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The following feats are expansions of the Hero's Guide Lightsaber Mastery feats, representing

adaptation of forms and specialized maneuvers to add options and cinematic color to lightsaber duels,
after all, who wants to reduce an epic confrontation to simply trading hits? This can also represent the
flexibility of those individuals who focus on dueling with these highly specialized weapons. Examples
would be Obi Wan Kenobi, recognized as a master of Soresu, but who included elements of Ataru
which he trained in as a padawan and later the elements of Sokan, Luke Skywalker who used a blend of
Djem So, Jar'kai and Soresu in his days as the Grandmaster of the Jedi Order, or Darth Sidious who
blended Ataru and Juyo to create an acrobatic and unpredictable fighting style that allowed him to
overcome many opponents in the few instances when he was forced in to direct confrontation. Jedi
Guardians and Jedi Weapon Masters as well as sith Adepts and Sith Warriors may take these feats as
bonus feats, all Jedi classes may take these feats as Jedi Knight feats. A character may only benefit
from a single maneuver in a round but may use a free action to change their maneuver at the start of
their turn.

Push-pull
Prerequisites: Lithe, Intelligence 15
Description: It's a well understood adage that if you can force your opponent to react, you have
already won the battle. Those who study Shii Cho often learn to use their strikes and footwork to herd
their opponent.
Benefits: The character may, as part of a full attack, take a -5 penalty to all attacks to force their
opponent to make a reflex save (DC equals five plus the Shii Cho practitioners highest attack bonus
with the lightsaber), if they fail this reflex save they are forced to move 2 meters, this movement does
not provoke attacks of opportunity from the Shii Cho practitioner but does provoke an attack of
opportunity from other characters who would normally threaten on such movements, and does not
grant additional attacks of opportunity.

Rising Whirlwind
Prerequisites: Spring Attack
Description: Jar'kai is typified by dynamic, aggressive and powerful moves. The final goal of those
who study this dueling style is to strike before their opponent can defend themselves.
Benefits: The character can make charge and make a full attack with two weapons, at the cost of
defense. At the end of their attack the character is flat footed till their next action regardless of other
abilities, including abilities such as Uncanny Dodge.

Contentious Opportunity
Prerequisites: Agile Riposte
Description: Makashi is a dueling style of precision and elegance which turns the aggression of the
enemy back upon them.
Benefits: By waiting for the enemy to create an opening in their own defenses, the duelist can land
devastating strikes. When making an Attack of Opportunity that is triggered by successful application

of Agile Riposte with a lightsaber the character's critical threat range is doubled.

Circle of Shelter
Prerequisites: Lightsaber Defense, Deflect (Defense)
Description: Soresu is primarily a defensive style that came in to existence as a response to the
growing ubiquity of blaster technology, consequentially those who try to use blasters against the
practitioner of Soresu are often stymied by their foe's awareness.
Benefits: When attacked by surprise by an opponent wielding a blaster the Soresu practitioner may
attempt a reflex saving throw (DC equals the attack roll made against them) to react to the attack. If the
saving throw succeeds the Soresu practitioner gets their full defense against that attack and may
activate a lightsaber if they have one to use the deflect ability as a free action. However, this only
applies to the first attacker with surprise that round if there are multiple attackers with surprise or the
character fails their reflex save the attack(s) are resolved normally.

Hawk Bat Swoop


Prerequisites: Up The Walls, Dexterity 15, Move Object 5 Ranks
Description: Ataru is the most acrobatic of the traditional lightsaber forms, and the most aggressive,
using the physical agility and often command of the Force to gain an edge in combat.
Benefits: The character may activate Burst of Speed and take a Full Attack action on that turn, but pays
all vitality costs normally as well as an additional two points of vitality. An attack using Burst of speed
in this manner gains the benefit to attack as if charging but does not take the penalty to defense, and
may use Tumble instead of Jump as part of a Force Leap, ignoring terrain penalties to movement.
Deflecting Slash
Prerequisites: Deflect (Attack), Wisdom 15,
Description: Shien was developed as an outgrowth of Soresu that turns the style in to something closer
to offensive, Shien practitioners often learn how to precisely place the blaster bolts they reflect back at
the enemy.
Benefits: When using Deflect (Attack) to send a blaster bolt at an opponent the character may make a
called shot with the penalty reduced by their Wisdom modifier.
Pass The Blade
Prerequisites: Improved Feint, Bluff 12 Ranks, Sense Motive 5 Ranks
Description: A little practiced style known as Trakata was practiced in the period of the Great
Hyperspace Wars that took advantage of the nature of the lightsaber to unbalance an attacker.
Benefits: By rapidly cycling a lightsaber on and off during a pass of blades the duelist can draw an
opponent off balance, If the character succeeds on a feint their opponent is considered flat footed
against their next attack.
Falling Avalance
Prerequisites: Power Attack, Strength 15, Enhance Ability 8 Ranks
Description: A form of combat that seeks to dominate the opponent through sheer power, ending the

