Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus

Commando (talent tree): Difference between revisions

(Created page with "{{DISPLAYTITLE:Commando Talent Tree}} <div>You learn quickly how to blend in with your environment.{{newline}}This talent tree is available to Soldier (heroic class)s and Elite Trooper (prestige class)s.</div> <div id="analysis" style="margin-top: 1.5em;"> <h3 class="headline">Battle Analysis</h3> {{referencetag|book=Saga Edition Core Rulebook|page=52}} {{referencetag|margin=0|book=Starships of the Galaxy|page=16}} As a swift action, yo...")
 
No edit summary
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{DISPLAYTITLE:Commando&nbsp;Talent&nbsp;Tree}}
{{DISPLAYTITLE:Commando&nbsp;Talent&nbsp;Tree}}<!--
<div>You learn quickly how to blend in with your environment.{{newline}}This talent tree is available to [[Soldier (heroic class)|Soldier]]s and [[Elite&nbsp;Trooper (prestige class)|Elite&nbsp;Trooper]]s.</div>


<div id="analysis" style="margin-top: 1.5em;">
-->{{treemenu}}<!--
<h3 class="headline">Battle Analysis</h3>
{{referencetag|book=Saga Edition Core Rulebook|page=52}}
{{referencetag|margin=0|book=Starships of the Galaxy|page=16}}
As a [[swift&nbsp;action]], you can make a DC 15 [[Knowledge#Tactics|Knowledge &#91;tactics&#93;]] check. If the check succeeds, you know which allies and opponents in your line of fire are reduced to at least half of their maximum total hit points.{{newline}}'''Starship&#47;Vehicle:''' If you succeed at both a DC 15 Knowledge &#91;tactics&#93; check and a DC 15 [[Use&nbsp;Computer]] check, you may use this talent to determine what vehicles are reduced to at least half their maximum hit points.</div>


<div id="effort" style="margin-top: 1.5em;">
--><div class="topdiv"><!--
<h3 class="headline">Coordinated Effort</h3>
{{referencetag|book=Galaxy of Intrigue|page=23}}
When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector talent, that ally also gains a &#43;2 bonus to damage rolls on the aided attack.{{newline}}'''Prerequisite:''' Dedicated Protector.</div>


<div id="cover" style="margin-top: 1.5em;">
--><p class="single nomargin">You learn quickly how to blend in with your environment.</p><!--
<h3 class="headline">Cover Fire</h3>
{{referencetag|book=Clone Wars Campaign Guide|page=26}}
When you make a ranged attack with a pistol or rifle, all allies within 6 squares of you when the attack is made gain a &#43;1 bonus to [[Reflex&nbsp;Defense]] until the start of your next turn. Allies within range don&rsquo;t need to be within your line of sight to gain the bonus.{{newline}}'''Prerequisite:''' Battle Analysis.</div>


<div id="guardian" style="margin-top: 1.5em;">
--><p class="single nomargin">{{indent}}This talent tree is available to [[soldier (heroic class)|soldier]]s and [[Elite_Trooper_(prestige_class)|elite&nbsp;troopers]].</p><!--
<h3 class="headline">Dedicated Guardian</h3>
{{referencetag|book=Galaxy of Intrigue|page=24}}
You can use each of the following actions once per encounter.{{newline}}''Blast Shield:'' Spend a swift action. Until the end of your turn, the ally who is under the effects of your Dedicated Protector talent is treated as having the [[Survivor#Evasion|Evasion]] talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die.{{newline}}''Take the Pain:'' Whenever you Dedicated Protector target would move down the [[condition&nbsp;track]], you can, as a reaction, choose to move the same number of steps down the condition track instead (preventing the ally from moving down the track).{{newline}}''Team Effort:'' Spend a swift action. Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and that ally is considered flanked.{{newline}}'''Prerequisites:''' Dedicated Protector, Harm&rsquo;s Way.</div>


