Star Wars House Rules

Transcription

Star Wars House Rules
By Anthony K. Harvey
Table of Contents
TABLE OF CONTENTS ..................................2
SPECIES .......................................................3
KESTARIAN .................................................3
SKILLS .........................................................4
UPDATED SKILLS...........................................4
FORCE TECHNIQUES ......................................5
FEATS .........................................................6
UPDATED FEATS ...........................................6
NEW FEATS ................................................6
ARCHETYPES ...............................................8
JEDI SENTINEL ..............................................8
PRESTIGE CLASSES ....................................10
JENSAARAI MENTOR ................................... 10
PATRON MOTHER ...................................... 11
RYNHALLAN DANCER ................................... 13
SISTER OF RAPTURE .................................... 15
DARK SIDE TEMPTRESS ................................ 20
EQUIPMENT..............................................21
FORCE ARTIFACTS ....................................... 21
LIGHTSABERS ............................................. 23
MISCELLANEOUS ........................................ 29
GALACTIC GAZETTEER ...............................30
NEW EVOCII .............................................. 30
THESSA .................................................... 30
ALLIES AND OPPONENTS ..........................31
CREATURES ............................................... 31
DROIDS .................................................... 32
TEMPLATES ............................................... 33
2/33
PREPARED FOR THE FOLLOWING GROUPS:
Species
Kestarian
Shatterzone RPG
Kestarians live in a female-dominated society, and
with good reason: through a combination of their
stunning appearances, almost mystical allure, and
possibly some form of pheromone seduction,
Kestarian women are virtually irresistible seductresses.
Kestarian men have some of the same power, but to a
much lesser degree.
For most of their history, this was a problem only
for the Kestarian men. They would compete among
themselves to provide shelter and security for their
women and the odd battle would break out now and
again – though wholesale wars were virtually
unknown. But when outsiders met the Kestarians, the
women learned of the luxuries that existed on other
lands. No longer satisfied with their crude
surroundings, some of the women have moved out
into the world, becoming companions, courtesans and
prostitutes in a number of worlds.
Having a Kestarian companion is considered a
status symbol, particularly among the underworld
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bosses. But legends warn that the soft songs sung by
the women are addictive and there is no telling how
many decisions made by men of power have been
influenced by their Kests. When given the attention
and consideration they feel they deserve, Kestarian
women can be very pleasant company. When they are
slighted, or ignored, they can be vindictive and often
violent. More than a few merchant princes and
criminal leaders have been found dead in their beds,
the wickedly curved Kestarian aranis blade buried in
their backs.
While the male population of Kestarians seem to
be exactly what it is – fairly primitive, emotional, but
relatively peaceful – rumors state that Kestarian
females are much more than they seem. When pressed,
these women can display a subtle, cunning intelligence
that makes one wonder whether the Kestarian is the
decoration of the ―boss‖ – or the other way around.
Personality: Kestarian males are very territorial
and sedentary. They are also fairly jealous – though
most disputes they have with other Kestarians are
resolved non-violently. Usually, a male Kestarian will
―stake out‖ a territory (and often, a female – though
the females are rumored to do the actual choosing) and
other males will respect that – unless the male
becomes weak or unpopular.
Kestarian males, in their homeland, do most of the
work. The females do take care of the home and the
children, but only marginally. The males seem mostly
concerned with preserving their livelihood and status
in the community, while the females are more selfpossessed and concerned with taking care of
themselves.
Much more ―outgoing‖ then their male
counterparts, Kestarian females play up to their image
as ―primitive, emotional, love-machines‖ as a method
of survival in a universe of more advanced in culture
and technology than their own. They are manipulative
and vain – but they manipulate their images as well. In
their homeland, they ―run the show behind the curtain.‖
They use their males to interact communally – and
they manipulate other males to gain power, prestige,
and influence. Kestarian females do not usually get
along with other Kestarian females very well – or
other females of humanoid races (unless the other
female is an ―escort‖). They thrive on attention and
may become violent if ignored (the females more than
the males).
Physical Description: Kestarians are humanoid;
their skin is the color of pure gold. Their hair remains
white for their entire life, and both men and women
allow it to grow to prodigious lengths. The primary
difference between ―Kests‖ and Humans is that the
former have four arms, two on either side.
Homeworld: The Kestar system in the outer rim
of the Unknown Region.
Language: Kestarians speak Kestarian. They can
learn to speak Basic.
Example Names:
Age in Years: Child
Adventurers:
Common Kestarian species Traits



Medium-size: As Medium-size creatures,
Kestarians have no special modifiers due to
their size.
Speed: Kestarian base speed is 10 meters.
Hypnotic Song: Kestarians are rumored to be
able to use their song to produce a hypnotic
effect. As a full-round action, the Kestarian
may sing. All intelligent creatures, other than
other Kestarians, able to hear the song must
make a Will save to avoid the effect of this
ability. The DC of this ability is determined by
making an Entertain (sing) skill check and
consulting the table below.
Result
Up to 4
5-14
15-24
25-34
35+




Will Saving Throw DC
5
10
15
20
25
A hypnotized being immediately becomes
friendly to the singer and susceptible to her
suggestions (as per the Suggestion use of the
Affect Mind Force skill). This ability costs 4
vitality points to use.
Pheromones: Kestarian males receive a +2
bonus to all Charisma-based skill checks.
Primitive: Kestarians with heroic or
professional classes receive the bonus feats
Weapon Group Proficiency (primitive weapons)
and Weapon Group Proficiency (Slugthrowers)
instead of the usual Weapon Group Proficiency
bonus feats.
Bonus Feat: All Kestarians have four limbs,
and their brains are fully adapted for handling
this advantage. Kestarian can use all four limbs
or individual tasks. As a result, they all receive
the Ambidexterity and Multiattack feats.
Free Language Skills: Read/Write and Speak
Kestarian.
Male Kestarian Species Traits

Ability Modifiers: -2 Strength, -2 Intelligence,
+4 Charisma.
Female Kestarian Species Traits


