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Elite Trooper

The document describes an elite trooper, who is a highly trained soldier capable of advanced combat missions like assaults or stealth operations. Elite troopers rely on skill and ingenuity rather than blind obedience. The best missions for them involve penetrating attacks behind enemy lines or guerrilla warfare on enemy worlds.

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100% found this document useful (1 vote)
142 views20 pages

Elite Trooper

The document describes an elite trooper, who is a highly trained soldier capable of advanced combat missions like assaults or stealth operations. Elite troopers rely on skill and ingenuity rather than blind obedience. The best missions for them involve penetrating attacks behind enemy lines or guerrilla warfare on enemy worlds.

Uploaded by

jaklsdhowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Elite Trooper

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The Elite Trooper represents an individual who has received advanced combat training. More than a
mere Soldier, the Elite Trooper is highly trained and capable of taking on any number of combat-related
missions, such as guarding an important location, assaulting an enemy base, or participating in a stealthy
insertion into enemy territory. They're a crack shot and, though trained in the use of armor, can easily operate
without it if the situation warrants. When the fighting gets particularly brutal, the Elite Trooper can dispatch
foes hand-to-hand as easily as they can with a blaster.
Elite Troopers exist in a variety of roles, but unlike Imperial Stormtroopers- the "Elite Troops" of the Empire,
they rely on skill and ingenuity more than sheer force and blind obedience to the Empire's will. Thus, the best
missions for them involve penetrating attacks deep behind enemy lines, or guerrilla warfare conducted on
enemy-held worlds- situations where versatility and sheer determination are the Elite Trooper's best armaments
and armor.

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Examples of Elite Troopers in Star Wars Edit

General Madine, Major Derlin, Kyle Katarn, Lieutenant Page, Kell Tainer, ARC Trooper Alpha-02.

Prerequisites Edit

To qualify to become an Elite Trooper, a character must fulfill the following criteria:

 Base Attack Bonus: +7


 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Martial Arts I, Point-Blank
Shot or Flurry
 Talents: At least one Talent from the Armor Specialist Talent Tree, Commando Talent
Tree, Mercenary Talent Tree, or Weapon Specialist Talent Tree

Game Rule Information Edit


The following are the features of the Elite Trooper Prestige Class:
LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +1 Defense Bonuses, Delay Damage, Talent
2nd +2 Damage Reduction 1
3rd +3 Talent
4th +4 Damage Reduction 2
5th +5 Talent
6th +6 Damage Reduction 3
7th +7 Talent
8th +8 Damage Reduction 4
9th +9 Talent
10th +10 Damage Reduction 5
Elite Trooper Leveling Statistics

Hit Points Edit


At each level, Elite Troopers gain 1d12 hit points + their Constitution modifier.

Force Points Edit


Elite Troopers gain a number of Force Points equal to 6 + one-half their Character Level, rounded down, each
time they gain a new level in this Prestige Class.

Defense Bonuses Edit


At 1st level, Elite Troopers gain a +2 Class bonus to their Reflex Defense, and a +4 Class bonus to
their Fortitude Defense.

Delay Damage Edit

Elite Troopers are among the toughest individuals in the galaxy. After being exposed to numerous threats, foes,
and combat situations, you've developed the ability to delay effects that would drop lesser creatures.

Once per encounter as a Reaction, you can choose to delay the effect of a single attack, ability, or effect used
against you. The damage or effect does not take hold until the end of your next turn.

Talents Edit
At every odd-numbered level (1st, 3rd, 5th, and so on), the Elite Trooper selects a Talent. The Elite Trooper
must meet the prerequisites (If any) of the chosen Talent. No Talent can be selected more than once unless
expressly indicated. An Elite Trooper can select a Talent from one of the Talent Trees (Elite Trooper).

Damage Reduction Edit


At 2nd level, you gain Damage Reduction 1 (DR 1), which means that you reduce the damage you take from
any attack by 1.
At every even-numbered level after 2nd, your Damage Reduction improves by 1 (DR 2 at 4th level, DR 3 at
6th level, and so on).

TALENT TREES
Camouflage Talent Tree
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You learn quickly how to blend in with your environment.

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Hidden Movement Edit


Prerequisite: Improved Stealth
You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your
normal speed.

