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{{DISPLAYTITLE:Brawler Talent Tree}} | {{DISPLAYTITLE:Brawler Talent Tree}}<!-- | ||
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--><div class="topdiv"><!-- | --><div class="topdiv"><!-- | ||
--><p class="single nomargin">{{indent}}This talent tree is available to [[soldier (heroic class)|soldier]]s and [[Melee_Duelist_(prestige_class)|melee duelists]].</p></div><!-- | --><p class="single nomargin">You like to get “up close and personal” with your enemies and engage them in melee combat.</p><!-- | ||
--><p class="single nomargin">{{indent}}This talent tree is available to [[soldier (heroic class)|soldier]]s and [[Melee_Duelist_(prestige_class)|melee duelists]].</p><!-- | |||
--><div id="bayonet" class="spacer"><!-- | |||
--><h4 class="headline">Bayonet Master</h4><!-- | |||
-->{{referencetag|book=Clone Wars Campaign Guide|page=26}}<!-- | |||
--><p class="single nomargin">When you take a full-attack action, you can treat a ranged weapon with a bayonet as a double melee weapon. You can attack with the bayonet and club a target with your ranged weapon (as with the Gun Club talent), ignoring the normal penalties for attacking with both ends of a double weapon.</p><!-- | |||
--></div><!-- | |||
--><div id="cantina" class="spacer"><!-- | |||
--><h4 class="headline">Cantina Brawler</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=17}}<!-- | |||
--><p class="single nomargin">While flanked, you gain a +2 bonus on unarmed attack rolls and damage rolls.</p><!-- | |||
--></div><!-- | |||
--><div id="counter" class="spacer"><!-- | |||
--><h4 class="headline">Counterpunch</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=18}}<!-- | |||
--><p class="single nomargin">When you fight defensively, any adjacent creature that attacks you provokes an attack of opportunity from you.</p><!-- | |||
--></div><!-- | |||
--><div id="crowd" class="spacer"><!-- | |||
--><h4 class="headline">Crowd Control</h4><!-- | |||
-->{{referencetag|book=Galaxy of Intrigue|page=23}}<!-- | |||
--><p class="single nomargin">You can grab two adjacent creatures at a time.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Entangler.</p><!-- | |||
--></div><!-- | |||
--><div id="devastating" class="spacer"><!-- | |||
--><h4 class="headline">Devastating Melee Smash</h4><!-- | |||
-->{{referencetag|book=Knights of the Old Republic|page=29}}<!-- | |||
--><p class="single nomargin">Once per encounter, you can attempt a devastating melee smash. You must declare this special melee attack before making the attack roll. If the attack roll succeeds, add half your level to the damage instead of the normal +1 for Melee Smash. The damage from this talent does not stack with any damage bonus provided by the Powerful Charge feat.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Melee Smash.</p><!-- | |||
--></div><!-- | |||
--><div id="disarm" class="spacer"><!-- | |||
--><h4 class="headline">Disarm and Engage</h4><!-- | |||
-->{{referencetag|book=Galaxy of Intrigue|page=23}}<!-- | |||
--><p class="single nomargin">When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a −5 penalty. This penalty is in addition to any non-proficiency penalty.</p><!-- | |||
--></div><!-- | |||
--><div id="entangler" class="spacer"><!-- | |||
--><h4 class="headline">Entangler</h4><!-- | |||
-->{{referencetag|book=Galaxy of Intrigue|page=23}}<!-- | |||
--><p class="single nomargin">When grabbing a target, you take a −2 penalty to your attack roll (instead of −5). Until the target breaks the grab, it takes a −5 penalty (instead of −2) to attack rolls, including those made with natural and light weapons.</p><!-- | |||
--></div><!-- | |||
--><div id="experienced" class="spacer"><!-- | |||
--><h4 class="headline">Experienced Brawler</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=18}}<!-- | |||
--><p class="single nomargin">You can use each of the following actions once per encounter as a standard action:</p><!-- | |||
--><p class="single nomargin">{{indent}}''Avoid Attack:'' Make a single melee attack against an opponent within reach. Until the start of your next turn, you gain a +5 dodge bonus to [[Reflex Defense]] against a single attack as a reaction.</p><!-- | |||
