Welcome to the SAGA Index If there are any questions or corrections please PM me on the appropriate board or e-mail me at: sthelen@nycap.rr.com Update thread on WotC Forums Thanks to everyone that has sent encouragement and especially to those that found errors or omissions. ewokontoast satavenger Shane Wizards SWRPGNetwork JemyM: Wookieepedia links, outsourced work, major redesign & invaluable input 5urge: Sortable lists, WEB links, NPCs, Vehicles, Droids RavingDork: Host, keen eye, & quality control tsuyoshikentsu: Accessories Lord_Ball Richterbelmont10 Old_Benn: Starship information Majestic Moose: Galaxy of Intrigue (the Savior!) Leo the Rat: "All" column in Talents

Information and tips on how to use this index Books & abbreviations CR = Core Rules S = Starships of the Galaxy T = Threats of the Galaxy K = Knights of the Old Republic Campaign Guide F = Force Unleashed Campaign Guide SV = Scum & Villainy C = Clone Wars Campaign Guide L = Legacy Era Campaign Guide J = Jedi Academy Training Manual R = Rebellion Era Campaign Guide GW = Galaxy at War SGD = Scavenger's Guide to Droids GI = Galaxy of Intrigue UR = Unknown Regions D# = Dawn of defiance (# equals episode) W = Webpage, requires internet access!

TIP: Filter function & Tags To really unlock the power of this document, learn how to use the filter function. In top of every column is a small grey box with a downpointing arrow. If you click this you will get filter options.

Some information can be filtered by selecting the info you like from the list. You can for example with a couple of clicks disable books you do not have, or you can get all labor droids by only selecting degree 5 in the degree column. You can also make a textfilter. One column to try this on is the TAG column on the feats tab. Invisible to you, the column is filled with searchwords that can be used to find the feats you need. Add a textfilter that contains "Fired" and see what happens. Abilities (strength etc) - Feats that is specifically useful for someone with a high ability. Attack types - Melee, armed, unarmed, ranged, grenade, fired, thrown. Combat moves - Aid fire, Attack of Opportunity, Autofire, Grapple, Pin, Rage, Second Wind Defenses - Feats that boosts fortitude, reflex and Will Defenses. "Defensive" – Feats that help you to avoid attacks or otherwise keep you in fighting condition. Force – Feats limited to Force-sensitive individuals. Mobility – Feats that allow you to better traverse the battlefield. "Offensive" – Any feat that better enables you to bring harm to your enemies Skills (deception etc) – Feats that augment your skills or require skill checks to use. Species (twi'lek etc) – Feats exclusive to certain races (including droids & shapeshifter). Starship - Feats useful in a starship. Team – See Galaxy at War for details on Team feats. All Team feats are also Skill and Support feats. Support – Any feat that benefits your allies rather than you. Vehicle – Feats limited to mounted/vehicular combat (and sometimes just starship combat). The W column Requires internet access! The W column is meant to be a GM tool for those who like to try to keep canon. When clicking the link, the wookieepedia link that corresponds to the item you want information on is displayed in your browser. You can of course search this information yourself, but sometimes wookieepedia is difficult to search in, especially when you are in a hurry! Note that normally a website is simply listed as "w". If it's listed as "u" it means that the entry is unique, usually a character or unique vehicle. If it's listed as "R" it means that the entry on wookieepedia is there but not written yet (Red). If it's listed as "X" it means that it's not yet available. Troubleshooting: Sometimes EXCEL stops opening webpages. If this happens, quit both excel and your browser. Verify in task manager that both are really closed. Then them both again. Unknown data (RED) When data is simply not available, it will commonly be marked with a ? and/or in red. Sometimes an estimated guess have been made, but the red is there to make you see that it's not official information. When data is missing from wookieepedia it will have a X in the web column. Width and abbreviations SAGA Index uses a lot of abbreviations to make the document less wide, just to fit more information on low-res monitors, like the laptops commonly used during a game session. If you find that an abbreviation just doesn't make any sense, please let us know so we can improve the index. In concern for width, SAGA Index is also preconfigured to not show all information for items that have too much information in it. You can double-click on the line between two columns (like between A and B) to automatically extend a column width to display all information in it. The Prestige tab (SAGA Classes)

The Prestige tab has two sheets within it with two different looks for various information. To get the details of the prestige classes you click the + sign to the left. You can collapse it again by clicking it again. You can collapse them all simultaneously by selecting everything (with Ctrl + A) then Data (menu) -> Group and Outline -> Hide Detail The 0 NPC tab (SAGA Classes) The 0 NPC tab is a chart for seeing where an NPC is at each level. This NPC has stats with no modifiers, ex. "10"

Character Creation On this page you will find basic information that is useful when creating a character. Saga Classes Class Jedi Noble Scoundrel Scout Soldier Nonheroic

Source 38 42 45 48 50 277

HP d10 d6 d6 d8 d10 d4

HP @ 1st 30 18 18 24 30 4

BAB Force Pts Destiny +1 5 1 0/1/2/3/3 5 1 0/1/2/3/3 5 1 0/1/2/3/3 5 1 +1 5 1 0/1/2/3/3 0 0

Skills 2+Int 6+Int 4+Int 5+Int 3+Int 1+Int

FEATs Talents 1 1 1 1 1 1 1 1 1 1 1 0

Ref +1 +1 +2 +2 +1 0

Fort +1 0 0 +1 +2 0

Will +1 +2 +1 0 0 0

Starting Feats Force-Sensitive, WP lightsabers, WP simple Linguist, WP Pistols, WP Simple Point Blank Shot, WP Pistols, WP Simple Shake It Off, WP Rifles, Pistols, Simple AP light, AP medium, Rifles, Pistols, Simple 3: AP light, med, Skill Focus, Skill Training, adv melee, heavy, pistols, rifles, simple

Note: * Humans get +1 feat and +1 skill during character creation * Feats are gained every 3rd level * Class feats are gained every even level, , heroic only * Talents are gained every odd level, heroic only * Heroic classes gain +1 to 2 ability scores every 4th level * Non-heroic and Beasts gain +1 to 1 ability score every 4th level * Non-heroic and Beasts gain no Force/Destiny points Experience and Level-Dependent Benefits Level XP Force Ability** FEATs PC FEAT Talents Damage Defense 1 0 5 1 (2 Human) 1 0 1 2 1000 6 1 1 2 3 3000 6 2 2 1 3 4 6000 7 1,2 2 2 4 5 10000 7 3 2 5 6 15000 8 3 3 3 6 7 21000 8 4 3 7 8 28000 9 3,4 4 4 8 9 36000 9 4 5 4 9 10 45000 10 5 5 10 11 55000 10 6 5 11 12 66000 11 5,6 5 6 6 12 13 78000 11 7 6 13 14 91000 12 7 7 14 15 105000 12 6 8 7 15 Attack Bonus by Level Skills SCORE* Modifier Jedi Noble Scn Scout Sold 0 0 1 -5 1 0 0 0 1 1 2 3 -4 2 1 1 1 2 1 4 5 -3 3 2 2 2 3 2 6 7 -2 4 3 3 3 4 2 8 9 -1 5 3 3 3 5 3 10 11 0 6 4 4 4 6 3 12 13 1 7 5 5 5 7 4 14 15 2 8 6 6 6 8 4 16 17 3 9 6 6 6 9 5 18 19 4 10 7 7 7 10 5 20 21 5 11 8 8 8 11 6 22 23 6 12 9 9 9 12 6 24 25 7 13 9 9 9 13 7 26 27 8 14 10 10 10 14 7 28 29 9 15 11 11 11 15

16 120000 13 7,8 8 17 136000 13 18 153000 14 7 9 19 171000 14 20 190000 15 9,10 10 * For scores higher than 40, see the table below ** Non-heroic and Beasts gain +1 to 1 ability score every 4th level

9 10

8 8 9 9 10

16 17 18 19 20

8 8 9 9 10

30 32 34 36 38

31 33 35 37 39

10 11 12 13 14

16 17 18 19 20

12 12 13 14 15

12 12 13 14 15

12 12 13 14 15

16 17 18 19 20

Speed: Normally 6 (4 if small) Damage Threshold: Fort Def + Size mod (+5 Large, +10 Huge, +20 Gargantuan, +50 Colossal) Skill mod trained: 1/2 level + mod +5 Skill mod untrained: 1/2 level + mod Abilities: +1 every four levels x2 Damage: +1/2 HL level Reflex Defense: Reflex: 10+ HL or armor + Dex + class + natural + size Fortitude Defense: Fortitude: 10 + HL + Con + class + equipment Will Defense: Will: 10 + HL + Wis + class Money at higher levels: (level x [level - 1]) x 2000 credits FP per level: 1-7 1d6, 8-14 2d6, 15+ 3d6 Destiny at higher levels: CL/5 rounded down Nonheroic (p277): +1 ability/4 levels, 3 starting feats, do not gain talents, do not add level to defense, do not gain Force/Destiny points Beast (p274): +1 ability 4/levels, no starting feats, do not gain talents, do not add level to defense and do not gain Force/Destiny points, Starting into 1 or 2 (can multic Abilitymod calculator: 121 55 Abilities beyond 40 SCORE Modifier 40 41 15 42 43 16 44 45 17 46 47 18 48 49 19 50 51 20 52 53 21 54 55 22 56 57 23 58 59 24 60 61 25 62 63 26

SCORE 64 66 68 70 72 74 76 78 80 82 84 86

65 67 69 71 73 75 77 79 81 83 85 87

Modifier 27 28 29 30 31 32 33 34 35 36 37 38

SCORE 88 90 92 94 96 98 100 102 104 106 108 110

89 91 93 95 97 99 101 103 105 107 109 111

Modifier 39 40 41 42 43 44 45 46 47 48 49 50

SCORE Modifier 112 113 51 114 115 52 116 117 53 118 119 54 120 55

Spend Force Point (1 per round unless noted otherwise) to: * Return Force power to suite * Avoid death if reduced to 0 hp (spend as swift action to increase Dark Side score by 1) Spend Destiny Point (as many as levels) to: * Automatically score a critical (no attack roll required) * Automatically cause an attack made against you to miss * Act out of turn (changes position in Initiative order) 1/encounter * Take damage that would otherwise harm another within your reach * Increase the effect of some Force powers (as noted) * Use some applications of Force secrets (as noted) * Immediately gain 3 Force Points Aging Effects (cumulative) Age Bonus Child Str & Con -3 Young Adult none Adult none Middle Age Int, Wis, Cha +1 Old Int, Wis, Cha +1 Droid Traits Droid p187/p190/p194/p196 Size Abilities* REF Colossal +32 Str, -4 Dex -10 Gargantuan +24Str, -4 Dex -5 Huge +16 Str, -4 Dex -2 Large +8 Str, -2 Dex -1 Medium None 0 Small -2 Str, +2 Dex +1 Tiny -4 Str, +4 Dex +2 Diminutive -6 Str, +6 Dex +5 Fine -8 Str, +8 Dex +10 * Abilities can never be below 1 Degrees 1st Abilities +2 Int, +2 Wis, -2 Str Appendix damage Probe Instr. Tool Claw Hand Storage max limit 1d6 1d8 2d6 2d8 2d6 5000 1d4 1d6 1d8 2d6 1d8 500 1d3 1d4 1d6 1d8 1d6 50 1d2 1d3 1d4 1d6 1d4 20 1 1d2 1d3 1d4 1d3 10 1 1d2 1d3 1d2 5 1 1d2 1 0 1 0 0 Self Destruct 20d6 20d6 10d6 8d6 6d6 4d6 -

Penalty Dex, Int, Wis, Cha -1 Str, Dex, Con, Int, Wis, Cha -1 none Str, Dex, Con -1 Str, Dex, Con -2

Stealth -20 -15 -10 -5 0 +5 +10 +15 +20

HP +100 +50 +20 +10 -

TH +50 +20 +10 +5 -

Carry x20 x10 x5 x2 x1 x0,75 x0,5 x0,25 x0,01

CF x20 x10 x5 x2 x1 x2 x5 x10 x20

Typical Roles medical, scientific

2nd 3rd 4th 5th Beast Traits

+2 Int, -2 Cha +2 Wis, +2 Cha, -2 Str +2 Dex, -2 Int, -2 Cha +4 Str, -4 Int, -4 Cha

astromech, technical protocol, service combat, security labor, utility

Beast p274 Size Abilities* REF Stealth Colossal +32 Str, +32 Con, -4 Dex -10 -20 Gargantuan +24Str, +24 Con, -4 Dex -5 -15 Huge +16 Str, +16 Con, -4 Dex -2 -10 Large +8 Str, +8 Con, -2 Dex -1 -5 Medium None 0 0 Small -2 Str, +2 Dex +1 +5 Tiny -4 Str, +4 Dex +2 +10 Diminutive -6 Str, +6 Dex +5 +15 Fine -8 Str, +8 Dex +10 +20 * Abilities can never be below 1 ** Beasts with four or more legs double their carrying capacity

TH +50 +20 +10 +5 -

Natural Weapon Damage Carry** Height Bite Claw Gore Slam Sting x20 19.3+ 4d6 3d6 4d6 3d6 3d6 x10 9.7-19.2m 3d6 2d6 3d6 2d6 2d6 x5 4.9-9.6m 2d6 1d8 2d6 1d8 1d8 x2 2.5-4.8m 1d8 1d6 1d8 1d6 1d6 x1 1.3-2.4m 1d6 1d4 1d6 1d4 1d4 x0,75 0.7-1.2m 1d4 1d3 1d4 1d3 1d3 x0,5 0.4-0.6m 1d3 1d2 1d3 1d2 1d2 x0,25 0.2-0.3m 1d2 1 1d2 1 1 x0,01 0.1m1 1 1 1 1

Airborne: May reroll initiative checks but must keep the second result, even if it's worse Aquatic: Can't drown in water and doesn't need to make Swim checks; low-light vision (p257) Arctic: May reroll survival checks to endure extreme cold, keeping the better result Desert: May reroll survival checks to endure extreme heat, keeping the better result Subterranean: May reroll Perception checks but must keep the second result, even if it's worse; darkvision (p257)

abers, WP simple

ols, WP Simple istols, Simple es, Pistols, Simple us, Skill Training, advanced s, simple

Nonher 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11

12 12 13 14 15

nto 1 or 2 (can multiclass at 3)

Self Destruct 20d6 20d6 10d6 8d6 6d6 4d6 -

Radius 10 10 5 4 3 2 -

0 NPC's On this page you will find precalculated tables for hypothetical NPC's. Jedi Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 Humans +1 (2 Human) Trained Focused FEATs Talents 5 10 1 1 6 11 C1 6 11 2 2 7 12 C2 7 12 3 8 13 3, C3 8 13 4 9 14 C4 9 14 4 5 10 15 C5 10 15 6 11 16 5, C6 11 16 7 12 17 C7 12 17 6 8 13 18 C8 13 18 9 14 19 7, C9 14 19 10 15 20 C10 +1 +1 +1 Ref Fort Will 12 12 12 13 13 13 14 14 14 15 15 15 16 16 16 17 17 17 18 18 18 19 19 19 20 20 20 21 21 21 22 22 22 23 23 23 24 24 24 25 25 25 26 26 26 27 27 27 28 28 28 29 29 29 30 30 30 31 31 31

HP 30 35 41 46 52 57 63 68 74 79 85 90 96 101 107 112 118 123 129 134

BAB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Force Pts Destiny 5 1 6 1 6 1 7 1 7 1 8 2 8 2 9 2 9 2 10 2 10 3 11 3 11 3 12 3 12 3 13 4 13 4 14 4 14 4 15 4

Ability Damage Defense CL 0 1 1 1 2 2 1 3 3 1,2 2 4 4 2 5 5 3 6 6 3 7 7 3,4 4 8 8 4 9 9 5 10 10 5 11 11 5,6 6 12 12 6 13 13 7 14 14 7 15 15 7,8 8 16 16 8 17 17 9 18 18 9 19 19 9,10 10 20 20

Ability Scores (recommended) Score Mod Ability Point Buy 15 2 Cha 8 14 2 Wis 6 13 1 Str 5 12 1 Dex 4 10 0 Int 2 8 -1 Con 0

HP at 1st level: HP average:

30 5.5

Noble Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

HP 18 21 25 28 32 35 39 42 46 49 53 56 60 63 67 70 74 77 81 84

BAB 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15

Force Pts Destiny 5 1 6 1 6 1 7 1 7 1 8 2 8 2 9 2 9 2 10 2 10 3 11 3 11 3 12 3 12 3 13 4 13 4 14 4 14 4 15 4

6+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Humans +1 (2 Human) Trained Focused FEATs Talents 5 10 1 1 6 11 C1 6 11 2 2 7 12 C2 7 12 3 8 13 3, C3 8 13 4 9 14 C4 9 14 4 5 10 15 C5 10 15 6 11 16 5, C6 11 16 7 12 17 C7 12 17 6 8 13 18 C8 13 18 9 14 19 7, C9 14 19 10 15 20 C10

+1 0 +2 Ref Fort Will 12 11 13 13 12 14 14 13 15 15 14 16 16 15 17 17 16 18 18 17 19 19 18 20 20 19 21 21 20 22 22 21 23 23 22 24 24 23 25 25 24 26 26 25 27 27 26 28 28 27 29 29 28 30 30 29 31 31 30 32

Ability Damage Defense CL 0 1 1 1 2 2 1 3 3 1,2 2 4 4 2 5 5 3 6 6 3 7 7 3,4 4 8 8 4 9 9 5 10 10 5 11 11 5,6 6 12 12 6 13 13 7 14 14 7 15 15 7,8 8 16 16 8 17 17 9 18 18 9 19 19 9,10 10 20 20

Ability Scores (recommended) Score Mod Ability Point Buy 15 2 Cha 8 14 2 Int 6 13 1 Wis 5 12 1 Dex 4 10 0 Con 2 8 -1 Str 0

HP at 1st level: HP average:

18 3.5

Scoundrel Level HP 1 18 2 21 3 25 4 28 5 32 6 35 7 39 8 42 9 46 10 49 11 53 12 56 13 60 14 63 15 67 16 70 17 74 18 77 19 81 20 84

BAB 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15

Force Pts Destiny 5 1 6 1 6 1 7 1 7 1 8 2 8 2 9 2 9 2 10 2 10 3 11 3 11 3 12 3 12 3 13 4 13 4 14 4 14 4 15 4

4+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Humans +1 (2 Human) Trained Focused FEATs Talents 5 10 1 1 6 11 C1 6 11 2 2 7 12 C2 7 12 3 8 13 3, C3 8 13 4 9 14 C4 9 14 4 5 10 15 C5 10 15 6 11 16 5, C6 11 16 7 12 17 C7 12 17 6 8 13 18 C8 13 18 9 14 19 7, C9 14 19 10 15 20 C10

+2 0 +1 Ref Fort Will 13 11 12 14 12 13 15 13 14 16 14 15 17 15 16 18 16 17 19 17 18 20 18 19 21 19 20 22 20 21 23 21 22 24 22 23 25 23 24 26 24 25 27 25 26 28 26 27 29 27 28 30 28 29 31 29 30 32 30 31

Ability Damage Defense CL 0 1 1 1 2 2 1 3 3 1,2 2 4 4 2 5 5 3 6 6 3 7 7 3,4 4 8 8 4 9 9 5 10 10 5 11 11 5,6 6 12 12 6 13 13 7 14 14 7 15 15 7,8 8 16 16 8 17 17 9 18 18 9 19 19 9,10 10 20 20

Ability Scores (recommended) Score Mod Ability Point Buy 15 2 Dex 8 14 2 Int 6 13 1 Cha 5 12 1 Wis 4 10 0 Con 2 8 -1 Str 0

HP at 1st level: HP average:

18 3.5

Scout Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

HP 24 28 33 37 42 46 51 55 60 64 69 73 78 82 87 91 96 100 105 109

BAB 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15

Force Pts Destiny 5 1 6 1 6 1 7 1 7 1 8 2 8 2 9 2 9 2 10 2 10 3 11 3 11 3 12 3 12 3 13 4 13 4 14 4 14 4 15 4

5+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Humans +1 (2 Human) Trained Focused FEATs Talents 5 10 1 1 6 11 C1 6 11 2 2 7 12 C2 7 12 3 8 13 3, C3 8 13 4 9 14 C4 9 14 4 5 10 15 C5 10 15 6 11 16 5, C6 11 16 7 12 17 C7 12 17 6 8 13 18 C8 13 18 9 14 19 7, C9 14 19 10 15 20 C10

+2 +1 0 Ref Fort Will 13 12 11 14 13 12 15 14 13 16 15 14 17 16 15 18 17 16 19 18 17 20 19 18 21 20 19 22 21 20 23 22 21 24 23 22 25 24 23 26 25 24 27 26 25 28 27 26 29 28 27 30 29 28 31 30 29 32 31 30

Ability Damage Defense CL 0 1 1 1 2 2 1 3 3 1,2 2 4 4 2 5 5 3 6 6 3 7 7 3,4 4 8 8 4 9 9 5 10 10 5 11 11 5,6 6 12 12 6 13 13 7 14 14 7 15 15 7,8 8 16 16 8 17 17 9 18 18 9 19 19 9,10 10 20 20

Ability Scores (recommended) Score Mod Ability Point Buy 15 2 Dex 8 14 2 Int 6 13 1 Wis 5 12 1 Con 4 10 0 Str 2 8 -1 Cha 0

HP at 1st level: HP average:

24 4.5

Soldier Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

HP 30 35 41 46 52 57 63 68 74 79 85 90 96 101 107 112 118 123 129 134

BAB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Force Pts Destiny 5 1 6 1 6 1 7 1 7 1 8 2 8 2 9 2 9 2 10 2 10 3 11 3 11 3 12 3 12 3 13 4 13 4 14 4 14 4 15 4

3+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Humans +1 (2 Human) Trained Focused FEATs Talents 5 10 1 1 6 11 C1 6 11 2 2 7 12 C2 7 12 3 8 13 3, C3 8 13 4 9 14 C4 9 14 4 5 10 15 C5 10 15 6 11 16 5, C6 11 16 7 12 17 C7 12 17 6 8 13 18 C8 13 18 9 14 19 7, C9 14 19 10 15 20 C10

+1 +2 0 Ref Fort Will 12 13 11 13 14 12 14 15 13 15 16 14 16 17 15 17 18 16 18 19 17 19 20 18 20 21 19 21 22 20 22 23 21 23 24 22 24 25 23 25 26 24 26 27 25 27 28 26 28 29 27 29 30 28 30 31 29 31 32 30

Ability Damage Defense CL 0 1 1 1 2 2 1 3 3 1,2 2 4 4 2 5 5 3 6 6 3 7 7 3,4 4 8 8 4 9 9 5 10 10 5 11 11 5,6 6 12 12 6 13 13 7 14 14 7 15 15 7,8 8 16 16 8 17 17 9 18 18 9 19 19 9,10 10 20 20

Ability Scores (recommended) Score Mod Ability Point Buy 15 2 Dex 8 14 2 Con 6 13 1 Str 5 12 1 Int 4 10 0 Wis 2 8 -1 Cha 0

HP at 1st level: HP average:

30 5.5

Nonheroic Level HP 1 2 2 5 3 7 4 10 5 12 6 15 7 17 8 20 9 22 10 25 11 27 12 30 13 32 14 35 15 37 16 40 17 42 18 45 19 47 20 50

BAB 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15

Force Pts Destiny 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

1+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Humans +1 (2 Human) Trained Focused FEATs Talents 5 10 3 6 11 6 11 1 7 12 7 12 8 13 2 8 13 9 14 9 14 3 10 15 10 15 11 16 4 11 16 12 17 12 17 5 13 18 13 18 14 19 6 14 19 15 20

0 0 0 Ref Fort Will 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10

Ability Damage Defense CL 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 1 0 0 2 0 0 2 2 0 0 2 0 0 3 0 0 3 0 0 3 3 0 0 4 0 0 4 0 0 4 0 0 5 4 0 0 5 0 0 5 0 0 6 0 0 6 5 0 0 6

Ability Scores (recommended) Score Mod Ability Point Buy 15 2 8 14 2 6 13 1 5 12 1 4 10 0 2 8 -1 0

HP at 1st level: HP average:

0 2.5

Beast Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

HP 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90

BAB 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15

Force Pts Destiny 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

1+Int Skill 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Trained 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15

Focused 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 20

FEATs 1 2 3 4 5,6 7 8 9 10,11 12 13 14 15,16 17

Talents

0 0 0 Ref Fort Will 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10

Ability Damage Defense CL 0 0 0 0 0 1 0 0 2 1 0 0 3 0 0 4 0 0 5 0 0 6 2 0 0 7 0 0 8 0 0 9 0 0 10 3 0 0 11 0 0 12 0 0 13 0 0 14 4 0 0 15 0 0 16 0 0 17 0 0 18 5 0 0 19

Ability Scores Beasts have Int 1 or 2

HP at 1st level: HP average:

0 4.5

Note the Prestige Charts work best if the Prestige class is taken at the first level of eligibility. Ace Pilot Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45 6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4 per class Skill 4 4 5 5 6 6 7 7 8 8 4 2 0 Ref Fort Will Ability Damage Defense CL 22 20 18 3,4 4 8 8 23 21 19 4 9 9 24 22 20 5 10 10 25 23 21 5 11 11 26 24 22 5,6 6 12 12 27 25 23 6 13 13 28 26 24 7 14 14 29 27 25 7 15 15 30 28 26 7,8 8 16 16 31 29 27 8 17 17 add in base class bonuses using the higher number only

BAB+ 0 1 2 3 3 4 5 6 6 7

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

Assassin Level HP+ 1/8 5 2/9 11 3/10 16 4/11 22 5/12 27 6/13 33 7/14 38 8/15 44 9/16 49 10/17 55

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

4 2 0 Talents Ref Fort Will Ability Damage Defense CL 1 22 20 18 3,4 4 8 8 23 21 19 4 9 9 2 24 22 20 5 10 10 25 23 21 5 11 11 3 26 24 22 5,6 6 12 12 27 25 23 6 13 13 4 28 26 24 7 14 14 29 27 25 7 15 15 5 30 28 26 7,8 8 16 16 31 29 27 8 17 17 add in base class bonuses using the higher number only

Bounty Hunter Level HP+ BAB+ 1/8 5 1 2/9 11 2 3/10 16 3 4/11 22 4 5/12 27 5 6/13 33 6 7/14 38 7 8/15 44 8 9/16 49 9 10/17 55 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

4 2 0 Ref Fort Will Ability Damage Defense CL 22 20 18 3,4 4 8 8 23 21 19 4 9 9 24 22 20 5 10 10 25 23 21 5 11 11 26 24 22 5,6 6 12 12 27 25 23 6 13 13 28 26 24 7 14 14 29 27 25 7 15 15 30 28 26 7,8 8 16 16 31 29 27 8 17 17 add in base class bonuses using the higher number only

Charlatan Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 0 4 Talents Ref Fort Will Ability Damage Defense CL 1 20 18 22 3,4 4 8 8 21 19 23 4 9 9 2 22 20 24 5 10 10 23 21 25 5 11 11 3 24 22 26 5,6 6 12 12 25 23 27 6 13 13 4 26 24 28 7 14 14 27 25 29 7 15 15 5 28 26 30 7,8 8 16 16 29 27 31 8 17 17 add in base class bonuses using the higher number only

Corporate Agent Level HP+ BAB+ 1/8 4 0 2/9 9 1 3/10 13 2 4/11 18 3 5/12 22 3 6/13 27 4 7/14 31 5 8/15 36 6 9/16 40 6 10/17 45 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 0 4 Ref Fort Will Ability Damage Defense CL 20 18 22 3,4 4 8 8 21 19 23 4 9 9 22 20 24 5 10 10 23 21 25 5 11 11 24 22 26 5,6 6 12 12 25 23 27 6 13 13 26 24 28 7 14 14 27 25 29 7 15 15 28 26 30 7,8 8 16 16 29 27 31 8 17 17 add in base class bonuses using the higher number only

Crime Lord Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 0 4 Talents Ref Fort Will Ability Damage Defense CL 1 20 18 22 3,4 4 8 8 2 21 19 23 4 9 9 3 22 20 24 5 10 10 4 23 21 25 5 11 11 5 24 22 26 5,6 6 12 12 6 25 23 27 6 13 13 7 26 24 28 7 14 14 8 27 25 29 7 15 15 9 28 26 30 7,8 8 16 16 10 29 27 31 8 17 17 add in base class bonuses using the higher number only

Droid Commander Level HP+ BAB+ 1/8 5 1 2/9 11 2 3/10 16 3 4/11 22 4 5/12 27 5 6/13 33 6 7/14 38 7 8/15 44 8 9/16 49 9 10/17 55 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 2 2 Ref Fort Will Ability Damage Defense CL 20 20 20 3,4 4 8 8 21 21 21 4 9 9 22 22 22 5 10 10 23 23 23 5 11 11 24 24 24 5,6 6 12 12 25 25 25 6 13 13 26 26 26 7 14 14 27 27 27 7 15 15 28 28 28 7,8 8 16 16 29 29 29 8 17 17 add in base class bonuses using the higher number only

Elite Trooper Level HP+ 1/8 6 2/9 13 3/10 19 4/11 26 5/12 32 6/13 39 7/14 45 8/15 52 9/16 58 10/17 65

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 6.5 6.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 4 0 Talents Ref Fort Will Ability Damage Defense CL 1 20 22 18 3,4 4 8 8 21 23 19 4 9 9 2 22 24 20 5 10 10 23 25 21 5 11 11 3 24 26 22 5,6 6 12 12 25 27 23 6 13 13 4 26 28 24 7 14 14 27 29 25 7 15 15 5 28 30 26 7,8 8 16 16 29 31 27 8 17 17 add in base class bonuses using the higher number only

Enforcer Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

4 0 2 Ref Fort Will Ability Damage Defense CL 22 18 20 3,4 4 8 8 23 19 21 4 9 9 24 20 22 5 10 10 25 21 23 5 11 11 26 22 24 5,6 6 12 12 27 23 25 6 13 13 28 24 26 7 14 14 29 25 27 7 15 15 30 26 28 7,8 8 16 16 31 27 29 8 17 17 add in base class bonuses using the higher number only

Force Adept Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 2 4 Talents Ref Fort Will Ability Damage Defense CL 1 20 20 22 3,4 4 8 8 21 21 23 4 9 9 2 22 22 24 5 10 10 23 23 25 5 11 11 3 24 24 26 5,6 6 12 12 25 25 27 6 13 13 4 26 26 28 7 14 14 27 27 29 7 15 15 5 28 28 30 7,8 8 16 16 29 29 31 8 17 17 add in base class bonuses using the higher number only

Force Disciple Level HP+ 1/13 4 2/14 9 3/15 13 4/16 18 5/17 22

BAB+ 0 1 2 3 3

7 base Force Pts Destiny 11 3 12 3 12 3 13 4 13 4

per class Skill 6 7 7 8 8

Trained 11 12 12 13 13

Focused 16 17 17 18 18

FEATs

Talents 1 2 3

6

3 3 6 Ref Fort Will 26 26 29 27 27 30 28 28 31 29 29 32 30 30 33

Ability Damage Defense CL 6 13 13 7 14 14 7 15 15 8 16 16 8 17 17

HP at 1st level of prestige: HP average:

4.5 4.5

add in base class bonuses using the higher number only

Gladiator Level HP+ 1/8 5 2/9 11 3/10 16 4/11 22 5/12 27 6/13 33 7/14 38 8/15 44 9/16 49 10/17 55

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

4 2 0 Talents Ref Fort Will Ability Damage Defense CL 1 22 20 18 3,4 4 8 8 23 21 19 4 9 9 2 24 22 20 5 10 10 25 23 21 5 11 11 3 26 24 22 5,6 6 12 12 27 25 23 6 13 13 4 28 26 24 7 14 14 29 27 25 7 15 15 5 30 28 26 7,8 8 16 16 31 29 27 8 17 17 add in base class bonuses using the higher number only

Gunslinger Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

4 0 2 Ref Fort Will Ability Damage Defense CL 22 18 20 3,4 4 8 8 23 19 21 4 9 9 24 20 22 5 10 10 25 21 23 5 11 11 26 22 24 5,6 6 12 12 27 23 25 6 13 13 28 24 26 7 14 14 29 25 27 7 15 15 30 26 28 7,8 8 16 16 31 27 29 8 17 17 add in base class bonuses using the higher number only

Imperial Knight Level HP+ BAB+ 1/8 5 1 2/9 11 2 3/10 16 3 4/11 22 4 5/12 27 5 6/13 33 6 7/14 38 7 8/15 44 8 9/16 49 9 10/17 55 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 2 2 Talents Ref Fort Will Ability Damage Defense CL 1 20 20 20 3,4 4 8 8 21 21 21 4 9 9 2 22 22 22 5 10 10 23 23 23 5 11 11 3 24 24 24 5,6 6 12 12 25 25 25 6 13 13 4 26 26 26 7 14 14 27 27 27 7 15 15 5 28 28 28 7,8 8 16 16 29 29 29 8 17 17 add in base class bonuses using the higher number only

Improviser Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 0 4 Ref Fort Will Ability Damage Defense CL 20 18 22 3,4 4 8 8 21 19 23 4 9 9 22 20 24 5 10 10 23 21 25 5 11 11 24 22 26 5,6 6 12 12 25 23 27 6 13 13 26 24 28 7 14 14 27 25 29 7 15 15 28 26 30 7,8 8 16 16 29 27 31 8 17 17 add in base class bonuses using the higher number only

Independent Droid Level HP+ BAB+ 1/4 6 0 2/5 13 1 3/6 19 2 4/7 26 3 5/8 32 3 6/9 39 4 7/10 45 5 8/11 52 6 9/12 58 6 10/13 65 7

6 base Force Pts Destiny 8 1 8 1 9 2 9 2 10 2 10 2 11 2 11 3 12 3 12 3

per class Skill 2 2 3 3 4 4 5 5 6 6

Trained 7 7 8 8 9 9 10 10 11 11 6.5 6.5

Focused 12 12 13 13 14 14 15 15 16 16

FEATs

3

4

5

HP at 1st level of prestige: HP average:

2 0 4 Talents Ref Fort Will Ability Damage Defense CL 1 16 14 18 1,2 2 4 4 17 15 19 2 5 5 2 18 16 20 3 6 6 19 17 21 3 7 7 3 20 18 22 3,4 4 8 8 21 19 23 4 9 9 4 22 20 24 5 10 10 23 21 25 5 11 11 5 24 22 26 5,6 6 12 12 25 23 27 6 13 13 add in base class bonuses using the higher number only

Infiltrator Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

4 0 2 Talents Ref Fort Will Ability Damage Defense CL 1 22 18 20 3,4 4 8 8 23 19 21 4 9 9 2 24 20 22 5 10 10 25 21 23 5 11 11 3 26 22 24 5,6 6 12 12 27 23 25 6 13 13 4 28 24 26 7 14 14 29 25 27 7 15 15 5 30 26 28 7,8 8 16 16 31 27 29 8 17 17 add in base class bonuses using the higher number only

Jedi Knight Level HP+ 1/8 5 2/9 11 3/10 16 4/11 22 5/12 27 6/13 33 7/14 38 8/15 44 9/16 49 10/17 55

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 2 2 Talents Ref Fort Will Ability Damage Defense CL 1 20 20 20 3,4 4 8 8 21 21 21 4 9 9 2 22 22 22 5 10 10 23 23 23 5 11 11 3 24 24 24 5,6 6 12 12 25 25 25 6 13 13 4 26 26 26 7 14 14 27 27 27 7 15 15 5 28 28 28 7,8 8 16 16 29 29 29 8 17 17 add in base class bonuses using the higher number only

Jedi Master Level HP+ 1/13 5 2/14 11 3/15 16 4/16 22 5/17 27

BAB+ 0 1 2 3 3

7 base Force Pts Destiny 11 3 12 3 12 3 13 4 13 4

per class Skill 6 7 7 8 8

Trained 11 12 12 13 13

Focused 16 17 17 18 18

FEATs

Talents 1 2 3

6

3 3 3 Ref Fort Will 26 26 26 27 27 27 28 28 28 29 29 29 30 30 30

Ability Damage Defense CL 6 13 13 7 14 14 7 15 15 8 16 16 8 17 17

HP at 1st level of prestige: HP average:

5.5 5.5

add in base class bonuses using the higher number only

Martial Arts Master Level HP+ BAB+ 1/8 5 1 2/9 11 2 3/10 16 3 4/11 22 4 5/12 27 5 6/13 33 6 7/14 38 7 8/15 44 8 9/16 49 9 10/17 55 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 4 0 Talents Ref Fort Will Ability Damage Defense CL 1 20 22 18 3,4 4 8 8 21 23 19 4 9 9 2 22 24 20 5 10 10 23 25 21 5 11 11 3 24 26 22 5,6 6 12 12 25 27 23 6 13 13 4 26 28 24 7 14 14 27 29 25 7 15 15 5 28 30 26 7,8 8 16 16 29 31 27 8 17 17 add in base class bonuses using the higher number only

Master Privateer Level HP+ BAB+ 1/8 5 1 2/9 11 2 3/10 16 3 4/11 22 4 5/12 27 5 6/13 33 6 7/14 38 7 8/15 44 8 9/16 49 9 10/17 55 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 0 4 Ref Fort Will Ability Damage Defense CL 20 18 22 3,4 4 8 8 21 19 23 4 9 9 22 20 24 5 10 10 23 21 25 5 11 11 24 22 26 5,6 6 12 12 25 23 27 6 13 13 26 24 28 7 14 14 27 25 29 7 15 15 28 26 30 7,8 8 16 16 29 27 31 8 17 17 add in base class bonuses using the higher number only

Medic Level 1/8 2/9 3/10 4/11 5/12 6/13 7/14 8/15 9/16 10/17

HP+ 4 9 13 18 22 27 31 36 40 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

0 4 2 Talents Ref Fort Will Ability Damage Defense CL 1 18 22 20 3,4 4 8 8 19 23 21 4 9 9 2 20 24 22 5 10 10 21 25 23 5 11 11 3 22 26 24 5,6 6 12 12 23 27 25 6 13 13 4 24 28 26 7 14 14 25 29 27 7 15 15 5 26 30 28 7,8 8 16 16 27 31 29 8 17 17 add in base class bonuses using the higher number only

Melee Duelist Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

4 0 2 Ref Fort Will Ability Damage Defense CL 22 18 20 3,4 4 8 8 23 19 21 4 9 9 24 20 22 5 10 10 25 21 23 5 11 11 26 22 24 5,6 6 12 12 27 23 25 6 13 13 28 24 26 7 14 14 29 25 27 7 15 15 30 26 28 7,8 8 16 16 31 27 29 8 17 17 add in base class bonuses using the higher number only

Military Engineer Level HP+ BAB+ 1/8 4 0 2/9 9 1 3/10 13 2 4/11 18 3 5/12 22 3 6/13 27 4 7/14 31 5 8/15 36 6 9/16 40 6 10/17 45 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

5

6

HP at 1st level of prestige: HP average:

2 2 2 Talents Ref Fort Will Ability Damage Defense CL 1 20 20 20 3,4 4 8 8 21 21 21 4 9 9 2 22 22 22 5 10 10 23 23 23 5 11 11 3 24 24 24 5,6 6 12 12 25 25 25 6 13 13 4 26 26 26 7 14 14 27 27 27 7 15 15 5 28 28 28 7,8 8 16 16 29 29 29 8 17 17 add in base class bonuses using the higher number only

Officer Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

Outlaw Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

HP at 1st level of prestige: 4.5 HP average: 4.5 6 base per class Force Pts Destiny Skill Trained 10 2 4 9 11 2 4 9 11 2 5 10 12 3 5 10 12 3 6 11 13 3 6 11 13 3 7 12 14 3 7 12 14 4 8 13 15 4 8 13 HP at 1st level of prestige: HP average: 4.5 4.5

2 0 4 Ref Fort Will Ability Damage Defense CL 20 18 22 3,4 4 8 8 21 19 23 4 9 9 22 20 24 5 10 10 23 21 25 5 11 11 24 22 26 5,6 6 12 12 25 23 27 6 13 13 26 24 28 7 14 14 27 25 29 7 15 15 28 26 30 7,8 8 16 16 29 27 31 8 17 17 add in base class bonuses using the higher number only 4 2 0 Ref Fort Will Ability Damage Defense CL 22 20 18 3,4 4 8 8 23 21 19 4 9 9 24 22 20 5 10 10 25 23 21 5 11 11 26 24 22 5,6 6 12 12 27 25 23 6 13 13 28 26 24 7 14 14 29 27 25 7 15 15 30 28 26 7,8 8 16 16 31 29 27 8 17 17 add in base class bonuses using the higher number only

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

Pathfinder Level HP+ 1/8 5 2/9 11 3/10 16 4/11 22 5/12 27 6/13 33 7/14 38 8/15 44 9/16 49 10/17 55

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 4 0 Ref Fort Will Ability Damage Defense CL 20 22 18 3,4 4 8 8 21 23 19 4 9 9 22 24 20 5 10 10 23 25 21 5 11 11 24 26 22 5,6 6 12 12 25 27 23 6 13 13 26 28 24 7 14 14 27 29 25 7 15 15 28 30 26 7,8 8 16 16 29 31 27 8 17 17 add in base class bonuses using the higher number only

Saboteur Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 0 4 Ref Fort Will Ability Damage Defense CL 20 18 22 3,4 4 8 8 21 19 23 4 9 9 22 20 24 5 10 10 23 21 25 5 11 11 24 22 26 5,6 6 12 12 25 23 27 6 13 13 26 24 28 7 14 14 27 25 29 7 15 15 28 26 30 7,8 8 16 16 29 27 31 8 17 17 add in base class bonuses using the higher number only

Shaper Level HP+ 1/8 4 2/9 9 3/10 13 4/11 18 5/12 22 6/13 27 7/14 31 8/15 36 9/16 40 10/17 45

BAB+ 0 1 2 3 3 4 5 6 6 7

Force Pts Destiny 0 2 0 2 0 2 0 3 0 3 0 3 0 3 0 3 0 4 0 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

0 2 4 Ref Fort Will Ability Damage Defense CL 18 20 22 3,4 4 8 8 19 21 23 4 9 9 20 22 24 5 10 10 21 23 25 5 11 11 22 24 26 5,6 6 12 12 23 25 27 6 13 13 24 26 28 7 14 14 25 27 29 7 15 15 26 28 30 7,8 8 16 16 27 29 31 8 17 17 add in base class bonuses using the higher number only

Sith Apprentice Level HP+ BAB+ 1/8 5 1 2/9 11 2 3/10 16 3 4/11 22 4 5/12 27 5 6/13 33 6 7/14 38 7 8/15 44 8 9/16 49 9 10/17 55 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 2 2 Ref Fort Will Ability Damage Defense CL 20 20 20 3,4 4 8 8 21 21 21 4 9 9 22 22 22 5 10 10 23 23 23 5 11 11 24 24 24 5,6 6 12 12 25 25 25 6 13 13 26 26 26 7 14 14 27 27 27 7 15 15 28 28 28 7,8 8 16 16 29 29 29 8 17 17 add in base class bonuses using the higher number only

Sith Lord Level HP+ 1/13 5 2/14 11 3/15 16 4/16 22 5/17 27

BAB+ 0 1 2 3 3

7 base Force Pts Destiny 11 3 12 3 12 3 13 4 13 4

per class Skill 6 7 7 8 8

Trained 11 12 12 13 13

Focused 16 17 17 18 18

FEATs

Talents 1 2 3

6

3 3 3 Ref Fort Will 26 26 26 27 27 27 28 28 28 29 29 29 30 30 30

Ability Damage Defense CL 6 13 13 7 14 14 7 15 15 8 16 16 8 17 17

HP at 1st level of prestige: HP average:

5.5 5.5

add in base class bonuses using the higher number only

Vanguard Level HP+ 1/8 5 2/9 11 3/10 16 4/11 22 5/12 27 6/13 33 7/14 38 8/15 44 9/16 49 10/17 55

BAB+ 1 2 3 4 5 6 7 8 9 10

6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4

per class Skill 4 4 5 5 6 6 7 7 8 8

Trained 9 9 10 10 11 11 12 12 13 13 5.5 5.5

Focused 14 14 15 15 16 16 17 17 18 18

FEATs 4

Talents 1 2

5

3 4

6 5

HP at 1st level of prestige: HP average:

2 4 0 Ref Fort Will Ability Damage Defense CL 20 22 18 3,4 4 8 8 21 23 19 4 9 9 22 24 20 5 10 10 23 25 21 5 11 11 24 26 22 5,6 6 12 12 25 27 23 6 13 13 26 28 24 7 14 14 27 29 25 7 15 15 28 30 26 7,8 8 16 16 29 31 27 8 17 17 add in base class bonuses using the higher number only

Left blank intentionally Level 1/8 2/9 3/10 4/11 5/12 6/13 7/14 8/15 9/16 10/17 HP+ 4 9 13 18 22 27 31 36 40 45 BAB+ 0 1 2 3 3 4 5 6 6 7 6 base Force Pts Destiny 10 2 11 2 11 2 12 3 12 3 13 3 13 3 14 3 14 4 15 4 per class Skill 4 4 5 5 6 6 7 7 8 8 Trained 9 9 10 10 11 11 12 12 13 13 4.5 4.5 Focused 14 14 15 15 16 16 17 17 18 18 FEATs 4 2 5 3 4 6 5 Talents 1 0 0 0 Ref Fort Will Ability Damage Defense CL 18 18 18 3,4 4 8 8 19 19 19 4 9 9 20 20 20 5 10 10 21 21 21 5 11 11 22 22 22 5,6 6 12 12 23 23 23 6 13 13 24 24 24 7 14 14 25 25 25 7 15 15 26 26 26 7,8 8 16 16 27 27 27 8 17 17 add in base class bonuses using the higher number only

HP at 1st level of prestige: HP average:

SPECIES

CONDITIONAL FEAT

L F W UR CR W K K SV GW SV GI T SV CR F K J CR L UR L C L F UR T SV C L J GW GI

BOOK

198 12 10 284 10 11 154 11 154 10 26 6 23 13 12 106 24 211 11 10 159 11 192 126 34 7 91 12 128 12 11

PAGE

WEB w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w

NPC or PC? N P N P N N P P N P N P N P P P P N P N P P N P N P N P N P N P P

STR

DEX

CON

INT

WIS

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

Advozse Aleena Amanin Anzati Aqualish Arcona Arkanian Arkanian Offshoot Balosar Barabel Barabel Bith Bith Blood Carver Bothan Caamasi Cathar Celegian Cerean Chadra-Fan Chadra-Fan Chagrian Chagrian Chiss Chiss Chiss Chistori Clawdite Clone, Republic Codru-Ji Croke (best guess) Dashade Defel

-2 2 2

2 -2

2 -2 -2

M S M M M M M M

6 4 6 6 6 6 6 6

0.8 1.7

50 60

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

L

1 1

L Toughness 2 D one SF Endurance, Mechanics, Pilot, Survival or Treat Injury D D 2 2

2 2 2* 2* 2 -2 -2 -2 -2

-2 -2

-2 2 -2

1.8 1.8

75 75

2 2

-2 -2 -2 2 2 -2

2

-2 -2 2 2 -2 2 -2 -2 2 -2 -2 -2 -2

2 -2

4 -2 2 2

2 -2 -2

2

2 2

2 2 2 2 -2 -2 2

2 -2 2

-2

-2

M 6 M 6 2 M 6 M 6 1.7 M 6 M 6 2 M 6 1.6 M 6 1.8 M 8 1.7 M 6/10 M 6 2/1.8 S 4 S 4 1 M 6 1.9 M 6 1.9 M 6 1.85/1.7 M 6 1.85/1.7 M 6 1.85/1.7 M 6 M 6 1.8/1.6 M 6 1.8/1.6 M 6 1.6 D 4 M 6 1.85 S 6 1.4

110 75 65/60 55 80 85 78/58 20 95/85 95/85 85/65 85/65 85/65 65/55 75/55 65/60 90 45

SF Acrobatics 2 SF Gather Info

SF Initiative D D L L L L L DR2 +1 feat at 1st Dual Weapon Mastery I

SPECIES

CONDITIONAL FEAT

L 214 W L 214 W K 12 SGD 11 SGD SGD SGD SGD SGD SGD 11 11 12 12 12 13

SGD C CR UR GI CR SV K F GI CR SV C

BOOK

25 127 133 25 8 13 14 12 26 8 11

PAGE 13 10

WEB w w w w w w w w w w w w w w w w w w w w w w w w w

NPC or PC? N N N N P P P P P P N P P P

STR

DEX

CON

INT

WIS

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

Devaronian (females) Devaronian (females) Devaronian (males) Devaronian (males) Draethos Droid, Astromech Droid Droid, Battle Droid Droid, Labor Droid Droid, Mechanic Droid Droid, Medical Droid

-2 -2 2 2 2

2 2 -2 -2 2

2 2 -2 -2 -2 -2

M M M M M S M M M M M M

6 6 6 6 6 6/4 6 6 6 6 6 6

1.8

70

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

L

1

SF Deception SF Deception SF Deception SF Deception gain WP Advanced Melee Weapons

2 2 -2

-2 -2 2 2 2 2

1 Armor & 1 Weapon Proficiency

-2

P Droid, Probe Droid P Droid, Protocol Droid

-2

-2 2

P Droid, Service Droid P Dug P Duros N Ebruchi Elomin Ewok Falleen Feeorin

-2 2 2 2 -2 2 2 -2 2 -2 2 2 -2 2 2 -2 -2 -2 -2

2 -2

M S M M M S M M M S M M L

6 6 6 6 6 4 6 6 6 6 6 6 8 1 1.8 35/30 70

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

-2 -2 2 -2

2 Improved Damage Threshold w/Con 13

1 1.6/1.4 2.2 1.9 1.3 1.8 1.6/1.4 2.5

30 55/45 125 90 40 140 80/70 145

SF Survival L L 2 Force Sensitivity

P Felucian P Fosh P Gamorrean P Gand P Gen'Dai 2

2 -2

2 -2 2 -2

2 D

Improved Damage Threshold

4

-2 -2

SPECIES

CONDITIONAL FEAT

F CR GI SV CR CR C UR CR SV C C CR C K UR K L J UR UR GW T K K T CR

BOOK C GI GI

181 13 14 15 26 15 155 23 284 12 12 27 9 12 13 28 14 14 131 15 13 111 12 135 12 117 15 16 31 28

PAGE

WEB w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w

NPC or PC? P P P N P N P P P P P P P P P N P P N P N

STR

DEX

CON

INT

WIS

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

N Geonosian P Givin P Gotal Gran Gungan Herglic Houk Human Hutt Iktotchi Ishi Tib Ithorian Jawa Kaleesh Kaminoan Kel Dor Kerkoiden Khil Killik Kissai Klatoonian Krevaaki Krevaaki Lugubraa

2 -2

-2 2

-2

M M M M M L M M L M M M S M M M M M M M M M M M S

6/6 6 6 6 6/4 6 6 6 2 6 6 6 4 6 6 6 6 6 6 6 6 6 6 6 4 8 6 6 6 6/4

1.8 2 1.6 1.8 2.2 1.8/1.6 1.8 1.8 2 1 1.8/1.6 2.7/2.1 1.8 1.4 1.5 1.8 1.8 2

70 85 80 70 110 75/55 80 60 90 25/20 80/75 70/65 70 55 60 90 80/75 65

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

L DR2 L D L Precise Shot with PB Shot 2 SF Gather Info 1 +1 feat at 1st 1 L 2 SF Knowledge (life sciences) D D 2 L SF Survival SF Treat Injury 2

4 2 2

2 -4 2 -6 2 2

-2 -2 -2 2

2 -2 -2

-2 2 2 2 2 -2 2 2 2 -2 -2 2 2 -2 2 2 -2 -2

-2

-2 2 -2 2

2 -2 -2 -2 2 2

-2 2

2 -2 -2

L

1 lanvorak simple not exotic 2 1 1 1 1 SF Climb Improved Damage Threshold

2 -2 4 4

-2

2

D

P Lurmen N Mantellian Savrip P Massassi P Miraluka N Miraluka P Mon Calamari

1

20

-2

4

-4 -2 2 2 2

-4 -2

-4 -2

L M M M M

2 SF Survival Force Training with Use the Force Force Training with Use the Force SF Perception

1.9 1.8 1.8 1.8

95 75 75 72

-2 -2 -2

2

L

SPECIES

CONDITIONAL FEAT

L C W UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR UR CR GI C

BOOK GI

18 18 163 163 18 18 18 18 18 18 18 18 18 18 18 18 18 179 18 18 18 18 18 18 18 18 18 285 17 16

PAGE 16 14 15

WEB w w w w X X X w w w

NPC or PC? P P P N N N N N N N N N N N N N N N N N N N N N N N N N N N N P P

STR

DEX

CON

INT

WIS

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

P Mrlssi

-2

2

2

S

4 6 6/4 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6

1.2 1.8/1.6 1.8 2.1

40 60/45 75 130

Y Y 2 Y L DR2 Y Y* Y* Y Y Y* Y* Y* Y* Y* Y* D Y* Y* Y* Y* L Y* 1 Y* Y*

SF Persuasion WP tehk'la blades with Simple

Nagai 2 -2 2 M Nautolan 2 -2 -2 M Nazren 2 -2 2 -2 M Near-Human Ability adjustment 2/-2 2/-2 2/-2 2/-2 2/-2 2/-2 M Near-Human Additional arms M Near-Human Altiri M Near-Human Anarrian M Near-Human Biotech augmentation M Near-Human Breathe underwater M Near-Human Climate adaptation M Near-Human Conductive M Near-Human Cultural cybernetics M Near-Human Darkvision M Near-Human Empath M Near-Human Expert swimmer M Near-Human Heightened awareness M Near-Human Low-light vision M Near-Human Natural armor M Near-Human Natural weapon M Near-Human Naturally acrobatic M Near-Human O'reenians M Near-Human Persistent M Near-Human Quick M Near-Human Quick healing M Near-Human Resistant M Near-Human Scent M Near-Human Spring step M Near-Human Strength surge M Near-Human Weapon familiarity M Near-Human Visually striking M Neimodian -2 2 2 M Neimoidian -2 2 M Nelvaanian -2 2 M

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

1.9 2/1.5

Y* Y* Y* Y* Y* Y* Y* Y* Y* Y 70 Y 130/50 N L

2

SPECIES

CONDITIONAL FEAT

UR F F GI GI W W W CR K T CR SV L K J UR W UR K UR UR UR D9 CR F GW J GW UR F F

BOOK

13 185 15 144 131

29 17 153 29 10 204 18 79 14 14 19 143 15 147 12 30 16 13 109 14 149 17 17

PAGE

WEB w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w

NPC or PC? P N P N N P N N P P N P P N P N P N P P N P N N P P P N P N

STR

DEX

CON

INT

WIS

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

Nikto Noghri Nosaurian Nyriaanan Pa'lowick Pau'an Phindian Polis Massan Quarren Rakata Replica Droid Rodian Ryn Sakiyan Selkath Shard Shistavanen Skakoan Sluissi Snivvian Sorcerer of Rhand Squib Ssi-Ruuk Stereb Sullustan Talz Taung Tchuukthai (best guess) Thakwaash Tof

2 2 2 -2 -2

-2 2 2 2 2 2

-2 -4 -2 -2 2 -2

M S M M M M M S M M M M M M M M M M S M S M M M M M L M L L M

6 4 6 6 6 6 6 6 6/4 6 6 6 6 6/4 6 6 6 4 6 6 6 6 6 6 6 6 6 6 6 6

1.8 1.4

60 75

1.9

70

Y* N Y N L N Y L Y Y Y N Y Y Y Y N Y N Y Y N Y Y N N Y N Y Y N N Y Y D L

2

2 Running Attack with Dex 13 Bonus Feat like humans at 1st level SF Persuasion SF Mechanics, Skill training (Knowledge [technology]) SF Treat Injury SF Persuasion Weapon Focus with simple or exotic SF Deception SF Survival

-2 2 2 2 2 2

2 -2 -2 -2

-2 -2 -2 2

1.8 2 1.6 1.6/1.4

72 85 60 60/50

L

D

2

SF Perception

2 -2 2 -2 -2 -2 -2 2 4 -2 2 -2 2 2 -2 2 2 2 -2 2 2 4 2 2 -2 -2 -2 -2 -2 2 -2 -2

1.5 1.6 1.7 1.4 1

60 60 60 55 22

L

SF Perception AP (light), SF Mechanics Tech Specialist w/Mechanics Force-sensitivity, Force Training* Squib tensor rifle w/WP (rifle) SF Persuasion SF Mechanics with stone SF Mechanics 1 1 Rapid Shot or Rapid Strike, Mighty Swing if have Martial Arts I & Str 13 1 1

-2

2 D D D 2

1.5 2 2 2.8

55 90 95 130

4 2 4

-2 -2 -2 2 -2

-2 -2

P Togorian P Togruta

2.5 1.7

170 75

L

1

SPECIES

CONDITIONAL FEAT

SV CR GW W CR SV F D4 GI C T UR L L UR F CR SV J C F GW L CR GW CR L GW

BOOK

31 12 223 18 160 127 153 59 15 16 18 32 156 107 17 19 16 16 285 17 32 17 17

PAGE 11 31 15

WEB w w w w w w w w w w w w w w w w w w w w w w w w w w w w

NPC or PC? P P P N P P N N P N N N N P P P P N N P P P P N P P P P

STR

DEX

CON

INT

WIS

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

Toydarian Trandoshan Trianii Tusken Raider Twi'lek Ubese Ugnaught (best guess) Ugor (best guess) Umbaran Umbaran Utai Vagaari Vahla Weequay Verpine Whiphid Wookiee Wroonian Vultan Vurk Yarkora Yevetha Yuuzhan Vong Yuuzhan Vong Yuzzem Zabrak Zeltron Zygerrian

-2 2

2 -2 2 2 -2 -2 2 -2 -2

2

2

-2 -2 2

2 2

2 -2

S M M M M M S M M M S M M M M L M M M M M M M M L M M M

4/6 6 6 6 6 6 6 4 6 6 4

1.2 2 2 1.8/1.6 1.9/1.7

50/45 80 95 55 65/55

1.7

60

N Y N N Y Y Y Y Y Y N

D

1

SF Deception Toughness

L

2 SF Perception

D L L

SF Gather Info SF Persuasion

2 -2 2 4 4 2 -2 -2 -2 2 -2 -2 2 2 2 4 2 -2 2 2

-2 -2 -2 -2 -2 2 -2 -2 -2 -2 -2 2 2 -2

-2

-2 2

2

6 N 6 Y 6 1.7/1.6 75/65 N 6 1.9 60 Y 6 2.5 55 N 6 2.2/2 125/100 Y 6 Y 6 Y 6/4 2.1/1.9 90/85 Y 6 2 95 Y 6 1.9 80 N 6 1.9/1.7 70/60 N 6 1.9/1.7 70/60 N 6 2.5 180 N 6 1.8 75 Y 6 1.8/1.65 70/55 Y 6 1.7 60 Y

1 1

SF Deception Force-sensitivity SF Endurance SF Mechanics WP bowcasters with rifles 2

WP amphistaff with Simple WP amphistaff with Simple 1 1 1 2 Martial Arts I

Notes: 129 Species Devaronians (M/F) Replica Droid

SPECIES

CONDITIONAL FEAT

BOOK

PAGE

WEB

NPC or PC?

Notes: 129 Species Devaronians (M/F) Replica Droid Droid models = 8 Clone, Republic Near-Humans from UR 3 specific, 24 Traits repeated: Barabel Bith Chadra-Fan Chagrian Chiss x2 Devaronians (M/F) Krevaaki Miraluka Neimodian Umbaran Yuuzhan Vong

STR

DEX

CON

INT

WIS

1 Weapon Focus (lightsabers) 2 WP (advanced melee weapons) 3 WP (rifles) 4 WP (heavy weapons)

CHA

Size

Speed

Height

Weight

Basic?

Vis

Ref

Fort

Will

SKILLS

TRAITS

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

swif +2 Dex skills & spd 8, rnds = Con mod, -1 down track reach 2sq, primitive, roll (-5 Perception double spd) Survival to track + = target's FP, stan v. Will Def w/in 6sq for target to lose stan next turn (atk mod = cl+Cha mod) - if fail target immune 24 hrs, swif to drain grabbed target - target -1 track & Anzati hp = 5+1/2 level breathe underwater Scent use Int not Cha for Persuasion, 1/encounter +5 Knowledge, Mechanics, or Use Computer 1/encounter reroll failed skill check with a trained skill, mtr reroll Perception of sound, +5 Fort Def v. poison, +2 Will Def v. Deception & Persuasion claw/bite/tail d6, +5 Fort Def v. radiation, primitive, reroll Persuasion to intimidate, +5 thresh v. stun claw d6, +2 Fort Def v. radiation, primitive, reroll Persuasion to intimidate Meditative Trance - rest 4 hours = 8 hours, Scent, if spend FP gain a FP to use on Int skill by end of enc 1/encounter any Int-based skill check as nat 20, can rest 8 hours in 4 melee atk v. opp denied Dex to Ref Def = +1 die damage stan Persuasion v. Will to move -1 down track, share memories claw d6, 1/encounter when damages w/melee atk, make claw atk as swif cyanogen breather, can use Telepathy untrained w/out force-sensitivity w/in 60 sq & LOS with a jury-rig add +1d8 hp with a jury-rig add +1d8 hp breathe underwater, +5 Fort Def v. radiation breathe underwater, +5 Fort Def v. radiation

reroll Perception, mtr

reroll Persuasion, best Climb & Stealth as class skills reroll Swim mtr, can take 10 reroll Initiative, mtr Mechanics class skill, reroll Mechanics, mtr reroll Perception, mtr

+1 at first level +1 at first level +1 at first level Rage, in cold -5 Fort Deception to disguise +10, 1/encounter Deception v. Will Def = -5 opp atk Str 15, Dex 13, Con 10, Int 12, Wis 10, Cha 8, add +2 to one ability can hold four items at once, +5 grab attacks as swif appear as S or M creature, Use the Force v. Perception only if Croke stunned or unconscious +5 Fort Def v. radiation/heat/cold, reroll Persuasion to intimidate, +5 Fort Def & Will Def v. Use the Force in shadowy illumination or darker = Defel in total concealment, must wear special visor

+1 skill at 1st

SKILLS

TRAITS

trained in Mechanics, SF Mechanics or SF Use Comp

1/encounter stan Perception DC15 to gain +1 atk v. observed 1/encounter stan Perception DC15 to gain +1 atk v. observed 1/encounter stan Perception DC15 to gain +1 atk v. observed 1/encounter stan Perception DC15 to gain +1 atk v. observed Telepathy +5 Droid, start with bonus equipment see SGD Droid, start with bonus equipment see SGD Droid, start with bonus equipment see SGD Droid, start with bonus equipment see SGD Droid, start with bonus equipment see SGD Droid, start with bonus equipment see SGD Droid, start with bonus equipment see SGD

reroll Strength checks & skill, keep better trained in Mechanics, reroll Mechanics trained in Treat Injury or Know (life sciences) = SF Treat Injury or Know (life sciences) trained in Perception, SF Perception or Stealth trained in Persuasion, select Skill Training Knowledge (bureaucracy, galactic lore, or social sciences)

select Skill Training Perception, Knowledge (bureaucracy) Droid, start with bonus equipment see SGD or Knowledge (galactic lore) reroll Climb or Jump, mtr, can take 10 on Climb & Jump reroll Pilot, mtr 1/enc Persuasion to intimidate to move target -1 track instead of intimidate (target must be w/in 6sq) 1/enc spend swif to allow each ally w/in 12 sq to move half spd as reac, +5 Will Def v. mind-affecting effects Primitive, Scent hold breath (25x Con score), pheromones (see SV p8), +5 v. Falleen pheromones 1/encounter after successful melee Atk thresh 5 lower, can use 2nd Wind when unconscious, Stronger by Age breathe underwater, Force Blast, Primitive, Weapon familiarity (skullblade) always considered having medpac or med kit, can perform trained only Treat injury uses untrained (from glands) Primitive when using second wind regain extra 5+level, special equipment, limb regeneration 2nd Wind +5hp, hibernation, mental instability after Adult, regeneration 1d10 min, resilient physiology (double thresh if fatal)

reroll Stealth, mtr

reroll Stealth, best reroll Deception, mtr

SKILLS

TRAITS

reroll Knowledge (any), mtr

reroll Swim mtr, can take 10

flight, Fort Def +5 v. radiation Immune to vacuum and inhaled chemicals/poisons read emotions of any sentient w/in 6sq as stan Perception v. Will, can use Sense Force & Surroundings of Use the Force untrained no distance penalties on Perception 50sq, can aim by taking one swif action 1/encounter proficient with atlatl & cesta with Simple, hold breath Sturdy (gain extra hp with second wind = 5+one-half level) can use Str mod to intimidate instead of Cha mod Will +5 v. Use the Force, can't be tripped or knocked prone 1/encounter as reac +2 Ref Def breathe underwater, beak d6 Bellow stan d20+cl v. Fort Def in 6sq cone 3d6 dam or half reroll Mechanics mtr, can reroll Survival v. heat & keep better, with ion weapon add half level to damage +5 Will Def v. mind-affecting effects

+1 skill at 1st reroll Persuasion, best reroll Pilot, mtr reroll Knowledge (life), mtr, reroll Swim & take 10 reroll Survival, mtr Mechanics is class skill reroll Endurance, mtr reroll Use the Force to sense feelings, best

+2 dam v. target that has been damaged since last turn, can use Wis to replace Cha on Deception & Persuasion 1/encounter can treat skill as if taken 10 (see book), can aid another as a swif action (see book), do not starve Joiners (target to 0 hp see p.131), telepathy w/Killiks 1 km, multiple atks reduced by 2, claws d6 if receive morale or insight bonus add +1, 1/encounter Uncanny Dodge I or II Climb +2 Climb +2 Grapple +2, Sense Motive from Perception against Krevaaki is -5 Grapple +2, Sense Motive from Perception against Krevaaki is -5 d6 claws, d4 bite, lockbite = successful grapple atk for +5 grapple w/same target, after 50 years age +d4+2 Int pts, max 8 before 50 primitive, if trained in Treat Injury reduce DCs by Wis mod, Roller: swif +4 spd (limited actions) swif to emerge claw d6, poison (d20+level against Fort Def), primitive, rage 1/encounter with a morale bonus gain hp 4x level, primitive, 1/encounter Uncanny Dodge I or II, lanvorak simple not exotic Force Sight Force Sight breathe underwater

take 10 on Climb

reroll Swim mtr, can take 10

SKILLS

TRAITS

Mechanics is class skill, bonus 1 trained Knowledge skill at 1st level reroll Persuasion, mtr reroll Swim mtr, can take 10 breathe underwater, reroll Perception to sense deception or influence mtr unless underwater take best 1/encounter if to be moved down track the Nazren may reduce the steps by 1 +1 at first level* one +2, one -2 +1 at first level* multiple atk penalties reduced by 2 +1 at first level Cha bonus doubled w/Persuasion on Humans & near-Humans 1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse +1 at first level* select bio-implant LECG 67-68 +1 at first level* cannot drown in water +1 at first level* resistant to specific climate, can reroll Endurance or Survival v. environment +1 at first level* unarmed 1d6 dam +1 at first level* select one cybernetic enhancement +1 at first level* +1 at first level* use telepathy untrained, can sense emotions if Use the Force exceeds target's Will Def +1 at first level* reroll Swim, take 10 on Swim +1 at first level* reroll Perception +1 at first level* +1 at first level* +1 at first level* unarmed 1d6 dam +1 at first level* considered trained in Acrobatics reroll Perception, reroll Endurance +1 at first level* reroll Endurance +1 at first level* speed +1 +1 at first level* at end of enc regain hp = +1d4 + Con mod +1 at first level* GM can restrict to specific hazard +1 at first level* ignore concealment w/in 10sq for Perception & no penalty to Track for visibility +1 at first level* reduce sq for running start by 2 for High Jump or Long Jump +1 at first level* 1/enc: 1. reroll Str check/skill using Str mod x2 or 2. add 2 to one dam roll w/melee & not Weapon Finesse +1 at first level* treat exotic as simple if commonly used by culture +1 at first level* Cha bonus doubled w/Persuasion on Human, near-Humans & similar reroll Deception, mtr Primitive, Scent, if begin turn in concealment & target unaware avoid attacks of opportunity

SKILLS

TRAITS

reroll Survival, mtr Climb as class skill, reroll Survival, mtr Survival is class skill can reroll & take 10 on Swim

*or Huttese Primitive, Scent Natural Weapon (horns), 1d6 piercing Primitive, Hold Breath add +1 to insight or morale bonuses

reroll Swim mtr, can take 10

Mute, Limited Telepathy within 10 sq breathe underwater use a trained-only aspect of Mechanics, Pilot, Treat Injury or Use Computer, Force Blind, Primitive, Rage Variable size, droid traits, bonus equipment (see p.153) can reroll Deception & take better, swif to create diversion to hide 10sq, prehensile tail, Gather Info without fee (can pay if fail)

reroll Perception, mtr

take 10 on Swim Use Computer is bonus trained skill Survival is a class skill, reroll Initiative, mtr

reroll Persuasion to intimidate, keep better Persuasion class skill, reroll Know (tech, mtr) take 10 on Survival when underground take 10 on Climb, reroll Perception, mtr reroll Knowledge (tactics), mtr

Breathe underwater, when healing others +5 hp, 1/encounter swif grant ally 10+target level hp Droid Shell but retains Constitution, Binary language claw d6 1/encounter stan Mechanics or Use Computer action as swift action, Special Equipment Mechanics +10 if take double time, +5 v. Trip, long jump w/out running start 1/encounter use Perception for Deception or Persuasion, +5 Fort Def v. cold *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 primitive, +5 damage threshold claws d6 Max Dex bonus of armor +1 +5 v. trip or being knocked prone, bite 1d8 1/encounter as free action remove any mind-affecting effects 1/enc ignore one fear-related or mind-affecting effect, +5 Will Def v. intimidate use Str not Cha to intimidate flank = +2 dam, ignore cover and concealment within 10sq

reroll Stealth, mtr

SKILLS

TRAITS

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

Will Def +5 v. mind-affecting Use the Force checks limb regeneration claws d6, prehensile tail can hold Small or smaller item & if item is Medium Trianii is encumbered & heavy load

charge atk +2, special equipment as full-round raise or lower an ability by max 5 but transfer from another ability & adjust bonuses & penalties

reroll Stealth, mtr reroll Persuasion, mtr reroll Ride, mtr reroll Knowledge (life) & Treat Injury, mtr reroll Acrobatics, mtr reroll Perception, mtr take 10 on Climb, reroll Persuasion to intimidate, mtr reroll Persuasion, mtr +1 skill at 1st reroll Swim mtr, can take 10, reroll Survival mtr Gather Info as class skill, reroll Deception, mtr

if exposed to bright light blinded 1 round can use Persuasion to change attitude of an undomesticated creature, auto aid another if adjacent & understands reroll Persuasion to intimidate if in traditional mask & keep better, considered trained spend 2 Force Points to lower Dark Side score pheromone communication within 20 sq communicate w/other Verpine w/in 1km cold +5 Fort, claws d6, scent Rage, recover hp x2 gain SF (Knowledge) x1 if trained in 2 or more Knowledge skills 1/encounter as stan Deception v. Will Def v. target's w/in 6 sq to not threaten any squares, mtr claws d6, 1/encounter Mechanics check as nat 20, +2 Will Def v. Persuasion from a different species Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons, pistols or rifles at 1st level Force Immunity, Atk w/mechanical objects -5, can't take WP heavy weapons, pistols or rifles at 1st level claws/bite d8, can use Str mod for Persuasion to intimidate, scent ignores concealment for cover in 10sq add Cha bonus to Perception checks to sense deception/influence, +5 Persuasion to change attitude can use Cha mod to calculate Will Def

reroll Climb, mtr reroll Perception, mtr

SKILLS

TRAITS

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber

Advozse Aleena Amanin Anzati Aqualish Arcona Arkanian Arkanian Offshoot Balosar Barabel Barabel Bith Bith Blood Carver Bothan Caamasi Cathar Celegian Cerean Chadra-Fan Chadra-Fan Chagrian Chagrian Chiss Chiss Chiss Chistori Clawdite Clone, Republic Codru-Ji Croke (best guess) Dashade Defel

12 12

18

45

60

79 950

80+ 951+ 1 4 1

1 1

1

99 649 799

12 8

18 13

44 30

76 45

99 55

100+ 56+

1

8 11 12 11 11 10 10 11 12 12 10 10 10 11 8 10 6

15 15 20 16 15 15 15 15 16 16 13 13 13 15 12 15 10

40 50 60 45 49 40 35 40 42 42 50 50 50 30 44 44 49

59 70 80 65 76 62 53 59 56 56 62 62 62 49 60 69 74

79 84 100 84 89 79 64 79 75 75 79 79 79 69 84 84 89

80+ 85+ 100+ 85+ 90+ 80+ 65+ 80+ 76+ 76+ 80+ 80+ 80+ 70+ 1 85+ 85+ 90+ 2 2 3 3 1 3 1 1 1 1 1 1 2 2 1 1 2 2 1 * 1 1

1 1

*

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber

Devaronian (females) Devaronian (females) Devaronian (males) Devaronian (males) Draethos Droid, Astromech Droid Droid, Battle Droid Droid, Labor Droid Droid, Mechanic Droid Droid, Medical Droid Droid, Probe Droid Droid, Protocol Droid

* 12 17 399 699 780 781+

1 4 1

Droid, Service Droid Dug Duros Ebruchi Elomin Ewok Falleen Feeorin Felucian Fosh Gamorrean Gand Gen'Dai 9 9 14 14 44 35 59 49 74 69 75+ 70+

4

2 2 1

1

9 18 11 8 11 6 9 9

13 29 44 36 72 139 16 194 324 19 17 49 55 70 70

59 249 399 85 84

60+ 250+ 400+ 86+ 85+

4 2 2 3

12 29 39 44 45+ 14 29 45 60 61+ 200 999 1999 3999 4000+

3 1 5

2

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber

Geonosian Givin Gotal Gran Gungan Herglic Houk Human Hutt Iktotchi Ishi Tib Ithorian Jawa Kaleesh Kaminoan Kel Dor Kerkoiden Khil Killik Kissai Klatoonian Krevaaki Krevaaki Lugubraa Lurmen Mantellian Savrip Massassi Miraluka Miraluka Mon Calamari

10 9 10 12 15 11 13 6 13 9 9 6 11 11 10 10 9 12

14 12 15 15 19 15 18 11 17 14 24 10 15 18 15 15 14 17

48 40 40 35 55 40 44 39 44 39 40 39 44 45 49 30 49 62

64 60 62 54 79 59 70 59 69 59 55 59 59 70 74 42 69 94

79 75 79 64 95 79 89 79 84 79 79 79 69 90 89 59 89 129

80+ 76+ 80+ 65+ 96+ 80+ 90+ 80+ 85+ 80+ 80+ 80+ 70+ 91+ 90+ 60+ 90+ 130+

*

* 2 2 1 1

*

*

1 2 4 2 1

2 1

2 1

2

2 1 1

1 1 4

1 1 2 1 3

1 1

1 1 1 1 3

1 12 18 35 60 75 76+ 3 3 1 2

10 11 11 11

13 15 15 16

25 44 44 40

35 69 69 57

50 84 84 79

51+ 85+ 85+ 80+

2 2

1

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber

Mrlssi

4

8

35

69

89 74 69 299

90+ 75+ 70+ 300+

Nagai 11 Nautolan 9 Nazren 15 Near-Human Ability adjustment Near-Human Additional arms Near-Human Altiri Near-Human Anarrian Near-Human Biotech augmentation Near-Human Breathe underwater Near-Human Climate adaptation Near-Human Conductive Near-Human Cultural cybernetics Near-Human Darkvision Near-Human Empath Near-Human Expert swimmer Near-Human Heightened awareness Near-Human Low-light vision Near-Human Natural armor Near-Human Natural weapon Near-Human Naturally acrobatic Near-Human O'reenians Near-Human Persistent Near-Human Quick Near-Human Quick healing Near-Human Resistant Near-Human Scent Near-Human Spring step Near-Human Strength surge Near-Human Weapon familiarity Near-Human Visually striking Neimodian Neimoidian 11 Nelvaanian 7

18 44 60 14 40 54 30 200 275

3 1 4 1 10

1

1 1

1

1 1 1 3 1 1

2

1

4 1 4 1 4 5 4

4

7 2 1 1

1 16 20 40 30 57 45 79 64 80+ 65+

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber

Nikto Noghri Nosaurian Nyriaanan Pa'lowick Pau'an Phindian Polis Massan Quarren Rakata Replica Droid Rodian Ryn Sakiyan Selkath Shard Shistavanen Skakoan Sluissi Snivvian Sorcerer of Rhand Squib Ssi-Ruuk Stereb Sullustan Talz Taung Tchuukthai (best guess) Thakwaash Tof Togorian Togruta

10 10

15 15

35 45

54 79

64 99

65+ 100+

1 4 1 9

1

1 2 9

2

16

30 400 500

699

700+

11 11 12 10

16 16 15 20

40 50 35 40

57 69 49 60

79 79 59 80

80+ 80+ 60+ 81+

12 12 1 1

3 3 8 1 7

10 9 8 11 8

15 13 14 17 12

54 40 39 49 38

84 60 59 79 63

99 95 75 105 64

100+ 96+ 76+ 106+ 65+ 1 2 1

1

1 2 1 1 1

2

9 3 6 9

14 8 12 14

39 25 45 49

55 40 64 74

69 52 84 89

70+ 53+ 85+ 90+

9 11

14 17

44 54

64 74

79 94

80+ 95+

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini?

Unique mini?

C/UC w/lightsaber

Unique w/lightsaber

Toydarian Trandoshan Trianii Tusken Raider Twi'lek Ubese Ugnaught (best guess) Ugor (best guess) Umbaran Umbaran Utai Vagaari Vahla Weequay Verpine Whiphid Wookiee Wroonian Vultan Vurk Yarkora Yevetha Yuuzhan Vong Yuuzhan Vong Yuzzem Zabrak Zeltron Zygerrian

6 11 11 12 11

14 14 17 15 15

60 34 44 44 40

75 49 64 59 60

90 59 84 79 70

91+ 60+ 85+ 80+ 71+

10

15

44

69

89

90+

12 4 10 12

17 49 74 9 40 60 15 84 99 17 300 350

89 80 249 399

90+ 81+ 250+ 400+

6 10 5 11 11 8 8 11 9

14 18 11 17 17 15 14 18 16

30 64 44 40 40 40 44 49 39

49 94 66 60 60 59 55 64 60

69 124 80 75 75 79 69 79 80

70+ 125+ 81+ 76+ 76+ 80+ 70+ 80+ 81+ 4 1 1 1 1

Abyssin Chevin Dresellian Farghul

SPECIES

Refers to SWM & minis w/lightsabers also counted in previous column's tally, counts multiple sculpts as singles *numerous examples

Child

Young Adult

Adult

Middle Age

Old

Venerable

C/UC Mini? 1 2 1

Unique mini? 1 1 2

C/UC w/lightsaber

Unique w/lightsaber 1

Kubaz Lannik Mustafarian Muun T'surr

SPECIES SPECIAL QUALITY Able Healer Acrobatic Prowess Adept Diplomat Aggressive Ancient Knowledge Animal Handler Antennapalps Armor Training Athletic Authority Bellow Bonus Feat Bonus Trained Skill Breathe Underwater Broadcast Telepath Brutal Carapace Careful Worker Cathar Instincts Climber's Heritage Cold Resistance Cold-Blooded Conditional Bonus Feat Confusion Connections Cooperative Spirit Cooperative Spirit Cyanogen Breather Dark Side Stigma Darkvision Deathstrike Deceptive Deductive Reasoning Dependable Worker

Desert Dweller Determination Driven Droid Shell Duty Bound Ecological Awareness Empathy Energy Reading Environmental Adaptation Evolved Intellect Exoskeleton Expert Climber Expert Mechanic Expert Pilot Expert Swimmer Extra Arms Extraordinary Recuperation

Fearsome reputation Feline Reflexes Flash of Genius Force Blast Force Blind Force Immunity Force Resistance Fort & Will Force Resistance Will Force Sight Free Spirit Gen'Dai Surge Grasping Tentacles Great Fortitude Hardwired Design Hardy Healing Glands Heavy Lifting Heightened Awareness Hibernation Hold Breath Hullepi Hunter's Instincts Inborn Resilience Inspired Insulating Fur Intellectual Reputation Intimidating Intuitive Initiative Iron Will Keen Force Sense Large Size Light Sensitive Lightning Reflexes Limb regeneration Limited Precognition Limited Telepathy Low-Light Vision Mechanical Aptitude Mechanical Savant Mechanically Minded Meditative Trance Memory Sharing Mender Mental instability Mesmerize Moral Ambiguity Multiple Personalities Musical Beak Mute Natural armor Natural Camouflage Natural Curiosity Natural Damage Reduction Natural Diplomat Natural Telepath Natural Weapons

Nazren Resilience Nomads Observant Pacifism Pack Hunter Partial Invisibility Persistent Persuasive Pheromonal Sensor Pheromone Acclimation Pheromones Pheromones Attack Pheromones Persuasion Physically intimidating Placid Poison Poison Resistance Predator's Heritage Prehensile Tail Presence Sense Primitive Quick Energy Quick Reflexes Radiation Resistance Rage Reach Reactive Claw Regenerate Reroll Climb Resilient Resilient Physiology Resistant Roller Scavenger Scent Scholarly Inclination Sensor Cones Serpentine Shadow Swiftness Shapeshift Skilled Grappler Small Size Sneaky Social Cunning Soup Drinking Spatial Awareness Special Equipment Startle Stealthy Stoic Streetwise Strength of Condition Stronger by age Stun Resistance Sturdy Subterranean

Superior Defenses Supreme Stability Survival Instinct Target Awareness Tech Savvy Technophobic Tentacles Tinkerer Tough Triple Vision Uncanny Tracker Unique Physiology Warrior Culture Warrior's Awareness Weapon Familiarity Verpine Communication Xeonophobia

DESCRIPTION +5 hp restored when healing others, 1x Encounter give ally 10+level hp until end of encounter Reroll acrobatics, result must be accepted Reroll persuasion, keep better result If successful charge, keep the +2 vs that target to end of encounter Lack of proficiency penalty -2 (weapon, armor), 1x Encounter use a trained application of Mechanics, Pilot, Treat Injury, Use Computer

Reroll ride, result must be accepted. Use persuasion to change attitude on undomesticated animal if it's INT is 2 or lower. Reroll perception, result must be accepted, retract as free action to pass as human +1 max dex mod on worn armor Reroll Climb & Jump, reroll must be accepted. Can take 10 when distracted/threatened. +1 to insight or morale bonuses they grant themselves or allies 6 square cone, 1d20+level vs FortDef. Success = 3d6 sonic. Miss = /2 Fort Def. -1 Condition. Additional die for additional loss. +1 feat at starting level +1 trained skill at starting level Cannot drown underwater. Can use telepathy untrained, no check, no force sensitivity, 60 squares 1x Encounter, after successful melee attack, treat threshold as -5 +1 natural armor, +1 species to Fort Def x2 time on Mechanics check give +10 circumstance bonus Climb and Stealth are class skills Climb as class skill 5 species Fort Def vs cold -5 penalty to Fort Def in extreme cold If trained, get focus as bonus feat 1/encounter as stan Deception v. Will Def v. target's w/in 6 sq to not threaten any squares, mtr Gather Info without fee (can pay if fail) Get aid (adjacent) or aid others as swift action (only Climb, Endurance, Gather Information, Jump, Knowledge (any), Mechanics, Pilot, R Survival, Swim, Treat Injury, or Use Computer) Aid adjacent (if they understand) is automatic Suffocate outside special chamber -1 DSP = 2FP Ignore concealment from darkness, cannot perceive color Melee vs opponent with denied dex mod to Ref Def, +1 die Fort Def Reroll deception, result must be accepted Reroll Knowledge, result must be accepted 1x Encounter, treat skill check as 10 after roll (only Climb, Endurance, Gather Information, Jump, Knowledge [any), Mechanics, Pilot, Ride, Survival, Swim, Treat Injury, or Use Computer) Reroll survival vs heat, keep better result 1x Encounter, reroll one skill check with trained skill +5 Will Defense vs mind-affecting effects Special, see J p79 When receiving morale bonus, Level x4 hp until end of encounter Reroll Knowledge (life sciences) and keep best result Add cha mod to perception checks to sense deception or influence Perception vs targets Will Def to sense emotional state. Range 6 sq +5 species Fort Def vs extreme heat, cold and radiation 1xEncounter, treat 1 intelligence-based skill check as a natural 20 DR 2, +2 Fort Def Take 10 on climb checks when distracted or threatened Reroll mechanics, result must be accepted Reroll Pilot, result must be accepted Can reroll skill, result must be accepted. Can take 10 when threatened or distracted. Wield 2x2h weapons Regain HP at double rate

Reroll persuasion to intimidate, keep higher result +1 species to Ref Def 1x Encounter, +5 circumstance bonus to 1 Knowledge, Mechanics or Use Computer check 1x Encounter, untrained Force Blast (use the force), or with Force Training 1 Force Blast for free Cannot take force sensitivity, still increase dark side and are affected by force powers, talents and use the force skill Can't take force-sensitivity, Use the Force, gain FP, immune against force vs Will Def +5 species Fort Def and Will Def vs Use the Force checks +5 species Will Def vs mind-affecting Use the Force checks Like darkvision, cannot see creatures invisible to the force (total concealment), perception checks: ignore cover/concealment (not total), increase DC of Sense Surroundings (Use the Force) vs targets with total cover +2 species to Will Def When second wind, +5hp per round until killed, end of encounter or 1/2 hp. +2 species to climb and grapple +2 Species to Fort Def Automatically trained in skill When second wind, +5+level hp Considered to always have medpac/medkit for treat injury. Can use trained applications of Treat Injury untrained Can reroll strength checks and keep either result Reroll perception, result must be accepted Force Trance (use the force) untrained indefinitely Hold breath for constitution x25 rounds Do not starve, except in sterile environments Stealth and Survival are class skills Second wind as unconscious, +3 condition Morale bonuses increases by 1 +5 species Fort Def vs extreme cold Use Int mod instead of cha mod for persuasion checks Reroll persuasion to intimidate, result must be accepted Reroll initiative, result must be accepted +2 species bonus to will defense Reroll Use the Force, keep better result -1 Reflex, -5 Stealth, +5 threshold, x2 carry weight Blinded 1 round when exposed to bright light +2 species to Ref Def Regrow limb in 1d10 days, remove persistent condition 1x Encounter, reaction, self or vehicle get +2 Ref Def to 1 attack Can use telepathy untrained, no check, no force sensitivity, 10 squares Ignore concealment (but not total concealment) from darkness 1xEncounter, treat 1 mechanics check as a natural 20 1x Encounter, can use mechanics or use computer as swift Can reroll a mechanic check 4h meditation = 8 hours rest share memories If trained in Treat Injury, reduce DC by Wis mod Each step above adult, -1 was d20+level/2+chamod vs one targets Will Def (range 6 sq). Success = target lose next standard action, fail = target immune 24h +2 Will Def vs deception & persuasion 1x encounter, free action, start of turn, negate/remove any mind-affecting effects Can reroll Deception & take better, swif to create diversion to hide 10sq Have no vocal cords Adds more armor bonus to reflex defense Reroll stealth to sneak, keep better result Perception vs DC15 or stealth, success: +1 insight to attack DR 2 +5 to Persuasion when haggling. Persuasion is a class skill +5 species bonus using telepathy (use the force) and can make untrained use the force use without force sensitivity feat Add bonus to unarmed damage and considered armed

1x Encounter, when - in condition track, reduce the drop by 1 Reroll survival, result must be accepted 1x Encounter, use Perception modifier instead of deception or persuasion stan Persuasion v. Will to move -1 down track +2 Fort Def vs flanked Full concealment in shadowy or darker environment. Visible to darkvision Reroll endurance, result must be accepted Reroll persuasion, result must be accepted Reroll perception made to sense influence, reroll must be accepted. Take better result if under water. +5 species to Fort Def vs fallen pheromones Communicate with same species through smell, 20ft See SV p8 +5 species to persuasion to change attitude, do not work on neutrons Use Str mod instead of cha mod for persuasion when intimidating 1x Encounter, free action, remove one fear effect from self Unarmed deal poison, 1d20+level vs Fort Def, -1 condition +5 Fort Def vs poison + species bonus to damage rolls vs target that been damaged since beginning of last turn Carry small or smaller item with tail, larger = encumbered When tracking, add quarry's FP total to roll Do not get Weapon Proficiency (pistols, rifles or heavy weapons) forms starting class. swif +2 Dex skills & spd 8, rnds = Con mod, -1 down track Reroll initiative, result must be accepted +5 species Fort Def vs radiation, never gains persistent from rad Rage, swift action, +2 on melee rolls & damage, cannot use skills that require patience and concentration. Lasts 5+conmod rounds, move persistent condition lost with 10 min rest Reaches 2 squares If hitting opponent in melee, +1 unarmed attack as swift (if hand is free) Regenerate limbs in 1d10 min, remove persistent condition Reroll climb, result must be accepted +1 species to Fort Def x2 threshold after everything counted in +2 fortitude defense Curl to ball and roll, read book When damaging droid/vehicle with ion, +/2 level Fort Def Ignore concealment for perception checks within 10 squares and take no penalty from visibility when tracking +1 trained knowledge skill at level 1 Use Sense Force and Sense Surroundings untrained Running start on Jump Checks, +5 stability bonus when making grapple checks against the Trip feat Unthreatened when moving through threatened squares (AoO) if concealed or opponent unaware Alter appearance, +10 deception to disguise, disguise as full-round action without penalty +5 Species to grapple +1 Reflex, +5 Stealth, 3/4 carry weight Reroll stealth, result must be accepted Use Wis mod instead of cha mod for Deception and Persuasion Swift one time per round vs grabbed target who move -1 condition and drinker gain 5+lvl/2 hp. Persistent until 8h rest Ignore cover/concealment when spotting with perception first 10 squares Begin with specified equipment 1x Encounter, Deception vs Will to give opponent -5 penalty on next roll Reroll stealth checks, result must be accepted Sense motive (perception) on this character at -5 penalty Gather Information as class skill Use cha mod instead of Wis mod when calculating Will Def Middle Age, +1 con/Str, Old Age +2, do not increase Int/was/cha or decrease con/Dex/Str +5 species bonus to resist stun Second wind gives 5+(lvl/2) additional hp Take 10 on Survival when underground, even when distracted or threatened

+1 to all three defenses Can't be tripped or knocked prone Reroll survival, result must be accepted No penalty for spotting with perception first 50 squares Reroll knowledge (technology), reroll must be accepted. Not limited to common knowledge when using skill untrained. Do not get Weapon Proficiency (pistols, rifles or heavy weapons) forms starting class. +2 to Climb and Grapple checks Reroll mechanics, result must be accepted. When repair/jury-rig droid it heals +1d8. Mechanics is a class-skill. +5 Threshold, +2 species to Fort Def 1x Encounter, aim as 1 swift Survival is a class skill Immune to vacuum and inhaled chemicals/poisons Reroll Knowledge (tactics), result must be accepted 1x Encounter, reaction, react as if having Uncanny Dodge II until next turn If specified weapon proficiency is had, gain exotic proficiency for specified weapon Mentally communicate with other Verpine within 1km range +2 Will Def vs persuasion to improve their attitude

CLASS SKILLS
Armor? BOOK CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR Ability PAGE 62 64 66 67 67 68 68 68 68 70 71 71 72 72 73 74 74 76 77 SKILLS Acrobatics Climb Deception Endurance Gather Information Initiative Jump Knowledge Mechanics Perception Persuasion Pilot Ride Stealth Survival Swim Treat Injury Use Computer Use the Force Noble Jedi

Scoundrel

Soldier

Scout

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

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

x x x x x x x x x x x x x x x x

x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x

x x x

x

x x x

Trained?

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

BOOK

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

REQUIREMENTS x x x x x x x x x x

x x

Droids only x x

x

Trained?

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

BOOK

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

REQUIREMENTS x

x

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

x electrobinoculars

Trained?

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

BOOK

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

REQUIREMENTS x

x x x

x field kit x x

Trained?

CR L CR D8 CR CR CR CR CR CR L CR CR CR CR CR CR L CR SV L SV CR CR CR CR S S CR J K CR C J L C

BOOK

SKILL 74 Swim 32 Treat Injury Treat Injury 17 Treat Injury 74 Treat Injury 74 Treat Injury 75 Treat Injury 74 Treat Injury 74 Treat Injury 75 Treat Injury 32 Treat Injury 252 Treat Injury 75 Treat Injury 75 Treat Injury 75 Treat Injury 256 Treat Injury 75 Use Computer 32 Use Computer 76 Use Computer 20 Use Computer 32 Use Computer 20 Use Computer 76 Use Computer 76 Use Computer 76 Use Computer 76 Use Computer 19 Use Computer 19 Use Computer 77 Use the Force 10 Use the Force 30 Use the Force 77 Use the Force 28 Use the Force 10 Use the Force 33 Use the Force 28 Use the Force

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

REQUIREMENTS x biotech tool kit x x

x surgery kit x medical kit x medical kit x medical kit x medical kit x medical kit computer aptitude of indifferent or better x x x x computer aptitude of helpful x computer aptitude of friendly or better x tool kit

x x x x x x x x

Trained?

J CR CR L CR L CR L

BOOK

PAGE 10 77 77 33 77 34 77 34 SKILL Use the Force Use the Force Use the Force Use the Force Use the Force Use the Force Use the Force Use the Force ACTION Place Another in Force Trance Search Your Feelings Sense Force Sense Force v. Vong Sense Surroundings Sense Surroundings Telepathy Telepathy does not work on Vong

REQUIREMENTS x x x x

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

BOOK

PAGE FEAT 64 A Few Maneuvers 32 Accelerated Strike 24 Acrobatic Ally 24 Acrobatic Dodge 82 Acrobatic Strike 25 Adaptable Talent 31 31 22 31 32 28 28 82 82 82 28 28 Advantageous Attack Advantageous Cover Aiming Accuracy Ample Foraging Angled Throw Anointed Hunter Aquatic Specialists (team feat) Armor Proficiency (heavy) Armor Proficiency (light) Armor Proficiency (medium) Artillery Shot Ascension Specialists (team feat) PREREQUISITES Dodge, Vehicular Combat BAB +6 Dex 13, Str 13, trained in Acrobatics Dex 13, Mobility*, Skill Focus (Acrobatics)* Trained in Acrobatics BAB +1 Trained in Stealth Droid, PB Shot, Precise Shot, proficient Ewok Dex 13 Nelvaanian species Trained in Swim AP light, AP medium AP light proficient with weapon Trained in Climb Double Atk or Dual Weapon I, BAB +6 BAB +9, Atk Combo (Melee) & (Ranged) BAB +3 BAB +3 Weapon Focus Weapon Focus BAB +1, proficient with weapon Str 13, BAB +1 Assault 28 Assured Attack 34 Attack Combo (Fire & Strike) 34 Attack Combo (Melee) 34 Attack Combo (Ranged) 34 34 32 22 Autofire Assault Autofire Sweep Bad Feeling Bantha Herder 82 Bantha Rush

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

BOOK

PAGE 23 31 34 35 32 25 31 31 25 35 82 21 82 25 82 31 31 83 21 21 83 24 FEAT Battering Attack Binary Mind Biotech Specialist Biotech Surgery Blaster Barrage Bone Crusher Bothan Will Bowcaster Marksman Brilliant Defense Brink of Death Burst Fire Burst of Speed Careful Shot Channel Rage Charging Fire Charging Fire + Dodge Clawed Subspecies Cleave Close Combat Escape Collateral Damage Combat Reflexes Combat Trickery PREREQUISITES Bantha Rush, Trip Cerean Trained in Mechanics Trained in Treat Injury Coordinated Attack Crush* Bothan Wookiee Int 13 WP heavy, proficient w/weapon Trained in Endurance BAB +2, Point Blank Shot Rage BAB +4 Combo, requires Dodge Quarren Str 13, Power Attack Trained in Acrobatics Rapid Shot, BAB +6 Trained in Deception Str 13, Con 13 Bothan Rage BAB +2 BAB +5, Coordinated Attack Trained in Stealth BAB +9, melee weapon, Weapon Focus PB Shot, Precise Shot, BAB +6 BAB +1, Pin 32 Conditioning 31 Confident Success 33 83 28 21 28 32 33 83 33 Controlled Rage Coordinated Attack Coordinated Barrage Cornered Covert Operatives (team feat) Critical Strike Crossfire Crush Cunning Attack

FEAT GI 27 Cut the Red Tape CR 83 Cybernetic Surgery SGD 22 Damage Conversion

R CR SV SV R R GI SV GW

R 31 Devastating Bellow GW 23 Disabler R 31 Disarming Charm SGD 22 Distracting Droid GI 27 Disturbing Presence GW 23 Dive for Cover CR K K CR W CR SGD 84 31 31 84 Dodge Dodge + Charging Fire Dodge + Running Attack Double Attack Dreadful Countenance 84 Dreadful Rage 22 Droid Focus

C 29 Droid Hunter SGD 22 Droid Shield Mastery C 28 Droidcraft

BOOK

PAGE PREREQUISITES Trained in Knowledge (bureaucracy) Trained in Treat Injury Droid, Dex 13 31 84 21 21 31 28 27 21 23 Darkness Dweller Deadeye Deadly Sniper Deceptive Drop Deep Sight Deft Charge Demoralizing Strike Desperate Gambit Destructive Force Sullustan BAB +4, PB Shot, Precise Shot Sniper, trained in Stealth Trained in Initiative Quarren Cha 13 Ithorian proficient with weapon Sullustan Droid trained in Deception Trained in Jump Dex 13 Combo, requires Charging Fire Combo, requires Running Attack BAB +6, proficient with weapon Cha 13, Sith BAB +1, Rage species trait Trained in Mechanics & Use Computer proficient with weapon Droid, equipped with shield generator Trained in Mechanics

CR K CR CR SV GW

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

BOOK K

PAGE 84 31 84 84 21 26 FEAT Dual Weapon Mastery I Dual Weapon Mastery I + Quick Draw Dual Weapon Mastery II Dual Weapon Mastery III Duck and Cover Echani Training PREREQUISITES Dex 13, BAB +1 Combo, requires Quick Draw Dex 15, BAB +6, Dual Weapon Mastery I Dex 17, BAB +11, Dual Mastery I, II Trained in Stealth Dex 13, Martial Arts I 33 Echani Training 24 Elder's Knowledge 22 84 29 27 29 85 85 85 29 33 36 35 23 29 33 27 21 29 33 33 23 Erratic Target Exotic Weapon Proficiency Experienced Medic Expert Briber Expert Droid Repair Extra Rage Extra Second Wind Far Shot Fast Surge Fast Swimmer Fatal Hit Feat of Strength Fight Through Pain Flash and Clear Flawless Pilot Flèche Fleet-Footed Flood of Fire Flurry Focused Rage Follow Through Dex 13, Martial Arts I SF Knowledge (social sciences) or (galactic lore) Droid, Dex 13, Dodge, hovering/flying locomotion BAB +1 Trained in Treat Injury Cha 13 Trained in Mechanics Rage species trait Trained in Endurance Point Blank Shot Mon Calamari Str 13, Dex 13 Str 15 Duros BAB +1 Running Attack proficient with weapon Dex 13 Rage, Controlled Rage 85 Force Boon Force Sensitivity

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

BOOK

PAGE 23 33 23 85 85 31 23 27 33 23 21 24 33 36 33 24 FEAT Force of Personality Force Readiness Force Regimen Mastery Force Sensitivity Force Training Force Training + Improved Disarm Forceful Blast Forceful Recovery Forest Stalker Fortifying Recovery Friends in Low Places Frightening Cleave Fringe Benefits Galactic Alliance Military Training Gearhead Grab Back PREREQUISITES Cha 13 Force Sensitivity, trained Use the Force Non-droid Force Sensitivity Combo, requires Improved Disarm BAB +1, proficient with weapon Force Training* Ewok Con 13 Trained in Gather Information BAB +4, Str 13, Cleave, Power Attack Rodian Dex 13 proficient with armor worn Point Blank Shot Str 13, Cleave, Power Attack, BAB +4 Gungan BAB +1 (can use Gunnery tactics) BAB +8, Trip, Weapon Focus* Tech Specialist Weapon Focus (heavy weapons)* Shapeshift 31 Grand Army of the Republic Training 36 Grapple Resistance 27 Grazing Shot 85 Great Cleave 33 Gungan Weapon Master 31 Gunnery Specialist 26 Halt 22 Hasty Modification 26 Heavy Hitter 22 Hideous Visage

FEAT GW 26 Hijkata Training

GI UR R UR R R SV SV K F CR CR CR CR K GI K UR UR SV R K R GI F UR UR

BOOK

PAGE PREREQUISITES Combat Reflexes, Martial Arts I 28 26 33 26 34 29 23 23 33 33 85 86 85 85 31 28 33 26 Hobbling Strike Hold Together Hunter's Instincts Hyperblazer Imperceptible Liar Imperial Military Training Impersonate Impetuous Move Implant Training Improved Bantha Rush Improved Charge Improved Damage Threshold Improved Defenses Improved Disarm Improved Disarm + Force Training Improved Opportunistic Trickery Improved Rapid Strike Improved Sleight of Hand Sneak Attack talent or Rapid Shot/Strike Trained in Mechanics Rodian Trained in Use Computer Twi'lek Shapeshift, SF Deception Con 13 Possess a cybernetic implant Str 15, Bantha Rush, BAB +1 Dex 13, Dodge, Mobility Int 13, Melee Defense Combo, requires Force Training Opportunistic Trickery* Rapid Strike, light melee weapon Dex 15, SF (Deception)*, trained in Stealth WP (simple weapons) Zabrak Conditioning Gamorrean Cha 13 Trained in Perception Proficient with weapon, living character Living character (not a droid) 27 Improvised Weapon Mastery 23 Impulsive Flight 34 Inborn Resilience 33 34 28 33 27 27 Increased Agility Increased Resistance Indomitable Personality Informer Instinctive Attack Instinctive Defense

UR SGD C R R R SV L GW

GW 27 K'thri Training

R C SV CR K SGD K J K UR

CR CR CR

BOOK R

PAGE FEAT 34 Instinctive Perception 27 22 31 34 34 34 23 36 27 Intimidator Ion Shielding Jedi Familiarity Jedi Heritage Justice Seeker Keen Scent Knife Trick Knock Heads K'tara Training PREREQUISITES Zabrak Trained in Persuasion Droid with Str 13 or cyborg with Con 13 Twi'lek, Force Sensitivity Kel Dor Ewok Lightning Draw, trained in Stealth Str 13, Dex 13, Multi-Grab Martial Arts I, trained in Stealth Martial Arts I, Dual Weapon Mastery I 34 31 23 86 34 22 34 23 34 27 Lasting Influence Leader of Droids Lightning Draw Linguist Logic Upgrade: Self-Defense Logic Upgrade: Skill Swap Logic Upgrade: Tactician Long Haft Strike Mandalorian Training Maniacal Charge Bothan Quick Draw Int 13 Droid Droid, basic processor Droid, BAB +4 proficient with weapon Charging Fire 86 Martial Arts I 86 Martial Arts II 86 Martial Arts III BAB +3, Martial Arts I BAB +6, Martial Arts I, II

R 34 Master Tracker GI 28 Meat Shield SGD 24 Mechanical Martial Arts GW 29 Medical Team (team feat) CR SV CR F R GW CR T R UR 86 23 86 33 34 24 86 127 34 Melee Defense Metamorph Mighty Swing Mighty Throw Mind of Reason Mission Specialist Mobility Momentum Strike Mon Calamari Shipwright

T 127 Mounted Defense GW 29 Mounted Regiment (team feat)

R 29 Moving Target L 36 Multi-Grab SGD 24 Multi-Targeting F R 34 Natural Leader 34 Nature Specialist

GW 24 Never Surrender UR 28 Nikto Survival

BOOK GI

PAGE FEAT 28 Master of Disguise PREREQUISITES trained in Deception, Cha 13 Rodian Precise Shot*, BAB +4 Droid, Martial Arts I, BAB +1 Trained in Treat Injury Int 13 Con 13, shapeshift, trained Deception Str 13 Str 13 Cerean Dex 13, Dodge Trained in Pilot or Ride Mon Calamari Trained in Ride 27 Mounted Combat Trained in Pilot or Ride Trained in Ride Dodge Dex 13 Droid, Int 13, proficient Cha 13 Ithorian Trained in Endurance Nikto

FEAT GW 29 Nimble Team (team feat) GW SV GW GI C C R R CR SGD 25 23 25 28 31 31 35 35 87 24 Officer Candidacy Training Opportunist Retreat Opportunistic Shooter Opportunistic Trickery Overwhelming Attack Pall of the Dark Side Perfect Intuition Perfect Swimmer Pin Pincer

SGD 24 Pinpoint Accuracy GW 25 Pistoleer R CR K CR K CR F CR GW R R R CR K K K L R 35 87 34 87 34 87 34 87 25 29 35 35 87 31 31 34 36 29 Pitiless Warrior Point Blank Shot Poison Resistance Power Attack Power Blast Powerful Charge Powerful Rage Precise Shot Predictive Defense Prime Shot Primitive Warrior Quick Comeback Quick Draw Quick Draw + Dual Weapon Mastery I Quick Draw + WP (lightsabers) Quick Skill Rancor Crush Rapid Reaction

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PAGE PREREQUISITES Trained in Acrobatics Combat Reflexes Combat Reflexes, Sneak Attack Dark Side Score 1+ Cerean Gungan BAB +1 Droid, claw or hand, BAB +1, Pin, Crush Droid, Aiming Accuracy, PB Shot, Precise Shot, proficient proficient with weapon Trandoshan Con 13 Str 13 Dex 13 BAB +1, Medium or larger size Rage Point Blank Shot Int 13 Point Blank Shot Gamorrean Gamorrean BAB +1 Combo, requires Dual Weapon Mastery I Combo, requires proficiency in lightsabers Str 15, Crush, Pin, BAB +1

CR CR F R R F R GI R

J 23 Relentless Attack K 35 Republic Military Training GW 25 Resilient Strength GI SV R L L GW 28 24 35 37 37 25 Resolute Stance Resurgence Resurgent Vitality Return Fire Returning Bug Riflemaster

GW 25 Risk Taker CR K GI F F R SGD C CR R 88 Running Attack 31 Running Attack + Dodge 28 Sadistic Strike 35 35 35 24 Savage Attack Scavenger Scion of Dorin Sensor Link

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PAGE 88 88 34 35 30 35 30 28 35 FEAT Rapid Shot Rapid Strike Rapport Read the Winds Rebel Military Training Recall Recovering Surge Recurring Success Regenerative Healing PREREQUISITES BAB +1, proficient with weapon BAB +1, proficient with weapon Wis 13 Kel Dor Running Attack Trained in one Knowledge skill Trandoshan proficient & Double Attack w/weapon Str 13 BAB +1 Trained in Endurance Wookiee Dex 15, Quick Draw, Weapon Focus proficient with weapon proficient with weapon Trained in Climb or Jump Dex 13 Combo, requires Dodge Double Attack, proficient with weapon Kel Dor Droid or cyborg with associated hardware 31 Separatist Military Training 88 Shake It Off 35 Sharp Senses Con 13, trained in Endurance Mon Calamari

FEAT SGD 25 Shield Surge

R SV GI K GI GI GI CR CR SGD

GW 29 Slicer Team (team feat) SV CR K R 24 88 35 35 Slippery Maneuver Sniper Sniper Shot Spacer's Surge

GW 25 Sport Hunter

C 31 Spray Shot GW 26 Staggering Attack SV GI 24 Staggering Attack 29 Stand Tall

S 20 Starship Designer S 20 Starship Tactics GW 27 Stava Training

SV

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PAGE PREREQUISITES trained Mechanics, Droid or cyborg with scomp or similar 35 24 29 35 29 29 29 88 88 25 Shrewd Bargainer Signature Device Silver Tongue Sith Military Training Skill Challenge: Catastrophic Avoidance Skill Challenge: Last Resort Skill Challenge: Recovery Skill Focus Skill Training Slammer Quarren Tech Specialist Trained in Persuasion Small or larger droid with 2 appropriate appendages, Str 13 Trained in Use Computer Dodge BAB +4, PB Shot, Precise Shot Proficient with ranged weapon Duros proficient with weapon BAB +1, proficient with weapon Sneak attack talent or Rapid Shot/Strike Tech Specialist, Trained in Mechanics Vehicular Combat, Trained in Pilot Martial Arts I, Running Attack 24 Stay Up Trained in Endurance

GW F R CR SV T R CR R F SV S GW

UR 28 Targeted Area S 21 Tech Specialist GW 29 Technical Experts (team feat) GW 28 Teras Kasi Training R 36 Thick Skin CR 88 Throw GW 30 Tireless Squad (team feat) SGD 25 Tool Frenzy CR UR C CR CR CR K 88 28 31 88 89 89 35 Toughness Trample Trench Warrior Trip Triple Attack Triple Crit Tumble Defense

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PAGE 26 35 36 88 24 91 36 88 36 35 25 21 28 FEAT Steadying Position Strafe Strong Bellow Strong in the Force Superior Tech Suppression Fire Sure Climber Surgical Expertise Survivor of Ryloth Swarm Tactical Advantage Tactical Genius Tae-Jitsu Training PREREQUISITES Careful Shot Running Attack Ithorian Int 17, Tech Specialist, 9th level Str 13, Burst Fire, WP Heavy Sullustan Trained in Treat Injury Twi'lek Coordinated Attack Combat Reflexes Starship Tactics, Vehicular Combat* Martial Arts I, Dodge, trained in Initiative BAB +5, WP in weapon Trained in Mechanics Trained in Mechanics Martial Arts I, Str 13 Trandoshan BAB +1, Trip Trained in Endurance Small or larger droid with 2 appendages with tools Trained in Ride BAB +1 BAB +9, Double Attack, proficient BAB +8, proficient with weapon Dex 13, proficient with melee weapon

FEAT SGD 25 Turn and Burn

GW 30 Unhindered Approach (team feat) GW 30 Unified Squadron (team feat) F R C J R C R C GW CR K CR K CR K L CR R R CR SV UR GW R K GI R 35 30 31 24 36 32 36 32 30 89 31 89 31 89 31 37 89 30 36 89 25 28 30 30 35 29 36 Unleashed Unstoppable Combatant Unstoppable Force Unswerving Resolve Unwavering Focus Unwavering Resolve Warrior Heritage Wary Defender Wary Sentries (team feat) Weapon Finesse Weapon Finesse + Weapon Focus Weapon Focus Weapon Focus + Weapon Finesse Weapon Proficiency Weapon Proficiency (lightsabers) + QD Vehicle Systems Expertise Vehicular Combat Vehicular Surge Veteran Spacer Whirlwind Attack Wicked Strike Wilderness First Aid Wilderness Specialists (team feat) Vitality Surge Withdrawal Strike Wookiee Grip Wroshyr Rage

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PAGE PREREQUISITES Droid, Dex 13, hovering/flying/wheeled/tracked locomotion Trained in Jump Trained in Pilot Destiny Extra Second Wind BAB +2 Zabrak Trained in Perception Gungan Trained in Perception BAB +1 Combo, requires Weapon Focus proficient with weapon Combo, requires Weapon Finesse Combo, requires Quick Draw Tech Specialist, Trained in Mechanics Trained in Pilot Trained in Pilot Duros Dex 13, Int 13, Melee Defense, BAB +4 Rapid Strike Trained in Survival Trained in Survival Extra Second Wind BAB +5, proficient with melee weapon Str 13 Wookiee

FEAT GW 28 Wrruushi Training

BOOK L

PAGE PREREQUISITES Martial Arts I, Con 13, Wookiee 37 Zero Range PB Shot

1 2 3 4

Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons)

CLASS FEATS
Scoundrel Soldier Noble Scout TAG Jedi x x x x

Read the welcome tab on how to use tags.