Improved Stealth Edit


You may choose to reroll any Stealth check, but the result of the reroll must be accepted, even if it is worse.

Total Concealment Edit


Prerequisites: Hidden Movement, Improved Stealth
Any situation that would give you Concealment grants you Total Concealment instead.

Additional Camouflage Talents Edit

Dig In Edit
Reference Book: Star Wars Saga Edition Galaxy at War
When Prone, you can spend a Swift Action to gain Concealment until the start of your next turn. If you stand
up or move, you lose this benefit.

Extended Ambush Edit


Reference Book: Star Wars Saga Edition Unknown Regions
Prerequisite: Improved Stealth
During a Surprise Round, if you make a ranged attack against a target that is Surprised, you can Aim at the
target as a Free Action.

Ghost Assailant Edit


Reference Book: Star Wars Saga Edition Galaxy at War
If you start your turn with Total Concealment or Total Cover from a target, during that turn you can make
a Stealth check as a Swift Action, opposed by the target's Perception check. If you succeed, the target is
considered Flat-Footed against you until the end of your turn.
Hide in Plain Sight Edit
Reference Book: Star Wars Saga Edition Scum and Villainy
Prerequisites: Hidden Movement, Improved Stealth
Once per encounter, when you are within 2 squares of Cover or Concealment, you can move to
that Cover or Concealment and make a Stealth check to hide as a single Move Action.

Hunker Down Edit


Reference Book: Star Wars Saga Edition Scum and Villainy
Whenever you benefit from Cover, you can spend a Standard Action to Hunker Down and maximize the
benefit of the Cover. You increase the benefit of Cover to Improved Cover or Improved Cover to Total Cover.

Shadow Striker Edit


Reference Book: Star Wars Saga Edition Scum and Villainy
Prerequisites: Hidden Movement, Improved Stealth
You excel at fighting from the shadows, hitting your opponents when they least expect it. You can use each of
the following actions once per encounter as a Standard Action:
 Blinding Strike: Make a single melee or ranged attack against an opponent within Range. If you damage
the target, you gain Total Concealment against that target until the beginning of your next turn.
 Confusing Strike: Make a single melee or ranged attack against an opponent within Range. If this
opponent is denied its Dexterity bonus to its Reflex Defense, or if you have Concealment form this
opponent, a successful attack also causes the opponent to be able to take only a Swift Action on its next
turn.
 Unexpected Attack: Make a melee or ranged attack within your Range against an opponent from whom
you have Concealment. You gain a +2 bonus on this attack roll if you have Concealment, or a +5 bonus
if you have Total Concealment.

Slip By Edit
Reference Book: Star Wars Saga Edition Galaxy at War
When you would normally provoke an Attack of Opportunity by moving out of a Threatened square, you can
roll a Stealth check, replacing your Reflex Defense with the results of your Stealth check if it is higher.

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.

Weapon Master Talent Tree


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You are skilled at wielding a variety of weapons and can wield choice weapons with deadly precision and
force.

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Controlled Burst Edit


Your penalty when making an Autofire attack or using the Burst Fire feat is reduced to -2. In addition, if
you Brace an Autofire-only weapon, you have no penalty on your attack roll.

Exotic Weapon Mastery Edit


You are considered proficient with any Exotic Weapon, even if you don't possess the appropriate Exotic
Weapon Proficiency feat.

Greater Devastating Attack Edit


Prerequisites: Greater Weapon Focus (Chosen Weapon), Devastating Attack (Chosen Weapon)
Choose a single Exotic Weapon or weapon group with witch you're proficient. Whenever you make a
successful attack against a target using the chosen Exotic Weapon or weapon from the chosen group, you treat
your target's Damage Threshold as if it were 10 points lower when determining the results of your attack. This
replaces the effects of the Devastating Attack Talent.
Greater Penetrating Attack Edit
Prerequisites: Greater Weapon Focus (Chosen Weapon), Penetrating Attack (Chosen Weapon)
Choose a single Exotic Weapon or weapon group with which you're proficient. Whenever you make a
successful attack against a target using the chosen Exotic Weapon or weapon from the chosen group, you treat
your target's Damage Reduction as if it were 10 points lower when determining the results of your attack. This
replaces the effects of the Penetrating Attack Talent.

