recursal/Fanatic-Fandom huggingface dataset:
Belindi Kalenda

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*Affiliations: The New Republic, The Galactic Alliance, New Republic Intelligence*

Deputy Director of Operations for New Republic Intelligence, Belindi Kalenda has been chosen by her superiors ro protect the Yuuzhan Vong defector Elan and help oversee her debriefing. With the help of Major Showolter, Kalenda safeguards Elan. The Yuuzhan Vong priestess travels aboard The *Queen of Empire* to Wayland, then Mytkr, and finally to Coruscant.

Once Elan is safely at Coruscant, New Republic Intelligence hopes to interview her at length regarding the Yuuzhan Vong. In return, Elan has asked only to be allowed to convene with representatives of The Jedi. While Kalenda doesn't necessarily trust Elan, she is all too cognizant of the wealth of intelligence the Yuuzhan Vong priestess can provide to The New Republic.

However, Elan's defection proves to be a ruse, in an attempt to assassinate numerous Jedi. In the final stages of the Yuuzhan Vong Invasion, the resignation of disgraced director Dif Scaur later leads to Kalenda assuming the position of Director of Intelligence for the newly formed Galactic Alliance.

## Belindi Kalenda Statistics (CL 8)

Medium Human Scoundrel 8

**Destiny Points:** 1; **Force Points:** 5; **Dark Side Score:** 3

**Initiative:** +6; **Senses:** Perception +16

**Languages:** Basic, Huttese, Military Sign

### Defenses

Reflex Defense: 22 (Flat-Footed: 20), Fortitude Defense: 19, Will Defense: 21; Vehicular Combat

Hit Points: 50, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; **Skirmisher**

**Melee:** Unarmed +6 (1d4+4)

**Ranged:** Blaster Pistol +8 (3d6+4)

**Ranged:** Blaster Pistol +8 (4d6+4) with Deadeye

**Ranged:** Hold-Out Blaster Pistol +8 (3d4+4)

**Ranged:** Hold-Out Blaster Pistol +8 (4d4+4) with Deadeye

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

**Attack Options:** Deadeye, Point-Blank Shot, Precise Shot, **Sneak Attack** (+1d6)

**Special Actions:** **Fool's Luck**

### Base Stats

**Abilities:** Strength 11, Dexterity 14, Constitution 12, Intelligence 15, Wisdom 14, Charisma 14

**Talents:** **Fool's Luck**, **Skirmisher**, **Sneak Attack** (+1d6), **Spacehound**

**Feats:** Deadeye, Point-Blank Shot, Precise Shot, Skill Focus (Deception), Skill Focus (Gather Information), Skill Focus (Perception), Skill Training (Knowledge (Social Sciences)), Skill Training (Use Computer), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +16, Gather Information +16, Knowledge (Galactic Lore) +11, Knowledge (Social Sciences) +11, Perception +16, Persuasion +11, Pilot +11, Stealth +11, Use Computer +11

**Possessions:** Blaster Pistol, Hold-Out Blaster Pistol, Comlink (Short-Range, Encrypted), Datapad, NRI Uniform
Blinding Helmet

*Reference Book: Star Wars Saga Edition Jedi Academy Training Manual*

Typically used during Jedi training, the WJ-880 Blinding Helmet covers the wearer's eyes, requiring the wearer to rely on The Force for a sense of his or her surroundings. Though technically considered armor, few Jedi would wear the Blinding Helmet into combat, as doing so grants all targets Total Concealment from the wearer.

**Type:** Light Armor

**Cost:** 200

**Bonus to Reflex Defense:** +0

**Maximum Dexterity Bonus:** -

**Weight:** 2 Kilograms

**Availability:** Rare

**Special:** The Blinding Helmet can be worn in tandem with clothing or other Armor.
Beastly Creature Template

*Beastly Creature Template data created by Wikia user 109.62.240.80 (A Forum User).*

**Template Type:** Creature Templates

**Applicable To:** Any living creature what is not Beasts

For some reason, these sapient beings or living vehicles have traits more common to Beasts.

The Beastly Creature can use abilities what Beasts of any type or species can, without all of minuses of being a Beast. It can also receive Beast Templates (for example, Chrysalis Beast Template, Shaped Beast Template, Sith Abomination Template).
Battering Ram

*Reference Book: Star Wars Saga Edition Scum and Villainy*

Designed to help Squib salvagers penetrate the inner parts of derelict Starships, the Squib Battering Ram allows the wielders to punch through doors with greater efficiency.

A Battering Ram requires two characters to operate (one to stabilize the Squib Battering Ram, and one to trigger its activation). The weapon is too unwieldy to be used against a living, moving target, but it deals normal damage to stationary, unattended objects (such as walls or doors).

A Battering Ram requires four Power Packs to operate.

**Weapon Type:** Simple Weapons (Ranged)

**Size:** Large

**Cost:** 3,500

**Damage:** 5d10

**Rate of Fire:** Single-Shot

**Weight:** 10 Kilograms

**Type:** Energy

**Availability:** Military
Bandigo

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

Bandigos are tenacious omnivores who anchor their territory around a large freshwater pool in the east end of Temptation Canyon on Sriluur (a sacred area south by southeast of Meirm City). Though cunning hunters, Bandigos are somewhat cowardly and will flee prey that puts up any real resistance. The creatures typically throw rocks at the intended prey from a distance.

