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Saga Edition RPG Omnibus

Jedi Consular (talent tree): Difference between revisions

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{{DISPLAYTITLE:Jedi Consular Talent Tree}}
{{DISPLAYTITLE:Jedi&nbsp;Consular&nbsp;Talent&nbsp;Tree}}<!--
{{treemenu}}<!--
 
-->{{treemenu}}<!--
 
--><div class="topdiv"><!--
--><div class="topdiv"><!--
--><p class="single nomargin">[[Jedi (force tradition)|Jedi]] that follow the path of the consular are skilled negotiators and talented ambassadors. You prefer to use the strength of your words and the wisdom that [[the&nbsp;Force]] provides to solve conflicts.</p><!--


--><p class="single nomargin">{{indent}}This talent tree is only available to the [[Jedi (heroic class)|Jedi]] [[Heroic Classes|heroic&nbsp;class]].</p></div><!--
--><p class="single nomargin">[[Jedi (force tradition)|Jedi]] that follow the path of the consular are skilled negotiators and talented ambassadors. You prefer to use the strength of your words and the wisdom that [[the&nbsp;Force]] provides to solve conflicts.</p><!--
 
--><p class="single nomargin">{{indent}}This talent tree is only available to the [[Jedi (heroic class)|Jedi]] [[Heroic Classes|heroic&nbsp;class]].</p><!--
 
 
 
 
--><div id="adept" class="spacer"><!--
 
--><h4 class="headline">Adept Negotiator</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=39}}<!--
 
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=15}}<!--
 
--><p class="single nomargin">As a [[standard&nbsp;action]], you can weaken the resolve of one enemy with your words. The target must have an [[Intelligence]] of 3 or higher, and it must be able to see, hear, and understand you. Make a [[Persuasion]] check; if the result equals or exceeds the target&rsquo;s [[Will&nbsp;Defense]], it moves &#8722;1 step along the [[condition&nbsp;track]]. The target gets a &#43;5 bonus to its Will Defense if it is a higher level than you. If the target reaches the end of the track, it does not fall unconscious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-affecting effect.</p><!--
 
--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' You affect the condition track of a specific character (usually the vehicle&rsquo;s commander), not a starship.</p><!--
 
--></div><!--
 
 
 
 
--><div id="adversary" class="spacer"><!--
 
--><h4 class="headline">Adversary Lore</h4><!--
 
-->{{referencetag|book=Jedi Academy Training Manual|page=14}}<!--
 
--><p class="single nomargin">As a standard action, you can peer into [[the&nbsp;Force]] and search for weaknesses in the defenses of your enemies. Make a [[Use&nbsp;the&nbsp;Force]] check against the Will Defense of a target creature within 12 squares of you and in your line of sight. If the skill check equals or exceeds the target&rsquo;s Will Defense, that target takes a &#8722;2 penalty to [[Reflex&nbsp;Defense]] against you and all allies who can hear and understand you until the end of your next turn.</p><!--
 
--></div><!--
 
 
 
 
--><div id="aggressive" class="spacer"><!--
 
--><h4 class="headline">Aggressive Negotiator</h4><!--
 
-->{{referencetag|book=Legacy Era Campaign Guide|page=26}}<!--
 
--><p class="single nomargin">Whenever you damage an opponent with a lightsaber attack, you can take 10 on any Persuasion checks you make before the end of your next turn.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adept&nbsp;Negotiator.</p><!--
 
--></div><!--
 
 
 
 
--><div id="cleanse" class="spacer"><!--
 
--><h4 class="headline">Cleanse Mind</h4><!--
 
-->{{referencetag|book=Force Unleashed Campaign Guide|page=24}}<!--
 
--><p class="single nomargin">Once per turn as a [[swift&nbsp;action]], you can remove one ongoing mind-affecting effect (such as the effects of [[Influence_(talent_tree)#surrender|Demand Surrender]] or [[Influence_(talent_tree)#resolve|Weaken&nbsp;Resolve]] talents, or the effect of being moved to the end of the condition track by the Adept Negotiator talent, or the ongoing effects of the [[Mind_Trick_(force_power)|''mind&nbsp;trick'']] [[Force&nbsp;power]]) from a single allied target within line of sight.</p><!--
 
--></div><!--
 
 
 
