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Talent Trees

The document describes three talent trees - Armor Specialist, Commando, and Mercenary - for improving a character's abilities when wearing armor, combat tactics, and being a mercenary, respectively. Each tree contains multiple talents that provide benefits like increasing armor bonuses, improving defense, withstanding more damage, aiding allies, and boosting combat effectiveness. The talents generally have prerequisites and can be selected multiple times for increased effects.

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0% found this document useful (0 votes)
54 views8 pages

Talent Trees

The document describes three talent trees - Armor Specialist, Commando, and Mercenary - for improving a character's abilities when wearing armor, combat tactics, and being a mercenary, respectively. Each tree contains multiple talents that provide benefits like increasing armor bonuses, improving defense, withstanding more damage, aiding allies, and boosting combat effectiveness. The talents generally have prerequisites and can be selected multiple times for increased effects.

Uploaded by

jaklsdhowe
Copyright
© © All Rights Reserved
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Armor Specialist Talent Tree

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You can maximize the benefits of wearing Armor while reducing or eliminating some of its drawbacks.

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Armor Mastery Edit


Prerequisite: Armored Defense
The maximum Dexterity bonus of your Armor improves by +1. You must be proficient with the Armor you are
wearing to gain this benefit.

Armored Defense Edit


When calculating your Reflex Defense, you may add either your Heroic Level or your Armor bonus,
whichever is higher. You must be proficient with the Armor you are wearing to gain this benefit.

Improved Armored Defense Edit


Prerequisite: Armored Defense
When calculating your Reflex Defense, you may add your Heroic Level plus one-half your Armor bonus
(Rounded down), or your Armor bonus, whichever is higher. You must be proficient with the Armor you are
wearing to gain this benefit.

Juggernaut Edit
Prerequisite: Armored Defense

Your Armor does not reduce your speed or the distance you can move while running. You must be proficient
with the Armor you are wearing to gain this benefit.

Second Skin Edit


Prerequisite: Armored Defense
When wearing Armor with which you are proficient, your Armor bonus to your Reflex
Defense and Equipment bonus to your Fortitude Defense each increases by +1.

Additional Armor Specialist Talents Edit

Shield Expert Edit


Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide
Prerequisite: Armor Proficiency (Light)
You are an expert in using personal Shields for maximum effectiveness. Once per encounter, you can spend
a Swift Action to regain 10 points of SR (Up to the Shield's maximum) on an active personal Shield.

Commando Talent Tree


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You use advanced combat tactics to take down enemies quickly, shield your comrades, and endure whatever
challenges are thrown your way.

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Battle Analysis Edit


As a Swift Action, you can make a DC 15 Knowledge (Tactics) check. If the check succeeds, you know which
allies and opponents in your line of sight are reduced to at least half of their maximum total hit points.

Cover Fire Edit


Prerequisite: Battle Analysis
When you make a ranged attack with a Pistol or Rifle, all allies within 6 squares of you when you made the
attack gain a +1 bonus to Reflex Defense until the start of your next turn. Allies within range don't need to be
within your line of sight to gain the bonus.

Demolitionist Edit
When you use the Mechanics skill to place an Explosive device, the explosion deals +2 dice of damage. You
may take this Talent multiple times; its effects stack.

Draw Fire Edit


You can distract opponents and convince them that you are the most tempting (Or most dangerous) target in
the area. As a Swift Action, make a Persuasion check and compare the result to the Will Defense of all
opponents within line of sight. If the check result exceeds an opponent's Will Defense, that opponent cannot
attack any character within 6 squares of you until the start of your next turn as long as you do not
have Cover against that opponent. (The affected opponent may still attack you, however.)

Harm's Way Edit


Prerequisite: Trained in Initiative
Once per round, you may spend a Swift Action to shield a single adjacent ally from attacks, taking the damage
and suffering the ill effects in your ally's stead. Until the start of your next turn, any attack made against the
protected ally targets you instead. You may elect not to shield your protected ally against a given attack,
provided the decision is made before the attack roll is made.

Indomitable Edit
Once per day as a Swift Action, you can move +5 steps on the Condition Track. This does not remove
any Persistent Conditions that may be affecting you.

You can select this talent multiple times. Each time you select this Talent, you can use it one additional time
per day.

Tough as Nails Edit


You can catch a Second Wind one extra time per day. If you have this Talent and the Extra Second Wind feat,
you can catch your Second Wind a total of three times per day.