Greater Weapon Focus Edit


Prerequisite: Weapon Focus (Chosen Weapon)
Choose one Exotic Weapon or weapon group with which you're proficient. You gain a +1 bonus on attack rolls
with the chosen Exotic Weapon or weapon from the chosen group. This bonus stacks with the bonus granted
by the Weapon Focus feat.
You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic
Weapon or weapon group.

Greater Weapon Specialization Edit


Prerequisites: Greater Weapon Focus (Chosen Weapon), Weapon Specialization (Chosen Weapon)
Choose one Exotic Weapon or one of the following weapon groups: Advanced Melee Weapons, Heavy
Weapons, Pistols, Rifles, or Simple Weapons. You gain a +2 bonus on damage rolls with the chosen Exotic
Weapon or a weapon from the chosen group. This bonus stacks with the bonus granted by the Weapon
Specialization Talent.
You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic
Weapon or weapon group.

Multiattack Proficiency (Heavy Weapons) Edit


Whenever you make multiple attacks with any type of Heavy Weapon as a Full-Round Action (See Full
Attack), you reduce the penalty on your attack rolls by 2. You can take this Talent multiple times; each time
you take this Talent, you reduce the penalty on your attack rolls by an additional 2.

Multiattack Proficiency (Rifles) Edit


Whenever you make multiple attacks with any type of Rifle as a Full-Round Action (See Full Attack), you
reduce the penalty on your attack rolls by 2. You can take this Talent multiple times; each time you take this
Talent, you reduce the penalty on your attack rolls by an additional 2.

Additional Weapon Master Talents Edit

Extended Threat Edit


Reference Book: Star Wars Saga Edition Unknown Regions
Prerequisite: Weapon Focus (Chosen Weapon)
When using a ranged weapon eligible to make Attacks of Opportunity, you Threaten all squares within a 2-
square radius.

Ferocious Assault Edit


Reference Book: Star Wars Saga Edition Galaxy at War
Prerequisites: Controlled Burst, Base Attack Bonus +12
Once per encounter, when making an Autofire attack, you can treat the attack as a 6 square cone. Making this
attack consumes 20 shots from the Weapon's Power Pack.

Multiattack Proficiency (Simple Weapons) Edit


Reference Book: Star Wars Saga Edition Unknown Regions
Whenever you make multiple attacks with any type of Simple Weapon as a Full-Round Action (See Full
Attack), you reduce the penalty on your attack rolls by 2. You can take this Talent multiple times; each time
you take this Talent, you reduce the penalty on your attack rolls by an additional 2.

Two-For-One Throw Edit


Reference Book: Star Wars Saga Edition Unknown Regions
Prerequisite: Weapon Focus (Simple Weapons)
As a Standard Action, you can throw two weapons simultaneously. Both weapons target the same enemy or
target square and are thrown with one hand. Make separate attack rolls for each weapon, each at a -10 penalty.
The weapons must be similar, such as two Grenades or two Knives, and they must be no larger than one size
category smaller than you. The attack cannot exceed Short Range (Typically 8 squares).

Master of Teräs Käsi Talent Tree


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Reference Book: Star Wars Saga Edition Threats of the Galaxy


Teräs Käsi is a powerful and deadly martial arts form that enables its wielder to deal devastating amounts
of Unarmed damage.

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Ignore Damage Reduction Edit


Prerequisites: Teräs Käsi Basics, Martial Arts I
When you make an Unarmed attack against a target that has Damage Reduction, and you deal more damage
than the target's DR, you ignore the target's DR completely.
Teräs Käsi Basics Edit
Prerequisite: Martial Arts I
You deal an additional die of damage with your Unarmed attacks.

Teräs Käsi Mastery Edit


Prerequisites: Teräs Käsi Basics, Martial Arts I, Martial Arts II, Martial Arts III
If you make only Unarmed attacks during a Full Attack Action, you can take the Full Attack Action as
a Standard Action, instead of a Full-Round Action.

Unarmed Counterstrike Edit


Prerequisites: Teräs Käsi Basics, Unarmed Parry, Martial Arts I, Martial Arts II
When you successfully Parry a melee attack with the Unarmed Parry Talent, you can immediately make
an Unarmed attack as a Reaction against that target.

