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{{DISPLAYTITLE:Misfortune Talent Tree}} | {{DISPLAYTITLE:Misfortune Talent Tree}}<!-- | ||
{{treemenu}}<!-- | |||
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--><div class="topdiv"><!-- | --><div class="topdiv"><!-- | ||
--><p class="single nomargin">{{indent}}This talent tree is available to [[scoundrel (heroic class)|scoundrel]]s, and [[Bounty_Hunter_(prestige_class)|bounty hunters]].</p></div><!-- | --><p class="single nomargin">Your mother always said you were trouble. Now, your enemies know it, too.</p><!-- | ||
--><p class="single nomargin">{{indent}}This talent tree is available to [[scoundrel (heroic class)|scoundrel]]s, and [[Bounty_Hunter_(prestige_class)|bounty hunters]].</p><!-- | |||
--><div id="backstab" class="spacer"><!-- | |||
--><h4 class="headline">Back Stabber</h4><!-- | |||
-->{{referencetag|book=Galaxy at War|page=20}}<!-- | |||
--><p class="single nomargin">You can take advantage of your adversary’s distractions, no matter how momentary or fleeting. Once per turn, when you flank a target, you can treat them as flat-footed for one of your attacks.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Sneak Attack.</p><!-- | |||
--></div><!-- | |||
--><div id="befuddle" class="spacer"><!-- | |||
--><h4 class="headline">Befuddle</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">If you succeed on a [[Deception]] check against a target’s [[Will Defense]] as a [[swift action]], until the start of your next turn you can move through the threatended area of that target as a part of your move action without provoking an attack of opportunity. Each threatened square that you move through counts as 2 squares of movement.</p><!-- | |||
--></div><!-- | |||
--><div id="cunning" class="spacer"><!-- | |||
--><h4 class="headline">Cunning Strategist</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">You can create opportunities to chip away at your opponent’s defenses. You can use each of the following actions once per encounter as a [[standard action]]:</p><!-- | |||
--><p class="single nomargin">{{indent}}''Create Opening:'' Make a single melee or ranged attack against any target within your range. If you damage the target, the target takes a a−5 penalty to its [[Reflex Defense]] until the start of your next turn.</p><!-- | |||
--><p class="single nomargin">{{indent}}''Crippling Attack:'' Make a single melee or ranged attack against an opponent within your range. Until the start of your next turn, the target takes a −2 penalty to its base speed.</p><!-- | |||
--><p class="single nomargin">{{indent}}''Vicious Attack:'' Make a melee or ranged attack within your range against two opponents that are within 2 squares of each other. Make a separate attack roll at a −5 penaty at each target, but roll damage once only.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisites:''' Disruptive, Walk the Line.</p><!-- | |||
--></div><!-- | |||
--><div id="dastardly" class="spacer"><!-- | |||
--><h4 class="headline">Dastardly Strike</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=46}}<!-- | |||
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=16}}<!-- | |||
--><p class="single nomargin">Whenever you make a successful attack against an opponent that is denied its [[Dexterity]] bonus to [[Reflex Defense]], the target moves −1 step along the [[condition track]].</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Starship/Vehicle:''' This talent can be used only against characters, not objects or vehicles.</p><!-- | |||
--></div><!-- | |||
--><div id="disruptive"><!-- | |||
--><h4 class="headline">Disruptive</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=47}}<!-- | |||
--><p class="single nomargin">By spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all moreale and insight bonuses applied to enemies in your line of sight.</p><!-- | |||
--></div><!-- | |||
--><div id="hesitate"><!-- | |||
--><h4 class="headline">Hesitate</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">You can fill your opponent with doubt by making a [[Persuasion]] check as a [[standard action]] against a single target that can hear and understand you within 12 squares of you. If your check result equals or exceeds the target’s Will Defense, the target takes −2 penalty to its base speed, and if the target takes a standard action, it must also spend its swift action. This penalty lasts until the end of the target’s next turn.</p><!-- | |||
--></div><!-- | |||
--><div id="impskirmisher" class="spacer"><!-- | |||
--><h4 class="headline">Improved Skirmisher</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">When you move at least 2 squares before your attack and end your move in a different square from where you started, you gain a +1 bonus to all your defenses until the start of your next turn.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Skirmisher.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="impsneak" class="spacer"><!-- | |||
--><h4 class="headline">Improved Sneak Attack</h4><!-- | |||
-->{{referencetag|book=Galaxy at War|page=20}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">Increase the range for Sneak Attack to 12 squares.</p><!-- | ||
--><p class="single nomargin">{{indent}}'''Prerequisites:''' [[Point Blank Shot (feat)|Point Blank Shot]], Sneak Attack.</p><!-- | |||
--></div><!-- | |||
-->< | --><div id="seducer" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Seducer</h4><!-- | ||