Ability Modifiers: -2 Strength, -2 Constitution,
+4 Charisma.
Born Entertainer: Entertain is always
considered a class skill for a female Kestarian.
Additionally, the females gain an additional +2
bonus to all Entertain skill checks.
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Skills
Updated Skills
Entertain (Sexual
Techniques) (Cha)
Book of Erotic Fantasy, page 43
Being a capable and interesting lover requires
practice, just like any skill. This new category of the
Entertain skill encompasses an understanding of a
wide array of sexual styles and positions. Some people
may specialize in seductive, sensual play while others
are much more aggressive and rough. Regardless of
the actual methods of lovemaking that you know, you
combine all your sexual knowledge and ability into
one Entertain check.
Without this skill, you are not a bad lover, just
untrained in the finer, more subtle aspects of
lovemaking.
You cannot use this skill when you would not be
able to take 10, such as when you are threatened or
distracted. In addition, if you have chosen to take a
fetish and do not have access to it, you suffer a -4
penalty or automatically fail (DM‘s discretion). On the
other hand, if you have access to the fetish you gain a
bonus of +4.
Any results from a Entertain (Sexual Techniques)
check last for 24 hours or until your next sexual
encounter with that person.
Check: You can impress your partner with your
sexual prowess and your attention to their feelings,
likes, and kinks.
Affect Mind (Cha)
Attract: With the aid of suggestive body
language, you can inspire an irrational level of lust in
one or more targets that would normally find you
attractive. Note that the targets receive a +2
circumstance bonus on their saving throws for every
additional person beyond the first that you want to
attract. Your Charisma modifier is added to the Will
save DC when using this application of Affect Mind.
Attracted targets walk toward you, taking the most
direct route available. If the path leads into a
dangerous area, that creature gets a second saving
throw. Attracted creatures can take no other actions
other than defend themselves. If the user of this skill
takes offensive action against the attracted targets,
then they get to make another Will save at a +5
circumstance bonus to throw off the effect. This effect
continues for 5 rounds plus a number of rounds equal
to your Charisma modifier.
Force Lightning (Int)
Dark Side Force Skill; requires the ForceSensitive and Alter feats.
You can call upon the Force to blast a target with
bolts of energy.
Check: Make a skill check to determine the amount
of damage inflicted by Force Lightning.
Result
Damage
14 or less
No damage
15-19
2d6
20-29
2d8
30+
2d10
Then make a ranged attack. If your attack hits, the
target suffers the listed damage and must attempt a
Fortitude save (DC 20). On a failed save, the target is
dazed for 1 round. If the save fails by 10 or more, the
target is instead dazed for 1d4+1 rounds. A dazed
target falls prone as well.
Special: Force Lighting has a range of 10 m. You
can take 10 on this skill but not take 20.
Because Force Lightning utilizes an attack roll, the
attack has a threat range (a roll of 20 on a d20) and
can be deflected as per the Jedi class ability.
Time: Force Lighting is an Attack Action.
Vitality Point Cost: 6.
Move Object (Int)
Hurl Object (Large and greater sized
objects): Large and greater sized objects can be
hurled at an opponent. Unlike hurling smaller objects,
they do not daze on a successful hit. Instead, you make
a ranged attack roll against a target, and you have an
effective range increment of 10 meters for this attack.
If you miss, the hurled object scatters, using the rules
for grenade-like weapons.
If the target is hit, it must make a saving throw as
if an object had fallen into its square. (For damage and
save DC, see Table 12-22: Damage from Falling
Objects on page 289 of the revised book.) In the case
of lateral or upward throws, treat the object as having
fallen 4 meters for purposes of calculating damage.
Downward throws - including cases of moving an
object over the target and dropping it - should inflict
damage according to the actual distance fallen.
Force Techniques
Tantric Force Channeling
Prerequisite: Female, Force-Sensitive, Sense, Alter.
By entering a form of moving meditation, a forceuser can cause a surge of Force energy through the act
of intercourse. When this surge occurs she can store a
portion of that energy in her body for later use.
Essentially, this technique seeks to focus the life
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energies that create the Force so that the Force
energies evoked can be stored within the practitioner.
First, in order to get into the right mental state
while having intercourse, she must successfully make
a DC 20 Will save. She may then make a DC 20 See
Force check when she reaches a sexually peaked state;
she can enter a state of moving meditation. Upon
achieving each orgasm after receiving her partner‘s
sperm, she may make a DC 25 Force-User check (d20
+ Force-level). Upon success, she can store a Tantric
Force Point by using the sperm inside her womb as a
form of Force Talisman to allow her body to hold the
additional Force energy in her body. Upon receipt of a
Tantric Force Point, her body will momentarily glow.
Tantric Force points can be used to add an
additional 1d6 to any Force Skill check or save against
force effects. Any number of these points can be used
to enhance a roll and may be combined with the
expenditure of a normal Force point. She may store a
maximum number of Tantric Force points equal to
half of her constitution score. These points dissipate
when she sleeps.
As a direct result of this technique, only females
can use this technique and then only when using male
assistance.
If this technique is employed during the first
trimester of pregnancy or a baby is conceived as a
result of the ritual, the practitioner must make a
Fortitude save with a DC equal to 15 + the number of
Tantric Force Points stored in her by the end of the
ritual to avoid killing the child within her. If she
succeeds, the baby‘s midichlorian count will be
greatly increased. This will result in the child gaining
the Force-Sensitive feat for free at first level. Also, the
child may once per day re-roll any force skill check.
This re-roll must be accepted even if it is lower than
the original roll.
Since this technique harnesses life energy, the
chance of successfully completing the ritual is effected
by the amount of life involved in the ritual. The
modifiers listed below apply to the Force-user check
only.
Circumstance
Post metapause
Mostly cybernetic
Some cybernetics
Insemination via droid
Pre-menses
Single male partner
2 partners
4+ partners
Pregnant
Ovulating
Modifier
-2
-2
-1
-1
-1
+0
+1
+2
+2
+3
Prerequisite: Male, Force-Sensitive, Sense, Alter, at
least 1 Dark Side Point.
This technique developed in direct response to the
discovery of the former technique. Jealous of their
female counterparts, the male Sith devised a technique
for stealing the Force energy they accrued. The use of
this dark side technique earns a Dark Side Point.
In order to use this technique the practitioner
enters a similar state to their female counterpart. In
order to get into the right mental state while having
intercourse, he must successfully make a DC 20 Will
save. He may then make a DC 20 See Force check as
he comes close to ejaculation; he can enter a state of
moving meditation. Upon bringing his partner orgasm
after receiving his first ejaculation, he may make an
opposed Force-User check (d20 + Force-level). Upon
success, he takes the Tantric Force Point she would
have normally received. If she did not successfully
make her Force-user check, he does not get the option
to steal it. Any Force-user check modifiers she may be
receiving are not applied to the opposed roll.
When a Tantric Force Point is successfully stolen,
he must make a Force Stealth check opposed by the
victim‘s See Force check. If he succeeds, the victim
will not realize she lost the Tantric Force Point.
Tantric Force points can be used to add an
additional 1d6 to any Force Skill check or save against
force effects. Any number of these points can be used
to enhance a roll and may be combined with the
expenditure of a normal Force point. Since he relies on
the power of the dark side to anchor Tantric Force
Points into his body, he may not store any more
Tantric Force Points than one quarter of his DSP total.
These points dissipate at the rate of one point every
number of hours equal to half his Dark Side Point total.
Two-Weapon Fighting Penalties
Circumstances
Normal Penalties
Off-hand weapon is light
Two-Weapon Fighting feat
Off-hand weapon is light and
Two-Weapon Fighting feat
Primary
Hand
-6
-4
-4
-2
Off Hand
-10
-8
-4
-2
Weapon Finesse
D&D Player’s Handbook v.3.5, page 102
You are especially skilled at using weapons that
can benefit as much from Dexterity as from Strength.
Prerequisite: Proficient with weapon, base attack
bonus +1.
Benefit: With a cesta, combat glove, double-bladed
lightsaber, force pike, knife, lightsaber, sith sword,
unarmed strike, vibroblade, vibrodagger 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.
New Feats
Charmed, I’m Sure
Sisters of Rapture by T.Catt
Feats
Updated Feats
Ambidexterity
D&D Player’s Handbook v.3.5
This feat has been folded into Two-Weapon
Fighting.
Your natural poise, grace and charm makes others
putty in your hands.
Prerequisites: Cha 19+
Benefit: You may make Diplomacy checks as
full round actions with no penalty.
Normal: Performing Diplomacy checks as fullround actions normally incurs a -10 penalty.
Otherwise, they take at least a full minute (10 rounds)
to perform.
Disciple of the Unifying Force
Jedi Counseling 78
Two-Weapon Fighting
D&D Player’s Handbook v.3.5, page 102
You can fight with a weapon in each hand. You
can make one extra attack each round with the second
weapon. Both weapons must make the same kind of
attacks, either either ranged attacks or both melee
attacks
Benefit: Your penalties on attack rolls for fighting
with two weapons are reduced. The penalty for your
primary hand lessens by two and the one for your off
hand lessens by 6.
Normal: See Attacking with Two Weapons, page 156,
and Two- Weapon Fighting Penalties below:
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You have begun to understand the deeper nature
of the Unifying Force, challenging many of the
concepts of light and dark common to more
conventional Force-users.
Prerequisites: Wisdom 15, Alter, Control,
Force Mastery, Force-Sensitive, Sense, See Force 10
ranks, Force level 12th, character cannot be dark.
Additionally, this feat is available only to characters
who have studied with someone who already has the
feat (in the New Jedi Order era, only Vergere or Jacen
Solo) or, at the GM's discretion, who have been
isolated for an extended period without access to other
Force-users (as Vergere was during her half-century of
captivity with the Yuuzhan Vong).
Benefit: You gain a +4 Force bonus on Will
saves to avoid gaining a Dark Side Point (see above).
If tainted, you also receive a +4 Force bonus on
Wisdom checks to avoid becoming dark and a +4
Force bonus on Fortitude saves to avoid the
debilitating long-term effects of the dark side.
Perfect Two-Weapon
Fighting
D&D Epic Level Handbook, page 64
Healing Caress (Force Feat)
Sisters of Rapture by T.Catt
The potency of your healing power is increased
with sexual stimulation.
Prerequisites: Cha 13+, Heal Another 4
Benefit: You may add your Charisma modifier as
a Force bonus to your Heal Another check. The
stimulation granted must be physical stimulation,
meaning the caster must first touch the recipient in an
intimate manner, such as a kiss or manual fondling of
erogenous areas in order to apply the bonus. A
character incapable of sexual stimulation, such as a
eunuch or an unconscious person, cannot receive the
bonus of Healing Caress.
Improved Distracting Beauty
Sisters of Rapture by T.Catt
You are more capable at fighting in the buff.
Prerequisite: Distracting Beauty, Cha 17+
Benefit: You may add (your Charisma bonus + 2)
to your AC using your Distracting Beauty class feature.
Special: Any circumstance that would negate the
bonus granted by Distracting Beauty also negates this
bonus. (See Distracting Beauty class feature
description in the Sister of Rapture prestige class.)
Improved Two-Weapon
Fighting
D&D Player’s Handbook v.3.5, page 96
Prerequisites: Dex 17, Two-Weapon Fighting,
base attack bonus +6.
Benefit: In addition to the standard single extra
you get with an off-hand weapon, you get a second
attack with it; albeit at a -5 penalty (See the TwoWeapon Fighting Penalties table above).
Normal: Without this feat, you can only get a
single extra attack with an off-hand weapon.
Special: A soldier may select Improved TwoWeapon Fighting as one of his soldier bonus feats.
Greater Two-Weapon
Fighting
D&D Player’s Handbook v.3.5, page 95
Prerequisites: Dex 19, Improved Two-Weapon
Fighting, Two-Weapon Fighting, base attack bonus
+11.
Benefit: You get a third attack with your offhand weapon, albeit at a –10 penalty.
Special: A soldier may select Greater TwoWeapon Fighting as one of his soldier bonus feats.
7/33
Prerequisites: Dex 25, Greater Two-Weapon
Fighting, Improved Two-Weapon Fighting, TwoWeapon Fighting.
Benefit: You can make as many attacks with
your off hand weapon as with your primary weapon
using the same base attack bonus. For Example, a
character with this feat and a base attack bonus of
+18/+13/+8/+3 could make four attacks per round
with his primary weapon and four attacks with per
round with his off-hand weapon using his base attack
bonus. You still take the normal penalties for fighting
with two-weapons.
Special: A soldier may select Perfect TwoWeapon Fighting as one of his soldier bonus feats.
Pillow Talk
Sisters of Rapture by T.Catt
You are adept at using sex to extract information
from people.
Prerequisite: Cha 15+, Entertain (sexual
techniques) 4 ranks, Gather Information 4 ranks
Benefit: By bedding a willing partner, you may
attempt to coax him into divulging information he
might not have divulged otherwise. To do so, you
must first perform a sexual act with the target and
make a DC 15 Entertain (sexual techniques) check to
determine how well you coax the information. The
amount by which you beat the DC is then added as a
competence bonus to a Gather Information check to
determine the amount and/or quality of the
information gleaned.
Special: In this case, the Gather Information
check takes only as long as the sexual encounter plus
30 minutes. Also, since the check is made against only
a single person, the information gleaned is limited to
information that individual has. Therefore, this feat
may be used only to gain knowledge of specific
information.
Normal: Without this feat, Gather Information
checks represent information gleaned from multiple
sources over a period of (1d4 + 1) hours.
Archetypes
Jedi Sentinel
Jedi Counseling 81
The Jedi sentinel uses stealth and subterfuge to
accomplish the will of the Force, seeking out evil in
the very shadows it calls home. This archetype strikes
a balance between the Jedi consular (focusing on
diplomacy and a mastery of the Force) and the Jedi
guardian (focusing on physical abilities and mastery of
the lightsaber) while being oriented more toward
infiltration skills. Jedi sentinels are most common
during the Sith Wars (4,000+ years before A New
Hope) and in the millennium leading up to the Battle
of Ruusan (1,000 years before A New Hope) because
of the permeating and insidious influence of the Sith
throughout the galaxy in these eras. However, they are
almost unknown in the Jedi Order by the time of
Palpatine's rise to Supreme Chancellor.
Roleplaying
Jedi sentinels are notoriously independent, most
comfortable acting alone and without backup in the
galaxy's most wretched hives of scum and villainy.
While some take this independent streak to the
extreme -- questioning the authority and wisdom of
the Jedi Council -- most are perfectly willing to take
orders, as long as they can carry out such orders via
their preferred methods. Unfortunately, some sentinels
adopt the mentality that "the ends justify the means,"
which can lead them to become the very evil they seek
to destroy.
In addition to the archetype levels described in the
table below, many Jedi sentinels take levels in the Jedi
watchman prestige class (see the article "Classes of
the Old Republic"). In fact, they can potentially
qualify for this prestige class after 7th level, sooner
than any other Jedi. Other sentinels may choose to
focus on their stealth by taking levels in the infiltrator
prestige class (Hero's Guide) or focus on their target
bonus abilities by taking levels as a bounty hunter, but
both of these are generally frowned upon by the Jedi
Council because it may make the sentinel
uncomfortably similar to an assassin. Finally, Jedi
sentinels that turn away from the light side may prefer
to take levels the dark side assassin prestige class
(again, see "Classes of the Old Republic").
Variant: Unorthodox Training
Jedi sentinels receive training fairly different from
that of a mainstream Jedi consular, focusing more on
stealth and infiltration than diplomacy. Remove
Diplomacy, Intimidate, Read/Write Language, Bluff,
Speak Language, and Treat Injury from the Jedi
consular class skill list, and instead add Disable
Device, Disguise, Hide, Listen, Move Silently, Search,
and Spot.
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Variant: Bonus Feat
The unorthodox training of Jedi sentinels also
extends to their bonus feats. Instead of the normal
selection available to the Jedi consular (at 2nd and
16th character level), the Jedi sentinel may choose her
bonus feat from the following list: Alertness, Aware,
Cautious, Combat Expertise, Low Profile, Persuasive,
Sharp-eyed, Stealth, or Trustworthy.
Variant: Fearless
Because they operate independently (often deep in
the bowels of a Sith stronghold), Jedi sentinels
develop a fearless temperament. Instead of the Jedi
consular's healing ability (at 12th character level), she
gains immunity to all fear effects, such as the skills
Fear and Intimidate. This includes any effect that
would cause her to become shaken, frightened, or
panicked, such as the Frightful Presence feat or the
starweird's telepathic scream (see Ultimate
Adversaries, page 122).
JEDI SENTINEL
Level
1st
Jedi consular 1
Base
Attack
Bonus
+0
2nd
3rd
Jedi consular 2
Jedi consular 3
+1
+2
+3
+3
+2
+2
+3
+3
4th
5th
Jedi consular 4
Jedi consular 4 / Jedi investigator 1
+3
+3
+4
+5
+2
+3
+4
+5
6th
Jedi consular 4 / Jedi investigator 2
+4
+6
+4
+6
7th
Jedi consular 4 / Jedi investigator 3
+5
+6
+4
+6
8th
Jedi consular 4 / Jedi investigator 4
+6
+6
+4
+6
9th
Jedi consular 5 / Jedi investigator 4
+6
+6
+5
+6
10th
Jedi consular 6 / Jedi investigator 4
+7
+7
+5
+7
11th
12th
13th
14th
15th
16th
17th
Jedi consular 7 / Jedi investigator 4
Jedi consular 8 / Jedi investigator 4
Jedi consular 8 / Jedi investigator 5
Jedi consular 9 / Jedi investigator 5
Jedi consular 10 / Jedi investigator 5
Jedi consular 11 / Jedi investigator 5
Jedi consular 12 / Jedi investigator 5
+8
+9
+9
+9
+10
+11
+12
+7
+8
+9
+9
+10
+10
+11
+6
+6
+7
+7
+8
+8
+9
+7
+8
+9
+9
+10
+10
+11
18th
19th
20th
Jedi consular 13 / Jedi investigator 5
Jedi consular 14 / Jedi investigator 5
Jedi consular 15 / Jedi investigator 5
+12
+13
+14
+11
+12
+12
+9
+9
+10
+11
+12
+12
Class
9/33
Fort
Save
+2
Ref
Save
+1
Will
Save
+2
Special
Force training, deflect
(defense +1)
Bonus feat
Force training, deflect
(attack –4)
Force training
Bonus feat, profile, target
bonus +1, deflect (defense
+2), block
Contact, increase
lightsaber damage (3d8)
Target bonus +2, favor +1,
Jedi Knight
Contact, deflect (attack –
3)
Deflect (extend defense
and attack)
Increase lightsaber
damage (4d8)
Healing
Target bonus +3, favor +2
Skill Emphasis
Deflect (defense +3)
Bonus feat
Increase lightsaber
damage (5d8)
Deflect (attack –2)
Skill Emphasis
Deflect (defense +4)
Def
Bonus
+3
Rep
Bonus
+1
+4
+4
+1
+1
+4
+5
+2
+2
+6
+3
+6
+3
+6
+4
+7
+4
+7
+4
+8
+8
+9
+9
+10
+10
+10
+4
+5
+5
+5
+5
+5
+6
+11
+11
+12
+6
+6
+6
Prestige Classes
The Jensaarai Mentor travels Suarbi 7/5 in search
of young force sensitive sentient beings willing to take
up the responsibility of the Jensaarai Defenders. The
of seeking and training new members of the Jensaarai
order is a great responsibility and comes with a good
deal of risk, but the reward of bring a new generation
of people closer to the Hidden Truth of the universe is
worth the effort and danger.
Jensaarai Mentor
Einar “Errin Orwain” Richter
Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3
Fort
Save
+1
+2
+2
+3
+3
Ref
Save
+2
+2
+3
+3
+4
Will
Save
+2
+3
+3
+3
+4
Requirements
To qualify to become a Jensaarai Mentor, a
character must fulfill the following criteria:
Jensaarai Levels: 7th or higher.
Base Attack Bonus: +11/6/1.
Skills: Knowledge-Jensaarai Lore 8 ranks, See
Force 6 ranks.
Feats: Power Attack, Cleave.
Game Rule Information
Vitality: A Jensaarai Mentor gains 1d8 vitality
points per level. The character's Constitution modifier
applies.
Class Skills
The Jensaarai Mentors‘ class skills, and the key
ability for each skill, are as follows (see Chapter Four
of the Star Wars Roleplaying Game revised core
rulebook for skill descriptions):
Bluff (cha), Computer Use (Int), Craft* (Int),
Diplomacy (cha), Gather Information (cha), Intimidate
(cha), Knowledge* (Int), Listen (Wis),Profession*
(Wis), Read/Write Language (none), Speak Language
(none), Sense Motive (Wis), Spot (Wis), Treat injury
(Wis).
* This skill actually encompasses a number of
unrelated skills. Each time this skill is learned, a
specific category must also be chosen. Examples
include Craft (tools), Knowledge (streetwise), and
Profession (gambler).
Skill Points at Each Level: 6 + Int modifier
Class Features
The following are the features of the Jensaarai
Mentor prestige class.
Deflect (Defense)
See Chapter Three of the Star Wars Role-playing
Game for a full explanation of this ability.
Bonus Feat
10/33
Special
Deflect (defense)
Bonus Feat, Hidden Sight
Increase lightsaber damage (+1d8)
Deflect (attack), Veil of Truth
Bonus Feat
Defense
Bonus
+1
+2
+2
+2
+3
Reputation
Bonus
+0
+1
+1
+2
+2
Choose any one of the following feats: Advanced
Martial Arts, Defensive Martial Arts, Great Cleave,
Improved Martial Arts, Rek‘dul, Rek‘dul Expertise,
Rek‘dul Mastery, and Shien Mastery.
Hidden Sight
At 2nd level the Jensaarai Mentor gains the ability
to use the force to find beings with untapped force
potential (non-trained Force-Sensitives) that they have
never met with a DC 25 Farseeing check, provided
they are currently on Suarbi 7/5.
Increase Lightsaber Damage
The Jensaarai Mentors‘ ability to deal damage
with a lightsaber increases as they gains levels. At 3rd
level, the Jensaarai Mentor familiarity with the
weapon allows them to increase their lightsaber
damage by +1d8. This added damage is cumulative
with increased lightsaber damage from other Jedi and
Jensaarai classes.
Deflect (Attack)
See Chapter Three of the Star Wars Roleplaying
Game for a full explanation of this ability.
Veil of Truth
If a Jensaarai Mentor is in the presence of one of
their students they can make a force Stealth roll at +5
DC to hide their Force Sensitivity from See Force or
Farseeing check.
Patron Mother
Sisters of Rapture by T.Catt
The concept of motherhood is a natural and
important part of the female mystique and
experience—one celebrated among the Sisters of
Rapture. The reality, however, is that few Sisters are
willing to put aside their active calling to bear and
raise children. Therefore, the concept of the Patron
Mother exists as a practical form of ritualistic training
as well as a form of adoptive mothering. A Patron
Mother is a Sister of Rapture who has chosen to
introduce a young apprentice to the Sisterhood and
train her in the ways of the Rapturous.
After a ceremony performed by other Patron
Mothers and witnessed by the Sacred Council
confirms that the would-be novitiate is entering the
Sisterhood of her own volition and is worthy to learn
its secrets, the Patron and apprentice are spiritually
and magically bonded. This bond represents the
connection between mother and child. The Patron
Mother is considered to be the novitiate‘s true mother
from that day forth, even to the exclusion of the
woman that actually bore the apprentice.
Patron Mothers are not allowed to engage in
sexual or romantic relationships with their novitiates.
The Patron Mother is expected to instruct her adoptive
daughter in the ways of love and sex, but she must do
so at a maternal remove—never succumbing to
temptation herself. That being said, Patron Mothers
and apprentices do occasionally fall in love, heedless
of the potential for embarrassment or tragedy. Those
who break this taboo must be forever wary of
discovery, lest the Sacred Council nullify their bond
and separate them.
PATRON MOTHER
Level
1
Base
Attack
Bonus
+0
Fort
Save
+0
Ref
Save
+0
Will
Save
+2
2
3
+1
+2
+0
+1
+0
+1
+3
+3
4
5
+3
+3
+1
+1
+1
+1
+3
+4
Requirements
To qualify to become a Patron Mother, a
Character must fulfill the following criteria:
Motherhood: Must have acquired the
Motherhood SoR class feature.
Skills: Entertain (sexual techniques) 10 ranks,
Knowledge (Religion) 10 ranks, Sense Motive 10
ranks
Special: Must have Sacred Council‘s approval
and have undergone the Rite of Sacred Motherhood.
Also, cannot have any living natural offspring or have
any other adopted children or wards.
Game Rule Information
Vitality: A Patron Mother gains 1d8 vitality
points per level. The character‘s Constitution modifier
applies.
11 / 33
Special
Apprentice, Force Bond (Mental),
Inspire Confidence +1
Love‘s Blessing
Force Bond (Physical), Inspire
Confidence +2
Force Bond (Spirit)
Mother‘s Sacrifice, Inspire
Confidence +3
Defense
Bonus
+1
Reputation
Bonus
+0
+2
+2
+1
+1
+2
+3
+2
+2
Class Skills
Class Skills: Bluff (Cha), Computer Use (Int),
Craft (Int), Diplomacy (Cha), Entertain* (Cha),
