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Saga Edition RPG Omnibus

Duelist (talent tree): Difference between revisions

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{{DISPLAYTITLE:Duelist Talent Tree}}
{{DISPLAYTITLE:Duelist&nbsp;Talent&nbsp;Tree}}<!--
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--><div class="topdiv"><!--
--><div class="topdiv"><!--
--><p class="single nomargin">Through rigorous training and experience, you become one of the greatest swordfighters in the galaxy.</p><!--


--><p class="single nomargin">{{indent}}This talent tree is available to [[Jedi&nbsp;Knight (prestige class)|Jedi&nbsp;Knight]]s, [[Imperial&nbsp;Knight (prestige class)|Imperial&nbsp;Knight]]s, and [[Jedi&nbsp;Master (prestige class)|Jedi&nbsp;Master]]s.</p></div><!--
--><p class="single nomargin">Through rigorous training and experience, you become one of the greatest swordfighters in the galaxy.</p><!--
 
--><p class="single nomargin">{{indent}}This talent tree is available to [[Jedi&nbsp;Knight (prestige class)|Jedi&nbsp;Knight]]s, [[Imperial&nbsp;Knight (prestige class)|Imperial&nbsp;Knight]]s, and [[Jedi&nbsp;Master (prestige class)|Jedi&nbsp;Master]]s.</p><!--
 
 
 
 
--><div id="fortify" class="spacer"><!--
 
--><h4 class="headline">Force Fortification</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--
 
--><p class="single nomargin">As a reaction, you can spend a [[Force&nbsp;point]] to negate a critical hit scored against you and take normal damage instead. You can spend this Force Point even if you&rsquo;e already spent a Force Point earlier in the round.</p><!--
 
--></div><!--
 
 
 
 
--><div id="impfocus" class="spacer"><!--
 
--><h4 class="headline">Greater Weapon Focus (lightsabers)</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--
 
--><p class="single nomargin">You gain a &#43;1 bonus on melee attack rolls made with lightsabers. This bonus stacks with the bonus granted by the [[Weapon_Focus_(feat)|Weapon&nbsp;Focus&nbsp;&lpar;lightsabers&rpar;]] [[feat]].</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Weapon&nbsp;Focus&nbsp;(lightsabers).</p><!--
 
--></div><!--
 
 
 
 
--><div id="impspec" class="spacer"><!--
 
--><h4 class="headline">Greater Weapon Specialization (lightsabers)</h4><!--
 
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--
 
--><p class="single nomargin">You gain a &#43;2 bonus on melee damage rolls with lightsabers. This bonus stacks with the bonus granted by the [[Lightsaber_Combat_(talent_tree)#spec|Weapon&nbsp;Specialization&nbsp;&lpar;lightsabers&rpar;]] talent.</p><!--
 
--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' Greater&nbsp;Weapon&nbsp;Focus&nbsp;(lightsabers), Weapon&nbsp;Focus&nbsp;(lightsabers), Weapon&nbsp;Specialization&nbsp;(lightsabers).</p><!--
 
--></div><!--
 
 
 
 
--><div id="impthrow" class="spacer"><!--
 
--><h4 class="headline">Improved Lightsaber Throw</h4><!--
 
-->{{referencetag|book=Force Unleashed Campaign Guide|page=43}}<!--
 
--><p class="single nomargin">You can spend a Force Point as a [[standard&nbsp;action]] to throw your lightsaber at a group of opponents. You make a single ranged attack roll (treating the lightsaber as a thrown weapon) and compare the result to the [[Reflex&nbsp;Defense]] of all targets in a 6-square line originating in your square. If your attack roll exceeds a target&rsquo;s Reflex Defense, you deal normal lightsaber damage to that target (dealing half damage if you fail to exceed the target&rsquo;s Reflex Defense). This attack is considered an area attack.</p><!--
 
--><p class="single nomargin">{{indent}}You can pull your lightsaber back to your hand as a swift action by making a DC 20 [[Use&nbsp;the&nbsp;Force]] check.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' [[Lightsaber_Combat_(talent_tree)#throw|Lightsaber&nbsp;Throw]].</p><!--


