Main Manual

=Introduction= This is a d20 version of Star Wars, completely separate from the official WotC version. I created it because I believe that the official version basically sucks--the rules are unwieldy and over-complicated.

To Play
The rules here run virtually stand-alone, save that you may need the 3.5 Player's Handbook as a mechanics reference.

=Hero Points= Instead of hit points, characters use hero points. These are for the most part functionally identical to hit points, except that when you lose hero points, you aren't actually considered injured until you reach 0. Before then, loss of hero points represents only close calls, damage you shrugged off, and deadly attacks that you survived through sheer luck. This idea was implemented in keeping with the Star Wars style of few characters getting injured in battle--and what few do finally get injured are often seriously so.

=Action Points= Galaxy At War uses the action point system found in some other d20 products. This allows for more Star Wars-style heroism on the part of characters.

=Customizable Races= The Star Wars galaxy is filled with thousands, if not millions, of sentient species. In terms of scope, it's impossible to catalogue even a significant fraction of them in fifty volumes, yet alone one rules-set. To address this, players are given the option of designing their own race using a point-based system. Some "common" races are included by default, to avoid everything having to be made from scratch.

=Classes= All characters are divided between six classes: Leader, Mercenary, Rogue, Soldier, Spacer, and Jedi--the last of which is divided into three subclasses that each focus differently on Force powers and straight combat abilities. There are no prestige classes--these over-complicate the simplicity of the system. Classes are balanced against each-other to some degree, but each works best in a group rather than alone.

=Force Powers= As mentioned, Force powers were adapted from 3.5 D&D's psionic rules. Jedi use powers found in the two books mentioned, and use a power point system. Only a fraction of the powers were adapted, to reflect the actual capabilities of "The Force" as demonstrated in the films. The levels of some powers have been changed to improve balance. Most powers are universal, but Light Side and Dark Side Force users each have unique powers. Light Side powers are primarily defensive in nature, including healing, while the Dark Side focuses on Force Lightning and other violent powers.

=Skills= Compared to most other systems, Galaxy At War characters receive many skill points (the lowest skill point characters receive 4 + Int mod per level). This reflects the skill-based nature of Star Wars. Heroes in the Star Wars universe typically have many skills, both social and technical, that they depend upon for survival.

A number of Knowledge and Craft skills have been added, many of which are very important. Characters can vastly improve their equipment and ships with Craft skills, and Knowledges such as Aliens and World Lore keep characters in the know about how their galaxy works.

Speak Language was modified so that instead of a set number of languages, you receive a modifier to indicate the likelihood that you can speak or understand any given language. In Star Wars, most characters are literate in a number of languages--including strange ones like astromech and wookiee.

The Heal skill has been greatly amped up to quickly rejuvenate banged-up characters. This was implemented to keep up with the heavy-action style of Star Wars. Similarly, droid characters benefit from the Repair skill.

A new and important skill, Pilot, has been added. This skill is the main governance of a character's competence in space or vehicle combat. Pilot is non-specialized, meaning that once you take it, it applies to any and all ships, vehicles, and mounts--reflecting characters' seeming ability to quickly adapt to combat in any vehicle within the films.

=Feats= Many feats from the Player's Handbook, Expanded Psionics Handbook, and Complete Psionic are included, but many completely new feats have also been added, especially for Jedi and Force-sensitive characters. A Jedi character can learn specific lightsaber combat styles, for instance. Most characters receive many bonus feats, allowing for a good amount of customization.

Special feats for space combat are also included, which is discussed at the end of the manual.

=Weapons & Equipment= Most weapons and equipment have built-in rules that allow upgrades to be made to them via specialized Craft skills. A heavily-modded blaster is much more powerful than a normal weapon.

=Droids= In addition to droids as player characters, NPC droids can be independently purchased and upgraded with Craft skills.

=Space Combat= Galaxy At War includes its own system for space combat, which generally revolves around taking superior position against opponents on the battlefield and outmaneuvering them. The rules are intended to be as un-complicated as humanly possible while still allowing for the unique aspects of such combat to shine through.

=Alignment= The alignment system is not used in Galaxy At War. Only the Jedi have serious restraints put on their characters, due to the constant danger of falling to the Dark Side--other characters need only be philosophically consistent (good and evil remains good and evil, with a gray area in-between).

=Downloadable Character Sheets= http://forums.hitdice.org/download/file.php?id=5 =Online Character Sheet= Below is a sample character sheet for use in a forum RPG game.

Character Name:

Race:

Class:

Hit Dice:

Initiative:

Speed:

AC:

Touch AC:

Flat-Footed AC:

Base Attack/Grapple:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

Feats:

Action Points: - Homeworld:

Gender:

Age:

Height:

Weight: - Force Powers

- Ship Name:

Hit Points:

Shield Points:

AC (Base AC + Your Pilot Skill Bonus):

Attack Bonus (Pilot Base Attack Bonus + Pilot Skill Bonus):

Blaster Damage:

Movement:

Hyperdrive:

Special Abilities:

Upgrades: - Equipment/Items/Money:

- Appearance:

- Background:

-

=Example Online Character: Jaleth O'Harad= Race: Human

Class: Jedi Knight 9

Hit Dice: 9d8+18 (90 hp)

Initiative: +5

Speed: 30

AC: 24 (+9 Class, +5 Dex, +1 Dodge)

Base Attack Bonus/Grapple: +6, Grapple +8

Attacks: Lightsaber +12/+7

Damage: Lightsaber 3d8 (x3 Crit)

Space/Reach: 5x5, 5 Feet

Special Qualities: Craft Lightsaber, Dark Side Defense +2

Saves: Fort +5, Ref +11, Will +9

Abilities: Str 14, Dex 20, Con 14, Int 14, Wis 16, Cha 8

Skills: Autohypnosis +8 (5), Balance +10 (5), Concentration +14 (12), Diplomacy +5 (6), Knowledge (Jedi Lore) +9 (7), Pilot +17 (12), Sense Motive +15 (12), Speak Language +14 (12) Spot +11 (8), Tumble +9 (4)

Feats: Combat Expertise, Combat Form III: Soresu, Dodge, Force Weapon, Mobility, Quick Draw, Speed of Thought, Weapon Finesse, Weapon Focus (Lightsaber)

Action Points: 23 - Homeworld: Lyona

Gender: Male

Age: 27

Height: 6’1”

Weight: 120 lbs. - Force Powers

1) Charm, Distract, Telempathic Projection

2) Brain Lock, Read Thoughts, Suggestion

3) Body Adjustment (Light Side), Psionic Blast, Telekinetic Thrust

Power Points: 39

ML 9th, Save DC 13 + power level. - Ship Name: Cutlass Patrol Fighter

Hit Points: 15

Shield Points: 10

AC (Base AC + Your Pilot Skill Bonus): 30

Attack Bonus (Pilot Base Attack Bonus + Pilot Skill Bonus): +23

Blaster Damage: 1d6

Movement: 4

Hyperdrive: +

Special Abilities: Missiles

Upgrades: - - Equipment:

Lightsaber (Gold) (1/2lb)

Jedi Robes

Electrobinoculars (1lb)

29,000 credits

- Appearance:

Jaleth is of average height, with a muscular athletic build, conditioned by his many years on the Outer Rim sorting out problems and dealing with danger, His short ashen blonde hair is marred by a blaster burn leading from his right temple back to just above the right ear, but otherwise falls to cover his forehead above his startling green eyes and tidy goatee.

- Background:

Jaleth was born to loving if busy parents on a Core world of Lyona. His father was a low-level functionary in the Republic government of the planet, and his mother was a production overseer at a space dock. His talent for the Force was discovered at an early age by a Jedi stationed on the planet, and he was bundled off to the academy on Coruscant quickly, leaving his tearful parents behind.

At the Academy, Jaleth proved to be an average but hard-working student. He applied himself dutifully to all his studies, striving to learn not just mastery of the Force, but of the customs and history of other worlds. He would often spend any free hours in the Jedi Archives, studying lore, geography and history. Despite his hard work, he was often out-shined by other students with more raw ability, which lead to difficulties in his personal life.

Seeing how easily his peers could wield the Force, how easily it could flow, he was disheartened. Was he even worthy to be a Jedi? In the real world, outside the Academy, a Jedi was entrusted with the lives of others. One slip could mean trouble for innocent beings due to his own weaknesses. He began to feel that maybe he should stay at the Academy, and find a position there, away from any responsibilities.

He was almost resigned to becoming a teacher at the Academy, and spending the rest of his years teaching younglings when a Jedi Knight arrived from the Outer Rim, seeking an apprentice. A Jedi who would not take no for an answer. Suddenly, Jaleth was moved from his room at the Academy into the far reaches of the galaxy, and it was everything he had ever dreamed of.

He and his master, Kor San Vaut, sorted out local disputes, conducted negotiations on behalf of the Republic, and dealt with bands of pirates and smugglers. His master often lectured that a Jedi does not seek out adventure or excitement, merely doing his duty to the Order and the Republic, but Jaleth could sense that his master enjoyed their life as much as he did. The two were kindred spirits, and Jaleth learned a great deal about humanity and the Force from him. He became a keen study of human nature, and his master often praised him for his ability to sense deceitfulness in others.

This ability came into play when they were escorting a group of alien traders through the dangerous regions of a planet. Jaleth sensed duplicity from them, and mentioned it to his master. He dismissed it as the normal gamesmanship found in many traders out for their own profits. However, when they had reached a point far from the city, the traders turned on them without warning. The two managed to defeat their foes, but not without Jaleth taking the blaster burn on his temple and his master taking a shot to the thigh.

The two traveled to the nearest Jedi enclave to recover. Jaleth was meditating in his quarters when a padawan came to summon him to the council of the Enclave. Surprised, Jaleth rose and met with the council, finding that his master had recommended that he was ready to undertake the trials and become a full Jedi. After so many years with his master, he would now have a chance to be a man alone amongst the Jedi. ..

=Introduction= This section of the manual is divided into two parts; basic, pre-made races, and the system for building a customized alien race of your own, in light of the fact that Star Wars is filled with thousands, if not millions of different sentient life-forms.

=Base Races=

Humans
http://img101.imageshack.us/img101/7543/humannegasva8uc4.jpg "Human" is a catch-all term for the homo sapien species, the most numerous of all the galactic races, as well as any alien with a very close physiological resemblance (if not appearance). Most humans are believed to have originated from Coruscant, but in modern times, they are culturally and politically disparate, and spread throughout the far corners of the galaxy.

Racial Traits

 * Humans receive a free feat at 1st level.
 * Humans receive 4 free skill points at first level and 1 additional point at every level thereafter.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic.
 * Favored Class: Any.

Bothans
http://img184.imageshack.us/img184/6278/bothannegasno6tg0.jpg Furry bipedal aliens with animalistic features, the Bothans are famous for their information brokers and spies. While all Bothans are furry humanoids, the race includes several ancient subspecies with canine, feline, and equine features. The Bothans themselves make little distinction between their own subspecies, but outsiders remark that each race “smells differently.”

Racial Traits

 * +2 Wis.
 * Like humans, Bothans receive 4 free skill points at first level and 1 additional point at every level thereafter.
 * Bothans are excellent spies, thanks to a natural skill and a cultural propensity for the trade. They receive a +2 racial bonus to Forgery, Hide, Knowledge (Politics), Listen, Move Silently, Search, and Spot checks.
 * Thanks to their reputations, Bothans are not well-trusted, and suffer a –4 penalty to Diplomacy and Gather Information checks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Bothan.
 * Favored Class: Rogue.

Clones
http://img182.imageshack.us/img182/8610/clone1unleashed1pq0.jpg Created exclusively for the Republic’s war on the Confederacy of Independent Systems, the clones are near-human beings with altered and enhanced DNA from their progenitor. A creature bred only for war makes an excellent soldier, but the nature of their upbringing leads them to be easily influenced. ..

Racial Traits

 * +2 Str, +2 Con, -2 Wis, -2 Cha. Clones have been bred for strength and toughness, but also to be docile. In addition, they have little sense of individuality.
 * +1 bonus to all Fortitude and Reflex saves. Clones are tougher and faster than ordinary humans.
 * Clones are physically superior specimens, and regenerate lost hero points at twice the normal rate of normal creatures.
 * +4 racial bonus to Knowledge (Tactics) checks. Clones are bred for nothing but war, and understand its intricacies well.
 * In order to spur faster production, clones are genetically engineered to age at twice the rate of normal humans. Only tremendous amounts of gene therapy and metabolic treatment can slow their aging rate.
 * Clones suffer a –4 penalty to Sense Motive checks. Their docile nature and their youth (most clones are only actually ten years old) make for a malleable mind.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic.
 * Favored Class: Soldier.

Droids
http://img341.imageshack.us/img341/6977/counterpartshu8fl3.jpg Millennia of technological advancement has led to the development of robots so sophisticated that they are sentient by almost every measurable standard. While the galaxy is filled with millions of aliens coming from thousands of different species, sometimes the galaxy’s most important inhabitants are creatures that are not even technically alive.

Droids can fulfill almost every major function that a human can, and are often better at it in many ways. The only limit to the variety of droids and their purpose is the amount of programming they have been given. They come in all shapes and sizes, though most are roughly humanoid.

Racial Traits

 * +4 Int, -2 Dex. Droids have incredibly powerful brains, but their hydraulic systems cannot quite match their boundless intellect.
 * No Constitution score. For the purposes of Constitution-related effects, a droid’s Con is considered to be 10.
 * Medium size.
 * Base movement: 30 feet.
 * Low-light vision.
 * Immunity to mind-affecting effects.
 * Immunity to poison, paralysis, stunning, disease, and death effects.
 * Cannot heal damage on their own, but can be repaired.
 * Not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
 * Immune to any effect that requires a Fortitude save, unless that effect would damage objects.
 * Not at risk from death by massive damage.
 * Does not eat, sleep, or breathe.
 * Droids cannot use the Force. Therefore, they cannot become Jedi, or use [Force] feats.
 * Automatic Languages: Basic.
 * Favored Class: Any.

Dugs
http://img240.imageshack.us/img240/8926/dugnegasla7gy5.jpg Small, semi-reptilian aliens with leathery skin, dugs are noteworthy for their ability to walk on their hands and manipulate objects with their feet.

More noteworthy yet are their vicious tempers, motivated by a deep insecurity caused by their race being ruled by the foreign Gran. Many dugs are mean-spirited bullies, and resort to lives of crime to make ends meet if they manage to get off their homeworld of Malastare.

Racial Traits

 * +2 Dex, -2 Int. Dugs are tough, and strong for their size, but not very clever.
 * Dugs receive a +2 racial bonus to Intimidate checks.
 * Because dugs are skilled at fine manipulation with any of their limbs, they receive a +1 bonus to attack rolls when dual-wielding weapons.
 * Small size. Dugs gain a +1 size bonus to hit and AC, and a +4 bonus to Hide checks, but must use smaller weapons than most characters (they need two hands to use a medium-sized weapon, such as a blaster or lightsaber). A lightsaber sized for a Dug deals 3d6 damage instead of 3d8.
 * Base movement: 20 feet.
 * Automatic Languages: Basic, Dug.
 * Favored Class: Rogue.

Durosians
http://img341.imageshack.us/img341/844/durosnegaszb0lu7.jpg Some of the galaxy’s first space-faring creatures, Durosians are bald humanoids with blue skin, frog-like red eyes, lipless mouths, and noseless faces. They are well-known for their natural talent for navigation, augmented by a long tradition of space travel in their race.

Racial Traits

 * +2 Int. Durosians are highly intelligent.
 * Durosians are excellent spacers and are hyperspace travel experts. A ship with a durosian commander, navigator, or other officer aboard takes 10% less time to reach any destination via hyperspace.
 * Durosians enjoy a +2 racial bonus to Craft (Ships) checks.
 * Thanks to their powerful olfactory glands beneath their eyes, durosians have blindsight to a radius of 30 feet.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Durosian.
 * Favored Class: Spacer.

Ewoks
http://img517.imageshack.us/img517/6449/wicketrotjry8mw4.jpg Small furry creatures from the forest moon of Endor, most ewoks are familiar with no more than stone age technology, having never left their homeworld. However, they possess an innate talent for fast learning and a natural curiosity, and a few have become so well-versed enough in off-world knowledge and technology that they've left the planet to live among the stars.

Racial Traits

 * -4 Str, +2 Dex. Ewoks are very small, but their size affords them great agility.
 * Ewoks receive 4 bonus skill points at 1st level and 1 additional skill point at each level thereafter.
 * Ewoks receive a +2 bonus to Spot checks, and low-light vision.
 * Small size. Ewoks gain a +1 size bonus to hit and AC, and a +4 bonus to Hide checks, but must use smaller weapons than most characters (they need two hands to use a medium-sized weapon, such as a blaster or lightsaber). A lightsaber sized for an ewok deals 3d6 damage instead of 3d8.
 * Base movement: 20 feet.
 * Automatic Languages: Basic, Ewok.
 * Favored Class: Rogue.

Gand
http://img185.imageshack.us/img185/5033/gandaliennegaswi6nu7.jpg Stocky, insect-like humanoids, the Gand are a peculiar race that, while not well-suited for travel beyond their homeworld, have special skills and abilities that help them survive.

Weighing in at 200-300 pounds, Gands are fairly large humanoids, with heads reminiscent of giant flies, and hands with three digits.

Unable to breathe oxygen, a gand requires a special gas mask to survive almost anywhere. The Gand's masks help them in other ways; without them, they cannot speak any language but Gand, being that they possess no lungs or vocal chords. With the mask on, they can use a special gas bladder to speak through a vocoder.

Gand society dictates that an individual is worthless until he somehow proves himself. A Gand is not even considered to have a name (referring to himself only as “Gand”) until he achieves many heroic or otherwise noteworthy deeds, and completes the Janwuine-jika ritual ceremony back on his homeworld. Most Gand never achieve this status.

Racial Traits

 * +2 Con, -2 Int. Gand are large and tough, but not highly intelligent.
 * Gand possess incredible powers of regeneration. A Gand regenerates +5 hero points per day, and can regenerate lost limbs and extremities in eventuality.
 * Gand only need to sleep one hour per day. If they sleep for up to eight hours, they don’t need sleep for a week.
 * Gand have little sense of individuality, and suffer a –4 penalty to all Charisma-based skill checks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Gand.
 * Favored Class: Mercenary.

Mon Calamari
http://img299.imageshack.us/img299/875/ackbarcloseupac2.jpg Mon Calamari are amphibious aliens from the planet of the same name. With their large, squid-like eyes, domed heads, and webbed hands and feet, they are perfectly suited for an aquatic existence.

However, the Mon Calamari are also prodigious ship-builders and tacticians, traits they picked up in their long struggles to throw off various oppressors, from aggressive native peoples to attackers from all corners of the galaxy.

Racial Traits

 * Like humans, Mon Calamari receive 4 free skill points at first level and 1 additional point at every level thereafter.
 * Mon Calamari can breathe underwater and swim at a speed of 60. They can dive three times as far as a normal human without fear of being crushed by water pressure.
 * Mon Calamari receive a +2 racial bonus to Craft (Ships), Knowledge (Tactics), and Spot checks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Mon Calamari.
 * Favored Class: Leader.

Sullustans
http://img98.imageshack.us/img98/382/sullustannegasos6op7.jpg A famous race of explorers and space-farers, the Sullustans are small, squat humanoids with large, black eyes and a natural overbite.

Naturally curious, Sullustans are frequently encountered outside their homeworld of Sullust, the volcanic planet where they developed their sharp hearing, eyesight, and small size.

Racial Traits

 * +2 Dex, -2 Str.
 * Sullustan Intuition: Once per day, a Sullustan can add a +2 insight bonus to any Intelligence or Wisdom-based skill check.
 * Low-light vision.
 * Small Size: Sullustans gain a +1 size bonus to hit and AC, and a +4 bonus to Hide checks, but must use smaller weapons than most characters (they need two hands to use a medium-sized weapon, such as a blaster or lightsaber). A lightsaber sized for a Sullustan deals 3d6 damage instead of 3d8.
 * Base movement: 20 feet.
 * Automatic Languages: Basic, Sullustan.
 * Favored Class: Spacer.

Trandoshans
http://img184.imageshack.us/img184/8222/trandoshannegasjk91ln1.jpg Cold-blooded to the core, the trandoshans are a race of slimy lizardmen from the Kashyyyk system.

Gifted with naturally strong builds, trandoshans are unique among many aliens in that they can actually regrow lost limbs and tails—which is lucky for them, since interspecies fighting has led to many grievous injuries in their race. Extremely violent and irritable, the only thing trandoshans like less than each-other are other races, especially wookiees, their blood enemies. Since both races reached the stars, they have been at one another’s throats, with trandoshans ever on the hunt for more wookiee pelts or slaves.

Racial Traits

 * +2 Con, -2 Wis. Trandoshans are especially tough, but not terribly bright.
 * Young Trandoshans possess incredible powers of regeneration. A Trandoshan under the age of thirty-five regenerates +5 hero points per day, and can regenerate lost limbs and extremities in eventuality. As a Trandoshan grows older, it gradually loses this ability, exposing it to attack from younger and more ambitious family members.
 * +4 racial bonus to Intimidate checks. Trandoshans know how to throw their weight around.
 * Tough Skin: Trandoshans receive DR 1/lightsaber, due to their tough, leathery skin.
 * +2 to Fortitude saves. Trandoshans typically eat their meals raw and have no use for bathing.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Trandoshan.
 * Favored Class: Mercenary.

Twi’Leks
http://img442.imageshack.us/img442/4002/twi27leknegasgh4qj1.jpg Tall and graceful beings, most sentient creatures regard Twi’leks as the intergalactic standard for beauty. Because of this, and in addition to their natural gracefulness, many twi’leks work as dancers. Even more have simply been enslaved.

Twi’Leks use their “head-tails” (lekku) to communicate in their native tongue, a mix of the physical and linguistic. Their skin tones range from beautiful shades of green and blue to a pale white.

Racial Traits

 * +2 Dex, -2 Con.
 * +2 racial bonus to Charisma-based skill checks.
 * Twi'leks can communicate to each-other completely through their head-tails if they so desire, a language imperceptible to most non-twi'leks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Twi’leki.
 * Favored Class: Any.

Wookiees
http://img101.imageshack.us/img101/1745/wookieenegaswi3.jpg Massive aliens covered in shaggy fur, a wookiee looks more like an angry bear most of the time than a humanoid. Their great strength is further augmented by lives of hardship, as they are constantly warring with trandoshan hunters and slavers in their home system of Kashyyyk.

Underlying the wookiees’ war-like history, however, is a rich culture. The wookiees’ home-planet of Kashyyyk is a great arboreal forest world, and in it, wookiees learn to survive in the world and form lasting bonds of honor. When their planet was discovered by explorers from the Galactic Republic, the naturally good-hearted wookiees quickly adapted to the idea of intergalactic democracy, not to mention intergalactic technology. The giant aliens managed to design their own signature weapons, the bowcasters, based off of crossbows they used to hunt the monstrous creatures on the homeworld.

Racial Traits

 * +4 Str. Wookiees are incredibly strong.
 * All wookiees are proficient with the bowcaster.
 * +1 to hit trandoshans, the hated enemies of all wookiees.
 * +4 to Climb checks due to their great claws.
 * Wookiees cannot speak other languages besides their own, although they can learn them.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Common, Wookiee.
 * Favored Class: Soldier.

=Random Height & Weight Generation By Race= http://i66.photobucket.com/albums/h267/Pathogen1014/heightweightboard.jpg

=Custom Races: Building Your Own Alien= Using the charts below, you can, working with your game master, construct your own customized alien race.

You can include as many of the modifiers below as you want, but they must balance out to a certain number, or the race will have a level adjustment (however, even the level adjustment cannot exceed +2):

0-6 Points: No level adjustment.

7-12 Points: +1 level adjustment.

13-15 Points: +2 level adjustment.

Note that by constructing your own alien, you forego the racial benefits of playing a human. You are not allowed to balance below zero. You will not be given free class levels for playing a pathetic alien.

You can apply these customizations to a droid. The droid loses none of its base racial abilities. Note that a droid has no Constitution, and therefore it cannot be modified in that way. Droids are also exempt from taking certain racial bonuses and penalties.

Always work closely with your game master when building a race. He gets the final say as to what kind of creatures enter his campaign world, and whether or not they are balanced.

Racial Bonus Types
The "Stackable" entry indicates how many times you can buy the ability to increase its over-all effect in some way (usually by doubling it).

+1 All Saves
Gives your race a +1 bonus to all saving throws.
 * Cost: 6 Points
 * Stackable: x2
 * Droid: +

+2 Charisma
Gives your race a +2 Charisma bonus.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: -

+2 Constitution
Gives your race a +2 Constitution bonus.
 * Cost: 3 Points
 * Stackable: x2
 * Droid: -

+2 Dexterity
Gives your race a +2 Dexterity bonus.
 * Cost: 5 Points
 * Stackable: x2
 * Droid: -

+2 Essential Skill
Choose one of the following skills: Computer Use, Craft (Armor, Blasters, Droids, Electronics, Engineering, or Ships), Heal, or Pilot. Your race gains a +2 bonus to checks with this skill.
 * Cost: 2 Points
 * Stackable: x2
 * Droid: +

+2 Fortitude
Gives your race a +2 bonus to Fortitude saving throws.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Intelligence
Gives your race a +2 Intelligence bonus.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Knowledge Skill
Choose among any Knowledge or Profession skill, or Speak Language. Your race gains a +2 bonus to checks with this skill.
 * Cost: 1 Point
 * Stackable: x2
 * Droid: +

+2 Reflex
Gives your race a +2 bonus to Reflex saving throws.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Strength
Gives your race a +2 Strength bonus.
 * Cost: 3 Points
 * Stackable: x2
 * Droid: +

+2 Will
Gives your race a +2 bonus to Will saving throws.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Wisdom
Gives your race a +2 Wisdom bonus.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

Accelerated Healing
Your race regains hero points at twice the rate of other creatures. Taking Accelerated Healing a third time allows them to recover hero points at three times the normal rate.
 * Cost: 3 Points
 * Stackable: x2
 * Droid: -

Blindsight
Your race has blindsight (or tremorsense) to a range of 30 feet. They gain a +2 bonus to Spot checks made within this range, and can observe invisible creatures.
 * Cost: 4 Points
 * Droid: +

Bonus Feat
Choose any feat that has no prerequisites, such as Combat Reflexes, Force Attuned, or Great Fortitude. All members of your race begin play with this feat.
 * Cost: 5 Points
 * Droid: +

Burrowing
Your race can burrow through soft, unworked earth at a speed of 15.
 * Cost: 4 Points
 * Droid: +

Damage Reduction
Your race is extremely tough, and has Damage Reduction 1/lightsaber.
 * Cost: 3 Points
 * Droid: -

Darkvision
Your race has darkvision to a range of 60 feet.
 * Cost: 2 Points
 * Droid: +

Extra Limb
Your race has an extra arm or tentacle. This allows one arm to be free while the other two use a two-handed weapon, for instance. Your race gains a +4 bonus to grapple checks.
 * Cost: 6 Points
 * Stackable: x2
 * Droid: +

Fast Movement
Your race’s base movement speed increases by 10 feet. This doesn’t affect alternate movement types, such as burrowing, swimming, or flying.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

Fast Movement, Alternate
Your race’s alternate movement speed increases by 10 feet. This doesn’t affect the character’s overland movement speed.
 * Cost: 5 Points
 * Stackable: x2
 * Droid: +

Flight
Your race has wings or some other natural ability to fly, and can move through the air at a speed of 30 (average maneuverability).
 * Cost: 7 Points
 * Droid: -

Flight, Enhanced
If your race can fly, its maneuverability improves to Good. If you take Enhanced Flight twice, its maneuverability becomes Perfect (like that of a fly or humming bird).
 * Cost: 2 Points
 * Stackable: x2
 * Droid: -

Force Resistance
Your race receives Power Resistance of 10 + hit dice.
 * Cost: 7 Points
 * Droid: -

Large Size
Your race’s size changes from Medium to Large. It therefore suffers a -1 size penalty to attacks and AC and a -4 penalty to Hide checks. It also receives a +6 bonus to Strength and a -2 penalty to Dexterity. Its base speed is 40 feet, and it can use a Large weapon with both hands. A lightsaber sized for a being of this size inflicts 3d10 damage instead of 3d8.
 * Cost: 4 Points
 * Droid: +

Limb Regrowth
If your race loses a limb, it regenerates in 48 hours. Taking Limb Regrowth again halves the regeneration time. Taking it three times allows the limb to regrow in three rounds. This doesn’t prevent or heal damage and death.
 * Cost: 3 Points
 * Stackable: x3
 * Droid: -

Natural Armor
Your race has tough skin and receives a +1 natural armor bonus to AC.
 * Cost: 3 Points
 * Droid: -

Natural Attack
Your race has a bite, claw, or tail attack as a natural weapon. Small creatures deal 1d4+Strength damage, Medium 1d6+Strength, and Large 1d8+Strength.
 * Cost: 3 Points
 * Droid: +

Natural Immunity
Choose immunity to one of the following: Poison, disease, or mind-affecting attacks.
 * Cost: 6 Points
 * Droid: -

Natural Poison
Your race must have Natural Attack to take this bonus. When your race inflicts damage with a natural attack, the target must make a Fortitude save (DC 10 + half hit dice + Con mod) or suffer 1d4 points of temporary Constitution or Strength damage. Your race has only enough venom to inflict this attack five times per day.
 * Cost: 7 Points
 * Droid: -

Racial Enemy
Choose an alien species (besides human or droid). You receive a +1 bonus to hit members of this race, and suffer a –2 penalty to Diplomacy and Gather Information checks used in situations involving them.
 * Cost: 1 Point
 * Droid: -

Racial Weapon
Your race has automatic proficiency with one weapon, regardless of character class. This can be a new weapon.
 * Cost: 2 Points
 * Droid: +

Shape-Shifting
Your race can change shape as a full-round action, using an ability equivalent to Alter Self twice per day. If a member of the race is killed, it reverts to its actual form.
 * Cost: 7 Points
 * Droid: -

Small Size
Your race’s size changes from Medium to Small. It therefore receives a +1 size bonus to attacks and AC and a +4 bonus to Hide checks. It also receives a –2 penalty to Strength and a +2 bonus to Dexterity. Its base speed is 20 feet, however, and it can only use a Medium weapon with both hands. A lightsaber sized for a being of this size inflicts 3d6 damage instead of 3d8.
 * Cost: 5 Points
 * Droid: +

Spider Climb
Your race can climb along dry walls and ceilings as easily as they walk, without making Climb checks. They must still make Climb checks in strong wind, if threatened, or if the surface is slippery, however.
 * Cost: 4 Points
 * Droid: +

Swimming
Your race swims as easily as it walks on land, moving at a base speed of 30.
 * Cost: 4 Points
 * Droid: +

Telepathy
Your race can telepathically communicate with any creature that has a language within 60 feet. This ability affords you no capability to otherwise affect another creature’s mind.
 * Cost: 6 Points
 * Droid: -

Water Breathing
In clean water, your race can breathe just as other characters breathe air. This doesn’t prevent the race from being asphyxiated or harmed by deadly liquids.
 * Cost: 2 Points
 * Droid: -

Racial Penalty Types
"Yield" refers to the extra points you are allowed to spend on your race when you give them a certain penalty.

