Post by Darth Kairos on Mar 10, 2019 12:43:37 GMT
Ambidexterity: Neither one of your hands is dominant and you can therefore do things that require two hands much more easily than other people, such as attacking with a one-handed weapon or hacking a datapad.
Effect: You take no penalty when performing an action using your off-hand; characters without this Perk suffer a -5 penalty to related checks.
Prerequisites: Dexterity +2
Animal Affinity: There’s something about you that makes gaining an animal’s trust easy. Your Proficiency Modifier is considered to be 1 higher than normally when using the Ride and Handle Animal skills. Just because you have this Perk does not mean that you can use Handle Animal untrained.
Armor Master: Your armor is like a second skin and allows you a much greater array of movement than most beings enjoy. Your maximum Dexterity bonus while wearing armor is increased by 1. You must be Proficient in the armor you are wearing to gain this benefit.
Prerequisites: Constitution +2, Armor Proficiency 3
Battle Analysis: You're an expert on the battlefield, and can take in the state of allies and enemies at a quick glance. As a Swift Action, you can make a DC 15 Knowledge (Tactics) check. If the check succeeds, you know which allies and opponents in your line of sight are reduced to at least half of their maximum total hit points. Additionally, you may spend a Standard Action to make a DC20 Knowledge (Tactics) check and assess the overall state of the battle, identifying which side(s) in the battle are prevailing and where the fighting is most critical.
Prerequisites: Knowledge (Tactics) 3
Lead the Assault: Make a single melee or ranged attack against any target within your range. If your attack hits, all allies within 6 squares of you gain a +2 morale bonus to their attack rolls and damage rolls until the end of your next turn.
Turn the Tide: Make a single melee or ranged attack against any target within your range. If you successfully damage the target, a number of allies equal to your Charisma modifier (Minimum 1) can immediately move up to half their Speed as a Free Action.
Prerequisites: Battle Analysis, Charisma +3, Level 10
Battlefield Supremacy: Any cunning tactician must learn to counter the tactics of their enemies. As a Standard Action, you can make a DC 15 Knowledge (Tactics) check. If the check succeeds, opponents in your line of sight lose all competence, insight, and morale bonuses on attack rolls, as well as any dodge bonuses to Reflex Saves, until the start of your next turn.
Prerequisites: Battle Analysis, Intellect +3, Level 10[/ul]
Blind-Fight: You have learned to rely on your other senses in a fight should you be unable to see your opponent. In combat, you may treat any opponent under the effects of Total Concealment for visual reasons (complete darkness, blindness, stealth field etc.) as under the effect of Concealment instead.
Cautious: You take exacting care when entering a dangerous situation or dealing with dangerous materials. As, such, a character with this Perk has one bonus Rank in the Awareness and Sabotage Skills.
Combat Expertise: You are highly skilled in the art of defense with a fighting style honed for efficient preservation of energy and limbs. When you use a Standard Action to make a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number (Up to +5) as a dodge bonus to your Reflex Saves. This lasts until the start of your next turn. Additionally, once long rest, when you choose to Fight Defensively as a Full-Round Action you may spend a Force Boon to force all enemies who attack you that round to take Disadvantage on their attack check.
Prerequisites: Intellect +1
Combat Reflexes: Your reflexes are beyond finely honed and you exploit any openings with ruthless efficiency. When opponents leave themselves open, you may make a number of additional Attack of Opportunity Reactions equal to your Dexterity modifier (instead of only one per turn; minimum two per turn). With this Perk, you may also make Attacks of Opportunity while Flat-Footed. You can still only make one attack for each triggered Attack of Opportunity.
Prerequisites: Dexterity +1
Contortionist: Through careful practice you have achieved a flexibility that allows you to bend your body in surprising way. A character with the Perk receives a bonus Rank in the Acrobatics, Legerdemain and Stealth Skills.
Critical Strike I: You keenly identify the flaws in an enemy's defences, and risk opening your own to exploit them. You can take two consecutive swift actions in the same round to increase the critical threat range of your next melee attack by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit. Further, your Reflex Save suffers a -5 penalty that turn. You lose the benefits of Critical Strike if you lose line of sight to your target or if you take any other action before making your attack.
Danger Sense: A natural ability of nearly all Force-sensitives is the ability to sense imminent threats to their person. This Danger Sense, as it is known, can manifest in multiple ways, but most frequently manifests as a tingling at the base of the neck whenever immediate danger is near. Regular beings can also develop this ability with time and experience, although to them it manifests as finely-tuned instinct. You have advantage on checks make to avoid sudden physical threats, such as traps or projectiles, and a +2 Force bonus to any Awareness checks against hidden dangers (such as a serpent in the underbrush or an assassin waiting behind your door).
Prerequisites: Gained automatically (if character possesses Force-sensitive Perk); level 5 (if character does not possess Force-sensitive Perk)
Dodge: You've move through combat with fluidity and grace that makes you adept at dodging blows. You gain access to the Dodge Standard action; when you take the Dodge action, until the start of your next turn any Attack roll made against you has disadvantage if you can see the attacker, and you make any Dexterity-based Checks to avoid damage with advantage. You lose this benefit if you are Incapacitated or Unconscious, or if your speed drops to 0.
