War in Hapes
Beyond your choice of Skills, the two things that most distinguish your character in terms of their strengths and particular areas of expertise are their Feats and Talents. Feats and Talents are acquired as you gain in level, unlike other aspects of your character with are mostly set at the time of creation.
Feats are universal and can be taken by anyone of any Class. Even nonheroic, NPC characters have Feats. They are the more abundant of the two types of abilities. You start with a Feat at 1st level and gain another at every 3rd level (3, 6, 9, 12, 15 and 18). Heroic characters also gain an additional Feat at every even numbered level in a Class they take. Humans, Near-Humans and Hapans gain a bonus Feat at 1st level as well. Many other species have the option of gaining bonus Feats as well, usually conditional on what Skills they are trained in.
Talents are restricted to certain Classes, and are thus only available to heroic/player characters. Every Class has a pool of Talents to choose from, and they generally adhere to certain themes or styles of play (Soldiers have Talents to improve combat abilities, Noble have Talents to buff and debuff allies/enemies, Scouts are skill-based, etc.) Talents are less plentiful – you only gain a Talent for every odd-numbered level in your Class (1, 3, 5, 7 etc).
Below is a list of some example Talents. This is by no means an exhaustive list, but simply a selection of typical or very useful choices that are worth considering.
Note: Talents listed as Talent 1 → Talent 2 indicate that the first Talent is a prerequisite for the second.
Talents – Jedi
A Jedi’s Talents reflects their role as a frontline, close-range fighter who is expected to hold the line against enemy fire. They can do this in several ways, such as being able to negate enemy attacks or making themselves harder to hit. Others can ensure their allies are getting their attacks off successfully while having enemies miss more often. Certain Talents enable a Jedi to be more capable of locating and hunting down enemies with a Dark Side score, which is common amongst leaders of criminals and scum.
A Jedi can make themselves extremely difficult to hit and pin down with such choices as Deflect, Block and Grenade Defense. Deflect and Block mean that even attacks that do get past your defenses have yet another line of defense to breach, whereas Grenade Defense means that enemies can’t grenade-spam you, or your allies if they’re close by to you.
Deflect, Block and Grenade Defense do give you a -5 to Use the Force rolls after using them, so if you want to keep actively using Force Powers while you fight, you might want to just invest in talents that boost up your Reflex Defense. Elusive Target makes it that much harder to get you out of melee once you’re stuck in, short of your enemies fleeing to create some distance. On top of that, if you’re trained in Acrobatics, fighting defensively means that you gain a +5 bonus to Reflex while potentially using Defensive Acuity to buff up your damage simultaneously. Lightsaber Defense can be popped every round as a swift action to give you even more of a boost to your defense.
More Force Power-based Jedi who stay in the mid-range have a number of options in regards to supporting the party as opposed to getting stuck into melee. Battle Meditation is a flat +1 bonus to attacks that benefit everybody, but if you have a spare swift action each turn then you can always be using Consular’s Vitality to be granting allies bonus hit points. If you’re ever in a position where you run out of Force Powers, you can also take Lightsaber Throw to keep pouring the damage onto enemies while you support your allies.
Once you add Visionary Attack and Visionary Defense to the mix of Talents, a single Jedi can completely control the battlefield. Rerolling attacks and increasing your allies’ defenses whenever they’re attacked synergizes perfectly with Force Powers like Blind, which can completely shut down an enemy for a round at the low low cost of a swift action, or Obscure which can be used reactively to make an enemy suffer a -5 penalty to their attack roll on top of the +5 bonus to Reflex Defense your ally may get from Visionary Defense. Combined with Enlighten if you’re Light Side, your Jedi has the encounter completely locked down.
Jedi also have access to a handful of useful abilities that help them in covert missions. Force Haze can move potentially an entire party through just about anywhere for a minute without detection, whereas instances where you need to question someone and then cover your tracks without leaving a body make Dampen Presence a Godsend.
Adept Negotiator → Force Persuasion – Adept Negotiator: Lets you roll Persuasion to slowly make an enemy lose the will to fight across multiple turns. Force Persuasion: Lets you use your Use the Force skill instead of Persuasion.
Adept Negotiator → Master Negotiator – Target drops two steps on the condition track when using Adept Negotiator instead of one.
Battle Meditation – Grants allies within 30ft + 1 to attack rolls for the encounter.