-2 Charisma
Gives your race a -2 Charisma penalty.
 * Yield: +4 Points
 * Stackable: x2

-2 Constitution
Gives your race a -2 Constitution penalty.
 * Yield: +3 Points
 * Stackable: x2

-2 Dexterity
Gives your race a -2 Dexterity penalty.
 * Yield: +5 Points
 * Stackable: x2

-2 Intelligence
Gives your race a -2 Intelligence penalty.
 * Yield: +4 Points
 * Stackable: x2

-2 Strength
Gives your race a -2 Strength penalty.
 * Yield: +3 Points
 * Stackable: x2

-2 Wisdom
Gives your race a -2 Wisdom penalty.
 * Yield: +4 Points
 * Stackable: x2

Alien Atmosphere
Your race can’t breathe oxygen, and suffocates without a rebreather. Likewise, oxygen-breathing creatures suffocate if they visit your homeworld without a rebreather.
 * Yield: +4 Points

Nocturnal
Your race can’t operate as well in strong light, such as bright sunlight or other bright light source. In these conditions, your race suffers a –2 penalty to attacks, skill checks, and saving throws. There may be technology available to help your race function in light (such as goggles), but these must be specially made and cost at least 2,000 credits.
 * Yield: +2

Saving Throw Weakness
You receive a –2 penalty to saving throws against a certain of effect (consult your GM for help).
 * Yield: +2 Points
 * Stackable: x2

Slow Movement
Your race’s base movement speed decreases by 10 feet. This doesn’t affect alternate movement types, such as burrowing, swimming, or flying.
 * Yield: +4 Points

=Introduction= Galaxy At War includes a total of eight classes:


 * The Leader combines diplomatic skill with the ability to guide allies on the battlefield to victory.


 * The Mercenary is a gun-for-hire who combines combat prowess with a wide skill set to survive in the universe.


 * The Rogue is a sneaky scoundrel with an un-paralleled skill set that allows him to get along in the galaxy in almost any situation.


 * The Soldier is the professional warrior, deadly with a blaster.


 * The Spacer is a master pilot and better at fixing and upgrading ships than anyone.


 * The Jedi are the great students of the Force. They are divided into three sub-groups: Consulars (powerful Force-manipulation), Guardians (powerful lightsaber combat), and Knights (who blend aspects of the Consular and Guardian together).

=Leveling Chart= http://img297.imageshack.us/img297/3630/levelchartpf8.gif

Double Ability Point Bonus
At 4th level, and every fourth level thereafter (8th, 12th, etc.), each character gains two ability points. These points each have to go on different ability scores (you can't add +2 to Dexterity, for instance).

=Starting Funds= http://img167.imageshack.us/img167/8053/cashmoneyhoesak4.gif

Note: All characters who begin play as a 1st-level Jedi begin with a blue lightsaber. Later, they can make their own.

=Classes=

Leader
http://img525.imageshack.us/img525/7434/paradeci4ew1.jpg The leader is a nobleman, a diplomat, and a hero, though not necessarily in that order. Called to a higher cause in the galaxy, the leader might represent her kinsmen in the Galactic Senate, champion their cause on the field of battle, or command governance back on their homeworld. Often, it is some combination of the three. The leader is as likely to be royalty as a military commander.

Leaders are the most skilled of any class in the art of diplomacy and negotiation, and possess such charisma and reputation that they inspire their allies to greater heroics than they could muster without.

Hit Dice: d6.

Skill Points Per Level: 8 + Int.

Skills: Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Perform, Pilot, Profession, Sense Motive, Speak Language.

Proficiencies: Leaders are proficient with small blasters, blasters, blaster rifles, explosives, and vibro-daggers.

http://img525.imageshack.us/img525/9592/leaderboardzd5.gif

Custom Ship: At 1st level, the leader’s prestige and political connections allow him to buy or commission the creation of his own ship—a personal transport.

Heroism: At 2nd level, the leader becomes hardened from his experiences with extraordinary and dangerous circumstances, and is able to constantly maintain his cool in battle. The leader applies his Wisdom bonus (if positive) as a morale bonus to his saving throws.

Inspiration: As a standard action, the leader can inspire his comrades with a greater bravery and sense of purpose. Everyone within hearing range of the leader, as well as the leader himself, gains the listed morale bonus to attack rolls, damage rolls, and Will saves. This effect lasts for as long as the leader continues speaking (as a move action each round), and for five rounds after that.

Leadership: The leader gains the listed competence bonus to all of his Cha-based class skills.

War Heroism: At 8th level, the leader’s orating skills increase and his legend grows, increasing the power of his Inspiration ability. When the Leader uses Inspiration, he can choose to also temporarily increase the Strength, Dexterity, Constitution, or Wisdom of all those affected by 2 for the duration. The leader must choose which ability score to increase when he uses the ability, but can change the score increased as a move action.

Greater War Heroism: The leader’s skills at oration, and his legendary reputation further increase his inspirational abilities. Three times per day, the leader can use an effect equivalent to the Haste spell as a standard action. The caster level of this effect is equal to the character’s levels in Leader.

Mercenary
http://img509.imageshack.us/img509/6709/20060316bg1yr2.jpg A servant to almost anyone but loyal only to himself, the mercenary is an intergalactic bounty hunter, assassin, and all-around cutthroat that’s in it not for the fame, but the fortune. Entirely self-sufficient, the mercenary survives off his wits, skills, and combat prowess, having no one else to depend on but himself. The mercenary gladly serves whoever has the deepest pockets, often unconstrained by matters of legality, or even morality.

The mercenary has an impressive mix of skills and combat options, and is suited for a wide variety of dangerous adventures.

Hit Dice: d8.

Skill Points Per Level: 8 + Int.

Skills: Craft, Handle Animal, Heal, Hide, Intimidate, Knowledge (Aliens), Knowledge (Medicine), Knowledge (Streetwise), Knowledge (Tactics), Knowledge (Technology), Knowledge (World Lore), Listen, Move Silently, Pilot, Profession, Search, Speak Language, Spot, Survival, Swim, Use Rope.

Proficiencies: Mercenaries are proficient with all non-exotic weapons, except for lightsabers.

http://img413.imageshack.us/img413/191/mercenaryboardwt4.gif

Skill Focus: At 1st level, then at 5th level and every five levels thereafter, the mercenary gets the Skill Focus feat for free in one of his class skills.

Combat Style: At 2nd level, a mercenary must select one of two combat styles to pursue: Sniping, or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the mercenary selects sniping, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the mercenary selects two-weapon fighting, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Custom Ship: At 4th level, the mercenary’s accumulated monetary gains, prestige, and connections allow him to buy or commission the creation of his own ship—a heavy fighter or interceptor.

Gunslinger: The mercenary relies on his quickness to survive in deadly situations. Once per day as a free action, starting at 5th level, the mercenary can enter an enhanced state during combat, spurred on by a combination of adrenaline and experience in battle. During this state, which lasts for three rounds, he gains a +2 circumstance bonus to ranged attack rolls.

At 10th level, the circumstance bonus increases to +3, and at 20th level, +4.

Bonus Feat: The mercenary selects a bonus feat.

Improved Combat Style: At 6th level, a mercenary’s aptitude in his chosen combat style improves. If he selected sniping at 2nd level, he is treated as having the Far Shot feat, even if he does not have the normal prerequisites for that feat.

If he took the two-weapon fighting style, he is treated as having the Improved Two-Weapon Fighting feat.

Evasion: At 10th level, whenever the mercenary successfully makes a Reflex save, he suffers no damage, even if he would ordinarily take half damage.

Combat Style Mastery: At 12th level, a mercenary’s aptitude in his chosen combat style improves again. If he selected sniping at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If he took the two-weapon fighting style, he is treated as having the Greater Two-Weapon Fighting feat.

Rogue
http://img210.imageshack.us/img210/2008/hansoloprofileog9.jpg Scoundrels, thieves, information brokers, con-men, smugglers, and adventurers—these are the rogues. Gifted with unparalleled mechanical expertise and a quick shot, rogues are in it for the fame, the credits, and—when the money’s right—the excitement. The rogue is clever, opportunistic, and always in over his head—where he likes it best.

The rogue is a deadly shot in combat, especially when they catch an enemy unaware, and talented in an unmatched variety of skills.

Hit Dice: d6.

Skill Points Per Level: 10 + Int.

Skills: Appraise, Balance, Bluff, Climb, Computer Use, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (Aliens), Knowledge (Medicine), Knowledge (Streetwise), Knowledge (Technology), Knowledge (World Lore), Listen, Move Silently, Perform, Pilot, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble, Use Rope.

Proficiencies: Rogues are proficient with small blasters, blasters, blaster rifles, explosives, and vibro-daggers.

http://img529.imageshack.us/img529/8710/rogueboardfh8.gif

Custom Ship: At 6th level, the rogue’s accumulated monetary gains and connections allow him to buy or commission the creation of his own ship—a heavy fighter, interceptor, or transport.

Bonus Feat: The rogue selects a bonus feat.

Technician: The rogue gains the listed competence bonus to all of his Int-based class skills.

Soldier
http://img404.imageshack.us/img404/8529/aurek7fbrh1.jpg The consummate warrior, the soldier feels right at home when left with little more than a good blaster and plenty of ammunition. Whether beholden to a greater authority or just a deadly gunslinger, the soldier is tough and capable of blasting his way out of almost any trouble.

More competent in a tough fight than any other hero, the soldier is a force of nature on the battlefield and behind the controls of a starfighter.

Hit Dice: d10.

Skill Points Per Level: 4 + Int.

Skills: Balance, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Aliens), Knowledge (Medicine), Knowledge (Tactics), Knowledge (Technology), Knowledge (World Lore), Pilot, Profession, Speak Language, Swim, Use Rope.

Proficiencies: Soldiers are proficient with all non-exotic weapons, except for lightsabers.

http://img246.imageshack.us/img246/1979/soldierboardgu5.gif

Bonus Feat: The soldier selects a bonus feat.

Spacer
http://img404.imageshack.us/img404/6601/xwrs1fcot3.jpg At home in the stars, the spacer is an explorer at heart, traveling the galaxy in search of adventure. When the going gets rough, he is also an unparalleled fighter pilot, using his natural talents to become the feared enemy of any lesser combatant in an engagement.

The spacer wins many of his battles, however, before he even starts them. Between adventures, the spacer buries himself in the guts of his favorite ship, making powerful modifications that will give his boat the technological advantage in a fight—the likes of which lesser technicians don’t even understand. These skills also extend to when the spacer needs to pilot a speeder, ground vehicle, or the rare riding animal. If you want to win a fight, the spacer is the man you put at the helm.

Hit Dice: d8.

Skill Points Per Level: 8 + Int.

Skills: Appraise, Computer Use, Craft, Knowledge (Aliens), Knowledge (Tactics), Knowledge (Technology), Knowledge (World Lore), Pilot, Profession, Speak Language, Survival.

Proficiencies: Spacers are proficient with small blasters, blasters, blaster rifles, explosives, and vibro-daggers.

http://img329.imageshack.us/img329/2851/spacerboard2ob3.gif

Bonus Feat: A spacer receives a bonus feat at 1st, 4th, 8th, 12th, 16th, and 20th level.

Custom Ship: At 1st level, a spacer’s accumulated technical knowledge, ability, and connections allow him to purchase, or construct from spare parts, his own ship.

Spacer Skills: A spacer receives a +4 bonus to Knowledge (Aliens), Knowledge (World Lore), and Speak Language checks.

Craft Expertise: A 2nd level spacer receives a +2 bonus to Craft (Electronics), Craft (Engineering), and Craft (Ships) checks. This increases to +4 at 8th level and by +2 every six levels thereafter.

Craftsman: A 5th level spacer is an expert at building, modifying, and repairing ships, knows where to find the cheapest and best materials and supplies, and knows how to get the most out of the materials, supplies, and ships that he uses. When using the Craft skills for Engineering, Electronics, and Ships to modify and repair ships, he subtracts 10% from the total listed cost. At 15th level, this discount increases to 20%.

Master Pilot: A 5th level spacer receives a +1 bonus to all Pilot checks. This increases to +2 at 10th level and by +1 every five levels thereafter.

The Jedi
There is no ignorance; there is knowledge.

There is no fear; there is certainty.

There is no anger; there is serenity.

There is no death; there is the Force.

The Jedi, the greatest practitioners of the Force in the galaxy, are a noble and ancient sect dedicated to the continuation of peace and order in the universe. Wise and contemplative, they act as diplomats to the Galactic Republic in times of peace, and as its champions of right in times of war.

While they are gifted in combat (especially with their signature weapon, the deadly lightsaber), they prefer peaceful solutions to any violence, if at all possible. The Jedi are skilled in battle, but do not consider themselves warriors so much as guardians and protectors of the peace.

Members of the Jedi order, who number in the many thousands, can be divided into three distinct groups, based on skill set—knights, consulars, and guardians.

Jedi consulars are the greatest students of the Living Force, and devote the most time of any Jedi to increasing their knowledge of its many wondrous intricacies. They have relatively little skill in physical combat, instead relying on the Force to do battle (and to aid them in lightsaber combat, if need be).

Jedi guardians are just as attuned to the Force as consulars, but focus their training to become devotees of lightsaber combat. In comparison to other Jedi, they have relatively little ability to freely manipulate the Force. When war erupts, the guardians lead the charge against the enemies of democracy, justice, and the Light Side.

Jedi knights combine the expertise of both consulars and guardians to establish a more balanced set of skills and powers. Skilled in both lightsaber combat and the nuances of the Force, most Jedi could probably be considered knights.

Jedi are the guardians of peace in the galaxy.

Jedi use their powers to defend and protect, never to attack others.

Jedi respect all life, in any form.

Jedi serve others rather than ruling over them, for the good of the galaxy.

Jedi seek to improve themselves through knowledge and training.

The Jedi Code
One’s knowledge of the Force is never complete. A Jedi should spend an hour each day meditating, which allows him to both touch the Living Force and reflect on both events and his actions. Only greater wisdom and strength in the Force can come of this.
 * Training and Meditation

Each Jedi, from the lowliest apprentice to the greatest master, is every other Jedi’s brother or sister. There must not be serious conflict between any two Jedi, secret or open; to wish ill on your brethren is not the way of the Force.
 * Loyalty

The apprentice must always respect and obey the wishes of the master. And the master must always respect and obey the wishes of the council.

A Jedi must be honest with himself and act only out of compassion for others and an interest in what is right. He need only give what counsel is asked of him, but whatever advice he gives must be for the good, and not merely for his own benefit. The Jedi may keep secrets and even lie, but again, only in the defense of what is right. He must never keep secrets or tell lies for his own personal gain, for the Jedi himself gains nothing from such things.
 * Integrity

Though the Jedi are agents of good, they are not the moral center of the universe. Jedi never sit in judgment—they act towards the protection of others, not to attack and punish others simply for their nature. Jedi work to preserve a galaxy where there is justice, but not to define what that justice is, or make it themselves.
 * Morality

The Jedi teach that all creatures in the galaxy are precious in some way. To harm any sentient being without due cause is wrong. They should never kill, unless their enemy wishes to kill them.
 * Violence

To a Jedi, a violent solution should always be the last option. If there is truly any other way to end a conflict, it must be explored. However, once a Jedi brings his lightsaber to bear, he must be prepared to take a life with it. If he is not so prepared, then he mustn’t.

The Force is not a toy, or even merely a tool. It is a gateway to knowledge and wisdom. Even so, a Jedi is not better than other creatures simply because he uses the Force, nor is he even necessarily the more wise or powerful.
 * Using the Force

Using the Force for violence instead of a lightsaber is no excuse, nor is it necessarily a better solution to a problem simply because it would be quicker. To manipulate another with the Force against their will is the same as harming them, and such methods must be a Jedi’s last line of defense.

A Jedi must never use the Force out of anger, fear, hatred, vengeance, or other negative and destructive emotions. Acting on these emotions leads only to evil.

A Jedi must remain calm and at peace when using the Force—he must focus himself through it.

A Jedi must know not only the Force, but both himself and the galaxy. Whenever the Jedi becomes more knowledgeable or skilled in any subject, he becomes a better Jedi. A Jedi who listens only to the Force is no Jedi at all.
 * Knowledge

Jedi Consular
http://img213.imageshack.us/img213/1843/yodarw8me4.jpg Hit Dice: d6.

Skill Points Per Level: 4 + Int.

Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Force Mastery, Gather Information, Handle Animal, Heal, Jump, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Medicine), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Listen, Pilot, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble.

Proficiencies: Jedi are proficient with lightsabers and explosives.

http://img337.imageshack.us/img337/6716/jedimasterxz7.gif

Craft Lightsaber: At 8th level, the Jedi Consular learns how to craft his lightsaber. This process takes about two weeks on average, and requires crystals found on remote worlds across the galaxy.

Dark Side Defense: The Jedi gains the listed morale bonus to saving throws against hostile Force powers directed at him.

Force Powers: The Jedi are strong in the Force, and through vigorous training and an understanding of their own selves, they have learned to command its powers, manifesting abilities through the Force.

Power Points/Day: A Jedi’s ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Wisdom.

Powers Known: A Jedi Consular begins play knowing three Force powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the Force power list. You can choose any powers from the general list, as well as the Light Side list. A Jedi can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Jedi can manifest powers in a day is limited only by his daily power points.

A Jedi simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Jedi powers is 10 + the power’s level + the Jedi’s Wisdom modifier.

Maximum Power Level Known: A Jedi begins play with the ability to learn 1st-level powers. As he attains higher levels, a Jedi may gain the ability to master more complex powers.

To learn or manifest a power, a Jedi must have an Wisdom score of at least 10 + the power’s level.

Bonus Feat: The Jedi Consular gains a bonus feat.

Class Reciprocity: Jedi Knight, Consular, and Guardian levels stack together to determine caster level and power points.

Jedi Guardian
http://img297.imageshack.us/img297/9519/swirlingvzzzdu6.jpg Hit Dice: d10.

Skill Points Per Level: 6 + Int.

Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Force Mastery, Gather Information, Handle Animal, Heal, Jump, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Medicine), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Listen, Pilot, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble.

Proficiencies: Jedi are proficient with lightsabers and explosives.

http://img120.imageshack.us/img120/1210/jediwarriorzk8.gif

Guardian Skills: At 1st level, the Jedi Guardian receives a +4 competence bonus to Balance, Jump, and Tumble checks.

Craft Lightsaber: At 4th level, the Jedi Guardian learns how to craft his lightsaber. This process takes about two weeks on average, and requires crystals found on remote worlds across the galaxy.

Movement: At 5th and 15th level, the Jedi Guardian gains a +10 bonus to his base movement speed.

Dark Side Defense: The Jedi gains the listed morale bonus to saving throws against hostile Force powers directed at him.

Lightsaber Damage: At 10th and 20th level, the Jedi Guardian rolls extra damage dice when attacking with a lightsaber. At 10th, he rolls an extra d8, and at 20th, he adds a second d8, for a total of 5d8.

Force Powers: The Jedi are strong in the Force, and through vigorous training and an understanding of their own selves, they have learned to command its powers, manifesting abilities through the Force.

Power Points/Day: A Jedi’s ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Wisdom.

Powers Known: A Jedi Guardian begins play knowing one Force Power of your choice. As he advances in level, he unlocks the knowledge of new Force powers.

Choose the powers known from the Force power list. You can choose any powers from the general list, as well as the Light Side list. A Jedi can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Jedi can manifest powers in a day is limited only by his daily power points.

A Jedi simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Jedi powers is 10 + the power’s level + the Jedi’s Wisdom modifier.

Saber Activation (Su): As a move action, a Jedi Guardian can activate his lightsaber using only the Force.

Bonus Feat: The Jedi Guardian gains a bonus feat.

Class Reciprocity: Jedi Knight, Consular, and Guardian levels stack together to determine caster level and power points.

Jedi Knight
Hit Dice: d8.

Skill Points Per Level: 4 + Int.

Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Force Mastery, Gather Information, Handle Animal, Heal, Jump, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Medicine), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Listen, Pilot, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble.

Proficiencies: Jedi are proficient with lightsabers and explosives.

http://img148.imageshack.us/img148/8526/jediknightyh5.gif

Craft Lightsaber: At 6th level, the Jedi Knight learns how to craft his lightsaber. This process takes about two weeks on average, and requires crystals found on remote worlds across the galaxy.

Dark Side Defense: The Jedi gains the listed morale bonus to saving throws against hostile Force powers directed at him.

Force Powers: The Jedi are strong in the Force, and through vigorous training and an understanding of their own selves, they have learned to command its powers, manifesting abilities through the Force.

Power Points/Day: A Jedi’s ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Wisdom.

Powers Known: A Jedi begins play knowing one Force power of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the Force power list. You can choose any powers from the general list, as well as the Light Side list. A Jedi can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Jedi can manifest powers in a day is limited only by his daily power points.

A Jedi simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Jedi powers is 10 + the power’s level + the Jedi’s Wisdom modifier.

Maximum Power Level Known: A Jedi begins play with the ability to learn 1st-level powers. As he attains higher levels, a Jedi may gain the ability to master more complex powers.

To learn or manifest a power, a Jedi must have an Wisdom score of at least 10 + the power’s level.

http://img509.imageshack.us/img509/6606/lukeinfernocw8.jpg

Bonus Feat: The Jedi Knight gains a bonus feat.

Class Reciprocity: Jedi Knight, Consular, and Guardian levels stack together to determine caster level and power points.

Ranking Within The Jedi Order
There are six levels of ranking in the Jedi Order.

Initiate
An initiate is a hopeful candidate for the Jedi Order, usually no older than 5-10 standard years. Either selected from birth for candidacy or descended from other Jedi, the initiate lives and receives minor training at the Jedi Temple, but has not yet been selected for tutelage by another Jedi.

Most initiates are eventually taken under the wing of a Jedi for further training, but a rare few are not, and go on to become low-level functionaries within the Jedi Temple.

In game terms, an Initiate is almost never any greater in power than a first-level Jedi character, and usually not even that skilled.

Apprentice
http://img404.imageshack.us/img404/4295/thetiesthatbindcover2tj8.jpg An apprentice is a trainee under the direct tutelage of another Jedi, who accepts that apprentice as his responsibility. Not yet a Jedi, the apprentice is expected to learn the ways of the Force, the Jedi Order, and the galaxy at large from their master.

The apprentice's training is complete only when his master deems it so, and when the apprentice has completed, to the Jedi Council's satisfaction, the four Jedi Trials. These are the Trials of Skill, Flesh, Courage, and Spirit.

The Trial of Skill tests the potential Jedi's combat prowess, especially, but not limited to, their abilities with a lightsaber.

The Trial of Flesh tests the potential Jedi's ability to handle great loss and to overcome their negative emotions.

The Trial of Courage demands that the potential Jedi fight with great courage, defeat a superior enemy, or complete a mission with a low chance of success, or even survival.

For the Trial of Spirit, the Jedi must look within, know, and master himself, no matter how difficult or painful that process may be.

Once all these are done, the apprentice is taken before the Jedi Council, where he recites the ancient Oath of the Jedi Order, and is pronounced a true Jedi Knight.

In game terms, an apprentice is rarely above 5th level, though some remain under guidance for some time further before they are officially knighted. Some, meanwhile, achieve the rank of Jedi before 5th level.

Jedi
A Jedi is the standard organizational ranking for any character that has passed the trials and been declared a Jedi Knight. All Jedi consider one another brother and sister, respectively.

Most Jedi eventually search for an initiate to take on as an apprentice, in order to pass on their knowledge, wisdom, and teachings to a new generation of knights.

Jedi Master
A Jedi Master is a rank bestowed upon the Jedi Council to any Jedi that has successfully trained one apprentice into knighthood. Only experienced Jedi are typically allowed the responsibility of an apprentice, and among these, only the very experienced are likely to see an apprentice's training to completion.

Alternatively, the rank of Master can be bestowed upon any Jedi who demonstrates sufficient knowledge, wisdom, and ability with the Force, but their skills, powers, and experience must be great indeed for the Council to allow this path to the rank of Master.

In addition to some measure of fame throughout the order, and likely certain parts of the galaxy, the rank of Master carries with it the opportunity to be named to the Jedi Council.

In game terms, a Jedi Master is a character that has likely achieved both the training of an apprentice and the 11th level. Jedi who have not trained an apprentice must typically be of much greater experience and power than even other Masters, but such a Master is very rare.

Council Member
http://img150.imageshack.us/img150/3889/councilrotseg8.jpg The wisest and most knowledgeable of the Jedi Masters might go on to serve in the Jedi Council, the governing body of the Jedi Order. Membership on the Council is a position of supreme importance, as the Council deals with all aspects of the Order's activities. The experience and Force attunement that the council members wield far surpasses that of even other Masters.

It is difficult to find a place on the Council, even for a great Jedi, as there are only twelve seats.

The first five seats are reserved for council members who have accepted a lifetime commitment to the council's service, and these are usually the greatest and eldest members of the Order. Four additional seats are reserved for members who are likewise appointed for life, but reserve the right to step down at any time. Three final seats are rotational, reserved for members who are appointed for an allotted time period, usually a number of years. Many of the Jedi Masters who are awarded a rotational seat have the opportunity to take a permanent one later.

The number of permanent and rotating seats may change as conditions change within the Order.

In game terms, a Council Member is a Jedi Master of at least the 16th level.

Grand Master
The Grand Master of the Jedi Order is the senior member of the Jedi Council, and while his opinion is not absolute, he is still the nominal leader of the Order, and is almost certainly the most powerful Jedi alive.

In game terms, the Grand Master is a Jedi Master of at least 18th level, and possibly higher.

The Sith
http://img525.imageshack.us/img525/8033/promovadercy5.jpg Peace is a lie, there is only passion.

Through passion, I gain strength.

Through strength, I gain power.

Through power, I gain victory.

Through victory, my chains are broken.

The Force shall free me.

The Sith, the greatest agents of the Dark Side in the galaxy, are an evil and ancient sect dedicated to the pursuit of power and the destruction of their enemies. Cunning and ambitious, they strive to dominate the galaxy and destroy their greatest enemies, the Jedi.

While they are crafty and shrewd, Sith favor violence over a peaceful solution that would allow their opponents to survive. The Sith consider themselves warriors, and believe that there is only true peace when they enjoy absolute victory and supremacy.

Members of the Sith carefully conceal their true numbers and keep their operations secret, lest they be discovered and thwarted. Like the Jedi, the sect’s members can be divided into three distinct groups, based on skill set—knights, masters, and warriors.

Sith masters are the greatest students of the Dark Side, and devote the most time of any Sith to mastering its destructive energies. They have relatively little skill in physical combat, instead relying on the Force to do battle (and to aid them in lightsaber combat, if need be).

Sith warriors are just as attuned to the Dark Side as the masters, but focus their training to become devotees of lightsaber combat. In comparison to other Sith, they have relatively little ability to freely manipulate the Force, but they are still deadly in combat. When war erupts, the warriors lead the charge against the Galactic Republic.

Sith knights combine the expertise of both masters and warriors to establish a more balanced set of skills and powers. Skilled in both lightsaber combat and the nuances of the Dark Side, most Sith could probably be considered knights.

Turning to the Dark Side
It is possible for Jedi to turn to the Dark Side and become Sith, and vice versa. This is typically a decision reached by the Game Master and player together. The Game Master can, however, rule that a Jedi character has lost his attunement to the Light Side of the Force, and either penalize him or declare that he is a Sith.

Violating The Jedi Code
If a Jedi character has violated the sacred laws of his order to a major degree, and/or without any repentance, he may lose some or all of his connection to the Force. These transgressions include:


 * Lying for purely selfish reasons and personal gain, rather than to protect others and preserve the greater good.


 * Attacking others without provocation. The Jedi should not harm, injure, or kill others who do not wish the same on him. This includes the use of mind-affecting powers against others. A Jedi should never harm a character just because he doesn’t like them, and should never draw a lightsaber if he is not prepared to kill his enemy.


 * Using the Force out of anger, fear, hatred, vengefulness, or other negative emotions. The Jedi must be calm when he goes into battle, and not let negative emotions guide his actions.


 * Using violence when more peaceful options that would achieve the same end seem available to the Jedi.


 * Embrace arrogance or assume he is better than another because of the Jedi’s attunement to the Force. The Jedi is not better or more righteous than another person because of his powers or beliefs.

Penalization

 * Characters who make minor transgressions might temporarily lose their ability to use Light Side Force powers, especially at pivotal moments that require all their concentration. They might also lose their Dark Side Defense class ability temporarily.


 * Characters who make major transgressions, but at least strive for some sort of redemption, might lose the ability to use Force powers of greater than 2nd level, and to augment those powers with additional power points.


 * Characters who join the Sith, or otherwise embrace the Dark Side, suffer no penalties, but become Sith.

Succumbing to the Dark Side
Any Jedi can at any time use the Dark Side. He need only act out of great anger, hatred, or fear—or worse yet, intentionally use the Dark Side to achieve a goal. A player may declare that he is using a Dark Side power, such as Lightning Bolt or Inflict Pain, and immediately manifest the power as if he always had it. In doing so, however, he permanently adds the power to his list of powers known, loses one power of the same level, and loses the ability to manifest Light Side powers.

The atonement for such an act of evil is far more difficult than the committing of it, and in almost all cases, the Jedi is well on the path to becoming a Sith, never to redeem himself.

