Avert Disaster: Once per encounter, you can turn a critical hit against you into a normal hit.
Prerequisite: Fool's Luck.
Better Lucky Than Dead: Once per Encounter, as a reaction, you gain a +5 bonus to any one defense until the start of your next turn.
Prerequisite: Fool's Luck.
Dumb Luck: You are possessed of incredible luck and an uncanny ability to succeed where others would fail. You can use each of the following abilities once per encounter as a standard action:
á Elude Enemy: Make an attack. If you damage your target, you gain a +2 bonus to Reflex Defense against them until the beginning of your next turn.
á Escape: Make an attack. If your target damages you before the start of your next turn, you can immediately move 2 squares as a reaction. This movement does not provoke attacks of opportunity
á Make Your Own Luck: Make an attack. If you miss, you gain a +2 bonus on your next attack roll.
Prerequisites: Knack, Lucky Shot.
Fool's Luck: As a standard action, you can spend a Force Point to gain on of the following benefits for the rest of the encounter:
á A +1 luck bonus on attack rolls.
á A +5 luck bonus on skill checks.
á A +1 luck bonus to all defenses.
Fortune's Favor: Whenever you score a critical hit with an attack, you gain a free standard action. You must take the action before the end of you current turn, or else it is lost.
Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble.
You can select this talent multiple times, gaining an additional +2 bonus each time.
Knack: once per day, you can reroll a skill check and take the btter result.
You can take this talent multiple times, each selection gaining you an additional use.
Labyrinthine Mind: Once per encounter, as a reaction, you become immune to all mind-affecting effects until the end of your next turn (you can choose to ignore this for beneficial effects). Any mind-affecting effects curretly affecting you are removed, though you can choose to retain any beneficial effects you currently have.
Lucky Shot: Once per day, you can reroll an attack roll and take the better result.
You can take this talent multiple times. Each selection gaining an additional use.
Ricochet Shot: When making a ranged attack against a target that has cover, you can choose to reduce the benefit of the cover by one step, from improved cover to cover, or from cover to no cover. You deal half damage with this attack.
Prerequisites: Knack, Lucky Shot
Uncanny Luck: Once per encounter, you can consider any single d20 roll of 16 or higher to be a natural 20.
Prerequisites: Knack, Lucky Shot
Unlikely Shot: Once per encounter, you can reroll the damage of one attack and take the better result.
Prequisites: knack, Lucky Shot.
Befuddle: if you succeed on a deception check against a target's Will Defens as a swift action, until the start of your next turn you can move through the threatened area of that target as a part of your move action without provoking an attack of opportunity. Each threatened square counts as 2 squares of movement.
Cunning Strategist: You can create opportunities to ship away at your opponent's defenses. You can use each of the following abilities once per encounter as a standard action:
á Create Opening: Make an attack. If you damage the target, it takes a -5 penalty to its Reflex Defense until the start of your next turn.
á Crippling Attack: Make an attack. If you damage the target, it takes a -2 penalty to its speed until the start of your next turn.
á Vicious Attack: Make two separate attack rolls at -5 penalty each at 2 enemies within 2 squares of each other, but roll damage only once
Prerequisites: Disruptive, Walk the Line.
Dastardly Strike: Whenever you make an attack against an
opponent that is denied its Dexterity bonus to Reflex Defense, the target is moved -1 step down the condition track.
Disruptive: By Spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you supress all morale and insight bonuses applied to enemies in
your line of sight.
Hesitate: You can your opponent with doubt by making a Deception check as a standard action against a single target that can hear and understand you within line of sight. If your check equals or exceeds the target's Will Defense, the target takes a -2 penalty to its speed, and if the target takes a standard action, it must also take a swift action. This penalty lasts until the end the target's next turn.
Improved Befudddle: As Befuddle, but the threatened area only costs 1 square of movement, as normal.
Improved Skirmisher: As skirmisher, excpet you also gain a +1 bonus to all your defenses until the start of your next turn.
Skirmisher: If you move at least 2 squares before you attack and end your move in a different square than where you started, you gain +1 bonus on attack rolls until the start of your next turn.
Sneak Attack: Any time your opponent is denied their Dexterity bonus to Reflex Defense, you deal +1d6 points of damage with a succesful melee attack or a ranged attack within 6 squares.
You may select this talent multiple times. Each tiime you do, you gain an additional die of damage, to a maximum of +10d6.
Sow Confusion: Once per encounter, as a standard action, you can make a Deception check and compare the result to the result to the Will Defense of all enemies in line of sight. If the check result equals or exceeds the targets Will Defense, that target must spend a swift action in addition to a standard action to make an attack until the start of your next turn.
