SAGA Classes - Meetup.xls

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					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
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
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                  Source     HP     HP @ 1st      BAB     Force Pts Destiny         Skills   FEATs Talents   Ref   Fort   Will   Starting Feats
Jedi                     38       d10       30          +1        5         1            2+Int      1      1      +1     +1    +1     Force-Sensitive, WP lightsabers, WP simple
Noble                    42       d6        18       0/1/2/3/3    5         1            6+Int      1      1      +1     0     +2     Linguist, WP Pistols, WP Simple
Scoundrel                45       d6        18       0/1/2/3/3    5         1            4+Int      1      1      +2     0     +1     Point Blank Shot, WP Pistols, WP Simple
Scout                    48       d8        24       0/1/2/3/3    5         1            5+Int      1      1      +2     +1     0     Shake It Off, WP Rifles, Pistols, Simple
Soldier                  50       d10       30          +1        5         1            3+Int      1      1      +1     +2     0     AP light, AP medium, Rifles, Pistols, Simple
Nonheroic               277       d4        4        0/1/2/3/3    0         0            1+Int      1      0       0     0      0     3: AP light, med, Skill Focus, Skill Training, a
                                                                                                                                      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                                                                                        Attack Bonus by Level
       Level          XP   Force Ability** FEATs PC FEAT Talents Damage Defense                          Skills SCORE* Modifier Jedi Noble Scn Scout Sold
         1               0   5            1 (2 Human)       1      0       1                               0      0    1  -5      1     0     0      0  1
         2            1000   6                        1            1       2                               1      2    3  -4      2     1     1      1  2
         3            3000   6                 2            2      1       3                               1      4    5  -3      3     2     2      2  3
         4            6000   7        1,2             2            2       4                               2      6    7  -2      4     3     3      3  4
         5           10000   7                              3      2       5                               2      8    9  -1      5     3     3      3  5
         6           15000   8                 3      3            3       6                               3     10   11   0      6     4     4      4  6
         7           21000   8                              4      3       7                               3     12   13   1      7     5     5      5  7
         8           28000   9        3,4             4            4       8                               4     14   15   2      8     6     6      6  8
         9           36000   9                 4            5      4       9                               4     16   17   3      9     6     6      6  9
        10           45000 10                         5            5      10                               5     18   19   4     10     7     7      7 10
        11           55000 10                               6      5      11                               5     20   21   5     11     8     8      8 11
        12           66000 11         5,6      5      6            6      12                               6     22   23   6     12     9     9      9 12
        13           78000 11                               7      6      13                               6     24   25   7     13     9     9      9 13
        14           91000 12                         7            7      14                               7     26   27   8     14    10    10     10 14
        15          105000 12                  6            8      7      15                               7     28   29   9     15    11    11     11 15
         16            120000 13             7,8                    8                        8        16         8        30     31      10      16      12     12      12      16
         17            136000 13                                                  9          8        17         8        32     33      11      17      12     12      12      17
         18            153000 14                        7           9                        9        18         9        34     35      12      18      13     13      13      18
         19            171000 14                                                 10          9        19         9        36     37      13      19      14     14      14      19
         20            190000 15            9,10                    10                      10        20         10       38     39      14      20      15     15      15      20
* For scores higher than 40, see the table below
** Non-heroic and Beasts gain +1 to 1 ability score every 4th level

                        Speed:   Normally 6 (4 if small)
         Damage Threshold:       Fort Def + Size mod (+5 Large, +10 Huge, +20 Gargantuan, +50 Colossal)
           Skill mod trained:    1/2 level + mod +5
        Skill mod untrained:     1/2 level + mod
                    Abilities:   +1 every four levels x2
                     Damage:     +1/2 HL level
              Reflex Defense:    Reflex: 10+ HL or armor + Dex + class + natural + size
          Fortitude Defense:     Fortitude: 10 + HL + Con + class + equipment
                Will Defense:    Will: 10 + HL + Wis + class
     Money at higher levels:     (level x [level - 1]) x 2000 credits
                 FP per level:   1-7 1d6, 8-14 2d6, 15+ 3d6
     Destiny at higher levels:   CL/5 rounded down
           Nonheroic (p277):     +1 ability/4 levels, 3 starting feats, do not gain talents, do not add level to defense, do not gain Force/Destiny points
                 Beast (p274):   +1 ability 4/levels, no starting feats, do not gain talents, do not add level to defense and do not gain Force/Destiny points, Starting into 1 or 2 (can multic
      Abilitymod calculator:       121        55

                      Abilities beyond 40
                      SCORE             Modifier                 SCORE                  Modifier             SCORE             Modifier               SCORE    Modifier
                        40        41      15                        64           65       27                   88         89    39                     112 113  51
                        42        43      16                        66           67       28                   90         91    40                     114 115  52
                        44        45      17                        68           69       29                   92         93    41                     116 117  53
                        46        47      18                        70           71       30                   94         95    42                     118 119  54
                        48        49      19                        72           73       31                   96         97    43                     120      55
                        50        51      20                        74           75       32                   98         99    44
                        52        53      21                        76           77       33                   100       101    45
                        54        55      22                        78           79       34                   102       103    46
                        56        57      23                        80           81       35                   104       105    47
                        58        59      24                        82           83       36                   106       107    48
                        60        61      25                        84           85       37                   108       109    49
                        62        63      26                        86           87       38                   110       111    50
Spend Force Point (1 per round unless noted otherwise) to:
* 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                          Penalty
Child               Str & Con -3                   Dex, Into, Wis, Cha -1
Young Adult         none                           Str, Dex, Con, Into, Wis, Cha -1
Adult               none                           none
Middle Age          Into, Wis, Cha +1              Str, Dex, Con -1
Old                 Into, Wis, Cha +1              Str, Dex, Con -2

Droid Traits

Droid                  p187/p190/p194/p196                                                                 Appendix damage                            Self
Size                   Abilities*       REF         Stealth       HP        TH        Carry   CF    Probe Instr. Tool Claw Hand Storage max limit   Destruct
Colossal               +32 Str, -4 Dex   -10          -20        +100       +50        x20    x20    1d6   1d8 2d6 2d8 2d6            5000           20d6
Gargantuan              +24Str, -4 Dex    -5          -15        +50        +20        x10    x10    1d4   1d6 1d8 2d6 1d8             500           20d6
Huge                   +16 Str, -4 Dex    -2          -10        +20        +10         x5     x5    1d3   1d4 1d6 1d8 1d6              50           10d6
Large                  +8 Str, -2 Dex     -1           -5        +10        +5          x2     x2    1d2   1d3 1d4 1d6 1d4              20            8d6
Medium                 None                0           0           -         -          x1     x1     1    1d2 1d3 1d4 1d3              10            6d6
Small                  -2 Str, +2 Dex    +1           +5           -         -        x0,75    x2     -     1    1d2 1d3 1d2             5            4d6
Tiny                   -4 Str, +4 Dex    +2           +10          -         -         x0,5    x5     -     -     1    1d2  1            0             -
Diminutive             -6 Str, +6 Dex    +5           +15          -         -        x0,25   x10     -     -     -     1    -           0             -
Fine                   -8 Str, +8 Dex   +10           +20          -         -        x0,01   x20     -     -           -    -           0             -
* Abilities can never be below 1

Degrees               Abilities                    Typical Roles
1st                   +2 Int, +2 Wis, -2 Str       medical, scientific
2nd                    +2 Int, -2 Cha               astromech, technical
3rd                    +2 Wis, +2 Cha, -2 Str       protocol, service
4th                    +2 Dex, -2 Int, -2 Cha       combat, security
5th                    +4 Str, -4 Int, -4 Cha       labor, utility

Beast Traits

Beast                  p274                                                                                        Natural Weapon Damage
Size                   Abilities*                      REF      Stealth       TH      Carry** Height        Bite     Claw Gore Slam Sting
Colossal               +32 Str, +32 Con, -4 Dex         -10       -20         +50       x20     19,3+       4d6       3d6 4d6 3d6 3d6
Gargantuan              +24Str, +24 Con, -4 Dex          -5       -15         +20       x10 9.7-19.2m       3d6       2d6 3d6 2d6 2d6
Huge                   +16 Str, +16 Con, -4 Dex          -2       -10         +10        x5   4.9-9.6m      2d6       1d8 2d6 1d8 1d8
Large                  +8 Str, +8 Con, -2 Dex            -1        -5         +5         x2   2.5-4.8m      1d8       1d6 1d8 1d6 1d6
Medium                 None                              0          0          -         x1   1.3-2.4m      1d6       1d4 1d6 1d4 1d4
Small                  -2 Str, +2 Dex                   +1        +5           -       x0,75 0.7-1.2m       1d4       1d3 1d4 1d3 1d3
Tiny                   -4 Str, +4 Dex                   +2       +10           -        x0,5 0.4-0.6m       1d3       1d2 1d3 1d2 1d2
Diminutive             -6 Str, +6 Dex                   +5       +15           -       x0,25 0.2-0.3m       1d2        1    1d2    1     1
Fine                   -8 Str, +8 Dex                  +10       +20           -       x0,01    0.1m-        1         1     1     1     1
* Abilities can never be below 1
** Beasts with four or more legs double their carrying capacity

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

ols, WP Simple
 stols, Simple
es, Pistols, Simple
us, Skill Training, advanced
 , simple




          Nonher
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o 1 or 2 (can multiclass at 3)
  Self
Destruct   Radius
 20d6        10
 20d6        10
 10d6         5
  8d6         4
  6d6         3
  4d6         2
   -          -
   -          -
   -          -
0 NPC's
On this page you will find precalculated tables for hypothetical NPC's.

Jedi                                                 2+Int      Humans +1        (2 Human)             +1     +1  +1
 Level    HP       BAB      Force Pts Destiny        Skill       Trained Focused FEATs       Talents   Ref   Fort Will   Ability   Damage Defense CL
   1       30        1          5        1             0            5      10         1         1      12     12  12                  0      1     1
   2       35        2          6        1             1            6      11        C1                13     13  13                  1      2     2
   3       41        3          6        1             1            6      11         2        2       14     14  14                  1      3     3
   4       46        4          7        1             2            7      12        C2                15     15  15       1,2        2      4     4
   5       52        5          7        1             2            7      12                  3       16     16  16                  2      5     5
   6       57        6          8        2             3            8      13       3, C3              17     17  17                  3      6     6
   7       63        7          8        2             3            8      13                  4       18     18  18                  3      7     7
   8       68        8          9        2             4            9      14        C4                19     19  19       3,4        4      8     8
   9       74        9          9        2             4            9      14         4        5       20     20  20                  4      9     9
  10       79       10         10        2             5           10      15        C5                21     21  21                  5     10    10
  11       85       11         10        3             5           10      15                  6       22     22  22                  5     11    11
  12       90       12         11        3             6           11      16       5, C6              23     23  23       5,6        6     12    12
  13       96       13         11        3             6           11      16                  7       24     24  24                  6     13    13
  14      101       14         12        3             7           12      17        C7                25     25  25                  7     14    14
  15      107       15         12        3             7           12      17         6        8       26     26  26                  7     15    15
  16      112       16         13        4             8           13      18        C8                27     27  27       7,8        8     16    16
  17      118       17         13        4             8           13      18                  9       28     28  28                  8     17    17
  18      123       18         14        4             9           14      19       7, C9              29     29  29                  9     18    18
  19      129       19         14        4             9           14      19                  10      30     30  30                  9     19    19
  20      134       20         15        4            10           15      20        C10               31     31  31      9,10       10     20    20

Ability Scores (recommended)
 Score Mod Ability Point Buy
  15       2       Cha       8               HP at 1st level:     30
  14       2       Wis       6                 HP average:        5.5
  13       1       Str       5
  12       1       Dex       4
  10       0       Int       2
   8      -1       Con       0
Noble                                     6+Int      Humans +1        (2 Human)             +1      0  +2
 Level   HP   BAB    Force Pts Destiny    Skill       Trained Focused FEATs       Talents   Ref   Fort Will   Ability   Damage Defense CL
   1     18     0        5        1         0            5      10         1         1      12     11  13                  0      1     1
   2     21     1        6        1         1            6      11        C1                13     12  14                  1      2     2
   3     25     2        6        1         1            6      11         2        2       14     13  15                  1      3     3
   4     28     3        7        1         2            7      12        C2                15     14  16       1,2        2      4     4
   5     32     3        7        1         2            7      12                  3       16     15  17                  2      5     5
   6     35     4        8        2         3            8      13       3, C3              17     16  18                  3      6     6
   7     39     5        8        2         3            8      13                  4       18     17  19                  3      7     7
   8     42     6        9        2         4            9      14        C4                19     18  20       3,4        4      8     8
   9     46     6        9        2         4            9      14         4        5       20     19  21                  4      9     9
  10     49     7       10        2         5           10      15        C5                21     20  22                  5     10    10
  11     53     8       10        3         5           10      15                  6       22     21  23                  5     11    11
  12     56     9       11        3         6           11      16       5, C6              23     22  24       5,6        6     12    12
  13     60     9       11        3         6           11      16                  7       24     23  25                  6     13    13
  14     63    10       12        3         7           12      17        C7                25     24  26                  7     14    14
  15     67    11       12        3         7           12      17         6        8       26     25  27                  7     15    15
  16     70    12       13        4         8           13      18        C8                27     26  28       7,8        8     16    16
  17     74    12       13        4         8           13      18                  9       28     27  29                  8     17    17
  18     77    13       14        4         9           14      19       7, C9              29     28  30                  9     18    18
  19     81    14       14        4         9           14      19                  10      30     29  31                  9     19    19
  20     84    15       15        4        10           15      20        C10               31     30  32      9,10       10     20    20

Ability Scores (recommended)
 Score Mod Ability Point Buy
  15       2       Cha       8    HP at 1st level:     18
  14       2       Int       6      HP average:        3.5
  13       1       Wis       5
  12       1       Dex       4
  10       0       Con       2
   8      -1       Str       0
Scoundrel                                 4+Int      Humans +1        (2 Human)             +2      0  +1
 Level HP     BAB    Force Pts Destiny    Skill       Trained Focused FEATs       Talents   Ref   Fort Will   Ability   Damage Defense CL
   1     18     0        5        1         0            5      10         1         1      13     11  12                  0      1     1
   2     21     1        6        1         1            6      11        C1                14     12  13                  1      2     2
   3     25     2        6        1         1            6      11         2        2       15     13  14                  1      3     3
   4     28     3        7        1         2            7      12        C2                16     14  15       1,2        2      4     4
   5     32     3        7        1         2            7      12                  3       17     15  16                  2      5     5
   6     35     4        8        2         3            8      13       3, C3              18     16  17                  3      6     6
   7     39     5        8        2         3            8      13                  4       19     17  18                  3      7     7
   8     42     6        9        2         4            9      14        C4                20     18  19       3,4        4      8     8
   9     46     6        9        2         4            9      14         4        5       21     19  20                  4      9     9
  10     49     7       10        2         5           10      15        C5                22     20  21                  5     10    10
  11     53     8       10        3         5           10      15                  6       23     21  22                  5     11    11
  12     56     9       11        3         6           11      16       5, C6              24     22  23       5,6        6     12    12
  13     60     9       11        3         6           11      16                  7       25     23  24                  6     13    13
  14     63    10       12        3         7           12      17        C7                26     24  25                  7     14    14
  15     67    11       12        3         7           12      17         6        8       27     25  26                  7     15    15
  16     70    12       13        4         8           13      18        C8                28     26  27       7,8        8     16    16
  17     74    12       13        4         8           13      18                  9       29     27  28                  8     17    17
  18     77    13       14        4         9           14      19       7, C9              30     28  29                  9     18    18
  19     81    14       14        4         9           14      19                  10      31     29  30                  9     19    19
  20     84    15       15        4        10           15      20        C10               32     30  31      9,10       10     20    20

Ability Scores (recommended)
 Score Mod Ability Point Buy
  15       2       Dex       8    HP at 1st level:     18
  14       2       Int       6      HP average:        3.5
  13       1       Cha       5
  12       1       Wis       4
  10       0       Con       2
   8      -1       Str       0
Scout                                     5+Int      Humans +1        (2 Human)             +2     +1   0
 Level   HP    BAB   Force Pts Destiny    Skill       Trained Focused FEATs       Talents   Ref   Fort Will   Ability   Damage Defense CL
   1      24     0       5        1         0            5      10         1         1      13     12  11                  0      1     1
   2      28     1       6        1         1            6      11        C1                14     13  12                  1      2     2
   3      33     2       6        1         1            6      11         2        2       15     14  13                  1      3     3
   4      37     3       7        1         2            7      12        C2                16     15  14       1,2        2      4     4
   5      42     3       7        1         2            7      12                  3       17     16  15                  2      5     5
   6      46     4       8        2         3            8      13       3, C3              18     17  16                  3      6     6
   7      51     5       8        2         3            8      13                  4       19     18  17                  3      7     7
   8      55     6       9        2         4            9      14        C4                20     19  18       3,4        4      8     8
   9      60     6       9        2         4            9      14         4        5       21     20  19                  4      9     9
  10      64     7      10        2         5           10      15        C5                22     21  20                  5     10    10
  11      69     8      10        3         5           10      15                  6       23     22  21                  5     11    11
  12      73     9      11        3         6           11      16       5, C6              24     23  22       5,6        6     12    12
  13      78     9      11        3         6           11      16                  7       25     24  23                  6     13    13
  14      82    10      12        3         7           12      17        C7                26     25  24                  7     14    14
  15      87    11      12        3         7           12      17         6        8       27     26  25                  7     15    15
  16      91    12      13        4         8           13      18        C8                28     27  26       7,8        8     16    16
  17      96    12      13        4         8           13      18                  9       29     28  27                  8     17    17
  18     100    13      14        4         9           14      19       7, C9              30     29  28                  9     18    18
  19     105    14      14        4         9           14      19                  10      31     30  29                  9     19    19
  20     109    15      15        4        10           15      20        C10               32     31  30      9,10       10     20    20

Ability Scores (recommended)
 Score Mod Ability Point Buy
  15       2       Dex       8    HP at 1st level:     24
  14       2       Int       6      HP average:        4.5
  13       1       Wis       5
  12       1       Con       4
  10       0       Str       2
   8      -1       Cha       0
Soldier                                    3+Int      Humans +1        (2 Human)             +1     +2   0
 Level    HP    BAB   Force Pts Destiny    Skill       Trained Focused FEATs       Talents   Ref   Fort Will   Ability   Damage Defense CL
   1       30     1       5        1         0            5      10         1         1      12     13  11                  0      1     1
   2       35     2       6        1         1            6      11        C1                13     14  12                  1      2     2
   3       41     3       6        1         1            6      11         2        2       14     15  13                  1      3     3
   4       46     4       7        1         2            7      12        C2                15     16  14       1,2        2      4     4
   5       52     5       7        1         2            7      12                  3       16     17  15                  2      5     5
   6       57     6       8        2         3            8      13       3, C3              17     18  16                  3      6     6
   7       63     7       8        2         3            8      13                  4       18     19  17                  3      7     7
   8       68     8       9        2         4            9      14        C4                19     20  18       3,4        4      8     8
   9       74     9       9        2         4            9      14         4        5       20     21  19                  4      9     9
  10       79    10      10        2         5           10      15        C5                21     22  20                  5     10    10
  11       85    11      10        3         5           10      15                  6       22     23  21                  5     11    11
  12       90    12      11        3         6           11      16       5, C6              23     24  22       5,6        6     12    12
  13       96    13      11        3         6           11      16                  7       24     25  23                  6     13    13
  14      101    14      12        3         7           12      17        C7                25     26  24                  7     14    14
  15      107    15      12        3         7           12      17         6        8       26     27  25                  7     15    15
  16      112    16      13        4         8           13      18        C8                27     28  26       7,8        8     16    16
  17      118    17      13        4         8           13      18                  9       28     29  27                  8     17    17
  18      123    18      14        4         9           14      19       7, C9              29     30  28                  9     18    18
  19      129    19      14        4         9           14      19                  10      30     31  29                  9     19    19
  20      134    20      15        4        10           15      20        C10               31     32  30      9,10       10     20    20

Ability Scores (recommended)
 Score Mod Ability Point Buy
  15       2       Dex       8     HP at 1st level:     30
  14       2       Con       6       HP average:        5.5
  13       1       Str       5
  12       1       Int       4
  10       0       Wis       2
   8      -1       Cha       0
Nonheroic                                 1+Int      Humans +1        (2 Human)              0      0   0
 Level HP     BAB    Force Pts Destiny    Skill       Trained Focused FEATs       Talents   Ref   Fort Will   Ability   Damage Defense CL
   1      2     0       0         0         0            5      10        3+1               10     10  10                 0       0     0
   2      5     1       0         0         1            6      11          2               10     10  10                 0       0     0
   3      7     2       0         0         1            6      11          3               10     10  10                 0       0     1
   4     10     3       0         0         2            7      12          4               10     10  10       1         0       0     1
   5     12     3       0         0         2            7      12                          10     10  10                 0       0     1
   6     15     4       0         0         3            8      13        5,6               10     10  10                 0       0     2
   7     17     5       0         0         3            8      13                          10     10  10                 0       0     2
   8     20     6       0         0         4            9      14          7               10     10  10       2         0       0     2
   9     22     6       0         0         4            9      14          8               10     10  10                 0       0     3
  10     25     7       0         0         5           10      15          9               10     10  10                 0       0     3
  11     27     8       0         0         5           10      15                          10     10  10                 0       0     3
  12     30     9       0         0         6           11      16       10,11              10     10  10       3         0       0     4
  13     32     9       0         0         6           11      16                          10     10  10                 0       0     4
  14     35    10       0         0         7           12      17         12               10     10  10                 0       0     4
  15     37    11       0         0         7           12      17         13               10     10  10                 0       0     5
  16     40    12       0         0         8           13      18         14               10     10  10       4         0       0     5
  17     42    12       0         0         8           13      18                          10     10  10                 0       0     5
  18     45    13       0         0         9           14      19       15,16              10     10  10                 0       0     6
  19     47    14       0         0         9           14      19                          10     10  10                 0       0     6
  20     50    15       0         0        10           15      20         17               10     10  10       5         0       0     6

Ability Scores (recommended)
 Score Mod Ability Point Buy
     15 2                    8    HP at 1st level:      0
     14 2                    6      HP average:        2.5
     13 1                    5
     12 1                    4
     10 0                    2
      8 -1                   0
Beast                                         1+Int                                             0      0   0
 Level    HP       BAB   Force Pts Destiny    Skill      Trained   Focused   FEATs   Talents   Ref   Fort Will   Ability   Damage Defense CL
   1       4         0      0         0         0           5        10        1               10     10  10                 0       0     0
   2       9         1      0         0         1           6        11        2               10     10  10                 0       0     1
   3      13         2      0         0         1           6        11        3               10     10  10                 0       0     2
   4      18         3      0         0         2           7        12        4               10     10  10       1         0       0     3
   5      22         3      0         0         2           7        12                        10     10  10                 0       0     4
   6      27         4      0         0         3           8        13       5,6              10     10  10                 0       0     5
   7      31         5      0         0         3           8        13                        10     10  10                 0       0     6
   8      36         6      0         0         4           9        14        7               10     10  10       2         0       0     7
   9      40         6      0         0         4           9        14        8               10     10  10                 0       0     8
  10      45         7      0         0         5          10        15        9               10     10  10                 0       0     9
  11      49         8      0         0         5          10        15                        10     10  10                 0       0    10
  12      54         9      0         0         6          11        16      10,11             10     10  10       3         0       0    11
  13      58         9      0         0         6          11        16                        10     10  10                 0       0    12
  14      63        10      0         0         7          12        17       12               10     10  10                 0       0    13
  15      67        11      0         0         7          12        17       13               10     10  10                 0       0    14
  16      72        12      0         0         8          13        18       14               10     10  10       4         0       0    15
  17      76        12      0         0         8          13        18                        10     10  10                 0       0    16
  18      81        13      0         0         9          14        19      15,16             10     10  10                 0       0    17
  19      85        14      0         0         9          14        19                        10     10  10                 0       0    18
  20      90        15      0         0        10          15        20       17               10     10  10       5         0       0    19


Ability Scores
Beasts have Int 1 or 2                HP at 1st level:      0
                                        HP average:        4.5
Note the Prestige Charts work best if the Prestige class is taken at the first level of eligibility.

Ace Pilot                    6 base                 per class                                                       4      2     0
 Level HP+        BAB+      Force Pts Destiny         Skill     Trained     Focused     FEATs          Talents    Ref Fort Will Ability Damage Defense CL
   1/8     4        0          10        2              4          9          14                          1        22     20    18      3,4   4   8     8
   2/9     9        1          11        2              4          9          14           4                       23     21    19            4   9     9
  3/10    13        2          11        2              5         10          15                         2         24     22    20            5  10    10
  4/11    18        3          12        3              5         10          15                                   25     23    21            5  11    11
  5/12    22        3          12        3              6         11          16           5             3         26     24    22      5,6   6  12    12
  6/13    27        4          13        3              6         11          16                                   27     25    23            6  13    13
  7/14    31        5          13        3              7         12          17                         4         28     26    24            7  14    14
  8/15    36        6          14        3              7         12          17           6                       29     27    25            7  15    15
  9/16    40        6          14        4              8         13          18                         5         30     28    26      7,8   8  16    16
 10/17    45        7          15        4              8         13          18                                   31     29    27            8  17    17
                                                                                                                 add in base class bonuses
                                 HP at 1st level of prestige:     4.5                                            using the higher number only
                                               HP average:        4.5




Assassin                     6 base                 per class                                                       4      2     0
 Level HP+        BAB+      Force Pts Destiny         Skill     Trained     Focused     FEATs          Talents    Ref Fort Will Ability Damage Defense CL
   1/8    5         1          10        2              4          9          14                          1        22     20    18      3,4   4   8     8
   2/9   11         2          11        2              4          9          14           4                       23     21    19            4   9     9
  3/10   16         3          11        2              5         10          15                         2         24     22    20            5  10    10
  4/11   22         4          12        3              5         10          15                                   25     23    21            5  11    11
  5/12   27         5          12        3              6         11          16           5             3         26     24    22      5,6   6  12    12
  6/13   33         6          13        3              6         11          16                                   27     25    23            6  13    13
  7/14   38         7          13        3              7         12          17                         4         28     26    24            7  14    14
  8/15   44         8          14        3              7         12          17           6                       29     27    25            7  15    15
  9/16   49         9          14        4              8         13          18                         5         30     28    26      7,8   8  16    16
 10/17   55        10          15        4              8         13          18                                   31     29    27            8  17    17
                                                                                                                 add in base class bonuses
                                 HP at 1st level of prestige:     5.5                                            using the higher number only
                                               HP average:        5.5
Bounty Hunter         6 base              per class                                           4      2     0
 Level HP+    BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8   5      1       10        2           4           9        14                 1      22     20    18      3,4   4  8     8
   2/9  11      2       11        2           4           9        14        4               23     21    19            4  9     9
  3/10  16      3       11        2           5          10        15                 2      24     22    20            5 10    10
  4/11  22      4       12        3           5          10        15                        25     23    21            5 11    11
  5/12  27      5       12        3           6          11        16        5        3      26     24    22      5,6   6 12    12
  6/13  33      6       13        3           6          11        16                        27     25    23            6 13    13
  7/14  38      7       13        3           7          12        17                 4      28     26    24            7 14    14
  8/15  44      8       14        3           7          12        17        6               29     27    25            7 15    15
  9/16  49      9       14        4           8          13        18                 5      30     28    26      7,8   8 16    16
 10/17  55     10       15        4           8          13        18                        31     29    27            8 17    17
                                                                                           add in base class bonuses
                        HP at 1st level of prestige:     5.5                               using the higher number only
                                      HP average:        5.5




Charlatan             6 base              per class                                             2      0     4
 Level HP+    BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    4     0       10        2           4           9        14                 1        20     18    22      3,4   4   8     8
   2/9    9     1       11        2           4           9        14        4                 21     19    23            4   9     9
  3/10   13     2       11        2           5          10        15                2         22     20    24            5  10    10
  4/11   18     3       12        3           5          10        15                          23     21    25            5  11    11
  5/12   22     3       12        3           6          11        16        5       3         24     22    26      5,6   6  12    12
  6/13   27     4       13        3           6          11        16                          25     23    27            6  13    13
  7/14   31     5       13        3           7          12        17                4         26     24    28            7  14    14
  8/15   36     6       14        3           7          12        17        6                 27     25    29            7  15    15
  9/16   40     6       14        4           8          13        18                5         28     26    30      7,8   8  16    16
 10/17   45     7       15        4           8          13        18                          29     27    31            8  17    17
                                                                                             add in base class bonuses
                        HP at 1st level of prestige:     4.5                                 using the higher number only
                                      HP average:        4.5
Corporate Agent         6 base              per class                                           2      0     4
 Level HP+      BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8    4       0       10        2           4           9        14                 1      20     18    22      3,4   4  8     8
   2/9    9       1       11        2           4           9        14        4               21     19    23            4  9     9
  3/10   13       2       11        2           5          10        15                 2      22     20    24            5 10    10
  4/11   18       3       12        3           5          10        15                        23     21    25            5 11    11
  5/12   22       3       12        3           6          11        16        5        3      24     22    26      5,6   6 12    12
  6/13   27       4       13        3           6          11        16                        25     23    27            6 13    13
  7/14   31       5       13        3           7          12        17                 4      26     24    28            7 14    14
  8/15   36       6       14        3           7          12        17        6               27     25    29            7 15    15
  9/16   40       6       14        4           8          13        18                 5      28     26    30      7,8   8 16    16
 10/17   45       7       15        4           8          13        18                        29     27    31            8 17    17
                                                                                             add in base class bonuses
                          HP at 1st level of prestige:     4.5                               using the higher number only
                                        HP average:        4.5




Crime Lord              6 base              per class                                             2      0     4
 Level HP+    BAB+     Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8   4      0         10        2           4           9        14                 1        20     18    22      3,4   4   8     8
   2/9   9      1         11        2           4           9        14        4        2        21     19    23            4   9     9
  3/10  13      2         11        2           5          10        15                 3        22     20    24            5  10    10
  4/11  18      3         12        3           5          10        15                 4        23     21    25            5  11    11
  5/12  22      3         12        3           6          11        16        5        5        24     22    26      5,6   6  12    12
  6/13  27      4         13        3           6          11        16                 6        25     23    27            6  13    13
  7/14  31      5         13        3           7          12        17                 7        26     24    28            7  14    14
  8/15  36      6         14        3           7          12        17        6        8        27     25    29            7  15    15
  9/16  40      6         14        4           8          13        18                 9        28     26    30      7,8   8  16    16
 10/17  45      7         15        4           8          13        18                10        29     27    31            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     4.5                                 using the higher number only
                                        HP average:        4.5
Droid Commander         6 base              per class                                           2      2     2
 Level HP+   BAB+      Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8   5       1        10        2           4           9        14                 1      20     20    20      3,4   4  8     8
   2/9  11       2        11        2           4           9        14        4               21     21    21            4  9     9
  3/10  16       3        11        2           5          10        15                 2      22     22    22            5 10    10
  4/11  22       4        12        3           5          10        15                        23     23    23            5 11    11
  5/12  27       5        12        3           6          11        16        5        3      24     24    24      5,6   6 12    12
  6/13  33       6        13        3           6          11        16                        25     25    25            6 13    13
  7/14  38       7        13        3           7          12        17                 4      26     26    26            7 14    14
  8/15  44       8        14        3           7          12        17        6               27     27    27            7 15    15
  9/16  49       9        14        4           8          13        18                 5      28     28    28      7,8   8 16    16
 10/17  55      10        15        4           8          13        18                        29     29    29            8 17    17
                                                                                             add in base class bonuses
                          HP at 1st level of prestige:     5.5                               using the higher number only
                                        HP average:        5.5




Elite Trooper           6 base              per class                                             2      4     0
 Level HP+      BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8     6      1       10        2           4           9        14                 1        20     22    18      3,4   4   8     8
   2/9    13      2       11        2           4           9        14        4                 21     23    19            4   9     9
  3/10    19      3       11        2           5          10        15                2         22     24    20            5  10    10
  4/11    26      4       12        3           5          10        15                          23     25    21            5  11    11
  5/12    32      5       12        3           6          11        16        5       3         24     26    22      5,6   6  12    12
  6/13    39      6       13        3           6          11        16                          25     27    23            6  13    13
  7/14    45      7       13        3           7          12        17                4         26     28    24            7  14    14
  8/15    52      8       14        3           7          12        17        6                 27     29    25            7  15    15
  9/16    58      9       14        4           8          13        18                5         28     30    26      7,8   8  16    16
 10/17    65     10       15        4           8          13        18                          29     31    27            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     6.5                                 using the higher number only
                                        HP average:        6.5
Enforcer              6 base              per class                                           4      0     2
 Level HP+    BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8    4     0       10        2           4           9        14                 1      22     18    20      3,4   4  8     8
   2/9    9     1       11        2           4           9        14        4               23     19    21            4  9     9
  3/10   13     2       11        2           5          10        15                 2      24     20    22            5 10    10
  4/11   18     3       12        3           5          10        15                        25     21    23            5 11    11
  5/12   22     3       12        3           6          11        16        5        3      26     22    24      5,6   6 12    12
  6/13   27     4       13        3           6          11        16                        27     23    25            6 13    13
  7/14   31     5       13        3           7          12        17                 4      28     24    26            7 14    14
  8/15   36     6       14        3           7          12        17        6               29     25    27            7 15    15
  9/16   40     6       14        4           8          13        18                 5      30     26    28      7,8   8 16    16
 10/17   45     7       15        4           8          13        18                        31     27    29            8 17    17
                                                                                           add in base class bonuses
                        HP at 1st level of prestige:     4.5                               using the higher number only
                                      HP average:        4.5




Force Adept           6 base              per class                                             2      2     4
 Level HP+    BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    4     0       10        2           4           9        14                 1        20     20    22      3,4   4   8     8
   2/9    9     1       11        2           4           9        14        4                 21     21    23            4   9     9
  3/10   13     2       11        2           5          10        15                2         22     22    24            5  10    10
  4/11   18     3       12        3           5          10        15                          23     23    25            5  11    11
  5/12   22     3       12        3           6          11        16        5       3         24     24    26      5,6   6  12    12
  6/13   27     4       13        3           6          11        16                          25     25    27            6  13    13
  7/14   31     5       13        3           7          12        17                4         26     26    28            7  14    14
  8/15   36     6       14        3           7          12        17        6                 27     27    29            7  15    15
  9/16   40     6       14        4           8          13        18                5         28     28    30      7,8   8  16    16
 10/17   45     7       15        4           8          13        18                          29     29    31            8  17    17
                                                                                             add in base class bonuses
                        HP at 1st level of prestige:     4.5                                 using the higher number only
                                      HP average:        4.5
Force Disciple           7 base              per class                                            3      3   6
 Level HP+       BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref   Fort Will    Ability    Damage Defense CL
 1/13     4        0       11        3           6          11        16                 1       26     26  29                   6      13    13
 2/14     9        1       12        3           7          12        17                         27     27  30                   7      14    14
 3/15    13        2       12        3           7          12        17        6       2        28     28  31                   7      15    15
 4/16    18        3       13        4           8          13        18                         29     29  32                   8      16    16
 5/17    22        3       13        4           8          13        18                3        30     30  33                   8      17    17




                                                                                                add in base class bonuses
                           HP at 1st level of prestige:     4.5                                 using the higher number only
                                         HP average:        4.5




Gladiator                6 base              per class                                             4      2     0
 Level HP+       BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8     5       1       10        2           4           9        14                 1        22     20    18      3,4   4   8     8
   2/9    11       2       11        2           4           9        14        4                 23     21    19            4   9     9
  3/10    16       3       11        2           5          10        15                2         24     22    20            5  10    10
  4/11    22       4       12        3           5          10        15                          25     23    21            5  11    11
  5/12    27       5       12        3           6          11        16        5       3         26     24    22      5,6   6  12    12
  6/13    33       6       13        3           6          11        16                          27     25    23            6  13    13
  7/14    38       7       13        3           7          12        17                4         28     26    24            7  14    14
  8/15    44       8       14        3           7          12        17        6                 29     27    25            7  15    15
  9/16    49       9       14        4           8          13        18                5         30     28    26      7,8   8  16    16
 10/17    55      10       15        4           8          13        18                          31     29    27            8  17    17
                                                                                                add in base class bonuses
                           HP at 1st level of prestige:     5.5                                 using the higher number only
                                         HP average:        5.5
Gunslinger              6 base              per class                                           4      0     2
 Level HP+    BAB+     Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8    4     1         10        2           4           9        14                 1      22     18    20      3,4   4  8     8
   2/9    9     2         11        2           4           9        14        4               23     19    21            4  9     9
  3/10   13     3         11        2           5          10        15                 2      24     20    22            5 10    10
  4/11   18     4         12        3           5          10        15                        25     21    23            5 11    11
  5/12   22     5         12        3           6          11        16        5        3      26     22    24      5,6   6 12    12
  6/13   27     6         13        3           6          11        16                        27     23    25            6 13    13
  7/14   31     7         13        3           7          12        17                 4      28     24    26            7 14    14
  8/15   36     8         14        3           7          12        17        6               29     25    27            7 15    15
  9/16   40     9         14        4           8          13        18                 5      30     26    28      7,8   8 16    16
 10/17   45    10         15        4           8          13        18                        31     27    29            8 17    17
                                                                                             add in base class bonuses
                          HP at 1st level of prestige:     4.5                               using the higher number only
                                        HP average:        4.5




Imperial Knight         6 base              per class                                             2      2     2
 Level HP+      BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    5       1       10        2           4           9        14                 1        20     20    20      3,4   4   8     8
   2/9   11       2       11        2           4           9        14        4                 21     21    21            4   9     9
  3/10   16       3       11        2           5          10        15                2         22     22    22            5  10    10
  4/11   22       4       12        3           5          10        15                          23     23    23            5  11    11
  5/12   27       5       12        3           6          11        16        5       3         24     24    24      5,6   6  12    12
  6/13   33       6       13        3           6          11        16                          25     25    25            6  13    13
  7/14   38       7       13        3           7          12        17                4         26     26    26            7  14    14
  8/15   44       8       14        3           7          12        17        6                 27     27    27            7  15    15
  9/16   49       9       14        4           8          13        18                5         28     28    28      7,8   8  16    16
 10/17   55      10       15        4           8          13        18                          29     29    29            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     5.5                                 using the higher number only
                                        HP average:        5.5
Improviser             6 base              per class                                           2      0     4
 Level HP+    BAB+    Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8    4     0        10        2           4           9        14                 1      20     18    22      3,4   4  8     8
   2/9    9     1        11        2           4           9        14        4               21     19    23            4  9     9
  3/10   13     2        11        2           5          10        15                 2      22     20    24            5 10    10
  4/11   18     3        12        3           5          10        15                        23     21    25            5 11    11
  5/12   22     3        12        3           6          11        16        5        3      24     22    26      5,6   6 12    12
  6/13   27     4        13        3           6          11        16                        25     23    27            6 13    13
  7/14   31     5        13        3           7          12        17                 4      26     24    28            7 14    14
  8/15   36     6        14        3           7          12        17        6               27     25    29            7 15    15
  9/16   40     6        14        4           8          13        18                 5      28     26    30      7,8   8 16    16
 10/17   45     7        15        4           8          13        18                        29     27    31            8 17    17
                                                                                            add in base class bonuses
                         HP at 1st level of prestige:     4.5                               using the higher number only
                                       HP average:        4.5




Independent Droid      6 base              per class                                             2      0     4
 Level HP+     BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/4    6       0       8        1           2           7        12                 1        16     14    18      1,2   2   4     4
   2/5   13       1       8        1           2           7        12                          17     15    19            2   5     5
   3/6   19       2       9        2           3           8        13        3       2         18     16    20            3   6     6
   4/7   26       3       9        2           3           8        13                          19     17    21            3   7     7
   5/8   32       3      10        2           4           9        14                3         20     18    22      3,4   4   8     8
   6/9   39       4      10        2           4           9        14        4                 21     19    23            4   9     9
  7/10   45       5      11        2           5          10        15                4         22     20    24            5  10    10
  8/11   52       6      11        3           5          10        15                          23     21    25            5  11    11
  9/12   58       6      12        3           6          11        16        5       5         24     22    26      5,6   6  12    12
 10/13   65       7      12        3           6          11        16                          25     23    27            6  13    13
                                                                                              add in base class bonuses
                         HP at 1st level of prestige:     6.5                                 using the higher number only
                                       HP average:        6.5
Infiltrator             6 base              per class                                             4      0     2
 Level HP+      BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8      4     0       10        2           4           9        14                 1        22     18    20      3,4   4   8     8
   2/9      9     1       11        2           4           9        14        4                 23     19    21            4   9     9
  3/10     13     2       11        2           5          10        15                2         24     20    22            5  10    10
  4/11     18     3       12        3           5          10        15                          25     21    23            5  11    11
  5/12     22     3       12        3           6          11        16        5       3         26     22    24      5,6   6  12    12
  6/13     27     4       13        3           6          11        16                          27     23    25            6  13    13
  7/14     31     5       13        3           7          12        17                4         28     24    26            7  14    14
  8/15     36     6       14        3           7          12        17        6                 29     25    27            7  15    15
  9/16     40     6       14        4           8          13        18                5         30     26    28      7,8   8  16    16
 10/17     45     7       15        4           8          13        18                          31     27    29            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     4.5                                 using the higher number only
                                        HP average:        4.5


Jedi Knight             6 base              per class                                             2      2     2
 Level HP+      BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    5       1       10        2           4           9        14                 1        20     20    20      3,4   4   8     8
   2/9   11       2       11        2           4           9        14        4                 21     21    21            4   9     9
  3/10   16       3       11        2           5          10        15                2         22     22    22            5  10    10
  4/11   22       4       12        3           5          10        15                          23     23    23            5  11    11
  5/12   27       5       12        3           6          11        16        5       3         24     24    24      5,6   6  12    12
  6/13   33       6       13        3           6          11        16                          25     25    25            6  13    13
  7/14   38       7       13        3           7          12        17                4         26     26    26            7  14    14
  8/15   44       8       14        3           7          12        17        6                 27     27    27            7  15    15
  9/16   49       9       14        4           8          13        18                5         28     28    28      7,8   8  16    16
 10/17   55      10       15        4           8          13        18                          29     29    29            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     5.5                                 using the higher number only
                                        HP average:        5.5
Jedi Master             7 base              per class                                            3      3   3
 Level HP+    BAB+     Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref   Fort Will    Ability    Damage Defense CL
 1/13     5     0         11        3           6          11        16                 1       26     26  26                   6      13    13
 2/14    11     1         12        3           7          12        17                         27     27  27                   7      14    14
 3/15    16     2         12        3           7          12        17        6       2        28     28  28                   7      15    15
 4/16    22     3         13        4           8          13        18                         29     29  29                   8      16    16
 5/17    27     3         13        4           8          13        18                3        30     30  30                   8      17    17




                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     5.5                                 using the higher number only
                                        HP average:        5.5


Martial Arts Master     6 base              per class                                             2      4     0
Level HP+      BAB+    Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
  1/8     5        1      10        2           4           9        14                 1        20     22    18      3,4   4   8     8
  2/9    11        2      11        2           4           9        14        4                 21     23    19            4   9     9
 3/10    16        3      11        2           5          10        15                2         22     24    20            5  10    10
 4/11    22        4      12        3           5          10        15                          23     25    21            5  11    11
 5/12    27        5      12        3           6          11        16        5       3         24     26    22      5,6   6  12    12
 6/13    33        6      13        3           6          11        16                          25     27    23            6  13    13
 7/14    38        7      13        3           7          12        17                4         26     28    24            7  14    14
 8/15    44        8      14        3           7          12        17        6                 27     29    25            7  15    15
 9/16    49        9      14        4           8          13        18                5         28     30    26      7,8   8  16    16
10/17    55       10      15        4           8          13        18                          29     31    27            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     5.5                                 using the higher number only
                                        HP average:        5.5
Master Privateer        6 base              per class                                           2      0     4
Level HP+       BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
  1/8     5       1       10        2           4           9        14                 1      20     18    22      3,4   4  8     8
  2/9    11       2       11        2           4           9        14        4               21     19    23            4  9     9
 3/10    16       3       11        2           5          10        15                 2      22     20    24            5 10    10
 4/11    22       4       12        3           5          10        15                        23     21    25            5 11    11
 5/12    27       5       12        3           6          11        16        5        3      24     22    26      5,6   6 12    12
 6/13    33       6       13        3           6          11        16                        25     23    27            6 13    13
 7/14    38       7       13        3           7          12        17                 4      26     24    28            7 14    14
 8/15    44       8       14        3           7          12        17        6               27     25    29            7 15    15
 9/16    49       9       14        4           8          13        18                 5      28     26    30      7,8   8 16    16
10/17    55      10       15        4           8          13        18                        29     27    31            8 17    17
                                                                                             add in base class bonuses
                          HP at 1st level of prestige:     5.5                               using the higher number only
                                        HP average:        5.5




Medic                   6 base              per class                                             0      4     2
Level   HP+   BAB+     Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
  1/8     4     0         10        2           4           9        14                 1        18     22    20      3,4   4   8     8
  2/9     9     1         11        2           4           9        14        4                 19     23    21            4   9     9
 3/10    13     2         11        2           5          10        15                2         20     24    22            5  10    10
 4/11    18     3         12        3           5          10        15                          21     25    23            5  11    11
 5/12    22     3         12        3           6          11        16        5       3         22     26    24      5,6   6  12    12
 6/13    27     4         13        3           6          11        16                          23     27    25            6  13    13
 7/14    31     5         13        3           7          12        17                4         24     28    26            7  14    14
 8/15    36     6         14        3           7          12        17        6                 25     29    27            7  15    15
 9/16    40     6         14        4           8          13        18                5         26     30    28      7,8   8  16    16
10/17    45     7         15        4           8          13        18                          27     31    29            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     4.5                                 using the higher number only
                                        HP average:        4.5
Melee Duelist           6 base              per class                                           4      0     2
Level HP+       BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
  1/8    4        1       10        2           4           9        14                 1      22     18    20      3,4   4  8     8
  2/9    9        2       11        2           4           9        14        4               23     19    21            4  9     9
 3/10   13        3       11        2           5          10        15                 2      24     20    22            5 10    10
 4/11   18        4       12        3           5          10        15                        25     21    23            5 11    11
 5/12   22        5       12        3           6          11        16        5        3      26     22    24      5,6   6 12    12
 6/13   27        6       13        3           6          11        16                        27     23    25            6 13    13
 7/14   31        7       13        3           7          12        17                 4      28     24    26            7 14    14
 8/15   36        8       14        3           7          12        17        6               29     25    27            7 15    15
 9/16   40        9       14        4           8          13        18                 5      30     26    28      7,8   8 16    16
10/17   45       10       15        4           8          13        18                        31     27    29            8 17    17
                                                                                             add in base class bonuses
                          HP at 1st level of prestige:     4.5                               using the higher number only
                                        HP average:        4.5




Military Engineer       6 base              per class                                             2      2     2
Level HP+       BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
  1/8      4      0       10        2           4           9        14                 1        20     20    20      3,4   4   8     8
  2/9      9      1       11        2           4           9        14        4                 21     21    21            4   9     9
 3/10     13      2       11        2           5          10        15                2         22     22    22            5  10    10
 4/11     18      3       12        3           5          10        15                          23     23    23            5  11    11
 5/12     22      3       12        3           6          11        16        5       3         24     24    24      5,6   6  12    12
 6/13     27      4       13        3           6          11        16                          25     25    25            6  13    13
 7/14     31      5       13        3           7          12        17                4         26     26    26            7  14    14
 8/15     36      6       14        3           7          12        17        6                 27     27    27            7  15    15
 9/16     40      6       14        4           8          13        18                5         28     28    28      7,8   8  16    16
10/17     45      7       15        4           8          13        18                          29     29    29            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     4.5                                 using the higher number only
                                        HP average:        4.5
Officer              6 base               per class                                           2      0     4
 Level HP+   BAB+   Force Pts Destiny       Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
   1/8   4     1       10        2            4           9        14                 1      20     18    22      3,4   4  8     8
   2/9   9     2       11        2            4           9        14        4               21     19    23            4  9     9
  3/10  13     3       11        2            5          10        15                 2      22     20    24            5 10    10
  4/11  18     4       12        3            5          10        15                        23     21    25            5 11    11
  5/12  22     5       12        3            6          11        16        5        3      24     22    26      5,6   6 12    12
  6/13  27     6       13        3            6          11        16                        25     23    27            6 13    13
  7/14  31     7       13        3            7          12        17                 4      26     24    28            7 14    14
  8/15  36     8       14        3            7          12        17        6               27     25    29            7 15    15
  9/16  40     9       14        4            8          13        18                 5      28     26    30      7,8   8 16    16
 10/17  45    10       15        4            8          13        18                        29     27    31            8 17    17
                                                                                           add in base class bonuses
                        HP at 1st level of prestige:   4.5                                 using the higher number only
                                      HP average:      4.5
Outlaw               6 base                per class                                            4      2     0
 Level HP+   BAB+   Force Pts Destiny        Skill   Trained     Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8   4     0       10          2           4        9          14                 1        22     20    18      3,4   4   8     8
   2/9   9     1       11          2           4        9          14        4                 23     21    19            4   9     9
  3/10  13     2       11          2           5       10          15                2         24     22    20            5  10    10
  4/11  18     3       12          3           5       10          15                          25     23    21            5  11    11
  5/12  22     3       12          3           6       11          16        5       3         26     24    22      5,6   6  12    12
  6/13  27     4       13          3           6       11          16                          27     25    23            6  13    13
  7/14  31     5       13          3           7       12          17                4         28     26    24            7  14    14
  8/15  36     6       14          3           7       12          17        6                 29     27    25            7  15    15
  9/16  40     6       14          4           8       13          18                5         30     28    26      7,8   8  16    16
 10/17  45     7       15          4           8       13          18                          31     29    27            8  17    17
                                                                                             add in base class bonuses
                        HP at 1st level of prestige:     4.5                                 using the higher number only
                                      HP average:        4.5
Pathfinder            6 base              per class                                             2      4     0
 Level HP+    BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    5     0       10        2           4           9        14                 1        20     22    18      3,4   4   8     8
   2/9   11     1       11        2           4           9        14        4                 21     23    19            4   9     9
  3/10   16     2       11        2           5          10        15                2         22     24    20            5  10    10
  4/11   22     3       12        3           5          10        15                          23     25    21            5  11    11
  5/12   27     3       12        3           6          11        16        5       3         24     26    22      5,6   6  12    12
  6/13   33     4       13        3           6          11        16                          25     27    23            6  13    13
  7/14   38     5       13        3           7          12        17                4         26     28    24            7  14    14
  8/15   44     6       14        3           7          12        17        6                 27     29    25            7  15    15
  9/16   49     6       14        4           8          13        18                5         28     30    26      7,8   8  16    16
 10/17   55     7       15        4           8          13        18                          29     31    27            8  17    17
                                                                                             add in base class bonuses
                        HP at 1st level of prestige:     5.5                                 using the higher number only
                                      HP average:        5.5




Saboteur              6 base              per class                                             2      0     4
 Level HP+    BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    4     0       10        2           4           9        14                 1        20     18    22      3,4   4   8     8
   2/9    9     1       11        2           4           9        14        4                 21     19    23            4   9     9
  3/10   13     2       11        2           5          10        15                2         22     20    24            5  10    10
  4/11   18     3       12        3           5          10        15                          23     21    25            5  11    11
  5/12   22     3       12        3           6          11        16        5       3         24     22    26      5,6   6  12    12
  6/13   27     4       13        3           6          11        16                          25     23    27            6  13    13
  7/14   31     5       13        3           7          12        17                4         26     24    28            7  14    14
  8/15   36     6       14        3           7          12        17        6                 27     25    29            7  15    15
  9/16   40     6       14        4           8          13        18                5         28     26    30      7,8   8  16    16
 10/17   45     7       15        4           8          13        18                          29     27    31            8  17    17
                                                                                             add in base class bonuses
                        HP at 1st level of prestige:     4.5                                 using the higher number only
                                      HP average:        4.5
Shaper                                      per class                                             0      2     4
 Level HP+    BAB+     Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8   4      0         0         2           4           9        14                 1        18     20    22      3,4   4   8     8
   2/9   9      1         0         2           4           9        14        4                 19     21    23            4   9     9
  3/10  13      2         0         2           5          10        15                2         20     22    24            5  10    10
  4/11  18      3         0         3           5          10        15                          21     23    25            5  11    11
  5/12  22      3         0         3           6          11        16        5       3         22     24    26      5,6   6  12    12
  6/13  27      4         0         3           6          11        16                          23     25    27            6  13    13
  7/14  31      5         0         3           7          12        17                4         24     26    28            7  14    14
  8/15  36      6         0         3           7          12        17        6                 25     27    29            7  15    15
  9/16  40      6         0         4           8          13        18                5         26     28    30      7,8   8  16    16
 10/17  45      7         0         4           8          13        18                          27     29    31            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     4.5                                 using the higher number only
                                        HP average:        4.5




Sith Apprentice         6 base              per class                                             2      2     2
 Level HP+      BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8    5       1       10        2           4           9        14                 1        20     20    20      3,4   4   8     8
   2/9   11       2       11        2           4           9        14        4                 21     21    21            4   9     9
  3/10   16       3       11        2           5          10        15                2         22     22    22            5  10    10
  4/11   22       4       12        3           5          10        15                          23     23    23            5  11    11
  5/12   27       5       12        3           6          11        16        5       3         24     24    24      5,6   6  12    12
  6/13   33       6       13        3           6          11        16                          25     25    25            6  13    13
  7/14   38       7       13        3           7          12        17                4         26     26    26            7  14    14
  8/15   44       8       14        3           7          12        17        6                 27     27    27            7  15    15
  9/16   49       9       14        4           8          13        18                5         28     28    28      7,8   8  16    16
 10/17   55      10       15        4           8          13        18                          29     29    29            8  17    17
                                                                                               add in base class bonuses
                          HP at 1st level of prestige:     5.5                                 using the higher number only
                                        HP average:        5.5
Sith Lord              7 base              per class                                            3      3   3
 Level HP+     BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref   Fort Will    Ability    Damage Defense CL
  1/13     5     0       11        3           6          11        16                 1       26     26  26                   6      13    13
  2/14    11     1       12        3           7          12        17                         27     27  27                   7      14    14
  3/15    16     2       12        3           7          12        17        6       2        28     28  28                   7      15    15
  4/16    22     3       13        4           8          13        18                         29     29  29                   8      16    16
  5/17    27     3       13        4           8          13        18                3        30     30  30                   8      17    17




                                                                                              add in base class bonuses
                         HP at 1st level of prestige:     5.5                                 using the higher number only
                                       HP average:        5.5




Vanguard               6 base              per class                                             2      4     0
 Level HP+     BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
   1/8   5       1       10        2           4           9        14                 1        20     22    18      3,4   4   8     8
   2/9  11       2       11        2           4           9        14        4                 21     23    19            4   9     9
  3/10  16       3       11        2           5          10        15                2         22     24    20            5  10    10
  4/11  22       4       12        3           5          10        15                          23     25    21            5  11    11
  5/12  27       5       12        3           6          11        16        5       3         24     26    22      5,6   6  12    12
  6/13  33       6       13        3           6          11        16                          25     27    23            6  13    13
  7/14  38       7       13        3           7          12        17                4         26     28    24            7  14    14
  8/15  44       8       14        3           7          12        17        6                 27     29    25            7  15    15
  9/16  49       9       14        4           8          13        18                5         28     30    26      7,8   8  16    16
 10/17  55      10       15        4           8          13        18                          29     31    27            8  17    17
                                                                                              add in base class bonuses
                         HP at 1st level of prestige:     5.5                                 using the higher number only
                                       HP average:        5.5
                      6 base              per class                                             0      0     0
Level   HP+   BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents    Ref Fort Will Ability Damage Defense CL
  1/8     4     0       10        2           4           9        14                 1        18     18    18      3,4   4   8     8
  2/9     9     1       11        2           4           9        14        4                 19     19    19            4   9     9
 3/10    13     2       11        2           5          10        15                2         20     20    20            5  10    10
 4/11    18     3       12        3           5          10        15                          21     21    21            5  11    11
 5/12    22     3       12        3           6          11        16        5       3         22     22    22      5,6   6  12    12
 6/13    27     4       13        3           6          11        16                          23     23    23            6  13    13
 7/14    31     5       13        3           7          12        17                4         24     24    24            7  14    14
 8/15    36     6       14        3           7          12        17        6                 25     25    25            7  15    15
 9/16    40     6       14        4           8          13        18                5         26     26    26      7,8   8  16    16
10/17    45     7       15        4           8          13        18                          27     27    27            8  17    17
                                                                                             add in base class bonuses
                        HP at 1st level of prestige:     4.5                                 using the higher number only
                                      HP average:        4.5