The decision to join the Dark Side is rarely sudden, however, and a Jedi need not summon the Dark Side to his aid to join it. By simply embracing the tenets of the Sith, a Jedi can join them, severing his connection to the Light just as irrevocably.

Gameplay Differences Between the Sith and the Jedi
In terms of game mechanics, Sith masters, warriors, and knights are functionally identical to Jedi in most ways. There are, however, several important differences.


 * A Sith character uses Charisma instead of Wisdom to determine his manifesting abilities. If a Jedi character turns to the Dark Side, his player has the option of switching his Wisdom and Charisma scores, both to keep the character’s abilities balanced, and to reflect the character’s new self-centered attitude and emphasis on internal power.


 * A Sith cannot use Light Side Force powers, but gains access to the Dark Side Force powers list. If a Jedi character turns to the Dark Side, his player must immediately remove all Light Side powers that he might know, and replace them with another power (either from the shared list or the Dark Side list).


 * Instead of the Dark Side Defense class ability, the Sith gets Light Side Defense, which functions against Jedi instead of Dark Side wielders.


 * If a Jedi turns to the Dark Side, he must immediately replace any feats that require him to have levels in Jedi with other feats.


 * The Sith have Bluff and Intimidate as class skills, whereas Jedi do not.

Ranking Within The Sith Order
There are five levels of ranking in the Sith.

Minion
A Sith minion is considered only a mere servant of the Sith. They may or may not even have Force potential, and their ranks include many soldiers with no other connection to the Sith aside from absolute loyalty. Minions typically worship the true Sith as gods, whose greatness is to be aspired to in all that the minion does.

After Darth Bane's Rule of Two was instituted, the ranking of Minion was abolished.

Sith minions can be of almost any imaginable class or level, but minions with real Force potential achieve only very low level before being inducted to a higher rank within the order.

Acolyte
An Acolyte is a former Sith minion, deemed worthy enough to be trained in the Dark Side of the Force. They are not considered true Sith, but mere neophytes in their knowledge of the Dark Side and Sith teachings.

Before an acolyte can become a "true" Sith, he will be sorely tested and abused by his master(s), subjected to physical and emotional torment, and taught to use anger, fear, and hatred to the exclusion of all other emotions whenever possible--especially when channeling the Force. Only through these concepts, they are taught, can they truly become masters of the Force and the Dark Side.

It is not uncommon for true Sith to use acolytes that they have no intention of truly training as pawns for use in their continuing plots and power-plays, to the extent that they will allow the acolyte to be killed.

After Darth Bane's Rule of Two was instituted, the ranking of Acolyte was abolished as a formal position within the Sith.

In game terms, an acolyte is typically a Sith character of no greater than 5th level, though a rare few might be greater.

Sith Lord
http://img341.imageshack.us/img341/6706/apictureofdarthmaulgb5.jpg A Sith Lord is considered to be a true adherent to the cause of the Sith and the power of the Dark Side, having completed his training and been truly accepted as part of a sinister brotherhood.

A Sith Lord pledges himself absolutely to the pursuit of the Dark Side's power, as well as the servitude of the darths, who, for all his power, still rule him as though he were a slave.

Depending on the era in galactic history, there may be many Sith Lords in existence, or there might only be one, in which case the terms Sith Lord and Darth are effectively synonymous.

In game terms, an acolyte is typically a Sith character of 6th level or greater.

Darth
A Darth is a Sith Lord who is dedicated absolutely and unquestionably to the Dark Side of the Force, and moreover, has become a master of the power it grants.

The key step to achieving the title of Darth is to give up one's own name, taking the Darth title and a new name (such as Bane, Maul, Vader, Sidious, and the like). In this act, the Sith Lord gives up his life--his past, his future, and his soul--in order to pursue the true power of the Dark Side. Whoever a Darth once was, he is no longer that person, and the old name has no meaning to him any longer.

Taking the title of Darth is a step that few among even the Sith Lords have the fortitude to take. The Darth sacrifices everything in the service of pure evil. If a Sith Lord has proven himself a truly dedicated and promising thrall of darkness, he might simply be awarded the title by the Dark Lord of the Sith, at which point his soul is lost, regardless of his choice.

Within the order, it is plainly understood that the darths have dominion over all other Sith, save the Dark Lord himself.

In game terms, a Darth is a Sith character of 11th level or higher.

Dark Lord of the Sith
http://img213.imageshack.us/img213/8377/palpatine243154cl0.jpg The Dark Lord of the Sith is universally recognized within the Sith Order as being the most powerful of all their number, which therefore gives him the right of absolute rule. The Dark Lord's mastery of the Dark Side of the Force is unequaled, as is his evil and cunning. The Dark Lord is truly an irredeemable force of evil.

The title of Dark Lord of the Sith is granted by no other means than by destroying the current Dark Lord and taking his place. The sitting Dark Lord knows this well, and will gladly destroy any challenger, but lives with the knowledge that he will one day be replaced by a greater Darth, one with greater Force powers, or will simply be destroyed when he grows too old, or when he is caught by a rival's cunning at too great a disadvantage. This is the natural order of the Sith.

In game terms, the Dark Lord of the Sith is typically a Sith character of at least 16th level.

=Force Powers Overview= “Force powers” are abilities that characters wield through their manipulation of the Force. They range in scope from the subtle and almost undetectable to the earth-shaking and reality-bending, and only the most potent and well-trained students of the Force can call upon them.

A Force power is a one-time Force effect. Characters and creatures capable of Force powers need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a Force power or they do not.

A power is manifested when a Force-attuned character (almost always a Jedi or Dark Jedi) pays its power point cost.

Each power has a specific effect. A power known to a character can be used whenever he or she has power points to pay for it.

Manifesting Powers
Jedi and Sith characters and creatures manifest powers. The process of manifesting a power is akin to casting a spell, but with significant differences.

Choosing A Power
First you must choose which power to manifest. You can select any power you know, provided you are capable of manifesting powers of that level or higher. To manifest a power, you must pay power points, which count against your daily total. You can manifest the same power multiple times if you have points left to pay for it.

Concentration
To manifest a power, you must concentrate. If something threatens to interrupt your concentration while you’re manifesting a power, you must succeed on a Concentration check or lose the power points without manifesting the power. The more distracting the interruption and the higher the level of the power that you are trying to manifest, the higher the DC (higher-level powers require more mental effort).


 * Injury: Getting hurt or being affected by hostile Force powers while trying to manifest a power can break your concentration and ruin a power. If you take damage while trying to manifest a power, you must make a Concentration check (DC 10 + points of damage taken + the level of the power you’re manifesting). The interrupting event strikes during manifestation if it occurs between when you start and when you complete manifesting a power (for a power with a manifesting time of 1 round or longer) or if it comes in response to your manifesting the power (such as an attack of opportunity provoked by the manifesting of the power or a contingent attack from a readied action).

If you are taking continuous damage half the damage is considered to take place while you are manifesting a power. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the power you’re manifesting).

If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

Repeated damage does not count as continuous damage.


 * Power: If you are affected by a power while attempting to manifest a power of your own, you must make a Concentration check or lose the power you are manifesting. If the power affecting you deals damage, the Concentration DC is 10 + points of damage + the level of the power you’re manifesting. If the power interferes with you or distracts you in some other way, the Concentration DC is the power’s save DC + the level of the power you’re manifesting. For a power with no saving throw, it’s the DC that the power’s saving throw would have if a save were allowed.


 * Grappling or Pinned: To manifest a power while grappling or pinned, you must make a Concentration check (DC 20 + the level of the power you’re manifesting) or lose the power.


 * Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a vehicle, or are simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the power you’re manifesting) or lose the power.


 * Violent Motion: If you are on a galloping mount, taking a very rough ride in a vehicle, or are being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the power you’re manifesting) or lose the power.


 * Violent Weather: If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the power you’re manifesting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the power you’re manifesting. In either case, you lose the power if you fail the Concentration check. If the weather is caused by a power, use the rules in the Power subsection above.


 * Manifesting Powers on the Defensive: If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you’re manifesting) to succeed. You lose the power points without successful manifestation if you fail.


 * Entangled: If you want to manifest a power while entangled in a net or while affected by a power with similar effects you must make a DC 15 Concentration check to manifest the power. You lose the power if you fail.

Manifester Level
The variables of a power’s effect often depend on its manifester level, which is equal to your Jedi or Sith class level. A power that can be augmented for additional effect is also limited by your manifester level (you can’t spend more power points on a power than your manifester level). See Augment under Descriptive Text, below.

You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level.

In the event that a class feature or other special ability provides an adjustment to your manifester level, this adjustment applies not only to all effects based on manifester level (such as range, duration, and augmentation potential) but also to your manifester level check to overcome your target’s power resistance and to the manifester level used in dispel checks (both the dispel check and the DC of the check).

Power Failure
If you try to manifest a power in conditions where the characteristics of the power (range, area, and so on) cannot be made to conform, the manifestation fails and the power points are wasted.

Powers also fail if your concentration is broken (see Concentration, above).

The Power’s Result
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a power entails.

Special Effects
Certain special features apply to all powers.


 * Attacks: Some powers refer to attacking. All offensive combat actions, even those that don’t damage opponents, such as disarm and bull rush, are considered attacks. All powers that opponents can resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are considered attacks. Astral construct and similar powers are not considered attacks because the powers themselves don’t harm anyone.


 * Bonus Types: Many powers give creatures bonuses to ability scores, Armor Class, attacks, and other attributes. Each bonus has a type that indicates how the power grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. Only dodge bonuses, circumstance bonuses, and racial bonuses stack with eachother (so two +1 dodge bonuses from two different sources stack). The same principle applies to penalties: a character taking two or more penalties of the same type applies only the worst one.

Powers and Power Points
Jedi and Sith characters manifest powers, which involve the direct manipulation of Force energy. These manipulations require natural talent and personal meditation. A Jedi or Sith character’s level limits the number of power points available to manifest powers. A character’s relevant ability score (Wisdom or Charisma) might allow him to gain extra power points. He can manifest the same power more than once, but each manifestation subtracts power points from his daily limit. Manifesting a power is an arduous mental task. To do so, a character must have a key ability score of at least 10 + the power’s level.


 * Daily Power Point Acquisition: To regain used daily power points, a Jedi must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points.


 * Peaceful Environment: To regain power points, a character must have enough peace, quiet, and comfort to allow for proper concentration. The character’s surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining power points.

Bonus Power Points By Class Level
http://img265.imageshack.us/img265/4061/bonuspowerpointsrr9.gif

Adding New Powers
Characters can learn new powers when they attain a new level. A Jedi or Sith can learn any power from the primary list and powers from the Light Side list (for Jedi) or the Dark Side list (for Sith).


 * Powers Gained at a New Level: Force-wielding characters perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time a character attains a new level, he or she learns additional powers according to his class description. The powers must be of levels the characters can manifest.


 * Learning Different Powers: At each new level, a Jedi or Sith character can "unlearn" any of his powers and replace them with different powers of the same or lower level.

Ability Burn
This is a special form of ability damage that can only be healed naturally (not even the Force will restore it). It is caused by the use of certain Force feats and powers.

=Power Lists=

Level 1
Attraction: Subject has an attraction you specify.

Burst: Gain +10 ft. to speed this round.

Call to Mind: Gain additional Knowledge check with +4 competence bonus.

Catfall: Instantly save yourself from a fall.

Charm: Makes one person your friend.

Control Light: Adjust ambient light levels.

Control Object: Telekinetically animate a small object.

Create Sound: Create the sound you desire.

Daze: Humanoid creature of 4 HD or less loses next action.

Deceleration: Target’s speed is halved.

Déjà Vu: Your target repeats his last action.

Destiny Dissonance: Your dissonant touch sickens a foe.

Disable: Subjects incorrectly believe they are disabled.

Distract: Target gets –4 penalty on Listen, Search, Sense Motive, and Spot checks.

Empathy: You know the subject’s surface emotions.

Empty Mind: You gain +2 on Will saves until your next action.

Far Hand: Move small objects at a limited distance.

Float: You buoy yourself in water or other liquid.

Force Sight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

Grip of Iron: Your iron grip gives +4 bonus on grapple checks.

Know Direction and Location: You discover where you are and what direction you face.

Mindlink: You forge a limited mental bond with another creature.

Missive: Send a one-way telepathic message to subject.

Precognition: Gain +2 insight bonus to one roll.

Sense Link: You sense what the subject senses (single sense).

Stomp: Subjects fall prone and take 1d4 nonlethal damage.

Synesthete: You receive one kind of sense when another sense is stimulated.

Telempathic Projection: Alter the subject’s mood.

Level 2
Aversion: Subject has aversion you specify.

Bestow Power: Subject receives 2 power points.

Biofeedback: Gain damage reduction 2/lightsaber.

Body Equilibrium: You can walk on nonsolid surfaces.

Brain Lock: Subject cannot move or take any mental actions.

Control Air: You have control over wind speed and direction.

Control Sound: Create very specific sounds.

Clairvoyant Sense: See and hear a distant location.

Cloud Mind: You erase knowledge of your presence from target’s mind.

Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

Feat Leech: Borrow another’s Force or Metaforce feats.

Id Insinuation: Swift tendrils of thought disrupt and confuse your target.

Knock: Opens locked or sealed door, even one manipulated by the Force.

Levitate: You move up and down, forward and back via mental support.

Mental Disruption: Daze creatures within 10 feet for 1 round.

Missive, Mass: You send a one-way telepathic message to an area.

Object Reading: Learn details about an object’s previous owner.

Prowess: Instantly gain another attack of opportunity.

Read Thoughts: Detect surface thoughts of creatures in range.

Sense Link, Forced: Sense what subject senses.

Sensitivity to Force Impressions: You can find out about an area’s past.

Share Pain: Willing subject takes some of your damage.

Suggestion: Compels subject to follow stated course of action.

Sustenance: Go without food and water for one day.

Level 3
Danger Sense: You gain +4 bonus against traps.

Darkvision: See 60 ft. in total darkness.

Dispel Force: Cancels Force powers and effects.

Escape Detection: You become difficult to detect with clairsentience powers.

Fate Link: You link the fates of two targets.

Force Blast: Stun creatures in 30-ft. cone for 1 round.

Hustle: Instantly gain a move action.

Mental Barrier: Gain +4 deflection bonus to AC until your next action.

Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.

Precognition, Offensive: Gain +1 insight bonus on your attack rolls.

Prescience, Offensive: Gain +2 insight bonus on your damage rolls.

Telekinetic Force: Move an object with the sustained force of your mind.

Telekinetic Thrust: Hurl objects with the force of your mind.

Touchsight: Your telekinetic field tells you where everything is.

Ubiquitous Vision: You have all-around vision.

Level 4
Control Body: Take rudimentary control of your foe’s limbs.

Correspond: Hold mental conversation with another creature at any distance.

Detect Remote Viewing: You know when others spy on you remotely.

Divination: Provides useful advice for specific proposed action.

Dominate: Control target telepathically.

Freedom of Movement: You cannot be held or otherwise rendered immobile.

Inertial Barrier: Gain DR 5/lightsaber.

Modify Memory: Changes 5 minutes of subject’s memories.

Remote Viewing: See, hear, and potentially interact with subjects at a distance.

Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.

Schism: Your partitioned mind can manifest lower level powers.

Level 5
Catapsi: Psychic static inhibits power manifestation.

Clairtangent Hand: Emulate far hand at a distance.

Metaconcert: Mental concert of two or more increases the total power of the participants.

Mind Probe: You discover the subject’s secret thoughts.

Power Resistance: Grant PR equal to 12 + level.

Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.

Second Chance: Gain a reroll.

Shatter Mind Blank: Cancels target’s mind blank effect.

Level 6
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.

Null Force Field: Create a field where the Force does not function.

Precognition, Greater: Gain +4 insight bonus to one roll.

Restoration: Restores level and ability score drains.

Suspend Life: Put yourself in a state akin to suspended animation.

Temporal Acceleration: Your time frame accelerates for 1 round.

Level 7
Fate of One: Reroll any roll you just failed.

Mind Blank, Personal: You are immune to scrying and mental effects.

Level 8
Hypercognition: You can deduce almost anything.

Mind Blank: Subject immune to mental/emotional effects, scrying, and remote viewing.

Level 9
Affinity Field: Effects that affect you also affect others.

Foresight: The Force warns you of impending danger.

Metafaculty: You learn details about any one creature.

Level 1
Endure Elements: Exist comfortably in hot or cold environments.

Vigor: Gain 5 temporary hero points.

Level 2
Thought Shield: Gain PR 13 against mind-affecting powers.

Tongues: You can communicate with intelligent creatures.

Level 3
Body Adjustment: You heal 1d12 damage.

Body Purification: You restore 2 points of ability damage.

Level 4
Energy Adaptation: Your body converts energy to harmless light.

Intellect Fortress: Those inside fortress take only half damage from all powers until your next action.

Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

Level 5
Adapt Body: Your body automatically adapts to hostile environments.

Force Revivify: Return the dead to life before the psyche leaves the corpse.

Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

True Seeing: See all things as they really are.

Level 6
Dispelling Buffer: Subject is buffered from one dispel force effect.

Level 7
Energy Conversion: Offensively channel energy you’ve absorbed.

Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Reddopsi: Reflect hostile powers back on the attacker.

Level 8
True Metabolism: You regenerate 10 hero points/round.

Level 9
Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers.

Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Level 1
Conceal Thoughts: You conceal your motives.

Demoralize: Enemies become shaken.

Dissipating Touch: Touch deals 1d6 damage.

Level 2
Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.

Lightning Push: Deal 2d6 electrical damage and knock subject back.

Lightning Stun: Deal 1d6 electrical damage and stun target if it fails both saves.

Recall Agony: Foe takes 2d6 damage.

Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.

Level 3
False Sensory Input: Subject sees what isn’t there.

Force Choke: Violently disrupt subject’s breathing.

Lightning Bolt: Deal 5d6 electrical damage in 120-ft. line.

Share Pain, Forced: Unwilling subject takes some of your damage.

Level 4
Death Urge: Implant a self-destructive compulsion.

Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.

Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.

Psychic Vampire: Touch attack drains 2 power points/level from foe.

Level 5
Leech Field: Leech power points each time you make a saving throw.

Lightning Current: Deal 9d6 electrical damage to one foe and half to another foe as long as you concentrate.

Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hero points.

Psychotic Break: Targets viciously attack closest creature.

Level 6
Co-opt Concentration: Take control of foe’s concentration power.

Dark Agony: Creatures you attack with Force powers are subjected to tremendous pain.

Level 7
Insanity: Subject is permanently confused.

Lightning Wave: Deal 13d6 damage of your chosen energy type in 120-ft. cone.

Level 8
Force Crush: Violently crush a target with the Force for 15d6 points of damage.

Level 9
Drain Life: Drain 8d6 hero points from a target, adding them to your own total.

=Force Powers Descriptions=

Adapt Body
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
 * Psychometabolism
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level (D)
 * Power Points: 9

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.

Affinity Field
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. Hero points gained or lost persist after this power ends.
 * Psychometabolism
 * Level: Force 9
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Area: 20-ft.-radius emanation, centered on you
 * Duration: 1 round/level (D)
 * Saving Throw: Fortitude negates (potentially harmless)
 * Power Resistance: Yes
 * Power Points: 17

Creatures in range are also subject to Force effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All Force effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.

Attraction
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 hour/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.

Aversion
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 hour/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

If the subject is forced into taking an action she has an aversion to, she takes a –2 penalty on any attack rolls, ability checks, or skill checks involved.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the duration increases by 1 hour.

Bestow Power
You link your mind with another Jedi's mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Target: One Force-wielding creature
 * Duration: Instantaneous
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3


 * Augment: For every 3 additional power points you spend, the subject gains 2 additional power points.

Biofeedback
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/lightsaber.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 3
 * Augment: For every 3 additional power points you spend, your damage reduction increases by 1.

Body Adjustment
You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
 * Psychometabolism (Healing)
 * Level: Light 3
 * Manifesting Time: 1 round
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 5
 * Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

Body Equilibrium
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 3

If you fall from any height while using this power, damage from the impact is halved.

Body Purification
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.
 * Psychometabolism (Healing)
 * Level: Light 3
 * Manifesting Time: 1 round
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 5
 * Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.

Brain Lock
The subject’s higher mind is locked away. He stands dazed, unable to take any Force-related actions (including manifesting powers or using [Force] feats that require a decision to be used) nor any mental actions at all.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One humanoid
 * Duration: Concentration + 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

A brain locked subject is not stunned, so attackers get no special advantage against him.

A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.
 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.

2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

Burst
This power increases your land speed by 10 feet. (This adjustment counts as an enhancement bonus to speed.)
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 swift action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 1

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

Call to Mind
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 minute
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 1

On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Catapsi
By manifesting this power, you generate psychic static, interfering with the ability of other Force-wielding characters to manifest their powers (you are not affected by your own Catapsi manifestation). All Force activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. If two or more fields of Catapsi overlap, the effects are not cumulative.
 * Telepathy [Mind-Affecting]
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius emanation centered on you
 * Duration: 1 round/level
 * Saving Throw: Will negates; see text
 * Power Resistance: Yes
 * Power Points: 9

The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.
 * Augment: For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Catfall
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can manifest this power even when it isn’t your turn.
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: Until landing or 1 round/ level
 * Power Points: 1
 * Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.

Charm
This power makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One humanoid
 * Duration: 1 hour/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

The power does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the power. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
 * Augment: You can augment this power in one or more of the following ways.

2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

3. If you spend 4 additional power points, this power’s duration increases to one day per level. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Clairtangent Hand
You can emulate a far hand effect at any distance while simultaneously emulating clairvoyant sense to target your far hand; see the appropriate power descriptions. Clairtangent hand’s duration is up to 1 minute per level when used with a far hand effect.
 * Clairsentience (Scrying)
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: See text
 * Area: See text
 * Duration: Up to 1 min./level; see text (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 9
 * Augment: If you spend 8 additional power points, you can emulate clairvoyant sense in conjunction with either telekinetic force, telekinetic maneuver, or telekinetic thrust, but this power’s duration expires as soon as any of the noted telekinetic powers deals damage.

Clairvoyant Sense
You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow Force-enhanced senses to work through it.
 * Clairsentience (Scrying)
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: See text
 * Effect: Force sensor
 * Duration: 1 min./level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

If the area naturally pitch black, you can see in a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power does not work across planes.

Cloud Mind
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. +5 ft./2 levels)
 * Target: One creature
 * Duration: 1 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Cloud Mind, Mass
As Cloud Mind, except as noted above. Each creature is affected individually.
 * Telepathy [Mind-Affecting]
 * Level: Force 6
 * Target: One creature/level
 * Power Points: 11

Conceal Thoughts
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
 * Telepathy [Mind-Affecting]
 * Level: Dark 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One willing creature
 * Duration: 1 hour/level
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 1

Control Air
You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
 * Psychokinesis
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Long (400 ft. + 40 ft./level)
 * Area: 50-ft.-radius spread
 * Duration: Concentration, up to 1 min./level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour.

This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.

Powerful enough winds can cause creatures to be blown away, knocked down, or checked.
 * Augment: See above.

Control Body
You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid physiology) that is within range and to which you have line of sight. Control body doesn’t require mental contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.
 * Psychokinesis
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One Medium or smaller creature with humanoid physiology
 * Duration: Concentration, up to 1 min./level
 * Saving Throw: Fortitude negates
 * Power Resistance: Yes
 * Power Points: 7

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus.

Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so.
 * Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Control Light
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
 * Psychokinesis [Light]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Area: Nine 10-ft. cubes + three 10-ft. cubes/level
 * Duration: Concentration, up to 1 min./level, or 1 round; see text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly.If you decrease the ambient light in an area by 100%, even those with lowlight vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).

Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration is only 1 round.

Control Object
You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.
 * Psychokinesis
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One unattended object weighing up to 100 lb.
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points.

You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

Control Sound
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
 * Psychokinesis [Sonic]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One sound or mixture of related sounds
 * Duration: Concentration, up to 1 min./level; see text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.

Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area. This doesn't function on lightsabers, however.

Co-Opt Concentration
You take over control of a power that was manifested by the subject and that must be maintained through concentration. Once you wrest control of the power from the subject, you have several options.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 6
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 11

• Allow the power to function as normal.

• Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.

• Retarget the power on yourself (if a personal power).

• Choose not to concentrate on the co-opted power in the next round, ending the power at that point.

When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

Correspond
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.
 * Telepathy [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 10 minutes
 * Range: See text
 * Target: One creature with an Intelligence score of 3 or higher
 * Duration: 1 round/level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 7

Create Sound
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
 * Metacreativity (Creation) [Sonic]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Effect: Sounds; see text
 * Duration: 1 round/level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.

Create Sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.

Danger Sense
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Ref lex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level (D)
 * Power Points: 5


 * Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.

Dark Agony
While this power is active on you, any creature that you deal hero point damage to with any Force power is wracked with great pain, and must make an additional Will saving throw against this power when damaged, or suffer a –2 penalty to attack rolls, skill checks, and saving throws for the rest of Dark Agony's duration.
 * Psychokinesis
 * Level: Dark 6
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Area: Any damaged creature (see below)
 * Duration: 1 round/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 11

Creatures that you damage, but that completely absorb the damage with energy resistance, damage reduction, or some other effect, are not affected by this power. Body Adjustment and Body Purification both end the effects of Dark Agony on a creature in addition to their normal effects, but they do not end the power, meaning that the penalty can re-appear on the same victim if they are damaged again. Successfully dispelling the power ends it completely, however.

The penalty from Dark Agony does not stack if a creature is damaged multiple times, or attacked by two characters who both have Dark Agony active.

Darkvision
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 5

Daze
This power clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One humanoid creature that has 4 HD or less
 * Duration: 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.

Death Urge
You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One living creature
 * Duration: 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.

If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
 * Augment: For every 4 additional power points you spend, this power’s save DC increases by 2 and its duration increases by 1 round.

Deceleration
You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./level)
 * Target: One Medium or smaller creature
 * Duration: 1 min./level
 * Saving Throw: Reflex negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Déjà Vu
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One creature
 * Duration: 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Demoralize
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
 * Telepathy [Mind-Affecting]
 * Level: Dark 1
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius spread centered on you
 * Duration: 1 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Destiny Dissonance
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester.
 * Clairsentience
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: 1 round/level
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 1

Detect Hostile Intent
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius emanation centered on you
 * Duration: 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Detect Remote Viewing
You immediately become aware of any attempt to observe you by means of a Clairsentience (scrying) power. The power’s effect radiates from you and moves as you move. You know the location of every Force sensor within the power’s area.
 * Clairsentience
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: 40 ft.
 * Area: 40-ft.-radius emanation centered on you
 * Duration: 24 hours
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 7

If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you and the remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer’s caster level as appropriate). If you at least match the remote viewer’s result, you get a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and distance from you.

Disable
You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see page 307 of the Player’s Handbook). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hero points cannot be affected. Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Area: Cone-shaped emanation centered on you
 * Duration: 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hero points).
 * Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.

Dispel Force
You can use Dispel Force to end ongoing powers that have been manifested on a creature or object, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by Dispel Force, or can be ended only if you manifest Dispel Force at a high enough manifester level. Dispel Force can end spell-like effects just as it does powers.
 * Psychokinesis
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target or Area: One manifester, creature, or object; or 20-ft.-radius burst
 * Duration: Instantaneous or 1d4 rounds; see text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 5

The effect of a power with an instantaneous duration can’t be dispelled, because the Force effect is already over before Dispel Force can take effect.

You choose to use Dispel Force in one of two ways: a targeted dispel or an area dispel.

Targeted Dispel: One object, creature, or power is the target of the Dispel Force power. You make a dispel check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power’s manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.

If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a Force-affected item, you make a dispel check against the item’s manifester level. If you succeed, all the item’s Force properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item loses any abilities it gains from the Force for the duration of the effect. An item’s physical properties are unchanged.

You automatically succeed on your dispel check against any power that you manifested yourself.

Area Dispel: When Dispel Force is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the Dispel Force power so far as that target is concerned) or until you fail all your checks. The creature’s items are not affected.

For each object within the area that is the target of one or more powers, you make dispel checks as with creatures.

For each ongoing area or effect power whose point of origin is within the area of the Dispel Force power, you can make a dispel check to dispel the power.

For each ongoing power whose area overlaps that of the Dispel Force power, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.
 * Augment: For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

Dispelling Buffer
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a Dispel Force power or a negation effect that targets a specific power (such as Shatter Mind Blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled.
 * Psychokinesis
 * Level: Light 6
 * Manifesting Time: 1 standard action
 * Range: Personal or close (25 ft. + 5 ft./2 levels); see text
 * Target: You or one willing creature or one object (object weighing up to 100 lb./level); see text
 * Duration: 1 hour/level (D)
 * Saving Throw: None
 * Power Resistance: Yes (harmless, object)
 * Power Points: 11

Dispel Force can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus).

Distract
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot, Search, and Sense Motive checks at a –4 penalty.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

Divination
A Divination can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per manifester level, to a maximum of 90%. If the dice roll fails, you know the power failed, unless a specific Force power yielding false information is at work.
 * Clairsentience
 * Level: Force 4
 * Manifesting Time: 10 minutes
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 7

Multiple divinations about the same topic by the same manifester use the same dice result as the first power and yield the same answer each time.

Dominate
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 1 round
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One humanoid
 * Duration: Concentration
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a power, so it is a move action.

By concentrating fully on the power (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.


 * Augment: You can augment this power in one or more of the following ways.

1. If you spend 2 additional power points, this power can also affect an animal or other non-humanoid.

2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Drain Life
You call upon the Dark Side of the Force to suck the life out of a creature, using its energy to fuel your own. The chosen victim must make a Will save or suffer 8d6 points of damage. Immediately after this damage is registered, you add the damage dealt to your own hero point total. You cannot exceed your maximum possible hero points by use of this power.
 * Psychometabolism
 * Level: Dark 9
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 17

If you kill an opponent with this power, you may choose to either act as if you had manifested Body Purification or add one year to your lifespan. Adding to your lifespan in this way doesn't make you physically younger in any way, but merely staves off natural death for another year.


 * Augment: For every 2 additional power points you spend, the damage increases by 1d6 and the save DC increases by 1.

Empathy
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius spread centered on you
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
 * Augment: You can augment this power in one or both of the following ways.

1. For every additional power point you spend, this power’s range and the radius of its area increases by 5 feet.

2. If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level.

Empty Mind
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it is not your turn.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1.

