Jedi Knight Talents

 

ARMOR SPECIALIST

     All of these talents require that you be porficient with the armor that you are wearing.

     ARMOR MASTERY: The maximum Dexterity bonus of your armor increases by +2.

         Prerequisite: Armored Defense

         Armored Defense: When calculating your Reflex Defense, you may add either your armor bonus or your heroic level, whichever is greater.

         Improved Armored Defense: As Armored Defense, except you choose between your armor bonus or ½ your heroic level and your armor bonus.

         Prerequisite: Armored Defense.

         Juggernaut: Your armor does not reduce your speed or the distance you can move when running.

         Prerequisite: Armored Defense.

         Second Skin: Your armor bonus to Reflex Defense and equipment bonus to Fortitude Defense increase by +1.

         Prerequisite: Armored Defense.

 

Duelist

     Force Fortification: As a reaction, you can spend a Force Point to negate a critical hit against you and take normal damage instead. You can spend this Force Point even if you've already spent a Force Point earlier in the round.

         Greater Weapon Focus (Lightsabers): You gain a +1 bonus on attack rolls made with lightsabers. This bonus stacks with the bonus provided by the Weapon Focus (Lightsabers) feat.

         Prerequisite: Weapon Focus (Lightsabers).

         Greater Weapon Speciliazation (Lightsabers): Whenever you succesfully attack any enemy with a lightsaber, you deal +2 points of damage. This bonus stacks with the bonus provided by the Weapon Specialization (Lightsabers) talent.

         Prerequisite: Weapon Specialization (Lightsabers), Greater Weapon Focus (Lightsabers).

         Improved Lightsaber Throw: You can spend a Force Point when you use your Lightsaber Throw talent to target all enemies ina 6-square line originating in your square. You make a single ranged attack roll against each of the target's Reflex Defense.  If your attack roll exceeds a target's Reflex Defense, they take normal lightsaber damage, and half damage if you miss. This attack is considered to be an area attack.

         You can pull your lightsaber back to your hand as a swift action by making a DC 20 Use the Force skill check.

         Prerequisite: Lightsaber Throw.

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

         Severing Strike: When you deal damage with a lightsaber that is greater than or equal to the target's damage threshold and current HP, you may choose to use this talent. Instead of dealing full damage, you instead deal half damage to your target and move them -1 step down the condition track. In addition, you sever one of the target's arms at the wrist or the elbow, or legs at the knee or ankle (your choice).

         Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a -5 penalty on skill and ability checks keyed to Strength and Dexterity. Severing part of a leg knocks the target prone, reduces the target's speed by half, reduces it's carrying capacity by half, and imposes a -5 penalty on skill and ability checks keyed to Strength and Dexterity.

         Because of the severity of such an injury, losing part of a limb causes a persistent condition that can only be removed by having surgery succesfully performed on you. A cybernetic replacement limb negates the penalties for the missing limb.

         Thrown Lightsaber Mastery: Any target succesfully struck by a lightsaber throw moves at ½ speed (round down) until the beginning of your next turn.

         Prerequisite: Improved Lightsaber Throw.

 

Jedi Archivist

     Direct: As a standard action, you can return one spent Force power to the suite of any ally within 6 squares of you in line of sight.

         Impart Knowledge: You can aid another on the Knowledge checks of any ally within 6 squares of you as a reaction for Knowledge skills you are trained in.

         Prerequisite: Skilled Advisor.

         Insight of The Force: You can make a Use the Force skill check in place of a Knowledge skill check for any Knowledge skill you are not trained in. You are considered trained in that Knowledge skill for purposes of using this talent. If you are entitled to a Knowledge skill check reroll, you can reroll your Use the Force skill check instead.

         Master Advisor: When you use the Skilled advisor talent, the ally gains one temporary Force Point at the end of their next turn. If the Force Point is not spent before the end of the encounter, it is lost.

         Prerequisite: Skilled Advisor.

         Scholarly Knowledge: As a swift action, you can reroll any Knowledge skill check you are trained in and keep the better of the two results.

        

 

Jedi Healer

     Force Treatment: You can make Use the Force skill check in place of a Treat Injury skill check. You are considered trained in the Treat Injury skill for purposes of using this talent. If you are entitled to a Treat Injury skill check reroll, you may reroll your Use the Force skill check instead.

         Healing Boost: When you use the Vital Transfer Force power, you heal +1 point of damage per Jedi Knight class level.