                      6 base              per class                                           0      0     0
Level   HP+   BAB+   Force Pts Destiny      Skill      Trained   Focused   FEATs   Talents Ref Fort Will Ability Damage Defense CL
  1/8     4     0       10        2           4           9        14                 1      18     18    18      3,4   4  8     8
  2/9     9     1       11        2           4           9        14        4               19     19    19            4  9     9
 3/10    13     2       11        2           5          10        15                 2      20     20    20            5 10    10
 4/11    18     3       12        3           5          10        15                        21     21    21            5 11    11
 5/12    22     3       12        3           6          11        16        5        3      22     22    22      5,6   6 12    12
 6/13    27     4       13        3           6          11        16                        23     23    23            6 13    13
 7/14    31     5       13        3           7          12        17                 4      24     24    24            7 14    14
 8/15    36     6       14        3           7          12        17        6               25     25    25            7 15    15
 9/16    40     6       14        4           8          13        18                 5      26     26    26      7,8   8 16    16
10/17    45     7       15        4           8          13        18                        27     27    27            8 17    17
                                                                                           add in base class bonuses
                        HP at 1st level of prestige:     4.5                               using the higher number only
                                      HP average:        4.5
                                                                                                        Weight
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                                                                                                                                Ref
                                                                                                                          Vis
                    SPECIES                                                                                                                         CONDITIONAL FEAT
 L     198     w    Advozse                      -2     2           2          M        6                          Y       L     1
 F      12     w    Aleena                       2                       -2    S        4     0.8        50        Y
W              w    Amanin                  2                -2          -2    M        6                          N                   1
CR     284     w    Aqualish                            2          -2    -2    M        6                          Y                                Toughness
W              w    Arcona                                         -2    2     M        6                          Y                   2
K      10      w    Arkanian                                  2          -2    M        6     1.8        75        Y       D
                                                                                                                                                    one SF Endurance, Mechanics, Pilot,
 K      11     w    Arkanian Offshoot      2*    2*    -2                      M  6     1.8              75        Y                                Survival or Treat Injury
SV     154     w    Balosar                      2     -2          -2     2    M  6                                Y
GW      11     w    Barabel                 2    -2                -2          M  6      2             110         N       D     2
SV     154     w    Barabel                 2    -2                -2          M  6                                N       D     2
GI      10     w    Bith                               -2     2           2    M  6     1.7              75        Y
 T      26     w    Bith                               -2     2                M  6                                N
SV       6     w    Blood Carver                  2                -2    -2    M  6      2             65/60       Y                            SF Acrobatics
CR      23     w    Bothan                        2    -2                      M  6     1.6             55         Y                          2 SF Gather Info
 F      13     w    Caamasi                -2          -2           4          M  6     1.8             80         Y
 K      12     w    Cathar                       2           -2                M  8     1.7             85         Y
 J     106     w    Celegian                     -2          2                 M 6/10                              Y
CR      24     w    Cerean                       -2          2     2           M  6    2/1.8           78/58       Y                                SF Initiative
 L     211     w    Chadra-Fan                                     -2     2    S  4                                Y       D
 C     159     w    Chagrian                2    -2                            M  6     1.9            95/85       Y       L
 L      10     w    Chagrian                2    -2                            M  6     1.9            95/85       Y       L
 F     192     w    Chiss                                     2                M  6 1.85/1.7           85/65       N       L
 L      11     w    Chiss                                     2                M  6 1.85/1.7           85/65       N       L
 T      34     w    Chistori               2     -2                            M  6                                N            DR2
SV       7     w    Clawdite               -2                             2    M  6   1.8/1.6          65/55       Y
 C      91     w    Clone, Republic                                            M  6   1.8/1.6          75/55       Y                                +1 feat at 1st
 L      12     w    Codru-Ji                                                   M  6     1.6            65/60       Y                                Dual Weapon Mastery I
GW      12     w    Dashade                       2                -2    -2    M  6    1.85             90         N
GI      11     w    Defel                  -2                2                 S  6     1.4             45         Y
 L     214     w    Devaronian (females)         -2          2     2           M  6                                Y                                SF Deception
 W             w    Devaronian (females)         -2          2     2           M  6                                Y                                SF Deception
 L     214     w    Devaronian (males)           2           -2    -2          M  6                                Y                                SF Deception
 W             w    Devaronian (males)           2           -2    -2          M  6                                Y                                SF Deception
 K     12      w    Draethos                            2                -2    M  6     1.8              70        Y       L     1                  gain WP Advanced Melee Weapons
                                                                                                           Weight
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                                                                                                                                   Ref
                                                                                                                             Vis
                    SPECIES                                                                                                                            CONDITIONAL FEAT

SGD    11      w    Droid, Astromech Droid                     2           -2    S      6/4                           Y
SGD    11      w    Droid, Battle Droid             2          -2                M       6                            Y                                1 Armor & 1 Weapon Proficiency
SGD    11      w    Droid, Labor Droid        2                -2                M       6                            Y
SGD    12      w    Droid, Mechanic Droid                      2           -2    M       6                            Y

SGD    12      w Droid, Medical Droid        -2                 2                M        6                           Y
SGD    12      w Droid, Probe Droid                                   2    -2    M        6                           Y


SGD    13      w Droid, Protocol Droid             -2                 2     2    M        6                           Y

SGD    13      w Droid, Service Droid        -2                             2    M        6                           Y

 C      10     w    Dug                             2                      -2    S        6       1       35/30       N
CR      25     w    Duros                           2    -2     2                M        6      1.8       70         Y
GI     133     w    Elomin                                      2          -2    M        6                           Y
CR      25     w    Ewok                     -2     2                            S        4        1       30         N                                SF Survival
SV       8     w    Falleen                                          -2     2    M        6     1.6/1.4   55/45       Y

 K     13      w    Feeorin                   2    -2    2           -2    -2    M        6       2.2      125        Y       L           2
 F     14      w    Felucian                             2     -2                M        6       1.9      90         N       L                        Force Sensitivity
GI     12      w    Fosh                           2     -2                 2    S        6       1.3      40         Y
CR     26      w    Gamorrean                 2    -2                -2          M        6       1.8      140        Y                   2            Improved Damage Threshold
SV      8      w    Gand                                             2     -2    M        6     1.6/1.4   80/70       N       D

C       11     w Gen'Dai                                  4          -2    -2    L       8       2.5      145         Y
C      181     w Geonosian                   2                 -2          -2    M      6/6                           N       L
GI      13     w Givin                       -2                2                 M       6       1.8        70        Y            DR2    2

GI      14     w    Gotal                                                        M       6        2       85          Y       L
 F      15     w    Gran                                       -2          2     M       6       1.6      80          Y       D                        Precise Shot with PB Shot
CR      26     w    Gungan                         2           -2          -2    M      6/4      1.8      70          Y       L     2
GI      15     w    Herglic                   4    -4                            L       6       2.2      110         Y                                SF Gather Info
SV     155     w    Houk                      2           2          -2    -2    M       6                            Y             1
                                                                                                   Weight
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                                                                         Size




                                                                                                                           Ref
                                                                                                                     Vis
                    SPECIES                                                                                                                    CONDITIONAL FEAT
CR      23     w    Human                                                M        6     1.8/1.6   75/55       Y                                +1 feat at 1st
CR     284     w    Hutt              2    -6     2     2                L        2                           Y
 C      12     w    Iktotchi                      2                -2    M        6       1.8      80         Y             1
CR      27     w    Ithorian               -2                 2    2     M        6        2       90         Y                          2 SF Knowledge (life sciences)
SV       9     w    Jawa             -2    2                             S        4        1      25/20       N       D
 C      12     w    Kaleesh                -2     2    -2           2    M        6     1.8/1.6   80/75       Y       D                        SF Survival
 C      13     w    Kaminoan                           2     -2          M        6     2.7/2.1   70/65       Y                   2            SF Treat Injury
CR      28     w    Kel Dor                 2    -2          2           M        6       1.8      70         Y       L

 C      14     w    Kerkoiden                    -2           2          M        6      1.4       55         Y
 K      14     w    Khil                         -2     2           2    M        6      1.5       60         Y
 K      15     w    Kissai                                   -2     2    M        6      1.8       90         Y                                lanvorak simple not exotic
 L      13     w    Klatoonian                    2    -2    -2          M        6      1.8      80/75       N                          2
 J     111     w    Krevaaki                                 2     -2    M        6                           Y             1     1

GW      12     w Lurmen              -2                      2            S       4        1        20        Y
 T     117     w Mantellian Savrip   4     -2     4    -4    -4    -4     L       8                           N             2

K      15      w    Massassi          4                -2    -2    -2    M       6       1.9        95        N                                SF Survival
K      16      w    Miraluka               -2          2                 M       6       1.8        75        Y                                Force Training with Use the Force
 T     31      w    Miraluka               -2          2                 M       6       1.8        75        Y                                Force Training with Use the Force
CR     28      w    Mon Calamari                 -2    2      2          M      6/4      1.8        72        Y       L                        SF Perception

GI     16      w    Mrlssi           -2                 2           2    S       4        1.2      40         Y                                SF Persuasion
 L     14      w    Nagai                   2    -2                 2    M       6      1.8/1.6   60/45       Y             2                  WP tehk'la blades with Simple
 C     15      w    Nautolan                     2     -2    -2          M      6/4       1.8      75         Y       L    DR2
W              w    Nazren           2     -2    2                 -2    M       6        2.1      130        Y
CR     285     w    Neimodian        -2                 2     2          M       6                            Y                                SF Deception
GI      17     w    Neimoidian       -2                             2    M       6       1.9        70        Y                                SF Deception, SF Persuasion
 C      16     w    Nelvaanian                         -2     2          M       6      2/1.5     130/50      N       L
 F     185     w    Noghri                  2                 2    -4    S       4                            N                                Running Attack with Dex 13
 F      15     w    Nosaurian               2                      -2    M       6       1.4        75        Y
GI     144     w    Nyriaanan                                 2    -2    M       6                            N       L                        Bonus Feat like humans at 1st level
GI     131     w    Pa'lowick        -2                       2          M       6                            N
W              w    Pau'an           -2                       2     2    M       6       1.9        70        Y       L                        SF Persuasion
                                                                                                  Weight
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                                                                                                                                Fort

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                                                                                                                          Ref
                                                                                                                    Vis
                    SPECIES                                                                                                                   CONDITIONAL FEAT
                                                                                                                                              SF Mechanics, Skill training (Knowledge
W              w    Phindian                           2          -2    M       6                            Y                                [technology])
W              w    Polis Massan    -2                      2           S       6                            Y       D                        SF Treat Injury
CR      29     w    Quarren                      2          -2    -2    M      6/4      1.8        72        Y       L                        SF Persuasion
K       17     w    Rakata                             2    -2          M       6        2         85        N                                Weapon Focus with simple or exotic
 T     153     w    Replica Droid    2     2                      -2                                         Y                                SF Deception
CR      29     w    Rodian                 2                -2    -2    M        6      1.6        60        Y       L                        SF Survival

SV      10     w Ryn                                               2    M        6     1.6/1.4   60/50       Y
 L     204     w Sakiyan                                                M        6                           Y       D     2                  SF Perception

 K     18      w    Selkath                                        2    M      6/4      1.5        60        N
 J     79      w    Shard                 -2                 2          M                                    Y
 W             w    Skakoan               -2           2                M       6                            Y                                AP (light), SF Mechanics
 K     19      w    Snivvian                                 2          S       4       1.4        55        N
D9     12      w    Stereb           4    -2    2     -2          -2    M       6                            N       D           2            SF Mechanics with stone
CR     30      w    Sullustan             2     -2                      M       6       1.5       55         Y       D
 F     16      w    Talz                        2     -2                M       6        2        90         N       D                        SF Mechanics
GW     13      w    Taung                       2                 -2    M       6        2        95         Y             1     1      1
GW     14      w    Thakwaash        4    -2                      -2    M       6       2.8       130        N             1
 F     17      w    Togorian         4                -2    -2          L       6       2.5       170        Y       L     1
 F     17      w    Togruta                2    -2                      M       6       1.7       75         Y
SV     11      w    Toydarian       -2                       2          S      4/6      1.2      50/45       N                                SF Deception
CR     31      w    Trandoshan      2     -2                            M       6        2        80         Y       D     1                  Toughness

GW     15      w    Trianii                                 2           M        6        2        95        N
 W             w    Tusken Raider          2          -2    -2          M        6                           N
CR      31     w    Twi'lek                                 -2     2    M        6     1.8/1.6    55         Y       L           2
SV      12     w    Ubese                  2    -2                      M        6     1.9/1.7   65/55       Y                                SF Perception
 C     160     w    Umbaran                     -2           2     2    M        6                           Y       L                        SF Persuasion
GI      18     w    Umbaran                2    -2           2          M        6      1.7        60        Y       D                        SF Gather Info

 T     127     w Utai                           2                 -2    S        4                           N       L
 L      59     w Vahla                          -2     2                M        6                           Y                                Force-sensitivity
 J     107     w Vultan                                2    -2          M        6                           Y
                                                                                                    Weight
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                                                          INT




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                                                                                                                            Ref
                                                                                                                      Vis
                    SPECIES                                                                                                                     CONDITIONAL FEAT
 C      17     w    Vurk                      -2     2                2     M      6/4 2.1/1.9 90/85           Y
 L      15     w    Weequay                          2    -2          -2    M       6  1.7/1.6 75/65           N             1                  SF Endurance
 F      18     w    Whiphid              4                -2    -2          L       6    2.5    55             N
CR      32     w    Wookiee              4    -2    2           -2    -2    M       6   2.2/2 125/100          Y                                WP bowcasters with rifles
SV     156     w    Wroonian                  2     -2                      M       6                          Y                          2
 F      19     w    Yarkora                   -2                 2    2     M       6     2     95             Y
GW      16     w    Yevetha              2                            -2    M       6    1.9    80             N
CR     285     w    Yuuzhan Vong         2                      -2          M       6  1.9/1.7 70/60           N                                WP amphistaff with Simple
 L      16     w    Yuuzhan Vong         2                      -2          M       6  1.9/1.7 70/60           N                                WP amphistaff with Simple
GW      17     w    Yuzzem               4                      -2    -2    L       6    2.5    180            N
CR      32     w    Zabrak                                                  M       6    1.8    75             Y             1     1      1
 L      17     w    Zeltron                                     -2     2    M       6 1.8/1.65 70/55           Y
GW      17     w    Zygerrian                        2          -2          M       6    1.7    60             Y                          2 Martial Arts I



                    Notes:
                    113 Species
                    Devaronians (M/F)
                    Replica Droid
                    Droid models = 8
                    Clone, Republic

                    repeated:
                    Barabel
                    Bith
                    Chagrian
                    Chiss
                    Devaronians (M/F)
                    Miraluka
                    Neimodian
                    Umbaran
                    Yuuzhan Vong
   CONDITIONAL FEAT




  Will
  Fort
   Ref
   Vis
Basic?
Weight
Height
 Speed
  Size
 CHA
  WIS
  INT
 CON
 DEX
  STR
     SPECIES
 WEB
PAGE
BOOK
SKILLS                                         TRAITS
reroll Perception, mtr
reroll Acrobatics, mtr                         swif +2 Dex skills & spd 8, rnds = Con mod, -1 down track
take 10 on Climb                               reach 2sq, primitive, roll (-5 Perception double spd)
reroll Swim mtr, can take 10                   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
reroll Perception, mtr                         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

reroll Persuasion, best                        stan Persuasion v. Will to move -1 down track, share memories
Climb & Stealth as class skills                claw d6, 1/encounter when damages w/melee atk, make claw atk as swif
reroll Swim mtr, can take 10                   cyanogen breather, can use Telepathy untrained w/out force-sensitivity w/in 60 sq & LOS
reroll Initiative, mtr
Mechanics class skill, reroll Mechanics, mtr   with a jury-rig add +1d8 hp
                                               breathe underwater, +5 Fort Def v. radiation
                                               breathe underwater, +5 Fort Def v. radiation
+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
+1 skill at 1st                                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
                                               +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/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
SKILLS                                                   TRAITS

trained in Mechanics, SF Mechanics or SF Use Comp        Droid, start with bonus equipment see SGD
                                                         Droid, start with bonus equipment see SGD
reroll Strength checks & skill, keep better              Droid, start with bonus equipment see SGD
trained in Mechanics, reroll Mechanics                   Droid, start with bonus equipment see SGD
trained in Treat Injury, SF Treat Injury or Know (life
sciences)                                                Droid, start with bonus equipment see SGD
trained in Perception, SF Perception or Stealth          Droid, start with bonus equipment see SGD

trained in Persuasion, select Skill Training Knowledge
(bureaucracy, galactic lore, or social sciences)          Droid, start with bonus equipment see SGD
select Skill Training Perception, Knowledge (bureaucracy)
or Knowledge (galactic lore)                              Droid, start with bonus equipment see SGD

reroll Climb or Jump, mtr, can take 10 on Climb & Jump
reroll Pilot, mtr
                                                         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
reroll Stealth, mtr                                      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
reroll Stealth, best                                     breathe underwater, Force Blast, Primitive, Weapon familiarity (skullblade)
reroll Deception, mtr                                    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)
                                                         flight, Fort Def +5 v. radiation
reroll Knowledge (any), mtr                              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
reroll Swim mtr, can take 10                             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
SKILLS                                                       TRAITS
+1 skill at 1st
reroll Persuasion, best                                      Will +5 v. Use the Force, can't be tripped or knocked prone
reroll Pilot, mtr                                            1/encounter as reac +2 Ref Def
reroll Survival, mtr                                         Bellow stan d20+cl v. Fort Def in 6sq cone 3d6 dam or half
Mechanics is class skill                                     reroll Mechanics mtr, can reroll Survival v. heat & keep better, with ion weapon add half level to damage
reroll Endurance, mtr                                        +5 Will Def v. mind-affecting effects

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
                                                             if receive morale or insight bonus add +1, 1/encounter Uncanny Dodge I or II

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

take 10 on Climb                                             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
reroll Swim mtr, can take 10                                 breathe underwater
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
reroll Deception, mtr

                                                             Primitive, Scent, if begin turn in concealment & target unaware avoid attacks of opportunity
                                                             Primitive, Scent
Climb as class skill, reroll Survival, mtr                   Natural Weapon (horns), 1d6 piercing
Survival is class skill
can reroll & take 10 on Swim                                 Primitive, Hold Breath
                                                             add +1 to insight or morale bonuses
SKILLS                                     TRAITS



                                           Mute, Limited Telepathy within 10 sq
reroll Swim mtr, can take 10               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)
reroll Perception, mtr
                                           can reroll Deception & take better, swif to create diversion to hide 10sq, prehensile tail, Gather Info without fee (can pay if
                                           fail)


                                           Breathe underwater, take 10 on swim, when healing others +5 hp, 1/encounter swif grant ally 10+target level hp
Use Computer                               Droid Shell but retains Constitution, Binary language
                                           1/encounter stan Mechanics or Use Computer action as swift action, Special Equipment
                                           1/encounter use Perception for Deception or Persuasion, +5 Fort Def v. cold
take 10 on Survival when underground       primitive, +5 damage threshold
take 10 on Climb, reroll Perception, mtr
                                           claws d6
reroll Knowledge (tactics), mtr            Max Dex bonus of armor +1
                                           1/encounter as free action remove any mind-affecting effects
                                           use Str not Cha to intimidate
reroll Stealth, mtr                        flank = +2 dam, ignore cover and concealment within 10sq
                                           Will Def +5 v. mind-affecting Use the Force checks
                                           limb regeneration

reroll Acrobatics, mtr                     claws d6, prehensile tail can hold Small or smaller item & if item is Medium Trianii is encumbered & heavy load
reroll Stealth and Survival
reroll Deception, mtr
reroll Survival, mtr                       charge atk +2, special equipment
reroll Persuasion, mtr                     if exposed to bright light blinded 1 round
reroll Stealth, mtr

reroll Ride, mtr                           can use Persuasion to change attitude of an undomesticated creature, auto aid another if adjacent & understands
reroll Acrobatics, mtr                     spend 2 Force Points to lower Dark Side score
+1 skill at 1st                            gain SF (Knowledge) x1 if trained in 2 or more Knowledge skills
SKILLS                                                   TRAITS
reroll Swim mtr, can take 10, reroll Survival mtr
                                                         pheromone communication within 20 sq
                                                         cold +5 Fort, claws d6, scent
take 10 on Climb, reroll Persuasion to intimidate, mtr   Rage, recover hp x2
reroll Persuasion, mtr
Gather Info as class skill, reroll Deception, mtr        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
reroll Climb, mtr                                        claws/bite d8, can use Str mod for Persuasion to intimidate, scent ignores concealment for cover in 10sq
reroll Perception, mtr
                                                         add Cha bonus to perception checks to sense deception/influence, +5 Persuasion to change attitude
                                                         can use Cha mod to calculate Will Def
SKILLS   TRAITS
                               Young Adult



                                                     Middle Age




                                                                        Venerable
                                             Adult
                       Child




                                                                  Old
SPECIES
Advozse
Aleena                 12        18          45       60          79    80+
Amanin
Aqualish
Arcona
Arkanian               12        18          44       76          99    100+

Arkanian Offshoot        8       13          30       45          55    56+
Balosar
Barabel                  8       15          40       59          79    80+
Barabel
Bith                   11        15          50       70          84    85+
Bith
Blood Carver           12        20          60       80          100   100+
Bothan                 11        16          45       65           84    85+
Caamasi                11        15          49       76           89    90+
Cathar                 10        15          40       62           79    80+
Celegian
Cerean                 10        15          35       53          64    65+
Chadra-Fan
Chagrian               12        16          42       56          75    76+
Chagrian               12        16          42       56          75    76+
Chiss                  10        13          50       62          79    80+
Chiss                  10        13          50       62          79    80+
Chistori
Clawdite               11        15          30       49          69    70+
Clone, Republic
Codru-Ji                8        12          44       60          84    85+
Dashade                10        15          44       69          84    85+
Defel                   6        10          49       74          89    90+
Devaronian (females)
Devaronian (females)
Devaronian (males)
Devaronian (males)
Draethos               12        17 399 699                       780   781+
                                 Young Adult



                                                       Middle Age




                                                                          Venerable
                                               Adult
                         Child




                                                                    Old
SPECIES

Droid, Astromech Droid
Droid, Battle Droid
Droid, Labor Droid
Droid, Mechanic Droid

Droid, Medical Droid
Droid, Probe Droid


Droid, Protocol Droid

Droid, Service Droid

Dug                        9       14          44       59          74    75+
Duros                      9       14          35       49          69    70+
Elomin
Ewok                      9        13          29       44           59    60+
Falleen                  18        36          72      139          249   250+

Feeorin                  11        16 194 324                       399   400+
Felucian                  8        19 49 70                          85    86+
Fosh                     11        17 55 70                          84    85+
Gamorrean                 6        12 29 39                          44    45+
Gand                      9        14 29 45                          60    61+

Gen'Dai                    9     200 999 1999 3999 4000+
Geonosian
Givin                    10        14          48       64          79    80+

Gotal                     9        12          40       60          75    76+
Gran                     10        15          40       62          79    80+
Gungan                   12        15          35       54          64    65+
Herglic                  15        19          55       79          95    96+
Houk
                            Young Adult



                                                  Middle Age




                                                                     Venerable
                                          Adult
                    Child




                                                               Old
SPECIES
Human               11        15          40       59          79    80+
Hutt
Iktotchi            13        18          44       70          89    90+
Ithorian            13        17          44       69          84    85+
Jawa                 9        14          39       59          79    80+
Kaleesh              9        24          40       55          79    80+
Kaminoan             6        10          39       59          79    80+
Kel Dor             11        15          44       59          69    70+

Kerkoiden           11        18          45       70          90    91+
Khil                10        15          49       74          89    90+
Kissai              10        15          30       42          59    60+
Klatoonian           9        14          49       69          89    90+
Krevaaki

Lurmen              12        18          35       60          75    76+
Mantellian Savrip

Massassi            10        13          25       35          50    51+
Miraluka            11        15          44       69          84    85+
Miraluka            11        15          44       69          84    85+
Mon Calamari        11        16          40       57          79    80+

Mrlssi               4         8 35 69                          89    90+
Nagai               11        18 44 60                          74    75+
Nautolan             9        14 40 54                          69    70+
Nazren              15        30 200 275                       299   300+
Neimodian
Neimoidian          11        16          40       57          79    80+
Nelvaanian           7        20          30       45          64    65+
Noghri
Nosaurian           10        15          45       79          99    100+
Nyriaanan
Pa'lowick
Pau'an              16        30 400 500                       699   700+
                        Young Adult



                                              Middle Age




                                                                 Venerable
                                      Adult
                Child




                                                           Old
SPECIES

Phindian
Polis Massan
Quarren         11        16          40       57          79    80+
Rakata          11        16          50       69          79    80+
Replica Droid
Rodian          12        15          35       49          59    60+

Ryn             10        20          40       60          80    81+
Sakiyan

Selkath         10        15          54       84          99    100+
Shard
Skakoan
Snivvian        11        17          49       79          105   106+
Stereb
Sullustan        9        14          39       55          69    70+
Talz             3         8          25       40          52    53+
Taung            6        12          45       64          84    85+
Thakwaash        9        14          49       74          89    90+
Togorian         9        14          44       64          79    80+
Togruta         11        17          54       74          94    95+
Toydarian        6        14          60       75          90    91+
Trandoshan      11        14          34       49          59    60+

Trianii         11        17          44       64          84    85+
Tusken Raider
Twi'lek         12        15          44       59          79    80+
Ubese           11        15          40       60          70    71+
Umbaran
Umbaran         10        15          44       69          89    90+

Utai
Vahla
Vultan
                       Young Adult



                                             Middle Age




                                                                Venerable
                                     Adult
               Child




                                                          Old
SPECIES
Vurk            6        14 30 49                          69    70+
Weequay        12        17 49 74                          89    90+
Whiphid        10        15 84 99                         249   250+
Wookiee        12        17 300 350                       399   400+
Wroonian
Yarkora        10        18          64       94          124   125+
Yevetha         5        11          44       66           80    81+
Yuuzhan Vong   11        17          40       60           75    76+
Yuuzhan Vong   11        17          40       60           75    76+
Yuzzem          8        15          40       59           79    80+
Zabrak          8        14          44       55           69    70+
Zeltron        11        18          49       64           79    80+
Zygerrian       9        16          39       60           80    81+
  Venerable
       Old
 Middle Age
      Adult
Young Adult
      Child
        SPECIES
                                                             CLASS SKILLS




                                                                       Scoundrel
                                             Armor?




                                                                                           Soldier
BOOK




                                   Ability
       PAGE




                                                               Noble


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

       PAGE

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

       PAGE

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

       PAGE

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

       PAGE

           SKILL          ACTION                                                      REQUIREMENTS
CR     74 Swim            Swim
 L     32 Treat Injury    Biotech Repair                                      x biotech tool kit
CR         Treat Injury   Critical Care                                       x
D8     17 Treat Injury    Critical Care                                       x
CR     74 Treat Injury    First Aid
CR     74 Treat Injury    Heal Damage
CR     75 Treat Injury    Install a Cybernetic Prosthesis
CR     74 Treat Injury    Long-Term Care
CR     74 Treat Injury    Perform Surgery                                     x surgery kit
CR     75 Treat Injury    Revivify                                            x medical kit
 L     32 Treat Injury    Temporary Mending                                   x
CR     252 Treat Injury   Treat Acid                                            medical kit
CR     75 Treat Injury    Treat Disease                                       x medical kit
CR     75 Treat Injury    Treat Poison                                        x medical kit
CR     75 Treat Injury    Treat Radiation                                     x medical kit
CR     256 Treat Injury   Treat Space Sickness
CR     75 Use Computer    Access Information                                          computer aptitude of indifferent or better
 L     32 Use Computer    Access or Reprogram Electronic Device
CR     76 Use Computer    Astrogate                                           x
SV     20 Use Computer    Backtrail                                           x
 L     32 Use Computer    Copy or Reprogram Code Cylinder or Access Card
SV     20 Use Computer    Cover Tracks                                        x
CR     76 Use Computer    Disable or Erase Program                            x computer aptitude of helpful
CR     76 Use Computer    Improve Access                                      x
CR     76 Use Computer    Issue Routine Command                                 computer aptitude of friendly or better
CR     76 Use Computer    Reprogram Droid                                     x tool kit
 S     19 Use Computer    Use Communications
 S     19 Use Computer    Use Sensors
CR     77 Use the Force   Activate Force Power                                x
 J     10 Use the Force   Breath Control                                      x
 K     30 Use the Force   Breath Control                                      x
CR     77 Use the Force   Force Trance                                        x
 C     28 Use the Force   Move Light Object                                   x
 J     10 Use the Force   Move Light Object                                   x
 L     33 Use the Force   Move Light Object v. Vong                           x
 C     28 Use the Force   Place Another in Force Trance                       x
                                                                Trained?
BOOK

       PAGE

              SKILL           ACTION                                       REQUIREMENTS
 J     10     Use the Force   Place Another in Force Trance        x
CR     77     Use the Force   Search Your Feelings
CR     77     Use the Force   Sense Force                          x
 L     33     Use the Force   Sense Force v. Vong                  x
CR     77     Use the Force   Sense Surroundings
 L     34     Use the Force   Sense Surroundings                   x
CR     77     Use the Force   Telepathy
 L     34     Use the Force   Telepathy does not work on Vong
BOOK

       PAGE




              FEAT                                PREREQUISITES
  T    64     A Few Maneuvers                     Dodge, Vehicular Combat
 K     32     Accelerated Strike                  BAB +6
 CR    82     Acrobatic Strike                    Trained in Acrobatics
 GI    25     Adaptable Talent
  F    31     Advantageous Attack                 BAB +1
  F    31     Advantageous Cover                  Trained in Stealth
SGD    22     Aiming Accuracy                     Droid, PB Shot, Precise Shot, proficient
  R    31     Ample Foraging                      Ewok
  F    32     Angled Throw                        Dex 13
  C    28     Anointed Hunter                     Nelvaanian species
GW     28     Aquatic Specialists (team feat)     Trained in Swim

CR     82     Armor Proficiency (heavy)           AP light, AP medium
CR     82     Armor Proficiency (light)
CR     82     Armor Proficiency (medium)          AP light
 C     28     Artillery Shot                      proficient with weapon
GW     28     Ascension Specialists (team feat)   Trained in Climb

W         Assault                                 Double Atk or Dual Weapon I, BAB +6
R      28 Assured Attack
L      34 Attack Combo (Fire & Strike)            BAB +9, Atk Combo (Melee) & (Ranged)

 L     34 Attack Combo (Melee)                    BAB +3

 L     34 Attack Combo (Ranged)                   BAB +3

 L     34     Autofire Assault                    Weapon Focus
 L     34     Autofire Sweep                      Weapon Focus
 F     32     Bad Feeling
GW     22     Bantha Herder                       BAB +1, proficient with weapon

CR     82     Bantha Rush                         Str 13, BAB +1
GW     23     Battering Attack                    Bantha Rush, Trip
 R     31     Binary Mind                         Cerean
 L     34     Biotech Specialist                  Trained in Mechanics
 L     35     Biotech Surgery                     Trained in Treat Injury
BOOK

       PAGE




              FEAT                            PREREQUISITES
 F     32     Blaster Barrage                 Coordinated Attack
GI     25     Bone Crusher                    Crush*
 R     31     Bothan Will                     Bothan
 R     31     Bowcaster Marksman              Wookiee
GI     25     Brilliant Defense               Int 13
 L     35     Brink of Death
CR     82     Burst Fire                      WP heavy, proficient w/weapon
SV     21     Burst of Speed                  Trained in Endurance
CR     82     Careful Shot                    BAB +2, Point Blank Shot
GI     25     Channel Rage                    Rage
CR     82     Charging Fire                   BAB +4
 K     31     Charging Fire + Dodge           Combo, requires Dodge
 R     31     Clawed Subspecies               Quarren
CR     83     Cleave                          Str 13, Power Attack
SV     21     Close Combat Escape             Trained in Acrobatics
SV     21     Collateral Damage               Rapid Shot, BAB +6
CR     83     Combat Reflexes
 K     32     Conditioning                    Str 13, Con 13
 R     31     Confident Success               Bothan

 F     33     Controlled Rage                 Rage
CR     83     Coordinated Attack              BAB +2
 C     28     Coordinated Barrage             BAB +5, Coordinated Attack
SV     21     Cornered
GW     28     Covert Operatives (team feat)   Trained in Stealth

 K     32     Critical Strike                 BAB +9, melee weapon, Weapon Focus
  F    33     Crossfire                       PB Shot, Precise Shot, BAB +6
 CR    83     Crush                           BAB +1, Pin
  F    33     Cunning Attack
 GI    27     Cut the Red Tape                Trained in Knowledge (bureaucracy)
 CR    83     Cybernetic Surgery              Trained in Treat Injury
SGD    22     Damage Conversion               Droid, Dex 13


 R     31 Darkness Dweller                    Sullustan
BOOK

       PAGE




              FEAT                                 PREREQUISITES
CR     84     Deadeye                              BAB +4, PB Shot, Precise Shot
SV     21     Deadly Sniper                        Sniper, trained in Stealth
SV     21     Deceptive Drop                       Trained in Initiative
 R     31     Deep Sight                           Quarren
 R     28     Deft Charge
GI     27     Demoralizing Strike                  Cha 13
SV     21     Desperate Gambit
GW     23     Destructive Force

 R 31 Devastating Bellow                           Ithorian
GW 23 Disabler                                     proficient with weapon
 R 31 Disarming Charm                              Sullustan

SGD 22 Distracting Droid                           Droid

GI 27 Disturbing Presence                          trained in Deception
GW 23 Dive for Cover                               Trained in Jump

 CR    84 Dodge                                    Dex 13
 K     31 Dodge + Charging Fire                    Combo, requires Charging Fire
 K     31 Dodge + Running Attack                   Combo, requires Running Attack
 CR    84 Double Attack                            BAB +6, proficient with weapon
 W        Dreadful Countenance                     Cha 13, Sith
 CR    84 Dreadful Rage                            BAB +1, Rage species trait
SGD    22 Droid Focus                              Trained in Mechanics & Use Computer


  C    29     Droid Hunter                         proficient with weapon
SGD    22     Droid Shield Mastery                 Droid, equipped with shield generator
  C    28     Droidcraft                           Trained in Mechanics
 CR    84     Dual Weapon Mastery I                Dex 13, BAB +1
  K    31     Dual Weapon Mastery I + Quick Draw   Combo, requires Quick Draw
 CR    84     Dual Weapon Mastery II               Dex 15, BAB +6, Dual Weapon Mastery I
 CR    84     Dual Weapon Mastery III              Dex 17, BAB +11, Dual Mastery I, II
 SV    21     Duck and Cover                       Trained in Stealth
BOOK

       PAGE




          FEAT                                   PREREQUISITES
 K     33 Echani Training                        Dex 13, Martial Arts I

GW 26 Echani Training                            Dex 13, Martial Arts I


SGD 22 Erratic Target                            Droid, Dex 13, Dodge, hovering/flying locomotion
CR     84     Exotic Weapon Proficiency          BAB +1
 C     29     Experienced Medic                  Trained in Treat Injury
GI     27     Expert Briber                      Cha 13
 C     29     Expert Droid Repair                Trained in Mechanics
CR     85     Extra Rage                         Rage species trait
CR     85     Extra Second Wind                  Trained in Endurance
CR     85     Far Shot                           Point Blank Shot
 R     29     Fast Surge
 R     33     Fast Swimmer                       Mon Calamari
 L     36     Fatal Hit                          Str 13, Dex 13

 L     35     Feat of Strength                   Str 15
GW     23     Fight Through Pain
 C     29     Flash and Clear
 R     33     Flawless Pilot                     Duros
GI     27     Flèche                             BAB +1
SV     21     Fleet-Footed                       Running Attack
 C     29     Flood of Fire                      proficient with weapon
 K     33     Flurry                             Dex 13
 F     33     Focused Rage                       Rage, Controlled Rage
 J     23     Follow Through

CR     85     Force Boon                         Force Sensitivity
GW     23     Force of Personality               Cha 13
 K     33     Force Readiness
 J     23     Force Regimen Mastery              Force Sensitivity, trained Use the Force
CR     85     Force Sensitivity                  Non-droid
CR     85     Force Training                     Force Sensitivity
 K     31     Force Training + Improved Disarm   Combo, requires Improved Disarm
BOOK

       PAGE




      FEAT                                          PREREQUISITES
GW 23 Forceful Blast                                BAB +1, proficient with weapon

GI     27     Forceful Recovery                     Force Training*
 R     33     Forest Stalker                        Ewok
GW     23     Fortifying Recovery                   Con 13
SV     21     Friends in Low Places                 Trained in Gather Information
 R     33     Fringe Benefits                       Rodian
 L     36     Galactic Alliance Military Training
 K     33     Gearhead
 C     31     Grand Army of the Republic Training   proficient with armor worn
 L     36     Grapple Resistance
GI     27     Grazing Shot                          Point Blank Shot

CR     85 Great Cleave                              Str 13, Cleave, Power Attack, BAB +4
 R     33 Gungan Weapon Master                      Gungan

 C     31     Gunnery Specialist                    BAB +1 (can use Gunnery tactics)
SV     22     Hasty Modification                    Tech Specialist
SV     22     Hideous Visage                        Shapeshift
GW     26     Hijkata Training                      Combat Reflexes, Martial Arts I




GI     28     Hobbling Strike                       Sneak Attack talent or Rapid Shot/Strike
 R     33     Hunter's Instincts                    Rodian
 R     34     Imperceptible Liar                    Twi'lek
 R     29     Imperial Military Training
SV     23     Impersonate                           Shapeshift, SF Deception
SV     23     Impetuous Move                        Con 13
 K     33     Implant Training                      Possess a cybernetic implant
 F     33     Improved Bantha Rush                  Str 15, Bantha Rush, BAB +1
CR     85     Improved Charge                       Dex 13, Dodge, Mobility
CR     86     Improved Damage Threshold
CR     85     Improved Defenses
BOOK

       PAGE




              FEAT                               PREREQUISITES
CR     85     Improved Disarm                    Int 13, Melee Defense
 K     31     Improved Disarm + Force Training   Combo, requires Force Training
GI     28     Improved Opportunistic Trickery    Opportunistic Trickery*
 K     33     Improved Rapid Strike              Rapid Strike, light melee weapon
SV     23     Impulsive Flight
 R     34     Inborn Resilience                  Zabrak

K      33     Increased Agility                  Conditioning
R      34     Increased Resistance               Gamorrean
GI     28     Indomitable Personality            Cha 13
F      33     Informer                           Trained in Perception
R      34     Instinctive Perception             Zabrak

SGD 22 Ion Shielding                             Droid with Str 13 or cyborg with Con 13
 C     31 Jedi Familiarity
 R     34 Jedi Heritage                          Twi'lek, Force Sensitivity
 R     34 Justice Seeker                         Kel Dor

 R     34     Keen Scent                         Ewok
SV     23     Knife Trick                        Lightning Draw, trained in Stealth
 L     36     Knock Heads                        Str 13, Dex 13, Multi-Grab
GW     27     K'tara Training                    Martial Arts I, trained in Stealth




GW 27 K'thri Training                            Martial Arts I, Dual Weapon Mastery I




 R     34     Lasting Influence                  Bothan
 C     31     Leader of Droids
SV     23     Lightning Draw                     Quick Draw
CR     86     Linguist                           Int 13
 K     34     Logic Upgrade: Self-Defense        Droid
BOOK

       PAGE




              FEAT                        PREREQUISITES
SGD 22        Logic Upgrade: Skill Swap   Droid, basic processor
 K     34     Logic Upgrade: Tactician    Droid, BAB +4
  J    23     Long Haft Strike            proficient with weapon
 K     34     Mandalorian Training        Charging Fire
 CR    86     Martial Arts I
 CR    86     Martial Arts II             BAB +3, Martial Arts I
 CR    86     Martial Arts III            BAB +6, Martial Arts I, II
 GI    28     Master of Disguise          trained in Deception, Cha 13
  R    34     Master Tracker              Rodian
 GI    28     Meat Shield                 Precise Shot*, BAB +4
SGD    24     Mechanical Martial Arts     Droid, Martial Arts I, BAB +1

GW 29 Medical Team (team feat)            Trained in Treat Injury

CR      86    Melee Defense               Int 13
SV      23    Metamorph                   Con 13, shapeshift, trained Deception
CR      86    Mighty Swing                Str 13
 F      33    Mighty Throw                Str 13
 R      34    Mind of Reason              Cerean
GW      24    Mission Specialist
CR      86    Mobility                    Dex 13, Dodge
 T     127    Momentum Strike             Trained in Pilot or Ride
 R      34    Mon Calamari Shipwright     Mon Calamari

 T 127 Mounted Defense                    Trained in Pilot or Ride
GW 29 Mounted Regiment (team feat)        Trained in Ride


 R     29 Moving Target                   Dodge

 L     36 Multi-Grab                      Dex 13
SGD 24 Multi-Targeting                    Droid, Int 13, proficient

 F     34 Natural Leader                  Cha 13
 R     34 Nature Specialist               Ithorian
BOOK

       PAGE




      FEAT                                         PREREQUISITES
GW 24 Never Surrender                              Trained in Endurance

GW 29 Nimble Team (team feat)                      Trained in Acrobatics

GW     25     Officer Candidacy Training
 SV    23     Opportunist Retreat                  Combat Reflexes
GW     25     Opportunistic Shooter
 GI    28     Opportunistic Trickery               Combat Reflexes, Sneak Attack
  C    31     Overwhelming Attack
  C    31     Pall of the Dark Side                Dark Side Score 1+
  R    35     Perfect Intuition                    Cerean
  R    35     Perfect Swimmer                      Gungan
 CR    87     Pin                                  BAB +1
SGD    24     Pincer                               Droid, claw or hand, BAB +1, Pin, Crush

SGD 24 Pinpoint Accuracy                           Droid, Aiming Accuracy, PB Shot, Precise Shot,
                                                   proficient
GW 25 Pistoleer                                    proficient with weapon

 R     35     Pitiless Warrior                     Trandoshan
CR     87     Point Blank Shot
 K     34     Poison Resistance                    Con 13
CR     87     Power Attack                         Str 13
 K     34     Power Blast                          Dex 13
CR     87     Powerful Charge                      BAB +1, Medium or larger size
 F     34     Powerful Rage                        Rage
CR     87     Precise Shot                         Point Blank Shot
GW     25     Predictive Defense                   Int 13
 R     29     Prime Shot                           Point Blank Shot

 R     35     Primitive Warrior                    Gamorrean
 R     35     Quick Comeback                       Gamorrean
CR     87     Quick Draw                           BAB +1
K      31     Quick Draw + Dual Weapon Mastery I   Combo, requires Dual Weapon Mastery I
K      31     Quick Draw + WP (lightsabers)        Combo, requires proficiency in lightsabers
K      34     Quick Skill
BOOK

       PAGE




              FEAT                         PREREQUISITES
 L     36     Rancor Crush                 Str 15, Crush, Pin, BAB +1
 R     29     Rapid Reaction
CR     88     Rapid Shot                   BAB +1, proficient with weapon
CR     88     Rapid Strike                 BAB +1, proficient with weapon
 F     34     Rapport                      Wis 13
 R     35     Read the Winds               Kel Dor
 R     30     Rebel Military Training      Running Attack
 F     35     Recall                       Trained in one Knowledge skill
 R     30     Recovering Surge
GI     28     Recurring Success
 R     35     Regenerative Healing         Trandoshan

 J     23     Relentless Attack            proficient & Double Attack w/weapon
 K     35     Republic Military Training
GW     25     Resilient Strength           Str 13
GI     28     Resolute Stance              BAB +1
SV     24     Resurgence                   Trained in Endurance
 R     35     Resurgent Vitality           Wookiee
 L     37     Return Fire                  Dex 15, Quick Draw, Weapon Focus
 L     37     Returning Bug                proficient with weapon
GW     25     Riflemaster                  proficient with weapon

GW 25 Risk Taker                           Trained in Climb or Jump

CR     88 Running Attack                   Dex 13
K      31 Running Attack + Dodge           Combo, requires Dodge
GI     28 Sadistic Strike

 F     35     Savage Attack                Double Attack, proficient with weapon
 F     35     Scavenger
 R     35     Scion of Dorin               Kel Dor
SGD    24     Sensor Link                  Droid or cyborg with associated hardware

 C     31 Separatist Military Training
CR     88 Shake It Off                     Con 13, trained in Endurance
 R     35 Sharp Senses                     Mon Calamari
BOOK

       PAGE




       FEAT                                             PREREQUISITES
SGD 25 Shield Surge                                     trained Mechanics, Droid or cyborg with scomp or similar


  R    35     Shrewd Bargainer                          Quarren
 SV    24     Signature Device                          Tech Specialist
 GI    29     Silver Tongue                             Trained in Persuasion
  K    35     Sith Military Training
 GI    29     Skill Challenge: Catastrophic Avoidance
 GI    29     Skill Challenge: Last Resort
 GI    29     Skill Challenge: Recovery
 CR    88     Skill Focus
 CR    88     Skill Training
SGD    25     Slammer                                   Small or larger droid with 2 appropriate appendages, Str 13

GW 29 Slicer Team (team feat)                           Trained in Use Computer

SV     24     Slippery Maneuver                         Dodge
CR     88     Sniper                                    BAB +4, PB Shot, Precise Shot
 K     35     Sniper Shot                               Proficient with ranged weapon
 R     35     Spacer's Surge                            Duros

GW 25 Sport Hunter                                      proficient with weapon


 C 31 Spray Shot
SV 24 Staggering Attack                                 Sneak attack talent or Rapid Shot/Strike
GW 26 Staggering Attack                                 BAB +1, proficient with weapon

GI     29     Stand Tall
 S     20     Starship Designer                         Tech Specialist, Trained in Mechanics
 S     20     Starship Tactics                          Vehicular Combat, Trained in Pilot
GW     27     Stava Training                            Martial Arts I, Running Attack


SV 24 Stay Up                                           Trained in Endurance
GW 26 Steadying Position                                Careful Shot
BOOK

       PAGE




              FEAT                    PREREQUISITES
 F     35     Strafe                  Running Attack
 R     36     Strong Bellow           Ithorian
CR     88     Strong in the Force
SV     24     Superior Tech           Int 17, Tech Specialist, 9th level
 T     91     Suppression Fire        Str 13, Burst Fire, WP Heavy
 R     36     Sure Climber            Sullustan
CR     88     Surgical Expertise      Trained in Treat Injury
 R     36     Survivor of Ryloth      Twi'lek

 F     35     Swarm                   Coordinated Attack
SV     25     Tactical Advantage      Combat Reflexes
 S     21     Tactical Genius         Starship Tactics, Vehicular Combat*
GW     28     Tae-Jitsu Training      Martial Arts I, Dodge, trained in Initiative




 S 21 Tech Specialist                 Trained in Mechanics
GW 29 Technical Experts (team feat)   Trained in Mechanics

GW 28 Teras Kasi Training             Martial Arts I, Str 13

 R 36 Thick Skin                      Trandoshan
CR 88 Throw                           BAB +1, Trip
GW 30 Tireless Squad (team feat)      Trained in Endurance

SGD 25 Tool Frenzy                    Small or larger droid with 2 appendages with tools

 CR    88     Toughness
  C    31     Trench Warrior
 CR    88     Trip                    BAB +1
 CR    89     Triple Attack           BAB +9, Double Attack, proficient
 CR    89     Triple Crit             BAB +8, proficient with weapon
 K     35     Tumble Defense          Dex 13, proficient with melee weapon
SGD    25     Turn and Burn           Droid, Dex 13, hovering/flying/wheeled/tracked locomotion
BOOK

       PAGE




      FEAT                                            PREREQUISITES
GW 30 Unhindered Approach (team feat)                 Trained in Jump
GW 30 Unified Squadron (team feat)                    Trained in Pilot

 F     35     Unleashed                               Destiny
 R     30     Unstoppable Combatant                   Extra Second Wind
 C     31     Unstoppable Force
 J     24     Unswerving Resolve                      BAB +2

 R     36 Unwavering Focus                            Zabrak
 C     32 Unwavering Resolve                          Trained in Perception
 L     37 Vehicle Systems Expertise                   Tech Specialist, Trained in Mechanics

CR     89     Vehicular Combat                        Trained in Pilot
 R     30     Vehicular Surge                         Trained in Pilot
 R     36     Veteran Spacer                          Duros
 R     30     Vitality Surge                          Extra Second Wind
 R     36     Warrior Heritage                        Gungan
 C     32     Wary Defender
GW     30     Wary Sentries (team feat)               Trained in Perception
CR     89     Weapon Finesse                          BAB +1
 K     31     Weapon Finesse + Weapon Focus           Combo, requires Weapon Focus
CR     89     Weapon Focus                            proficient with weapon
 K     31     Weapon Focus + Weapon Finesse           Combo, requires Weapon Finesse
CR     89     Weapon Proficiency
 K     31     Weapon Proficiency (lightsabers) + QD   Combo, requires Quick Draw
CR     89     Whirlwind Attack                        Dex 13, Int 13, Melee Defense, BAB +4
SV     25     Wicked Strike                           Rapid Strike
GW     30     Wilderness Specialists (team feat)      Trained in Survival

 K     35     Withdrawal Strike                       BAB +5, proficient with melee weapon
GI     29     Wookiee Grip                            Str 13
 R     36     Wroshyr Rage                            Wookiee
GW     28     Wrruushi Training                       Martial Arts I, Con 13, Wookiee
BOOK

       PAGE




          FEAT         PREREQUISITES
 L     37 Zero Range   PB Shot
                               1 Weapon Focus (lightsabers)                                CLASS FEATS
                                                                                                                                                                                                                                                                                     Read the
                               2 WP (advanced melee weapons)




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                               3 WP (rifles)




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                               4 WP (heavy weapons)                                                                                                                                                                                                                                  tags.

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




Ref Def +2 in Colossal or smaller vehicle, if projectile misses by 5                                                                 [melee(armed, unarmed)][question ulswp], [combat][offensive],




Once per encounter, full attack as stan                                                  x                                    x      [melee(armed, unarmed)][ok], [combat][offens ive], [s kill(acrobatics )], tumble




Gain +2 on next attack against opponent you tumble past                                  x
Choose talent from your classes, and swap that talent 1/day w/6 hrs rest                                                                 [talent]
                                                                                                                                     [ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offens ive]




if opponent has not yet acted, add full heroic level to damage                                             x         x               [combat][defensive], [skill(stealth)]




when you have cover, take no damage from area attacks                                                      x         x        x      [species(droid)], ranged(fired, thrown)][target], [combat][offensive]




if aim as full-round gain +5 atk against target if remains in LOS                                                                    [species(ewok)], [skill(survival)], [fortitude defense], [defensive]




Basic Survival of Survival, each gets +2 Fort Def until start next day                                                               [ranged(grenade)], [combat][offensive], [dexterity]




if Atk exceeds Ref Def 15, ignore cover and improved cover                                                                    x      [thrown], species(Nelvaanian), [combat][offensive]




if end move 2 sq from start +1 Atk with thrown weapons                                                                               [skill(swim)], [team], [support]




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




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




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




no penalty or armor check from light or medium armor                                                                 x               [ran g ed (g ren ad e, fired , th ro wn )][b u rst][o ][sp lash ][o ], [co mb at][o ffen siv e], [v eh icle][starsh ip ]




affect +2 sq with burst or splash at further than PB range                                                                    x      [skill(climb)], [team], [support]




+3 Climb & +1 each ally w/feat w/in 12 sq (max +7), climb half spd as move
                                                                                                                                     [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]




spend FP to make 2 Atk as stan action not full                                                                                       [ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offens ive]




reroll lowest damage die if roll multiple dice, must take reroll                         x                                    x      [ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offens ive], ,




if hit single target with 2 consecutive atks in same turn, additional atks +1 die dam                                         x
                                                                                                                                     [melee(armed, unarmed)][ok], [combat][offens ive], , [unarmed attack]




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




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




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




autofire as 6sq cone                                                                                                          x
                                                                                                                                      [mobility], [combat]


extra move action in surprise round even if not surprised                                                  x         x               [ranged(grenade, fired, thrown)][damage], [combat][offens ive], [ranged attacks ]




if dam a Large or smaller creature with a ranged atk compare to Will Def & can                             x                  x
move target(s) 1 sq in any direction as free                                                                                         [melee(armed, unarmed)][ok], [combat][offensive], [strength],




Push opponent 1 square after successful melee attack                                                                          x      [melee(armed, unarmed)][ok], [combat][offensive]




can knock target prone if you move target with Bantha Rush                               x                                    x      [species(cerean)], [will defense], [combat][defensive]




enemy must roll mind-affecting effects twice & keep lower                                                                            [skill(mechanics], [craft]



modify a biotech item to give a special trait                                                    x         x
                                                                                                                                      [skill(treat injury)]


install biotech prosthesis                                                                       x
                               1 Weapon Focus (lightsabers)                             CLASS FEATS
                                                                                                                                                                                                                                                                                                                                                    Read the
                               2 WP (advanced melee weapons)




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                               3 WP (rifles)




                                                                                     Jedi
                                                                                                                                                                                                                                                                                                                                                    on how to use
                               4 WP (heavy weapons)                                                                                                                                                                                                                                                                                                 tags.

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




+2 Atk to allies with autofire if you're successful with autofire                                                          x      [melee(unarmed)], [grapple], [pin], [combat][offensive]




When you deal damage to grappled target, move it -1 down track                                                             x      [species(bothan)], [will defense], [combat][defensive]




if attack v. Will Def fails, gain +2 Will Def until start of your next turn                                                       [ranged(fired)], [s pecies (wookiee)], [bowcas ter], [combat][offens ive]




when spend Force Point to atk w/bowcaster, add result to dam too
1/enc add Int mod to Ref Def as reac until your next turn                             x       x                                   [intelligence], [reflex defense], [combat][defensive]



                                                                                                                                  [ran g ed (g ren ad e, fired , th ro wn )][d amag e], [melee(armed , u n armed )], [co mb at][o ffen siv e]




if you deal damage that kills, can reduce to 0 hp instead                             x                                    x      [ran g ed (fired )], [au to fire], [co mb at][o ffen siv e], [stren g th ], [v eh icle][starsh ip ][S o tG]




-5 on autofire Atk to gain +2 dice dam, 5 shots, if no Str 13 -10 Atk                                                             [skill(endurance)], [mobility ], [combat]




move action to move twice speed, -1 down track at end                                 x                 x         x        x      [ran g ed (g ren ad e, fired , th ro wn )][ran g ed attack ][q u estio n g taim], [co mb at][o ffen siv e], [aim], [v eh icle][starsh ip ][S o tG]




if you aim, +1 Atk                                                                                                x        x
1/day expend use of Rage for +5 to Will Def for enc                                                                               [rage], [will defense], [combat][defensive]



                                                                                                                                  [ran g ed (g ren ad e, fired , th ro wn )][ran g ed attack ], [mo b ility ], [ch arg e], [co mb at][o ffen siv e],




make ranged Atk at end of charge, -2 to Ref Def                                                                            x      [ran g ed (fired , th ro wn )][targ et], [mo b ility ], [ch arg e], [co mb at][d efen siv e][o ffen siv e], [co mb o ],




Ref Def penalty -1 when making a ranged attack at end of charge                                                                   [melee(unarmed)], [species(quarren)], [combat][offensive]




gain claws 1d6 dam                                                                                                                [melee(armed, unarmed)][ok], [combat][offensive], [strength],




extra melee Atk after dropping target, within reach, same BAB                         x                                    x      [melee(armed, unarmed)][ok], [s kill(acrobatics )], [combat][offens ive],




if escape grapple, swif action for single melee atk v. grappler                       x                 x                          [ranged(fired)], [combat][offensive]




with Rapid Shot make a 2nd atk at -2 w/in 2sq of target, deal half dam                                  x                  x      [ran g ed (fired )][q u estio n g tao o ], [melee(armed , u n armed )], [co mb at][o ffen siv e], [attack o f o p p o rtu n ity ], [d ex terity ]




gain additional Attacks of Opportunity = Dex mod & flat-footed                        x                                    x      [fortitude defens e], [s trength], [cons titution], [s kill(general)], [defens ive]




reroll Str & Con skills trained in, mtr & 1/encounter add Str to Fort                                             x        x      [species(bothan)], [skill(gather information)]




when successfully use Learn Secret Info gain Force Point up to 3 & max
                                                                                                                                   [rage], [combat][offensive]




enter Rage as free action, end 1 round after you want to                                                                                                      n)
                                                                                                                                  [ r anged( f i r ed, t hr ow ] [ t ar get ] , [ ques t i on gt aa] , [ m el ee( ar m ed, unar m ed) ] , [ com bat ] [ of f ens i ve] , [ s uppor t ] , [ ai d f i r e] , [ vehi cl e] [ s t ar s hi p] [ Sot G]




Automatic success with aid another at point blank range                                                                    x      [ran g ed (fired , th ro wn )][targ et], [q u estio n g taa], [co mb at][o ffen siv e], [su p p o rt], [aid fire], [v eh icle][starsh ip ]




when aid for every 3 over Ref Def +1 die dam (+5 max)                                                                      x      [ran g ed (g ren ad e, fired , th ro wn )][attack ro lls], [melee(armed , u n armed )], [co mb at][o ffen siv e]




when threatened & unable to withdraw +2 Atk against opponents                                 x         x         x                [skill(stealth)], [team], [support]




+3 Stealth & +1 each ally w/feat w/in 12 sq (max +7), when moving your spd or
more penalties reduced by 2                                                                                                       [melee(armed, unarmed)][question ulswp], [combat][offensive],




2 swif for crit range +1 on next melee Atk, no other actions before                   x                                    x      [ranged(fired, thrown)][target][ques tion gtmulti], [combat][offens ive],




1/round, if you miss v. soft cover, make attack v. soft cover                                           x                  x      [melee(unarmed)], [grapple], [pin], [combat][offensive]




deal unarmed damage to a pinned opponent                                                                                   x      [ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offens ive]




+2 Atk v. flat-footed or any denied Dex to Ref Def                                                      x         x
Knowledge (bureaucracy) replaces Gather Info & considered trained                             x                                    [skill(knowledge (bureaucracy))]



                                                                                                                                    [skill(treat injury)]


install cybernetic prosthesis                                                                 x                                   [s pecies (droid)], [dexterity], [damage thres hold], [combat][defens ive]




if dam from atk (not area, ion, or Force) equals or exceeds thresh can take 10 dam
& not move down track (each additional use increases dam by 5)
                                                                                                                                    [species(sullustan)]


enemy that makes Stealth check w/in 10 sq of you is -2
                               1 Weapon Focus (lightsabers)                               CLASS FEATS
                                                                                                                                                                                                                                                                                                                                                     Read the
                               2 WP (advanced melee weapons)




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                               3 WP (rifles)




                                                                                       Jedi
                                                                                                                                                                                                                                                                                                                                                     on how to use
                               4 WP (heavy weapons)                                                                                                                                                                                                                                                                                                  tags.