 
--><div id="collective" class="spacer"><!--
 
--><h4 class="headline">Collective Visions</h4><!--
 
-->{{referencetag|book=Knights of the Old Republic|page=24}}<!--
 
--><p class="single nomargin">When you use [[Farseeing_(force_power)|''farseeing'']] or a [[Force power]] that has ''Farseeing'' as a prerequisite, other Force users with ''farseeing'' in their [[The_Force#using|Force&nbsp;power&nbsp;suite]] can aid another on your Use the Force check as a [[reaction]] if they are within 6 squares of you.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' ''farseeing''.</p><!--
 
--></div><!--
 
 
 
 
--><div id=vitality" class="spacer"><!--
 
--><h4 class="headline">Consular&rsquo;s Vitality</h4><!--
 
-->{{referencetag|book=Clone Wars Campaign Guide|page=22}}<!--
 
--><p class="single nomargin">Once per round as a swift action, you grant one ally within 12 squares and in line of sight bonus hit points equal to 5 &#43; your [[Charisma]] bonus. You take a &#8722;5 penalty on all Use the Force checks until the start of your next turn.</p><!--
 
--></div><!--
 
 
 
 
--><div id=wisdom" class="spacer"><!--
 
--><h4 class="headline">Consular&rsquo;s Wisdom</h4><!--
 
-->{{referencetag|book=Legacy Era Campaign Guide|page=26}}<!--
 
--><p class="single nomargin">Once per encounter as a swift action,you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your [[Wisdom]] bonus to its Will Defense against mind-affecting effects.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adept&nbsp;Negotiator.</p><!--
 
--></div><!--
 
 




--><div id="aid" class="spacer"><!--


--><h4 class="headline">Entreat Aid</h4><!--


--><div id="adept" class="talent"><!--
-->{{referencetag|book=Legacy Era Campaign Guide|page=26}}<!--
--><h4 class="headline">Adept Negotiator</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=39}}<!--
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=15}}<!--


--><p class="single nomargin">As a [[standard&nbsp;action]], you can weaken the resolve of one enemy with your words. The target must have an [[Intelligence]] of 3 or higher, and it must be able to see, hear, and understand you. Make a [[Persuasion]] check; if the result equals or exceeds the target&rsquo;s [[Will&nbsp;Defense]], it moves &#8722;1 step along the [[condition&nbsp;track]]. The target gets a &#43;5 bonus to its Will Defense if it is a higher level than you. If the target reaches the end of the track, it does not fall unconscious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-affecting effect.</p><!--
--><p class="single nomargin">Once per turn as a swift action, you can spend a [[Force&nbsp;Point]] to let one adjacent ally use the aid another action (as a reaction) to assist you with a skill check. You must make the skill check before the end of your turn, or the benefite of the aid another action is lost. An ally that has already used the aid another action to assist you since the end of your last turn may not be targeted by this talent.</p><!--


--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' You affect the condition track of a specific character (usually the vehicle&rsquo;s commander), not a starship.</p></div><!--
--></div><!--








--><div id="adversary" class="talent"><!--
--><div id="will" class="spacer"><!--
--><h4 class="headline">Adversary Lore</h4><!--
-->{{referencetag|book=Jedi Academy Training Manual|page=14}}<!--


--><p class="single nomargin">As a standard action, you can peer into [[the&nbsp;Force]] and search for weaknesses in the defenses of your enemies. Make a [[Use&nbsp;the&nbsp;Force]] check against the Will Defense of a target creature within 12 squares of you and in your line of sight. If the skill check equals or exceeds the target&rsquo;s Will Defense, that target takes a &#8722;2 penalty to [[Reflex&nbsp;Defense]] against you and all allies who can hear and understand you until the end of your next turn.</p></div><!--
--><h4 class="headline">Force of Will</h4><!--


-->{{referencetag|book=Force Unleashed Campaign Guide|page=24}}<!--


--><p class="single nomargin">You gain a &#43;2 insight bonus to Will Defense.</p><!--


--><p class="single nomargin">{{indent}}Also, as a swift action, you can spend a Force Point to give all allies within 6 squares of you a &#43;2 insight bonus to Will Defense that lasts for the remainder fo the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from this talent must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed.</p><!--


--><div id="aggressive" class="talent"><!--
--><p class="single nomargin">{{indent}}This is a mind-affecting effect.</p><!--
--><h4 class="headline">Aggressive Negotiator</h4><!--
-->{{referencetag|book=Legacy Era Campaign Guide|page=26}}<!--