Prerequisites: Dexterity +1
Double Attack: With fearsome speed and lethality you move faster in combat than most beings can keep up with. When you use the Full Attack action, you may make one additional attack when wielding a weapon you possess at least 3 Ranks in. However, you take a -5 penalty on all attack rolls until your next turn because you're trading precision for speed.
Prerequisites: Level 5
Dual-Weapon Fighting: You've learned to fight with both hands at once, and can wield two weapons or a double weapon (such as a saberstaff) in combat. When wielding two weapons or a double weapon, as a Full-Round Action you may make a Full Attack and attack once with each weapon (or both ends of the weapon). However, you take a -10 penalty to all attack rolls until the start of your next turn.
Dueling I: You have chosen to focus on the efficiency and versatility of single-weapon combat. When wielding a single light or medium weapon you receive a +1 bonus to your Attack Rolls and Reflex Save.
Prerequisites: Mutually-exclusive with the Dual-Weapon Mastery I Perk.
Field Training: Time spent and survived out in the action has sunk in, honing the techniques you need in the field. A character that purchases this Perk is granted a bonus Rank in both the Awareness and Athletics Skill.
Flurry: With speed and grace you rain wild but swift blows down on your foes. When wielding only light weapons or lightsabers, you can make a flurry of attacks. You take a -5 penalty to your Reflex Save, but you gain a +2 bonus on your melee attack rolls. This bonus on attacks and penalty to Reflex Save apply until the start of your next turn.
Focus: Through intense training and dedication you take one of your abilities to its maximum potential. Taking the Focus perk for one of your abilities confers a powerful benefit to using that ability normally usable only with a Force Boon, or entirely unusable without this Perk. Focus may be taken multiple times, each time applying it to a different ability. There are four types of Focus perk: Force Power Focus, Lightsaber Form Focus, Skill Focus, and Weapon Focus. The effects the Focus Perk depends on what it is applied to:
Force Glide: Extreme telekinetic control and confidence allows a Sith to slow and control their rate of falling, and even direct themselves while in mid-air. A Sith may slow their rate of descent to a minimum rate of 1m (1.5 squares) per turn, and may move laterally up to their speed in any direction, but they may never stop their descent entirely or ascend. To use Force Glide, spend a Force Boon and make a DC25 Telekinesis check; this DC increases by 5 if you are already falling when making the check.
Prerequisites: Telekinesis 3, Level 7
Force Forms: Force Forms are meditative battle-trances that greatly increase a Sith's combat prowess with the Force, but diminish their effectiveness with a Lightsaber. You may enter or leave a Force Form as a Swift Action on your turn; whenever a Force Form is active, your Lightsaber skills are reduced, and you can no longer use any of the unique abilities or modifiers provide by a Lightsaber Form (bonuses from from the act of wielding a Lightsaber still apply). Treat your Lightsaber as if you were wielding a Simple Weapon or Advanced Melee Weapon, whichever is higher (the Lightsaber still retains all of its normal effects such as ignoring Soak).
Force-sensitive: You possess an innate connection to that mystical, binding energy field - the Force. With time and training you may learn to harness and channel your gift into incredible powers. You automatically gain the Danger Sense Perk at character creation (see above), may learn the use of various Force Powers and abilities, immediately gain a starting Force Well of 40 and, most importantly, is eligible to join the New Sith Brotherhood beginning with their Basic Path.
Prerequisites: This Perk is free, but may ONLY be taken at character creation.
Force Sight: Force-sensitives who have lost - or never developed - the use of their eyesight often learn to perceive the galaxy in other, subtler ways. Beings using Force Sight perceive a galaxy lacking colour, but their otherwordly vision shows the bright aura of the beings around them (hinting at their place in the Force) and allows them to peer through objects such as thin walls and doors to see beyond. Beings using Force Sight suffer no penalties for blindness when in the presence of living creatures, or life of any kind. This trait enables them to make Awareness checks, and read and write as a sighted person. They can ignore the effect of darkness as if they had Darkvision. Beings using Force Sight cannot, however, detect creatures that are "Invisible" to The Force such as the Yuuzhan Vong and the Ysalamiri. These creatures have Total Concealment, as do creatures in areas the dampen or suppress The Force. Additionally, beings using Force Sight ignore all penalties to Awareness checks from Cover and Concealment (But not Total Cover or Total Concealment).
Once learned, activating Force Sight requires a Force Boon, lasts for up to 8 hours, and can be freely cancelled at any time. Beings who lack the use of normal eyesight instead use this Power in place of their normal vision and can use it indefinitely without cost.
Prerequisites: Spirit +2, Level 5 OR gained at Character Creation
Gearhead: Machines and computers are your bread and butter. You are considered a rank higher in the Mechanic and Computer Use skills, and may spend a Force Boon to decrease the time taken to perform an action by one step (ie. A Full Round Action becomes a Standard Action, a Standard Action becomes a Move Action, and a Move Action becomes a Swift Action. Swift Actions do not become Free Actions).
Hardy Constitution: You're tougher than you have any right to be, and tougher than somebody of your physique should be. You receive +1 hit point per character level.