BENEFIT
                                                                                                                                    [ran g ed (fired , th ro wn )][targ et][q u estio n g taim], [co mb at][o ffen siv e], [aim], [v eh icle][starsh ip ][S o tG]




if you aim, deal extra die damage                                                                         x         x        x      [ranged(fired, thrown)][target], [combat][offensive], [skill(stealth)],




if target is unaware of you +2 Atk & +1 die dam on first attack                                                     x        x      [ran g ed (g ren ad e, fired , th ro wn )][d amag e], [melee(armed , u n armed )], [sk ill(in itiativ e], [co mb at][o ffen siv e]




in surprise rnd if you dam flat-foot opp they are prone if over FortDef                                   x
                                                                                                                                      [species(quarren)]


gain darkvision
                                                                                                                                      [mobility], [charge]


after you charge, you may take swif, reac & free actions                                x                           x        x
when you dam target with AoO = free Persuasion to intimidate them                               x                                   [ r anged( f i r ed) ] [ ques t i on gt aoo] , [ m el ee( ar m ed, unar m ed) ] , [ at t ack of oppor t uni t y] , [ com bat ] [ of f ens i ve] , [ char i s m a] , [ s ki l l ( per s uas i on) ]




                                                                                                                                    [ran g ed (g ren ad e, fired , th ro wn )][attack ro ll], [melee(armed , u n armed )], [co mb at][o ffen siv e]




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




deal 1 die dam to all targets & allies adjacent to a vehicle or object you reduce to                                x        x
0 hp or equal or exceed thresh                                                                                                      [species(ithorian)], [combat][offensive]




bellow atk deals 4d6 dam                                                                                                            [ranged(grenade, fired)][ok], [combat][offensive],




Ion Grenade 3sq burst, Ion Pistol dam dice d8, Ion Rifle is accurate                            x         x         x        x      [species(sullustan)], [skill(persuasion)], [skill(deception)]




when you successfully change attitude, +2 Deception & Persuasion v. target for
next 24 hours                                                                                                                       [species(droid)], [skill(persuasion)], [combat][offensive]




as stan action, Persuasion v. Will Def of all w/in 6 sq & enemy loses 1 move & if
by 10 or more enemy flat-footed
DC 15 Deception check to "tumble" through threatened area, move x2                              x         x                          [tumble], [skill(deception)]

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




1/turn as reac when targeted by ranged atk make horizontal Jump to gain cover &         x                           x        x
land prone                                                                                                                          [combat][defensive], [dexterity], [vehicle][starship][SotG]




+1 Ref Def against selected target                                                      x                 x         x               [ran g ed (g ren ad e, fired , th ro wn )][attack ro ll], [ch arg e], [co mb at][d efen siv e][o ffen siv e], [co mb o ],




Ref Def penalty -1 when making a ranged attack at end of charge                                                                                            r            n)                           e
                                                                                                                                    [ r anged( gr enade, f i ed, t hr ow ] [ r angedat t ack] , [ m el e( ar m ed, unar m ed) ] , [ m obi y] , [ com bat ] [ def ens i e] [ of f ens i e] , [ com bo] , ,
                                                                                                                                                                                                                                        t
                                                                                                                                                                                                                                        i
                                                                                                                                                                                                                                        l                            v               v




add Dodge bonus to Ref Def v. Atk of opp
                                                                                                                                                                          n)                                                                                    p]
                                                                                                                                    [ r anged( gr enade, f i r ed, t hr ow ] [ ques t i on gt m ul t i ] , [ m el ee( ar m ed, unar m ed) ] [ ques t i on ul s w , [ com bat ] [ of f ens i ve] ,           [ vehi cl e] [ s t ar s hi p] [ Sot G]




extra Atk during full attack, -5 penalty all attacks, per weapon group                  x                                    x
Persuasion or Use the Force for fear effect, may reroll, mtr                                                                                      x
                                                                                                                                    [melee(armed, unarmed)], [rage], [combat][offensive],




rage bonus to Atk and dam increases to +5                                                                                           [sk ill(mech an ics)], [sk ill(u se co mp u ter)], [sk ill(d ecep tio n )], [sk ill(p ersu asio n )], [sk ill(p ercep tio n )], [co mb at][d efen siv e]




+1 to Deception, Mechanics, Perception, Persuasion, Use Computer on or against
droid & +1 to all Def v. attacks & skill checks made by droids
                                                                                                                                    [ranged(fired, thrown)][target], [melee(armed, unarmed)], [combat][offens ive]




+2 dam v. droids, +4 dam v, droids with ion                                                               x         x        x
                                                                                                                                    [species(droid)], [skill(endurance)], [combat][defensive]




automatically restore SR by 5 & with only 2 swif actions
                                                                                                                                      [skill(mechanics]

repair droids in 10 minutes not 1 hour                                                                    x         x               [ran g ed (g ren ad e, fired , th ro wn )][q u estio n g td w], [melee(armed , u n armed )], [co mb at][o ffen siv e], [d ex terity ], [n o ][S o tG]




-5 penalty when attacking with two weapons or a double weapon                           x                                    x      [ran g ed (g ren ad e, fired , th ro wn )][q u estio n g td w], [melee(armed , u n armed )], [co mb at][o ffen siv e], [co mb o ], [d ex terity ]




draw or holster 2 weapons as single swif action                                                                                     [ran g ed (g ren ad e, fired , th ro wn )][q u estio n g td w], [melee(armed , u n armed )], [co mb at][o ffen siv e], [d ex terity ]




-2 penalty when attacking with two weapons or a double weapon                           x                                    x      [ran g ed (g ren ad e, fired , th ro wn )][q u estio n g td w], [melee(armed , u n armed )], [co mb at][o ffen siv e], [d ex terity ]




no penalty when attacking with two weapons or a double weapon                           x                                    x       [skill(stealth)], [combat][defensive]




if area attack misses 1/turn you can move 2 sq as a reac, no atk opp                                      x
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                             4 WP (heavy weapons)                                                                                                                                                                                                                          tags.

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




dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam,
make unarmed Atk to knock prone                                                                                               [melee(unarmed)], [martial arts], [combat][offensive], [dexterity]




dam bonus from Str x2 if make only one unarmed Atk, 1/enc when deal dam,
make unarmed Atk to knock prone, w/Expertise talent w/crit target is knocked
prone if not more than 1 size larger                                                                                          [species(droid)], [mobility], [dexterity], [combat][defensive]




reduce spd by 1 or 2 to increase Dodge +1 or +2, must move 2 sq                                                               [ran g ed (g ren ad e, fired , th ro wn )][o k ], [melee(armed )][o k ], [co mb at][o ffen siv e], [atlatl], [b o wcaster]




                                                                                          x                            x
                                                                                                                               [skill(treat injury)]


perform surgery on number = to Int mod (2 min), check individually                        x                            x
reduce Persuasion's Haggle DC by 10                                                       x         x                          [charisma], [trade]

                                                                                                                               [skill(mechanics]

repair droids = to Int mod                                                                          x         x               [rage], [combat][offensive]




rage one extra time a day                                                                                                     [second wind], [skill(endurance)], [combat][defensive]




one extra second wind a day, nonheroic can take                                                                               [ranged(fired, thrown)][target], [combat][offens ive], [vehicle][s tars hip][SotG]




reduces range penalties by one range category, ex. short = PB                                                 x        x      [second wind], [combat][defensive]




catch second wind as free not swif                                                x       x         x         x        x
                                                                                                                              [species(mon calamari)]



+2 swim spd                                                                                                                   [ran g ed (g ren ad e, fired , th ro wn )][d amag e], [melee(armed , u n armed )], [co mb at][o ffen siv e], [d ex terity ], [stren g th ]




if your attack drops target to 0 hp you can kill them even if not over thresh,                      x         x        x
perform coup-de-grace as stan                                                                                                 [strength], [skill(general)]




take 20 on trained Str skill check as full, DC15 Endurance to use again           x                           x        x      [will defense], [damage threshold], [combat][defensive]




can use Will Def instead of Fort Def to determine thresh                          x       x         x                         [ran g ed (g ren ad e, fired , th ro wn )][b u rst][o ][sp lash ][o ], [co mb at][d efen siv e][o ffen siv e]




if damage opponent with burst or splash, gain concealment                                                     x        x      [skill(pilot)], [species(duros)], [vehicle][starship]




always keep the better result on a Pilot reroll
1/enc when you charge nat 17-20 is a critical                                             x                            x      [melee(armed , u n armed )], [ran g ed (fired )][ran g ed attack ], [mo b ility ], [ch arg e], [co mb at][o ffen siv e]




                                                                                                                                 [mobility]
if move before & after attack increase speed 2 sq                                                   x                         [ranged(fired)], [autofire], [combat][offensive]




with autofire targets lose all dodge or deflection bonuses                                                             x      [melee(armed, unarmed)][ques tion uls wp], [combat][offens ive], [dexterity],




+2 Atk melee with light weapons or lightsabers, -5 Ref Def                        x       x                            x      [rage], [combat][offensive]




can use concentration skills with Rage at -5 penalty                                                                          [melee(armed, unarmed)][ok], [combat][offensive], [mobility],




if reduce opp to 0 hp with melee atk can move your speed, with Cleave can move
1st
                                                                                                                                   [force]
gain 3 extra Force Points per level                                                                                           [will defense], [wisdom], [charisma], [combat][defensive]




can use either Wis or Cha mod to determine Will Def                               x       x         x
                                                                                                                                   [force]
spend Force Points as free action out of turn                                     x                                           [force], [skill(use the force)]




Learn a number of Force Regimens = 1 + Wis mod (min one)
                                                                                                                                   [force]
can make Use the Force checks, can select Force talents                                                                       [force], [skill(use the force)]




Learn a number of Force Powers = 1 + Wis mod (min one)                                                                        [melee(armed, unarmed)][ok], [force], [dis arm], [combat][offens ive], [combo]




gain +5 from Improved Disarm on Use the Force check
                              1 Weapon Focus (lightsabers)                             CLASS FEATS
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                              2 WP (advanced melee weapons)




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                              4 WP (heavy weapons)                                                                                                                                                                                                 tags.

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




if dam a Large or smaller creature with a grenade or thermal detonator compare to                                x        x
Fort Def & can move target(s) 1 sq in any direction as free
When you use second wind, return a force power already used also                                                                 [force], [second wind]

                                                                                                                                 [species(ewok)], [skill(stealth)]




always keep the better result on a Stealth reroll                                                                                [recover], [constitution], [combat][defensive]




when you recover gain hp = 2 x Con mod (min 2)                                                                   x        x      [skill(gather information)], [trade]




to acquire license Gather Info replaces Know (bureaucracy)                                   x         x                         [species(rodian)], [trade]




whenever you buy black market goods reduce multiplier by 2 (min x1)                                                              [damage threshold], [combat][defensive]




do not move down track first time in an encounter                                                                         x      [skill(mechanics], [skill(use computer)]




full = stan, stan = move, move = swif, mult swif = swif, full+ = half -10                              x         x               [armor], [will defense], [combat][defensive]




apply armor's Fort Def to Will Def also                                                                                   x
                                                                                                                                  [combat][defensive]


+5 v. grab or grapple, +5 opposed grapple, +5 all your objects                       x                           x        x
with ranged atk, target a second creature w/in LOS & 6sq of target, divide dam                                   x        x
between both, or no dam to either if 2nd atk fails                                                                               [ranged(fired, thrown)][target], [combat][offensive]



                                                                                                                                 [melee(armed, unarmed)][ques tion uls wp], [combat][offens ive], [s trength],




no limit to cleave attacks per round                                                 x                                    x      [ranged(fired)], [melee(armed)], [s pecies (gungan)], [combat][offens ive], [atlatl], [ces ta]




when spend Force Point to atk w/atlatl or cesta increase dam die by 1 step
                                                                                                                                 [combat][offensive], [skill(pilot)], [vehicle][starship]




1/encounter reroll vehicle atk, proficient w/vehicle weapons                                                              x      [skill(mechanics], [tech specialist], [craft]




exchange a trait for another, 1 min DC 20 Mechanics                                          x         x                         [species(shapeshifter)], [skill(deception)]




1/encounter swif Deception v. WillDef move target 1sq & -1 atk v. you                                                            [melee(u n armed )], [martial arts], [attack o f o p p o rtu n ity ], [co mb at][o ffen siv e], [d ex terity ],




1/rnd when adjacent enemy damages you w/melee atk you can make Atk of Opp
w/-5 atk, 1/enc w/Atk of Opp from you that enemy takes penalty on atk = your
Dex mod until end of next turn, w/Expertise 1/enc spend full & designate single
ally, any enemy adjacent to you or ally provokes Atk of Opp. If ally moves you
can move spd as reac but must end adjacent to enemy

sacrifice extra dam from Sneak Atk to reduce target's spd by 1 for enc                                 x         x        x      [melee(armed , u n armed )], [ran g ed (fired )][ran g ed attack ], [d amag e], [co mb at][o ffen siv e]




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




always keep the better result on a Perception reroll                                                                             [species(twi’ lek)], [skill(deception)]




when spend Force Point to Deception, increase die type by 2 steps
                                                                                                                                  [combat][defensive]


1/enc as free action on your turn, negate 1 mind-affecting effect                                                         x      [species(shapeshifter)], [skill(deception)]




alter features & voice to a specific person, Moderate deception                                                                  [second wind], [combat][defensive], [constitution]




when catch 2nd wind, regain only half hp to move half spd, no atk opp                x                                    x
not moved down track extra step when would be moved down                                               x                                  x
                                                                                                                                 [melee(armed, unarmed)][ok], [combat][offensive], [strength]




Push opponent squares = Str mod (2min) after successful melee attack                                                      x      [mobility], [charge], [dexterity]




can charge without moving in a straight line                                         x                                    x      [damage threshold], [combat][defensive]




damage threshold increases by 5                                                                                                  [will d efen se], [fo rtitu d e d efen se], [reflex d efen se], [co mb at][d efen siv e], [n o ][S o tG]




+1 to all Def
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                              2 WP (advanced melee weapons)




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                                                                                     Jedi
                                                                                                                                                                                                                                                                                                 on how to use
                              4 WP (heavy weapons)                                                                                                                                                                                                                                               tags.

BENEFIT
                                                                                                                                  [melee(armed, unarmed)][ok], [dis arm], [combat][offens ive], , [intelligence]




+5 to melee attacks to Disarm, failure doesn't provoke Atk of Opp                     x                                    x      [melee(armed, unarmed)][ok], [force], [dis arm], [combat][offens ive], [combo]




gain +5 from Improved Disarm on Use the Force check
1/turn instead of AoO, reduce target's Ref Def by 5 for 1 turn                                          x                         [ran g ed (fired )][q u estio n g tao o ], [melee(armed , u n armed )], [attack o f o p p o rtu n ity ], [co mb at][o ffen siv e]




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




-5 Atk to deal +2 die damage, melee, if no Dex 13 extra -10 Atk                       x                                    x
                                                                                                                                      [mobility]
can withdraw one extra square                                                         x       x         x                         [sp ecies(zab rak )], [fo rtitu d e d efen se], [reflex d efen se], [will d efen se], [co mb at][d efen siv e]




reduce species bonus to 1 Def to 0 & another to +2, cannot change back
                                                                                                                                  [skill(climb)], [skill(jump)], [skill(swim)], [dexterity]




increase Climb, Jump or Swim by 2 squares & don't lose Dex climbing                                               x        x      [species(gamorrean)], [fortitude defense], [combat][defensive]




if attack v. Fort Def fails, gain +2 Fort Def until start of your next turn
1/enc add Cha mod to Will Def for 1 turn as reac                                              x         x                         [charisma], [will defense], [combat][defensive]




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




Perception replaces Gather Info, considered trained, reduce time                              x                                    [species(zabrak)], [skill(perception)])




when you reroll Perception & take lower gain FP to use w/Perception until the end
of the encounter                                                                                                                  [sp ecies(d ro id )], [sp ecies(cy b o rg )], [stren g th ], [co n stitu tio n ), [d amag e th resh o ld ], [co mb at][d efen siv e]




if ion dam before being halved equals thresh move only -1 down track
                                                                                                                                        [force]
1/encounter if targeted by Force from ally gain 1 FP until end of enc.                                                             [species(twi’ lek)], [force], [wisdom]




gain 2 extra Force powers for each Force Training                                                                                 [ran ge d (fi re d , th ro wn )][targe t], [me l e e (arme d , u n arme d )], [sp e ci e s(ke l d o r)], [co mb at][o ffe n si ve ]




+2 dam against targets that dam you or allies since end of your last turn
                                                                                                                                    [species(ewok)]

range of Scent is 20 sq                                                                                                           [ran ge d (fi re d )][q u e sti o n gtao o ], [me l e e (arme d )][o k], [ski l l (ste al th )], [attack o f o p p o rtu n i ty], [co mb at][o ffe n si ve ]




w/Atk Opp can draw concealed weapon & make 1 atk, still threaten sq                                     x
                                                                                                                                  [melee(unarmed)], [combat][offens ive], [grapple[u]], [dexterity], [s trength]




deal 1d6+Str mod dam to adjacent you multi-grabbed, thresh -5                                                              x      [melee(unarmed)], [martial arts], [skill(stealth)], [combat][offensive]




roll an extra die of dam v. flat-footed enemy on 1 unarmed atk, 1/enc when you
dam a target denied Dex to Ref Def make 2nd unarmed atk v. Fort Def as free to
render target incapable of speech until end of next turn, w/Expertise spend 2 swif
to cause single adjacent enemy to be flat-footed v. your 1st atk the same round
                                                                                                                                  [melee(unarmed)], [martial arts], [combat][offensive]




1/rnd spend swif to make 1 unarmed atk w/in reach dealing your base unarmed
dam w/no bonus to dam from Str or HL, 1/enc if an unarmed atk misses deal half
dam, must be wearing light or no armor, w/Expertise 1/enc w/full atk reroll 1 atk
but you must take reroll & wearing light or no armor
                                                                                                                                   [species(bothan)], [skill(persuasion)]




with successful Persuasion gain favorable circumstances next 24 hours
                                                                                                                                      [support]
provide mind-affecting effect to allied droids = Int mod (min 1)                              x                                   [ran g ed (g ren ad e, fired , th ro wn )][q u estio n h w], [melee(armed )][o k ], [co mb at][o ffen siv e]




1/encounter draw holstered weapon & attack as single stan action                      x                 x                  x
                                                                                                                                     [intelligence]

bonus languages = 1 + Int mod (min one)                                                       x                   x               [sp ecies(d ro id )], [will d efen se], [fo rtitu d e d efen se], [reflex d efen se], [co mb at][d efen siv e]




Once per encounter, as reac +2 one defense
                              1 Weapon Focus (lightsabers)                              CLASS FEATS
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                              2 WP (advanced melee weapons)




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                              4 WP (heavy weapons)                                                                                                                                                                                                                                       tags.

BENEFIT
                                                                                                                                  [species(droid)], [skill(general)]




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




Once per encounter, aid another +5 Atk                                                                                            [melee(armed)], [combat][offensive]




can attack with both ends of lightsaber pike or long-handled lightsaber                                                           [ran g ed (g ren ad e, fired , th ro wn )][ran g ed attack ], [ch arg e], [mo b ility ], [o ffen siv e], [will d efen se], [co mb at][d efen siv e],




make ranged +2 Atk at end of charge, -2 to Ref Def, +2 Will Def                                                                   [melee(unarmed)], [combat][offensive]




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




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




+1 Ref Def, increase damage for unarmed attacks by one die step                       x                                    x
+5 Deception for forging documents or appearance, -2 penalty if rush                          x         x                         [charisma], [skill(deception)]


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




when spend Force Point to Survival, increase die type by 2 steps
If opponent uses creature for cover, you gain that cover too from them                                            x        x       [combat][defensive]

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




when you dam enemy w/unarmed atk enemy -5 melee atk & dam until next turn
                                                                                                                                  [skill(treat injury)], [team], [support]




+3 Treat Injury & +1 each ally w/feat w/in 12 sq (max +7), aid another to restore
hp restores +4 hp                                                                                                                 [melee(armed, unarmed)][ok], [combat][defens ive][offens ive], [intelligence]




trade Atk bonus on melee attacks for dodge bonus Ref Def                              x       x         x                  x
                                                                                                                                  [species(shapeshifter)]



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




spend two swift actions to increase damage 1 die                                                                           x      [ranged(grenade, thrown)][ok], [combat][offens ive], [s trength], , [s trength]




add Str & Dex to thrown Atk, range + squares = Str mod                                                                     x      [species(cerean)], [wisdom], [intelligence], [skill(general)]




can use Wisdom instead of Intelligence for Intelligence-based skills
                                                                                                                                   [skill(general)]

choose a trained skill, allies not trained gain +2 w/in 12 sq                         x       x         x         x        x      [mobility ], [combat][defensive], [dexterity ]




+5 Ref Def against attacks of opportunity                                             x                 x         x               [melee(armed , u n armed )][o k ], [sk ill(p ilo t)], [sk ill(rid e)], [co mb at][o ffen siv e], [v eh icle][starsh ip ]




melee Atk +1 die damage if mounted and moving                                                                                     [s pecies (mon calamari)], [s kill(mechanics ], [combat], [vehicle][s tars hip]




spend 2 swif to move vehicle up track not 3, automatically reroute power
                                                                                                                                  [skill(ride)], [skill(pilot)], [combat][defensive], [vehicle]




Once per encounter, can redirect Atk to mount or vehicle, after Atk                                                               [skill(ride)], [team], [support]




+3 Ride & +1 each ally w/feat w/in 12 sq (max +7), 1/rnd as reac to mount being
atked make Ride check & if over mount's Ref Def use instead
                                                                                                                                  [mobility], [combat][defensive]




if end turn 3 sq from start +1 dodge to Ref Def                                       x                 x         x
                                                                                                                                  [melee(unarmed)], [combat][offensive], [grapple[u]], [dexterity]




as stan action, grab atk v. 2 adjacent if you have 2 empty hands                                                           x      [ranged(fired, thrown)][target], [species(droid)], [intelligence], [aim]




use swif actions across more than 1 rnd to aim if target stays in LOS & atk others
                                                                                                                                    [charisma]
organization has scale = 1/2 HL + Cha mod, +10 organization score                                                                 [species(ithorian)], [skill(knowledge(life sciences))]




when spend FP to Knowledge (life sciences), increase die type by 2 steps
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                               2 WP (advanced melee weapons)




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                               4 WP (heavy weapons)                                                                                                                                                                                                                    tags.

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




make Endurance check 1st time reduced to 0 hp as reac w/DC = dam done, if              x                           x        x
successful reduced to 1 hp                                                                                                         [skill(acrobatics)], [team], [support]




+3 Acrobatics & +1 each ally w/feat w/in 12 sq (max +7), can tumble 1 extra sq

+2 to Rank & Privilege organization score                                              x                                    x x    [attack of opportunity], [mobility], [combat][offensive]




instead of Atk of Opp 1/turn not attack to move half speed, no atk opp                 x       x
                                                                                                                                   [ranged(fired)][ques tion gtaoo], [attack of opportunity], [combat][offens ive],




+2 to attacks of opportunity with ranged                                                                 x         x        x
1/turn instead of AoO, reduce target's Ref Def by 2 next round                                           x                         [ran g ed (fired )][q u estio n g tao o ], [melee(armed , u n armed )], [attack o f o p p o rtu n ity ], [co mb at][o ffen siv e]




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




2 swif for -5 on target's attempt to negate (Block, Vehicular Combat)                                    x                  x      [skill(use the force)], [force], [dark side][o]




add one-half Dark Side Score to Use the Force to resist detection                                                                  [skill(initiative], [species(cerean)]




always keep the better result on a Initiative reroll                                                                               [species(gungan)], [skill(swim)]




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




grappled opp is pinned 1 round and loses Dex to Def                                                                         x      [melee(unarmed)], [s pecies (droid)], [grapple], [pin], [combat][offens ive]




can maintain Pin beyond 1 rnd & make grapple checks against pinned as swif &
apply Crush                                                                                                                        [species(droid)], ranged(fired, thrown)][target], [combat][offensive]




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




Blaster Pistol is accurate, Heavy Blaster Pistol not inaccurate, Hold-out if target                      x         x        x
has not acted +2 atk until the target acts
                                                                                                                                   [species(trandoshan)]


gain hp = 5 + 1/2 level if reduce opponent to 0 hp                                                                                 [ranged(fired, thrown)][target], [combat][offens ive], [vehicle][s tars hip][SotG]




+1 on ranged Atk and damage against point blank foes                                                               x        x      [fortitude defense], [combat][defensive], [constitution]




+5 Fort Def v. Poison, half dam if fail                                                                  x         x               [melee(armed, unarmed)][ok], [combat][offensive], , [strength]




trade Atk bonus on melee attacks for damage (up to BAB)                                x                                    x      [ranged(grenade, fired, thrown)][ranged attack], [combat][offens ive],




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




+2 Atk on charge and extra damage = 1/2 your level                                     x                                           [rage], [strength], [combat][offensive]




+4 Str checks & Str skill checks while raging                                                                                      [ranged(fired, thrown)][target], [combat][offensive],




no penalty shooting into melee                                                                           x         x        x      [dexterity], [intelligence], [combat][defensive], [intelligence]




can use Dex or Int mod to determine Ref Def                                                    x         x                         [ranged(fired, thrown)][target], [combat][offensive],




if none of your allies are closer than you, +1 ranged atk (short or closer)                              x         x        x
                                                                                                                                   [melee(armed)], [species(gamorrean)], [combat][offensive],




+1 die dam with simple melee weapons                                                                                               [species(gamorrean)], [damage threshold], [combat][defensive]




when moved down track can move +1 up track until end of next turn                                                                  [ranged(grenade, fired, thrown)][ok], [melee(armed)][ok], [combat]




draw weapon as swift action instead of move action                                     x                 x                  x      [ran g ed (g ren ad e, fired , th ro wn )][q u estio n g td w], [melee(armed )], [co mb at][o ffen siv e], [co mb o ]




draw or holster 2 weapons as single swif action                                                                                    [melee(armed)], [combat][offensive], [combo]




draw and ignite lightsaber as single swif action
                                                                                                                                    [skill(general)]

Once per encounter, can take 10 when rushed, can take 20 in half time                          x         x
                               1 Weapon Focus (lightsabers)                                CLASS FEATS
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                               2 WP (advanced melee weapons)




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




when you Pin an opponent & use Crush feat, target -1 down track                                                               x
                                                                                                                                       [combat][defensive]


1/enc you can use two different reactions to the same trigger                            x       x         x         x        x      [ran g ed (g ren ad e, fired , th ro wn )][q u estio n g tmu lti], [co mb at][o ffen siv e], [stren g th ], [v eh icle][starsh ip ][S o tG]




-2 Atk for +1 die dam, ranged, fires 2 shots, if no Str 13 extra Atk -5                                    x         x        x      [melee(armed, unarmed)][ques tion uls wp], [combat][offens ive], , [dexterity]




-2 Atk to deal +1 die damage, melee, if no Dex 13 extra -5 Atk                           x                                    x
                                                                                                                                          [support]
additional +2 aid another, does not stack with Coordinate                                        x                            x      [species(kel dor)], [skill(perception)])




ignore concealment & cover for Perception w/in 10 sq                                                                                  [mobility], [combat][defensive]




if move before & after attack +2 Ref Def                                                                             x        x
                                                                                                                                       [skill(knowledge)]


Once per day, reroll trained Knowledge check, taking best                                        x                                    [second wind], [combat][defensive]




move +1 up track when catch Second Wind                                                  x       x         x         x        x
choose one talent or feat. That feat may be used once more /enc                                                                          [talent][feat]
                                                                                                                                      [species(trandoshan)], [second wind]




1/day with Second Wind regain no hp but gain 5 hp at end of each turn
                                                                                                                                                                 n)                                                                                                                        p]
                                                                                                                                     [ r anged( f i r ed, t hr ow ] [ t ar get ] [ ques t i on gt m ul t i ] , [ ques t i on gt da] , [ m el ee( ar m ed, unar m ed) ] [ ques t i on ul s w , [ com bat ] [ of f ens i ve]




if miss, add +2 on next atk roll before end of next turn against missed
                                                                                                                                       [combat][defensive]


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




can use Str or Con mod to determine Fort Def                                             x                           x        x
fight defensively to gain +2 or +5 to Will Def with no attacks                           x                                    x       [will defense], [combat][defensive]


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




catch second wind & immediately gain immediate move action                               x                                    x      [species(wookiee)], [second wind], [combat][defensive]




with Second Wind gain additional hp = twice Con bonus (min 2)                                                                        [ran g ed (g ren ad e, fired , th ro wn )][ran g ed attack ], [co mb at][o ffen siv e], [d efen siv e], [d ex terity ]




1/enc as reac ranged atk v. target that missed you w/ranged atk in LOS                           x         x         x                [thrown], [combat][offensive]




if you miss with razor or thud bug it automatically returns                                      x         x                          [ranged(fired)], [combat][offensive],




Blaster Carbine can brace set to autofire, Blaster Rifle is accurate, Heavy Blaster                                  x        x
Rifle dam dice d12, Light Repeating Blaster as if M not L                                                                             [skill(climb)], [skill(jump)]



fall only if fail by 10 or more & make Jump to land safely, can spend FP & add to        x                           x        x
distance jumped & must land on solid surface                                                                                                                               n)                                                                            p]
                                                                                                                                     [ r anged( gr enade, f i r ed, t hr ow ] [ at t ack r ol l ] , [ m el ee( ar m ed, unar m ed) ] [ ques t i on ul s w , [ m obi l i t y] , [ com bat ] [ of f ens i ve] , , , [ dext er i t y]




move before and after an attack, cannot exceed speed                                     x                 x         x        x                                            n)                                                                            p]
                                                                                                                                     [ r anged( gr enade, f i r ed, t hr ow ] [ at t ack r ol l ] , [ m el ee( ar m ed, unar m ed) ] [ ques t i on ul s w , [ m obi l i t y] , [ com bat ] [ def ens i ve] [ of f ens i ve] , [ com bo] , [ dext er i t y]




add Dodge bonus to Ref Def v. Atk of opp
when you deliver a coup de grace all enemies in LOS move -1 down track until                     x         x                  x
end of enc                                                                                                                           [ran g ed (fired )][q u estio n g tao o ], [melee(armed , u n armed )], [co mb at][o ffen siv e], [d amag e]




                                                                                                                                     [ran g ed (fired , th ro wn )][targ et], [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]




with full attack if hit on first attack, +1 die dam v. same target                       x                                    x      [skill(perception)]), [skill(mechanics], [craft]




1 hour scavenging, Perception check to determine value                                                     x                         [species(kel dor)], [fortitude defense], [defensive]




+5 Fort Def v. natural hazards                                                                                                       [species(droid)], [species(cyborg)], [skill(perception)]




as swif broadcast input to any receiver in 24 sq as if they were with you, allies can
use aid another on Perception                                                                                                        [ran g ed (g ren ad e, fired , th ro wn )][attack ro ll], [melee(armed , u n armed )], [co mb at][o ffen siv e]




+1 Atk to one attack if adjacent to ally                                                                                      x       [skill(endurance)], [constitution]




spend two swift actions to move +2 up condition track                                                                         x      [species(mon calamari)], [skill(perception)])




when spend Force Point to Perception, increase die type by 2 steps
                              1 Weapon Focus (lightsabers)                               CLASS FEATS
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                              2 WP (advanced melee weapons)




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BENEFIT
                                                                                                                                   [sp ecies(d ro id )], [sp ecies(cy b o rg )], [sk ill(mech an ics)], [co mb at][d efen siv e], [v eh icle][starsh ip ]




as reac if dam over SR reduce dam to vehicle by remaining SR amount & SR
reduced by same amount, recharge shields can't be used for 1 full rnd
                                                                                                                                   [species(quarren)], [skill(persuasion)]




when you use Persuasion target does not receive bonuses to Will Def                                                                [skill(mechanics], [tech specialist], [craft]




one item two traits from Tech Spec, switch between with swif                                   x         x
Intimidate or change attitude as a standard not full                                           x         x                          [skill(persuasion)]
                                                                                                                                   [ran g ed (g ren ad e, fired , th ro wn )][q u estio n ran g e], [melee(armed , u n armed )], [co mb at][o ffen siv e], ([u ])




1/encounter, if reduce opp to 0hp or over thresh, w/in 6sq of opp -2 def
1/challenge catastrophic fail only by 15, and only 1 failure, not 2                                                                 [skill challenge]




1/challenge if third failure accrues, you or ally can reroll & keep better                                                          [skill challenge]




1/challenge treat the challenge as if it had the recovery effect                                                                    [skill challenge]

                                                                                                                                    [skill(general)]

+5 on a trained skill                                                                  x       x         x         x        x
                                                                                                                                    [skill(general)]

become trained in one class skill                                                      x       x         x         x        x      [melee(unarmed)], [strength], [species(droid)], [combat][offensive]




as stan action slam 2 appendages crushing target, deal unarmed dam w/Str bonus
x2 & if over thresh = persistent condition                                                                                         [skill(use computer)], [team], [support]




+3 Use Computer & +1 each ally w/feat w/in 12 sq (max +7), aid another provides
+4
                                                                                                                                    [combat][defensive]


apply Dodge to two opp, use withdraw at full spd v. Dodge opp                          x                           x        x      [ranged(fired, thrown)][target], [combat][offensive],




ignore soft cover making a ranged attack                                                                           x        x      [ranged(grenade, fired, thrown)][ranged attack], [combat][offens ive],




+2 ranged Atk, -5 Ref Def, not with vehicle or heavy weapons                                             x                  x      [species(duros)], [skill(pilot)], [vehicle][starship]




when roll Nat 20 on Pilot check, gain Force Point to use before end of enc
                                                                                                                                   [ranged(fired)][ok], [combat][offensive], [aim],




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




reduce autofire to 1 square                                                                                                        [melee(armed, unarmed)][question ulswp], [combat][offensive],




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




melee atk -2 atk & deal dam target -2 to skill checks or you can take -5 atk for -5    x                                    x
to skills
1/enc when you take dam all allies w/in 6 sq & LOS may atk attacker, reac              x       x         x         x                [combat][defensive]

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




you can train a starship from scratch                                                                                              [wisdom], [skill(pilot)], [starship]




Learn a number of starship maneuvers = 1 + Wis mod (min one)                                                                       [melee(unarmed)], [martial arts], [charge], [combat][offensive]




when making a grab you are 1 size larger, v. a charging opponent can make a grab
if atk is successful, must be wearing light or no armor, w/Expertise add Str & Dex
mod to grapple checks                                                                                                              [skill(endurance)], [combat][defensive]




1/encounter instead of dam you can take half dam & -1 down track                                                                   [ranged(fired, thrown)][target], [ques tion gtaim], [aim], [combat][offens ive],




when prone to aim your target loses Dex to Ref Def                                                       x         x        x
                              1 Weapon Focus (lightsabers)                               CLASS FEATS
                                                                                                                                                                                                                                                                                                                                          Read the
                              2 WP (advanced melee weapons)




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                              4 WP (heavy weapons)                                                                                                                                                                                                                                                                                        tags.

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




autofire Atk 1 sq wide & 4sq long instead of 2x2                                                                            x      [species(ithorian)], [combat][offensive]




1/enc move one less down track when use bellow
                                                                                                                                           [force]
roll d8 instead of d6 when you spend a Force Point                                     x                                           [skill(mechanics], [tech specialist], [craft], [intelligence]




see page 24-25 SV                                                                                                                  [ran g ed (fired , th ro wn )][targ et], [q u estio n g taa], [co mb at][o ffen siv e], [stren g th ], [su p p o rt], [aid fire]




with aid another & Atk roll beats target's Will Def, target needs cover                                                             [species(sullustan)], [skill(climb)]




if not distracted or threatened gain climb speed of 4
                                                                                                                                     [skill(treat injury)]


can perform surgery in 10 minutes instead of an hour                                           x                                   [s pecies (twi’lek)], [s kill(s urvival)], [fortitude defens e], [s upport], [defens ive]




1/hour in heat or cold you & 10 allies can use result of Survival check in place of
Fort Def                                                                                                                           [melee(armed, unarmed)], [combat][offensive],




+1 melee Atk for each allied character adjacent to target                              x                                           [ran ge d (fi re d )][q u e sti o n gtao o ], [me l e e (arme d , u n arme d )], [attack o f o p p o rtu n i ty], [co mb at][o ffe n si ve ]




if do damage with Atk of Opp, can move 1 sq, no atk of opp
                                                                                                                                    [skill(pilot)], [starship]



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




w/crit & unarmed dam increases 1 die step (d12 max), 1/enc w/successful atk
spend swif to designate primary adversary & until end of enc gain Dodge feat v.
primary & 1 other enemy, w/Expertise w/crit v. primary enemy -2 atk until next
turn                                                                                                                               [skill(mechanics], [tech specialist], [craft]




modify an item to give a special trait                                                         x         x                          [skill(mechanics], [team], [support]




+3 Mechanics & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
                                                                                                                                   [melee(unarmed)], [martial arts], [combat][offensive], [strength]




1/rnd w/successful unarmed atk reduce target's dam thresh by 5 when determining
effect, w/Basics you're considered 1 size larger for dam                                                                           skill(trandoshan), [fortitude defense], [combat][defensive]




+2 Fort Def                                                                                                                        [melee(unarmed)], [grapple], [combat][offensive]




throw a grappled opponent one square and deal damage                                                                        x       [skill(endurance)], [team], [support]




+3 Endurance & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
                                                                                                                                   [melee(unarmed)], species(droid)], [combat][offensive]




as stan action strike w/appendages not normally weapons, unarmed +2 & -2 Ref
Def, use dam of highest rated appendage for dam
                                                                                                                                     [combat][defensive]


+1 hp per level                                                                                                             x      [ran g ed (g ren ad e, fired , th ro wn )], [melee(armed , u n armed )][q u estio n ran g e], [co mb at][d efen siv e][o ffen siv e]




+1 Atk v. target if you are adjacent to cover from target                                                                   x      [melee(unarmed)], [grapple], [combat][offensive]




knock a grappled opponent prone, attacks v. prone +5, their's -5                                                            x                                            n)                                                                                    p]
                                                                                                                                   [ r anged( gr enade, f i r ed, t hr ow ] [ ques t i on gt m ul t i ] , [ m el ee( ar m ed, unar m ed) ] [ ques t i on ul s w , [ com bat ] [ of f ens i ve] , [ vehi cl e] [ s t ar s hi p] [ Sot G]




make a extra attack during full attack, -5 to all attacks, per group                   x                                    x      [ran g ed (fired )], [melee(armed , u n armed )][q u estio n u lswp ], [co mb at][o ffen siv e], [v eh icle][starsh ip ][S o tG]




deal triple damage on a Crit, with selected weapon                                     x                                    x      [melee(armed , u n armed )][q u estio n u lswp ], [attack o f o p p o rtu n ity ], [co mb at][o ffen siv e],




when tumbled against add your BAB to DC, if they fail Atk of opp                       x                                    x      [species(droid)], [mobility], [dexterity], [combat][defensive]




using withdraw can move 2 sq w/out atk of opp & move your spd, can spend FP as
reac to an enemy ending its movement adjacent to withdraw
                               1 Weapon Focus (lightsabers)                              CLASS FEATS
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                               2 WP (advanced melee weapons)




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                               4 WP (heavy weapons)                                                                                                                                                                                                                         tags.

BENEFIT
                                                                                                                                   [skill(jump)], [team], [support]




+3 Jump & +1 each ally w/feat w/in 12 sq (max +7), add 1 sq to jump                                                                [skill(pilot)], [team], [support], [vehicle][starship]




+3 Pilot & +1 each ally w/feat w/in 12 sq (max +7), always avoid collisions w/
allies
spend Destiny Point to access Unleashed abilities                                                                                           x
                                                                                                                                   [second wind], [combat][defensive]




can catch more than one Second Wind per encounter                                                                                  [fortitude defense], [will defense], [combat][defensive]




+5 Fort Def & Will Def v. Use the Force                                                x                                    x      [will defense], [combat][defensive]




if targeted by fear or mind-affecting effect that fails, gain FP to be spent before
next turn as long as you did not negate                                                                                            [species(zabrak)], [will defense], [combat][defensive]




when mind-affecting effect is against your Will Def, you impose -2                                                                 [skill(perception)]), [will defense], [defensive]




+5 Will Def v. Deception & Persuasion                                                  x       x                                   [skill(mechanics], [tech specialist], [combat], [vehicle][starship]




Recharge Shields/Reroute Power as 2swif, 1/encounter DC30 Mechanics 1 swif                               x         x
                                                                                                                                   [skill(pilot)], [combat][defensive], [vehicle][starship][SotG]




negate one attack a round against a vehicle, Pilot v. Atk roll                                           x         x        x      [skill(pilot)], [combat][defensive], [vehicle][starship]




1/day as swif bonus hp = 1/4 max hp of Colossal or smaller vehicle                                       x         x        x      [species(duros)], [skill(use computer)], [starship]




+5 Use Computer to perform astrogation                                                                                             [second wind], [combat][defensive]




can catch Second Wind even if not below half hit points                                                                            [s pecies (gungan)], [will defens e], [atlatl], [ces ta], [combat][defens ive]




+2 Will Def when you wield atlatl or cesta                                                                                         [fortitude defense], [will defense], [combat][defensive]




+2 Fort Def & Will Def if fight defensively                                            x       x                            x      [skill(perception)]), [team], [support]




+3 Perception & +1 each ally w/feat w/in 12 sq (max +7), can take 10
                                                                                                                                   [melee(armed, unarmed)][ques tion uls wp], [dexterity], [combat][offens ive]




Use Dex mod instead of Str mod on Atk with light melee weapons                         x       x                                   [melee(armed , u n armed )][q u estio n u lswp ], [d ex terity ], [co mb at][o ffen siv e], [co mb o ]




a single one-handed weapon with Focus is light for Weapon Finesse                                                                  [ran g ed (g ren ad e, fired , th ro wn )][melee(armed , u n armed )], [g rap p le], [co mb at][o ffen siv e], [v eh icle][starsh ip ]




+1 Atk on selected weapon                                                              1                                    x      [melee(armed , u n armed )][q u estio n u lswp ], [g rap p le], [d ex terity ], [co mb at][o ffen siv e], [co mb o ]




a single one-handed weapon with Focus is light for Weapon Finesse                                                                  [ranged(grenade, fired, thrown)], [melee(armed)][ok], [combat][offens ive]




no -5 penalty on Atk                                                                         2,3         2         2     2,4       [melee(armed)][ok], [combat][offensive], [combo]




draw and ignite lightsaber as single swif action                                                                                   [melee (armed, unarmed)], [combat][offens ive], [dexterity], [intelligence]




melee Atk against each target within reach, make one roll                                                                          [melee(armed, unarmed)][question ulswp], [combat][offensive],




with Rapid Strike make a 2nd atk at -2 w/in reach, deal half dam                       x       x                                   [skill(survival)], [team], [support]




+3 Survival & +1 each ally w/feat w/in 12 sq (max +7), aid another provides +4
                                                                                                                                   [melee(armed, unarmed)][question ulswp], [combat][offensive]




opponents may not withdraw, they may Tumble as normal                                  x                                    x
Wield a two-handed weapon one-handed at -2 atk                                                                              x      [strength], [ranged(fired)], [melee(armed)], [combat][offensive]




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




when you first enter a rage, gain hp = 10 + 1/2 level                                                                              [melee(u n armed )], [martial arts], [sp ecies(wo o k iee)], [co mb at][d efen siv e][o ffen siv e], [co n stitu tio n ]




1/rnd w/successful unarmed atk gain hp = Con mod, 1/enc atk Fort Def & if
successful enemy takes dam & loses any equipment Fort Def for enc, w/Expertise
1/enc w/crit deal dam & move -2 down track, must be wearing light or no armor
                             1 Weapon Focus (lightsabers)        CLASS FEATS
                                                                                                                                                                  Read the
                             2 WP (advanced melee weapons)




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                             4 WP (heavy weapons)                                                                                                                 tags.

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




+1 on ranged Atk and +1 die damage against point blank foes                      x                  x
                                                                                        FP?:
BOOK

       PAGE




                                        TIER




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                                                                                  MtR
                                                                                        MtR:




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

 C     25 Advanced Intel                 2 Spotter                   free

GI     20 Advanced Planning              1
C      24 Advantageous Opening           1

SV     29 Advantageous Positioning       2 Shift
 K     47 Advantageous Strike            1
 J     14 Adversary Lore                 1                           stan

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

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

 F     49     Always Ready               1 Initiative skill
SV     13     Ambush                     2 Dirty Tactics
 C     40     Ambush                     1
 R     28     Ambush Specialist          1
GW     18     Anticipate Movement        1
 J     19     Apprentice Boon            1                           reac    x
CR     51     Armor Mastery              2 Armored Defense
 L     45     Armor Mastery              1

 L     45 Armored Augmentation I         1 AP of armor               swif    x

 L     45 Armored Augmentation II        2 Armored Augmentation I*
                                                                                            FP?:
BOOK

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                                    TIER




                                                                         ACT



                                                                                      MtR
                                                                                            MtR:




                                                                                FP?
              TALENT                   PREREQUISITES
CR     52     Armored Defense        1
 L     40     Armored Guard          2 Ward
K      38     Armored Mandalorian    2 Dex 13, Mandalorian Glory
 F     52     Armored Spacer         1
 F     27     Art of Concealment     1
R      24     Assault Gambit         1                                   stan
CR     221    Assault Tactics        1                                   move
GI     20     Blend In               1                                   swif
C      53     At Peace               1                                           x
CR     218    Ataru                  1
CR     210    Attract Minion         1
 F     52     Attract Privateer      1
GI     20     Done It All            1                                   free    x
CR     107    Attune Armor           1                                   free    x
CR     214    Attune Weapon          1                                   free    x
C      53     Attuned                2 Focused Attack                    free
 J     73     Aura of Freedom        1                                           *

GW 22 Autofire Assault               1 WP (heavy weapons)
 C 43 Automated Strike               1                                   swif

 C     53     Aversion               1                                   swif    x
SV     14     Avert Disaster         2 Fool's Luck
GW     20     Backstabber            2 Sneak Attack
 C     55     Bando Gora Surge       1
CR     49     Barter                 1                                                 y
CR     52     Battle Analysis        1                                   swif
CR     40     Battle Meditation      1                                   full    x
 F     54     Battlefield Medic      2 Steady Under Pressure

GW     21     Battlefield Remedy     1     Trained in Treat Injury
 C     26     Bayonet Master         2     Gun Club
 K     53     Beast Trick            1
SV     15     Befuddle               1                                   swif
 S     17     Begin Attack Run       1     Cha 13                        swif
 C     56     Believer Intuition     1                                   reac
SV     14     Beloved                3     Bolster, Inspire Confidence
                                                                                                 FP?:
BOOK

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                                                                                           MtR
                                                                                                 MtR:




                                                                                     FP?
              TALENT                     PREREQUISITES
SV     14 Better Lucky then Dead       2 Fool's Luck                          reac

 R     43     Bigger Bang              2     Improvised Device
 L     29     Biotech Adept            1                                                    y
 L     47     Biotech Mastery          1
 R     43     Black Market Buyer       1
 R     26     Blast Back               1                                       reac
 F     52     Blaster and Blade I      1     Dual Weapon I, WP (advanced & pistols)
 F     52     Blaster and Blade II     2     Blaster & Blade I, Dual Weapon I, WP (advanced & pistols)
 F     52     Blaster and Blade III    3     Blaster & Blade I & II, Dual Weapon I, WP (advanced & pistols)
 F     57     Blaster Turret I         1                                       stan

F      57     Blaster Turret II        2 Blaster Turret I                     stan
F      57     Blaster Turret III       3 Blaster Turret I & II                stan
GI     20     Get into Position        1
F      28     Blend In                 1

C      41 Blind Shot                   1
 S     17 Blind Spot                   1                                      swif
CR     41 Block                        1                                      reac    *

SV     33     Bloodthirsty             1
 L     41     Blowback                 1
 F     52     Boarder                  1
 J     81     Body Control             1                                              *
SV     27     Bodyguard I              2 Attract Minion                       reac
SV     27     Bodyguard II             3 Bodyguard I*

SV     27 Bodyguard III                4 Bodyguard II*
 L     41 Bodyguard's Sacrifice        1                                      reac

CR     43     Bolster Ally             1                                      stan
R      40     Bolstered Numbers        2 Recruit Enemy
GI     20     Guaranteed Boon          1                                              x
 J     18     Bonded Mount             2 Charm Beast                          full    x
CR     44     Born Leader              1                                      swif
 F     50     Bothan Resources         2 Spynet Agent
C      45     Breach Cover             1
                                                                                            FP?:
BOOK

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                                                                                      MtR
                                                                                            MtR:




                                                                                FP?
              TALENT                         PREREQUISITES
 C  45        Breaching Explosive      1
SGD 29        Break Program            1     Trained in Use Computer
 F 54         Bring Them Back          1
 K 44         Brutal Attack            1     Weapon Focus
 J  89        Brutal Unarmed Strike    2     Telekinetic Strike
 L 29         Bugbite                  1
GW 31         Bullseye                 3     Sniper feat, Draw a Bead*
 R 45         Bunker Blaster           1
 F 92         Buried Presence          1                                 stan    x
 K 30         Burning Assault          2     Jet Pack Training           stan
SGD 26        Burst Transfer           1
 K 44         Call Out                 2     Personal Vendetta


 J     19     Call Weapon              1
SV     17     Cantina Brawler          1
 R     43     Capture Droid            1                                 stan
 F     103    Cargo Hauler             1
 L     27     Cast Suspicion           1                                 swif
SV     14     Castigate                1                                 stan
 J     21     Cause Mutation           2     Sith Alchemy                        x
CR     213    Channel Aggression       1                                         x
CR     213    Channel Anger            2     Channel Aggression          swif    x
 J     16     Channel Energy           1     Negate energy               reac    x
 J     18     Channel Vitality         1                                 swif
 J     18     Charm Beast              1
CR     107    Charm Beast              1
CR     107    Charm Beast              1
 K     27     Cheap Shot               2     Opportunistic Strike
GW     19     Cheap Trick              1     Trained in Deception                     no
 F     24     Cleanse Mind             1                                 swif
CR     40     Clear Mind               1                                               y
GI     20     Leading Skill            1
 L     57     Cloak of Shadow          1                                 swif    x

 L     41 Close Contact                1
SV     25 Close Cover                  2 Watch This
 R     23 Close Maneuvering            1                                 swif
                                                                                     FP?:
BOOK

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                                                                               MtR
                                                                                     MtR:




                                                                         FP?
              TALENT                       PREREQUISITES
 S     17     Close Scrape               1                        reac
 C     25     Close-Combat Assault       2 Recon Team Leader
 J     18     Closed Mind                1
 C     40     Close-Quarters Fighter     1
 K     24     Collective Visions         1 Farseeing
 F     103    Combat Repairs             1                        full
 J     21     Combat Trance              1
 T     57     Combined Fire              1 Coordinated Attack
 S     18     Combined Fire              1                        swif

 J 85 Combustion                         1 Force Training         swif    x
CR 107 Command Beast                     2 Charm Beast

CR 107 Command Beast                     2 Charm Beast

 C     26     Commanding Officer         1
GW     19     Commanding Presence        3     Tactical Savvy*    stan
 F     28     Commanding Presence        1                        swif
 K     42     Competitive Drive          1
 K     42     Competitive Edge           1
 F     47     Computer Language          1     Binary
 F     47     Computer Master            1                                      n
 C     26     Comrades in Arms           1
 F     92     Conceal Another            2     Buried Presence
 K     58     Conceal Force Use          1                        swif
 F     49     Concealed Weapon Expert    1                        swif          y
 R     40     Concentrate All Fire       1
SV     34     Confounding Attack         3     Tangle Up*
CR     44     Connections                1
 L     26     Consular's Wisdom          2     Adept Negotiator   swif
 C     22     Consular's Vitality        1                        swif

C 53 Consumed by Darkness                1                        swif
GI 20 Learn from Mistakes                1
CR 212 Controlled Burst                  1
CR 44 Coordinate                         1                        stan
                                                                                                       FP?:
BOOK

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                                                                                                 MtR
                                                                                                       MtR:




                                                                                           FP?
              TALENT                         PREREQUISITES
                                             Get into Position, Advanced
GI     20     Master Manipulator           3 Planning                              swif
 C     26     Coordinated Tactics          2 Commanding Officer
 K     42     Corporate Clout              3 Impose Hes, Wrong Decision            stan
 L     45     Cortosis Defense             1
 L     27     Cortosis Gauntlet Block      1 AP (light, medium)
 L     45     Cortosis Retaliation         2 Cortosis Defense
SV     18     Counterpunch                 1
 F     45     Cover Bracing                1

 F 42 Cower Enemies                        2 Force Interrogation
GW 18 Cover Escape                         1

CR     52     Cover Fire                   2 Battle Analysis
 L     41     Cover Your Tracks            1
SV     16     Cramped Quarters Fighting    3 Starship Raider*
 F     49     Creeping Approach            1 Stealth skill                         swif

 S 17 Crippling Hit                        3 System Hit*
CR 213 Crippling Strike                    2 Channel Aggression                             x

GI     20     Retaliation                  2 Advanced Planning
GI     20     Try Your Luck                1
 J     17     Crucial Advice               1
SV     18     Crushing Assault             2 Weapon Specialization

SV 31 Cunning Distraction                  1
SV 15 Cunning Strategist                   3     Walk the Line*                    stan
 L 29 Curved Throw                         2     Bugbite                          swif
 R 43 Custom Model                         2     Improvised Device, Tech Specialist feat
 J 87 Cycle of Harmony                     2     Tyia Adept
CR 101 Damage Reduction 10                 1                                       stan     x
SV 31 Damaging Deception                   2     Cunning Distraction               stan
GI 21 Assured Skill                        1
 F 24 Dampen Presence                      1                                       swif
 K 39 Dark Deception                       1
CR 223 Dark Healing                        1                                       stan     x
                                                                                                  FP?:
BOOK

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                                                                                            MtR
                                                                                                  MtR:




                                                                                      FP?
              TALENT                          PREREQUISITES
K      40     Dark Healing Field        3     Improved Dark Healing*
CR     101    Dark Presence             2     Cha 13, Power of the Dark Side   stan
 L     55     Dark Preservation         2     Power of the Dark Side                   x
K      25     Dark Retaliation          2     Sentinel Strike                          x
CR     223    Dark Scourge              1
CR     223    Dark Side Adept           1                                                    y
 L     27     Dark Side Bane            2     Dark Side Sense
K      59     Dark Side Manipulation    1
CR     223    Dark Side Master          2     Dark Side Adept                          x     n
 J     16     Dark Side Savant          1                                      swif
CR     40     Dark Side Scourge         2     Dark Side Sense
CR     40     Dark Side Sense           1                                                    y

 J 17 Dark Side Talisman                1                                 full  x
SV 27 Dash and Blast                                                      full
                                        1 Dual Weapon Mastery I, Running Attack
CR 46 Dastardly Strike                  1
SV 29 Deadly Repercussions              1
CR 216 Debilitating Shot                1
 K 61 Deception Awareness               1
CR 216 Deceptive Shot                   1                                2swif
GI 21 Bomb Thrower                      1 Trained in Mechanics            full
GI 21 Critical Skill Success            1
 K 28 Deep-Space Gambit                 1