--><p class="single nomargin">{{indent}}''Fortified Mind:'' Make a single melee attack against an opponent within reach. Until the start of your next turn, you gain a +5 bonus to [[Fortitude Defense]] or [[Will Defense]] against a single attack as a reaction.</p><!-- | |||
--><p class="single nomargin">{{indent}}''Focused Stance:'' Make a single melee attack against an opponent within reach. At any time until the start of your next turn, as a reaction, you can move up to 2 squares without provoking attacks of opportunity.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Prerequisites:''' Melee Smash, Stunning Strike.</p><!-- | |||
--></div><!-- | |||
--><div id="grappler" class="spacer"><!-- | |||
--><h4 class="headline">Expert Grappler</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">You gain a +2 competence bonus on grapple attacks.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="grabber" class="spacer"><!-- | ||
--><h4 class="headline">Grabber</h4><!-- | |||
-->{{referencetag|book=Legacy Era Campaign Guide|page=31}}<!-- | |||
--><p class="single nomargin">You do not take a −5 penalty when using the grab action.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="gunclub" class="spacer"><!-- | |||
--><h4 class="headline">Gun Club</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">You can use a ranged weapon as a melee weapon without taking a penalty on your attack roll. (Normally you take a −5 penalty on attack rolls made with an improvised weapon.) The weapon is otherwise treated as a club in all respects.</p><!-- | ||
--><p class="single nomargin">{{indent}} | --><p class="single nomargin">{{indent}}If you are using a rifle with a mounted bayonet or vibrobayonet, you may wield that weapon as a double weapon. The bayonet or vibrobayonet end is treated normally, and the other end is treated as a club.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="hammer" class="spacer"><!-- | ||
--><h4 class="headline">Hammerblow</h4><!-- | |||
-->{{referencetag|book=Legacy Era Campaign Guide|page=31}}<!-- | |||
--><p class="single nomargin">If you are unarmed and holding no items, you double your [[Strength]] bonus on unarmed attack rolls.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="makedo" class="spacer"><!-- | |||
--><h4 class="headline">Make Do</h4><!-- | |||
--><h4 class="headline"> | |||
--> | -->{{referencetag|book=Scum and Villainy|page=18}}<!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">When fighting with an improvised weapon, you take no penalty on your attack rolls.</p><!-- | ||
--> | --></div><!-- | ||
--><div id="mandown" class="spacer"><!-- | |||
--><h4 class="headline">Man Down</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=18}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">Whenever an ally within 6 squares is reduced to 0 hit points, you can immediately move up to your speed toward that ally as a reaction without provoking attacks of opportunity.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="smash" class="spacer"><!-- | ||
--><h4 class="headline">Melee Smash</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!-- | |||
--><p class="single nomargin">You deal +1 Point of damage with melee attacks.</p><!-- | |||
--><div | --></div><!-- | ||
--><div id="pickfight" class="spacer"><!-- | |||
--><h4 class="headline">Pick a Fight</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=18}}<!-- | |||
-->{{referencetag|book= | |||
--><p class="single nomargin"> | --><p class="single nomargin">During the surprise round, you and all allies within 6 squares of you gain a +1 morale bonus on attack rolls. Additionally, until the end of the encounter, you retain this bonus to attack rolls against any target you or your allies damage during the surprise round.</p><!-- | ||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Cantina Brawler.</p><!-- | |||
--></div><!-- | |||
--><div id="reverse" class="spacer"><!-- | |||
--><h4 class="headline">Reverse Strength</h4><!-- | |||
-->{{referencetag|book=Galaxy of Intrigue|page=23}}<!-- | |||
-->< | --><p class="single nomargin">Whenever you successfully grapple an opponent, you deal damage equal to the opponent’s Strength modifier (minimum 1).</p><!-- | ||
