Soldier Talents

 

Armor Specialist

     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 or your heroic level.

         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.

 

Brawler

     Bayonet Master: When you take a full attack action, you may use a ranged weapon with a bayonet as a double weapon as if you had the Dual Weapon Mastery III feat.

         Prerequisite: Gun Club.

     Cantina Brawler: While flanked, you gain a +2 bonus to unarmed attack and damage rolls.

         Counterpunch: When you fight defensively, any adjacent creature that attacks you provokes an attack of opportunity from you.

         Experienced Brawler: You can use each of the following abilities once per encounter as a standard action:

         *Avoid Attack: Make a melee attack. Until the beginning of     your next turn, you gain a +5 Dodge bonus to Reflex       Defense against a single attack as a reaction.

         *Fortified Mind: Make a melee attack. Until the beginning of your turn, you gain a +5 bonus to Fortitude Defense or         Will Defense against a single attack as a reaction.

         *Focused Stance: Make a melee attack. At any time until the beginning of your next turn, you may move 2 squares as a      reaction. This movement does not provoke attacks of    opportunity.      

         Prerequisites: Melee Smash, Stunning Strike.

       Expert Grappler: You gain a +2 competence bonus on grapple attacks.

         Gun Club: You can use a ranged weapon as a club without taking an imporvised weapon penalty.

         If you are using a rifle with a mounted bayonet, it is treated as a double weapon, with the other end as a club.

         Make Do: You don't suffer improvised weapon penalties.

         Melee Smash: You deal +1 point of melee damage.

         You may take this talent multiple times. Each additional selection adds another point of melee damage (maximum +3).

         Pick A Fight: During the surprise round, you and all allies within 6 squares of you gain a+1 morale bonus on attack rolls. Additionally, until the end of the encounter, you and allies retain this benefit against any enemies you damage in the surprise round.

         Prerequisite: Cantina Brawler.

         Stunning Strike: When you damage an opponent with a melee attack your opponent moves an additional -1 step down the condition track if your damage roll equals or exceeds the target's damage threshold.

         Prerequisite: Melee Smash.

         Sucker Punch: When your melee attack damages an opponent that is denied its Dexterity bonus to Reflex Defense, that opponent cannot take attacks of opportunity until the end of its next turn.

         Unbalance Opponent: During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn't get to add their Strength bonus on melee attack rolls against you (They still suffer any Strength penalty). They still apply their Strength modifier to damage.

         Prerequisite: Expert Grappler.

         Unrelenting Assault: Whenever you miss with a melee attack or the attack is negated, you still deal (STR mod, minimum 1) damage, or (2xSTR bonus, minimum 1) if you are using a two-handed weapon.

         Prerequisite: Melee Smash.

 

Commando

       Battle anaylysis: As a swift action, you can make a DC 15 Knowledge (Tactics) skill check. If successful, you know which allies and opponents in line of sight are at less than half their maximum normal HP.

         Cover Fire: When you make a ranged attack with a pistol or a rifle, all allies within 6 squares of you when the attack is made gain a +1 bonus to Reflex Defense until the start of your next turn. Allies don't need to be in line of sight to gain this bonus. The bonus increases to +2 if you make a ranged attack with a heavy weapon, or any autofire weapon.

         Demolitionist: When you use Mechanics to place an explosive device, the explosion deals +2 dice of damage. You may take this talent multiple times; its effects stack.

         Draw Fire: As a swift action make a persuasion check and compare the result to all opponents in line of sight. If the check result equals or exceeds an opponent's Will Defense, that target cannot attack any character within 6 squares of you unitl the start of your next turn as long as you do not have cover against cover aginst them.

         Harm's Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the effects inyour ally's stead (the attack rolls are stiill compared to the ally's defenses). Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your ally against a given attack provided the decision is made before the attack roll is made. The ally must remain adjacent to you for this talent to remain in effect.

         Indomitable: Once per day as a swift action, you can move +5 steps on the condition track. This does not remove persistent conditions.