         Prerequisite: Vital Transfer.

         Improved Healing Boost: When you use the Vital Transfer Force power, you heal +2 point of damage per Jedi Knight class level.

         Prerequisite: Healing Boost.

         Soothe: When using Vital Transfer to heal somebody, you can move the target +1 step on the condition track in exchange fo 1xcharacter level's healing.

         Prerequisite: Vital Transfer.

 

Lightsaber Combat

     Block: As a reaction, you may negate a melee attack by making successful a Use the Force check. The DC of the skill check is the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have you used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to used this talent, and you must be aware of the attack.

         Deflect: As a reaction, you may negate a ranged attack with a successful Use the Force check. The Dc of the skill check is the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited and ignited to ues this talent, and you must be aware of the attack.

         You can use this talent to deflect some of the barrage of shots fired by a ranged weapon on autofire or from the the Force Lightning Force power. If you succeed on your Use the Force check, you take no damage on a miss, and half damage on a hit. This talent has no effect on other area effect attacks, unless otherwise noted.

         This Talent cannot be used to negate attacks made by Colossal (frigate) or larger scale wepons.

         Lightsaber Defense: As a swift action, you can use you lightsaber to parry your opponent's attacks, gaining a +1 deflection bonus to your Reflex Defense until the start of your next turn. You must have have a drawn and ignited lightsaber to use this talent. And don't gain the bonus against attacks you aren't aware of.

         You may take this talent multiple times. Its effects stack (Maximum +3).

         Weapon Specialization: You gain a +2 damage bonus on melee attacks with lightsabers.

         Prerequisite: Weapon Focus (Lightsabers)

         Lightsaber Throw: You can hurl a lightsaber as a standard action, treating it as a thrown weapon, You are considered proficient with the thrown lightsaber, and you apply the normal range penalties. The thrown lightsaber deals normal weapon damage if it hits.

         If your target is no more than 6 squares away, than you can pull your lightsaber back to your hand as a swift action by making a DC 20 Use the Force check.

         Redirect Shot: Once per round, when you succesfully deflect a ranged attack, you can make an immediate ranged attack against another target in line of sight. Aplly normal range penalties, not counting the distance the bolt traveled to reach you. If the attack succeeds, it deals normal weapon damage.

         Only single blaster bolts can be redirected, not autofire barrages or other types of projectiles.

         Prerequisite: Deflect

 

Lightsaber Forms

     Ataru: You may use your Dexterity bonus in place of your Strength bonus when using a lightsaber (including for when you calaculate damage bonuses).

         Ataru Mastery: You may make a full-attack as a standard action.

         Prerequisite: Ataru, BAB+12.

         Djem So: Once a round when an opponent hits you with a melee attack, you may spend a Force Point as a reaction to make an immediate attack against that opponent (the attack does not need to deal damage for this talent to be effective).

         Djem So Mastery: You do not need to expend a Force Point when using your Djem So talent.

         Prerequisite: Djem So, BAB+12

         Jar'Kai: When you use the Lightsaber Defense talent, you gain twice the normal deflection bonus to your Reflex Defense when you are wielding two lightsabers.

         Prerequisites: Lightsaber Defense, Niman, Dual Weapon Mastery I.

         Jar'Kai Mastery: When you use the Lightsaber Defense talent, you may add the bonus to any Block or Deflect attempts made.

         Prerequisites: Jar'Kai, Block or Deflect, BAB+12

         Juyo: Once per encounter, you may spend a Force Point as a swift action to designate a single opponent in line of sight. For the remainder of the encounter, you may reroll your first attack roll against them each round, keeping the better result.

         Prerequisites: Weapon Focus (Lightsabers), Weapon Specialization (Lightsabers), BAB+10.

         Juyo Mastery: As Juyo, but you need not expend a Force Point. However, if you do, you may reroll all of your attacks against that target in a single round, rather than just the first.

         Prerequisite: Juyo, BAB+15.

         Lus-Ma: When wielding a double lightsaber, you may add the bonus from Lightsaber Defense to Reflex Defense as normal, or as a bonus to attacks.

         Prerequisite: Lightsaber Defense, Dual Weapon Mastery I.

         Lus-Ma Mastery: You add the bonus from Lightsaber defense to both Reflex Defense and to attacks.

         Prerequisite: Lus-Ma, BAB+12.