Intimidate (Cha), Knowledge* (Int), Profession (Wis),
Search (Int), Sense Motive (Wis), Spot (Wis), Treat
injury (Wis).
* This skill actually encompasses a number of
unrelated skills. Each time this skill is learned, a
specific category must also be chosen. Examples
include Craft (tools), Knowledge (streetwise), and
Profession (gambler).
Skill Points Each Level: 2 + Int modifier
Class Features
All of the following are class features of the
Patron Mother Prestige class:
Weapon and Armor Proficiency
Patron Mothers gain no proficiency in any
weapons or armor.
Apprentice
At 1st level, the Patron Mother takes a novitiate as
an apprentice. The apprentice is always a willing
female of at least young adult age and may be of any
sentient species. The apprentice will have only her
first level in the Sister of Rapture prestige class.
Optionally, the GM may allow the apprentice to be
brought in as a PC under the control of another player.
A single player may even portray both Patron Mother
and novitiate, though the level difference makes doing
so a challenging proposition.
Force Bond (Mental)
The Patron Mother shares a unique version of a
Force bond with her apprentice. At 1st level, this bond
allows the Patron Mother to mentally monitor her
apprentice‘s relative position and general condition.
The patron mother is aware of the direction and
distance to her apprentice and any conditions affecting
her: unharmed, wounded, disabled, staggered,
unconscious, dying, nauseated, panicked, stunned,
poisoned, diseased, or the like. The bond can also act
like a permanent telepathic bond between Patron
Mother and apprentice, allowing the two to
communicate telepathically at any distance within the
galaxy.
Inspire Confidence
A Patron Mother can inspire confidence in Sister
of Rapture novitiates, even apprentices under the
guidance of a different Patron Mother. To inspire
confidence, the Patron Mother must speak aloud (and
the apprentices must hear and understand her speaking)
for at least one round, after which she must make a
Diplomacy check, DC (10 + 1 for every five
apprentices to be inspired).
An apprentice inspired with confidence gains a +1
competence bonus on attack rolls, skill checks and
Will saves.
These effects begin as soon as the Patron Mother
ends her inspirational speech. They last for 10 minutes
for each round the Patron spent inspiring her allies, up
to a maximum of five hours for 30 rounds (three
minutes) of inspiration. A Patron Mother may attempt
to use this ability once per day. Whether the
Diplomacy check succeeds or not, the Patron cannot
attempt to inspire confidence again for at least 24
hours. The confidence that the Patron Mother instills
increases as the Patron Mother attains levels. For
every two levels after 1st level, the bonus increases by
one, to a maximum of +3 at 5th level.
Love’s Blessing
At 2nd level, the Patron Mother gains an
additional blessing from the sect-based lists provided
for the base Sisters of Rapture class. This blessing
must be chosen from those listed for her patron
goddess and cannot be a blessing she has already
12 / 33
received.
Force Bond (Physical)
By 3rd level, the bond between the Patron Mother
and her apprentice has increased to include their
physical beings as well as their mental beings. As such,
once per day, a Patron Mother may choose to transfer
any damage her apprentice has received, up to her
apprentice‘s maximum hit points, to her own hit point
total, effectively healing her apprentice of that damage.
This transfer may be for any amount of wounds, up to
(the apprentice‘s total + 9), but must be transferred as
a lump sum. Furthermore, the Patron Mother and
apprentice need not be in the same location but must
be in the same galaxy. If the apprentice has reached 10 wounds, she is dead and this ability no longer
functions. The Parton Mother must then make a
fortitude save (DC 10 + the novitate‘s total level) or
be knocked out (see page 288 of the Revised Core
Rulebook).
Force Bond (Spirit)
At 4th level, the bond between the Patron Mother
and her apprentice reaches the spiritual level,
essentially linking the two women‘s souls. As a result,
the Patron Mother may choose once per day to
activate a spiritual link that allows her to stand in for
her lower level apprentice, suffering any ill effects her
apprentice would otherwise suffer. When activated, all
successful vitality damage, wound damage, ability
damage, ability drain or other negative effects directed
at the apprentice affect the Patron Mother instead. The
apprentice still must make all appropriate saving
throws herself, but the effects of failure go directly to
the Patron Mother, not the apprentice. While under the
effects of the Spiritual Bond, the apprentice cannot
suffer any negative effect. The Patron Mother must be
in line of sight of her apprentice (not including any
technological or force methods of remote viewing
such as cameras or farseeing) to activate and maintain
the Spiritual Bond. Its effect lasts for a number of
rounds equal to one half the Patron Mother‘s total
levels from the Sister of Rapture and Patron Mother
classes.
It is possible for a Patron Mother to be killed
under the effects of the Spiritual Force Bond. If she is
reduced to -10 wounds, for instance, she dies just as if
she had received the wound damage herself. The only
exception is instant death effects. In such a case, the
Patron Mother is allowed to make her own additional
saving-throw against the effect, just as if she were the
original target.
All damage received while under this effect may
be healed normally, through the Force or any other
form of healing. The Patron Mother may deactivate
this ability at any time. The apprentice may do so only
if the Patron Mother is unconscious. If the Patron
Mother dies, the bond is instantly severed and the
apprentice becomes fatigued. The apprentice must
then make a fortitude save (DC 5 + the patron
mother‘s total level) to avoid being knocked out.
Mother’s Sacrifice
At 5th level, the Patron Mother gains the ability to
make a great sacrifice of her own life force to keep her
charge alive. Should her apprentice be killed by any
means, other than total disintegration—including
being reduced to -10 or more wounds or being reduced
to 0 Con—the Patron Mother may choose to instantly
resurrect her apprentice with fully restored wounds
and vitality. Doing so requires the permanent sacrifice
of one of the Patron Mother‘s own levels in the
prestige class. The Patron Mother must choose to
resurrect her apprentice within 10 minutes of her
apprentice‘s death or forfeit the ability to use this
power ever again.
After using this ability, the Patron Mother may
never regain her lost Patron Mother class level and
must fill that level with a level of another class once
she has regained the appropriate amount of experience
points to do so. Even if the character chooses to take a
new apprentice, she may never again become a 5thlevel Patron Mother.
There is no physical range for this ability, except
that the Patron Mother must be able to sense her
apprentice‘s status via their Mental Force Bond.
Rynhallan Dancer
This mercenary order is composed exclusively of
female members. Founded by a former slave dancer
Rynhalla Vida, the Order of Rynhal combines the
disciplines of dance and martial arts into a graceful yet
deadly fighting style.
The dancers make prefect spies and assassins with
their expertise in the art of the dance. Combined with
their lack of reliance on equipment, they can
camouflage themselves in plain sight simply by posing
as slaves, dancers, courtesans and other related
professions that then to be overlooked.
Requirements
To qualify to become a Rynhallan Dancer, a character
must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Entertain (dance) 5 ranks, Tumble 5 ranks.
Feats: Martial Arts.
Game Rule Information
Vitality: A Patron Mother gains 1d10 vitality
points per level. The character‘s Constitution modifier
applies.
Class Skills
The Sister of Rapture‘s class skills, and the key
ability for each skill, are as follows:
Balance (Dex), Bluff (Cha), Climb (Str),
Diplomacy (Cha), Entertain (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha), Hide
(Dex), Intimidate (Cha), Jump (Str), Listen (Wis),
Move Silently (Dex), Profession (Wis), Search (Wis),
13 / 33
Sense Motive (Wis), Sleight of Hand (Dex), Spot
(Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex).
* This skill actually encompasses a number of
unrelated skills. Each time this skill is learned, a
specific category must also be chosen. Examples
include Craft (tools), Knowledge (streetwise), and
Profession (gambler).
Skill Points at Each Level: 8 + Int modifier.
Class Features
All of the following features pertain to the
Rynhallan Dancer prestige class.
Defensive Dance
Rynhallan Dancers are experts at combining their
martial arts with the graceful movements of dance,
eliminating any chance at telegraphing their next
attack. While dancing, Rynhallan dancers gain a
deflection bonus to their defense equal to their
Charisma modifier. The bonus is available only if the
Rynhallan Dancer is nude or scantily clad, so wearing
armor or overly concealing clothing negates the bonus.
In addition, a Rynhallan dancer may use the Bluff
skill feint in combat as a free action.
Bonus Feats
At 2nd, 4th, 6th, 8th and 10th level, a Rynhallan
Dancer gains a bonus feat. This feat must be selected
from the following list, and the Rynhallan Dancer
must meet any prerequisites:
Acrobatic, Advanced Martial Arts, Agile Riposte,
Athletic, Defensive Martial Arts, Dodge, Endurance,
Improved Critical, Improved Initiative, Improved
Martial Arts, K‘thri, K‘thri Expertise, K‘thri Mastery,
Lightning Reflexes, Low profile, Mobility, Spring
Attack, Stamina, Stava, Stava Expertise, Stava
Mastery, Unbalance Opponent, Whirlwind Attack.
Martial Dance
A Rynhallan Dancer may only benefit from one
martial dance at a time. If she performs a new dance
while under the effects of another type of dance, the
old effect immediately ends. She may prolong a
current dance, as long as she has remaining vitality
and performs the dance before the current effect ends.
A Rynhallan Dancer cannot use martial dances if
she is wearing medium or heavier armor or is carrying
a medium or heavier load. A Rynhallan Dancer may
make a full-round action to activate a dance. Each
round of dancing takes a move action and costs the
dancer 2 vitality points.
Mesmerizing Dance: A 1st level Rynhallan Dancer
can dance in a hypnotic manner, captivating her
audience. All creatures within 10 meters of the dancer
must make a Will save (DC 10 + class level +
Charisma modifier), or become fascinated with her.
Affected creatures watch the dancer intently,
taking no other actions for as long as the Rynhallan
dancer continues to dance. While fascinated, her
audience takes a -4 penalty on skill checks made as
reactions, such as Listen and Spot checks. Any
potential threat requires the observer to make another
will save. Any obvious threat automatically breaks the
effect.
This ability lasts for a number of rounds equal to
her class level after she stops dancing. After the initial
round to activate this ability, the Rynhallan dancer is
free to perform other standard actions, although her
move is reduced by half due to her dancing.
Arousing Dance: A 3rd level Rynhallan dancer
may dance in a highly provocative manner, making
her extremely desirable. During the dance, all
creatures within 10 meters of the dancer must make a
Will save (DC 10 + Rynhallan dancer level +
Charisma modifier) or be overcome by a sudden,
overwhelming lust for the dancer.
If the target‘ sexual orientation conflicts with the
dancer‘s gender, the target gains a +4 bonus on her
save.
This ability lasts for a number of rounds equal to
her class level after she stops dancing. After the initial
round to activate this ability, the Rynhallan dancer is
free to perform other standard actions, although her
Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
14 / 33
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
move is reduced by half due to her dancing. During
this time, the target does not willingly attack, use
offensive abilities on, or even take a negative verbal
tone with the object of its desire. The effect ends as
soon as the dancer attacks or makes a violent gesture
on the target creature.
Fearsome Dance: A 5th level Rynhallan dancer
knows how to dance in such a way as to inspire fear
and dread in those who watch. This has the same
activation as the mesmerizing dance ability above.
During the dance and a number of rounds afterward
equal to her class level. The dancer causes all
observers within a 10 meter radius to become
panicked (Will DC 10 + Rynhallan dancer class level
+ Charisma modifier). If cornered, a panicked creature
begins cowering. If the Will save succeeds, the
creature is shaken for 1 round.
Ecstatic Dance: A 7th level Rynhallan dancer can
work herself into a transcendental dance that lets her
ignore damage, debilitating effects, and certain
supernatural effects. This has the same activation and
duration as the mesmerizing dance ability above. Once
the dance is complete, the dancer is immune to all
Force abilities requiring a Will save.
Frenzied Dance: A 9th level Rynhallan dancer
may work herself into a terrible, whirling dance,
similar to a barbarian's rage. The frenzied disciple
gains a +2 bonus to Strength and Constitution and a
+1 morale bonus on Will saves, but she takes a -2
penalty to Armor Class. The frenzied disciple is
fatigued for the same number of rounds that she was
involved in the frenzied dance. This ability does not
stack with Wookie rage ability. The Rynhallan dancer
must choose one or the other, though it does not count
against the number of times per day she may rage.
Graceful Dance
The Rynhallan dancer‘s technique improves
enough that the dancer takes a move action to activate
her martial dances. In addition, she may maintain her
dance by spending a free action, but can still only
move at half speed while dancing.
Fluid Dance
After extensive training, the Rynhallan dancer‘s
technique has finally been perfected. The dancer may
activate and maintain her dances with a free action and
may also move at full speed while dancing.
Special
Martial Dance, Defensive Dance
Bonus Feat
Martial Dance, Graceful Dance
Bonus Feat
Martial Dance
Bonus Feat
Martial Dance, Fluid Dance
Bonus Feat
Martial Dance
Bonus Feat
Defense
Bonus
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
Reputation
Bonus
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Sister of Rapture
Sisters of Rapture by T.Catt
In order to become a Sister of Rapture, a character
must earn the sponsorship of a full-fledged member.
The sponsor presents the candidate character to the
Sacred Council who judges her worthiness and
willingness to follow the Rapturous path. If accepted,
the sponsor becomes the character‘s Patron Mother
and the character becomes a novitiate under her care.
At the time she takes her first level in the Sister of
Rapture advanced class, the character must dedicate
herself to the Trinity of Love: Motherhood, Passion,
and Romance. This choice determines how the
Rapturous uses certain aspects of her Force tradition.
Novitiate
Novitiate is the lowest Rapturous rank. These
young girls have recently been introduced to the
Sisterhood by a Patron Mother and approved for
apprenticeship by the Sacred Council. They hold no
political power whatsoever but are the most cherished
of all ranks. While a Patron Mother is ultimately
responsible for her apprentice‘s upbringing and
training, all Sisters keep a protective eye on those of
the apprentice rank. They do, after all, represent the
Sisterhood‘s future.
Aside from a daily regimen of training in the ways
of one‘s sect, duties of the apprentice rank include
most of the menial chores required in a temple. In
addition to being her Patron Mother‘s personal
handmaiden, all apprentices in a Rapturous temple are
expected to cook, clean and maintain the temple
grounds, including tending the gardens and any other
simple agricultural needs the temple have. Apprentice
life is specifically designed to be difficult, in order to
better shape apprentices‘ minds and bodies and to
prepare them for service as full-fledged Sisters of
Rapture.
Not all novitiates are tied to a temple, however.
Many Patron Mothers choose to remain active
adventurers, teaching their apprentices as they go. Still
others choose to send their apprentices out into the
world alone, so as to teach them to learn on their feet.
This laissez-faire method of apprenticeship is more
controversial, as many consider it to be less effective
than when the Patron Mother takes a more active role.
Sisters are considered apprentices until they reach
8th level, after which they automatically achieve the
rank of Honored Sister, assuming they have performed
their apprenticed duties to their Patron Mothers‘
satisfaction. In the rare case that an apprentice reaches
15 / 33
5th level without satisfactorily meeting the standards
set by her Patron Mother and the Sacred Council, she
may not gain her 5th level in the Sister of Rapture class.
She must, instead, either prove that she is worthy or
leave the Sisterhood by taking a level in a new class.
Note that this is the only circumstances under which
multiclassing can permanently halt a character‘s
progression in the Sisters of Rapture class and is
entirely at the discretion of the GM and/or Patron
Mother PC.
The title given to Sisters of this rank is novitiate.
The nickname ―Little Sister‖ is commonly heard but
unofficial. It is also common to hear apprentices
referred to simply as ―Sister‖ if their ascension to the
Honored Sister rank is assured.
Honored Sister
Honored Sisters are the rank-and-file Sisters of
Rapture. They are acknowledged as true Sisters but
awarded no other special privilege or honor. They are
free to leave the service of their Patron Mother and are
encouraged to travel and adventure on their own, to
spread the word of their goddesses and celebrate the
divinity of love as they‘ve been taught to do. Most
Honored Sisters never progress past this rank.
The honorific applied to Sisters of this rank is
Honored Sister. Such formality is rare, however,
outside of ceremonies or worship services. ―Sister‖ is
the more common appellation.
Patron Mother
Patron Mother is a title given to any Rapturous of
at least Honored Sister rank who chooses an
apprentice (and therefore, the Patron Mother Prestige
class). Becoming a Patron Mother does not represent
an official increase in rank, but most Sisters who
choose to take an apprentice enjoy a slightly elevated
level of respect and power among the Sisters of their
particular sect.
The honorific applied to Sisters who chose to take
an apprentice is ―Mother.‖
Divine Sister
Divine Sisters are Rapturous who are given
dominion over the care of a Sister of Rapture temple.
Sisters who achieve this rank have proven themselves
to be of a well organized mindset (and likely
multiclassed with force adept). Divine Sisters are
usually revered and loved by the Sisters who operate
out of their temples.
The honorific applied to Sisters of this rank is
―Divine Sister.‖
Honored Mother
The Rapturous divide any
planet with a large population
of Sisters into districts. A
district has several temples,
each overseen by a Divine
Sister. The ultimate authority
over all the temples in that
district falls on a figure known
as the Honored Mother. The
number of temples under an
Honored
Mother‘s
care
generally varies from three to
six from location to location
and from sect to sect. Ten is the
upward limit. If more than 10
temples are erected in close
proximity, the Sacred Council
will usually vote to split the
district in two, appointing a new
Honored Mother to care for the
newly created district.
Honored Mothers serve as mediators of disputes
between temples and officiate matters too large or
important for one Divine Sister to handle alone. Twice
a year, Honored Mothers call a conclave of Divine
Sisters in order to exchange stories and ideas, to hear
disputes and generally to touch base with the various
temples in her district. These conclaves, often referred
to by Sisters as ―ecstatic assemblies,‖ have become
something of an excuse for Sisters to gather and
celebrate their beliefs in three nights of song, drink,
dance and orgiastic sex.
An Honored Mother is always a multiclassed
cleric operating out of a cathedral or other large
religious building appropriate to her sect. The
honorific applied is ―Honored Mother.‖
Divine Mother
Divine Mothers are Honored Mothers chosen to
represent a district before the Sacred Council. Those
chosen to do so relocate to the Councils‘ seat at the
Temple of the Beloved Flame where they represent
their districts‘ concerns. A Divine Mother also
represents the ultimate leader of the district, although
her absence from the district means that the district‘s
actual day-to-day duties fall to the Honored Mother. If
the Honored Mother cannot settle a dispute or is
otherwise unable to handle a particular crisis, however,
the Divine Mother must either attend to the final
decision or—should the issue warrant it—present the
case to the Sacred Council.
It is also the duty of the Divine Mother to review
all applications for sect and Sisterhood membership.
She then presents those she finds legitimate and
worthy to the Sacred Council for final approval.
The honorific applied to Sisters of this rank is
―Divine Mother.‖
16 / 33
Sacred Council
The Sacred Council is the ruling body of the
Sisters of Rapture. Nine members make up the
council—three from each of the sects of the Trinity of
Love. The Council has the final say over all official
policies and rules governing the Sisters of Rapture,
including who joins the Sisterhood and who is
promoted through the ranks. Although any Sister may
promote another Sister of a lower rank, it is ultimately
the duty of the Council to ratify that promotion. The
approval of apprentices involves the ceremonial
presentation of the applicant to the Council by the
Divine Mother of her district. The Council then puts
the apprentice through a detailed, intimate interview to
assess her understanding of the choice she is making,
as well as her general sexual maturity and her
potential benefit to the Sisterhood. An accepted
candidate is then ceremonially and magically bonded
to her Patron Mother in a brief but elaborate ritual, not
unlike a marriage ceremony.
The Council enjoys its power over the Sisters of
Rapture due to the belief that it retains the ability to
commune with the trinity. The Sacred Council is
highly revered because it represents a living link
between the Sisterhood and the trinity. It is believed
that the trinity of love chooses which Sisters have the
honor of becoming members of the Sacred Council.
SISTER OF RAPTURE
Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Requirements
To qualify to become a Sister of Rapture, a
character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Entertain (sexual techniques) 3 ranks,
Knowledge (Religion) 6 ranks or Profession
(prostitute) 6 ranks.
Feats: Force-Sensitive.
Game Rule Information
The Sister of Rapture gains 1d8 vitality points per
level. The character‘s Constitution modifier applies.
Class Skills
The Sister of Rapture‘s class skills, and the key
ability for each skill, are as follows:
Bluff (Cha), Craft* (Int), Diplomacy (Cha),
Entertain (Cha), Escape Artist (Dex), Gather
Information (Cha), Intimidate (Cha), Knowledge*
(Int), Listen (Wis), Profession (Wis), Read/Write
Language (none), Pilot (Dex), Sense Motive (Wis),
Sleight of Hand (Dex), Speak Language (none),
Treat Injury (Wis).
* This skill actually encompasses a number of
unrelated skills. Each time this skill is learned, a
specific category must also be chosen. Examples
include Craft (tools), Knowledge (streetwise), and
Profession (gambler).
Skill Points at Each Level: 5 + Int modifier.
Class
Features
All of the following features pertain to the Sister
of Rapture prestige class.
Weapon and Armor Proficiency
Sisters of Rapture gain no proficiency in any
weapons or armor.
Divine Health
A Sister of Rapture is immune to all
diseases. In addition, the Sister of Rapture
gains the ability to control her fertility. Her
17 / 33
Special
Divine Health, Distracting Beauty
Force Training, Kiss of Power 1
Bonus Feat, Love‘s Blessing
Kiss of Power 2
Sisterhood
Bonus Feat, Love‘s Blessing
Kiss of Power 3
Motherhood
Bonus Feat, Love‘s Blessing
Kiss of Power 4
Defense
Bonus
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Reputation
Bonus
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
reproductive system functions as normal, but she
produces no fertile eggs unless she so desires, thus
nullifying the risk of unwanted pregnancy.
Distracting Beauty
The Sisters of Rapture are generally women of
incredible beauty who know how to wield their
comeliness like a shield in combat. Enemies often find
it difficult to concentrate on the battle when faced with
such exquisite examples of womanhood.
Therefore, the Sister of Rapture gains a bonus to
their Defense equal to their Charisma modifier. This
bonus is ties to their attunement to the Force, so it
works even against creatures that would not normally
be sexually attracted to humanoid females (including
creatures generally immune to mind-affecting powers
such as droids). The bonus is available only if the
Sister of Rapture is nude or scantily clad, so wearing
armor or overly concealing clothing negates the bonus.
Kisses of Power
The kisses of the Sisters of Rapture are
widely known for their nearly irresistible
and often deadly effects. At 2nd, 4th, 7th
and 10th levels, the Sister of Rapture
may pick from one of the Kisses of
Power listed below. Thereafter, they
have access to that Kiss of Power
and any previous Kisses
they already have.
Using a Kiss of
Power against an
unwilling
target
requires a successful
grapple check. If that grapple
check fails, the intended Kiss
is lost for that day. Each Kiss
may be used only once per day
and against only corporeal, living
creatures.
Kiss of Power 1:

Good
Morning Kiss: This Kiss instantly


wakes a sleeping person – regardless of the
sleep being normal or induced. This Kiss also
instantly cures hangovers. Time: Full-Round
Action. Vitality Cost: 1.
Burning Kiss: This Kiss inflicts (1d4 + 1 /
Sister of Rapture level) of vitality (only)
damage, Fort save (DC 11 + Sister of
Rapture‘s Charisma modifier) for half
damage. Time: Full-Round Action. Vitality
Cost: 1.
Kiss of Sweet Dreams: The target of the Kiss
must make a Will save (DC 11 + Charisma
modifier) or fall into a coma-like sleep. While
asleep, the victim experiences pleasurable,
erotic dreams. Slapping or wounding awakens
an affected creature, but normal noise does
not. Sleeping creatures are helpless.
Awakening the creature is a standard action.
This Kiss has no effect on a normally
sleeping target. Time: Full-Round Action.
Vitality Cost: 1.
Kiss of Power 2:

Kiss of Curses: This Kiss places a sexual
curse on the victim. The recipient must make
a Will save (DC 13 + Charisma modifier) or
be afflicted with one of the following random
sexual curses. The curse lasts for one month
per level of the sister of rapture. The Sister
bestowing the curse can never determine
which curse the victim will receive. Time:
Full-Round Action. Vitality Cost: 2.
1. Emotional Instability: The victim suffers
from extreme and seemingly random
mood swings, ranging from extreme
euphoria to deep depression to total
apathy. The GM determines the specific
moods and their triggers.
2. Aberrant Sexuality: Victim suffers from
a common aberrant sexuality - such as
pedophilia, necrophilia, sadomasochism,
nymphomania or exhibitionism - chosen
by the GM. The curse does not force the
victim to take any action, but it does
make the aberrant urges seem extremely
desirable. At GM‘s discretion, the
affected person must make a Will save,
DC (5 + 1/day since receiving the curse
or last acting on it), in order to ignore the
unnatural urges.
3. Sexual Inadequacy: The victim becomes
incapable of physical sexual arousal. As
a result, he or she loses one point of
Charisma per month until the curse is
removed. As his or her Charisma
decreases, he or she loses selfconfidence and grows deeply depressed.
A victim might seriously contemplate
suicide in the latter stages of affliction.
4. GM‘s option (these or any).

Kiss of Exhaustion: The target of this Kiss
must make a Fort save (DC 13 + Charisma
18 / 33
modifier) or become exhausted. Time: FullRound Action. Vitality Cost: 2.
Kiss of Power 3:

Kiss of the Mistress: The sister must make
an Affect Mind check in order to determine
the Will saving throw DC of the kiss. If the
recipient of this kiss fails his save, he acts as
a contact (see page 286 of the Revised Core
Rulebook) for a number of hours equal to
twice the Sister of Rapture levels of the one
who bestowed the Kiss. Time: Full-Round
Action. Vitality Cost: 3.

Stolen Kiss [Dark Side]: The sister must
make an opposed Drain Knowledge check
against the victim‘s Will save. If the victim is
unsuccessful, he takes 1d4 Intelligence,
Wisdom or Charisma damage (Kisser‘s
choice). Time: Attack Action. Vitality Cost: 3.
Kiss of Power 4:

Agony’s Kiss: The sister must make a Force
Strike check in order to determine the reflex
save DC. If the victim is unsuccessful, the
kiss deals 1d4 vitality damage per Sister of
Rapture level (maximum 5d4). A successful
save indicates that the victim pulled himself
away from her before taking the full brunt of
her attack. He only takes half damage. Using
this power against a living target gives the
character a Dark Side point. Time: FullRound Action. Vitality Cost: 4.

Inspiration’s Kiss: The sister can inspire an
intelligent creature kissed to perform deeds
beyond his normal capacity, granting 1d4
Force bonus to a single ability score chosen
by the sister. This bonus lasts for 10 minutes
per Sister of Rapture level. Vitality Cost: 4.
Kiss of Power 5:

Kiss of Life [Light Side]: Through this kiss,
a sister can transfer wound damage from the
person kissed to her. This transfer happens at
a 1:1 ratio; however, she can transfer no more
damage than her total level in her force-using
classes. The Sister can only use this ability
once per day. Time: Full-Round Action.
Vitality Cost: 1 per 2 wounds transferred.