Energy Adaptation
http://img329.imageshack.us/img329/2814/yodacatchhdln8.jpg Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.
 * Psychometabolism [see text]
 * Level: Light 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 7

When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.

The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. The power protects your equipment as well.

The resistance provided by this power does not stack with other forms of energy resistance.

This power’s subtype is the same as the type of damage it protects against.
 * Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

Energy Conversion
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your manifester level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.
 * Psychometabolism [see text]
 * Level: Light 7
 * Manifesting Time: 1 standard action
 * Range: Personal and close (25 ft. + 5 ft./2 levels); see text
 * Effect: Ray; see text
 * Duration: 10 min./level
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 13

This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration.

Escape Detection
You (plus all your gear and any objects you carry) become difficult to detect by Clairsentience powers such as clairvoyant Sense, Remote Viewing, and True Seeing. If a Clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10).
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 5

False Sensory Input
You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like an alien (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a bird look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
 * Telepathy [Mind-Affecting]
 * Level: Dark 3
 * Manifesting Time: 1 round
 * Range: Long (400 ft. + 40 ft./level)
 * Target: One creature
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 5

You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned.

Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.


 * Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Far Hand
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
 * Psychokinesis
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: A nonmagical, unattended object weighing up to 5 lb.
 * Duration: Concentration, up to 1 min.
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1
 * Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power’s range increases by 5 feet.

2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

Fate Link
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hero points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power’s save DC or gain two negative levels.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: Any two living creatures that are initially no more than 30 ft. apart.
 * Duration: 10 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 5

No other effects are transferred by the fate link.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Fate of One
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll.
 * Clairsentience
 * Level: Force 7
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 13

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.

Feat Leech
You can use another’s Force or Metaforce feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s Force and Metaforce feats, if any, and you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one).
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: 1 min./level
 * Saving Throw: Will negates; see text
 * Power Resistance: Yes
 * Power Points: 3

While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.

If the duration of feat leech is extended by the use of a Metaforce feat, the target gains a Will saving throw every 10 minutes beyond the normal duration.

If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.

You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Float
You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 1

Force Blast
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Force Blast stuns all affected creatures for 1 round.
 * Telepathy [Mind-Affecting]
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft. cone-shaped burst
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 5
 * Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round.

Force Choke
You form invisible, intangible hands around a target's throat, crushing his or her airway with lethal force.
 * Psychokinesis
 * Level: Dark 3
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./ 2 levels)
 * Target: One breathing humanoid
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Will negates, Fortitude partial; see text
 * Power Resistance: Yes
 * Power Points: 5

If the target fails a Fortitude save when Force Choke is manifested, they are considered helpless for 1 round and suffer 1d6 points of damage. If the target succeeds, they are not rendered helpless, suffer only half damage, and the power ends.

A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

After all subsequent rounds beyond the first, the victim automatically recovers from the initial shock, and is no longer helpless.

Characters that fail their save are choking as long as the manifester keeps his concentration, and must make a Will save each turn before they act to resist the power. If they succeed, the power ends. If they fail, they suffer a further 1d6 damage and are limited to taking only move actions on their turn.


 * Augment: For every 2 additional power points you spend, the initial and subsequent damage on each round is increased by 1, and the save DC increases by 1.

Force Crush
You physically crush a creature or object with the power of the Dark Side. This can be a creature of no greater than medium size, or an object of similar proportions. On manifestation of the power, the target suffers 15d6 points of damage.
 * Psychokinesis
 * Level: Dark 8
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./ 2 levels)
 * Target: One creature or object
 * Duration: Instantaneous
 * Saving Throw: Fortitude half
 * Power Resistance: Yes
 * Power Points: 15

A successful Fortitude save reduces this damage by half. This damage ignores all damage reduction and hardness. Objects wielded by another creature receive the wielder’s saving throw or their own, whichever is better.


 * Augment: For every 1 additional power point you spend, the damage increases by 1d6. For every 2 power points you spend, the save DC increases by 1 and you can target one additional creature or object.

If you spend an additional 4 power points, you can attack a creature of Large or greater size.

Force Revivify
Force Revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently deceased creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
 * Psychometabolism (Healing) [Good]
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Dead creature touched
 * Duration: Instantaneous
 * Saving Throw: None
 * Power Resistance: Yes (harmless)
 * Power Points: 9

This power functions like the Raise Dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers.

The creature has –1 hero points (but is stable) after being restored to life.

Use of this power requires an action point.
 * Augment: For every 100 additional experience points that both you and the subject pay, the manifestation of this power can be delayed by 1 additional round.

Force Sight
You gain low-light vision for the duration of the power, as well as a +2 bonus on Search and Spot checks.
 * Psychometabolism
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 1

In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it.

Foresight
This power grants you a powerful sixth sense in relation to yourself or another. Once foresight is manifested, you receive instantaneous warnings of impending danger or harm to the subject of the power. You are never surprised or flat-footed. In addition, the power gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
 * Clairsentience
 * Level: Force 9
 * Manifesting Time: 1 standard action
 * Range: Personal or touch
 * Target: See text
 * Duration: 10 min./level
 * Saving Throw: None or Will negates (harmless)
 * Power Resistance: No or Yes (harmless)
 * Power Points: 17

When another creature is the subject of the power, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate power) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Freedom of Movement
This power enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of powers that usually impede movement, such as Deceleration or Telekinetic Maneuver. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
 * Psychoportation
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 7

The power also allows the subject to move and attack normally while underwater, even with slashing and bludgeoning weapons such as lightsabers and vibro-blades, provided that the weapon is wielded in the hand rather than hurled. The power does not, however, allow water breathing.

Grip of Iron
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.
 * Psychometabolism
 * Level: Force 1
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level
 * Power Points: 1

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can manifest this power when it isn’t your turn (if you are grappled).
 * Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

Hustle
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.
 * Psychometabolism
 * Level: Force 3
 * Manifesting Time: 1 swift action
 * Range: Personal
 * Target: You
 * Effect: 1 extra move action
 * Power Points: 5

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

Hypercognition
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).
 * Clairsentience
 * Level: Force 8
 * Manifesting Time: 1 standard action or 1 immediate action; see text
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 15

The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.

An Intelligence check may be required to obtain the desired information. If so, you can manifest Hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.

Id Insinuation
Affecting] As the Confusion spell, except as noted here.
 * Telepathy (Compulsion) [Mind-
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. +5 ft./2 levels)
 * Target: One creature
 * Duration: Concentration + 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine it will do. Roll on the following table at the beginning of each of the subject’s turns to see what the subject does in that round:

d100

 * 01–10: Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
 * 11–20: Act normally.
 * 21–50: Do nothing but babble incoherently.
 * 51–70: Flee from manifester at top possible speed.
 * 71–100: Attack nearest creature.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Inertial Barrier
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/lightsaber. Inertial barrier also absorbs half the damage you take from any fall.
 * Psychokinesis
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 7

Inflict Pain
You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a –2 penalty.
 * Telepathy [Mind-Affecting]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 round/level
 * Saving Throw: Will partial; see text
 * Power Resistance: Yes
 * Power Points: 3
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Insanity
As the Confusion spell, except as noted here. Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject’s turn each round to see what the subject does in that round.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 7
 * Manifesting Time: 1 standardaction
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 13

d100

 * 01–10: Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
 * 11–20: Act normally.
 * 21–50:' Do nothing but babble incoherently.
 * 51–70: Flee from manifester at top possible speed.
 * 71–100: Attack nearest creature.

Only Psychic Chirurgery and other similarly extreme measures can restore the subject’s sanity.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Intellect Fortress
You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from Force powers taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.
 * Psychokinesis
 * Level: Light 4
 * Manifesting Time: 1 immediate action
 * Range: 20 ft.
 * Area: 20-ft.-radius spread centered on you
 * Duration: 1 round
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 7

Powers that are not subject to power resistance are not affected by an intellect fortress.

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn.
 * Augment: For every additional power point you spend, this power’s duration increases by 1 round.

Knock
The knock power opens stuck, barred, locked, or held doors, even when they are secured by the Force. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a door held by the Force, the power does not remove the defending power, but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each use of the power can undo as many as two means of preventing egress.
 * Psychoportation
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One door, box, or chest with an area of up to 10 sq. ft./level
 * Duration: Instantaneous; see spell text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

Know Direction and Location
You generally know where you are. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.
 * Clairsentience
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 1

Leech Field
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you succeed on a saving throw to negate the effect of a foe’s power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.
 * Psychometabolism
 * Level: Dark 5
 * Manifesting Time: 1 standard action
 * Range: Personal; see text
 * Target: You
 * Duration: 1 min.
 * Power Points: 9

This power is effective against any power that targets a single creature and allows the target a saving throw to negate it, except those that are delivered by a touch attack or a ranged touch attack (including a ray).
 * Augment: For every 2 additional power points you spend, this power’s duration increases by 1 minute.

Levitate
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
 * Psychoportation
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal or close (25 ft. + 5 ft./2 levels)
 * Target: You or one willing creature or one object (total weight up to 100 lb./level)
 * Duration: 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: Yes (harmless, object)
 * Power Points: 3

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

Lightning Bolt
Upon manifesting this power, you release a powerful stroke of Dark Side energy that deals 5d6 points of electricity damage to every creature or object within the area. The beam begins at your fingertips. This power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Psychokinesis [see text]
 * Level: Dark 3
 * Manifesting Time: 1 standard action
 * Range: 120 ft.
 * Area: 120-ft. line
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 5
 * Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Lightning Current
http://img442.imageshack.us/img442/8308/bzzzzzzmd5.jpg Upon manifesting this power, your body’s bio-energetic currents, fueled by the Dark Side of the Force, produce an arc of electricity that targets a creature you designate as the primary foe for 9d6 points of electrical damage in every round when the power remains in effect. Electricity also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.
 * Psychokinesis [see text]
 * Level: Dark 5
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: Any two creatures no more than 15 ft. apart
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 9

Should either the primary or secondary foe fall to less than 0 hero points (or should a target completely evade the effect with a special ability or power), the energy current ’s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.

Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: You can augment this power in one or both of the following ways.

1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.

Lightning Push
Upon manifesting this power, you project a blast of electricity of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by Energy Push does not provoke attacks of opportunity.
 * Psychokinesis [see text]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Effect: Ray
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 3

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

Lightning Stun
Upon manifesting this power, you release a powerful stroke of electricity that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.
 * Psychokinesis [see text]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Area: 5-ft.-radius burst
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 3

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.

Lightning Wave
Upon manifesting this power, you create a flood of electricity that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone.
 * Psychokinesis [see text]
 * Level: Dark 7
 * Manifesting Time: 1 standard action
 * Range: 120 ft.
 * Area: Cone-shaped spread
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 13

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Mental Barrier
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll in order to gain this power’s benefit against that attack.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 5


 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.

2. For every additional power point you spend, this power’s duration increases by 1 round.

Mental Disruption
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 10 ft.
 * Area: 10-ft.-radius spread centered on you
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3
 * Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power’s save DC increases by 1.

2. For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Metaconcert
You link your psychic might with other Jedi, creating an entity more powerful than the sum of its parts.
 * Telepathy [Mind-Affecting]
 * Level: Force 5
 * Manifesting Time: Standard Action
 * Range: 20 ft.
 * Target: You and up to nine other willing Jedi in range
 * Duration: 1 min./level (D)
 * Power Points: 9

When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifester, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the group.

All the powers of each participant are known to the mental entity created with Metaconcert (which is under the conductor’s command). This entity can’t take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers.

If a Force entity takes ability damage from the attack, the total is divided among all the members as determined by the conductor.

If the entity manifests a power that costs one or more action points, the conductor pays the cost, or it is divided evenly (the conductor pays the remainder if the cost can’t be divided evenly).

Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.

All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.

When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can’t be divided evenly).
 * Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

Metafaculty
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing.
 * Clairsentience
 * Level: Force 9
 * Manifesting Time: 1 hour
 * Range: Personal
 * Target: You
 * Duration: Instantaneous and 1 min./level (D); see text
 * Power Points: 17

This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature.

• Its name, race, alignment, and character class.

• A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

• Its location (including place of residence, town, country, world, and plane of existence).

• Significant items currently in its possession.

• Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items).

• A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level. Metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell) that normally obscure Clairsentience powers. You can attempt a caster level check (DC 6 + caster level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.

Use of this power requires an action point.

Mind Blank, Personal
As Mind Blank (see below), except as noted here.
 * Telepathy [Mind-Affecting]
 * Level: Force 7
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: One day
 * Power Points: 13

Mind Blank
The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.
 * Telepathy [Mind-Affecting]
 * Level: Force 8
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: One day
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 15

Mind Probe
All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists.
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 5
 * Manifesting Time: 1 minute
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 round/level (D)
 * Saving Throw: Will partial; see text
 * Power Resistance: Yes
 * Power Points: 9

You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.

Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

Mindlink
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels); see text
 * Targets: You and one other willing creature within range that has an Intelligence score of 3 or higher
 * Duration: 10 min./level
 * Saving Throw: None; see text
 * Power Resistance: Yes (harmless)
 * Power Points: 1
 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).

2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Missive
Effect: Mental message delivered to subject You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.
 * Telepathy [Mind-Affecting, Language-Dependent]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

Missive, Mass
You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaningless mental syllables.
 * Telepathy [Mind-Affecting, Language-Dependent]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Long (400 ft. + 40 ft./level)
 * Targets: All creatures in a 400 ft. + 40 ft./level radius centered on you; see text
 * Effect: Mental message delivered to subjects
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 3
 * Augment: For every 2 additional power points you spend, this power’s range increases by 40 feet and its save DC increases by 1.

Modify Memory
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: Permanent
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7


 * Eliminate all memory of an event the subject actually experienced. This spell cannot negate the influence of Force powers.
 * Allow the subject to recall with perfect clarity an event it actually experienced.
 * Change the details of an event the subject actually experienced.
 * Implant a memory of an event the subject never experienced.

Manifesting the power takes 1 round. If the subject fails to save, you proceed with the power by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the power is lost.

A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

Moment of Prescience
This power grants you a powerful sixth sense in relation to yourself. Once during the power’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your manifester level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the power ends.
 * Clairsentience
 * Level: Light 7
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level or until discharged
 * Power Points: 13

You can’t have more than one moment of prescience active on you at the same time.

Null Force Field
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most Force effects, including powers. Likewise, it prevents the functioning of any powers within its confines. A Null Force Field suppresses any power or Force effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a Null Force Field counts against a suppressed effect’s duration.
 * Psychokinesis
 * Level: Force 6
 * Manifesting Time: 1 standard action
 * Range: 10 ft.
 * Area: 10-ft.-radius emanation centered on you
 * Duration: 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: See text
 * Power Points: 11

Creation powers with instantaneous durations and calling powers are not affected by a Null Force Field because the power itself is no longer in effect, only its result.

Dispel Force does not remove the field. Two or more Null Force Fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by Null Force Field (see the individual power descriptions). Artifacts and deities are unaffected by mortal power such as this. Should a creature’s space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field.

Object Reading
You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 minute
 * Range: Touch
 * Target: Object touched
 * Duration: Concentration, up to 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 3

1st Minute: Last owner’s race.

2nd Minute: Last owner’s gender.

3rd Minute: Last owner’s age.

4th Minute: How last owner gained and lost the object.

5th+ Minute: Next-to-last owner’s race, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.
 * Augment: For every additional power point you spend, this power’s maximum duration increases by 10 minutes.

Personality Parasite
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power, in the same turn that the subject takes its normal actions.
 * Telepathy [Mind-Affecting]
 * Level: Dark 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One Medium or smaller humanoid
 * Duration: 1 round/level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

The parasitic personality manifests powers using the subject’s power point reserve and known powers, but can only manifest powers three or more levels lower than the highest level of power the subject can normally manifest.

The parasitic personality actively attempts to manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the subject’s power point reserve), and the most deadly to the subject. You do not have control over what the parasitic personality does, though it always works against the interest of the subject.

Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws fail, then this power ends and the creature is affected by the charm or compulsion effect.

The parasitic personality does not gain any advantages if the main personality is subjected to a Haste or Schism effect.

Power Leech
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 4
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: Any Jedi
 * Duration: Concentration, up to 1 round/level; see text
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.

Power Resistance
The creature gains power resistance equal to 12 + your manifester level.
 * Clairsentience
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: 1 min./level
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 9

Precognition
Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.
 * Clairsentience
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 1

You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

Precognition, Defensive
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5

You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Precognition, Greater
As precognition, except as noted here.
 * Clairsentience
 * Level: Force 6
 * Manifesting Time: 10 minutes
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 11

You gain a +4 insight bonus instead of a +2 bonus.

Precognition, Offensive
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action; see text
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prescience, Offensive
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prowess
If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken your allotted number of attacks of opportunity this round (usually one).
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 3

You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

Psychic Chirurgery
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.
 * Telepathy [Mind-Affecting]
 * Level: Light 9
 * Manifesting Time: 10 minutes
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 17

Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving throw.

You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your manifester level.

You can also remove all Force effects penalizing the subject’s ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm, and so on, but it does not restore levels or Constitution points lost due to death.

Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another Jedi. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character’s power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level.

Each time you use psychic chirurgery to implant knowledge of a power in another creature, you must pay one action point per level of the power. If you and the subject are both willing to do so, you can split this cost evenly.

Psychic Crush
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hero points. If the target succeeds on the save, it takes 3d6 points of damage.
 * Telepathy [Mind-Affecting]
 * Level: Dark 5
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. +5 ft./2 levels)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will partial; see text
 * Power Resistance: Yes
 * Power Points: 9
 * Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

Psychic Vampire
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s power.
 * Psychometabolism
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: Instantaneous
 * Saving Throw: Fortitude negates
 * Power Resistance: Yes
 * Power Points: 7

If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with Dark Side power, is treated as an armed attack.

If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power’s benefit.

Against a Force-attuned being that has no power points or an un-attuned foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice).

Psychofeedback
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be healed through the Force—it goes away only through natural healing.
 * Psychometabolism
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 9

You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent.

When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally.

Read Thoughts
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 60 ft.
 * Area: Cone-shaped emanation centered on you
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: Will negates; see text
 * Power Resistance: No
 * Power Points: 3

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Recall Agony
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present.
 * Clairsentience [Mind-Affecting]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will half
 * Power Resistance: Yes
 * Power Points: 3


 * Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1.

Reddopsi
When you manifest Reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except Dispel Force and similar powers or effects). Powers that affect an area and those that produce effects can’t be reversed. Reddopsi also can’t reverse any power with a range of touch.
 * Psychokinesis
 * Level: Light 7
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Until discharged or 10 min./level
 * Power Points: 13

Should you rebound a power back against a manifester who also is protected by Reddopsi, the power rebounds once more upon you.

Remote View Trap
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer’s location. It is possible that you might recognize the quasireal viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).
 * Clairsentience [Electricity]
 * Level: Force 6
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 24 hours + 1 hour/level
 * Saving Throw: Will half; see text
 * Power Resistance: No
 * Power Points: 11

Remote Viewing
You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails, and you can’t attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
 * Clairsentience (Scrying; see text)
 * Level: Force 4
 * Manifesting Time: 1 hour
 * Range: See text
 * Effect: Quasi-real viewpoint
 * Duration: 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

Knowledge/Will Save Modifier
None: +10

Secondhand (you have heard of the subject): +5

Firsthand (you have met the subject): +0

Familiar (you know the subject well): –5

Connection/Will Save Modifier
Likeness or picture: –2

Possession or garment: –4

Body part, lock of hair, bit of nail, etc.: –10

If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up 30 feet in all directions away from the subject).

While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).

You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you make a Hide check with a +40 bonus to escape detection if immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to Dispel Force, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.

You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to manifest) a power immediately ends the remote viewing.

Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can’t exceed the power point limit set by your manifester level, so you are restricted to manifesting lower-level powers than you otherwise could). Power points you spend as a quasireal viewpoint are drained from your real body.

Use of this power requires an action point.

Restoration
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death.
 * Psychometabolism (Healing)
 * Level: Light 6
 * Manifesting Time: 3 rounds
 * Range: Touch
 * Target: Creature touched
 * Duration: Instantaneous
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 11

Restoration can remove negative levels. It can also restore one level to a creature who has had a level drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case, restoration brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.

Schism
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.
 * Telepathy [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 7

Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind.

Your second mind takes its first action on your turn in the round after schism is manifested.

Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.

Your second mind does not gain any advantages if you are subject to a Haste effect, although you gain the overall standard benefits.

Second Chance
You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the reroll, even if it’s worse than the original roll. You do not have to make another roll if satisfied with your original roll.
 * Clairsentience
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level or until discharged
 * Power Points: 9

Sense Link
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One willing creature
 * Duration: Concentration, up to 1min./level
 * Power Points: 1

You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses.

Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.

The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around.

2. If you spend 4 additional power points, you can link to a second sense of the same subject.

Sense Link, Forced
As sense link, except you can use this power on any creature (willing or unwilling), and this power can’t be augmented.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

Sensitivity to Force Impressions
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 hour
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
 * Duration: Concentration, up to 10 min./level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.

Share Pain
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hero point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hero points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hero point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned. If you and the subject move farther away from each other than close range, the power ends.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Targets: You and one willing creature, or two willing creatures; see text
 * Duration: 1 hour/level (D)
 * Power Points: 3

You can manifest this power on two willing subjects, one of which you designate to share its damage with the other.

Share Pain, Forced
As Share Pain, except as noted here.
 * Psychometabolism
 * Level: Dark 3
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 round/level (D)
 * Saving Throw: Fortitude negates
 * Power Resistance: Yes
 * Power Points: 5

You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal damage, the target takes no damage.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Shatter Mind Blank
This power can negate a Mind Blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 + the manifester level of the creator of the mind blank effect. If you succeed, the Mind Blank ends, allowing you to affect the target thereafter with mind-affecting powers.
 * Telepathy
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius burst centered on you
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 9

Steadfast Perception
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception.
 * Clairsentience
 * Level: Light 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 7

Stomp
Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.
 * Psychokinesis
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Area: Cone-shaped spread
 * Duration: Instantaneous
 * Saving Throw: Reflex negates
 * Power Resistance: No
 * Power Points: 1
 * Augment: For every additional power point you spend, this power’s nonlethal damage increases by 1d4 points.

Strength of My Enemy
You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.
 * Psychometabolism
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 3
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Suggestion
http://img186.imageshack.us/img186/2261/obiwanii1.jpg You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the power.
 * Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 hour/level or until completed
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
 * Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Suspend Life
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.
 * Psychometabolism
 * Level: Force 6
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Permanent unless ended or dismissed; see text
 * Power Points: 11

While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.

If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of Dispel Force. If you choose to dismiss the power, your trance ends 10 rounds later.

Sustenance
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 3

Synesthete
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.
 * Psychometabolism
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 1

Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks.

If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks.

Force displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.

You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).

Telekinetic Force
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
 * Psychokinesis [Force]
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One object at a time
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Will negates (object); see text
 * Power Resistance: Yes (object)
 * Power Points: 5

You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.

If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.
 * Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds.

Telekinetic Maneuver
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.
 * Psychokinesis [Force]
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 7


 * Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts.

Telekinetic Thrust
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
 * Psychokinesis
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less
 * Duration: Instantaneous
 * Saving Throw: Will negates or Will negates (object); see text
 * Power Resistance: Yes or Yes (object); see text
 * Power Points: 5

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
 * Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.

Telempathic Projection
You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: 1 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

Temporal Acceleration
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.
 * Psychoportation
 * Level: Force 6
 * Manifesting Time: 1 swift action
 * Range: Personal
 * Target: You
 * Duration: 1 round (in apparent time); see text
 * Power Points: 11

While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.

You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.

While under the effect of this power, you cannot enter an area protected by a Null Force Field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you.

When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame.

Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame).

Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.
 * Augment: For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round.

Thought Shield
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
 * Telepathy [Mind-Affecting]
 * Level: Light 2
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 3

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn.
 * Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.

Timeless Body
Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers.
 * Psychoportation
 * Level: Light 9
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 17

This power cannot be quickened.

Tongues
This power grants you the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
 * Telepathy [Mind-Affecting]
 * Level: Light 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 3

Touchsight
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.
 * Psychometabolism
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal; see text
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5
 * Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.

Tower of Iron Will
You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area gain power resistance 19 against all mind-affecting powers.
 * Telepathy [Mind-Affecting]
 * Level: Light 5
 * Manifesting Time: 1 immediate action
 * Range: 10 ft.
 * Area: 10-ft.-radius emanation centered on you
 * Duration: 1 round
 * Saving Throw: None (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 9

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

You can use this power even when it is not your turn.
 * Augment: For every additional power point you spend, this power’s duration increases by 1 round and the power resistance it provides increases by 1 point.

True Metabolism
You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hero points per round.
 * Psychometabolism
 * Level: Light 8
 * Manifesting Time: 1 round
 * Range: Personal
 * Target: You
 * Duration: 1 min./level
 * Power Points: 15

This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t deal hero point damage (for example, most poisons) ignore True Metabolism. You must have a Constitution score to gain any of this power’s benefits.

True Seeing
You gain the ability to see all things as they actually are. You see through darkness, see the exact locations of creatures or objects under displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of shapechangers. The range of true seeing conferred is 120 feet.
 * Clairsentience
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level
 * Power Points: 9

The power does not, however, penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

Ubiquitous Vision
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability because you do not lose your Dexterity bonus (but they may still sneak attack you if you are caught flat-footed). Your Spot and Search checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on saves against all gaze attacks during the power’s duration.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 5

Vigor
You suffuse yourself with power, gaining 5 temporary hero points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hero points (if any remain) with the newer ones.
 * Psychometabolism
 * Level: Light 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level
 * Power Points: 1
 * Augment: For every additional power point you spend, the number of temporary hero points you gain increases by 5.

=Introduction= Galaxy At War includes several completely new skills, removes or replaces several core d20 skills, and adds many new sub-groups to the Craft and Knowledge skills.

Craft especially is incredibly important, as you can use it to upgrade almost all of your character's equipment, up to and including his ship.

The Heal and Speak Language skills are now also much more powerful than before.

Finally, an important new skill, Pilot, has been added. This governs much of your character's effectiveness in ship and vehicle combat.

=Master Skill List= Skills marked with a "+" are a class skill. A "-" indicates cross-class.

http://img529.imageshack.us/img529/8633/skillsyg4.gif

=New Skill Descriptions=

Autohypnosis [Trained Only] (Wis)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.

http://img88.imageshack.us/img88/7919/autohypnosisdb3.gif

Memorize
You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information. Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying
You can attempt to subconsciously prevent yourself from dying. If you have negative hero points and are losing hero points (at 1 per round, 1 per hour), you can substitute a DC 20 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hero points (you do not gain any hero points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.

Resist Fear
In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect. Dark Jedi cannot use this function of Autohypnosis.

Tolerate Poison
You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison.

Willpower
If reduced to 0 hero points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hero points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hero point loss. If you do so anyway, you drop to -1 hero points, as normal when disabled.

Computer Use [Trained Only] (Int)
Use this skill to access information from any computer system.

DC 10: Local weather reports, laws, your credit balance, miscellaneous public data.

DC 20: Public data files about specific people.

DC 25: Personal/confidential data about a person, place, or thing.

DC 30: Secret corporate or military data.

DC 35: Top secret data, such as in-depth classified blueprints, or a high-ranking general’s itinerary.

DC 45: Extremely sensitive data known only to a select few.

You can also use Computer Use to make Open Lock checks on computerized doors if you have at least 1 rank in Open Lock.

Hacking with Computer Use
DC 15: Change or delete unprotected data, leaving an earmark of who changed it and when.

DC 25: Change or delete unprotected data anonymously. Someone else can discover when and where the data was changed with a DC 20 Computer Use check, however.

DC 30: Change or delete unprotected data, giving the impression that an authorized user changed the data if anyone checks.

DC 35: Change or delete secure data, leaving an earmark of who changed it and when.

DC 40: Change or delete secure data anonymously. Someone else can discover when and where the data was changed with a DC 20 Computer Use check, however.

DC 45: Change or delete secure data, giving the impression that an authorized user changed the data if anyone checks.

Craft [Trained Only] (Int)
Craft has new and powerful usages in Galaxy At War. With it, you can improve equipment, electronics, weapons, armor, and ships well beyond their specifications. The new usages are divided into the following categories:

Armor

Blasters

Droids

Electronics

Engineering

Ships

Equipment and ships that can be improved with this skill will have available improvements shown next to them. This will have a Craft check DC and a credit cost.

It's possible to buy the upgrade from certain hard-to-find dealers, but the cost is usually at least three times as great. Many weapon upgrades are also illegal in some systems.

This skill is also used to repair damaged equipment, especially droids. Repairing lost hero points on a damaged droid requires a Repair Kit (see Equipment), and takes an hour. This function of the Craft skill otherwise works just like Heal does on organic characters, except that there is no limit to the amount of Craft checks you can make on a droid in a given time period (though only one character can repair a single droid at once, and this always takes an hour).

DC 15: 1d6+1 hero points restored.

DC 20: 2d6+2 hero points restored.

DC 25: 3d6+3 hero points restored.

DC 30: 4d6+4 hero points restored.

DC 35: 5d6+5 hero points restored.

DC 40: 6d6+6 hero points restored.

DC 45: 7d6+7 hero points restored.

DC 50: 8d6+8 hero points restored.

DC 55: 9d6+9 hero points restored.

Most other checks take a week’s time to complete.

Force Mastery [Trained Only] (Wis)
You can identify Force abilities and effects. The DCs for Force Mastery checks relating to various tasks are summarized on the table below.

15 + Power Level: Identify a Force power being manifested. No action required. No retry.

20 + Power Level: Identify a Force power that's already in place and in effect. You must be able to observe the power in action to make this check.

25 + Power Level: After rolling a saving throw against a power targeted at you, determine what the power was.

30 or Higher: Understand a strange or unique aspect of the Force, such as the Force potential of an individual.

Heal [Trained Only] (Wis)
Heal has a new function in Galaxy At War: Restoring lost hero points with medical kits (see equipment).

DC 15: 1d6+1 hero points restored.

DC 20: 2d6+2 hero points restored.

DC 25: 3d6+3 hero points restored.

DC 30: 4d6+4 hero points restored.

DC 35: 5d6+5 hero points restored.

DC 40: 6d6+6 hero points restored.

DC 45: 7d6+7 hero points restored.

