Star Wars - d20 - Revenge of the Sith

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    RReevveennggeeooff tthheeSSiitthh The Sit h have not been dest royed.

    It is an idea, and those are impossible to kil l

    By Nazgul, wi th help from FrobiWanKenobiArt by Ghost in the Holocron

    The galaxy is well aware of the Sit h order, wit h their paranoid Acolyt es, f earsome Warriors,and Tyrannical Lords. There are st il l many aspects of t he Sit h order which remain hidden.

    There are many dif ferent f orms of t he Sit h. To most , t he Sit h are a sect of f allen Jedi whoconquered an alien race by the same name and used them for t heir own purposes. The Sit h were a

    race of beings who worshiped the Dark Side and their entire civilization was dedicated to learning all ofits secrets, no matter the cost.

    AArrttiiffaaccttssaanndd IItteemmss

    The many wars between the Sit h and the

    Republic have littered the galaxy with lost relics,secret rites, forgotten temples, and creatures of

    unimaginable power.

    Alchemical Sith Armor

    The Sith have used many types of armorto protect themselves from the weapons of the

    Jedi Order . Through thousands of years of al-chemical research they produced Alchemical Sit h

    Armor. It was in use long before Orbal isk Armorwas discovered and has a simi lar set of proper-

    t ies. It was usuall y buil t by the Sit h from scrollsthat had been passed down t hrough the ages.

    This armor as the ability to bond with itswearer when it is worn and some can resist the

    armor s call but only for a t ime. Following theentombment of the wearer in this armor, theycan never escape and must wear it to their grave.

    The Dark Side consumes them immediately upontheir death and nothing of their body remains

    inside the armor, at which point it becomesavailable for another person to wear (For every

    person who has died wearing the armor increasethe Damage reduction by 1 as their spirit is par-

    t iall y entombed in the armor). The Sit h Warri or

    Warb Null performed the last successful creationof this armor in modern times, and wore it to his

    death during the Freedon Nadd uprisings.

    Alchemical Sit h ArmorArmor Type: See Table below; Prof iciency Group:

    Sit h; Cost: Not for sale; Damage Reduction: See Tablebelow; Maximum Dex Bonus: See Table below; ArmorCheck Penalty: See Table below; Speed: See Tablebelow; Weight: See Table below; Availability: Rare;Era: All; Game Notes: When the wearer first dons Al-chemical Sit h Armor they must make a Fort savingthrow with a DC that is determined by the number ofDark Side Point s plus the Damage Reduct ion appl ied t oForce weapons (See Table below). On a fai led at tempt

    the armor fuses to thei r skin and can never be removed(except by Force Light checks which can be used todest roy t he armor if t he wearer has a number of DarkSide points equal to less than half their Wisdom score).If the Fort saving throw was made, the character mustmake additional attempts every half an hour with thebase DC increasing by +5 every half an hour.

    When the wearer first dons the Armor if they donot have the Armor Proficiency (Sit h) feat, they maygain it by giving up two Force Points and accepting 2Dark Side point s. Armor Prof iciency (Sit h) operatessimilar to the other Armor Proficiency feats, except it

    Alchemical Sith ArmorDamage Reduction Speed

    ArmorNormalWeapon

    ForceWeapon *

    MaximumDex

    Bonus **

    ArmorCheck

    Penalty ** (10m) (6m)Weight(kg.)

    Light 3 5 +6 -2 10 6 6Medium 5 10 +4 -4 8 4 12Heavy 7 15 +2 -6 6 2 24

    * This damage reduct ion is appli ed to any Force based weapons; Lightsabers (all variants), Sit h Blades, Sit h Swords, or anyForce Imbued weapon (i. e. Force Adept/ Dark Side Devotee special abil it y), et c.

    ** When the character f ir st puts the armor on, if t hey accept 4 Dark Side point s and give up 1 Force point t he armor s

    Maximum Dex Bonus is increased by +4 and the Armor Check Penalt y is also reduced by 2.

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    only appli es to Sit h Armors (including Orbal isk Armor).While wearing this armor atoning for Dark Side

    points is not suggested; any atonement increases theArmor Check Penalt y and decreases the Maximum Dexbonus by one per Dark Side point lost. This adj ustmentremains even if the character returns to the Dark Side.Other versions of these armors can include Armor

    modifi cations that are l isted in t he Dark Side Sourc e-book. Due to their fearsome appearance, t hese armorsalso provide a synergy bonus to the Int imidate skil l (+4for Light, +6 for Medium, and +8 for Heavy), but alsogive the wearer a penalt y to their Disguise skil l of 16.

    Sit h Blade

    The Sit h blades were created duri ng adesperate time for the Sit h. They were created

    by the ancient Sit h in an at tempt to over throwthe Fallen Jedi who were beginning to subjugate

    their civilizat ion. It was t he end of t heir cult ure.No longer would they have their mystical rela-

    t ionship wi t h the Dark Side, no longer would t heycontrol countless stars and still remain hidden.

    The coming of the fallen Jedi marked the end,and they were thrust into countless civil wars and

    blamed for others blind hatred and need for re-venge.

    In an effort to over t hrow the fallen Jedi,the pure-blood Sit h alchemists, in secret , created

    their ult imate weapon. It last eff ort of the Sit hto save themselves, Dark Side against the DarkSide. The design of t he blade refl ects their de-

    signer and recipient s styles. These blades wereimbued with the Dark Side of the Force and de-

    signed to kil l Jedi (both Light and Dark). In theirdesigns, they also included a bit of foresight,

    which doomed many of t he fal len Jedi who at-tempted to claim them, they are uncontrollable

    by any one but t heir masters. These blades areconstructed from a similar set of materials that

    t he Sit h Swords were created f rom, and are ca-pable of parrying Lightsabers and Sith Swords,

    and even capable of deflecting all but thest rongest blaster bolt s. To make matt ers worse

    for the Jedi, the blade also contained a reservoirof Sit h poison. The most lethal part of t he blade

    is that it is fully sentient, and is a living constructof t he Dark Side. It t ravels of i t s own accord and

    only responds to it s master s commands.Physically, the Sith Blade is a small blade

    ranging between twenty and thirty centimeters inlength. The decorations range from the rather

    ornate and ceremonial to the simple and func-t ional. Their personali t ies are equally diverse,

    ranging from the embodiment of pure rage tothat of a wiser and equally cunning type.

    These blades are ancient beyond mostpeople s imaginat ion, only a few dozen were cre-

    ated and even fewer have survived to modernt imes. Those that have survived have usuall ybeen through a couple masters, and have wan-

    dered endlessly throughout t he ages and the gal-axy, and as such they seen and know quite a bit

    more then even they are willing to admit.A Sit h blade contains complete knowl-

    edge of the Sit h civili zat ion and carry wit h it allof i t s secret s. These blades are aware of the

    process, in which they were created, but theyare unable to perform the process themselves

    and if they find a suitable candidate they willyiel d some secret s. As long as one of t hese

    blades survive t he ideals of the Sit h pure-bloodSit h wil l never fade. Following the creati on of

    the Sit h blade to goes insane for a period of t imeand wil l not respond to any one s commands,

    during this t ime it must be placed in a Sit h bladebox. The period of insanity varies f rom blade to

    blade, and is most dependants on the skill of the

    creator.Once a blade has forged a bond wi t h it s

    master, it will remain by their side until either

    has been dest royed. If t he blade is the one thatsurvives, it will slowly go mad and ever increas-

    ingly focus on finding the one who killed its mas-ter. Once it has completed it s deed, i t hides for

    a time before searching out a new master.Sith Blade with Master, by Ghost in the Holocron.

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    In combat their master can attempt touse them like a conventional weapon, but the

    best effect occurs when the blade is allowed tomove freely and act in concerted attacks using

    the Force against a specific target.

    Sit h Blade (Low-Level)

    Force Adept 5/ Dark Side Devotee 7; Init +2 (+2 Dex);Def 23 (+2 Dex, +9 Class, +2 Size); Spd fly 20m (good);VP/ WP 96/ 14; At k +10/ +5 melee (1d4, cri t . 19-20,Blade, Poison), +12/ +7 ranged (by weapon); SQ Abomi-nable presence, Damage Resistant, Dark Side, DarkSide Talisman +2, Force Sight , Force weapon +2d8,Light-Side Disrupt ion, Telepathy; SV Fort +9, Ref +9,Will +12; SZ T; FP: 12; DSPs: 18; Rep: +2; Str 10, Dex14, Con 14, Int 16, Wis 16, Cha 14.

    Skills: Hide +14, Intimidate +6, Knowledge (Sithlore) +18, Listen +11, Read/ Wri te Sit h, Sense Mot ive+11, Speak Sit h, Spot +11

    Force Skills: Affect Mind +18, Batt lemind +17,Fear +20, Force Lightning +22, Heal Self +10, Ill usion+21, Move Obj ect +15, See Force +11, Telepathy +11

    Feats: Force-Sensitive, Low Profile, Skill Emphasis(Fear, Force Lightni ng, Ill usion), Weapons Group Profi-ciency (primit ive weapons, simple weapons)

    Force Feats: Alter, Control, Dissipat e Energy,Force Mastery, Hat red, Malevolent , Mind Trick, Sense,Sit h Sorcery

    Sit h Blade (Mid-Level)Force Adept 5/ Dark Side Devotee 10; Init +2 (+2 Dex);Def 24 (+2 Dex, +10 Class, +2 Size); Spd fly 20m(good); VP/WP 120/ 14; At k +12/ +7 melee (1d4, cri t .18-20, Blade, Poison), +14/ +9 ranged (by weapon); SQAbominabl e presence, Damage Resistant , Dark Side,Dark Side Tal isman +4, Force Sight , Force weapon+3d8, Light-Side Disrupt ion, Telepathy; SV Fort +10,Ref +10, Will +14; SZ T; FP: 15; DSPs: 21; Rep: +4; Str 10, Dex 14, Con 14, Int 16, Wis 16, Cha 14.

    Skills: Hide +14, Intimidate +6, Knowledge (Sithlore) +21, Listen +11, Read/ Wri te Sit h, Sense Mot ive+11, Speak Sit h, Spot +11

    Force Skills: Affect Mind +22, Batt lemind +19,Fear +30, Force Lightning +28, Heal Self +12, Ill usion+21, Move Obj ect +18, See Force +11, Telepathy +11

    Feats: Force-Sensit ive, Improved Cri t ical (Blade),Low Profile, Skill Emphasis (Fear, Force Grip, ForceLightning, Illusion), Weapons Group Proficiency (primi-tive weapons, simple weapons)

    Force Feats: Alter, Control, Dissipat e Energy,Force Mastery, Hat red, Malevolent, Mind Trick, Sense,

    Sit h Sorcery

    Sit h Blade (High-Level)Force Adept 8/ Dark Side Devotee 10; Init +2 (+2 Dex);Def 25 (+2 Dex, +11 Class, +2 Size); Spd fly 20m(good); VP/WP 148/ 14; At k +15/ +10/ +5 melee (1d4,crit . 18-20, Blade, Poison), +17/ +12/ +7 ranged (byweapon); SQ Abominable presence, Comprehendspeech, Damage Resistant, Dark Side, Dark Side Talis-man +4, Force Sight , Force t alisman +2, Force weapon+3d8, Light -Side Disrupt ion, Telepathy; SV Fort +11,

    Ref +11, Will +16; SZ T; FP: 18; DSPs: 24; Rep: +4; St r 10, Dex 14, Con 14, Int 16, Wis 17, Cha 14.

