Expert

Members of the expert class use their intelligence and natural charisma to make their way in the galaxy.  From true royalty to elected officials, military commanders to crime lords, traders, merchants, ambassadors, holovid stars, and influential corporate magnates, character types who appear in the expert class are varied and numerous.

Exploits

Most experts wind up in dangerous situations because of something they believe in or because their job calls for it. Others hope to use their negotiating talents to navigate a course though the troubles around them, or seek to find profit in the troubles of others. Whatever their initial motivations, experts usually wind up taking to a cause and a goal that sustains them through the roughest missions. An adventuring expert might be a politician’s aide, a free trader, a diplomat, a true prince or princess, or an outlaw’s lieutenant.   Experts often feel responsible for others, though some consider themselves to be better than those around them.

Characteristics

The expert fosters feelings of good will and honesty, or at least the illusion of such, to succeed.  Where other classes shoot first, the expert starts out asking questions and hopes to finish by negotiating a deal.  The expert believes she can be more effective with words and deeds than with violence, though some draw a gun when push comes to shove.  The expert is more comfortable in civilized regions of space, where law and order have some meaning. Of all the classes, experts have the best diplomatic and bargaining skills.  They’re good talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make good leaders.

Background

Experts come to their profession in a variety of ways. Some altruistic experts believe it is their duty and responsibility to serve and lead. More selfish experts seek the fame, wealth, and power often associated with the positions they aspire to. Power-hungry experts take advantage of the system and wind up helping others only to help themselves.  The halls of power are calling. How the expert answers can make all the difference. Of course, the background of an expert really depends on what kind of expert they are. A diplomat will have a very different background than a doctor.

Game Rule Information

Experts have the following game statistics.

Abilities

Charisma is the most important ability score for ‘social’ experts, as the experts skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Of course, if your Expert is just a highly-skilled individual, Wisdom or Intelligence may form the core of their focus instead.

Hit Points

Experts begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At  each level after 1st, experts gain 1d6 hit points + their Constitution modifier.

Hero Points

Experts gain a number of Hero Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Hero Points left over from previous levels are lost.

Base Level Attack Bonus Class Features
1st +0 Defense Bonuses, Starting Feats, Talent
2nd +1 Bonus Feat
3rd +2 Talent
4th +3 Bonus Feat
5th +3 Talent
6th +4 Bonus Feat
7th +5 Talent
8th +6 Bonus Feat
9th +6 Talent
10th +7 Bonus Feat
11th +8 Talent
12th +9 Bonus Feat
13th +9 Talent
14th +10 Bonus Feat
15th +11 Talent
16th +12 Bonus Feat
17th +12 Talent
18th +13 Bonus Feat
19th +14 Talent
20th +15 Bonus Feat

Class Skills (trained in 7+INT Modifier): Deception, Gather Information, Hackcraft, Initiative, Knowledge (all skills, taken individually), Perception, Persuasion, Pilot, Ride, Treat Injury, Use Computer

Class Features

All of the following are features of the expert class.

Defense Bonuses

At 1st level, you gain a +1 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.

Starting Feats

You begin play with the following feats:

  • Linguist (You must meet the prerequisites of this feat (minimum Intelligence 13) to gain it.
  • Weapon Proficiency (pistols)
  • Weapon Proficiency (simple weapons)

Talent

At 1st and every and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any of the following talent trees.  You may choose talent from any tree you wish from any of the trees below, a Heroic talent tree, or any talent tree you have access to via Magic, Psionics, or CEC Nanotech, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

ANTICIPATION TALENT TREE

You have studied the ways of your enemies and have learned how to read the actions and thoughts of others.  You can predict what they will do, and you gain advantage over them by anticipating their every move.

  • Anticipate Movement: Once per round, as a reaction to an enemy in your line of sight moving, you can enable one ally within your line of sight to move up to his or her speed as a free action.
  • Forewarn Allies: All allies within 12 squares of you gain a +2 insight bonus on attack rolls and damage rolls for attacks of opportunity.
  • Get Down: As a reaction, when an ally is targeted by a ranged attack, you can enable that ally to drop prone immediately (imposing the normal -2 penalty for a ranged attack against a prone target to the triggering attack roll) as a free action.
  • Heavy Fire Zone: Once per turn, as a swift action, designate a 3×3 square are within your line of sight.  Until the end of your next turn, if a target moves into that area you can enable one ally within your line of sight to make an attack of opportunity against that target.  The ally you choose must be armed with a weapon capable of making attacks of opportunity, and this counts toward the ally’s normal limitations for attacks of opportunity made in a round.
    • Prerequisite: Forewarn Allies.
  • Summon Aid: Once per round, as a reaction, when an enemy moves adjacent to you, you can enable one ally within your line of sight to immediately make a charge attack against the triggering enemy.  The ally you choose must be able to charge the enemy from his or her current square under normal charge rules.
    • Prerequisite: Get Down.