--></div><!--




--><div id="fortify" class="talent"><!--
--><h4 class="headline">Force Fortification</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--


--><p class="single nomargin">As a reaction, you can spend a [[Force&nbsp;point]] to negate a critical hit scored against you and take normal damage instead. You can spend this Force Point even if you&rsquo;e already spent a Force Point earlier in the round.</p></div><!--


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


--><h4 class="headline">Improved Redirect</h4><!--


-->{{referencetag|book=Knights of the Old Republic|page=39}}<!--


--><div id"impfocus" class="talent"><!--
--><p class="single nomargin">Once per turn, when you successfully make redirect an attack with the [[Lightsaber_Combat_(talent_tree)#redirect|Redirect&nbsp;Shot]] talent, you do not count the [[Lightsaber_Combat_(talent_tree)#deflect|Deflect]] use that triggered the redirected attack (thus, you take no cumulative penalty to Use the Force checks from that Deflect attempt). Subsequent Deflect attempts before the beginning of your next turn impose penalties as normal.</p><!--
--><h4 class="headline">Greater Weapon Focus (lightsabers)</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--


--><p class="single nomargin">You gain a &#43;1 bonus on melee attack rolls made with lightsabers. This bonus stacks with the bonus granted by the [[Weapon_Focus_(feat)|Weapon&nbsp;Focus&nbsp;&lpar;lightsabers&rpar;]] [[feat]].</p><!--
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Deflect, Redirect&nbsp;Shot.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Weapon&nbsp;Focus&nbsp;(lightsabers).</p></div><!--
--></div><!--








--><div id="impspec" class="talent"><!--
--><div id="impriposte" class="spacer"><!--
--><h4 class="headline">Greater Weapon Specialization (lightsabers)</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--


--><p class="single nomargin">You gain a &#43;2 bonus on melee damage rolls with lightsabers. This bonus stacks with the bonus granted by the [[Lightsaber_Combat_(talent_tree)#spec|Weapon&nbsp;Specialization&nbsp;&lpar;lightsabers&rpar;]] talent.</p><!--
--><h4 class="headline">Improved Riposte</h4><!--


--><p class="single nomargin">{{indent}}'''Prerequisites&colon;''' Greater&nbsp;Weapon&nbsp;Focus&nbsp;(lightsabers), Weapon&nbsp;Focus&nbsp;(lightsabers), Weapon&nbsp;Specialization&nbsp;(lightsabers).</p></div><!--
-->{{referencetag|book=Knights of the Old Republic|page=39}}<!--


--><p class="single nomargin">Once per turn, when you successfully make a riposte attack using the [[Lightsaber_Combat_(talent_tree)#riposte|Riposte]] talent, you do not count the [[Lightsaber_Combat_(talent_tree)#block|Block]] use that triggered the riposte (thus, you take no cumulative penalty to Use the Force checks from that Block attempt). Subsequent Block attempts before the beginning of your next turn impose penalties as normal.</p><!--


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


--></div><!--


--><div id="impthrow" class="talent"><!--
--><h4 class="headline">Improved Lightsaber Throw</h4><!--
-->{{referencetag|book=Force Unleashed Campaign Guide|page=43}}<!--


--><p class="single nomargin">You can spend a Force Point as a [[standard&nbsp;action]] to throw your lightsaber at a group of opponents. You make a single ranged attack roll (treating the lightsaber as a thrown weapon) and compare the result to the [[Reflex&nbsp;Defense]] of all targets in a 6-square line originating in your square. If your attack roll exceeds a target&rsquo;s Reflex Defense, you deal normal lightsaber damage to that target (dealing half damage if you fail to exceed the target&rsquo;s Reflex Defense). This attack is considered an area attack.</p><!--


--><p class="single nomargin">{{indent}}You can pull your lightsaber back to your hand as a swift action by making a DC 20 [[Use&nbsp;the&nbsp;Force]] check.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' [[Lightsaber_Combat_(talent_tree)#throw|Lightsaber&nbsp;Throw]].</p></div><!--
--><div id="savant" class="spacer"><!--


