Important Note: Well, it would seem I misread the book, and after EVERY ONE OF THESE CHARACTERS (the KOTOR ones), was completed. See, it appears that I fudged up the multi-classing rules, and that the Defense bonuses don't quite stack the way I did them, nor do you get access to new skills; one needs to actually take Skill Training. Well, that's kinda silly, and also, I am too lazy to fix them all, right now. So, those are discrepancies, if anyone cares, possibly among others. I have listed "little fixes" under each one.
THE EXILE (ANTAEUS SOLO OR VALERIA NIVEUS)
The Exile (end of KOTOR II) CL 20
Defenses Ref 42 (43) (flat-footed 39 [40]), Fort 39, Will 47 (48); Block, Deflect
hp 178; Threshold 44
Speed 6 squares
Melee unarmed +22 (1d4+3) or
Melee lightsaber +25 (2d8+3) or Melee lightsaber +20/+20 (2d8+3) with Double Attack or Melee lightsaber +15/+15/+15 (2d8+) with Triple Attack or Melee lightsaber +23 (3d8+3) with Rapid Strike or Melee lightsaber +20/18 (2d8+3/3d8+3) with Double Attack and Rapid Strike or Melee lightsaber +15/+15/+13 (2d8+3/3d8+3) with Triple Attack and Rapid Strike on the final swing
Ranged by weapon +22
Base Atk +19; Grp +22
Attack Options Double Attack, Rapid Strike, Triple Attack
Special Actions Command Cover Share Talent (Outmaneuver)
Force Powers Known (Use the Force +19): Battle Strike x3, Farseeing, Force Sight, Force Slam, Force Thrust, Mind Trick, Move Object x2, Vital Transfer
Force Secrets Multitarget Power, Quicken Power
Force Techniques Force Point Recovery, Force Power Mastery, Improved Force Trance
Abilities Str 17, Dex 16, Con 16, Int 17, Wis 20, Cha 18
Special Qualities Command Cover, Fearless, Serenity, Share Talent (outmaneuver)
Talents Adept Negotiator, Battle Meditation, Block, Born Leader, Deflect, Force Perception, Force Persuasion, Greater Weapon Focus (lightsabers), Niman, Outmaneuver, Shii-Cho, Visions
Feats Double Attack, Force Sensitivity, Force Training x2, Improved Damage Threshold, Linguist, Melee Defense, Power Attack, Quick Draw, Rapid Strike, Strong in the Force, Triple Attack (lightsaber), Triple Crit, Weapon Focus (lightsabers), Weapon Proficiency (lightsaber), Weapon Proficiency (simple weapons)
Skills Endurance +, Initiative +18, Knowledge (tactics) +18, Pilot +18, Use the Force +19(sub for Perc. and Persuasion checks)
Possessions Lightsaber (self-built) all-temperature cloak, sonic imprint scanner (as translator unit), utility belt
Force Bonds – The Exile has an innate ability to, sometimes even subconsciously, forge bonds with others. This allows the Exile to sway the thoughts of others, for good or ill, and they will follow, regardless of the rightness of such actions. Every day, the Exile makes a Use the Force check, targeting everyone who has been around the Exile for at least a day, regardless of distance. If the check result exceeds the target's Will defense, their attitude toward him/her moves one step in his/her favor (toward friendly). The Exile can influence the choices of anyone who has been moved to Friendly by this effect, able to make them act in ways they normally wouldn't, without shifting their attitude. If they are compelled to act in a way they wouldn't like to, they must make an opposed Persuasion check, with the higher result winning out (the Exile uses Use the Force in place of Persuasion). For those who truly wish to ignore instruction, after they have been apart from the Exile for at least a day, they may make a Persuasion check (specifically for this), and if the result exceeds the Exile's Will defense, they may move away one step from friendly. This can only be attempted once per day. Otherwise, the friendly status is likely to last forever, allowing the Exile to influence choices, even subconsciously and unintentionally, forever. After some time, and especially if it is spent with the Exile, victims will just start to think as the Exile would, almost naturally. They also seek that the Exile not be harmed, more often than not, as the Exile feels that way, too.
General – this version of the Exile does possess levels of Noble and Officer, due to service in the Mandalorian Wars, thus these adequately reflect this ability.
Translator – the Exile acquired a modified droid translator/vocabulator unit, which allows for near-instantaneous translation of any speech heard or spoken. Treat as if the Exile has the Polyglot feat, though only for speaking. Without it, the Exile is only familiar with approximately eight languages.
These additional ones are optional; the Exile could have them, but might not. I include them simply as another way to BA the main character from a great game.
Battle Precognition – The Exile has been through many battles, lived through front line warfare, and has a very powerful connection to the Force. This connection warns him/her of incoming danger. The Exile is never counted as flat-footed, and benefits from Uncanny Dodge I (Scout talent), regardless of not meeting the prerequisites.
Force Sight – due to the Exile's relationship with the Miraluka sith Visas, he/she gained the ability to see through the Force. This ability has advantages, as well as failings. With it, one can see living things, especially those touched by the Force, regardless of how they are concealed. Their true self literally shines through, so one can know their "alignment" (strong Light, weak Dark). Inanimate barriers can even be seen through, such as some doors and walls. However, the rest of the world, outside the people in it, becomes hazy and indistinct. The Exile has access to the power below. The Exile may be able to teach this ability to others, as it was taught to him/her, at the GM's discretion.
Force Sight - You focus on the currents of the Force to the extent that you can literally "see" it moving through all things around you. Living beings appear as energy, while inorganic objects become hazy.
DC 15: For the following five rounds, you can see the alignments of certain people. Those defined as exceptionally good or exceptionally evil (GM's discretion) appear glowing blue or glowing red, respectively. Other individuals appear as gray energy.
Nonliving things are gray and hazy, as the Force is weak in them. Droids, regardless of disposition, also show as dull gray, though they can be perceived, do to the energy that moves through them. At DC 20+ droids and objects might begin to show a hint of aura, if they are especially good or evil, or have been touched by such profoundly.
Special: Miraluka characters do not use this power; they have a stronger variant (see below). Only exceptional teaching, such as from a Miraluka, can allow a Force-user to gain this ability. Perception cannot be used during this power's duration, if the result involves sight; the power occupies one's vision, and the Force sense is so powerful that other objects cannot be seen clearly.
Standard Attack Strategy: The Exile is a great combatant, able to do battle with even the greatest Sith Lords, and win. He/she usually falls back on using a combination of Double Attack and Rapid Strike, taking a -7 to the attacks, but rolling 3d8 for each successful hit. His/her capacity with a lightsaber is frightening, and even distant foes, hoping to fire at range, will find it risky. If the opponent seems especially strong, the Exile will use Battle Strike ahead of the initial attack. The Exile's oratory can weaken foes (Adept Negotiator; he/she doesn't really like violence), and he/she will usually accept a surrender.
Fixes: class skills-End, Init, Kn (tactics), Perc., UtF; Class Bonus to Def- Fort 3 Ref 3 Will 4
THE HANDMAIDEN The Handmaiden (end of KOTOR II) CL 16 Defenses Ref 34 (flat-footed 31), Fort 32, Will 29; Block
Speed 6 squares
Abilities Str 17, Dex 16, Con 16, Int 14, Wis 15, Cha 13
Echani Training - I believe that the current mix of Martial Arts feats, Rapid Strike, Crush, and what have you adequately reflects the Handmaiden’s special training. The fact that she can treat an opponent's threshold as lower than normal only increases the havoc her strikes can inflict. Only if an additional web enhancement is produced, giving actual Echani feats, will I add such. If I feel like it, I will treat her as if she has the virtual feat Echani Training (Saga KOTOR Campaign Guide, p.33).
