Bounty Hunter Talents

 

Awareness

     Acute Senses: You may choose to reroll any Perception skill check, but you must accept the result of the reroll.

         Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving at your normal speed.

         Prerequisite: Acute Senses.

         Improved Iniitative: You may choose to reroll any Initiative skill check, but you must appecpt the result of the reroll.

         Prerequisite: Acute Senses.

         Reset Initiative: Once per encounter, as a swift action, at any time after the first full round (that is, the first full round after the surprise round, if one occurs), you can reset your Initiative score to your current score+5.

         Prerequisite: Acute Senses, Improved Initiative.

         Keen Shot: You take no penalty on your attack roll when attack a target with concealment (but not total concealment).

         Uncanny Dodge I: You retain your Dexterity bonus to defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus if you are immobilized.

         Prerequisites: Acute Senses, Improved Initiative.

         Uncanny Dodge II: You cannot be flanked.

         Prerequisites: Uncanny Dodge I

 

Bounty Hunter

     Dread: As a standard action, you can instill bone-chilling fear in an opponent you have selected for Hunter's Target. Make a Persuasion check against your opponent's Will Defense. If you equal or exceed your opponent's Will Defense, that opponent takes a -5 penalty to Will Defense. This is a mind-affecting effect. This effect remains as long as you have line of sight to you opponent and immediately ends if line of sight is broken or if you are knocked unconscious or killed.

         Prerequisite: Hunter's Target.

         Fearsome: Any opponent within 6 squares of you whose level is less than or equal to your heroic level takes a -1 penalty on attack rolls against you.

         Prerequisite: Notorious.

     Hunter's Mark: If you aim before making a ranged attack, you move target -1 additional step down the condition track if the attack's damage exceeds the target's damage threshold.

         Hunter's Target: Once per encounter as a free action, you may designate an opponent as your hunter's target. Until the end of the encounter, when you succeed on an attack against the target, you gain a bonus on damage equal to you class level.

         Prerequisite: Hunter's Mark.

         Jedi Hunter: You are skilled at fighting jedi. You gain a +1 insight bonus to Fortitude and Will Defense and deal +1 die of damage against characters who have the Force Sensitive feat.

         Notorious: Your skill as a bounty hunter is known throughout a sector, perhaps even the galaxy. When you are not disguised, you can reroll any Persuasion skill checks made to intimidate others, keeping the better result.

         Nowhere to Hide: You may choose to reroll any Gather Information skill checks made to locate a specific individual, but must keep the second result.

         Nowhere to Run: Once per turn, whenever an opponent whom you have selected for Hunter's Target attempts to withdraw, you may make an attack of opportunity against that opponent.

         Prerequisites: Hunter's Target, Nowhere to Hide.

         Relentless: This talent only applies to a target you've designated as your Hunter's Target (see above). Any attack or effect originating from the target that would normally move you along the condition track does not, in fact, do so.

         Prerequisite: Hunter's Target.

         Ruthless Negotiator: When haggling over the price of a bounty, you can reroll the result of your Persuasion check and keep the better result.

         Prerequisite: Notorious.

         Signature Item: You select a single weapon, suit of armor, vehicle or other item. While using that signature item, you gain a +2 morale bonus on opposed skill checks.

         You may select this talent multiple times. Each time you gain an additional signature item. The effects of multiple signature items are cumulative, adding an additional +1 bonus for every additional item beyond the first.

         Tag: Whenever you damage an opponent whom you have selected for Hunter's Target, all allies gain a +2 bonus on their next attack roll against that opponent until the start of your next turn.

 

Gand Findsman

     Findsman Ceremonies: Once per day, you can spend 10 minutes performing rituals that enhance your connection to the Force, receiving visions as a result. At that time, you can spend any number of Force Points in the Performance of the ritual, up to the total number you have remaining. For the remainder of the day, whenever you make a Perception or Stealth skill check, make a Use the Force skill check to use the Farseeing power, or make an attack roll, you can choose to reroll but must take the second result even if it is worse. You may do this a number of times per day equal to the number of Force Points you spent during the ritual. At the end of the day, you gain back Force Points equal to the number of rerolls you have remaining.

         Prerequisite: Force Sensitive.

         Findsman's Foresight: Whenever you make a Perception skill check to avoid surprise, you may roll twice and keep the better result.

         Prerequisite: Findsman Ceremonies.

         Omens: Whenever an ally within 10 squares of you and line of sight rolls a natural 1 or 20 on an attack roll, you gain a +2 insight bonus t othe next attack you make before the end of your next turn, or a +2 insight bonus to Reflex Defense until the end of your next turn, your choice.

         Prerequisite: Findsman Ceremonies.

         Target Visions: Once per encounter, when an enemy creature within 6 squares of you moves, make a melee or ranged attack as a reaction to their movement.

         Prerequisite: Findsman Ceremonies.

         Temporal Awareness: Once per encounter, as a reaction to an enemy's attack you may move up to your speed.

    

Misfortune

       Befuddle: if you succeed on a deception check against a target's Will Defens as a swift action, until the start of          your next turn you can move through the threatened area     of that target as a part of your move action without          provoking an attack of opportunity. Each threatened    square counts as 2 squares of movement.

         Cunning Strategist: You can create opportunities to ship     away at your opponent's defenses. You can use each of the        following abilities once per encounter as a standard   action:

      Create Opening: Make an attack. If you damage the target, it takes a -5 penalty to its Reflex Defense until the start of your next turn.

      Crippling Attack: Make an attack. If you damage the target, it takes a -2 penalty to its speed until the start of your next turn.

      Vicious Attack: Make two separate attack rolls at -5 penalty each at 2 enemies within 2 squares of each other, but roll damage only once

     Prerequisites: Disruptive, Walk the Line.

     Dastardly Strike: Whenever you make an attack against an

opponent that is denied its Dexterity bonus to Reflex Defense, the target is moved -1 step down 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 supress all morale and insight bonuses applied to enemies in

your line of sight.

    Hesitate: You can your opponent with doubt by making a Deception check as a standard action against a single target that can hear and understand you within line of sight. If your check equals or exceeds the target's Will Defense, the target takes a -2 penalty to its speed, and if the target takes a standard action, it must also take a swift action. This penalty lasts until the end the target's next turn.

    Improved Befudddle: As Befuddle, but the threatened area only costs 1 square of movement, as normal.

    Improved Skirmisher: As skirmisher, excpet you also gain a +1 bonus to all your defenses until the start of your next turn.

    Prerequisite: Skirmisher.

    Skirmisher: If you move at least 2 squares before you attack and end your move in a different square than where you started, you gain +1 bonus on attack rolls until the start of your next turn.

    Sneak Attack: Any time your opponent is denied their Dexterity bonus to Reflex Defense, you deal +1d6 points of damage with a succesful melee attack or a ranged attack within 6 squares.

       You may select this talent multiple times. Each tiime you do, you gain an additional die of damage, to a maximum of +10d6.

     Sow Confusion: Once per encounter, as a standard action, you can make a Deception check and compare the result to the result to the Will Defense of all enemies in line of sight. If the check result equals or exceeds the targets Will Defense, that target must spend a swift action in addition to a standard action to make an attack until the start of your next turn.

    Prerequisite: Hesistate.

    Sudden Strike: Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal Sneak Attack damage in addtition to the normal damage dealt by the attack.

    Prerequisites: Skirmisher, Sneak Attack.

     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 take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken.

    Prerequisite: Dispruptive.

     Weakening Strike: Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose not to move them down the condition track and instead impose a -5 penalty to your opponent's attacks and melee damage until the end of your next turn.

    Prerequisite: Dastardly Strike.