<div id="protector" style="margin-top: 1.5em;">
<h3 class="headline">Dedicated Protector</h3>
{{referencetag|book=Galaxy of Intrigue|page=24}}
Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a &#43;1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter.{{newline}}'''Prerequisite:''' Harm&rsquo;s Way.</div>


<div id="defensive" style="margin-top: 1.5em;">
<h3 class="headline">Defensive Position</h3>
{{referencetag|book=Galaxy at War|page=21}}
Whenever you have the benefit of cover, you can spend two swift actions to treat it as improved cover until the start of your next turn.{{newline}}'''Prerequisite:''' Battle Analysis.</div>


<div id="demolish" style="margin-top: 1.5em;">
<h3 class="headline">Demolitionist</h3>
{{referencetag|book=Saga Edition Core Rulebook|page=52}}When you use the Mechanics skill to place an explosive device, the explosion deals &#43;2 dice of damage. You may take this talent multiple times; its effects stack.</div>


<div id="draw" style="margin-top: 1.5em;">
--><div id="analysis" class="spacer"><!--
<h3 class="headline">Draw Fire</h3>
{{referencetag|book=Saga Edition Core Rulebook|page=52}}
{{referencetag|margin=0|book=Starships of the Galaxy|page=16}}
You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action, make a [[Persuasion]] check and compare the result to the [[Will&nbsp;Defense]] of all opponents within line of sight. If the check result exceeds an opponent&rsquo;s Will Defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.){{newline}}'''Starship&#47;Vehicle:''' If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.</div>


<div id="target" style="margin-top: 1.5em;">
--><h4 class="headline">Battle Analysis</h4><!--
<h3 class="headline">Hard Target</h3>
{{referencetag|book=Threats of the Galaxy|page=95}}You can catch a [[second&nbsp;wind]] as a [[reaction]] instead of as a swift action.{{newline}}'''Prerequisite:''' Tough as Nails.</div>


<div id="harm" style="margin-top: 1.5em;">
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!--
<h3 class="headline">Harm&rsquo;s Way</h3>
{{referencetag|book=Saga Edition Core Rulebook|page=52}}
{{referencetag|margin=0|book=Starships of the Galaxy|page=16}}
Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally&rsquo;s stead. Until the start of your next turn, any attack made against the protected ally targets you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.{{newline}}'''Starship&#47;Vehicle:''' If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.{{newline}}'''Prerequisite:''' [[Initiative]] (Trained)</div>


<div id="indomitable" style="margin-top: 1.5em;">
-->{{referencetag|toppad=.25em|book=Starships of the Galaxy|page=16}}<!--
<h3 class="headline">Indomitable</h3>
{{referencetag|book=Saga Edition Core Rulebook|page=52}}
{{referencetag|margin=0|book=Starships of the Galaxy|page=16}}
Once per day as a swift action, you can move &#43;5 steps on the condition track. This does not remove any persistent conditions that may be affecting you.{{newline}}You can select this talent multiple times. Each time you select this talent you can use it one additional time per day.{{newline}}'''Starship&#47;Vehicle:''' This talent does not affect the condition track of a vehicle.</div>


<div id="keepatbay" style="margin-top: 1.5em;">
--><p class="single nomargin">As a [[swift&nbsp;action]], you can make a DC 15 [[Knowledge#tactics|Knowledge &#91;tactics&#93;]] check. If the check succeeds, you know which allies and opponents in your line of fire are reduced to at least half of their maximum total hit points.</p><!--
<h3 class="headline">Keep Them at Bay</h3>
{{referencetag|book=Clone Wars Campaign Guide|page=26}}
When you use the aid another action to suppress an enemy, that enemy takes a &#8722;5 penalty on its next attack instead of the normal &#8722;2 penalty. Only 1 character may gain the benefits of this talent against a given target at a time.</div>