Standard Attack Strategy: The Handmaiden is an expert in melee combat, specifically unarmed. She can be as dangerous as a Jedi with a lightsaber, and this is how: she begins combat by identifying the most fearsome target, and then closing with them. Her initial strikes will dish out considerable damage (especially with Rapid Strike), dropping foes down the Condition Track quicly (Devastating Attack), and if they are still standing, she will often grapple them, and then break them in half. When she connects with her attack, she may make a grapple check (1d20+21), and if she rolls higher than the opponent (she will), she can inflict automatic damage as if with an unarmed strike. Her opponent will not be able to add Strength to attack or Grapple checks (Unbalance Opponent), and once grappled, they will be unable to move or attack, and their Reflex defense will be lacking a Dexterity bonus (Pin).
Fixes: class skills-Init, Kn (tactics), Perc., #; Class Bonus to Def- Fort 2 Ref 1 Will 1
MIRA Mira (end of KOTOR II) CL 16 Defenses Ref 37 (flat-footed 33), Fort 32, Will 30; Block
Speed 6 squares
Abilities Str 12, Dex 18, Con 14, Int 16, Wis 16, Cha 14
Mine Mastery – Mira is so gifted with mines that she can do some amazing things. First, she benefits from having Demolitionist as a virtual talent (see p. 52), twice. More importantly, if Mira can perceive a mine, even at a distance, she may make a Mechanics check, as a swift action, and if she beats its disarm DC by 5 or more, she may simply walk over it, and it will not activate. As most minefields comprise similar mines, she can make a single check for the whole hazard. (See p. 69 for details on disarming explosives)
Standard Attack Strategy: Mira is a good fighter, but avoids combat when possible (any smart person does). When drawn into battle, she determines if ranged (usually) or close combat is the better option, and then proceeds. She often attempts to maintain her distance, and take the time to aim. Doing so allows her to deal out extra damage, with only a small decrease in accuracy ([-1 atk, 5d8+8 damage]; Careful Shot, Deadeye, and Rapid Shot). If she doesn't have time, she still often uses Rapid Shot, and Point Blank Shot comes in handy if they reach her. In melee, she will draw her lightsaber, and do battle. She often uses Block to fend off dangerous strikes, depending on her Elusive Target talent to protect her from outside ranged attacks. Mira tries to avoid killing opponents, but will kill them if given no choice. Her favored tactic is to stun enemies with her rocket launcher, and proper ordinance. This is especially true if she already has the lightsaber drawn, as nothing needs to be sheathed.
Fixes: class skills-End, Init, Kn (tactics), Mech, Perc., Pilot, Stealth, Survival; Class Bonus to Def- Fort 2 Ref 4 Will 1
ATTON RAND Atton Rand (end of KOTOR II) CL 16 Defenses Ref 38 (flat-footed 34), Fort 31, Will 30; Block
Speed 6 squares
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 14, Cha 16
Last Man Standing – So long as Atton has one ally or more who is still conscious, he can always catch a second wind. He must be able to tell that at least one is still active (if he were conscious).
Standard Attack Strategy: Atton is another ranged specialist, and he knows it. His combat strategy is similar to Mira's, above, except that his guns do slightly less damage. he compensates by wielding two weapons, and this allows him to hold up more targets than Mira can. Like her, he only draws his saber when melee combat is unavoidable, and uses Block to avoid worrisome strikes. Atton is also a very skilled pilot, and competent in vehicular combat.
Fixes: class skills-Acro, Decep, GI, Init, Perc., Pilot; Class Bonus to Def- Fort 2 Ref 4 Will 1
BAO-DUR Bao-Dur (end of KOTOR II) CL 16 Defenses Ref 34 (flat-footed 31), Fort 31, Will 31; Block
Speed 6 squares
Abilities Str 16, Dex 17, Con 16, Int 22, Wis 14, Cha 10
Shield-Breaker – Bao-Dur can focus the energy in his repulsor arm into personal and military shields. If he strikes a shield with an unarmed attack, he may make a Mechanics check, DC 15, as a free action. If it succeeds, the shield deactivates. If the shield is carried by a user, that user may spend three swift actions to attempt to reactivate it (Endurance check, DC 20), bringing it back to SR 5. Additional attempts must be made to regain additional points of shields, with 5 points/successful check.
Standard Attack Strategy: Bao-Dur is familiar with battle, but knows to avoid it when he can; it is not his forte. When it is unavoidable, Bao-Dur forgoes ranged combat to close in on a target, and enters melee. His shield-breaker is able to deactivate protective shields, and his arm makes his stronger. His remote can occasionally fend off outside aggressors.
Fixes: class skills-Init, Kn (tactics), Kn (tech), Kn (LS), Kn (PS), Mech, Perc., Pilot, Stealth, UC; Class Bonus to Def- Fort 1 Ref 2 Will 1
VISAS MARR Visas Marr (end of KOTOR II) CL 16 Defenses Ref 2 (flat-footed #), Fort 2, Will 2; Block
Speed 6 squares
Abilities Str 14, Dex 14, Con 16, Int 17, Wis 20, Cha 18
Force Sight - see Threats of the Galaxy, p.31. i don't really feel like typing it all. Also, Visas' vision works as Force Sight ability (see above), as if she rolled a 16 (her character level). She may focus it with a Use the Force check, as the Force power, though she can only hold it for the duration above.
KREIA Kreia (end of KOTOR II) CL 20 Defenses Ref 42 (flat-footed 39), Fort 41, Will 44; Block
Speed 6 squares
Abilities Str 12, Dex 16, Con 14, Int 16, Wis 20, Cha 14
Mentor – Characters of lower level gain 50% more experience when being trained by a Mentor, but the Mentor gains only 50% of the normal XP, and characters of the same or higher level do not benefit from the Mentor.
Standard Attack Strategy: The bulk of her battling days are behind her, but Kreia is far from a helpless, old woman. Her knowledge of the Force is extensive, and she has had a number of years to master both it and the lightsaber; few Sith live long otherwise. She often favors strong, single strikes these days, but is capable of numerous, quick shots, when called upon. Beware, she can do things to one with the Force that make even the most fearsome physical attack pale. Still, if given the choice, Kreia prefers to hang back, using her powers to disorient foes, while using other powers to boost herself, and more importantly, the recipient of her Force Chain ability (the Exile). In this way, her ally can get significantly more powerful, faster, and with less expenditure of resources.
Fixes: class skills-In the Clear; Class Bonus to Def- Fort 3 Ref 3 Will 3
T3-M4 T3-M4 (end of KOTOR II) CL 16 Defenses Ref 33 (flat-footed 31), Fort 29, Will 29
Speed 6 squares rolling
Abilities Str 14, Dex 14, Con 16, Int 20, Wis 14, Cha 11
Armor Support – T3-M4 was originally programmed to benefit from armor. He has Armored Defense and Improved Armor Defense as virtual talents.
