Force Acolyte/Jedi

See also the Lightsabers tradition.

#### (Consular) Adept Negotiator\*

have an Intelligence of 3 or higher, and it must be able 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 along the Attitude Track towards Helpful. If the result is less than the targets Will Defense, they become resistant to the talent, and gain a +5 to its Will Defense if you try to use this talent again. The target gets a +5 bonus to its Will Defense if it is higher level than you.

At the end of the encounter, their attitude resets to what it was at the start of the encounter or one step closer to helpful than it was at the ST’s discretion.

This is a Mind-Affecting effect.

#### (Consular) Force Persuasion\*

Prerequisite: Adept Negotiator

You can use your Use the Force modifier instead of your Persuasion check modifier when making a Persuasion check. You are considered Trained in the Persuasion skill. If you are entitled to a Persuasion check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

#### (Consular) Master Negotiator\*

Prerequisite: Adept Negotiator

If you successfully use the Adept Negotiator Talent, your target moves an additional step along the Attitude Track. This is a Mind-Affecting effect.

#### (Consular) Skilled Advisor\*

You can spend a Full-Round Action advising an ally, thereby granting them a +5 bonus on their next Skill Check. If you spend a Force Point, the bonus increases to +10. The target must be able to (and willing) to hear and understand your voice. You cannot advise yourself. This is a Mind-Affecting effect.

#### (Consular) Adversary Lore\*

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

As a Standard Action, you can peer into The Force and search for weaknesses in the defenses of your enemies. Make a Use the Force check against the Will Defense of a target creature within 12 spaces of you and in your line of sight.

If the Skill Check equals or exceeds the target's Will Defense, that target takes a -2 penalty to their Reflex Defense against you and all allies who can hear and understand you until the end of your next turn.

As a Standard Action, you can weaken the resolve of one opponent with your words. The target must

 Friendly
 Indifferent
 Unfriendly
 Hostile

#### (Consular) Aggressive Negotiator\*

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Prerequisite: Adept Negotiator

Whenever you damage an opponent with a Lightsaber attack, you can Take 10 on any Persuasion checks you make before the end of your next turn, even if you would not normally be able to.

#### (Consular) Cleanse Mind\*

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

Once per turn as a Swift Action, you can remove one ongoing Mind-Affecting effect (such as the effects of the Demand Surrender, Weaken Resolve, Adept Negotiator Talents, or the ongoing effects of the Mind Trick Force Power) from a single allied target within line of sight.

#### (Consular) Collective Visions\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Farseeing

When you use Farseeing, 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 on your Use the Force check as a Reaction, if they are within 6 spaces of you.

#### (Consular) Consular's Vitality \*

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Once per round as a Swift Action, you grant one ally within 12 spaces of you (and within your line of sight) bonus damage reduction equal to your Charisma modifier.

This Bonus Damage Reduction last until the beginning of your next turn.

You take a -5 penalty on all Use the Force checks until the beginning of your next turn.

#### (Consular) Consular's Wisdom\*

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Prerequisite: Adept Negotiator

Once per encounter as a Swift Action, you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your Wisdom bonus to its Will Defense against Mind- Affecting effects.

#### (Consular) Entreat Aid\*

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Once per turn as a Swift Action, you can spend a Force Point to let one adjacent ally use the Aid Another Action (as a Reaction) to assist you with a Skill Check. You must make the Skill Check before the end of your turn, or the benefit of the Aid Another Action is lost.

An ally that has already used the Aid Another Action to assist you since the end of your last turn may not be targeted by this Talent.

#### (Consular) Force of Will\*

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

You gain a +2 insight bonus to your Will Defense. Also, as a Swift Action, you can spend a Force Point to give all allies within 6 spaces of you a +2 insight bonus to their Will Defense that lasts for the remainder of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 spaces of you later on.

Allies who benefit from this Talent must remain within 6 spaces of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a Mind- Affecting effect.

#### (Consular) Guiding Strikes\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

When you deal damage to a target by making a Lightsaber attack on your turn, you can use a Swift Action before the end of your turn to activate this Talent. If you do so, allies adjacent to the target at the time you make the attack gain a +2 circumstance bonus to melee attack rolls against the target until the start of your next turn.