Kiss of Ecstasy: By kissing her target, the
sister transfers the sensation of the ultimate
orgasmic experience to her target. If the
recipient of this kiss does not make a
successful Fort save (DC 15 + Charisma
modifier) he is knocked out. Every additional
round spent kissing increases the DC by 2 and
costs an additional point of vitality
(maximum of 4 extra rounds). A victim who
makes a successful save experiences an
orgasm, causing him to be stunned for 1
round. Time: Full-Round Action. Vitality
Cost: 6-10.
Bonus Feats
At 3rd, 6th and 9th level, the Sister of Rapture gets
a bonus feat. The feat must be selected from the
following list, and the Rapturous must meet all the
prerequisites of the feat to select it. (An * indicates a
new feat found in the Feats Chapter of this book.)
Exotic Weapon Proficiency; Armor Proficiency
(light); Alertness, Attuned; Charmed I‘m Sure*,
Cosmopolitan; Cure Disease; Cure Poison; Healing
Caress*; Improved Distracting Beauty*; Pillow Talk*;
Trustworthy.
Love’s Blessing
The goddesses to whom the Sister of Rapture has
pledged their lives reward their servants with certain
blessings. At 3rd, 6th and 9th levels, the Sister of
Rapture receives a blessing of her choice, as
determined by her trinity aspect. These gifts are usable
at will unless otherwise noted.
Romance

Matchmaker: (Affects two sexually aware,
emotionally inclined people.) Both people
fall madly in love with one another unless at
least one of them makes a Will save, DC (10
+ Charisma modifier).

Beauty Sleep: Natural vitality and wound
recovery is increased by the sister or
rapture‘s Charisma.

Lying Eyes: Receive a +2 competence bonus
to Sense Motive, two times per day.
Motherhood

Kiss of Protection: Add a resistance bonus
equal to (1/2 character‘s Sister of Rapture
level) to another character‘s next saving
throw. The Sister of Rapture must kiss the
person in order to bestow the bonus.

Mother’s Luck: Once per day, reroll any one
roll. The result of the second roll applies
even if it is worse.
Passion

Charming Visage: The sister of rapture‘s
Charisma score increases by 1 permanently.
This reflects her efforts to further enhance
her appearance and seduction skills.

Comforts of Home: Remain comfortable
while in the company of friendly members

of same sexual orientation, suffering no ill
effects of extreme conditions regardless of
the environment or weather.
Righteous Rage: The sister of rapture gains
the Wookie Rage ability.
Sisterhood
At 5th level, the Rapturous has completed her
apprenticeship. She is freed from the service of her
Patron Mother and expected to go out into the world to
make her own life in the service of her goddess. The
ceremony that marks this occasion is a carefully
guarded secret shared only with members of the
Sisterhood. The result of this ceremony, however, is
very apparent, as the inductee ceases to age, retaining
the beauty and benefits of youth throughout her life.
She can never suffer additional age-related penalties
(or benefit from age-related bonuses) after reaching
this level. When her time comes - barring accident or
violence - the Sister of Rapture simply dies in her
sleep looking as radiant in death as she did in life.
Also a Sister of Rapture‘s corpse never suffers the
ravages of decomposition.
Motherhood
At 8th level, the Sister of Rapture is eligible to
become a Patron Mother, taking on a young girl as an
apprentice. In so doing, the Sister of Rapture gains the
ability to attract a retinue of followers whose total
levels equal her Reputation bonus. (A Sister of
Rapture with a Reputation bonus of +4, for instance,
can have four 1st-level followers, a single 4th-level
cohort or any combination of cohorts whose levels add
up to four.) If the Rapturous chooses to take an
apprentice at this level, however, she forgoes the
ability to retain a cohort and may only attract
followers of first level. In either case, these followers
may represent the Sister‘s personal assistants, young
acolytes of her faith or simply a circle of close friends.
Not all Rapturous become Patron Mothers. Many are
content to remain Honored Sisters, serving their
various sects in the same capacity as they have since
the end of their apprenticeships (see Chapter Four).
Sisters who do not choose the path of the Patron
Mother often retain the services of a loyal assistant or
bodyguard cohort. The option to attract any follower,
cohort or apprentice is voluntary. Inform your GM if
you want your character to begin attracting followers
via this ability.
DARK SIDE TEMPTRESS
Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3
Fort
Save
+0
+0
+1
+1
+1
19 / 33
Ref
Save
+1
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
Special
Dark Charm
Improved Drain Knowledge
Empathic Field
Greater Drain Knowledge
Thrall
Defense
Bonus
+1
+2
+2
+2
+3
Reputation
Bonus
+0
+1
+1
+2
+2
Dark Side Temptress
Dark Side Temptresses usually hail from the fallen
of the Sisters of Rapture, although, some women from
other traditions find their way into this class as well.
Dark Side Temptresses use their Force-enhanced
wiles to become the force behind those in power, often
making puppets of those they seek to gain power from.
Requirements
To qualify to become a Dark Side Temptress, a character
must fulfill the following criteria.
Base Will Save: +4.
Skills: Affect Mind 4, Drain Knowledge 4, Entertain
(sexual techniques) 8 ranks or Profession (prostitute) 8 ranks.
Feats: Force-Sensitive, Alter, Sense.
DSP: 4.
your good favor. The subject of this ability won‘t
realize later that what he did was unreasonable.
This ability requires physical contact in order to
function. If it is delivered with a kiss, then the DC is
increased by 3. If activated through intercourse, a +2
synergy bonus may be applied since the Dark Side
Temptress has at least 5 ranks in entertain (sexual
techniques).
This ability may be maintained on a maximum
number of victims equal to her Wisdom modifier. She
may maintain this effect indefinitely, as long as she
continues to pay the maintenance cost. Note that
turning the victim against close friends allows him to
make a new will save to break her control, with a
cumulative +1 bonus to his save for each time he
makes this save. Turning the victim against a loved
one confers a +4 circumstance bonus to the will save.
Vitality Point Cost: 6 (Charm) plus 3 per victim
per day to maintain the effect.
Improved Drain Knowledge: The Dark
Side Temptress has become so adept at using
this ability, that she can reduce the time to
use this skill from 5 minutes to a full-round
action by delivering it through a kiss.
If successful, she not only gains the use
of desired knowledge skill, but also gains
access to half of the victim‘s ranks in that skill
(rounded down).
Game Rule Information
The Sister of Rapture gains 1d6 vitality
points per level. The character‘s
Constitution modifier applies.
Class Skills
The Sister of Rapture‘s class skills, and
the key ability for each skill, are as follows:
Bluff (Cha), Computer Use (Int),
Craft* (Int),
Diplomacy (Cha),
Entertain (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information
(Cha), Intimidate (Cha), Knowledge*
(Int), Listen (Wis), Profession (Wis),
Read/Write Language (none), Sense
Motive (Wis), Speak Language (none), Spot
(Wis).
* This skill actually encompasses a
number of unrelated skills. Each time this
skill is learned, a specific category must also be
chosen. Examples include Craft (tools), Knowledge
(streetwise), and Profession (gambler).
Skill Points at Each Level: 8 + Int modifier.
Class Features
All of the following features pertain to the Dark
Side Temptress prestige class.
Dark Charm: The Dark Side Temptress‘s skill
with Affect Mind is increased beyond its normal
parameters, allowing the temptress to add her levels in
this class to the DC of her Affect Mind Force skill.
In addition, she gains the following function with
her Affect Mind skill:
Charm: The target of this ability, makes a sentient
(3 Intelligence or higher) addicted to your favor. You
do not control the charmed person as if her were an
automaton, but he perceives your words and actions in
the most favorable way. The target is so enamored
with you that he will perform potentially life
threatening (but not suicidal) actions in order to keep
20 / 33
Empathic Field: The temptress has
learned how to maintain a low level empathic
field at all times, inspiring desire in all sentient
beings who would normally find her attractive
within 10 meters of her. This allows the dark
side temptress to add her level in this class (as
a force bonus) to all of her charisma-based
skills.
she
in
Greater Drain Knowledge: The
temptress‘s proficiency at using Drain
knowledge increases to the point that
now receives all of the victim‘s ranks
the acquired knowledge skill.
Thrall: The temptress may select one charmed
servant to become her thrall. During intercourse with
the servant, she may form a permanent parasitic Force
bond with her servant. The servant may immediately
make a Will save to break the charm and resist the
bonding (as per the Dark Charm ability).
If the save is successful, then the dark side
temptress receives a psychic backlash, inflicting 1d6
points of vitality damage for every 4 levels of the
victim. The charm is broken and may never again be
re-established.
If the save is failed, the dark side temptress must
permanently expend a number of vitality points equal
to ½ of the servant‘s character level (round down).
The Thrall template is then applied to the victim. Only
the severing of the temptress from the force or by
killing her can this effect be removed.
Equipment
Force Artifacts
Force artifacts are items (largely crystals) that
store Force energies in specific patterns creating very
specific effects. Force feats, skills and modifiers can
be imbued into an artifact.
If someone attempts to sell a Force artifact,
guidelines are provided to determine the cost of
creation and trade value (in credits).
Trade Value
Imbedded Force Skill: Number of skills x 2000
Static Bonus: Number of ranks invested x 200
User’s Bonus: 2000
These are Force skills that are stored within the
artifact. They may provide extra uses of the skill per
day at no VP cost to the user and may either rely on
the user‘s rank in that skill to determine its level of
effect or have a static skill bonus embedded within it.
If a static bonus is invested into it, the creator
cannot invest more ranks than he has in the Force skill.
Only raw ranks can be invested into the artifact.
Force Skill Modifier: Bonus x Number of skills
affected x 200
This ability grants a bonus or penalty to selected
abilities. If the modifier applies to all force skills then
the number of skills affected is 25.
Imbedded Force Feat: Number of Feats
squared x 2000
Feats invested into an artifact become available
for use when the usage conditions are met. This grants
the user the ability to access the benefits of the feat as
well as allowing him to use the feat to qualify for
Force skills, feats and classes that he normally would
not qualify for. The user loses access to any selected
classes, feats or skills the character may have invested
into during any period where the activation conditions
are not met.
Creation Cost
In order to create an artifact, the crafter must
spend credits for the raw materials and invest a
number of experience points equal to 1/25th of the
trade value. The crafter cannot invest the experience if
it will reduce his level. The act of successfully
creating a Force artifact earns a Force Point. If the
artifact is a dark side artifact then it counts as a
moderate transgression.
Dark Side Artifacts
Atrusain Force Access Crystal
Anthony K. Harvey & Joseph Montero
Cost: 2,000 / 8,000 / 18,000 / 32,000
Availability: Rare
21 / 33
Lord Desaan once traveled to the Valley of the
Jedi to create his Shadowtroopers by infusing the
Force into Artusian crystals and using them on
Imperial stormtroopers.
The weakest of these crystals grant the ForceSensitive feat to any non-force-user it comes into
contact with. Other versions may grant the ForceSensitive feat and up to three of the following feats:
Alter, Control, and/or Sense. See Imbedded force feat
above for full details on the ramifications of these
virtual feats.
The Helmet of Saalo Morn
The Crypt of Saalo Morn, page 5
Cost: 25,000
Availability: Unique
The hero who dons the helmet discovers that it
enhances his Force abilities, adding a +5 Force bonus
to all Force skill checks and Force-related saving
throws.
However, the hero wearing the helmet is also
subject to a possession attack by Saalo Morn. Anyone
wearing the helmet must make a Will save (DC 8).
(See the entry for Dark Side Spirits in The Dark Side
Sourcebook.) Unlike ordinary dark side spirit
possession, though, Saalo Morn can try again once
each minute for as long as the character wears the
helmet.
Sith Focusing Chamber
www.geocities.com/dark_holocron
Cost: 150,000
Availability: Rare
During the Sith Empire, huge caverns were used
for simple reason of constructing one of these. A
focusing chamber generally resembles a tall, sleek
cylinder with a crystalline chamber at the top.
Generally, Sith Lords would protect the chamber
by making it only accessible through flying. Chambers
require a DC 30 alchemy check to be built and would
take a Sith Lord three years to build, but the time of
construction can be reduced by half with slaves or
workers, and even more so by up to 4 other Sith Lords
helping in the alchemy part. The construction time is
divided by total number of Sith Lords participating it
the chamber‘s construction. However, it is more than
worth the time.
All of a Sith Lord's Force skill checks are
enhanced by his level in Sith Lord while in the
chamber. So powerful that extended time using the
chamber can cause in exhaustion or death. Every half
hour spent in the chamber gives the Sith Lord a Force
Overload Point. For each overload Point he accrues,
he must make a Fortitude saving throw to avoid taking
1d4 points of Constitution damage. The DC of this
save is equal to 10 plus his current Force Overload
Point total. If his Constitution drops to 0 or lower, he
dies from over exposure to its dark energies.
Each Overload point gained adds an additional +1
to all of his Force skill checks. These points dissipate
at the rate of one point every hour.
Sith Meditation Chamber
www.geocities.com/dark_holocron
Cost: 40,400
Availability: Rare
In ancient times, the Sith created the meditation
chamber to both recover quickly from battle, and to
increase their general power. A meditation chamber is
custom built by each Sith, with alchemical properties
used in the construction. The chamber grants them a
+6 enhancement bonus to all control and sense Force
skills, and also allows them to heal and recover as if
he was wearing a Sith Healing Talisman. As each
meditation chamber is unique, the composition varies,
and the effects are not as great if another Sith uses it.
In fact, any user other then the person it is designed
for only receives half of its benefits. The basic plans
for a Meditation Camber can be found in a Sith
Holocron.
Sith Lords have been known to put a spell on a pair of
talismans, and separate them, so when the two finally
meet again, interesting things happen.
The bearer of this talisman may invoke the power
of this talisman as a free action, gaining a +5 to all
Force skills used during the round. On the following
round, the talisman drains the user‘s energy quickly,
gaining a negative level for the next 24 hours, which is
why it is rarely used in personal combat.
Sith Talismans must be against the body, such as
encrusted in a glove normally, sometimes simply
grasped in the hand, or on a necklace. It cannot be on
an object your holding or possess, such as, it will not
boost your power if it's on a sword, or even a ship.
Below is an example of the glove encrusted with a
talisman that Exar Kun possessed.
Sith Soul Gem
www.geocities.com/dark_holocron
Cost: 2,000
Availability: Rare
Also known as soulsnares, these ancient
artifacts are round, clear
objects, capable of
capturing a single spirit
of a dead Force User
inside it, much like a
Sith Holocron. These
spirits
cannot
be
released unless the gem
is destroyed. (Long ago, Sith Magicians were able to
both reduce the size of a Soul Gem, and combine both
the Soul Gem and the Sith Amulet. This technique is
difficult today.)
In order to capture a spirit, the wielder of the soul
gem must make an opposed Transfer Essence check
against the spirit‘s Will saving throw. If he succeeds
then the spirit is trapped and can be used to enhance
his power when incorporated into a talisman. This act
is a major dark side transgression.
Luke Skywalker found a group of these on the
planet Garn, each holding the spirit of a Jedi Knight.
Here also encountered the Sith Lord Rur. Rur had
attached himself to a computer to survive, but lost
track of time. When Luke told him it had been
thousands of years, the computer overloaded, and the
whole temple he was located in exploded, effectively
releasing the spirits.
Sith Talisman, Concentration
www.geocities.com/dark_holocron
Cost: 25,000
Availability: Rare
Although talismans and amulets are basically the
same thing, a concentration talisman is commonly
called a talisman. Made from the dark side and Sith
magic, talismans were created by Sith Lords to
increase their abilities. Usually created in pairs, the
22 / 33
Sith Talisman, Ensnarement
www.geocities.com/dark_holocron
Cost: 25,000
Availability: Rare
The bearer of this talisman may invoke the power
of this talisman as a free action, gaining a +5 to all
Force skills used during the round. On the following
round, the talisman forces the user to make a Will save
against a DC equal to the result of the enhanced Force
skill‘s check to avoid gaining 1d4 Dark Side Points.
After the fall of the Sith Empire, these sinister
devices seduced many Jedi archaeologists who used
them without realizing the consequences.
Sith Talisman, Force Mask
www.geocities.com/dark_holocron
Cost: 4,000
Availability: Rare
A Force-user sends out ripples in the Force, and
when others tap into the Force they are able to locate
the person through these ripples. This talisman stops
these ripples from being distributed, allowing one to
be undetected in the Force.
When worn, this talisman constantly shrouds the
user in the effect of the Force Stealth skill as if he took
10 on the roll and had an amount of ranks equal to his
current Dark Side Points.
If the user wishes he may replace his own ranks in
Force Stealth with the current of his Dark Side Points.
Sith Talisman, Healing
www.geocities.com/dark_holocron
Cost: 10,400
Availability: Rare
These devices were used to increase the healing
process. While in contact with this talisman, the user
recovers VP and WP at double the normal rate,
recovering VP every half hour instead of every hour
and healing WP every 12 hours instead of every day.
The type of wound and time it takes to heal are as
follows.
If the wearer of this talisman is reduced to
negative WP, she automatically stabilizes. If brought
to -10 WP or lower, she may make a fortitude save
with a DC equal to the absolute value of her current
Wound Points to immediately stabilize at -9 WP.
Grazes and cuts heal within a minutes time while
broken bones are mended within 15 minutes if set
properly.
The Talisman grants a constant +4 enhancement
bonus to Heal Self checks. Once per day, this talisman
may be used to add a +8 enhancement bonus to a Heal
Another check.
Sith Talisman, Shield
Dark Side Sourcebook, page 67
Cost: 4,000
Availability: Rare
This talisman provides the wearer with defense
against blaster bolts, lightsaber blades and even the
force itself. Whenever the wearer would suffer
damage form energy weapons or Force-based attacks,
he can attempt a Will saving throw to negate the
amount of damage equal to his current number of
Dark Side Points. The DC for the save is 10 (for
energy attacks such as blasters and ion guns), 15 (for
Force Powers such as Force Grip or Force Lightning),
or 20 (for lightsabers).
For every 3 points of damage negated in this
fashion, the talisman‘s wearer gains 1 temporary
vitality point. This amount of vitality gained is
calculated per attack; fractions are lost, not carried
over to the next attack. The gain of these vitality
points may not increase the wearer‘s total beyond his
maximum.
Light Side Artifacts
Meditation Focus Gem
Ed Gruenwald
Cost: 25,000
23 / 33
Availability: Unique
This artifact was created long ago by an unknown
species and sealed into a temple to protect it from
those who would covet its abilities.
Any Force-user who meditates with this crystal
receives one additional use of farseeing per week.
If the user maintains contact with the gem while
using the farseeing or telepathy Force skills, he
receives a +5 enhancement bonus to the check. All
other sense skills receive a +2 bonus to his skill
checks.
Lightsabers
Lightsabers can be customized by anyone with the
craft (Lightsaber) skill. A lightsaber can have two
customizations and no personalizations. The bonus
given for a self-crafted light saber does not count as a
personalization for the purposes of this document.
Lightsaber specific customizations are covered
here while non-lightsaber specific customizations are
covered on page 5 of the Arms and Equipment Guide.
Adegan Crystals
Adegan crystals were used in ancient times to
build lightsabers. These crystals, found primarily in
the Ruusan, spontaneously emit powerful bursts of
Base Weapon
Double-Bladed Lightsaber
Dual-Phase Lightsaber
Great Lightsaber
Lightsaber
Miniature Lightsaber
Short Lightsaber
Training Lightsaber
Cost
7,000
6,000
5,200
3,000
3,000
3,000
1,500
DC
20
25
20
20
30
20
20
Dam age Critical Weight Size
2d8/2d8 19-20
2 kg. M
2d8
19-20
1.2 kg. M/L
2d8
19-20
1.8 kg. L
2d8
19-20
1 kg. M
2d4
19-20
0.5 Kg. T
2d6
19-20
0.8 kg. S
2d8
19-20
1 kg. M
light and energy when resonant energy frequencies
pass through them; although, other crystals can be
used.
Before the Battle of Ruusan, Jedi had access to
that world's crystal deposits and crystals of every
known hue. With the detonation of the Sith thought
bomb, Ruusan crystals became unavailable. During
the height of the Jedi Order, through the Rise of the
Empire era, and until the end of the Rebellion era, Jedi
could only use crystals retrieved from the caves on
Ilum. As a result, the blades of their weapons were
always either blue or green - the only colors those
crystals could produce. Throughout the reign of the
Emperor, the few Jedi who survived has to rely on
handed-down lightsabers or crystals liberated from
Imperial-held worlds.
By the time Luke Skywalker revived the Jedi
Order at his Jedi academy on Yavin 4, the Empire was
gone. Long-forgotten sources of crystals opened up
again. Skywalker even revived the ancient Jedi
tradition of imbuing commonly available crystals with
force energies and using them in lightsabers. His
students, following this procedure, crafted their
lightsabers in a wide variety of colors.