Standard Attack Strategy: T3-M4 is surprisingly outfitted for combat, but not to the extent that it looks for it. If attacked, T3 is most likely to flee, taking shots at opponents as it runs, and counting on its armor to protect it. Once it reaches allies, it passes them, and then supports from a distance.
Fixes: class skills-Decep, Init, Kn (LS), Kn (PS), Kn (tech), Mech, Perc., Pilot, Stealth, UC; Class Bonus to Def- Fort 1 Ref 2 Will 1
HK-47 HK-47 (end of KOTOR II) CL 20 Defenses Ref 44 (flat-footed 40), Fort 44, Will 33
Speed 6 squares walking
Abilities Str 18, Dex 18, Con --, Int 20, Wis 17, Cha 12
Assassination Protocols – HK-47 was originally created to kill enemies for his Master. To accomplish this, he has several talents hard-wired into his memory core. These only activate with a Core Level 4 Mechanics check. This grants HK-47 the Hunter’s Target talent, and also the Fool’s Luck talent against a designated target. There may be up to five targets, chosen by HK-47’s master. As he was built specifically to deal with Jedi, he also receives the Jedi Hunter talent (Saga Force Unleashed Campaign Guide, p.42).
Standard Attack Strategy: HK-47 revels in combat; any opportunity to squelch meatbags is anticipated and accepted. HK-47 is a ranged specialist, using powerful rifles to eliminate its opponents. Despite its wishes, when HK is ordered to kill, it is often done so as part of an assassination, in which HK uses his skills to hit an opponent, and try to kill them in a single shot, or two. He is surprisingly capable in melee, but does so only if necessary; while his best weapon is somewhat short ranged, he still prefers to be ranged, usually between his master and his target, to protect him.
Fixes: class skills-; Class Bonus to Def- Fort # Ref # Will #
MANDALORE (CANDEROUS ORDO) Mandalore (end of KOTOR II) CL 17 Defenses Ref 39 (flat-footed 37), Fort 40, Will 34
Speed 4 squares
Abilities Str 17, Dex 14, Con 18, Int 12, Wis 16, Cha 14
Mandalore’s Armor – Canderous wears the armor of the Mandalore. This suit of heavy battle armor is made of Mandalorian iron (Threats of the Galaxy, p.103), and lets him keep his DR against lightsabers. It has also been enhanced with equipment to make it Agile* (+1 to MDB), and it grants darkvision, as well as a Helmet Package (+2 equipment bonus to Perception checks), and an integrated encrypted comlink.
Standard Attack Strategy: Canderous is another rifle-expert. He likes to stand in a spot, take the necessary effort (or show it off), and peg a target critically. His armor means that he needs little in the way of cover, so he can stand in the open, drawing shots away from his less hardy soldiers or allies. It is often more inspiring to lead from the front, anyway.
Fixes: class skills-End, Kn (tactics), Mechanics, Perc.; Class Bonus to Def- Fort 4 Ref 2 Will 4
G0-T0 G0-T0 (end of KOTOR II) CL 17 Defenses Ref 38 (flat-footed 38), Fort 25, Will 37
Abilities Str 6, Dex 8, Con --, Int 20, Wis 16, Cha 18
Droid Supremacy – G0-T0 has the ability to seize control of other droids in his vicinity, whether they are independent or operating from a remote processor. Treat it as Mind Trick, from the list of Force powers, but use Mechanics, rather than Use the Force, for the check. As it uses a burst-stream transmission, verbal communication with said droid is not necessary.
Standard Attack Strategy: G0-T0 is expressly built to not need to fight, not because it can't, but because its efforts are much better spent elsewhere. It contains a number of useful weapons, however, and its invisibility allows it to make precise attacks against crucial enemies. His best use is to hijack any droids an opponent depends on, turning them against their former owners, and never being noticed, at the same time. If playing the role of Goto (using the hologram usually), he also benefits from his Crime Lord talents, making him even harder to hit.
Fixes: class skills-Decep, GI, Kn (bureau), Kn (GL), Kn (LS), Kn (PS), Kn (tech), Perc., Pers, Treat, UC; Class Bonus to Def- Fort 0 Ref 2 Will 4
HANHARR Hanharr (end of KOTOR II) CL 16 Defenses Ref # (flat-footed #), Fort #, Will #
Speed 6 squares
Abilities Str 21, Dex 15, Con 20, Int 12, Wis 12, Cha 10
Wookiee Rage –
Standard Attack Strategy: In his fits of rage, Hanharr simply approaches his foes, blasting them with his bowcaster, or hacking away with his vibroblade, letting his considerable durability shrug off the worst of his injuries received.
THE DISCIPLE The Disciple (end of KOTOR II) CL 16 Defenses Ref # (flat-footed #), Fort #, Will #; Block
Speed 6 squares
Abilities Str 14, Dex 16, Con 14, Int 17, Wis 17, Cha 16
Meditative Focus – Mical can assist in replenishing Force powers more quickly. When not in combat, he may meditate for 5 rounds, and replenish his Force power suite (it usually takes 1 minute; Saga, p.95). Anyone who meditates with him, under his instruction, gains the same benefit.
Standard Attack Strategy: As a soldier and jedi, Mical is a capable warrior, but he is not fond of combat. He will often fight to disable.
DARTH SION Dark Infusion – Darth Sion cannot be killed by combat; his body is maintained by the Force, directly. If he is reduced to 0 health, he drops for a round, and then rises again, with full health and no condition track penalties. The only way to defeat him is to convince him to die. An opponent can make a Persuasion check to weaken him, moving him one step down on the Condition Track if they exceed his Will defense, but a damaging attack must be landed between each check, and if he is dropped to 0 hp before they finish the track off, he will rise again, with full health, and no Condition Track penalties; defeating the Lord of Hatred is very difficult, and dangerous.
For an alternate method, the Wizards webpage suggests the following: When taking a final hit that would normally kill him, he spends a Destiny Point to cause the attack to miss, and return him to full hit points and the top of the condition track. Darth Sion cannot be defeated until his Destiny Points are exhausted. Once they are gone, he feels the loss of power, loses the will to fight, and begins to question his existence. From this point, he is susceptible to the Exile's attempts to persuade him to give up his life as a much-desired escape from his painful existence.
Immune to Critical Hits - Darth Sion's body has been ruined and shattered; it is only held together by the Force. As such, he is unaffected by critical hits; his anatomy is distinct, but there are no vulnerable spots left, much like an undead being.
DARTH NIHILUS EBON HAWK Capabilities Ebon Hawk CL 10
Turbolaser Cannon (gunner)
Construction of the Ebon Hawk
Secrets of the Ebon Hawk
The Light Side | The Dark Side
Pictures found at Pyric.com
Site Links
Star Wars Saga Edition
Make a Use the Force Check: The result of the check determines the effect, if any:
DC 20: As DC 15, but now the character can discern the alignment of more neutral individuals. Those with more positive actions have a blue haze mingled with their gray aura, while villains will have a red haze.
DC 25: As DC 20, but now adjacent physical barriers (walls, doors, etc) can be "seen through. While much of the details beyond will be hazy and indistinct, individuals will appear as above, allowing one to see the enemy before they are upon them. The sight range beyond a barrier is 6 squares.