#### (Consular) Improved Consular's Vitality\*

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Prerequisite: Consular's Vitality

Whenever you damage a target with a successful Lightsaber attack, you may use the Consular's Vitality Talent as a Free Action instead of a Swift Action until the start of your next turn.

#### (Consular) Know Weakness\*

Prerequisite: Adversary Lore

Whenever you use Adversary Lore on a target successfully, that target also takes an additional 1d6 points of damage from any successful attack made against it by you or an ally who can hear and understand you until the end of your next turn.

#### (Consular) Recall\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

Whenever you spend a Force Point to return a Force Power to your Force Power Suite, you regain two Force Powers instead of one.

#### (Consular) Renew Vision\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Farseeing

Once per encounter, you can regain all expended uses of the Farseeing Force Power as a Swift Action.

#### (Consular) Visionary Attack\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisites: Farseeing, WatchCircle Initiate

As a Reaction, you can make a Use the Force check after you or an ally within 12 spaces misses with a melee or ranged attack, removing one use of the Farseeing Force Power from your active Force Power Suite (as though you had activated the Force Power). If your check result equals or exceeds the Will Defense of the target of that missed attack, the attacker can reroll the missed attack roll.

This counts as using the Farseeing Force Power against the target, but this Talent replaces the normal rules and effects of Farseeing. Any attack can only be affected by this Talent once (thus, multiple characters cannot use this Talent on the same attack to allow multiple rerolls).

You take a cumulative -5 penalty on Use the Force checks until the beginning of your next turn when you use this Talent.

#### (Consular) Visionary Defense\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisites: Farseeing, WatchCircle Initiate

As a Reaction, you can make a Use the Force check after you or an ally within 12 spaces is the target of a melee or ranged attack (but before the results of the attack roll are known), removing one use of the Farseeing Force Power from your active Force Power Suite (as though you had activated the Force Power).

If your check result equals or exceeds the Will Defense of the attacker, you grant the target of that attack a +5 Force bonus to their Reflex Defense against that attack.

This counts as using the Farseeing Force Power against the attacker, but this Talent replaces the normal rules and effects of Farseeing. Any attack can only be affected by this Talent once (thus, multiple characters cannot use this Talent on the same attack to allow multiple rerolls).

You take a cumulative -5 penalty on Use the Force checks until the beginning of your next turn when you use this Talent.

#### (Consular) Watch Circle Initiate\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Farseeing

As a Reaction, you can make a DC 15 Use the Force check and remove one use of the Farseeing Force Power from your active Force Power Suite (as though you had just activated the Force Power).

If successful, you subtract 1 from your Force Point total (this cannot be subtracted from temporary Force Points, and does not count as spending a Force Point), and add 1 to the Force Point total of an ally within line of sight.

This counts as using the Farseeing Force Power against the target, but this Talent replaces the normal rules and effects of Farseeing.

### Guardian

#### (Guardian) Acrobatic Recovery\*

If any effect causes you to fall Prone, you can make a DC 20 Acrobatics check to remain on your feet.

#### (Guardian) Battle Meditation\*

The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from The Force. As a Full-Round Action, you can spend a Force Point to give you and all allies within 6 spaces of you a +1 insight bonus on attack rolls that lasts until the end of the encounter.

This bonus does not extend to allies outside the range of the effect, even if they move within 6 spaces of you later on. Allies who benefit from the Battle Meditation must remain within 6 spaces of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a Mind-Affecting effect.

This affects all allied Gunners within 6 spaces at Starship Scale.

#### (Guardian) Elusive Target\*

When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -5 penalty. This penalty is in addition to the normal -5 penalty for firing into melee, making the penalty to target you -10.

#### (Guardian) Force Intuition\*

You can use your Use the Force check modifier instead of your Initiative modifier when making Initiative checks. You are considered Trained in the Initiative skill. If you are entitled to an Initiative check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

You may use this Talent to determine the Initiative of a Starship if you are the Pilot.

#### (Guardian) Resilience\*

You can spend a Full-Round Action to un-cripple 2 body parts.

#### (Guardian) Close Maneuvering\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

Once per turn, you can use a Swift Action to designate a target. Until the start of your next turn, your movement does not provoke Attacks of Opportunity from that target, provided that you end your movement adjacent to that target.

