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Posted: Tue Oct 21, 2008 4:20 pm
Because a few people have asked me if I am going to be putting Class info up, and because I haven't really wanted to because I didn't want people making like fifty characters in one day and then think that they could play them all that day, I haven't placed any class stuff down, however I have came up with this idea. I am going to put the Class Talents down that way you can see the Talents and I do not have to explain to you what they are however because you do not have everything a character gets, base attack, starting feats and so on, you can not just make a character but you can plan out what path you'd like to take so with this I am going to making five posts, one for each class. After that you have to come to me for anything else.
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Posted: Tue Oct 21, 2008 5:29 pm
Jedi Talents Jedi Consular Talent TreeAdept Negotiator : As a Standard action you can weaken the resolve of one enemy with your words. Target must have an Intelligence of 3 or higher and must be able to hear and understand you. Make a Persuasion check. If it beats the target's will defence it moves -1 step on the Condition track. The Target gets a +5 will defence bonus if he is a higher level then you. If the Target reaches the end of condition track because of this he does not fall unconscious. Instead he can not attack you nor your allies for the remainder of the encounter unless you or your allies attack him or one of his allies first. This is a mind-affecting effect. Force Persuasion : You can use your use the force skill instead of your persuasion skill when making a persuasion check. You are considered trained in persuasion when using this as long as you are trained in use the force. If you are entitled to a re-roll for your persuasion you can do so still using use the force. [ Must have Adept Negotiator Talent to get this one] Master Negotiator : If you successfully use Adept Negotiator talent you target moves -2 on the condition track, rather then the -1. This is a mind-affecting effect. [ Must have Adept Negotiator Talent to get this one] Skilled Adviser : You can spend a full round action advising an ally thereby granting them a +5 bonus on their next skill. If you spend a force point this bonus increases to +10. The target must be able and willing to hear and understand you. You can not Advise yourself. This is a mind-affecting effect. Jedi Guardian Talent TreeAcrobatic Recovery : If an effect causes you to fall prone you can make a DC 20 Acrobatics check to remain on your feet. Battle Meditation : As a Full round action you can spend a force point to give you and you allies within 6 squares of you a +1 insight bonus. on attack roles that last until the end of the encounter. Allies that enter your 6 squares after the effect has been done do not get the bonus. Also any allies that leave the effected area, either by being more then 6 squares away from you or you move away from them, lose the effects. If you fall unconscious or die the effects are lost too. This is a mind-affecting effect. Elusive Target : When fighting an opponent or multiple opponents in melee, other opponents trying to hit you with ranged attacks take a -5 penalty. This adds to the penalty already there for firing into melee, unless you have precise shot. Force Intuition : You can use your use the force skill instead of your Initiative skill when making a Initiative check. You are considered trained in Initiative when using this as long as you are trained in use the force. If you are entitled to a re-roll for your Initiative you can do so still using use the force. Resilience : You can spend a force point as a swift action to move +2 steps on the condition track. Jedi Sentinel Talent TreeClear Mind : You may re-roll any opposed use the force check made to avoid being detected by other force-users. You must take the result of the re-roll even if it's worse. Dark Side Sense : You may re-roll any use the force check made to sense the presence and relative location of characters with a dark side score of 1 or higher. You must take the result of the re-roll even if it's worse. Dark Side Scourge : Against creatures with a dark side score of 1 or higher you deal extra damage on melee attacks equal to your Charisma bonus (Minimum +1) [ Must have Dark Side Sense talent to get this talent.] Force Haze : You can spend a force point as a standard action to create a 'haze' that hides you and your allies from the perception of others. You can hide a number of creatures in line of sight equal to you class level. Make a use the force check and compare results to the will defence of any opponents that move into line of slight of any hidden Creature hidden by the force haze. If your result beats the opponent's will defence all hidden creatures are treated as if they had total concealment against that opponent. The Force haze last up to 1 minute but is dismissed instantly if anyone hidden by the force haze makes an attack. [ Must have the Clear Mind Talent to get this talent] Resist the Dark Side : You gain a +5 force bonus to all defence scores against force powers with the dark side descriptor and