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viewed on the HoloNet while the target was logged in using its primary

identity. To receive this information, you must have access to a computer or


data pad plus access to a network or the HoloNet. The electronic trail does not
reveal bank balances or other secret information, which requires a separate
Gather I nformation check.
Prerequisites: Nowhere to Hide, trained in the Use Computer skill.
Revealing Secrets: Your investigations reveal information that your
target thought was secret. When you make a Gather Information check to
learn secret information, the DC is reduced by 10 and the bribery cost is
reduced to one-fifth the original cost.
Prerequisite: Detective.
CRIME LORD TALENTS
By definition, crime lords are masters of intrigue. They have their fingers in
untold pies, skimming profits off the top and constantly searching for new
ventures to bring in capital, favors, and bargaining chips for later use. Crime
lords are notorious for employing minions and thugs to do their bidding.
NEW MASTERMIND TALENTS
The following new talents belong to the Mastermind talent tree (see page
210 of the Saga Edition core rulebookl. which is available to members of the
crime lord prestige class. Any character who can choose talents from the
Mastermind talent tree can choose these talents as well.
Attract Superior Minion: You attract a particularly skilled and powerful
minion. The minion is a nonheroic character with a class level equal to your
character level. This talent otherwise functions as the Attract Minion talent.
Prerequisites: Attract Minion, Impel Ally I, Impel Ally II.
Contingency Plan: Once per encounter, if you fail an attack roll, a skill
check, or the use of a talent that requires an opposed check, you can move
your speed as a reaction .
OUNSLINOER
Masters of the pistol, gunslingers are surprisingly common among the higher
echelons of society, where they are experts in the ancient art of pistol dueling.
Some gunslingers who follow this custom do so to repair their damaged honor
or resolve disputes that are so grievous that death is the only solution. Other
gunslingers simply enjoy pistol dueling and use it to prove their skill and for fun.
NEW GUNSLINGER TALENTS
The following new talents belong to the Gunslinger talent tree (see page
216 of the Saga Edition core rulebookl. which is available to members of
the gunslinger prestige class. Any character who can choose talents from
the Gunslinger talent tree can choose these talents as well.
Damaging Disarm: If you successfully disarm an opponent using a ranged
attack, the target also takes half damage from the attack.
Prerequisite: Ranged Disarm.
Pistol Duelist: You are a master of the elegant, if archaic, custom of
dueling with pistols. You can use each of the following actions once per
encounter as a standard action:
End Game:You make a single ranged attack with a pistol against an oppo-
nent within range. The opponent's damage threshold is halved (round
down) for the purposes of this attack.
Snap Aiming: You make a single ranged attack with the benefits of aiming.
Stand Steady: You gain a +4 bonus to your Reflex Defense until the end of
your next turn and make a single ranged attack.
FEATS
The feats presented here supplement those found in the Saga Edition core
rulebook and are suitable for any era of play. These feats are designed with
intrigue- oriented characters in mind, although any character who qualifies
can select these feats.
ADAPTABLE TALENT
You're a multitalented being, capable of pulling all kinds of tricks out of
your sleeve.
Benefit: Choose one talent that you meet the prerequisites for, from a
class you possess. Once per day, after at least 6 hours of rest, you can choose
to swap out one of your current talents for the talent you chose for this feat.
The talent you swap out cannot be the prerequisite for any other talent you
have. You can swap back to your original talent after at least 6 hours of rest.
BONE CRUSHER
You are skilled at dealing lasting damage to grappled opponents.
Prerequisites: Crush, Pin.
Benefit: When you deal damage to a grappled opponent, the opponent
also moves -1 step on the condition track.
BRILLIANT DEFENSE
You think quickly enough on your feet to stay alive in dangerous situations.
Prerequisite: Intelligence 13.
Benefit: Once per encounter, you can add your Intelligence bonus to your
Reflex Defense as a reaction; this benefit lasts until the start of your next turn.
CHANNEL RAOE
You have learned to turn your rage into pure will and determination.
Prerequisite: Rage species trait.