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The Handmaiden is a servant of Atris, born on the planet Telos. Like her sisters, she has been trained to fight Jedi, and is an expert in unarmed combat. If the Exile is a man, then the Handmaiden departed Telos with him, secretly, while if the Exile was a woman, she chose not to do so (or might have, see below). She is an amazing melee warrior, especially without weapons, and after she learned to use the Force, she became only stronger. Even if the Exile is a female, there is a chance that she felt something of her mother (Arren Kae, a.k.a. Kreia, though she doesn't know it) in the Jedi, if one needs an excuse, and followed to see what she was like, or perhaps she sensed Kreia, herself, slightly. Atris could have still sent her, and the chances of her breaking her oath would've been statistically less (she still does); the choices are many. I wish she would join, regardless.
Medium Human Soldier 11/Jedi 5
Destiny 12; Force 13; Dark Side 0
Init +16; Senses Perception +15
Languages Basic, Ryl, something
hp 153; Threshold 32
Melee unarmed +20 (1d10+12) or Melee unarmed +18 (2d10+12) with Rapid Strike or Melee +15/+15 (1d10+12) with Double Attack or Melee +13/+13 (2d10+12) with Double Attack and Rapid Strike
Ranged by weapon +19
Base Atk +16; Grp +19 (+21)
Attack Options Double Attack, Meless Defense, Pin, Triple Attack
Special Actions none
Force Powers Known (Use the Force +14): Battle Strike x2, Force Slam
Talents Battle Analysis, Block, Devastating Attack (unarmed strike), Elusive Target, Expert Grappler, Melee Smash, Stunning Strike, Unbalance Opponent
Feats Armor Proficiency (light), Armor Proficiency (medium), Cleave, Crush, Double Attack (simple), Force Sensitive, Force Training, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Pin, Power Attack, Rapid Strike, Triple Crit, Weapon Focus (unarmed strike), Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Endurance +16, Initiative +16, Knowledge (tactics) +15, Use the Force +14
Possessions combat gloves, lightsaber, all-temperature cloak, utility belt
The Handmaiden, found at Wookieepedia
Mira was born to the Mandalorian Wars, and was kept as a slave by those people for several years. This time taught her not only about explosives, but also about self-reliance. Later, after she was no longer possessed by the Mandalorians, she became a bounty hunter, based on Nar Shadaah. When she had some dealings with the Exile, she chose to follow the former Jedi, claiming to be keeping an eye on her bounty, and later became a Jedi, herself. Mira is a capable ranged combatant, and no slouch with her lightsaber, but her true talent comes with demolitions. Also, as a bounty hunter, she has contacts, and a capacity to deal with other people. She isn't really one for conversation, however.
Medium Human Scout 10/Bounty Hunter 2/Jedi 4
Destiny 10; Force 14; Dark Side 3
Init +17; Senses Perception +16
Languages Basic, Huttese, Quarren, Shyriiwook
hp 132 Threshold 32
Melee unarmed +14 (1d4+9) or Melee knife +14 (1d4+9) or Melee lightsaber +14 (2d8+9)
Ranged heavy blaster pistol +17 (3d8+8) or Ranged heavy blaster pistol +18 (4d8+8) with Careful Shot and Deadeye or Ranged heavy blaster pistol +15 (5d8+8) with Rapid Shot or Ranged heavy blaster pistol +16 (5d8+8) with Careful Shot, Deadeye, and Rapid Shot
Ranged rocket launcher +17 (as payload) or Ranged rocket launcher +18 (as payload) with Careful Shot and Deadeye or Ranged rocket launcher +15 (as payload) with Rapid Shot or Ranged rocket launcher +16 (as payload) with Careful Shot, Deadeye, and Rapid Shot
Base Atk +13; Grp +17
Attack Options Melee Defense, Rapid Shot
Special Actions none
Force Powers Known (Use the Force +15): Battle Strike x2, Move Object, Vital Transfer
Special Qualities Familiar Foe +1, Mine Mastery (see below), Profiling
Talents Acute Senses, Barter, Block, Elusive Target, Evasion, Expert Tracker, Improved Initiative, Nowhere to Hide
Feats Careful Shot, Deadeye, Force Sensitivity, Force Training, Melee Defense, Point Blank Shot, Precise Shot, Rapid Shot, Shake it Off, Skill Focus (Mechanics), Skill Training (Persuasion), Weapon Proficiency (heavy), Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Initiative +17, Knowledge (bureaucracy) +16, Knowledge (galactic lore) +16, Mechanics +21, Perception +16, Persuasion +15, Pilot +17, Stealth +17, Use the Force +15 (may substitute for Gather Information checks)
Possessions Wrist rocket launcher (treat as heavy), lightsaber, knife (kept in left boot), utility belt
Profiling – Mira's ability to follow the flows of life allows her to use her Use the Force check modifier instead of using her Gather Information check modifier. She is considered trained in Gather Information for purposes of using this talent. At the GM's discretion, using the Force in this way can allow Mira to waive the money often necessary to convince individuals to talk, at least those up to 5,000 credits. As with Gather Information, Mira can choose to take 10 on Use the Force checks to gather intelligence.
Gill Slits – Mira has been slightly modified, having what amounts to gill slits inserted into her neck. These have the added bonus that Mira is unaffected, or at least highly resistant, to gas-based attacks,unless they are skin-contact, or corrosive. This can be useful if she uses knockout grenades at closer range, as the gas will not affect her, but her enemy will likely drop.
Rocket Launcher – Mira's signature weapon is a wrist-mounted apparatus that can launch missiles and grenades, akin to that used by Boba Fett. It is useful primarily because it allows her hand to stay open, doesn't have to be drawn or holstered, and can count as a grenade or missile launcher, without the excess bulk. Also, it can allow Mira to fire area-effecting stun grenades, without notice, to stun groups of her enemies.
Mira, by ~robokop, found at deviantART.com
Mira, found at Wookieepedia
Atton was once a soldier, and an assassin of Jedi, until he met the Exile, and Kreia. In the one, he saw a caring friend, willing to risk life and limb for him, and maybe even a little more than that, if the Exile was a woman, while in the other, he found a cruel taskmaster, and one who threatened to destroy his friendship. Finally, after all their journeys, Atton even discovered that he had the potential to become what he once hated and hunted; a Jedi. Atton is a talented plot, skilled melee and ranged fighter, and capable of social interaction, often through playing pazaak.
Medium Human Scoundrel 10/Ace Pilot 2/Jedi 4
Destiny 6; Force 14; Dark Side 7
Init +17; Senses Perception +17
Languages Basic, Binary, Huttese, Ryl
hp 105; Threshold 36
Melee unarmed +14 (1d6+10) or Melee +14 by weapon or Melee lightsaber +14 (2d8+10)
Ranged blaster pistol +17 (3d6+8) or Ranged blaster pistol +15 (4d6+8) with Rapid Shot or Ranged blaster pistol +18 (4d6+8) with Careful Shot and Deadeye or blaster pistol +16 (5d6+8) with Careful Shot, Rapid Shot, and Deadeye
Base Atk +12; Grp +16
Attack Options Point Blank Shot, Precise Shot, etc
Force Powers Known (Use the Force +16): Battle Strike x2, Farseeing
Starship Tactics Known (Pilot +17): Angle deflector shields, attack pattern zeta nine, evasive action, 3 more
Special Qualities Vehicle Dodge +1
Talents Block, Clear Mind, Fool’s Luck, Gambler x2, Sneak Attack +1d6, Spacehound, Vehicular Evasion
Feats Careful Shot, Deadeye, Dual Weapon Mastery I, Extra Second Wind, Force Training, Improved Damage Threshold, Martial Arts I, Melee Defense, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (lightsaber), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +16, Gather Information +16, Initiative +17, Perception +17, Pilot +17, Use the Force +16
Possessions lightsaber, 2 blaster pistols, utility belt with medpac
Augmented Defenses – As Atton is injured, he becomes harder to injure further. Atton takes no penalties to his defenses from moving down the Condition Track, and in fact gains the penalty as a bonus to each of them, instead. If he is dropped down to the bottom, he still falls, but keeps his bonuses/penalties if/when he rises. Other statistics are still penalized as he moves down the Condition Track.