-- | -->{{referencetag|book=Legacy Era Campaign Guide|page=29}}<!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">If you fail a [[Persuasion]] check to change a target’s attitude, you can immediately reroll the check using your [[Deception]] skill in lieu of your [[Perception]] skill, keeping the second result.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="seize" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Seize Object</h4><!-- | ||
-->{{referencetag|book=Legacy Era Campaign Guide|page=29}}<!-- | |||
--><p class="single nomargin">Once per encounter, as a [[move action]], you can attempt to seize a held, carried, or worn object from an adjacent target by making a disarm attack, with a +10 bonus on your attack roll. If the attack succeeds, you are now holding the object, and you cannot use this talent in place of the disarm action. You cannot conceal the use of this talent from the target.</p><!-- | |||
--></div><!-- | |||
--><div id="skirmisher" class="spacer"><!-- | |||
--><h4 class="headline">Skirmisher</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=47}}<!-- | |||
-->{{referencetag|book= | |||
--> | -->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=16}}<!-- | ||
--><p class="single nomargin">If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Starship/Vehicle:''' You gain the benefits of this talent with vehicle weapons only if you are the vehicle pilot.</p><!-- | |||
--></div><!-- | |||
--><div id="sneak" class="spacer"><!-- | |||
--><h4 class="headline">Sneak Attack</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=47}}<!-- | |||
-->< | --><p class="single nomargin">Any time your opponent is flat-footed or otherwise denied its [[Dexterity]] bonus to [[Reflex Defense]], you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon.</p><!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">{{indent}}You may select this talent multiple times. Each time you select it, your sneak attack damage increases by +1d6 (maximum +10d6).</p><!-- | ||
-- | --></div><!-- | ||
--><div id=" | --><div id="confusion" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Sow Confusion</h4><!-- | ||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">Once per encounter, as a standard action, you can make a [[Deception]] check and compare the result to the [[Will Defense]] of all enemies in your line of sight. If the check result equals or exceeds an enemy’s Will Defense, that enemy must spend a swift action in addition to a standard action to make an attack until the start of your next turn.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Hesitate.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="stymie" class="spacer"><!-- | |||
--><h4 class="headline">Stymie</h4><!-- | |||
--><h4 class="headline"> | |||
--> | -->{{referencetag|book=Clone Wars Campaign Guide|page=24}}<!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">Once per round, as a [[swift action]], you can designate a target within 12 squares and line of sight as the target of this talent. Until the start of your next turn, you can cause that target to take a −5 penalty on all checks made with a single skill. You must declare which skill is to be penalized at the time this talent is activated. This is a mind-affecting effect.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="sudden" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Sudden Strike</h4><!-- | ||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal sneak attack damage in addition to the normal damage dealt by the attack.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisites:''' Skirmisher, Sneak Attack.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="walk" class="spacer"><!-- | |||
--><h4 class="headline">Walk the Line</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=47}}<!-- | |||
-->{{referencetag|book= | |||
--> | -->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=16}}<!-- | ||
--><p class="single nomargin">As a [[standard action]], you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a −2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Starship/Vehicle:''' This talent has a range of 6 squares at starship scale.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Disruptive.</p><!-- | |||
--><div | --></div><!-- | ||
-->< | --><div id="weakening" class="spacer"><!-- | ||
--><h4 class="headline">Weakening Strike</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=15}}<!-- | |||
--><p class="single nomargin">Whenever you deal damage to an opponent denied its [[Dexterity]] bonus to [[Reflex Defense]], you can choose not to move the target down the [[condition track]] and instead impose a −5 penalty on all your opponent’s attacks and melee damage until the end of your next turn.</p><!-- | |||
-->< | --><p class="single nomargin">{{indent}}'''Prerequisite:''' Dastardly Strike.</p><!-- | ||
--> | --></div><!-- | ||
-- | --></div><!-- | ||
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__NOTOC__ | __NOTOC__ | ||
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[[Category:Character]] | [[Category:Character]] | ||
[[Category:Talent Trees]] | [[Category:Talent Trees]] | ||
[[Category:Class Talent | [[Category:Class Talent Tree]] | ||
[[Category:Saga Edition Core Rulebook]] | [[Category:Saga Edition Core Rulebook]] | ||
[[Category:Starships of the Galaxy]] | [[Category:Starships of the Galaxy]] |
Latest revision as of 00:10, 20 July 2025
Your mother always said you were trouble. Now, your enemies know it, too.
This talent tree is available to scoundrels, and bounty hunters.