--><h4 class="headline">Lightsaber Form Savant</h4><!--


-->{{referencetag|book=Jedi Academy Training Manual|page=19}}<!--


--><p class="single nomargin">Once per encounter as a swift action, you can return any one spent [[Force&nbsp;power]] with the &#91;lightsaber form&#93; descriptor to your Force suite without spending a Force Point. You can select this talent multiple times. Each time you select it, you can use it one additional time per encounter.</p><!--


--><div id="impredirect" class="talent"><!--
--></div><!--
--><h4 class="headline">Improved Redirect</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=39}}<!--


--><p class="single nomargin">Once per turn, when you successfully make redirect an attack with the [[Lightsaber_Combat_(talent_tree)#redirect|Redirect&nbsp;Shot]] talent, you do not count the [[Lightsaber_Combat_(talent_tree)#deflect|Deflect]] use that triggered the redirected attack (thus, you take no cumulative penalty to Use the Force checks from that Deflect attempt). Subsequent Deflect attempts before the beginning of your next turn impose penalties as normal.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Deflect, Redirect&nbsp;Shot.</p></div><!--




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


--><h4 class="headline">Multiattack Proficiency (lightsabers)</h4><!--


--><div id="impriposte" class="talent"><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--
--><h4 class="headline">Improved Riposte</h4><!--
-->{{referencetag|book=Knights of the Old Republic|page=39}}<!--


--><p class="single nomargin">Once per turn, when you successfully make a riposte attack using the [[Lightsaber_Combat_(talent_tree)#riposte|Riposte]] talent, you do not count the [[Lightsaber_Combat_(talent_tree)#block|Block]] use that triggered the riposte (thus, you take no cumulative penalty to Use the Force checks from that Block attempt). Subsequent Block attempts before the beginning of your next turn impose penalties as normal.</p><!--
--><p class="single nomargin">Whenever you make multiple attacks with any type of lightsaber a a full attack action, you reduce the penalty on your attack rolls by 2.</p><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Block, Riposte.</p></div><!--
--><p class="single nomargin">{{indent}}You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rollls by an additional 2.</p><!--


--></div><!--






--><div id="savant" class="talent"><!--
--><h4 class="headline">Lightsaber Form Savant</h4><!--
-->{{referencetag|book=Jedi Academy Training Manual|page=19}}<!--


--><p class="single nomargin">Once per encounter as a swift action, you can return any one spent [[Force&nbsp;power]] with the &#91;lightsaber form&#93; descriptor to your Force suite without spending a Force Point. You can select this talent multiple times. Each time you select it, you can use it one additional time per encounter.</p></div><!--
--><div id="severing" class="spacer"><!--


--><h4 class="headline">Severing Strike</h4><!--


-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--


--><p class="single nomargin">When you deal damage with a lightsaber that is equal to or greater than both the target&rsquo;s current hit points and the target&rsquo;s damage threshold (that is, when you would deal enough damage to kill your target), you may choose to use this talent. Instead of dealing full damage, you instead deal half damage to your target and move it &#8722;1 step on the condition track. In addition, you sever one of your target&rsquo;s arms at the wrist or elbow joint, or one of the target&rsquo;s legs at the knee or ankle joint (your choice).</p><!--


--><div id="multi" class="talent"><!--
--><p class="single nomargin">{{indent}}Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a &#8722;5 penalty on skill checks and ability checks keyed to Strength and Dexterity. Severing part of a leg knocks the target prone, reduces the target&rsquo;s speed by half, reduces its carrying capacity by half, and imposes a &#8722;5 penalty on skill checks and ability checks keyed to Strength and Dexterity.</p><!--
--><h4 class="headline">Multiattack Proficiency (lightsabers)</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--


--><p class="single nomargin">Whenever you make multiple attacks with any type of lightsaber a a full attack action, you reduce the penalty on your attack rolls by 2.</p><!--
--><p class="single nomargin">{{indent}}Because of the severity of such an injury, losing a part of a limb causes a persistent condition that can only be removed by having surgery successfully performed on the target. A Cybernetic replacement limb negates these reductions and penalties.</p><!--


--><p class="single nomargin">{{indent}}You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rollls by an additional 2.</p></div><!--
--></div><!--