 C     56 Defense Boost                 1                                      swif
 L     27 Defensive Acuity              1

 K     39     Defensive Circle          4                                        swif
                                              Battle Meditation, Block or Deflect, Jedi Battle Commander
 F     47     Defensive Electronics     1
GW     21     Defensive Jab             2     Retaliation Jab
 R     45     Defensive Measures        2     Safe Zone
GW     21     Defensive Position        2     Battle Analysis
 L     30     Defensive Protection      1                                      reac    x
CR     41     Deflect                   1                                      reac    *
CR     43     Demand Surrender          2     Presence                         stan

CR     52 Demolitionist                 1
K      26 Demoralizing Defense          2 Noble Fencing Style                  reac
                                                                                                   FP?:
BOOK

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                                                                                             MtR
                                                                                                   MtR:




                                                                                       FP?
              TALENT                       PREREQUISITES
 F     42 Deny Move                      2 Reduce Mobility

CR 221 Deployment Tactics                1                                     move

 L  43        Desperate Measures         2     Focus Terror                     swif
 R  28        Destructive Ambusher       2     Ambush Specialist
GI  21        Exceptional Skill          1     Trained in skill
 F  93        Detonate                   1     Force blast                              x
CR  53        Devastating Attack         1
 K  29        Devastating Melee Smash    2     Melee Smash
 F  56        Device Jammer              1                                      full
 L  41        Difficult to Sense         1                                                    n
GW  20        Dig In                     1                                      swif
 C  41        Direct                     1                                      stan
 R  24        Direct Fire                2     Assault Gambit                   swif
SGD 28        Directed Action            1                                      stan

SGD 28 Directed Movement                 1                                     move

 F     28 Dirty Fighting                 1
SV     14 Dirty Tactics                  1                                      stan

K 47 Dirty Tricks                        1     Deception skill                 2swif
GI 21 For the Cause                      2     Make an Example
K 29 Disarming Attack                    2     Impr Disarm, Int 13, Weapon Specialization*
 J 91 Discblade Arc                      1                                      full
CR 100 Disciplined Strike                1
 L 42 Disciplined Trickery               1                                      reac          y
CR 46 Disruptive                         1                                     2swif
CR 44 Distant Command                    2     Born Leader
 J 91 Distant Discblade Throw            1     proficient discblade

 J 17 Distracting Apparition             2     Manifest Guardian Spirit
 K 44 Distracting Attack                 2     Brutal Attack
SV 31 Distracting Shout                  2     Cunning Distraction
 L 27 Distress to Discord                1
CR 218 Djem So                           1                                              x
CR 207 Dogfight Gunner                   2     Expert Gunner
                                                                                               FP?:
BOOK

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                                                                                         MtR
                                                                                               MtR:




                                                                                   FP?
              TALENT                   PREREQUISITES
GI     21     Reliable Boon          1                                              x
 C     22     Double Agent           1
SV     35     Double Up              3 Find an Opening*
 K     40     Drain Force            2 Affliction                          reac

 T     30 Drain Knowledge            1                                      stan    x

GW 31 Draw a Bead                    2 Precision Shot, BAB +10             swif

CR     52 Draw Fire                  1                                     swif

 SV 26 Dread                         3     Hunter's Target*                stan
  C 43 Droid Defense                 1                                     stan
  J 79 Droid Duelist                 1                                     swif     x
  C 45 Droid Expert                  2     Repairs on the Fly
  F 56 Droid Jammer                  1                                     full
  C 43 Droid Mettle                  2     Droid Defense                   swif
  F 103 Droid Smash                  1
  K 47 Dual Weapon Flourish I        1                                      stan
                                           Dual Weapon Mastery I, Weapon Finesse
  K 47 Dual Weapon Flourish II       3     Dual Weapon Mastery I, II, Dual Weapon Flourish I, Master of Elegance, Weapon Finesse
  F 102 Dull the Pain                1     Medical Droid                    full
 SV 14 Dumb Luck                     3     Knack, Lucky Shot                stan
SGD 27 Durable                       1

  J    85 Earth Buckle               1                                     swif     x

GW 19 Easy Prey                      2 Cheap Trick

GW     32     Echani Expertise       1     BAB +10
 J     20     Echoes of the Force    1
CR     44     Educated               1
 F     27     Electronic Forgery     1     Use Computer
 F     27     Electronic Sabotage    1     Use Computer                     stan
GI     21     Skill Boon             1     Trained in skill
CR     207    Elusive Dogfighter     1
CR     40     Elusive Target         1
CR     213    Embrace Dark Side      3     Channel Anger*                                 y
 F     54     Emergency Team         1
                                                                                                  FP?:
BOOK

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                                                                                            MtR
                                                                                                  MtR:




                                                                                      FP?
              TALENT                                PREREQUISITES
R 37 Empower Siang Lance                          1                            full    x
CR 214 Empower Weapon                             1                            free    x
C 23 Enemy Tactics                                1
 S 16 Engineer                                    2 Educated, Know (tech)
R 45 Enhance Cover                                1                            swif
 J 75 Enhanced Danger Sense                       1                                    *

 F     47 Enhanced Manipulation                   1 Dex 15

C      47 Enhanced Vision                         1
GI     21 Skill Confidence                        1 Critical Skill Success*
L      26 Entreat Aid                             1                            swif    x

 J     18     Entreat Beast                       2     Charm Beast            swif
 F     103    Environmentally Shielded            1
CR     101    Equilibrium                         1                            swif    x
 R     45     Escort Fighter                      1                            swif
 R     40     Escort Pilot                        1
 J     18     Esoteric Technique                  1
 F     103    Etiquette                           1
CR     50     Evasion                             1
 R     43     Excellent Kit                       1
GI     21     Skillful Recovery                   1     Trained in skill
CR     212    Exotic Weapon Mastery               1
 K     44     Exotic Weapons Master               1     exotic Proficiency
 J     75     Expanded Horizon                    1                                    *
 C     43     Expanded Sensors                    1
 L     47     Expedient Mending                   2     Expert Shaper
SV     18     Experienced Brawler                 3     Stunning Strike*       stan
CR     52     Expert Grappler                     1
CR     207    Expert Gunner                       1
 L     47     Expert Shaper                       1                                          y
CR     49     Expert Tracker                      2     Acute Senses
 C     42     Exploit Weakness                    2     Assault Tactics
 C     22     Exposing Strike                     1                                    *
 F     42     Extended Critical Range (heavy)     1     BAB +10, WP (heavy)
 F     42     Extended Critical Range (rifles)    1     BAB +10, WP (rifles)
                                                                                                   FP?:
BOOK

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                                                                                             MtR
                                                                                                   MtR:




                                                                                       FP?
              TALENT                        PREREQUISITES
 F     54     Extra First Aid         1
CR     50     Extreme Effort          1                                      2swif
 F     57     Extreme Explosion       3     Skilled Demolitionist, Shaped Explosion
 R     24     Face the Foe            1
 R     26     Fade Away               1                                         reac
GI     22     Fade Out                1     Trained in Stealth
GW     31     Fall Back               1     Cha 13                             move
 S     16     Fast Repairs            1     Mechanics
 F     27     Fast Talker             2     Art of Concealment
SV     26     Fear Me                 4     Inspire Fear I & II, Attract Minion reac
 F     29     Feared Warrior          2     Commanding Presence
CR     44     Fearless Leader         2     Born Leader                         swif
 F     42     Fearsome                2     Notorious
 C     23     Feed Information        1                                         swif

 F     88     Feel the Force          1                                        stan     x
GW     30     Ferocious Assault       2     BAB +12, Controlled Burst
 K     60     Field Detection         1     Use the Force skill               swif
CR     221    Field Tactics           2     Deployment Tactics                move
SV     33     Fight to the Death      2     Bloodthirsty                      swif

SV     35 Find an Opening             2 Seize the Moment
 R     25 Find Openings               1
SV     26 Findsman Ceremonies         1 Force Sensitivity                                     y

SV     26     Findsman's Foresight    2     Findsman Ceremonies
 C     26     Fire at Will            2     BAB+5, Commanding Officer          full
SV     28     Flanking Foe            1     Dual Weapon Mastery I
SV     17     Flee                    2     Long Stride                        stan
 S     18     Fleet Deployment        1     Charisma 13                        full

 S     18     Fleet Tactics           2 Cha 13, Fleet Deployment               stan
CR     107    Flight                  2 Adept Spellcaster                      swif     x
 J     85     Fluidity                1                                                 *
 F     42     Flurry Attack           1
GW     33     Flurry of Blows         1
 K     26     Fluster                 2 Presence, Persuasion                   stan
 L     43     Focus Terror            1                                        swif
                                                                                        FP?:
BOOK

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                                                                                  MtR
                                                                                        MtR:




                                                                            FP?
              TALENT                  PREREQUISITES
 C     53 Focused Attack            1                                        x     n
 C     40 Focused Force Talisman    2 Force Talisman
 C     26 Focused Targeting         2 Comrades in Arms

 F 29 Focused Warrior               1
 J 73 Folded Space Mastery          1 Fold space
CR 46 Fool's Luck                   1                                stan    x
GI 22 Keep Together                 1
 L 40 Force Blank                   1
CR 107 Force Cloak                  1                                swif
CR 107 Force Cloak Mastery          2 Force Cloak
CR 223 Force Deception              1
K 57 Force Delay                    1 Persuasion skill               reac    *
K 58 Force Direction                1                                        x

 F     88 Force Exertion            1 Force Training                 reac
 C     56 Force Fighter             1

K 52 Force Flow                     1
CR 101 Force Focus                  1                                full
CR 218 Force Fortification          1                                        x
 J 16 Force Harmony                 1
CR 40 Force Haze                    2 Clear Mind                     stan    x
 J 77 Force Immersion               2 Stealth, White Current Adept

 F     43 Force Interrogation       1                                free
CR     40 Force Intuition           1

 K     58 Force Momentum            1                                        x

 F     24 Force of Will             1                                swif    x

CR 101 Force Perception             1
CR 40 Force Persuasion              2 Adept Negotiator

CR 101 Force Pilot                  1
CR 214 Force Power Adept            1                                        x     n
CR 101 Force Recovery               2 Equilibrium
                                                                                                 FP?:
BOOK

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                                                                                           MtR
                                                                                                 MtR:




                                                                                     FP?
              TALENT                     PREREQUISITES
 S     16 Force Reflexes               2 Starship Tact, Force Pilot                   x     n

 J     79     Force Repair             1
 K     39     Force Revive             3                                       reac
                                             Battle Meditation, Jedi Battle Commander x
 J     87     Force Stabilize          2     Tyia Adept                        swif
 K     53     Force Suppression        1     rebuke Force power
CR     214    Force Talisman           1                                       free x
 K     38     Force Throw              2     Empower Weapon                    stan
CR     214    Force Treatment          1
 C     41     Force Treatment          1
 K     40     Force Warning            1                                                    y
 L     41     Force Veil               2     Difficult to Sense
 F     24     Forceful Warrior         1
CR     101    Foresight                2     Force Perception                         x     n
GW     18     Forewarn Allies          1

GW 31 Form Up                          1 Cha 13                              move

CR     214    Fortified Body           2 Equilibrium
CR     46     Fortune's Favor          1
GW     20     Forward Patrol           2 Watchful Step
 L     27     Friend or Foe            2 Cast Suspicion                       reac

 C     23 Friendly Fire                2 Enemy Tactics

SV     26 Frighten                     3 Inspire Fear I, Attract Minion       free

CR 50 Fringe Savant                    1
GW 31 Full Advance                     1 Cha 13                              move

SGD 28 Full Control                                                      full
                                       4 Directed Action, Directed Movement, Remote Attack
CR     207    Full Throttle            1
CR     46     Gambler                  1
 L     30     Gang Leader              1
CR     101    Gauge Force Potential    2 Force Perception                stan
GW     18     Get Down                 1                                 reac
 C     25     Get Into Position        2 BAB+5, Recon Team Leader       move
GI     22     Make an Example          1
                                                                                                        FP?:
BOOK

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                                                                                     ACT



                                                                                                  MtR
                                                                                                        MtR:




                                                                                            FP?
              TALENT                             PREREQUISITES
SV     29     Get Some Distance                3 Advantageous Positioning*           stan
GW     20     Ghost Assailant                  1
CR     47     Gimmick                          1                                     swif
 L     31     Grabber                          1
 R     23     Gradual Resistance               1

C 42 Grand Leader                              1                                     swif
 S 17 Great Shot                               1
 J 17 Greater Dark Side Talisman               2 Dark Side Talisman
CR 212 Greater Devastating Attack              2 Greater WF, Devastating*
C 40 Greater Focused Force Talisman            3 Focused Force Talisman*

CR     214    Greater Force Talisman           2     Force Talisman                  free    x
CR     212    Greater Penetrating Attack       2     Greater WF, Penetrating*
CR     212    Greater Weapon Focus             1     Weapon Focus
 K     61     Greater Weapon Focus (Fira)      1     Weapon Focus (Fira)
CR     218    Greater Weapon Focus             1     Weapon Focus
CR     212    Greater Weapon Specialization    2     Greater WF, Weapon Specialization*
CR     218    Greater Weapon Specialization    2     Weapon Specialization
 J     14     Grenade Defense                  1
GW     21     Grizzled Warrior                 3     Seen It All*

 L     42     Group Perception                 1
GI     22     Prudent Escape                   1
SV     28     Guaranteed Shot                  1 Dual Weapon Mastery I
 J     16     Guardian Spirit                  1

 C     22     Guardian Strike                  1
 L     41     Guard's Endurance                2     Ward
 K     28     Guidance                         1     Perception                      swif
 R     23     Guiding Strikes                  1                                     swif
CR     52     Gun Club                         1
SV     28     Hailfire                         1     Dual Weapon Mastery I
 L     31     Hammerblow                       1
 T     95     Hard Target                      2     Tough As Nails                  reac
GW     33     Hardened Strike                  1
 C     56     Hardiness                        1                                             x
CR     52     Harm's Way                       1     Initiative skill                swif
                                                                                         FP?:
BOOK

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                                                                      ACT



                                                                                   MtR
                                                                                         MtR:




                                                                             FP?
              TALENT                        PREREQUISITES
GW     31     Harrying Shot           3     Pinning Shot*
 L     42     Hasty Withdrawal        1                               swif
 J     79     Heal Droid              1     Vital transfer
 C     41     Healing Boost           1     Vital transfer
GW     18     Heavy Fire Zone         2     Forewarn Allies           swif
SGD    27     Heavy-Duty Actuators    1     Medium or larger size
 C     53     Heightened Awareness    1                                       x
 F     103    Helpful                 1
SV     15     Hesitate                1                               stan
SGD    29     Heuristic Mastery       1     Wis 15
 K     29     Hidden Attacker         1     Stealth                   swif
 C     25     Hidden Eyes             1
CR     49     Hidden Movement         2     Improved Stealth
 F     27     Hidden Weapons          2     Art of Concealment        move
SV     16     Hide in Plain Sight     3     Hidden Movement*

 C     56     High Impact             1                               swif
 C     40     Higher Yield            1 Trained in Mechanics
GW     32     Hijkata Expertise       1
 R     25     Hit the Deck            1
 F     93     Hive Mind               1
GW     31     Hold Steady             1 Cha 13                        stan

 J     14     Hold the Line           1
 S     16     Hot Wire                1 Mechanics
 F     47     Hotwired Processor      1                               swif
SV     16     Hunker Down             1                               stan
 C     25     Hunt the Hunter         1                               stan

CR 208 Hunter's Mark                  1
CR 208 Hunter's Target                2 Hunter's Mark                 free
CR 47 Hyperdriven                     1

K      29 Hyperspace Savant           1 Pilot
 F     25 Idealist                    1 Cha 13
CR     43 Ignite Fervor               3 Bolster, Inspire Confidence   free

 C     40 Ignore Armor                1
                                                                                                         FP?:
BOOK

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                                                                                                   MtR
                                                                                                         MtR:




                                                                                             FP?
              TALENT                          PREREQUISITES
 T     53 Ignore Damage Reduction           2 Martial Arts I, Teras Kasi Basics
 F     27 Illicit Dealings                  1                                                       n
 K     52 Illusion (F87 & J14)              1 Mind Trick                        stan          x

 J     15     Illusion Bond                 2 Illusion
 K     58     Imbue Item                    1                                        full     x
 J     77     Immerse Another               2 Stealth, White Current Adept                    *
 R     23     Immovable                     1                                        swif
SV     18     Impaling Assault              2 Weapon Specialization

 C 41 Impart Knowledge                      2     Skilled Advisor                     reac
CR 210 Impel Ally I                         1                                         swif
CR 210 Impel Ally II                        2     Impel Ally I                       2swif
SV 27 Impel Ally III                        3     Impel Ally II*                     3swif
 C 47 Impenetrable Cover                    2     Maximize Cover
 K 43 Impose Confusion                      2     Impose Hesitation
 K 43 Impose Hesitation                     1                                        stan
CR 52 Improved Armored Defense              2     Armored Defense
 S 17 Improved Attack Run                   1
 K 25 Improved Battle Meditation            2     Battle Meditation                  swif
 C 22 Improved Consular's Vitality          2     Consular's Vitality
CR 224 Improved Dark Healing                2     Dark Healing                       stan     x
 K 60 Improved Force Sight                  1     Force sight, Use the Force skill   swif
 C 41 Improved Healing Boost                2     Healing Boost*
CR 49 Improved Initiative                   2     Acute Senses                                      y
 R 43 Improved Jury-Rig                     1
 F 43 Improved Lightsaber Throw             2     Lightsaber Throw                   stan     x
SV 30 Improved Manipulating Strike          2     Manipulating Strike

CR     216    Improved Quick Draw           1
 K     40     Improved Quick Draw           1     Quick Draw, WF (lightsabers)
 K     39     Improved Redirect             3     Deflect, Redirect Shot
 K     39     Improved Riposte              3     Block, Riposte
 K     39     Improved Sentinel Strike      1
 K     39     Improved Sentinel's Gambit    2     Sentinel's Gambit
SV     15     Improved Skirmisher           2     Skirmisher
GW     20     Improved Sneak Attack         2     Sneak Attack, PB Shot
                                                                                          FP?:
BOOK

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                                                                                    MtR
                                                                                          MtR:




                                                                              FP?
              TALENT                         PREREQUISITES
SV     31 Improved Soft Cover              2 Innocuous                 swif

CR     49     Improved Stealth             1                                         y
C      40     Improved Stunning Strike     3     Stunning Strike
 L     31     Improved Suppression Fire    1
 F     28     Improved Surveillance        2     Surveillance
K      30     Improved Trajectory          2     Jet Pack Training
CR     43     Improved Weaken Resolve      3     Weaken Resolve*       free
R      43     Improvised Device            1

 J     21     Improvised Weapon Master     1
 L     43     Incite Rage                  1                           swif
 F     28     Incognito                    2 Blend In                                n
CR     52     Indomitable                  1                           swif
 F     88     Indomitable Will             1                           stan    x
 J     15     Influence Savant             1                           swif
 F     25     Influential Friends          2 Connections
 F     93     Infuse Weapon                1                           full    x
 L     58     Initiate of Vahl             1

SV     31     Innocuous                    1                           swif
 F     43     Inquisition                  1
 C     41     Insight of the Force         1
 F     92     Insightful Aim               1 WP (pistols or rifles)    swif    x
 C     44     Inspire Competence           2 Expanded Sensors          swif

CR 44 Inspire Confidence                   1                           stan
CR 210 Inspire Fear I                      1
CR 210 Inspire Fear II                     2     Inspire Fear I
CR 210 Inspire Fear III                    3     Inspire Fear I & II
CR 44 Inspire Haste                        1                           swif
 C 23 Inspire Loyalty                      1
SV 27 Inspire Wrath                        3     Impel Ally II*        stan
CR 44 Inspire Zeal                         3     Ignite Fervor*
 J 17 Instinctive Navigation               2     Force Pilot
 F 25 Instruction                          1                           stan
                                                                                               FP?:
BOOK

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                                                                                         MtR
                                                                                               MtR:




                                                                                   FP?
              TALENT                   PREREQUISITES
 F     45 Intentional Crash          1 Pilot

 F     102 Interrogator              1
 F     28 Intimate Knowledge         2 Surveillance                         stan

K 26 Intimidating Defense            2     Presence, Persuasion             reac
C 47 Invisible Attacker              2     Maximize Cover
 F 52 Ion Mastery                    1
 F 47 Ion Resistance 10              1
 F 57 Ion Turret                     2     Blaster Turret I                 stan
 S 18 It's a Trap                    1                                      reac
CR 218 Jar'Kai                       3     Lightsaber Def, Niman
K 39 Jedi Battle Commander           2     Battle Meditation
 F 42 Jedi Hunter                    1
 L 42 Jedi Network                   1

 J  20 Jedi Quarry                   1                                      swif
 K 30 Jet Pack Training              1
 K 30 Jet Pack Withdraw              2 Jet Pack Training                    reac
CR 52 Juggernaut                     2 Armored Defense
CR 207 Juke                          2 Vehicular Evasion
CR 50 Jury-Rigger                    1                                                    y
SGD 28 Just a Droid                  1

SGD 27 Just a Scratch                1     Equipped & proficient with medium or better armor
 R     43     Just What Is Needed    1
CR     218    Juyo                   2     BAB +10, Weapon Specialization*swif      x     n
CR     49     Keen Shot              2     Acute Senses
 R     28     Keep It Going          2     Ambush Specialist              free
SV     17     Keep it Together       2     Jury-Rigger
CR     207    Keep It Together       1
 C     26     Keep Them at Bay       1
GW     31     Keep Them Honest       1     Careful Shot feat
 R     28     Keep Them Reeling      2     Ambush Specialist                swif
SV     33     Keep Them Reeling      1                                      stan

GI     22 Reactive Stealth           1 Trained in Stealth                   reac
CR     46 Knack                      1                                                    n
                                                                                               FP?:
BOOK

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                                                                                         MtR
                                                                                               MtR:




                                                                                   FP?
              TALENT                          PREREQUISITES
 L     45 Knight's Morale               1
 F     42 Knockback                     1

CR 216 Knockdown Shot                   1
 J 14 Know Weakness                     2     Adversary Lore
 F 25 Know Your Enemy                   1                                   swif
 J 75 Knowledge and Defense             2     Enhanced Danger Sense
 F 50 Knowledge is Life                 2     Spynet Agent                  swif
 F 50 Knowledge is Power                2     Spynet Agent                  swif

 F     50 Knowledge is Strength         2 Spynet Agent                      swif

 K     58 Knowledge of the Force        1                                   reac    x
 F     25 Known Dissident               2 Know Your Enemy                   stan

SGD 26 Known Vulnerability              1 Trained in Know (life sciences)   free

 K     60 Krath Illusions               2 Illusion                          swif
 K     60 Krath Intuition               1                                           x

 K 60 Krath Surge                       1                                   swif
GW 33 K'tara Expertise                  1
GW 33 K'thri Expertise                  1

SV     15 Labyrinthine Mind             1                                   reac

 R     45 Launch Point                  2 Safe Zone
 F     25 Lead by Example               1


R      24     Lead From the Front       2     Face the Foe
K      26     Leading Feint             2     Noble Fencing Style           swif
GI     22     Revolutionary Rhetoric    1                                   stan
GI     23     Coordinated Effort        3     Dedicated Protector*
S      18     Legendary Commander       2     Cha 13, Int 13, Born Leader
J      73     Liberate                  2     Aura of Freedom               swif    x
L      41     Lifesaver                 2     Bodyguard's Sacrifice         reac
                                                                                                FP?:
BOOK

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                                                                                          MtR
                                                                                                MtR:




                                                                                    FP?
              TALENT                            PREREQUISITES
CR     41 Lightsaber Defense              1                                  swif

 L     40     Lightsaber Evasion          1
 J     19     Lightsaber Form Savant      1                                  swif
 J     19     Lightsaber Specialist       2 Masterwork Lightsaber
CR     41     Lightsaber Throw            1                                  stan

  J    15 Link                            1                                  stan

CR 107 Linked Defense                     1                                  swif
SGD 27 Load Launcher                      1

K 44          Lockdown Strike             1
CR 50         Long Stride                 1
R 40          Lose Pursuit                1
R 24          Luck Favors the Bold        2     Face the Foe
CR 46         Lucky Shot                  2     Knack                                      n
K 27          Lucky Stop                  2     Knack                        reac
K 60          Luka Sene Master            2     Field Detection, farseeing
R 25          Lure Closer                 2     Trick Step                   move
C 44          Maintain Focus              1                                  swif
CR 218        Makashi                     2     Lightsaber Defense

SV     16 Make a Break for It             3 Stellar Warrior*                 swif
GI     23 Crowd Control                   2 Entangler
SV     18 Make Do                         1

 T     13     Malkite Techniques          1                                  stan
SV     18     Man Down                    1                                  reac
 K     38     Mandalorian Advance         1
 K     38     Mandalorian Ferocity        1 Dex 13, proficient
 K     38     Mandalorian Glory           1
 J     17     Manifest Guardian Spirit    1                                  swif    x

SV     30     Manipulating Strike         1
 J     73     Many Shades of the Force    1 Force Training
 C     47     Mark the Target             1                                  swif
 J     89     Martial Resurgence          1
                                                                                                          FP?:
BOOK

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                                                                                                    MtR
                                                                                                          MtR:




                                                                                              FP?
              TALENT                               PREREQUISITES
  J    79 Mask Presence                      1                                         swif

 J     15     Masquerade                     2     Illusion
C      41     Master Advisor                 2     Skilled Advisor
GI     23     Disarm and Engage              1
 L     47     Master Mender                  2     Expert Shaper
CR     40     Master Negotiator              2     Adept Negotiator
K      47     Master of Elegance             2     Dual or Single Weapon Flourish I, Weapon Finesse
GI     23     Entangler                      1
 J     14     Master of the Great Hunt       1
CR     47     Master Slicer                  2     Gimmick                                           n

 J  19        Masterwork Lightsaber          1                                                y
 C  47        Maximize Cover                 1
 F  102       Mechanics Mastery              1
SGD 26        Medical Analyzer               1 Medical droid, Trained in Know (life sciences)
 F 102        Medical Droid                  1
 F 54         Medical Miracle                1                                   stan
 L 31         Melee Assault                  1

 L     31 Melee Brute                        1
 L     31 Melee Opportunist                  1

CR     52     Melee Smash                    1
 T     57     Mercenary's Determination      2     Mercenary's Grit                    free    x
 T     57     Mercenary's Grit               1                                         swif
 T     57     Mercenary's Teamwork           2     Combined Fire*
 J     18     Mind Probe                     1                                         full
 F     57     Mine Mastery                   1
SV     14     Misplaced Loyalty              2     Dirty Tactics                   swif
 K     39     Mobile Attack (lightsabers)    2     Multiattack Prof, Dual Weapon Mastery I, WF (lightsabers)

 K     39     Mobile Attack (pistols)        2     Multiattack Proficiency (pistols)
 F     24     Mobile Combatant               1                                         swif
GW     20     Mobile Combatant               3     Forward Patrol*
 J     83     Mobile Whirlwind               2     Seyugi Cyclone
 F     47     Modification Specialist        1
 T     13     Modify Poison                  2     Malkite Techniques
                                                                                                           FP?:
BOOK

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                                                                                                     MtR
                                                                                                           MtR:




                                                                                               FP?
              TALENT                            PREREQUISITES
 J     17 Motion of the Future                2 Force Perception                        swif
 L     55 Move Massive Object                 2 Telekinetic Power, move object

 K 47 Multiattack Proficiency                 1
       (advanced melee weapons)
 F 52 Multiattack Proficiency                 1
       (advanced melee weapons)
K 45 Multiattack Proficiency (exotic          2 Exotic Weapons Master
CR 212 Multiattack Proficiency (heavy         1
       weapons)
CR 218 Multiattack proficiency                1
       (lightsabers)
CR 216 Multiattack Proficiency (pistols)      1

 L     41 Multiattack Proficiency (rifles)    1

CR 212 Multiattack Proficiency (rifles)       1

SV  29        Murderous Arts I                1
SV  29        Murderous Arts II               2     Murderous Arts I
 J  18        Mystic Mastery                  1
 F  54        Natural Healing                 1
CR  218       Niman                           1
GW  21        Nimble Dodge                    1
 K  27        No Escape                       2     Opportunistic Strike
 K  27        Noble Fencing Style             1     Deception & Persuasion trained
 R  40        Noble Sacrifice                 2     Recruit Enemy
 F  45        Nonlethal Tactics               1
CR  208       Notorious                       1                                                       n
CR  210       Notorious                       1                                                       n
CR  208       Nowhere to Hide                 1                                                       y
SV  26        Nowhere to Run                  4     Nowhere to Hide, Hunter's Target*
SGD 26        Nuanced                         1
 T 13         Numbing Poison                  2     Malkite Techniques
 L 45         Oath of Duty                    1
 R 45         Obscuring Defenses              2     Safe Zone
SGD 26        Observant                       1
 L 41         Old Faithful                    1
                                                                                                     FP?:
BOOK

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                                                                                               MtR
                                                                                                     MtR:




                                                                                         FP?
              TALENT                          PREREQUISITES
SV     26 Omens                             2 Findsman Ceremonies

SGD 26 On-Board System Link                 1
CR 221 One for the Team                     2     Deployment Tactics
 R 43 Only the Finest                       2     Black Market Buyer
SV 35 Opportunistic Defense                 2     Uncanny Instincts
 K 27 Opportunistic Strike                  1
 L 41 Opportunity Fire                      1
 L 41 Out of Harm's Way                     1                                     move
 K 47 Out of Nowhere                        1     Deception skill, Weapon Finesse free
CR 221 Outmaneuver                          3     Field Tactics*                  stan
SV 25 Outrun                                1
 C 44 Overclocked Troops                    2     Droid Defense                  swif
 K 58 Past Visions                          3     Visions
CR 53 Penetrating Attack                    1     Weapon Focus

 R     28 Perceptive Ambusher               2 Ambush Specialist

 J     19     Perfect Attunement            2     Masterwork Lightsaber
 J     18     Perfect Telepathy             1
SV     13     Persistent Haze               3     Force Haze*
 K     27     Personal Affront              2     BAB +5, Noble Fencing Style    reac
 K     45     Personal Vendetta             1                                    swif
 S     17     Personalized Modifications    1                                    stan
 C     26     Phalanx                       2     Watch Your Back
 L     57     Phantasm                      1                                    swif     x
 J     81     Physical Surge                1
SV     18     Pick a Fight                  2     Cantina Brawler
GW     31     Pinning Shot                  2     Precision Shot

GI  23        Reverse Strength              1
J   75        Planetary Attunement          1                                             x
SGD 28        Power Boost                   2 Power Surge
 L 43         Power of Hatred               2 Incite Rage                        swif

CR 101 Power of the Dark Side               1                                             x
 F 103 Power Supply                         1
 F 48 Power Surge                           1                                    swif
                                                                                                  FP?:
BOOK

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                                                                                            MtR
                                                                                                  MtR:




                                                                                      FP?
              TALENT                        PREREQUISITES
 F     26     Powerful Friends        3     Connections, Influential Friends
 L     45     Praetoria Ishu          3     Block, Deflect
 L     45     Praetoria Vonil         1     Weapon Focus (lightsabers)
 R     24     Precise Direct          3     Redirect Shot
 L     27     Precision               1                                        stan
 L     40     Precision Fire          1
 L     47     Precision Implant       1                                        stan

GW 31 Precision Shot                  1 Far Shot feat

 J     75 Precognitive Meditation     1                                                x
 C     45 Prepared Explosive          1

 J     20     Prepared for Danger     1
CR     43     Presence                1                                        stan
 F     52     Preserving Shot         1
SV     35     Preternatural Senses    1                                        reac
GW     18     Prime Targets           1
 K     38     Primitive Block         2 Empower Weapon                                 *
 C     45     Problem Solver          1                                        swif

 K     61 Progenitor's Call           1

 C     23 Protection                  2 Double Agent                           stan

C 57 Protective Reaction              2 Akk Dog Master
C 23 Protector Actions                1                                        stan
F 103 Protocol                        1
GI 23 Sizing Up                       1
J  18 Psychic Citadel                 1
J  18 Psychic Defenses                2 Psychic Citadel

 C     53 Psychometry                 2 farseeing, Force Perception
SV     30 Pulling the Strings         1                                        stan

SV     25 Punch Through               1
 C     23 Punishing Protection        2 Inspire Loyalty, BAB+5
                                                                                                     FP?:
BOOK

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                                                                                               MtR
                                                                                                     MtR:




                                                                                         FP?
              TALENT                              PREREQUISITES
GW 33 Punishing Strike                      1

 F     45 Pursuit                           1     Dex 13                                        n
SGD 26 Quick Astrogation                    1     Trained in Use Computer
 S     17     Quick Fix                     1     Mechanics
 J     19     Quick Modification            2     Masterwork Lightsaber
 C     45     Quick Modifications           2     Tech Spec, Repairs on the Fly
 L     30     Quick on Your Feet            1                                     reac
GW     19     Quick Strike                  2     Cheap Trick

CR 207 Quick Trigger                        2 Expert Gunner

 K     60 Quickseeing                       1 farseeing, Use the Force skill      free
SV     33 Raider's Frenzy                   1
SV     33 Raider's Surge                    1                                     stan

CR     44     Rally                         3     Distant Command*                swif
CR     217    Ranged Disarm                 1
SV     27     Ranged Flank                  1                                     swif
 J     21     Rapid Alchemy                 1                                     stan
 C     40     Rapid Reload                  1
 K     26     Reactionary Attack            2     Born Leader, Persuasion
GI     24     Clip                          1
 L     58     Reading the Flame             2     Initiate of Vahl                              n
 L     30     Ready and Willing             1
 R     23     Reap Retribution              1
 J     89     Rebound Leap                  1
 K     39     Rebuke the Dark               1
 R     23     Recall                        1
 J     91     Recall Discblade              1     proficient discblade            free
GW     22     Reckless                      2     Tested in Battle
 C     25     Reconnaissance Actions        2     Recon Team Leader               stan
 C     25     Reconnaissance Team Leader    1
 R     41     Recruit Enemy                 1

CR     41 Redirect Shot                     2 Deflect, BAB +5
 F     42 Reduce Defense                    1
 F     42 Reduce Mobility                   1
                                                                                               FP?:
BOOK

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                                                                                         MtR
                                                                                               MtR:




                                                                                   FP?
              TALENT                    PREREQUISITES
 J     18 Regimen Aptitude            1 Force Regimen Mastery
 S     18 Regroup                     1 Cha 13                             stan

C 44 Reinforced Commands              2 Droid Defense
CR 208 Relentless                     3 Hunter's Target*
CR 207 Relentless Pursuit             1                                                   n

GI  24        Dedicated Guardian      3 Dedicated Protector*
R   45        Relocate                2 Safe Zone                           swif
SGD 28        Remote Attack           1                                     stan
 K 25         Renew Vision            1                                    swif

 C     39     Renowned Pilot          1
 F     47     Repair Self             1
 C     45     Repairs on the Fly      1
 J     87     Repel Discord           1                                     reac    x

 J     83     Repelling Whirlwind     2 Seyugi Cyclone
 F     28     Reset Initiative        3 Improved Initiative, Initiative*
CR     40     Resilience              1                                     full
 L     47     Resilience Implant      1                                     stan

 C     56     Resist Enervation       1                                             x
CR     41     Resist the Dark Side    2 Dark Side Sense
 F     45     Respected Officer       1
GI     24     Dedicated Protector     2 Harms Way
GW     21     Retaliation Jab         1
 C     24     Retribution             1
GI     24     Detective               1
 L     58     Revelation              1                                     stan
CR     101    Revenge                 3 Dark Presence*

GI     24     Electronic Trail        2 Nowhere to Hide, trained Use Comp
GI     24     Master Defender         1
SV     15     Ricochet Shot           3 Knack, Lucky Shot
 J     77     Ride the Current        1                                 reac        *
                                                                                               FP?:
BOOK

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                                                                                         MtR
                                                                                               MtR:




                                                                                   FP?
              TALENT                  PREREQUISITES
 L     41 Rifle Master              1
 R     43 Right Gear for the Job    1
 K     25 Riposte                   2 Block, BAB +5                         reac

 R     25 Risk for Reward           2 Find Openings                         reac

 L     41     Roll With It          3 Take the Hit*
 R     40     Run Interference      2 Escort Pilot                          reac
 F     29     Ruthless              2 Dirty Fighting
SV     29     Ruthless              1

CR 208 Ruthless Negotiator          2     Notorious
  C 46 Sabotage Device              1                                       swif
  R 45 Safe Passage                 2     Escort Fighter                    move
  R 45 Safe Zone                    1                                       stan
 SV 33 Savage Reputation            2     Bloodthirsty
  C 41 Scholarly Knowledge          1                                        swif         n
SGD 26 Science Analyzer             1     Trained in Know (life sciences) & (physical sciences)
SGD 26 Scomp Link Slicer            3     Any 2 talents from Slicer tree
SGD 29 Scripted Routines            1     BAB +5

GW 31 Search and Destroy            1 Cha 13                                move

 F     54 Second Chance             2 Steady Under Pressure
CR     52 Second Skin               2 Armored Defense

 R     26 Second Strike             2 Blast Back                            free

 F     27 Security Slicer           1 Mechanics

 L     29     Seducer               1                                                     y
 C     25     Seek and Destroy      2 Hidden Eyes
GW     22     Seen It All           2 Tested in Battle, Initiative
 L     29     Seize Object          1                                       move
 L     27     Seize the Moment      2 Distress to Discord                   reac
SV     35     Seize the Moment      1
 J     20     Sense Deception       1
 K     25     Sentinel Strike       1
                                                                                            FP?:
BOOK

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                                                                                      MtR
                                                                                            MtR:




                                                                                FP?
              TALENT                PREREQUISITES
K 25 Sentinel's Gambit            1                                      swif
C 22 Sentinel's Observation       1
 F 49 Set for Stun                1                                     2swif
CR 218 Severing Strike            1
 J 83 Seyugi Cyclone              1
 L 58 Shadow Armor                2 Cloak of Shadow                      swif

SV     16 Shadow Striker          3 Hidden Movement*                     stan

 L     58 Shadow Vision           1                                      swif

 F 57 Shaped Explosion            2     Skilled Demolitionist
 J 19 Share Force Secret          1     at least 1 Force Secret          swif
 J 20 Share Force Technique       1     at least 1 Technique             swif
 J 20 Share Talent                2     at least 1 from special          stan    x
CR 210 Shared Notoriety           2     Notorious                                      y
C 47 Shellshock                   2     Soften the Target

SV     27 Shelter                 2 Attract Minion

 K 40 Sheltering Stance           3     Block or Deflect, Vigilance
 K 29 Shield Expert               1     AP (light)
 R 37 Shield Gauntlet Defense     2     Siang Lance Mastery, BAB +7       reac
 R 37 Shield Gauntlet Deflect     3     Shield Gauntlet Defense           reac
 R 37 Shield Gauntlet Redirect    4     Shield Gauntlet Defense, Shield Gauntlet Deflect, BAB +5
CR 218 Shien                      2     Deflect, Redirect Shot
SV 29 Shift                       1                                      move
CR 222 Shift Defense I            1                                       swif
CR 222 Shift Defense II           2     Shift Defense I                   swif


CR 222 Shift Defense III          3 Shift Defense I-II                   swif
C 53 Shift Sense                  1                                              x
CR 219 Shii-Cho                   3 Block, Deflect
 L 41 Shoot from the Hip          1
 J 14 Shoto Focus                 1
 J 19 Shoto Master                1
                                                                                                   FP?:
BOOK

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                                                                                             MtR
                                                                                                   MtR:




                                                                                       FP?
              TALENT                       PREREQUISITES
J      21     Shoto Pin                  2 Block
C      40     Shoulder to Shoulder       1
GI     24     Shunt Damage               1
R      37     Siang Lance Mastery        1

 F     93     Sickening Blast            1     Force blast
SV     17     Sidestep                   2     Long Stride                      swif
 F     42     Signature Item             1
 F     49     Silent Takedown            1     Stealth skill
 J     79     Silicon Mind               1                                      reac    x
 J     89     Simultaneous Strike        1     BAB +5                           stan

 K     47 Single Weapon Flourish I       1 Double Attack, Weapon Finesse

 K     47 Single Weapon Flourish II      3 Double Attack, Master of Elegance, Single Weapon Flourish I, Weapon Finesse

 K     41 Sith Alchemy                   3 Dark Side Adept & Master             full    x

 J     21     Sith Alchemy               1
 J     22     Sith Alchemy Specialist    2     Sith Alchemy                             x
C      56     Sith Reverence             1
 F     50     Six Questions              2     Spynet Agent
GI     25     Attract Superior Minion    4     Attract Minion, Impel Ally II*
GI     25     Contingency Plan           1                                      reac
GI     25     Damaging Disarm            2     Ranged Disarm
 F     48     Skill Conversion           1
CR     40     Skilled Advisor            1                                      full    *
 F     57     Skilled Demolitionist      1
 L     47     Skilled Implanter          1     Biotech Surgery feat
                                         1
GI     25     Pistol Duelist                                               stan
CR     46     Skirmisher                 1
 K     39     Slashing Charge            3 Block, Riposte, WF & WP (lightsabers)
GW     20     Slip By                    1
 C     24     Slip By                    1
 K     27     Slippery Strike            2 Strike and Run                  reac

 F     45 Slowing Stun                   1
                                                                                            FP?:
BOOK

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                                                                                      MtR
                                                                                            MtR:




                                                                                FP?
              TALENT                 PREREQUISITES
GW 19 Sly Combatant                3 Cheap Trick, Easy Prey             stan
SV 25 Small Target                 1

 L     41     Snap Shot            1
CR     46     Sneak Attack         1
SV     29     Sniping Assassin     1
SV     29     Sniping Marksman     2 Sniping Assassin
SV     29     Sniping Master       3 Sniping Marksman*
 F     47     Soft Reset           1
 J     81     Soft to Solid        1                                    reac     x

 C 47 Soften the Target            1                                    swif
CR 219 Sokan                       2     Acrobatic Recovery
 C 41 Soothe                       1     Vital transfer
 J 18 Soothing Presence            2     Charm Beast
CR 219 Soresu                      3     Block, Deflect
SV 15 Sow Confusion                2     Hesitate                       stan
CR 47 Spacehound                   1
 J 73 Spatial Integrity            1                                    reac     x
 L 47 Speed Implant                1                                    stan

CR     44     Spontaneous Skill    2 Educated
C      25     Spotter              1                                     move
R      28     Spring the Trap      1
CR     50     Sprint               1
 F     50     Spynet Agent         3 Bothan, 2 talents from Infiltration
C      26     Squad Actions        1                                     stan
 L     31     Squad Brutality      1
 L     31     Squad Superiority    1

 S     18 Squadron Maneuvers       2 Cha 13, any other Ace talent     stan
 S     18 Squadron Tactics         2 Wis 13, Starship Tact, Squadron Maneuvers*

 L 42 Stalwart Subordinates        1
CR 47 Starship Raider              2 Spacehound
GW 33 Stava Expertise              1                                                   y

 L     42 Stay in the Fight        2 Stalwart Subordinates              swif
                                                                                              FP?:
BOOK

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                                                                                        MtR
                                                                                              MtR:




                                                                                  FP?
              TALENT                     PREREQUISITES
 R     41 Stay in the Fight            2 Recruit Enemy

 F     54     Steady Under Pressure    1                                                 n
 L     42     Stealthy Withdrawal      2 Hasty Withdrawal
 L     40     Steel Mind               1
 F     24     Steel Resolve            1
CR     47     Stellar Warrior          2 Spacehound
C      26     Stick Together           2 Comrades in Arms                  move
 J     87     Stifle Conflict          1


SV     18     Stinging Assault         2 Weapon Specialization
GW     21     Stinging Jab             1
 L     28     Stolen Advantage         2 Cast Suspicion                   reac
 T     81     Stolen Form              1 Any force technique, WF lightsabers

 L     47 Strength Implant             1                                   stan

 C     40 Strength in Numbers          1
 L     45 Strength of the Empire       2 Knight's Morale

 K     28     Strike and Run           1                                   reac
 L     31     Strong Grab              1
 L     40     Strong-Willed            1
 F     57     Stun Turret              2 Blaster Turret I                  stan

GW  21        Stunning Shockboxer      2     Stinging Jab
CR  52        Stunning Strike          2     Melee Smash
 C  24        Stymie                   1                                   swif
SV  18        Sucker Punch             1
 J  83        Sudden Storm             2 Seyugi Cyclone                            x
SV  15        Sudden Strike            3 Skirmisher, Sneak Attack
GW  19        Summon Aid               2 Get Down                          reac
SGD 26        Supervising Droid        3 Observant, 1 from Influence,
                                         Inspiration or Leadership trees
 J     15 Suppress Force               2 Influence Savant, mind trick      reac
CR     50 Surefooted                   1
SV     17 Surge                        2 Long Stride                       swif
                                                                                                   FP?:
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                                                                                                   MtR:




                                                                                       FP?
              TALENT                            PREREQUISITES
 C     53     Surge of Light              1                                    swif
 F     27     Surprise Strike             1
 L     29     Surprising Weapons          1
 J     77     Surrender to the Current    1                                    swif
 F     28     Surveillance                1     Perception                     full
 R     26     Swerve                      2     Fade Away                      reac
SGD    28     Swift Droid                 3     2 talents from Autonomy tree
CR     101    Swift Power                 2     Power of the Dark Side
SV     17     Swift Strider               3     Sidestep*
 L     58     Sword of Vahl               2     Initiate of Vahl
 S     17     Synchronized Fire           2     Expert Gunner
CR     207    System Hit                  2     Expert Gunner
CR     222    Tactical Edge               1                                    swif
GW     19     Tactical Savvy              2     Born Leader

SV     27     Tactical Superiority        1                                    2swif
SV     27     Tactical Withdrawal         1                                    2swif
GW     33     Tae-Jitsu Expertise         1
SV     26     Tag                         3 Hunter's Target*
 K     39     Taint of the Dark Side      2 Dark Deception

 L     41 Take the Hit                    2 Bodyguard's Sacrifice

SV     33 Take Them Alive                 1
 F     45 Takedown                        1

SGD 26 Talkdroid                          1     Trained in Persuasion
SV     35     Tangle Up                   2     Uncanny Instincts              stan
SGD    27     Target Acquisition          1                                    swif
SGD    27     Target Lock                 2     Target Acquisition
SV     26     Target Visions              2     Findsman Ceremonies
 F     103    Targeting Package           1                                    2swif
SGD    28     Task Optimization           1
 R     41     Team Recruiting             2     Recruit Enemy

C 46 Tech Savant                          1 trained in Know (tech)             stan
CR 100 Telekinetic Power                  1
                                                                                                  FP?:
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                                                                                            MtR
                                                                                                  MtR:




                                                                                      FP?
              TALENT                         PREREQUISITES
 F 88 Telekinetic Prodigy                  2 Telekinetic Savant
 L 40 Telekinetic Resistance               1
CR 100 Telekinetic Savant                  1                                   swif
 L 55 Telekinetic Stability                1                                           x
 J 89 Telekinetic Strike                   1
 J 89 Telekinetic Throw                    1 Throw feat

 J     91     Telekinetic Vigilance        1     Intercept                     swif
 K     53     Telepathic Influence         2     Telepathic Link*
 J     18     Telepathic Intruder          1
 K     53     Telepathic Link              1     Use the Force                 swif
 J     83     Tempest Tossed               2     Seyugi Cyclone
SV     26     Temporal Awareness           2     Findsman Ceremonies
 T     53     Teras Kasi Basics            1     Martial Arts I
 T     53     Teras Kasi Mastery           2     MA I-III, Teras Kasi Basics

SV     27 Terrify                          4 Inspire Fear II, Frighten*        stan

GW 22 Tested in Battle                     1

 C     53 The Will to Resist               1                                   reac

C      24     Thrive on Chaos              2     Advantageous Opening
 F     43     Thrown Lightsaber Mastery    3     Improved & Lightsaber Throw
 J     85     Thunderclap                  1     Bantha Rush, Force Training
CR     49     Total Concealment            3     Hidden Movement*
CR     53     Tough as Nails               1                                   swif

CR     47     Trace                        1
 F     28     Traceless Tampering          1
GW     21     Trailblazer                  1 Trained in Survival            swif
CR     219    Trakata                                                      2swif
                                           2 BAB +12, Weapon Specialization*
 J     16     Transfer Essence             1 Dark Side Score = Wis

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




                                                                                   FP?
              TALENT                   PREREQUISITES
SGD 26 Triage Scan                                                        stan
                                     1 Trained in Treat Injury, medical droid
 C     47 Triangulate                2 Enhanced Vision                                    y

  R 26 Trick Step                    1                                     swif
CR 217 Trigger Work                  1
  L 28 True Betrayal                 3     Friend or Foe*                  stan
CR 44 Trust                          3     Born Lead, Coordinate           stan
 GI 25 Revealing Secrets             2     Detective
  F 57 Turret Self-Destruct          2     Blaster Turret I
 SV 28 Twin Shot                     1     Dual Weapon Mastery I, Rapid Shot
  J 21 Twin Weapon Mastery           1
  J 21 Twin Weapon Style             1                                     stan
 SV 14 Two-Faced                     3     Misplaced Loyalty*
  J 87 Tyia Adept                    1                                     swif x
SGD 29 Ultra Resilient               1                                     reac
  T 53 Unarmed Counterstrike         3     MA I-II, Unarmed Parry, Teras Kasi Basics
  T 53 Unarmed Parry                 2     MA I-II, Teras Kasi Basics
CR 52 Unbalance Opponent             2     Expert Grappler
  L 30 Unbalancing Adaptation        2     Adapt and Survive
  C 42 Uncanny Defense               1
CR 49 Uncanny Dodge I                3     Improved Initiative*
CR 49 Uncanny Dodge II               4     Uncanny Dodge I*
 SV 35 Uncanny Instincts             1
 SV 15 Uncanny Luck                  3     Knack, Lucky Shot
  J 20 Unclouded Judgment            2     Sense Deception                 reac     x
  T 13 Undetectable Poison           2     Malkite Techniques
  C 23 Undying Loyalty               2     Inspire Loyalty
 SV 15 Unlikely Shot                 3     Knack, Lucky Shot                              n
 SV 14 Unreadable                    1
  C 26 Unrelenting Assault           2     Melee Smash

SV 27         Unsavory Reputation    5     Inspire Fear I-III, Notorious
 C 22         Unseen Eyes            3     Force Haze*
 F 43         Unsettling Presence    2     Force Interrogation             stan     x
 K 45         Unstoppable            1
 R 25         Unwavering Ally        1                                      swif
SV 27         Urgency                3     Impel Ally II*                  3swif
CR 219        Vaapad                 3     BAB +12, Juyo*
                                                                                                  FP?:
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                                                                                            MtR
                                                                                                  MtR:




                                                                                      FP?
              TALENT                         PREREQUISITES
 L     58     Vahl's Brand             2     Empower Weapon
 L     58     Vahl's Flame             2     Initiate of Vahl                 swif
CR     46     Walk the Line            2     Disruptive                       stan
 F     92     Vanish                   1                                      swif
 J     81     Wan-Shen Defense         1     proficient Wan-shen              swif
 J     81     Wan-Shen Kata            1     proficient Wan-shen
 J     81     Wan-Shen Mastery         1                                      stan
 L     41     Ward                     1                                      swif
SV     26     Watch This               1

 C     26 Watch Your Back              1
 K     25 WatchCircle Initiate         1 Farseeing                            reac     x

GW     21     Watchful Step            1
 K     40     Watchman's Advance       2     Force Warning
 K     61     Waveform                 1                                      swif
 K     28     Weak Point               3     Keen Shot*                       swif
CR     43     Weaken Resolve           2     Presence                         free
SV     15     Weakening Strike         2     Dastardly Attack
CR     44     Wealth                   1
SV     27     Wealth of Allies         2     Attract Minion
 C     40     Weapon Shift             2     Gun Club

CR  53        Weapon Specialization    1     Weapon Focus
 J  91        Weapon Specialization    1     Weapon Focus, proficient discblade
CR  41        Weapon Specialization    1     Weapon Focus                      stan
SGD 27        Weapons Power Surge      1                                       free
 S 17         Vehicle Focus            1     Wis 13
 F 102        Vehicle Mechanic         1                                      3swif

 K     29 Vehicle Sneak                1 Pilot

C 46 Vehicular Boost                   1                                      stan
CR 207 Vehicular Evasion               1
 L 29 Veiled Biotech                   1 Trained in Stealth

 C     40 Whirling Death               3 Unrelenting Assault*
 J     77 White Current Adept          1
                                                                                         FP?:
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                                                                                   MtR
                                                                                         MtR:




                                                                             FP?
              TALENT                   PREREQUISITES
 T 13 Vicious Poison                 2 Malkite Techniques
CR 224 Wicked Strike                 2 Weapon Focus, Weapon Specialization    x
C 56 Victorious Force Mastery        1
K 40 Vigilance                       1                                swif
 J 18 Wild Sense                     2 Charm Beast                    swif

 K     43 Willful Resolve            1

 F     25 Willpower                  2 Inspire Confidence             swif

 J     85     Wind Vortex            1                                swif    x
 C     24     Vindication            2     Retribution
 S     17     Wingman                1     Wis 13                     swif
 R     40     Wingman Retribution    2     Escort Pilot               reac
SV     16     Virus                  2     Electronic Sabotage*
 K     24     Visionary Attack       2     WatchCircle Initiate*      reac

 K     25 Visionary Defense          2 WatchCircle Initiate*          reac

CR 101 Visions                       2 farseeing, Force Perception    swif    x

 J     17 Vital Encouragement        1                                free
 F     88 Wrath of the Dark Side     2 Power of the Dark Side

 K 43 Wrong Decision                 1
GW 33 Wrruushi Expertise             1

 R     45 Zone of Recuperation       2 Safe Zone
                                                                FP?:
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                                                          MtR
                                                                MtR:




                                                    FP?
              TALENT          PREREQUISITES
FP?: x = must spend force point,* = may spend                                                                         Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                 talents that are available to a specific class.

BENEFIT                                                                                                               CLASS                      TREE                         ALL
if exceed Ref Def by 5 or more deal +1 die dam, per melee group                                                       Elite Trooper              Melee Specialist            Elite Trooper
DC 20 Acrobatics to not fall prone                                                                                    Jedi                       Jedi Guardian                Jedi
                                                                                                                                                                            Force Disciple, Jedi Master, Sith Lord

when you use Force Delay, grant 1 ally in 6sq & LOS to trade a move action for a stan action                          Force-Using Traditions     Jal Shey                   Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




reroll Perception                                                                                                     Scout                      Awareness
when an enemy in 24sq & LOS gains morale or insight bonus, you gain it too until your next turn                       Scout                      Versatility                  Scout
with aid another on a Mechanics, Pilot or Use Computer add +5 not +2                                                  Droid                      Second-Degree Droid          Droid
Persuasion check v. Will Def (+5 bonus if opp higher level), moves -1 down track, if at end, cannot attack unless     Jedi                       Jedi Consular                Jedi
                                                                                                                                                                            Force Disciple, Jedi Master, Sith Lord

reroll any force power as a full-round action                                                                         Force-Using Traditions     Dathomiri Witch
1/encounter adjacent ally gains 10 hp at start of each of its turns (do not accumulate) (at end of encounter target   Shaper                     Implant                      Shaper
moves -3 down track & needs rest or surgery)
if not surprised can use Spotter even in surprise round                                                               Scout                      Surveillance                 Scout

Before combat, choose willing one ally in LOS, swap initiative results                                                Noble                      Master of Intrigue           Noble
when ally or opponent in LOS rolls nat 1 on atk, make atk against single target                                       Scoundrel                  Opportunist                  Scoundrel

opponent you're flanking is considered flat-footed                                                                    Assassin                   Assassin                     Assassin
+5 Atk with Atk of Opp with melee                                                                                     Melee Duelist              Melee Duelist               Melee Duelist

Use the Force v. Will Def in 12 sq & LOS for target -2 Ref Def                                                        Jedi                       Jedi Consular                Jedi

                                                                                                                                                                             Sith Apprentice
when you damage an opponent with a Force power, opponent takes +2d6 dam at start of next turn                         Sith Apprentice            Sith
when you damage an opponent with lightsaber, can take 10 on Persuasion checks                                         Jedi                       Jedi Consular                Jedi
1/enc make a free charge when you take a Second Wind                                                                  Scout                      Unpredictable                Scout
                                                                                                                                                                            Force Disciple, Jedi Master, Sith Lord

your akk dog follower gains Powerful Charge feat                                                                      Force-Using Traditions     Korunnai Adept
                                                                                                                                                                            Force Disciple, Jedi Master, Sith Lord

gain 1 akk dog follower w/Power Attack feat, your force powers can target akk dog (one toward max)                    Force-Using Traditions     Korunnai Adept
                                                                                                                                                                            Force Disciple, Jedi Master, Sith Lord

if you atk: if akk dog adjacent to target dam = d6+Str mod & part of your atk for DR, akk dog can charge (both -5     Force-Using Traditions     Korunnai Adept
atk & replaces charge mod), if you hit akk dog +2 next atk v. target
when a readied action is triggered Initiative does not change                                                         Infiltrator                Infiltration                 Infiltrator
                                                                                                                                                                             Charlatan, Noble
if not surprised give up stan for nonsurprised allies in LOS extra move or can reroll Init & take better              Noble                      Disgrace
if you hit an opponent that has not yet acted, add +2 dice dam                                                        Elite Trooper              Republic Commando           Elite Trooper
if not surprised you can treat first round of combat as surprise round to activate talents etc. In surprise round     Soldier                    Ambusher                     Soldier
1/rnd as reaction to enemy in LOS moving, grant 1 ally in LOS to move their spd as free                               Noble                      Anticipation                 Noble
add your Force Point result to an ally w/in 12 sq with a Use the Force modifier lower than yours                      Jedi Knight                Jedi Instructor              Jedi Knight
                                                                                                                                                                            Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier



max Dex bonus is +1                                                                                                   Soldier                    Armor Specialist
                                                                                                                                                                             Imperial Knight
Ref Def bonus = HL + 1/2 armor bonus or armor bonus, counts as Armored & Improved Armored Def                         Imperial Knight            Knight's Armor

                                                                                                                                                                             Imperial Knight
1/encounter add armor bonus to Ref Def to thresh until end of encounter                                               Imperial Knight            Knight's Armor

                                                                                                                                                                             Imperial Knight
also gain DR = 2 x armor's equipment bonus to Fort Def                                                                Imperial Knight            Knight's Armor
FP?: x = must spend force point,* = may spend                                                                Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                        talents that are available to a specific class.