BENEFIT Ref Def +2 in Colossal or smaller vehicle, if projectile misses by 5 Once per encounter, full attack as stan hoist or toss ally 2sq on DC20 Acrobatics as stan, free for ally, your turn ends 1/enc as reac if melee atk misses you can move into adjacent w/out AoO Gain +2 on next attack against opponent you tumble past Choose talent from your classes, and swap that talent 1/day w/6 hrs rest if opponent has not yet acted, add full heroic level to damage when you have cover, take no damage from area attacks if aim as full-round gain +5 atk against target if remains in LOS Basic Survival of Survival, each gets +2 Fort Def until start next day if Atk exceeds Ref Def 15, ignore cover and improved cover if end move 2 sq from start +1 Atk with thrown weapons +3 Swim & +1 each ally w/feat w/in 12 sq (max +7), swim half spd as move no penalty or armor check from armor no penalty or armor check from light armor no penalty or armor check from light or medium armor affect +2 sq with burst or splash at further than PB range +3 Climb & +1 each ally w/feat w/in 12 sq (max +7), climb half spd as move spend FP to make 2 Atk as stan action not full reroll lowest damage die if roll multiple dice, must take reroll if hit single target with 2 consecutive atks in same turn, additional atks +1 die dam if hit single target with 2 consecutive melee or unarmed atks in same turn, additional 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

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

x

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

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

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

[melee(armed , u n armed )][o k ], [co mb at][o ffen siv e], [sk ill(acro b atics)], tu mb le

[talent]

x x

x x

[ran g ed (fired , th ro wn )][targ et], [melee(armed , u n armed )], [co mb at][o ffen siv e]

x

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

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

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

x

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

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

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

x

x x x

x

[armor], [combat][defensive]

[armor], [combat][defensive]

[armor], [combat][defensive]

x

[ranged(grenade, fired, thrown)][burs t][o][s plas h][o], [combat][offens ive], [vehicle][s tars hip]

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

[ran g ed (g ren ad e, fired , th ro wn )][q u estio n g tmu lti], [melee(armed , u n armed )][q u estio n u lswp ], [co mb at][o ffen siv e]

x

x x x x x x x x x x x x x

[ran g ed (fired , th ro wn )][targ et], [melee(armed , u n armed )], [co mb at][o ffen siv e]

[ran g ed (fired , th ro wn )][targ et], [melee(armed , u n armed )], [co mb at][o ffen siv e], ,

x

[melee(armed , u n armed )][o k ], [co mb at][o ffen siv e], , [u n armed attack ]

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

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

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

[mobility], [combat]

[ran g ed (g ren ad e, fired , th ro wn )][d amag e], [co mb at][o ffen siv e], [ran g ed attack s]

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

Will Def for target to be flat-footed v. u n armed )]. [melee(armed . th ro wn )][targ et]. soft cover deal unarmed damage to a pinned opponent +2 Atk v. thrown)][damage]. [melee(armed. [reflex defense]. [melee(unarmed)]. -1 down track at end if you aim. [bowcaster]. if you miss v. [ ques t i on gt aa] . [pin]. [combat][defensive] [ranged(grenade. [Will Defense]. [craft] [skill(treat injury)] [ranged(fired)]. [v eh icle][starsh ip ][So tG] [skill(endurance)]. [stren g th ]. if no Str 13 -10 Atk move action to move twice speed. [combo]. thrown)][target]. [ m el ee( ar m ed. [co mb at][o ffen siv e]. [mobility]. unarmed)][ok]. [combat][offensive] [ran g ed (fired )][q u estio n g tao o ]. fired. [combat][offens ive]. u n armed )][o k ]. [combat][offensive] [species(bothan)]. flat-footed or any denied Dex to Ref Def x [melee(armed. [ vehi cl e] [ s t ar s hi p] [ Sot G n) ] [ranged(fired. [skill(gather information)] [rage]. unarmed)][question ulswp]. [pin]. u n armed )]. within reach. [species(quarren)]. thrown)][target]. [autofire]. [sk ill(acro b atics)]. add result to dam too 1/enc add Int mod to Ref Def as reac until your next turn if you deal damage that kills. [combat][offens ive] [ran g ed (fired )]. [combat][offensive] x x x x x [melee(armed. th ro wn )][targ et][q u estio n g tmu lti]. [ com bat ] [ of f ens i ve] . [combat][offens ive] [skill(stealth)]. when moving your spd or more penalties reduced by 2 2 swif for crit range +1 on next melee Atk. unar m ed) ] . [combat] [ran g ed (g ren ad e. [combat][defensive] [ranged(grenade. [ranged(fired)]. fired. gain +2 Will Def until start of your next turn when spend Force Point to atk w/bowcaster. [co mb at][o ffen siv e] . [ ai d f i r e] . +1 Atk 1/day expend use of Rage for +5 to Will Def for enc make ranged Atk at end of charge. unarmed)][ok]. [combat][offensive]. [combat][offensive][flat-footed] [fo rtitu d e d efen se]. BENEFIT can knock target prone if you move target with Bantha Rush enemy must roll mind-affecting effects twice & keep lower modify a biotech item to give a special trait install biotech prosthesis +2 Atk to allies with autofire if you're successful with autofire When you deal damage to grappled target. soft cover. [attack o f o p p o rtu n ity ]. [strength]. [combat][defens ive][offens ive]. [co mb at][o ffen siv e]. [grapple]. [combat][offens ive]. spend FP for until end of enc reroll Str & Con skills trained in. deal half dam gain additional Attacks of Opportunity = Dex mod & flat-footed spend 2 swif on same turn for Deception v. [combat][offensive] [ran g ed (fired . [grapple]. [Will Defense]. [ran g ed (fired . no other actions before 1/round. [co mb at][o ffen siv e]. unarmed)]. [v eh icle][starsh ip ][S o tG] [rage]. [combat][offensive] x x x x x [ r anged( f i r ed. th ro wn )][ran g ed attack ][q u estio n g taim]. [vehicle][s tars hip] [ranged(grenade. [melee(armed. [combat][defensive] [skill(mechanics]. [combat][offensive] x x x x x x x x [intelligence]. make attack v. Will Def fails. unarmed)]. [melee(armed . [co n stitu tio n ]. t hr ow ] [ t ar get ] . [d ex terity ] [skill(deception)]. your next atk. [combat][defensive] [ranged(fired)]. [ranged(fired. [melee(unarmed)]. fired. end 1 round after you want to Automatic success with aid another at point blank range when aid for every 3 over Ref Def +1 die dam (+5 max) when threatened & unable to withdraw +2 Atk against opponents +3 Stealth & +1 each ally w/feat w/in 12 sq (max +7). mtr & 1/encounter add Str to Fort when successfully use Learn Secret Info gain Force Point up to 3 & max enter Rage as free action. [s upport]. [ s uppor t ] . thrown)][ranged attack]. [combat][offensive] [melee(unarmed)]. can reduce to 0 hp instead -5 on autofire Atk to gain +2 dice dam. [aid fire]. move it -1 down track if attack v. [team]. [Will Defense]. [combat][offensive] [species(cerean)]. [aim]. same BAB if escape grapple. -2 to Ref Def Ref Def penalty -1 when making a ranged attack at end of charge gain claws 1d6 dam extra melee Atk after dropping target. 5 shots. [species(wookiee)]. [support] x x x [melee(armed. [stren g th ]. [co mb at][o ffen siv e]. grappler with Rapid Shot make a 2nd atk at -2 w/in 2sq of target. fired . thrown)][attack rolls ].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x x x x x x x x x x x x x x x x x Read the welcome tab on how to use tags. swif action for single melee atk v. [melee(armed . [mobility]. [combat][offensive]. [mobility]. [ques tion gtaa]. [au to fire]. [charge]. [co mb at][o ffen siv e]. [sk ill(g en eral)]. [charge]. [d efen siv e] [species(bothan)].

+2 Deception & Persuasion v. [rage]. [co mb at][d efen siv e] x x x x x [ranged(fired. [combat][defensive] [species(sullustan)] x x x x x x [ranged(fired. [melee(armed. u n armed )]. t hrow n) ] [ ranged at t ack] . [combat][defensive] [skill(mechanics] . n) p] [ vehi cl e] [ s t ar s hi p] [ Sot G ] x [melee(armed. thrown)][target]. [skill(persuasion)]. unarmed)]. [s kill(initiative]. reac & free actions when you dam target with AoO = free Persuasion to intimidate them 1/turn if miss Atk. [combat][offensive]. [combat][offensive]. [c ombat][offens ive] [species(droid)]. [ m el ee( ar m ed. [combat][offensive]. [sk ill(d ecep tio n )]. fired. [dexterity]. Mechanics. [ combo] . [combo]. mtr deal 1 die dam to all targets & allies adjacent to a vehicle or object you reduce to 0 hp or equal or exceed thresh bellow atk deals 4d6 dam Ion Grenade 3sq burst. [skill(endurance)]. thrown)][attack roll]. Ion Rifle is accurate when you successfully change attitude. attacks & skill checks made by droids +2 dam v. [combat][defensive] [combat][defensive]. f i r ed. [melee(armed. thrown)][target]. [melee(armed . [co mb at][o ffen siv e] [species(ithorian)]. [sk ill(p ercep tio n )]. [charge]. droids with ion automatically restore SR by 5 & with only 2 swif actions repair droids in 10 minutes not 1 hour [skill(knowledge (bureaucracy))] [skill(treat injury)] [species(droid)]. [combat][offensive] x x x x [ranged(grenade. Ion Pistol dam dice d8. you may take swif. x [ r anged( gr enade. [damage threshold]. deal extra die damage if target is unaware of you +2 Atk & +1 die dam on first attack in surprise rnd if you dam flat-foot opp they are prone if over FortDef gain darkvision after you charge. [species(sullustan)]. [ ranged( grenade. [ranged(grenade. target for next 24 hours as stan action. Use Computer on or against droid & +1 to all Def v. fired)][ok]. [dexterity]. fired. [combat][offensive] x x x x x [tumble]. [melee(armed . may reroll. Persuasion v. unarmed)]. [aim]. u n armed )]. [combat][offens ive] [species(quarren)] x x [mobility]. -5 penalty all attacks. [combat][defens ive][offens ive]. unarmed)]. [skill(persuasion)]. [skill(deception)] [species(droid)]. nat 1=-5. unarmed)]. [charge] [ran g ed (fired )][q u estio n g tao o ]. [melee(armed. droids. thrown)][attack roll]. [vehicle][starship][SotG] [ranged(grenade. ion. [ mobi l i t y] . Will Def of all w/in 6 sq & enemy loses 1 move & if by 10 or more enemy flat-footed DC 15 Deception check to "tumble" through threatened area. [ com bat ] [ of f ens i ve] . or Force) equals or exceeds thresh can take 10 dam & not move down track (each additional use increases dam by 5) enemy that makes Stealth check w/in 10 sq of you is -2 if you aim. . mtr rage bonus to Atk and dam increases to +5 +1 to Deception. [co mb at][o ffen siv e]. [sk ill(mech an ics)]. [vehicle][s tars hip][SotG] [ranged(fired. [combat][offens ive] [ran g ed (fired . f i red. [sk ill(p ersu asio n )] [ranged(grenade. [skill(deception)] [skill(jump)]. [attack o f o p p o rtu n ity ]. reroll w/ -2 RefDef until end next turn. [ch arisma]. [skill(stealth)]. th ro wn )][d amag e]. BENEFIT Knowledge (bureaucracy) replaces Gather Info & considered trained install cybernetic prosthesis if dam from atk (not area.1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble x x Scout TAG Jedi x x x x x x x x x Read the welcome tab on how to use tags. Persuasion. [ mel ee( armed. Perception. [ combat ] [ def ensi ve] [ of f ensi ve] . +4 dam v. [combat][offens ive]. per weapon group Persuasion or Use the Force for fear effect. thrown)][target][ques tion gtaim]. [sk ill(u se co mp u ter)]. t hr ow ] [ ques t i on gt m ul t i ] . fired. Atk of opp extra Atk during full attack. [sk ill(p ersu asio n )]. unar m ed) ] [ ques t i on ul s w . thrown)][damage]. unarmed) ] . move x2 1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & land prone +1 Ref Def against selected target Ref Def penalty -1 when making a ranged attack at end of charge add Dodge bonus to Ref Def v.

fired . fired . must move 2 sq perform surgery on number = to Int mod (2 min). unarmed)]. no atk opp dam bonus from Str x2 if make only one unarmed Atk. -5 Ref Def can use concentration skills with Rage at -5 penalty if reduce opp to 0 hp with melee atk can move your speed. w/Expertise talent w/crit target is knocked prone if not more than 1 size larger dam bonus from Str x2 if make only one unarmed Atk. [d ex terity ]. [co mb at][o ffen siv e]. thrown)][ques tion gtdw]. [dexterity] [melee(unarmed)]. short = PB catch second wind as free not swif +2 swim spd if your attack drops target to 0 hp you can kill them even if not over thresh. [dexterity] [ranged(grenade. [melee(armed . [vehicle][starship] x x x [melee(armed. [combat][offens ive]. [skill(galactic lore)]. thrown)][ques tion gtdw]. [d ex terity ]. th ro wn )][targ et]. [combat][offens ive] [mobility] x x [ranged(fired)]. [v eh icle][starsh ip ][So tG] [second wind]. [combat][defensive] x x x x x x x x x x x x x [ran g ed (fired . 1/enc when deal dam.1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x x x x x x Read the welcome tab on how to use tags. [combat][offens ive]. u n armed )]. fired. fired. check individually reduce Persuasion's Haggle DC by 10 repair droids = to Int mod rage one extra time a day one extra second wind a day. th ro wn )][q u estio n g td w]. 1/enc when deal dam. [rage]. [co mb at][o ffen siv e]. thrown)][burs t][o][s plas h][o]. u n armed )]. u n armed )]. [co mb at][o ffen siv e]. [charge]. [combat][offensive] [second wind]. [martial arts]. [combat][defensive] [ranged(grenade. gain concealment always keep the better result on a Pilot reroll 1/enc when you charge nat 17-20 is a critical if move before & after attack increase speed 2 sq with autofire targets lose all dodge or deflection bonuses +2 Atk melee with light weapons or lightsabers. [d ex terity ] [ranged(grenade. make unarmed Atk to knock prone. [damage threshold]. [n o ][S o tG] [ran g ed (g ren ad e. [combat][offensive]. perform coup-de-grace as stan take 20 on trained Str skill check as full. [co mb o ]. unarmed)][ok]. [dexterity]. [combat][defens ive][offens ive] [skill(pilot)]. fired. [co mb at][o ffen siv e]. [mobility]. [martial arts]. BENEFIT -5 penalty when attacking with two weapons or a double weapon draw or holster 2 weapons as single swif action -2 penalty when attacking with two weapons or a double weapon no penalty when attacking with two weapons or a double weapon if area attack misses 1/turn you can move 2 sq as a reac. make unarmed Atk to knock prone 1/enc replace Know (social science) or (galactic lore) with Wisdom or Wisdomrelated check reduce spd by 1 or 2 to increase Dodge +1 or +2. [skill(endurance)]. [combat][defensive] [species(mon calamari)] [ran g ed (g ren ad e. [wisdom] [species(droid)]. [ranged(fired)][ranged attack]. [d ex terity ]. with Cleave can move 1st gain 3 extra Force Points per level x x x [ran g ed (g ren ad e. u n armed )][q u estio n u lswp ]. DC15 Endurance to use again can use Will Def instead of Fort Def to determine thresh if damage opponent with burst or splash. th ro wn )][q u estio n g td w]. [melee(armed. [mobility]. [atlatl]. thrown)][ok]. [melee(armed. fired . [stren g th ] [strength]. [autofire]. [bowcas ter] [skill(treat injury)] [charisma]. [trade] [skill(mechanics] [rage]. ex. [melee(armed)][ok]. unarmed)]. [combat][defensive] x x x x x x x x [ranged(grenade. [combat][offensive] [melee(armed . [combat][offensive] [melee(armed. [dexterity] [skill(stealth)]. [combat][offens ive]. unarmed)]. [co mb at][o ffen siv e]. [melee(armed . th ro wn )][d amag e]. nonheroic can take reduces range penalties by one range category. fired. [skill(general)] x x x [Will Defense]. [mobility]. [combat][offensive]. [species(duros)]. [combat][offensive]. [melee(armed . [combat][defensive] [melee(unarmed)]. [dexterity] x [skill(social sciences)]. [force] .

if enemy misses you can make grab/grapple v. divide dam between both. WillDef move target 1sq & -1 atk v. [second wind] [species(ewok)]. [combat][offensive][melee(armed. target a second creature w/in LOS & 6sq of target. [c es ta] x x x x x [combat][offensive]. [atlatl]. stacks to -5 whenever you buy black market goods reduce multiplier by 2 (min x1) do not move down track first time in an encounter full = stan. [combat][defensive] [skill(mechanics]. [Attack of Opportunity]. you x x [Will Defense]. [co mb at][o ffen siv e]. [trade] [strength]. grapple target halts move & prone. heavy)] [species(shapeshifter)]. [skill(deception)] . [cleave]. grab/grapple. [tech specialist]. [skill(use the force)] [melee(armed . [g rap p le]. move = swif. 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/encounter reroll vehicle atk. u n armed )][q u estio n u lswp ]. [craft] [combat][offensive][ranged(fired. [stren g th ]. unarmed)] [species(rodian)]. return a force power already used also always keep the better result on a Stealth reroll when you recover gain hp = 2 x Con mod (min 2) to acquire license Gather Info replaces Know (bureaucracy) after use Cleave each enemy w/in 6sq & LOS -1 Ref Def. if over thresh then target can't atk next turn & reduce spd 2sq 1/encounter swif Deception v. [vehicle][starship] [grapple]. [skill(stealth)] x x x x x [recover]. [co mb at][o ffen siv e]. [skill(use computer)] [d ex terity ]. if over thresh than lose all actions exchange a trait for another. [ranged(fired)]. +5 opposed grapple. thrown)][target]. proficient w/vehicle weapons if hit w/Atk of Opp compare same die roll result v. +5 all your objects with ranged atk. [s pec ies (gungan)]. atk. [co mb o ] x x [ranged(grenade)][ok]. [c ombat][offens ive]. skill until end of enc. [charisma]. [combat][offensive] [force]. [combat][defensive] [skill(gather information)]. stan = move. BENEFIT can use either Wis or Cha mod to determine Will Def spend Force Points as free action out of turn Learn a number of Force Regimens = 1 + Wis mod (min one) can make Use the Force checks. can select Force talents Learn a number of Force Powers = 1 + Wis mod (min one) gain +5 from Improved Disarm on Use the Force check if dam a Large or smaller creature with a grenade or thermal detonator compare to Fort Def & can move target(s) 1 sq in any direction as free When you use second wind. u n armed )][o k ]. [melee(armed)]. [Will Defense]. [skill(pilot)]. full+ = half -10 +2 Ref Def v. [combat][offensive] [melee(armed . [combat][melee(unarmed)] [skill(mechanics]. [combat][defensive] x x [combat][defensive] [ranged(fired. same apply armor's Fort Def to Will Def also +5 v. [fo rce]. grab or grapple. [constitution]. [wisdom]. [co mb at][o ffen siv e][d efen siv e][melee(u n armed )] [armor]. [trade] x x x x x x x x [damage threshold]. 1 min DC 20 Mechanics +1 die dam every 5 pts over Ref Def. mult swif = swif. [combat][defensive] [force] [force].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x Read the welcome tab on how to use tags. [d isarm]. [skill(use the force)] [force] [force].

[dexterity] [damage threshold]. 1/enc w/Atk of Opp from you that enemy takes penalty on atk = your Dex mod until end of next turn. [charge]. Moderate deception when catch 2nd wind. . [damage]. [combat][defens ive] x x x x x x x [skill(climb)]. [Will Defense]. reduce target's Ref Def by 5 for 1 turn -5 Atk to deal +2 die damage. w/Expertise 1/enc spend full & designate single ally. [combat][offens ive] x [melee(armed. [co mb at][d efen siv e].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi Read the welcome tab on how to use tags. considered trained. [ranged(fired)][ranged attack]. [attack of opportunity]. [Will Defens e]. [constitution] x [melee(armed. [co mb at][o ffen siv e]. [skill(deception)]. [combat][defensive]. [melee(armed. [d isarm]. [skill(stealth)] x [combat][offensive] [mobility] [s pecies (zabrak)]. [dexterity] [species(gamorrean)]. [combat][offens ive] [skill(mechanics)] [species(rodian)]. no atk opp not moved down track extra step when would be moved down Push opponent squares = Str mod (2min) after successful melee attack can charge without moving in a straight line damage threshold increases by 5 +1 to all Def +5 to melee attacks to Disarm. [combat][defensive] [charisma]. unarmed)]. can draw & palm weapon 2 sizes smaller than you all improvised as simple & +1d6 dam can withdraw one extra square reduce species bonus to 1 Def to 0 & another to +2. negate 1 mind-affecting effect alter features & voice to a specific person. [skill(gather information)] [species(living)]. [combat][defensive] [skill(perception)]). Jump or Swim by 2 squares & don't lose Dex climbing if attack v. unarmed)][question ulswp]. [melee(armed. increase die type by 2 steps 1/enc as free action on your turn. [fortitude defens e]. [skill(deception)] [second wind]. failure doesn't provoke Atk of Opp gain +5 from Improved Disarm on Use the Force check 1/turn instead of AoO. [skill(swim)]. [fortitude defense]. unarmed)][ok]. [dexterity]. [strength] [mobility]. unarmed)]. BENEFIT 1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp w/-5 atk. [combat][offensive]. cannot change back increase Climb. [combat][offensive] [species(living)]. [co mb at][o ffen siv e]. [reflex d efen se]. [reflex defens e]. [fo rce]. [combat][offensive] . [attack of opportunity]. [combat][offensive]. [fo rtitu d e d efen se]. if no Dex 13 extra -10 Atk Deception as swif opposed Perception must exceed Deception & Stealth. Col always keep the better result on a Perception reroll reduce time & penalties Use Computer to navigate the tangle & mapping when spend Force Point to Deception. Fort Def fails. [martial arts ]. [skill(perception)]) [skill(use computer)] [species(twi’lek)]. [skill(deception)] x x x x x x x [combat][defensive] [species(shapeshifter)]. u n armed )][o k ]. any enemy adjacent to you or ally provokes Atk of Opp. [combat][offens ive]. melee. [in tellig en ce] [melee(armed . [d isarm]. 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 as reac spend FP to delay dam effect to vehicle until end of round. u n armed )][o k ]. [skill(jump)]. [n o ][So tG] x x x x x x x x x [melee(armed . regain only half hp to move half spd. [dexterity]. [co mb o ] [ranged(fired)][ques tion gtaoo]. gain +2 Fort Def until start of your next turn 1/enc add Cha mod to Will Def for 1 turn as reac Perception replaces Gather Info. [combat][defensive] [Will Defen se]. reduce time when use FP on atk can reroll & keep better & apply Force Point as free spend FP to increase all defenses by 2 until next turn x x x x x x [melee(unarmed)].

th ro wn )][ran g ed attack ]. target loses Dex & flat-footed +1 Ref Def. [ mel ee( armed) ] [ ok] . must be wearing light or no armor. [combat][offensive] [ran g ed (g ren ad e. -2 to Ref Def. [skill(persuasion)] x x x x [support] [ranged(grenade. aid another +5 Atk can attack with both ends of lightsaber pike or long-handled lightsaber make ranged +2 Atk at end of charge. [force]. fired . increase damage for unarmed attacks by one die step +1 Ref Def. unarmed)]. [melee(armed. [combat][offensive] [melee(unarmed)]. [damage thres hold]. [Will Defen se]. [combat][offensive] . [combat][offensive] [melee(unarmed)]. [wisdom] [ranged(fired. [ combat ] [ of f ensi ve] [melee(u n armed )]. [martial arts]. [d ex terity ]. [Will Defens e]. BENEFIT when you reroll Perception & take lower gain FP to use w/Perception until the end of the encounter when intimidate instead of normal target -5 skills & -2 atk w/you in LOS if ion dam before being halved equals thresh move only -1 down track 1/encounter if targeted by Force from ally gain 1 FP until end of enc. if succeed they can't make AoO v. increase damage for unarmed attacks by one die step [species(zabrak)]. [cons titution). if over v. [skill(stealth)]. 1/enc if an unarmed atk misses deal half dam. [mo b ility ].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x Read the welcome tab on how to use tags. [combat][offensive] [species(bothan)]. [g rap p le[u ]]. [support]. [s pecies (cyborg)]. [martial arts]. you. [stren g th ] [melee(unarmed)]. still threaten sq deal 1d6+Str mod dam to adjacent you multi-grabbed. [combat][offensive] [melee(unarmed)]. increase damage for unarmed attacks by one die step +1 Ref Def. [ ski l l ( st eal t h) ] . [combat][defens ive] [force] [species(twi’lek)]. [reflex defens e]. thrown)][target]. Fort Def as free to render target incapable of speech until end of next turn. your 1st atk the same round 1/rnd spend swif to make 1 unarmed atk w/in reach dealing your base unarmed dam w/no bonus to dam from Str or HL. 1/enc when you dam a target denied Dex to Ref Def make 2nd unarmed atk v. [combat][offensive] [s pecies (droid)]. [ch arg e]. [o ffen siv e]. gain 2 extra Force powers for each Force Training +2 dam against targets that dam you or allies since end of your last turn range of Scent is 20 sq w/Atk Opp can draw concealed weapon & make 1 atk. [c ombat][offens ive] [species(ewok)] x x [ ranged( f i red) ] [ quest i on gt aoo] . w/Expertise spend 2 swif to cause single adjacent enemy to be flat-footed v. [co mb at][o ffen siv e]. [co mb at][d efen siv e]. [combat][offens ive] [intelligence] [s pecies (droid)]. [s pec ies (kel dor)]. [combat][defens ive] [species(droid)]. [fortitude defens e]. [ at t ack of opport uni t y] . x x [charge]. fired. [skill(perception)]) x [skill(persuasion)]. [melee(armed)][ok]. [combat][offensive] [melee(armed)]. thrown)][ques tion hw]. +2 Will Def when charge make Persuasion as free to intimidate each target pass w/in 1 sq. [skill(general)] [species(droid)]. thresh -5 roll an extra die of dam v. w/Expertise 1/enc w/full atk reroll 1 atk but you must take reroll & wearing light or no armor with successful Persuasion gain favorable circumstances next 24 hours provide mind-affecting effect to allied droids = Int mod (min 1) 1/encounter draw holstered weapon & attack as single stan action bonus languages = 1 + Int mod (min one) Once per encounter. [s trength]. as reac +2 one defense full-round swap skill not trained in for trained skill (not trained) Once per encounter. [combat][offensive] x x x x x x [melee(unarmed)]. flat-footed enemy on 1 unarmed atk.

if successful reduced to 1 hp reroll Survival & keep better in environment of subspecies x x x x [charisma]. [team].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi Read the welcome tab on how to use tags. [support] x x x x x x [melee(armed . [combat][offensive]. . +10 organization score when spend FP to Knowledge (life sciences). [skill(survival)] x x [combat][defensive] [species(droid)]. [combat][defensive] [melee(unarmed)]. allies not trained gain +2 w/in 12 sq +5 Ref Def against attacks of opportunity melee Atk +1 die damage if mounted and moving spend 2 swif to move vehicle up track not 3. [aim] [charisma] [species(ithorian)]. [vehicle][s tars hip] [sp ecies(mo n calamari)]. [dexterity] [ranged(fired. [co mb at][d efen siv e][o ffen siv e]. grab atk v. DC20 Endurance for mount each time after in enc Once per encounter. [skill(pilot)]. 1/round negate hit v. failure = mount -1 track. [grapple[u]]. [team]. [co mb at][o ffen siv e]. [strength] [ran g ed (g ren ad e. thrown)][target]. [combat][defensive]. -2 penalty if rush when spend Force Point to Survival. [combat][defensive]. [in tellig en ce] [species(shapeshifter)] [melee(armed. unarmed)][ok]. [vehicle] [skill(ride)]. [combat][defensive] [species(nikto)]. [skill(general)] x x x x x x x x [skill(general)] [mobility]. can redirect Atk to mount or vehicle. [support] x x x [mobility]. increase die type by 2 steps make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done. after Atk +3 Ride & +1 each ally w/feat w/in 12 sq (max +7). [combat][offens ive]. [combat][offensive]. [dexterity] [melee(armed. 1/rnd as reac to mount being atked make Ride check & if over mount's Ref Def use instead if end turn 3 sq from start +1 dodge to Ref Def as stan action. [co mb at]. [combat][offensive] [skill(treat injury)]. [intelligence]. automatically reroute power DC20 Ride as swif +2sq spd. number of rounds = Con spend two swift actions to increase damage 1 die add Str & Dex to thrown Atk. [mobility] [skill(ride)]. [stren g th ]. th ro wn )][o k ]. [skill(survival)] . range + squares = Str mod can use Wisdom instead of Intelligence for Intelligence-based skills choose a trained skill. [skill(knowledge(life sciences))] x x [skill(endurance)]. 2 adjacent if you have 2 empty hands use swif actions across more than 1 rnd to aim if target stays in LOS & atk others organization has scale = 1/2 HL + Cha mod. [s kill(ride)]. 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. [v eh icle][starsh ip ] x x [skill(ride)]. . BENEFIT +5 Deception for forging documents or appearance. you or mount w/Ride check. [combat][defensive]. [melee(unarmed)]. 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). increase die type by 2 steps If opponent uses creature for cover. [skill(deception)] [species(rodian)]. unarmed)][ok]. [sk ill(mech an ics]. [intelligence]. u n armed )][o k ]. [stren g th ] [species(cerean)]. [species(droid)]. [s kill(pilot)]. [wisdom].

[combat][offensive]. [melee(armed . [attack o f o p p o rtu n ity ]. [co mb at][o ffen siv e]. [force]. thrown)][ques tion gtdw]. [co mb at][o ffen siv e] [species(droid)]. [combat][offensive]. [team]. [combat][defensive]. [strength] [ranged(grenade. [combat][offensive] x x x [ranged(fired)]. . [pin]. Heavy Blaster Pistol not inaccurate. target -1 down track 1/enc you can use two different reactions to the same trigger [skill(acrobatics)]. unarmed)][ok]. can take 10 when rushed. [combat][offens ive] [ran g ed (fired . [melee(armed)][ok]. [combat][offensive] [ranged(fired. thrown)][target]. no Str 13 -5 Atk +2 Atk on charge and extra damage = 1/2 your level +4 Str checks & Str skill checks while raging no penalty shooting into melee can use Dex or Int mod to determine Ref Def if none of your allies are closer than you. [g rap p le]. unarmed)][ok]. thrown)][target]. [strength]. [melee(armed. [combat][defensive]. reduce target's Ref Def by 2 next round 2 swif for -5 on target's attempt to negate (Block. thrown)][ok]. [constitution] [melee(armed. [intelligence] [ranged(fired. x [dexterity]. [ranged(fired)][ques tion gtaoo]. [combat][offensive]. [dark side][o] [skill(initiative]. [co mb at][o ffen siv e]. [combat] [ranged(grenade. [charge]. [combat][defensive] x x x [ranged(grenade. can tumble 1 extra sq +2 to Rank & Privilege organization score instead of Atk of Opp 1/turn not attack to move half speed. [species(gamorrean)]. no atk opp +2 to attacks of opportunity with ranged 1/turn instead of AoO. unarmed)]. [mobility]. half dam if fail trade Atk bonus on melee attacks for damage (up to BAB) trade Atk bonus on ranged atk for dam (BAB). fired. th ro wn )][targ et]. [melee(armed)]. [combat][offensive]. [attack of opportunity]. [combo] [melee(armed)]. [skill(swim)] x [melee(unarmed)]. Poison. [p in ]. [combat][offensive]. [combat][offens ive]. [combat][offensive] [ran g ed (fired )][q u estio n g tao o ]. [sp ecies(d ro id )]. [melee(armed. ranged(fired. [combat][offensive]. [combat][offensive]. [damage threshold]. [grapple]. can take 20 in half time when you Pin an opponent & use Crush feat. thrown)][ranged attack]. u n armed )]. [v eh icle][starsh ip ][So tG] [fortitude defense]. [pin] [melee(u n armed )]. [species(gamorrean)]. [melee(armed)]. [rage]. [combat][offensive]. BENEFIT +3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7). [grapple]. th ro wn )][targ et].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x x x x x x x x Read the welcome tab on how to use tags. Vehicular Combat) add one-half Dark Side Score to Use the Force to resist detection always keep the better result on a Initiative reroll always keep the better result on a Swim reroll grappled opp is pinned 1 round and loses Dex to Def can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif & apply Crush target of Aiming Accuracy cannot take the recover action until next turn Blaster Pistol is accurate. +1 ranged atk (short or closer) +1 die dam with simple melee weapons when moved down track can move +1 up track until end of next turn draw weapon as swift action instead of move action draw or holster 2 weapons as single swif action draw and ignite lightsaber as single swif action Once per encounter. [species(cerean)] [species(gungan)]. [co mb at][o ffen siv e] [skill(use the force)]. [combat][offensive]. [combo] x x x x x x x x [skill(general)] [melee(unarmed)]. thrown)][target]. fired. [strength] [combat][defensive] . [combat][offensive] [species(trandoshan)] x x x x x x [ran g ed (fired . Hold-out if target has not acted +2 atk until the target acts gain hp = 5 + 1/2 level if reduce opponent to 0 hp +1 on ranged Atk and damage against point blank foes +5 Fort Def v. fired. [intelligence]. [support] x x x x x x x x x [attack of opportunity].

[fortitude defense]. fired . . [q u estio n g td a]. [skill(perception)] x x [ranged(grenade. [mobility]. [combat][defensive] [skill(endurance)]. th ro wn )][targ et]. [vehicle][s tars hip][SotG] [melee(armed . [defensive] [species(droid)]. [second wind] [ran g ed (fired . [melee(armed . if no Dex 13 extra -5 Atk additional +2 aid another. [constitution]. x x x x x x x x x [skill(climb)]. [q u estio n g tmu lti]. [defens ive]. if no Str 13 extra Atk -5 -2 Atk to deal +1 die damage. does not stack with Coordinate ignore concealment & cover for Perception w/in 10 sq if move before & after attack +2 Ref Def Once per day. thrown)][ranged attack]. unarmed)]. [damage] x [ran g ed (fired . [melee(armed . thrown)][attack roll]. aim can use Str or Con mod to determine Fort Def fight defensively to gain +2 or +5 to Will Def with no attacks catch second wind & immediately gain immediate move action with Second Wind gain additional hp = twice Con bonus (min 2) 1/enc as reac ranged atk v. unarmed)]. . t hr ow ] [ at t ack r ol l ] . [co mb at][o ffen siv e]. fired. th ro wn )][attack ro ll]. [dexterity] [thrown]. [ com bo] . cannot exceed speed add Dodge bonus to Ref Def v. [combat][defensive] [talent][feat] [species(trandoshan)]. [combat][defensive] x x x x x x [ranged(grenade. [skill(jump)] [ran g ed (g ren ad e. BENEFIT -2 Atk for +1 die dam. [mo b ility ]. taking best move +1 up track when catch Second Wind choose one talent or feat. [species(cyborg)]. u n armed )][q u estio n u lswp ].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi Read the welcome tab on how to use tags. u n armed )][q u estio n u lswp ]. [combat][offensive]. Light Repeating Blaster as if M not L fall only if fail by 10 or more & make Jump to land safely. can spend FP & add to distance jumped & must land on solid surface move before and after an attack. Heavy Blaster Rifle dam dice d12. [co mb at][o ffen siv e]. Atk of opp when you deliver a coup de grace all enemies in LOS move -1 down track until end of enc with full attack if hit on first attack. 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. [skill(perception)]) x x x x x x [mobility]. increase die type by 2 steps x x x x x x x x x [ranged(grenade. th ro wn )][targ et][q u estio n g tmu lti]. Perception check to determine value +5 Fort Def v. [skill(perception)]) . [second wind]. [combat][offensive] [ranged(fired)]. [melee(armed. gain DR10 if you have cover even v. natural hazards as swif broadcast input to any receiver in 24 sq as if they were with you. [fortitude defense]. [s trength]. +1 die dam v. [combat][offens ive]. same target 1 hour scavenging. [melee(armed . [ com bat ] [ def ens i ve] [ of f ens i ve] . [combat][offens ive]. reroll trained Knowledge check. [d ex terity ] [support] [species(kel dor)]. [craft] [species(kel dor)]. [constitution] [species(mon calamari)]. fired. ranged. [combat][offens ive]. [defensive] [Will Defense]. fired. [co mb at][o ffen siv e] [combat][defensive] x x x x x x x x x x x [strength]. [ dext er i t y] n) p] [ranged(fired)][ques tion gtaoo]. fires 2 shots. . [combat][defensive] [species(wookiee)]. [skill(mechanics]. f i r ed. [melee(armed. thrown)][ques tion gtmulti]. unar m ed) ] [ ques t i on ul s w . [second wind]. [co mb at][o ffen siv e] [skill(perception)]). [combat][defensive] [skill(knowledge)] [second wind]. melee. [ m obi l i t y] . target that missed you w/ranged atk in LOS if you miss with razor or thud bug it automatically returns Blaster Carbine can brace set to autofire. Blaster Rifle is accurate. [combat][offens ive] [skill(endurance)]. [ m el ee( ar m ed. [d ex terity ] [ r anged( gr enade. u n armed )][q u estio n u lswp ]. add +2 on next atk roll before end of next turn against missed Once per encounter as reac. u n armed )][q u estio n u lswp ]. allies can use aid another on Perception +1 Atk to one attack if adjacent to ally spend two swift actions to move +2 up condition track when spend Force Point to Perception.

[tech specialist]. [melee(armed. unarmed)]. 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). [species(droid)]. gain Force Point to use before end of enc Slugthrower Pistol at PB +1 die dam. [starship] [melee(unarmed)]. 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. [strength]. [combat][offensive]. switch between with swif Intimidate or change attitude as a standard not full 1/encounter. fired. and only 1 failure. 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. [craft] [skill(persuasion)] [ranged(grenade. [combat][offensive]. x x x [combat][defensive] [skill(mechanics]. [craft] [wisdom]. [vehicle][starship] x x x [ranged(fired)][ok]. [autofire] x [melee(armed. [martial arts]. thrown)][ques tion range]. Sporting Blaster Rifle +1 atk when aiming reduce autofire to 1 square melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5 to skills if deal extra dice dam. [combat][offensive]. -5 Ref Def. [s kill(mechanics )]. a charging opponent can make a grab if atk is successful. [team]. [combat][offensive] [skill(use computer)]. thrown)][target]. [ranged(fired)]. [combat][defensive] . must be wearing light or no armor. Dodge opp ignore soft cover making a ranged attack +2 ranged Atk. not 2 1/challenge if third failure accrues. Slugthrower Rifle dam d12. [aim]. [skill(pilot)]. BENEFIT as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR reduced by same amount. thrown)][ranged attack]. unarmed)][question ulswp]. [support] x x x x x [combat][defensive] [ranged(fired. [skill(pilot)]. w/in 6sq of opp -2 def 1/challenge catastrophic fail only by 15. [combat][offens ive]. unarmed)][question ulswp]. use withdraw at full spd v. aid another provides +4 apply Dodge to two opp.1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x x x Read the welcome tab on how to use tags. [species(duros)]. [combat][defens ive]. [combat][offensive] [skill(endurance)]. [tech specialist]. ([u]) [skill challenge] [skill challenge] [skill challenge] x x x x x x x x [skill(general)] [skill(general)] [melee(unarmed)]. [s pecies (cyborg)]. [charge]. [combat][offensive]. fired. reac you can design a starship from scratch Learn a number of starship maneuvers = 1 + Wis mod (min one) when making a grab you are 1 size larger. if reduce opp to 0hp or over thresh. Sporting Blaster Pistol reroll any rolls of 1 for dam. [vehicle][s tars hip] [species(quarren)]. [ranged(grenade. [skill(persuasion)] x x x x [skill(mechanics]. [combat][offensive]. can move 2 sq per extra die not used 1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker. v. w/Expertise add Str & Dex mod to grapple checks 1/encounter instead of dam you can take half dam & -1 down track [s pecies (droid)]. [melee(armed. not with vehicle or heavy weapons when roll Nat 20 on Pilot check. [combat][offensive].

unarmed +2 & -2 Ref Def. [aim]. th ro wn )][targ et]. [q u estio n g taim]. [d efen siv e] [melee(armed. [attac k of opportunity]. unarmed)][ques tion uls wp]. primary enemy -2 atk until next turn select 1 target in area atk & they take +5 dam before Evasion modify an item to give a special trait +3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7). [combat][offens ive]. species(droid)]. target needs cover if not distracted or threatened gain climb speed of 4 can perform surgery in 10 minutes instead of an hour 1/hour in heat or cold you & 10 allies can use result of Survival check in place of Fort Def +1 melee Atk for each allied character adjacent to target if do damage with Atk of Opp. [combat][offensive]. if they fail Atk of opp x x x x [ran g ed (fired . [combat][offensive]. 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). -5 to all attacks. [ com bat ] [ of f ens i ve] . [su p p o rt]. 1/enc w/successful atk spend swif to designate primary adversary & until end of enc gain Dodge feat v. BENEFIT when prone & aim your target loses Dex to Ref Def autofire Atk 1 sq wide & 4sq long instead of 2x2 1/enc move one less down track when use bellow roll d8 instead of d6 when you spend a Force Point see page 24-25 SV with aid another & Atk roll beats target's Will Def. [autofire] [species(ithorian)]. [charge] [ranged(grenade. [ vehi cl e] [ s t ar s hi p] [ Sot G n) p] ] [ranged(fired)]. [support] [melee(unarmed)]. [team]. [starship] [melee(unarmed)]. thrown)]. aid another provides +4 as stan action strike w/appendages not normally weapons. [combat][offensive] [ r anged( gr enade. thrown)][target]. [fortitude defense]. [team]. . [grapple]. [ranged(fired)][ques tion gtaoo].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x x Read the welcome tab on how to use tags. [attack of opportunity]. [skill(climb)] x [skill(treat injury)] [sp ecies(twi’lek )]. [tech specialist]. per group deal triple damage on a Crit. [melee(armed. t hr ow ] [ ques t i on gt m ul t i ] . [melee(armed. [tech specialist]. f i r ed. fired. unar m ed) ] [ ques t i on ul s w . [aid fire] [species(sullustan)]. [s upport]. [defensive] x x x x [combat][offensive]. [combat][offensive]. [combat][offensive] [force] [skill(mechanics]. [grapple]. with selected weapon when tumbled against add your BAB to DC. [combat][offensive] [skill(endurance)]. [area] [skill(mechanics]. [combat][offensive]. [combat][offensive]. [ques tion gtaa]. [combat][defensive] x [melee(unarmed)]. primary & 1 other enemy. [strength] [species(trandoshan)]. [combat][offensive] x x x x x x x [combat][defensive] [skill(ride)]. prone +5. [intelligence] [ranged(fired. w/Expertise w/crit v. [combat][offens ive]. [craft]. unarmed)]. theirs -5 make a extra attack during full attack. [ m el ee( ar m ed. target if you are adjacent to cover from target knock a grappled opponent prone. unarmed)][ques tion range]. [combat][offens ive]. can move 1 sq. [martial arts]. [martial arts]. [s trength]. [sk ill(su rv iv al)]. [support] [melee(unarmed)]. [craft] [skill(mechanics]. [co mb at][o ffen siv e]. [combat][defens ive][offens ive] [melee(unarmed)]. aid another provides +4 1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when determining effect. attacks v. [c ombat][offens ive] [skill(pilot)]. [ranged(fired)]. [melee(armed. [fo rtitu d e d efen se]. unarmed)][ques tion uls wp]. no atk of opp regain all spent maneuvers at end of round with natural 20 on Atk w/crit & unarmed dam increases 1 die step (d12 max). [vehicle][s tars hip][SotG] [melee(armed. unarmed)]. use dam of highest rated appendage for dam +1 hp per level charging mount can make free natural atk each sq charge through +1 Atk v.

[team]. [melee(armed)]. unarmed)][question ulswp]. [Will Defen se]. [in tellig en ce] x x [melee(armed. [skill(survival)] [skill(survival)]. [combat][offensive]. [vehicle][s tars hip] [melee(armed. [vehicle][starship] [species(duros)]. Atk roll 1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle +5 Use Computer to perform astrogation melee Atk against each target within reach. [Will Defense]. [Will Defense]. [d ex terity ]. always avoid collisions w/allies spend Destiny Point to access Unleashed abilities can catch more than one Second Wind per encounter +5 Fort Def & Will Def v. [co mb at][o ffen siv e] [melee(armed)][ok]. [combo] [skill(mechanics]. [combat][offens ive]. [combo] [ran g ed (g ren ad e. BENEFIT using withdraw can move 2 sq w/out atk of opp & move your spd. [vehicle][starship] [skill(pilot)]. [rage]. gain FP to be spent before next turn as long as you did not negate when mind-affecting effect is against your Will Def.3 2 x x x 2 x x x x x x Read the welcome tab on how to use tags. [melee(armed )][o k ]. [starship] [melee (armed . th ro wn )]. [d ex terity ]. [mobility]. [combat][defensive] x [fortitude defense].1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi x x x x 1 2. make one roll with Rapid Strike make a 2nd atk at -2 w/in reach. [team]. [support] [skill(pilot)]. [tech specialist]. [support]. [defensive] [sp ecies(g u n g an )]. you impose -2 +5 Will Def v. [combat][defensive] x x x x 2. [skill(use computer)]. aid another provides +4 can catch Second Wind even if not below half hit points opponents may not withdraw. u n armed )][q u estio n u lswp ]. [combat][offensive]. u n armed )]. [combat][defensive]. [combat][offensive] [species(wookiee)]. can spend FP as reac to an enemy ending its movement adjacent to withdraw +3 Jump & +1 each ally w/feat w/in 12 sq (max +7). fired. [grapple]. thrown)][melee(armed. [dexterity]. unarmed)][question ulswp]. deal half dam 1/day DC20 Survival & considered to have medpacs until end of day +3 Survival & +1 each ally w/feat w/in 12 sq (max +7). [team]. [Will Defense]. [support] [second wind]. [co mb at][o ffen siv e]. [atlatl]. [grapple]. Pilot v. [Will Defense]. [co mb at][o ffen siv e] [melee(armed . [dexterity]. [d ex terity ]. [combat][defensive][offensive] . [combat][defensive] [Will Defense]. [combat][defensive]. [co mb at][o ffen siv e]. [combat][defensive] x x x [melee(armed. Deception & Persuasion +2 Will Def when you wield atlatl or cesta +2 Fort Def & Will Def if fight defensively +3 Perception & +1 each ally w/feat w/in 12 sq (max +7). gain hp = 10 + 1/2 level [species(droid)]. [combat][defensive] [species(zabrak)]. [support] [melee(armed . [cesta]. add 1 sq to jump +3 Pilot & +1 each ally w/feat w/in 12 sq (max +7). [combat][offensive] [strength]. Use the Force if targeted by fear or mind-affecting effect that fails. [co mb at][d efen siv e] [fortitude defense]. [vehicle][starship][SotG] [skill(pilot)]. fired . unarmed)].4 x [skill(perception)]). they may Tumble as normal Wield a two-handed weapon one-handed at -2 atk when you first enter a rage. unarmed)][ques tion uls wp]. 1/encounter DC30 Mechanics 1 swif negate one attack a round against a vehicle. [ranged(fired)]. u n armed )][q u estio n u lswp ]. [combat][defensive] [skill(jump)]. [co mb o ] [ranged(grenade. [combat][offens ive]. [combat]. [vehicle][starship] x [second wind]. [combat][defensive] [skill(perception)]). 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 Recharge Shields/Reroute Power as 2swif. [team].

[combat][defens ive][offens ive]. BENEFIT 1/rnd w/successful unarmed atk gain hp = Con mod. w/Expertise 1/enc w/crit deal dam & move -2 down track. thrown)][target]. [martial arts ]. must be wearing light or no armor +1 on ranged Atk and +1 die damage against adjacent foes x x [melee(unarmed)]. [combat][offensive] . [s pecies (wookiee)]. 1/enc atk Fort Def & if successful enemy takes dam & loses any equipment Fort Def for enc. [cons titution] [ranged(fired.1 2 3 4 Weapon Focus (lightsabers) WP (advanced melee weapons) WP (rifles) WP (heavy weapons) CLASS FEATS Scoundrel Soldier Noble Scout TAG Jedi Read the welcome tab on how to use tags.

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FP?: x = must spend force point.* = may spend MtR: Must take Reroll C CR K CR L F CR CR L C GI C SV K J K L R C C C F SV C R GW J CR L L L BOOK 39 40 57 49 30 102 39 107 47 PAGE TALENT Accurate Blow Acrobatic Recovery Action Exchange Acute Senses Adapt and Survive Adept Assistant Adept Negotiator Adept Spellcaster Adrenaline Implant 25 Advanced Intel 20 Advanced Planning 24 Advantageous Opening 29 Advantageous Positioning 47 Advantageous Strike 14 Adversary Lore 40 26 26 57 57 Affliction Aggressive Negotiator Aggressive Surge Akk Dog Attack Training Akk Dog Master 57 Akk Dog Trainer's Actions 49 13 40 28 18 19 51 45 Always Ready Ambush Ambush Ambush Specialist Anticipate Movement Apprentice Boon Armor Mastery Armor Mastery 45 Armored Augmentation I 45 Armored Augmentation II MtR? TIER PREREQUISITES 1 1 2 Force Delay 1 1 1 1 1 1 2 Spotter 1 1 2 Shift 1 1 1 2 Adept Negotiator 1 2 Akk Dog Master 1 2 Akk Dog Master 1 Initiative skill 2 Dirty Tactics 1 1 1 1 2 Armored Defense 1 1 AP of armor 2 Armored Augmentation I* stan free stan free stan stan reac swif ACT FP? x x y y .

Impel Ally II* Focused Attack 1 1 WP (heavy weapons) 1 1 2 Steady Under Pressure 1 Trained in Treat Injury 2 Gun Club 1 1 stan move x free free free 1 swif 1 swif 2 Fool's Luck 2 Sneak Attack 3 Self-Reliant. Mandalorian Glory Trained in Persuasion Attract Minion.FP?: x = must spend force point.* = may spend MtR: Must take Reroll CR L K F UR F R CR GI C CR CR F GI CR CR C J 73 Aura of Freedom GW 22 Autofire Assault C C SV GW UR C CR CR CR UR F GW C K SV 43 53 14 20 19 55 49 52 40 22 54 21 26 53 15 Automated Strike Aversion Avert Disaster Backstabber Band Together Bando Gora Surge Barter Battle Analysis Battle Meditation Battle Mount Battlefield Medic Battlefield Remedy Bayonet Master Beast Trick Befuddle BOOK 52 40 38 52 19 27 24 221 21 53 218 210 52 25 107 214 53 PAGE TALENT Armored Defense Armored Guard Armored Mandalorian Armored Spacer Arrogant Bluster Art of Concealment Assault Gambit Assault Tactics Assured Skill At Peace Ataru Attract Minion Attract Privateer Attract Superior Minion Attune Armor Attune Weapon Attuned MtR? TIER PREREQUISITES 1 2 2 1 1 1 1 1 1 1 1 1 1 4 1 1 2 Ward Dex 13. Galactic Guidance* 1 1 1 swif full swif ACT FP? * x x * x x y .

* = may spend MtR: Must take Reroll C SV SV R L L R R F F F F F F F GI C S CR SV L F J SV SV SV L CR R GI J CR BOOK S PAGE TALENT 17 Begin Attack Run 56 14 14 43 29 47 43 26 52 52 52 57 57 Believer Intuition Beloved Better Lucky then Dead Bigger Bang Biotech Adept Biotech Mastery Black Market Buyer Blast Back Blaster and Blade I Blaster and Blade II Blaster and Blade III Blaster Turret I Blaster Turret II 57 Blaster Turret III 28 Blend In 20 41 17 41 33 41 52 Blend In Blind Shot Blind Spot Block Bloodthirsty Blowback Boarder 81 Body Control 27 Bodyguard I 27 27 41 43 40 21 18 44 Bodyguard II Bodyguard III Bodyguard's Sacrifice Bolster Ally Bolstered Numbers Bomb Thrower Bonded Mount Born Leader MtR? TIER PREREQUISITES 1 Cha 13 1 3 2 2 1 1 1 1 1 Bolster. Dual Weapon I. WP (advanced & pistols) 3 Blaster & Blade I & II. Dual Weapon I.FP?: x = must spend force point. Inspire Confidence Fool's Luck Improvised Device 3 Blaster Turret I & II 1 1 1 1 1 1 1 1 1 2 Attract Minion 3 4 1 1 2 1 2 1 Bodyguard I* Bodyguard II* Recruit Enemy Trained in Mechanics Charm Beast swif reac reac y reac Dual Weapon I. WP (advanced & pistols) 2 Blaster & Blade I. WP (advanced & pistols) 1 stan 2 Blaster Turret I stan stan swif swif reac reac reac stan full full swif ACT FP? * * x .

* = may spend MtR: Must take Reroll F C C SGD F K J L GW R F K SGD K J SV R F L SV J UR CR CR J J J CR CR K GW F CR GI L L BOOK 30 26 44 19 17 43 103 27 14 21 23 213 213 16 18 18 107 107 27 19 24 40 24 57 41 PAGE 50 45 45 29 54 44 89 29 31 45 92 TALENT Bothan Resources Breach Cover Breaching Explosive Break Program Bring Them Back Brutal Attack Brutal Unarmed Strike Bugbite Bullseye Bunker Blaster Buried Presence Burning Assault Burst Transfer Call Out Call Weapon Cantina Brawler Capture Droid Cargo Hauler Cast Suspicion Castigate Cause Mutation Champion Channel Aggression Channel Anger Channel Energy Channel Vitality Charm Beast Charm Beast Charm Beast Cheap Shot Cheap Trick Cleanse Mind Clear Mind Clip Cloak of Shadow Close Contact MtR? TIER 2 1 1 1 1 1 2 1 3 1 1 PREREQUISITES Spynet Agent Trained in Use Computer Weapon Focus Telekinetic Strike Sniper feat. Draw a Bead* 2 1 2 1 1 1 1 1 1 2 3 1 2 1 1 1 1 1 2 1 1 1 1 1 1 Jet Pack Training Personal Vendetta Opportunistic Strike Trained in Deception stan stan stan swif stan Sith Alchemy x Warrior's Awareness. Warrior's Determination x Channel Aggression swif x Negate energy reac x swif swif y swif x ACT FP? x no .FP?: x = must spend force point.

FP?: x = must spend force point.* = may spend MtR: Must take Reroll SV R S C J C K F J T S J CR CR UR C GW F K K F F C F K F R SV CR L C C GI BOOK 103 Combat Repairs 21 Combat Trance 57 Combined Fire 18 85 107 107 31 26 19 28 42 42 47 47 26 92 58 49 40 34 44 26 Combined Fire Combustion Command Beast Command Beast Commander's Prerogative Commanding Officer Commanding Presence Commanding Presence Competitive Drive Competitive Edge Computer Language Computer Master Comrades in Arms Conceal Another Conceal Force Use Concealed Weapon Expert Concentrate All Fire Confounding Attack Connections Consular's Wisdom PAGE 25 23 17 25 18 40 24 TALENT Close Cover Close Maneuvering Close Scrape Close-Combat Assault Closed Mind Close-Quarters Fighter Collective Visions 22 Consular's Vitality 53 Consumed by Darkness 25 Contingency Plan MtR? TIER PREREQUISITES 2 Watch This 1 1 2 Recon Team Leader 1 1 1 Farseeing 1 1 1 Coordinated Attack 1 1 2 2 1 1 3 1 1 1 1 1 1 2 1 1 Force Training Charm Beast Charm Beast Trained in Initiative Tactical Savvy* Binary Buried Presence 1 3 Tangle Up* 1 2 Adept Negotiator 1 1 1 swif reac full swif swif stan swif swif swif swif swif swif reac ACT FP? x n y .

* = may spend MtR: Must take Reroll CR CR GI UR C K L L L SV F F 42 Cower Enemies GW 18 Cover Escape CR 52 Cover Fire L SV F S CR GI GI J SV SV SV L R J 41 Cover Your Tracks 16 Cramped Quarters Fighting 49 Creeping Approach 17 213 21 23 17 18 31 15 29 43 87 Crippling Hit Crippling Strike Critical Skill Success Crowd Control Crucial Advice Crushing Assault Cunning Distraction Cunning Strategist Curved Throw Custom Model Cycle of Harmony CR 101 Damage Reduction 10 SV GI F 31 Damaging Deception 25 Damaging Disarm 24 Dampen Presence BOOK 212 44 23 20 26 PAGE TALENT Controlled Burst Coordinate Coordinated Effort Coordinated Leadership Coordinated Tactics 42 Corporate Clout 45 Cortosis Defense 27 45 18 45 Cortosis Gauntlet Block Cortosis Retaliation Counterpunch Cover Bracing MtR? TIER PREREQUISITES 1 1 3 Dedicated Protector* 3 Born Leader. medium) 2 Cortosis Defense 1 1 2 Force Interrogation 1 2 Battle Analysis 1 3 Starship Raider* 1 Stealth skill 3 2 1 2 1 2 1 3 2 2 2 1 2 Cunning Distraction 2 Ranged Disarm 1 System Hit* Channel Aggression Entangler Weapon Specialization stan stan swif Walk the Line* stan Bugbite swif Improvised Device. Wrong Decision 1 1 AP (light.FP?: x = must spend force point. Tech Specialist feat Tyia Adept stan stan swif x ACT FP? x . Coordinate 2 Commanding Officer 3 Impose Hes.

Block or Deflect.* = may spend MtR: Must take Reroll K CR K CR L K CR CR L K CR J CR CR J SV CR SV CR 216 Debilitating Shot K 61 Deception Awareness CR GI GI UR 216 24 24 21 Deceptive Shot Dedicated Guardian Dedicated Protector Deep Space Raider F 47 Defensive Electronics GW 21 Defensive Jab BOOK K C L K 39 223 40 101 55 25 223 223 223 16 40 40 17 27 46 29 PAGE TALENT Dark Deception Dark Healing Dark Healing Field Dark Presence Dark Preservation Dark Retaliation Dark Scourge Dark Side Adept 27 Dark Side Bane 59 Dark Side Manipulation Dark Side Master Dark Side Savant Dark Side Scourge Dark Side Sense Dark Side Talisman Dash and Blast Dastardly Strike Deadly Repercussions 28 56 27 39 Deep-Space Gambit Defense Boost Defensive Acuity Defensive Circle MtR? TIER PREREQUISITES 1 1 3 2 2 2 1 1 Improved Dark Healing* Cha 13. Starship Raider 1 2 Retaliation Jab stan stan 2 Dark Side Adept x 1 swif 2 Dark Side Sense 1 1 full x 1 Dual Weapon Mastery I.FP?: x = must spend force point. Power of the Dark Side Power of the Dark Side Sentinel Strike 2 Dark Side Sense 1 1 1 1 3 Dedicated Protector* 2 Harms Way 3 Spacehound. Running Attack full 1 1 2swif 1 1 swif 1 4 Battle Meditation. Jedi Battle Commander swif ACT FP? x x x y n y .

Int 13. Weapon Specialization* 1 full 1 1 reac y 1 2swif 2 Born Leader ACT FP? x * x .FP?: x = must spend force point.* = may spend MtR: Must take Reroll GW 21 Defensive Position L CR CR CR K F CR L R GI F CR K F L GW C R SGD SGD F SV K GI K J CR L CR CR 30 41 43 52 26 42 221 43 28 24 93 53 Defensive Protection Deflect Demand Surrender Demolitionist Demoralizing Defense Deny Move Deployment Tactics Desperate Measures Destructive Ambusher Detective Detonate Devastating Attack BOOK R 23 29 91 100 42 46 44 PAGE TALENT 45 Defensive Measures 29 Devastating Melee Smash 56 Device Jammer 41 Difficult to Sense 20 41 24 28 28 28 14 47 Dig In Direct Direct Fire Directed Action Directed Movement Dirty Fighting Dirty Tactics Dirty Tricks Disarm and Engage Disarming Attack Discblade Arc Disciplined Strike Disciplined Trickery Disruptive Distant Command MtR? TIER PREREQUISITES 2 Safe Zone 2 Battle Analysis 1 1 2 Presence 1 2 Noble Fencing Style 2 1 2 2 1 1 1 Reduce Mobility Focus Terror Ambush Specialist Force blast 2 Melee Smash 1 1 1 1 2 Assault Gambit 1 1 1 1 1 Deception skill 1 reac reac stan reac move swif full n swif stan swif stan move stan 2swif 2 Impr Disarm.

* = may spend MtR: Must take Reroll J J K SV L CR 218 Djem So CR 207 Dogfight Gunner GI C SV K T GW CR SV C J C F C F K K F SV SGD J GW GW J CR 20 22 35 40 30 31 52 26 43 79 45 56 Done It All Double Agent Double Up Drain Force Drain Knowledge Draw a Bead Draw Fire Dread Droid Defense Droid Duelist Droid Expert Droid Jammer BOOK 103 Droid Smash 47 47 102 14 27 85 19 32 20 44 Dual Weapon Flourish I Dual Weapon Flourish II Dull the Pain Dumb Luck Durable Earth Buckle Easy Prey Echani Expertise Echoes of the Force Educated PAGE 91 17 44 31 TALENT Distant Discblade Throw Distracting Apparition Distracting Attack Distracting Shout 27 Distress to Discord 43 Droid Mettle MtR? TIER 1 2 2 2 1 1 2 Expert Gunner 1 1 3 2 1 2 1 3 1 1 2 1 PREREQUISITES proficient discblade Manifest Guardian Spirit Brutal Attack Cunning Distraction Find an Opening* Affliction Precision Shot. Weapon Finesse Medical Droid full Knack. II. Weapon Finesse stan Dual Weapon Mastery I.FP?: x = must spend force point. Dual Weapon Flourish I. Master of Elegance. BAB +10 Hunter's Target* Repairs on the Fly 2 Droid Defense 1 1 3 1 3 1 1 2 Cheap Trick 1 BAB +10 1 1 free reac stan swif swif stan stan swif full swif Dual Weapon Mastery I. Lucky Shot stan swif ACT FP? x x x x x .

Know (tech) Channel Anger* Dex 15 Charm Beast Trained in skill exotic Proficiency Expert Shaper Stunning Strike* PREREQUISITES Use Computer Use Computer stan Nowhere to Hide.* = may spend MtR: Must take Reroll F F GI CR CR CR F R 37 Empower Siang Lance CR 214 Empower Weapon C 23 Enemy Tactics S R J F C GI L J F CR R R J F CR R GI CR K J C L SV CR 16 45 75 47 47 23 26 18 103 101 45 40 18 103 50 43 21 212 44 75 43 47 18 52 Engineer Enhance Cover Enhanced Danger Sense Enhanced Manipulation Enhanced Vision Entangler Entreat Aid Entreat Beast Environmentally Shielded Equilibrium Escort Fighter Escort Pilot Esoteric Technique Etiquette Evasion Excellent Kit Exceptional Skill Exotic Weapon Mastery Exotic Weapons Master Expanded Horizon Expanded Sensors Expedient Mending Experienced Brawler Expert Grappler CR 207 Expert Gunner BOOK 27 27 24 207 40 213 PAGE TALENT Electronic Forgery Electronic Sabotage Electronic Trail Elusive Dogfighter Elusive Target Embrace Dark Side 54 Emergency Team MtR? TIER 1 1 2 1 1 3 1 1 1 1 2 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 2 3 1 1 Educated. trained Use Comp full free swif * swif swif swif swif stan ACT FP? x x x x * y .FP?: x = must spend force point.

WP (heavy) BAB +10. Controlled Burst Use the Force skill Deployment Tactics Bloodthirsty Seize the Moment 1 Weapon Focus* of weapon 1 1 2swif 3 Skilled Demolitionist.FP?: x = must spend force point. Attract Minion reac Commanding Presence Born Leader swif Notorious swif stan swif move swif ACT FP? * * x no y . Quick Trigger 1 Mechanics 2 4 2 2 2 1 1 2 1 2 2 2 1 BAB +12. Shaped Explosion reac move Art of Concealment Inspire Fear I & II. WP (rifles) WP (simple).* = may spend MtR: Must take Reroll UR L CR C C UR F F UR UR F CR F R R GI GW UR UR 29 Familiar Situation UR 29 Fast Attack Specialist S 16 Fast Repairs F SV F CR F C F GW K CR SV SV R 27 26 29 44 42 23 88 30 60 221 33 35 25 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 BOOK PAGE 23 47 49 42 22 21 42 42 30 30 54 50 57 24 26 22 31 29 TALENT Expert Rider Expert Shaper Expert Tracker Exploit Weakness Exposing Strike Extended Ambush Extended Critical Range (heavy) Extended Critical Range (rifles) Extended Critical Range (simple weapons) Extended Threat Extra First Aid Extreme Effort Extreme Explosion Face the Foe Fade Away Fade Out Fall Back Familiar Enemies MtR? TIER 1 1 2 2 1 2 1 1 1 PREREQUISITES Trained in Ride Acute Senses Assault Tactics Improved Stealth BAB +10. BAB +10 1 1 1 Trained in Stealth 1 Cha 13 1 Familiar foe special quality 1 Familiar foe special quality 3 Expert Gunner.

Persuasion full stan full stan swif stan swif x n stan swif reac swif reac ACT FP? x * x * x y .FP?: x = must spend force point. Commanding Officer Dual Weapon Mastery I Long Stride Charisma 13 Cha 13. Fleet Deployment Adept Spellcaster Presence.* = may spend MtR: Must take Reroll SV SV C SV SV S S CR J F GW K L C C C F J CR GI 21 For the Cause L 40 Force Blank CR 107 Force Cloak CR 107 Force Cloak Mastery CR 223 Force Deception K 57 Force Delay UR 33 Force Directed Shot K F C K 58 88 56 52 Force Direction Force Exertion Force Fighter Force Flow BOOK 26 28 17 18 18 107 85 42 33 26 PAGE TALENT 26 Findsman Ceremonies 26 Findsman's Foresight Fire at Will Flanking Foe Flee Fleet Deployment Fleet Tactics Flight Fluidity Flurry Attack Flurry of Blows Fluster 43 Focus Terror 53 Focused Attack 40 26 29 73 46 Focused Force Talisman Focused Targeting Focused Warrior Folded Space Mastery Fool's Luck MtR? TIER PREREQUISITES 1 Force Sensitivity 2 Findsman Ceremonies 2 1 2 1 2 2 1 1 1 2 1 1 2 Force Talisman 2 Comrades in Arms 1 1 Fold space 1 2 Make an Example 1 1 2 Force Cloak 1 1 Persuasion skill 1 trained in Use the Force* 1 1 Force Training 1 1 BAB+5.

Jedi Battle Commanderx reac 2 Tyia Adept swif free stan move ACT FP? x x x n n y n .FP?: x = must spend force point.* = may spend MtR: Must take Reroll CR CR J CR J F CR K F CR CR CR CR CR 101 Force Recovery S J K J K 16 79 39 87 Force Reflexes Force Repair Force Revive Force Stabilize CR 214 Force Talisman K 38 Force Throw CR 214 Force Treatment C K L F CR GW GW CR CR GW 41 40 41 24 101 18 31 214 46 20 Force Treatment Force Warning Force Veil Forceful Warrior Foresight Forewarn Allies Form Up Fortified Body Fortune's Favor Forward Patrol BOOK 101 218 16 40 77 43 40 58 24 101 40 101 214 PAGE TALENT Force Focus Force Fortification Force Harmony Force Haze Force Immersion Force Interrogation Force Intuition Force Momentum Force of Will Force Perception Force Persuasion Force Pilot Force Power Adept 53 Force Suppression MtR? TIER PREREQUISITES 1 1 1 2 Clear Mind 2 Stealth. Force Pilot x 1 3 Battle Meditation. White Current Adept 1 1 1 1 1 2 Adept Negotiator 1 1 2 Equilibrium 1 rebuke Force power 1 2 Empower Weapon 1 1 1 2 1 2 1 1 2 1 2 Difficult to Sense Force Perception Cha 13 Equilibrium Watchful Step full x stan free x x x swif 2 Starship Tact.

Penetrating* Weapon Focus Weapon Focus (Fira) Weapon Focus Greater WF.FP?: x = must spend force point. Remote Attack full 1 1 Trained in Knowledge (galactic lore) stan reac move stan swif swif Dark Side Talisman Greater WF. Attract Minion 1 1 2 Force Perception 1 2 BAB+5.* = may spend MtR: Must take Reroll C SV CR GW SGD CR UR CR L CR GW C GI SV GW CR L R C S J CR C CR CR CR K CR CR CR J GW L BOOK L 50 31 28 207 20 46 30 101 18 25 20 29 20 47 31 23 42 17 17 212 40 214 212 212 61 218 212 218 14 21 42 PAGE TALENT 27 Friend or Foe 23 Friendly Fire 26 Frighten Fringe Savant Full Advance Full Control Full Throttle Galactic Guidance Gambler Gang Leader Gauge Force Potential Get Down Get Into Position Get into Position Get Some Distance Ghost Assailant Gimmick Grabber Gradual Resistance Grand Leader Great Shot Greater Dark Side Talisman Greater Devastating Attack Greater Focused Force Talisman Greater Force Talisman Greater Penetrating Attack Greater Weapon Focus Greater Weapon Focus (Fira) Greater Weapon Focus (lightsabers) Greater Weapon Specialization Greater Weapon Specialization (lightsabers) Grenade Defense Grizzled Warrior Group Perception MtR? TIER PREREQUISITES 2 Cast Suspicion 2 Enemy Tactics 3 Inspire Fear I. Devastating* Focused Force Talisman* Force Talisman free Greater WF. Directed Movement. Weapon Specialization* Weapon Specialization ACT FP? x . Recon Team Leader 1 3 Advantageous Positioning* 1 1 1 1 1 1 2 2 3 2 2 1 1 1 2 2 1 3 1 Seen It All* reac free 1 1 Cha 13 move 4 Directed Action.

FP?: x = must spend force point.* = may spend MtR: Must take Reroll GI SV J C L K R CR SV L T GW C CR GW L J C GW SGD C F SV SGD K 29 Hidden Attacker C 25 Hidden Eyes CR 49 Hidden Movement F SV C 27 Hidden Weapons 16 Hide in Plain Sight 56 High Impact C 40 Higher Yield GW 32 Hijkata Expertise R 25 Hit the Deck BOOK 27 53 103 15 29 PAGE 20 28 16 22 41 28 23 52 28 31 95 33 56 52 31 42 79 41 18 TALENT Guaranteed Boon Guaranteed Shot Guardian Spirit Guardian Strike Guard's Endurance Guidance Guiding Strikes Gun Club Hailfire Hammerblow Hard Target Hardened Strike Hardiness Harm's Way Harrying Shot Hasty Withdrawal Heal Droid Healing Boost Heavy Fire Zone Heavy-Duty Actuators Heightened Awareness Helpful Hesitate Heuristic Mastery MtR? TIER PREREQUISITES 1 1 1 1 2 1 1 1 1 1 2 1 1 1 3 1 1 1 2 Dual Weapon Mastery I Ward Perception Dual Weapon Mastery I Tough As Nails Initiative skill Pinning Shot* Vital transfer Vital transfer Forewarn Allies 1 Medium or larger size 1 1 1 1 Wis 15 1 Stealth 1 2 Improved Stealth 2 Art of Concealment 3 Hidden Movement* 1 1 Trained in Mechanics 1 1 swif swif reac x swif swif swif stan swif move swif ACT FP? x x .

White Current Adept Weapon Specialization Skilled Advisor Impel Ally I Impel Ally II* Maximize Cover Impose Hesitation Armored Defense Battle Meditation Consular's Vitality 2 Dark Healing 1 Force sight.FP?: x = must spend force point.* = may spend MtR: Must take Reroll GW J S F SV C CR CR CR K F CR C T F K J K J R SV C CR CR SV C K K CR S K C CR 224 Improved Dark Healing K 60 Improved Force Sight BOOK F 25 208 208 47 29 25 43 40 53 27 52 15 58 77 23 18 41 210 210 27 47 43 43 52 17 25 22 PAGE TALENT 93 Hive Mind 31 14 16 47 16 Hold Steady Hold the Line Hot Wire Hotwired Processor Hunker Down Hunt the Hunter Hunter's Mark Hunter's Target Hyperdriven Hyperspace Savant Idealist Ignite Fervor Ignore Armor Ignore Damage Reduction Illicit Dealings Illusion (F87 & J14) Illusion Bond Imbue Item Immerse Another Immovable Impaling Assault Impart Knowledge Impel Ally I Impel Ally II Impel Ally III Impenetrable Cover Impose Confusion Impose Hesitation Improved Armored Defense Improved Attack Run Improved Battle Meditation Improved Consular's Vitality MtR? TIER PREREQUISITES 1 1 Cha 13 1 1 Mechanics 1 1 1 1 2 1 1 1 3 1 2 1 1 2 1 2 1 2 2 1 2 3 2 2 1 2 1 2 2 Hunter's Mark Pilot Cha 13 Bolster. Inspire Confidence Martial Arts I. Teras Kasi Basics Mind Trick Illusion Stealth. Use the Force skill stan swif stan stan free free stan full swif reac swif 2swif 3swif stan swif stan swif ACT FP? x x * x n .

* = may spend MtR: Must take Reroll C CR R F SV CR K K K K K SV GW SV CR C L F K CR R J L F CR F J F F L SV F C F C BOOK 216 40 39 39 39 39 15 20 31 49 40 31 28 30 43 43 21 43 28 52 88 15 25 93 58 31 43 41 92 44 PAGE 41 49 43 43 30 TALENT Improved Healing Boost Improved Initiative Improved Jury-Rig Improved Lightsaber Throw Improved Manipulating Strike Improved Quick Draw Improved Quick Draw (lightsabers) Improved Redirect Improved Riposte Improved Sentinel Strike Improved Sentinel's Gambit Improved Skirmisher Improved Sneak Attack Improved Soft Cover Improved Stealth Improved Stunning Strike Improved Suppression Fire Improved Surveillance Improved Trajectory Improved Weaken Resolve Improvised Device Improvised Weapon Master Incite Rage Incognito Indomitable Indomitable Will Influence Savant Influential Friends Infuse Weapon Initiate of Vahl Innocuous Inquisition Insight of the Force Insightful Aim Inspire Competence MtR? TIER 2 2 1 2 2 1 1 3 3 1 2 2 2 2 PREREQUISITES Healing Boost* Acute Senses Lightsaber Throw Manipulating Strike Quick Draw.FP?: x = must spend force point. Riposte Sentinel's Gambit Skirmisher Sneak Attack. WF (lightsabers) Deflect. PB Shot Innocuous 1 3 Stunning Strike 1 2 Surveillance 2 Jet Pack Training 3 Weaken Resolve* 1 1 1 2 Blend In 1 1 1 2 Connections 1 1 1 1 1 1 WP (pistols or rifles) 2 Expanded Sensors stan swif y free swif n swif stan swif full x swif swif swif ACT FP? x x x y . Redirect Shot Block.

Weapon Specialization* swif x n ACT FP? . Persuasion Maximize Cover Blaster Turret I Share talent special quality Lightsaber Def.* = may spend MtR: Must take Reroll CR CR CR CR CR C SV CR J F UR F F F K C F F F UR S CR K F L J K K CR CR CR SGD SGD R CR BOOK 44 210 210 210 44 23 27 44 17 25 30 45 Intentional Crash 102 Interrogator 28 Intimate Knowledge 26 47 52 47 57 31 18 218 39 42 42 20 30 30 52 207 50 28 27 43 218 Intimidating Defense Invisible Attacker Ion Mastery Ion Resistance 10 Ion Turret Irregular Tactics It's a Trap Jar'Kai Jedi Battle Commander Jedi Hunter Jedi Network Jedi Quarry Jet Pack Training Jet Pack Withdraw Juggernaut Juke Jury-Rigger Just a Droid Just a Scratch Just What Is Needed Juyo PAGE TALENT Inspire Confidence Inspire Fear I Inspire Fear II Inspire Fear III Inspire Haste Inspire Loyalty Inspire Wrath Inspire Zeal Instinctive Navigation Instruction Instrument of the Force MtR? TIER PREREQUISITES 1 1 2 Inspire Fear I 3 Inspire Fear I & II 1 1 3 Impel Ally II* 3 Ignite Fervor* 2 Force Pilot 1 1 1 Pilot 1 2 Surveillance 2 2 1 1 2 1 1 3 2 1 1 1 1 2 2 Presence.FP?: x = must spend force point. Niman Battle Meditation Jet Pack Training Armored Defense stan swif stan stan stan reac stan reac swif reac 2 Vehicular Evasion 1 y 1 1 Equipped & proficient with medium or better armor 1 2 BAB +10.

* = may spend MtR: Must take Reroll CR R SV CR C GW R SV GI 22 Keep Together CR 46 Knack L 45 Knight's Morale F 42 Knockback CR 216 Knockdown Shot J F J F F F K F SGD K K K 14 25 75 50 50 50 Know Weakness Know Your Enemy Knowledge and Defense Knowledge is Life Knowledge is Power Knowledge is Strength GW 33 K'tara Expertise GW 33 K'thri Expertise SV R F 15 Labyrinthine Mind 45 Launch Point 25 Lead by Example BOOK 49 28 17 207 26 31 PAGE TALENT Keen Shot Keep It Going Keep it Together Keep It Together Keep Them at Bay Keep Them Honest 28 Keep Them Reeling 33 Keep Them Reeling 58 Knowledge of the Force 25 26 60 60 Known Dissident Known Vulnerability Krath Illusions Krath Intuition 60 Krath Surge MtR? TIER 2 2 2 1 1 1 PREREQUISITES Acute Senses Ambush Specialist Jury-Rigger Careful Shot feat 2 Ambush Specialist 1 1 1 1 1 1 2 1 2 2 2 2 1 2 Know Your Enemy 1 Trained in Know (life sciences) 2 Illusion 1 1 1 1 1 2 Safe Zone 1 Adversary Lore Enhanced Danger Sense Spynet Agent Spynet Agent Spynet Agent free swif stan swif swif swif swif reac stan free swif x swif x reac ACT FP? n .FP?: x = must spend force point.

Int 13.FP?: x = must spend force point.* = may spend MtR: Must take Reroll UR R K GI GI S J L 41 Lifesaver CR 41 Lightsaber Defense L 40 Lightsaber Evasion J J CR UR J CR SGD K UR CR R R CR K K R C CR SV GI SV T SV BOOK 19 19 41 31 15 107 27 44 30 50 40 24 46 27 60 25 44 218 16 22 18 13 18 PAGE 31 24 26 20 TALENT Lead by Example Lead From the Front Leading Feint Leading Skill 20 Learn from Mistakes 18 Legendary Commander 73 Liberate Lightsaber Form Savant Lightsaber Specialist Lightsaber Throw Lingering Debilitation Link Linked Defense Load Launcher Lockdown Strike Long Call Long Stride Lose Pursuit Luck Favors the Bold Lucky Shot Lucky Stop Luka Sene Master Lure Closer Maintain Focus Makashi Make a Break for It Make an Example Make Do Malkite Techniques Man Down MtR? TIER PREREQUISITES 1 Share talent special quality 2 Face the Foe 2 Noble Fencing Style 1 1 2 Cha 13. farseeing Trick Step Lightsaber Defense Stellar Warrior* swif swif reac swif swif stan stan swif reac move swif swif stan reac ACT FP? x * n . Born Leader 2 Aura of Freedom 2 Bodyguard's Sacrifice 1 1 1 2 Masterwork Lightsaber 1 2 Debilitating Shot 1 1 1 1 2 Mystical Link 1 1 2 2 2 2 2 1 2 3 1 1 1 1 Face the Foe Knack Knack Field Detection.

proficient 1 1 1 1 Force Training 1 1 1 2 2 1 3 2 2 2 2 1 2 3 1 1 1 1 Trained in Ride & Pilot Gimmick Impel Ally II* 1 1 1 swif swif swif Illusion Skilled Advisor Get into Position. Weapon Finesse n no y 1 Medical droid.FP?: x = must spend force point. Skill Focus (Persuasion)* Expert Shaper Adept Negotiator Dual or Single Weapon Flourish I. Advanced Planning swif Notorious.* = may spend MtR: Must take Reroll SV J C J J J C GI GI UR L CR K J CR UR J C F UR 23 Mechanized Rider SGD 26 Medical Analyzer F 102 Medical Droid BOOK K K K J F L L 102 Mechanics Mastery PAGE 38 38 38 17 TALENT Mandalorian Advance Mandalorian Ferocity Mandalorian Glory Manifest Guardian Spirit 30 Manipulating Strike 73 Many Shades of the Force 47 89 79 15 41 24 20 29 47 40 47 14 47 30 19 47 Mark the Target Martial Resurgence Mask Presence Masquerade Master Advisor Master Defender Master Manipulator Master Manipulator Master Mender Master Negotiator Master of Elegance Master of the Great Hunt Master Slicer Master's Orders Masterwork Lightsaber Maximize Cover 54 Medical Miracle 31 Melee Assault 31 Melee Brute MtR? TIER PREREQUISITES 1 1 Dex 13. Trained in Know (life sciences) 1 stan ACT FP? x .

* = may spend MtR: Must take Reroll CR T T T J F SV K K F GW J F T J L K F K CR CR Melee Smash Mercenary's Determination Mercenary's Grit Mercenary's Teamwork Mind Probe Mine Mastery Misplaced Loyalty Mobile Attack (lightsabers) Mobile Attack (pistols) Mobile Combatant Mobile Combatant Mobile Whirlwind Modification Specialist Modify Poison Motion of the Future Move Massive Object Multiattack Proficiency (advanced melee weapons) Multiattack Proficiency (advanced melee weapons) Multiattack Proficiency (exotic weapons) Proficiency (heavy Multiattack weapons) proficiency Multiattack (lightsabers) CR 216 Multiattack Proficiency (pistols) L 41 Multiattack Proficiency (rifles) CR 212 Multiattack Proficiency (rifles) UR SV SV J UR F UR CR GW BOOK L 52 57 57 57 18 57 14 39 39 24 20 83 47 13 17 55 47 52 45 212 218 30 29 29 18 30 54 33 218 21 PAGE TALENT 31 Melee Opportunist Multiattack Proficiency (simple weapons) Murderous Arts I Murderous Arts II Mystic Mastery Mystical Link Natural Healing Negate and Redirect Niman Nimble Dodge MtR? TIER PREREQUISITES 1 1 2 1 2 1 1 2 2 2 1 3 2 1 2 2 2 1 1 2 1 1 1 1 1 Mercenary's Grit Combined Fire* Malkite Techniques Force Perception Telekinetic Power. Dual Weapon Mastery I. move object Exotic Weapons Master free swif full Dirty Tactics swif Multiattack Prof. WF (lightsabers) Multiattack Proficiency (pistols) swif Forward Patrol* Seyugi Cyclone swif x 1 1 2 Murderous Arts I 1 1 stan 1 1 Negate energy. trained in Use the Force* 1 1 ACT FP? x .FP?: x = must spend force point.

Weapon Finesse free Field Tactics* stan swif swif ACT FP? n n y . Hunter's Target* Malkite Techniques Safe Zone 1 1 2 Findsman Ceremonies 1 2 2 2 1 1 1 2 1 3 1 1 1 Trained in Persuasion 2 Expert Gunner 2 Droid Defense 3 Visions 1 Weapon Focus Deployment Tactics Black Market Buyer Uncanny Instincts move Harm's Way.* = may spend MtR: Must take Reroll K R F CR CR CR SV SGD T UR L R SGD L SV SGD CR R SV K L L UR K CR SV UR 20 Outsider's Eye UR 21 Outsider's Query UR 29 Overcharged Shot C 44 Overclocked Troops K 58 Past Visions CR 53 Penetrating Attack BOOK K 27 40 45 208 210 208 26 26 13 20 45 45 26 41 26 26 221 43 35 27 41 41 23 47 221 25 PAGE TALENT 27 No Escape Noble Fencing Style Noble Sacrifice Nonlethal Tactics Notorious Notorious Nowhere to Hide Nowhere to Run Nuanced Numbing Poison Oafish Oath of Duty Obscuring Defenses Observant Old Faithful Omens On-Board System Link One for the Team Only the Finest Opportunistic Defense Opportunistic Strike Opportunity Fire Out of Harm's Way Out of Harm's Way Out of Nowhere Outmaneuver Outrun MtR? TIER PREREQUISITES 2 Opportunistic Strike 1 2 1 1 1 1 4 1 2 1 1 2 Deception & Persuasion trained Recruit Enemy Nowhere to Hide.FP?: x = must spend force point. trained in Initiative reac Deception skill.

FP?: x = must spend force point. Noble Fencing Style 1 1 2 Watch Your Back 1 1 2 Cantina Brawler 3 Acute Senses. Deflect Weapon Focus (lightsabers) Redirect Shot 1 1 1 Far Shot feat 1 1 1 reac swif stan swif x stan x swif x swif stan stan ACT FP? x .* = may spend MtR: Must take Reroll R J J SV K K S C L J SV UR GW 31 Pinning Shot GI J SGD L CR F F F L L R L 25 75 28 43 101 103 48 26 45 45 24 27 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 L 40 Precision Fire L 47 Precision Implant GW 31 Precision Shot J C J 75 Precognitive Meditation 45 Prepared Explosive 20 Prepared for Danger BOOK PAGE 28 19 18 13 TALENT Perceptive Ambusher Perfect Attunement Perfect Telepathy Persistent Haze 27 Personal Affront 45 Personal Vendetta 17 26 57 81 18 21 Personalized Modifications Phalanx Phantasm Physical Surge Pick a Fight Piercing Hit MtR? TIER PREREQUISITES 2 Ambush Specialist 2 Masterwork Lightsaber 1 3 Force Haze* 2 BAB +5. Keen Shot 2 Precision Shot 1 1 2 Power Surge 2 Incite Rage 1 1 1 3 3 1 3 1 Connections. Influential Friends Block.

* = may spend MtR: Must take Reroll CR F SV GW K C K C C C F GI J J C SV SV C GW F SGD UR S J C 45 Quick Modifications L 30 Quick on Your Feet GW 19 Quick Strike UR CR K UR SV SV CR 23 207 60 22 33 33 44 Quick Study Quick Trigger Quickseeing Quicktrap Raider's Frenzy Raider's Surge Rally BOOK 43 52 35 18 38 45 61 23 57 23 103 22 18 18 PAGE TALENT Presence Preserving Shot Preternatural Senses Prime Targets Primitive Block Problem Solver Progenitor's Call Protection Protective Reaction Protector Actions Protocol Prudent Escape Psychic Citadel Psychic Defenses 53 Psychometry 30 25 23 33 45 26 29 17 19 Pulling the Strings Punch Through Punishing Protection Punishing Strike Pursuit Quick Astrogation Quick Cuffs Quick Fix Quick Modification MtR? TIER PREREQUISITES 1 1 1 1 2 1 1 2 2 1 1 1 1 2 Empower Weapon Double Agent Akk Dog Master Psychic Citadel 2 farseeing. Force Perception 1 1 2 Inspire Loyalty. BAB+5 1 1 Dex 13 1 1 1 2 Trained in Use Computer Quick Draw Mechanics Masterwork Lightsaber 2 Tech Spec.FP?: x = must spend force point. Use the Force skill Tripwire* Distant Command* stan reac * swif stan stan stan swif reac free stan swif ACT FP? n . Repairs on the Fly 1 2 Cheap Trick 2 2 1 3 1 1 3 Warrior's Awareness Expert Gunner farseeing.

Persuasion Trained in Stealth Initiate of Vahl 1 1 1 1 proficient discblade 2 Tested in Battle 2 Recon Team Leader 1 1 2 Deflect.FP?: x = must spend force point.* = may spend MtR: Must take Reroll TALENT CR 217 Ranged Disarm SV UR J C K GI L L R J K R J 27 20 21 40 26 22 58 30 23 89 39 23 91 Ranged Flank Rant Rapid Alchemy Rapid Reload Reactionary Attack Reactive Stealth Reading the Flame Ready and Willing Reap Retribution Rebound Leap Rebuke the Dark Recall Recall Discblade GW 22 Reckless C 25 Reconnaissance Actions C 25 Reconnaissance Team Leader R CR F F J 41 41 42 42 18 Recruit Enemy Redirect Shot Reduce Defense Reduce Mobility Regimen Aptitude S 18 Regroup C 44 Reinforced Commands CR 208 Relentless CR GI R SGD K 207 21 45 28 25 Relentless Pursuit Reliable Boon Relocate Remote Attack Renew Vision BOOK PAGE MtR? TIER PREREQUISITES 1 1 1 1 1 2 1 2 1 1 Trained in Persuasion Born Leader. BAB +5 1 1 1 Force Regimen Mastery 1 Cha 13 2 Droid Defense 3 Hunter's Target* 1 1 2 Safe Zone 1 1 swif stan reac n free stan stan swif stan swif ACT FP? x n .

Lucky Shot 1 1 1 2 1 1 2 2 Elusive Dogfighter 3 Take the Hit* reac full stan x stan stan reac Block.* = may spend MtR: Must take Reroll F CR L C CR F GI GW UR C GI L CR GI GI SV J L R K UR UR R UR 29 Roll Out L 41 Roll With It BOOK C F C J J 28 40 47 56 41 45 20 21 31 24 25 58 101 23 PAGE TALENT 39 Renowned Pilot 47 Repair Self 45 Repairs on the Fly 87 Repel Discord 83 Repelling Whirlwind Reset Initiative Resilience Resilience Implant Resist Enervation Resist the Dark Side Respected Officer Retaliation Retaliation Jab Retreating Fire Retribution Revealing Secrets Revelation Revenge Reverse Strength 22 Revolutionary Rhetoric 15 Ricochet Shot 77 Ride the Current 41 43 25 33 33 25 Rifle Master Right Gear for the Job Riposte Rising Anger Rising Panic Risk for Reward MtR? TIER PREREQUISITES 1 1 1 1 2 Seyugi Cyclone 3 1 1 1 2 1 2 1 1 1 2 1 3 1 1 Improved Initiative. Dark Side score 1+ Find Openings reac no ACT FP? x * * . BAB +5 reac Force Sensitivity.FP?: x = must spend force point. Dark Side score 1+ Force Sensitivity. Initiative* Dark Side Sense Advanced Planning Detective Dark Presence* 3 Knack.

* = may spend MtR: Must take Reroll R F SV CR C R R SV C SGD SGD SGD GW F CR R F L C GW L L SV UR J UR 19 Sense Primal Force K K C F CR 25 Sentinel Strike 25 22 49 218 Sentinel's Gambit Sentinel's Observation Set for Stun Severing Strike BOOK 208 46 45 45 33 PAGE TALENT 40 Run Interference 29 Ruthless 29 Ruthless Ruthless Negotiator Sabotage Device Safe Passage Safe Zone Savage Reputation 41 26 26 29 31 54 52 26 27 29 25 22 29 27 35 20 Scholarly Knowledge Science Analyzer Scomp Link Slicer Scripted Routines Search and Destroy Second Chance Second Skin Second Strike Security Slicer Seducer Seek and Destroy Seen It All Seize Object Seize the Moment Seize the Moment Self-Reliant 20 Sense Deception MtR? TIER PREREQUISITES 2 Escort Pilot 2 Dirty Fighting 1 2 Notorious 1 2 Escort Fighter 1 2 Bloodthirsty 1 1 3 1 1 2 2 2 1 1 2 2 1 2 1 1 1 1 1 1 1 1 1 Armored Defense Blast Back Mechanics Hidden Eyes Tested in Battle. Initiative Distress to Discord reac swif move stan swif n Trained in Know (life sciences) & (physical sciences) Any 2 talents from Slicer tree BAB +5 Cha 13 move Steady Under Pressure free y move reac swif 2swif ACT FP? .FP?: x = must spend force point.

* = may spend MtR: Must take Reroll J L SV L F J J J CR C SV K K R R CR SV CR CR CR C CR L J J J C GI R F SV BOOK R 210 47 27 40 29 218 29 222 222 222 53 219 41 14 19 21 40 24 37 93 17 PAGE 83 58 16 58 57 19 20 20 TALENT Seyugi Cyclone Shadow Armor Shadow Striker Shadow Vision Shaped Explosion Share Force Secret Share Force Technique Share Talent Shared Notoriety Shellshock Shelter Sheltering Stance Shield Expert 37 Shield Gauntlet Defense 37 Shield Gauntlet Deflect 37 Shield Gauntlet Redirect Shien Shift Shift Defense I Shift Defense II Shift Defense III Shift Sense Shii-Cho Shoot from the Hip Shoto Focus Shoto Master Shoto Pin Shoulder to Shoulder Shunt Damage Siang Lance Mastery Sickening Blast Sidestep MtR? TIER PREREQUISITES 1 2 3 1 2 1 1 2 2 2 2 3 1 Cloak of Shadow Hidden Movement* Skilled Demolitionist at least 1 Force Secret at least 1 Technique at least 1 from special Notorious Soften the Target Attract Minion Block or Deflect.FP?: x = must spend force point. Deflect 1 1 1 2 Block 1 1 1 1 Force blast 2 Long Stride swif stan swif swif swif stan reac reac 4 Shield Gauntlet Defense. Shield Gauntlet Deflect. BAB +5 move swif swif swif x swif ACT FP? x y . Vigilance AP (light) 2 Siang Lance Mastery. BAB +7 3 Shield Gauntlet Defense 2 1 1 2 3 1 3 Deflect. Redirect Shot Shift Defense I Shift Defense I-II Block.

Weapon Finesse Double Attack.* = may spend MtR: Must take Reroll TALENT F 42 Signature Item UR 21 Silent Movement F J UR J K K K J J C F GI GI GI F CR F L GI CR 49 79 23 89 47 47 Silent Takedown Silicon Mind Simple Opportunity Simultaneous Strike Single Weapon Flourish I Single Weapon Flourish II K GW C K UR 31 Slowing Shot F 45 Slowing Stun GW 19 Sly Combatant UR 29 Small Favor BOOK PAGE 41 Sith Alchemy 21 Sith Alchemy 22 Sith Alchemy Specialist 56 Sith Reverence 50 Six Questions 23 21 21 48 40 57 47 21 46 Sizing Up Skill Boon Skill Confidence Skill Conversion Skilled Advisor Skilled Demolitionist Skilled Implanter Skillful Recovery Skirmisher 39 20 24 27 Slashing Charge Slip By Slip By Slippery Strike MtR? TIER PREREQUISITES 1 1 Trained in Stealth 1 1 1 1 1 3 Stealth skill 3 Dark Side Adept & Master 1 2 Sith Alchemy 1 2 Spynet Agent 1 1 1 1 1 1 1 1 1 Trained in skill Critical Skill Success* Biotech Surgery feat Trained in skill 2 Debilitating Shot 1 3 Cheap Trick. Riposte. Easy Prey 2 Notorious. Weapon Finesse full x full 3 Block. Single Weapon Flourish I.FP?: x = must spend force point. Master of Elegance. trained in Persuasion reac x WP (simple weapons) BAB +5 stan Double Attack. WF & WP (lightsabers) 1 1 2 Strike and Run reac * stan ACT FP? x * .

Surefooted. any other Ace talent stan 2 Wis 13. Trained in Climb Educated move 1 1 3 Bothan. Starship Tact.FP?: x = must spend force point. Deflect Hesitate 1 2 Spacehound 1 2 Stalwart Subordinates 2 Recruit Enemy reac swif stan reac x stan Long Stride. 2 talents from Infiltration 1 stan 1 1 2 Cha 13.* = may spend MtR: Must take Reroll TALENT SV 25 Small Target L 41 Snap Shot CR 46 Sneak Attack SV SV SV F J C CR C J CR SV CR J L UR CR C R CR F C L L S S L CR GW L R 29 29 29 47 81 47 219 41 18 219 15 47 73 47 22 44 25 28 50 50 26 31 31 18 18 42 47 33 42 41 Sniping Assassin Sniping Marksman Sniping Master Soft Reset Soft to Solid Soften the Target Sokan Soothe Soothing Presence Soresu Sow Confusion Spacehound Spatial Integrity Speed Implant Speedclimber Spontaneous Skill Spotter Spring the Trap Sprint Spynet Agent Squad Actions Squad Brutality Squad Superiority Squadron Maneuvers Squadron Tactics Stalwart Subordinates Starship Raider Stava Expertise Stay in the Fight Stay in the Fight BOOK PAGE MtR? TIER PREREQUISITES 1 1 1 1 2 3 1 1 1 2 1 2 3 2 1 1 1 3 2 1 Sniping Assassin Sniping Marksman* Acrobatic Recovery Vital transfer Charm Beast Block. Squadron Maneuvers* swif ACT FP? x y .

WF lightsabers stan reac stan swif x reac reac swif swif ACT FP? n . 1 from Influence. Inspiration or Leadership trees Influence Savant. mind trick move Cast Suspicion reac Any force technique. Sneak Attack Get Down Observant.FP?: x = must spend force point.* = may spend MtR: Must take Reroll F CR C J SV GW L T L C L K L L F GW CR C SV J SV GW SGD J CR 50 Surefooted SV C F L 17 Surge 53 Surge of Light 27 Surprise Strike 29 Surprising Weapons BOOK F L L PAGE TALENT 54 Steady Under Pressure 42 Stealthy Withdrawal 40 Steel Mind 24 47 26 87 18 21 28 81 47 40 45 28 31 40 57 21 52 24 18 83 15 19 26 15 Steel Resolve Stellar Warrior Stick Together Stifle Conflict Stinging Assault Stinging Jab Stolen Advantage Stolen Form Strength Implant Strength in Numbers Strength of the Empire Strike and Run Strong Grab Strong-Willed Stun Turret Stunning Shockboxer Stunning Strike Stymie Sucker Punch Sudden Storm Sudden Strike Summon Aid Supervising Droid Suppress Force MtR? TIER PREREQUISITES 1 2 Hasty Withdrawal 1 1 2 2 1 2 1 2 1 1 1 Spacehound Comrades in Arms Weapon Specialization 2 Knight's Morale 1 1 1 2 Blaster Turret I 2 Stinging Jab 2 1 1 2 3 2 3 2 1 2 Long Stride 1 1 1 Melee Smash Seyugi Cyclone Skirmisher.

* = may spend MtR: Must take Reroll TALENT UR 22 Surprisingly Quick J 77 Surrender to the Current F 28 Surveillance R SGD CR UR SV 26 28 101 31 17 Swerve Swift Droid Swift Power Swift Shot Swift Strider L 58 Sword of Vahl S 17 Synchronized Fire CR 207 System Hit CR 222 Tactical Edge GW 19 Tactical Savvy SV SV GW SV K L SV F SGD SV SGD SGD SV F SGD R C CR F L CR L 27 27 33 26 39 41 33 45 26 35 27 27 26 103 28 41 46 100 88 40 100 55 Tactical Superiority Tactical Withdrawal Tae-Jitsu Expertise Tag Taint of the Dark Side Take the Hit Take Them Alive Takedown Talkdroid Tangle Up Target Acquisition Target Lock Target Visions Targeting Package Task Optimization Team Recruiting Tech Savant Telekinetic Power Telekinetic Prodigy Telekinetic Resistance Telekinetic Savant Telekinetic Stability BOOK PAGE MtR? TIER PREREQUISITES 1 Skill Focus (Initiative)* 1 1 Perception 2 3 2 1 3 Fade Away 2 talents from Autonomy tree Power of the Dark Side Sidestep* 2 Initiate of Vahl 2 Expert Gunner 2 Expert Gunner 1 2 Born Leader 1 1 1 3 2 2 1 1 1 2 1 2 2 1 1 2 1 1 2 1 1 1 Hunter's Target* Dark Deception Bodyguard's Sacrifice Trained in Persuasion Uncanny Instincts Target Acquisition Findsman Ceremonies Recruit Enemy trained in Know (tech) Telekinetic Savant swif full reac swif 2swif 2swif stan swif 2swif stan swif x ACT FP? .FP?: x = must spend force point.