Back Stabber
Galaxy at War, page 20.
You can take advantage of your adversary’s distractions, no matter how momentary or fleeting. Once per turn, when you flank a target, you can treat them as flat-footed for one of your attacks.
Prerequisite: Sneak Attack.
Befuddle
Scum and Villainy, page 15.
If you succeed on a Deception check against a target’s Will Defense as a swift action, until the start of your next turn you can move through the threatended area of that target as a part of your move action without provoking an attack of opportunity. Each threatened square that you move through counts as 2 squares of movement.
Cunning Strategist
Scum and Villainy, page 15.
You can create opportunities to chip away at your opponent’s defenses. You can use each of the following actions once per encounter as a standard action:
Create Opening: Make a single melee or ranged attack against any target within your range. If you damage the target, the target takes a a−5 penalty to its Reflex Defense until the start of your next turn.
Crippling Attack: Make a single melee or ranged attack against an opponent within your range. Until the start of your next turn, the target takes a −2 penalty to its base speed.
Vicious Attack: Make a melee or ranged attack within your range against two opponents that are within 2 squares of each other. Make a separate attack roll at a −5 penaty at each target, but roll damage once only.
Prerequisites: Disruptive, Walk the Line.
Dastardly Strike
Saga Edition Core Rulebook, page 46.
Starships of the Galaxy, page 16.
Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves −1 step along the condition track.
Starship/Vehicle: This talent can be used only against characters, not objects or vehicles.
Disruptive
Saga Edition Core Rulebook, page 47.
By spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all moreale and insight bonuses applied to enemies in your line of sight.
Hesitate
Scum and Villainy, page 15.
You can fill your opponent with doubt by making a Persuasion check as a standard action against a single target that can hear and understand you within 12 squares of you. If your check result equals or exceeds the target’s Will Defense, the target takes −2 penalty to its base speed, and if the target takes a standard action, it must also spend its swift action. This penalty lasts until the end of the target’s next turn.
Improved Skirmisher
Scum and Villainy, page 15.
When you move at least 2 squares before your attack and end your move in a different square from where you started, you gain a +1 bonus to all your defenses until the start of your next turn.
Prerequisite: Skirmisher.
Improved Sneak Attack
Galaxy at War, page 20.
Increase the range for Sneak Attack to 12 squares.
Prerequisites: Point Blank Shot, Sneak Attack.
Seducer
Legacy Era Campaign Guide, page 29.
If you fail a Persuasion check to change a target’s attitude, you can immediately reroll the check using your Deception skill in lieu of your Perception skill, keeping the second result.
Seize Object
Legacy Era Campaign Guide, page 29.
Once per encounter, as a move action, you can attempt to seize a held, carried, or worn object from an adjacent target by making a disarm attack, with a +10 bonus on your attack roll. If the attack succeeds, you are now holding the object, and you cannot use this talent in place of the disarm action. You cannot conceal the use of this talent from the target.
Skirmisher
Saga Edition Core Rulebook, page 47.
Starships of the Galaxy, page 16.
If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn.
Starship/Vehicle: You gain the benefits of this talent with vehicle weapons only if you are the vehicle pilot.
Sneak Attack
Saga Edition Core Rulebook, page 47.
Any time your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon.
You may select this talent multiple times. Each time you select it, your sneak attack damage increases by +1d6 (maximum +10d6).
Sow Confusion
Scum and Villainy, page 15.
Once per encounter, as a standard action, you can make a Deception check and compare the result to the Will Defense of all enemies in your line of sight. If the check result equals or exceeds an enemy’s Will Defense, that enemy must spend a swift action in addition to a standard action to make an attack until the start of your next turn.
Prerequisite: Hesitate.
Stymie
Clone Wars Campaign Guide, page 24.
Once per round, as a swift action, you can designate a target within 12 squares and line of sight as the target of this talent. Until the start of your next turn, you can cause that target to take a −5 penalty on all checks made with a single skill. You must declare which skill is to be penalized at the time this talent is activated. This is a mind-affecting effect.
Sudden Strike
Scum and Villainy, page 15.
Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal sneak attack damage in addition to the normal damage dealt by the attack.
Prerequisites: Skirmisher, Sneak Attack.
Walk the Line
Saga Edition Core Rulebook, page 47.
Starships of the Galaxy, page 16.
As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a −2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken.
Starship/Vehicle: This talent has a range of 6 squares at starship scale.
Prerequisite: Disruptive.
Weakening Strike
Scum and Villainy, page 15.
Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose not to move the target down the condition track and instead impose a −5 penalty on all your opponent’s attacks and melee damage until the end of your next turn.
Prerequisite: Dastardly Strike.