saga edition
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Expanded Saga Edition Class Features
TALENTS
Jedi
Noble
Scoundrel
Scout
Soldier
Force
PRESTIGE
CLASSESAce Pilot
Bounty Hunter
Jedi Knight
Jedi Master
Sith Apprentice
Sith Lord
FORCE POWERS
Powers
FEATS
Feats
Expanded Jedi Class Features
This includes the options for creating a Jedi character from all official sources, and their location in theoriginal product they appear in.
Jedi Consular Talent Tree
Jedi that follow the path of the consular are skilled negotiators and talented ambassadors.
AdeptNegotiator:
As a standard action, you can weaken the resolve of one enemy with yourwords The target must have an intelligence of 3 or higher, and it must beable to see, hear, and understand you. Make a Persuasion check; if the
result equals or exceeds the target's Will Defense, it moves -1 step alongthe condition track The target gets a +5 bonus to its Will Defense if it ishigher level than you. If the target reaches the end of the track, it does notfall unconcious; instead, it cannot attack you or your allies for the remainderof the encounter unless you or one of your allies attacks it or one of its alliesfirst. This is a mind-affecting effect.
Saga Pg39-40
AdvesaryLore:
As a standard action, you can peer into the Force and search forweaknesses in the defenses of your enemies. Make a Use the Force checkagainst the Will Defense of a target creature within 12 quares of you andwithin line of sight. If the skill check equals or exceeds the target's WillDefense, that target takes a -2 penalty to Reflex Defense against you andall allies who can hear and understand you until the end of your next turn.
JediAcademyPg 14
AggressiveNegotiator:
Whenever you damage an opponent with a lightsaber attack, you may take10 on any Persuasion checks you make before the end of your next turn,even if you normally would not be able to do so.
Prerequisites: Adept Negotiator
Legacy Pg26
CleanseMind:
Once per turn as a swift action, you can remove one ongoing mind-affectingeffect (such as the effects of Demand Surrender or Weaken Resolve talents,or the effect of being moved to the end of the condition track by the AdeptNegotiator talent, or the ongoing effects of the mind trick Force Power) froma single allied target within line of sight.
ForceUnleashedPg 24
CollectiveVisions:
Developed by Krynda Draay, this talent is used by Jedi CovenantWatchCircles to sharpen their visions through the Force. When you usefarseeing or a Force power or talent that has farseeing as a prerequisite,other Force-users with farseeing in their Force power suite can aid another(pg 151 of Saga Edition) on your Use the Force checks as a reaction if theyare within 6 squares of you.
Prerequisites: farseeing
KOTORCGPg 24
Consular'sVitality:
CloneWars Pg22
Consular'sWisdom:
Once per encounter as a swift action, you can choose one ally within yourline of sight that can hear and understand you. Until the end of theencounter, that ally adds your Wisdom bonus to its Will Defense againstmind-affecting effects.
Prerequisites: Adept Negotiator
Legacy Pg26
Entreat Aid: ForceUnleashedPg 24
Force of Will:
You gain a +2 insight bonus to WIll Defense. Also, as a swift action, you canspend a Force Point to give all allies within 6 squares of you a +2 insightbonus to Will Defense that lasts for the remainder of the encounter. Thebonus does not extend to allies outside the range of the effect, even if theymove within 6 squares of you later on. Allies who benefit from this talentmust remain within 6 squares of you to retain the insight bonus, and theylose it if you are knocked unconcious or killed. THis is a mind-affectingeffect.
ForceUnleashedPg 24
ForcePersuasion:
You can use your Use The Force check modifier instead of your Persuasioncheck modifier when making Persuasion checks. You are considered trainedin the Persuasion skill for purposes of using this talent. If you are entitled toa Persuasion check reroll, you may reroll your Use the Force check instead(subject to the same circumstances and limitations).
Prerequisites: Adept Negotiator
Saga Pg40
ImprovedConsular'sVitality:
CloneWars Pg22
KnowWeakness:
Whenever you use the Advesary Lore talent on a target sucessfully, thattarget takes an additional 1d6 points of damage from any successful attackmade against it by you or an ally who can hear and understand you until theend of your next turn.
Prerequisite: Advesary Lore.
JediAcademyPg 14
Master If you successfully use the Adept Negotiator talent (see above), your target
Saga Pg
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Negotiator: moves an additional -1 step along the condition track (-2 steps total). This isa mind-afecting effect.
Prerequisites: Adept Negotiator
40
RenewVision:
Once per encounter, you can regain all expended uses of the farseeingpower as a swift action.
Prerequisites: farseeing.
KOTORCGPg 25
SkilledAdvisor:
You can spend a full-round action advising an ally, thereby granting her a+5 bonus on her next skill check. If you spend a Force Point, the bonusincreases to +10. The target must be able (and willing) to hear andunderstand your advice. You cannot advise yourself. This is a mind-affectingeffect.