Heroic Second Wind: You've learned how to keep going - and going, and going, and going, frustrating your enemies when you just won't die and keep getting up to put them down. You may take an additional Second Wind per day - this stacks with any other sources or benefits that provide an additional Second Wind.
Prerequisites: Constitution +2
Hobbling Strike: Sometimes it's better to cripple you foe instead of killing them - or slow them down so you can catch up and finish the job intimately. Whenever you use the Rapid Shot, Multishot, Rapid Strike or the Scoundrel's Cheap Shot ability, you may choose to reduce the target's speed by 1.5m (1 square) rather than dealing the extra damage.
Improved Damage Threshold: You can shrug off attacks that should normally be crippling. You receive a +5 bonus to your Damage Threshold.
Improved Defences: You're hard to hit, hard to slow, and hard to break. You receive a +1 bonus to all Saves (but not Soak).
Improved Disarm: You have a true talent for getting in close and tearing the weapons out of your enemies' hands. You gain a +5 bonus on any melee attack roll made to Disarm an opponent. In addition, if you fail to Disarm an opponent, he doesn't get to make a free attack against you.
Prerequisites: Combat Expertise, Intellect +2
Ranged Disarm: You're such a crack shot that you can shoot a weapon out of an enemy's hand with a ranged attack. You can Disarm an opponent using a ranged attack. If your ranged Disarm attack fails, your opponent doesn't get to make an Attack of Opportunity against you.
Prerequisites: Improved Disarm, Far Shot
Iron Will: You will not bend, you will not break! Your willpower is truly admirable and (once per short rest) you may spend a Force Boon to force Disadvantage on any checks targeting your Will Save.
Prerequisites: Level 5
Jury-Rigged: Tools and gadgets are your bread and butter, and you're adept at squeezing just that little bit more out of them than most. You gain advantage on all Mechanic checks made to repair or modify an electronic device.
Prerequisites: Intellect +3, Gearhead perk
Low Profile: Who? Never heard of the guy. You are skilled at keeping a low profile. The only people who have even heard of you are your immediate family and your close friends this makes it very easy for you to move around unnoticed.
Prerequisite: No Ranks in the Fame Asset.
Lightsaber Defense I: You are skilled at guarding yourself with your Lightsaber. Your deflection bonus to your Reflex Save from the Lightsaber Defense Swift Action increases to +2.
Prerequisite: Can use Single-Bladed Lightsabers
Martial Arts I: You are trained in unarmed combat and can fight effectively with just fists and feet. You are treated as Rank 2 when fighting unarmed and the damage you deal increases by one die step (eg. if Medium Size, from 1d4 to 1d6).
Mimic: You have a gift for impersonation and as such are considered one rank higher in the Disguise skill and any Entertain Skills pertaining to comedy, drama and impersonation.
Mind Over Matter: Many orders of warriors and mystics have practiced techniques that allow for the extreme focusing of their energies. These superhuman displays of potence are usually achieved through either berserk rage or icy discipline. The Mind Over Matter Perk may propel its user into such a trance. Activating this Perk gives a temporary +4 bonus to the Core Stat Modifiers of one, two or three of the following Core Stats: Strength, Dexterity, Constitution, Spirit. No Stat may have multiple bonuses applied to it. The effects of this perk last a number of turns equal to the user's Constitution Stat (if a bonus from the perk has been added to Constitution then it is included), rounded down if not a whole number. After this time is up, the character falls unconscious for 4 hours times the number of bonuses taken. So taking only one bonus will cause four hours of unconsciousness while taking all three will induce twelve.
Prerequisite: Iron Will and Hardy Constitution
Mobility: Your sure-footedness in combat is something to behold, and you easily slip out of an enemy's range. You receive a +5 dodge bonus to your Reflex Saves against Attacks of Opportunity caused when you move out of or into a threatened area.
Prerequisites: Dodge, Level 5
Persuasive: You know how to sell a lie and “convince” people to see it your way. You are considered to be one rank higher in the Bluff and Intimidate skills.
Polyglot: You were born with a genius level-ability to comprehend language; within a few minutes of conversation you can learn to speak a language. You can speak any language freely without having to spend skill points to learn it. To do so you must have a being attempt to teach you the language and make a DC20 Intellect check (add your Proficiency Modifier to this check); modify this number depending on the Skill of the teacher (a linguistics expert may reduce DC number by -5, while a child may increase the DC by 5). You may Take 10 on this check, but you can't Take 20, and you must still spend a skill point to learn to read and write this language.
Prerequisites: Intellect +3, Character Creation
Point Blank Shot: Thanks to extensive training you are no longer at an extreme disadvantage when using a ranged weapon up close. You no longer take Disadvantage and suffer only a -2 penalty to attacks with ranged weapons against opponents within Point-Blank Range.
Prerequisites: Dexterity +2
Poison Resistance: Maybe you've exposed yourself to small dosages to build an immunity, or maybe you're just naturally hardy - but whatever the cause, your body is more resistant to poisons and toxins than the average person. You gain a +5 bonus to your Fortitude Save when attacked by poison. If the attack succeeds, you take only half damage.
