Prestige Classes Abilities

 

Ace Pilot

Vehicle Dodge:

         You apply a dodge bonus to the reflex defense of any vehicle you pilot. The dodge bonus is equal to ½ your class level, rounded down.

 

Assassin

Mark:

         At the start of an encounter, you can select a single target within line of sight. For the duration of the encounter, you gain a bonus to damage against that target equal to ½ your class level (in addition to the normal +1/2 level bonus). If your target is reduced to 0 HP, you may switch targets as a free action.      

         As swift action, you may sacrifice the bonus to render the target flat-footed against the next attack you make before the end of your turn. The bonus is lost for the remainder of the encounter.

 

Bounty Hunter

Familiar Foe:

         If you spend a full-round action doing nothing but observing the enemy in combat, you gain a bonus to attacks and Reflex Defense against that opponent equal to ½ your class level, rounded down.

 

Crime Lord

Command Cover:

         You gain a +1 cover bonus for every adjacent ally, up to a maximum bonus equal to ½ your class level.

 

Charlatan

Score:

         If you spend a full-round action observing a target, for the remainder of the encounter, you may roll twice and take the better result when making Deception skill checks.

Swindle:

         You can substitute Deception skill checks for Stealth skill checks made to pick someone's pocket. A successful check means you have swindled the target into giving you the item of their own free will. They usually realize what they have done at the end of the encounter.

         At 6th level you gain a +1 bonus to these checks. This bonus increases to +2 at 8th level, and +5 at 10th level.

 

Droid Commander

Networked Minds:

         You designate a number of droid allies equal to ½ your class level, rounded down, as networked. You can affect these droid allies with mind-affecting effects, and are considered to be in line of sight to them if you both have an active commlink.

 

Elite Trooper

Damage Reduction:

         You reduce damage taken by an amount equal to ½ your class level, rounded down.

Delay Damage:

         Once per encounter as a reaction, you can choose to delay the effect of a single attack, ability, or effect used against you. The attack takes effect next turn.

 

Enforcer

Targeted Suspect:

         If you spend a full-round action observing an opponent in combat, you gain a bonus to attack rolls, Persuasion, Deception, and Perception skill checks equal to ½ your class level. The benefit lasts for the remainder of the encounter. You cannot use this ability until after your opponent has acted in combat.

 

Flight Leader

Flight Patterns:

       These are special flight patterns that you have perfected, enhancing you're your flight performance.

 

Gunsel

Deadly Shot

       When wielding pistols, you add your full heroic level as a damage bonus, instead of ½ your heroic level.

 

Force Adept

Force Techniques.

 

Force Disciple

Indomitable:      

         You are immune to any mind-affecting effect you don't wish to be affected by.

Prophet:

         You gain 2 Destiny Points each Force Disciple level (to your normal maximum of your character level). You may sacrifice a Destiny Point when you gain a Destiny Point when you gain a Force Disciple level to have a prophetic vision.

Force Secrets.

 

Gunslinger

Trusty Sidearm:

         You gain a bonus on damage rolls equal to ½ your class level with pistols, in addition to the normal +1/2 level damage.

 

Independent Droid

Independent Spirit: Once per encounter, you can grant yourself a morale bonus to one of your defenses equal to ½ your class level as a reaction.

 

Infiltrator

Unarmed Stun:

         You can deal stun damage with your unarmed attacks. You must declare your intention to stun beforehand. You deal +1 die of damage with your attack, which deals stun damage. You deal +2 dice at 6th level, and +3 dice at 10th level.

Lead Infiltrator:

         Starting at 4th level, you can make a Stealth skill check for a number of allies equal to your Charisma bonus (minimum 1), using your check result as their Stealth check result. At 8th level, you double the number of allies you can lead using this ability. Allies must reamin within line of sight to use this ability.

 

Jedi Knight

Force Techniques.

 

Jedi Master

Fearless:

         You are immune to fear effects.

Serenity:

         You may take a full-round action to begin meditating. When you stop meditating, you automatically gain a natural 20 on your first attack roll or Use the Force skill check. Emerging from the trance is a swift action. You remain aware of your sorroundings during the trance, but are considered flat-footed.