Weapon Specialization* swif 2 stan 1 Trained in Treat Injury.* = may spend MtR: Must take Reroll K J SV T T UR SV GW C C F J CR CR CR F GW 21 Trailblazer CR 219 Trakata J J K SV 16 20 27 32 Transfer Essence Transfer Power Transposing Strike Treacherous SGD 26 Triage Scan C R CR UR L BOOK J J J K J 47 26 217 22 PAGE 89 89 91 53 18 53 83 26 53 53 23 27 22 53 24 43 85 49 53 47 28 TALENT Telekinetic Strike Telekinetic Throw Telekinetic Vigilance Telepathic Influence Telepathic Intruder Telepathic Link Tempest Tossed Temporal Awareness Teras Kasi Basics Teras Kasi Mastery Terrain Guidance Terrify Tested in Battle The Will to Resist Thrive on Chaos Thrown Lightsaber Mastery Thunderclap Total Concealment Tough as Nails Trace Traceless Tampering Triangulate Trick Step Trigger Work Tripwire 28 True Betrayal MtR? TIER PREREQUISITES 1 1 Throw feat 1 Intercept 2 Telepathic Link* 1 1 2 2 1 2 1 4 1 1 2 3 1 3 1 1 1 Use the Force Seyugi Cyclone Findsman Ceremonies Martial Arts I MA I-III.FP?: x = must spend force point. medical droid stan 2 Enhanced Vision 1 swif 1 2 Jury-Rigger. BAB +5 Improved Soft Cover* 3 Friend or Foe* swif swif swif stan reac swif 1 Trained in Survival swif 2 BAB +12. Frighten* Advantageous Opening Improved & Lightsaber Throw Bantha Rush. Force Training Hidden Movement* 1 1 2 3 Dark Side Score = Wis Force Training feat Noble Fencing Style. Teras Kasi Basics Trained in Ride Inspire Fear II. trained in Mechanics stan stan y ACT FP? .

Commander's Prerogative* Blaster Turret I 1 1 1 3 2 2 2 1 3 Improved Initiative* 4 Uncanny Dodge I* 1 3 2 2 2 3 1 2 Melee Smash 5 Inspire Fear I-III. Teras Kasi Basics MA I-II.* = may spend MtR: Must take Reroll CR GI UR F SV J J 21 Twin Weapon Style SV 14 Two-Faced UR 30 Two-For-One Throw J SGD T T CR L C 87 29 53 53 52 30 42 Tyia Adept Ultra Resilient Unarmed Counterstrike Unarmed Parry Unbalance Opponent Unbalancing Adaptation Uncanny Defense CR 49 Uncanny Dodge I CR 49 Uncanny Dodge II SV SV J T C SV SV C SV C 35 15 20 13 23 15 Uncanny Instincts Uncanny Luck Unclouded Judgment Undetectable Poison Undying Loyalty Unlikely Shot BOOK PAGE 44 20 31 57 TALENT Trust Try Your Luck Turn the Tide Turret Self-Destruct 28 Twin Shot 21 Twin Weapon Mastery 14 Unreadable 26 Unrelenting Assault 27 Unsavory Reputation 22 Unseen Eyes MtR? TIER 3 1 3 2 PREREQUISITES Born Lead. Unarmed Parry. Rapid Shot 1 stan 3 Misplaced Loyalty* 1 Weapon Focus (simple weapons)* stan swif x reac MA I-II.FP?: x = must spend force point. Notorious 3 Force Haze* Knack. Teras Kasi Basics Expert Grappler Adapt and Survive reac ACT FP? x n . Lucky Shot Sense Deception Malkite Techniques Inspire Loyalty Knack. Coordinate Command Decision. Lucky Shot stan full 1 Dual Weapon Mastery I.

proficient discblade stan ACT FP? x * x . trained in Perception 1 1 1 Farseeing 1 2 Force Warning 1 3 Keen Shot* 2 Presence 2 1 2 2 1 1 Dastardly Attack 1 Weapon Focus stan swif 3swif swif stan swif swif stan swif reac reac swif swif free Attract Minion Gun Club Weapon Focus Weapon Focus. Juyo* Empower Weapon Initiate of Vahl Disruptive 1 proficient Wan-shen 1 proficient Wan-shen 1 1 1 1 2 Outsider's Eye.FP?: x = must spend force point.* = may spend MtR: Must take Reroll R SV CR L L CR F J J J L UR UR 23 Warrior's Determination UR 21 Wary SV C K GW K K K CR SV CR SV C CR J 26 26 25 21 40 61 28 43 15 44 27 40 53 91 Watch This Watch Your Back WatchCircle Initiate Watchful Step Watchman's Advance Waveform Weak Point Weaken Resolve Weakening Strike Wealth Wealth of Allies Weapon Shift Weapon Specialization Weapon Specialization (discblade) CR 41 Weapon Specialization (lightsaber) BOOK F K 25 27 219 58 58 46 92 81 81 81 41 23 PAGE TALENT 43 Unsettling Presence 45 Unstoppable Unwavering Ally Urgency Vaapad Vahl's Brand Vahl's Flame Walk the Line Vanish Wan-Shen Defense Wan-Shen Kata Wan-Shen Mastery Ward Warrior's Awareness MtR? TIER PREREQUISITES 2 Force Interrogation 1 1 3 3 2 2 2 1 Impel Ally II* BAB +12.

FP?: x = must spend force point.* = may spend MtR: Must take Reroll TALENT SGD 27 Weapons Power Surge S F K C CR L C J T CR C K J K F J C S R SV K K CR J F K GW R 17 102 29 46 207 29 40 77 13 224 56 40 18 Vehicle Focus Vehicle Mechanic Vehicle Sneak Vehicular Boost Vehicular Evasion Veiled Biotech Whirling Death White Current Adept Vicious Poison Wicked Strike Victorious Force Mastery Vigilance Wild Sense BOOK 101 17 88 43 33 PAGE 43 Willful Resolve 25 Willpower 85 Wind Vortex 24 17 40 16 Vindication Wingman Wingman Retribution Virus 24 Visionary Attack 25 Visionary Defense Visions Vital Encouragement Wrath of the Dark Side Wrong Decision Wrruushi Expertise 45 Zone of Recuperation MtR? TIER PREREQUISITES 1 1 1 1 1 1 1 3 1 2 2 1 1 2 Wis 13 Pilot Trained in Stealth Unrelenting Assault* Charm Beast 1 2 Inspire Confidence 1 2 1 2 2 Retribution Wis 13 Escort Pilot Electronic Sabotage* 2 WatchCircle Initiate* 2 WatchCircle Initiate* 2 farseeing. Weapon Specialization swif swif swif swif swif reac reac reac swif free x ACT FP? x x . Force Perception 1 2 Power of the Dark Side 1 1 2 Safe Zone free 3swif stan Malkite Techniques Weapon Focus.

choose willing one ally in LOS. Jedi Knight. akk dog can charge (both -5 atk & replaces charge mod). Pathfinder. Gunslinger. you gain it too until your next turn Scout with aid another on a Mechanics. swap initiative results when ally or opponent in LOS rolls nat 1 on atk. Martial Arts Master. Scout.FP?: x = must spend force point. Vanguard Scout Droid Jedi Force Disciple. add +2 dice dam if not surprised you can treat first round of combat as surprise round to activate talents etc. Sith Lord Force Disciple.* = may spend MtR: Must take Reroll Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Gladiator. if you hit akk dog +2 next atk v. can take 10 on Persuasion checks 1/enc make a free charge when you take a Second Wind your akk dog follower gains Powerful Charge feat gain 1 akk dog follower w/Power Attack feat. moves -1 down track. Sith Lord Bounty Hunter. opponent takes +2d6 dam at start of next turn when you damage an opponent with lightsaber. Will Def in 12 sq & LOS for target -2 Ref Def when you damage an opponent with a Force power. In surprise round designate one enemy as primeLOS moving.atk until ally in LOS to move their spd as free 1/rnd as reaction to enemy in target & +2 grant 1 end of encounter add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours max Dex bonus is +1 Ref Def bonus = HL + 1/2 armor bonus or armor bonus. Sith Apprentice. Jedi Master. grant 1 ally in 6sq & LOS to trade a move action for a stan action Force-Using Traditions reroll Perception Scout when an enemy in 24sq & LOS gains morale or insight bonus. Jedi Master. 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. Will Def (+5 bonus if opp higher level). counts as Armored & Improved Armored Def 1/encounter add armor bonus to Ref Def to thresh until end of encounter also gain DR = 2 x armor's equipment bonus to Fort Def Noble Scoundrel Assassin Melee Duelist Jedi Sith Apprentice Jedi Scout Force-Using Traditions Force-Using Traditions Force-Using Traditions Infiltrator Noble Elite Trooper Soldier Noble Jedi Knight Soldier Imperial Knight Imperial Knight Imperial Knight Jedi Force Disciple. Imperial Knight. Jedi Master. Jedi Master. Pilot or Use Computer add +5 not +2 Droid Persuasion check v. Soldier Imperial Knight Imperial Knight Imperial Knight . if at end. Sith Lord Infiltrator Charlatan. target when a readied action is triggered Initiative does not change if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better if you hit an opponent that has not yet acted. TREE Melee Specialist Jedi Guardian Jal Shey Awareness Versatility Second-Degree Droid Jedi Consular Dathomiri Witch Implant Surveillance Master of Intrigue Opportunist Assassin Melee Duelist Jedi Consular Sith Jedi Consular Unpredictable Korunnai Adept Korunnai Adept Korunnai Adept Infiltration Disgrace Republic Commando Ambusher Anticipation Jedi Instructor Armor Specialist Knight's Armor Knight's Armor Knight's Armor ALL Elite Trooper BENEFIT CLASS if exceed Ref Def by 5 or more deal +1 die dam. 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. Noble Elite Trooper Soldier Noble Jedi Knight Gladiator. Sith Lord Shaper Scout Noble Scoundrel Assassin Melee Duelist Jedi Sith Apprentice Jedi Scout Force Disciple. cannot attack unless Jedi attacked or allies attacked reroll any force power as a full-round action Force-Using Traditions 1/encounter adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target Shaper moves -3 down track & needs rest or surgery) if not surprised can use Spotter even in surprise round Scout Before combat. Sith Lord Force Disciple. per melee group Elite Trooper DC 20 Acrobatics to not fall prone Jedi when you use Force Delay. Jedi Master.

Shaper Soldier Soldier Force Adept. Imperial Knight. CLASS Soldier Elite Trooper Elite Trooper Master Privateer Noble Scoundrel Noble Officer Noble Force Sensitive Jedi Knight Crime Lord Master Privateer Crime Lord Force-Using Traditions Force Adept Force Sensitive Force-Using Traditions Soldier Droid Commander Force Sensitive Scoundrel Scoundrel Noble Force-Using Traditions Scout Soldier Jedi Scout Medic Soldier Soldier Force Sensitive Scoundrel TREE Armor Specialist Protection Mandalorian Warrior Privateer Exile Smuggling Gambling Leader Military Tactics Superior Skills Light Side Lightsaber Forms Mastermind Privateer Mastermind Jensaarai Defender Force Item Light Side Aing-Tii Monk Weapon Specialist Droid Commander Alter Fortune Misfortune Exile Bando Gora Captain Fringer Commando Jedi Guardian Mobile Scout Advanced Medicine Veteran Brawler Control Misfortune ALL Gladiator. Sith Lord Outlaw. Sith Apprentice. Jedi Master. Jedi Master. Sith Apprentice. Jedi Knight. 3. Bounty Hunter. 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. Gunslinger. Force Disciple. 2. swif Persuasion to haggle reroll DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Imperial Knight. Weapon Specialist Droid Commander Force Adept. +d6 dam until next turn Lose competence bonuses on 1 skill to roll 2 dice keep better +2 all Def until end of encounter or until you attack may add Dex mod on damage or double Dex bonus if two-handed instead of Str attracts nonheroic character 3/4 your level. Imperial Knight. Scoundrel . multiple Attract Minion with NH level = to your character level armor bonus +2. if use mount as cover can make 1 atk. Sith Apprentice. Jedi Knight. Saboteur. Saboteur. Sith Lord Assassin. Jedi Master. Jedi Master Jedi Knight Crime Lord Master Privateer Crime Lord Force Disciple. Jedi Master Force Disciple. Jedi Knight. counts as 2 squares Jedi Scout Medic. but you must be proficient with weapon DC 15 Knowledge (tactics). multiple attracts nonheroic character 3/4 your level. Imperial Knight. Force Disciple. can spend FP to negate an ally moved against will can brace a weapon that is not restricted to autofire only. Dex bonus improves +1 +1 Atk with melee weapon when you roll nat 20 on attack v.if fail by 10 or more still get cover. Jedi Knight. Scout Elite Trooper.FP?: x = must spend force point. Force Disciple. 2. Jedi Knight. Sith Lord Force Adept Force Adept. if use mount as cover gain improved cover . opp with Dark Side 1+ can activate any power with [light side] +5 on skill or grapple checks to all allies w/in 6 sq. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam. Scoundrel Noble Force Disciple. swif grant allies w/in 12sq & LOS +5 Willup track. Officer. Force Disciple. 3. designate single object or creature. cannot perform or understand complex directions Deception v. Soldier Elite Trooper Elite Trooper Master Privateer Noble Scoundrel Noble Officer Noble Force Adept. mount can make atk as swif not stan first aid as stan not full when successfully use Treat Injury to administer First Aid target also moves +1 up track with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon can use mind trick on beast Int 2 or less. allies that can hear you. Scoundrel Assassin. all droid allies who can hear you gain Double Atk from one of your WP until end of encounter all squares within 2sq are difficult terrain for enemies 1/encounter turn a critical hit into a normal hit 1/turn when you flank treat them as flat-footed for 1 atk 1/enc each: 1. Bounty Hunter. Jedi Master. Jedi Master. Sith Lord Soldier. gain hp = 5 + HL w/Persuasion unfriendly or indifferent into ally for enc direct target as if you move Def until end next turn. Soldier allies within 6 squares get +1 Atk for encounter if within 6 squares 1/enc each on mount: 1. they roll Initiative & winner makes free atk against other DC15 Tactics. Sith Lord Charlatan.* = may spend MtR: Must take Reroll BENEFIT Ref Def bonus = either heroic level or armor bonus when you use Ward add one-half your armor bonuses to ally's Ref Def add armor's Fort Def to Elite Trooper DR. Will Def can move through threatened area without Atk of Opp. 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. Imperial Knight.

perform coup de grace as flat-footed. if in LOS and if N conscious Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. remote 12sq 1/encounter. Gunslinger. Noble Charlatan. minion +Ref Def = your class level & free Atk v. radiation & disease until end of enc 1/turn redirect attack to attracted minion 1/turn redirect attack to attracted minion. Sith Lord Droid Commander. opposed Pilot. aware and not move. allies gain +2 atk until end of enc +5 to Mechanics checks for handling explosives & create frag grenade from spare parts mount shares an empathic link. target +2. Atk from target -2 negate melee attack with Use the Force check. Jedi Knight. Scout Noble Gunslinger Ace Pilot Imperial Knight. 3d8 dam. Droid Commander. Sith Apprentice Master Privateer Gunslinger Master Privateer Force Disciple. +5 Atk with an attack run if successfully attacked. Use the Force v. remote 12sq Stealth replaces Deception for a deceptive appearance. can take 10 on Mechanics check automatically locate black market merchant 1/rnd when damaged by area atk. -5 every time used in round must have activated lightsaber. Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret. Scoundrel Improviser Scoundrel Shaper Improviser Scout Master Privateer Master Privateer Master Privateer Saboteur Saboteur Saboteur Infiltrator. Atk vs. all allies +1 Atk. ignore penalties v. you gain senses once per encounter. Sith Lord Crime Lord Crime Lord Crime Lord Elite Trooper Droid Commander. concealment or total concealment with vehicle 2 sizes bigger. CLASS Ace Pilot Force-Using Traditions Noble Scoundrel Improviser Scoundrel Shaper Improviser Scout Master Privateer Master Privateer Master Privateer Saboteur Saboteur Saboteur Scout Noble Gunslinger Ace Pilot Jedi Master Privateer Gunslinger Master Privateer Force-Using Traditions Crime Lord Crime Lord Crime Lord Elite Trooper Noble Officer Scoundrel Force Adept Noble TREE Squadron Leader Believer Disciple Inspiration Fortune Improviser Yuuzhan Vong Biotech Shaper Procurement Unpredictable Privateer Privateer Privateer Turret Turret Turret Spy Master of Intrigue Gunslinger Expert Pilot Lightsaber Combat Piracy Carbineer Privateer Matukai Adept Mastermind Mastermind Mastermind Protection Inspiration Rebel Recruiter Revolutionary Beastwarden Leadership ALL Ace Pilot Force Disciple. attacker take any or all damage for adjacent ally rest goes to target. when you ride your mount has your Ref & Will Def. Jedi.* = may spend MtR: Must take Reroll BENEFIT designate a single target. minion +Ref Def = half your class level 1/turn redirect attack to attracted minion. FP forcoup de grace all allies in LOS +2 Atk for encounter push target 1 square if you exceed target's threshold ignore cover with character-scale ranged attacks aboard a starship or space station add Cha mod instead of Con mod to Fort Def. Jedi Master. Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10. Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret. 3d6 dam. Noble. must be adjacent. considered trained When adjacent to two creatures gain concealment against non adjacent targets. Officer . if kill with adjacent character. or if atked LOS allies move 2sq as reac 1/encounter +5 bonus to one Def until start of your next turn +1 die dam with Improvised Device reroll Knowledge (life sciences) or Treat Injury to use or repair biotech can make modifications in half time & half cost. Noble Officer Scoundrel Force Adept Corporate Agent. Jedi Master. or atk & if atked ally atk free. source if have LOS & range with a single attack with an advanced melee weapon make a free pistol attack treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus) make full attack as stan if you attack with both 1/encounter. attack to add Cha mod to Ref Def each 1/enc: ally 6sq +2 Ref swif. DC = Atk roll. you must be adjacent 1/encounter. can spend FP to become immune to poison. cannot use it again until end of next turn +1 up condition track & hp = their level if under half HP if successfully Recruit Enemy. make an atk v. 3d8 dam fires twice.FP?: x = must spend force point.

Sith Lord Force Disciple. Mechanics v. then move down one on track. Shaper Gladiator Force Disciple. 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). Jedi Master. w/2nd Wind +1 track & remove fear/mind effects & normal. extra dammelee atk (not lightsaber) + dam = every 5 pts atk is over Ref Def & damage for rounds equal to 5 + Con mod. Will Def for +2 up track & d8 hp & friendly double carrying capacity & +5 to Str-based skill checks one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn Persuasion v. Sith Lord Gunslinger . domesticated for you. Sith Lord Force Adept Force Adept Force Disciple.FP?: x = must spend force point. -5 if animal doesn't understand doesn't apply once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range when you use Deception to feint against an enemy w/in 6sq you can roll twice 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. 3. Jedi Knight. 2. no patience +2 melee Atk convert energy to activate any power in your suite move -1 down track to gain 1 Force Point until the end of your turn UseForce replaces Persuasion w/animal Int 2 or less. Sith Lord Scoundrel Gunslinger Pathfinder Force Disciple. flanked opp as free. Imperial Knight. treat as flame thrower. Sith Lord expend a charge as an attack. w/successful unarmed or = 1d6 per class lvl (10d6 max Atk Disarm v. may use as a reac v. when hit & dam target over thresh can vs. Jedi Master. Jedi Master. days = new CL 1/enc each: 1. Noble Sith Apprentice Soldier Force Adept Force Adept Force Adept. Jedi Master. Jedi Master. Noble Charlatan. adjacent droid reduced to 0 hp. 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. Sith Apprentice. Force Disciple. Sense Force Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. not while flying double data sent in a rnd & cut Access Info time in half with Use Computer to find info as Personal Vendetta but designate one opponent to be -5 Atk call & ignite a lightsaber you built as a free action if in LOS if flanked +2 on unarmed attack & damage 1/enc v. Short range begins 5 sq later but ends at same distance Soldier Droid Gladiator Jedi Knight Soldier Improviser Droid Noble Noble Sith Apprentice Soldier Force Adept Force Adept Force Sensitive Force Adept Force Adept Force-Using Traditions Force-Using Traditions Scoundrel Scoundrel Jedi Jedi Ace Pilot Force-Using Traditions Gunslinger Rocket Jumper Second-Degree Droid Gladiatorial Combat Jedi Artisan Brawler Improviser Fifth-Degree Droid Provocateur Disgrace Sith Alchemy Warrior Dark Side Devotee Dark Side Devotee Control Mystic Beastwarden Dathomiri Witch Felucian Shaman Run and Gun Brigand Jedi Consular Jedi Sentinel Expert Pilot Disciple of Twilight Carbineer Soldier Droid Gladiator Jedi Knight Soldier Improviser Droid Charlatan. CLASS Infiltrator Military Engineer Military Engineer Independent Droid Medic Gladiator Force-Using Traditions Scoundrel Gunslinger Pathfinder Force-Using Traditions TREE Bothan Spynet Military Engineer Military Engineer Elite Droid Advanced Medicine Gladiatorial Combat Warden of the Sky Yuuzhan Vong Biotech Sharpshooter Pathfinder Agent of Ossus ALL Infiltrator Military Engineer Military Engineer Independent Droid Medic. target or one denied Dex to Def. -5 if animal doesn't understand doesn't apply UseForce replaces Persuasion w/animal Int 2 or less. with ranged atk target denied Ref to Def if adjacent to object that provides cover to target you can aim at target as move action immune to Force detection for 1 hour. Sith Lord Scoundrel Scoundrel Jedi Jedi Ace Pilot Force Disciple. Jedi Master.* = may spend MtR: Must take Reroll BENEFIT DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75% ignore cover if you fire or throw a weapon with burst or splash ignore threshold of doors & walls when using mines & non-grenade explosives Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus revivify on a target that has died a number of rounds = half heroic level if you do dam over thresh add +1 die dam reroll any damage dice that has a "1" as a result +1 die damage with razor & thud bugs 1/enc designate 1 target in you aimed at not in PB. -5 if animal doesn't understand doesn't apply UseForce replaces Persuasion w/animal Int 2 or less.

CLx1000 credits. Sith Lord Officer Elite Trooper Corporate Agent. reduce black market multiplier by 1 1/encounter 1 ally in LOS. Sith Apprentice. # allies = Cha mod benefit from Quick Draw Persuasion replaces Use Computer. may designate to any force power thatto makeaasingle target & catches it on fire +1d6 fire dam one weapon or battery affects single attack treat animal as domesticated and can Ride treat animal as domesticated and can Ride after surprise rnd take your turn before allies but must share talent (special quality. +1 melee atk other Force-users with farseeing can aid another as a reac within 6sq 1/day use Mechanics to repair self instead of 1 hour battle strike applies to the first attack you make each round until the end of the encounter +2 dam against targets damaged by an ally since end of your last turn Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. skill. Sith Lord Force Disciple. Jedi Master. your move does not provoke Atk of Opp from target if you move adjacent Colossal size or smaller. +1 atk you can use Buried Presence or Vanish on one extra person with Use the Force to make a Deception check to conceal the effects of your Force use 1/round with unarmed. Sith Lord Infiltrator Ace Pilot Outlaw Corporate Agent. you take -5 Use the Force until next turn take -5 to Will Def for +2 Atk 1/enc move your speed when you fail an attack. dagger or vibrodagger reroll attack +1 die dam when aid another's atk with vehicle weapon. Jedi Knight. Jedi Master. Noble. Persuasion isnext turn. Jedi Master. Imperial Knight. or 3. Leadership or Military Tactics). spot be taken max 3 times each 1/enc make ranged or melee atk for 1. Jedi Master. Jedi Master. next rnd return to normal can in Init order gain 1 follower with AP feat & WP (rifles). if hit & dam with melee you switch places with opponent acquire equipment. considered trained reroll opposed Use Computer checks if within 3 sq of ally. Sith Lord Crime Lord . Sith Lord designate single vehicle. Officer Soldier Corporate Agent Corporate Agent Specialized Droid Specialized Droid Soldier Force Disciple. if hits all allies w/in 6sq +2 to all Def until end of next turn. object or creature in LOS. if hits all allies w/in 6sq & LOS +2 atk &Def. CLASS Ace Pilot Jedi Ace Pilot Scout Force Adept Elite Trooper Jedi Droid Jedi Knight Soldier Officer Force-Using Traditions Force-Using Traditions Force-Using Traditions Officer Soldier Noble Soldier Corporate Agent Corporate Agent Independent Droid Independent Droid Soldier Force-Using Traditions Force-Using Traditions Infiltrator Ace Pilot Outlaw Noble Jedi Jedi Force Sensitive Crime Lord TREE Blockade Runner Jedi Guardian Expert Pilot Reconnaissance Mystic Melee Specialist Jedi Consular Fourth-Degree Droid Jedi Weapon Master Mercenary Naval Officer Shapers of Kro Var Dathomiri Witch Felucian Shaman Military Tactics Squad Leader Leadership Mercenary Corporate Power Corporate Power Specialized Droid Specialized Droid Trooper Agent of Ossus Keetael Infiltration Wingman Outlaw Lineage Jedi Consular Jedi Consular Dark Side Mastermind ALL Ace Pilot Jedi Ace Pilot Scout Force Adept Elite Trooper Jedi Droid Jedi Knight Soldier Officer Force Disciple. extra die for batteries every 2.FP?: x = must spend force point. or opposed check Force Disciple. Sith Lord Force Disciple. Noble Jedi Jedi Force Adept. not crit) each follower gains PB Shot feat mind-affecting effects must be rolled twice against you taking the lower result if adjacent or in same sq. Commando. not 3 on roll with tactical fire. hold-out. if dam target allies = Cha mod can once per encounter all enemies -2 Will dam until end of now a class skill moveper encounter reroll one Wis Int or Cha based skill except Use the Force once half spd as free when you and allies are not surprised. or 2. Droid Commander. an ally can only benefit once per atk 1/encounter forgo extra move to atk. Force Disciple.* = may spend MtR: Must take Reroll BENEFIT if you occupy the same space as a larger vehicle +5 cover bonus 1/turn designate a target. until end of encounter ally adds your Wis bonus to Will Def 1/round grant one ally in 12 sq & LOS hp = 5+Cha mod. Pilot check turns crit into normal (still hit.

Jedi Master. Jedi Knight.* = may spend MtR: Must take Reroll BENEFIT autofire or Burst Fire penalty reduced by 2. Scoundrel Scoundrel Improviser Force Disciple. CLASS Elite Trooper Noble Soldier Noble Soldier Corporate Agent Imperial Knight Jedi Imperial Knight Soldier Enforcer Force Adept Jedi Soldier Jedi Knight Scoundrel Infiltrator Ace Pilot Force Adept Noble Soldier Force Sensitive Soldier Charlatan Scoundrel Scoundrel Improviser Force-Using Traditions Force Sensitive Charlatan Gunslinger Jedi TREE Weapon Master Leadership Commando Leadership Squad Leader Corporate Power Knight's Armor Lightsaber Combat Knight's Armor Brawler Enforcement Imperial Inquisitor Jedi Guardian Commando Jedi Refugee Spacer Infiltration Gunner Dark Side Devotee Superior Skills Brawler Guardian Spirit Weapon Specialist Trickery Misfortune Yuuzhan Vong Biotech Improviser Tyia Adept Control Trickery Gunslinger Jedi Sentinel ALL Elite Trooper Corporate Agent. Sith Apprentice. Jedi Master. Scoundrel Infiltrator Ace Pilot Force Adept Noble Soldier Force Adept. Sith Apprentice. Sith Apprentice Imperial Knight Soldier Enforcer Force Adept Jedi Elite Trooper. Jedi. Will Def it does not remember interacting with you (+5 if opp higher level) Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. +5 max +2 damage when aiding your Dedicated Protector on an atk 1 talent from Leadership tree stacks w/bonuses from others each follower gains Coordinated Attack feat 1/encounter Persuasion v. choose different skill. Noble. Droid Commander. Force Disciple. Noble. no penalty all allies in LOS get +1 with aid another. deactivates lightsabers on successful Block when you successfully parry lightsaber atk you may make immediate atk v. Bounty Hunter. or communications on a Crit. Imperial Knight. if over by 5 can't attack allies +2 on opposed unarmed melee attack roll v. target loses: hyperdrive. Officer. Jedi Master. attacker if fight defensively any adjacent creature provokes an attack of opportunity brace autofire weapon with one swif if near an object that provides you with cover from target squares Persuasion to intimidate 6sq cone not single target. Sith Lord Soldier. weapon. Soldier Jedi Knight Ace Pilot. Will w/in LOS target cannot attack you. Jedi Knight. the next attack by your ally against the target deals +2 dice damage When you disarm with a ranged attack. v. Sith Lord Force Adept.FP?: x = must spend force point. opponent before end of encounter if you feint in combat you can move half your speed each 1/enc after you Atk: if dam target -5 Ref. Will Def in LOS. Gain +5 before end of next turn as free Grab 2 adjacent targets at once 1/encounter reroll failed skill check with +2 if damage opp with bludgeoning Atk. if you brace. Master Privateer. Officer Elite Trooper Corporate Agent Imperial Knight Imperial Knight. Force Disciple. deal half damage Use the Force v. until next turn target may not make Perception against you if Atk moves ship down track. Sith Lord Charlatan Gunslinger Jedi . Soldier Corporate Agent. Jedi Knight. +2 Atk & dam on next atk v. Imperial Knight. 2 opp w/in 2sq -5 Atk but 1 dam roll ignore cover (not total) with razor & thud bugs add one modification from Tech Specialist of Improvised Device & does not affect value of item ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod DR 10 for one minute Deception v. Droid Commander. Weapon Specialist Charlatan Assassin. Officer Elite Trooper. or target -2 spd. allies w/in 6 squares get +1 Def until your next turn Gather Information checks against you are -5 Ref Def +2 when adjacent to obstacle or barrier designate unaware target in 12sq. Officer. lightsaber can use Block with cortosis gauntlets. when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO with a ranged attack. can reduce target speed by half until fully healed When you roll nat 20 on a skill. Saboteur.

Sith Lord Jedi Sith Apprentice Sith Apprentice Jedi Force Disciple. Jedi Master. Sith Lord Gunslinger Elite Trooper. Jedi Master. swif to remove Dex & if has Evasion dam track for ally as reac. 3. Jedi Knight. CLASS Jedi Knight Sith Apprentice Sith Apprentice Force Sensitive Force Sensitive Jedi Sith Apprentice Sith Apprentice Jedi Force-Using Traditions Sith Apprentice Force Sensitive Jedi Jedi Force Adept Gunslinger Scoundrel Assassin Gunslinger Force-Using Traditions Gunslinger Soldier Soldier Scoundrel TREE Jedi Shadow Sith Sith Dark Side Dark Side Jedi Sentinel Sith Sith Jedi Sentinel The Krath Sith Dark Side Jedi Sentinel Jedi Sentinel Dark Side Devotee Pistoleer Misfortune Genohardan Gunslinger Order of Shasa Gunslinger Commando Commando Spacer ALL Jedi Knight Sith Apprentice Sith Apprentice Force Adept. you until end of your next turn. Jedi reroll any Dark side skill damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1) 1/encounter when you spend a Force Point & get a dark side point. deals & heals d6 dam per class level life from 3 creatures w/in 12sq. Dark Side equal to Cha mod (min +1) may reroll Use the Force check to sense Dark Side +2 on one Def against light-side powers 1/encounter with two pistols can move twice your speed & attack with each Atk against opp denied Dex to Def moves -1 down track when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn aim before attacking moves target one down track if attack deals damage Will Def +5 v. Soldier Elite Trooper. 2. UtF replaces Perception to sense deception & influence. c. Will. Jedi Master. target's spd reduced to 2 1/encounter when you or vehicle is target of an atk. Officer. Force Disciple. Jedi Master. considered trained target each for & 6 squares. Sith Lord Force Adept. Sith Apprentice. 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. 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 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Deception v. Jedi Master. Jedi Knight. Bounty Hunter.* = may spend MtR: Must take Reroll BENEFIT with attempts to sense you with force you can act as if Dark Side = Wis. Sith Lord Sith Apprentice Force Adept. 1 weapon doesn't function. Force Disciple. Saboteur. Sith Lord Jedi Jedi Knight Independent Droid Soldier . 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. Imperial Knight.FP?: x = must spend force point. Master Privateer. as full if pilot move vehicle spd x2 & 1 atk . Deception. b.a. 3. treat the FP as if rolled the max reroll any Dark side skill 1/encounter return one dark side power to suite without Force Point extra damage on melee attacks v. Scoundrel Assassin Gunslinger Force Disciple. Sith Lord Jedi Jedi Force Adept Gunslinger Assassin. 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. target's Fort Def. 2. target's SR 0. Jedi Master. Imperial Knight.if hit & deal dam target -2 atk v. Sith Apprentice. make ranged atk w/vehicle if hit & deal dam choose 1 effect until end of next turn . Deception is a class skill life from creature w/in 6 squares. Soldier Ace Pilot. 1/encounter UtF if = Fort target d6 dam per class level & you heal half if attack fails and allies within dam & you heal that amount encounter as long as conscious you target takes half 6 squares +1 Def until end of increase Dark Side Score by one to stop moving down track once an encounter activate a force power as a reaction if targeted by dark side power +1 Atk v. must take worse result DC 15 Use the Force to gain +1 Fort Def until end of encounter. Sith Apprentice. Force Disciple. Jedi Knight. Imperial Knight.grant Evasionto Def until next turn is 1 die less. ranged Atk v. move down 1/enc in LOS Dedicated Protector: 1. can force opponent to reroll. Officer. Scoundrel Scout Force-Using Traditions Jedi Jedi Knight Independent Droid Soldier Hyperspace Explorer Believer Disciple Jedi Guardian Jedi Battlemaster Autonomy Shockboxer Scout Force Disciple.

Jedi Master. -5 every time used in round must have activated lightsaber. Jedi Master. droid replaces mod with & use Acrobatics. Jedi Knight. Scout Jedi Knight Noble Droid Commander Droid Commander Soldier Charlatan. 1/encounter as free +10 Atk when disarming make area atk with discblade v.FP?: x = must spend force point. Persuasion. Noble Melee Duelist Soldier Soldier. you until next turn. Droid Commander. Pilot. Will (+5 if opp spend level). aware and not flat-footed. Noble Elite Trooper. or Use Computer check as free. add half level to dam not +1 DC20 Mechanics v.* = may spend MtR: Must take Reroll BENEFIT all enemies treat your safe zone as difficult terrain when you have benefit of cover spend 2 swif to treat as improved cover until next turn Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. before making atk. 1 at a time reroll opposed Use the Force check to conceal presence when prone gain concealment unless you move or stand return one Force power to any ally within 6 sq & LOS (one ally spent) 1/turn designate 1 ally & 1 target w/out cover from you. Point attack unless attacked character. item. Jedi. Mechanics. or +1 Def v. Infiltrator. allies +1 Atk vs. Jedi Knight. Sith Lord Force Adept. make 1 attack roll area effect can exclude a number of targets = to Wis mod 1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth suppress morale and insight bonuses until your next turn to all in LOS does not lose Born Leader if out of LOS Scout Imperial Knight. DC = Atk roll. Noble. Bounty Hunter. Ref Def in 2sq of target of Force blast. Stealth or Swim & can replace its mod with your allow 1 droid to move its spd your Int mod Int mod once per encounter if you damage an opp reduce target's thresh by 2 for encounter 1/encounter +4 flank bonus to allies in LOS to melee attacks can use feint as 2swif against opp you threaten When successfully disarm. Jedi Master. Sith Lord Officer Assassin. Sith Apprentice Crime Lord. Weapon Specialist Soldier Saboteur Jedi Knight Elite Trooper. 3 targets if all in PB range. Soldier Noble Elite Trooper Officer Sith Apprentice Soldier Bounty Hunter Force Disciple. vs. 1 per rnd with a crit target cannot move next turn DC15 Tactics. they take full or half dam opponent's damage threshold is 5 less. takes half dam & takes -5 Atk v. Officer. CLASS Pathfinder Soldier Scout Jedi Noble Soldier Noble Elite Trooper Officer Sith Apprentice Soldier Bounty Hunter Force-Using Traditions Soldier Soldier Saboteur Jedi Knight Scout Jedi Knight Noble Droid Commander Droid Commander Soldier Noble Melee Duelist Soldier Soldier Force-Using Traditions Force Sensitive Officer Scoundrel Noble TREE Pathfinder Commando Versatility Lightsaber Combat Influence Commando Fencing Critical Master Military Tactics Sith Commander Ambusher Bounty Hunter Felucian Shaman Weapon Specialist Brawler Sabotage Jedi Refugee Camouflage Jedi Archivist Gambling Leader Override Override Mercenary Disgrace Melee Duelist Brawler Weapon Specialist Zeison Sha Warrior Alter Fugitive Commander Misfortune Leadership ALL Pathfinder Elite Trooper. AoO next turn. ally ignores target's cover bonus to Ref Def allow 1 droid to make Deception. flanked. Born Leader/Battle Analysis +2 1/encounter all allies w/in 12 sq & LOS may make an immediate atk at -5 +1 die dam v. Soldier 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. autofire = 1/2 or no damage higher a Forcecannot for an adjacent once per encounter. Jump. Sith Apprentice. an enemy you just hit with melee atk. Climb. single weapon group once per encounter. Persuasion if opp has 1/2 hp. Force Disciple. prime target until end of encounter DC to locate specific person with Gather Info is -10 & bribe amount & time are half Use the Force v. Saboteur. Officer . Scoundrel Corporate Agent. if successful all items of the type don't function within 12sq. make immediate free -5 atk w/ disarmed weapon or -10 if not proficient ignore target's armor bonus to Ref Def when disarming. Ride. vs. Weapon Specialist Force Disciple. or allies attacked using Mechanics skill to set explosives = +2 dice dam. Imperial Knight. take multiple and stack v. Officer. Sith Lord Soldier. Treat Injury.

Sith Lord Gunslinger Elite Trooper. Imperial Knight. 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. CLASS Force-Using Traditions Force Sensitive Gladiator Charlatan Noble Jedi Knight Ace Pilot Noble Noble Outlaw Sith Apprentice Force Sensitive Gunslinger Soldier Bounty Hunter Droid Commander Force-Using Traditions Military Engineer Saboteur Droid Commander Droid TREE Zeison Sha Warrior Guardian Spirit Gladiatorial Combat Trickery Provocateur Lightsaber Forms Gunner Master of Intrigue Collaborator Outlaw Sith Dark Side Sharpshooter Commando Bounty Hunter Droid Commander Iron Knight Military Engineer Sabotage Droid Commander Fourth-Degree Droid Melee Duelist Melee Duelist First-Degree Droid Fortune Fifth-Degree Droid Shapers of Kro Var Brigand Martial Arts Forms Jedi Investigator Lineage ALL Force Disciple. target down track. DSP 1/rnd designate target not in PB. DC 20 + 1 per day into the past make Knowledge untrained Force-Using Traditions Scoundrel Martial Arts Master Jedi Knight Noble Droid Charlatan. Jedi Master. Sith Lord Scoundrel Martial Arts Master Jedi Knight Corporate Agent. bonus to one Def = Int mod (you choose Def) opponent is flat-footed against your next attack with a lightsaber before end of your next turn repair droids +1 hp for every point over Mechanics DC 20 Mechanics v.* = may spend MtR: Must take Reroll BENEFIT treat thrown discblade as pistol for range any enemy w/in 3 sq -2 Will Def & -2 atk v. cannot be attacked until you harm an ally 1/enc forgo extra swif to atk. or if damaged move 2sq. Noble Jedi Knight Ace Pilot Noble Noble Outlaw Sith Apprentice Force Adept. Gunslinger. cannot attack anyone within 6 squares if you don't have cover Persuasion v. droid's Will Def within 6sq.. 1 per turn Melee Duelist DC15 Treat Injury check to move adjacent living creature +1 up track Droid each 1/enc after you Atk: if dam target +2 Ref Def v. Jedi Knight. if meet or exceed target -2 Ref Def until end of your turn 1/encounter when ally attacked. Sith Lord Gladiator Charlatan Charlatan. Noble .FP?: x = must spend force point. compare Atk to Will Def. Scoundrel Droid Force Disciple. your atks until end of your next crit unarmed increaseturn range by 1 use farseeing on a location & standing in location viewed. Spend FP to gain access 1/turn until the end of your next turn when you roll Initiative & Deception v. Jedi Master. make an immediate attack against opponent no penalty with vehicle weapons even if not pilot Choose two talents you meet reqs. if successful droid can take only swif actions. your Deception check replaces their Def. Will Def in LOS. Jedi Knight. gain trained skill or SF if own skill. you if do dam. Sith Lord Force Adept. Sith Apprentice. Jedi Master. Soldier Bounty Hunter Droid Commander Force Disciple. Officer. Will Def of Hunter's Target. Imperial Knight. opp takes -5 on Will Def as long as keep LOS all droid allies who can hear you. Jedi Master. with successful ranged atk add your Dex mod to dam Persuasion v. Force Disciple. if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh once per encounter when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP drain knowledge by touch (DC=Will Def). Sith Lord Military Engineer Saboteur Droid Commander Droid Melee Duelist Melee Duelist with 2 light melee or lightsabers & single atk with one you get free atk with other Melee Duelist with 2 light melee or lightsabers make full atk as stan as long as you use both weapons. if you miss +2 next Atk Scoundrel first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple Droid 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. 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 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. Force Disciple. Sith Apprentice. Will.

Force Disciple. spend FP for 8 hours. Jedi Master. Sith Lord Droid Commander Shaper Soldier Soldier Ace Pilot . Sith Apprentice. Shaper Force Disciple. Imperial Knight. Jedi Master. or move 2 sq w/out Atk of Opp +2 opposed Grapple checks +1 Atk Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. DP 24 hrs if you or droid allies has LOS & is aware of a target. spend FP to act in surprise round even if surprised take 10 on Dex based skill checks even if you normally could not Perception as swif not stan When grabbing. inc. Sith Lord Specialized Droid Vanguard Soldier Jedi Force Adept Droid Force Adept. opponents in dogfight are -10 to Atk if in a melee. ranged attacks are -10 not -5 reroll Dark side skills/Use the Force. you take -2 to attacks not -5. Jedi Master. Medic. target takes -5 to all attacks 1/turn one adjacent ally to aid another as reac to assist you if they have not aided already Use the Force v. 1/day gain info on target if have network or HoloNet opposed pilot check. Jedi Knight. all droid allies have LOS to target can mend a damaged or disabled biotech device as stan not full each 1/enc after you Atk: +5 dodge. treat as 8. can't exceed ally's move +10 threshold of you and ally when adjacent to Colossal or smaller ally when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level when change attitude. you also gain that bonus & any limitations trained in Mechanics. Sith Lord Force Adept Noble Corporate Agent. Outlaw. up to top of track 1 adjacent ally if you move that ally moves & ends adjacent. Noble Pathfinder Force Disciple. Vanguard Improviser Noble Elite Trooper Gladiator Force Disciple. take half or no damage all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects when you roll a nat 2-7. proficient with any exotic weapon FEAT even if don't possess treats all exotic weapons as a single weapon group with Search Your Feelings can sense consequences 1 hour in future.* = may spend MtR: Must take Reroll BENEFIT Use Computer replaces Deception with forged documents Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly once you've found a target w/Gather Info.FP?: x = must spend force point. 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. Jedi Master. no longer able to use light side allies automatically aid another +1 die damage +1 die damage when an enemy within 12sq & LOS gains a bonus. Scout. adjust one additional step if hit with area attack. CLASS Scoundrel Scoundrel Bounty Hunter Ace Pilot Jedi Force Adept Medic Force-Using Traditions Force Adept Noble Noble Pathfinder Force-Using Traditions Independent Droid Vanguard Soldier Jedi Force Adept Droid Force Sensitive Pathfinder Ace Pilot Force Adept Droid Scout Improviser Noble Elite Trooper Gladiator Force-Using Traditions Droid Commander Shaper Soldier Soldier Ace Pilot TREE Slicer Slicer Bounty Hunter Expert Pilot Jedi Guardian Dark Side Devotee Advanced Medicine Kilian Ranger Force Item Collaborator Lineage Pathfinder Baran Do Sage Specialized Droid Vanguard Brawler Jedi Consular Beastwarden Fifth-Degree Droid Control Pathfinder Wingman Mystic Third-Degree Droid Survivor Procurement Superior Skills Weapon Master Gladiatorial Combat Baran Do Sage Droid Commander Shaper Brawler Brawler Gunner ALL Improviser Improviser Bounty Hunter Ace Pilot Jedi Force Adept Medic. see J18 +5 Fort Def against environmental hazards remove debilitating condition affecting you and return to normal. or +5 Fort or Will Def. Pathfinder. Will Def of indifferent or better beast to perform a minor task within 30 sq. Sith Lord Pathfinder Ace Pilot Force Adept Droid Enforcer.

targets in 6sq. Military Engineer. unless 0 hp when you reduce enemy to 0hp. Sith Apprentice. surprised aim as free weapon's crit range extended by 1 weapon's crit range extended by 1 weapon's crit range extended by 1 threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp you can perform first aid one additional time a day on a target +5 Str check in same round increase blast radius by 1 square +1 atk v. Gunslinger. CLASS Scout Shaper Scout Officer Jedi Scout Elite Trooper Elite Trooper Elite Trooper Elite Trooper Medic Scout Saboteur Noble Scout Scout Elite Trooper Bounty Hunter Bounty Hunter Ace Pilot Scoundrel Scoundrel Crime Lord Soldier Noble Bounty Hunter Noble Force Sensitive Elite Trooper Force-Using Traditions Officer Master Privateer Outlaw Scoundrel TREE Mobile Scout Shaper Awareness Military Tactics Jedi Guardian Camouflage Critical Master Critical Master Critical Master Weapon Master Advanced Medicine Survivor Sabotage Gambling Leader Unpredictable Espionage Squad Leader Bounty Hunter Bounty Hunter Gunner Outlaw Tech Smuggling Infamy Mercenary Leadership Bounty Hunter Collaborator Sense Weapon Master Luka Sene Military Tactics Piracy Outlaw Recklessness ALL Scout Shaper Bounty Hunter. Scout. allies w/in 10 squares get +10 Cover bonus if in cover. +2 on next atk before end of next turn Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. must be on foot. Scout.FP?: x = must spend force point. Martial Arts Master. Officer Bounty Hunter Noble Force Adept. Medic. Scoundrel Scoundrel Crime Lord. until next turn 1/encounter all allies in 6 sq heal hp = your HL forgo extra swif action to aim with 1 swif on your next turn if missed by an atk. move half speed with no Atk of Opp Stealth replaces Deception to create diversion to hide. Scout Elite Trooper Elite Trooper Elite Trooper Elite Trooper Medic. Jedi Knight. Vanguard Officer Jedi Elite Trooper. Master Privateer Soldier Corporate Agent. consumes 20 shots DC15 can detect presence. one ally gets +2 Atk ignore all concealment for 1 minute 1/enc w/autofire atk treat atk as 6 sq cone. +5 if trained in Deception all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod. Shaper Enforcer. target takes cumulative -1 Ref Def each time damaged (max -5) when you dam opp w/lightsaber. -2 Atk rest of encounter (once only) +5 Will vs. Force Disciple. spend applyLOS & be able to communicate) 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. fear if in LOS and N conscious opponents level equal or lower to your heroic level within 6sq -1 Atk grant one enemy +1 Atk. Jedi Master.* = may spend MtR: Must take Reroll BENEFIT reroll Ride reroll Treat Injury to repair or modify biotech no penalty on Survival checks to track at normal speed when you use Assault Tactics. Vanguard Saboteur Noble Scout Scout Elite Trooper Bounty Hunter Bounty Hunter Ace Pilot Improviser. spend FP for 1 additional time/enc jury-rig = hp for vehicle = to result of Mechanics check once per day take 20 on Deception check as stan when attempting to deceive 1/encounter if minion down track you can reduce by 1 & target regains hp = your HL. general strength. Sith Lord Officer Master Privateer Outlaw Scoundrel . target if you do not have cover from target 1/turn when damaged by atk. Persuasion v. Droid Commander. Pathfinder. Gladiator. Sith Lord Elite Trooper Force Disciple. Infiltrator. Jedi Master. can spend FP to make opponent flat-footed until end of your next turn during surprise rnd if make ranged atk v. & origin of energy fields within 12sq. Outlaw. have familiar foe to 2nd target. Noble. Imperial Knight. Pathfinder. reduce shields by 5 DC15 Tactics.

Force Disciple. designate single vehicle.FP?: x = must spend force point. Sith Apprentice. Noble Sith Apprentice Force Adept. Jedi Master. once per turn multiple unarmed atk with full atk have penalty reduced by 2. Sith Lord Force Disciple. Imperial Knight. Stealth. Gunslinger. target loses move. ascend 1/2 speed. Sith Lord Charlatan. Jedi Master. Sith Lord Force Adept. allied gunners in LOS +1 die damage fly speed double land speed. Jedi Master. Sith Lord Force Adept. treat as origin sq for next ranged energy atk. attack flankers as stan instead of full. FP for stan choose 1 sq w/in 12sq & LOS. intimidate check opp in LOS vs. Atk roll. Imperial Knight. can be taken multiple times 1/encounter. Force Disciple. Jedi Master. Jedi Master. Jedi Knight. Jedi Master. Imperial Knight. can take only swif next turn (+5 if opp higher level) 1/encounter 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. Sith Lord Elite Trooper Martial Arts Master Crime Lord. Sith Apprentice. Will. 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. Jedi Knight. target in LOS with you each taking -5 on atk if flanked & with two pistols. Sith Lord Force Disciple. Sith Lord Force Disciple. Sith Lord . Jedi Master.* = may spend MtR: Must take Reroll BENEFIT 1/day 10 min spend FP & can reroll Perception. Force Disciple. Sith Lord Force Disciple. CLASS Bounty Hunter Bounty Hunter Soldier Gunslinger Scout Officer Officer Force-Using Traditions Force-Using Traditions Elite Trooper Martial Arts Master Noble Sith Apprentice Force Sensitive Force Adept Soldier Soldier Force-Using Traditions Scoundrel Scoundrel Bounty Hunter Force-Using Traditions Force-Using Traditions Sith Apprentice Force-Using Traditions Force-Using Traditions Force-Using Traditions Force Sensitive Force-Using Traditions Force Sensitive TREE Gand Findsman Gand Findsman Squad Leader Pistoleer Fringer Naval Officer Naval Officer Dathomiri Witch Shapers of Kro Var Critical Master Unarmed Mastery Influence Sith Commander Light Side Force Item Trooper Mercenary Aing-Tii Monk Fortune Revolutionary Force Hunter Jensaarai Defender Jensaarai Defender Sith Jal Shey Blazing Chain Keetael Control Bando Gora Captain Alter ALL Bounty Hunter Bounty Hunter Elite Trooper Gunslinger Outlaw. Scoundrel Scoundrel Bounty Hunter Force Disciple. must attack two targets designate single opp & move away +2 speed. Sith Lord Sith Apprentice Force Disciple. 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. regain unspent FP can roll two dice for Perception to avoid surprise & keep better you and 1 follower can make ranged atk v. remove one power for the designated power. spend FP to be one size larger w/grapple with a crit make an additional attack against a target in range. Jedi Master. +5 competence to skills or +1 Def If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn Use the Force -10 when someone uses Sense Surroundings to detect you blocks electronic surveillance until next turn or spending standard action expands bubble to number of creatures = to character level Use the Force replaces Deception. you -1 down track for 1 min if you spend a Force Point to add to an attack roll. Jedi Master. considered trained 1/encounter Persuasion v. Jedi Master. Will Def of Int 3 or higher & understand. Jedi Master Force Adept Soldier Soldier Force Disciple. must have LOS to target always add +3 to ranged attacks with a Force Point (+4 with d8s) designate one force power. Scout Officer Officer Force Disciple. until next turn UtF for Acrobatics & can reroll UtF if can reroll Acrobatics. descend double speed. farseeing. Sith Lord Force Disciple. no hyperdrive for rest of encounter: +1 Atk. Jedi Master. Jedi Knight. 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 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class.

Sith Apprentice. Sith Lord Imperial Knight. Sith Lord Force Adept Force Adept Force Adept. Imperial Knight. Sith Lord Jedi Force Adept. must beand foot. Force Disciple. can pull back as a swift action w/DC20 Use the Force Use the Force replaces Treat Injury. poison on radiation immune to disease. Force Disciple. Imperial Knight. considered trained Use the Force replaces Treat Injury. Force Disciple. Jedi Knight. Jedi Master. Sith Apprentice. Jedi Knight. Imperial Knight. have LOS & be able to communicate) with a Critical. add the roll to damage permanent Will Def +2. Jedi Master.FP?: x = must spend force point. can treat without a medkit or medpac. Jedi Master. Use the Force v. considered trained Use the Force instead of Pilot. Sith Apprentice. considered trained on a selected Force power. Sith Apprentice. gain a standard free action. Jedi Master. Sith Lord Force Disciple. Sith Lord Force Adept. Jedi Knight. lessen affect by one step. Sith Lord Force Adept Jedi Force Disciple. only works with powers with variable effects +1 on one Def. Jedi Knight. Sith Lord Noble Elite Trooper Force Adept. Jedi Master. Jedi Knight. Jedi Master. Sith Lord Force Adept. Force Disciple Force Adept. CLASS Force Sensitive Jedi Knight Force Sensitive Jedi Force-Using Traditions Force Adept Jedi Force-Using Traditions Jedi Force Sensitive Jedi Force Sensitive Force Adept Force Sensitive Force Sensitive Force-Using Traditions Jedi Knight Force-Using Traditions Force Sensitive Force Adept Force Adept Force Adept Jedi Knight Jedi Knight Jedi Knight Jedi Force Sensitive Noble Elite Trooper Force Adept Scoundrel Scout TREE Control Duelist Control Jedi Sentinel White Current Adept Imperial Inquisitor Jedi Guardian Keetael Jedi Consular Sense Jedi Consular Sense Force Adept Control Sense Iron Knight Jedi Battlemaster Tyia Adept Control Force Item Force Item Force Adept Jedi Healer Jedi Watchman Jedi Refugee Jedi Guardian Sense Anticipation Squad Leader Force Adept Fortune Advance Patrol ALL Force Adept. Imperial Knight. regain one Force Power negates crit. Jedi Knight. Sith Apprentice. Persuasion to intimidate Use the Force instead of Initiative. Imperial Knight. take normal damage 1/encounter activate a Force talent that requires a Force Point without spending one hide you and allies equal to class level. Jedi Master. you may reroll Use the Force checks with second wind. Sith Lord Jedi Force Disciple. Sith Apprentice. can not remake for 24 hours. 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 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. 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.* = may spend MtR: Must take Reroll BENEFIT DC15 Use the Force. Force Disciple. Force Disciple. Jedi Master. Jedi Knight. Force Disciple. Jedi Master. Jedi Knight. Sith Apprentice. Force Disciple Charlatan. considered trained when you spend a Force Point for a melee attack. Imperial Knight. Force Disciple. Sith Apprentice. gain additional hp: d6 per Force Point possessed (10d6 max) when activating starship maneuver. Force Disciple Jedi Knight Jedi Knight Jedi Knight Jedi Force Adept. use same roll for Perception & Use Computer when you damage an opponent with a Force Power. give all allies 6sq +2 Will Def for rest of encounter if within 6sq UseForce replaces Perception avoid surprise/notice enemies/sense deception or influence. trained Use the Force instead of Persuasion check. Sith Lord Jedi Knight Force Disciple. Imperial Knight. natural 20 = regain Force Point all allies w/in 12 sq +2 atk & dam for attacks of opportunity all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less than cl + Cha mod. Will. 1min or if attack from haze sneak from Stealth from electronic devices. Scoundrel Scout . 1 ally per your Wis mod not surprise the radius to which you can be detected is 10km not 100km with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter reroll Initiative Check. Force Disciple. Jedi Knight. Sith Lord Force Adept. only one at a time if within 6 squares. Jedi Master. Sith Lord Force Adept. Jedi Master. Jedi Master. Imperial Knight. if allies surprised but not you. Sith Apprentice. Gunslinger. Sith Lord Jedi Force Adept. considered trained allies w/in 12sq can reroll Init.

Scout Elite Trooper Droid Commander Ace Pilot Noble Charlatan. Jedi Master. ex. single you do taking the highest result Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Stealth v. grenade atk roll to negate attack. that Atk target's opponent instead (same Atk roll) 1/encounter force all enemies to move 1 sq away from one minion. +2 damage +2 damage Use the Force v. Imperial Knight. Aid Another w/in 6 sq to atk add half cl to ally's dam roll ifcan roll Perception ifmelee or ranged atk & gain +2 dodge to Ref Def until next turn all allies w/in 6 sq atk hits. Sith Lord Jedi Soldier Officer . have LOS 1 droid to take full atk & replace its mod with your Int mod allow& be able to communicate) can take 10 to increase speed. Jedi Knight. Force Points when ally targeted by ranged atk. Sith Apprentice. Master Privateer Outlaw. or 2. Sith Lord Imperial Knight. take multiple times 1/encounter when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5) Use the Force v. Sith Lord Elite Trooper Imperial Knight. Jedi Master. Sith Apprentice. Sith Apprentice. Jedi Knight. Gunslinger.FP?: x = must spend force point. Perception or enemy is flat-footed v. Force Disciple. you take -5 penalty on Use the Force until next turn each 1/enc: 1. all-out movement is x5 not x4 1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based skill check (other than Perception) +2 Wisdom checks when gambling.* = may spend MtR: Must take Reroll BENEFIT 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. Scoundrel Soldier Force Adept. Sith Lord Noble Scout Noble Assassin Elite Trooper. you issue routine command to a computer do not take -5 when using grab action if take dam from Force power +2 all Def against that power until end of encounter 1/encounter grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS reduces range penalties by one range category. Jedi Master. single ranged or melee atk & gain hp = Con score. Noble Noble Crime Lord. lower DR by 10 (replaces Penetrating Atk) with proficient weapon. Will. no Atk of Opp natural 20 on skill check = one extra Force Point for encounter all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod. CLASS Noble Noble Crime Lord Scout Elite Trooper Droid Commander Ace Pilot Noble Scoundrel Soldier Force Sensitive Noble Scout Noble Assassin Scout Scoundrel Soldier Jedi Officer Ace Pilot Force Adept Elite Trooper Force Adept Force Adept Elite Trooper Elite Trooper Force-Using Traditions Jedi Knight Elite Trooper Jedi Knight Jedi Soldier Officer TREE Provocateur Collaborator Infamy Fringer Squad Leader Override Expert Pilot Exile Fortune Brute Squad Sense Anticipation Reconnaissance Master of Intrigue Assassin Camouflage Slicer Brawler Jedi Sentinel Military Tactics Gunner Dark Side Devotee Weapon Master Force Item Force Item Weapon Master Weapon Master Order of Shasa Duelist Weapon Master Duelist Jedi Guardian Veteran Fugitive Commander ALL Charlatan. detect Force sensitivity. force powers number. Infiltrator. Scout Improviser Soldier Jedi Officer Ace Pilot Force Adept Elite Trooper Force Adept Force Adept Elite Trooper Elite Trooper Force Disciple. or 3. must be on foot. lower damage threshold by 10 (replaces Devastating Atk) as Focused Force Talisman but Force Point does not count toward "one per turn" +1 on all Def with proficient weapon. Jedi Master. Jedi Knight. +1 Atk fira attack +1 +1 Atk with proficient weapon. short = PB +2 on all Def against light-side powers with proficient weapon. you allow them to drop prone as free action one of your followers +2 speed 1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac 1/encounter make melee Atk then move your speed away without Atk of Opp if start turn in total concealment or cover.

target.FP?: x = must spend force point. until target's next turn reroll any untrained skill check. Officer. Jedi Master. Soldier Martial Arts Master Force Disciple. with bayonet. Jedi Knight. Jedi Master. target is -2 Atk against anyone but you when improve Force power or activate technique or secret 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. Scoundrel Independent Droid Scout Scout Elite Trooper. target use gun as melee weapon w/out penalty. target no penalty to Stealth at normal movement if a weapon you draw is not noticed opp is flat-footed. CLASS Noble Gunslinger Force Sensitive Jedi Elite Trooper Scout Jedi Soldier Gunslinger Soldier Soldier Martial Arts Master Force-Using Traditions Soldier Gunslinger Officer Force-Using Traditions Jedi Knight Noble Droid Force Sensitive Droid Scoundrel Independent Droid Scout Scout Scout Scoundrel Scout Force-Using Traditions Elite Trooper Martial Arts Master Scoundrel TREE Skill Challenge Pistoleer Guardian Spirit Jedi Guardian Protection Hyperspace Explorer Jedi Consular Brawler Pistoleer Brawler Commando Unarmed Mastery Believer Disciple Commando Sharpshooter Fugitive Commander Iron Knight Jedi Healer Anticipation Fifth-Degree Droid Sense Third-Degree Droid Misfortune Elite Droid Hyperspace Explorer Surveillance Camouflage Smuggling Camouflage Believer Disciple Republic Commando Martial Arts Forms Recklessness ALL Noble Gunslinger Force Adept. +5 Perception v. does not stack reduce swif actions to move up track by 1 once per round. Sith Lord Elite Trooper Martial Arts Master Scoundrel . Jedi Master. Sith Lord Jedi Knight Noble Droid Force Adept. Infiltrator. Will Def within 12sq. autofire penalties apply if unarmed & holding no items double Str bonus on unarmed attacks catch a Second Wind as a reaction not a swift action reduce target's DR by 1 for enc if hit with unarmed atk. Officer. Soldier Gunslinger Officer Force Disciple. shield ally. Bounty Hunter. Scout Scoundrel Elite Trooper. Scout Force Disciple. Force Disciple. Saboteur. mtr & 1/enc spend FP tor reroll any skill check & take better snipe action of Stealth is swif not move if have concealment v. if a target moves in that area 1 ally in LOS can make Atk of Opp can double Str bonus to melee & unarmed dam add Cha bonus to Perception check 1/turn with aid another to adjacent ally on a skill check as a swif action not stan Persuasion v. Sith Apprentice. gain 1 bonus FP/day after 6 hrs rest toyou dam opp w/lightsaber. Sith Lord Elite Trooper. can use Quick Draw as a swif 1/encounter within 2sq of cover or concealment can move to & make Stealth check as single move DC 15 Use the Force to double Str bonus to next melee dam roll 1/encounter +1 die dam with grenade or explosive creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod allies take no or half dam from your area atk Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. -2 speed & must spend swif with stan. Force Disciple. Imperial Knight. not you allies adjacent to target you dealt dam +2 melee atk v. 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. acts as blade and club with two pistols attack as if autofire even without. Infiltrator. Sith Lord Jedi Elite Trooper Scout Jedi Soldier Gunslinger Soldier Elite Trooper. Jedi Knight. each may withdraw as free can heal droids with vital transfer damage healed with vital transfer increase by 1 point per class level 1/turn designate 3x3 area w/in LOS.* = may spend MtR: Must take Reroll BENEFIT If you spend FP on skill roll and fail regain FP with two pistols & attack. even if miss deal dam = half HL your guardian spirit can tell you the immediate consequences of your actions. Sith Apprentice. Imperial Knight. Jedi Master. Sith Lord Droid Assassin.

1/encounter lose stan action Persuasion 6sq cone v. military or illegal goods Use the Force v. ignore DR reroll Persuasion when haggling for restricted. Weapon Specialist Jedi Knight Crime Lord Crime Lord Crime Lord Vanguard Corporate Agent Corporate Agent Gladiator. only for you & one FP at a time applies to ally also. Imperial Knight.FP?: x = must spend force point. Jedi Knight. CLASS Force-Using Traditions Elite Trooper Jedi Scoundrel Independent Droid Scout Scout Bounty Hunter Bounty Hunter Scoundrel Scout Noble Noble Elite Trooper Elite Trooper Scoundrel Force Sensitive Force Sensitive Force-Using Traditions Force-Using Traditions Jedi Soldier Jedi Knight Crime Lord Crime Lord Crime Lord Vanguard Corporate Agent Corporate Agent Soldier Ace Pilot Jedi Jedi Sith Apprentice Force-Using Traditions TREE Felucian Shaman Squad Leader Jedi Guardian Outlaw Tech Specialized Droid Camouflage Surveillance Bounty Hunter Bounty Hunter Spacer Hyperspace Explorer Ideologue Inspiration Melee Specialist Master of Teras Kasi Smuggling Alter Alter Jal Shey White Current Adept Jedi Guardian Weapon Specialist Jedi Archivist Mastermind Mastermind Mastermind Vanguard Corporate Power Corporate Power Armor Specialist Expert Pilot Jedi Guardian Jedi Consular Sith Luka Sene ALL Force Disciple. immediately or wasted ally can make a standard & move action. Sith Lord Jedi Soldier. must move immediately or wasted. Jedi Master. one enemy you notice aim before attacking moves target one down track if attack deals damage once per encounter. Sith Apprentice. Infiltrator. move -1 down track after if benefit from cover you can increase cover by one step if looking for hidden enemies. Imperial Knight. gain DR = CL provided you still have cover when they attack Persuasion 12sq cone v. opponent -2 speed until end of your next turn aid on Knowledge checks of ally within 6 sq if you're trained ally moves normal speed. Jedi Master. Will Def. Sith Lord Force Disciple. always succeed when using Sense Surroundings (no roll needed) Elite Trooper Jedi Improviser. Noble Elite Trooper Elite Trooper. can use 3 times a turn ally can make a standard or move action. Sith Lord Force Disciple. Imperial Knight. have LOS a successful attack of opportunity. enemies within radius -1 attack when you damage an opponent. spend Force Point to all adjacent allies anyone attempting to move you involuntarily is -5 to their check/atk if damage opp with piercing Atk. can attune 1 item per 24 hours. Sith Lord . add class level to Atk. Jedi Master. rounds = half level. Sith Lord Force Adept. Jedi Master. Will target loses swif action on next & no full Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus do not have to move in straight line on attack run react Battle Meditation as swif not full. Sith Apprentice. Jedi Knight. Scoundrel Specialized Droid Elite Trooper. Sith Lord 1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod. Martial Arts Master Scoundrel Force Adept. you stop the target's movement ending its action with & be able to communicate) can use Mechanics instead of Use Computer to improve access. considered trained hotwire processor +5 Int/Wis skill & +1 ranged atk. use Consular's Vitality as free action range increases to 12 squares. Military Engineer. Will target loses swif action on next & no full. range 12sq.* = may spend MtR: Must take Reroll BENEFIT telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. immediately or wasted if in cover. can make one atk v. Jedi Master. must be on foot. Force Disciple. see K52 or F87 or J14 can see or hear as if you were standing in the space of your illusion if humanoid swif to spend stored Force Point. Sith Apprentice. skill or ability roll Pilot replaces Use the Computer for astrogate or operate sensors add Cha bonus not Wis bonus to Will Def if you hit. Scoundrel Scout Noble Droid Commander. +dam=to BH level once a day. failure deals and heals 1/2 damage can use Search (Perception) as swif. Scout Scout Bounty Hunter Bounty Hunter Ace Pilot. Soldier Ace Pilot Jedi Jedi Sith Apprentice Force Disciple. Force Disciple. designate an opponent. give an ally a dam bonus = to their level 1/encounter ignore armor or equipment bonuses with melee atk if damage more than DR. Jedi Knight. Master Privateer.

DC20 return 1/turn when you dam target with non-area atk. Scout Elite Trooper. Jedi Knight. Persuasion v. Weapon Specialist Infiltrator. Sith Lord Imperial Knight. 1/day no penalty on improvised weapons 1/encounter all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter can reroll Deception for a deceptive appearance once per day. Imperial Knight. Jedi Master. Saboteur. Scoundrel Charlatan Elite Trooper. Jedi Knight. Soldier Force Adept. Jedi Master. Scout Soldier Crime Lord. Noble Force Disciple. if targeting with autofire each enemy -2 atk in area you and allies +1 on all defenses v. Sith Lord Charlatan Force Adept Jedi Knight Force Disciple. Sith Apprentice. Sith Lord Corporate Agent. Gunslinger. Will Def in 6 sq & LOS target -5 Atk v. Force Sensitives Use the Force replaces Knowledge if not trained. Vanguard Improviser Imperial Knight. target cannot take stan or full action its next turn when you suppress that enemy is -5 atk.* = may spend MtR: Must take Reroll BENEFIT damage healed with vital transfer increase by 2 points per class level reroll Initiative Jury-Rig as stan not full. takes 10*result min weapon's DR doubled. Jedi Knight. with Force Point on attack add 2xFP result to dam take half dam from heat or fire or no damage on a miss Deception v. target increase fly speed 2sq same as Weaken but target keeps fleeing DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with item. 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. Jedi Master. Jedi Knight. Sith Apprentice. can take multiple immune to all mind-affecting effects 1 minute 1/encounter can return 1 Force mind-affecting force power w/out FP once per day friends take 20 on skill check with modifier 5+half your HL. you until the start of your next turn +1 attack rolls & +1 die damage vs. you decide their move action may attack in surprise round can draw ignite & attack with lightsaber even if surprised. Jedi Master. Force Disciple. Will Def. destroyed after 24 hours. Jedi Master. Noble Improviser Jedi Knight Sith Apprentice Infiltrator. Sith Apprentice. Saboteur. Scout. +2 Ref Def until your next turn or no longer adjacent reroll Stealth if move opponent down track with melee atk. Jedi Master. CLASS Jedi Knight Scout Improviser Jedi Knight Assassin Gunslinger Jedi Knight Jedi Knight Jedi Knight Jedi Knight Jedi Knight Scoundrel Scoundrel Charlatan Scout Elite Trooper Soldier Scout Soldier Noble Improviser Jedi Knight Sith Apprentice Scout Soldier Force Sensitive Force Sensitive Noble Force-Using Traditions Force-Using Traditions Charlatan Force Adept Jedi Knight Force-Using Traditions Droid Commander TREE Jedi Healer Awareness Improviser Duelist Genohardan Gunslinger Jedi Watchman Duelist Duelist Jedi Shadow Jedi Shadow Misfortune Misfortune Trickery Camouflage Melee Specialist Weapon Specialist Spy Rocket Jumper Influence Improviser Jedi Weapon Master Sith Commander Spy Commando Control Alter Lineage Felucian Shaman Ember of Vahl Trickery Imperial Inquisitor Jedi Archivist Agent of Ossus Droid Commander ALL Jedi Knight Bounty Hunter. half on miss. Bounty Hunter.FP?: x = must spend force point. Bounty Hunter. Jedi Knight. Sith Lord Droid Commander . Officer. Sith Lord Jedi Knight Jedi Knight Assassin. Sith Lord Assassin Gunslinger Jedi Knight Imperial Knight. but not persistent conditions. Force Disciple. Sith Lord Force Disciple. Jedi Master. Sith Lord Force Adept. Scout Elite Trooper Soldier. +5 up condition track. Sith Apprentice. considered trained substitute Use the Force mod for ranged attack bonus until next turn 1/turn one droid ally in LOS +Atk = 1/2 your CL. Jedi Master. can draw & ignite lightsaber as free once per turn when you redirect an attack do not count the initial deflect penalty when you make a riposte do not count the initial block penalty increase damage dice to d8 not d6 can use Sentinel's Gambit an additional number of times per encounter = half class level if move at least 2 sq & in a different square +1 all Def use Sneak Attack for targets w/in 12 sq not 6 if adjacent to a creature. Imperial Knight. Gladiator. any in Networked Mind gains heuristic processor Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Martial Arts Master. lightsabers do not ignore. Pathfinder. Infiltrator. Sith Apprentice. Scoundrel Assassin.

Force Disciple. Jedi Knight. Jedi Master. 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/encounter. single enemy in LOS. Imperial Knight. adjacent. Obtain Info. Sith Lord Noble Force Adept. Will then -5 that Atk (+5 if opp higher level) if target is unaware of you. Imperial Knight. Sith Apprentice. Jedi Knight. CLASS Noble Crime Lord Crime Lord Crime Lord Noble Noble Crime Lord Noble Force Sensitive Noble Force Adept Enforcer Droid Scout Noble Vanguard Master Privateer Independent Droid Saboteur Officer Officer Jedi Knight Jedi Knight Bounty Hunter Jedi Knight Jedi Knight Soldier Soldier Soldier Ace Pilot Scout Independent Droid Droid Improviser Jedi Knight TREE Inspiration Infamy Infamy Infamy Inspiration Loyal Protector Mastermind Inspiration Sense Ideologue Force Adept Enforcement First-Degree Droid Spy Influence Vanguard Privateer Autonomy Turret Military Tactics Naval Officer Lightsaber Forms Jedi Battlemaster Bounty Hunter Jedi Refugee Jedi Investigator Rocket Jumper Rocket Jumper Armor Specialist Expert Pilot Fringer Autonomy Fourth-Degree Droid Procurement Lightsaber Forms ALL Droid Commander. & Use the Force -2 penalty -5 penalty ally makes skill check as move action. if use & gain Dark Side Point gain 2 points successful ram you take half from ram. you must be adjacent after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree once per encounter. Scout Crime Lord. Force Disciple Enforcer Droid Infiltrator. opposed skill checks. Persuasion if opp has attacked you. may reroll your first Atk roll. Master Privateer Crime Lord. Noble Crime Lord.* = may spend MtR: Must take Reroll BENEFIT all allies w/in sight. Noble Noble Crime Lord Droid Commander. keeping best Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. not standard gain 1 follower with AP feat & trained in Perception. Noble Force Adept. can be taken max 3 times allies in LOS +2 Atk & skill checks v. Soldier Ace Pilot Outlaw. your designated target ally's attack moves target 1 more down condition track Use the Force replaces Use Computer for astrogation once per encounter for one ally within 6sq can use your skill modifier for a skill check (not Use Force) when successfully Search Your Feelings gain FP & use before end of enc. reroll Deception when acting atypical 1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def restore +1d8 hp when use Repair of Mechanics & with aid another once per encounter.FP?: x = must spend force point. +1 die dam from ranged with ion weapons +1 Atk & +1 die dam DR10 against ion dam 1/encounter. Secure Safe House +2 speed if you end move adjacent to target activate as free. if use w/unfavorable gain Dark Side Point. Master Privateer Droid Commander. Noble Vanguard Master Privateer Independent Droid Saboteur Officer Officer Jedi Knight Jedi Knight Bounty Hunter Jedi Knight Jedi Knight Soldier Soldier Gladiator. Master Privateer Crime Lord. 3d6 ion. a single vehicle in LOS and immediate move action twice Lightsaber deflection bonus with two lightsabers your Battle Meditation grants +2 to attack not +1 Fort & Will Def +1 & you deal +1 die dam against Force Sensitives includes Acquire Equipment or Funds. Sith Apprentice. if target is same size or smaller they cannot move next round v. Scout Independent Droid Droid Improviser Jedi Knight . +1 Atk & skills for encounter or N unconscious opponents of equal or lower level take -1 on Atk rolls. Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret. 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. Receive Medical Attention. vs. no Pilot check to land once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw armor does not reduce speed or distance moved when fighting defensively.

enemy takes -5 on all atk rolls until end of your next turn 1/turn make opposed Initiative check v. reroll skill check when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn with a crit move opponent back 1sq if they are not grabbed/grappled or into something. Jedi Master. opponents in concealment (except total concealment) if you reduce your prime target to 0 hp. Scoundrel Pathfinder Noble . prime target. target aid an ally in 6sq on Use the Force Persuasion v. Jedi Master. target Knowledge (galactic lore) DC15+CL for crit +1 range v. Gunslinger. Officer. within 2 sizes aim before attacking and knock target prone. lose affects if choose any ally who starts in your safe zone & then exits it. Jedi Master. opponent may not attack until next turn (+5 if higher level) DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk reduce penalty for large illusions by one half (min -1) once per encounter treat damage from a Sith alchemical weapon as if you rolled max on Force Point once per encounter add 1 die dam or extend range 6sq. if win prime target is flat-footed v. Martial Arts Master. Will Def 1 opponent in LOS. Soldier Gunslinger Soldier Master Privateer Scout Charlatan. Sith Lord Force Disciple. Gladiator. Scoundrel Imperial Knight Elite Trooper Gunslinger Jedi Noble Force Disciple. DC15+CL. no bigger than two size categories target of Adversary Lore takes +1d6 dam from successful attacks select an enemy in LOS & Knowledge (galactic lore) v. disarm as swif. do not take -5 if in two hands Martial Arts Master any enemy adjacent takes dam = your Str mod (min 1) if you can make Atk of Opp if you're in light or no armor Martial Arts Master 1/encounter you become immune to mind-affecting effects until your next turn. Gunslinger. can learn 2 pieces of info (see F25) add Wis bonus to Ref Def if denied Dex Knowledge (galactic lore) DC15+CL for +2 one defense v. Vanguard Soldier Outlaw. Pathfinder. Sith Lord 1/turn creature or droid damaged by unarmed atk. Jedi Master. Scout Ace Pilot Elite Trooper. within reach. target Knowledge (galactic lore) DC15+CL for +2 atk v. adds "dark side" to descriptor Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. designate a new prime target if you jury-rig vehicle moves -2 down track at end not -5 once per encounter. the enemy takes -5 on its atk not -2 with Aid Another to suppress enemy. Sith Lord Noble Droid Force Disciple. you make single melee atk v. no AoO once a day. if hits deal no damage but target must move/withdraw next turn when hit or missed by attack move speed as reac & must end adjacent to ally. CLASS Scout Soldier Scout Ace Pilot Soldier Gunslinger Soldier Master Privateer Scout Scoundrel Imperial Knight Elite Trooper Gunslinger Jedi Noble Force-Using Traditions Infiltrator Infiltrator Infiltrator Force-Using Traditions Noble Droid Force-Using Traditions Force-Using Traditions Force-Using Traditions TREE Awareness Ambusher Fringer Expert Pilot Commando Gunslinger Ambusher Piracy Espionage Fortune Knight's Resolve Critical Master Gunslinger Jedi Consular Ideologue Baran Do Sage Bothan Spynet Bothan Spynet Bothan Spynet Jal Shey Ideologue First-Degree Droid The Krath The Krath The Krath Martial Arts Forms Martial Arts Forms Fortune Pathfinder Ideologue ALL Bounty Hunter. +2 atk once per encounter when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter Scoundrel Pathfinder Noble Martial Arts Master Martial Arts Master Charlatan.FP?: x = must spend force point. Sith Lord Force Disciple.* = may spend MtR: Must take Reroll BENEFIT no penalty vs. Scout. Gunslinger. Sith Lord Infiltrator Infiltrator Infiltrator Force Disciple. Jedi Master. vehicle avoids moving down condition track if you aid another to suppress an attack.

to Search Feelings or Sense Force 1/turn Deception v. target & +5 opposed Initiative checks dam an opp. DC -5. poison makes Atk d20+HL v. Jedi Knight. Sith Lord Droid Gladiator Force Adept. gain +2 on different skill roll in same challenge When you fail check in skill challenge. +2 atk Def or dam. Scoundrel Charlatan. reroll Atk roll once an encounter can negate damage a single attack that would normally reduce you to 0 hp 1/encounter gain temp FP to spend w/ Luka Sene or Sense talents. Sith Apprentice. Sith Lord Jedi Knight Imperial Knight. Jedi Knight.Recover in 2 swif not 3of Opp 1/turn grant all droid allies avoid to take does not provoke Atk lightsaber defense bonus increase by 2 (max of 5) 1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp 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. Imperial Knight. Deception to feint. reroll w/unwilling & keep better. ends movement when you hit a 1) & add Str bonus to dam reduce DC for telepathy by half w/willing. Scoundrel gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. allies +2 atk v. Jedi Master. Will Def of 1 enemy in 12 sq & LOS. +3 max when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp 1/encounter return 1 lightsaber form to suite w/out spending FP +2 Block & Deflect with a lightsaber you built if within 6 squares. Jedi Master. that enemy once a day. Sith Lord Scoundrel Droid Commander Jedi Knight Ace Pilot. Sith Lord Force Disciple. Gunslinger. Sith Apprentice Gunslinger Force Adept. 3. target as flat-foot v. FP = # of targets = Cha mod (min 2) w/single UtF check move +2 squares if wearing light or no armor +5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. objects 1 size larger than you can be thrown a number of sq = 2 x Str bonus (min moving opp that is one size larger or smaller with Atk of Opp. Scoundrel Soldier . must have activated lightsaber. Master Privateer. poisonto 0 hp.* = may spend MtR: Must take Reroll BENEFIT any character that would benefit from shared talent: 1. Scout Ace Pilot Noble Charlatan. 2. if successful. -5 other UtF take up to -5 on Atk to give up to +5 Ref Def to ally in LOS proficient with improvised thrown weapons. Sith Apprentice. Scoundrel Scoundrel Soldier Assassin. your opp when you When you succeed with skill in skill challenge. Jedi Knight. Jedi. CLASS Officer Noble Noble Noble Noble Officer Force-Using Traditions Elite Trooper Jedi Bounty Hunter Jedi Knight Jedi Knight Jedi Gunslinger Force Sensitive Force-Using Traditions Droid Gladiator Force Adept Scout Ace Pilot Noble Scoundrel Scoundrel Force-Using Traditions Scoundrel Droid Commander Jedi Knight Scoundrel Scoundrel Soldier Scoundrel Soldier TREE Military Tactics Gambling Leader Fencing Skill Challenge Skill Challenge Naval Officer Aing-Tii Monk Protection Lightsaber Combat Force Hunter Duelist Jedi Artisan Lightsaber Combat Gunslinger Alter Jensaarai Defender Fifth-Degree Droid Gladiatorial Combat Force Adept Fringer Wingman Gambling Leader Fortune Fortune Luka Sene Recklessness Droid Commander Lightsaber Forms Spacer Revolutionary Brawler Malkite Poisoner Brawler ALL Officer Noble Noble Noble Noble Officer Force Disciple. as long as w/in 12 sq can aid another as a reac. Sith Apprentice Bounty Hunter Imperial Knight. Gunslinger. Jedi. Fort Def damage = d6+1/2HL & moveswithin track. moveitup to speedcured ally without Atk of Opp if ally down 6sq reduced attacks until misses or toward Force Disciple. Jedi Master. reduce dam taken by 10 if you do not have cover from target you dam with ranged atk. Sith Lord Elite Trooper Imperial Knight. Jedi Master. target is poisoned. Force Disciple Outlaw. ally in 12sq. Force Disciple. Jedi Master. target must move half its spd toward you but avoiding hazards (stops move if can'tin LOShazard). 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 12 Def LOS that is grabbed etc & release them & can one ally w/in Refsq & as your HL+1/2armor (round down) if higher move half spd as reac w/no AoO 1/encounter if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead +1 to Ref Def.FP?: x = must spend force point. aware and not flat-footed. Jedi Knight. can pull back as a swift action w/DC20 Use the Force 1/enc target -1 down track & persistent condition 1 ally w/in 12 sq & LOS & trained in UtF.

reroll one die of dam if you built. Sith Apprentice. beast with Dark Side Score of 1+ reroll Use Computer checks to improve access to computers ally can reroll any atk or check made on an action granted by you add one extra accessory. Jedi Knight. Stealth v. +2 UtF. 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 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. Jedi Master. you decide their swif action one force power no longer has dark or light side descriptor when you damage target with non-area atk. mentor another building (-5 their DC) if opponent use aim to negate cover. ally w/in 5 sq & LOS can replace their def with your def as reac for next w/successful persuasion check make 2nd Persuasion of any type when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end target moves two steps down the track add Dex to melee dam with light melee weapon. +2 Will Def you can move spirit 6 sq as swif action 1/turn 1/turn when you dam target with non-area atk. Sith Lord Force Disciple. Sith Apprentice. Imperial Knight. Sith Lord Jedi Knight Ace Pilot Noble Crime Lord. as long as w/in 12 sq you: +1 atk. Persuasion v. ally +5 5 sq & & -2 atk or +10 & Def & -5 atk in LOS d20 roll. Will Def. gain 2 hp for every point over DC instead of 1 DC20 Treat Injury on adjacent. Jedi Knight. Soft Fall. Imperial Knight. Sith Lord Assassin Force Disciple. Master Privateer Shaper Jedi Melee Duelist Jedi Improviser Crime Lord Jedi Knight Vanguard Droid Scout Droid Droid Medic. 1 ally in LOS treats target as if flat-footed recover all Force powers on a nat 20 on an unarmed attack become immune to Sense Force & appear to be normal droid until you use the Force Use the Force = Deception for creating deceptive appearance ally you use Skilled Advisor with gains Force Point to be spent before end of encounter fight defensively =w/inRef Def LOS +5 up trackRef+2 atk & skills. Sith Lord Vanguard Force Disciple. 3. roll d20 as reac can replace enemy or ally 1/enc each: 1. Sith Lord Force Adept. double if two-handed +1 atk & +1 die dam v. Jedi Master. Jedi Master. Force Disciple.FP?: x = must spend force point. Stay in Saddle & Use Mount as Cover of Ride add Int mod to Treat Injury for Treat Disease/Poison/Radiation with a medpac for first aid. 2. Shaper Soldier Soldier .* = may spend MtR: Must take Reroll BENEFIT once per encounter on your turn you move your speed as free before any other action once per encounter with more than one atk you can add one die for each successful hit once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter guardian spirit present for enc w/in 6 sq of you. Jedi Master. Force Disciple. attacker's Initiative to retain cover can always take 10 on Mechanics w/speeder can use Fast Mount or Dismount. CLASS Elite Trooper Elite Trooper Elite Trooper Force Sensitive Assassin Force-Using Traditions Vanguard Force-Using Traditions Force-Using Traditions Force Sensitive Jedi Knight Ace Pilot Noble Crime Lord Shaper Jedi Melee Duelist Jedi Scoundrel Crime Lord Jedi Knight Vanguard Droid Scout Droid Droid Medic Soldier Soldier TREE Mandalorian Warrior Mandalorian Warrior Mandalorian Warrior Guardian Spirit Genohardan Aing-Tii Monk Vanguard Warden of the Sky Iron Knight Alter Jedi Archivist Expert Pilot Master of Intrigue Infamy Shaper Jedi Consular Melee Duelist Jedi Sentinel Slicer Mastermind Jedi Artisan Vanguard Second-Degree Droid Mobile Scout First-Degree Droid First-Degree Droid Advanced Medicine Brute Squad Brute Squad ALL Elite Trooper Elite Trooper Elite Trooper Force Adept.

Jedi Master. Will Def if unwilling as Gather Info can place mine as stan not full 1/turn Persuasion v. roll +1 die w/Force check & substitutes can make Treat Injury checks without medical kit with naturalselect highest die rolled when negate energy v. Jedi Knight. Jedi Master. Shaper Force Disciple. Noble Jedi Knight Gunslinger Jedi Scout Force Disciple. ranged redirect at enemy w/in 6sq.* = may spend MtR: Must take Reroll BENEFIT 1/encounter when ally makes successful melee atk against target adjacent to you. 3. Sith Lord Melee Duelist Master Privateer Gladiator Elite Trooper Imperial Knight. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq immediately after making a full atk with two lightsabers you may move your speed as free action immediately after making a full atk with two pistols you may move your speed as free action when you end movement next to opponent & they withdraw. Jedi Master. H 3x3. compare Use the Force to Ref Def reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 reduces penalty by 2. Use the Force v. Jedi Master. Force Disciple. Sith Apprentice. atk as reac & +2 atk +1 dam on melee attacks double your speed 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+. Sith Lord Independent Droid Assassin. that enemy do not no atk penalty when favorable modify or reprogram yourself you can modify delivery method with a Knowledge (life sciences) check. must wait 5 rounds between uses when affected by a debilitating condition.FP?: x = must spend force point. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn. or 3. 4. 1 FP for use before end of enc. Force power returned. you can move with them each 1/enc 1. +1 use of Force-related talent or feat. Jedi Master. Fort Def for half negated dam +1 Ref and Will Def with lightsaber if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker Elite Trooper Assassin Assassin Force Adept Force Adept. change penalty to bonus for 1 round. Sith Lord Force Adept. or 2. when damaged by atk move half spd as reac & take -5 of opp & gain you try to circumstances to 1st atk v. DC=Treat Injury DC uses farseeing from your suite. stan make ranged or speed atk then move half spd can move melee after Whirlwind Attack as free & no atk of opp. can be taken multiple reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. UtF v. Imperial Knight. Scoundrel Force Adept. Jedi Knight. Force Disciple. before end of your next turn force attacker to reroll atk & keep second use move object to make area attack = L 2x2. Jedi Knight. Sith Apprentice. Sith Lord Gunslinger Gunslinger Elite Trooper reduce Atk penalty by 2 if you move opponent down track they take +1d6 dam if you hit an opponent you have "marked" +1d6 dam when you gain a level you get bonus Force Points = number of Force Talents (6 max) DC30 UtF for 1 benefit as decided by GM: 1. Imperial Knight. Force Disciple Medic. Sith Lord Jedi Knight Soldier . Sith Apprentice. CLASS Soldier Soldier Soldier Soldier Soldier Force Adept Saboteur Noble Jedi Knight Gunslinger Jedi Scout Force-Using Traditions Independent Droid Scoundrel Force Sensitive Force Sensitive Melee Duelist Master Privateer Gladiator Elite Trooper Jedi Knight Gunslinger Gunslinger Elite Trooper Elite Trooper Assassin Assassin Force Adept Force Adept Medic Force-Using Traditions Jedi Knight Soldier TREE Brute Squad Brawler Mercenary Mercenary Mercenary Telepath Sabotage Disgrace Jedi Battlemaster Gunslinger Jedi Guardian Advance Patrol Seyugi Dervish Autonomy Malkite Poisoner Sense Alter Melee Duelist Privateer Gladiatorial Combat Weapon Master Duelist Gunslinger Carbineer Weapon Master Weapon Master Assassin Assassin Mystic Force Adept Advanced Medicine Blazing Chain Lightsaber Forms Shockboxer ALL Soldier Soldier Soldier Soldier Soldier Force Adept Saboteur Charlatan. 2. G 4x4 C 6x6.

Officer. single weapon group Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Soldier Melee Duelist Officer Ace Pilot Scoundrel Scoundrel Ace Pilot Droid Commander Force Disciple. enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def. no Atk of Opp w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp once per encounter make an attack with light melee or lightsaber after a successful feint DC 15 Tactics. 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.FP?: x = must spend force point. CLASS Scoundrel Noble Officer Enforcer Bounty Hunter Crime Lord Bounty Hunter Bounty Hunter Droid Scoundrel Scoundrel Imperial Knight Pathfinder Droid Gunslinger Bounty Hunter Droid Officer Improviser Outlaw Scoundrel Gunslinger Elite Trooper Soldier Melee Duelist Officer Ace Pilot Scoundrel Scoundrel Ace Pilot Droid Commander Force-Using Traditions Soldier TREE Run and Gun Fencing Rebel Recruiter Enforcement Bounty Hunter Infamy Bounty Hunter Bounty Hunter Third-Degree Droid Malkite Poisoner Outsider Knight's Resolve Pathfinder Third-Degree Droid Carbineer Gand Findsman Second-Degree Droid Military Tactics Procurement Outlaw Run and Gun Carbineer Protection Commando Melee Duelist Military Tactics Blockade Runner Outsider Outsider Gunner Droid Commander Keetael Weapon Specialist ALL Scoundrel Noble Officer Enforcer Bounty Hunter Crime Lord. 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. Master Privateer Bounty Hunter Bounty Hunter Droid Assassin. Scoundrel Scoundrel Imperial Knight Pathfinder Droid Gunslinger Bounty Hunter Droid Officer Improviser Outlaw Scoundrel Gunslinger Elite Trooper Elite Trooper. DCs are halved. you & all allies in LOS gain hp = 10 + your cl with a stun weapon +1 Atk & +1 die dam reroll Persuasion to Intimidate reroll Persuasion checks to intimidate reroll Gather Info to locate a specific individual 1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp 1/enc add Wis mod to Persuasion in addition your Cha mod poisoned target denied Dex to Ref Def as long as it remains poisoned 1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level -2 atk to enemies that fire into your safe zone if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll Trusty Sidearm also applies to any rifle or carbine when ally in 10 sq & LOS rolls a nat 1 or 20. Jedi Master. you gain +2 Atk or +2 Ref Def until the end of your next reroute power or recharge shields as 2 swif not 3 can take 1/2 or all dam for an adjacent ally an ally may take the same for you can obtain modified items without increasing base value 1/encounter forgo extra move to add +5 to one Def until end of your next turn 1/encounter you can make an AoO v. Sith Lord Soldier.* = may spend MtR: Must take Reroll BENEFIT when an opponent withdraws that opponent is considered flat-footed v. Weapon Specialist . opposed with all-out movement as the pilot +2 Ref Def 1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify same with either lowest or highest hp or on highest or lowest on track if fail Persuasion to change attitude. can see within 6sq without a Force Point opponent's DR is 5 less. attitude does not change & can attempt to change attitude one additional time per enc +1 die dam on next atk in same turn. opponent in PB range if opponent provokes AoO from an ally +2 on attacks of opportunity with rifles allow 1 ally within 6 sq to move its speed to be adjacent to you.

subject no change if someone attacks. Sith Lord Specialized Droid Sith Apprentice Force Adept.FP?: x = must spend force point. adjacent enemy who just damaged you taunt enemies within 12sq & LOS. CLASS Soldier Jedi Knight Force Adept Jedi Noble Gladiator Scoundrel Soldier Force-Using Traditions Force-Using Traditions Soldier Scout Gunslinger Gunslinger Force-Using Traditions Independent Droid Sith Apprentice Force Sensitive Droid Independent Droid Noble Imperial Knight Imperial Knight Jedi Jedi Bounty Hunter Shaper Gunslinger Force-Using Traditions Military Engineer Jedi Knight TREE Ambusher Jedi Artisan Telepath Jedi Sentinel Fencing Gladiatorial Combat Outlaw Tech Trooper Disciple of Twilight Matukai Adept Brawler Master Scout Sharpshooter Gunslinger Baran Do Sage Specialized Droid Sith Commander Dark Side Fifth-Degree Droid Specialized Droid Lineage Knight's Resolve Knight's Resolve Lightsaber Combat Lightsaber Combat Force Hunter Implant Sharpshooter Baran Do Sage Military Engineer Jedi Investigator ALL Soldier Jedi Knight Force Adept Jedi Noble Gladiator Improviser. spd +1 sq. reroll die. can act as power generator surge +1 melee atk. Sith Lord Soldier Scout Gunslinger Gunslinger Force Disciple. Jedi Master. sense weather for 24 hours as full-round height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track Jump +4 sq or hovering 1/encounter all allies in LOS with less than half hp gains hp = CL when spending a Force Point on an Atk. 2. target -2 atk until end next turn & all creatures etc have concealment from target. 2. if don't use regain FP can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain spend a remaining farseeing power to regain any other force power Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. move -1 down track after once per encounter. 1 atk target's thresh is half. Military Engineer. Jedi Knight. Sith Apprentice Bounty Hunter Shaper Gunslinger Force Disciple.* = may spend MtR: Must take Reroll BENEFIT +5 Perception v. target when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets 1/enc each w/melee or ranged as stan if hit & dam: 1. Jedi. target must spend stan to adjust armor. Imperial Knight. Jedi. +4 Ref Def for 1 turn & make 1 atk on new planet 10 min to acclimate & on planet +2 all Def against natural hazards. 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/encounter adjacent ally gains +1 atk at end of aim gain target moves shot regardless needs rest when youencounter benefit of PB -3 down track &of range or surgery 1/day spend 10 min & once later in day negate an attack as long as not nat 20. Sith Lord Force Disciple. +1 Atk. 3. 1 atk as though aimed. Sith Lord Droid Specialized Droid Corporate Agent. they're -2 Atk on targets that are not you for powered weapons you're using. they lose concealment but no one else does once an encounter make a single melee Atk v. Scoundrel Soldier Force Disciple. Noble Imperial Knight Imperial Knight Imperial Knight. Dark Side Score +1 2 swif to recharge shields or reroute power. Sith Apprentice Imperial Knight. Jedi Master. take 20 on Persuasion check with no increase in time needed for check may use Block & Deflect to protect adjacent ally with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack whenever you successfully redirect a blaster bolt and hit. Jedi Master. 3. Sith Lord Military Engineer Jedi Knight . Jedi Master. +2 Dam for rest of encounter if you provide soft cover to an ally within 3 sq it is improved cover with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. +1 die melee dam & +2sq speed. 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. target loses its armor bonus to Ref Def & is flat-footed. prime target until end of the encounter if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage you can communicate in full sentences & complete thoughts. Jedi Knight. Force Disciple. Sith Apprentice. rounds = half level. Jedi Master. Jedi Knight.

Jedi Master. Will Def in LOS. Jedi Master. Military Engineer. Will Def within 12 sq. target use Tripwire as move not stan 1/round if you or ally in 6sq damages target. DC = Atk roll. not full-round Noble instead of destroying a vehicle you can disable it so it cannot move Master Privateer 1/encounter add half class level to one Defense Outlaw when you hit w/lightsaber if target has not attacked since end of your last turn. FP for adjacent character 1/turn one vehicle in your LOS who can hear you. Sith Lord Assassin Ace Pilot Noble Martial Arts Master Enforcer Droid Bounty Hunter Improviser. follower can attack opponent if you're damaged by an attack or Force power 1/turn when you score an unarmed crit. deal +1 die dam Jedi negate melee attack with Use the Force check. -5 every time used in round must have empowered Force Adept weapon. Sith Lord Noble Droid Scout Force Adept Force Adept Force Adept. Will Def in LOS target must withdraw or -1 Atk until end enc once per encounter. you & target -2 Ref Def while together once per encounter jury-rig an object not disabled spend 1 min removing an accessory & adding another on a lightsaber you built when you create a field-created weapon. Sith Apprentice. Jedi Knight. Noble. make Use Computer astrogation calculation as stan not full w/successful grab can bind target to you or adjacent object. up to 5 years per level Persuasion v. Scoundrel Jedi Knight Military Engineer Scout Scoundrel Soldier Ace Pilot Force Disciple. for +2 Atk v. Sith Lord Noble Force Disciple. move target half speed toward you & make an immediate atk 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. move target down track & they lose stan Force-Using Traditions Persuasion v. allies in LOS + dam to target = half class level 1/encounter Deception or Persuasion v. Will Def. Force Disciple. if you're in light or no armor to a straight line when running & can reroll Endurance not restricted cut astrogation calculation time in half. ignore difficult terrain & +5 Pilot to avoid hazards Military Engineer once per encounter Use the Force v. v. Droid Commander. TREE Influence Privateer Outlaw Jedi Sentinel Force Item Military Engineer Order of Shasa Collaborator Korunnai Adept Loyal Protector Third-Degree Droid Espionage Telepath Telepath Sense Genohardan Blockade Runner Loyal Protector Unarmed Mastery Enforcement Second-Degree Droid Bounty Hunter Outlaw Tech Jedi Artisan Military Engineer Versatility Brigand Warrior Gunner Luka Sene Master Scout Piracy Piracy Leadership ALL Crime Lord. Officer . make an immediate unarmed atk against target in reach. target -1 atk per follower w/ranged Noble always succeed on attempts to aid another on Deception. no AoO Scout Will Def bonus = your class level Force Adept when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1) Force Adept can target object you hold. Jedi Master. add one modification at the time of creation 1/encounter move your speed during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. +2 Dam Force Sensitive Assassin Ace Pilot Noble Martial Arts Master Enforcer Droid Bounty Hunter Scoundrel Jedi Knight Military Engineer Scout Scoundrel Soldier Ace Pilot Force-Using Traditions Scout Master Privateer Master Privateer Noble Master Privateer Outlaw Jedi Force Adept Military Engineer Force Disciple. Imperial Knight. Noble BENEFIT CLASS Persuasion as Intimidation as a standard action. move follower toward target. if over then one ally cannot be attacked until your next turn Noble when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog Force-Using Traditions if you atk: redirect atk to follower. Knowledge & Persuasion (no roll) Droid When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac.* = may spend MtR: Must take Reroll Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Sith Lord Scout Master Privateer Master Privateer Corporate Agent. Jedi Master. +2 Will. remove farseeing.FP?: x = must spend force point. smaller vehicles that attempt to dogfight -10 penalty not -5 1/encounter as reac. Will Def. if you pilot a vehicle. aware and not flat-footed. allies in LOS w/ less than 1/2 hp get +2 Ref.

make Stealth checks with you 1/enc when deal dam = target's current hp & thresh. Jedi Master. you can be considered adjacent for purposes of flanking. +1 Stealth each. increase by 1 avoid moving on track from designated opponent may roll twice for Pilot check to initiate dogfight Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher dismiss your safe zone & allies in your old safe zone +2 spd allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod once per encounter. Officer Scout Force Disciple. grant 1 ally to use move immediatelymelee weapon. Jedi Master. as a reac to attack.other projectiles level they get +5 Will Def with a crit target -2 Ref Def until healed to full hp with a crit target speed is halved until healed to full hp +5 bonus on skill checks made to perform a Force Regimen once per encounter. Droid Commander.* = may spend MtR: Must take Reroll BENEFIT can disarm with ranged weapon. Jedi.FP?: x = must spend force point. Noble. Persuasion v. or +1 Perception each if armed with ranged weapon gain follower trained in Perception & Stealth. can regain all expended uses of farseeing power Soldier Scout Scout Officer Jedi Elite Trooper Elite Trooper Force Adept Ace Pilot Droid Commander Bounty Hunter Ace Pilot Noble Pathfinder Droid Commander Jedi Veteran Reconnaissance Reconnaissance Rebel Recruiter Lightsaber Combat Critical Master Critical Master Mystic Squadron Leader Droid Commander Bounty Hunter Expert Pilot Superior Skills Pathfinder Override Jedi Consular Soldier Scout Scout Officer Imperial Knight. Sith Lord Jedi Knight Jedi Force Disciple. Sith Apprentice Elite Trooper Elite Trooper Force Adept Ace Pilot Droid Commander Bounty Hunter Ace Pilot Noble Pathfinder Droid Commander Jedi . can be taken max 3 times. Will Def to deal half dam & -1 down track & target becomes not autofire or if target is higher once per round. roll two dice for rebuke attempt & take best regain 2 Force Powers when Force Point is spent to regain a power DC 15 Use the Force to recall discblade Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Sith Lord Scout Jedi Force Disciple. move every ship in your squadron +1 up track when you use an ability to grant a morale or insight bonus.ally & friendly. Jedi Knight. Jedi Master. Sith Lord add Wis mod to dam after a successful charge if you atk: +2 ranged atk to each. single target if succeed on Persuasion to intimidate enemy w/in 6sq deny enemy move instead. CLASS Gunslinger Gunslinger Noble Sith Apprentice Elite Trooper Noble Scout Force-Using Traditions Scout Jedi Force-Using Traditions Jedi Knight Jedi Force-Using Traditions TREE Gunslinger Gunslinger Exile Sith Alchemy Republic Commando Leadership Espionage Ember of Vahl Versatility Jedi Sentinel Warden of the Sky Jedi Shadow Jedi Consular Zeison Sha Warrior ALL Gunslinger Gunslinger Noble Sith Apprentice Elite Trooper Corporate Agent. 1/encounter lose bonus as free for +5 on single damage roll +2 atk with retrieve energy cell/power pack and load weapon with single swif once per encounter. 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. does not provoke Atk of opp if within 6 sq of target.