Cyan









Blue
Green
Yellow
Orange
Red
Indigo
Violet
White
Black
The lightsaber blades used by darksiders vary
widely in color, presumable because they have access
to other sources of crystals than Jedi do. Sith
lightsaber blades are almost always red, however. The
Sith apparently had a large supply of the crystals that
produce red blades, and their dark natures favored
blades the color of blood.
Traditional Sith techniques for creating synthetic
crystals usually requires the use of metallic crucibles
and ovens. The ferrous nature of the material used to
create these items typically provides a very high
ferrous or chromium content in the resulting stone
causing the coloration to be some variant of red.

Synthetic A: Light Red

Synthetic B: Medium Red

Synthetic C: Deep Red
It is possible to use synthetic non-metallic
implements for this process and the coloration could
be controlled by the introduction of any number of
other elemental ―contaminants‖. It is also possible to
get a true colorless crystal in this manner providing a
nearly invisible lightsaber blade (Force Alchemy DC:
30).
The natural flaws within a stone and the efficiency
of the power being passed through it generate the
signature hum of a lightsaber. The ancient Jedi and
Sith found a similar solution to this problem, a
harmonic filter crystal that neutralizes the ―noise‖
from the primary crystal. This process was difficult at
best and required an extremely well matched pair of
crystals. If they were mismatched the resonant
feedback could shatter both crystals (Craft [Lightsaber]
DC: 30).
The different Adegan crystals are used as the
lightsaber crystal you imbue with the Force during
construction (see page 175 of the revised Star Wars
Role-playing Game book for details).
A typical lightsaber (2d8 points of damage) is
built with a crystal called mephite.
There are several weaker crystals that don't
channel and focus energy quite as well, adding a
penalty to all damage rolls:

Kathracite
+1 Attack
-3 Damage

Relacite
+1 Attack
-2 Damage

Danite
+1 Attack
-1 Damage

Mephite
+1 Attack
+0 Damage

Pontite
+1 Attack
+1 Damage
Needless to say, Jedi don't like to use the weaker
crystals when building a normal lightsaber. However,
24 / 33
these crystals are acceptable when building a training
lightsaber (page 54 of the Power of the Jedi
Sourcebook). The lower power requirements and more
diffuse blade of a training lightsaber mean that even
kathracite can be used without imposing a penalty to
its already low damage. Also, it's not uncommon for a
low-level Padawan to be given a lightsaber with a
weaker crystal to use until he crafts his own, at which
point he seeks out a better crystal.
The damage bonus or penalty from Adegan
crystals stacks with any weapon modifications (page 5
of the Arms & Equipment Guide) or mastercraft
bonuses (such as from the Tech Specialist class or Jedi
Artisan prestige class).
The biggest problem with Adegan crystals is their
rarity. Kathracite is the most common, followed by
relacite, danite, mephite, and finally pontite, which is
almost impossible to find. (In other words, the GM has
absolute control over when and if better crystals are
found; discovering a suitable pontite crystal is worthy
of at least an adventure or two in itself.)
Searching for Crystals
Jedi Counseling 75
The first step is that the PC must know where to
look for lightsaber crystals. Thus, the PC should make
a Knowledge (Jedi lore) check to see if he knows of a
good place to conduct his search (see Table 1). Like
any Knowledge check, you can take 10 but you can't
take 20, and you can't retry until you gain at least one
more rank in Knowledge (Jedi lore). Optionally, you
may skip this step if the PC's Jedi master takes him to
a specific location, such as the sanctuary on Ilum (an
"exceptional" site prior to its destruction during the
Clone Wars).
Table 1: Find a Suitable Search Site
Jedi Lore
Check
Site Found
9 or less
10-14
15-19
20 or more
No suitable site found.
Marginal site found: Add +10 to See
Force check DC (Table 2)
Acceptable site found: Add +5 to
See Force check DC (Table 2)
Exceptional site found: Use listed
See Force check DC (Table 2)
Modifiers:



Add a +5 equipment bonus to your
Knowledge (Jedi lore) check if you spend one
day studying the archives of the Jedi Temple
immediately before you make the check.
(This does not stack with the bonus from a
datapad, if applicable.)
Add +10 to the DC during the reign of the
Empire. Palpatine actively suppressed
information related to the Jedi order.
Add +5 to the DC during the New Republic
era. Although the Empire could no longer
actively suppress this information, Luke
Skywalker and the earliest members of the
New Jedi Order had only just begun to
reconstruct the lost knowledge.
Next, the PC has to travel to the appropriate world
(Ilum, Ossus in the Adegan system, and so on) and
then conduct the actual search itself. Given the fact
that the best lightsaber crystals are those that naturally
resonate in the Force, this search is resolved with a
See Force check (see Table 2). Each check represents
about one day of searching and requires the
expenditure of 15 Vitality Points. You can take 10 on
this check, but you can't take 20. However, you may
retry as many times as you wish.
Table 2: Searching for Crystals
See Force Adegan Crystal (or
Check
Equivalent) Found
9 or less
None
14-Oct
Kathracite (-3 damage)
15-19
Relacite (-2 damage)
20-24
Danite (-1 damage)
25-29
Mephite (+0 damage)
30 or more
Pontite (+1 damage)
Modifiers:

Subtract –5 from the DC for a short
lightsaber's crystal. These require smaller
crystals that are somewhat easier to find.

Add +5 to the DC for a great lightsaber's
crystal (or the second crystal for a dual-phase
lightsaber). It's slightly harder to find crystals
that are ideal for focusing the longer blade.