BENEFIT                                                                                                      CLASS                      TREE                          ALL
                                                                                                                                                                   Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier



Ref Def bonus = either heroic level or armor bonus                                                           Soldier                    Armor Specialist
when you use Ward add one-half your armor bonuses to ally's Ref Def                                          Elite Trooper              Protection                   Elite Trooper
add armor's Fort Def to Elite Trooper DR, if lightsaber does not ignore DR it doesn't ignore your DR         Elite Trooper              Mandalorian Warrior          Elite Trooper
                                                                                                                                                                    Master Privateer
treat as AP (heavy)                                                                                          Master Privateer           Privateer
Stealth to conceal items on person can take 10 even if rushed, can conceal as a swif                         Scoundrel                  Smuggling                     Scoundrel
1/turn designate 1 ally & 1 target with LOE, they roll Initiative & winner makes free atk against other      Noble                      Gambling Leader               Noble
DC15 Tactics, designate single object or creature, allies that can hear you, +d6 dam until next turn         Officer                    Military Tactics              Officer
When adjacent to two creatures gain concealment against non adjacent targets.                                Noble                      Master of Intrigue            Noble
                                                                                                                                                                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi M aster




+2 all Def until end of encounter or until you attack                                                        Force Sensitive            Light Side
may add Dex mod on damage or double Dex bonus if two-handed instead of Str                                   Jedi Knight                Lightsaber Forms             Jedi Knight
attracts nonheroic character 3/4 your level, multiple                                                        Crime Lord                 Mastermind                   Crime Lord
                                                                                                                                                                    Master Privateer
attracts nonheroic character 3/4 your level, multiple                                                        Master Privateer           Privateer
Choose two talents you meet reqs. Spend FP to gain access 1/turn until the end of your next turn             Noble                      Master of Intrigue            Noble
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

armor bonus +2, Dex bonus improves +1                                                                        Force-Using Traditions     Jensaarai Defender
+1 Atk with melee weapon                                                                                     Force Adept                Force Item                   Force Adept
                                                                                                                                                                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi M aster




when you roll nat 20 on attack v. opp with Dark Side 1+ can activate any power with [light side]             Force Sensitive            Light Side
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

+5 on skill or grapple checks to all allies w/in 6 sq, can spend FP to negate an ally moved against will     Force-Using Traditions     Aing-Tii Monk
                                                                                                                                                                   Soldier, Weapon Specialist
can brace a weapon that is not restricted to autofire only, but you must be proficient with weapon           Soldier                    Weapon Specialist
                                                                                                                                                                    Droid Commander
DC 15 Knowledge (tactics), all droid allies who can hear you gain Double Atk from one of your WP             Droid Commander            Droid Commander
                                                                                                                                                                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




until end of encounter all squares within 2sq are difficult terrain for enemies                              Force Sensitive            Alter
                                                                                                                                                                   Charlatan, Gunslinger, Scoundrel

1/encounter turn a critical hit into a normal hit                                                            Scoundrel                  Fortune
                                                                                                                                                                   Assassin, Bounty Hunter, Saboteur, Scoundrel


1/turn when you flank treat them as flat-footed for 1 atk                                                    Scoundrel                  Misfortune
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

if you move up track, gain hp = 5 + HL                                                                       Force-Using Traditions     Bando Gora Captain
reroll Persuasion to haggle                                                                                  Scout                      Fringer                      Outlaw, Scout
                                                                                                                                                                   Elite Trooper, Officer, Soldier
DC15 Knowledge (Tactics) know which allies or opponents in LOS have half hp                                  Soldier                    Commando
allies within 6 squares get +1 Atk for encounter if within 6 squares                                         Jedi                       Jedi Guardian                 Jedi
first aid as stan not full                                                                                   Medic                      Advanced Medicine            Medic, Shaper



when successfully use Treat Injury to administer First Aid target also moves +1 up track                     Soldier                    Veteran                       Soldier
with full atk treat ranged weapon w/bayonet as double weapon ignoring penalties for double weapon            Soldier                    Brawler                       Soldier
                                                                                                                                                                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




can use mind trick on beast Int 2 or less, cannot perform or understand complex directions                   Force Sensitive            Control
                                                                                                                                                                   Assassin, Bounty Hunter, Saboteur, Scoundrel


Deception v. Will Def can move through threatened area without Atk of Opp, counts as 2 squares               Scoundrel                  Misfortune
designate a single target, +5 Atk with an attack run                                                         Ace Pilot                  Squadron Leader               Ace Pilot
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

if successfully attacked, Use the Force v. attack to add Cha mod to Ref Def                                  Force-Using Traditions     Believer Disciple
                                                                                                                                                                    Droid Commander, Noble
each 1/enc: ally 6sq +2 Ref swif, or atk & if atked ally atk free, or if atked LOS allies move 2sq as reac   Noble                      Inspiration
FP?: x = must spend force point,* = may spend                                                                  Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                          talents that are available to a specific class.

BENEFIT                                                                                                        CLASS                      TREE                        ALL
                                                                                                                                                                     Charlatan, Gunslinger, Scoundrel

1/encounter +5 bonus to one Def until start of your next turn                                                  Scoundrel                  Fortune

+1 die dam with Improvised Device                                                                              Improviser                 Improviser                  Improviser
reroll Knowledge (life sciences) or Treat Injury to use or repair biotech                                      Scoundrel                  Yuuzhan Vong Biotech        Scoundrel
can make modifications in half time & half cost, can take 10 on Mechanics check                                Shaper                     Shaper                      Shaper
automatically locate black market merchant                                                                     Improviser                 Procurement                 Improviser
1/rnd when damaged by area atk, make an atk v. source if have LOS & range                                      Scout                      Unpredictable               Scout
                                                                                                                                                                     Master Privateer
with a single attack with an advanced melee weapon make a free pistol attack                                   Master Privateer           Privateer
                                                                                                                                                                     Master Privateer
treat advanced melee weapon as if you were holding it two-handed (dbl Str bonus)                               Master Privateer           Privateer
                                                                                                                                                                     Master Privateer
make full attack as stan if you attack with both                                                               Master Privateer           Privateer
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 dam, you must be adjacent             Saboteur                   Turret                      Saboteur

1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp thresh 10 turret, 3d8 dam, remote 12sq                     Saboteur                   Turret                      Saboteur
1/encounter, Tiny Init +8 Percep +8 Ref Def 12 15hp DR5 thresh 10, 3d8 dam fires twice, remote 12sq            Saboteur                   Turret                      Saboteur
1/enc at the start of your first turn two allies in LOS and 12 sq move their speed as reac                     Noble                      Master of Intrigue          Noble
                                                                                                                                                                     Infiltrator, Scout
Stealth replaces Deception for a deceptive appearance, considered trained                                      Scout                      Spy

ignore penalties v. concealment or total concealment                                                           Gunslinger                 Gunslinger                  Gunslinger
with vehicle 2 sizes bigger, must be adjacent, opposed Pilot, Atk vs. target +2, Atk from target -2            Ace Pilot                  Expert Pilot                Ace Pilot
                                                                                                                                                                     Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated   Jedi                       Lightsaber Combat
lightsaber, aware and not flat-footed, FP for adjacent character.
                                                                                                                                                                     Master Privateer
perform coup de grace as move, if kill with coup de grace all allies in LOS +2 Atk for encounter               Master Privateer           Piracy
push target 1 square if you exceed target's threshold                                                          Gunslinger                 Carbineer                   Gunslinger
                                                                                                                                                                     Master Privateer
ignore cover with character-scale ranged attacks aboard a starship or space station                            Master Privateer           Privateer
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

add Cha mod instead of Con mod to Fort Def, can spend FP to become immune to poison, radiation & disease       Force-Using Traditions     Matukai Adept
1/turn redirect attack to attracted minion                                                                     Crime Lord                 Mastermind                  Crime Lord
1/turn redirect attack to attracted minion, minion +Ref Def = half your class level                            Crime Lord                 Mastermind                  Crime Lord


1/turn redirect attack to attracted minion, minion +Ref Def = your class level & free Atk v. attacker          Crime Lord                 Mastermind                  Crime Lord
take any or all damage for adjacent ally rest goes to target, cannot use it again until end of next turn       Elite Trooper              Protection                 Elite Trooper

                                                                                                                                                                     Droid Commander, Noble
+1 up condition track & hp = their level if under half HP                                                      Noble                      Inspiration
if successfully Recruit Enemy, allies gain +2 atk until end of enc                                             Officer                    Rebel Recruiter             Officer
If you spend FP on skill roll and fail regain FP                                                               Noble                      Skill Challenge             Noble
mount shares an empathic link, when you ride your mount has your Ref & Will Def, you gain senses               Force Adept                Beastwarden                 Force Adept
                                                                                                                                                                     Corporate Agent, Droid Commander, Noble, Officer


once per encounter, all allies +1 Atk, if in LOS and if N conscious                                            Noble                      Leadership
DC20 Gather Info can purchase standard equipment at 50% rate or exotic at 75%                                  Infiltrator                Bothan Spynet               Infiltrator
                                                                                                                                                                     Military Engineer
ignore cover if you fire or throw a weapon with burst or splash                                                Military Engineer          Military Engineer
FP?: x = must spend force point,* = may spend                                                           Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                   talents that are available to a specific class.

BENEFIT                                                                                                 CLASS                      TREE                          ALL
                                                                                                                                                               Military Engineer
ignore threshold of doors & walls when using mines & non-grenade explosives                             Military Engineer          Military Engineer
                                                                                                                                                               Independent Droid
Use Computer v. droid's Will Def & override behavioral inhibitors for # rnds = your Int bonus           Independent Droid          Elite Droid
revivify on a target that has died a number of rounds = half heroic level                               Medic                      Advanced Medicine            Medic, Shaper

if you do dam over thresh add +1 die dam                                                                Gladiator                  Gladiatorial Combat           Gladiator
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

reroll any damage dice that has a "1" as a result                                                       Force-Using Traditions     Warden of the Sky
+1 die damage with razor & thud bugs                                                                    Scoundrel                  Yuuzhan Vong Biotech          Scoundrel
1/enc designate 1 target in you aimed at not in PB, with ranged atk target denied Ref to Def            Gunslinger                 Sharpshooter                 Gunslinger
if adjacent to object that provides cover to target you can aim at target as move action                Pathfinder                 Pathfinder                    Pathfinder
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

immune to Force detection for 1 hour, may use as a reac v. Sense Force                                  Force-Using Traditions     Agent of Ossus
expend a charge as an attack, treat as flame thrower, not while flying                                  Soldier                    Rocket Jumper                 Soldier
double data sent in a rnd & cut Access Info time in half with Use Computer to find info                 Droid                      Second-Degree Droid           Droid
as Personal Vendetta but designate one opponent to be -5 Atk                                            Gladiator                  Gladiatorial Combat           Gladiator


call & ignite a lightsaber you built as a free action if in LOS                                         Jedi Knight                Jedi Artisan                 Jedi Knight
if flanked +2 on unarmed attack & damage                                                                Soldier                    Brawler                       Soldier
1/enc v. adjacent droid reduced to 0 hp, Mechanics v. Will Def for +2 up track & d8 hp & friendly       Improviser                 Improviser                   Improviser
double carrying capacity & +5 to Str-based skill checks                                                 Droid                      Fifth-Degree Droid            Droid
                                                                                                                                                               Charlatan, Noble
one enemy in LOS loses all insight/morale bonuses on atk & can't be aided until end of your next turn   Noble                      Provocateur
                                                                                                                                                               Charlatan, Noble
Persuasion v. Will Def to impose -2 to all of target's def until end of your next turn                  Noble                      Disgrace
                                                                                                                                                               Sith Apprentice
transform to Sith Abomination (J22) or Chrysalis Beast (J133), domesticated for you, days = new CL      Sith Apprentice            Sith Alchemy
Atk vs. flanked opp or one denied Dex to Def, extra dam = 1d6 per class lvl (10d6 max                   Force Adept                Dark Side Devotee            Force Adept
+2 melee Atk & damage for rounds equal to 5 + Con mod, then move down one on track, no patience         Force Adept                Dark Side Devotee            Force Adept
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




convert energy to activate any power in your suite                                                      Force Sensitive            Control
move -1 down track to gain 1 Force Point until the end of your turn                                     Force Adept                Mystic                       Force Adept
UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply      Force Adept                Beastwarden                  Force Adept
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply      Force-Using Traditions     Dathomiri Witch
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

UseForce replaces Persuasion w/animal Int 2 or less, -5 if animal doesn't understand doesn't apply      Force-Using Traditions     Felucian Shaman
once per encounter make an atk of opp against an opponent that withdraws from an ally in PB range       Scoundrel                  Run and Gun                   Scoundrel
when you use Deception to feint against an enemy w/in 6sq you can roll twice                            Scoundrel                  Brigand                       Scoundrel
once per turn you can remove an ongoing mind-affecting effect from 1 ally in LOS                        Jedi                       Jedi Consular                 Jedi
may reroll Use the Force check to avoid detection                                                       Jedi                       Jedi Sentinel                 Jedi
When you succeed with skill in skill challenge, gain +2 on different skill roll in same challenge       Noble                      Skill Challenge               Noble
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

until end of encounter when you move 3 sq from start you gain concealment from all targets              Force-Using Traditions     Disciple of Twilight

PB range increased by 5 sq, Short range begins 5 sq later but ends at same distance                     Gunslinger                 Carbineer                    Gunslinger
if you occupy the same space as a larger vehicle +5 cover bonus                                         Ace Pilot                  Blockade Runner               Ace Pilot
1/turn designate a target, your move does not provoke Atk of Opp from target if you move adjacent       Jedi                       Jedi Guardian                 Jedi
FP?: x = must spend force point,* = may spend                                                                             Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                     talents that are available to a specific class.

BENEFIT                                                                                                                   CLASS                      TREE                          ALL
Colossal size or smaller, Pilot check turns crit into normal (still hit, not crit)                                        Ace Pilot                  Expert Pilot                  Ace Pilot
each follower gains PB Shot feat                                                                                          Scout                      Reconnaissance                Scout
mind-affecting effects must be rolled twice against you taking the lower result                                           Force Adept                Mystic                       Force Adept
if adjacent or in same sq, +1 melee atk                                                                                   Elite Trooper              Melee Specialist             Elite Trooper
other Force-users with farseeing can aid another as a reac within 6sq                                                     Jedi                       Jedi Consular                 Jedi
1/day use Mechanics to repair self instead of 1 hour                                                                      Droid                      Fourth-Degree Droid           Droid
battle strike applies to the first attack you make each round until the end of the encounter                              Jedi Knight                Jedi Weapon Master           Jedi Knight
+2 dam against targets damaged by an ally since end of your last turn                                                     Soldier                    Mercenary                     Soldier
designate single vehicle, object or creature in LOS, extra die for batteries every 2, not 3 on roll with tactical fire,   Officer                    Naval Officer                 Officer
may designate one weapon or battery to make a single attack
                                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

+1d6 fire dam to any force power that affects a single target & catches it on fire                                        Force-Using Traditions     Shapers of Kro Var
                                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

treat animal as domesticated and can Ride                                                                                 Force-Using Traditions     Dathomiri Witch
                                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

treat animal as domesticated and can Ride                                                                                 Force-Using Traditions     Felucian Shaman

gain 1 follower with AP feat & WP (rifles), can be taken max 3 times                                                      Soldier                    Squad Leader                 Elite Trooper
                                                                                                                                                                                Corporate Agent, Droid Commander, Noble, Officer


each 1/enc make ranged or melee atk for 1. if hits all allies w/in 6sq +2 to all Def until end of next turn, or 2. if     Noble                      Leadership
once per encounter all enemies -2 Will Def, Persuasion is now a class skill                                               Soldier                    Mercenary                     Soldier
                                                                                                                                                                                 Corporate Agent
once per encounter reroll one Wis Int or Cha based skill except Use the Force                                             Corporate Agent            Corporate Power
                                                                                                                                                                                 Corporate Agent
when you and allies are not surprised, # allies = Cha mod benefit from Quick Draw                                         Corporate Agent            Corporate Power
                                                                                                                                                                                 Specialized Droid
Persuasion replaces Use Computer, considered trained                                                                      Independent Droid          Specialized Droid
                                                                                                                                                                                 Specialized Droid
reroll opposed Use Computer checks                                                                                        Independent Droid          Specialized Droid
if within 3 sq of ally, +1 atk                                                                                            Soldier                    Trooper                       Soldier
                                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

you can use Buried Presence or Vanish on one extra person                                                                 Force-Using Traditions     Agent of Ossus
                                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

with Use the Force to make a Deception check to conceal the effects of your Force use                                     Force-Using Traditions     Keetael
1/round with unarmed, hold-out, dagger or vibrodagger reroll attack                                                       Infiltrator                Infiltration                  Infiltrator
+1 die dam when aid another's atk with vehicle weapon, an ally can only benefit once per atk                              Ace Pilot                  Wingman                       Ace Pilot
1/encounter forgo extra move to atk, if hit & dam with melee you switch places with opponent                              Outlaw                     Outlaw                        Outlaw
                                                                                                                                                                                 Corporate Agent, Noble
acquire equipment, CLx1000 credits, reduce black market multiplier by 1                                                   Noble                      Lineage
1/encounter 1 ally in LOS, until end of encounter ally adds your Wis bonus to Will Def                                    Jedi                       Jedi Consular                 Jedi
1/round grant one ally in 12 sq & LOS hp = 5+Cha mod, you take -5 Use the Force until next turn                           Jedi                       Jedi Consular                 Jedi
                                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




take -5 to Will Def for +2 Atk                                                                                            Force Sensitive            Dark Side
When you fail check in skill challenge, next ally gains +2 with different skill                                           Noble                      Skill Challenge               Noble
autofire or Burst Fire penalty reduced by 2, if you brace, no penalty                                                     Elite Trooper              Weapon Master                Elite Trooper
                                                                                                                                                                                Corporate Agent, Droid Commander, Noble, Officer


all allies in LOS get +1 with aid another, +5 max                                                                         Noble                      Leadership
FP?: x = must spend force point,* = may spend                                                                         Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                 talents that are available to a specific class.

BENEFIT                                                                                                               CLASS                      TREE                          ALL
1/enc each: 1. ally w/in 5 sq & LOS +5 up track & +2 atk & skills, 2. roll d20 as reac can replace enemy or ally in                                                            Noble
LOS d20 roll, 3. ally w/in 5 sq & LOS can replace their def with your def as reac for next                            Noble                      Master of Intrigue
each follower gains Coordinated Attack feat                                                                           Soldier                    Squad Leader                 Elite Trooper
                                                                                                                                                                             Corporate Agent
1/encounter Persuasion v. Will w/in LOS target cannot attack you, if over by 5 can't attack allies                    Corporate Agent            Corporate Power
                                                                                                                                                                             Imperial Knight
+2 on opposed unarmed melee attack roll v. lightsaber                                                                 Imperial Knight            Knight's Armor
                                                                                                                                                                            Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


can use Block with cortosis gauntlets, deactivates lightsabers on successful Block                                    Jedi                       Lightsaber Combat
                                                                                                                                                                             Imperial Knight
when you successfully parry lightsaber atk you may make immediate atk v. attacker                                     Imperial Knight            Knight's Armor
if fight defensively any adjacent creature provokes an attack of opportunity                                          Soldier                    Brawler                       Soldier
brace autofire weapon with one swif if near an object that provides you with cover from target squares                Enforcer                   Enforcement                   Enforcer

Persuasion to intimidate 6sq cone not single target.                                                                  Force Adept                Imperial Inquisitor          Force Adept
when you successfully spend FP to negate atk with Negate or Block ally can move 2 sq w/no AofO                        Jedi                       Jedi Guardian                 Jedi
                                                                                                                                                                            Elite Trooper, Officer, Soldier
with a ranged attack, allies w/in 6 squares get +1 Def until your next turn                                           Soldier                    Commando
Gather Information checks against you are -5                                                                          Jedi Knight                Jedi Refugee                 Jedi Knight
                                                                                                                                                                            Ace Pilot, Master Privateer, Scoundrel

Ref Def +2 when adjacent to obstacle or barrier                                                                       Scoundrel                  Spacer
designate unaware target in 12sq, until next turn target may not make Perception against you                          Infiltrator                Infiltration                  Infiltrator

if Atk moves ship down track, target loses: hyperdrive, weapon, or communications                                     Ace Pilot                  Gunner                        Ace Pilot
on a Crit, can reduce target speed by half until fully healed                                                         Force Adept                Dark Side Devotee            Force Adept
When you move down track from dam exceeding thresh, next atk before end of next turn moves target -1 down                                                                      Noble
track if takes dam                                                                                                    Noble                      Master of Intrigue
When you fail check in skill challenge choose ally. Next use of same skill roll 2 dice & keep better                  Noble                      Skill Challenge               Noble
                                                                                                                                                                            Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1/encounter reroll failed skill check with +2                                                                         Force Sensitive            Guardian Spirit
                                                                                                                                                                            Soldier, Weapon Specialist
if damage opp with bludgeoning Atk, +2 Atk & dam on next atk v. opponent before end of encounter                      Soldier                    Weapon Specialist

if you feint in combat you can move half your speed                                                                   Charlatan                  Trickery                      Charlatan
                                                                                                                                                                            Assassin, Bounty Hunter, Saboteur, Scoundrel


each 1/enc after you Atk: if dam target -5 Ref, or target -2 spd, v. 2 opp w/in 2sq -5 Atk but 1 dam roll             Scoundrel                  Misfortune
ignore cover (not total) with razor & thud bugs                                                                       Scoundrel                  Yuuzhan Vong Biotech          Scoundrel
add one modification from Tech Specialist of Improvised Device & does not affect value of item                        Improviser                 Improviser                   Improviser
                                                                                                                                                                            Force Disciple, Jedi Master, Sith Lord

ally in 12 sq & LOS takes dam or moves down track another ally w/in 12 & LOS gets hp = 5 + Cha mod                    Force-Using Traditions     Tyia Adept                 Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




DR 10 for one minute                                                                                                  Force Sensitive            Control
Deception v. Will Def in LOS, the next attack by your ally against the target deals +2 dice damage                    Charlatan                  Trickery                      Charlatan
Lose competence bonuses on 1 skill to roll 2 dice keep better                                                         Noble                      Superior Skills               Noble
Use the Force v. Will Def it does not remember interacting with you (+5 if opp higher level)                          Jedi                       Jedi Sentinel                 Jedi
with attempts to sense you with force you can act as if Dark Side = Wis, Deception is a class skill                   Jedi Knight                Jedi Shadow                  Jedi Knight
                                                                                                                                                                             Sith Apprentice
life from creature w/in 6 squares, ranged Atk v. target's Fort Def, deals & heals d6 dam per class level              Sith Apprentice            Sith
FP?: x = must spend force point,* = may spend                                                                        Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                talents that are available to a specific class.

BENEFIT                                                                                                              CLASS                      TREE                          ALL
                                                                                                                                                                            Sith Apprentice
life from 3 creatures w/in 12sq, 1/encounter UtF if = Fort target d6 dam per class level & you heal half if attack   Sith Apprentice            Sith                       Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




you and allies within 6 squares +1 Def until end of encounter as long as conscious                                   Force Sensitive            Dark Side                  Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




increase Dark Side Score by one to stop moving down track                                                            Force Sensitive            Dark Side
once an encounter activate a force power as a reaction if targeted by dark side power                                Jedi                       Jedi Sentinel                 Jedi
                                                                                                                                                                            Sith Apprentice
+1 Atk v. Jedi                                                                                                       Sith Apprentice            Sith
                                                                                                                                                                            Sith Apprentice
reroll any Dark side skill                                                                                           Sith Apprentice            Sith
damage dealing Force power against creature with Dark Side Score 1+ deal dam = Cha mod (min 1)                       Jedi                       Jedi Sentinel                 Jedi
                                                                                                                                                                           Force Disciple, Jedi Master, Sith Lord

1/encounter when you spend a Force Point & get a dark side point, treat the FP as if rolled the max                  Force-Using Traditions     The Krath
                                                                                                                                                                            Sith Apprentice
reroll any Dark side skill                                                                                           Sith Apprentice            Sith                       Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1/encounter return one dark side power to suite without Force Point                                                  Force Sensitive            Dark Side
extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)                                                 Jedi                       Jedi Sentinel                 Jedi
may reroll Use the Force check to sense Dark Side                                                                    Jedi                       Jedi Sentinel                 Jedi

+2 on one Def against light-side powers                                                                              Force Adept                Dark Side Devotee            Force Adept
1/encounter with two pistols can move twice your speed & attack with each                                            Gunslinger                 Pistoleer                    Gunslinger
                                                                                                                                                                           Assassin, Bounty Hunter, Saboteur, Scoundrel


Atk against opp denied Dex to Def moves -1 down track                                                                Scoundrel                  Misfortune
when you reduce an opponent to 0 hp all opp in LOS of you & target -2 Atk until your next turn                       Assassin                   Genohardan                    Assassin
aim before attacking moves target one down track if attack deals damage                                              Gunslinger                 Gunslinger                   Gunslinger
                                                                                                                                                                           Force Disciple, Jedi Master, Sith Lord

Will Def +5 v. Deception, UtF replaces Perception to sense deception & influence, considered trained                 Force-Using Traditions     Order of Shasa
target in LOS & 6 squares, Deception v. Will, remove Dex to Def until next turn                                      Gunslinger                 Gunslinger                   Gunslinger
+5 to Mechanics checks for handling explosives & create frag grenade from spare parts                                Scoundrel                  Revolutionary                 Scoundrel
When you roll nat 20 on a skill, choose different skill. Gain +5 before end of next turn as free                     Noble                      Superior Skills               Noble
1/encounter when you or vehicle is target of an atk, can force opponent to reroll, must take worse result            Scout                      Hyperspace Explorer           Scout
                                                                                                                                                                           Force Disciple, Jedi Master, Sith Lord

DC 15 Use the Force to gain +1 Fort Def until end of encounter, or DC 20 for +1 all Def                              Force-Using Traditions     Believer Disciple
when you fight defensively you deal +1 die dam with lightsaber & +2 to Block & Deflect                               Jedi                       Jedi Guardian                 Jedi

you & allies affected by Battle Med +2 Ref Def, you +1 on UtF to Block/Deflect for ea adjacent ally                  Jedi Knight                Jedi Battlemaster            Jedi Knight
                                                                                                                                                                            Independent Droid
add class level to Will Def if someone tries to reprogram you                                                        Independent Droid          Autonomy
unarmed & fight defensively make single unarmed atk as free against adjacent                                         Soldier                    Shockboxer                    Soldier
all enemies treat your safe zone as difficult terrain                                                                Pathfinder                 Pathfinder                    Pathfinder
                                                                                                                                                                           Elite Trooper, Officer, Soldier
when you have benefit of cover spend 2 swif to treat as improved cover until next turn                               Soldier                    Commando
add results of Force Point to any one of your Def or to 1 adjacent ally until your next turn                         Scout                      Versatility                   Scout
                                                                                                                                                                           Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


negate ranged attack with Use the Force check, DC = Atk roll, -5 every time used in round must have activated        Jedi                       Lightsaber Combat
                                                                                                                                                                            Crime Lord, Noble
once per encounter, Persuasion if opp has 1/2 hp, vs. Will (+5 if opp higher level), cannot attack unless attacked   Noble                      Influence
or allies attacked
                                                                                                                                                                           Elite Trooper, Officer, Soldier
using Mechanics skill to set explosives = +2 dice dam, take multiple and stack                                       Soldier                    Commando
v. an enemy you just hit with melee atk, takes half dam & takes -5 Atk v. you until next turn, 1 per rnd             Noble                      Fencing                       Noble
FP?: x = must spend force point,* = may spend                                                                  Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                          talents that are available to a specific class.

BENEFIT                                                                                                        CLASS                      TREE                          ALL
with a crit target cannot move next turn                                                                       Elite Trooper              Critical Master              Elite Trooper


DC15 Tactics, allies +1 Atk vs. flanked, or +1 Def v. AoO next turn, Born Leader/Battle Analysis +2            Officer                    Military Tactics              Officer

                                                                                                                                                                      Sith Apprentice
1/encounter all allies w/in 12 sq & LOS may make an immediate atk at -5                                        Sith Apprentice            Sith Commander
+1 die dam v. prime target until end of encounter                                                              Soldier                    Ambusher                      Soldier
when you roll a nat 2-7, treat as 8.                                                                           Noble                      Superior Skills               Noble
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

Use the Force v. Ref Def in 2sq of target of Force blast, they take full or half dam                           Force-Using Traditions     Felucian Shaman
                                                                                                                                                                     Soldier, Weapon Specialist
opponent's damage threshold is 5 less, single weapon group                                                     Soldier                    Weapon Specialist
once per encounter, before making atk, add half level to dam not +1                                            Soldier                    Brawler                       Soldier
DC20 Mechanics v. item, if successful all items of the type don't function within 12sq, 1 at a time            Saboteur                   Sabotage                      Saboteur
reroll opposed Use the Force check to conceal presence                                                         Jedi Knight                Jedi Refugee                 Jedi Knight
                                                                                                                                                                     Elite Trooper, Infiltrator, Scout
when prone gain concealment unless you move or stand                                                           Scout                      Camouflage
return one Force power to any ally within 6 sq & LOS (one ally spent)                                          Jedi Knight                Jedi Archivist               Jedi Knight
1/turn designate 1 ally & 1 target w/out cover from you, ally ignores target's cover bonus to Ref Def          Noble                      Gambling Leader               Noble
                                                                                                                                                                      Droid Commander
allow 1 droid to make Deception, Mechanics, Persuasion, Pilot Ride, Treat Injury, or Use Computer check as     Droid Commander            Override
free, droid replaces mod with your Int mod
                                                                                                                                                                      Droid Commander
allow 1 droid to move its spd & use Acrobatics, Climb, Jump, Stealth or Swim & can replace its mod with your   Droid Commander            Override
Int mod
once per encounter if you damage an opp reduce target's thresh by 2 for encounter                              Soldier                    Mercenary                     Soldier
                                                                                                                                                                      Charlatan, Noble
1/encounter +4 flank bonus to allies in LOS to melee attacks                                                   Noble                      Disgrace

can use feint as 2swif against opp you threaten                                                                Melee Duelist              Melee Duelist                Melee Duelist

If you or ally w/in 6sq takes dam over thresh you & all allies in 6 sq +2 attack 7 dam until next turn         Scoundrel                  Revolutionary                 Scoundrel
                                                                                                                                                                     Soldier, Weapon Specialist
ignore target's armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming              Soldier                    Weapon Specialist
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

make area atk with discblade v. 3 targets if all in PB range, make 1 attack roll                               Force-Using Traditions     Zeison Sha Warrior         Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




area effect can exclude a number of targets = to Wis mod                                                       Force Sensitive            Alter
1/turn allow 1 ally w/in 12 sq to reroll Deception or Stealth                                                  Officer                    Fugitive Commander            Officer
                                                                                                                                                                     Assassin, Bounty Hunter, Saboteur, Scoundrel


suppress morale and insight bonuses until your next turn to all in LOS                                         Scoundrel                  Misfortune
                                                                                                                                                                     Corporate Agent, Droid Commander, Noble, Officer


does not lose Born Leader if out of LOS                                                                        Noble                      Leadership
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

treat thrown discblade as pistol for range                                                                     Force-Using Traditions     Zeison Sha Warrior
                                                                                                                                                                     Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




any enemy w/in 3 sq -2 Will Def & -2 atk v. you                                                                Force Sensitive            Guardian Spirit
if do dam, compare Atk to Will Def, if meet or exceed target -2 Ref Def until end of your turn                 Gladiator                  Gladiatorial Combat           Gladiator
1/encounter when ally attacked, your Deception check replaces their Def, if fail not used                      Charlatan                  Trickery                      Charlatan
                                                                                                                                                                      Charlatan, Noble
when ally in LOS takes 2nd Wind all enemies within 2sq loses Dex to Def until end of your next turn            Noble                      Provocateur
once per round if hit in melee, make an immediate attack against opponent                                      Jedi Knight                Lightsaber Forms             Jedi Knight
no penalty with vehicle weapons even if not pilot                                                              Ace Pilot                  Gunner                        Ace Pilot
FP?: x = must spend force point,* = may spend                                                                     Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                             talents that are available to a specific class.

BENEFIT                                                                                                           CLASS                      TREE                          ALL
Reroll FP dice that show 1 on a skill check & reroll until it is 2 or higher                                      Noble                      Superior Skills               Noble
when you roll Initiative & Deception v. Will Def in LOS, cannot be attacked until you harm an ally                Noble                      Collaborator                  Noble
1/enc forgo extra swif to atk, if hit & dam w/ranged count your & ally's atk as one for DR/SR/thresh              Outlaw                     Outlaw                        Outlaw
                                                                                                                                                                         Sith Apprentice
once per encounter when you damage a Force-sensitive opp regain 1 force power & target loses 1 FP                 Sith Apprentice            Sith
                                                                                                                                                                        Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




drain knowledge by touch (DC=Will Def), gain trained skill or SF if own skill, target down track, DSP             Force Sensitive            Dark Side

1/rnd designate target not in PB, with successful ranged atk add your Dex mod to dam                              Gunslinger                 Sharpshooter                 Gunslinger

                                                                                                                                                                        Elite Trooper, Officer, Soldier
Persuasion v. Will, cannot attack anyone within 6 squares if you don't have cover                                 Soldier                    Commando

Persuasion v. Will Def of Hunter's Target, opp takes -5 on Will Def as long as keep LOS                           Bounty Hunter              Bounty Hunter                Bounty Hunter
                                                                                                                                                                         Droid Commander
all droid allies who can hear you, bonus to one Def = Int mod (you choose Def)                                    Droid Commander            Droid Commander
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

opponent is flat-footed against your next attack with a lightsaber before end of your next turn                   Force-Using Traditions     Iron Knight
                                                                                                                                                                         Military Engineer
repair droids +1 hp for every point over Mechanics DC 20                                                          Military Engineer          Military Engineer
Mechanics v. droid's Will Def within 6sq, if successful droid can take only swif actions, 1 at a time             Saboteur                   Sabotage                      Saboteur
                                                                                                                                                                         Droid Commander
1/turn single droid ally in LOS gains hp = 10 + CL                                                                Droid Commander            Droid Commander
add 2x Str bonus to melee damage rolls with a weapon in one hand                                                  Droid                      Fourth-Degree Droid           Droid
with 2 light melee or lightsabers & single atk with one you get free atk with other                               Melee Duelist              Melee Duelist                Melee Duelist

with 2 light melee or lightsabers make full atk as stan as long as you use both weapons, 1 per turn               Melee Duelist              Melee Duelist                Melee Duelist

DC15 Treat Injury check to move adjacent living creature +1 up track                                              Droid                      First-Degree Droid            Droid
                                                                                                                                                                        Charlatan, Gunslinger, Scoundrel

each 1/enc after you Atk: if dam target +2 Ref Def v., or if damaged move 2sq, if you miss +2 next Atk            Scoundrel                  Fortune
first time in enc moved to bottom of track you can stop at -10 & can spend FP to move just -1 down not multiple   Droid                      Fifth-Degree Droid            Droid
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

create 3x3 sq difficult terrain around you & you ignore difficult terrain you create                              Force-Using Traditions     Shapers of Kro Var

when you successfully hit an enemy you can reduce dam by half to deny target Dex to Ref Def v. your atks until    Scoundrel                  Brigand                       Scoundrel
end of your next turn
                                                                                                                                                                         Martial Arts Master
unarmed increase crit range by 1                                                                                  Martial Arts Master        Martial Arts Forms
use farseeing on a location & standing in location viewed, DC 20 + 1 per day into the past                        Jedi Knight                Jedi Investigator            Jedi Knight
                                                                                                                                                                         Corporate Agent, Noble
make Knowledge untrained                                                                                          Noble                      Lineage
Use Computer replaces Deception with forged documents                                                             Scoundrel                  Slicer                       Improviser
Use Computer result replaces computer's Will Def to change its attitude & considered unfriendly                   Scoundrel                  Slicer                       Improviser
increase FP dice to next higher on 1 skill (d6 to d8, d8 to d10, d10 to d12)                                      Noble                      Superior Skills               Noble
opposed pilot check, opponents in dogfight are -10 to Atk                                                         Ace Pilot                  Expert Pilot                  Ace Pilot
if in a melee, ranged attacks are -10 not -5                                                                      Jedi                       Jedi Guardian                 Jedi
reroll Dark side skills/Use the Force, no longer able to use light side                                           Force Adept                Dark Side Devotee            Force Adept
allies automatically aid another                                                                                  Medic                      Advanced Medicine            Medic, Shaper
FP?: x = must spend force point,* = may spend                                                             Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                     talents that are available to a specific class.

BENEFIT                                                                                                   CLASS                      TREE                          ALL
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

+1 die damage                                                                                             Force-Using Traditions     Kilian Ranger
+1 die damage                                                                                             Force Adept                Force Item                   Force Adept
when an enemy within 12sq & LOS gains a bonus, you also gain that bonus & any limitations                 Noble                      Collaborator                  Noble
                                                                                                                                                                 Corporate Agent, Noble
trained in Mechanics, time reduced 25% when installing new systems to vehicle                             Noble                      Lineage
1 ally in LOS & has cover is considered to have improved cover as long as they still have cover           Pathfinder                 Pathfinder                    Pathfinder
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

+10 Perception to avoid being surprised, spend FP to act in surprise round even if surprised              Force-Using Traditions     Baran Do Sage

                                                                                                                                                                 Specialized Droid
take 10 on Dex based skill checks even if you normally could not                                          Independent Droid          Specialized Droid

Perception as swif not stan                                                                               Vanguard                   Vanguard                      Vanguard
nat 19 or 20 gain benefit of Critical Skill Success and bonus hp = Cha mod                                Noble                      Superior Skills               Noble
1/turn one adjacent ally to aid another as reac to assist you if they have not aided already              Jedi                       Jedi Consular                 Jedi

Use the Force v. Will Def of indifferent or better beast to perform a minor task within 30 sq, see J18    Force Adept                Beastwarden                  Force Adept
+5 Fort Def against environmental hazards                                                                 Droid                      Fifth-Degree Droid            Droid
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




remove debilitating condition affecting you and return to normal, inc. up to top of track                 Force Sensitive            Control
1 adjacent ally if you move that ally moves & ends adjacent, can't exceed ally's move                     Pathfinder                 Pathfinder                    Pathfinder
+10 threshold of you and ally when adjacent to Colossal or smaller ally                                   Ace Pilot                  Wingman                       Ace Pilot
when you spend a Force Point to activate a technique or secret you gain hp = 10 + class level             Force Adept                Mystic                       Force Adept
when change attitude, adjust one additional step                                                          Droid                      Third-Degree Droid            Droid
                                                                                                                                                                Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard



if hit with area attack, take half or no damage                                                           Scout                      Survivor
all gear you purchase has +50% hp & +5 DR more & +2 Mechanics check made with objects                     Improviser                 Procurement                  Improviser
When failing to get min result of check of 1 skill, gain FP only usable on that skill before end of enc   Noble                      Superior Skills               Noble
proficient with any exotic weapon FEAT even if don't possess                                              Elite Trooper              Weapon Master                Elite Trooper
treats all exotic weapons as a single weapon group                                                        Gladiator                  Gladiatorial Combat           Gladiator
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

with Search Your Feelings can sense consequences 1 hour in future, spend FP for 8 hours, DP 24 hrs        Force-Using Traditions     Baran Do Sage
                                                                                                                                                                 Droid Commander
if you or droid allies has LOS & is aware of a target, all droid allies have LOS to target                Droid Commander            Droid Commander
can mend a damaged or disabled biotech device as stan not full                                            Shaper                     Shaper                        Shaper
each 1/enc after you Atk: +5 dodge, or +5 Fort or Will Def, or move 2 sq w/out Atk of Opp                 Soldier                    Brawler                       Soldier
+2 opposed Grapple checks                                                                                 Soldier                    Brawler                       Soldier
+1 Atk                                                                                                    Ace Pilot                  Gunner                        Ace Pilot
reroll Treat Injury to repair or modify biotech                                                           Shaper                     Shaper                        Shaper
                                                                                                                                                                Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




no penalty on Survival checks to track at normal speed                                                    Scout                      Awareness
when you use Assault Tactics, target takes cumulative -1 Ref Def each time damaged (max -5)               Officer                    Military Tactics              Officer
when you dam opp w/lightsaber, can spend FP to make opponent flat-footed until end of your next turn      Jedi                       Jedi Guardian                 Jedi
weapon's crit range extended by 1                                                                         Elite Trooper              Critical Master              Elite Trooper
weapon's crit range extended by 1                                                                         Elite Trooper              Critical Master              Elite Trooper
FP?: x = must spend force point,* = may spend                                                                Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                        talents that are available to a specific class.

BENEFIT                                                                                                      CLASS                      TREE                          ALL
you can perform first aid one additional time a day on a target                                              Medic                      Advanced Medicine            Medic, Shaper
                                                                                                                                                                   Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard



+5 Str check in same round                                                                                   Scout                      Survivor
increase blast radius by 1 square                                                                            Saboteur                   Sabotage                      Saboteur
+1 atk v. target if you do not have cover from target                                                        Noble                      Gambling Leader               Noble
1/turn when damaged by atk, move half speed with no Atk of Opp                                               Scout                      Unpredictable                 Scout
Stealth replaces Deception to create diversion to hide, +5 if trained in deception                           Scout                      Espionage                     Scout
all squad members move 2 sq w/no atk of opp (squad = you & # = or less than cl + Cha mod, must be on foot,   Elite Trooper              Squad Leader                 Elite Trooper
                                                                                                                                                                   Improviser, Military Engineer, Scoundrel


jury-rig = hp for vehicle = to result of Mechanics check                                                     Scoundrel                  Outlaw Tech
once per day take 20 on Deception check as stan when attempting to deceive                                   Scoundrel                  Smuggling                     Scoundrel
                                                                                                                                                                   Crime Lord, Master Privateer
1/encounter if minion down track you can reduce by 1 & target regains hp = your HL, unless 0 hp              Crime Lord                 Infamy
when you reduce enemy to 0hp, Persuasion v. targets in 6sq, -2 Atk rest of encounter (once only)             Soldier                    Mercenary                     Soldier
                                                                                                                                                                   Corporate Agent, Droid Commander, Noble, Officer


+5 Will vs. fear if in LOS and N conscious                                                                   Noble                      Leadership
opponents level equal or lower to your heroic level within 6sq -1 Atk                                        Bounty Hunter              Bounty Hunter                Bounty Hunter

grant one enemy +1 Atk, one ally gets +2 Atk                                                                 Noble                      Collaborator                  Noble
                                                                                                                                                                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




ignore all concealment for 1 minute                                                                          Force Sensitive            Sense
1/enc w/autofire atk treat atk as 6 sq cone, consumes 20 shots                                               Elite Trooper              Weapon Master                Elite Trooper
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

DC15 can detect presence, general strength, & origin of energy fields within 12sq, reduce shields by 5       Force-Using Traditions     Luka Sene
DC15 Tactics, allies w/in 10 squares get +10 Cover bonus if in cover, until next turn                        Officer                    Military Tactics              Officer
                                                                                                                                                                    Master Privateer
1/encounter all allies in 6 sq heal hp = your HL                                                             Master Privateer           Piracy

forgo extra swif action to aim with 1 swif on your next turn                                                 Outlaw                     Outlaw                        Outlaw
if missed by an atk, +2 on next atk before end of next turn                                                  Scoundrel                  Recklessness                  Scoundrel
1/day 10 min spend FP & can reroll Perception, Stealth, farseeing, Atk roll, regain unspent FP               Bounty Hunter              Gand Findsman                Bounty Hunter



can roll two dice for Perception to avoid surprise & keep better                                             Bounty Hunter              Gand Findsman                Bounty Hunter

you and 1 follower can make ranged atk v. target in LOS with you each taking -5 on atk                       Soldier                    Squad Leader                 Elite Trooper
if flanked & with two pistols, attack flankers as stan instead of full, must attack two targets              Gunslinger                 Pistoleer                    Gunslinger
designate single opp & move away +2 speed, no Atk of Opp from that opponent                                  Scout                      Fringer                      Outlaw, Scout

a number of vehicles = to your class level & LOS may move a number of squares = speed                        Officer                    Naval Officer                 Officer

DC15 Tactics, designate single vehicle, allied gunners in LOS +1 die damage                                  Officer                    Naval Officer                 Officer
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

fly speed double land speed, ascend 1/2 speed, descend double speed, until next turn                         Force-Using Traditions     Dathomiri Witch
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

UtF for Acrobatics & can reroll UtF if can reroll Acrobatics, spend FP to be one size larger w/grapple       Force-Using Traditions     Shapers of Kro Var
with a crit make an additional attack against a target in range, once per turn                               Elite Trooper              Critical Master              Elite Trooper
                                                                                                                                                                    Martial Arts Master
multiple unarmed atk with full atk have penalty reduced by 2, can be taken multiple times                    Martial Arts Master        Unarmed Mastery
                                                                                                                                                                    Crime Lord, Noble
1/encounter, intimidate check opp in LOS vs. Will, can take only swif next turn (+5 if opp higher level)     Noble                      Influence
                                                                                                                                                                    Sith Apprentice
1/encounter all allies w/in 12 sq & LOS move +2 up track but are -2 atk & skills for rounds = CL             Sith Apprentice            Sith Commander
FP?: x = must spend force point,* = may spend                                                           Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                   talents that are available to a specific class.

BENEFIT                                                                                                 CLASS                      TREE                          ALL
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi M aster




reroll an attack against opponent with Dark Side score 1+                                               Force Sensitive            Light Side
select a single Force power & if you use power spend Force Point to return all spent uses to suite      Force Adept                Force Item                   Force Adept
if you damage opponent all allies within 3 sq gain +2 dam v. that target                                Soldier                    Trooper                       Soldier

when you deal damage you get +5 Will Def until next turn unless you are surprised or flat-footed        Soldier                    Mercenary                     Soldier
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

Use the Force replaces Use Computer to astrogate if you move object of sufficient size, no hyperdrive   Force-Using Traditions     Aing-Tii Monk
                                                                                                                                                              Charlatan, Gunslinger, Scoundrel

for rest of encounter: +1 Atk, +5 competence to skills or +1 Def                                        Scoundrel                  Fortune
when hit or missed by attack move speed as reac & must end adjacent to ally, no AoO                     Scout                      Espionage                     Scout
Use the Force -10 when someone uses Sense Surroundings to detect you                                    Bounty Hunter              Force Hunter                 Bounty Hunter
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

blocks electronic surveillance until next turn or spending standard action                              Force-Using Traditions     Jensaarai Defender
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

expands bubble to number of creatures = to character level                                              Force-Using Traditions     Jensaarai Defender
                                                                                                                                                               Sith Apprentice
Use the Force replaces Deception, considered trained                                                    Sith Apprentice            Sith
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

1/encounter Persuasion v. Will Def of Int 3 or higher & understand, target loses move, FP for stan      Force-Using Traditions     Jal Shey
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

always add +3 to ranged attacks with a Force Point (+4 with d8s)                                        Force-Using Traditions     Keetael
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




designate one force power, remove one power for the designated power, you -1 down track for 1 min       Force Sensitive            Control
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

if you spend a Force Point to add to an attack roll, heal hp = Force Point result                       Force-Using Traditions     Bando Gora Captain
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




when you roll a natural 1 on Atk or Use the Force roll gain +1 FP until end of encounter                Force Sensitive            Alter                      Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




DC15 Use the Force, regain one Force Power                                                              Force Sensitive            Control                    Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




negates crit, take normal damage                                                                        Jedi Knight                Duelist                    Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1/encounter activate a Force talent that requires a Force Point without spending one                    Force Sensitive            Control
hide you and allies equal to class level, Use the Force v. Will, 1min or if attack from haze            Jedi                       Jedi Sentinel                 Jedi
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

sneak from Stealth from electronic devices, use same roll for Perception & Use Computer                 Force-Using Traditions     White Current Adept

when you damage an opponent with a Force Power, Persuasion to intimidate                                Force Adept                Imperial Inquisitor          Force Adept
Use the Force instead of Initiative, considered trained                                                 Jedi                       Jedi Guardian                 Jedi
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

when you spend a Force Point for a melee attack, add the roll to damage                                 Force-Using Traditions     Keetael

permanent Will Def +2, give all allies 6sq +2 Will Def for rest of encounter if within 6sq              Jedi                       Jedi Consular                 Jedi
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




UseForce replaces Perception avoid surprise/notice enemies/sense deception or influence, trained        Force Sensitive            Sense
Use the Force instead of Persuasion check, considered trained                                           Jedi                       Jedi Consular                 Jedi
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




Use the Force instead of Pilot, considered trained                                                      Force Sensitive            Sense
                                                                                                                                                              Force Adept, Force Disciple
on a selected Force power, you may reroll Use the Force checks                                          Force Adept                Force Adept                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




with second wind, gain additional hp: d6 per Force Point possessed (10d6 max)                           Force Sensitive            Control
FP?: x = must spend force point,* = may spend                                                                  Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                          talents that are available to a specific class.

BENEFIT                                                                                                        CLASS                      TREE                          ALL
                                                                                                                                                                     Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




when activating starship maneuver, reroll Pilot Check                                                          Force Sensitive            Sense
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

can use Force Trance & receive vital transfer & gain additional hp = Cha mod (min 1)                           Force-Using Traditions     Iron Knight
ally affected by Battle Med is reduced to 0 hp allows ally to take 2nd Wind as reac & falls uncon              Jedi Knight                Jedi Battlemaster            Jedi Knight
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

1/turn ally within 12 sq & LOS can take 2nd Wind if they have not already                                      Force-Using Traditions     Tyia Adept                 Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




if fail to rebuke, lessen affect by one step, only works with powers with variable effects                     Force Sensitive            Control
+1 on one Def, can not remake for 24 hours, only one at a time                                                 Force Adept                Force Item                   Force Adept
if within 6 squares, can pull back as a swift action w/DC20 Use the Force                                      Force Adept                Force Item                   Force Adept
                                                                                                                                                                     Force Adept, Force Disciple
Use the Force replaces Treat Injury, can treat without a medkit or medpac, considered trained                  Force Adept                Force Adept
Use the Force replaces Treat Injury, considered trained                                                        Jedi Knight                Jedi Healer                  Jedi Knight
allies w/in 12sq can reroll Init, if allies surprised but not you, 1 ally per your Wis mod not surprise        Jedi Knight                Jedi Watchman                Jedi Knight
the radius to which you can be detected is 10km not 100km                                                      Jedi Knight                Jedi Refugee                 Jedi Knight
with a crit using a lightsaber gain temp Force Point to be used before the end of the encounter                Jedi                       Jedi Guardian                 Jedi
                                                                                                                                                                     Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




reroll Initiative Check, natural 20 = regain Force Point                                                       Force Sensitive            Sense
all allies w/in 12 sq +2 atk & dam for attacks of opportunity                                                  Noble                      Anticipation                  Noble

all squad members +2 Ref Def until next turn if w/in 6 sq of another squad member (squad = you & # = or less   Elite Trooper              Squad Leader                 Elite Trooper
than cl + Cha mod, must be on foot, have LOS & be able to communicate)
                                                                                                                                                                     Force Adept, Force Disciple
immune to disease, poison and radiation                                                                        Force Adept                Force Adept
                                                                                                                                                                     Charlatan, Gunslinger, Scoundrel

with a Critical, gain a standard free action, take before next turn or lose                                    Scoundrel                  Fortune
at start of surprise round if you're not surprised designate 1 ally w/in 6 sq to retain Dex to Ref Def         Scout                      Advance Patrol                Scout
                                                                                                                                                                      Charlatan, Noble
1/turn when ally in LOS missed by ranged atk compare missed atk to adjacent enemy to see if it hits            Noble                      Provocateur

if melee combat & you are missed by a ranged Atk, that Atk target's opponent instead (same Atk roll)           Noble                      Collaborator                  Noble
                                                                                                                                                                     Crime Lord, Master Privateer
1/encounter force all enemies to move 1 sq away from one minion, no Atk of Opp                                 Crime Lord                 Infamy

natural 20 on skill check = one extra Force Point for encounter                                                Scout                      Fringer                      Outlaw, Scout

all squad members +2 dam until next turn (squad = you & # = or less than cl + Cha mod, must be on foot, have   Elite Trooper              Squad Leader                 Elite Trooper
LOS & be able to communicate)
                                                                                                                                                                      Droid Commander
allow 1 droid to take full atk & replace its mod with your Int mod                                             Droid Commander            Override
can take 10 to increase speed, all-out movement is x5 not x4                                                   Ace Pilot                  Expert Pilot                  Ace Pilot
                                                                                                                                                                     Charlatan, Gunslinger, Scoundrel

+2 Wisdom checks when gambling, take multiple times                                                            Scoundrel                  Fortune
1/encounter when you intimidate gain +1 for every ally within 6sq & target's LOS (max +5)                      Soldier                    Brute Squad                   Soldier
                                                                                                                                                                     Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




Use the Force v. Will, detect Force sensitivity, force powers number, Force Points                             Force Sensitive            Sense
when ally targeted by ranged atk, you allow them to drop prone as free action                                  Noble                      Anticipation                  Noble
one of your followers +2 speed                                                                                 Scout                      Reconnaissance                Scout
when you hit with attack and damage exceeds thresh target takes -5 to hit you until end of your turn           Scoundrel                  Revolutionary                 Scoundrel
FP?: x = must spend force point,* = may spend                                                                        Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                talents that are available to a specific class.