--><p class="single nomargin">Whenever you damage an opponent with a lightsaber attack, you can take 10 on any Persuasion checks you make before the end of your next turn.</p><!--
--></div><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adept&nbsp;Negotiator.</p></div><!--






--><div id="persuasion" class="spacer"><!--


--><div id="cleanse" class="talent"><!--
--><h4 class="headline">Force Persuasion</h4><!--
--><h4 class="headline">Cleanse Mind</h4><!--
-->{{referencetag|book=Force Unleashed Campaign Guide|page=24}}<!--


--><p class="single nomargin">Once per turn as a [[swift&nbsp;action]], you can remove one ongoing mind-affecting effect (such as the effects of [[Influence_(talent_tree)#surrender|Demand Surrender]] or [[Influence_(talent_tree)#resolve|Weaken&nbsp;Resolve]] talents, or the effect of being moved to the end of the condition track by the Adept Negotiator talent, or the ongoing effects of the [[Mind_Trick_(force_power)|''mind&nbsp;trick'']] [[Force&nbsp;power]]) from a single allied target within line of sight.</p></div><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=40}}<!--


--><p class="single nomargin">You can use your Use the Force modifier instead of your Persuasion modifier when making or rerolling Persuasion checks.</p><!--


--></div><!--




--><div id="collective" class="talent"><!--
--><h4 class="headline">Collective Visions</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=24}}<!--


--><p class="single nomargin">When you use [[Farseeing_(force_power)|''farseeing'']] or a [[Force power]] that has ''Farseeing'' as a prerequisite, other Force users with ''farseeing'' in their [[The_Force#using|Force&nbsp;power&nbsp;suite]] can aid another on your Use the Force check as a [[reaction]] if they are within 6 squares of you.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' ''farseeing''.</p></div><!--
--><div id="guiding" class="spacer"><!--


--><h4 class="headline">Guiding Strikes</h4><!--


-->{{referencetag|book=Rebellion Era Campaign Guide|page=23}}<!--


--><p class="single nomargin">When you deal damage to a target by making a lightsaber attack on your turn, you can use a swift action before the end of your turn to activate this talent. If you do so, allies adjacent to the target at the time you made the attack gain a &#43;2 circumstance bonus to melee attack rolls against that target until the start of your next turn.</p><!--


--><div id=vitality" class="talent"><!--
--></div><!--
--><h4 class="headline">Consular&rsquo;s Vitality</h4><!--
-->{{referencetag|book=Clone Wars Campaign Guide|page=22}}<!--


--><p class="single nomargin">Once per round as a swift action, you grant one ally within 12 squares and in line of sight bonus hit points equal to 5 &#43; your [[Charisma]] bonus. You take a &#8722;5 penalty on all Use the Force checks until the start of your next turn.</p></div><!--






--><div id="impvitality" class="spacer"><!--


--><div id=wisdom" class="talent"><!--
--><h4 class="headline">Improved Consular&rsquo;s Vitality</h4><!--
--><h4 class="headline">Consular&rsquo;s Wisdom</h4><!--
-->{{referencetag|book=Legacy Era Campaign Guide|page=26}}<!--


--><p class="single nomargin">Once per encounter as a swift action,you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your [[Wisdom]] bonus to its Will Defense against mind-affecting effects.</p><!--
-->{{referencetag|book=Clone Wars Campaign Guide|page=22}}<!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adept&nbsp;Negotiator.</p></div><!--
--><p class="single nomargin">Whenever you damage a target with a successful lightsaber attack, you may use the Consular&rsquo;s Vitality talent as a [[free&nbsp;action]] instead of a swift action until lthe start of your next turn.</p><!--


--></div><!--






--><div id="aid" class="talent"><!--
--><h4 class="headline">Entreat Aid</h4>
{{referencetag|book=Legacy Era Campaign Guide|page=26}}<!--


--><p class="single nomargin">Once per turn as a swift action, you can spend a [[Force&nbsp;Point]] to let one adjacent ally use the aid another action (as a reaction) to assist you with a skill check. You must make the skill check before the end of your turn, or the benefite of the aid another action is lost. An ally that has already used the aid another action to assist you since the end of your last turn may not be targeted by this talent.</p></div><!--
--><div id="knowweak" class="spacer"><!--