DC 50: 8d6+8 hero points restored.

DC 55: 9d6+9 hero points restored.

A single character can only be healed this way once every eight hours.

Knowledge [Trained Only] (Int)
There are several new fields of Knowledge in the Star Wars universe:

Aliens: Knowledge of the various alien species in the galaxy.

History: Knowledge of the galaxy’s history and important past events.

Jedi Lore: Knowledge of Jedi dogma, theories, customs, and practices.

Medicine: Knowledge of medical procedures, such as bacta tanks and artificial limb replacement.

Politics: Knowledge of bureaucratic procedure in government, of important figures in galactic leadership, and of who keeps skeletons in their closets.

Streetwise: Knowledge of where to find illegal weapons, the best technicians, and of street lingo and underworld power structures.

Tactics: Knowledge of proper battle strategies, battlefield tactics, and probable maneuvers in a combat situations.

Technology: Knowledge of the latest gizmos, gadgets, and super-powered weapons.

World Lore: Knowledge of the galaxy’s many worlds.

Pilot (Dex)
Your ranks in Pilot act as a bonus to your attack rolls and AC in space combat and other situations involving vehicles and riding animals.

Speak Language (Int)
Speak Language works differently than usual in Galaxy At War. Whenever you encounter an alien language, you make a Speak Language check in order to determine whether or not you can understand and communicate back.

DC 5: Language common to the Core worlds.

DC 8: Very specific language usually found in the Core worlds.

DC 11: Common Inner Rim language.

DC 14: Uncommon Inner Rim language.

DC 17: Common Expansion Region language.

DC 20: Uncommon Expansion Region language.

DC 23: Common Mid-Rim language.

DC 26: Uncommon Mid-Rim language.

DC 29: Common Outer Rim language.

DC 32: Uncommon Outer Rim language.

DC 35: Dead language or language usually found only beyond the Outer Rim.

Some languages can be easily understood, but not spoken by other creatures outside of the specific race where it was developed. Examples of this phenomenon include Shyriiwook and Astromech, the latter of which is an incredibly common droid language.

=Introduction= Galaxy At War introduces many new feats, especially for Jedi (there are also some new ones for other classes, however).

Feats marked with the [Doctrine] tag are available only to soldiers of 16th level or higher.

Feats marked with the [Force] tag are available only to characters with levels in Jedi or the Force Attuned feat.

[Metaforce] feats are feats that effect Jedi and Sith powers that a character manifests.

[Stance] feats are related to lightsaber combat stances, advanced techniques for characters that can wield lightsabers.

Feats marked [Space] function only in space combat.

[General] feats can be taken by any character.

=Force Focus= Merely holding a reservoir of power points in mind gives characters a special energy. These characters can put that energy to work without actually paying a power point cost—they can become Force-focused as a special use of the Concentration skill.

If you have 1 or more power points available, you can meditate to attempt to become Force-focused. The DC to do so is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are Force-focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of certain feats with the [Force] descriptor.

Once you are Force-focused, you remain focused until you expend your focus, become unconscious, go to sleep, or until your power point reserve drops to 0.

=General Feats=

Assassination [General]
Your sneak attacks are at the pinnacle of lethality.

Prerequisites: Sneak Attack +9d6, Crippling Shot, Deadly Precision, Improved Lethality.

Benefit: You deal +1 damage per die when rolling sneak attack damage.

Battle Cry [General]
With a single cry of challenge and assurance, you can bolster your allies.

Prerequisite: At least one level in Leader or Soldier; Cha 13.

Benefit: As a free action, you can make a rallying cry. Both you and all of your allies within 30 feet receive a +1 circumstance bonus to attack rolls and AC. This effect lasts for a number of rounds equal to 1 + your Charisma modifier (never less than one round).

The bonuses from this ability stack with morale bonuses from other effects.

You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Blaster Volley [General]
You can unleash a storm of blaster bolts on enemies.

Prerequisites: Base Attack Bonus +16, Dex 20, Combat Reflexes, Deadly Shot, Rapid Shot, Weapon Focus (any blaster).

Benefit: Once per day, you may enter a Blaster Volley state as a free action. This state lasts a number of rounds equal to 1 + your Dexterity modifier. In this state, all of your blaster attacks do an extra die of damage.

Chaotic Mind [General]
The turbulence of your thoughts prevents others from gaining insight into your actions.

Prerequisite: Cha 15.

Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.

The benefit of this feat applies only to insight bonuses gained from Force powers.

Cleave [General]
Prerequisites: Str 13, Power Attack.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hero points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Cloak Dance [General]
You are skilled at using optical tricks to make yourself seem to be where you are not.

Prerequisites: Dex 13, Base Attack Bonus +7, Perform (dance) 2 ranks.

Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

Closed Mind [General]
Your mind is better able to resist the Force than normal.

Benefit: You get a +2 bonus on all saving throws to resist powers.

The benefit of this feat applies only to Force powers.

Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or Force abilities).

Combat Defense I [General]
Prerequisites: Base Attack Bonus +4

Benefit: Your class defense bonus improves by 1.

Combat Defense II [General]
Prerequisites: Base Attack Bonus +8, Combat Defense I

Benefit: Your class defense bonus improves by 2.

Special: This feat replaces Combat Defense I. They don’t stack.

Combat Defense III [General]
Prerequisites: Base Attack Bonus +12, Combat Defense II

Benefit: Your class defense bonus improves by 3.

Special: This feat replaces Combat Defense II. They don’t stack.

Combat Expertise [General]
Prerequisite: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Combat Reflexes [General]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Crippling Shot [General]
Prerequisite: Sneak Attack +5d6

Benefit: When you execute a sneak attack and it does damage, it also does 2 temporary Strength, Dexterity, or Constitution damage (your choice).

Damage Reduction I [Droid]
Benefit: The droid receives Damage Reduction 1/lightsaber.

Damage Reduction II [Droid]
Prerequisite: Damage Reduction I

Benefit: The droid’s DR increases to 2/lightsaber.

Damage Reduction III [Droid]
Prerequisite: Damage Reduction II

Benefit: The droid’s DR increases to 3/lightsaber.

Deadly Precision [General]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.

Prerequisites: Dex 15, Base Attack Bonus +5, Sneak Attack +1d6.

Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.

Deadly Shot [General]
Prerequisite: Base Attack Bonus +4.

Benefit: Once per day, you can roll any single ranged attack roll twice, and take the better of the two results. You must declare that you are using Deadly Shot before you make the attack roll.

Dodge [General]
Prerequisite: Dex 13.

Benefit: You gain a permanent +1 Dodge bonus to Armor Class. Dodge bonuses stack with each other.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Droid Expertise [General]
Benefit: You gain a +5 bonus on Craft (Droids) checks to repair damaged droids.

Endurance [General]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Enhanced Defense I [Droid]
Benefit: The droid gains a +1 natural armor bonus.

Enhanced Defense II [Droid]
Prerequisite: Enhanced Defense I

Benefit: The droid’s natural armor bonus increases to +2.

Enhanced Defense III [Droid]
Prerequisite: Enhanced Defense II

Benefit: The droid’s natural armor bonus increases to +3.

Exotic Weapon Proficiency [General]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. You can never have proficiency in any lightsaber without having levels in a Jedi class.

Expert Gunslinger [General]
Your gunslinging abilities become masterful.

Prerequisite: Gunslinger class ability.

Benefit: Your gunslinger ability lasts an additional two rounds.

Special: You can gain this feat multiple times. Its effects stack.

Extra Battle Cries [General]
Prerequisite: Battle Cry.

Benefit: You can make a Battle Cry an additional two times per day.

Special: You can take this feat multiple times. Its effects stack.

Extra Blaster Volley [General]
Prerequisites: Blaster Volley

Benefit: You may activate a blaster volley one additional time per day.

Special: You can take this feat multiple times. Its effects stack.

Extra Deadly Shots [General]
Prerequisite: Deadly Shot

Benefit: You may use Deadly Shot an additional two times per day.

Special: You can take this feat multiple times. Its effects stack.

Extra Gunslinging [General]
Prerequisite: Gunslinger class ability.

Benefit: You can use your gunslinger class ability an additional time per day.

Special: You can gain this feat multiple times. Its effects stack.

Far Shot [General]
Prerequisite: Point Blank Shot.

Benefit: When you use a projectile weapon, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Focused Shooting [General]
Prerequisites: Gunslinger class ability

Benefit: Your circumstance bonus to attack rolls when using your gunslinger ability increases by +1.

Force Attuned [General]
Your mind wakes to a previously unrealized Force attunement.

Benefit: Your latent Force power flares to life, conferring upon you the designation of a Force-attuned character. As such a character, you gain a reserve of 2 power points and can take Force feats and Metaforce feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

Special: A character with levels in Jedi or Sith doesn't need this feat.

Force Hole [General]
You are anathema to Force-attuned creatures and characters.

Prerequisite: Con 15.

Benefit: When a foe strikes you in melee combat, the foe immediately loses its Force focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.

Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or Force abilities).

Force of Will [General]
You are able to resist Force attacks with extreme force of will.

Prerequisite: Iron Will.

Benefit: Once per round, when targeted by a Force effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.

The benefit of this feat applies only to Force powers.

Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or Force abilities).

Great Cleave [General]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Greater Two-Weapon Fighting [General]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites: Soldier level 8, Proficiency with selected weapon, Weapon Focus with selected weapon.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites: Soldier level 12, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Great Fortitude [General]
Benefit: You get a +2 bonus on all Fortitude saving throws.

Hostile Mind [General]
Your mind recoils violently against those who use the Force against you.

Prerequisite: Cha 15.

Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage.

The benefit of this feat applies only to Force powers.

Improved Bull Rush [General]
Prerequisites: Str 13, Power Attack.

Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Critical [General]
Choose one type of weapon.

Prerequisites: Proficient with weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Disarm [General]
Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal: See the normal disarm rules.

Improved Feint [General]
Prerequisites: Int 13, Combat Expertise.

Benefit: You can make a Bluff check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

Improved Initiative [General]
Benefit: You get a +4 bonus on initiative checks.

Improved Lethality [General]
Prerequisites: Base Attack Bonus +12, Sneak Attack +5d6

Benefit: You roll d8s for sneak attacks instead of d6s.

Improved Overrun [General]
Prerequisites: Str 13, Power Attack.

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Precise Shot [General]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Sunder [General]
Prerequisites: Str 13, Power Attack.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Toughness [General]
Prerequisite: Base Fortitude +2.

Benefit: The character gains 1 additional hero point per level. This applies retroactively to all of the character’s hit dice.

Improved Two-Weapon Fighting [General]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Incapacitation [General]
You are an expert at aiming stun shots where they are most likely to take out an opponent.

Prerequisites: Base Attack Bonus +8

Benefit: When you set your blaster to stun, the save DCs against the stun effect increase by 2.

Incredible Dodge [General]
Prerequisites: Dex 20, Evasion class ability, Dodge

Benefit: Once per day, you can negate any attack roll as an immediate action—you suffer no damage. You can choose to negate the roll before or after it is made.

Iron Will [General]
Benefit: You get a +2 bonus on all Will saving throws.

Killshot [General]
A shot from your blaster rifle can easily kill a foe.

Prerequisites: Base Attack Bonus +16, Improved Precise Shot, Sniper, Superior Critical.

Benefit: If you score a critical hit on an opponent with a blaster rifle, you add your Dexterity bonus to the damage roll (after multiplying for critical damage).

Lightning Reflexes [General]
Benefit: You get a +2 bonus on all Reflex saving throws.

Louder Battle Cry [General]
Your shouts of triumph can be heard far and wide.

Prerequisite: Battle Cry.

Benefit: The radius of effect for your battle cries and/or demoralizing shouts extends to 60 feet.

Medical Expertise [General]
You are an expert in the use of battlefield medicine and even on-site surgery.

Prerequisite: 5 ranks in Heal skill.

Benefit: Whenever you use the Heal skill to restore lost hero points to a character, you do the following after calculating your check result:


 * Add an extra die of healing, +1.
 * Use d8s instead of d6s.

For instance, a character who rolls a 20 normally restores 2d6+2 lost hero points. A character with the Medical Expert feat restores 3d8+3 lost hero points.

Mental Resistance [General]
Your mind is armored against mental intrusion.

Prerequisite: Base Will save bonus +2.

Benefit: Against Force attacks that do not employ an energy type to deal damage you gain damage reduction 3/lightsaber. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a Force attack, you take 3 points less than you would normally take.

Mind Over Body [General]
Your ability damage heals more rapidly.

Prerequisite: Con 13.

Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.

Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

Mobility [General]
You are skilled at dodging past opponents and avoiding blows.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other.

Open Minded [General]
You are naturally able to reroute your memory, mind, and skill expertise.

Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.

Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

Point Blank Shot [General]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack [General]
Prerequisite: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Precise Shot [General]
Prerequisite: Point Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Quick Draw [General]
Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a blaster).

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Ranged Disarm [General]
Prerequisites: Dex 20, Weapon Focus (Ranged Weapon)

Benefit: When using a ranged weapon with which you have Weapon Focus, you may make a special called shot at an enemy's hand. If it hits, the opponent must make a Reflex save (DC = your attack roll). If they fail, they drop the weapon they were holding in that hand when struck.

Rapid Metabolism [General]
Your wounds heal rapidly.

Prerequisite: Con 13.

Benefit: You naturally heal a number of hero points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hero points + double your Constitution bonus.

Rapid Shot [General]
Prerequisites: Dex 13, Point Blank Shot.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Reckless Offense [General]
You can shift your focus from defense to offense.

Prerequisite: Base attack bonus +1.

Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

Run [General]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Shot On The Run [General]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Sidestep Charge [General]
You are skilled at dodging past charging opponents and taking advantage when they miss.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

Skill Focus [General]
Choose a skill.

Benefit: You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skilled [General]
Benefit: You gain a +2 bonus on two skills of your choice.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.

Sniper [General]
Prerequisites: Base Attack Bonus +8, Far Shot, Improved Critical (Blaster Rifle), Weapon Focus (Blaster Rifle)

Benefit: When you catch an opponent flat-footed with a blaster rifle attack, it automatically does critical damage if you hit. Only one shot from your blaster rifle each round receives this bonus.

Spring Attack [General]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Stand Still [General]
You can prevent foes from fleeing or closing.

Prerequisite: Str 13.

Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).

Normal: Attacks of opportunity cannot halt your foes in their tracks.

Superior Critical [General]
Prerequisites: Base Attack Bonus +10, Weapon Focus (chosen weapon), Weapon Specialization (chosen weapon), Improved Critical (chosen weapon)

Benefit: Your critical damage multiplier with the chosen weapon increases by 1 (from x2 to x3, and so on).

Toughness [General]
Benefit: You gain +3 hero points.

Special: A character may gain this feat multiple times. Its effects stack.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Weapon Finesse [General]
Prerequisite: Base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Soldier level 4.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Whirlwind Attack [General]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

=Combat Doctrine Feats=

Doctrine: Berserker [Doctrine]
Prerequisites: Soldier level 16, Endurance, Iron Will

Benefit: Once per day, you can enter a berserker rage. The rage lasts a number of rounds equal to 3 + your Constitution modifier. During the berserker rage, you gain Damage Reduction 3/lightsaber. This damage reduction stacks with any other reduction you have from armor or class abilities.

Doctrine: Fear [Doctrine]
Prerequisites: Soldier level 16, Intimidate 19 ranks

Benefit: You can demoralize an opponent with the Intimidate skill as a move action. In addition, the demoralizing effect causes a –4 penalty to attack rolls, ability checks, and saving throws.

Normal: Demoralizing an opponent is a standard action and causes a –2 penalty.

Doctrine: Mobility [Doctrine]
Prerequisites: Soldier level 16, Dodge, Mobility

Benefit: Your movement speed increases by 10 feet. In addition, the max Dex bonus of armor that you wear is increased by 1.

Doctrine: Fortitude [Doctrine]
Prerequisites: Soldier level 16, Endurance, Great Fortitude, Improved Toughness

Benefit: You gain 1 additional hit point per level and a +4 bonus on Fortitude saves.

Doctrine: Precision [Doctrine]
Prerequisites: Soldier level 16, Point Blank Shot, Precise Shot

Benefit: If you take only one shot with a ranged weapon as a full-round action, you gain a +4 bonus to hit.

Doctrine: Superior Firepower [Doctrine]
Prerequisite: Soldier level 16, Knowledge (Tactics) 19 ranks

Benefit: When you flank an opponent, you gain +4 to hit instead of +2.

Doctrine: Vibro-Blade Combat [Doctrine]
Prerequisites: Soldier level 16, Weapon Focus (Vibro-Dagger or Vibro-Blade), Weapon Specialization (Vibro-Dagger or Vibro-Blade)

Benefit: Your critical strike range with vibro-weapons improves by 1. This stacks with Improved Critical. In addition, if you hit an opponent with two or more vibro-weapon strikes in a single round, you automatically damage them further as if you had struck them a third time, again dealing normal damage.

=Force Feats=

Absorb Force Lightning [Force]
Prerequisites: Ability to manifest 6th level powers, Jedi class

Benefit: You gain electricity resistance equal to your Jedi level. In addition, once per day, if you ready an action against a Dark Jedi or Sith, you can roll a number of d8s equal to your Jedi level the next time they attempt to use a lightning-based effect on you. You absorb damage equal to the amount rolled. If you completely absorb the attack, your attacker takes 1d6 points of temporary Constitution damage.

Augmented Power Burst [Force]
Your power burst ability can be summoned more easily and quickly, and travels through the air.

Prerequisites: Str 17, Power Burst.

Benefit: You can use your power burst ability as a standard action, and can activate it using only your palm, instead of a lightsaber. Furthermore, it can also affect airborne creatures within the normal range by knocking them five feet backward.

Awesome Burst [Force]
Your power bursts strike with such force that they can damage enemies.

Prerequisites: Str 17, Power Burst.

Benefit: Whenever you use a power burst, your victims also suffer damage equal to 1d6 + your Strength modifier, with no save.

Battle Meditation [Force]
Prerequisite: Ability to manifest 7th level powers.

Benefit: Once per day, you can initiate a battle meditation. A battle meditation is a group meditation session consisting of at least three Jedi of 6th level or higher. The meditation session must take place in a peaceful area unthreatened by the immediate possibility of an attack, where each Jedi concentrates in unison for a full turn.

The Jedi in the group must spend a total of 15 power points in order to begin the meditation. This cost can be shared equally, focused on one character, or worked out individually among players/NPCs.

If any of the Jedi are attacked or otherwise disrupted during the meditation, the meditation attempt automatically fails. If it is completed after a full turn, however, the meditating group is able to temporarily alter the flow of the Force in nearby allies. The effect has a radius according to how many Jedi participate in the meditation.

3: 120 Feet

4-5: 240 Feet

6-7: 600 Feet

8-9: 1,200 Feet

10-11: 2,000 Feet

12+: 1 Mile

Every ally of the participating Jedi who is in range at the time of the meditation’s completion gains a +2 morale bonus to attack rolls and AC. This effect lasts a number of hours equal to the level of the highest participating Jedi in the group.

The bonus does not apply to droids and other creatures that are immune to mind-affecting abilities.

Any one Jedi can participate in no more than one successful Battle Meditation per day.

Beacon of Light [Force]
Prerequisites: Wisdom 15, Dark Side Defense Class Feature

Benefit: You gain Power Resistance 10 + class level against Dark Side Force powers.

You gain no additional resistance against powers not on the Dark Side power list.

Blaster Reflection [Force]
You can reflect errant blaster bolts back at your attacker.

Prerequisites: Base Attack Bonus +6, Combat Expertise, Weapon Finesse, Weapon Focus (Lightsaber)

Benefit: If an enemy attacks you with a ranged weapon while you wield a lightsaber, and rolls a natural 1, they must make a Reflex save (DC 15 + ½ your level + your Dex modifier) or suffer 3d8 points of damage from their own blaster bolt. You may also choose to deflect the attack into a different opponent who is within 30 feet and you have a clear line of sight with.

If you are using the Combat Expertise feat to give yourself a –5 penalty to hit and a +5 bonus to AC while executing the full attack action, you may choose to reflect one missed blaster attack automatically each round.

You can't use this feat if you are flat-footed.

Body Fuel [Force]
You can expand your power point total at the expense of your health.

Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.

You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.

Burrowing Power [Metaforce]
Your powers sometimes bypass barriers.

Benefit: To use this feat, you must expend your Force focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.

The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Force Mastery check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.

If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Chain Power [Metaforce]
You can manifest powers that arc to hit other targets in addition to the primary target.

Benefit: To use this feat, you must expend your Force focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Combat Manifestation [Force]
You are adept at manifesting powers in combat.

Benefit: You get a +4 bonus on Concentration checks made to manifest a power while on the defensive or while you are grappling or pinned.

Delay Power [Metaforce]
You can manifest powers that go off up to 5 rounds later.

Benefit: To use this feat, you must expend your Force focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.

Only area and personal powers can be delayed.

Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.

A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect Force effects.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Dread Lightning [Force]
The dark power of your Force lightning can sap the very life force from your enemies.

Prerequisites: Ability to manifest 7th level powers, Efficacious Force Lightning, Rage of the Dark Side, at least three Force powers with the [Electricity] descriptor.

Benefit: When an opponent fails their save against one of your electricity-based Force powers, they also suffer 1 point of temporary Constitution damage.

Efficacious Force Lightning [Force]
Prerequisites: Ability to manifest 7th level powers, Sith class

Benefit: When you use a lightning-based Force power, you gain a +2 bonus on rolls against power resistance, and the save DC against your lightning-based powers increases by 2.

Empower Power [Metaforce]
You can manifest powers to greater effect.

Benefit: To use this feat, you must expend your Force focus.

You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hero points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest Dispel Force) are not affected, nor are powers without random variables.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Enlarge Power [Metaforce]
You can manifest powers farther than normal.

Benefit: To use this feat, you must expend your Force focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.

Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.

Using this feat does not increase the power point cost of the power.

Expanded Knowledge [Force]
You learn another power.

Prerequisites: Manifester level 3rd.

Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.

Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

Extend Power [Metaforce]
You can manifest powers that last longer than normal.

Benefit: To use this feat, you must expend your Force focus.

You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Extended Power Burst [Force]
Your power bursts can affect a greater area.

Prerequisites: Str 17, Power Burst.

Benefit: You can choose to extend your power burst ability to a radius of 10 feet.

Extra Power Burst [Force]
Prerequisite: Power Burst.

Benefit: You can use your power burst ability an additional two times per day.

Special: You can take this feat multiple times. Its effects stack.

Force Body [Force]
Your mind reinforces your body.

Benefit: When you take this feat, you gain 2 hero points for each Force and Metaforce feat you have (including this one). Whenever you take a new Force feat, you gain 2 more hero points.

Force Charge [Force]
You can charge in a crooked line.

Prerequisites: Dex 13, Speed of Thought.

Benefit: To use this feat, you must expend your Force focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.

Force Cloak [Force]
Prerequisite: Ability to manifest 7th level Force powers.

Benefit: Once per day, you may invoke an effect equivalent to the Invisibility spell, at a caster level equal to your Jedi or Sith level. Use of this Force ability expends your Force focus.

Anyone observing you while you use Force Cloak may make a Will save (DC 12 + 1/2 your Jedi level). If they succeed, your Force Cloak has no effect on them for the duration of the ability.

This ability is considered the equivalent of a 2nd level power for purposes of dispelling and other effects.

Force Dodge [Force]
You are proficient at dodging blows.

Prerequisites: Dex 13, Dodge.

Benefit: Your bonus to AC from the Dodge feat increases to +2.

Force Endowment [Force]
You can endow your manifestations with more concentrated focus.

Benefit: To use this feat, you must expend your Force focus. You add 1 to the save DC of a power you manifest.

Force Meditation [Force]
You can focus your mind faster than normal, even under duress.

Prerequisites: Wis 13, Concentration 7 ranks.

Benefit: You can take a move action to become Force focused.

Normal: A character without this feat must take a full-round action to become Force focused.

Force Shield [Force]
You can use the Force to protect yourself from almost all harm.

Prerequisites: Dark Side Defense +4 or Light Side Defense +4, Defensive Precognition power, Inertial Barrier power, Mental Barrier power, Force Meditation.

Benefit: If you have at least 1 power point remaining, you can summon a Force Shield as an immediate action. The Force Shield remains active as long as you maintain concentration each round on your turn as a full-round action (Concentration DC 15), or until it suffers an amount of damage equal to 10 + your level. If you do not make a Concentration check, the shield immediately dissipates. While the Force Shield is active, all damage directed at you depletes the shield's hero points first, effectively protecting you from damage. The shield receives DR 25/lightsaber and energy resistance 30. Only damage that pierces through the shield's DR and energy resistance is counted against its hero points.

The Force Shield can be dismissed as a free action. While the shield is active, you cannot manifest any other powers, even quickened powers, though delayed powers still activate.

Force Talent [Force]
You gain additional power points to supplement those you already had.

Prerequisite: Having a power point reserve.

Benefit: When you take this feat for the first time, you gain 2 power points.

Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

Force Weapon [Force]
You can charge your melee weapon with additional damage potential.

Prerequisite: Str 13.

Benefit: To use this feat, you must expend your Force focus.

Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Force focus.

Greater Force Endowment [Force]
You can use meditation to focus your powers.

Prerequisite: Force Endowment.

Benefit: When you use the Force Endowment feat, you add +2 to the save DC of a power you manifest instead of +1.

Greater Force Defense [Force]
You train yourself to resist hostile Force energies.

Prerequisite: Dark Side Defense or Light Side Defense class ability.

Benefit: You gain a +1 inherent bonus to all saving throws against Force powers.

Greater Force Weapon [Force]
You can charge your melee weapon with additional damage potential.

Prerequisites: Str 13, Force Weapon, base attack bonus +5.

Benefit: When you use the Force Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

Greater Power Penetration [Force]
Your powers are especially potent at breaking through power resistance.

Prerequisite: Power Penetration.

Benefit: To use this feat, you must expend your Force focus. You get a +8 bonus on manifester level checks to overcome a creature’s power resistance. This bonus overlaps with the bonus from Power Penetration.

Heal Other [Force]
Prerequisites: Ability to manifest 6th level Force powers, Body Adjustment or Body Purification power.

Benefit: When using Body Adjustment or Body Purification, you can touch an ally and specify that the power be used on them.

Use of this ability expends your Force focus.

Inquisitor [Force]
You know when others lie.

Prerequisite: Wis 13.

Benefit: To use this feat, you must expend your Force focus.

You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.

You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your Force focus.

Maximize Power [Metaforce]
You can manifest powers to maximum effect.

Benefit: To use this feat, you must expend your Force focus.

You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hero points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.

Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hero points, and so on) of the augmented power.

An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

Mental Leap [Force]
You can make amazing jumps.

Prerequisites: Str 13, Jump 5 ranks.

Benefit: To use this feat, you must expend your Force focus. You gain a +10 bonus on a Jump check.

Narrow Mind [Force]
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your Force focus even in the most turbulent situations.

Prerequisite: Wis 13.

Benefit: You gain a +4 bonus on Concentration checks you make to become Force focused.

Opportunity Power [Metaforce]
You can make power-enhanced attacks of opportunity.

Benefit: To use this feat, you must expend your Force focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.

Manifesting this power is an immediate action.

You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Normal: Attacks of opportunity can be made only with melee weapons.

Overchannel [Force]
You burn your life force to strengthen your powers.

Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.

The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

Normal: Your manifester level is equal to your total levels in classes that manifest powers.

Power Burst [Force]
Using the power of the Force, you can send a tremor through the ground that knocks over foes.

Prerequisites: Str 15, Power Attack.

Benefit: As a full-round action, you can drive your lightsaber into the ground at tremendous force and use your attunement to the Force to send out a powerful shockwave. Creatures of medium or smaller size within five feet of you must make a Reflex save (DC 10 + ½ your character level + your Strength modifier) or be immediately knocked prone. Creatures not touching the ground are unaffected by this power.

You can use this ability a number of times per day equal to 1 + your Constitution modifier (never less than once per day).

Power Penetration [Force]
Your powers are especially potent, breaking through power resistance more readily than normal.

Benefit: To use this feat, you must expend your Force focus. You get a +4 bonus on manifester level checks made to overcome a creature’s power resistance.

Quicken Power [Metaforce]
You can manifest a power with a moment’s thought.

Benefit: To use this feat, you must expend your Force focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Manifesting a quickened power does not provoke attacks of opportunity.

Rage of the Dark Side [Force]
Prerequisites: Base Attack Bonus +1, Dark Jedi or Sith character class

Once a day, as a free action, you can call upon the Dark Side of the Force to enter your body. In this state, which lasts for a number of rounds equal to 3 + your Charisma modifier, you gain a +4 profane bonus to Strength, the save DCs of your Dark Side powers increase by 2, and you suffer a –2 penalty to AC. When you exit this state, you take 1 point of temporary Constitution damage.

Remove Disease [Force]
Prerequisite: Ability to manifest 7th level Force powers, Body Adjustment power.

Benefit: Three times per day, you may invoke an effect equivalent to the Remove Disease spell, at a manifester level equal to your Jedi level. Use of this Force ability expends your Force focus.

This ability is considered the equivalent of an 3rd level power for purposes of dispelling and other effects.

Dark Jedi and Sith cannot use or learn this feat.

Retrieve Lightsaber [Force]
Prerequisite: Craft Lightsaber class ability.

Benefit: If you throw a lightsaber as an attack, it automatically returns to your hand on the following round, just before your next action. In addition, as a move action, you can call any unattended lightsaber within 30 feet, causing it to move to your hand on the beginning of your next turn.

Shroud of the Dark Side [Force]
Prerequisites: Ability to manifest 6th level powers, Sith class

Benefit: When you manifest a power that requires an opponent to make a Will save, the DC of the save is increased by +1. In addition, you gain a +2 profane bonus on all Bluff checks.

Speed of Thought [Force]
The energy of your mind energizes the alacrity of your body.

Prerequisite: Wis 13 or Cha 13.

Benefit: As long as you are Force focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

Swift Force Counter [Force]
Prerequisites: Ability to manifest 6th level powers, Dispel Force power.

Benefit: Once per day, you may manifest Dispel Force as an immediate action.

Talented [Force]
You can overchannel powers with less cost to yourself.

Prerequisite: Overchannel.

Benefit: To use this feat, you must expend your Force focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.