DISGRACE TALENT TREE

Scandal fouls your family name, forcing you to live among the fringes of society and teaching you that honor is overrated when victory is on the line.

  • Ambush: During a surprise round, before combat begins, if you are not surprised you can give up your standard action to allow all non-surprised allies within your line of sight to taken an extra move action during the surprise round.  Allies can spend this move action to instead reroll their Initiative check and take the better result as a free action before combat begins.
    • Prerequisite: Dirtys Tactics.
  • Castigate: You deliver a scathing rebuke against a target to erode its will and fill it with doubt.  Make a Persuasion check as a standard action against the target’s Will Defense.  If successful, you impose a -2 penalty to all the target’s Defenses until the end of your next turn.  You can use this ability only against targets that can clearly hear you and understand your language.
  • Dirty Tactics: Once per encounter, as a standard action, you can grant a tactical advantage to allies within your line of sight.  When any ally flanks an opponent, that ally gains a +4 flanking bonus on melee attack rolls instead of the normal +2 bonus.  Allies lose this benefit immediately if line of sight is broken or if you are unconscious or dead, or at the end of the encounter.
  • Misplaced Loyalty: As a swift action once per turn, you can make a Persuasion check against the Will Defense of all opponents within your line of sight.  If successful, a target cannot attack you if one of your allies is within 6 squares of you.  You may not use this talent in the same round as the soldier’s Draw Fire talent.  This effect lasts until the beginning of your next turn.
    • Prerequisite: Dirty Tactics.
  • Two-Faced: You have mastered the art of saying one thing and doing another, allowing you to deceive your enemies to keep your machinations hidden.  You can use each of the following actions once per encounter as a standard action:
      • False Security: Make a single melee or ranged attack against a target within your range.  At any time before the beginning of your next turn, you can make a single attack against that target as a reaction of that target attacks you.
      • Nonthreatening: Make a single melee or ranged attack against a target within your range.  Until the beginning of your next turn, that opponent cannot make any attacks against you except for attacks of opportunity.  This is a mind-affecting effect.
      • Tricky Target: Make a single melee or ranged attack against a target within your range that has not attacked you since the end of your last turn.  You gain a +2 bonus on your attack roll and damage roll for this attack.
    • Prerequisites: Dirty Tactics, Misplaced Loyalty.
  • Unreadable: You gain a +5 bonus to your Will Defense against skill checks made to read your emotions and influence your attitude.  In addition, whenever you successfully feint a target in combat, that target is flat-footed against all your attacks until the end of your next turn.

EXILE TALENT TREE

You have broken with your family, world, or organization and cannot rely on its aid or support. Whether forced or self-imposed, your exile allows you to adapt in new ways to the world at large.

  • Arrogant Bluster: You take on an air of arrogance, allowing you to distract and sway others with your apparent knowledge and experience. When you make a successful Persuasion check to change an enemy’s attitude, the enemy takes a -5 penalty to its Will Defense until the end of your next turn.  If you spend a Hero Point, the duration is extended to the end of the encounter. This is a mind-affecting effect.
    • Prerequisite: Trained in the Persuasion skill.
  • Band Together: You can inspire disparate beings to temporarily ally for a common cause. You can use each of the following actions once per encounter:
      • Directed Attack: As a swift action, designate one enemy character or vehicle as the target of this talent. Until the end of your next turn, whenever an ally within 12 squares of you hits the target, add 1d6 points of damage to each hit.
      • Strength in Numbers: Your allies gain confidence in numbers. As a swift action, you grant all allies within 12 squares of you and within your line of sight a +5 bonus to Will Defense until the end of your next turn. You must have a minimum of two allies to use this action.
      • Temporary Allies: With a successful Persuasion check, you can turn a Gamemaster character with an attitude toward you of unfriendly or indifferent into an ally willing to aid you and follow your direction for the remainder of the encounter. As a swift action, you direct the Gamemaster character to attack a target, aid another character, or use a skill to aid you or your allies. This is a mind-affecting effect.
    • Prerequisites: Galactic Guidance, Self-Reliant, trained in the Persuasion and Knowledge (galactic lore) skills.
  • Galactic Guidance: You share your considerable galactic knowledge to inform others’ actions and decisions. Once per encounter, as a reaction, if you succeed on a DC 25 Knowledge (galactic lore) check, you enable one ally within 6 squares of you and within your line of sight to reroll a failed Intelligence- or Wisdom-based skill check (other than Perception).
    • Prerequisite: Trained in the Knowledge (galactic lore) skill.
  • Rant: You are a master of voicing your opinion loudly, continuously, and distractingly. If you succeed in making a Persuasion check to intimidate an enemy that is within 6 squares of you and that can hear, see, and understand you, you deny that enemy the use of a move action on its next turn, instead of gaining the normal intimidation results. You grant one ally a move action to use immediately (the ally uses the move action as a reaction).
    • Prerequisite: Trained in the Persuasion skill.
  • Self-Reliant: You need not rely on others when the going gets tough.  Once per encounter, you can use one talent that you possess from the Inspiration talent tree on yourself, although you are not normally allowed to do so.