Prerequisites: Constitution +2
Power Attack I: Placing all of your power into a devastating blow, you may make an exceptionally powerful melee attack. On your turn, before making an attack roll, you may choose to subtract -3 from all melee attack rolls and add +3 melee damage rolls. The penalty on attacks and bonus on damage rolls applies until the start of your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add +6 your damage rolls. You can't add the bonus from Power Attack to the damage dealt against an object or Vehicle.
Power Blast I: You know how to manipulate ranged weapons to unleash overcharged shots. On your turn, before making an attack roll, you may choose to subtract -3 from all ranged attack rolls and add +3 ranged damage rolls. The penalty on attacks and bonus on damage rolls applies until the start of your next turn. Slugthrowers cannot use this Perk; only Blaster Weapons and Primitive Weapons qualify.
Quick Draw: You can draw a weapon far quicker than your average sentient. You can Draw or Holster a Weapon as a Swift Action instead of a Move Action.
Rapid Strike I: With expert precision and respectable speed, you can make two quick strikes in place of one. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.
Prerequisites: Dexterity +2
Rugged: You know how to last long under tough conditions. This Perk bestows a bonus rank in the Survival and Treat Injury Skills.
Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining several potent benefits. First, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the round. Second, creatures provoke opportunity attacks from you even if they take the Withdraw action before leaving your reach. And finally, when a creature within 1.5 metres (1 square) of you makes an attack against a target other than you (and that target doesn't have this Perk), you can use a Reaction to make a melee weapon attack against the attacking creature.
Prerequisites: Level 10
Shake It off: Few people can take a hit quite like you can, and fewer still can shrug it off like it was nothing. You can spend two Swift Actions (instead of three) to move +1 step up the Condition Track.
Prerequisites: Constitution +2, Endurance 3
Sharp-Eyed: Nothing escapes your notice. You are considered one rank higher in the Awareness and Insight Skills.
Shot on the Run: You've spent plenty of time running and gunning - enough to keep your aim steady when you do. When you Charge, you may make a ranged attack instead of a melee attack at the end of your movement. Unlike a normal Charge, your momentum does not help you overcome your target, so you gain no bonus on your attack roll. As with a normal Charge, you still take a -2 penalty to your Reflex Save.
Prerequisites: Mobility, Point Blank Shot
Slicer: You move like a ghost through the HoloNet, and can hack into enemy mainframes and computer systems with astonishing grace. Any routine action that would normally take a Standard Action with a computer (such as powering a system on or off, accessing files, or controlling security systems like doors and turrets) takes only a Swift Action. Contested actions (such as attempting to slice into a hostile computer system or locate a hidden file before the computer detects your access) still take the regular amount of time.
Prerequisites: Computer Use 3
Sith Alchemy: You are trained in the ancient ways of Sith Alchemy, those same forbidden arts that helped to first define the split between Jedi and Sith. When you take this Perk, you also receive your choice of either the Forge Sith Sword, Forge Dark Armor or Brew Sith Poison Perks along with one of the Refinements Perk for free (see below). Additional Alchemy Perks may be purchased normally afterwards.
Prerequisites: Sith Advanced Path, Spirit +2
Sniper Shot I: You know where to place your shots to do the most damage, but the extra time to land them makes you that much more of a target. You can take two consecutive swift actions in the same round to increase the critical threat range of your next ranged attack by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit. Further, your Reflex Save suffers a -5 penalty that turn. You lose the benefits of Sniper Shot if you lose line of sight to your target or if you take any other action before making your attack.
Spacer: Traversing the stars is as natural to you as breathing. You are considered to be one rank higher than you are in the Pilot and Astrogate skills. You still can’t use these skills untrained tough.
Sprint: You've never shied away from cardio and are quicker than most on your feet as a result. When you use the Run action, you can move up to five times your Speed (Instead of up to four times). Further, your Speed is not reduced by Difficult Terrain.
Prerequisites: Constitution +1
Strong in the Force: Your actions resonate within the Force, and those echoes build on themselves into something greater. You add 1d8 (instead of 1d6) to your DC whenever you spend a Force Boon to improve the results of a DC. If any bonus dice are added to a Force Boon roll by a special ability or other effect, Strong in the Force does not upgrade them.
Prerequisites: Spirit +3
Tricky: You are exceptionally clever and deceptive and as such are considered a rank higher than you are in the Bluff and Gamble skills.
Vehicular Combat: Whether piloting a starfighter or riding a swoop bike, your skill is such that you can shunt your vehicle out of the way of even the most accurate attacks. Once per round (As a Reaction), when you are piloting a Vehicle or Starship, you may negate a weapon hit by making a successful Pilot check. The DC of the Skill Check is equal to the result of the attack roll you wish to negate.
Prerequisites: Pilot 3
Weapon Finesse: You are skilled with versatile weapons that draw as much from a wielder's strength as they do their dexterity. When using a Light Melee Weapon or a Lightsaber, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Whirlwind Attack: Enemies don't quite surround you as they do gather so that you can cut them all down at once with an amazing, spinning melee attack. As a Full-Round Action, you can make an Area Attack with your melee weapon, striking every opponent within your reach. This Whirlwind Attack uses the Area Attack rules; you make one attack roll and apply the result to every target in range.
Prerequisites: Combat Expertise, Dexterity +2, Level 5
Zero-G Training: You are trained to operate normally in low or zero gravity conditions. You suffer no penalties of any kind when operating in micro- or zero-gravity environments.