Add +10 to the DC for a "heavy lightsaber"
crystal (Large, 2d10 damage, 1.8 kg,
otherwise the same as a normal lightsaber).
These are much larger and extremely rare.
Note: These modifiers should also be applied to
the Craft (lightsaber) DC when creating synthetic
lightsaber crystals for non-standard lightsabers.
Creating Synthetic Crystals
Jedi Counseling 69
While the Jedi prefer natural crystals, only found
in a few places such as the Adegan system or on Ilum,
the Sith usually use synthetic crystals in their
lightsabers. Crystals found on Ilum are almost always
blue or green, whereas crystals from the Adegan
system (and a handful of other locations) are more
varied in color (for example, Mace Windu's purple
crystal was not found on Ilum). The synthetic crystals
used by the Sith are usually blood-red. The Jedi
sanctuary on Ilum was destroyed during the Clone
Wars. Thus, by the time of The New Jedi Order,
lightsaber crystals are found in varied locations and
tend to vary more in color than those of the old Jedi
Order.
25 / 33
A synthetic crystal can be created with a Craft
(lightsaber) check, with the DC and materials cost
determined by the type of synthetic crystal constructed:
Crystal
Kathracite
Relacite
Danite
Mephite
Pontite
DC
5
10
15
20
25
Cost
100 credits
200 credits
300 credits
400 credits
500 credits
This Craft check is separate from the one
necessary to actually build the lightsaber. Synthetic
crystals are not as pure as natural crystals, applying a
–1 penalty to the lightsaber's normal damage. For
example, a synthetic pontite lightsaber deals 2d8
points of damage, and a synthetic mephite lightsaber
deals 2d8–1 points of damage.
Alternative Crystals
During the days of the Old Republic, Jedi
experiment with different kinds of crystals as key
components to their Iightsabers. In later years the Jedi
use crystals from the caves at Ilum because of their
stability and their connection to the Force. However,
during the tumultuous period following the Great Sith
War, Jedi and Sith alike experiment with different
kinds of lightsaber crystals.
Jedi heroes can use alternate crystals in the
construction of their lightsaber, gaining certain
benefits, depending on the crystal. However, a Jedi
using an alternate lightsaber crystal instead of a
standard lightsaber crystal does not gain the usual +1
bonus on attack rolls for a personally constructed
lightsaber. Essentially, the new benefit of the alternate
crystal replaces the normal +1 bonus on attack rolls.
Lightsaber construction is handled as normal, even
with an alternate crystal, though any crystal that
provides any kind of Force bonus does so only for the
person building the lightsaber. Alternate lightsaber
crystals are rare, and finding one could be the focus of
a small adventure or even a special prize for a Jedi
character completing a difficult quest. These crystals
are not for sale on any market, and have no purchase
value. Only Jedi who specifically seek out or earn
them can use one of these crystals for lightsaber
construction.
Bondar
Bondar crystals convert the energy of a lightsaber
blade into a different form of energy. A lightsaber
constructed with a bondar crystal becomes a training
lightsaber in all respects.
Firkraan/Luxum
Like the bondar crystal, a firkraan crystal absorbs
the energy that creates a lightsaber blade and converts
it into a different kind of energy, altering the effect of
using the weapon. A lightsaber constructed with a
firkraan crystal deals ion damage instead of normal
damage, making lightsabers constructed with firkraan
crystals more effective against droid enemies. Luxum
crystals also have the same effect.
Jenraux
Like the solari crystal (described below) the
jenraux crystal widens the blade of a lightsaber.
Unlike the solari crystal, it also causes the blade to
absorb kinetic energy, making it exceptionally
effective at defending against incoming melee attacks.
A lightsaber constructed with a jenraux crystal grants
its user a +2 Force bonus to block an incoming melee
attack with the Block class ability.
Opila
The opila crystal increases the destructive power
of the lightsaber against weak or unprotected targets,
though it does little to allow the blade past most
defenses. A lightsaber constructed with an opila
crystal deals +' die of damage on a critical hit (this die
of damage is added after damage is multiplied for the
critical hit).
Phond
A phond crystal reduces the cutting power of the
lightsaber blade but solidifies the energy beam,
making it more effective at battering down an
opponent's energy shield. A lightsaber constructed
with a phond crystal deals an extra die of damage
against a target with active shields.
Rubat/Eralam/Upari
The rubat crystal causes the energy frequency of a
lightsaber blade to fluctuate slightly, allowing the
weapon to have a greater potential for damage. Once
per encounter, a lightsaber constructed with a rubat
crystal allows the wielder to reroll one damage roll
made with the lightsaber, keeping the better result.
Eralam and upari crystals also have the same effect.
Sigil/Daminia/Nextor/Sa Pith
A sigil crystal focuses the energy of a lightsaber
blade with incredible efficiency, causing it to have a
more devastating effect on a target. A lightsaber
constructed with a sigil crystal gains a +2 Force bonus
to damage rolls. Other crystal types have the same
effect, including the daminia, nextor, and sa pith
crystals.
Solari
The solari crystal changes the width of a lightsaber
blade, making it easier to intercept blaster bolts and
other incoming ranged attacks. A lightsaber
constructed with a solari crystal grants its user a +2
Force bonus to deflect incoming ranged attacks with
the Deflect (attack or defense) class ability.
26 / 33
Customizations
A lightsaber is such a precise and compact weapon
that customization and personalization are very
difficult. Only two customizations are possible on
these devices. Customizations include additional
hardware and thus impact the balance, size and weight
of the weapon accordingly.
Each customization to the core functionality of the
weapon increases a craft (Lightsaber) roll by an
amount stated in the modification‘s description. Also,
there can only be one modification made to each
section of a lightsaber. Therefore, a lightsaber cannot
be silenced and waterproof because both of them
modify the emitter.
Customizations can be made to an existing
lightsaber with an appropriately difficult craft
(lightsaber) roll. I suggest a DC of 20 plus all DC
modifiers for the pre-existing customizations, if the
lightsaber was constructed by the character making the
modifications.
If the character making the customizations didn‘t
construct the lightsaber, the DC of modifying the
weapon is further increased by 10. Remember that
these weapons are precise and compact so altering
them after they are built provides a very real chance of
ruining them.
The following are some of the known
modifications some Jedi have made to their lightsabers.
Though not an exhaustive list, it certainly offers a
glimpse into what kind of variety could be included in
any of the various forms of lightsaber.
Modification Costs
Modification
DC
Activation Switch
Alchemical Treatment
Call Beacon
Cell Recognition
Concealed Compartment
Filter Crystal, Damind
Filter Crystal, Jenruax
Filter Crystal, Nextor
Filter Crystal, Opilia
Joined Sabers
Pressure Grip
Multi-purpose
Silenced
Spring-Loaded
Stun Baton Function
Training Mode Switch
Translator Unit
Trapped Handle (DC 20)
Trapped Handle (DC 25)
Trapped Handle (DC 30)
Waterproof
varies
+0
+5
+10
+5
+5
+5
+5
+5
+5
+5
varies
+15
+2
+5
+5
+10
+5
+10
+15
+5
Cost
50 x DC
5,000
1,000
1,500
100
750
750
750
750
400 ea
600
by item
2,000
200
500
500
1,100
300
600
1,000
200
Activation Switch
Netguide to Lightsaber Construction
The activation switch comes in a variety of
options. None of them add to the cost of the lightsaber,
but they do increase the difficulty of the Craft
(Lightsaber) check.
This customization does not take up a slot.
Switch
Standard
Double Off
Click
Lock On
Force
Activated
Effect
One click activates, one
click deactivates
One click activates, two
clicks deactivates; this is
so that the lightsaber
does not accidentally
shut off in combat.
DC
Increase
+5 DC
The lightsaber's On/Off
switch can be locked
into the 'On' position and
can't be turned off with
one touch.
+10 DC
The wielder must use
the Force to make a
connection withn the
handle which allows
energy to flow.
+15 DC
Cell Recognition
Netguide to Lightsaber Construction
This device is used as a security / safety feature on
a lightsaber. A small sensor array and recognition chip
is installed in the handle of the lightsaber, which reads
the cell patterns of whoever is holding the weapon. If
the cell patterns do not match that of designated "safe"
users, the weapon's power cells shut down, and any
failsafe devices are activated. Failsafe devices can
range from electrocution to a loud warble to a quiet
beacon, which alerts the owner via comlink that the
weapon is in the hands of an unauthorized bearer.
Cost: 1,500
Craft DC: +10
Section: Handle
Concealed Compartment
Netguide to Lightsaber Construction
Cost: 0 for Standard, 50 for Double Off Click,
100 for Lock On, 150 for Force Activated
Craft DC: +0 for Standard, +5 for Double Off
Click, +10 for Lock On, +15 for Force Activated
Section: Handle
Alchemical Treatment
Dark Side Sourcebook, page 60
Sith alchemists have the ability to alchemically
treat a lightsaber‘s casing in order for them to prevent
other lightsabers from reducing the casing‘s hardness
to 0 (Alchemy DC: 20).
Prerequisite: Sith Sorcery, Alchemy skill check
(DC 20)
Cost: 5,000
Craft DC: +0
Section: Case
Call Beacon
Netguide to Lightsaber Construction
The call beacon is the simplest device to install in
a lightsaber. This device will summon a ship with a
slave circuit like a regular call beacon, only the button
is embedded in the handle of the lightsaber. This
requires an increase of the Craft (lightsaber) check‘s
DC by +5 to make the modifications. The cost for the
call beacon to attach to the lightsaber is roughly 1,000
credits.
Cost: 1,000
Craft DC: +5
27 / 33
Section: Handle
A Jedi may choose to create a hidden
compartment in his lightsaber which can only be
accessed if you know what to look for. The cost is no
more than the cost of the supplies to construct the
handle of the lightsaber; however, the difficulty when
crafting the blade is increased by +5 to DC.
Cost: 100
Craft DC: +5
Location: Handle
Filter Crystals
Jedi Counseling 69
The purpose of the filter crystal is to focus the
intense energy generated from the Adegan crystal and
focus it into a coherent blade.
There are several filter crystals that can be used to
enhance a lightsaber‘s effectiveness. Only one crystal
(or two identical ones for double-bladed lightsabers)
can be installed in between the emitter matrix and the
lens assembly.

Damind adds +1 to attack rolls at the
cost of –1 to damage.

Jenruax might add a +1 bonus to your
deflect (attack) rolls

Nextor increases the threat range of the
lightsaber by 1.

Opila adds +1 to damage at the cost of a
-1 penalty to attack rolls.
Cost: 750
Craft DC: +5
Section: Filter
Joined Sabers
Netguide to Lightsaber Construction
In emulation of their Sith enemies, Jedi sought a
way to combine two lightsabers into a single weapon.
The Jedi variation offered an advantage over the Sith
Double-saber. Joined by a powerful magnetic field,
the sabers could be separated and used as individual
weapons. Jedi Battle masters used joined lightsabers,
also known as Duelist Sabers, with deadly efficiency.
In order for a Jedi to join two lightsabers together,
he must find the following items for each lightsaber:
1.
2.
3.
Magna-lock (200 credits)
Release switch (50 credits)
Power coupler (150 credits)
The two separate weapons are joined together at
the base to make a staff-like weapon. In this
configuration the weapon requires the Exotic Weapon
Proficiency (Double-Bladed Lightsaber) to use
without penalty.
Cost: 400 per lightsaber
Craft DC: +5
Section: But
Spring-Loaded
d20 Future, page 61
Some lightsabers are designed to be concealed
from sight and then quickly drawn into the hand at a
moment‘s notice. The spring-loaded customization
ensures that the lightsaber can remain hidden under
layers of clothes or armor and still be called to action
at any time. The bearer of a weapon with this
customization automatically gains the benefits of the
Quick Draw feat with this weapon only, even if the
lightsaber hidden from sight on the character‘s person.
Cost: 200
Craft DC: +2
Section: Handle
Stun Baton Function
Anthony “Darkon Turas” Harvey
Pressure-Grip
Netguide to Lightsaber Construction
This adapter for the handle of a lightsaber allows
for what is, in essence, a "dead-man" switch on a
lightsaber. The lightsaber activates and deactivates as
normal, but automatically deactivates should the
pressure on the handle of the lightsaber be removed.
This is also a good when combined with the lock-on
switch mentioned above. This pressure sensor itself
runs roughly 600 credits.
Cost: 600
Craft DC: +5
Section: Handle
This customization fits a stun baton emitter to the
end of the lightsaber. As a side effect, the length of the
lightsaber hilt is extended by an additional 10cm,
making it a total of 40cm long. When the lightsaber is
turned off, it can be used as a stun baton (see page
132-133 of the Revised Core Rulebook) without
penalty. However, if it is used in combat while the
blade is ignited the wielder will suffer a -2 penalty to
hit due to the clumsy way in which it must be used.
Cost: 500
Craft DC: +5
Section: But
Training Mode Switch
Anthony “Darkon Turas” Harvey
Multi-purpose
Netguide to Lightsaber Construction
Some Jedi design their lightsabers to have
secondary functions, such as a glowrod, a comlink, or
a syntherope dispenser. In such a case, the cost of
making the modification is merely the cost of the
secondary function plus 50%.
Cost: Varies
Craft DC: Varies
Section: Varies
Silenced
Netguide to Lightsaber Construction
Some Jedi texts from the days of the wars with the
Sith indicate that certain Sith warriors had perfected
the art of effectively silencing a lightsaber blade. By
adjusting the crystals within the blade, and adding a
few special ones to reduce noise, some lightsabers
have been reduced to a nearly noiseless blade, making
only the faintest whisper of a noise when activated.
The cost of obtaining a silencing crystal is 2,000
credits (or more; they are exceedingly rare), and the
difficulty to install is increased +15 to DC.
Prerequisite: Knowledge (Sith Lore) skill check
(DC 25)
Cost: 2,000
Craft DC: +15
Section: Emitter
28 / 33
This feature is typically employed by those who
find themselves frequently training others in lightsaber
swordsmanship. This feature consists of a special
replacement emitter matrix with a dual mode power
regulator. A special knob or button exists on its
exterior, allowing the wielder to turn his lightsaber
into a training lightsaber and back again.
Switching modes requires that the lightsaber is off
at the time to avoid damaging the emitter matrix.
Changing modes takes a move action.
If someone changes modes while the blade is
ignited, the lightsaber must make a Fortitude save
against a 10 DC or suffer 1d4 points of damage. Until
this damage is repaired (DC 15 Craft Lightsaber
check), the lightsaber risks the chance of permanently
failing until it is repaired.
While in its damaged condition, if the wielder
rolls a natural 1 on his attack roll, the lightsaber‘s
damaged emitter matrix fries and the blade fizzles out.
The lightsaber will not be capable of igniting until the
dual-mode emitter matrix is replaced (DC 10 Craft
Lightsaber check).
Cost: 500
Craft DC: +5
Section: Handle
Trapped Handle
Netguide to Lightsaber Construction
Typically reserved for Dark Jedi, some lightsabers
have special traps in their handles to prevent
unauthorized use. The handle may have spikes or
blades, which burst forth from the handle and damage
the user, or electrocute the user instead. Whatever the
trap, they are triggered typically through incorrect cell
recognition (see the Cell Recognizer above), or by a
"dummy" activation switch which triggers the trap.
The cost of this modification is determined by the
disable device DC of the trapped lightsaber. A DC 20
trap costs 300 credits, a DC 25 trap costs 600 credits,
and a DC 30 trap costs 1,000 credits.
Cost: 300 for DC 20, 600 for DC 25, and 1,000
for DC 30
Craft DC: +5 for DC 20, +10 for DC 25, and +15
for DC 30
Section: Handle
Translator Unit
Time Release Hormones
Cost: 400
Weight: 0
These capsules, surgically inserted beneath the
skin, continually release and maintain the body‘s level
of estrogen or testosterone in lieu of medication
hormone replacement therapy. The continual supply of
these sex hormones reduces the body‘s chance of
undergoing a physical loss of libido.
Male Contraceptive Agents
Cost: 10
Weight: 1
Available in both daily-pill and monthly injectable
forms, these drugs have the effect of a temporary
vasectomy. They do not protect against sexually
transmitted diseases.
Netguide to Lightsaber Construction
Drone Implant
A notable Jedi from days long gone made a
particularly odd modification to his lightsaber that
some consulars might find useful: From the early
stages of planning, he designed his lightsaber to
contain a small droid translator unit, as well as a form
of vocabulator with a built-in earpiece for discreet use.
This enabled the Jedi to have a translator with him
wherever he went, right there in his lightsaber which
never left his side, for use in delicate situations
requiring precise translation. The cost of installing this
is roughly 800 for the droid parts, plus another 300 for
the necessary wiring and pieces of the lightsaber.
Cost: 1,100
Craft DC: +10
Section: Handle
Cost: 600
Weight: 0
Attached to the temples, this device interacts with
human brainwaves to remove any and all thoughts,
impulses, and urges of a sexual nature. The wearer
essentially becomes androgynous, with no interest
whatsoever in romance, sex, or procreation. He or she
remains otherwise able to work and function normally.
This is often used in conjunction with sterilization as a
punishment for crimes of a sexual nature.
Waterproof
Anthony “Darkon Turas” Harvey
When constructing a lightsaber, some Jedi
(particularly those at home in a moist environment,
like Mon Calamari) add special waterproofing
modifications to the emitters of their lightsabers in
order to prevent it from shorting out when it is ignited.
This modification will allow the lightsaber to be
ignited and used while underwater.
If a lightsaber without this casing is ignited
underwater, will burn out; although, it can be
recharged fairly quickly. It will instantly shut down
and must be recharged for at least an hour before it
can be used again.
Cost: 200
Craft DC: +5
Section: Emitter
Miscellaneous
These items have been adapted from Sabledrake
Enterprise‘s Naughty & Dice universal supplement to
work within Star Wars.
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Bliss Implant
Cost: 400
Weight: 0
This device takes the form of a long, thin probe
that pierces the skull to reach the pleasure center of the
brain. It can be controlled either by the user or as part
of a remote conditioning program. The experience can
be highly addictive and dangerous; some users will
happily starve to death or die of dehydration while
continually triggering the implant.
Frequency X Generator
Cost: 800
Weight: 5
This harmonic frequency, when sustained, has a
hypnotic and aphrodisiac effect on the human brain. It
causes an instant surge sexual interest as well as a
drop in inhibitions. Any human exposed to Frequency
X may attempt to resist with a Will save, applying a
cumulative -1 circumstance penalty to the save for
every additional round the character is exposed to the
frequency. A repair check is needed to recalibrate it
for another species.