<div id="noharm" style="margin-top: 1.5em;">
--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' If you succeed at both a DC 15 Knowledge &#91;tactics&#93; check and a DC 15 [[Use&nbsp;Computer]] check, you may use this talent to determine what vehicles are reduced to at least half their maximum hit points.</p><!--
<h3 class="headline">Out of Harm&rsquo;s Way</h3>
{{referencetag|book=Unknown Regions|page=23}}
As a reaction, when you use Harm&rsquo;s Way (which still requires a swift action to activate), you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke attacks of opportunity.{{newline}}'''Prerequisite:''' [[Initiative]] (Trained), Harm&rsquo;s Way.</div>


<div id="tough" style="margin-top: 1.5em;">
--></div><!--
<h3 class="headline">Tough as Nails</h3>
{{referencetag|book=Saga Edition Core Rulebook|page=52}}
You can catch a second wind one extra time per day. If you have this talent and the [[Extra&nbsp;Second&nbsp;Wind]] [[feat]], you can catch your second wind a total of three times per day.</div>


<div style="margin-top: 1em; width: fit-width; background-color: #bbbbbb; border-radius: 30px;">&nbsp;</div>
 
 
 
--><div id="effort" class="spacer"><!--
 
--><h4 class="headline">Coordinated Effort</h4><!--
 
-->{{referencetag|book=Galaxy of Intrigue|page=23}}<!--
 
--><p class="single nomargin">When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector talent, that ally also gains a &#43;2 bonus to damage rolls on the aided attack.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Dedicated Protector.</p><!--
 
--></div><!--
 
 
 
 
--><div id="cover" class="spacer"><!--
 
--><h4 class="headline">Cover Fire</h4><!--
 
-->{{referencetag|book=Clone Wars Campaign Guide|page=26}}<!--
 
--><p class="single nomargin">When you make a ranged attack with a pistol or rifle, all allies within 6 squares of you when the attack is made gain a &#43;1 bonus to [[Reflex&nbsp;Defense]] until the start of your next turn. Allies within range don&rsquo;t need to be within your line of sight to gain the bonus.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Battle Analysis.</p><!--
 
--></div><!--
 
 
 
 
--><div id="guardian" class="spacer"><!--
 
--><h4 class="headline">Dedicated Guardian</h4><!--
 
-->{{referencetag|book=Galaxy of Intrigue|page=24}}<!--
 
--><p class="single nomargin">You can use each of the following actions once per encounter.</p><!--
 
--><p class="single nomargin">{{indent}}''Blast Shield:'' Spend a swift action. Until the end of your turn, the ally who is under the effects of your Dedicated Protector talent is treated as having the [[Survivor_(talent_tree)#evasion|Evasion]] talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die.</p><!--
 
--><p class="single nomargin">{{indent}}''Take the Pain:'' Whenever you Dedicated Protector target would move down the [[condition&nbsp;track]], you can, as a reaction, choose to move the same number of steps down the condition track instead (preventing the ally from moving down the track).</p><!--
 
--><p class="single nomargin">{{indent}}''Team Effort:'' Spend a swift action. Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and that ally is considered flanked.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' Dedicated Protector, Harm&rsquo;s Way.</p><!--
 
--></div><!--
 
 
 
 
--><div id="protector" class="spacer"><!--
 
--><h4 class="headline">Dedicated Protector</h4><!--
 
-->{{referencetag|book=Galaxy of Intrigue|page=24}}<!--
 
--><p class="single nomargin">Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a &#43;1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Harm&rsquo;s Way.</p><!--
 
--></div><!--
 
 
 
 
--><div id="defensive" class="spacer"><!--
 
--><h4 class="headline">Defensive Position</h4><!--
 
-->{{referencetag|book=Galaxy at War|page=21}}<!--
 
--><p class="single nomargin">Whenever you have the benefit of cover, you can spend two swift actions to treat it as improved cover until the start of your next turn.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Battle Analysis.</p><!--
 
--></div><!--
 
 
 
 
--><div id="demolish" class="spacer"><!--
 
--><h4 class="headline">Demolitionist</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!--
 