Telekinetic Master [Force]
You are a master of the Jedi art of telekinesis.

Prerequisites: Telekinetic Force and Telekinetic Thrust powers.

Benefit: When using the Telekinetic Force or Telekinetic Thrust Force powers, the amount of weight you can affect with the powers is enhanced. You can handle a minimum of 500 pounds, and for each additional power point you spend, the weight limit increases by 50 pounds.

Telekinetic Supremacy [Force]
You can move almost anything with the power of the Force.

Prerequisites: Telekinetic Master, Dark Side or Light Defense +4

Benefit: When using the Telekinetic Force or Telekinetic Thrust Force powers, the amount of weight you can affect with the powers is vastly increased. You can handle a minimum of 2,000 pounds, and for each additional power point you spend, the weight limit increases by 250 pounds.

Twinned Power [Metaforce]
You can manifest a power simultaneously with another power just like it.

Benefit: To use this feat, you must expend your Force focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned Force charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Unconditional Power [Metaforce]
Disabling conditions do not hold you back.

Benefit: To use this feat, you must expend your Force focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned.

Only personal powers and powers that affect your person can be manifested as unconditional powers.

Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.

Ultimate Power Burst [Force]
Your power bursts can ravage huge groups of opponents.

Prerequisites: Base Attack Bonus +10, Augmented Power Burst, Awesome Burst, Extended Power Burst, Power Burst, Stomp power.

Benefit: The radius of your power bursts is now 30 feet, and the damage dealt increases to 2d6 + your Strength modifier. In addition, the save DC increases to 15 + ½ your character level + your Strength modifier.

Up the Walls [Force]
You can run on walls for brief distances.

Prerequisite: Wis 13 or Cha 13.

Benefit: While you are Force focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Widen Power [Metaforce]
You can increase the area of your powers.

Benefit: To use this feat, you must expend your Force focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

Wounding Attack [Force]
Your vicious attacks wound your foe.

Prerequisite: Base attack bonus +8.

Benefit: To use this feat, you must expend your Force focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Force focus.

=Lightsaber Combat Form Feats= [Stance] feats are related to lightsaber combat stances, advanced techniques for characters that can wield lightsabers. Activating such a feat is a move action, and the effects of the feat apply only if the character has an ignited lightsaber in hand. A character that is stunned, paralyzed, or otherwise incapacitated loses the effects of any [Stance] feat they are using.

Ataru Form [Force] [Stance]
You have learned the Ataru style of lightsaber combat, a quick, mobile lightsaber combat technique with the drawback of leaving you more open to attacks and causing fatigue.

Prerequisites: Base Attack Bonus +6, Dodge, Mobility.

Benefit: As a move action, you can enter or leave Ataru Form. In this form, you gain a +5 morale bonus to movement speed, and a +8 morale bonus to Balance, Jump, and Tumble checks. However, you suffer +2 points of damage whenever you are damaged while in this combat form.

Ataru Master [Force] [Stance]
You have become a true master of the Ataru Form of lightsaber combat.

Prerequisites: Base Attack Bonus +10, Ataru Form

Benefit: When in Aggression Form, you gain a +1 competence bonus to attack rolls with a lightsaber and you move 5 feet faster. In addition, once per day while in Ataru Form, you may as a free action activate Hawk-Bat Style for a number of rounds equal to 3 + your Dexterity modifier. During this period, you can make a full attack action with a lightsaber as a standard action.

Djem So Form [Force] [Stance]
You have learned the Djem So Form of lightsaber combat, a high offense-based lightsaber that involves repeated, strong strikes meant to end a fight quickly. However, the combat technique leaves you open to devastating counter-attacks.

Prerequisites: Base Attack Bonus +8, Cleave, Power Attack.

Benefits: As a move action, you can enter or leave the Form V stance of lightsaber combat. When in Perseverance Form, you deal +2 damage when rolling lightsaber damage. However, when you are struck with a critical hit, the multiplier is increased by 1.

Djem So Master [Force] [Stance]
You have become a true master of the Perserverance Form of lightsaber combat.

Prerequisite: Base Attack Bonus +12, Djem So Form

Benefit: When in Perseverance Form, you deal an additional +2 damage with lightsabers. In addition, once per day, you may use the Offensive Rush ability as a free action. This forces an opponent within five feet of you to make a Reflex save (DC 10 + Dexterity modifier + ½ your Jedi level). If they fail, they cannot attack you more than once per round with a melee attack for a number of rounds equal to your level. On each successive round, the opponent gets another Reflex save to negate the effect.

Juyo Form [Force] [Stance]
You have learned the Juyo lightsaber combat style, one of the most powerful known styles, which draws dangerously close to the Dark Side.

Prerequisites: Base Attack Bonus +10, any two other Combat Form feats.

Benefits: As a move action, you can enter or leave Juyo Form. When in this form, you gain a +1 morale bonus to attack rolls with a lightsaber, a +1 dodge bonus to AC against lightsaber attacks, a +1 bonus to damage, and your bonus to attack rolls when charging is increased to +4. However, when in this form, you temporarily lose the Dark Side Defense class ability, as well as the benefit of the Beacon of Light feat, and you cannot use Light Side Force powers.

A Sith or Dark Jedi in this stance doesn’t get the bonus to AC, as he cannot tap the Light Side to perfect the style, and he cannot use Lightning-based powers while in the stance.

Juyo Master [Force] [Stance]
You have become a true master of the Juyo of lightsaber combat.

Prerequisites: Base Attack Bonus +14, Juyo Form

Benefit: When in Juyo Form, your bonuses to attack rolls with a lightsaber increase to +2. You may also go into a battle rage once per day. During it, you gain a +4 morale bonus to Strength and Constitution, a –2 penalty to AC, and a +2 morale bonus to Will saves. This effect lasts for a number of rounds equal to 3 + your (newly modified) Constitution modifier.

When raging, you can't use Combat Expertise or Force powers.

Makashi Form [Force] [Stance]
You have learned the Makashi Form of lightsaber combat, the classic dueling technique—with the drawback that the stance is based on precise but weak strikes, and is poor for deflecting blaster shots.

Prerequisites: Base Attack Bonus +6, Combat Expertise, Improved Disarm

Benefit: As a move action, you can enter or leave Makashi Form. When in this form, you gain a +1 competence bonus to melee attack rolls with your lightsaber, but suffer a –1 penalty to blaster attacks on you, and deal –2 damage with your lightsaber damage rolls.

Makashi Master [Force] [Stance]
You have become a true master of the Makashi of lightsaber combat.

Prerequisites: Base Attack Bonus +10, Makashi Form

Benefit: When in Makashi Form, you gain a further +1 bonus to attack rolls with lightsabers. Furthermore, three times per day while in Contention Form, you may initiate a Counter-Strike as an immediate action. A counter-strike forces an opponent to re-roll a successful lightsaber attack roll on you.

Niman Form [Force]
You have learned the Niman Form of lightsaber combat, which mixes many styles into one.

Prerequisites: Base Attack Bonus +4, any one other Combat Form feat.

Benefits: As a move action, you can enter or leave Niman Form. When in Niman Form, you gain a +5 morale bonus to movement, gain a +1 competence bonus to damage with lightsabers, and gain a +1 dodge bonus to AC against blaster bolts. However, you take a –1 penalty to all lightsaber attack rolls and saving throws.

Niman Master [Force] [Stance]
You have become a true master of the Niman Form of lightsaber combat.

Prerequisites: Base Attack Bonus +8, Niman Form

Benefit: When in Moderation Form, your movement bonus increases to +10, you deal a further +1 damage with lightsabers, and your dodge bonus to AC against blaster bolts increases to +2. In addition, once per day, you may use one of the advanced abilities of some other forms (Counter-Strike, Complete Defensive, Hawk-Bat Style, or Offensive Rush).

Soresu Form [Force] [Stance]
You have learned the Soresu Form of lightsaber combat, the most defensive of all lightsaber combat techniques, helpful for blocking blaster bolts and lightsaber strikes alike, but inhibiting your offensive capabilities.

Prerequisites: Base Attack Bonus +4, Combat Expertise, Dodge

Benefit: As a move action, you can enter Soresu Form. When in this form, you gain a +1 dodge bonus to AC, but suffer a –2 penalty to lightsaber attack rolls.

Soresu Master [Force] [Stance]
You have become a true master of the Soresu Form of lightsaber combat.

Prerequisites: Base Attack Bonus +8, Soresu Form

Benefit: When in Soresu Form, you gain a +2 competence bonus to all saving throws against Force powers, and your dodge bonus to AC increases to +2. Furthermore, once per day while in Soresu Form, you may as a free action enter the Complete Defensive state for a number of rounds equal to 3 + your Dexterity modifier. When Complete Defensive is activated, you gain a further +1 dodge bonus to AC.

Style Mastery [Force]
You can change your lightsaber combat style with surprising speed, catching foes off balance and keeping the advantage in battle.

Prerequisites: Any two different Combat Form feats.

Benefit: As a free action once per round on your turn, you may go into or out of any lightsaber combat form you know, or switch which form you are in.

Normal: Activating or deactivating any Combat Form feat is a move action.

Vaapad Form [Force] [Stance]
You have completed the Juyo/Ferocity Form and learned the Vaapad style, perfecting the deadly art of lightsaber combat.

Prerequisites: Base Attack Bonus +18, Juyo Master

Benefit: When in Ferocity Form, add one die to all your lightsaber damage rolls (3d8 becomes 4d8, and so on).

=Space Feats=

Barrel Roll [Space]
Prerequisite: Dex 17, Hairpin Turn

Benefits: During space combat, If you move only one space as an action, you can completely reverse your starfighter’s direction after completing the move. You cannot also attack as part of this action. This movement does not result in a temporary loss of AC.

Coordinated Attack [Space]
Prerequisites: Inspiration class feature.

Benefit: You and a number of other starfighter pilots equal to your Inspiration bonus (+1-+4) gain that bonus on attack and damage rolls in space combat.

Evasive Maneuvers [Space]
Benefit: If you are attacked with a missile in space combat, you can immediately force the attacker to re-roll their missile attack roll if it would’ve resulted in a hit, this time at a –4 penalty to the roll. You may only use this feat once per round.

Greater Starfighter Focus [Space]
Prerequisites: Starfighter Focus with chosen weapon.

Benefit: Your bonus to hit with your chosen weapon in space combat increases by +1.

Greater Starfighter Specialization [Space]
Prerequisites: Starfighter Focus with chosen weapon.

Benefit: Your bonus to damage with your chosen weapon in space combat increases by +1.

Hairpin Turn [Space]
Prerequisites: Dex 15.

Benefit: For each space you move in a turn during space combat, you can change your facing by one degree. You can do this no more than three times in the same turn, however.

Normal: You are allowed to change directions by a degree of one hex on any movement, but can only change directions by one hex each on each turn.

Starfighter Critical [Space]
Choose a type of fighter weapon, such as blasters or missiles.

Benefit: Your critical threat range with that weapon is doubled in space combat.

Starfighter Dodge [Space]
Prerequisites: Dex 13.

Benefit: Your starfighter gains a +1 bonus to AC.

Starfighter Focus [Space]
Choose a type of fighter weapon, such as blasters, missiles, or turrets.

Benefit: You gain a +1 bonus to hit when using that weapon in space combat.

Starfighter Specialization [Space]
Prerequisite: Starfighter Focus

Benefit: You gain a +1 bonus to damage when using your chosen weapon in space combat.

Strafe [Space]
Benefit: When you move and attack on the same turn in space combat, you can increase your movement speed by +1.

=Weapons= http://img295.imageshack.us/img295/3158/weapons2by8.gif

Blasters
In mechanics, blasters are treated much like bows and other ranged weapons would be in d20. Damage from a blaster is considered to consist of 1 point of fire damage per each die of damage that the blaster deals, meaning that objects or creatures that are immune to fire can partially resist blaster damage. The rest of the damage, however, is considered to be energy of no particular type, and can't be blocked by any energy resistance.

In addition to their lethal properties, most blasters can be set to stun. A blaster set to stun does no damage, but forces victims to make a Fortitude save on a successful hit or be knocked unconscious for 1d4 minutes.

Small Blaster: This easily concealed blaster has only a small power cell, limiting its damage potential, range, and ammunition supply, but is a favorite of those who like to keep an easily-concealed, easy-to-grab weapon on their person at all times. The small blaster is a light weapon. You receive a +4 bonus to Sleight of Hand checks when trying to conceal this weapon.

Blaster: The standard model blaster, manufactured by hundreds of corporations across the galaxy. The blaster is a light weapon.

Blaster Rifle: Military-grade two-handed blaster with more damage and range than an ordinary blaster. The blaster rifle is illegal for civilians to possess or sell in most Republic-controlled systems.

Light-Repeating Blaster: The LRB is a large, rapid-fire hand-held cannon. Wielders must wear heavy power packs, which limit their mobility, to power the weapon. When firing an LRB, the wielder can switch to auto-fire. When auto-firing, the user can choose to make an extra attack at his highest base attack bonus, at a –4 to hit, but with a +2 increase to damage rolls. This ability cannot be used in conjunction with rapid shot or any other ability or feat that increases attacks per round.

The light-repeating blaster is illegal for civilians to possess or sell in virtually every core system, and its sale and manufacture is strictly controlled.

Blaster Cannon: The blaster cannon is a gun mounted on a tripod, typically used to mow down attacking infantry or to punch through small vehicles and ships. It takes 2 full rounds to set up a blaster cannon so that it is ready to fire. The blaster cannon is illegal for civilians to possess or sell in most Republic-controlled systems.

Bowcaster: A weapon favored largely by wookiees, the bowcaster has low accuracy, but uses more energy from its cell with each blast to inflict greater damage.

Blaster Crafting
Build Blaster

Check: Craft (Blasters) DC 20

Cost: 500

You can create a functioning small blaster or blaster from spare parts.

Build Blaster Rifle

Check: Craft (Blasters) DC 25

Cost: 3,000

You can create a functioning blaster rifle from spare parts.

Improved Range

Check: Craft (Blasters) DC 20

Cost: 2,000

The crafted blaster’s range increment increases by 20.

Increased Accuracy

Check: Craft (Blasters) DC 40

Cost: 7,000

The crafted blaster gains a +1 bonus on attack rolls.

Increased Charge

Check: Craft (Blasters) DC 30

Cost: 3,000

The crafted blaster deals out an additional +1 damage, but spends 2 shots worth of ammunition with each blast.

Increased Efficiency

Check: Craft (Blasters) DC 40

Cost: 5,000

The crafted blaster deals out an additional +1 damage.

Powerful Stun

Check: Craft (Blasters) DC 25

Cost: 3,000

The crafted blaster's stun DC improved by 2.

Snub-Nosed Blaster

Check: Craft (Blasters) DC 35

Cost: 3,000

The crafted blaster deals out an additional +1 damage, but its range increment decreases by 10.

Turbo-Charged Blaster

Check: Craft (Blasters) DC 40

Cost: 8,000

The blaster can fire more rapidly, but at the expense of accuracy, as it creates high recoil. During a full attack action, the wielder can fire the blaster an extra time per round at his highest attack bonus, but he takes a -2 penalty to all attack rolls with the blaster, including the extra attack.

Exotic Weapons
Flamethrower: The flamethrower attacks everything in a spread. At the wielder’s option, this is either a line, five feet wide and fifteen feet long, or a cone, ten feet long and ten feet wide at the end. Whenever you make a flamethrower attack roll, your total attack roll is the Reflex save DC that creatures in the field of effect must get to negate the fire damage.

Wrist Rocket: This rare weapon allows you to fire small rockets out of gauntlets on your arms. When the wrist rocket hits its targeted area, it explodes in a five-foot radius. Your attack roll is the Reflex save DC that creatures in the field of effect must get to negate the damage.

Lightsabers
The weapon of the Jedi, lightsabers are not available on the open market and only those with levels in the Jedi classes are ever trained in their construction. Lightsabers come in many colors, depending on the crystals used in their construction: Blue, gold, green, orange, purple, pink, red, and even just white. Most Jedi favor blue or green sabers, but there is no recognized difference between most of the colors, save for red, which is the symbolic color of a Sith lightsaber.

The lightsaber is a light weapon.

Lightsabers ignore almost all damage reduction and hardness, though there are a few rare materials that can resist them.

You can dual-wield lightsabers, but this is a flawed tactic in comparison to using a double saber. Because it's more difficult to parry and make forceful blows with two sabers, opponents get a +2 bonus on checks to disarm dual-wielding characters, and a Jedi with two sabers applies only half his Strength bonus to damage rolls.

Curved Hilt Lightsaber
A character with at least 7 ranks in Force Mastery and Knowledge (Jedi Lore), as well as the Craft Lightsaber class ability, can construct a lightsaber with a curved hilt. This form of hilt is far more efficient for the Djem So and Makashi forms of lightsaber combat, providing a +1 bonus to hit. However, the curved hilt is a poor design for blaster bolt deflection, causing the wielder to suffer a -2 penalty to AC against blaster attacks when wielding it. In addition, the curved lightsaber is ineffective for other combat forms, causing the wielder to suffer a -2 penalty to hit when not in Djem So or Makashi form.

Exotic Lightsabers
Double Lightsaber: The double lightsaber is a rare weapon used by some Jedi, designed for more offensive capability at the expense of accuracy. As a double weapon, it can be used to make off-hand attacks. The wielder can also choose to ignite one end of the blade and not the other. The double lightsaber is considered exotic and is a light weapon.

Unlike when using two lightsabers, the wielder of a double saber cannot be so easily disarmed and suffers no penalty to damage rolls.

Saber Staff: The saber staff is a long-hilted lightsaber. It is a reach weapon, allowing the wielder to strike opponents up to 10 feet away. However, the saber is poorly designed for close combat, meaning that the wielder takes a -4 penalty to attack rolls against adjacent targets. Moving five feet away from a target in order to better strike them is possible, but provokes an attack of opportunity. The saber staff is considered exotic and is a light weapon.

If you ready an action against a charge with a saber staff and score a successful hit, you deal double damage.

Tonfa Lightsaber: The tonfa lightsaber is a short-bladed saber with a perpendicular hand-grip. This allows the wielder to potentially put great force in his strikes, as well as defend himself very well in close combat. If dual-wielded, the tonfa blades provide a +1 shield bonus to AC. The tonfa lightsaber is considered exotic and is a light weapon.

Explosives
Concussion Grenade: The concussion grenade is a simple explosive designed to kill and repel clustered and entrenched enemies. The weapon can be configured to detonate on a 1-3 round delay, or be configured to go off as soon as it impacts off of a surface (this is an incredibly dangerous application of the weapon). To use the weapon, the wielder makes an attack roll against an AC of the GM’s choice to hit a specific square on the battlefield (usually 10 or 15, but higher if the throw would be more difficult). Anyone in the area of effect when the weapon detonates must make a DC 20 Reflex save. Those who fail the save take the damage and are automatically knocked prone. On a successful save, only half damage is taken and the victim is not knocked prone.

The concussion grenade is illegal for civilians to possess or sell in most Republic-controlled systems.

Thermal Detonator: The big brother to the concussion grenade, the thermal detonator is a high explosive capable of destroying buildings and small vehicles. The weapon can be configured to detonate on a 1-5 round delay, or be configured to go off as soon as it impacts off of a surface (this is an incredibly dangerous application of the weapon). To use the weapon, the wielder makes an attack roll against an AC of the GM’s choice to hit a specific square on the battlefield (usually 10 or 15, but higher if the throw would be more difficult). Anyone in the area of effect when the weapon detonates must make a DC 20 Reflex save. Those who fail the save take the damage and are automatically knocked prone. On a successful save, only half damage is taken and the victim is not knocked prone.

The thermal detonator is illegal for civilians to possess or sell in virtually every core system, and its sale and manufacture is strictly controlled.

Vibro-Weapons
Vibro-weapons are electronic melee weapons that use thousands of moving, microscopic “teeth” to cut and wound with greater force than an ordinary blade could. While not as powerful or durable as a lightsaber, they are good secondary weapons when without a blaster. The weapons are battery powered, their energy cells only lasting for a number of strikes.

Vibro-Dagger: This vibro-weapon is more easily concealed than the longer blade. You receive a +4 bonus to Sleight of Hand checks when trying to conceal this weapon.

Vibro-Blade: This larger blade is of equivalent dimension to a lightsaber, though it is wider and much heavier.

=Armor=

Mark I Armor
Damage Reduction: 1/lightsaber

Max Dex Bonus: +6

Weight: 6 lbs.

Cost: 6,000

Mark II Armor
Damage Reduction: 2/lightsaber

Max Dex Bonus: +5

Weight: 8 lbs.

Cost: 8,000

Mark III Armor
Damage Reduction: 3/lightsaber

Max Dex Bonus: +4

Weight: 10 lbs.

Cost: 10,000

Mark IV Armor
Damage Reduction: 4/lightsaber

Max Dex Bonus: +3

Weight: 30 lbs.

Cost: 12,000

Mark V Armor
Damage Reduction: 5/lightsaber

Max Dex Bonus: +2

Weight: 50 lbs.

Cost: 14,000

Armor Crafting
Hardened Alloy

Check: Craft (Armor) DC 25

Cost: 5,000

The armor's DR rating improves by 1.

Increased Mobility

Check: Craft (Armor) DC 30

Cost: 5,000

The weight of the armor is decreased by two thirds (round up) and the maximum Dex bonus is increased by +1.

=Equipment= http://img243.imageshack.us/img243/6266/equipmentzi4.gif

Bacta Tank
A character placed in a bacta tank is cured of all natural diseases in a week, and most poisons in his body are neutralized after 12 hours. In addition, for each day spent in the tank, the character recovers 20 additional lost hero points, in addition to natural healing (the character is considered to be at rest).

Decoder Bolt
Decoder bolts are illegal items used by skilled slicers to facilitate their work. When affixed to a computer terminal, the slicer gains a +2 competence bonus to Computer Use checks.

State of the Art Decoder

Check: Craft (Electronics) DC 25

Cost: 1,000

The decoder bolt is improved with the latest technology, increasing its competence bonus by +4.

Electrobinoculars
Electrobinoculars are high-powered viewing devices capable of displaying the distance and elevation of nearby targets. They function in low-light conditions and as such make a useful addition to any combat unit’s arsenal. They provide a +2 circumstance bonus to Spot checks when used at a distance over 60 feet.

Augmented Binoculars

Check: Craft (Electronics) DC 25

Cost: 3,000

The electrobinoculars’ sighting technology is improved to provide a clearer picture that is more sensitive to light. This improves the binoculars’ circumstance bonus on Spot checks to +4.

Energy Cell
Equipping a blaster pack or fuel cell to an energy cell restores the energy to the item over a period of 48 hours.

Efficient Energy

Check: Craft (Electronics) DC 25

Cost: 4,000

The energy cell can refuel items in 12 hours.

Grapple Gun
A grapple gun is a small rifle fitted with a durable cord and grappling hook. The weapon’s head can lodge itself into most surfaces (using a combination of its hooks and magnetism) on a successful attack roll, and then fasten to the opposite surface, allowing characters to climb it. It has a length of 50 feet.

Jet Pack
A jet pack is a sustained booster rocket that allows for a limited (and dangerous) form of flying. Characters using Jet Packs gain a Fly speed of 30 with Good maneuverability. They can sustain this flight for up to twenty rounds on the same fuel cell before it runs out and needs to be replaced or recharged. A character operating a jet pack is considered to have a max Dex bonus of +3. If the Jet Pack is hit by a called shot, it fails for 1d4 rounds (if it isn’t destroyed), and the user takes 3d6 points of damage.

Efficient Fuel Usage

Check: Craft (Engineering) DC 25

Cost: 5,000

The jet pack can sustain flight for up to 30 rounds.

Super Jetting

Check: Craft (Engineering) DC 35

Cost: 10,000

The fly speed granted by the jet pack is increased to 60.

Jet Fuel Cell
A single jet fuel cell sustains one jet pack for twenty rounds.

Medical Kit
Medical kits are an important battlefield tool, allowing you to administer bandages and various medicinal, fast-acting drugs to the wounded. Every medical kit comes with enough equipment inside for five uses. Whenever you use a medical kit, make a Heal check and correspond the result with the Heal skill (see Skills) to check how many hero points you restore. You must wait eight hours between Heal checks to restore lost hero points to the same character.

It takes three un-interrupted full-round actions to use a medical kit.

Rebreather
A rebreather allows its user to breathe and see comfortably even in toxic environments.

Remote
“Remote” is a generic term for any radio-based control that can start or operate another mechanical device. Most are used for door operation or for other simple tasks, but more advanced remotes can operate ships (to a limited degree).

Ship Control

Check: Craft (Electronics) DC 30

Cost: 15,000

The remote can power up or power down your ship. If your ship is within sight, you can also over-ride the cockpit controls and control it with the remote, causing it to go upward or downward, juke left and right slowly, or go forward or backward.

Firing Control

Check: Craft (Electronics) DC 35

Prerequisite: Ship Control feature.

Cost: 10,000

You can operate the blaster cannons, missiles, or bombs on your ship remotely, though you cannot aim them anywhere other than straight ahead.

Repair Tools
This all-around tool kit provides a +2 bonus to Craft checks made to repair a damaged, item, ship, or droid. Repair tools are required in order to administer Repair checks on droids to restore lost hero points.

Restraining Bolt
When affixed to a droid, a restraining bolt allows its owner to command greater control over it using a remote. A droid with a restraining bolt cannot willingly go beyond a radius of 600 feet from the controlling remote, and must make a Will save (DC 20) each round it is outside of this radius, or be compelled to immediately return. Furthermore, each time the owner gives the droid a command, the droid must obey, or make a Will save (DC 25) to resist. A droid equipped with a bolt cannot remove it, nor can it remove restraining bolts on other droids.

Improved Restraining Bolt

Check: Craft (Electronics) DC 30

Cost: 10,000

The DC of the Will saves needed to resist the restraining bolt increase by 5.

Rocket Pack
Rocket packs allow a limited form of transportation by accelerating movement. A character equipped with a rocket pack gains a +15 circumstance bonus to Jump checks and is not limited by his height when jumping. However, the character can only make ten such jumps before the fuel cell wears out.

Efficient Fuel Use

Check: Craft (Engineering) DC 25

Cost: 5,000

You can make twenty jumps with the rocket pack instead of ten.

Rocket Fuel Cell
This fuel cell provides ten rocket pack jumps.

Zero-G Suit
The Zero-G suit allows a character to exist comfortably in outer space or other environments of extreme cold. Any damage to the suit ruins it, however.

Armored Suit

Check: Craft (Armor) DC 25

Cost: 5,000

You can build light, medium, heavy, or super-class armor into the zero-G suit to make it safer, bestowing upon it the indicated damage reduction. This requires a set of armor of the type you intend to use.

=Droids= Note: Droid PCs use none of these rules. The mechanics of the droid "upgrading" are covered in the leveling process and in feats.

Astromech
Type: Small Construct

Hit Dice: 1d10 (10 hp)

Initiative: -2

Speed: 15

Armor Class: 9 (+1 Size, -2 Dex)

Base Attack/Grapple: +0, Grapple -6

Attacks: -

Space/Reach: 5x5, 5 Feet

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref –2, Will +0

Abilities: Str 6, Dex 6, Con -, Int 20, Wis 10, Cha 8

Skills: -

Feats: - - Craft Check To Build: Craft (Droids) DC 25

Cost To Create: 5,000

Cost To Buy: 10,000

Astromech droids are powerful utility droids, especially prized for their computers, which can greatly enhance the functionality of starfighters. Outside of a starfighter, an astromech is slow and somewhat bulky for its size, but still has a wide variety of uses thanks to its large brain, which can be programmed for a number of functions.

All astromech droids come with seven skills, chosen by their creator. These can be any of the following:

Computer Use

Craft (Droids)

Knowledge (History)

Knowledge (Medicine)

Knowledge (Technology)

Knowledge (World Lore)

Listen

Open Lock

Speak Language (Astromechs can understand any language, but only speak Astromech)

Spot

Swim

A starting astromech is considered to have 4 ranks in any skill it has.

A pilot in a starfighter with an astromech gains a +2 circumstance bonus to his Pilot skill.

Astromech Upgrades
Additional Skill

Check: Craft (Droids) DC 30

Cost: 5,000

This upgrade imparts the knowledge of one additional skill on the above list to the astromech, at max ranks for its hit dice.

Enhance Astromech

Check: Craft (Droids) DC 25

Cost: 10,000

This upgrade gives the droid a +2 bonus to three of its skills.

Hyperdrive Calculator

Check: Craft (Droids) DC 35

Cost: 35,000

When the astromech is onboard a starfighter, the starfighter takes one less round to go into hyperspace. This upgrade doesn’t stack with the Improved Hyperdrive upgrade.

Install Jetpack

Check: Craft (Droids) DC 30

Cost: 5,000 (Requires Jet-Pack)

This upgrade allows the astromech to fly with an internal jetpack.

Repair Unit

Check: Craft (Droids) DC 35

Cost: 20,000

This upgrade allows your astromech to repair 1d4 lost hero points to a starfighter in-flight once per day. This takes three rounds.

Shocker

Check: Craft (Droids) DC 20

Cost: 3,000

This upgrade gives the droid, via a special node, a melee touch attack that deals 1d8 points of electrical damage.

Battle Droid
Type: Medium Construct

Hit Dice: 1d10 (10 hp)

Initiative: +3

Speed: 20

Armor Class: 13 (+3 Dex)

Base Attack/Grapple: +0, Grapple -1

Attacks: Blaster +3

Damage: Blaster 3d6

Space/Reach: 5x5, 5 Feet

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref +3, Will +2

Abilities: Str 8, Dex 16, Con -, Int 16, Wis 14, Cha 8

Skills: Knowledge (Tactics) +7, Listen +6, Pilot +7, Search +7, Spot +6

Feats: - - Craft Check To Build: Craft (Droids) DC 30

Cost To Build: 10,000

Cost To Buy: 20,000

While not as reliable or free-thinking as a living creature, battle droids are still used throughout the galaxy for military endeavors and personal defense. They have the least programming functions of any droid, their internal computers devoted entirely to combat functionality. Battle droids obey any orders given without question, and have no sense of self-preservation. The most expensive battle droids can become deadly assassins!

All battle droids possess the following five skills:

Knowledge (Tactics)

Listen

Pilot

Search

Spot

They are considered to have max ranks in all these skills.