Jedi Master. Imperial Knight. Jedi. Gladiator. Vanguard Jedi Shaper Force Disciple. Jedi Master. Sith Lord Force Disciple. Sith Lord Gunslinger Improviser Imperial Knight. 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.* = may spend MtR: Must take Reroll BENEFIT allies within 6sq can reroll one Pilot check. that enemy DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth target loses concealment bonus to Ref Def if Use the Force beats Will Def +2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS successful grapple deals target's strength modifier as damage (min 1) target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn with ranged attack. Will Def to move target -1 track. Scout. Sith Lord Force Disciple. Sith Lord Scoundrel Ace Pilot Elite Trooper . FP to avoid -5 if enemy in LOS moves ally down track. opponent you Block (not v. Jedi Knight. Jedi Master. spend Force Point needs rest movement +5 Force bonus to all Def scores against Dark Side skills from dark force-user automatically improve attitude of an indifferent character next atk before end check required When you move down track from dam exceeding thresh.FP?: x = must spend force point. Jedi Master. gain +2 Atk v. target hit by Whirlwind Attack until start of your next turn once per encounter after first full round can add +5 to Initiative move +2 steps up condition track 1/encounter adjacent ally gains +5 to thresh at end of encounter target moves -3 down track & to negate or surgery if you would move down track. Jedi Master. Martial Arts Master. to friendly with no 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. Pathfinder. Scoundrel Force Disciple. Sith Apprentice Force Disciple. Sith Lord Soldier Scoundrel Charlatan. Jedi Master. 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) once an encounter make a lightsaber attack v. Sith Lord Jedi Enforcer Noble Soldier Gunslinger Scoundrel Bounty Hunter Force Disciple. make min until moves up 1/turn ifof track damaged from Atk ofmust flee fora1single atk v. Sith Lord Force Adept. object or vehicle when targeted by dark side power you can give penalty to their UtF = Dark Side score +2 Ref Def v. Gunslinger. Sith Apprentice. CLASS Ace Pilot Independent Droid Military Engineer Force-Using Traditions Force-Using Traditions Scout Jedi Shaper Force-Using Traditions Jedi Enforcer Noble Soldier Gunslinger Scoundrel Bounty Hunter Force-Using Traditions Force Sensitive Soldier Scoundrel Scoundrel Force-Using Traditions Gunslinger Improviser Jedi Force-Using Traditions Force-Using Traditions Scoundrel Ace Pilot Elite Trooper TREE Expert Pilot Autonomy Military Engineer Tyia Adept Seyugi Dervish Awareness Jedi Guardian Implant Bando Gora Captain Jedi Sentinel Enforcement Master of Intrigue Shockboxer Gunslinger Opportunist Bounty Hunter Disciple of Twilight Dark Side Brawler Revolutionary Fortune White Current Adept Carbineer Procurement Lightsaber Combat Blazing Chain Blazing Chain Recklessness Expert Pilot Protection ALL Ace Pilot Independent Droid Military Engineer Force Disciple. if enemy moved to bottom you're not unconscious but Opp. 1/day per droid. keep best (once per ally) when you repair yourself +1 additional hp for each point over DC Repair as stan. Gunslinger. Jedi Master. Force Disciple. Jedi Knight. Jedi Master. 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 Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. a target track reroll Pilot to disengage from dogfight. Sith Lord Bounty Hunter.

can spend FP for +2 atk v. Jedi Master. target 4x4 sq = safe zone. ally starting in safe zone +2 Fort & Will Def. Jedi Knight. CLASS Ace Pilot Soldier Assassin Bounty Hunter Military Engineer Pathfinder Pathfinder Master Privateer TREE Wingman Mercenary Assassin Bounty Hunter Military Engineer Pathfinder Pathfinder Piracy ALL Ace Pilot Soldier Assassin Bounty Hunter Military Engineer Pathfinder Pathfinder Master Privateer reroll Knowledge if you're trained in that Knowledge double Int mod to Knowledge (life sciences) & (physical sciences) checks 1/enc: use Disable or Erase Program v. Bounty Hunter. then deal half dam. that target if stun dam over thresh target -3 down track not -2 if dam over current hp & threshold. if a target makes an Atk of Opp v. cannot overlap another safe zone all opponents in 6 sq -1 Atk Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Scoundrel Charlatan. regardless of LOS when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam 1/encounter enemy with Dark Side score 1+. must have free hand & can't conceal 1/turn when enemy to 0 hp or down track. disabling/erasing in 5 min & DC15. Sith Lord . must be on foot. Sith Apprentice. can be turned back with swif 1/turn 1 ally in LOS move its speed as a reac. 1 ally in LOS to take 2nd Wind as free & add hp = CL 1/round when an ally dam an opponent you can take a swif action as a reac 1/enc use 1 talent from Inspiration tree on yourself Use the Force replaces Will Def against Deception or Persuasion can use Sense Surroundings to detect targets 30sq radius. ally you can make Atk of Opp v. enemy loses Dex to Def v. something goes wrong if you fail by 10 not 5 can disable security without security if fail Persuasion to change attitude.FP?: x = must spend force point. your atk until next turn if have concealment v. that target rest of encounter 1/encounter if you drop a foe to 0 hp or to bottom of track take a bonus stan action reroll Persuasion to haggle over a price of bounty sabotage object with energy cell/power pack to become a grenade. apply Independent reac bonus a 2nd time. Imperial Knight. in from tracing your any skill that requires stan action or less but(squad = you trainedor less than cl + Cha mod. as a Spiritkeep hostile computer combat add 1/2 1/enc: use a Comp locks other as action less. Saboteur. reroll with Deception if make charge against unaware target. Soldier Scout Improviser Assassin. Shaper Gladiator.* = may spend MtR: Must take Reroll BENEFIT can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat when you deal damage over thresh. Saboteur. Scoundrel Scout Soldier Assassin. Bounty Hunter. move down track and sever Jedi Knight Droid Droid Independent Droid Elite Trooper Medic Soldier Scout Scoundrel Scoundrel Scout Soldier Scoundrel Noble Outlaw Noble Jedi Knight Jedi Jedi Jedi Jedi Infiltrator Jedi Knight Jedi Archivist First-Degree Droid Second-Degree Droid Elite Droid Squad Leader Advanced Medicine Armor Specialist Unpredictable Slicer Misfortune Surveillance Veteran Misfortune Provocateur Outlaw Exile Jedi Investigator Jedi Sentinel Jedi Sentinel Jedi Sentinel Jedi Sentinel Infiltration Duelist Jedi Knight Droid Droid Independent Droid Elite Trooper Medic. Noble Outlaw Noble Jedi Knight Jedi Jedi Jedi Jedi Infiltrator Imperial Knight. Sith Apprentice. 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 aaround) kit. target. if succeed on opposed Usefeat or talent for atkuser1out auto but they can retry. +2 dam v. target cannot make Perception check to notice you characters using fear effects must roll twice & keep the lower result on any skill or atk rolls 1/encounter seize an object from adjacent target w/+10 to Disarm. Jedi Knight. cl to location all squad members +2 Perception until next turn you must be & # = have LOS & be Injury communicate) if you fail Treat able to check. friendly or helpful.

target moves 1 down track. Jedi Knight. Jedi Knight. can activate Lightsaber Defense as free with shoto when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent if begin turn adjacent to ally. Sith Lord Jedi Knight Gunslinger Imperial Knight. you get Dark Side point reduce cost of diagonal move to 1 if in light or no armor Force-Using Traditions Jedi Knight Assassin Officer Officer Officer Force Sensitive Jedi Knight Gunslinger Jedi Jedi Knight Jedi Knight Elite Trooper Ace Pilot Force-Using Traditions Force-Using Traditions Scout Force Disciple. Jedi Knight. Pilot vs adjacent ally ship Ref Def to shift damage to ally treat siang lance as rifle. vs. Sith Lord Kilian Ranger Lightsaber Forms Assassin Military Tactics Military Tactics Military Tactics Sense Lightsaber Forms Carbineer Lightsaber Combat Duelist Jedi Weapon Master Republic Commando Expert Pilot Kilian Ranger Felucian Shaman Fringer Force Disciple. Jedi Master. Infiltrator. Jedi Master. Jedi Master. Sith Apprentice Imperial Knight. gain hp = HL 1/enc when your ship takes damage. Sith Lord Jedi Knight Assassin Officer Officer Officer Force Adept. DC = Atk roll.* = may spend MtR: Must take Reroll BENEFIT if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn +1 Force bonus to Ref Def until start of your next turn each 1/enc after you Atk: if dam gain total conceal v. +1 to another Def -5 one Def.FP?: x = must spend force point. +2 to another Def -5 two Defs. Imperial Knight. Sith Lord Saboteur Jedi Knight Jedi Knight Jedi Knight Crime Lord. autofire = 1/2 or no damage spend a Force Point for adjacent with successful Deflect make ranged atk w/in 6 sq & LOS. Duelist until end of enc if w/in 12 sq to allies = 1/2 cl minions may reroll Persuasion checks to Intimidate if you damage target with area attack. Soldier 1/turn +2 Ref Def v. length of cone 3x radius of blast. Scout . Sith Lord Force Disciple. Sith Lord Elite Trooper. Jedi Master. Jedi Master. +5 to other Def gain low-light vision for 1 minute or the encounter whichever is longer take only -2 penalty on your Use the Force check for each block or deflect in last turn can always use rifles to make attacks of opportunity +2 atk with shoto or guard shoto if you wield a one-handed lightsaber one-handed lightsaber considered light with shoto. you until next turn any cover bonus is +2 Ref Def if adjacent to minion may use Block or Deflect to protect adjacent without sending Force Point once per encounter spend swif to regain 10 SR to max on an active personal shield Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. not autofire +5 on ranged attack on deflected shot move 1 square without an Atk of Opp -2 one Def. until end of encounter whichever comes first blast in line or cone. Sith Apprentice. must have activated gauntlet. 1 ranged atk if have activated shield gauntlet & not flat-footed Force-Using Traditions 1/rnd negate ranged attack with Use the Force check. Jedi Master. Jedi Master. Jedi Master. lasts 5 min oror if you have conceal +2 Atk or +5 with total gain low-light take swif next turn. Jedi. Master Privateer Vanguard Crime Lord Jedi Knight Gladiator. 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. Jedi Knight. or if opp no Dex to Def or if you concealed & you dam target can onlyvision. Sith Lord Force Disciple. Jedi Master. aware and not Force-Using Traditions flat-footed. Sith Apprentice. Sith Apprentice. CLASS Force-Using Traditions Force-Using Traditions Scout Force-Using Traditions Saboteur Jedi Knight Jedi Knight Jedi Knight Crime Lord Vanguard Crime Lord Jedi Knight Soldier TREE Seyugi Dervish Disciple of Twilight Camouflage Disciple of Twilight Sabotage Jedi Instructor Jedi Instructor Jedi Instructor Infamy Vanguard Mastermind Jedi Watchman Armor Specialist Kilian Ranger Kilian Ranger ALL Force Disciple.. target is flat-footed v. Force Disciple. Sith Lord Outlaw. not FP Recovery 1/day grant use of Lightsaber Combat or Forms. Sith Lord Jedi Knight Elite Trooper Ace Pilot Force Disciple. Scout Force Disciple. Imperial Knight. Sith Lord Force Disciple. +1 atk & counts as Weapon Focus (rifles) if Use the Force of Force blast exceeds Fort Def. length 2x radius. Jedi Master.

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. CLASS Bounty Hunter Scout Infiltrator Force-Using Traditions Soldier Force-Using Traditions Melee Duelist Melee Duelist Sith Apprentice Sith Apprentice Sith Apprentice Force-Using Traditions Infiltrator Scout Noble Noble Independent Droid Jedi Saboteur Shaper Noble Scoundrel TREE Bounty Hunter Hyperspace Explorer Infiltration Iron Knight Warrior Warden of the Sky Melee Duelist Melee Duelist Sith Sith Alchemy Sith Alchemy Believer Disciple Bothan Spynet Espionage Superior Skills Superior Skills Specialized Droid Jedi Consular Sabotage Shaper Superior Skills Misfortune ALL Bounty Hunter Scout Infiltrator Force Disciple. Jedi Master. Jedi Master.FP?: x = must spend force point. Force Point = +10 set detonator as swif & does not go off if fail roll by 10 or more when installing an implant the attack bonus is halved When failing to get min result of check of 1 skill. d10 to d12) nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod with reprogram. 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. d8 to d10. once per reprogram ally gets +5 on skill check. Sith Lord Melee Duelist Melee Duelist Sith Apprentice Sith Apprentice Sith Apprentice Force Disciple. Jedi Master. if hits enemy -2 atk & dam until end of enc or 2. opp cannot speak or make other noises until end of your next turn gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons) make two unarmed attacks each against different targets with 1 light melee or lightsaber you can move your speed as a free action with 1 light melee or lightsaber make full atk as stan. +1 Atk until next turn Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. see J21-22 modify an item to gain Sith Alchemy traits. can make Stealth check to replace Ref Def if higher when you dam opponent you can move through that opponent's square. Atk of Opp as normal once per encounter 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. 1 per turn Create Sith Talisman = +d6 dam with Force powers or lightsaber. . Bounty Hunter. 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 Jedi Knight Scout Scoundrel Scoundrel Gunslinger Enforcer Scoundrel Crime Lord Jedi Battlemaster Camouflage Opportunist Run and Gun Gunslinger Enforcement Brigand Infamy Jedi Knight Elite Trooper. Infiltrator. applies to Riposte if you'd provoke an Atk of Opp by moving. sacrifice one trained skill for +1 skill focus. 1/rnd w/Stealth auto aid another 1 ally if unaware target damaged. Scoundrel 1/enc with charge take no penalty on UtF for Block during the charge. multiple items cumulative +1 never suffer from unfavorable circumstances from environment w/Stealth. Saboteur. or Sith Weapon. if deal dam enemy gains persistent condition removed with DC25 Treat Injury/surgery or 3. Sith Lord Infiltrator Scout Noble Noble Specialized Droid Jedi Saboteur Shaper Noble Assassin.imbue weapon Talisman. Scout Scoundrel Scoundrel Gunslinger Enforcer Scoundrel Crime Lord.* = may spend MtR: Must take Reroll BENEFIT with certain item +2 opposed skill checks. see J22 +1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours Knowledge (galactic lore) DC15+CL for target's level. classes. Master Privateer . gain FP only usable on that skill before end of enc if move 2 squares. Sith with Sith alchemical weapon template (K79) Amulet. atk v. gain Dark Side point with first use Create Sith Weapon Sith Armor. Sith Lord Soldier Force Disciple.

Scoundrel Force Disciple. or + atk per follower if armed with ranged weapon with melee atk against target with your allies adjacent reroll damage & keep best with you & two allies adjacent to target. Scout. Master Privateer. Scoundrel Ace Pilot. Bounty Hunter. gain a surprise round even if aware run up to five time speed Gather Info replaces Knowledge (galactic lore). Noble Scout Soldier Enforcer. Pathfinder. max 10d6 Scoundrel ranged attack not at point blank range add half class level to damage 1/encounter ranged attack not at point blank range ignore target's armor bonus to Ref Def aim with 1 swif at a target not in point blank range after 2 rounds of being disabled move +1 up track when damaged gain DR 10 until end of your next turn when you damage target with ranged atk. target if you & all allies roll higher Initiative than opponents.* = may spend MtR: Must take Reroll Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Scoundrel BENEFIT CLASS if you pilot a colossal or smaller vehicle. ignore space sickness. Jedi Master. Medic. target is flat-footed once per encounter. multiple per day Perception v. if you initiate you can reroll. must be w/in 6 squares. each occupied square counts as 1 use vital transfer to move target +1 up track not heal. Vanguard Infiltrator Elite Trooper Soldier Soldier Ace Pilot Ace Pilot Officer Ace Pilot. capital ships with -20 Atk = no crits unless you'd be hit normally (20 + Ace Pilot weapon's atk bonus) do not provoke attacks of opportunity when using aim with stock extended Gunslinger if opp flat-footed or no Dex to Def. Sith Lord Shaper Scout Corporate Agent. if you're in light or 1 armor remove nomind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level recruited enemy can immediately use second wind as a reac Assassin Assassin Assassin Independent Droid Force-Using Traditions Vanguard Jedi Knight Jedi Knight Force Adept Jedi Knight Scoundrel Scoundrel Force-Using Traditions Shaper Scout Noble Scout Soldier Scout Infiltrator Soldier Soldier Soldier Ace Pilot Ace Pilot Officer Scoundrel Martial Arts Master Officer Officer Assassin Assassin Assassin Independent Droid Force Disciple. you move -1 down track shift unfriendly beast to indifferent automatically reroll Use the Force for Block or Deflect 1/encounter Deception v. 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.FP?: x = must spend force point. Master Privateer. occurs after DR & SR applied 1/encounter adjacent ally gains +2 spd at penalty when using Accelerated down track Climb noend of encounter target moves -3 Climbing of& needs rest or surgery once a day. Bounty Hunter. Jedi Master. TREE Blockade Runner Carbineer Misfortune Assassin Assassin Assassin Autonomy Matukai Adept Vanguard Lightsaber Forms Jedi Healer Beastwarden Lightsaber Forms Misfortune Spacer Aing-Tii Monk Implant Master Scout Lineage Surveillance Ambusher Survivor Bothan Spynet Squad Leader Brute Squad Brute Squad Squadron Leader Squadron Leader Fugitive Commander Spacer Martial Arts Forms Fugitive Commander Rebel Recruiter ALL Ace Pilot Gunslinger Assassin. Will Def in LOS target must spend swif w/ stan to attack until your next turn no Atk penalty in low or zero-gravity. +2 dam. Scoundrel Martial Arts Master Officer Officer . proficient w/starship weapons Use the Force negates damage to vehicle you are aboard. grant benefits of a talent to every ship in your squadron until end of enc. Outlaw. Sith Lord Vanguard Jedi Knight Jedi Knight Force Adept Jedi Knight Assassin. Saboteur. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. 1 ally in LOS ignores target's DR & SR take 10 on Acrobatics check to tumble even when distracted. Saboteur. deal +d6 dam. once per encounter. make skill check trained. considered trained if you atk: extend autofire by 1 sq.

Saboteur. Scoundrel Noble Droid Force Adept. Scoundrel Soldier Force Disciple. Vanguard Outlaw. Imperial Knight. after dam is halved add +1 die dam with damage in a melee attack. 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. Scout Force Adept. enable 1 ally in LOS to make charge atk v. Force Disciple. Sith Apprentice. Sith Lord Soldier. etc) deal sneak attack damage when you use Skirmisher 1/rnd when enemy moves adjacent. Noble Sith Apprentice Shaper Elite Trooper Imperial Knight Scoundrel Soldier Bounty Hunter Saboteur Soldier Soldier Assassin. Weapon Specialist Soldier Charlatan. Shaper Officer Bounty Hunter Jedi Ace Pilot. Saboteur. Use the Force 1/encounter. Jedi Master. Medic. 3d6 stun. as swif Int 3 & w/in 12sq. Master Privateer. immediately use as a free mind trick to convince target they can't use the Force. Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret. opponent flat-footed v. Jedi Knight.* = may spend MtR: Must take Reroll BENEFIT reroll Treat Injury an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free if you resist a mind-affecting Force power the user cannot use the same power against you again melee atk. Outlaw. Jedi Master. you give +2 atk to 1 ally in LOS & enemy does not benefit choose a lightsaber form 1/encounter adjacent ally gains +1 die dam at end of encounter ally +2 DR if within 10 sq of an target moves -3 down track & needs rest or surgery when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk once per encounter after you dam opp you can move your speed when you grab and opponent they must use a full to break the grab not a stan add your class level to Will Def v. Imperial Knight. penalty -1 to -5 for double the number to Will Def. Jedi Master. move 1 down track if damage beat threshold 1/round target w/in 12sq & LOS. Pathfinder. Sith Lord Enforcer. you Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Knight. Bounty Hunter. Jedi Master Scoundrel Scoundrel . Force Disciple. Scout. or razor bug is also over Will Def. you must be adjacent when you deal stun dam with unarmed atk. UtF v. that enemy 1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3. target -5 one skill until beginning of your turn if your melee Atk does dam v. 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. Sith Lord Assassin. CLASS Medic Officer Bounty Hunter Jedi Scoundrel Soldier Force-Using Traditions Soldier Soldier Noble Sith Apprentice Shaper Elite Trooper Imperial Knight Scoundrel Soldier Bounty Hunter Saboteur Soldier Soldier Scoundrel Soldier Force-Using Traditions Scoundrel Noble Droid Force Sensitive Scout Scout Force Sensitive Scoundrel Scoundrel TREE Advanced Medicine Fugitive Commander Force Hunter Jedi Sentinel Spacer Trooper Tyia Adept Weapon Specialist Shockboxer Provocateur Sith Implant Republic Commando Knight's Resolve Run and Gun Brawler Force Hunter Turret Shockboxer Brawler Misfortune Brawler Seyugi Dervish Misfortune Anticipation Third-Degree Droid Alter Survivor Fringer Light Side Smuggling Yuuzhan Vong Biotech ALL Medic.grant ally 1 swif that it canUtF speed not reduced by difficult terrain 1/encounter move up to your speed 1/encounter return any [light side] power without spending Force Point if fail Deception can make single unarmed strike as free in surprise round.FP?: x = must spend force point. may not exceed BAB natural 20 on Atk roll = one extra Force Point for encounter if an ally moves you can move before your next turn if you end within 3 sq of that ally your force powers can deal stun dam if damage opp with slashing Atk. thud bug. Scoundrel Soldier Force Disciple. or other with Quick Draw if your atk with an amphistaff. Bounty Hunter. as stan auto aid another droid w/skill you are trained in if have Skill Focus add +5.

Scout Scout Independent Droid Force Adept. grip. Jedi Master. or no Def penalty on charge. 1 per round w/natural 20 to use Force disarm. Jedi Knight. Force Disciple. or move & +2 Ref Def v. Sith Lord Bounty Hunter Force Adept. Sith Lord Gunslinger Outlaw. Sith Apprentice. Sith Apprentice. Force Disciple. use a swift action instead of move or standard 1/enc make single ranged atk w/handheld weapon as swif not stan.FP?: x = must spend force point. Jedi Master. Atk of Opp until next turn +1 Force bonus to attacks with simple weapons once per encounter. Jedi Master. Sith Lord Ace Pilot Ace Pilot Officer Corporate Agent. Imperial Knight. Sith Lord Force Adept. 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 reaction make a swif action a a round) after failing Deception or Stealth once a day. once per encounter use that power without increasing Dark Side score if you take damage for an ally your damage threshold +5 if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned when you deal dam at end of charge.* = may spend MtR: Must take Reroll BENEFIT in surprise rnd if not surprised can take swif in addition to other action. treat attack with ally on with same target together vs. or Move Object without Force Point negate movement if being force against will Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. if more than 1 rnd can't be used can use Recruit Enemy when you or ally would deal dam to kill target instead of only you increase speed of droid or vehicle if you occupy or are adjacent by 1 sq. 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. Jedi Knight. Sith Apprentice. thrust or move object if you are moved by a Force power reduce the distance by half once per encounter. gain extra power from disarm. Deployment or Field Tactics as a swift action not move when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod select 2 allies. Imperial Knight. CLASS Scout Force-Using Traditions Scout Scout Independent Droid Force Sensitive Gunslinger Scout Force-Using Traditions Ace Pilot Ace Pilot Officer Noble Crime Lord Crime Lord Martial Arts Master Bounty Hunter Jedi Knight Elite Trooper Master Privateer Enforcer Droid Outlaw Droid Droid Bounty Hunter Droid Droid Officer Military Engineer Force Sensitive Force Sensitive Bounty Hunter Force Sensitive Force Sensitive TREE Master Scout White Current Adept Spy Unpredictable Autonomy Dark Side Gunslinger Fringer Ember of Vahl Gunner Gunner Military Tactics Leadership Mastermind Mastermind Martial Arts Forms Bounty Hunter Jedi Shadow Protection Piracy Enforcement Third-Degree Droid Outlaw Fourth-Degree Droid Fourth-Degree Droid Gand Findsman Fourth-Degree Droid Fifth-Degree Droid Rebel Recruiter Military Engineer Alter Alter Force Hunter Alter Control ALL Scout Force Disciple. Force Disciple. Force Disciple. 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. Sith Lord Force Adept. Jedi Knight. slam. Sith Apprentice. thrust. reuse same power immediately with Force Training & take move object. Target until start of your next turn add one dark side force power. target's Stealth 1/encounter when an enemy moves within 6 sq can make Atk against as a reaction +2 Atk & damage on next PB or within reach attack if in LOS 1/enc w/ trained skill perform action quicker but at least as a swif. Sith Lord . Jedi Master. Droid Commander. Jedi Knight. slam. Imperial Knight. slam. Jedi Master. Jedi Master. Sith Apprentice. Scout Force Disciple. return Force disarm. Jedi Knight. 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. Imperial Knight. Sith Lord Infiltrator. DR & Threshold move vehicle additional step down track can use Assault. 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. cannot use remaining for atk each 1/encounter: move your speed & +2 Ref Def until end of enc. Jedi Master. SR. Force Disciple. DC15 or Stealth (higher). each moves 2 sq as reac w/out atk of opp all allies in LOS & within 6sq can withdraw as a swif until start of your next turn 1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track if you damage Hunter's Target all allies +2 on next Atk v. thrust or Move Object. Imperial Knight. target in LOS.

Force Disciple. Jedi Knight. Jedi Knight. Imperial Knight. Fear doubled when you catch a Second Wind move +2 up track also 1/turn if Will Def is targeted can replace Will with Use the Force check. Sith Lord Force Adept. Imperial Knight. something goes wrong if you fail by 10 not 5 allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal Deception to feint. 3. Jedi Master. Sith Lord Scoundrel Imperial Knight. Force Disciple. can have Atk of Opp DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Jedi Master. Sith Lord Force Adept Force Adept.FP?: x = must spend force point. Imperial Knight. take full attack as standard action DC20 Ride to negate difficult terrain Persuasion v. Soldier Improviser Infiltrator. Imperial Knight. Sith Lord Jedi Knight Noble Charlatan Droid Vanguard Scoundrel Gunslinger 1/encounter if you and allies have LOS to same target you all can reroll one ranged attack Initiative check v. Jedi Master. see J16 spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS. loser is flat-footed v. Sith Apprentice. if can't move. 2. Sith Lord Force Disciple. Martial Arts Master Scout Crime Lord. 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. +2 Deception & fall prone Persuasion v. Jedi Master. Sith Apprentice. Sith Lord Elite Trooper. Officer. that target link within 1km can communicate as if speaking. Infiltrator. Sith Lord Force Disciple. Jedi Master. must move away from you. Force Disciple. target falls prone 1d6 dam. Jedi Master. auto hit w/mine & 1d20+10 v. Jedi Knight. no Atk of Opp 1/encounter when attacked you can move your speed deal additional die of damage only full-round actions unarmed. Sith Lord Bounty Hunter Elite Trooper. Sith Apprentice. DC20 Mechanics & Deception to conceal. shut off and reignite lightsaber when you die become a dark side spirit & can possess others or enter an object. Scout Elite Trooper. Sith Lord Force Disciple. target DC10 Acrobatics to avoid. other no penalty to Atk when using Rapid Shot set trap 3sq wide. Sith Apprentice. Sith Apprentice. you -5 UtF until end of next when enemy or ally within 20sq is reduced to 0hp. Master Privateer Soldier Force Adept. not if grabbed or grappled. 1/encounter may share Force power of target or you can move target 1 sq if damaged by Whirlwind Attack. Sith Lord Force Disciple. Jedi Master. enemy in LOS. Jedi Master. Scout Scout Jedi Knight Force Adept. Will Def of Inspire Fear & LOS.* = may spend MtR: Must take Reroll BENEFIT add Force Point roll to damage & attack if unarmed with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach can return Intercept to suite without spending Force Point when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. Noble . adjacent. no Atk of Opp if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq. Will Def of 1 enemy in LOS for them to attack who you choose. select 1 option: 1. Jedi Knight. you gain hp = 5+1/2CL any target struck by thrown lightsaber moves at half spd (round down) until your next turn if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk get total concealment in place of any concealment catch a Second Wind one extra time can substitute Use Computer for Gather Info if you have computer access automatically leave no trace of tampering. Martial Arts Master Elite Trooper. +5 if they're higher level Scout Charlatan. Jedi Knight. Force Disciple. Jedi Master. CLASS Force-Using Traditions Force-Using Traditions Force-Using Traditions Force Sensitive Force Adept Force Sensitive Force-Using Traditions Bounty Hunter Elite Trooper Elite Trooper Scout Crime Lord Soldier Force Sensitive Scoundrel Jedi Knight Force-Using Traditions Scout Soldier Scoundrel Scout Scout Jedi Knight Force Sensitive Jedi Knight Noble Charlatan Droid Vanguard Scoundrel Gunslinger Scout Noble TREE Warden of the Sky Warden of the Sky Zeison Sha Warrior Alter Telepath Alter Seyugi Dervish Gand Findsman Master of Teras Kasi Master of Teras Kasi Mobile Scout Infamy Veteran Control Opportunist Duelist Shapers of Kro Var Camouflage Commando Slicer Spy Advance Patrol Lightsaber Forms Dark Side Jedi Instructor Fencing Trickery First-Degree Droid Vanguard Recklessness Gunslinger Master Scout Provocateur ALL Force Disciple. Jedi Master.

Vanguard Bounty Hunter. if Atk beats melee Atk. or +2 atk if they haven't atk throw 2 weapons at same enemy or target sq w/one hand. Sith Lord Independent Droid Elite Trooper. Gladiator. unaware foes Noble Officer Saboteur Gunslinger Jedi Knight Jedi Knight Charlatan. can negate melee Atk. allies gain +2 dam v. or opp can't atk you. Martial Arts Master Soldier Scout Officer Bounty Hunter. no Atk of Opp 1/encounter a roll 16 or higher is considered a natural 20 spend a Force Point to automatically negate a mind-affecting Force power or talent Treat Injury DC increases by 5 followers gain Toughness feat 1/encounter reroll damage of one attack Will Def +5 v. skill checks to read your emotion. Martial Arts Master. you can disable if adjacent as reac turret self-destructs at 0hp with 2sq radius dealing its with two pistols. must declare at beginning of your turn do not lose Dex bonus if flat-footed or attacked by hidden attacker cannot be flanked 1/round if damaged move 1 sq as reac. Officer BENEFIT give up standard action to give all extra action next turn When you fail check in skill challenge choose ally. Atk negated (-2 cum Atk v. Scoundrel Noble Charlatan. keep best. Scoundrel Jedi Knight Assassin. Scout.FP?: x = must spend force point. Noble. Gunslinger. Master Privateer Jedi . +2 dam if using Rapid Shot you can move 2 squares between attacks without an attack of opportunity you can make an attack with both weapons or double-sided weapon against different targets each 1/enc after you atk: if same atks you atk/reac. Noble Elite Trooper Force Disciple. Martial Arts Master. 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. Noble Soldier Crime Lord. Vanguard Outlaw Charlatan. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at start of next round.* = may spend MtR: Must take Reroll Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. when you feint in combat target is flat-footed v. you deny the bonus to the enemy in LOS 1/day add 1/2 officer class to all Def 1 round. Gladiator. Pathfinder. Martial Arts Master Elite Trooper. Jedi Master. not to damage when you use Adapt & Survive. Gunslinger. Scout. Gunslinger. Droid Commander. Next use of same skill roll 2 dice & keep better 1/enc after first round Knowledge (tactics) v. CLASS Noble Noble Officer Saboteur Gunslinger Jedi Knight Jedi Knight Noble Elite Trooper Force-Using Traditions Independent Droid Elite Trooper Elite Trooper Soldier Scout Officer Scout Scout Outlaw Scoundrel Jedi Knight Scoundrel Noble Scoundrel Noble Soldier Crime Lord Jedi TREE Leadership Skill Challenge Military Tactics Turret Pistoleer Jedi Weapon Master Jedi Weapon Master Disgrace Weapon Master Tyia Adept Elite Droid Master of Teras Kasi Master of Teras Kasi Brawler Versatility Military Tactics Awareness Awareness Outlaw Fortune Jedi Investigator Malkite Poisoner Loyal Protector Fortune Disgrace Brawler Infamy Jedi Sentinel ALL Corporate Agent. Gunslinger. allies in LOS can choose to reroll normal dam. separate atks -10 & weapons must be similar. Scoundrel Charlatan. Pathfinder. others) one opponent loses Str bonus to melee attacks against you. range = 8sq ally in 12 sq & LOS takes dam you take half dam & ally takes half dam 1/enc increase dam thresh = Independent Droid level if parry melee attack. can immediately make unarmed Atk as reaction against target fighting defensively.

Sith Lord Force Disciple. Jedi Master. you make Perception as reac to gain +1 Ref & Fort Def v. if spend FP ignore mind effect even if Force if enemy fails Stealth or Deception v. Noble Assassin. Will Def to vanish from sight of one target in LOS. Sith Lord Bounty Hunter. Gunslinger. replaces normal affects Perception replaces Initiative & considered trained in Initiative when acting in surprise round you &allies take +1 move max add Cha mod to dam (min +1) to telekinetic Force power once per encounter ignore DR of single target in LOS for the rest of your turn if deal dam over threshold. skill or ability that exceeds Will Def. Scoundrel Corporate Agent. Officer Crime Lord Jedi Knight Force Disciple. Jedi Knight. Sith Lord Imperial Knight. Jedi Master. Sith Apprentice . can Pin & Trip with wan-shen if wan-shen in hand make 2 atk with wan-shen each against a different target if have wan-shen in hand provide soft cover to 1 adjacent ally when enemy makes unarmed/melee atk for 2nd time in enc v. Will Def v. -2 Atk & skill checks within 6sq of you until end of encounter once per encounter an attack that would knock you down the track is reduced by 1 step 1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def 1/encounter increase speed of allies in LOS by 2 Cri on 19-20. Vanguard Crime Lord. Noble. get credits class level x5000 if minion killed. target until next turn +1 Ref Def v. 19 not an auto hit additional damage from an empowered weapon is considered fire damage +1d6 fire damage with melee weapons until the beginning of your next turn enemies in LOS take -2 Def until your next turn UtF v. Jedi Master. Scoundrel Force Disciple. Sith Lord Force Disciple. 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. if multiple fail. Martial Arts Master. can switch targets by not using for 1 full rnd 1/enc ignore 1 non-Force effect. Will. flees one min target can spend Force Point to negate. remove farseeing. Jedi Master. any in 6sq. Jedi. melee if have wan-shen in hand & not flat-footed treat wan-shen as Med weapon not Large. Bounty Hunter. Jedi Master. Saboteur. Gladiator. Persuasion as a free action v. Sith Lord Force Disciple. Saboteur. add 1 Force Point to ally in LOS. Bounty Hunter. single weapon group +2 melee dam with discblade +2 to melee damage Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. your Perception you can take move as reac. Jedi Master. they are replaced by one of same level 24 hours later if use ranged weapon as melee weapon +2 melee atk +2 dam. Weapon Specialist Force Disciple. Sith Lord Assassin. Jedi Master. CLASS Force Adept Gladiator Noble Crime Lord Jedi Knight Force-Using Traditions Force-Using Traditions Scoundrel Force-Using Traditions Force-Using Traditions Force-Using Traditions Force-Using Traditions Elite Trooper Soldier Soldier Scoundrel Ace Pilot Soldier Jedi Scout Jedi Knight Force-Using Traditions Scout Noble Scoundrel Noble Crime Lord Elite Trooper Soldier Force-Using Traditions Jedi TREE Imperial Inquisitor Gladiatorial Combat Leadership Mastermind Lightsaber Forms Ember of Vahl Ember of Vahl Misfortune Agent of Ossus Matukai Adept Matukai Adept Matukai Adept Protection Warrior Warrior Outsider Blockade Runner Trooper Jedi Consular Advance Patrol Jedi Watchman Order of Shasa Awareness Influence Misfortune Lineage Mastermind Republic Commando Weapon Specialist Zeison Sha Warrior Lightsaber Combat ALL Force Adept Gladiator Corporate Agent. Droid Commander. total concealment v. Sith Lord Force Disciple. Jedi Master. Pathfinder. 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. talent. Noble Crime Lord Elite Trooper Soldier. Sith Lord Elite Trooper Soldier Soldier Scoundrel Ace Pilot Soldier Jedi Scout Jedi Knight Force Disciple. for rest of enc.* = may spend MtR: Must take Reroll BENEFIT Use the Force v. Scout.FP?: x = must spend force point.

Jedi Master. Noble Force Disciple. you -5 Use the Force until beginning of your next turn you or ally within 12sq if attacked. Jedi Master. Sith Lord Force Adept. Force Disciple. 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. Sith Lord Corporate Agent Martial Arts Master Pathfinder . CLASS Droid Ace Pilot Droid Scout Military Engineer Ace Pilot Scoundrel Elite Trooper Force-Using Traditions Scoundrel Sith Apprentice Force-Using Traditions Jedi Knight Force Adept Corporate Agent Noble Force-Using Traditions Scoundrel Ace Pilot Ace Pilot Scoundrel Jedi Jedi Force Sensitive Force Sensitive Force Sensitive Corporate Agent Martial Arts Master Pathfinder TREE Fourth-Degree Droid Expert Pilot Second-Degree Droid Hyperspace Explorer Military Engineer Expert Pilot Yuuzhan Vong Biotech Melee Specialist White Current Adept Malkite Poisoner Sith Bando Gora Captain Jedi Watchman Beastwarden Corporate Power Inspiration Shapers of Kro Var Opportunist Expert Pilot Wingman Slicer Jedi Consular Jedi Consular Sense Guardian Spirit Dark Side Corporate Power Martial Arts Forms Pathfinder ALL Droid Ace Pilot Droid Scout Military Engineer Ace Pilot Scoundrel Elite Trooper Force Disciple. Sith Lord Assassin.* = may spend MtR: Must take Reroll BENEFIT 1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track +2 Atk with selected vehicle type. Force Disciple. may take 10 on Pilot checks 1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC treat your ship as two size categories smaller when attempting Stealth checks DC 15 Mechanics for hp = 5 x CL if hit by area attack.FP?: x = must spend force point. your next atk is +1 die Pilot DC15. Sith Apprentice. Will Def once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS. not self gain concealment & +2 Ref Def v. Jedi Knight. if you're in light or no armor any ally who uses second wind in your Safe Zone gains additional hp = your cl Use a Text Filter in the ALL column to search the list for all talents that are available to a specific class. Sith Apprentice. ally +5 Pilot in dogfight 1/round make a vehicle weapon atk at -5 v. Jedi Master. you -5 Use the Force until beginning of your next turn See into past or future with farseeing. Sith Lord Force Adept. Force Disciple. 1min v. Sith Lord Jedi Knight Force Adept Corporate Agent Droid Commander. to assist allied starfighter w/in 2 squares. Imperial Knight. move target 2 steps down track if an enemy you damaged in this encounter is at 0 hp. Jedi Master. max one year per your level 1/encounter you gain hp = 10 + 1/2 your HL when you roll nat 20 with force power that deals dam. thrown weapons until end of encounter when an enemy you reduced to 0 hp or bottom of track. UtF check over target's Will attacker can reroll Atk spend one farseeing. UtF check over target's Will defender +5 Ref Def spend one farseeing. draw biotech as swif & if you atk opp loses Ref to Def any target adjacent takes dam = Str bonus with melee weapon Use the Force replaces Stealth. considered trained. Jedi Knight. return one Force Power as free one adjacent ally +1 Ref Def as long as they remain adjacent 1/turn touch mind of indifferent or better beast w/in 12 sq & LOS. take half or no damage. becomes unfriendly you or ally within 12sq if you miss an atk. Fort Def for target to take only 1 swif next turn. Will. Jedi Knight. if can reroll Stealth can reroll Use the Force poisons used against a target get +2 Atk against Fort Def Crit with a lightsaber. Scoundrel Sith Apprentice Force Disciple. Sith Lord Scoundrel Ace Pilot Ace Pilot Improviser Jedi Jedi Force Adept. Sith Apprentice. Jedi Master. ally's attacker if damage dealt (Colossal or smaller) can sub Use Comp for Mechanics to disable computerized device. must be moving +10 Deception & Stealth to conceal biotech. Imperial Knight. Imperial Knight. beast's Perception & LOS is yours once per encounter negate the effect of a single attack or skill check v. Jedi Master.

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WP(lightsabers) Skill Focus (Mechanics) Force Sensitivity. WP lightsabers Force Sensitivity.Tip: All prestige classes can be expanded for more information. Persuasion Gather Info. WP lightsabers +3 +3 +3 12th Use the Force . Perception 7th Use the Force 12th Use the Force 7th Force Sensitivity Force Sensitivity +4 +4 +2 +2 +2 +4 +2 +2 0 +2 0 0 0 +2 0 +2 +2 +4 +4 +2 +2 7th 7th 7th 7th 3rd 7th 7th Use the Force Mechanics. Click the + to the left! TRAINED SKILL PREREQUISITE Pilot Stealth Survival Deception. Quick Draw. Persuasion Knowledge (tactics). WP advanced PB Shot. Martial Arts I. Stealth Use the Force Stealth Imp Dam Thresh. PREREQUISITE Vehicular Combat Sniper Min Lvl CR SV CR SV K CR 209 Crime Lord C 42 Droid Commander CR 211 Elite Trooper CR 212 Force Adept CR 215 Force Disciple K 43 Gladiator CR 216 Gunslinger L R F 43 Imperial Knight 41 Improviser 46 Independent Droid F 48 Infiltrator CR 217 Jedi Knight CR 219 Jedi Master BOOK F 206 28 207 30 41 PAGE CLASS Ace Pilot Assassin Bounty Hunter Charlatan Corporate Agent 43 Enforcer Force Points 6 6 6 6 6 6 6 6 6 6 7 6 6 6 6 6 6 6 7 Fort Will Ref d8 d10 d10 d8 d8 d8 d10 d12 d10 d8 d10 d8 d12 d8 d10 d10 HP d8 d8 d8 +4 +4 +4 +2 +2 +2 +2 +2 +2 +2 +2 0 0 0 +2 +4 0 0 0 +4 +4 +4 +2 0 7th 7th 7th 7th 7th 7th 7th 7th Knowledge (bureaucracy) AP light & medium. Use Comp SKILL FOCUS FEAT PREREQ. Use Computer Use Computer Perception. Knowledge (bureaucracy) Deception. & PB Shot OR Flurry +4 +2 +3 0 +2 +3 +2 +4 +6 Gather Info. Precise Shot. WP(pistols) AP(medium).

Treat Injury +4 +2 0 7th Stealth. Mechanics. WP lightsabers 12th Use the Force +2 +4 0 7th Perception. PREREQUISITE Martial Arts I&II. 1 Martial Arts Training Vehicular Combat Surgical Expertise Melee Def. Stealth . WP lightsabers Force Sensitivity. Weapon Focus (melee) Mechanics. Survival Deception. Rapid Strike. Survival +2 +2 0 +2 +3 +4 0 +2 +2 +3 0 +4 +4 +2 +3 7th 7th 7th 7th Perception. Pilot Knowledge (life sciences). Use Computer Knowledge (tactics) Min Lvl CLASS GW 32 Martial Arts Master F 51 Master Privateer SV 32 F 52 Medic K 46 Melee Duelist C 44 Military Engineer CR 220 Officer SV 34 Outlaw CR 223 Sith Apprentice CR 224 Sith Lord BOOK R F L C PAGE 43 Pathfinder 54 Saboteur 46 Shaper 47 Vanguard Force Points 6 6 6 6 6 6 6 6 6 0 6 7 6 Fort Will Ref d10 d10 d8 d8 d8 d8 d10 d8 d8 d10 d10 d10 HP d8 +2 +2 0 +4 +2 +2 +4 0 +4 0 +2 0 0 +4 +2 +2 +2 +4 7th 7th 7th 7th 7th 7th Deception.Tip: All prestige classes can be expanded for more information. Click the + to the left! TRAINED SKILL PREREQUISITE SKILL FOCUS FEAT PREREQ. Melee Defense. Use Computer Knowledge (life science). Treat Injury Use the Force Biotech Specialist Force Sensitivity.

Tip: All prestige classes can be expanded for more information. Click the + to the left! TRAINED SKILL PREREQUISITE SKILL FOCUS FEAT PREREQ. PREREQUISITE Min Lvl BOOK PAGE CLASS Force Points Fort Will Ref HP .

or Force Item 1 Force Technique BAB +7 BAB +7.TALENT PREREQUISITE Dastardly Strike 2 from Awareness (Scout) Disgrace. Devotee. Weapon Spec or Mercenary 1 from Survivor (Scout) work for law enforcement or security organization any three Force any two from Dark Side Farseeing. Jedi tradition 1 Force Technique. Jedi tradition . Influence or Lineage OTHER PREREQUISITE (Noble) work for interstellar corporation one from Fortune. Defender of Roan Fel Heuristic Processor. Droids only 2 from Camouflage or Spy BAB +7. Force Adept. Commando. self-built lightsaber. Lineage or Misfortune 1 Leadership (Noble) Droids only or Commando (Soldier) 1 Armor Spec.

TALENT PREREQUISITE 1 either Brawler (Soldier) or Survivor (Scout) 2 from Misfortune. Dark Side score = Wis. or Spacehound (all Scoundrel) OTHER PREREQUISITE expanded on SV32 BAB +7 BAB +7 1 from Commando (soldier) Veteran military membership (soldier) or Leadership (Noble) 1 Disgrace (Noble) or Misfortune (Scoundrel) 2 Awareness. Camouflage or Survivor Must be wanted by the authorities in at least one system Yuuzhan Vong Dark Side score = Wis. Sith tradition 1 Force Technique. Sith tradition 2 Camouflage (Scout) or Commando (Soldier) . Smuggling.

TALENT PREREQUISITE OTHER PREREQUISITE .

Disguising yourself is one step simpler. Obtain black market goods at half time. keep Damage Threshold the same.BOOK R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R R PAGE 17 17 17 17 17 17 18 18 18 18 18 18 19 19 19 19 19 19 19 19 19 19 20 20 20 20 20 20 20 20 20 21 21 21 Oc Oc Oc Oc Oc Oc Oc Oc Oc Oc Oc Or Or Or Or Or Or Or Or Or Or Or Or Type BONUS BACKGROUND BENEFIT LANGUAGE E Bankrupt Use survival to sustain yourself in urban or civilized areas E Conspiracy Reroll any Perception check to sense deception or influence. Plot safe course for hyperspace in half time. No penalty to heal yourself. keep better result E Crippled Start with cybernetic prosthesis. Can take 20 on Gather Information. If trained in Knowledge (galactic lore) you gain the Skill Focus as conditional bonus feat. +2 to grapple checks. but takes 20 times longer. +1d6 when using a Force Point to aid a skill check. Intimidation is always favorable. When Fortitude Defense is reduced through condition. E Disgraced E Enslaved E Exiled E Imprisoned E Marooned E Orphaned E Scarred E Widowed Academic Celebrity Criminal Executive Labor Law Enforcement Medical Military Pilot Politics Technology Alderaan Bakura Bespin Bothawui Cerea Corellia Coruscant Dorin Duro Fondor Gamorr Iridonia High Galactic High Galactic Bocce Bothese Cerean Old Corellian High Galactic Kel Dor Durese Bocce Gamorrean Zabrak .

R R R R R R R R R R R R 21 21 21 21 21 21 21 22 22 22 22 22 Or Or Or Or Or Or Or Or Or Or Or Or Ithor Kashyyyk Mon Calamari Naboo Nar Shaddaa Rodia Ryloth Socorro Sullust Taris Tatooine Trandosha Ithorese Shyriwook (understand only) Mon Calamarian or Quarrenese Gunganese Huttese Rodese Ryl Socorran Sullustese Sy Bisti Jawa Trade Language Dosh .

Treat Injury Deception. Use Computer Climb. Knowledge (galactic lore). Use Computer Deception. Persuasion. Stealth Climb. Treat Injury Knowledge (galactic lore). Stealth Ride. Mechanics. Survival Acrobatics. Mechanics. Endurance. Knowledge (galactic lore). Persuasion Deception. Treat Injury Gather Information. Knowledge (bureaucracy). Persuasion. Endurance. Survival. Survival Initiative. Survival. Use Computer Deception. Use Computer Knowledge (technology). Mechanics. Treat Injury. Ride. Knowledge (life sciences). Use Computer Climb. Stealth Initiative. Gather Information. Treat Injury Mechanics. Stealth. Swim Gather Information. Knowledge (technology). Jump Gather Information. Use Computer Knowledge (technology). Knowledge (bureaucracy). Endurance. Gather Information. Mechanics. Survival. Survival Acrobatics. Gather Information. Use Computer Endurance. Survival Deception. Knowledge (galactic lore) Endurance. Gather Information.RELEVANT SKILLS Deception. Gather Information. Jump Acrobatics. Treat Injury Knowledge (technology). Use Computer Knowledge (any one skill). Mechanics Gather Information. Gather Information. Persuasion Acrobatics. Mechanics. Gather Information. Survival . Persuasion. Treat Injury. Treat Injury Deception. Use Computer Deception. Use Computer Endurance. Endurance. Knowledge (bureaucracy) Knowledge (life sciences). Use Computer Knowledge (any one). Gather Information. Persuasion Deception. Persuasion.

Persuasion. Mechanics. Survival . Stealth. Survival Deception. Stealth. Gather Information. Treat Injury Climb. Persuasion. Survival Climb. Stealth Climb. Survival Mechanics. Persuasion. Swim Ride. Survival Deception.Knowledge (life sciences). Survival Endurance. Ride. Survival Deception. Persuasion. Persuasion. Swim Deception. Persuasion. Stealth Endurance. Mechanics.

24 hours: you and allies within 10sq +2 dam 24 hours: you and allies within 10sq +1 all Def Educate another being or group or beings in 24 hours: you and allies within 10sq +1 skill & ability some way. Redeem a character that has been corrupted 24 hours: you gain a Force Point or otherwise turned to evil. or item of great power or significant use. species. checks Your destiny is to liberate a group. 24 hours: you and allies within 10sq +2 dam population. Save a person from death. object or location that was either previously lost or unknown to the civilized galaxy. for good or for evil. BONUS 24 hours: you and allies within 10sq +1 all Def PREREQ 24 hours: you and allies within 10sq +1 skill & ability checks 24 hours: you and allies within 10sq +1 skill & ability checks ForceSensitive Die while fulfilling or trying to fulfill your Noble Sacrifice: all allies in star system +1 atk +1 all destiny def 24 hours Vengeance: any ally who witnesses death +2 atk +2 dam 24 hours.CR 113 Corruption F 35 Creation CR 115 Death and Destiny CR 114 Destruction CR 114 Discovery CR 114 Education F 36 Liberation CR 114 Redemption CR 115 Rescue BOOK F PAGE DESTINY 36 Champion ACTIVATE Become the leader of a large and/or significant group or organization and successfully lead it through an extremely threatening event. Create an object. Dark Side Score +1 Destroy a person or an object. machine. . or an object from 24 hours: you and allies within 10sq +2 dam destruction. organization or location. or region from Imperial domination. Discover a person. Corrupt an individual.

24 hours: you -2 dam 24 hours: you -1 all Def one ability +2 all Def +1 24 hours: you -2 skill & ability checks 24 hours: you -2 dam one skill permanent +5 all Def +1 24 hours: lose one Force Point. Cha. if no fop -1 atk Dark Side score of redeemed reduced to 1 until you gain a level & loses remaining Force Points. dead. Wis. if Dark Side score less than Wis increase to Wis you or an ally in sight can spend 2 Force Points in a single round while using the created object Force Spirit: retains Int. incorporeal You are. at least in some aspects. you gain FP 3+redeemed lost FP 24 hours: you -2 atk two ability scores +1 .PENALTY 24 hours: you -2 all Def FULFILLED Cha +2 24 hours: you -2 skill & ability checks 24 hours: you -2 skill & ability checks two ability scores +1.

aiming does not benefit multiply damage by 2 maintain with no concentration for a number of rounds = Cha mod target all in 6sq cone 8d6 dam to adjacent for duration of power opponents do not add size modifier. distance moved multiplied by2. immediate extra melee attack against all opponents in reach when successfully damage target with Corruption. can move twice speed (min2) in a straight line & full attack if reduce opponent to 0 hp. damage 1d6 per square moved provide damage bonus to all allies in LOS ignore all cover until beginning of your next turn +5 Atk & damage & make automatic trip against target with +5 on grapple check if you hurl an object into another object multiply damage by 2 ignore all DR until beginning of next turn gain and additional +10 melee Atk & dam. damage 1d6 per square moved if move 2 sq +1 & auto crit on your next attack & gain bonus to dam = squares moved with successful Sneak Atk. make single Atk roll & compare. +5 Atk & +5d6 dam. distance moved multiplied by2. Spend Destiny Point 2. Has Unleashed FEAT BENEFIT increases the distance you move target by 5 squares & knocks target prone bonuses apply to all allies within the same star system your next melee Atk moves target additional -2 down track whether over thresh or not stan action +5 Atk & -2 Ref Def. move -2 down track at end opponents do not add size modifier.Requirements: 1. must be within 6sq for ranged target an area 4sq long & 3sq wide +5 Atk & knock prone any targets you damage BOOK F F F F F F F F F F F F F F F F F F F F F F F F F F Force? PAGE 38 89 90 38 38 90 90 38 38 39 91 91 91 91 91 39 39 39 91 39 39 91 39 39 39 39 ABILITY Bantha Rush Battle Meditation Battle Strike Charge Cleave Corruption Dark Rage Devastating Attack Extreme Effort Firepower Force Blast Force Grip Force Lightning Force Storm Force Thrust Ignite Fervor Keen Shot Mighty Swing Move Object Penetrating Attack Rage Repulse Skirmisher Sneak Attack Strafe Whirlwind Attack Y Y Y Y Y Y Y Y Y Y Y . takes half damage next 5 rounds +10 melee attack & damage rolls rest of encounter treat every attack as if it exceeded thresh until beginning of next turn bonus +20 stan action. fire at five separate targets.

SGD CR SGD SGD SGD CR SGD SGD SGD CR CR SGD CR SGD SGD 56 Communications countermeasures SGD 56 Communications jammer CR 194 Compartment space (per kg) SGD 56 Concealed item SGD 56 Courier compartments SGD CR CR CR CR SGD SGD SGD 56 196 193 192 192 56 53 64 Credit reader Darkvision Diagnostics Package Downloading and Restoring Memory Droid caller Droid oil bath Droid remote control Droid Socket SGD SGD SGD CR CR SGD CR CR CR CR CR CR SGD SGD 57 Hidden holster SGD 57 High-speed cutting torch and welder SGD 57 Holographic game system SGD 60 Holographic image disguiser BOOK 55 193 55 55 55 191 63 55 52 190 189 55 193 63 57 57 57 189 188 52 190 193 193 193 193 190 53 PAGE DROID SYSTEM Antitheft comlink locator Armor Audio enhancers Audio-radial stunner Automap Backup Processor Battle station Blaster recharger interface Burrower drive Claw Climbing Claws Collapsible construction Comlink. internal Command station GROUP Accessory Armor Accessory Accessory Accessory Processors Stations Accessory Locomotion Appendage Appendage Accessory Communications Stations Communications Communications Internal Storage Accessory Accessory Accessory Sensor Diagnostics Package Downloading and Restoring Memory Communications Accessory Processors Stations Earphone binary-to-basic translator Electric defense grid Emergency oxygen supply Extra Legs Flying Gyroscopic stabilizers Hand Hardened Systems x2 Hardened Systems x3 Hardened Systems x4 Hardened Systems x5 Heuristic Processor Hidden core Accessory Accessory Accessory Appendage Locomotion Locomotion Appendage Hardened Systems Hardened Systems Hardened Systems Hardened Systems Processors Processors Accessory Accessory Accessory Accessory 100 2000 5000 1000 100 50000 per 100 300 200xCFxSp² 20xCF x2 2000xCF 250 10000 1000 5000 50 see text 200 50 150 250 10 500 500 10000* 20 3000xCF 200 x2 200xCFxSp² 2xCFxSp² 50xCF 1000xCF 2500xCF 4000xCF 6250xCF 2000 200 500xCF 2500 300 20000xCF COST .

feat/talent package Reprogramming. professional Reprogramming.CR SGD SGD CR CR SGD SGD SGD CR CR CR SGD CR SGD SGD SGD SGD SGD CR SGD SGD SGD SGD SGD SGD CR CR CR CR CR SGD SGD SGD SGD SGD CR CR CR CR SGD CR SGD SGD CR CR SGD SGD SGD CR CR CR CR SGD SGD 188 60 60 196 190 60 60 60 189 195 189 52 192 60 60 60 60 53 190 52 52 52 61 64 53 191 191 191 191 191 61 61 53 61 61 192 192 192 192 62 192 53 62 196 196 62 62 62 196 196 196 196 62 63 Hovering ID Dodge Improved coordination circuitry Improved Sensor Package Instrument Interference generator Internal defenses Internal grapple gun Jump servos Locked access Magnetic Feet Magnetic hands Memory Wipes Mesh tape dispenser Micro shield Multifunction apparatus Multispectrum searchlight Personality downloader Probe Projectile hand Quick-release coupling. SR10 Shield Generator. SR20 Shield Generator. 5000-km range Remote Processor. skill package Repulsorcam Restraining Bolt Rocket arm Scomp link Secondary Battery Self-destruct system Sensor booster Sensor countermeasure package Shield expansion module Shield Generator. 5-km range Remote Receiver Remote receiver jammer Remote receiver signal booster Remote starship starter Remote viewer Rental restraining bolt Reprogramming. SR15 Shield Generator. SR5 Silence-bubble generator Space-beacon launcher Locomotion Accessory Accessory Sensor Appendage Accessory Accessory Accessory Appendage Processors Appendage Appendage Memory Wipes Accessory Accessory Accessory Accessory Processors Appendage Appendage Appendage Appendage Accessory Stations Appendage Processors Processors Processors Processors Processors Communications Communications Processors Accessory Accessory Reprogramming Reprogramming Reprogramming Reprogramming Accessory Processors Appendage Accessory Processors Processors Sensors Sensors Shield Generator Shield Generator Shield Generator Shield Generator Shield Generator Accessory Accessory 100xCFxSp² 5000 1000 200 5xCF 2500 10xCF 100xCF x2 50 x2 ACx2 10xCF 600xCF 80xCF 100 custom 2xCF ACx2 50xCF 10xCF 200 4000 ACx2 1000000 100000 10000 1000 -500 2000 500 50 1000 10 1000 (WD²)x10 100 1000 5 ACx4 100 400 M. tool Radiant heat element Recharge station Remote limb control Remote Processor. appendage Quick-release coupling. self Reprogramming. 50-km range Remote Processor.Dx20 200 1000 50xSRxCF 5000xCF 7500xCF 10000xCF 2500xCF 3500 5000 . 500-km range Remote Processor.

DC10 Translator Unit. DC15 Translator Unit.SGD CR CR SGD CR SGD SGD CR CR CR CR CR CR CR SGD SGD CR SGD CR SGD CR SGD 53 195 190 63 191 54 63 190 190 188 196 196 196 196 52 63 193 63 188 63 188 62 Specialized subprocessor Spring-loaded mechanism Stabilized Mount Survival kit Synchronized Fire Circuits Tactician battle computer Taser Telescopic Appendage Tool Tracked Translator Unit. DC5 Underwater drive Video screen Vocabulator Voice-print command lock Walking Weapon detector Wheeled YV sensor package Processors Internal Storage Appendage Accessory Processors Processors Accessory Appendage Appendage Locomotion Translator Unit Translator Unit Translator Unit Translator Unit Locomotion Accessory Communications Accessory Locomotion Accessory Locomotion Sensors 1000 150 x5 100 150 5000 250 x2 10xCF 20xCFxSp² 1000 500 200 2000 20xCFxSp² 1xsq mm 50 400 10xCFxSp² 1500 5xCFxSp² 1000 . DC20 Translator Unit.

0.2 600xCF 0.5 4 0.5 1 3 2 5000 1 50xCF (5xCF) 10xCF 0.1 1000 3 5 App+weaponRestricted 2xCF 1 1.5 1000 Licensed Military 0. - .5 100xCF Restricted 20 4xCF (5xCF) (100xCF) Military [250xCF) Military (400xCF) Military (650xCF) Military 5 1 or Restricted 2xCF 500 3 20xCF Licensed Licensed Restricted WEIGHT Restricted Military Licensed Restricted Licensed Restricted Military AVAIL.

5 (1xCF) 1 1xCF 2xCF (2xCF) 2xCF 5 Illegal Restricted Licensed Licensed - 10xCF Licensed 15xCF 2 2+ Illegal (0.1 1 2.5 20 2xCF Illegal 1 4 (MaxDamx01) Restricted 5 2 2xSRxCF Military (20xCF) Military (30xCF) Military (40xCF) Military (10xCF) Military 20xCF Licensed 10 - .5xCF) 2xCF Licensed 5xCF 2xCF 20xCF 500 Restricted 10000 1000 100 10 1 2 Military Military Military 2 Licensed 2 20 0.

2 3 x5 1 1 Military 10 Restricted 2 Licensed (N.01kg 0.5 1 5 Licensed 3 Military .Wx2) (2xCF) 4 2 1 8 10xCF Licensed 1+.

calculated per station not creature. droid loses hp = dam dice of weapon move half spd. DC 25 Use Computer to jam incoming or outgoing comlinks w/in 1 km +5 Stealth to conceal plus size modifiers. operate ejection system. advanced model double the price & activate as full . does not duplicate as swif action recharge power packs. Use Computer checks. see text for more on: pilot or copilot. locate droid. can always take 10 lowers size category by 1. low-light vision. half time of regular welding. receive details on droid status. +10 Deception to create Deceptive Appearances hold an item 3 sizes smaller than droid's torso. coordinate. see text for details on: issue routine command. connect as swif & secure as stan +50% carry. Will Def 15. reactivate as stan Int 14. prohibited actions. 4 leg/arm. optional self-loading system converts audible Binary to audible Basic. Perception to detect with DC = droid's Will Def +5 +5 Perception against Deception of a forgery. +10 Deception for Deceptive Appearance. if used as weapon dam = to self-destruct device & each atk moves droid -1 down track Tasks that requires a hand requires a DC15 DEX roll. translate Binary +5 Use Computer to overcome jamming +5 Use Computer to slice & shut down computer. reprogram droid. +5 stability to resist getting knocked prone Speed: F-S: 9 M: 12 L-C: 12 +5 stability to being knocked prone. if fail it drops the object. input hyperdrive coordinates. stacks with bonus from extra legs Multiplies HP/Threshold based on droid size Multiplies HP/Threshold based on droid size Multiplies HP/Threshold based on droid size Multiplies HP/Threshold based on droid size Allows a droid to behave like a normal character would restores personality 1d6 days after memory wipe DC 20 use Computer. energy melee weapons ignore the effect Med size creature for 30 min. juryrig/repair. for double the cost for Will Def 30 free to activate& acts as Quick Draw (draw or holster as swif) if has BAB +1 only on Med or larger. tries gain 1d6 days later on failure. range of 1 sq & 4d10 dam.COMMENTS & BENEFITS signal sent to master's comlink that can be tracked until droid is destroyed See Armor reroll Perception & keep better as stan action adjacent must make DC 20 Endurance or move -1 down track 12 sq radius but cannot penetrate solid objects Allows a remote drone to function like a droid when losing contact with processor select 2 talents from droid commander prestige class. reroll & keep better. Climb = /2 speed. 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. Perception DC 20 to detect if damaged by melee atk attacker takes 5 dam. for 2 or more consecutive rounds ignores 5 pts of DR & reduces thresh by 10 like standard holoshroud. 5 head. communications/sensors. can count hard credits as a free action +2 Perception. system operator. +5 to stop slicer's jamming. engineer.

reroll & keep better. 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. DC20 endurance to restore 5pt. to remove. Fort Def fro dam = 1d8+1/2 HL. make new check each rnd extends range of receiver by 50%. Will Def & if higher droid can take no actions & is flat-footed. remove with toolkit and DC20 mechanics check activate as stan. Use Computer v. spd 4. self: DC20 CHA + DC15 Mech. Retry in 24h 2000 credits to install & DC 20. Large or larger can have 2 SR drops with -5 if taking over current SR. ref Def 18. 1500 credit for 1 limb. carry STR 1/4. being knocked off hull Use C. 1 lvl per minute can hinder adjacent w/normal unarmed atk for -2 atk & Dex skills or -2 spd & no run. Fort Def 12. DC20 endurance to restore 5pt stan to activate. DC20 endurance to restore 5pt. spd 4. low-light vision. DC=WILLED. fire as stan. ignores concealment (but not total) from darkness Simple tasks. -2 DEX. push objects DC 30 perception or Use Computer for each sq around droid opening access or maintenance panels = 1d20+5 atk v. Ref Def 16. with Pin & successful grapple enemy pinned until tape is removed activate as swif. 10 attacks 15m or 10 sq of cord internally or 100m externally. +1 Ref Def. 4 hours power. detach as free Standing jumps are treated as running jumps. Fort Def 10. min large SR drops with -5 if taking over current SR. damage based on droid size extends sensors range 2km make Use Computer checks to avoid being detected if check exceeds nonvisual sensor check expand shield by 1 sq to for Med or smaller adjacent. locate with DC 10 Use Computer . DC10 Mech. only droids Small or larger. 6000 credit for multiple limbs = 1 + Int mod Controls drones with remote processor up to range away Controls drones with remote processor up to range away Controls drones with remote processor up to range away Controls drones with remote processor up to range away Droid is a drone to remote processor. 30min. can run for 1 hour allows 3 tools or weapons on single appendage. covers all sq w/in 3 sq. Use Computer. can always take 10 Cannot be shut down by an opponent Stick to ships hull +2 Climb & +5 v. DC20 endurance to restore 5pt. 2d8 dam as weapon. provides basic diagnostic Use Computer DC 10 limb can hover 6 sq & max range 24 sq & can perform any action it normally does. DC=WILLED. -10 Perception to hear 12 beacons & additional for 10% for each up to 24. can blind in a 6sq cone (see text) cost usually 5000+. runs 30 min before recharge 1 hour runs based on credits deposited Use Computer. 30min travel 12 sq & record 2 hours. see SGD 53 push objects tension-spring 250 credits.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. min medium SR drops with -5 if taking over current SR. Use Computer check at an additional -5 penalty. 1 hour recharge. -5 penalty Need package Need package. separate recharger 100 credits Turn off motor. switch between as swif 6km range. Use Computer DC 30 by droid can extend range 100% 1 hour signals ship to begin preflight processes with preflight diagnostics sent back to droid viewer can travel 12 sq. 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. handheld version 400 credits. vs WILLED. +2 Perception to Search & Notice Targets. min small SR drops with -5 if taking over current SR.

M or L launch 1 object 4 squares. as electroshock probe Twice normal reach Specific tool. droid. 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 . swim spd = land spd Droid can speak other languages than binary follows command from single source. Catch DC10 DEX (move) Can hold large weapon as if held with two hands +4 when aiding Survival check When synchronized droids help each other they grant an additional +2 to the roll stan action to send data to # of allies ranged weapons for +2 atk = Int mod like ion v. to obey recording = Use Computer v.+1 swif each turn to perform action related to 1 skill. limit 1 per droid S. 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. max 4kg (ranged attack vs REF 10).

BOOK S S S S S S S S S S Target PAGE STARSHIP MANEUVER 24 Ackbar Slash DESCRIPTOR 25 Afterburn 25 25 25 25 Angle Deflector Shields Attack Pattern Delta Attack Pattern Zeta Nine Corellian Slip attack pattern attack pattern attack pattern 26 Counter dogfight 26 Darklighter Spin 26 Devastating Hit gunner 26 Engine Hit gunner reac full swif swif swif full reac stan stan reac Time 1 you you you you 1 you 2x2 1 1 .

BOOK S S S S S S S S S

Target

PAGE STARSHIP MANEUVER 26 Evasive Action DESCRIPTOR dogfight 26 Explosive Shot gunner 27 Howlrunner Formation 27 I Have You Now attack pattern 27 Intercept 27 Overwhelming Assault 28 Segnor's Loop attack pattern 28 Shield Hit gunner 28 Skim the Surface

move

reac

swif swif

reac

swif reac

stan

full

Time

you

spec

you 1

you

you* 1

1

1

BOOK S S S S S S S S

Target

PAGE STARSHIP MANEUVER 28 Skywalker Loop 29 Snap Roll 29 Strike Formation 29 Tallon Roll DESCRIPTOR dogfight attack pattern dogfight 30 Target Lock dogfight 30 Target Sense Force 30 Thruster Hit gunner 30 Wotan Weave

reac reac reac reac

stan

swif

reac

swif

Time

1 1 1 1

1

you

1

you

EFFECT Pilot check when attack from adjacent opponent misses. DC20: missed Atk redirected to adjacent opponent, if original attack roll beats new target Ref Def = damage DC25: add +1 to redirected Atk roll DC30: add +2 to redirected Atk roll DC35: add +5 to redirected Atk roll new target may not use Akbar slash redirect the attack Pilot Check: DC15: all-out movement as free action, +1 Pilot to avoid dogfight DC20: all-out movement as free action, +2 Pilot to avoid dogfight DC25: all-out movement as free action, +5 Pilot to avoid dogfight DC30: all-out movement as free action, +10 Pilot to avoid dogfight Pilot DC15: SR doubled from particular target, SR halved from all others, change or deactivate with swif Pilot DC20: +1 Ref Def with adjacent allied fighter (+2 if ally is using same maneuver) Pilot DC20: -1 die dam for +20 SR, deactivate with swift Target must be w/in 2 x your speed in squares. If movement halted, lose maneuver. Pilot Check: DC15: move up to twice speed straight, attack as free action, if destroy target no collision DC20: +1 Atk DC25: +1 Atk & 1 die DC30: +2 Atk & 1 die DC35: +2 Atk & 2 die if fails, cannot attack and you may not avoid collision (opponent can) As a reaction to being attacked by a vehicle you are dogfighting make a Pilot check: DC20: you may immediately take a swift action DC25: you may immediately take a move action DC30: you may immediately take a standard action Pilot Check: DC25: area attack with autofire weapon with normal -5 Atk DC30: area attack with autofire weapon with -2 Atk DC35: area attack with autofire weapon with no penalty Attack Roll Exceeds Ref by: 0-4: +1 die damage 5-9: +2 die damage 10+: +3 die damage Use when crit or over thresh. Attack Roll Exceeds Ref by: 0-4: speed -1 (may be repaired with full-round DC20 Mechanics) 5-9: speed -2 (may be repaired with full-round DC25 Mechanics) 10+: speed -3 (may be repaired with full-round DC30 Mechanics)

EFFECT Pilot Check DC15: disengage from dogfight +2 Pilot DC20: disengage from dogfight +5 Pilot DC25: disengage from dogfight +10 Pilot DC30: disengage from dogfight +20 Pilot Use when you destroy a target. Attack Roll Exceeds Ref by: 0-4: 3d10x2 dam to adjacent targets (to the destroyed vehicle) 5-9: 4d10x2 dam to adjacent targets (to the destroyed vehicle) 10+: 5d10x2 dam to adjacent targets (to the destroyed vehicle) Pilot DC20: +1 Atk with adjacent allied fighter (+2 if ally is using same maneuver) Pilot Check: DC15: against adjacent target, if your attack this turn damage over Fort Def = -1 down track DC20: as DC15 but +1 to attack roll. DC25: as DC15 but +2 to attack roll DC30: as DC15 but +5 to attack roll Pilot Check: DC20: with enemy fighter moving w/in 2 sq, initiate dogfight as attack of opportunity, move 1 sq as reac DC25: As above with +1 Pilot check to initiate dogfight DC30: As above with +2 Pilot check to initiate dogfight DC35: As above with +5 Pilot check to initiate dogfight Pilot DC20: nominate target and you may subtract Atk for double that amount in damage (pre multipliers), change target or deactivate as swif action If you end your turn further away from a target than you started make an attack run and Pilot Check DC20: attack run penalty to Ref Def is -10 DC25: attack run penalty to Ref Def is -5 DC30: attack run penalty to Ref Def is -2 DC35: attack run penalty to Ref Def is -1 Make an attack if it deals damage it reduces shields depending on hold much Attack Roll Exceeds Ref by: 0-4: additional 5 points of shield damage 5-9: additional 10 points of shield damage 10+: additional 15 points of shield damage When you fly through the fighting space of a target Colossal (Frigate) or larger, make a Pilot Check: DC20: ignores SR, can move twice speed, attack run at -10 Atk DC25: ignores SR, can move twice speed, attack run at -5 Atk DC30: ignores SR, can move twice speed, attack run at -2 Atk DC35: ignores SR, can move twice speed, attack run at -1 Atk Pilot check below 19 causes a collision, target may avoid

EFFECT if opponent fails Pilot check to attack in dogfight, make a Pilot Check DC20 to may make an attack of opportunity Pilot check replaces Ref Def until next turn, can keep Ref Def if lower Pilot Check DC20: +1 die dam, -2 Ref Def, can deactivate with swift action When opponent attempts to disengage from dogfight, declare before opposed check DC20: if target fails to disengage, make attack of opportunity DC25: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -1 DC30: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -2 DC35: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -5 Make a pilot check: DC15: +1 opposed Pilot checks and attack rolls DC20: +2 opposed Pilot checks and +1 to attack rolls DC25: +2 opposed Pilot checks and attack rolls DC30: +5 opposed Pilot checks and +2 to attack rolls DC35: +5 opposed Pilot checks and attack rolls Target disengages maneuver ends. Cha bonus replaces Int bonus for vehicle weapons this round. Make a Use the Force check: DC20: Add Charisma Bonus to all attack rolls until start of next turn. DC25: Additional +2 to rolls. DC30: Additional +5 to rolls. Stacks with Battle Strike force power. Use when crit or over thresh. Attack Roll Exceeds Ref by: 0-4: target's Ref Def, Init, & Pilot all -1 5-9: target's Ref Def, Init, & Pilot all -2 10+: target's Ref Def, Init, & Pilot all -5, target can only move in a straight line Effect last the remainder of the encounter. when fighting defensively or with total defense, make a pilot check: DC15: reduce speed by half (round down) +1 Ref Def DC20:reduce speed by half (round down) +2 Ref Def DC25: reduce speed by half (round down) +5 Ref Def if reduce speed to 0, maneuver fails

CR 96 Battlestrike

BOOK J L J J J C L J

Target

PAGE FORCE POWER 29 Assured Strike (lightsaber form) 53 Ballistakinesis (telekinetic) 29 Barrier of Blades (lightsaber form) 24 Blind 29 Circle of Shelter (lightsaber form) 50 Cloak 53 Combustion 29 Contentious Opportunity (lightsaber form)

stan stan swif

swif

swif stan

stan

stan free

ACT

LOS

Sq.

1 2x2 you 12 Y

you

1 you

12

Y

you

2x2 1

12

Y

CR 96 Dark Rage (dark)

BOOK J F J J W L

Target

PAGE FORCE POWER 24 Convection 85 Corruption (dark) 24 Crucitorn 25 Cryokinesis Dark Transfer (dark) 53 Dark Transfer (dark)

swif

stan

reac

stan

swif

stan

stan

ACT

LOS

Sq.

you

1

12

Y

you

1

12

Y

you

1

touch

1

touch

BOOK J L J J J K L

Target

PAGE FORCE POWER 30 Deflecting Slash (lightsaber form) 53 Detonate (telekinetic) 30 Disarming Slash (lightsaber form) 25 Drain Energy 30 Draw Closer (lightsaber form) 50 Energy Resistance 54 Enlighten (light side, mind-affecting)

reac

stan

stan

stan

stan

stan

reac

ACT

LOS

Sq.

you

1

12

Y

1

1

6

Y

1

6

Y

you

ally

12

Y

CR 96 Farseeing K 50 Fear (dark)

CR 97 Force Disarm CR 97 Force Grip

BOOK J J J F

Target

PAGE FORCE POWER 31 Falling Avalanche (lightsaber form) 31 Fluid Riposte (lightsaber form) 25 Fold Space 86 Force Blast

stan

full swif

reac

full

stan

stan stan

ACT

LOS

Sq.

you

1 1 12 Y

you

1

6

Y

1

12

Y

1 1

6 6

Y Y

CR 97 Force Lightning (dark) K 50 Force Scream (dark)

CR 97 Force Slam F J 86 Force Storm (dark, telekinetic) 26 Force Storm (dark)

CR 98 Force Stun CR 98 Force Thrust

BOOK J L F

Target

PAGE FORCE POWER 25 Force Light (light) 54 Force Shield (telekinetic) 86 Force Shield (telekinetic)

stan

stan stan

reac

reac

stan stan stan

stan stan

ACT

LOS

Sq.

1 all

6 12

Y

you

you

all you 1

6

Y

12

Y

1 1

6 12

Y Y

BOOK J K J J J J

Target

PAGE FORCE POWER 26 Force Track 51 Force Whirlwind (telekinetic) 26 Hatred (dark) 31 Hawk-Bat Swoop (lightsaber form) 32 High Ground Defense (lightsaber form) 27 Inertia

swif

stan

stan

swif

move

ACT

LOS

Sq.

you

1

12

Y

you

you

you

BOOK J J K F K C L J C J J

Target

PAGE FORCE POWER 27 Inspire (light) 27 Intercept (telekinetic) 51 Ionize 86 Kinetic Combat 51 Kinetic Combat (telekinetic) 50 Levitate (telekinetic) 54 Lightning Burst (dark side) 32 Makashi Riposte (lightsaber form) 51 Malacia (light) 27 Memory Walk (dark, mind-affecting) 28 Mind Shard (mind-affecting)

swif allies

reac stan stan stan move

stan reac

stan stan

stan

ACT

LOS Y

Sq. 6

1 1 you you you 6 12 12 Y

all you

adjacent

1 1

6 6

Y Y

1

12

Y

FORCE POWER CR 98 Mind Trick (mind-affecting)

C 51 Morichro CR 98 Move Object

CR 99 Negate Energy L J 54 Obscure (mind-affecting) 32 Pass the Blade (lightsaber form)

BOOK C J L J

Target

PAGE 51 Phase 28 Plant Surge 54 Prescience 33 Pushing Slash (lightsaber form)

stan

stan stan

reac reac stan

move stan swif

stan

ACT

LOS

Sq.

1

12

Y

1 1

6

Y

1 1 you 12 Y

you 1 1 12 Y Y

1

FORCE POWER CR 100 Rebuke C F K 52 Rend (dark) 87 Repulse (telekinetic) 51 Resist Force

CR 100 Sever Force (light)

BOOK J J J

Target

PAGE 33 Rising Whirlwind (lightsaber form) must be wielding 2 lightsabers 34 Saber Swarm (lightsaber form) 34 Sarlacc Sweep (lightsaber form)

reac stan stan stan

stan

stan

stan

stan

ACT

LOS

Sq.

1 1 all you 6 adjacent Y

2

1

2

1

12

Y

54 Stagger (telekinetic) CR 100 Surge

BOOK C J K L J C

Target

PAGE FORCE POWER 52 Shatterpoint 34 Shien Deflection (lightsaber form) 52 Slow (telekinetic) 34 Swift Flank (lightsaber form) 52 Technometry

swif

reac

stan

swif free

stan

stan

ACT

LOS

Sq.

you

you

1

12

Y

1 you

adjacent

you

1

touch

CR 100 Vital Transfer (light)

BOOK J J J J J K

Target

PAGE FORCE POWER 35 Tempered Aggression (dark, lightsaber form) 28 Thought Bomb (mind-affecting) 35 Twin Strike (lightsaber form) must be wielding 2 lightsabers 35 Unbalancing Block (lightsaber form) 36 Unhindered Charge (lightsaber form) 52 Valor (light)

stan

stan stan

reac

stan

stan

stan

ACT

LOS

Sq.

1

all 1

2

you

you

ally

12

Y

1

touch

BOOK J K

Target

PAGE FORCE POWER 36 Vornskr's Ferocity (dark, lightsaber form) 52 Wound (dark)

stan

stan

ACT

LOS

Sq.

1

1

6

Y

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT 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:Def for 3d8 dam & -2 attack, area attack the better, -1 dam v. Ref make a single atk rolling twice & keeping DC30:Force Point foratk rollingon a miss keeping the better spend make a single half dam twice & Lightsaber form (Juyo): if you miss with both this power remains in your suite Use the Force replaces your Ref Def againstthe highest spend a Force Point for three rolls, keeping non-area ranged attacks Lightsaber form (Shien): can redirect one shot that misses you spend a Force Point for autofire attacks, half or no dam DC15: +1 next Atk made before end of next turn, gain +1d6 dam DC20: +1 next Atk made before end of next turn, gain +2d6 dam DC25: +1 next Atk made before end of next turn, gain +3d6 dam spend a Force Point for an additional +2d6 damage Use the Force v. Ref Def, if over target flat-footed & all others have concealment until start of your next turn, spend Force Point to use as a free action DC20: you & all adjacent allies +1 Ref Def DC25: you & all adjacent allies +2 Ref Def DC30: you & all adjacent allies +5 Ref Def Lightsaber form (Soresu): add bonus to Deflect and Block spend a Force Point for Fort Def of adjacent allies DC15: have total concealment against all targets DC20:have total concealment against all targets, +2 Stealth DC25:have total concealment against all targets, +3 Stealth DC30:have total concealment against all targets, +5 Stealth spend a Force Point to increase Stealth +5 v. Fort Def for 4d6 fire dam & catches on fire, half dam on miss, area atk, Use the Force = atk bonus of fire spend Force Point to move -1 down track DC20: if attack of opportunity hits +1 die dam DC25: if attack of opportunity hits +2 die dam DC30: if attack of opportunity hits +3 die dam DC35: if attack of opportunity hits +4 die dam Lightsaber form (Makashi): +2 atk on attacks of opportunity spend a Force Point for -2 sq move until the end of its next turn

x x x

x

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC15: your unarmed melee attacks deal +1d6 fire dam, if damaged catches fire DC20: your unarmed melee attacks deal +2d6 fire dam, if damaged catches fire DC25: your unarmed melee attacks deal +3d6 fire dam, if damaged catches fire DC30: your unarmed melee attacks deal +4d6 fire dam, if damaged catches fire spend a Force Point for fire damage to any creature that strikes you unarmed DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more spend a Force Point for all adjacent to target take half once if over their Fort Def DC15: +5 threshold against damage from Force attack or power DC20: +10 threshold against damage from Force attack or power DC25: +15 threshold against damage from Force attack or power DC30: +20 threshold against damage from Force attack or power spend a Force Point for +5 threshold DC20: unattended object's DR reduced by 5, if mechanical or electronic moves -1 down track DC25: unattended object's DR reduced by 10, if mechanical or electronic moves -1 down track DC30: unattended object's DR reduced by 15, if mechanical or electronic moves -1 down track DC35: unattended object's DR reduced by 20, if mechanical or electronic moves -1 down track spend a Force Point to decrease DR by 5 DC15: +2 melee Atk & dam until end of next turn DC20: +4 melee Atk & dam until end of next turn DC25: +6 melee Atk & dam until end of next turn spend a Force Point to extend rage until end of encounter DC15: heals hp = your character level DC20: heals hp = 2 x your character level DC25: heals hp = 3 x your character level DC30: heals hp = 4 x your character level you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending DC15: heals Force Point hp = your character level DC20: heals hp = 2 x your character level 1 round of death (DC25), creature unconscious & no hp healed Destiny Point to revive dead creature w/in DC25: heals hp = 3 x your character level DC30: heals hp = 4 x your character level you move -1 down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending Force Point D D

D

D

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC15: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam DC20: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +1 dam DC25: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +3 dam DC30: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +5 dam Lightsaber form (Soresu): spend a Force Point to redirect incoming atk at target w/in 6 sq spend a Force Point for no damage from incoming atk DC20: object takes 4d6 damage DC25: object takes 6d6 damage DC30: object takes 8d6 damage DC35: object takes 10d6 damage spend a Force Point to use increase damage by +2d6 DC15: if damage adjacent enemy can use Use the Force as a disarm attempt DC20: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +5 to resist DC25: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +2 to resist DC30: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting +0 to resist Lightsaber form (Shii-Cho): can use as a reac spend a Force Point to deal dam to weapon equal to target's dam if successful disarm DC20: drain energy from Small or smaller weapon or powered object DC25: drain energy from Medium or smaller weapon or powered object DC30: drain energy from Large or smaller weapon or powered object DC35: drain energy from Huge or smaller weapon or powered object spend a Force Point to increase the size by one size category (up to Gargantuan) DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk DC20: pull Large creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk DC25: pull Huge creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk DC30: pull Gar creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk Lightsaber form (Niman): can target a creature 12 sq away spend a Force Point to pull target to any adjacent space DC20: DR5 v. energy damage DC25: DR10 v. energy damage DC30: DR15 v. energy damage DC35: DR20 v. energy damage spend a Force Point to use as a swif action target may use your check instead of one attack, skill, or opposed check, or to replace a defense spend Force Point to prolong until end of your next turn, not the start

x

x

x

x

L

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC15: against target in reach if not more than 1 size larger, if deal dam can push 1 sq & then move into their space which does not provoke atk of opp for either, not if grappled or grabbed DC20: can push 2 sq & move through spaces target passed DC25: can push 3 sq & move through spaces target passed DC30: can push 4 sq & move through spaces target passed Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc spend a Force Point to knock opponent prone at the end of forced move Use the Force v. target's Will Def, cannot reuse for 24 hours, can get a sense of target spend a Force Point for a clear image w/in 6 squares of target's surroundings DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn DC30: Use the Force v. Will Def, if equals target can take no actions on next turn when successful, can spend FP to make all their Def -2 until your next turn Use the Force v. attack for half dam & move adjacent to attacker & make single atk, no Atk of Opp Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc spend a Force Point to treat attacker as flat-footed DC20: move Medium up to 6 squares DC25: move Large up to 12 squares DC30: move Huge up to 18 squares DC35: move Gargantuan up to 24 squares DC40: move Colossal up to 30 squares spend a Force Point to increase size by up to two size categories (to Colossal [cruiser]) or distance x2 DC15: Use the Force v. Ref Def 2d6 dam DC20: Use the Force v. Ref Def 3d6 dam DC25: Use the Force v. Ref Def 4d6 dam DC30: Use the Force v. Ref Def 5d6 dam spend a Force Point to add half Heroic Level as dam bonus replaces Atk to disarm, drop item or fly to your hand spend Force Point to destroy object, dam = check DC15: 2d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act DC20: 4d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act DC25: 6d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act spend a Force Point to deal +2d6 damage

x

D

x

x x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC20: until start of your next turn creature with Dark Side of 1+ takes 1d6 dam & -1 atk DC25: until start of your next turn creature with Dark Side of 1+ takes 2d6 dam & -1 atk DC30: until start of your next turn creature with Dark Side of 1+ takes 3d6 dam & -1 atk DC35: until start of your next turn creature with Dark Side of 1+ takes 4d6 dam & -1 atk spend a Force Point to deal +1d6 dam Use the Force v. Ref Def, target takes 8d6 dam & 1 down track or half damage with save spend a Force Point to move target an additional step down track DC15: Use the Force v. Fort Def, 1d6 force dam & their thresh -5 until end of your next turn DC20: Use the Force v. Fort Def, 2d6 force dam & their thresh -5 until end of your next turn DC25: Use the Force v. Fort Def, 3d6 force dam & their thresh -5 until end of your next turn DC30: Use the Force v. Fort Def, 4d6 force dam & their thresh -5 until end of your next turn spend a Force Point to reduce thresh -10 DC15: SR5 until your next turn, cannot be recharged DC20: SR10 until your next turn, cannot be recharged DC25: SR15 until your next turn, cannot be recharged DC30: SR20 until your next turn, cannot be recharged spend a Force Point for +5 SR, maintain as standard action DC15: SR5 until your next turn, cannot be recharged DC20: SR10 until your next turn, cannot be recharged DC25: SR15 until your next turn, cannot be recharged DC30: SR20 until your next turn, cannot be recharged spend a Force Point for +5 SR, maintain as standard action Use the Force v. Will Def, 4d6 dam & prone or half damage with save spend a Force Point to deal +2d6 damage DC20: for 2 rounds, 2d6 dam adjacent targets DC25: for 4 rounds, 2d6 dam adjacent targets DC30: for 6sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn DC20: 3x3 rounds, 2d6 dam adjacent targets DC35: for 8sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn DC25: 4x4 rounds, 2d6 dam adjacent targets spend a5x5 sq Point 2d6 +2d6dam & concealment, -5 Perception to listen until end of your next turn DC30: Force area, for acid dam 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

L

D D

x

x

x D D x

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT 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 D x

x

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC20: all allies +2 Will Def against mind-affecting & fear effects until the end of your next turn DC25: all allies +5 Will Def against mind-affecting & fear effects until the end of your next turn DC30: all allies +10 Will Def against mind-affecting & fear effects until the end of your next turn DC35: all allies immune against mind-affecting & fear effects until the end of your next turn spend a Force Point for +2d6 hp when power is first activated Use the Force v. ranged atk or Use the Force if move object spend a Force Point to intercept autofire, take half or no damage DC20: Use the Force v. Ref Def, 4d6 ion damage DC25: Use the Force v. Ref Def, 5d6 ion damage DC30:to attack Forceone-handed melee weapon, Atk use Cha mod not Str, threatens adjacent DC20 Use the with v. Ref Def, 6d6 ion damage spend a Force Point +2d6 damage spend a Force Point for +1 Atk DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent spend a Force Point for +1 Atk DC15: fly 2, vertical only, can move 1 sq onto horizontal surface or fall DC20: fly 4, vertical only, can move 1 sq onto horizontal surface or fall DC25: fly 6, vertical only, can move 1 sq onto horizontal surface or fall spend Force Point as reac when falling to reduce falling by fly speed v. Ref Def for 3d8 dam & -1 down track, half damage on miss spend a Force Point +2d6 damage Use the Force v. atk roll for half dam & make single atk against target after dam & deal half dam on miss Lightsaber form (Makashi): until end of your next turn target provokes atk of opp if it attacks & in reach spend a Force Point for no dam from incoming atk Use the Force v. Fort Def target moves -1 down track & -5 threshold spend Force Point to increase threshold penalty to -10 DC20: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses swif on next turn DC25: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses move on next turn DC30: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan on next turn DC35: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan & swif on next turn spend a Force Point for +2d6 dam DC15: Use the Force v. Will Def for 2d8 dam & -1 down track & can't improve until end of your next turn DC20: Use the Force v. Will Def for 3d8 dam & -1 down track & can't improve until end of your next turn DC25: Use the Force v. Will Def for 4d8 dam & -1 down track & can't improve until end of your next turn DC30: Use the Force v. Will Def for 5d8 dam & -1 down track & can't improve until end of your next turn spend a Force Point for +2d8 dam

L

x

x x x

D x

L D x

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT Use the Force v. Will Def to either 1. create an hallucination to use Stealth even if aware 2. perform a feint so that target loses Ref to Def next attack 3. make an unpalatable suggestion 4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level grab or grapple, Use the Force v. Fort Def target moves -1 down track, if at bottom kill or trance spend a Force Point to improve attitude one step + one step per 5 over check 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 Use the Force v. damage, failure takes damage as with a grapplebe aware of attack moving or hovering target opposes Use the Force normal, must check spend a Force Point to regain hit points = to damage spend a Force Point to increase max size of object one category and +2d6 dam (max 12d6) v. Will Destiny Point to increase max size three categories and against an adjacent creature also at -5 spend aDef for -5 atk, if target misses you can make them reroll +6d6 dam (max 16d6) 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 Def not over own0speed,end ofend move in unoccupied square grapple v. UtF Use the Force v. Fort but for speed to until must your next turn or escape w/a stan DC40:aphase speed 8 but not over own speed, checks to escape, must have adjacent plants nearby spend Force Point to impose -10 on grapple must end move in unoccupied square spend a Force Point to increase speed 2 squares DC15: +1 all Def v. attacks from target & +1 atk v. target until the end of your next turn DC20: +2 all Def v. attacks from target & +1 atk v. target until the end of your next turn DC25: +3 all Def v. attacks from target & +1 atk v. target until the end of your next turn spend a Force Point to affect one additional enemy in LOS DC15: dam & Use the Force v. Fort Def to push target 2 sq, no atk of opp & not if grabbed/grappled DC20: dam & Use the Force v. Fort Def to push target 3 sq, no atk of opp & not if grabbed/grappled DC25: dam & Use the Force v. Fort Def to push target 4 sq, no atk of opp & not if grabbed/grappled DC30: dam & Use the Force v. Fort Def to push target 5 sq, no atk of opp & not if grabbed/grappled Lightsaber form (Niman): also compare to all adjacent enemies & push 1 sq spend a Force Point to knock prone the target of your lightsaber atk only at end of their forced move

x

x

x x

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT Use the Force v. check of power & no effect, beat by 5 and redirect against creator if creator rebukes, both suffer, spend a Force Point for no effect on 2nd rebuke Use the Force v. Ref Def or 3d6 dam, nat 20 is a crit, if reduce to 0 hp can rip in half spend a Force Point for +2d6 dam targets make Str checks + BAB, if over push 1 sq + 1sq for every 5 over, into larger object 1d6 dam spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam DC15: +1 one Def v. Force until your next turn DC20: +2 one Def v. Force until your next turn DC25: +5 one Def v. Force until your next turn spend a Force Point for two Def DC15: make 2 attacks v. different opp & if they both hit you gain 10 hp DC20: make 2 attacks v. different opp & if they both hit you gain 15 hp DC25: make 2 attacks v. different opp & if they both hit you gain 20 hp DC30: make 2 attacks v. different opp & if they both hit you gain 25 hp Lightsaber form (Jar'Kai): can move 2 sq between attacks & does not provoke atk of opp spend a Force Point for +1d6 dam DC20: make two lightsaber attacks v. single target at -5 each DC25: make two lightsaber attacks v. single target at -2 each DC30: make two lightsaber attacks v. single target at -1 each DC35: make two lightsaber attacks v. single target at no penalty Lightsaber form (Ataru): opponent takes -5 to Block or Makashi riposte spend a Force Point to move 2 sq before or after you use the power, no atk of opp DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits DC20: single atk against primary target & deals normal dam & half dam +1d6 to secondary target if atk hits DC25: single atk against primary target & deals normal dam & half dam +2d6 to secondary target if atk hits DC30: single atk against primary target & deals normal dam & half dam +3d6 to secondary target if atk hits Lightsaber form (Shii-Cho): can use at end of charge & gain Powerful Charge on initial attack spend a Force Point to affect 2 secondary targets if within reach & adjacent to primary target Use the Force v. Will Def, no effect if Dark Side score is 0 DC25: target cannot spend Force Points for hours = Dark Side score DC30: target cannot spend Force Points for hours = Dark Side score, -1 down track if uses Force powers DC35: target cannot spend Force Points for hours = Dark Side score, -2 down track if uses Force powers spend a Force Point to double duration, spend a Destiny Point to increase to days = Dark Side score

D x

x

x

L

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC25: if next atk hits, target's threshold is 5 lower DC30: if next atk hits, target's threshold is 10 lower DC35: if next atk hits, target's threshold is 15 lower DC40: if next atk hits, target's threshold is 20 lower spend Force Point to ignore DR also DC15: Use the Force v. attack for half dam & then move your speed & if in reach of target make single atk DC20: Use the Force v. attack for half dam & move your spd +2 sq & if in reach of target make single atk DC25: Use the Force v. attack for half dam & move your spd +4 sq & if in reach of target make single atk DC30: Use the Force v. attack for half dam & move your spd +6 sq & if in reach of target make single atk Lightsaber form (Shien): take no cumulative penalties on Use the Force checks to Deflect spend a Force Point to take no damage DC15: Use the Force v. Fort Def, spd -1sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim DC20: Use the Force v. Fort Def, spd -2sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim DC25: Use the Force v. Fort Def, spd -3sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim DC30:Use the Force v. Fort Def, spd -4sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim spend a Force Point for -5 Fort Def against this power v. Fort Def for 2d6 force dam & pushed one square away from you spend Force Point to affect all enemies adjacent to you, move does not provoke Atk of Opp DC10: +10 Force Jump, speed increases 2 squares DC15: +20 Force Jump, speed increases 4 squares DC20: +30 Force Jump, speed increases 6 squares spend a Force Point to increase by +10 and 2 squares may use any and all movement as part of a jump spend DP to increase 4 squares, no roll necessary DC20: move half your speed w/out atk of opp & make single atk against adjacent target & if start & stop flank the target it's flanked DC25: move up to your speed DC30: move up to your speed +2 sq DC35: move up to your speed +4 sq Lightsaber form (Vaapad): target is considered flat-footed spend a Force Point to increase your move by 2 sq droid or electronic device: Use the Force v. Will Def for 1 piece of info as Access Info of Use Computer, for every 5 over gain another piece of info, can jam droid senses (can use Stealth), droid loses Dex to Ref Def v. you, or flees next 2 turns x x

x

x

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC30: if beat target's Ref Def with single atk by 10 or more, treat as Crit DC35: if beat target's Ref Def with single atk by 5 or more, treat as Crit DC40: if beat target's Ref Def with single atk by 2 or more, treat as Crit Lightsaber form (Vaapad): this power is not dark for you spend a Force Point to deal +2 dice dam after crit Use the Force v. Will Def for 2d6 dam & lose swif next turn spend Force Point for +2d6 dam DC15: make a single attack & if hits add base damage dice to the damage roll DC25: make a single attack & if hits add base damage dice to the damage roll & +1 atk DC30: make a single attack & if hits add base damage dice to the damage roll & +2 atk Lightsaber form (Jar'Kai): triple your deflection bonus to Ref Def from Lightsaber Defense spend a Force Point for +1 die dam Use the Force v. attack roll for half dam & if Use the Force beats Will Def target is flat-footed Lightsaber form (Trakata): +2 dice dam with first attack spend a Force Point to take no dam DC15: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack DC20: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +2 sq DC25: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +4 sq DC30: move your speed toward an enemy ignoring difficult terrain & low objects & make single attack +6 sq Lightsaber form (Sokan): +5 Ref Def against attacks of opportunity made against you during this move spend a Force Point to move +2 sq DC15: +1 Will Def v. mind-affecting & fear affects until start of your next turn DC20: +2 Will Def v. mind-affecting & fear affects until start of your next turn DC25: +5 Will Def v. mind-affecting & fear affects until start of your next turn DC30: +10 Will Def v. mind-affecting & fear affects until start of your next turn spend a Force Point to expand to all powers v. Will Def DC15: heals hit points = 2 x target's level DC20: heals hit points = 3 x target's level DC25: heals hit points = 4 x target's level take half damage you heal, spend Force Point to avoid damage, Destiny Point moves target 5 up track

D

x

x x

x

x

L

L

Mind-affect.

Dark/Light

Telekinetic

Lightsaber

EFFECT DC20: make a single attack +1 die dam DC25: make a single attack +2 die dam DC30: make a single attack +3 die dam DC35: make a single attack +4 die dam Lightsaber form (Juyo): this power is not dark for you spend a Force Point to use at the end of a charge Use the Force v. Fort Def, 4d6 dam, if target moves down track, persistent condition DC20 to remove spend a Force Point for +2d6 dam

D

x

D

C J L K J J J J J CR CR L F C J J J F L L K L J F F J F L K J F K F CR K K C L C F CR L C J F C F K

BOOK

54 36 55 53 36 36 36 36 36 102 102 55 88 54 36 37 37 88 55 56 53 56 37 88 88 37 88 56 54 37 88 54 88 102 54 54 54 56 54 89 103 56 54 37 89 54 89 54

PAGE FORCE TECHNIQUE Advanced Vital Transfer Cure Disease Detoxify Poison Dominate Mind Extended Blind Extended Force Disarm Extended Force Grip Extended Force Thrust Extended Move Object Force Point Recovery Force Power Mastery Improved Ballistakinesis Improved Battle Strike Improved Cloak Improved Convection Improved Crucitorn Improved Cryokineses Improved Dark Rage Improved Dark Transfer Improved Detonate Improved Energy Resistance Improved Enlighten Improved Fold Space Improved Force Disarm Improved Force Grip Improved Force Light Improved Force Lightning Improved Force Shield Improved Force Slam Improved Force Storm Improved Force Storm (telekinetic) Improved Force Stun Improved Force Thrust Improved Force Trance Improved Ionize Improved Kinetic Combat Improved Levitate Improved Lightning Burst Improved Malacia Improved Mind Trick Improved Move Light Object Improved Obscure Improved Phase Improved Plant Surge Improved Rebuke Improved Rend Improved Repulse Improved Resist Force

CR CR C L C CR J K K K

103 103 54 56 54 103 37 54 54 54

Improved Sense Force Improved Sense Surroundings Improved Shatterpoint Improved Stagger Improved Technometry Improved Telepathy Improved Thought Bomb Improved Valor Improved Vital Transfer Language Absorption

EFFECT spend Destiny to fully heal and remove all conditions spend Force Point to cure disease if you equal or exceed the DC use vital transfer to detoxify poison, compare Use the Force to poison's DC as Treat Injury with mind trick if over Will Def by 10, you choose what target does with stan action base range increases to 18 squares base range increases to 18 squares base range increases to 18 squares base range increases to 18 squares base range increases to 18 squares at end of encounter, regain one Force Point spent in encounter take 10 on a selected Force Power even if distracted spend a Force Point to target 3x3 area can apply bonus to attack & damage rolls for all attacks during full attack maintain Cloak as move not stan when target takes fire damage, the fire attacks the target's Fort Def with your BAB not the normal +5 with crucitorn, if more damage is dealt than your threshold you do not expend this use of the power can use cyrokinesis on vehicles w/in range but the vehicle only moves down the track if exceeds Fort Def can perform skills that require patience, can activate in surprise round spend a Force Point to revive a creature that died since the end of your last turn, DC25, unconscious not healed compare Use the Force v. all enemies within 2sq of the object, enemy takes half dam done to object, area atk can affect ally within 6sq spend a Force Point to affect one additional ally spend a Force Point to move the object anywhere in LOS, spend DP for anywhere in system can change activation to full to remove Ref Def bonus of opponent with disarming can spend a Force Point to maintain 1 additional round without concentrating, may not resume after can spend a Force Point to blind who it harms granting concealment to all other targets, Destiny Point for total can change activation to full, v. Str to push back 1sq + 1sq for every 5 over, if into larger 1d6 dam spend a Force Point to protect adjacent allies, spend a Destiny Point to protect any size vehicle can change activation to full to affect all targets within 2sq radius, spend Force Point for 4sq can spend a Force Point to fill storm with force lightning, Use the Force v. Ref Def 3d6 dam or Destiny Point for 6d6 as a swif action, end duration of storm to deal 4d6 dam to all targets within 2sq of you target temporarily immobilized one round can change activation to full to affect all targets in 6sq cone each hour in a Force Trance, regain hp = 2 x character level spend a Force Point to have target take full ion dam can wield three weapons if moved off elevated surface involuntarily can activate power as reac and end move on last square compare Use the Force to Fort Def, if over both Fort & Ref Def, push target 1 sq & target knocked prone maintain threshold penalty as swif can change activation to full to target all within 6sq cone, spend Force Point for 12sq move object as swift not move, use as a weapon requires move not standard spend a Force Point to gain +5 on Use the Force can end move in occupied space but must be legal unoccupied square can spend a Force Point to target all in 5x5 area at least one square in range, Destiny Point for 10x10 area can rebuke for an ally within 12sq & LOS range = 12 sq, ignore DR can change activation to full to target all within 2sq radius, spend Force Point for 4sq can affect ally within 6sq

Sense Force as a move action not full-round action use as a free action not a swift action if move target down track can spend Force Point to make condition persistent (surgery or repairs) spend a Force Point to push target 2 squares can change time to full in order to target all droids in 6-square cone from your square may reroll Use the Force for Telepathy and keep the better result can spend a Force Point to target all enemies within 5 squares, spend a Destiny Point for all in LOS you gain benefits as well can affect ally within 6sq & LOS if unwilling, Use the Force v. Will Def, retain ability to speak & understand 24 hours

F CR CR F C J C J CR F CR F CR C

BOOK F

89 103 103 89 55 37

103 89 103 89 103

PAGE FORCE SECRET 89 Corrupted Power Debilitating Power Devastating Power Distant Power Enlarged Power Extend Power Holocron Loremaster 55 Linked Power 37 Mentor Multitarget Power Pure Power Quicken Power Remote Power Shaped Power 55 Unconditional Power

LOS Y

EFFECT spend a Force Point, opponents with lower Dark Side -2 all Def, your Dark Side score must = Wis, spend a Destiny Point to decrease all Def -5 when a force power deals dam, spend FP & target -1 down track if over thresh, spend DP for -3 down spend a Force Point to increase damage dice by 50%, spend Destiny Point to double dice spend a Force Point to multiply range by 10, spend Destiny Point for anywhere in same system spend a force point to double area affect, spend Destiny Point to multiply by 5 spend a Force Point to sustain power as swif if concentration is needed for a # rounds = Cha mod spend a Force Point to add 1 Force power from ally to your suite to use before your next turn or lose, spend Destiny Point for until end of encounter, can add your knowledge to a holocron spend a Force Point choose two powers, one goes off this round, other goes off next round as free spend a Force Point to add 1 Force power you use to an ally w/in 12 sq & LOS to use before end of your next turn or lose, spend DP for until end of encounter, only if trained an apprentice successfully spend a Force Point to affect an additional target, spend Destiny Point for target per four levels spend a Force Point, opponents with Dark Side of 1+ = -2 all Def, DP = -5, your Dark Side score = 0 spend a Force Point to activate move or standard force powers as a swift action, Destiny for reaction spend a Force Point for area affect to originate within 6sq of you, spend DP for any sq in LOS spend a Force Point on cone power to affect a line 1 sq x 5xcone's length, spend Destiny Pt to affect 1 or more targets of your choice w/in a # of squares of you = to cone length ignore all condition track penalties when you activate a power affecting you

Lightsaber?

BOOK

Target

FORCE REGIMEN J 10 Awaken Force Sensitivity

J 10 Eyes of the Force

J 11 Oxygen Bottle

J 11 Quiet the Mind

J 11 Sparring Practice

J 11 Telekinetic Practice

J 12 Training Remote

J 13 Vo'Ren's Fifth Cadence

J 12 Vo'Ren's First Cadence

J 13 Vo'Ren's Fourth Cadence

J 12 Vo'Ren's Second Cadence

J 13 Vo'Ren's Third Cadence

PAGE

1 hr

1 hr you

1 hr you

1 hr you

2 hr you

1 hr you

1 hr you

3 hr you

1 hr you

3 hr you

2 hr you

3 hr you

ACT

1

Y

Y

Y

Y

Y

Y

Y

EFFECT DC13: gain the benefit of Gauge Force potential DC18: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks DC23: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +1 DC28: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +2 DC13: +1 Use the Force with Telepathy DC18: +2 Use the Force with Telepathy DC23: +2 Use the Force with Telepathy & against unwilling can sense surface emotions & stray thoughts DC13: +2 Fort Def v. inhaled poisons & non-corrosive atmosphere DC18: +5 Fort Def v. inhaled poisons & non-corrosive atmosphere DC23: immune v. inhaled poisons & non-corrosive atmosphere DC13: +1 farseeing but not regained if used DC18: +1 farseeing DC23: +1 farseeing & gain benefit of Visions DC18: spend a Force Point to add to Block, does not count as one Force Point use DC23: spend a Force Point to add to Block, does not count as one Force Point use, gain FP for Block DC28: spend a Force Point to add to Block, does not count as one Force Point use, gain 2 FP for Block DC18: +1 Force Point when you use telekinetic Force Powers DC23: +2 Force Points when you use telekinetic Force Powers DC28: +2 Force Points when you use telekinetic Force Powers & reroll Use the Force made to activate (mtr) DC18: spend a Force Point to add result to Deflect, does not count as one Force Point use DC23: spend a Force Point to add result to Deflect, does not count as one FP use, gain FP for Deflect DC28: spend a Force Point to add result to Deflect, does not count as one FP use, gain 2 FP for Deflect DC31: +1 Use the Force to Move Light Object DC37: +2 Use the Force to Move Light Object DC43: +2 UtF to Move Lt Object & add Kinetic Combat, can spend FP to reroll UtF to activate telekinetic DC13: +1 Will Def DC18: +2 Will Def DC23: +2 Will Def & benefits of Severing Strike DC26: +1 Use the Force to maintain Force power when you take damage DC32: +2 Use the Force to maintain Force power when you take damage DC38: +2 UtF to maintain Force power when you take damage & can spend FP as reac to not make new UtF DC18: +1 atk against creatures that flank you DC23: +2 atk against creatures that flank you DC28: +2 atk against creatures that flank you & benefits of Whirlwind Attack DC23: +1 on ranged attacks when Redirecting Shot DC28: +2 on ranged attacks when Redirecting Shot DC33: +2 on ranged attacks when Redirecting Shot & spend FP to Block & Deflect, does not count as 1 FP

Category

ITEM

PREREQUISITES

BOOK SV K SV SV K J SV J SV SV SV GI J SV SV SV SV K SV J K SV SV SV

PAGE

TIER

ACT

FP?