    Skills: Hide +14, Int imidate +8, Knowledge (Sit hlore) +24, Listen +12, Read/ Wri te Sit h, Sense Motive+11, Speak Sit h, Spot +12

    Force Skills: Affect Mind +25, Battlemind +23,Fear +33, Force Lightning +31, Heal Self +12, Ill usion

    +26, Move Obj ect +21, See Force +11, Telepathy +14Feats: Force-Sensit ive, Improved Cri t ical (Blade),Low Profile, Skill Emphasis (Fear, Force Grip, ForceLightning, Ill usion, Move Obj ect ), Weapons Group Pro-fi ciency (primit ive weapons, simple weapons)

    Force Feats: Alter, Control, Dissipate Energy,Force Mastery, Hat red, High Force Mastery, Malevo-lent , Mind Trick, Sense, Sit h Sorcery

    Damage Resistant : Sit h blades are indest ruct ibleby non-Force met hods, some blades cannot be de-stroyed by Light Side users.

    Light-side Disrupt ion: Any being using t he Forcewithout spending a Dark Side point suffers a +5 DCpenalt y for al l Force skil l and Force feat DCs duringthat attempt (those Force users with 5 or less ranks in

    any skill cannot use that skill, and they may not spenda Force point.)

    All Force skills are at the level of their master orthe blades natural level, which ever is higher (but onlythose skills which the Sith blade possesses skill ranksin).

    Sith Blade Notes

    When wiel ding the Sit h Blade as a per-sonal weapon it requires the Exotic Weapon Pro-

    f iciency (Sit h Blade) feat, otherwise the user suf-fers a 4 penalty on all attacks made with a Sith

    Blade. The Sit h Blade also has the fol lowing sta-t istics when wielding as a personal weapon.

    Weapon Type: Melee; Group Proficiency: Exotic(Sit h Blade); Cost: Not Available for Sale; Damage: 1d4plus St rength modif ier; Critical: 18-20 or 19-20 de-pending on specif ic bl ade (Note: a User may selectImproved Cri t ical (Sit h Blade) which stacks wit h theBlades Improved Cri t ical [ if present] ); Range Incre-ment: 0m; Weight: 0.5 kg.; Size: Tiny; Hardness: N/ A;Wounds Point s: See above (weapon also includes Vit al-ity); Availability: Extremely Rare; Era: Most commonduring ear ly Sit h War, but found during all lat er peri-ods.

    Sith Rite of Ascension

    The Sit h Rit e of Ascension i s the process

    in which a Sit h Blade acquires an owner. A blackseam-less box is presented to the owner to be.

    The box hovers above the ground. The perspec-tive owner must use the Force to open the box.

    Once the box is open, t he Sit h blade confronts it snew master. If t he would be master is to gain

    cont rol of the Sit h blade, t hey must cont rol t hewil l of the blade (beat the blades Wil l Save wit h

    their Will save, if the new master is within 5 of

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    the Blade s DC the blade accepts the master, butmay attempt to rebel at a later and most inop-

    portune t ime). If t he would be master is unableto control the blade, the blade may decide to

    allow it self to be cont rolled unt il when it can findthe most inconvenient t ime to rebel. Somet imes

    after killing the Dark Jedi the blade will becomeconsumed in madness and destroys it self (Wil l

    Save DC 25 to prevent t his from happening). Theblade s madness ends when i t the Dark Side con-

    sumes it, and disappears in a blue fireball (Thisdeals and everything within 20 meters suffered

    4d8 damage, and Damage Reduct ion f rom equip-ment and armor are ignored).

    Sith Blade Box

    The Sit h Blade boxes are used by t he Sit h

    to hold newly created Sit h Blades during theirperiod of insanity. These boxes are but out of

    pure Sit h Crystal, and are in-t une with the darkside. These boxes all ow a Sit h Blade t o become

    accustomed with its new existence, and to learnto cont rol it self.

    These boxes have never been touchedand will never be touched by any living entity.

    Right before any living entity touches the box; ittransfers their life force into the crystalline

    structure and holds their spirit until the box hasbeen dest royed. These boxes, originally created

    for holding the Sit h blades, also can cont ain anySit h creat ion; such as the Derr iphan or Ishtanayi.

    The Sit h Blade box contains a complicated lock-ing mechanism that can only be unlocked through

    use of the Force (See Force check DC 20 to iden-t if y the locking mechanism, Move Object checkDC 20 to unlock t he box).

    Sit h Blade BoxType: Dark Side Device; Cost: Not for sale; Game

    Notes: The dark side will instantly consume any livingthing that touches the box. A Wil l Save with a DC of20 is required to prevent this action. If the entit y sroll is higher they will not be able to touch the box, nomatter how hard they tr y. If character fails the wil lsave, the box will consume the ent it y. This box is in-dest ruct ible to non-force actions. Against f or ce dam-age it is considered to have Damage Reduct ion:

    10/ Wound Point s: 25.

    Sith Crystals

    Sit h Crystals are a remnant lef t over f rom

    the Golden Age of t he Sit h. Their purpose is t hesame today as it was in t hose days. The crystal is

    used to impri son captured souls. Wit h in thecrystal it is told that a soul finds eternal torment

    of the worst t ype. The only way to release thetrapped soul(s) is to shatter the crystal.

    Sit h crystals appear in all dif ferentshapes and sizes; from pocket size to that of a

    full sized obeli sk. Most crystals are a glowingsemit ransparent blue color. These crystals do

    not form naturally and must be grown under con-stant supervision by a force user. These crystals

    serve as the base material that is used to createSith Blade boxes.

    Sit h CrystalType: Dark Side Device; Cost: Not for sale; Game

    Notes: The dark side will attempt to instantly consumeany li ving thing that touches the crystal. If the mind istoo st rong it will att empt t o slowly corrupt it . A WillSave with a DC of 20 is required to prevent this action.If the entitys roll is higher they will not be able totouch the crystal, no matt er how hard they try. If t hecrystal roll is higher, the entity will receive a dark sidepoint for every round the touch the box. If t he charac-

    ter has failed by 10 or more their soul has been trans-ferred from their body into the crystal. A Sit h crystalis considered t o have Damage Reduction: 15/ WoundPoints: 50.

    Const ruct ing Lightsabers wit h a Sit h Crystal:When att empt ing t o buil d a Lightsaber wit h a Sit hCrystal, increase the DC for the Craft (lightsaber)check by +10. If t he check is failed, t he crystal shat -ters and a new crystal must be located. If t he craftcheck is successful the builder must yield a ForcePoint , and gain a Dark Side point . The Lightsaber sdamage is 2d6 (Sit h Crystal s were never meant to beused for constructing Lightsabers and they are not asgood at redirecting energy as other types of crystals).When att acking with a Lightsaber t hat contains a Sit h

    crystal, i f t he weapon deals damage to the character sWounds or deals a successful Critical Hit then weapondrains some of the life essence from the target (Thetarget suffers 1d4 temporary Constitution or Wisdomdrain) otherwise no other special effect s occur. Alsounli ke Lightsabers buil t by Dark Siders, Lightsabersbuil t around a Sit h crystal do not have red blades. Theblade has a dark blue or purple shell which fades into abrilliant blue or purple core (the colors produced areeither blue or purple, there is no mixing of the twocolors).

    Sith Talismans *

    During the Sit h Wars the Sit h creatednumerous art if acts of t he Dark Side which helpedthem conquer much of t he known galaxy. Someof the most useful of these items allowed themto increase their Force focus, disguise their pres-

    ence in the Force, and heal the wounds they suf-fered in combat.

    Talisman of TranslationType: Dark Side Device; Cost: Not for sale; Game

    Notes: The most common versions allows the wearer to

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    speak, read, and writ e in t he Sit h language fluently (asthough they have the Speak Sit h and Read/ Wri te Sit hskil ls). There are a few other variants that allow thewearer to understand any Dark Side related languages(such as Sit h, Massassi, etc), but these are increasinglyrare.

    Talisman of ConcentrationType: Dark Side Device; Cost: Not for sale; Game

    Notes: Provides the wearer a +2 bonus to any singleForce skil l check or a 1 to t he result of a Force skil l sresult (for example it could raise the Battlemind bonusby +1 or increase the Fear penalt y by -1), and lasts forthe duration of the skil l. There are +4/ 2 and +6/ 3versions of this talisman, and they are much harder tofi nd. There are rumors of some tali sman being capableto provide mult iple bonuses in a single round but t heseare exceptionally rare. Increase the vit alit y cost ofusing force skills and feats by 4 vitality points.

    Talisman of EnsnarementType: Dark Side Device; Cost: Not for sale; Game

    Notes: Provides the same affect as a talisman of con-centration, but if the wearer has not been consumedby the Dark Side of the Force for each use the charac-ter must make a Wil l Saving throw or be immediatelyconsumed by the Dark Side (i.e. gain a number of DarkSide points so that t heir total number of Dark Sidepoint s is great er t han their Wisdom score). The baseDC for t he Wil l Save is 5, but for every use increase the

    DC by +5, so the second use has a DC of 10, t hird useDC of 15, etc.

    Talisman of Concealment (Force Mask)Type: Dark Side Device; Cost: Not for sale; Game

    Notes: Allows the wearer the ability to completelyhide their Force use from other by detection throughthe Force. If t he Force skil l requires the user t o speak

    or use gestures, perceptive individuals may still noticetheir Force use.

    Talisman of HealingType: Dark Side Device; Cost: Not for sale; Game

    Notes: Allows the wearer to heal other characters.The wearer may heal a target by 1d6 vitality or 1wounds/ abilit y for every rank in a Force skil l t hey wishgive up for a period of 10 hours.

    Talisman of Prot ectionType: Dark Side Device; Cost: Not for sale; Game

    Notes: Provides the wearer +1 a Defense bonus, and a+1 bonus to all saving throws (double the saving throwbonus if used against Force based skil ls or feat s). Also

    provides the user a damage reduct ion of 5 againstdamage suff ered as a result of force at tacks. Thereare +2/ DR: 10 and +4/ DR: 20 versions of t his talisman,but t he latter are much harder t o find.

    * These Sit h Talismans are a d20 conversion

    of t he Sit h Tali smans; f ound t he Tales of t heJedi Sourcebook publ ished by West End Gamesfor t he d6 St ar Wars Roleplaying Game.

    CCrreeaattuurreess

    Blah, Blah, Blah.

    Ashian Razorcat

    When the Sit h Empire was at it s height,the world of Tinia was within in its borders.

    While the Sit h were in stewardship of t his worldtheir alchemists made use of the local apex

    predator, the Tinian Razorcat. Wit h the Razor-cat s already exceptional t alents they seized the

    opportunity to create the perfect tomb guardianbeast . The proj ect spanned over several hundredyears, and t he result was t he Ashian Razorcat ,

    whose sole purpose was to defend the crypts andtombs on the world of Ashas Ree.

