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The Jedi Consular talent tree belongs to the Jedi class.

Talents

Adept Negotiator

Reference: Star Wars Roleplaying Game

Prerequisites: None.

Effect: As a standard action, you can weaken the resolve of one enemy with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target's Will Defense, it moves -1 step along the condition track. The target gets a +5 bonus to its Will Defense if it is higher level than 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 effect.

Adversary Lore

Reference: Star Wars Jedi Academy Training Manual

Prerequisites: None.

Effect: As a standard action, you can peer into the Force and search for weaknesses in the defenses of your enemies. Make a Use the Force check against the Will Defense of a target creature within 12 squares of you and in your line of sight. If the skill check equals or exceeds the target's Will Defense, that target takes a -2 penalty to Reflex Defense against you and all allies who can hear and understand you until the end of your next turn.

Aggressive Negotiator

Reference: Star Wars Legacy Era Campaign Guide

Prerequisites: Adept Negotiator.

Effect: Whenever you damage an opponent with a lightsaber attack, you can take 10 on any Persuasion checks you make before the end of your next turn, even if you would not normally be able to.

Cleanse Mind

Reference: Star Wars Force Unleashed Campaign Guide

Prerequisites: None.

Effect: Once per turn as a swift action, you can remove you can remove one ongoing mind-affecting effect (such as the effects of Demand Surrender or Weaken Resolve talents, or the effect of being moved to the end of the condition track by the Adept Negotiator talent, or the ongoing effects of the Mind Trick Force power) from a single allied target within line of sight.

Collective Visions

Reference: Star Wars Knights of the Old Republic Campaign Guide

Prerequisites: Forseeing.

Effect: Developed by the Krynda Draay, this talent is used by Jedi Covenant Watch Circles to sharpen their visions through the Force.When you use Forseeing or a Force power or a talent that has Forseeing as a prerequisite, other Force-users with Forseeing in their Force-power suite can aid another on your Use the Force checks as a reaction if they are within 6 squares of you.

Consular's Vitality

Reference: Star Wars the Clone Wars Campaign Guide

Prerequisites: None.

Effect: Jedi during the Clone Wars learn to call upon the Force not only for their own strength but also to aid the clone troopers and other allies under their command. Once per round as a swift action, you grant one ally within 12 squares of you (and in your line of sight) bonus hit points equal to 5 + your Charisma modifier. These bonus hit points last until the beginning of your next turn (at which point any remaining bonus hit points are lost), and any damage dealt to that ally comes out of bonus hit points first. You take a -5 penalty on all Use the Force checks until the beginning of your next turn.

Consular's Wisdom

Reference: Star Wars Legacy Era Campaign Guide

Prerequisites: Adept Negotiator.

Effect: Once per encounter as a swift action, you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your Wisdom bonus to its Will Defense against mind-affecting effects.

Entreat Aid

Reference: Star Wars Legacy Era Campaign Guide

Prerequisites: None.

Effect: Once per turn as a swift action, you can spend a Force point to let one adjacent ally use the aid another action (as a reaction) to assist you with a skill check. You must make the skill check before the end of your turn, or the benefit of the aid another action is lost. An ally that has already used the aid another action to assist you since the end of your last turn may not be targeted by this talent.

Force of Will

Reference: Star Wars Force Unleashed Campaign Guide

Prerequisites: None.

Effect: You gain a +2 insight bonus to Will Defense. Also, as a swift action you can spend a Force point to give all allies within 6 squares of you a +2 bonus to Will Defense that lasts for the remainder of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from this talent must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a mind-affecting effect.

Force Persuasion

Reference: Star Wars Roleplaying Game

Prerequisites: Adept Negotiator.

Effect: 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 reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

Guiding Strikes

Reference: Star Wars Rebellion Era Campaign Guide

Prerequisites: None.

Effect: When you deal damage to an opponent by making a lightsaber attack on your turn, you can use a swift action before the end of your turn to activate this talent. If you do so, allies adjacent to the target at the time you made the attack gain a +2 circumstance bonus to melee attack rolls against that target until the start of your next turn.

Improve Consular's Vitality

Reference: Star Wars the Clone Wars Campaign Guide

Prerequisites: Consular's Vitality.

Effect: Whenever you damage a target with a successful lightsaber attack, you may use the Consular's Vitality talent as a free action instead of a swift action until the start of your next turn.

Know Weakness

Reference: Star Wars Jedi Academy Training Manual

Prerequisites: Adversary Lore.

Effect: Whenever you use Adversary Lore on a target successfully, that target also takes an additional 1d6 points of damage from any successful attack made against it by you or or an ally who can hear and understand you until the end of your next turn.

Master Negotiator

Reference: Star Wars Roleplaying Game

Prerequisites: Adept Negotiator.

Effect: If you successfully use the Adept Negotiator talent, your target moves an additional -1 step along the condition track (-1 total). This is a mind-affecting effect.

Recall

Reference: Star Wars Rebellion Era Campaign Guide

Prerequisites: None.

Effect: Whenever you spend a Force point to return a Force power to your suite, you regain two Force powers instead of one.

Renew Vision

Reference: Star Wars Knights of the Old Republic Campaign Guide

Prerequisites: Forseeing.

Effect: Once per encounter, you can regain all expended uses of the Forseeing power as a swift action.

Skilled Advisor

Reference: Star Wars Roleplaying Game

Prerequisites: None.

Effect: You can spend a full-round action advising an ally, thereby granting them a +5 insight bonus on their next skill check. If you spend a Force point, the bonus increases to +10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.

Visionary Attack

Reference: Star Wars Knights of the Old Republic Campaign Guide

Prerequisites: Forseeing, Watch Circle Initiate.

Effect: As a reaction, you can make a Use the Force check after you or an ally within 12 squares misses with a melee or ranged attack, removing one use of the Forseeing Force power from your active suite (as though you had activated the power). If your check result equals or exceeds the Will Defense of the target of that missed attack, the attacker can reroll the missed attack roll. This counts as using the Forseeing Force power against that target, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a cumulative -5 penalty on Use the Force checks until the beginning of your next turn when you use this talent.

Visionary Defense

Reference: Star Wars Knights of the Old Republic Campaign Guide

Prerequisites: Forseeing, Watch Circle Initiate.

Effect: As a reaction, you can make a Use the Force check after you or an ally within 12 squares is the target of a melee or ranged attack (but before the results of the attack are known), removing one use of the Forseeing Force power from your active suite (as though you had activated the power). If your check result exceeds or equals the Will Defense of the attacker, you grant the target of the attack a +5 bonus to Reflex Defense against that attack. This counts as using the Forseeing Force power against that target, but this talent replaces the normal rules and effect of that power. Any attack can only be affected by this talent once (thus, multiple characters cannot use this talent on the same attack to allow multiple rerolls). You take a cumulative -5 penalty on Use the Force checks until the beginning of your next turn when you use this talent.

Watch Circle Initiate

Reference: Star Wars Knights of the Old Republic Campaign Guide

Prerequisites: Forseeing.

Effect: As a reaction you can make a Use the Force check (DC 15) and remove one of the uses of Forseeing from your active suite (as though you had activated the power). You subtract 1 from your Force point total (this cannot be subtracted from temporary Force points, and does not count as spending a Force point) and add 1 to the Force point total of an ally within line of sight. This counts as using the Forseeing power against that target, nut this talent replaces the normal rules and effect of that power.

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