Battle Droid Upgrades
Communicator

Check: Craft (Droids) DC 20

Cost: 3,000

A battle droid fitted with a communicator can keep in contact with similarly-equipped battle droids, as well as its master, to a distance of 15 miles.

Personal Droid
Type: Tiny Construct

Hit Dice: 1d10

Initiative: +3

Speed: Fly (Perfect) 30

Armor Class: 15 (+3 Dex, +2 Size)

Base Attack/Grapple: +0, Grapple -11

Attacks: -

Damage: -

Space/Reach: 5x5, 0

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref +3, Will -1

Abilities: Str 4, Dex 16, Con -, Int 20, Wis 8, Cha 8

Skills: -

Feats: - - Craft Check To Create: Craft (Droids) DC 25

Cost To Create: 5,000

Cost To Buy: 10,000

Personal droids are metal spheres powered by a tiny repulsorlift engine that allows them to freely float about. By default, personal droids enthusiastically follow their master around, helping him in any way they can. They make excellent scouts, can give emergency medical attention, and are smart and quiet enough to hide away somewhere when instructed to do so. Certain unscrupulous organizations are known to use personal droids as assassins.

All personal droids come with seven skills chosen by their creator. These are:

Computer Use

Disable Device

Heal

Hide

Knowledge (Medicine)

Knowledge (Technology)

Listen

Move Silently

Open Lock

Search

Speak Language (Personal droids can understand any language, but only speak Astromech)

Spot

The droid begins with 4 ranks in its chosen skills.

Personal Droid Upgrades
Alarm

Craft Check: Craft (Droids) DC 20

Cost: 3,000

This upgrade allows you to set the personal droid on Watch, at which point will emit a loud, high-pitched alarm whenever an unrecognized or specified creature comes within thirty feet (that it detects with a Spot check).

Blaster

Craft Check: Craft (Droids) DC 30

Cost: 5,000

This upgrade equips the personal droid with a small recharging blaster that deals 2d6 points of damage. This blaster can be calibrated to deal subdual damage.

Medical Unit

Craft Check: Craft (Droids) DC 25

Cost: 5,000

This upgrade allows you to equip the personal droid with a medical kit. As soon as a combat ends, the droid will attempt a Heal check on an injured ally to restore lost hero points. The droid can also be fitted with poisons and other drugs with this upgrade in place.

Personal Droid Enhancement

Craft Check: Craft (Droids) DC 20

Cost: 4,000

This upgrade gives the droid a +1 bonus to two of its skills.

Protocol Droid
Type: Medium Construct

Hit Dice: 1d10

Initiative: -1

Speed: 20

Armor Class: 9 (-1 Dex)

Base Attack/Grapple: +0, Grapple -1

Attacks: -

Space/Reach: 5x5, 5 Feet

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref –1, Will -2

Abilities: Str 8, Dex 8, Con -, Int 22, Wis 6, Cha 12

Skills: -

Feats: - - Craft Check To Build: Craft (Droids) DC 20

Cost To Create: 4,000

Cost To Buy: 8,000

All protocol droids come with eight skills, as chosen by their creator. These can be any of the following:

Appraise

Diplomacy

Knowledge (Aliens)

Knowledge (History)

Knowledge (Medicine)

Knowledge (Politics)

Knowledge (Technology)

Knowledge (World Lore)

Perform

Sense Motive

Speak Language

A starting protocol droid is considered to have 4 ranks in any skill it has.

In addition, they gain Skill Focus in the skill of the creator’s choice.

Protocol Droid Upgrades
Additional Skill

Check: Craft (Droids) DC 30

Cost: 5,000

This upgrade imparts the knowledge of one additional skill on the above list to the astromech, at max ranks for its hit dice.

Enhance Protocol Droid

Check: Craft (Droids) DC 25

Cost: 10,000

This upgrade gives the droid a +3 bonus to four of its skills.

Miscellaneous Droid Upgrades
Chassis Upgrade I

Check: Craft (Droids) DC 25

Cost: 15,000

This powerful upgrade greatly increases the durability and functionality of the droid. The droid gains the following bonuses:


 * +20 hero points.
 * +3 to all attack rolls.
 * +1 to the ability score of your choice.
 * +4 bonus to all skills.
 * +2 bonus to all saving throws.

Chassis Upgrade II

Check: Craft (Droids) DC 30

Cost: 16,000

Prerequisite: Chassis Upgrade I

This upgrade gives the droid the following bonuses:


 * +25 hero points
 * +4 on all attack rolls.
 * +1 to the ability score of your choice.
 * +5 to all skills.
 * +2 bonus to all saving throws.

Chassis Upgrade III

Check: Craft (Droids) DC 35

Cost: 17,000

Prerequisite: Chassis Upgrade II

This upgrade gives the droid the following bonuses:


 * +25 hero points
 * +4 on all attack rolls.
 * +1 to the ability score of your choice.
 * +5 to all skills.
 * +2 bonus to all saving throws.

Chassis Upgrade IV

Check: Craft (Droids) DC 40

Cost: 18,000

Prerequisite: Chassis Upgrade III

This upgrade gives the droid the following bonuses:


 * +25 hero points
 * +4 on all attack rolls.
 * +2 to the ability score of your choice.
 * +5 to all skills.
 * +2 bonus to all saving throws.

Extra Feat

Check: Craft (Droids) DC 20

Cost: 5,000

The droid gains a bonus feat. Pick from any of the following:


 * Alertness
 * Droid Expertise
 * Great Fortitude
 * Improved Initiative
 * Improved Toughness
 * Skill Focus
 * Weapon Finesse
 * Weapon Focus

The droid need not meet the prerequisites of these feats to take them.

You may apply this upgrade multiple times. Each time you do, the craft DC increases by 2 and the cost by 1,000.

Improved Alloy I

Check: Craft (Droids) DC 20

Cost: 5,000

The droid gains a +1 natural armor bonus.

Improved Alloy II

Check: Craft (Droids) DC 25

Cost: 5,000

Prerequisite: Improved Alloy I

The droid's natural armor bonus increases to +3.

Improved Alloy III

Check: Craft (Droids) DC 30

Cost: 5,000

Prerequisite: Improved Alloy II

The droid's natural armor bonus increases to +5.

Plating I

Check: Craft (Droids) DC 30

Cost: 5,000

The droid gains DR 2/lightsaber.

Plating II

Check: Craft (Droids) DC 35

Cost: 6,000

Prerequisite: Plating I

The droid gains DR 4/lightsaber.

Plating III

Check: Craft (Droids) DC 40

Cost: 7,000

Prerequisite: Plating II

The droid gains DR 6/lightsaber.

=Hero Points= Instead of hit points, characters in Star Wars have hero points. The concept here is simple—you are considered to have suffered no significant, truly debilitating wounds until you reach 0 or fewer hero points. After being so wounded, you can go into the negative hero point count to a number equal to your Constitution score before dying. For instance, a character in Star Wars with a Constitution of 14 isn’t killed until he reaches –14 hero points.

When you reach zero or fewer hero points, you can only take move or standard actions on your turn, but not both. In addition, when reduced to 0 hero points or below, you have a 90% chance of losing 1 additional hero point whenever you make a physical action (moving, attacking, or using a Force power). If you roll 10 or under on 1d100 when making an action, you do not lose a hero point from this gradual loss again until the next time you are knocked below 1 hero point.

Recovering Hero Points
Characters regain hero points equal to their level + their Con modifier each time they are able to get eight hours of rest.

Characters with the Heal skill can restore lost hero points at an accelerated rate (see the Heal skill). In addition, the Force Power Body Adjustment is also capable of restoring lost hero points.

=Action Points= Action points give you some control over poor die rolls. Although this can have little effect on an average battle, it makes it a little more likely that your character will survive extreme challenges and less likely that the character will fall to what would otherwise be an "average" foe because of bad luck. A reserve of action points lets even a careful player expose his characters to more risks, heightening the game’s tension and opening the door to even more heroic action. Action points also makes it less likely that an entire adventuring group will fall victim to one powerful effect, such as a power that kills on a failed save.

Action points also make it more likely that the use of a character’s most potent abilities will be successful.

Acquiring Action Points
A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.

Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level.

NPCs and Action Points
Most NPCs won't have action points, unless they are central NPCs or villains.

Using Action Points
You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.

You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

http://img314.imageshack.us/img314/7831/actionpointsbq9.gif

When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day.

Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

Extra Attack
During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.

Power Boost
A character can spend 1 action point as a free action to increase the effective caster level of one of his powers by 2. He must decide whether or not to spend an action point in this manner before manifesting the power.

Stabilize
Any time a character is dying, he can spend 1 action point to become stable at his current hero point total.

Miscellany
The game master can give the player the option of using an action point to accomplish whatever heroic feat that the game master sees fit, perhaps with little or no additional rolling. This use of an action point is entirely at the game master's discretion.

Improving Feats
The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.

Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

Improved Critical
You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.

Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.

Power Penetration
You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.

=Introduction= Space combat in Galaxy At War is designed to be simple and easy. It works much like ground combat (save that it is truly three-dimensional).

Ships in space combat are divided into two classes—starfighters and capital ships. Starfighter is a catch-all term for any small-scale spacecraft that takes up only one space on the battle map.

Starfighters use a simple system to determine their attack rolls and AC.

Attack Rolls: 1d20 + Pilot’s Base Attack Bonus + Pilot Skill Bonus

No matter what the pilot’s base attack bonus is, he only ever gets one attack per round in a starfighter.

Starfighter AC: Base AC + 1/2 Character Level (Rounded Down) + Pilot Skill Bonus.

=Actions In Space Combat= Movement: On every round, all starfighters must move at least one space forward on the hex grid. They are allowed to change directions by a degree of one hex on any movement, but can only change directions by one hex each action by default.

A starfighter that wishes to avoid being hit should move at least 3 spaces on the grid. Otherwise, for each movement taken below 3, the starfighter is slowing down and becoming easier to hit, taking a cumulative –2 penalty to AC until the beginning of its next turn.

A starfighter can move up to its double listed movement, but cannot attack in the same round that it moves over its listed movement.

Attacking: You can attack an enemy that is within ten hexes of your own space while in a starfighter. This target also to be within your firing arc, however, which is a cone that is ten hexes long and five hexes wide at its end, beginning at the front of your starfighter.

=Starfighters= http://img183.imageshack.us/img183/3151/starfighters1sg2.gif

Hit Points: The amount of damage the starfighter’s hull can take before the craft is destroyed.

Shields: Shields are a protective energy field around the fighter. When a ship is being damaged, the damage is subtracted from its shield total before hit points. Until the shields are completely gone, the ship suffers no actual structural damage.

Base AC: The base armor class of the starfighter is a reflection of its maneuverability.

Blaster Damage: The amount of damage that the starfighter’s blaster cannons inflict on a successful hit. Starfighters have an attack range of ten hexes, but are only able to fire at a target that is within their firing arc. Blasters do half damage to capital ships.

Movement: The starfighter’s base movement.

Hyperdrive: This indicates whether or not the ship has an in-built hyperdrive engine. With a hyperdrive engine, a ship can travel across the galaxy in a matter of hours, days, or weeks, where it would take other ships years, centuries, or millennia. Activating a hyperdrive requires that a ship not attack or move faster than its standard speed, and the activation process takes four rounds. On the first round, the hyperdrive is booted on, and on the next three rounds, the navigational computer calculates the route that needs to be taken (so that the ship doesn’t collide with a star, black hole, planet, or other celestial body during its journey). After that, the ship enters hyperspace.

Special Abilities

Bombs: Bombs are heavy explosives capable of seriously damaging even capital ships. They can be fired on any capital ship that is the bomber is adjacent to or overlapping, automatically striking for 1d10 damage. This damage ignores a capital ship’s damage reduction. Bombs cannot be used on other starfighters. A bomb attack is considered to be the fighter’s attack for that round. Bombers are equipped with eight bombs.

Missiles: Missiles are long-ranged weapons used to pick off enemy fighters at a distance and damage vulnerable capital ships. Starfighters with the missile ability are equipped with six such missiles. A missile has a range of twenty hexes, and uses homing technology to zero in on the intended target, providing a +4 bonus to hit. If the attack is successful, the missiles strike on the attacking fighter’s next turn, inflicting 2d6 damage. If the intended target moves out of range of the missiles before then, the attack fails. A missile attack is considered to be the fighter’s attack for that round.

Transport: Most starfighters have only one pilot, and perhaps an astrodroid. The personal transport is significantly larger than other “starfighters,” however, and usually possesses no weaponry. Instead, the fighter can carry as many as twelve people to a destination, pilot and co-pilot included.

Damage Reduction
Check: Craft (Ships) DC 30

Cost: 20,000

The hull on the ship is strengthened, giving it DR 1/- (this doesn’t count against damage to the shields). However, this improvement weighs the ship down, decreasing its movement by 1. If this results in the ship having a Movement of 2 or less, it takes a permanent penalty to AC. This can only be undone by restoring the ship’s movement back to 3 with the Tweaked Engine modification.

Greater Shields
Check: Craft (Ships) DC 40

Prerequisite: Improved Shields

Cost: 20,000

The ship’s shields increase by 5.

Heavy Blasters
Check: Craft (Ships) DC 35

Prerequisite: Optimized Blasters

Cost: 30,000

Damage from the ship’s blasters is increased by +1.

Hidden Compartment
Check: Craft (Ships) DC 25

Cost: 15,000

A hidden compartment is built into the ship, wherein the pilot can make a Hide check, opposed by an opponent’s Search check (the Pilot can also hide items in the compartment). In a personal transport, up to eight people can be hidden.

Improved Hyperdrive
Check: Craft (Engineering) DC 40

Cost: 50,000

The ship’s hyperdrive takes one less round to calculate trajectories and take off into hyperspace.

Improved Shields
Check: Craft (Ships) DC 30

Cost: 20,000

The ship’s shields increase by 5.

Install Astromech Compartment
Check: Craft (Ships) DC 15

Cost: 15,000

This upgrade allows you to equip the starfighter with an astromech.

Install Blasters
Check: Craft (Ships) DC 35

Cost: 50,000

This installs a blaster turret into a personal transport, lowering its movement by 1. The turret inflicts 1d6 damage. If this results in the ship having a Movement of 2 or less, it takes a permanent penalty to AC. This can only be undone by restoring the ship’s movement back to 3 with the Tweaked Engine modification.

Install Shields
Check: Craft (Ships) DC 35

Cost: 50,000

This equips a ship with a shield array, which generates 5 shield points and lowers the ship’s movement by 1.

Optimized Blasters
Check: Craft (Ships) DC 30

Cost: 30,000

Damage from the ship’s blasters is increased by +1.

Recharging Shields
Check: Craft (Ships) DC 30

Cost: 60,000

This modification causes the ship’s shields to regenerate at the rate of 1 lost point per round. If the ship’s shields are reduced to 0, they do not regenerate for the rest of the battle.

Tweaked Engine
Check: Craft (Engineering) DC 40

Cost: 60,000

This modification increases the ship’s movement by 1.

Repairing Damaged Starfighters
Starfighters that take hit point damage will need repair. These repairs typically cost 1,000 credits per point of damage to be restored, requiring characters repairing them to spend at least a total of eight hours a day working on the ship (multiple characters can split the time).

Characters can also hire servicemen to repair their ships for them, but this usually costs 3,000 credits per day. However, many service stations have various employees working 24 hours a day, meaning that repair time could be cut by as much as a third.

All characters working to repair a ship must have at least 1 rank in Craft (Ships) or Craft (Engineering).

=Capital Ships= http://img527.imageshack.us/img527/2473/capitalshipskb4.gif

Capital ships are vessels containing hundreds, if not thousands, of crew members and troops, as well as a supply of starfighters. They are used to spearhead space battles, as well as engage in planetary bombardments.

Capital ships have no AC, as they are too enormous to be maneuverable. Instead, they rely on their powerful shields and thick hulls to protect them from damage.

Most capital ships have an arsenal of turrets to attack both enemy fighters and other large ships. Because of their bulky size and stationary position on the battlefield, the ship turrets are ill-suited for attacking fighters. They use the following formula to generate attack rolls:

Capital Ship Attack Rolls: Base Attack Bonus of Gunner + Dex + 4.

Statistically, capital ship turrets hit some skilled fighter pilots as little as 5% of the time, meaning that the ship’s own fighters must be used to protect it from abuse by fighters capable of launching missiles and torpedoes. Importantly, however, turrets have a range of fifteen hexes, and capital ships are not considered to have a firing arc. They may use all of their attacks per round on any ship that approaches within fifteen hexes on the grid.

Hit Points: The amount of damage the ship’s hull can take before the vessel is destroyed. Capital ships take half damage from starfighter blasters.

Damage Reduction: The amount damage rolls are reduced by before the capital ship takes hit point damage.

Shields: Shields are a protective energy field around the capital ship. When a ship is being damaged, the damage is subtracted from its shield total before hit points. Until the shields are completely gone, the ship suffers no actual structural damage. Capital ships take half damage from starfighter blasters. Shields do not benefit from the ship's damage reduction.

Shield Regeneration: The shields on capital ships are so strong that their generators can slowly recover power when the energy field is stressed by attacks. This is the amount of shield points that the ship regains per round. If the capital ship’s shields are reduced to zero, they do not regenerate for the rest of the battle.

Blaster Damage: The amount of damage that the ship’s turrets inflict on a successful hit. A ship’s turrets have a range of 15 hexes and have no firing arc, meaning that they can attack any ship within range.

Attacks Per Round: Unlike starfighters, capital ships get multiple attacks per round. This lists how many.

Size: This is the amount of hexes that the capital ship takes up on the battlefield.

Movement: The ship’s movement rate. A capital ship can adjust its direction in space at the rate of one hex every two rounds.

Repairing Damaged Capital Ships
Capital ships that take hit point damage will need repair. These repairs require a large, industrial-level shipyard with at least 100 workers, and such repairs typically cost 30,000 credits per point of damage to be restored. These expenses are usually handled by the military that owns the ship, however.

=Vehicles= http://img291.imageshack.us/img291/50/vehiclesmp7.gif

Aerial Vehicles

Aerial Transport: This flying transport is used to deposit troops either directly into landing zones, or into combat zones by air drop. It typically carries twelve soldiers as passengers.

Gunship: The gunship acts as aerial support in a war zone, spraying enemy infantry forces with fire from above and protecting transports. Troops can fire out of the sides of the gunship, in addition to its turrets. They receive 50% cover while doing so.

Hover Vehicles

Hover vehicles are ground vehicles that perpetually lift off the ground by about five feet, allowing them to move over almost any terrain, even shallow water. They are frequently used in battle due to their effective mix of mobility and firepower.

Hover Transport: Used when moving troops by air is too dangerous or impossible, the hover transport moves groups of up to twenty soldiers into combat zones.

Large Hovercraft: This heavy assault vehicle features both a heavy cannon and two mini-turrets.

Small Hovercraft: Although it is faster than the large hovercraft, this lighter version of the concept is less popular due to decreased firepower.

Super Tank: This gigantic assault vehicle doesn’t use hover technology, but moves instead by hydraulic legs or tank tread. While it is significantly less mobile than any hovercraft, the super tank trades in this deficit for an unbelievably powerful cannon. The vehicle is typically used to hammer entrenched positions or defend important bases.

Optimized Turrets
Check: Craft (Ships) DC 30

Cost: 25,000

This upgrade gives a +1 damage bonus to all of the vehicle’s secondary attacks.

Re-Enforced Armor
Check: Craft (Ships) DC 30

Cost: 30,000

This upgrade increases the vehicle’s hit points by 5, but decreases its movement speed by 30. Super tanks cannot be upgraded in this way.

Super Thrusters
Check: Craft (Ships) DC 40

Cost: 20,000

This increases the movement speed of a hovercraft by 30.

Repairing Damaged Vehicles
Vehicles that take hit point damage will need repair. These repairs typically cost 500 credits per point of damage to be restored, requiring characters repairing them to spend at least a total of eight hours a day working on the vehicle (multiple characters can split the time).

Characters can also hire servicemen to repair their ships for them, but this usually costs 1,500 credits per day. However, many service stations have various employees working 24 hours a day, meaning that repair time could be cut by as much as a third.

All characters working to repair a vehicle must have at least 1 rank in Craft (Ships) or Craft (Engineering).

=Speeders= http://img317.imageshack.us/img317/5405/speederskx1.gif

Speeders operate much like starfighters, except that they are exclusively for planetary use. They are also much more vulnerable to damage than starfighters.

Movement: On every round, all speeders must move at least 60 feet on the battlefield. If they move more slowly, they suffer a –8 penalty to AC.

They are allowed to change directions by a degree of one hex on any movement, but can only change directions by one hex each action by default.

A speeder can move up to double its listed movement, but the pilot takes a –4 penalty on Reflex saves to dodge obstacles when doing so, and cannot move faster than the listed movement and attack in the same round. Also, for every 60 feet of speed above the normal movement rate, the speeder gains a +1 dodge bonus to AC and a –1 circumstance penalty to attack rolls.

Attacking: Speeders attack only once per round. However, attack speeders have aft gunners, so they can fire at almost any sighted target.

Attacking With A Speeder: 1d20 + Base Attack Bonus + Dexterity Bonus.

AC In A Speeder: Base AC + Pilot Skill (no Dex bonus).

Improved Engine
Check: Craft (Engineering) DC 35

Cost: 10,000

This increases the speeder’s speed by 30.

Increased Durability
Check: Craft (Ships) DC 30

Cost: 15,000

This increases the speeder’s hit points by 10 but lowers its movement speed by 60.

Install Blasters
Check: Craft (Ships) DC 35

Cost: 15,000

This installs a set of blasters on a speeder, which inflict 3d8 damage.

Optimized Blasters
Check: Craft (Ships) DC 35

Cost: 10,000

The speeder’s blasters inflict +1 damage.

Repairing Damaged Speeders
Speeders that take hit point damage will need repair. These repairs typically cost 250 credits per point of damage to be restored, requiring characters repairing them to spend at least a total of eight hours a day working on the speeder (multiple characters can split the time).

Characters can also hire servicemen to repair their ships for them, but this usually costs 750 credits per day. However, many service stations have various employees working 24 hours a day, meaning that repair time could be cut by as much as a third.

All characters working to repair a speeder must have at least 1 rank in Craft (Ships) or Craft (Engineering).

=Starfighters In Planetary Combat= http://img205.imageshack.us/img205/6008/planetfightersil4.gif

The stats for starfighters given above are used exclusively for large-scale space battles. These statistics are used in combat against infantry and other vehicles.

Starfighters in planetary combat use the same rules as speeders. Starfighters cannot enter hyperspace while within a planet’s atmosphere.

Bombs: A bomber can drop a massive bomb onto the battlefield. Everyone within thirty feet of the impact point must make a Reflex save (DC 20) or suffer 4d10 points of damage. The game master can make exceptions for characters that have heavy cover in the event of such a blast.

Missiles: Missiles are heavy damage weapons that use homing technology to zero in on the intended target (a vehicle or building), providing a +4 bonus to hit. If the attack is successful, the missiles strike on the attacking fighter’s next turn, inflicting 8d6 damage (Reflex DC 20 for half damage). If the intended target moves out of range of the missiles before then, the attack fails. A missile attack is considered to be the fighter’s attack for that round.

=Battle Droids= Many militaries supplement their living troops with battle droids, or use armies consisting entirely of them. While the droids have little tactical sense and need constant direction from a commander, they make fearsome opponents in large numbers, especially the more expensive heavy assault models.

Assault Droid
- - Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct. An assault droid typically moves until it sees a target, throws up its shield, and then begins firing. It will not lower the shield until all detected hostiles are destroyed, at which point it drops the shield and moves to acquire new targets.
 * Type: Medium Construct
 * Hit Dice: 1d10+70 (80 hp)
 * Initiative: +5
 * Speed: 20
 * Armor Class: 15 (+5 Dex)
 * Base Attack/Grapple: +12, Grapple +11
 * Attacks: Blaster +17/+12/+7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Energy Shield, Hive Mind
 * Saves: Fort +8, Ref +9, Will +8
 * Abilities: Str 8, Dex 20, Con -, Int 16, Wis 14, Cha 8
 * Skills:
 * Feats: -
 * Challenge Rating: 15
 * Advancement: -
 * Level Adjustment: -
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Energy Shield (Ex): As a full-round action, the Assault Droid can put up an energy shield that extends around it in a 5-foot radius. The shield gives the droid DR 20/lightsaber. The shield can absorb up to 100 points of damage before failing, at which point it can't be raised again for an hour. While the shield is on, the droid's movement speed is reduced to 5. Attacks that originate from inside the shield, such as a grenade, or a blaster inside the shield's radius, do full damage. The shield doesn't prevent solid objects from moving in and out of it, but blocks blaster bolts, concussive force from explosions, and fire.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Battle Droid
- - Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Type: Medium Construct
 * Hit Dice: 1d10 (10 hp)
 * Initiative: +3
 * Speed: 20
 * Armor Class: 13 (+3 Dex)
 * Base Attack/Grapple: +0, Grapple -1
 * Attacks: Blaster +3
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Hive Mind
 * Saves: Fort +2, Ref +3, Will +2
 * Abilities: Str 8, Dex 16, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -
 * Challenge Rating: 1/2
 * Advancement: -
 * Level Adjustment: -
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Mark II Battle Droid
- - Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Type: Medium Construct
 * Hit Dice: 1d10+20 (30 hp)
 * Initiative: +3
 * Speed: 20
 * Armor Class: 13 (+3 Dex)
 * Base Attack/Grapple: +4, Grapple -1
 * Attacks: Blaster +7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Hive Mind
 * Saves: Fort +4, Ref +5, Will +4
 * Abilities: Str 8, Dex 17, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -
 * Challenge Rating: 3
 * Advancement: -
 * Level Adjustment: -
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Mark III Battle Droid
- - Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Type: Medium Construct
 * Hit Dice: 1d10+45 (55 hp)
 * Initiative: +4
 * Speed: 20
 * Armor Class: 14 (+4 Dex)
 * Base Attack/Grapple: +8, Grapple -1
 * Attacks: Blaster +12/+7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Hive Mind
 * Saves: Fort +6, Ref +7, Will +6
 * Abilities: Str 8, Dex 18, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -
 * Challenge Rating: 7
 * Advancement: -
 * Level Adjustment: -
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Super Battle Droid
- - Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Type: Medium Construct
 * Hit Dice: 1d10+70 (80 hp)
 * Initiative: +5
 * Speed: 20
 * Armor Class: 15 (+5 Dex)
 * Base Attack/Grapple: +12, Grapple -1
 * Attacks: Blaster +17/+12/+7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits
 * Saves: Fort +8, Ref +9, Will +8
 * Abilities: Str 8, Dex 20, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -
 * Challenge Rating: 11
 * Advancement: -
 * Level Adjustment: -
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

=Jedi=

Jedi Initiate
- -
 * Type: Medium Humanoid (Human)
 * Hit Dice: 5d8+5 (29 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 25 (+9 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +3, +0
 * Attacks: Lightsaber +8
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Dark Side Defense +1
 * Saves: Fort +1, Ref +8, Will +7
 * Abilities: Str 10, Dex 19, Con 10, Int 10, Wis 17, Cha 8
 * Skills: Concentration +8, Heal +11, Knowledge (Jedi Lore) +8, Knowledge (World Lore) +8, Pilot +12
 * Feats: Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 5
 * Force Powers (12 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Cloud Mind, Suggestion
 * ML 5th, Save DC 13 + power level.

Junior Jedi
- -
 * Type: Medium Humanoid (Human)
 * Hit Dice: 1d8 (8 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 24 (+8 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +0, +0
 * Attacks: Lightsaber +0
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: -
 * Saves: Fort +0, Ref +6, Will +5
 * Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 8
 * Skills: Concentration +4, Heal +7, Knowledge (Jedi Lore) +4, Knowledge (World Lore) +4, Pilot +8
 * Feats: Combat Manifestation, Dodge, Force Dodge
 * Challenge Rating: 1
 * Force Powers (1 Power Point)
 * 1) Charm
 * ML 1st, Save DC 13 + power level.

Veteran Jedi
- -
 * Type: Medium Humanoid (Human)
 * Hit Dice: 10d8+10 (54 hp)
 * Initiative: +5
 * Speed: 30
 * Armor Class: 29 (+12 Class, +5 Dex, +2 Dodge)
 * Base Attack/Grapple: +7, +0
 * Attacks: Lightsaber +12/+7
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Dark Side Defense +2
 * Saves: Fort +3, Ref +11, Will +11
 * Abilities: Str 10, Dex 20, Con 10, Int 10, Wis 18, Cha 8
 * Skills: Concentration +13, Heal +17, Knowledge (Jedi Lore) +13, Knowledge (World Lore) +13, Pilot +17
 * Feats: Combat Defense I, Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Overchannel, Talented, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 10
 * Force Powers (47 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Cloud Mind, Suggestion
 * 3) Defensive Precognition, Offensive Precognition
 * ML 5th, Save DC 14 + power level.

=Rancor= - - The rancor is an enormous bipedal monster found originally on the planet Dathomir. Juvenile rancors are sometimes captured and used for special purposes by crime lords and intergalactic zoos.
 * Type: Gargantuan Animal
 * Hit Dice: 16d8+192 (260 hp)
 * Initiative: -1
 * Speed: 60
 * Armor Class: 30 (+25 Natural, -4 Size, -1 Dex)
 * Base Attack/Grapple: +12, Grapple +42
 * Attacks: Bite +26 and 2 Claws +21
 * Damage: Bite 2d8+27, Claw 2d6+18
 * Space/Reach: 15x15, 20 Feet
 * Special Attacks: Improved Grab, Swallow Whole
 * Special Qualities: DR 5/lightsaber
 * Saves: Fort +23, Ref +9, Will +8
 * Abilities: Str 46, Dex 8, Con 32, Int 4, Wis 16, Cha 6
 * Skills: Listen +22
 * Feats: Alertness, Awesome Blow, Improved Bull Rush, Improved Toughness, Power Attack, Snatch
 * Challenge Rating: 16
 * Advancement: 17-20 HD (Gargantuan), 21+ HD (Colossal)
 * Description

The rancor is always hungry, and usually angry. It runs down anything slow enough to catch, scoops it up, and eats it. The rancor has poor eyesight, so it relies on its hearing to detect hidden creatures. On open ground, they're especially dangerous--it's nearly impossible to stop a charging rancor.
 * Combat
 * Improved Grab: A rancor can automatically start a grapple with a creature of large size or smaller by hitting with a claw attack.
 * Swallow Whole: On the round after grappling a creature, the rancor make another grapple check as a full-round action to put the creature in its mouth. This automatically deals bite damage. On the round after that, it can make a standard action to swallow the creature. A swallowed creature takes 5d10 acid damage per round inside the rancor's stomach. Dealing 50 points of damage to the inside of the rancor's stomach (which still has damage reduction) opens a hole that a victim can climb out of. The rancor's stomach muscles automatically close such holes after two rounds.