force powers originating from any dark force user. (That is a someone with a dark side equal to their wisdom score.) [ Must have the Dark Side Sense talent to get this talent] Lightsaber Combat Talent TreeBlock : As a Reaction you may negate a melee attack by making a successful use the force check. The DC of the skill is Equal to the attack roll. You also take a -5 to your use the force that stays with you until the end of your next turn. This adds together with every time you have used block and Deflect since the end of your last turn. Deflect : As a reaction you may negate a ranged attack by making a successful use the force check. The DC of the skill is equal to the attack roll. You also take a -5 to your use the force that stays with you until the end of your next turn. This adds together with every time you have used Deflect or Block since the end of you last turn. You can deflect autofire, but you take half damage. You can not deflect area attacks and can never deflect shots from Colossal (Frigate) of large size unless it was made by an point-defence weapon. Lightsaber Defence : As a swift action you can use your lightsaber to parry your opponents attacks, gaining a +1 deflection bonus to your reflex defence until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent. You can take this multiple times. Each time you take this talent the deflection bonus increases by +1. Weapon Specialization (Lightsaber) : You gain a +2 Bonus on Melee damage rolls with lightsabers. [ Must have the Weapon Focus (lightsaber) feat to get this talent] Lightsaber Throw : You can hurl your lightsaber as a standard action, threating it as a thrown weapon. You are considered proficient with thrown lightsabers and you apply the normal range penalties to the attack roll. The lightsaber deals normal damage if it hits. If the target is no more then 6 squares away you can pull your lightsaber back to your hand as a swift action by making a DC 20 use the force check. Redirect Shot Once per round when you successfully deflect a blaster bolt you can make an immediate tanged attack against another target within which you have line of sight. Apply the normal range penalties to the attack roll., not counting the distance the bolt travelled to reach you. If the attack succeeds it deals normal weapon damage to the target. Only single blaster bolts can be redirected in this manner. Autofire and other types of projectiles can't be redirected. [ Must have the Deflect talent and a base attack of +5 to get this talent]
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Posted: Wed Oct 22, 2008 4:26 pm
Noble Talents Influence Talent TreePresence : You can make a persuasion check to influence a creature as a standard action, instead of a full-round action. Demand Surrender : Once per encounter, you can make a persuasion check as a standard action to demand surrender from an opponent who has been reduced to one half or less of it's hit points. If your check results are higher then the creatures will defence it surrenders to you and your allies, drops any weapons it is holding, and takes no hostel actions. If the target is higher level than you it gains a +5 to it's will defence. If you or any of your allies attack it, it no longer submits to your will amd can act normally. You can only use this against a particular target once per encounter. This is a mind affecting effect. [ Must have Presence Talent to get this one talent] Weaken Resolve : Once per encounter when you deal damage equal to or greater than the target's damage threshold make a persuasion check as a free action. If the result exceeds the target's will defence, you fill the target with terror, causing it to flee from you at top speed for 1 minute. The target can't take a standard action, swift action or full-round action while fleeing and the target stops fleeing and can act normally if wounded. As a free action or reaction the target can spend a force point, if it has not already spent one earlier in the round, to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your characters level. This is a mind-affecting fear effect. [ Must have Persence Talent to get this one talent] Improved Weaken Resolve : As Weaken Resolver Talent, except that the target doesn't stop fleeing from you if it is wounded. [ Must have Presence Talent and Weaken Resolve Talent to get this one talent] Inspiration Talent TreeBolster Ally : As a Standard action you can bolster an ally within line of sight, moving him +1 Step along the Condition track and giving him a number of bonus hit points equal to his character level if he's at one-half his maximum hit points or less. Damage is subtracted from the bonus hit points first and any bonus hit points remaining at the end of the encounter go away. You can't bolster the same ally more than once in a single encounter and you can't bolster yourself. Inspire Confidence : As a Standard action you can inspire Confidence in all allies within your line of sight granting them a +1 morale bonus on attack rolls and a +1 morale bonus on all skill checks for the rest of the encounter or until you are unconscious or dead. Once inspired your allies don't need to remain within your line of sight. You can not inspire confidence on