Oriet's Generic d20 Star Wars (Imperial Measurements) Beta 1.08

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A customised roleplaying game based on d20 Pathfinder rules for Star Wars campaigns.

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oriet's generic d20 star wars

Oriet's Generic d20 Star Wars

Using Imperial System of Measurements Beta version 1.08

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Table of ContentsChapter 1: Basics Measurements Level Dependant Benefits Defence Bonus Table Chapter 2: Classes Soldier Scout Scoundrel Tech Specialist Diplomat Force Guardian Force Sentinel Force Consular Chapter 3: Species Gungan Human Miraluka Muun Rodian Shistavanen Wookie Zabrak Chapter 4: Droids Droid Traits Droid Chassis Memory Wipes Chapter 5: Skills Chapter 6: Feats 3 Chapter 7: Equipment Weapons Armour Other Gear Services Cybernetics Chapter 8: The Force Force Aura Force Powers Universal Powers Light Side Powers Dark Side Powers Chapter 9: Combat Critical Hit Table Cover & Concealment Size Categories Chapter 10: Gamemastering Reward Tables Starting Wealth Above 1st Level Earning Money Environment NPC Class: Commoner 16 22

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Chapter 1: BasicsThis expansion is to be used on with the Pathfinder system. It will use the Pathfinder rules unless otherwise stated in this document. Measurements: To convert Pathfinder measurements into Star Wars metric (which could be different from our own metric/SI systems), use the following conversions. [Note that this does not mean their metric system will work for complex equations, or even be accurate within the equations. This is simply to convert the measurements into the terms Star Wars uses in a highly simple manner to ease conversion. Remember, this is a game so 100% realism is not to be expected, or even desirable.] 5 2 1 1 feet = 1.5 metres pounds = 1 kilogram gallon = 4 litres mile = 5,000 feet = 1.5 kilometres = 1,500 metres

If you wish to use Star Wars metric simply use the above conversions. This version of the rules is using the Imperial systems of measurement, as 1.5 metre squares are a lot harder to count out than 5 foot squares. (If you're in the Rise of the Empire era you can just say the Galactic Empire implemented the system.) It's not as true to Star Wars, but it greatly eases game play by not having the players constantly stumble over the measurements. The miles given are a rounded approximation to make conversions easier. Level Dependant Benefits and ModifiersLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Total Experience 2,000 5,000 9,000 15,000 23,000 35,000 51,000 75,000 105,000 Feats 1st 2nd 3rd 4th 5th Ability Increases 1st 2nd Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Total Experience 155,000 220,000 315,000 445,000 635,000 890,000 1,300,000 1,800,000 2,550,000 3,600,000 Feats 6th 7th 8th 9th 10th Ability Increases 3rd 4th 5th

When a character multiclasses it can be challenging to figure out what their bonuses are. For their Total Experience, Feats, and Ability Increases, just use their total character level. For their Base Attack Bonus and Saves, simply calculate them for each class separately based on the number of levels they have in each individual class, then add them together. A Soldier 4/Scout 3 would get a +4 Attack Bonus from their Soldier levels and +2 Base Attack from their Scout levels, so their total Base Attack Bonus is a +6. But wait, something special happens with a base attack of this amount. Any time a character's Base Attack Modifier total has a +6 they gain an additional attack starting at +1, and it increases such that it is always 5 points less than the previous bonus. Example: A character has a base attack of +7, so they have a second attack which is at +2, written as +7/+2. When the bonus raises to a +8, it becomes +8/+3. Once it's sufficiently high enough it becomes +11/+6/+1, etc.

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Low level characters are levels 1 - 5. Mid level characters are levels 6 - 10. High level characters are levels 11 - 15. Heroic level characters are levels 16 - 20. Epic level characters are levels 21 and above.

Changed Characteristics Instead of the classic Armour Class, Star Wars utilises Defence. This is due to a slight shift in how armour, and indeed combat, is being handled. Instead of armour making it less likely for an attack to be less effective by turning the blow to the side, armour provide direct protection of reducing the damage the character suffers. Defence is then not so much if the attack is effective so much as a question if it hits at all. This also takes into account a character's experience in combat and their actions of dodging, parrying, and other standard methods of defence. Because it is a question of it the attack hits or not there is no separate Touch Attack value, as that's what the standard Defence bonus already represents. A character can still be caught Flat-Footed, such as at the beginning of a combat, and in such cases they do not receive the bonus derived from their Base Attack. As such use the following equations to calculate a characters Defence: Defence = 10 + Defence Bonus + Dexterity Modifier + Miscellaneous Modifiers Flat-Footed Defence = 10 + Defence Bonus + Miscellaneous Modifiers Keep in mind that armour is still important and still applies even when caught Flat-Footed, as well as to area effects or other such sources, as it provides a reduction to the amount of damage they take rather than making it less likely for a blow to effectively land on them. Use the following table to calculate your additional attacks based on your Base Attack Bonus, as well as your Defence Bonus. If you are multiclassed simply add your Base Attack Bonuses together and then consult the table for both additional attacks and Defence Bonus.Base Attack Bonus +0 +1 +2 +3 +4 +5 +6/+1 Defence Bonus +3 +4 +4 +5 +5 +6 +6 Base Attack Bonus +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 Defence Bonus +7 +7 +8 +8 +9 +9 +10 Base Attack Bonus +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Defence Bonus +10 +11 +11 +12 +12 +13 +13

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Chapter 2: ClassesSoldier / SOLDIERLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Bonus Feat Bonus Feat Armour Training Bonus Feat Armour Training Bonus Feat Armour Training Bonus Feat Armour Training Bonus Feat

Description: Soldiers are masters of combat in all its forms, believing that the best way to survive a fight is to win it. Dexterity, Constitution, and Strength are key to an effective Soldier. Hit Die: d10 Skill Points/Level: 4 + Int mod Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Demolitions( Int), Intimidate (Cha), Knowledge (Int), Perception (Wis), Ride (Dex), Swim (Str), Vehicle Operation (Dex) Starting Feats: Armour Proficiency (Light, Medium, Heavy), Weapon Proficiency (Simple, Blasters, Heavy, Vibro) Class Features: Bonus Feat: Soldiers may choose any feat they qualify for as a bonus feat. While combat is their focus, they know that sometimes other abilities are vital for the completion of their missions. Armour Training: Soldiers learn to be more manoeuvrable while wearing armour. This allows them to reduce the Armour Check Penalty by 1 (to a minimum of 0) and increase the Maximum Dexterity bonus allowed by 1. Each additional time they get this ability its effects stack, for a maximum of -4 reduction of the Armour Check Penalty and a +4 increase of the Maximum Dexterity bonus allowed. Reduction of the Armour Check Penalty does not affect the penalty to Diplomacy or the bonus to Intimidate.

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Scout / SCOUTLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Track Trailblazing Bonus Feat: Endurance Uncanny Dodge 1 Swift Tracker Evasion Uncanny Dodge 2 Sure Footing Keen Awareness Improved Evasion

Description: Scouts are explorers, trained to understand their surroundings and how to survive in them. Dexterity, Intelligence, and Wisdom are the most important abilities of a Scout. Hit Die: d8 Skill Points/Level: 6 + Int mod Class Skills: Acrobatics (Dex), Astrogate (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Escape Artist (Dex), Knowledge (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Treat Injury (Wis) Starting Feats: Armour Proficiency (Light, Medium), Weapon Proficiency (Simple, Blasters) Class Features: Track: A Scout adds half their level (minimum 1) to Survival skill checks made to follow or identify tracks. Trailblazing: Scouts are skilled at finding the best route through unfamiliar or obstructed areas. When travelling in poor conditions or difficult terrain the Scout may make a Survival check to reduce travel time. If the check beats DC 15 total travel time is reduced by 25%, and if it beats DC 25 the time is reduced by 50%. The Scout may guide a group of up to three additional individuals at no penalty, though they suffer a -2 penalty for every additional 3 people in the group. They may take 10 on this check but may not take 20. This does not apply to tactical movement or local movement. Uncanny Dodge: The Scout retains their Dexterity Bonus to Defence, regardless of being caught Flatfooted or struck by a hidden attacker (though they still lose their Dexterity bonus to Defence if immobilised). At 7th level the Scout can no longer be Flanked. Swift Tracker: A Scout can move at their normal speed while using Survival to follow tracks without taking the normal 5 penalty. They take only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking. Evasion: If a Scout can make a Reflex Save for half damage, then on a success they receive no damage. This only works if they are wearing Light or no armour. At 10th level a Scout takes only half damage on a failed Reflex save. Evasion confers no benefit to a Helpless Scout. Sure Footing: At 8th level a Scout no longer suffers penalties to their movement for difficult terrain. Unlike Trailblazing this does apply to tactical and local movement as well, though it only applies to the Scout and no one else. Keen Awareness: Scouts gain a +4 bonus to Perception checks at 9th level.

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Scoundrel / SCOUNDRELLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Saves Fortitude +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Reflex +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Sneak Attack (+1d6) Evasion Sneak Attack (+2d6) Opportunist Sneak Attack (+3d6) Expert Strike 1 Sneak Attack (+4d6) Improved Evasion Sneak Attack (+5d6) Expert Strike 2

Description: Scoundrels survive through wit and guile, traits that sometimes place them on the wrong side of the law. Intelligence, Dexterity, and Charisma are the trademarks of a Scoundrel. Hit Die: d8 Skill Points/Level: 8 + Int mod Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (Int), Disable Device (Int), Disguise (Cha), Entertain (Cha), Escape Artist (Dex), Gamble (Wis), Knowledge (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex) Starting Feats: Armour Proficiency (Light), Weapon Proficiency (Simple, Blasters) Class Features: [Sneak attack should also apply to attacks with starship weapons made at point blank range against other starships.] Evasion: If a Scoundrel can make a Reflex Save for half damage, then on a success they receive no damage. This only works if they are wearing Light or no armour. At 10th level a Scout takes only half damage on a failed Reflex save. Evasion confers no benefit to a Helpless Scout. Opportunist: Once per round, a Scoundrel can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Scoundrels attack of opportunity for that round. Even a Scoundrel with the Combat Reflexes feat cant use the opportunist ability more than once per round. Expert Strike: A Scoundrel is intimately familiar of exactly where to strike for most effect. Any time they get a critical hit they roll twice on the table and choose which result they want. At 10th level the Scoundrel is skilled enough that they apply both rolled results.