Precognition – Atton usually gets premonitions of particularly bad events just prior to their happening.
Slippery Mind – Through personal training against Jedi and Sith, Atton has learned to shield his thoughts, and resist the will of Force-users, as well as deceive them, through their inability to read his true intentions. He adds +5 to his Will Defense versus Force-based mind-influencing effects, or attempts to read his thoughts/emotions. He may also add +5 to any Deception checks against Sith or Jedi. This stacks with his Augmented Defenses.
Virtual Feat: Starship Tactics - In his services to both Revan and the Exile, Atton has learned to make some ships pull off maneuvers. Treat him as having two applications of the Starship Tactics feat. However, Atton is not a a starfighter pilot, so he will only have these feats while flying the Ebon Hawk, or perhaps another freighter with the combat thrusters upgrade.
Atton Rand, found at Wookiepedia
Bao-Dur knew the Exile from the Mandalorian Wars, seeing him/her as the only Jedi worthy of respect, and that is why he always refers to the Exile as General. He is sarcastic and brusk, most of the time, though he would follow the General’s orders, regardless of their direction. Later, even this one, so seemingly removed from the Force, discovered that he, too, had the potential within him to become a Jedi, and he did so. Bao-Dur is immensely talented with all things mechanical. He can do wonders with droids, weapons, computers, and even keeps the Ebon Hawk in one, working piece. heis not so gifted in combat, but he has seen frontlines in war, so he knows how to defend himself.
Medium Zabrak Scoundrel 11/Jedi 5
Destiny 0; Force 14; Dark Side 1
Init +16; Senses Perception +15
Languages Aqualish, Basic, Binary, Durese, Huttese, Ryl, Sullustese, Zabrak
hp 121; Threshold 36
Melee unarmed +16 (2d4+3 plus Shield-Breaker) or Melee vibroblade +16 (2d6+3) or Melee lightsaber +16 (2d8+3)
Ranged blaster pistol +16 (3d6)
Base Atk +13; Grp +16
Attack Options a
Special Actions Shield-Breaker (see below)
Force Powers Known (Use the Force +13): Battle Strike x2, Move Object
Special Qualities Heightened Awareness
Talents Block, Clear Mind, Fast Repairs*, Hot Wire*, Knack, Personalized Modifications*, Quick Fix*, Resilience, Trace
Feats Armor Proficiency (light), Cybernetic Surgery, Dodge, Force Sensitivity, Force Training, Improved Damage Threshold, Martial Arts I, Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (mechanics), Skill Focus (Knowledge [Technology]), Skill Training (Treat Injury), Tech Specialist*, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +13, Knowledge (Life Sciences) +19, Knowledge (Physical Sciences) +19, Knowledge (Tactics) +19, Knowledge (Technology) +24, Mechanics +24, Perception +15, Stealth +16, Treat Injury +15, Use Computer +19, Use the Force +13
Possessions repulsor arm, remote, lightsaber, blaster pistol, utility belt
*--These Talents or Feats were drawn from the Tech Specialist stuff, at the end of the Saga pdf.
Remote – Bao-Dur has a seeker drone kitted out for field repairs as an ally. Nonheroic 6 diminutive hovering droid with sensors, repair tech, and such.
Mind Shield – Bao-Dur shares with droids immunity to mind-influencing effects. Only a character with the Force Bond/Connection ability, like the General (the Exile), can hear or influence his thoughts.
Military Engineer - Bao-Dur spent much of his time as a technician in the Mandalorian War. As such, he has benefits from the Military Engineer prestige class (Saga Edition: Clone Wars Campaign Guide, p. 44. Treat Bao-Dur as if he has the following Talents: Droid Expert, Quick Modification, Repairs on the Fly; the following special abilities: Field-Created Weapon +2. He gains no Hit Dice for these "levels", nor does he gain bonuses to his Defenses.
Bao-Dur, found at Wookieepedia
Visas will remain uncompleted until a Miraluka race entry has been fabricated. Okay, so it's out, but I'm still lazy.
Medium Miraluka Jedi 7/Sith Apprentice 8
Destiny #; Force #; Dark Side #
Init +#; Senses Perception +#
Languages Basic, Miralukese, Sith
hp #; Threshold #
Melee a
Ranged a
Base Atk +; Grp +
Attack Options a
Special Actions a
Force Powers Known a
Talents Block, Clear Mind, Dark Presence, Dark Side Adept, Elusive Target, Force Focus, Force Fortification, Greater Weapon Focus (lightsabers)
Feats Force Training (bonus), Weapon Focus (lightsabers)
Skills a
Possessions lightsaber (self-built)
Fallen No Longer – Visas does not loose her class features from Sith Apprentice if her Dark Side Points fall below her Wisdom score. Much like a Fallen Jedi may keep his abilities as a Sith, so too may she, and these dark powers are a fine chance to possibly gain more Dark Side Points. Through the influence of the Exile, Visas is becoming a servant of light.
Visas Marr, found at Wookieepedia
Kreia has been many things in her long life; a Jedi Master (Revan’s maybe, even), a Sith Lord (Darth Traya, who trained both Darth Sion and Darth Nihilus), and a mentor to Jedi and Sith alike. She has also been both strong and powerless. She seeks to destroy the literal Force, itself, through the wound in the Force that is the Exile, to free the galaxy from what she views as a cruel Force that uses the people in pointless battles. Her knowledge of the Force is vaster than anyone else the Exile knows, for she was once a Jedi Historian, and also learned much of the Sith lore. While she is old, her mastery of the Force can carry her in combat, and she is NOT defenseless; no Jedi as far along as her can be anything less than fearsome with a lightsaber.