Unarmed Parry Edit


Prerequisites: Teräs Käsi Basics, Martial Arts I, Martial Arts II
When you Fight Defensively, as a Reaction you can negate a melee attack by making a
successful Unarmed attack roll. If your attack roll equals or exceeds the attack roll of the incoming melee
attack, the attack is negated. You must be aware of the attack, and not be Flat-Footed, and you take a
cumulative -2 penalty to all attack rolls for each attack roll made since the beginning of your turn.

Mandalorian Warrior Talent Tree


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Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide
The Mandalorians are talented and ferocious warriors. Their skillful training, warrior culture, and advanced
combat abilities make them formidable foes in any era. The following Talents are particularly suited to The
Old Republic Era.

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Armored Mandalorian Edit


Prerequisites: Dexterity 13, Mandalorian Glory, Proficient with Armor
Mandalorians wear armor constantly and learn to adjust to take an impact on the strongest section of their
armor. You add your armor's Fortitude Defense bonus as an Equipment bonus to your Elite Trooper Damage
Reduction (With a maximum bonus equal to your base Elite Trooper DR). Additionally, if a Lightsaber does
not ignore the DR of the armor you are wearing (Such as Cortosis Weave/Phrik Alloy General Template),
a Lightsaber does not ignore your Elite Trooper Damage Reduction.

Mandalorian Advance Edit


Veteran Mandalorians know how to move on the battlefield. Once per encounter, on your turn, you
can Move up to your Speed as a Free Action before any other Action.

Mandalorian Ferocity Edit


Prerequisites: Dexterity 13
Mandalorians can be ferocious fighters. Select one weapon group or Exotic Weapon you are proficient with.
Once per encounter, when making more than one attack in a round, you can add one damage die to each
successful hit with the selected weapon group or Exotic Weapon. You can take this Talent more than once,
selecting a different Exotic Weapon or weapon group each time.

Mandalorian Glory Edit

Above everything else, Mandalorians fight for glory in battle. Once per encounter, when you reduce an
opponent's Hit Points to 0, you gain a +5 attack bonus with your next attack roll during the same encounter.

Critical Master Talent Tree


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Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

Some Elite Troopers know exactly where to strike their foes to deal maximum damage, potentially crippling
their enemies in the process.

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Deny Move Edit


Prerequisite: Reduce Mobility
When you score a Critical Hit with a melee or ranged attack, your target cannot Move on its next turn.

Extended Critical Range (Heavy Weapons) Edit


Prerequisites: Base Attack Bonus +10, Weapon Proficiency (Heavy Weapons)
When you are using a Heavy Weapon, you extend the weapon's critical range by 1 (For example, 19-20 instead
of 20). However, anything other than a Natural 20 is not considered an automatic hit; if you roll anything other
than a Natural 20 and still miss the target, you do not score a Critical Hit.

Extended Critical Range (Rifles) Edit


Prerequisites: Base Attack Bonus +10, Weapon Proficiency (Rifles)
When you are using a Rifle, you extend the weapon's critical range by 1 (For example, 19-20 instead of 20).
However, anything other than a Natural 20 is not considered an automatic hit; if you roll anything other than a
Natural 20 and still miss the target, you do not score a Critical Hit.

Flurry Attack Edit


Prerequisite: Weapon Proficiency (Chosen Weapon)
Choose a single Weapon Group or Exotic Weapon you are proficient with. When you score a Critical Hit with
a weapon from that group, you can make one immediate extra attack (In addition to the other effects of a
Critical Hit) against a single target within Range. You may only use this Talent once per turn. You can select
this Talent multiple times. its effects do not stack. Each time you take the Talent, it applies to a new Weapon
Group or Exotic Weapon.

Knockback Edit
When you score a Critical Hit against a target no more than two size categories larger than you are, you can
choose to move that opponent 1 square in any direction as a Free Action. You cannot use this Talent on an
opponent that is being Grabbed or Grappled, and you cannot move your target into a solid object or into
another creature's Fighting Space.

Reduce Defense Edit


When you score a Critical Hit with a melee or ranged attack, your target takes a -2 penalty to their Reflex
Defense until it is fully healed (At maximum Hit Points).

Reduce Mobility Edit

When you score a Critical Hit with a melee or ranged attack, you reduce the target's speed by half until it is
fully healed (At maximum Hit Points).