Block and Deflect – Two separate Talents. Block lets you roll Use the Force against successful melee attacks against you to negate them. Deflect works against ranged attacks.
Deflect → Redirect Shot – If you Deflect a ranged energy attack, you can roll to reflect it at an enemy.
Clear Mind → Force Haze – Clear Mind: Lets you reroll Use the Force to avoid detection by other Force Adepts. Force Haze: Lets you and a number of allies equal to your class level move freely for one minute without anybody noticing your presence.
Consular’s Vitality – 1/round, as a swift action grant an ally in line of sight bonus hit points equal to 5 + your Charisma modifier.
Dampen Presence – As a swift action, after conversing with someone you can roll Use the Force to cause them to forget interacting with you.
Dark Side Sense → Dark Side Scourge – Dark Side Sense: may reroll Use the Force to detect the dark side and keep best result. Dark Side Scourge: Against enemies with a Dark Side score of 1+, add your Charisma modifier to melee damage.
Dark Side Sense → Dark Side Bane – Against enemies with a Dark Side score of 1+, add your Charisma modifier to Force Power damage.
Defensive Acuity – If fight defensively, deal +1 die of damage on your attack and receive a +2 bonus to Block and Deflect attempts.
Elusive Target – If you’re in melee combat, people attempting a ranged attack against you take a -10 to their attack roll instead of -5.
Exposing Strike – When you damage an opponent with a lightsaber, can spend a Force Point to make them flat-footed until the end of your next turn.
Force Intuition – Can roll Use the Force for Initiative checks, considered trained.
Grenade Defense – Can negate grenade attacks with a Use the Force roll.
Lightsaber Defense – As a swift action gain +1 to Reflex Defense, can take multiple times with cumulative benefits.
Lightsaber Throw – Can throw your lightsaber at enemies, if within 30ft can pull back as a swift action.
Shoto Focus – Gain +2 on attack bonus with a shoto/short lightsaber if wielding a one-handed lightsaber in your other hand.
Skilled Advisor – Ally gains +5 on a skill check when you roll to assist them instead of +2, if you spend a Force Point it’s increased to +10.
WatchCircle Initiative → Visionary Attack or Visionary Defense – WI lets you give a Force Point to an ally if you use the Force Power “Farseeing”. Visionary Attack lets you spend a use of Farseeing to let an ally reroll an attack roll that misses, Visionary Defense lets you spend a use of Farseeing to give an ally +5 Reflex Defense when attacked.
Weapon Specialization (lightsaber) – +2 to melee damage with lightsabers.
Talents – Noble
While other classes have support/buffing talents (Scouts have Spotter/Surveillance and Soldiers have Cover Fire), none are as effective or plentiful as the Noble’s. Nobles tend to drop their buffs on the first turn of combat and they will last an entire encounter, which is something rarely found elsewhere. Beyond that, though, they’re also handy at getting the party what they need, and keeping them mobile. Despite their primarily supportive talents, wise Feat selection can bring their individual combat ability just as high as anyone else’s… on top of making the group that much more deadlier thanks to the force multiplication that their Talents bring about.
Bear in mind, not all types of bonuses stack, so it’s worth checking when selecting Talents. Most are either insight, morale or circumstance bonuses. They’re all functionally the same, but two bonuses of the same type don’t stack (insight and insight for example), only replace each other. Also be aware that Nobles themselves don’t generally gain the bonuses from their own buffs.
Born Leader (Insight) and Inspire Confidence (Morale) are staples of the Noble, together taking up a standard and swift action but giving the whole party +2 to attack rolls and +1 to skill checks. If they decide to go the route of Forewarn Allies/Heavy Fire Zone, then they can use their remaining action to designate a kill zone for the party as well to begin racking up extra attacks on the enemy.
Rather than awarding bonuses across the board, Nobles are also effective at focusing group fire on an individual enemy as well. Face the Foe/Lead From the Front (Morale) gives you a +1 attack bonus, but +2 to everyone else if you hit a specific enemy. Combine that with Lead By Example (Competence), and you get a further +1 to attack rolls and an entire extra die of damage, which is deadly for allies carrying heavy weapons that roll d10’s or d12’s. Heavy Fire Zone is again useful in this role, as well as Reactionary Attack if any enemies catch wise and try to take you down.