Stymie: Once per round as a swift action, you can designate a target within 12 squares and line of sight as the target of this talent. Until the beginning of your turn, you can cause the target to take a -5 penalty on all checks made with a single skill. You must declare which skill is being penalized when you activate this talent.
This is a mind-affecting effect.
Sudden Strike: Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal Sneak Attack damage in addtition to the normal damage dealt by the attack.
Prerequisites: Skirmisher, Sneak Attack.
Walk the Line: As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken.
Weakening Strike: Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose not to move them down the condition track and instead impose a -5 penalty to your opponent's attacks and melee damage until the end of your next turn.
Prerequisite: Dastardly Strike.
Advantageous Opening: When an enemy or ally in line of sight rolls a natural 1 on an attack roll, you can make an attack against a single target within range.
Retribution: When a target moves one of your allies in your line of sight down the condition track by any means, you gain a +2 insight bonus to your attack rolls against that target until the start of your next turn.
Slip By: When you damage a target, until the beginning of your next turn, you can move through that target's space. Moving through that target's space might still provoke attacks of opportunity, and you must end your movement in a legal space.
Thrive On Chaos: When an enemy or ally within 20 squares of you is reduced to 0 HP, you gain bonus HP equal to (5+ ½ character level). Damage is subtracted from bonus HP first, and bonus HP remaining at the end of the encounter go away. Multiple instances of this talent do not stack.
Prerequisite: advantageous Opening.
Vindication: When you reduce an enemy to 0 HP, or move them to the bottom of the condition track, your next attack made before the end of the encounter deals +1 die of damage.
Fast Repairs: Whenever you jury-rig an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Mechanics check.
Hot Wire: You can use youe Mechanics skill instead of Use Computer to improve access to computer. You are trained in Use Computer for the purposes of this talent. If you are entitled to a Use Computer check reroll, you may reroll your Mechanics skill.
Quick Fix: Once per encounter, you may jury-rig an object or vehicle that is not disabled. All normal benefits and penalties apply.
Personalized Modifications: As a standard action, you may tweak the setting, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus to attack rolls and +2 bonus equipment bonus on damage rolls with that weapon. You can only use this with a weapon that requires a power cell to operate.
Electronic Forgery: You can use you Use Computer skill in place of Deception to create a deceptive appearance with forged electronic documents.
Electronic Sabotage: You excel at causing havoc with computers and electronics. As a standard action, you can lock down a computer terminal by making a Use Computer check, making it potentially difficult for anyone else to access. That computer is considered unfriendly to anyone other than you who attempts to use it, and the result of your Use Computer check replaces the computer's Will Defense for purposes of changing its attitude. This effect ends if anyone else improves it attitude to indifferent. You cannot take 20 on this skill check.
Gimmick: You can issue a routine command to a computer as a swift action.
Master Slicer: You can reroll the Use Computer made to improve access on a computer, keeping the better result.
Trace: You can substtute your Use Computer skill check for any Gather Information check, provided that you have acceess to a computer.
Virus: You can substitute a Use Computer check for a Mechanics check when disabling a computerized device. The effort takes 1 minute and the DC is equal to the computers Will Defense. In addition, whenever anyone accesses the affected using the droid or another computer, that computer or droid's attitude immediately become's unfreindly.
Prerequisite: Electronic Sabotage.
Security Slicer: You are a security expert. You don't need a security kit to make a Mechanics check to disable a security device. Additionally, something goes wrong only if you fail by 10 or more.
Art of Concealment: Some smugglers are adept at hiding contraband and weapons, even on their person. When making a Stealth check to conceal an item, you can take 10 even under pressure. Additionally, you can conceal an item as a swift action.
Fast Talker: Smugglers must be to explain dicrepancies in their cover stories. Once per day, you can take 20 on a Deception check as a standard action when attampting to deceive.
Prerequisite: Art of Concealment.
Hidden Weapons: If you draw a concealed weapon and attack a target that failed to notice the item in the same round, that target is considered flat-footed against you.
Prerequisite: Art of Concealment.
Illicit Dealings: Smugglers have a knack for locating and negotiatin gillicit deals. When making a Persuasion check to haggle for restricted, military, or illegal goods you may roll twice and keep the better result.
Surprise Strike: Sometimes a smuggler has to fight his way out of a bad situation. If you fail a Deception check to convey decpetive information, you can initiate combat and make a single unarmed attack as a free action in the surprise round (or with a melee or ranged weapon, if you have the quick draw feat); all other combatants are surprised even if they are aware of you.
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 a 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.