Sith Apprentice Talents
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.
Dark Side Devotee
Channel Aggression: If you succeed on an attack against a flanked opponent or any target that is denied their Dexterity bonus to Reflex Defense, you may spend a Force Point as a free action to deal additional damage equal to 1d6 per class level.
Channel Anger: As a swift action, you may spend a Force Point to gain a +2 rage bonus on melee attack rolls and damage rolls for a number of rounds equal to your 5+your Constitution modifier. At the end of this duration, you move -1step along the condition track.
While raging, you cannot use skills that require patience and concentration, such as Mechanics, Use Computer, and Use the Force.
Prerequisite: Channel Aggression.
Crippling Strike: Whenever you score a critical hit, you may spend a Force Point to also reduce the target's speed by half until they are fully healed.
Prerequisite: Channel Aggression.
Embrace the Dark Side: Whenever you use a Force power with the [Dark Side] descriptor, you may reroll your Use the Force check, but you must accept the result of the second roll, even if it is worse.
Upon choosing this talent, you can no longer use powers with the [Light Side] descriptor.
Prerequisite: Channel Anger.
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.
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.
Dark Scourge: Against characters with Jedi levels, you gain your charisma bonus as a dark side bonus to attack and damage rolls.
Dark Side Adept: Choose a power with the [Dark Side] descriptor. Whenever you use that power, you can reroll your Use the Force skill check to activate the power, and keep the better result.
You may take this talent more than once. Its effects do not stack. Each time you take it, you choose another power with the [Dark Side} descriptor to which this talent applies.
Dark Side Master: You gain a +2 dark side bonus on all Use the Force skill checks.
Prerequisite: Dark Side Adept.
Drain Knowledge: As a standard action, you can spend a Force point to drain the knowledge of an adjacent enemy; you must succeed on a Use the Force skill check at a DC equal to the target's Will Defense to activate this talent. If sucessful, you immediateley become trained one skill the target is trained in; if you are already trained in that skill, you instead gain Skill Focus in that skill. This lasts for one standard day. Additionally your target moves -1 persistent step along the condition track, and the condition can be removed by 8 hours rest.
Also, you can choose to instead sift through the mind of the target for a specific piece of information or knowledge. Doing so requires you to make a Perception skill check against the target's Will Defense; success grants you the information you seek.
You cannot use this talent on the same target more than once in one 24 standard hour period.
Force Deception: You can make a Use the Force skill check in place of a Deception skill check. You are considered trained in Deception for purposes of this talent. If you are entitled to a Deception reroll, you may instead reroll your Use the Force skill.
Stolen Form: Choose one talent from the Lightsaber forms talent tree. You gain the benefits of this talent and are considered to hae this talent for the purposes of satisfying prerequisites. You must meet all the prerequisites for the talent as normal for the lightsaber form talent in addition to the prerequisites for this talent.
You can select this talent multiple times. Each time you do, you gain another lightsaber form talent.
Prerequisites: Any one Force Technique, Weapon Focus (Lightsabers).
Wicked Strike: When you score a critical hit with a lightsaber, you may spend a Force Point to move your opponent -2 steps down the condition track.
Prerequisites: Weapon Focus (Lightsabers), Weapon Specialization (Lightsabers).