|
Outdoorsman |
1 |
dathomirian |
The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman). |
|
grit |
1 |
pathfinder 5 |
gain +1 strain threshold |
|
keen eyed |
1 |
pathfinder 10 |
remove i black per rank of keen eyed from perception and vigilance checks, decrease time to search foa specific area by half |
|
animal empathy |
1 |
pathfinder 15 |
Force talent. When making checks to handle, tame, or control animals, the character may add a number of Force dice no greater than [their] Force rating to the check. The character may spend a Force point to add a success or advantage (character's choice) to the result. |
|
animal bond |
2 |
pathfinder 15, hermit 10 |
Force talent. Through the Force, the character creates a bond with a single animal with which [they] are currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character's Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM's discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal's overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structure encounters, the character may spend one maneuver to direct [their] animal in performing one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM. |
|
force rating |
4 |
pathfinder 20, night sister 5/25, hermit 25 |
gain +1 force rating |
|
summon item |
1 |
night sister 5 |
When the character purchases this talent, choose one item they own of encumbrance 4 or less. As a maneuver, the character can summon this item to their hand or dismiss it from their hand back to the depths of Dathomir, regardless of the character's location. Once per session, the character can spend one hour to ceremonially prepare a different item to be summoned. The character can have only one item prepared in this way. |
|
ichor blade |
1 |
nightsister 10 |
When the character purchases this talent, choose one Melee or Brawl weapon they possess that does not feature electronic or other high-tech parts. (For example, they could choose a sword or staff, but not a vibroknife or electrostaff.) The weapon gains the Cortosis and Pierce 2 item qualities and reduces its critical rating by one to a minimum of 1. In addition, any other character adds setback dice to checks they make to use this weapon. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon. If the weapon leaves the character's possession for longer than a single scene or encounter, it loses all effects of this talent until the character reacquires it. |
|
improved ichor blade |
1 |
nightsister 15 |
The weapon affected by the character's Ichor Blade talent also gains the Sunder and Defensive 1 item qualities, and increases its damage by 2. |
|
one with nature |
1 |
hermit 5 |
When in the wilderness, the character may make a Simple (—) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter. |
|
menace |
1 |
hermit 10 |
Once per round on the character's turn, the character may spend a maneuver to allow any suitably threatening creature linked through the Animal Bond talent and of Silhouette 2 or greater to perform the Menace maneuver when the creature is at short range with an enemy. The enemy gains a setback die on [their] next Combat check against the character in the encounter. Enemy character who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a creature can threaten an enemy, based on relative sizes and natures. |
|
survival of the fittest |
1 |
hermit 15 |
Force talent. Once per session, when making a single check the character may treat [their] Force rating as being equal to [their] ranks in Survival. |
|
ichor transfusion |
1 |
nightsister 20 |
once per encounter, the character may perform the ichor transfusion maneuver to heal any number of strain by suffering that number of wounds +1. The charater may instread heal any number of wounds by suffering that number of strain +1. |
|
ichor reserve |
1 |
night sister 25 |
once per session as a maneuver, the character may suffer 2 straign to increase force rating by 1 until the end ofthe encounter. |
|
harass |
1 |
hermit 20 |
whenever the characters bonded animal makes a successful coimbat check against a target it may forgo influcting damage to upgrade the difficulty ofthe targets next check once instead |
|
improved animal bond |
1 |
hermit 20 |
when spending a maneuiver to direct a bonded animal, the character may suffer 1 strain to add one lbue to the animals next check |
|
natural outdoorsman |
1 |
hermit 25 |
once per session, may reroll any 1 resilience or sirvival check |