--><p class="single nomargin">When you use the Mechanics skill to place an explosive device, the explosion deals &#43;2 dice of damage. You may take this talent multiple times; its effects stack.</p><!--
 
--></div><!--
 
 
 
 
--><div id="draw" class="spacer"><!--
 
--><h4 class="headline">Draw Fire</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!--
 
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=16}}<!--
 
--><p class="single nomargin">You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action, make a [[Persuasion]] check and compare the result to the [[Will&nbsp;Defense]] of all opponents within line of sight. If the check result exceeds an opponent&rsquo;s Will Defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.)</p><!--
 
--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.</p><!--
 
--></div><!--
 
 
 
 
--><div id="target" class="spacer"><!--
 
--><h4 class="headline">Hard Target</h4><!--
 
-->{{referencetag|book=Threats of the Galaxy|page=95}}<!--
 
--><p class="single nomargin">You can catch a [[second&nbsp;wind]] as a [[reaction]] instead of as a swift action.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Tough as Nails.</p><!--
 
--></div><!--
 
 
 
 
--><div id="harm" class="spacer"><!--
 
--><h4 class="headline">Harm&rsquo;s Way</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!--
 
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=16}}<!--
 
--><p class="single nomargin">Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally&rsquo;s stead. Until the start of your next turn, any attack made against the protected ally targets you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.</p><!--
 
--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' [[Initiative]] (Trained)</p><!--
 
--></div><!--
 
 
 
 
--><div id="indomitable" class="spacer"><!--
 
--><h4 class="headline">Indomitable</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!--
 
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=16}}<!--
 
--><p class="single nomargin">Once per day as a swift action, you can move &#43;5 steps on the condition track. This does not remove any persistent conditions that may be affecting you.</p><!--
 
--><p class="single nomargin">{{indent}}You can select this talent multiple times. Each time you select this talent you can use it one additional time per day.</p><!--
 
--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' This talent does not affect the condition track of a vehicle.</p><!--
 
--></div><!--
 
 
 
 
--><div id="keepatbay" class="spacer"><!--
 
--><h4 class="headline">Keep Them at Bay</h4><!--
 
-->{{referencetag|book=Clone Wars Campaign Guide|page=26}}<!--
 
--><p class="single nomargin">When you use the aid another action to suppress an enemy, that enemy takes a &#8722;5 penalty on its next attack instead of the normal &#8722;2 penalty. Only 1 character may gain the benefits of this talent against a given target at a time.</p><!--
 
--></div><!--
 
 
 
 
--><div id="noharm" class="spacer"><!--
 
--><h4 class="headline">Out of Harm&rsquo;s Way</h4><!--
 
-->{{referencetag|book=Unknown Regions|page=23}}<!--
 
--><p class="single nomargin">As a reaction, when you use Harm&rsquo;s Way (which still requires a swift action to activate), you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke attacks of opportunity.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' [[Initiative]] (Trained), Harm&rsquo;s Way.</p><!--
 
--></div><!--
 
 
 
 
--><div id="tough" class="spacer"><!--
 
--><h4 class="headline">Tough as Nails</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!--
 
--><p class="single nomargin">You can catch a second wind one extra time per day. If you have this talent and the [[Extra&nbsp;Second&nbsp;Wind (feat)|Extra&nbsp;Second&nbsp;Wind]] [[feat]], you can catch your second wind a total of three times per day.</p><!--
 
--></div><!--
 
--></div><!--
 
 
 
 
-->{{treemenu}}<!--
-->{{endbar}}
__NOTOC__
__NOTOC__
__NOEDITSECTION__
__NOEDITSECTION__
Line 80: Line 243:
[[Category:Character]]
[[Category:Character]]
[[Category:Talent Trees]]
[[Category:Talent Trees]]
[[Category:Class Talents]]
[[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 02:17, 21 July 2025

You learn quickly how to blend in with your environment.

     This talent tree is available to soldiers and elite troopers.