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Tech Specialist / TECH SPECIALISTLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Saves Fortitude +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Reflex +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Expertise Mastercraft +1 Bonus Feat: Skill Focus Expertise Mastercraft +2 Bonus Feat: Skill Focus Expertise Mastercraft +3 Bonus Feat: Skill Focus Expertise

Description: Tech Specialists are unparalleled experts in their chosen field, whether it be a surgeon, starship engineer, or top level computer slicer. Intelligence is generally the most important attribute for a Tech Specialist, though some masteries are best handled by other attributes. Hit Die: d6 Skill Points/Level: 10 + Int mod Class Skills: Appraise (Int), Astrogate (Int), Computer Use (Int), Craft (Int), Demolitions (Int), Disable Device (Int), Knowledge (Int), Linguistics (Int), Repair (Int), Treat Injury (Wis), Vehicle Operation (Dex) Starting Feats: Weapon Proficiency (Simple, Blasters) Class Features: Expertise: Each time you gain this ability, select one class skill. You gain a +2 bonus to that skill and may always take 10 when using it. In addition, each time you gain this ability again the bonus to one skill (including the skill just selected, if so desired) increases by +2. If you choose Craft or Knowledge you must also choose the specialisation, as each specialisation is its own skill. Mastercraft: Tech Specialists are able to make exceptional quality goods, called Mastercraft items. Mastercraft weapons gain a +1 bonus to Attack and Damage rolls. Mastercraft armour gains a +1 bonus to Hardness and lessens the Armour Check Penalty by 1. Mastercraft tools increase their bonus by +1. Other items can also be of Mastercraft quality, generally gaining a +1 bonus if applicable or gaining other effects as listed in their description. At level 6 they can make Mastercraft items that give a +2 modifier, and at level 10 they can make Mastercraft items that give a +3 bonus. Mastercraft +1 items have +5 to their DC to make, and it costs twice what the normal item does. Mastercraft +2 items add +10 to the DC to make, and increase the cost by four times the item's base price. Mastercraft +3 items add +15 to the DC to make, and increase the cost by eight times the item's base price.

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Diplomat / DIPLOMATLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Smooth Talker Inspire Confidence Natural Leader +1 Smooth Talker Commanding Presence Natural Leader +2 Smooth Talker Master Orator Natural Leader +3 Smooth Talker

Description: Diplomats thrive on interpersonal communication and excel at bolstering their comrades' morale. They can be expert salesmen, ship's captains, or senators, deftly filling any role where interacting with people doesn't mean shooting them in the back of the head. Charisma is their defining attribute, though Wisdom and Intelligence are also of prime importance. Hit Die: d6 Skill Points/Level: 8 + Int mod Class Skills: Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disguise (Cha), Entertain (Cha), Gamble (Wis), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis) Starting Feats: Weapon Proficiency (Simple, Blasters) Class Features: Smooth Talker: Each time you gain this ability, select one of Bluff, Diplomacy, Entertain (pick one), Intimidate, and Sense Motive. You gain a +2 bonus to that skill and may always take 10 when using it. In addition, each time you gain this ability the bonus to one of the skills selected (including the skill just selected, if so desired) increases by +2. Inspire Confidence: A Diplomat may orate a rousing speech, sing a witty song, or in some fashion bolster their compatriots through verbal communication. Those being inspired must be able to clearly hear and comprehend the Diplomat, and they can only inspire a number of allies equal to their Diplomat levels. If this is done in combat then it grants them a +1 moral bonus to attack rolls and saving throws. Outside of combat it is able to grant a +2 bonus to a specified skill check, but the oration must be maintained for the entire duration the skill check requires. Because of the concentration needed this takes a move action when done in combat, and lasts until the beginning of the Diplomats next turn. Natural Leader: A Diplomat is adept at getting people to work well together. When a Diplomat can aid others and give directions, they can direct a number of their allies equal to their Charisma bonus to, increasing the Aid Another bonus those people give someone else by the listed amount (so at third level their allies' Aid Another bonus raises to a +3 when the Diplomat is helping). A Diplomat cannot offer their own aid while doing this (so they either increase the bonus others' aid gives, or aid another themselves, but not both), and they do not have to be the one making the skill check that is being aided. If used in combat it counts as a move action. Commanding Presence: At 5th level a Diplomat is able to bolster others' confidence simply by their presence. As long as the Diplomat remains composed all allies within 30 feet that have line of sight to the Diplomat gain the Diplomat's Inspire Confidence bonus to Will Saves to resist fear effects or manipulation (such as Diplomacy, Affect Mind, or other effects) to act against the Diplomat and their orders. A Diplomat can Bluff having composure, but any who succeed on a Sense Motive check treat the would be bonus as a penalty to their Will Saves. Master Orator: A Diplomat becomes even more of a master or oration, and may use Inspire Confidence or Natural Leader as a swift action (remember that only one swift action may be taken per round).

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Force Guardian / FORCE GUARDIANLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special 2 Force Powers, Force Jump Force Power, Exceptional Parry Force Power Force Power Force Power Force Power, Improved Force Jump Force Power Force Power Force Power Force Power, Master Force Jump

Description: Force Guardians focus on combat training and masterful use of their weapon as well as the more martial aspects of the Force. Hit Die: d10 Force Die: d4 Skill Points/Level: 4 + Int mod Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Perception (Wis), Sense Motive (Wis), Swim (Str) Starting Feats: Weapon Proficiency (Simple) Class Features: Exceptional Parry: When armed with an activated Lightsaber, Force Imbued weapon, or other melee weapon that is able to deflect blaster bolts, the Force Guardian adds their Wisdom Modifier to their Defence. This bonus does not apply when the Force Guardian is caught Flat-Footed. Force Jump: The Force Guardian automatically gains the Force Jump Powers at the levels indicated. These are in addition to the Force Powers they get to select at those levels.

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Force Sentinel / FORCE SENTINELLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special 2 Force Powers, Force Immunity (Fear) 2 Force Powers, Exceptional Parry Force Power 2 Force Powers Force Power 2 Force Powers, Force Immunity (Stun) Force Power 2 Force Powers Force Power 2 Force Powers, Force Immunity (Paralysis)

Description: Force Sentinels strike a balance between physical and mental disciplines, ensuring they have a broad array of skills and abilities they can bring to bear in any situation. Hit Die: d8 Force Die: d6 Skill Points/Level: 6 + Int mod Class Skills: Acrobatics (Dex), Bluff (Cha), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Knowledge (Int), Linguistics (Int), Perception (Wis), Repair (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Vehicle Operation (Dex) Starting Feats: Weapon Proficiency (Simple) Class Features: Exceptional Parry: When armed with an activated Lightsaber, Force Imbued weapon, or other melee weapon that is able to deflect blaster bolts, the Force Sentinel adds their Wisdom Modifier to their Defence. This bonus does not apply when the Force Sentinel is caught Flat-Footed. Force Immunity: The Force Sentinel automatically gains the Force Immunity Powers at the levels indicated. These are in addition to the Powers they get to select at those levels.

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Force Consular / FORCE CONSULARLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special 3 Force Powers, Force Focus 2 Force Powers, Exceptional Parry 2 Force Powers 2 Force Powers 2 Force Powers 2 Force Powers, Improved Force Focus 2 Force Powers 2 Force Powers 2 Force Powers 2 Force Powers, Master Force Focus

Description: Force Consulars focus less on physical combat and more on mental disciplines in order to augment their mastery of the Force. Hit Die: d6 Force Die: d8 Skill Points/Level: 4 + Int mod Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Treat Injury (Wis) Starting Feats: Weapon Proficiency (Simple) Class Features: Exceptional Parry: When armed with an activated Lightsaber, Force Imbued weapon, or other melee weapon that is able to deflect blaster bolts, the Force Consular adds their Wisdom Modifier to their Defence. This bonus does not apply when the Force Consular is caught Flat-Footed. Force Focus: The Force Consular automatically gains the Force Focus feats at the level indicated.

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Jedi Force using characters who are members of the Jedi Order replace Weapon Proficiency (Melee Weapons) with Weapon Proficiency (Lightsabers). In addition they start with no credits, but are given a Lightsaber and Jedi Robe. They are not allowed to keep items, including wealth, outside what the Jedi Order allows, though they may make frequent use of what they bring in. This is because of the Jedi Code of nonattachment, so everything but their lightsaber (including their robes) is treated as quite disposable. Jedi may not start with any Dark Side Powers, and any who are found to learn them without express permission from the council are expelled from the order. Jedi also have a lot of authority within the Republic, though any Jedi caught abusing that authority is quickly punished, with the possibility of expulsion if they continue to abuse their authority. Jedi rankings are actually based upon their age almost as much as it is upon their actual force capability. Even though they have to pass a test to "rank up," this test isn't just about their command over the force but rather their understanding and application of the Jedi Code, and they must still wait until they are old enough for the test to be administered to them. Jedi initiates (often called younglings) become a Padawan when they become a young adult (determined by their age category). They then wait to be chosen as an apprentice by a Jedi Knight, though if this does not happen they are sent to the Jedi Service Corps. Depending on the Jedi training them, a Padawan may be given the trial to attain Knighthood either after around ten years, or upon becoming an adult (determined by their age category). If they fail this test they may be given the option to try again later, or they may be sent to the Jedi Service Corps. Jedi Knights can only become Masters by being recognised by the High Council for exceptional ability, either through their understanding and command of the Force or through service to the Republic. Only Masters may sit on any of the councils. The equipment normally issued to Jedi, in addition to their lightsaber, is as follows: Jedi Robe of the Jedi's rank, all-temperature cloak (traditional over-robe), comlink; holoprojector, grappling spike launcher, aquata breather, and 4 food & energy capsules (each count as one poor quality meal). Jedi are also given a credit chip tied to an account at the Jedi Temple so that they can make common purchases as part of their normal duties. This account is watched so it doesn't get abused.