         You can take this talent multiple times. Each additional selection adds another use.

         Keep Them At Bay: When you use the aid another action to suppress an enemy, that enemy takes a -5 penalty on its attack rolls instead of the normal -2 penalty.

       Man Down: Whenever an ally within 6 squares is reduced to 0 HP, you can immediately move up to your speed toward that ally as a reaction. This movement does not provoke attacks of opportunity.

         Tough As Nails: You can catch a second wind one additional time per day.

 

Mercenary

     Combined Fire: You gain +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end of your last turn.

         Prerequisite: Coordinated Attack.

     Commanding Presence: Once per encounter, you can activate this talent as a swift action. Until the end of the encounter, all your enemies within 6 squares of you take a -2 penalty to their Will Defense. This is a mind-affecting fear effect.

         Additionally, you receive Skill training: Persuasion, if you did not already have it.

         Dirty Fighting: Once per encounter as a free action, if you successfully damage an opponent with a melee or ranged attack, you reduce the target's damage threshold by for the remainder of the encounter.

         Feared Warrior: When you reduce an enemy to 0 HP with an attack, you can make a Persuasion check as a free action against all targets within 6 squares. If your Persuasion skill check exceeds a target's Will Defense, then that target takes a -2 penalty on attack rolls for the remainder of the encounter. This talent affects any given target only once per encounter. This a mind affecting fear effect.

         Prerequisite: Commanding Presence.

         Focused Warrior: When you successfully deal damage to an enemy in combat, you gain a +5 morale bonus to Will Defense unitl the start of your next turn. You lose this bonus if you are surprised or flat-footed for any reason.

         Mercenary's Determination: As a free action, on your turn, you can spend a Force Point to double your speed for one round. You must wait at least 5 rounds before using this ability again.

         Prerequisite: Merecernary's Grit.

         Mercenary's Grit: When you are affected by any debilitating condition. You can convert the convert the condition's penalty to a bonus for 1 round as a swift action. At the end of your next turn, move -1 step (nonpersistent) down the concdition track, and the debilitating condition returns.

         Mercenary's Teamwork: You gain a +2 bonus to damage rolls (to a maximum +10) for every ally that has damaged your target since the end of your last turn.

         Prerequisites: Coordinated Attack, Combined Fire.

         Ruthless: When you deal weapon damage to a target that exceeds their damage threshold, you gain a +2 bonus to damage against that target for the remainder of the encounter,

         Prerequisite: Dirty Fighting.

        

Trooper

     Comrades In Arms: Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus on all attack rolls.

         Focused Targeting: When you damage a target with an attack, all allies within 3 squares gain a +2 bonus on damage rolls against that target until the beginning of your next turn.

         Prerequisite: Comrades In Arms.

         Phalanx: Whenever you provide soft cover to an ally within 3 squares, you are considered to be providing improved cover.

         Prerequisite: Watch Your Back.

         Stick Together: You can spend a move action to activate this talent. Until the beginning of your next turn, If an ally moves, you can immediately move up to your speed as a reaction, provided you end you movement within 3 squares of that ally.

         Prerequisite: Comrades in Arms.

         Squad Tactics: The area of affect of talents in the Trooper talent tree with a base range of 3 squares is extended to 6 squares.

         Prerequisite: Comrades In Arms, Watch Your Back.

         Watch Your Back: If you are adjacent to at least one ally enemies gain no benefit from flanking you or adjacent allies.

 

Starfighter Pilot

     Expert Pilot: You may reroll any Pilot skill check, but you must accept the second result, even if it is worse.

     Pilot Savant: Whenever you roll a natural 20 on a Pilot skill check, you gain a temporary Force Point that must be spent before the end of the encounter, or it is lost.

         Nerves of Steel: You can always take 10 on Pilot skill checks, even when rushed or threatened.

         Prerequisites: Pilot Savant, Expert Pilot.

     Starfigher Leader: You gain a follower. The follower gains training in the Pilot skill, the Vehicular Combat feat, and Spacehound talent.