Additional Commando Talents Edit

Coordinated Effort Edit


Reference Book: Star Wars Saga Edition Galaxy of Intrigue
Prerequisites: Dedicated Protector, Harm's Way
When you use the Aid Another Action to grant a bonus on attack rolls, if you are aiding the target of
your Dedicated Protector Talent, that ally also gains a +2 bonus to damage rolls on the attack you aided.

Dedicated Guardian Edit


Reference Book: Star Wars Saga Edition Galaxy of Intrigue
Prerequisites: Dedicated Protector, Harm's Way

You can use each of the following Actions once per encounter:

 Blast Shield: Spend a Swift Action. Until the end of your next turn, the ally who is under the effects of
your Dedicated Protector Talent is treated as having the Evasion Talent for the purposes of
determining damage from an Area Attack. If the ally already has Evasion, the damage from a
successful Area Attack is reduced by 1 die.
 Take the Pain: Whenever your Dedicated Protector target would move down the Condition Track, you
can, as a Reaction, choose to move the same number of steps down the Condition Track instead
(Preventing the ally from moving down the Condition Track).
 Team Effort: Spend a Swift Action. Until the end of your next turn, while you are adjacent to
your Dedicated Protector target, any enemy that is adjacent to you and to that ally is
considered Flanked.

Dedicated Protector Edit


Reference Book: Star Wars Saga Edition Galaxy of Intrigue
Prerequisite: Harm's Way
Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that
ally gains a +1 morale bonus to their Reflex Defense as long as it remains adjacent to you. Any individual can
only be the target of this Talent once per encounter.

Defensive Position Edit


Reference Book: Star Wars Saga Edition Galaxy at War
Prerequisite: Battle Analysis
Whenever you have the benefit of Cover, you can spend two Swift Actions to treat it as Improved Cover until
the start of your next turn.

Hard Target Edit


Reference Book: Star Wars Saga Edition Threats of the Galaxy
Prerequisite: Tough as Nails
You can Catch a Second Wind as a Reaction, instead of as a Swift Action.

Keep Them at Bay Edit


Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide
When you use the Aid Another Action to suppress an enemy, that enemy takes a -5 penalty on its next attack
instead of the normal -2 penalty. Only 1 character may gain the benefits of this Talent against a given target at
a time.

Out of Harm's Way Edit


Prerequisites: Harm's Way, Trained in Initiative
As a Reaction, when you use the Harm's Way Talent (Which still requires a Swift Action to activate), you can
move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This
movement does not provoke Attacks of Opportunity.

Mercenary Talent Tree


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Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide
Mercenaries are blasters-for-hire who sell their services to the highest bidder. Though money might motivate
them, few types of soldiers are more capable of operating independably. Talents from this Talent Tree can be
used to qualify for the Elite Trooper Prestige Class, in addition to those listed in the Star Wars Saga Edition
Core Rulebook.

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Commanding Presence Edit


Once per encounter, you can activate this Talent as a Swift Action. Until the end of the encounter, all your
opponents within 6 squares of you take a -2 penalty to their Will Defense. This is a Mind-Affecting Fear
effect.
Additionally, Persuasion is now considered a Class Skill for you.

Dirty Fighting Edit


Once per encounter, if you successfully damage an opponent with a melee or ranged attack, you reduce the
target's Damage Threshold by 2 points for the remainder of the encounter.

Feared Warrior Edit


Prerequisite: Commanding Presence
Your abilities on the battlefield are well known and feared. When you reduce an opponent to 0 hit points with
an attack, you can make a Persuasion check as a Free Action against all targets within 6 squares. If
your Persuasion check exceeds the target's Will Defense, that target takes a -2 penalty on attack rolls for the
remainder of the encounter. This Talent affects any given target only once per encounter. This is a Mind-
Affecting Fear effect.

Focused Warrior Edit


Your training makes you confident and disciplined in combat. When you successfully deal damage to an
opponent in combat, you gain a +5 morale bonus to Will Defense until the start of your next turn. You lose this
bonus to Will Defense if you are Surprised or Flat-Footed for any reason.

Ruthless Edit
Prerequisite: Dirty Fighting
When you deal damage to a target with a melee or ranged attack roll that exceeds the target's Damage
Threshold, you gain a +2 bonus on damage rolls against that target for the remainder of the encounter.