Prerequisites: Dexterity +2; Acrobatics 3
Effect: You take no penalty when performing an action using your off-hand; characters without this Perk suffer a -5 penalty to related checks.
Prerequisites: Dexterity +2
Animal Affinity: There’s something about you that makes gaining an animal’s trust easy. Your Proficiency Modifier is considered to be 1 higher than normally when using the Ride and Handle Animal skills. Just because you have this Perk does not mean that you can use Handle Animal untrained.
Armor Master: Your armor is like a second skin and allows you a much greater array of movement than most beings enjoy. Your maximum Dexterity bonus while wearing armor is increased by 1. You must be Proficient in the armor you are wearing to gain this benefit.
Prerequisites: Constitution +2, Armor Proficiency 3
Battle Analysis: You're an expert on the battlefield, and can take in the state of allies and enemies at a quick glance. As a Swift Action, you can make a DC 15 Knowledge (Tactics) check. If the check succeeds, you know which allies and opponents in your line of sight are reduced to at least half of their maximum total hit points. Additionally, you may spend a Standard Action to make a DC20 Knowledge (Tactics) check and assess the overall state of the battle, identifying which side(s) in the battle are prevailing and where the fighting is most critical.
Prerequisites: Knowledge (Tactics) 3
Lead the Assault: Make a single melee or ranged attack against any target within your range. If your attack hits, all allies within 6 squares of you gain a +2 morale bonus to their attack rolls and damage rolls until the end of your next turn.
Turn the Tide: Make a single melee or ranged attack against any target within your range. If you successfully damage the target, a number of allies equal to your Charisma modifier (Minimum 1) can immediately move up to half their Speed as a Free Action.
Prerequisites: Battle Analysis, Charisma +3, Level 10
Battlefield Supremacy: Any cunning tactician must learn to counter the tactics of their enemies. As a Standard Action, you can make a DC 15 Knowledge (Tactics) check. If the check succeeds, opponents in your line of sight lose all competence, insight, and morale bonuses on attack rolls, as well as any dodge bonuses to Reflex Saves, until the start of your next turn.
Prerequisites: Battle Analysis, Intellect +3, Level 10[/ul]
Blind-Fight: You have learned to rely on your other senses in a fight should you be unable to see your opponent. In combat, you may treat any opponent under the effects of Total Concealment for visual reasons (complete darkness, blindness, stealth field etc.) as under the effect of Concealment instead.
Cautious: You take exacting care when entering a dangerous situation or dealing with dangerous materials. As, such, a character with this Perk has one bonus Rank in the Awareness and Sabotage Skills.
Combat Expertise: You are highly skilled in the art of defense with a fighting style honed for efficient preservation of energy and limbs. When you use a Standard Action to make a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number (Up to +5) as a dodge bonus to your Reflex Saves. This lasts until the start of your next turn. Additionally, once long rest, when you choose to Fight Defensively as a Full-Round Action you may spend a Force Boon to force all enemies who attack you that round to take Disadvantage on their attack check.
Prerequisites: Intellect +1
Combat Reflexes: Your reflexes are beyond finely honed and you exploit any openings with ruthless efficiency. When opponents leave themselves open, you may make a number of additional Attack of Opportunity Reactions equal to your Dexterity modifier (instead of only one per turn; minimum two per turn). With this Perk, you may also make Attacks of Opportunity while Flat-Footed. You can still only make one attack for each triggered Attack of Opportunity.
Prerequisites: Dexterity +1
Contortionist: Through careful practice you have achieved a flexibility that allows you to bend your body in surprising way. A character with the Perk receives a bonus Rank in the Acrobatics, Legerdemain and Stealth Skills.
Critical Strike I: You keenly identify the flaws in an enemy's defences, and risk opening your own to exploit them. You can take two consecutive swift actions in the same round to increase the critical threat range of your next melee attack by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit. Further, your Reflex Save suffers a -5 penalty that turn. You lose the benefits of Critical Strike if you lose line of sight to your target or if you take any other action before making your attack.
Danger Sense: A natural ability of nearly all Force-sensitives is the ability to sense imminent threats to their person. This Danger Sense, as it is known, can manifest in multiple ways, but most frequently manifests as a tingling at the base of the neck whenever immediate danger is near. Regular beings can also develop this ability with time and experience, although to them it manifests as finely-tuned instinct. You have advantage on checks make to avoid sudden physical threats, such as traps or projectiles, and a +2 Force bonus to any Awareness checks against hidden dangers (such as a serpent in the underbrush or an assassin waiting behind your door).
Prerequisites: Gained automatically (if character possesses Force-sensitive Perk); level 5 (if character does not possess Force-sensitive Perk)
Dodge: You've move through combat with fluidity and grace that makes you adept at dodging blows. You gain access to the Dodge Standard action; when you take the Dodge action, until the start of your next turn any Attack roll made against you has disadvantage if you can see the attacker, and you make any Dexterity-based Checks to avoid damage with advantage. You lose this benefit if you are Incapacitated or Unconscious, or if your speed drops to 0.