yourself. Ignite Fervor : Whenever you hit someone with a Melee or ranged attack you can, as a free action,choose to give one ally within your line of sight a bonus to damage on his next attack equal to his character level. Once his fervor has been ignited ally doesn't need to remain within line of sight of you.If his next attack misses he loses the bonus to damage granted by this talent. You can't ignite fervor in yourself. [ Must have Bolster Ally Talent and Inspire Confidence Talent to get this one talent] Inspire Haste : As a swift action you can encourage one of your allies within line of sight to make haste with a skill check. On that Ally's next turn that ally can make a skill check that requires a standard action as a move action instead. Inspire Zeal : Whenever a ally within line of sight of you makes an attack that moves an opponent down the condition track that ally moves the target another -1 down the condition track. [ Must have Bolster Ally Talent, Inspire Confidence Talent and Ignite Fervor Talent to get this one talent] Leadership Talent TreeBorn Leader : Once per encounter, as a swift action, you grant all allies within line of sight a +1 insight bonus on attack rolls.This effect lasts as long as they remain within line of sight. Coordinate : When you use this Talent as a Standard action all allies within line of sight get additional +1 bonus when aiding another until the start of your next turn. You can select this multiple times, each time you do the bonus increases by +1, Maximum of +5. Distant Commander : Any Ally that gains the benefits of the Born Leader Talent does not lose the benefits if their line of sight to you is broken. [ Must have Born Leader Talent to get this one talent] Fearless Leader : As a swift action you can provide courageous example for your allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their will defence against fear effects. Your allies lose this benefit if they lose line of sight with you or if you are killed or unconscious. [ Must have Born Leader Talent to get this one talent] Rally : Once per encounter toy can rally your allies and bring them back from the edge of defeat. As a swift action any allies within line of sight who have less than half their total hit points remaining gain a +2 morale bonus to their reflex defence and will defence and a +2 bonus to all their damage rolls for the remainder of the encounter. [ Must have Born Leader Talent and Distant Commander Talent to get this one talent] Trust : You can give up your standard action to give one ally within your line of slight an extra standard action or move action on his next turn to do with it as he pleases. The ally does not lose the action in line of sight is later broken. [ Must have Born Leader Talent and Coordinate Talent to get this one talent] Lineage Talent TreeConnections : You are able to obtain licensed, restricted, military, or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level times 1000 credits. In addition, When obtaining equipment or services through the black market you reduce the black market cost multiplier by 1. Educated : Thanks to your well rounded education you may make any knowledge check untrained. Spontaneous Skill : Once per day you may make an untrained skill check as through you were trained in that skill. Exception: You can not use this talent to make a untrained use the force check as through you were trained in the skill unless you have the force sensitivity feat. You can select this talent multiple times, each time you do you can use it another time per day. [ Must have Educated Talent to get this one talent] Wealth : Each time you gain a level, including the level in which you get this talent, you receive an amount of credits equal to 5000 times your noble level. You can spend this credits as you see fit. Credits appear in a civilized, accessible location of your choice or in your private bank account.
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Posted: Thu Oct 23, 2008 9:39 pm
Scoundrel Talents Fortune Talent TreeFool's Luck : As a Standard action you can spend a force point to gain one of the following for the rest of the encounter. +1 Luck bonus on attack rolls, +5 luck bonus on skill checks, or a +1 luck bonus on all your defences. Fortune's Favor : Whenever you score a critical hit with a melee or ranged attack you gain a free standard action. You must take the extra standard action before the end of your turn or else it is lost. Gambler : You gain a +2 competence bonus on wisdom checks when you gamble. You can select this talent multiple times, each time you take this talent, the competence bonus increase by +2. Knack : Once per day you can re-roll a skill check and take the better result. You can select this talent multiple times, each time you select this talent, you can use it one additional time per day. Lucky Shot " Once per day you can re-roll an attack roll and take the better result. You can select this talent multiple times, each time you select this talent you can use it one additional time a day. [ Must have Knack Talent to get this Talent] Misfortune Talent TreeDastardly Strike : Whenever you make a successful attack against an opponent that is denied it's dexterity bonus to