BENEFIT                                                                                                              CLASS                      TREE                          ALL
1/encounter make melee Atk then move your speed away without Atk of Opp                                              Assassin                   Assassin                      Assassin
                                                                                                                                                                           Elite Trooper, Infiltrator, Scout
if start turn in total concealment or cover, Stealth v. Perception or enemy is flat-footed v. you                    Scout                      Camouflage
issue routine command to a computer                                                                                  Scoundrel                  Slicer                       Improviser
do not take -5 when using grab action                                                                                Soldier                    Brawler                       Soldier
if take dam from Force power +2 all Def against that power until end of encounter                                    Jedi                       Jedi Sentinel                 Jedi

1/encounter grant hp = 5 + 1/2 CL to all allies within 20 sq & LOS                                                   Officer                    Military Tactics              Officer
reduces range penalties by one range category, ex. short = PB                                                        Ace Pilot                  Gunner                        Ace Pilot
+2 on all Def against light-side powers                                                                              Force Adept                Dark Side Devotee            Force Adept
with proficient weapon, lower damage threshold by 10 (replaces Devastating Atk)                                      Elite Trooper              Weapon Master                Elite Trooper
as Focused Force Talisman but Force Point does not count toward "one per turn"                                       Force Adept                Force Item                   Force Adept


+1 on all Def                                                                                                        Force Adept                Force Item                   Force Adept
with proficient weapon, lower DR by 10 (replaces Penetrating Atk)                                                    Elite Trooper              Weapon Master                Elite Trooper
with proficient weapon, +1 Atk                                                                                       Elite Trooper              Weapon Master                Elite Trooper
                                                                                                                                                                           Force Disciple, Jedi Master, Sith Lord

fira attack +1                                                                                                       Force-Using Traditions     Order of Shasa             Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




+1 Atk                                                                                                               Jedi Knight                Duelist
with proficient weapon, +2 damage                                                                                    Elite Trooper              Weapon Master                Elite Trooper
                                                                                                                                                                           Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




+2 damage                                                                                                            Jedi Knight                Duelist
Use the Force v. grenade atk roll to negate attack, you take -5 penalty on Use the Force until next turn             Jedi                       Jedi Guardian                 Jedi
each 1/enc: 1. single ranged or melee atk & gain hp = Con score, or 2. Aid Another w/in 6 sq to atk add half cl to   Soldier                    Veteran                       Soldier
ally's dam roll if atk hits, or 3. single melee or ranged atk & gain +2 dodge to Ref Def until next turn
all allies w/in 6 sq can roll Perception if you do taking the highest result                                         Officer                    Fugitive Commander            Officer
When you reduce enemy to 0 hp/uncon you & 2 allies w/in 6 sq & LOS move spd as reac, no AoO                          Scout                      Espionage                     Scout
with two pistols & attack, even if miss deal dam = half HL                                                           Gunslinger                 Pistoleer                    Gunslinger
                                                                                                                                                                           Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




your guardian spirit can tell you the immediate consequences of your actions, gain 1 bonus FP/day after 6 hrs rest   Force Sensitive            Guardian Spirit
to improve Force power or activate technique or secret
when you dam opp w/lightsaber, target is -2 Atk against anyone but you                                               Jedi                       Jedi Guardian                 Jedi
whenever you begin turn adjacent to target of Ward gain hp = your character level                                    Elite Trooper              Protection                   Elite Trooper
show ally in LOS to ignore effect of difficult terrain until your next turn, not you                                 Scout                      Hyperspace Explorer           Scout
allies adjacent to target you dealt dam +2 melee atk v. target                                                       Jedi                       Jedi Consular                 Jedi
use gun as melee weapon w/out penalty, with bayonet, acts as blade and club                                          Soldier                    Brawler                       Soldier
with two pistols attack as if autofire even without, autofire penalties apply                                        Gunslinger                 Pistoleer                    Gunslinger
if unarmed & holding no items double Str bonus on unarmed attacks                                                    Soldier                    Brawler                       Soldier
                                                                                                                                                                           Elite Trooper, Officer, Soldier
catch a Second Wind as a reaction not a swift action                                                                 Soldier                    Commando
                                                                                                                                                                            Martial Arts Master
reduce target's DR by 1 for enc if hit with unarmed atk, does not stack                                              Martial Arts Master        Unarmed Mastery
                                                                                                                                                                           Force Disciple, Jedi Master, Sith Lord

reduce swif actions to move up track by 1                                                                            Force-Using Traditions     Believer Disciple
                                                                                                                                                                           Elite Trooper, Officer, Soldier
once per round, shield ally, any attacks that target you                                                             Soldier                    Commando
FP?: x = must spend force point,* = may spend                                                                  Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                          talents that are available to a specific class.

BENEFIT                                                                                                        CLASS                      TREE                          ALL
when you deal dam after aiming target can't use stan action to atk on their next turn                          Gunslinger                 Sharpshooter                 Gunslinger
1/turn number of allies = Cha bonus (min 1) & w/in 12 sq & LOS, each may withdraw as free                      Officer                    Fugitive Commander            Officer
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

can heal droids with vital transfer                                                                            Force-Using Traditions     Iron Knight
damage healed with vital transfer increase by 1 point per class level                                          Jedi Knight                Jedi Healer                  Jedi Knight
1/turn designate 3x3 area w/in LOS, if a target moves in that area 1 ally in LOS can make Atk of Opp           Noble                      Anticipation                  Noble
can double Str bonus to melee & unarmed dam                                                                    Droid                      Fifth-Degree Droid            Droid
                                                                                                                                                                     Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




add Cha bonus to Perception check                                                                              Force Sensitive            Sense
1/turn with aid another to adjacent ally on a skill check as a swif action not stan                            Droid                      Third-Degree Droid            Droid
                                                                                                                                                                     Assassin, Bounty Hunter, Saboteur, Scoundrel


Persuasion v. Will Def within 12sq, -2 speed & must spend swif with stan, until target's next turn             Scoundrel                  Misfortune
                                                                                                                                                                      Independent Droid
reroll any untrained skill check, mtr & 1/enc spend FP tor reroll any skill check & take better                Independent Droid          Elite Droid
snipe action of Stealth is swif not move                                                                       Scout                      Hyperspace Explorer           Scout
if have concealment v. target, +5 Perception v. target                                                         Scout                      Surveillance                  Scout
                                                                                                                                                                     Elite Trooper, Infiltrator, Scout
no penalty to stealth at normal movement                                                                       Scout                      Camouflage
if a weapon you draw is not noticed opp is flat-footed, can use Quick Draw as a swif                           Scoundrel                  Smuggling                     Scoundrel
                                                                                                                                                                     Elite Trooper, Infiltrator, Scout
1/encounter within 2sq of cover or concealment can move to & make Stealth check as single move                 Scout                      Camouflage
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

DC 15 Use the Force to double Str bonus to next melee dam roll                                                 Force-Using Traditions     Believer Disciple
1/encounter +1 die dam with grenade or explosive                                                               Elite Trooper              Republic Commando            Elite Trooper
                                                                                                                                                                      Martial Arts Master
creature or droid damaged by unarmed atk takes penalty on next atk = your Str mod                              Martial Arts Master        Martial Arts Forms
allies take no or half dam from your area atk                                                                  Scoundrel                  Recklessness                  Scoundrel
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

telepathy of Use the Force as swif & auto success (no roll) if target is willing recipient in same planet      Force-Using Traditions     Felucian Shaman
1/enc move all squad members +1 up track (squad = you & # = or less than cl + Cha mod, must be on foot, have   Elite Trooper              Squad Leader                 Elite Trooper
LOS & be able to communicate)
with a successful attack of opportunity, you stop the target's movement ending its action                      Jedi                       Jedi Guardian                 Jedi
                                                                                                                                                                     Improviser, Military Engineer, Scoundrel


can use Mechanics instead of Use Computer to improve access, considered trained                                Scoundrel                  Outlaw Tech
                                                                                                                                                                      Specialized Droid
hotwire processor +5 Int/Wis skill & +1 ranged atk, rounds = half level, move -1 down track after              Independent Droid          Specialized Droid
                                                                                                                                                                     Elite Trooper, Infiltrator, Scout
if benefit from cover you can increase cover by one step                                                       Scout                      Camouflage
if looking for hidden enemies, can make one atk v. one enemy you notice                                        Scout                      Surveillance                  Scout

aim before attacking moves target one down track if attack deals damage                                        Bounty Hunter              Bounty Hunter                Bounty Hunter

once per encounter, designate an opponent, +dam=to BH level                                                    Bounty Hunter              Bounty Hunter                Bounty Hunter
                                                                                                                                                                     Ace Pilot, Master Privateer, Scoundrel

once a day, add class level to Atk, skill or ability roll                                                      Scoundrel                  Spacer

Pilot replaces Use the Computer for astrogate or operate sensors                                               Scout                      Hyperspace Explorer           Scout
add Cha bonus not Wis bonus to Will Def                                                                        Noble                      Ideologue                     Noble
                                                                                                                                                                      Droid Commander, Noble
if you hit, give an ally a dam bonus = to their level                                                          Noble                      Inspiration

1/encounter ignore armor or equipment bonuses with melee atk                                                   Elite Trooper              Melee Specialist             Elite Trooper
FP?: x = must spend force point,* = may spend                                                           Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                   talents that are available to a specific class.

BENEFIT                                                                                                 CLASS                      TREE                          ALL
                                                                                                                                                              Elite Trooper, Martial Arts Master

if damage more than DR, ignore DR                                                                       Elite Trooper              Master of Teras Kasi
reroll Persuasion when haggling for restricted, military or illegal goods                               Scoundrel                  Smuggling                     Scoundrel
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




Use the Force v. Will Def, see K52 or F87 or J14                                                        Force Sensitive            Alter
                                                                                                                                                              Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




can see or hear as if you were standing in the space of your illusion if humanoid                       Force Sensitive            Alter
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

swif to spend stored Force Point, can attune 1 item per 24 hours, only for you & one FP at a time       Force-Using Traditions     Jal Shey
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

applies to ally also, spend Force Point to all adjacent allies                                          Force-Using Traditions     White Current Adept
anyone attempting to move you involuntarily is -5 to their check/atk                                    Jedi                       Jedi Guardian                 Jedi
                                                                                                                                                              Soldier, Weapon Specialist
if damage opp with piercing Atk, opponent -2 speed until end of your next turn                          Soldier                    Weapon Specialist

aid on Knowledge checks of ally within 6 sq if you're trained                                           Jedi Knight                Jedi Archivist               Jedi Knight
ally moves normal speed, must move immediately or wasted, can use 3 times a turn                        Crime Lord                 Mastermind                   Crime Lord
ally can make a standard or move action, immediately or wasted                                          Crime Lord                 Mastermind                   Crime Lord
ally can make a standard & move action, immediately or wasted                                           Crime Lord                 Mastermind                   Crime Lord
if in cover, gain DR = CL provided you still have cover when they attack                                Vanguard                   Vanguard                      Vanguard
                                                                                                                                                               Corporate Agent
Persuasion 12sq cone v. Will target loses swif action on next & no full, 1/encounter lose stan action   Corporate Agent            Corporate Power
                                                                                                                                                               Corporate Agent
Persuasion 6sq cone v. Will target loses swif action on next & no full                                  Corporate Agent            Corporate Power            Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier




Ref Def bonus = either heroic level + 1/2 armor bonus or armor bonus                                    Soldier                    Armor Specialist
do not have to move in straight line on attack run                                                      Ace Pilot                  Expert Pilot                  Ace Pilot
react Battle Meditation as swif not full, range 12sq, enemies within radius -1 attack                   Jedi                       Jedi Guardian                 Jedi
when you damage an opponent, use Consular's Vitality as free action                                     Jedi                       Jedi Consular                 Jedi
                                                                                                                                                               Sith Apprentice
range increases to 12 squares, failure deals and heals 1/2 damage                                       Sith Apprentice            Sith
                                                                                                                                                              Force Disciple, Jedi Master, Sith Lord

can use Search (Perception) as swif, always succeed when using Sense Surroundings (no roll needed)      Force-Using Traditions     Luka Sene
damage healed with vital transfer increase by 2 points per class level                                  Jedi Knight                Jedi Healer                  Jedi Knight
                                                                                                                                                              Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




reroll Initiative                                                                                       Scout                      Awareness
Jury-Rig as stan not full, do not have to make check to jury-rig & move up +3 steps not +2              Improviser                 Improviser                   Improviser
                                                                                                                                                              Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




make a single ranged atk & compare to Ref Def of all targets in 6sq line, half on miss, DC20 return     Jedi Knight                Duelist
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their move action      Assassin                   Genohardan                    Assassin

may attack in surprise round                                                                            Gunslinger                 Gunslinger                   Gunslinger
can draw ignite & attack with lightsaber even if surprised, can draw & ignite lightsaber as free        Jedi Knight                Jedi Watchman                Jedi Knight
                                                                                                                                                              Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




once per turn when you redirect an attack do not count the initial deflect penalty                      Jedi Knight                Duelist                    Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




when you make a riposte do not count the initial block penalty                                          Jedi Knight                Duelist
increase damage dice to d8 not d6                                                                       Jedi Knight                Jedi Shadow                  Jedi Knight
can use Sentinel's Gambit an additional number of times per encounter = half class level                Jedi Knight                Jedi Shadow                  Jedi Knight
                                                                                                                                                              Assassin, Bounty Hunter, Saboteur, Scoundrel


if move at least 2 sq & in a different square +1 all Def                                                Scoundrel                  Misfortune
                                                                                                                                                              Assassin, Bounty Hunter, Saboteur, Scoundrel


use Sneak Attack for targets w/in 12 sq not 6                                                           Scoundrel                  Misfortune
FP?: x = must spend force point,* = may spend                                                                  Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                          talents that are available to a specific class.

BENEFIT                                                                                                        CLASS                      TREE                          ALL
if adjacent to a creature, +2 Ref Def until your next turn or no longer adjacent                               Charlatan                  Trickery                      Charlatan
                                                                                                                                                                     Elite Trooper, Infiltrator, Scout
reroll Stealth                                                                                                 Scout                      Camouflage
if move opponent down track with melee atk, target cannot take stan or full action its next turn               Elite Trooper              Melee Specialist             Elite Trooper
                                                                                                                                                                     Soldier, Weapon Specialist
when you suppress that enemy is -5 atk, if targeting with autofire each enemy -2 atk in area                   Soldier                    Weapon Specialist
                                                                                                                                                                      Infiltrator, Scout
you and allies +1 on all defenses v. target                                                                    Scout                      Spy
increase fly speed 2sq                                                                                         Soldier                    Rocket Jumper                 Soldier
                                                                                                                                                                      Crime Lord, Noble
same as Weaken but target keeps fleeing                                                                        Noble                      Influence
DC 25 Mechanics & 1 hour to create item = 200 credits x cl cannot be rare or illegal & must be familiar with   Improviser                 Improviser                   Improviser
item, destroyed after 24 hours, 1/day
no penalty on improvised weapons                                                                               Jedi Knight                Jedi Weapon Master           Jedi Knight
                                                                                                                                                                      Sith Apprentice
1/encounter all allies w/in 12 sq & LOS +1 rage bonus on atk but -2 Ref Def until end of encounter             Sith Apprentice            Sith Commander
                                                                                                                                                                      Infiltrator, Scout
can reroll Deception for a deceptive appearance                                                                Scout                      Spy
                                                                                                                                                                     Elite Trooper, Officer, Soldier
once per day, +5 up condition track, but not persistent conditions, can take multiple                          Soldier                    Commando                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




immune to all mind-affecting effects 1 minute                                                                  Force Sensitive            Control                    Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1/encounter can return 1 Force mind-affecting force power w/out FP                                             Force Sensitive            Alter
                                                                                                                                                                      Corporate Agent, Noble
once per day friends take 20 on skill check with modifier 5+half your HL, takes 10*result min                  Noble                      Lineage
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

weapon's DR doubled, lightsabers do not ignore, with Force Point on attack add 2xFP result to dam              Force-Using Traditions     Felucian Shaman
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

take half dam from heat or fire or no damage on a miss                                                         Force-Using Traditions     Ember of Vahl

Deception v. Will Def in 6 sq & LOS target -5 Atk v. you until the start of your next turn                     Charlatan                  Trickery                      Charlatan
+1 attack rolls & +1 die damage vs. Force Sensitives                                                           Force Adept                Imperial Inquisitor          Force Adept
Use the Force replaces Knowledge if not trained, considered trained                                            Jedi Knight                Jedi Archivist               Jedi Knight
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

substitute Use the Force mod for ranged attack bonus until next turn                                           Force-Using Traditions     Agent of Ossus
                                                                                                                                                                      Droid Commander
1/turn one droid ally in LOS +Atk = 1/2 your CL, any in Networked Mind gains heuristic processor               Droid Commander            Droid Commander
                                                                                                                                                                      Droid Commander, Noble
all allies w/in sight, +1 Atk & skills for encounter or N unconscious                                          Noble                      Inspiration
                                                                                                                                                                     Crime Lord, Master Privateer
opponents of equal or lower level take -1 on Atk rolls, opposed skill checks, & Use the Force                  Crime Lord                 Infamy
                                                                                                                                                                     Crime Lord, Master Privateer
-2 penalty                                                                                                     Crime Lord                 Infamy
                                                                                                                                                                     Crime Lord, Master Privateer
-5 penalty                                                                                                     Crime Lord                 Infamy
                                                                                                                                                                      Droid Commander, Noble
ally makes skill check as move action, not standard                                                            Noble                      Inspiration
gain 1 follower with AP feat & trained in Perception, can be taken max 3 times                                 Noble                      Loyal Protector               Noble
allies in LOS +2 Atk & skill checks v. your designated target                                                  Crime Lord                 Mastermind                   Crime Lord
                                                                                                                                                                      Droid Commander, Noble
ally's attack moves target 1 more down condition track                                                         Noble                      Inspiration                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




Use the Force replaces Use Computer for astrogation                                                            Force Sensitive            Sense
once per encounter for one ally within 6sq can use your skill modifier for a skill check (not Use Force)       Noble                      Ideologue                     Noble
FP?: x = must spend force point,* = may spend                                                            Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                    talents that are available to a specific class.

BENEFIT                                                                                                  CLASS                      TREE                         ALL
successful ram you take half from ram, if target is same size or smaller they cannot move next round     Enforcer                   Enforcement                  Enforcer

v. adjacent, use Treat Injury instead of Persuasion to change attitude or intimidate                     Droid                      First-Degree Droid           Droid
                                                                                                                                                                Infiltrator, Scout
once per encounter can take 20 on trained Knowledge or take 10 on untrained Knowledge even if can't      Scout                      Spy

                                                                                                                                                                Crime Lord, Noble
1/encounter, Persuasion if opp has attacked you, vs. Will then -5 that Atk (+5 if opp higher level)      Noble                      Influence
if target is unaware of you, +1 die dam from ranged                                                      Vanguard                   Vanguard                     Vanguard
                                                                                                                                                                Master Privateer
with ion weapons +1 Atk & +1 die dam                                                                     Master Privateer           Privateer
                                                                                                                                                                Independent Droid
DR10 against ion dam                                                                                     Independent Droid          Autonomy
1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 ion, you must be adjacent       Saboteur                   Turret                       Saboteur
once per encounter, a single vehicle in LOS and immediate move action                                    Officer                    Naval Officer                Officer
twice Lightsaber deflection bonus with two lightsabers                                                   Jedi Knight                Lightsaber Forms             Jedi Knight
your Battle Meditation grants +2 to attack not +1                                                        Jedi Knight                Jedi Battlemaster            Jedi Knight
Fort & Will Def +1 & you deal +1 die dam against Force Sensitives                                        Bounty Hunter              Bounty Hunter               Bounty Hunter

includes Acquire Equipment or Funds, Obtain Info, Receive Medical Attention, Secure Safe House           Jedi Knight                Jedi Refugee                 Jedi Knight


+2 speed if you end move adjacent to target                                                              Jedi Knight                Jedi Investigator            Jedi Knight
activate as free, no Pilot check to land                                                                 Soldier                    Rocket Jumper                Soldier
once per encounter when enemy moves adjacent expend one charge to fly or move speed or withdraw          Soldier                    Rocket Jumper                Soldier
                                                                                                                                                               Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier




armor does not reduce speed or distance moved                                                            Soldier                    Armor Specialist
when fighting defensively, may negate one more attack per round with Vehicular Combat                    Ace Pilot                  Expert Pilot                 Ace Pilot
reroll Mechanics check to jury-rig                                                                       Scout                      Fringer                     Outlaw, Scout
                                                                                                                                                                Independent Droid
1/enc: use Sneak of Stealth in plain sight & considered trained; reroll Deception when acting atypical   Independent Droid          Autonomy

1/enc as reac reduce dam from 1 atk that targets your Ref Def by the amount of your Fort Def             Droid                      Fourth-Degree Droid          Droid
restore +1d8 hp when use Repair of Mechanics & with aid another                                          Improviser                 Procurement                  Improviser
once per encounter, single enemy in LOS, may reroll your first Atk roll, keeping best                    Jedi Knight                Lightsaber Forms             Jedi Knight
                                                                                                                                                               Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




no penalty vs. opponents in concealment (except total concealment)                                       Scout                      Awareness
if you reduce your prime target to 0 hp, designate a new prime target                                    Soldier                    Ambusher                     Soldier
if you jury-rig vehicle moves -2 down track at end not -5                                                Scout                      Fringer                     Outlaw, Scout

once per encounter, vehicle avoids moving down condition track                                           Ace Pilot                  Expert Pilot                 Ace Pilot
                                                                                                                                                               Elite Trooper, Officer, Soldier
if you aid another to suppress an attack, the enemy takes -5 on its atk not -2                           Soldier                    Commando
with Aid Another to suppress enemy, enemy takes -5 on all atk rolls until end of your next turn          Gunslinger                 Gunslinger                   Gunslinger
1/turn make opposed Initiative check v. prime target, if win prime target is flat-footed v. you          Soldier                    Ambusher                     Soldier
                                                                                                                                                                Master Privateer
make single melee atk v. within reach, if hits deal no damage but target must move/withdraw next turn    Master Privateer           Piracy

when missed by ranged atk & have cover/conceal move half spd & make Stealth check if still conceal       Scout                      Espionage                    Scout
                                                                                                                                                               Charlatan, Gunslinger, Scoundrel

once a day, reroll skill check                                                                           Scoundrel                  Fortune
FP?: x = must spend force point,* = may spend                                                                   Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                           talents that are available to a specific class.

BENEFIT                                                                                                         CLASS                      TREE                       ALL
                                                                                                                                                                      Imperial Knight
when ally w/in 12 sq hits with lightsaber you gain +1 all Def until end of your next turn                       Imperial Knight            Knight's Resolve
with a crit move opponent back 1sq if they are not grabbed/grappled or into something, within 2 sizes           Elite Trooper              Critical Master            Elite Trooper


aim before attacking and knock target prone, no bigger than two size categories                                 Gunslinger                 Gunslinger                 Gunslinger
target of Adversary Lore takes +1d6 dam from successful attacks                                                 Jedi                       Jedi Consular              Jedi
select an enemy in LOS & Knowledge (galactic lore) v. DC15+CL, can learn 2 pieces of info (see F25)             Noble                      Ideologue                  Noble
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

add Wis bonus to Ref Def if denied Dex                                                                          Force-Using Traditions     Baran Do Sage
Knowledge (galactic lore) DC15+CL for +2 one defense v. target                                                  Infiltrator                Bothan Spynet              Infiltrator
Knowledge (galactic lore) DC15+CL for crit +1 range v. target                                                   Infiltrator                Bothan Spynet              Infiltrator

Knowledge (galactic lore) DC15+CL for atk v. target                                                             Infiltrator                Bothan Spynet              Infiltrator
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

aid an ally in 6sq on Use the Force                                                                             Force-Using Traditions     Jal Shey
Persuasion v. Will Def 1 opponent in LOS, opponent may not attack until next turn (+5 if higher level)          Noble                      Ideologue                  Noble

DC 15 Knowledge (life sciences) for until end of enc target -2 atk after your successful melee atk              Droid                      First-Degree Droid         Droid
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

reduce penalty for large illusions by one half (min -1)                                                         Force-Using Traditions     The Krath
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

once per encounter treat damage from a Sith alchemical weapon as if you rolled max on Force Point               Force-Using Traditions     The Krath
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

once per encounter add 1 die dam or extend range 6sq, adds "dark side" to descriptor                            Force-Using Traditions     The Krath
                                                                                                                                                                      Martial Arts Master
1/turn creature or droid damaged by unarmed atk, disarm as swif, do not take -5 if in two hands                 Martial Arts Master        Martial Arts Forms
                                                                                                                                                                      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        Martial Arts Forms
                                                                                                                                                                      Charlatan, Gunslinger, Scoundrel

1/encounter you become immune to mind-affecting effects until your next turn, lose affects if choose            Scoundrel                  Fortune

any ally who starts in your safe zone & then exits it, +2 atk                                                   Pathfinder                 Pathfinder                 Pathfinder
once per encounter when you deal dam all allies +1 Atk & +1 die dam on non-area atks for encounter              Noble                      Ideologue                  Noble


if you do not have cover from target you dam with ranged atk, allies +2 atk v. target & +5 opposed Initiative   Noble                      Gambling Leader            Noble
when you dam an opp, Deception to feint, if successful, ally in 12sq, target as flat-foot v. your opp           Noble                      Fencing                    Noble
target w/in 12 sq & LOS Persuasion vs Will or target can't take stan actions until your next turn               Scoundrel                  Revolutionary              Scoundrel
                                                                                                                                                                      Elite Trooper, Officer, Soldier
+2 damage when aiding your Dedicated Protector on an atk                                                        Soldier                    Commando
gunners on your ship add 1/2 your HL or 1/2 their HL to dam & treat crew as one level higher calculate your     Officer                    Naval Officer              Officer
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

one ally w/in 12 sq & LOS that is grabbed etc & release them & can move half spd as reac w/no AoO               Force-Using Traditions     Aing-Tii Monk
1/encounter if ally to 0 hp or over thresh you may move your spd to be adjacent and take dam instead            Elite Trooper              Protection                 Elite Trooper
FP?: x = must spend force point,* = may spend                                                                      Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                              talents that are available to a specific class.

BENEFIT                                                                                                            CLASS                      TREE                          ALL
                                                                                                                                                                         Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max                                   Jedi                       Lightsaber Combat

when an enemy misses with a lightsaber you can move 2 sq without Atk of Opp                                        Bounty Hunter              Force Hunter                 Bounty Hunter
                                                                                                                                                                         Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




1/encounter return 1 lightsaber form to suite w/out spending FP                                                    Jedi Knight                Duelist
+2 Block & Deflect with a lightsaber you built                                                                     Jedi Knight                Jedi Artisan                 Jedi Knight
                                                                                                                                                                         Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


if within 6 squares, can pull back as a swift action w/DC20 Use the Force                                          Jedi                       Lightsaber Combat
                                                                                                                                                                         Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1 ally w/in 12 sq & LOS & trained in UtF, as long as w/in 12 sq can aid another as a reac, -5 other UtF            Force Sensitive            Alter
                                                                                                                                                                         Force Disciple, Jedi Master, Sith Lord

take up to -5 on Atk to give up to +5 Ref Def to ally in LOS                                                       Force-Using Traditions     Jensaarai Defender
proficient with improvised thrown weapons, objects 1 size larger than you can be thrown a number of sq = 2 x Str   Droid                      Fifth-Degree Droid            Droid
bonus (min 1) & add Str bonus to dam
when you hit a moving opp that is one size larger or smaller with Atk of Opp, ends movement                        Gladiator                  Gladiatorial Combat           Gladiator
move +2 squares if wearing light or no armor                                                                       Scout                      Fringer                      Outlaw, Scout

+5 to avoid dogfight of you and ally when adjacent to Colossal or smaller ally                                     Ace Pilot                  Wingman                       Ace Pilot
gain hp = 5 + 1/2 level if 1 enemy in LOS is aware & you don't have cover v. that enemy                            Noble                      Gambling Leader               Noble
                                                                                                                                                                         Charlatan, Gunslinger, Scoundrel

once a day, reroll Atk roll                                                                                        Scoundrel                  Fortune
                                                                                                                                                                         Charlatan, Gunslinger, Scoundrel

once an encounter can negate damage a single attack that would normally reduce you to 0 hp                         Scoundrel                  Fortune
                                                                                                                                                                         Force Disciple, Jedi Master, Sith Lord

1/encounter gain temp FP to spend w/ Luka Sene or Sense talents, to Search Feelings or Sense Force                 Force-Using Traditions     Luka Sene
1/turn Deception v. Will Def of 1 enemy in 12 sq & LOS, target must move half its spd toward you but avoiding      Scoundrel                  Recklessness                  Scoundrel
                                                                                                                                                                          Droid Commander
1/turn grant all droid allies in LOS to take Recover in 2 swif not 3                                               Droid Commander            Droid Commander
lightsaber defense bonus increase by 2 (max of 5)                                                                  Jedi Knight                Lightsaber Forms             Jedi Knight

                                                                                                                                                                         Ace Pilot, Master Privateer, Scoundrel

1/encounter can move half your speed on a vehicle or half vehicle speed if pilot without Atk of Opp                Scoundrel                  Spacer
Grab 2 adjacent targets at once                                                                                    Soldier                    Brawler                       Soldier
no penalty with improvised weapons                                                                                 Soldier                    Brawler                       Soldier

                                                                                                                                                                          Assassin, Scoundrel
if attack exceeds Fort Def, target is poisoned, poison makes Atk d20+HL v. Fort Def damage = d6+1/2HL &            Scoundrel                  Malkite Poisoner
if ally within 6sq reduced to 0 hp, move up to speed toward ally without Atk of Opp                                Soldier                    Brawler                       Soldier
once per encounter on your turn you move your speed as free before any other action                                Elite Trooper              Mandalorian Warrior          Elite Trooper
once per encounter with more than one atk you can add one die for each successful hit                              Elite Trooper              Mandalorian Warrior          Elite Trooper
once per encounter when you reduce opp hp to 0 gain +5 atk with next attack in same encounter                      Elite Trooper              Mandalorian Warrior          Elite Trooper
                                                                                                                                                                         Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




guardian spirit present for enc w/in 6 sq of you, as long as w/in 12 sq you: +1 atk, +2 UtF, +2 Will Def you can   Force Sensitive            Guardian Spirit
move spirit 6 sq as swif action 1/turn
1/turn when you dam target with non-area atk, Persuasion v. Will Def, you decide their swif action                 Assassin                   Genohardan                    Assassin
                                                                                                                                                                         Force Disciple, Jedi Master, Sith Lord

one force power no longer has dark or light side descriptor                                                        Force-Using Traditions     Aing-Tii Monk
when you damage target with non-area atk, 1 ally in LOS treats target as if flat-footed                            Vanguard                   Vanguard                      Vanguard
                                                                                                                                                                         Force Disciple, Jedi Master, Sith Lord

recover all Force powers on a nat 20 on an unarmed attack                                                          Force-Using Traditions     Warden of the Sky
FP?: x = must spend force point,* = may spend                                                                   Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                           talents that are available to a specific class.

BENEFIT                                                                                                         CLASS                      TREE                          ALL
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

become immune to Sense Force & appear to be normal droid until you use the Force                                Force-Using Traditions     Iron Knight
                                                                                                                                                                      Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




Use the Force = Deception for creating deceptive appearance                                                     Force Sensitive            Alter
ally you use Skilled Advisor with gains Force Point to be spent before end of encounter                         Jedi Knight                Jedi Archivist               Jedi Knight
When successfully disarm, make immediate free -5 atk w/ disarmed weapon or -10 if not proficient                Soldier                    Brawler                       Soldier
when you temporarily mend biotech using Treat Injury moves +4 up track and only -3 down at end                  Shaper                     Shaper                        Shaper
target moves two steps down the track                                                                           Jedi                       Jedi Consular                 Jedi
add Dex to melee dam with light melee weapon, double if two-handed                                              Melee Duelist              Melee Duelist                Melee Duelist

When grabbing, you take -2 to attacks not -5, target takes -5 to all attacks                                    Soldier                    Brawler                       Soldier
+1 atk & +1 die dam v. beast with Dark Side Score of 1+                                                         Jedi                       Jedi Sentinel                 Jedi
reroll Use Computer checks to improve access to computers                                                       Scoundrel                  Slicer                       Improviser

add one extra accessory, reroll one die of dam if you built, mentor another building (-5 their DC)              Jedi Knight                Jedi Artisan                 Jedi Knight
if opponent use aim to negate cover, Stealth v. attacker's Initiative to retain cover                           Vanguard                   Vanguard                      Vanguard
can always take 10 on Mechanics                                                                                 Droid                      Second-Degree Droid           Droid
add Int mod to Treat injury for Treat Disease/Poison/Radiation                                                  Droid                      First-Degree Droid            Droid
with a medpac for first aid, gain 2 hp for every point over DC instead of 1                                     Droid                      First-Degree Droid            Droid
DC20 Treat Injury on adjacent, target uses second wind even if above half hp                                    Medic                      Advanced Medicine            Medic, Shaper

with melee atk against target with your allies adjacent if also over Fort Def deal +1 die dam & prone           Soldier                    Brute Squad                   Soldier

w/melee atk against target w/your allies adjacent if also over Fort Def spd -2 & -2 Ref Def next turn           Soldier                    Brute Squad                   Soldier
1/encounter when ally makes successful melee atk against target adjacent to you, atk as reac & +2 atk           Soldier                    Brute Squad                   Soldier

+1 dam on melee attacks                                                                                         Soldier                    Brawler                       Soldier
double your speed for 1 round, must wait 5 rounds between uses                                                  Soldier                    Mercenary                     Soldier
when affected by a debilitating condition, change penalty to bonus for 1 round, then move down track            Soldier                    Mercenary                     Soldier
+2 dam against targets damaged by an ally since end of your last turn (+10 max)                                 Soldier                    Mercenary                     Soldier
touch & creature must have Int 3+, Use the Force v. Will Def if unwilling as Gather Info                        Force Adept                Telepath                     Force Adept
can place mine as stan not full                                                                                 Saboteur                   Sabotage                      Saboteur
                                                                                                                                                                       Charlatan, Noble
1/turn Persuasion v. Will Def to all opponents in LOS so target cannot attack you or 1 ally in 6sq              Noble                      Disgrace
immediately after making a full atk with two lightsabers you may move your speed as free action                 Jedi Knight                Jedi Battlemaster            Jedi Knight


immediately after making a full atk with two pistols you may move your speed as free action                     Gunslinger                 Gunslinger                   Gunslinger
when you end movement next to opponent & they withdraw, you can move with them                                  Jedi                       Jedi Guardian                 Jedi
each 1/enc 1. stan make ranged or melee atk if deal dam gain +5 dodge until end of next turn, or 2. stan make   Scout                      Advance Patrol                Scout
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

can move speed after Whirlwind Attack                                                                           Force-Using Traditions     Seyugi Dervish
                                                                                                                                                                       Independent Droid
do not take -5 penalty when you try to modify or reprogram yourself                                             Independent Droid          Autonomy
                                                                                                                                                                       Assassin, Scoundrel
you can modify delivery method with a Knowledge (life sciences) check, DC=Treat Injury DC                       Scoundrel                  Malkite Poisoner
FP?: x = must spend force point,* = may spend                                                             Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                     talents that are available to a specific class.

BENEFIT                                                                                                   CLASS                      TREE                          ALL
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




uses farseeing from your suite, before end of your next turn force attacker to reroll atk & keep second   Force Sensitive            Sense                      Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




use move object to make area attack = L 2x2, H 3x3, G 4x4 C 6x6, compare Use the Force to Ref Def         Force Sensitive            Alter

reduce Atk penalty by 2                                                                                   Melee Duelist              Melee Duelist                Melee Duelist


                                                                                                                                                                 Master Privateer
reduce Atk penalty by 2                                                                                   Master Privateer           Privateer

reduce Atk penalty by 2                                                                                   Gladiator                  Gladiatorial Combat           Gladiator
reduce Atk penalty by 2                                                                                   Elite Trooper              Weapon Master                Elite Trooper

                                                                                                                                                                Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




reduces penalty by 2, can be taken multiple                                                               Jedi Knight                Duelist

reduce Atk penalty by 2                                                                                   Gunslinger                 Gunslinger                   Gunslinger

reduce Atk penalty by 2                                                                                   Gunslinger                 Carbineer                    Gunslinger

reduce Atk penalty by 2                                                                                   Elite Trooper              Weapon Master                Elite Trooper


if you move opponent down track they take +1d6 dam                                                        Assassin                   Assassin                      Assassin
if you hit an opponent you have "marked" +1d6 dam                                                         Assassin                   Assassin                      Assassin
when you gain a level you get bonus Force Points = number of Force Talents (6 max)                        Force Adept                Mystic                       Force Adept
can make Treat Injury checks without medical kit with natural substitutes                                 Medic                      Advanced Medicine            Medic, Shaper

+1 Ref and Will Def with lightsaber                                                                       Jedi Knight                Lightsaber Forms             Jedi Knight
if enemy misses with melee atk as a reac you can move 2 sq but must end adjacent to attacker              Soldier                    Shockboxer                    Soldier
when an opponent withdraws that opponent is considered flat-footed v. you until end of next turn          Scoundrel                  Run and Gun                   Scoundrel
can use Cha mod to replace Str mod with light melee or a lightsaber                                       Noble                      Fencing                       Noble
if recruited enemy is 0 hp or bottom of track, you & all allies in LOS gain hp = 10 + your cl             Officer                    Rebel Recruiter               Officer
with a stun weapon +1 Atk & +1 die dam                                                                    Enforcer                   Enforcement                   Enforcer
reroll Persuasion to Intimidate                                                                           Bounty Hunter              Bounty Hunter                Bounty Hunter
                                                                                                                                                                Crime Lord, Master Privateer
reroll Persuasion checks to intimidate                                                                    Crime Lord                 Infamy
reroll Gather Info to locate a specific individual                                                        Bounty Hunter              Bounty Hunter                Bounty Hunter

1/turn if Hunter's Target attempts to withdraw you can make Atk of Opp                                    Bounty Hunter              Bounty Hunter                Bounty Hunter

1/enc add Wis mod to Persuasion in addition your Cha mod                                                  Droid                      Third-Degree Droid            Droid
                                                                                                                                                                 Assassin, Scoundrel
poisoned target denied Dex to Ref Def as long as it remains poisoned                                      Scoundrel                  Malkite Poisoner
                                                                                                                                                                 Imperial Knight
when ally w/in 12 sq hits with lightsaber you gain hp = 3 x class level                                   Imperial Knight            Knight's Resolve
-2 atk to enemies that fire into your safe zone                                                           Pathfinder                 Pathfinder                    Pathfinder
if fail a Persuasion check can roll Perception as a free action & if succeed add +5 to original roll      Droid                      Third-Degree Droid            Droid
Trusty Sidearm also applies to any rifle or carbine                                                       Gunslinger                 Carbineer                    Gunslinger
FP?: x = must spend force point,* = may spend                                                                       Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                               talents that are available to a specific class.

BENEFIT                                                                                                             CLASS                      TREE                          ALL
when ally in 10 sq & LOS rolls a nat 1 or 20, you gain +2 Atk or +2 Ref Def until the end of your next              Bounty Hunter              Gand Findsman                Bounty Hunter



reroute power or recharge shields as 2 swif not 3                                                                   Droid                      Second-Degree Droid           Droid
can take 1/2 or all dam for an adjacent ally an ally may take the same for you                                      Officer                    Military Tactics              Officer
can obtain modified items without increasing base value                                                             Improviser                 Procurement                  Improviser
1/encounter forgo extra move to add +5 to one Def until end of your next turn                                       Outlaw                     Outlaw                        Outlaw
1/encounter you can make an AoO v. opponent in PB range if opponent provokes AoO from an ally                       Scoundrel                  Run and Gun                   Scoundrel
+2 on attacks of opportunity with rifles                                                                            Gunslinger                 Carbineer                    Gunslinger
allow 1 ally within 6 sq to move its speed to be adjacent to you, no Atk of Opp                                     Elite Trooper              Protection                   Elite Trooper
once per encounter make an attack with light melee or lightsaber after a successful feint                           Melee Duelist              Melee Duelist                Melee Duelist

DC 15 Tactics, enemies in LOS lose competence/insight/morale/dodge bonus to Ref Def, opposed                        Officer                    Military Tactics              Officer
with all-out movement as the pilot +2 Ref Def                                                                       Ace Pilot                  Blockade Runner               Ace Pilot
                                                                                                                                                                           Droid Commander
1/turn allow each of your networked allies to immediately move up to their speed                                    Droid Commander            Droid Commander
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

when using farseeing to look in the past, DCs are halved, can see within 6sq without a Force Point                  Force-Using Traditions     Keetael
                                                                                                                                                                          Soldier, Weapon Specialist
opponent's DR is 5 less, single weapon group                                                                        Soldier                    Weapon Specialist

+5 Perception v. prime target until end of the encounter                                                            Soldier                    Ambusher                      Soldier

if you spend a Force Point on a lightsaber atk you built you can also add that amount to damage                     Jedi Knight                Jedi Artisan                 Jedi Knight
you can communicate in full sentences & complete thoughts, subject no change                                        Force Adept                Telepath                     Force Adept
if someone attacks, they lose concealment but no one else does                                                      Jedi                       Jedi Sentinel                 Jedi
once an encounter make a single melee Atk v. adjacent enemy who just damaged you                                    Noble                      Fencing                       Noble
taunt enemies within 12sq & LOS, they're -2 Atk on targets that are not you                                         Gladiator                  Gladiatorial Combat           Gladiator
                                                                                                                                                                          Improviser, Military Engineer, Scoundrel

for powered weapons you're using, +1 Atk, +2 Dam for rest of encounter                                              Scoundrel                  Outlaw Tech
if you provide soft cover to an ally within 3 sq it is improved cover                                               Soldier                    Trooper                       Soldier
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

with a successful mind-affecting Force power you & allies in target's LOS gain concealment v. target                Force-Using Traditions     Disciple of Twilight
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

when you roll an Initiative check at beginning of enc you can spend a swif immediately regardless                   Force-Using Traditions     Matukai Adept
during surprise you & allies within 6sq +1 Atk & you retain bonus against damaged targets                           Soldier                    Brawler                       Soldier
when you deal dam after aiming target's spd reduced 2 sq & cannot take double move or run                           Gunslinger                 Sharpshooter                 Gunslinger

successful grapple deals target's strength modifier as damage (min 1)                                               Soldier                    Brawler                       Soldier
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

on new planet 10 min to acclimate & on planet +2 all Def against natural hazards, spd +1 sq, sense weather for 24   Force-Using Traditions     Baran Do Sage
                                                                                                                                                                           Specialized Droid
Jump +4 sq or hovering height +4 sq & can use for # of rnds = 1/2 level & at end move -1 down track                 Independent Droid          Specialized Droid
                                                                                                                                                                           Sith Apprentice
1/encounter all allies in LOS with less than half hp gains hp = CL                                                  Sith Apprentice            Sith Commander
                                                                                                                                                                          Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




when spending a Force Point on an Atk, reroll die, Dark Side Score +1                                               Force Sensitive            Dark Side
2 swif to recharge shields or reroute power, can act as power generator                                             Droid                      Fifth-Degree Droid            Droid
                                                                                                                                                                           Specialized Droid
surge +1 melee atk, +1 die melee dam & +2sq speed, rounds = half level, move -1 down track after                    Independent Droid          Specialized Droid
FP?: x = must spend force point,* = may spend                                                                  Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                          talents that are available to a specific class.

BENEFIT                                                                                                        CLASS                      TREE                          ALL
                                                                                                                                                                      Corporate Agent, Noble
once per encounter, take 20 on Persuasion check with no increase in time needed for check                      Noble                      Lineage
                                                                                                                                                                      Imperial Knight
may use Block & Deflect to protect adjacent ally                                                               Imperial Knight            Knight's Resolve
                                                                                                                                                                      Imperial Knight
with lightsaber in two hands +1 die dam if you move at least 1 sq on your turn before your attack              Imperial Knight            Knight's Resolve
                                                                                                                                                                     Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


whenever you successfully redirect a blaster bolt and hit, you deal +1 die dam                                 Jedi                       Lightsaber Combat
                                                                                                                                                                     Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


against adjacent opponent with lightsaber atk if hit target's speed reduced 2 squares (end your turn)          Jedi                       Lightsaber Combat
when you aim +5 difficulty to have your attack Deflected                                                       Bounty Hunter              Force Hunter                 Bounty Hunter

1/encounter adjacent ally gains +1 atk                                                                         Shaper                     Implant                       Shaper
at end of encounter target moves -3 down track & needs rest or surgery
when you aim gain benefit of PB shot regardless of range                                                       Gunslinger                 Sharpshooter                 Gunslinger

                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

1/day spend 10 min & once later in day negate an attack as long as not nat 20, if don't use regain FP          Force-Using Traditions     Baran Do Sage
                                                                                                                                                                      Military Engineer
can have non-grenade explosive turn normal terrain to difficult terrain & difficult into normal terrain        Military Engineer          Military Engineer

spend a remaining farseeing power to regain any other force power                                              Jedi Knight                Jedi Investigator            Jedi Knight
                                                                                                                                                                      Crime Lord, Noble
Persuasion as Intimidation as a standard action, not full-round                                                Noble                      Influence
                                                                                                                                                                      Master Privateer
instead of destroying a vehicle you can disable it so it cannot move                                           Master Privateer           Privateer
1/encounter add half class level to one Defense                                                                Outlaw                     Outlaw                        Outlaw
when you hit w/lightsaber if target has not attacked since end of your last turn, deal +1 die dam              Jedi                       Jedi Sentinel                 Jedi
negate melee attack with Use the Force check, DC = Atk roll, -5 every time used in round must have empowered   Force Adept                Force Item                   Force Adept
                                                                                                                                                                      Military Engineer
1/turn one vehicle in your LOS who can hear you, ignore difficult terrain & +5 Pilot to avoid hazards          Military Engineer          Military Engineer
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

once per encounter Use the Force v. Will Def, move target down track & they lose stan                          Force-Using Traditions     Order of Shasa

Persuasion v. Will Def in LOS, if over then one ally cannot be attacked until your next turn                   Noble                      Collaborator                  Noble
                                                                                                                                                                     Force Disciple, Jedi Master, Sith Lord

when you are targeted by an adjacent enemy it provokes and Atk of Opp from your akk dog                        Force-Using Traditions     Korunnai Adept
if you atk: redirect atk to follower, move follower toward target, target -1 atk per follower w/ranged         Noble                      Loyal Protector               Noble
always succeed on attempts to aid another on Deception, Knowledge & Persuasion (no roll)                       Droid                      Third-Degree Droid            Droid
1/enc Perception vs Will of target within 6 sq & LOS for +2 bonus to skill & attacks for enc                   Scout                      Espionage                     Scout
Will Def bonus = your class level                                                                              Force Adept                Telepath                     Force Adept
when targeted by mind-affecting powers they automatically take dam = 1d6 x your Wis mod (min x1)               Force Adept                Telepath                     Force Adept

                                                                                                                                                                     Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




can target object you hold, up to 5 years per level                                                            Force Sensitive            Sense
Persuasion v. Will Def within 12 sq, move target half speed toward you & make an immediate atk v.              Assassin                   Genohardan                    Assassin

if you pilot a vehicle, smaller vehicles that attempt to dogfight -10 penalty not -5                           Ace Pilot                  Blockade Runner               Ace Pilot
1/encounter as reac, follower can attack opponent if you're damaged by an attack or Force power                Noble                      Loyal Protector               Noble
FP?: x = must spend force point,* = may spend                                                                       Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                               talents that are available to a specific class.

BENEFIT                                                                                                             CLASS                      TREE                        ALL
                                                                                                                                                                          Martial Arts Master
1/turn when you score an unarmed crit, make an immediate unarmed atk against target in reach, if you're in light    Martial Arts Master        Unarmed Mastery
or no armor
not restricted to a straight line when running & can reroll Endurance                                               Enforcer                   Enforcement                 Enforcer
cut astrogation calculation time in half, make Use Computer astrogation calculation as stan not full                Droid                      Second-Degree Droid         Droid
                                                                                                                                                                          Improviser, Military Engineer, Scoundrel

once per encounter jury-rig an object not disabled                                                                  Scoundrel                  Outlaw Tech
spend 1 min removing an accessory & adding another on a lightsaber you built                                        Jedi Knight                Jedi Artisan                Jedi Knight
                                                                                                                                                                          Military Engineer
when you create a field-created weapon, add one modification at the time of creation                                Military Engineer          Military Engineer
1/encounter move your speed                                                                                         Scout                      Versatility                 Scout
during initial rnd of combat if you dam an enemy who has not acted in combat make atk as free v. different target   Scoundrel                  Brigand                     Scoundrel
w/in 6sq of the first target
can make Atk of Opp                                                                                                 Ace Pilot                  Gunner                      Ace Pilot
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

Use the Force against living creature w/in 12sq, remove farseeing, v. Will Def, for +2 Atk v. target                Force-Using Traditions     Luka Sene
                                                                                                                                                                          Master Privateer
1/round if you or ally in 6sq damages target, allies in LOS + dam to target = half class level                      Master Privateer           Piracy
                                                                                                                                                                          Master Privateer
1/encounter Deception or Persuasion v. Will Def in LOS target must withdraw or -1 Atk until end enc                 Master Privateer           Piracy
                                                                                                                                                                          Corporate Agent, Droid Commander, Noble, Officer


once per encounter, allies in LOS w/ less than 1/2 hp get +2 Ref, +2 Will, +2 Dam                                   Noble                      Leadership
can disarm with ranged weapon, does not provoke Atk of opp                                                          Gunslinger                 Gunslinger                  Gunslinger
if within 6 sq of target, you can be considered adjacent for purposes of flanking, single target                    Gunslinger                 Gunslinger                  Gunslinger
                                                                                                                                                                          Sith Apprentice
+2 atk with melee weapon, 1/encounter lose bonus as free for +5 on single damage roll                               Sith Apprentice            Sith Alchemy
retrieve energy cell/power pack and load weapon with single swif                                                    Elite Trooper              Republic Commando          Elite Trooper
                                                                                                                                                                          Corporate Agent, Droid Commander, Noble, Officer


once per encounter, as a reac to attack, ally within 6sq can make immediate attack against attacker                 Noble                      Leadership
when ramming take damage as though your ship is 2 sizes smaller, rammed ship is normal damage                       Ace Pilot                  Expert Pilot                Ace Pilot
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

reroll Use the Force to Search Your Feelings or farseeing                                                           Force-Using Traditions     Ember of Vahl
you can take a readied action at the end of the current turn after opponent takes its action                        Scout                      Versatility                 Scout
if take dam from Force power you deal +2 dam against that creature until end of encounter                           Jedi                       Jedi Sentinel               Jedi
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

make Jump check as free when reduce opponent to 0 hp & can use surge                                                Force-Using Traditions     Warden of the Sky
if dark side power, roll two dice for rebuke attempt & take best                                                    Jedi Knight                Jedi Shadow                 Jedi Knight
regain 2 Force Powers when Force Point is spent to regain a power                                                   Jedi                       Jedi Consular               Jedi
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

DC 15 Use the Force to recall discblade                                                                             Force-Using Traditions     Zeison Sha Warrior
add Wis mod to dam after a successful charge                                                                        Soldier                    Veteran                     Soldier
if you atk: +2 ranged atk to each, +1 Stealth each, or +1 Perception each if armed with ranged weapon               Scout                      Reconnaissance              Scout
gain follower trained in Perception & Stealth, can be taken max 3 times, make Stealth checks with you               Scout                      Reconnaissance              Scout
1/enc when deal dam = target's current hp & thresh, Persuasion v. Will Def to deal half dam & -1 down track &       Officer                    Rebel Recruiter             Officer
target becomes ally & friendly, if target is higher level they get +5 Will Def
                                                                                                                                                                          Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


once per round, not autofire or other projectiles                                                                   Jedi                       Lightsaber Combat
with a crit target -2 Ref Def until healed to full hp                                                               Elite Trooper              Critical Master            Elite Trooper
with a crit target speed is halved until healed to full hp                                                          Elite Trooper              Critical Master            Elite Trooper
FP?: x = must spend force point,* = may spend                                                                   Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                           talents that are available to a specific class.

BENEFIT                                                                                                         CLASS                      TREE                          ALL
+5 bonus on skill checks made to perform a Force Regimen                                                        Force Adept                Mystic                       Force Adept
once per encounter, move every ship in your squadron +1 up track                                                Ace Pilot                  Squadron Leader               Ace Pilot

                                                                                                                                                                       Droid Commander
when you use an ability to grant a morale or insight bonus, increase by 1                                       Droid Commander            Droid Commander
avoid moving on track from designated opponent                                                                  Bounty Hunter              Bounty Hunter                Bounty Hunter

may roll twice for Pilot check to initiate dogfight                                                             Ace Pilot                  Expert Pilot                  Ace Pilot
                                                                                                                                                                      Elite Trooper, Officer, Soldier
1/enc each for Dedicated Protector: 1. swif to grant Evasion & if has Evasion dam is 1 die less, 2. move down
track for ally as reac, 3. swift to gain flank on target if you are adjacent to both                            Soldier                    Commando
dismiss your safe zone & allies in your old safe zone +2 spd                                                    Pathfinder                 Pathfinder                    Pathfinder
                                                                                                                                                                       Droid Commander
allow 1 droid to make a melee or ranged atk & replace its mod with your Int mod                                 Droid Commander            Override
once per encounter, can regain all expended uses of farseeing power                                             Jedi                       Jedi Consular                 Jedi

allies within 6sq can reroll one Pilot check, keep best (once per ally)                                         Ace Pilot                  Expert Pilot                  Ace Pilot
                                                                                                                                                                       Independent Droid
when you repair yourself +1 additional hp for each point over DC                                                Independent Droid          Autonomy
                                                                                                                                                                       Military Engineer
Repair as stan, 1/day per droid, object or vehicle                                                              Military Engineer          Military Engineer
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

when targeted by dark side power you can give penalty to their UtF = Dark Side score                            Force-Using Traditions     Tyia Adept
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

+2 Ref Def v. target hit by Whirlwind Attack until start of your next turn                                      Force-Using Traditions     Seyugi Dervish             Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




once per encounter after first full round can add +5 to Initiative                                              Scout                      Awareness
move +2 steps up condition track                                                                                Jedi                       Jedi Guardian                 Jedi
1/encounter adjacent ally gains +5 to thresh                                                                    Shaper                     Implant                       Shaper
at end of encounter target moves -3 down track & needs rest or surgery
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

if you would move down track, spend Force Point to negate movement                                              Force-Using Traditions     Bando Gora Captain
+5 Force bonus to all Def scores against Dark Side skills from dark force-user                                  Jedi                       Jedi Sentinel                 Jedi
automatically improve attitude of an indifferent character to friendly with no check required                   Enforcer                   Enforcement                   Enforcer
                                                                                                                                                                      Elite Trooper, Officer, Soldier
1/enc designate ally within 6 sq ally & ally gains +1 Ref Def while adjacent                                    Soldier                    Commando
if enemy misses with melee atk as a reac you can automatically deal dam = your Str mod if in reach              Soldier                    Shockboxer                    Soldier
if enemy in LOS moves ally down track, gain +2 Atk v. that enemy                                                Scoundrel                  Opportunist                   Scoundrel
DC to locate specific person with Gather Info is -10 & bribe amount & time are half                             Bounty Hunter              Bounty Hunter                Bounty Hunter
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

target loses concealment bonus to Ref Def if Use the Force beats Will Def                                       Force-Using Traditions     Disciple of Twilight       Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




+2 Atk & Dam if an ally of equal or higher level dies or reduced to 0 hp in LOS                                 Force Sensitive            Dark Side

once you've found a target w/Gather Info, 1/day gain info on target if have network or HoloNet                  Bounty Hunter              Bounty Hunter                Bounty Hunter

fight defensively = +5 Ref Def & -2 atk or +10 Ref Def & -5 atk                                                 Ace Pilot                  Expert Pilot                  Ace Pilot
                                                                                                                                                                      Charlatan, Gunslinger, Scoundrel

with ranged attack, move cover down one step & deal half damage                                                 Scoundrel                  Fortune
                                                                                                                                                                      Force Disciple, Jedi Master, Sith Lord

reaction to damage gain total concealment until end of your next turn & may take 2nd Wind if didn't             Force-Using Traditions     White Current Adept
FP?: x = must spend force point,* = may spend                                                                           Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                   talents that are available to a specific class.

BENEFIT                                                                                                                 CLASS                      TREE                        ALL
treat rifles as accurate weapons & take no penalty firing at short range                                                Gunslinger                 Carbineer                   Gunslinger
+5 equipment bonus to an ally's untrained check & ally considered trained (not Use the Force)                           Improviser                 Procurement                 Improviser
                                                                                                                                                                              Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


once an encounter make a lightsaber attack v. opponent you Block (not v. area attacks)                                  Jedi                       Lightsaber Combat

1/turn if you're damaged from Atk of Opp, make a single atk v. a target                                                 Scoundrel                  Recklessness                Scoundrel

if you take damage for an ally you gain DR = class level until end of your next turn                                    Elite Trooper              Protection                  Elite Trooper
can negate an attack of an adjacent ally Colossal or smaller with Vehicular Combat                                      Ace Pilot                  Wingman                     Ace Pilot
when you deal damage over thresh, +2 dam v. that target rest of encounter                                               Soldier                    Mercenary                   Soldier
1/encounter if you drop a foe to 0 hp or to bottom of track take a bonus stan action                                    Assassin                   Assassin                    Assassin

reroll Persuasion to haggle over a price of bounty                                                                      Bounty Hunter              Bounty Hunter               Bounty Hunter
                                                                                                                                                                              Military Engineer
sabotage object with energy cell/power pack to become a grenade, can be turned back with swif                           Military Engineer          Military Engineer
1/turn 1 ally in LOS move its speed as a reac, if a target makes an Atk of Opp v. ally you can make Atk of Opp v.       Pathfinder                 Pathfinder                  Pathfinder
4x4 sq = safe zone, ally starting in safe zone +2 Fort & Will Def, cannot overlap another safe zone                     Pathfinder                 Pathfinder                  Pathfinder
                                                                                                                                                                              Master Privateer
all opponents in 6 sq -1 Atk                                                                                            Master Privateer           Piracy
reroll Knowledge if you're trained in that Knowledge                                                                    Jedi Knight                Jedi Archivist              Jedi Knight
double Int mod to Knowledge (life sciences) & (physical sciences) checks                                                Droid                      First-Degree Droid          Droid
1/enc: use Disable or Erase Program v. friendly or helpful, disabling/erasing in 5 min & DC15; if succeed on            Droid                      Second-Degree Droid         Droid
                                                                                                                                                                              Independent Droid
1/enc: use a feat or talent for atk as 1 action less; apply Independent Spirit bonus a 2nd time; in combat add 1/2 cl   Independent Droid          Elite Droid
to any skill that requires stan action or less but you must be trained
all squad members +2 Perception until next turn (squad = you & # = or less than cl + Cha mod, must be on foot,          Elite Trooper              Squad Leader                Elite Trooper
have LOS & be able to communicate)
if you fail Treat Injury check, patient does not take any additional damage                                             Medic                      Advanced Medicine           Medic, Shaper
                                                                                                                                                                              Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier




armor bonus to Ref Def and equip bonus to Fort Def increase by +1                                                       Soldier                    Armor Specialist

1/enc when you miss move half spd & atk another target w/out Atk of Opp (Combat Reflexes = number of uses = Scout                                  Unpredictable               Scout
Dex bonus but only once a round)
can disable security without a security kit, something goes wrong if you fail by 10 not 5                   Scoundrel                              Slicer                      Improviser

                                                                                                                                                                              Assassin, Bounty Hunter, Saboteur, Scoundrel


if fail Persuasion to change attitude, reroll with Deception                                                            Scoundrel                  Misfortune
if make charge against unaware target, target cannot make Perception check to notice you                                Scout                      Surveillance                Scout
characters using fear effects must roll twice & keep the lower result on any skill or atk rolls                         Soldier                    Veteran                     Soldier
                                                                                                                                                                              Assassin, Bounty Hunter, Saboteur, Scoundrel


1/encounter seize an object from adjacent target w/+10 to Disarm, must have free hand & can't conceal                   Scoundrel                  Misfortune
                                                                                                                                                                              Charlatan, Noble
1/turn when enemy to 0 hp or down track, 1 ally in LOS to take 2nd Wind as free & add hp = CL                           Noble                      Provocateur
1/round when an ally dam an opponent you can take a swif action as a reac                                               Outlaw                     Outlaw                      Outlaw
Use the Force replaces Will Def against Deception or Persuasion                                                         Jedi Knight                Jedi Investigator           Jedi Knight
when you attack flat-footed opponent with a damage dealing Force power or lightsaber add +d6 dam                        Jedi                       Jedi Sentinel               Jedi
FP?: x = must spend force point,* = may spend                                                                     Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                             talents that are available to a specific class.