MtR

Accessory

44 Aquatic adaptation

Accessory Accessory Accessory Accessory Accessory Accessory

75 Armor reinforcement 45 Armorplast 42 75 60 43 Bayonet ring Beam splitter Beckon call Bipod

Accessory Accessory Accessory

60 Blade lock 40 Cheater 45 Climbing claws

Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory

40 68 60 45 43 40 41 75

Cloaked Componentization Concealed compartment Diagnostics system Double trigger Droidification Dual gear Durasteel bonding

Accessory Accessory Accessory Accessory Accessory Accessory

41 60 75 41 45 41

Electrograpple handle Electrum detail Enhanced energy projector Environmental sealing Environmental systems Extra power source

Accessory

J

60 Fiber cord

Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory

J SV K CR SV K SV SV SV SV J SV SV GW SV

60 Force-Activated 46 75 140 46 75 46 46 46 46 60 46 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

43 Ion charger 50 Ion shielding 46 Jump servos

Accessory

SV

41 Memory upgrade

Accessory

SV

41 Memory upgrade, advanced

Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory

K SV SV SV SV SV J SV SV SV SV

76 41 43 43 43 46 60 43 46

Mesh underlay Miniaturized Missile load Neutronium reinforcement Overload switch Powered exoskeleton Pressure grip Pulse charger Radiation shielding

43 Rangefinder 47 Rangefinder, armor

Accessory

SV

44 Rapid Recycler

Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory

SV SV SV SV SV SV SV SV SV SV SV

47 41 41 47 44 41 47 47 47 47

Ready harness Recognition system Remote activation Repulsorlift Retractable stock Secret compartment Shadowskin Shadowskin, reflec Shield generator, SR 10 Shield generator, SR 5

47 Shockweb

Accessory Accessory Accessory Accessory Accessory Accessory

SV SV SV SV SV CR

42 44 44 42 42 140

Silverplate Slinker Sniper switch Spring loaded Storage capacity Targeting scope

Accessory

CR

140 Targeting scope, low-light

Accessory Accessory Accessory Accessory Accessory Accessory Armor Armor Armor

J K SV SV J SV

60 76 47 47 60 47

Trapped grip Tremor cell Vacuum seals Vacuum seals, advanced Waterproof casing Weapon mount 6 9 2 2 3

CR 282 ARC Trooper armor CR 132 Armored spacesuit GW 44 Barabel microbe armor

Armor Armor Armor Armor Armor Armor

CR CR K K K K

132 132 71 70 70 71

Battle armor Battle armor, heavy Battle armor, heavy powered Battle armor, light Battle armor, light powered Battle armor, powered

8 10 9 5 4 7

2 4 4 2 2 2

Armor

SV

48 Beskar'gam, heavy

10

4

Armor

SV

48 Beskar'gam, light

5

2

Armor

SV

48 Beskar'gam, medium

8

2

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor

GW CR K L C GW CR CR CR T CR L

44 132 179 98 64 44 132 281 133 22 133 183

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 Cortosis Gauntlet

3 2 2 9 5 6 7 6 4 5 7 1 2 2 2 2

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor

F J J J CR SGD CR CR CR CR CR SGD SGD SGD CR CR CR CR CR CR K K K K K

178 61 61 61 262 54 193 193 193 193 193 54 54 54 193 193 193 193 193 193 71 71 71 71 71

Coruscant Guard armor Dark armor, heavy Dark armor, light Dark armor, medium Darth Vader's custom armor Droid, Crystadurium plating Droid, Duranium battle armor Droid, Duranium plating Droid, Durasteel battle armor Droid, Durasteel plating Droid, Durasteel shell Droid, Duravlex shell Droid, Laminanium plating Droid, Laminanium plating Droid, Mandalorian steel shell Droid, Neutronium plating Droid, Plasteel shell Droid, Quadanium battle armor Droid, Quadanium plating Droid, Quadanium shell Energy shields, heavy SR 25 Energy shields, heavy SR 30 Energy shields, light SR 10 Energy shields, light SR 5 Energy shields, medium SR 15

6 8 4 7 8 10 10 8 8 6 4 4 4 12 9 11 2 7 5 3

2 5 3 4 2

Armor Armor Armor

K F K

71 Energy shields, medium SR 20 179 EVO Trooper armor 72 Fiber armor

6 4

2 1

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor

CR CR CR L L C SV SV SV F L

137 133 133 140 140 182 48 48 49 183 183

Flight suit Flight suit, armored Flight suit, padded Galactic Alliance Armor Galactic Alliance Armor, fleet crew Geonosian warrior tunic GTU AV-1C combat armor GTU AV-1S scout armor Half-vest Heavy dungeoneer armor Imperial Knight armor

5 3 4 2 4 9 7 1 10 8

1 2 1 1

4 2 2 2

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor

J 62 Jedi battle armor, light J 62 Jedi battle armor, medium F 180 Jumptrooper armor GW 44 Katarn-class commando armor L SV K K F ? K K GW 183 49 219 219 217 Knighthunter armor Krail 210 personal armor Krath armor Krath battle armor Light combat armor Mandalorian Armor 202 Mandalorian battle armor 201 Mandalorian combat suit 45 Marine armor

3 5 6 9 7 7 5 5 5 +1 8 4 5

3 5 2 4 2 1 2 2 2 2 1 2

Armor

K

72 Matrix armor

9

3

Armor Armor

R K

51 Merr-Sonn KZZ riot armor 72 Mesh armor

2 6

2 2

Armor Armor Armor Armor

K K J R

202 201 62 128

Neo-Crusader assault armor Neo-Crusader light armor Orbalisk armor Phase II Dark Trooper armor

10 6 10 10

4 2 2

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor 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

R F F K K K T F CR CR R F SV R K K W W W CR CR T GW R CR R R GW C C SV C L CR K J L R J J J K J J K

128 Phase III Dark Trooper armor 177 Phase Zero Dark Trooper armor 180 Radtrooper armor 179 179 179 77 174 133 280 127 175 49 51 149 147 Republic combat armor Republic heavy armor Republic light armor Riot Shield Royal Guard armor Sandtrooper armor Scout trooper armor Seatrooper Armor Shadow Guard armor Shadowsuit Shield gauntlet Sith Battle suit Sith Trooper Armor Skakoan heavy pressure suit Skakoan light pressure suit Skakoan medium pressure suit Snowtrooper armor Space suit SpecForce armor Stalker armor Storm Commando armor Stormtrooper armor Stormtrooper armor, reinforced Stormtrooper, stygian-triprismatic Stun cloak -

12 6 6 6 8 4 5 7 6 4 4 7 1 7 6 9 5 8 6 5 7 4 6 7 7 1

2 4 2 3 1

2 2 1 2 2 3 2 2 2 2 2

133 137 95 45 123 133 122 121 45

2 2 2

64 Thinsuit 64 Tracker utility vest 13 Ubese environmental suit 64 Vacuum pod 140 Venom assault armor 133 72 63 66 127 59 59 57 66 56 57 Vonduun crabshell Weave armor WJ-880 blinding helmet Yuuzhan Vong Biotech Zero-G Stormtrooper Armor Ankarres Sapphire Barab Bondar Bondar Compressed Corusca

0 1 4 4 10 5 6 0 9 0 2 1 4 5 2 0 3

66 Daminia

Crystals

J

59 Dantari

Crystals

J

57 Dragite

Crystals Crystals Crystals Crystals Crystals Crystals

J K J K J J

58 66 58 66 59 58

Durindfire Eralam Firkraan Firkraan Heart of the Guardian Hurikane

Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals

J J K J J J J J K J

56 58 66 59 58 56 59 59 66 59

Ilum Jenraux Jenraux Kaiburr Crystal Kasha Kathracite Krayt dragon Lambent Luxum Mantle of the Force

Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Destiny Destiny Destiny Destiny Destiny Destiny

J K J K J K J J K K J K K J J J K F CR F CR CR CR

56 Mephite 66 Nextor 58 Opila 66 Opila 58 66 56 58 66 66 58 66 66 58 57 57 66 36 113 35 115 114 114 Phond Phond Pontite Rubat Rubat Sapith Sigil Sigil Sigil Solari Synthetic Unstable Upari Champion Corruption Creation Death and Destiny Destruction Discovery

Destiny Destiny Destiny Destiny Equipment

CR F CR CR SV

114 36 114 115 52

Education Liberation Redemption Rescue ABC Scrambler

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

CR R UR GW T CR GI CR K CR CR CR K J CR L L L L L L L C

138 All-temperature cloak 51 Ambient aural amplifier 40 Antidote synthesizer 45 Anti-rad dose 19 Antisecurity Blades (Jango Fett) 28 Antitox breath mask 66 Antitoxin Patch 136 Aquata breather 73 Aural amplifier 137 137 140 176 64 139 68 68 68 68 Bacta tank (empty) Bacta, 1 liter Bandolier Bao-Dur's cybernetic arm Battle harness, Sith Binder cuffs Bio-implant, Body spikes Bio-implant, Cosmetic enhancements Bio-implant, Enhanced vision Bio-implant, Natural armor

68 Bio-implant, Natural weapon 68 Bio-implant, Poison filter 68 Bio-implant, Replacement body part 65 Bioscanner

R 149 BioTech Borg Construct AJ-6 L 65 Biotech tool kit GW 49 Borg Construct

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

GW

49 Borg Construct Datacard/Know cart port

GW 49 Borg Construct Knowledge cartridge CR 136 Breath mask CR 137 Breath mask, atmosphere filter GW 46 Camouflage netting C 65 Camouflage netting C 65 Camouflage netting, powered GW 46 Camouflage poncho

Equipment Equipment

CR UR

138 Chain (3 meters) 40 Climbing harness

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

CR 134 Code cylinder GW 46 Com scrambler GI CR L CR CR CR GW GW CR GW K T C R 66 134 65 134 134 134 49 46 134 46 73 87 Comlink, Earbud Comlink, encryption Comlink, hands-free Comlink, holo capability Comlink, long-range Comlink, short-range Comlink, subcutaneous Comlink, tightbeam Comlink, video capability Communication scanner Computer interface visor Computer spikes

65 Computer, bracer 51 Computerized interface scope

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

T 45 Cortosis Gauntlet CR 134 Credit chip GW 46 Cryogenic pouch CR GW L CR CR CR F K 137 49 53 136 136 136 101 73 Cybernetic prosthesis Cybernetic prosthesis Darth Krayt's holocron Datacards, blank (10) Datapad Datapad, basic Decoy Glowrod Demolitions sensor

GW 46 Droid diagnostic CR 136 Electrobinoculars

Equipment Equipment Equipment Equipment Equipment

UR

40 Emergency vacuum seal

J 64 Energy cage, universal CR 139 Energy cell GW 49 Eye, infrared sensor GW 49 Eye, targeting

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

GW

49 Eye, telescoping

T 54 FastFlesh Medpac GW 47 Field food processor CR 138 Field kit CR 139 Fire extinguisher UR 40 Fire paste UR 40 Fire rod GI 66 Flash Suppressor/Silencer CR 137 Flight suit SV 52 Force Cage J 63 Force detector J 63 Force training aid

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

CR SV SV J CR C T CR T GI CR F CR CR F UR K K K K K K

136 9 9 57 136 66 37 140 87 66 136 101 140 140 101 40 74 74 74 74 75 75

Fusion lantern Gand breathing apparatus Gand transliterator Geological compressor Glow rod Halo lamp Heat Sensor Helmet package HiBaka 2000 Mem-Stik Holo Converter Holoprojector, personal Holoshroud Holster, Concealed Holster, Hip Hush-About Personal Jetpack Hypoinjector wristband Implant, bio-stabilizer Implant, Cardio Implant, Combat Implant, Memory Implant, nerve reinforcement Implant, regenerative

Equipment Equipment Equipment Equipment Equipment Equipment

K CR T CR SV SV

75 Implant, sensory 138 Jet pack 87 Lectroticker 138 Liquid cable dispenser (15 meters) 52 Lock Breaking Kit 52 Man Trap

Equipment

UR

220 Mask of Darth Nihilus

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

T K J K CR CR CR UR

36 MDS-50 Medisensor 73 Mechanical interface visor 63 Medical bundle, 8-2A 73 Medical interface visor 138 138 139 41 Medical kit Medpac Mesh tape Microlab

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

W K UR K W GI GW GW UR CR UR CR CR CR CR

Mobile Hologram Projection Pod 74 Motion sensing visor 41 Multitool, personal 74 Neural band Ooglith Masquer 66 Panic Ring 47 Personal field shelter 47 41 134 41 136 139 139 139 Plasma bridge Plastent Pocket scrambler Portable beacon Portable computer Power generator Power pack Power recharger

Equipment

R

127 Propulsion Pack

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

GW GW CR CR CR CR GI UR UR F T

47 47 138 136 136 136 67 41 41 102 17

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

Equipment Equipment

UR UR

41 Saddle, riding 42 Saddle, war

Equipment Equipment Equipment

CR 139 Security kit CR 136 Sensor pack GW 50 Sensory enhancement

Equipment Equipment

GI UR

67 Shield Cage 42 Shipsuit

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

UR 42 Signal wand GW 50 Skeletal reinforcement UR 42 Sonar mapper F 102 Sound sponge CR 137 Space suit SV 52 Spacer's Chest L 66 Spy bug K 74 Stealth field generator J 64 Subelectronic converter UR 42 Subsonic field emitter CR 138 Surgery kit GI 67 Surveillance Detector

Equipment

GI

67 Surveillance Tagger

Equipment Equipment Equipment

CR 138 Syntherope (45 meters) GW 47 Targeting beacon CR 140 Targeting scope, enhanced

Equipment

CR

140 Targeting scope, standard

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment

CR 130 Timer for Explosives CR 139 Tool kit GI 67 Toxin Detector UR 41 Translator, personal GW 50 Tremor sensor GW 47 Triangulation visor GI 12 Ultraviolet visor (Defel) CR 140 Utility belt K 74 Vacuum mask GW 47 Vacuum survival pouch GI 67 Veridicator GI 67 Vid-Vox Scrambler C 66 Visual wrist comm CR 134 Vox-box UR 42 Water extractor L 140 Xcalq portable computer "Slicer Special" L 141 Xcalq stealth pack

Equipment Event Event

L R R

66 Yuuzhan Vong Biotech 17 Bankrupt 17 Conspiracy

Event

R

17 Crippled

Event Event

R R

17 Disgraced 17 Enslaved

Event Event Event Event Event Event Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives

R R R R R R

17 Exiled 18 18 18 18 18 Imprisoned Marooned Orphaned Scarred Widowed

GW 42 Antipersonnel Mine W Antipersonnel Mine, HX2 F 100 Antivehicle mine W Antivehicle Proton Mine CR 131 Detonite GW 43 Detonite cord CR F GW F F GW 131 100 43 100 100 43 Explosive charge Flechette mine Ion mine Land mine Laser trip mine Limpet mine

Explosives Explosives Explosives Feat

F F CR T

100 100 132 64

Manual trigger Proximity mine Timer A Few Maneuvers

Dodge, Vehicular Combat

Feat Feat Feat Feat Feat Feat

K CR GI F F

32 Accelerated Strike 82 Acrobatic Strike 25 Adaptable Talent 31 Advantageous Attack 31 Advantageous Cover

BAB +6 Trained in Acrobatics

BAB +1 Trained in Stealth Droid, PB Shot, Precise Shot, proficient

SGD 22 Aiming Accuracy

Feat Feat Feat Feat

R F C GW

31 Ample Foraging 32 Angled Throw 28 Anointed Hunter 28 Aquatic Specialists (team feat)

Ewok Dex 13 Nelvaanian species Trained in Swim

Feat

CR

82 Armor Proficiency (heavy)

AP light, AP medium

Feat

CR

82 Armor Proficiency (light)

Feat

CR

82 Armor Proficiency (medium)

AP light

Feat Feat Feat Feat Feat

C GW W R L

28 Artillery Shot 28 Ascension Specialists (team feat) Assault 28 Assured Attack 34 Attack Combo (Fire & Strike)

proficient with weapon Trained in Climb Double Atk or Dual Weapon I, BAB +6 BAB +9, Atk Combo (Melee) & (Ranged)

Feat

L

34 Attack Combo (Melee)

BAB +3

Feat Feat Feat Feat Feat Feat

L L L F GW CR

34 Attack Combo (Ranged) 34 Autofire Assault 34 Autofire Sweep 32 Bad Feeling 22 Bantha Herder 82 Bantha Rush

BAB +3 Weapon Focus Weapon Focus

BAB +1, proficient with weapon Str 13, BAB +1

Feat

GW

23 Battering Attack

Bantha Rush, Trip

Feat Feat Feat

R L L

31 Binary Mind 34 Biotech Specialist 35 Biotech Surgery

Cerean Trained in Mechanics Trained in Treat Injury

Feat Feat Feat Feat Feat Feat Feat

F GI R R GI L CR

32 Blaster Barrage 25 Bone Crusher 31 Bothan Will 31 Bowcaster Marksman 25 Brilliant Defense 35 Brink of Death 82 Burst Fire

Coordinated Attack Crush* Bothan Wookiee Int 13

WP heavy, proficient w/weapon

Feat Feat Feat

SV CR GI

21 Burst of Speed 82 Careful Shot 25 Channel Rage

Trained in Endurance BAB +2, Point Blank Shot Rage

Feat

CR

82 Charging Fire

BAB +4

Feat

K

31 Charging Fire + Dodge

Combo, requires Dodge

Feat Feat

R CR

31 Clawed Subspecies 83 Cleave

Quarren Str 13, Power Attack

Feat

SV

21 Close Combat Escape

Trained in Acrobatics

Feat Feat

SV CR

21 Collateral Damage 83 Combat Reflexes

Rapid Shot, BAB +6

Feat

K

32 Conditioning

Str 13, Con 13

Feat

R

31 Confident Success

Bothan

Feat

F

33 Controlled Rage

Rage

Feat Feat

CR C

83 Coordinated Attack 28 Coordinated Barrage

BAB +2 BAB +5, Coordinated Attack

Feat Feat

SV GW

21 Cornered 28 Covert Operatives (team feat) Trained in Stealth

Feat

K

32 Critical Strike

BAB +9, melee weapon, Weapon Focus PB Shot, Precise Shot, BAB +6 BAB +1, Pin

Feat Feat Feat Feat

F CR F GI

33 Crossfire 83 Crush 33 Cunning Attack 27 Cut the Red Tape

Trained in Knowledge (bureaucracy) Trained in Treat Injury Droid, Dex 13

Feat Feat

CR

83 Cybernetic Surgery

SGD 22 Damage Conversion

Feat Feat Feat

R CR SV

31 Darkness Dweller 84 Deadeye 21 Deadly Sniper

Sullustan BAB +4, PB Shot, Precise Shot Sniper, trained in Stealth

Feat

SV

21 Deceptive Drop

Trained in Initiative

Feat

R

31 Deep Sight

Quarren

Feat

R

28 Deft Charge

Feat

GI

27 Demoralizing Strike

Cha 13

Feat Feat Feat Feat Feat

SV GW R GW R

21 Desperate Gambit 23 Destructive Force 31 Devastating Bellow 23 Disabler 31 Disarming Charm Ithorian proficient with weapon Sullustan

Feat

SGD 22 Distracting Droid

Droid

Feat Feat Feat Feat

GI GW CR K

27 Disturbing Presence 23 Dive for Cover 84 Dodge 31 Dodge + Charging Fire

trained in Deception Trained in Jump Dex 13 Combo, requires Charging Fire

Feat

K

31 Dodge + Running Attack

Combo, requires Running Attack

Feat Feat

CR W

84 Double Attack Dreadful Countenance

BAB +6, proficient with weapon Cha 13, Sith

Feat Feat Feat

CR

84 Dreadful Rage

BAB +1, Rage species trait Trained in Mechanics & Use Computer proficient with weapon

SGD 22 Droid Focus C 29 Droid Hunter

Feat Feat

SGD 22 Droid Shield Mastery C 28 Droidcraft

Droid, equipped with shield generator Trained in Mechanics

Feat Feat Feat Feat Feat Feat

CR K CR CR SV K

84 Dual Weapon Mastery I 31 Dual Weapon Mastery I + Quick Draw 84 Dual Weapon Mastery II 84 Dual Weapon Mastery III 21 Duck and Cover 33 Echani Training

Dex 13, BAB +1 Combo, requires Quick Draw Dex 15, BAB +6, Dual Weapon Mastery I Dex 17, BAB +11, Dual Mastery I, II Trained in Stealth Dex 13, Martial Arts I

Feat

GW

26 Echani Training

Dex 13, Martial Arts I

Feat Feat Feat

SGD 22 Erratic Target CR C 84 Exotic Weapon Proficiency 29 Experienced Medic

Droid, Dex 13, Dodge, hovering/flying locomotion BAB +1 Trained in Treat Injury

Feat

GI

27 Expert Briber

Cha 13

Feat

C

29 Expert Droid Repair

Trained in Mechanics

Feat Feat Feat Feat Feat Feat

CR CR CR R R L

85 85 85 29

Extra Rage Extra Second Wind Far Shot Fast Surge

Rage species trait Trained in Endurance Point Blank Shot

33 Fast Swimmer 36 Fatal Hit

Mon Calamari Str 13, Dex 13

Feat Feat Feat Feat Feat

L GW C R GI

35 Feat of Strength 23 Fight Through Pain 29 Flash and Clear 33 Flawless Pilot 27 Flèche

Str 15

Duros BAB +1

Feat

SV

21 Fleet-Footed

Running Attack

Feat Feat

C K

29 Flood of Fire 33 Flurry

proficient with weapon Dex 13

Feat

F

33 Focused Rage

Rage, Controlled Rage

Feat

J

23 Follow Through

Feat Feat Feat Feat Feat Feat Feat

CR GW K J CR CR K

85 Force Boon 23 Force of Personality 33 Force Readiness 23 Force Regimen Mastery 85 Force Sensitivity 85 Force Training 31 Force Training + Improved Disarm

Force Sensitivity Cha 13

Force Sensitivity, trained Use the Force Non-droid Force Sensitivity Combo, requires Improved Disarm

Feat Feat

GW GI

23 Forceful Blast 27 Forceful Recovery

BAB +1, proficient with weapon Force Training*

Feat Feat

R GW

33 Forest Stalker 23 Fortifying Recovery

Ewok Con 13

Feat

SV

21 Friends in Low Places

Trained in Gather Information

Feat Feat

R L

33 Fringe Benefits 36 Galactic Alliance Military Training

Rodian

Feat Feat

K C

33 Gearhead 31 Grand Army of the Republic Training proficient with armor worn

Feat

L

36 Grapple Resistance

Feat Feat

GI CR

27 Grazing Shot 85 Great Cleave

Point Blank Shot Str 13, Cleave, Power Attack, BAB +4 Gungan BAB +1 (can use Gunnery tactics)

Feat Feat

R C

33 Gungan Weapon Master 31 Gunnery Specialist

Feat

SV

22 Hasty Modification

Tech Specialist

Feat Feat

SV GW

22 Hideous Visage 26 Hijkata Training

Shapeshift Combat Reflexes, Martial Arts I

Feat

GI

28 Hobbling Strike

Sneak Attack talent or Rapid Shot/Strike

Feat Feat Feat Feat Feat

R R R SV SV

33 Hunter's Instincts 34 Imperceptible Liar 29 Imperial Military Training 23 Impersonate 23 Impetuous Move

Rodian Twi'lek

Shapeshift, SF Deception Con 13

Feat

K

33 Implant Training

Possess a cybernetic implant

Feat

F

33 Improved Bantha Rush

Str 15, Bantha Rush, BAB +1

Feat

CR

85 Improved Charge

Dex 13, Dodge, Mobility

Feat Feat Feat

CR CR CR

86 Improved Damage Threshold 85 Improved Defenses 85 Improved Disarm

Int 13, Melee Defense

Feat

K

31 Improved Disarm + Force Training

Combo, requires Force Training

Feat

GI

28 Improved Opportunistic Trickery

Opportunistic Trickery*

Feat

K

33 Improved Rapid Strike

Rapid Strike, light melee weapon

Feat Feat

SV R

23 Impulsive Flight 34 Inborn Resilience Zabrak

Feat Feat Feat

K R GI

33 Increased Agility 34 Increased Resistance 28 Indomitable Personality

Conditioning Gamorrean Cha 13

Feat

F

33 Informer

Trained in Perception

Feat

R

34 Instinctive Perception

Zabrak

Feat

SGD 22 Ion Shielding

Droid with Str 13 or cyborg with Con 13

Feat Feat Feat Feat Feat

C R R R SV

31 34 34 34 23

Jedi Familiarity Jedi Heritage Justice Seeker Keen Scent Knife Trick

Twi'lek, Force Sensitivity Kel Dor Ewok Lightning Draw, trained in Stealth

Feat

L

36 Knock Heads

Str 13, Dex 13, Multi-Grab

Feat

GW

27 K'tara Training

Martial Arts I, trained in Stealth

Feat

GW

27 K'thri Training

Martial Arts I, Dual Weapon Mastery I

Feat

R

34 Lasting Influence

Bothan

Feat

C

31 Leader of Droids

Feat Feat Feat Feat Feat Feat

SV CR K SGD K J

23 Lightning Draw 86 Linguist 34 22 34 23 Logic Upgrade: Self-Defense Logic Upgrade: Skill Swap Logic Upgrade: Tactician Long Haft Strike

Quick Draw Int 13 Droid Droid, basic processor Droid, BAB +4 proficient with weapon

Feat

K

34 Mandalorian Training

Charging Fire

Feat Feat Feat Feat

CR CR CR GI

86 Martial Arts I 86 Martial Arts II 86 Martial Arts III 28 Master of Disguise BAB +3, Martial Arts I BAB +6, Martial Arts I, II trained in Deception, Cha 13

Feat Feat Feat

R

34 Master Tracker

Rodian Precise Shot*, BAB +4 Droid, Martial Arts I, BAB +1

GI 28 Meat Shield SGD 24 Mechanical Martial Arts

Feat

GW

29 Medical Team (team feat)

Trained in Treat Injury

Feat

CR

86 Melee Defense

Int 13

Feat

SV

23 Metamorph

Con 13, shapeshift, trained Deception Str 13 Str 13 Cerean

Feat Feat Feat

CR F R

86 Mighty Swing 33 Mighty Throw 34 Mind of Reason

Feat Feat

GW CR

24 Mission Specialist 86 Mobility Dex 13, Dodge

Feat

T

127 Momentum Strike

Trained in Pilot or Ride

Feat

R

34 Mon Calamari Shipwright

Mon Calamari

Feat

T

127 Mounted Defense

Trained in Pilot or Ride

Feat

GW

29 Mounted Regiment (team feat)

Trained in Ride

Feat Feat

R L

29 Moving Target 36 Multi-Grab

Dodge Dex 13

Feat

SGD 24 Multi-Targeting

Droid, Int 13, proficient

Feat Feat Feat

F R GW

34 Natural Leader 34 Nature Specialist 24 Never Surrender

Cha 13 Ithorian Trained in Endurance

Feat

GW

29 Nimble Team (team feat)

Trained in Acrobatics

Feat Feat

GW SV

25 Officer Candidacy Training 23 Opportunist Retreat

Combat Reflexes

Feat

GW

25 Opportunistic Shooter

Feat

GI

28 Opportunistic Trickery

Combat Reflexes, Sneak Attack

Feat Feat

C C

31 Overwhelming Attack 31 Pall of the Dark Side Dark Side Score 1+

Feat Feat Feat

R R CR

35 Perfect Intuition 35 Perfect Swimmer 87 Pin

Cerean Gungan BAB +1

Feat

SGD 24 Pincer

Droid, claw or hand, BAB +1, Pin, Crush

Feat

SGD 24 Pinpoint Accuracy

Droid, Aiming Accuracy, PB Shot, Precise Shot, proficient

Feat Feat

GW R

25 Pistoleer 35 Pitiless Warrior

proficient with weapon Trandoshan

Feat Feat

CR K

87 Point Blank Shot 34 Poison Resistance

Con 13

Feat

CR

87 Power Attack

Str 13

Feat Feat

K CR

34 Power Blast 87 Powerful Charge

Dex 13 BAB +1, Medium or larger size

Feat Feat Feat Feat Feat Feat

F CR GW R R R

34 Powerful Rage 87 Precise Shot 25 Predictive Defense 29 Prime Shot 35 Primitive Warrior 35 Quick Comeback

Rage Point Blank Shot Int 13 Point Blank Shot Gamorrean Gamorrean

Feat Feat Feat Feat Feat

CR K K K L

87 Quick Draw 31 Quick Draw + Dual Weapon Mastery I 31 Quick Draw + WP (lightsabers) 34 Quick Skill 36 Rancor Crush

BAB +1 Combo, requires Dual Weapon Mastery I Combo, requires proficiency in lightsabers

Str 15, Crush, Pin, BAB +1

Feat Feat Feat Feat Feat

R CR CR F R

29 Rapid Reaction 88 Rapid Shot 88 Rapid Strike 34 Rapport 35 Read the Winds BAB +1, proficient with weapon BAB +1, proficient with weapon Wis 13 Kel Dor

Feat

R

30 Rebel Military Training

Running Attack

Feat

F

35 Recall

Trained in one Knowledge skill

Feat Feat Feat

R GI R

30 Recovering Surge 28 Recurring Success 35 Regenerative Healing

Trandoshan

Feat Feat

J K

23 Relentless Attack 35 Republic Military Training

proficient & Double Attack w/weapon

Feat Feat

GW GI

25 Resilient Strength 28 Resolute Stance

Str 13 BAB +1

Feat

SV

24 Resurgence

Trained in Endurance

Feat

R

35 Resurgent Vitality

Wookiee

Feat Feat Feat Feat

L L GW GW

37 Return Fire 37 Returning Bug 25 Riflemaster 25 Risk Taker

Dex 15, Quick Draw, Weapon Focus proficient with weapon proficient with weapon Trained in Climb or Jump

Feat

CR

88 Running Attack

Dex 13

Feat

K

31 Running Attack + Dodge

Combo, requires Dodge

Feat

GI

28 Sadistic Strike

Feat Feat

F F

35 Savage Attack 35 Scavenger

Double Attack, proficient with weapon

Feat

R

35 Scion of Dorin

Kel Dor

Feat

SGD 24 Sensor Link

Droid or cyborg with associated hardware

Feat Feat Feat

C CR R

31 Separatist Military Training 88 Shake It Off 35 Sharp Senses

Con 13, trained in Endurance Mon Calamari

Feat

SGD 25 Shield Surge

trained Mechanics, Droid or cyborg with scomp or similar

Feat

R

35 Shrewd Bargainer

Quarren

Feat Feat

SV GI

24 Signature Device 29 Silver Tongue

Tech Specialist Trained in Persuasion

Feat Feat Feat Feat Feat Feat Feat

K GI GI GI CR CR

35 Sith Military Training 29 Skill Challenge: Catastrophic Avoidance 29 Skill Challenge: Last Resort 29 Skill Challenge: Recovery 88 Skill Focus 88 Skill Training Small or larger droid with 2 appropriate appendages, Str 13 Trained in Use Computer Dodge

SGD 25 Slammer

Feat Feat

GW SV

29 Slicer Team (team feat) 24 Slippery Maneuver

Feat

CR

88 Sniper

BAB +4, PB Shot, Precise Shot

Feat Feat Feat

K R GW

35 Sniper Shot 35 Spacer's Surge 25 Sport Hunter

Proficient with ranged weapon Duros proficient with weapon

Feat Feat Feat

C SV GW

31 Spray Shot 24 Staggering Attack 26 Staggering Attack

Sneak attack talent or Rapid Shot/Strike BAB +1, proficient with weapon

Feat Feat Feat

GI S S

29 Stand Tall 20 Starship Designer 20 Starship Tactics Tech Specialist, Trained in Mechanics Vehicular Combat, Trained in Pilot Martial Arts I, Running Attack Trained in Endurance

Feat Feat

GW SV

27 Stava Training 24 Stay Up

Feat

GW

26 Steadying Position

Careful Shot

Feat Feat

F R

35 Strafe 36 Strong Bellow

Running Attack Ithorian

Feat Feat Feat Feat Feat

CR SV T R CR

88 Strong in the Force 24 Superior Tech 91 Suppression Fire 36 Sure Climber 88 Surgical Expertise

Int 17, Tech Specialist, 9th level Str 13, Burst Fire, WP Heavy Sullustan Trained in Treat Injury

Feat Feat

R F

36 Survivor of Ryloth 35 Swarm

Twi'lek Coordinated Attack

Feat

SV

25 Tactical Advantage

Combat Reflexes

Feat

S

21 Tactical Genius

Starship Tactics, Vehicular Combat*

Feat

GW

28 Tae-Jitsu Training

Martial Arts I, Dodge, trained in Initiative Trained in Mechanics Trained in Mechanics Martial Arts I, Str 13

Feat Feat Feat

S GW GW

21 Tech Specialist 29 Technical Experts (team feat) 28 Teras Kasi Training

Feat Feat

R CR

36 Thick Skin 88 Throw

Trandoshan BAB +1, Trip

Feat Feat Feat Feat Feat

GW 30 Tireless Squad (team feat) SGD 25 Tool Frenzy CR C CR 88 Toughness 31 Trench Warrior 88 Trip

Trained in Endurance Small or larger droid with 2 appendages with tools

BAB +1

Feat Feat Feat

CR CR K

89 Triple Attack 89 Triple Crit 35 Tumble Defense

BAB +9, Double Attack, proficient BAB +8, proficient with weapon Dex 13, proficient with melee weapon

Feat

SGD 25 Turn and Burn

Droid, Dex 13, hovering/flying/wheeled/tracked locomotion

Feat Feat

GW GW

30 Unhindered Approach (team feat) 30 Unified Squadron (team feat)

Trained in Jump Trained in Pilot

Feat Feat

F R

35 Unleashed 30 Unstoppable Combatant

Destiny Extra Second Wind

Feat Feat Feat Feat

C J R C

31 Unstoppable Force 24 Unswerving Resolve 36 Unwavering Focus 32 Unwavering Resolve

BAB +2 Zabrak Trained in Perception

Feat

L

37 Vehicle Systems Expertise

Tech Specialist, Trained in Mechanics

Feat Feat Feat Feat

CR R R R

89 Vehicular Combat 30 Vehicular Surge 36 Veteran Spacer 30 Vitality Surge

Trained in Pilot Trained in Pilot Duros Extra Second Wind

Feat Feat Feat Feat Feat Feat Feat Feat Feat Feat

R C GW CR K CR K CR K CR

36 Warrior Heritage 32 Wary Defender 30 Wary Sentries (team feat) 89 Weapon Finesse 31 Weapon Finesse + Weapon Focus 89 Weapon Focus 31 Weapon Focus + Weapon Finesse 89 Weapon Proficiency 31 Weapon Proficiency (lightsabers) + QD 89 Whirlwind Attack

Gungan

Trained in Perception BAB +1 Combo, requires Weapon Focus proficient with weapon Combo, requires Weapon Finesse Combo, requires Quick Draw Dex 13, Int 13, Melee Defense, BAB +4

Feat Feat Feat Feat Feat

SV GW K GI R

25 Wicked Strike 30 Wilderness Specialists (team feat) 35 Withdrawal Strike 29 Wookiee Grip 36 Wroshyr Rage

Rapid Strike Trained in Survival BAB +5, proficient with melee weapon Str 13 Wookiee

Feat

GW

28 Wrruushi Training

Martial Arts I, Con 13, Wookiee

Feat Feats

L UR

37 Zero Range 24 Acrobatic Ally

PB Shot

Feats

UR

24 Acrobatic Dodge

Feats

UR

24 Combat Trickery

Feats

UR

24 Elder's Knowledge

Feats Feats

UR UR

24 Frightening Cleave 24 Grab Back

Feats

UR

26 Halt

Feats

UR

26 Heavy Hitter

Feats

UR

26 Hold Together

Feats

UR

26 Hyperblazer

Feats

UR

26 Improved Sleight of Hand

Feats Feats Feats Feats

UR UR UR UR

27 27 27 27

Improvised Weapon Mastery Instinctive Attack Instinctive Defense Intimidator

Feats

UR

27 Maniacal Charge

Feats

UR

27 Mounted Combat

Feats Feats Feats

UR UR UR

28 Nikto Survival 28 Targeted Area 28 Trample

Feats

UR

28 Wilderness First Aid

Force Power

J

29 Assured Strike (lightsaber form)

stan

Force Power

L

53 Ballistakinesis (telekinetic)

stan

Force Power

J

29 Barrier of Blades (lightsaber form) 96 Battlestrike

swif

Force Power CR

swif

Force Power Force Power

J J

24 Blind 29 Circle of Shelter (lightsaber form)

swif stan

Force Power

C

50 Cloak

stan

Force Power

L

53 Combustion

stan

Force Power

J

29 Contentious Opportunity (lightsaber form)

free

Force Power

J

24 Convection

swif

Force Power

F

85 Corruption (dark)

stan

Force Power

J

24 Crucitorn

reac

Force Power

J

25 Cryokinesis

stan

Force Power CR

96 Dark Rage (dark)

swif

Force Power

W

Dark Transfer (dark)

stan

Force Power

L

53 Dark Transfer (dark)

stan

Force Power

J

30 Deflecting Slash (lightsaber form)

reac

Force Power

L

53 Detonate (telekinetic)

stan

Force Power

J

30 Disarming Slash (lightsaber form)

stan

Force Power

J

25 Drain Energy

stan

Force Power

J

30 Draw Closer (lightsaber form)

stan

Force Power

K

50 Energy Resistance

stan

Force Power Force Power

L J

54 Enlighten (light side, mind-affecting) 31 Falling Avalanche (lightsaber form)

reac stan

Force Power CR Force Power K

96 Farseeing 50 Fear (dark)

full swif

Force Power

J

31 Fluid Riposte (lightsaber form)

reac

Force Power

J

25 Fold Space

full

Force Power

F

86 Force Blast

stan

Force Power CR

97 Force Disarm

stan

Force Power CR

97 Force Grip

stan

Force Power

J

25 Force Light (light)

stan

Force Power CR Force Power K

97 Force Lightning (dark) 50 Force Scream (dark)

stan stan

Force Power

L

54 Force Shield (telekinetic)

reac

Force Power

F

86 Force Shield (telekinetic)

reac

Force Power CR Force Power F

97 Force Slam 86 Force Storm (dark, telekinetic)

stan stan

Force Power

J

26 Force Storm (dark)

stan

Force Power CR

98 Force Stun

stan

Force Power CR Force Power J

98 Force Thrust 26 Force Track

stan swif

Force Power

K

51 Force Whirlwind (telekinetic)

stan

Force Power

J

26 Hatred (dark)

stan

Force Power

J

31 Hawk-Bat Swoop (lightsaber form)

Force Power

J

32 High Ground Defense (lightsaber form)

swif

Force Power

J

27 Inertia

move

Force Power

J

27 Inspire (light)

swif

Force Power

J

27 Intercept (telekinetic)

reac

Force Power

K

51 Ionize

stan

Force Power

F

86 Kinetic Combat

stan

Force Power

K

51 Kinetic Combat (telekinetic)

stan

Force Power

C

50 Levitate (telekinetic)

move

Force Power Force Power

L J

54 Lightning Burst (dark side) 32 Makashi Riposte (lightsaber form)

stan reac

Force Power Force Power

C J

51 Malacia (light) 27 Memory Walk (dark, mind-affecting)

stan stan

Force Power

J

28 Mind Shard (mind-affecting)

stan

Force Power CR

98 Mind Trick (mind-affecting)

stan

Force Power

C

51 Morichro

stan

Force Power CR

98 Move Object

stan

Force Power CR Force Power L

99 Negate Energy 54 Obscure (mind-affecting) 32 Pass the Blade (lightsaber form)

reac reac

Force Power

J

stan

Force Power

C

51 Phase

move

Force Power

J

28 Plant Surge

stan

Force Power

L

54 Prescience

swif

Force Power

J

33 Pushing Slash (lightsaber form)

stan

Force Power CR Force Power Force Power C F

100 Rebuke 52 Rend (dark) 87 Repulse (telekinetic)

reac stan stan

Force Power

K

51 Resist Force

stan

Force Power

J

33 Rising Whirlwind (lightsaber form) must be wielding 2 lightsabers

stan

Force Power

J

34 Saber Swarm (lightsaber form)

stan

Force Power

J

34 Sarlacc Sweep (lightsaber form)

stan

Force Power CR

100 Sever Force (light)

stan

Force Power

C

52 Shatterpoint

swif

Force Power

J

34 Shien Deflection (lightsaber form)

reac

Force Power

K

52 Slow (telekinetic)

stan

Force Power

L

54 Stagger (telekinetic)

swif

Force Power CR

100 Surge

free

Force Power

J

34 Swift Flank (lightsaber form)

stan

Force Power

C

52 Technometry

stan

Force Power

J

35 Tempered Aggression (dark, lightsaber form)

stan

Force Power Force Power

J J

28 Thought Bomb (mind-affecting) 35 Twin Strike (lightsaber form) must be wielding 2 lightsabers 35 Unbalancing Block (lightsaber form) 36 Unhindered Charge (lightsaber form)

stan stan

Force Power

J

reac

Force Power

J

stan

Force Power

K

52 Valor (light)

stan

Force Power CR

100 Vital Transfer (light)

stan

Force Power

J

36 Vornskr's Ferocity (dark, lightsaber form)

stan

Force Power

K

52 Wound (dark)

stan

Force Regimen

J

10 Awaken Force Sensitivity

Force Regimen

J

10 Eyes of the Force

Force Regimen Force Regimen Force Regimen

J

11 Oxygen Bottle

J

11 Quiet the Mind

J

11 Sparring Practice

Force Regimen

J

11 Telekinetic Practice

Force Regimen

J

12 Training Remote

Force Regimen

J

13 Vo'Ren's Fifth Cadence

Force Regimen Force Regimen

J

12 Vo'Ren's First Cadence

J

13 Vo'Ren's Fourth Cadence

Force Regimen Force Regimen

J

12 Vo'Ren's Second Cadence

J

13 Vo'Ren's Third Cadence

Force Secret Force Secret Force Secret

F F CR

89 Corrupted Power 89 Debilitating Power 103 Devastating Power

Force Secret Force Secret Force Secret

CR F C

103 Distant Power 89 Enlarged Power 55 Extend Power

Force Secret Force Secret Force Secret

J C J

37 Holocron Loremaster 55 Linked Power 37 Mentor

Force Secret Force Secret Force Secret Force Secret Force Secret Force Secret

CR F CR F CR C

103 Multitarget Power 89 Pure Power 103 Quicken Power 89 Remote Power 103 Shaped Power 55 Unconditional Power

Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech.

C J L K J J

54 Advanced Vital Transfer 36 Cure Disease 55 Detoxify Poison 53 Dominate Mind 36 Extended Blind 36 Extended Force Disarm

Force Tech. Force Tech.

J J

36 Extended Force Grip 36 Extended Force Thrust

Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech.

J CR CR L F C J J

36 Extended Move Object 102 Force Point Recovery 102 Force Power Mastery 55 Improved Ballistakinesis 88 Improved Battle Strike 54 Improved Cloak 36 Improved Convection 37 Improved Crucitorn

Force Tech.

J

37 Improved Cryokineses

Force Tech.

F

88 Improved Dark Rage

Force Tech. Force Tech. Force Tech. Force Tech. Force Tech.

L L K L J

55 Improved Dark Transfer 56 Improved Detonate 53 Improved Energy Resistance 56 Improved Enlighten 37 Improved Fold Space

Force Tech.

F

88 Improved Force Disarm

Force Tech. Force Tech. Force Tech. Force Tech.

F J F L

88 Improved Force Grip 37 Improved Force Light 88 Improved Force Lightning 56 Improved Force Shield

Force Tech. Force Tech. Force Tech.

K J F

54 Improved Force Slam 37 Improved Force Storm 88 Improved Force Storm (telekinetic)

Force Tech. Force Tech. Force Tech.

K F CR

54 Improved Force Stun 88 Improved Force Thrust 102 Improved Force Trance

Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech.

K K C L C F

54 Improved Ionize 54 Improved Kinetic Combat 54 Improved Levitate 56 Improved Lightning Burst 54 Improved Malacia 89 Improved Mind Trick

Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech.

CR L C J F C F K CR CR C

103 Improved Move Light Object 56 Improved Obscure 54 Improved Phase 37 Improved Plant Surge 89 Improved Rebuke 54 Improved Rend 89 Improved Repulse 54 Improved Resist Force 103 Improved Sense Force 103 Improved Sense Surroundings 54 Improved Shatterpoint

Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Melee Melee Melee

L C CR J K K K CR CR CR

56 Improved Stagger 54 Improved Technometry 103 Improved Telepathy 37 Improved Thought Bomb 54 Improved Valor 54 Improved Vital Transfer 54 Language Absorption 121 Amphistaff, Quarterstaff 121 Amphistaff, Spear 121 Amphistaff, Whip

Melee Melee Melee Melee

L K CR R

97 64 121 48

Anakin Solo's Lightsaber Arg'garok Atlatl Axe

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee

CR UR UR UR CR CR CR CR UR GW

121 36 142 142 121 121 121 121 36

Bayonet Blastsword Ceremonial gloves, medium Ceremonial gloves, small Cesta Club/baton Combat gloves, medium Combat gloves, small Contact stunner

36 Darkstick

T 13 Datadagger K 65 Dire sword K 65 Double-bladed sword UR 36 Electropole CR 121 Electrostaff L 98 Emperor Palpatine's Lightsaber R 48 Energy Lance GW 36 Entrenching tool F 96 Felucian skullblade K 65 Fira GW 37 Fire blade

Melee Melee Melee

CR R C

121 Force pike 48 Gaderffii 59 Garrote

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee

CR J J CR F J J J CR J

122 50 50 122 199 53 51 52 123 51

Knife Lightfoil, archaic Lightfoil, modern Lightsaber Lightsaber pike Lightsaber pike Lightsaber, archaic Lightsaber, crossguard Lightsaber, double Lightsaber, dual-phase

Melee

J

52 Lightsaber, dueling

Melee Melee Melee Melee Melee

J L J CR T

53 62 53 123 84

Lightsaber, great Lightsaber, long-handle Lightsaber, long-handle Lightsaber, short Lightwhip

Melee

J

53 Lightwhip

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee

L CR K F F R CR T F J GW L

98 123 202 200 97 48 124 77 97 53 37 62

Luke Skywalker's Lightsaber Mace Mythosaur Axe Neuronic whip Power hammer Power Lance Quarterstaff Riot Shield Ryyk blade San-ni staff Shock stick Shock whip

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee

GW 37 Shockboxing gloves GW 37 Shockboxing gloves K 65 Shockstaff K 65 Short sword F 96 Shoto, guard J 50 Shoto, guard K 65 Shyarn T 159 Sith Sword K 147 Sith Tremor Sword K 147 Sith War Sword

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

C CR GW CR W K K UR L GW GW CR CR CR K F CR C GW C UR F J K L K R R R R R R

59 124 37 124 202 202 36 62 37 37 124 124 124 65 98 124 60 37 60 36 98 54 66 66 66 18

Snap Baton Spear Static pike Stun Baton Stun Bayonet Stunning Gauntlet Stunning Gauntlet Survival knife Tehk'la blade Unarmed, Medium character Unarmed, Small character Vibro-ax Vibrobayonet Vibroblade Vibroblade, dire Vibroblade, double Vibrodagger Vibroknucklers Vibrolance Vibrorapier Vibro-saw Vibrosword Wan-shen War sword Yuuzhan Vong Biotech Zhaboka Academic

19 Celebrity 19 Criminal 19 Executive 19 Labor 19 Law Enforcement

Occupation

R

19 Medical

Occupation Occupation

R R

19 Military 19 Pilot

Occupation Occupation

R R

19 Politics 19 Technology

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

R R R R R R R R R R R R R R R R R R R R R R R R CR SV CR SV

20 20 20 20 20 20 20 20 20 21 21 21 21 21 21 21 21 21 21 22 22 22 22 22 206 28 207

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

30 Charlatan

Prestige Prestige Prestige Prestige Prestige

K CR C CR F

41 Corporate Agent 209 Crime Lord 42 Droid Commander 211 Elite Trooper 43 Enforcer

Prestige Prestige Prestige

CR CR K

212 Force Adept 215 Force Disciple 43 Gladiator

Prestige Prestige

CR L

216 Gunslinger 43 Imperial Knight

Prestige Prestige Prestige

R F F

41 Improviser 46 Independent Droid 48 Infiltrator

Prestige Prestige Prestige

CR 217 Jedi Knight CR 219 Jedi Master GW 32 Martial Arts Master

Prestige Prestige

F SV F

51 Master Privateer 32 52 Medic

Prestige Prestige

K C

46 Melee Duelist 44 Military Engineer

Prestige Prestige Prestige Prestige

CR SV R F

220 Officer 34 Outlaw 43 Pathfinder 54 Saboteur

Prestige

L

46 Shaper

Prestige Prestige Prestige Ranged

CR 223 Sith Apprentice CR 224 Sith Lord C 47 Vanguard GW 37 Ascension gun

Ranged Ranged Ranged Ranged

K UR FU C

67 Aurial blaster 37 Black-powder pistol 198 Blast Cannon, CR-1 61 BlasTech 500 "ESPO" Riot Gun

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

R C C

50 BlasTech 500 "ESPO" Riot Gun 61 BlasTech DH-23 62 BlasTech DLT-20A

C 62 BlasTech DT-12 CR 124 Blaster cannon L 182 Blaster cannon, heavy GW 40 Blaster cannon, rotary CR 125 Blaster carbine L 63 Blaster carbine, double-barreled L 63 Blaster carbine, hunting K 67 Blaster carbine, repeating L 63 Blaster carbine, sporting

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

CR CR L CR CR GW L CR CR L K CR L

128 125 64 126 126 38 64 127 127 182 67 128 65

Blaster light repeating Blaster pistol Blaster pistol, bluebolt Blaster pistol, heavy Blaster pistol, hold-out Blaster pistol, sidearm Blaster pistol, snap shot Blaster pistol, sporting Blaster rifle Blaster rifle, ARC-9965 Blaster rifle, assault Blaster rifle, heavy Blaster rifle, heavy assault

Ranged

GW

38 Blaster rifle, heavy variable

Ranged Ranged

R SV

50 Blaster rifle, SGD-4 50 Blaster rifle, sniper

Ranged Ranged

CR UR

128 Blaster rifle, sporting 39 Blaster rifle, targeting

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

GW CR CR SV GI CR CR FU FU

38 125 125 49 65 128 128 98 98

Blaster rifle, variable Blaster, E-Web repeating Blaster, heavy repeating Blaster, subrepeating Blaster, Wrist Bow Bowcaster Bryar Pistol Bryar Rifle

Ranged

K

69 Carbonite rifle

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

L K UR UR GW C C L GI D4 SV J FU FU SV CR GW CR J FU R C CR K

98 180 37 37 39 62 62 65 65 40 50 61 99 99 50 127 39 128 61 199 49 62 129 67

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

Ranged Ranged Ranged

R K C

48 Grenade, concussion 69 Grenade, CryoBan 62 Grenade, EMP

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

CR R CR GW K GW CR L FU GW GW

129 49 129 39 180 39 129 98 99 39 39

Grenade, frag Grenade, gas Grenade, ion Grenade, radiation Grenade, remote Grenade, smoke Grenade, stun Han Solo's Heavy Blaster Pistol Incinerator Rifle Interchangeable WS Interchangeable WS, Anti-armor

Ranged

GW

39 Interchangeable WS, Sniper

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

K CR CR K K T UR C R SV R

69 129 130 69 69 134 38

Ion carbine Ion pistol Ion rifle Lanvarok, Massassi Lanvarok, Sith Lt Concussion Missile Launcher Magna caster

63 Merr-Sonn Model 434 49 Merr-Sonn PLX-2M Portable Missile Launcher 50 Micro grenade launcher 49 Miniature Proton Torpedo Launcher

CR 130 Missile launcher FU 198 Missile Launcher, E-Web GW 40 Mortar launcher K CR SV W SV K K FU L K 69 Needler 130 Net 50 Neural inhibitor Projectile Launcher, HH-15 50 Pulse rifle 69 Pulse-wave pistol 69 Pulse-wave rifle 200 Rail detonator gun 65 Razor Bug 69 Ripper

Ranged Ranged Ranged Ranged Ranged

W T

S-5 heavy blaster pistol 19 Saberdart Launcher (Jango Fett)

GW 40 Scatter gun UR 129 Shrapnel pistol R 50 Siang Lance

Ranged Ranged Ranged Ranged Ranged Ranged Ranged

CR CR UR CR GI SV K

130 130 38 130 65

Sling Slugthrower pistol Slugthrower pistol, heavy Slugthrower rifle Snare Pistol

51 Snare rifle 70 Sonic disruptor

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

K 70 Sonic pistol K 70 Sonic pistol, heavy K 70 Sonic rifle T 146 Sonic Stunner C 63 SoroSuub Firelance SV 52 Squib battering ram UR 39 Squib tensor rifle FU 100 Stokhli Spray stick UR 39 Stun pistol GW 42 Tactical tractor beam GW 42 Targeting laser

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Skills Skills Skills Skills Skills Skills Skills Skills Skills Skills Skills Skills

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

130 Thermal detonator 65 Thud Bug 39 Verpine shatter gun 63 63 63 63 63 63 63 63 65 66 62 Wrist rocket antipersonnel Wrist rocket antivehicle Wrist rocket flash Wrist rocket hollow-tip Wrist rocket ion blast Wrist rocket launcher Wrist rocket nerve toxin Wrist rocket stun gas Xerrol NightStinger Yuuzhan Vong Biotech Acrobatics

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

64 Climb 66 Deception 67 Endurance 67 Gather Information 68 Initiative 68 Jump 68 Knowledge 68 Mechanics 70 Perception 71 Persuasion 71 Pilot

Skills Skills Skills Skills Skills Skills Skills Species Species

CR CR CR CR CR CR CR L F

72 Ride 72 Stealth 73 74 74 76 Survival Swim Treat Injury Use Computer

DEX DEX WIS STR WIS INT CHA

77 Use the Force 198 Advozse 12 Aleena

Species Species

W UR

Amanin 10 Anzati

Species Species Species

CR W K

284 Aqualish Arcona 10 Arkanian

Species Species Species Species Species Species Species

K SV GW GI SV CR F

11 Arkanian Offshoot 154 Balosar 11 Barabel 10 6 23 13 Bith Blood Carver Bothan Caamasi

Species Species Species Species

K J CR UR

12 Cathar 106 Celegian 24 Cerean 11 Chadra-Fan

Species Species Species

L L UR

10 Chagrian 11 Chiss 126 Chiss

Species Species Species Species Species Species

T SV C L J GW

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

Species Species Species Species Species

GI L L

11 Defel 214 Devaronian (females) 214 Devaronian (males)

K 12 Draethos SGD 11 Droid, Astromech Droid

Species Species Species Species

SGD 11 Droid, Battle Droid SGD 11 Droid, Labor Droid SGD 12 Droid, Mechanic Droid SGD 12 Droid, Medical Droid

Species Species

SGD 12 Droid, Probe Droid SGD 13 Droid, Protocol Droid

Species

SGD 13 Droid, Service Droid

Species Species Species

C CR UR

10 Dug 25 Duros 127 Ebruchi

Species Species Species

GI CR SV

133 Elomin 25 Ewok 8 Falleen

Species

K

13 Feeorin

Species Species

F GI

14 Felucian 12 Fosh

Species Species Species Species Species Species Species

CR SV C C GI GI F

26 Gamorrean 8 Gand 11 Gen'Dai 181 Geonosian 13 Givin 14 Gotal 15 Gran

Species Species Species Species Species Species Species

CR GI SV CR CR C UR

26 Gungan 15 Herglic 155 Houk 23 284 12 12 Human Hutt Iktotchi Ishi Tib

Species Species Species Species Species

CR SV C C CR

27 Ithorian 9 Jawa 12 Kaleesh 13 Kaminoan 28 Kel Dor

Species

C

14 Kerkoiden

Species Species Species Species Species

K UR K L UR

14 Khil 131 Killik 15 Kissai 13 Klatoonian 12 Krevaaki

Species

UR

135 Lugubraa

Species

GW

12 Lurmen

Species Species Species Species Species Species Species

T K K CR GI L C

117 Mantellian Savrip 15 Massassi 16 Miraluka 28 Mon Calamari 16 Mrlssi 14 Nagai 15 Nautolan

Species Species Species Species

W UR UR UR

Nazren 18 Near-Human Ability adjustment 18 Near-Human Additional arms 163 Near-Human Altiri

Species

UR

163 Near-Human Anarrian

Species Species

UR UR

18 Near-Human Biotech augmentation 18 Near-Human Breathe underwater

Species

UR

18 Near-Human Climate adaptation

Species Species Species Species

UR UR UR UR

18 18 18 18

Near-Human Conductive Near-Human Cultural cybernetics Near-Human Darkvision Near-Human Empath

Species Species Species Species Species Species Species Species Species Species

UR UR UR UR UR UR UR UR UR UR

18 Near-Human Expert swimmer 18 18 18 18 18 Near-Human Heightened awareness Near-Human Low-light vision Near-Human Natural armor Near-Human Natural weapon Near-Human Naturally acrobatic

179 Near-Human O'reenians 18 Near-Human Persistent 18 Near-Human Quick 18 Near-Human Quick healing

Species Species

UR UR

18 Near-Human Resistant 18 Near-Human Scent

Species

UR

18 Near-Human Spring step

Species

UR

18 Near-Human Strength surge

Species

UR

18 Near-Human Visually striking

Species Species Species Species Species Species Species Species Species Species Species Species Species

UR GI C UR F F GI GI W W W CR K

18 17 16 13 185 15 144 131

Near-Human Weapon familiarity Neimoidian Nelvaanian Nikto Noghri Nosaurian Nyriaanan Pa'lowick Pau'an Phindian

Polis Massan 29 Quarren 17 Rakata

Species Species Species Species Species Species

T CR SV L K J

153 29 10 204 18

Replica Droid Rodian Ryn Sakiyan Selkath

79 Shard

Species Species

UR W

14 Shistavanen Skakoan

Species

UR

14 Sluissi

Species

K

19 Snivvian

Species

UR

143 Sorcerer of Rhand

Species

UR

15 Squib

Species Species

UR D9

147 Ssi-Ruuk 12 Stereb

Species Species Species Species Species Species

CR 30 Sullustan F 16 Talz GW 13 Taung J 109 Tchuukthai (best guess) GW 14 Thakwaash UR 149 Tof

Species Species Species Species Species Species Species Species Species Species Species Species

F F

17 Togorian 17 Togruta Toydarian Trandoshan Trianii Tusken Raider Twi'lek Ubese Ugnaught (best guess) Ugor (best guess)

SV 11 CR 31 GW 15 W CR 31 SV 12 F 223

GI T

18 Umbaran 127 Utai

Species

UR

153 Vagaari

Species Species Species

L UR J

59 Vahla 16 Verpine 107 Vultan

Species Species Species Species Species Species

C L F CR SV F

17 Vurk 15 Weequay 18 Whiphid 32 Wookiee 156 Wroonian 19 Yarkora

Species

GW

16 Yevetha

Species Species

L GW

16 Yuuzhan Vong 17 Yuzzem

Species Species

CR L

32 Zabrak 17 Zeltron

Species

GW

17 Zygerrian

Starship Maneuvers

S

24 Ackbar Slash

Starship Maneuvers

S

25 Afterburn

Starship Maneuvers Starship Maneuvers Starship Maneuvers Starship Maneuvers

S S S S

25 Angle Deflector Shields 25 Attack Pattern Delta 25 Attack Pattern Zeta Nine 25 Corellian Slip

Starship Maneuvers

S

26 Counter

Starship Maneuvers

S

26 Darklighter Spin

Starship Maneuvers

S

26 Devastating Hit

Starship Maneuvers

S

26 Engine Hit

Starship Maneuvers

S

26 Evasive Action

Starship Maneuvers

S

26 Explosive Shot

Starship Maneuvers Starship Maneuvers

S S

27 Howlrunner Formation 27 I Have You Now

Starship Maneuvers

S

27 Intercept

Starship Maneuvers Starship Maneuvers

S

27 Overwhelming Assault

S

28 Segnor's Loop

Starship Maneuvers

S

28 Shield Hit

Starship Maneuvers

S

28 Skim the Surface

Starship Maneuvers Starship Maneuvers Starship Maneuvers Starship Maneuvers

S S S S

28 Skywalker Loop 29 Snap Roll 29 Strike Formation 29 Tallon Roll

Starship Maneuvers

S

30 Target Lock

Starship Maneuvers

S

30 Target Sense

Starship Maneuvers

S

30 Thruster Hit

Starship Maneuvers

S

30 Wotan Weave

Talent

C

39 Accurate Blow

1

Talent

CR

40 Acrobatic Recovery

1

Talent

K

57 Action Exchange

2 Force Delay

Talent

CR

49 Acute Senses

1

y

Talent Talent Talent

L F CR

30 Adapt and Survive 102 Adept Assistant 39 Adept Negotiator

1 1 1 stan

Talent

CR

107 Adept Spellcaster

1

free

y

Talent Talent Talent Talent Talent Talent

L C GI C SV K

47 Adrenaline Implant 25 Advanced Intel 20 Advanced Planning 24 Advantageous Opening 29 Advantageous Positioning 47 Advantageous Strike

1 2 Spotter 1 1 2 Shift 1

stan free

Talent Talent

J K

14 Adversary Lore 40 Affliction

1 1

stan

Talent

L

26 Aggressive Negotiator

2 Adept Negotiator

Talent

R

26 Aggressive Surge

1

Talent

C

57 Akk Dog Attack Training

2 Akk Dog Master

Talent

C

57 Akk Dog Master

1

Talent

C

57 Akk Dog Trainer's Actions

2 Akk Dog Master

stan

Talent

F

49 Always Ready

1 Initiative skill

Talent

SV

13 Ambush

2 Dirty Tactics

Talent Talent Talent

C R GW

40 Ambush 28 Ambush Specialist 18 Anticipate Movement

1 1 1

Talent

J

19 Apprentice Boon

1

reac

x

Talent

CR

51 Armor Mastery

2 Armored Defense

Talent

L

45 Armor Mastery

1

Talent

L

45 Armored Augmentation I

1 AP of armor

swif

x

Talent

L

45 Armored Augmentation II

2 Armored Augmentation I*

Talent

CR

52 Armored Defense

1

Talent

L

40 Armored Guard

2 Ward

Talent

K

38 Armored Mandalorian

2 Dex 13, Mandalorian Glory

Talent

F

52 Armored Spacer

1

Talent

UR

19 Arrogant Bluster

Talent Talent Talent Talent Talent

F R CR GI C

27 Art of Concealment 24 Assault Gambit 221 Assault Tactics 21 Assured Skill 53 At Peace

1 1 1 1 1 stan move x

Talent Talent Talent

CR CR F

218 Ataru 210 Attract Minion 52 Attract Privateer

1 1 1

Talent Talent

GI CR

25 Attract Superior Minion 107 Attune Armor

4 Attract Minion, Impel Ally II* 1 free x

Talent Talent

CR C

214 Attune Weapon 53 Attuned

1 2 Focused Attack

free free

x

Talent

J

73 Aura of Freedom

1

*

Talent

GW

22 Autofire Assault

1 WP (heavy weapons)

Talent

C

43 Automated Strike

1

swif

Talent

C

53 Aversion

1

swif

x

Talent

SV

14 Avert Disaster

2 Fool's Luck

Talent

GW

20 Backstabber

2 Sneak Attack

Talent

UR

19 Band Together

Talent

C

55 Bando Gora Surge

1

Talent Talent

CR CR

49 Barter 52 Battle Analysis

1 1 swif

y

Talent

CR

40 Battle Meditation

1

full

x

Talent Talent

UR F

22 Battle Mount 54 Battlefield Medic 2 Steady Under Pressure

Talent Talent Talent

GW C K

21 Battlefield Remedy 26 Bayonet Master 53 Beast Trick

1 Trained in Treat Injury 2 Gun Club 1

Talent

SV

15 Befuddle

1

swif

Talent Talent

S C

17 Begin Attack Run 56 Believer Intuition

1 Cha 13 1

swif reac

Talent

SV

14 Beloved

3 Bolster, Inspire Confidence

Talent

SV

14 Better Lucky then Dead

2 Fool's Luck

reac

Talent

R

43 Bigger Bang

2 Improvised Device

Talent

L

29 Biotech Adept

1

y

Talent

L

47 Biotech Mastery

1

Talent Talent Talent

R R F

43 Black Market Buyer 26 Blast Back 52 Blaster and Blade I

1 1 reac 1 Dual Weapon I, WP (advanced & pistols)

Talent

F

52 Blaster and Blade II

2 Blaster & Blade I, Dual Weapon I, WP (advanced & pistols)

Talent

F

52 Blaster and Blade III

3 Blaster & Blade I & II, Dual Weapon I, WP (advanced & pistols) 1 2 Blaster Turret I 3 Blaster Turret I & II 1 1 stan stan stan swif

Talent Talent Talent Talent Talent

F F F GI F

57 Blaster Turret I 57 Blaster Turret II 57 Blaster Turret III 20 Blend In 28 Blend In

Talent Talent

C S

41 Blind Shot 17 Blind Spot

1 1 swif

Talent

CR

41 Block

1

reac

*

Talent

SV

33 Bloodthirsty

1

Talent Talent

L F

41 Blowback 52 Boarder

1 1

Talent

J

81 Body Control

1

*

Talent Talent Talent Talent Talent

SV SV SV L CR

27 Bodyguard I 27 Bodyguard II 27 Bodyguard III 41 Bodyguard's Sacrifice 43 Bolster Ally

2 Attract Minion 3 Bodyguard I* 4 Bodyguard II* 1 1

reac

reac stan

Talent Talent Talent

R GI J

40 Bolstered Numbers 21 Bomb Thrower 18 Bonded Mount

2 Recruit Enemy 1 Trained in Mechanics 2 Charm Beast

full full x

Talent

CR

44 Born Leader

1

swif

Talent Talent

F C

50 Bothan Resources 45 Breach Cover

2 Spynet Agent 1

Talent

C

45 Breaching Explosive

1

Talent

SGD 29 Break Program

1 Trained in Use Computer

Talent Talent Talent

F K J

54 Bring Them Back 44 Brutal Attack 89 Brutal Unarmed Strike

1 1 Weapon Focus 2 Telekinetic Strike

Talent Talent

L GW

29 Bugbite 31 Bullseye

1 3 Sniper feat, Draw a Bead*

Talent Talent

R F

45 Bunker Blaster 92 Buried Presence

1 1 stan x

Talent Talent

K 30 Burning Assault SGD 26 Burst Transfer

2 Jet Pack Training 1

stan

Talent Talent Talent

K J SV

44 Call Out 19 Call Weapon 17 Cantina Brawler

2 Personal Vendetta 1 1

Talent

R

43 Capture Droid

1

stan

Talent

F

103 Cargo Hauler

1

Talent Talent Talent

L SV J

27 Cast Suspicion 14 Castigate 21 Cause Mutation

1 1 2 Sith Alchemy

swif stan x

Talent

UR

23 Champion

Talent Talent

CR CR

213 Channel Aggression 213 Channel Anger

1 2 Channel Aggression swif

x x

Talent

J

16 Channel Energy

1 Negate energy

reac

x

Talent Talent Talent

J J CR

18 Channel Vitality 18 Charm Beast 107 Charm Beast

1 1 1

swif

Talent

CR

107 Charm Beast

1

Talent

K

27 Cheap Shot

2 Opportunistic Strike

Talent Talent Talent

GW F CR

19 Cheap Trick 24 Cleanse Mind 40 Clear Mind

1 Trained in Deception 1 1 swif

no

y

Talent

GI

24 Clip

1

Talent

L

57 Cloak of Shadow

1

swif

x

Talent Talent Talent Talent

L SV R S

41 Close Contact 25 Close Cover 23 Close Maneuvering 17 Close Scrape

1 2 Watch This 1 1 swif reac

Talent Talent Talent

C J C

25 Close-Combat Assault 18 Closed Mind 40 Close-Quarters Fighter

2 Recon Team Leader 1 1

Talent Talent

K F

24 Collective Visions 103 Combat Repairs

1 Farseeing 1

full

Talent

J

21 Combat Trance

1

Talent Talent

T S

57 Combined Fire 18 Combined Fire

1 Coordinated Attack 1

swif

Talent

J

85 Combustion

1 Force Training

swif

x

Talent

CR

107 Command Beast

2 Charm Beast

Talent

CR

107 Command Beast

2 Charm Beast

Talent

UR

31 Commander's Prerogative

Talent

C

26 Commanding Officer

1

Talent

GW

19 Commanding Presence

3 Tactical Savvy*

stan

Talent

F

28 Commanding Presence

1

swif

Talent

K

42 Competitive Drive

1

Talent

K

42 Competitive Edge

1

Talent

F

47 Computer Language

1 Binary

Talent

F

47 Computer Master

1

n

Talent Talent

C F

26 Comrades in Arms 92 Conceal Another

1 2 Buried Presence

Talent

K

58 Conceal Force Use

1

swif

Talent Talent

F R

49 Concealed Weapon Expert 40 Concentrate All Fire

1 1

swif

y

Talent

SV

34 Confounding Attack

3 Tangle Up*

Talent

CR

44 Connections

1

Talent

C

22 Consular's Vitality

1

swif

Talent

L

26 Consular's Wisdom

2 Adept Negotiator

swif

Talent

C

53 Consumed by Darkness

1

swif

Talent

GI

25 Contingency Plan

1

reac

Talent Talent

CR CR

212 Controlled Burst 44 Coordinate

1 1 stan

Talent

GI

23 Coordinated Effort

3 Dedicated Protector*

Talent Talent Talent

UR C K

20 Coordinated Leadership 26 Coordinated Tactics 42 Corporate Clout

2 Commanding Officer 3 Impose Hes, Wrong Decision stan

Talent

L

45 Cortosis Defense

1

Talent

L

27 Cortosis Gauntlet Block

1 AP (light, medium)

Talent Talent

L SV

45 Cortosis Retaliation 18 Counterpunch

2 Cortosis Defense 1

Talent Talent Talent

F GW CR

45 Cover Bracing 18 Cover Escape 52 Cover Fire

1 1 2 Battle Analysis

Talent Talent Talent

L F SV

41 Cover Your Tracks 42 Cower Enemies 16 Cramped Quarters Fighting

1 2 Force Interrogation 3 Starship Raider*

Talent

F

49 Creeping Approach

1 Stealth skill

swif

Talent

S

17 Crippling Hit

3 System Hit*

Talent

CR

213 Crippling Strike

2 Channel Aggression

x

Talent Talent

GI GI

21 Critical Skill Success 23 Crowd Control

1 2 Entangler

Talent

J

17 Crucial Advice

1

Talent

SV

18 Crushing Assault

2 Weapon Specialization

Talent

SV

31 Cunning Distraction

1

Talent

SV

15 Cunning Strategist

3 Walk the Line*

stan

Talent Talent Talent

L R J

29 Curved Throw 43 Custom Model 87 Cycle of Harmony

2 Bugbite 2 Improvised Device, Tech Specialist feat 2 Tyia Adept

swif

Talent

CR

101 Damage Reduction 10

1

stan

x

Talent Talent

SV GI

31 Damaging Deception 25 Damaging Disarm

2 Cunning Distraction 2 Ranged Disarm

stan

Talent

F

24 Dampen Presence

1

swif

Talent

K

39 Dark Deception

1

Talent

CR

223 Dark Healing

1

stan

x

Talent

K

40 Dark Healing Field

3 Improved Dark Healing*

Talent

CR

101 Dark Presence

2 Cha 13, Power of the Dark Side stan

Talent

L

55 Dark Preservation

2 Power of the Dark Side

x

Talent Talent

K CR

25 Dark Retaliation 223 Dark Scourge

2 Sentinel Strike 1

x

Talent

CR

223 Dark Side Adept

1

y

Talent

L

27 Dark Side Bane

2 Dark Side Sense

Talent

K

59 Dark Side Manipulation

1

Talent

CR

223 Dark Side Master

2 Dark Side Adept

x

n

Talent

J

16 Dark Side Savant

1

swif

Talent

CR

40 Dark Side Scourge

2 Dark Side Sense

Talent

CR

40 Dark Side Sense

1

y

Talent Talent

J SV

17 Dark Side Talisman 27 Dash and Blast

1 1 Dual Weapon Mastery I, Running Attack

full full

x

Talent

CR

46 Dastardly Strike

1

Talent

SV

29 Deadly Repercussions

1

Talent

CR

216 Debilitating Shot

1

Talent

K

61 Deception Awareness

1

Talent Talent

CR GI

216 Deceptive Shot 24 Dedicated Guardian

1 3 Dedicated Protector*

2swif

Talent

GI

24 Dedicated Protector

2 Harms Way

Talent

UR

21 Deep Space Raider

Talent Talent

K C

28 Deep-Space Gambit 56 Defense Boost

1 1 swif

Talent Talent

L K

27 Defensive Acuity 39 Defensive Circle

1 4 Battle Meditation, Block or swif Deflect, Jedi Battle Commander

Talent

F

47 Defensive Electronics

1

Talent

GW

21 Defensive Jab

2 Retaliation Jab

Talent Talent

R GW

45 Defensive Measures 21 Defensive Position

2 Safe Zone 2 Battle Analysis

Talent Talent

L CR

30 Defensive Protection 41 Deflect

1 1

reac reac

x *

Talent

CR

43 Demand Surrender

2 Presence

stan

Talent

CR

52 Demolitionist

1

Talent

K

26 Demoralizing Defense

2 Noble Fencing Style

reac

Talent Talent

F CR

42 Deny Move 221 Deployment Tactics

2 Reduce Mobility 1 move

Talent

L

43 Desperate Measures

2 Focus Terror

swif

Talent

R

28 Destructive Ambusher

2 Ambush Specialist

Talent

GI

24 Detective

1

Talent

F

93 Detonate

1 Force blast

x

Talent

CR

53 Devastating Attack

1

Talent

K

29 Devastating Melee Smash

2 Melee Smash

Talent

F

56 Device Jammer

1

full

Talent

L

41 Difficult to Sense

1

n

Talent

GW

20 Dig In

1

swif

Talent Talent Talent

C R

41 Direct 24 Direct Fire

1 2 Assault Gambit 1

stan swif stan

SGD 28 Directed Action

Talent

SGD 28 Directed Movement

1

move

Talent

F

28 Dirty Fighting

1

Talent

SV

14 Dirty Tactics

1

stan

Talent Talent

K GI

47 Dirty Tricks 23 Disarm and Engage

1 Deception skill 1

2swif

Talent

K

29 Disarming Attack

2 Impr Disarm, Int 13, Weapon Specialization*

Talent

J

91 Discblade Arc

1

full

Talent

CR

100 Disciplined Strike

1

Talent

L

42 Disciplined Trickery

1

reac

y

Talent

CR

46 Disruptive

1

2swif

Talent

CR

44 Distant Command

2 Born Leader

Talent

J

91 Distant Discblade Throw

1 proficient discblade

Talent

J

17 Distracting Apparition

2 Manifest Guardian Spirit

Talent Talent Talent

K SV L

44 Distracting Attack 31 Distracting Shout 27 Distress to Discord

2 Brutal Attack 2 Cunning Distraction 1

Talent

CR

218 Djem So

1

x

Talent

CR

207 Dogfight Gunner

2 Expert Gunner

Talent Talent

GI C

20 Done It All 22 Double Agent

1 1

free

x

Talent

SV

35 Double Up

3 Find an Opening*

Talent

K

40 Drain Force

2 Affliction

reac

Talent

T

30 Drain Knowledge

1

stan

x

Talent Talent

GW CR

31 Draw a Bead 52 Draw Fire

2 Precision Shot, BAB +10 1

swif swif

Talent Talent

SV C

26 Dread 43 Droid Defense

3 Hunter's Target* 1

stan stan

Talent

J

79 Droid Duelist

1

swif

x

Talent

C

45 Droid Expert

2 Repairs on the Fly

Talent Talent

F C

56 Droid Jammer 43 Droid Mettle

1 2 Droid Defense

full swif

Talent Talent

F K

103 Droid Smash 47 Dual Weapon Flourish I

1 1 Dual Weapon Mastery I, Weapon Finesse stan

Talent

K

47 Dual Weapon Flourish II

3 Dual Weapon Mastery I, II, Dual Weapon Flourish I, Master of Elegance, Weapon Finesse

Talent Talent

F SV

102 Dull the Pain 14 Dumb Luck

1 Medical Droid 3 Knack, Lucky Shot

full stan

Talent

SGD 27 Durable

1

Talent

J

85 Earth Buckle

1

swif

x

Talent

GW

19 Easy Prey

2 Cheap Trick

Talent

GW

32 Echani Expertise

1 BAB +10

Talent Talent

J CR

20 Echoes of the Force 44 Educated

1 1

Talent

F

27 Electronic Forgery

1 Use Computer

Talent

F

27 Electronic Sabotage

1 Use Computer

stan

Talent Talent

GI CR

24 Electronic Trail 207 Elusive Dogfighter

2 Nowhere to Hide, trained Use Comp 1

Talent

CR

40 Elusive Target

1

Talent

CR

213 Embrace Dark Side

3 Channel Anger*

y

Talent Talent

F R

54 Emergency Team 37 Empower Siang Lance

1 1 full x

Talent Talent Talent

CR C S

214 Empower Weapon 23 Enemy Tactics 16 Engineer

1 1 2 Educated, Know (tech)

free

x

Talent Talent

R J

45 Enhance Cover 75 Enhanced Danger Sense

1 1

swif *

Talent Talent Talent

F C GI

47 Enhanced Manipulation 47 Enhanced Vision 23 Entangler

1 Dex 15 1 1

Talent Talent

L J

26 Entreat Aid 18 Entreat Beast

1 2 Charm Beast

swif swif

x

Talent Talent

F CR

103 Environmentally Shielded 101 Equilibrium

1 1 swif x

Talent Talent

R R

45 Escort Fighter 40 Escort Pilot

1 1

swif

Talent

J

18 Esoteric Technique

1

Talent

F

103 Etiquette

1

Talent

CR

50 Evasion

1

Talent Talent Talent Talent Talent

R GI CR K J

43 Excellent Kit 21 Exceptional Skill 212 Exotic Weapon Mastery 44 Exotic Weapons Master 75 Expanded Horizon

1 1 Trained in skill 1 1 exotic Proficiency 1 *

Talent

C

43 Expanded Sensors

1

Talent Talent Talent

L SV CR

47 Expedient Mending 18 Experienced Brawler 52 Expert Grappler

2 Expert Shaper 3 Stunning Strike* 1

stan

Talent Talent Talent

CR UR L

207 Expert Gunner 23 Expert Rider 47 Expert Shaper

1

1

y

Talent

CR

49 Expert Tracker

2 Acute Senses

Talent Talent

C C

42 Exploit Weakness 22 Exposing Strike

2 Assault Tactics 1

*

Talent

UR

21 Extended Ambush

Talent Talent Talent

F F UR

42 Extended Critical Range (heavy) 42 Extended Critical Range (rifles) 30 Extended Critical Range (simple weapons)

1 BAB +10, WP (heavy) 1 BAB +10, WP (rifles)

Talent

UR

30 Extended Threat

Talent

F

54 Extra First Aid

1

Talent

CR

50 Extreme Effort

1

2swif

Talent Talent Talent

F R R

57 Extreme Explosion 24 Face the Foe 26 Fade Away

3 Skilled Demolitionist, Shaped Explosion 1 1

reac

Talent

GI

22 Fade Out

1 Trained in Stealth

Talent

GW

31 Fall Back

1 Cha 13

move

Talent Talent

UR UR

29 Familiar Enemies 29 Familiar Situation

Talent

UR

29 Fast Attack Specialist

Talent

S

16 Fast Repairs

1 Mechanics

Talent Talent

F SV

27 Fast Talker 26 Fear Me

2 Art of Concealment 4 Inspire Fear I & II, Attract Minion reac

Talent

F

29 Feared Warrior

2 Commanding Presence

Talent

CR

44 Fearless Leader

2 Born Leader

swif

Talent Talent

F C

42 Fearsome 23 Feed Information

2 Notorious 1 swif

Talent

F

88 Feel the Force

1

stan

x

Talent Talent

GW K

30 Ferocious Assault 60 Field Detection

2 BAB +12, Controlled Burst 1 Use the Force skill swif

Talent Talent

CR SV

221 Field Tactics 33 Fight to the Death

2 Deployment Tactics 2 Bloodthirsty

move swif

Talent

SV

35 Find an Opening

2 Seize the Moment

Talent Talent Talent

R SV SV

25 Find Openings 26 Findsman Ceremonies 26 Findsman's Foresight

1 1 Force Sensitivity 2 Findsman Ceremonies y

Talent Talent Talent

C SV SV

26 Fire at Will 28 Flanking Foe 17 Flee

2 BAB+5, Commanding Officer 1 Dual Weapon Mastery I 2 Long Stride

full

stan

Talent

S

18 Fleet Deployment

1 Charisma 13

full

Talent

S

18 Fleet Tactics

2 Cha 13, Fleet Deployment

stan

Talent

CR

107 Flight

2 Adept Spellcaster

swif

x

Talent

J

85 Fluidity

1

*

Talent

F

42 Flurry Attack

1

Talent

GW

33 Flurry of Blows

1

Talent

K

26 Fluster

2 Presence, Persuasion

stan

Talent

L

43 Focus Terror

1

swif

Talent

C

53 Focused Attack

1

x

n

Talent Talent Talent Talent

C C F J

40 Focused Force Talisman 26 Focused Targeting 29 Focused Warrior 73 Folded Space Mastery

2 Force Talisman 2 Comrades in Arms 1 1 Fold space

Talent

CR

46 Fool's Luck

1

stan

x

Talent Talent Talent

GI L CR

21 For the Cause 40 Force Blank 107 Force Cloak

2 Make an Example 1 1 swif

Talent

CR

107 Force Cloak Mastery

2 Force Cloak

Talent

CR

223 Force Deception

1

Talent

K

57 Force Delay

1 Persuasion skill

reac

*

Talent Talent

UR K

33 Force Directed Shot 58 Force Direction 1 x

Talent

F

88 Force Exertion

1 Force Training

reac

Talent

C

56 Force Fighter

1

Talent

K

52 Force Flow

1

Talent

CR

101 Force Focus

1

full

Talent

CR

218 Force Fortification

1

x

Talent

J

16 Force Harmony

1

Talent Talent

CR J

40 Force Haze 77 Force Immersion

2 Clear Mind 2 Stealth, White Current Adept

stan

x

Talent

F

43 Force Interrogation

1

free

Talent

CR

40 Force Intuition

1

Talent

K

58 Force Momentum

1

x

Talent Talent

F CR

24 Force of Will 101 Force Perception

1 1

swif

x

Talent Talent

CR CR

40 Force Persuasion 101 Force Pilot

2 Adept Negotiator 1

Talent

CR

214 Force Power Adept

1

x

n

Talent

CR

101 Force Recovery

2 Equilibrium

Talent

S

16 Force Reflexes

2 Starship Tact, Force Pilot

x

n

Talent

J

79 Force Repair

1

Talent

K

39 Force Revive

3 Battle Meditation, Jedi Battle Commander

reac

x

Talent

J

87 Force Stabilize

2 Tyia Adept

swif

Talent

K

53 Force Suppression

1 rebuke Force power

Talent Talent

CR K

214 Force Talisman 38 Force Throw

1 2 Empower Weapon

free stan

x

Talent

CR

214 Force Treatment

1

Talent Talent Talent

C L K

41 Force Treatment 41 Force Veil 40 Force Warning

1 2 Difficult to Sense 1 y

Talent

F

24 Forceful Warrior

1

Talent

CR

101 Foresight

2 Force Perception

x

n

Talent

GW

18 Forewarn Allies

1

Talent

GW

31 Form Up

1 Cha 13

move

Talent

CR

214 Fortified Body

2 Equilibrium

Talent

CR

46 Fortune's Favor

1

Talent

GW

20 Forward Patrol

2 Watchful Step

Talent Talent

L C

27 Friend or Foe 23 Friendly Fire

2 Cast Suspicion 2 Enemy Tactics

reac

Talent

SV

26 Frighten

3 Inspire Fear I, Attract Minion

free

Talent Talent

CR GW

50 Fringe Savant 31 Full Advance

1 1 Cha 13 move

Talent

SGD 28 Full Control

4 Directed Action, Directed Movement, Remote Attack

full

Talent

CR

207 Full Throttle

1

Talent

UR

20 Galactic Guidance

Talent

CR

46 Gambler

1

Talent

L

30 Gang Leader

1

Talent

CR

101 Gauge Force Potential

2 Force Perception

stan

Talent Talent

GW GI

18 Get Down 20 Get into Position

1 1

reac

Talent

C

25 Get Into Position

2 BAB+5, Recon Team Leader

move

Talent

SV

29 Get Some Distance

3 Advantageous Positioning*

stan

Talent

GW

20 Ghost Assailant

1

Talent

CR

47 Gimmick

1

swif

Talent

L

31 Grabber

1

Talent Talent Talent

R C S

23 Gradual Resistance 42 Grand Leader 17 Great Shot

1 1 1

swif

Talent Talent Talent Talent Talent

J CR C CR CR

17 Greater Dark Side Talisman 212 Greater Devastating Attack 40 Greater Focused Force Talisman 214 Greater Force Talisman 212 Greater Penetrating Attack

2 Dark Side Talisman 2 Greater WF, Devastating* 3 Focused Force Talisman* 2 Force Talisman 2 Greater WF, Penetrating* free x

Talent Talent

CR K

212 Greater Weapon Focus 61 Greater Weapon Focus (Fira)

1 Weapon Focus 1 Weapon Focus (Fira)

Talent

CR

218 Greater Weapon Focus (lightsabers)

1 Weapon Focus

Talent Talent

CR CR

212 Greater Weapon Specialization 218 Greater Weapon Specialization (lightsabers)

2 Greater WF, Weapon Specialization* 2 Weapon Specialization

Talent Talent

J GW

14 Grenade Defense 21 Grizzled Warrior

1 3 Seen It All*

Talent

L

42 Group Perception

1

Talent Talent

GI SV

20 Guaranteed Boon 28 Guaranteed Shot

1 1 Dual Weapon Mastery I

x

Talent

J

16 Guardian Spirit

1

Talent Talent

C L

22 Guardian Strike 41 Guard's Endurance

1 2 Ward

Talent Talent

K R

28 Guidance 23 Guiding Strikes

1 Perception 1

swif swif

Talent

CR

52 Gun Club

1

Talent Talent

SV L

28 Hailfire 31 Hammerblow

1 Dual Weapon Mastery I 1

Talent

T

95 Hard Target

2 Tough As Nails

reac

Talent

GW

33 Hardened Strike

1

Talent

C

56 Hardiness

1

x

Talent

CR

52 Harm's Way

1 Initiative skill

swif

Talent

GW

31 Harrying Shot

3 Pinning Shot*

Talent

L

42 Hasty Withdrawal

1

swif

Talent

J

79 Heal Droid

1 Vital transfer

Talent Talent Talent Talent

C GW

41 Healing Boost 18 Heavy Fire Zone

1 Vital transfer 2 Forewarn Allies 1 Medium or larger size 1 x swif

SGD 27 Heavy-Duty Actuators C 53 Heightened Awareness

Talent

F

103 Helpful

1

Talent

SV

15 Hesitate

1

stan

Talent

SGD 29 Heuristic Mastery

1 Wis 15

Talent

K

29 Hidden Attacker

1 Stealth

swif

Talent Talent

C CR

25 Hidden Eyes 49 Hidden Movement

1 2 Improved Stealth

Talent Talent

F SV

27 Hidden Weapons 16 Hide in Plain Sight

2 Art of Concealment 3 Hidden Movement*

move

Talent

C

56 High Impact

1

swif

Talent Talent

C GW

40 Higher Yield 32 Hijkata Expertise

1 Trained in Mechanics 1

Talent Talent

R F

25 Hit the Deck 93 Hive Mind

1 1

Talent

GW

31 Hold Steady

1 Cha 13

stan

Talent

J

14 Hold the Line

1

Talent

S

16 Hot Wire

1 Mechanics

Talent Talent

F SV

47 Hotwired Processor 16 Hunker Down

1 1

swif stan

Talent Talent

C CR

25 Hunt the Hunter 208 Hunter's Mark

1 1

stan

Talent Talent

CR CR

208 Hunter's Target 47 Hyperdriven

2 Hunter's Mark 1

free

Talent

K

29 Hyperspace Savant

1 Pilot

Talent

F

25 Idealist

1 Cha 13

Talent

CR

43 Ignite Fervor

3 Bolster, Inspire Confidence

free

Talent

C

40 Ignore Armor

1

Talent

T

53 Ignore Damage Reduction

2 Martial Arts I, Teras Kasi Basics

Talent

F

27 Illicit Dealings

1

n

Talent

K

52 Illusion (F87 & J14)

1 Mind Trick

stan

x

Talent

J

15 Illusion Bond

2 Illusion

Talent

K

58 Imbue Item

1

full

x

Talent

J

77 Immerse Another

2 Stealth, White Current Adept

*

Talent Talent

R SV

23 Immovable 18 Impaling Assault

1 2 Weapon Specialization

swif

Talent Talent

C CR

41 Impart Knowledge 210 Impel Ally I

2 Skilled Advisor 1

reac swif

Talent Talent Talent

CR SV C

210 Impel Ally II 27 Impel Ally III 47 Impenetrable Cover

2 Impel Ally I 3 Impel Ally II* 2 Maximize Cover

2swif 3swif

Talent

K

43 Impose Confusion

2 Impose Hesitation

Talent

K

43 Impose Hesitation

1

stan

Talent

CR

52 Improved Armored Defense

2 Armored Defense

Talent Talent Talent

S K C

17 Improved Attack Run 25 Improved Battle Meditation 22 Improved Consular's Vitality

1 2 Battle Meditation 2 Consular's Vitality swif

Talent

CR

224 Improved Dark Healing

2 Dark Healing

stan

x

Talent

K

60 Improved Force Sight

1 Force sight, Use the Force skill swif

Talent Talent

C CR

41 Improved Healing Boost 49 Improved Initiative

2 Healing Boost* 2 Acute Senses y

Talent Talent

R F

43 Improved Jury-Rig 43 Improved Lightsaber Throw

1 2 Lightsaber Throw stan x

Talent

SV

30 Improved Manipulating Strike

2 Manipulating Strike

Talent Talent

CR K

216 Improved Quick Draw 40 Improved Quick Draw (lightsabers)

1 1 Quick Draw, WF (lightsabers)

Talent

K

39 Improved Redirect

3 Deflect, Redirect Shot

Talent

K

39 Improved Riposte

3 Block, Riposte

Talent Talent Talent

K K SV

39 Improved Sentinel Strike 39 Improved Sentinel's Gambit 15 Improved Skirmisher

1 2 Sentinel's Gambit 2 Skirmisher

Talent

GW

20 Improved Sneak Attack

2 Sneak Attack, PB Shot

Talent Talent

SV CR

31 Improved Soft Cover 49 Improved Stealth

2 Innocuous 1

swif y

Talent

C

40 Improved Stunning Strike

3 Stunning Strike

Talent

L

31 Improved Suppression Fire

1

Talent Talent Talent

F K CR

28 Improved Surveillance 30 Improved Trajectory 43 Improved Weaken Resolve

2 Surveillance 2 Jet Pack Training 3 Weaken Resolve*

free

Talent Talent Talent

R J L

43 Improvised Device 21 Improvised Weapon Master 43 Incite Rage

1 1 1 swif

Talent Talent

F CR

28 Incognito 52 Indomitable

2 Blend In 1 swif

n

Talent

F

88 Indomitable Will

1

stan

x

Talent

J

15 Influence Savant

1

swif

Talent

F

25 Influential Friends

2 Connections

Talent

F

93 Infuse Weapon

1

full

x

Talent

L

58 Initiate of Vahl

1

Talent Talent Talent Talent

SV F C F

31 Innocuous 43 Inquisition 41 Insight of the Force 92 Insightful Aim

1 1 1 1 WP (pistols or rifles)

swif

swif

x

Talent

C

44 Inspire Competence

2 Expanded Sensors

swif

Talent

CR

44 Inspire Confidence

1

stan

Talent

CR

210 Inspire Fear I

1

Talent

CR

210 Inspire Fear II

2 Inspire Fear I

Talent

CR

210 Inspire Fear III

3 Inspire Fear I & II

Talent

CR

44 Inspire Haste

1

swif

Talent

C

23 Inspire Loyalty

1

Talent Talent

SV CR

27 Inspire Wrath 44 Inspire Zeal

3 Impel Ally II* 3 Ignite Fervor*

stan

Talent

J

17 Instinctive Navigation

2 Force Pilot

Talent

F

25 Instruction

1

stan

Talent

UR

30 Instrument of the Force

Talent Talent

F F

45 Intentional Crash 102 Interrogator

1 Pilot 1

Talent Talent

F K

28 Intimate Knowledge 26 Intimidating Defense

2 Surveillance 2 Presence, Persuasion

stan reac

Talent Talent

C F

47 Invisible Attacker 52 Ion Mastery

2 Maximize Cover 1

Talent

F

47 Ion Resistance 10

1

Talent Talent Talent

F UR S

57 Ion Turret 31 Irregular Tactics 18 It's a Trap

2 Blaster Turret I

stan

1

reac

Talent Talent Talent Talent Talent

CR K F L J

218 Jar'Kai 39 Jedi Battle Commander 42 Jedi Hunter 42 Jedi Network 20 Jedi Quarry

3 Lightsaber Def, Niman 2 Battle Meditation 1 1 1 swif

Talent Talent

K K

30 Jet Pack Training 30 Jet Pack Withdraw

1 2 Jet Pack Training

reac

Talent

CR

52 Juggernaut

2 Armored Defense

Talent Talent Talent

CR CR

207 Juke 50 Jury-Rigger

2 Vehicular Evasion 1 1 y

SGD 28 Just a Droid

Talent

SGD 27 Just a Scratch

1 Equipped & proficient with medium or better armor 1

Talent

R

43 Just What Is Needed

Talent Talent

CR CR

218 Juyo 49 Keen Shot

2 BAB +10, Weapon Specialization* 2 Acute Senses

swif

x

n

Talent

R

28 Keep It Going

2 Ambush Specialist

free

Talent

SV

17 Keep it Together

2 Jury-Rigger

Talent

CR

207 Keep It Together

1

Talent

C

26 Keep Them at Bay

1

Talent Talent

GW SV

31 Keep Them Honest 33 Keep Them Reeling

1 Careful Shot feat 1 stan

Talent Talent

R GI

28 Keep Them Reeling 22 Keep Together

2 Ambush Specialist 1

swif

Talent

CR

46 Knack

1

n

Talent Talent

L F

45 Knight's Morale 42 Knockback

1 1

Talent

CR

216 Knockdown Shot

1

Talent Talent Talent

J F J

14 Know Weakness 25 Know Your Enemy 75 Knowledge and Defense

2 Adversary Lore 1 2 Enhanced Danger Sense

swif

Talent Talent

F F

50 Knowledge is Life 50 Knowledge is Power

2 Spynet Agent 2 Spynet Agent

swif swif

Talent Talent

F K

50 Knowledge is Strength 58 Knowledge of the Force

2 Spynet Agent 1

swif reac x

Talent Talent Talent

F

25 Known Dissident

2 Know Your Enemy

stan

SGD 26 Known Vulnerability K 60 Krath Illusions

1 Trained in Know (life sciences) free 2 Illusion swif

Talent

K

60 Krath Intuition

1

x

Talent

K

60 Krath Surge

1

swif

Talent

GW

33 K'tara Expertise

1

Talent

GW

33 K'thri Expertise

1

Talent

SV

15 Labyrinthine Mind

1

reac

Talent Talent Talent

R F UR

45 Launch Point 25 Lead by Example 31 Lead by Example

2 Safe Zone 1

Talent Talent

R K

24 Lead From the Front 26 Leading Feint

2 Face the Foe 2 Noble Fencing Style swif

Talent Talent Talent

GI GI S

20 Leading Skill 20 Learn from Mistakes 18 Legendary Commander

1 1 2 Cha 13, Int 13, Born Leader

Talent

J

73 Liberate

2 Aura of Freedom

swif

x

Talent

L

41 Lifesaver

2 Bodyguard's Sacrifice

reac

Talent

CR

41 Lightsaber Defense

1

swif

Talent Talent

L J

40 Lightsaber Evasion 19 Lightsaber Form Savant

1 1 swif

Talent Talent

J CR

19 Lightsaber Specialist 41 Lightsaber Throw

2 Masterwork Lightsaber 1 stan

Talent Talent

UR J

31 Lingering Debilitation 15 Link 1 stan

Talent

CR

107 Linked Defense

1

swif

Talent

SGD 27 Load Launcher

1

Talent Talent

K UR

44 Lockdown Strike 30 Long Call

1

Talent Talent Talent

CR R R

50 Long Stride 40 Lose Pursuit 24 Luck Favors the Bold

1 1 2 Face the Foe

Talent

CR

46 Lucky Shot

2 Knack

n

Talent

K

27 Lucky Stop

2 Knack

reac

Talent

K

60 Luka Sene Master

2 Field Detection, farseeing

Talent

R

25 Lure Closer

2 Trick Step

move

Talent

C

44 Maintain Focus

1

swif

Talent

CR

218 Makashi

2 Lightsaber Defense

Talent

SV

16 Make a Break for It

3 Stellar Warrior*

swif

Talent Talent Talent

GI SV T

22 Make an Example 18 Make Do 13 Malkite Techniques

1 1 1

stan

Talent

SV

18 Man Down

1

reac

Talent

K

38 Mandalorian Advance

1

Talent Talent

K K

38 Mandalorian Ferocity 38 Mandalorian Glory

1 Dex 13, proficient 1

Talent

J

17 Manifest Guardian Spirit

1

swif

x

Talent

SV

30 Manipulating Strike

1

Talent

J

73 Many Shades of the Force

1 Force Training

Talent Talent

C J

47 Mark the Target 89 Martial Resurgence

1 1

swif

Talent

J

79 Mask Presence

1

swif

Talent

J

15 Masquerade

2 Illusion

Talent Talent Talent

C GI GI

41 Master Advisor 24 Master Defender 20 Master Manipulator

2 Skilled Advisor 1 3 Get into Position, Advanced Planning swif

Talent

UR

29 Master Manipulator

Talent

L

47 Master Mender

2 Expert Shaper

Talent Talent

CR K

40 Master Negotiator 47 Master of Elegance

2 Adept Negotiator 2 Dual or Single Weapon Flourish I, Weapon Finesse

Talent Talent

J CR

14 Master of the Great Hunt 47 Master Slicer

1 2 Gimmick

n

Talent Talent Talent

UR J C

30 Master's Orders 19 Masterwork Lightsaber 47 Maximize Cover

1 1

y

Talent

F

102 Mechanics Mastery

1

Talent

UR

23 Mechanized Rider

Talent

SGD 26 Medical Analyzer

1 Medical droid, Trained in Know (life sciences)

Talent Talent

F F

102 Medical Droid 54 Medical Miracle

1 1 stan

Talent

L

31 Melee Assault

1

Talent

L

31 Melee Brute

1

Talent

L

31 Melee Opportunist

1

Talent

CR

52 Melee Smash

1

Talent

T

57 Mercenary's Determination

2 Mercenary's Grit

free

x

Talent

T

57 Mercenary's Grit

1

swif

Talent Talent

T J

57 Mercenary's Teamwork 18 Mind Probe

2 Combined Fire* 1

full

Talent Talent

F SV

57 Mine Mastery 14 Misplaced Loyalty

1 2 Dirty Tactics swif

Talent K 39 Mobile Attack (lightsabers) 2 Multiattack Prof. WF (lightsabers) Talent K 39 Mobile Attack (pistols) 2 Multiattack Proficiency (pistols) Talent Talent F GW 24 Mobile Combatant 20 Mobile Combatant 1 3 Forward Patrol* swif Talent J 83 Mobile Whirlwind 2 Seyugi Cyclone . Dual Weapon Mastery I.

move object x Talent F 52 Multiattack Proficiency (advanced melee weapons) 47 Multiattack Proficiency (advanced melee weapons) 45 Multiattack Proficiency (exotic weapons) 1 Talent K 1 Talent K 2 Exotic Weapons Master Talent CR 212 Multiattack Proficiency (heavy weapons) 1 .Talent F 47 Modification Specialist 1 Talent T 13 Modify Poison 2 Malkite Techniques Talent J 17 Motion of the Future 2 Force Perception swif Talent L 55 Move Massive Object 2 Telekinetic Power.

Talent CR 218 Multiattack proficiency (lightsabers) 1 Talent Talent Talent Talent Talent CR L CR UR SV 216 Multiattack Proficiency (pistols) 41 Multiattack Proficiency (rifles) 212 Multiattack Proficiency (rifles) 30 Multiattack Proficiency (simple weapons) 29 Murderous Arts I 1 1 1 1 Talent SV 29 Murderous Arts II 2 Murderous Arts I Talent J 18 Mystic Mastery 1 .

Talent UR 30 Mystical Link Talent Talent F UR 54 Natural Healing 33 Negate and Redirect 1 Talent Talent Talent Talent CR GW K K 218 Niman 21 Nimble Dodge 27 No Escape 27 Noble Fencing Style 1 1 2 Opportunistic Strike 1 Deception & Persuasion trained .

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

Talent SGD 26 Observant 1 Talent Talent L SV 41 Old Faithful 26 Omens 1 2 Findsman Ceremonies Talent Talent Talent Talent Talent SGD 26 On-Board System Link CR 221 One for the Team R 43 Only the Finest SV K 35 Opportunistic Defense 27 Opportunistic Strike 1 2 Deployment Tactics 2 Black Market Buyer 2 Uncanny Instincts 1 Talent L 41 Opportunity Fire 1 Talent L 41 Out of Harm's Way 1 move Talent Talent UR K 23 Out of Harm's Way 47 Out of Nowhere 1 Deception skill. Weapon Finesse free Talent CR 221 Outmaneuver 3 Field Tactics* stan .

Talent Talent SV UR 25 Outrun 20 Outsider's Eye 1 Talent UR 21 Outsider's Query Talent Talent UR C 29 Overcharged Shot 44 Overclocked Troops 2 Droid Defense swif Talent K 58 Past Visions 3 Visions Talent CR 53 Penetrating Attack 1 Weapon Focus Talent Talent R J 28 Perceptive Ambusher 19 Perfect Attunement 2 Ambush Specialist 2 Masterwork Lightsaber .

Talent J 18 Perfect Telepathy 1 Talent Talent SV K 13 Persistent Haze 27 Personal Affront 3 Force Haze* 2 BAB +5. Noble Fencing Style reac Talent Talent K S 45 Personal Vendetta 17 Personalized Modifications 1 1 swif stan Talent Talent C L 26 Phalanx 57 Phantasm 2 Watch Your Back 1 swif x Talent J 81 Physical Surge 1 Talent SV 18 Pick a Fight 2 Cantina Brawler .

Talent UR 21 Piercing Hit Talent GW 31 Pinning Shot 2 Precision Shot Talent GI 25 Pistol Duelist 1 stan .

Deflect 1 Weapon Focus (lightsabers) .Talent J 75 Planetary Attunement 1 x Talent Talent SGD 28 Power Boost L 43 Power of Hatred 2 Power Surge 2 Incite Rage swif Talent CR 101 Power of the Dark Side 1 x Talent Talent F F 103 Power Supply 48 Power Surge 1 1 swif Talent F 26 Powerful Friends 3 Connections. Influential Friends Talent Talent L L 45 Praetoria Ishu 45 Praetoria Vonil 3 Block.

Talent R 24 Precise Direct 3 Redirect Shot Talent L 27 Precision 1 stan Talent L 40 Precision Fire 1 Talent Talent L GW 47 Precision Implant 31 Precision Shot 1 1 Far Shot feat stan Talent J 75 Precognitive Meditation 1 x Talent C 45 Prepared Explosive 1 Talent Talent J CR 20 Prepared for Danger 43 Presence 1 1 stan Talent F 52 Preserving Shot 1 Talent SV 35 Preternatural Senses 1 reac .

Talent Talent Talent GW K C 18 Prime Targets 38 Primitive Block 45 Problem Solver 1 2 Empower Weapon 1 swif * Talent K 61 Progenitor's Call 1 Talent Talent C C 23 Protection 57 Protective Reaction 2 Double Agent 2 Akk Dog Master stan Talent Talent Talent C F GI 23 Protector Actions 103 Protocol 22 Prudent Escape 1 1 1 stan Talent J 18 Psychic Citadel 1 .

Force Perception Talent SV 30 Pulling the Strings 1 stan Talent SV 25 Punch Through 1 Talent Talent C GW 23 Punishing Protection 33 Punishing Strike 2 Inspire Loyalty.Talent J 18 Psychic Defenses 2 Psychic Citadel Talent C 53 Psychometry 2 farseeing. BAB+5 1 Talent F 45 Pursuit 1 Dex 13 n Talent SGD 26 Quick Astrogation 1 Trained in Use Computer Talent UR 29 Quick Cuffs .

Use the Force skill free Talent Talent UR SV 22 Quicktrap 33 Raider's Frenzy 1 Talent SV 33 Raider's Surge 1 stan Talent CR 44 Rally 3 Distant Command* swif Talent CR 217 Ranged Disarm 1 .Talent S 17 Quick Fix 1 Mechanics Talent Talent J C 19 Quick Modification 45 Quick Modifications 2 Masterwork Lightsaber 2 Tech Spec. Repairs on the Fly Talent L 30 Quick on Your Feet 1 reac Talent Talent Talent GW UR CR 19 Quick Strike 23 Quick Study 207 Quick Trigger 2 Cheap Trick 2 Expert Gunner Talent K 60 Quickseeing 1 farseeing.

Persuasion Talent GI 22 Reactive Stealth 1 Trained in Stealth reac .Talent Talent SV UR 27 Ranged Flank 20 Rant 1 swif Talent J 21 Rapid Alchemy 1 stan Talent Talent C K 40 Rapid Reload 26 Reactionary Attack 1 2 Born Leader.

BAB +5 Talent F 42 Reduce Defense 1 .Talent L 58 Reading the Flame 2 Initiate of Vahl n Talent Talent Talent L R J 30 Ready and Willing 23 Reap Retribution 89 Rebound Leap 1 1 1 Talent Talent Talent K R J 39 Rebuke the Dark 23 Recall 91 Recall Discblade 1 1 1 proficient discblade free Talent GW 22 Reckless 2 Tested in Battle Talent Talent C C 25 Reconnaissance Actions 25 Reconnaissance Team Leader 2 Recon Team Leader 1 stan Talent R 41 Recruit Enemy 1 Talent CR 41 Redirect Shot 2 Deflect.

Talent F 42 Reduce Mobility 1 Talent Talent J S 18 Regimen Aptitude 18 Regroup 1 Force Regimen Mastery 1 Cha 13 stan Talent C 44 Reinforced Commands 2 Droid Defense Talent CR 208 Relentless 3 Hunter's Target* Talent CR 207 Relentless Pursuit 1 n Talent Talent GI R 21 Reliable Boon 45 Relocate 1 2 Safe Zone x swif Talent SGD 28 Remote Attack 1 stan Talent Talent K C 25 Renew Vision 39 Renowned Pilot 1 1 swif Talent F 47 Repair Self 1 Talent C 45 Repairs on the Fly 1 .