Prerequisites: Dexterity +1
Double Attack: With fearsome speed and lethality you move faster in combat than most beings can keep up with. When you use the Full Attack action, you may make one additional attack when wielding a weapon you possess at least 3 Ranks in. However, you take a -5 penalty on all attack rolls until your next turn because you're trading precision for speed.
Prerequisites: Level 5
Dual-Weapon Fighting: You've learned to fight with both hands at once, and can wield two weapons or a double weapon (such as a saberstaff) in combat. When wielding two weapons or a double weapon, as a Full-Round Action you may make a Full Attack and attack once with each weapon (or both ends of the weapon). However, you take a -10 penalty to all attack rolls until the start of your next turn.
Dueling I: You have chosen to focus on the efficiency and versatility of single-weapon combat. When wielding a single light or medium weapon you receive a +1 bonus to your Attack Rolls and Reflex Save.
Prerequisites: Mutually-exclusive with the Dual-Weapon Mastery I Perk.
Field Training: Time spent and survived out in the action has sunk in, honing the techniques you need in the field. A character that purchases this Perk is granted a bonus Rank in both the Awareness and Athletics Skill.
Flurry: With speed and grace you rain wild but swift blows down on your foes. When wielding only light weapons or lightsabers, you can make a flurry of attacks. You take a -5 penalty to your Reflex Save, but you gain a +2 bonus on your melee attack rolls. This bonus on attacks and penalty to Reflex Save apply until the start of your next turn.
Focus: Through intense training and dedication you take one of your abilities to its maximum potential. Taking the Focus perk for one of your abilities confers a powerful benefit to using that ability normally usable only with a Force Boon, or entirely unusable without this Perk. Focus may be taken multiple times, each time applying it to a different ability. There are four types of Focus perk: Force Power Focus, Lightsaber Form Focus, Skill Focus, and Weapon Focus. The effects the Focus Perk depends on what it is applied to:
Force Glide: Extreme telekinetic control and confidence allows a Sith to slow and control their rate of falling, and even direct themselves while in mid-air. A Sith may slow their rate of descent to a minimum rate of 1m (1.5 squares) per turn, and may move laterally up to their speed in any direction, but they may never stop their descent entirely or ascend. To use Force Glide, spend a Force Boon and make a DC25 Telekinesis check; this DC increases by 5 if you are already falling when making the check.
Prerequisites: Telekinesis 3, Level 7
Force Forms: Force Forms are meditative battle-trances that greatly increase a Sith's combat prowess with the Force, but diminish their effectiveness with a Lightsaber. You may enter or leave a Force Form as a Swift Action on your turn; whenever a Force Form is active, your Lightsaber skills are reduced, and you can no longer use any of the unique abilities or modifiers provide by a Lightsaber Form (bonuses from from the act of wielding a Lightsaber still apply). Treat your Lightsaber as if you were wielding a Simple Weapon or Advanced Melee Weapon, whichever is higher (the Lightsaber still retains all of its normal effects such as ignoring Soak).
Force-sensitive: You possess an innate connection to that mystical, binding energy field - the Force. With time and training you may learn to harness and channel your gift into incredible powers. You automatically gain the Danger Sense Perk at character creation (see above), may learn the use of various Force Powers and abilities, immediately gain a starting Force Well of 40 and, most importantly, is eligible to join the New Sith Brotherhood beginning with their Basic Path.
Prerequisites: This Perk is free, but may ONLY be taken at character creation.
Force Sight: Force-sensitives who have lost - or never developed - the use of their eyesight often learn to perceive the galaxy in other, subtler ways. Beings using Force Sight perceive a galaxy lacking colour, but their otherwordly vision shows the bright aura of the beings around them (hinting at their place in the Force) and allows them to peer through objects such as thin walls and doors to see beyond. Beings using Force Sight suffer no penalties for blindness when in the presence of living creatures, or life of any kind. This trait enables them to make Awareness checks, and read and write as a sighted person. They can ignore the effect of darkness as if they had Darkvision. Beings using Force Sight cannot, however, detect creatures that are "Invisible" to The Force such as the Yuuzhan Vong and the Ysalamiri. These creatures have Total Concealment, as do creatures in areas the dampen or suppress The Force. Additionally, beings using Force Sight ignore all penalties to Awareness checks from Cover and Concealment (But not Total Cover or Total Concealment).
Once learned, activating Force Sight requires a Force Boon, lasts for up to 8 hours, and can be freely cancelled at any time. Beings who lack the use of normal eyesight instead use this Power in place of their normal vision and can use it indefinitely without cost.
Prerequisites: Spirit +2, Level 5 OR gained at Character Creation
Gearhead: Machines and computers are your bread and butter. You are considered a rank higher in the Mechanic and Computer Use skills, and may spend a Force Boon to decrease the time taken to perform an action by one step (ie. A Full Round Action becomes a Standard Action, a Standard Action becomes a Move Action, and a Move Action becomes a Swift Action. Swift Actions do not become Free Actions).
Hardy Constitution: You're tougher than you have any right to be, and tougher than somebody of your physique should be. You receive +1 hit point per character level.
Heroic Second Wind: You've learned how to keep going - and going, and going, and going, frustrating your enemies when you just won't die and keep getting up to put them down. You may take an additional Second Wind per day - this stacks with any other sources or benefits that provide an additional Second Wind.