FENCING TALENT TREE

Long ago, the fine art of swordplay was stylish among people. A particular style arose mixing martial precision with forceful panache.  You seek to bring this back.

  • Demoralizing Defense: As a reaction, you can designate an enemy you have just hit with a melee attack. The enemy takes only half damage from the attack, but takes a -5 penalty on attacks made against you until the end of your next turn.  This is a mind-affecting effect.
    • Prerequisites: Noble Fencing Style
  • Leading Feint: Whenever you successfully damage an opponent with a melee attack, you can make a Deception check to feint against that target as a swift action. If successful, you designate an ally within 12 squares; your target is treated as flat-footed against the first attack that ally makes against your target before the beginning of your next turn.
    • Prerequisites: Noble Fencing Style
  • Noble Fencing Style: This style of swordplay uses wit and force of personality to increase accuracy, taunting and distracting an opponent with feints, misdirection, and deception. When using a light melee weapon that you are proficient with, you can use your Charisma modifier instead of your Strength modifier on attack rolls.
    • Prerequisite: Trained in Deception and Persuasion.
  • Personal Affront: Once per encounter, as a reaction, you can make a single melee attack against an adjacent enemy who just damaged you.
    • Prerequisite: Noble Fencing Style, base attack bonus +5.
  • Transposing Strike: When you hit a character with a melee attack, you can choose to have the attack deal only half damage and switch places with that foe. Your foe must be no more than one size category larger than you, and you must end up occupying a space that was previously occupied by your target (and vice versa) to use this talent. This movement does not provoke attacks of opportunity.
    • Prerequisite: Noble Fencing Style, base attack bonus +5.

GAMBLING LEADER TALENT TREE

You aren’t afraid to take chances when leading your allies, and you risk defeat in exchange for a shot at even the most unlikely victories.  You put yourself on the front lines to encourage your allies to overcome long odds.

  • Assault Gambit: Once per turn, as a standard action, you can designate one ally and one enemy that have line of effect to each other.  The ally and the enemy make opposed Initiative checks, and the winner can make a single immediate melee or ranged attack against the loser.  No character can benefit from this talent more than once per round.
  • Direct Fire: Once per turn, as a swift action, you can designate one ally and one target that does not have cover from you.  Until the start of your next turn, the ally you designate ignores that target’s cover bonus to Reflex Defense.
  • Face the Foe: If you do not have cover from a target, you gain a +1 morale bonus to attack rolls against that target.
  • Lead From the Front: If you do not have cover from a target that you damage with a ranged attack, all your allies gain a +2 morale bonus to attack rolls against that target and a +5 circumstance bonus on opposed Initiative checks against that target until the start of your next turn.
    • Prerequisite: Face the Foe.
  • Luck Favors the Bold: If at least one enemy in your line of sight is aware of you and you do not have cover against that enemy, at the start of your turn if you are conscious you gain a number of bonus hit points equal to 5 + one-half your level.  Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost.  Bonus hit points do not stack.
    • Prerequisite: Face the Foe.

HEALER TALENT TREE

You have a knack for keeping people alive when they otherwise wouldn’t be.

