SWSE House Rules - Chapter 3 Classes
SWSE House Rules - Chapter 3 Classes
SWSE House Rules - Chapter 3 Classes
As your character increases in level, he gains several benefits that are common to all characters;
Feats, Skill Bonuses, Defenses, Talents, Attribute Increases, and Attack Bonus.
Attack Bonus: A character's attack rolls gain a bonus equal to one-half his level.
Skill Bonus: Each of a character's skills gains a bonus equal to one-half his level.
Defenses: Each of a character's Defenses gains a bonus equal to one-half his level.
Feats: Each character gains a feat at each level.
Talents: Each character gains a talent at 1st level, and at each even numbered level thereafter
(2nd, 4th, 6th, etc.).
Attribute Increases: At every third level, each character may increase two of his attributes by
one point.
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15
Defense
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15
Skill
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15
Feat
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
Talent
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
Attribute
Increase
1st, 2nd
3rd, 4th
5th, 6th
7th, 8th
9th, 10th
11th, 12th
13th, 14th
15th, 16th
17th, 18th
19th, 20th
Jedi
Jedi start with a number of hit points equal to 24 + their Constitution Bonus.
Jedi receive a number of hit points at each level beyond the first equal to 8 + their Constitution
Bonus.
Jedi receive a +1 bonus to their Fortitude Defense, a +1 bonus to their Reflex Defense, and a +1
bonus to their Will Defense.
Jedi start with the following feats: Force Sensitivity, Weapon Proficiency (lightsabers), Weapon
Proficiency (simple weapons).
Jedi receive a number of trained skills equal to (4+Int Modifier).
Jedi treat the following skills as class skills: Academics, Acrobatics, Athletics, Endurance, Focus,
Initiative, Mechanics, Perception, Pilot, Science, Tactics, Use the Force.
Jedi start play with a lightsaber and 1,000 credits.
Jedi Talents
Jedi Consular Talent Tree
Adept Negotiator: As a Standard action, you can weaken the resolve of one enemy with your
words. The target must have an Intelligence score of 3 or higher, and it must be able to see,
hear, and understand you. Make a Persuasion check; if the check result equals or exceeds the
target's Will Defense, it moves one step down the condition track. The target gains a +5 bonus to
its Will Defense if it is higher level then 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 ability.
Force Persuasion: You can use your Use the Force check modifier instead of your Persuasion
check modifier when making Persuasion checks. You are considered trained in the Persuasion skill
for purposes of using this talent. If you are entitled to a Persuasion check re-roll, you may re-roll
your Use the Force check instead (subject to the same circumstances and limitations).
Prerequisite: Adept Negotiator.
Master Negotiator: If you successfully use the Adept Negotiator talent, your target moves one
additional step down the condition track (two steps total). This is a mind-affecting ability.
Prerequisite: Adept Negotiator.
Skilled Advisor: You can spend a Full action advising an ally, thereby granting him a +4 bonus
on his next skill check. If you spend a Force Point, the bonus increases to +8. The target must
be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a
mind-affecting ability.
Jedi Guardian Talent Tree
Jedi that follow the path of the guardian are more combat-oriented that other Jedi, honing their
skills to become deadly combatants.
Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Acrobatics
check to remain on your feet.
Battle Meditation: The Jedi technique known as Battle Meditation allows you and your allies to
work together seamlessly and with a level of precision that can only come from the Force. As a
Full action, you give yourself and all allies within 6 squares a +1 insight bonus to attack rolls that
lasts for as long as you maintain the meditation. Each round on your turn, you must spend a
Swift action to maintain the Battle Meditation. The bonus doe snot extend to those who are
outside the area of effect, even if they later come within 6 squares. Allies who benefit from the
bonus must remain within 6 squares of you to retain the bonus, and they lose it if you are
knocked unconscious or killed. This is a mind-affecting ability.
Defensive Melee Mastery: When you are in melee with one or more opponents, you gain a +4
bonus to your Reflex Defense against Ranged Attacks.
Elusive Target: This talent is renamed Defensive Melee Mastery
Force Intuition: You can use your Use the Force check modifier instead of your Initiative modifier
when making Initiative checks. You are considered trained in the Initiative skill for purposes of
using this talent. If you are entitled to an Initiative check re-roll, you may re-roll your Use the
Force check instead (subject to the same circumstances and limitations).