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Chapter 3: SpeciesConverted from the Ultimate Alien Anthology. Main points of conversion are going to the Hit Point system of damage instead of the Vitality/Wound system. Also movement is changed: 30 feet instead of 10, 20 feet remains unchanged, and otherwise convert it to fit with a 1.5 metre grid instead of 2 metre grid. Size modifiers are also changed to 2 per size category difference. Gungan Ability Modifiers: +2 Constitution, -2 Wisdom Medium-sized: As Medium-sized creatures, Gungans have no special modifiers due to size. Speed: Gungan base speed is 30 feet, whether they are travelling on land or swimming. Breathe Underwater: Gungans can hold their breath for a number of rounds equal to 25 times their Constitution score before needing to make checks against drowning. Low-Light Vision: Gungans can see twice as far as normal in dim light (such as moonlight or underwater). They retain the ability to distinguish colour and detail under these conditions. Extraordinary Reflexes: Gungans receive a +1 species bonus on Reflex saves. Skill Bonus: Gungans have extraordinary hearing and receive a +2 species bonus on Awareness checks. Gungans also receive a +4 species bonus on Swim checks. Languages: Gungans receive Gunganese as a bonus language. Human Medium-sized: As Medium-sized creatures, Humans have no special modifiers due to size. Speed: Human base speed is 30 feet. Humans are versatile and capable. They receive 1 bonus skill point each level. Humans are quick to master specialised tasks and are varied in their talents. They receive 1 bonus feat at 1st level. Miraluka Ability Modifiers: -2 Dexterity, +2 Intelligence. Medium-sized: As Medium-sized creatures, Miraluka have no special modifiers due to size. Speed: Miraluka base speed is 30 feet. Quick Reaction: Despite their general lack of coordination, a Miraluka's reaction speed is superior to that of most other species. Miraluka gain a +2 species bonus on Initiative checks. Force Sight: Miraluka are blind to all wavelengths of light. However, their ability to see through the Force allos them to sense their surroundings as though they could see normally, allowing them to attack and make skill checks without suffering penalties for blindness. This works exactly as the Force Sight Force Power, but is always active and costs no Force Points. Languages: Miraluka gain Miralukese as a bonus language. Muun Ability Modifiers: -2 Strength, +4 Intelligence. Medium-sized: As Medium-sized creatures, Muun have no special modifiers due to size. Speed: Muun base speed is 30 feet. Skill Bonuses: Muuns gain a +2 species bonus on Appraise and Knowledge (business) checks, but only if they have 1 or more ranks in the appropriate skill. When haggling over price, Muuns gain a +4 species bonus on Diplomacy checks. Languages: Muun gain Muun as a bonus language.

Neimoidian Ability Modifiers: -2 Strength, +2 Intelligence, +2 Wisdom, -2 Charisma. Medium-sized: As Medium-sized creatures, Neimoidians have no special modifiers due to size. Speed: Neimoidian base speed is 30 feet. Skill Bonuses: Shrewd and deceitful, Neimoidians gain a +2 species bonus on Appraise and Bluff checks. Languages: Neimoidians gain Neimoidian and Pak Pak (a nonverbal language) as bonus languages.

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Rodian Ability Modifiers: +2 Dexterity, -2 Wisdom, -2 Charisma. Medium-sized: As Medium-sized creatures, Rodians have no special modifiers due to size. Speed: Rodian base speed is 30 feet. Skill Bonuses: Despite their low Wisdom, Rodians are very perceptive and gain a +2 species bonus on Awareness checks. Bonus Feat: Rodians receive the bonus feat Track. All Rodians are taught how to track from a young age. Languages: Rodians gain Rodese and Huttese as bonus languages. Shistavanen Ability Modifiers: +2 Dexterity, -2 Intelligence, -2 Charisma Medium-sized: As Medium-sized creatures, Shistavanen have no special modifiers due to size. Speed: Shistavanen base speed is 30 feet. Xenophobic: Shistavanens have trouble maintaining civil dealings with other species. They take a -4 penalty on Diplomacy or Charisma checks made to improve the attitudes of members of other species. Likewise, they impose a -4 penalty on other species' attempts to improve Shistavanen attitudes toward them. Low-Light Vision: Shistavanens can see twice as far as normal in dim light (such as moonlight of underwater). They retain the ability to distinguish colour and detail under these conditions. Bonus Feats: Shistavanens gain the bonus feats Alertness and Improved Initiative. Languages: Shistavanens gain Shistavanen as a bonus language. Wookie Ability Modifiers: +4 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma. Medium-sized: As Medium-sized creatures, Wookiees have no special modifiers due to size. Speed: Wookiee base speed is 30 feet. Rage: When necessary, a Wookiee gains phenomenal strength and durability, but becomes reckless and less able to defend himself. A raging Wookiee temporarily gains +4 Strength, +2 hit points per level, and a +2 rage bonus on Fortitude and Will saves, but suffers a -2 penalty to Defence. A raging Wookiee cannot use skills or feats that require patience and concentration (such as the Climb skill, the Combat Expertise feat, or any Force-based ability). The fit of rage lasts for a number of rounds equal to 5 + the Wookiee's Constitution modifier. When the rage ends, the Wookiee loses the bonus hit points gained from the rage and is Fatigued for a number of rounds equal to the rage's duration. Extraordinary Recuperation: A Wookiee regains hit points at twice the normal rate (2 hit points per level per 8 hours rest, or 4 hit points per level per 24 hours rest). Skill Bonuses: Wookiees gain a +2 species bonus on Climb checks and a +4 species bonus on Intimidate checks. Languages: Wookiees gain Shyriiwook as a bonus language. Wookies are only capable of speaking Shyriiwook, though they can comprehend and be literate in any language. Zabrak Medium-sized: As Medium-sized creatures, Zabrak have no special modifiers due to size. Speed: Zabrak base speed is 30 feet. Resilient and Resolute: Zabrak are hardy and possess above-average willpower. They gain a +2 species bonus on Fortitude and Will saving throws. Languages: Zabrak gain Zabrak as a bonus language.

Template Ability Modifiers: Medium-sized: As Medium-sized creatures, X have no special modifiers due to size. Speed: X base speed is 30 feet. Other Languages:

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Chapter 4: DroidsDroids Droids are electro-mechanical beings, initially constructed for brute labour, dangerous work conditions, or repetitive tasks, but later expanded into all fields, such as doctors, linguists, and sometimes even into combat roles. Being that droids are non-organic, they may never take levels in force using classes, may never have Force Points, Activate Force Powers, or do anything else that requires a connection to the force. The only exception is that they still earn Dark Side and Light Side Points and have a Force Aura, including receiving the appropriate penalties and bonuses to Diplomacy and Intimidate, but that is because this can happen to objects and locations as well. Droids, being machines that take on many forms, have a set of Droid traits that all droids share. Much like organic meatbags who have species with differing traits, droids have different chassis which further empower and limit their abilities. Note that the chassis isn't based on a particular model of droid, instead its based on the general form of the droid. Both R2 and T3 units are Astromech Droids, but their model allows for different equipment and attribute layouts. If a character wants to play a particular model of droid, then they are limited to the physical characteristics (Strength, Dexterity, and Constitution) of that particular model, and must have a minimum in the mental characteristics (Intelligence, Wisdom, and Charisma) but are otherwise free to increase them within the game's point buy limit. Choosing a model also sets what class the droid's 1st level is in, though they are free to multiclass after that point. If the player wants full control over their ability selection and starting class then they can work with the GM to decide on the droid model, either so that there can be other droids of that model in the game or so that it's known that character is a custom built droid. A quick guide on what type of droid is which class is as follows: combat droids are Soldiers; probe and exploration droids are Scouts; assassin droids are Scoundrels; medical, technically skilled, and other droids that rely on either a large number of skills or on a specialised skill-set are Tech Specialists; labour and other droids that either do not rely on skills or special abilities are Commoners. Universal Droid Traits Droids may never use or have Force skills, feats, or Powers, and may never take levels in a force using class. Droids are immune to mind-affecting Force effects, or any other power unless it says it works on droids or can work on objects. Droids do not naturally heal from damage on their own. Instead they must be repaired either using the Repair or Craft (Droids) skills. Droids are immune to non-lethal damage, poison, and disease. Droids receive double damage from Ion weaponry (which becomes quadrupled if a critical hit doubles the damage), but it is treated like non-lethal damage is to meatbags. Droids automatically stabilise when reduced to negative hit points, but remain inactive (counting as Unconscious) until repaired to above zero hit points. Droids sleep and consume power but do not breathe or eat.