Beyond that, they’re also effective at moving allies around free of charge and keeping them out of trouble at a moment’s notice. Get Into Position is a godsend if you’re fighting at long range and you need to move your melee characters up into the enemy firing line before being shot to pieces. Anticipate Movement not only gives you even more free movement every round, but it lets you move any threatened allies away from any advancing enemy melee characters reactively. That aside, if the enemy unloads a massive volume of fire on one ally, Get Down can make the difference between life and death.
Last but not least, Nobles can quickly get access to what they need when resources are dry. Connections lets them pick up gear and credits when they need it (though not something that can be done repeatedly) and make it that much easier to get your hands on restricted or even illegal items. Wealth is, in short, free money on a regular basis, and not a small amount either. It pays out more and more, the more levels in Noble you have.
Advanced Planning – At start of encounter, swap Initiative results with one willing ally.
Anticipate Movement – 1/round, if one enemy moves, one of your allies can also move.
Arrogant Bluster – Enemy takes a -5 penalty to their Will Defense
Assault Gambit – Standard action, choose an ally and an enemy to roll off Initiative, the winner gets to make a free attack against the other.
Born Leader → Reactionary Attack – Born Leader: Swift Action, an allies gain +1 to attack rolls until end of encounter, bonus can be given to other squads you command in Mass Combat. Reactionary Attack: 1/encounter if an enemy successfully hits you, one ally in 30ft can attack that enemy for free.
Connections – You can acquire basic equipment, up to character level x 1000 credits or reduce black market costs.
Educated – You can make Knowledge checks for expert knowledge even if untrained.
Educated → Spontaneous Skill – 1/day, you can make an untrained skill check as if you were trained.
Exceptional Skill – Chosen for one Skill – when rolling checks for that Skill, any time you roll anywhere between 2-7 it is counted as an 8 instead.
Face the Foe → Lead From the Front – Face the Foe gives you +1 to attack rolls if you don’t have cover from your target, Lead From the Front gives your allies +2 to attack rolls and +5 to opposed Initiative rolls against an enemy you damage while benefitting from Face the Foe.
Get Down – If an ally is targeted by a ranged attack, you can allow them to drop prone for free (giving enemies a -5 penalty to attack rolls against them).
Get Into Position – At the start of your turn, allow two allies to move their speed for free.
Forewarn Allies → Heavy Fire Zone – Forewarn Allies gives allies +2 attack and +2 damage for Attacks of Opportunity, Heavy Fire Zone lets you designate a 15 feet by 15 feet square. If an enemy moves through that area, an ally can make a free attack against them.
Inspire Confidence – All allies receive +1 to attack rolls and +1 to skill checks. Stacks with Born Leader.
Lead By Example – 1/encounter, if you damage an enemy all allies gain +1 to attack rolls and deal +1 die of bonus damage.
Unreadable – Gain +5 to Will Defense and opposed rolls to conceal your emotions/intentions.
Wealth – Every level, receive credits equal to your class level x 5000
Talents – Scoundrel
Scoundrels have a number of abilities that give them conditional benefits, and work in such a way that the key to victory is to trigger these circumstances. Most of them work by attacking from stealth or making sure your enemy is flat-footed/denied their Dexterity bonus to Reflex Defense. Beyond that, they also have a number of ways to get out of trouble.
A safe and sure bet is to utilize Trick Step to best ensure your enemy is vulnerable to your other abilities. It also combines well with the feat “Cunning Attack” to give you a further +2 to attacks against a flat-footed enemy, which more than compensates for the Scoundrel’s generally lower attack bonus. You have to roll off on Initiative for this combo and it has the potential to backfire, but against average goons you can comfortably succeed without worry, with the risk only being truly manifest against enemy heroic characters and “bosses” who are most likely a higher level than you.
Dastardly Strike is a rather effective way of bringing an enemy down without the effort required of chipping away all their health. The Condition track has multiple steps as you suffer negative conditions, going from normal state, to -1 to all attack rolls, defenses, damage threshold and skills, then -2, -5, -10, and then unconsciousness. The further along you get, the easier the job becomes, and using things like stun weapons and poison lets you jump multiple conditions with a single attack. Dastardly Strike and enough damage from a stun weapon to beat the target’s damage threshold can drop someone to -5 on their stats instantly.