#### (Guardian) Cover Escape\*

Reference Book: Star Wars Saga Edition Galaxy at War

Prerequisite: Block or Deflect

When you successfully spend a Force Point to negate a attack against an adjacent ally with the Block or Deflect Talents, that ally can move up to 2 spaces as a Free Action. This movement does not provoke Attacks of Opportunity.

#### (Guardian) Defensive Acuity\*

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

When you take the Fight Defensively Action, you deal +1 die of damage with Lightsaber attacks and gain a +2 circumstance bonus on Use the Force checks made to negate an attack with the Block or Deflect Talents. These benefits last until the end of your next turn.

#### (Guardian) Exposing Strike \*

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

When you use a Lightsaber to deal damage to a target, you can spend a Force Point to make that target Flat- Footed until the end of your next turn.

#### (Guardian) Forceful Warrior\*

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

When you score a Critical Hit with a Lightsaber, you gain 1 temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost.

#### (Guardian) Grenade Defense\*

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

You can use the Move Light Object application of the Use the Force skill to cast aside Grenades that are thrown at you. As a Reaction when you are attacked by a Grenade of any kind, you can make a Use the Force check with a DC equal to the attack roll of the incoming Grenade attack.

If your check equals or exceeds the DC, you hurl the Grenade to a location where it explodes 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 next turn.

#### (Guardian) Guardian Strike\*

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Whenever you use a Lightsaber to deal damage to a target, that target takes a -2 penalty on attack rolls against any target other than you until the beginning of your next turn.

#### (Guardian) Hold the Line\*

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

When you make a successful Attack of Opportunity against a target leaving your Threatened Area, you stop the target's movement, ending its Action.

#### (Guardian) Immovable\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

You can activate this Talent as a Swift Action. Until the start of your next turn, anyone attempting to move you involuntarily (such as with a Bantha Rush or the Move Object Force Power) takes a -5 penalty to attack rolls or Skill Checks made to use that effect that would move you. An enemy can only take the penalty from this Talent once per attempt, regardless of how many targets have used this Talent.

#### (Guardian) Improved Battle Meditation\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Battle Meditation

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 12 spaces.

Opponents within the radius of your Battle Meditation suffer a -1 penalty to all attack rolls.

#### (Guardian) Mobile Combatant\*

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

When you end your movement adjacent to an opponent, you can spend a Swift Action to activate this Talent. If the designated opponent Moves or Withdraws before the beginning of your next turn, you can choose to move with that opponent, up to a total distance equal to your current speed.

Unless your opponent uses the Withdraw Action or makes an Acrobatics check to avoid Attacks of Opportunity, its movement provokes an Attack of Opportunity from you for the first square moved as normal (but no subsequent spaces in the same movement). If your target moves farther than your speed, you must still end this movement closer to the target than you began.

### Sentenal

#### (Sentinel) Clear Mind\*

You may reroll any opposed Use the Force check made to oppose Sense Force checks. You must take the result of the reroll, even if it is worse.

#### (Sentinel) Dark Side Sense\*

Jedi following the path of the Sentinel become exceptionally talented at rooting out evil. You may reroll any Use the Force check made to sense the presence and relative location of characters with a Dark Side score greater than their Wisdom score. You must take the result of the reroll, even if it is worse.

#### (Sentinel) Dark Side Scourge\*

Prerequisite: Dark Side Sense

Against creatures with a Dark Side score greater than their Wisdom score., you deal extra damage on melee attacks equal to your Charisma bonus (minimum +1).

#### (Sentinel) Force Haze\*

Prerequisite: Clear Mind

You can spend a Force Point as a Standard Action to create a "Haze" that hides you and your allies from the perception of others. You can hide a number of creatures in line of sight equal to your Class Level. Make a Use the Force check and compare the result to the Will Defense of any opponent that moves into line of sight of any creature hidden by your Force Haze. If your check result equals or exceeds the opponent's Will Defense, all hidden creatures are treated as if they had Total Concealment against the opponent.

The Force Haze lasts for up to 1 minute but is dismissed instantly if anyone hidden by the Force Haze makes an attack.

You may use this Talent to hide a single Vehicle while you are on board. The Vehicle can't have a size penalty to Reflex Defense, Initiative, or Pilot checks greater than your Heroic Level. Thus, a Gargantuan Starship (size penalty of -5) can be hidden only by a character of 5th level or higher.