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Droid Chassis Below are some Droid Chassis. This list is not all that exists, simply what is currently available for players to choose from for their character. Protocol Ability Modifiers: -2 Strength, +2 Charisma Medium-size: As Medium-size creatures, Protocol droids have no special modifiers due to their size. Speed: Protocol droid base speed is 30 feet. Shambling: Protocol droids have stilted movement, so only move 3 times their base speed when they run and may only move up to their base speed during a charge (or half that if the charge is in the surprise round). If they take the run feat they can then run up to 4 times their base speed. Natural Linguist: Protocol droids are designed to facilitate communications. As such they may use the Linguistics skill to speak and understand verbal languages as well as written forms of communication. If a Protocol droid is able to pass 4 consecutive DC 15 Linguistics checks for a language they become fluent in it and add it to their list of known languages. In addition they receive two languages for each skill rank in Linguistics, and two languages for each point of Intelligence modifier at first level. Language Capability: Protocol droids are capable of speaking any language, and start with one additional language (often based on their world of construction or where they were sold). Astromech Ability Modifiers: -4 Strength, -2 Dexterity, +4 Intelligence Small-size: As Small creatures, Astromech gain a +2 size bonus to their Defence, a +2 size bonus on attack rolls, and a +4 size bonus on Hide checks. They must use smaller weapons than Mediumsize beings use, and their lifting and carrying limits are three-quarters those of Medium-size characters. Speed: Astromech doird base speed is 20 feet. Trundle: Astromechs trundle about on wheels or tracks, and as such they take double the normal movement penalties for moving through difficult terrain and can never Run (though they can still move at twice their base speed as a full round action). Gravitic Footing: Astromech droids may move at half their normal movement across smooth surfaces (like starship decking and outer hulls) in zero-gee conditions. This allows them to effect repairs on ships that have lost power or life support (and thus grav-decking) or to make repairs on the outside of the craft when in space. Internalised Components: Most add-ons for Astromech droids, including tool-kits and weapons, are kept behind various panels on their bodies. These components cannot be targeted when not in use, and also count as concealed when not in use. This also requires specialised versions of the components, which cost the same as normal but cannot be used by anyone else. Astrogation Buffer: Astromech droids can hold the coordinates for a number of Hyperspace jump equal to their Astrogation skill modifier in their memory. They still require the use of a navigation computer to calculate new Hyperspace jumps, but this allows them to make Hyperspace jumps by calculating them ahead of time. Language Capability: Astromechs may comprehend any language, but are only capable of speaking in Binary. Astromechs receive Binary as a bonus language. Humanoid Ability Modifiers: None. Medium-size: As Medium-size creatures, Humanoid droids have no special modifiers due to their size. Speed: Humanoid droid base speed is 30 feet. Shambling: Humanoid droids have stilted movement, so only move 3 times their base speed when they run and may only move up to their base speed during a charge (or half that if the charge is in the surprise round). If they take the run feat they can then run up to 4 times their base speed. Language Capability: Humanoid droids can comprehend and speak any language, but start with no bonus languages and must learn them as normal.

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Chassis

Ability Modifiers: Size: Speed: [Miscellaneous] Language Capability:

Droid Memory Wipes One threat a droid can always face is the dreaded memory wipe. This is done with a Computer Use skill check against a DC of 15 plus the droid's level. Each success gives the droid a negative level. Doing this requires specialised tools, though it can be done as long as the person is able to interface with the droid in some manner (such as with a tool-kit and datapad) at a -5 penalty. For each negative level a droid has, it takes a cumulative 1 penalty on all ability checks, attack rolls, combat manoeuvre checks, Combat Manoeuvre Defence, saving throws, and skill checks. In addition, the droid reduces its current and total hit points by 5 for each negative level it possesses. The droid is also treated as one level lower for the purpose of level-dependent variables (such as the DC for memory wipes) for each negative level possessed. If a droid's negative levels equal or exceed its total Hit Dice, their memory modules are completely erased, resetting them to the factory defaults (including being level 1) and having absolutely no memory of anything, with 0 experience points. A droid with negative levels that has not been reset to factory specifications from memory wiping may make an Intelligence Check each day. The DC for this check is 10 plus the number of negative levels it currently has. Success indicates that it removes one negative level it is suffering from.

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Chapter 5: SkillsCurrently this is just a listing of the available skills, and does not include descriptions of skill check DCs. Skill List Acrobatics (Dex) Appraise (Int) Astrogate (Int) Bluff (Cha) Climb (Str) Computer Use (Int) Craft (Int) [Airspeeders, Armour, Blasters, Clothing, Cybernetics, Droids, Electronic Devices, Lightsabers, Heavy Weapons, Holoart, Hyperdrives, Landspeeders, Medpacs, Repulsorlift Engines, Sculpture, Simple Weapons, Slugthrowers, Starships, Sublight Drives, Tools, Vibro Weapons, Walker Vehicles, Wheeled and Tracked Vehicles] Demolitions (Int) Diplomacy (Cha) Disable Device (Int) Disguise (Cha) Entertain (Cha) Escape Artist (Dex) Gamble (Wis) Handle Animal (Cha) Intimidate (Cha) Knowledge (Int) [Anthropology, Archaeology, Architecture, Astronomy, Biology, Bureaucracy, Chemistry, Engineering, Forensics, Genetics, Geography, History, Jedi Lore, Medicine, Physics, Politics, Streetwise, Tactics, Technology, Wilderness Lore, World Lore] Linguistics (Int) Perception (Wis) Repair (Int) [repairs items like Craft, but at +5 to the DC] Ride (Dex) Sense Motive (Wis) Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) Swim (Str) Treat Injury (Wis) Vehicle Operation (Dex)

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Chapter 6: FeatsCurrently just a list of new feats, and the Weapon Proficiency feats being used. A more complete list and descriptions will be added at a later time. Most Pathfinder feats work exactly as written. Below are some additional feats added in specific to the setting: Stealth Run: Prerequisites: 10 ranks in Sneak, Dex 15. A character can move their normal speed when sneaking, and take a -5 penalty when moving greater than normal but less than twice their normal speed. Flurry: Prerequisites: Dex 13, Base Attack Bonus +1. When making a full-attack action with a melee weapon, you get one additional attack this round. All of your attack rolls take a 2 penalty when using Flurry. Duelling: When wielding a single one-handed or light weapon you gain a +1 to attack and +1 to defence. This applies to both ranged and melee weapons, and also applies to unarmed combat. Improved Duelling: Prerequisites: Duelling, Level 4. This improves the bonus from Duelling from a +1 to a +2. Master Duelling: Prerequisites: Duelling, Improved Duelling, Level 8. This improves the bonus from Duelling to a +3. Extra Cybernetics: Increases your cybernetics threshold by 3 points. This feat may be taken multiple times and its effects stack. Multishot: Prerequisites: Dex 13, Point Blank Shot. When using the Multifire or Autofire option on weapons you reduce the penalty for each attack to -2 for Multifire or -4 for Autofire. Force Focus: Prerequisite: ability to Activate Force Powers. This feat increases the Save DC of all Force Powers by +1. Improved Force Focus: Prerequisites: Level 6 force user, Force Focus. This feat increases the Save DC of all Force Powers by +2. This feat does not stack with Force Focus, but instead replaces it. Greater Force Focus: Prerequisites: Level 10 force user, Force Focus, Improved Force Focus. This feat increases the Save DC of all Force Powers by +3. This feat does not stack with Force Focus or Improved Force Focus but instead replaces them.

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The following feats replace the basic Weapon Proficiency Feats: Weapon Proficiency (Simple): Includes most non-powered melee weapons, throwing grenades, and simple to use powered melee weapons like stun batons. Weapon Proficiency (Blasters): Grants proficiency in the use of blaster pistols and rifles, as well as similar weapons like ion guns, disruptors. Weapon Proficiency (Vibro): This group is made up of weapons with striking areas that can be lethal with even a light touch, requiring different techniques than other melee weapons. This includes vibroblades and force pikes. Weapon Proficiency (Heavy): These weapons are most often mounted, though the lighter ones can be carried around to provide covering fire. This covers E-Webs, repeating blasters, missiles, and all starship weaponry. Weapon Proficiency (Lightsabers): These weapons are iconic to the Jedi. They are also challenging to control due their weightless blade that puts torque on the weapon. Those who are not proficient but try to use them risk injuring themselves with it. This group only covers basic lightsabers, short lightsabers, training lightsabers, and double-bladed lightsabers. More exotic lightsabers like the lightwhip require their own feat to safely use. Weapon Proficiency (Slugthrowers): Covers hand-held weapons that rely on hurling a solid mass. This includes weapons like muskets, bowcasters, dart guns, flechette launchers, and railguns. Weapon Proficiency (Exotic): You must choose an exotic weapon group when you select this feat. Each time you take it you may select another weapon group. The weapon groups include (but are not limited to): Flame Projectors, Wrist Launchers, Sonic Weapons, Whips.

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Chapter 7: EquipmentWeapon stats initially taken from KotOR II, then modified, and given prices equal to 1/10th from the d20 Star Wars books. Other equipment is taken from those as well, though weapons are converted to similart damages to the base weapons listed here. Other armour has its DR reduced by half, rounded up. Use: Weapon Proficiency (Blasters, Heavy, Lightsaber, Simple, Slugthrowers, Vibro) Damage types are abbreviated as follows: Blunt(Bl), Piercing(Pi), Slashing(Sl), Fire(Fi), Cold(Co), Acid(Ac), Sonic(So), Energy(En), Unstoppable(Un), Non-Lethal(NL), Ion(Io) Energy type damage deals full damage to objects. Ion damage deals full damage to Droids as non-lethal. Deals only half damage against meatbags, but also deals an equal amount of non-lethal damage to meatbags with cybernetics. Calculate Range Increments as follows: (Range-20)*3 23 m = 9 m / 30 ft 25 m = 15 m / 50 ft 28 m = 24 m / 80 ft [Range increments should maybe fit this pattern (which also eases scale conversion): 3 m (10 ft), 7.5 m (25 ft), 15 m (50 ft), 22.5 m (75 ft), 30 m (100 ft)] Simple WeaponsUnarmed Light Melee Weapons Dagger/Knife Light Club Stun Baton Short Sword One-Handed Melee Weapons Club Axe Sword Two-Handed Melee Weapons Quarterstaff Electrostaff Shockstaff War Axe One-Handed Ranged Weapons Fragmentation Grenade Thermal Detonator Two-Handed Ranged Weapons Bow Arrows (10) 30 2 1d6 1d8 20 30 ft Pi 3 lbs 1.5 lbs 50 200 3d6 6d6 10 ft 10 ft Sl En 1 lb 1 lb 7 350 350 800? 1d4 1d4 1d6 1d10 1d6/1d6 1d6/1d6 1d8 1d12 20 20 20 20 Bl Bl Bl Sl 3.5 lbs 4 lbs 4 lbs +1d6 El, Powered +1d6 El, Powered 3 15 15 1d4 1d6 1d6 1d6 1d8 1d8 20 20 20 Bl Sl Sl 3 lbs 4 lbs 3 lbs 3 3 50 10 1d3 1d3 1d3 1d4 1d4 1d4 1d4 1d6 20 20 20 20 20 ft Pi Bl Bl Pi 1 lb 1 lb 3.5 lbs 2 lbs +1d6 NL, Powered Cost Dmg(S) 1d2 Dmg(M) 1d3 Critical 20 Range Shots Type Bl Weight Special

1. Can be used with Exceptional Parry, but not Blaster Deflection. 2. 3 metre blast radius. Reflex DC 15 for half damage. 3. 6 metre blast radius. Reflex DC 15 for half damage.