Sneak Attack is a useful way to up your damage, though not quite as useful if you’re only taking a couple of levels in the class. It becomes a lot more reliable and easy to accomplish if you take Skirmisher and Sudden Strike so that you’re doing Sneak Attack Damage every time you move at least 10 feet in your turn. Improved Sneak Attack extends your range out to 60 feet instead of 30 feet, though it’s not strictly necessary.
Scoundrels also have a few ways of generating extra attacks, and are probably the best at doing so. Advantageous Openings is a power to be reckoned with in encounters where there’s a large group of enemies, since the more people attacking on both sides means more chances of natural 1’s popping up. Fortune’s Favour gives you an extra attack after a critical hit, and using weapons with a higher chance of scoring one gives even more chance of performing a massive damage burst. If you get the drop on an enemy in the first turn, you can also attack twice instead of once thanks to Quick Strike.
Last but not least, if you came to Scoundrel just to grab the class skills and Point Blank Shot for free, there are a couple of talents that straight up boost attack and damage. Personalised Modifications is an easy go-to (+1 attack and +2 damage), as is Face Openings if you’re fighting at the front lines. Skirmisher is, again, another easy option for adding flat bonuses.
Advantageous Openings – if anyone rolls a natural 1 on an attack roll, friend or foe, you can make a free attack against a single target.
Art of Concealment – can take 10 on Stealth checks to conceal items on your person, can conceal as a swift action.
Fool’s Luck → Avert Disaster – Fool’s Luck: Spend a Force Point and receive +1 to attacks, +5 to skills or +1 to Defenses for the encounter. Avert Disaster: 1/encounter turn a critical hit into a normal hit.
Fool’s Luck → Better Lucky Than Dead – 1/encounter receive +5 bonus to one Defense until next turn.
Bomb Thrower – +5 to Mechanics for handling explosives, can create frag grenades from spare parts.
Cheap Trick → Quick Strike – Cheap Trick: when feinting against an enemy in combat, roll Deception twice and keep the better result. Quick Strike: In first round of combat, if you damage an enemy that hasn’t acted yet you can attack another enemy within 30 feet for free as well.
Dastardly Strike → Weakening Strike – Dastardly Strike: Attacks against an enemy that’s flat-footed/denied their Dexterity to Reflex Defense moves -1 down the Condition Track (at -5, they fall unconscious). Weakening Strike: Instead of moving down the Condition Track, your target can instead take -5 to melee attacks and melee damage.
Find Openings – If you’re missed by an attack, gain +2 on your next attack before the end of next turn.
Fortune’s Favor – If you score a critical hit, you gain a free standard action.
Gambler – +2 to Wisdom checks when gambling, can take multiple times with cumulative effects.
Hesitate – roll Persuasion VS Will Defense, target is -10 feet speed and must spend any swift actions as a standard action instead until next turn.
Hit the Deck – Allies take half damage from your area attacks, or no damage if you miss.
Hyperdriven – 1/day add your class level to an attack roll, skill roll or ability roll.
Illicit Dealings – Reroll Persuasion and keep best results when haggling for restricted, military or illegal goods.
Malkite Techniques → Numbing Poison – Malkite Techniques: If your attack exceeds the target’s Fortitude Defense, the target is poisoned. Numbing Poison: the target is denied their Dexterity to their Reflex Defense for as long as it remains poisoned.
Malkite Techniques → Undetectable Poison – Treat Injury DC to treat the poison is +5.
Malkite Techniques → Vicious Poison – Any poisons you use against a target gain a +2 when attacking their Fortitude Defense.
Master Slicer – Reroll Use Computer checks to improve access level to a computer.
Outsider’s Eye – 1/encounter, make a DC20 Perception check to determine one of the Defenses of one target character or vehicle, or tell who has lowest/highest hit points.
Personalized Modifications – As a standard action, for the rest of the encounter you receive +1 to attacks and +2 to damage with the weapons you’re using.
Seducer – If you fail a Persuasion check to improve someone’s attitude towards you, you can reroll with Deception (you don’t get this bonus if you don’t act seductive!)
Skirmisher → Improved Skirmisher – Skirmisher: If you move more than 10 feet in the round, you get +1 to attack rolls. Improved Skirmisher: You also gain +1 to all Defenses.