Bandigos are long-necked quadrupeds with wrinkled skin reminiscent of the Weequays'. They have long, hooked claws and typically stand 1.2 to 1.5 meters at the shoulder. They hunt and live in packs of up to twenty, and often lay in wait buried only centimeters beneath the sand. Their howling at night is nothing less than sinister. Bandigos have a seemingly inbred hatred for the other, more common predator of Sriluur, the Dark Wolves.

Weequay tradition holds that the foul temptress of Uurutche'zediev tricked the moon god Quay into entering the canyon, and then turned into Bandigos and attacked him. Weequays therefore view the Bandigos with a degree of disdain.

 Bandigo Statistics (CL 3)

Medium Desert Beast 4

**Initiative:** +2; **Senses:** Scent, Perception +2

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 12, Will Defense: 10

Hit Points: 26, Damage Threshold: 12

### Offense

**Speed:** 8 Squares; Improved Charge, Pounce

**Melee:** Bite +7 (1d6+6)

**Melee:** Claws (2) +7 (1d4+6)

**Fighting Space:** 1 Square; **Reach:** 1 Square

**Base Attack Bonus:** +3, **Grapple:** +7

**Species Traits:** Desert, Pounce, Scent

### Base Stats

**Abilities:** Strength 18, Dexterity 15, Constitution 14, Intelligence 2, Wisdom 10, Charisma 7

**Feats:** Improved Charge, Skill Training (Stealth)

**Skills:** Stealth +9, Survival +7

###  Abilities

**Pounce:** A Bandigo may use the Full Attack Action even after Charging.

**Scent:** Bandigos ignore Concealment and Cover when making Perception checks to Notice Targets within 10 squares, and they take no penalty from poor visibility when Tracking.
Biodegradable Binders

*Homebrew Reference Book: Corporate Sector Sourcebook*

**Equipment Type:** Tools

**Cost:** 75

**Weight:** 0.5 Kilograms

These Biodegradable Binders differ from normal Binder Cuffs only in that they have a one way clasp. Once closed, they remain closed for 36 hours, and then they dissolve; various solvents can be applied to speed up this process.

Biodegradable Binders have DR 10, 20 Hit Points, and a Strength score of 40. Breaking them requires a DC 30 Strength check. They can be attached to the limbs of any creature of Large, Medium, or Small size.
Blast Doors

*Reference Book: Star Wars Saga Edition Galaxy at War*

*See also: GaW Bases and Battlestations*

Blast Doors are made of incredibly dense metals that diffuse energy that might penetrate a Standard Door. Blast Doors protect Command Bridges and other sensitive areas that might be exposed to powerful bursts of energy. For instance, Blast Doors sometimes seal Corridors leading to Hangar Bays to prevent weapons fire from ships in the hangar from damaging sections deeper in the station. Most Blast Doors consist of two or more sections that converge toward the center of the frame and connect to form a single shield.

Thinner, single-paned Blast Doors (350 Hit Points; DR 10; Damage Threshold 35; Strength DC 70/Break DC 45) close relatively quickly, in the span of only 1 round. Thicker, double-paned Blast Doors (750 Hit Points; DR 10; Damage Threshold 40; Strength DC 70/Break DC 45), which usually consist of converging parts, close in 2 rounds. Opening a Blast Door by force requires a DC 45 Strength check, reduced to DC 25 if the door is not powered. Like Standard Doors, a Blast Door can be opened, closed, jammed, and locked from Control Panels built into nearby walls or the door frame.

###  Doors and the Condition Track

When a door moves a negative number of steps on the Condition Track, its Damage Threshold is reduced as normal, and the door also becomes easier to open. Apply Condition Track penalties to a door's DR, Strength, and Break DC as well. A door that is pushed to the bottom of the Condition Track is disabled- in other words, opened.
Beskar Spear

*Beskar Spear data created by Wikia user Foxfire547.*

Beskar Spears are a relatively rare weapon but extremely dangerous to any who face a wielder. Because of it being forged of Beskar, this weapon gives a +1 bonus to its user's Reflex Defense against Lightsabers. If used as part of Attacking with Two Weapons, a user may also gain a +3 bonus to the Beskar Spear's damage roll.

**Weapon Type:** Advanced Melee Weapons

**Size:** Medium

**Cost:** 1,500

**Damage:** 2d8

**Stun Setting:** NO

**Weight:** 2 Kilograms

**Type:** Piercing

**Availability:** Rare
Balmorran Arms

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*See also: Droid Manufacturers*

Balmorran Arms is best known for providing Walkers and other combat Vehicles to the military forces of The Galactic Empire. However, it also has an effective Combat Droid division that is active throughout the years of the Empire's rule. Balmorran also produces civilian Droid Models, primarily for use as security units. Some of these units are highly specialized and find success in the years of the Clone Wars, because people throughout the galaxy feel threatened by the war and the associated increase in deep-space piracy.

The company's SD-6 "Hulk" Infantry Droids are a cornerstone of the military forces of the reborn Emperor years after the Battle of Endor. However, Balmorran Arms is tied directly to the government of Balmorra and, therefore, is embroiled in the planet's political gamesmanship. The company ultimately supplies both the resurgent Empire and The New Republic at various times during the reborn Emperor's resurgence.

### Manufacturer Traits

Balmorran Droid Models undergo constant revision and upgrades, so one year's model is rarely the same as the previous year's.

* When creating or purchasing a new Balmorran Arms Droid, increase one Ability Score by 1.
Brigand Talent Tree

*Reference Book: Star Wars Saga Edition Galaxy at War*

You use your experience operating on the wrong side of the law to give you an advantage in a fight, fair or otherwise.