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Vibro WeaponsLight Melee Weapons Vibroknife Vibroblade One-Handed Melee Weapons Vibrosword Two-Handed Melee Weapons Force Pike

Cost

Dmg(S)

Dmg(M)

Critical

Range

Shots

Type

Weight Special

20 25

1d6 1d8

1d8 1d10

19-20 19-20

-

-

Pi Sl

2 lbs 3.5 lbs

50

1d10

1d12

19-20

-

-

Sl

250

2d4

2d6

20

-

-

En

3.5 lbs

NL option, Powered

LightsabersLight Melee Weapons Short Lightsaber One-Handed Melee Weapons Lightsaber Training Lightsaber Two-Handed Melee Weapons Double-Bladed Lightsaber

Cost

Dmg(S)

Dmg(M)

Critical

Range

Shots

Type

Weight Special

250

2d4

2d6

19-20

-

-

En

2 lbs

300 200

2d6 1d4

2d8 1d6

19-20 20

-

-

En En

2 lbs 2 lbs Non-Lethal

700

2d6

2d8/2d8

19-20

-

-

En

4 lbs

BlastersLight Ranged Weapons Hold-out Blaster Blaster Pistol Disruptor Pistol Ion Pistol One-Handed Ranged Weapons Blaster Carbine Disruptor Carbine Heavy Blaster Pistol Ion Carbine Two-Handed Ranged Weapons Blaster Rifle Disruptor Rifle Ion Rifle Merr-Sonn Underslung Rotary Blaster Carbine

Cost

Dmg(S)

Dmg(M)

Critical

Range

Shots

Type

Weight Special

30 50 225 25

1d4 1d6 1d4 1d6

1d6 1d8 1d6 1d8

20 20 18-20 19-20

10 ft 30 ft 30 ft 30 ft

6 100 100 30

En En Un Io

1 lb 2 lbs 5 lbs 2 lbs

+4 to conceal Multifire

90 300 75 65

1d10 1d8 1d8 1d8

1d12 1d10 1d10 1d10

20 18-20 20 19-20

50 ft 50 ft 30 ft 50 ft

50 50 50 30

En Un En Io

4.5 lbs 6 lbs 2.5 lbs 5 lbs

Multifire

Multifire

100 350 80 240

1d10 1d8 1d8 1d10+1

2d6 1d10 1d10 1d12+1

19-20 18-20 19-20 19-20

80 ft 80 ft 80 ft 80 ft

50 50 30 50

En Un Io En

9 lbs 7 lbs 6 lbs 4.5 lbs

Multifire

Multifire & Autofire Only

1: Most blasters are also sold in non-lethal versions which cost the same, but have fewer legal restrictions. Versions that have both settings cost 50% more than what's listed. 2: Uses Energy Cells instead of Power Packs.

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Heavy WeaponsOne-Handed Ranged Weapons Repeating Blaster Carbine (Light Repeating Blaster) Two-Handed Ranged Weapons Repeating Blaster Rifle (Heavy Repeating Blaster) Plasma Projector E-Web Repeating Blaster

Cost

Dmg(S)

Dmg(M)

Critical

Range

Shots

Type

Weight Special

200

2d4

2d6

20

80 ft

30

En

12 lbs

Multifire, Autofire

400 800 800

2d6 2d10 -

2d8 2d12 2d8x2

20 17-20 20

80 ft 80 ft ?80

20 6 -

En Fi En

24 lbs 36 lbs 76 lbs

Multifire, Autofire

Multifire, Autofire

1: Requires a power generator to operate, and must cool down after ~500 shots for 1d4 rounds.

SlugthrowersOne-Handed Ranged Weapons Slugthrower Pistol Two-Handed Ranged Weapons Slugthrower Rifle Bowcaster Quarrels (10)

Cost

Dmg(S)

Dmg(M)

Critical

Range

Shots

Type

Weight Special

28

1d4

1d6

20

30 ft

8

Pi

3 lbs

30 150 40

1d8 2d6 -

1d10 2d8 -

20 18-20 -

80 ft 80 ft -

20 10 -

Pi En -

8 lbs 16 lbs 2 lbs

ArmourClothing Armourweave Jedi Robe Jedi Knight Robe Jedi Master Robe Light Armour Combat Suit Armoured Flight Suit Medium Armour Light Battle Armour Powered Light Battle Armour Heavy Armour Battle Armour Powered Battle Armour Durasteel Heavy Armour 1: Regenerate Force Points +1 2: +2 Strength

Cost

Hardness

Max Dex Bonus

Check Penalty

Weight

50 700 2,200 6,100

1 1 2 3

-

-

8 lbs 16 lbs 18 lbs 20 lbs

75 200

2 2; 5 vs Cold & Heat

+5 +4

-1 -2

16 lbs 40 lbs

200 900

3 4

+2 +2

-4 -4

26 lbs 40 lbs

400 1,250 1,100

4 4 5

+1 +1 +0

-5 -5 -6

40 lbs 70 lbs 90 lbs

[Armour Check Penalty is calculated by subtracting the Max Dex Bonus from 6.] Armour Check Penalty applies as a penalty to Acrobatics, Climb, Diplomacy, Sleight of Hand, and Stealth, and acts as a bonus to Intimidate. Autofire settings on weapons give an additional 2 attacks at your highest bonus, when making a full attack action, but all attacks (the extra and normal ones) take a -6 penalty. Multifire settings on weapons give one additional attack at your highest bonus when making a full attack action, but all attacks (the extra and normal ones) take a -4 penalty. Changing settings on a weapon between multifire, autofire, and normal is a free action.

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Quick Reference Tables for Multifire and Autofire Weapons with Feat ModifiersBase Attack Bonus +0 +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Multifire Weapon -4/-4 -3/-3 -2/-2 -1/-1 +0/+0 +1/+1 +2/+2/-3 +3/+3/-2 +4/+4/-1 +5/+5/+0 +6/+6/+1 +7/+7/+2/-3 +8/+8/+3/-2 +9/+9/+4/-1 +10/+10/+5/+0 +11/+11/+6/+1 +12/+12/+7/+2/-3 +13/+13/+8/+3/-2 +14/+14/+9/+4/-1 +15/+15/+10/+5/+0 +16/+16/+11/+6/+1 Multifire Weapon With Rapid Shot -6/-6/-6 -5/-5/-5 -4/-4/-4 -3/-3/-3 -2/-2/-2 -1/-1/-1 +0/+0/+0/-5 +1/+1/+1/-4 +2/+2/+2/-3 +3/+3/+3/-2 +4/+4/+4/-1 +5/+5/+5/+0/-5 +6/+6/+6/+1/-4 +7/+7/+7/+2/-3 +8/+8/+8/+3/-2 +9/+9/+9/+4/-1 +10/+10/+10/+5/+0/-5 +11/+11/+11/+6/+1/-4 +12/+12/+12/+7/+2/-3 +13/+13/+13/+8/+3/-2 +14/+14/+14/+9/+4/-1 Multifire Weapon With Multishot -2/-2 -1/-1 +0/+0 +1/+1 +2/+2 +3/+3 +4/+4/-1 +5/+5/+0 +6/+6/+1 +7/+7/+2 +8/+8/+3 +9/+9/+4/-1 +10/+10/+5/+0 +11/+11/+6/+1 +12/+12/+7/+2 +13/+13/+8/+3 +14/+14/+9/+4/-1 +15/+15/+10/+5/+0 +16/+16/+11/+6/+1 +17/+17/+12/+7/+2 +18/+18/+13/+8/+3 Multifire Weapon With Both Feats -4/-4/-4 -3/-3/-3 -2/-2/-2 -1/-1/-1 +0/+0/+0 +1/+1/+1 +2/+2/+2/-3 +3/+3/+3/-2 +4/+4/+4/-1 +5/+5/+5/+0 +6/+6/+6/+1 +7/+7/+7/+2/-3 +8/+8/+8/+3/-2 +9/+9/+9/+4/-1 +10/+10/+10/+5/+0 +11/+11/+11/+6/+1 +12/+12/+12/+7/+2/-3 +13/+13/+13/+8/+3/-2 +14/+14/+14/+9/+4/-1 +15/+15/+15/+10/+5/+0 +16/+16/+16/+11/+6/+1

Base Attack Bonus +0 +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

Autofire Weapon -6/-6/-6 -5/-5/-5 -4/-4/-4 -3/-3/-3 -2/-2/-2 -1/-1/-1 +0/+0/+0/-5 +1/+1/+1/-4 +2/+2/+2/-3 +3/+3/+3/-2 +4/+4/+4/-1 +5/+5/+5/+0/-5 +6/+6/+6/+1/-4 +7/+7/+7/+2/-3 +8/+8/+8/+3/-2 +9/+9/+9/+4/-1 +10/+10/+10/+5/+0/-5 +11/+11/+11/+6/+1/-4 +12/+12/+12/+7/+2/-3 +13/+13/+13/+8/+3/-2 +14/+14/+14/+9/+4/-1

Autofire Weapon With Rapid Shot -8/-8/-8/-8 -7/-7/-7/-7 -6/-6/-6/-6 -5/-5/-5/-5 -4/-4/-4/-4 -3/-3/-3/-3 -2/-2/-2/-2/-7 -1/-1/-1/-1/-6 +0/+0/+0/+0/-5 +1/+1/+1/+1/-4 +2/+2/+2/+2/-3 +3/+3/+3/+3/-2/-7 +4/+4/+4/+4/-1/-6 +5/+5/+5/+5/+0/-5 +6/+6/+6/+6/+1/-4 +7/+7/+7/+7/+2/-3 +8/+8/+8/+8/+3/-2/-7 +9/+9/+9/+9/+4/-1/-6 +10/+10/+10/+10/+5/+0/-5 +11/+11/+11/+11/+6/+1/-4 +12/+12/+12/+12/+7/+2/-3

