Elite Trooper Talents

 

Camoflage

     Hide In Plain Sight: Once per encounter, when you are within 2 squares of cover or concealment, you can move to that cover and make a Stealth check to hide as a single move action.

         Prerequisites: Hidden Movement, Improved Stealth.

     Hidden Movement: You take no penalty to your Stealth skill when moving at your normal speed.

         Prerequisite: Improved Stealth.

         Hunker Down: 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, and improved cover to total cover.

         Improved Stealth: You may choose to reroll any Stealth skill check, but you must accept the result of the reroll.

         Shadow Striker: You excel at fighting from the shadows, hitting your ooponents where they least expect it. You can use each of the following abilities once per encounter as a standard action:

         *Blinding Strike: Make an attack. If you damage the target,   you gain total concealment against them until the          beginning of your next turn.

         *Confusing Strike: Make an attack. If you have concealment against the target, or if they are denied there Dexterity   bonus to Reflex Defense, then a successful (damaging)        attack also causes the opponent to only be able to take a    swift action on their next turn.

         *Unexpected Attack: Make an attack against a target you      have concealment against. You gain a +2 bonus on this   attack, or +5 if you have total concealment.

         Prerequisites: Hidden Movement Improved Stealth.

         Total Concealment: Any situaution that would grant you concealment instead grants you total concealment.

         Prerequisites: Hidden Movement, Improved Stealth.

 

Commando

       Battle anaylysis: As a swift action, you can make a DC 15 Knowledge (Tactics) skill check. If successful, you know which allies and opponents in line of sight are at less than half their maximum normal HP.

         Cover Fire: When you make a ranged attack with a pistol or a rifle, all allies within 6 squares of you when the attack is made gain a +1 bonus to Reflex Defense until the start of your next turn. Allies don't need to be in line of sight to gain this bonus. The bonus increases to +2 if you make a ranged attack with a heavy weapon, and +3 with any autofire weapon.

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

         Draw Fire: As a swift action make a persuasion check and compare the result to all opponents in line of sight. If the check result equals or exceeds an opponent's Will Defense, that target cannot attack any character within 6 squares of you unitl the start of your next turn as long as you do not have cover against cover aginst them.

         Harm's Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the effects inyour ally's stead (the attack rolls are stiill compared to the ally's defenses). Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your ally against a given attack provided the decision is made before the attack roll is made. The ally must remain adjacent to you for this talent to remain in effect.

         Indomitable: Once per day as a swift action, you can move +5 steps on the condition track. This does not remove persistent conditions.

         You can take this talent multiple times. Each additional selection adds another use.

       Man Down: Whenever an ally within 6 squares is reduced to 0 HP, you can immediately move up to your speed toward that ally as a reaction. This movement does not provoke attacks of opportunity.

         Tough As Nails: You can catch a second wind one additional time per day.

 

Critical Master

     Deny Move: When you score a critical hit with an attack, your target cannot move on their next turn.

         Prerequisite: Reduce Mobility

         Extended Critical Range (Heavy Weapons): When you are using any kind of heavy weapon, you extend the weapon's crtical range by 1. 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.

         Prerequisites: BAB+10.

         Extended Critical Range (Rifles): When you are using any kind of rifle, you extend the weapon's crtical range by 1. 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.

         Prerequisites: BAB+10.

         Flurry Attack: Choose a single exotic weapon or weapon group you are proficient with. When you score a critical hit with a weapon of that type, you can make one immediate extra attack against any other target in range. You may only use this talent once per turn.

         You may take this talent more than once. Its effects do not stack. Each time you select it, it applies to a new exotic weapon or weapon group.

         Knockback: Whenever 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 one 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 opponent into a solid object or another creature's fighting space.

         Reduce Defense: When you score a critical hit, your target takes a -2 penalty to Reflex Defense until they are fully healed.    

         Reduce moblilty: When you score a critical hit, you reduce your target's speed by half until they are fully healed.

 

Melee Specialist

     Accurate Blow: Choose a single exotic melee weapon or melee weapon group (simple weapons, advanced melee weapons, lightsabers) with which you are proficient. When you make an attack with the chosen weapon type, an the attack roll exceeds the target's Reflex Defense by 5 or more, you deal +1 die of damage.

         Close-Quarters Fghting: 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 the target.

         Ignore Armor: Once per encounter, you can ignore all effects of an opponent's armor for a single attack.

         Improved 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 or full-round action on its next turn.

         Prerequisite: Stunning Strike.

         Whirling Death: Any enemy target that begins and ends its turn adjacent to you takes damage equal to your strength bonus. You must be wielding a melee weapon to use this talent.

         Prerequisite: Melee Smash, Unrelenting Assault.

 

Republic Commando

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

         Higher Yield: Once per encounter, you choose to deal +2 dice of damage with one grenade or other explosive.

         Prerequisite: Mechanics Training.

         Rapid Reload: You retrive a stored energy cell or clip and reload your weapon as a single swift action.

         Shoulder To Shoulder: Whenever you begin your turn adjacent to an ally, you gain a number of bonus HP equal to your heroic level.

         Strength In Numbers: If you are within 10 squares of an ally, you add +2 to your DR.

         Weapon Shift: If you use a ranged weapon as a melee weapon, you gain a +2 to attack rolls with that weapon.

 

Weapon Master

     Controlled Burst: Your penalty when making an autofire attack or using the Burst Fire feat (or similar effects) is reduced to -2. When you brace an autofire-only weapon, you take no penalty on the attack roll.

         Exotic Weapon Mastery: With one minute of uninterrupted study, you are considered proficient with any exotic weapon you come across.

         Greater Devastating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a succesful attack with a weapon of that type, you treat your target's damage threshold as if it were 10 lower than it actually is. This replaces (not stacks with) Devastating Attack.

         You may take this talent more than once. Its effects do not stack. Each time you select it, it applies to a new exotic weapon or weapon group.

         Prerequisites: Greater Weapon Focus, Devastating Attack, and Weapon Focus.

         Greater Penetrating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a succesful attack with a weapon of that type, you treat your target's DR as if it were 10 lower. This replaces (not stacks with) Penetrating Attack.

         You may take this talent more than once. Its effects do not stack. Each time you select it, it applies to a new exotic weapon or weapon group.

         Prerequisites: Greater Weapon Focus, Penetrating Attack, and Weapon Focus.

         Greater Weapon Focus: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make an attack roll with a weapon of that type you add +1 to the attack roll. This bonus stacks with the bonus gained from the Weapon Focus feat.

         You may take this talent more than once. Its effects do not stack. Each time you select it, it applies to a new exotic weapon or weapon group.

         Prerequisites: Weapon Focus.

         Greater Weapon Specialization: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a succesful attack with a weapon of that type, you gain a +2 bonus to the damage roll. This bonus stacks with the bonus gained from Weapon Specialization.

         You may take this talent more than once. Its effects do not stack. Each time you select it, it applies to a new exotic weapon or weapon group.

         Prerequisites: Greater Weapon Focus, Weapon Focus, and Weapon Specialization.

         Multiattack (Heavy Weapons): Whenever you make multiple attacks with any type of heavy weapon as a full attack action, you reduce the penalty on your attack rolls by 2.

         You may take this talent multiple times. Its effects stack.

         Multiattack (Rifles): Whenever you make multiple attacks with any type of rifle as a full attack action, you reduce the penalty on your attack rolls by 2.

         You may take this talent multiple times. Its effects stack.