#### **Cheap Trick**

*Prerequisite:* Trained in Deception

When you make a Deception check to Feint against an enemy within 6 squares of you, you can roll twice, keeping the better of the two results.

#### **Easy Prey**

*Prerequisite:* **Cheap Trick**

When you make an attack as a Standard Action and successfully hit an enemy, you can choose to reduce the damage you deal by half. That target is then denied its Dexterity bonus to its Reflex Defense against your attacks until the end of your next turn.

#### **Quick Strike**

*Prerequisite:* **Cheap Trick**

During the initial round of combat, if you successfully damage an enemy who has not yet acted in the combat, you can make an immediate attack as a Free Action against a different target within 6 squares of the first target.

#### **Sly Combatant**

*Prerequisites:* **Cheap Trick**, **Easy Prey**

You quickly move about the battlefield, taking advantage of the chaos of battle. You can use each of the following Actions once per encounter as a Standard Action:

* *Distracting Injury*: Make a single melee or ranged attack against any enemy within your range. If the attack successfully hits, that enemy takes a -2 penalty to his or her attack rolls and damage rolls until the end of the encounter.
* *Make Them Bleed*: Make a single melee or ranged attack against any living creature within your range. If you successfully deal damage as a result of the attack, that enemy gains a Persistent Condition that can be removed only with a successful DC 25 Treat Injury check to perform Surgery.
* *Strength in Numbers*: Make a single melee or ranged attack against an enemy who is adjacent to one or more of your allies. If you successfully hit that enemy, you gain a +2 bonus to damage for each ally that is adjacent to the target.
Backpack

*Backpack Equipment data created by Wikia user Jdborghetti.*

**Equipment Type:** Tools

 Duranex Military
 Quantum Fiber Military

A common knapsack used by travelers and explorer's alike, Backpacks are commonly made of elastex (a durable and lightweight material), consisting of a single large pouch, and a couple smaller pouches. The large pouch is about half a cubic meter, capable of carrying up to 20 kg of Equipment. Each of the smaller pouches may carry an additional 2 kg.

Backpacks are Small sized, with DR 1 and 3 Hit Points. If broken, the Equipment within immediately falls to the ground. While gear stored in the secondary pouches may be retrieved as normal with a Move Action, items with the primary pouch is much more jumbled, requiring a Full-Round Action to pull a particular item.

### Duranex Military

A stronger, military issued variant, Duranex Military Backpacks are far more durable than common elastex knapsacks, with DR 2 and 8 Hit Points instead of 3. This military-grade Backpack is resistant against minor damages such as rips, scratches, punctures caused by hostile environments such as jungles and forests. Additionally, a liner surrounds the bottom third of the bag, making the Backpack water-resistant (but not water-proof).

### Quantum Fiber Military

Made of toughened molds of Quantum Fiber, the Quantum Fiber Military Backpack is a blast-resistant satchel used by military forces. Far more resistant than elastex or even duranex, Quantum Fiber Military Backpacks have DR 5 and 12 Hit Points. Like Duranex Military Backpacks, Quantum Fiber Military Backpacks are water-resistant, but cannot be submerged in water without damaging the Equipment within.

### Commando Armor

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Clones*

*Katarn*-Class Commando Armor was used in conjunction with a Backpack. These packs weighed in at 15 kg and were often selected based on the specialization of the commando. The following are packs known to be used with *Katarn*-Class armor.

* **ADSD Pack:** Provides an extra 24 hours of breathable air in Vacuum or underwater.
* **Bacta Distribution System:** Confers a +10 Equipment bonus to the Treat Injury skill for the purposes of self-treatment, and freedom from the -5 penalty to self-treatment normally suffered
* **Cold Weather Pack:** Adds a Cold-Weather Environmental System
* **Field Kit**
* **Hot Weather Pack:** Adds a Hot-Weather Environmental System and fluid recycler (as Water Extractor)
* **Medical Kit**
* **Power Generator**
* **Shield Generator, SR 10**
Bel Iblis Legacy

*Bel Iblis Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

The Bel Iblis family is well known for having always defended tooth and nail the independence of their motherland Corellia. Their lineage continues in you to pursue this noble duty with both ample skills and wealth.

**Prerequisite:** Human or Near-Human

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to automatically remove any Mind-Affecting effects currently affecting you and gain a +5 Destiny bonus to your Will Defense against Mind-Affecting effects until the end of the encounter.
Baz Nitch

*Homebrew Reference Book: Dathomir Field Guide*

*Affiliations: Beasts*

The Baz Nitch is a flightless fowl that lives on the remote world of Dathomir in packs. Though usually docile, they can suddenly become temperamental and aggressive when agitated. Their physiology includes six head protuberances, and a proboscis with eye stalks.

## Baz Nitch Statistics (CL 3)

Small Airborne (Flightless) Beast 4

**Initiative:** +0; **Senses:** Low-Light Vision, Perception +3

### Defenses

Reflex Defense: 9 (Flat-Footed: 9), Fortitude Defense: 11, Will Defense: 11; Dodge, Mobility

Hit Points: 22, Damage Threshold: 11

### Offense

**Speed:** 4 Squares; Running Attack

**Melee:** Claws (2) +2 (1d4+1)

**Fighting Space:** 1 Square; **Reach:** 1 Square

**Base Attack Bonus:** +3, **Grapple:** +2

**Species Traits:** Airborne (Flightless), Bonus Feat (Dodge), Low-Light Vision

### Base Stats

**Abilities:** Strength 8, Dexterity 8, Constitution 12, Intelligence 2, Wisdom 12, Charisma 11

**Feats:** Dodge, Mobility, Running Attack

**Skills:** Acrobatics +5
Byss Elite Stormtrooper Gunner

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Jaws of the Sarlacc)*

*Affiliations: The Galactic Empire*

Culled from the ranks of the greatest Stormtroopers (and a few remaining Clone Troopers) in the Empire, the elite guard stationed at Byss are among the deadliest soldiers in the Imperial ranks. Although not quite as dangerous as The Royal Guard or their superiors, these Elite Stormtroopers fight well in groups and are trusted with the defense of the Emperor's secret sanctum.

## Byss Elite Stormtrooper Gunner Statistics (CL 10)

Medium Human Soldier 7/Elite Trooper 3

**Force Points:** 1; **Dark Side Score:** 6

**Initiative:** +13; **Senses** Low-Light Vision, Perception +11

**Languages:** Basic

### Defenses

Reflex Defense: 29 (Flat-Footed: 25), Fortitude Defense: 28 (33 vs The Force), Will Defense: 19 (24 vs The Force)

Hit Points: 100, Damage Reduction: 1, Damage Threshold: 28

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d6+7)

**Ranged:** E-Web Repeating Blaster (Braced) +16 (3d12+9, 2-Square Autofire)

**Ranged:** E-Web Repeating Blaster (Braced) +16 (5d12+9) with Burst Fire

**Ranged:** Frag Grenade (2) +13 (4d6+5, 2-Square Burst)

**Base Attack Bonus:** +10; **Grapple:** +13

**Attack Options:** Autofire (Blaster Rifle), Burst Fire, **Greater Devastating Attack (Heavy Weapons)**, Point-Blank Shot, Precise Shot

**Special Actions:** Coordinated Attack, Delay Damage, **Focused Targeting**

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 14, Intelligence 10, Wisdom 9, Charisma 13

**Talents:** **Armored Defense**, **Controlled Burst**, **Devastating Attack (Heavy Weapons)**, **Focused Targeting**, **Greater Devastating Attack (Heavy Weapons)**, **Greater Weapon Focus (Heavy Weapons)**, **Improved Armored Defense**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Coordinated Attack\*, Martial Arts I,\* Point-Blank Shot\*, Precise Shot\*, Unstoppable Force, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +10, Perception +11, Treat Injury +9

**Possessions:** Stormtrooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), E-Web Repeating Blaster (Improved Accuracy), Frag Grenade (2), Utility Belt with Medpac

*\*Feats unassigned in original Jaws of the Sarlacc module*
Boarding The Azure Queen (PiDS)

*Reference Book: Star Wars Saga Edition Galaxy at War*

*Main Page: Piracy in Deep Space*

*Preceded by Locating The* Azure Queen

After The *Cutting Strike* is destroyed, disabled, or jumps into Hyperspace, the heroes can attempt to board The *Azure Queen*. However, as they approach the transport, Captain Greeku opens a channel to discuss terms. Read the following text aloud:

***As The* Azure Queen *grows larger in the viewport, you Comlink crackles to life. The face of a scarred Rodian fills the screen. "Attention, Republic vessel," he says. "I am Malva Greeku, commander of the privateer* Cutting Strike*. You are outside your area of jurisdiction. However, it seems that you've bested my ship, and I commend your abilities. Their failure will not go unpunished. But I warn you that we have a large boarding party, and the crew of this vessel is in our control. Leave us alone, and we will release the crew unharmed on a civilized planet. If you insist on making things difficult, we will begin executing the crew." The Transmission cuts off.***

Allow the heroes to make a DC 15 Use Computer check; with a success, they determine that the transport's Hyperdrive is offline. A subsequent DC 25 Mechanics check reveals that, based on the visible damage, it will probably take the pirates 1 hour to complete repairs.

If the heroes do nothing, after about an hour, The *Azure Queen* jumps into Hyperspace and is gone. If the characters decide to take the ship, they find boarding a dicey proposition. The transport is spinning laterally and spewing dangerous chemicals and other debris. Lining up the ships at the proper angle requires a DC 25 Pilot check, in addition to the Pilot check needed to avoid the asteroids (which could be sparse or heavy, depending on where the ships link up; see *Locating The* Azure Queen). If the heroes successfully grab The *Azure Queen* with their Tractor Beam, they can stabilize the transport enough to gain a +5 bonus to Pilot checks for the purposes of docking.

If the heroes line up the ships and get within range, they manage to dock with The *Azure Queen*, connecting at one of the transport's cargo bays. Upon boarding the vessel, they find the cargo bay illuminated with eerie red emergency lighting and full of crates and gear- but devoid of pirates.

*Continued in Retaking The* Azure Queen
Botanist

*Homebrew Reference Book: New Republic Campaign Guide*

*See also: Feats, Species Feats*

You are knowledgeable in nature and life sciences.

**Prerequisite:** Ho'Din

**Effect:** You gain Knowledge (Life Sciences) as a Class Skill. Additionally, you gain a +2 competence bonus to all Knowledge (Life Sciences) checks.
Blaster Cannon

Portable, shoulder-fired Blaster Cannons fire powerful bolts of energy. Often used as an antivehicle weapon, the Blaster Cannon has the range and power to inflict devastation on troops and structures alike.

A Blaster Cannon is an Area Attack weapon. It deals full damage to the target if the attack hits its Reflex Defense (half damage if it has the **Evasion** Talent) and half damage if it misses (no damage if it has the **Evasion** Talent). Any creature or object in the 1-Square Splash radius of the target takes half damage if the attack hits (no damage if it has the **Evasion** Talent) and no damage if it misses.

A Blaster Cannon requires a Power Pack to operate. After 10 shots, the Power Pack must be replaced.

**Weapon Type:** Heavy Weapons

**Size:** Large

**Cost:** 3,000

**Damage:** 3d12

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 18 Kilograms

**Type:** Energy

**Availability:** Military

**Inaccurate:** This weapon cannot fire at targets at Long Range.

**Special:** This is an Area Attack Weapon.
Bryar Rifle

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

A Bryar Rifle is a large Blaster Rifle with a heftier firing chamber than on standard designs. Heavy and less accurate than most Rifles, the Bryar Rifle makes up for its shortcomings by being able to charge up an overpowered blaster shot, allowing it to hit with much more power than typical weapons its size.

As a Swift Action, you can prime a Bryar Rifle for a built-up shot. If you make no attacks with the Bryar Rifle before the start of your next turn, the next attack you make before the end of the encounter deals +1 die of damage and consumes 5 charges. You may not use any ability that consumes more than one shot (such as Autofire or Rapid Shot) in conjunction with a primed shot.

A Bryar Rifle requires a Power Pack to operate. After 50 shots, the Power Pack must be recharged.

**Weapon Type:** Rifles

**Size:** Medium

**Cost:** 1,350

**Damage:** 3d8

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 3 Kilograms

**Type:** Energy

**Availability:** Licensed

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Blurrg

*Blurrg Beast data created by Wikia user Droidscotty (Converted from its Star Wars Gamer #9 counterpart).*

A slow-witted bipedal reptile, the Blurrg is a gentle plant eater. It can be ridden or used as a draft beast. Ewoks have ignored Blurrgs due to the creatures' preference for the savanna, but Endor's stranded Marauders have enlisted them to haul equipment for their raids.

## Blurrg Statistics (CL 2)

Large Mount (Beast 3)

**Initiative:** +0; **Senses:** Perception -2

### Defenses

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 14, Will Defense: 8

Hit Points: 24, Damage Threshold: 19; Fortifying Recovery

### Offense

**Speed:** 8 Squares; Burst of Speed

**Melee:** Bite +7 (1d6+6)

**Fighting Space:** 2x2 Squares; **Reach:** 1 Square

**Base Attack Bonus:** +2, **Grapple:** +7

**Crew:** 1 (Normal Crew Quality); **Passengers:** 0

**Cargo:** 320 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

### Base Stats

**Abilities:** Strength 20, Dexterity 9, Constitution 16, Intelligence 2, Wisdom 5, Charisma 7

**Feats:** Burst of Speed, Fortifying Recovery

**Skills:** Endurance +9, Ride +5
Believer Cultist

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Echoes of the Jedi)*

*Affiliations: The Believers*

The Believers are a group of Sith worshippers that got its start in the Cularin System. They are males and females of different humanoid Species, and they come from all walks of life. Some are even trained in The Force. They were aided in their organization by the Sith scholar Murk Lundi, and they had grown into a formidable force by the time of the Clone Wars.

The ones encountered on this sublevel have been driven mad by repeated attacks from the T'salak. They are encountered in small groups, though, since two large groups of Believers in the same room would kill each other. Many Believers have fallen victim to their crazed companions.

## Believer Cultist Statistics (CL 3)

Medium Nonheroic 9

**Initiative:** +5; **Senses:** Perception +8

**Languages:** Basic

### Defenses

Reflex Defense: 12 (Flat-Footed: 11), Fortitude Defense: 14, Will Defense: 10

Hit Points: 50, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; Powerful Charge

**Melee:** Unarmed +9 (1d4+6)

**Melee:** Spear +9 (1d8+6)

**Melee:** Spear +9\* (1d8+18) with Powerful Charge

**Ranged:** Spear +7 (1d8)

**Base Attack Bonus:** +6, **Grapple:** +9

**Attack Options:** Power Attack

*\*Includes 4 points of Power Attack*

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 16, Intelligence 10, Wisdom 8, Charisma 13

**Feats:** Improved Damage Threshold, Improved Defenses, Power Attack, Powerful Charge, Skill Training (Perception), Skill Training (Persuasion), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +10, Perception +8, Persuasion +10

**Possessions:** Spear, Tattered Clothes
Boma, Young

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

Bomas are ravenous beasts native to Onderon and its moon Dxun. Although most Bomas are generally small, there are some that were extremely large in size (see Boma), as experienced by The Exile and her companions while exploring the moon. They are dangerous predators and known to kill Mandalorians, but they themselves are preyed upon by the Zakkeg.

 Boma, Young Statistics (CL 5)

Medium Jungle Beast 6

**Initiative:** +5; **Senses:** Low-Light Vision, Scent, Perception +9

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 11

Hit Points: 72, Damage Reduction: 3, Damage Threshold: 15

### Offense

**Speed:** 6 Squares; Powerful Charge, Ramming Attack

**Melee:** Bite +6 (1d6+8)

**Melee:** Slam +6 (1d4+8)

**Melee:** Slam +10 (1d4+11) with Powerful Charge and Ramming Attack

**Fighting Space:** 1 Square; **Reach:** 1 Square

**Base Attack Bonus:** +4, **Grapple:** +9

**Species Traits:** Damage Reduction 3, Jungle, Low-Light Vision, Natural Armor (+6), Ramming Attack, Scent

### Base Stats

**Abilities:** Strength 20, Dexterity 14, Constitution 20, Intelligence 2, Wisdom 12, Charisma 10

**Feats:** Powerful Charge, Skill Training (Endurance), Toughness

**Skills:** Endurance +13, Perception +9

### Abilities

**Ramming Attack:** When a Boma makes a successful Slam attack at the end of a Charge, compare the attack result to the target's Fortitude Defense. If it succeeds, the target falls Prone. This only works if the target is Medium-sized or smaller.

