Master Privateer Talents
Fear Me: Once per encounter, as a reaction to one of your minions being moved down the condition track, you can reduce the steps they are moved down by one. In addition, the target regains HP equal to your heroic level. If the target minion is reduced to 0 HP or moved to the bottom of the condition track, you cannot use this talent on them.
Prerequisite: Attract Minion, Inspire Fear II.
Frighten: Once per encounter, you can esignate a minion as a free action to spread fear aming your enemies. At any point before the end of the encounter, you can activate this ability to force all enemies adjacent to your minion to move 1 square away from your minion. This is a mind-affecting fear effect.
Prerequisite: Attract Minion, Inspire Fear I.
Inspire Fear I: Any opponent whose level is less than equal to your heroic level takes a -1 penalty on attack rolls and skill checks made against you, including Use the Force skill checks made to activate Force powers. This is a mind-affecting fear effect.
Inspire Fear II: As Inspire Fear I, but the penalty is -2.
Prerequisite: Inspire Fear I.
Inspire Fear III: As Inspire Fear I, but the penalty is -5.
Prerequistes: Inspire Fear I, Inspire Fear II.
Notorious: You are well known as a crime lord throughout the sector, perhaps the galaxy. When you are not disguised, you may reroll any Persuasion skill check made to intimidate others, keeping the better result.
Shared Notoriety: When your minions invoke your name, others take note. If you have minions, they may reroll Persuasion skill checks made to intimidate others, but the result of the reroll must be accepted, even if it is worse.
Prerequisite: Notorious, Attract Minion.
Terrify: As a standard action, you can make a Persuasion skill check against any enemy in line of sight that is also affected by your Inspire Fear talent. If you equal or exceed the target's Will Defense, then on its next action the target must spend at least on move action to mive away from you. If the target is somehow prevented from doing so, the penalty from Inspire Fear doubles until the start of your next turn. This is a mind-affecting fear affect.
Prerequisites: Frighten, Inspire Fear II.
Unsavory Reputation: Any opponent that is reduced to ½ its normal HP while within 6 squares of you suffers a -2 penalty on attack rolls and skill checks for the duration of the encounter. This is a mind-affecting fear effect.
Prerequisites: Inspire Fear III, Notorious.
Bloodthirsty: You can perform a coup de grace as move action. Whenever you succesfully perform a coup de grace action and kill the target, all aliies in line of sight gain a +2 morale bonus on attack rolls for the rest of the encounter.
Fight to the Death: Once per encounter, as a swift action, you can fill your companions with renewed vigor. All aliies within 6 squares of you heal damage equal to your heroic level.
Keep Them Reeling: As a standard action, you can make a single melee attack against a target within reach. If the attack hits, you deal no damage, but your target must move or withdraw away from you on its next turn.
Raider's Frenzy: Once per round, when one of your allies within 6 squares succesfully damages a target, you grant all allies in line of sight a bonus to damage rolls against that target equal to ½ your class level until the end of your next turn.
Raider's Surge: Once per encounter, as a standard action, you can make a Deception or Persuasion skill check against each enemy in your line of sight. If the check result equals or exceeds the target's Will Defense, the enemy must withdraw on its next action or take a -1 penalty on its attack rolls until the end of the encounter. This is a mind-affecting effect.
Savage Reputation: All opponents within 6 squares of you take a -1 penalty on all attacks. This is a mind-affecting fear effect.
Take Them Alive: Whenever you or any of your allies within 6 squares of you reduces a target to 0 HP, you can choose to treat that opponent as if they had been reduced to 0 by stun damage.
Armored Spacer: You can use armored specesuits as if you had the armor proficiency (heavy) feat.
Attract Privateer: You attract a loyal privateer lieutenant. The privateer is a nonheroic character who has a class level equal to ¾ of your own, rounded down.
You may select this talent multiple times. Each time you do, you attract another loyal privateer. Each privateer who accompanies you on an adventure is entitled to an equal share of the experience.
Blaster and Blade I: When you make a single attack with an advanced melee weapon as a standard action, you can immediately make an attack with a pistol as a free action, provided you have both weapons in your hands at the time. You apply the normal two-weapon fighting penalties to both of these attacks.
Prerequisites: Dual Weapon Mastery I.
Blaster and Blade II: When you are wielding both an adanced melee weapon and a pistol, you act as though you were weilding the advanced melee weapon in two hands, adding 2 x your STR bonus to damage rolls with it.
Prerequisites: Blaster and Blade I, Dual Weapon Mastery II.
Blaster and Blade III: When you are wielding both an advanced melee weapon and a pistol, you can make a full attack action as a standard action instead of a full-round action, provided you attack with both weapons.
Prerequisites: Blaster and Blade II, Dual Weapon Mastery III.
Boarder: You ignore cover with character-scale attacks while aboard a starship or space station.
Ion Mastery: When attacking with ion weapons, you gain a +1 bonus on attack rolls and deal +1 die of damage.
Multiattack (Advanced Melee Weapons): Whenever you make multiple attacks with any type of advanced melee 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.
Preserving Shot: When you deal damage with a vehicle weapon that is greater than or equal to a target vehicle's current HP, instead of dealing damage, you move it to the bottom of the condition track.
Close Quarters Fighting: When adjacent to an obstacle or barrier you a +2 cover bonus to your Reflex Defense.
Prerequisite: Spacehound, Starship Raider.
Hyperdriven: Once per day while aboard a starship or space station, you can add your class level to anysingle 1d20 roll. The decision can be made after seeing the result of the roll.
Make A Break For It: Once Per Encounter, while in or on a vehicle, you can move up to one half your speed or move the vehicle up to one-half it's speed if you are the pilot, as a swift action. This movement does not provoke attacks of opportunity.
Spacehound: You suffer no penalties for operating in zero-g enviroments and ignore space sickness. You are proficient with all starship weapons.
Starship Raider: You gain a +1 bonus to attack rolls made while aboard a starship or space station, including both attacks with starship weapons and personal weapons fired whiile on board.
Stellar Warrior: Whenever you roll a natural 20 on aa attack roll made aboard a starship or a space station, you gain one temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost.