recursal/Fanatic-Fandom huggingface dataset:
Gunslinger (prestige class)

## Gunslingers at Large

Since the first primitive slug thrower was developed thousands of years ago, there have been soldiers of fortune focused on pistol fighting. The tradition grew with the technology, creating a special breed of blaster-wielding freelancers who shoot first and ask questions later. Often wandering guns-for-hire, bodyguards in fringe areas, professional duelists, or even assassins, these fighters know everything there is to know about pistols of all descriptions. They can draw faster, shoot faster, and aim more accurately with their weapons of choice than any other category of warrior. Some use their prowess to defend the weak and battle injustice, while others use their skill to gain fast and easy credits. Regardless of motivation, gunslingers seek to use their focused combat techniques to gain greater fame, and wield that fame as a weapon against less well-known foes.

### Examples of Gunslingers

Jango Fett, Han Solo, Gallandro, Dash Rendar.

## Class Rules & Traits

Gunslingers have the following traits and requirements:

### Requirements

To qualify to become a gunslinger, a character must fulfill the following criteria.
      **Minimum Level:** 7th.
      **Feats:** Point Blank Shot, Precise Shot, Quick Draw, Weapon Proficiency (pistols).

### Hit Points

At each level, gunslingers gain 1d8 hit points + their Constitution modifier.

### Force Points

Gunslinger gain a number of Force points equal to 6 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.

### Defense Bonuses

At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.

### Talents

At every odd-numbered level (1st, 3rd, 5th, …), you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.

### Trusty Sidearm

Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when wielding a pistol. This damage is in addition to the character’s usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Golag (Race)

Golags are a race of large toad like creatures. They are often used by adventurers or workers as guardians on they journeys. They’re homeland is said to lie somewhere in the west of The Eternal Garden in Zhyn.

Golag have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons.

## Religion

The Golag are similar to The Polliwog, in that they both have hold the preciousness of Water in high regard. They do not have a specific religion but with always favour the wet to the dry.
Force Sensitivity

*Saga Edition Core Rules*, page 85.
You are Force-sensitive, allowing you to call on the Force and learn to draw on its power.
      This feat is a bonus feat for the Jedi class.
      **Prerequisites:** Non-droid.
      **Benefit:** You can make Use the Force checks], and Use the Force is considered a class skill for you. In addition, whenever you gain a new talent, you have the option of selecting a Force talent instead. You must meet the prerequisites of the Force talent to select it.
      **Normal:** You can’t make Use the Force checks or select Force talents unless you have the Force Sensitivity feat.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Irtaluj Maluban Akar/Cogent

Irtaluj Maluban AkarCogent Sheet

Irtaluj has ringworms

Both are injured and beaten near death (Ibar has a Fatal Injury II)

Weapon got stolen:

 One HandedSecondary+ ▢ 8 when fully proficient▢  Empty Socket▢  Empty Socket
* *May be fired once at long range with disadvantage.*
* *May be fired once at medium range.*
* *May be fired once at close range.*
* *May be fired once at reach and melee range.*
* *May not be fired at grappling range.*
* *May attack once in grappling range, using the handgun as an improvised bludgeoning weapon.*
* *Up to **+8 dice bonus** when fully proficient.*
* *May be drawn without using an action.*
* *Ambidextrous Shooting: May use a second handgun in the off-hand, which requires a separate proficiency. Both handguns may be used in the same turn and may be used against different targets.*Deviating little from its normal model, the wood stocked, steel barreled gun has only slight changes made to make its handle better suit Irtaluj.

**[**❚❚❚❚❚❚**]** **4/6**   Loaded
Dramatis Personae

Every *Star Wars* story has a cast of characters, be they epic heroes, murderous villains, or hapless cantina tenders having to clean up the mess after a lightsaber dismemberment. Most of the time those characters are of little note and are worthy of no more recognition than “Stormtrooper Three”. Some, however, have a much greater role to play in the grand scheme and have earned enough fame or noteriety to be given an actual name. The following is a list of named *Star Wars™* characters for use in your adventures.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
First-Degree Droids

This page best viewed with the right sidebar hidden.
**All Droids**   **1st‑Degree Droids**   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

The sample droids on the following list are presented as basic models, in their factory-preset state, unless otherwise noted. The trained skills and feats possessed by a basic model represent the droid’s core programming—characteristics the droid maintains even after being subject to a memory wipe.
      First-degree droids are usually medical, analytical, or scientific droids.