  • Medic: Whenever you make a Treat Injury check, you may re-roll that check. You must use the result of the re-roll, even if it is lower.
  • Healing Knack: Whenever you make a Treat Injury or Magery check to administer first aid to another character, you may add one half of your heroic levels to the number of hit points that character recovers.
    • Prerequisites: Treat Injury as a Trained Skill
  • Improved Vital Transfer: When using the Vital Transfer spell on another character, you are considered to have spent a Hero Point to avoid taking damage yourself.
    • Prerequisites: Magery as a trained skill, Lay on Hands
  • Battlefield Medic: You may take 10 on Treat Injury or Magery checks to heal characters or use the Vital Transfer spell, even when you are in danger or under stressful conditions.
    • Prerequisites: Medic
  • Improved Healing: Whenever you make a successful Treat Injury or Magery check (including using the Vital Transfer spell) to move yourself or an ally up the condition track, that character moves an extra step. This healing may not put that character above the first level of the condition track. In addition, if you fail the character you are attempting to heal does not lose any additional hit points or move down the condition chart as a result.
    • Prerequisites: Healing Knack

IDEOLOGUE TALENT TREE

Your zeal and dedication to your cause is inspirational. It motivates your allies and demoralizes your enemies.

  • Instruction: Once per encounter, as a standard action, you can boost the competence of one of your allies within 6 squares. That individual gains the ability to make a single skill check using your skill modifier (except Magery, Nanite Control, or Psionics); this skill check must be made before the end of the encounter, or the benefit is lost.  You can select this talent multiple times. Each time you do so, you gain one additional use of this talent per encounter.
  • Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.
  • Prerequisite: Charisma 13.
  • Know Your Enemy: You are well versed in the strengths and weaknesses of enemies of your cause. As a swift action, you can select a single enemy within line of sight and make a Knowledge (galactic lore) check against a DC equal to 15 + the target’s CL.  lf the check is successful, you immediately learn any two (your choice) of the following pieces of information: target’s base attack bonus or attack bonus with a particular weapon, any one defense score, anyone skill modifier, or the presence of anyone talent or feat (you choose the talent or feat, and the Gamemaster reveals whether or not it is present).
  • Known Dissident: You are a well-known opponent of a large and influential government or organization.  Officials of any level are loath to take action against you, lest they inadvertently promote your cause. As a standard action, you can make a Persuasion check against the Will Defense of a single opponent within line of sight that can hear and understand you. If your Persuasion check succeeds, that opponent may not attack you or any vehicle you occupy until the start of your next turn. If the target is of higher level than you, it gains a +5 bonus to its Will Defense, and the target must be able to hear and understand you. If the target is attacked, the effect of this talent ends.  This is a mind-affecting effect.
    • Prerequisite: Know Your Enemy.
  • Lead by Example: Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a +1 circumstance bonus on attack rolls and +1 die of damage on non-area attacks against that target for the remainder of the encounter.

INFLUENCE TALENT TREE

One of greatest strengths is your ability to exert influence over your opponents.

  • Demand Surrender: Once per encounter, you can make a Persuasion check as a standard action to demand surrender from an opponent who has been reduced to one-half or less of its hit points. If your check result equals or exceeds the target’s Will Defense, it surrenders to you and your allies, drops any weapons It is holding, and takes no hostile actions.  If the target is higher level than you, it gains a +5 bonus to its Will Defense. If you or any of your allies attack it, it no longer submits to your will and can act normally.  You can only use this talent against a particular target once per encounter. This is a mind-affecting effect.
    If you are onboard a vehicle and you can hail another vehicle, you can use this talent.  You can demand surrender of a vehicle that has been reduced to one-half or fewer of its hit points, even if the crew is uninjured.  You make your check against the vehicle’s commander; all non-unique crews are assumed to have a Will Defense of 10.  If the CL of the target vehicle is greater than your heroic level or the CL of your vehicle, the target gains a +5 bonus to its Will Defense.  You can’t use this talent to demand surrender from a vehicle that is more than one size larger than yours under any circumstances.