Sneak Attack → Improved Sneak Attack – Sneak Attack: If you attack an opponent who’s flat-footed or doesn’t receive their Dexterity to their Reflex Defense, deal +1d6 damage, +1d6 for every 2 levels you are above 1st (1d6 at level 1, 2d6 at level 3, 3d6 at level 5 etc). Must be within 30 feet. Improved Sneak Attack: You can perform Sneak Attacks out to 60 feet.
Sneak Attack → Skirmisher → Sudden Strike – You perform a Sneak Attack whenever you use Skirmisher.
Spacehound – Receive no attack penalties in low/zero-gravity, ignore space sickness, and are proficient in all starship weapons.
Strike and Run – 1/encounter, move your speed immediately after damaging an opponent.
Stymie – As a swift action, one target takes -5 on skill checks for one skill until next turn.
Trick Step – As a swift action, make an opposed Initiative check against one target, the loser is flat-footed against the other person.
Talents – Scout
Scouts are predominantly skill-based, and the chain of Improved Stealth → Hidden Movement → Total Concealment makes you borderline undetectable. Combined with Ghost Assailant, you can sit in a patch of darkness and not even bother to Stealth, you can just roll and reroll Stealth as a swift action instead to unload shot after shot into a flat-footed enemy. If you like to sit in one spot and snipe, then Dig In instead makes sure that you always have concealment no matter where you are.
Reactive Stealth goes well with Improved Stealth as well to make sure it works every time. An effective trick is to attack and then pop your stealth field generator at the end of your turn, so that you have the concealment bonuses to your Reflex Defense and if an enemy attacks you and misses, you get to go into Stealth for free instead of using up a move action during your turn.
Acute Senses and Improved Initiative helps you make sure that you always have the drop on the enemy, always detect them, improve chances of noticing anyone in stealth, and make sure you go first. It makes your Scout into more of an actual Scout in terms of noticing things.
Scouts can stay pretty mobile with Long Stride (+10 feet movement), as well as Quick on Your Feet (move half your speed for free) and Fade Away (move half your speed for free if damaged). If you kill an enemy, Prudent Escape can let you and two allies get exactly where you need to be with free movement for each of you. In a party with melee characters or close-ranged fighters like Force Users, you’ll be very much beloved.
For a more damage-focused Scout, Blast Back and Second Strike are your friends. Blast Back gives you the ability to punish enemies who grenade-spam cover, or shut down any heavy weapon users that much quicker. If you have the feat Combat Reflexes, Second Strike means you’re pumping out shot after shot to make sure you hit something. Scouts don’t have many ways to up damage in terms of Talents, but they can increase their number of attacks to compensate.
Acute Senses → Expert Tracker – Acute Senses: Can reroll Perception checks, but must take second result. Expert Tracker: Don’t take penalties to Survival checks when tracking at normal movement speed.
Acute Senses → Improved Initiative – Reroll Initiative checks.
Acute Senses → Improved Initiative → Uncanny Dodge I → Uncanny Dodge II – Uncanny Dodge I: do not lose Dexterity bonuses when flat-footed or attacked by a hidden attacker. Uncanny Dodge II: Cannot be flanked.
Acute Senses → Keen Shot – Ignore penalties against opponents in concealment.
Adapt and Survive → Unbalancing Adaptation – Adapt and Survive: If an enemy within 120 feet gains morale or insight bonuses, you gain them too. Unbalancing Adaptation: You also deny those enemies those bonuses.
Barter – Can reroll Persuasion to haggle, but must take second result.
Blast Back → Second Strike – Blast Back: 1/round if damaged by an area attack, can make an attack against the source for free. Second Strike: 1/encounter if you miss an attack, you can move half your speed and attack another target instead. If you have the Feat “Combat Reflexes”, you can use it a number of times equal to your Dexterity modifier instead.
Blend In – Stealth replaces Deception for disguising yourself and are considered trained.
Deep-Space Gambit – 1/encounter when you or a vehicle you occupy is the target of an attack, you can force the attacker to roll twice and choose the worst result.
Dig In – As a swift action, if you’re prone you also gain concealment (plus 2 to Reflex Defense and others take minus 5 to Perception checks to notice you.)
Evasion – If you are hit with an area attack you take half damage, or no damage if they miss.
Expert Rider – Reroll Ride checks, may keep the better result.
Fade Away – 1/turn when damaged by an attack, move half your speed without triggering any Attacks of Opportunity.
Fade Out – Stealth replaces Deception to create a diversion to hide, plus 5 if trained in Deception.