**All Droids**   **1st‑Degree Droids**   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Force Training

*Saga Edition Core Rules*, page 85.
You learn one or more Force powers.
      This feat is a bonus feat for the Jedi, Noble, Scoundrel, Scout, and Soldier classes.
      **Prerequisites:** Force Sensitivity.
      **Benefit:** You add to your Force power suite a number of Force powers equal to 1 + your Wisdom modifier (minimum 1). You can add the same power more than once.
      **Special:** You can take this feat more than once. Each time you take this feat, you add to your Force suite a number of new Force powers equal to 1 + your wisdom modifier.
      If your Wisdom modifier permenantly increases, you immediately gain a number of Force powers equal to the number of Force Training feats you have taken.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Bantha Rush

*Saga Edition Core Rules*, page 82.
You can shove your opponents around the battlefield to gain a tactical advantage.
      This feat is a bonus feat for the Soldier class.
      **Prerequisites:** BAB +1, Strength 13.
      **Benefit:** After making a successful melee attack against an opponent up to one size category larger than you, you can choose to move that opponent 1 square in any direction as a free action. You can’ bantha rush an opponent that’s being grabbed or grappled, and you can’ bantha rush your opponent into a solid object or another creature’s fighting space.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Arg'garok

This page best viewed with the right sidebar hidden.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Arg’garok

**Exotic Weapon**
      *Knights of the Old Republic*, page 64.      **Cost:** 150   **Weight:** 2kg   **Availability:** Rare
      **Damage:** 2d12   **Stun:** —   **Type:** SlashingThe arg’garok is a rarely seen weapon created by the Gamorrean species and prized by their greatest warriors. The arg’garok resembles nothing more than a huge axe, balanced so that only the strongest and best-trained warriors can use it effectively. Any character attempting to wield an arg’garok without a Strength of 15+ suffers a −5 penalty on attack rolls with the weapon. Gamorreans treat the arg’garok as an advanced melee weapon instead of an exotic weapon.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Far Shot

*Saga Edition Core Rules*, page 85.
      *Starships of the Galaxy*, page 20.
You are better at shooting distant foes.
      This feat is a bonus feat for the Scout and Soldier classes.
      **Prerequisites:** Point Blank Shot.
      **Benefit:** When you use a ranged weapon against targets at short, medium, or long range, the range category is considered one less. In other words, you take no penalty on ranged attack rolls made against targets at short range, a −2 penalty on ranged attack rolls made against targets at medium range, and a −5 penalty on ranged attack rolls made against targets at long range.
      **Starship/Vehicle:** This feat works normally with vehicle weapons. However, if you are using a missle or a torpedo and you miss with your attack roll, the projectile does not gain the benefit of this feat for the second attack roll.
      **Normal:** When making a ranged attack roll, a character takes a −2 penalty against targets at short range, a −5 penalty against targets at medium range, and a −10 penalty against targets at long range.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Droid Codex

This page best viewed with the right sidebar hidden.
****All Droids****   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

The sample droids on the following list are presented as basic models, in their factory-preset state, unless otherwise noted. The trained skills and feats possessed by a basic model represent the droid’s core programming—characteristics the droid maintains even after being subject to a memory wipe.

### First-Degree Droids

First-degree droids are usually medical, analytical, or scientific droids.

****All Droids****   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

### Second-Degree Droids

Second-degree droids are typically astromech and some technical droids. Specific models include the R2 unit.

****All Droids****   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

### Third-Degree Droids

Third-degree droids are typically protocol droids and replica droids. Specific models include 3P0 series droids and translator droids.

****All Droids****   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

### Fourth-Degree Droids

Fourth-degree droids are combat droids. Specific models include battle droids, destroyer droids, security droids, war droids, probe droids, and assassin droids.

****All Droids****   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

### Fifth-Degree Droids

Fifth-degree droids are typically utility droids with ow-level functions. Specific models include labor droids and power droids.

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ 1.0 1.1 1.2 1.3 1.4 This droid is also a vehicle.
2. ↑ Replica droids do not have a specific degree classification but are listed as 4th-degree due to their ability to engage in combat.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Deadeye

*Saga Edition Core Rules*, page 84.
      *Starships of the Galaxy*, page 20.
You are skilled at picking off enemies with well-aimed ranged attacks.
      This feat is a bonus feat for the Scoundrel, Scout, and Soldier classes.
      **Prerequisites:** BAB +4, Point Blank Shot, Precise Shot.
      **Benefit:** If you aim before making a ranged attack and the attack hits, increase the damage you deal by an additional weapon die. For example, if you score a hit with a blaster pistol using the Deadeye feat, the blaster shot deals 4d6 points of damage (instead of the normal 3d6 points).
      The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feat.
      **Starship/Vehicle:** Pilots can use this feat, but since they must spend at least one move action operating their vehicles, they must split their aim (two swift actions) and attack (standard action) into two separate turns, making it more likely that the target will break line of sight or otherwise avoid you.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
C-3PO

The gleaming golden protocol droid C-3PO is typical of his model: outspoken, fussy, and even a bit high-strung. But since these qualities hardly interfere with his work, his personality quirks are mostly tolerated. Threepio is unusual in that he was not manufactured by Cybot Galactica, like most protocol droids. He was, in fact, assembled from spare parts by young Anakin Skywalker on the remote planet of Tatooine. Still, Threepio meets all the safety and performance standards of the original manufacturer, so he has managed to serve several masters adequately.

## Rebellion Era

#### C-3PO (Episode IV)            (CL 5)

Medium Droid (3rd-degree) nonheroic 1 / noble 5

**Destiny:** 1; **Force:** 4; **Dark Side:** 99

**Initiative:** −1; **Senses:** low-light vision; Perception +0

**Languages:** Basic, Binary, Bocce, Bothan, High Galactic, Huttese, Mon Calamarian, Shyriiwook

**Defenses:** Fort 15, Ref 16 (flat-footed 16), Will 19

**Hit Points:** 26; **Damage Threshold:** 15

**Immune:** droid traits

**Speed:** 6 squares (walking)

**Melee:** unarmed +2 (1d3+1)

**Ranged:** by weapon +2

**Base Attack:** +2; **Grapple:** +2

**Attack Options:**

**Special Actions:** Coordinate +2

**Abilities:** Cha 15, Con —, Dex 9, Int 13, Str 8, Wis 13

**Talents:** Coordinate (x2), Educated

**Feats:** Improved Defenses, Linguist (x2), Skill Focus (Persuasion), Skill Training (Deception, Knowledge [bureaucracy], Knowledge [galactic lore], Perception), Toughness

**Skills:** Deception +10, Knowledge [bureaucracy] +9, Knowledge [galactic lore] +9, Knowledge &#91social sciences] +9, Perception +9, Persuasion +15

**Posessions:** audio recorder

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
AAT-1 Armored Assault Tank

**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates
These heavily armored vehicles use wheels, treads, powered legs, or repulsorlifts to move about the battlefield. Although not maneuverable, they pack incredible firepower and can safely transport small teams of troops into hostile territory. The Trade Federation uses AAT‑1s propelled by heavy repulsorlifts on the front lines of a battlefield to soften up the enemy before deploying waves of battle droids.

#### AAT-1             (CL 8)

      *Saga Edition Core Rulebook*, page 175.
Huge ground vehicle (speeder)

**Initiative:** +7; **Senses:** Perception +8

**Defenses:** Fort 23, Ref 16 (flat-footed 13) ; +5 armor

**Hit Points:** 180; **DR:** 15; **Damage Threshold:** 33

**Weakness:** ion vulnerability

**Speed:** 6 squares (max. velocity 55 km/h)

**Ranged:** heavy laser cannon +4 and
light blaster cannons +4 and
repeating blaster cannons +4 or

**Ranged:** heavy laser cannon +4 and
light blaster cannons +4 and
missile launchers +4

**Fighting Space:** 3×3; **Cover:** total (crew), none (passengers)

**Base Attack:** +2; **Grapple:** +25

**Attack Options:** autofire (repeating blaster cannons)

**Abilities:** Con —, Dex 16, Int 14, Str 36

**Skills:** Initiative +7, Mechanics +6, Perception +6, Pilot +6

**Crew:** 4 (skilled); **Passengers:** 6 (external)

**Cargo:** 500kg; **Consumables:** 1 week; **Carried Craft:** none

**Payload:** 12 missiles

**Availability:** Military; **Cost:** not available for sale

**Ion Vulnerability**—Due to a design flaw, the AAT takes double damage from ion weapons.

**Heavy laser cannon (gunner)
Attack:** +4, **Damage:** 6d10×2, 2-square splash

**Light blaster cannons (gunner)
Attack:** +4, **Damage:** 2d10×2

**Repeating blaster cannons (pilot)
Attack:** +4 (−1 autofire), **Damage:** 3d10×2

**Missile launcher (pilot)
Attack:** +4, **Damage:** 6d6, 2-square splash

**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Clone Wars Campaign Guide

“Like fire across the galaxy the Clone Wars spread.”

> The Clone Wars have begun, and now the great conflicts of this setting can berelived—or told for the first time—in your campaigns. Featuring material drawn from *The Clone Wars* television series, as well as films, comics, and video games set during the Clone Wars, this campaign guide give players and Gamemasters the tools to create new heroes and design exciting adventures against the backdrop of galactic war.
>
>

This page is undergoing reconstruction. Thank you for your patience.
Fourth-Degree Droids

This page best viewed with the right sidebar hidden.
**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   **4th‑Degree Droids**   5th‑Degree Droids

The sample droids on the following list are presented as basic models, in their factory-preset state, unless otherwise noted. The trained skills and feats possessed by a basic model represent the droid’s core programming—characteristics the droid maintains even after being subject to a memory wipe.
      Fourth-degree droids are combat droids. Specific models include battle droids, destroyer droids, security droids, war droids, probe droids, and assassin droids.

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   **4th‑Degree Droids**   5th‑Degree Droids

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 This droid is also a vehicle.
2. ↑ 2.0 2.1 2.2 Junk droids do not have a specific degree classification but are listed as 4th-degree due to their ability to engage in combat.
3. ↑ Replica droids do not have a specific degree classification but are listed as 4th-degree due to their ability to engage in combat.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Fifth-Degree Droids

This page best viewed with the right sidebar hidden.
**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   **5th‑Degree Droids**

The sample droids on the following list are presented as basic models, in their factory-preset state, unless otherwise noted. The trained skills and feats possessed by a basic model represent the droid’s core programming—characteristics the droid maintains even after being subject to a memory wipe.
      Fifth-degree droids are typically utility droids with ow-level functions. Specific models include labor droids and power droids.

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   **5th‑Degree Droids**

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Assassin (npc)

**Allies and Opponents**   Nonheroic Codex   Beast Codex

An assassin usually maintains a cover that enables him to travel freely, yet also explains why he’s in a given location at a given time. Many assassins hold jobs as merchants, sales representatives for interstellar corporations, or diplomats. A truly villainous assassin has a “signature” consisting of a unique weapon, a particular approach, or some memento left with his victims.

#### Assassin             (CL 5)

      *Saga Edition Core Rules*, page 282.
Medium Human Scoundrel 6 NPC

**Initiative:** +10; **Senses:** Perception +8

**Languages:** Basic plus 2 other languages

**Defenses:** Fort 14, Ref 20 (flat-footed 17), Will 17

**Hit Points:** 27; **Damage Threshold:** 14

**Speed:** 6 squares

**Melee:** vibroblade +6 (2d6+2) or

**Melee:** vibroblade +4 (3d6+2) with Rapid Strike

**Ranged:** blaster rifle +6 (3d8+2)

**Base Attack:** +3; **Grapple:** 6

**Attack Options:** Careful ShotH, Dastardly Strike, Rapid Strike, Sneak Attack +2d6

**Special Actions:** Point Blank Shot, Precise Shot

**Abilities:** Cha 13, Con 8, Dex 16, Int 14, Str 10, Wis 12

**Feats:** Careful ShotH, Point Blank Shot, Precise Shot, Rapid Strike, Weapon Finesse, Weapon Proficiency (adv. melee, pistols, simple)

**Skills:** Acrobatics+10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10

**Possessions:** blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, comlink (encrypted), utility belt with medpac

*H Human bonus feat or trained skill*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Felucian Skullblade

This page best viewed with the right sidebar hidden.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Felucian Skullblade

**Exotic Weapon**
      *Force Unleashed*, page 96.      **Cost:** 1,500   **Weight:** 0.5kg   **Availability:** Rare
      **Damage:** 2d6   **Stun:** —   **Type:** SlashingUsed in combat and ceremonies by Force-sensitive shamans on Felucia, skullblades are swordlike melee weapons made from the skulls of local animals. They are similar to crude weapons made by more primitive cultures throughout the galaxy, except for their ability to be imbued with Force energy and (when so imbued) block lightsaber strikes. This is possible because a few creatures on Felucia naturally grow trace amounts of Force-reactive crystal in their bones. Similar to crystals used for the focusing of lightsaber blades, these trace amounts aren’t large enough to be harvested for any other use, but do make the skullblades surprisingly effective weapons in the hands of trained Force-sensitive wielders.
      Skullblades are considered items of great honor and importance. Although they can occasionally be found on the black market, they are normally available only to those who train with Force adepts on Felucia.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Force-using Traditions

This page best viewed with the right sidebar hidden.
The Force   The Dark Side   Force Powers   Force Talents   Force Techniques   Force Secrets   Force Traditions
Even those who don’t believe in the Force and aren’t particularly attuned to its flow can call upon the Force without understanding exactly what they are doing. When a stroke of luck occurs, or fate seems to be on your side and helps you accomplish a difficult objective, it could be the Force coming to your aid. In game terms, the expenditure of Force Points by non-Force-using characters represents this unconscious, tenuous connection to the Force that all living things share. When a Force-using character calls on the Force this way, he or she knows exactly what’s happening.
      The most prominent and well-known Force-users in the galaxy are the Jedi. However, the Jedi are not the only ones who have learned to manipulate the Force. Other Force-users sometimes attribute their abilities to sources other than the Force, such as magic or gods, but they are all using the energy to manipulate the world around them. In game terms, anyone with the Force Sensitivity feat has the ability to master the Use the Force skill and learn Force powers, though many of these beings will never go down this particular path.
      Other Force-using Traditions include dark side cults (such as the Sith), and obscure, isolated sects such as the Witches of Dathomir and the Sorcerers of Tund. Some know the Force for what it is but approach its use in a different way from the Jedi. Others know the Force by a different name. Either way, it remains the mystic energy that binds the galaxy together and gives Force-users their powers.
      **Membership:** The conditions for being considered a member of a given Force tradition are outlined in the description. A character may be a member of more than one Force tradition, but this is uncommon.

## Force-using Traditions List

The Force   The Dark Side   Force Powers   Force Talents   Force Techniques   Force Secrets   Force Traditions

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Angle Deflector Shields

This attack pattern focues deflector shields in a particular direction, making it easier to absorb incoming attacks coming from a certain angle.
      **Time:** Swift action.
      **Target:** You (and special; see text).
      **Make a Pilot check:** If you succeed on a DC 15 Pilot check, you successfully activate this maneuver. While you are engaged in combat, choose a single other vehicle or space station as the target of *angle deflector shields*. Your SR is considered doubled for the prupose of absorbing attacks originating from that particular target. However, your SR is considered halved (round down) for the purpose of absorbing attacks from all other opponents.
      You may change the target of this attack pattern as a swift action.
      **Special:** You must be piloting a vehicl that has SR 5 or more to use *angle deflector shields*.
      You may choose to deactivate this attack pattern with a swift action. The maneuver remains spent if you do so.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Extra Second Wind

*Saga Edition Core Rules*, page 85.
You tend to come back from the edge of oblivion more often.
      **Prerequisites:** Endurance (Trained).
      **Benefit:** You can catch your second wind one additional time per day, but you can still only catch a second wind once per encounter.
      **Normal:** A hero can catch his or her second wind once per day.
      **Special:** A non heroic character that takes this feat for the first time can catch a second wind once per day.
      You can take this feat multiple times; each time you take this feat you can catch a second wind one additional time per day.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
The Kingdom of Enen

Land north of The Known Realm. An ancient and powerful continent, now covered in snow with little to no inhabitants. Charted and explored by Nice Hael in his book titled The Chronicles of Enen and other Frozen Cities. It is unknown how far north the land extends, though Hael commented that he travelled inland for a year and all he reached was more fields of ice. The People of the Known Realm are supposedly descended from the rulers of Enen who discovered the Known Realm as their own kingdom was consumed by an eternal frost.

The Kingdom of Enen is inhabited by a race called the Haelin.
Galaxy at War

“Prepare for ground assault.”

> Get ready to dig into the trenches of Hoth or charge across the open plains of Geonosis, standing shoulder to shoulder with your fellow warriors. War has come to the galaxy. and the deeds of soldiers and generals will determine the fates of billions of lives. Remember your training, and don't stop fighting until the enemy is down.
>
>
Dual Weapon Mastery

**Benefit:** When you attack with two weapons or both ends of a double weapon as a part of a full attack action, you take a −5 penalty (instead of a −10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are weilding a weapon with which you are proficient.
      **Starship/Vehicle:** Vehicle weapons cannot be used in one hand, so none of the Dual Weapon Mastery feats apply in vehicle combat.
      **Normal:** If you use the full-attack action to make more than one attack on your turn, you take a −10 penalty on all attack rolls for the round.