it's reflex defence the target movies -1 step along the condition track. Disruptive : By spending two swift actions you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn you suppress all morale and insight bonuses applied to enemies in your line of sight. Skirmisher : If you move at least 2 squares before attacking and end your move in a different square from where you started you gain a +1 bonus on attack rolls until the start of your next turn. Sneak Attack : Anytime your opponent is flat-footed or otherwise denied his dexterity bonus to his reflex defence, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon. You may select this talent multiple times. Each time you increase the damage by 1d6. (Maximum 10d6) Walk the Line : As a Standard action you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight takes a -2 penalty to their defence until the start of your next turn. The penalty is negated if line of sight is broken. [ Must have Disruptive Talent to have this talent.] Slicer Talent TreeGimmick : You can issue a routine command to a computer as a swift action. Master Slicer : You may choose to re-roll any use computer check made to improve access to a computer, keeping the better of the two results. [ Must have Gimmick talent to get this talent.] Space Talent TreeHyperdriven : Once per day while aboard a starship you can add your scoundrel class level as a bonus on a single attack roll skill check or ability check. The decision to add this bonus can be made after the result of the roll or check is known. Spacehound : You take no penalty on attack rolls in low-gravity or zero-gravity environments and you ignore the debilitating effects of space sickness. In addition you are considered proficient with any starsip weapon. Starship Raider : You gain a +1 bonus on attack tolls while aboard a starship. This bonus applies to attacks made with starship weapons as well as personal weapons used aboard a starship. [ Mus have Spacehound Talent to get this Talent.] Stellar Warrior : Whenever you roll a natural 20 on an attack roll made aboard a starship, you gain one temporary force point. If the force point is not used before the end of the encounter, it is lost. [ Must have Spacehound Talent to get this Talent]
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Posted: Fri Oct 24, 2008 5:36 am
Scout Talents Awareness Talent TreeAcute Senses : You may choose to re-roll any Perception check, but the result of the re-roll must be accepted even if it's worse. Expert Tracker : You take no penalty on survival checks made to follow tracks while moving your normal speed. [ Must have Acute Senses Talent to get this Talent] Improved Initiative : You may choose to re-roll any Initiative checks, but the result of the re-roll must be accepted even if it's worse. [ Must have Acute Senses Talent to get this Talent] Keen Shot : You take no penalty on your attack roll when attacking a target with concealment, as long as it's not total concealment. [ Must have Acute Senses Talent to get this Talent] Uncanny Dodge I : You retain your dexterity bonus to your Reflex Defence regardless of being caught flat-footed, or struck be a hidden attacked. You still lose your dexterity bonus to your reflex defence if you are Immobilized. [ Must have Acute Senses Talent and Improved Initiative Talent to get this Talent.] Uncanny Dodge II : You cannot be flanked. You can react to opponents on opposite sides of you as easily as you can react to a single attacker. [ Must have Acute Senses Talent, Improved Initiative Talent and Uncanny Dodge I Talent to get this Talent.] Camouflage Talent TreeImproved Stealth : You may choose to re-roll any stealth check but the result of the re-roll much be accepted even if it is worse. Hidden Movement : You Take no penalty on your stealth check when moving at normal speed. [ Must have Improved Stealth Talent to get this Talent] Total Concealment : Any Situation that would give you concealment grants you total concealment instead. [ Must have Improved Stealth Talent and Hidden Movement Talent to get this Talent.] Fringer Talent TreeBarter : You may re-roll any persuasion check made to haggle. You must however accept the result of the re-roll. Fringe Savant : Whenever you roll a natural 20 on a skill check guring an encounter you gain one temporary force point. If the force point is not used before the end of the encounter it is lost. Long Stride : Your speed increases by 2 squares if you are wearing light armour or no armour. If you have natural fly, climb, or swim speed it increases by 2 squares as well. You cannot use this talent if you are wearing medium or heavy armour. Jury-Rigger : You may re-roll any mechanics check made to accomplish a jury-rigged repair. You must however accept the result of the re-roll. Survivor Talent TreeEvasion : If you are hit by an area attack you take half damage if the attack hits you. If the area attack misses you, you take no damage. Extreme Effort : You can spend two swift actions to gain a +5 bonus on a single strength check or strength based skill check made during the same round. Sprint : When you use the run action you can move up to five times your speed. Surefooted : Your speed is not reduced by difficult terrain.