--><div id="severing" class="talent"><!--
--><div id="shoto" class="spacer"><!--
--><h4 class="headline">Severing Strike</h4><!--
-->{{referencetag|book=Saga Edition Core Rulebook|page=218}}<!--


--><p class="single nomargin">When you deal damage with a lightsaber that is equal to or greater than both the target&rsquo;s current hit points and the target&rsquo;s damage threshold (that is, when you would deal enough damage to kill your target), you may choose to use this talent. Instead of dealing full damage, you instead deal half damage to your target and move it &#8722;1 step on the condition track. In addition, you sever one of your target&rsquo;s arms at the wrist or elbow joint, or one of the target&rsquo;s legs at the knee or ankle joint (your choice).</p><!--
--><h4 class="headline">Shoto Master</h4><!--


--><p class="single nomargin">{{indent}}Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a &#8722;5 penalty on skill checks and ability checks keyed to Strength and Dexterity. Severing part of a leg knocks the target prone, reduces the target&rsquo;s speed by half, reduces its carrying capacity by half, and imposes a &#8722;5 penalty on skill checks and ability checks keyed to Strength and Dexterity.</p><!--
-->{{referencetag|book=Jedi Academy Training Manual|page=19}}<!--


--><p class="single nomargin">{{indent}}Because of the severity of such an injury, losing a part of a limb causes a persistent condition that can only be removed by having surgery successfully performed on the target. A Cybernetic replacement limb negates these reductions and penalties.</p></div><!--
--><p class="single nomargin">When you wield both a one-handed lightsaber and a shoto (or guard shoto), you can consider the one-handed lightsaber to be a light weapon. Additionally, if you have the [[Lightsaber_Combat_(talent_tree)#defense|Lightsaber Defense]] talent, you can activate the talent as a [[free&nbsp;action]] on your turn (instead of a [[swift&nbsp;action]]) whenever you wield both a one-handed lightsaber and a shoto (or guard shoto).</p><!--


--></div><!--






--><div id="shoto" class="talent"><!--
--><h4 class="headline">Shoto Master</h4><!--
-->{{referencetag|book=Jedi Academy Training Manual|page=19}}<!--


--><p class="single nomargin">When you wield both a one-handed lightsaber and a shoto (or guard shoto), you can consider the one-handed lightsaber to be a light weapon. Additionally, if you have the [[Lightsaber_Combat_(talent_tree)#defense|Lightsaber Defense]] talent, you can activate the talent as a [[free&nbsp;action]] on your turn (instead of a [[swift&nbsp;action]]) whenever you wield both a one-handed lightsaber and a shoto (or guard shoto).</p></div><!--
--><div id="throwmaster" class="spacer"><!--


--><h4 class="headline">Thrown Lightsaber Mastery</h4><!--


-->{{referencetag|book=Force Unleashed Campaign Guide|page=43}}<!--


--><p class="single nomargin">Any target successfully struck by a lightsaber you throw moves at half speed (round down) until the beginning of your next turn.</p><!--


--><div id="throwmaster" class="talent"><!--
--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Improved&nbsp;Lightsaber&nbsp;Throw, Lightsaber&nbsp;Throw.</p><!--
--><h4 class="headline">Thrown Lightsaber Mastery</h4><!--
-->{{referencetag|book=Force Unleashed Campaign Guide|page=43}}<!--


--><p class="single nomargin">Any target successfully struck by a lightsaber you throw moves at half speed (round down) until the beginning of your next turn.</p><!--
--></div><!--


--><p class="single nomargin">{{indent}}'''Prerequisite&colon;''' Improved&nbsp;Lightsaber&nbsp;Throw, Lightsaber&nbsp;Throw.</p></div><!--
--></div><!--








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Latest revision as of 02:03, 21 July 2025

Through rigorous training and experience, you become one of the greatest swordfighters in the galaxy.

     This talent tree is available to Jedi Knights, Imperial Knights, and Jedi Masters.

Force Fortification

     Saga Edition Core Rulebook, page 218.

As a reaction, you can spend a Force point to negate a critical hit scored against you and take normal damage instead. You can spend this Force Point even if you’e already spent a Force Point earlier in the round.

Greater Weapon Focus (lightsabers)

     Saga Edition Core Rulebook, page 218.