Benefit: Once per day, instead of entering into a rage, you gain a +5
bonus to Will Defense until the end of the encounter. This bonus counts as
using your rage ability for that day.
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TABLE 1-4: FEATS
FEAT NAME
Adaptable Talent
Bone Crusher
Brilliant Defense
Channel Rage
Cut the Red Tape
Demoralizing Strike
Disturbing Presence
Expert Briber
Fleche
Forceful Recovery
Grazing Shot
Hobbling Strike
Improved Opportunistic
Trickery
Indomitable Personality
Master of Disguise
Meat Shield
Opportunistic Trickery
Recurring Success
Resolute Stance
Sadistic Strike
Silver Tongue
Skill Challenge:
Catastrophic Avoidance'
Skill Challenge:
Last Resort'
Skill Challenge: Recovery'
Stand Tall
Wookiee Grip
PREREQUISITES
Crush, Pin
Int 13
Rage species trait
Trained in Knowledge
(bureaucracy)
Cha 13
Trained in Deception
Cha 13
Base attack bonus + 1
Force Sensitivity, Force Training
Point Blank Shot
Sneak Attack, Rapid Shot,
or Rapid Strike
Combat Reflexes,
Opportunistic Trickery
Cha 13
Trained in Deception,
Cha 13
Point Blank Shot, Precise
Shot, base attack bonus +4
Combat Reflexes,
Sneak Attack
Base attack bonus + 1
Trained in Persuasion
Str 13
BENEFITS
Gain access to an additional talent.
Move damaged grappled opponent -1 step on the condition track.
Add your Intelligence bonus to your Reflex Defense as a reaction.
Instead of raging, gain +5 to Will Defense.
Use Knowledge (bureaucracy) in place of Gather Information.
Make an intimidation check when you deal damage with an attack of opportunity.
Make a Deception check to move through threatened area without provoking attack
of opportunity.
Reduce the time and cost of bribery attempts.
When charging, turn any natural attack roll of 17+ into a critical hit.
Regain one Force power when you catch a second wind.
Strike two targets in direct line of sight, dealing half damage to each.
Reduce the target's speed instead of dealing extra damage.
Sacrifice attack of opportunity to reduce target's Reflex Defense by 5.
Add your Charisma bonus to your Will Defense as a reaction.
Gain +5 to creating a deceptive appearance or a forged document and reduce
the penalty for rushing.
Gain cover bonus equal to opponent's cover bonus.
Sacrifice attack of opportunity to reduce target's Reflex Defense by 2.
Gain extra use of a l/encounter talent or feat.
Gain +2 or +5 to Will Defense when you fight defensively.
Move opponents -1 step on the condition track when you deliver a coup de grace.
Intimidate a creature or change its attitude as a standard action.
Catastrophic failures in a skill challenge occur less frequently and with milder results.
Reroll a third failed skill check during a skill challenge and take the better result.
Treat a skill challenge as if it had the recovery effect.
When you take damage, nearby allies attack your attacker.
Wield two-handed weapons in a single hand.
, This feat is allowed only in campaigns that use the skill challenge rules described in Chapter 2.
CUT THE RED TAPE
You know how to work the bureaucratic system to get information you need.
Prerequisite: Trained in the Knowledge (bureaucracy) skill.
Benefit: You can use your Knowledge (bureaucracy) modifier instead of
your Gather Information modifier when making Gather Information checks.
If you are entitled to a Gather Information check reroll, you can reroll your
Knowledge (bureaucracy) check instead (subject to the same circumstances
and limitations). You are considered trained in the Gather Information skill
for the purposes of this check.
DEMORALIZINO STRIKE
You know how to dishearten your opponents when they least expect it.
Prerequisite: Charisma 13.
Benefit: When you successfully deal damage to an opponent with an
attack of opportunity, you can immediately make a Persuasion check to
intimidate the opponent as a free action.
DISTURBINO PRESENCE
Your presence is such that enemies let you move past them freely.
Prerequisite: Trained in the Deception skill.
Benefit: If you succeed on a DC 15 Deception check, you can move
through the threatened area or fighting space of an enemy as part of your
move action without provoking an attack of opportunity. Each threatened
square or occupied square that you move through in this manner counts as
2 squares of movement.