    In appearance they are almost identicalto the normal Razorcat species. They are sli ght ly

    smaller, and are a pale white with a ghostly greyst ripes running across t heir body. That is where

    the similarities stop, and the differences becomeeven more apparent when they attack. Normal

    Razorcats hunt in small groups (2d4 individuals)and simply pounce on their prey from hiding

    spots; if the prey flees they are quickly rundown. Occasionall y when attacking larger or in-

    telligent prey they will attempt ambushes and

    use a member of t he pack as a lure or bait . TheAshian Razorcat will usually hide from their prey

    and begin t o call upon the Dark Side t o augment

    its impressive array of weapons, and then attackthe target with the various Dark Side powers that

    it has access to. Only aft er the Dark Side hasweakened the target will it attempt a physical

    attack.

    Ashian Razorcat (Low-Level )Predator 9; Init +10 (+4 Dex, +4 Bonus, +2 Nat ural);Def 19 (+4 Dex, +5 Natural ); Spd 12 m, climb 6 m;VP/WP 81/ 16; At k +11/ +6 or +9/ +4 melee (1d6+2, cri t20, claw), +11/ +6 or +9/ +4 melee (1d8+2, crit 19-20,bite); SQ Dark Side, Darkvision, Force-Using, UncannyDodge (Dex bonus t o Defense); SV Fort +9, Ref +10,Will +6; SZ M; Face/Reach 2 m by 2 m/ 2 m; FP: 6;DSPs: 18; St r 14, Dex 19, Con 16, Int 6, Wis 16, Cha

    12.Skills: Balance +6, Climb +14, Hide +6, Jump +4,

    Listen +6, Move Sil ent ly +6, Spot +6Force Skills: Fear +11, Force Stealt h +5, Heal Self

    +5Feats: Force-Sensit ive, Improved Cri t ical (Bite),

    Improved Initi ative, Mult iatt ackForce Feats: Alter, Control , Rage, Sense

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    Ashian Razorcat (Mid-Level)Predator 12; Init +11 (+5 Dex, +4 Bonus, +2 Nat ural);Def 20 (+5 Dex, +5 Natural ); Spd 12 m, climb 6 m;VP/ WP 81/ 16; At k +14/ +9/ +4 or +12/ +7/ +2 melee(1d6+2, crit 20, claw), +14/ +9/ +4 or +12/ +7/ +2 melee(1d8+2, crit 19-20, bite); SQ Dark Side, Darkvision,Force-Using, Uncanny Dodge (Can't be Flanked, Dex

    bonus to Defense); SV Fort +11, Ref +13, Will +7; SZ M;Face/Reach 2 m by 2 m/ 2 m; FP: 6; DSPs: 21; Str 14,Dex 20, Con 16, Int 6, Wis 16, Cha 12.

    Skills: Balance +8, Climb +14, Hide +7, Jump +6,Listen +6, Move Sil ent ly +8, Spot +6

    Force Skills: Fear +13, Force Stealt h +5, Heal Self+5

    Feats: Force-Sensitive, Improved Critical (Bite),Improved Initi ative, Mult iatt ack

    Force Feats: Alter, Control, Hatred, Rage, Sense

    Ashian Razorcat (High-Level)Predator 15; Init +11 (+5 Dex, +4 Bonus, +2 Nat ural);Def 20 (+5 Dex, +5 Natural ); Spd 12 m, cli mb 6 m;VP/ WP 81/ 16; At k +17/ +12/ +7 or +15/ +10/ +5 melee

    (1d6+2, crit 20, claw), +17/ +12/ +7 or +15/ +10/ +5 me-lee (1d8+2, crit 19-20, bite); SQ Dark Side, Darkvision,Force-Using, Immune t o Surpr ise, Uncanny Dodge(Can't be Flanked, Dex bonus to Defense); SV Fort +12,Ref +14, Will +8; SZ M; Face/Reach 2 m by 2 m/ 2 m;FP: 6; DSPs: 24; Str 14, Dex 20, Con 16, Int 6, Wis 16,Cha 12.

    Skills: Balance +8, Climb +14, Hide +8, Jump +6,Listen +7, Move Sil ent ly +9, Spot +7

    Force Skills: Fear +15, Force Stealt h +5, Heal Self+5

    Feats: Force-Sensitive, Improved Critical (Bite),Improved Initi ative, Mult iatt ack

    Force Feats: Alt er, Burst of Speed, Control, Ha-t red, Rage, Sense

    Derr iphan *

    The Derriphan is a nightmarish creatures

    borne from the madness of the Dark Side andslowly consumes a senti ent s soul so that i t may

    li ve another day. The word Derriphan is de-rived fr om the Sit h word meaning Devourer . In

    appearance Derriphan are small black spheresthat float above the ground with the sounds of

    electric discharges.Their entire life is spent in the search of

    fresh hosts, which they slowly consume. Whenthey are done, they simply abandon their host

    and look for a new one. Derriphan are excep-tionally rare, are never seen in groups, they were

    created at the height of t he Sit h war. The haveno knowledge or lore of their own, and have no

    care for where they came from or who they werecreated by.

    While hosted the Derriphan cannot di-

    rect ly use its own skil ls, but must instead use t heskil ls of it s host . Derr iphan can be sensed by

    Force users who are not Tainted by the DarkSide, but are only sensed as elusive shadows and

    never dir ectl y fel t . Oddly enough Dark Side userscannot feel these creatures in the Force.

    Devour ing ProcessThe Derr iphan Devouring process, or t he

    process by which a Derriphan drains a host, is athree-stage process; Probing, Hosting and finally

    feeding. A Derr iphan survives by spending DarkSide point s, it must spend 1 per day, i f it has

    none to give up it merely ceases to exist (as ithas lost all of its hatred, rage, etc.).

    Probing: For a Derriphan to begin theprocess of feeding it must first find a suitable

    host . To att ach it self t he Derri phan must make aTransfer Essence check to enter the body of the

    target, but note that t he Derriphans TransferEssence check does not dest roy i t s body since it is

    creature composed purely of the Dark Side, it

    merely all ows it t o enter the host s body. Thereasons for conducti ng this process in pr ivateshould be fairly obvious, and may attempt to use

    its previous host to subdue a newer more suitablehost.

    Host ing: Following the completion ofProbing and being able to enter a new host, the

    Derriphan will then attempt to take full controland destroy the host s consciousness. This re-quires the Derriphan to make an Affect Mind

    check wit h t he host s Wil l Saving throw suff eringfrom a -5 penalt y. If t his Aff ect Mind check is

    successful the Derriphan has successfully taken

    control of t he body. Every day the Derri phanmust make another Affect Mind check to see if itgain maintain control , but the host s Wil l Save

    gains a -5 modifier for every day the Derriphanhas successfully been hosted. Once the Host s

    Wil l Save modif ier is less than the penalt y beingapplied the Derriphan has assumed complete con-

    trol and no more Affect Mind checks are re-quired. If at any point the Host makes a success-

    ful Will Save the Derri phan is forced out of t heHost, but the Derriphan may immediately at-

    tempt to attach itself again.Feeding: Everyday t he Derr iphan is at -

    tached to the host is will feed on the character.The Derriphan consumes the character in the fol-

    lowing preference list; Force skill ranks, Forcepoints, Force feats, feat s, Intel li gence skil l r anks,

    Wisdom skill ranks, Charisma skill ranks, Intelli-gence ability score, Wisdom ability score, and

    then the Charisma ability score.Whenever the Derriphan drains an item

    on the l ist f rom the character i t gains 2 Dark Sidepoints, except for Force skill ranks, Force feats,

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    and Force points. When the Derr iphan drains aForce skil l rank it adds one rank of the same

    Force skill to its own Force skill (until it reachesthe maximum ranks for t hat Force skil l) . When

    the Derriphan drains a Force feat, instead of con-vert ing it to Dark Side point s the Derri phan may

    choose to add it to its own feat lists (but it mustmeet the prerequisites for the feat in order to

    add it, if it does not, then it gets converted in to4 Dark Side points). When it drains a Force point

    from the character is gains 3 Dark Side points.While the Derriphan is feeding it can drain 1 skill

    rank, 1 Force point , or 1 abili t y score per day andno more. Also when it is feeding it wil l not con-

    sume any of the skills thatWhen the host s Intell igence, Wisdom,

    and Charisma scores have all reached 1, the Der-riphan leaves the host (no Transfer Essence check

    is required), and beings the search for anotherhost . Obviously the Derr iphan prefers Force-

    Sensit ive l if e forms as they have more t o off er,but in reality a Derriphan is never too picky.

    Derr iphan (Low-Level)Force Adept 5/ Dark Side Devotee 4; Init +1 (+1 Dex);Def 21 (+1 Dex, +8 Class, +2 Size); Spd fly 10m (good);VP/ WP 63/ 13; At k +6/ +1 melee (by unarmed), +9/ +4ranged (by weapon); SQ Abominable presence, DarkSide, Dark Side Talisman +2, Force Sight , Force weapon+1d8, Telepathy; SV Fort +6, Ref +6, Wil l +10; SZ T;FP: 8; DSPs: 28; Rep: +1; Str 6, Dex 12, Con 13, Int 16, Wis 14, Cha 18.

    Skills: Bluff +8, Hide +13, Intimidate +8, Listen +8,Sense Mot ive +6, Spot +8

    Force Skills: Affect Mind +18, Drain Knowledge+19, Force Light ning +19, Il lusion +21, Move Obj ect+11, See Force +10, Telepathy +10, Transfer Essence+23

    Feats: Force-Sensitive, Low Profile, Skill Emphasis(Il lusion, Transfer Essence)

    Force Feats: Alter, Control, Drain Force, ForceFlight, Hatred, Mind Trick, Sense, Sith Sorcery

    Derriphan (Mid-Level)Force Adept 5/ Dark Side Devotee 7; Init +1 (+1 Dex);Def 22 (+1 Dex, +9 Class, +2 Size); Spd fly 10m (good);VP/ WP 96/ 14; At k +8/ +3 melee (by unarmed), +11/ +6ranged (by weapon); SQ Abominable presence, DarkSide, Dark Side Talisman +2, Force Sight , Force weapon

    +2d8, Telepathy; SV Fort +9, Ref +8, Wil l +11; SZ T;FP: 11; DSPs: 34; Rep: +2; Str 6, Dex 12, Con 14, Int 16, Wis 14, Cha 18.

    Skills: Bluff +12, Hide +14, Intimidate +8, Listen+10, Sense Mot ive +6, Spot +10

    Force Skills: Affect Mind +24, Drain Knowledge+25, Force Lightning +19, Il lusion +24, Move Obj ect+11, See Force +15, Telepathy +10, Transfer Essence+26

    Feats: Force-Sensit ive, Low Prof il e, Skil l Emphasis(Aff ect Mind, Drain Knowledge, Ill usion, Transfer Es-sence)

    Force Feats: Alter, Control, Drain Force, ForceFlight, Hatred, Mind Trick, Sense, Sith Sorcery

    Derr iphan (High-Level)Force Adept 5/ Dark Side Devotee 10; Init +1 (+1 Dex);

    Def 23 (+1 Dex, +10 Class, +2 Size); Spd fly 10m(good); VP/WP 120/ 14; At k +10/ +5 melee (by un-armed), +13/ +8 ranged (by weapon); SQ Abominablepresence, Dark Side, Dark Side Talisman +4, ForceSight, Force weapon +3d8, Telepathy; SV Fort +10, Ref+9, Will +13; SZ T; FP: 14; DSPs: 40; Rep: +4; Str 6,Dex 12, Con 14, Int 16, Wis 14, Cha 18.