Autofire Weapon With Multishot -4/-4/-4 -3/-3/-3 -2/-2/-2 -1/-1/-1 +0/+0/+0 +1/+1/+1 +2/+2/+2/-3 +3/+3/+3/-2 +4/+4/+4/-1 +5/+5/+5/+0 +6/+6/+6/+1 +7/+7/+7/+2/-3 +8/+8/+8/+3/-2 +9/+9/+9/+4/-1 +10/+10/+10/+5/+0 +11/+11/+11/+6/+1 +12/+12/+12/+7/+2/-3 +13/+13/+13/+8/+3/-2 +14/+14/+14/+9/+4/-1 +15/+15/+15/+10/+5/+0 +16/+16/+16/+11/+6/+1

Autofire Weapon With Both Feats -6/-6/-6/-6 -5/-5/-5/-5 -4/-4/-4/-4 -3/-3/-3/-3 -2/-2/-2/-2 -1/-1/-1/-1 +0/+0/+0/+0/-5 +1/+1/+1/+1/-4 +2/+2/+2/+2/-3 +3/+3/+3/+3/-2 +4/+4/+4/+4/-1 +5/+5/+5/+5/+0/-5 +6/+6/+6/+6/+1/-4 +7/+7/+7/+7/+2/-3 +8/+8/+8/+8/+3/-2 +9/+9/+9/+9/+4/-1 +10/+10/+10/+10/+5/+0/-5 +11/+11/+11/+11/+6/+1/-4 +12/+12/+12/+12/+7/+2/-3 +13/+13/+13/+13/+8/+3/-2 +14/+14/+14/+14/+9/+4/-1

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Equipment The following is a list of equipment characters will mostly likely either want to use or will find on their journeys.Item All-temperature cloak Aquata Breather Bacta tank Cost 10 35 10,000 Weight Description

3 lbs Provides a +2 equipment bonus on Fortitude saves to resist severe weather. 0.5 lbs Provides up to 2 hours of breathable air, suitable for underwater or other hazardous environments. 1,000 lbs Character must be equipped with a breath mask and be fully immersed for it to work. Restores a full days rest of hit points (2 per character level) every hour, and also heals 1 attribute point of damage each hour. 2 lbs Takes 75 gallons (300 quarts) to fill a Bacta tank. 4 lbs Provides an hour of breathable atmosphere, though it offers no protection against extreme temperatures or hard vacuum. Breath mask systems can be built into armoured suits. Replacing the filter and atmosphere canister requires a DC 10 Repair check. Failure means the mask ceases to function 1d6x4 minutes after it is activated. 2 lbs 1/5 lbs Holds a user's personal security clearance data, along with encrypted access codes. High ranking officers may carry more than one. Code cylinders can be reprogrammed at properly equipped computers with a DC 15 Computer Use skill check, or at DC 25 without such specialised systems. Failure to properly reprogram a code cylinder ruins the cylinder. 1/5 lbs Come in a variety of sizes and shapes, and can be built into helmets and armour. Typical comlink range is 33 miles or low orbit, though larger units hooked into a more powerful power supply can have much greater range (such as those built into vehicles). 1/5 lbs Works like a normal comlink, except it has encrypting routines that make it incredibly difficult to listen in on conversations. 1/5 lbs Allows for fast, easy transfer of money to and from a bank account, though specific credit chips are only useful in areas that use the same currency as the bank that issued it. The account may be specific to the chip or it may be tied to a person. Modifying the value of a credit chip requires a Computer Use check against DC 35. Altering it so it draws from a different account requires a DC 40 Computer Use check. Failure of either skill check destroys the credit chip. 6 lbs A hand-held personal computer, capable of performing basic computer functions, including interfacing with and downloading information from larger computer networks. Can load, modify, and save information on datacards. Datapads provide a +2 equipment bonus on Intelligence checks related to calculations or Computer Use checks involving downloading information. If loaded with a datacard containing specific information it also provides a +2 equipment bonus on related Knowledge checks. Mastercraft datapads increase the equipment bonus by the mastercraft level (+3 for a +1 item, +4 for a +2 item, or +5 for a +3 item). 0.5 lbs 1/5 lbs If loaded into a computer or datapad it provides a +2 equipment bonus on related Knowledge checks. Mastercraft datacards increase the equipment bonus by the mastercraft level (+3 for a +1 item, +4 for a +2 item, or +5 for a +3 item). 6 lbs See datapad description. 2 lbs Readout provides range, relative and true azimuths, and elevation. Has zoom and wide-vision modes. Also features radiation sensors and night-vision mode (acts like darkvision). Electrobinoculars reduce the range penalty for Awareness checks to -1 for every 50 feet of distance (instead of -1 every 10 feet). - Provides power for a variety of devices, including some weapons.

Bacta, 1 quart Breath mask

10 20

Atmosphere canister/filter Code cylinder

3 50

Comlink

20

Comlink, encrypted Credit chip

200 10

Datapad

100

Datacards, blank (10) Datacard, 1 program

1 30

Datapad, mastercraft (+1) Electrobinoculars

200 100

Energy cell

1

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Field kit

100

20 lbs Contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of food rations, two glow rods, two breath masks, twenty-four filters, twelve atmosphere canisters, and an all-temperature cloak. 6 lbs One-piece coverall (plus a helmet) that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying. 4 lbs Produces light and heat, filling a 30 foot radius with normal light, and increasing the light level by one step for an additional 30 feet. 2 lbs Illuminates a 30 foot cone with normal light, and increases the light level by one step for an additional 30 feet. 0.5 lbs Sometimes called an ascension gun, it has a grappling spike on one end, a sliding hook on the other, and a liquid cable reservoir in the middle. The launcher hurls the spike, anchoring it into any hard surface, such as a building ledge or cliff face. The launcher can be used alone, attached to the barrel of a blaster, or mounted on a vambrace (of armour or a wrist launcher). It holds enough liquid to form 60 feet of cable. 1 lb Can be used to view real-time or recorded three-dimensional images or to pass the information through a comlink connection. Adding sound capability doubles the price of a personal holoprojector. 2 lbs A hand-held, personal visual and audio recorder, the holorecorder can store data for playback as three-dimensional moving images or as holograms. A holorecorder stores up to 200 hours of images in its internal memory system. Most come equipped with recording-rod input slots for expanded memory capacity. 0.5 lbs Contains a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 60 feet of cable and is refillable at authorised outlets. The cable is capable of supporting up to 1,000 pounds of weight. 1.5 lbs Less powerful than electrobinoculars, macrobinoculars can enhance vision up to one kilometre. Standard features includ zoom, readouts for azimuth, range, and elevation, a light amplifier for twilight conditions (acts as low-light vision), and impact resistant casing. Macrobinoculars reduce the range penalty for Awareness checks to -1 for every 30 feet of distance (instead of -1 every 10 feet). 2 lbs This disposable emergency kit includes a variety of life-saving drugs and bacta ointment to promote rapid healing. As a full round action a Treat Injury check can be made against DC 15. The medpac then heals 1d4 hit points plus 1 additional hit point per 5 full points the Treat Injury skill passes the DC by. Mastercraft medpacs provide additional healing equal to their mastercraft level. A character can only benefit from the use of a medpac once every 12 hours. Using a medpac depletes its contents. 2.5 lbs See description for medpacs. 2 lbs Generates a repulsive shield that deflects or reduces the impact of physical attacks. Reduces all Piercing, Bludgeoning, and Slashing damage by 2 points, which stacks with the reduction from armour. Runs for 5 minutes before the energy cell is depleted. Mastercraft items increase this protection by the mastercraft bonus. 10 lbs Generates a small shield around the character, which can absorb up to 40 points of Energy or Electricity damage. Runs for 3 minutes or until the protection is depleted, at which point the energy cell needs to be replaced. This shield works both ways, though, so also prevents the wearer from using Energy or Electricity based attacks. Mastercraft versions increase the amount of points of protection by 10 for a +1, 20 for a +2, and 30 for a +3 mastercraft bonus. 1/5 lbs Contains the power and tibanna gas needed to fire blaster and other weaponry.

Flight suit

25

Fusion lantern Glow rod Grappling spike launcher

3 1 5

Holoprojector, personal

100

Holorecorder

300

Liquid cable dispenser

3

Macrobinoculars

60

Medpac

10

Medpac, mastercraft (+1) Personal Deflection Shield

20 500

Personal Energy Shield

300

Power pack

3

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Recording rod

50

2 lbs Can record sounds and sights within a 15 metre range, store up to 100 hours of recordings, and play back audio and 2D visual images on the rod's surface. Recording rods are reusable; you can delete recordings or record over existing data. Downloading the data within a recording rod to a datapad, computer, or holoprojector requires a successful Computer Use check of DC 10. Deleted recording can be recovered with a successful Computer Use check of DC 25, unless the deleted content has been recorded over. 2 lbs A security kit is a set of special tools for bypassing electronic and mechanical locks. Possession on many worlds is illegal without proper permits. Gives a +2 equipment bonus on Disable Device checks, and a +2 equipment bonus on Repair checks relating to security systems. Mastercraft security kits add their mastercraft level to their equipment bonus. Security kits also contain a comlink that monitors frequencies typically used by silent alarms, so that the user can know if such an alarm has been triggered at any point during the operation. 1.5 lbs See description for security kits. 18 lbs Provides general (not specific) information on comm signals, life forms, and energy fields within a 150 foot range. The sensor pack provides a +2 equipment bonus on Awareness checks while being used. Mastercraft sensor packs add the mastercraft bonus to the equipment bonus. 18 lbs See description for sensor pack. 4 lbs A stealth field generator is able to bend light around the user and muffles sounds from within the field, making the wearer harder to detect. This grants the wearer a +5 Stealth bonus, and allows them to hide even where there are no obstructions (though they still cannot hide from those watching them at the time). Sudden motions and powerful energy fields or discharges collapse the field, so running or combat collapses the field. Characters with an active field that are noticed by others are treated as having three-quarters concealment (30% miss chance). Lasts for 1 hour before the energy cell is drained. 2 lbs Allows the use of Craft and Repair without penalty. Mastercraft versions give a bonus to all Craft and Repair checks equal to the mastercraft bonus. 2 lbs See description for tool kits. 2 lbs This specialised set of tools grants a +2 equipment bonus on Craft and Repair checks made for the speciality (based on Craft disciplines) it is designed for (such as blasters, starships, or droids). Mastercraft specialised tool kits add their mastercraft bonus to their equipment bonus. Specialised toolkits provide no bonus to other Craft and Repair checks, but do count as improvised tools (-4 penalty); mastercraft tool kits provide no additional bonus when used as improvised tools. 2 lbs See description for specialised tool kits.