    • Prerequisite: Presence.
  • Fluster: You get under an enemy’s skin. Once per encounter, make a Persuasion check to intimidate one creature within line of sight as a standard action.  On a success, instead of the normal effect of an intimidate application of the Persuasion skill, the affected creature can take only a single swift action on its next turn. If the target is higher level than you, it gains a +5 bonus to its Will Defense against the skill check.  This is a mind-affecting effect.
    • Prerequisites: Presence, trained in Persuasion.
  • Improved Weaken Resolve: As Weaken Resolve (see below), except that the target doesn’t stop fleeing from you if It is wounded.
    • Prerequisites: Presence, Weaken Resolve.
  • Intimidating Defense: Once per encounter, as a reaction, you can make a Persuasion check to intimidate one creature that has made a melee or ranged attack against you if that creature is within line of sight. If you succeed, you impose a – 5 penalty to that attack roll.  If the target is higher level than you, it gains a +5 bonus to its Will Defense against the Intimidating Defense.  This is a mind-affecting effect.
    • Prerequisites: Presence, trained in Persuasion.
  • Presence: You can make a Persuasion check to intimidate a creature as a standard action (instead of a full-round action).
  • 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 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 1 minute. The target can’t take standard actions, swift actions, or full-round actions while fleeing,  and the target stops fleeing and can act normally if it is wounded. As a free action or reaction, the target can spend a Hero Point (if it has not already spent one earlier in the round) to negate the effect, The effect is automatically negated if the target’s level is equal to or higher than your character level. This is a mind-affecting fear effect.  You need only hail a vehicle when in a vehicle to weaken the crew’s resolve.  When you deal damage that equals or exceeds a vehicle’s damage threshold, you may use this talent; in addition, you may ready an action to use this talent after any gunner on your vehicle deals damage that equals or exceeds the vehicle’s damage threshold.  You make your check against the vehicle’s commander; all nonunique crews are assumed to have a Will Defense of 10.  The effect is automatically negated if the target vehicle’s Challenge Level is greater than your heroic level or your vehicle’s Challenge Level.
    • Prerequisite: Presence.

INSPIRATION TALENT TREE

Experts are renowned for their, ability to inspire their followers and urge them to greatness.  You can often get results out of their friends, allies, and that other leaders cannot.

All of the talents in this tree arc mind-affecting effects. Moreover, you can’t use any of these talents on yourself.

  • Beloved: Your allies hold you in such esteem that when you are threatened or injured, you can impel them to action.  You can use each of the following actions once per encounter:
      • Guardian: Choose one ally as a swift action.  As long as you remain within 6 squares of the ally, you gain a +2 bonus to your Reflex Defense until the start of your next turn.
      • Reprisal: Make a single melee or ranged attack against any target within your range as a standard action.  If your attack roll succeeds and if that target attacks you before the end of your next turn, one ally within 6 squares can make an attack against that target as a reaction.
      • To Me!: Spend a swift action.  Whenever you take any damage before the beginning of your next turn, each ally within line of sight can move 2 squares as a reaction.  This movement does not provoke attacks of opportunity.
    • Prerequisites: Bolster Ally, Inspire Confidence.
  • Bolster Ally: As a standard action, you can bolster an ally within line of sight, moving him +1 step along the condition track and giving him a number of bonus hit points equal to his character level if he’s at one-half his maximum hit points or less.  Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away.  You cant bolster the same ally more than once In a single encounter, and you can’t bolster yourself.
  • Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can (as a free action) choose 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. You can’t ignite fervor in yourself.
    • Prerequisites: Bolster Ally, Inspire Confidence.
  • Inspire Confidence: As a standard action, you can inspire confidence in all allies in your line of sight, granting them a +1 morale bonus on attack rolls and a +1 morale bonus on skill checks for the rest of the encounter or until you’re unconscious or dead. Once inspired, your allies don’t need to remain within line of sight of you. You can’t inspire confidence in yourself.
  • Inspire Haste: As a swift action, you car encourage one of your allies within line of sight to make haste with a skill check. On that ally’s next 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 exceeds the target’s damage threshold), that ally moves the target an additional -1 step down the condition track.
    • Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor.
  • Willpower: You can share your strength of will with your allies. Once per encounter as a swift action, you can grant all allies within line of sight a +2 morale bonus to their Will Defense. This bonus lasts for the remainder of the encounter, and once it is granted your allies need not remain within line of sight with you to retain this bonus. You may not use this talent on yourself.
    • sPrerequisites: Inspire Confidence.

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 effects. Moreover, you can’t use any of these talents on yourself.

  • Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. Anally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
  • Commanding Presence: You excel at leading others into battle, issuing quick commands, demonstrating a gift for strategy, decimating your enemies, and impressing your peers.  You can use each of the following actions once per encounter as a standard action:
      • Hold the Line!: Make a single melee or ranged attack against any target within your range.  If your attack hits, all allies within 6 squares of you gain a +2 morale bonus to their Defense scores until the end of your next turn.
      • Lead the Assault: Make a single melee or ranged attack against any target within your range.  If your attack hits, all allies within 6 squares of you and within your line of sight gain a +2 morale bonus to their attack rolls and damage rolls until the end of your next turn.
      • Turn the Tide: Make a single melee or ranged attack against any target within your range.  If you successfully damage the target, a number of allies equal to your Charisma modifier (minimum 1) can immediately move up to half their speed as a free action.
    • Prerequisites: Born Leader, Tactical Savvy.
  • Coordinate: A expert with this talent has a knack for getting people to work together.  When you use this talent as a standard action, all allies within your line of sight grant an additional +1 bonus when they use the aid another action until the start of your next turn (see Aid Another, in the Combat Rules).  You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by +1 (to a maximum of +5).
  • Coordinated Leadership: You coordinate your actions with other leaders.  Choose one talent you possess from the Leadership talent tree. The bonuses you provide with this talent are now considered to be untyped bonuses, allowing them to stack with the bonuses granted by your allies.
    • Prerequisites: Born Leader, Coordinate.
  • Distant Command: Any ally who gains the benefit of your Born Leader talent (see above) 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 this benefit if they lose line of sight to you, or if you are killed at knocked unconscious.
    • 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 half their total hit points remaining gain a +2 morale bonus to their Reflex Defense and Will Defense and a +2 bonus to all damage rolls for remainder of the encounter.  Rally affects both allied vehicles and characters with less than half their hit points.  The vehicle gains a +2 bonus to its Reflex Defense, all crewmembers gain a +2 bonus to their Will Defense so long as they are on board, and all gunners gain a +2 bonus on damage with vehicle weapons (before multiplier, if any).  Any crewmember who has less than half its hit points also gains the normal benefits of this talent even if they leave the vehicle, but note that the bonuses do not stack.
    • Prerequisites: Born Leader, Distant Command
  • Reactionary Attack: Once per encounter, as a reaction to an attack made against you or an ally, you can direct an ally within 6 squares to make an immediate attack as a reaction against the attacking enemy.  The ally you choose must be capable of making an attack against the target.
    • Prerequisites: Born Leader, trained in Persuasion.
  • Tactical Savvy: When an ally whom you can see spends a Hero Point to enhance an attack roll, the ally gains a bonus to the Hero Point roll equal to your Intelligence modifier.
    • Prerequisite: Born Leader.
  • Trust: You can give up your standard action to give one ally within your line of sight an extra standard action or move 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.
  • Unwavering Ally: Once per turn, as a swift action, you can designate one ally within your line of sight who can hear and understand you.  Until the start of your next turn, that ally becomes immune to all effects that render the ally flat-footed or that deny the ally a Dexterity bonus to his or her Reflex Defense.

MASTER OF INTRIGUE TALENT TREE

You are a skilled manipulator and have mastered the art of working behind the scenes to accomplish your goals. Flash and spectacle are inferior tools, only suitable for those without your unique talents.

  • Advanced Planning: When you roll Initiative for combat, choose one willing ally within your line of sight. You and that ally swap Initiative results.
  • Blend In: You know how to blend into a variety of cultures and groups with ease. As a swift action, you gain total concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures.
  • Done It All: When you select this talent, choose two talents (from any non-prestige class) that you do not possess but for which you meet the prerequisites. Once per turn on your turn, you can spend a Hero Point as a free action to gain the benefits of one of those talents until the end of your next turn.
  • Get into Position: Once per encounter, at the start of your first turn, choose two allies within 12 squares and in your line of sight. Each ally can immediately move up to his or her speed as a reaction.
  • Master Manipulator: You are a master of making things happen the way you want them to. You can use each of the following actions once per encounter as a swift action on your turn:
      • Demand Recovery: Select one ally within 5 squares and in your line of sight. That ally moves +5 steps on the condition track and gains a +2 morale bonus to attack rolls and skill checks until the end of your next turn.
      • Exceptional Control: Roll a d20 and note the result. Once before the end of the encounter, as a reaction you can replace the result of any enemy’s or ally’s d20 roll with the result you rolled for this ability. The enemy or ally must be within your line of sight.
      • Word of Warning: Select one ally within 5 squares and in your line of sight.  Once before the end of the encounter, as a reaction to that ally having any defense score targeted by a skill check or an attack, you can replace that ally’s defense score with your same defense score until the attack or skill check is resolved.
    • Prerequisites: Advanced Planning, Get into Position.
  • Retaliation: Whenever you move down the condition track as a result of taking damage that equals or exceeds your damage threshold, the next time you hit and damage a creature or a drone with a melee or a ranged attack before the end of your next turn, you automatically move the target -1 step on the condition track.
    • Prerequisite: Advanced Planning.