Additional Critical Master Talents Edit

Extended Critical Range (Simple Weapons) Edit


Reference Book: Star Wars Saga Edition Unknown Regions
Prerequisites: Base Attack Bonus +10, Weapon Proficiency (Simple Weapons)
When you attack with a Simple Weapon, you extend the weapon's critical range by 1 (For example, 19-20
instead of 20). However, anything other than a Natural 20 is not considered an automatic hit; if you roll
anything other than a Natural 20 and still miss the target, you do not score a Critical Hit.
Melee Specialist Talent Tree
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Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Your skill with hand-to-hand combat is unmatched, and you can wield weapons with lethal accuracy and
power.

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Accurate Blow Edit


Choose one Exotic Weapon (Melee) or one of the following Weapon Groups in which you are
proficient: Advanced Melee Weapons, Lightsabers, or Simple Weapons (Melee). When you make a Melee
Attack with a Weapon from the chosen group and the attack roll exceeds the target's Reflex Defense by 5 or
more, you deal +1 die of damage with the attack.

Close-Quarters Fighter Edit

Whenever you occupy the same square as your target or are adjacent to your target, you gain a +1
circumstance bonus to your melee attack rolls against that target.

Ignore Armor Edit


Once per encounter, when you make a melee attack, you can ignore any Armor or Equipment bonuses granted
by your target's Armor.

Improved Stunning Strike Edit


Prerequisite: Stunning Strike
When you damage an opponent with a melee attack that moves the target down the Condition Track, the target
cannot take any Action requiring a Standard Action or a Full-Round Action on its next turn.

Whirling Death Edit


Prerequisites: Melee Smash, Unrelenting Assault
You twirl your Weapon around you in a blur, creating a circle of death around you. Any enemy target that
begins its turn adjacent to you takes damage equal to your Strength bonus. You must be wielding a Melee
Weapon to be using this Talent.

Republic Commando Talent Tree


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Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

You have demonstrated that you are a highly skilled and capable soldier for the Republic and work well in a
commando squad.

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Ambush Edit

When you successfully hit an opponent that has not yet acted in combat, you deal +2 dice of damage with the
attack.

Higher Yield Edit


Prerequisite: Trained in Mechanics
Once per encounter, you can choose to deal +1 die of damage with a single Grenade, Mine, or other Explosive.

Rapid Reload Edit


You can retrieve a stored Energy Cell or Power Pack and reload your Weapon as a single Swift Action.

Shoulder to Shoulder Edit

Whenever you begin your turn adjacent to an ally, you gain a number of bonus Hit Points equal to your Heroic
Level. Damage is subtracted from the bonus Hit Points first, and any bonus Hit Points remaining at the end of
the encounter go away. Bonus Hit Points from various sources do not stack.

Strength in Numbers Edit


If you are within 10 squares of an ally, you can add +2 to your Damage Reduction.

Weapon Shift Edit


Prerequisite: Gun Club
If you use a Ranged Weapon as a Melee Weapon (As with the Gun Club Talent), you gain a +2 bonus to
melee attack rolls with that Weapon.

Protection Talent Tree


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Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

You are specially trained to protect those around you, either by taking the brunt of attacks that are aimed at
them, or by defusing dangerous situations before they occur.

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Armored Guard Edit


Prerequisite: Ward
When you use the Ward Talent (See below), your ally's Cover bonus to their Reflex Defense is increased by
one-half the Armor bonus of any Natural Armor you posses as well as any Armor you are wearing.

Bodyguard's Sacrifice Edit


As a Reaction, you can interfere with any successful attack against an adjacent ally. You can choose to take
any or all of that attack's damage, and the remainder is dealt to the target as normal. Once you use this Talent,
you may not use it again until the end of your next turn.

Guard's Endurance Edit


Prerequisite: Ward
Whenever you begin your turn adjacent to the target of your Ward Talent (See below), you gain bonus Hit
Points equal to your Character Level until the start of your next turn. Damage is subtracted from the bonus Hit
Points first, and any bonus Hit Points remaining at the end of the encounter go away. Bonus Hit Points from
different sources do not stack.