-- | --></div><!-- | ||
--><div id=" | --><div id="strong" class="spacer"><!-- | ||
-->< | --><h4 class="headline">Strong Grab</h4><!-- | ||
-->{{referencetag|book=Legacy Era Campaign Guide|page=31}}<!-- | |||
--><p class="single nomargin">When you successfully grab an opponent, they must use a [[full-round action]] instead of a [[standard action]] to break the grab.</p><!-- | |||
--></div><!-- | |||
--><div id="stunning" class="spacer"><!-- | |||
--><h4 class="headline">Stunning Strike</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!-- | |||
-->< | --><p class="single nomargin">When you damage an opponent with a melee attack, your opponent moves an additional −1 step along the condition track if your damage roll result equals or exceeds the target’s damage threshold.</p><!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">{{indent}}'''Prerequisite:''' Melee Smash.</p><!-- | ||
--></div><!-- | |||
-->< | --><div id="sucker" class="spacer"><!-- | ||
--><h4 class="headline">Sucker Punch</h4><!-- | |||
-->{{referencetag|book=Scum and Villainy|page=18}}<!-- | |||
--><p class="single nomargin">When your melee attack damages an opponent that is denied its [[Dexterity]] bonus to Reflex Defense, that opponent cannot take attacks of opportunity until the end of its next turn.</p><!-- | |||
-->< | --><p class="single nomargin">{{indent}}'''Prerequisite:''' Notorious.</p><!-- | ||
--> | --></div><!-- | ||
--><div id="unbalance" class="spacer"><!-- | |||
--><h4 class="headline">Unbalance Opponent</h4><!-- | |||
--><h4 class="headline"> | |||
--> | -->{{referencetag|book=Saga Edition Core Rulebook|page=52}}<!-- | ||
--><p class="single nomargin"> | --><p class="single nomargin">You are skilled at keeping your opponents off balance in melee combat. During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to ad his Strength bonus on attack rolls when targeting you. (If the opponent has a Strength penalty, he still suffers that penalty.) The opponent’s Strength modifier applies to damage as usual. You can select a new opponent on your next turn.</p><!-- | ||
--><p class="single nomargin">{{indent}}'''Prerequisite:''' Expert Grappler.</p><!-- | |||
--></div><!-- | |||
-->< | --><div id="unrelenting" class="spacer"><!-- | ||
--><h4 class="headline">Unrelenting Assault</h4><!-- | |||
-->{{referencetag|book=Clone Wars Campaign Guide|page=26}}<!-- | |||
--><p class="single nomargin">Whenever you miss with a melee attack or the attack is negated, you still deal your Strength bonus in damage to the target (minimum 1) or Strength bonus ×2 if you attack with a weapon you are wielding two-handed.</p><!-- | |||
-->< | --><p class="single nomargin">{{indent}}'''Prerequisite:''' Melee Smash.</p><!-- | ||
--> | --></div><!-- | ||
-- | --></div><!-- | ||
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Latest revision as of 02:29, 21 July 2025
You like to get “up close and personal” with your enemies and engage them in melee combat.
This talent tree is available to soldiers and melee duelists.
Bayonet Master
Clone Wars Campaign Guide, page 26.
When you take a full-attack action, you can treat a ranged weapon with a bayonet as a double melee weapon. You can attack with the bayonet and club a target with your ranged weapon (as with the Gun Club talent), ignoring the normal penalties for attacking with both ends of a double weapon.
Cantina Brawler
Scum and Villainy, page 17.
While flanked, you gain a +2 bonus on unarmed attack rolls and damage rolls.
Counterpunch
Scum and Villainy, page 18.
When you fight defensively, any adjacent creature that attacks you provokes an attack of opportunity from you.
Crowd Control
Galaxy of Intrigue, page 23.
You can grab two adjacent creatures at a time.
Prerequisite: Entangler.
Devastating Melee Smash
Knights of the Old Republic, page 29.
Once per encounter, you can attempt a devastating melee smash. You must declare this special melee attack before making the attack roll. If the attack roll succeeds, add half your level to the damage instead of the normal +1 for Melee Smash. The damage from this talent does not stack with any damage bonus provided by the Powerful Charge feat.