**Scent:** Bomas ignore Concealment and Cover when making Perception checks to Notice Targets within 10 squares, and they take no penalty from poor visibility when Tracking.
Black-Powder Rifle

*Black-Powder Rifle weapon data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

An antique on most worlds, the Black-Powder Rifle is rarely regulated. Lacking the capacity and range of most modern alternatives, the Black-Powder Rifle's greatest benefit is the ease in which ammunition can be scrounged together by knowledgeable explorers. However, Black-Powder Rifles are notoriously finicky and require frequent maintenance, else the weapon is prone to fizzling out on its wielder.

A Black-Powder Rifle must be reloaded after each shot and requires a Full-Round Action to reload, preventing the use of any Feats or Talents that allow multiple shots. Ammunition can be purchased in sets of 50 shots and costs 5 credits per set.

A character Trained in Mechanics can attempt to forage for supplies to make his or her own ammunition, requiring a DC 20 Perception check to search the area for the necessary materials. One hour and a DC 15 Mechanics check can produce enough ammunition for 5 shots, and an extra 5 shots are produced for every 5 points by which the check result exceeds the DC.

**Weapon Type:** Rifles

**Size:** Medium

**Cost:** 250

**Damage:** 2d6

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 4 Kilograms

**Type:** Piercing

**Availability:** Rare

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Burst Fire

*See also: Feats*

When using a ranged weapon in Autofire mode, you can fire a short Burst at a single foe.

**Prerequisite:** Proficient with Heavy Weapons

**Effect:** When using a ranged weapon with Autofire capability, and that you are Proficient with, in Autofire mode, you may fire a short burst as a single attack against a single target. You take a -5 penalty on your attack roll, but deal +2 dice of damage.

The effects of this Feat do not stack with the extra damage provided by the Deadeye or Rapid Shot feats.

If you do not have a Strength of 13 or higher, increase the penalty on attacks to -10 when using this Feat with non-Vehicle Weapons.

**Special:** Firing a burst expends five shots, and can only be done if the weapon has at least five shots remaining.

## Additional Burst Fire Effects

*Reference Book: Star Wars Saga Edition Starships of the Galaxy*

Vehicle Weapons capable of Autofire can be used with this feat normally. Additional dice of damage are added before any multiplier from the Vehicle Weapon is applied.
Bothan Will

*Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide*

*See also: Feats, Species Feats*

You epitomize the legendary willpower and resolve of the Bothan people.

**Prerequisite:** Bothan

**Effect:** Whenever an attack or Skill Check targets your Will Defense and fails to equal or exceed it, you gain a +2 circumstance bonus to your Will Defense until the start of your next turn
Barin Trevina

*Reference Book: Star Wars Saga Edition Scum and Villainy*

*Affiliations: The Fringe, Prello the Hutt*

Barin Trevina is Prello the Hutt's favorite burglar. He is an accomplished thief with a knack for getting into and out of tight spots. He has also ferreted out sensitive information on The Anjiliac Clan and its doings in several sectors of space. Barin also claims to know where a portion of Fische's Legacy is hidden, but he has yet to spill this information to anyone.

Fearing for his life, Barin made his way to Point Nadir, thinking that it would be the last place that The Sable Dawn would look for him. Unfortunately, he is wrong. Secured within Evad Court under the assumed name of Ely Salphella, he plans to wait out his enemies as long as his money lasts.

Barin is a short and slender Balosar. His curly brown hair is short enough that his antennapalps are plainly visible, and he wears a pair of blue leather pants and a green leather vest over an off-white collarless shirt.

*This Balosar seems small, even for a member of his Species. He is dressed in a gaudy suit of dyed leather that includes a green vest and bright blue pants tucked into black boots that rise to his mid-calf. His brown eyes dart back and forth like those of a hunted animal.*

## Barin Trevina Statistics (CL 3)

Medium Balosar Scoundrel 3

**Force Points:** 2; **Dark Side Score:** 2

**Initiative:** +1; **Senses:** Perception +6

**Languages:** Balosar, Basic, Huttese, Ryl

### Defenses

Reflex Defense: 15 (Flat-Footed: 15), Fortitude Defense: 14 (19 vs Poisons and Toxic Atmospheres), Will Defense: 14 (16 vs Deception and Persuasion); Dodge, **Unreadable**

Hit Points: 31, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +2 (1d4+1)

**Ranged:** Hold-Out Blaster Pistol +3 (3d4+1)

**Base Attack Bonus:** +2, **Grapple:** +2

**Attack Options:** Point-Blank Shot, Precise Shot

**Special Actions:** **Fool's Luck**, **Knack**

**Species Traits (Balosar):** Heightened Awareness, Mental Fortitude, Toxic Resistance

### Base Stats

**Abilities:** Strength 10, Dexterity 10, Constitution 12, Intelligence 15, Wisdom 10, Charisma 15

**Talents:** **Fool's Luck**, **Knack**

**Feats:** Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Gather Information +8, Knowledge (Galactic Lore) +8, Mechanics +8, Perception +6 (may reroll, must take second result), Stealth +6

**Possessions:** Hold-Out Blaster Pistol, Datapad
Blastsword

*Reference Book: Star Wars Saga Edition Unknown Regions*

The favored weapon of duelists from the remote world of Adumar, the Blastsword is an odd combination of a standard Vibroblade and the inner workings more commonly found in blaster weapons. At the tip of the blade sits a small metal nozzle, which emits a slight glow and an audible hum when activated. When the user successfully stabs a target, the blaster energy discharges.

