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. n I
11 -I (IJ 1] 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. (l I > 1) -I (IJ D I
(ill
@ (ill [lj) @ lj)
ciJ
@
(ill 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.