fight as quickly as possible. Djem So practitioners root themselves to power their blows in to and
through an opponent's defenses.
Benefits: When the duelist does not take a move action that round, they increase their strength bonus to
attack and damage rolls by fifty percent for attacks with a lightsaber, this increased damage stacks with
the bonus from wielding a weapon in two hands. The benefits of this feat are lost immediately should
the character take more than a 2 meter adjustment step as movement.

Command The High Ground


Prerequisites: Intelligence 15, Balance 1 Rank or Tumble 1 Rank
Description: Some consider Sokan a series of principles more than a proper form, but those who study
it become experts in using their environment to gain an advantage in combat.
Benefits: Steep inclines no longer count as difficult terrain for the character, additionally elevation now
gives the duelist a +2 bonus to attack and defense.

Vornskr's Ferocity
Prerequisites: Heroic Surge, Weapon Focus (Lightsaber), Battlemind 8 Ranks, Rapid Strike special
ability (or optionally Increase Lightsaber Damage +1d8 if Lightsaber Mastery optional rules are being
used.), Dark Side Points 2+
Description: Vaapad (or Juyo) is a style focused on channeling raw aggression to overwhelm the
enemy using staccato swings. The sheer violence of it risked creating a feedback loop that ran the risk
of causing a Jedi to come close to the dark side.
Benefits: The practitioner may increase the penalty to all attacks from the flurry ability to -5, by doing
so they receive two extra attacks at their highest attack bonus (subject to the penalty from this feat)
instead of the normal one additional attack. This does however come with risks, when using this ability
the practitioner runs the risk of losing themselves in their own aggression and must pass a Will Save
(DC 20) to break off combat, whether to retreat, spare a helpless enemy or for any other reason at the
game master's discretion. Additionally a Jedi who kills an unconscious or otherwise helpless enemy
while using this ability gains a Dark Side point as normal.

Spearing Strike
Prerequisites: Move Object 8 Ranks, Kinetic Might
Description: While many Jedi use the Force to augment their combat abilities, there are some who
have incorporated their telekinetic abilities to a truly high degree. Some masters and knights consider
this technique to be one which courts the dark side due to how it uses the Force towards a lethal end.
Benefits: The duelist may, as an attack action, use move object to pull an enemy towards them as
described in the skill entry but additionally may make an attack as their opponent moves in to or
through their square. When the duelist uses this ability the target makes a Will save as normal, however
if they fail their Will save they must then roll a Reflex save of the same difficulty or become flat-footed
till their next action.

Enervating Strike
Prerequisites: Force Lightning 8 Ranks, Dark Power, Dark Side Points 6+
Description: Not a power of the Jedi, but a technique of ancient Sith warriors and sorcerers that
mirrors the Jedi's use of Niman and twists it in to something dark and aggressive, masters of Force
lightning who could summon that energy through a strike.
Benefits: The duelist may, as part of an attack, channel Force Lightning along the path of a lightsaber
blade once per round, combining the damage of the two. This ability must be declared before the attack
is rolled and using Force lightning in this manner applies a X2 multiplier to the vitality cost of the
power as a Force Technique.

Reap The Unguarded


Prerequisites: Dodge, Lightsaber Defense, Battlemind 8 ranks, Strength 16, Dark Side Points 6+
Description: When those with sufficient poise and raw power fight from their center, they are able to
create openings for killing blows.
Benefits: The duelist may make an attack of opportunity when the target of their Dodge feat fails a
melee attack against them, they may immediately make a melee attack of opportunity with wice their
normal Strength bonus to attack and damage. This does not grant more attacks of opportunity per
round than the character normally is allowed. If the attack succeeds, the opponent must make a Reflex
save (DC 10) or be knocked prone.

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