#### (Sentinel) Resist the Dark Side\*

Prerequisite: Dark Side Sense

You gain a +5 Force bonus to all Defense scores against Force Powers with the [Dark Side] descriptor, and Force Powers originating from anyone with a Dark Side score greater than their Wisdom score..

Additional Jedi Sentinel Talents

#### (Sentinel) Dampen Presence\*

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

When you interact with another sentient creature, you can use a Swift Action to reduce the impression you leave on it. When you have finished interacting with the creature, you make a Use the Force check, and if the check result exceeds the target's Will Defense, it does not remember interacting with you once you are gone.

A target that is higher in level than you gains a +5 bonus to its Will Defense to resist this ability. This is a Mind- Affecting effect.

#### (Sentinel) Dark Retaliation\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Sentinel Strike

Once per encounter, you can spend a Force Point to activate a Force Power as a Reaction to being targeted by a Force Power with the [Dark Side] descriptor.

#### (Sentinel) Dark Side Bane\*

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Prerequisite: Dark Side Sense

When you use a damage-dealing Force Power against a creature with a Dark Side score greater than their Wisdom score., you deal extra damage on a successful hit equal to your Charisma bonus (minimum +1).

#### (Sentinel) Gradual Resistance\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

If you take damage from the use of a Force Power, until the end of the encounter you gain a +2 Force bonus to all Defenses against that Force Power.

#### (Sentinel) Master of the Great Hunt\*

You gain a +1 Force bonus on attack rolls and deal +1 die of damage on Lightsaber attacks made against a Beast with a Dark Side score greater than their Wisdom score.

#### (Sentinel) Persistent Haze\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Clear Mind, Force Haze

Whenever anyone concealed by your use of the Force Haze Talent attacks, you maintain Total Concealment without having to make another Use the Force check. Only those who do not attack remain concealed; the attacker no longer has Total Concealment, even when using his Talent.

#### (Sentinel) Prime Targets\*

Reference Book: Star Wars Saga Edition Galaxy at War

When you hit a target with a Lightsaber attack, if the target has not been attacked since the end of your last turn, you deal +1 die of damage.

#### (Sentinel) Reap Retribution\*

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

If you take damage from the use of a Force Power, until the end of the encounter you deal an extra 2 points of damage against the creature that used the Force Power against you.

#### (Sentinel) Sense Primal Force\*

Reference Book: Star Wars Saga Edition Unknown Regions

Jedi who spend time in a diverse wilderness learn the nuances of The Living Force at work within a wild ecosystem. When within a natural wilderness area, such as a jungle, a forest, a swamp, or plains, you tap into the vibrant Living Force of the area and can use the Sense Surroundings aspect of the Use the Force skill to detect targets out to a 30-square radius, regardless of line of sight.

#### (Sentinel) Sentinel Strike\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Any time you attack a Flat-Footed opponent (or one who is denied its Dexterity bonus to its Reflex Defense against you) with a damage-dealing Force Power, or attack with a Lightsaber, you deal an extra +1d6 points of damage with

that 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, your Sentinel Strike damage increases by +1d6 points (maximum +5d6 points of damage).

#### (Sentinel) Sentinel's Gambit\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Once per encounter, as a Swift Action, you can designate an adjacent opponent with a Dark Side Sc score greater than their Wisdom score as the target of this Talent. The designated opponent loses its Dexterity bonus to Reflex Defense against your attacks until the end of your next turn.

#### (Sentinel) Sentinel's Observation\*

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

If you have Concealment against a target, you gain a +2 circumstance bonus on attack rolls against that target.

#### (Sentinel) Steel Resolve\*

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

When you use a Standard Action to make a melee attack, you can take a penalty between -1 to -5 on your attack roll and add twice that value (+2 to +10) as an insight bonus to your Will Defense. This bonus may not exceed your Base Attack Bonus. The changes to attack rolls and Will Defense last until the start of your next turn.

#### (Sentinel) Unseen Eyes\*

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Prerequisites: Clear Mind, Force Haze

Whenever you use the Force Haze Talent, allies hidden by the Force Haze can reroll any Perception check, keeping the better of the two results. Additionally, allies hidden by the Force Haze gain a +2 bonus on all damage rolls against foes that are unaware of them.