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Posted: Sat Oct 25, 2008 5:21 pm
Soldier Talents Armour Specialist Talent TreeArmoured Defence : When calculating your reflex defence you may add either your heroic level or your armour bonus, whichever is higher. You must be proficient with the armour you are wearing to gain this benefit. Armour Mastery : The Maximum Dexterity bonus of your armour improves by +1. You must be proficient with the armour you are wearing to gain this benefit. [ Must have Armoured Defence Talent to get this Talent] Improved Armoured Defence : When calculating your reflex defence, you may add your heroic level plus one-half your armour bonus, rounded down, or your armour bonus, and half your heroic level, whichever is higher. You must be proficient with the armour you are wearing to get this benefit. [ Must have Armoured Defence Talent to get this Talent] Juggernaut : Your armour does not reduce your speed or the distance you can move while running. You must be proficient with the armour you are wearing to get this benefit. [ Must have Armoured Defence Talent to get this Talent] Second Skin : When wearing armour with which you are proficient, your armour bonus to reflex defence and equipment bonus to your fortitude defence increase by +1. [ Must have Armoured Defence Talent to get this Talent] Brawler Talent TreeExpert Grappler : You gain a +2 Competence bonus on grapple attacks. Gun Club : You can use a ranged weapon as a melee weapon without taking a penalty on your attack rolls. The weapon is otherwise treated as a club in all respects. If you are using a rifle with a mounted bayonet or vibrobayonet, you may wield that weapon as a double weapon. They bayonet or vibrobayonet end is treated normally and the other end is treated like a club. Melee Smash : You deal +1 points of damage with melee attacks. Stunning Strike When you damage an enemy with a melee attack your enemy moves an additional -1 along the condition track, if you beat their threshold. [ Must have Melee Smash Talent to get this Talent] Unbalance Opponent : During your action, you designate an opponent no more then one size category larger or smaller then you. That opponent doesn't get to add his strength bonus on attack rolls when targeting you. Both of you must be in Melee. If the opponent has a Strength penalty, he still suffers that penalty. The opponent's strength modifier applies to damage as usual. You can select a new opponent on your next turn. [ Must have Expert Grappler Talent to get this Talent] Commando Talent TreeBattle Analysis : 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 : When you make a ranged attack with a pistol or rifle, all allies within 6 squares of you when the attack is made gains +1 bonus to reflex defence until the start of your next turn. Allies within range don't need to be within your line of slight to gain this bonus. [ Must have Battle Analysis Talent to get this Talent] Demolitionist : When you use the mechanics skill to place an explosive device the explosion deals +2 dice of damage. You maye take this talent multiple times, it's effects stack. Draw Fire : 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 opponents 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 : Once per round you may spend a swift action to shield a single adjacent ally from attacks, taking damage and suffering the ill effects in your ally's stead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made. [ Must have Initiative Skill Trained to get this Talent] Indomitable : 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 : You can catch a second wind one extra time per day. If you have this talent and the extra wind feat you can catch your second wind a total of tree times per day. Hard Target - You can catch a second wind as a reaction instead of a swift action. [Must have the Tough as Nails Talent to get this Talent]Weapon Specialist Talent TreeDevastating Attack : 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 : 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 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. [ Must have Weapon Focus Feat for that weapon to get this Talent] Weapon Specialization : 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. [ Must have Weapon Focus Feat for that weapon to get this Talent]
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Posted: Thu Oct 30, 2008 9:14 pm
Force Talents Alter Talent TreeDisciplined Strike : Whenever you use a force power that has a cone effect, such as force slam, you may exclude a certain number of targets from the effects of the power. The number of targets that you may exclude in this manner is equal to your wisdom mod, min 1. Telekinetic Power : Whenever you roll a natural 20 on use the force check to activate the force disarm, force grip, force slam, force thrust, or move object force powers, you may choose to use that force power again immediately as a free action. You may direct the second use of the force power against any eligible target. Telekinetic Savant : Once per encounter as a swift action, you may return one of these force powers to your suite without spending a force point; force disarm, force grip, force slam, force thrust, or move object. You may select this talent multiple times. Each time you select it, you may use this talent one additional time per encounter. Control Talent TreeDamage Reduction 10 : You can spend a force point as a standard action to gain damage reduction 10 for 1 minute. Equilibrium : As a Swift action, you can spend a force point to remove all debilitating conditions affecting you and return to normal state. Force Focus : As a full-round action, you may make a DC 15 use the force check. If the check succeeds, you regain one spent force power of your choice. Force Recovery : Whenever you use your second wind, you regain a number of additional hit points equal to 1d6 per force point possess, max 10d6. [ Must have Equilibrium Talent to get this Talent] Dark Side Talent TreePower of the Dark side : You allow your hatred to fuel your attacks. Whenever you spend a force point to modify an attack roll, you may choose to roll an additional bonus die and take the best result. However, doing so increase your dark side score by 1. Dark Presence : As a