Normal: You can tumble through an occupied enemy square only by
using the Acrobatics skill.
EXPERT BRIBER
You are adept at greasing the palms of contacts to minimize the amount of
the bribe normally required.
Prerequisite: Charisma 13.
Benefit: When using the Haggle application of the Persuasion skill (see
page 71 of the Saga Edition core rulebookl. you reduce the DC reduce the
price of the item haggled over by 10.
FLECHE
You throw yourself at your opponent to make a single precise strike.
Prerequisite: Base attack bonus + 1.
Benefit: Once per encounter, when you charge, you can turn any natural
attack roll of 17+ into a critical hit.
FORCEFUL RECOVERY
The Force is strong with you, and it gives you focus and vitality.
Prerequisite: Force Sensitivity, Force Training.
Benefit: Whenever you catch a second wind, choose one expended Force
power and return that power to your Force suite.
ORAZINO SHOT
Using precise aim, you can hit two targets with a single shot.
Prerequisite: Point Blank Shot.
Benefit: When you successfully make a ranged attack against a single
target, you can make a second attack roll against an additional target that is
in direct line of sight and no farther than 6 squares from the original target.
If the second attack roll succeeds, make a single damage rol l, and divide the
damage equally between the two targets. If the second attack roll fails, you
deal no damage to either target.
SOMETIMES, A ORAZING SHOT IS EXACTLY WHAT YOU NEED.
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SKIL..L.. CHAL..L..ENOE FEATS
Some of the feats in this chapter interact with the mechanics used for
skill challenges that are described in Chapter 2. If the Gamemaster does
not use skill challenges in the campaign, players should not choose any
skill challenge feats for their heroes. If the GM later decides to introduce
skill challenges into an ongoing campaign, players should have the option
of replacing one or more of their current feats with skill challenge feats
when appropriate.
HOBBL..INO STRIKE
You know where to hit your enemy to slow it down.
Prerequisite: Sneak Attack, Rapid Shot, or Rapid Strike.
Benefit: Whenever you would deal extra damage by using Sneak Attack,
Rapid Shot, or Rapid Strike, you reduce the target's speed by 1 square until
the end of the encounter instead of dealing the extra damage.
IMPROVED OPPORTUNISTIC
TRICKERY
When your opponent lets down its guard, you open it up to additional attacks.
Prerequisites: Combat Reflexes, Opportunistic Trickery.
Benefit: Whenever an opponent provokes an attack of opportunity from
you, once per turn you can sacrifice the attack to reduce the target's Reflex
Defense by 5 until the end of the target's next turn.
INDOMITABL..E PERSONAL..ITY
Your powerful personality helps you cope with attacks that assault your will.
Prerequisite: Charisma 13.
Benefit: Once per encounter, you can add your Charisma bonus to your
Will Defense as a reaction; this benefit lasts until the end of your next turn.
MASTER OF DISOUISE
You are adept at creating convincing disguises in remarkably short periods
of time.
Prerequisites: Trained in the Deception skill, Charisma 13.
Benefit: You gain a +5 insight bonus to your Deception check when
creating a deceptive appearance or a forged document. In addition, you can
rush the process by taking a penalty of -2 to the Deception check.
Normal: When you rush the creation of a deceptive appearance or forged
document, you take a -10 penalty to your Deception check.
M E AT SHIEL.. D
You are adept at using an opponent's defense to your own advantage.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4.
Benefit: Whenever an opponent attacks you while in cover provided by
another character, creature, or droid, you are treated as being in cover from
attacks by that opponent.
OPPORTUNISTIC TRICKERY
When your opponent lets down its guard, you know how to set it off balance
for several moments.
Prerequisites: Combat Reflexes, Sneak Attack.
Benefit: Whenever an opponent provokes an attack of opportunity from
you, once per turn you can sacrifice that attack to reduce the target's Reflex
Defense by 2 for the following round.
RECURRINO SUCCESS
You know how to make your enemies fall for the same trick twice.