Initiative* Talent Talent Talent CR L C 40 Resilience 47 Resilience Implant 56 Resist Enervation 1 1 1 full stan x Talent Talent Talent CR F GI 41 Resist the Dark Side 45 Respected Officer 20 Retaliation 2 Dark Side Sense 1 2 Advanced Planning .Talent J 87 Repel Discord 1 reac x Talent J 83 Repelling Whirlwind 2 Seyugi Cyclone Talent F 28 Reset Initiative 3 Improved Initiative.

Lucky Shot Talent J 77 Ride the Current 1 reac * .Talent GW 21 Retaliation Jab 1 Talent Talent UR C 31 Retreating Fire 24 Retribution 1 Talent Talent GI L 25 Revealing Secrets 58 Revelation 2 Detective 1 stan Talent CR 101 Revenge 3 Dark Presence* Talent GI 23 Reverse Strength 1 Talent GI 22 Revolutionary Rhetoric 1 stan Talent SV 15 Ricochet Shot 3 Knack.

BAB +5 reac Talent UR 33 Rising Anger Talent UR 33 Rising Panic Talent R 25 Risk for Reward 2 Find Openings reac .Talent Talent Talent L R K 41 Rifle Master 43 Right Gear for the Job 25 Riposte 1 1 2 Block.

Talent UR 29 Roll Out Talent L 41 Roll With It 3 Take the Hit* Talent Talent R SV 40 Run Interference 29 Ruthless 2 Escort Pilot 1 reac Talent Talent F CR 29 Ruthless 208 Ruthless Negotiator 2 Dirty Fighting 2 Notorious Talent C 46 Sabotage Device 1 swif Talent R 45 Safe Passage 2 Escort Fighter move Talent Talent R SV 45 Safe Zone 33 Savage Reputation 1 2 Bloodthirsty stan .

Talent Talent C 41 Scholarly Knowledge 1 1 Trained in Know (life sciences) & (physical sciences) 3 Any 2 talents from Slicer tree swif n SGD 26 Science Analyzer Talent SGD 26 Scomp Link Slicer Talent SGD 29 Scripted Routines 1 BAB +5 Talent GW 31 Search and Destroy 1 Cha 13 move Talent Talent F CR 54 Second Chance 52 Second Skin 2 Steady Under Pressure 2 Armored Defense Talent R 26 Second Strike 2 Blast Back free Talent Talent F L 27 Security Slicer 29 Seducer 1 Mechanics 1 y .

Initiative 1 move Talent Talent SV L 35 Seize the Moment 27 Seize the Moment 1 2 Distress to Discord reac Talent Talent Talent UR J UR 20 Self-Reliant 20 Sense Deception 19 Sense Primal Force 1 Talent Talent Talent K K C 25 Sentinel Strike 25 Sentinel's Gambit 22 Sentinel's Observation 1 1 1 swif .Talent C 25 Seek and Destroy 2 Hidden Eyes Talent Talent GW L 22 Seen It All 29 Seize Object 2 Tested in Battle.

Talent F 49 Set for Stun 1 2swif Talent CR 218 Severing Strike 1 Talent J 83 Seyugi Cyclone 1 Talent L 58 Shadow Armor 2 Cloak of Shadow swif Talent SV 16 Shadow Striker 3 Hidden Movement* stan Talent L 58 Shadow Vision 1 swif Talent Talent Talent Talent Talent F J J J CR 57 Shaped Explosion 19 Share Force Secret 20 Share Force Technique 20 Share Talent 210 Shared Notoriety 2 Skilled Demolitionist 1 at least 1 Force Secret 1 at least 1 Technique 2 at least 1 from special 2 Notorious swif swif stan x y .

BAB +7 reac Talent R 37 Shield Gauntlet Deflect 3 Shield Gauntlet Defense reac Talent R 37 Shield Gauntlet Redirect 4 Shield Gauntlet Defense. Vigilance 1 AP (light) Talent R 37 Shield Gauntlet Defense 2 Siang Lance Mastery.Talent Talent C SV 47 Shellshock 27 Shelter 2 Soften the Target 2 Attract Minion Talent Talent K K 40 Sheltering Stance 29 Shield Expert 3 Block or Deflect. Redirect Shot 1 1 2 Shift Defense I 3 Shift Defense I-II move swif swif swif . BAB +5 Talent Talent Talent Talent Talent CR SV CR CR CR 218 Shien 29 Shift 222 Shift Defense I 222 Shift Defense II 222 Shift Defense III 2 Deflect. Shield Gauntlet Deflect.

Deflect 1 Talent J 14 Shoto Focus 1 Talent J 19 Shoto Master 1 Talent Talent J C 21 Shoto Pin 40 Shoulder to Shoulder 2 Block 1 Talent GI 24 Shunt Damage 1 .Talent C 53 Shift Sense 1 x Talent Talent CR L 219 Shii-Cho 41 Shoot from the Hip 3 Block.

Talent R 37 Siang Lance Mastery 1 Talent F 93 Sickening Blast 1 Force blast Talent SV 17 Sidestep 2 Long Stride swif Talent Talent F UR 42 Signature Item 21 Silent Movement 1 Talent Talent F J 49 Silent Takedown 79 Silicon Mind 1 Stealth skill 1 reac x .

Weapon Finesse Talent J 21 Sith Alchemy 1 Talent K 41 Sith Alchemy 3 Dark Side Adept & Master full x Talent J 22 Sith Alchemy Specialist 2 Sith Alchemy x . Weapon Finesse Talent K 47 Single Weapon Flourish II 3 Double Attack. Single Weapon Flourish I. Master of Elegance.Talent UR 23 Simple Opportunity Talent J 89 Simultaneous Strike 1 BAB +5 stan Talent K 47 Single Weapon Flourish I 1 Double Attack.

Talent C 56 Sith Reverence 1 Talent Talent F GI 50 Six Questions 23 Sizing Up 2 Spynet Agent 1 Talent Talent GI GI 21 Skill Boon 21 Skill Confidence 1 Trained in skill 1 Critical Skill Success* Talent Talent Talent Talent Talent Talent F CR F L GI CR 48 Skill Conversion 40 Skilled Advisor 57 Skilled Demolitionist 47 Skilled Implanter 21 Skillful Recovery 46 Skirmisher 1 1 1 1 Biotech Surgery feat 1 Trained in skill 1 full * Talent K 39 Slashing Charge 3 Block. WF & WP (lightsabers) Talent Talent C GW 24 Slip By 20 Slip By 1 1 . Riposte.

Easy Prey stan Talent UR 29 Small Favor Talent SV 25 Small Target 1 Talent L 41 Snap Shot 1 .Talent K 27 Slippery Strike 2 Strike and Run reac Talent UR 31 Slowing Shot Talent F 45 Slowing Stun 1 Talent GW 19 Sly Combatant 3 Cheap Trick.

Talent CR 46 Sneak Attack 1 Talent SV 29 Sniping Assassin 1 Talent SV 29 Sniping Marksman 2 Sniping Assassin Talent SV 29 Sniping Master 3 Sniping Marksman* Talent F 47 Soft Reset 1 Talent J 81 Soft to Solid 1 reac x Talent C 47 Soften the Target 1 swif Talent CR 219 Sokan 2 Acrobatic Recovery .

Deflect 2 Hesitate stan Talent CR 47 Spacehound 1 Talent J 73 Spatial Integrity 1 reac x Talent Talent L UR 47 Speed Implant 22 Speedclimber 1 stan Talent CR 44 Spontaneous Skill 2 Educated Talent Talent C R 25 Spotter 28 Spring the Trap 1 1 move .Talent C 41 Soothe 1 Vital transfer Talent Talent Talent J CR SV 18 Soothing Presence 219 Soresu 15 Sow Confusion 2 Charm Beast 3 Block.

2 talents from Infiltration 1 1 stan Talent Talent C L 26 Squad Actions 31 Squad Brutality Talent Talent L S 31 Squad Superiority 18 Squadron Maneuvers 1 2 Cha 13.Talent CR 50 Sprint 1 Talent F 50 Spynet Agent 3 Bothan. Squadron Maneuvers* Talent L 42 Stalwart Subordinates 1 Talent CR 47 Starship Raider 2 Spacehound Talent GW 33 Stava Expertise 1 y . Starship Tact. any other Ace talent stan Talent S 18 Squadron Tactics 2 Wis 13.

Talent R 41 Stay in the Fight 2 Recruit Enemy Talent L 42 Stay in the Fight 2 Stalwart Subordinates swif Talent Talent F L 54 Steady Under Pressure 42 Stealthy Withdrawal 1 2 Hasty Withdrawal n Talent Talent L F 40 Steel Mind 24 Steel Resolve 1 1 Talent CR 47 Stellar Warrior 2 Spacehound Talent Talent C J 26 Stick Together 87 Stifle Conflict 2 Comrades in Arms 1 move Talent SV 18 Stinging Assault 2 Weapon Specialization Talent GW 21 Stinging Jab 1 Talent Talent L T 28 Stolen Advantage 81 Stolen Form 2 Cast Suspicion 1 Any force technique. WF lightsabers 1 reac Talent L 47 Strength Implant stan .

Talent C 40 Strength in Numbers 1 Talent Talent L K 45 Strength of the Empire 28 Strike and Run 2 Knight's Morale 1 reac Talent L 31 Strong Grab 1 Talent Talent Talent L F GW 40 Strong-Willed 57 Stun Turret 21 Stunning Shockboxer 1 2 Blaster Turret I 2 Stinging Jab stan Talent CR 52 Stunning Strike 2 Melee Smash Talent C 24 Stymie 1 swif .

1 from Influence.Talent SV 18 Sucker Punch 1 Talent J 83 Sudden Storm 2 Seyugi Cyclone x Talent SV 15 Sudden Strike 3 Skirmisher. Inspiration or Leadership trees . Sneak Attack Talent GW 19 Summon Aid 2 Get Down reac Talent SGD 26 Supervising Droid 3 Observant.

mind trick reac Talent CR 50 Surefooted 1 Talent SV 17 Surge 2 Long Stride swif Talent C 53 Surge of Light 1 swif Talent Talent Talent Talent F L UR J 27 Surprise Strike 29 Surprising Weapons 22 Surprisingly Quick 77 Surrender to the Current 1 1 1 swif Talent F 28 Surveillance 1 Perception full .Talent J 15 Suppress Force 2 Influence Savant.

Talent R 26 Swerve 2 Fade Away reac Talent SGD 28 Swift Droid 3 2 talents from Autonomy tree Talent CR 101 Swift Power 2 Power of the Dark Side Talent Talent UR SV 31 Swift Shot 17 Swift Strider 3 Sidestep* .

Talent L 58 Sword of Vahl 2 Initiate of Vahl Talent S 17 Synchronized Fire 2 Expert Gunner Talent CR 207 System Hit 2 Expert Gunner Talent Talent CR 222 Tactical Edge GW 19 Tactical Savvy 1 2 Born Leader swif Talent Talent Talent SV SV GW 27 Tactical Superiority 27 Tactical Withdrawal 33 Tae-Jitsu Expertise 1 1 1 2swif 2swif Talent Talent Talent Talent SV K L SV 26 Tag 39 Taint of the Dark Side 41 Take the Hit 33 Take Them Alive 3 Hunter's Target* 2 Dark Deception 2 Bodyguard's Sacrifice 1 Talent F 45 Takedown 1 Talent Talent Talent Talent Talent Talent SGD SV SGD SGD SV F 26 35 27 27 Talkdroid Tangle Up Target Acquisition Target Lock 1 Trained in Persuasion 2 Uncanny Instincts 1 2 Target Acquisition 2 Findsman Ceremonies 1 stan swif 26 Target Visions 103 Targeting Package 2swif .

Talent Talent Talent SGD 28 Task Optimization R 41 Team Recruiting C 46 Tech Savant 1 2 Recruit Enemy 1 trained in Know (tech) stan Talent CR 100 Telekinetic Power 1 Talent F 88 Telekinetic Prodigy 2 Telekinetic Savant Talent L 40 Telekinetic Resistance 1 .

Talent CR 100 Telekinetic Savant 1 swif Talent L 55 Telekinetic Stability 1 x Talent J 89 Telekinetic Strike 1 Talent J 89 Telekinetic Throw 1 Throw feat Talent J 91 Telekinetic Vigilance 1 Intercept swif .

Talent K 53 Telepathic Influence 2 Telepathic Link* Talent J 18 Telepathic Intruder 1 Talent K 53 Telepathic Link 1 Use the Force swif Talent J 83 Tempest Tossed 2 Seyugi Cyclone Talent SV 26 Temporal Awareness 2 Findsman Ceremonies .

Teras Kasi Basics Talent UR 23 Terrain Guidance Talent SV 27 Terrify 4 Inspire Fear II. Frighten* stan Talent Talent GW C 22 Tested in Battle 53 The Will to Resist 1 1 reac Talent C 24 Thrive on Chaos 2 Advantageous Opening Talent F 43 Thrown Lightsaber Mastery 3 Improved & Lightsaber Throw .Talent T 53 Teras Kasi Basics 1 Martial Arts I Talent T 53 Teras Kasi Mastery 2 MA I-III.

Talent J 85 Thunderclap 1 Bantha Rush. Force Training Talent CR 49 Total Concealment 3 Hidden Movement* Talent CR 53 Tough as Nails 1 swif Talent Talent Talent Talent CR F 47 Trace 28 Traceless Tampering 1 1 1 Trained in Survival 2 BAB +12. Weapon Specialization* swif 2swif GW 21 Trailblazer CR 219 Trakata Talent J 16 Transfer Essence 1 Dark Side Score = Wis Talent J 20 Transfer Power 1 Force Training feat stan .

medical stan droid 2 Enhanced Vision 1 1 swif SGD 26 Triage Scan C R CR UR 47 Triangulate 26 Trick Step 217 Trigger Work 22 Tripwire y Talent L 28 True Betrayal 3 Friend or Foe* stan Talent CR 44 Trust 3 Born Lead.Talent K 27 Transposing Strike 2 Noble Fencing Style. BAB +5 Talent Talent Talent Talent Talent Talent SV 32 Treacherous 3 Improved Soft Cover* 1 Trained in Treat Injury. Coordinate stan Talent GI 20 Try Your Luck 1 .

Teras Kasi Basics .Talent UR 31 Turn the Tide Talent Talent Talent Talent Talent Talent Talent F SV J J SV UR J 57 Turret Self-Destruct 28 Twin Shot 21 Twin Weapon Mastery 21 Twin Weapon Style 14 Two-Faced 30 Two-For-One Throw 87 Tyia Adept 2 Blaster Turret I 1 Dual Weapon Mastery I. Unarmed Parry. Teras Kasi Basics Talent T 53 Unarmed Parry 2 MA I-II. Rapid Shot 1 1 3 Misplaced Loyalty* stan 1 swif x Talent SGD 29 Ultra Resilient 1 reac Talent T 53 Unarmed Counterstrike 3 MA I-II.

Talent CR 52 Unbalance Opponent 2 Expert Grappler Talent Talent Talent L C CR 30 Unbalancing Adaptation 42 Uncanny Defense 49 Uncanny Dodge I 2 Adapt and Survive 1 3 Improved Initiative* Talent CR 49 Uncanny Dodge II 4 Uncanny Dodge I* Talent Talent SV SV 35 Uncanny Instincts 15 Uncanny Luck 1 3 Knack. Lucky Shot Talent Talent J T 20 Unclouded Judgment 13 Undetectable Poison 2 Sense Deception 2 Malkite Techniques reac x Talent C 23 Undying Loyalty 2 Inspire Loyalty .

Talent SV 15 Unlikely Shot 3 Knack. Lucky Shot n Talent SV 14 Unreadable 1 Talent C 26 Unrelenting Assault 2 Melee Smash Talent SV 27 Unsavory Reputation 5 Inspire Fear I-III. Juyo* 2 Empower Weapon . Notorious Talent Talent C F 22 Unseen Eyes 43 Unsettling Presence 3 Force Haze* 2 Force Interrogation stan x Talent K 45 Unstoppable 1 Talent R 25 Unwavering Ally 1 swif Talent SV 27 Urgency 3 Impel Ally II* 3swif Talent Talent CR L 219 Vaapad 58 Vahl's Brand 3 BAB +12.

Talent L 58 Vahl's Flame 2 Initiate of Vahl swif Talent F 92 Vanish 1 swif Talent S 17 Vehicle Focus 1 Wis 13 Talent F 102 Vehicle Mechanic 1 3swif Talent K 29 Vehicle Sneak 1 Pilot Talent C 46 Vehicular Boost 1 stan Talent Talent Talent CR L T 207 Vehicular Evasion 29 Veiled Biotech 13 Vicious Poison 1 1 Trained in Stealth 2 Malkite Techniques Talent C 56 Victorious Force Mastery 1 Talent K 40 Vigilance 1 swif Talent C 24 Vindication 2 Retribution .

Talent SV 16 Virus 2 Electronic Sabotage* Talent Talent K K 24 Visionary Attack 25 Visionary Defense 2 WatchCircle Initiate* 2 WatchCircle Initiate* reac reac Talent CR 101 Visions 2 farseeing. Force Perception swif x Talent J 17 Vital Encouragement 1 free Talent CR 46 Walk the Line 2 Disruptive stan Talent J 81 Wan-Shen Defense 1 proficient Wan-shen swif .

Talent J 81 Wan-Shen Kata 1 proficient Wan-shen Talent J 81 Wan-Shen Mastery 1 stan Talent Talent L UR 41 Ward 23 Warrior's Awareness 1 swif Talent UR 23 Warrior's Determination Talent UR 21 Wary Talent Talent Talent Talent Talent SV C K GW K 26 Watch This 26 Watch Your Back 25 WatchCircle Initiate 21 Watchful Step 40 Watchman's Advance 1 1 1 Farseeing 1 2 Force Warning reac x .

Talent K 61 Waveform 1 swif Talent K 28 Weak Point 3 Keen Shot* swif Talent CR 43 Weaken Resolve 2 Presence free Talent SV 15 Weakening Strike 2 Dastardly Attack Talent CR 44 Wealth 1 Talent Talent SV C 27 Wealth of Allies 40 Weapon Shift 2 Attract Minion 2 Gun Club Talent CR 53 Weapon Specialization 1 Weapon Focus .

Weapon Specialization x Talent J 18 Wild Sense 2 Charm Beast swif Talent K 43 Willful Resolve 1 Talent F 25 Willpower 2 Inspire Confidence swif .Talent J 91 Weapon Specialization (discblade) 1 Weapon Focus. proficient discblade Talent CR 41 Weapon Specialization (lightsaber) 1 Weapon Focus stan Talent SGD 27 Weapons Power Surge 1 free Talent C 40 Whirling Death 3 Unrelenting Assault* Talent J 77 White Current Adept 1 Talent CR 224 Wicked Strike 2 Weapon Focus.

Talent J 85 Wind Vortex 1 swif x Talent S 17 Wingman 1 Wis 13 swif Talent Talent R F 40 Wingman Retribution 88 Wrath of the Dark Side 2 Escort Pilot 2 Power of the Dark Side reac Talent K 43 Wrong Decision 1 Talent GW 33 Wrruushi Expertise 1 Talent R 45 Zone of Recuperation 2 Safe Zone Template Template Template Template Template Template Template S C L L SGD S K 59 Advanced Ship 57 Akk Dog 100 Antiquated 100 15 62 76 Antiquated Arakyd Industries Archaic Ship Arkanian Manufacture Template SGD 16 Baktoid Combat Automata .

Template Template Template Template SGD 16 Balmorran Arms K 78 Baragwin Weapon R K 56 B'omarr Monk 80 Bonadan-Alloy Armor Template K 78 Bothan Weapon Template K 80 Bronzium Cast Armor Template Template J K 133 Chrystalis Beast 76 Cinnagaran Manufacture Template SGD 16 Colicoid Creation Nest .

Template Template K CR 77 Cortosis Weave/Phrik Alloy 174 Crew Quality Template SGD 16 Cybot Galactica Template Template Template Template SGD J K K 16 118 79 80 Czerka Corporation Dark Side Spirit Dashade Weapon Durasteel Cast Armor Template Template SGD 16 Duwani Mechanical Products K 77 Echani Manufacture Template K 80 Environmental Bastion Armor .

Template K 80 Eriadun Armor Template Template K K 79 Gand Weapon 77 GenoHaradan Manufacture Template Template Template Template Template SGD 16 Halowan Mechanicals L 97 Heirloom. Symbol of the Light SGD 16 Imperial Department of Military Research Template Template SGD 16 Industrial Automaton K 77 Iridonian Manufacture Template Template S K 104 Junker 77 Krath Manufacture Template Template L K 69 Living Vehicle 77 Mandalorian Manufacture . Legendary Icon L 97 Heirloom. Steeped in the Dark Side L 97 Heirloom.

Template K 77 Massassi Manufacture Template Template Template Template SGD T R K 16 130 126 78 MerenData Packs and Swarms Phrik Alloy Prototype Template Template Template Template Template Template Template Template Template Template Template S K K L L CR 123 Prototype 79 Quick Draw Weapon 79 Rakatan Weapon 100 Refitted 101 Refitted 125 Retractable Stocks SGD 16 Roche SGD L J K 17 220 22 79 Serv-O-Droid Shaped Beast Sith Abomination Sith Alchemical Weapon Template Template C SV 94 Squad 38 Stripping Equipment .

Template R 126 Stygian-Triprismatic Polymer Template Template Template Template Template Template Template Template Template SV SGD C C C SV C SGD K 24 17 34 34 34 66 95 17 78 Superior Tech Tendrando Arms The Aggressive Follower The Defensive Follower The Utility Follower Uglies Unit Veril Line Systems Verpine manufacture Template L 66 Yuuzhan Vong Biotech .

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aiming is only one swif swif to lock blade so won't turn off. opponents can Perception to see Gain Climb speed = 1/2 land speed. full rnd to assemble single object of Fine size +2 equipment to Treat Injury to heal wearer. only for slashing weapons Can retrieve equipment from up to 6 squares as move grants favorable circumstances on Persuasion if target if familiar with meaning 1/enc reroll a 1 Equipment is immune to environmental factors Immune to extreme cold OR extreme heat Double device duration/number of shots . Mechanics to fix suit +2 when using Careful Shot Turn gear into droid Add another device as upgrade own DR5 & +1 die dam on crit added after crit. reroll Climb take better.BENEFIT Gain Swim speed = 1/2 land speed. piercing Weight -50% Weapon can be mounted as a bayonet on gun 1/enc when using Power Blaster feat deals +2 dam for every point from Atk call ship with slave circuit If weapon requires mount. take 10 on Climb. swif to unlock +2 equipment to Wis in gambling. counts as mounted. if not. claw attack as beast of your size -5 to Perception or Use Computer to detect. take 10 on Swim DR2 v. reroll Swim take better. -2 in use (-0 if weapon) Break item into 2/4 component pieces based on size.

Deception to disguise. radiation attacks. +1 damage/die +10 kg. if Tech Spec dam mod then dam is +3 DC 10 Mechanics check to integrate one device three sizes smaller As above. low-light vision. take 10 on Jump +2 to Int to any non-droid device As above. 19-20 threat range Can turn weapon into imp. one smaller damage die if melee weapon Convert grenade into missile +5 DR. +100% weight. energy for 20 rounds doubles number of shots. reroll Jump take better. weapon can not be taken by disarmer. weight halved. but you are still disarmed DC 5 Use the Force to activate as swif +5 stability bonus 1/enc when using Rapid Shot. but +4 threshold v. double dice. +10 HP. can power 10 devices with no duration forever. situational bonuses against. -5 damage Radiation attacks. but for weapon mounts Can autofire . does not stack with scope As rangefinder. but ten devices As above. but two devices As above. reroll dam and keep better Perception +2. thrown with 2sq burst. destroys weapon Swift to activate. stun +5 One size smaller. hands-free comlink +10 equipment to conceal items. if P or S. energy cell 20 rounds. +10 equipment to Fort v.if disarmed. +10 kgs. +5 kg lightsaber deactivates if no longer held -1 attack. +2 equipment to Str. can power one device with duration for 4x duration. +5 to detect wearer with scanner +2d6 ion damage protects host from ion damage Can treat any jump as running. can make Endurance check against radiation condition No penalty to attack at short range. but five devices swif to lock two lightsabers together Swift to activate. recharge 1 duration/hour.

halve weight for encumbrance Device doesn't work for anyone but owner. grab. loses bracing bonus Can ready as swift. but a Perception check to find +5 equipment to Stealth +10 equipment to Stealth As SR 5. but for weapons. halve falling damage. must aim action needed to activate or 1d6 energy dam. discharge takes 1 minute off duration Item gets +2 DR for itself Ignores cover. light gains 2 slots. DC 20 Perception to reveal trap can set stun as swif & does stun dam = to normal dam. but SR 10 Swift to activate. light 1/2 survive 24 hours DR 2 v. must aim Low-light ignores concealment.Retrieve equipment as move. hover 1m off ground. DC 20 Mechanics and three swifts to restore 5 SR. 0 slots for rifles. energy & fire dam . or grapple. 10 hours life support +10 kg. can fire at total cover at +0 mod Autofire-only gains single-fire. energy cell 10 rounds See rules on SAGA 125. one-handed 1. draw /1 round as free Can hold any number of items smaller than gear size up to gear's weight Reduces range by one category. 1 for pistols Like storage capacity (below). gain SR 5. reduces range by one category. 24 hours life support functions underwater or must be repaired for 1 minute As integrated equipment. heavy 4 two-handed weapon is 2 slots. energy cell 20 minutes. ignore difficult terrain. medium 3. attacker takes 1d6 electrical and 2d6 electrical stun. energy cell 10 rounds When hit with melee. not for larger than Med +2 kg. with Quick Draw. owner can disable Can activate with comlink as swift Activate as swift.

Shadowskin upgrade included 10 hours life support Str +2 with AP medium can make unopposed unarmed atk v. lightsabers favorable circumstances to intimidate. DR v. lightsabers favorable circumstances to intimidate. activate 1/enc for length of encounter 5 charges.favorable circumstances to intimidate. DR v. activate 1/enc for length of encounter 5 charges. lightsabers immunity to all atmospheric or inhaled poisons and diseases. lightsaber to deactivate for 20 rounds automatically comes with a single enhancement from the Sith Alchemist talent (J22) automatically comes with a single enhancement from the Sith Alchemist talent (J22) automatically comes with a single enhancement from the Sith Alchemist talent (J22) 10 hours life support x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor x Cost Factor 5 charges. DR v. 1 hour breathable atmosphere 10 hours life support. activate 1/enc for length of encounter . activate 1/enc for length of encounter 5 charges. jet pack Stealth +10 +5 Stealth. activate 1/enc for length of encounter 5 charges.

reroll & take 10 Swim mtr. vacuum seals. jet pack max fly speed 4sq 10 hours life support. full round to use bacta +10 Treat Injury & no -5 for self. no penalty to maneuver in zero g 1/enc if fight defensively gain DR30 v. 1/enc negate bonus dam if denied Dex to Def audio & video recorder add personal DR v. jet pack DR 10. Use the Force jet pack. one attack 24 hours life support. Perception +2 . +2 Str to lift drag or pull 10 hours life support 10 hours life support lightsabers don't ignore DR 10 hours life support. magnetic soles (Spd 2). jet pack 10 hours life support. jet pack 24 hours in vacuum/water. liquid cable dispenser. lightsabers do not ignore DR. does not take penalties for no Heavy AP Str +3. activate 1/enc for length of encounter v. one attack 10 hours life support 10 hours life support 10 hours life support like jetpack but produces no noise. airborne poisons +10 1/enc if fight defensively gain DR10 v. flame or heat (move 4sq). lightsabers optional rule: Jedi can wear without AP with no bonuses to Def 24 hours in water/vacuum. one attack 1/enc if fight defensively gain DR20 v.5 charges. flame or heat (move 6sq) like jetpack but produces no noise. built-in vibroblade. built in glowrod Stealth +5 to conceal. Vacuum Seal upgrade +5 Will Def v.

2 hours life support. but must have AP (heavy). if damaged catch fire stun damage only stun damage only target is -2 to Block. 24 hours life support grants total concealment to all targets repairing requires Treat Injury increases M size creature to L. 100 km comlink. +5 Fort Def v. put on 10 min. synthetic +1 die dam v. 70-sq powerlamp. double price to be an all-temp cloak or camo poncho 1 hour breathable air. energy atk. extreme temps & if dam = half or no. low-light dam -2 v.Str +4. DR +2 dam . remove 3 rnds jump jets as swif to move normal in zero-g. can wear under clothes & armor carries 24 objects no more than 1kg each. comlink. Perception +2 v. gauntlets have either rotating blades or laser cutters +5 Treat Injury with vital transfer if Dark Side Score = 0 deals fire damage not energy & slashing. +4 Str. radiation +10 Fort Def comlink. low-light comlink shield is DR5 20hp break DC25 immune to effects of extreme heat Swim +2 Stealth +5 in darkness of low-light cannot wear other items that cover hands at same time survive 24 hours 10 hours life support immune to effects of extreme cold 24 hours life support 10 hours life support identifies wearer as bounty hunter +5 equipment to Stealth successful grapple or if grappled 3d8 stun dam. +2 Str. repair kit +2 Mechanics. DC 15 Pilot for more than simple movement. cumulative weight is halved with breath mask & voice modulator (year long filter costs 200 or 50 on Ubese) fly 6.

Dantooine +1 die sonic dam on crit. added after crit is doubled glow = a fusion lantern 1/enc reroll damage and keep better ion damage only ion damage only +2 atk v. 2d4 = 1d6. increase dam one die step if have Strong in the Force +2 Will Def reduce die step by 1. +1 atk +3 dam. lightsaber +1 atk +2 block +2 block if spend a Force Point to lightsaber atk. synthetic 1/enc reroll damage and keep better . add after crit +1 die dam on crit. 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.Nat 19 on Use the Force = regain dark or light powers. Tatooine ignore penalties to sense Vong. nat 1 = deactivated. add after crit +1 die dam against shields +1 die dam against shields take no penalty on Persuasion to change attitude of unfriendly or indifferent w/in 6 sq 1/enc reroll damage and keep better 1/enc reroll damage and keep better +2 dam +2 dam +2 dam +2 dam +2 deflect +1 atk +1 die dam on crit after multiplying.

+4 Fort Def. built-in blaster cannon with fusion generator DR10 hp20 Str40.Ref Def +5 v. radiation. +2 Use Comp & Knowledge or other. full-round & two people to deploy +5 Stealth . Issue Routine Commands as swif or free with Gimmick. considered armed +5 Fort Def v. +4 Ref Def. +5 Fort Def v inhaled poison. -5 Persuasion *after the first Int 4 1 hour breathable air. DC10 Mechanics to replace canister & filter 2 deploy in full round or 1 in 1 minute. can be broken with DC30 Str check. adds many skills wireless link 10 sq. poisons as original limb +2 Knowledge (life sciences) to identify ailments Cybernetic. +5 Stealth & partial concealment 6x6 sq area. requires 150 liters min to get benefits 1 hour treatment requires 1 liter 12 slots Successful unarmed strike disables shields with SR15 or less. -1 down track per day worn 2 hours breathable air Perception +5 to eavesdrop 300 liters to fill. grenades and missiles Fort Def +5 against extreme heat or cold +5 to Perception to eavesdrop or hear distant or ambient noises. stacks 1d6 dam. +5 Stealth & v. otherwise -5. +2 Ride. remove DC25 Mechanics automatically deals 1d4 dam when grappling or being grappled no penalty on Use the Force gains darkvision Ref Def +1. +10 Stealth & partial concealment. sensors for an object Huge or smaller 6x6 sq area. +5 Treat Injury. +5 Treat Injury to cure radiation damage +2 to Mechanics check when disabling devices Kel Dor starts with for 0 cost (500 credits & filters 50 on Dorin) +10 Fort Def v ingested poison. 70k for surgery. 1d6 rounds to create 1d4 doses antidote w/+2 Treat Injury +10 Fort Def v. 80k for the model.

can deactivate lightsabers 2min Int 10 Will 15 full round. can stabilize dying for 24 hours unless other power source. range 50 km DC+10 Use Computer to intercept transmission as a short-range comlink without video or holo 3D 200km. Use Computer +2 to improve access. double cost for wrist sized 50km hear or send without noise loud enough for others must be in LOS. otherwise as targeting scope. illegal. DC 20 for distance & direction. cannot be intercepted unless in line with communicators 2D DC 15 Use Computer within 50km. +5 v. 1500 per +2 Int 12 -1 range when aiming.1sq. reduces range penalty on Perception by -1 for every 10 sq jury-rig allows a ship to move an additional +1 up track DR 20 150 hp & threshold 25. recorder Use Computer +2 swif. every 15 points of dam the prisoner takes 4d8 stun dam grants darkvision Perception +2. +10 Stealth Perception +5 to find demolitions Mechanics +2 for droid connected to device Darkvision. Medium or smaller. DR10 hp5 Str 44. signal trying to get out made every minute +5 Deception to hide the earbud. DR 5 1 hp Use the Force -1 per prosthesis (max -5) Int 2 Int 12 Int 10 can hide 3kg no one larger than Diminutive. Use Computer +10 v. low-light vision . encrypted. can be broken with a DC32 Str check fall only if fail Climb by 10 or more Int 10 Will 15 20km radius.

1500 per +2 10sq. about the communicator's appearance. 5 min to put up/take down 5 rounds & DC 15 Use Computer if untrained in skill.range penalties to perception every 20 sq not 10 Treat Injury +5 3 pounds of material in 1 min for 1 Med creature for 1 day & 10 species. hands-free comlink Fine size. low-light vision. can be broken with DC24 Str check Mechanics & Use Computer +5 to bypass doors & airlocks on ships 1sq. break DC 30. +10 Fort Def 2 canteens. 2 glow rods. 1 hour or 1000 images +10 Deception. 10 personae Int 2. 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. Mechanics +2 to disable electronic lock. illegal. creating swif action. 2 breath masks. stun recovers twice as many hp low-light or darkvision fly speed 6sq swif. Str 28. 1d6 dam burns 2d8 min -10 Perception checks to spot the shooter. sunshield. 3d6 dam if try to break out. week's rations. keep better Threshold +5 v. max range reduced 2 increments 10 hours life support. spreads 1 sq per round activated burns 3d4 min. 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. Stealth +10 to hide stik +5 Deception. Str check DC 40 . immobilizes any in square. +1 Fort Def Large 2x2sq cage. Perception +2 to detect items that generate heat Perception +2. all-temp cloak can provide total concealment.

000 km range. DC 24 Mechanics to change signal & fail by 5 activates +10 Fort Def heat or cold. 1 charge at a time. each time use gain Dark Side Point & could move down track swif to know hp. +2 Stealth 120 sq long x 6 sq wide. or 1 hour if larger recharge in 4 hours. 1 hour atmosphere. power holds 2 rounds after disconnect DC30 Use Computer to decrypt 10. Jedi or Sith gain 2 Force Training (half w/dark). Str 20 to bind. range 100km. spend 2 extra swif to move up track 1d4 dam Will Def +2. targets that have moved 1 square. on track or conditions Mechanics +2 as if trained counts as a medical kit if in Force trance Treat Injury +2 as if trained Str 15. threshold -2 Deception +5 DC25 to hide. 30m/20sq 5cm wide DC 15 Knowledge (physical sciences) to complete examination Perception +5 v. can charge 100 packs or cells . can be broken with DC20 Str check. reprogram Use Computer DC 10 Int 14 can power anything up to Colossal for 1 day.gains Force Sensitivity & Force Training while wearing.

DC25 Mechanics to retrieve data grants concealment control droids through the Force. consumable for 1 person for 10 days Diminutive. immobilizes target. 2m diameter carry 24 objects Small & no more than 1kg each. modify DC15. +2 atk & 3d6 dam if used as weapon 6 sq range 1 day. DC30 to identify 0. +10 Climb lift 200kg Cybernetic. add quarry's Force Point total to the survival check +2 Ride to control mount in battle. cybernetic enhancement. Ref Def 15 + range. Redirect attack at -10 to hit + additional range.Swift action to get swim speed 8 in 1 turn. 12 hours of readings in 6sq area increases Perception check to hear noises by 10 24 hours life support. Tiny or smaller creatures Int 2 or less cannot enter +10 Perception to find listening devices. +5 Perception as stan action penalty to Perception reduced by 2 v. -2 Will Def 6m radius. SR 15. 1 hour Fine size. +2 Fort Def electronic lock Will Def 30. as holorecorder w/in 20sq for 24 hours. 100 hours Int 1. guide mount w/knees or stay in the saddle general details within 1km.5 m off ground. weight is halved. modify DC15. within 6 sq . DC 25 Stealth to avoid. when tracking. modify DC15. target in concealment or total concealment Air permeable. without fins swim spd is -25% 10 sq illumination. 10 hours Int 1. 2 hours use from a power generator. move 2sq/rnd. no water Int 1. +1 Fort Def v. extreme temps +2 threshold 100 m range.

-5 to skill checks if unfamiliar device . DC 10 Mechanics to modify beacon. Str 30. comlink. liquid cable 10 min breathable air survive vacuum 2 hours but not radiation. etc for +100 credits DC 10 droid translator unit no penalty to Perception v. power pack. video. DC10 to alter 16 hours for water for a humanoid for 1 day Int 14. energy cell. DC 30 Use Computer/Perception 75km. +5 bonus to Perception to sense Deception v. -20 to Perception to notice. target in concealment or total concealment reduces range category by 1 for weapons with solid rounds Defel character begins play with this item at no cost 3 days food.Ranged atk w/in 6sq for beacon w/1 km range & 40 hour battery. must aim Fine. opposing system auto friendly or helpful. medpac. +3 Use Computer after +5 Use Computer to conceal slicer's presence Rare/Illegal. 2 km if clear low-light ignores concealment. Licensed for 100 species one square range. can be broken with DC25 Str check magnetic/advancing spike to hold beacon. 2 hp material after one round. can be disguised as bracelet. Fine size. glow rod. holographic 2D image 12 preprogrammed phrases. tool kit. Use Comp DC10 to track 30sq. 1 species at a time Scrambles all audio. reduces range by one category. must aim reduces range by one category. holographic surveillance.

and swap that talent 1/day w/6 hrs rest if opponent has not yet acted. full attack as stan Gain +2 on next attack against opponent you tumble past Choose talent from your classes. 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). if projectile misses by 5 1/enc. take no damage from area attacks if aim as full-round gain +5 atk against target if remains in LOS Basic Survival of Survival. activate as stan & detonation delayed 1 rnd. link together DC 10 Mechanics Atk 1d20+10 Atk 1d20+10 requires timer 6sq reel. swim half spd as move . ignores DR of object attached to. vehicle must be Large or larger swif to activate a mine within 30sq set off when within 3sq Ref Def +2 in Colossal or smaller vehicle.magnetic. set tripwire DC 10 Mechanics. each gets +2 Fort Def until start next day if Atk exceeds Ref Def 15. +5 Mechanics check to ignore DR activated on line in 6 squares adhesive. add full heroic level to damage when you have cover.

no penalty or armor check from armor no penalty or armor check from light armor no penalty or armor check from light or medium armor affect +2 sq with burst or splash at further than PB range +3 Climb & +1 each ally w/feat w/in 12 sq (max +7). additional atks +1 die dam autofire penalty -2 if autofired to same target last round. additional atks +1 die dam if hit single target with 2 consecutive ranged atks in same turn. additional atks +1 die dam if hit single target with 2 consecutive melee or unarmed atks in same turn. +1 die dam autofire as 6sq cone extra move action in surprise round even if not surprised if dam a Large or smaller creature with a ranged atk compare to Will Def & can move target(s) 1 sq in any direction as free Push opponent 1 square after successful melee attack can knock target prone if you move target with Bantha Rush enemy must roll mind-affecting effects twice & keep lower modify a biotech item to give a special trait install biotech prosthesis . must take reroll if hit single target with 2 consecutive atks in same turn. climb half spd as move spend FP to make 2 Atk as stan action not full reroll lowest damage die if roll multiple dice.

if no Str 13 -10 Atk move action to move twice speed. swif action for single melee atk v. move it -1 down track if attack v. add result to dam too 1/enc add Int mod to Ref Def as reac until your next turn if you deal damage that kills. -1 down track at end if you aim. gain +2 Will Def until start of your next turn when spend Force Point to atk w/bowcaster. deal half dam gain additional Attacks of Opportunity = Dex mod & flat-footed reroll Str & Con skills trained in. +1 Atk 1/day expend use of Rage for +5 to Will Def for enc make ranged Atk at end of charge. mtr & 1/enc add Str to Fort . grappler with Rapid Shot make a 2nd atk at -2 w/in 2sq of target. -2 to Ref Def Ref Def penalty -1 when making a ranged attack at end of charge gain claws 1d6 dam extra melee Atk after dropping target. Will Def fails. same BAB if escape grapple.+2 Atk to allies with autofire if you're successful with autofire When you deal damage to grappled target. 5 shots. within reach. can reduce to 0 hp instead -5 on autofire Atk to gain +2 dice dam.

when successfully use Learn Secret Info gain Force Point up to 3 & max enter Rage as free action. no other actions before 1/round. soft cover. deal extra die damage if target is unaware of you +2 Atk & +1 die dam on first attack in surprise rnd if you dam flat-foot opp they are prone if over FortDef gain darkvision . end 1 round after you want to Automatic success with aid another at point blank range when aid for every 3 over Ref Def +1 die dam (+5 max) when threatened & unable to withdraw +2 Atk against opponents +3 Stealth & +1 each ally w/feat w/in 12 sq (max +7). ion. make attack v. flat-footed or any denied Dex to Ref Def Knowledge (bureaucracy) replaces Gather Info & considered trained install cybernetic prosthesis if dam from atk (not area. or Force) equals or exceeds thresh can take 10 dam & not move down track (each additional use increases dam by 5) enemy that makes Stealth check w/in 10 sq of you is -2 if you aim. soft cover deal unarmed damage to a pinned opponent +2 Atk v. if you miss v. when moving your spd or more penalties reduced by 2 2 swif for crit range +1 on next melee Atk.

Ion Pistol dam dice d8.after you charge. Will Def of all w/in 6 sq & enemy loses 1 move & if by 10 or more enemy flatfooted DC 15 Deception check to "tumble" through threatened area. Perception. nat 1=-5. reroll w/ -2 RefDef until end next turn. Persuasion. mtr deal 1 die dam to all targets & allies adjacent to a vehicle or object you reduce to 0 hp or equal or exceed thresh bellow atk deals 4d6 dam Ion Grenade 3sq burst. per weapon group Persuasion or Use the Force for fear effect. droids. Ion Rifle is accurate when you successfully change attitude. move x2 1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover & land prone +1 Ref Def against selected target Ref Def penalty -1 when making a ranged attack at end of charge add Dodge bonus to Ref Def v. +4 dam v. you may take swif. Atk of opp extra Atk during full attack. Use Computer on or against droid & +1 to all Def v. droids with ion . reac & free actions when you dam target with AoO = free Persuasion to intimidate them 1/turn if miss Atk. target for next 24 hours as stan action. Mechanics. -5 penalty all attacks. mtr rage bonus to Atk and dam increases to +5 +1 to Deception. Persuasion v. +2 Deception & Persuasion v. may reroll. attacks & skill checks made by droids +2 dam v.

ex. make unarmed Atk to knock prone dam bonus from Str x2 if make only one unarmed Atk.automatically restore SR by 5 & with only 2 swif actions repair droids in 10 minutes not 1 hour -5 penalty when attacking with two weapons or a double weapon draw or holster 2 weapons as single swif action -2 penalty when attacking with two weapons or a double weapon no penalty when attacking with two weapons or a double weapon if area attack misses 1/turn you can move 2 sq as a reac. w/Expertise talent w/crit target is knocked prone if not more than 1 size larger reduce spd by 1 or 2 to increase Dodge +1 or +2. must move 2 sq perform surgery on number = to Int mod (2 min). perform coup-de-grace as stan . 1/enc when deal dam. nonheroic can take reduces range penalties by one range category. no atk opp dam bonus from Str x2 if make only one unarmed Atk. short = PB catch second wind as free not swif +2 swim spd if your attack drops target to 0 hp you can kill them even if not over thresh. make unarmed Atk to knock prone. 1/enc when deal dam. check individually reduce Persuasion's Haggle DC by 10 repair droids = to Int mod rage one extra time a day one extra second wind a day.

take 20 on trained Str skill check as full. with Cleave can move 1st gain 3 extra Force Points per level can use either Wis or Cha mod to determine Will Def spend Force Points as free action out of turn Learn a number of Force Regimens = 1 + Wis mod (min one) can make Use the Force checks. DC15 Endurance to use again can use Will Def instead of Fort Def to determine thresh if damage opponent with burst or splash. -5 Ref Def can use concentration skills with Rage at -5 penalty if reduce opp to 0 hp with melee atk can move your speed. return a force power already used also always keep the better result on a Stealth reroll when you recover gain hp = 2 x Con mod (min 2) . gain concealment always keep the better result on a Pilot reroll 1/enc when you charge nat 17-20 is a critical if move before & after attack increase speed 2 sq with autofire targets lose all dodge or deflection bonuses +2 Atk melee with light weapons or lightsabers. 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.

target a second creature w/in LOS & 6sq of target. stan = move. move = swif. any enemy adjacent to you or ally provokes Atk of Opp. +5 opposed grapple. 1/enc w/Atk of Opp from you that enemy takes penalty on atk = your Dex mod until end of next turn. 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 . mult swif = swif. w/Expertise 1/enc spend full & designate single ally.to acquire license Gather Info replaces Know (bureaucracy) whenever you buy black market goods reduce multiplier by 2 (min x1) do not move down track first time in an encounter full = stan. +5 all your objects with ranged atk. you 1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp w/-5 atk. proficient w/vehicle weapons exchange a trait for another. grab or grapple. full+ = half -10 apply armor's Fort Def to Will Def also +5 v. divide dam between both. 1 min DC 20 Mechanics 1/enc swif Deception v. 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. WillDef move target 1sq & -1 atk v.

if no Dex 13 extra -10 Atk can withdraw one extra square reduce species bonus to 1 Def to 0 & another to +2. negate 1 mind-affecting effect alter features & voice to a specific person.always keep the better result on a Perception reroll when spend Force Point to Deception. failure doesn't provoke Atk of Opp gain +5 from Improved Disarm on Use the Force check 1/turn instead of AoO. melee. no atk opp not moved down track extra step when would be moved down Push opponent squares = Str mod (2min) after successful melee attack can charge without moving in a straight line damage threshold increases by 5 +1 to all Def +5 to melee attacks to Disarm. cannot change back . increase die type by 2 steps 1/enc as free action on your turn. reduce target's Ref Def by 5 for 1 turn -5 Atk to deal +2 die damage. Moderate deception when catch 2nd wind. regain only half hp to move half spd.

Jump or Swim by 2 squares & don't lose Dex climbing if attack v. reduce time when you reroll Perception & take lower gain FP to use w/Perception until the end of the encounter if ion dam before being halved equals thresh move only -1 down track 1/enc if targeted by Force from ally gain 1 FP until end of enc.increase Climb. thresh -5 . Fort Def fails. still threaten sq deal 1d6+Str mod dam to adjacent you multi-grabbed. gain +2 Fort Def until start of your next turn 1/enc add Cha mod to Will Def for 1 turn as reac Perception replaces Gather Info. gain 2 extra Force powers for each Force Training +2 dam against targets that dam you or allies since end of your last turn range of Scent is 20 sq w/Atk Opp can draw concealed weapon & make 1 atk. considered trained.

must be wearing light or no armor. w/Expertise 1/enc w/full atk reroll 1 atk but you must take reroll & wearing light or no armor with successful Persuasion gain favorable circumstances next 24 hours provide mind-affecting effect to allied droids = Int mod (min 1) 1/enc draw holstered weapon & attack as single stan action bonus languages = 1 + Int mod (min one) 1/enc. 1/enc when you dam a target denied Dex to Ref Def make 2nd unarmed atk v.roll an extra die of dam v. as reac +2 one defense full-round swap skill not trained in for trained skill (not trained) 1/enc. Fort Def as free to render target incapable of speech until end of next turn. flat-footed enemy on 1 unarmed atk. 1/enc if an unarmed atk misses deal half dam. w/Expertise spend 2 swif to cause single adjacent enemy to be flat-footed v. aid another +5 Atk can attack with both ends of lightsaber pike or long-handled lightsaber . your 1st atk the same round 1/rnd spend swif to make 1 unarmed atk w/in reach dealing your base unarmed dam w/no bonus to dam from Str or HL.

increase damage for unarmed attacks by one die step +1 Ref Def. increase die type by 2 steps If opponent uses creature for cover.make ranged +2 Atk at end of charge. increase damage for unarmed attacks by one die step +5 Deception for forging documents or appearance. number of rounds = Con spend two swift actions to increase damage 1 die add Str & Dex to thrown Atk. +2 Will Def +1 Ref Def. range + squares = Str mod can use Wisdom instead of Intelligence for Intelligence-based skills choose a trained skill. -2 to Ref Def. allies not trained gain +2 w/in 12 sq +5 Ref Def against attacks of opportunity melee Atk +1 die damage if mounted and moving . 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. increase damage for unarmed attacks by one die step +1 Ref Def. -2 penalty if rush when spend Force Point to Survival.

+10 organization score when spend FP to Knowledge (life sciences). can redirect Atk to mount or vehicle. 1/rnd as reac to mount being atked make Ride check & if over mount's Ref Def use instead if end turn 3 sq from start +1 dodge to Ref Def as stan action. 2 adjacent if you have 2 empty hands use swif actions across more than 1 rnd to aim if target stays in LOS & atk others organization has scale = 1/2 HL + Cha mod. if successful reduced to 1 hp +3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7). can tumble 1 extra sq +2 to Rank & Privilege organization score instead of Atk of Opp 1/turn not attack to move half speed. after Atk +3 Ride & +1 each ally w/feat w/in 12 sq (max +7). increase die type by 2 steps make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done. automatically reroute power 1/enc. grab atk v.spend 2 swif to move vehicle up track not 3. no atk opp +2 to attacks of opportunity with ranged .

Vehicular Combat) add one-half Dark Side Score to Use the Force to resist detection always keep the better result on a Initiative reroll always keep the better result on a Swim reroll grappled opp is pinned 1 round and loses Dex to Def can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif & apply Crush target of Aiming Accuracy cannot take the recover action until next turn Blaster Pistol is accurate.1/turn instead of AoO. half dam if fail . reduce target's Ref Def by 2 next round 2 swif for -5 on target's attempt to negate (Block. Poison. Heavy Blaster Pistol not inaccurate. Hold-out if target has not acted +2 atk until the target acts gain hp = 5 + 1/2 level if reduce opponent to 0 hp +1 on ranged Atk and damage against point blank foes +5 Fort Def v.

taking best . reroll trained Knowledge check. if no Dex 13 extra -5 Atk additional +2 aid another. if no Str 13 extra Atk -5 -2 Atk to deal +1 die damage. +1 ranged atk (short or closer) +1 die dam with simple melee weapons when moved down track can move +1 up track until end of next turn draw weapon as swift action instead of move action draw or holster 2 weapons as single swif action draw and ignite lightsaber as single swif action 1/enc. can take 10 when rushed.trade Atk bonus on melee attacks for damage (up to BAB) trade Atk bonus on ranged atk for dam (BAB). does not stack with Coordinate ignore concealment & cover for Perception w/in 10 sq if move before & after attack +2 Ref Def Once per day. melee. can take 20 in half time when you Pin an opponent & use Crush feat. ranged. target -1 down track 1/enc you can use two different reactions to the same trigger -2 Atk for +1 die dam. fires 2 shots. no Str 13 -5 Atk +2 Atk on charge and extra damage = 1/2 your level +4 Str checks & Str skill checks while raging no penalty shooting into melee can use Dex or Int mod to determine Ref Def if none of your allies are closer than you.

+1 die dam v. gain DR10 if you have cover even v.move +1 up track when catch Second Wind choose one talent or feat. aim can use Str or Con mod to determine Fort Def fight defensively to gain +2 or +5 to Will Def with no attacks catch second wind & immediately gain immediate move action with Second Wind gain additional hp = twice Con bonus (min 2) 1/enc as reac ranged atk v. add +2 on next atk roll before end of next turn against missed 1/enc as reac. Perception check to determine value . Atk of opp when you deliver a coup de grace all enemies in LOS move -1 down track until end of enc with full attack if hit on first attack. can spend FP & add to distance jumped & must land on solid surface move before and after an attack. cannot exceed speed add Dodge bonus to Ref Def v. target that missed you w/ranged atk in LOS if you miss with razor or thud bug it automatically returns Blaster Carbine can brace set to autofire. 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. same target 1 hour scavenging. Light Repeating Blaster as if M not L fall only if fail by 10 or more & make Jump to land safely. Blaster Rifle is accurate. Heavy Blaster Rifle dam dice d12.

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. and only 1 failure. use withdraw at full spd v. Dodge opp ignore soft cover making a ranged attack . allies can use aid another on Perception +1 Atk to one attack if adjacent to ally spend two swift actions to move +2 up condition track when spend Force Point to Perception. increase die type by 2 steps as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR reduced by same amount. 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). 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. if reduce opp to 0hp or over thresh. not 2 1/challenge if third failure accrues. w/in 6sq of opp -2 def 1/challenge catastrophic fail only by 15.+5 Fort Def v. switch between with swif Intimidate or change attitude as a standard not full 1/enc. natural hazards as swif broadcast input to any receiver in 24 sq as if they were with you. aid another provides +4 apply Dodge to two opp.

a charging opponent can make a grab if atk is successful.+2 ranged Atk. w/Expertise add Str & Dex mod to grapple checks 1/enc instead of dam you can take half dam & -1 down track when prone & aim your target loses Dex to Ref Def autofire Atk 1 sq wide & 4sq long instead of 2x2 1/enc move one less down track when use bellow roll d8 instead of d6 when you spend a Force Point see page 24-25 SV with aid another & Atk roll beats target's Will Def. must be wearing light or no armor. v. target needs cover if not distracted or threatened gain climb speed of 4 can perform surgery in 10 minutes instead of an hour . Slugthrower Rifle dam d12. not with vehicle or heavy weapons when roll Nat 20 on Pilot check. reac you can design a starship from scratch Learn a number of starship maneuvers = 1 + Wis mod (min one) when making a grab you are 1 size larger. Sporting Blaster Pistol reroll any rolls of 1 for dam. -5 Ref Def. Sporting Blaster Rifle +1 atk when aiming reduce autofire to 1 square if deal extra dice dam. gain Force Point to use before end of enc Slugthrower Pistol at PB +1 die dam. can move 2 sq per extra die not used melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5 to skills 1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker.

their's -5 . attacks v. w/Expertise w/crit v. primary & 1 other enemy. 1/enc w/successful atk spend swif to designate primary adversary & until end of enc gain Dodge feat v. target if you are adjacent to cover from target knock a grappled opponent prone.1/hour in heat or cold you & 10 allies can use result of Survival check in place of Fort Def +1 melee Atk for each allied character adjacent to target if do damage with Atk of Opp. 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). prone +5. can move 1 sq. use dam of highest rated appendage for dam +1 hp per level +1 Atk v. aid another provides +4 as stan action strike w/appendages not normally weapons. 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). unarmed +2 & -2 Ref Def. no atk of opp regain all spent maneuvers at end of round with natural 20 on Atk w/crit & unarmed dam increases 1 die step (d12 max). aid another provides +4 1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when determining effect.

gain FP to be spent before next turn as long as you did not negate when mind-affecting effect is against your Will Def. can spend FP as reac to an enemy ending its movement adjacent to withdraw +3 Jump & +1 each ally w/feat w/in 12 sq (max +7). always avoid collisions w/allies spend Destiny Point to access Unleashed abilities can catch more than one Second Wind per encounter +5 Fort Def & Will Def v. add 1 sq to jump +3 Pilot & +1 each ally w/feat w/in 12 sq (max +7).make a extra attack during full attack. you impose -2 +5 Will Def v. Deception & Persuasion Recharge Shields/Reroute Power as 2swif. Use the Force if targeted by fear or mind-affecting effect that fails. if they fail Atk of opp using withdraw can move 2 sq w/out atk of opp & move your spd. -5 to all attacks. with selected weapon when tumbled against add your BAB to DC. per group deal triple damage on a Crit. 1/enc DC30 Mechanics 1 swif .

make one roll with Rapid Strike make a 2nd atk at -2 w/in reach. aid another provides +4 opponents may not withdraw.negate one attack a round against a vehicle. 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. they may Tumble as normal Wield a two-handed weapon one-handed at -2 atk when you first enter a rage. Pilot v. deal half dam +3 Survival & +1 each ally w/feat w/in 12 sq (max +7). gain hp = 10 + 1/2 level . Atk roll 1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle +5 Use Computer to perform astrogation can catch Second Wind even if not below half hit points +2 Will Def when you wield atlatl or cesta +2 Fort Def & Will Def if fight defensively +3 Perception & +1 each ally w/feat w/in 12 sq (max +7).

free for ally. w/Expertise 1/enc w/crit deal dam & move -2 down track. your next atk.1/rnd w/successful unarmed atk gain hp = Con mod. must be wearing light or no armor +1 on ranged Atk and +1 die damage against adjacent foes hoist or toss ally 2sq on DC20 Acrobatics as stan. your turn ends 1/enc as reac if melee atk misses you can move into adjacent w/out AoO spend 2 swif on same turn for Deception v. spend FP for until end of enc . 1/enc atk Fort Def & if successful enemy takes dam & loses any equipment Fort Def for enc. Will Def for target to be flat-footed v.

if over thresh than lose all actions +1 die dam every 5 pts over Ref Def. if enemy misses you can make grab/grapple v. skill until end of enc. stacks to -5 +2 Ref Def v. grapple target halts move & prone. same if hit w/Atk of Opp compare same die roll result v. grab/grapple. atk.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. if over thresh then target can't atk next turn & reduce spd 2sq .

can draw & palm weapon 2 sizes smaller than you all improvised as simple & +1d6 dam when use FP on atk can reroll & keep better & apply Force Point as free spend FP to increase all defenses by 2 until next turn when intimidate instead of normal target -5 skills & -2 atk w/you in LOS .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.

1/round negate hit v. failure = mount -1 track. target loses Dex & flat-footed DC20 Ride as swif +2sq spd. if succeed they can't make AoO v. DC20 Endurance for mount each time after in enc reroll Survival & keep better in environment of subspecies select 1 target in area atk & they take +5 dam before Evasion charging mount can make free natural atk each sq charge through 1/day DC20 Survival & considered to have medpacs until end of day . you or mount w/Ride check. you. if over v.when charge make Persuasion as free to intimidate each target pass w/in 1 sq.

area attack spend Force Point for half dam on a miss Use the Force replaces your Ref Def against non-area ranged attacks Lightsaber form (Shien): can redirect one shot that misses you spend a Force Point for autofire attacks. Ref Def for 3d8 dam & -2 attack. if damaged catches fire DC25: your unarmed melee attacks deal +3d6 fire dam. Ref Def. half dam on miss. if damaged catches fire DC30: your unarmed melee attacks deal +4d6 fire dam. area atk. +2 Stealth DC25:have total concealment against all targets. if damaged catches fire spend a Force Point for fire damage to any creature that strikes you unarmed . if damaged catches fire DC20: your unarmed melee attacks deal +2d6 fire dam. spend Force Point to use as a free action DC20: you & all adjacent allies +1 Ref Def DC25: you & all adjacent allies +2 Ref Def DC30: you & all adjacent allies +5 Ref Def Lightsaber form (Soresu): add bonus to Deflect and Block spend a Force Point for Fort Def of adjacent allies DC15: have total concealment against all targets DC20:have total concealment against all targets. +5 Stealth spend a Force Point to increase Stealth +5 v. -2 dam DC25: make a single atk rolling twice & keeping the better. half or no dam DC15: +1 next Atk made before end of next turn. Fort Def for 4d6 fire dam & catches on fire. keeping the highest v. gain +1d6 dam DC20: +1 next Atk made before end of next turn. -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. 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. +3 Stealth DC30:have total concealment against all targets.DC15: make a single atk rolling twice & keeping the better. -5 dam DC20: make a single atk rolling twice & keeping the better. 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. if over target flat-footed & all others have concealment until start of your next turn.

make single melee atk v. attack roll for half dam. if mechanical or electronic moves -1 down track DC35: unattended object's DR reduced by 20. Fort Def. 4d6 dam & half next turn if exceed by 5 or more DC30: Use the Force v. Fort Def. 5d6 dam & half next turn if exceed by 5 or more spend a Force Point for all adjacent to target take half once if over their Fort Def DC15: +5 threshold against damage from Force attack or power DC20: +10 threshold against damage from Force attack or power DC25: +15 threshold against damage from Force attack or power DC30: +20 threshold against damage from Force attack or power spend a Force Point for +5 threshold DC20: unattended object's DR reduced by 5. attack roll for half dam. make single melee atk v. one target in reach after dam +5 dam Lightsaber form (Soresu): spend a Force Point to redirect incoming atk at target w/in 6 sq spend a Force Point for no damage from incoming atk DC20: object takes 4d6 damage DC25: object takes 6d6 damage DC30: object takes 8d6 damage DC35: object takes 10d6 damage spend a Force Point to use increase damage by +2d6 . must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending Force Point Destiny Point to revive dead creature w/in 1 round of death (DC25). must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending Force Point DC15: Use the Force v. if mechanical or electronic moves -1 down track DC30: unattended object's DR reduced by 15. one target in reach after dam +3 dam DC30: Use the Force v. if mechanical or electronic moves -1 down track DC25: unattended object's DR reduced by 10. make single melee atk v. make single melee atk v. Fort Def. Fort Def.DC15: Use the Force v. attack roll for half dam. if mechanical or electronic moves -1 down track spend a Force Point to decrease DR by 5 DC15: +2 melee Atk & dam until end of next turn DC20: +4 melee Atk & dam until end of next turn DC25: +6 melee Atk & dam until end of next turn spend a Force Point to extend rage until end of encounter DC15: heals hp = your character level DC20: heals hp = 2 x your character level DC25: heals hp = 3 x your character level DC30: heals hp = 4 x your character level you move -1 down track. attack roll for half dam. one target in reach after dam +1 dam DC25: Use the Force v. 2d6 dam & half next turn if exceed by 5 or more DC20: Use the Force v. creature unconscious & no hp healed DC15: heals hp = your character level DC20: heals hp = 2 x your character level DC25: heals hp = 3 x your character level DC30: heals hp = 4 x your character level you move -1 down track. one target in reach after dam DC20: Use the Force v. 3d6 dam & half next turn if exceed by 5 or more DC25: Use the Force v.

target's Will Def. if equals target can take only 1 stan on next turn DC20: Use the Force v.DC15: if damage adjacent enemy can use Use the Force as a disarm attempt DC20: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +5 to resist DC25: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +2 to resist DC30: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting +0 to resist Lightsaber form (Shii-Cho): can use as a reac spend a Force Point to deal dam to weapon equal to target's dam if successful disarm DC20: drain energy from Small or smaller weapon or powered object DC25: drain energy from Medium or smaller weapon or powered object DC30: drain energy from Large or smaller weapon or powered object DC35: drain energy from Huge or smaller weapon or powered object spend a Force Point to increase the size by one size category (up to Gargantuan) DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk DC20: pull Large creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk DC25: pull Huge creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk DC30: pull Gar creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk Lightsaber form (Niman): can target a creature 12 sq away spend a Force Point to pull target to any adjacent space DC20: DR5 v. 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 . if deal dam can push 1 sq & then move into their space which does not provoke atk of opp for either. cannot reuse for 24 hours. energy damage DC25: DR10 v. energy damage DC30: DR15 v. if equals target can take no actions on next turn when successful. 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. or opposed check. energy damage DC35: DR20 v. Will Def. not the start DC15: against target in reach if not more than 1 size larger. or to replace a defense spend Force Point to prolong until end of your next turn. energy damage spend a Force Point to use as a swif action target may use your check instead of one attack. skill. if equals target can take only 1 swif on next turn DC30: Use the Force v. if equals target can take only 1 move on next turn DC25: Use the Force v. attack for half dam & move adjacent to attacker & make single atk. Will Def. can spend FP to make all their Def -2 until your next turn Use the Force v. Will Def. 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.

Fort Def. if check over target's Fort Def. cannot be recharged DC20: SR10 until your next turn. Ref Def 3d6 dam DC25: Use the Force v. cannot be recharged DC25: SR15 until your next turn. Ref Def 2d6 dam DC20: Use the Force v. target can only take 1 swif next turn or 1/2 dam & may act DC20: 4d6 dam. 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. target can only take 1 swif next turn or 1/2 dam & may act DC25: 6d6 dam. Ref Def 4d6 dam DC30: Use the Force v. 3d6 force dam & their thresh -5 until end of your next turn DC30: Use the Force v. 4d6 force dam & their thresh -5 until end of your next turn spend a Force Point to reduce thresh -10 DC15: SR5 until your next turn. Fort Def. Ref Def. 2d6 force dam & their thresh -5 until end of your next turn DC25: Use the Force v. if check over target's Fort Def. maintain as standard action .DC20: move Medium up to 6 squares DC25: move Large up to 12 squares DC30: move Huge up to 18 squares DC35: move Gargantuan up to 24 squares DC40: move Colossal up to 30 squares spend a Force Point to increase size by up to two size categories (to Colossal [cruiser]) or distance x2 DC15: Use the Force v. cannot be recharged DC30: SR20 until your next turn. drop item or fly to your hand spend Force Point to destroy object. Fort Def. 1d6 force dam & their thresh -5 until end of your next turn DC20: Use the Force v. cannot be recharged spend a Force Point for +5 SR. Ref Def 5d6 dam spend a Force Point to add half Heroic Level as dam bonus replaces Atk to disarm. Fort Def. if check over target's Fort Def. dam = check DC15: 2d6 dam. 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.

2d6 dam adjacent targets DC25: for 4 rounds. cannot be recharged spend a Force Point for +5 SR. 2d6 damage DC25: Use the Force v. skills & Atk -5. prone at end. 1d6 damage DC20: Use the Force v. Will Def. 2d6 dam adjacent targets DC30: for 6 rounds. Fort Def. 2d6 acid dam & concealment. 2d6 dam adjacent targets spend a Force Point for +2d6 dam DC20: 3x3 sq area. cannot be recharged DC20: SR10 until your next turn. -5 Perception to listen until end of your next turn spend a Force Point for +2d6 dam Use the Force v. push back 1 square + 1 per 5 over check spend a Force Point to apply -5 to opponent's check. 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. Fort Def. -5 Perception to listen until end of your next turn DC30: 5x5 sq area. cannot be recharged DC30: SR20 until your next turn. 2d6 dam adjacent targets DC35: for 8 rounds. skills & Atk -5. skills & Atk -5. 2d6 acid dam & concealment. prone at end. prone at end. target moves 1 down track. cannot be recharged DC25: SR15 until your next turn. Fort Def. 2d6 acid dam & concealment. 4d6 dam & prone or half damage with save spend a Force Point to deal +2d6 damage DC20: for 2 rounds. -5 Perception to listen until end of your next turn DC35: 6x6 sq area. prone at end. -5 Perception to listen until end of your next turn DC25: 4x4 sq area. 3d6 damage DC30: Use the Force v.DC15: SR5 until your next turn. 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. 2d6 acid dam & concealment. Fort Def. maintain as standard action Use the Force v. Str check + size mod. 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 . skills & Atk -5.

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. 4d6 ion damage DC25: Use the Force v. Atk use Cha mod not Str. which does not provoke one DC15: move half speed along a wall. fall to ground if do not end move on the ground DC25: move your speed +2 sq along a wall. ranged atk or Use the Force if move object spend a Force Point to intercept autofire. take half or no damage DC20: Use the Force v. 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. fall to ground if do not end move on the ground DC20: move normal speed along a wall. threatens adjacent spend a Force Point for +1 Atk . Ref Def. Ref Def. fall to ground if do not end move on the ground DC30: move your speed +4 sq along a wall. Ref Def. 6d6 ion damage spend a Force Point +2d6 damage DC20 to attack with one-handed melee weapon. 5d6 ion damage DC30: Use the Force v.

Use the Force v. Will Def for 2d6 dam & loses stan & swif on next turn spend a Force Point for +2d6 dam . can move 1 sq onto horizontal surface or fall DC25: fly 6. half damage on miss spend a Force Point +2d6 damage Use the Force v. Atk use Cha mod not Str. Use the Force v. vertical only. Use the Force v. can move 1 sq onto horizontal surface or fall spend Force Point as reac when falling to reduce falling by fly speed v. threatens adjacent spend a Force Point for +1 Atk DC15: fly 2. vertical only. can move 1 sq onto horizontal surface or fall DC20: fly 4. Will Def for 2d6 dam & loses stan on next turn DC35: 1 creature with Int 3+. Will Def for 2d6 dam & loses swif on next turn DC25: 1 creature with Int 3+. vertical only.DC20 to attack with one-handed melee weapon. Will Def for 2d6 dam & loses move on next turn DC30: 1 creature with Int 3+. 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+. atk roll for half dam & make single atk against target after dam & deal half dam on miss Lightsaber form (Makashi): until end of your next turn target provokes atk of opp if it attacks & in reach spend a Force Point for no dam from incoming atk Use the Force v. Ref Def for 3d8 dam & -1 down track.

Fort Def target moves -1 down track. perform a feint so that target loses Ref to Def next attack 3. target is -5 to Block DC25: make single atk. not if higher level spend a Force Point to improve attitude one step + one step per 5 over check grab or grapple. 2d6 damage DC20: Move up to large 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. if at bottom kill or trance Use the Force v. create an hallucination to use Stealth even if aware 2. 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 -5 atk. target is -10 to Block DC30: make single atk. fill target with terror to flee at top speed 1 minute.DC15: Use the Force v. failure takes damage as normal. 8d6 damage DC35: Move up to colossal object. damage. both take damage DC15: Move up to medium object. Will Def for 2d8 dam & -1 down track & can't improve until end of your next turn DC20: Use the Force v. make an unpalatable suggestion 4. target is -2 to Block DC20: make single atk. must end move in unoccupied square DC35: phase speed 6 but not over own speed. must end move in unoccupied square DC30: phase speed 4 but not over own speed. stops fleeing if wounded. hurl or drop object v. must end move in unoccupied square DC40: phase speed 8 but not over own speed. target's Ref Def. 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. Will Def for 5d8 dam & -1 down track & can't improve until end of your next turn spend a Force Point for +2d8 dam Use the Force v. 6d6 damage DC30: Move up to gargantuan object. Will if object resists. Will Def for 3d8 dam & -1 down track & can't improve until end of your next turn DC25: Use the Force v. Use the Force v. must end move in unoccupied square spend a Force Point to increase speed 2 squares . Will Def to either 1. 4d6 damage DC25: Move up to huge object. must be aware of attack spend a Force Point to regain hit points = to damage v. 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.

no atk of opp & not if grabbed/grappled DC30: dam & Use the Force v. target until the end of your next turn DC20: +2 all Def v. UtF spend a Force Point to impose -10 on grapple checks to escape. attacks from target & +1 atk v. Fort Def for speed to 0 until end of your next turn or escape w/a stan grapple 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. attacks from target & +1 atk v. Force until your next turn DC20: +2 one Def v. Ref Def or 3d6 dam. 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.Use the Force v. 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. check of power & no effect. target until the end of your next turn DC25: +3 all Def v. Force until your next turn DC25: +5 one Def v. Fort Def to push target 4 sq. spend a Force Point for no effect on 2nd rebuke Use the Force v. no atk of opp & not if grabbed/grappled DC20: dam & Use the Force v. pushed into larger object = 2d6 dam DC15: +1 one Def v. Fort Def to push target 5 sq. must have adjacent plants nearby DC15: +1 all Def v. beat by 5 and redirect against creator if creator rebukes. attacks from target & +1 atk v. Fort Def to push target 2 sq. Fort Def to push target 3 sq. into larger object 1d6 dam spend a Force Point to apply -5 to opponent's check. Force until your next turn spend a Force Point for two Def . no atk of opp & not if grabbed/grappled DC25: dam & Use the Force v. nat 20 is a crit. both suffer.

single target at -2 each DC30: make two lightsaber attacks v. single target at -1 each DC35: make two lightsaber attacks v. -2 down track if uses Force powers spend a Force Point to double duration. -1 down track if uses Force powers DC35: target cannot spend Force Points for hours = Dark Side score. single target at no penalty Lightsaber form (Ataru): opponent takes -5 to Block or Makashi riposte spend a Force Point to move 2 sq before or after you use the power. different opp & if they both hit you gain 25 hp Lightsaber form (Jar'Kai): can move 2 sq between attacks & does not provoke atk of opp spend a Force Point for +1d6 dam DC20: make two lightsaber attacks v. spend a Destiny Point to increase to days = Dark Side score DC25: if next atk hits. target's threshold is 20 lower spend Force Point to ignore DR also DC15: Use the Force v. attack for half dam & move your spd +2 sq & if in reach of target make single atk DC25: Use the Force v. single target at -5 each DC25: make two lightsaber attacks v. different opp & if they both hit you gain 20 hp DC30: make 2 attacks v.DC15: make 2 attacks v. no effect if Dark Side score is 0 DC25: target cannot spend Force Points for hours = Dark Side score DC30: target cannot spend Force Points for hours = Dark Side score. attack for half dam & then move your speed & if in reach of target make single atk DC20: Use the Force v. target's threshold is 15 lower DC40: if next atk hits. different opp & if they both hit you gain 15 hp DC25: make 2 attacks v. different opp & if they both hit you gain 10 hp DC20: make 2 attacks v. Will Def. no atk of opp DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits DC20: single atk against primary target & deals normal dam & half dam +1d6 to secondary target if atk hits DC25: single atk against primary target & deals normal dam & half dam +2d6 to secondary target if atk hits DC30: single atk against primary target & deals normal dam & half dam +3d6 to secondary target if atk hits Lightsaber form (Shii-Cho): can use at end of charge & gain Powerful Charge on initial attack spend a Force Point to affect 2 secondary targets if within reach & adjacent to primary target Use the Force v. target's threshold is 5 lower DC30: if next atk hits. attack for half dam & move your spd +4 sq & if in reach of target make single atk DC30: Use the Force v. target's threshold is 10 lower DC35: if next atk hits. 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 .

Initiative. Swim spend a Force Point for -5 Fort Def against this power v. Endurance. spd -1sq. Fort Def. -10 Acrobatics. Endurance. Will Def for 1 piece of info as Access Info of Use Computer. speed increases 2 squares DC15: +20 Force Jump. droid loses Dex to Ref Def v. Climb. you. -10 Acrobatics. no roll necessary DC20: move half your speed w/out atk of opp & make single atk against adjacent target & if start & stop flank the target it's flanked DC25: move up to your speed DC30: move up to your speed +2 sq DC35: move up to your speed +4 sq Lightsaber form (Vaapad): target is considered flat-footed spend a Force Point to increase your move by 2 sq droid or electronic device: Use the Force v. spd -3sq. Swim DC20: Use the Force v. Stealth. speed increases 4 squares DC20: +30 Force Jump. can jam droid senses (can use Stealth). Fort Def. Initiative. Endurance. Jump. Endurance. Jump. Swim DC25: Use the Force v. Climb. Stealth. spd -4sq. or flees next 2 turns . Jump. -10 Acrobatics. -10 Acrobatics. Initiative. Fort Def for 2d6 force dam & pushed one square away from you spend Force Point to affect all enemies adjacent to you. Fort Def. for every 5 over gain another piece of info.DC15: Use the Force v. Climb. Fort Def. Climb. Stealth. move does not provoke Atk of Opp DC10: +10 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. Initiative. Jump. Stealth. Swim DC30:Use the Force v. spd -2sq.

spend Force Point to avoid damage. Will Def DC15: heals hit points = 2 x target's level DC20: heals hit points = 3 x target's level DC25: heals hit points = 4 x target's level take half damage you heal. mind-affecting & fear affects until start of your next turn DC20: +2 Will Def v. for next 24 hrs target can make untrained UtF checks +2 . 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 DC30: +10 Will Def 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. treat as Crit DC40: if beat target's Ref Def with single atk by 2 or more. mind-affecting & fear affects until start of your next turn spend a Force Point to expand to all powers v. Fort Def. 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. 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.DC30: if beat target's Ref Def with single atk by 10 or more. 4d6 dam. mind-affecting & fear affects until start of your next turn DC25: +5 Will Def v. if target moves down track. 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 DC23: gain the benefit of Gauge Force potential. Destiny Point moves target 5 up track DC20: make a single attack +1 die dam DC25: make a single attack +2 die dam DC30: make a single attack +3 die dam DC35: make a single attack +4 die dam Lightsaber form (Juyo): this power is not dark for you spend a Force Point to use at the end of a charge Use the Force v. treat as Crit DC35: if beat target's Ref Def with single atk by 5 or more.

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. 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 FP use. does not count as one Force Point use DC23: spend a Force Point to add to Block. 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. gain FP for Deflect DC28: spend a Force Point to add result to Deflect.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. does not count as one Force Point use. does not count as one Force Point use. spend FP & target -1 down track if over thresh. gain FP for Block DC28: spend a Force Point to add to Block. spend a Destiny Point to decrease all Def -5 when a force power deals dam. can spend FP to reroll UtF to activate telekinetic DC13: +1 Will Def DC18: +2 Will Def DC23: +2 Will Def & benefits of Severing Strike DC26: +1 Use the Force to maintain Force power when you take damage DC32: +2 Use the Force to maintain Force power when you take damage DC38: +2 UtF to maintain Force power when you take damage & can spend FP as reac to not make new UtF DC18: +1 atk against creatures that flank you DC23: +2 atk against creatures that flank you DC28: +2 atk against creatures that flank you & benefits of Whirlwind Attack DC23: +1 on ranged attacks when Redirecting Shot DC28: +2 on ranged attacks when Redirecting Shot DC33: +2 on ranged attacks when Redirecting Shot & spend FP to Block & Deflect. does not count as one Force Point use DC23: spend a Force Point to add result to Deflect. spend DP for -3 down spend a Force Point to increase damage dice by 50%. spend Destiny Point to double dice . your Dark Side score must = Wis. does not count as 1 FP spend a Force Point. inhaled poisons & non-corrosive atmosphere DC23: immune v. does not count as one FP use. opponents with lower Dark Side -2 all Def. inhaled poisons & non-corrosive atmosphere DC18: +5 Fort Def v.

spend DP for any sq in LOS spend a Force Point on cone power to affect a line 1 sq x 5xcone's length. your Dark Side score = 0 spend a Force Point to activate move or standard force powers as a swift action. you choose what target does with stan action base range increases to 18 squares base range increases to 18 squares base range increases to 18 squares base range increases to 18 squares . one goes off this round. spend DP for until end of encounter. spend Destiny Point for target per four levels spend a Force Point. can add your knowledge to a holocron spend a Force Point choose two powers. only if trained an apprentice successfully spend a Force Point to affect an additional target. spend Destiny Pt to affect 1 or more targets of your choice w/in a # of squares of you = to cone length ignore all condition track penalties when you activate a power affecting you spend Destiny to fully heal and remove all conditions spend Force Point to cure disease if you equal or exceed the DC use vital transfer to detoxify poison. compare Use the Force to poison's DC as Treat Injury with mind trick if over Will Def by 10. opponents with Dark Side of 1+ = -2 all Def. spend Destiny Point for anywhere in same system spend a force point to double area affect. Destiny for reaction spend a Force Point for area affect to originate within 6sq of you. DP = -5.spend a Force Point to multiply range by 10. 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. 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.

if more damage is dealt than your threshold you do not expend this use of the power can use cyrokinesis on vehicles w/in range but the vehicle only moves down the track if exceeds Fort Def can perform skills that require patience. unconscious not healed compare Use the Force v. DC25. 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. the fire attacks the target's Fort Def with your BAB not the normal +5 with crucitorn. spend DP for anywhere in system . can activate in surprise round spend a Force Point to revive a creature that died since the end of your last turn.base range increases to 18 squares at end of encounter. all enemies within 2sq of the object. regain one Force Point spent in encounter take 10 on a selected Force Power even if distracted spend a Force Point to target 3x3 area can apply bonus to attack & damage rolls for all attacks during full attack maintain Cloak as move not stan when target takes fire damage. enemy takes half dam done to object.

push target 1 sq & target knocked prone maintain threshold penalty as swif can change activation to full to target all within 6sq cone. Destiny Point for total can change activation to full. end duration of storm to deal 4d6 dam to all targets within 2sq of you target temporarily immobilized one round can change activation to full to affect all targets in 6sq cone each hour in a Force Trance. may not resume after can spend a Force Point to blind who it harms granting concealment to all other targets. if into larger 1d6 dam spend a Force Point to protect adjacent allies. spend Force Point for 12sq . regain hp = 2 x character level spend a Force Point to have target take full ion dam can wield three weapons if moved off elevated surface involuntarily can activate power as reac and end move on last square compare Use the Force to Fort Def. spend Force Point for 4sq can spend a Force Point to fill storm with force lightning. Str to push back 1sq + 1sq for every 5 over. v. Use the Force v. if over both Fort & Ref Def.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. spend a Destiny Point to protect any size vehicle can change activation to full to affect all targets within 2sq radius. Ref Def 3d6 dam or Destiny Point for 6d6 as a swif action.

retain ability to speak & understand 24 hours can be thrown.move object as swift not move. can pin or trip w/out feat Symbol of the light need Str 15 or -5 Atk. use as a weapon requires move not standard spend a Force Point to gain +5 on Use the Force can end move in occupied space but must be legal unoccupied square can spend a Force Point to target all in 5x5 area at least one square in range. ignore DR can change activation to full to target all within 2sq radius. if over threshold -1 down track (poison) reach 2sq. 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. advanced melee weapon for Gamorreans Can be thrown . Will Def. if over thresh -1 down track (poison). Destiny Point for 10x10 area can rebuke for an ally within 12sq & LOS range = 12 sq. Use the Force v.

can have more than one crystal/effect . also J53 successive Use the Force checks to block are -2 not -5. phrik alloy. but -2 block and deflect. also J53 reach increases by 1sq.considered light weapon +5 Stealth to conceal if wielding multiple can be considered wielding one for 2d8 dam. always -2 to Deflect swif to extend blade to 3m or +1 sq reach but -2 Ref Def v. if thrown and over Ref Def by 5 returns to hand immediately code cylinder. take half dam following round ignores DR of unattended objects attack considered grab. adjacent. +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. 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. on target's turn take dam & -1 down track can be thrown may be considered a Small weapon.

J52 also no penalty using Rapid Strike treat as lightsaber. also J53 Legendary icon reach increases by 1sq Double Atk. Med creatures double strength bonus . also J53 can do 2d10 damage instead of doubling damage with two hands. can be used to pin or trip without feat. can be used to pin or trip without feat. Rapid Strike -2 Atk -1 if medium creature and not mounted cover +5. also J53 can be thrown reach 2sq. swif each turn for 2d6 dam set to stun as swif set to stun as swif +2 to Block or Deflect.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. can grab but do not take -5 atk. spend FP as swif = dam = Dark Side score easier to wield with 2 hands. shield is DR5 20hp break DC25 can be used with Block as if it was a lightsaber can be mounted as a bayonet & not necessary to have AM feat reach 2sq. also J53 reach 2sq. Triple Atk. J52 also +2 to Block or Deflect.

add glowrod etc for double cost can be thrown can be thrown like a spear also in CW60 can be thrown. innacurate. Med creatures double strength bonus can be thrown cannot be thrown ignores DR used by Matukai.Merr-Sonn model sound dampener. reach +1 sq if deals energy deals bludgeoning. fire rod. or energy cell. can be broken down into 4 Small objects as full-round. piercing or slashing as chosen no penalty using Rapid Strike . binding wire. compass if attack exceeds Ref & Fort Def target takes 1d6 dam at start of its next turn easier to wield with 2 hands.

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non-adjacent Atk -2 single-shot . spd 12 sq up as vertical tether or zipline. in ascension mode range is 30sq. no multiple shot feats. apply range penalties to damage. lift 720 kg.swif to switch modes. 1sq vs. +1d8 dam adjacent. -5 Stealth to conceal. 2 uses of synthrope if over Fort Def. make own ammo 1 hr DC15 Mechanics (5 shots) treat as pistol for range. target takes -5 on all Perception checks until end of attacker's turn full-round to reload after each shot.

harpoon must be reloaded as swif after each shot need to aim or -5 atk assemble or disassemble 1 rnd. 2 uses of synthrope underwater: piercing. 2d6. no stun and no auto.Atk -1 single shot but +2 autofire Str 17. takes 1 extra shot Stealth +5 to hide must reset trigger as swif if use Rapid Shot +5 to Stealth to conceal autofire consumes 10 shots crit uses d12 for dam 3d8 dam x10 shots. swif to switch modes. in ascension mode range is 30sq. -5 Stealth to conceal. "Outback" +1 v. if aim dam dice from d6 to d8 3d6 dam x5 shots. spd 12 sq up as vertical tether or zipline. Break DC 20. if not braced additional -5 atk with normal penalties switch to double barrel as swif crit uses d10 for dam not inaccurate if used with two hands stun up to 8 sq. 3d8 dam x10 shots needs second crew or -2 Atk. "Longbarrel" braced with 2 swif and considered Large can target a 2x4 area. disarm. mounted on tripod is Large DC 25 Use Computer to detect load as free action swif = primed up shot +1 die damage (5 shots) swif = primed up shot +1 die damage (5 shots) . lift 720 kg. 3d10 dam x 20 shots.

tanks weigh 20kg all targets have total concealment against affected creatures +5 Stealth to conceal. treats as if threshold is 5 less. target's speed reduced 2sq until end of its next turn if would reduce to 0 hp moves -5 down track instead & disabled Atk v. if hit move -2 down track. half dam on miss & effects of Moderate exposure to radiation (CR 255-256) 100-credit detonator. if killed = disintegrated fire every other round. if killed = disintegrated take stun damage every round in net for range treat as accurate simple weapon if hurled by cesta cone 12sq long x 8sq wide. range 6 sq for stun Weapon's maximum range is short silent and invisible prime with swif action to fire treats as if threshold is 5 less. also immobilized legendary icon atk v. half dam on miss. Fort Def. Fort Def of all in radius. full-round to reload.if moved down track. lasts three rounds if Atk beats Fort Def. max range 3 sq. cannot go off 100m of transmitter provides concealment & creates a smoke hazard for 10 rounds (CR 256) +1 equipment bonus on attack rolls if killed = disintegrated switch weapon types as stan grenade launcher w/3-sq burst & treat as Heavy weapon . Atk roll. targets in blast have concealment atk v. cannot be reloaded grapple v. Fort Def to knock prone + damage move to reload full-round to reload can be disassembled or reassembled as move +5 to Stealth to conceal.

moves target -1 down track penetration 10 PB = +4 dam PB = +5 dam range for Simple weapon not Thrown if target is moved down track add d4 dam liquid cable (2 20m) poison. has bayonet included in design Double Atk. shells weigh 0. reload as full grenades deal -2 dice dam. atk +5 v. fail -1. shells identical to grenades dart atk d20+5 v. 2d8 Short. Weapon may not fire at medium or long range. if killed = disintegrated . does not count toward encumbrance if active & drawn. treat weapon as being 20sq in air for LOS & cover. "Deathhammer" heat-seeking mode -2 Ref Def. Fort Def. if end at track = dead. reload as full stan action to reset after firing. -2 at unmodified PB can do 1d8 as a slashing weapon Atk -10 on targets smaller than Huge +5 Stealth to snipe DR +2. Triple Atk & Rapid Shot = additional -1 atk escape with Acrobatics DC 15 or Str DC 20. swif to set to single-target for 6d10x2 dam & -10 atk v.includes targeting scope.1kg can be used to make Atk of Opp. success -2 down track. none @ M or L range. Fort Def. cure with DC25 Treat Injury 3d8 dam PB. ammo 1kg escape with Acrobatics DC 15 or Str DC 20 treats as if threshold is 5 less. cannot be used at PB. targets smaller than Huge 1 size smaller on tripod Arc.

2 crew to operate. 2nd crewmember stan to regulate power or -2 atk atk roll ignores target's armor bonus to Ref Def. can only affect Huge or smaller. stun can be used at point blank or short range crit = +d10 dam after crit. treat as rifle for range functions as net range up to 20sq if on tripod treat as one size smaller. allies gain +2 atk with missile or grenade launcher or vehicle weapon range for Simple weapon not Thrown. stationary targets atk v. Fort Def & if successful -2 steps down track sprays in air on impact creating a cloud that fills square Shots are invisible if deals energy deals bludgeoning. if weapon takes any dam considered disabled. can move 10sq or hurl 10sq (target takes dam = size of hurled object CR 254). only v. piercing or slashing as chosen . Fort Def for -1 down track regardless of dam . Verpines treat as pistols as frag grenade but no area effect anyone within 3-sq burst over Ref Def is blinded 1d4 rounds secondary attack v.

if fail target immune 24 hrs.Survival to track + = target's FP. Will Def w/in 6sq for target to lose stan next turn (atk mod = cl+Cha mod) .target -1 track & Anzati hp = 5+1/2 level with a jury-rig add +1d8 hp . swif to drain grabbed target . stan v.

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) .as swif appear as S or M creature.

claws d6 Grapple +2. telepathy w/Killiks 1 km.131). Sense Motive from Perception against Krevaaki is -5 .breathe underwater. multiple atks reduced by 2. beak d6 Joiners (target to 0 hp see p.

add 2 to one dam roll w/melee & not Weapon Finesse select bio-implant LECG 67-68 cannot drown in water . one -2 multiple atk penalties reduced by 2 Cha bonus doubled w/Persuasion on Humans & near-Humans 1/enc: 1.d6 claws. reroll Str check/skill using Str mod x2 or 2. max 8 before 50 one +2. after 50 years age +d4+2 Int pts. lockbite = successful grapple atk for +5 grapple w/same target. d4 bite.

can sense emotions if Use the Force exceeds target's Will Def reroll Swim. environment unarmed 1d6 dam select one cybernetic enhancement use telepathy untrained. can reroll Endurance or Survival v.resistant to specific climate. take 10 on Swim reroll Perception unarmed 1d6 dam considered trained in Acrobatics reroll Endurance speed +1 at end of enc regain hp = +1d4 + Con mod GM can restrict to specific hazard ignore concealement w/in 10sq for Perception & no penalty to Track for visibility reduce sq for running start by 2 for High Jump or Long Jump .

add 2 to one dam roll w/melee & not Weapon Finesse Cha bonus doubled w/Persuasion on Human.1/enc: 1. near-Humans & similar treat exotic as simple if commonly used by culture *or Huttese claw d6 . reroll Str check/skill using Str mod x2 or 2.

long jump w/out running start *half of force powers must be "dark. Persuasion +5 Persuasion to haggle. not limited to common knowledge w/untrained Know (tech) check force-blind. +5 Will Def v. trip or being knocked prone. +5 Will Def v. smell: w/in 6sq can reroll Persuasion & keep better +5 v." gains 1 to 3 special qualities. +5 v. Trip. intimidate as full-round raise or lower an ability by max 5 but transfer from another ability & adjust bonuses & penalties .Mechanics +10 if take double time. bite 1d8 1/enc ignore one fear-related or mind-affecting effect.

+10 Pilot to avoid dogfight . +5 Pilot to avoid dogfight DC30: all-out movement as free action.reroll Persuasion to intimidate if in traditional mask & keep better. +2 Pilot to avoid dogfight DC25: all-out movement as free action. DC20: missed Atk redirected to adjacent opponent. considered trained communicate w/other Verpine w/in 1km Pilot check when attack from adjacent opponent misses. +1 Pilot to avoid dogfight DC20: all-out movement as free action. if original attack roll beats new target Ref Def = damage DC25: add +1 to redirected Atk roll DC30: add +2 to redirected Atk roll DC35: add +5 to redirected Atk roll new target may not use Akbar slash redirect the attack Pilot Check: DC15: all-out movement as free action.

deactivate with swift Target must be w/in 2 x your speed in squares. 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. 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.Pilot DC15: SR doubled from particular target. attack as free action. DC25: as DC15 but +2 to attack roll DC30: as DC15 but +5 to attack roll . lose maneuver. 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. 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. If movement halted. SR halved from all others. if your attack this turn damage over Fort Def = -1 down track DC20: as DC15 but +1 to attack roll. Pilot Check: DC15: move up to twice speed straight. 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.

target may avoid if opponent fails Pilot check to attack in dogfight. make a Pilot Check: DC20: ignores SR. attack run at -2 Atk DC35: ignores SR. Stacks with Battle Strike force power. attack run at -10 Atk DC25: ignores SR. 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. can keep Ref Def if lower Pilot Check DC20: +1 die dam. Cha bonus replaces Int bonus for vehicle weapons this round. initiate dogfight as attack of opportunity. attack run at -5 Atk DC30: ignores SR. Make a Use the Force check: DC20: Add Charisma Bonus to all attack rolls until start of next turn. attack run at -1 Atk Pilot check below 19 causes a collision. can move twice speed. DC25: Additional +2 to rolls. make attack of opportunity.Pilot Check: DC20: with enemy fighter moving w/in 2 sq. declare before opposed check DC20: if target fails to disengage. can move twice speed. 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. can move twice speed. opposed Pilot check for target -2 DC35: if target fails to disengage. make a Pilot Check DC20 to may make an attack of opportunity Pilot check replaces Ref Def until next turn. 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). can deactivate with swift action When opponent attempts to disengage from dogfight. . -2 Ref Def. make attack of opportunity. opposed Pilot check for target -1 DC30: if target fails to disengage. make attack of opportunity. make attack of opportunity DC25: if target fails to disengage. can move twice speed. DC30: Additional +5 to rolls.

Init. per melee group DC 20 Acrobatics to not fall prone when you use Force Delay. cannot attack unless attacked or allies attacked . Pilot or Use Computer add +5 not +2 Persuasion check v. when fighting defensively or with total defense. & Pilot all -5. Will Def (+5 bonus if opp higher level).Use when crit or over thresh. make a pilot check: DC15: reduce speed by half (round down) +1 Ref Def DC20:reduce speed by half (round down) +2 Ref Def DC25: reduce speed by half (round down) +5 Ref Def if reduce speed to 0. you gain it too until your next turn with aid another on a Mechanics. Init. Attack Roll Exceeds Ref by: 0-4: target's Ref Def. Init. maneuver fails if exceed Ref Def by 5 or more deal +1 die dam. target can only move in a straight line Effect last the remainder of the encounter. if at end. moves -1 down track. 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. & Pilot all -2 10+: target's Ref Def. & Pilot all -1 5-9: target's Ref Def.

swap initiative results when ally or opponent in LOS rolls nat 1 on atk. your force powers can target akk dog (one toward max) . choose willing one ally in LOS. Will Def in 12 sq & LOS for target -2 Ref Def when you damage an opponent with a Force power.reroll any force power as a full-round action 1/enc adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target moves -3 down track & needs rest or surgery) if not surprised can use Spotter even in surprise round Before combat. opponent takes +2d6 dam at start of next turn when you damage an opponent with lightsaber. 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. can take 10 on Persuasion checks 1/enc make a free charge when you take a Second Wind your akk dog follower gains Powerful Charge feat gain 1 akk dog follower w/Power Attack feat.

grant 1 ally in LOS to move their spd as free add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours max Dex bonus is +1 Ref Def bonus = HL + 1/2 armor bonus or armor bonus.if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR. add +2 dice dam if not surprised you can treat first round of combat as surprise round to activate talents etc. target when a readied action is triggered Initiative does not change if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better if you hit an opponent that has not yet acted. akk dog can charge (both -5 atk & replaces charge mod). counts as Armored & Improved Armored Def 1/enc add armor bonus to Ref Def to thresh until end of encounter . In surprise round designate one enemy as prime target & +2 atk until end of encounter 1/rnd as reaction to enemy in LOS moving. if you hit akk dog +2 next atk v.

designate single object or creature. 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. allies that can hear you.also gain DR = 2 x armor's equipment bonus to Fort Def Ref Def bonus = either heroic level or armor bonus when you use Ward add one-half your armor bonuses to ally's Ref Def add armor's Fort Def to Elite Trooper DR. +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 . FP for end of enc Stealth to conceal items on person can take 10 even if rushed. 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.

but you must be proficient with weapon DC 15 Knowledge (tactics).may add Dex mod on damage or double Dex bonus if two-handed instead of Str attracts nonheroic character 3/4 your level. Dex bonus improves +1 +1 Atk with melee weapon when you roll nat 20 on attack v. multiple attracts nonheroic character 3/4 your level. can spend FP to negate an ally moved against will can brace a weapon that is not restricted to autofire only. all droid allies who can hear you gain Double Atk from one of your WP . opp with Dark Side 1+ can activate any power with [light side] +5 on skill or grapple checks to all allies w/in 6 sq. multiple Attract Minion with NH level = to your character level armor bonus +2.

2. gain hp = 5 + HL reroll Persuasion to haggle DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp allies within 6 squares get +1 Atk for encounter if within 6 squares .until end of encounter all squares within 2sq are difficult terrain for enemies 1/enc turn a critical hit into a normal hit 1/turn when you flank treat them as flat-footed for 1 atk 1/enc each: 1. w/Persuasion unfriendly or indifferent into ally for enc direct target as swif if you move up track. 3. swif 1 enemy whenever an ally w/in 12sq hits target +1d6 dam. swif grant allies w/in 12sq & LOS +5 Will Def until end next turn.

if fail by 10 or more still get cover. mount can make atk as swif not stan first aid as stan not full when successfully use Treat Injury to administer First Aid target also moves +1 up track with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon can use mind trick on beast Int 2 or less. if use mount as cover can make 1 atk. or if atked LOS allies move 2sq as reac 1/enc +5 bonus to one Def until start of your next turn +1 die dam with Improvised Device . 3. Will Def can move through threatened area without Atk of Opp. if use mount as cover gain improved cover . +5 Atk with an attack run if successfully attacked. attack to add Cha mod to Ref Def each 1/enc: ally 6sq +2 Ref swif. or atk & if atked ally atk free. cannot perform or understand complex directions Deception v. Use the Force v. counts as 2 squares designate a single target. 2.1/enc each on mount: 1.

Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10. Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret. if kill with coup de grace all allies in LOS +2 Atk for encounter . aware and not flat-footed. 3d8 dam fires twice. remote 12sq 1/enc. 3d6 dam. FP for adjacent character. remote 12sq When adjacent to two creatures gain concealment against non adjacent targets. perform coup de grace as move. source if have LOS & range with a single attack with an advanced melee weapon make a free pistol attack treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus) make full attack as stan if you attack with both 1/enc. DC = Atk roll. 3d8 dam. can take 10 on Mechanics check automatically locate black market merchant 1/rnd when damaged by area atk. Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret. concealment or total concealment with vehicle 2 sizes bigger. must be adjacent. considered trained ignore penalties v. target +2. opposed Pilot. Stealth replaces Deception for a deceptive appearance. -5 every time used in round must have activated lightsaber. Atk vs.reroll Knowledge (life sciences) or Treat Injury to use or repair biotech can make modifications in half time & half cost. Atk from target -2 negate melee attack with Use the Force check. you must be adjacent 1/enc. make an atk v.

minion +Ref Def = your class level & free Atk v. attacker take any or all damage for adjacent ally rest goes to target. you gain senses 1/enc. radiation & disease until end of enc 1/turn redirect attack to attracted minion 1/turn redirect attack to attracted minion. allies gain +2 atk until end of enc +5 to Mechanics checks for handling explosives & create frag grenade from spare parts mount shares an empathic link. all allies +1 Atk.push target 1 square if you exceed target's threshold ignore cover with character-scale ranged attacks aboard a starship or space station add Cha mod instead of Con mod to Fort Def. cannot use it again until end of next turn +1 up condition track & hp = their level if under half HP if successfully Recruit Enemy. when you ride your mount has your Ref & Will Def. can spend FP to become immune to poison. minion +Ref Def = half your class level 1/turn redirect attack to attracted minion. if in LOS and if N conscious DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75% ignore cover if you fire or throw a weapon with burst or splash ignore threshold of doors & walls when using mines & non-grenade explosives .

may use as a reac v. adjacent droid reduced to 0 hp. Will Def for +2 up track & d8 hp & friendly double carrying capacity & +5 to Str-based skill checks . not while flying double data sent in a rnd & cut Access Info time in half with Use Computer to find info as Personal Vendetta but designate one opponent to be -5 Atk call & ignite a lightsaber you built as a free action if in LOS if flanked +2 on unarmed attack & damage 1/enc v. with ranged atk target denied Ref to Def if adjacent to object that provides cover to target you can aim at target as move action immune to Force detection for 1 hour. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus revivify on a target that has died a number of rounds = half heroic level if you do dam over thresh add +1 die dam reroll any damage dice that has a "1" as a result +1 die damage with razor & thud bugs 1/enc designate 1 target in you aimed at not in PB. treat as flame thrower. Mechanics v.Use Computer v. Sense Force expend a charge as an attack.

w/2nd Wind +1 track & remove fear/mind effects & normal. -5 if animal doesn't understand doesn't apply UseForce replaces Persuasion w/animal Int 2 or less. 3. when hit & dam target over thresh can Disarm v. days = new CL 1/enc each: 1. no patience convert energy to activate any power in your suite move -1 down track to gain 1 Force Point until the end of your turn UseForce replaces Persuasion w/animal Int 2 or less. flanked opp or one denied Dex to Def. w/successful unarmed or melee atk (not lightsaber) + dam = every 5 pts atk is over Ref Def Atk vs. then move down one on track. 2.one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn Persuasion v. extra dam = 1d6 per class lvl (10d6 max +2 melee Atk & damage for rounds equal to 5 + Con mod. 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. target as free. -5 if animal doesn't understand doesn't apply .

Pilot check turns crit into normal (still hit. Short range begins 5 sq later but ends at same distance if you occupy the same space as a larger vehicle +5 cover bonus 1/turn designate a target. your move does not provoke Atk of Opp from target if you move adjacent Colossal size or smaller. -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.UseForce replaces Persuasion w/animal Int 2 or less. not crit) each follower gains PB Shot feat mind-affecting effects must be rolled twice against you taking the lower result if adjacent or in same sq. +1 melee atk other Force-users with farseeing can aid another as a reac within 6sq 1/day use Mechanics to repair self instead of 1 hour battle strike applies to the first attack you make each round until the end of the encounter . 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.

next rnd return to normal spot in Init order gain 1 follower with AP feat & WP (rifles). may designate one weapon or battery to make a single attack +1d6 fire dam to any force power that affects a single target & catches it on fire treat animal as domesticated and can Ride treat animal as domesticated and can Ride after surprise rnd take your turn before allies but must share talent (special quality. not 3 on roll with tactical fire. object or creature in LOS. extra die for batteries every 2. can be taken max 3 times .+2 dam against targets damaged by an ally since end of your last turn designate single vehicle. Commando. Leadership or Military Tactics).

if hits all allies w/in 6sq +2 to all Def until end of next turn.each 1/enc make ranged or melee atk for 1. or 2. Persuasion is now a class skill 1/enc reroll one Wis Int or Cha based skill except Use the Force when you and allies are not surprised. if dam target allies = Cha mod can move half spd as free 1/enc all enemies -2 Will Def. considered trained reroll opposed Use Computer checks if within 3 sq of ally. an ally can only benefit once per atk . if hits all allies w/in 6sq & LOS +2 atk & dam until end of next turn. +1 atk you can use Buried Presence or Vanish on one extra person with Use the Force to make a Deception check to conceal the effects of your Force use 1/round with unarmed. hold-out. # allies = Cha mod benefit from Quick Draw Persuasion replaces Use Computer. dagger or vibrodagger reroll attack +1 die dam when aid another's atk with vehicle weapon. or 3.

you take -5 Use the Force until next turn 1/enc 1 ally in LOS. if you brace. reduce black market multiplier by 1 1/round grant one ally in 12 sq & LOS hp = 5+Cha mod. if hit & dam with melee you switch places with opponent acquire equipment. skill.1/enc forgo extra move to atk. +5 max . no penalty all allies in LOS get +1 with aid another. until end of encounter ally adds your Wis bonus to Will Def take -5 to Will Def for +2 Atk 1/enc move your speed when you fail an attack. or opposed check autofire or Burst Fire penalty reduced by 2. CLx1000 credits.

allies w/in 6 squares get +1 Def until your next turn Gather Information checks against you are -5 Persuasion to intimidate 6sq cone not single target.+2 damage when aiding your Dedicated Protector on an atk 1 talent from Leadership tree stacks w/bonuses from others each follower gains Coordinated Attack feat 1/enc Persuasion v. deactivates lightsabers on successful Block when you successfully parry lightsaber atk you may make immediate atk v. Will w/in LOS target cannot attack you. Ref Def +2 when adjacent to obstacle or barrier . attacker if fight defensively any adjacent creature provokes an attack of opportunity brace autofire weapon with one swif if near an object that provides you with cover from target squares when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO with a ranged attack. if over by 5 can't attack allies +2 on opposed unarmed melee attack roll v. lightsaber can use Block with cortosis gauntlets.

choose different skill. weapon.designate unaware target in 12sq. opponent before end of encounter if you feint in combat you can move half your speed . target loses: hyperdrive. or communications on a Crit. Gain +5 before end of next turn as free Grab 2 adjacent targets at once 1/enc reroll failed skill check with +2 if damage opp with bludgeoning Atk. +2 Atk & dam on next atk v. until next turn target may not make Perception against you if Atk moves ship down track. can reduce target speed by half until fully healed When you roll nat 20 on a skill.

each 1/enc after you Atk: if dam target -5 Ref. Will Def in LOS. the next attack by your ally against the target deals +2 dice damage When you disarm with a ranged attack. or target -2 spd. deal half damage . 2 opp w/in 2sq -5 Atk but 1 dam roll ignore cover (not total) with razor & thud bugs add one modification from Tech Specialist of Improvised Device & does not affect value of item ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod DR 10 for one minute Deception v. 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. Jedi reroll any Dark side skill damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1) . ranged Atk v. 1/enc UtF if = Fort target d6 dam per class level & you heal half if attack fails target takes half dam & you heal that amount you and allies within 6 squares +1 Def until end of encounter as long as conscious increase Dark Side Score by one to stop moving down track 1/enc activate a force power as a reaction if targeted by dark side power +1 Atk v. Deception is a class skill life from creature w/in 6 squares.Use the Force v. target's Fort Def. deals & heals d6 dam per class level life from 3 creatures w/in 12sq.

