To the Ends of the Galaxy
Base Class Talents
The following are Talents available for base classes.
Acrobatic Combat Tree
This talent tree focuses on highly mobile combatants using their speed and agility to engage their opponent.
Classes: Soldier, Scout
Evade: As a reaction to a melee attack, your character can make an Acrobatics check. If your check exceeds the attack roll result, you negate the attack. You suffer a cumulative -5 penalty for each Acrobatics check you’ve made to negate an attack (including Lunge) until the start of your next turn. To use this talent, your character must be wearing light or no armor and you must be aware of the attack and not flat-footed.
Prerequisite: Trained in Acrobatics
Lunge: As a reaction to a ranged attack, your character can make an Acrobatics check. If your check exceeds the attack roll result, you negate the attack. You suffer a cumulative -5 penalty for each Acrobatics check you’ve made to negate an attack (including Evade) until the start of your next turn. To use this talent, your character must be wearing light or no armor and be aware of the attack and not flat-footed. To use this ability against energy weapons, your character must have taken a move action in her previous round. This Talent can be used on a critical hit, negating the attack entirely if your result equals or exceeds the opponent’s attack roll.
Prerequisites: Trained in Acrobatics
Friendly Fire: You can attempt to manipulate an attacker so that their miss hits a hostile target. Once per round, if your character successfully uses Lunge to avoid a ranged attack and you occupy a square in a straight line between your attacker and another target, you can apply the attack roll against the valid target. The attack roll benefits from your Acrobatics check made to avoid the attack as though it applied as an aid another attempt. If the attack hits, the target takes damage as though they were the original target. This Talent cannot be used on Area of Effect attacks or attacks that do not have sufficient range to hit the intended target. Further, additional range penalties apply if the target is at a further range increment.
Handheld Shield Combat Tree
When wielding a handheld shield (like a riot shield), your character is an unassailable opponent in both melee and ranged combat.
Interpose: As a reaction to a ranged attack, your character can make a Perception check subtracting your Armor Check Penalty from the roll. If your check exceeds the oncoming attack roll, you notice the incoming ranged attack and interpose your personal shield to absorb the attack. Each check your character makes after the first levies a cumulative -5 penalty on further checks to use Interpose until the start of your next round. Ranged penalties to your Perception check apply as normal. This Talent can be used on a critical hit, negating the attack entirely if your result equals or exceeds the opponent’s attack roll.
Prerequisite: Proficient with Light Armor
Shield Defense: When wielding a personal shield, your character is an expert at interposing the shield between you and harms way. Your character may use the higher of his Wisdom or Dexterity to his Reflex Defense and your shield grants an additional +2 Equipment Bonus to your Reflex Defense if the shield grants Partial Cover.
Prerequisite: Proficient with Light Armor
Take Cover: Your character may use Interpose against an area of effect attack. If your Perception check overcomes the opponent’s attack roll, compare the attack roll result to your Reflex Defense. If it does not exceed your Reflex Defense, you take no damage. If it does exceed your Reflex defense, you take only half damage.
Nanite Talent Tree
You’ve been infused with some of the most advanced nanites in the galaxy, which you’ve begun to program and adapt to perform incredible feats.
Auto Recovery: By spending a Force Point as a swift action, you overcome all debilitating conditions affecting you and return to a normal state.
Exoskeleton: Your nanites form a protective barrier over your skin, making you more resilient to damage. You can spend a Force Point as a standard action to grant yourself Damage Reduction 10 for 1 minute.
Nano Shielding: Your nanites can protect you from various external harms. By spending a Force Point as a Swift action, you become immune to poison, radiation and disease for an encounter. Further, you can use the higher of your Intelligence or Constitution modifier to calculate your Fortitude Defense.
Neural Pathway Reinforcement: Setting yourself on an unwaverable path, your nanites ensure you cannot be swayed. By spending a Force Point as a standard action, you become immune to mind-affecting effects for 1 minute.