Medium Human Jedi 9/Jedi Knight 3/Jedi Master 4/Sith Lord 4
Destiny 5; Force 16; Dark Side 20
Init +16; Senses Perception +19
Languages Basic, Ithorese, Shyriiwook, Sith
hp 165; Threshold 41
Melee unarmed +21 (1d4+1) or Melee lightsaber +25 (2d8+3)
Ranged by weapon +23
Base Atk +20; Grp +23
Attack Options a
Special Actions Fearless, Serenity, Temptation
Force Powers Known (Use the Force +21): Battle Strike x2, Farseeing x2, Force Grip x3, Force Lightning x3, Move Object x2, Rebuke, Sever Force, Vital Transfer
Force Techniques Improved Force Trance, Improved Telepathy
Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power, Shaped Power
Special Qualities
Talents Ataru, Block, Clear Mind, Dark Presence, Force Fortification, Force Haze, Force Perception, Force Persuasion, Foresight, Skilled Advisor, Visions
Feats Double Attack, Force Sensitivity, Force Training x3, Melee Defense, Skill Focus (Use the Force), Skill Training (Deception), Skill Training (Stealth), Triple Crit, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Deception +16, Endurance +16, Initiative +16, Knowledge (galactic lore) +16, Perception +19, Stealth +16, Use the Force +21 (may substitute for Persuasion checks)
Possessions lightsaber (self-built), all-temperature cloak [toss in Kinetic Combat power and the Imp KC technique]
Force Chain – Kreia may spend a Destiny Point to "connect" with an individual within line of sight. So long as this connection remains (permanent, unless released), the two share a bond that benefits, or hinders, both. If Kreia and the recipient are within line of sight, and one of them uses a Force power that targets self (Battle Strike, Dark Rage, Surge, etc) or a Talent that alters hit points or Condition Track of self, both benefit from it to the same degree, for good or ill. Also, Kreia maintains a constant mental link with the recipient, and can carry on complete conversations (no Force power or Use the Force check required, though the Force must be able to function). Only a similarly skilled Force practitioner can converse back without Kreia first initiating contact. [consider making the recipient carry any Track penalties Kreia might have.]
Force Strip – Kreia can ignore the rules requiring a character to be light side, for using Sever Force, and it can be used on light side Jedi, too. Hers is so powerful, in fact, that it usually kills those she targets, though how this will work in this system is not yet certain.
Masters of the Past - Kreia has the rare history in that she has been initiated into the highest mysteries of both the Jedi and Sith Orders. She maintains the benefits of both Jedi Master and Sith Lord prestige classes, though she only has five levels for the purposes of hit dice and talents. She effectively "shifted" as the Sith Apprentice mentions.
Kreia, found at Gamespot
T3-M4 was originally created for the use of Davik Kang, to be an expert slicer and overall utility droid. It carries knowledge regarding the use of all available armor types, as well as programming to interface with computers. It is even so skilled that it can interface with the Ebon Hawk’s voice locked astrogation computer; the only crew member capable of doing so. T3 is also a gifted mechanic, able to repair systems and equipment, even in the field. He is amazingly loyal, even willing to leave other people he has been “sold” to.
Small Droid (2nd-degree) Nonheroic 4/Scoundrel 9/Scout 3
Destiny 0; Force 13; Dark Side 0
Init +15; Senses Perception +15
Languages Basic, Binary, 5 unassigned
hp 67; Threshold 34
Melee none
Ranged blaster pistol +13 (3d6) or Ranged blaster pistol +14 (3d6) with Careful Shot or Ranged +12 (4d6) with Careful Shot and Rapid Shot
Base Atk +11; Grp +13
Attack Options a
Special Qualities Droid traits
Talents Gimmick, Evasion, Fast Repairs*, Hyperdriven, Jury-Rigger, Master Slicer, Trace
Feats Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Careful Shot, Improved Damage Threshold, Point Blank Shot, Rapid Shot, Skill Focus (Mechanics), Skill Focus (Pilot), Skill Focus (Use Computer), Tech Specialist*, Toughness, Vehicular Combat, Weapon Proficiency (rifles), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +13, Gather Information +13, Initiative +15, Knowledge (physical sciences) +18, Knowledge (technology) +18, Mechanics +22, Perception +15, Pilot +20, Use Computer +22
Systems Tracked locomotion, magnetic feet, heuristic processor, two arm appendages, diagnostic package, comlink, locked access, secondary battery, sensors (improved, darkvision)
Possessions astrogation buffer (storage device, 10 memory units), holorecorder, holoprojector
*--These Talents or Feats were drawn from the Tech Specialist stuff, at the end of the Saga pdf.
Field Work - T3-M4 is fitted with equipment to conduct repairs and such in the field, and is always treated as if carrying both a security kit and a tool kit for the purposes of using the Mechanics skill.
T3-M4, found at Wikipedia
HK-47 is a very special droid. Originally built on Darth Revan's orders, this assassin droid has led a colorful existence, almost as colorful as its language, and outlook on organic life. HK-47 is a capable murderer, bounty hunter, bodyguard, and translator droid. His best scenario might be a failed negotiation, where he gets to kill all the delegates who failed to follow his master. It must be noted that HK-47 is completely loyal to his master, whether he wishes to be or not, and will follow orders from that person. He cannot, under any circumstances, betray his master, or arrange for him to come to harm. If his master should die, he shuts down.
Medium Droid (4th-degree) Nonheroic 1/Soldier 8/Scout 3/Elite Trooper 4/Bounty Hunter 4
Destiny 0; Force 16; Dark Side 18
Init +19; Senses Perception +25
Languages Basic, Binary, Huttese, Selkatha, Shyriiwook, Sith, Tusken (translator unit [DC 5])
hp 143; Threshold 49
Melee unarmed +22 (1d6+4)
Ranged custom assassin rifle +23 (3d10+6) or Ranged custom assassin rifle +24 (4d10+6) with Careful Shot and Deadeye or Ranged custom assassin rifle +18/+18 (3d10+6) with Double Attack or Ranged grenade launcher +22 (as grenade) or Ranged ion stunner +22 (3d6 ion)
Base Atk +18; Grp +22
Attack Options a
Special Actions Delay Damage, Damage Reduction 2, Familiar Foe +2
Special Qualities Droid traits
Talents Acute Senses, Dastardly Strike, Devastating Attack (rifles), Greater Devastating Attack (rifles), Greater Weapon Specialization (rifles), Harm’s Way, Hunter’s Mark, Penetrating Attack (rifles), Uncanny Dodge, Weapon Specialization (rifles)
Feats AP (light)***, Skill Training (GI)*, Skill Training (Use Computer)*, WGP (pistols**, rifles*) *-Nonheroic bonus, **-Scout bonus, ***-Soldier bonus
Armor Proficiency (light), Armor Proficiency (medium), Careful Shot, Deadeye, Double Attack, Far Shot, Improved Damage Threshold, Martial Arts I, Point Blank Shot, Precise Shot, Skill Focus (Perception), Sniper, Toughness, Triple Crit, Weapon Focus (rifles), Weapon Proficiency (heavy), Weapon Proficiency (rifles), Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +16, Gather Information +16, Initiative +19, Mechanics +20, Perception +25, Persuasion +16, Survival +18, Use Computer +20
Systems walking locomotion, heuristic processor, two hands, weapon mount (ion stunner), locked access, secondary battery, self-destruct system (enabled), sensors (improved, darkvision), translator unit (DC 5)
Possessions custom assassin rifle* (see below), capacitor armor (see below), other stuff (blaster rifle, 4 stun grenades, 6 frag grenades), encrypted comlink (installed), restraining bolt (removed upon purchase)
*--see Starships of the Galaxy, p.21 for details. I ignore the "single augment only" rule for Tech Specialist.
Protected Memory Core – HK-47 has a separate, independent memory system. See details for rules and such.