OUTLAW TECH TALENT TREE

Scoundrels learn variety of tricks that allow them to squeeze more life out of ailing technology, enhancing their gear in ways the manufacturer never intended.

  • Fast Repairs: Whenever you jury-rig an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Mechanics check.  Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter.
    • Prerequisite: Trained in the Mechanics skill.
  • Hot Wire: You can use your Mechanics check modifier instead of your Use Computer check modifier when making Use Computer checks to improve access to a computer system.  You are considered trained in the Use Computer skill for the purposes of this talent.  If you are entitled to a Use Computer check reroll, you may reroll your Mechanics check instead (subject to the same circumstances and limitations).
    • Prerequisite: Trained in the Mechanics skill.
  • Mastercraft: Chose on of the following types of items: Ranged Weapons, Melee Weapons, Armor, Non-Starship Vehicles, Computers/Electronic Devices or Medical Equipment. When constructing items of the chosen type, you may choose to make a Mastercraft Item. Mastercraft Items provide a +1 Craftsmanship bonus to any rolls or scores that they effect or are used in. For example, a Mastercraft Medkit provides a bonus to Treat Injury checks when it is utilized, a Mastercraft Vibrosword provides it’s wielder with a bonus to his attack and damage rolls, and Mastercraft Armor has an increased bonus to Reflex Defense and Damage Reduction. In addition, each Mastercraft item gains a bonus Upgrade Slot that may be used to further improve upon the item.
    • Prerequisites: Mechanics as a trained skill.
    • Special: This Talent may be selected multiple times. Each new selection may be applied to a different type of item, or reapplied to the same item type. Multiple Mastercraft talents associated with the same type of item stack, allowing for greater Craftsmanship bonuses (+2 for twice, +3 for the third time, etc.) and creating items with an extra upgrade slot for each time selected.
  • Quick Fix: Once per encounter, you may jury-rig an object or vehicle that is not disabled.  All normal benefits and penalties for jury-rigging still apply.
    • Prerequisite: Trained in the Mechanics skill.
  • Personalized Modifications: As a standard action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs.  For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls 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).

PROVOCATEUR TALENT TREE

As a provocateur, you specialize in turning your enemies against one another, giving your allies the advantage. This is accomplished through a combination of gaining an enemy’s confidence, making careful use of deception, and coordinating your allies’ attacks.

  • Cast Suspicion: As swift action, you can select one enemy within your line of sight. That enemy loses all morale and insight bonuses on attack rolls and cannot be aided (using the aid another action) by its allies until the end of your next turn.
  • Distress to Discord: You encourage your allies to sow discord among your enemies by fighting with renewed vigor. Whenever an ally within your line of sight takes its second wind, all enemies within 2 squares of that ally lose their Dexterity bonuses to Reflex Defense until the end of your next turn.
  • Friend or Foe: Whenever an ally within your line of sight is missed by a ranged attack, you can (as a reaction, once per turn) designate one enemy adjacent to that ally. Compare the attack roll of the missed attack to the Reflex Defense of that enemy; if the attack would hit, the attack targets that enemy and is resolved as normal.
    • Prerequisite: Cast Suspicion.
  • Seize the Moment: Once per turn as a reaction, when an enemy is reduced to 0 hit points or is moved down the condition track by any means, you allow one ally within your line of sight to take its second wind immediately (as a free action). Furthermore, when your ally takes its second wind, it regains a number of additional hit points equal to your class level.
    • Prerequisite: Distress to Discord.
  • Stolen Advantage: Whenever an enemy within your line of sight uses the aid another action to grant one of its allies a bonus. you can (as a reaction) designate one ally within your line of sight. The enemy automatically fails to aid its ally, and the ally you designate gains a +2 bonus on its next attack roll made before the end of your next turn.
    • Prerequisite: Cast Suspicion.
  • True Betrayal: As a standard action, make a Persuasion check against the Will Defense of one enemy within your line of sight that can hear and understand you. If your check result equals or exceeds the targets Will Defense, that target immediately makes an attack (as a free action) against another target of your choice. This can be a melee attack against an adjacent target or a ranged attack against a target within the attacker’s point-blank range.  The target gets a +5 bonus to its Will Defense if it is higher level than you. This is a mind-affecting effect.
    • Prerequisite: Cast Suspicion, Friend or Foe.