Humanoid: DC 10

Non-humanoid: DC 15

Humanoid, Reptilian: DC 20

Non-Humanoid, Reptilian: DC 25

Plant-based: DC 30
Jolt Collar
Description
Cost: 200
Weight: .5
Popular as behavior control mechanism, this
lockable collar measures galvanic skin response and
the presence of adrenaline and hormones in the blood
stream. It can be programmed to deliver a painful
stunning sensation whenever the wearer experiences
one of the pre-set emotions, such as anger, aggression,
or lust. The wearer must make a fortitude save each
round it is active or be stunned for that round.
Egg Harvester Kit
Cost: 50
Weight: 1.5
This store-bought convenience includes a reliable
ovulation-meter, a collecting capsule no larger than a
diaphragm and as easy to use, and a small cryogenic
unit to freeze and store the eggs for up to a month.
Used in conjunction with fertility drugs, this is an athome way to donate or harvest eggs for later
fertilization and implantation into the mother, a
surrogate, or an artificial womb.
Artificial Womb
Cost: 1,200
Weight: 50
This device is the ultimate in reproductive
technology, a complete gestational chamber capable of
developing and nurturing an embryo to full term. It
requires hookups to electricity and water, and optional
upgrades include pre-natal stimulation such as
selections of music or language.
Galactic Gazetteer
New Evocii
Planet Type: Terrestrial
Climate: Temprate
Terrain:
Atmosphere: Breathable
Gravity: Standard
Diameter:
Length of Day:
Length of Year:
Sentient Species: Evocii, Vaxim
Language: Evocii, Basic
Population:
Species Mix: 70% Vaxim, 30% Evocii
Government:
Major Exports: Raw Materials
Major Imports: Luxury Items, Weapons
System/Star: Evocii/Laga
Planets
Type
Moons
New Evocii
Terrestrial
30 / 33
Description here.
History
History here.
People
People here.
Locations
Locations here.
Thessa
Planet Type: Terrestrial
Climate: Temperate to tropical
Terrain: Forest, mountain, river/lake, ocean
Atmosphere: Breathable
Gravity: Standard
Diameter: 17,500 km
Length of Day: 30 standard hours
Length of Year: 154 standard days
Sentient Species: Human
Language: Basic
Population: 5 million
Species Mix: 95% Human, 5% Other
Government: Matriarchal city-states
Major Exports: Raw Materials
Major Imports: Luxury Items, Weapons
System/Star: Thessian/Thes
Planets
Veranas
Thessa
Nakarta
Ashar
Ashan
Type
Searing Rock
Terrestrial
Terrestrial
Gas giant
Gas giant
Moons
0
2
5
14
9
Description
Thessa is a very warm, lush forested world. Only
the fact that 75% of the planet is covered with water
keeps the temperatures down to a level hospitable for
humans. The air becomes increasingly hot and humid
as one approaches the equatorial regions. Fog covers
the unspoiled equatorial rain forests every morning
and night.
As one approaches the Polar Regions, the air
becomes slightly chilled and the forests become less
and less dense until it becomes light woods. The
forested terrain is broken up by many rivers and lakes,
fed from the mountain ranges that mark the edges of
the large tectonic plates.
Thunderstorms are extremely common and
dangerous as there is a good chance that the lightning
will ignite the oxygen rich atmosphere. The very fact
that oxygen makes up 30% of the atmosphere, has
allowed the local insect population to grow to
unsettling size. Some insect and arachnid species are
known to grow up to 3 meters in length.
History
Over 4,000 years ago, a survey ship discovered
this previously uncharted planet. As they descended
into the atmosphere, a nearby thunder cloud ignited
the oxygen in the area and causing an electro-magnetic
pulse. With their systems fried, they descended with
neither grace nor choice in how they landed.
Many of the crew, but mostly the men, were either
injured or dead after the crash. Finding them stranded
on an uncharted planet with no way to call for help,
the eked out the best existence they could in a world
dominated by various insectoid species.
prove which one is worthy of becoming the new mate
of the beta. On rare occasions a mated pair of vaxim
will attack the surviving beta, but this is risky
considering that they will need to prove to the other
beta pair who is stronger.
In the event of a single alpha‘s death, the betas
will often attack the remaining alpha, before or after
determining which of the beta pairs is strongest.
In the event of the alpha pair‘s death, the two bets
pairs will fight to determine which one becomes the
new alpha pair.
People
The native human populations cluster into tight,
highly organized cities in order to minimize the
footprint of their walled perimeters, which are
specifically designed to keep out any wandering
predatory species.
Locations
The Temple of the Trinity is the most notable
location, not only because it is the central base of
operations for the Sisters of Rapture, but because it
lies outside of any city. The temple relies on its cadre
of beastwarden-trained sisters to live in harmony with
the creatures of the area.
Allies and Opponents
Creatures
Vaxim
Native to the primeval forests of New Evocii, the
Vaxim is a semi-intelligent force sensitive predator. Its
purplish black fur makes it difficult to spot in the
shadows under the thick forest canopy.
It uses its tentacles to assist in its climbing as well
as to trip and grapple its prey. Its six legs and lanky
build make it incredibly stable and fast.
Vaxim hunt alone or in packs of up to four. When
hunting in a pack, a single vaxim forces its prey to run
toward its awaiting pack members, who have
concealed themselves for an ambush. They keep track
of each other‘s positions through their respective
ripples in the Force.
A pride of vaxim is headed by a mated pair of
alphas, followed by two mated pair of betas. Position
is determined by individual strength as well as the
pair‘s teamwork.
In the event of one beta‘s death, the unmated
common vaxim of the appropriate sex will do battle to
31 / 33
Vaxim: Predator 1 / Force Adept 5; Init +3 (+3
Dex); Defense 18 (+3 Dex, +5 Class); Spd 12m,
Climb 6m; VP/WP 48/19; Atk +7 (1d8+2 Bite); SQ
Darkvision (20m), Force Track, Force Weapon (+1d8);
DR 0; SV Fort +9, Ref +8, Will +5, SZ M;
Face/Reach 2m by 2m/2m; Str 15, Dex 16, Con 19, Int
5, Wis 12, Cha 10. DSP 2. Challenge Code B.
Skills: Climb +7, Hide +7, Intimidate +1, Jump +5,
Listen +2, Move Silently, Spot +2.
Force Skills: Enhance Ability +6, Force Stealth +5,
See Force +6.
Feats: Force-Sensitive, Improved Grapple, Track.
Force Feats: Alter, Control, Rage, Sense.
Vaxim Beta: Predator 1 / Force Adept 9; Init +3
(+3 Dex); Defense 19 (+3 Dex, +6 Class); Spd 12m,
Climb 6m; VP/WP 80/19; Atk +11 (1d8+2 Bite); SQ
Darkvision (20m), Force Track, Force Weapon (+1d8),
Comprehend Speech, Force Talisman +2; DR 0; SV
Fort +9, Ref +8, Will +5, SZ M; Face/Reach 2m by
2m/2m; Str 16, Dex 16, Con 19, Int 5, Wis 12, Cha 10.
DSP 4. Challenge Code C.
Skills: Climb +8, Hide +8, Intimidate +1, Jump +6,
Listen +2, Move Silently +8, Spot +7.
Force Skills: Enhance Ability +6, Force Stealth
+10, See Force +10.
Feats: Force-Sensitive, Improved Grapple, Skill
Emphasis (Spot), Stealthy, Track.
Force Feats: Alter, Control, Rage, Sense.
Vaxim Alpha: Predator 1 / Force Adept 15; Init
+3 (+3 Dex); Defense 22 (+3 Dex, +9 Class); Spd
12m, Climb 6m; VP/WP 128/20; Atk +16 (1d8+3 Bite
or 3d8+3 Force Bite); SQ Darkvision (20m), Force
Track, Force Weapon (+2d8), Comprehend Speech,
Force Talisman +4, Force Secret (Improve Heal Self);
DR 0; SV Fort +12, Ref +11, Will +8, SZ M;
Face/Reach 2m by 2m/2m; Str 16, Dex 16, Con 19, Int
6, Wis 12, Cha 10. DSP 8. Challenge Code D.
Template: Tainted.
Skills: Climb +9, Hide +10, Intimidate +5, Jump
+8, Listen +7, Move Silently +10, Spot +10.
Force Skills: Enhance Ability +10, Force Stealth
+10, Heal Self +4, See Force +13.
Feats: Alertness, Combat Expertise, ForceSensitive, Improved Trip, Skill Emphasis (Spot, See
Force), Stealthy, Track.
Force Feats: Alter, Burst of Speed, Control, Rage,
Sense.
(DC 20), Vocabulator, Medical Diagnostic Computer,
Sensors (medical).
Skills: Appraise¹ +7, Entertain (Storytelling) +5,
Knowledge (Aliens) +7, Knowledge (Technology) +7,
Knowledge (World Lore) +7, Knowledge (Biology)
+7, Knowledge (Medicine) +7, Profession (Nanny) +9,
Treat Injury¹ +9.
Languages: Basic (R/W), Binary (R/W).
Unspent Skill Points: 0 (3 unused languages).
Feats: Alertness, Ambidexterity, Skill Emphasis
(Nanny, Treat Injury).
Force Talisman: During its hunts, the vaxim
has picked up a small object that it keeps on itself. It
has grown so attached to the item that it has naturally
imbued it with the force. This object grants the vaxim
a +2 (for Betas) or +4 (for Alphas) Force bonus on
saving throws made to defend against Force skills or
Force feats.
Force Track: The Vaxim use their ability to
perceive the Force to track their prey. A Vaxim may
use its See Force skill instead of its Survival skill for
any tracking checks. If a force user makes a force skill
check, the Vaxim may make a DC 20 see force check.
The DC is lowered by the ranks the user has in the
force skill being checked. The DC is increased by 1
for every 100 meters of distance between the force
user and the vaxim.
Force Weapon: The round before a vaxim
attacks; it imbues its bite attack with the Force. For a
number rounds equal to the vaxim‘s Force Adept level,
it gains its listed Imbued Bite damage and its jaws
become resistant to contact with a lightsaber as per the
Force Adept‘s Force Weapon class ability.
These third-degree droids are not capable of
independent thought or emotion, though depending on
the complexity of their programs, they can be fairly
convincing. They range from off the shelf models
(often the licensed likeness of holonet sex-symbols)
and do-it-yourself kits to deluxe droids made to
precise specifications. Their body parts are
interchangeable, allowing customers at a pleasure
house to mix and match as desired. While the majority
of pleasure droids are humanoid, the company does
offer catalogs of many more exotic options.
XX Series Pleasure Droid
Droids
NB Series Infant Care Droid
Classification: Small third-degree infant care droid
Cost: 2,500
Availability: Common
Advertised as the complete child-care provider,
this combination of droid attendant, crib, and stroller
is the perfect learning and care giving environment or
infants up to one year in age. Modular arms see to the
needs of feeding, cleaning and changing, while a
hologram projector provides visual and auditory
stimulation.
NB Series: Tracked infant care droid, Expert 1; Init
+2; Defense 13(+2 Dex, +1 size); Spd 10 m; VP/WP
0/16; Atk -1 (1d3, Hand) or +2 ranged; SV Fort +3,
Ref +2, Will +4; SZ S; Face/Reach 1m/2m; Rep +0;
Str 10, Dex 14, Con 16, Int 16, Wis 14, Cha 12; CR 1.
Equipment: Comlink, Heuristic Processor,
Internal Storage (30), Recording Unit (audio),
Recording Unit (video), Recording Unit (holo),
Sensors (low-light), Sensors (motion), Translator Unit
32 / 33
XX Series: Walking pleasure droid, Expert 1, Init +4;
Defense 14 (+4 Dex); Spd 10 m; VP/WP 0/14; Atk +3
(1d3+3, Hand) or +4 ranged; SV Fort +2, Ref +6, Will
+2; SZ M; Face/Reach 2m/2m; Rep +0; Str 16, Dex 18,
Con 14, Int 10, Wis 10, Cha 28; CR 1.
Equipment: Internal Storage (1), Sensors
(improved), Translator Unit (DC 20), Vocabulator,
Sensors (touch).
Skills: Appraise¹ +7, Craft (Sexual Items) +4,
Entertain (Sexual Techniques) +16, Knowledge
(Aliens) +4, Knowledge (World Lore) +4.
Languages: Basic (R/W), Binary (R/W).
Unspent Skill Points: 4.
Feats: Ambidexterity, Skill Emphasis (Appraise,
Sexual Techniques), Steady.
Templates
Thrall
Vitality: Same as the character.
Speed: Same as the character.
Defense: Same as the character.
Damage: Same as the character.
Special Qualities: Same as the character. In
addition, the character receives the following qualities:
Master: A thrall automatically considers the being
that forced this template upon him his ‗master.‘ The
thrall will obey any command, even suicidal ones. In
addition, any mind-affecting abilities that do not
originate from his master, can not affect the thrall.
Defender: If actively defending his master from
attack, the thrall gains a +4 attack bonus and also
receives a +2 damage bonus to any attacks made. In
addition, his defense gains a +2 bonus.
If the thrall is within 2 meters of his master, as an
immediate action, the thrall may interpose himself
between his master and an attacker. The thrall is then
the subject of the attack instead of his master. Note
that the attacker cannot reroll the attack and must take
the result based on the new target‘s defense.
Limited Mindlessness: A thrall is still a sentient
creature but his broken will manifests itself in certain
ways. Any Iron Will or similar feat possessed by the
thrall is suspended while this template exists.
Saves: +2 bonus on Fortitude saves, –2 penalty
on Will saves.
Abilities: Same as the character.
Skills: Same as the character.
Feats: Same as the character.
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