You gain a +1 bonus on melee attack rolls made with lightsabers. This bonus stacks with the bonus granted by the Weapon Focus (lightsabers) feat.

     Prerequisite: Weapon Focus (lightsabers).

Greater Weapon Specialization (lightsabers)

     Saga Edition Core Rulebook, page 218.

You gain a +2 bonus on melee damage rolls with lightsabers. This bonus stacks with the bonus granted by the Weapon Specialization (lightsabers) talent.

     Prerequisites: Greater Weapon Focus (lightsabers), Weapon Focus (lightsabers), Weapon Specialization (lightsabers).

Improved Lightsaber Throw

     Force Unleashed Campaign Guide, page 43.

You can spend a Force Point as a standard action to throw your lightsaber at a group of opponents. You make a single ranged attack roll (treating the lightsaber as a thrown weapon) and compare the result to the Reflex Defense of all targets in a 6-square line originating in your square. If your attack roll exceeds a target’s Reflex Defense, you deal normal lightsaber damage to that target (dealing half damage if you fail to exceed the target’s Reflex Defense). This attack is considered an area attack.

     You can pull your lightsaber back to your hand as a swift action by making a DC 20 Use the Force check.

     Prerequisite: Lightsaber Throw.

Improved Redirect

     Knights of the Old Republic, page 39.

Once per turn, when you successfully make redirect an attack with the Redirect Shot talent, you do not count the Deflect use that triggered the redirected attack (thus, you take no cumulative penalty to Use the Force checks from that Deflect attempt). Subsequent Deflect attempts before the beginning of your next turn impose penalties as normal.

     Prerequisite: Deflect, Redirect Shot.

Improved Riposte

     Knights of the Old Republic, page 39.

Once per turn, when you successfully make a riposte attack using the Riposte talent, you do not count the Block use that triggered the riposte (thus, you take no cumulative penalty to Use the Force checks from that Block attempt). Subsequent Block attempts before the beginning of your next turn impose penalties as normal.

     Prerequisite: Block, Riposte.

Lightsaber Form Savant

     Jedi Academy Training Manual, page 19.

Once per encounter as a swift action, you can return any one spent Force power with the [lightsaber form] descriptor to your Force suite without spending a Force Point. You can select this talent multiple times. Each time you select it, you can use it one additional time per encounter.

Multiattack Proficiency (lightsabers)

     Saga Edition Core Rulebook, page 218.

Whenever you make multiple attacks with any type of lightsaber a a full attack action, you reduce the penalty on your attack rolls by 2.

     You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rollls by an additional 2.

Severing Strike

     Saga Edition Core Rulebook, page 218.

When you deal damage with a lightsaber that is equal to or greater than both the target’s current hit points and the target’s damage threshold (that is, when you would deal enough damage to kill your target), you may choose to use this talent. Instead of dealing full damage, you instead deal half damage to your target and move it −1 step on the condition track. In addition, you sever one of your target’s arms at the wrist or elbow joint, or one of the target’s legs at the knee or ankle joint (your choice).

     Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a −5 penalty on skill checks and ability checks keyed to Strength and Dexterity. Severing part of a leg knocks the target prone, reduces the target’s speed by half, reduces its carrying capacity by half, and imposes a −5 penalty on skill checks and ability checks keyed to Strength and Dexterity.

     Because of the severity of such an injury, losing a part of a limb causes a persistent condition that can only be removed by having surgery successfully performed on the target. A Cybernetic replacement limb negates these reductions and penalties.

Shoto Master

     Jedi Academy Training Manual, page 19.

When you wield both a one-handed lightsaber and a shoto (or guard shoto), you can consider the one-handed lightsaber to be a light weapon. Additionally, if you have the Lightsaber Defense talent, you can activate the talent as a free action on your turn (instead of a swift action) whenever you wield both a one-handed lightsaber and a shoto (or guard shoto).

Thrown Lightsaber Mastery

     Force Unleashed Campaign Guide, page 43.

Any target successfully struck by a lightsaber you throw moves at half speed (round down) until the beginning of your next turn.

     Prerequisite: Improved Lightsaber Throw, Lightsaber Throw.