--><h4 class="headline">Know Weakness</h4><!--


-->{{referencetag|book=Jedi Academy Training Manual|page=14}}<!--


--><p class="single nomargin">Whenever you successfully use Adversary Lore on a target, that target also takes an additional 1d6 points of damage from any successful attack made against it by you or an ally who can hear and understand you until the end of your next turn.</p><!--


--><div id="will" class="talent"><!--
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adversary&nbsp;Lore.</p><!--
--><h4 class="headline">Force of Will</h4><!--
-->{{referencetag|book=Force Unleashed Campaign Guide|page=24}}<!--


--><p class="single nomargin">You gain a &#43;2 insight bonus to Will Defense.</p><!--
--></div><!--


--><p class="single nomargin">{{indent}}Also, as a swift action, you can spend a Force Point to give all allies within 6 squares of you a &#43;2 insight bonus to Will Defense that lasts for the remainder fo the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from this talent must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed.</p><!--


--><p class="single nomargin">{{indent}}This is a mind-affecting effect.</p></div><!--




--><div id="master" class="spacer"><!--


--><h4 class="headline">Master Negotiator</h4><!--


--><div id="persuasion" class="talent"><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=40}}<!--
--><h4 class="headline">Force Persuasion</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=40}}<!--


--><p class="single nomargin">You can use your Use the Force modifier instead of your Persuasion modifier when making or rerolling Persuasion checks.</p></div><!--
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=15}}<!--


--><p class="single nomargin">If you successfully use the Adept Negotiator talent, your target moves an additional &#8722;1 step along the condition track (&#8722;2 steps total). This is a mind-affecting effect.</p><!--


--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' You affect the condition track of a specific character (usually the vehicle&rsquo;s commander), not a starship.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adept&nbsp;Negotiator.</p><!--


--><div id="guiding" class="talent"><!--
--></div><!--
--><h4 class="headline">Guiding Strikes</h4><!--
-->{{referencetag|book=Rebellion Era Campaign Guide|page=23}}<!--


--><p class="single nomargin">When you deal damage to a target by making a lightsaber attack on your turn, you can use a swift action before the end of your turn to activate this talent. If you do so, allies adjacent to the target at the time you made the attack gain a &#43;2 circumstance bonus to melee attack rolls against that target until the start of your next turn.</p></div><!--






--><div id="recall" class="spacer"><!--


--><div id="impvitality" class="talent"><!--
--><h4 class="headline">Recall</h4><!--
--><h4 class="headline">Improved Consular&rsquo;s Vitality</h4><!--
-->{{referencetag|book=Clone Wars Campaign Guide|page=22}}<!--


--><p class="single nomargin">Whenever you damage a target with a successful lightsaber attack, you may use the Consular&rsquo;s Vitality talent as a [[free&nbsp;action]] instead of a swift action until lthe start of your next turn.</p></div><!--
-->{{referencetag|book=Rebellion Era Campaign Guide|page=23}}<!--


--><p class="single nomargin">Whenever you spend a Force Point to return a Force power to your Force suite, you regains two Force powers instead of one.</p><!--


--></div><!--




--><div id="knowweak" class="talent"><!--
--><h4 class="headline">Know Weakness</h4><!--
-->{{referencetag|book=Jedi Academy Training Manual|page=14}}<!--


--><p class="single nomargin">Whenever you successfully use Adversary Lore on a target, that target also takes an additional 1d6 points of damage from any successful attack made against it by you or an ally who can hear and understand you until the end of your next turn.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adversary&nbsp;Lore.</p></div><!--
--><div id="renew" class="spacer"><!--


--><h4 class="headline">Renew Vision</h4><!--


-->{{referencetag|book=Knights of the Old Republic|page=25}}<!--


--><p class="single nomargin">Once per encounter, you can regain all expended uses of the ''Farseeing'' Force power as a swift action.</p><!--


--><div id="master" class="talent"><!--
--></div><!--
--><h4 class="headline">Master Negotiator</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=40}}<!--
-->{{referencetag|toppad=0.25em|book=Starships of the Galaxy|page=15}}<!--


--><p class="single nomargin">If you successfully use the Adept Negotiator talent, your target moves an additional &#8722;1 step along the condition track (&#8722;2 steps total). This is a mind-affecting effect.</p><!--


--><p class="single nomargin">{{indent}}'''Starship&#47;Vehicle&colon;''' You affect the condition track of a specific character (usually the vehicle&rsquo;s commander), not a starship.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Adept&nbsp;Negotiator.</p></div><!--