Personalized Equipment – HK-47 has several pieces of equipment designed for his use. The first is a custom assassin rifle. This weapon is a disruptor rifle that has been enhanced (Improved Damage) and possesses an enhanced low-light scope. Disruptor weapons are treated as pistols for the purposes of range. If a successful attack roll made by a Disruptor also exceeds the target's Fortitude Defense, the attack is automatically a critical hit. A target reduced to 0 hit points by a disruptor is disintegrated. More often, he uses a blaster rifle that has been similarly enhanced (Improved Damage, possesses an enhanced low-light scope, and carries a mounted grenade launcher; HK-47 prefers exceptional weapons, to accent his exceptional skill). The last is a capacitor armor module that allows HK-47 to ignore the first 8 points of damage from electricity, ion, and energy weapons. These points are transferred to his battery, each point granting an additional hour of run time.
Upgrade – HK-47’s creator had this special upgrade chip set created to enhance HK-47’s abilities. While it is installed, HK-47 benefits from the Evasion talent, and gains the Uncanny Dodge I talent. If he gains Uncanny Dodge I, then this serves as Uncanny Dodge II. See details for fluff.
HK-47, found at Wikipedia
When first met, Canderous Ordo was but one more Mandalorian mercenary, working for Davik Kang, until Revan took him away from all that, and gave him a purpose. Later, he even went on to try and rebuild the Mandalorians, taking up the title of Mandalore, and preparing them for the return of Revan. Mandalore is a skilled warrior, and an imposing sight in his armor. He fights primarily at range, with rifles, but he is quite capable with any other weapon he’d likely care to pick up, and is more capable in his armor than most others are, at all. He is quite the tactician, as well, able to coordinate groups of fighters.
Medium Human Soldier 8/Elite Trooper 4/Officer 5
Destiny 6; Force 14; Dark Side 16
Init +15; Senses Perception +18
Languages Basic, Mando'a
hp 173; Threshold 35
Melee unarmed +20 (1d6+3) or Melee vibroblade +20 (2d8+3)
Ranged heavy blaster rifle +20 (3d10+2)
Base Atk +17; Grp +19
Attack Options a
Special Actions Command Cover, Delay Damage, Damage Reduction 2, Share Talent x2 (Field Tactics, Outmaneuver)
Talents Armored Defense, Armor Mastery, Battle Analysis, Controlled Burst, Deployment Tactics, Field Tactics, Improved Armored Defense, Multiattack Proficiency (rifles), Outmaneuver
Feats Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Double Attack (rifles), Martial Arts I, Point Blank Shot, Precise Shot, Shake it Off, Skill Training (Stealth), Sniper, Triple Attack (rifles), Weapon Proficiency (advanced melee weapons), Weapon Focus (rifles), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple) [consider adding Implant Training]
Skills Endurance +17, Initiative +15, Knowledge (tactics) +14, Perception +18, Stealth +20
Possessions Mandalore’s Armor, Ordo’s Implant, heavy blaster rifle (improved damage*), vibroblade, stealth field generator (+5 equipment bonus to Stealth), utility belt
*--see Starships of the Galaxy, p.21 for details.
Ordo’s Implant - +2 to Strength, Dexterity, or Constitution (choose at beginning of each initiative). Also grants Fast Healing 5.
Mandalorian – Mandalorians of the KOTOR age receive a +5 bonus to Will saves to reduce mind-influencing Force effects.
Canderous Ordo, a.k.a. Mandalore, found at Wookieepedia
G0-T0, usually just referred to as Goto, is a strange case among strange cases. In appearance, he is a powerful crime lord, seeking to accomplish some shadowy agenda at whatever expense, while, in truth, he is actually G0-T0, a droid created by the Republic to aide in rebuilding the shattered economy; a task that, apparently, caused him to break, as well. G0-T0 seeks to preserve the Republic, and will take part in smuggling, assassination, kidnapping, and other crimes to do so. G0-T0's best use is in his information gathering; he is both incredibly stealthy and connected socially, as Goto, and can find out nearly anything he needs to.
Small Droid (1st-Degree) Noble 8/Scoundrel 1/Crime Lord 8
Destiny 0; Force 14; Dark Side 15
Init +12; Senses Perception +16
Languages Basic, Binary, and assume any others relevant
hp 105; Threshold 30
Speed 6 squares
Melee none
Ranged heavy blaster pistol +11 (3d8) or Ranged ion stunner +11 (3d6 ion)
Base Atk +12; Grp +11
Attack Options a
Special Actions Command Cover
Special Qualities Droid traits
Talents Attract Minion, Connections, Educated, Demand Surrender, Inspire Fear I, Inspire Fear II, Inspire Fear III, Inspire Haste, Notoriety, Presence, Trace, Weaken Resolve, Wealth
Feats Armor Proficiency (light), Armor Proficiency (medium), Dodge, Improved Damage Threshold, Linguist, Mobility, Point Blank Shot, Skill Focus (Mechanics), Skill Focus (Persuasion), Skill Focus (Use Computer), Toughness x2, Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +17, Gather Information +17, Knowledge (bureaucracy) +18, Knowledge (Galactic lore) +18, Mechanics +23, Perception +16, Persuasion +22, Stealth +17, Use Computer +23
Systems hovering locomotion, heuristic processor, durasteel plating (light armor), weapon mount x2 (heavy blaster pistol, ion stunner), diagnostics package, locked access, secondary battery, self-destruct system (proton detonator; 20d6), sensors (improved, darkvision), translator (DC 5), vocabulator
Possessions holorecorder, holoprojector
Infiltrator – G0-T0 is equipped with a stealth field generator, enabling him to become practically invisible. This grants him a +10 equipment bonus on Stealth checks.
Self-Destruct – Like certain other droids, G0-T0 is equipped with an explosive device, but his is bigger than usual. Planted in his body is a proton detonator. Use the top-end damage for the self-destruct, if it is activated, regardless of G0-T0’s size.
Alternate Identity – Most people are not aware that Goto is G0-T0. To their knowledge, the droid is simply one more of the Exchange boss’s mechanized minions that he speaks through. Even the Exile and his/her party are, for the most part, unaware that the droid they travel with really is Goto, or G0-T0, rather than a remote servant of him. He understands that most people would not listen to a droid, but has created a persona that inspires terror in those he interacts with. This hologram, and thus the droid projecting it, benefit from G0-T0's Inspire Fear and Notoriety talents, as people assume that the droid speaks for Goto, which is almost as good as being Goto; if only they knew the truth.
G0-T0, found at Wookieepedia
G0-T0 and a projection of "Goto", found at Wookieepedia
Hanharr is an evil, wicked Wookiee that revels in the inflicting of harm upon others.
Medium Wookiee Soldier 13/Bounty Hunter 3
Destiny 0; Force 13; Dark Side 14
Init +16; Senses Perception +
Languages Basic, Shryiwook
hp #; Threshold #
Melee unarmed +# (1d3+#)
Ranged bowcaster +# (3d10+#)
Base Atk +#; Grp +#
Attack Options
Special Actions none
Talents
Feats
Skills Climb +, Endurance +, Initiative +, Perception +, Pilot +, Survival +
Possessions
Hanharr, found at Wookieepedia
At one time meant to become the Exile's apprentice, after the Mandalorian War, there were no Masters left to take Mical on, and so he went to work with the Republic, instead. An historian and healer, he longs to prove his worth to the Exile, and become the Jedi he was destined to be.