Benefit: When you select this feat, choose one talent or feat that can
normally be used only once per encounter. You can use that talent or feat
one additional time per encounter.
You can select this feat mult iple times. Each time you do so, you must
choose a different ski ll to gain the benefits of this talent.
RESOL..UTE STANCE
By standing your ground, you focus your mind to repel any assault.
Prerequisite: Base attack bonus + 1.
Benefit: When you fight defensively, you gain a +2 morale bonus to your
Will Defense. If you make no attacks until your next turn, you gain a +5
morale bonus to your Will Defense until the start of your next turn.
Normal: When you fight defensively, you gain a +2 dodge bonus to your
Reflex Defense. If you make no attacks until your next turn, you gain a +5
dodge bonus to your Reflex Defense until the start of your next turn.
SADISTIC STRIKE
By dispatching a helpless creature, you terrify opponents around you.
Benefit: When you deliver a coup de grace to a helpless creature, all
opponents within line of sight move -1 step on the condition track until the
end of the encounter.
BONUS FEATS
Some of the feats in this chapter can be selected as bonus feats by
certain classes. Each class can add the following feats to their relevant
bon us feat list.
CLASS
Jedi
Noble
BONUS FEATS
Brilliant Defense, Resolute Stance, Stand Tall
Brilliant Defense, Cut the Red Tape, Demoralizing Strike,
Disturbing Presence, Expert Briber, Fleche, Indomitable
Personality, Master of Disguise, Sadistic Strike, SilverTongue,
Stand Tall
Scoundrel Disturbing Presence, Expert Briber, Hobbling Strike,
Improved Opportunistic Trickery, Indomitable Personality,
Master of Disguise, Opportunistic Trickery, Sadistic Strike,
Silver Tongue, Stand Tall
Scout Grazing Shot, Hobbling Strike, Meat Shield, Stand Tall
Soldier Bone Crusher, Fleche, Grazing Shot, Hobbling Strike,
Meat Shield, Resolute Stance, Sadistic Strike, Wookiee Grip
SIL.VER TONOUE
You are adept at quickly changing a creature's attitude toward you.
Prerequisite: Trained in the Persuasion skill.
Benefit: You can intimidate a creature or change its attitude as a stan-
dard action.
Normal: Intimidating a creature or changing its attitude requires a
full - round action.
SKIL.L. CHAL.L.ENOE:
CATASTROPHIC AVOIOANCE
Your luck is such that catastrophe occurs less frequently for you when you
are engaged in stressful situations.
Benefit: Once per skill challenge that has a chance of catastrophic
failure, this failure occurs only if you fail a skill check by 15 or more. In
addition, when a catastrophic failure occurs, you accrue one failu re in the
ski ll challenge, not two.
Special: This feat is allowed only in campa igns t hat use the ski ll chal lenge
rules described in Chapter 2.
SKIL.L. CHAL.L.ENOE:
LAST RESORT
When failure threatens, you throw everything you have at the skill challenge
to prevent disaster.
Benefit: Once per skill challenge, when you or an ally accrues a third
fai lure (which would normal ly end the skill challenge), you or the ally can
rero ll the attempt, keeping the better result.
Special: This feat is allowed only in campaigns that use the skill challenge
rules described in Chapter 2.
SKIL.L. CHAL.L.ENOE: RECOVERY
You can snatch victory from the jaws of defeat when involved in a skill
challenge.
Benefit: Once per skill challenge, you treat the challenge as if it had the
recovery effect, even if it does not have that effect.
Special: This feat is allowed only in campaigns that use the skill challenge
ru les described in Chapter 2.
STAND TAL.L.
Your courage under fire inspires those around you to acts of bravery.
Benefit: Once per encounter when you take damage, all allies who are
within 6 squares of you and within your line of sight can, as a reaction, make
a single attack on the target that damaged you.
WOOKIEE GRIP
Your strength is such that you need only one hand to use weapons that
normally requ ire two hands.
Prerequisite: Strength 13.
Benefit: When using a weapon in which you are proficient and that
normally requires two hands, you can wield that weapon with a single hand.
You take a -2 pena lty to attack rolls with the weapon when it is used in
this manner.

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