Prerequisite: Melee Smash.
Disarm and Engage
Galaxy of Intrigue, page 23.
When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a −5 penalty. This penalty is in addition to any non-proficiency penalty.
Entangler
Galaxy of Intrigue, page 23.
When grabbing a target, you take a −2 penalty to your attack roll (instead of −5). Until the target breaks the grab, it takes a −5 penalty (instead of −2) to attack rolls, including those made with natural and light weapons.
Experienced Brawler
Scum and Villainy, page 18.
You can use each of the following actions once per encounter as a standard action:
Avoid Attack: Make a single melee attack against an opponent within reach. Until the start of your next turn, you gain a +5 dodge bonus to Reflex Defense against a single attack as a reaction.
Fortified Mind: Make a single melee attack against an opponent within reach. Until the start of your next turn, you gain a +5 bonus to Fortitude Defense or Will Defense against a single attack as a reaction.
Focused Stance: Make a single melee attack against an opponent within reach. At any time until the start of your next turn, as a reaction, you can move up to 2 squares without provoking attacks of opportunity.
Prerequisites: Melee Smash, Stunning Strike.
Expert Grappler
Saga Edition Core Rulebook, page 52.
You gain a +2 competence bonus on grapple attacks.
Gun Club
Saga Edition Core Rulebook, page 52.
You can use a ranged weapon as a melee weapon without taking a penalty on your attack roll. (Normally you take a −5 penalty on attack rolls made with an improvised weapon.) The weapon is otherwise treated as a club in all respects.
If you are using a rifle with a mounted bayonet or vibrobayonet, you may wield that weapon as a double weapon. The bayonet or vibrobayonet end is treated normally, and the other end is treated as a club.
Hammerblow
Legacy Era Campaign Guide, page 31.
If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls.
Make Do
Scum and Villainy, page 18.
When fighting with an improvised weapon, you take no penalty on your attack rolls.
Man Down
Scum and Villainy, page 18.
Whenever an ally within 6 squares is reduced to 0 hit points, you can immediately move up to your speed toward that ally as a reaction without provoking attacks of opportunity.
Pick a Fight
Scum and Villainy, page 18.
During the surprise round, you and all allies within 6 squares of you gain a +1 morale bonus on attack rolls. Additionally, until the end of the encounter, you retain this bonus to attack rolls against any target you or your allies damage during the surprise round.
Prerequisite: Cantina Brawler.
Reverse Strength
Galaxy of Intrigue, page 23.
Whenever you successfully grapple an opponent, you deal damage equal to the opponent’s Strength modifier (minimum 1).
Strong Grab
Legacy Era Campaign Guide, page 31.
When you successfully grab an opponent, they must use a full-round action instead of a standard action to break the grab.
Stunning Strike
Saga Edition Core Rulebook, page 52.
When you damage an opponent with a melee attack, your opponent moves an additional −1 step along the condition track if your damage roll result equals or exceeds the target’s damage threshold.
Prerequisite: Melee Smash.
Sucker Punch
Scum and Villainy, page 18.
When your melee attack damages an opponent that is denied its Dexterity bonus to Reflex Defense, that opponent cannot take attacks of opportunity until the end of its next turn.
Prerequisite: Notorious.
Unbalance Opponent
Saga Edition Core Rulebook, page 52.
You are skilled at keeping your opponents off balance in melee combat. During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to ad his Strength bonus on attack rolls when targeting you. (If the opponent has a Strength penalty, he still suffers that penalty.) The opponent’s Strength modifier applies to damage as usual. You can select a new opponent on your next turn.
Prerequisite: Expert Grappler.
Unrelenting Assault
Clone Wars Campaign Guide, page 26.
Whenever you miss with a melee attack or the attack is negated, you still deal your Strength bonus in damage to the target (minimum 1) or Strength bonus ×2 if you attack with a weapon you are wielding two-handed.
Prerequisite: Melee Smash.