--><div id="skilled" class="spacer"><!--


--><h4 class="headline">Skilled Advisor</h4><!--


-->{{referencetag|book=Saga Edition Core Rulebook|page=40}}<!--


--><div id="recall" class="talent"><!--
--><p class="single nomargin">You can spend a [[full-round&nbsp;action]] advising an ally, thereby granting her a &#43;5 bonus on her next skill check. If you spend a Force Point, the bonus increases to &#43;10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself.</p><!--
--><h4 class="headline">Recall</h4><!--
-->{{referencetag|book=Rebellion Era Campaign Guide|page=23}}<!--


--><p class="single nomargin">Whenever you spend a Force Point to return a Force power to your Force suite, you regains two Force powers instead of one.</p></div><!--
--><p class="single nomargin">{{indent}}This is a mind-afecting effect.</p><!--


--></div><!--






--><div id="renew" class="talent"><!--
--><h4 class="headline">Renew Vision</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=25}}<!--


--><p class="single nomargin">Once per encounter, you can regain all expended uses of the ''Farseeing'' Force power as a swift action.</p></div><!--
--><div id="attack" class="spacer"><!--


--><h4 class="headline">Visionary Attack</h4><!--


-->{{referencetag|book=Knights of the Old Republic|page=24}}<!--


--><p class="single nomargin">As a reaction, you can make a Use the Force check after you or an ally within 12 squares misses with a melee or ranged attack, removing one use of the ''Farseeing'' Force power from your active suite (as though you had activated the power). If your check result equals or exceeds the Will Defense of the target of that missed attack, the attacker can reroll the missed attack roll. This counts as using the ''Farseeing'' power against that target, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a cumulative &#8722;5 penalty on Use the Force checks until the beginning of your next turn when you use this talent.</p><!--


--><div id="skilled" class="talent"><!--
--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' ''Farseeing'', WatchCircle&nbsp;Initiate.</p><!--
--><h4 class="headline">Skilled Advisor</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=40}}<!--


--><p class="single nomargin">You can spend a [[full-round&nbsp;action]] advising an ally, thereby granting her a &#43;5 bonus on her next skill check. If you spend a Force Point, the bonus increases to &#43;10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself.</p><!--
--></div><!--


--><p class="single nomargin">{{indent}}This is a mind-afecting effect.</p></div><!--






--><div id="defense" class="spacer"><!--


--><div id="attack" class="talent"><!--
--><h4 class="headline">Visionary Defense</h4><!--
--><h4 class="headline">Visionary Attack</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=24}}<!--


--><p class="single nomargin">As a reaction, you can make a Use the Force check after you or an ally within 12 squares misses with a melee or ranged attack, removing one use of the ''Farseeing'' Force power from your active suite (as though you had activated the power). If your check result equals or exceeds the Will Defense of the target of that missed attack, the attacker can reroll the missed attack roll. This counts as using the ''Farseeing'' power against that target, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a cumulative &#8722;5 penalty on Use the Force checks until the beginning of your next turn when you use this talent.</p><!--
-->{{referencetag|book=Knights of the Old Republic|page=25}}<!--


--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' ''Farseeing'', WatchCircle&nbsp;Initiate.</p></div><!--
--><p class="single nomargin">As a reaction, you can make a Use the Force check after you or an ally within 12 squares is the target of a melee or ranged attack (but before the results of the attack roll are known), removing one use of the ''Farseeing'' Force power from your active suite (as though you had just activated the power). If your check result exceeds the Will Defense of the attacker, you grant the target of the attack a &#43;5 Force bonus to Reflex Defense against that attack. This counts as using the ''Farseeing'' Force power against the attacker, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple Reflex Defense bonuses). You take a cumulative &#8722;5 penalty on Use the Force checks until the begining of your next turn when you use this talent.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' ''Farseeing'', WatchCircle&nbsp;Initiate.</p><!--


--></div><!--




--><div id="defense" class="talent"><!--
--><h4 class="headline">Visionary Defense</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=25}}<!--