Ghost Assailant – As a swift action, if you start turn in total concealment or total cover you can roll Stealth to make your enemy flat-footed against you.
Hidden Attacker – The snipe action of Stealth is a swift action instead of a move action.
Hidden Eyes – If you have concealment vs a target, plus 5 to Perception checks against them.
Hunker Down – As a standard action, if you benefit from cover you can increase it to improved cover (plus 10 Reflex Defense instead of plus 5), or if you have improved cover increase it to total cover (can’t be targeted by attacks).
Improved Stealth → Extended Ambush – Improved Stealth: Can reroll Stealth checks, but must take second result. Extended Ambush: During the surprise round, if attacking a surprised enemy you can Aim for free.
Improved Stealth → Hidden Movement – No penalty to Stealth checks for moving at normal speed.
Improved Stealth → Hidden Movement → Total Concealment – Any time you have concealment, you instead gain total concealment (plus 5 Reflex, enemies take minus 10 to Perception to notice you, and can’t visibly see you and thus must guess your location when attacking.)
Long Stride – Move extra 10 feet if wearing light, basic or no armor.
Prudent Escape – If you reduce an enemy to 0 hit points or unconsciousness, you and two allies can move your speed for free.
Quick on Your Feet – 1/encounter move your speed for free.
Reactive Stealth – If missed by a ranged attack and have cover or concealment, you can move half your speed and make a Stealth check to sneak if you still have cover/concealment.
Watchful Step – Perception replaces Initiative and you are considered trained.
Talents – Soldier
Soldiers looking to focus on increasing their damage can go for Ambush Specialist, Destructive Ambusher and Keep It Going to give them a significant boost in both attack and damage against a single target, and extending those bonuses to another enemy if they kill their prime target.
Tanks looking to protect the party should look at Draw Fire (your taunt) and possibly Harm’s Way (lets you shield damage for an ally.) Draw Fire alone can generally get the job done, though bear in mind that allies should stick reasonably close to the tank to be within its 30 foot range.
Increading your defense can be done easily by grabbing Armored Defense and Improved Armored Defensive and picking up Medium or Heavy Armor. If you take the fight defensively or full defense action in combat, you’re borderline impossible to hit for most enemies. When you have more Talent slots, Battle Analysis → Defensive Position will let you maximize cover even more effectively.
Hammerblow will make a martial artist character extremely accurate in combat. Counterpunch and Defensive Jab will allow them to fight defensively to boost up thir Reflex Defense while simultaneously firing off chain upon chain of free attacks on anyone stupid enough to come close to them. Retaliation Jab unloads even more bonus damage against those who miss you.
Tough As Nails and Indomitable give you that much more survivability in combat, letting you Second Wind additional times and bring you back up to the top of the Condition Track, regardless of any Scoundrels who are backstabbing you or unloading high damage on you constantly.
Ambush Specialist – If not surprised, you can treat the first round of combat as if it were a surprise round for sake of activating surprise round-only abilities. You can nominate a single enemy as your prime target and receive a plus 2 to attack rolls against them.
Ambush Specialist → Destructive Ambusher – You deal plus 1 die of damage against your prime target until the end of the encounter.
Ambush Specialist → Keep It Going – If you reduce your prime target to 0 hit points, designate a new primary target.
Ambush Specialist → Keep Them Reeling – As a swift action, make an opposed Initiative check against your primary target, if you win they are treated as flat-footed against you.
Armored Defense – Your Reflex Defense is calculated using either your Armor Rating or Character Level, whichever is higher (even when using Medium or Heavy Armor).
Armored Defense → Armor Mastery – The maximum Dexterity bonus of any armor you wear is improved by plus 1.
Armored Defense → Improved Armored Defense – When calculating your Reflex Defense, you can use either your Armor Rating, or your Character Level plus half your Armor Rating, whichever is higher.
Autofire Assault – Can brace any weapon capable of autofire to mitigate associated penalties.
Battle Analysis – As a swift action, take a DC 15 Knowledge (tactics) check to determine which enemies are below half health.
Battle Analysis → Cover Fire – When performing a ranged attack, allies within 30 feet gain plus 1 to their Reflex Defense until your next turn.
Battle Analysis → Defensive Position – If you have the benefit of cover, spend 2 swift actions to treat as improved cover (plus 10 Reflex Defense).