Security kit

75

Security kit, mastercraft (+1) Sensor pack

150 150

Sensor pack, mastercraft (+1) Stealth Field Generator

300 750

Tool kit

25

Tool kit, mastercraft (+1) Tool kit, specialised

50 25

Tool kit, specialised, mastercraft (+1)

50

Service Meals (per meal): Good Common Poor Lodging (per day): Good Common Poor Medical Aid (per day): Long-term care (per day) Medpac treatment Bacta tank treatment (per 12 hours)

Cost

5 2 1

20 10 5

25 15 300

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Cybernetics Sometimes combat goes bad and you lose a limb. You could get it regrown, but that is expensive, takes a long time, and is illegal in many parts of the galaxy. Enter cybernetics, allowing you to have a robotic replacement in short order at a very reasonable price (well, at least in comparison to the alternative). Of course, some people aren't content with merely replacing a lost body part with a near identical robotic replacement, and opt to have it supped up to be stronger, more resilient, and overall better than the fleshand-blood it's replacing. Some even go so far as to remove perfectly healthy tissue to cybernetically augment themselves. All cybernetics have a cybernetic cost, which represents the toll they take on the frailty of the meatbag that takes them. A character can safely get as many cybernetic components whose total cost does not exceed their cybernetic threshold, which is equal to their Constitution score. The Extra Cybernetics feat increases their cybernetic threshold by 3 points.

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Chapter 8: The ForceForce Aura Everything in the galaxy is connected to the Force. Even if something can't draw upon the special powers of the Force there is still minor manipulation in its eddies and currents, even if it's only a rock, a droid, or a nerf herder. Everything then emits a Force Aura, even though it's only visible through use of the Force Sight Power. The form of this Aura changes, not just on the strength of connection to the Force the object or being has but also with the strength of connection to the Dark Side or Light Side of the force. All characters are able to earn Dark-side and Light-side points. These are a form of Karma, a representation of the balance, or unbalance, of the exceptionally selfish and altruistic actions of the individual. While to most people this has little to no tangible effect, for those that are particularly sensitive to the Force it can have far reaching effects. Actions that greatly inconvenience or harm others, such as cheating at gambling for nothing more than profit or attacking someone unprovoked, earns the character a Dark Side point. Exceptionally evil actions, like throwing a grenade into a crowd of non-hostile non-combatants, gives the character two Dark Side Points. Greater degrees of evil actions can earn even more Dark Side Points. Actions that benefit others and inconvenience oneself, or that greatly benefit others with no intent for personal benefit, earn the character a Light Side Point. Actions that greatly benefit others at significant detriment to oneself give the character two Light Side Points. Greater acts of selflessness can earn even more Light Side Points. In game terms a character's Force Aura starts at a score of 0. Every Light Side Point they earn increases their Aura by 1 point, and each Dark Side Point they receive decreases it by one point. The following Force Aura Track shows the classification of the different values of the Force Aura, and is a good representation of the kinds of acts you can expect from a given individual.Strongly Dark -10 Weakly Dark -9 to -4 Neutral -3 to +3 Weakly Light +4 to +9 Strongly Light +10

A character's Force Aura does more than simply indicate how selfless or selfish the character is. All characters, including droids, gain a bonus or penalty to Diplomacy and Intimidate based on how people will react to them, through a combination of general demeanour and unconscious reactions to the Force. This is the only exception to Droids having no connection to the Force, as it is the low level force influence all creatures and objects have. Characters that are able to draw upon the Force by Activating Force Powers notice far greater effects from the type of their Aura. They will find they are able to use some Powers to far greater effect than they can with other Powers, and that some Powers are much harder to utilise than they used to be. This is because their Force Aura adjusts their effective Force Level for Light and Dark side Powers, either treating their Force Level as higher or lower than would otherwise be the case. Example: Tara is a 4th level Force Consular. After turning down the reward for defending someone from drunken thugs she has earned enough Light Side Points to gain a Weakly Light Force Aura. Her ability to use Telekinesis remains unchanged. She finds she can now use Stun Droid (a Light Side Power) as though she was a 5th level Force Consular, but she can only Activate Slow (a Dark Side Power) as she could when she was 3rd level. The Effective Force Level Adjustment affects how many Force Points may be spent to Activate a Force Power, and thus how powerful it is and how difficult it is to resist.

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Effective Force Level Adjustment for... Force Aura Strongly Light Weakly Light Neutral Weakly Dark Strongly Dark Diplomacy Modifier +2 +1 +0 -1 -2 Intimidate Modifier -2 -1 +0 +1 +2 Light Side Powers +2 +1 +0 -1 -2 Dark Side Powers -2 -1 +0 +1 +2

If a character earns 3 or more Light or Dark side points in one encounter then their Force Aura is changed by one category in the appropriate direction, setting their total Force Aura points at just enough to move them into it. If they are Strongly Dark or Light and earn 5 Light or Dark side points in a row in opposition to their affiliation, then they also change their Force Aura points to be just within the Weakly Dark or Light category, as appropriate. Force Powers Force Powers cost a number of Force Points to activate, as listed in their description. Many Powers can have boosted effects by spending additional Force Points, as listed in their descriptions. A character can never spend more Force Points to activate a Force Power than they have Force Levels, determined by the total number of levels they have in classes that grant Force Points (also called Force using classes), and modified by their Force Aura (as already covered above). A character may only select a Force Power to learn if they would be able to activate it at its minimum capability and meet all of its other prerequisites. If they lose the ability to Activate it they don't lose the Power, they just can't utilise it until they are of sufficient level to Activate it. The DC to resist a Force Power's effects is as follows: 10 + the Force Points spent to activate the Power + Wisdom Modifier + other modifiers Force Points are able to be restored through rest. If the character gets 8 hours of rest (such as during sleep) then all of their Force Points are restored. If they wish to recover their Force Points more quickly then they may meditate for 15 minutes and make a Force Level check (1d20 + their Force Levels) against a DC of 15. If they succeed they recover a number of Force Points equal to their Force Levels (some items, such as Jedi Robes, give a bonus to the number of Force Points restored through meditation). They can try to recover them more quickly, in case the situation is more pressing. This requires 5 minutes of meditation, during which they are oblivious to their surrounds and count as Helpless. IF they succeed on a Force Level check against DC 20 then they recover Force Points as they would with normal meditation, though if they fail by 5 or more than they either lose a Force Point, or become unable to restore Force Points until they've had 8 hours of rest if they have no Force Point left to lose. Force using classes gain a Force Die. This works much like a Hit Die, except points are spent to Activate Force powers, and character adds their Wisdom modifier (instead of Constitution) each time it is rolled. Unless otherwise stated, the range of a Force Power is 30 feet and requires a Standard Action that does not provoke Attacks of Opportunity to Activate.

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Universal Powers Affect Mind

Base Cost 1

Effect Convinces a person to do or believe something if they fail a Will save. If it's something they would likely have done or believed anyway they receive a -5 penalty on their saving throw. If it is something they find very hard to believe or it's something that's against their character they receive a +5 bonus on their Will save. If it's something they find impossible to believe or is completely against the nature they receive a +10 bonus on their Will save. Additional Force Points may be spent to increase the Will Save DC. Does not work against droids. Distracts a creature or beast. If the target fails a Will save it ignores the character for 10 rounds unless they get too close to or interact with the target. Additional Force Points may be spent to increase the Will Save DC. By using the force to manipulate their metabolism and oxygen (or appropriate gas) use they can hold their breath for an extended time. This lasts for a number of rounds equal to their Constitution plus the number of Force Points spent, during which they are also not subject to airborne poisons. If used to survive being in a vacuum it lasts for one round per Force Point spent. Using the force to push their body to its limits, the force user gains an extra move action each round for 6 rounds, and gains a +2 deflection bonus to defence. If the character only runs during one of these rounds they may move twice what they otherwise would. Prerequisite: Burst of Speed. As Burst of Speed, except the deflection bonus is increased to +4 and the character gains 1 extra attack per round at their highest base attack. Prerequisites: Burst of Speed, Knight Speed. As Knight Speed, except the character gains 2 extra attacks per round. By using the force to shield themselves, the force user gains Resistance 2 to Energy, Sonic, Fire, Cold, and Electricity. Lasts a number of rounds equal to the number of Force Points spent. Does not stack with Hardness from armour. Prerequisite: Energy Resistance. As Energy Resistance, except the Resistance amount is 4. Prerequisites: Energy Resistance, Improved Energy Resistance. As Energy Resistance, except the Resistance amount is 8. This power allows a character to use their health to help fuel force powers. When activated all Force Powers take 50% of their cost from the character's Hit Points and 50% of the cost from their Force Points. (Round up in both cases.) This lasts 10 rounds. Prerequisite: Force Body. As Force Body, except Hit Point and Force Point costs are only 40% each. Prerequisites: Force Body, Improved Force Body. As Force Body, except Hit Point and Force Point costs are only 30% each. Specialised meditation techniques add the character's Wisdom Bonus to damage done by Force Powers and grants the force user a +2 bonus to saving throws to resist Force Powers. Prerequisite: Level 6 force user. This power allows the force user to deflect ranged Energy attacks without a weapon, though they cannot reflect blaster bolts back at the enemy. This can only be done if they have a free hand and are able to act freely. Prerequisite: Level 12 force user, Force Deflection. As Force Deflection, except blaster bolts can be redirected back at the attacker. This power pushes a single target within 30 feet back 1 feet, knocking them Prone and Stunning them for one round. The target also suffers damage equal to the number of Force Points spent. A successful Reflex save means they are not Stunned, are not knocked Prone, and only take half damage. Prerequisite: Force Push. Creates a concussive shock wave in front of the force user. Everyone within a 40 foot cone are thrown 10 feet, knocked Prone, are Stunned for one round, and take damage equal to the number of Force Points spent. A successful Reflex save means the enemy is not Stunned and only takes half damage. Prerequisites: Force Push, Force Wave. Creates a telekinetic explosion centred on the force user. Everyone within 20 feet of the force user are thrown 10 feet, knocked Prone, are Stunned for one round, and take damage equal to half the number of Force Points spent. A successful Reflex save means the enemy is not Stunned and only takes half damage.