Medium Human Soldier 7/Jedi 9
Destiny 0; Force 13; Dark Side 0
Init +16; Senses Perception +#
Languages Basic, Ryl, something
hp #; Threshold #
Melee unarmed +# (1d3+#) or Melee lightsaber +# (2d8+#)
Ranged by weapon +#
Base Atk +16; Grp +# (+21)
Attack Options
Special Actions none
Force Powers Known (Use the Force +#): a
Talents Battle Analysis, Block, Elusive Target, Expert Grappler, Melee Smash, Stunning Strike, Tough as Nails, Unbalance Opponent
Feats Armor Proficiency (light), Armor Proficiency (medium), Force Sensitive, Force Training x2, Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Endurance +, Knowledge (galactic lore) +, Perception +, Treat Injury +, Use Computer +, Use the Force +
Possessions lightsaber, all-temperature cloak, utility belt with three medpacs
The Disciple, found at Wookieepedia
Coming later. His Dark Infusion ability will be the cheese.
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Coming later. I know he must have Force Haze, because p. 15 of Saga Edition Starships of the Universe mentions that it can be used to hide the vehicle that the user is on, and through much of the game, Darth Nihilus's command ship, the Ravager (use the Centurion-class Battlecruiser (KOR 163) with the junker template, but treat it as if it had the best slave-circuitry; he guides the ship with the Force). He would also have Telekinesis, and several other Force powers. Give him Force Perception.
Cosmic Force - In many ways, Darth Nihilus is like a god; he can consume whole planets, and sense the whole of the Force over vast distances, as well as shield himself, and even fleets of ships, from the senses of others. However, this brings weaknesses, too. He no longer "sees" people, even worlds are just dots of sustenance. His Perception skill (Use the Force, in his case) can be used at enormous ranges, through the Force, but they suffer a -20 penalty when used at "normal" ranges. More importantly, if Darth Nihilus does not consume worlds, or powerful Force-sensitives, he will die. Each week that passes without him feeding, he loses 5 hit points, and he can no longer heal by normal means (only using Force powers). Only the consumption of worlds strong in the Force can sustain him, refilling his hit point pool. If he kills a Force-sensitive, he regains a number of hit points equal to their Force class total.
Wound in the Force - Darth Nihilus is like a hole in the Force, a wound that aches to be filled by life energy, but like a black hole, it can never be satiated. This grants Darth Nihilus two abilities: first, he cannot be sensed through the Force (this is how he avoids his foes, and approaches his prey), and second, he may use the Drain Force feat at will, rather than once per week, though, if it fails, he is stunned for a round afterward. This power will require a bit of rewriting, later.
Apparition - Darth Nihilus is not really a man, anymore. Anytime he takes a hit, roll a d20. On a roll of 11+, he ignores the hit, as if he used Block or Deflect successfully. If this roll results in a 10 or less, he is hit, as normal, but may still use Block or Deflect.
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During the Jedi Civil War, the Ebon Hawk was one of the best, and most well known ships in the galaxy. Darth Revan and the Jedi Exile are only two of the rogue's gallery that have used this ship to reshape the galaxy. Beginning as a powerful smuggler vessel, the Ebon Hawk became a mobile base of operations for several powerful people, and was sought by the Republic, the Sith, and other, less savory agencies.
The Ebon Hawk is the Millennium Falcon of 4,000 years ago, boasting high speed, shields, military-grade weapons, and an incredibly advanced (for its time) hyperdrive. It is unusually agile in combat. The stats presented here assume that Atton Rand (see above) is piloting the ship, while Valeria Niveus (the Jedi Exile; see above) is manning the gunnery chair, and T3-M4 was rolling around the ship, making repairs and operating computers, much like an astromech droid aboard a starfighter would.
Colossal* space transport
Init +7 (use Pilot modifier); Senses Perception +17
Defense Ref 19 (flat-footed 16), Fort 25; +12 armor (use Atton's heroic level in place of armor)
hp 110; DR 15; SR 40; Threshold 75
Speed fly 12 squares (max. velocity 800 km/h), fly 2 squares (starship scale)
Ranged turbolaser cannons +22 (see below) or
Ranged double heavy laser cannons +15 (see below) or
Ranged docking gun (blaster cannon) +15 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover total
Base Attack +0; Grp +37
Atk Options autofire (turbolaser cannons and heavy laser cannons)
Abilities Str 40, Dex 14, Con --, Int 16
Skills Initiative +7, Mechanics +10 (+22**), Perception +17, Pilot +7, Use Computer +10 (+22**)
**If T3-M4 is on board, use these scores, instead. T3-M4 is the Systems Operator.
Crew 2 (unique); Passengers 6 (they have 8)
Cargo 30 tons; Consumables 2 months; Craft Carried none
Hyperdrive x1¹, navicomputer (voice-locked)
Availability Licensed; Cost not available for sale
*This ship is treated as a Gargantuan starfighter for the purposes of being targeted by capital ship weapons, dogfighting, and using starship maneuvers.
¹In its day, the Ebon Hawk's hyperdrive was the equivalent of the class .5 hyperdrive of the later years. Use the same maintenance requirements for the class .5 as found on p.40 of Starships of the Galaxy. It can be assumed that T3-M4 will make all such checks, or Bao-Dur, if otherwise necessary.
Atk +22 (autofire +17), Dmg 6d10x2
Double Heavy Laser Cannons (pilot)
Atk +15 (autofire +10), Dmg 6d10x2
Docking Gun (blaster cannon) (pilot)
Atk +15, Dmg 3d12, character scale only
The Ebon Hawk resides in the same fraternity as the Millennium Falcon, and other smuggler vessels, as a heavily modified craft. Davik Kang, and others, paid copious amounts of credits to improve the Dynamic-class freighter into the amazing craft of the Jedi Civil War, the Sith War, and other battles. The Ebon Hawk has had its hyperdrive improved (x3 to x1), lost its backup HD to make room for shields (SR 40), gained maneuvering jets (+4), and combat thrusters installed. It has also had its weapons refitted, consisting of a set of turret-mounted turbolaser cannons (enhanced double medium laser cannons, which are often referred to as "turbolasers"), side-mounted heavy laser cannons (upgrades from the standard armament), and a docking-mounted blaster cannon. Being a smuggling ship, it has two hidden compartments and a disguised transponder (2), as well as a docking clamp. The ship only possesses 1/2 of its normal cargo capacity (gaining 6 EP), but it was usually used only for special, small loads of goods, anyway. It has room for a swoop bike and there is a single medical bed on board. The ship benefits from two uses of the Starship Designer feat, granting it an additional 2 Emplacement Points, though exactly who Davik Kang hired to perform this work is a mystery.
Like many smuggler ships, the Ebon Hawk possesses its share of mysteries. The Ebon Hawk possesses two hidden compartments, one in the starboard dormitory (HK-47's special equipment), and the other in the cargo bay (Perception DC 30, after a detailed inspection). It has also had its navigational computer voice-locked (Computer Use DC 35), meaning that only its owner (Revan), someone else very talented, or T3-M4 can take care of astrogation for the ship, or read its prior travel information.
The Characters of KOTOR 2

Atton Rand

Bao-Dur

The Handmaiden

Mira

Visas Marr

The Disciple
The Neutral (or those who do not change)
Kreia
(always "neutral")
Mandalore
(uncaring)
Hanharr
(would probably as soon as kill you)
T3-M4
(would rather you be good)
HK-47
(would rather you be a dick)
G0-T0
(just is a dick)
KOTOR II Characters: Revised Edition
Other Star Wars Stuff