Battle Analysis

     Saga Edition Core Rulebook, page 52.

     Starships of the Galaxy, page 16.

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 fire are reduced to at least half of their maximum total hit points.

     Starship/Vehicle: If you succeed at both a DC 15 Knowledge [tactics] check and a DC 15 Use Computer check, you may use this talent to determine what vehicles are reduced to at least half their maximum hit points.

Coordinated Effort

     Galaxy of Intrigue, page 23.

When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector talent, that ally also gains a +2 bonus to damage rolls on the aided attack.

     Prerequisite: Dedicated Protector.

Cover Fire

     Clone Wars Campaign Guide, page 26.

When you make a ranged attack with a pistol or rifle, all allies within 6 squares of you when the attack is made gain a +1 bonus to Reflex Defense until the start of your next turn. Allies within range don’t need to be within your line of sight to gain the bonus.

     Prerequisite: Battle Analysis.

Dedicated Guardian

     Galaxy of Intrigue, page 24.

You can use each of the following actions once per encounter.

     Blast Shield: Spend a swift action. Until the end of your turn, the ally who is under the effects of your Dedicated Protector talent is treated as having the Evasion talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die.

     Take the Pain: Whenever you Dedicated Protector target would move down the condition track, you can, as a reaction, choose to move the same number of steps down the condition track instead (preventing the ally from moving down the track).

     Team Effort: Spend a swift action. Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and that ally is considered flanked.

     Prerequisites: Dedicated Protector, Harm’s Way.

Dedicated Protector

     Galaxy of Intrigue, page 24.

Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a +1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter.

     Prerequisite: Harm’s Way.

Defensive Position

     Galaxy at War, page 21.

Whenever you have the benefit of cover, you can spend two swift actions to treat it as improved cover until the start of your next turn.

     Prerequisite: Battle Analysis.

Demolitionist

     Saga Edition Core Rulebook, page 52.

When you use the Mechanics skill to place an explosive device, the explosion deals +2 dice of damage. You may take this talent multiple times; its effects stack.

Draw Fire

     Saga Edition Core Rulebook, page 52.

     Starships of the Galaxy, page 16.

You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action, make a Persuasion check and compare the result to the Will Defense of all opponents within line of sight. If the check result exceeds an opponent’s Will Defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.)

     Starship/Vehicle: If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.

Hard Target

     Threats of the Galaxy, page 95.

You can catch a second wind as a reaction instead of as a swift action.

     Prerequisite: Tough as Nails.

Harm’s Way

     Saga Edition Core Rulebook, page 52.

     Starships of the Galaxy, page 16.

Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally’s stead. Until the start of your next turn, any attack made against the protected ally targets you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.

     Starship/Vehicle: If you are the pilot of a vehicle, you may use this talent to protect allied vehicles. You may use it to protect vehicles no more than one size category larger than your own.

     Prerequisite: Initiative (Trained)

Indomitable

     Saga Edition Core Rulebook, page 52.

     Starships of the Galaxy, page 16.

Once per day as a swift action, you can move +5 steps on the condition track. This does not remove any persistent conditions that may be affecting you.

     You can select this talent multiple times. Each time you select this talent you can use it one additional time per day.

     Starship/Vehicle: This talent does not affect the condition track of a vehicle.

Keep Them at Bay

     Clone Wars Campaign Guide, page 26.

When you use the aid another action to suppress an enemy, that enemy takes a −5 penalty on its next attack instead of the normal −2 penalty. Only 1 character may gain the benefits of this talent against a given target at a time.

Out of Harm’s Way

     Unknown Regions, page 23.

As a reaction, when you use Harm’s Way (which still requires a swift action to activate), you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke attacks of opportunity.

     Prerequisite: Initiative (Trained), Harm’s Way.

Tough as Nails

     Saga Edition Core Rulebook, page 52.

You can catch a second wind one extra time per day. If you have this talent and the Extra Second Wind feat, you can catch your second wind a total of three times per day.