Melee Finesse Training
You are especially skilled at using weapons that can benefit as much from Dexterity as Strength.
Melee Finesse Training
Prerequisites: Base Attack Bonus +3 & Dexterity Score: 14+
- Benefit 1: When using a Finesse melee weapon or One-Handed Lightsaber, you may use your Dexterity modifier instead of your Strength modifier on Damage Rolls.
- Special: If you also have the Martial Arts feat, this benefit also affects Unarmed Strikes.
- Benefit 2: When using any Light or Improvised Melee Weapon, or One-Handed Lightsaber, you may use your Dexterity Modifier instead of your Strength modifier on Attack rolls.
Improved Melee Finesse Training
Prerequisites: Base Attack Bonus +6, Dexterity Score: 16+, & Melee Finesse Training
- Benefit 1: When using a Light, Versatile, or Improvised melee weapons; or One-Handed Lightsabers, you may use your Dexterity modifier instead of your Strength modifier on Damage Rolls.
- Special: If you also have the Martial Arts feat, this benefit also affects Unarmed Strikes.
- Benefit 2: When using Versatile or Reach melee weapons; or Two-Handed Lightsabers, you may use your Dexterity modifier instead of your Strength modifier for Attack Rolls.
- Benefit 3: You may treat the Critical Threat Range for Melee Weapons affected by Melee Finesse Training as 1 point lower.
- Special Note: The weapon must have a critical threat range to benefit from this, benefit.
Master Melee Finesse Training
Prerequisites: Base Attack Bonus +9, Dexterity Score: 18+, & Improved Melee Finesse Training
- Benefit 1: When using any melee weapon or Lightsaber, you may use your Dexterity modifier instead of your Strength modifier on Damage Rolls.
- Special: If you also have the Martial Arts feat, this benefit also affects Unarmed Strikes.
- Benefit 2: When using Versatile or Reach melee weapons; or Two-Handed Lightsabers, you may use your Dexterity modifier instead of your Strength modifier for Attack Rolls.
- Benefit 3: You may treat the Critical Threat Range for Melee Weapons affected by Melee Finesse Training as 1 point lower and the Critical Damage Multiplier is 1 point higher.
- Special Note: The weapon must have a critical threat range to benefit from this, benefit.
- Benefit 4: When using a weapon of the following type, you gain these additional benefits:
- Improvised Melee Weapons: Once per Round, you may make increase the damage die used by this weapon by 1 step.
- Light Melee Weapons: One per Round, you may make any attack & damage roll (made with your Dexterity Modifier) with Advantage.
- Reach Melee Weapons: Once per Round, you may add 1 square of Reach to all attacks made with these weapons.
- Unarmed Strikes: Once per Round, after a successful Unarmed Attack (made with your Dexterity Modifier), you may make an additional Unarmed Attack (with the same Attack Bonus)
- Versatile Melee Weapons: Once per Round, when you make a successful Attack (made with your Dexterity Modifier), you may treat any target's Damage Resistance & Threshold as 5 points lower than their values.
Perfected Melee Finesse Training
Prerequisites: Base Attack Bonus +12, Dexterity Score: 20+, Master Melee Finesse Training, & Commando Training
- Benefit 1: When using any Melee weapon, any Lightsaber, or when making an Unarmed Strike, you may use one and a half (Rounded Down) your Dexterity modifier instead of your Strength modifier on Attack & Damage Rolls.
- Benefit 2: When using any Melee Weapon or any Lightsaber, you may gain the benefit of Double-Gripping your melee weapon while using your Dexterity Modifier.
- Special: Formula as follows (1d20 + Base Attack Bonus + two and a half Character Dexterity Modifier + Weapon Upgrade Modifier + Additional Attack Roll Modifiers)
- Benefit 3: You may treat the Critical Threat Range for Melee Weapons affected by Melee Finesse Training as 2 points lower and the Critical Damage Multiplier is 2 points higher.
- Special Note: The weapon must have a critical threat range to benefit from this, benefit.
- Benefit 4: When using a weapon of the following type, you gain these additional benefits:
- Improvised Melee Weapons: You may make increase the damage die used by this weapon by 1 step.
- Light Melee Weapons: You may make any attack & damage roll (made with your Dexterity Modifier) with Advantage.
- Reach Melee Weapons: You may add 1 square of Reach to all attacks made with these weapons.
- Unarmed Strikes: After a successful Unarmed Attack (made with your Dexterity Modifier), you may make an additional Unarmed Attack (with the same Attack Bonus)
- Versatile Melee Weapons: When you make a successful Attack (made with your Dexterity Modifier), you may treat any target's Damage Resistance & Threshold as 5 points lower than their values.
- Benefit 5: When using a Melee Weapon with the Finesse Trait, you may make an additional Attack during your Standard Action.
- This Attack is still subject to Multi-Attack penalties.
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