Dark Side equal to Cha mod (min +1) may reroll Use the Force check to sense Dark Side +2 on one Def against light-side powers 1/enc with two pistols can move twice your speed & attack with each Atk against opp denied Dex to Def moves -1 down track when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn . treat the FP as if rolled the max reroll any Dark side skill 1/enc return one dark side power to suite without Force Point extra damage on melee attacks v.1/enc when you spend a Force Point & get a dark side point.

Will. 3. remove Dex to Def until next turn 1/enc each for Dedicated Protector: 1. move down track for ally as reac.aim before attacking moves target one down track if attack deals damage Will Def +5 v. considered trained target in LOS & 6 squares. 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 . swif to grant Evasion & if has Evasion dam is 1 die less. 2. UtF replaces Perception to sense deception & influence. Deception. Deception v.

3.1/enc each: 1. b. as full if pilot move vehcile spd x2 & 1 atk . make ranged atk w/vehicle if hit & deal dam choose 1 effect until end of next turn .a. 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. c. 1 weapon doesn't function. target's SR 0. you until end of your next turn. 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.if hit & deal dam target -2 atk v. can force opponent to reroll. you +1 on UtF to Block/Deflect for ea adjacent ally add class level to Will Def if someone tries to reprogram you . target's spd reduced to 2 1/enc when you or vehicle is target of an atk. 2.

AoO next turn. Born Leader/Battle Analysis +2 1/enc all allies w/in 12 sq & LOS may make an immediate atk at -5 +1 die dam v. vs. 1 per rnd with a crit target cannot move next turn DC15 Tactics. prime target until end of encounter . or +1 Def v. take multiple and stack v. autofire = 1/2 or no damage spend a Force Point for an adjacent character. Persuasion if opp has 1/2 hp. allies +1 Atk vs. Will (+5 if opp higher level). flanked. vs. DC = Atk roll. you until next turn. cannot attack unless attacked or allies attacked using Mechanics skill to set explosives = +2 dice dam. takes half dam & takes -5 Atk v. an enemy you just hit with melee atk. aware and not flat-footed.unarmed & fight defensively make single unarmed atk as free against adjacent all enemies treat your safe zone as difficult terrain when you have benefit of cover spend 2 swif to treat as improved cover until next turn add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn negate ranged attack with Use the Force check. 1/enc. -5 every time used in round must have activated lightsaber.

Ref Def in 2sq of target of Force blast. add half level to dam not +1 DC20 Mechanics v. Treat Injury. 1 at a time reroll opposed Use the Force check to conceal presence when prone gain concealment unless you move or stand return one Force power to any ally within 6 sq & LOS (one ally spent) 1/turn designate 1 ally & 1 target w/out cover from you. if successful all items of the type don't function within 12sq. Persuasion. droid replaces mod with your Int mod allow 1 droid to move its spd & use Acrobatics. they take full or half dam opponent's damage threshold is 5 less. or Use Computer check as free. Stealth or Swim & can replace its mod with your Int mod 1/enc if you damage an opp reduce target's thresh by 2 for encounter . Jump. single weapon group 1/enc. ally ignores target's cover bonus to Ref Def allow 1 droid to make Deception. before making atk. Climb.DC to locate specific person with Gather Info is -10 & bribe amount & time are half Use the Force v. Ride. Pilot. item. Mechanics.

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 +4 flank bonus to allies in LOS to melee attacks can use feint as 2swif against opp you threaten When successfully disarm. make 1 attack roll area effect can exclude a number of targets = to Wis mod 1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth . 3 targets if all in PB range. 1/enc as free +10 Atk when disarming make area atk with discblade v.

your Deception check replaces their Def.suppress morale and insight bonuses until your next turn to all in LOS does not lose Born Leader if out of LOS treat thrown discblade as pistol for range any enemy w/in 3 sq -2 Will Def & -2 atk v. make an immediate attack against opponent . if meet or exceed target -2 Ref Def until end of your turn 1/enc when ally attacked. 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. you if do dam. compare Atk to Will Def.

gain trained skill or SF if own skill. bonus to one Def = Int mod (you choose Def) opponent is flat-footed against your next attack with a lightsaber before end of your next turn repair droids +1 hp for every point over Mechanics DC 20 . Will Def in LOS. DSP 1/rnd designate target not in PB. Will Def of Hunter's Target. opp takes -5 on Will Def as long as keep LOS all droid allies who can hear you. cannot be attacked until you harm an ally 1/enc forgo extra swif to atk. Spend FP to gain access 1/turn until the end of your next turn when you roll Initiative & Deception v. Will. 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). with successful ranged atk add your Dex mod to dam Persuasion v. cannot attack anyone within 6 squares if you don't have cover Persuasion v. target down track.no penalty with vehicle weapons even if not pilot Choose two talents you meet reqs.

if you miss +2 next Atk first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple create 3x3 sq difficult terrain around you & you ignore difficult terrain you create when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks until end of your next turn .Mechanics v.. 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. if successful droid can take only swif actions. droid's Will Def within 6sq. 1 per turn DC15 Treat Injury check to move adjacent living creature +1 up track each 1/enc after you Atk: if dam target +2 Ref Def v. or if damaged move 2sq.

ranged attacks are -10 not -5 reroll Dark side skills/Use the Force. 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. you also gain that bonus & any limitations trained in Mechanics. opponents in dogfight are -10 to Atk if in a melee. 1/day gain info on target if have network or HoloNet opposed pilot check. no longer able to use light side allies automatically aid another +1 die damage +1 die damage when an enemy within 12sq & LOS gains a bonus.unarmed increase crit range by 1 use farseeing on a location & standing in location viewed. spend FP to act in surprise round even if surprised . DC 20 + 1 per day into the past make Knowledge untrained Use Computer replaces Deception with forged documents Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly once you've found a target w/Gather Info.

inc. Will Def of indifferent or better beast to perform a minor task within 30 sq. target takes -5 to all attacks 1/turn one adjacent ally to aid another as reac to assist you if they have not aided already Use the Force v. up to top of track 1 adjacent ally if you move that ally moves & ends adjacent. adjust one additional step .take 10 on Dex based skill checks even if you normally could not Perception as swif not stan When grabbing. can't exceed ally's move +10 threshold of you and ally when adjacent to Colossal or smaller ally when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level when change attitude. see J18 +5 Fort Def against environmental hazards remove debilitating condition affecting you and return to normal. you take -2 to attacks not -5.

can spend FP to make opponent flat-footed until end of your next turn . take half or no damage all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects when you roll a nat 2-7. spend FP for 8 hours. target takes cumulative -1 Ref Def each time damaged (max -5) when you dam opp w/lightsaber. treat as 8. or +5 Fort or Will Def. all droid allies have LOS to target can mend a damaged or disabled biotech device as stan not full each 1/enc after you Atk: +5 dodge. or move 2 sq w/out Atk of Opp +2 opposed Grapple checks +1 Atk reroll Ride reroll Treat Injury to repair or modify biotech no penalty on Survival checks to track at normal speed when you use Assault Tactics. proficient with any exotic weapon FEAT even if don't possess treats all exotic weapons as a single weapon group with Search Your Feelings can sense consequences 1 hour in future. DP 24 hrs if you or droid allies has LOS & is aware of a target.if hit with area attack.

during surprise rnd if make ranged atk v. +5 if trained in Deception . surprised aim as free weapon's crit range extended by 1 weapon's crit range extended by 1 weapon's crit range extended by 1 threaten all squares w/in 2sq radius w/ranged weapon eligible for Atk of Opp you can perform first aid one additional time a day on a target +5 Str check in same round increase blast radius by 1 square +1 atk v. move half speed with no Atk of Opp Stealth replaces Deception to create diversion to hide. target if you do not have cover from target 1/turn when damaged by atk.

one ally gets +2 Atk . must be on foot. targets in 6sq. 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. have LOS & be able to communicate) apply familiar foe to 2nd target. fear if in LOS and N conscious opponents level equal or lower to your heroic level within 6sq -1 Atk grant one enemy +1 Atk. Persuasion v.all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod. unless 0 hp when you reduce enemy to 0hp. -2 Atk rest of encounter (once only) +5 Will vs. spend FP for 1 additonal time/enc jury-rig = hp for vehicle = to result of Mechanics check once per day take 20 on Deception check as stan when attempting to deceive 1/enc if minion down track you can reduce by 1 & target regains hp = your HL.

regain unspent FP can roll two dice for Perception to avoid surprise & keep better you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk if flanked & with two pistols. no Atk of Opp from that opponent . & origin of energy fields within 12sq. farseeing.ignore all concealment for 1 minute 1/enc w/autofire atk treat atk as 6 sq cone. until next turn 1/enc all allies in 6 sq heal hp = your HL forgo extra swif action to aim with 1 swif on your next turn if missed by an atk. general strength. attack flankers as stan instead of full. must attack two targets designate single opp & move away +2 speed. reduce shields by 5 DC15 Tactics. Stealth. consumes 20 shots DC15 can detect presence. allies w/in 10 squares get +10 Cover bonus if in cover. Atk roll. +2 on next atk before end of next turn 1/day 10 min spend FP & can reroll Perception.

descend double speed. 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 . intimidate check opp in LOS vs. once per turn multiple unarmed atk with full atk have penalty reduced by 2.a number of vehicles = to your class level & LOS may move a number of squares = speed DC15 Tactics. spend FP to be one size larger w/grapple with a crit make an additional attack against a target in range. can be taken multiple times 1/enc. until next turn UtF for Acrobatics & can reroll UtF if can reroll Acrobatics. designate single vehicle. ascend 1/2 speed. Will. allied gunners in LOS +1 die damage fly speed double land speed.

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. target loses move. no hyperdrive for rest of encounter: +1 Atk. Will Def of Int 3 or higher & understand.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. FP for stan . considered trained 1/enc Persuasion v. +5 competence to skills or +1 Def If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn Use the Force -10 when someone uses Sense Surroundings to detect you blocks electronic surveillance until next turn or spending standard action expands bubble to number of creatures = to character level Use the Force replaces Deception.

choose 1 sq w/in 12sq & LOS. 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 . must have LOS to target always add +3 to ranged attacks with a Force Point (+4 with d8s) designate one force power. treat as origin sq for next ranged energy atk. 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.

considered trained . take normal damage 1/enc activate a Force talent that requires a Force Point without spending one hide you and allies equal to class level. regain one Force Power negates crit. Will. use same roll for Perception & Use Computer when you damage an opponent with a Force Power. 1min or if attack from haze sneak from Stealth from electronic devices. Persuasion to intimidate Use the Force instead of Initiative.DC15 Use the Force. Use the Force v.

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.when you spend a Force Point for a melee attack. you may reroll Use the Force checks . add the roll to damage permanent Will Def +2. considered trained Use the Force instead of Pilot. trained Use the Force instead of Persuasion check. considered trained on a selected Force power.

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 .

can pull back as a swift action w/DC20 Use the Force Use the Force replaces Treat Injury. 1 ally per your Wis mod not surprise with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter reroll Initiative Check. can not remake for 24 hours. only one at a time if within 6 squares. considered trained Use the Force replaces Treat Injury. natural 20 = regain Force Point . lessen affect by one step. considered trained the radius to which you can be detected is 10km not 100km allies w/in 12sq can reroll Init. if allies surprised but not you. can treat without a medkit or medpac. only works with powers with variable effects +1 on one Def.if fail to rebuke.

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.all allies w/in 12 sq +2 atk & dam for attacks of opportunity all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less than cl + Cha mod. poison and radiation with a Critical. have LOS & be able to communicate) immune to disease. gain a standard free action. must be on foot. have LOS & be able to communicate) allow 1 droid to take full atk & replace its mod with your Int mod . that Atk target's opponent instead (same Atk roll) 1/enc force all enemies to move 1 sq away from one minion. must be on foot. no Atk of Opp natural 20 on skill check = one extra Force Point for encounter all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod.

can take 10 to increase speed. take multiple times 1/enc when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5) . all-out movement is x5 not x4 1/enc as reac if succeed on Know (galactic lore) enable 1 ally w/in 6sq & LOS to reroll failed Int or Wis based skill check (other than Perception) +2 Wisdom checks when gambling.

you allow them to drop prone as free action 1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac one of your followers +2 speed 1/enc make melee Atk then move your speed away without Atk of Opp if start turn in total concealment or cover. Stealth v. force powers number.Use the Force v. Force Points when ally targeted by ranged atk. Perception or enemy is flat-footed v. ex. Will. you issue routine command to a computer do not take -5 when using grab action if take dam from Force power +2 all Def against that power until end of encounter 1/enc grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS reduces range penalties by one range category. detect Force sensitivity. short = PB .

or 2.+2 on all Def against light-side powers with proficient weapon. Aid Another w/in 6 sq to atk add half cl to ally's dam roll if atk hits. grenade atk roll to negate attack. +1 Atk fira attack +1 +1 Atk with proficient weapon. single ranged or melee atk & gain hp = Con score. lower DR by 10 (replaces Penetrating Atk) with proficient weapon. +2 damage +2 damage Use the Force v. lower damage threshold by 10 (replaces Devastating Atk) as Focused Force Talisman but Force Point does not count toward "one per turn" +1 on all Def with proficient weapon. or 3. single melee or ranged atk & gain +2 dodge to Ref Def until next turn all allies w/in 6 sq can roll Perception if you do taking the highest result If you spend FP on skill roll and fail regain FP with two pistols & attack. you take -5 penalty on Use the Force until next turn each 1/enc: 1. even if miss deal dam = half HL .

acts as blade and club with two pistols attack as if autofire even without. target use gun as melee weapon w/out penalty. not you allies adjacent to target you dealt dam +2 melee atk v.your guardian spirit can tell you the immediate consequences of your actions. 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. gain 1 bonus FP/day after 6 hrs rest to improve Force power or activate technique or secret when you dam opp w/lightsaber. with bayonet. autofire penalties apply if unarmed & holding no items double Str bonus on unarmed attacks catch a Second Wind as a reaction not a swift action reduce target's DR by 1 for enc if hit with unarmed atk. does not stack .

shield ally.reduce swif actions to move up track by 1 once per round. any attacks that target you when you deal dam after aiming target can't use stan action to atk on their next turn 1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS. each may withdraw as free can heal droids with vital transfer damage healed with vital transfer increase by 1 point per class level 1/turn designate 3x3 area w/in LOS. if a target moves in that area 1 ally in LOS can make Atk of Opp can double Str bonus to melee & unarmed dam add Cha bonus to Perception check 1/turn with aid another to adjacent ally on a skill check as a swif action not stan .

can use Quick Draw as a swif 1/enc within 2sq of cover or concealment can move to & make Stealth check as single move DC 15 Use the Force to double Str bonus to next melee dam roll 1/enc +1 die dam with grenade or explosive creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod allies take no or half dam from your area atk telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet .Persuasion v. +5 Perception v. Will Def within 12sq. mtr & 1/enc spend FP tor reroll any skill check & take better snipe action of Stealth is swif not move if have concealment v. -2 speed & must spend swif with stan. target no penalty to Stealth at normal movement if a weapon you draw is not noticed opp is flat-footed. target. until target's next turn reroll any untrained skill check.

1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod. have LOS & be able to communicate) with a successful attack of opportunity. +dam=to BH level once a day. one enemy you notice aim before attacking moves target one down track if attack deals damage 1/enc. can make one atk v. rounds = half level. skill or ability roll Pilot replaces Use the Computer for astrogate or operate sensors add Cha bonus not Wis bonus to Will Def if you hit. you stop the target's movement ending its action can use Mechanics instead of Use Computer to improve access. must be on foot. designate an opponent. add class level to Atk. considered trained hotwire processor +5 Int/Wis skill & +1 ranged atk. give an ally a dam bonus = to their level . move -1 down track after if benefit from cover you can increase cover by one step if looking for hidden enemies.

military or illegal goods Use the Force v. Will Def. ignore DR reroll Persuasion when haggling for restricted. can attune 1 item per 24 hours. see K52 or F87 or J14 can see or hear as if you were standing in the space of your illusion if humanoid swif to spend stored Force Point. only for you & one FP at a time .1/enc ignore armor or equipment bonuses with melee atk if damage more than DR.

Will target loses swif action on next & no full Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus do not have to move in straight line on attack run react Battle Meditation as swif not full. 1/enc lose stan action Persuasion 6sq cone v. range 12sq. use Consular's Vitality as free action . opponent -2 speed until end of your next turn aid on Knowledge checks of ally within 6 sq if you're trained ally moves normal speed. gain DR = CL provided you still have cover when they attack Persuasion 12sq cone v. immediately or wasted if in cover. can use 3 times a turn ally can make a standard or move action. immediately or wasted ally can make a standard & move action.applies to ally also. enemies within radius -1 attack when you damage an opponent. must move immediately or wasted. spend Force Point to all adjacent allies anyone attempting to move you involuntarily is -5 to their check/atk if damage opp with piercing Atk. Will target loses swif action on next & no full.

can draw & ignite lightsaber as free .range increases to 12 squares. half on miss. Persuasion v. 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. failure deals and heals 1/2 damage can use Search (Perception) as swif. 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. Will Def. DC20 return 1/turn when you dam target with non-area atk. you decide their move action may attack in surprise round can draw ignite & attack with lightsaber even if surprised.

once per turn when you redirect an attack do not count the initial deflect penalty when you make a riposte do not count the initial block penalty increase damage dice to d8 not d6 can use Sentinel's Gambit an additional number of times per encounter = half class level if move at least 2 sq & in a different square +1 all Def use Sneak Attack for targets w/in 12 sq not 6 if adjacent to a creature. +2 Ref Def until your next turn or no longer adjacent reroll Stealth .

+5 up condition track. target increase fly speed 2sq same as Weaken but target keeps fleeing DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with item. can take multiple immune to all mind-affecting effects 1 minute . 1/day no penalty on improvised weapons 1/enc all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter can reroll Deception for a deceptive appearance once per day. if targeting with autofire each enemy -2 atk in area you and allies +1 on all defenses v. target cannot take stan or full action its next turn when you suppress that enemy is -5 atk. but not persistent conditions.if move opponent down track with melee atk. destroyed after 24 hours.

takes 10*result min weapon's DR doubled. with Force Point on attack add 2xFP result to dam take half dam from heat or fire or no damage on a miss Deception v. considered trained substitute Use the Force mod for ranged attack bonus until next turn 1/turn one droid ally in LOS +Atk = 1/2 your CL. any in Networked Mind gains heuristic processor all allies w/in sight. Force Sensitives Use the Force replaces Knowledge if not trained. lightsabers do not ignore. +1 Atk & skills for encounter or N unconscious .1/enc can return 1 Force mind-affecting force power w/out FP once per day friends take 20 on skill check with modifier 5+half your HL. you until the start of your next turn +1 attack rolls & +1 die damage vs. Will Def in 6 sq & LOS target -5 Atk v.

can be taken max 3 times allies in LOS +2 Atk & skill checks v. not standard gain 1 follower with AP feat & trained in Perception.opponents of equal or lower level take -1 on Atk rolls. your designated target ally's attack moves target 1 more down condition track Use the Force replaces Use Computer for astrogation 1/enc for one ally within 6sq can use your skill modifier for a skill check (not Use Force) . opposed skill checks. & Use the Force -2 penalty -5 penalty ally makes skill check as move action.

adjacent. you must be adjacent after using share talent Knowledge (tactics) as free to replace DC of any talents from this tree 1/enc. if use & gain Dark Side Point gain 2 points successful ram you take half from ram.when successfully Search Your Feelings gain FP & use before end of enc. Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret. 3d6 ion. +1 die dam from ranged with ion weapons +1 Atk & +1 die dam DR10 against ion dam 1/enc. Persuasion if opp has attacked you. Receive Medical Attention. if target is same size or smaller they cannot move next round v. vs. a single vehicle in LOS and immediate move action twice Lightsaber deflection bonus with two lightsabers your Battle Meditation grants +2 to attack not +1 Fort & Will Def +1 & you deal +1 die dam against Force Sensitives includes Acquire Equipment or Funds. Will then -5 that Atk (+5 if opp higher level) if target is unaware of you. if use w/unfavorable gain Dark Side Point. Secure Safe House +2 speed if you end move adjacent to target . 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. Obtain Info.

keeping best no penalty vs. may reroll your first Atk roll. no Pilot check to land 1/enc when enemy moves adjacent expend one charge to fly or move speed or withdraw armor does not reduce speed or distance moved when fighting defensively. may negate one more attack per round with Vehicular Combat reroll Mechanics check to jury-rig 1/enc: use Sneak of Stealth in plain sight & considered trained. reroll Deception when acting atypical 1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def restore +1d8 hp when use Repair of Mechanics & with aid another 1/enc. single enemy in LOS. opponents in concealment (except total concealment) if you reduce your prime target to 0 hp. designate a new prime target .activate as free.

prime target. you when hit or missed by attack move speed as reac & must end adjacent to ally. no AoO once a day. within reach.if you jury-rig vehicle moves -2 down track at end not -5 1/enc. the enemy takes -5 on its atk not -2 with Aid Another to suppress enemy. within 2 sizes . if hits deal no damage but target must move/withdraw next turn 1/turn make opposed Initiative check v. vehicle avoids moving down condition track if you aid another to suppress an attack. reroll skill check when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn with a crit move opponent back 1sq if they are not grabbed/grappled or into something. if win prime target is flat-footed v. enemy takes -5 on all atk rolls until end of your next turn make single melee atk v.

DC15+CL. can learn 2 pieces of info (see F25) add Wis bonus to Ref Def if denied Dex Knowledge (galactic lore) DC15+CL for +2 one defense v.aim before attacking and knock target prone. opponent may not attack until next turn (+5 if higher level) DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk reduce penalty for large illusions by one half (min -1) 1/enc treat damage from a Sith alchemical weapon as if you rolled max on Force Point 1/enc add 1 die dam or extend range 6sq. Will Def 1 opponent in LOS. no bigger than two size categories target of Adversary Lore takes +1d6 dam from successful attacks select an enemy in LOS & Knowledge (galactic lore) v. adds "dark side" to descriptor . target aid an ally in 6sq on Use the Force Persuasion v. target Knowledge (galactic lore) DC15+CL for crit +1 range v. target Knowledge (galactic lore) DC15+CL for +2 atk v.

target as flat-foot v. reduce dam taken by 10 if you do not have cover from target you dam with ranged atk.1/turn creature or droid damaged by unarmed atk. gain +2 on different skill roll in same challenge When you fail check in skill challenge. Deception to feint. if successful. DC -5. ally in 12sq. allies +2 atk v. 2. your opp When you succeed with skill in skill challenge. 3. disarm as swif. lose affects if choose any ally who starts in your safe zone & then exits it. 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 . +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. +2 atk Def or dam. 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. target & +5 opposed Initiative checks when you dam an opp.

can pull back as a swift action w/DC20 Use the Force .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. aware and not flat-footed. must have activated lightsaber. +3 max when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp 1/enc return 1 lightsaber form to suite w/out spending FP +2 Block & Deflect with a lightsaber you built if within 6 squares.

FP = # of targets = Cha mod (min 2) w/single UtF check move +2 squares if wearing light or no armor +5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. 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. -5 other UtF take up to -5 on Atk to give up to +5 Ref Def to ally in LOS proficient with improvised thrown weapons. as long as w/in 12 sq can aid another as a reac. reroll w/unwilling & keep better.1/enc target -1 down track & persistent condition 1 ally w/in 12 sq & LOS & trained in UtF. that enemy . ends movement reduce DC for telepathy by half w/willing.

once a day. to Search Feelings or Sense Force 1/turn Deception v. does not provoke Atk of Opp 1/turn grant all droid allies in LOS to take Recover in 2 swif not 3 lightsaber defense bonus increase by 2 (max of 5) . target must move half its spd toward you but avoiding hazards (stops move if can't avoid hazard). Will Def of 1 enemy in 12 sq & LOS. reroll Atk roll 1/enc can negate damage a single attack that would normally reduce you to 0 hp 1/enc gain temp FP to spend w/ Luka Sene or Sense talents.

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 . target is poisoned. Fort Def damage = d6+1/2HL & moves down track.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. poison attacks until it misses or cured if ally within 6sq reduced to 0 hp. poison makes Atk d20+HL v.

Will Def. +2 UtF. you decide their swif action one force power no longer has dark or light side descriptor when you damage target with non-area atk. 1 ally in LOS treats target as if flat-footed recover all Force powers on a nat 20 on an unarmed attack become immune to Sense Force & appear to be normal droid until you use the Force Use the Force = Deception for creating deceptive appearance .guardian spirit present for enc w/in 6 sq of you. as long as w/in 12 sq you: +1 atk. +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.

ally you use Skilled Advisor with gains Force Point to be spent before end of encounter fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk 1/enc each: 1. mentor another building (-5 their DC) if opponent use aim to negate cover. attacker's Initiative to retain cover can always take 10 on Mechanics . roll d20 as reac can replace enemy or ally in LOS d20 roll. ally w/in 5 sq & LOS +5 up track & +2 atk & skills. 2. Stealth v. beast with Dark Side Score of 1+ reroll Use Computer checks to improve access to computers ally can reroll any atk or check made on an action granted by you add one extra accessory. reroll one die of dam if you built. double if two-handed +1 atk & +1 die dam v. 3. ally w/in 5 sq & LOS can replace their def with your def as reac for next w/successful persuasion check make make 2nd Persuasion of any type when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end target moves two steps down the track add Dex to melee dam with light melee weapon.

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 . Soft Fall.w/speeder can use Fast Mount or Dismount. gain 2 hp for every point over DC instead of 1 DC20 Treat Injury on adjacent. Stay in Saddle & Use Mount as Cover of Ride add Int mod to Treat Injury for Treat Disease/Poison/Radiation with a medpac for first aid.

1/enc when ally makes successful melee atk against target adjacent to you. must wait 5 rounds between uses when affected by a debilitating condition. 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+. Will Def if unwilling as Gather Info can place mine as stan not full 1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq . change penalty to bonus for 1 round. atk as reac & +2 atk +1 dam on melee attacks double your speed for 1 round. Use the Force v.

stan make ranged or melee atk then move half spd as free & no atk of opp.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. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn. or 2. that enemy can move speed after Whirlwind Attack . you can move with them each 1/enc 1. or 3. when damaged by atk move half spd as reac & no atk of opp & gain favorable circumstances to 1st atk v.

before end of your next turn force attacker to reroll atk & keep second use move object to make area attack = L 2x2. compare Use the Force to Ref Def reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 . H 3x3.do not take -5 penalty when you try to modify or reprogram yourself you can modify delivery method with a Knowledge (life sciences) check. DC=Treat Injury DC uses farseeing from your suite. G 4x4 C 6x6.

can be taken multiple reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 reduce Atk penalty by 2 if you move opponent down track they take +1d6 dam if you hit an opponent you have "marked" +1d6 dam when you gain a level you get bonus Force Points = number of Force Talents (6 max) .reduces penalty by 2.

you until end of next turn can use Cha mod to replace Str mod with light melee or a lightsaber .DC30 UtF for 1 benefit as decided by GM: 1. UtF v. 3. 1 FP for use before end of enc. ranged redirect at enemy w/in 6sq. 4. Force power returned. +1 use of Force-related talent or feat. 2. Fort Def for half negated dam +1 Ref and Will Def with lightsaber if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker when an opponent withdraws that opponent is considered flat-footed v. 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.

you & all allies in LOS gain hp = 10 + your cl with a stun weapon +1 Atk & +1 die dam reroll Persuasion to Intimidate reroll Persuasion checks to intimidate reroll Gather Info to locate a specific individual 1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp 1/enc add Wis mod to Persuasion in addition your Cha mod poisoned target denied Dex to Ref Def as long as it remains poisoned 1/enc when fail Deception or Persuasion check add +1d6 + Wis mod to check when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level -2 atk to enemies that fire into your safe zone .if recruited enemy is 0 hp or bottom of track.

you gain +2 Atk or +2 Ref Def until the end of your next reroute power or recharge shields as 2 swif not 3 can take 1/2 or all dam for an adjacent ally an ally may take the same for you can obtain modified items without increasing base value 1/enc forgo extra move to add +5 to one Def until end of your next turn 1/enc you can make an AoO v.if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll Trusty Sidearm also applies to any rifle or carbine when ally in 10 sq & LOS rolls a nat 1 or 20. opponent in PB range if opponent provokes AoO from an ally +2 on attacks of opportunity with rifles allow 1 ally within 6 sq to move its speed to be adjacent to you. no Atk of Opp w/Harm's Way can move into sq of ally & move ally to any legal adjacent sq w/out Atk of Opp 1/enc make an attack with light melee or lightsaber after a successful feint DC 15 Tactics. enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def. opposed .

attitude does not change & can attempt to change attitude one additional time per enc +1 die dam on next atk in same turn.with all-out movement as the pilot +2 Ref Def 1/enc DC 20 Perception as stan gain 1 piece of info: 1 Def score of 1 character or vehicle in LOS or identify same with either lowest or highest hp or on highest or lowest on track if fail Persuasion to change attitude. can see within 6sq without a Force Point opponent's DR is 5 less. prime target until end of the encounter if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage . DCs are halved. 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. single weapon group +5 Perception v.

you can communicate in full sentences & complete thoughts. +1 Atk. target when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets . +2 Dam for rest of encounter if you provide soft cover to an ally within 3 sq it is improved cover with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. they're -2 Atk on targets that are not you for powered weapons you're using. adjacent enemy who just damaged you taunt enemies within 12sq & LOS. they lose concealment but no one else does 1/enc make a single melee Atk v. subject no change if someone attacks.

+4 Ref Def for 1 turn & make 1 atk . 1 atk as though aimed. 3.1/enc each w/melee or ranged as stan if hit & dam: 1. target -2 atk until end next turn & all creatures ect have concealment from target. 3. target must spend stan to adjust armor. 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. 2. 1 atk target's thresh is half. 2. target loses its armor bonus to Ref Def & is flat-footed.

move -1 down track after 1/enc. reroll die.on new planet 10 min to acclimate & on planet +2 all Def against natural hazards. +1 die melee dam & +2sq speed. can act as power generator surge +1 melee atk. take 20 on Persuasion check with no increase in time needed for check may use Block & Deflect to protect adjacent ally with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack . rounds = half level. Dark Side Score +1 2 swif to recharge shields or reroute power. spd +1 sq. sense weather for 24 hours as full-round Jump +4 sq or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track 1/enc all allies in LOS with less than half hp gains hp = CL when spending a Force Point on an Atk.

if don't use regain FP can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain spend a remaining farseeing power to regain any other force power Persuasion as Intimidation as a standard action.whenever you successfully redirect a blaster bolt and hit. you deal +1 die dam against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn) when you aim +5 difficulty to have your attack Deflected 1/enc adjacent ally gains +1 atk at end of encounter target moves -3 down track & needs rest or surgery when you aim gain benefit of PB shot regardless of range 1/day spend 10 min & once later in day negate an attack as long as not nat 20. not full-round instead of destroying a vehicle you can disable it so it cannot move 1/enc add half class level to one Defense .

no AoO Will Def bonus = your class level . Will Def in LOS. move follower toward target.when you hit w/lightsaber if target has not attacked since end of your last turn. Knowledge & Persuasion (no roll) When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac. DC = Atk roll. target -1 atk per follower w/ranged always succeed on attempts to aid another on Deception. -5 every time used in round must have empowered weapon. Will Def. 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. deal +1 die dam negate melee attack with Use the Force check. aware and not flat-footed. FP for adjacent character 1/turn one vehicle in your LOS who can hear you. move target down track & they lose stan Persuasion v. ignore difficult terrain & +5 Pilot to avoid hazards 1/enc Use the Force v.

Will Def within 12 sq. if you pilot a vehicle. up to 5 years per level Persuasion v. move target half speed toward you & make an immediate atk v. 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. you & target -2 Ref Def while together . 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. make Use Computer astrogation calculation as stan not full w/successful grab can bind target to you or adjacent object. smaller vehicles that attempt to dogfight -10 penalty not -5 1/enc as reac.when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1) can target object you hold.

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. Will Def in LOS target must withdraw or -1 Atk until end enc 1/enc. +2 Dam can disarm with ranged weapon. remove farseeing. target use Tripwire as move not stan 1/round if you or ally in 6sq damages target. allies in LOS w/ less than 1/2 hp get +2 Ref.1/enc jury-rig an object not disabled spend 1 min removing an accessory & adding another on a lightsaber you built when you create a field-created weapon. Will Def. add one modification at the time of creation 1/enc move your speed during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. allies in LOS + dam to target = half class level 1/enc Deception or Persuasion v. for +2 Atk v. v. +2 Will. does not provoke Atk of opp .

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. 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. 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 .if within 6 sq of target. you can be considered adjacent for purposes of flanking. as a reac to attack.

not autofire or other projectiles with a crit target -2 Ref Def until healed to full hp . if target is higher level they get +5 Will Def once per round. roll two dice for rebuke attempt & take best regain 2 Force Powers when Force Point is spent to regain a power DC 15 Use the Force to recall discblade add Wis mod to dam after a successful charge if you atk: +2 ranged atk to each.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. make Stealth checks with you 1/enc when deal dam = target's current hp & thresh. Persuasion v. can be taken max 3 times. +1 Stealth each. Will Def to deal half dam & -1 down track & target becomes ally & friendly. or +1 Perception each if armed with ranged weapon gain follower trained in Perception & Stealth.

can regain all expended uses of farseeing power allies within 6sq can reroll one Pilot check.with a crit target speed is halved until healed to full hp +5 bonus on skill checks made to perform a Force Regimen 1/enc. 1/day per droid. increase by 1 avoid moving on track from designated opponent may roll twice for Pilot check to initiate dogfight Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher dismiss your safe zone & allies in your old safe zone +2 spd allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod 1/enc. keep best (once per ally) when you repair yourself +1 additional hp for each point over DC Repair as stan. object or vehicle . move every ship in your squadron +1 up track when you use an ability to grant a morale or insight bonus.

next atk before end of next turn moves target -1 down track if takes dam .when targeted by dark side power you can give penalty to their UtF = Dark Side score +2 Ref Def v. spend Force Point to negate movement +5 Force bonus to all Def scores against Dark Side skills from dark force-user automatically improve attitude of an indifferent character to friendly with no check required When you move down track from dam exceeding thresh. target hit by Whirlwind Attack until start of your next turn 1/enc after first full round can add +5 to Initiative move +2 steps up condition track 1/enc adjacent ally gains +5 to thresh at end of encounter target moves -3 down track & needs rest or surgery if you would move down track.

that enemy DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth target loses concealment bonus to Ref Def if Use the Force beats Will Def +2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS successful grapple deals target's strength modifier as damage (min 1) target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn with ranged attack. gain +2 Atk v. 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 .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.

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.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. a target . make a single atk 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 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. 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. if a target makes an Atk of Opp v. +2 dam v. ally you can make Atk of Opp v. cannot overlap another safe zone all opponents in 6 sq -1 Atk .reroll Pilot to disengage from dogfight. target 4x4 sq = safe zone. ally starting in safe zone +2 Fort & Will Def. can be turned back with swif 1/turn 1 ally in LOS move its speed as a reac.

have LOS & be able to communicate) if you fail Treat Injury check.reroll Knowledge if you're trained in that Knowledge double Int mod to Knowledge (life sciences) & (physical sciences) checks 1/enc: use Disable or Erase Program v. 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. apply Independent Spirit bonus a 2nd time. disabling/erasing in 5 min & DC15. must be on foot. as a reac keep hostile computer from tracing your location 1/enc: use a feat or talent for atk as 1 action less. 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. friendly or helpful. something goes wrong if you fail by 10 not 5 if fail Persuasion to change attitude. reroll with Deception . if succeed on opposed Use Comp locks other user out auto but they can retry.

can spend FP for +2 atk v. target. 1 ally in LOS to take 2nd Wind as free & add hp = CL 1/enc use 1 talent from Inspiration tree on yourself Use the Force replaces Will Def against Deception or Persuasion can use Sense Surroundings to detect targets 30sq radius. your atk until next turn if have concealment v. 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. 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.if make charge against unaware target. 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. that target .

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. length 2x radius.. not FP Recovery 1/day grant use of Lightsaber Combat or Forms. then deal half dam. length of cone 3x radius of blast.if stun dam over thresh target -3 down track not -2 if dam over current hp & threshold. 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. move down track and sever if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn +1 Force bonus to Ref Def until start of your next turn each 1/enc after you Atk: if dam gain total conceal v. Duelist until end of enc if w/in 12 sq to allies = 1/2 cl minions may reroll Persuasion checks to Intimidate .

1 ranged atk if have activated shield gauntlet & not flat-footed 1/rnd negate ranged attack with Use the Force check. target is flat-footed v. aware and not flat-footed. +5 to other Def . not autofire +5 on ranged attack on deflected shot move 1 square without an Atk of Opp -2 one Def. +2 to another Def -5 two Defs. vs. 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. autofire = 1/2 or no damage spend a Force Point for adjacent with successful Deflect make ranged atk w/in 6 sq & LOS. +1 to another Def -5 one Def. must have activated gauntlet. DC = Atk roll.if you damage target with area attack.

gain low-light vision for 1 minute or the encounter whichever is longer take only -2 penalty on your Use the Force check for each block or deflect in last turn can always use rifles to make attacks of opportunity +2 atk with shoto or guard shoto if you wield a one-handed lightsaber one-handed lightsaber considered light with shoto. can activate Lightsaber Defense as free with shoto when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent if begin turn adjacent to ally. Pilot vs adjacent ally ship Ref Def to shift damage to ally . gain hp = HL 1/enc when your ship takes damage.

1/rnd w/Stealth auto aid another 1 ally if unaware target damaged. target moves 1 down track. 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 . multiple items cumulative +1 never suffer from unfavorable circumstances from environment w/Stealth.treat siang lance as rifle. you get Dark Side point reduce cost of diagonal move to 1 if in light or no armor with certain item +2 opposed skill checks. +1 atk & counts as Weapon Focus (rifles) if Use the Force of Force blast exceeds Fort Def.

see J22 . Sith Armor. gain Dark Side point with first use Create Sith Weapon . Sith Talisman. or Sith Weapon. 1 per turn Create Sith Amulet.can make Atk of Opp when using ranged or thrown simple weapon (no area atk weapons) make two unarmed attacks each against different targets with 1 light melee or lightsaber you can move your speed as a free action with 1 light melee or lightsaber make full atk as stan.imbue weapon with Sith alchemical weapon template (K79) modify an item to gain Sith Alchemy traits. see J21-22 Create Sith Talisman = +d6 dam with Force powers or lightsaber.

+1 Atk until next turn 1/enc with charge take no penalty on UtF for Block during the charge. 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. gain FP only usable on that skill before end of enc if move 2 squares.+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. Atk of Opp as normal if you'd provoke an Atk of Opp by moving. sacrifice one trained skill for +1 skill focus. d10 to d12) nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod with reprogram. Force Point = +10 set detonator as swif & does not go off if fail roll by 10 or more when installing an implant the attack bonus is halved When failing to get min result of check of 1 skill. applies to Riposte when you dam opponent you can move through that opponent's square. classes. once per reprogram ally gets +5 on skill check. can make Stealth check to replace Ref Def if higher . d8 to d10.

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. 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. if deal dam enemy gains persistent condition removed with DC25 Treat Injury/surgery or 3. if hits enemy -2 atk & dam until end of enc or 2. 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 . atk v.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.

max 10d6 ranged attack not at point blank range add half class level to damage 1/enc ranged attack not at point blank range ignore target's armor bonus to Ref Def aim with 1 swif at a target not in point blank range after 2 rounds of being disabled move +1 up track when damaged gain DR 10 until end of your next turn when you damage target with ranged atk. each occupied square counts as 1 . deal +d6 dam. 1 ally in LOS ignores target's DR & SR take 10 on Acrobatics check to tumble even when distracted.if opp flat-footed or no Dex to Def. must be w/in 6 squares.

occurs after DR & SR applied 1/enc adjacent ally gains +2 spd at end of encounter target moves -3 down track & needs rest or surgery no penalty when using Accelerated Climbing of Climb once a day. multiple per day Perception 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.use vital transfer to move target +1 up track not heal. make skill check trained. you move -1 down track shift unfriendly beast to indifferent automatically reroll Use the Force for Block or Deflect 1/enc Deception v. target if you & all allies roll higher Initiative than opponents. ignore space sickness. proficient w/starship weapons Use the Force negates damage to vehicle you are aboard. gain a surprise round even if aware . DC 10+CL of target in LOS to gain for you and allies +1 Atk v.

1/enc. or + atk per follower if armed with ranged weapon with melee atk against target with your allies adjacent reroll damage & keep best with you & two allies adjacent to target. if you initiate you can reroll. considered trained if you atk: extend autofire by 1 sq. +2 dam. if you're in light or no armor .run up to five time speed Gather Info replaces Knowledge (galactic lore). grant benefits of a talent to every ship in your squadron until end of 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. target is flat-footed 1/enc.

may not exceed BAB natural 20 on Atk roll = one extra Force Point for encounter if an ally moves you can move before your next turn if you end within 3 sq of that ally your force powers can deal stun dam if damage opp with slashing Atk. opp -2 melee Atk until your next turn if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn when enemy in LOS aids another.recruited enemy can immediately use second wind as a reac remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level reroll Treat Injury an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free if you resist a mind-affecting Force power the user cannot use the same power against you again melee atk. penalty -1 to -5 for double the number to Will Def. you give +2 atk to 1 ally in LOS & enemy does not benefit choose a lightsaber form 1/enc adjacent ally gains +1 die dam at end of encounter target moves -3 down track & needs rest or surgery .

move 1 down track if damage beat threshold 1/round target w/in 12sq & LOS. Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret. after dam is halved add +1 die dam with damage in a melee attack. 3d6 stun. Use the Force 1/enc. target -5 one skill until beginning of your turn . you must be adjacent when you deal stun dam with unarmed atk.if within 10 sq of an ally +2 DR when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk 1/enc after you dam opp you can move your speed when you grab and opponent they must use a full to break the grab not a stan add your class level to Will Def v.

etc) deal sneak attack damage when you use Skirmisher 1/rnd when enemy moves adjacent. as stan auto aid another droid w/skill you are trained in if have Skill Focus add +5.if your melee Atk does dam v. that enemy 1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3. enable 1 ally in LOS to make charge atk v. as swif grant ally 1 swif that it can immediately use as a free . 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.

you & allies +2 atk until next turn & out of LOS . opponent flat-footed v.mind trick to convince target they can't use the Force. you in surprise rnd if not surprised can take swif in addition to other action. or razor bug is also over Will Def. DC15 or Stealth (higher). UtF v. 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. thud bug. Int 3 & w/in 12sq. target in LOS. or other with Quick Draw if your atk with an amphistaff. UtF speed not reduced by difficult terrain 1/enc move up to your speed 1/enc return any [light side] power without spending Force Point if fail Deception can make single unarmed strike as free in surprise round.

cannot use remaining for atk each 1/enc: move your speed & +2 Ref Def until end of enc. use a swift action instead of move or standard 1/enc make single ranged atk w/handheld weapon as swif not stan. Atk of Opp until next turn . or move & +2 Ref Def v. or no Def penalty on charge.1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex bonus but only once a round) make a swif action a reaction after failing Deception or Stealth once a day.

Target until start of your next turn add one dark side force power. SR. Deployment or Field Tactics as a swift action not move when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod select 2 allies. 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. DR & Threshold move vehicle additional step down track can use Assault. 1/enc use that power without increasing Dark Side score if you take damage for an ally your damage threshold +5 if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned when you deal dam at end of charge.+1 Force bonus to attacks with simple weapons 1/enc. target's Stealth 1/enc when an enemy moves within 6 sq can make Atk against as a reaction +2 Atk & damage on next PB or within reach attack if in LOS . each moves 2 sq as reac w/out atk of opp all allies in LOS & within 6sq can withdraw as a swif until start of your next turn 1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track if you damage Hunter's Target all allies +2 on next Atk v. 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. treat attack with ally on with same target together vs.

reuse same power immediately with Force Training & take move object.1/enc w/ trained skill perform action quicker but at least as a swif. slam. thrust or move object if you are moved by a Force power reduce the distance by half . slam. gain extra power from disarm. grip. 1 per round w/natural 20 to use Force disarm. if more than 1 rnd can't be used can use Recruit Enemy when you or ally would deal dam to kill target instead of only you increase speed of droid or vehicle if you occupy or are adjacent by 1 sq. thrust or Move Object.

1/enc. thrust. return Force disarm. slam. or Move Object without Force Point negate movement if being force against will add Force Point roll to damage & attack if unarmed with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach can return Intercept to suite without spending Force Point .

that target link within 1km can communicate as if speaking. no Atk of Opp 1/enc when attacked you can move your speed .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. not if grabbed or grappled. 1/enc may share Force power of target or you can move target 1 sq if damaged by Whirlwind Attack.

Will Def of Inspire Fear & LOS. you -5 UtF until end of next when enemy or ally within 20sq is reduced to 0hp.deal additional die of damage only full-round actions unarmed. Fear doubled when you catch a Second Wind move +2 up track also 1/turn if Will Def is targeted can replace Will with Use the Force check. you gain hp = 5+1/2CL any target struck by thrown lightsaber moves at half spd (round down) until your next turn . take full attack as standard action DC20 Ride to negate difficult terrain Persuasion v. must move away from you. if can't move.

lost if not used by end of enc .if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk get total concealment in place of any concealment catch a Second Wind one extra time can substitute Use Computer for Gather Info if you have computer access automatically leave no trace of tampering. see J16 spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS. shut off and reignite lightsaber when you die become a dark side spirit & can possess others or enter an object. something goes wrong if you fail by 10 not 5 allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal Deception to feint.

Next use of same skill roll 2 dice & keep better . other no penalty to Atk when using Rapid Shot set trap 3sq wide. target falls prone 1d6 dam. adjacent. select 1 option: 1. +5 if they're higher level give up standard action to give all extra action next turn When you fail check in skill challenge choose ally. auto hit w/mine & 1d20+10 v. 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. Will Def of 1 enemy in LOS for them to attack who you choose. 3. no Atk of Opp if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq. 2.when you hit an opp with melee you can choose to do half dam & switch spots with foe. loser is flat-footed v. enemy in LOS. +2 Deception & fall prone Persuasion v. DC20 Mechanics & Deception to conceal. target DC10 Acrobatics to avoid.

Atk negated (-2 cum Atk v. if Atk beats melee Atk. Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at start of next round. range = 8sq ally in 12 sq & LOS takes dam you take half dam & ally takes half dam 1/enc increase dam thresh = Independent Droid level if parry melee attack. you can disable if adjacent as reac with two pistols. can immediately make unarmed Atk as reaction against target fighting defensively.1/enc after first round Knowledge (tactics) v. or +2 atk if they haven't atk throw 2 weapons at same enemy or target sq w/one hand. +2 dam if using Rapid Shot you can move 2 squares between attacks without an attack of opportunity you can make an attack with both weapons or double-sided weapon against different targets each 1/enc after you atk: if same atks you atk/reac. separate atks -10 & weapons must be similar. allies in LOS can choose to reroll turret self-destructs at 0hp with 2sq radius dealing its normal dam. can negate melee Atk. others) . or opp can't atk you.

no Atk of Opp 1/enc a roll 16 or higher is considered a natural 20 spend a Force Point to automatically negate a mind-affecting Force power or talent Treat Injury DC increases by 5 followers gain Toughness feat . must declare at beginning of your turn do not lose Dex bonus if flat-footed or attacked by hidden attacker cannot be flanked 1/round if damaged move 1 sq as reac. you deny the bonus to the enemy in LOS 1/day add 1/2 officer class to all Def 1 round.one opponent loses Str bonus to melee attacks against you. not to damage when you use Adapt & Survive.

Will Def 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.1/enc reroll damage of one attack Will Def +5 v. unaware foes Use the Force v. when you feint in combat target is flat-footed v. skill checks to read your emotion. -2 Atk & skill checks within 6sq of you until end of encounter 1/enc an attack that would knock you down the track is reduced by 1 step 1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def 1/enc increase speed of allies in LOS by 2 Cri on 19-20. any in 6sq. 19 not an auto hit additional damage from an empowered weapon is considered fire damage . allies gain +2 dam v. keep best.

+1d6 fire damage with melee weapons until the beginning of your next turn UtF v. take half or no damage. your next atk is +1 die . may take 10 on Pilot checks 1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC treat your ship as two size categories smaller when attempting Stealth checks DC 15 Mechanics for hp = 5 x CL if hit by area attack. total concealment v. Will Def to vanish from sight of one target in LOS. return one Force Power as free one adjacent ally +1 Ref Def as long as they remain adjacent when an enemy you reduced to 0 hp or bottom of track. target until next turn +2 Atk with selected vehicle type. 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. must be moving +10 Deception & Stealth to conceal biotech.

you -5 Use the Force until beginning of your next turn See into past or future with farseeing. Will. melee if have wan-shen in hand & not flat-footed . 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. UtF check over target's Will defender +5 Ref Def spend one farseeing. 1min v. max one year per your level 1/enc you gain hp = 10 + 1/2 your HL enemies in LOS take -2 Def until your next turn +1 Ref Def v. you -5 Use the Force until beginning of your next turn you or ally within 12sq if attacked.can sub Use Comp for Mechanics to disable computerized device.

you make Perception as reac to gain +1 Ref & Fort Def v. can Pin & Trip with wan-shen if wan-shen in hand make 2 atk with wan-shen each against a different target if have wan-shen in hand provide soft cover to 1 adjacent ally when enemy makes unarmed/melee atk for 2nd time in enc v. your Perception you can take move as reac. add 1 Force Point to ally in LOS. talent. remove farseeing. replaces normal affects Perception replaces Initiative & considered trained in Initiative when acting in surprise round you &allies take +1 move max . if multiple fail.treat wan-shen as Med weapon not Large. for rest of enc. if spend FP ignore mind effect even if Force if enemy fails Stealth or Deception v. can switch targets by not using for 1 full rnd 1/enc ignore 1 non-Force effect. skill or ability that exceeds Will Def. 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.

flees one min target can spend Force Point to negate. they are replaced by one of same level 24 hours later if use ranged weapon as melee weapon +2 melee atk +2 dam. single weapon group . Will. 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. Persuasion as a free action v.add Cha mod to dam (min +1) to telekinetic Force power 1/enc ignore DR of single target in LOS for the rest of your turn if deal dam over threshold. get credits class level x5000 if minion killed.

beast's Perception & LOS is yours 1/enc negate the effect of a single attack or skill check v. considered trained. not self . if can reroll Stealth can reroll Use the Force Crit with a lightsaber.+2 melee dam with discblade +2 to melee damage 1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track any target adjacent takes dam = Str bonus with melee weapon Use the Force replaces Stealth. Will Def 1/enc grant allies in LOS +2 Will Def for encounter even if out of LOS. move target 2 steps down track 1/turn touch mind of indifferent or better beast w/in 12 sq & LOS.

Cannot act in 1 round. must be antiquated and cost +50%. it reacts with a swift action. Repairs +5 DC. ATK Bonus -2. Cannot use regular energycells/powerpacks. thrown weapons until end of encounter Pilot DC15. . If failed. Repair is done at +5 DC. ally's attacker if damage dealt (Colossal or smaller) when you roll nat 20 with force power that deals dam. forbidden action: Persuasion or Use the Force vs Will Def. Can be refitted. TH -25%. >1 shot in 1 round overheats weap 1 round Armor: x2 Fort Def vs cold and nullifies Fort Def vs heat Droid confused with Persuasion vs Perception.gain concealment & +2 Ref Def v. if you're in light or no armor any ally who uses second wind in your Safe Zone gains additional hp = your cl Rare. ally +5 Pilot in dogfight 1/round make a vehicle weapon atk at -5 v. 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. Rare. Fort Def for target to take only 1 swif next turn. Can be refitted. Ranged energy weapon: Energy & Fire DMG. Ship CL -2. to assist allied starfighter w/in 2 squares. 1xDay.

+1d DMG after doubling for crit.+1 in one ability score On crit. If conditiontrack is reduced. max dex -1. Ranged energy weapon: Energy & Bludgeoning DMG Armor: DR5 vs sonic damage. 1 time per encounter. DR. TH & break DC equals weapon of same size category as wearer. FORT DEF bonus -1 (min 0) Stun or ion DMG weapons: +1d DMG when set to stun or doing ion DMG -1d DMG when when not set to stun or doing ion DMG Optional. Considered illegal. 1xEncounter. On armor that apply equipment bonus to FORT DEF: DR2 vs slashing. armor take DMG from 1 hit. . penalties apply to wearers REF DEF only. HP. Ignore a negative condition track.

If /2 or fewer hitpoints. Illegal. Can be declared after attack is made. . FORT DEF bonus -1 (min 0) 1xEncounter. On armor that apply equipment bonus to FORT DEF: Provides breathable air equal to armor's FORT DEF bonus. +5hp or +5 threshold for 1r. DMG -2. rare outside KOTOR era Untrained: AB -5 CM +0 CLM -1 Normal: AB +0 CM +5 CLM +0 Skilled: AB +2 CM +6 CLM +1 Expert: AB +5 CM +8 CLM +2 Ace: AB +10 CM +12 CLM +4 Repairs at half time with Skill Focus(Mechanics). Armor: /2 weight. If moved down condition track by this weapon.DR vs lightsabers. Doesn't stack with other timesaving bonuses. /2 HP. On armor that apply equipment bonus to FORT DEF: DR +1. max 2 swift per turn to recover. move full movement 1 time per encounter as if wearing no armor. May use INT bonus instead of CHA bonus on persuasion checks. Doesn't apply when droid modifies itself. Only 20 is automatic hit. Slashing/piercing weapon (not lightsabers): Crit range 19-20 for one encounter. -1 bonus to REF DEF.

+5 on Mechanics check to modify. Dark Side score is treated as +1 when targeted with something that targets dark side. add INT bonus on top of the +2. FORT DEF bonus -1 (min 0) Weap with stun DMG: If target move down condition. apply destiny bonus equal to /2 dark side score to ATK roll or skill check before the end of your turn. apply destiny bonus equal to /2 opponents dark side score to his/hers ATK roll or skill check before the end of your turn. +1d of damage on an attack. At -4 = immobilized. Exotic except for Gands.On armor that apply equipment bonus to FORT DEF: DR5 vs stun DMG. Breaks on "1". Armor: +2 stealth. Gain 1 dark side point. Armor: DR2 vs energy DMG. Illegal and unfavorable vs law enforcements/authority (see rules). Dark Side score is treated as +1. Ranged without stun: +1 ATK on stun setting. Energy melee weap: +2 equip bonus to ATK of a contact poison applied to it. . Breaks on "1". Weapon: +2 equip to DMG rolls with power attack or power blast. /2 speed until restored. Slashing/Piercing melee weap (not lightsaber): If DMG is above targets FORT DEF target take 1d4 DMG in beginning of next turn. When assisting Skill(Mechanics). Armor: +2 vs bludgeoning. all mods on it are destroyed. Built in tracking device. -1 FORT DEF bonus (min 0) 1xEncounter. 1 per encounter. If equipment is disabled. CHA-based skill checks are favorable (except Use the Force) 1 per encounter.

Remove 1 persistent condition while recharging. Repairs +5 DC. Others gain +5 on Mechanics to modify appendages/accessories. Rare. deflect and redirect like a lightsaber. Rare. range as pistol. and use any talent with Jedi as prereq. Armor: Convert one crit to regular DMG per encounter. Weapon: 1-4 on rolls using the item is treated as a natural 1 and the weapon gets disabled until repaired. d6=d8 etc up to d12) and increase ATK bonus +1. Advanced or simple melee weapon: Lightsabers doesn't ignore DR for this weapon. Armor: Wearer get +1 die of damage on a critical hit.Melee Simple weap: if weapon is worn in 2 hands. Die step is increased by one (d4=d6. 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. but gives them a dark side point. rare outside KOTOR era 2 mods from Tech Specialist (page 21 SotG) instead of one. cannot be braced during autofire. If the user have less than 15 STR (medium weap) 17 (large) 19 (huge or larger) they get -2 penalty to use the weapon. Needs weekly maintenance (read rules). draw or holster as free action once per round. It can block. . Exotic except for Rakatan. Repir is done at +5 DC. Doesn't apply when droid modifies itself. Extended. Add WIS bonus to intimidation checks. -5 when used in one hand. With quick draw feat. +10% more shots per power pack. triple STR bonus to DMG. DR vs lightsabers. range as rifle. Dark side users can spend fp as swift action to gain bonus damage equal to dark side score. Needs weekly maintenance (read rules) Folded. before doubling.

Armor bonus +1. DC20 check to extend usetime +25h or move +1 condition. +2 circumstance to Ref. Rare. and Will Def. Use of equipment & weapons get -5 penalty if lacking knowledge. Need DEX 13+. Armor weight /2 and is repaired with treat injury skill. Armor: DR 10 vs ion DMG. else armor check penalty. Energy DMG is changed to either bludgeoning. . Need INT 13+. 1xDay. slashing or slashing. vs Yuuzhan Vong. +2 to stealth checks to avoid electronic sensors. Energy Weapon: Change to ion DMG with swift action. Illegal in Legacy Era. else -2 on ATK rolls.

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CLASS TREE ALL J N Scn Sct Sol Category Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory .

Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory .

Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Accessory Armor Armor Armor Armor Armor Armor Armor Armor Armor .

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor .

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor .

Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Armor Crystals Crystals Crystals Crystals Crystals Crystals Crystals .

Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Crystals Destiny Destiny Destiny Destiny Destiny Destiny .

Destiny Destiny Destiny Destiny Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment .

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment .

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment .

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment .

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment .

Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Event Event Event Event Event .

Event Event Event Event Event Event Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Explosives Feat J J Sol Feat Feat Feat Feat Feat Feat Scn Sct Scn Sct Sol Feat Sol Feat Feat Feat .

Sct Sol Feat N Sct Feat Sct Feat Sol Feat Feat Feat J Sol Sol Feat Feat J Sol Feat Scn Sct Sol Sol Sol Scn Sct Scn Sol Sol Feat Feat Feat Feat Feat Feat J Sol Feat N N Scn Feat Feat Feat .

Sol Sol Feat Feat Feat Feat Feat J J N Sol Feat Feat J Scn Sct Sol Sct Sol Feat Feat Feat Sol Feat Feat J Sol Feat Feat J Scn Feat Scn J Sol Sol Feat Feat Sct Sol Feat .

Feat Feat Sol Sol Feat Feat N Scn Sct Feat Feat J Sol Feat Scn Sol Sol Feat Feat Feat Feat Scn Sct N N Feat Feat Scn Sct Sol Sct Sol Feat Feat Feat Scn Feat Feat .

J Sct Sol Feat N Feat Scn Sct Sol Feat Feat Feat Feat Feat N Scn Sct Sol Feat N J J Scn Sct Sol Scn Sct Feat Feat Feat Feat Feat J Sol Feat Feat Feat Feat Scn Sct Sol Feat .

Feat Scn Sct Feat J Sol Feat Feat Feat Feat Feat Feat J J Scn Sol Sol Feat Feat N N Sol Sol Feat Feat N Scn Feat Scn Sct Feat J N Sct Sol Scn Sct Sol Feat Feat Feat Feat Feat Feat Scn Sct Sol .

J J N Scn Sct Sol Feat Feat Sct Sol N Sol Feat Feat Feat Scn Feat J N Sol Sol Feat Feat Feat Feat J J N Scn Feat Feat Feat Feat Feat Feat Feat Sct Sol Feat Feat Sct Sol Feat Feat .

N Scn Feat Sol Feat Feat Scn Sct Sol Feat Feat J Sct Sol Feat Sct Sol J Sol Feat Feat Sol Feat Feat N Scn Feat Feat Feat Scn Sct Sol Feat .

Feat Feat Sol J Sol Feat Feat Feat Scn Feat Sol Feat J Sol Feat J Sol Feat Feat Feat Feat Scn Feat J Sol Feat J N Scn Feat Feat .

Sct Sol Feat Feat N Scn Feat N Feat Feat Feat Scn Feat Feat Feat Feat Feat Sol Feat .

Feat Feat Feat N Feat J N Scn Sct Sol Feat Feat Feat Feat Feat Feat .

Feat J J J N Scn Sol Sol Sol Feat Feat Feat Feat Feat Sct Sol Feat Feat Feat J N Scn Sol Feat Feat Sol Sol Feat Feat Feat J J N Scn Sct Sol Scn Sct Feat Feat Feat .

Feat Feat Feat J Scn Sct Sol Feat Feat Feat Feat Feat J Sct Sol Feat Feat J J Sol N Feat Feat Scn Sct Sol Feat .

Scn Feat Scn Sol Feat Feat Sol Feat Feat Feat Feat Feat Scn Sct Sol Feat Feat Sct Sol Scn Sct Feat Feat .

J Sol Feat Sol J Feat Feat Feat Scn Sct Sol N Scn Scn Sct Sol Feat Feat Feat Feat Feat J Scn Sol Feat Feat Feat N Scn Sol Feat Feat J N Scn Sct Sol Scn Sct Sol Feat Feat Feat Feat Feat J N Sol Sol Sct Sol Feat N Feat .

J N Scn Sct Sol Feat Feat Feat Feat Feat J J Sct Sol Sol Feat Feat J Sol Feat Feat N N Scn Sct Scn Sct Sol Feat Feat Feat Feat J Sct Sol J Scn Sct Sol Feat Feat N Scn Sol Feat J Scn Sol Feat Feat .

Feat Feat Sol Sol Feat Feat Feat Feat Feat N N Scn Scn Feat Feat Feat Feat Feat Feat Feat Feat Feat J J N N Scn Sct Sol Scn Sct Sol J Sct Sol Feat Feat Sct Sol Feat .

Scn Sol Feat Feat N Sct Sol Feat Feat Feat J Sol Feat J N Scn Sct Feat Feat Feat Feat Feat Scn Sct Sol Feat Sol Feat Feat J Feat Feat Feat Feat Feat N .

Feat J Feat Feat Feat Feat N Scn Feat Feat Feat Sol Feat Feat Feat Feat Sol Sol Sol Feat Feat Feat .

J J J Sol Sol Sol Feat Feat Feat Feat Feat Feat Feat Feat J Sol Feat Feat Feat J N Feat Scn Sct Feat .

Scn Sct Sol Scn Sct Sol Feat Feat Feat Feat Feat J N Sol Feat Feat J N Feat Feat Sol Feat Feat Feat Feat Feat 1 2.4 J J N Sol Sol Feat Feat Feat Feat Feat .3 2 2 2.

Feat Scn x Sol Feat Feats x Feats x x Feats .

x x Feats x x Feats Feats x Feats x Feats .

x x Feats x Feats x Feats x x x x x Feats Feats Feats Feats .

x x Feats x x Feats x x x Feats Feats 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 Tech. . Force Tech.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. Melee Melee Melee Melee Melee Melee Melee . Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech. Force Tech.

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee .

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee .

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Occupation Occupation Occupation Occupation Occupation Occupation Occupation Occupation Occupation Occupation Occupation .

Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Origin Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige .

Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Prestige Ranged Ranged Ranged Ranged Ranged .

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged .

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged .

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged .

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Skills Sct Sol N J N J J J J J N N J N N Scn Scn Sct Sol Sct Sol Scn Sct Sol Scn Sct Sol Scn Sct Sol Scn Scn Sct Sol Scn Sct Sol Skills Skills Skills Skills Skills Skills Skills Skills Skills Skills Skills J Scn N .

mtr Species +1 at first level Species Species Species .N Sct Scn Sct Sct Sct Sol Sol Scn Sol Skills Skills Skills Skills Skills Skills Skills Species Species N N J Stealth & Survival are class skills Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species reroll Perception.

Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Improved Damage Threshold w/Con 13 Species Species Species .

Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species reroll Knowledge (life). mtr. reroll Swim & take 10 Species Species Species Species Species Species Species Species Species Species Species SF Climb Climb +2 .

Improved Damage Threshold Species Species Species Species Species Species Species Species Species +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level Species Species Species Species +1 at first level Species +1 at first level* +1 at first level* +1 at first level* +1 at first level* Species Species .

+1 at first level* +1 at first level* Species +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* Species Species Species Species +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* reroll Perception. reroll Endurance +1 at first level* +1 at first level* +1 at first level* Species Species Species Species Species Species Species Species Species Species +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* +1 at first level* Species Species +1 at first level* +1 at first level* Species .

mtr Species Species . reroll Initiative. mtr Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species SF Perception Survival is a class skill.+1 at first level* +1 at first level* Species +1 at first level* +1 at first level* Species +1 at first level* +1 at first level* reroll Survival.

Force Training* Squib tensor rifle w/WP (rifle) reroll Persuasion to intimidate. keep better Persuasion class skill.Tech Specialist w/Mechanics Species Species Force-sensitivity. Mighty Swing if have Martial Arts I & Str 13 Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species Species . mtr) Species Species SF Persuasion Species Species Rapid Shot or Rapid Strike. reroll Know (tech.

SF Deception reroll Knowledge (life) & Treat Injury. mtr Species SF Mechanics reroll Perception. mtr Species 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 .

Jedi Master. Pathfinder . Gunslinge r. Scout.Starship Maneuvers Starship Maneuvers Elite Trooper Melee Specialist Elite Trooper Talent Jedi Jedi Guardian Jedi J Talent Force-Using Traditions Jal Shey Force Disciple. Vanguard Sct Talent Scout Awareness Talent Scout Droid Jedi Versatility Second-Degree Droid Jedi Consular Scout Droid Jedi J Sct Talent Talent Talent . Sith Lord Bounty Hunter. Gladiator. Martial Arts Master.

Force-Using Traditions Dathomiri Witch Force Disciple. Jedi Master. Sith Lord Talent . Jedi Master. Sith Lord Talent Force-Using Traditions Korunnai Adept Force Disciple. Sith Lord Shaper Scout Noble Scoundrel Assassin Melee Duelist Sct N Scn Talent Shaper Scout Noble Scoundrel Assassin Melee Duelist Implant Surveillance Master of Intrigue Opportunist Assassin Melee Duelist Talent Talent Talent Talent Talent Talent Jedi Sith Apprentice Jedi Consular Sith Jedi Sith Apprentic e Jedi J Talent Talent Jedi Jedi Consular J Talent Scout Unpredictable Scout Sct Talent Force-Using Traditions Korunnai Adept Force Disciple. Jedi Master.

Sith Apprentic e. Jedi Master. Imperial Knight. Soldier Sol Talent Imperial Knight Knight's Armor Imperial Knight Imperial Knight Talent Imperial Knight Knight's Armor Talent .Force-Using Traditions Korunnai Adept Force Disciple. Sith Lord Talent Infiltrator Infiltration Infiltrator Talent Noble Disgrace Charlatan. Noble N Talent Elite Trooper Soldier Noble Republic Commando Ambusher Anticipation Elite Trooper Soldier Noble N Talent Sol Talent Talent Jedi Knight Jedi Instructor Jedi Knight Talent Soldier Armor Specialist Gladiator. Jedi Knight.

Imperial Knight Knight's Armor Imperial Knight Gladiator. Imperial Knight. Imperial Knight. Jedi Knight. Sith Apprentic e. Jedi Master N Scn Talent Talent Talent Talent Talent N . Jedi Knight. Soldier Sol Talent Soldier Armor Specialist Talent Elite Trooper Protection Elite Trooper Talent Elite Trooper Mandalorian Warrior Elite Trooper Talent Master Privateer Privateer Master Privateer x Talent Noble Exile Talent Scoundrel Noble Officer Noble Force Sensitive Smuggling Gambling Leader Military Tactics Superior Skills Light Side Scoundrel Noble Officer Noble Force Adept. Force Disciple.

Jedi Knight Crime Lord Master Privateer Lightsaber Forms Mastermind Privateer Jedi Knight Crime Lord Master Privateer Crime Lord Force Disciple. Sith Lord Soldier. Force Disciple. Jedi Knight. Jedi Master Force Disciple. Imperial Knight. Jedi Master. Weapon Specialist Droid Command er Sol Talent Talent Talent Crime Lord Force-Using Traditions Mastermind Jensaarai Defender Talent Talent Force Adept Force Sensitive Force Item Light Side Talent Talent Force-Using Traditions Aing-Tii Monk Talent Soldier Weapon Specialist Talent Droid Commander Droid Commander Talent . Jedi Master. Sith Lord Force Adept Force Adept.

Soldier Jedi J Sct Sol Talent Scout Soldier Fringer Commando Talent Talent Jedi Jedi Guardian Talent . Scout Elite Trooper. Jedi Master. Sith Apprentic e.Force Sensitive Alter Force Adept. Officer. Jedi Master. Saboteur. Force Disciple. Scoundrel Scn Talent Scoundrel Fortune Talent Scoundrel Misfortune Assassin. Jedi Knight. Sith Lord Charlatan. Gunslinge r. Scoundrel Scn Talent Noble Exile x Talent Force-Using Traditions Bando Gora Captain Force Disciple. Imperial Knight. Sith Lord Outlaw. Bounty Hunter.

Jedi Master. Saboteur. Scoundrel N Talent Talent Noble Inspiration Talent Scoundrel Fortune Scn Talent Improviser Improviser Improvise r Talent . Scoundrel Scn x Talent Talent Soldier Soldier Force Sensitive Veteran Brawler Control Sol Sol Talent Talent Talent Scoundrel Misfortune Talent Ace Pilot Force-Using Traditions Squadron Leader Believer Disciple Ace Pilot Force Disciple. Sith Lord Droid Command er. Jedi Knight. Gunslinge r. Noble Charlatan. Imperial Knight. Force Disciple. Jedi Master. Bounty Hunter. Sith Lord Assassin. Shaper Soldier Soldier Force Adept. Sith Apprentic e.Scout Medic Mobile Scout Advanced Medicine Medic.

Jedi. Sith Apprentic e Master Privateer J Talent Master Privateer Piracy Talent .Scoundrel Yuuzhan Vong Biotech Scoundrel Scn Talent Shaper Shaper Shaper Talent Improviser Scout Master Privateer Procurement Unpredictable Privateer Improvise r Scout Master Privateer Talent Sct Talent Talent Master Privateer Privateer Master Privateer Talent Master Privateer Privateer Master Privateer Talent Saboteur Saboteur Saboteur Noble Scout Turret Turret Turret Master of Intrigue Spy Saboteur Saboteur Saboteur Noble Infiltrator. Jedi Knight. Scout Gunslinge r Ace Pilot N Sct Talent Talent Talent Talent Talent Gunslinger Ace Pilot Gunslinger Expert Pilot Talent Talent Jedi Lightsaber Combat Imperial Knight.

Noble. Droid Command er. Officer N Talent Infiltrator Military Engineer Bothan Spynet Military Engineer Infiltrator Military Engineer Military Engineer Talent Talent Military Engineer Military Engineer Talent . Jedi Master.Gunslinger Master Privateer Carbineer Privateer Gunslinge r Master Privateer Talent Talent Force-Using Traditions Matukai Adept Force Disciple. Noble Officer Scoundrel Force Adept Talent Crime Lord Crime Lord Crime Lord Elite Trooper Noble Mastermind Mastermind Mastermind Protection Inspiration Talent Talent Talent Talent N Talent Officer Scoundrel Force Adept Rebel Recruiter Revolutionary Beastwarden Scn Talent Talent Talent Noble Leadership Corporate Agent. Sith Lord Crime Lord Crime Lord Crime Lord Elite Trooper Droid Command er.

Jedi Master. Sith Lord Scoundrel Gunslinge r Scn Talent Talent Talent Scoundrel Gunslinger Yuuzhan Vong Biotech Sharpshooter Talent Talent Pathfinder Force-Using Traditions Pathfinder Agent of Ossus Pathfinder Force Disciple. Sith Lord Soldier Droid Sol Talent Talent Soldier Droid Rocket Jumper Second-Degree Droid Talent Talent Gladiator Jedi Knight Soldier Gladiatorial Combat Jedi Artisan Brawler Gladiator Jedi Knight Soldier Talent Talent Sol Talent Improviser Improviser Improvise r Talent Droid Fifth-Degree Droid Droid Talent . Jedi Master.Independent Droid Elite Droid Independe nt Droid Talent Medic Gladiator Force-Using Traditions Advanced Medicine Gladiatorial Combat Warden of the Sky Medic. Shaper Gladiator Force Disciple.

Noble Charlatan.Noble Noble Sith Apprentice Provocateur Disgrace Sith Alchemy Charlatan. Imperial Knight. Noble Sith Apprentic e N N Talent Talent Talent Soldier Warrior x Talent Force Adept Force Adept Dark Side Devotee Dark Side Devotee Force Adept Force Adept Talent Talent Force Sensitive Control Force Adept. Jedi Knight. Force Disciple. Sith Lord Talent Force Adept Force Adept Force-Using Traditions Mystic Beastwarden Dathomiri Witch Talent Talent Talent . Sith Lord Force Adept Force Adept Force Disciple. Sith Apprentic e. Jedi Master. Jedi Master.

Jedi Master. Sith Lord Scoundrel Scn Talent Scoundrel Run and Gun Talent Scoundrel Jedi Jedi Brigand Jedi Consular Jedi Sentinel Scoundrel Jedi Jedi J J Scn Talent Talent Talent Ace Pilot Expert Pilot Ace Pilot Talent Force-Using Traditions Disciple of Twilight Force Disciple.Force-Using Traditions Felucian Shaman Force Disciple. Sith Lord Gunslinge r Ace Pilot Jedi Ace Pilot J Talent Gunslinger Ace Pilot Jedi Ace Pilot Carbineer Blockade Runner Jedi Guardian Expert Pilot Talent Talent Talent Talent Scout Force Adept Elite Trooper Reconnaissance Mystic Melee Specialist Scout Force Adept Elite Trooper Jedi Droid J Sct Talent Talent Talent Jedi Droid Jedi Consular Fourth-Degree Droid Talent Talent Jedi Knight Jedi Weapon Master Jedi Knight Talent . Jedi Master.

Soldier Officer Mercenary Naval Officer Soldier Officer Sol Talent Talent Force-Using Traditions Shapers of Kro Var Force Disciple. Sith Lord Force Disciple. Jedi Master. Sith Lord Force Disciple. Sith Lord Talent Force-Using Traditions Dathomiri Witch Talent Force-Using Traditions Felucian Shaman Talent Officer Military Tactics Talent Soldier Squad Leader Elite Trooper Sol Talent . Jedi Master. Jedi Master.

Noble. Jedi Master. Jedi Master.Noble Leadership Corporate Agent. Sith Lord Force Disciple. Officer N Talent Soldier Mercenary Soldier Sol Talent Corporate Agent Corporate Power Corporate Agent Corporate Agent Talent Corporate Agent Corporate Power Talent Independent Droid Specialized Droid Specialize d Droid Talent Independent Droid Specialized Droid Specialize d Droid Soldier Force Disciple. Sith Lord Infiltrator Ace Pilot Sol Talent Soldier Force-Using Traditions Trooper Agent of Ossus Talent Talent Force-Using Traditions Keetael Talent Infiltrator Ace Pilot Infiltration Wingman Talent Talent . Droid Command er.

Outlaw Outlaw Outlaw Talent Noble Lineage Corporate Agent. Imperial Knight. Sith Apprentic e. Droid Command er. Noble Jedi J N Talent Jedi Jedi Consular Talent Jedi Jedi Consular Jedi J Talent Force Sensitive Dark Side Force Adept. Officer Talent N Talent . Jedi Master. Force Disciple. Sith Lord Crime Lord Talent Crime Lord Mastermind Talent Elite Trooper Noble Weapon Master Leadership Elite Trooper Corporate Agent. Jedi Knight. Noble.

Master Privateer. Sith Apprentic e Imperial Knight Soldier J Talent Imperial Knight Soldier Knight's Armor Brawler Talent Sol Talent Enforcer Jedi Soldier Enforcement Jedi Guardian Commando Enforcer Jedi Elite Trooper. Jedi. Jedi Knight. Scoundrel J Sol Talent Talent Talent Jedi Knight Force Adept Scoundrel Jedi Refugee Imperial Inquisitor Spacer Talent Talent Scn Talent . Soldier x Elite Trooper Corporate Agent Imperial Knight Sol Talent Noble Soldier Corporate Agent Leadership Squad Leader Corporate Power Sol Talent Talent Talent Imperial Knight Knight's Armor Talent Jedi Lightsaber Combat Imperial Knight. Officer. Soldier Jedi Knight Force Adept Ace Pilot. Officer.Soldier Commando Elite Trooper.

Imperial Knight. Jedi Master. Force Disciple. Sith Lord Soldier.Infiltrator Infiltration Infiltrator Talent Ace Pilot Gunner Ace Pilot Talent Force Adept Dark Side Devotee Force Adept Noble Soldier N Sol Talent Noble Soldier Superior Skills Brawler Talent Talent Force Sensitive Guardian Spirit Force Adept. Sith Apprentic e. Jedi Knight. Weapon Specialist Charlatan Sol Talent Soldier Weapon Specialist Talent Charlatan Trickery Talent .

Sith Apprentic e. Force Disciple. Sith Lord Scn Talent Talent Talent Force Sensitive Control Force Adept. Sith Lord Charlatan Gunslinge r Talent Charlatan Gunslinger Trickery Gunslinger Talent Talent . Saboteur.Scoundrel Misfortune Assassin. Jedi Master. Bounty Hunter. Imperial Knight. Jedi Knight. Scoundrel Scn Talent Scoundrel Improviser Force-Using Traditions Yuuzhan Vong Biotech Improviser Tyia Adept Scoundrel Improvise r Force Disciple. Jedi Master.

Jedi Knight. Jedi Master. Sith Apprentic e. Imperial Knight. Jedi Knight. Sith Lord Force Adept. Sith Apprentic e. Imperial Knight. Jedi Master. Force Disciple. Sith Lord Jedi Sith Apprentic e Sith Apprentic e Jedi J J Talent Sith Apprentice Sith Talent Force Sensitive Dark Side Talent Force Sensitive Dark Side Talent Jedi Sith Apprentice Jedi Sentinel Sith Talent Talent Sith Apprentice Sith Talent Jedi Jedi Sentinel Talent . Force Disciple.Jedi Jedi Sentinel Jedi J Talent Jedi Knight Jedi Shadow Jedi Knight Talent Sith Apprentice Sith Sith Apprentic e Sith Apprentic e Force Adept.

Saboteur. Force Disciple. Imperial Knight. Jedi Master. Sith Lord Sith Apprentic e Force Adept. Sith Apprentic e. Scoundrel Scn Talent Assassin Genohardan Assassin Talent . Bounty Hunter. Jedi Knight. Jedi Master.Force-Using Traditions The Krath Force Disciple. Sith Lord Jedi J Talent Sith Apprentice Sith Talent Force Sensitive Dark Side Talent Jedi Jedi Sentinel Talent Jedi Jedi Sentinel Jedi J Talent Force Adept Gunslinger Dark Side Devotee Pistoleer Force Adept Gunslinge r Talent Talent Scoundrel Misfortune Assassin.

Gunslinger Gunslinger Gunslinge r Talent Force-Using Traditions Order of Shasa Force Disciple. Officer. Jedi Master. Officer. Soldier Talent Gunslinger Soldier Gunslinger Commando Talent Sol Talent Soldier Commando Sol Talent . Soldier Elite Trooper. Sith Lord Gunslinge r Elite Trooper.

Scoundrel Spacer x Talent Scout Force-Using Traditions Hyperspace Explorer Believer Disciple Scout Force Disciple. Jedi Master. Sith Lord Jedi Jedi Knight J Sct Talent Talent Jedi Jedi Knight Jedi Guardian Jedi Battlemaster Talent Talent Independent Droid Autonomy Independe nt Droid Talent .

Jedi Knight. Soldier Noble N Sct J Sol Talent Talent Scout Jedi Versatility Lightsaber Combat Talent Talent Noble Influence N Talent Soldier Commando Sol Talent Noble Fencing Talent Elite Trooper Officer Critical Master Military Tactics Elite Trooper Officer Talent Talent Sith Apprentice Sith Commander Sith Apprentic e Soldier Sol Talent Soldier Ambusher Talent .Soldier Shockboxer Soldier Sol Talent Pathfinder Soldier Pathfinder Commando Pathfinder Elite Trooper. Jedi. Officer. Noble Elite Trooper. Officer. Sith Apprentic e Crime Lord. Soldier Scout Imperial Knight.

Scout Jedi Knight Noble Droid Command er Droid Command er Sct Talent Scout Camouflage Talent Jedi Knight Noble Droid Commander Jedi Archivist Gambling Leader Override Talent N Talent Talent Droid Commander Override Talent Soldier Mercenary Soldier Sol Talent . Infiltrator. Jedi Master.Bounty Hunter Bounty Hunter Bounty Hunter Force Disciple. Weapon Specialist Soldier Sol Talent Force-Using Traditions Felucian Shaman Talent Soldier Weapon Specialist Talent Soldier Brawler Sol Talent Saboteur Sabotage Saboteur Talent Jedi Knight Jedi Refugee Jedi Knight Elite Trooper. Sith Lord Soldier.

Jedi Master. Noble N Talent Melee Duelist Soldier Melee Duelist Brawler Melee Duelist Soldier Talent Sol Talent Soldier Weapon Specialist Soldier. Sith Lord Force Adept. Jedi Master. Sith Lord Officer Talent Force Sensitive Alter Talent Officer Fugitive Commander Talent . Force Disciple. Sith Apprentic e. Jedi Knight. Imperial Knight. Weapon Specialist Sol Talent Force-Using Traditions Zeison Sha Warrior Force Disciple.Noble Disgrace Charlatan.

Droid Command er. Officer N Talent Force-Using Traditions Zeison Sha Warrior Force Disciple. Bounty Hunter. Noble N Talent Force Sensitive Guardian Spirit Talent Gladiator Charlatan Noble Gladiatorial Combat Trickery Provocateur Talent Talent Talent Jedi Knight Lightsaber Forms Jedi Knight Talent . Scoundrel Scn Talent Noble Leadership Corporate Agent. Jedi Knight. Noble.Scoundrel Misfortune Assassin. Jedi Master. Saboteur. Jedi Master. Sith Lord Gladiator Charlatan Charlatan. Force Disciple. Sith Apprentic e. Sith Lord Force Adept. Imperial Knight.

Ace Pilot Gunner Ace Pilot Talent Noble Noble Master of Intrigue Collaborator Noble Noble N N Talent Talent Outlaw Outlaw Outlaw Talent Sith Apprentice Sith Sith Apprentic e Force Adept. Jedi Master. Sith Lord Military Engineer Talent Force Sensitive Dark Side Talent Gunslinger Soldier Sharpshooter Commando Talent Sol Talent Bounty Hunter Droid Commander Bounty Hunter Droid Commander Talent Talent Force-Using Traditions Iron Knight Talent Military Engineer Military Engineer Talent . Force Disciple. Sith Lord Gunslinge r Elite Trooper. Soldier Bounty Hunter Droid Command er Force Disciple. Jedi Master. Imperial Knight. Officer. Jedi Knight. Sith Apprentic e.

Jedi Master. Scoundrel Scn Talent Talent Droid Fifth-Degree Droid Droid Talent Force-Using Traditions Shapers of Kro Var Force Disciple. Gunslinge r. Sith Lord Scoundrel Scn Talent Scoundrel Brigand Talent .Saboteur Droid Commander Sabotage Droid Commander Saboteur Droid Command er Droid Melee Duelist Talent Talent Droid Melee Duelist Fourth-Degree Droid Melee Duelist Talent Talent Melee Duelist Melee Duelist Melee Duelist Talent Droid Scoundrel First-Degree Droid Fortune Droid Charlatan.

Noble Improvise r Improvise r Bounty Hunter Ace Pilot Talent Jedi Knight Noble Jedi Investigator Lineage Talent N Talent Scoundrel Slicer Scn Talent Scoundrel Slicer Scn Talent Bounty Hunter Ace Pilot Bounty Hunter Expert Pilot Talent Talent Jedi Jedi Guardian Jedi J Talent Force Adept Dark Side Devotee Force Adept Medic. Sith Lord Talent Medic Force-Using Traditions Advanced Medicine Kilian Ranger Talent Talent Force Adept Noble Noble Force Item Collaborator Lineage Talent N N Talent Talent Pathfinder Force-Using Traditions Pathfinder Baran Do Sage Talent Talent . Jedi Master.Martial Arts Master Martial Arts Forms Martial Arts Master Jedi Knight Corporate Agent. Shaper Force Disciple. Sith Lord Force Adept Noble Corporate Agent. Jedi Master. Noble Pathfinder Force Disciple.

Sith Lord Pathfinder Ace Pilot Talent Talent Pathfinder Ace Pilot Pathfinder Wingman Talent Talent Force Adept Mystic Force Adept Talent Droid Third-Degree Droid Droid Talent . Jedi Master.Independent Droid Vanguard Soldier Specialized Droid Vanguard Brawler Specialize d Droid Vanguard Soldier Sol Talent Talent Talent Jedi Force Adept Jedi Consular Beastwarden Jedi Force Adept J Talent Talent Droid Force Sensitive Fifth-Degree Droid Control Droid Force Adept. Imperial Knight. Force Disciple. Jedi Knight. Sith Apprentic e.

Gunslinge r. Scout. Vanguard Sct Talent Officer Jedi Military Tactics Jedi Guardian Officer Jedi J Talent Talent . Pathfinder . Medic. Pathfinder .Scout Survivor Enforcer. Sith Lord Droid Command er Shaper Soldier Soldier Talent N Talent Talent Talent Talent Droid Commander Droid Commander Talent Shaper Soldier Soldier Shaper Brawler Brawler Sol Sol Talent Talent Talent Ace Pilot Scout Shaper Gunner Mobile Scout Shaper Ace Pilot x Shaper Talent Talent Talent Scout Awareness Bounty Hunter. Gladiator. Vanguard Sct Talent Improviser Noble Elite Trooper Gladiator Force-Using Traditions Procurement Superior Skills Weapon Master Gladiatorial Combat Baran Do Sage Improvise r Noble Elite Trooper Gladiator Force Disciple. Jedi Master. Scout. Martial Arts Master. Outlaw.

Medic. Vanguard Sct Talent Scout Survivor Talent Saboteur Noble Scout Sabotage Gambling Leader Unpredictable Saboteur Noble Scout N Sct Talent Talent Talent Scout Espionage Scout Sct Talent . Scout. Shaper Enforcer. Pathfinder . Outlaw.Scout Camouflage x Talent Elite Trooper Elite Trooper Elite Trooper Critical Master Critical Master Critical Master Elite Trooper Elite Trooper Talent Talent Talent Elite Trooper Weapon Master Talent Medic Advanced Medicine Medic.

Noble. Military Engineer. Droid Command er. Scoundrel Scn Talent Scoundrel Crime Lord Smuggling Infamy Scoundrel Crime Lord. Officer N Talent Bounty Hunter Noble Bounty Hunter Collaborator Bounty Hunter Noble Talent N Talent .Elite Trooper Squad Leader Elite Trooper Talent Bounty Hunter Bounty Hunter Bounty Hunter Bounty Hunter Talent Talent Ace Pilot Gunner Talent Scoundrel Outlaw Tech Improvise r. Master Privateer Scn Talent Talent Soldier Mercenary Soldier Sol Talent Noble Leadership Corporate Agent.

Sith Apprentic e. Jedi Master. Imperial Knight. Sith Lord Elite Trooper Force Disciple. Force Disciple. Jedi Master. Scout Scn Talent Talent Talent Soldier Gunslinger Scout Squad Leader Pistoleer Fringer Sol Talent Talent Sct Talent . Sith Lord Officer Master Privateer Outlaw Talent Elite Trooper Force-Using Traditions Weapon Master Luka Sene Talent Talent Officer Master Privateer Military Tactics Piracy Talent Talent Outlaw Outlaw Talent Scoundrel Bounty Hunter Bounty Hunter Recklessness Gand Findsman Gand Findsman Scoundrel Bounty Hunter Bounty Hunter Elite Trooper Gunslinge r Outlaw.Force Sensitive Sense Force Adept. Jedi Knight.

Sith Lord Talent Force-Using Traditions Shapers of Kro Var Force Disciple. Sith Lord Talent Elite Trooper Critical Master Elite Trooper Talent Martial Arts Master Unarmed Mastery Martial Arts Master Crime Lord. Jedi Master.Officer Naval Officer Officer Talent Officer Naval Officer Officer Talent Force-Using Traditions Dathomiri Witch Force Disciple. Noble Sith Apprentic e N Talent Noble Influence Talent Sith Apprentice Sith Commander Talent . Jedi Master.

Jedi Master. Imperial Knight. Force Disciple. Jedi Master. Scoundrel Scn Talent Force Adept Soldier Soldier Force-Using Traditions Force Item Trooper Mercenary Aing-Tii Monk Talent Sol Sol Talent Talent Talent Scoundrel Fortune Talent Scoundrel Bounty Hunter Force-Using Traditions Revolutionary Force Hunter Jensaarai Defender Scoundrel Bounty Hunter Force Disciple. Sith Lord Scn Talent Talent Talent Force-Using Traditions Jensaarai Defender Talent Sith Apprentice Sith Talent Force-Using Traditions Jal Shey Talent . Jedi Knight. Gunslinge r. Jedi Master Force Adept Soldier Soldier Force Disciple. Sith Lord Force Disciple. Sith Lord Charlatan.Force Sensitive Light Side Force Adept. Sith Lord Sith Apprentic e Force Disciple. Jedi Master. Jedi Master.

Force-Using Traditions Force-Using Traditions Blazing Chain Keetael Force Disciple. Imperial Knight. Sith Lord Talent Talent Force Sensitive Control Talent Force-Using Traditions Bando Gora Captain Talent Force Sensitive Alter Talent . Imperial Knight. Jedi Knight. Jedi Knight. Sith Apprentic e. Jedi Master. Jedi Master. Jedi Master. Sith Lord Force Adept. Sith Lord Force Disciple. Force Disciple. Sith Apprentic e. Sith Lord Force Adept. Jedi Master. Force Disciple.

Sith Lord Force Adept. Sith Lord Jedi Force Disciple. Jedi Master. Sith Apprentic e. Jedi Master. Sith Apprentic e. Jedi Knight. Jedi Master.Force Sensitive Control Force Adept. Sith Lord Imperial Knight. Jedi Knight. Jedi Knight. Force Disciple. Imperial Knight. Sith Apprentic e. Sith Lord Force Adept J Talent Jedi Knight Duelist Talent Force Sensitive Control Talent Jedi Force-Using Traditions Jedi Sentinel White Current Adept Talent Talent Force Adept Imperial Inquisitor Talent Jedi Jedi Guardian Jedi J Talent . Force Disciple. Jedi Master. Imperial Knight.

Force Disciple. Imperial Knight. Sith Apprentic e. Jedi Knight. Jedi Master.Force-Using Traditions Keetael Force Disciple. Sith Lord Force Adept. Imperial Knight. Force Disciple J J Talent Jedi Force Sensitive Jedi Consular Sense Talent Talent Jedi Force Sensitive Jedi Consular Sense Talent Talent Force Adept Force Adept Talent . Sith Lord Jedi Force Adept. Jedi Master. Jedi Master. Jedi Knight. Sith Apprentic e. Force Disciple. Sith Lord Jedi Force Adept.

Jedi Master. Sith Lord Talent . Jedi Master. Sith Lord Jedi Knight Talent Force Sensitive Sense Talent Force-Using Traditions Iron Knight Talent Jedi Knight Jedi Battlemaster Talent Force-Using Traditions Tyia Adept Force Disciple. Jedi Master. Jedi Master. Imperial Knight. Jedi Knight. Imperial Knight. Sith Apprentic e. Force Disciple. Sith Lord Force Disciple. Force Disciple.Force Sensitive Control Force Adept. Sith Lord Force Adept. Sith Apprentic e. Jedi Knight.

Sith Lord Talent .Force Sensitive Control Force Adept. Jedi Knight. Force Disciple. Force Disciple Jedi Knight Jedi Knight Jedi Knight Jedi J Talent Jedi Knight Jedi Knight Jedi Knight Jedi Healer Jedi Refugee Jedi Watchman Talent Talent Talent Jedi Jedi Guardian Talent Force Sensitive Sense Force Adept. Jedi Master. Force Disciple. Sith Lord Force Adept Force Adept Talent Force Adept Force Adept Force Item Force Item Talent Talent Force Adept Force Adept Force Adept. Sith Apprentic e. Imperial Knight. Imperial Knight. Jedi Master. Jedi Knight. Sith Apprentic e.

Noble Noble N N Talent Talent Crime Lord Infamy Crime Lord. Gunslinge r. Force Disciple Charlatan. Scoundrel Scn Talent Force Adept Force Adept Talent Scoundrel Fortune Talent Scout Advance Patrol Scout Sct Talent Noble Noble Provocateur Collaborator Charlatan.Noble Anticipation Noble N Talent Elite Trooper Squad Leader Elite Trooper Force Adept. Master Privateer Outlaw. Scout Elite Trooper Droid Command er Sct Talent Scout Elite Trooper Fringer Squad Leader Talent Talent Droid Commander Override Talent .

Scoundrel Scn Talent Soldier Brute Squad Soldier Sol Talent .Ace Pilot Expert Pilot Ace Pilot Talent Noble Exile x Talent Scoundrel Fortune Charlatan. Gunslinge r.

Imperial Knight. Sith Lord Noble Noble N N Talent Noble Noble Anticipation Master of Intrigue Talent Talent Scout Reconnaissance Scout Sct Talent Assassin Assassin Assassin Talent Scout Camouflage Elite Trooper. Force Disciple.Force Sensitive Sense Force Adept. Jedi Knight. Sith Apprentic e. Infiltrator. Jedi Master. Scout Improvise r Soldier Scn Sct Talent Scoundrel Slicer Talent Soldier Brawler Sol Talent Jedi Officer Ace Pilot Jedi Sentinel Military Tactics Gunner Jedi Officer Ace Pilot J Talent Talent Talent .

Jedi Knight. Jedi Master. Sith Apprentic e. Sith Lord Imperial Knight. Jedi Master. Sith Apprentic e.Force Adept Elite Trooper Force Adept Force Adept Elite Trooper Dark Side Devotee Weapon Master Force Item Force Item Weapon Master Force Adept Elite Trooper Force Adept Force Adept Elite Trooper Elite Trooper Force Disciple. Jedi Master. Sith Lord Elite Trooper Imperial Knight. Jedi Knight. Sith Lord Jedi Soldier J Sol Talent Talent Talent Talent Talent Elite Trooper Force-Using Traditions Weapon Master Order of Shasa Talent Talent Jedi Knight Duelist Talent Elite Trooper Jedi Knight Weapon Master Duelist Talent Talent Jedi Soldier Jedi Guardian Veteran Talent Talent Officer Fugitive Commander Officer Talent Noble Gunslinger Skill Challenge Pistoleer Noble Gunslinge r N Talent Talent .

Officer.Force Sensitive Guardian Spirit Force Adept. Jedi Master. Jedi Knight. Imperial Knight. Force Disciple. Sith Lord Jedi Elite Trooper Scout Jedi J Talent Jedi Elite Trooper Jedi Guardian Protection Talent Talent Scout Jedi Hyperspace Explorer Jedi Consular Sct J Talent Talent Soldier Brawler Soldier Sol Talent Gunslinger Soldier Pistoleer Brawler Gunslinge r Soldier Talent Sol Talent Soldier Commando Elite Trooper. Sith Apprentic e. Soldier Martial Arts Master Sol Talent Martial Arts Master Unarmed Mastery Talent .

Jedi Master. Sith Apprentic e. Soldier Gunslinge r Sol Talent Soldier Commando Talent Gunslinger Sharpshooter Talent Officer Fugitive Commander Officer Talent Force-Using Traditions Iron Knight Force Disciple.Force-Using Traditions Believer Disciple Force Disciple. Sith Lord Jedi Knight Noble Droid Force Adept. Officer. Imperial Knight. Jedi Knight. Sith Lord Elite Trooper. Jedi Master. Force Disciple. Jedi Master. Sith Lord Droid Talent Jedi Knight Noble Droid Force Sensitive Jedi Healer Anticipation Fifth-Degree Droid Sense Talent N Talent Talent Talent Droid Third-Degree Droid Talent .

Scout Scoundrel Elite Trooper. Bounty Hunter. Saboteur. Sith Lord Scn Scn Sct Sct Talent Talent Scoundrel Scout Smuggling Camouflage Talent Sct Talent Force-Using Traditions Believer Disciple Talent Elite Trooper Martial Arts Master Republic Commando Martial Arts Forms Talent Talent Scoundrel Force-Using Traditions Recklessness Felucian Shaman Talent Talent . Infiltrator.Scoundrel Misfortune Assassin. Infiltrator. Jedi Master. Scoundrel Scn Talent Independent Droid Elite Droid Independe nt Droid Scout Sct Talent Scout Hyperspace Explorer Talent Scout Scout Surveillance Camouflage Scout Elite Trooper. Jedi Master. Scout Force Disciple. Sith Lord Elite Trooper Martial Arts Master Scoundrel Force Disciple.

Noble N Talent . Infiltrator. Scoundrel Scn Talent Independent Droid Scout Specialized Droid Camouflage Specialize d Droid Elite Trooper. Master Privateer. Scout Scout Bounty Hunter Talent Sct Talent Scout Bounty Hunter Surveillance Bounty Hunter Sct Talent Talent Bounty Hunter Scoundrel Bounty Hunter Spacer Bounty Hunter Ace Pilot. Scoundrel Talent Scn Talent Scout Hyperspace Explorer Scout Sct Talent Noble Ideologue Noble N Talent Noble Inspiration Droid Command er.Elite Trooper Squad Leader Elite Trooper Jedi J Talent Jedi Jedi Guardian Talent Scoundrel Outlaw Tech Improvise r. Military Engineer.

Imperial Knight. Imperial Knight. Sith Apprentic e. Jedi Master. Sith Lord Talent Force Sensitive Alter Talent Force-Using Traditions Jal Shey Talent . Sith Lord Force Disciple. Jedi Knight. Force Disciple. Force Disciple. Jedi Knight. Martial Arts Master Scoundrel Scn Talent Scoundrel Smuggling Talent Force Sensitive Alter Force Adept. Jedi Master. Jedi Master. Sith Apprentic e. Sith Lord Force Adept.Elite Trooper Melee Specialist Elite Trooper Talent Elite Trooper Master of Teras Kasi Elite Trooper.

Jedi Knight. Weapon Specialist Jedi Knight Crime Lord J Sol Talent Jedi Soldier Jedi Guardian Weapon Specialist Talent Talent Jedi Knight Crime Lord Jedi Archivist Mastermind Talent Talent Crime Lord Crime Lord Vanguard Mastermind Mastermind Vanguard Crime Lord Crime Lord Vanguard Talent Talent Talent Corporate Agent Corporate Power Corporate Agent Talent Corporate Agent Corporate Power Corporate Agent Talent Soldier Armor Specialist Gladiator.Force-Using Traditions White Current Adept Force Disciple. Jedi Master. Soldier Sol Talent Ace Pilot Jedi Jedi Expert Pilot Jedi Guardian Jedi Consular Ace Pilot Jedi Jedi J J Talent Talent Talent . Imperial Knight. Sith Lord Jedi Soldier. Sith Apprentic e.

Pathfinder . Jedi Knight. Jedi Master. Gunslinge r. Scout. Vanguard Talent Force-Using Traditions Luka Sene Talent Jedi Knight Scout Jedi Healer Awareness Talent Sct Talent Improviser Jedi Knight Improviser Duelist Improvise r Imperial Knight. Jedi Master. Martial Arts Master. Sith Lord Jedi Knight Bounty Hunter. Sith Apprentic e.Sith Apprentice Sith Sith Apprentic e Force Disciple. Sith Lord Assassin Talent Talent Assassin Genohardan Talent Gunslinger Jedi Knight Gunslinger Jedi Watchman Gunslinge r Jedi Knight Talent Talent . Gladiator.

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Weapon Specialist Infiltrator. Officer.Elite Trooper Melee Specialist Elite Trooper Talent Soldier Weapon Specialist Soldier. Scout Elite Trooper. Sith Lord Sct Sct Sol Talent Scout Soldier Noble Spy Rocket Jumper Influence Talent Sol Talent Talent N Improviser Jedi Knight Sith Apprentice Improviser Jedi Weapon Master Sith Commander Talent Talent Talent Scout Soldier Spy Commando Talent Sol Talent Force Sensitive Control Talent . Soldier Force Adept. Sith Apprentic e. Force Disciple. Jedi Knight. Noble Improvise r Jedi Knight Sith Apprentic e Infiltrator. Scout Soldier Crime Lord. Jedi Master. Imperial Knight.

Jedi Master. Sith Lord Droid Command er Droid Command er. Noble N N Talent Noble Lineage Talent Force-Using Traditions Felucian Shaman Talent Force-Using Traditions Ember of Vahl Talent Charlatan Force Adept Jedi Knight Force-Using Traditions Trickery Imperial Inquisitor Jedi Archivist Agent of Ossus Talent Talent Talent Talent Droid Commander Droid Commander Talent Noble Inspiration Talent . Sith Lord Force Disciple. Imperial Knight. Jedi Master. Sith Lord Corporate Agent. Force Disciple. Sith Apprentic e.Force Sensitive Alter Force Adept. Jedi Knight. Jedi Master. Jedi Master. Sith Lord Charlatan Force Adept Jedi Knight Force Disciple. Noble Force Disciple.

Sith Apprentic e.Crime Lord Infamy Crime Lord. Force Disciple. Jedi Knight. Imperial Knight. Noble Noble N Talent Crime Lord Infamy Talent Crime Lord Infamy Talent Noble Inspiration Talent Noble Loyal Protector N Talent Crime Lord Noble Mastermind Inspiration Crime Lord Droid Command er. Noble Talent N Talent Force Sensitive Sense Force Adept. Master Privateer Crime Lord. Sith Lord Noble N Talent Noble Ideologue Talent . Master Privateer Droid Command er. Jedi Master. Master Privateer Crime Lord.

Scout Crime Lord.Force Adept Force Adept Talent Enforcer Droid Enforcement First-Degree Droid Enforcer Droid Talent Talent Scout Noble Spy Influence Infiltrator. Noble Vanguard Master Privateer Independe nt Droid Saboteur Sct N Talent Talent Vanguard Master Privateer Vanguard Privateer Talent Talent Independent Droid Autonomy Talent Saboteur Officer Officer Turret Military Tactics Naval Officer Talent Talent Talent Officer Jedi Knight Jedi Knight Bounty Hunter Jedi Knight Jedi Knight Lightsaber Forms Jedi Battlemaster Bounty Hunter Jedi Refugee Jedi Investigator Jedi Knight Jedi Knight Bounty Hunter Jedi Knight Jedi Knight Talent Talent Talent Talent Talent .

Gladiator. Gunslinge r. Imperial Knight. Soldier Sol Talent Ace Pilot Scout Independent Droid Expert Pilot Fringer Autonomy Ace Pilot Outlaw. Scout Independe nt Droid Droid Sct Talent Talent Talent Droid Fourth-Degree Droid Talent Improviser Procurement Improvise r Jedi Knight Bounty Hunter. Pathfinder . Scout. Martial Arts Master. Sith Apprentic e.Soldier Soldier Rocket Jumper Rocket Jumper Soldier Soldier Sol Sol Talent Talent Soldier Armor Specialist Gladiator. Vanguard Talent Jedi Knight Scout Lightsaber Forms Awareness Talent Sct Talent Soldier Ambusher Soldier Sol Talent . Jedi Knight.

Gunslinge r.Scout Fringer Outlaw. Officer. Soldier Gunslinge r Master Privateer Sol Talent Gunslinger Master Privateer Gunslinger Piracy Talent Talent Soldier Scout Ambusher Espionage Soldier Scout Sct Sol Talent Talent Scoundrel Fortune Charlatan. Scout Sct Talent Ace Pilot Expert Pilot Ace Pilot Talent Soldier Commando Elite Trooper. Scoundrel Scn Talent Imperial Knight Elite Trooper Knight's Resolve Critical Master Imperial Knight Elite Trooper Talent Talent .

Jedi Master. Sith Lord Infiltrator Infiltrator J N Talent Talent Talent Infiltrator Infiltrator Bothan Spynet Bothan Spynet Talent Talent Infiltrator Force-Using Traditions Bothan Spynet Jal Shey Infiltrator Force Disciple. Jedi Master. Jedi Master.Gunslinger Gunslinger Gunslinge r Talent Jedi Noble Force-Using Traditions Jedi Consular Ideologue Baran Do Sage Jedi Noble Force Disciple. Sith Lord Force Disciple. Sith Lord Force Disciple. Jedi Master. Sith Lord Noble Droid Force Disciple. Sith Lord N Talent Talent Noble Droid Force-Using Traditions Ideologue First-Degree Droid The Krath Talent Talent Talent Force-Using Traditions The Krath Talent Force-Using Traditions The Krath Talent . Jedi Master.

Scoundrel Scn Talent Scoundrel Fortune Talent Pathfinder Noble Officer Pathfinder Ideologue Military Tactics Pathfinder Noble N Talent Talent Talent Noble Noble Gambling Leader Fencing Noble Noble N N Talent Talent Noble Noble Officer Skill Challenge Skill Challenge Naval Officer Noble Noble Officer N N Talent Talent Talent . Gunslinge r.Martial Arts Master Martial Arts Forms Martial Arts Master Talent Martial Arts Master Martial Arts Forms Martial Arts Master Charlatan.

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Master Privateer. Scoundrel Scn Talent Scoundrel Soldier Scoundrel Revolutionary Brawler Malkite Poisoner Scoundrel Soldier Assassin.Scoundrel Spacer Ace Pilot. Scoundrel Scn Sol Scn Talent Talent Talent Soldier Brawler Soldier Sol Talent Elite Trooper Mandalorian Warrior Elite Trooper Talent Elite Trooper Elite Trooper Mandalorian Warrior Mandalorian Warrior Elite Trooper Elite Trooper Talent Talent .

Jedi Master. Jedi Master. Force Disciple. Force Disciple. Sith Lord Force Adept. Jedi Master. Jedi Master. Jedi Master. Sith Lord Force Disciple. Sith Apprentic e. Sith Apprentic e. Jedi Knight. Sith Lord Talent Vanguard Force-Using Traditions Vanguard Warden of the Sky Talent Talent Force-Using Traditions Iron Knight Talent Force Sensitive Alter Talent . Jedi Knight. Imperial Knight. Sith Lord Vanguard Force Disciple. Sith Lord Assassin Talent Assassin Genohardan Talent Force-Using Traditions Aing-Tii Monk Force Disciple.Force Sensitive Guardian Spirit Force Adept. Imperial Knight.