    Skills: Bluff +12, Hide +14, Intimidate +8, Listen+10, Sense Mot ive +6, Spot +10

    Force Skills: Affect Mind +27, Drain Knowledge+28, Fear +19, Force Light ning +25, Heal Self +9, Ill u-sion +24, Move Obj ect +11, See Force +15, Telepathy+10, Transfer Essence +29

    Feats: Force-Sensit ive, Low Prof il e, Skil l Emphasis

    (Affect Mind, Drain Knowledge, Fear, Illusion, TransferEssence)Force Feats: Alter, Control, Dissipate Energy,

    Drain Force, Force Flight, Hatred, Mind Trick, Sense,Sit h Sorcery

    * This is a d20 conversion of t he Derr iphan,f ound the Wret ched Hives of Scum and Vi l lainy

    publ ished by West End Games for t he d6 St arWars Roleplaying Game.

    Ishtanayi

    The Ishtanayi (a t erm from the Sit h lan-

    guage meaning mind master ) are nightmarishcreat ures born from Sit h alchemy. These crea-

    tures there developed by the Sit h to t ake controlof another being and essentially turn them into

    their puppets. The process of att aching an Ish-tanayi to a host is very simple and only takes a

    few moments.These little creatures are harmless, if

    they do not have a master, or their master hasdied. If they are wit hout a master, they wil l

    slowly fade out of existence, over the period ofthree weeks, regardless of how powerful the Ish-

    tanayi is, unless it can find a new master or it isplaced in a Sith Blade box.

    The process of finding a new master isalso fairly simple; the new master must have allof the force skills at higher levels and all of theforce feats, and must roll against the creaturesWil l Save, wit h the master s Wil l Save. If suc-

    cessful the Ishtanayi has a new master.If after a successful hosting the Ishtanayi

    finds its host disposed of, it must regain contactwith its master within two months, after that

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    period it slowly begins to fade. If placed in a Sit hBlade box, the Ishtanayi can survive indefinitely.

    Host ing: The target host must be sub-dued, and the Dark Jedi who is going to take con-

    t rol of t he vict im, must make a Wil l Save againstthe target s Wil l Save. The Ishtanayi must also

    pass the same roll, or it will be unable to attachit self t o the host . The Ishtanayi must be placed

    on the hosts bare back, so it can at t ach it self .Once the Ishtanayi has successfully att ached, it

    gains +1 bonus t o it s Dark Side skil ls permanent ly.After it has attached itself, the hosts

    personali t y is essentially t rapped inside t he body,they are aware of what is happening around

    them, but are unable to do anything. If theytalk, their mouth does not move, or the words

    that come out are not what they said, they arewhat the Ishtanayi wants. The Ishtanayi s master

    does not have to be in contact with it all of thetime, only periodically requires updates on what

    it is supposed to do.

    Ishtanayi (Low-Level)Force Adept 8; Init -3 (-3 Dex); Def 15 (-3 Dex, +6Class, +2 Size); Spd 1m; VP/WP 48/ 11; At k +5/ +0 me-lee (by unarmed), +5/ +0 ranged (by weapon); SQAbominable presence, Comprehend speech, Dark Side,Force t alisman +2, Force weapon +1d8, Telepathy; SVFort +4, Ref +1, Will +8; SZ T; FP: 6; DSPs: 18; Rep: +1; Str 4, Dex 4, Con 11, Int 16, Wis 14, Cha 20.

    Skills: Bluff +9, Diplomacy +9, Disguise +9, Hide+9, Int imidat e +10, Listen +8, Sense Motive +8, Spot +8

    Force Skills: Affect Mind +21, Empathy +13,Fri endship +16, Il lusion +18, See Force +15, Telepathy+13

    Feats: Force-Sensit ive, Persuasive, Ski ll Emphasis(Aff ect Mind), Trustwort hy

    Force Feats: Alter, Aware, Control, Mind Trick,Sense, Sith Sorcery

    Ishtanayi (Mid-Level)Force Adept 11; Init -3 (-3 Dex); Def 16 (-3 Dex, +7Class, +2 Size); Spd 1m; VP/WP 64/ 11; At k +7/ +2 me-lee (by unarmed), +7/ +2 ranged (by weapon); SQAbominable presence, Comprehend speech, Dark Side,Force Secret (Affect Mind +1), Force talisman +2, Forceweapon +1d8, Telepathy; SV Fort +5, Ref +2, Wil l +9;SZ T; FP: 9; DSPs: 24; Rep: +2; St r 4, Dex 4, Con 11,Int 16, Wis 14, Cha 20.

    Skills: Bluff +9, Diplomacy +9, Disguise +14, Hide+9, Int imidat e +10, Listen +8, Sense Motive +8, Spot +8

    Force Skills: Affect Mind +25, Empathy +16, Fear+16, Force Stealth +16, Friendship +19, Illusion +18,See Force +15, Telepathy +13

    Feats: Force-Sensitive, Mimic, Persuasive, SkillEmphasis (Affect Mind, Disguise), Trustwort hy

    Force Feats: Alter, Aware, Control, Mind Trick,Sense, Sith Sorcery

    Ishtanayi (High-Level)Force Adept 14; Init -3 (-3 Dex); Def 17 (-3 Dex, +8Class, +2 Size); Spd 1m; VP/WP 84/ 11; At k +9/ +4 me-lee (by unarmed), +9/ +4 ranged (by weapon); SQAbominable presence, Comprehend speech, Dark Side,Force Secret (Aff ect Mind +1), Force t alisman +2, Forceweapon +2d8, Telepathy; SV Fort +6, Ref +3, Wil l +11;

    SZ T; FP: 12; DSPs: 30; Rep: +3; Str 4, Dex 4, Con 11,Int 16, Wis 14, Cha 21.Skills: Bluff +14, Diplomacy +11, Disguise +14,

    Hide +11, Int imi date +10, Listen +12, Sense Mot ive+10, Spot +12

    Force Skills: Affect Mind +25, Empathy +19, Fear+16, Force Stealt h +16, Friendship +22, Heal Self +6,Il lusion +18, See Force +20, Telepathy +18

    Feats: Alertness, Force-Sensit ive, Mimic, Persua-sive, Skil l Emphasis (Affect Mind, Bluf f , Disguise,Friendship), Trustwort hy

    Force Feats: Alter, Aware, Control, Mind Trick,Sense, Sit h Sorcery

    Is Izulian Night Stalker

    Is Izulian Night Stalkers are li t t le simianswhich have slowly been corrupted be the pres-

    ence of t he Dark Side on their homeworld. Origi-nally they were little furry social creatures that

    wander the trees during the evening looking forfood, but due to the Dark Side t hey have become

    a li t t le more dangerous. Now they have devel-oped poison glands in their cheeks, which pro-

    duce a toxin that can be spit on nearby targets,and have small wings that allow them to fly for

    short di stances. Also they have developed anaffinity to the force, which allows them to disarm

    the minds of those who would ordinarily be cau-t ious of their presence.

    Is Izulian Night Stalker (Low-Level)Parasit e 4; Init +6 (+6 Dex); Def 18 (+6 Dex, +2 Size);Spd 3 m, fly 6 m (good); VP/WP 12/ 4; At k +0 or -5melee (1-4, unarmed), +0 or -5 melee (1d2-4, crit 20,bite), +10 ranged (special, spit, Poison), +10 ranged(by weapon); SQ Force-Using, Low-light vision,Tainted; SV Fort +3, Ref +7, Wil l +2; SZ T; Face/Reach0.5 m by 0.5 m/ 0.5 m; FP: 3; DSPs: 9; Str 3, Dex 22,Con 8, Int 4, Wis 12, Cha 14.

    Skills: Hide +15, Listen +6, Move Sil ent ly +8, Spot+2

    Force Skills: Friendship +13

    Feats: Force-Sensit ive, Skil l Emphasis (Friendship)Force Feats: Sense

    Is Izulian Night Stalker (Mid-Level)Parasit e 7; Init +6 (+6 Dex); Def 18 (+6 Dex, +2 Size);Spd 3 m, fly 6 m (good); VP/WP 28/ 4; At k +1 or -4melee (1-4, unarmed), +1 or -4 melee (1d2-4, crit 20,bite), +11 ranged (special, spit, Poison), +11 ranged(by weapon); SQ Force-Using, Low-light vision,Tainted; SV Fort +4, Ref +8, Wil l +3; SZ T; Face/Reach

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    0.5 m by 0.5 m/ 0.5 m; FP: 3; DSPs: 9; Str 3, Dex 22,Con 8, Int 4, Wis 12, Cha 14.

    Skills: Hide +15, Listen +6, Move Sil ent ly +8, Spot+2

    Force Skills: Empathy +7, Friendship +13Feats: Force-Sensit ive, Skill Emphasis (Empathy,

    Friendship)

    Force Feats: Sense

    Is Izulian Night Stalker (High-Level)Parasite 10; Init +6 (+6 Dex); Def 18 (+6 Dex, +2 Size);Spd 3 m, fly 6 m (good); VP/WP 39/ 4; At k +3 or -2melee (1-4, unarmed), +3 or -2 melee (1d2-4, cri t 20,bite), +13 ranged (special, spit, Poison), +13 ranged(by weapon); SQ Force-Using, Low-light vision,Tainted; SV Fort +6, Ref +9, Wil l +4; SZ T; Face/Reach 0.5 m by 0.5 m/ 0.5 m; FP: 3; DSPs: 9; St r 3, Dex 22,Con 8, Int 4, Wis 12, Cha 15.

    Skills: Hide +15, Listen +6, Move Sil ent ly +8, Spot+2

    Force Skills: Empat hy +7, Friendship +13, SeeForce +6

    Feats: Flyby At tack, Force-Sensit ive, Skil l Empha-sis (Empathy, Friendship)Force Feats: Aware, Sense

    Nor ithel Drakuta

    The Nor it hel Dra kuta are the last gif tthe Sit h left t he galaxy at t he end of t he Sit hWars. As t heir last desperate act , t hey released

    hundreds of seeds throughout t he galaxy. Theycreat ed t hese seeds wit h as much care and ha-

    t red as they pored int o the Sit h Blades. TheNor it hel Dra kuta were designed to never be for-

    gotten, and for hundreds of years following the

    Sit h War they plagued the galaxy. In the Sit hlanguage Nor it hel Dra kuta means Shadow De-mon.

    A Nor it hel Dra kuta stands about threemeters tall, and is covered with a dark gray skin,

    and has eyes that appear to burn like coal em-bers. They are masters of t he Shadows, and have

    the ability to disappear into the shadows and re-appear at wil l. If t hey were not so corrupted by

    the Dark Side, one could say that t hey were ee-rily graceful in the way they fight and move.