BENEFIT                                                                                                           CLASS                      TREE                          ALL
1/encounter enemy with Dark Side score 1+, enemy loses Dex to Def v. your atk until next turn                     Jedi                       Jedi Sentinel                 Jedi
if have concealment v. target, can spend FP for +2 atk v. that target                                             Jedi                       Jedi Sentinel                 Jedi
if stun dam over thresh target -3 down track not -2                                                               Infiltrator                Infiltration                  Infiltrator
                                                                                                                                                                        Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




if dam over current hp & threshold, then deal half dam, move down track and sever                                 Jedi Knight                Duelist
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

if wielding no weapons (gloves or gauntlets) can use Whirlwind Attack until start of your next turn               Force-Using Traditions     Seyugi Dervish
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

+1 Force bonus to Ref Def until start of your next turn                                                           Force-Using Traditions     Disciple of Twilight
                                                                                                                                                                        Elite Trooper, Infiltrator, Scout
each 1/enc after you Atk: if dam gain total conceal v., or if opp no Dex to Def or if you concealed & you dam     Scout                      Camouflage
target can only take swif next turn, or if you have conceal +2 Atk or +5 with total
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

gain low-light vision, lasts 5 min or until end of encounter whichever comes first                                Force-Using Traditions     Disciple of Twilight

blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq        Saboteur                   Sabotage                      Saboteur
1/turn grant use of Force Secret to ally w/in 12 sq & trained in Use the Force                                    Jedi Knight                Jedi Instructor              Jedi Knight
1/turn grant use of Force Technique to ally w/in 12 sq & trained in Use the Force, not FP Recovery                Jedi Knight                Jedi Instructor              Jedi Knight
1/day grant use of Lightsaber Combat or Forms, Duelist until end of enc if w/in 12 sq to allies = 1/2 cl          Jedi Knight                Jedi Instructor              Jedi Knight
                                                                                                                                                                        Crime Lord, Master Privateer
minions may reroll Persuasion checks to Intimidate                                                                Crime Lord                 Infamy
if you damage target with area attack, target is flat-footed v. you until next turn                               Vanguard                   Vanguard                      Vanguard

any cover bonus is +2 Ref Def if adjacent to minion                                                               Crime Lord                 Mastermind                   Crime Lord


may use Block or Deflect to protect adjacent without sending Force Point                                          Jedi Knight                Jedi Watchman                Jedi Knight
                                                                                                                                                                        Gladiator, Imperial Knight, Jedi Knight, Sith Apprentice, Soldier




once per encounter spend swif to regain 10 SR to max on an active personal shield                                 Soldier                    Armor Specialist
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

1/turn +2 Ref Def v. 1 ranged atk if have activated shield gauntlet & not flat-footed                             Force-Using Traditions     Kilian Ranger
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

1/rnd negate ranged attack with Use the Force check, DC = Atk roll, must have activated gauntlet, aware and not   Force-Using Traditions     Kilian Ranger
                                                                                                                                                                        Force Disciple, Jedi Master, Sith Lord

with successful Deflect make ranged atk w/in 6 sq & LOS, not autofire                                             Force-Using Traditions     Kilian Ranger
+5 on ranged attack on deflected shot                                                                             Jedi Knight                Lightsaber Forms             Jedi Knight
move 1 square without an Atk of Opp                                                                               Assassin                   Assassin                      Assassin
-2 one Def, +1 to another Def                                                                                     Officer                    Military Tactics              Officer
-5 one Def, +2 to another Def                                                                                     Officer                    Military Tactics              Officer


-5 two Defs, +5 to other Def                                                                                      Officer                    Military Tactics              Officer
                                                                                                                                                                        Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




gain low-light vision for 1 minute or the encounter whichever is longer                                           Force Sensitive            Sense
take only -2 penalty on your Use the Force check for each block or deflect in last turn                           Jedi Knight                Lightsaber Forms             Jedi Knight
can always use rifles to make attacks of opportunity                                                              Gunslinger                 Carbineer                    Gunslinger
                                                                                                                                                                        Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


+2 atk with shoto or guard shoto if you wield a one-handed lightsaber                                             Jedi                       Lightsaber Combat          Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




one-handed lightsaber considered light with shoto, can activate Lightsaber Defense as free with shoto             Jedi Knight                Duelist
FP?: x = must spend force point,* = may spend                                                                       Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                               talents that are available to a specific class.

BENEFIT                                                                                                             CLASS                      TREE                        ALL
when you Block w/shoto the attacker can make no melee atk until its next turn or you're not adjacent                Jedi Knight                Jedi Weapon Master         Jedi Knight
if begin turn adjacent to ally, gain hp = HL                                                                        Elite Trooper              Republic Commando          Elite Trooper
1/enc when your ship takes damage, Pilot vs adjacent ally ship Ref Def to shift damage to ally                      Ace Pilot                  Expert Pilot                Ace Pilot
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

treat siang lance as rifle, +1 atk & counts as Weapon Focus (rifles)                                                Force-Using Traditions     Kilian Ranger
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

if Use the Force of Force blast exceeds Fort Def, target moves 1 down track, you get Dark Side point                Force-Using Traditions     Felucian Shaman
reduce cost of diagonal move to 1 if in light or no armor                                                           Scout                      Fringer                    Outlaw, Scout

with certain item +2 opposed skill checks, multiple items cumulative +1                                             Bounty Hunter              Bounty Hunter              Bounty Hunter

if unaware target damaged, opp cannot speak or make other noises until end of your next turn                        Infiltrator                Infiltration                Infiltrator
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

gain bonus to Will Def = Cha mod (min 1) against Use the Force until end of your next turn                          Force-Using Traditions     Iron Knight
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

make two unarmed attacks each against different targets                                                             Force-Using Traditions     Warden of the Sky

with 1 light melee or lightsaber you can move your speed as a free action                                           Melee Duelist              Melee Duelist              Melee Duelist


with 1 light melee or lightsaber make full atk as stan, 1 per turn                                                  Melee Duelist              Melee Duelist              Melee Duelist


                                                                                                                                                                          Sith Apprentice
Create Sith Talisman = +d6 dam with Force powers or lightsaber, gain Dark Side point with first use                 Sith Apprentice            Sith
Create Sith Weapon - imbue weapon with Sith alchemical weapon template (K79)
                                                                                                                                                                          Sith Apprentice
Create Sith Amulet, Sith Armor, Sith Talisman, or Sith Weapon, see J21-22                                           Sith Apprentice            Sith Alchemy
                                                                                                                                                                          Sith Apprentice
modify an item to gain Sith Alchemy traits, see J22                                                                 Sith Apprentice            Sith Alchemy
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

+1 atk while within 20 sq & LOS of an ally with Dark Side score equal or greater than yours                         Force-Using Traditions     Believer Disciple
Knowledge (galactic lore) DC15+CL for target's level, classes, abilities & Force & Destiny points                   Infiltrator                Bothan Spynet               Infiltrator
Attract Minion with NH level = to your character level                                                              Crime Lord                 Mastermind                 Crime Lord
1/enc move your speed when you fail an attack, skill, or opposed check                                              Crime Lord                 Mastermind                 Crime Lord
When you disarm with a ranged attack, deal half damage                                                              Gunslinger                 Gunslinger                 Gunslinger
                                                                                                                                                                          Specialized Droid
with reprogram, sacrifice one trained skill for +1 skill focus, once per reprogram                                  Independent Droid          Specialized Droid
ally gets +5 on skill check, Force Point = +10                                                                      Jedi                       Jedi Consular               Jedi
set detonator as swif & does not go off if fail roll by 10 or more                                                  Saboteur                   Sabotage                    Saboteur
when installing an implant the attack bonus is halved                                                               Shaper                     Shaper                      Shaper
                                                                                                                                                                          Gunslinger
1/enc for each: 1. 1 atk target's thresh is half, 2. 1 atk as though aimed, 3. +4 Ref Def for 1 turn & make 1 atk   Gunslinger                 Gunslinger
                                                                                                                                                                          Assassin, Bounty Hunter, Saboteur, Scoundrel


if move 2 squares, +1 Atk until next turn                                                                           Scoundrel                  Misfortune
once per encounter with charge take no penalty on UtF for Block during the charge, applies to Riposte               Jedi Knight                Jedi Battlemaster          Jedi Knight
                                                                                                                                                                          Elite Trooper, Infiltrator, Scout
if you'd provoke an Atk of Opp by moving, can make Stealth check to replace Ref Def if higher                       Scout                      Camouflage
when you dam opponent you can move through that opponent's square, Atk of Opp as normal                             Scoundrel                  Opportunist                 Scoundrel
once per encounter designate an opp you just damaged cannot make attacks of opp until next turn                     Scoundrel                  Run and Gun                 Scoundrel

when you move target -1 down track their speed halved until removed                                                 Enforcer                   Enforcement                 Enforcer
FP?: x = must spend force point,* = may spend                                                                          Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                                  talents that are available to a specific class.

BENEFIT                                                                                                                CLASS                      TREE                        ALL
each 1/enc make ranged or melee atk for 1. if hits enemy -2 atk & dam until end of enc or 2. if deal dam enemy         Scoundrel                  Brigand                     Scoundrel
if you pilot a colossal or smaller vehicle, capital ships with -20 Atk = no crits unless you'd be hit normally (20 +   Ace Pilot                  Blockade Runner             Ace Pilot
weapon's atk bonus)
do not provoke attacks of opportunity when using aim with stock extended                                               Gunslinger                 Carbineer                   Gunslinger
                                                                                                                                                                             Assassin, Bounty Hunter, Saboteur, Scoundrel


if opp flat-footed or no Dex to Def, deal +d6 dam, must be w/in 6 squares, max 10d6                                    Scoundrel                  Misfortune
ranged attack not at point blank range add half class level to damage                                                  Assassin                   Assassin                    Assassin
1/encounter ranged attack not at point blank range ignore target's armor bonus to Ref Def                              Assassin                   Assassin                    Assassin
aim with 1 swif at a target not in point blank range                                                                   Assassin                   Assassin                    Assassin
                                                                                                                                                                             Independent Droid
after 2 rounds of being disabled move +1 up track                                                                      Independent Droid          Autonomy
                                                                                                                                                                             Force Disciple, Jedi Master, Sith Lord

when damaged gain DR 10 until end of your next turn                                                                    Force-Using Traditions     Matukai Adept

when you damage target with ranged atk, 1 ally in LOS ignores target's DR & SR                                         Vanguard                   Vanguard                    Vanguard
take 10 on Acrobatics check to tumble even when distracted, each occupied square counts as 1                           Jedi Knight                Lightsaber Forms            Jedi Knight
use vital transfer to move target +1 up track not heal, you move -1 down track                                         Jedi Knight                Jedi Healer                 Jedi Knight
shift unfriendly beast to indifferent automatically                                                                    Force Adept                Beastwarden                 Force Adept
reroll Use the Force                                                                                                   Jedi Knight                Lightsaber Forms            Jedi Knight
                                                                                                                                                                             Assassin, Bounty Hunter, Saboteur, Scoundrel


1/encounter Deception v. Will Def in LOS target must spend swif w/ stan to attack until your next turn                 Scoundrel                  Misfortune
                                                                                                                                                                             Ace Pilot, Master Privateer, Scoundrel

no Atk penalty in low or zero-gravity, ignore space sickness, proficient w/starship weapons                            Scoundrel                  Spacer
                                                                                                                                                                             Force Disciple, Jedi Master, Sith Lord

Use the Force negates damage to vehicle you are aboard, occurs after DR & SR applied                                   Force-Using Traditions     Aing-Tii Monk
1/encounter adjacent ally gains +2 spd                                                                                 Shaper                     Implant                     Shaper
at end of encounter target moves -3 down track & needs rest or surgery
                                                                                                                                                                             Corporate Agent, Noble
once a day, make skill check trained, multiple per day                                                                 Noble                      Lineage
Perception v. DC 10+CL of target in LOS to gain for you and allies +1 Atk v. target                                    Scout                      Surveillance                Scout
if you & all allies roll higher Initiative than opponents, gain a surprise round even if aware                         Soldier                    Ambusher                    Soldier
                                                                                                                                                                             Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard



run up to five time speed                                                                                              Scout                      Survivor
Gather Info replaces Knowledge (galactic lore), considered trained                                                     Infiltrator                Bothan Spynet               Infiltrator
if you atk: extend autofire by 1 sq, +2 dam, or + atk per follower if armed with ranged weapon                         Soldier                    Squad Leader               Elite Trooper
with melee atk against target with your allies adjacent reroll damage & keep best                                      Soldier                    Brute Squad                 Soldier
with you & two allies adjacent to target, target is flat-footed                                                        Soldier                    Brute Squad                 Soldier

once per encounter, grant benefits of a talent to every ship in your squadron until end of enc.                        Ace Pilot                  Squadron Leader             Ace Pilot
once per encounter, grant a maneuver you use to every ship in your squadron next round                                 Ace Pilot                  Squadron Leader             Ace Pilot

an ally w/in 12 sq & LOS & Will Def targeted forces enemy to reroll & take lowest                                      Officer                    Fugitive Commander          Officer
                                                                                                                                                                             Ace Pilot, Master Privateer, Scoundrel

+1 Atk aboard starship including personal weapons                                                                      Scoundrel                  Spacer
                                                                                                                                                                             Martial Arts Master
when you grab an enemy they must make opposed grapple to break, if you initiate you can reroll, if you're in light     Martial Arts Master        Martial Arts Forms
or no armor
remove 1 mind-affecting or fear effect of ally w/in 12 sq & LOS & grant target hp = 10 + class level                   Officer                    Fugitive Commander          Officer
FP?: x = must spend force point,* = may spend                                                                      Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                              talents that are available to a specific class.

BENEFIT                                                                                                            CLASS                      TREE                          ALL
recruited enemy can immediately use second wind as a reac                                                          Officer                    Rebel Recruiter               Officer

reroll Treat Injury                                                                                                Medic                      Advanced Medicine            Medic, Shaper

an ally of Hasty Withdrawal that ends in cover may make a Stealth check to sneak as free                           Officer                    Fugitive Commander            Officer
if you resist a mind-affecting Force power the user cannot use the same power against you again                    Bounty Hunter              Force Hunter                 Bounty Hunter

melee atk, penalty -1 to -5 for double the number to Will Def, may not exceed BAB                                  Jedi                       Jedi Sentinel                 Jedi
                                                                                                                                                                         Ace Pilot, Master Privateer, Scoundrel

natural 20 on Atk roll = one extra Force Point for encounter                                                       Scoundrel                  Spacer
if an ally moves you can move before your next turn if you end within 3 sq of that ally                            Soldier                    Trooper                       Soldier
                                                                                                                                                                         Force Disciple, Jedi Master, Sith Lord

your force powers can deal stun dam                                                                                Force-Using Traditions     Tyia Adept


                                                                                                                                                                         Soldier, Weapon Specialist
if damage opp with slashing Atk, opp -2 melee Atk until your next turn                                             Soldier                    Weapon Specialist
if you hit with unarmed atk you can deal half dam & enemy deals half dam on melee atk until next turn              Soldier                    Shockboxer                    Soldier
                                                                                                                                                                          Charlatan, Noble
when enemy in LOS aids another, you give +2 atk to 1 ally in LOS & enemy does not benefit                          Noble                      Provocateur
                                                                                                                                                                          Sith Apprentice
choose a lightsaber form                                                                                           Sith Apprentice            Sith

1/encounter adjacent ally gains +1 die dam                                                                         Shaper                     Implant                       Shaper
 at end of encounter target moves -3 down track & needs rest or surgery
if within 10 sq of an ally +2 DR                                                                                   Elite Trooper              Republic Commando            Elite Trooper
                                                                                                                                                                          Imperial Knight
when ally w/in 12 sq hits with lightsaber you deal +1 die dam with next lightsaber atk                             Imperial Knight            Knight's Resolve

once per encounter after you dam opp you can move your speed                                                       Scoundrel                  Run and Gun                   Scoundrel
when you grab and opponent they must use a full to break the grab not a stan                                       Soldier                    Brawler                       Soldier
add your class level to Will Def v. Use the Force                                                                  Bounty Hunter              Force Hunter                 Bounty Hunter

1/encounter, Tiny Init +4 Percep +4 Ref Def 10 10hp thresh 8 turret, 3d6 stun, you must be adjacent                Saboteur                   Turret                        Saboteur

when you deal stun dam with unarmed atk, after dam is halved add +1 die dam                                        Soldier                    Shockboxer                    Soldier
with damage in a melee attack, move 1 down track if damage beat threshold                                          Soldier                    Brawler                       Soldier
                                                                                                                                                                         Assassin, Bounty Hunter, Saboteur, Scoundrel


1/round target w/in 12sq & LOS, target -5 one skill until beginning of your turn                                   Scoundrel                  Misfortune
if your melee Atk does dam v. Opp without Dex to Def that opp cannot make Atk of Opp                               Soldier                    Brawler                       Soldier
                                                                                                                                                                         Force Disciple, Jedi Master, Sith Lord

make Whirlwind Attack at end of charge not normal melee attack if using no weapons (gloves, etc)                   Force-Using Traditions     Seyugi Dervish
                                                                                                                                                                         Assassin, Bounty Hunter, Saboteur, Scoundrel


deal sneak attack damage when you use Skirmisher                                                                   Scoundrel                  Misfortune
1/rnd when enemy moves adjacent, enable 1 ally in LOS to make charge atk v. that enemy                             Noble                      Anticipation                  Noble
1/enc: as stan auto aid another droid' atk & if have Weapon Focus add +3; as stan auto aid another droid w/skill   Droid                      Third-Degree Droid            Droid
you are trained in if have Skill Focus add +5; as swif grant ally 1 swif that it can immediately use as a free                                                           Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




mind trick to convince target they can't use the Force, Int 3 & w/in 12sq, UtF v. UtF                              Force Sensitive            Alter
                                                                                                                                                                         Enforcer, Medic, Outlaw, Pathfinder, Scout, Vanguard



speed not reduced by difficult terrain                                                                             Scout                      Survivor
1/encounter move up to your speed                                                                                  Scout                      Fringer                      Outlaw, Scout
FP?: x = must spend force point,* = may spend                                                                Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                        talents that are available to a specific class.

BENEFIT                                                                                                      CLASS                      TREE                          ALL
                                                                                                                                                                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi M aster




1/encounter return any [light side] power without spending Force Point                                       Force Sensitive            Light Side
if fail Deception can make single unarmed strike as free in surprise round, or other with Quick Draw         Scoundrel                  Smuggling                     Scoundrel
if your atk with an amphistaff, thud bug, or razor bug is also over Will Def, opponent flat-footed v. you    Scoundrel                  Yuuzhan Vong Biotech          Scoundrel
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

until end of encounter: can only use "you" Force Powers & 1/turn recover 1 spent power w/out FP              Force-Using Traditions     White Current Adept
                                                                                                                                                                    Infiltrator, Scout
Perception v. target in LOS, DC15 or Stealth (higher), you & allies +2 atk until next turn & out of LOS      Scout                      Spy
1/enc can negate Atk of Opp & move half spd w/out Atk of Opp (Combat Reflexes = number of uses = Dex         Scout                      Unpredictable                 Scout
                                                                                                                                                                    Independent Droid
make a swif action a reaction after failing Deception or Stealth                                             Independent Droid          Autonomy                   Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




once a day, use a swift action instead of move or standard                                                   Force Sensitive            Dark Side
each 1/encounter: move your speed & +2 Ref Def until end of enc, or no Def penalty on charge, or move & +2   Scout                      Fringer                      Outlaw, Scout
                                                                                                                                                                   Force Disciple, Jedi Master, Sith Lord

+1 Force bonus to attacks with simple weapons                                                                Force-Using Traditions     Ember of Vahl
once per encounter, treat attack with ally on with same target together vs. SR, DR & Threshold               Ace Pilot                  Gunner                        Ace Pilot
move vehicle additional step down track                                                                      Ace Pilot                  Gunner                        Ace Pilot
can use Assault, Deployment or Field Tactics as a swift action not move                                      Officer                    Military Tactics              Officer
                                                                                                                                                                   Corporate Agent, Droid Commander, Noble, Officer


when an ally you see spends a FP to enhance atk the ally gains bonus to FP = your Int mod                    Noble                      Leadership

select 2 allies, each moves 2 sq as reac w/out atk of opp                                                    Crime Lord                 Mastermind                   Crime Lord
all allies in LOS & within 6sq can withdraw as a swif until start of your next turn                          Crime Lord                 Mastermind                   Crime Lord
                                                                                                                                                                    Martial Arts Master
1/turn when dam target with unarmed atk compare atk roll to thresh & if over target -1 down track            Martial Arts Master        Martial Arts Forms
if you damage Hunter's Target all allies +2 on next Atk v. Target until start of your next turn              Bounty Hunter              Bounty Hunter                Bounty Hunter

add one dark side force power, once per encounter use that power without increasing Dark Side score          Jedi Knight                Jedi Shadow                  Jedi Knight


if you take damage for an ally your damage threshold +5                                                      Elite Trooper              Protection                   Elite Trooper


                                                                                                                                                                    Master Privateer
if you or allies in 6 sq reduce enemy to 0 hp you can instead treat them as stunned                          Master Privateer           Piracy
when you deal dam at end of charge, you knock target prone if opponent no more than 1 size larger            Enforcer                   Enforcement                   Enforcer

if ally is using Persuasion to change attitude that doesn't understand you add +2                            Droid                      Third-Degree Droid            Droid
if non-area atk hits, can choose to do half damage and target loses its next move                            Outlaw                     Outlaw                        Outlaw
1/enc designate 1 enemy in LOS & gain +1 atk & dam until end of enc if stays in LOS                          Droid                      Fourth-Degree Droid           Droid
auto reacquire target if leaves LOS as reac & gain +5 Perception v. target's Stealth                         Droid                      Fourth-Degree Droid           Droid
1/encounter when an enemy moves within 6 sq can make Atk against as a reaction                               Bounty Hunter              Gand Findsman                Bounty Hunter

+2 Atk & damage on next PB or within reach attack if in LOS                                                  Droid                      Fourth-Degree Droid           Droid
1/enc w/ trained skill perform action quicker but at least as a swif, if more than 1 rnd can't be used       Droid                      Fifth-Degree Droid            Droid
can use Recruit Enemy when you or ally would deal dam to kill target instead of only you                     Officer                    Rebel Recruiter               Officer

                                                                                                                                                                    Military Engineer
increase speed of droid or vehicle if you occupy or are adjacent by 1 sq, 1 per round                        Military Engineer          Military Engineer          Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




w/natural 20 to use Force disarm, grip, slam, thrust or Move Object, reuse same power immediately            Force Sensitive            Alter
FP?: x = must spend force point,* = may spend                                                             Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                     talents that are available to a specific class.

BENEFIT                                                                                                   CLASS                      TREE                          ALL
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




with Force Training & take move object, gain extra power from disarm, slam, thrust or move object         Force Sensitive            Alter
if you are moved by a Force power reduce the distance by half                                             Bounty Hunter              Force Hunter                 Bounty Hunter
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




once per encounter, return Force disarm, slam, thrust, or Move Object without Force Point                 Force Sensitive            Alter                      Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




negate movement if being force against will                                                               Force Sensitive            Control
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

add Force Point roll to damage & attack if unarmed                                                        Force-Using Traditions     Warden of the Sky
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

with successful Throw opponent falls prone in any space you desire up to 3 sq beyond your reach           Force-Using Traditions     Warden of the Sky
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

can return Intercept to suite without spending Force Point                                                Force-Using Traditions     Zeison Sha Warrior         Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




when you roll a natural 20 on Atk or Use the Force instead of gaining force powers can grant ally FP      Force Sensitive            Alter
if you successfully use a mind-affecting power gain +2 on mind-affecting powers v. that target            Force Adept                Telepath                     Force Adept
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




link within 1km can communicate as if speaking, 1/encounter may share Force power of target or you        Force Sensitive            Alter
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

can move target 1 sq if damaged by Whirlwind Attack, not if grabbed or grappled, no Atk of Opp            Force-Using Traditions     Seyugi Dervish
1/encounter when attacked you can move your speed                                                         Bounty Hunter              Gand Findsman                Bounty Hunter
                                                                                                                                                                Elite Trooper, Martial Arts Master

deal additional die of damage                                                                             Elite Trooper              Master of Teras Kasi
                                                                                                                                                                Elite Trooper, Martial Arts Master

only full-round actions unarmed, take full attack as standard action                                      Elite Trooper              Master of Teras Kasi
                                                                                                                                                                Crime Lord, Master Privateer
Persuasion v. Will Def of Inspire Fear & LOS, must move away from you, if can't move, Fear doubled        Crime Lord                 Infamy

when you catch a Second Wind move +2 up track also                                                        Soldier                    Veteran                       Soldier
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1/turn if Will Def is targeted can replace Will with Use the Force check, you -5 UtF until end of next    Force Sensitive            Control

when enemy or ally within 20sq is reduced to 0hp, you gain hp = 5+1/2CL                                   Scoundrel                  Opportunist                   Scoundrel
                                                                                                                                                                Imperial Knight, Jedi Knight, Jedi M aster, Sith Apprentice, Sith Lord




any target struck by thrown lightsaber moves at half spd (round down) until your next turn                Jedi Knight                Duelist
                                                                                                                                                                Force Disciple, Jedi Master, Sith Lord

if you use a Force Power that deals damage you can use Bantha Rush against target as if melee atk         Force-Using Traditions     Shapers of Kro Var
                                                                                                                                                                Elite Trooper, Infiltrator, Scout
get total concealment in place of any concealment                                                         Scout                      Camouflage
                                                                                                                                                                Elite Trooper, Officer, Soldier
catch a Second Wind one extra time                                                                        Soldier                    Commando

can substitute Use Computer for Gather Info if you have computer access                                   Scoundrel                  Slicer                       Improviser
                                                                                                                                                                 Infiltrator, Scout
automatically leave no trace of tampering, something goes wrong if you fail by 10 not 5                   Scout                      Spy
allow all allies w/in 6 sq & LOS to count 1st sq of difficult terrain as normal                           Scout                      Advance Patrol                Scout
Deception to feint, shut off and reignite lightsaber                                                      Jedi Knight                Lightsaber Forms             Jedi Knight
                                                                                                                                                                Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




when you die become a dark side spirit & can possess others or enter an object, see J16                   Force Sensitive            Dark Side

spend a power in suite & give to ally trained in UtF & w/in 12 sq & LOS, lost if not used by end of enc   Jedi Knight                Jedi Instructor              Jedi Knight
when you hit an opp with melee you can choose to do half dam & switch spots with foe, no Atk of Opp       Noble                      Fencing                       Noble
if not adjacent to attacker & attacked other adjacent attacked & you move 1 sq, can have Atk of Opp       Charlatan                  Trickery                      Charlatan
FP?: x = must spend force point,* = may spend                                                              Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                      talents that are available to a specific class.

BENEFIT                                                                                                    CLASS                      TREE                         ALL
DC20 Treat Injury to know if organics in 6 sq & LOS are below half hp & where on track                     Droid                      First-Degree Droid           Droid
1/encounter if you and allies have LOS to same target you all can reroll one ranged attack                 Vanguard                   Vanguard                     Vanguard

Initiative check v. enemy in LOS, loser is flat-footed v. other                                            Scoundrel                  Recklessness                 Scoundrel
no penalty to Atk when using Rapid Shot                                                                    Gunslinger                 Gunslinger                   Gunslinger
                                                                                                                                                                  Charlatan, Noble
Persuasion v. Will Def of 1 enemy in LOS for them to attack who you choose, +5 if they're higher level     Noble                      Provocateur
                                                                                                                                                                 Corporate Agent, Droid Commander, Noble, Officer


give up standard action to give all extra action next turn                                                 Noble                      Leadership
DC to learn secret info from Gather Info is -10 and bribe cost is one-fifth                                Bounty Hunter              Bounty Hunter               Bounty Hunter

turret self-destructs at 0hp with 2sq radius dealing its normal dam, you can disable if adjacent as reac   Saboteur                   Turret                       Saboteur
with two pistols, +2 dam if using Rapid Shot                                                               Gunslinger                 Pistoleer                    Gunslinger
you can move 2 squares between attacks without an attack of opportunity                                    Jedi Knight                Jedi Weapon Master           Jedi Knight
you can make an attack with both weapons or double-sided weapon against different targets                  Jedi Knight                Jedi Weapon Master           Jedi Knight
                                                                                                                                                                  Charlatan, Noble
each 1/enc after you atk: if same atks you atk/reac, or opp can't atk you, or +2 atk if they haven't atk   Noble                      Disgrace
                                                                                                                                                                 Force Disciple, Jedi Master, Sith Lord

ally in 12 sq & LOS takes dam you take half dam & ally takes half dam                                      Force-Using Traditions     Tyia Adept
                                                                                                                                                                  Independent Droid
1/enc increase dam thresh = Independent Droid level                                                        Independent Droid          Elite Droid
                                                                                                                                                                 Elite Trooper, Martial Arts Master

if parry melee attack, can immediately make unarmed Atk as reaction against target                         Elite Trooper              Master of Teras Kasi
                                                                                                                                                                 Elite Trooper, Martial Arts Master

fighting defensively, can negate melee Atk, if Atk beats melee Atk, Atk negated (-2 cum Atk v. others)     Elite Trooper              Master of Teras Kasi
one opponent loses Str bonus to melee attacks against you, not to damage                                   Soldier                    Brawler                      Soldier
when you use Adapt & Survive, you deny the bonus to the enemy in LOS                                       Scout                      Versatility                  Scout
1/day add 1/2 officer class to all Def 1 round, must declare at beginning of your turn                     Officer                    Military Tactics             Officer
                                                                                                                                                                 Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




do not lose Dex bonus if flat-footed or attacked by hidden attacker                                        Scout                      Awareness                  Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




cannot be flanked                                                                                          Scout                      Awareness
1/round if damaged move 1 sq as reac, no Atk of Opp                                                        Outlaw                     Outlaw                       Outlaw
                                                                                                                                                                 Charlatan, Gunslinger, Scoundrel

1/encounter a roll 16 or higher is considered a natural 20                                                 Scoundrel                  Fortune
spend a Force Point to automatically negate a mind-affecting Force power or talent                         Jedi Knight                Jedi Investigator            Jedi Knight
                                                                                                                                                                  Assassin, Scoundrel
Treat Injury DC increases by 5                                                                             Scoundrel                  Malkite Poisoner
followers gain Toughness feat                                                                              Noble                      Loyal Protector              Noble
                                                                                                                                                                 Charlatan, Gunslinger, Scoundrel

1/encounter reroll damage of one attack                                                                    Scoundrel                  Fortune
                                                                                                                                                                  Charlatan, Noble
Will Def +5 v. skill checks to read your emotion, when you feint in combat target is flat-footed v. you    Noble                      Disgrace
if miss melee or atk negated still do Str bonus (min 1) or 2 x Str bonus if attacking two-handed           Soldier                    Brawler                      Soldier
                                                                                                                                                                 Crime Lord, Master Privateer
opponent reduced to half hp within 6 sq of you -2 Atk & skill for rest of encounter                        Crime Lord                 Infamy
allies hidden in Haze can reroll Perception, keep best, allies gain +2 dam v. unaware foes                 Jedi                       Jedi Sentinel                Jedi
Use the Force v. Will Def v. any in 6sq, -2 Atk & skill checks within 6sq of you until end of encounter    Force Adept                Imperial Inquisitor         Force Adept
once per encounter an attack that would knock you down the track is reduced by 1 step                      Gladiator                  Gladiatorial Combat          Gladiator
                                                                                                                                                                 Corporate Agent, Droid Commander, Noble, Officer


1/turn 1 ally in LOS immune to effects that make flat-footed or deny Dex to Ref Def                        Noble                      Leadership
1/encounter increase speed of allies in LOS by 2                                                           Crime Lord                 Mastermind                   Crime Lord
Cri on 19-20, 19 not an auto hit                                                                           Jedi Knight                Lightsaber Forms             Jedi Knight
FP?: x = must spend force point,* = may spend                                                                    Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                            talents that are available to a specific class.

BENEFIT                                                                                                          CLASS                      TREE                         ALL
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

additional damage from an empowered weapon is considered fire damage                                             Force-Using Traditions     Ember of Vahl
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

+1d6 fire damage with melee weapons until the beginning of your next turn                                        Force-Using Traditions     Ember of Vahl
                                                                                                                                                                       Assassin, Bounty Hunter, Saboteur, Scoundrel


enemies in LOS take -2 Def until your next turn                                                                  Scoundrel                  Misfortune
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

UtF v. Will Def to vanish from sight of one target in LOS, total concealment v. target until next turn           Force-Using Traditions     Agent of Ossus
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

+1 Ref Def v. melee if have wan-shen in hand & not flat-footed                                                   Force-Using Traditions     Matukai Adept
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

treat wan-shen as Med weapon not Large, can Pin & Trip with wan-shen if wan-shen in hand                         Force-Using Traditions     Matukai Adept
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

make 2 atk with wan-shen each against a different target if have wan-shen in hand                                Force-Using Traditions     Matukai Adept
provide soft cover to 1 adjacent ally                                                                            Elite Trooper              Protection                  Elite Trooper
can move into same space as frigate or larger without collision & can occupy same space                          Ace Pilot                  Blockade Runner              Ace Pilot

if you are adjacent to an ally you can't be flanked                                                              Soldier                    Trooper                      Soldier
Use the Force DC15, remove farseeing, add 1 Force Point to ally in LOS, replaces normal affects                  Jedi                       Jedi Consular                Jedi

Perception replaces Initiative & considered trained in Initiative                                                Scout                      Advance Patrol               Scout
when acting in surprise round you &allies take +1 move max                                                       Jedi Knight                Jedi Watchman                Jedi Knight
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

add Cha mod to dam (min +1) to telekinetic Force power                                                           Force-Using Traditions     Order of Shasa             Bounty Hunter, Gladiator, Gunslinger, Martial Arts Master, P athfinder, Scout, Vanguard




once per encounter ignore DR of single target in LOS for the rest of your turn                                   Scout                      Awareness
                                                                                                                                                                        Crime Lord, Noble
if deal dam over threshold, Persuasion as a free action v. Will, flees one min target can spend Force Point to   Noble                      Influence
                                                                                                                                                                       Assassin, Bounty Hunter, Saboteur, Scoundrel


if deal dam to opp without Dex to Def can impose -5 to Atk & melee dam instead of down track                     Scoundrel                  Misfortune
                                                                                                                                                                       Corporate Agent, Noble
every level, get credits class level x5000                                                                       Noble                      Lineage
if minion killed, they are replaced by one of same level 24 hours later                                          Crime Lord                 Mastermind                   Crime Lord
if use ranged weapon as melee weapon +2 melee atk                                                                Elite Trooper              Republic Commando           Elite Trooper

                                                                                                                                                                       Soldier, Weapon Specialist
+2 dam, single weapon group                                                                                      Soldier                    Weapon Specialist
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

+2 melee dam with discblade                                                                                      Force-Using Traditions     Zeison Sha Warrior
                                                                                                                                                                       Imperial Knight, Jedi, Jedi Knight, Sith Apprentice


+2 to melee damage                                                                                               Jedi                       Lightsaber Combat
1/enc increase dam of 1 internal/mounted weapon by 1 or 2 dice in exchange for -1 or -2 down track               Droid                      Fourth-Degree Droid          Droid
+2 Atk with selected vehicle type, may take 10 on Pilot checks                                                   Ace Pilot                  Expert Pilot                 Ace Pilot
1/day make DC 20 Mechanics restore d8 vehicle hp & +1 up track & 1 hp for every point over DC                    Droid                      Second-Degree Droid          Droid

treat your ship as two size categories smaller when attempting Stealth checks                                    Scout                      Hyperspace Explorer          Scout

                                                                                                                                                                        Military Engineer
DC 15 Mechanics for hp = 5 x CL                                                                                  Military Engineer          Military Engineer
if hit by area attack, take half or no damage, must be moving                                                    Ace Pilot                  Expert Pilot                 Ace Pilot
+10 Deception & Stealth to conceal biotech, draw biotech as swif & if you atk opp loses Ref to Def               Scoundrel                  Yuuzhan Vong Biotech         Scoundrel

any target adjacent takes dam = Str bonus with melee weapon                                                      Elite Trooper              Melee Specialist            Elite Trooper
                                                                                                                                                                       Force Disciple, Jedi Master, Sith Lord

Use the Force replaces Stealth, considered trained, if can reroll Stealth can reroll Use the Force               Force-Using Traditions     White Current Adept
FP?: x = must spend force point,* = may spend                                                                       Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                                                                                               talents that are available to a specific class.

BENEFIT                                                                                                             CLASS                      TREE                          ALL
                                                                                                                                                                           Assassin, Scoundrel
poisons used against a target get +2 Atk against Fort Def                                                           Scoundrel                  Malkite Poisoner
                                                                                                                                                                           Sith Apprentice
Crit with a lightsaber, move target 2 steps down track                                                              Sith Apprentice            Sith
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

if an enemy you damaged in this encounter is at 0 hp, return one Force Power as free                                Force-Using Traditions     Bando Gora Captain
one adjacent ally +1 Ref Def as long as they remain adjacent                                                        Jedi Knight                Jedi Watchman                Jedi Knight
1/turn touch mind of indifferent or better beast w/in 12 sq & LOS, beast's Perception & LOS is yours                Force Adept                Beastwarden                  Force Adept

                                                                                                                                                                           Corporate Agent
once per encounter negate the effect of a single attack or skill check v. Will Def                                  Corporate Agent            Corporate Power
                                                                                                                                                                           Droid Commander, Noble
once per encounter grant allies in LOS +2 Will Def for encounter even if out of LOS, not self                       Noble                      Inspiration
                                                                                                                                                                          Force Disciple, Jedi Master, Sith Lord

gain concealment & +2 Ref Def v. thrown weapons until end of encounter                                              Force-Using Traditions     Shapers of Kro Var
when an enemy you reduced to 0 hp or bottom of track, your next atk is +1 die                                       Scoundrel                  Opportunist                   Scoundrel
Pilot DC15, to assist allied starfighter w/in 2 squares, ally +5 Pilot in dogfight                                  Ace Pilot                  Expert Pilot                  Ace Pilot
1/round make a vehicle weapon atk at -5 v. ally's attacker if damage dealt (Colossal or smaller)                    Ace Pilot                  Wingman                       Ace Pilot
can sub Use Comp for Mechanics to disable computerized device, 1min v. Will, becomes unfriendly                     Scoundrel                  Slicer                       Improviser
you or ally within 12sq if you miss an atk, UtF check over target's Will attacker can reroll Atk spend one          Jedi                       Jedi Consular                 Jedi
farseeing, you -5 Use the Force until beginning of your next turn
you or ally within 12sq if attacked, UtF check over target's Will defender +5 Ref Def spend one farseeing, you -5   Jedi                       Jedi Consular                 Jedi
Use the Force until beginning of your next turn                                                                                                                           Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




See into past or future with farseeing, max one year per your level                                                 Force Sensitive            Sense
                                                                                                                                                                          Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




1/encounter you gain hp = 10 + 1/2 your HL                                                                          Force Sensitive            Guardian Spirit            Force Adept, Force Disciple, Imperial Knight, Jedi Knight, Jedi Master, Sith Apprentice, Sith Lord




when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn                Force Sensitive            Dark Side

                                                                                                                                                                           Corporate Agent
each time you're attacked opponent -2 Will Def until end of next turn                                               Corporate Agent            Corporate Power
                                                                                                                                                                           Martial Arts Master
1/turn when dam target with unarmed atk make atk v. Fort Def for target to take only 1 swif next turn, if you're in Martial Arts Master        Martial Arts Forms
light or no armor
any ally who uses second wind in your Safe Zone gains additional hp = your cl                                       Pathfinder                 Pathfinder                    Pathfinder
FP?: x = must spend force point,* = may spend   Use a Text Filter in the ALL column to search the list for all
MtR: Must take Reroll                           talents that are available to a specific class.

BENEFIT                                         CLASS                      TREE                       ALL
                                                                                  Tip: All prestige classes can be expanded for more information.




                                                                   Min Lvl
BOOK

       PAGE



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                                      Points
                                      Force




                                                     Fort


                                                            Will
                                               Ref
                                HP
                                                                             TRAINED SKILL                   SKILL FOCUS      FEAT
              CLASS                                                          PREREQUISITE                    PREREQ.          PREREQUISITE
CR     206    Ace Pilot          d8     6      +4    +2     0      7th       Pilot                                            Vehicular Combat
SV     28     Assassin          d10     6      +4    +2     0      7th       Stealth                                          Sniper
CR     207    Bounty Hunter     d10     6      +4    +2     0      7th       Survival
SV     30     Charlatan          d8     6      +2    0      +4     7th       Deception, Persuasion
 K     41     Corporate Agent    d8     6      +2    0      +4     7th       Gather Info,                    Knowledge
                                                                             Knowledge (bureaucracy)         (bureaucracy)
CR 209 Crime Lord               d8      6      +2    0      +4     7th       Deception,
                                                                             Persuasion
 C     42 Droid Commander       d10     6      +2    +2     +2     7th       Knowledge (tactics),
                                                                             Use Comp
CR 211 Elite Trooper            d12     6      +2    +4     0      7th                                                        AP light & medium,
                                                                                                                              Martial Arts I, &
                                                                                                                              PB Shot OR Flurry
 F     43 Enforcer              d8      6      +4    0      +2     7th  Gather Info,
                                                                        Perception
CR 212 Force Adept              d8      6      +2    +2     +4      7th Use the Force                                         Force Sensitivity
CR 215 Force Disciple           d8      7      +3    +3     +6     12th Use the Force                                         Force Sensitivity


K 43 Gladiator                  d10     6      +4    +2     0      7th                                                        Imp Dam Thresh, WP advanced
CR 216 Gunslinger                d8     6      +4    0      +2     7th                                                        PB Shot, Precise Shot,
                                                                                                                              Quick Draw, WP(pistols)
 L     43 Imperial Knight       d10     6      +2    +2     +2     7th       Use the Force                                    AP(medium),
                                                                                                                              WP(lightsabers)
 R     41 Improviser             d8     6      +2    0      +4     7th       Mechanics, Use Computer                          Skill Focus (Mechanics)
 F     46 Independent Droid     d12     6      +2    0      +4     3rd       Use Computer

 F 48 Infiltrator                d8     6      +4    0      +2     7th       Perception, Stealth             Stealth
CR 217 Jedi Knight              d10     6      +2    +2     +2     7th       Use the Force                                    Force Sensitivity,
                                                                                                                              WP lightsabers

CR 219 Jedi Master              d10     7      +3    +3     +3     12th Use the Force                                         Force Sensitivity,
                                                                                                                              WP lightsabers
                                                                              Tip: All prestige classes can be expanded for more information.




                                                               Min Lvl
BOOK

       PAGE



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                                  Points
                                  Force




                                                 Fort


                                                        Will
                                           Ref
                            HP
                                                                         TRAINED SKILL                   SKILL FOCUS      FEAT
      CLASS                                                              PREREQUISITE                    PREREQ.          PREREQUISITE
GW 32 Martial Arts Master   d10     6      +2    +4     0      7th                                                        Martial Arts I&II, Melee Defense, 1
                                                                                                                          Martial Arts Training
 F 51 Master Privateer      d10     6      +2    0      +4     7th       Deception, Pilot                                 Vehicular Combat
SV 32
 F 52 Medic                 d8      6      0     +4     +2     7th       Knowledge (life sciences),                       Surgical Expertise
                                                                         Treat Injury
 K     46 Melee Duelist     d8      6      +4    0      +2     7th                                                        Melee Def, Rapid Strike,
                                                                                                                          Weapon Focus (melee)
 C 44 Military Engineer     d8      6      +2    +2     +2     7th       Mechanics, Use Computer
CR 220 Officer              d8      6      +2    0      +4     7th       Knowledge (tactics)


SV 34 Outlaw                d8      6      +4    +2     0      7th       Stealth, Survival


 R     43 Pathfinder        d10     6      +2    +4     0      7th       Perception, Survival

 F     54 Saboteur          d8      6      +2    0      +4     7th       Deception, Mechanics,
                                                                         Use Computer
 L     46 Shaper            d8      0      0     +2     +4     7th       Knowledge (life science),                        Biotech Specialist
                                                                         Treat Injury
CR 223 Sith Apprentice      d10     6      +2    +2     +2     7th       Use the Force                                    Force Sensitivity,
                                                                                                                          WP lightsabers
CR 224 Sith Lord            d10     7      +3    +3     +3     12th Use the Force                                         Force Sensitivity,
                                                                                                                          WP lightsabers

 C     47 Vanguard          d10     6      +2    +4     0      7th       Perception, Stealth
                                                                     Tip: All prestige classes can be expanded for more information.




                                                        Min Lvl
BOOK

       PAGE



                                                                     Click the + to the left!




                           Points
                           Force




                                          Fort


                                                 Will
                                    Ref
                      HP
                                                                  TRAINED SKILL                 SKILL FOCUS      FEAT
              CLASS                                               PREREQUISITE                  PREREQ.          PREREQUISITE
TALENT                             OTHER
PREREQUISITE                       PREREQUISITE

Dastardly Strike
2 from Awareness (Scout)
Disgrace, Influence or Lineage     (Noble)
                                   work for
                                   interstellar corporation
one from Fortune, Lineage
or Misfortune
1 Leadership (Noble)           Droids only
or Commando (Soldier)
1 Armor Spec, Commando, Weapon
Spec or Mercenary

1 from Survivor (Scout)            work for law enforcement
                                   or security organization
any three Force
any two from Dark Side              Farseeing,
Devotee, Force Adept, or Force Item 1 Force Technique

                                   BAB +7


                                   BAB +7,
                                   Defender of Roan Fel

                                   Heuristic Processor,
                                   Droids only
2 from Camouflage or Spy
                                   BAB +7, self-built lightsaber,
                                   Jedi tradition

                                   1 Force Technique,
                                   Jedi tradition
TALENT                             OTHER
PREREQUISITE                       PREREQUISITE
1 either Brawler (Soldier) or
Survivor (Scout)
2 from Misfortune, Smuggling,      expanded on SV32
or Spacehound (all Scoundrel)


                                   BAB +7

                                  BAB +7
1 from Commando (soldier) Veteran military membership
(soldier) or Leadership (Noble)

1 Disgrace (Noble)                 Must be wanted by the
or Misfortune (Scoundrel)          authorities in at least one
                                   system
2 Awareness, Camouflage
or Survivor


                                   Yuuzhan Vong

                                   Dark Side score = Wis,
                                   Sith tradition
                                   1 Force Technique,
                                   Dark Side score = Wis,
                                   Sith tradition
2 Camouflage (Scout) or Commando
(Soldier)
TALENT         OTHER
PREREQUISITE   PREREQUISITE
BOOK
       PAGE

              Type
                                                                                 BONUS
                 BACKGROUND            BENEFIT                                   LANGUAGE
 R     17      E Bankrupt              Use survival to sustain yourself in
                                       urban or civilized areas
 R     17      E Conspiracy            Reroll any Perception check to sense
                                       deception or influence, keep better
                                       result
 R     17      E Crippled              Start with cybernetic prosthesis.
                                       When Fortitude Defense is reduced
                                       through condition, keep Damage
                                       Threshold the same.
 R     17      E Disgraced             Disguising yourself is one step
                                       simpler.
 R     17      E Enslaved              +2 to grapple checks.
 R     17      E Exiled                Plot safe course for hyperspace in half
                                       time. If trained in Knowledge
                                       (galactic lore) you gain the Skill
                                       Focus as conditional bonus feat.
 R     18      E Imprisoned            Obtain black market goods at half
                                       time.
 R     18      E Marooned              No penalty to heal yourself.
 R     18      E Orphaned              +1d6 when using a Force Point to aid
                                       a skill check.
 R     18      E Scarred               Intimidation is always favorable.
 R     18      E Widowed               Can take 20 on Gather Information,
                                       but takes 20 times longer.

 R     18     Oc     Academic
 R     19     Oc     Celebrity
 R     19     Oc     Criminal
 R     19     Oc     Executive
 R     19     Oc     Labor
 R     19     Oc     Law Enforcement
 R     19     Oc     Medical
 R     19     Oc     Military
 R     19     Oc     Pilot
 R     19     Oc     Politics
 R     19     Oc     Technology
 R     20     Or     Alderaan                                                    High Galactic
 R     20     Or     Bakura                                                      High Galactic
 R     20     Or     Bespin                                                      Bocce
 R     20     Or     Bothawui                                                    Bothese
 R     20     Or     Cerea                                                       Cerean
 R     20     Or     Corellia                                                    Old Corellian
 R     20     Or     Coruscant                                                   High Galactic
 R     20     Or     Dorin                                                       Kel Dor
 R     20     Or     Duro                                                        Durese
 R     21     Or     Fondor                                                      Bocce
 R     21     Or     Gamorr                                                      Gamorrean
 R     21     Or     Iridonia                                                    Zabrak
R   21   Or   Ithor          Ithorese
R   21   Or   Kashyyyk       Shyriwook (understand only)
R   21   Or   Mon Calamari   Mon Calamarian or Quarrenese
R   21   Or   Naboo          Gunganese
R   21   Or   Nar Shaddaa    Huttese
R   21   Or   Rodia          Rodese
R   21   Or   Ryloth         Ryl
R   22   Or   Socorro        Socorran
R   22   Or   Sullust        Sullustese
R   22   Or   Taris          Sy Bisti
R   22   Or   Tatooine       Jawa Trade Language
R   22   Or   Trandosha      Dosh
RELEVANT
SKILLS
Deception, Gather Information, Survival

Deception, Stealth, Use Computer


Endurance, Mechanics, Treat Injury




Deception, Gather Information, Stealth

Climb, Endurance, Jump
Gather Information, Knowledge (galactic lore), Survival




Acrobatics, Gather Information, Stealth

Ride, Survival, Swim
Gather Information, Survival, Treat Injury

Deception, Persuasion, Treat Injury
Gather Information, Knowledge (galactic lore), Use Computer


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

       PAGE




          DESTINY                ACTIVATE                                         BONUS                                                          PREREQ
 F     36 Champion               Become the leader of a large and/or              24 hours: you and allies within 10sq +1 all Def
                                 significant group or organization and
                                 successfully lead it through an extremely
                                 threatening event.
CR 113 Corruption                Corrupt an individual, organization or           24 hours: you and allies within 10sq +1 skill & ability
                                 location.                                        checks
 F     35 Creation               Create an object, machine, or item of great      24 hours: you and allies within 10sq +1 skill & ability
                                 power or significant use.                        checks

CR 115 Death and Destiny         Die while fulfilling or trying to fulfill your   Noble Sacrifice: all allies in star system +1 atk +1 all def      Force-
                                 destiny                                          24 hours                                                         Sensitive
                                                                                  Vengeance: any ally who witnesses death +2 atk +2 dam
                                                                                  24 hours, Dark Side Score +1
CR 114 Destruction               Destroy a person or an object, for good or       24 hours: you and allies within 10sq +2 dam
                                 for evil.
CR 114 Discovery                 Discover a person, species, object or            24 hours: you and allies within 10sq +1 all Def
                                 location that was either previously lost or
                                 unknown to the civilized galaxy.
CR 114 Education                 Educate another being or group or beings in      24 hours: you and allies within 10sq +1 skill & ability
                                 some way.                                        checks
 L     22 Legacy, Ackbar         spend a Destiny Point as a free action           double insight, morale, or competence bonus you grant          Mon Calamari

 L     22 Legacy, Antilles       spend a Destiny Point as a free action           treat your next Pilot check as if you had rolled 20 on the      Human or
                                                                                  check                                                          Near-Human
 L     22 Legacy, Darklighter    spend a Destiny Point as a free action           automatically negate an attack against an adjacent ally         Human or
                                                                                  or allied vehicle                                              Near-Human
 L     21 Legacy, Denying it     Deny your Legacy                                 24 hours: you gain +2 single atk or skill check of choice

 L     23 Legacy, Droid          spend a Destiny Point as a free action           treat your next Knowledge check as if you had rolled 20           Droid
                                                                                  on the check
 L     21 Legacy, Embracing it   Embrace your Legacy                              24 hours: you gain +2 single atk or skill check of choice
L   23 Legacy, Fel            spend a Destiny Point as a free action   grant all allies in LOS +5 Will Def until end of               Human or
                                                                       encounter                                                     Near-Human
L   23 Legacy, Fett           spend a Destiny Point as a free action   for rest of encounter, score critical hits on natural 19 or    Human or
                                                                       20                                                            Near-Human
L   23 Legacy, Fey'lya        spend a Destiny Point as a free action   treat your next Persuasion check as if you had rolled 20        Bothan
                                                                       on the check
L   23 Legacy, Halcyon/Horn   spend a Destiny Point as a free action   treat your next skill check to activate a mind-affecting       Human or
                                                                       effect as if you had rolled 20 on the check                   Near-Human

L   24 Legacy, Koon           spend a Destiny Point as a free action   treat your next Use the Force check as if you had rolled     Kel Dor
                                                                       20 on the check
L   24 Legacy, Koth           spend a Destiny Point as a free action   do not move down the condition track as a result of an        Zabrak
                                                                       attack the rest of the encounter
L   24 Legacy, Mundi          spend a Destiny Point as a free action   treat your next Perception check as if you had rolled 20      Cerean
                                                                       on the check
L   24 Legacy, Nadon          spend a Destiny Point as a free action   treat your next Treat Injury check as if you had rolled 20   Ithorian
                                                                       on the check
L   24 Legacy, Nunb           spend a Destiny Point as a free action   treat your next Pilot check as if you had rolled 20 on the  Sullustan
                                                                       check
L   24 Legacy, Organa         spend a Destiny Point as a free action   treat your next Persuasion check as if you had rolled 20    Human or
                                                                       on the check                                               Near-Human
L   24 Legacy, Qel-Droma      spend a Destiny Point as a free action   double the results of Force Point rolls added to attacks    Human or
                                                                       and skill checks until the end of the encounter            Near-Human

L   24 Legacy, Secura         spend a Destiny Point as a free action   increase speed +2 squares until the end of the encounter        Twi'lek

L   24 Legacy, Skywalker      spend a Destiny Point as a free action   treat your next Use the Force check as if you had rolled       Human or
                                                                       20 on the check                                               Near-Human
L   25 Legacy, Solo           spend a Destiny Point as a free action   treat your next Mechanics check as if you had rolled 20        Human or
                                                                       on the check                                                  Near-Human
L   25 Legacy, Sunrider       spend a Destiny Point as a free action   grant all allies in LOS bonus hp = 15+ your Cha mod            Human or
                                                                       (min +1)                                                      Near-Human
L   25 Legacy, Tarpals        spend a Destiny Point as a free action   grant all allies in LOS +5 Will Def until end of                Gungan
                                                                       encounter
L   25 Legacy, Tetsu          spend a Destiny Point as a free action   treat your next Survival check as if you had rolled 20 on       Rodian
                                                                       the check
L   25 Legacy, Vao            spend a Destiny Point as a free action   regain all your hit points but take -2 atk and skill checks     Twi'lek
                                                                       for the rest of the encounter
F   36 Liberation   Your destiny is to liberate a group,       24 hours: you and allies within 10sq +2 dam
                    population, or region from Imperial
                    domination.
CR 114 Redemption   Redeem a character that has been corrupted 24 hours: you gain a Force Point
                    or otherwise turned to evil.