### Dual Weapon Mastery II

      *Saga Edition Core Rules*, page 84.
      *Starships of the Galaxy*, page 20.
You are adept at fighting with two weapons and doule weapons.
      This feat is a bonus feat for the Jedi, and Soldier classes.
      **Prerequisites:** BAB +6, Dexterity 15, Dual Weapons Mastery I.
      **Benefit:** When you attack with two weapons or both ends of a double weapon as a part of a full attack action, you take a −2 penalty (instead of a −10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are weilding a weapon with which you are proficient.
      **Starship/Vehicle:** Vehicle weapons cannot be used in one hand, so none of the Dual Weapon Mastery feats apply in vehicle combat.
      **Normal:** If you use the full-attack action to make more than one attack on your turn, you take a −10 penalty on all attack rolls for the round.

### Dual Weapon Mastery III

      *Saga Edition Core Rules*, page 84.
      *Starships of the Galaxy*, page 20.
You are adept at fighting with two weapons and doule weapons.
      This feat is a bonus feat for the Jedi, and Soldier classes.
      **Prerequisites:** BAB +11, Dexterity 17, Dual Weapons Mastery I, Dual Weapons Mastery II.
      **Benefit:** When you attack with two weapons or both ends of a double weapon as a part of a full attack action, you take no penalty (instead of a −10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are weilding a weapon with which you are proficient.
      **Starship/Vehicle:** Vehicle weapons cannot be used in one hand, so none of the Dual Weapon Mastery feats apply in vehicle combat.
      **Normal:** If you use the full-attack action to make more than one attack on your turn, you take a −10 penalty on all attack rolls for the round.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Haven

**Haven** is the floating headquarters of the Lessoan Order. It is a golden disk-like city of 230,000 inhabitants suspended high up on a platform over the wilds and ruins of Lessos, connected to the ground by The Spire. It is where the Patriarch of Lessos has his residence, and where members of the order train and learn at the Lessoan Academy.

## Notable Locations

#### Basilica

* Basilica
* Hall of Guardians
* Practicing Halls

#### Academy District

* Lessoan Library
* Lessoan Academy
* Hospes
* Ambrosia's Lounge
* Teahouses
* Reliquary

#### Commercial District

* Bladesmiths
* Armorers
* Apothecary
* Fixpitch's Necessities
* The Exchange
* The Vaults
* Goldcasters
* Shuttleport

## Real Estate

Haven is crowded and stacked efficiently, resulting in many apartment complexes and few if any true houses. Players may purchase and create housing for their characters using the property system. Create pages for your properties and post them in this section.

### Prices

Haven suffers from many of the issues plaguing college and university towns: high rents, cramped housing, and a frequent use of co-ops among students and support personnel. Prices follow this scheme:

 Urban Working
 Urban Middle
 Urban Upper Middle
 Urban Wealthy
 Urban Ultra-Wealthy
Extra Rage

*Saga Edition Core Rules*, page 85.
You can fly into a rage more often.
      **Prerequisites:** Rage species trait.
      **Benefit:** You can rage one additional time per day.
      **Special:** You can take this feat multiple times; each time you take the feat, you can rage one additional time per day.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Aqualish

Aqualish are walrus-faced humanoids with skin ranging in color from dark green or blue to deep-russet or black. Some Aqualish subspecies have four eyes instead of two or fins instead of hands. The Aqualish admire strength and are openly hostile toward the weak. In fact, it is customary and accepted social behavior among Aqualish to be pushy and belligerent upon first meeting others.

### Common Characteristics

      See Wookieepedia for more information.

 1−11 Years
 Middle Age
 51−69 Years

### Species Traits

Aqualish share the following species traits:

      **Ability Modifiers:** +2 Constitution, -2 Charisma, -2 Wisdom.

      **Medium Size:** Medium creatures have no special bonuses or penalties due to their size.

      **Speed:** Aqualish base speed is 6 squares.

      **Breathe Underwater:** As amphibious creatures, Aqualish can’t drown in water.
      **Expert Swimmer:** An Aqualish may choose to reroll any Swim check, but the result of the reroll must be accepted, even if it is worse. In addition, an Aqualish may choose to Take 10 on Swim checks, even when distracted or threatened.
      **Bonus Feat:** Aqualish gain Toughness as a bonus feat.
      **Automatic Languages:** Basic and Aqualish

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.