    Their preferred weapon is a Lightsaber, but theyare not helpless without one, they have a large

    set of deadly claws and sharp teet h. Wit h a setof large wings on their back they can fly for short

    distances. Their most deadly feature is that factthat they appear almost unintelligent and slug-

    gish, and this has caught many Jedi off guard(something most Jedi have not lived to regret).

    These creatures were scattered amongthe stars and it took hundreds of years for the

    Jedi and Republic to hunt down and destroy orquarantine them.

    Nor'it hel Dra'kuta (Low-Level)Force Adept 2/ Dark Side Marauder 6/ Sit h Warr ior 4; Init +4 (+2 Dex, +2 Species); Def 20 (+2 Dex, +9 Class, -1 Size); Spd 16m, fly 6m (average); VP/WP 140/ 18; Atk+11/ +6/ +1 melee (1d6+1, cri t 20, unarmed),+11/ +6/ +1 melee (2d6+1, cri t 20, bit e), +11/ +6/ +1melee (2d6+1, cri t 20, claw), +11/ +6/ +1 melee (3d8+1,

    cri t 19-20, Lightsaber), +12/ +7/ +2 ranged (by weapon);SQ Abominable presence, Dark Side, Darkvision, EnemyBonus +1, Enshroud, Increase Light saber damage +1d8; SV Fort +15, Ref +10, Will +11; SZ L; FP: 9; DSPs: 19; Rep: +4; Str 13, Dex 15, Con 18, Int 14, Wis 14, Cha10.

    Equipment: LightsaberSkills: Balance +11, Climb +10, Int imidate +9,

    Jump +10, Knowledge (Sit h lore) +7, Listen +7,Read/ Write Massassi, Read/ Write Sit h, Speak Massassi,Speak Sit h, Spot +7

    Force Skills: Battlemind +16, Fear +21, Force Grip+11, Force Strike +15, Heal Self +9, Illusion +8, SeeForce +12

    Feats *: Blind-f ight , Cleave, Combat Expert ise,

    Dodge, Exot ic Weapon Prof iciency (li ghtsaber), Force-Sensit ive, Fright ful Presence, Mart ial Art s, Mobili ty,Power At tack, Spri ng At tack, Weapons Group Profi-ciency (primitive weapons, simple weapons)

    Force Feats: Alter, Burst of Speed, Control, Dissi-pate Energy, Hat red, Rage, Sense, Sit h Sorcery, Sum-mon Storm

    Nor'it hel Dra'kuta (Mid-Level)Force Adept 2/ Dark Side Marauder 6/ Sit h Warr ior 7; Init +8 (+2 Dex, +4 Bonus, +2 Speci es); Def 22 (+2 Dex,+11 Class, -1 Size, +2 Misc); Spd 16m, fly 6m (average);VP/WP 176/ 18; At k +14/ +9/ +4 melee (2d6+1, cri t 19-20, unarmed), +14/ +9/ +4 melee (3d6+1, cri t 19-20,bite), +14/ +9/ +4 melee (3d6+1, cri t 19-20, cl aw),

    +14/ +9/ +4 melee (4d8+1, cr it 19-20, Lightsaber),+15/ +10/ +5 ranged (by weapon); SQ Abominable pres-ence, Dark Side, Darkvision, Enemy Bonus +2, En-shroud, Increase Lightsaber damage +2d8, UncannyDodge (Can't be Flanked, Dex bonus to Defense); SVFort +16, Ref +12, Will +12; SZ L; FP: 12; DSPs: 19; Rep: +5; Str 13, Dex 15, Con 18, Int 14, Wis 14, Cha10.

    Equipment: LightsaberSkills: Balance +11, Climb +12, Int imidate +9,

    Jump +12, Knowledge (Sit h lore) +7, Listen +7,Read/ Write Massassi, Read/ Write Sit h, Speak Massassi,Speak Sit h, Spot +7

    Force Skills: Battlemind +21, Fear +24, Force Grip

    +11, Force Stealt h +15, Force St ri ke +15, Heal Self +9,Illusion +8, See Force +12Feats *: Blind-fight, Cleave, Combat Expertise,

    Defensive Martial Arts, Dodge, Exotic Weapon Profi-ciency (lightsaber), Force-Sensitive, Frightful Pres-ence, Improved Initiative, Improved Mart ial Arts, Mar-t ial Art s, Mobilit y, Power Att ack, Spring At tack, Sun-der, Weapons Group Proficiency (pr imi t ive weapons,simple weapons)

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    Force Feats: Alter , Burst of Speed, Contr ol, Dissi-pate Energy, Force Speed, Hatred, Rage, Sense, Sit hSorcery, Summon Storm

    Nor'it hel Dra'kuta (High-Level)Force Adept 2/ Dark Side Marauder 6/ Sit h Warr ior 10; Init +9 (+3 Dex, +4 Bonus, +2 Speci es); Def 24 (+3 Dex,+12 Class, -1 Size, +2 Misc); Spd 16m, fly 6m (average);

    VP/ WP 222/ 18; At k +17/ +12/ +7/ +2 melee (3d6+1, cri t18-20, unarmed), +17/ +12/ +7/ +2 melee (4d6+1, cri t18-20, bite), +17/ +12/ +7/ +2 melee (4d6+1, cri t 18-20,claw), +17/ +12/ +7/ +2 melee (5d8+1, crit 19-20, Light -saber), +19/ +14/ +9/ +4 ranged (by weapon); SQAbominable presence, Dark Side, Darkvision, EnemyBonus +3, Enshroud, Increase Light saber damage +3d8,Uncanny Dodge (Can't be Flanked, Dex bonus to De-fense); SV Fort +18, Ref +14, Wil l +14; SZ L; FP: 15; DSPs: 19; Rep: +6; Str 13, Dex 16, Con 18, Int 14, Wis14, Cha 10.

    Equipment: LightsaberSkills: Balance +13, Climb +13, Int imi date +21,

    Jump +13, Knowledge (Sit h lore) +7, Listen +7,

    Read/ Write Massassi, Read/ Write Sith, Speak Massassi,Speak Sit h, Spot +7

    Force Skills: Battlemind +21, Fear +27, Force Grip+16, Force Stealt h +15, Force St ri ke +15, Heal Self +9,Illusion +12, See Force +12

    Feats *: Advanced Martial Arts, Blind-fight,Cleave, Combat Expertise, Defensive Martial Arts,Dodge, Exot ic Weapon Prof iciency (li ghtsaber), Force-Sensitive, Frightful Presence, Improved Disarm, Im-

    proved Initiative, Improved Mart ial Arts, Mart ial Art s,Mobili t y, Power Att ack, Spring At tack, Sunder, Weap-ons Group Proficiency (primitive weapons, simpleweapons), Whirlwind Attack

    Force Feats: Alt er, Burst of Speed, Control, Dissi-pate Energy, Force Speed, Hatred, Rage, Sense, Sit hSorcery, Summon Storm

    * As part of t he process t hat was used to cre-

    ate the Norithel Drakuta, several Armor Profi-ciencies and Weapons Group Prof iciencies t hat

    were given aut omat ical ly by t he classes wereremoved and replaced with other feats that thecreators f elt were more inline wit h t he Nor it hel

    Dra kuta s ult imate purpose.

    SSkkiillllssaanndd FFoorrcceeTTeecchhnniiqquueess

    Even though the Sith studied the DarkSide f or t housands of years; t hey never learned

    all of it s secrets. Only to the most dedicated wil lthe Dark Side even yield a few of its powers, al-

    ways it promises more than the student can everlearn.

    There are many methods to build on what

    the Sit h know. Occasionall y a few of t heir se-crets of using something for other than it was

    intended are discovered.

    Force Lattice (Int)

    Dark Side Force ski l l ; Requir es t he Force-Sensit ive and Al t er f eat s.

    With this skill a target is surrounded by a ra-zor sharp crystall ine latt ice of pure Dark Side en-

    ergy that slowly contracts around the target end-ing wit h dire result s for t he capti ve.

    Check: The character selects a target of thisskill, and attempts to surround them in a lattice

    of Dark Side energy. The target is all owed a Re-flex saving throw to at this point to see if they

    managed to escape the lat t ice before t hey werecompletely surrounded. The DC for this saving

    throw is 10 plus the number of Dark Side Point sthe user of this skil l has. If t he target f ails their

    saving throw they are trapped in the lattice, andcannot escape unless the user of this skil l is dis-

    tracted.After being surrounded by this skill the lat-

    tice slowly contracts around the target, and be-ing to inflict damage every turn until the user

    releases them or the user terminates this power(usually when the target has passed into the

    Force). The target t akes damage per round whileit contracts (see the following table for deter-

    mining the amount of damage applied per round).Once the character t akes Wound Point damagethey are considered grappled.

    Check Result Damage0 4 1d85 14 2d615 24 2d825 34 3d6

    35+ 3d8

    Notes: Use of this skill gains the character aDark Side point.

    Time to Use: One attack action to raise the

    lat t ice, and costs one move act ion per turn whilethe Lattice is kept.

    Vitality Point Cost: 8 to surround the target,and 2 vitality points every round in which the

    latt ice is kept.

    Subconscious Machinations (Cha)Dark Side Force ski l l ; Requir es t he Force-

    Sensit ive and Al t er f eat s, Aff ect Mind 9 ranks,

    Il lusion 9 ranks, and a Chari sma of at least 14.With this skill a character may use the Dark

    Side on a target such that their worst nightmaresseemingly appear before thei r eyes. Some of

    those who see the creatures of their subconscious

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    appear will not be able to contain their fright andmay die.

    Check: The character selects a target of thisskill, and the target must make a Will saving

    throw (the DC is determined by the table below)otherwise they are immediat ely reduced to -1

    Wound Points and all of their Vitality points (ifany are removed). If t he saving throw is success-

    ful they avoid the Vitality and Wound point re-duct ion but st il l take 3d8 point s of damage.

    Check ResultSaving

    Throw DC0 4 55 14 1515 24 2025 34 25

    35+ 30

    Notes: Use of this skill gains the character aDark Side point.

    Time to Use: One attack action.Vit alit y Point Cost : 8

    Transfer Another s Essence(Force Technique)

    There are those who understand that thebody is j ust a shell, and there is nothing from

    stopping t hem from swapping their essence be-tween bodies or other people s essence between

    other bodies.Check: A Transfer Essence check is required

    to transfer another s essence from one body toanother. If t he t arget i s wil li ng t o have it s es-

    sence transferred use the result as though theTransfer Essence check was performed normally.

    If the target is not willing reduce the check resultby 5 to determine t he Wil l saving throw DC, and

    this Will saving throw is required for the targetand their new body. This new body can be a Sit h

    Crystal, in which case the crystal automaticallyfails it s saving t hrow to accept t he target s es-

    sence.Before a character may attempt to learn this

    technique they must have 12 ranks of Knowledge(Sith lore) and 12 ranks of Transfer Essence.

    Notes: Like Transfer Essence, use of thisForce t echnique gains the character a Dark Side

    point.Time to Use: One round.

    Vitality Point Cost: 16 vitality points, andthe subject also looses half of their vitality.

    FFeeaattss

    Blah, Blah, Blah.