Comrades in Arms – If within 15 feet of an ally, plus 1 to attack rolls.
Counterpunch – If fighting defensively, any adjacent creatures who attack you also provoke an Attack of Opportunity from you.
Demolitionist – When using Mechanics skill to set explosives or mines, they do plus 2 dice of damage, can take multiple times with cumulative effects.
Devastating Attack – You treat an opponent’s damage threshold as if it were 5 points less, taken for a single weapon group.
Draw Fire – As a swift action, you can roll Persuasion VS the Will Defense of enemies within line of sight and render them unable to attack anyone else within 30 feet of you. You are treated as trained in Persuasion for purposes of this talent. (Note: Tanks, this is your Taunt. Know it and love it.)
Gun Club – You can use a gun as a melee weapon without penalty.
Gun Club → Bayonet Master – When performing a full-attack, you can attack with both the bayonet and gun club and ignore penalties for fighting with two weapons.
Hammerblow – If unarmed and holding no items in your hands, you double your Strength bonus for attack rolls for unarmed attacks. (Martial Artists, this Talent will provide you Godlike accuracy.)
Harm’s Way – As a swift action, you can shield an adjacent ally. Any attacks directed at them are directed at you instead.
Improved Suppression Fire – When you roll to suppress an enemy, they take a -5 to their next attack roll instead of -2, if targeting with autofire all enemies hit take a -2 to attack rolls.
Indomitable – 1/day, as a swift action can raise yourself back to the top of Condition Track, can take multiple times to use more than once a day.
Jet Pack Training – Can activate your jet pack as a free action, don’t require a Pilot check to land.
Jet Pack Training → Burning Assault – As a standard action, expend one charge of your jetpack and treat it as a flamethrower while not flying.
Jet Pack Training → Jet Pack Withdraw – 1/encounter when enemy moves adjacent to you, move your speed or withdraw for free.
Melee Assault – If you perform a melee attack against a target with at least one of your allies adjacent to them, if your attack roll is also over their Fortitude Defense then you do plus 1 die of damage and knock them prone.
Melee Smash → Stunning Strike – Melee Smash: plus 1 damage on melee attacks. Stunning Strike: If your damage with a melee attack is over your target’s Damage Threshold, then they drop two steps on the Condition Track instead of one.
Melee Smash → Unrelenting Assault – If you miss with a melee attack or your attack is negated, you still do damage equal to your Strength modifier, or double if wielding a weapon two-handed.
Penetrating Attack – You treat an enemy as if their Damage Reduction is 5 points less, specific to a weapon group that you also have the feat “Weapon Focus” for.
Retaliation Jab – If an enemy misses you with a melee attack, as a reaction you can automatically deal damage equal to your Strength modifier.
Retaliation Jab → Defensive Jab – If unarmed and fighting defensively, can make a single unarmed attack as a free action against an adjacent enemy.
Spring the Trap – If you and all allies roll higher Initiative than opponents, you gain a free surprise round.
Stinging Jab – If you hit with an unarmed attack, you can deal half damage and your enemy also deals half damage on melee attacks until next turn.
Tough As Nails – You can catch a Second Wind one extra time per day. This stacks with the Feat “Extra Second Wind”.
Tough As Nails → Hard Target – Can take a Second Wind for free instead of a swift action.
Weapon Specialization – Deal +2 damage with a single weapon group that you also have the feat “Weapon Focus” for.
Talents – Droids
Droid characters have access to a number of Talents restricted specifically to them. They generally improve their capabilities in the areas of expertise they were designed for. Droids are divided into “degrees”, which are basically the intended functions of each respective droid. Droids who have become completely independent and autonomous tend to disregard such restrictions, however, and can take Talents normally only available to other degrees of droids.
First-Degree Droids are medical droids, and can take Talents that boost up their healing capabilities. The Medical Droid Talent allows them double the bonus hit points they would normally give to an ally when succeeding in first aid while exceeding the DC. Dull the Pain allows them to roll a Treat Injury check to raise an ally +1 up the condition track, and Medical Analyzer allows them to add their Intelligence modifier as well when rolling Treat Injury to treat disease, poison or radiation.