         Makashi: When wielding a single lightsaber in one hand, the deflection bonus you gain from the Lightsaber Defense talent increases by +2 (to a maximum of +5).

         Prerequisites: Lightsaber Defense, Melee Defense.

         Makashi Mastery: You do not need to spend an action to activate Lightsaber Defense.

         Prerequisite: Makashi, BAB+12.

         Niman: When wielding a lightsaber, you gain a +1 insight bonus to your Reflex Defense, Fortitude, and Will Defense.

         Niman Mastery: You gain a +3 insight bonus to Reflex Defense, Fortitude Defense, and Will Defense while wielding a lightsaber.

         Prerequisite: Niman, BAB+12.

         Shien: When you redirect a blaster bolt, you gain a +5 bonus on your ranged attack roll.

         Prerequisites: Redirect Shot.

         Shien Mastery: You may redirect any Force power with the Energy descriptor that targets your Reflex defense. Both attacks are resolved normally.

         Prerequisite: Shien, Rebuke, BAB+12.

         Shii-Cho: When using the Block or Deflect talents, you only take a -2 penalty on your Use the Force skill check for every use of Block or Deflect since the beginning of your last turn.

         Prerequisites: Block, Deflect.

         Shii-Cho Mastery: You take no penalty for repeated uses of the Block or Deflect talents.

         Prerequisite: Shii-Cho, BAB+12.

         Sokan: You may take 10 on Acrobatics skill checks to tumble even when rushed or threatened. Additionally, each threatened or occupied square that you tumble through only costs 1 square of movement.

         Prerequisite: Acrobatic Recovery.

         Sokan Mastery: Whenever you take the Force Training feat, you gain a free use of Surge. You gain one use of Surge for every time you have already taken Force Training.

         Prerequisites: Sokan, BAB+10.

         Soresu: You may reroll a failed Use the Force skill check when using the Block or Deflect talents.

         Prerequisites: Block, Deflect.

         Soresu Mastery: You may add ½ your heroic level as a competence bonus to Block and Deflect attempts.

         Prerequisite: Soresu, BAB+12.

         Trakata: When wielding a lightsaber, you may take two swift actions to make a Deception skill check to feint in combat.

         Prerequisites: Weapon Focus (Lightsabers), Weapon Specialization (Lightsabers), BAB+12.

         Trakata Mastery: You may make a Deception check to feint in combat with a lightsaber as a single swift action.

         Prerequisites: Trakata, BAB+15

         Vaapad: When attacking with a lightsaber, you score a critical hit on a roll of a natural 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a 19 and still miss the target, you do not score a critical hit.

         Prerequisite: Juyo.

         Vaapad Mastery: You deal triple damage on a critical hit with a lightsaber, or quadruple if you have the Triple Crit feat.

         Prerequisite: Vaapad, Juyo Mastery, BAB +18.

 

Padawan Learner

     Padawan: You gain a follower. The follower gains the Force Sensitive feat, and training in the Use the Force skill.

         You may only take this talent once, unlike other follower talents.

         Padawan's Training: Your padawan gains the Force Training feat.

         Prerequiiste: Padawan.

         Padawan's Force: You may use any of the follwing actions on your turn.

      Aid Me, padawan: Whenever you activate a Force power, your padawan can assist as part of the same action.

      Do As I Do: Whenever you activate a Force power, your padawan can activate the same Force power as part of the same action.

      Instruction: You may use the aid another action on your padawan as a move action.

         Padawan's Lightsaber Training: Your padawan gains the Block, Deflect, and Lightsaber Defense, talents if you have them.

         Prerequisite: Block or Deflect or Lightsaber Defense

         Padawan's Attack: You and your padawan may both take a attack action as a standard action. You each take a -5 penalty to your attacks.

         Padawan's Assistance: You may use any of the following actions on your turn.

o      Improved Flanking: Make a melee attack. If your padawan is flanking to the target, you gain a +4 circumstance bonus to attack (instead of +2).

o      Dual Defense: When you use Lightsaber Defense, you gain an additional +1 if your padawan is adjacent to you.

o      Dual Deflection: If you are adjacent to your padawan, you gain a +2 circumstance bonus to Block or Deflect attempts.

o      Dual Strike: Make a melee attack. If your padawan is adjacent to the target, you deal +2 points of damage.

         Prerequisite: Padawan's Lightsaber Training.