Prerequisites: Constitution +2
Hobbling Strike: Sometimes it's better to cripple you foe instead of killing them - or slow them down so you can catch up and finish the job intimately. Whenever you use the Rapid Shot, Multishot, Rapid Strike or the Scoundrel's Cheap Shot ability, you may choose to reduce the target's speed by 1.5m (1 square) rather than dealing the extra damage.
Improved Damage Threshold: You can shrug off attacks that should normally be crippling. You receive a +5 bonus to your Damage Threshold.
Improved Defences: You're hard to hit, hard to slow, and hard to break. You receive a +1 bonus to all Saves (but not Soak).
Improved Disarm: You have a true talent for getting in close and tearing the weapons out of your enemies' hands. You gain a +5 bonus on any melee attack roll made to Disarm an opponent. In addition, if you fail to Disarm an opponent, he doesn't get to make a free attack against you.
Prerequisites: Combat Expertise, Intellect +2
Ranged Disarm: You're such a crack shot that you can shoot a weapon out of an enemy's hand with a ranged attack. You can Disarm an opponent using a ranged attack. If your ranged Disarm attack fails, your opponent doesn't get to make an Attack of Opportunity against you.
Prerequisites: Improved Disarm, Far Shot
Iron Will: You will not bend, you will not break! Your willpower is truly admirable and (once per short rest) you may spend a Force Boon to force Disadvantage on any checks targeting your Will Save.
Prerequisites: Level 5
Jury-Rigged: Tools and gadgets are your bread and butter, and you're adept at squeezing just that little bit more out of them than most. You gain advantage on all Mechanic checks made to repair or modify an electronic device.
Prerequisites: Intellect +3, Gearhead perk
Low Profile: Who? Never heard of the guy. You are skilled at keeping a low profile. The only people who have even heard of you are your immediate family and your close friends this makes it very easy for you to move around unnoticed.
Prerequisite: No Ranks in the Fame Asset.
Lightsaber Defense I: You are skilled at guarding yourself with your Lightsaber. Your deflection bonus to your Reflex Save from the Lightsaber Defense Swift Action increases to +2.
Prerequisite: Can use Single-Bladed Lightsabers
Martial Arts I: You are trained in unarmed combat and can fight effectively with just fists and feet. You are treated as Rank 2 when fighting unarmed and the damage you deal increases by one die step (eg. if Medium Size, from 1d4 to 1d6).
Mimic: You have a gift for impersonation and as such are considered one rank higher in the Disguise skill and any Entertain Skills pertaining to comedy, drama and impersonation.
Mind Over Matter: Many orders of warriors and mystics have practiced techniques that allow for the extreme focusing of their energies. These superhuman displays of potence are usually achieved through either berserk rage or icy discipline. The Mind Over Matter Perk may propel its user into such a trance. Activating this Perk gives a temporary +4 bonus to the Core Stat Modifiers of one, two or three of the following Core Stats: Strength, Dexterity, Constitution, Spirit. No Stat may have multiple bonuses applied to it. The effects of this perk last a number of turns equal to the user's Constitution Stat (if a bonus from the perk has been added to Constitution then it is included), rounded down if not a whole number. After this time is up, the character falls unconscious for 4 hours times the number of bonuses taken. So taking only one bonus will cause four hours of unconsciousness while taking all three will induce twelve.
Prerequisite: Iron Will and Hardy Constitution
Mobility: Your sure-footedness in combat is something to behold, and you easily slip out of an enemy's range. You receive a +5 dodge bonus to your Reflex Saves against Attacks of Opportunity caused when you move out of or into a threatened area.
Prerequisites: Dodge, Level 5
Persuasive: You know how to sell a lie and “convince” people to see it your way. You are considered to be one rank higher in the Bluff and Intimidate skills.
Polyglot: You were born with a genius level-ability to comprehend language; within a few minutes of conversation you can learn to speak a language. You can speak any language freely without having to spend skill points to learn it. To do so you must have a being attempt to teach you the language and make a DC20 Intellect check (add your Proficiency Modifier to this check); modify this number depending on the Skill of the teacher (a linguistics expert may reduce DC number by -5, while a child may increase the DC by 5). You may Take 10 on this check, but you can't Take 20, and you must still spend a skill point to learn to read and write this language.
Prerequisites: Intellect +3, Character Creation
Point Blank Shot: Thanks to extensive training you are no longer at an extreme disadvantage when using a ranged weapon up close. You no longer take Disadvantage and suffer only a -2 penalty to attacks with ranged weapons against opponents within Point-Blank Range.
Prerequisites: Dexterity +2
Poison Resistance: Maybe you've exposed yourself to small dosages to build an immunity, or maybe you're just naturally hardy - but whatever the cause, your body is more resistant to poisons and toxins than the average person. You gain a +5 bonus to your Fortitude Save when attacked by poison. If the attack succeeds, you take only half damage.
Prerequisites: Constitution +2
Power Attack I: Placing all of your power into a devastating blow, you may make an exceptionally powerful melee attack. On your turn, before making an attack roll, you may choose to subtract -3 from all melee attack rolls and add +3 melee damage rolls. The penalty on attacks and bonus on damage rolls applies until the start of your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add +6 your damage rolls. You can't add the bonus from Power Attack to the damage dealt against an object or Vehicle.