Resilience: You can spend a Force Point as a Swift action to move two step up the condition
track.
Jedi Sentinel Talent Tree
The jedi that follow the path of the sentinel are the true enemies of the dark side, hunting down
evil and stopping the spread of darkness wherever they go.
Clear Mind: When making a Use the Force check to avoid being detected by other Force Users,
you gain a +5 bonus to the roll.
Dark Side Sense: When making a Use the Force check to sense the presence and relative
location of characters with a Dark Side score of 1 or higher, you may roll twice, keeping the better
result.
Dark Side Scourge: When you make a successful melee attack on a creature with a dark side
score of 1 or higher, you deal extra damage equal to your Charisma bonus (minimum +1).
Prerequisite: Dark Side Sense.
Force Haze: You can spend a Force Point as a Standard action to create a "haze" that hides you
and your allies from the perceptions of others. You can hide a number of creatures in line of sight
equal to your character level. Make a Use the Force check and compare the result to the Will
defense of any opponent that moves into line of sight of any creatures hidden by your Force Haze.
If your check result equals or exceeds the opponent's Will Defense, all hidden creatures are
treated as if they had total concealment against the opponent. The Force Haze lasts up to one
minute, but is dismissed instantly if anyone hidden by the Force Haze makes an attack. This is a
mind affecting ability. Prerequisite: Clear Mind.
Resist the Dark Side: You gain a +5 Force bonus to all Defenses against force powers with the
[dark side] descriptor and Force Powers originating from any Dark Force user (that is, any Forceuser whose Dark Side score equals or exceeds his Wisdom score). Prerequisite: Dark Side
Sense.
Lightsaber Combat Talent Tree
The lightsaber is the chosen weapon of the Jedi. Blah.
Block: While you are wielding an ignited lightsaber and not flat-footed, you may negate a melee
attack made against you by an attacker that you are aware of as a Reaction by making a
successful Use the Force check. The DC is equal to the result of the attack roll that you wish to
negate, and you suffer a cumulative -4 penalty on your Use the Force check for each time that
you have used the Block or Deflect talents since the beginning of your last turn.
Deflect: While you are wielding an ignited lightsaber and not flat-footed, you may negate a
ranged attack made against you by an attacker that you are aware of as a Reaction by making a
successful Use the Force check. The DC is equal to the result of the attack roll that you wish to
negate, and you suffer a cumulative -4 penalty on your Use the Force check for each time that
you have used the Block or Deflect talents since the beginning of your last turn.
You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on
autofire. If you succeed on the Use the Force check, you take one-half damage if the autofire
attack hits, and no damage if it does not hit. This talent has no effect on other area attack (such
as grenades, missiles, and flamethrowers).
This talent cannot be used to negate attacks made by Colossal or larger-size vehicles, unless the
attack is made with a point-defense weapon.
Lightsaber Defense: While you are wielding an ignited lightsaber, you can spend a Swift action
to protect yourself from your enemies' attacks. Make a Use the Force check vs DC 15. With
success, you gain a +1 bonus to your reflex Defense until the beginning of your next turn. For
every 5 points by which your Use the Force check result exceeds DC 15, you gain an additional +1
bonus to your Reflex Defense until the beginning of your next turn. This bonus does not apply if
you are flat-footed, or to attacks that you are unaware of.
Lightsaber Mastery: You gain a +2 bonus on attacks with lightsabers.
Lightsaber Specialization: When you make a successful melee attack with a lightsaber, you deal
one additional die of damage. Prerequisite: Weapon Focus (lightsabers) feat.
Lightsaber Throw: You can hurl a lightsaber as a Standard action, treating it as a thrown
weapon. You are considered proficient with the thrown lightsaber, and you apply the normal range
penalties to the attack roll. The thrown lightsaber deals normal damage on a successful hit.
If your target is no more than 6 squares away, you can pull your lightsaber back to your hand as a
Swift action by making a DC 20 Use the Force check.
Redirect Shot: Once per round, when you successfully deflect a blaster shot, you may redirect
the shot at another target to which you have line of sight. As a Reaction, make a ranged attack
roll with your lightsaber and apply the normal range penalties to the attack roll (not counting the
distance that the blaster bolt traveled to get to you). If the attack hits, it deals normal blaster
damage to the target.