Lifesaver Edit
Prerequisite: Bodyguard's Sacrifice
Once per encounter as a Reaction, when an ally takes damage that equals or exceeds its Damage Threshold or
reduces it to 0 Hit Points, you can move up to your Speed provided you end your movement adjacent to that
ally. This movement provokes Attacks of Opportunity as normal, you take all of the damage that triggered this
Talent's use, and your ally takes no damage.

Out of Harm's Way Edit


As a Move Action, you allow one ally within 6 squares of you to move up to its Speed, provided the ally ends
its movement adjacent to you. This movement does not provoke Attacks of Opportunity.

Roll With It Edit


Prerequisites: Bodyguard's Sacrifice, Take the Hit
Whenever you take damage on behalf of an ally through the use of a Talent (Including Harm's Way), you
gain Damage Reduction equal to your Class Level until the end of your next turn.
Take the Hit Edit
Prerequisite: Bodyguard's Sacrifice
Whenever you take damage on behalf of an ally through the use of a Talent (Including Harm's Way),
your Damage Threshold is increased by 5 points.

Ward Edit
As a Swift Action, designate one adjacent ally. Until the end of your next turn, as long as that ally remains
adjacent to you, you are considered to be providing that ally with Soft Cover against all attacks. You cannot be
designated as the target of this Talent (Such as, when it is used by an ally) if you have used this Talent since
the start of your last turn, and you cannot use this Talent if you are currently designated as another
ally's Ward.

Squad Leader Talent Tree


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Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide
This Talent Tree includes Talents available for the Soldier Heroic Class. You might be looking for the Talent
Tree of the same name for the Elite Trooper Prestige Class, the Squad Leader Talent Tree.

You are a capable military leader who can issue orders to a squad of soldiers with poise and efficiency.

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Commanding Officer Edit


You gain a single Follower. Choose either the aggressive, defensive, or utility Follower Template for
your Follower, generating the follower's statistics using the rules found in the Followers page.
This Follower gains one Armor Proficiency Feat of your choice and Weapon Proficiency (Rifles), in addition
to those provided by the Follower Templates. The Follower must meet the prerequisites for the Armor
Proficiency Feat you select. You can select this Talent multiple times. Each time you do, you gain one
additional Follower (Maximum of three Followers).

Coordinated Tactics Edit


Prerequisite: Commanding Officer Talent
Each of your Followers gains the Coordinated Attack Feat, provided he or she meets the prerequisite. If
your Follower later meets the prerequisite for the Feat, they gain the Feat at that time.
Fire at Will Edit
Prerequisites: Commanding Officer Talent, Base Attack Bonus +5.
As a Full-Round Action, you and one of your Followers can make a ranged attack against one target (Each) in
line of sight. You each take a -5 penalty to your attack rolls.

Squad Actions Edit


Prerequisite: Commanding Officer Talent

You and your squad have learned to work together as a team, and have an established set of tactics that you
have practiced to perfection. You can use any of the following Actions on your turn.

 Autofire Barrage: As a Standard Action, you can make an Autofire attack against legal target spaces.
For each of your Followers who is armed with a ranged Weapon set on Autofire and has a line of sight
to the area targeted by your Autofire, you can designate one additional square as targeted by
your Autofire (That square must be adjacent to your original target area).
 Open Fire: As a Standard Action, make a ranged attack against a single target. For each of
your Followers who is armed with a ranged Weapon and has a line of sight to the target, add +2 to your
damage roll on a successful hit.
 Painted Target: As a Standard Action, make a ranged attack against a single target. You gain a
competence bonus on your attack roll equal to the number of your Followers who are armed with a
ranged Weapon and have line of sight to the target. Thus, if you have three armed Followers with line
of sight to the target, you gain a +3 competence bonus on your attack roll.

Master of the Amphistaff Talent Tree


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Homebrew Reference Book: New Jedi Order Campaign Guide


The Amphistaff is the chosen weapon of the Yuuzhan Vong Warrior Caste, though other Castes are known to
utilise the weapon (Excluding the Shaper Caste, whom are forbidden to use them or their progeny). The
following Talents allow you to improve your prowess with an Amphistaff. These Talents may only be taken

by Yuuzhan Vong characters.