         You may take this talent up to three times.

         Starfighter Manuevers: Followers provided by this tree gain Starship Tactics as a bonus feat.

         Starifghter Barrage: You and your followers each make an attack as a standard action. You all take a -5 penalty to your attacks for each follower who makes an attack.

       Starfighter Actions: You may use each of the follwing actions on your turn:

o    Concentrate Your Fire: Make an attack with a vehicle weapon. For each follower piloting a vehicle with a weapon with line of sight to the target who is not in a dogfight, you gain a +2 bonus to the attack roll. Your followers may use this action.

o    Get Him Off Me: You or a follower who is in a dogfight may use this action. You make a disengage attempt with a +2 bonus for every ally adjacent to the dogfight or involved in it.

         Starfighter Focus: You gain a +2 to all attack rolls with vehicle weapons.

         Starfighter Specialization: you gain a +5 on damage rolls with starship weapons.

         Prerequisite: Starfighter Focus.

       Vehicular Evasion: You may use Vehicular Combat repeatedly per round. Each repeateded use after the first incurs a -5 penalty to the Pilot skill check.

         Prerequisite: Vehicular Combat.

        

Squad Actions

     Commanding Officer: You gain a single follower. This follower gains one Armor Proficiency feat of your choice and Weapon Proficiency (rifles). The follower must meet the prerequisites for the Armor Proficiency feat you select.

         You may select this talent multiple times. Each time you do, you gain an additional follower (to a maximum of three).

         Coordinated Tactics: Each of your followers gains the Coordinated Attack feat, provided they meet the prerequisites. If they do not meet the prerequisites, they gain the feat as soon as they meet them.

         Prerequisite: Commanding Officer.

         Fire At Will: You and your followers each make an attack as a standard action. You all take a -5 penalty to your attacks for each follower who makes an attack.

         Prerequisite: Commanding Officer.

         Squad Actions: You can use any of the following actions on your turn:

      Autofire Barrage: As a standard action, you can make an autofire attack. For each of your followers that has a ranged weapon set to autofire and has line of sight to the target spaces, you may target 1 additional space.

      Open Fire: As a standard action, make a ranged attack against a single target. For each of your followers armed with a ranged weapon with line of sight to the target, you gain a +2 bonus to damage on a hit.

      Painted Target: As a standard action, make a ranged attack against a single target. You gain a competence bonus on your attack roll equal to the number your followers with a ranged weapon who have line of sight to the target.

Prerequisite: Commanding Officer.

 

Weapon Specialist

       Burning Assault: When you successfully damage an enemy with an energy weapon that you have the Weapon Specialization talent for, your opponent takes a -2 penalty on attack rolls until the start of your next turn. Multiple Burning Assaults do not stack.

         Prerequisite: Weapon Specialization.

       Crushing Assault: When you successfully damage an opponenet with a bludgeoning weapon that you have the Weapon Specialization talent for, your next attack against the same target in same encounter gets a+2 bonus to attack and damage. Multiple Crushing Assaults do not stack.

         Prerequisite: Weapon Specialization.

       Devastating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's result of the attack.

         You may select this talent multiple times, It apllies to a different exotic weapon or weapon group each time,

         Prerequisite: Weapon Focus

         Impaling Assault: When you succssfully damage a target with a piercing weapon you have the Weapon Specialization talent for, your opponent reduces its speed by 2 squares untilth end of your next turn. Multiple Piercing Assaults do not stack.

         Prerequisite: Weapon Specialization.

         Penetrating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's DR as 5 points lower when determining the damage of your attack.

         Prerequisite: Weapon Focus.

         Slashing Assault: When you successfully damage a target with a slashing weapon you have the Weapon Specialization talent for, you gain a +1 bonus to all Defense scores against that target until the start of your next turn.

         Prerequisite: Weapon Specialization.

         Weapon Specialization: Choose a single exotic weapon or weapon group with which you are proficient. You deal +2 points of damage with such weapons.

         Prerequisite: Weapon Focus