Force Secrets.

 

Master Privateer

Veteran Privateer:

         When you make an attack roll, you can gain a +2 competence bonus to the roll. You can do this a number of time a day equal to ½ your class level, rounded down.

 

Master Tactician

Tactical mastery:

         Any mind-affecting talent that provides a benefit to your allies and normally lasts only a single round (such as Coordinate or assault tactics) now lasts for the remainder of the encounter, or until you end it as free action. You may only have a single such talent active at one time.

 

Medic

Medical Secrets:

      Improved First Aid: When you perform first aid, you heal one additional HP for every point you exceed the DC, in addition to the base healing.

      Improved Heal Damage: On a successful surgery attempt to heal damage, the target recovers an additional number of HP equal to your class level.

      Improved Long-Term Care: On a successful application of long-term care, the target recovers additional HP equal to your class level.

      Improved Perform Surgery: You can perform surgery in half the usual time.

      Improved Revivify: You can use the revivify application of Treat Injury as a standard action instead of a full-round action.

      Improved Treatment: You can treat disease and radiation in 1 hour, instead of 8. Also, you can treat double the normal number of patients.

      Personal Physician: You take no penalties for performing Treat Injury on yourself.

 

Military Engineer

Field Created Weapon:

         As a standard action, you can make a DC 20 mechanics skill check to create a melee or ranged weapon of your choice. The base value of the weapon cannot exceed (600 x class level) credits. Additionally, the weapon grants you (and only you) an equipment bonus to attack rolls equal to ½ your class level. You can use this ability once per encounter, and the weapon is destroyed at the of the encounter.

 

Officer

Command Cover.

Share Talent:

         At every even numbered level, choose a talent you gained from the Officer class. Once per day, you may impart the benefits of that talent to one or more of your allies. An ally must be within 10 squares of you and be able to see and communicate with you to gain the talent; once gained, its benefits last the remainder of the encounter.

         You can share the talent with a number of talents equal to ½ your class level.

         Each time you gain this ability, it applies to a different talent.

 

Outlaw

Fugitive:

         Once per encounter, starting at 2nd level, you can move +1 square when you use the withdraw action. This bonus increases by 1 every even level.

 

Pirate King

Riches and Raiders:

         At first level and every level thereafter, the Pirate King gains one of the following benefits:

      Up to 1/4 your level in heroic level followers.

      Credits as if youd taken the Wealth Talent.

      A special haul (GM fiat).

 

Saboteur

Unexpected Results:

         When an enemy making an attack with a advanced melee weapon, lightsaber, pistol, rifle, or heavy weapon, that weapon is immediately disabled and ceases to function until it recieves bsic repairs.

Destructive:

         Starting at 2nd level, you always deal double damage to unattended objects and vehicles.

Quick Sabotage:

         You cn attempt a Mechanics skill check to disable a device with improvised tools if no security kit is availiable. At 4th level, you can attempt to disable simple devices as a swift action. At 6th level, you can attempt to disable tricky devices as a swift action. At 8th level, you can attempt to disable complex devices using two swift actions.

Master Saboteur:

         When you reach 10th level, you can reroll any Mechanics skill check and keep the better result when handling explosives or disabling devices.

 

Sith Apprentice

Force Techniques.

 

Sith Lord

Fearless:

         You are immune to fear effects.

Temptation:

         You are an adept of Dun Moch, an ancient Sith technique of Dark Side temptation. As a standard action, make a Persuasion skill check and compare it to the Will Defense of a single opponent within line of sight. If successful, the target must add a Dark Side point to its score if it spends a Force Point to score before the start of your next turn or move -1 step down the condition track. The target can still spend Destiny Points as normal.

Force Secrets.

 

Supercommando

Resilience:

         The supercommando never suffers a critical hit on anything less than a natural 20 on an attakc roll – any effect that expands critical range has no effect when used against them.

 

Vanguard

Surprise Attack:

         Whenever you attack a target that is unaware of you or otherwise denied its Dexterity bonus to Reflex Defense, you gain a bonus to your first attack roll in the round against that target equal to ½ your class level, rounded down.