=Sith=

Sith Initiate
- -
 * Type: Medium Humanoid (Human)
 * Hit Dice: 5d8+5 (29 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 25 (+9 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +3, +0
 * Attacks: Lightsaber +8
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Light Side Defense +1
 * Saves: Fort +1, Ref +8, Will +3
 * Abilities: Str 10, Dex 19, Con 10, Int 10, Wis 8, Cha 17
 * Skills: Concentration +8, Heal +11, Knowledge (Jedi Lore) +8, Knowledge (World Lore) +8, Pilot +12
 * Feats: Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 5
 * Force Powers (12 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Lightning Push, Lightning Stun
 * ML 5th, Save DC 13 + power level.

Sith Pawn
- -
 * Type: Medium Humanoid (Human)
 * Hit Dice: 1d8 (8 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 24 (+8 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +0, +0
 * Attacks: Lightsaber +0
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: -
 * Saves: Fort +0, Ref +6, Will +2
 * Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 8, Cha 16
 * Skills: Concentration +4, Heal +7, Knowledge (Jedi Lore) +4, Knowledge (World Lore) +4, Pilot +8
 * Feats: Combat Manifestation, Dodge, Force Dodge
 * Challenge Rating: 1
 * Force Powers (1 Power Point)
 * 1) Charm
 * ML 1st, Save DC 13 + power level.

Veteran Sith
- -
 * Type: Medium Humanoid (Human)
 * Hit Dice: 10d8+10 (54 hp)
 * Initiative: +5
 * Speed: 30
 * Armor Class: 29 (+12 Class, +5 Dex, +2 Dodge)
 * Base Attack/Grapple: +7, +0
 * Attacks: Lightsaber +12/+7
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Light Side Defense +2
 * Saves: Fort +3, Ref +11, Will +8
 * Abilities: Str 10, Dex 20, Con 10, Int 10, Wis 8, Cha 18
 * Skills: Concentration +13, Heal +16, Knowledge (Jedi Lore) +13, Knowledge (World Lore) +13, Pilot +17
 * Feats: Combat Defense I, Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Overchannel, Talented, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 10
 * Force Powers (47 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Lightning Push, Lightning Stun, Suggestion
 * 3) Defensive Precognition, Offensive Precognition
 * ML 5th, Save DC 13 + power level.

=Soldiers= These human soldiers can be used as stormtroopers, clone troopers, or any other kind of generic combat role.

Trooper
-
 * Type: Medium Humanoid (Human)
 * Hit Dice: 1d10+4 (14 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 24 (+10 Defense, +4 Dex)
 * Base Attack/Grapple: +1, Grapple +1
 * Attacks: Blaster Rifle +6
 * Damage: Blaster Rifle 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: -
 * Saves: Fort +6, Ref +4, Will -1
 * Abilities: Str 10, Dex 18, Con 18, Int 10, Wis 8, Cha 8
 * Skills: Climb +4, Heal +3, Knowledge (Tactics) +4, Pilot +8, Swim +4
 * Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Blaster Rifle)
 * Challenge Rating: 1

Experienced Trooper
-
 * Type: Medium Humanoid (Human)
 * Hit Dice: 5d10+25 (55 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 25 (+11 Defense, +4 Dex)
 * Base Attack/Grapple: +5, Grapple +5
 * Attacks: Blaster Rifle +10
 * Damage: Blaster Rifle 3d8+2
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: DR 2/lightsaber (Mark II Armor)
 * Saves: Fort +8, Ref +7, Will +0
 * Abilities: Str 10, Dex 19, Con 19, Int 10, Wis 8, Cha 8
 * Skills: Climb +8, Heal +7, Knowledge (Tactics) +8, Pilot +12, Swim +8
 * Feats: Improved Toughness, Lightning Reflexes, Point Blank Shot, Rapid Shot, Weapon Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle)
 * Challenge Rating: 5

Elite Trooper
-
 * Type: Medium Humanoid (Human)
 * Hit Dice: 10d10+60 (115 hp)
 * Initiative: +5
 * Speed: 30
 * Armor Class: 30 (+15 Defense, +5 Dex)
 * Base Attack/Grapple: +10, Grapple +10
 * Attacks: Blaster Rifle +17/+12
 * Damage: Blaster Rifle 3d8+2 (19-20 Crit)
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: DR 1/lightsaber (Mark I Armor)
 * Saves: Fort +12, Ref +9, Will +2
 * Abilities: Str 10, Dex 20, Con 20, Int 10, Wis 8, Cha 8
 * Skills: Climb +13, Heal +12, Knowledge (Tactics) +13, Pilot +18, Swim +13
 * Feats: Combat Defense I, Combat Defense II, Far Shot, Greater Weapon Focus (Blaster Rifle), Improved Critical, Improved Toughness, Lightning Reflexes, Point Blank Shot, Rapid Shot, Weapon Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle)
 * Challenge Rating: 10

=Legendary NPCs=

Count Dooku (Darth Tyranus)
- - ML 14th; Save DC 14 + power level.
 * Type: Medium Humanoid (Human Sith Knight 14)
 * Hit Dice: 14d8 (112 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 30 (+14 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +10, Grapple +9
 * Attacks: Lightsaber +17/+12
 * Damage: Lightsaber 3d8-3
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Counter-Strike 3/Day, Force Powers
 * Special Qualities: Light Side Defense +3, AC –1 vs. Blasters
 * Saves: Fort +4, Ref +13, Will +12
 * Abilities: Str 8, Dex 19, Con 10, Int 16, Wis 16, Cha 21
 * Skills: Bluff +22, Concentration +17, Diplomacy +22, Knowledge (Politics) +20, Knowledge (World Lore) +20, Pilot +21, Sense Motive +20, Speak Language +20
 * Feats: Advanced Makashi, Combat Defense I, Combat Defense II, Combat Expertise, Combat Form II: Makashi, Dodge, Force Dodge, Improved Critical (Lightsaber), Improved Disarm, Improved Feint, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 14
 * Force Powers (94 Power Points)
 * 1) Charm, Conceal Thoughts, Demoralize
 * 2) Lightning Push, Lightning Stun, Prowess
 * 3) Defensive Precognition, Lightning Bolt, Offensive Precognition, Telekinetic Force, Telekinetic Thrust
 * 4) Telekinetic Maneuver
 * 5) Mind Probe, Power Resistance

The supposed leader of the separatist movement during the Clone Wars, Count Dooku was in reality only the pawn of Darth Sidious—but a powerful pawn, none the less. A natural diplomat and statesman, Dooku used his skills for evil when he turned to the Dark Side, gathering an alliance of disparate systems to march against a destabilized Galactic Republic. Dooku is a master of the antiquated Makashi lightsaber combat form, making him a difficult opponent for an inexperienced Jedi. Having embraced the Dark Side, he is also very fond of using Force lightning to surprise and destroy his enemies before they even close in—though he is also over-confident in its power, as well.
 * Combat
 * Counter-Strike (Ex): Three times per day as an immediate action, Count Dooku may force an opponent to re-roll any successful attack roll, negating the hit.

Darth Maul
- - ML 12th; Save DC 12 + power level. - The first of Darth Sidious’ many apprentices, Darth Maul was by far the most obsessed with violence. Maul craved murder, and especially longed for the thrill of destroying the Jedi Order and plunging the galaxy into darkness. A Zabrak, Maul covered himself in painful tattoos, completely embracing the ideals of suffering and hatred. Maul is incredibly skilled with a lightsaber, especially with the Juyo combat style, which he prefers to use. He has trained his athletics to the point of perfection, making him a deadly combatant, especially against an unprepared Jedi. He rarely communicates through any means but violence.
 * Type: Medium Humanoid (Zabrak Sith Warrior 12)
 * Hit Dice: 12d8+24 (120 hp)
 * Initiative: +5
 * Speed: 40
 * Armor Class: 29 (+12 Class, +5 Dex, +2 Dodge), +1 vs. Lightsabers
 * Base Attack/Grapple: +12, Grapple +14
 * Attacks: Double Lightsaber +16/+16/+11/+11/+6/+6
 * Damage: Lightsaber 4d8+3
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: -
 * Saves: Fort +10, Ref +13, Will +5
 * Abilities: Str 17, Dex 21, Con 14, Int 8, Wis 12, Cha 14
 * Skills: Balance +24, Concentration +17, Jump +22, Listen +16, Spot +16, Tumble +24
 * Feats: Combat Form IV: Ataru, Combat Form VI: Niman, Combat Form VII: Juyo, Dodge, Exotic Weapon Proficiency (Double Lightsaber), Force Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Finesse
 * Challenge Rating: 12
 * Force Powers (40 Power Points)
 * 1) Burst, Force Sight
 * 2) Inflict Pain, Sustenance
 * 3) Offensive Precognition, Telekinetic Thrust
 * Combat

Darth Sidious
- - '''ML 20th; Save DC 18 + power level. Save DC 22 + power level with Lightning.''' - Undisputed leader of the Empire and mastermind behind the Great Jedi Purge, there are few beings in the galaxy anywhere near as vile as Darth Sidious. Now advanced in years, Sidious keeps himself alive only with the power of the Dark Side, his body emaciated from years of age as well as frequent abuse of chaotic Dark Side energy. While Sidious was at one point in his life very dangerous with a lightsaber, his physical state has depreciated to such a degree that only an inexperienced Jedi would find him very challenging in a straight duel. Fortunately for Sidious, he need not engage in simple duels—he traded his physical well-being for immense power with the Dark Side, and need only lift a finger in most cases to destroy an opponent with overwhelming blasts of Force lightning. The wisdom of years, as well as years of unrestricted access to the Jedi Archives, has only increased Sidious’ Force manipulation abilities.
 * Type: Medium Humanoid (Human Sith Master 20)
 * Hit Dice: 20d6+2 (122 hp)
 * Initiative: +2
 * Speed: 30
 * Armor Class: 26 (+10 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +10, Grapple +8
 * Attacks: Lightsaber +10/+5
 * Damage: Lightsaber 3d8-2
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Light Side Defense +5
 * Saves: Fort +4, Ref +10, Will +16
 * Abilities: Str 6, Dex 19, Con 6, Int 18, Wis 18, Cha 27
 * Skills: Bluff +33, Concentration +21, Diplomacy +31, Force Mastery +27, Intimidate +31, Knowledge (Jedi Lore) +27, Knowledge (Politics) +27, Knowledge (World Lore) +27, Speak Language +27
 * Feats: Dodge, Efficacious Force Lightning, Empower Power, Force Body, Force Dodge, Force Meditation, Improved Toughness, Overchannel, Quicken Power, Rage of the Dark Side, Shroud of the Dark Side, Talented, Telekinetic Master
 * Challenge Rating: 20
 * Force Powers (423 Points)
 * 1) Call to Mind, Charm, Conceal Thoughts, Demoralize, Distract, Far Hand, Force Sight, Mindlink, Missive
 * 2) Biofeedback, Clairvoyant Sense, Id Insinuation, Inflict Pain, Lightning Push, Lightning Stun, Read Thoughts, Suggestion, Sustenance
 * 3) Defensive Precognition, Lightning Bolt, Offensive Precognition, Offensive Prescience, Telekinetic Force, Telekinetic Thrust
 * 4) Dominate, Power Leech, Psychic Vampire, Telekinetic Maneuver
 * 5) Leech Field, Lightning Current, Mind Probe, Psychofeedback, Psychotic Break
 * 6) Co-Opt Concentration, Greater Precognition, Mass Cloud Mind, Suspend Life
 * 7) Fate of One, Lightning Wave, Sequester
 * 8) Hypercognition, Mind Blank
 * 9) Metafaculty
 * Combat

Despite this, Sidious avoids combat whenever possible, as he knows that even the most powerful users of the Force risk much by entering a battle personally. Sidious would much rather talk his way out of a confrontation, or deploy some of his many minions to protect him from harm. Long years of deceiving the last remnants of the Old Republic have made Sidious a skilled diplomat and practiced liar.

Darth Vader
- - ML 18th; Save DC 15 + power level. - Once the greatest of all Jedi, Anakin Skywalker turned to the Dark Side and helped Darth Sidious obliterate the Jedi Order, destroying the Republic and replacing it with the Galactic Empire, with Sidious as its ruler. This grand betrayal cost Skywalker dearly, however--his new persona, Darth Vader, was horribly crippled after an intense lightsaber battle with his old mentor, Obi-Wan Kenobi--dooming him to exist forever more behind the dark armor that supports his broken body. Darth Vader is a brilliant warrior, his skills augmented by his natural mastery of the Force and a few cybernetic enhancements--though the loss of his body mass reduced some of his ability to manipulate the Force, and he is not as dexterous within his suit as he was in his youth.
 * Type: Medium Humanoid (Human Sith Knight 18)
 * Hit Dice: 18d10+36 (216 hp)
 * Initiative: +5
 * Speed: 20
 * Armor Class: 34 (+17 Class, +5 Dex, +2 Dodge)
 * Base Attack/Grapple: +13, Grapple +17
 * Attacks: Lightsaber +19/+14/+9 or +19/+19/+14/+9 (Djem So)
 * Damage: Lightsaber 3d8+9 (19-20 Crit) or 3d6+11 (Djem So)
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Crushing Grip, Force Powers, Offensive Rush
 * Special Qualities: The Chosen One, Cortosis Alloy Armor, Cyborg Traits, Life Support, Robotic Senses
 * Saves: Fort +7, Ref +16, Will +12
 * Abilities: Str 22, Dex 20, Con 12, Int 14, Wis 12, Cha 20
 * Skills: Concentration +22, Force Mastery +22, Intimidate +26, Knowledge (Tactics) +23, Listen +26, Pilot +26, Spot +26
 * Feats: Advanced Djem So, Cleave, Combat Defense I, Combat Defense II, Combat Defense III, Combat Form V: Djem So, Dodge, Force Dodge, Improved Critical (Lightsaber), Improved Toughness, Overchannel, Power Attack, Talented, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 21
 * Force Powers (605 Power Points)
 * 1) Catfall, Charm, Missive
 * 2) Brain Lock, Id Insinuation, Read Thoughts
 * 3) Crisis of Breath, Defensive Precognition, Offensive Precognition, Offensive Prescience, Telekinetic Force, Telekinetic Thrust
 * 4) Correspond, Telekinetic Maneuver
 * 5) Mind Probe
 * 6) Greater Precognition
 * Combat

Never the less, he is an incredibly skilled lightsaber duelist, unequaled in the art of Djem So. Vader dispatches weaker opponents simply by crushing their throats with the power of the Dark Side--and if he catches his opponent by the throat in hand-to-hand combat, this is often enough to snuff out the life of even a powerful Jedi.
 * Crushing Grip (Ex): If Darth Vader succeeds on a grapple check, he clasps his robotic hand around the throat of his victim and squeezes down with all his rage, causing 1d6+6 damage and 1 temporary Constitution damage each round on every successful grapple check after the first.
 * Offensive Rush (Ex): Once per day, Vader may use the Offensive Rush ability as a free action. This forces an opponent within five feet of him to make a Reflex save (DC 24). If the opponent fails, he cannot attack Vader more than once per round with a melee attack for 18 rounds. On each successive round, the opponent gets another Reflex save to negate the effect.
 * The Chosen One (Su): Darth Vader has the greatest Force potential of any known Jedi, living or dead, and is pre-destined to bring balance to the Force. His base power point total is equal to twice that of a Jedi Master of the same level, and he can spend 4 more power points on any given power manifestation than would be normal for a Jedi of his level (so he could spend 22 points on a single power, or 25 if he used Over-Channel).
 * Cortosis Alloy Armor (Ex): Darth Vader subtracts 5 from all weapon damage rolls made against him, even lightsabers.
 * Cyborg Traits (Ex): Vader is immune to paralysis, stunning, and disease effects. He isn't subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. He is not at risk from death by massive damage.
 * Life Support (Ex): Vader can’t survive without his breathing mask. If it is removed or terribly damaged, he suffocates.
 * Robotic Senses (Ex): Vader’s helmet enhances his physical senses, granting him a +4 bonus to Listen and Spot checks.

Durge
- - Durge was one of Count Dooku’s hired guns, used primarily to hunt down and destroy Jedi, or defend tactically important locations from imminent attack. Over two thousand years old, Durge was well-known for being virtually un-killable.
 * Type: Large Aberration (Gen’Dai Mercenary 12)
 * Hit Dice: 12d8+108 (204 hp)
 * Initiative: +4
 * Speed: 40
 * Armor Class: 27 (+11 Class, +4 Dex, +2 Natural, +1 Dodge, -1 Size)
 * Base Attack/Grapple: +12, Grapple +24
 * Attacks: Heavy Blaster +12/+12/+12/+7/+7/+2/+2 or Shield Punch +18/+18/+13/+13/+8/+8 or Flamethrower +19/+14/+9 or Needler +19/+14/+9
 * Damage: Heavy Blaster 3d8 (Crit 19-20), Shield Punch 1d6+9, Flamethrower 3d8 Fire, Needler 1d4 + Poison
 * Space/Reach: 5x5, 10 Feet
 * Special Attacks: Gunslinger +3 3/Day (5 Rounds), Needler Poison
 * Special Qualities: Blindsight 60, DR 5/lightsaber, Regeneration 30
 * Saves: Fort +16, Ref +12, Will +4
 * Abilities: Str 29, Dex 19, Con 26, Int 10, Wis 10, Cha 8
 * Skills: Hide +15, Intimidate +17, Knowledge (Tactics) +18, Listen +15, Move Silently +19, Pilot +19, Spot +15, Survival +18
 * Feats: Dodge, Expert Gunslinger, Extra Gunslinging, Greater Two-Weapon Fighting, Improved Critical (Heavy Blaster), Improved Toughness, Improved Two-Weapon Fighting, Point Blank Shot, Rapid Shot, Skill Focus (Intimidate, Knowledge: Tactics, Survival), Two-Weapon Fighting, Weapon Focus (Heavy Blaster)
 * Challenge Rating: 15

Durge recklessly attacks his opponents, unleashing powerful blaster volleys. In melee combat, he has two plasma shield gauntlets that can deflect lightsaber strikes. Using his physical might, he bashes opponents down with them as he moves throughout the battlefield. Durge always makes use of rapid shot and two-weapon fighting to keep an opponent on the defensive. He’ll often switch to using his flamethrower and needle cannon to incapacitate Jedi.
 * Combat
 * Needler Poison (Ex): Foes struck by Durge’s poison needle cannon must make a Fortitude save for each wound (DC 20) or suffer 1d4 points of temporary Strength damage.
 * Regeneration (Ex): Durge regenerates 30 hero points per round. Nothing short of total annihilation on the molecular level can permanently kill him. However, if he is dealt enough damage so that he is moved to at least –204 hero points, he must hibernate for an extended period of time—anywhere from days or weeks, to months or years.

General Grievous
- - General Grievous was the most feared leader of the Confederacy of Independent Systems and the separatist movement as a whole--even beyond Count Dooku. A vicious enemy, Grievous was merciless in his drive to destroy the Galactic Republic, and was not above committing atrocities to further his conquests. Grievous wields four lightsabers simultaneously, barreling into any and all opponents in his path. Even multiple Jedi working together have a difficult time subduing the General, as he is trained in lightsaber combat techniques and uses his four lightsabers to maximum effect. Grievous is always in Djem So stance.
 * Type: Medium Humanoid (Kaleesh Leader 2/Mercenary 6/Soldier 6)
 * Hit Dice: 14d10 (140 hp)
 * Initiative: +6
 * Speed: 30
 * Armor Class: 25 (+12 Class, +6 Dex)
 * Base Attack/Grapple: +13, +18
 * Attacks: Lightsabers +19/+19/+17/+17/+17/+15/+15 or Blaster +17/+17/+12/+12/+7/+7
 * Damage: Lightsaber 3d8+5, Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Gunslinger, Offensive Rush
 * Special Qualities: Blood of Sifo-Dyas, DR 5/lightsaber, Cyborg Traits, Heroism, Spider Climb, –2 To Disarm Opposed Rolls, +1 Multiplier Against Critical Hits
 * Saves: Fort +13, Ref +19, Will +13
 * Abilities: Str 23, Dex 23, Con 10, Int 10, Wis 16, Cha 10
 * Skills: Bluff +17, Craft (Droids) +17, Intimidate +20, Knowledge (Tactics) +17, Knowledge (World Lore) +5, Pilot +26, Sense Motive +20, Speak Language +5
 * Feats: Advanced Djem So, Cleave, Combat Form V: Djem So, Exotic Weapon Proficiency (Lightsaber), Greater Two-Weapon Fighting, Greater Weapon Focus (Lightsaber), Improved Two-Weapon Fighting, Multi-Attack, Power Attack, Skill Focus (Intimidate), Skill Focus (Pilot), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Lightsaber)
 * Challenge Rating: 16
 * Combat

If Grievous cannot reach an opponent with lightsabers, he will unleash blasters instead, using his Gunslinger ability in conjunction with his skill at multi-weapon fighting to rain blaster bolts on an enemy position.


 * Blood of Sifo-Dyas (Su): Grievous is partially powered by the blood of the lost Jedi Sifo-Dyas. This makes him Force-attuned, and grants him immunity to mind-affecting Force powers.
 * Cyborg Traits (Ex): Grievous is immune to paralysis, stunning, and disease effects. He isn't subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. He is not at risk from death by massive damage. He can be repaired, but not healed.
 * Gunslinger (Ex): Once per day as a free action, he can gain a +2 circumstance bonus to ranged attack rolls for 3 rounds.
 * Heroism: Grievous adds his Wisdom bonus to all saving throws (and doubles it up on Will saves). This is factored in to his listed saving throw bonuses.
 * Offensive Rush (Ex): Once per day, Grievous may use Offensive Rush ability as a free action. This forces an opponent within five feet of him to make a Reflex save (DC 23). If the opponent fails, he cannot attack Grievous more than once per round with a melee attack for 14 rounds. On each successive round, the opponent gets another Reflex save to negate the effect.
 * Spider Climb: Grievous can move along walls and ceilings as easily as he walks on the ground.
 * +1 Multiplier Against Critical Hits: If Grievous is struck by a critical hit, the multiplier increases by 1 factor (x2 becomes x3, etc.)

Obi-Wan Kenobi
- - - Obi-Wan Kenobi, famed Republic general of the Clone Wars and former master of Darth Vader, was one of the greatest members of the storied Jedi Order. Kenobi is a true master of the Soresu combat form, and fights by out-lasting the enemy with his near-impenetrable lightsaber defense, waiting for them to make a mistake that he can capitalize on.
 * Type: Medium Humanoid (Human Jedi Knight 18)
 * Hit Dice: 18d8+18 (162 hp)
 * Initiative: +6
 * Speed: 30
 * Armor Class: 37 (+17 Class, +6 Dex, +4 Dodge)
 * Base Attack/Grapple: +13, Grapple +14
 * Attacks: Lightsaber +18/+13/+8
 * Damage: Lightsaber 3d8+1 (19-20 Crit)
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Complete Defensive, Force Powers
 * Special Qualities: Dark Side Defense +4, +1 to saves against non-mind-affecting powers,
 * Saves: Fort +7, Ref +17, Will +16
 * Abilities: Str 12, Dex 22, Con 12, Int 14, Wis 20, Cha 12
 * Skills: Autohypnosis +26, Concentration +22, Diplomacy +22, Knowledge (Tactics) +23, Pilot +27, Sense Motive +26, Speak Language +23
 * Feats: Advanced Resilience, Blaster Reflection, Combat Defense I, Combat Defense II, Combat Defense III, Combat Expertise, Dodge, Force Dodge, Force Meditation, Force Shield, Improved Critical (Lightsaber), Resilience Form, Retrieve Lightsaber, Weapon Finesse, Weapon Focus
 * Challenge Rating: 18
 * Force Powers
 * 1) Catfall, Charm, Create Sound
 * 2) Mass Missive, Read Thoughts, Suggestion
 * 3) Body Adjustment, Defensive Precognition, Mental Barrier, Offensive Precognition, Telekinetic Force, Telekinetic Thrust
 * 4) Energy Adaptation, Inertial Barrier
 * 5) Power Resistance
 * 6) Force Revivify, Mass Cloud Mind, Restoration
 * ML 18th; 148 Power Points. Save DC 15 + power level.
 * Combat

The following are some optional rules sets to change the over-all flavor of Galaxy At War.

=Holocrons= You can use Jedi and Sith holocron artifacts in your campaign to enhance the abilities of player characters. This is especially useful for campaigns with relatively few PCs who have only limited skills and abilities. They should be used rarely and sparingly, as they are very powerful devices.

A holocron is a crystal-lattice device that has been imprinted with the knowledge and personality of its creator via a combination of complicated science and Force ability. Only a very powerful and skilled Jedi or Sith can create a holocron—they must be of at least 12th level. When a holocron is activated, the memory stored inside the device produces a holographic duplicate of its creator—also called a host.

This host is, for most intents and purposes, an exact copy of the person who made the holocron—it possesses all his or her personality and beliefs, as they were at the time of the holocron’s creation. It also possesses all or most of its creator’s knowledge and memories, so long as the creator opted to include them. Some lesser hosts carry only a fraction of their creator’s knowledge, as crafters did not always intend to teach everything they knew, or designed certain holocrons so that they must be combined with others to construct a complete knowledge base.

While the host isn’t real, and has no true physical presence, it is as close to a copy of its creator as possible. It can speak and react in real time and make choices of its own. A very rare few also possess a limited ability to manipulate the Force in pre-determined ways—such as to open a certain door that only the creator might be strong enough to open, or to drive away creatures that it considers enemies. Essentially, the holocron contains the most advanced artificial intelligence that can be made.

All holocrons possess an array of powerful abilities, mainly in that they can potentially teach a character anything. They can even teach their wielders how to use the Force, in the rare case that they cannot already. However, because it is a facsimile of a real person, the holocron’s host always has an agenda. Frequently, the host will test a potential wielder’s knowledge, Force ability, and/or ideology before cooperating (the host can’t be re-programmed or otherwise artificially manipulated into cooperation). Requirements for approval by the host typically include some of the following:

Force Mastery/Level: The host can sense the wielder’s attunement to the Force, and provides information only if the wielder is strong enough, in the host’s opinion, to benefit from its knowledge. Only characters with a certain number of ranks in Force Mastery, or Jedi/Sith level, will be bothered with.

Diplomacy: The host must simply be convinced to cooperate—i.e. convinced that the wielder is someone who shares his values, goals, or general attitude, and that he or she can be trusted. Sometimes, the host must simply like the wielder. Alternately, the wielder may have to learn who the host is before it is even responsive.

Password/Secret: The wielder must know the correct password, or pass on information to the host that only the host and its trusted allies might know.

All holocrons have the following abilities:

Skills: The holocron has the skill set of a Jedi or Sith character of the listed level. The Intelligence and exact class of the creator, as well as the exact skill list, is determined by the GM.

Skill Discovery: Characters that successfully and thoroughly absorb the teachings of the holocron gain a certain number of additional skill points. What skills are enhanced are up to the GM, but the new skill points can be applied to any skill, and allow the character to exceed the normal maximum for his level. These are typically skills like Autohypnosis, Concentration, Craft, Force Mastery, Heal, Knowledge, and Speak Language.

Force Powers: The holocron can bestow the knowledge of new Force powers. The character must be able to potentially manifest the power in order for the holocron to teach it (a character capable only of 3rd level powers cannot learn 4th level powers). Alternatively, any holocron can bestow the Force Attuned feat for free, if the character cannot otherwise learn Force abilities.

If the wielder is of insufficient ability, the holocron can wait to bestow its knowledge when the wielder is ready.

Feats: Greater and Legendary holocrons can teach the character new ways to use the Force, as well as new lightsaber combat styles. Greater holocrons typically bestow either Force powers or feats, while legendary holocrons can impart knowledge of both.

Catch-All: Some holocrons were made for very specific purposes, containing vital information that can’t be forgotten and/or widely disseminated. The holocron may exist simply to bestow this information to a qualified listener, first and foremost.

Holocron, Lesser
Skills: 12th Level

Powers
Studying the holocron thoroughly bestows four free skill points and knowledge of one Force power of up to 1st level.

Holocron, Major
Skills: 16th Level

Powers
Studying the holocron thoroughly bestows six free skill points and knowledge of one Force power of up to 2nd level.

Holocron, Greater
Skills: 20th Level

Powers
Studying the holocron thoroughly bestows eight free skill points and knowledge of two Force powers of up to 3rd level, or one [Force] or [Stance] feat that the character qualifies for.

Holocron, Legendary
Skills: 24th Level

Powers
Studying the holocron thoroughly bestows twelve free skill points and knowledge of four Force powers of up to 4th level, and one [Force] or [Stance] feat that the character qualifies for.

=Super-Powered Force Users= Galaxy At War is intended to be balanced so that characters capable of using the Force, while powerful, are not so great that they can always automatically overwhelm characters that don't possess the Force. This doesn't always reflect what goes on in the films and Expanded Universe, however.

This variant changes that considerably, so that Jedi in a campaign can more closely resemble Force-wielders in certain books, movies, and other media. Apply the following changes:

Bonus Feat
All characters proficient with a lightsaber automatically gain the Weapon Finesse feat.

Enhanced Abilities
At 4th level, and every 4th level thereafter, characters that wield the Force automatically receive a +1 bonus to their Dexterity and Wisdom scores. Dark Side users receive a +1 bonus to Charisma instead of Wisdom. This is in addition to any other ability points they spend at those levels, which stack.

Expanded Powers
All characters capable of wielding 1st level Force powers know all the standard 1st level powers by default. This does not extend to 1st level Light and Dark powers.

Regenerating Power Points
All Force-wielders automatically regenerate 1 spent power point per round, at the beginning of their turn. At 6th level, this increases to 2 power points, and by another power point for every six levels thereafter. Jedi Consulars and Sith Masters regenerate an additional power point per round more than other Force-wielding characters.