SKILL CHALLENGE TALENT TREE

You excel at complex tasks and are always called upon when your allies need something done quickly and done right.

  • Guaranteed Boon: Whenever you spend a Hero Point to add to a skill roll in a skill challenge and accrue a failure for that skill check, you regain that Hero Point.
  • Leading Skill: Whenever you earn a success in a skill challenge, you gain a +2 insight bonus to your next skill check made with a different skill in the same skill challenge.
  • Learn from Mistakes: Whenever you accrue a failure in a skill challenge, you grant the next ally to take an action in the skill challenge a +2 insight bonus to a skill check, provided that ally takes a different action (and uses a different skill) than you did.
  • Try Your Luck: Whenever you accrue a failure in a skill challenge, choose one ally. The next time that ally uses the same skill that you used to accrue a failure before the end of the skill challenge, that ally rolls two dice on the skill check and keeps the better result.

SUPERIOR SKILLS TALENT TREE

You’re not just good at what you do, you’re the best. Failure is but a stumbling block, and great success always follows.

  • Assured Skill: When you select this talent, choose one skill . Whenever you roll a skill check with that skill, you can choose to lose any competence bonuses to that skill check and instead roll 2 dice, keeping either result.  You can select this talent multiple times.  Each time you do so, you must choose a different skill to gain the benefits of this talent.
  • Critical Skill Success: Whenever you roll a natural 20 on a skill check, choose one other skill. Once before the end of your next turn, you can choose to gain a +5 competence bonus to a check with that skill as a free action.
  • Exceptional Skill: When you select this talent, choose one skill. Whenever you roll a skill check with that skill, a result of 2-7 on the die is always treated as though you had rolled an 8.  You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Prerequisite: Trained in the chosen skill.
  • Reliable Boon: Whenever you spend a Hero Point to add to a skill check, you always reroll a result of 1 on any of your Hero Point dice, and continue to reroll until you get a result of 2 or higher.
  • Skill Boon: When you select this talent, choose one skill. Whenever you spend a Hero Point to add to that skill, increase the die type of your Hero Point by one step (i.e. from d6 to d8, d8 to d10, or d10 to d12), to a maximum of d12.  You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Prerequisite: Trained in the chosen skill.
  • Skill Confidence: When you select this talent, choose one skill. Whenever you roll a natural 19 or a natural 20 on a skill check with that skill, you gain the benefits of the Critical Skill Success talent and also gain bonus hit points equal to your Charisma modifier.  You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Prerequisite: Critical Skill Success, trained in the chosen skill.
  • Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Hero Point. That Hero Point can only be spent to add to a skill check with the skill you chose for this talent. If the Hero Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check.  You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Prerequisite: Trained in the chosen skill.

Bonus Feats

At every even-numbered level (2nd, 4th, 6th. etc.). you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.

  • Agile Riposte
  • Armor Proficiency (light)
  • Battle Anthem
  • Combat Trickery
  • Composer
  • Cornered
  • Cybernetic Surgery
  • Exotic Weapon Proficiency
  • Experienced Medic
  • Fast Surge
  • Fight Through Pain
  • Flurry
  • Force of Personality
  • Friends in Low Places
  • Hasty Modification
  • Impulsive Flight
  • Informer
  • Intimidator
  • Linguist
  • Melee Defense
  • Mission Specialist
  • Mounted Combat
  • Moving Target
  • Musician
  • Opportunistic Retreat
  • Opportunistic Shooter
  • Parry
  • Pistoleer
  • Predictive Defense
  • Quick Skill
  • Rapid Reaction
  • Rapport
  • Recall
  • Recovering Surge
  • Return Fire
  • Signature Device
  • Skill Focus
  • Skill Training
  • Solo Flourish
  • Steadying Position
  • Studio Musician
  • Superior Tech
  • Surgical Expert
  • Tactical Advantage
  • Tech Specialist
  • Unwavering Resolve
  • Wary Defender
  • Weapon Finesse
  • Weapon Proficiency (advanced melee weapons)
  • Weapon Proficiency (rifles)
  • Wicked Strike

Credits

A 1st-level expert starts play with 3d4 x 400 credits.