Standard action, you grant yourself and all allies with 6 squares of you +1 force bonus to all defences until the end of the encounter. These bonus is lost if you fall unconscious or die. Affected allies that move out of range lose the benefits for as long as they remain out of range. [ Must have Charisma Score of 13 and Power of the Dark Side Talent to get this Talent] Revenge : Whenever an ally of equal or higher level than you is killed or reduced to 0 hit points within your line of sight, you gain a +2 force bonus on attack rolls, and damage rolls until the end of the encounter. Since force bonuses do not stack you do not get a higher bonus if more then one ally falls in the same encounter. [ Must have Dark Presence Talent and Power of the Dark side Talent to get this Talent] Swift Power : Once per day you can use a force power that normally takes a standard action or move action as a swift action. [ Must have Power of the Dark side Talent to get this Talent] Sense Talent TreeForce Perception : You can make a use the force check instead of a perception check to avoid surprise, notice enemies, sense deception, or sense influence. You are considered trained in the perception skill for purposes of using this talent. If you are entitled to a perception check re-roll you may re-roll your use the force check instead, subject to the same circumstances and limitations. Force Pilot : You can use the force check modifier instead of your pilot check modifier when making pilot checks. You are considered trained in the pilot skill for purposes of using this talent. If you are entitled to a pilot check re-roll you may re-roll your use the force check instead, subject to the same circumstances and limitations. Foresight : You may spend a force point to re-roll an initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on the initiative check re-roll you immediately regain the force point spent to activate this talent. [ Must have Force Perception Talent to get this Talent] Gauge Force Potential : By focusing on a specific creature in your line of sight, you can gauge how strong in the force it is. This takes a standard action and requires a use the force check. If your check result neats the target's will defense, you know whether or not it has the force sensitivity feat, you know how many force powers it knows, nut not which ones, and you know how many force points it has currently. [ Must have Force Perception Talent to get this Talent] Visions : Whenever you use the farseeing force power, you can spend a force point as a swift action to see into the target's past or future instead of the glimpsing the target in the present. You declare how far into the target's past or future you wish to look, up to a maximum of 1 year per your character level. Any information gained about the target's future is subject to change depending on whether steps are taken to alter that future. [ Must have Force Perception Talent and Farseeing Force Power to get this Talent] Force Reflexes - When activating a starship maneuver you may spend a force point to re-roll your pilot check, keeping the better of the two. [Must have Force Sensitivity Feat, Starship Tactics Feat & Force Pilot Talent to get this Talent]
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Posted: Sat Feb 14, 2009 5:01 pm
Other Force Using Talents [Must become a member of the Tradition you take the talent from. Gm decides if they well take you in or not.] Jensaarai Defender Talent TreeAttune Armor : As a full round action, you may spend a force point to attune a suit of armor to the force, permanently increasing it's armor bonus by +2. In addition, the max dex bonus of the attuned armor permanently improves by +1. Only you can benefit from wearing the attuned armor, the benefits do not apply if someone else wears the armor. Force Cloak : As a swift action, you can surround yourself with an invisible bubble of force power that shields you and anything you're carrying from electronic surveillance. The bubble also blocks all electronic sensors and communications. The force cloak lasts for as long as you concentrate, a standard action, or until the start of your next turn. Force Cloak Mastery : As the force cloak talent except that you can expand the bubble to envelop a number of creatures, including yourself, equal to your character level. [Must have The Force Cloak Talent to get this Talent][Linked Defense : As a swift action you can take a penalty of up to -5 on your attack roll and add the same number, up to +5, as a force bonus to an ally's ref defense, provided the ally is within your line of sight when you activated this talent. The bonus you confer cannot exceed your base attack bonus. The changes to your attack rolls and your ally's ref defense last until the start of your next turn. Dathomiri Witch Talent TreeAdept Spellcaster : You may use any force power that normally requires a swift action, move action, or standard action, as a full round action instead. If you choose to do so, you may re-roll your use the force check to activate that power but you must accept the results of the re-roll, even if it is worse. Charm Beast : You may make a use the force check in place of a persuasion check when attempting to change the attitude of an undomesticated creature within the intelligence of 2 or less. Additionally you do not take the normal -5 penalty on the check if the creature can't speak or understand your language. Command Beast : Whenever you manage to shift the attitude of a beast to indifferent or friendly you may treat that creature as a domesticated animal - but for only you, it remains undomesticated in it's response to other creatures. Additionally you may use the beast as a mount, as per the ride skill, provided that it is at least one size category larger than you and has a comfortable place for you to sit. [Must have The Charm Beast Talent to get this Talent]Flight : As a swift action you can spend a force point to fly. You gain a fly speed equal to you land speed and you can ascend at half speed or descend at double speed. The flight lasts until the start of your next turn. If you're still airborne at that time, you fail. [Must have The Adept Spellcaster Talent to get this Talent]
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