Saga Pg40
VisionaryAttack:
As a reaction, you can make a Use the Force check after you or an allywithin 12 squares misses with a melee or ranged attack, removing one useof the farseeing Force power from your active suite (as though you activatedthe power). If your check equals or exceeds the WIll Defense of the targetof that missed attak, the attacker can reroll the missed attack roll. Thiscounts as using the farseeing power against that target, but this talentreplaces the normal rules and effect of that power. Any attack can only beaffected by this talent once. You take a cumulative -5 penalty on Use theForce checks until the beginning of your next turn when you use this talent.
KOTORCGPg 25
VisionaryDefense:
As a reaction, you can make a Use the Force check after you or an allywithin 12 squares is the target of a melee or ranged attack (but before theresults of the attack roll are known), removing one use of the farseeingpower from your active suite (as though you had just activated the power).If your check result exceeds the Will Defense of the attacker, you grant thetarget of that attack a +5 force bonus to Reflex Defense against that attack.This counts as using the farseeing power against the attacker, but this talentreplaces the normal rules and effect of that power. Any attack can only be
affected by this power once (thus, multiple characters cannot use this talenton the same attack to allow multiple rerolls). You take a cumulative -5penalty to Use the Force checks until the beginning of your next turn whenyou use this talent.
Prerquisites: farseeing, WatchCircle Initiate.
KOTORCGPg 25
WatchCircleInitiate:
As a reaction, you can make a Use the Force check (DC 15) and removeone use of the farseeing power from your active suite (as though you hadactivated the power). You subtract 1 from your Force Point total (this cannotbe subtracted from temporary Force Points, and does not count as spendinga Force Point) and add 1 to the Force Point total of an ally within line of sight. This counts as using the farseeing power against that target, but thistalent replaces the normal rules and effect of that power.
Prerequisite: farseeing.
KOTORCGPg 25
Jedi Guardian Talent Tree
Jedi that follow the path of the consular are more combat oriented than other Jedi.
AcrobaticRecovery:
If an effect causes you to fall prone, you can make a DC 20 Acrobaticscheck to remain on your feet.
SERB Pg40
BattleMeditation:
The Jedi technique known as battle meditation allows you and your allies towork together seamlessly and with a level of precision that can only comefrom the Force. As a full-round action, you can spend a Force point to giveyou and your allies within 6 squares of you a +1 insight bonus to attack rollsthat lasts until the end of the encounter. This bonus does not extend to alliesoutside of the range of the effect, even if they move within 6 squares of you
later on. Allies who benefit from the Battle Meditation must remain within 6squares of you to retain the bonus, and if they lose it if you are knoockedunconcious or killed. This is a mind-affecting effect.
SERB Pg40
DefensiveAcuity:
When you take the fight defensively action, you deal +1 die of damage withlightsaber attacks and gain a +2 circumstance bonus on Use the Force
checks made to negate an attack with the Block or Deflect talents. Thesebenefits last until the end of your next turn.
LCG Pg27
ElusiveTarget:
When fighting an opponent or multiple opponents in melee, other opponentsattempting to target you with ranged attacks take a -5 penalty. This penaltyis in addition to the normal -5 penalty got firing into melee.
SERB Pg40
ExposingStrike:
When you use a lightsaber to deal damage to a target, you can spend aForce Point to make that target flat-footed until the end of your next turn.
CWCG Pg22
ForceIntuition:
You can use your Use The Force check modifier instead of your Intitiativecheck modifier when making Initiative checks. You are considered trained inthe Initiative skill for purposes of using this talent. If you are entitled to anInitiative check reroll, you may reroll your Use the Force check instead(subject to the same circumstances and limitations).
SERB Pg40
ForcefulWarrior:
When you score a critical hit with a lightsaber, you gain a temporary ForcePoint. If it is not used before the end of the encounter it is lost.
FUCG Pg24
Grenade You can us the Move Light Object application of the Use the Force skill to cast
Jedi
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e ense: as e grena es a are rown a you. s a reac on w en you are a ac eby a grenade of any kind, you can make a Use the Force check with a DCequal to the attack roll of the incoming grenade to a location where itexplodes harmlessly, negating the attack. Whether or not you are successful,you take a -5 penalty on Use the Force checks until the start of your nextturn.
ca emyPg 14
GuardianStrike:
Whenever you use a lightsaber to deal damage to a target, that target takesa -2 penalty to attack rolls against any target other than you until thebeginning of your next turn.
CWCG Pg22
Hold theLine:
When you make a successful attack of opportunity against a target leavingyour threatened area, you stop the target's movement, ending it's action.