A Blastsword is well balanced, and its wielder can consider it to be a Light Weapon for the purpose of using the Weapon Finesse feat. A Blastsword requires a Power Pack to operate.

**Weapon Type:** Exotic Weapons (Melee)

**Size:**Medium

**Cost:** 600

**Damage:** 3d6

**Stun Setting:** NO

**Weight:** 2.1 Kilograms

**Type:** Energy

**Availability:** Rare
Boosting the Power of a Repulsor Sled

*Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide*

*See also: Cracken's Rebel Field Guide*

Found in docking bays and warehouses across the galaxy, the utilitarian Repulsor Sled is a staple of cargo manipulation. Typically floating a half meter or less above the floor, a sled can easily move pallets, crates, and other cargo. Given their near-universal availability in docking bays, Repulsor Sleds are among the items commonly used and adapted by Rebel agents, who typically temporarily boost the power of the sled to gain speed, altitude, or both.

**Required Items:** Repulsor Sled, independent power source (typically a small generator, vehicle battery pack, or power cable attached to a wall outlet), and basic tools.

**Modification Time:** 2 Minutes

**Skill Check:** Mechanics DC 15 (DC 10 with Tech Specialist)

**Result:** Increases sled speed by 2 squares or altitude by 2 squares. Lasts for 2d4 rounds before repulsorlift circuitry burns out and the sled crashes to the ground, useless and requiring spare parts to repair. The duration should be unknown to the heroes, although the sled might give off warning signs a round or two before failing.
Bonadan

*Homebrew Reference Book: Corporate Sector Sourcebook*

*See also: Galactic Gazetteer*

One of The Corporate Sector's busiest ports, Bonadan boasts ten gigantic spaceports, and at all times of the day or night its dim skies are crowded with ore barges, freight haulers, passenger liners, military craft, and commercial ships of every size and shape.

Much of Bonadan's surface is covered with factories, commercial parks, mining operations, and apartment complexes for Bonadanian workers of all Species. On their commutes, workers who look up from their datapads are almost certain to pass complexes and facilities stripped of useful material and left to rust into scrap. That's the fate of almost anything on Bonadan that fails to meet annual metrics expected by market supervisors in their CSA corner offices. One day it'll be the fate of the planet itself- Bonadan is already plagued by choking pollution and foul-smelling rain that even its ubiquitous weather-control stations can't dissipate.

Bonadan bans all personal weapons, allowing exceptions only for the Espo security guards and high-ranking CSA personnel. This rule is enforced by a web of weapon detectors, including portable units carried by Espos, and punishments are severe enough that even hard-bitten freighter bums abide by it.

Bonadan's spaceports are cities in their own right, where new arrivals to The Corporate Sector gawp at aliens of every conceivable description. Outside the spaceports proper and their ancillary facilities and services, tourists mill about the ports' alien quarters or seek deals on hard-to-find tickets to see the Bonadan Blasters, one of the galaxy's best-known and most popular shock-ball squads.

### Bonadan Statistics

**Region:** The Outer Rim

**Climate:** Polluted

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 44 Standard Hours

**Length of Year:** 259 Local Days

**Sapient Species:** 63% Human, 11% Tiss'shar, 8% Hiitian, 18% Other Species

**Government:** The Corporate Sector Authority

**Capital:** Tortegal

**Major Exports:** Consumer Goods, Foodstuffs, Luxury Items, Technology

**Major Imports:** Industrial Goods, Minerals
Brilliant Defense

*Reference Book: Star Wars Saga Edition Galaxy of Intrigue*

*See also: Feats*

You think quickly enough on your feet to stay alive in dangerous situations.

**Prerequisite:** Intelligence 13

**Effect:** Once per encounter, you can add your Intelligence modifier to your Reflex Defense as a Reaction; this benefit lasts until the start of your next turn.
Bounty Hunter, Novice

*Homebrew Reference Book: DMF's Big List of SWSE NPCs*

*Affiliations: The Bounty Hunters' Guild*

Still new to the hunt, the Novice Bounty Hunter often makes the rookie mistake of pursuing dangerous or particularly evasive quarries in the hopes of building up their reputation in a hurry, and will not hesitate to use every advantage or weapon at their disposal to capture their target.

More often than they would like, a Novice Bounty Hunter is forced to accept petty work from less-than-scrupulous clients, such as crime lords and loan sharks, just to make ends meet.

### Use in Play

Generally speaking, live bounties tend to pay better they will seek to capture their quarry alive. Low-level heroes will find a single Novice Bounty Hunter to be a threat, while veteran heroes will tend meet these hunters in groups, preferring to take a cut of a large bounty rather than face such a daunting foe alone.

### Build Options

* Trade Informer for Precise Shot to allow the Bounty Hunter to attack foes engaged in melee without the risk of hitting their allies.
* Swap **Indomitable** for **Devastating Attack (Pistols)** to make the Bounty Hunter's ranged attacks that much more dangerous, especially when set to Stun.
* Exchange the Heavy Blaster Pistol for a Blaster Carbine to allow the Bounty Hunter to put a bit more distance between themselves and a dangerous target.