Beast Trick

1

Breath Control

1

Burst of Speed

1

Knight Speed

9

Master Speed Energy Resistance

15 1

Improved Energy Resistance Master Energy Resistance Force Body

9 17 1

Improved Force Body Master Force Body Force Channel Force Deflection

9 15

Force Redirection Force Push

1

Force Wave

9

Force Blast

15

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Universal Powers Force Sight

Base Cost 3

Effect This allows the force user to see via the force. They do not suffer penalties for the amount (or lack) of light, are not affected by being Blinded, and do not suffer concealment penalties for smoke, rain, or similar conditions, though cover from solid objects works as normal. In addition they see Force Auras , such as from creatures, droids, places, and objects, though while they know the strength of the Aura they do not know how many Light or Dark side points things possess. Lasts a number of rounds equal to their Wisdom attribute. Mind Trick distracts a living sentient target making it easier to sneak by them. If the target fails a Will save they are distracted for 10 rounds. Distracted targets won't notice the character unless they get too close to or interact with the target. Precognition warns the force user whenever they're about to enter extreme danger, though these warnings are rare. They may also receive premonitions about future events, though they are vague and lack details. Allows the character to throw their melee weapon at a target, guiding it by the force. The character makes a ranged touch attack (and counts as proficient) with a range increment of 10 feet (for a maximum distance of 50 feet). When used in this fashion the weapon deals its base damage plus one point per Force Point spent. The weapon automatically returns to the force user's hand just before their next turn. Moves an unattended object, or group of objects, up to 2 lbs in weight per Force Point spent up to 30 feet a round. Attended objects, which are worn or held, get a Will saving throw as its owner to negate being moved. Lasts as long as Concentration is maintained. Using this Power as a full round action that provokes attacks of opportunity allows moving twice the weight (4 lbs per Force Point spent) at half the speed (15 feet a round). Prerequisites: Level 6, Telekinesis. As Telekinesis, except can move objects up to 200 lbs in weight per Force Point spent up to 30 feet a round. If no more than 2 lbs per Force Point spent is being moved the character can throw the object(s) at a target by making a ranged attack, which deal 1 point of damage per 2 lbs of weight. Using this Power as a full round action that provokes attacks of opportunity allows moving twice the weight (400 lbs per Force Point spent) at half the speed (15 feet a round), but does not work for hurling objects. If used on a person they get a Will Save to resist; droids, however, do not get a Will Save. Prerequisites: Level 12, Telekinesis, Improved Telekinesis. As Improved Telekinesis, except can move objects up to 1 ton in weight per Force Point spent, or hurl objects up to 200 per Force Point spent at a target for 1d6 damage per 200 lbs of weight. Prerequisite: Exceptional Parry class ability. Allows the force user to deflect a blaster bolt at a target. For a number of rounds equal to the number of Force Points spent, they may use an Attack of Opportunity to deflect one blaster shot that misses them by no more than the total of their Defence and Wisdom bonuses (e.g. if you have a Defence bonus of 6 and a wisdom bonus of +2, then you can deflect a shot that missed by no more than 9 points). Treat this as a ranged attack with a -4 penalty, with a range increment of 20 feet, that cannot strike a target further away than the deflected blaster's range increment. The damage is based on the deflected blaster's base damage. Equipment and feats that increase damage, critical range, or range increment of the blaster do not apply. Allows the force user to imbue a non-powered melee weapon with the force. This allows it to safely parry lightsabers and block and deflect blaster bolts. It lasts for a number of rounds equal to the user's Wisdom attribute, and also increases the damage of the weapon by an amount equal to the number of Force Points spent to Activate the Power. This is the technique of propelling one's body with the Force. Activating this power counts as part of a Move action, and can be done as part of a charge. The force user gains a bonus to their Jump skill check equal to the number of Force Points spent to Activate the Power. The force user can also jump equally well from a standstill as they can when moving; as such the DC of Jump checks is not doubled if made when standing when this Power is used. In addition, the user can vertically jump the same distance they could horizontally. This power can also be used to treat a fall as shorter than it is, allowing them to make a Jump skill check to find how much shorter the fall is treated for damage calculation. Prerequisites: Level 6, Force Jump. The force user can now jump a number of 5 foot squares equal to the number of Force Points spent to Activate this Power. This distance can be made horizontally or vertically, and it does not matter if the force user was standing or running before the jump. In addition, they may treat a fall as being 10 feet shorter than it is for every Force Point spent. Both uses count as part of a move action. Prerequisites: Level 10, Force Jump, Improved Force Jump. As Improved Force Jump, except the jumped distance is 10 feet for every Force Point spent. In addition, if the force user spends 10 Force Points they take no damage from a fall, as long as they can maintain concentration.

Mind Trick

1

Precognition

Throw Weapon

1

Telekinesis

1

Improved Telekinesis

1

Master Telekinesis

1

Blaster Deflection

1

Imbue Weapon

1

Force Jump

1

Improved Force Jump

1

Master Force Jump

1

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Universal Powers Force Immunity (Fear)

Base Cost -

Effect This Power is always active. The force user possesses an inner calm that cannot be shaken by mere threats to mind or body. The force user is immune to Fear effects, and cannot be Frightened, Panicked, or Cowered. Prerequisites: Level 6, Force Immunity (Fear). This Power is always active. The force user gains an unshakeable connection to the Force; they may always maintain concentration, even in the presence of distractions, and cannot be Dazed or Stunned. Prerequisites: Level 10, Force Immunity (Fear), Force Immunity (Stun). This Power is always active. The force user becomes as one with the Force, and can no longer be Confused, Dazzled, Fascinated, or Staggered.

Force Immunity (Stun)

-

Force Immunity (Paralysis)

-

Light Side Powers Stun Droid

Base Cost 1

Effect This power sends a surge of energy through the droid's processor, rendering them Dazed for 4 rounds. The droid also takes damage equal to the number of Force Points spent. A successful Fortitude save negates being Dazed and reduces the damage by half. If the Droid passes a Will Save they are unaffected. Prerequisite: level 6 force user, Stun Droid. As Stun Droid, except it affects all droid within 10 feet of a target droid. Droids that pass a Will Save are unaffected. Prerequisite: Level 12 force user, Stun Droid, Disable Droid. As Disable droid, except the range is increased to 20 feet and the damage is increased to 1d6 per force using levels of the character. Droids that pass a Will Save are unaffected. Grants a +1 insight bonus to Defence and all saving throws. Lasts a number of rounds equal to the number of Force Points spent. Prerequisite: Force Aura. As Force Aura, except the bonus to Defence and saving throws is increased to +2. Prerequisite: Force Aura, Force Shield. As Force Aura, except the bonus to Defence and saving throws is increased to +3. Shields the force user in the force, granting Damage Reduction 2/- against slashing, bludgeoning, and piercing attacks. Lasts a number of rounds equal to the number of Force Points spent. Does not stack with Hardness from armour. Prerequisite: Force Barrier. As Force Barrier, except the DR is increased to 4. Prerequisite: Force Barrier, Improved Force Barrier. As Force Barrier, except the DR is increased to 8. This allows a force user to quickly enhance their powers. Simultaneously activates the best version of the user's Speed and Armour Powers as a single standard action. Costs for each Power are paid separately. Prerequisite: Level 6 force user. This power heals one person within 5 feet. It heals 1 hit point per Force Point spent. Does not affect droids. Prerequisite: Level 12 force user, Heal. As Heal, except healing amount is increased to 2 hit points per Force Point spent. Also neutralises poisons. Does not affect droids. Prerequisite: Level 18 force user, Heal, Improved Heal. As Improved Heal, except also removes Stunned and Dazed effects. Does not affect droids. Dazes a living target for 3 rounds. A successful Fortitude save means the target is Staggered instead of Dazed. Does not affect droids. Prerequisite: Stun. An opponent targeted by this power is Dazed, unable to move or take any action for 4 rounds. A successful Fortitude save means the target is Staggered instead of Dazed. This power does not affect droids. Prerequisite: Level 15 force user, Stun, Stasis. Restricted by armour. This power can lull the senses of a group, Dazing all hostile creatures within a 30 foot radius burst, with a range of 60 feet. The victims remain in this state for 4 rounds, but successful Fortitude saves mean the targets are Staggered instead of Dazed. This power does not affect droids.

Disable Droid

6

Destroy Droid

12

Force Aura Force Shield Force Armour Force Barrier

1 6 12 6

Improved Force Barrier Master Force Barrier Force Enlightenment

9 15 variable

Heal

6

Improved Heal

12

Master Heal Stun Stasis

18 1 9

Stasis Field

15

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Dark Side Powers Slow

Base Cost 1

Effect Target suffers a -2 penalty to Defence, Reflex saves, and attack rolls for 10 rounds. A successful Will save negates these effects