Jedi Knight Ace Pilot Noble Jedi Archivist Expert Pilot Master of Intrigue Jedi Knight Ace Pilot Noble N Talent Talent Talent Crime Lord Infamy Talent Shaper Shaper Shaper Talent Jedi Melee Duelist Jedi Consular Melee Duelist Jedi Melee Duelist J Talent Talent Jedi Scoundrel Jedi Sentinel Slicer Jedi Improvise r J Scn Talent Talent Crime Lord Jedi Knight Vanguard Mastermind Jedi Artisan Vanguard Jedi Knight Vanguard Talent Talent Talent Droid Second-Degree Droid Droid Talent .

Scout Mobile Scout x Talent Droid First-Degree Droid Droid Talent Droid Medic First-Degree Droid Advanced Medicine Droid Medic. Shaper Soldier Sol Talent Talent Soldier Brute Squad Talent Soldier Brute Squad Soldier Sol Talent .

Soldier Brute Squad Soldier Sol Talent Soldier Brawler Soldier Sol Talent Soldier Mercenary Soldier Sol Talent Soldier Mercenary Soldier Sol Talent Soldier Force Adept Mercenary Telepath Soldier Force Adept Sol Talent Talent Saboteur Noble Sabotage Disgrace Saboteur Charlatan. Noble N Talent Talent .

Jedi Knight Jedi Battlemaster Jedi Knight Talent Gunslinger Gunslinger Gunslinge r Talent Jedi Scout Jedi Guardian Advance Patrol Jedi Scout J Sct Talent Talent Force-Using Traditions Seyugi Dervish Force Disciple. Sith Lord Talent . Jedi Master.

Imperial Knight. Jedi Master. Sith Lord Master Privateer Melee Duelist Gladiator Talent Force Sensitive Alter Talent Master Privateer Privateer Talent Melee Duelist Melee Duelist Talent Gladiator Gladiatorial Combat Talent Elite Trooper Weapon Master Elite Trooper Talent . Jedi Knight. Jedi Master.Independent Droid Autonomy Independe nt Droid Assassin. Force Disciple. Force Disciple. Imperial Knight. Scoundrel Scn Talent Scoundrel Malkite Poisoner Talent Force Sensitive Sense Force Adept. Sith Apprentic e. Sith Apprentic e. Jedi Knight. Sith Lord Force Adept.

Jedi Master. Sith Apprentic e. Sith Lord Gunslinge r Gunslinge r Elite Trooper Talent Gunslinger Gunslinger Elite Trooper Elite Trooper Assassin Gunslinger Carbineer Weapon Master Weapon Master Assassin Talent Talent Talent Talent Assassin Talent Assassin Assassin Assassin Talent Force Adept Mystic Force Adept Talent . Jedi Knight.Jedi Knight Duelist Imperial Knight.

Force Adept Force Adept Talent Medic Force-Using Traditions Advanced Medicine Blazing Chain Medic. Shaper Talent Talent Jedi Knight Soldier Scoundrel Noble Lightsaber Forms Shockboxer Run and Gun Fencing Jedi Knight Soldier Scoundrel Noble N Talent Sol Scn Talent Talent Talent .

Scoundrel Scn Talent Scoundrel Outsider x Talent Imperial Knight Knight's Resolve Imperial Knight Talent Pathfinder Pathfinder Pathfinder Talent . Master Privateer Bounty Hunter Bounty Hunter Talent Bounty Hunter Bounty Hunter Talent Bounty Hunter Bounty Hunter Talent Droid Third-Degree Droid Droid Talent Scoundrel Malkite Poisoner Assassin.Officer Rebel Recruiter Officer Talent Enforcer Bounty Hunter Enforcement Bounty Hunter Enforcer Bounty Hunter Talent Talent Crime Lord Infamy Crime Lord.

Droid Third-Degree Droid Droid Talent Gunslinger Bounty Hunter Carbineer Gand Findsman Gunslinge r Bounty Hunter Talent Talent Droid Officer Improviser Outlaw Scoundrel Second-Degree Droid Military Tactics Procurement Outlaw Run and Gun Droid Officer Improvise r Outlaw Scoundrel Talent Talent Talent Talent Talent Scn Gunslinger Carbineer Gunslinge r Talent Elite Trooper Protection Elite Trooper Talent Soldier Melee Duelist Commando Melee Duelist x Melee Duelist Talent Talent Officer Military Tactics Officer Talent .

Ace Pilot Scoundrel Blockade Runner Outsider Ace Pilot x Talent Talent Scoundrel Outsider x Talent Ace Pilot Droid Commander Gunner Droid Commander Droid Command er Talent Talent Force-Using Traditions Keetael Force Disciple. Weapon Specialist Soldier Jedi Knight Sol Talent Soldier Weapon Specialist Talent Soldier Jedi Knight Ambusher Jedi Artisan Sol Talent Talent . Jedi Master. Sith Lord Soldier.

Force Adept Telepath Force Adept Talent Jedi Noble Jedi Sentinel Fencing Jedi Noble J N Talent Talent Gladiator Scoundrel Gladiatorial Combat Outlaw Tech Gladiator Improvise r. Jedi Master. Sith Lord Soldier Sol Talent Talent Force-Using Traditions Matukai Adept Talent Soldier Brawler Sol Talent . Jedi Master. Military Engineer. Scoundrel Scn Talent Talent Soldier Force-Using Traditions Trooper Disciple of Twilight Soldier Force Disciple. Sith Lord Force Disciple.

Scout Master Scout x Talent Gunslinger Sharpshooter Gunslinge r Talent Gunslinger Gunslinger Gunslinge r Talent .

Sith Apprentic e. Jedi Master. Sith Lord Talent Independent Droid Sith Apprentice Specialized Droid Sith Commander Specialize d Droid Sith Apprentic e Talent Talent Force Sensitive Dark Side Force Adept.Force-Using Traditions Baran Do Sage Force Disciple. Jedi Master. Sith Lord Droid Specialize d Droid Talent Droid Independent Droid Fifth-Degree Droid Specialized Droid Talent Talent Noble Lineage Corporate Agent. Imperial Knight. Noble Imperial Knight Imperial Knight N Talent Imperial Knight Imperial Knight Knight's Resolve Knight's Resolve Talent Talent . Jedi Knight. Force Disciple.

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Jedi Force Adept Military Engineer Jedi Sentinel Force Item Military Engineer Jedi Force Adept Military Engineer Force Disciple. Jedi Master. Sith Lord Noble Force Disciple. Sith Lord J Talent Talent Talent Force-Using Traditions Order of Shasa Talent Noble Force-Using Traditions Collaborator Korunnai Adept N Talent Talent Noble Droid Scout Loyal Protector Third-Degree Droid Espionage Noble Droid Scout N Talent Talent Sct Talent Force Adept Telepath Force Adept Talent . Jedi Master.

Jedi Master. Force Disciple. Sith Lord Assassin Talent Assassin Genohardan Talent Ace Pilot Blockade Runner Ace Pilot Talent Noble Martial Arts Master Loyal Protector Unarmed Mastery Noble Martial Arts Master Enforcer N Talent Talent Enforcer Enforcement Talent Droid Second-Degree Droid Droid Talent Bounty Hunter Bounty Hunter Talent . Sith Apprentic e. Jedi Knight. Imperial Knight.Force Adept Telepath Force Adept Talent Force Sensitive Sense Force Adept.

Scoundrel Scn Talent Jedi Knight Military Engineer Jedi Artisan Military Engineer Jedi Knight Military Engineer Scout Sct Talent Talent Scout Versatility Talent Scoundrel Soldier Ace Pilot Brigand Warrior Gunner Scoundrel Scn x Talent Talent Talent Ace Pilot Force-Using Traditions Luka Sene Force Disciple. Jedi Master. Droid Command er.Scoundrel Outlaw Tech Improvise r. Military Engineer. Officer N Talent Gunslinger Gunslinger can disarm with ranged weapon. Sith Lord x Master Privateer Master Privateer Talent Scout Master Privateer Master Scout Piracy Talent Talent Master Privateer Piracy Talent Noble Leadership Corporate Agent. does not provoke Atk of opp Talent . Noble.

Officer Talent N Talent Scout Espionage Scout Sct Talent . Noble. Droid Command er.Gunslinger Noble Gunslinger Exile Gunslinge r x Talent Talent Sith Apprentice Sith Alchemy Sith Apprentic e Talent Elite Trooper Noble Republic Commando Leadership Elite Trooper Corporate Agent.

Jedi Master. Sith Lord Jedi Knight Jedi Force Disciple.Force-Using Traditions Ember of Vahl Force Disciple. Jedi Knight. Jedi Master. Sith Lord Scout Jedi Force Disciple. Sith Apprentic e Elite Trooper J Talent Elite Trooper Critical Master Talent . Sith Lord Soldier Sct J Talent Scout Jedi Force-Using Traditions Versatility Jedi Sentinel Warden of the Sky Talent Talent Talent Jedi Knight Jedi Force-Using Traditions Jedi Shadow Jedi Consular Zeison Sha Warrior Talent J Talent Talent Soldier Veteran Sol Talent Scout Scout Reconnaissance Reconnaissance Scout Scout Sct Sct Talent Talent Officer Rebel Recruiter Officer Talent Jedi Lightsaber Combat Imperial Knight. Jedi Master. Jedi.

Elite Trooper Critical Master Elite Trooper Talent Force Adept Ace Pilot Mystic Squadron Leader Force Adept Ace Pilot Talent Talent Droid Commander Droid Commander Droid Command er Bounty Hunter Talent Bounty Hunter Bounty Hunter Talent Ace Pilot Expert Pilot Ace Pilot Talent Noble Pathfinder Superior Skills Pathfinder Noble Pathfinder N Talent Talent Droid Commander Override Droid Command er Jedi Ace Pilot J Talent Jedi Ace Pilot Jedi Consular Expert Pilot Talent Talent Independent Droid Autonomy Independe nt Droid Talent Military Engineer Military Engineer Military Engineer Talent .

Martial Arts Master. Jedi Master. Sith Lord Bounty Hunter. Scout.Force-Using Traditions Tyia Adept Force Disciple. Vanguard Sct Talent Force-Using Traditions Seyugi Dervish Talent Scout Awareness Talent Jedi Shaper Force-Using Traditions Jedi Guardian Implant Bando Gora Captain Jedi Shaper Force Disciple. Sith Lord Force Disciple. Gunslinge r. Jedi Master. Sith Lord Jedi Enforcer Noble J Talent Talent Talent Jedi Enforcer Noble Jedi Sentinel Enforcement Master of Intrigue J N Talent Talent Talent . Pathfinder . Jedi Master. Gladiator.

Jedi Knight. Sith Lord Soldier Sol Talent Talent Force Sensitive Dark Side Talent Soldier Brawler Talent Scoundrel Revolutionary Scoundrel Scn Talent Scoundrel Fortune Charlatan. Scoundrel Scn Talent Force-Using Traditions White Current Adept Force Disciple. Force Disciple. Imperial Knight. Gunslinge r. Sith Apprentic e. Sith Lord Talent . Sith Lord Force Adept. Jedi Master. Jedi Master.Soldier Shockboxer Soldier Sol Talent Gunslinger Scoundrel Gunslinger Opportunist Scoundrel Scn Talent Talent Bounty Hunter Force-Using Traditions Bounty Hunter Disciple of Twilight Bounty Hunter Force Disciple. Jedi Master.

Jedi Knight. Sith Apprentic e Talent Talent J Talent Force-Using Traditions Blazing Chain Talent Force-Using Traditions Blazing Chain Talent Scoundrel Recklessness Scoundrel Scn Talent . Jedi.Gunslinger Improviser Jedi Carbineer Procurement Lightsaber Combat Gunslinge r Improvise r Imperial Knight.

Ace Pilot Expert Pilot Talent Elite Trooper Protection Elite Trooper Talent Ace Pilot Assassin Wingman Assassin Ace Pilot Assassin Talent Talent Soldier Bounty Hunter Mercenary Bounty Hunter Soldier Bounty Hunter Sol Talent Talent Military Engineer Military Engineer Military Engineer Pathfinder Talent Pathfinder Pathfinder Talent Pathfinder Master Privateer Pathfinder Piracy Pathfinder Master Privateer Talent Talent .

Bounty Hunter. Soldier Talent Sol Talent Scout Unpredictable Scout Sct Talent Scoundrel Scoundrel Slicer Misfortune Improvise r Assassin. Sith Apprentic e.Jedi Knight Droid Jedi Archivist First-Degree Droid Jedi Knight Droid Talent Talent Droid Second-Degree Droid Droid Talent Independent Droid Elite Droid Independe nt Droid Elite Trooper Talent Elite Trooper Squad Leader Talent Medic Soldier Advanced Medicine Armor Specialist Medic. Scoundrel Scn Scn Talent Talent . Shaper Gladiator. Imperial Knight. Saboteur. Jedi Knight.

Noble N Talent Talent Noble Jedi Knight Jedi Exile Jedi Investigator Jedi Sentinel x Jedi Knight x Talent Talent Talent Jedi Jedi Jedi Jedi Sentinel Jedi Sentinel Jedi Sentinel Jedi Jedi Jedi J J J Talent Talent Talent .Scout Surveillance Scout Sct Talent Soldier Scoundrel Veteran Misfortune Soldier Assassin. Bounty Hunter. Scoundrel Sol Scn Talent Talent Outlaw Noble Outlaw Provocateur Outlaw Charlatan. Saboteur.

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Jedi Knight. Jedi Master. Sith Lord Jedi Knight Assassin Officer Officer Officer Talent Force-Using Traditions Kilian Ranger Talent Force-Using Traditions Kilian Ranger Talent Jedi Knight Assassin Officer Officer Officer Lightsaber Forms Assassin Military Tactics Military Tactics Military Tactics Talent Talent Talent Talent Talent . Imperial Knight. Sith Lord Force Disciple. Sith Lord Force Disciple.Vanguard Crime Lord Vanguard Mastermind Vanguard Crime Lord Jedi Knight Gladiator. Jedi Master. Sith Apprentic e. Soldier Talent Talent Jedi Knight Soldier Jedi Watchman Armor Specialist Talent Sol Talent Force-Using Traditions Kilian Ranger Force Disciple. Jedi Master.

Sith Apprentic e. Sith Apprentic e Imperial Knight. Jedi Master. Jedi Knight. Sith Apprentic e. Jedi Knight. Force Disciple. Imperial Knight.Force Sensitive Sense Force Adept. Sith Lord Jedi Knight Elite Trooper Ace Pilot J Talent Jedi Knight Duelist Talent Jedi Knight Elite Trooper Jedi Weapon Master Republic Commando Talent Talent Ace Pilot Expert Pilot Talent . Jedi. Jedi Master. Jedi Knight. Sith Lord Jedi Knight Gunslinge r Talent Jedi Knight Gunslinger Lightsaber Forms Carbineer Talent Talent Jedi Lightsaber Combat Imperial Knight.

Sith Lord Talent Talent . Sith Lord Outlaw. Jedi Master. Scout Sct Talent Force-Using Traditions Felucian Shaman Talent Scout Fringer Talent Bounty Hunter Scout Bounty Hunter Hyperspace Explorer Bounty Hunter x Talent Talent Infiltrator Force-Using Traditions Infiltration Iron Knight Infiltrator Force Disciple. Jedi Master. Sith Lord Force Disciple. Jedi Master.Force-Using Traditions Kilian Ranger Force Disciple.

Sith Lord Melee Duelist Talent Melee Duelist Melee Duelist Talent Melee Duelist Melee Duelist Melee Duelist Talent Sith Apprentice Sith Alchemy Sith Apprentic e Talent Sith Apprentice Sith Sith Apprentic e Sith Apprentic e Talent Sith Apprentice Sith Alchemy Talent . Jedi Master.Soldier Warrior x Talent Force-Using Traditions Warden of the Sky Force Disciple.

Infiltrator. Jedi Master. Bounty Hunter. Saboteur.Force-Using Traditions Believer Disciple Force Disciple. Scout Scn Sct Talent Talent . Scoundrel Talent J Talent Talent Talent Talent Scn Talent N Jedi Knight Jedi Battlemaster Jedi Knight Talent Scoundrel Scout Opportunist Camouflage Scoundrel Elite Trooper. Sith Lord Infiltrator Scout Sct Talent Infiltrator Scout Bothan Spynet Espionage Talent Talent Noble Noble Superior Skills Superior Skills Noble Noble N N Talent Talent Independent Droid Jedi Saboteur Shaper Noble Scoundrel Specialized Droid Jedi Consular Sabotage Shaper Superior Skills Misfortune Specialize d Droid Jedi Saboteur Shaper Noble Assassin.

Scoundrel Run and Gun Scoundrel Scn Talent Gunslinger Gunslinger Talent Enforcer Enforcement Enforcer Talent Scoundrel Brigand Scoundrel Scn Talent Crime Lord Infamy Talent Ace Pilot Blockade Runner Ace Pilot Talent Gunslinger Carbineer Gunslinge r Talent .

Sith Lord Vanguard Talent Vanguard Vanguard Talent Jedi Knight Lightsaber Forms Jedi Knight Talent . Jedi Master.Scoundrel Misfortune Assassin. Saboteur. Scoundrel Scn Talent Assassin Assassin Assassin Talent Assassin Assassin Assassin Talent Assassin Assassin Assassin Talent Independent Droid Autonomy Independe nt Droid Talent Force-Using Traditions Matukai Adept Force Disciple. Bounty Hunter.

Master Privateer. Scoundrel Scn Talent Force-Using Traditions Aing-Tii Monk Force Disciple. Jedi Master. Noble Scout Soldier N Talent Scout Soldier Surveillance Ambusher Sct Sol Talent Talent .Jedi Knight Jedi Healer Jedi Knight Force Adept Jedi Knight Assassin. Sith Lord Shaper x Talent Shaper Scout Implant Master Scout Talent Talent Noble Lineage Corporate Agent. Bounty Hunter. Saboteur. Scoundrel Talent Force Adept Jedi Knight Scoundrel Beastwarden Lightsaber Forms Misfortune Talent Talent Scn Talent Scoundrel Spacer Ace Pilot.

Scoundrel Scn Talent Martial Arts Master Martial Arts Forms Martial Arts Master Talent . Medic. Pathfinder .Scout Survivor Enforcer. Vanguard Sct Talent Infiltrator Bothan Spynet Infiltrator Talent Soldier Soldier Squad Leader Brute Squad Elite Trooper Soldier Sol Sol Talent Talent Soldier Ace Pilot Brute Squad Squadron Leader Soldier Ace Pilot Sol Talent Talent Ace Pilot Squadron Leader Ace Pilot Talent Officer Fugitive Commander Officer Talent Scoundrel Spacer Ace Pilot. Master Privateer. Scout. Outlaw.

Sith Lord Soldier. Jedi Master. Master Privateer. Shaper Officer Talent Talent Bounty Hunter Jedi Force Hunter Jedi Sentinel Bounty Hunter Jedi Talent J Talent Scoundrel Spacer Ace Pilot. Weapon Specialist Sol Talent Talent Soldier Weapon Specialist Sol Talent Soldier Shockboxer Soldier Sol Talent Noble Sith Apprentice Provocateur Sith Charlatan.Officer Rebel Recruiter Officer Talent Officer Fugitive Commander Officer Talent Medic Officer Advanced Medicine Fugitive Commander Medic. Scoundrel Scn Talent Soldier Force-Using Traditions Trooper Tyia Adept Soldier Force Disciple. Noble Sith Apprentic e Shaper N Talent Talent Shaper Implant Talent .

Scoundrel Scn Talent .Elite Trooper Republic Commando Elite Trooper Imperial Knight Scoundrel Talent Imperial Knight Scoundrel Knight's Resolve Run and Gun Talent Scn Talent Soldier Brawler Soldier Sol Talent Bounty Hunter Saboteur Soldier Force Hunter Turret Shockboxer Bounty Hunter Saboteur Soldier Sol Talent Talent Talent Soldier Brawler Soldier Sol Talent Scoundrel Misfortune Assassin. Saboteur. Bounty Hunter.

Bounty Hunter. Jedi Master. Saboteur. Scoundrel Scn Talent Noble Anticipation Noble N Talent Droid Third-Degree Droid Droid Talent .Soldier Brawler Soldier Sol Talent Force-Using Traditions Seyugi Dervish Force Disciple. Sith Lord Talent Scoundrel Misfortune Assassin.

Imperial Knight. Scout Sct Talent Force Sensitive Light Side Force Adept.Force Sensitive Alter Force Adept. Jedi Knight. Imperial Knight. Force Disciple. Vanguard Sct Talent Scout Survivor Talent Scout Fringer Outlaw. Jedi Master. Jedi Knight. Sith Apprentic e. Pathfinder . Jedi Master. Scout. Outlaw. Jedi Master Scoundrel Scoundrel Scn Scn x Force Disciple. Sith Lord Enforcer. Force Disciple. Sith Lord Infiltrator. Scout Sct Talent Scoundrel Scoundrel Scout Force-Using Traditions Smuggling Yuuzhan Vong Biotech Master Scout White Current Adept Talent Talent Talent Talent Scout Spy Talent . Medic.

Sith Apprentic e. Jedi Knight. Scout Sct Talent Talent . Jedi Master. Imperial Knight. Sith Lord Talent Force Sensitive Dark Side Talent Gunslinger Scout Gunslinger Fringer Outlaw.Scout Unpredictable Scout Sct Talent Independent Droid Autonomy Independe nt Droid Force Adept. Force Disciple.

Jedi Master.Force-Using Traditions Ember of Vahl Force Disciple. Sith Lord Ace Pilot Talent Ace Pilot Gunner Talent Ace Pilot Gunner Ace Pilot Talent Officer Noble Military Tactics Leadership Officer Corporate Agent. Droid Command er. Officer N Talent Talent Crime Lord Crime Lord Martial Arts Master Mastermind Mastermind Martial Arts Forms Crime Lord Crime Lord Martial Arts Master Bounty Hunter Jedi Knight Elite Trooper Master Privateer Enforcer Talent Talent Talent Bounty Hunter Jedi Knight Elite Trooper Master Privateer Bounty Hunter Jedi Shadow Protection Piracy Talent Talent Talent Talent Enforcer Enforcement Talent Droid Outlaw Droid Droid Bounty Hunter Droid Third-Degree Droid Outlaw Fourth-Degree Droid Fourth-Degree Droid Gand Findsman Fourth-Degree Droid Droid Outlaw Droid Droid Bounty Hunter Droid Talent Talent Talent Talent Talent Talent . Noble.

Sith Apprentic e. Force Disciple. Sith Lord Force Adept. Imperial Knight. Sith Lord Bounty Hunter Talent Force Sensitive Alter Talent Bounty Hunter Force Hunter Talent . Force Disciple.Droid Officer Military Engineer Fifth-Degree Droid Rebel Recruiter Military Engineer Droid Officer Military Engineer Talent Talent Talent Force Sensitive Alter Force Adept. Jedi Master. Imperial Knight. Jedi Knight. Sith Apprentic e. Jedi Master. Jedi Knight.

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Jedi Knight. Sith Apprentic e. Imperial Knight. Sith Lord Force Adept Talent Force Adept Telepath Talent Force Sensitive Alter Force Adept. Force Disciple. Sith Apprentic e. Jedi Knight. Jedi Master.Force Sensitive Alter Force Adept. Imperial Knight. Jedi Master. Sith Lord Bounty Hunter Talent Force-Using Traditions Seyugi Dervish Talent Bounty Hunter Gand Findsman Talent . Force Disciple. Jedi Master. Sith Lord Force Disciple.

Sith Apprentic e. Martial Arts Master x Talent Elite Trooper Master of Teras Kasi Talent Scout Mobile Scout Talent Crime Lord Infamy Crime Lord. Master Privateer Soldier Force Adept. Jedi Knight. Jedi Knight. Force Disciple. Martial Arts Master Elite Trooper. Jedi Master. Sith Lord Scoundrel Scn Sol Talent Soldier Force Sensitive Veteran Control Talent Talent Scoundrel Opportunist Talent Jedi Knight Duelist Imperial Knight. Imperial Knight. Sith Lord Talent . Jedi Master.Elite Trooper Master of Teras Kasi Elite Trooper. Sith Apprentic e.

Soldier Improvise r Infiltrator. Sith Lord Talent Scout Camouflage Elite Trooper. Scout Elite Trooper. Officer.Force-Using Traditions Shapers of Kro Var Force Disciple. Scout Scout Jedi Knight Scn Sct Talent Soldier Commando Sol Talent Scoundrel Scout Scout Jedi Knight Slicer Spy Advance Patrol Lightsaber Forms Talent Sct Sct Talent Talent Talent Force Sensitive Dark Side Force Adept. Sith Lord Jedi Knight Talent Jedi Knight Jedi Instructor Talent . Jedi Knight. Infiltrator. Force Disciple. Imperial Knight. Jedi Master. Jedi Master. Sith Apprentic e.

Droid Command er. Noble Corporate Agent.Noble Fencing Noble N Talent Charlatan Droid Vanguard Scoundrel Gunslinger Scout Trickery First-Degree Droid Vanguard Recklessness Gunslinger Master Scout Charlatan Droid Vanguard Scoundrel Gunslinge r x Scn Talent Talent Talent Talent Talent Talent Noble Provocateur Charlatan. Officer N Talent Noble Leadership N Talent Noble Skill Challenge Noble N Talent . Noble.

Noble Talent Talent Talent Talent N Talent Talent Force Disciple. Sith Lord Independe nt Droid Talent Independent Droid Elite Droid Talent Elite Trooper Master of Teras Kasi Elite Trooper. Martial Arts Master Elite Trooper. Martial Arts Master Talent Elite Trooper Master of Teras Kasi Talent .Officer Military Tactics Talent Saboteur Gunslinger Jedi Knight Jedi Knight Noble Elite Trooper Force-Using Traditions Turret Pistoleer Jedi Weapon Master Jedi Weapon Master Disgrace Weapon Master Tyia Adept Saboteur Gunslinge r Jedi Knight Jedi Knight Charlatan. Jedi Master.

Pathfinder . Scoundrel Talent Scn Talent Noble Loyal Protector Noble N Talent . Martial Arts Master. Gladiator. Vanguard Sct Talent Outlaw Scoundrel Outlaw Fortune Outlaw Charlatan. Vanguard Sct Sct Talent Talent Talent Scout Awareness Bounty Hunter.Soldier Brawler Soldier Sol Talent Scout Officer Scout Versatility Military Tactics Awareness Scout Officer Bounty Hunter. Gunslinge r. Gunslinge r. Gunslinge r. Scout. Scout. Gladiator. Scoundrel Scn Talent Talent Jedi Knight Scoundrel Jedi Investigator Malkite Poisoner Jedi Knight Assassin. Martial Arts Master. Pathfinder .

Jedi Master. Officer N Talent Crime Lord Mastermind Crime Lord Talent Jedi Knight Force-Using Traditions Lightsaber Forms Ember of Vahl Jedi Knight Force Disciple. Sith Lord Talent Talent .Scoundrel Fortune Charlatan. Noble Soldier N Talent Soldier Brawler Sol Talent Crime Lord Infamy Crime Lord. Scoundrel Scn Talent Noble Disgrace Charlatan. Master Privateer Jedi Force Adept Gladiator J Talent Jedi Force Adept Jedi Sentinel Imperial Inquisitor Talent Talent Gladiator Gladiatorial Combat Talent Noble Leadership Corporate Agent. Droid Command er. Gunslinge r. Noble.

Sith Lord Jedi Knight Scoundrel Scn Talent Jedi Knight Jedi Watchman Talent Scoundrel Opportunist Talent . Sith Lord Talent Force-Using Traditions Agent of Ossus Force Disciple. Jedi Master. Sith Lord Ace Pilot Talent Ace Pilot Expert Pilot Talent Droid Second-Degree Droid Droid Talent Scout Hyperspace Explorer Scout Sct Talent Military Engineer Military Engineer Military Engineer Ace Pilot Scoundrel Assassin. Scoundrel Scn Scn Talent Ace Pilot Scoundrel Scoundrel Expert Pilot Yuuzhan Vong Biotech Malkite Poisoner Talent Talent Talent Force-Using Traditions Bando Gora Captain Force Disciple. Jedi Master. Jedi Master.Force-Using Traditions Ember of Vahl Force Disciple.

Scoundrel Scn Talent Force Sensitive Guardian Spirit Talent Scoundrel Misfortune Talent Force-Using Traditions Matukai Adept Force Disciple. Force Disciple. Sith Lord Talent .Scoundrel Slicer Improvise r Scn Talent Jedi Jedi Jedi Consular Jedi Consular Jedi Jedi J J Talent Talent Force Sensitive Sense Force Adept. Bounty Hunter. Sith Lord Force Adept. Sith Apprentic e. Jedi Knight. Saboteur. Jedi Master. Jedi Master. Force Disciple. Sith Lord Assassin. Imperial Knight. Imperial Knight. Jedi Master. Sith Apprentic e. Jedi Knight.

Jedi Master. Sith Lord Elite Trooper x Talent Elite Trooper Soldier Protection Warrior Talent Talent Soldier Warrior x Talent Scoundrel Outsider x Talent Ace Pilot Soldier Jedi Scout Jedi Knight Blockade Runner Trooper Jedi Consular Advance Patrol Jedi Watchman Ace Pilot Soldier Jedi Scout Jedi Knight Sol J Sct Talent Talent Talent Talent Talent .Force-Using Traditions Matukai Adept Force Disciple. Sith Lord Talent Force-Using Traditions Matukai Adept Force Disciple. Jedi Master.

Gladiator. Bounty Hunter. Noble Crime Lord Elite Trooper N Talent Crime Lord Elite Trooper Mastermind Republic Commando Talent Talent Soldier Weapon Specialist Soldier. Scout. Vanguard Sct Talent Noble Influence Crime Lord.Force-Using Traditions Order of Shasa Force Disciple. Scoundrel N Talent Scoundrel Misfortune Scn Talent Noble Lineage Corporate Agent. Gunslinge r. Noble Assassin. Weapon Specialist Sol Talent . Saboteur. Martial Arts Master. Jedi Master. Pathfinder . Sith Lord Talent Scout Awareness Bounty Hunter.

Jedi Master. Jedi Knight. Jedi Master. Noble N Talent . Sith Apprentic e Droid J Talent Jedi Lightsaber Combat Talent Droid Fourth-Degree Droid Talent Elite Trooper Melee Specialist Elite Trooper Force Disciple. Sith Lord Sith Apprentic e Talent Force-Using Traditions White Current Adept Talent Sith Apprentice Sith Talent Force Adept Beastwarden Force Adept Corporate Agent Talent Corporate Agent Corporate Power Talent Noble Inspiration Droid Command er.Force-Using Traditions Zeison Sha Warrior Force Disciple. Jedi. Sith Lord Imperial Knight.

Jedi Knight. Imperial Knight. Jedi Master. Sith Apprentic e. Sith Lord Ace Pilot Talent Ace Pilot Expert Pilot Talent Ace Pilot Force Sensitive Wingman Dark Side Ace Pilot Force Adept. Jedi Master.Force-Using Traditions Shapers of Kro Var Force Disciple. Force Disciple. Sith Lord Corporate Agent Talent Talent Corporate Agent Corporate Power Talent Martial Arts Master Martial Arts Forms Martial Arts Master Pathfinder Talent Pathfinder Pathfinder Talent Template Template Template Template Template Template Template Template .

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ITEM Strength Dexterity Constitution Intelligence Wisdom Charisma Aquatic adaptation Armor reinforcement Armorplast Bayonet ring Beam splitter Beckon call Bipod Blade lock Cheater Climbing claws +2 gamble 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 .

10 Integrated equipment. armor Rapid Recycler .Fiber cord Force-Activated Gyro Hair trigger Helmet package Holoshroud Improved energy cell Integrated equipment. advanced Mesh underlay Miniaturized Missile load Neutronium reinforcement Overload switch Powered exoskeleton Pressure grip Pulse charger Radiation shielding Rangefinder Rangefinder. 5 Interlocking hilt Internal generator Ion charger Ion shielding Jump servos Memory upgrade +2 nondroid device +4 nondroid device Memory upgrade. 2 Integrated equipment. 1 Integrated equipment.

light powered Battle armor. powered . reflec Shield generator. advanced Waterproof casing Weapon mount ARC Trooper armor Armored spacesuit Barabel microbe armor Battle armor Battle armor. light Battle armor. heavy Battle armor.Ready harness Recognition system Remote activation Repulsorlift Retractable stock Secret compartment Shadowskin Shadowskin. SR 10 Shield generator. heavy powered Battle armor. low-light Trapped grip Tremor cell Vacuum seals Vacuum seals. SR 5 Shockweb Silverplate Slinker Sniper switch Spring loaded Storage capacity Targeting scope Targeting scope.

Quadanium battle armor Droid. Duranium plating Droid. Laminanium plating Droid. Mandalorian steel shell Droid. Neutronium plating Droid. Quadanium shell Energy shields. heavy Dark armor. Durasteel shell Droid. medium SR 15 . light Dark armor. Plasteel shell Droid. light SR 10 Energy shields. light SR 5 Energy shields. Duravlex shell Droid. medium Darth Vader's custom armor Droid. Durasteel plating Droid. Laminanium plating Droid. heavy Beskar'gam. Duranium battle armor Droid. Crystadurium plating Droid. Durasteel battle armor Droid. 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 Cortosis Gauntlet 2* Coruscant Guard armor Dark armor.Beskar'gam. Quadanium plating Droid. heavy SR 25 Energy shields. heavy SR 30 Energy shields. light Beskar'gam.

medium Jumptrooper armor Katarn-class commando armor Knighthunter armor Krail 210 personal armor Krath armor Krath battle armor Light combat armor Mandalorian Armor Mandalorian battle armor Mandalorian combat suit Marine armor 2* Matrix armor Merr-Sonn KZZ riot armor Mesh armor Neo-Crusader assault armor Neo-Crusader light armor Orbalisk armor Phase II Dark Trooper armor 3 . light Jedi battle armor. medium SR 20 EVO Trooper armor Fiber armor Flight suit Flight suit. fleet crew Geonosian warrior tunic GTU AV-1C combat armor GTU AV-1S scout armor Half-vest Heavy dungeoneer armor Imperial Knight armor Jedi battle armor.Energy shields. armored Flight suit. padded Galactic Alliance Armor Galactic Alliance Armor.

reinforced Stormtrooper.Phase III Dark Trooper armor Phase Zero Dark Trooper armor Radtrooper armor Republic combat armor Republic heavy armor Republic light armor Riot Shield Royal Guard armor Sandtrooper armor Scout trooper armor Seatrooper Armor Shadow Guard armor Shadowsuit Shield gauntlet Sith Battle suit Sith Trooper Armor Skakoan heavy pressure suit Skakoan light pressure suit Skakoan medium pressure suit Snowtrooper armor Space suit SpecForce armor Stalker armor Storm Commando armor Stormtrooper armor Stormtrooper armor. stygian-triprismatic Stun cloak Thinsuit Tracker utility vest Ubese environmental suit Vacuum pod Venom assault armor Vonduun crabshell Weave armor WJ-880 blinding helmet Yuuzhan Vong Biotech Zero-G Stormtrooper Armor Ankarres Sapphire Barab Bondar Bondar Compressed Corusca Daminia 4 .

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 Corruption Creation Death and Destiny Destruction Discovery +2 .

Sith Binder cuffs Bio-implant. powered Camouflage poncho . Natural armor Bio-implant. Body spikes Bio-implant. atmosphere filter Camouflage netting Camouflage netting Camouflage netting. Natural weapon Bio-implant. 1 liter Bandolier Bao-Dur's cybernetic arm Battle harness. Enhanced vision Bio-implant. Cosmetic enhancements Bio-implant.Education Liberation Redemption Rescue ABC Scrambler All-temperature cloak Ambient aural amplifier Antidote synthesizer Anti-rad dose Antisecurity Blades (Jango Fett) Antitox breath mask Antitoxin Patch Aquata breather Aural amplifier Bacta tank (empty) Bacta. Replacement body part Bioscanner BioTech Borg Construct AJ-6 Biotech tool kit Borg Construct Borg Construct Datacard/Know cart port Borg Construct Knowledge cartridge Breath mask Breath mask. Poison filter Bio-implant.

Chain (3 meters) Climbing harness Code cylinder Com scrambler Comlink. basic Decoy Glowrod Demolitions sensor Droid diagnostic Electrobinoculars Emergency vacuum seal Energy cage. hands-free Comlink. short-range Comlink. long-range Comlink. blank (10) Datapad Datapad. infrared sensor Eye. encryption Comlink. holo capability Comlink. subcutaneous Comlink. Earbud Comlink. targeting . bracer Computerized interface scope Cortosis Gauntlet Credit chip Cryogenic pouch Cybernetic prosthesis Cybernetic prosthesis Darth Krayt's holocron Datacards. video capability Communication scanner Computer interface visor Computer spikes Computer. universal Energy cell Eye. tightbeam Comlink.

regenerative Implant. Hip Hush-About Personal Jetpack Hypoinjector wristband Implant. Combat Implant. Concealed Holster. bio-stabilizer Implant. 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. Memory Implant. personal Holoshroud Holster. Cardio Implant.Eye. sensory Jet pack Lectroticker Liquid cable dispenser (15 meters) Lock Breaking Kit Man Trap . nerve reinforcement Implant.

Mask of Darth Nihilus MDS-50 Medisensor Mechanical interface visor Medical bundle. 8-2A Medical interface visor Medical kit Medpac Mesh tape Microlab Mobile Hologram Projection Pod Motion sensing visor Multitool. personal Neural band Ooglith Masquer Panic Ring Personal field shelter Plasma bridge Plastent Pocket scrambler Portable beacon Portable computer Power generator Power pack Power recharger .

riding Saddle.Propulsion Pack Proximity flare Radiation detector Ration pack Recording unit. holorecorder Recording unit. videorecorder Redirection Crystal Repulsor boots Repulsor hitch Repulsor pad Rhen-Orm Biocomputer 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 . audiorecorder Recording unit.

Surveillance Tagger Syntherope (45 meters) Targeting beacon Targeting scope. standard Timer for Explosives Tool kit Toxin Detector Translator. personal Tremor sensor Triangulation visor Ultraviolet visor (Defel) Utility belt Vacuum mask Vacuum survival pouch Veridicator Vid-Vox Scrambler Visual wrist comm Vox-box Water extractor Xcalq portable computer "Slicer Special" Xcalq stealth pack Yuuzhan Vong Biotech Bankrupt Conspiracy Crippled Disgraced Enslaved . enhanced Targeting scope.

Exiled Imprisoned Marooned Orphaned Scarred Widowed Antipersonnel Mine Antipersonnel Mine. HX2 Antivehicle mine Antivehicle Proton Mine Detonite Detonite cord Explosive charge Flechette mine Ion mine Land mine Laser trip mine Limpet mine Manual trigger Proximity mine Timer A Few Maneuvers Accelerated Strike Acrobatic Strike Adaptable Talent Advantageous Attack Advantageous Cover Aiming Accuracy Ample Foraging Angled Throw Anointed Hunter Aquatic Specialists (team feat) .

Armor Proficiency (heavy) Armor Proficiency (light) Armor Proficiency (medium) Artillery Shot Ascension Specialists (team feat) Assault Assured Attack Attack Combo (Fire & Strike) Attack Combo (Melee) Attack Combo (Ranged) Autofire Assault Autofire Sweep Bad Feeling Bantha Herder Bantha Rush Battering Attack Binary Mind Biotech Specialist Biotech Surgery .

* .Blaster Barrage Bone Crusher Bothan Will Bowcaster Marksman Brilliant Defense Brink of Death Burst Fire mod Ref Def 1/enc Burst of Speed Careful Shot Channel Rage Charging Fire Charging Fire + Dodge Clawed Subspecies Cleave Close Combat Escape Collateral Damage Combat Reflexes AoO = mod Conditioning mtr.* mtr.

Confident Success Controlled Rage Coordinated Attack Coordinated Barrage Cornered Covert Operatives (team feat) Critical Strike Crossfire Crush Cunning Attack Cut the Red Tape Cybernetic Surgery Damage Conversion Darkness Dweller Deadeye Deadly Sniper Deceptive Drop Deep Sight .

Deft Charge Demoralizing Strike Desperate Gambit Destructive Force Devastating Bellow Disabler Disarming Charm Distracting Droid Disturbing Presence Dive for Cover Dodge Dodge + Charging Fire Dodge + Running Attack Double Attack Dreadful Countenance Dreadful Rage Droid Focus Droid Hunter .

Droid Shield Mastery Droidcraft Dual Weapon Mastery I Dual Weapon Mastery I + Quick Draw Dual Weapon Mastery II Dual Weapon Mastery III Duck and Cover Echani Training dam x2* Echani Training dam x2* Erratic Target Exotic Weapon Proficiency Experienced Medic surgery = mod Expert Briber Expert Droid Repair repair = mod Extra Rage Extra Second Wind Far Shot Fast Surge Fast Swimmer Fatal Hit .

Feat of Strength Fight Through Pain Flash and Clear Flawless Pilot Flèche take 20 Fleet-Footed Flood of Fire Flurry Focused Rage Follow Through Force Boon Force of Personality Force Readiness Force Regimen Mastery Force Sensitivity Force Training Force Training + Improved Disarm rbCha Will Def # = mod # = mod Forceful Blast Forceful Recovery Forest Stalker Fortifying Recovery gain hp = mod x2 .

Friends in Low Places Fringe Benefits Galactic Alliance Military Training Gearhead Grand Army of the Republic Training Grapple Resistance Grazing Shot Great Cleave Gungan Weapon Master Gunnery Specialist Hasty Modification Hideous Visage Hijkata Training AoO = opp atk penalty = mod Hobbling Strike .

Hunter's Instincts Imperceptible Liar Imperial Military Training Impersonate Impetuous Move Implant Training Improved Bantha Rush push sq=mod Improved Charge Improved Damage Threshold Improved Defenses Improved Disarm Improved Disarm + Force Training Improved Opportunistic Trickery Improved Rapid Strike Impulsive Flight Inborn Resilience .

Increased Agility Increased Resistance Indomitable Personality don't lose w/Climb add mod to Will Def Informer Instinctive Perception Ion Shielding Jedi Familiarity Jedi Heritage Justice Seeker Keen Scent Knife Trick Knock Heads .

K'tara Training K'thri Training Lasting Influence Leader of Droids mindaffecting to droids = mod Lightning Draw Linguist Logic Upgrade: Self-Defense Logic Upgrade: Skill Swap Logic Upgrade: Tactician Long Haft Strike languages = mod .

Mandalorian Training Martial Arts I Martial Arts II Martial Arts III Master of Disguise Master Tracker Meat Shield Mechanical Martial Arts Medical Team (team feat) Melee Defense Metamorph change size rnds = Con Mighty Swing Mighty Throw Mind of Reason Str&Dex thrown Str&Dex thrown rbWis skills rInt skills Mission Specialist Mobility Momentum Strike .

Mon Calamari Shipwright Mounted Defense Mounted Regiment (team feat) Moving Target Multi-Grab Multi-Targeting Natural Leader Nature Specialist Never Surrender Nimble Team (team feat) Officer Candidacy Training Opportunist Retreat Opportunistic Shooter .

Opportunistic Trickery Overwhelming Attack Pall of the Dark Side Perfect Intuition Perfect Swimmer Pin Pincer Pinpoint Accuracy Pistoleer Pitiless Warrior Point Blank Shot Poison Resistance .

Power Attack Power Blast Powerful Charge Powerful Rage Precise Shot Predictive Defense Prime Shot Primitive Warrior Quick Comeback +4Rage rbInt Ref Def rDex Ref Def Quick Draw Quick Draw + Dual Weapon Mastery I Quick Draw + WP (lightsabers) Quick Skill Rancor Crush Rapid Reaction Rapid Shot Rapid Strike Rapport Read the Winds Rebel Military Training Recall .

Recovering Surge Recurring Success Regenerative Healing Relentless Attack Republic Military Training Resilient Strength Resolute Stance rCon Fort Def rbStr Fort Def Resurgence Resurgent Vitality gain hp = Con x2 w/2nd Return Fire Returning Bug Riflemaster Risk Taker Running Attack Running Attack + Dodge Sadistic Strike Savage Attack Scavenger .

Scion of Dorin Sensor Link Separatist Military Training Shake It Off Sharp Senses Shield Surge Shrewd Bargainer Signature Device Silver Tongue Sith Military Training Skill Challenge: Catastrophic Avoidance Skill Challenge: Last Resort Skill Challenge: Recovery Skill Focus Skill Training Slammer Str mod x2 unarmed Slicer Team (team feat) Slippery Maneuver Sniper .

Sniper Shot Spacer's Surge Sport Hunter Spray Shot Staggering Attack Staggering Attack Stand Tall Starship Designer Starship Tactics # = mod Stava Training Stay Up Str&Dex grapple* Str&Dex grapple* Steadying Position Strafe Strong Bellow Strong in the Force Superior Tech Suppression Fire Sure Climber Surgical Expertise .

Survivor of Ryloth Swarm Tactical Advantage Tactical Genius Tae-Jitsu Training Tech Specialist Technical Experts (team feat) Teras Kasi Training Thick Skin Throw Tireless Squad (team feat) Tool Frenzy Toughness Trench Warrior Trip .

Triple Attack Triple Crit Tumble Defense Turn and Burn Unhindered Approach (team feat) Unified Squadron (team feat) Unleashed Unstoppable Combatant Unstoppable Force Unswerving Resolve Unwavering Focus Unwavering Resolve Vehicle Systems Expertise .

Vehicular Combat Vehicular Surge Veteran Spacer Vitality Surge Warrior Heritage Wary Defender Wary Sentries (team feat) Weapon Finesse Weapon Finesse + Weapon Focus Weapon Focus Weapon Focus + Weapon Finesse Weapon Proficiency Weapon Proficiency (lightsabers) + QD Whirlwind Attack rbDex rStr Wicked Strike Wilderness Specialists (team feat) Withdrawal Strike Wookiee Grip Wroshyr Rage .

Wrruushi Training gain hp = mod Zero Range Acrobatic Ally Acrobatic Dodge Combat Trickery .

Elder's Knowledge 1/enc replace Know (social science) or (galactic lore) w/Wis or Wisrelated check Frightening Cleave Grab Back Halt Heavy Hitter .

Hold Together Hyperblazer Improved Sleight of Hand Improvised Weapon Mastery Instinctive Attack Instinctive Defense Intimidator .

Maniacal Charge Mounted Combat Nikto Survival Targeted Area Trample Wilderness First Aid .

Assured Strike (lightsaber form) Ballistakinesis (telekinetic) Barrier of Blades (lightsaber form) Battlestrike Blind Circle of Shelter (lightsaber form) Cloak Combustion Contentious Opportunity (lightsaber form) Convection .

Corruption (dark) Crucitorn Cryokinesis Dark Rage (dark) Dark Transfer (dark) Dark Transfer (dark) Deflecting Slash (lightsaber form) Detonate (telekinetic) .

mind-affecting) Falling Avalanche (lightsaber form) Farseeing Fear (dark) Fluid Riposte (lightsaber form) .Disarming Slash (lightsaber form) Drain Energy Draw Closer (lightsaber form) Energy Resistance Enlighten (light side.

Fold Space Force Blast Force Disarm Force Grip Force Light (light) Force Lightning (dark) Force Scream (dark) Force Shield (telekinetic) .

Force Shield (telekinetic) Force Slam Force Storm (dark. telekinetic) Force Storm (dark) Force Stun Force Thrust Force Track Force Whirlwind (telekinetic) Hatred (dark) Hawk-Bat Swoop (lightsaber form) .

High Ground Defense (lightsaber form) Inertia Inspire (light) Intercept (telekinetic) Ionize Kinetic Combat rbCha rStr .

mind-affecting) .Kinetic Combat (telekinetic) rbCha rStr Levitate (telekinetic) Lightning Burst (dark side) Makashi Riposte (lightsaber form) Malacia (light) Memory Walk (dark.

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 .

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.Tempered Aggression (dark. lightsaber form) Wound (dark) Awaken Force Sensitivity .

Eyes of the Force Oxygen Bottle Quiet the Mind Sparring Practice Telekinetic Practice Training Remote Vo'Ren's Fifth Cadence Vo'Ren's First Cadence Vo'Ren's Fourth Cadence Vo'Ren's Second Cadence Vo'Ren's Third Cadence Corrupted Power Debilitating Power Devastating Power .

Distant Power Enlarged Power Extend Power extend rnds = mod Holocron Loremaster Linked Power Mentor Multitarget Power Pure Power Quicken Power Remote Power Shaped Power Unconditional Power Advanced Vital Transfer Cure Disease Detoxify Poison Dominate Mind Extended Blind Extended Force Disarm Extended Force Grip Extended Force Thrust .

Extended Move Object Force Point Recovery Force Power Mastery Improved Ballistakinesis Improved Battle Strike Improved Cloak Improved Convection Improved Crucitorn Improved Cryokineses Improved Dark Rage Improved Dark Transfer Improved Detonate Improved Energy Resistance Improved Enlighten Improved Fold Space .

Improved Force Disarm Improved Force Grip Improved Force Light Improved Force Lightning Improved Force Shield Improved Force Slam Improved Force Storm Improved Force Storm (telekinetic) Improved Force Stun Improved Force Thrust Improved Force Trance Improved Ionize Improved Kinetic Combat Improved Levitate Improved Lightning Burst Improved Malacia Improved Mind Trick .

Quarterstaff Amphistaff. Whip Anakin Solo's Lightsaber Arg'garok Atlatl Axe .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. Spear Amphistaff.

archaic Lightsaber. crossguard Lightsaber. dual-phase . medium Ceremonial gloves. double Lightsaber. medium Combat gloves.Bayonet Blastsword Ceremonial gloves. modern Lightsaber Lightsaber pike Lightsaber pike Lightsaber. archaic Lightfoil. small Cesta Club/baton Combat gloves. small Contact stunner Darkstick Datadagger Dire sword Double-bladed sword Electropole Electrostaff Emperor Palpatine's Lightsaber Energy Lance Entrenching tool Felucian skullblade Fira Fire blade Force pike Gaderffii Garrote Knife Lightfoil.

dueling Lightsaber. short Lightwhip Lightwhip Luke Skywalker's Lightsaber Mace Mythosaur Axe Neuronic whip Power hammer Power Lance Quarterstaff Riot Shield Ryyk blade San-ni staff Shock stick Shock whip Shockboxing gloves Shockboxing gloves Shockstaff Short sword Shoto.Lightsaber. great Lightsaber. long-handle Lightsaber. long-handle Lightsaber. guard Shoto. guard Shyarn Sith Sword Sith Tremor Sword Sith War Sword .

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 .Snap Baton Spear Static pike Stun Baton Stun Bayonet Stunning Gauntlet Stunning Gauntlet Survival knife Tehk'la blade Unarmed. Medium character Unarmed. dire Vibroblade. Small character Vibro-ax Vibrobayonet Vibroblade Vibroblade.

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 .

CR-1 BlasTech 500 "ESPO" Riot Gun .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.

heavy Blaster rifle. rotary Blaster carbine Blaster carbine. sniper Blaster rifle. hunting Blaster carbine. hold-out Blaster pistol. sporting Blaster light repeating Blaster pistol Blaster pistol. subrepeating Blaster.BlasTech 500 "ESPO" Riot Gun BlasTech DH-23 BlasTech DLT-20A BlasTech DT-12 Blaster cannon Blaster cannon. variable Blaster. targeting Blaster rifle. heavy assault Blaster rifle. ARC-9965 Blaster rifle. heavy repeating Blaster. bluebolt Blaster pistol. double-barreled Blaster carbine. Wrist Bow Bowcaster Bryar Pistol Bryar Rifle . E-Web repeating Blaster. repeating Blaster carbine. heavy Blaster cannon. snap shot Blaster pistol. heavy variable Blaster rifle. sidearm Blaster pistol. assault Blaster rifle. SGD-4 Blaster rifle. sporting Blaster rifle. heavy Blaster pistol. sporting Blaster rifle Blaster rifle.

Anti-armor . concussion Grenade. R-9 Flechette Launcher Flechette Launcher Gee-Tech 12 Defender Grenade launcher Grenade. repeating Czerka Adjudicator Czerka Adventurer Dart launcher. stun Han Solo's Heavy Blaster Pistol Incinerator Rifle Interchangeable WS Interchangeable WS. CryoBan Grenade.Carbonite rifle Chewbacca's Bowcaster Commando special rifle Concussion rifle Crossbow Crossbow. gas Grenade. frag Grenade. smoke Grenade. 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. ion Grenade. adhesive Grenade. EMP Grenade. remote Grenade. radiation Grenade.

E-Web Mortar launcher Needler Net Neural inhibitor Projectile Launcher.Interchangeable WS. heavy Slugthrower rifle Snare Pistol Snare rifle Sonic disruptor . Sith Lt Concussion Missile Launcher Magna caster Merr-Sonn Model 434 Merr-Sonn PLX-2M Portable Missile Launcher Micro grenade launcher Miniature Proton Torpedo Launcher Missile launcher Missile Launcher. Massassi Lanvarok. HH-15 Pulse rifle Pulse-wave pistol Pulse-wave rifle Rail detonator gun Razor Bug Ripper S-5 heavy blaster pistol Saberdart Launcher (Jango Fett) Scatter gun Shrapnel pistol Siang Lance Sling Slugthrower pistol Slugthrower pistol. Sniper Ion carbine Ion pistol Ion rifle Lanvarok.

Sonic pistol Sonic pistol. heavy Sonic rifle Sonic Stunner SoroSuub Firelance Squib battering ram Squib tensor rifle Stokhli Spray stick Stun pistol Tactical tractor beam Targeting laser Thermal detonator Thud Bug Verpine shatter gun Wrist rocket antipersonnel Wrist rocket antivehicle Wrist rocket flash Wrist rocket hollow-tip Wrist rocket ion blast Wrist rocket launcher Wrist rocket nerve toxin Wrist rocket stun gas Xerrol NightStinger Yuuzhan Vong Biotech Acrobatics Climb Deception Endurance Gather Information Initiative Jump Knowledge Mechanics Perception Persuasion Pilot x x x x x x x x x x x x .

rCha Persuasion -2 2 -2.Ride Stealth Survival Swim Treat Injury Use Computer Use the Force Advozse Aleena x x x x x x x -2 2 2. Will Def w/in 6sq for target to lose stan next turn (atk mod = cl+Cha mod) Aqualish Arcona Arkanian 2 -2 -2 2. rbInt Persuasion Arkanian Offshoot Balosar Barabel Bith Blood Carver Bothan Caamasi 2* 2* 2 -2 -2 -2 -2 -2 2 2 -2 2 2 -2 -2 -2 2 -2 4 2 -2 Cathar Celegian Cerean Chadra-Fan 2 -2 -2 2 -2 2 2 2 -2 Chagrian Chiss Chiss 2 -2 2 2 . +2 skill* Dex & Spd rnds = mod 2 -2 2 -2 Amanin Anzati -2 stan v.

Medical Droid 2 2. Probe Droid Droid. Protocol Droid -2 2 2 -2 2 Droid. Astromech Droid -2 -2 2 2 2 2 -2 2 -2 -2 -2 2 Droid. Labor Droid Droid.Chistori Clawdite Clone. Battle Droid Droid. Service Droid -2 2 Dug Duros Ebruchi 2 2 2 -2 2 2 -2 -2 -2 Elomin Ewok Falleen 2 -2 2 hold breath = 25x Con -2 -2 2 . Republic Codru-Ji Croke (best guess) Dashade 2 -2 2* -2 2 2* 2* 2* 2* 2* 2 -2 -2 Defel Devaronian (females) Devaronian (males) Draethos Droid. kb -2 -2 2 2 -2 -2 Droid. Mechanic Droid Droid.

rCha intimidate 2 2 -4 2 -2 -2 -2 -2.Feeorin 2 -2 2 -2 -2 Felucian Fosh 2 2 -2 -2 2 Gamorrean Gand Gen'Dai Geonosian Givin Gotal Gran 2 -2 4 -2 2 -2 -2 2 -2 -2 -2 2 -2 -2 2 Gungan Herglic Houk Human Hutt Iktotchi Ishi Tib 4 2. rbStr intimidate -6 2 2 2 -2 2 Ithorian Jawa Kaleesh Kaminoan Kel Dor -2 -2 2 -2 2 2 -2 -2 2 2 2 2 -2 2 Kerkoiden -2 2. rCha D&Pers 2 -2 -2 -2 2 rbWis D&Pers 2 Khil Killik Kissai Klatoonian Krevaaki -2 2 2 -2 2 -2 .

Lugubraa 2 -2 2 after 50 years age +d4+2 Int pts. Treat Inj less mod Mantellian Savrip Massassi Miraluka Mon Calamari Mrlssi Nagai Nautolan 4 4 -2 4 -4 -2 -4 -2 -4 -2 -2 -2 -2 2 -2 2 2 2 2 2 2 2 -2 -2 Nazren Near-Human Ability adjustment Near-Human Additional arms Near-Human Altiri 2 2/-2 -2 2/-2 2 2/-2 2/-2 2/-2 -2 2/-2 Cha bonus doubled w/Persuasio n on Humans & nearHumans Near-Human Anarrian 1/enc: reroll Str check/skill using Str mod x2 Near-Human Biotech augmentation Near-Human Breathe underwater . max 8 before 50 -2 Lurmen -2 2.

Near-Human Climate adaptation Near-Human Conductive Near-Human Cultural cybernetics Near-Human Darkvision Near-Human Empath Near-Human Expert swimmer Near-Human Heightened awareness Near-Human Low-light vision Near-Human Natural armor Near-Human Natural weapon Near-Human Naturally acrobatic Near-Human O'reenians Near-Human Persistent Near-Human Quick Near-Human Quick healing extra hp = +1d4 + Con mod Near-Human Resistant Near-Human Scent Near-Human Spring step .

nearHumans & similar Near-Human Weapon familiarity Neimoidian Nelvaanian Nikto Noghri Nosaurian Nyriaanan Pa'lowick Pau'an Phindian Polis Massan Quarren Rakata -2 2 2 2 -2 -2 2 -2 2 2 2 -2 -2 -2 -2 2 2 2 2 2 2 -2 -4 -2 -2 2 -2 -2 Replica Droid Rodian Ryn Sakiyan Selkath Shard 2 2 2 -2 -2 -2 2 2 -2 retains 2 Shistavanen Skakoan 2 -2 -2 2 -2 .Near-Human Strength surge 1/enc: reroll Str check/skill using Str mod x2 Near-Human Visually striking Cha bonus doubled w/Persuasio n on Human.

rCha intimidate 2 -2 2 -2 -2 -2 rbStr intimdate 2 -2 2 2 -2 -2 2 -2 -2 2 -2 2 2 2 -2 .Sluissi -2 2 Snivvian 2 Sorcerer of Rhand -2 -2 4 2 -2 Squib -2 2 Ssi-Ruuk Stereb 2 4 -2 2 -2 -2 -2 Sullustan Talz Taung Tchuukthai (best guess) Thakwaash Tof 2 -2 2 2 -2 -2 -2 2 4 2 -2 -2 -2 Togorian Togruta Toydarian Trandoshan Trianii Tusken Raider Twi'lek Ubese Ugnaught (best guess) Ugor (best guess) Umbaran Utai 4.

Vagaari 2 -2 Vahla Verpine Vultan -2 2 2 -2 Vurk Weequay Whiphid Wookiee Wroonian Yarkora -2 2 2 -2 -2 2 -2 -2 -2 -2 4 4 -2 2 -2 2 -2 2 2 Yevetha 2 -2 Yuuzhan Vong Yuzzem 2 4 -2 -2 -2 Zabrak Zeltron -2 2. rbCha Will Def Ackbar Slash Afterburn . +mod Perception* rWis Will Def Zygerrian 2 -2.

Angle Deflector Shields Attack Pattern Delta Attack Pattern Zeta Nine Corellian Slip Counter Darklighter Spin Devastating Hit Engine Hit Evasive Action Explosive Shot Howlrunner Formation I Have You Now .

Intercept Overwhelming Assault Segnor's Loop Shield Hit Skim the Surface Skywalker Loop Snap Roll Strike Formation Tallon Roll Target Lock Target Sense .

Thruster Hit Wotan Weave Accurate Blow Acrobatic Recovery Action Exchange Acute Senses Adapt and Survive Adept Assistant Adept Negotiator .

Adept Spellcaster Adrenaline Implant Advanced Intel Advanced Planning Advantageous Opening Advantageous Positioning Advantageous Strike Adversary Lore Affliction Aggressive Negotiator Aggressive Surge Akk Dog Attack Training Akk Dog Master .

Akk Dog Trainer's Actions Always Ready Ambush Ambush Ambush Specialist Anticipate Movement Apprentice Boon Armor Mastery max +1 Armor Mastery Armored Augmentation I .

Armored Augmentation II Armored Defense Armored Guard Armored Mandalorian Armored Spacer Arrogant Bluster Art of Concealment Assault Gambit Assault Tactics Assured Skill At Peace .

Ataru Attract Minion Attract Privateer dam Dex mod dam Dex mod Attract Superior Minion Attune Armor Attune Weapon Attuned max +1 Aura of Freedom Autofire Assault Automated Strike .

Aversion Avert Disaster Backstabber Band Together Bando Gora Surge Barter Battle Analysis Battle Meditation .

Battle Mount Battlefield Medic Battlefield Remedy Bayonet Master Beast Trick Befuddle Begin Attack Run Believer Intuition add mod Ref Def if UtF over atk Beloved Better Lucky then Dead Bigger Bang .

Biotech Adept Biotech Mastery Black Market Buyer Blast Back Blaster and Blade I Blaster and Blade II advm 2hand Blaster and Blade III Blaster Turret I Blaster Turret II Blaster Turret III Blend In Blend In Blind Shot Blind Spot Block Bloodthirsty .

Blowback Boarder Body Control rbCha Fort Def rCon Fort Def Bodyguard I Bodyguard II Bodyguard III Bodyguard's Sacrifice Bolster Ally Bolstered Numbers Bomb Thrower Bonded Mount Born Leader Bothan Resources Breach Cover Breaching Explosive .

Break Program override inhibitors # rnds = mod Bring Them Back Brutal Attack Brutal Unarmed Strike Bugbite Bullseye Bunker Blaster Buried Presence Burning Assault Burst Transfer Call Out Call Weapon Cantina Brawler Capture Droid Cargo Hauler +5 check .

Cast Suspicion Castigate Cause Mutation Champion Channel Aggression Channel Anger rnds = 5 + mod Channel Energy Channel Vitality Charm Beast Charm Beast .

Charm Beast Cheap Shot Cheap Trick Cleanse Mind Clear Mind Clip Cloak of Shadow Close Contact Close Cover Close Maneuvering Close Scrape Close-Combat Assault Closed Mind Close-Quarters Fighter Collective Visions Combat Repairs Combat Trance .

Combined Fire Combined Fire Combustion Command Beast Command Beast Commander's Prerogative Commanding Officer .

Commanding Presence move 1/2 # allies = mod* Commanding Presence Competitive Drive reroll 1/enc reroll 1/enc reroll 1/enc Competitive Edge Quick Draw # allies = mod Computer Language Computer Master Comrades in Arms Conceal Another Conceal Force Use Concealed Weapon Expert Concentrate All Fire .

Confounding Attack Connections Consular's Vitality grant ally hp = 5+mod 1/rnd ally mod Will Def 1/enc Consular's Wisdom Consumed by Darkness Contingency Plan Controlled Burst Coordinate .

Coordinated Effort Coordinated Leadership Coordinated Tactics Corporate Clout Cortosis Defense Cortosis Gauntlet Block Cortosis Retaliation Counterpunch Cover Bracing Cover Escape Cover Fire Cover Your Tracks Cower Enemies Cramped Quarters Fighting .

Creeping Approach Crippling Hit Crippling Strike Critical Skill Success Crowd Control Crucial Advice Crushing Assault Cunning Distraction .

Cunning Strategist Curved Throw Custom Model Cycle of Harmony grant ally down track hp = 5+mod Damage Reduction 10 Damaging Deception Damaging Disarm .

Dampen Presence Dark Deception attempt to sense as if Dark = Wis Dark Healing Dark Healing Field Dark Presence Dark Preservation Dark Retaliation Dark Scourge Dark Side Adept Dark Side Bane dam = mod force power v. Dark .

Dark Dark Side Sense Dark Side Talisman Dash and Blast Dastardly Strike Deadly Repercussions .Dark Side Manipulation Dark Side Master Dark Side Savant Dark Side Scourge dam melee = mod v.

Debilitating Shot Deception Awareness Deceptive Shot Dedicated Guardian Dedicated Protector .

Deep Space Raider Deep-Space Gambit Defense Boost Defensive Acuity Defensive Circle Defensive Electronics .

Defensive Jab Defensive Measures Defensive Position Defensive Protection Deflect Demand Surrender Demolitionist Demoralizing Defense Deny Move Deployment Tactics Desperate Measures Destructive Ambusher .

replace mod w/Int Dirty Fighting .Detective Detonate Devastating Attack Devastating Melee Smash Device Jammer Difficult to Sense Dig In Direct Direct Fire Directed Action droid's mod rbyour mod Directed Movement 1 droid move & use.

Dirty Tactics Dirty Tricks Disarm and Engage Disarming Attack Discblade Arc Disciplined Strike exclude # = mod Disciplined Trickery .

Disruptive Distant Command Distant Discblade Throw Distracting Apparition Distracting Attack Distracting Shout Distress to Discord Djem So .

Dogfight Gunner Done It All Double Agent Double Up Drain Force Drain Knowledge Draw a Bead Draw Fire dam = mod Dread Droid Defense droid allies Def = mod Droid Duelist Droid Expert .

Droid Jammer Droid Mettle Droid Smash Dual Weapon Flourish I dam x2 mod Dual Weapon Flourish II Dull the Pain Dumb Luck Durable Earth Buckle Easy Prey .

Echani Expertise Echoes of the Force Educated Electronic Forgery Electronic Sabotage Electronic Trail Elusive Dogfighter Elusive Target Embrace Dark Side Emergency Team Empower Siang Lance Empower Weapon Enemy Tactics Engineer Enhance Cover Enhanced Danger Sense .

Enhanced Manipulation Enhanced Vision Entangler take 10 Entreat Aid Entreat Beast Environmentally Shielded Equilibrium Escort Fighter Escort Pilot Esoteric Technique Etiquette .

Evasion Excellent Kit Exceptional Skill Exotic Weapon Mastery Exotic Weapons Master Expanded Horizon Expanded Sensors Expedient Mending Experienced Brawler Expert Grappler Expert Gunner Expert Rider Expert Shaper Expert Tracker Exploit Weakness Exposing Strike .

Extended Ambush Extended Critical Range (heavy) Extended Critical Range (rifles) Extended Critical Range (simple weapons) Extended Threat Extra First Aid Extreme Effort +5 check* Extreme Explosion Face the Foe Fade Away Fade Out .

Fall Back squad move 2sq = # cl+mod Familiar Enemies Familiar Situation Fast Attack Specialist Fast Repairs Fast Talker Fear Me Feared Warrior Fearless Leader Fearsome Feed Information .

Feel the Force Ferocious Assault Field Detection Field Tactics Fight to the Death Find an Opening Find Openings Findsman Ceremonies Findsman's Foresight Fire at Will Flanking Foe Flee .

Fleet Deployment Fleet Tactics Flight Fluidity Flurry Attack Flurry of Blows Fluster Focus Terror .

Focused Attack Focused Force Talisman Focused Targeting Focused Warrior Folded Space Mastery Fool's Luck For the Cause Force Blank Force Cloak Force Cloak Mastery Force Deception Force Delay .

Force Directed Shot Force Direction Force Exertion Force Fighter Force Flow .

Force Focus Force Fortification Force Harmony Force Haze Force Immersion Force Interrogation Force Intuition .

Force Momentum Force of Will Force Perception Force Persuasion Force Pilot Force Power Adept .

Force Recovery Force Reflexes Force Repair gain hp = mod trance & transfer Force Revive Force Stabilize .

Force Suppression Force Talisman Force Throw Force Treatment Force Treatment Force Veil Force Warning reroll Init # allies = mod Forceful Warrior Foresight .

Forewarn Allies Form Up squad +2 Ref Def = # cl+mod Fortified Body Fortune's Favor Forward Patrol 1 ally keeps Dex* Friend or Foe Friendly Fire Frighten Fringe Savant Full Advance squad +2 dam = # cl+mod 1 droid full atk & its mod = yours Full Control .

Full Throttle Galactic Guidance enable ally enable ally to reroll to reroll check check Gambler +2 gamble Gang Leader .

Gauge Force Potential Get Down Get into Position Get Into Position Get Some Distance Ghost Assailant Gimmick Grabber Gradual Resistance Grand Leader Great Shot .

Greater Dark Side Talisman Greater Devastating Attack Greater Focused Force Talisman Greater Force Talisman Greater Penetrating Attack Greater Weapon Focus Greater Weapon Focus (Fira) Greater Weapon Focus (lightsabers) Greater Weapon Specialization Greater Weapon Specialization (lightsabers) Grenade Defense Grizzled Warrior gain hp 1/enc = Con score* Group Perception Guaranteed Boon Guaranteed Shot .

Guardian Spirit Guardian Strike Guard's Endurance Guidance Guiding Strikes Gun Club Hailfire Hammerblow dam x2 mod Hard Target Hardened Strike .

Hardiness Harm's Way Harrying Shot Hasty Withdrawal withdraw as free 1/turn allies = mod Heal Droid Healing Boost Heavy Fire Zone Heavy-Duty Actuators Heightened Awareness dam x2 mod add mod Perception Helpful .

Hesitate Heuristic Mastery Hidden Attacker Hidden Eyes Hidden Movement Hidden Weapons Hide in Plain Sight High Impact dam x2 mod* Higher Yield Hijkata Expertise dam target penalty Hit the Deck Hive Mind .

Hold Steady squad +1 track = # cl+mod Hold the Line Hot Wire Hotwired Processor Hunker Down +5 skills +5 skills Hunt the Hunter Hunter's Mark Hunter's Target Hyperdriven Hyperspace Savant Idealist rbCha Will Def rWis Will Def Ignite Fervor .

Ignore Armor Ignore Damage Reduction Illicit Dealings Illusion (F87 & J14) Illusion Bond Imbue Item .

Immerse Another Immovable Impaling Assault Impart Knowledge Impel Ally I Impel Ally II Impel Ally III Impenetrable Cover Impose Confusion Impose Hesitation Improved Armored Defense Improved Attack Run Improved Battle Meditation Improved Consular's Vitality .

Improved Dark Healing Improved Force Sight Improved Healing Boost Improved Initiative Improved Jury-Rig Improved Lightsaber Throw Improved Manipulating Strike Improved Quick Draw Improved Quick Draw (lightsabers) .

Improved Redirect Improved Riposte Improved Sentinel Strike Improved Sentinel's Gambit Improved Skirmisher Improved Sneak Attack Improved Soft Cover Improved Stealth .

Improved Stunning Strike Improved Suppression Fire Improved Surveillance Improved Trajectory Improved Weaken Resolve Improvised Device Improvised Weapon Master Incite Rage Incognito Indomitable Indomitable Will .

Influence Savant Influential Friends Infuse Weapon Initiate of Vahl Innocuous Inquisition Insight of the Force Insightful Aim Inspire Competence Inspire Confidence .

Inspire Fear I Inspire Fear II Inspire Fear III Inspire Haste Inspire Loyalty Inspire Wrath Inspire Zeal Instinctive Navigation Instruction .

Instrument of the Force Intentional Crash Interrogator Intimate Knowledge Intimidating Defense Invisible Attacker Ion Mastery Ion Resistance 10 Ion Turret Irregular Tactics It's a Trap Jar'Kai Jedi Battle Commander Jedi Hunter Jedi Network Jedi Quarry .

Jet Pack Training Jet Pack Withdraw Juggernaut Juke Jury-Rigger Just a Droid Just a Scratch Just What Is Needed Juyo Keen Shot Keep It Going .

Keep it Together Keep It Together Keep Them at Bay Keep Them Honest Keep Them Reeling Keep Them Reeling Keep Together Knack Knight's Morale Knockback .

Knockdown Shot Know Weakness Know Your Enemy Knowledge and Defense add Wis if denied Dex add Wis if denied Dex Knowledge is Life Knowledge is Power Knowledge is Strength Knowledge of the Force Known Dissident Known Vulnerability Krath Illusions Krath Intuition Krath Surge .

K'tara Expertise K'thri Expertise dam adjacent = mod Labyrinthine Mind Launch Point Lead by Example Lead by Example Lead From the Front Leading Feint Leading Skill Learn from Mistakes Legendary Commander .

Liberate Lifesaver Lightsaber Defense Lightsaber Evasion Lightsaber Form Savant Lightsaber Specialist Lightsaber Throw .

Lingering Debilitation Link Linked Defense Load Launcher dam x2 mod & range Lockdown Strike Long Call reduce DC for telepathy by half w/willing. FP = # of targets = Cha mod (min 2) w/single UtF check Long Stride Lose Pursuit Luck Favors the Bold . reroll w/unwilling & keep better.

Lucky Shot Lucky Stop Luka Sene Master Lure Closer Maintain Focus Makashi .

Make a Break for It Make an Example Make Do Malkite Techniques Man Down Mandalorian Advance Mandalorian Ferocity Mandalorian Glory .

Manifest Guardian Spirit Manipulating Strike Many Shades of the Force Mark the Target Martial Resurgence Mask Presence Masquerade .

Master Advisor Master Defender Master Manipulator Master Manipulator Master Mender Master Negotiator Master of Elegance dam = mod Master of the Great Hunt Master Slicer Master's Orders Masterwork Lightsaber Maximize Cover Mechanics Mastery .

Mechanized Rider Medical Analyzer mod to Treat Injury* Medical Droid Medical Miracle Melee Assault Melee Brute .

Melee Opportunist Melee Smash Mercenary's Determination Mercenary's Grit Mercenary's Teamwork Mind Probe Mine Mastery Misplaced Loyalty .

Mobile Attack (lightsabers) Mobile Attack (pistols) Mobile Combatant Mobile Combatant Mobile Whirlwind .

Modification Specialist Modify Poison Motion of the Future Move Massive Object Multiattack Proficiency (advanced melee weapons) Multiattack Proficiency (advanced melee weapons) Multiattack Proficiency (exotic weapons) Multiattack Proficiency (heavy weapons) .

Multiattack proficiency (lightsabers) Multiattack Proficiency (pistols) Multiattack Proficiency (rifles) Multiattack Proficiency (rifles) Multiattack Proficiency (simple weapons) Murderous Arts I Murderous Arts II Mystic Mastery .

Mystical Link Natural Healing Negate and Redirect Niman Nimble Dodge No Escape Noble Fencing Style rwCha* rStr* .

Noble Sacrifice Nonlethal Tactics Notorious Notorious Nowhere to Hide Nowhere to Run Nuanced mod to Persuasion 1/enc Numbing Poison Oafish 1/enc when fail D/Pers check add +1d6 + Wis mod to check Oath of Duty Obscuring Defenses .

Observant Old Faithful Omens On-Board System Link One for the Team Only the Finest Opportunistic Defense Opportunistic Strike Opportunity Fire Out of Harm's Way Out of Harm's Way Out of Nowhere Outmaneuver .

Outrun Outsider's Eye Outsider's Query Overcharged Shot Overclocked Troops Past Visions Penetrating Attack Perceptive Ambusher Perfect Attunement .

Perfect Telepathy Persistent Haze Personal Affront Personal Vendetta Personalized Modifications Phalanx Phantasm Physical Surge Pick a Fight .

Piercing Hit Pinning Shot Pistol Duelist .

Planetary Attunement Power Boost Power of Hatred Power of the Dark Side Power Supply Power Surge Powerful Friends Praetoria Ishu Praetoria Vonil .

Precise Direct Precision Precision Fire Precision Implant Precision Shot Precognitive Meditation Prepared Explosive Prepared for Danger Presence Preserving Shot Preternatural Senses .

Prime Targets Primitive Block Problem Solver Progenitor's Call Protection Protective Reaction Protector Actions Protocol Prudent Escape Psychic Citadel .

Psychic Defenses target takes dam = mod xd6 with mind Psychometry Pulling the Strings Punch Through Punishing Protection Punishing Strike Pursuit Quick Astrogation Quick Cuffs .

Quick Fix Quick Modification Quick Modifications Quick on Your Feet Quick Strike Quick Study Quick Trigger Quickseeing Quicktrap Raider's Frenzy Raider's Surge Rally Ranged Disarm .

Ranged Flank Rant Rapid Alchemy Rapid Reload Reactionary Attack Reactive Stealth .

Reading the Flame Ready and Willing Reap Retribution Rebound Leap Rebuke the Dark Recall Recall Discblade Reckless dam = mod after charge Reconnaissance Actions Reconnaissance Team Leader Recruit Enemy Redirect Shot Reduce Defense .

Reduce Mobility Regimen Aptitude Regroup Reinforced Commands Relentless Relentless Pursuit Reliable Boon Relocate Remote Attack 1 droid atk mod = yours Renew Vision Renowned Pilot Repair Self Repairs on the Fly .

Repel Discord Repelling Whirlwind Reset Initiative Resilience Resilience Implant Resist Enervation Resist the Dark Side Respected Officer Retaliation .

Retaliation Jab dam = mod when missed Retreating Fire Retribution Revealing Secrets Revelation Revenge Reverse Strength dam = mod grapple Revolutionary Rhetoric Ricochet Shot Ride the Current .

Rifle Master Right Gear for the Job Riposte Rising Anger Rising Panic Risk for Reward .

Roll Out Roll With It Run Interference Ruthless Ruthless Ruthless Negotiator Sabotage Device Safe Passage Safe Zone Savage Reputation .

Scholarly Knowledge Science Analyzer mod x2 (life & phys) Scomp Link Slicer Scripted Routines Search and Destroy squad +2 Perception = # cl+mod Second Chance Second Skin Second Strike move & atk another on miss Security Slicer Seducer .

Seek and Destroy Seen It All Seize Object Seize the Moment Seize the Moment Self-Reliant Sense Deception Sense Primal Force Sentinel Strike Sentinel's Gambit Sentinel's Observation .

Set for Stun Severing Strike Seyugi Cyclone Shadow Armor Shadow Striker Shadow Vision Shaped Explosion Share Force Secret Share Force Technique Share Talent Shared Notoriety .

Shellshock Shelter Sheltering Stance Shield Expert Shield Gauntlet Defense Shield Gauntlet Deflect Shield Gauntlet Redirect Shien Shift Shift Defense I Shift Defense II Shift Defense III .

Shift Sense Shii-Cho Shoot from the Hip Shoto Focus Shoto Master Shoto Pin Shoulder to Shoulder Shunt Damage .

Siang Lance Mastery Sickening Blast Sidestep Signature Item Silent Movement Silent Takedown Silicon Mind mod to Will Def v. UtF .

Simple Opportunity Simultaneous Strike Single Weapon Flourish I Single Weapon Flourish II Sith Alchemy Sith Alchemy Sith Alchemy Specialist .

Sith Reverence Six Questions Sizing Up Skill Boon Skill Confidence gain hp = mod on nat 19-20* Skill Conversion Skilled Advisor Skilled Demolitionist Skilled Implanter Skillful Recovery Skirmisher Slashing Charge Slip By Slip By .

Slippery Strike Slowing Shot Slowing Stun Sly Combatant Small Favor Small Target Snap Shot .

Sneak Attack Sniping Assassin Sniping Marksman Sniping Master Soft Reset Soft to Solid Soften the Target Sokan .

Soothe Soothing Presence Soresu Sow Confusion Spacehound Spatial Integrity Speed Implant Speedclimber Spontaneous Skill Spotter Spring the Trap .

Sprint Spynet Agent Squad Actions Squad Brutality Squad Superiority Squadron Maneuvers Squadron Tactics Stalwart Subordinates Starship Raider Stava Expertise .

Stay in the Fight Stay in the Fight Steady Under Pressure Stealthy Withdrawal Steel Mind Steel Resolve Stellar Warrior Stick Together Stifle Conflict Stinging Assault Stinging Jab Stolen Advantage Stolen Form Strength Implant .

Strength in Numbers Strength of the Empire Strike and Run Strong Grab Strong-Willed Stun Turret Stunning Shockboxer Stunning Strike Stymie .

Sucker Punch Sudden Storm Sudden Strike Summon Aid Supervising Droid .

Suppress Force Surefooted Surge Surge of Light Surprise Strike Surprising Weapons Surprisingly Quick Surrender to the Current Surveillance .

Swerve negate AoO & move Swift Droid Swift Power Swift Shot Swift Strider .

Sword of Vahl Synchronized Fire System Hit Tactical Edge Tactical Savvy ally FP for FP = your mod Tactical Superiority Tactical Withdrawal Tae-Jitsu Expertise Tag Taint of the Dark Side Take the Hit Take Them Alive Takedown Talkdroid Tangle Up Target Acquisition Target Lock Target Visions Targeting Package .

Task Optimization Team Recruiting Tech Savant Telekinetic Power Telekinetic Prodigy Telekinetic Resistance .

Telekinetic Savant Telekinetic Stability Telekinetic Strike Telekinetic Throw Telekinetic Vigilance .

Telepathic Influence Telepathic Intruder Telepathic Link Tempest Tossed Temporal Awareness .

Teras Kasi Basics Teras Kasi Mastery Terrain Guidance Terrify Tested in Battle The Will to Resist Thrive on Chaos Thrown Lightsaber Mastery .

Thunderclap Total Concealment Tough as Nails Trace Traceless Tampering Trailblazer Trakata Transfer Essence Transfer Power .

Transposing Strike Treacherous Triage Scan Triangulate Trick Step Trigger Work Tripwire True Betrayal Trust Try Your Luck .

Turn the Tide Turret Self-Destruct Twin Shot Twin Weapon Mastery Twin Weapon Style Two-Faced Two-For-One Throw Tyia Adept Ultra Resilient Unarmed Counterstrike Unarmed Parry .

Unbalance Opponent Unbalancing Adaptation Uncanny Defense Uncanny Dodge I Uncanny Dodge II Uncanny Instincts Uncanny Luck Unclouded Judgment Undetectable Poison Undying Loyalty .

Unlikely Shot Unreadable Unrelenting Assault dam = mod on miss Unsavory Reputation Unseen Eyes Unsettling Presence Unstoppable Unwavering Ally Urgency Vaapad Vahl's Brand .

Vahl's Flame Vanish Vehicle Focus Vehicle Mechanic Vehicle Sneak Vehicular Boost Vehicular Evasion Veiled Biotech Vicious Poison Victorious Force Mastery Vigilance Vindication .

Virus Visionary Attack Visionary Defense Visions Vital Encouragement Walk the Line Wan-Shen Defense .

Wan-Shen Kata Wan-Shen Mastery Ward Warrior's Awareness Warrior's Determination Wary # of moves can't exceed Dex mod Watch This Watch Your Back WatchCircle Initiate Watchful Step Watchman's Advance .

Waveform dam = mod telekinetic Weak Point Weaken Resolve Weakening Strike Wealth Wealth of Allies Weapon Shift Weapon Specialization .

Weapon Specialization (discblade) Weapon Specialization (lightsaber) Weapons Power Surge Whirling Death dam = mod to adjacent White Current Adept Wicked Strike Wild Sense Willful Resolve Willpower .

Wind Vortex Wingman Wingman Retribution Wrath of the Dark Side Wrong Decision Wrruushi Expertise Zone of Recuperation Advanced Ship Akk Dog Antiquated Antiquated Arakyd Industries Archaic Ship Arkanian Manufacture Baktoid Combat Automata .

Balmorran Arms Baragwin Weapon B'omarr Monk Bonadan-Alloy Armor Bothan Weapon Bronzium Cast Armor Chrystalis Beast Cinnagaran Manufacture Colicoid Creation Nest .

Cortosis Weave/Phrik Alloy Crew Quality Cybot Galactica Czerka Corporation Dark Side Spirit Dashade Weapon Durasteel Cast Armor Duwani Mechanical Products Echani Manufacture Environmental Bastion Armor .

Steeped in the Dark Side Heirloom. Legendary Icon Heirloom. Symbol of the Light Imperial Department of Military Research Industrial Automaton Iridonian Manufacture Junker Krath Manufacture Living Vehicle Mandalorian Manufacture .Eriadun Armor Gand Weapon GenoHaradan Manufacture Halowan Mechanicals Heirloom.

Massassi Manufacture MerenData Packs and Swarms Phrik Alloy Prototype Prototype Quick Draw Weapon Rakatan Weapon Refitted Refitted Retractable Stocks Roche Serv-O-Droid Shaped Beast Sith Abomination Sith Alchemical Weapon Squad Stripping Equipment .

Stygian-Triprismatic Polymer Superior Tech Tendrando Arms The Aggressive Follower The Defensive Follower The Utility Follower Uglies Unit Veril Line Systems Verpine manufacture Yuuzhan Vong Biotech .

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1/2 spd.Initiative Gather Information Endurance Deception reroll kb. take 10 Climb Acrobatics Will Def Fort Def Ref Def .

+10 v. radiation check v. radiation .

6 9 2 2 3 8 10 9 5 4 7 2 4 4 2 2 2 .

10 4 5 2 8 2 3 2 2 9 5 6 7 6 4 5 7 1 2 2 2 2 6 8 4 7 8 10 10 8 8 6 4 4 4 12 9 11 2 7 5 3 2 5 3 4 2 .

force 9 3 2 6 2 2 10 6 10 10 4 2 2 .6 4 2 1 5 3 4 2 4 9 7 1 10 8 1 2 1 1 4 2 2 2 3 5 6 9 7 7 5 5 5 8 4 5 3 5 2 4 2 1 2 2 2 +1 2 1 2 +5 v.

+10 v. radiation 2 3 1 2 2 1 2 2 3 2 2 2 2 2 2 2 2 +5 v.12 6 6 6 8 4 5 7 6 4 4 7 1 7 6 9 5 8 6 5 7 4 6 7 7 1 1 4 4 10 5 6 0 9 2 4. temp 0 2 1 4 5 2 0 3 .

+2 .

radiation +5/+10 v. heat&cold +10 v. grenades & missiles +5 v. poisons +4* +4* +1 +5 v.+5 v. poison .

fall only if fail Climb by 10 or more .

+10 +1 +10 .

heat/cold .+2 +5 +10 v.

+10 +1 Fort Def v. extreme temps +2 .

list 1 of 3 list 1 of 3 list 1 of 3 if reduced 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 list 1 of 3 vehicle +2 if missile miss +2 after tumble +2 basic survival .

+3* 1/2 spd .

+2 if atk fails mod Ref Def 1/enc spdx2 +5 1/day spend Rage escape grapple then atk Str mod to Fort 1/enc .

gain FP when learn secret info rbKnow bur if dam in surprise they're prone .

AoO +1 v. droid +1 v. droid +1 v. droid +1 on or v.+2 when success w/change attitude DC15 to tumble +1 v. one penalty -1 after charge +1 v. droids .

.

DC15 use again rbWill for thresh rthresh Cha mod not Wis .

rKnow bur for license armor's Fort armor's Fort applies to applies to Will Will shapeshift .

FP = die step +2 shapeshift .

Fort fails add Cha mod 1/enc rbPercep.+2. reduce time . don't lose Dex +2 if atk v.

.

AoO .-2 at end of +2 at end of charge charge +1 +1 +1 +5 forgery & appearance trade atk for Ref Def shapeshift +5 v.

rbRide check +1 if end 3sq away reduced 1hp not 0hp +3* & tumble +1sq .

reroll kb +5 v. poison. 1/2 dam fail .

Int for Ref Def +2 if move before & after .

Str mod not Con +2/+5 fight defensive 2nd immed. & move fall if fail by 10 .

natural hazards +2 track .+5 v.

+4 .

rbSurvival check +2 +3* .

+5 v. UtF +5 v. you impose -2 +5 v. Deception & Persuasion . UtF atk v.

+2 if fight defensive +2 w/atlatl or cesta +2 if fight defensive .

Will Def for target to be flat-footed v.hoist or toss ally 2sq on DC20 Acrobatics as stan spend 2 swif on same turn for Deception v. spend FP for until end of enc . your next atk.

grapple +1 die dam every 5 pts over Ref Def .+2 v.

can draw & palm weapon 2 sizes smaller than you .Deception as swif opposed Perception must exceed Deception & Stealth.

.

rbUtF +1 you & adjacent +1 w/FP .

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mind/fear .+ allies v.

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mind/fear .triple Lightsaber Defense w/Jar'Kai +5 v. AoO w/Sokan + v.

+ v. poison & atmos + .

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1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others .

2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 Familiar Foe bonus reroll. rStealth pickpocket Prereq +1 per adjacent bonus v. Prereq. opp Prereq 1/enc PrC lvl* .

Prereq reroll kb +1 per adjacent Prereq .

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1 1 size reroll mtr 1 2 SF 1* +5 v. poison +2 v. reroll mtr +1 size . D/Pers 2 +5 v. radiation SF 2 SF SF.

heat/cold. UtF 1 size SF SF 1 1 size +5 v.DR2 +10 disguise +5 size +5 v. UtF 1 size 2 1 size . radiation.

mind 2 reroll mtr rb Wis mod not Cha 1 2 1 1 SF & +2 .2 1 size reroll mtr 2 -1 size +5 v. UtF 2 1 size +5 v. +2 1/enc +5 v. radiation 2 DR2 2 -1 size 1 SF -1 size 1.

1 size 2. & -1 size 1 size 2 DR2 reroll to sense .

can reroll Endurance or Survival v.resistant to specific climate. environment 1 considered trained reroll mtr reroll mtr 2 .

2 1 size 2 1 size SF reroll kb 2 no fee reroll mtr .

Persuasion to intimidate 1. mind force 1 size 1 reroll mtr 2 SF SF 1 size . & -1 size +5 v. cold rbPercep 1/enc +5 v.1 size +5 v. Persuasion +1 size 2 2 1 -1 size 1 -1 size 1 1 +5 v.

Persuasion v.SF reroll mtr 1 1 -1 size SF 2 reroll mtr. other species -1 size class skill 1 1 1 + Cha mod to sense 2. Cha mod not Wis . 1/enc to not threaten sq +2 v.

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DC 20 to not fall prone .

swap w/ally .

ally not surpised moves = HL+1/2 armor 1/enc add armor to thresh .don't change on redied reroll kb.

= HL or armor w/Ward +1/2 armor to ally add to DR atk free if winner .

.

allies +5 w/in 12sq & LOS .

can move through threatened add mod Ref Def if UtF over atk ally +2 1/enc* .

rbStealth for appear .

Cha mod not Con minion + = 1/2cl minion + = 1/2cl mount has yours mount has yours purchase equip 50% .

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roll twice to feint .

next rnd return to normal spot in Init order .after surprise rnd take your turn before allies but must share talent (special quality. Leadership or Military Tactics). Commando.

rbUtF to conceal force .

1 ally your Wis mod Will Def 1/enc .

-5 v. you +2 adjacent obstacle barrier .

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+2 dice .

attempts to sense as if Dark = Wis .class skill.

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+5 v. Deception to remove Dex to Def ally +1 while adjacent 1/enc .

+1 DC20* +1 DC15 +1 DC20* +2 w/Battle Meditation +cl if reprogramm ed .

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replace mod replace mod w/Int w/Int . time 1/2 1 droid use & replace mod w/Int 1 droid 1 droid move & use. bribe 1/2. move & use.-10 DC.

feint as 2 swif reroll ally 1/turn .

ally Def = check ally Def = check ally Def = check ally Def = check .

can't be atked until ally harmed roll Deception @ same time .

+2 if dam target 1/enc .

rbUse Comp forgery rbUse Comp to change gain info on target .

.+5 v. enviro.

+5 1/enc* .

rbStealth. +5 if D trained .

fear .apply apply familiar foe familiar foe bonus bonus take 20 1/day allies +5 v.

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rbUtF .

+5 when deal dam rbUtF .

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rbUtF .

+2. +2 allies 6sq .

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allies reroll mtr reroll kb .

squad +2 Ref Def = # cl+mod immune disease. poison. radiation 1 ally keeps Dex* .

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+2 dodge 1/enc* .

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use Cha mod not Wis .

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= HL+1/2 armor or armor .

reroll mtr .

+2 adjacent .

reroll kb appearance immune mind 1 min .

target -5 atk .

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+1 +1 .

reroll when atypical reduce dam by Fort 1/enc .

prime = prime flat .v.

add Wis if denied Dex +2 w/glore +2 w/glore +2 w/glore .

ally as flat-foot = HL+1/2 armor or armor .+5 if no cover target dam. feint.

+1 lightsaber .

+5 ally with -5 atk .

target move closer .

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+2* rbUtf for appearance .

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touch .rbUtF.

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+1 lightsaber +1 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 .

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auto Aid Another + = cl .

no run straight -2 while bound together .reroll kb.

target must withdraw or -1 atk +2 allies 1/enc if less 1/2 hp +2 allies 1/enc if less 1/2 hp .

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+2 v. target +5 1/enc .

cost 1/5 .-10 DC.

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+2 4x4 zone +2 4x4 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 .

.

AoO .rbStealth if v.

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 .

ally & mtr .rKnow glore enemy rerolls v.

+x2 melee atk reduced .

+cl v. UtF .

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atk if fail .

swif after fail +2 w/move 1/enc* .

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rbUtF check .

re-ignite . shut off lightsaber.rbUse Comp feint.

enemy.v. loser flat .

1/enc after first round Knowledge (tactics) v. allies in LOS can choose to reroll . Will Def of enemies w/in 12sq & LOS for enemies to reroll Init at start of next round.

.

+5 v. skills to read emotion .

+10 biotech +1 adjacent ally .

+5 to ally if over target's Will +1 v. melee w/WanShen .

you 1/enc ignore 1 non-Force effect. if spend FP ignore mind effect even if Force rbPercep . talent. skill or ability that exceeds Will Def. you atk v.+1 after 2nd +1 after 2nd atk v.

.

negate effect or atk v. Will 1/enc +2 allies 1/enc .

+2 v. thrown* opp -2 each time you're atked .

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Stealth Ride Pilot Persuasion Perception Mechanics Knowledge (tactics) Knowledge Jump .

+2 reroll kb. Jump as running . take 10.

+5 +10 .

+10 .

.

+2 .

.

+5 +2 disable device +5 eavesdrop +2 life +2 for ailments +2 +2 -5 +5 +5 +10 +5 .

demo +2 reduce range penalty +2 .+10 +5 v.

reduce range +2 v. heat +2 +2 +2 +2 disable lock +5 doors & airlocks .

moved +2 .+2 as trained phys sci DC 15 to complete exam +5 v.

listening devices 6sq . conceal +10 v. guide mount w/knees or stay in the saddle +5 penalty reduced by 2 v.+2 Ride to control mount in battle.

no penalty v. conceal +5 reroll for decep/infl kb list 1 of 3 list 1 of 3 list 1 of 3 list 1 of 3 .

glore list 1 of 3 list 1 of 3 list 1 of 3 list 1 of 3 glore list 1 of 3 .

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.

Spd +2 bur rGather Info enemy -2 .+3 per.

droids droids droids .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.

repair in 10 min not 1 hr reduce haggle DC by 10 repair droids = Int mod .

reroll kb reroll kb .

bur rbGather Info for licenses reduce actions reroll vehicle atk 1/enc exchange traits 1 min .

reroll kb .

+2 sq rGather Info & reduce time take lower on reroll & gain FP w/AoO draw concealed & atk .

gain favorable 24hrs .

+1 die dam +1 die dam if mounted if mounted & moving & moving .

auto reroute power. 2 swif vehicle up track 1/enc redirect atk to mount +3 per. rRef Def of mount 1/enc life FP = + die step .

.

ignore cover & conceal w/in 10sq reroll kb & reroll kb & trained trained .

FP adds distance 1 hour = value = check .Jump to land safe.

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 .

take 10 .negate atk + hp +3 per.

.

social or life rb Wis or Wis check .

.

if succeed they can't make AoO v.when charge make Persuasion as free to intimidate each target pass w/in 1 sq. 1/round negate hit v. failure = mount -1 track. target loses Dex & flatfooted DC20 Ride as swif +2sq spd. if over v. you. you or mount w/Ride check .

+ after DC20 or w/FP .

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rbUtF to track* .

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use even if aware .

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+ per DC can use Stealth after jam droid's senses .

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+5 to conceal +5 .

.

1 list & +2 u 1 list & +2 u others others 1 list & +2 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 & +2 u others 1 list & +2 u others tech 1 list & +2 u others 1 list & +2 u others .

2 of 3 bur 2 of 3 life 2 of 3 tech 2 of 3 bur. bonus v. opp bonus v. glore 2 of 3 tech 2 of 3 tech 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 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 Prereq Prereq 2 of 3 Prereq rbDecep to pickpocket bur Prereq & SF Prereq Prereq Prereq. opp .

reroll to disable explosives life Prereq. make check for allies Prereq life Prereq reroll kb Prereq. Fieldcreated weapon Prereq Prereq Prereq Prereq.Prereq & SF Prereq Prereq & SF. life +1/2 cl temptation Prereq Prereq .

+5 +5 .

+5 +5 .

+5 to snipe .

.

reroll mtr +5 size class skill +5 1/enc +5 1/enc +5 1/enc use Int mod not Cha SF 1* reroll for sound +2 v. reroll intimidate reroll mtr SF 1* reroll kb. Will -1 track class skill reroll mtr +5 size . v.

glore or Perc training pick 1 reroll mtr. +5 size . glore or Perc training pick 1 +5 size trained SF Percep or Stealth reroll mtr. observed trained & SF or SF Use Comp +5 size trained. SF life or Treat Injury SF SF Percep or Stealth bur. take 10 reroll mtr intimidate to move -1 track instead of normal bur. observed +1 atk v. reroll. soc training pick 1 bur. glore.+15 size reroll to intimidate +5 size +1 atk v.

reroll kb +5 size -5 size reroll mtr read emotions no distance penalties 50sq -5 size reroll kb reroll mtr life reroll mtr life SF class skill. reroll mtr -5 size +5 size rb Wis mod not Cha Sense Motive v. is -5 .

+5 size -5 size SF +1 trained @ 1st class skill SF reroll mtr reroll v. decep/infl mtr (kb under water) +5 size Cha bonus doubled w/Persuasio n on Humans & nearHumans .

reroll mtr reroll mtr ignore concealment w/in 10sq reduce sq for running start by 2 for High Jump or Long Jump .

nearHumans & similar SF +5 size SF tech training SF +5 size SF 1/enc trained aspect reroll mtr SF 1/enc trained aspect SF SF. 1/enc stan = swif .Cha bonus doubled w/Persuasio n on Human.

long jump w/out running start +10 w/double time. get Tech Specialist w/ rDeception or Persuasion 1/enc rbPercep 1/enc +5 size reroll to intimidate kb not limited to common knowledge w/ untrained Know (tech) check +5 haggle +5 size 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 mtr reroll to intimidate if in traditional mask & kb. considered trained SF SF if trained in 2 reroll mtr -5 size reroll to intimidate reroll mtr 1/enc as nat 20 use Str mod not Cha to intimidate reroll mtr +Cha mod to sense decep/infl -5 size +5 to change attitude .

.

.

reroll mtr +5 aid target -1 track & no atk +5 aid .

if dam w/ lightsaber can take 10 .

.

FP for end of enc conceal items .Persuasion to change enemy's attitude for -5 enemy's Will Def until next turn.

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's senses your mount has your Ref Def & you its senses .

make 0 hp opponent friendly .

target -2 all Def rbUtF .

not 1 hour .rbUtF turn crit to hit 1/day repair self.

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 .

.

.

.

decep/infl .rbUtF v.

.

if target has 1/2 hp can't atk .

replace mod w/Int 1 droid use 1 droid use 1 droid use & replace & replace & replace mod w/Int mod w/Int mod w/Int 1 droid move & use. item to not function 1 droid use & replace mod w/Int 1 droid move & use.v. replace mod w/Int .

reroll mtr ally 1/turn .

.

gain skill or gain skill or SF SF target can't atk anyone target -5 Will Def +1 hp over DC20 .

v. Will Def .

surprise .use untrained use untrained opponent in dogfight -10 atk -25% time to install +10 v.

swif not stan .

+2 w/objects reroll Ride .

rDeception .

targets -2 atk .jury rig = hp reduce enemy to 0hp. Pers v.

surprise twice & kb reroll mtr 1/day* .reroll mtr & others* roll v.

intimidate target can take only swif .

target loses move .

.

Persuasion to intimidate .sneak from electronic if dam target w/Force.

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 .

M.reroll kb haggling for Re. or I .

hide ally aid in 6sq if aid in 6sq if trained trained 12sq cone target lose swif & no full 6sq cone target lose swif & no full .

can search as swif if dam target you decide their move .

reroll mtr .

create item .

rbUtF rbUtF .

follower has Percep skill .

-5 atk .rbTreat Injury to change attitude or intimidate take 20 or 10 if atked.

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 .

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.

1/enc move 1/2 w/out AoO .

if dam target you decide their swif .

aim take 10 . Init to keep cover v.w/successful persuasion check make make 2nd Persuasion of any type Stealth v.

Soft Fall. Stay in Saddle & Use Mount as Cover of Ride life add Int mod to Treat Inj . Stay in Saddle & Use Mount as Cover of Ride w/speeder can use Fast Mount or Dismount. Soft Fall.w/speeder can use Fast Mount or Dismount.

target can't atk .

.

life modify delivery method .

.

.

reroll kb reroll kb add Wis mod to Cha mod 1/enc 1/enc when fail D/Pers check add +1d6 + Wis mod to check .

roll @ +5 if if fail fail Persuasion Persuasion roll @ +5 for Percep .

prime .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.

.

.

+4 sq 1/enc take 20 no extra time .

intimidate as stan not full .

1 ally can't be atked auto Aid Another auto Aid Another auto Aid Another .

move target toward you & atk smaller vehicles -10 not -5 dogfight .

1/enc juryrig 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 immediately move & keep Stealth if atk misses .

as free +1 if atk* follower has Percep skill +1 if atk* follower has Stealth skill reduce dam 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. ally reroll haggle price of bounty . if fail gunners do not take penalties to atk negate atk v.

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 environment w/Stealth. 1/rnd w/Stealth auto aid another 1 ally .

.

Will for +2 skill & atk rRef Def v.glore to learn info v. AoO .

1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours 1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours 1/day DC25 Persuasion for informant info for +10 1 Gather Info or Knowledge w/in next 24 hours capital ships -20 atk & no crits .

.

+1 atk you & allies .

glore rb Gather Info .

ally ends in cover & Stealth .

.

.

+2 atk next turn you & allies .

swif after fail .

Stealth .+2* +5 v.

tech +spd droid or behicle .

.

.

DC20 Ride to negate difficult terrain target must move away .

.

DC20 to set trap target atks who you choose .

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 .1/enc after first round v.

.

reroll kb in Haze .

take 10 + hp treat vehicle as 2 sizes smaller + hp lowers area atks +10 biotech .+2 atk.

rbUse Comp to disable comp. device .

+1 Fort Def & Will Def after 2nd atk v. you take move if enemy fails Deception or Stealth take move if enemy fails Deception or Stealth rInit .

target flees 1 min .

rbUtF beast's Perception is yours .

+5 dogfight atk if ally dam* .assist ally.

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piercing Swim Treat Injury +2 Use Computer Use the Force +1 die dam after crit.Survival reroll kb. slashing only Crits +5 to item DR Hit Points Intimidate . spd = 1/2. take 10 DR2 v.

DC5 as swif +5 .

energy & fire .+2 DR2 v.

lightsabers favorable circumstanc es to intimidate favorable circumstanc es to intimidate favorable circumstanc es to intimidate also v.also v. lightsabers also v. lightsabers .

1 atk 1/enc if fight defensive DR20 v. take 10.1/enc if fight defensive DR10 v. lightsabers +10 reroll. 1 atk add personal DR v. 24hrs 1/enc if fight defensive DR30 v. 1 atk DR10 .

+1 die dam . DR.DR5 +2 v.

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 .

Jedi or Sith gain 2 Force Training (half w/dark). each time use gain Dark Side Point & could move down track +2 if trained .gains Force Sensitivity & Force Training while wearing.

spd 8 .

+3* +5 to conceal presence list 1 of 3 list 1 of 3 list 1 of 3 .

ignores if attached +3 per.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. half move . +5 ignore DR v. DR. DR.

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 1720 1+Wis mod * +5 disarm + hp = 2xCon mod .

.

2nd Wind = gain half & move half .

+2 .

.

FP = +2 steps +3 per & aid another +4 hp w/aid another .

Endurance if 0hp = 1hp .

1/2 Dark to resist detection reroll kb +hp = 5+1/2 level if @ 0 .

.

1/day w/ 2nd Wind 0 hp but 5 @ end of each turn DR 10 1/enc w/cover w/2nd Wind + hp = Con mod x2 .

intimidate or change attitude as stan not full +3 per .

surgery = 10 min .

rFort Def unarmed dam +1 die step +1/level .

triple dam .

+5 astrogate 2nd Wind even if not below 1/2 +3 per start Rage hp = 10+1/2 level .

w/ Expertise deal dam & -2 track +hp = Con mod .

.

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. if over v. you. target loses Dex & flatfooted reroll kb 1/day DC20 Survival & considered to have medpacs until end of day 1/day DC20 Survival & considered to have medpacs until end of day .

.

v. -5 v. DR. unattend objects per roll DC15 lowest per roll DC15 lowest .

energy .DR v.

.

rSurvival to track* .

w/FP +2d6 .

.

regain hp .

nat 20 is a crit .

ignore DR w/FP . DR.if 2 atk hit +hp v.

as access info .

DC30 treat as crit per roll DC15 lowest .

.

compare DCs .

.

regain 2xcl every hour .

ignore DR .v. DR.

DR20 v. DR. ignores unattend object .

.

v. DR ignores 1 list & +2 u others 1 list & +2 u others 1 list & +2 u 1 list & +2 u others others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others 1 list & +2 u others .

2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 2 of 3 Prereq Prereq DR = 1/2 cl .

Improved Heal Dam & Long-term Prereq Prereq Prereq Prereq Prereq. +1/2cl for