Additional Mercenary Talents Edit

Combined Fire Edit


Reference Book: Star Wars Saga Edition Threats of the Galaxy
Prerequisite: Coordinated Attack

You gain a +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end
of your last turn.

Mercenary's Determination Edit


Reference Book: Star Wars Saga Edition Threats of the Galaxy
Prerequisite: Mercenary's Grit
As a Free Action, on your turn, you can spend a Force Point to double your speed for 1 round. You must wait 5
rounds between each use of this ability.

Mercenary's Grit Edit


Reference Book: Star Wars Saga Edition Threats of the Galaxy
When you are affected by any debilitating condition, you can convert the condition's modifier from a penalty
to a bonus as a Swift Action. At the end of your next turn, move -1 step along the Condition Track.

Mercenary's Teamwork Edit


Reference Book: Star Wars Saga Edition Threats of the Galaxy
Prerequisites: Combined Fire, Coordinated Attack

You gain a +2 bonus to damage rolls for each ally that has damaged your target since the end of your last turn
(To a maximum of +10).

Weapon Specialist Talent Tree


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You are highly trained at using specific weapons.

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Devastating Attack Edit


Choose a single Exotic Weapon or weapon group with which you are proficient. Whenever you make a
successful attack against a target using such a weapon, you treat your target's Damage Threshold as if it were 5
points lower when determining the result of your attack.
You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic
Weapon or weapon group.

Penetrating Attack Edit


Prerequisite: Weapon Focus with chosen Exotic Weapon or Weapon Group
Choose a single Exotic Weapon or weapon group with which you are proficient. Whenever you make a
successful attack against a target with such a weapon, you treat your target's Damage Reduction as if it were 5
points lower when determining the result of your attack.
You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic
Weapon or weapon group.

Weapon Specialization Edit


Prerequisite: Weapon Focus with chosen Exotic Weapon or Weapon Group
Choose a single Exotic Weapon or weapon group with which you are proficient. You gain a +2 bonus on
damage rolls with such weapons.
You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic
Weapon or weapon group.

Additional Weapon Specialization Talents Edit

Autofire Assault Edit


Reference Book: Star Wars Saga Edition Galaxy at War
Prerequisite: Weapon Proficiency (Heavy Weapons)
When making an Autofire attack, you can Brace a Weapon that is not restricted to Autofire-only. You must be
proficient with the Weapon being used to activate this Talent.

Crushing Assault Edit


Reference Book: Star Wars Saga Edition Scum and Villainy
Prerequisite: Weapon Specialization
You use your attacks to beat down your opponents' defenses. When you successfully damage an opponent
using a Bludgeoning weapon that you have the Weapon Specialization Talent for, your next attack against
that opponent made before the end of the encounter gains a +2 bonus on the attack roll and to the damage roll.
The effects of multiple Crushing Assaults do not stack.

Disarming Attack Edit


Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide
Prerequisites: Improved Disarm, Intelligence 13, Weapon Specialization
Choose a single Exotic Weapon or weapon group with which you are proficient. You ignore a target's armor
bonus to Reflex Defense when Disarming with such a weapon. Additionally, as a Free Action, once per
encounter, you can grant yourself a +10 bonus on your attack roll when attempting to Disarm an opponent
while using such a weapon.

Impaling Assault Edit


Reference Book: Star Wars Saga Edition Scum and Villainy
Prerequisite: Weapon Specialization
You can hit your opponents to slow them down. Whenever you successfully damage an opponent using a
Piercing weapon that you have the Weapon Specialization Talent for, your opponent reduces its speed by 2
squares until the end of your next turn. The effects of multiple Impaling Assaults do not stack.
Improved Suppression Fire Edit
Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide
When you successfully suppress an enemy using the Aid Another Action, that enemy takes a -5 penalty on its
attack rolls until the start of your next turn. When targeting an area with an Autofire Weapon, each enemy in
the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your
attack hits.

Stinging Assault Edit


Reference Book: Star Wars Saga Edition Scum and Villainy
Prerequisite: Weapon Specialization
You can deliver nasty injuries that leave your opponents reeling. Whenever you successfully damage an
opponent using a Slashing weapon that you have the Weapon Specialization Talent for, your opponent takes a
-2 penalty on melee attacks against you until the start of your next turn. The effects of multiple Stinging
Assaults do not stack.

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