Melee Combat Feats
You've begun the path to ultimate mastery of this weapon of a more civilised age!
Prerequisites: Lightsaber Basics.
Benefit: Choose a Fighting Style (see below). You gain the first move of that style. You also gain the first move of any other Fighting Style.
Your diverse array of moves has made you a worthy contender in the fighting arena.
Prerequisites: Form Basics.
Benefit: You gain the second move of your chosen Fighting Style. You also gain the first move of any other Fighting Style.
Attack me if you dare. You will fall before my blade.
Prerequisites: Form Mastery.
Benefit: You gain the final move of your chosen Fighting Style. You also gain the final move of any other Fighting Style.
Power of the Dark Side
They don’t know it.
Prerequisites: Force Sensitive
Benefit: As a full action a number of times per session equal to your starting action dice, you may accept the [Tainted I] condition to either remove all other conditions you currently suffer or gain an amount of Edge equal to your starting action dice.
Lightsaber Fighting Styles
Determination Form: Sun djem, Practiced simplicity, Sarlaac sweep
Contention Form: Makashi riposte, Contentious opportunity, Shiak
Resilience Form: Passive defence, Circle of Shelter, Deflecting slash
Aggression Form: Hawk-bat swoop, Su ma, Saber swarm
Perseverance Form: Aggressive defence, Walking fire, Blade-hammer
Moderation Form: Wind shield, Floating leaf, Torn leaf
Ferocity Form: Assured strike, Swift flank, Vornskr’s fury
Jar’Kai: Twin strike, Glimmering wall, Rising whirlwind
Attack Edge Time Damage Threat Range Hnd Qualities
Aggressive defence 1 Free — — — 2h —
Assured strike Special Full Half Special — — —
Blade-hammer 5 Full — Special — 2h Keen 15, massive, sweep
Circle of shelter 2 Full Special — — 2h Fortress, full circle
Contentious opportunity 3 Half — — — 1h —
Deflecting slash 3 Full Special — — 2h —
Floating leaf 0 Free — — — — —
Glimmering wall 3 Full Special — — 2h Fortress, full circle
Hawk-bat swoop 2 Half — — — — Stagger
Makashi riposte 2 Half — — — 1h Finesse, grip
Passive defence 1 Free — — — 2h —
Practiced simplicity 1 Free — — — — —
Saber swarm 4 Half — — — 2h Stride 2, triple hit
Sarlaac sweep 3 Half Special — — 1h Spread, sweep
Shiak 4 Full +3 +3 — 1h Keen 5, stagger
Su Ma 3 Half Special –1 — — —
Swift Flank 3 Half — — — 1h Triple hit
Twin strike 3 Half — +2 — 2h Keen 10, stagger, sweep
Walking fire 3 Half — — — 1h —
Wind shield 1 Free — — — 2h —
Sun djem 2 Half Special — 10 ft 2h –
Torn leaf 5 Full — — Close 1h Special
Rising whirlwind 5 Full — — — 2h Chain, double hit, full circle
Vornskr’s Fury 5 Full Chain: Swift flank, swift flank, assured strike. Massive
Aggressive Defence (Total defence trick): You refuse to wait for the end. Spend 1 Edge to gain a synergy bonus from your Intimidate skill when using your Jedi Defence stance against ranged attacks.
Assured strike (Attack trick): You trade raw power for increased certainty. Spend 2 Edge and make a single full round attack with a +4 bonus to the check, halving your damage. If your attack check misses, you may spend up to 3 more Edge, increasing your result by 2 per point spent; your threat range increases by an amount equal to the total Edge spent. If you still fail to hit, you become flat-footed.
Blade-hammer (Attack trick): When making a Standard Attack with a lightsaber held in at least two hands, your threat range increases by 1 per point by which your attack result exceeds your opponent’s Defence. If the attack fails, you become flat-footed.
Circle of Shelter (Total defence trick): You draw a circle about you that enemies find it taxing to violate. Spend 2 Edge to make a single attack check; this attack deals subdual damage instead of its standard type.
Contentious Opportunity (Feint trick): Spend 3 Edge to increase your dodge bonus to Defence by the threat range of your weapon until your next initiative count; if a melee attack falls between your base Defence bonus and your total Defence bonus, you may immediately make a single attack as a free action.
Deflecting slash (Total defence trick): A maneuver whereby you redirect the energy of deflecting one attack into an assault on an adjacent foe. You may spend 3 Edge to cancel up to 2 non-AoE energy attacks per round that miss you by 5 or less and redirect the damage to an opponent within your Reach.