CR 115 Rescue       Save a person from death, or an object from 24 hours: you and allies within 10sq +2 dam
                    destruction.
PENALTY                                       FULFILLED
24 hours: you -2 all Def                      Cha +2




24 hours: you -2 skill & ability checks       two ability scores +1, if Dark Side score less
                                              than Wis increase to Wis
24 hours: you -2 skill & ability checks       you or an ally in sight can spend 2 Force
                                              Points in a single round while using the
                                              created object
You are, at least in some aspects, dead.      Force Spirit: retains Int, Wis, Cha,
                                              incorporeal


24 hours: you -2 dam                          one ability +2

24 hours: you -1 all Def                      all Def +1


24 hours: you -2 skill & ability checks       one skill permanent +5




24 hours: you -2 first atk in any encounter




24 hours: you -2 first atk in any encounter
24 hours: you -2 dam                           all Def +1


24 hours: lose one Force Point, if no fop -1 atk Dark Side score of redeemed reduced to 1
until you gain a level                           & loses remaining Force Points, you gain
                                                 FP 3+redeemed lost FP
24 hours: you -2 atk                             two ability scores +1
                                                                                 Requirements:
BOOK




                                   Force?
       PAGE

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

       PAGE




                                                                                         COST
              DROID SYSTEM                       GROUP
SGD 55 Antitheft comlink locator                 Accessory                              100
 CR 193       Armor                              Armor
SGD 55        Audio enhancers                    Accessory                               2000
SGD 55        Audio-radial stunner               Accessory                               5000
SGD 55        Automap                            Accessory                               1000
 CR 191       Backup Processor                   Processors                              100
SGD 63        Battle station                     Stations                           50000 per 100
SGD 55        Blaster recharger interface        Accessory                               300
SGD 52        Burrower drive                     Locomotion                          200xCFxSp²
 CR 190       Claw                               Appendage                             20xCF
 CR 189       Climbing Claws                     Appendage                                x2
SGD 55        Collapsible construction           Accessory                            2000xCF
 CR 193       Comlink, internal                  Communications                          250
SGD 63        Command station                    Stations                               10000

SGD 56 Communications countermeasures            Communications                         1000
SGD 56 Communications jammer                     Communications                         5000

CR 194 Compartment space (per kg)                Internal Storage                         50
SGD 56 Concealed item                            Accessory                             see text
SGD 56 Courier compartments                      Accessory                               200

SGD 56 Credit reader                             Accessory                               50
CR  196       Darkvision                         Sensor                                 150
CR  193       Diagnostics Package                Diagnostics Package                    250
CR  192       Downloading and Restoring Memory   Downloading and Restoring Memory
CR  192       Droid caller                       Communications                          10
SGD 56        Droid oil bath                     Accessory                              500
SGD 53        Droid remote control               Processors                             500
SGD 64        Droid Socket                       Stations                              10000*


SGD 57 Earphone binary-to-basic translator       Accessory                               20
SGD 57 Electric defense grid                     Accessory                           3000xCF
SGD 57 Emergency oxygen supply                   Accessory                              200
 CR 189 Extra Legs                               Appendage                               x2
 CR 188 Flying                                   Locomotion                         200xCFxSp²
SGD 52 Gyroscopic stabilizers                    Locomotion                          2xCFxSp²
 CR 190 Hand                                     Appendage                            50xCF
 CR 193 Hardened Systems x2                      Hardened Systems                    1000xCF
 CR 193 Hardened Systems x3                      Hardened Systems                    2500xCF
 CR 193 Hardened Systems x4                      Hardened Systems                    4000xCF
 CR 193 Hardened Systems x5                      Hardened Systems                    6250xCF
 CR 190 Heuristic Processor                      Processors                            2000
SGD 53 Hidden core                               Processors                             200

SGD 57 Hidden holster                            Accessory                            500xCF
SGD 57 High-speed cutting torch and welder       Accessory                             2500

SGD 57 Holographic game system                   Accessory                              300
SGD 60 Holographic image disguiser               Accessory                           20000xCF
CR 188 Hovering                                  Locomotion         100xCFxSp²
SGD 60 ID Dodge                                  Accessory             5000
SGD 60 Improved coordination circuitry           Accessory             1000
 CR 196 Improved Sensor Package                  Sensor                 200
 CR 190 Instrument                               Appendage             5xCF
SGD 60 Interference generator                    Accessory             2500
SGD 60 Internal defenses                         Accessory            10xCF
SGD 60 Internal grapple gun                      Accessory            100xCF
 CR 189 Jump servos                              Appendage               x2
 CR 195 Locked access                            Processors              50
 CR 189 Magnetic Feet                            Appendage               x2
SGD 52 Magnetic hands                            Appendage             ACx2
 CR 192 Memory Wipes                             Memory Wipes
SGD 60 Mesh tape dispenser                       Accessory            10xCF

SGD   60    Micro shield                         Accessory           600xCF
SGD   60    Multifunction apparatus              Accessory           80xCF
SGD   60    Multispectrum searchlight            Accessory             100
SGD   53    Personality downloader               Processors          custom
CR    190   Probe                                Appendage            2xCF
SGD   52    Projectile hand                      Appendage            ACx2
SGD   52    Quick-release coupling, appendage    Appendage           50xCF
SGD   52    Quick-release coupling, tool         Appendage           10xCF
SGD   61    Radiant heat element                 Accessory             200
SGD   64    Recharge station                     Stations             4000
SGD   53    Remote limb control                  Appendage            ACx2

CR  191     Remote Processor, 5000-km range      Processors          1000000
CR  191     Remote Processor, 500-km range       Processors           100000
CR  191     Remote Processor, 50-km range        Processors           10000
CR  191     Remote Processor, 5-km range         Processors            1000
CR  191     Remote Receiver                      Processors            -500
SGD 61      Remote receiver jammer               Communications        2000

SGD   61    Remote receiver signal booster       Communications        500
SGD   53    Remote starship starter              Processors             50
SGD   61    Remote viewer                        Accessory             1000
SGD   61    Rental restraining bolt              Accessory              10
CR    192   Reprogramming, feat/talent package   Reprogramming         1000
CR    192   Reprogramming, professional          Reprogramming      (WD²)x10
CR    192   Reprogramming, self                  Reprogramming           -
CR    192   Reprogramming, skill package         Reprogramming         100
SGD   62    Repulsorcam                          Accessory             1000
CR    192   Restraining Bolt                     Processors             5
SGD   53    Rocket arm                           Appendage            ACx4
SGD   62    Scomp link                           Accessory             100
CR    196   Secondary Battery                    Processors            400
CR    196   Self-destruct system                 Processors          M.Dx20
SGD   62    Sensor booster                       Sensors               200
SGD   62    Sensor countermeasure package        Sensors               1000
SGD   62    Shield expansion module              Shield Generator   50xSRxCF
CR    196   Shield Generator, SR10               Shield Generator    5000xCF
CR    196   Shield Generator, SR15               Shield Generator    7500xCF
CR    196   Shield Generator, SR20               Shield Generator   10000xCF
CR    196   Shield Generator, SR5                Shield Generator    2500xCF
SGD   62    Silence-bubble generator             Accessory             3500
SGD   63    Space-beacon launcher                Accessory             5000
SGD 53 Specialized subprocessor      Processors            1000
 CR 195 Spring-loaded mechanism      Internal Storage      150
 CR 190 Stabilized Mount             Appendage              x5
SGD 63 Survival kit                  Accessory             100
 CR 191 Synchronized Fire Circuits   Processors            150
SGD 54 Tactician battle computer     Processors            5000
SGD 63 Taser                         Accessory             250
 CR 190 Telescopic Appendage         Appendage              x2
 CR 190 Tool                         Appendage            10xCF
 CR 188 Tracked                      Locomotion         20xCFxSp²
 CR 196 Translator Unit, DC10        Translator Unit       1000
 CR 196 Translator Unit, DC15        Translator Unit       500
 CR 196 Translator Unit, DC20        Translator Unit       200
 CR 196 Translator Unit, DC5         Translator Unit       2000
SGD 52 Underwater drive              Locomotion         20xCFxSp²
SGD 63 Video screen                  Accessory           1xsq mm
 CR 193 Vocabulator                  Communications         50
SGD 63 Voice-print command lock      Accessory             400
 CR 188 Walking                      Locomotion         10xCFxSp²
SGD 63 Weapon detector               Accessory             1500
 CR 188 Wheeled                      Locomotion         5xCFxSp²
SGD 62 YV sensor package             Sensors               1000
    WEIGHT



                AVAIL.
    0.5            -

     1           -
     3       Restricted
     2           -
     -           -
   5000       Military
     1       Licensed
  50xCF      Restricted
  (5xCF)         -
     -           -
  10xCF          -
    0.1          -
   1000      Licensed

      3      Restricted
      5       Military

     -        -
App+weaponRestricted
   2xCF       -

     1       Licensed
    1.5          -
     4           -

    0.2          -
  600xCF         -
    0.5          -
   1000       Military


    0.5       -
  100xCF Restricted
    20        -
     -        -
     -        -
   4xCF       -
  (5xCF)      -
 (100xCF) Military
 [250xCF) Military
 (400xCF) Military
 (650xCF) Military
     5        -
   1 or - Restricted

   2xCF      Licensed
    500      Licensed

    3            -
  20xCF      Restricted
      -          -
      1       Illegal
      1          -
     2.5         -
   (1xCF)        -
      1     Restricted
    1xCF    Licensed
    2xCF         -
   (2xCF)        -
      -      Licensed
      -          -
    2xCF         -

     5          -

   10xCF   Licensed
   15xCF       -
      2        -
     2+     Illegal
  (0.5xCF)     -
    2xCF   Licensed
    5xCF       -
    2xCF       -
   20xCF       -
     500       -
      -    Restricted

   10000     Military
   1000      Military
    100         -
    10          -
     1          -
     2       Military

       2   Licensed
       2       -
      20       -
     0.5       -
       -       -
       -       -
       -       -
       -       -
      20       -
       -       -
    2xCF    Illegal
       1       -
       4       -
(MaxDamx01)Restricted
       5       -
       2       -
  2xSRxCF Military
   (20xCF)  Military
   (30xCF)  Military
   (40xCF)  Military
   (10xCF)  Military
    20xCF  Licensed
      10       -
    2         -
    3         -
   x5         -
    1         -
    1      Military
   10     Restricted
    2     Licensed
(N.Wx2)       -
 (2xCF)       -
    -         -
    4         -
    2         -
    1         -
    8         -
 10xCF    Licensed
1+.01kg       -
   0.5        -
    1         -
    -         -
    5     Licensed
    -         -
    3      Military
COMMENTS & BENEFITS
signal sent to master's comlink that can be tracked until droid is destroyed
See Armor
reroll Perception & keep better
as stan action adjacent must make DC 20 Endurance or move -1 down track
12 sq radius but cannot penetrate solid objects
Allows a remote drone to function like a droid when losing contact with processor
select 2 talents from droid commander prestige class, calculated per station not creature, does not duplicate
as swif action recharge power packs, droid loses hp = dam dice of weapon
move half spd, if used as weapon dam = to self-destruct device & each atk moves droid -1 down track
Tasks that requires a hand requires a DC15 DEX roll, if fail it drops the object.
Climb = /2 speed, reroll & keep better, can always take 10
lowers size category by 1, reactivate as stan

Int 14, Will Def 15, see text for details on: issue routine command, coordinate, locate droid, receive details on
droid status, reprogram droid, translate Binary
+5 Use Computer to overcome jamming
+5 Use Computer to slice & shut down computer, +5 to stop slicer's jamming, DC 25 Use Computer to jam
incoming or outgoing comlinks w/in 1 km

+5 Stealth to conceal plus size modifiers, +10 Deception to create Deceptive Appearances
hold an item 3 sizes smaller than droid's torso, 4 leg/arm, 5 head, Perception to detect with DC = droid's Will
Def +5
+5 Perception against Deception of a forgery, can count hard credits as a free action
+2 Perception, low-light vision, ignores concealment (including total) from darkness
+2 on Mechanics checks to diagnose problems
See page 192
Summons droid with restraining bolt, resist with DC20 CHA to be immune to the caller for 24h
if in at least 30 min can activate 2nd Wind
droid caller to move droid using its own locomotion at half spd
*cost usually included in cost of vehicle, see text for more on: pilot or copilot, system operator, engineer, jury-
rig/repair, Use Computer checks, communications/sensors, input hyperdrive coordinates, operate ejection
system, prohibited actions, optional self-loading system
converts audible Binary to audible Basic, Perception DC 20 to detect
if damaged by melee atk attacker takes 5 dam, energy melee weapons ignore the effect
Med size creature for 30 min, connect as swif & secure as stan
+50% carry, +5 stability to resist getting knocked prone
Speed: F-S: 9 M: 12 L-C: 12
+5 stability to being knocked prone, stacks with bonus from extra legs

Multiplies HP/Threshold based on droid size
Multiplies HP/Threshold based on droid size
Multiplies HP/Threshold based on droid size
Multiplies HP/Threshold based on droid size
Allows a droid to behave like a normal character would
restores personality 1d6 days after memory wipe DC 20 use Computer, tries gain 1d6 days later on failure, for
double the cost for Will Def 30
free to activate& acts as Quick Draw (draw or holster as swif) if has BAB +1
only on Med or larger, half time of regular welding, range of 1 sq & 4d10 dam, for 2 or more consecutive
rounds ignores 5 pts of DR & reduces thresh by 10

like standard holoshroud, +10 Deception for Deceptive Appearance, advanced model double the price &
activate as full
Speed: F-S: 6 M: 6 L-C: 6
use Deception instead of Use Computer that requires biometric ID
+4 aid another for droid with same circuitry & must be trained
+2 Perception, low-light vision, ignores concealment (but not total) from darkness
Simple tasks, carry STR 1/4, push objects
DC 30 perception or Use Computer for each sq around droid
opening access or maintenance panels = 1d20+5 atk v. Fort Def fro dam = 1d8+1/2 HL, 10 attacks
15m or 10 sq of cord internally or 100m externally, fire as stan, detach as free
Standing jumps are treated as running jumps, reroll & keep better, can always take 10
Cannot be shut down by an opponent
Stick to ships hull
+2 Climb & +5 v. being knocked off hull
Use C. vs WILLED, 1 lvl per minute
can hinder adjacent w/normal unarmed atk for -2 atk & Dex skills or -2 spd & no run, with Pin & successful
grapple enemy pinned until tape is removed
activate as swif, +1 Ref Def, handheld version 400 credits, can run for 1 hour
allows 3 tools or weapons on single appendage, switch between as swif
6km range, +2 Perception to Search & Notice Targets, can blind in a 6sq cone (see text)
cost usually 5000+, see SGD 53
push objects
tension-spring 250 credits, 2d8 dam as weapon, can be used for ranged disarm 6 sq away
2 full actions to swap with no Mechanics check
2 stan actions to swap with no Mechanics check
adjacent take 1d4 fire dam & droid takes 1 dam if used as weapon
public use = 20 credits, 1 hour recharge, provides basic diagnostic Use Computer DC 10
limb can hover 6 sq & max range 24 sq & can perform any action it normally does, 1500 credit for 1 limb,
6000 credit for multiple limbs = 1 + Int mod
Controls drones with remote processor up to range away
Controls drones with remote processor up to range away
Controls drones with remote processor up to range away
Controls drones with remote processor up to range away
Droid is a drone to remote processor, -2 DEX, remove with toolkit and DC20 mechanics check
activate as stan, Use Computer v. Will Def & if higher droid can take no actions & is flat-footed, make new
check each rnd
extends range of receiver by 50%, Use Computer DC 30 by droid can extend range 100% 1 hour
signals ship to begin preflight processes with preflight diagnostics sent back to droid
viewer can travel 12 sq, spd 4, ref Def 18, Fort Def 12, runs 30 min before recharge 1 hour
runs based on credits deposited
Use Computer, DC=WILLED, 30min, -5 penalty
Need package
Need package, Use Computer check at an additional -5 penalty.
Use Computer, DC=WILLED, 30min
travel 12 sq & record 2 hours, spd 4, Ref Def 16, Fort Def 10, 4 hours power, separate recharger 100 credits
Turn off motor, DC10 Mech. to remove, self: DC20 CHA + DC15 Mech. Retry in 24h
2000 credits to install & DC 20, considered heavy ranged weapon 3d8 dam & 1sq splash
+2 Use Computer to Access Information if attitude is friendly or helpful
Double uptime
Area ATK +5, damage based on droid size
extends sensors range 2km
make Use Computer checks to avoid being detected if check exceeds nonvisual sensor check
expand shield by 1 sq to for Med or smaller adjacent, only droids Small or larger, Large or larger can have 2
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt, min small
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt, min medium
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt, min large
SR drops with -5 if taking over current SR, DC20 endurance to restore 5pt
stan to activate, covers all sq w/in 3 sq, -10 Perception to hear
12 beacons & additional for 10% for each up to 24, locate with DC 10 Use Computer
+1 swif each turn to perform action related to 1 skill, limit 1 per droid
S, M or L launch 1 object 4 squares, max 4kg (ranged attack vs REF 10). Catch DC10 DEX (move)
Can hold large weapon as if held with two hands
+4 when aiding Survival check
When synchronized droids help each other they grant an additional +2 to the roll
stan action to send data to # of allies ranged weapons for +2 atk = Int mod
like ion v. droid, as electroshock probe
Twice normal reach
Specific tool, can push/lift/carry/drag objects with DC15 DEX
Speed: F-S: 4 M: 6 L-C: 8
Roll Int vs DC to see if droid understands a new language
Roll Int vs DC to see if droid understands a new language
Roll Int vs DC to see if droid understands a new language
Roll Int vs DC to see if droid understands a new language
comes standard if purchased on water world, swim spd = land spd

Droid can speak other languages than binary
follows command from single source, to obey recording = Use Computer v. Will Def + 5
Speed: F-S: 4 M: 6 L-C: 8
add Int mod to Perception made to Search for weapons
Speed: F-S: 6 M: 8 L-C: 10
+10 Perception to detect Yuuzhan Vong w/in 12 sq & LOS
BOOK




                                                                 Target
       PAGE




                                                          Time
          STARSHIP MANEUVER              DESCRIPTOR
 S     24 Ackbar Slash                                    reac     1




 S     25 Afterburn                                       full   you




 S     25     Angle Deflector Shields    attack pattern   swif   you
 S     25     Attack Pattern Delta       attack pattern   swif   you
 S     25     Attack Pattern Zeta Nine   attack pattern   swif   you
 S     25     Corellian Slip                              full    1




 S     26 Counter                        dogfight         reac   you




 S     26 Darklighter Spin                                stan   2x2




 S     26 Devastating Hit                gunner           stan     1




 S     26 Engine Hit                     gunner           reac     1
BOOK




                                                         Target
       PAGE




                                                  Time
          STARSHIP MANEUVER      DESCRIPTOR
 S     26 Evasive Action         dogfight         move   you




 S     26 Explosive Shot         gunner           reac   spec




 S     27 Howlrunner Formation   attack pattern   swif   you
 S     27 I Have You Now                          swif    1




 S     27 Intercept                               reac   you




 S     27 Overwhelming Assault   attack pattern   swif   you*

 S     28 Segnor's Loop                           reac     1




 S     28 Shield Hit             gunner           stan     1




 S     28 Skim the Surface                        full     1
BOOK




                                                      Target
       PAGE




                                               Time
          STARSHIP MANEUVER   DESCRIPTOR
 S     28 Skywalker Loop      dogfight         reac     1

 S     29 Snap Roll                            reac     1
 S     29 Strike Formation    attack pattern   reac     1
 S     29 Tallon Roll         dogfight         reac     1




 S     30 Target Lock         dogfight         stan     1




 S     30 Target Sense        Force            swif   you




 S     30 Thruster Hit        gunner           reac     1




 S     30 Wotan Weave                          swif   you
EFFECT
Pilot check when attack from adjacent opponent misses.
DC20: missed Atk redirected to adjacent opponent,
if original attack roll beats new target Ref Def = damage
DC25: add +1 to redirected Atk roll
DC30: add +2 to redirected Atk roll
DC35: add +5 to redirected Atk roll
new target may not use Akbar slash redirect the attack
Pilot Check:
DC15: all-out movement as free action, +1 Pilot to avoid dogfight
DC20: all-out movement as free action, +2 Pilot to avoid dogfight
DC25: all-out movement as free action, +5 Pilot to avoid dogfight
DC30: all-out movement as free action, +10 Pilot to avoid dogfight
Pilot DC15: SR doubled from particular target, SR halved from all others, change or deactivate with swif
Pilot DC20: +1 Ref Def with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot DC20: -1 die dam for +20 SR, deactivate with swift
Target must be w/in 2 x your speed in squares. If movement halted, lose maneuver. Pilot Check:
DC15: move up to twice speed straight, attack as free action, if destroy target no collision
DC20: +1 Atk
DC25: +1 Atk & 1 die
DC30: +2 Atk & 1 die
DC35: +2 Atk & 2 die
if fails, cannot attack and you may not avoid collision (opponent can)
As a reaction to being attacked by a vehicle you are dogfighting make a Pilot check:
DC20: you may immediately take a swift action
DC25: you may immediately take a move action
DC30: you may immediately take a standard action
Pilot Check:
DC25: area attack with autofire weapon with normal -5 Atk
DC30: area attack with autofire weapon with -2 Atk
DC35: area attack with autofire weapon with no penalty
Attack Roll Exceeds Ref by:
0-4: +1 die damage
5-9: +2 die damage
10+: +3 die damage
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: speed -1 (may be repaired with full-round DC20 Mechanics)
5-9: speed -2 (may be repaired with full-round DC25 Mechanics)
10+: speed -3 (may be repaired with full-round DC30 Mechanics)
EFFECT
Pilot Check
DC15: disengage from dogfight +2 Pilot
DC20: disengage from dogfight +5 Pilot
DC25: disengage from dogfight +10 Pilot
DC30: disengage from dogfight +20 Pilot
Use when you destroy a target. Attack Roll Exceeds Ref by:
0-4: 3d10x2 dam to adjacent targets (to the destroyed vehicle)
5-9: 4d10x2 dam to adjacent targets (to the destroyed vehicle)
10+: 5d10x2 dam to adjacent targets (to the destroyed vehicle)
Pilot DC20: +1 Atk with adjacent allied fighter (+2 if ally is using same maneuver)
Pilot Check:
DC15: against adjacent target, if your attack this turn damage over Fort Def = -1 down track
DC20: as DC15 but +1 to attack roll.
DC25: as DC15 but +2 to attack roll
DC30: as DC15 but +5 to attack roll
Pilot Check:
DC20: with enemy fighter moving w/in 2 sq, initiate dogfight as attack of opportunity, move 1 sq as reac
DC25: As above with +1 Pilot check to initiate dogfight
DC30: As above with +2 Pilot check to initiate dogfight
DC35: As above with +5 Pilot check to initiate dogfight
Pilot DC20: nominate target and you may subtract Atk for double that amount in damage (pre multipliers),
change target or deactivate as swif action
If you end your turn further away from a target than you started make an attack run and Pilot Check
DC20: attack run penalty to Ref Def is -10
DC25: attack run penalty to Ref Def is -5
DC30: attack run penalty to Ref Def is -2
DC35: attack run penalty to Ref Def is -1
Make an attack if it deals damage it reduces shields depending on hold much Attack Roll Exceeds Ref by:
0-4: additional 5 points of shield damage
5-9: additional 10 points of shield damage
10+: additional 15 points of shield damage
When you fly through the fighting space of a target Colossal (Frigate) or larger, make a Pilot Check:
DC20: ignores SR, can move twice speed, attack run at -10 Atk
DC25: ignores SR, can move twice speed, attack run at -5 Atk
DC30: ignores SR, can move twice speed, attack run at -2 Atk
DC35: ignores SR, can move twice speed, attack run at -1 Atk
Pilot check below 19 causes a collision, target may avoid
EFFECT
if opponent fails Pilot check to attack in dogfight,
make a Pilot Check DC20 to may make an attack of opportunity
Pilot check replaces Ref Def until next turn, can keep Ref Def if lower
Pilot Check DC20: +1 die dam, -2 Ref Def, can deactivate with swift action
When opponent attempts to disengage from dogfight, declare before opposed check
DC20: if target fails to disengage, make attack of opportunity
DC25: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -1
DC30: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -2
DC35: if target fails to disengage, make attack of opportunity, opposed Pilot check for target -5
Make a pilot check:
DC15: +1 opposed Pilot checks and attack rolls
DC20: +2 opposed Pilot checks and +1 to attack rolls
DC25: +2 opposed Pilot checks and attack rolls
DC30: +5 opposed Pilot checks and +2 to attack rolls
DC35: +5 opposed Pilot checks and attack rolls
Target disengages maneuver ends.
Cha bonus replaces Int bonus for vehicle weapons this round.
Make a Use the Force check:
DC20: Add Charisma Bonus to all attack rolls until start of next turn.
DC25: Additional +2 to rolls.
DC30: Additional +5 to rolls.
Stacks with Battle Strike force power.
Use when crit or over thresh. Attack Roll Exceeds Ref by:
0-4: target's Ref Def, Init, & Pilot all -1
5-9: target's Ref Def, Init, & Pilot all -2
10+: target's Ref Def, Init, & Pilot all -5, target can only move in a straight line
Effect last the remainder of the encounter.
when fighting defensively or with total defense, make a pilot check:
DC15: reduce speed by half (round down) +1 Ref Def
DC20:reduce speed by half (round down) +2 Ref Def
DC25: reduce speed by half (round down) +5 Ref Def
if reduce speed to 0, maneuver fails
BOOK




                                           Target
       PAGE




                                    ACT




                                                          LOS
                                                    Sq.
          FORCE POWER
  J    29 Assured Strike            stan     1
          (lightsaber form)
 L     53 Ballistakinesis           stan   2x2      12     Y
          (telekinetic)
  J    29 Barrier of Blades         swif   you
          (lightsaber form)

CR 96 Battlestrike                  swif   you




  J    24 Blind                     swif     1      12     Y

  J    29 Circle of Shelter         stan   you
          (lightsaber form)




 C     50 Cloak                     stan   you




 L     53 Combustion                stan   2x2      12     Y

  J    29 Contentious Opportunity   free     1
          (lightsaber form)
BOOK




                                     Target
       PAGE




                              ACT




                                                      LOS
                                              Sq.
          FORCE POWER
  J    24 Convection          swif   you




 F     85 Corruption          stan     1       12      Y
          (dark)




  J    24 Crucitorn           reac   you




  J    25 Cryokinesis         stan     1       12      Y




CR 96 Dark Rage               swif   you
      (dark)


W             Dark Transfer   stan     1      touch
              (dark)



 L     53 Dark Transfer       stan     1      touch
          (dark)
BOOK




                                                Target
       PAGE




                                         ACT




                                                               LOS
                                                         Sq.
          FORCE POWER
  J    30 Deflecting Slash               reac   you
          (lightsaber form)




 L     53 Detonate                       stan     1      12     Y
          (telekinetic)




  J    30 Disarming Slash                stan     1
          (lightsaber form)




  J    25 Drain Energy                   stan     1       6     Y




  J    30 Draw Closer                    stan     1       6     Y
          (lightsaber form)




 K     50 Energy Resistance              stan   you




 L     54 Enlighten                      reac   ally     12     Y
          (light side, mind-affecting)
BOOK




                                     Target
       PAGE




                              ACT




                                                    LOS
                                              Sq.
          FORCE POWER
  J    31 Falling Avalanche   stan   you
          (lightsaber form)




CR 96 Farseeing               full     1

 K     50 Fear (dark)         swif     1      12     Y




  J    31 Fluid Riposte       reac   you
          (lightsaber form)

  J    25 Fold Space          full     1       6     Y




 F     86 Force Blast         stan     1      12     Y




CR 97 Force Disarm            stan     1       6     Y

CR 97 Force Grip              stan     1       6     Y
BOOK




                                       Target
       PAGE




                                ACT




                                                      LOS
                                                Sq.
          FORCE POWER
  J    25 Force Light           stan
          (light)




CR 97 Force Lightning           stan     1       6     Y
      (dark)
K 50 Force Scream               stan    all     12
      (dark)




 L     54 Force Shield          reac   you
          (telekinetic)




 F     86 Force Shield          reac   you
          (telekinetic)




CR 97 Force Slam                stan    all      6     Y

 F     86 Force Storm           stan   you
          (dark, telekinetic)
  J    26 Force Storm (dark)    stan     1      12     Y




CR 98 Force Stun                stan     1       6     Y

CR 98 Force Thrust              stan     1      12     Y
BOOK




                                       Target
       PAGE




                                ACT




                                                      LOS
                                                Sq.
          FORCE POWER
  J    26 Force Track           swif   you




 K     51 Force Whirlwind       stan     1      12     Y
          (telekinetic)




  J    26 Hatred                stan
          (dark)




  J    31 Hawk-Bat Swoop               you
          (lightsaber form)




  J    32 High Ground Defense   swif   you
          (lightsaber form)




  J    27 Inertia               move   you
BOOK




                                           Target
       PAGE




                                   ACT




                                                               LOS
                                                       Sq.
          FORCE POWER
  J    27 Inspire                  swif   allies        6       Y
          (light)




  J    27 Intercept                reac      1
          (telekinetic)
 K     51 Ionize                   stan      1          6       Y

 F     86 Kinetic Combat           stan   you          12

 K     51 Kinetic Combat           stan   you          12
          (telekinetic)
 C     50 Levitate                 move   you
          (telekinetic)


 L     54 Lightning Burst          stan     all     adjacent
          (dark side)
  J    32 Makashi Riposte          reac   you
          (lightsaber form)

 C     51 Malacia                  stan      1          6      Y
          (light)
  J    27 Memory Walk              stan      1          6      Y
          (dark, mind-affecting)




  J    28 Mind Shard               stan      1         12      Y
          (mind-affecting)
BOOK




                                     Target
       PAGE




                              ACT




                                                    LOS
                                              Sq.
      FORCE POWER
CR 98 Mind Trick              stan     1      12     Y
      (mind-affecting)


 C 51 Morichro                stan     1
CR 98 Move Object             stan     1       6     Y




CR 99 Negate Energy           reac     1

 L     54 Obscure             reac     1      12     Y
          (mind-affecting)
  J    32 Pass the Blade      stan   you
          (lightsaber form)




 C     51 Phase               move   you

  J    28 Plant Surge         stan     1      12     Y

 L     54 Prescience          swif     1             Y




  J    33 Pushing Slash       stan     1
          (lightsaber form)
BOOK




                                     Target
       PAGE




                              ACT




                                                         LOS
                                                 Sq.
       FORCE POWER
CR 100 Rebuke                 reac     1

 C     52 Rend                stan     1          6       Y
          (dark)
 F     87 Repulse             stan    all     adjacent
          (telekinetic)
 K     51 Resist Force        stan   you




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


  J    34 Saber Swarm         stan     1
          (lightsaber form)




  J    34 Sarlacc Sweep       stan     2
          (lightsaber form)




CR 100 Sever Force            stan     1         12       Y
       (light)
BOOK




                                     Target
       PAGE




                              ACT




                                                         LOS
                                                 Sq.
          FORCE POWER
 C     52 Shatterpoint        swif   you


  J    34 Shien Deflection    reac   you
          (lightsaber form)




 K     52 Slow                stan     1         12       Y
          (telekinetic)




 L 54 Stagger                 swif     1      adjacent
       (telekinetic)
CR 100 Surge                  free   you




  J    34 Swift Flank         stan   you
          (lightsaber form)




 C     52 Technometry         stan     1      touch
BOOK




                                           Target
       PAGE




                                    ACT




                                                             LOS
                                                       Sq.
          FORCE POWER
  J    35 Tempered Aggression       stan     1
          (dark, lightsaber form)




  J    28 Thought Bomb              stan    all         2
          (mind-affecting)
  J    35 Twin Strike               stan     1
          (lightsaber form)
          must be wielding
          2 lightsabers

  J    35 Unbalancing Block         reac   you
          (lightsaber form)

  J    36 Unhindered Charge         stan   you
          (lightsaber form)




 K     52 Valor                     stan   ally        12     Y
          (light)




CR 100 Vital Transfer               stan     1      touch
       (light)
BOOK




                                           Target
       PAGE




                                    ACT




                                                          LOS
                                                    Sq.
          FORCE POWER
  J    36 Vornskr's Ferocity        stan     1
          (dark, lightsaber form)




 K     52 Wound (dark)              stan     1       6     Y
LOS
 Sq.
Target
ACT
         FORCE POWER
PAGE
BOOK
                                                                                                                                                          Mind-affect.
                                                                                                                                Dark/Light




                                                                                                                                                                         Telekinetic
                                                                                                                                             Lightsaber
EFFECT
DC15: make a single atk rolling twice & keeping the better, -5 dam                                                                               x
DC20: make a single atk rolling twice & keeping the better, -2 dam
v. Ref Def for 3d8 dam & -2 attack, area attack                                                                                                                               x
spend Force Point for half dam on a miss
Use the Force replaces your Ref Def against non-area ranged attacks                                                                              x
Lightsaber form (Shien): can redirect one shot that misses you
spend a Force Point for autofire attacks, half or no dam
DC15: +1 next Atk made before end of next turn, gain +1d6 dam
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                                                                                                       x
DC25: you & all adjacent allies +2 Ref Def
DC30: you & all adjacent allies +5 Ref Def
Lightsaber form (Soresu): add bonus to Deflect and Block
spend a Force Point for Fort Def of adjacent allies
DC15: have total concealment against all targets
DC20:have total concealment against all targets, +2 Stealth
DC25:have total concealment against all targets, +3 Stealth
DC30:have total concealment against all targets, +5 Stealth
spend a Force Point to increase Stealth +5
v. Fort Def for 4d6 fire dam & catches on fire, half dam on miss, area atk, Use the Force = atk bonus of fire
spend Force Point to move -1 down track
DC20: if attack of opportunity hits +1 die dam                                                                                                   x
DC25: if attack of opportunity hits +2 die dam
DC30: if attack of opportunity hits +3 die dam
DC35: if attack of opportunity hits +4 die dam
Lightsaber form (Makashi): +2 atk on attacks of opportunity
spend a Force Point for -2 sq move until the end of its next turn
                                                                                                                                                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                                         D
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                                                                          D
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                                                                                    D
DC20: heals hp = 2 x your character level
DC25: heals hp = 3 x your character level
DC30: heals hp = 4 x your character level
DC15: heals down track, must rest 8 hours to remove this condition & gain 1 DSP avoid moving down track by spending
you move -1 hp = your character level                                                                                    D
DC20: heals hp = 2 x your character level
                                                                                                                                           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                           x
DC20: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +1 dam
DC25: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +3 dam
DC30: Use the Force v. attack roll for half dam, make single melee atk v. one target in reach after dam +5 dam
Lightsaber form (Soresu): spend a Force Point to redirect incoming atk at target w/in 6 sq
spend a Force Point for no damage from incoming atk
DC20: object takes 4d6 damage                                                                                                                                  x
DC25: object takes 6d6 damage
DC30: object takes 8d6 damage
DC35: object takes 10d6 damage
spend a Force Point to use increase damage by +2d6
DC15: if damage adjacent enemy can use Use the Force as a disarm attempt                                                          x
DC20: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +5 to resist
DC25: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting only +2 to resist
DC30: if dam adjacent enemy can use Use the Force as a disarm attempt with target getting +0 to resist
Lightsaber form (Shii-Cho): can use as a reac
spend a Force Point to deal dam to weapon equal to target's dam if successful disarm
DC20: drain energy from Small or smaller weapon or powered object
DC25: drain energy from Medium or smaller weapon or powered object
DC30: drain energy from Large or smaller weapon or powered object
DC35: drain energy from Huge or smaller weapon or powered object
spend a Force Point to increase the size by one size category (up to Gargantuan)
DC15: pull Med creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk                          x
DC20: pull Large creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC25: pull Huge creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
DC30: pull Gar creature that is not grabbed/grappled into nearest unoccupied space adjacent to you & atk
Lightsaber form (Niman): can target a creature 12 sq away
spend a Force Point to pull target to any adjacent space
DC20: DR5 v. energy damage
DC25: DR10 v. energy damage
DC30: DR15 v. energy damage
DC35: DR20 v. energy damage
target may use your check instead of one attack, skill, or opposed check, or to replace a defense                    L                          x
spend Force Point to prolong until end of your next turn, not the start
                                                                                                                                       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                      x
their space which does not provoke atk of opp for either, not if grappled or grabbed
DC20: can push 2 sq & move through spaces target passed
DC25: can push 3 sq & move through spaces target passed
DC30: can push 4 sq & move through spaces target passed
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to knock opponent prone at the end of forced move
Use the Force v. target's Will Def, cannot reuse for 24 hours, can get a sense of target
spend a Force Point for a clear image w/in 6 squares of target's surroundings
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn                             D
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                             x
Lightsaber form (Djem So): gain one temporary Force Point to be used only for Djem So before end of enc
spend a Force Point to treat attacker as flat-footed
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                                                                                                      x
spend Force Point to destroy object, dam = check
DC15: 2d6 dam, if check over target's Fort Def, target can only take 1 swif next turn or 1/2 dam & may act                                                 x
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
                                                                                                                                 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                   L
DC25: until start of your next turn creature with Dark Side of 1+ takes 2d6 dam & -1 atk
DC30: until start of your next turn creature with Dark Side of 1+ takes 3d6 dam & -1 atk
DC35: until start of your next turn creature with Dark Side of 1+ takes 4d6 dam & -1 atk
spend a Force Point to deal +1d6 dam
Use the Force v. Ref Def, target takes 8d6 dam & 1 down track or half damage with save                    D
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              D
DC20: Use the Force v. Fort Def, 2d6 force dam & their thresh -5 until end of your next turn
DC25: Use the Force v. Fort Def, 3d6 force dam & their thresh -5 until end of your next turn
DC30: Use the Force v. Fort Def, 4d6 force dam & their thresh -5 until end of your next turn
spend a Force Point to reduce thresh -10
DC15: SR5 until your next turn, cannot be recharged                                                                                                  x
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
DC15: SR5 until your next turn, cannot be recharged                                                                                                  x
DC20: SR10 until your next turn, cannot be recharged
DC25: SR15 until your next turn, cannot be recharged
DC30: SR20 until your next turn, cannot be recharged
spend a Force Point for +5 SR, maintain as standard action
Use the Force v. Will Def, 4d6 dam & prone or half damage with save                                                                                  x
spend a Force Point to deal +2d6 damage
DC20: for 2 rounds, 2d6 dam adjacent targets                                                              D                                          x
DC25: for 4 rounds, 2d6 dam adjacent targets
DC20: 3x3 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn       D
DC25: 4x4 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC30: 5x5 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
DC35: 6x6 sq area, 2d6 acid dam & concealment, -5 Perception to listen until end of your next turn
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                                                                       x
spend a Force Point to apply -5 to opponent's check, pushed into larger object = 2d6 dam
                                                                                                                                       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                                                                                 x
DC20: Use the Force v. Fort Def, skills & Atk -5, prone at end, 2d6 damage
DC25: Use the Force v. Fort Def, skills & Atk -5, prone at end, 3d6 damage
DC30: Use the Force v. Fort Def, skills & Atk -5, prone at end, 4d6 damage
spend a Force Point to make skills & Atk -10
DC15: any creature that starts turn w/in 6 sq takes 1d6 dam & -1 atk                                            D
DC20: any creature that starts turn w/in 6 sq takes 2d6 dam & -1 atk
DC25: any creature that starts turn w/in 6 sq takes 3d6 dam & -1 atk
DC30: any creature that starts turn w/in 6 sq takes 4d6 dam & -1 atk
spend a Force Point for +1d6 dam
DC15: you move 2 sq without provoking attacks of opportunity & make single melee atk                                          x
DC20: you move 4 sq without provoking attacks of opportunity & make single melee atk
DC25: you move 6 sq without provoking attacks of opportunity & make single melee atk
DC30: you move 8 sq without provoking attacks of opportunity & make single melee atk
Lightsaber form (Ataru): can move 2 sq after your attack also
spend a Force Point for +2 dice dam
DC15: if you are on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp                    x
DC20: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +1 atk
DC25: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +2 atk
DC30: on a low object or difficult terrain any creature that moves adjacent provokes Atk of Opp +5 atk
Lightsaber form (Sokan): deal +1 die dam on atk of opp
spend a Force Point to move 1 sq each time you make an atk of opp, which does not provoke one
DC15: move half speed along a wall, fall to ground if do not end move on the ground
DC20: move normal speed along a wall, fall to ground if do not end move on the ground
DC25: move your speed +2 sq along a wall, fall to ground if do not end move on the ground
DC30: move your speed +4 sq along a wall, fall to ground if do not end move on the ground
spend a Force Point for +2 sq
                                                                                                                                       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               L
DC25: all allies +5 Will Def against mind-affecting & fear effects until the end of your next turn
DC30: all allies +10 Will Def against mind-affecting & fear effects until the end of your next turn
DC35: all allies immune against mind-affecting & fear effects until the end of your next turn
spend a Force Point for +2d6 hp when power is first activated
Use the Force v. ranged atk or Use the Force if move object                                                                                                x
spend a Force Point to intercept autofire, take half or no damage
DC20: Use the Force v. Ref Def, 4d6 ion damage
DC25: Use the Force v. Ref Def, 5d6 ion damage
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent                                                                   x
spend a Force Point for +1 Atk
DC20 to attack with one-handed melee weapon, Atk use Cha mod not Str, threatens adjacent                                                                   x
spend a Force Point for +1 Atk
DC15: fly 2, vertical only, can move 1 sq onto horizontal surface or fall                                                                                  x
DC20: fly 4, vertical only, can move 1 sq onto horizontal surface or fall
DC25: fly 6, vertical only, can move 1 sq onto horizontal surface or fall
spend Force Point as reac when falling to reduce falling by fly speed
v. Ref Def for 3d8 dam & -1 down track, half damage on miss                                                     D
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                     x
Lightsaber form (Makashi): until end of your next turn target provokes atk of opp if it attacks & in reach
spend a Force Point for no dam from incoming atk
Use the Force v. Fort Def target moves -1 down track & -5 threshold                                              L
spend Force Point to increase threshold penalty to -10
DC20: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses swif on next turn                   D                           x
DC25: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses move on next turn
DC30: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan on next turn
DC35: 1 creature with Int 3+, Use the Force v. Will Def for 2d6 dam & loses stan & swif on next turn
spend a Force Point for +2d6 dam
DC15: Use the Force v. Will Def for 2d8 dam & -1 down track & can't improve until end of your next turn                                     x
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
                                                                                                                                      Mind-affect.
                                                                                                            Dark/Light




                                                                                                                                                     Telekinetic
                                                                                                                         Lightsaber
EFFECT
Use the Force v. Will Def to either                                                                                                        x
1. create an hallucination to use Stealth even if aware
2. perform a feint so that target loses Ref to Def next attack
3. make an unpalatable suggestion
grab or grapple, Use the Force v. Fort Def target moves -1 down track, if at bottom kill or trance
Use the Force v. Will if object resists, hurl or drop object v. target's Ref Def, both take damage                                                        x
DC15: Move up to medium object, 2d6 damage
DC20: Move up to large object, 4d6 damage
DC25: Move up to huge object, 6d6 damage
DC30: Move up to gargantuan object, 8d6 damage
Use the Force v. damage, failure takes damage as normal, must be aware of attack
spend a Force Point to regain hit points = to damage
v. Will Def for -5 atk, if target misses you can make them reroll against an adjacent creature also at -5                                  x
spend Force Point to apply -5 to all attacks they make until the start of its turn
DC15: make single atk, target is -2 to Block                                                                                 x
DC20: make single atk, target is -5 to Block
DC25: make single atk, target is -10 to Block
DC30: make single atk, target cannot Block
Lightsaber form (Trakata): ignore deflection bonus from Lightsaber Defense
spend a Force Point for +2d6 dam
DC25: phase speed 2 but not over own speed, must end move in unoccupied square
DC30: phase speed 4 but not over own speed, must end move in unoccupied square
Use the Force v. Fort Def for speed to 0 until end of your next turn or escape w/a stan grapple v. UtF
spend a Force Point to impose -10 on grapple checks to escape, must have adjacent plants nearby
DC15: +1 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC20: +2 all Def v. attacks from target & +1 atk v. target until the end of your next turn
DC25: +3 all Def v. attacks from target & +1 atk v. target until the end of your next turn
spend a Force Point to affect one additional enemy in LOS
DC15: dam & Use the Force v. Fort Def to push target 2 sq, no atk of opp & not if grabbed/grappled                           x
DC20: dam & Use the Force v. Fort Def to push target 3 sq, no atk of opp & not if grabbed/grappled
DC25: dam & Use the Force v. Fort Def to push target 4 sq, no atk of opp & not if grabbed/grappled
DC30: dam & Use the Force v. Fort Def to push target 5 sq, no atk of opp & not if grabbed/grappled
Lightsaber form (Niman): also compare to all adjacent enemies & push 1 sq
spend a Force Point to knock prone the target of your lightsaber atk only at end of their forced move
                                                                                                                                       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                        D
spend a Force Point for +2d6 dam
targets make Str checks + BAB, if over push 1 sq + 1sq for every 5 over, into larger object 1d6 dam                                                        x
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                                                                 x
DC25: make two lightsaber attacks v. single target at -2 each
DC30: make two lightsaber attacks v. single target at -1 each
DC35: make two lightsaber attacks v. single target at no penalty
Lightsaber form (Ataru): opponent takes -5 to Block or Makashi riposte
spend a Force Point to move 2 sq before or after you use the power, no atk of opp
DC15: single attack against primary target & deals normal dam & half dam to secondary target if atk hits                      x
DC20: single atk against primary target & deals normal dam & half dam +1d6 to secondary target if atk hits
DC25: single atk against primary target & deals normal dam & half dam +2d6 to secondary target if atk hits
DC30: single atk against primary target & deals normal dam & half dam +3d6 to secondary target if atk hits
Lightsaber form (Shii-Cho): can use at end of charge & gain Powerful Charge on initial attack
spend a Force Point to affect 2 secondary targets if within reach & adjacent to primary target
Use the Force v. Will Def, no effect if Dark Side score is 0                                                     L
DC25: target cannot spend Force Points for hours = Dark Side score
DC30: target cannot spend Force Points for hours = Dark Side score, -1 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
                                                                                                                                                          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
DC15: Use the Force v. attack for half dam & then move your speed & if in reach of target make single atk                                        x
DC20: Use the Force v. attack for half dam & move your spd +2 sq & if in reach of target make single atk
DC25: Use the Force v. attack for half dam & move your spd +4 sq & if in reach of target make single atk
DC30: Use the Force v. attack for half dam & move your spd +6 sq & if in reach of target make single atk
Lightsaber form (Shien): take no cumulative penalties on Use the Force checks to Deflect
spend a Force Point to take no damage
DC15: Use the Force v. Fort Def, spd -1sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim                                                                  x
DC20: Use the Force v. Fort Def, spd -2sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC25: Use the Force v. Fort Def, spd -3sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
DC30:Use the Force v. Fort Def, spd -4sq, -10 Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, Swim
spend a Force Point for -5 Fort Def against this power
v. Fort Def for 2d6 force dam & pushed one square away from you                                                                                                               x
spend Force Point to affect all enemies adjacent to you, move does not provoke Atk of Opp
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
DC20: move half your speed w/out atk of opp & make single atk against adjacent target & if start & stop flank the target it's                    x
flanked
DC25: move up to your speed
DC30: move up to your speed +2 sq
DC35: move up to your speed +4 sq
Lightsaber form (Vaapad): target is considered flat-footed
spend a Force Point to increase your move by 2 sq
droid or electronic device: Use the Force v. Will Def for 1 piece of info as
Access Info of Use Computer, for every 5 over gain another piece of info,
can jam droid senses (can use Stealth), droid loses Dex to Ref Def v. you, or flees next 2 turns
                                                                                                                                      Mind-affect.
                                                                                                            Dark/Light




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




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

       PAGE


              FORCE TECHNIQUE
 C     54     Advanced Vital Transfer
 J     36     Cure Disease
 L     55     Detoxify Poison
K      53     Dominate Mind
 J     36     Extended Blind
 J     36     Extended Force Disarm
 J     36     Extended Force Grip
 J     36     Extended Force Thrust
 J     36     Extended Move Object
CR     102    Force Point Recovery
CR     102    Force Power Mastery
 L     55     Improved Ballistakinesis
 F     88     Improved Battle Strike
 C     54     Improved Cloak
 J     36     Improved Convection
 J     37     Improved Crucitorn
 J     37     Improved Cryokineses
 F     88     Improved Dark Rage
 L     55     Improved Dark Transfer
 L     56     Improved Detonate
K      53     Improved Energy Resistance
 L     56     Improved Enlighten
 J     37     Improved Fold Space
 F     88     Improved Force Disarm
 F     88     Improved Force Grip
 J     37     Improved Force Light
 F     88     Improved Force Lightning
 L     56     Improved Force Shield
K      54     Improved Force Slam
 J     37     Improved Force Storm
 F     88     Improved Force Storm (telekinetic)
K      54     Improved Force Stun
 F     88     Improved Force Thrust
CR     102    Improved Force Trance
K      54     Improved Ionize
K      54     Improved Kinetic Combat
 C     54     Improved Levitate
 L     56     Improved Lightning Burst
 C     54     Improved Malacia
 F     89     Improved Mind Trick
CR     103    Improved Move Light Object
 L     56     Improved Obscure
 C     54     Improved Phase
 J     37     Improved Plant Surge
 F     89     Improved Rebuke
 C     54     Improved Rend
 F     89     Improved Repulse
K      54     Improved Resist Force
CR   103   Improved Sense Force
CR   103   Improved Sense Surroundings
 C   54    Improved Shatterpoint
 L   56    Improved Stagger
 C   54    Improved Technometry
CR   103   Improved Telepathy
 J   37    Improved Thought Bomb
K    54    Improved Valor
K    54    Improved Vital Transfer
K    54    Language Absorption
EFFECT
spend Destiny to fully heal and remove all conditions
spend Force Point to cure disease if you equal or exceed the DC
use vital transfer to detoxify poison, compare Use the Force to poison's DC as Treat Injury
with mind trick if over Will Def by 10, you choose what target does with stan action
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
base range increases to 18 squares
at end of encounter, regain one Force Point spent in encounter
take 10 on a selected Force Power even if distracted
spend a Force Point to target 3x3 area
can apply bonus to attack & damage rolls for all attacks during full attack
maintain Cloak as move not stan
when target takes fire damage, the fire attacks the target's Fort Def with your BAB not the normal +5
with crucitorn, if more damage is dealt than your threshold you do not expend this use of the power
can use cyrokinesis on vehicles w/in range but the vehicle only moves down the track if exceeds Fort Def
can perform skills that require patience, can activate in surprise round
spend a Force Point to revive a creature that died since the end of your last turn, DC25, unconscious not healed
compare Use the Force v. all enemies within 2sq of the object, enemy takes half dam done to object, area atk
can affect ally within 6sq
spend a Force Point to affect one additional ally
spend a Force Point to move the object anywhere in LOS, spend DP for anywhere in system
can change activation to full to remove Ref Def bonus of opponent with disarming
can spend a Force Point to maintain 1 additional round without concentrating, may not resume after
can spend a Force Point to blind who it harms granting concealment to all other targets, Destiny Point for total
can change activation to full, v. Str to push back 1sq + 1sq for every 5 over, if into larger 1d6 dam
spend a Force Point to protect adjacent allies, spend a Destiny Point to protect any size vehicle
can change activation to full to affect all targets within 2sq radius, spend Force Point for 4sq
can spend a Force Point to fill storm with force lightning, Use the Force v. Ref Def 3d6 dam or Destiny Point for 6d6
as a swif action, end duration of storm to deal 4d6 dam to all targets within 2sq of you
target temporarily immobilized one round
can change activation to full to affect all targets in 6sq cone
each hour in a Force Trance, regain hp = 2 x character level
spend a Force Point to have target take full ion dam
can wield three weapons
if moved off elevated surface involuntarily can activate power as reac and end move on last square
compare Use the Force to Fort Def, if over both Fort & Ref Def, push target 1 sq & target knocked prone
maintain threshold penalty as swif
can change activation to full to target all within 6sq cone, spend Force Point for 12sq
move object as swift not move, use as a weapon requires move not standard
spend a Force Point to gain +5 on Use the Force
can end move in occupied space but must be legal unoccupied square
can spend a Force Point to target all in 5x5 area at least one square in range, Destiny Point for 10x10 area
can rebuke for an ally within 12sq & LOS
range = 12 sq, ignore DR
can change activation to full to target all within 2sq radius, spend Force Point for 4sq
can affect ally within 6sq
Sense Force as a move action not full-round action
use as a free action not a swift action
if move target down track can spend Force Point to make condition persistent (surgery or repairs)
spend a Force Point to push target 2 squares
can change time to full in order to target all droids in 6-square cone from your square
may reroll Use the Force for Telepathy and keep the better result
can spend a Force Point to target all enemies within 5 squares, spend a Destiny Point for all in LOS
you gain benefits as well
can affect ally within 6sq & LOS
if unwilling, Use the Force v. Will Def, retain ability to speak & understand 24 hours
BOOK

       PAGE




                                    LOS
          FORCE SECRET
 F     89 Corrupted Power

 F     89     Debilitating Power
CR     103    Devastating Power
CR     103    Distant Power          Y
 F     89     Enlarged Power
 C     55     Extend Power
 J     37     Holocron Loremaster

 C     55 Linked Power
 J     37 Mentor

CR     103    Multitarget Power
 F     89     Pure Power
CR     103    Quicken Power
 F     89     Remote Power
CR     103    Shaped Power

 C     55 Unconditional Power
EFFECT
spend a Force Point, opponents with lower Dark Side -2 all Def, your Dark Side score must = Wis, spend a Destiny Point to
decrease all Def -5
when a force power deals dam, spend FP & target -1 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
       PAGE




                                  ACT
       FORCE REGIMEN
  J 10 Awaken Force Sensitivity   1 hr     1




  J 10 Eyes of the Force          1 hr you


  J 11 Oxygen Bottle              1 hr you


  J 11 Quiet the Mind             1 hr you


  J 11 Sparring Practice          2 hr you           Y


  J 11 Telekinetic Practice       1 hr you


  J 12 Training Remote            1 hr you           Y


  J 13 Vo'Ren's Fifth Cadence     3 hr you           Y


  J 12 Vo'Ren's First Cadence     1 hr you           Y


  J 13 Vo'Ren's Fourth Cadence    3 hr you           Y


  J 12 Vo'Ren's Second Cadence    2 hr you           Y


  J 13 Vo'Ren's Third Cadence     3 hr you           Y
EFFECT
DC13: gain the benefit of Gauge Force potential
DC18: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks
DC23: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +1
DC28: gain the benefit of Gauge Force potential, for next 24 hrs target can make untrained UtF checks +2
DC13: +1 Use the Force with Telepathy
DC18: +2 Use the Force with Telepathy
DC23: +2 Use the Force with Telepathy & against unwilling can sense surface emotions & stray thoughts
DC13: +2 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC18: +5 Fort Def v. inhaled poisons & non-corrosive atmosphere
DC23: immune v. inhaled poisons & non-corrosive atmosphere
DC13: +1 farseeing but not regained if used
DC18: +1 farseeing
DC23: +1 farseeing & gain benefit of Visions
DC18: spend a Force Point to add to Block, does not count as one Force Point use
DC23: spend a Force Point to add to Block, does not count as one Force Point use, gain FP for Block
DC28: spend a Force Point to add to Block, does not count as one Force Point use, gain 2 FP for Block
DC18: +1 Force Point when you use telekinetic Force Powers
DC23: +2 Force Points when you use telekinetic Force Powers
DC28: +2 Force Points when you use telekinetic Force Powers & reroll Use the Force made to activate (mtr)
DC18: spend a Force Point to add result to Deflect, does not count as one Force Point use
DC23: spend a Force Point to add result to Deflect, does not count as one FP use, gain FP for Deflect
DC28: spend a Force Point to add result to Deflect, does not count as one FP use, gain 2 FP for Deflect
DC31: +1 Use the Force to Move Light Object
DC37: +2 Use the Force to Move Light Object
DC43: +2 UtF to Move Lt Object & add Kinetic Combat, can spend FP to reroll UtF to activate telekinetic
DC13: +1 Will Def
DC18: +2 Will Def
DC23: +2 Will Def & benefits of Severing Strike
DC26: +1 Use the Force to maintain Force power when you take damage
DC32: +2 Use the Force to maintain Force power when you take damage
DC38: +2 UtF to maintain Force power when you take damage & can spend FP as reac to not make new UtF
DC18: +1 atk against creatures that flank you
DC23: +2 atk against creatures that flank you
DC28: +2 atk against creatures that flank you & benefits of Whirlwind Attack
DC23: +1 on ranged attacks when Redirecting Shot
DC28: +2 on ranged attacks when Redirecting Shot
DC33: +2 on ranged attacks when Redirecting Shot & spend FP to Block & Deflect, does not count as 1 FP

				
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