Only single blaster bolts can be redirected in this manner. barrages from autofire weapons and
other types of projectiles cannot be redirected. Prerequisites: Deflect, 6th level.
Nobles
Nobles start with a number of hit points equal to 12 + their Constitution Bonus.
Nobles receive a number of hit points at each level beyond first equal to 4 + their Constitution
Bonus.
Nobles receive a +1 bonus to their Reflex Defense and a +2 bonus to their Will Defense.
Nobles start with the following feats: Linguist, Weapon Proficiency (pistols), Weapon Proficiency
(simple weapons).
Nobles receive a number of trained skills equal to (6+Int Modifier).
Nobles treat the following skills as class skills: Academics, Computers, Deception, Endurance,
Focus, Initiative, Medicine, Networking, Perception, Persuasion, Pilot, Ride, Science, Tactics.
Nobles start play with 4,000 credits.
Noble Talents
Influence Talent Tree
One of your greatest strengths is your ability to exert influence over your opponents.
Presence: You can make a Persuasion check to intimidate a creature as a Standard action instead
of a Full action.
Demand Surrender: Once per encounter, you can make a Persuasion check as a Standard action
to demand surrender from one opponent who has been reduced to one-half or less of his total hit
points. If your check result equals or exceeds the target's Will Defense, he surrenders to you and
your allies, drops any weapons he is holding, and takes no hostile actions.
If the target is higher level than you, he gains a +5 bonus to its Will Defense. If you or any of
your allies attack the target, he no longer submits to your will and can act normally. This is a
mind-affecting ability. Prerequisite: Presence.
Improved Weaken Resolve: As weaken resolve (below), except that the target doesn't stop
fleeing from you if it is wounded. Prerequisite: Weaken Resolve.
Weaken Resolve: Once per round, when you deal damage equal to or greater than the target's
damage threshold, make a Persuasion check as a Free action; if the check result equals or
exceeds the target's Will Defense, you fill the target with terror, causing it to flee from you at top
speed for one minute. The target can't use any actions except to move or facilitate movement
(such as opening a door through which to flee). The target may spend a Force Point as a Free
action to negate the effect. The effect ends automatically if the creature takes any damage. The
effect is negated if the target's level equals or exceeds your own. This is a mind-affecting ability.
Inspiration Talent Tree
Nobles are renowned for their ability to inspire their followers and urge them to greatness. You
can often get results out of friends, allies, and followers that other leaders cannot.
All of the talents in this tree are mind-affecting abilities. Moreover, you cannot use any of these
talents on yourself.
Bolster Ally: As a Swift action, you can bolster one ally within line of sight, moving him one step
up the condition track. Further, if he's at one-half of his maximum hit points or less, you give him
a number of bonus hit points equal to twice his character level. Damage is subtracted from the
bonus hit points first, and any bonus hit points remaining at the end of the encounter go away.
You cannot bolster the same ally more than once in a single encounter.
Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can use a Free
action to give one ally within your line of sight a bonus to damage on his next attack equal to his
character level. Once his fervor has been ignited, the affected ally doesn't need to remain within
line of sight of you; if his next attack misses, he loses the bonus to damage granted by this talent.
Prerequisites: Bolster Ally, Inspire Confidence.
Inspire Confidence: As a Swift action, you can inspire confidence on all allies in your line of
sight. Make a Persuasion check vs DC 10; with success, you give them a +1 morale bonus on
attack rolls and a +1 bonus on skill checks. For every 5 points by which your check result exceeds
DC 15, you grant your allies an additional +1 bonus on attack rolls and an additional +1 bonus on
skill checks. This bonus lasts for the rest of the encounter or until you are rendered unconscious
or dead. Once inspired, you allies do not need to remain within line of sight of you.
Inspire Haste: As a Swift action, you can encourage one of your allies within line of sight to
make haste on a skill check. On that ally's turn, that ally can make a skill check that requires a
Standard action as a Move action instead.
Inspire Zeal: Whenever an ally within line of sight of you makes an attack that moves an
opponent down the condition track (such as by dealing damage that equals or exceed the target's
damage threshold), that ally moves the target one additional step down the condition track.
Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor.
Leadership talent Tree
A born leader, you know how to take charge and lead your companions and followers to success.
All of the talents in this tree are mind-affecting abilities. Moreover, you cannot use any of these
talents on yourself.