JediAcademyPg 14
Improved
BattleMeditation:
You may activate your Battle Meditation talent as a swift action instead of as
a full-round action. The range of the Battle Meditation extends out to 12squares. Enemies within the radius of your Battle Meditation suffer a -1penalty to attack rolls.
Battle Meditation.
KOTORCG
Pg 25
MobileCombatant:
When you end your movement adjacent to an opponent, you can spend aswift action to activate this talent. If the designated opponent moves orwithdraws before the beginning of your next turn, you can choose to movewith your opponent, up to a total distance equal to your current speed.Unless the opponent uses the withdraw action or makes an Acrobatics checkto avoid attacks of opportunity, its movement provokes an attack of opportunity from you for the first square moved as normal (but notsubsequent squares in the same movement). If your target moves furtherthan your speed, you must still end this movement closer to the target thanyou began.
FUCG Pg24
Resilience: You can spend a Force Point as a swift action to move +2 steps along the
condition track.
SERB Pg
40
Jedi Sentinel Talent Tree
Jedi that follow the path of the sentinel are true enemies of the dark side.
Clear Mind: You reroll any opposed Use the Force check made to avoid being detectedby other Force-users. You must take the result of the reroll, even if it isworse.
SERB Pg40
DampenPresence:
When you interact with another sentient creature, you can use a swiftaction to reduce the impression you leave on it. When you have finishedinteracting with the creature, you make a Use the Force check, and if thecheck result exceeds the targets Will Defense, it does not rememberinteracting with you once you are gone. A target that is higher level thanyou gains a +5 bonus to its Will Defense to resist this ability. This is amind-affecting effect.
ForceUnleashedPg 24
DarkRetaliation:
Once per encounter, you can spend a Force Point to activate a Force poweras a reaction to being targeted by a power with the [dark side] descriptor.
Prerequisites: Sentinel Strike
KOTORCGPg 25
Dark SideBane:
When you use a damage dealing Force power against a creature with aDark Side score of 1 or higher, you deal extra damage on a it equal toyour C harisma bonus (minimum +1).
Prerequisites: Dark Side Sense
LCG Pg27
Dark SideSense:
Jedi following the path of the sentinel become exeptionally talented atrooting out evil. You may reroll any Use the Force check made to sense thepresence and relative location of characters with a Dark Side score of 1 orhigher. You must take the result of the reroll, even if it is worse.
LCG Pg26
Dark SideScourge:
Against creatures with a Dark Side score of 1 or higher, you deal extradamage on melee attacks equal to your charisma bonus (minimum 1).
Prerequisites: Dark Side Sense
SERB Pg40
Force Haze: You can spend a Force Point as a standard action to create a "haze" thathides you and your a llies from the perceptions of others. You can hide anumber of creatures in line of sight equal to your class level. Make a Usethe Force check and compare the result to the Will Defense of anyopponent that moves into line of sight of any creature hidden by your ForceHaze. If your check result beats the opponent's Will Defense, all hiddencreatures ar treated as if they had total concealment against that opponent.The Force haze lasts up to 1 minute but is dismissed instantly if anyonehidden by the Force haze makes an attack.
Prerequisites: Clear Mind
SERB Pg40-41
Master of the GreatHunt:
You gain a +1 Force bonus to attack rolls and deal +1 die of damage onlightsaber attacks made against a beast with a Dark Side score of 1 orhigher.
JediAcademyPg 14
PersitentHaze:
Whenever anyone concealed by your use of the Force Haze talent attacks,you maintain total concealment wihtout having to make another Use the
SVCG Pg13
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.no longer has total concealment, even when using this talent.
Prerequisites: Clear Mind, Force Haze
Resist theDark Side:
You gain a +5 Force bonus to all Defense scores against Force powers withthe [dark side] descriptor and Force powers originating from any darkForce-user (that is, any Force-user whose Dark Side score equals hisWisdom score.
Prerequisites: Dark Side Sense
SERB Pg41
Sentinel'sGambit:
Once per encounter, as a swift action, you can designate an adjacentenemy with a Dark Side Score of 1 or higher as the target of this talent.The designate enemy loses its Dexterity bonus to Reflex Defense against
your attacks until the end of your next turn.
KOTORCGPg 25
Sentinel'sObservation:
If you have concealment against a target, you gain a +2 circumstancebonus on attack rolls against that target.
CWCG Pg22
SentinelStrike:
Any time you attack a flat-footed opponent (or one who is denied itsDexterity bonus to Reflex Defense against you) with a damage-dealingForce power or attack with a lightsaber, you deal an extra 1d6 damage withthat attack. This talent does not affect Force powers with the [dark side]descriptor.
You can select this talent multiple times. Each time you select it, yourSentinel Strike damage increases 1d6 (maximum +5d6).