--><p class="single nomargin">As a reaction, you can make a Use the Force check after you or an ally within 12 squares is the target of a melee or ranged attack (but before the results of the attack roll are known), removing one use of the ''Farseeing'' Force power from your active suite (as though you had just activated the power). If your check result exceeds the Will Defense of the attacker, you grant the target of the attack a &#43;5 Force bonus to Reflex Defense against that attack. This counts as using the ''Farseeing'' Force power against the attacker, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple Reflex Defense bonuses). You take a cumulative &#8722;5 penalty on Use the Force checks until the begining of your next turn when you use this talent.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' ''Farseeing'', WatchCircle&nbsp;Initiate.</p></div><!--
--><div id="watchcircle" class="spacer"><!--


--><h4 class="headline">WatchCircle Initiate</h4><!--


-->{{referencetag|book=Knights of the Old Republic|page=25}}<!--


--><p class="single nomargin">As a reaction, you can make a Use the Force check (DC 15) and remove one use of the ''Farseeing'' Force power from your active suite (as though you had activated the power). Ou subtract 1 from your Force Point total (this cannot be subtracted from temporary Force Points, and does not count as spending a Force Point) and add 1 to the Force Point total of an ally within line of sight. This counts as using the ''Farseeing'' power against that target, but this talent replaces the normal rules and effect of that power.</p><!--


--><div id="watchcircle" class="talent"><!--
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' ''Farseeing''.</p><!--
--><h4 class="headline">WatchCircle Initiate</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=25}}<!--


--><p class="single nomargin">As a reaction, you can make a Use the Force check (DC 15) and remove one use of the ''Farseeing'' Force power from your active suite (as though you had activated the power). Ou subtract 1 from your Force Point total (this cannot be subtracted from temporary Force Points, and does not count as spending a Force Point) and add 1 to the Force Point total of an ally within line of sight. This counts as using the ''Farseeing'' power against that target, but this talent replaces the normal rules and effect of that power.</p><!--
--></div><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' ''Farseeing''.</p></div><!--
--></div><!--








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[[Category:Character]]
[[Category:Character]]
[[Category:Talent Trees]]
[[Category:Talent Trees]]
[[Category:Class Talent Trees]]
[[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 21:09, 20 July 2025

Jedi that follow the path of the consular are skilled negotiators and talented ambassadors. You prefer to use the strength of your words and the wisdom that the Force provides to solve conflicts.

     This talent tree is only available to the Jedi heroic class.

Adept Negotiator

     Saga Edition Core Rulebook, page 39.

     Starships of the Galaxy, page 15.

As a standard action, you can weaken the resolve of one enemy with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target’s Will Defense, it moves −1 step along the condition track. The target gets a +5 bonus to its Will Defense if it is a higher level than you. If the target reaches the end of the track, it does not fall unconscious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-affecting effect.

     Starship/Vehicle: You affect the condition track of a specific character (usually the vehicle’s commander), not a starship.

Adversary Lore

     Jedi Academy Training Manual, page 14.

As a standard action, you can peer into the Force and search for weaknesses in the defenses of your enemies. Make a Use the Force check against the Will Defense of a target creature within 12 squares of you and in your line of sight. If the skill check equals or exceeds the target’s Will Defense, that target takes a −2 penalty to Reflex Defense against you and all allies who can hear and understand you until the end of your next turn.

Aggressive Negotiator

     Legacy Era Campaign Guide, page 26.

Whenever you damage an opponent with a lightsaber attack, you can take 10 on any Persuasion checks you make before the end of your next turn.

     Prerequisite: Adept Negotiator.

Cleanse Mind

     Force Unleashed Campaign Guide, page 24.

Once per turn as a swift action, you can remove one ongoing mind-affecting effect (such as the effects of Demand Surrender or Weaken Resolve talents, or the effect of being moved to the end of the condition track by the Adept Negotiator talent, or the ongoing effects of the mind trick Force power) from a single allied target within line of sight.

Collective Visions

     Knights of the Old Republic, page 24.

When you use farseeing or a Force power that has Farseeing as a prerequisite, other Force users with farseeing in their Force power suite can aid another on your Use the Force check as a reaction if they are within 6 squares of you.

     Prerequisite: farseeing.

Consular’s Vitality

     Clone Wars Campaign Guide, page 22.

Once per round as a swift action, you grant one ally within 12 squares and in line of sight bonus hit points equal to 5 + your Charisma bonus. You take a −5 penalty on all Use the Force checks until the start of your next turn.

Consular’s Wisdom

     Legacy Era Campaign Guide, page 26.

Once per encounter as a swift action,you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your Wisdom bonus to its Will Defense against mind-affecting effects.

     Prerequisite: Adept Negotiator.