Power Blast I: You know how to manipulate ranged weapons to unleash overcharged shots. On your turn, before making an attack roll, you may choose to subtract -3 from all ranged attack rolls and add +3 ranged damage rolls. The penalty on attacks and bonus on damage rolls applies until the start of your next turn. Slugthrowers cannot use this Perk; only Blaster Weapons and Primitive Weapons qualify.
Quick Draw: You can draw a weapon far quicker than your average sentient. You can Draw or Holster a Weapon as a Swift Action instead of a Move Action.
Rapid Strike I: With expert precision and respectable speed, you can make two quick strikes in place of one. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.
Prerequisites: Dexterity +2
Rugged: You know how to last long under tough conditions. This Perk bestows a bonus rank in the Survival and Treat Injury Skills.
Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining several potent benefits. First, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the round. Second, creatures provoke opportunity attacks from you even if they take the Withdraw action before leaving your reach. And finally, when a creature within 1.5 metres (1 square) of you makes an attack against a target other than you (and that target doesn't have this Perk), you can use a Reaction to make a melee weapon attack against the attacking creature.
Prerequisites: Level 10
Shake It off: Few people can take a hit quite like you can, and fewer still can shrug it off like it was nothing. You can spend two Swift Actions (instead of three) to move +1 step up the Condition Track.
Prerequisites: Constitution +2, Endurance 3
Sharp-Eyed: Nothing escapes your notice. You are considered one rank higher in the Awareness and Insight Skills.
Shot on the Run: You've spent plenty of time running and gunning - enough to keep your aim steady when you do. When you Charge, you may make a ranged attack instead of a melee attack at the end of your movement. Unlike a normal Charge, your momentum does not help you overcome your target, so you gain no bonus on your attack roll. As with a normal Charge, you still take a -2 penalty to your Reflex Save.
Prerequisites: Mobility, Point Blank Shot
Slicer: You move like a ghost through the HoloNet, and can hack into enemy mainframes and computer systems with astonishing grace. Any routine action that would normally take a Standard Action with a computer (such as powering a system on or off, accessing files, or controlling security systems like doors and turrets) takes only a Swift Action. Contested actions (such as attempting to slice into a hostile computer system or locate a hidden file before the computer detects your access) still take the regular amount of time.
Prerequisites: Computer Use 3
Sith Alchemy: You are trained in the ancient ways of Sith Alchemy, those same forbidden arts that helped to first define the split between Jedi and Sith. When you take this Perk, you also receive your choice of either the Forge Sith Sword, Forge Dark Armor or Brew Sith Poison Perks along with one of the Refinements Perk for free (see below). Additional Alchemy Perks may be purchased normally afterwards.
Prerequisites: Sith Advanced Path, Spirit +2
Sniper Shot I: You know where to place your shots to do the most damage, but the extra time to land them makes you that much more of a target. You can take two consecutive swift actions in the same round to increase the critical threat range of your next ranged attack by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit. Further, your Reflex Save suffers a -5 penalty that turn. You lose the benefits of Sniper Shot if you lose line of sight to your target or if you take any other action before making your attack.
Spacer: Traversing the stars is as natural to you as breathing. You are considered to be one rank higher than you are in the Pilot and Astrogate skills. You still can’t use these skills untrained tough.
Sprint: You've never shied away from cardio and are quicker than most on your feet as a result. When you use the Run action, you can move up to five times your Speed (Instead of up to four times). Further, your Speed is not reduced by Difficult Terrain.
Prerequisites: Constitution +1
Strong in the Force: Your actions resonate within the Force, and those echoes build on themselves into something greater. You add 1d8 (instead of 1d6) to your DC whenever you spend a Force Boon to improve the results of a DC. If any bonus dice are added to a Force Boon roll by a special ability or other effect, Strong in the Force does not upgrade them.
Prerequisites: Spirit +3
Tricky: You are exceptionally clever and deceptive and as such are considered a rank higher than you are in the Bluff and Gamble skills.
Vehicular Combat: Whether piloting a starfighter or riding a swoop bike, your skill is such that you can shunt your vehicle out of the way of even the most accurate attacks. Once per round (As a Reaction), when you are piloting a Vehicle or Starship, you may negate a weapon hit by making a successful Pilot check. The DC of the Skill Check is equal to the result of the attack roll you wish to negate.
Prerequisites: Pilot 3
Weapon Finesse: You are skilled with versatile weapons that draw as much from a wielder's strength as they do their dexterity. When using a Light Melee Weapon or a Lightsaber, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Whirlwind Attack: Enemies don't quite surround you as they do gather so that you can cut them all down at once with an amazing, spinning melee attack. As a Full-Round Action, you can make an Area Attack with your melee weapon, striking every opponent within your reach. This Whirlwind Attack uses the Area Attack rules; you make one attack roll and apply the result to every target in range.
Prerequisites: Combat Expertise, Dexterity +2, Level 5
Zero-G Training: You are trained to operate normally in low or zero gravity conditions. You suffer no penalties of any kind when operating in micro- or zero-gravity environments.
Prerequisites: Dexterity +2; Acrobatics 3