KOTORCGPg 25
SteelResolve:
When you use a standard action to make a melee attack, you can take apenalty of -1 to -5 on your attack roll and add twice the value (+2 to +10)as an insight bonus to your Will Defense. This bonus may not exceed yourbase attack bonus. The changes to attack rolls and Will Defense last untilthe start of your next turn.
FUCG Pg24
UnseenEyes:
Whenever you use the Force Haze talent, allies hidden by the haze gain +2on all damage rolls against foes that are unaware of them.
Prerequisites: Clear Mind, Force Haze
CWCG Pg22
Lightsaber Combat Talent Tree
The chosen weapon weapon of the Jedi. The following talents allow you to improve you prowess witha lightsaber
Block: As a reaction, you may negate a melee attack by making a successfulUse the Force check. The DC of skill check is equal to the result of of theattack roll you wish to negate, and you take a cumulative -5 penalty onyour USe the Force check for every time you have used Block or Deflectsince your last turn. You must have a lightsaber drawn and ignited to usethis talent, and you must be aware of the attack and not flat-footed.
SERB Pg41
Deflect: As a reaction, you may negate a ranged attack by making a successful
Use the Force check. The DC of skill check is equal to the result of of theattack roll you wish to negate, and you take a cumulative -5 penalty onyour USe the Force check for every time you have used Block or Deflectsince your last turn.You must have a lightsaber drawn and ignited to usethis talent, and you must be aware of the attack and not flat-footed.
You can use this talent to deflect some of the barrage of shots fired froma ranged weapon set on autofire. If you succeed on the Use the Forcecheck, you take half damage if the autofire attack hits, and no damage if the autofire attack misses. This talent has no edffect on other areaattacks (such as grenades, missles and flamethrowers.
This talent cannot be used to negate attacks made by Colossal (frigate)or larger sized vehichles unless the attack is made with a point defenseweapon.
SERB Pg
41
CortosisGuantlet
Block:
You have received additional training in the use of Cortosis Guantlets (seeLegCG 183). You can use the Block talent, even when not armed with a
lightsaber, provided you are wearing a cortosis guantlet. If yousuccessfully block an attack with a lightsaber while wearing a cortosisguantlet, the attacking lightsaber is deactivated.
Prerequisites: Armor Proficiency (light, medium)
LegCG Pg27
LightsaberDefense:
As a swift action, you can use your lightsaber to parry your opponentsattacks, gaining a +1 deflection bonus to your Reflex defense until thestart of your next turn. You must have a lightsaber drawn and ignited touse this talent, and you don't gain the deflection bonus if you are flat-footed or otherwise unaware of the incoming attack.You can take this talent multiple times; each time you take this talent, thedeflection bonus increases +1 (maximum +3).
SERB Pg41
LightsaberThrow:
You can hurl a lightsaber as a standard action, treating it as a thrownweapon. You are considered proficient with the thrown lightsaber, and youapply the normal range penalties to the attack roll (see Table 8-5: RangePenalties). The thrown lightsaber deals normal weapon damage if it hits.
SERB Pg41
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,lightsaber back to your hand as a swift action by making a DC 20 Use theForce check.
Precision: As a standard action, you can make a melee attack with a lightsaberagainst an adjacent opponent. If the attack hits, it deals normal damageand also reduces the target's speed to 2 squars until the end of your nextturn.
LegCG Pg27
Redirect Shot: This talent allows you to redirect a deflected blaster bolt along a specifictracejectory so that it damages another creature or object in its path.Once per round when you successfully deflect a blaster bolt, you canmake an immediate range attack against another target with which youhave line of sight. Apply the normal range penalties to the attack roll, notcounting the distance the bolt traveled to reach you. If the attack
succeeds, it deals normal weapon damage to the target.
Only single blaster bolts can be redirected in this manner. Barrages fromautofire weapons and other types of projectiles can't be redirected.
Prerequisites: Deflect, base attack bonus +5
SERB Pg41
Riposte: As a reaction once per encounter, make a lightsaber attack angainst abeing whose attack you negate using the Block lightsaber combat talent.Only non-area melee attacks can be riposted in this matter; you cannotuse this talent when negating the damage from melee area attacks (such
as those made wiht the Whirlwind Attack feat).
Prerequisites: Block, base attack bonus +5
KOTORCGPg 25
Shoto Focus: Whenever you wield both a one-handed lightsaber and shot (or guardshoto), you gain a +2 competence bonus on attack rolls made with theshoto.
JediAcademyPg 14
WeaponSpecialization(Lightsabers):
You gain a +2 bonus on melee attack rolls with lightsabers.
Prerequisites: Weapon Focus(lightsabers) feat.
SERB Pg41