Floating leaf (initiative trick): While in the Jedi Defence stance if you aren’t hit during the current round you gain 1 Edge.
Glimmering wall (Total defence trick): Your enemies cannot easily penetrate the constant movement of your defence. Spend 2 Edge to make a single attack check; this attack deals stress damage instead of its standard type. Additionally, the keen value of any attack targeting you is halved until your next Initiative count.
Hawk-bat swoop (Move trick): Whenever you successfully make an Acrobatics/Tumble check with a readied lightsaber, you may spend 2 Edge to make a single final attack at any point along your movement. An opponent targeted by this attack is considered flat-footed.
Makashi Riposte (Attack action): A defensive technique where the duellist slightly alters the angle of an opponent's attack before quickly retaliating with a counter strike. When making a Standard Attack with a lightsaber that is held in one hand, you gain a +2 gear bonus to Defence against all attacks made against you with a lightsaber for 1 full round.
Practised simplicity (Attack trick): When you miss with a Standard Attack action using a lightsaber, but do not suffer an error, you may immediately spend 1 Edge to make 1 final attack against the same opponent with the same weapon.
Rising whirlwind (Two-weapon fighting trick): You swing your blades about your body, creating a whirlwind of deadly attacks. Spend 5 Edge and make a single sequence of attack and damage rolls as allowed by your two-weapon feats, ignoring attack modifiers for using 2 weapons. Apply accordingly.
Saber swarm (Attack trick): Numerous short two-handed blows rain down upon your foe.
Sarlaac sweep (Attack trick): Spend 3 Edge. If the spread quality is triggered, the target is also considered flanked for the purpose of this attack. Damage is considered subdual.
Shiak (Anticipate Trick): An honourable method of inflicting serious injury because stabbing causes the least visible injury to the opponent's body. Spend 4 Edge. You may make a single Standard Attack with a lightsaber, your threat range increases by 3 and you gain a +3 bonus with damage.
Still leaf (Initiative trick): When in Jedi stance you may spend 1 Edge to increase your Defence by 2.
Su Ma (Attack trick): You’re everywhere! Spend 3 Edge to make an attack check using your Acrobatics bonus, after which you relocate to any vacant square adjacent to your opponent. If the check is a Threat you choose to convert the attack damage to stress damage. If it is a critical success you may instead inflict your standard Sneak attack damage even if the opponent is not flat-footed.
Sun djem (Disarm trick): There is no fight when there is no weapon. When you make a successful Disarm check, you may spend 2 Edge to either destroy the weapon or ready it yourself as a free action.
Swift flank (Bluff action): You leap and dash around an opponent to make a quick strike, trying to catch him off guard. Spend 3 Edge and make a single attack using your Bluff bonus, then determine your position using the Deviation chart.
Torn leaf (Bullrush trick): Spend 5 edge. Select an opponent and calculate the results of a Bullrush action using your Force Manipulation skill, except you remain stationary and the target is moved away from your current square. Before determining how far the target moves, apply the damage of a single standard attack. If you win the action, you may determine which direction the target is move in. If the check is a critical success, the attack also gains the double hot quality.
Twin strike (Two-weapon fighting trick): Your blades come down upon your foe in a powerful slashing arc. Spend 2 Edge; your Threat range increases by 2 and the attack gains an additional keen 10.
Vornskr’s fury (Attack trick): Spend 5 Edge & take 1 full action. Swift Flank, Swift Flank followed by Assured Strike as though benefiting from 4 Edge total. At the end of the chain, you become both fatigued and flat-footed until your next Initiative count. You must possess both tricks to use this chain.
Walking fire (Attack trick): Spend 3 Edge. You benefit from your Jedi Defence stance when taking attack actions.
Wind shield (Initiative trick): When in Jedi stance you may spend 1 Edge to use the Shield Block trick with a readied lightsaber. You must posses the Shield Block advanced action to use this trick.
Fortress: If an opponent has moved into a square adjacent to you since your last initiative count, you gain a +2 bonus to your attack check and damage roll against that opponent.
Full Circle: This attack affects all opponents adjacent to you. Make only one attack check and compare it to each target's defence separately.
Plus: Perform the indicated move after completing this attack. You ignore the Edge cost and Time of the plus move.
Stagger: The target is also slowed for 1 round.
Stride: You may move this number of squares before making the attack.
Sweep: The target is also sprawled.
Double Hit: If the attack succeeds by 4 or more, you inflict damage twice.
Triple Hit: If the attack succeeds by 4 or more, you inflict damage twice. If the attack succeeds by 10 or more, you inflict damage three times.