    Advanced Control Mind

    For you, contr ol l ing t he masses is as simpleas waking in morning.Prerequisites: Charisma 15+, Force-

    Sensit ive, Improved Control Mind, Control Mind15 ranks and either Improved Force Mind, Knight

    Mind or Master Mind.Benefit: When using the Cont rol Mind skill

    the maximum range affected by the Allies is in-creased by one level. For example; i f t he char-

    acter is using Force Mind all allies in a Star Sys-tem would now be affected, etc. When the

    character has stopped spending the Vitality costto coordinate all of their allies they suffer no ill

    effect, instead of being fatigued.Vitality Point Cost: Increase the Vitality Cost

    of Control Mind checks by an additional 1.Notes: The charact er gains 2 Dark Side point

    for t aking t his feat. If t he character atones andloses Dark Side points, this feat remains in ef -fect, but if they ever attempt to use the Control

    Mind skill again, they receive two additional DarkSide points per use, unt il t hey are taint ed, aft er

    that t hey will receive an addit ional Dark Side

    point per use until they have been fully corrupted

    by t he Dark Side.

    Dark Side Web *

    You can shroud a target in t he power of t hedark side that disrupt s their concent rat ion.

    Prerequisite: Force-Sensitive and AlterFeats, and a Force level of 4th+, 4+ Dark Side

    PointsBenefit: The character is able to encase the

    target in a bli ndingly bright mesh of pure DarkSide energy. This power can overwhelm all but

    the strongest Force users, and being to draintheir strength and gradually sever their connec-

    tion to the Force and possible render them help-less. The target suff ers a constructed penalt y

    equal to the amount that their Will saving rollwas failed. The DC is 15 + the user s Force level

    the target s number of Dark Side point s. Thispenalty can be applied to any force skills, saves,

    abilit ies, init iati ve or t he character s defense(see the following table to determine how manythings can be affected).

    Ability, Statistic or Skill Point Cost-1 to specific Force skill 1

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    -1 to initiative, defense, or any save 2-1 to any ability score 4

    As an example; if the target fails by 8 so theylose 8 points applied between any of the force

    skil ls, saves, at t ributes or defense. The user canapply the full -2 penalt y to t he target s dexter-

    ity; or -4 to Affect Mind, and -1 to Wisdom; or 2to Batt lemind, -1 to St rength, -1 to Init iat ive;

    etc. The target may choose to allow the DarkSide t o fl ow through them and accept a Dark Side

    point, to ignore the penalty being applied.Act ivat ing this power counts as an at tack ac-

    tion, and the activator gains a Dark Side point.Vitality: 6 Vit alit y points t o acti vate, and 2

    Vitality points per minute to maintain.Notes: The charact er gains 1 Dark Side point

    for t aking t his feat. If t he character atones andloses Dark Side points, this feat remains in ef -

    fect, but if they ever attempt to use the Dark

    Side Web feat again, they receive two addit ionalDark Side point s per use, unt il they are t ainted,aft er that t hey wil l receive an addit ional Dark

    Side point per use unti l t hey have been full y cor-rupted by the Dark Side.

    * This feat i s a d20 conversion of t he Forcepower Dark Side Web, found the Tales of t he

    Jedi Sourcebook publ ished by West End Gamesfor t he d6 Star Wars Roleplaying Game.

    Force Emphasis *

    You have spent addit ional t ime i n f ocusing

    specif ic aspects of your Force tr aining.

    Requirements: Force-Sensit ive, any of t heprimary Force feats (Control, Sense and Alter),Force level 1+.

    Benefit: When selecting this feat a characterthen chooses a method for to emphasize, chosenfrom the following list; Focus, Expand, Lengthen,

    Height en, Maximize, or Delay. When Force abi l-ity is used below it refers to any special ability

    given by a Force based class, Force f eat, or Forceskill.

    Focus: When Focusing Force abil it ies all nu-meric ef fects are increased by 50%. This aff ects

    all damage dealt, vitality points or wound points

    healed, abili t y points restored, etc. Force abili-ties without numeric effects are not affected bythis feat. Focusing Force abil it ies increase the

    vitality cost of that Force ability by 4 vitalitypoints.

    Expand: The effective area or range of anyForce abili t y is doubled. Force abili t ies that do

    not have ranges or affect areas wi ll not be af -fect ed by this feat . Only the length or width of

    the area can be doubled, not both the length andwidt h. Focusing Force abil it ies increase the vi-

    talit y cost of t hat Force abili t y by 2 vitalit ypoints.

    Lengthen: The time duration of Force abili-t ies are doubled. Lengthening Force abil it ies

    that do not have durations are not affected (i.e.are instantaneous or permanent ). Lengthening

    Force abilities increase the vitality cost of thatForce ability by 2 vitality points.

    Heighten:The effective character/ force levelthat modifies Force abilities can be temporarily

    modif ied. Damage, people aff ected, ranges, sav-ing throw DCs, etc are calculated from the new

    eff ecti ve level. Heightening Force abili t ies in-creases t he vitali t y cost of t hat Force abili t y by 2

    vitality points per level the character wants toadd, also the base vit alit y cost of t he Force abi l-

    ity is calculated from that Force abilitys neweffective level.

    Maximize: All variable components of Forceabili t ies are maximized. Damage dealt , vit alit y

    or wounds points restored, ability points re-stored, etc are always the maximum. Force

    abilities without random variables are not af-fected by this feat . Maximizing Force abili t ies

    increase the vitality cost of that Force ability by6 vitalit y points. If combined wit h Focus, t herandom components must be rolled and then

    added to t he maximized variables t o determinethe final result .

    Vitality: Special, see each feat individuall y.Notes: This feat may be selected multiple

    times, and each time the character chooses anew method for emphasis.

    * This feat is a conversion of t he EmpowerSpell , Enlarge Spell , Ext end Spel l , Height en

    Spell , and Maximize Spell f eats from t he Dun-geons and Dragons Player s Handbook 3rd Edit ion

    publ ished by Wizards of t he Coast f or t he d20System.

    Force Focus *

    You are more effective at getting the point

    across wi t h t he Force.Requirements: Force-Sensit ive, and any of

    the primary Force feats (Control, Sense and Al-ter).

    Benefit: When selecting this feat a characterthen chooses a method for a primary Force feat.

    Add +2 to the DC for al l saving throws againstfeats or skills that have the selected primary

    Force feat as their basis when used against oppo-nents or reduce the DC for saving throws for

    Force feats or skills used on the character using

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    this Feat . If a Force feat or skil l have mult i pri-mary feats as its requirement the effects do not

    stack only a +2 is applied.Vitality: None.

    Notes: This feat may be selected multipletimes, and each time the character chooses a

    new primary Force f eat.* This feat is a conversion of t he Spell Focus

    feat f rom t he Dungeons and Dragons Player sHandbook 3rd Edit ion publi shed by Wizards of t he

    Coast f or t he d20 System.

    Force Mask *

    You underst and the ways of t he Force, andhow to manipulate it without giving away your

    presence.Requirements: Force-Sensitive, and any of

    the primary Force feats (Control, Sense and Al-ter).

    Benefit: When selecting this feat a characterthen chooses a method for masking, either Ges-

    ture or Spoken.Gesture: If Gesture is selected the character

    is no longer required to make gestures when at-tempting to use that Force ability, feat or skill.

    For example Move Obj ect would no longer re-quire the character to move his hand around in

    mot ions that fol low the object; Force Grip wouldno longer require a crushing gesture with the

    hand, etc.Spoken: If Spoken is selected the character is

    no longer required t o speak to convey a message.For example Affect Mind and Telepathy would not

    requi re any spoken words to convey a message ora thought.

    Vitality: When combining this feat with other

    Force feats or skill uses, increase the vitality costof that feat or skill by 2. If there is no Vit alit y

    cost , no cost is added.Notes: This feat may be selected multiple

    times, and each time the character chooses anew method for masking.

    * This f eat i s a conversion of t he Si lent Spelland St i l l Spell f eats from t he Dungeons and

    Dragons Player s Handbook 3rd Edit ion publ ishedby Wizards of t he Coast for t he d20 System.

    Greater Dark Side Web

    You can shroud a target in t he power of t he

    dark side that disrupts their concentration.Prerequisite: Force-Sensit ive, Alt er, and

    Dark Side Web Feats, Force l evel of 7t h+, andTainted by t he Dark Side (a number of Dark Side

    points greater than or equal to the half of theirWisdom score [ rounded-down]) .

    Benefit: The effects of the Dark Side Webfeat have been ampli f ied. The target suff ers a

    constructed penalty equal to the amount thattheir Will saving roll was failed multiplied by 2.

    The DC for this feat is the similar to the Dark SideWeb s DC except that the DC is increased half the

    number of Dark Side points the character has[rounded-down].

    As an example; if the target fails by 8 so theylose 16 points applied between any of the force

    skil ls, saves, at t ributes or defense. The user canapply the full -4 penalty to the targets dexter-

    it y; or -8 to Affect Mind, and -2 to Wisdom; or 4to Batt lemind, -2 to St rength, -2 to Init iat ive;

    etc. The target may choose to all ow the DarkSide to flow through them and accept a number

    of Dark Side points equal to the number that isrequired to place t hem into the Tainted range, t o

    ignore the penalty being applied.Act ivat ing this power counts as an att ack ac-

    t ion, and the act ivator gains a Dark Side point .Vitality: 9 Vitality points to activate, and 3

    Vitality points per minute to maintain.Notes: The charact er gains 2 Dark Side point

    for taking t his feat . If the character atones andloses Dark Side point s, t his feat remains in ef -

    fect, but if they ever attempt to use the ControlMind skill again, they receive two additional DarkSide points per use, unt il they are taint ed, aft er

    t hat they will receive an addit ional Dark Sidepoint per use until they have been fully corrupted

    by t he Dark Side.

    Greater Force GripThe power of t he Dark Side f lows t hrough

    you to t he point where you are even more de-

    structive with Force Grip.Requirements: Force-Sensit ive, Alt er, Force

    Grip 9+ ranks, Tainted (a number of Dark Sidepoints greater than or equal to the half of their

    Wisdom score [ rounded-down]), Force Level 7+.Benefit: The amount of damage inflicted by

    Force Grip increases by character level. Begin-ning at 10t h level, the damage is increased by one

    of t he same dice, and increases by another di eevery five levels thereaf t er. Also Force Grip is

    considered to be a weapon that can threaten ona natural twenty (another Force Grip result

    against the Defense of the target is required forconfirming a critical hit, to determine if the

    Force Grip threatens j ust use the ini t ial ForceGrip check). At t his point t he character may also

    select Improved Critical (Force Grip) if they sodesire.

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    Vitality: Increase the Vitality cost of theForce Grip skil l by 2, if the character does not

    have enough vitality with the increased cost,they may not elect to do less damage for a lower

    cost.Notes: The character gains 4 Dark Side point s

    for t aking t his feat. If t he character atones andloses Dark Side point s, this feat remains in ef -

    fect, but if they ever attempt to use the ForceGrip skill again, they receive an additional Dark

    Side point per use, unt il they are t ainted.

