talent Sidestep
Talent Sizing Up
Talent Slip By
Talent Slip By
Talent Sokan
Talent Soothe
Talent Soresu
Talent Speedclimber
Talent Spotter
Talent Sprint
Talent Strong-Willed
Talent Stymie
Talent Surefooted
Talent Surge
Talent Surge of Light
Talent Surveillance
Talent Swerve
Talent Tag
Talent Talkdroid
Talent Tangle Up
Talent Target Acquisition
Talent Terrify
Talent Thunderclap
Talent Trace
Talent Trakata
Talent Treacherous
Talent Triage Scan
Talent Triangulate
Talent Trick Step
Talent Tripwire
Talent Trust
Talent Two-Faced
Talent Unreadable
Talent Unstoppable
Talent Urgency
Talent Vaapad
Talent Vanish
Talent Vigilance
Talent Vindication
Talent Virus
Talent Visions
Talent Vital Encouragement
Talent Ward
Talent Wary
Talent Waveform
Talent Willpower
Talent Wingman
Template Antiquated
Template Arakyd Industries
Template Archaic Ship
Template Arkanian Manufacture
Template Junker
Template Krath Manufacture
Template MerenData
Template Prototype
Template Quick Draw Weapon
Template Rakatan Weapon
Template Refitted
Template Refitted
Template Retractable Stocks
Template Roche
Template Serv-O-Droid
Template Squad
Template Stripping Equipment
Template Stygian-Triprismatic Polymer
Template Superior Tech
Template Tendrando Arms
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.