Born Leader: Once per encounter, as a Swift action, make a Tactics check, vs DC 10; with
success, you grant all allies within line of sight a +1 insight bonus on attack rolls. For every 5
points by which your check result exceeds DC 10, you grant your allies an additional +1 insight
bonus on attack rolls. This effect lasts for the remainder of the encounter, as long as they remain
within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you
are unconscious or dead.
Coordinate: A noble with this talent may use a Standard action to increase the efficacy of his
allies coordinated efforts. All allies within line of sight grant an additional +1 bonus when using
the Aid Another or Aid Attack, actions until the beginning of your next turn. you may select this
ability multiple times. Each time you do, the bonus granted by the coordinate ability increases by
+1 (to a maximum of +5).
Distant Command: Any ally who gains the benefit of your born Leader talent does not lose the
benefit if their line of sight to you is broken. Prerequisite: born leader.
Fearless Leader: As a Swift action, you can provide a courageous example for your allies. For
the remainder of the encounter, your allies receive a +5 morale bonus to their Will Defense
against any fear effect. Your allies lose the benefit if they lose line of sight to you, or if you are
rendered unconscious or dead. Prerequisite: Born Leader.
Rally: Once per encounter, you can rally your allies and bring them back from the edge of defeat.
As a Swift action, any allies within your line of sight who have less than one-half of their total hit
points gain a +2 morale bonus on their Reflex Defense and Will Defense and a +2 bonus to all
damage rolls for the remainder of the encounter. Prerequisites: Born Leader.
Trust: You can give up your Standard action to give one ally within your line of sight an extra
Standard action on his next turn, to do with as he pleases. The ally does not lose the action if line
of sight is later broken. Prerequisites: Born Leader, Coordinate.
Lineage Talent Tree
You lead a privileged life and reap the benefits of an upbringing beyond most citizens of the
galaxy.
Connections: You are able to obtain licensed, restricted, military, or illegal equipment without
having to pay a license fee or endure a background check, provided the total cost of the desired
item is equal to or less than your character level x 1,000 credits. In addition, when obtaining
equipment or services through the black market, you reduce the black market cost multiplier by 1.
Educated: You may make Expert Knowledge check in skills in which you are untrained. Further,
you gain a +5 bonus when making any Expert Knowledge check.
Spontaneous Skill: Once per day, you may make an untrained skill check as though you were
trained in the skill. Exception: You cannot use this talent to make Use the Force checks unless
you have the Force Sensitivity feat.
You can select this talent multiple times. Each time you do, you can use it one additional time per
day.
Wealth: Each time you gain a level (including the level at which you take this talent), you receive
an amount of credits equal to 5,000 x your noble level. You can spend these credits as you see
fit. The credits appear in a civilized, accessible location of your choice or in your private bank
account.
Scoundrels
Scoundrels start with a number of hit points equal to 18 + their Constitution Bonus.
Scoundrels receive a number of hit points at each level beyond first equal to 6 + their Constitution
Bonus.
Scoundrels receive a +2 bonus to their Reflex Defense and a +1 bonus to their Will Defense.
Scoundrels start with the following feats: Point Blank Shot, Weapon Proficiency (pistols), Weapon
Proficiency (simple weapons).
Scoundrels receive a number of trained skills equal to (5+Int Modifier).
Scoundrels treat the following skills as class skills: Academics, Acrobatics, Computers, Deception,
Focus, Initiative, Mechanics, Networking, Perception, Persuasion, Pilot, Stealth, Tactics.
Scoundrels start play with 2,000 credits.
Scoundrel Talents
Fortune Talent Tree
Many scoundrels like to gamble with destiny, putting everything on the line and trusting fate (or
the Force) to bring them fortune, fame, and success.
Fool's Luck: As a Standard action, you can spend a Force Point to gain one of the following
benefits for the rest of the encounter: a +2 luck bonus on attack rolls, a +4 luck bonus on skill
checks, or a +2 bonus to all of your Defenses.
Fortune's Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a free
Standard action. You must take the extra Standard action before the end of your turn, or else it is
lost.
Gambler: You gain a +2 competence bonus on Wisdom checks made to gamble.
You can select this talent multiple times; each time you take this talent, the competence bonus
increases by +2.
Knack: Once per day, you can re-roll a skill check and take the better result.
You can select this talent multiple times; each time you select this talent, you can use it one
additional time per day.
