Adept Negotiator: As a standard asction, you can weaken the resolve of one of the enemy with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result is equals or exceeds the target's Will Defense, it moves
-1 step down the condition track. The target gets a +5 bonus to its Will Defense it is higher level than you. If the target reaches the end of the track, it does not fall unconcious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or your allies attack them or their allies first. This is a mind-affecting effect.
Cleanse Mind: Once per turn as a swift action, you can remove one ongiong mind-affecting effect from a single allied target in line of sight.
Consular's Vitality: Once per round as a swift action, you grant one ally within 12 squares of you in line of sight bonus HP equal to (5+CHA mod). These bonus HP last until the beginning of your next turn, at which point any remaining bonus HP are lost. And any damage dealt to that ally comes out of bonus HP first. You take a -5 penalty to Use the Force checks until the beginning of your next turn.
Force Persuasion: You can use your Use the Force modifier instead of your Persuasion check modifier when making Persuasion checks. You are considered trained in the Persusuasion skill for the purposes of using this talent. If you are entitled to a persuasion check reroll, you may reroll your Use the Force check instead (subject to circumstance and limitation).
Force of Will: You gain a +2 insight bonus to Will Defense. Also, as a swift action, you can spend a Force Point to give all allies within 6 squares of you a +2 insight bonus to Will Defense that lasts until the end of the encounter. This effect does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on in the combat. Aliies must remain within 6 squares of you to retain this bonus, and they lose it if you are knocked unconcious or killed. This is a mind-affecting effect.
Improved Consular's Vitality: Whenever you damage a target with a lightsaber attack, you may use Consular's Vitality as a free action instead of a swift action until the start of your next turn.
Prerequisite: Consular's Vitality.
Master Negotiatior: If you successfully use the Adept Negotiator talent, your target moves an additional -1 step down the condition track. (-2 steps total).
Skilled Advisor: You can spend a full-round action advising an ally, thereby granting them a +5 bonus on their next skill check. If you spend a Force Point, the bonus increases to +10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.
Acrobatic Recovery: Whenever an effect would knock you prone, you can make a DC 20 Acrobatics check to remain standing.
Elusive Target: When Fighting opponent or mulitple opponents in melee, other opponents, attempting to target you with ranged attacks take a -5 penalty. This penalty is in addition to the normal -5 penalty for shooting into melee (-10 total) making the penalty to target you -10, or -5 for someone with the Precise shot feat.
Exposing Strike: When you use a lightsaber to deal damage to a target, you can spend a Force Point to make the target flat-footed until the end of your next turn.
Force Intuition: You can use your Use the Force modifier instead of your Initiative check modifier when making Initiative checks. You are considered trained in the Initiative skill for the purposes of using this talent. If you are entitled to an Initiative check reroll, you may reroll your Use the Force check instead (subject to circumstance and limitation).
Forceful Warrior: When you score a critical hit with a lightsaber, you gain a 1 temporary Force point. If the Force Point is not spent before the end of the combat, it is lost.descript
Guardian Strike: Whenever you use a lightsaber to successfully deal damage to a target, that target takes a -2 penalty on attack rolls against any target other than you until the end of your next turn.
Moblie Combatant: When you end your movement adjacent to an opponent, you can spend a swift action to activate this talent. If the designated opponent moves or withdraws before the beginning of your next turn, you can choose to move with that opponent, up to a total distance equal to your current speed. Unless your opponent uses the withdraw actionor makes an Acrobatics check to avoid attacks of opportunity, its movement provokes an attack of opportunity from youfor th first square moved as normal (but not subsequent squares moved). If you target moves farther than your speed, you must still end you must still end this movement closer to the target than when you began.
Resilience: You can spend a Force Point as a swift action to move +2 steps on the condition track.
Clear Mind: You may reroll any opposed Use the Force check made to avoid being detected by other Force users. You must take the result of the reroll, even if it's worse.
Dampen Presence: When you interact with another sentient creature, you can use a swift action to reduce the impression you leave on it. When you have finished interacting with the creature, you make a Use the Force check, and if the check result exceeds the target's Will Defense, it does not remember interacting with you once you are gone. A target that is higher in level than you are gets a +5 bonus to its Will Defense to resist this ability. This is a mind-affecting effect.
Dark Side Sense: Jedi following the path of Sentinel becom exceptionally talented at rooting out evil. You may reroll any Use the Force roll made to sense the presence of and relative location of characters with a Dark Side score of 1 or higher. You must take the result of the reroll, even if it's worse.
Dark Side Scourge: Against creatures with a Dark Side score of 1 or higher you deal extra damage on melee attacks equal to your Charisma bonus (minimum+1)
Prerequisite: Dark Side Sense
Resist the Dark Side: You gain a +5 Force bonus to all Defense scores against Force powers with the [Dark Side] descriptor and Force powers originating from any Dark Force User ( that is, any Force User with a Dark Side score equal to their Wisdom score).
Prerequisite: Dark Side Sense.
Sentinel's Strike: If you have concealment against a target, you gain a +2 bonus on attack rolls against the target.
Steel Resolve: When you use a standard action to make a melee attack, you can take a penalty of -1 to -5 on your attack roll and add twice the value (+2 to +10) as an insight bonus to your Will Defense. This bonus may not exceed your base attack bonus. The changes to attack rolls and Will Defense last until the start of your next turn.
Unseen Eyes: Whenever you use the Force Haze or Cloak powers, anyone hidden by them can reroll any Perception skill check and keep the better result. Additionally, allies hidden by the power gain a +2 bonus on damage rolls against enemies that are unaware of them.
Prerequisites: Clear Mind, Force Haze or Cloak.
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.