## Bounty Hunter, Novice Statistics (CL 4)

Medium Scout 2/Soldier 2

**Force Points:** 2; **Dark Side Score:** 2

**Initiative:** +9; **Senses:** Perception +9

**Languages:** Basic, Huttese

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 18, Will Defense: 16

Hit Points: 45, Damage Threshold: 18; Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4+3)

**Melee:** Knife +4 (1d4+3)

**Ranged:** Heavy Blaster Pistol +5 (3d8+2)

**Ranged:** Heavy Blaster Pistol +3 (4d8+2) with Rapid Shot

**Ranged:** Stun Grenade (1) +5 (4d6+2 (Stun), 2-Square Burst)

**Base Attack Bonus:** +3, **Grapple:** +5

**Attack Options:** Point-Blank Shot, Prime Shot, Rapid Shot

**Special Actions:** **Indomitable**

### Base Stats

**Abilities:** Strength 13, Dexterity 14, Constitution 14, Intelligence 12, Wisdom 14, Charisma 11

**Talents:** **Acute Senses**, **Indomitable**

**Feats:** Armor Proficiency (Light), Informer, Point-Blank Shot, Prime Shot, Rapid Shot, Shake It Off, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Initiative +9, Perception +9 (may substitute for Gather Information checks; may reroll, must take second result), Pilot +9, Stealth +9, Survival +9

**Possessions:** Combat Jumpsuit (+4 Reflex), Heavy Blaster Pistol, Knife, Stun Grenade (1), Binder Cuffs (3), Comlink (Short-Range), Datapad (Bounty List)
Brainwave Probe

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 1)*

**Equipment Type:** Medical Gear

**Cost:** 10,000

**Weight:**1 Kilogram

**Availability:** -\*

*\*See Republic Decree E49D139.41*

A sensor used by the Kaminoans to detect products in the early stages of Clone Madness via irregular brainwaves. Use of this device allows you to use the Notice Targets application of the Perception skill to detect Clone Madness. Clone Madness begins as a Fine sized target within a clone, with its size category increasing one step for every point its attack bonus goes over 5.
Bridger Legacy

*Bridger Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

You are a descendant of the Bridger family from Lothal that spoke out against the rule of the The Galactic Empire by broadcasting revolutionary messages. You are charismatic and know how to bring out hope in every heart.

**Prerequisite:** Human or Near-Human

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to double any insight, morale, or competence bonus you grant as a part of a Talent or other special ability.
Blaster Barrage

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

*See also: Feats*

You and your allies engulf an area with dense blaster fire.

**Prerequisite:** Coordinated Attack

**Effect:** When you make an attack with a weapon set on Autofire that deals damage to at least one target within the designated area, you grant a +2 circumstance bonus on any of your allies' Autofire attacks made against that same target until the beginning of your next turn.
Burrowing Tusks

*Burrowing Tusks Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

You have learned to use your tusks to burrow for concealed shellfish and other delicacies.

**Prerequisite:** Aqualish

**Effect:** You gain a Burrow Speed of 1 square while in soft earth or clay. In addition, you gain a +5 circumstance bonus to Survival checks made for Basic Survival in aquatic and swampy environments.
Boba Fett, Orphan

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*

*Affiliations: The Fringe*

Created as payment for Jango Fett's to the Kaminoans, Boba Fett is a pure genetic replication of Jango Fett. In every way his father's son, Boba shows an aptitude for adaptation to adversity and natural combat instincts. He was raised by Jango Fett, but Boba's father often traveled to other planets to ply his dangerous trade, leaving the young boy to be cared for by MU12, the administrator Taun We or bounty hunter Zam Wesell. A year before the Battle of Geonosis, Boba's training as a Mandalorian warrior truly began; working for Lord Tyranus, Boba and his father slaughtered an entire resistance movement on Kuat.

Boba and his father were invited to view the Jedi execution at the Petranki Arena; unfortunately, the entertainment was spoiled by the arrival of 212 Jedi, intent on freeing their comrades. Boba watched the battle that followed in paralyzed horror as his father was decapitated by Jedi Master Mace Windu. On his own at only ten years old, Boba moved his father's corpse to a desolate bluff where he stripped Jango of his armor and weapons, storing them onboard the *Slave I*, and buried the man that had seemed invincible hours earlier.

## Boba Fett, Orphan Statistics (CL 1)

Small Human (Child) Soldier 1

**Destiny Points:** 1; **Force Points:** 5

**Initiative:** +2; **Senses:** Perception +6

**Languages:** Basic, Huttese

### Defenses

Reflex Defense: 16 (Flat-Footed: 13), Fortitude Defense: 14, Will Defense: 13; Vehicular Combat

Hit Points: 30, Damage Threshold: 14

### Offense

**Speed:** 6 Squares; **Jet Pack Training**

**Melee:** Unarmed +1 (1d4)

**Ranged:** Velocity-7 Dart Pistol -2 (1d4) or (2d8 (Stun)) or (1d4 (Saberdart Poison))

**Base Attack Bonus:** +1, **Grapple:** -2

### Base Stats

**Abilities:** Strength 10, Dexterity 14, Constitution 10, Intelligence 12, Wisdom 12, Charisma 9

**Talents:** **Jet Pack Training**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Martial Arts I, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +5, Knowledge (Tactics) +6, Perception +6, Pilot +7, Use Computer +6

**Possessions:** Velocity-7 Dart Pistol, Medium Beskar'gam (Unused), Flight Bag, *Slave I*

### Heroic Traits

**The Legacy Destiny (Fett Legacy):** Boba Fett is part of the legendary Fett Family. He may spend a Destiny Point as a Free Action to score Critical Hits on a natural roll of 19 or 20 for the rest of the encounter.