    Greater Force Lightning

    The power of t he Dark Side f lows t hroughyou to t he point where you are even more de-

    structive with Force Lightning.Requirements: Force-Sensit ive, Alt er, Force

    Lightning 9+ ranks, Tainted (a number of DarkSide point s greater t han or equal t o the half of

    their Wisdom score [rounded-down]), Force Level7+.

    Benefit: The amount of damage inflicted byForce Lightning increases by character level.

    Beginning at 10t h level, the damage is increasedby one of the same dice, and increases by an-

    other die every fi ve levels thereaft er. Also ForceLightning is considered t o be a weapon that can

    threaten on a natural twenty (another ForceLightning result against the Defense of the target

    is required for confirming a critical hit, to deter-mine if the Force Lightning threatens just use t he

    init ial Force Lightning check). At t his point thecharacter may also select Improved Critical

    (Force Lightning) if they so desire.Vitality: Increase the Vitality cost of the

    Force Lightning skill by 2, if the character does

    not have enough vitality with the increased cost,they may not elect to do less damage for a lower

    cost.Notes: The character gains 4 Dark Side point s

    for t aking t his feat. If t he character atones andloses Dark Side points, this feat remains in ef -

    fect, but if they ever attempt to use the ForceLightning skil l again, t hey receive an addit ional

    Dark Side point per use, unt il they are t ainted.

    Greater HatredThe power of t he Dark Side f lows t hrough

    you to t he point where you are even more de-

    st ructi ve wit h your Hat red.Requirements: Force-Sensitive, Alter, Ha-

    t red, Taint ed (a number of Dark Side pointsgreater than or equal to the half of their Wisdom

    score [rounded-down]), Force Level 7+.

    Benefit: The amount of damage inflicted byHat red increases by character level. Beginning at

    10t h level, the damage is increased by one of thesame dice, and increases by another die every

    fi ve levels thereaf ter. In addit ion increase thepenalt y appli ed to at tacks, skil l checks and abi l-

    it y checks by 1 (t his eff ect does not have a leveldependant component ). Also Hat red is consid-

    ered to be a weapon that can threaten on a natu-ral t wenty (to determine if t he at t ack wit h Ha-

    tred threatens just roll a d20, to confirm thecritical hit they character may roll another attack

    but use their Base Attack plus their Wisdommodif ier to confi rm a crit ical hit ). At t his point

    the character may also select Improved Critical(Hat red) i f they so desire.

    Vitality: Increase the Vitality cost of Hatredby 2, i f the character does not have enough vit al-

    ity with the increased cost, they may not elect todo less damage for a lower cost.

    Notes: The character gains 4 Dark Side pointsfor taking this feat . If the character atones and

    loses Dark Side point s, t his feat remains in ef -fect, but if they ever attempt to use the Force

    Lightning skill again, they receive an additionalDark Side point per use, until they are t ainted.

    Improved Affect Mind

    You have mast ered Aff ect Mind to the point

    where you can easi ly inf luence others, even atgreat di st ances.

    Prerequisites: Charisma 12+, Wisdom 14+,Force-Sensit ive, Alt er, Sense, Affect Mind 9 ranks

    and Telepathy 9 ranks.Benefit: The range for Affect Mind is now in-

    creased to such that the target must be visible;

    t his includes being able to See the targett hrough the Force, and also through other en-

    hanced means (i.e. macrobinoculars, displayscreens, holographic displays, etc).

    Distance (m)Result

    ModifierAffect mind

    Vitality modifier0 - 10 -0 x1

    11 100 -5 x2101 1,000 -10 x4

    1,001 10,000 -15 x8

    etc. etc. etc.

    To determine t he Wil l Save to escape the in-fluencing affects, perform an Affect Mind check,

    factor in the result modifier from the above ta-ble, and then use the table provided with the

    Af fect Mind skil l descript ion t o determine the DC.Vitality Point Cost: Depends upon range of

    t he target (see the above table)

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    Improved Control Mind

    You have mast ered Contr ol Mind t o t he pointwhere you can easi ly inf luence t he masses, even

    at great di st ances.Prerequisites: Charisma 13+, Force-

    Sensit ive, Sit h Sorcery, Control Mind 9 ranks.

    Benefit: When the character ceases t o main-tain the Control Mind check, those that are influ-

    enced are no longer considered Exhausted butare instead considered Fat igued.

    Vitality Point Cost: Increase the cost of Con-t rol Mind checks by 1 Vit alit y point.

    Notes: The charact er gains 1 Dark Side pointfor taking this feat. If the character atones and

    loses Dark Side points, this feat remains in ef -fect, but if they ever attempt to use the Control

    Mind skill again, they receive an additional DarkSide point per use, unt il they are t ainted.

    Supreme Dark Side WebYou can shroud a target in t he power of t he

    dark side that disrupts their concentration.Prerequisite: Force-Sensit ive, Alt er, and

    Dark Side Web Feats, and a Force level of 13th+,and Corrupted by the Dark Side (Dark Side point s

    greater t han or equal t o the character s theirWisdom score).

    Benefit: The effects of the Dark Side Webfeat have been ampli f ied. The target suf fers a

    constructed penalty equal to the amount thattheir Will saving roll was failed multiplied by 4.

    The DC for this feat is the similar to the Dark Side

    Web s DC except that the DC is increased by thenumber of Dark Side points the charact er has.

    As an example; if the target fails by 8 so they

    lose 32 points applied between any of the forceskil ls, saves, at t ributes or defense. The user can

    apply the full -8 penalt y to t he target s dexter-it y; or -16 to Af fect Mind, and -4 to Wisdom; or 8

    to Batt lemind, -4 to St rength, -4 t o Init iat ive;etc. The target may choose to allow the DarkSide t o f low t hrough them and accept a number

    of Dark Side point s equal t o the number that isrequired to place them into the fully Corrupted

    range, to ignore the penalty being applied.

    Act ivat ing this power counts as an at tack ac-tion, and the activator gains a Dark Side point.

    Vitality: 12 Vitality points to activate, and 4

    Vitality points per minute to maintain.Notes: The charact er gains 2 Dark Side point

    for t aking t his feat. If t he character atones andloses Dark Side points, this feat remains in ef -

    fect, but if they ever attempt to use the ControlMind skill again, they receive two additional Dark

    Side points per use, unt il they are taint ed, aft ert hat they will receive an addit ional Dark Side

    point per use until they have been fully corruptedby t he Dark Side.

    Supreme Force Grip

    You have studied Force Gri p t o t he pointwhere it is an art rather t han a skil l.

    Requirements: Force-Sensitive, Alter,

    Greater Force Grip, Force Grip 13+ ranks, andCorrupted by the Dark Side (Dark Side points

    greater than or equal to the character s theirWisdom score), Force Level 10+.

    Benefit: The amount of damage inflicted byForce Grip increases by character level. Begin-

    ning at 10t h level, the damage is increased by dietype (from d6 to d8) but the number of dice is

    not increased, and increased by another die typeevery fi ve levels thereaf ter. The threatening

    range of Force Grip increases by one.Vitality: Increase the Vitality cost of the

    Force Grip skill by 4, if the character does nothave enough vitality with the increased cost,

    they may not elect to do less damage for a lowercost.

    Notes: The character gains 4 Dark Side pointsfor taking this feat . If the character atones and

    loses Dark Side point s, t his feat remains in ef -fect, but if they ever attempt to use the Force

    Grip skill again, they receive two additional DarkSide points per use, until they are tainted, after

    t hat t hey wil l receive an addit ional Dark Sidepoint per use until they have been fully corrupted

    by t he Dark Side.

    Supreme Force Lightning

    You have st udied Force Lightning to thepoint where it is an art ra ther t han a skill .

    Requirements: Force-Sensitive, Alter,Greater Force Lightning, Force Lightning 13+

    ranks, Dark Side (Dark Side points greater t han orequal to your Wisdom score), Force Level 10+.

    Benefit: The amount of damage inflicted by

    Force Lightning increases by character level.Beginning at 10t h level, the damage is increased

    by die type (from d6 to d8) but the number ofdice is not increased. The die type is increased

    by another die type every five levels thereafter.The threatening range of Force Gri p increases by

    one.Vitality: Increase the Vitality cost of the

    Force Lightning skill by 4, if the character doesnot have enough vitality with the increased cost,

    they may not elect to do less damage for a lowercost.

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    Notes: The character gains 4 Dark Side pointsfor t aking t his feat. If t he character atones and

    loses Dark Side points, this feat remains in ef -fect, but if they ever attempt to use the Force

    Lightning skill again, they receive two additionalDark Side points per use, unt il they are taint ed,

    after that they will receive an additional DarkSide point per use unti l t hey have been full y cor-

    rupted by the Dark Side.

    Supreme Hatred

    You have studied Hatred to the point whereit is an art rather t han a skil l.

    Requirements: Force-Sensitive, Alter,Greater Hatred, and Corrupt ed by the Dark Side

    (Dark Side points greater than or equal to thecharacter s their Wisdom score), Force Level 10+.

    Benefit: The amount of damage inflicted byHatred increases by character level. Beginning at

    10

    t h

    level, the damage is increased by die type(from d6 to d8) but the number of dice is not in-

    creased, and increased by another die type everyfi ve levels t hereaf ter. Also increase the penalt y

    applied to attacks, skill checks and ability checksby 1 (this penalty increase stacks with that of

    the Greater Hatred feat, and does not have alevel dependant component). The threatening

    range of Force Grip increases by one.Vitality: Increase the Vitality cost of Hatred

    by 4, i f the character does not have enough vit al-

    ity with the increased cost, they may not elect todo less damage for a lower cost.

    Notes: The character gains 4 Dark Side pointsfor taking this feat . If the character atones and

    loses Dark Side point s, t his feat remains in ef -fect, but if they ever attempt to use the Force

    Lightning skill again, they receive two additionalDark Side point s per use, unt il they are t ainted,

    after that they will receive an additional DarkSide point per use unti l t hey have been ful ly cor-

    rupt ed by the Dark Side.

    Wil l of Domination

    You are able to manipul ate even the moststrong-minded of individuals to serve your will.

    Prerequisites: Charisma 14+, Wisdom 14+,Force-Sensit ive, Alt er, Iron Wil l, Aff ect Mind 8

    ranks, Dark Side Point s 4+.Benefit: The Affect Mind skill gains the fol-

    lowing use:Subjugat ion: This allows a character to com-

    pletely control another character, and allowsthem to make any suggestion that can include

    life-threatening choices. If a target character isforced to make a life threatening action, they

    may attempt to break free of the mind control.The target s wil l saving throw DC is 10 + contro l-

    ler s wil l save modif ier . The range is 10 meters.Also you gain a +2 bonus to Transfer Essence

    checks.Vit alit y Point Cost : 6

    PPrreessttiiggeeCCllaasssseess

    Blah, Blah, Blah.

    Sit h Alchemist

    Nowth is is somet hing they wi l l neverexpect

    The Sith have always devoted themselves

    to controll ing the universe. Some have taken thischarge a little more to the letter than others

    would have wanted, they have taken it to meancontrolling and manipulating the physical uni-

    verse to the point of creating wondrous mon-

    strosities and other creations which should neverseen the light of day.The Sith Alchemist divides their time be-

    tween creating new items that the order wouldfind useful and altering things which nature cre-

    ated but did not prefect.