Contents
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Amphistaff Block Edit


Prerequisite: Base Attack Bonus +2
As a Reaction, you may negate a melee attack by making a successful Initiative check. The DC of
the Initiative check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5
penalty on your Initiative check for every time you have used Amphistaff Block since the beginning of your
last turn.
You may use this to negate melee Area Attacks. If you succeed on the Initiative check, you take half damage if
the attack hits, and no damage if the attack misses. You must have an Amphistaff drawn and in the
Quarterstaff or Spear Forms to use this Talent. You must be aware of the attack and not be Flat-Footed.

Amphistaff Riposte Edit


Prerequisites: Amphistaff Block, Weapon Focus (Amphistaff), Base Attack Bonus +10
Once per encounter, as a Reaction, you may make an Amphistaff attack against a being whose attack you
negated using the Amphistaff Block Talent. You cannot change the Form of the Amphistaff prior to making
this attack (Meaning, the attack can only be made with the Quarterstaff or Spear Forms of the weapon). Only
non-area melee attacks can be riposted in this manner; you cannot use this Talent when negating the damage
from melee Area Attacks.

Spearing Accuracy Edit


You treat an Amphistaff in Spear Form as a Simple Weapon (Ranged), not a Thrown Weapon, for the purposes
of determining Range. Additionally, you may recall the thrown Amphistaff as a Swift Action, but it does not
return until the end of your next turn.

Spiral Shower Edit


Prerequisites: Weapon Focus (Amphistaff), Base Attack Bonus +5
You have learned how to extend the range of an Amphistaff's Spit Venom. The Spit Venom attack range is
increased to 20 squares (Instead of 10 square), but attacks made beyond 10 squares incur a -2 penalty on the
attack roll.

Venom Rake Edit


As a Reaction, if an attack you have made with the Whip Form of the Amphistaff is negated (Such as with
the Block Talent) you may activate this Talent. You may reroll your attack, keeping the new result but your
attack no longer causes damage. If the result equals or exceeds both the targets Reflex Defense and Fortitude
Defense, the target moves -1 Persistent step along the Condition Track as the Amphistaff's fangs graze the
targets skin.

Morgukai Warrior Talent Tree


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Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Knights (Part 3)
The Morgukai Cultists are a fierce society of elite Kajain’sa’Nikto warriors. The ancient order holds an intense
hatred for The Jedi of the Republic, a rigid code of honor, and a deadly fighting skill that makes them lethal
adversaries for any campaign. The Morgukai are all-but extinct during the Clone Wars, however, the following
Talents are suited for any era.

Contents
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Armored Morgukai Edit


Prerequisites: Morgukai Resolve, Dexterity 13, Proficient in Armor Worn
Morgukai warriors craft their armor from rare cortosis ore that has the unusual ability to
repel Lightsaber strikes, and they train to maximize the effectiveness of this trait. You add your
armor’s Fortitude Defense bonus as an Equipment bonus to your Elite Trooper Damage Reduction (With a
maximum bonus equal to your base Elite Trooper DR), a Lightsaber does not ignore your Damage Reduction.
Additionally, you add your armor’s Fortitude Defense bonus as an Equipment bonus to the reaction roll
initiated by a successful Lightsaber attack to deactivate the Lightsaber.

Cortosis Staff Block Edit


Prerequisite: Exotic Weapon Proficiency (Morgukai Cortosis Staff), Nikto Survival (Kajain'sa'Nikto)
As a Reaction, you may negate a melee attack by making a successful opposed attack roll. The DC of the
attack roll is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty to
your attack rolls to use this Talent for every time you have used Cortosis Staff Block since the beginning of
your last turn. You must have a Morgukai Cortosis Staff drawn to use this Talent, and you must be aware of
the attack and not Flat-Footed. You may spend a Force Point to use this Talent to negate an attack against an
adjacent character.

Morgukai Resolve Edit


Prerequisite: Nikto Survival (Kajain'sa'Nikto)
Morgukai warriors have trained their minds to resist the effects of Jedi mind tricks, and as such, gain a +5
bonus to their Will Defense versus any Force Powers with the [[[Mind-Affecting|Mind-Affecting]]] descriptor.

Multiattack Proficiency (Morgukai Cortosis Staff) Edit


Whenever you make multiple attacks with a Morgukai Cortosis Staff as a Full Attack Action, you reduce the
penalty on your attack rolls by 2. You can take this Talent multiple times; each time you take this Talent, you
reduced the penalty on your attack rolls by an additional 2.

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