Lucky Shot: Once per day, you can re-roll an attack roll and take the better result.
You can select this talent multiple times; each time you select this talent, you can use it one
additional time per day. Prerequisite: Knack.
Starship Raider: You gain a +2 bonus on attack rolls while aboard a starship. This bonus applies
to attacks made with starship weapons as well as personal weapons used aboard a starship.
Prerequisite: Spacehound.
Stellar Warrior: Whenever you roll a natural 20 on an attack roll made aboard a starship, you
gain one temporary Force Point. If the Force Point is not used before the end of the encounter, it
is lost. Prerequisite: Spacehound.
Outlaw Tech Talent Tree
Scoundrels learn a variety of tricks that allow them to squeeze more life out of ailing technology,
enhancing their gear in ways the manufacturer never intended. The outlaw tech talent tree is
found on Pg. 17 and pg 18 of The Force Unleashed Campaign Guide.
Personalized Modifications: As a Full action, you may tweak the settings, grips, and moving
parts of a powered weapon you wield, tailoring it to your immediate needs. For the remainder of
the encounter, you gain a +2 equipment bonus on attack rolls and deal one additional die of
damage with that weapon. You can use this talent only on powered weapons (those that require a
power cell to operate), including weapons connected to a larger power source (such as vehicle and
starship weapons).
Scouts
Scouts start with a number of hit points equal to 18 + their Constitution Bonus.
Scouts receive a number of hit points at each level beyond first equal to 6 + their Constitution
Bonus.
Scouts receive a +1 bonus to their Fortitude Defense and a +2 bonus to their Reflex Defense.
Scouts start with the following feats: Shake it Off, Weapon Proficiency (pistols), Weapon
Proficiency (rifles), Weapon Proficiency (simple weapons).
Scouts receive a number of trained skills equal to (5+Int Modifier).
Scouts treat the following skills as class skills: Academics, Acrobatics, Athletics, Endurance, Focus,
Initiative, Mechanics, Perception, Pilot, Ride, Stealth, Survival, Tactics.
Scouts start play with 2,000 credits.
Scout Talents
Awareness Talent Tree
You are exceptionally good at noticing things and avoiding perilous situations.
Acute Senses: When you make a Perception check, you may roll twice, keeping the better result.
Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving your
normal speed (without this talent, you take a -5 penalty on Survival checks made to follow tracks
while moving your normal speed). Prerequisite: Acute Senses.
Improved Initiative: When you make an Initiative check you may roll twice, keeping the better
result. Prerequisite: Acute Senses.
Keen Shot: You take no penalty on your attack roll when attacking a target with concealment
(but not total concealment). Prerequisite: Acute Senses.
Uncanny Dodge I: You do not grant Combat Advantage when you are flat-footed or when you
are attacked by an unseen opponent. You still grant Combat Advantage in other instance, as
normal. Prerequisites: Acute Senses, Improved Initiative.
Uncanny Dodge II: You do not grant Combat Advantage when flanked. Prerequisites: Acute
Senses, Improved Initiative, Uncanny Dodge I.
Camouflage Talent Tree
You learn quickly how to blend in with your environment.
Hidden Movement: You're very good at hiding when mobile. You take no penalty on your stealth
check when moving your normal speed. Prerequisite: Improved Stealth.
Improved Stealth: Whenever you make a Stealth check, roll twice, keeping the better result.
Total Concealment: Any situation that would give you concealment grants you total concealment
instead. Prerequisites: Hidden Movement, Improved Stealth.
Fringer Talent Tree
You're especially skilled at 'getting by' on backwater worlds.
Barter: Whenever you make a Persuasion check to haggle, you may roll twice, keeping the better
result.
Fringe Savant: Whenever you roll a natural 20 on a skill check during an encounter, you gain one
temporary Force point. If the Force Point is not used before the end of the encounter, it is lost.
Long Stride: Your speed increases by 2 squares if you are wearing light armor, ultralight armor,
or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well.
You cannot use this talent if you are wearing medium or heavy armor.
Jury-Rigger: Whenever you make a Mechanics check to Jury-Rig, you may roll twice, keeping the
better result.
Survivor Talent Tree
As an explorer of dangerous places, you are trained to react to danger swiftly and adroitly, as well
as navigate difficult terrain and reduce damage.