Second-Degree Droids are astromech and mechanic droids. Mechanics Mastery lets them always take 10 on Mechanics checks, whereas aiding a pilot with Mechanics, Pilot or Use Computer gives them a +5 instead of +2. Most useful though is their ability to slice computers more effectively than anyone – if they have levels in Scoundrel, they can use Scomp Link Slicer to disable or erase programs, lock out other users and programmers from a system you’re interfaced wit, and keep security systems from tracing you if you fail a slicing roll.
Third-Degree Droids are protocol droids tasked with communication, and their benefits when interacting with others using the Persuasion skill is better than any heroic class. Etiquette allows them to improve the degree to which an NPC’s attitude is improved when rolling Persuasion, and they can also add their Wisdom modifier as well as Charisma modifier for a Persuasion check. Even if they fail a Persuasion roll, they can roll Perception for the chance to retroactively add +5 to their original result.
Fourth-Degree Droids are combat and war droids, and their focus is killing power. One of the most deadliest Talents is Weapons Power Surge, which lets them add damage dice to a single attack at the cost of dropping down the condition track an equal number of steps. Combined with other abilities to increase damage dice, they can effectively perform one extremely powerful burst attack. The Soldier Talent “Indomitable” would also let you immediately negate the drawback to the condition track. Droid Smash is useful for melee-based droids – a melee weapon wielded in one hand is treated as if it were instead held in two for sake of applying your Strength modifier to damage.
Fifth-Degree Droids are manual labour droids, including lifters and power droids. Interestingly enough, the Heavy-Duty Actuators Talent makes them the best melee droid by far – all their attacks, unarmed or armed, apply double their Strength modifier to damage. Cargo Hauler also increases their carrying capacity by double, making them extremely useful in the role as party pack-mule.
Medical Droid – When using a medpac for first aid, gain +2 hit points for every point over DC 15 instead of +1.
Medical Droid → Dull the Pain – DC 15 Treat Injury to move adjacent ally +1 up condition track.
Medical Droid → Medical Analyzer – Add Intelligence modifier to Treat Injury for treating disease, poison and radiation.
Science Analyzer – Double Intelligence modifier to Knowledge (life sciences) and Knowledge (physical sciences) checks.
Adept Assistant – When aiding another on a Mechanics, Pilot or Use Computer check, add +5 instead of +2.
Burst Transfer – Can send double the normal amount of data in a round and halve time to access specific information with Use Computer to find info.
Mechanics Mastery – Can always take 10 on Mechanics rolls.
On-Board System Link – can reroute power or recharge shields on a starship as 2 swift actions instead of 3.
Vehicle Mechanic – 1/day, make DC 20 Mechanics check on a vehicle to restore 1d8 hit points, +1 up condition track and +1 bonus hp for every point over the DC.
Etiquette – When improving an NPC’s attitude towards you, improve their attitude by one additional step.
Nuanced – 1/encounter add Wisdom modifier to a Persuasion roll in addition to Charisma modifier.
Observant – If fail a Persuasion check, can roll Perception for free and add +5 to your original roll if you succeed.
Combat Repairs – 1/day use Mechanics to repair yourself as a full-round action instead of 1 hour.
Droid Smash – Add double your Strength modifier to damage rolls when wielding a weapon in one hand.
Just a Scratch – If wearing medium or heavy armor, 1/encounter can reduce the damage of one attack against you by your Fortitude Defense.
Target Acquisition – 1/encounter, as a swift action designate one enemy and receive +1 to attack and damage until end of encounter or they leave line of sight.
Target Acquisition → Target Lock – If an acquired target who has left your line of sight returns to your field of vision, you regain your previous bonus. You also gain +5 to Perception checks against your acquired target’s Stealth checks.
Targeting Package – By spending two swift actions, you gain +2 to attack and damage rolls of the next attack you make within Point Blank range or within reach.
Weapons Power Surge – 1/encounter, drop 1 step on the condition track to deal +1 die of damage on a mounted weapon, or drop 2 steps and deal +2 die of damage.
Cargo Hauler – You double your carrying capacity and gain +5 to all Strength-based skill checks.
Durable – The first time in an encounter you’re moved to the bottom of the condition track, you can choose to stop at -10 instead. Any time you are dropped multiple conditions, you can spend a Force Point to drop only 1.
Heavy-Duty Actuators – When making unarmed or armed melee attacks, you double your Strength bonus to damage.
Power Supply – You can spend 2 swift actions to recharge shields or reroute power on a vehicle, can also act as a power generator.