Force Acolyte/Sith

See also the Lightsaber tradition.

When you use the Persuasion skill to Intimidate, you can Intimidate all targets in a 6-Square Cone (originating from your square) instead of Intimidating a single target. All other limitations to the Intimidation use of the Persuasion skill still apply.

#### (Inquisitor) Adept Intimidator \*

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

#### (Inquisitor) Master Intimidator \*

Prerequisite: Adept Intimidator

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

#### (Consular) Aggressive Intimidator\*

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Prerequisite: Adept Intimidator

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.

#### (Inquisitor) Force Interrogation\*

When you deal damage to one or more creatures by using a Force Power, you can immediately make a Persuasion check as a Free Action to Intimidate a single target you damaged.

#### (Inquisitor) Inquisition\*

You are particularly adept at dealing with Force- sensitive foes. You gain a +1 bonus on attack rolls and deal +1 die of damage against targets that have the Force Sensitivity feat.

#### (Inquisitor) Unsettling Presence\*

Prerequisite: Force Interrogation

You can spend a Force Point as a Standard Action to create an aura of unsettling discomfort around you. You make a Use the Force check when you activate this Talent and compare the check result to the Will Defense of any creature that comes within 6 spaces of you.

If your Use the Force check result equals or exceeds the

creature's Will Defense, that target takes a -2 penalty on attack rolls and Skill Checks while within 6 spaces of you. This aura lasts for

### Warrior

#### (Warrior) Sith Surge\*

Whenever a body part is un-crippled by any means, you gain Bonus Damage Reduction equal to your Heroic Level. This Bonus Damage Reduction go away at the end of the encounter. Bonus Damage Reduction from multiple sources do not stack.

#### (Warrior) Force Fighter\*

Whenever you spend a Force Point to add to an attack roll, you gain a bonus Damage Reduction equal to the Force Point result if the attack hits.

This Bonus Damage Reduction go away at the start of your next turn. Bonus Damage Reduction from multiple sources do not stack.

#### (Warrior) Resist Enervation\*

Whenever an effect would cripple one of your body parts, you can spend a Force Point to negate it.

#### (Warrior) Victorious Force Mastery\*

Prerequisite: Force Training

Whenever an enemy you have damaged in this encounter has their torso or head crippled, you may automatically return one spent Force Power to your Force Power Suite as a Free Action.

#### (Warrior) Acrobatic Recovery\*

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

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) Resilience\*

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

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) Warrior 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

#### (Warrior) 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.

### Believer

#### (Believer) Intuition\*

As a Reaction, when an opponent successfully attacks you, make a Use the Force check and compare the result to your opponent's attack roll. If the check equals or exceeds the result of the attack roll, you can add your Charisma modifier to your Reflex Defense.

#### (Believer) Defense Boost\*

As a Swift Action, you can make a DC 15 Use the Force check. If the check succeeds, you gain a +1 Force bonus to your Fortitude Defense until the end of the encounter. Before you make your Use the Force check, you can increase the target number to DC 20 to gain a +1 Force bonus to all your Defenses.

#### (Believer) Hardiness\*

You can spend a Force Point to reduce the number of Swift Actions it takes you to un-cripple 1 body part by one.

#### (Believer) High Impact\*

As a Swift Action, make a DC 15 Use the Force check. If your check succeeds, double your Strength bonus to the

next melee damage roll you make before the end of your turn.

#### (Believer) Sith Reverence\*

You gain a +1 morale bonus on your attack rolls while you are within 20 spaces and in line of sight of an ally with a Dark Side Score equal to or greater than your own.

\*= This rule was copy pasted from the Star Wars Saga Edition Wiki and then modified.

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