Evasion: If you are hit by an area attack, you take one-half damage. An area attack that misses
you deals no damage.
Extreme Effort: As a Swift action, make a Focus check vs DC 10; with success, you gain a +1
bonus on a single Strength or Strength-based skill check made during the same round. For every
5 points by which your check result exceeds DC 10, you gain an additional +1 on the check.
Sprint: When you use the All Out Move action, you move an additional one-half of your normal
speed.
Sure-Footed: Difficult terrain does not slow your movement.
Soldiers
Soldiers start with a number of hit points equal to 30 plus their Constitution Bonus.
Soldiers receive a number of hit points at each level beyond first equal to 10 + their Constitution
Bonus.
Soldiers receive a +2 bonus to their Fortitude Defense and a +1 bonus to their Reflex Defense.
Soldiers start with the following feats: Armor Proficiency (light), Armor Proficiency (medium),
Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple weapons).
Soldiers receive a number of trained skills equal to (4+Int Modifier).
Soldiers treat the following skills as class skills: Acrobatics, Athletics, Computers, Endurance,
Focus, Initiative, Mechanics, Medicine, Perception, Pilot, Survival, Tactics.
Soldiers start play with 2,000 credits.
Soldier Talents
Armor Specialist Talent Tree
You can maximize the benefits of wearing armor while reducing or eliminating some of its
drawbacks.
Armored Defense: When wearing armor that you are proficient with, you gain a +1 bonus to
Damage Reduction.
Armor Mastery: When wearing armor that you are proficient with, the maximum Dexterity bonus
of that armor is increased by +1. Prerequisite: Armored Defense.
Improved Armored Defense: This talent is no longer available.
Juggernaut: When wearing armor that you are proficient with, the armor does not reduce your
Speed. Prerequisite: Armored Defense
Second Skin: When wearing armor that you are proficient with, you gain a +1 bonus to Damage
Reduction, and the Equipment bonus to your Fortitude Defense is increased by +1. Prerequisite:
Armored Defense
Brawler Talent Tree
You like to get 'up close and personal' with your enemies and engage them in melee combat.
Expert grappler: You gain a +2 bonus on Athletics checks made to Grapple, Push, or Trip.
Gun Club: You can use a ranged weapon as a melee weapon without taking a penalty on your
attack roll. The weapon is otherwise treated as a club in all respects.
If you are wielding a rifle with an attached bayonet or vibro-bayonet, you may wield that weapon
as a double weapon. The bayonet end is treated normally and the other end is treated as a club.
Melee Smash: When you make a melee attack, you deal one additional die of damage.
Stunning Strike: When you push an opponent down the condition track with a melee attack, that
opponent is pushed one additional step down the condition track. Prerequisite: Melee Smash.
Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat.
As a Free action, designate an opponent no more than one size larger or smaller than you. That
opponent doesn't get to add his Dexterity bonus on attack rolls when targeting you until the
beginning of your next turn. Prerequisite: Expert Grappler.
Weapon Specialization: Choose a single exotic weapon or weapon group with which you are
proficient. You deal one additional die of damage with such weapons.
You may select this talent multiple times, each time it applies to a different exotic weapon or
weapon group. Prerequisite: Weapon Focus with the chosen exotic weapon or weapon group.
Multiclass Characters
Hit Points: Each time you gain a new level, add the hit points for that class to your total hit
points.
Base Attack Bonus: Your base attack bonus is determined by your character level, regardless of
your classes.
Defenses: Your Base Defense is is determined by your character level. You gain the highest
defense bonus provided to each of your defenses from any class that you possess, but the defense
bonuses from different classes do not stack.
Skills: When you select a new class, you do not gain any new trained skills. However, your list of
class skills expands to include those of the new class. If you take the Skill Training feat, you may
choose your new trained skill from the class skill list of any class in which you have levels.
Starting feats: When you select a new class, you gain one feat from the list of starting feats.
Alternatively, you may take the Skill Training feat to become trained in one of your new class
skills.
Talents: When you gain a talent, you must take that talent from your current class (that is, the
class that you take at the level that you gained the talent).
Whenever you gain a new level, apply the benefits of that level in the following order:
1. Choose Class
2. Attack Bonus
3. Defense Bonuses
4. Skill Bonuses
5. Ability Score Increases
6. Hit Points
7. Feats
8. Talent
9. Recurring Benefits
10. Force Points