    Requirements

    To quali fy t o become a Sit h Alchemist, a charac-ter must fulfill the following criteria.

    Skills: Alchemy 8 ranks, Craft (Sit h Art if acts)

    8 ranks, Knowledge (Sit h lore) 8 ranks.Feats: Force-Sensit ive, Alt er, Sense, Sit h Sor-

    cery.Reputation: 2 or less.

    Special: Must be Tainted by t he Dark Side(I.e. have a number of Dark Side Points greater

    than or equal to half of their Wisdom score[rounded down]). They also must be able toRead/ Wri te Sit h.

    Game Rule Infor mati onVitality: Sit h Alchemist gains 1d4 vit alit y

    points per level. The character s Const it utionmodifier applies.

    Class Ski ll sThe Sit h Alchemist s class skil ls, and the key abi l-

    ity for each skill, are as follows:Appraise (Int), Computer Use (Int), Craft

    (Int), Gather Information (Cha), Knowledge (any)(Int ), Profession (any) ( Int) , Read/ Wri te Language

    (None), Search ( Int ), Spot (Wis) and Speak Lan-

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    guage (None). All Force Skil ls become class skil lsas the prerequisites are met.

    Ski ll Point s at Each Level : 8 + Int modifier.

    Class Features

    The following are features of the Sith Alchemistprest ige cl ass:

    Starting FeatsThe Sith Alchemist gains no additional armor pro-

    fi ciency or weapons profi ciency feats.

    Mastercrafter

    At 1st level t he Sit h Alchemist gains the abil it y tomastercraft Sit h art if acts up to a level of +1. At

    4t h level t hey may create mastercraft ed Sit h arti -facts up to the +2 level, and at 7t h level the

    maximum level is increased t o +3.

    Force Training

    At 1st level the Sit h Alchemist completes moreForce training and may select another primary

    Force feat t hat t hey do not already have. If atany point the Sit h Alchemist has already select ed

    all of the primary Force feats and they gain thisselection, they may select any Force feat from

    the Sit h Alchemist s bonus feat l ist as a replace-ment.

    Force SecretAt 3r d level the Sit h Alchemist has learned a long

    lost secret about the Alchemy skill and gains a +1force bonus t o all Alchemy checks. At 6t h levelthis bonus increased to +2, and at 9t h level the

    bonus increases to +3.

    Bonus FeatAt 5t h level t he Sit h Alchemist may select a bonusfeat from the following list; Alertness, Dissipate

    Energy, Force Mastery (High Force Mastery), Ha-tred, Iron Will, Lightning Reflexes, Low Profile,

    Malevolent, Mimic, Mind Trick, Persuasive,Shape-Eyed, Sith Sorcery, Ski l l Emphasis (Any

    class skil l or Force skil l) , Trustwort hy. The Sit h

    Alchemist may repeat this selection again at 7t hand 9t h level.

    Record Sit h HolocronAt 5t h level t he Sit h Alchemist is able t o record

    information int o a Sit h Holocron. This specialabilit y is similar t o that of t he Jedi Scholar but

    only appli es to Sit h Holocrons (as described in t hePower of the Jedi Sourcebook for the Jedi Scholar

    presti ge class).

    Create Sit h Holocron

    At 10t h level t he Sit h Alchemist i s able to createSit h Holocrons. This special abili t y is simi lar to

    that of the Jedi Scholar but only appli es to Sit hHolocrons (as described in t he Power of the Jedi

    Sourcebook for the Jedi Scholar prestige class).

    Sith Apothecary

    The Lightsaber is as archaic as it is an-

    cient.The Sit h Apothecary is a l it t le known Sect

    of the Sith, and has almost no know presence in

    the galaxy. They maintain a secrecy that sur-passes that of t he great Sit h Lords. Only a hand-

    ful of Sit h Lords have known about t heir pres-ence, and only then because they have offered

    their services.

    Requirements

    To quali fy t o become a Sit h Apothecary, a char-acter must fulf ill the following crit eria.

    Skills: Craft (Poison) or Craft (Pathogen) 8

    ranks, Knowledge (Toxins) or Knowledge (Patho-gens) 8 ranks.

    Feats: Force-Sensit ive, Alt er, Sense, Low

    Profile.Reputation: 2 or less.

    Special: Must be Tainted by t he Dark Side(I.e. have a number of Dark Side Points greater

    than or equal to half of their Wisdom score

    the Sith Alchemist

    Level

    BaseAttackBonus

    FortSave

    RefSave

    WillSave Special Abilities Defense

    ReputationBonus

    1st +0 +2 +0 +1 Mastercrafter (Sith Artifacts +1) +0 +02nd +1 +3 +0 +2 Force Training +0 +03rd +2 +3 +1 +2 Force Secret (Alchemy +1) +1 +04th +3 +4 +1 +2 Mastercrafter (Sith Artifacts +2) +1 +05th +3 +4 +1 +3 Record Sith Holocron, Bonus Feat +1 +06th +4 +5 +2 +3 Force Secret (Alchemy +2) +2 +17th

    +5 +5 +2 +4Mastercrafter (Sith Artifacts +3),Bonus Feat +2 +1

    8th +6 +6 +2 +4 +2 +19th

    +6 +6 +3 +4Force Secret (Alchemy +3), BonusFeat +3 +1

    10th +7 +7 +3 +5 Create Sith Holocron +3 +1

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    [rounded down] ). They also must be able toRead/ Wri te Sit h.

    Game Rule Infor mationVitality: Sit h Apothecary gains 1d4 vit ali t y

    points per level. The character s Const it uti onmodifier applies.

    Class SkillsThe Sit h Apothecary s class skil ls, and t he key

    ability for each skill, are as follows:Appraise (Int), Computer Use (Int), Craft

    (Int), Gather Information (Cha), Hide (Dex),Knowledge (any) (Int), Profession (any) (Int),

    Read/ Wri te Language (None), Search (Int ), Spot(Wis) and Speak Language (None). All Force Ski l ls

    become class skil ls as the prerequisites are met .Ski ll Point s at Each Level: 8 + Int modifier.

    Class FeaturesThe following are features of t he Sit h Apothecary

    prest ige cl ass:

    Starting Feats

    The Sit h Apothecary gains no addit ional armorprofi ciency or weapons prof iciency feats.

    Sit h Sorcer yAt the 1st level, the Sit h Apothecary gains the

    Sit h Sorcery f eat.

    Toxic Specialt y

    At the 2nd level, the Sith Apothecary gains an en-hanced adeptness when making t oxins. They mayselect a specific type of toxin that they gain a +3

    competence bonus when attempting to make a

    toxin of that type (with either the appropriateCraf t skil ls checks or Alchemy skil l checks). Theymake select from the following list (others maybe

    added as t he Gamemaster s discret ion. )

    Neurotoxin: Neurotoxins are types of poi-

    sons that att ack an organisms nervoussystem.

    Necrotoxin: Necrotoxins are types of poi-sons t hat at t ack an organisms cellu lar

    structure and kill all live tissue it comesin contact with.

    Hemotoxin: Hemotoxins are types of poi-sons that attack the blood cells of an or-ganism.

    Endocrintoxin: Endocrintoxins are typesof poisons that attack the endocrine sys-

    tem of an organism.

    Pulmotoxin: Pulmotoxins are types of

    poisons t hat att ack the pulmonary systemof an organism.

    Multipart: Multipart toxins are types ofpoisons that are only lethal when mult i-

    ple components are combined. Usuall y aspecific half of a poison is given to a tar-

    get and the remaining component is heldfor l ater application.

    Force Imbued: Some poisons can be im-bued with the Force (usually the Dark

    Side) t o enable t o the poison to more ef-fect ively achieve it s ends.

    Species Specif ic: Some poisons can be de-signed to only attack specific species.

    At 4t h, 6t h, 8t h, and 10t h levels the Sit h Apothecaryrepeats the select ion. Each t ime a select is made

    the Apothecary may select the same toxin (up tothree times) or a different category entirely.

    Pathogenic Specialt yAt the 2nd level , t he Sit h Apothecary gains a spe-cial understanding of the art of designing dis-

    eases. They may select a specif ic t ype of patho-gen that they gain a +3 competence bonus when

    attempting to make a toxin of that type (witheither the appropriate Craft skills checks or Al-

    chemy skil l checks). They make select f rom thefollowing list (others maybe added as the Game-

    master s discret ion.)

    Neurotoxin: Neurotoxins are types of poi-

    sons that attack an organisms nervoussystem.

    Force Imbued: Some pat hogens can beimbued with the Force (usually the Dark

    Side) t o enable t o the pathogen to moreeffectively achieve it s ends.

    Species Specif ic: Some pathogen can be

    designed to only attack specific species.At 4t h, 6t h, 8t h, and 10t h levels the Sit h Apothecary

    repeats the select ion. Each t ime a select is madethe Apothecary may select the same toxin (up to

    three times) or a different category entirely.

    Preferred Vector

    At the 3r d level , the Sit h Apothecary gains a spe-cial understanding of the art of designing dis-

    eases. They may select a specif ic t ype of patho-gen that they gain a +3 competence bonus when

    attempting to make a toxin of that type (witheither the appropriate Craft skills checks or Al-

    chemy skil l checks). They make select f rom thefollowing list (others maybe added as the Game-

    master s discret ion.)

    Ingest ed: These t ypes of toxins andpathogens are transmitted into the target

    by food and/ or other substances thatmust consumed.

    Inhaled: These types of toxins andpathogens are carried into the target by

    aerosols and/ or other airborne sub-

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    stances and finding their way to the res-piratory system.

    Contact : These types of toxins and

    pathogens can infect a target merely bybeing placed on the skin.

    Injected: These types of toxins andpathogens need to be placed into the

    blood stream of a target before they willaffect the target

    At 7t h level t he Sit h Apothecary again repeats t heselect ion. Each t ime a select is made the

    Apothecary may select the same vector or a dif-ferent category entirely.

    Force TrainingAt 5t h level the Sit h Apothecary completes more

    Force training and may select another primaryForce feat t hat t hey do not already have. If at

    any point t he Sit h Apothecary has already se-lected all of the primary Force feats and they

    gain this selection, they may select any Forcefeat fr om the Sit h Alchemist s bonus feat l ist as areplacement (This is not an error, it i s t he Sit h

    Alchemist s bonus feat l ist) .

    Sith Assassin

    An assassin is never known, heard, orseen, but t heir presence is always felt .

    Some parents warn their chil dren that i f

    theyre not good a Sit h might not ice their pen-chant for mischief and will come for them in the

    middle of the night , and take t hem. Lit t le didthe parents realize there was some truth in this,

    foll owing the collapse of t he Sit h about a millen-nia ago, t he Sit h resort ed in t his unconventi onal

    means for acquiri ng the next Sit h lord. They fig-ure if it worked for the Jedi it would work for

    them.

    Some students of t he Sit h prefer a moresubt le means of defeat ing their opponents. They

    regard as t he Sit h Warri ors as merely f orce gif t ed

    thugs, they lack no subtlety and have no controland see them as mindless thugs who must beguided at every step of the way.

    Requirements

    To quali fy to become a Sit h Assassin, a charact ermust fulfill the following c