Entreat Aid

     Legacy Era Campaign Guide, page 26.

Once per turn as a swift action, you can spend a Force Point to let one adjacent ally use the aid another action (as a reaction) to assist you with a skill check. You must make the skill check before the end of your turn, or the benefite of the aid another action is lost. An ally that has already used the aid another action to assist you since the end of your last turn may not be targeted by this talent.

Force of Will

     Force Unleashed Campaign Guide, page 24.

You gain a +2 insight bonus to Will Defense.

     Also, as a swift action, you can spend a Force Point to give all allies within 6 squares of you a +2 insight bonus to Will Defense that lasts for the remainder fo the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from this talent must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed.

     This is a mind-affecting effect.

Force Persuasion

     Saga Edition Core Rulebook, page 40.

You can use your Use the Force modifier instead of your Persuasion modifier when making or rerolling Persuasion checks.

Guiding Strikes

     Rebellion Era Campaign Guide, page 23.

When you deal damage to a target by making a lightsaber attack on your turn, you can use a swift action before the end of your turn to activate this talent. If you do so, allies adjacent to the target at the time you made the attack gain a +2 circumstance bonus to melee attack rolls against that target until the start of your next turn.

Improved Consular’s Vitality

     Clone Wars Campaign Guide, page 22.

Whenever you damage a target with a successful lightsaber attack, you may use the Consular’s Vitality talent as a free action instead of a swift action until lthe start of your next turn.

Know Weakness

     Jedi Academy Training Manual, page 14.

Whenever you successfully use Adversary Lore on a target, that target also takes an additional 1d6 points of damage from any successful attack made against it by you or an ally who can hear and understand you until the end of your next turn.

     Prerequisite: Adversary Lore.

Master Negotiator

     Saga Edition Core Rulebook, page 40.

     Starships of the Galaxy, page 15.

If you successfully use the Adept Negotiator talent, your target moves an additional −1 step along the condition track (−2 steps total). This is a mind-affecting effect.

     Starship/Vehicle: You affect the condition track of a specific character (usually the vehicle’s commander), not a starship.

     Prerequisite: Adept Negotiator.

Recall

     Rebellion Era Campaign Guide, page 23.

Whenever you spend a Force Point to return a Force power to your Force suite, you regains two Force powers instead of one.

Renew Vision

     Knights of the Old Republic, page 25.

Once per encounter, you can regain all expended uses of the Farseeing Force power as a swift action.

Skilled Advisor

     Saga Edition Core Rulebook, page 40.

You can spend a full-round action advising an ally, thereby granting her a +5 bonus on her next skill check. If you spend a Force Point, the bonus increases to +10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself.

     This is a mind-afecting effect.

Visionary Attack

     Knights of the Old Republic, page 24.

As a reaction, you can make a Use the Force check after you or an ally within 12 squares misses with a melee or ranged attack, removing one use of the Farseeing Force power from your active suite (as though you had activated the power). If your check result equals or exceeds the Will Defense of the target of that missed attack, the attacker can reroll the missed attack roll. This counts as using the Farseeing power against that target, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a cumulative −5 penalty on Use the Force checks until the beginning of your next turn when you use this talent.

     Prerequisites: Farseeing, WatchCircle Initiate.

Visionary Defense

     Knights of the Old Republic, page 25.

As a reaction, you can make a Use the Force check after you or an ally within 12 squares is the target of a melee or ranged attack (but before the results of the attack roll are known), removing one use of the Farseeing Force power from your active suite (as though you had just activated the power). If your check result exceeds the Will Defense of the attacker, you grant the target of the attack a +5 Force bonus to Reflex Defense against that attack. This counts as using the Farseeing Force power against the attacker, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple Reflex Defense bonuses). You take a cumulative −5 penalty on Use the Force checks until the begining of your next turn when you use this talent.

     Prerequisites: Farseeing, WatchCircle Initiate.

WatchCircle Initiate

     Knights of the Old Republic, page 25.

As a reaction, you can make a Use the Force check (DC 15) and remove one use of the Farseeing Force power from your active suite (as though you had activated the power). Ou subtract 1 from your Force Point total (this cannot be subtracted from temporary Force Points, and does not count as spending a Force Point) and add 1 to the Force Point total of an ally within line of sight. This counts as using the Farseeing power against that target, but this talent replaces the normal rules and effect of that power.

     Prerequisite: Farseeing.